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PlatypusWarriorX

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  1. I was just about to write about this! Equinox is having the same issue, it seems (Day form might be my favorite but I’d like to see how 250% strength affects night form too XD) I agree that having multiple tabs for the different “modes” for an ability that has them would be really nice. That leaves space for more detailed ability descriptions too.
  2. Sounds interesting! I’m still inclined to say infused Eclipse’s damage should be bumped up a bit, but maybe it won’t be that bad, idk. I’m particularly excited for Decoy both on Loki himself and as an infused ability. I’m looking forward to everything coming in Dante Unbound. Keep up the hard work!
  3. I’ve never used Inaros, but this seems really interesting. Including his reworked augments he now has several options for survivability and you’ve given him some potential I-frames. Now I’m looking forward to adding this guy to my collection! Keep up the hard work everyone!
  4. I know this post is a little older but just my two cents. Support is my favorite role to play in any game. I can’t get enough of buffing and protecting my allies, to the point where I almost don’t even care if said allies do something stupid. But I agree that Warframe’s style and gameplay loop don’t suit the role all that well. Plus, with the powercreep it’s now possible to fight at higher levels than ever before, levels that I don’t believe some older frames were ever expected to touch. Support has its place in normal content, but these days the late-game meta is so extreme that armor, healing and flat DR just doesn’t hold up anymore.
  5. So… The damage nerf seems awfully drastic compared to the reductions to other abilities in the helminth. I’m also of the opinion that the buffs should be raised, at least a little. That would make Roar the better option for casters and status stackers, and Eclipse the better option for raw weapon damage. I don’t think the option for damage reduction alone is enough to carve out a significant niche for Eclipse as a helminth ability with the current values. As for on Mirage herself, I don’t have enough experience with her to say for sure, but if I’m understanding correctly her extreme damage potential is where her usefulness comes from, so it’s important that her values are high enough.
  6. A while back I tried designing a whole rework for our favorite king of the fairies. This is more of a collection of ideas I’ve had before and since that post. Again, when addressing Oberon, I try to think about what are to me his biggest flaws, namely his bad energy economy, low damage, unreliable CC and a passive that just falls short. This’ll be organized by his abilities. Without further ado… Passive: Allied companions gain 25% health, armor and shield links with Oberon. Oberon’s own companion gets 1 free revive per mission. - In the other post I suggested a new passive that spawned special empowered health orbs called Blooms that granted increased ability duration and efficiency and gave allied companions a free revive for 15 seconds (cooldown on the revive). Other potential effects could be excess healing turning into energy or shields, or simply adding strength to his other abilities. - Either as a natural additional effect or maybe an augment, the health, armor and shield links could also apply to allied warframes in affinity range. - Alternatively, companions could also gain 25% links to primary critical and status chances. - Oberon’s companion could get double the bonuses. Smite: Sends a number of projectiles out from the target to enemies in range. The initial target takes a forced knockdown and stack of radiation, while the projectiles force a puncture weaken effect and have a low radiation status chance. 35% of the target’s maximum HP (health and shields) is divided among the projectiles. - My initial idea was to give Smite more potent CC by increasing the threat of the initial target to irradiated enemies for a few seconds. On death, the target could have a chance to drop a health orb (or Bloom) - The hit point conversion could scale with strength up to 75% (not on the helminth version). Hallowed Ground: Creates a field in front of Oberon that damages enemies every half second with a chance to proc radiation while eliminating status effects for allies that stand on it. - The single most requested change for this ability is for it to have the full 360-degree angle naturally to match Reckoning and reduce ability spam. Personally, it’s all that big a deal for me but it would be a very nice QOL improvement. - The status immunity could last a short time after leaving the field, either by jumping or through terrain changes messing with the ability’s ground coverage. - For the Bloom passive, health orbs that touch the field could become Blooms. - Enemies who stand in the field could be progressively slowed for each stack of radiation on them, up to a maximum of maybe 50%, as if they “lose their will to fight”. - If nothing else I would even take a small base duration increase. Renewal: This ability does many things, so I’d recommend checking the wiki if you don’t know what it does. Essentially though, it’s a channeled ability that heals allies over time. As long as said allies entered the radius, Renewal will continue to heal them wherever they are. Affected