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Wisp Review/Early feedback

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Posted (edited)

I think her abilities are ok. Just that she was shown too early and the aesthetics of the abilities make them seem to not fit. Once you give a proper aesthetic facelift with proper naming, it will work.

Skill 1 - current one looks like a dispenser designed by New Loka, all pristine looking. Should be changed to ectoplasmic orbs of different colors (like the orbs in ghost photographs), each orb representing different buffs. A big orb to represent the reservoir, and when allies pick up a buff from them, they dispatch a small orb to follow the ally around to visually show the buff is applied and following them.

Skill 2 - Turn the default energy color to black or white and it would look more ghostly than the fire appearance it currently has. As it passes by enemies, it can perhaps have a shrieking noise.

Skill 3 - Turns the ectoplasmic orbs of the first ability into angry, loud, shrieking poltergeist-like haunting zones, dealing damage in that area.

Skill 4 - Instead of siphoning power from the sun, just rename it to siphoning power of the dead (of which, there is a LOT of, given the number of kills we Tenno have collectively amassed over 6 years) and the energy color can be white or sickly green or something stereotypically ghost-like. Maybe name it Spirit Siphon.

 

But perhaps to add more synergy between abilities, Spirit Siphon can interact with  1,2,3. Every kill made by Spirit Siphon grants Wisp 1 stack of "spirit". Spirit stacks in turn strengthen 1,2,3. Perhaps every 10 stacks of spirits grants some increase in duration to 1. Every 10 stack of spirits grants some increase in attraction radius of 2. And every 10 stacks of spirits grants some increase in damage of 3.

Edited by Xepthrichros

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2 hours ago, (XB1)GearsMatrix301 said:

Different =\= good.

DE could release a frame who’s abilities do nothing but damage itself and nerf it’s damage output, and that would be different, but it also wouldn’t be good.

There are some pretty major contradictions going on with Wisp right now with them saying her abilities involve portals and her own unique dimension only to have 3/4 of her abilities have nothing to do with portals. I think we all have a right to be displeased with Wisp.

And an opinion is still gonna be an opinion. This is not about wisp and that's undeniable. It's about the crowd. Because out of the 50 million users of course there's always people who won't like it and feel like the game should cater to them. Because people nowadays just like to judge everything without giving it a chance.

Imagine if this crowd was here during the original 8' release. It'd be the very same situation. And for everyone who likes/dislikes something people can also do the opposite. And in the end someone has to bow down and accept it. Not to say it won't be me however. But the fact that Rebb called her a portal frame has little to do, apart from mismanagement of expectations. 

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Posted (edited)
8 hours ago, Pro3Display said:

i havent tried it yet of course but it kinda looks all over the place imo, what do you think?

Honestly, yes she doesn't feel like a portal frame. Sure. But I also think all this revolution is due to people being entitled above anything else. Years ago a frame was released (sure each new frame would be more original compared to now but I'll get to that in a bit) and everyone was happy and accepted it.

The game was humble. Now with the mainstream masses you mostly see people complaining about e.v.e.r.y.t.h.i.n.g. Frames, updates, mechanics, floofs, cosmetics, PA packs, frame butts, etc. It's the typical angry crowd case generated by an inflow of people thinking something like "Wow this smaller game is trendy, caught my eye and is growing, I'll try it" to "Eh, good. But if this company wants my good VIP word to get around they'll have to do x and y", and I'm yet to see someone by the name of Leyou in these forums.

Every single time DE showcase a frame's skill set I'm already thinking, "Well, the doomsday masses hating the frame even before it's released should be here any minute now". The mindless hate by different people everytime is so predictable it's not even fun. Not because I've seen anything bad with the frame, but because it'd be the same even if DE announced Lord Almighty, our Sacred Clem Prime.

As for a frame's originality what do people want? There's a limit to what one can create that feels fresh (not necessarily original) but can still be useful, a different approach to the same mechanic, and that's what most newer frames are doing. Saying "this frame is not original and ground breaking" nowadays is the same as asking DE to stop making them altogether. But just to show how much of a non-problem this is, I have never seen a community player come up with a totally original frame concept either, and that's still useful. 

