Velitria Posted October 12, 2020 Share Posted October 12, 2020 Note: Passives should be the most important part of every Warframe as this is what makes them unique to who they are compared with other frames in nullifying scenario's. "EDIT -----------" before a section will signify where to scroll down to as this is continued. I would consider this Revision Update to be called "The Exalted Weapons" update. I am MR 29 and have played every warframe extensively except Inaros (because he doesn't do anything). Something to note first of all: If a Warframe is not good without Energize... it is bad. I believe to go along with the balance of improving the Warframes with needed Buffs and Nerfs, that Energize should be nerfed as justification and here is why... Spoiler The tooltip of Energize clearly expresses that it does nothing for you and gives energy to allies. I think it would be better for the game if Energize gave 25 energy to all allies in affinity radius on activation and did nothing for the owner of the Arcane. This would also include the removal of the cooldown and increased to 100% chance at max rank, a heavy nerf, but it is more balanced. However, being able to give energy orbs to your entire squad in affinity radius would be pretty decent if everyone has the arcane. This puts more of a focus on teamwork instead of "picking up a single energy orb and being able to cast 2 uses of Saryn's Miasma to wipe the entire map". There lies the problem and I will make something very clear... Saryn is my most used frame and I would gladly nerf her if it meant a more balanced game. Saryn isn't the only problem either. Sanctuary Onslaught, efficiency decay is. Weapons should increase efficiency more than abilities to prevent there only being a meta of damage around abilities that kill the most enemies. Starting with Ash, the True Ninja Warframe. This passive is among the best in the game because passives in this game are poor. I would heavily advise a passive rework to all frames. In the theme of Ash's true ninja style, I would suggest Bleed and True damage both be increased in duration and damage by 100% each. Shuriken suffers from the "not increased by secondary weapon mods" issue that a lot of abilities have. It should be an Exalted Secondary. Multishot should affect how many Shurikens are flung with the base at 2 multishot. Smoke Screen instead of being a puff of smoke should create a 3x range stun on cast and an aura at the listed range that will cause enemies to not be stunned but be unable to fire weapons. Teleport should allow Ash to Teleport without a target anywhere he chooses and require the augment to do finishers on targeted enemies. Blade Storm should have an exalted Melee to mod config and reduce the base damage from 2000 to 1000. Engaging targeting mode will, instead of requiring an activation, automatically begin targeting with the shadow clones to allow Ash to "deathmark" anything looked at consistently. Having to actually look at targets is similar to just shooting them and re-activating the ability to begin the shadow clone rampage is significantly slower than just shooting, as of current. Atlas, the Warframe of earth, ground, or stone. This Passive is quite unique to the frame and thematically adequate, so far not a terrible passive. I supposed it wouldn't hurt for him to be completely immune to stagger, stun, knockup, and knockdown. He is, unbreakable. Landslide should be an Exalted Melee, it bases on melee mods anyways. Tectonics walls (inferior to gara and frost) should be invulnerable and base on the Landslide Exalted melee for rolling, and explosive damage at 500% to make it worth over just using Landslide. Invulnerable because they are stone environment objects, this would also give Atlas a unique purpose compared to other defensive frames as shield walls. (UI glitch? There are no mods.) Petrify doesn't inherently need any change as far as I can see. I guess having a Medusa head hover above Atlas and do it instead would make more sense. Rumblers should have 10 health and 10 damage gates of 1 damage, 1 second each. Duration would be infinite, but strength would determine how many damage gates they could possess. Strength would also determine their speed and rate of Landslide usage. The Larger one from the Augment would just combine all the damage gates. Banshee, the Warframe of Sound. This Passive is among the worst in Warframe since a single mod can make it irrelevant. I would suggest it be changed to "all sound cannot be heard by the enemy". Alarms, guns from allies as well, cries of death, etc. Enemies within like 70m of Banshee would be nullified to all sound. This sounds like a very stealth capable frame to make up for her inability to be invisible. Sonic Boom should be an Exalted Primary that pulses in a sphere (theme logic) that launches all enemies in radius out of the radius violently. The damage should be increased to 400 Impact. Sonar shouldn't be stackable on the same enemy above 1 weakpoint. Silence should be renamed to something else and be changed to cause extensive vibrations that will reduce enemy armor and shields in radius by a scaling 10% of max/second. At 300% power strength, it would take 3 seconds to fully grind down the armor and shields of each new enemy in radius. Sound Quake, instead of doing damage, (as it locks Banshee in place) would cause all ground enemies in radius to be bounced around as the very ground would knock them up. Hitting ceilings would deal 33% health as True damage, and similar Frost's Snow Globe but not at 50%. Strength would determine the power of knocking enemies skywards and depends on the tile for if it kills. Baruuk, the Monk Warframe. This Passive is essential to Baruuk's kit and is the best passive in the game currently as far as what a passive should be like to a frame. Not all frames should have 50% dmr, it just makes sense in balance to being a passive concept frame. Elude tends to get dropped from Baruuk because it requires range and turns off energy regeneration. I think making it a default full angle with no interaction to range by default, removing it from the UI, it would play into the style of being a pacifist more. I think reducing the drain from 2.5 to 2 might make it more practical compared to Desolate Hands for restraint degradation. Lull. I do not believe, needs any changes since it goes in with the pacifism theme. Desolate Hands. I am pretty sure this ability doesn't need to do damage and only disarm enemies, since I believe all damaging things should base on mods somehow, whether exalted or not. Serene Storm. The ability to use the restraint as a resource. I like this concept instead of energy for a frame quite a lot. This uses an Exalted Weapon slot, well done. Chroma. The Dragon of the Elements Warframe. This Passive is a way to turn Chroma's Elemental Ward buff into a cycling ability and damage change for other abilities. However, outside of the abilities realm of passives, Chroma, in the theme of a dragon of elemental power, it would make sense to have an elemental damage and status passive. Chroma's energy color will also determine what base status with have an extra damage event with 100% status chance. If you were to have green emissive color, Toxin would be applied an extra time with 100% status chance, similar to toxic lash, but would not scale on total damage in this case. This would open up Chroma for the potential to apply status and damage types outside of the ones on the weapons. This would also be an extra type when fighting Profit taker and sit Chroma more in that role, but also being decent for basic gameplay as well. Spectral Scream should be named to Dragon Breath for the superior theme. There would be an