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Dreams of Content - Depths of Deimos 1.3


Nash

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This Post is a revived version of this original post. And I suggest you read this post in dark mode if possible... 

11509007ba.png The Goals of this post is to...

Solve and Connect the core part of warframe, of leveling weapons and frames and bringing them into a mode that tests both your knowledge and skills. While adding excitement and motivating rewards that make you want to grind for them, not every episode will have a video due to needing in-game footage but I will do what I can to portray my ideas. This post also has systems from other games that can help with challenges and allow content to be more... "Durable". Such as Damage caps and Critical resist because as of right now enemies in warframe are not durable in the slightest and cannot handle group play...
*This spoiler shows references used to create this mission mode (5 videos from 2 different games)

Spoiler

References used for this post
Boss fight examples and how weapon abilities enhance gameplay in a mobs/boss setting. This boss has an arsenal of deadly attacks that acts generally as an AoE, but also a mechanic that forces you to stop what you are doing and gather the symbols on the floor to indicate where players are supposed to stand to protect themselves from dying. In Solo it is easy, but in a raid setting it's extremely difficult because you have to compete with others for spots within a timely manner... or they die. This boss was so strong in raids because of this mechanic, it was so strong that it stopped many people from clearing, so strong people had to create mods that put symbols on the map for people to follow. This is how you create difficulty naturally, you set the terms and if people don't follow those terms, they die. Not only that the room shrinks depending on how low the boss's health gets. It's a prime example of how warframe bosses should be, tanky, tough, absurdly powerful, and fair. Bosses like this is how to create an obstacle to good/excellent rewards without depending on burning out a players lifespan grinding, because it rewards timing, skill and creates players.

This boss is part of gigantic raid that is 1 the of 4 Mini bosses you encounter in it.

Next up is... a dungeon based inspiration with an examples of how the Gun vs Melee debate can be fixed.

Windmill - A Melee ability that hits in a full circle that knocks down enemies, the range of it goes depending on its rank
Assault Slash - A Melee ability that allows you to jump onto an enemy that has been knockdown dealing additional damage.
Smash - A hard-hitting melee ability that's suppose to deal a huge amount of damage in 1 go.
Charge - A melee skill that allows you to rush towards the enemy hitting them your shoulder stunning them while reducing damage from ranged attacks.

And Ranged Abilities
Crash shot - A Ranged Ability for bows that shoots a special arrow that  splits apart dealing damage to nearby enemies stunning them.
Arrow Revolver - An Extremely fast quick draw stance, it allows the player to quickly fire fully charged hit scan arrows in succession although it demands that you stand still, you can move to change positioning.

This plays fits into the whole Gunplay vs Melee debate perfectly as it makes players choose what to use against the enemy. It makes range that much more exciting to use, since its not about shoot, but how you do it in a setting where there is a lot of enemies.

Another Example of Full Range combat that deals with groups of enemies.
Featuring
Crash shot - A Ranged Ability for bows that shoots a special arrow that  splits apart dealing damage to nearby enemies stunning them.
Arrow Revolver - An Extremely fast quick draw stance, it allows the player to quickly fire fully charged hit scan arrows in succession although it demands that you stand still, you can move to change positioning.
Magnum shot - An ability that fires an extremely powerful arrow with enough force to hit multiple enemies with splash damage similar to Warframes melee follow-through stat.

Another example of a High level dungeon instance meant for raiding, but if you are strong or good enough it's capable of being completed solo. Using melee abilities to aid in movement and damage.

 

 

11509007ba.png Tackling challenge, and face it directly by introducing bosses that actually fights you, brandish their power, while staying completely fair to the player.
*This spoiler talks about how enemies in warframe force you to play one way or another, and sometimes doesn't even allow you to think. Using examples from the game such as Teralyst and its variants.

Spoiler

TL;DR - Tougher/Stronger enemies should be telegraphed unlike their fodder counterparts, and their attacks need to have a larger effect radius that has either a specific AoE pattern or effect that gives that unit personality. And if you get hit by this enemy you should take immense damage. The lack of animations in enemy units like Profit-Takers turret is precisely why warframes combat will never progress any further than where it's at right now, although Deimos has made strides with its animations I think that is mainly due to infestation being a primarily melee faction. 

