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Increase duration of Protea's Artillery


ZenVoid

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For context, I'm 44 and I've always loved 'minionmancer' type characters. Diablo 2 necromancer, CoH Mastermind etc. I'm now permanently disabled with chronic vertigo and I've found a good match in Protea. One of the frustrations of course is the low duration of Blaze Artillery. I don't even have issues with her kit as a whole or playing her in fast paced missions etc, I would just love the option to have a longer lasting turret.

 

Suggestion: Leave 2 as is and add a second function. Hold 2 and get a turret that lasts 9 seconds base duration but the damage increase per hit scales at 1/3 the pace. Adjust duration and scaling as desired. Simple, elegant and matches up with the functionality of 1 while giving expanded options for different playstyles.

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3 hours ago, ZenVoid said:

low duration of Blaze Artillery

Believe it or not, the base duration actually already got buffed (by a whole 50% ... i.e. 1 second lol) so I wouldn't hold my breath there, alas.

FWIW, if you want a longer-lasting (and also mobile, yay) turret ability, you could look into Wukong or Xaku.

The latter can even give you a large batch of minions (well, temporary conversion, close enough maybe, dunno).

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Well if you really like this type of character i would suggest Xaku. Xaku steals weapons from enemies and uses them as mobile turrets.

Xaku can stop all timers with his 4th giving you a lot of room to breathe.

Im afraid Protea will remain as is, aka spammy turret summoner.

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8 minutes ago, Savire510 said:

Well if you really like this type of character i would suggest Xaku. Xaku steals weapons from enemies and uses them as mobile turrets.

Xaku can stop all timers with his 4th giving you a lot of room to breathe.

Im afraid Protea will remain as is, aka spammy turret summoner.

According to his 4th the timer is supposed to suspend time; however, the ability does not actually do anything on the console despite the description change of his 4th.

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1 hour ago, (XB1)StripedWolf2001 said:

According to his 4th the timer is supposed to suspend time; however, the ability does not actually do anything on the console despite the description change of his 4th.

ah, consoles dont have the Xaku buffs yet.

But OP is a PC member so that still applies to him.

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I appreciate the constructive suggestions here. I'm working on getting Xaku but I'm recently returned from a 2+ year Hiatus and Xaku is heavily time gated behind daily standing caps for the Fortuna syndicates. I'm glad to hear that it should be a good investment for me though!

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I can also suggest Xaku, hes one of my favs right now but I like to play all frames for variety. 

Proteas turrets are pretty silly ability imo, why have a turret if the duration is only few sec? I mean, whats the real danger increasing it, theres already abilities that linger on ground (or on enemies) for a long time and some even do decent damage.

Id rather see the ability replaced if they dont want to buff the duration. In fact Im gonna infuse something in its place now that this came up. 

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Nah, i like protea's Fast running and gunning playstyle

People think you should sit all day wait for your abilities to run out then cast them again

But all of her abilities are designed for Close quarters, on the move combat

Her 2's low duration, spamability and high scaling damage contributes to that.

I Play her like this, cast dispensary, then temporal anchor, spam your 1 and 2 then when you're done or when you're in trouble, rewind back to your dispensary.

That's in the most extreme cases like facing steel path enemies or liches 

But in normal gameplay her 1 and 2 is enough

 

I love protea!

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45 minutes ago, (PS4)Hopper_Orouk said:

Nah, i like protea's Fast running and gunning playstyle

People think you should sit all day wait for your abilities to run out then cast them again

But all of her abilities are designed for Close quarters, on the move combat

Her 2's low duration, spamability and high scaling damage contributes to that.

I Play her like this, cast dispensary, then temporal anchor, spam your 1 and 2 then when you're done or when you're in trouble, rewind back to your dispensary.

That's in the most extreme cases like facing steel path enemies or liches 

But in normal gameplay her 1 and 2 is enough

 

I love protea!

I love her as well, and the hectic playstyle is cool.

Regarding the suggestion in my OP, what portion of it would take away from or change your preferred playstyle?

 

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11 hours ago, xombob89 said:

Proteas turrets are pretty silly ability imo, why have a turret if the duration is only few sec?

Because it can deal pretty serious damage fast, rather than less over a longer period of time.

Maybe think of it like a quick Peacemaker burst if it helps, it's not supposed to be a traditional enduring turret.

