Jump to content

Hrodgrim

Master
  • Posts

    560
  • Joined

  • Last visited

Everything posted by Hrodgrim

  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 I know Loki is the most egregiously outdated frame in the game, that's not really a question, but Chroma is right up there with him.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.
  14. I forgot all about Cold status' critical damage boost. That's a good point.
  15. Words cannot communicate how livid this quest makes me. I would PAY to be able to skip story quests, just to get to the normal missions after them. They consistently boil my blood every time I try to do one. As for The New War itself, the Jackal fight when you play as the Corpus crewman is infuriating enough to bring one to suicide. I finally beat it but only because I got the Jackal stuck outside of the electric zone. There is simply not enough time to drag the explosive Moa to wherever he needs to go before the Jackal gets back up. Soon after the Jackal fight, there is a section that forces you to sneak around and doesn't let you fight at all. The enemies here have sightlines that are bigger than the visual indicators show. This section wasn't as irritating as the Jackal, but it made me quit playing for like a week after I finally finished it. Next up were the three Archon fights. They're pretty good fights except for the Owl. The Owl Archon shoves you around and fires off its big attack before you get a chance to react to it with your SNAIL PACE Drifter movement speed. Telegraph its Caliban attack a little longer for the love of all that is good.
  16. It's honestly a good idea. Allies shooting through Snow Globe is sorta long overdue.
  17. Moving around at high speeds in this game is extremely unpleasant unless you're in one of the few open world areas. The reason for this is the disconnect between general map design and how locomotion functions. The worst part of this is how you ALWAYS get stuck in level geometry when flinging yourself around at high speeds. Eris, Kuva Fortress, and Europa maps are particularly infuriating. Even on the open maps, you still get stuck on tiny things sticking out of the ground. Try rushing around the plains as Hydroid using your 2nd power, or sliding around at high speeds as Nezha on Deimos. The map design in this game prohibits actually going fast under penalty of getting extremely pissed off from getting stuck every 5 steps.
  18. I can't stand multiplayer unless it's some kind of stationary mode. I'm not going to suffer being stuck on every other polygon with the game's disconnected locomotion system.
  19. I love Frost. He's one of my favorite frames, but he's very stale to the point of becoming uninteresting. The recent rework to the Overguard mechanic was neat, but ultimately didn't change much about the way he plays. After having been gone for some months, I come back to find Hydroid is now incredibly fun, with no forced (or false) synergies within his power set. Frost's powers are largely outdated and seeing the Hydroid rework got my noggin joggin' about how a similar design inspiration would work with Frost. To that end, I have some ideas for you to peruse. Frost Frost does not have a real passive. It is about as useful as Hydroid's old passive or more aptly Chroma's old "passive". Frost is the master of zoning, keeping enemies at bay, so his passive (which requires being struck with an enemy's melee attack) never comes into play. To exacerbate the problem, the passive itself only has a CHANCE of occurring to begin with.. In order to fix this, I've come up with a more interesting and useful passive for Frost. Frost's new passive introduces an all-new mechanic centered around ice structures. Ice structures: Ice structures come into play depending on a variety of Frost's powers. By themselves, the ice structures do nothing. When shattered, Frost can pick up the ice pieces for tiny amounts of healing per shard. Ice structures will last for a static 30 seconds before melting. Passive: Every ice structure in Frost's affinity radius grants him a small measure of armor and a small increase to Cold damage. Enemies frozen by Cold status also count until they thaw. This new passive will make Frost more interactive with his own powers which will be listed below. Frost's first power is among the least useful things in the entire game. The ONLY thing this power is really good for is shattering globes (which should be built into the globe power itself, more on that in a bit) and maybe freezing the odd enemy here and there only to kill them less than a fraction of a second later with your gun. This new version of Frost's first power will revamp how it functions in the face of the passive stated above. Freeze: Tap: Tap the button to cast a wintry gale toward the reticle. This breeze fires off in a wide cylinder, slightly pushes back and afflicts enemies struck by it with Cold status. Deals minimal damage but can shatter ice structures that it hits. Structures shattered by Freeze will deal slashing and cold damage and spread cold procs to enemies nearby. Hold: Hold the button to cast Ice Wave, dealing Cold and Slashing damage and carpeting the ground in a wide area with razor sharp ice for X seconds. Enemies walking over the ice carpet are slowed and take Cold and Slashing damage over time. The carpet itself counts as an ice structure. The first power for many frames is designed to be reused on a whim and or to provide fast utility of some sort. This new first power serves to combine Frost's old first and second powers into one power with its own self synergy. It is made to slow enemies down and somewhat incorporates Ice Wave Impedance into the base power. This further opens up Frost's kit with room for an altogether