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(XBOX)ZeRo MeRcY

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Posts posted by (XBOX)ZeRo MeRcY

  1. On 8/6/2016 at 6:05 AM, Caelward said:

    Just gonna leave this here for anyone who likes their Zephyr but hasn't been made aware of one of her most powerful weapon match-ups.

     

    I love the tonkor trick...to an extent. It kind of feels like a cheese trick a little bit. Still fun and super effective though. Doesn't change the fact that she needs a rework IMO

  2. On 7/30/2016 at 1:03 PM, (XB1)InfernusXcanis said:

    A friend is absolutely convinced war is the single most powerful melee period.

     

    as long as Galatine p beats war, im happy

    While i believe War DOES have the highest total base damage, its centered around impact damage. In my opinion impact damage is the least practical of the three. Since War i've still maintained the belief that the Scindo Prime and Galantine are the two strongest heavies.

  3. I think having the option to build a hyena would be cool. Allowing for customization attributes similar to the variants of hyenas that exist, and maybe a few team support options

  4. 15 minutes ago, Azamagon said:

    Just a few things that I think would make Fissure mission a bit more enjoyable:

    2) On reward-selection, please display the ducat values of the reward items?

    3) On reward-selection, please display how many items you already have of the available rewards?

    4) Maybe make the amount of reactants needed to be picked up into a GROUP effort, rather than an individual effort? This way, people can't bumrush their reactants and get out and trigger the "mission finishing in 1 minute" thing before all people have gotten their reactants.
    EDIT: Forgot to add (thanks for the reminder Aurea_Hiigara), the amount of reactants the group needs to collect should probably be equal to the number of players x 10.

    Other than that, I like the most recent Fissure missions :)

    I agree with these three whole heartedly. Regarding the first one i think an interesting aspect of warframe is the market dynamics, knowing (or not) the value of the items you're buying or selling allows prices etc. allows for a certain flow in the market. Letting it be a community thing. If items were labeled as such i think it would essentially set specific rates on items in the market. If people know their item is rare, they sell high. And vice versa.

  5. 11 hours ago, EchoesOfRain said:

    2nd ability - Raging Winds:   As Zephyr moves, this skill passively charges up. The faster she covers distance, the faster it charges, up to 100 stacks. Once the skill is used, Zephyr violently releases a wind that knocks away enemies in range. Left behind is an area of wind that slowly heals allies within. Enemies hit by Raging winds, or those that walk into the healing zone, are affected by a gravity debuff, leaving them vulnerable longer if knocked into the air. The range, knockback strength, and heal strength are all dependent on the amount of stacks Raging winds has. Using the skill at 10 stacks will have a very little effect, as opposed to Raging Winds at 100 stacks. Of course, the maximum effects are all based on mods

    I like the idea of this skill a whole lot. I may suggest adding an acceleration to Zephyrs movement speed stacking with the skill. This would essentially give her a secondary effect until the skill is popped.

  6. 1 hour ago, Revenant0713 said:

    Zephyr isn't underpowered at all, as some believe. She just requires a lot more practice to play efficiently... and quite honestly, I hear a lot of people complain that her augments aren't all very good... most of the time.

    While i Totally respect you're opinion here. Would you not like to see changes to her at all besides her ult? I hear the fact that when well practiced, yeah her airborne combat is both fun and from time to time effective. It's just that having her one and two serve essentially the same function just in different directions, couldn't that be worked around to ADD a new ability? She is a good frame, thats why we love her in the first place. But when discussing her in end her practicality especially in regards to team comp... well there isn't much With parkour 2.0 players can't sustain being airborne as long, but they can definitely achieve similar things. You also agree with the need for tornado change, which essentially is one of are larger concerns with her. All in all, yes she isn't "under-powered" but she needs work for team based effectiveness, similar to thaylien's opinion.

  7. 20 hours ago, Thaylien said:

    To provide some feed-back on your idea, though, I can see the new Storm idea being, well, too slow. Zephyr has several things that promote her having movement and evasion, and a large-scale, slow-moving 4 would play pretty much against that. The elemental changes are inventive, although I'm not sure how practical they'd be to apply. Changing the base damage of an existing elemental type to another is, in programming terms, a snap, it's why Tornado currently has that effect, it was a cool way to optimise the damage against the enemy you were facing without affecting the AI behaviour of the ability itself. Creating something that could, depending on your squad and loadout, have to switch entire animations, the effect on enemies, hit detection and AI, several times a minute all while being a mobile in-game object that would respond to player input? That's a difficult one.

     

    The lack of speed is actually a great point. Her function should be speed and maneuverability. That just needs to be Incorporated into more practicality as well. What if the tornado had a much larger radius and was stationary. Instead of just a throw into the air, enemies would be sucked in and spun around inside the tornado, you know how tornadoes actually are. It could be a spiral leading up to a throw at the top of the tornado. Additionally, this could allow for bullets to be sucked into the mix as well, with the ability to hit the spinning enemies. Finally allies within the radius could be given a movement and parkour height buff. This would essentially be able to absorb the turbulence ability, allowing for her third to be something strictly movement or mobility based, or some sort of buff. Another idea that probably requires a lot of work on DE's end, so doubtful. I'm also a huge fan of the follow idea associated with the tornadoes, the similarity to WoF would be there, but with a completely different effect. Sorry for constantly throwing out random ideas, its fun haha. Anyway these are great ideas and I'd love to hear from more people! So if youre viewing this thread don't be shy! Zephyr lovers should come out of the woodwork to fight for a bird of prey.

