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Rankii

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Posts posted by Rankii

  1. I feel like frames don't have enough synergy between skills, so that every skillset becomes "press 4 to win". here's my take on Saryn as a proper venomancer.

     

    Venom:

    Venom's basic idea is fine: inflict a poison status on enemies that can spread to others. But like it's been said in this thread the idea of only being able to shoot the spores to spread it makes it a big cup of why-bother. On on-death spread would be nice, with the secondary spores running at half power with a similar duration. They don't spread beyond this second wave, but it should be enough to give some much-needed use to the skill. On top of that, allowing them to be cast on saryn's molt and damaged by miasma will also help in spreading the sickness.

     

    Molt:

    This is a nice decoy that explodes after a bit, and lets saryn shrug off various proc/statuses. It's not bad, and actually one of the useful skills. My only suggestion for this is to let it bet tougher alongside saryn's health and/or armor. Not as tough as saryn herself since it's just a molted skin, but a saryn modded for health and/or armor should be able to see that in molt's toughness. It'd be a nice contrast to loki's paper-thin decoy as well.

     

    Contagion:

    I honestly can't remember ever using this unless I accidentally hit 3 instead of 2 or 4. As it is now, just adding some toxic damage to melee...is pretty lackluster for saryn's third skill. I've always used that extra ability slot (before they were removed) to put something useful on. Anyways contagion could also work as a "forced spread" button for venom. Enemies nearby with a spore attached will take damage, and "clean" enemies get a secondary spore attached on them as if the already-infected enemy had died.

     

    Another way to go about this is a self-buff on saryn that spreads toxin. Saryn's armor and/or health gets a boost, and enemies close to her run the risk of having a spore attached to them. It could also apply to melee attacks, instead of just poison damage. This would also play into saryn's health and armor, and give more of a reason to take advantage of it.

     

    Miasma:

    To be blunt we already have a half dozen skills that deal radial damage of X element, and it doesn't feel much like a miasma. Between Toxic Ancients and Torrid's clounds, it's not impossible to imagine Miasma being reworked into something similar. Saryn surrounds herself with a cloud of toxic damage that hurts enemies and could cause spores to pop. On top of that it would work with the second version of contagion, making Saryn into a walking plague machine.

  2. (This is a very rough concept for a frame, so please bear with me. Feedback and criticism are greatly appreciated.)

     

    Warframe idea: Serberas, the Hunteress.
    Concept: A controlling frame that treats enemies and allies alike as pawns/pets. Meant to resemble a fox hunter. (Might get some terrible concept art up)
    Armor: Low-Mid. Should be able to take a hit, but not be a tanky type.
    Health: Low-Mid. A princess to be protected, but not made of paper.
    Shields: Low-Mid. Not too protected, but enough to not die right away.
    Speed: High-Mid. Faster than average, but not Loki/Nova fast. Meant to get in and out of combat before she can be hit too much.
    Energy Pool: High-Mid. Her abilities can be used on Her Allies, Enemies, and Pets differently, so a decent sized energy pool could help.

    Abilities: (All affected by efficiency mods, naturally)

     

    #Lash Out: Serberas lashes out with a whip, damaging enemies and hastening allies.
    -Close/Melee range
    -25 power cost
    -Animation is quick, and moves sideways in front of her, hitting up to 5 enemies/allies/hounds in that area.
    -Enemies take X/X+/X++/X+++ Impact Damage, and Y/Y+/Y++/Y+++ Slash damage. Increases with power mods. Range increased a little by range mods.
    -Allies struck gain an increased attack speed and movement speed.
    -Her hounds gain the same bonus as allies, but at a 150% value. If they're charged with an element, it's removed and they're reset to piercing damage type.

    ##Single Out: Serberas marks an enemy or ally, becoming a bane or boon to their combat prowess.
    -Long-mid range. Can be cast from the sidelines, but not snipe enemies from across the map. Affected by range and duration mods.
    -35-50 power cost.
    -Single Target (duh).
    -Animation is still quick (she points and snaps her fingers).
    -Enemies take X/X+/X++/150% more damage from attacks to them. Not affected by mods.
    -Allies targeted take X/X+/X++/50% less damage from attacks. Not affected by mods.
    -Her hounds will protect an ally targeted (attacking whomever the ally attacks/attacking whomever damages that ally) and go after an enemy that's been marked until it wears off. (the scent of blood, blah blah blah). Marking a Hound makes it an Alpha, which lets it attack whomever, but makes the other hounds follow/protect/assist it.