Exalted weapon slot with the same name that use Melee mods. This ability has awful range, damage, drain, usability, everything. I would suggest a Hold button press to engage and heavy continuous breath dealing 200 damage base with a firerate of 5 and the width of the flow would be more akin to what a dragon looks like breathing fire... It becomes wider than themselves and expands wider as it travels. The Drain during this phase would be 2.5/second to match Excalibur (who can also just keep attacking continuously). The Status chance would be reduced to 50% before mods and the Range would be increased to 20m. More Range would cause the expansion to increase in size the farther traveled as well. Tapping the ability instead of held would throw out 5 ticks over a second of 100 damage each. It would be half as effective for the same energy cost but be used in bursts and not have a constant drain. Elemental Ward is fine, I do not really see any glaring issues other than some of the sub-forms being pathetic and needing to be based on the Exalted weapon damage. Vex Armor. This ability is fine for damage scaling. The armor should be multiplicative with any mods on the frame for armor though. The damage bonus, however, should add elemental damage of the chosen element color instead of the added damage increase of Serration. This would fit the theme better. Effigy is a, uh, not so great ability. There shouldn't be any energy drain because Chroma physically sheds his coat and is more vulnerable without it. There should be an energy cost of the effigy usage of Dragon Breath. It should be immortal as a distraction like Octavia's Mallet. The effigy doing 2x the damage is balanced to justify its' use for the reduction in armor. This ability could be better, but I don't quite know how, to be honest. Ember. The Warframe of Fire This Passive is essential to the abilities of Ember. However, to add a true passive that does not relate to abilities, I would propose that Heat Procs with Ember remove 50% of Armor and remove that from default Heat Status to balance out the fact that Heat Status is the best secondary status in the game. This effect was added with the Ember rework to help her out, why not make it a passive only for Ember's fire. This can also be done with other frames. Fireball adding an Exalted weapon based on Secondary or Primary mods as it is a one handed action might play into that. This would balance out the pathetic or overpowered damage it and similar abilities would deal being set at a fixed amount. Mods scale frame powers with progression, it just feels thematically pleasing to have the frame get stronger with weapons. Immolation, in my opinion, should be the opposite of what it is currently. What do I mean? I think the energy drain should be removed, but the damage reduction is 90% at no meter. The higher the meter, the lower the damage reduction, down to 40%. Ember also burns her armor away from 0-50% less at full meter. She also begins taking tick damage of 3% EHP/second at full meter, which can proc arcanes depending on taking damage to shields or health. This might incentivise not turning off and on the ability again instead of using Fire Blast. Fire Blast. This ability synergizes well with Immolation, better with my proposed version of Immolation, but would need to have its cost reduced and only drain the meter, requiring the meter to be filled somewhat for use. The damage this would deal would base off of Fireball's Exalted Weapon damage number for the UI. Inferno. This Ability could use a different Exalted Slot or the same one as Fireball with a static multiplier of 3x (1200-2400). The DoT would also reflect the a % of the Exalted Weapon, based on the meter. Equinox, the Duality of Light and Dark Warframe. - Why does mirage get eclipse? This passive is the worst in the entire game. It should have been 100% for both to start. However, I think to be a true passive, it would be interesting if orbs gave 100% extra of the orb picked up and 100% of the alternate orb. Essentially coming out to: Energy orbs give 50 energy and 25 health. Health orbs give 50 health and 25 energy. Metamorphosis. The switch sides ability, essential to the kit. The Bonus of switching sides should not have a duration or decay and just simply be a product of existing in that side. The reason for this is because the Warframe physically changes at the cost of energy. Day should be buffed to 1.5x damage and 25% speed. Night should be changed, however, to adding Health and Armor instead of shields. These bonuses can stay the same and modify to be base values which would increase any current mods on the frame. However, one last thing is that I think it would be interesting if they gave the inverse bonuses per side. What does this mean? Day would be more tank stats. Night would be faster and more damage. Equinox's abilities would reflect the opposite and this would provide more balance to the frame and mirror better "duality". Rest and Rage. This ability doesn't need much change except to make the day form more competitive to the night form. Increase the damage vulnerability to 100% (still not as good as 500% with Banshee) and increase the speed multiplier to 30% but only for movement speed and not total timescale. Pacify and Provoke. This ability is solid, however it has an issue with the effects not being full potential inside the radius. I feel that making it full potency in the radius, no matter the distance would be an improvement to balance since she has a bit of issue in the squish area (which would be magnified by the change to the 1 in being less tanky). Also increase the base radius by 2m to match Mend and Maim. Mend and Maim. The damage would be an Exalted Primary and damage is reduced to 75 slash. Note: Status would force the slash, but other elements would have the inability to proc those status types. This would be the same on other forced proc ability damage types. Reducing it to 3 energy cost for a nice .75 would look nicer than .88 at max efficiency (though not too important and just something that bothered me lol. Excalibur. The Warframe of Blades. This Passive should make Excalibur the True Warframe of Blades as a passive. He should have 50% more attack speed and deal 100% more damage with bladed weapons (not just swords). These more bonuses signify multiplied and shouldn't just simply be an increased multiplier like pressure point and fury, they should be a multiplier that applies visually to the base of the weapon when equipped by Excalibur. Then he would truly be the Warframe and Master of Blades. (Also related to my annoyance that you have to be in a Relay to see the bonuses of certain mods like Steel Charge (aura) when modding. Slash Dash. This ability should, instead of being a range ability, be a set target of enemies to slash basing at roughly 6 base (increased by more range) (if that many are available within a sphere of 30m). Excalibur will slash each target (long step run or jump to targets, not glide, to make it feel more immersive) that is already based on the Exalted blade. (Wonderful, but the UI should show what the exalted blade damage is and with other Warframes as well.) Radial Blind/Howl. This ability doesn't need any changes. LoS(Line of Sight) requirement is good and balanced. Radial Javelin shouldn't do damage but instead pin targets for 5 seconds and open them up to ground finishers as Radial Blind is normal finishers. The Radius is the affinity radius (Los), and targets/Javelins would be determined by Range with them reduced to base of 8. However, CC (Crowd Control) isn't all the ability should do and also gives a buff. Having the Augment would provide that extra buff as well. The buff has 10 seconds (base) and will grant Excalibur's attacks lifesteal of 10 (not a percent) per enemy hit with Javelins and stacks infinitely as much as Javelin is used on enemies (which can pin the same targets). This would incentivise having range and duration high, as Excalibur mostly uses strength, efficiency and some duration. Significantly better than its worthless state as of current. Exalted Blade is currently an Exalted weapon and that is good. I would really love to do spin attacks with it though and I think it would just be best to remove the blind from the spin attack. It costs energy to spin attack, I would rather just not. Frost. The Warframe of Ice and Cold. Remember I said Equinox had the worst passive? Here is the second worst. I would say just scrap this and give him something else. In the theme of freezing, Cold Status Frost inflicts has double the potency and will freeze enemies solid after 5 procs and frozen enemies dropping under 50% health will shatter, an instant kill. This ties into how I would rework Cold Status. Cold Status Freezes enemies from 10% to 100% slower (10 procs - 10%). Enemies dropping under 50% health at 100% (max procs) will shatter them (kill). Warframes and Bosses will only stack to 33% slowing (10 procs - 3.3%). Freeze instantly solidifies enemies in an icy prison for the duration, bypassing the 10 Cold Status requirement. (The UI would read) Damage would be based off of an Exalted Melee that holding the ability button would pull out an Ice Axe with a drain of 2.5 (equivalent to Excalibur). Tapping the ability would shoot the freeze projectile. Attacks with the Ice Axe would send Freeze projectiles every other (or third) attack at random enemies in affinity range. Ice Wave needs a massive improvement and change of concept since Avalanche exists. This ability will create a constant ground similar to Oberon's hallowed ground that will apply cold procs every second to those standing on it. Due to Frost's passive, only 5 are required to freeze enemies solid and refreshing of the procs would keep them frozen. This would have a duration equal to Oberon's ability as well. When standing on this frozen ground, all Warframes will be given status immunity by icy protection (knockdown or stun effects would instead cause them to slide on the ice). Friction is decreased by 50% as well in relation to slide and roll distance. Snow Globe has had issues for a long time... Allies can now shoot through the bubbles and no longer cause rage quitting. Projectiles will gain 50% more cold damage as an after status damage effect (to prevent allies getting mad that the globe is stealing their other status) and Frost's passive of 5 proc efficiency to the cold procs shot through the bubbles. Snow Globe can be held to create stationary bubbles and tapped for a half size and more see through (less effects) bubble that will center on Frost (like arctic eximus). The Slow % is increased from 67% to 75% to mirror nova. Avalanche will base on the Exalted Ice Axe damage mods at a 3x multiplier which would amount to 1050 instead of 1500. Will instant freeze enemies before dealing damage with 5 cold Status. Enemies that Shatter will deal the Exalted damage at 1x multiplier in a 5m radius (5m looks better than having a decimal for a base, though 4m could work). Armor Reduction applied before damage as well like Gauss' Thermal Sunder. Gara. The Warframe of Glass. This Passive while in concept is quite strong. I don't feel that a passive should be situational and be out of your control at the same time. Gara's new passive should relate to the lore of her power against the sentients possibly as an extra additive of some kind. However, for sake of general play since sentients aren't most of the game. Gara is able to reflect all status she receives to the enemies that inflicted it upon her. She is effectively immune to status effects unless the enemy it would be reflected to is status immune. Shattered Lash already bases on melee mods and is due for an Exalted Melee. Instead of Switching between forms based on cast, this would be an Exalted Weapon and the combo style would dictate those changes. This Melee would be a Glass Spear that would be used for arcing cuts or hardened punctures to explode outwards upon puncturing enemies. It's Drain would be 2.5 to mirror Excalibur and the damage (even though it currently bases on melee mods) would be reduced to 400 have 50% CC and most likely 25% SC while forcing the procs with Combos. Splinter Storm. Ah yes, the first overpowered ability I am to suggest get nerfed. This is infinite damage stacking in an AoE based on the melee. This is similar to if one could have any AoE ability be able to stack its damage infinitely through the use of extra energy. This is a defensive ability and would be more balanced if the splinters didn't do damage (let alone the infinite scaling damage) and was a purely defensive ability. Mass Vitrify can already scale on Melee mods, but that isn't infinite, and thus, balanced. It will no longer be cast on enemies unless it causes them to take the damage reduction it gives players as extra damage % I guess. It also needs to be easier to cast on allies by it applying to the nearest friendly of the target point when used and held would apply to self. (It is extremely hard to cast on allies when they are always moving and this would improve enemy targeting if it applies the vulnerability). Spectrorage Mirrors should be invulnerable and not explode doing damage. This should instead be an area of damage based on the Exalted Melee that would hit every second, alternating between the IPS status types. A little bit of CC, a little bit of damage, and be able to proc status of the exalted melee to apply a variety of status options such as a heavy focus on CC Status. The reason it is trash as far as people are concerned is because it doesn't scale with melee mods like Shattered Lash does. Mass Vitrify with the limitations it possesses is basically fine. I can do a lot of damage within LoS of the walls (LoS makes it balanced). It has the worst health amount of any defensive ability in the game however. I suppose those two things balance each other out. No needed change as far as I can see (also that energy cost in the UI is bugged). Garuda. The Warframe of Blood and Gore. This passive has no issues except an issue with melee itself. Her talons can use the overpowered mods like bloodrush, acolyte mods etc... mostly bloodrush is imba (imbalanced). This passive doesn't really need any changes except needing to be scaled on power strength. Also, I think it would be better for the game if bloodrush didn't exist, but that is a heavily negative opinion because people are spoiled. It's the reason melee is better than every weapon type. I am NOT suggesting that bloodrush be removed. It just means that the slippery slope has been fallen down and now the devs have to balance the game around a single mod because taking it away would kill the game because of the negativity to come from that decision. Exalted melee is worse than regular weapons because they can't use Bloodrush, and exalted melee have massively better stats than normal melee. That should prove my point. This is a good passive that doesn't need any change other than scaling with power strength. Dread Mirror. This ability is such a weird one for me to propose an improvement to balance. It's bad, and It's good. I want it to be better, but it's power is already really high, yet, not fun to use. Blood Altar. This ability needs no change, it is perfect for this frame aside from probably giving it 10m instead of 8m range. Bloodletting. I feel that this ability is lackluster. Perhaps make the health to energy conversion 1:1 at