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Probably_Asleep

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  1. EDIT: You'd have to raise the Mod Tab max every time you add another faction. I think the max is 6 right now which works at the moment... EDIT2: Actually 6 isn't enough, is it? I forgot Narmer. And on that note is Narmer going to have its own element profile?
  2. FACTION-ADAPTIVE LOADOUTS PLEASE? While I love the idea of making elements more relevant, swapping mods around between missions might be taxing for some players. (I thought this would apply to me but then I paid more attention and realized that I only play solo and don't mind hopping over to my Arsenal every mission) On that note, could we get an auto-loadout option? (WARNING: UNPOPULAR OPINION AHEAD) I'd even see it as fair to make it something I'd have to purchase with Platinum. How it would work: Purchase a "Faction Adapter" that can be applied to an existing Loadout Slot When modifying an "Adaptive Loadout" your Mod Screen will have a dropdown menu where you can select a faction for that Mod Tab If the currently selected tab has no faction selected, then nothing different will happen However: If you do select a faction for the currently selected Mod Tab, then your loadout will attempt to match the mission faction to an assigned Mod Tab If the current mission is of a faction you did not set up in your Mod Tabs, then it will default to your currently selected tab This applies to all equipment equipped in your loadout Does not allow for different weapons or Warframes to be contained within a single loadout, just an adaptive set of Mod Tabs The conventional solution I'm sure is to just have different Loatouts for each faction, but considering the limited amount of loadout slots and the fact that many people want to build loadouts for mission type instead of faction, I don't think that's a reasonable expectation to place on the player. Having an adaptive loadout setup would give us an extra dimension contained within a singular Loadout Slot, which would in turn allow us to jump from mission to mission without having to delay the squad with equipment decisions.
  3. I believe Blast should have different effects depending on how it is delivered: Single Target Attacks: 1-5 Stacks: Disorientation and Deafness 6-10 Stacks: Shockwave emits from enemy at 1-5 meters respectively, dealing a percentage of weapon damage as Blast damage to nearby enemies Additional Blast Damage keeps enemy at 10 Stacks and continues to cause shockwaves from enemy AoE Attacks: Blast Damage from Weapons and/or Abilities should ignore objects (i.e.: does not have any LoS restrictions) Note: This doesn't give AoE to single-target weapons What this would do though is that if you have an AoE weapon that would otherwise be restricted by LoS, the percentage of the attack that is Blast will go through objects and damage enemies Shockwaves can already permeate solid matter, so that part should make sense anyway. The status effect producing its own shockwave could be explained through the effects claimed on Tesla's oscillator. (Though I think those claims are probably bogus) EDIT: I realize my idea would cause two nearby enemies to create a feedback loop, but I'll note that the shockwave itself wouldn't have a status chance, so you'd have to proc multiple grouped enemies first and then they'd start a chain reaction that would continue to damage the group until the Blast stacks reduced to 5 or below. This does have the potential for devastating damage, but only after you set things up properly.
  4. Magnetic really needs something to compete with Toxin, and I'd prefer not to nerf toxin. If you were to nerf Toxin, I'd suggest making it deal through-damage that scales with shields remaining: 100% Shields remaining: Toxin Deals 100% Damage to Shields, 0% Damage to Health 50% Shields remaining: Toxin Deals 50% Damage to Shields, 50% Damage to Health 25% Shields remaining: Toxin Deals 25% Damage to Shields, 75% Damage to Health 0% Shields remaining: Toxin Deals 0% Damage to Shields, 75% Damage to Health In such a setup, Magnetic would be a more effective option against fully-shielded enemies, and for enemies that regenerate shields very quickly Magnetic would probably be more convenient for its ability to stop the regeneration. This isn't the option I want however! I'm never a fan of pulling something down to bring something else up. Especially if it's two elements that are already not top-tier. BETTER OPTION would be to give Magnetic additional perks that make it a preferred option. Perhaps something like: Enemies killed by Magnetic Damage have a 25% chance to drop an Energy Orb, with an additional 5% for each Magnetic Status Magnetic Status increases Loot Drops by 10% per status stack Enemies who have disrupted shields will explode at 10% of their max health per Magnetic Status stack at a range of 1m per stack Enemies with Magnetic Status exhibit a 4m field that, when shot through, increase projectile speed and Status Chance by 10% per stack Enemies with Magnetic Status attract other enemies from 1m per stack and have a 50% chance to spread 1 stack to every enemy they touch So essentially something that improves farming, AoE, status, or grouping would be my vote.
