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(PSN)Frost_Nephilim

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Posts posted by (PSN)Frost_Nephilim

  1. On 2024-04-07 at 9:57 PM, BoredFinno said:

    He became a bland weapon's platform, or a "caster" that simply spams one ability over and over, until that single button dies. Thats not engaging, thats braindead. If anything was meant to be taken out for plunder, its tidal  surge.

    You really looked at the overwhelming positive comments people gave to Hydroids rework and said "yea DE did a bad job here, why would DE give players exactly what they wanted? Clearly rushed"

    His puddle was cool, but to say his rework is now bad or rushed because of the lost of it is actually absurd. His 1 primes enemies for death on his 4, his plunder grants him the ability to live, his tidal wave is great for  alternative mobility that feels amazing when you need to recover shields/reposition. Like youre Posiden or something.

    His playstyle is largely the same as before except when you only had niche scenarios to cast his abilities, now you can cast them whenever and always help your team when you do it. I just remembered tidal wave carries enemies so you can not only reposition but clean up and dispose of the trash.

    Im sorry no, i tried to see where youre coming from but the more details i remember thatss been added to him, the more its clear as day that rework is not rushed. Hes the same as before but with abilities that serve purpose, which is all reworks are really aimed to do

    • Like 2
  2. 8 hours ago, Atreides. said:

    No lie, loki could get switch teleport removed.
    radial disarm should also armor strip
    His 1 should move around but never leave 15M from loki (doesnt have to do damage tbh but has a radius 15m (Moddable) that slows
    Invis is OK but i'd rather it be toggle
    New ability make an enemy his ally, and he absorbs damage after 3 seconds the damage absorbed is the amount of DPS it does for the duration

     

    I turned him into more of a dmg frame a while back, working like Loki from a game called smite

    - Passive deals more melee damage when attacking enemies from behind

    - can cast multiple decoys that are invulnerable and the ability button can be held to switch teleport with it or an enemy.

    - 2nd ability is a passive when not activated, that doubles your melee damage when you are visible. Turning invisible removes the effect.

    - 3rd now sets up to 4 different traps, 1 of them is a spike trap that ruins enemy armor who walk over it, making them vulnerable to all IPS damage types. Gaurnteed random IPS status on hits. Another was a radial disarm mine. Another a normal explosive mine that deals more damage per enemy in range (only explodes when 4 or more enemies are in range). I forget what the last 1 was, maybe an oil trail that causes enemies to slide in the direction you placed it?

    - 4th left the same except his decoys cast the ability too.

    It allowed you to make phenomenal use out of his decoys giving you access to enemies backs for really high amounts of damage, and ways to lure disarmed enemies into deadly traps. Whole kit plays into itself for a crazy trickster playstyle

  3. 1 hour ago, KovakAizek said:

    Change damage types of his abilities to Void(or buff weapons with t, while in the rift), or make Rift/Stasis deteriorate Overguard.

    I like to play operator with Limbo as he makes things feel safer, would be nice if somehow operators were in tune with the rift for some reason, amplifying their weapon dmg and abilities. 

    1 hour ago, KovakAizek said:

    Stop… Cataclysm… shrinking. It doesn’t make sense and confused teammates and you yourself, due to enemies constantly moving and freezing. If anything, let it grow up, until it goes unstable and explodes. Maybe debuffing enemy, since Limbo is anybody BUT the damage dealer.

    Yeah. id rather it expand too. I get what they were going for, which was a sort of risk reward thing where you risk not hitting as many enemies on explosion but it never felt right.

    1 hour ago, KovakAizek said:

    Revolutionary idea. Make Stasis basekit. There is no point in time when you want enemies be in the rift and not frozen.

    I gotta disagree here, theres many times where enemies are too far away and i want them to run towards me, i only stop time in a pinch and honestly that feels like so cool to be able to do. A cool feature would be a way for him to teleport a few rifted enemies to the center of the sphere no matter how far away the enemy is, id drool over that foreal foreal.

