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-CFW.Magic-

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  1. What do you mean by "transfer the exact same rewards into other modes". Deep Archimedea is literally a more refined drop table of normal Netracells. I don't think anybody wants vosfor or lanthorns to dliute the netracells loot table. If you mean to increase the rates of netracells to match Archimedia, I would say it would defeat the purpose of a "hard mode" in the first place (e.g. Archon Hunts are "harder" than sorties but grant a shard, and are weekly. Archimedea is a harder version of Netracells). I do agree how it is currently implemented is not ideal, and is more frustrating than difficult. It is in a state where (as you mentioned) carry runs are more or less the way to go. This defeats the purpose of the hard mode since level 400 enemies for an unrestricted loadout is effectively no different than level 200 (using netracells as reference). I do think the modifiers need something like how D2 handles things by incentivising engaging the randomiser system via new interactions/buffs instead of straight up locking you to the mercy of the randomiser (which can roll equipment you DO NOT HAVE FFS). So perhaps you get a random selection of weapons but you gain a modifier which reduces your ammo limit but has a ramping ammo efficiency buff per kill for 24s (lets say it caps at 100% eff after 100 kills with the weapon. This can then steer people to specifically mod a weapon to take advantage of the buff, perhaps a build comp which focuses on grouping enemies and firing aoe weapons into it, where eventually the aoe weapons can just keep firing without ammo worries for 24s. Or even something as whacky as every non incarnon weapon gets and incarnon mode which turns it into a high fire rate, wide laser version of its base stats. I do agree stuff like this is crazy, but what makes duviri interesting despite restricting your weapon choices is the random benefits you get through progression. Archimedea feels more like smashing your head against a wall (esp the 50% overguard or the infinite eximus spawn debuffs).
  2. I find the changes to Dante in this hotfix is overly detrimental to the experience of Dante's gameplay. A tl;dr of what I want is to make Dante lean more into status priming to deal damage, as his kit and passive all leads into this direction. Undo Tragedy LoS check but rather have it more effective against "primed" targets. Have Light Verse Overguard reverted back to 500 or give it some new function. I am happy with the change with Triumph, as the regeneration is fairly significant. It gives the ability some identity outside of existing means of generating Overguard. I can see how a relatively easy to access nuke can be problematic, but LoS is a kneejerk reaction. Perhaps lean more into the Lavos-like function, so Tragedy deals significantly less damage to enemies with no status on them but increases to how it is on enemies who are affected by a lot of statuses. Perhaps reduced the damage (e.g. 1200, to be comparable to similar abilities like T. Sunder) but the proc detonation deals significantly more damage (e.g. 3.5x, I don't think this is unreasonable as if you have toxin, heat, and slash). As Dark Verse applies Slash, this makes tragedy feel much more like you setting up a big spell instead of banking two casts in your down time and popping it by jumping into the air with reckless abandon to nuke a group of enemies. If making the use of the ability more engaging, do consider making the damage more reliant on setting up statuses instead of LoS. If the notion that a 30m AoE without LoS around Dante is too much, at least make it a smaller AoE (let't say 15m) but we launch it like a fireball, so like a AMD we don't need to precharge it with weapon damage but rather prime enemies with slash/heat/toxin status. For Light Verse, I think this is a bit too harsh. I see Light Verse to be more a panic button as we already have Triumph for our Overguard. Thus Light Verse should keep its 500 base so it just provides a bit of protection and healing in emergencies, if stacking Overguard is a concern, have it be duration based. Alternatively, instead give Light Verse some new function which can work off the smaller OG amount, like a one off "double Overguard-gate" so that this effectively a mini Mesmer skin on OG break (since he already makes himself invul for 1s, just make this part of the Overguard mechanic). This creates a use case where a ally is low health, this ability then grants them a pillow such that they don't immediately melt after being healed. For a healing ability, it's hard to justify a low OG amount given that healing is already very accessible. Just give Light Verse a use apart from Overguard or Healing as both are already very accessible (notably OG from Triumph). In contrast with the previous, I am actually interested in this change. As I think having the ability work more like a regenerating shield as opposed to already existing means of slapping tons of Overguard on allies gives Dante a unique identity. I see this as Dante's version of Rally Point, but with overguard instead of shields. I think base 100G/s is a great choice as it makes it comparable to Rally Point 50 shield per kill. So even if maximum Overguard isn't too high, being able to recover it quickly makes up for it. This more or less follows what I would want from Light Verse, where a low amount of initial Overguard is compensated by something else.
  3. I have issues with it being based on environmental light as it makes your hardware and game settings part of the Warframe modding, which I don't think is good. Decoupling it would be a start, perhaps only activating one aspect depending if you are in light or shadow. The thought I have is to have the ability oscillate between the two, as the damage increase decays, the damage reduction increases, as the damage reduction decreases, the damage strength increases. Mirage herself can shift the direction of the needle by casting abilities. Perhaps Sleight of Hand/Eclipse generates "darkness" and Prism/Hall of Mirrors generate "light", the direction of the needle doesn't change, but Mirage can better upkeep the damage bonus whereas other frames cannot. Either make helminth eclipse only work at 50% (so always half the maximum damage bonus and damage reduction) or leave it at other frames cannot adjust the meter with their abilities. If environmental light based features had to remain, how fast the meter changes depending if you are in light or darkness. make it generate a font of light from the ground and have everyone stand in it for a damage boost like a certain other caster from certain other space shooter
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