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Hrodgrim

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  1. You shouldn't be punished for using the Shadow at all. All it does is switch your stats and move set. You're already punished, in a sort of roundabout way, by precluding the Shadow from using guns. As far as a cost goes for maintaining the Shadow, I can see the Death Well still being used for this if the Shadow itself can also add to its own Death Well. This would stop it from being an artificial timer, but you wouldn't get away with abusing it forever if you can't properly do your job with it. Lol also the 75% requirement needs to be dropped entirely.
  2. I would rework the Death Well thing entirely and untether the shadow from the Death Well completely, letting you use the shadow as long as you want for no cost. Instead have the Death Well provide some kind of scaling or consumable buff to Sevagoth and a different buff for the Shadow. Shadow's buff should definitely be something to speed him up. Also, everyone seems to agree on being able to re-case Sow. It feels awful to use without recast.
  3. Lol Volt is still faster than Gauss though.
  4. I think you hit the nail right on the head with this. If he had some kind of interactivity it would go a long way to making him feel like his own thing.
  5. Lol Nezha is faster than Gauss too. It's fun to put a bunch of silly +slide -friction stuff on him and watch him go. Combined with extra sprint speed (Nezha Prime is just a bit lower than Gauss I believe) and you can just lightly tap crouch and fling yourself laughably far.
  6. I'm riding the wave with Chroma's COOL new skin. I know Loki is the most egregiously outdated frame in the game, that's not really a question, but Chroma is right up there with him. Passive: Lol Chroma's passive is kinda lame. It's fun for the most part but doesn't really add anything to him. For those who don't know, Chroma simply gets an extra jump in mid-air (any frame that subsumes Wrathful Advance, which I highly recommend, can do that too). Spectral Scream: To start off with, Chroma's first power is not worth using. Compared to simply putting a gun in his hand, Chroma's first power does next to nothing. It has a guaranteed status chance, sure, but it only occurs once per second, where a gun can stack up hundreds of the same proc in that same second (lol Soma). Its only valid use is to switch Chroma's element around, but even that belongs on a different power. On the same note, the first power's augment, Afterburn, is the most horribly useless mod in the game. It does a pittance of damage at the cost of 5 seconds of doing no damage, and that's it! No status, no stagger, no nothing. The augment even disables your targeting reticle so you can shoot above your enemies instead of hitting them too. Spectral Scream's range scaling is pitiful too. I understand that it was jiggered up to make minimum range not be so bad, but it would be simpler to just have a minimum range cap of the current ~7m and let the maximum range scale like any other normal power. Currently, if your Chroma has the absolute max power range (280%) Spectral Scream only reaches just a hair over 14m. The base range of the power is 10m, so the EXPECTED maximum power range should be Around 28 meters, double what it is currently. To fix Spectral Scream, change the status/damage CHAIN into an AOE on each target affected. This would let the power grow exponentially based on the amount of targets caught in its range. Also add a lower limit to the range of ~7m (its current lower limit) and remove the weird scalar it currently has. Spectral Scream's pitiful range scalar. Elemental Ward: This power is just alright. It's not bad but it's not good either. Curiously this is also Chroma's most valuable power in the face of what Helminth can offer. This power lets you choose from a handful of sort of weak buffs to give Chroma and his friends for a duration. This power has two "major" issues: First, Toxin and Electric are pretty much worthless; the buffs they provide don't really affect your play style at all. Electric is slightly better than Toxin simply because Chroma's 3rd power also utilizes shield damage, Fire is decent, and Ice is good. The second flaw with this power is the way it is cast. You have to wait for its duration to entirely expire before you can re-cast it. Chroma's element switch capability should also be moved to this power since this power is the major deciding factor on how you play at any given moment. If you wanted to be real creative, you could take a page out of Lavos' book (who is everything Chroma wishes he was) and have Elemental Ward modify the outgoing Spectral Scream damage type. For example if Chroma is surrounded by Ice Elemental Ward and casts Fire Spectral Scream, the scream should dish out Blast damage and blast status. This would add much needed merit to Chroma's first power as well, all the while creating a natural synergy within his move