base. However, it needs to give a buff of some kind like damage reduction based on the health loss. Losing health normally wouldn't provide damage reduction, but if you were to force drain 99% of your health, you would have 99% damage reduction. This is interesting in that the EHP of the frame wouldn't change, even with reduced health. Any health increases would also remove the reduction gradually up to maximum health again. Taking damage again not giving damage reduction could result in 30% health and only 60% dmr instead of 70%. The damage taken still requires healing. An alternative is a temporary reduction based on duration and healing would not remove the dmr. However, that would require testing to fully balance. Seeking Talons would be interesting if you had free flight and infinite casting time, this way you could better position yourself without worry of running out of casting time. However, getting towards the end, I've come to the conclusion that Garuda needs an idea rework and can't just be "balanced" from an improvement perspective. Almost everything I have said to improve the style still doesn't quite feel like it would make her fun to play with the given ability set. I can't quite explain why it feels this way though. Gauss. The Warframe of Kinetic Energy and Speed. Gauss' passive has to be the best example of what I am looking for in a passive. The Shield Regeneration Delay is a bonus that only he can receive. Basing on the meter doesn't change that it is unique to him. No changes here. This frame has so much synergy I love it. Mach Rush charges the battery and does good damage. I would expect this to base of an Exalted Melee (perhaps call it Kinetics). When used with Redline, melee does 2x the damage and Mach Rush changes to Slash, this would synergize very well. However, Reduce the Base damage down to 500, even if this damage can't happen very rapidly, it is AoE. Kinetic Plating instead of Reline should half the Energy Cost and Drain of Mach Rush. The Damage Kinetic Plating takes should convert at least 25% into energy given how much of the battery is removed when hit. Thermal Sunder is an amazing ability that just needs to base on the Exalted weapon. Since the base weapon is 400 damage in impact, usage in this ability form would be 200-400 Cold (-50% to 0% based on meter), and 400-800 Heat (0%-100% based on meter). Redline is a fantastically balanced ability. The Area damage fits in to be perfect with the Exalted weapon, however, I would reduce it to 50% effectiveness at 200 damage since it will gain mod scaling. Grendel, the Eater of Worlds. This Passive is fine in concept and is a decent ability passive. To add on as a proper passive to the uniqueness of a frame. Grendel will fart with every kill creating gas clouds that will take away 10% enemy health every second. These clouds last 5 seconds (enemies in stomach would increase the "5" to "10 at max") and have a radius of random 2-8m. These clouds do not kill to prevent Grendel creating a loop of farts, as the enemies are affected by a status (status immune enemies ignore it, gas resistance would reduce it, but armor would not) that drains health while inside of them and can be quite powerful. Enemies also need to be in the area of the fart clouds as they are stationary where Grendel created them. Grendel sucking them in and puking them out in the clouds could be a stylistic choice. This passive only activates on kills with a small (probably 1 second cooldown) and they are stationary at the location of Grendel. Outside of subsuming Larva, there isn't a whole ton of use for them except in nullifiers walking into them since it isn't an ability. Random sound effects that depend on the random radius for tone and loudness would also be fantastic. Feast will remain much the same with two exceptions. Energy / Second is reduced to 1 per enemy and Energy / Second does not exponentially increase over time. This heavily harms the armor passive in needing to spit enemies back out. I suppose because the damage scales, there doesn't need to be an Exalted Weapon, but it would be rather amusing to call a Melee Exalted Weapon: Volatile Stomach. Feast making Grendel bigger per enemy absorbed would also be nice. Comedic value of crouching through doors would be great. (and adjust camera pos height) Nourish only needs a change in Nourished Strike and the damage, which would be better buffed to 1.75x or 2x to compete as a style for weapons over abilities. The damage this ability does also needs to scale like Feast, unless it does and I am wrong. Regurgitate is his worst ability since it does not scale like Feast does. This frame would greatly benefit from an Exalted Stomach Melee weapon though. Pulverize should be easier to control and more able to roll up rough terrain and stairs. The physics would be nice to apply only when going down slopes or falling. The ball should also be bigger at it's smallest form. EDIT ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Harrow. The Warframe of Edgelord/Support. Why is this good Passive? It is a Unique, that's what passives are supposed to be. However, this is lacking a bit and an extra passive is appropriate. Harrow gains 100% efficiency energy conversion before life instead of dying. While Stationary, Harrow cannot die (yes this includes the afk timer), but is depleted of all energy, shields, and health. What this means is that Harrow would be a good frame to take a break with in a survival mission. However, unless you have Vazarin with your tenno to heal yourself, there is a likely chance that you are dead as soon as you move. This isn't immortality, it is undeath, similar to Garuda's augment that still lets you have not health and shields, this would include all energy for a harsher punishment, as it is a passive. Condemn needs no improvements, it is a solid ability. Penance needs no improvements, it is a solid ability. Thurible doesn't need any improvement, but headshot tracking in this game is extremely bad depending on the weapon, same goes with Covenant. It should be if any multishot touches the head, it gives the bonus. It should also be that if a beam weapon touches the head at all, it gives the bonus. Arca Plasmor can't get headshots... it includes this ability. Make it a separate check please, it's really frustrating that this kit revolves around headshots when the only enemies I can actually get it to work on majority of the time is Butchers... If you have punchthrough or happen to hit through the head and/or hit the armor around the head, it doesn't count. It's like you exploding a head, but because you hit the tree behind it, someone claims "nah, you didn't hit the head, you hit that tree" you then proceed to look at him like he's an idiot. The coding for this is so bad it's only counting the last body part hit. Covenant. Same issue with headshots. However, in needing to improve the ability for balance... Do we really need invulnerability? Couldn't it just be 20 seconds of crit and the way to increase the crit buff is by shooting enemies up to a cap, requiring a certain amount of hits. I'll probably have the Eidolon tryhards screaming incoherently about how dumb I am for suggesting taking away their special magnetic wave immunity. (Try standing on Oberon's Hallowed ground and using Roar to go along with that Radiation augment. You have options and don't have to be so narrow minded that there is only one way to fight eidolons for your 2000 captures). Anyways yeah, invulnerability doesn't really seem necessary on Harrow and the crit buff is nice. Possibly the frame that needs the least improvement. Here is a picture of poor headshot calculation. Link to comment Share on other sites More sharing options...