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8 hours ago, ZenVoid said:

what portion of it would take away from or change your preferred playstyle

you see the thing is

you CAN have more than 3 seconds of artillery, and i'm not just talking about duration modding

i have 255% duration so a single artillery of mine lasts for 7 seconds i think

i can simply reach top DPS and just cast all 3 at the same time, or cast them one by one at, each one is cast right after the other disappears, and potentially get 21 seconds of artillery 

however i think your suggestion opens up for a potential augment for artillery that maybe deny multiple casts but give it increased duration and fire rate

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7 hours ago, (PS4)Hopper_Orouk said:

you see the thing is

you CAN have more than 3 seconds of artillery, and i'm not just talking about duration modding

i have 255% duration so a single artillery of mine lasts for 7 seconds i think

i can simply reach top DPS and just cast all 3 at the same time, or cast them one by one at, each one is cast right after the other disappears, and potentially get 21 seconds of artillery 

however i think your suggestion opens up for a potential augment for artillery that maybe deny multiple casts but give it increased duration and fire rate

That logic can be applied to literally every warframe ability in the game and frankly "you can just recast it!" is nonsense in terms to formally arguing the validity of a suggestion. In regards to the question you quoted this is a complete straw man, it in no way answers the question itself.

 

And so I repeat, Regarding the suggestion in my OP, what portion of it would take away from or change your preferred playstyle?

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it would be too strong if it lasted longer because of the damage scaling mechanic. protea is already borderline OP actually. 

if they made it last longer they would have to reduce fire rate accordingly.

that would appease some players who plead to "the word turret itself means long duration" (why? idk), but it would make protea much weaker. 

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59 minutes ago, ZenVoid said:

And so I repeat, Regarding the suggestion in my OP, what portion of it would take away from or change your preferred playstyle?

Well i'd honestly like having a secondary fire mode by holding the ability, i'd love that

Maybe a secondary fire with minimum range but fires shotgun pellets and maximum duration

As for your suggestion, i don't know, like i said, i play protea aggressively and i don't stay in one place, maybe your suggestion would be useful on defense or mobile defense, but most of the time the turret's current DPS does it's job efficiently 

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12 hours ago, NinjaZeku said:

Because it can deal pretty serious damage fast, rather than less over a longer period of time.

Maybe think of it like a quick Peacemaker burst if it helps, it's not supposed to be a traditional enduring turret.

The way it is right now feels about as useful as lightning bolt to me and thats the type of abilities that get replaced by most people. If it had longer duration I could leave it on defense target for the duration of my temporal anchor, run away to do something then rewind back knowing the turret is keeping it relatively safe. But at its current state I never use it, I kill everything by hand before its of any real use. 

Now Im not saying it needs to be able to guard defense objectives on its own, ofc not, but there is a balance beetween duration and power, you just need to find it. Id, rather take weaker turret for a little CC than stronger one for few secs... 

Id even be up for a more traditional turret that can be destroyd by the enemy, that be pretty cool. If we are afraid if AFK farming, then how about make changes to the gamemodes and enemy types instead to make them more interesting instead of making abilities less fun to use in fear of that. 

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7 hours ago, Traubenzuckr said:

it would be too strong if it lasted longer because of the damage scaling mechanic. protea is already borderline OP actually. 

if they made it last longer they would have to reduce fire rate accordingly.

that would appease some players who plead to "the word turret itself means long duration" (why? idk), but it would make protea much weaker. 

Didn't actually read the whole OP eh? 😉

On 2020-09-28 at 2:23 AM, ZenVoid said:

Suggestion: Leave 2 as is and add a second function. Hold 2 and get a turret that lasts 9 seconds base duration but the damage increase per hit scales at 1/3 the pace. Adjust duration and scaling as desired. Simple, elegant and matches up with the functionality of 1 while giving expanded options for different playstyles.

 

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On 2020-09-28 at 2:32 PM, NinjaZeku said:

FWIW, if you want a longer-lasting (and also mobile, yay) turret ability, you could look into Wukong or Xaku.

Is nobody going to mention Vauban and his Flechettes? After Blaze Artillery, they're the best source of autonomous damage in the game!

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1 hour ago, Colyeses said:

Is nobody going to mention Vauban and his Flechettes?

It certainly deals good damage, but with an unmoddable (DE why) range of merely 10m, I consider it more of a DOT zone thing than a proper turret.

(Also I just really friggin' dislike cycling through abilities, just spread out his 8 abilities across his 4 ability slots via tap vs hold, would be so much better.)

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On 2020-09-28 at 11:23 AM, ZenVoid said:

Suggestion: Leave 2 as is and add a second function. Hold 2 and get a turret that lasts 9 seconds base duration but the damage increase per hit scales at 1/3 the pace. Adjust duration and scaling as desired. Simple, elegant and matches up with the functionality of 1 while giving expanded options for different playstyles.

I disagree because I had another idea for a hold functionality.

While you hold the key, the Protea will be putting Artilleries. That's basic idea. Extended idea is that you can put more Artilleries in shorter amount of time (e.g. Normal 5 artilleries in 5 seconds, extended: 5 artilleries in 2,5 seconds) but after you release the key you need to wait. In general you will put the same amount of artilleries but it changes from spamming to hold and wait approach.

 

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