    1 hour ago, KovakAizek said:

    Really, Limbo is the master of the Rift, either Rift or Limbo could do much more with its functionality. Turn off Eximus abilities, redirect bullets from you to other enemies(aka Octavia mallet), make Limbo have regenerative Overguard in the Rift, since you like Overguard so much, open enemies to finishers during Stasis, to at the very least enable some other gameplay than shooting gallery.

    We dont have any frames that really interact with operators well so i really hope thats what would happen with this. Or maybe the Rift is able to possess warframes that the player isnt using? Both? Possibilities

     

    Edit: Also fix the duration of banished enemies outside of Cataclysm to maybe 10 seconds and make the enemy transparent. That 1 ability is a big part of why i dont like having limbos on my team. It literally just makes the game feel like your lagging

    Overall like your post tho m8 👍 

    • Like 1
  4. Main thing i want for the dragon frame is to not be Rhino anymore and Chroma, a dragon. 

    I need his fire breath to stop (and i mean this in the most literal sense) tickling enemies

    And for him to embody a dragon's movement in a more draconic way. 

    Dont get me wrong, its okay for frames to be a bit similar to each other. But theres NOTHING seperating him from Rhino's playstyle. Constant re-application of iron skin and a damage buff. 

    Theres no point having mutiple warframes if they are going to do the exact same things as each other. The only outcomes of that is 1 frame will make the other obsolete, 1 frame becomes used only for niche scenarios, or theyre become simple cosmetic skins (A dragon body or rhino body), which all 3 apply here.

    • Like 1
  5. On 2023-11-19 at 8:28 PM, Venus-Venera said:

    forgot the last time I saw him in public. could even be 2 years 

     DE released stats like last year showing he was the most played warframe, and they released like 30 nerfs because of how he was being used. Most notable was the ammo nerfs. People were that addicted to wukong abd his clone. Not to mention how easy he is to keep alive with current defy and cloud ability. 

    I still see wukongs even though i barely play as much as i used to. 

    On 2023-11-19 at 9:14 AM, (PSN)Hopper_Orouk said:

    I mean an ability separate from Wukong, a Helminth exclusive ability anyone can use...not reworking Wukong himself.

    I know, what im saying still stands. I dont think its worth the effort. Not just wukong but all frames dont need it when we got shields and so many other ways of staying alive. Its tough to sell. 

    Perhaps describe how the playstyle differes from whats already possible in the game currently? Energy is little concern with late game builds, so keeping your shields up when they get depleted is fully possible. It just seems like shields act like what youre asking for, only better

    That would be the main issue. We all know its not that op anymore cause we can basically all have it already, but if we have it already why add it again over new abilities that offer playstyles we dont have? Seems like a waste of development time

  6. Kinda hard to understand, the 4th ability forces the player into operator mode? Or are you just saying we take control of wraith?

    If its the latter i will say that DE doesnt like doing the whole transformation thing eventhough it is a bloody awesome ability to have. Sevagoth was a frame they said required some hard work unfortunately. And getting us to control something that moves on all 4s is described to be near impossible, Voruna was the best they could give us and she only is on all 4s when stationary and using her ult

    Outside of all that though, i still like the frame. Voruna is supposedly our kubrow frame but she functions so differently from yours that i wouldn't mind having them both for 2 different gameplay experiences, 1 of DE's and the Community's listed highlight of warframes

    **I also really like the idea you put of having the companion counter enemies that attack its shields, creating a sort of extra limited resource (shields and energy). The extra limit means its more fair to give the companion extra amounts of damage to compensate, more than what would be considered fair if it was just energy. Id be curious to see just how much would make it feel balanced!**

    9.5/10 from me

  7. If he ever got that ability back DE would nerf him until no 1 plays him ever again. He already has been getting hit hard, if he git Defy back he would get annihilated from all people playing him.

    Plus, with the way shields work, it feels like every frame has Defy to me. Then we got the vamp kavat too and operator reviving

    I cant see it being something worth prioritizing in the games current state. I think you'd be better off asking for some sort of new weapon with a unique feature that can keep you alive like defy on some sort of condition, rather than reverting wukongs rework

  8. On 2023-11-15 at 10:45 AM, rozdupcajka said:

    I do not want make him OP in multi or a nuke Warframe. Have you seen my proposed buff? I want a Pillar which is placed after death of a Thrall to pull enemies towards it with no damage at all and change enemies into Thralls (and keep the limit of 7 Thralls active at a time).