    ###Enthrall/Capture: Serberas puts a collar on an enemy or connects with an ally, controlling or supporting them.
    -Long-Mid range. Like Single Out, it is a long range, but not too far, skill. Affected by Range mods.
    -50-75(?)
    -Single Target, can be recast to release the target, or enthrall another target.
    -Animation is average length (she reaches out and grabs something invisible, before pulling it towards her)
    -Enemies are taken over, similar to Nyx's abilities. Doesn't take ally damage/Firendly fire, and is treated as an ally for the sake of her other abilities. Will always stay closer to Serbera and is treated as a non-alpha hound, even if makred by Single Out. Releasing an enemy damages them, doing X/X+/X++/25% of their maximum HP damage to them as neutral(?) damage. Doesn't affect boss enemies, of course. Decent duration, being Y/Y+/Y++/30s without mods. Affected by duration mods and power mods for damage done when releasing.
    -allies are given extra shields equal to Serberas' current HP, and when within a certain range (close, but not hugging them) they get double that value. Basically makes it so that she can pick a favorite/guardian.
    -Hounds are given the same effect as allies, but the targeted hound will stay closer to Serberas and act as a guardian. Basically this lets Serberas send a couple of hounds out, but keep one close to her as a guard-dog. Casting this on an alpha has the same effect, but the non-alpha dogs will still follow the alpha instead of her. But, since the alpha's on guard duty, so are they.

    ####Start the Hunt: Serberas calls out her collection of pets to attack enemies with wild fury.
    -Range is focused around her at first, "decloaking" as if they were always there.
    -100 power(?)
    -Self-target/Close Range.
    -Animation is long, with Serberas making a whistling motion and sound with one hand for about three seconds.
    -Summons 1/2/3/4 hounds. This is a flat number and not affected by mods. Quality over quantity.
    -Without commands from other skills, the hounds will attack whatever they feel like. Entirely up to AI to decide.
    -They're big, so that they can targeted. Roughly horse-sized. This is so that they can be targeted with abilities and weapons a bit easier in situations where there's a lot of enemies.
    -they resemble dogs, but are obviously not kubrows. More warframe-like(they're a part of her) but not like zanuka/harvester. Streamlined with 'eyes' dotting their bodies along the 'spine'. Their coloration matches the Serberas' colors, and the eyes glow with the energy color (If possible. I hope it is).
    -attack with their claws, dealing decent-level damage that increases with power mods and leveling up the ability. Usual X/X+/X++/X+++ damage unmodded, with that changing from puncture to that much elemental damage depending on outside sources.

    -Health is affected by power mods as well X/X+/X++/X+++.
    -Regardless of commands, they return to their master's side if/when there are no enemies around
    -Their duration should be roughly a minute, and affected by duration mods
    -Shooting them with an elemental weapon or ability will give them damage of that elemental type.
    -An alpha glows, unlike the others.
    -Fast movement. They'll happily run their target down.

     

     

    Anyways I really wanted to make something that focused on manipulating minions, and here's my try at it. Again, input and feedback are greatly appreciated.

  3. Really I don't see why we lose our abilities. Things could be a bit better if we still had access them, and several would be outright perfect for this 3d area, like Saryn's Miasma or Forst's Snowglobe. Really the archwing abilities are cumbersome and really take any point of even having a warframe there. Just give us a new thing to control instead of slapping wings on our frames.

  4. "why play Archwing aside from getting limbo(after having played alongside people using it - its an annoying frame I'm not sure i want)"

     

    All of this. The Archwing combat is clunky and really makes it so it's not worth using anything but High Health/Armor frames. With abilities taken out (several of which would be a boon to three-dimension combat like Mirage or Ember's final abilities) it really doesn't make this new mode worth it for anyone to play anything else. Now I know people are saying "because it's fun" but it's really not. Interception missions only suffer from this gameplay, and things like reviving a teammate, or collecting energy becomes really, REALLY tedious with how small their respective areas are. Honestly if I weren't forced to play these missions for Limbo, I wouldn't go towards this mode at again until it got a much needed rework.

     

    Also, please redo Limbo's moveset if you can: he's really, REALLY annoying to play alongside as he is.

  5. Wearing a suit thats apparently colder than space, thats constantly spewing ice out of the arms doesnt help you with ice resistance?

     

    Yeah ok

    Not to mention that these warframes are supposed to be "A conduit of their affliction" meaning that they're just focusing the abilities of the tenno wearing them. It's also backed up in Ember's codex entry mentioning a child on a ship burning one of the characters. It's the tenno with the power, but the warframes that let them use it well. Like a lens that focuses light...

