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  1. I love Limbo. Seeing his kit and what he can do is what made me decide to start playing Warframe. I’m gonna be blunt, his kit is kinda bad. It’s very similar to pre-rework Vauban: All CC, no threat. What’s worse, he forces squadmates to play around him. Despite his many changes, Limbo remains one of the most despised frames in the game. People rage when they see you’re playing Limbo, admonishing you for doing what makes Limbo fun. Negative range builds where you just leave your Cataclysm on the objective to protect it is the standard “nice guy” way to play Limbo, but that’s highly restrictive and not as fun. Limbo shouldn’t have to adjust his build for teammates or stick to strictly solo play. He trivializes some missions but gets absolutely crushed in others. Nullifiers wreck his day, as does anything that can’t be stunned by Stasis or drains his energy. The fact that he slows down combat means he can’t really do high-level Survival missions, and hurts his team’s chance of winning them as well. So let’s fix that. The main complaints I see about having Limbo in your mission is: 1) Stopping combat. Limbo takes enemies out of the fight completely and makes it hard for his allies to deal damage. 2) People hate, hate, HATE being put in the Rift. It doesn’t matter that they’re getting energy, they are invulnerable, they can still use their abilities, and “yOu CaN juSt RolL”, people can’t stand being put in a state where they can’t deal damage for any amount of time. There’s also troll potential here, as you can keep interrupting allies or even prevent them from completing the objective by blocking off consoles. 3) Fighting at the edge of a Cataclysm feels terrible. As enemies keep running into the shrinking edge and getting frozen, you need to step back and forth to hit them or else a good portion of your attacks miss. Passive: Rift Walk The influence of the Rift Plane is now measured in Rift Energy, from 0-100%. If a unit reaches 100% Rift Energy, they enter the Rift Plane for 10 seconds (Limbo has no max duration), locking their Rift Energy at 100%, and take transition damage if they are an enemy. After that 10 seconds or if their Rift Energy falls below 100% by another means, their Rift Energy begins to decay at a rate of 5% per second. For all instances of decay, Rift Energy decays by this amount. Rift duration, transition damage, and Rift Energy decay are not affected by mods. If a unit has less than 100% Rift Energy, they are in the material plane, but interact with other units differently, as detailed below: Units in the material plane gain damage resistance from other units in the material plane equal to their Rift Energy minus the damager’s Rift Energy (min. 0%) Units in the material plane can deal/take a percentage of damage to/from units in the Rift Plane equal to their Rift Energy. Units in the Rift Plane can deal/take a percentage of damage to/from enemies in the material plane equal to the Rift Energy of the entity in the material plane. Limbo’s minimum Rift Energy is 25%. Dashing while in the material plane gives him 100% Rift Energy. Dashing while in the Rift Plane brings him down to 50%, which then begins to decay. Dashing no longer leaves behind a portal (see Banish changes for more info). Warframes gain 0.02 energy per second for each percentage of Rift Energy they have (up to 2 per second) Warframes gain 0.1% increased movement speed, increased slide, and reduced friction for each percentage of Rift Energy they have (max 10%) Limbo’s slide/roll no longer interrupts reloading. Allies with Rift Energy can roll to reduce their Rift Energy by a flat 50%. Limbo has enemy radar for all enemies in the Rift with unlimited range. While not in the Rift, those enemies’ mini-map markers are translucent. Transition damage changed to (50 + (5% of the target’s maximum HP)) * (Rift Energy difference) as True damage. “Black flames” visuals of the Rift removed. Enemies with Rift Energy appear translucent, tinted with Limbo’s energy colors, with the transparency scaling with the Rift Energy difference between them and the viewer. Units with 100% Rift Energy no longer collide with enemies that have less than 50% Rift Energy. If an enemy unit in the Rift Plane is sharing a space with an entity in the material plane and they fall below 100% Rift Energy, enemies involved are knocked down and away from each other, taking Rift transition damage. Comments: The addition of the Rift Energy system is the biggest change to his kit, and serves to make the Rift less binary. It seems complicated on paper, but functionally, it’s very simple. To summarize, this system allows units to be partially in the Rift, so Limbo and his allies can enjoy the protection of the Rift without being restricted