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[DE]Danielle

(The Jovian Concord: Update 25) Wisp Feedback

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Great frame overall.

I have one complaint about her though. The "forced" movement buff on her haste mote is annoying at times, it suffers the same drawback as Volt's speed buff. Sometimes you just dont wanna go super fast but you have to if you wanna focus on the offense buffs.

I would prefer the movement buff got capped to a lower baseline value, 25% or so. You could also reduce the attack speed a fire rate buffs a bit and in place of those reductions you could add reload speed to the buff. It would sync so very well with her signature weapon and really give her a great setup overall.

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16 minutes ago, SneakyErvin said:

I would prefer the movement buff got capped to a lower baseline value, 25% or so. You could also reduce the attack speed a fire rate buffs a bit and in place of those reductions you could add reload speed to the buff. It would sync so very well with her signature weapon and really give her a great setup overall.

While I hate being oversped by a high strength Volt myself, a high strength Wisp build does not buff movement speed to near the same degree as a high strength Volt build, nowhere remotely in the ballpark close to Volt, so that comparison is inapt. Not a fan of nerfing attack rate for reload speed either. If you want a faster reload, use fast hands or a fast reloading weapon. Speed buff is good as is IMO.

 

 

 

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2 hours ago, SneakyErvin said:

Great frame overall.

I have one complaint about her though. The "forced" movement buff on her haste mote is annoying at times, it suffers the same drawback as Volt's speed buff. Sometimes you just dont wanna go super fast but you have to if you wanna focus on the offense buffs.

But is it as bad as the Volt speed buff. The issue with Volt is that he creates a significant increase in speed for other frames. Does Wisp apply that same level of speed?

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1 hour ago, Buttaface said:

While I hate being oversped by a high strength Volt myself, a high strength Wisp build does not buff movement speed to near the same degree as a high strength Volt build, nowhere remotely in the ballpark close to Volt, so that comparison is inapt. Not a fan of nerfing attack rate for reload speed either. If you want a faster reload, use fast hands or a fast reloading weapon. Speed buff is good as is IMO.

On many specific weapons reload speed through her skill would be a net gain in dps over the current fire rate stat. Same kinda different scaling as you have on Chroma with damage modifiers.

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1 minute ago, (XB1)GearsMatrix301 said:

But is it as bad as the Volt speed buff. The issue with Volt is that he creates a significant increase in speed for other frames. Does Wisp apply that same level of speed?

Not really as severe as Volt and not that noticable on Wisp herself due to her floating. But with a melee equipped you feel it more due to the "Benny Hill" leg movement.

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Ok so ever since Wisp was released, I get fps drops in lobbies that have atleast one wisp in them. Idk what it is, like for instance I just did an arby with a wisp who was defending an interception point, every time I went near the point my fps went from 72 to like 50 while in the area, but the minute I looked away and went back to what I was doing, my fps went up. I havent had this issue before, and in every other game mode, my fps is fine.

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2 hours ago, (XB1)GearsMatrix301 said:

But is it as bad as the Volt speed buff. The issue with Volt is that he creates a significant increase in speed for other frames. Does Wisp apply that same level of speed?

No, hers isn't as bad as volt's. I can tell I'm moving fast, but it's never an issue; I'm not running into things, or having a hard time controlling my warframe.  

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So I have played her and love her a lot already there is just a wee few things I find is missing

Her 4th. I don't know it just feels like that power doesn't suit her power set. It does look awesome tho.

Crouching - Wisp has custom walking animation yet her crouch is the plain same old one we see on every other frame. Not to mention, it's weird seeing her crouch walk with no feet.

Equipped melee - When you have melee equipped Wisp uses the regular walking animation as everyone else. It would be nice when you moved around with melee in hand that she used her custom animations then 2. 

 

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2 last is not a gameplay-wise.

her 4 works very well with her 3 when fully buffed with 1.

try it in simulacrum

 

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Her 4 is maybe cos someone in DE just want her to have that, no regard to whether it suits or not.

It is said that besides her special animation, all other animations of her DE said it is too much work. Not sure if it is true. But the fact she only has special animation on wielding primary & secondary only is quite a false advertising.

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is it possible to make wisp use her custom floating run sprint when using melee weapons?

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38 minutes ago, Neptlude said:

is it possible to make wisp use her custom floating run sprint when using melee weapons?

Since melee animations animate the whole body, no. That would require a full reanimation of every since stance combo.

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14 minutes ago, (XB1)GearsMatrix301 said:

Since melee animations animate the whole body, no. That would require a full reanimation of every since stance combo.

Im thinking of only replacing the legs animation. the original standing stance should stay the same. Just the sprint and walking animation

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Actually I do have to agree. The sun laser doesn't make too much sense and the fact that I have heard others say it is underwhelming (which makes sense considering how powerful she can be with the rest of her kit), so I could see why one might think it doesn't fit too well.

Now would I replace it with anything... maybe, but I don't know what that would be.

Though it does open up the idea for a potential augment. If her 4 is her putting a portal in front of the sun, what would happen if she put a portal in front of a black hole?

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Get all the buffs from your 1 going, send her 2 into the crowd you're going to nuke with her 4, have her 2 clone trip her 3 in the crowd, then unleash the power of the sun. Bonus damage and procs from her 1 + invisibility buff from her 2 + the pax seeker style projectiles from her 3 can do some crazy stuff with her 4. She's actually got legit synergy.