Warframe has this problem where the damage just happens, and you either do one of two things, tank or stay out of sight. That's a problem because there is no counterplay and it doesn't take advantage of the Warframes movement system. There are far too many times where Bosses or Enemies one-shot or kill you because they simply have auto-targeting. This creates a lazy gameplay loop of being seemingly unstoppable which isn't a problem for fodder enemies, but for more advanced enemies like Zealoid Prelate, Profit-Taker, Eidolons, Kuva Lich's, the new Jackal are all guilty and should be completely different from the run of the mill fodder. I'm talking High damage, Telegraphed attacks, that either assault you directly or affects the area after the initial impact. In Warframe all these enemies aim directly at you because DE is trying to keep the game realistic as possible. This is a problem because this makes players default to 2 things, Shield gating and Adaptation. Because they already know they will be getting hit and they can't do anything about it. 

Against fodder, this isn't entirely bad as it creates a power fantasy of you being unstoppable.

Against much tougher units this shouldn't be the case as these enemies should have much better quality in terms of attacks. For example, removing Seeking Bullets from Eidolons but instead have them attack your last known location that explodes in an AoE. Forcing you to move or get hit and have them do it less frequently so it isn't like you are dealing with a constant toxin status.

The same thing with Hydrolyst, the lightning strikes are far too frequent and would benefit more from being stronger but slower, punishing you for staying in a position for too long as the battle rages on they could be more frequent but not so much that it's pouring rain.

Profit-Taker is another example of this laziness, with her turret shooting at you, Shield gating? Impossible. Without Adaptation or Guardian. She is a complete nightmare because she auto locks on to you with her turret. That turret could benefit from having telegraphed attacks like the rest of her body.

I can go on but you get the point... But this doesn't mean that players should just jump around like madmen, I personally feel certain actions or abilities should aid in how you play like reducing the damage when charging up an attack, or an ability that can act as a dodge those sorta things, while allowing warframes combat to evolve.


And then there's how to make the A.I better to create challenges... Honestly If I had a way for enemies or bosses in general to act a bit smarter. It would be that aggression/aggro should also be based on either how much armor a warframe has, how much damage a player deals, if they are a healer or low on health. Having these sort of behaviors in will make Bosses much much more deadly and seem smarter.

Episode I - Depths of Deimos Expedition (Current Episode)
Level 50-80 - 1 to 4 man mission 
Mastery Rank 14 requirement and rank of Associate
Mission Directors - Mother, Father and Loid
* Depending on what Wyrm is currently watching over the Drift rewards during the expedition will be different and is set in stone
*  Can be attempted twice per Wyrm cycle, and requires a Entrati Key to enter, Entrati Key Blueprint x1 can be bought from Loid for 35,000 standing
Requires 1,500,000 Credits, Processed Vome and Fass residue, and 15 Orokin Animus Matrix. 

* This spoiler contains everything you could expect in the Depths of Deimos from the bosses, attacks (how much damage), drops (loot), mechanics, and rewards that will make a player want to replay it maybe.                                                                                              

Spoiler

During Vome's watch, and Fass's blood seeps into the environment. Lingering Wrath Difficulty is unlocked.       
+15 Levels to normal Infestation. Enhanced Health.
Deimos Leukocyte Boss Fight becomes available.                                                                                                          

While Fass is watching, and Vome's blood seeps into the environment. Guiding Light Difficulty is unlocked.
Infestation within the expedition are less frequent and violent.
+30% Resources from all sources within the expedition area.
Deimos Leukocyte is Unavailable.

Stage 1 - Charged Up Gatekeeper
Gathering Bait to open a path to the Ruins

Stepping out into Drift prompts Mother to speak about the Heart, and how its brief existence in the present may have had some effects on Deimos and wants you to find out what the situation is within the Entrati Ruins.

Loid prompts the player to gather some bait to enter the ruins, but when you approach the pieces of wyrm flesh have already been consumed by the infestation in the area, depending on what Wyrm is watching Deimos they will either have decreased speed and numbers or a high-level rex variant among them. When all bait is collected head to the entrance of the ruins. This part of the mission is the same as the bounty version where you have to defend the bait station but against more spawns and heavier units. If the bait station is destroyed the mission ends, and you will be forced to go back to Necralisk, there is no forgiveness. 

After the bait station has been defended and all nearby infestation has been wiped out, heavy footsteps can be heard coming from the tunnel leading into the ruins. Loid notifies you that a Voidrig may have followed some of the infestation up to the surface. When the Voidrig appears it appears it's pristine, aggressive, and fully charged with Void Energy.

