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RahuHordika

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Posts posted by RahuHordika

  1. I'm not talking about the light of course, those are perfect as they are, but rather the uncolorable semi-transparent portion that makes up most of the veils.

    The problem here is that said portion of the veils are quite reflective and in a fair ammount of light conditions it comes off as white-ish, making it clash with some coloring styles or just looking rather odd. I don't think they should be completely invisible or anything but they should be more transparent or less reflective than they are now.

  2. I mean it is very much based on the nemesis system but so much of the kuva lich’s can be either unnecessarily punishing, or very linear, which takes away from what made the nemesis system fun and dynamic.

    There are countless posts already about what are some problems with the system as-is, so here I am going merely put a proposal on what could be done to make the system more interactive and dyanmic. Now of course I am no game designer so I might not have the best grasp on balance but this is what made the nemesis so fun for me and I think it could help the Lich one as a whole.

    1Liches are unbound by territory, they can spawn anywhere in the system, even nodes outside of their domain, as invaders. Maybe increase the chances based on how mad they are at you (though probably add a cooldown based on this to avoid spam), and make it a guarantee on territory they control.

    BUT

    2) Liches can be killed anytime, as it stands now if you don’t get the right mods you *have* to lose and make the lich stronger, and they even have lines implying you’ve been killing them which makes no sense in the current context. So you can kill them if they show up (still only by you btw) but unless you have the right combination of mods they will come back.

    As such:

    3Returning Liches will develop traits, they can range from resilience to a weapon or a frame, or maybe a weakness like the fears they currently have (similar to the orcs in the Mordor games) based on the circumstances of their previous death. This can make the lich adapt and become stronger or weaker but it will change things as more attempts are made.

    On a sidenote, Lich level up will still happen if they kill you, but it could either a) A chance to kill you on execution attempt (could be increased if the same method is repeated and the lich adapts) or b) If they down you in combat it’s an kill instead (or they simply level up). But if you have the right mods in the right order they will just die for good (or be converted) as it is currently.

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  3. So I gotta ask do we still need to consume the whole 75 energy if we want to join in on bladestorm? It appears the change is more for utility than anything else but still it would be nice to know if overall the energy cost was also increased in a way to just do what we can right now with BS.

    (Or maybe an additional tap lf the 4 once the ability is cast)

    ————

    Oh and for Volt the change is just fantastic but I gotta ask since you’re going for damage is Shock going to be touched? Since it already has neglible stun with only the damage being worse.

  4. But he doesn’t sell anything, the stuff he gives when you level up is from the other vendors.

    If you want to get the other things or get them again then you gotta farm the standing and go to the respective vendor that sells the item you want.

  5. Konzu doesn’t sell anything, the reward is for leveling up, if you want more then go find the thing you want from it’s respective vendor.

  6. ^And not adress the issue with the riot shield.

    I mean, people have already accepted having some energy based compromise here if it’s necessary, but not the one that’s counterintuitive to volt’s own synergy.

    Again, I feel like they need to give him a hard rework pass at this point.

  7. And the change isn’t even good, it didn’t adress the one problem it was supposed to deal with.

    Guys if DE can’t figure out a way to make discharge work and is so insistent on making the shield be so counterintuitive I feel like volt maybe in a dire need of a hard rework.

    Like, excalibur levels of rework (almost).

  8. 5 hours ago, (PS4)Chris_Robet said:

    It's fine and far better than many passives.

    Would you mind explaining why? Just saying it’s fine doesn’t exactly contribute to the conversation nor does it back up your position.

     

    On topic, while the solution presented by the OP isn’t the most optimal it does present the more glaring issues with the passive that IMO should be adressed.

    First is that, as pointed out, this makes Volt very weapon selective as this is only thruthly effective on weapons that hit hard each strike, therefore damning auto weapons or those with fast fire rates.

    The second and definitely biggest issue is (which is partly at fault for the first one) that it all goes away in one strike and you don’t get to choose when, one ability cast, one melee hit or one shot and it all goes away immediately you can’t even choose when. Naturally this is very problematic when fighting several enemies since it’s very easy to waste whatever you saved up on a trash mob as well as other situations where you’d have wanted that bonus dmg, also the fact that you can lose it all by melee striking containers is in dire need of some serious fixing.

    ————-

    Personally I feel like the passive could be changed, but keep the same concept, to have it easily deal with this issue.

    My suggestion would be: Instead of a flat number it could be a percentage based on the damage of the strike delivered, be it melee, shot or power. Naturally this would mean that the maximum output could end up being lower than a flat addition but you’d be able to retain it for every strike you make.... so long as you keep moving, which would be the cost for this tradeoff, move to both generate charge and mantain it and if you were to stand still it would begin to decrease gradually.

  9. Extremely dissapointed.

    It has a better look than from the concept but it is still just bad, the style is indiscernible and it just looks lile a gimp suit guy with random stuff all over.

    What hurts the most is that unlike the already finished Ember deluxe DE had plenty of feedback regarding this skin while it was still in concept and they still went through with it as-is.

  10. For some reason, for what has been a while now too, the Sciathin (or tenno jetpack) has been dissapearing randomly from the warframe or rather going invisible and it has happened to me in the orbiter, social spaces and even missions.

    I cannot say for certain what triggers this bug to begin with, all I know is that it can be fixed simply by rolling. It was hard to find a way to present it but I eventually found a way to show it.

    Spoiler

    1M64QRv.jpg

    Spoiler

    bp4pyaa.jpg

    It seems to be turning transparent but from certain angles it's downright invisible (I actually had to angle it correctly for the first image). Also I don't know if this has been fixed or not at but if the camera is within a certain proximity of the frame the syandana vanishes too (first noted during the war within cutscenes).

     

    Edit: After some additional observations, the bare visibility happens only in the orbiter, everywhere else it’s just outright invisible.

  11. I'm going to have to disagree with the OP on the part about her looking different, if anything I think the body is very close to the base design and that is where my issue lies.

    Besides needing what should've been more prominent fire themed design aspects, the body in on itself feels very close to the default ember in that you can almost see it if you removed the feathers, had the design diverted a bit more from that look I think this skin could've looked a lot better.

    Oh and I personally don't dig the really exaggerated mohawk as amusing as then jiggles are.

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