by it so severely. They gain a portion of the energy regen as well, plus the new functionality of increased speed and reduced friction. Having the Rift work in this way means that Limbo and his teammates are able to deal damage to enemies in all dimensions. He no longer restricts his allies by putting them in the Rift. Instead, he allows them to deal nearly full damage to the enemies he has in the Rift, and never stops them from dealing damage to enemies in the material plane. Limbo’s minimum Rift Energy is 25%, which means he gains a fair amount of damage resist to most enemies. The additional passive energy regen doesn’t matter as much, since he spends most of his time in the Rift anyway, but the added tankiness helps offset the fact that these changes make him slightly less safe and give him more room to move around. Allies who exit the Rift also keep a portion of the damage resist for a short time. He can also affect enemies in the Rift at any time. This change also causes transitioning in the Rift to deal True damage that scales with the target’s health, and scales with how much their Rift Energy changed. This means that the damage is significant across the entire starmap, but enemies being ground up by the edge of a Cataclysm don’t die instantly. There's also a lot of QoL changes here. The enemy radar helps Limbo track down enemies that would otherwise be stuck frozen in a corner of the map. The increased mobility while in the Rift offsets the fact that he can't use his roll to get around the map without exposing himself, and the fact that the roll no longer interrupts reloads makes his gunplay smoother. Removing unit collision helps him get around a crowded battlefield easier, and the new visuals make it easier for everybody to distinguish who they can deal damage to. 1: Banish New functionality: Limbo launches an expanding wave of energy as a very fast projectile, traveling 15m/20m/25m/30m. All enemies (not allies) on Limbo’s current plane that are hit by the wave gain 100% Rift Energy if they are in the material plane, or lose 100% Rift Energy if they are in the Rift Plane. Allies in the material plane that are hit by the wave gain 90% Rift Energy, which begins to decay. This effect occurs regardless of whether or not they share a plane with Limbo. Additional casts refresh their Rift Energy. As a hold-cast, the effect is the same, except when the wave reaches its maximum range of or strikes a surface, it creates a vertical portal with a 5m radius facing perpendicular to the direction Limbo was facing when cast. When the portal is formed, it applies the wave’s effects in a 10m radius around the portal’s center. Portal size is NOT affected by range mods, but the explosion radius is. Only the portal’s edges are visible (to reduce visual clutter) and it remains active for 10/15/20/25 seconds. Only one portal may be active at a time. Limbo and allies in the material plane can walk through the portal to gain 100% Rift Energy, or can enter it in the Rift Plane to lose 50% Rift Energy, which then decays. Gunfire (ally and enemy) that passes through the active portal is also affected, able to damage enemies on the other side that are in the opposite plane as the shooter. Looking through the portal reverses the transparency visuals of Rift Energy, to better indicate which enemies you can damage. Comments: With this version of Banish, Limbo can never force his allies into the Rift. Instead, he gives them Rift Energy, allowing them to deal partial damage to the enemies he has in the Rift and gaining damage resistance from virtually all enemies. They can also choose to shoot through the portal to deal full damage to enemies in the other plane or step through it for the Rift’s protection. This also gives Limbo the option of creating a window for himself to shoot OUT of the Rift Plane. Simply look at the ground while casting, and the portal is spawned right by you, giving you the protection of the Rift from all sides except the front. He can keep himself safe and contribute without getting in anybody else’s way. 2: Stasis New functionality: All enemies and enemy-owned projectiles lose movement speed and attack speed equal to their Rift Energy. Comments: This makes it so that Stasis behaves much like it does now, freezing enemies who are in the Rift, while also letting Limbo slow enemies outside the Rift after their Rift Energy begins to decay. 3: Rift Surge Surged enemies in the material plane have a minimum of 50% Rift Energy, and pass the surge on to a different enemy within range in the material plane when killed (without resetting the duration). Comments: By having surged enemies gain Rift Energy, this gives Limbo a way to influence enemies that are outside the Rift even while he’s inside it. He can deal 50% damage to those enemies while they’re outside the Rift, though he can take damage from them as well. The other change here prevents allies from screwing up your Rift Surge when they are doing what they love and killing every enemy they can see, as the mark will chain around the material plane. 