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Hey DE what about those buffs to subsumed abilities


(PSN)Exia0321

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Posted

I mean BEFORE the system even came out there were multiple NERFS to abilities we could transfer with the helminth system. 

But  yeah we got like 1 buff to an ability (Trinity). 

It would so cool if ya at least buffed an equal number of abilities to the number you nerfed. 

Your goal was to give us more choices or to incentive us to be more creative...umm well you should improve more of the abilities you selected to include in this system.

 

Inaros--increase health gain from Desiccation

Limbo- Banish (allow it to spread status to target)

Loki-Decoy (let it reflect % of damage back)

Nyx-Mind control--maybe more damage to NPC

 

Hydriod--make Tempest barrage function the way it does with the augment mod

Nekros-Terrify (again--make augment mod default function)

**Actually why don't you just make the augment mods the default function for any of subsumed abilities with augments. 
 

Posted

It's not about tit for tat, it's about balance. So quality over quantity. There could be 10 nerfs to 1 buff, or 10 buffs to 1 nerf, and the logic would be the same.

This despite the irony I find in the fact that it's much easier for a nerf to happen (because it's disrupting the game) than a buff (usually takes an item to be truly forgotten for years for it to get a revamp).

Posted
53 minutes ago, Wolfdoggie said:

Augments should really be something that alters the way something works in a unique way, instead of a requirement to make it useful/fully functional.

This is my stance as well. If the ability is not decent/sufficiently useful on its own without an Augment and outside niche situations then it's a bad ability in my opinion.

Augments should only change what they do. Not outright buff them to fix them.

Posted
1 hour ago, Wolfdoggie said:

Augments should really be something that alters the way something works in a unique way, instead of a requirement to make it useful/fully functional.

Pretty much, if we're actually going to buff these abilities at all though ...

Desiccation is a free Blind with good Range and a small HP heal with free invulnerability in the form of Finishers (on top of all the Arcane and alternative build synergies this offers), pretty sure it's fine. I'd just say the Augment needs some improvements, like making Sand Shadows last longer the more Duration you have, and maybe having them offer more, like a small healing radius or armor buff around themselves.

Banish definitely needs some kind of real function for every other Warframe other than Limbo, and DE is obviously not going to let us just Banish ourselves with it, so the only thing I could suggest is a damage buff/slow debuff to all enemies affected by it for a few seconds. Now you can knock them down, pull them back out and kill them easier while still having the additional base functionality. 

Decoy just needs to have half the Duration but be completely invulnerable for the Duration of the cast. Now Decoy is a solid distraction ability similar to Resonator, but it's cheaper and stands still but compensates for that by lasting for less time. Make it so enemies that do hit the Decoy have some kind of CC applied to them, or maybe have it occur once it ends. Maybe it explodes Radiation periodically or blinds them once it expires, you get the idea.

Mind Control should change the controlled targets damage to whatever it is you hit it with. Got a mix between Corrosive and Cold? Make it take the highest damage value on the weapon after Mods are applied. Mind Controlled targets are also completely stripped of defenses during the effect, as to avoid any damage being reduced from Armor for instance (and so you don't have to cast your 2 on them first, which is just redundant in my opinion considering how short the damage buff timer is). Have it so the damage buffer lasts for the entire duration, with the first few seconds of the cast allowing you to damage them as normal (with a MUCH higher multiplier), but now enemies can add to the damage buff while you cannot after the timer. Enemies will constantly add to the targets damage (but not change its damage type or procs) while dealing more damage to them overtime, but once they die, you'll have to reset the damage like usual.

Tempest needs to have some kind of scaling damage, so make it double its damage per enemy hit, Protea's 2 style. Now it retains the damage boost charging it offers on charge cast (so it always deals max damage on quick or long cast), however you can still charge it to increase the fire rate of the projectiles, ramping up the damage even faster while still increasing the duration. This should make it more consistent CC and damage-wise. Make the Augment an "adaptation" Augment, so that it adjusts to the damage type enemies are weakest against, so you can really deal some damage as long as you have enough enemies to hit. For the CC aspect, just make it knock enemies down while not ragdolling them, keeping them in place for successive shots and leaving them vulnerable to Ground Finishers.

Why not make Terrify have some aspects of the Augment while still retaining the whole "flee in terror" schtick? Now enemies you affect will still flee as normal, but upon being hit at all, they'll stand still and cower for as long as you damage them. Now Terrify removes more Armor on its initial cast, starting at let's say 30%, so you'll need less strength to remove a decent chunk of an enemy's defense. Otherwise Terrify is a pretty solid ability, though I'd just remove the enemy cap, as it really doesn't serve any purpose since the Range of the ability does a decent enough job limiting its effect already.

Posted
1 hour ago, Skaleek said:

Spectrorage is baaad.

I think the ability just confuses me. It seems to be a distraction ability they ... want to last? To help keep up Gara's 2 I guess, since each mirror adds to her 2's damage as well? Yet we have her 4 for that, so ... ?

I suppose you could make it so the Carousel keeps adding mirrors and dealing damage for the entire Duration, with Gara being able to end it early at any time. That way it can be a more "passive" damage gain for her 2, but just not allowing it to refresh the Duration. Make it so enemies in the radius cannot leave it, and keep adding to the carousel's damage (the mirrors and the end cast), the explosion multiplying the damage based on the amount of mirrors destroyed. Mirrors now have a short invulnerability period, and by the time it ends, another mirror will pop-in, constantly looping the cycle so to speak. If that takes too long to ramp up the damage I'm sure you can make it so all the mirrors reappear once they're all destroyed. This will hopefully be balanced out by the fact the mirror damage is plain raw damage, and I'm sure Gara can get her own synergies like making the damage switch to Puncture or Slash if she hits it with her 1 and allowing for Spectorage's to absorb her 1 and 4's damage. Keep in mind Spectorage already only adds 50% of the damage it deals on mirror explosion to Gara already, and this cannot be modded, and the only way for Gara to receive this extra damage is for enemies to break the mirrors, as the carousel explosion does not add to her 2.

Posted

I agree. They changed a couple abilities but there's a dozen ish that desperately need to be buffed or have their augments built into them.

Please DE, address these abilities!

Posted

or they could just let us chooce what abilities to take out instead of forcing it =/ i mean seriously the abilities out side of nidus's larva is completely useless..... there even one ablity that wont even do anything without one of the other warframes ability used first ..... they need these abilites effects changed depending on what frame your using it with not nurf them....

let us get a fire globe instead of an ice globe if we put frost globe on ether Ember or Wisp D: but nooo..... we get.... ice wave. -.- seriously.... i dont understand this D: im having to refarm the warframes all over again just so i can get ONE ABILITY that doesnt even WORK on ANOTHER WARFRAME D:

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