Wisp is different. I also feel like her Sun belongs to Ember. But as someone who loves Loki and dealing damage she's a good mix of a Loki (her decoy and transportation) with a damabe dealer frame. But is she Loki? Nope, Loki will still be better at what he does, and Wisp will have her own uses. And I accept that.

Edited by (PS4)Pauloluisx
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An elegant solution to concerns over her 1 being too slow on more mobile missions would be a way to recall the Reservoirs to Wisp. This would still be in line with her portal abilities. This solution can be added to her damage AoE ability to give it more nuance.

  1. Holding the button for the AoE attack waves recalls the pods to her location, where they begin to orbit her or are placed in a circle around her.
  2. This deploys their buffs all at once when recalled in this manner. If orbiting her is the solution chosen, they can then be redeployed free of energy cost, effectively halving the cost to redistribute by frontloading the cost on her recall and rebuff.

Do not 2 hand and movement lock her first ability or her AoE damage attack: With this change, you can place pods early in the level while still moving, and recall them to your location to produce buffs for yourself. Then redeploy them with either reduced or no energy cost assuming the sequence of colors is ideal for the situation already, rewarding forethought, when you reach your destination.

This would also allow you much more control. It lets Wisp take the lead and buff straggling allies without tying her hands to the location. All this without taking away the idea of location lockdown and forethought needed to place the buds. You'd still have to do that.

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So with the reveal of Wisp's kit i thought i would give my 2 cents on her kit.

Passive; turns invisible when in the air.

Personally i quite like this as a passive and i really suits her ghostly/wispy theme.

1st Reservoir; summon up to 6 stationary reservoirs (with no duration) which give buff pick ups that last for 25s (according to the dev stream). Currently there are 3 buffs, red gives health max increase as well as health regen, blue give electricity proc to enemies that are close to you (does small amounts of damage) and green increases speed by a bit.

Now, many people have pointed out how they don't like the stationary nature of the ability. Some suggestions i've seen are make the buffs attached to Wisp and have allies touch wisp to get them like Baruuk's Desolate Hands but without depleting/draining your buffs or just make them a radial cast around her. Personally i'm fine with the stationary nature of it BUT personally i think the cast time to summon them needs to be quick, like almost instantaneous/no delay because of animations quick, to match the high speed of missions AND summoning a new one should get rid of the reservoir furthest away from you when you are at max amount of reservoirs. Otherwise, the buffs are good and the duration is of them is quite nice.

However, the one thing i don't like about this ability is the "seeds" given by the reservoirs; they are big and honestly don't look that good. Personally i would prefer if they were just floating balls of fire with the corresponding buff colour. This way it also hints at the 4th ability, which i'll talk about later.

2nd Ethereal (or whatever it's called); summon a ghostly version of Wisp travelling forward and drawing enemy aggro. Pressing again while the ghost is out will teleport Wisp to it's location. Further, all enemies around Wisp when she teleports (at the end point) will be stunned and blinded.

I've seen people saying that it's just a better version of Loki's teleport or makes Loki redundant; but it really doesn't. Essentially this is almost like Nezha's Chakram instead of Loki's teleport, but instead of doing damage get's aggro, is slower (MUCH SLOWER) and does radial stun/blind instead of radial fire. If you couldn't tell, my major grip with this ability is how slow the ghost is. Although it is necessary for drawing aggro, i feel that i nice addition would be to make power strength increase the speed it moves so we can actually use it to move around at high speed.

3rd Pulse (or whatever it was called); Upon cast, all reservoirs will release a pulse of damage outward. You can cast this anywhere; no matter how far away the reservoirs are from Wisp. The damage of the pulse is determined by the type of buff it gives. (Actual damage types unconfirmed as they weren't demonstrated in battle).

I'm not going to sugar coat it; THIS ABILITY IS BAD. It is DEPENDENT on the 1st ability, this should never be a thing; abilities should exist independent of one another BUT can offer synergies with each other, this doesn't do that, if you have no reservoirs this ability literally does nothing. Further, due to the stationary nature of the first ability, the only use this would ever serve is when defending an objective or console.

