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MonkeyWaffles

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Posts posted by MonkeyWaffles

  1. When I first heard of baruuk I thought "hey! this is an interesting take on a warframe. A non aggresive warframe. Nice!". I imagined he'd be like if you'd play Skyrim as a pacifist using pacify spells & stealth to finish quests.

    But then I saw the preview. He is no pacifist. 😞 He sounds like the more common "warframe aggressor shoot first and then forget to ask questions later." type.

    So this gave me an idea. Why not take the pacifism idea further? Well maybe not full on pacifist, but something close to it. I propose a type of "retaliation" system. Baruuk 'only' attacks those who have attacked him, (which would have indicators above them showing if they have attacked or not) which probably sounds more Monk-ish than just attacking everything preemptively. So for the so called "edge meter", baruuk should get his edge meter filled only if he attacks enemies that have attacked him first. Attacking enemies that haven't attacked him would then either not give him edge. I propose as well that the higher the edge meter is filled, the lower baruuk's target priority is, as well any first shots taken by a target that hasn't attacked him yet has a high % damage reduction. 

    This way, players are incentivised to play tactically and pick their targets, and the longer they could maintain that the better the bonuses.

    But please DE, definitely try to make the passive frame actually kinda passive. Thanks.

  2. Ever since the addition of kavats, and then pet MOAs and now fetch, it seems more and more that  the old kubrow breeds need a rework since they seem mostly useless or even obsolete. IMHO they definitely need a rework. For one, some of the breed-specific kubrow skills should just be general kubrow skills, especially since some of them already have generalist counterparts in sentinels & pet MOAs can share their mods.

    A full on kubrow skill rework would be greatly appreciated to make all of them relevant for all mission & tile types as well as comparable or competitive with their mod counterparts of other pets.

  3. 8 hours ago, roadglide said:

    Im an old guy playing this game.  I have watched numerous utubes on MR test 24.  all the older videos show the operator jumping on the blocks. okay to easy took that away.  the latest ones have no time limit.  I am not fast,  I get within a pencil size of getting that orb and I time out.  when did that get put in.  how many failures does it take till there is an alternative way to advance?? ive only run it 8 times in attempts and 12 practice still no joy.  help!!!

    I've basically quit trying. Seems to me like a forced way to level focus in order to get over MR24.

  4. My votes:

    1. Ember; Just because.

    2. Mag; Needs more survivability and maybe a bit more synergy with all her skills. #1 is mediocre and #4 is very very lacking for an ultimate.

    3. Loki; Loki?! Loki is great! Why Loki? With how a lot more newer frames easily taking over stealth duties far more efficiently (looking at you, Octavia), I figure it's time for Loki's skill set to be upgraded, maybe include some synergies.

  5. 20 hours ago, GLoRToR said:

    4. Crush now correctly captures targets that enter its range during its casting period.

    I'd like to add this: while crush is casting, any bullets / projectiles that enter to the AoE is stopped / cancelled. Crush is too slow, and Mag is too squishy.

  6.  

    22 hours ago, (XB1)RDeschain82 said:

    Would really like some kinda gun blade Zaw. Maybe a heavy gun/sword Zaw? Or even Gun Zaw nunchuks? 

    Just a thought. I need more gun melee/blades please. 

    my guess is that if there is any gunblades, it'll be in venus where the 2h = speargun, and 1h= gunblade (though one is a primary and another is melee)

  7. as an aside for QoL design rule that I remembered & I think they should have: Every Warframe skill & Status effect should have a use & function in any and every encounter, be it enemy types or enemy levels.

    That means that every skill needs at least some utility that applies to all and gives benefit to the user.

     

    Case in point: magnetic proc. Useless on non shield targets. Loki radial disarm useless on melee targets.

  8. One that adds both Critical chance and Status chance, please? (at the cost of other things I guess?)

    Maybe one that reduces channeling cost and channeling damage as well, please? (Since we have channeling arcanes which are pretty useless at this moment)

  9. Since Khora thematically seems to be a World War Dominatrix Cat Lady (with all that barbed wire and whatnot), then why not tweak her skills accordingly?