Level 65 Charged Voidrig

Health: 1,260,000 Shields: 2,350,000 Damage Cap: 250,000 
Critical Resist: 30%
Weakness: Radiation +++ Electricity ++ IPS + Elements +/-

Unlike the regular Voidrig, Charged Voidrig will take damage anywhere you shoot it, but decreasing its energy by attacking its arms and back will decrease its damaged reduction making it susceptible to more damage. This Voidrig also has telegraphed attacks and targets in wide arching sweeps, and because it has been charged by the void, it's mausolon can fire it's secondary firing mode multiple times in succession.
Attacks

Spoiler

Mausolon Sweep - An 170 degree sweep firing left to right or vice versa. 80 damage per hit, Heat status effect - 2% Health/s.

Void Shock - After leaping in the air, C. Voidrig will hover and then activate Storm Shroud. C. Voidrig will slam down headfirst releasing Storm Shrouds energy in 8m Radius. Shooting Voidrig while Storm Shroud is up will boost its range and damage. 400 Damage on Impact/800 Shockwave damage. 
* Getting hit by shockwave will reduce Ability Strength and Duration by 30% for 15 seconds, getting hit also gives C.Voidrigs Mausolon 1 Charge and +30% more status.

Void Charge - C. Voidrig will release a distinct chattering noise before activating Storm Shroud. C. Voidrig will then choose a player before charging in a straight line. If C.Voidrig receives any damage during Storm Shroud both its Range and Damage will increase.  300 Damage on hit. After hitting a surface Voidrig will dispel Storm Shroud on its own releasing a disabling Magnetic AoE. This AoE removes all buffs and has a range of 15 meters.
* Getting hit by shockwave will reduce Ability Strength and Duration by 30% for 15 seconds, getting hit also gives C.Voidrigs Mausolon +30% more status.

Necraweb - C.Voidrig will chatter and toss a graviton canister towards a player, before charging its mausolon firing out a powerful blast that ignites the fluid causing a huge explosion. Any players caught in the fluid will be slowed. Damage 1,500 Damage and Ignores Shield Gating. Heat status effect - 2% Health/s.
* Getting hit by Necraweb will reduce healing effectiveness by 20%

Mausolon Burst - C. Voidrig will charge up its Mausolon before releasing 3 powerful beams that explode on impact. 150 Damage on hit, 200 Explosion Damage.
* If C.Voidrig has any charges on its mausolon the player will suffer a heat proc that deals 10% Health/s

After Depleting Shields

C. Voidrig gains Gravemines, Pre-Nerfed Void Shroud and Guard Mode

Guard Mode - has 3 Variants. One that starts shooting from its feet then traveling outward in a straight line, a complete circle around it, and finally a straight line outwards then an arch going left to right or vice versa. 200hp per hit.

Gravemines - C.Voidrig launches charged mines that deal immense heat damage, Voidrig walks slowly while this is activated. 50 damage per hit. Heat status effect - 6% Health/s.

Storm Shroud - With shields depleted C.Voidrig starts using its stocked up Void Energy to produce a damage reflecting shield, attacking C.Voidrig with basic weaponry increases Storm Shrouds health. Cooldown 40 seconds.
 

Drops Guaranteed on Death
1,200-1,800 Endo
7,000-9,000 Kuva
175,000 Focus
Chance to drop either Rank 0-2 Theorem Demulcent
Chance to drop either Rank 0-2 Boil and Shock
70,000 Credits 
2 Cyan Stars
1 Amber Star
10 Common Deimos Gems
2-4 Uncommon and Rare gems
5 Grandmother Tokens

Stage 1.2 to Stage 3 - Expedition Hazard: Living Ruins

As soon as you step foot into the ruins, it will actively try to purge you from it. The Infestation will lock you into caverns forcing you to kill any infestation that spawns in, spawns will vary from 1 to 4 waves, waves near the end will spawn apex versions of enemy units that serve as mini-bosses. During Lingering Wrath all infested enemies will gain +15 Levels, including Apex infested. Rooms cleared will not respawn infestation.

Within the ruins there is 4 Requiem Obelisks, hitting the reactive crystal will allow them to absorb the lingering Void energy in the area left behind by the Heart of Deimos. Protecting the Obelisk from infestation will become a mission directive failing to protect the obelisk will result in it collapsing and unable to restart. Pay attention to the Requiems as the correct sequence will unlock the door to the Deimos Leukocyte.