Well, then how do we fix this. First up, let it do something meaningful, personally i would recommend a radial debuff to all enemies in a 10 meter radius of Wisp which would slow them by, 30% (affected by strength). ADDITIONALLY there will be 2 synergies with reservoir, the first being the one already in the default ability; radial damage pulse, the second synergy is that the buff with the highest duration will cause a force proc of elemental damage around Wisp; Fire for red, Electricity for blue and Toxic for green.

If you want to go all in on this ability then let the second synergy also affect your teammates; any buff they have (with the longest duration for them individually) will cause a small (half the range) AoE forced proc.

4th Sol; open a portal in front of the sun and blast enemies with a beam of solar energy. Large laser in front of you, damage type is pure fire (as far as i can tell), does damage per second and leaves a small trail of fire when moving the beam.

Personally i fell this is out of place on Wisp as non of her other abilities even hint at it nor does it fit with her ghost like theme. But i will give them credit for the pun from "Soul" to "Sol" (as they're both pronounced the same).

However, even still i think this needs to be changed to either something more ghost like; such as summoning Will-o-wisps that burn and damage enemies or possessing an enemy, OR change the rest of the kit to hint more at her "Portals". Personally i say change this ability as changing the rest of the kit would take too much time BUT, don't get rid of this laser beam from the game; keep it for a different warframe concept and focus it around that giant solar beam because many of us do want to use it and this way it will actually suit.

Personally i would go with something like this; summon many Will-o-wisps (I'm think about 7-10) that will follow enemies (even through walls) and deal damage on contact with them and applying a terrified effect on damaged enemies (similar to Nekro's Terrify). The wisps will stay out for 15s (affected by duration) each and chase after any enemy who isn't yet terrified, if all enemies are terrified they will chase the closest enemies. The base damage at max level will be 100 fire damage (per hit), is affected by power strength. Further, the damage can be increased by the amount of buffs Wisp has on casting the ability; each buff will add 100 BASE damage of their corresponding element (already specified above). max base will be 400; 200 fire, 100 electric and 100 toxin, unless more buffs are added. NO STATUS CHANCE from hits. Holding the ability after cast will send all Will-o-Wisps away (so you can re-summon them). Terrify duration is 5s base (affected by power duration).

I feel this is more Wispy and synergies well with the rest of her kit.

TL;DR Overall, Wisp currently has identity issues with her 4th, a 3rd that's useless and the other 2 abilities are "alright" at best. Definitely needs some work before release.

Hope this helps anyone at DE looking for feedback.

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Thinking about possible synergies...

Light + Sol = When hit by Sol beam, Light clone travels farther and faster, can be cast during Sol to distract enemies and teleport Wisp to the clone. Sol beam's damage increase if hitting the same target also works on Light clone, letting Wisp charge up the beam's damage.

Reservoir + Light = Light clone passing through a reservoir will help Wisp pick up the buff, if she doesn't have that type of buff active yet.

Harness + Sol = Harness explosions include a percentage of Sol's scaling damage if cast while Sol is active, but turns off Sol once used.

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I can't really comment on the details, as that's likely something that will come with her release, but I have to agree that her 4 especially doesn't seem to relate at all to her theme, or the rest of her abilities. I also don't particularly like her 1, and I feel that pretty much every single frame design since Nidus has relied on abilities that work better when not moving too far, which itself goes against Warframe's core element of movement and parkour.

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Hey ya'll. 

I know she hasn't come out yet so it may be a little early to say this just based on what little gameplay we've seen but I have an issue with the current 1 and 3 abilities for wisp

1) the cycle and place system is slow and rather irritating to use, I frequently screw up with it on both vauban and ivara, and the hold vs press time can lead to easy mistakes. Usually this means I'm firing cloak arrows at the enemy instead of sleeping them, or throwing trip wires instead of bounce pads.The fact you have stationary pillars dropped and there's a cooldown on each just means theres all the higher chance im gonna screw up with them. 