     

    Her #1: Dubbed "Submission Whip" - As Warframe's in-house Dominatrix, Her whip attacks may have 3 different effects: Mind Control, Stun, or Fear which has a chance to spread. Because obviously, what else do Dominatrix' do except for, you know, dominate? I'd prefer to have Mister John Prodman lick his master's boot, but that won't be very much family friendly, would it? Plus "Boot Licker" as a buff doesn't seem to confer much in terms of combat benefits...

     

    Her #2: Dubbed "Barb Wire Barricade" - Bringing back her know-how from fighting in the World Wars, She creates a barb wire barricade that slows down enemies that passes it and causes bleed DoT, as well as a chance of disarming or stunning. Being caught in the barb wire also makes them susceptible to be mowed down by machine gun fire, like all those hapless soldiers in WW1. Every projectile attack on a target caught in the barb wire will increase their damage received, just like how Sentinel's FIRED UP works.

     

    Her #3: Dubbed "My Little Kitty" - A cat lady needs her cats, no? The metal cat is constantly there as a companion, no need to spawn. What cat lady true to her calling would ever go without her cats? Instead being a cat lady with years or training kitties for the circus in her back yard, the skill targets an enemy to be attacked by any companion, which does massive multiplied damage.

    The metal kitty obviously drops whatever it was doing and immediately ganks the target in question (as well as other hapless bystanders surrounding it, since obviously it is AoE). Being in a kitty frenzy, obviously after the target is mauled to bits after being marked for death by a crazy cat lady and her pride of rabid felines will give Khora and said pack of felines a "Bloodlust Frenzy" buff, which increases Cat Lady's melee attack speed and damage, as well as her really rowdy rabid roundup of Kitties.

    As an addition... Khora has TWO (yes, TWO!) metal kitties instead of 1! No respectable cat lady would go around with only one kitty to take for a walk, would they? Obviously Kitty Numero Uno would be the attacker, and the 2nd one would be the support (with stance toggle, sure. Lets keep that bit.) that hangs around Kitty Lady mewling for treats while doing whatever Nicely trained kitties do for their Dom masters.

     

    Her #4: Dubbed "The Feral Clowder of Cats ATE my Baby!" - Yeah, turns out google told me that a bunch of cats aren't called a pride like their bigger cousins, but a clowder instead. Huh, who knew? We learn something new every day!

    Anywho, We could definitely get rid of the Dome Climber from Hell for Masochists, since you know, we already have BARBED WIRE! (refer to "Barb Wire Barricade") and lets stick to the true blue purpose of any World War Dominatrix Cat Lady, yea? SUMMONING A PACK OF DOMINATING ANGRY WAR CATS! (the best of all three worlds!). Basically, now War-Prepped Masterful Cat Lady summons a scary busload of Cats that go to town on EVERYTHING! Including your couch. Obviously this ululating act of calling cats in also turns any Feral Kavat, Summoned Hyekka, and even their slobbering cousins the space dogs Wild Kubrow and Drahks to Cat Lady's Side. All those summoned and turned Cats & Dogs would also react to her new #3, "My Little Kitty" which, well, just imagine, a busload worth of animals attacking a hapless spacebro... :D

     

    So There! Khora Fixed! You're welcome.

  10. 8 hours ago, Sajochi said:

    there seem to be a lot of arbitrary rules and restrictions to how a frame should function

    Pretty good list of concerns overall; especially about augment mods. they do come off as a crutch to "fix" less-than-useful skills for some.

     

    Another QoL I would recommend adding: No wasted stats / resources (when you go over the max cap). Example:

    Efficiency caps at 75%. any more and its wasted. maybe change that stat to something else, say flat add to energy?

    Status chance over 100%.

    Picking up health / energy orbs when your energy is almost full. Maybe include overhealth / overenergy that degrades over time?

    stuff like that.

  11. A bit of a QoL request: Can we have a bit of a forward momentum when in operator mode after a void dash midair and after warping back into our warframe midair? It feels weird that after void dashing we just fall down vertically, breaking the movement flow as well as slowing down our characters overall movements significantly.

    Please? :blush:

    Thanks! :thumbup:

  12. 3 minutes ago, phoenix1992 said:

    Ember is a combination frame that scales as long as your CC and gear game is on point.