new power. Cold Snap: Frost conjures a deep freeze around himself that drains energy over time to maintain. Enemies who enter this zone are slowed by X% while they are in the zone and X seconds after they leave. Enemies afflicted with Cold procs who are killed in this zone will freeze into ice structures. Ice structures in this zone do not melt. New Augment: With the removal of Ice Wave, the Ice Wave Impedance augment is replaced with Deep Freeze. Deep Freeze causes all ice structures in the radius to generate their own small Cold Snap zone as long as Cold Snap is active. This effect can chain between ice structures. This new second power takes inspiration from Sevagoth's Gloom power, doubling down on Frost's habit of slowing enemies down. In addition to slowing enemies down, any enemies who are affected with Cold are completely frozen when they are killed inside the power's radius, which activates Frost's new passive, granting him more survivability and power when surrounded by ice structures. Visually, I imagine this power to slightly darken the area around Frost and conjure up a snow storm to swirl around him. Snow Globe is one of Frost's two good powers. Snow Globe is the king of point defense and doesn't really need much help. Snow Globe: Tap: Tap the button to generate a Snow Globe. This functions exactly as it does now. Snow Globe is considered an ice structure, but can only be detonated by its own power (or by being broken). Hold: Hold the button to detonate all active Snow Globes. Broken or detonated Snow Globes will also shatter ice structures within and around them. Ice structures shattered by Snow Globe will create a mist (like Freeze does currently) that slows enemies in their wake and gradually applies Cold status. This new version of Snow Globe is aimed at making fun usage of Frost's new passive. Due to Frost's new passive, the Snow Globe can have access to stronger, albeit conditional, armor scores in order to have more up-front durability upon cast. Secondly, it offers a different effect for shattering ice structures than the first power, letting Frost adapt to the situation at hand if necessary. Avalanche is easily Frost's greatest power. It can shred enemy armor, freeze them in place, deal respectable damage, and even has an incredible augment. 90% of Frost's viability is in this one power. To that end, it doesn't require a radical change. Avalanche: Frost violently freezes, shatters, and re-freezes the area surrounding him. Enemies affected by Avalanche have their armor sundered and are frozen in place for X seconds. Enemies and ice structures shattered by Avalanche explode with effects similar to the first power but also shatter any other ice structures near themselves. Avalanche conjures up its own improved ice structures after it finishes. Greater Ice Structure: These ice structures are created specifically by Avalanche. They are used by the other powers in the same way as listed above, but have stronger effects. Frost's passive is more potent in the presence of these structures. This new form of Avalanche seeks to capitalize on Frost's new ice structure mechanic, gaining terrifying power if used right. It will allow Frost to destroy all ice structures in play if they are close enough together, by virtue of chain destruction. To recap, this new Frost gains more defensive might when he is surrounded by ice structures. He can also destroy the ice structures to heal himself, thanks to his new passive, and use them offensively in the form of damage or crowd control. Enemies who are frozen by Cold status also count toward Frost's passive as long as they are still frozen. Frost's new first power is designed to give the player a small taste of the rest of Frost's kit all up front. It can generate AND shatter ice structures, and later on when Frost is able to create veritable jungles of ice, it will allow him to more surgically remove small areas of his ice structures. Frost's new second power serves to create and propagate more and more ice structures to further fuel Frost's new passive. It also has the added bonus of slowing down enemies who are close to Frost, giving him another sort of soft form of crowd control. The changes to Snow Globe allow it to interact with Frost's new passive. It remains roughly the same, and its shatter effect is focused on crowd control. Avalanche now gains calamitous power if used wisely with ice structures. It also generates its own type of improved ice structure to be used at Frost's discretion. This writeup is something of a wishlist inspired by the more interesting Warframe design that's been coming out here recently. All of the newer Warframes are pretty interesting to play, and are not as unga bunga as some of the older frames. Hydroid is a prime example of this; his original powers were not fun at all, his first rework made him a little better, but he was still sort of idle to play, and his new rework has made him simple but nuanced by hinging all of his powers on the Corrosive damage type. This design philosophy makes Warframe very fun again since it's no longer braindead "push to win" and requires you to think about your powers' own interactions.
  20. Actually, the letter is not nasty. The only nasty thing is the taste in my mouth after using these frames. A few weeks of conferring with the council chat has led me to making a post filled with notes I've taken on the various frames listed in the title. These are frames that are either unwieldy, anti-synergetic, or otherwise outdated, and isn't strictly based on the viability of the frames. I'm going to skip the rest of the preamble and get straight into the powers of each frame. Excalibur: Sevagoth: Chroma: Hydroid: Fixed Limbo: Atlas: Frost: Loki: Ash:
×
×
  • Create New...