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EibonEthos

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Posts posted by EibonEthos

  1. Most likely, as with Railjack and it's future, we will see more elements the tie together the loose and odd mechanics that DE has given us. The things that are hated today will become amazing as the game continues to improve and master it's design. So I'm sorry you didn't enjoy it but wait until the New War and cinematics beyond that. 

     

    I am also a story lover and lore junkie so it's crack to me.

  2. Oddly this has given me an interesting idea for further specialization with forma.

    Polarity Link: a way to link two slots with polarities. This link could boost the effects of the mods used in the connected slots. It could be a set amount or a dynamic amount based on focus schools, school affinity, or frame style.

    In pokemon go there is a hidden bonus for a pokemon having both abilities the same element as the pokemon. This could be a method for advancing Warframe.

    Another option might be:

    Switch Polarity: a special polarity that only switches between 2 polarities. This would be gated behind something I'm sure. It could be an improved forma or something like the Riven Converter.

  3. There is also this policy for games called "Gating". This allows large scale games to get more playtime, because there are specific time locks in place. Without Mastery players would blow through the game lore and content in about a month. Then, the players would just leave because there is nothing to do.

  4. I think some of these changes are long over due, and I haven't the ability or time to read all the comments, so I appologize I I'm repeating what someone else has already said.

    So my review centers around Mag first;

    Give her passive and pull the ability to pick up shards created by her abilities. The picked up shards could orbit her like Nova's particles. 

    Magnetic Missles: each shards provides a very small evasion buff to mag (pulls bullets slightly off course because of magnetics). Casting Magnetize causes the shards to travel to the target and orbit until the end of the ability. Then they all collapse on the target.

    You could make them still able to be picked up, have a chance to break, or have a capped number to prevent game breaking. This is just a small buff that would help her both deal a bit more damage and give her some survival.

    Next will be Gara;

    While I have no issues with her current changes, I would like to poke at her 3rd ability, Spectrorage. 

    Currently Gara can do a couple styles, most of them revolving around being closer rather than farther away. I think Spectrorage was a good idea at first but I think the ability has an odd spot in her kit. Perhaps creating an interaction between it and her Lash or Vivify? 

    Spectrorage: breaks all the mirrors when struck by Lash dealing no damage, but blinding all nearby enemies.

    this would give another version of CC that could be useful or perhaps.

    Spectrorage: if Gara casts Vivify while inside the ring of mirrors. The ring gets pushed to the limits of the wall and restores any lost mirrors.

    This would extend the ability and make for an interesting Arena mechanic for her. Since it would lure enemies into the wall it would also work well with the walls interaction with Lash.

    Besides those two I could run through most of the frames to point out improvements that I could see. And so could most players, although some might just want to break the frame...

    Anyhow, I'll leave it at these two for now.

     

  5. @Mach25 It's easy to develop the game idea, and have these cool concepts and mechanics floating around. The hard part, as DE actually has shown, is getting together both the Talent and the Money to make it happen. Sometimes you get lucky with not needing much money, but often the Talent needs money, not dreams, to live on. 

  6. See the problem with Warframe is that it DOES have End-Game content, but it doesn't feel like End-game content. If we look at games like WoW the raids are the end-game, and in Warframe they aren't as big but do require more then just killing everything. True End-game isn't about exploding from massive damages or even high level enemies. It's enemies that challenge players to do something different then normal missions. Both the Jordas Verdict and the Law of Retribution are both challenges that require players to understand the mechanics of the fight to even deal damage. Which means it clearly diverges from the normal shoot-slash gameplay. Now Arcanes are another large problem for the game, because they offer very little to builds and take numerous runs to acquire. Recent Arcanes (Zaw Arcanes and Operator) have shown a possible change in how Arcanes work, and could, perhaps, open the way for changes to abilities and frames without needing Augment Mods. 

    For the concept of Titan to be End-game would be a multipart city. First, would be something similar to Cetus and the Plains of Eidolon. Meaning that it would be a hub for missions out on the planet with merchants and vendors within the city. Possibly a location to have player shops (like Marroo's). Second, would be the constant attacks from invading forces, like the Plague Star event in the Plains. Third, would be a resource sink. Yes, the dreaded resource sink, and no I'm not sure how it work out completely. However, it would have to be a good return on the investment. 

    IE: Investing Alloy Plate to the builders to maintain the walls and buildings within the City. Invasions would damage the defenses based on how fast they were rebuffed or not. Unlike the Relays the city wouldn't be destroyed, but would be evacuated. Which would open up a mission for Tenno to go on (8 players) to fight off the invaders and re-capture the city. 

    The city could have influenced regions based on Alliances as well. IE: Clans could undertake missions with their members to gain standing in the city. The standing can be used to buy resources. Perhaps offering mod sets that work off having clanmates in your squad. The main trouble with it is to keep PVE the main focus while offering interesting PVP.