    It makes sense that the elemental frames are at least a little resistant to their signature elements.

     

    (Thanks Vor for being relevant for once)

  6. Even if it did draw aggro the problem is she would still have to close the distance because just like with Djinn's fatal attraction, enemies with ranged attack(most enemies that exist in the game) would just shoot from range and not get closer.

    True, true. At least there'd be some use for taking the heat off of allies, though.

  7. So I've been playing a lot of valkyr lately and I noticed something: All that armor, melee-focus and her final ability really go to waste in a game where most of the factions would rather shoot you than wade into clawing range of a bunch of ancient space 'ninja'. It just feels like a disappointment when melee 2.0 gave us more to work with. So I was thinking that valkyr's Warcry could also draw some attention similar to Loki's Decoy and Saryn's Molt, rather than lower enemy speed. Doing this would give the skill much more utility, since right now it's just a good buff/subpar debuff.

     

    Open for debate, of course, but what's your opinion on it? How would you give valkyr a taunt-like ability?

  8. This is how I see it. Saryn's health and armor are fine, as is, but she really needs to show off that poison. I think a few quirks about her skills could fix things that they seem to not wish to do.

     

    Venom: as usual it attaches a spore that deals Poison DoT. Destroying the spore deals damage to the victim and spreads it to nearby enemies. What I say towards improving it is to let the spread spores get one extra spread if destroyed (as in, Spore -Destroy-> Subspores -Destory-> Last Spores), and let they be destroyable with Saryn's other damaging abilies (molt's explosion, and Miasma). This way a low, level saryn with just molt and venom can still spread the sickness without too much difficulty, and greatly increase the use of this skill.

     

    Molt is fine as it is since they gave molt the ability to remove those oh-so-annoying status effects.

     

    Contagion would need to be redone entirely. There's already a plethora of poison mods for melee weapons that anyone that wants poison can mod it into their weapon, usually with much better damage. I say Contagion should mimic the Toxic Ancient's poison aura. Saryn gets to hurt nearby enemies with some moderate poison damage and honestly I think it'd look really cool to see Saryn rocking the toxin.

     

    Miasma could leave a cloud of poison DoT, similar to Torid's shots. The only difference is it's on a much wider area. It'd still initially function like her miasma now with a burst of AoE damage, but it'd leave behind a cloud of lesser damage. As it is Saryn's ultimate is pretty mediocre, but I think adding a cloud could make it great. If nothing else very desirable for defense missions.

     

    This is my spin on it: Make saryn all about poison, with radial AoE for a frame that gets some nice armor and health but no real way to use it.

  9. Other than that... I find it, overall actually painful. Would you believe that I play your game less because of it? I really, really, really don't mean to be a hater. I love this game. I have played it countless hours. But man... I really wish there was some kind of option to use the old system. No disrespect, seriously! But what can I say, I am just being honest! I say this from the bottom of my heart.

    this. The new UI feels clunky and everything that's those few seconds longer to make it irksome to get anything done.

  10. Let's not forget that this is a clan weapon and requires forma and galium to build. A weapon that has that much effort required to make it shouldn't be comparable to the weapon you get starting out, pre-u14. Honestly I regret picking it up, and went back to my heat sword.

  11. I really feel like the current trade system is an terrible clusterf-ck of chat spamming. On top of that if you mess up on the timer it seems to repeat. I've been off by a few seconds had had to wait another full two minutes where I may-or-may-not mess up again by a few seconds, repeating everything.

     

    Like was mentioned earlier, an action house is desperately needed. Not only can people put things they want up without worry, but those looking to buy/sell can do so without the frantic chase of trying to hunt down one out of the hundreds of names in the channel before someone else gets to it first. And that's assuming that you even see it because the thing you want to buy/sell is buried under walls of text from other people.

  12. I'd actually like this. Since S&A is a clan blueprint weapon I expected it to be a bit stronger than it was, and it's disappointing to see it's subpar damage and that even with a shield I'm taking quite a bit of damage. At least increasing the damage reduced for an actual shield weapon would be nice. I want to like this weapon. I really do. But I can't really enjoy it aside from it being kind of fun to use.

  13. I

     

    Imagine a conversation between Ordis and Claptrap

    I'd like to keep my mind intact, thank you.

     

     

    But really, the ship's AI is painful after a mission or two. Makes you really wish for that option to let the guy self-destruct...

    Speaking of which why is there no White&Gold in this "orokin ship"? It looks more corpus than orokin, In my opinion.

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