allies can also stand on Hallowed Ground to gain armor for the ability’s entire duration. - Affected allies will lose the buff if they fall off the map or run into a nullified bubble, with no way to regain it unless Oberon recasts. Thus, a radius that follows Oberon consistently and can be reentered would be a solid improvement. Maybe to balance it the range could be shorter. - Another popular request is a drain cap so poor Oberon isn’t burning through his reserves trying to heal 18 things all at once. I would say maybe let the drain/s and drain cap scale with ability efficiency. - Companions should heal for free. - We could have a slightly reduced flat armor bonus but also give Iron Renewal a 25% armor link, with both values scaling with strength. This might help it scale better in high levels. - The effectiveness of Renewal could be affected by other sources, like attacking irradiated enemies, or picking up a Bloom, etc so on and so forth. Reckoning: Lift enemies up into the air and slam them down. On top of the damage the targets will also release a small AOE blind effect upon being slammed and a forced radiation proc. Targets that were on Hallowed Ground when Reckoning is cast will have their armor stripped by 50%, and irradiated targets take increased damage. Enemies that die to this ability’s effects have a 50% chance to drop a health orb. - One of the issues with Reckoning is how expensive it is for all the important things it does for Oberon, but between this, and Renewal preventing some conventional workarounds for energy issues, he’s left without many options. Even if you run Equilibrium the orb drop chance just doesn’t work in higher levels where the damage can’t keep up. One remedy could be to change the orb drop chance to apply during the entire blind duration, reducing the chance to 30 or 40%. Big QOL. - To help with damage, the bonus on irradiated targets can increase with each radiation stack. Maybe the base damage could be a little higher too. - Alternatively, when they slam down irradiated enemies could release an AOE blast in an area equal to the blind radius, damaging everything in it for a small portion of their max hit points. This creates a sort of theme with Smite and should increase Reckoning’s damage output significantly in high levels, especially when used with a grouping tool. - Many have suggested improvements to Reckoning’s armor stripping to help it feel less clunky. An innate armor reduction that’s increased on enemies standing on Hallowed Ground doesn’t sound unreasonable to me. - Or, the strip could change to simply apply to irradiated enemies. That keeps synergy with Hallowed Ground without forcing it. Who knows if devs even read things like this, but hey, maybe it’ll happen! What are your ideas? I’m all ears!
  7. It really does depend on how long the scan takes for me. Maybe if it automatically scans on hit, that would be interesting. I play Oberon so maybe I’m used to borderline useless passives, but Dante’s doesn’t seem awful to me. There are times where I’ll get use out of it and times where I won’t. This kit actually reminds me of a character in Vainglory from years ago (who I thoroughly enjoyed playing) so I’m excited!
  8. Hm, fair enough. I guess there isn't much point in changing the way lighting as a whole works just for one ability.
  9. I also like the idea of the buff snapshotting in certain light levels and being recastable
  10. I personally like the idea of tap/hold, but that alone would be a little boring. What if Eclipse's light or darkness buff started at a certain level but could ramp up in some way? Maybe traps from her 2 or something from her 4 could create pillars of light or darkness that increase the effectiveness of the buff or maybe even the duration up to a certain maximum? Then there'd be no way to increase it on the helminth version and that could be enough of a nerf. Oh, this is similar to arkadikos213. Well, great minds think alike, I guess! XD
  11. Is it even possible to isolate abilities by themselves though? You have to take into account the other abilities in the game to base everything else off of. The standard is decided by every warframe, and you have to compare a given ability to something or you’ll end up even more all over the place. My question is, has DE ever said it was their intention for Rhino Stomp and Breach Surge not to affect eximus? Wisp I can completely understand changing, but there’s a reason why I personally don’t use Rhino stomp even though I enjoy it. On order to get good Iron Skin Numbers you need at least one of Rhino’s augments paired with high amounts of strength and some kind of armor bonus. Then you have duration and said strength for Roar. Finally, Rhino Stomp’s high cost paired with the frame’s very low energy max can make it difficult to use often. Another thing is, with your typical Rhino build all three of his other abilities are integral to his kit. Rhino stomp is the only one that doesn’t directly synergize so it’s the only one you can really afford to infuse over. There’s also a high incentive you use a helminth ability on Rhino, since otherwise he lacks any defense strip or grouping. Most Rhino builds I’ve seen infuse something over Rhino Stomp. I can see your argument, but I wonder if the reason they keep the Eximus CC is simply to give it a niche despite its limitations and all the other great options that could take its place.