  5. I can't believe I've been using this for two years and never knew you could charge it. I'm going to start reading update notes from now on.
  6. It would be for me! Loading screens are not my friend (I thought they were until they invited me to the prom and then threw an egg at my face)
  7. LOL, yes. In gratitude I should become an unhinged stalker. Next time they feel like visiting a relay to start a blessing they'll get a chill down their spine and think: "Maybe another day..."
  8. From a programmatic point of view, this would just be a matter of turning off certain layers in the simplest case. But it would be cool to have a special "Mag Vision" that turned level contours into wireframe, show enemies as heatmaps that highlight their vulnerable areas, and show loot/interactables. From a lore point of view, I mean her entire face is an iris, right? Am I the only one that thinks that? This passive would be fun to play with and help especially in the early game when stealth and spatial awareness are more important. It would have some late game perks as well though for the ability to suss out weakpoints on new enemies, and find hidden caches faster in Sabotage missions. I'm also thinking abilities could target enemies behind walls (like Pull and Magnetize) when looking through Mag Vision. This would synergize really well with Punch Through weapons, which already work well with Mag.
  9. Oh my goodness. If there was a faction called the "Awkwardness" I would just die. I imagine they'd have these missions: An invitation to dinner with your two divorced parents A blind date who happens to be your ex's best friend A hospital waiting room that calls people by their medical condition rather than their name A stranger on a subway who needs a shoulder to cry on Your best friend is giving a public speech but forgot everything so you have to pantomime the talking points It's the thought that counts. If I ever end up getting something from you then, as a courtesy, I'll sneer and call you an obnoxious little cricket. So I googled "English Channel tragedy 2024" to see what you're talking about and... let's just say my list of Awkwardness missions needs an addition... Haha! I actually chose this username because I literally would AFK (or fall asleep) in a relay and come back to messages or invitations. It says something when two loading screens and a walk to the nearest Blessing Altar are too much of an inconvenience for free gameplay bonuses. I wonder if that's true of all high level players. If so they might want to think about turning that up.
  10. quxier! Didn't know you hang out in the Off Topic as well I actually have thought about this. I play on Switch and that does have a screenshot button. But I've got low defense against awkwardness. (If I were a a Warframe Faction and there was a damage type called "Awkwardness" then my shields, armor, and health would ALL have triple negatives against that damage type) So the idea of direct messaging someone to say: "Hey, I saw your blessing and didn't get a chance to say thanks so... thanks..." is beyond what I can handle.
  11. I love that 63% of this thread caught up discussing dieselpunk. The elements are an interesting choice of game design and more interesting still that they decided to push it into the lore. Here's my speculation: HEAT Energy density COLD Matter density ELECTRIC Energy arrangement TOXIN Matter arrangement The core elements then are the three pieces of "information" describing something in existence: State (Matter or Energy) Scale (Volume over Mass) Shape (Contour and Topology) By "damaging" enemies with these elements, you are in essence adding information to their physical existence. So for example if you increase the density of their matter then they will need to work harder to move the same amount and they'd be more brittle. Taking this a step further... HEAT+ COLD = BLAST Dense energy within dense matter creates a linear, impactful effect HEAT+ ELECTRIC = RADIATION Dense energy with high complexity creates an oscillating, destabilizing effect HEAT+ TOXIN = GAS Dense energy within complex matter creates a stagnating, catalyzing effect COLD + ELECTRIC = MAGNETIC Dense matter with complex energy creates a rippling, realigning effect COLD + TOXIN = VIRAL Dense matter with high complexity creates a mutating, weakening effect ELECTRIC + TOXIN = CORROSIVE Complex energy within complex matter creates a random, decaying effect The combination of simultaneous "information" would be called "interaction," which distributes that new information in a unique geometric pattern to produce a separate effect. If for example you increase the density of matter while increasing its complexity, then that information ripples outward and realign things along those ripples. While not very effective against flesh, it wreaks havoc on shield technology because shields are meant to stop forces coming from a certain direction (so upending their alignment confuses what direction the force is coming from and weakens the effect of the shield). I think in this way you could say the universe is made up of these four elements because everything in existence could be classified as different attributes of "information," and they cause observable phenomenon based on their "interaction." And realistically when you look small enough, all matter and energy is describable through its arrangement and density. One thing though that seems to be different in this universe is the law of conservation, but a lot of "magic" systems have to ignore that one. Finally, on the note of Void and Tau damage. Void seems like an opposite to "information." It could almost be described better as "will." A strong enough "will" can ignore information or even modify it. Tau (I speculate) is a "trick" that only sentients are capable of; not an actual element or secondary element. Sentients have conscious control over the information of their physical form, so the nature of their attacks and body can be manipulated voluntarily and constantly. This gives the impression of a unique element, but is in reality nothing more than an illusion. In the same way a movie is many still images producing an illusion of motion, a sentient is many single states changing as fast as their minds can process. (Obviously I'm just making this all up; I'm reasonably certain DE isn't going this hard into world building)
  12. Hahaha! You did that username justcice... And I also labor over the Ducats stand. I don't even do trading! I just figure one day I might have a friend that needs that part and think: "Wouldn't I be doing a disservice to my (made up) friend by getting rid of this now? What if later we need to grind fissures for hours to get this and I say: "You know I actually had this part years ago..." I can't argue with that. It's just my personality to thank the person who opens the door for me even though they're actually opening it for themselves and I just happen to be right behind them. LOL to the shield blessing. And this entire time I thought people actually had a good reason.