3) Is completely reliant on wisp's 1 ability which means that unless you're running off and dropping these buffs away from your team to stick them in choke points you're just going to do the explosion pretty much right where you're standing at the time assuming your buffs are all placed right next to you. 

 

It may be an unpopular opinion, but If it were me i'd maybe combine a couple of the buffs (maybe heals and speed) into a single bigger buff, and allow the hold function to be the Explosion. This means that there's a whole ability slot spare and we can get rid of the cycle system which will allow for quicker gameplay, Having a spare ability spot would allow for either another utility skill like a black hole to suck enemies in before you go all supernova with your sun, or make the enemy see apparitions and shoot wildly in all directions. Really anything could be put here and it'd benefit more than a couple extra buffs from the lil pots. 

At least that's my opinion anyway. I really do think these 2 abilities need to be combined though for ease of use, and the ability to open her up to add another beneficial skill to her list 

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Passive :
Invisible while in the air. Great passive, it fits perfectly with the character.


Reservoir :
Six reservoirs is way too much to handle, having to select each empty reservoir and place a specific buff on it will take too much time to setup, it's good for defense missions though but not so much for the other ones. Three Reservoirs should be good enough if you can place all 3 buffs on them.
The three buffs you can choose from are movement speed, health regen, and electricity proc when moving near a enemy. The health regen buff is great, the movement speed could be better and the CC one can be good depending on the range of the ability. I would just add to the movement speed buff the ability to go through enemies in order to facilitate a quick escape if they are blocking your escape route.


Light :
A good lure ability. It would be great if during that time when the enemies are looking at the lure they can take back-finisher attacks.


Harness :
If Wisp can't recall all her reservoirs at once to her location when she is far away from them then this ability is going to be difficult to play with if you are always on the move.


Sun portal :
This ability doesn't fit at all with the rest of Wisp abilities that are pretty much about buffing and stealth plus it's not original enough; what i mean is Sun Portal is a cheap variant from Revenant Danse Macabre (aoe spell and damage adapting to the enemy type), and because Sun Portal is Heat damage based, it will be just another " fun " ability to use for low level enemies if you leave it like this.

I'm not against a big damage ability as her last ability but please rework this ability to be more in line with the theme of the rest of her abilities; what i mean by this is assuming you choose to play stealthy for a while and then all of the sudden teleporting the sun to kill everything in range doesn't make any sense to me.

What i propose is that Wisp can teleport her foes into her dimension so nightmarish creatures can kill them and then they are teleported back to our world; she create a big circular portal under her foes then they fall inside her dimension a kin to Hydroid Undertow ability but you can see the inside of the dimension and see the horror from above. Enemies teleported into her dimension become suspended in a knockdown state, have reduced armor and take physical damage over time that increase the longer they stay inside it, shooting with weapons and abilities inside the realm damage them but with less effectiveness. The ability cost energy when casted then drains energy over time and increase the more the enemies stay inside. Enemies are throwed outside of her dimension when they die or when Wisp disactivate the ability or if she run out of energy.

 

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Maybe let's play the frame before we call stuff good and bad. Typically a review comes after experiencing the thing you're reviewing.

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Posted (edited)
il y a 32 minutes, SenorClipClop a dit :

Does complete feedback mean you've played the frame?

No it means i've seen all of them in use in the devstream #126 and i've seen topics in the forums giving feedback but not for every abilities at once.

I have changed the title for better clarity.

Edited by (PS4)Silenceform

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I'm a bit upset to see all the hate and disappointment towards Wisp, I love her design and think she has some really cool potential. She just needs some tweaks and adjustments here and there to fix some issues.

 

Reservoir: Allow Reservoirs to be placed at a distance, and make the skill a 1-hand cast. Allow the buffs to be picked up with Vacuum. A big concern with this skill is that it's slow, stationary, small, and just won't be useful in missions that require a lot of movement. The idea is to add less mission-halting just to pick up a small buff. It can be cast on the move, and players would pick it up as they pass by it with no extra thought required.