4: Cataclysm Radius reduced to 7.5 / 9 / 10.5 / 12m, from 10 / 12 / 14 / 16m. This is the “inner radius”, and causes all units inside to be in the Rift Plane. When a unit leaves the inner radius, their Rift Energy begins to decay. An outer radius extends an additional 7.5 / 9 / 10.5 / 12m from the edge of the inner radius, which causes units to have minimum Rift Energy, scaling from 99% to 1% along the outer radius. Visuals change: the boundary glows during the cast, then fades to a barely-visible swirling shimmer. Players in the radius get a slight screen tint in Limbo's energy color. Consoles inside the Cataclysm may be interacted with. When Limbo rolls out of the inner radius of a Cataclysm, he remains in the Rift Plane. Comments: Tuning the visuals is long overdue. Limbo shouldn’t need to run a black or nearly-black energy color to see through his own ability. These changes reduce the radius of total protection, while creating a larger zone that is partially in the Rift. This gives Limbo more coverage and removes that sharp edge he and his allies needed to dance around to keep dealing damage. With Stasis active, enemies approaching would be gradually slowed until they reach the portal’s edge instead of starting and stopping, so the damage they take from allies in the Cataclysm fluctuates between 100% and 99%, instead of 100% and 0%. Augments: Augment: Haven Removed. Replaced with Rift Gate Augment (Exilus): Rift Gate (new) Allied gunfire that passes through a Banish portal deals full damage to enemies in both planes, and gives enemies in the material plane Rift Energy equal to 2/3/4/5% of the damage dealt. Comments: Haven was basically never picked because, again, people HATE being put in the Rift, and Limbo is usually played solo anyways. This augment lets Limbo create a window of opportunity for his teammates to unleash their damage on anything they feel like while helping him pull enemies into the Rift. It’s also very useful for solo play, letting you use a portal to pull enemies into the Rift with your weapons, even at ranges you normally wouldn’t be able to. Augment: Absorb Momentum (new) While Stasis is active, Limbo’s fire objects in the Rift are frozen in place, but he gains +5/7/9/11/13/15% additive status chance and critical chance for melee weapons while in the Rift. Comments: A cool new augment to bring back some of the old Limbo’s gameplay without imposing it on his allies, with the added twist of the new portal mechanic: Limbo can set up a huge volley of gunfire in the Rift, make a portal, then end Stasis to launch all that stored gunfire in one huge burst out of the Rift and into his enemies. Fun stuff. The bonus status and crit chance for his melee weapons gives him a substantial boon while fighting in the Rift, but having it be additive makes weapons behave strangely, with the greatest benefit to weapons that have low base stats, which I feel is a fitting effect for the Rift to have. Augment: Rift Torrent Limbo also gains a percentage of the Rift Torrent damage bonus for charged enemies in the material plane equal to their Rift Energy. Comments: Just a small update to the mod so that it synergizes with the new Rift Energy mechanic. Augment: Cataclysmic Continuum Killing an enemy in the Cataclysm also reverses the shrink rate of the Cataclysm for .3/.5/.7/1 seconds, causing it to briefly expand instead of retract. Comments: A much-needed buff to an otherwise garbage mod. I’m not sure how this made it past the devs recent augment pass. Before, having the duration increase without stopping the shrinkage means you are left with a uselessly-small Cataclysm, making the augment virtually unusable after a certain point as it’s too small to keep enemies inside. This change let you maintain a large Cataclysm for an extended duration. Alternatively, remove it and replace it with: Augment: Unstable Dimensions (new) Recasting creates a new Cataclysm instead of canceling at half the energy cost, but Cataclysm radius and duration are reduced by 71/64/57/50%. This is a much more interesting mod than Cataclysmic Continuum. It gives you the benefits of a negative range build (a small Cataclysm to protect an objective) without needing to sacrifice that range for Banish or Rift Surge, while also letting you continue to use Cataclysm to contain enemies and protect yourself elsewhere. However, you can't cancel it anymore to control which enemies are in the Rift Plane. I’m a fan of augments that change how an ability functions rather than just making it better.
