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otakuotaku

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  1. Yea I noticed that too. They need to raise its threat priority to the maximum rather than just "high".
  2. Yea I havn't felt any reason to even think to use 1 or 4 and wouldn't mind anything for them to feel like an option. Would probably say I too wish his base health was high enough to max 3 in one go or at least innately stop generating 3 if you can't max it out. It's also super strange to me that the sand cats can't be modded that being said.
  3. Yea saw it, seems like something I'd want to play but I'll do all that after my warframe break is done. I do think if a certain thing synergizes with it, might be busted but inaros been down for far too long so I'm fine as long as nothing feels clunky to use.
  4. Limbo can level cap all the same. That being said they need to finish enemy overguard properly instead. In most games such a stagger bar would also be decreased by a % when a CC effect touched them yet they never did a balance pass of every individual CC lowering the overguard by it's own % based on either general type or for some effects uniqueness. Yet some CC effects bypass overguard leading to unnecessary and quite frankly annoying inconsistencies. However limbo specifically better off with nullifiers no longer completely taking down his entire cataclysm but instead those under the nullifier bubble can act while in cataclysm. Eximus, are simply a priority target for limbo to scoot out, kill, then go back to rift.
  5. Bleh I hope DE don't choose the lazy option. Really would like them to finish polishing off the self tech with an indicator, bigger window, ability to act within 1-2 frames of tech, and with 10-20 seconds of knockdown immunity upon performing the tech action. Which due to not being polished most players don't know about being able to tech it or those that do don't want to do it because you anchor yourself in recovery animation to just get killed anyways. Instead of fixing that section of WF to be as fluid as an action game which would add more depth to combat, reverting it would be a shame and completely wasted oppurtunity. Cause I've wanted it fixed then anti-knockdown mods reworked for a while now.
  6. You could just do what everyone who wants to get away from starchart strats do. Just do an endless you like while going to level cap or play solo. I know some who have said they do either due to not tolerating it for some reason. However, I don't really care what other people are doing to enjoy the game that being said. Expecting a fast-paced ARPG to not go with the strongest option to make barely tolerable game modes more tolerable is pretty foolish. Slow paced ARPGs like dark souls, monster hunter, or remnant I could understand, albeit even then you're not going to speedrun nor contribute as much as the top crafted setups.
  7. Idk seems more like you don't know what's good or not. Thus turned into a fool's errand of a time waster. None of your passive revive changes matter, if something's going down near trinity there's a severe issue there, on top of only the operator pick up matters. While, unless that's damage, blessing doesn't get boosted by that. And if it were damage that wouldn't be accepted as it would lead to a bigger nuke than even frames with scaling enemy level damage meaning 2nd case would never be used by DE. You kept some of the worst functions of 1 but completely tossed the only reason it was good, the bolstering of a target which lead to hilarious nuke interactions. On top of nerfing blessing to keep 1 awful for trin... You gave 2 more duration which it didn't want. Also took away 2's damage when it never cared about shields and armor in the first place. 3's augment is atrocious, trin can already keep one shot scenarios out of the equation and that does nothing but say "Allies you can place trin in the dirt for me here and now". Meaning opting into it makes your team enemies instead of allies from henceforth, it's worthless. Even taking 1% of that damage will kill even the maximum armor and DR baruuk or chroma. New 3, it's additional well of life interaction doesn't amount to much, might as well just continue killing crowds instead of worry about that. Casting blessing to deal the strip instead of it just being automatic with augment would be another nerf as now you can't just instantly use anything and have to deal with non-stripped targets henceforth. 4 due to the 1 changes being bad should have just be kept the same. Healing is a joke atm, so healing received is not even remotely comparable to DR not to mention trinity doesn't care about healing received in the first place. In fact I have no idea why the thorns garden isn't just a possible 1 idea. It's slow effect and viral status would be nice as an innate ability even if the damage is bad and slow has weak ramp up. That being said is just going to be helminth'd off as energy pulses applying cold would be enough of a slow effect. Fundamentally, passive and 1 do need reworking with 3 and 4 wanting duration increases. Well of life should just be shoved into helminth as it's a good ability but redundant on trin. Most suggestions here were for the worse. Only thing I forgot to mention I agreed with was champion's blessing should be a team wide buff and possibly energy leech pulse cold procs. Outside of that, as said it just feels like a complete misjudgment of trinity from lack of knowledge and thus a fool's errand. No, I don't care if you just recently started nor if you're some 9k hour LR 3 or 4, would still say the same.
