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otakuotaku

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Everything posted by otakuotaku

  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.
  15. I'm speaking a bit out of place as it's been a while with her, but I kinda wish they just did away with titania's cycle system and made it a single button press. Instead you get a vastly weaker version of all the buffs at once but build up a meter that strengthens all the effects per tribute grabbed, up to where they are now. I also had the annoyance of razorflies but would rather during razorwing, all 10 razorflies are coded to be respawnable by collecting tributes gaining 1 razorfly per tribute scaling up to 5 per tribute at max meter. Also wish her archmelee was improved. As I never liked or needed it, I never use titania's 3. As such have no thoughts for or against it being changed.
  16. The only thing bad about trinity is her 1, while a good ability standalone, it isn't needed by trin because her 4 exist. Reworking more than her 1 is taking extra unneeded development time to utterly waste. If the only other lackluster thing about the other abilities is simply duration, there's no logical reason to rework them. Do the obvious and buff duration instead.
  17. First and foremost, I did post the suggestion as a funny thought because my friends were discussing weeping angels' mechanic not existing in warframe. However, if I seriously discuss my atlas I would say his main issues are his kit has some obvious synergies that could exist yet don't and as you said 2 and 4 are lackluster. It's also funny you mentioned damage reflection/retaliation because that's what I was going for with new rumblers while also fusing walls into them too. I think rumblers petrifying by themselves is missing the oppurtunity to synergize it with his 3rd ability that's why I took the route of 3 being an extremely short duration ability instead. Also changing it to a duration that affected rumblers was a reference, albeit not obvious, of "Hey, the main character is watching me, I have to perform my best" some stories like to do. Basically, while it wasn't me seriously fleshing out the suggestion. I was going for multiple things. More in kit synergy. Weeping angel mechanic (albeit doing 1 to 1 mechanic isn't possible unless it was a new frame with summons that could make allies invisible). Since people say atlas is a one punch man reference used the trope in some shows of "main character watch me do my best". Finding a way to bake his wall into his kit without keeping it an individual ability slot. Now the "big heaps of mass" would actually serve a purpose for drawing enemy fire and benefiting retaliation from doing so. All while perserving atlas' medusa, terrain changing(giant summons), passive. Lastly and most importantly his one punch gaining environmental destruction which was lacking from it only being usable on enemies but still keeping their body intact. The only issue since I haven't fully given it any thought, the empty ability slot could have huge possibilities. As I havn't thought about things to support the new additions to the current playstyle I have no idea what earth ability it could be. Possibly, just go the route of movement ability since atlas doesn't have a free use one but which? Infamous earth skating? Teleport through the ground to another location? Should it just be a weapon buff? Should it reference to a show, or maybe reference something the earth does? I could see so much done but also would have to pray it's not done in a lackluster way.
  18. Hello, was just going to quickly jot this down without going too in depth for an atlas rework as I thought it would be funny to alter his in kit synergy while somehow including a semi-weeping angel mechanic. Passive(Tweaked)- Additionally, rubble should not decay for 1 second after pick up 1st ability "Landslide", is pretty much fine as is, however on kill it should also shatter even unpetrified bodies to give more "oomph" similar to slash slicing people up. Only thing is augment "Path of Statues" should be tweaked to spawn 1m in front of atlas. 2nd ability "Tectonics", removed for a new ability slot, this is going to be due the possible 4 idea. Unsure what the new ability could be. 3rd ability "Petrify", tweaked to be a duration ability which last for 3 seconds after cast. It will additionally give rumbler units iframes and increase their threat while under the gaze. 4th ability "Rumblers", Several changes. First and foremost, tether range reduced to 20m instead of 40m for them to respawn near Atlas. They will no longer move unless an enemy within 15m is petrified thus basically become bigger walls. They gain 300% movement speed towards and ignore armor of petrified units. Atlas can now target them with his 1 "Landslide" creating a "Rock Shotgun" effect in that direction for a 12m range conic attack with landslide's damage. First enemy hit by this "Rock Shotgun" will have that rumbler unit spawn near untethered for 5 seconds. While 3 "Petrify" is active, rumblers under gaze petrify units within 7.5m. Rumbler attack damage scales with hits it takes. 4th ability "Rumbled" Augment. Honestly the quick tweak is just to also allow atlas to gain 300% movement speed towards and ignore armor of petrified units. However think there's probably something cool you could do with it. Possibly allow us to customize the range and melee attack as exalted under arsenal. 4th ability "Titanic Rumbler" Augment, Unit dashes to and ignores armors of petrified units. If it's targeted by atlas' landslide it will burst out as a "Rock Explosion" in an 12m AoE instead of being a shotgun without spawning near to the first enemy hit. While under the 3rd ability's gaze, it will petrify units within 10m. The range of which the titanic needs a petrified unit to move is 20m instead of 15m.
