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Kinperor

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Posts posted by Kinperor

  1. I don't think these changes adresse most of the core issues on the kit of Oberon.

     

    1. Smite's damage buff sounds good, but it's hardly used for damage, mostly CC.
    2. Hallowed ground's core issue is that no one wants to sit on the patch of radiation. It's a combination of the fact that standing still is boring and a death sentence in the game. The ability needs to be more conscious of Warframe's high mobility. I would compromise that, after leaving the AOE, Tenno keeps the buff for as long as he sat on the Hallowed area, affected by power duration. Duration over 100% would give a better ratio of buff duration for time spent on the Hallowed Ground, and vice versa.
    3. Renewal is a great heal ability, but the fact is that you need to recast it whenever someone's hurt after being healed to max. I would compare it to the old version of Desecrate, where the skill takes a lot of smashing on occasion. Not as much, mind you, but still, you will need to recast it a lot and it's detrimental to the enjoyment of the game, since you need to stop to cast it again and again. There should be more emphasis on the heal over time.
    4. Reckoning is one of these old AOE ults. I think that it would deserve a complete revamp, but otherwise the changes suggested can help it.

    The new passive sounds good to me, no complaint here.

     

    I would change the ult to focus on it's crowd control, more specifically I suggest this:

    • Reckoning: On cast, Oberon drags X/X/X/X (scales with power strength) enemies within X/X/X/X meters (scales with range) of his crosshair into a ball and deal a paltry amount of impact damage. Oberon keeps control of the ball after the initial 'vacuum', using one hand to keep it in the air. Oberon can maintain the ability as long as he wants, but is restrained to one-handed actions (abilities, pistols, melee, etc) and his mobility is limited. Upon recasting the ability, he throws the ball of enemies where he is aiming, dealing damage on impact and bonus damage/effects if landing a shot on Hallowed Ground. Irradiated enemies can be pulled into the balls without counting toward the maximum amount of unit held, and are pulled from farther away.

    I know in my post I oppose immobilizing the player, but in this suggested ability, it is done to limit the use of CC without using energy as a limiter. I think such an ability would make the players feel much more powerful than the current Reckoning and add a lot of synergy (using 1 or 2 before 4 makes 4 much stronger) while also being very flexible.

  2. 8 minutes ago, Xekrin said:

    I hope one day they update charging mechanics to allow for more variety in its gameplay.

    Can't you? 

    I use slides and even bullet jumps all the time to reposition myself when charging the Sancti Magistar.

  3. The mods are average or below. If no one buys them, they'll be turned to Endo.

    • Buzzlok: +Damage, +Zoom, -Impact, no reroll.
    • Glaxion: +Status duration, +Fire rate, +Toxin, 3 reroll
    • Hema: +Status duration, +Toxin, -Infested damage, 1 reroll
    • Hind: +Fire rate, +Heat, +Infested damage, no reroll
    • Rubico: +Corpus damage, +Impact, -Critical damage, no reroll
    • Stug: +Reload speed, +Toxin

    They aren't that good, so just make an offer in plat for the weapon you want.

     

  4. Hello Jacob,

    Thanks for the update. I have a bit of feedback:

    • Is clan management something that can be added to the app, realistically? Inviting new member at the very least would be nice.
    • Are we going to see Riven mods in the inventory in the future?
    • My Smeeta kavat seems to have a Kubrow icon by its name, in the incubator segment. Is this intended?

    Cheers!

  5. I asked it last devstream, and I still want to know: Did the Javlok project turn off the content creators in regard to new weapon holds?

    I realize it is a lot of work, but I would also like to see heavy weapons with a chainsaw grip or shoulder mounted.

  6. 27 minutes ago, Inkogni said:

    Was hoping some long awaited fix/buff would hit the live but nothing yet.
    Thanks for the kuva fixes

    9034b97497.png

    Go give SpaceMom a hug <3.

    What kind of animal takes a screenshot of a gif instead of linking the Tweet? What's more, who leaves the cursor on the screenshot.

  7. I will talk succinctly of the Infested Room and the Cyst:

    I frankly don't see the point of having implemented it so fast. Every other pets before the Helmint Charger came with a lot of refinement, they were very distinct from the closest enemy analogue. I feel that the Helminth Charger is way beneath the standard established previously for pets and I frankly think it is better off not being in the game at all (under this implementation). I understand that people called for Charger pets at some point in the past, but I feel it is a weak argument to suddenly implement the Helminth Charger as is. I remember people saying that they were missing the first iteration of Golem... an oversized Runner.

    DE has established some standards for new content, and I feel that the Infested room sacrificed too much quality for what we got. I also understand that recycling assets is a normal way to accelerate new content, but the Charger just doesn't work. The room itself has practically no content, I wouldn't have bothered opening it if I hadn't got infected randomly and figured I might as well. Same thing for the cyst, implementing it this early doesn't have many pros in its favor.

    I concede that there might be some inspiration from players theory-crafting around it. However, I think it's just a pointless eyesore. I eagerly wait for the cure. I'm not saying this to bash anyone, it is just I don't know what to make of any of these additions at this point in time.

  8. I'd like to know where Scott  Pablo has gotten inspiration from for Nidus?

    I'd would also like to know if the addition of Javlok has turned off the Animation department when it comes to creating new primary weapon animation?

  9. I genuinely think the Tigris line of weapons is the best designed in the game.

    With weapons, you usually have associated skills, "aiming" is omnipresent, "reload control" is another one. The Tigris has three that I think makes it much more enjoyable than a lot of other weapons:

    1. Snap-shotting: An expansion of the omnipresent "aiming" skill required for all weapon, if you use the Tigris you want to spend as little time as possible actually holding the second shell. This has led me to learn how to "snap-shot", which is basically shooting two different target with a single click of the trigger. It is a skill I feel I still need to develop and improve, unlike aiming with a regular assault rifle.
    2. Quick reload: You can shoot faster if you manually reload, instead of letting the auto-reload kick in. I find it much more rewarding to be mechanically involved with the reload instead of letting it happen, thus accelerating the process.
    3. Multi-target: Using your positioning and aiming to hit as many enemies as possible with one or two shells. With a penetration mod, it only involves lining up enemies, but you can also hit enemies that are standing side-by-side, depending on distance and your mods affecting pellets spread.

    I like the Tigris, because I feel that learning how to use it actually makes a notable difference in performance, and that I can still learn more despite having used it for so long.

  10. I did the math.

    Since I have ~600 mutagen samples from playing for three years, I would need 75 years to pay the mutagen requirement for the Hema (I am part of a shadow clan with low players).

     

    The price is a weeny-teeny bit steep, I think.

  11. I think it's a crying shame it ends like this, IgnusDei. I had a lot of appreciation for the design you did in Sins of a Solar Empire. It may sound ridiculous to some, but even though it's a RTS, the design you brought to the game stuck with me to this day. I do not play every Warframes for whom you designed a skin, but I can tell you that seeing awesome skins made me want to try them again.

    I respect that you have creative integrity, although it unfortunately led to this situation. Good luck and success in your future endeavours.

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