  2. Most likely, yes. But a system like this would improve the experience for people who are just looking to queue and grind. The people who go to recruit chat to find a team wouldn't really be affected, but the people who don't would experience less host migrations.
  3. I have 10 Emissary Cred left. I really don't want to spend these last few hours scanning plants or fishing or trapping animals. There's nothing I can spend these leftovers on. I think a great addition to Nightwave would to have the last week's Cred Offerings contain something you can exchange 1 Cred for, like a small amount of Credits, Endo, etc. Either that, or allow a small amount of rollover so that you can't save everything, but that that last little bit you don't feel like spending doesn't go to waste.
  4. It's incredibly frustrating to queue up for an endless mission, only to have people leave repeatedly. You get host migrations, which force you to wait through a loading screen and cancels many Warframe abilities, and it's disheartening when you're almost at the wave you want the rewards for and everybody ditches you. I'd love a system where when you start up an endless mission mode with public matchmaking on, you would be given the option to declare the number of rounds you intend to stay for, (1, 2, 3, 4, 5+). Then, the game will attempt to match you with squadmates who are looking for the same or similar number of rounds, with the goal of minimizing host migrations and people leaving early. In the event that it can't find four people who all want to stay for the same number of rounds, the ones with the highest declared number would be given host priority, so that as the people who don't want to say leave them, they aren't forced to migrate (consistently declaring a high number of rounds and leaving before then in order to be the host would result in losing that host priority until you start staying for the same amount that you're declaring). I feel as though a system like this would reduce a lot of the frustration of public matchmaking.
  5. To my understanding, very few people rush anything, and a fraction of those people rush most of what they build. I haven't spent a cumulative 500p on rushing anything, and I've played this game for years. If it came with new assets like a shiny Foundry to go in the Orbiter, more people would buy it. You'd get the people who have plat to burn that would normally be spent rushing, plus the people like me who don't rush but would appreciate a faster foundry, plus the collectors and fashion enthusiasts. I think the devs would make more money from this price point than they would from rushing things.
  6. Everyone knows that rushing build is a plat trap. It's meant to tempt you into spending money to have things now, rather than wait. I don't rush things because I know it's a waste, but I would spend money on a foundry upgrade that made things build faster. If there was a Foundry Prime in the market for 500p that reduced the build times of everything by 33%, I would definitely buy that. That feels far less predatory and mobile-game-esque than the option to rush.
  7. You keep pulling one thing out of the changelist and comparing it to the lost damage resistance, but I put in many small buffs to compensate for one big nerf. It's not just the 7% damage resistance from base armor he'd be getting, it's increased armor mod efficiency, a better Elude, increased damage resistance during Serene Storm, more Restraint erosion, all while receiving a comparable amount of damage from enemies due to the procs. That's the whole point of this changelist: the damage resistance is too good. It ties up too much potential power in his kit on something that encourages him to avoid using his other abilities. With these changes, if you have eight daggers and each one hits four targets, the daggers would apply their effects to 32 enemies per cast, or more when you build strength. That effectively mitigating damage from every single enemy. Rarely, if ever, are there going to be more than 32 enemies on the map actively shooting you at any given time. Puncture procs do kind of suck, but I'm talking about making it a more powerful version, in the realm of an 80% damage penalty to each enemy hit instead of disarming them. This is mathematically equivalent to what he has now, without the poor interaction with Elude that you described and having enemies deal less damage to your teammates, not just you.