Kaggelos Posted October 13, 2020 Share Posted October 13, 2020 Wow, these are pretty good actually! Take my like ^^ Link to comment Share on other sites More sharing options...
selig_fay Posted October 13, 2020 Share Posted October 13, 2020 On 2020-10-12 at 6:07 AM, Velitria said: If a Warframe is not good without Energize... it is bad. I think this thought should haunt the developers for the next two years. Removing the energyze will make my Titania inoperative without a dispenser. I just want to play her unique little archwing style just because it's fun. And I think most frames suffer from this injustice, while some get OP set with good energy control. Link to comment Share on other sites More sharing options...
Pzykdruhgs Posted October 13, 2020 Share Posted October 13, 2020 Alternatively the text could just be changed to "N% chance to replenish energy for you and nearby allies." and Energize wouldn't have to be touched at all. Link to comment Share on other sites More sharing options...
Iron4695 Posted October 13, 2020 Share Posted October 13, 2020 4 hours ago, Pzykdruhgs said: Alternatively the text could just be changed to "N% chance to replenish energy for you and nearby allies." and Energize wouldn't have to be touched at all. That is what it used to be before Scarlet Spear. Link to comment Share on other sites More sharing options...
(PSN)Frost_Nephilim Posted October 13, 2020 Share Posted October 13, 2020 On 2020-10-11 at 11:07 PM, Velitria said: Remember I said Equinox had the worst passive? Here is the second worst. I would say just scrap this and give him something else I couldn't agree more. On 2020-10-11 at 11:07 PM, Velitria said: In the theme of freezing, Cold Status Frost inflicts has double the potency and will freeze enemies solid after 5 procs and frozen enemies dropping under 50% health will shatter, an instant kill. This ties into how I would rework Cold Status. I would have Cold Status Freeze enemies 10% to 100% slower after 10 procs and dropping under 50% health will shatter them. I feel like the game has already made warframes so powerful over the last few updates to the point where this change feels like overkill to me. For cold procs I think a small flat critical chance boost of like 2.5% per cold proc stack against the affected enemy is enough. If not that then I'd do a IPS damage buff. Something that's a bit unique and isn't over used like a simple damage buff. As for frost's passive, instead of going Garuda's route with the instant kill function, I think it would be cool if enemies near frost suffered -50% protection against cold damage. So an enemy with +25% resistance to cold damage would now have -25% resistance to cold damage. Again just something a little more unique know? On 2020-10-11 at 11:07 PM, Velitria said: Freeze instantly solidifies enemies in an icy prison for the duration, bypassing the 10 Cold Status requirement. (The UI would read) Damage would be based off of an Exalted Melee that holding the ability button would pull out an Ice Axe with a drain of 2.5 (equivalent to Excalibur). Tapping the ability would shoot the freeze projectile. Attacks with the Ice Axe would send Freeze projectiles every other (or third) attack at random enemies in affinity range. I'm not a fan of this idea to give all warframes an exalted melee. It's just unnecessary additional work. I understand the desire to give warframes proper damaging abilities but I'd rather not do it through 100 exalted weapons. I think the only thing that's needed is for damaging abilities to scale off of your current weapons, in a way to make the ability better than the weapon to some degree, and that's it. On 2020-10-11 at 11:07 PM, Velitria said: Ice Wave needs a massive improvement and change of concept since Avalanche exists. This ability will create a constant ground similar to Oberon's hallowed ground that will apply cold procs every second to those standing on it. This I can get behind. Frost's Ice Wave alone is NOT a 50 energy worth ability. Its a short duration, mild slow that often tickles enemies.... Thing is though, I think Frost's Ice Wave looks MUCH better when it kills than it does leaving extremely thin ice marks on the floor. Everyone wants crowd control though lol, I don't get it. The YouTuber that I mentioned earlier, Brozime, I feel like he's the only one who understands how I feel about Ice Wave. I mean it's a bunch of razor sharp ice crystals violently erupting from the ground with great speed! They shouldn't just poke you, they should tear you into multiple pieces when they puncture your body in so many directions like that, Especially if the enemy is frozen already. On 2020-10-11 at 11:07 PM, Velitria said: Snow Globe has had issues for a long time... Allies can now shoot through the bubbles and no longer cause rage quitting. Projectiles will gain 50% more cold damage as an after status damage effect (to prevent allies getting mad that the globe is stealing their other status) and Frost's passive of 5 proc efficiency to the cold procs shot through the bubbles. Snow Globe can be held to create stationary bubbles and tapped for a half size and more see through (less effects) bubble that will center on Frost (like arctic eximus). The Slow % is increased from 67% to 75% to mirror nova. This may be a personal thing, but i think that the fact that you just shoot into the globe adds gameplay immersion. It adds 'sense' to the game. On 2020-10-11 at 11:07 PM, Velitria said: Avalanche will base on the Exalted Ice Axe damage mods at a 3x multiplier which would amount to 1050 instead of 1500. Will instant freeze enemies before dealing damage with 5 cold Status. Enemies that Shatter will deal the Exalted damage at 1x multiplier in a 5m radius (5m looks better than having a decimal for a base, though 4m could work). Armor Reduction applied before damage as well like Gauss' Thermal Sunder. Meh, it's alright. It kind of feels like frost's 4th should leave something behind. Like frozen enemies that were killed out right should be covered in a mountain of snow while the 1's that survived and then get killed while they're still frozen will linger there for a longer time. Had to do frost cause I love him. Throw one up for Nyx, I'd like to see what you got. Link to comment Share on other sites More sharing options...
