Khantico Posted August 23, 2019 Share Posted August 23, 2019 Operator transference on 1 min cooldown. They will not be as used as before as a panic button, healing and crowd control bots. An operator with magus lockdown and magus repair can be stronger than Trinity and Vauban. The cooldown will start when you go back to your warframe. Replace corrupted nullifiers with melee nullies. Avoid random deaths and changes the way we engage with the enemies. Random snipes from 70+ meters are not fun and there's no counterplay to it as you don't have any audio or visual clue that he's about to shoot at you. The bubble is just a clue that the enemies inside it cannot be affected by your powers. Replace corrupted bombards with napalm. Give a 0.5 sec damage delay on ogris explosion. Avoid random deaths and counterplay. Rework or remove bombards if possible. Tusk bombards are fine. Remove the 1 death ko arbitration mechanic. It's boring and it punishes you for no reason while also ignoring 1 of the rules this game has: the teammate revival. New drop from the drones (low % chance to drop): a booster that can be used on a weapon or warframe that will bring your gear to lvl 30. Requirements: Reactor or catalyst installed and 1 forma invested into said equipment. The goal is to incentivize players to find other ways to level their gear and don't stay on Helene, Hydron or S.O. while gaining some other resources. Reward table can change every week. It can include a good amount of uncraftable resources (neurodes,mutagen mass, polymer bundle) but only on rotation A. Rotation B and C should also have kuva drops depending on the current reward table. If a players gets killed (not downed) the rotations will restart from A. Also an increase to enemy level is good +20. If any player manages to reach 0 revivals the mission fails. If mission fails all the rewards are halved and rounded down. If a player fails he can attempt again but with a different loadout. That means a different warframe, primary, secondary, melee and companion. The Arbitration mission will change every 2 hours intead of 1. Link to comment Share on other sites More sharing options...
Magicfingers Posted August 23, 2019 Share Posted August 23, 2019 ah...another one who thinks they can game design better than DE Link to comment Share on other sites More sharing options...
Hyro1 Posted August 23, 2019 Share Posted August 23, 2019 Lol someone thinks Bombards are worse than napalms Link to comment Share on other sites More sharing options...
Alvengerz Posted August 23, 2019 Share Posted August 23, 2019 56 minutes ago, Khantico said: Operator transference on 1 min cooldown. What is this?? let this cooldown thingy be unique to Sanctuary Onslaught alone, please. As for the rest, i'd say no. It's fine as it is now. Only arbitration reward table that needs improvement imo. Link to comment Share on other sites More sharing options...
WhiteMarker Posted August 23, 2019 Share Posted August 23, 2019 1 hour ago, Khantico said: Operator transference on 1 min cooldown. They will not be as used as before as a panic button, healing and crowd control bots. An operator with magus lockdown and magus repair can be stronger than Trinity and Vauban. The cooldown will start when you go back to your warframe. I get you think Operators make the game easier. And you don't want the game to be easy. You want it to be difficult. 1 hour ago, Khantico said: Remove the 1 death ko arbitration mechanic. It's boring and it punishes you for no reason while also ignoring 1 of the rules this game has: the teammate revival. I get it, you want to make the game more difficult, by removing the way death works in Arbitrations. Wait a second. Do you want to make the game harder or easier? I'm confused by what it is you want exactly. Link to comment Share on other sites More sharing options...
Khantico Posted August 23, 2019 Author Share Posted August 23, 2019 28 minutes ago, Hyro1 said: Lol someone thinks Bombards are worse than napalms I'm pretty sure that's not what i said. The whole point of replacing corrupted bombards with napalms and delay the damage applied from their fireball is to provide us with an actual counterplay option. Instead of getting hit by a random missile that you can hardly see you can now avoid the entire damage if you dodge fast enough from the fireball. Link to comment Share on other sites More sharing options...
JawNuts Posted August 23, 2019 Share Posted August 23, 2019 Imagine doing tridolon capture where you can only transfer to your operator after every 1 min. Link to comment Share on other sites More sharing options...
WhiteMarker Posted August 23, 2019 Share Posted August 23, 2019 2 minutes ago, Khantico said: I'm pretty sure that's not what i said. The whole point of replacing corrupted bombards with napalms and delay the damage applied from their fireball is to provide us with an actual counterplay option. Instead of getting hit by a random missile that you can hardly see you can now avoid the entire damage if you dodge fast enough from the fireball. But this is only if you see the Napalm shooting at you. So either the Napalms you are suggesting will be as difficult as the Bombards. Or the Bombards we have right now are as easy to deal with as the Napalms. Either way there is no need for a change, because in the end these Napalms are basically on the same threat-level as the Bombards. Link to comment Share on other sites More sharing options...
Khantico Posted August 23, 2019 Author Share Posted August 23, 2019 (edited) 28 minutes ago, WhiteMarker said: But this is only if you see the Napalm shooting at you. So either the Napalms you are suggesting will be as difficult as the Bombards. Or the Bombards we have right now are as easy to deal with as the Napalms. Either way there is no need for a change, because in the end these Napalms are basically on the same threat-level as the Bombards. The subject is his attack, the fireball. As of now it works similar to the bombard's missiles, meaning that deals damage on contact and can knock you down (or kill you), with the difference that it creates an AoE that lasts for 5 seconds. But if the fireball would hit, expand and then deal damage you would be able to escape. Think of it like a grenade. If someone throws a grenade at you in bf you get an audio or visual notification. In our case that notification would be the fireball expanding. Edited August 23, 2019 by Khantico Link to comment Share on other sites More sharing options...
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