Stage 2 - Quakes in the Deep

Toxic gas is permeating inside the Entrati Ruins, as players get closer to the Deimos chamber all rooms before it will have cracks that leak out toxic gas, this toxin removes all buffs including arcanes. The toxin also lowers Power ability efficiency by 30%. Enemies that walk into the gas are infused with Toxin damage. After stepping foot into the chamber and destroying the Large Infested Cyst a Deimos Behemoth will spawn. Unlike regular Juggernauts, this Behemoth will take damage like a regular enemy with slight damage reduction, when attacking weak spots it will take increased damage.

Level 70 Deimos Behemoth
Health: 4,260,000 Damage Cap: 250,000 
Critical Resist 45%
Weak spot Critical Resist: 15%
Weakness: Corrosive +++ Heat ++ IPS + Elements +/-

Attacks

Spoiler

Toxic Plume - Deimos Behemoth fires lobs of toxin over the player until it becomes a plume. After reaching its full size, it will then rain causing toxin damage over time in an 18-meter radius. Toxin damage 5% Health/s.

Toxic Rush - D. Behemoth will roar before rushing towards a player. During its rush, its feet will become a bright green with every step, toxin cracks form spewing toxic gas outwards slightly before rising into the air. Rush Damage deals 600 damage, The Gas damage hits multiple times and deals 130 damage per second.
*This version is a slowed-down version of the normal juggernaut's charge and has a proper running animation.

Quake - Behemoth stands up on its hind legs and shatters the ground beneath it rupturing the infestation underneath. Depending on the color of the Behemoths forelegs quake will have different effects. If yellow, the juggernaut will cause a grounding breaking shockwave that starts from underneath the Behemoth going outward if green toxic infested growth will cover the floor in a fan-shaped AoE, and Toxin Infused Infested will spawn from it. Shockwave damage starts from a flat 1000 Damage and reduces to 250 damage  the farther you are.

Toxic Breath - Behemoth will glow brightly and take a stance before firing out a plume of gas from its mouth, it will either fire straight forward or, brandish it from side to side. Gas Damage deals 10% health/s.

Septic Shock - Behemoth opens the maw on its back, tentacles then fly out and impale the ground beneath it. Behemoth releases a powerful roar that not only summons infestation to the area but creates giant pus bubbles that grow and explode dealing heavy damage. Pus Bubbles deal 800 Toxin Explosion damage. Toxin status deals 3% health/S.

When Deimos Behemoth only has 30% of its health left it will become invincible by connecting itself to the surrounding infestation and try to recover its health, 3 Green Infested Cysts with 70,000 infested health will spawn in the chamber, destroying these cysts will prevent the Behemoth from healing and reduces the duration of its berserk state. Failing to stop the healing process will result in Deimos Behemoth recovering 20% health and its Berserk buff becoming permanent.

Abilities unlocked at 30% Health

Berserk - Deimos Behemoth's body will glow orange and have a toxic aura that deals no damage around it. All damage is increased by 30%. Lasts 60 seconds can be removed with 35,000 Radiation damage to its weak spots.

Apex - Behemoth can call in 2 Saxum Rex's to aide it in battle, when Saxum's are out on the field, the basic variants of infestation can no longer spawn in. 

Drops Guaranteed on Death
1,400-2,000 Endo
7,000-9,000 Kuva
195,000 Focus
70,000 Credits
Chance to drop either Rank 0-2 Theorem Infection
Chance to drop either Rank 0-2 Residual Boil and Viremia
3-4 Cyan Stars
2-3 Amber Star
10 Common Deimos Gems
4-6 Uncommon and Rare gems
10 Grandmother Tokens

Stage 3 - The Matriarch
After defeating the Deimos Juggernaut, regular Necramechs will sometimes appear in caverns. As you head deeper into the Ruins, battle against the infestation becomes a lot harder with them reaching their max mission level and Rex variants become a lot more frequent until you reach either the Deimos catacombs or downfall. Upon reaching the designated location, you will spot a pristine bonewidow, with air completely different from the ones you've come across. Father notifies you that this Bonewidow has been locked in hearts chamber guarding it, he deduces that when the heart came out of the void and infestation started to creep in, it made its way out. He tells you to be careful as this Bonewidow can summon Voidrigs in the area to aid it in battle, he calls her the Matriarch. The Bonewidow Matriarch is the pseudo final boss of this Expedition and carries a Morgha. 