Colyeses Posted October 13, 2020 Share Posted October 13, 2020 Abilities aren't truly fixed by simply making everything a weapon. I'd much rather see passives repurposed to provide scaling through play, like Nidus' mutation stacks, except every frame has its own method of bolstering their damage. Volt already has this with static being applied to shock, it just needs its output increased. Ember should've had it with her rework, but didn't get it. I want to see skill expression and playstyle definition, not an ocean of hornet strikes, pressure points and serrations. Link to comment Share on other sites More sharing options...
selig_fay Posted October 14, 2020 Share Posted October 14, 2020 6 hours ago, Colyeses said: Abilities aren't truly fixed by simply making everything a weapon. I'd much rather see passives repurposed to provide scaling through play, like Nidus' mutation stacks, except every frame has its own method of bolstering their damage. Volt already has this with static being applied to shock, it just needs its output increased. Ember should've had it with her rework, but didn't get it. I want to see skill expression and playstyle definition, not an ocean of hornet strikes, pressure points and serrations. I don't think that all frame counters are a good idea. Ember has it now and it only works in a good implementation. Ember just has a bad implementation. But the mistake is actually that the Ember counter was written off from Gauss, but if Ember is a caster, then Gauss is a tactician. They have different archetypes and I think this is why it works so badly. On the other hand, gameplay can work in different ways. For example, hildryn passive (abilities cost shields) is a great game changer. But it can work differently as Garuda passive is a niche. You don't need it all the time, but you can become a glass canon with double damage at any time. Ash and Saryn just have a combat advantage where you always want to do slash damage like ash. There are active benefits as passive ones such as limbo rift and wisp invisibility. Reloading a weapon in rift or stealth is much safer, right? Most passives have a good effect, but a bad trigger. Frost is the perfect example. Freezing an enemy is powerful, but it is useless because that enemy must hit you in melee for the effect to take place. Some passive ones have a good idea but are very niche. Loki can stay on the wall longer. If it were infinite, it would be tastier. If he could run along the walls while he is fixed, that would be good already, because you avoid all ground hazards with this thing. And you can see the heads of the enemies because you can keep the sniper position. If Loki had an additional effect like a damage bonus while attached to the wall, this would be one of the best abilities in the game. Yes, it won't be so convenient, but it looks like gameplay. It can also fix some problems and paradoxes. For example, the two things I want on Titania are normal weapons in razorwing and abilities that benefit well from flying. Ok, the paradox is that the normal form has no flight mechanics other than bulletjump. Ok, let's increase aimglide. Let's say Titania can use aimglide indefinitely and her motion control system changes and works like a wukong cloud (only much slower). That is, we get a slow flight and that's what we want for abilities. Moreover, we can fly with normal weapons, and razorwing is no longer a mandatory thing. At the same time, if you think more deeply, then razorwing does not benefit from this passive, but there is a big BUT. Passive is a slow flight, which means it benefits from a fast razorwing flight. That is, the paradox does not arise here, because in theory, passive works for all abilities, even if it is useless for a build where you are razorwing all the time.Hell, I really would like this aimglide change for Titania. It sounds cool I think. Sorry. I just don't think counters are good gameplay. It is more of a limiter and is needed if the effects are strong. But I would prefer to play with weak niche tactical effects. Link to comment Share on other sites More sharing options...
spudster888. Posted October 14, 2020 Share Posted October 14, 2020 The fact you believe garas 2 should be nerfed at all makes it hard for me to respect any of your takes on the game tbh Link to comment Share on other sites More sharing options...
(XBOX)TheWayOfWisdom Posted October 14, 2020 Share Posted October 14, 2020 On 2020-10-11 at 11:07 PM, Velitria said: Feast will remain much the same with two exceptions. Energy / Second is reduced to 1 per enemy and Energy / Second does not exponentially increase over time. It’s not exponential. The increase in drain is linear, while the amount consumed is quadratic. It’s similar to Ivara’s 2 and Embers 2. On 2020-10-11 at 11:07 PM, Velitria said: Regurgitate is his worst ability since it does not scale like Feast does. It does scale though, and in a similar fashion to Feast. The issue is that the radial component does not. On 2020-10-11 at 11:07 PM, Velitria said: Grendel will fart with every kill creating gas clouds that will take away 10% enemy health every second. These clouds last 8 seconds and have a radius of 8m. These clouds do not kill to prevent Grendel creating a loop of farts, as the enemies are affected by a status that drains health while inside of them. Passives aren’t supposed to be so strong. Passives are meant to be a nice little bonus mainly, not something so dominating. At least not in regards to damage, and certainly not so free. also making everything an exalted weapon isn’t a real solution Link to comment Share on other sites More sharing options...
Velitria Posted October 14, 2020 Author Share Posted October 14, 2020 10 hours ago, (XB1)TheWayOfWisdom said: It’s not exponential. The increase in drain is linear, while the amount consumed is quadratic. It’s similar to Ivara’s 2 and Embers 2. It does scale though, and in a similar fashion to Feast. The issue is that the radial component does not. Passives aren’t supposed to be so strong. Passives are meant to be a nice little bonus mainly, not something so dominating. At least not in regards to damage, and certainly not so free. also making everything an exalted weapon isn’t a real solution Exponential or not, it increases and that concept is bad for any frame. Arcane Energize is a passive, you work for warframes, you work for arcanes. I Heavily Disagree. Great idea! Arcanes Energize is "meant to be a nice little bonus" that grant increased jump height after picking up energy orbs. Fantastic solution, you really have great ideas. Once again, I Heavily Disagree that you know how to balance this game. If you ever become a developer, you will know why making everything an exalted weapon is a solution. Saying something "isn't a real solution" is you taking the lazy way out because you didn't propose an alternative. This means your opinion isn't going to be considered by any developer. No matter where the damage is set, it will be too low or too high, scaling damage by mods requires more player input than "apply power strength". Therefore, it is not only a solution, it is infinitely better than any alternative option you proposed, given that you didn't suggest anything. See why that matters? I could have said warframes should be deleted because their damage sucks and, being an option, it would be more validated than anything you said. I can't have a conversation because you only stated your opinion, you didn't suggest an alternative option. If you talk like that to developers, they will never listen. I proposed options for how to improve warframes. Am I asking that every frame be changed exactly how I said? No. I want them to see it, consider the options, improve their game. I want DE to make their game great by seeing options. I am presenting ideas in a constructive manner. I am Not saying "warframe is bad because abilities that do damage isn't a real solution to killing enemies, just use melee, all warframes suck, if you don't like melee then just quit, this game isn't good". That is mirroring your expression towards my idea for a solution. That was incredibly negative and rude to the effort I spent. Link to comment Share on other sites More sharing options...