Another change I would like to see, but don't expect to come to fruition, is to change either the electricity or the movement speed buff and turn it into an energy regen buff. Wisp looks like she'll be pretty heavy on the power usage, placing reservoirs everywhere, trying to stay invisible with Light, and killing things with Sol. I really don't want to feel pressured into use Fleeting Expertise and ruining the duration on her Reservoir buffs and Light, some light energy regeneration would allow for some more diverse builds.

 

Light: I think this ability is perfectly fine as it is, as it seems most other people do as well. It aggros enemies, blinds, and gives some quick invincibility. A solid ability.

 

Harness: Turn this into a duration based skill. On cast, Wisp emanates a wave of energy around her and any placed Reservoirs. While the duration is active, placing a new Reservoir will create a wave of energy around only that Reservoir as it spawns. Wisp can recast Harness at any time to create multiple shockwaves and refresh the duration of Harness. This would keep Harness as it is, a wave of energy around every Reservoir (and even Wisp now), but it would also allow Reservoirs to be used offensively just by placing them (which, with my suggestion, would be much easier and less restricted). It would actually be useful in missions that require a lot of moving around.

I really don't know if there are any other planned effects for Harness, such as CC, how much damage it deals, if there's any special effects based on the Reservoir type, etcetera, so I'm just going to leave my suggestion as is until we know more.

 

Sol: I think the biggest issue people have with Sol is an aesthetic one. I have to slightly agree on this one, but it's for her other abilities as well. She's a portal mage, but there are zero signs of any actual portals. Reservoirs appear from nowhere, like any other Warframe ability. Light causes her to just blink to its location. Sol is just a big fire laser beam. I'm not asking for anything major, I just want her skills to actually have some sort of visual portal appearing to indicate that she's a portal mage.If any player had no idea what her theme was intended to be when playing her, nobody would guess portals. 

 

I think Wisp has some really cool potential with her kit, but I do think some things need to be changed up a bit for better ease of use. I hope DE doesn't do anything too major to her and run the risk of something worse and rushed. Just moving and changing a few things around can make her kit much more solid.

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On 2019-04-05 at 3:39 PM, Gabbynaru said:

Oh great, another frame that will get ruined before it launches because people who've not played it complained, just like Garuda. Sigh...

How was Garuda ruined? Garuda is an incredibly well designed Warframe.

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Actually, people’s biggest issue with Sol is the fact that it’s just another movement restricting, big damage attack like Danse Macabre and Garudas 4 when she was first shown off.

Everyone agrees that the visuals of it are great but the gameplay of it leaves a lot to be desired.

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I absolutely hate cycling abilities and avoid playing the existing frames that have them, so I definitely support getting rid of cycling. Her 3 also sounds kind of lackluster, so combining it with her 1 would be fine. Currently Wisp's buff systems sounds worse than Titania's tribute, which even after the changes is still one of the worst buff designs they've ever come up with. Are the three different buffs really worth the effort of managing both by the Wisp and her allies? 

I think it will particularly be flawed when in a map where you constantly move. If you're on a capture or exterminate mission etc it may be worth your time to occasionally drop a buff and pick it up on the go if you can cast them fast, but you'll never use her 3 in that kind of mission unless it has an exceptionally fast base cast speed for both her 1 and 3 (which infrequently ever happens as their tendency is towards obnoxiously slow base casts to try to give natural talent some semblance of a purpose). Cycling abilities also are clumsy and slower to use regardless of the actual cast time of the ability. 

If they won't remove the cycling, I think they need to add better control options for all frames with cycling abilities. Let players just bind each ability to a separate key. They can be unbound by default and console players can continue to just use cycling if they don't have enough keys, but give the rest of us a less clunky option. Another option would be to allow us to bind two separate keys, one to cycle and one to activate so you don't have to deal with tap vs. hold. Two keys is still somewhat clunky since you have to press cycle multiple times to get to the ability you want, but it'd be an improvement.  