  19. Looks really good, 9/10. Passive should've always stacked not for some reason be excluded when other frames not only get passive DR which stacks but vastly higher. Honestly as long as 1 was overhauled, didn't care by what, but like the idea. I think it would be cooler is enemies affected by his 2 were pulled in front of his 4 during the initial cast and full beam length into the final blast since 4 already has an ending hit which gathers. Thus, benefiting from the full damage of the reworked 4. Along with giving 2 and 4 higher synergy. However as long as the bugs with lifted status are fixed, I'm solid with whatever. I would change the shield buff to "shields to per kill" like styanax, equinox, and I think someone else. This way it's actually useful for a frame that has no issues getting kills but also works for allies as well. If they do heal as a summon buff they better code it to count as the user's ability healing. Only pointing this out because for example archon int gets weird about some sources of healing even though they were proc'd by an ability and DE will probably add more mechanics that get a bit clunky in what counts. I disagree with giving frames efficiency as a buff, it should just be energy. While it's obviously a selfish reasoning, I want a lot of frame skills to be high cost, eff gets in the way of that compared to energy which helps with that. Mimicry is great. Issues with current 3 were summoning each 1 at a time plus durations even though they're all the same, scaling, they bug out to miss lifted units, they cannot ignore shield recharge delay. Even if they scaled, their only decent attack was spinning. Lastly outside of certain clones, most ally AI is bad. However, with this rework, as long as shields per sec are changed to shields per kill, only thing that would need looking at were the lifted status still being buggy at times. Which means it was an effective rework. 4 final hit should also be adaptive damage. However as long as the initial cast time is sped up I'm great with this too.
  20. For further new player improvements please change slots to either be free or for credits, scaling up to a max credit amount with each purchase. I would rather say slots be free to prevent hassle of newbies needing to find credits faster than before but if you did it for credits it would align with other looting games at least. However a new player can't even access trade until MR 2 and you're basically giving off a feeling that you can't get slots without paying to the inexperienced. Not to mention it's a looting game with such a pitiful amount of starting slots. It has deterred friends from playing and long time players shouldn't have to keep telling newbies to buy slots because the situation still hasn't been innately changed years later. Don't have to do any slot refunds and what not. Long time players don't care, just don't want newcomers to go through the same thing.
  21. For QoL can you PLEASE change disruption to have its own audio slider? It is annoying it's still tied to SFX.
  22. So for people who don't really care about using rivens but own the incarnon, can there also be an alt reward of an arcane for the circuit?
  23. Undertow should be used for roll, crouch, slide, both melee slam attacks ending lag, and hard landing animations. That's my lone critic with the rework otherwise I think it is beautifully done so far. Uniquely for the melee slam's undertow, small tentacles should be seen to also reference the old passive. Basically, just add more "aesthetic flair".
  24. 9/10 Only thing outside of below I would add is, additionally while empowered, hp used by inaros to cast his abilities could also heal his sand summons, multiplied by enemy level Passive- Love it solves inaros' survivability not scaling later into a mission and doesn't require investment before you feel comfortable using his kit like current scarab armor. 1- Love it especially the synergy to help it flow with the rest of the kit while staying true to the original pocket sand 2- Glad it keeps the nature of CC'ing but without it being single target and only leading to a lengthy "feast" animation that didn't really do anything for inaros. Plus an in kit way for him to gather would do him something amazing. I would however hope that since it is not an instant gather the base innate range would be larger, like 10m base, and double range while empowered. 3- I do disagree with keeping the action lockout during it, but if the action lockout is kept at least allow it to naturally climb walls/elevation somehow. Otherwise, it seems solid, I would probably say while it wasn't a huge damage bump, elemental sandstorm could be changed. Even though it doesn't scale like other pseudo exalted it still functioned as one which DE have said they do not like. I would probably just swap it from scaling off melee element to just giving the elements to it while empowered. 4- I especially love this because it's an actual sandstorm which he should've had but additionally it is empowering other ability's effectiveness. The only thing I disagree with is its range, if his pocket sand base range is 15m but 30m empowered why is his 4's base range not 30m at max rank? It wouldn't make sense the "big one" that empowers everything else doesn't cover the range of what it's even empowering.
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