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11 hours ago, LameoveR said:

2 last is not a gameplay-wise.

her 4 works very well with her 3 when fully buffed with 1.

try it in simulacrum

 

I will, thx for the tip

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Can you please make it to where the health regen from a Vitality Mote can also be applied to a companion? Every other healing ability capable of healing other tenno that I can personally think of also affects companions (Trinity, Oberon, Harrow, Garuda, Venari, Inaros, etc.) While I think the max health buff would be overkill for companions, I think just the regen element of the ability should be able to be applied to them, whether by them walking through the radius of the mote, or simply by sharing the health regen of the mote if their owner is buffed with it.

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Loving Wisp for the most part right now.  Just a few minor criticisms really.

Passive - love it.  Noticeably useful as a quick aggro drop and gives value to some mods that have often been neglected.  Not an OP passive by any means, and fits thematically.

Motes - also great.  Vit mote and haste mote are spot on with what they do.  Shock mote could use a bit of help.  It's not bad for what it does, but an electricity proc, even against 5 targets, really doesn't do all that much that's unique.  Maybe adding some kind of extra debuff on affected targets, with duration and power strength affecting the debuff.  Perhaps just a raw increase to damage dealt, or an additional amount of flat damage added based on power strength, or priming the enemies to "explode" with a percentage of the damage they have taken as an aoe explosion in a small (2-3m maybe) radius.  Something that I won't be doing already with my Amprex.

Will o' Wisp - great mobility and aggro draw tool.  My only grip is how the "fast" version of it activates teleport on-release.  I'd like an option to toggle it for on-release or on second press in the options.  The second press teleport on the normal usage of the skill feels much more intuitive for me, although I'm sure people out there feel the same way about the "on-release" aspect of the faster version.

Surge - a nice skill that doesn't really seem to have much obvious impact except that I notice when I use it things tend to die faster and in a larger wave.  Not a bad skill by any means, just hard to tell if it's doing what it should.  No real suggestions here.  The teleportation to the Mote wells is a nice touch for mobility.

Sol Gate - love this skill, although it's not easy on the eyes by any means.  Yes, part of that is I went for a "blue star" energy look so it's this very bright blue-white color.  Which is awesome of course.  The only downside is aiming it tends to come down to pointing my character at the nearest red arrow on the minimap and doing my best to stay on target until I see the red arrow disappear.  The synergies with the motes are a great boon that helps it scale in damage more effectively, and being able to re-position using her 2 makes for some fun times.  I can't really think of anything to deal with the visual noise aspect of the skill except maybe to provide a passive effect that while Sol Gate is being channeled all enemies that are visible via LoS for Wisp are noticeably outlined in a contrasting color to her energy.  But functionally this skill is nice.  Feels good to use and seems to have good damage up to at least the 60's with about 180% power strength.

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small additional suggestion for sol-gate: it seems a bit awkward to me that 2 out of the 3 motes give +25% damage.

the shock mote would make more sense to grant corr proccs and the haste one 25% dmg on top, but maybe instead of direct dmg it grants faster "fire rate" which would also benefit the procc frequency. the vitality mote though could, instead of 25% damage, cause enemies who die to sol-gate to explode, dealing a % of their max health as viral damage in an aoe around them with a guaranteed viral procc.

would be straight buff to the ability imo without making it too strong but also giving it some enemy-scaling damage. i still think sol-gate is good already considering the other abilities wisp has but that doesnt mean it couldnt use some more balancing-love and damage scaling with enemy level is also something nice for those players who love long runs.

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Optional for using wisp syandana please, most of the syandana clipping with the original design 😭

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It would be nice if the Haste Reservoir also increased reload speed and not just fire rate. Makes guns with small mags and high reload easy to accidentally drain the mag with 1 click then have to wait to reload it.

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a literally "cherry on top" wish, if the electric reservoir beside the corrosive STATUS PROCS, added corrosive DAMAGE too.

as for the rest i gotta say i really love this frame, it's fun to play, i love every bit of it starting from the passive and even her 4th.

After some epic fails or boring frames finally another well designed frame that is not just about using 1 ability, the sinergies are good...

 

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First I have to say great job with Wisp, she is fantastic. Definitely my new favorite warframe.

I have a few suggestions though to make her even better.

Breach surge: 

  • Add a chance for  the projectiles to trigger on death. The ability has a lot of potential for clearing trash, but a lot of heavy hitting guns kill enemies too fast for this to have an opportunity to trigger.
  • Allow this to be cast while channeling Sol Gate. The synergy between proc rate for 3 and 4 is nice but with 3's relatively short duration it hurts the pace of playing her when you are forced out of 4 to cast 3.

Sol Gate:

  • This ability still suffers from the old beam mechanics of toggling on and off enemies being better than focused fire. It would be nice if this ability had a faster tick rate to add synergy to the status procs and worked more closely to continuous beam weapons. Maybe power strength could increase fire rate or multishot? Also, the increased damage while focusing targets doesn't seem very noticeable in comparison to the corrosion procs armor stripping which is another reason fire rate is more synergistic. 
  • More of a wish on this one, but an added magnetic proc would be nice for shielded enemies and it would make sense for the build since radiation from the sun is 50% magnetic. 🙂 

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The ult has a low damage tick rate which feels wonky, it'll do a tick of damage and then a second later it'll do another with nothing in between. Kinda fugs up the status chance potential too.

On a minor sense I noticed her ult also randomly shoots out balls of fire from the sides of the beam, but they don't seem to do anything if they touch an enemy.

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