  7. They only problem with your comment @Tomplexthis is that hunhow created all the sentients as far as we know. Lotus was unable to replicate because of her void journey. In theory all the sentients are unable to replicate, but simply create from the materials they have. One MIGHT be able to wiggle the possibility that the Golems are sentient tech but not truely sentients. However, I feel that would stretching quite a bit. In the end they could just be recovered Orokin sentinals.

  8. The problem you run into with this system is the low number of forma, and then suddenly massive number of forma you receive. Having a weapon scaling system would still be stuck in major problem of damage and reduction being highly unbalanced. Because, likely, it wouldn't just be the damage numbers you would be changing with the upgrading process. This process could break certain weapons that are already pretty unbalanced; IE Galatine Prime and Attarax. Granted a re-visiting of the MR rating of weapons might help this, but I don't see this as a good idea until Damage and Resistance get enough of a balancing/fix to make it work.

     

  9. On 12/16/2017 at 3:45 PM, blazinvire said:

    I guess it's good to know other people on a similar track, I've seen some threads about the place where people are figuring out the core issues of Warframe, and other people apparently had them figured out ages ago, it's just I don't see this stuff as often as I feel like I should.

    So many good ideas but, I don't really know if DE is even looking at them.

    It's hard to just suggest one thing, when so many things in Warframe are interconnected.  It'd be nice if changes like these happened, and stabilized the core foundation a bit.

    Yeah, the second largest problem in Warframe is the inbalance of damage and armor scaling. Obviously you want to have a system that allows for mass murder, but you don't want it to continue through your harder content. This is where DE has it's problem. They want end-game content to be very hard, and with the soon coming changes of Damage 2.5 we might get some fixes for that. However, if the damage changes but the defenses do NOT, then you still will run into a problem. The easiest system that I have heard someone talk about at one point; 

     

    "DE should just make enemy resistances instead of armor, which would scale based on the level of the unit. So, at low levels you could use pretty much anything to kill them, but at high levels certain damage types won't deal any damage. This would make different damage types needed for certain enemies."

     

    It's a fast and quick patch to the current system for sure, but idk there are SO many things connected to each other. 

  10. This a very nice frame with interesting abilities. I would like to offer a suggestion of the interaction between his 1 and 2 however. Instead of pulling a spike, perhaps it just causes the spire to grow lots of needles based on power strength and range. Would be interesting to see the frame in game however. 

     

    (Should be able to pull ores out of the ground with 2 on the Plains)

  11. I would say that the layout is wonderful, and you have taken great pains to underpower your character. I think that you could create a more cohesive kit here. Sadly, I think that the abilities are a bit too disjointed. The kit almost screams Excalibur but scales. So I would take another look at your theme and decide how you are going to play with it. A big part of a unique concept is a central device that the frame revolves around. Currently your "Blood Crystal" frame is just a health driven frame. 

    Passive:

    Draws health from his enemies granting bonus power strength per kill (stacking).

     

    Ability 1:

    Freezes the blood of enemies in a cone causing them to slow and take flat damage plus an amount of their max health. Killing an enemy affected by this ability causes them to shatter dealing a percent of their max health to all enemies around them.

     

    Ability 2:

    Pulls on the blood of nearby enemies increasing his armor and speed (attack speed as well). While active it draws in damage caused by exploding enemies, granting bonus melee damage (stacking).

     

    Ability 3: (toggle)

    Transforms into a blood crystal for X seconds, doubling armor and regenerating a portion of his health. Combo counter is frozen while in the crystal, and the ability can be cast again to detonate the crystal dealing damage.

     

    Ability 4: 

    Transforms all enemies affected by his 1 into blood crystals (frozen). If his 2 is active gains massive melee critical chance in addition to it's normal effects.

    -------

    This is a kit that works together to create a unique character. This is not what your kit MUST be, but more to be used as a jumping off point to improve your concept. 

     

  12. Alright well then ill hit a couple points real quick then.

     

    1: the void is a dimension/sub-space that is smaller then normal space. Which is part of the reason that void jump drives were a thing.

    2: open fields or the current tileset style we have? 

          A: open fields should be a set of tilesets chained together to create a unique experience, and allow players to reach fun places or even old maps. Aka, a launch location where the tenno can reach a grineer ship in orbit. As an example.

          B: the current use of tilesets has the problem of being highly boring after a relatively short time. The only reprieve is that the rooms are randomly rotated and connected.

    3: the void is a uniform space so travel between the different planets and moons should be possible. Perhaps a limitation would be a set of orokin towers that would stabilize the void enough to travel to in the orbiter. Or you could limit the void access to void portals which may or may not create a key system similar to what we already have with relics.

    4: the only objects in the void are the things that were built there, not celestial bodies unless they were shifted there like Lua because of the tenno sleeping there.

     

    I would suggest you watch a couple youtube videos about the current state of lore. Your concept could be great if you pair it with modern lore and physics.

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