    Well... was.

    a lot of the CC is too reliant on syndicate mods though, which eat up the slots ember already desperately needed for basic survivability and energy availability

  13. 2 hours ago, Marine027 said:

    Passives overall needa rework, most are not existent basically at times.

    Ember itself for me was always the msot synergized frame since the start, Fireball cna need soem tweaks but Accelerate bosots her stuff while CCing, FIre Blast kept enemys away with also a damage boost, World on Fire  with the new changes in my eyes makes her more relyable now in higher levels and in low ones her ability won't run all day while you afk in some missions.

    We will see how it turns out but please can we stop with those Ember threads, or any other threads about the changes, it gets out of hand, besides they will release it that way now, then puta feedback o nthe forum anyway like with Limbo etc.

    At least ask a forum mod to  fuse them together, seriously, we not need 3000 threads about the same topic in one day.

    if someone would megathread it and summarize all possible feedbacks then i'd be fine and dandy with that

  14. What, another ember thread?

    Yup.

     

    As has been mentioned before, ember severely needs a rework. Here are some of my ideas.

    1. Fireball.

    - Needs to be homing. What is the point of using the damage buff skill mod if you can't even hit your allies who are just running & jumping around like ninjas do?

    - Needs to ragdoll enemies in the AoE. Would serve as a good CC, since every skill needs some form of utility.

    2. Accelerant.

    [I've never seen the point of a skill that only serves to add damage to your other base damage skills with only a minor utility. Not to mention once the damage in a weapon is modified to other damage types, the damage boost is gone. Why not just buff the damages of your weapons?]

    - Instead, I recommend accelerant to be replaced as a passive instead. Heat damage done by ember is multiplied by 2x.  Blast, Gas, & Radiation damage multiplied by x1.5 [since these three damage types are fire based]

    - The original accelerant would instead work like what you would expect an liquid accelerant would do [ie. napalm]: Leaves a patch of accelerant on the ground. Casting accelerant as per usual would do a minor stun. Any enemies caught in the accelerant patch will have a minor slow effect.

    - Fire damage done to the patch of accelerant on the ground would burn it up, causing an AoE burn effect similar to Napalm Bombard's AoE fire effect.

    - On enemies with the accelerant debuff effect:  Fire procs last 100% longer. Radiation proc lasts 50% longer. Gas proc has 25% increased poison cloud size. Targets with blast proc are slowed 50% for 5 seconds. Accelerant debuff also reduces fire resistance (instead of just boosting fire damage) by 100% [basically any health type that has fire resistences would now do full damage by fire] and reduces Blast, Gas, & Radiation resistance by 50%.

    3. Fire Blast

    [Nowdays it pretty much does nothing. The rings are too small, the voided area in the middle precludes using it as an AoE damager. The ring is too short that on unlevel terrain, enemies just walk through easily. Useless.]

    - The ring needs to be a wall of fire, akin to Gara's vitrify, so it would still be able to hit flying enemies or be cast on unlevel ground.

    - The ring needs to be shrinking, akin to Limbo's Cataclysm. This would give The ring better functionality in static missions where each layer would have an effect, instead of just casting overlapping rings.

    - Enemies passing the ring will be struck with a fire proc, as well as a 90% chance of being hit with a fear debuff [like nekros' fear]. Yea I know it's an augment mod, but it should be a basic built in ability. Ember already needs a lot of mods in the first place. This will also actually enable the ring to be used defensively.

    - The exploding expanding orb when casting ring of fire should now have a 90% chance to do a blast proc.

    4. World on Fire.

    - On cast, enemies within 3 meters of Ember will be hit with a flat blast damage and have them ragdoll away [makes sense since casting on has a base cost, it should do something beneficial as well]

    - Instead of just doing what it does right now, WoF would do a sort of two layer fire aura. Any enemies who enter the fire aura will have a variable chance to be hit by a fire proc every tick. The chance depends on how far into the circle the enemy is. between 100% to 50% range of the circle, enemies have a 65% chance to be hit with a fire proc. Between 50% to 25% range of the circle, enemies have a 75% chance to be hit with a fire proc. Between 25% to 0% range of the circle, enemies have a 100% chance to be hit with a fire proc.

    - The second layer of the fire aura would be: any enemies that enter melee distance of ember [say approximately 3 meters] would be hit with a fire DoT, scale-able with power strength. The secondary fire aura layer would be of fixed range.