set. Vex Armor: Just let this power be its own separate multiplier. Adjust the values if you must, but you can currently switch this power out for Roar and get more damage with way less investment and brainpower. Given you can already boost Chroma's armor from Ice Elemental Ward, the "armor" portion of this power should give Chroma a percent based damage mitigation instead. like Nezha, Nova, Nidus, Mesa, etc. have. Maybe even let Chroma shrug off staggers and knockdowns while it's active. As it sits, you can totally get away with replacing this power since it functions just like Serration and Steel Fiber. Effigy: To finish, Chroma's last power is not worth using. The Effigy doesn't really accomplish much when it's deployed. It's really cool for sure, but it's a liability in any meaningful difficulty. Chroma removes half of his armor to have a stationary sentinel-like-object where he used the power. The Effigy is extremely weak versus anything with any form of defense (that means it will only kill Infested), has pitiful range on its attack, and CHUGS Chroma's energy like a mummy in an oasis. The Effigy can scream every now and then, which is the only really good thing this power has going for it. The scream staggers nearby enemies akin to Banshee's stagger. The augment on this power is fun, but it doesn't actually help the Effigy by any metric. I had a fun idea to enable modding on Chroma's pelt, similar to Sevagoth's Shadow, and let it use Sentinel mods. This would certainly give Chroma a unique niche, but it would also allow for a higher ceiling on the Effigy itself. Another idea that was thrown around in the Council chat was to allow the Effigy to closely follow Chroma like a Sentinel when deployed and combining the augment into the base power, letting Chroma direct the Effigy elsewhere on the fly. This would open up the opportunity to create an all new augment for the power. Effigy's hilariously low range. To sum this post up, most of Chroma's powers are ineffectual in the face of simply using guns or by replacing them with other powers via Helminth. Chroma's most valid power is Elemental Ward (subsumable by the way) and even it's not very good. He's still better than Loki though, so credit where it's due.
  7. You know what, I really like most of these suggestions. For Excalibur's Radial Javelin, if its damage type were merely considered melee, then it would have explosive damage potential, just from that tiny change alone.
  8. The support guys do pretty good, just be patient with them and they will get to you. The last time I submitted a ticket, it only took them a day or two to get to me.
  9. Vauban can indeed strip armor rather quickly if you play your cards right. Bastille reduces enemy armor by base 10% per second while they are suspended in the air. This dovetails with Corrosive projection to reduce total time needed, and the armor stripping is also subject to power strength, further reducing time required. The best way to make use of his armor stripping capability is to just let it work on its own while you deal with stronger targets (eximus for example), then when you get back to the weaklings, you can generally just kill them in one attack. Photon Strike is also sort of misunderstood. While it really doesn't add anything to Vauban's kit, it can and will kill anything that has been in Bastille for any meaningful amount of time (~3 seconds or so, depending on your power strength). Vauban's damage only goes up as the enemies grow in strength, as his powers scale directly on the enemy's level. This includes Flechette Orb. The trick to effectively using Vauban is to overlap your Bastille traps with your Flechette Orbs to get the most out of his damage. This will more or less automatically clean up any weaker enemies, leaving you to focus on the stronger ones with your weapons. GrimMyfanwy's idea of putting armor stripping onto Photon Strike is a really good one. That would definitely make Vauban quicker paced and would make the energy cost for the power worthwhile.
  10. Do yourself a favor and DON'T fight the owl for the first two fights. Save owl for last. Trust me, it'll be a LOT easier on you this way.
  11. I like to use Zephyr's subsume ability in place of Frost's first ability. It lets me double down on putting the enemies where I want them and keeping them there. It's also handy for knocking tougher foes into death zones like endless pits and such.
  12. What if the structures faded out when you look at them like the new frame's little floaty things? It would be cool if ice structures impede enemy pathing but not player movement, sort of like that glass frame's barrier.
  13. "Strong" doesn't necessarily equate to "good". His first two abilities are pretty much the same thing and they don't do much. His third ability actively impedes the team. The vast majority of his strength is in his last power. Spamming one power doesn't make for good design.
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