  8. 6 hours ago, Thaylien said:

    Step 2. A new 2 ability.

    Now I advocate the combination of Tailwind and Dive Bomb into 1 in every case, except a specific which changes Dive Bomb itself, leaving a space for a new ability. There are loads of ideas for this new 2. I have a favourite, but here are the suggestions, based on tons I've received:

      Hide contents

    1. Raptor (all names are working titles): A team buff ability that gives all frames enhanced senses and increased aerial damage reduction, increasing Enemy Radar and Loot Radar, and providing a highlight on enemies for their weak points (not like Banshee, the regular ones), particularly useful against bosses and infested, as their weak points are often not where you'd expect, and whenever an ally is in the air enemy accuracy is reduced.

    Augment, Bird of Prey; enemies hit with Zephyr's abilities are all marked for Life Steal, healing her and allies on death for a fixed amount.

    2. Compression: A team buff to weapon damage, charging all shots with additional damage, affected by strength. (Since Zephyr is so reliant on her weapons for damage, why not buff that?)

    Augment, Compression Blast; weapons gain a 100% chance to either stagger or ragdoll enemies.

    3. Swoop: This is the replacement for Dive Bomb, Zephyr targets an individual and dives on them, picking them out of the crowd, knocking down enemies around the target, and returning to her original position, dealing finisher damage and ragdolling the enemy as she drops it for single-point CC.

    Augment, Swoop Vortex: similar to Dive Bomb Vortex, except enemies around the victim are all dragged up with her instead of being knocked down, only the original target suffers finisher damage.

    4. Cannon Shot: Zephyr blasts a ball of air that knocks down enemies in a small radius for as long as its duration lasts. The bowling-ball of the Tenno world ^^

    Augment, Orbit Shot: Three balls of wind circle Zephyr at a range of 3-4 meters staggering enemies for their duration.

    5. Wind Lance: (My personal pick) A lance of wind shoots at Zephyr's target, gaining momentum and dealing more damage and CC the further it travels. At close range it deals a set amount of finisher damage and staggers a single enemy for quick CC, at mid-range it knocks down an enemy, dealing double damage and staggers enemies in a radius, at long range it ragdolls a single enemy, dealing 4x damage and knocks down all enemies in the radius.

    Augment, Wind Cross: Two lances at once slice a shorter range in front of Zephyr, damaging and spinning all enemies in range, Confusing them for more CC.

     

    I love these ideas. Much better then my suggestion in all honesty. I think honestly swoop would be the most fun, but wind lance would be the most effective. I agree also with the potential changes to Tornadoes. I think if they remain, they need serious work. I am though preferable to my storm ult idea. Truthfully because i thought of it and well, you get that fuzzy feeling around your own ideas. I think she has ALOT of potential for new abilities and tweaks. I am though sad that the chances of DE seeing posts like this and being like "Oh man we forgot about Zephyr lets work on her!" are extremely low.

  9. 3 hours ago, Mr.Lube said:

    The reason why Zephyr is at a low point is because DE gave her whole kit to every Warframe when they released Parkour 2.0.

    Who needs tailwind and divebomb when you have the stupid bullet jump+roll combo?

    They gave her passive to everybody in the form of aim glide, which people use more for gliding than they do for aiming.

    Yeah man, she needs some loving.

  10. 6 hours ago, (PS4)WINDMILEYNO said:

    Argument validated. 

    Watch numbers. Warframe is not a game where you need to be sitting back watching numbers, that I can agree with.

    And no one called the "situational loadout specific meta solutions to the rescue" hotline

    I was simply responding to an accusation about a frame i enjoy. Rudeness wasn't a part of my statement, why is it in yours?

  11. On 5/27/2016 at 2:52 PM, Exodess said:

    Looking at the changes to Mag and Volt reminds me of how they wrecked my Saryn. It really seems like they're spreading the exact same basic mechanics to different frames with only a mild difference in flavor, without concern to the "role" those frames play or even regard to whether other frames with the same abilities can do more or better (Nova, the ultimate nuker with powerful CC, comes to mind when comparing these 3.)

    Now, if this is the direction that DE is going for for all frames, I would understand and tolerate it as a universal nerf, but the problem is they are nerfing the weakest tiered frames firstand this makes absolutely no sense by any stretch of the imagination.

    I'm sorry wrecked saryn? Try spore max range high damage. Use Ignis Watch numbers.