    I want enemies that are left a live by my team gets Enthralled by the Pillar. I do not want them to avoid pillar all the time, a do not want them to stay still shooting at me around the pillar I want to give the Pillar a reason. 

    I am countering you guys all the time. Ok, exmplain to me how this little change make Revenant OP in multiplayer. Your turn.

    I just think most here dont want him to be stronger. He feels perfect to us, just not you, its a difference of opinion unfortunately. So conversation wont go anywhere 

  9. Yes the little stop and hold function is really REALLY bothersome to me, and its for that reason i always cringe when i see him pop up in Arbitration, Archon hunts, or invigorations for the buffs they give. Its supposed to encourage you to play the frame but lavos is one of the rare few that i still always say no to. He feels like a used car on it last few months of its life. So slow to activate his passives and then abilities. People have been asking for this change since forever but, idk what happened with DE, they never changed it.

    I have this issue with other multi abilities too (Vauban, Ivara, Titania) Idk if you heard of it but theres a ftp game on Playstation called Smite that feels like WF to me but as Good PvP. 4 abilities, passives, building is 1 of the most important parts of the game, etc... But what they do to keep players able to pop ooffan ability with 4 different functions quickly, is simply make the player tap buttons. So for Ivara's first ability for example:

    Cloak Arrow: Double tap X

    Zipline: Tap X then Tap 🔲 (square)

    Noise Arrow: Tap X then Tap O

    It makes using abilities so Fast and you can Memorize it as a Bonus. Unlike with WF, you will lose track cycling through abilities and have to look at your hud to see what you have selected, then you have to hold abilities. All of this just takes time away from playing and delivers a less immersive experience.

    Wish they'd add that too. Or just add the back buttons of our controller for use in the ability menu. So many buttons in console's ability menu that have 0 use

    • Like 1
  10. 2 hours ago, rozdupcajka said:

    If I have skills which I dont need to use because my team is 1 shooting everything....
    If I have weapons which I dont need to use because my team is 1 shooting everything...

    The game can put me in spectator mode with auto loot gathering. Whats the difference? I am not playing anyway.

    Yea it sounds like you want a nuke frame if you really cant get any thralls cause i legit have no issues with his first ability, it useful when i need it to be, and works better than a nekros since i can kill them when theyre in my way also making another thrall being able to get another enemy to turn sides. I get use of it quite often, especially in sp with pub squads.

    Its a matter of playstyle. If you really need it to fit your playstyle id recommend Nyx's Subsume as i heard it will keep atleast 1 thrall from dying which is op to me, but other than that, ability is fine as is. I cant agree to any changes to it

  11. On 2023-11-09 at 6:25 PM, rozdupcajka said:

    That is the problem. During a game with a team his first tactic is completely useless because clearing speed at higher level is so fast that Thrall is dying even before it can become a Thrall

    I see a lot of people list this as a problem but its really not, its a first ability that cost 25 energy, it either gets a free kill since they cant fight back, or you get buckets of extra protection and damage.

    If your team is 1 shot killing everything you really dont need protection or damage, if theyre not you will be able to get some thralls to help out

    And unlike nekros, if theres too many of the minions around you can kill them which i love

    His first ability is very powerful in comparison to a lot of first abilities 

    • Like 2
  12. On 2023-11-10 at 9:43 PM, Kaiga said:

    There is no need for clans, besides helping newer players within them, because there is no longer much content that requires coordinated groups, teamwork, or much of anything beyond one of the many meta builds found on sites and youtube videos

    This i wish was fixed, being a clan warlord was endgame for me. The game is about grinding and grinding for new members and helping them get stronger so we could unlock more rewards together was so fun to me. I do miss it. If they brought it back, i hope the rewards would be like cool cosmetics, 1million kuva, free dojo decorations, that good endlessly needed stuff

    On 2023-11-10 at 9:43 PM, Kaiga said:

    And i miss that. Everyone just does their dailies while awaiting the next content drop.