  8. For the record, it's not just puncture procs. I'm suggesting to remove the damage resist in exchange for: 50 extra armor, which is ~7% extra damage resistance baseline and armor mods get more value. Puncture damage and procs on targets, meaning the daggers actually do something to melee enemies (like most Infested) and deal significantly more damage to armored enemies. Daggers chaining to three additional enemies, giving you ~12% more Restraint erosion (~6% more damage resistance) per cast, while keeping more enemies from attacking you and your teammates. I agree with you on the Elude and disarm interaction. Enemies who are attacking you at range need time to get into melee and attack much slower regardless. However, I do think the tug-of-war with trying to hold on to your daggers rather than use them needs to go. How would you feel if the disarm component was removed completely, replaced with something like a super-Puncture proc, reducing enemy damage output significantly, like 80% damage reduction? Still no damage resistance on you, but the daggers would fly around reducing enemy damage without taking away their guns. They'd still shoot at you, letting you evade more bullets and erode Restraint, and giving survivability that isn't dependent on staying away from enemies and allies. The old version without mods would give you 80% damage resistance. The new version would give you just as much effective damage resistance without preventing enemies from shooting into Elude, dishing out additional damage and eroding more Restraint since you're actually using the daggers.
  9. The formatting is fixed, now. I think the justification is pretty good. You said it yourself, his kit is divided into two builds. His 3 doesn't synergize with the rest of his kit because he is encouraged to maintain the damage resistance. You either ignore his 1 and spam his 2 and 3 to build up Serene Storm, or you build heavy range and rely on the sleep and Elude to keep him alive since you can't hang onto your daggers. Removing the damage resist means you're free to build either strength or range or both. You could build high strength for heavy damage and lots of daggers, or you could go for more range for better CC and Elude. You wouldn't need to build one or the other. This is the opposite of mitigating choice, it opens up his builds. It's one thing to have different builds, but it's another to have those builds exclude parts of his kit. You could still absolutely go for a high range build, but you wouldn't be punished with losing your daggers. You could go for a strength-based build without needing to lower your range so you actually survive. These changes build the tankiness into using his kit rather than not-using it.
  10. I have no idea why the formatting looks like this, it doesn't look like that when I edit the topic. I'm trying to fix it now. I explain why I think it should be removed and compensate with other survivability changes in the post.
  11. Baruuk could use some love. His kit is a lot of fun to play, but struggles to be effective in high-level missions. He has similar issues that Vauban does now (pre-rework): Redundant levels of CC and damage mitigation that make it so that it isn’t worthwhile to use his whole kit. Indeed, his kit seems to be at war with itself. His 3 demands that he build strength and minimize range so he can maximize his damage resistance for as long as possible, but his 1 and 2 need range to function. Here are some changes that I’d love to see for Baruuk. The first section is QoL, changes to make his kit feel better and smoother to use. The next section is actual balance changes. Finally, some ideas for augment mods. Quality of Life Changes Make his Desolate Hands an upper-body action. He’s casting this a lot, and it interrupts to flow of his gameplay to have to stop moving in order to cast it. It should still interrupt gunfire, just not movement. Let Baruuk recast his 2 while the zone is active, removing the previous zone when a new one is cast. This one seems like a no-brainer. Baruuk usually builds negative duration in order to make this ability spammable so he can farm Restraint with it. If he’s going for more of a CC-focused build, having a longer duration means you’re locked out of your primary CC tool for an extended duration as well. Allowing him to recast at any time would really make the ability feel better. Let the waves from Serene Storm proc effects like Healing Return and Life Strike. The waves from Excalibur’s exalted melee proc these effects, so Baruuk’s should, too. Balance Changes Overall, the intention of these changes is to make Baruuk’s kit more cohesive and scale better into high-level missions. This is probably an unpopular opinion, but I truly believe that the damage resistance from holding daggers is unhealthy for Baruuk’s kit, and should be removed. Feeling the need to restrict your range and stay away from enemies in order to preserve that damage resistance is what prevents his kit from meshing together. He gets a ton of damage resistance from his passive and his 4 already, and Elude shouldn’t be a redundant and clunky level of damage mitigation. Desolate Hands No longer provides damage