Xycelium Posted October 14, 2020 Share Posted October 14, 2020 On 2020-10-11 at 11:07 PM, Velitria said: Atlas, the Warframe of earth, ground, or stone. This Passive is quite unique to the frame and thematically adequate, so far not a terrible passive. I supposed it wouldn't hurt for him to be completely immune to stagger, stun, knockup, and knockdown. He is, unbreakable. Atlas's passive has been constantly buffed in some past updates to actually resist most of those things actually, except for stuns, which honestly there are not many in the game, so it wouldn't be necessary. On 2020-10-11 at 11:07 PM, Velitria said: Landslide should be an Exalted Melee, it bases on melee mods anyways. I agree, but only on the basis of giving it its own mod slots, and additionally adjusting some values of the weapon stats. Landslide does not need to change in execution. On 2020-10-11 at 11:07 PM, Velitria said: Tectonics walls (inferior to gara and frost) should be invulnerable and base on the Landslide Exalted melee for rolling, and explosive damage at 500% to make it worth over just using Landslide. Invulnerable because they are stone environment objects, this would also give Atlas a unique purpose compared to other defensive frames as shield walls. I would much prefer if Bulwarks were just increased in size and had improved aggro generation, due to their current function of defense being lackluster because of its size. It being invincible would certainly help with that, however that not only doesn't solve it's main issue. Plus, I would imagine it being somewhat frustrating during a Defense mission wondering why it hasn't progressed when a Bulwark has been preventing a group of enemies from leaving their spawn for the entire wave. On 2020-10-11 at 11:07 PM, Velitria said: Petrify doesn't inherently need any change as far as I can see. I guess having a Medusa head hover above Atlas and do it instead would make more sense. I would certainly change Petrify's energy cost to be reduced and allow for some more control of the angle of which it uses to casts using Power Range. Also, that Medusa suggestion doesn't make sense because it's more meant to be a mythological reference of when she was used to petrify Atlas into mountains. On 2020-10-11 at 11:07 PM, Velitria said: Rumblers should have 10 health and 10 damage gates of 1 damage, 1 second each. Duration would be infinite, but strength would determine how many damage gates they could possess. Strength would also determine their speed and rate of Landslide usage. The Larger one from the Augment would just combine all the damage gates. Damage gate? I mostly understand what a health gate is, but what is the ladder? And I would just prefer the Rumblers to use Landslide whenever Atlas does, which is already used frequently enough anyway. Link to comment Share on other sites More sharing options...
(XBOX)TheWayOfWisdom Posted October 14, 2020 Share Posted October 14, 2020 19 minutes ago, Velitria said: Arcane Energize is a passive, you work for warframes, you work for arcanes. I Heavily Disagree. Great idea! Arcanes Energize is "meant to be a nice little bonus" that grant increased jump height after picking up energy orbs. Fantastic solution, you really have great ideas. Once again, I Heavily Disagree that you know how to balance this game. Why are we skipping to arcanes? Thought we were talking about warframe passives. . . 20 minutes ago, Velitria said: If you ever become a developer, you will know why making everything an exalted weapon is a solution. Saying something "isn't a real solution" is you taking the lazy way out because you didn't propose an alternative ... blah blah word vomit Same result is having the ability scale with level. Making stuff an exalted just makes it so you can magnify an abilities power a 100x over all the time. One of Warframe's problems is the excessive degree we can magnify the power of stuff. 26 minutes ago, Velitria said: I proposed options for how to improve warframes. And I offered my 2 cents on part of your proposal, which you find incredibly insulting for some reason? 26 minutes ago, Velitria said: "warframe is bad because abilities that do damage isn't a real solution to killing enemies, just use melee, all warframes suck, if you don't like melee then just quit, this game isn't good". That is mirroring your expression towards my idea for a solution. Putting words in my mouth there. I merely said that making stuff exalteds isn't a good solution in my opinion. Reason being (as I've said) that it leads to far too much amplification due to mods being too good for the most part. 30 minutes ago, Velitria said: Exponential or not, it increases and that concept is bad for any frame. Do you even know how much it increases per second? I'll answer that for you: 0.05 energy per second. Its meant to discourage players from holding on to enemies forever. You can hold on to enemies for a minute and the drain will only have gone up by 3. Link to comment Share on other sites More sharing options...
Kaiune Posted October 15, 2020 Share Posted October 15, 2020 On 2020-10-11 at 10:07 PM, Velitria said: Nourish only needs a change in Nourished Strike and the damage, which would be better buffed to 1.75x or 2x to compete as a style for weapons over abilities. The damage this ability does also needs to scale like Feast, unless it does and I am wrong. Base durration needs to be longer too but if they remove the heavy drain you may be able to get away with not running fleeting expertise so the current base may be fine. ATM you only get benefit from casting energize right before puking if you are running it. Link to comment Share on other sites More sharing options...
Velitria Posted October 15, 2020 Author Share Posted October 15, 2020 14 hours ago, (XB1)TheWayOfWisdom said: Why are we skipping to arcanes? Thought we were talking about warframe passives. . . Same result is having the ability scale with level. Making stuff an exalted just makes it so you can magnify an abilities power a 100x over all the time. One of Warframe's problems is the excessive degree we can magnify the power of stuff. And I offered my 2 cents on part of your proposal, which you find incredibly insulting for some reason? Putting words in my mouth there. I merely said that making stuff exalteds isn't a good solution in my opinion. Reason being (as I've said) that it leads to far too much amplification due to mods being too good for the most part. Do you even know how much it increases per second? I'll answer that for you: 0.05 energy per second. Its meant to discourage players from holding on to enemies forever. You can hold on to enemies for a minute and the drain will only have gone up by 3. Yea a conversation. The things I said were in irritation to people's common responses being unhelpful to the devs. It was more as a way to get people to consider options. I doubt you had bad intentions. Putting words in your mouth wasn't meant as a negative towards you, it was an exaggeration to explain why developers needs options and solutions as opposed to straight disagreement. That often results in the worst events because it gives devs the excuse to do nothing, (which btw is their favorite courses of action... I know because I am one lol). If they unify the mod system to abilities as well... when complete, it makes adjusting base damage values on abilities easier to balance in general and improves the ability to balance the game in relation to weapons in the game. Having static damage values for abilities will always be underwhelming compared to weapons. I can do hundreds of thousands of damage easily with a bramma in an AoE, and abilities like Frost are still stuck with "this ability does exactly 700 damage at base, and at best around 2200". This system allows for nerfing weapons and warframes easier. It isn't needed to make the game work, it just makes the work of the devs more streamlined and improves from a balance perspective to just reduce base values of exalted weapons since the abilities would be based on multipliers of it. Also, I do think damage should be reduced in combination with the scaling because of "AoE" potential. About the increase per second of the ability. That is 0.05 per enemy. Eat 20 enemies for 1000 armor. That is an increase of 1 energy/second each second. It can be 0.05, and not scale on enemy count. I just don't think the "per" enemy scaling is good for the frame or the passive. If you spit out 10 enemies, they all die either way from the scaling damage, so there is no reason to hold onto them aside from the passive is why I mention this. Link to comment Share on other sites More sharing options...