    I do too. I do too... i dont really understand why its been gone for so long. They were trying different ways to reward clans and they stopped after the ignis wraith but i dont really see that as a sign to stop its not like it was a big deal, simple change and everybody was happy.

    Hopefully 1 day they return and are actually given a chance with someone who cared about the events and knows what players look for in a clan event. If DE isnt sure i hope they do a survey before offering statues as the main reward again

    • Like 1
  13. 11 hours ago, kerozen666 said:

    would have to be overguard YOU have not generated in the current situation. because then you'd give rhino, kullervo, styanax and frost infinite energy. reduced gains would also feel bad, because while you are not neutered, you still gain less energy thanks to the choice of 

    Yea it would have to apply to overguard gained from allies. I keep forgetting Frost and Rhino get overguard now too. Im okay with technically infinite energy for kullervo cause it always feels like i have you have it anyway. And yea styanax would become stupid op too lol. The nerf to rage would have to be big to make it fair for the user but that would mean its unfair to those who didnt want it. Youre right

    Okay final idea

     What if rage and hunter adrenaline were reworked to just come with a neg that disables the player's ability to gain overguard? 🤔 id assume anyone using then wouldnt want or even need to have overguard anyways so maybe that would fix the issue? Makes Rage and Hunter Adrenaline a little more dangerous to use but maintains their reward.

    Or they could just make this effect apply to Rage and give it a 90% health conversion to compensate. Leave Hunter Adrenaline alone for players who still want to have overguard and gain energy when they lose their overguard. That could further reduce damage to peoples builds

    Meanwhile Vex Armor just gains some damage as his overguard is hit. It would not only let him play like normal but also make the help he gets from his allies be much more meaningful to the player which i think feels good for gameplay

    • Like 1
  14. 3 hours ago, Chewarette said:

    Well, if the system requires you to, in the middle of the mission, hit Esc > scroll through the thousands of options we have nowadays > Find the one where you "opt-out" of buffs > Type the colleague's number (or worse, you didn't note it beforehand in the heat of the action, so you have to escape back and come again), then saving and going back to the action where you're likely dead anyway...

    Oh i see, no thats too much. You would see it the moment you open the pause menu so that its quick and easy

    HSCENyd_d.webp?maxwidth=640&shape=thumb&

    You see his profile in this image up there in top left of his pause menu? Just imagine a small black box outlined in white under his profile that you could click on to change his abilities from directly affecting you. 

    If there were 4 players in his squad they also show up there too if you were unaware. Same process applys

  15. 14 hours ago, kerozen666 said:

    don't forget Vex isn't the only thing getting neutered by overguard. it's anything relying on health damage. Rage and hunter adrenaline are one example that would not be solved if the solution is only on vex

    Same with this, rework the mods and the few abilities that do health damage conversions to count overguard. Maybe do it for 1/2 or 1/4 the effect since its less dangerous taking overguard damage than it is to take health damage

  16. 18 hours ago, Chewarette said:

    That sounds awfully bloated, especially if you need to do that during the mission

    Bloated as in its too complicated for people to perform? 

    I would think since its not something you need to do all the time, just in a mission or 2 a week, its not too bad. Our modding system is 10x more complicated to do than that. Idk

    18 hours ago, Chewarette said:

    I'd rather they investigate towards an option to not have Chroma be screwed by overguard.

    Maybe Vex armor should just be changed to say gain X% dmg when health or Overguard is hit then since no 1 really needs armor when you have 50k overguard that keeps getting replinished lol. If its too op they can always half the amount of damage you gain from overguard than what you gain from health since its less dangerous taking overguard damage than it is to take health damage.

  17. 1 hour ago, kerozen666 said:

    would be a bit messy, like if that styanax is rocking nourish and the overguard augment. but it's not a bad option

    I dont see how that would complicate things. Maybe you dont understand whats being asked?

    Theres usually four squadmates in a match. Lets say youre host (which is always Squadmate #1) and you want Styanax who is Squadmate #4 to stop affecting you. You simply open a menu and check a box near Squadmate #4's username, then all of their abilities will no longer affect you. So no Nourish, no Roar, no Overguard. Whatever buffs their Styanax can give out will not go to you.