Level 80 Matriarch 
Health: 5,135,000 Shields: 970,000 Damage Cap: 250,000 
Critical Resist with Shield Maiden: 55%
Critical Resist without Shield Maiden: 25%
Weakness: Radiation +++  Electricity ++ IPS + Elements +/-


Attacks

Spoiler

The Shield Maiden - Matriarch's Shield Maiden is a lot stronger than the other Bonewidows who have been through battle, and after being stuck in Hearts Chamber for so long, its energy reserves are maxed making it a lot harder to destroy
*Shield Maiden is 180,000 Alloy Armor Health and is separate from is not a separate entity, S.Maiden just adds Critical Resistance to the Matriarch and unlocks her Ironbride.

Shield Blow Counter - Getting into melee range and hitting Shield Maiden will result in a block, subsequent blocks and then a counter after a certain threshold is met. These blocks have 85% Critical resistance. When the threshold is met, Matriarch's shield will flash blue, enlarge, and then be shoved forward lifting the setting out small energy burst that lifts the player. The counter has a cooldown of 30 seconds. Counter Damage is 300 Blast damage, along with the Lift status.

Shield Charge - Matriarch charges forward with her shield, players hit will suffer 100 damage along with a 25% reduction to bullet jump. When 50% of her Health is depleted, she will always shield charge after firing her morgha.

Ironbride - Matriarch switches to her exalted war blade, while Ironbride is out Shield Charge procs Radiation and does 500 Damage on hit. The matriarch selects a player and walks towards them before doing a 3 hit combo on their location. When Matriarch is under 30% Health, the Combo will end with either a shield charge or a Heavy swing that shoots a wave energy. Getting hit by the energy wave will do 500 Heat damage. Heat status deals 4% health/s. 3 Hit combo deals 140, 300, and then 750 damage respectively. While the heavy blade swing deals 2000 damage. Hits also have a chance to proc the heat status.
*Destroying Shield Maiden will also disable Ironbride, Ironblade will also deactivate after 25 seconds. Swapping back to the Morgha.

Morgha - Matriarch takes a grounded stance and fires her morgha, either in a straight line start from her location going outwards or left to right. Getting hit will knock down the player and will take increased damage for 15 seconds.
*Getting hit by the Morgha will give it a life essence stack, getting hit 3 times will result in a Tracking Volley that ends with an Energy Explosive round that deals 2000 damage with 100% Heat status proc. Getting hit by this Explosive round removes all buffs and prevents healing by inflicting you with a cauterize status, an advanced version of Heat. This lasts for 15 seconds. Heat damage 7% Health/s.

When 50% of her health is depleted
A Maiden with no Equal - Matriarch jumps into the air and hovers, as she hovers spheres of light will float out of her shoulder vents. These Balls of Light will enlarge and burst, releasing homing projectiles that target the player's last location. During her hover, she can either fire her morgha for a bit that tracks the player slightly or crash land squashing foes under her shield. Homing projectiles proc the magnetic status chance and reduce power strength and duration by 40%. Slam damage deals 400 Damage and reduces movement speed by 10%.
* Shooting her vents will stop this attack, Threshold of 25,000 damage must be met for both shoulders. After 20 seconds she will come done on her own.

Passive Abilities
Decree - Matriarch will summon Voidrigs into battle, these Voidrigs will either jump in from an unknown location or crash land next to Her immediately entering Guard Mode. The Voidrigs will bombard the area in patterns together or one after the other, firing in straight lines starting from them going outward or side to side.
*These Voidrigs are destructible and can be hit anywhere, Necramech Health is 150,000 Machinery Health.

Shield Regen - After 60 seconds, her shield will regenerate and become useable once more.

 

Drops Guaranteed on Death
12,000-19,000 Kuva
270,000 Focus
180,000 Credits 
Chance to drop either Rank 1-3 Theorem Infection, Theorem Demulcent, Theorem Contagion
Chance to drop either Rank 1-2 Residual Boil, Malodor, Viremia and Shock
3-6 Cyan Ayatan Stars
2-4 Amber Ayatan Star
0-1 Violet Ayatan Star
6-9 Uncommon and Rare gem
15 Grandmother Tokens

Rare Rewards during Lingering Wrath
Rare Chance to drop Arcanum - Great Divide, Arcanum - 6 Star, and Arcanum - Ceremony
Arcanum Glyph I for Great Divide
Arcanum Glyph II for Ceremony
Umbra Forma Blueprint