Another alternative to cycling would be to change her 1 to a paging function. You press 1 and it changes your 2, 3 and 4 abilities into the 3 reservoirs. You press 1 while 2/3/4 are reservoirs and they transform back into her other abilities. This wouldn't work for other frames that have 4 cycled abilities, but it would work on Wisp since she only has 3. The paging would be instant and cost nothing. It would just be another way of accessing her 6 abilities. Using that control scheme would also potentially let you do a hold 1 to do her AoE and let you change her 3 to something else if they wanted. Having a hold function could lead to accidental paging, but it's less annoying to deal with than accidental cycling since there'd be only 2 sets of abilities. 

TLDR: I like the idea and also hate cycled abilities. If they don't like, that I offered some additional suggestions to get rid of, or provide an alternative to cycling. 

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Sol should be moved to Ember. I want it regardless of who it's on but Ember could use some love, maybe keep Room on Fire and combine into her 3. Sol needs to be in the game.

Harness should replace Vauban's Bounce grenades as part of an idea for his rework. Instead of the shock wave, Harness should spawn little fire sprites (wisps) that dash into nearby enemies, igniting them for the fire stun and knocking them down if they're already en fuego. More of them spawn for every reservoir either at Wisp herself or on the reservoirs to defend them

Love light. That's all there is to it. I do want an augment down the line that turns it into a Dishonored style blink that works instantly and has a preview, sounds fun.

Your Reservoir I wholeheartedly agree with adding maybe letting her cast it on teammates to instantly give the buff with maybe a reservoir left behind OR scaling the pick up distance with range and having an energy ring to show that. A visual change I would make is to have them float behind your sentinel/pet/warframe in a smooth floating line.

 

DE if you think Wisp is good as she is go ahead, just don't half ass the feel in exchange for theme, I beg you.

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7 hours ago, (XB1)GearsMatrix301 said:

I think it’s time to let go the idea of her being a purely ghost frame. 

True. They did mention on stream that she was suppose to use portals to her own "wispy" dimension. However, none of her other abilities, except maybe reservoir hint at her using portals. That's why i went with trying to make her more ghost/wisp like instead of a portal manipulator.

7 hours ago, SenorClipClop said:

Maybe let's play the frame before we call stuff good and bad. Typically a review comes after experiencing the thing you're reviewing.

I agree that first hand experience with a frame is important. However, early feedback on what is shown is more important, especially when in the middle of development as it gives them more time to work and change things for the better, instead of waiting for after release and everyone calling the frame out for all the bad things about it.

Take for example Garuda. Her initial 4th, which was shown on stream, had her floating with blades spinning around her dealing damage; the community said they didn't like it as it wasn't interactive and lo and behold, they changed it to what it is now; an overkill slash proccing monster that is interactive and rewarding to use.

But i will reflect by changing the title to include early feedback.

On a side note, in regards to playing the frame; we saw on stream the Reb NEVER used her 3rd ability in actual combat; which is a dead give away that it needs to change as it is useless as is.

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On 2019-04-06 at 7:04 PM, Maka.Bones said:

Well I'm out. Someone removed my thread and added my comments onto here. 

 That's really annoying. 

Seriously dude, stop double- and triple posting. Quit the spam.

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1 hour ago, AndouRaiton said:

True. They did mention on stream that she was suppose to use portals to her own "wispy" dimension. However, none of her other abilities, except maybe reservoir hint at her using portals. That's why i went with trying to make her more ghost/wisp like instead of a portal manipulator.

I can agree with this, and I also think one of the main problems is that, for a portal mage, only one ability really seems to use portals (and even then, it's a pretty loud weapon, rather than something subtler that'd encourage, I don't know, thinking with portals or the like). However, on top of this, I feel the whole idea of a mage frame who opens portals to another dimension is already taken up by Limbo, who opens rifts to his own dimension. There's likely room for an entirely different mage who really bends space with portals, but then again, that's not really what Wisp is right now. As such, no matter which way one slices it, there is already an identity crisis within her kit, just like when Khora went from being the Damage 2.5 frame to some confused BDSM metal circus spider cat lady, or when Revenant took a sharp turn from being a vampire frame to being an Eidolon frame. One can't deny that many players were expecting a ghost frame with Wisp, and while some of that is present in her passive and 2, so much of her kit as we've seen just doesn't seem to fit her.