  8. I guess following your logic of "x completely overshadows y" all shield restore frames should be thrown in the rework chamber because mag is the best at it of which you get at the start of the game. However entertaining your joke. Harrow beats trinity, a slow expanding projectile that can miss. At least it also has CC. Hildryn beats trinity, needs to be constantly recasted on cast. Again more jokes, but at least it could strip eventually... Protea does energy restore and shield, just waiting for the other tools. What just caster damage? Well at least she makes ammo....which she'll never have to use. Due to being narrowminded, it's suddenly bad that trinity has these features, can use any weapon, or choose to kill with her ability instead. Such a "beaten character" having options without needing helminth. Much horror. I never said you disliked trinity. I specifically said and I'll repeat it again you don't like USING her. She's an extremely strong frame of which the changes only helped aside from again her passive and 1. Saying otherwise and trying to rework her entire kit is a fool's errand. Buffing duration of 3-4 sure fine, reworking great abilities is dumb.
  9. Trinity doesn't have to compete with nourish at all. That's what her shield restore is for. Saying she does, is saying you never bothered to understand trinity in the first place. I've already said trinity 1 is bad for her, idk what you went off on a tangent about with trin 1 when that was established. Nothing else in her kit needs changing but 3+4's duration as her other abilities are great except as again from established durations. I however forgot to mention her passive should be changed. I don't see what other issue you have aside from "I just don't like using her" she's an already extremely strong frame in not just survivability but comfortable survivability while also allowing you to just take any weapon for damage, and lastly unlike what was stated she can use her ability to kill, even demolyst. At least understand a frame before you propose they can't do anything compared to other frames and is just "equal or is less".
  10. Yea you can ignore what I was saying there. I don't think people would hate if it were possible to travel with, after replaying inaros for a bit...begrudgingly due to dorrclave. I would give anything to be able to traverse with it like hydroid/wukong and other movement abilities. That being said it doesn't have to be the fastest, but it shouldn't be to the point where enemies above/below will still continue to wail away at you with gunfire(At least from what I used of sandstorm due to dorrclave, hitting high up enemies needed me to stop it jump up there then recast for sandstorm's ridiculous initial cost). You also cannot aim glide with sandstorm to stay in air with it for a bit, and the camera pitch restriction is just stupid. If it can't climb high terrain it should at least be able to climb terrain a little taller than the body height and it's height hitbox should just be vastly higher to the point of hitting an aircraft from the floor levels of high and farther below inaros rather than "well this enemy is below your feet, not affected. Eh I don't think it would be OP but that is what playtest are for.
  11. I'm just disappointed, instead of implementing their newer mechanics to improve the old game modes+quest, and reworking some of them. They instead develop a skip. Skips are used to bypass something "bad". This isn't to say all of what's being skipped is bad, but moreso to say instead of directly fixing what's bad they instead want to make a skip that'll continue to sweep the bad under the rug AND now even the good will be skipped.
  12. Yea pretty much had thoughts on valkyr as well. Passive - Add stagger immunity to it. As far as passives go, I actually think it's good, just a missed opportunity to not have stagger included. New 1 ability- Fuse 1 "Rip Line" with 3 "Paralysis", On activation, Valkyr ziplines to terrain/enemies while attaching a cord to all nearby enemies, stunning them, and after 2 seconds they are pulled to her. I was also thinking of just fusing valkyr's 2's "Warcry" into valkyr's 4. As valkyr stays in 4, it builds up a meter that continues to bolster the team with attack speed plus armor, while continuously slowing enemies. Bonuses starting low and scaling the longer you stay in 4. She would from then have 2 open ability slots for anything to further build upon her gameplay. Also, her stance needs fixing, it's fine if her slide attacks are strong but her normal attacks should not be so terrible in comparison. Status chance of 4 could also use a bump. While lastly, this is moreso a thought on just all exalted melee in general. Her ability to jump onto people with augment should be innately on her 4's heavy attack, not removing the augment, but changing exalted melee heavy attacks to be more akin to mini abilities. I would also like if exalted melee stance combos uniquely had forced elemental procs to further carve them from normal melee. As for potential new abilities. Honestly, I don't know but it would be interesting to me at least if she had something that would make the lifesteal from 4 more innately beneficial to her like maybe similar to garuda's mirror building up damage from absorbed enemy hits, one of valk's new skills built up damage based on her healing during its duration. I just don't know what either of the 2 new abilities could be.
  13. Oh I said something for tribute in another post so I'll just copy paste.
  14. My thoughts on chroma are simple. I just want a separation of his themes. After that flesh them out and whatever isn't used for chroma is made as a new frame. Because chroma wants to be a dragon but also berserker, they didn't deliver on what they needed to for either part. Flesh out the dragon for chroma, then move the berserker portion to a new frame that can really deliver with a self harm mechanic to enhance vex armor without it being a detriment at high levels or in the cases of bosses inability to control means completely outpaced, some sort of undying menancing behemoth that's done differently from valkyr's innate would be nice. Kind of like in league there's a clear difference between tryndamere, which is valkyr in this case, and aatrox/olaf, who I akin chroma's partial berserker themes to. In fact, in planning to separate and flesh out both there's a chance they even understand both themes better for fusing back together but correctly this time.
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