    Same thing for Styanax, if he opens his menu and checks the corresponding box near your name to not affect you, then all of his abilities will affect everyone but you.

    You cant choose 1 of your abilities to affect other players while your other abilities do not, i think thats too much; But Toggling a little box to be Allow ally to affect you, Dont Allow ally to affect you, or Dont affect ally, would seem easy enough and rather simple to use. 

    So ingame, all youd see new when you open your pause menu in a mission, is either 3 little boxes under each players profile, or 1 box for each player acting as a toggle between those different options mention above.

  18. Yea an opt out option has been needed for a long time. Theres many examples where ither peoples buffs can mess up your build.

    Be a neat little feature if you can pick which of your 3 squad mates you want to be affected by or want to affect. Similar to how chat filters be working where you check boxes.

    Id be in for it

    To clarify this is what i mean:

    HSCENyd_d.webp?maxwidth=640&shape=thumb&

    (You see his profile in this image up there in top left of his pause menu? Just imagine a small black box outlined in white under his profile that you could click on to change his abilities from directly affecting you. 

    If there were 4 players in his squad they also show up there too if you were unaware. Same process applys if you wish to stop them from affecting you)

    • Like 1
  19. 1 hour ago, S2Weak said:

    Cool ideas about shield gate mods

    Glad you like them!

    1 hour ago, S2Weak said:

    Didn't read other mods because description too long. Wouldn't want Warframe to be Yugioh

    Some of the descriptions are most certainly not meant to be in game descriptions. DE members would be able to summarize the mods, ig for Ember aug

    "makes Inferno energy channeled ability, ability increases in fury after it gets a 1shots, lasting for 10 seconds"

    Such augment description is not longer than what you can already find in game. I only added more words for clarity of its function but its easy to summarize.

  20. Ill go for hydroid. I always liked pilfering swarm, and now that hes good too, i have 0 complaints. Hes phenomenal and 1 of the most visually entertaining frames from the stunning looking kraken to tons of water projectiles as if youre calling down a whole storm, its pretty epic

    I care absolutely nothing for Dagath. Having played every warframe in this game, Dagath offers nothing new, and she offers nothing cool visually besides her short lived 4th ability. For that she is beyond boring. She has nothing going for her that would make me pick her over another frame. Not to mention she has recycled abilities to an extreme that im not used to seeing DE do.. Got a long list of cool damage frames with cool looking abilities to bring out their themes and create immersion, or those who simply out damage her. 

    Not a fan of weak creativity, id probably like her if not for that.

    But yea theres been a reucurring theme of recycled ability designs lately. Styanax, Gyre, now Dagath all have this do nothing 3rd ability that just buffs numbers. But Dagath takes it a step further and takes kullervos swirling daggers ability. I thought id only see this from brandnew devs who need to recycle as theyre just not good enough yet to be or do creative things yet. DE did lose some members so idk, maybe its weakened their potential or the team has gotten lazy

    Might as well just not give the next frame any abilities animations or effects lol. 

    • Like 1
  21. Started thinking of these mods while I was playing the game that felt like they would offer some cool ways to change up the way I was playing. Check them out

     

    Shield Gate Mods

    Spoiler

    Cold Blast

    When shield gate activates, release a blast of cold, applying max stacks of cold to enemies within 15m. 7 second cooldown. (highly useful for eximus enemies when you are unable to deal with the threat immediately)

    Counter Attack

    When shield gate activates gain invulnerability and +100% total melee damage when you Heavy Attack. Your power strength, range, and duration will also get buffed by +100% for 4 seconds, followed by a 15 second cooldown. 

    Damage Dealer Role

    Removes Shield Gate, Player gains +75% total damage to all attacks.

    Speed Gate

    Gain 100% movement speed for 5 seconds on shield gate.

    WDK (What doesn't kill you)

    Each time your shield gate activates, you lose 100 health while your shields gain 10% increased damage reduction for 15 seconds. If shield gate is activated again during the buff's duration, the buff is increased by an additional 10% and the duration is refreshed. This effect can stack up to 99.9% damage reduction, but the duration will stop refreshing at this cap.