Velitria Posted October 15, 2020 Author Share Posted October 15, 2020 14 hours ago, Scruffel said: Atlas's passive has been constantly buffed in some past updates to actually resist most of those things actually, except for stuns, which honestly there are not many in the game, so it wouldn't be necessary. I agree, but only on the basis of giving it its own mod slots, and additionally adjusting some values of the weapon stats. Landslide does not need to change in execution. I would much prefer if Bulwarks were just increased in size and had improved aggro generation, due to their current function of defense being lackluster because of its size. It being invincible would certainly help with that, however that not only doesn't solve it's main issue. Plus, I would imagine it being somewhat frustrating during a Defense mission wondering why it hasn't progressed when a Bulwark has been preventing a group of enemies from leaving their spawn for the entire wave. I would certainly change Petrify's energy cost to be reduced and allow for some more control of the angle of which it uses to casts using Power Range. Also, that Medusa suggestion doesn't make sense because it's more meant to be a mythological reference of when she was used to petrify Atlas into mountains. Damage gate? I mostly understand what a health gate is, but what is the ladder? And I would just prefer the Rumblers to use Landslide whenever Atlas does, which is already used frequently enough anyway. Hi again Scruffel. Anyways, Damage gate, Health gate, I meant them as the same thing. You seem to be an Atlas main and do pose some good points. Wouldn't it be nice though if he has invincible defense walls that could block pathing though? There are more obnoxious frames like Limbo, this buff would greatly help this frame stand out was my intention. I suppose the amount of walls could be reduced to 2 or 1 but that wasn't really the focal point. Petrify is expensive I will say that, but I half expected a universal loot ability (with augment through Helminth) to be expensive. It could be reduced in cost sure, but that is up to how the devs feel about that. My suggestions weren't exactly what to fix with each frame, they are options for improvement of the game overall. I wouldn't expect them to ever exactly replicate everything said. It is not my game, it is theirs. Link to comment Share on other sites More sharing options...
(XBOX)TheWayOfWisdom Posted October 15, 2020 Share Posted October 15, 2020 2 hours ago, Velitria said: That is 0.05 per enemy. Eat 20 enemies for 1000 armor. That is an increase of 1 energy/second each second. It can be 0.05, and not scale on enemy count. That portion doesn't increase per enemy. The 0.05 energy/sec increase is with respect to time, and is not affected by enemy count. Only the 1.5 energy drain is affected by enemy count. Its a base 1.5 energy drain while the ability is active, plus an additional 1.5 energy for every enemy eaten beyond the first two. 2 hours ago, Velitria said: This system allows for nerfing weapons and warframes easier How does it make it easier? You'd need to nerf mods then, which affects "normal" weapons too. Making stuff into exalteds won't truly remove the static values. All you do is magnify that static value into yet another higher static. Same effect is mostly achieved by buffing base values or having abilities have some sort of level scaling. Link to comment Share on other sites More sharing options...
Xycelium Posted October 15, 2020 Share Posted October 15, 2020 9 hours ago, Velitria said: Wouldn't it be nice though if he has invincible defense walls that could block pathing though? There are more obnoxious frames like Limbo, this buff would greatly help this frame stand out was my intention. Not really? Atlas's Bulwark can already do fine in terms of path blocking for the most part, but again, it being invincible wouldn't solve the main problems that exist within the ability currently. Besides, Atlas already stands out just enough in my opinion from the basis of Landslide existing in his kit. 9 hours ago, Velitria said: I suppose the amount of walls could be reduced to 2 or 1 but that wasn't really the focal point. Tectonics by default only generates 1 Bulwark, only through the augment (Tectonic Fracture) can it be increased to 3. And that augment requiring to be nerfed, would make me value the invincible 'buff' less. 9 hours ago, Velitria said: Petrify is expensive I will say that, but I half expected a universal loot ability (with augment through Helminth) to be expensive. Petrify is a CC ability and main Rubble source for Atlas first, and a loot ability for all Warframes through Helminth second; I'd like to focus on one Warframe, please. He still suffers from it's expensive cost, causing most builds requiring high Power Efficiency, use of Zenurik, and/or even Arcane Energize as it needs to be used frequently for effective Rubble building. Not sure it and Ore Gaze being available for other Warframes is fair to ignore the main issue. 9 hours ago, Velitria said: My suggestions weren't exactly what to fix with each frame, they are options for improvement of the game overall. Buffing and changing abilities without addressing their core issues does neither to improve both the Warframe and the game, as the ability would still have those core issues. It might make those seem more like a trade-off, but there's a point where it might as well be considered a handicap more than anything else. Link to comment Share on other sites More sharing options...
Velitria Posted October 16, 2020 Author Share Posted October 16, 2020 4 hours ago, Scruffel said: Buffing and changing abilities without addressing their core issues does neither to improve both the Warframe and the game, as the ability would still have those core issues. It might make those seem more like a trade-off, but there's a point where it might as well be considered a handicap more than anything else. Anyways, for that last part, I don't care to explain the issues as an essay for every single frame in the game. Nobody has the attention span for that at DE, and frankly, neither do I, even if I wrote it. I suggested the most easy to do fixes for each frame that would fit them better into balance with other frames. I haven't even gotten to most of the frames that need nerfs yet. Link to comment Share on other sites More sharing options...
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