  12. I can agree with a lot of things everyone has said. Mind you, I’ve never been to level cap or anything like that, most I’ve done is 20 mins on SP Circulus, and not with Grendel. But, here’re my two cents! I’d say maybe let Feast’s range work like Frost’s Ice Wave; cone angle (up to a certain maximum), cone length, and cone initial width are affected by range. Maybe they could let Grendel move, but more slowly while casting like Mesa’s Waltz. As for sucking in CC’d enemies, it’s a tricky issue… On the one hand, it would let Grendel get some synergy with CC frames, but it’s a bit hard to decide who exactly he should suck from. For example, Khora’s Stragledome can force enemies to drop additional loot with the augment, and Feast would take away that chance, and Vauban’s Bastille’s armor buff can’t increase if Grendel sucks all the enemies out. I’m not saying it’s not worth considering, just that there’d be some level of anti-synergy either way. My biggest personal issue is that enemies in Grendel’s belly are vulnerable to the damage from Pulverize and Nourish’s viral explosions. Since swallowed foes don’t hold up defense waves, I don’t see any harm in them immune to that damage. Maybe inflicted status effects can be stored and then inflicted when they exit the belly. To balance something like this, Regurgitate should kill the enemy-projectile or at least deal a portion of their hp max; otherwise you could just swallow and regurgitate the same enemy over and over again. Not only is that gross, but it’s also a little too strong, I think.
  13. I have my own page on this, but I do like your ideas! As mentioned by others, Oberon’s biggest issues are his low damage, energy inefficiency, and modding constraints. A personal gripe for me is that his character doesn’t feel special anymore. I still feel like DE could do something similar to Hydroid’s rework. We seem to have a similar vision. For Smite, adding damage vulnerability is an interesting choice. It does make it much more spammable and turns it into an integral part of the “flow” of his abilities. Biggest question is: would it buff ALL ability damage or only the user’s? I think the general consensus for Hallowed Ground is that it should have a full 360-degree angle, which is fair enough. Since it’s basically built to be used with Reckoning, the two should have the same angle. Ah, Renewal. I love your idea of disabling the drain unless it’s actively healing. That alone would significantly improve Oberon’s energy economy. I’m inclined to agree with some others on adding an energy cap or at least being able to decide who you heal somehow. Maybe if you activate it and can use the activation button again to select targets other than yourself, then hold to deactivate. You and I had very similar ideas when it came to Reckoning. Whether it’s during the blind duration or just upon enemies being slammed, making it easier to spawn the health orbs is huge. Adding a smaller innate armor strip would definitely help make Reckoning more worthwhile to cast in an emergency. Think - at 170% strength you can full strip with two casts even without HG, whereas you could do it with just 167 on HG. The threshold gets even lower with the use of Corrosive Projection. I would personally increase the effectiveness of the irradiated damage boost by letting it increase with each radiation stack, further cementing the synergy without making it useless on its own. All in all great work I’d say!
  14. Hmm, that's a fair point. Lord forbid you have an Atlas, Nekros and Caliban and one of them spawns Khal's crew. Or just 3 Nekros for some reason... XD Thinking about it, a drain cap would be really nice.
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