  12. In my personal opinion, she is bae. Best passive IMO and just all around fantastic. But she serves no in game purpose than can't be accomplished by other frames, and done better by other frames. Yes dive bomb can be useful when augmented, but Valkyr has a stronger and further pull with her prolonged paralysis mod. Tail Wind (and even her passive) have slightly been made less useful since parkour 2.0. Turbulence is her forte, obviously, and her only arguable ability that has a viable purpose. But has a small radius, and I've personally been killed by non melee weapons multiple times while in an active turbulence. In later game such as T4's, Frost wins in usefulness. Yes he cant carry it, but he can have 4 active, with larger radii. They can go down, true, but recasting is a simple task. It also carries the slow effect, and chilling globe is phenomenal. It recently has the push and explosion effect which can be useful as well, but not as much as the aforementioned advantages it offers. Finally comes tornadoes. Neat, pretty, but not too useful. Yes, in defense and interception it offers something. Defense, OK an emergency button when things get rough can be useful, but at the end of the round 1-2 minutes can be wasted hunting things trapped in ceilings, or just aimlessly thrown around the map. And lets be honest, regarding CC Nova's Prime is better, as is Vauban's vortex and Bastille, as is Banshee, and who doesn't love a good puddle from Hydroid in interception. Funnel clouds is extra neat and aesthetically pleasing, but the damage is sad.

     

    OK that's enough talking about her flaws, i do love her after all. Let's talk about her potential. I'm going to just throw out my ideas for a possible rework, I'm totally open to hearing what everyone thinks or hearing their ideas.

    First off, she can fly,Tail wind and Dive bomb are things she needs. I suggest we combine them. On the ground, its a simple, tail wind. In the air it is a dive bomb and in the air while aiming its a tail wind dash. Dive bomb augment can still apply.

    I would suggest her second be turned into Razor Wind. cast-able on a single target creating a whirlwind around the target that sucks in enemies, applies a slash proc with an extended duration, and throwing them. When the duration ends is explodes (best choice of words i can think of, not like a bomb) outwards, applying the proc to all enemies with in the explosion radius. I understand how similar this is to lamplighter, which is a reason that one is totally up for debate. Titania takes alot of things i would have enjoyed Zephyr to have. Funnel clouds reduces the radius by a fair amount, but allows it to be cast on multiple enemies.

    Third, Good ole Turbulence, but it redirects bullets back at their shooters. Jet stream functions normally.

    Finally: Storm I suggest a sustained flight ability, similar to arch-wing on Zephyr. But oh wait, Titania, I think shes cool but for now screw you Titania. So as an alternative i propose, A storm ability, creating a cloud underneath Zephyr with a large radius that can be moved in all directions by the caster, still similar to arch wing , but slower and without acute turning. The cloud consistently rains in the area underneath it, slowing enemies and lowering their accuracy. Similar to old school tornadoes, status effects from allied fire change its secondary effect. First off fire. simple enough, the rain applies an effect similar to Ember's accelerant. Next up Cold. The rain becomes sleet, dealing damage in the area with a temporary freeze if the enemy is rained on for, lets say 4 consistent seconds. If the enemy is fire proc'd this effect cannot trigger. Next, electricity. This causes the cloud to periodically strike the ground with lightning. This ability targets a specific enemty and functions similar to volt's overload but in isolated, smaller areas. Toxin's turn. Simple enough as well, this changes the rain to poisonous liquid, applying a toxin proc on enemies being rained upon. Radiation! This causes the rain to function similar to Nyx's chaos ability, but essentially just procs radiation on enemies in the rain. Corrosion, acid rain! This makes the rain slowly tic away enemy armor. For now lets say 5% a second. And finally Viral. I don't have anything creative here to be honest, so for now, procs viral on enemies in the radius. I understand the rain mechanic and the cloud aesthetics are alot to ask of DE, but the other functions essentially are already in game.

     

    There we have it. This is merely an opinion and a suggestion so please lightly salt yourself if you feel the need at all. I'm a diehard Zephyr fan, I've played this game an aggressive amount of time and shes my top frame with a good 25%. I just want her to be played more by others.

     

     

    If anything, GIVE US A DELUXE SKIN!

  13. If your immediate repsonse was to rage about a console gamer suggesting anything. You're wrong.If your response was to rage about the word obsolete, you cannot read.This game is about teamwork and in endgame builds it has always been broken down into each frame serving 1 function to their maximum capacity. There needs to be actual team composition and adaptation in Warframe for to remain fresh. As it stands statistically only a few frames hold end game potential, be it CC or damage multiplying skills that is it and each only holds one of those capabilities. Whether or not it is the vauban rework is not imporant. What is important is that as more and more frames are added old frames dont just become novelty. The way to do that is to allow Warframes to truly work together. I don't know about you guys but I have played ALOT of this game and the best moments havent been inside the cookie cutter endgame moments. Theyve been in discovering new combinations, new ideas, new strategies to implement. Adding team synchronicity opens nearly endless doors for these discoveries, and I strongly believe should be implemented somehow.

    ALSO: End game Vauban builds ALWAYS, 150% of the time lean strongly on a loki to funnel enemies. Dont give banshee S#&$ for being taken out of the game while she sound quakes if VAUB requires one of the three other available slots to be a loki. that leaves two slots for aux frames that are most typically filled with a Nova and a Nekros.There is little creativity Or teamwork involved. Just sit and focus on your one job.

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