WaifuJanna Posted October 18, 2020 Share Posted October 18, 2020 Right now the Eclipse spell is super weird, It always show the 75% dmg reduction OR the 200% dmg buff.. even if you are not even close to the 200% buff or 75% dmg reduction... Since Warframe doesn't work like this: (how the skill description should work to begin with) Lightning Yes - Darkness No Darkness Yes - Lightning No Its more like this and this is super confusing since the tooltip never changes.: A bit Lightning - A bit more Darkness A bit more Lightning - A bit less Darkness More Lightning - less Darkness Much More Lightning - much less Darkness Very Much More Lightning - Very Much Less Darkness ..... So my suggestion is a Quality of Life thing and FIX, just make it Shows CORRECT values, and actually put the TIMER (the same as other buffs) there. I post a screenshot to explain how it works now, and how to improve/Fix it. Link to comment Share on other sites More sharing options...
vanaukas Posted October 18, 2020 Share Posted October 18, 2020 Go to feedback, this is going to get lost here. Link to comment Share on other sites More sharing options...
Irhyo Posted October 18, 2020 Share Posted October 18, 2020 Just put it on a damn toggle already. Link to comment Share on other sites More sharing options...
DrivaMain Posted October 19, 2020 Share Posted October 19, 2020 No need to overcomplicate it. Light mechanic is terrible and impractical. No one is gonna miss it. Link to comment Share on other sites More sharing options...
WaifuJanna Posted October 19, 2020 Author Share Posted October 19, 2020 vor 8 Stunden schrieb DrivaMain: No need to overcomplicate it. Light mechanic is terrible and impractical. No one is gonna miss it. no the mechanic is not terrible its actualy super fun and needs positioning, the only thing that is frustrateing that the tootlip is not correct. Link to comment Share on other sites More sharing options...
kwlingo Posted October 19, 2020 Share Posted October 19, 2020 toggle is much easier. Link to comment Share on other sites More sharing options...
Xyngrr Posted October 19, 2020 Share Posted October 19, 2020 Just give Mirage Garrets light gem ( from Thief ) already. It's clear, it works, and you can even show a damage or defence icon and a number in it if you want to get fancy. Link to comment Share on other sites More sharing options...
quxier Posted October 19, 2020 Share Posted October 19, 2020 What about meter like Gauss' speed meter? We could see light vs darkness better that way. We don't need exact numbers. We just need to know if it's ~250 or 190 for example. Link to comment Share on other sites More sharing options...
Aadi880 Posted October 19, 2020 Share Posted October 19, 2020 I mean, the only real reason its not a toggle is because, if it was, it would be nothing more than a better version of Chroma's Vex armor and Rhino's Roar or any other damage buffing ability. Lets face it. It would be a single button press and suddenly we have a 800% boosted damage if it was a toggle. DE's not going to have it, I think, and its dependency on light is there purely to balance it with others... (Yes, Mirage's Eclipse works at night after the hotfix) You may not like it, (Hell, I don't either), but it seems we are not supposed to, and just deal with it. Honestly, I would rather opt in for some QoLs, because some parts of the map gives DR/Damage buffs even if their apparent surrounding lighting doesn't seem to match... Link to comment Share on other sites More sharing options...
0_The_F00l Posted October 19, 2020 Share Posted October 19, 2020 It really does need a better indicator. a Unique UI element like we have for Gauss, ember, nezha, nidus etc. would help but simple number identifiers are good too. Currently mirage is popular even without relying on eclipse so i do not see her as being a focus for the devs, it did not come with her PA , i doubt they will make the changes now. Link to comment Share on other sites More sharing options...
UUDDLRLRBA_START Posted October 23, 2020 Share Posted October 23, 2020 On 2020-10-19 at 6:23 AM, Xyngrr said: Just give Mirage Garrets light gem ( from Thief ) already. It's clear, it works, and you can even show a damage or defence icon and a number in it if you want to get fancy. Garret's light gem worked on a different system & engine. Link to comment Share on other sites More sharing options...
LarenaBot Posted October 23, 2020 Share Posted October 23, 2020 I would just have it be binary. Maybe slightly lower than the maximum buffs, if that's too op. Link to comment Share on other sites More sharing options...
trst Posted October 23, 2020 Share Posted October 23, 2020 Or just scrap the mechanic entirely. It doesn't matter how well information on it is displayed if there is virtually zero consistency in it relating to the actual light values of the map. It either needs to work in a predictable manner or get completely reworked and decoupled from local lighting. Otherwise it'll still be an rng driven buff most of the time. Link to comment Share on other sites More sharing options...
Corvid Posted October 23, 2020 Share Posted October 23, 2020 I'm with the people saying that a light level indicator on Mirage's hud would solve the problem. There's a lot of interesting potential to be had with a frame whose properties change with the ambient light level, and making that visible to the player would be a good first step toward harnessing said potential. Link to comment Share on other sites More sharing options...
Xyngrr Posted October 23, 2020 Share Posted October 23, 2020 12 hours ago, UUDDLRLRBA_START said: Garret's light gem worked on a different system & engine. Yes, I'm aware of that. I'm also aware how trivial it is to check the lightmap/dynamic level at the floor or any other salient point on a model bounding volume or limb and average the results of multiple probes, which you then index into a precooked ordered list of light> dark effect and change the brightness of a UI sprite element and the buff the skill provides based on this. The Dark engine had this tech literally decades ago ( which was cool to leverage at the time ), now it's literally trivial to implement. The simplicity of the task does not equate to the amount of yelling we're having to do to get this ' 3 hours on a friday ' QOL task implemented, so there's obviously other concerns with us having accurate and useful indicators as to the state of our warframe power. Link to comment Share on other sites More sharing options...
UUDDLRLRBA_START Posted October 26, 2020 Share Posted October 26, 2020 On 2020-10-23 at 11:31 AM, Xyngrr said: Yes, I'm aware of that. I'm also aware how trivial it is to check the lightmap/dynamic level at the floor or any other salient point on a model bounding volume or limb and average the results of multiple probes, which you then index into a precooked ordered list of light> dark effect and change the brightness of a UI sprite element and the buff the skill provides based on this. The Dark engine had this tech literally decades ago ( which was cool to leverage at the time ), now it's literally trivial to implement. The simplicity of the task does not equate to the amount of yelling we're having to do to get this ' 3 hours on a friday ' QOL task implemented, so there's obviously other concerns with us having accurate and useful indicators as to the state of our warframe power. Aware they are different game engines, but can Evolution engine do what you want? Eclipse was behaving weird depending if people turned on /off shaders and shadows for Chrissakes. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.