  13. Same. That was the first weapon that came to my mind when I thought about what I'd like to see. Though if I'm being brutally honest, most Kuva/Tenet weapons have been more of a pain to get to Max Rank than they've been a joy to play. If it's not going to be a good weapon then I'd prefer for it to at least be a melee weapon. That would at least make it an easy 4000 MR points by doing stealth runs. On that note, I guess a Kuva Halikar or a perhaps a Kuva Sidon would be up my alley...
  14. Thank you. Without fail every time this happens I'm inside a UI. While there, pressing the gratitude button interacts with the UI rather than the "you received a blessing" banner. So I quickly try to exit whatever UI is open within the time the banner is up with the hope that I can send a thanks before it fades away. I of course do not succeed, and I of course did not even think to memorize the name of the user that granted the blessing. (Not that I could in that amount of time, given the fact that most usernames are things like "30fartKitty_slashsixty#187") In shame I just go back to what I'm doing and feel like a jerk for not saying thank you. But I AM grateful! So to all you True Masters out there that have taken the time to grant blessings, know that there is at least one more 'thank you' response that just never made it out in time.
  15. This would be a damage support that Mag could offer to squadmates within Affinity Range. Magnetic Procs (Disruption) would work against Overguard as if it were a shield instead. Additionally, it would behave identical to Viral when Overguard/Shields are depleted. I believe this would have an interesting affect on the community and perhaps segue into a new form of build discussions around squad rather than just arsenal. It would mean that as long as you had a Mag in your party then you could substitute Magnetic for Viral in your builds, which might open up more weapon and mod options. Currently Magnetic damage doesn't really do anything worth mentioning and is almost entirely obsolete next to Toxic. But rather than doing any kind of rework for Magnetic, this one passive would be strong enough that virtually no one would argue about the potential viability of Magnetic Damage. The conversation would go like: "Why is Magnetic Damage so terrible? Most enemies don't have shields, and the ones that do can be killed quicker with Toxic!" "Have you tried using it with Mag or while a teammate is using Mag?" "No..." "It's objectively better than Viral if you have a Mag in your team." And if this became successful, it would set a precedent that niche use cases are a reasonable compromise when reworks aren't feasible. In my opinion this wouldn't be especially overpowered either. For one thing, most people believe Mag is B-Tier anyway, so it's not like she's popular enough to change the landscape. Additionally though, this would only be slightly better than Viral. Shields just aren't that big of a deal even if you don't build with Magnetic or Toxic. Overguard isn't that bad when it comes to getting rid of it, the big issue it presents is just that it makes enemies CC immune, but Magnetic Procs don't have any CC effect. So all this would do would make Overguard enemies a little quicker to deal with. Finally, some enemies are specifically granted Viral immunity/resistance, so this would provide a high-damage option that behaves separately from the typical Elemental Weakness paradigm. As a side note, Geometrical Frustration is a condition of certain atomic structures what makes the material less stable in either a atomic or quantum sense. It normally only happens at ridiculously cool temperatures, but if there were a fantasy being capable of manifesting this effect strongly and at room temperature, then it wouldn't be unreasonable to say that biological processes and structural integrity could be compromised. I'm taking some artistic liberty here because as far as I can tell we don't actually know what would happen, but I don't think it's too much of a stretch to say that forcing this effect would cause a breakdown (or at least an interference) in the electromagnetic bonds responsible for both living organisms and metallic alloys. (And besides, "Viral" working on machinery makes even less sense)
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