resistance Daggers no longer explode, instead dealing 100 / 150 / 200 / 250 Puncture damage to the target with a guaranteed status proc. The dagger will then orbit that enemy, continuing to chain until it has disarmed an additional 0 / 1 / 2 / 3 enemies. Daggers will prioritize enemies who have not been disarmed. Restraint lost per disarm reduced to 1% (was 1.6%) This version of Desolate Hands provides Baruuk with a powerful tool for subduing enemies that doesn’t require him to gimp his other abilities. The daggers now apply puncture procs and chain between enemies, making it effective even in Infested missions and spreading his influence over a wider area. He gets more Restraint eroded and more enemies who can’t deal effective damage. To compensate for the loss in damage reduction, I would add survivability in other areas. General Base armor increased to 200 (was 150) A simple base armor buff to increase his survivability without the damage resistance from Desolate Hands. Elude Energy drain reduced to 1 energy per second. Each attack avoided costs 1 energy. Now a one-handed action These changes make the ability more flexible and manageable. If you’re actively fighting and shooting, it only costs 1 energy per second since you’re not avoiding anything. The cost then goes up when it’s actually doing something for you. This makes it more appealing to leave the ability active while fighting to cover you between shots or while reloading without needing to go through the cast animation every time. Having Elude be more accessible improves Baruuk’s survivability without the damage resistance from Desolate Hands, since it’s more realistic to have the ability up in a firefight. The changes here seem small, but they make it so that Baruuk takes less damage and erodes more Restraint by catching the little bits of damage he wouldn’t have bothered to have Elude up for before. Serene Storm Wind wave damage now split evenly between Impact, Puncture, and Slash (melee attacks are still Impact-only) Wind waves no longer have damage falloff. No longer passes through terrain (still passes through all enemies) Damage resistance now scales with the melee combo counter. Wind waves now increase the melee combo counter by 1 whenever they hit at least one enemy, plus an additional 1 for every 2 enemies after that. While active, Baruuk gains an additional 5s combo duration. Finisher animation is now a single swift punch that ragdolls the target and any enemies they collide with, even if the target dies to the finisher. Additional synergy: When enemies with orbiting daggers are hit with the wind waves, the daggers are fired as homing projectiles in the direction of the wave and their number of disarms is refreshed. If they don’t hit anything, they return to Baruuk. Additional synergy: If the waves pass through an active Lull zone, they carry the Lull effect with them, applying it to all enemies hit with the wave. The goal of the changes here is to make Serene Storm scale better and be a bit more active and dynamic. The main change is giving it a mixed spread of damage types. Impact is terrible, especially against armor. A mixture of damage types allows the ability to be effective against virtually all enemy types, and as Baruuk’s primary damage tool, this is critical to having him scale into higher-level missions. Removing the damage falloff effectively increases the damage, but Baruuk still needs to be able to see his targets. He can’t just spam around and kill everything, but his damage at range is better. Additionally, the passive 25% damage resistance he gains while Serene Storm is active now scales with the combo counter and his wind waves increase the combo counter, so as he fights, he gets tankier. This set of changes is intended to make the wind waves feel like an extended melee attack rather than a projectile. Since Baruuk will get many opportunities for finishers with Lull, cleaning up the finisher animation of his exalted melee makes his gameplay smoother and lets him take advantage of Lull more effectively. The other synergies let him apply his abilities to more enemies, eroding more Restraint so he can keep Serene Storm active. With these changes, he loses the damage resistance from his 3, but gains additional base armor, can erode Restraint more efficiently, and gains increased damage resistance as he fights with his 4. He is free to build range to maximize the effectiveness of Elude and Lull while still letting his Desolate Hands be useful. Augment Ideas Empty Body (Exilus) While Elude is active, Baruuk gains 5/10/15/20% increased Bullet Jump, aim glide, and knockdown recovery, and immunity to heavy landings. Rejuvenating Mist Baruuk and allies hit by Lull are healed for 5/10/15/20 health over 5 seconds and their shields start recharging. While they aren't attacking, this healing is tripled and shield recharge can't be interrupted by damage. Bond of Desolation Enemies hit by Desolate Hands daggers are taunted for 3/6/9/12 seconds, prioritizing Baruuk over all other targets. Solar Winds Serene Storm’s wind wave damage is converted to an even mixture of Blast, Radiation, and Magnetic damage. Increases Desert Wind status chance by 20/30/40/50%.