    5. Passive

    - Current passive is too situational. As mentioned before, Accelerant should be used as the passive instead.

     

    Feedback?

     

     

  15. sentinels are generally safe because enemies don't target them unless you're dead, or you're going through high level content and they're hit with a non ground AoE (ie. the poison clouds of dead ghouls). I usually don't use any survival mods on them, but when I do, I include dat prime ressurection mod.

    If you want survivability at the cost of vaccum though, the pets do well. Include the warframe melee damage to pet health and a few of the pet healing mods, and those stat link mods, and you've got yourself a beastly companion.

    here is one, for example.

     

    in terms of sentinel weapons, use them for their status effects only. That's all they're really good for.

  16. multi bomb types are a good idea. Shouldn't smoke bomb also blind?

    I'd also suggest that:

    Ash's #1 should be an exalted weapon, modifiable using pistol mods.

    Ash's teleport shouldn't only open the target up to finishers but increase any damage towards them; since we can't always execute finishers.

    Ash's blade storm should be a channeled skill instead, like Excal's exalted blade. It would be exalted punch daggers, that would do a finisher to the target after X number of hits, like a combo. Ash would also obviously still have a couple of clones of himself doing melee as well. during blade storm, any target hit by #1 would be teleport attacked by his clones, and any target teleported to would all be attacked simultaneously by ash and his clones. Damage dealt to ash during blade storm would be redistributed equally among his clones, with only a small part going to ash. Clones have a health span and can be re-summoned by recasting blade storm which has an initial casting cost.

  17. def needs a bit of a rework. higher health pool, more armor, more energy. she doesn't have a niche anymore and can only be played one way, more or less.

    Some suggestions:

    Her passive needs to be changed. Maybe one where the dropped shards from polarize could be picked up and added as temporary armor / overshields.

    Her #1 needs needs a bit of tweaking. for one, instead of pulling all targets to a point behind mag, it should be directed, as in pulled towards where the mouse is pointing, for example. Secondly, ragdolled enemies should have a chance to be pulled again, since as a CC it only works the first couple of times, to a point where every other mob is on the floor and rising at different times because of multiple pulls. Give a partial chance to re-pull enemies on the ground.

    Her #2 is okay overall, but detonating on recast definitely needs to be built in. casting multiple magnetize orbs to protect one's self would often make it hard to shoot into the orb we actually want to shoot into. Either built in detonate, or enable overlapping orbs to add damage to each other.

    Her #3 is just sad. It also is pretty useless if the target's shield or armor is already stripped or non existent. It should instead work a bit more like nova's M prime. Recast-able, doing both flat damage to shields & armor but also return the % mini AoE based on how much armor / shield is stripped. Armor / Shield shards drop as per usual. Hitting a target without any shields or armor should also do some damage, probably not the % damage but some flat damage only with a chance to drop a health orb instead of shards. (or maybe introduce health shards?)

    Her #4 is just garbage. Its too slow, leaves her exposed to being shot at, and doesn't do enough. I'd recommend it to be changed into either a timed skill or channeled skill.

    - If it's a timed skill, it should work like stomp, but one where mag is free to run around. Casting it would create a static AoE that suspends enemies that enter the AoE in the air and does DoT magnetic damage. As the timer expires, the targets are slammed to the ground for impact damage and they produce shards. The skill should also introduce additional shards from the environment, as indicated by the current graphical effect the skill has.

    - if it's a channeling skill, then Mag produces an AoE effect (like WoF Ember) that would lift a certain number of enemies in the AoE, suspends them in the air for DoT, and slams them on the ground. The duration of the air suspension is determined by skill duration.

     

  18. my biggest problem with warframe?

    not enough actual variety in game mechanics from weapons and play styles. most gear is just stat shuffled, with not much unique-ness in how to mod and play. not enough variety of effects that we can do to enemies.  basically, we need damage 3.0, with a more varied interaction between criticals, status effects, damage types, projectile types, and body parts targeted / hit. the possible combinations are massive if applied correctly.

     

    as well, the lack of better interaction between the parkour moves and static objects (ie. i want something to happen when i slam face first into a wall)

     

    lastly, the need for more synergy between frames, weapons, and skills.

     

     

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