     

    Augment Mods 

    Spoiler

    Ember Inferno Augment

    Summons Meteors at a slow rate of 1 meteor per 2 seconds to fall down and deal very heavy damage to a random enemy hit, for 5 energy per second. The damage scales up by x2 for each enemy hit by a meteor, until the meteors begin killing enemies in 1 hit. When this happens, the ability stops costing energy, and a constant meteor shower happens for 10 seconds. The meteors fall at a faster rate of 1 per second while dealing the same amount of damage when the final state activated. 

    This augment is similar to old ember's WoF ability, without allowing it to be too overpowered to where no ally will see an enemy. I have found that I am no alone missing this ability by a long shot, so this brings it back to the game in a healthy way.

    Grendel Feast Augment:

    After an enemy has been consumed in Grendel's belly, hold the ability button to vomit a 7m radius pool of acid, lasting for 15 seconds. For each enemy consumed, the pool deals 10% of their health as corrosive damage. Damage caps a 100k per second and can be increased with strength mods. 

    Grendel Nourish Augment

    Eximus enemies in Grendel's belly add +20% of a random elemental damage type to you and ally weapons. (Momentous Bond was a very cool mod for kubrows and is one that think would be cool for Grendel too!)

    Trinity Blessing Augment

    Blessing bestows players with a random buff per player for 60 seconds, unaffected by mods and buffs cannot be refreshed or rerolled until the duration of the buff has ended. Possible buffs include:

    - Strength Bless: +150% Total Damage and +150% Ability Strength. 

    - Angel Bless: Infinite Airborne Jumps and Aim-Glide with Zero Gravity on aim glides. +100% Evasion when not attacking.

    - Resource Bless: Every 5 seconds a kill or assist will give you a random mission resource pickup, with increased chances for rare resources. 25 energy per second regeneration.

    - Life Bless: No Fatal Damage and Constant Health Regeneration. Note: The "No Fatal Damage" buff is intentionally like that over invulnerability, for the benefit of not ruining players builds that require self-damage. For example, Mods like Rage, Arcanes like Arcane Avenger, and Abilities like Vex Armor. 
     

    Titania Razor Wing Augment

    Every kill creates an additional Razorfly, up to 10. Razorflies will run into enemies, dealing 1k slash damage. If an enemy falls below 50% total health, a razor fly will gain 300% movement speed and attack it again to finish it off, this will cause an explosion dealing the remaining enemy health as slash damage to nearby enemies. 

     

    Weapon Mods

    Spoiler

    Alternative Ammo Conversion (Secondary Mod)

    Each hit with the secondary weapon adds ammo to the primary weapon.

    Devil Trigger (Melee mod or Arcane?)

    Heavy attack to consume combo count and give your warframe Invulnerability and x2 total damage output. The duration of the buff depends on the amount of combo multiplier consumed. 0.5 seconds per point with a 15 second cooldown

    Heavy Slam Attack

    If 5 or more enemies are hit with a heavy slam attack, deal 3x the damage and gain max combo count. 15 second cooldown.

    Lazer Sights (Snipers, Baza, and Secondary weapons)

    Allies can see the location you're aiming at as it will be highlighted with their energy color. This spot creates a weak point on an enemy that gives the enemy 100% damage vulnerability. The effect stacks if allies are using the same mod.

    Vortexed (Secondary Mod)

    Create a vortex when you shoot an airborne enemy, lasting for 7 seconds with a 7m pull radius. 10 seconds cooldown.

    Aim Strafe (Also works while standing still)

    +100% damage initially while gaining +50% damage per second for continuous strafing. Caps at 250% damage, crouching doubles the effect

     

    Warframe Mods

    Spoiler

    Increased First Ability Damage

    +500 void Damage on your 1st ability each time ability is used for 4 seconds. Caps at 1mill dmg.

    Increased Ability Damage

    2x ability damage but half's energy regeneration from all sources.

     

    End

    As always, like the post if you like some of these ideas a listed here and comment any thoughts you have about them!

    Links to another post I hope you like:

    If Smeeta Kavat Must be Nerfed Post:

     

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