  12. They're reworking heat procs to stack like other DoT procs, so you can have multiple heat procs ticking at once. If you have a 100% status chance weapon that hits an enemy once a second, it would take 50 seconds to apply 50 corrosive procs. The same weapon would only need ~11 seconds to reach 50 ticks of a heat proc, since each application would tick separately. If you're counting by the number of procs to reach a certain threshold, then yes, corrosive wins put because it had a higher strip per proc. However, you failed to account for the fact that heat procs will have many, many more applications per second.
  13. Heat procs tick 7 times. If each tick took off 5% of current armor, they would be left with ~30% of the value they started with. So one heat proc would eventually bring their armor slightly lower than a corrosive proc, it would just take a long time. Trying to combine the two would decrease their armor further, but since they're both stripping a percent of current armor, there's diminishing returns. Until the devs overhaul damage and health (again), armor is king, and getting around it is hugely important to high-level content. If there wasn't diminishing returns on combining corrosive procs, heat procs, and Corrosive Projection, there'd be no reason to ever run anything else.
  14. In the latest devstream, the devs talked about a rework to heat procs that not only allows them to stack like other DoT procs, but also melt armor. I feel like this is a great idea. More armor stripping is good, especially for high-level content. It helps the mods, weapons, and Warframes that inflict heat procs scale. However, there's a few things I'd really like to see, since things are up in the air. 1) Armor melt should be a gradual, permanent armor strip. I feel like this would be closest to the fantasy of melting armor. 2) Heat procs should be worse than corrosive procs in terms of armor stripping. Armor strip is all corrosive does, while heat also applies CC and a DoT, on top of being more accessible. It shouldn't be objectively equal or better at stripping armor than corrosive. 3) It should scale. I feel like this is the intention of the changes, so something like a flat armor strip simply wouldn't be appropriate. With that in mind, what I feel is the best option for the mechanics of armor melt is a small, percentage reduction of current armor per tick. For example, make it so that heat procs permanently reduce the target's armor by 5% of the current value (not max value) each time a tick goes off. This would accomplish the goals above while also creating a natural soft cap and reducing synergy between corrosive and fire. As the target's armor gets lower, the value of each tick gets lower as well, so you can't ever totally strip their armor off. Reducing their armor with corrosive also reduces the amount that fire procs would strip each tick, so they don't stack as hard, and you'd reach that soft cap sooner. Having the armor stripping be gradual would make it overall worse than corrosive, since corrosive provides instant gratification. Enemies simply don't live very long, so being able to take a large chunk off instantly is better. For the enemies that are simply too beefy, fire could help whittle them down when corrosive procs fail to weaken them enough. I'm really excited for the devs adding new scaling options for the game, because (hopefully) this means we're getting enemies where we really need those options to succeed.
  15. I'm so excited for Blink to be coming baseline to every Archwing! I absolutely agree with the idea that something that is necessary to play the game optimally shouldn't restrict player choice. Will the same logic be applied to Serration, Zenurik energy regen, and Corrosive Projection?
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