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Like the ideas ^_^ havimg the option to bind the seperate functions would be a decent option, id probably bind the switching to the bracket keys or something so i could go back and forth then have my main skill button be the cast.  Only issue with this particular skill seems to be the inability to cast multiple of the same buff meaning youd aleays have to swap compared to say... Sleep arrow

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Too bad it's kind of hard to read the context of everyone's suggested changes here. Some had good ideas, and the discussion thereof did get ruined. So instead I guess I will switch to commenting on the general concept of Wisp and how I will plan on using the kit if implemented as stated. 

5 hours ago, (PS4)LoisGordils said:

How was Garuda ruined? Garuda is an incredibly well designed Warframe.

Of the few recently she is my favorite. Relatively straightforward kit. 1 does shield, 2 does heal, 3 restores energy, 4 deals moderate AoE damage and buffs further damage. Each is clear, synergize rather than rely upon each other, and scales further than base mods. If any complaints it's she has sort of a static survivability because she is designed to be at 2hp the whole time, which there is only so much quick thinking+armor can do given shields are as useful as they have ever been. Had something with similar thematic and functional abilities been presented with wisp, I and quite a few people here would not have felt much a need to offer actual (not power based) creative suggestion. Garuda is a perfect example of someone with 0 translation between name and function, but in the end her kit makes her a blood/vampire frame. Exploding blood heart, blood totem, blood energy, and blood draining darts all point to one theme.

With Wisp, there must have been an accident, or something they intended to implement must have been to difficult. More like Khora who is nowhere near what she was proposed to be about a year after her introduction. She hinged entirely upon "Damage 3.0".... Something that never occurred. The only artifact of this intent is the swap between attack/defense/heal stances on Venari changing her spikes. Like the Histarix(which she was released with) she was to be designed to swap between the 3 physical damage types. Problem? Only one of them has mattered at all since damage 2.0. Proposed changes were universally reviled by players. Naturally, because the biggest change would have simply reduced the effectiveness of slash without improving the choice of impact or puncture in any meaningful way. To "fix" this, they removed the concept from Khora entirely, giving us what we see today: a swap between generic healing, defense, and attack whereby at least 2 of the 3 are functional. Math says it was a better choice, however, it made a character with 3 nearly identical abilities, and then 3 abilities in one. From a design perspective it is about as much a jumbled mess as a kit can be. Does she have a place where she vastly excels? Sorta, arbitrations let her sacrifice Venari and stay alive, one of the few frames capable. In general even her best is done better by many already in game. I love her because I get 2 cats. Period. Sometimes I do nothing but send my 5 Forma Venari to kill hordes of people with my 6 forma Smeeta. 

I will, and I'm sure plenty of people are going to play Wisp. I even made my own suggestions to a kit that utilizes in game assets to build more of a theme, remove mechanics universally reviled, and ensure her a place in any group from spy to arbitration survival. Especially at this point in development I could not be sure if it is possible for them to make alterations before her release. Though I fear afterwards it will not be revisited for years. Still I will play wisp for one ability, and one ability only so far: her passive. The only unique aspect of this frame could allow for some sort of stealth strategy of sneaking through the air upon enemies, and utilizing melee finishers to boost on ground stealth. Unless totem buffs last about 1 minute unmodded, I will never drop them. 2 will alert enemies for all of 3ish seconds so even when it could be decoy, its useless doubly so for stealth. Her 3 will require me to do something I already have resolved not to use. Her 4, based on being a high damage channelled nuke will require Strength, Range, Duration, Efficiency, Growing Power, Energy Conversion. Considering that none of her other abilities will be meaningfully boosted the same way, by eschewing the idea of nuking, I will be able to free up her modspace vastly. Again kind of like Garuda, who's abilities basically do what they need without modding. I will be able to mod say Lightning Dash, Aviator, Rolling Guard and be able to stay invisible/invulnerable for a fair amount of time without spending energy, while stunning rooms full of enemies. Can't shoot in ult, but nothing keeps me from raining death ad nauseum upon enemies with simply her passive. I'll enjoy it, for sure, but it could be better. 

 

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