Upon defeating the Matriarch, the ruins are free to explore. If Depths of Deimos was started under Vomes watch. Lingering Wrath will unlock the Deimos Leukocyte Boss fight. Defeating the Leukocyte has a higher chance to drop Arcanums and the Arcanum Glyph V for 6-Star. The Deimos Leukocyte was created by Deimos's immune system in reaction to the battle with the Deimos Behemoth, the Death of Fass, and the extraction of void energy from its flesh. To unlock the Chamber leading to the Deimos Leukocyte you must complete all Obelisks in the order they appear. The Chambers door will feature all requiems and requires the correct order to unlock it. Defeat the Living Chamber and then the Leukocyte. The Living Chamber is a large Orokin room with a pit in the middle, this pit is alive and it along with the infestation that spawns in must be defeated before you can fight the Leukocyte. The Deimos Leukocyte is a red and gray 2-Headed Lephantis with an infested drape over the head, unlike the other Lephantis variants, the Deimos Leukocyte takes damage no matter where you shoot it or hit it, but weak points opens up whenever it attacks grants increased damage.

Level 75 Deimos Leukocyte
Health: 6,835,000 Damage Cap: 250,000 
Critical Resist 65%
Weak spot Critical Resist: 15%
Weakness: Corrosive +++ Heat +++ IPS + Elements +/-

Attacks

Spoiler

Infested Ancient Leukocyte Move list
Song of Fass - The Ancient Leukocyte harnesses its powers gained from the Blood of Fass, Song of Fass allows the Ancient Leukocyte to fire beams of energy. This beam comes in 3 variants a left to right zig-zag pattern that starts slow and speeds up the further it goes out increasing in range and damage, a tracking beam that chases after the player trailing behind them, and a beam that hits a single area, this beam starts to condense becoming more powerful and eventually causes the area that was hit to explode dealing heavy damage.

Exhale - Ancient Leukocyte takes a deep breath and looks down before exhaling out a poisonous vapor, this vapor slowly travels outward coating the floor in toxin, this toxin lasts for 2 seconds on the floor, and Leukocyte has the option to spread it faster by using its flaps.

Hymn of Chaos - The Ancient Leukocyte opens up its flaps and starts to hum, its flaps begin to vibrate, all infestation in the area will have their damage buffed, and the Infested Brute Leukocyte will gain toxin damage.

Bloom of Disorder - Cocking back and then spitting out an infested spore, after the spore lands the infested pods sprout and burst. Releasing infested enemies, being near the infested growth when it bursts deals heavy toxin damage and inflicts a toxin status.

Burst Flare - Ancient Leukocyte will charge will up infested energy before firing 3 massive balls of energy one after the other that target the players last location.

Infested Leukocyte Brute Move list
*Leukocyte Brute has 2 weapon forms unlike the Grineer Lephantis, it does not have a disgusting morbid scythe but a hammer that can split into an infested whip and hammer.
Gavel of Fass - Raising its giant infested hammer then slamming into the ground will create a splitting shockwave that travels along the ground it will cause an explosion of infestation soon afterward. 

Punishment Quake - Leukocyte Brute takes its hammer and slams the floor 3 times, with the last slam ending with it opening up its mouth and spitting out a stream of corrosive acid that tracks the player if it is in front of it. If not it will spray the acid left to right. This acid lingers on the floor dealing damage to a player if it is stepped on.

Roar - Brute Leukocyte shouts, releasing a visible wave of energy that travels in a cone, getting hit by this energy removes all warframe abilities.

Berserk - The Leukocyte Brute, howls and buffs itself increasing its damage and its tripod body's movement speed.
- Under Berserk its main body will gain the ability to slam itself on the ground causing a slow-moving pillars of infested energy that travel outward, these pillars block any projectiles, except for ones with 1m+ Punch-through.
- Under Berserk, Leukocytes main body will stomp around in place causing the objects from the ceiling to fall onto the map, these objects can be be used as platforms and can be destroyed but being underneath them when they land do an immense amount of damage

Judge of Chaos - Leukocyte Brute will split its hammer into 2 seperate weapons a single hammer, and an infested whip. Its once conjoined arms split into two and due to ripping its flesh, the exposed flesh will become weak points at the cost of gaining more attacks. Useable at 70% Health.

Brute Leukocyte under Judge of Chaos
Lash - Brute Leukocyte lashes out its whip, sweeping it against the floor then slamming its hammer into the ground. Getting hit by the whip will knock the player over.
- Variant to Lash is for the Brute Leukocyte to slam its whip down diagonally. 
Bash - Brute Leukocyte slam its hammer down then exhales a poison gas, starting from its right to left or directly at the player.
- Variant to Bash is that brute Leukocyte can charge an Acid bubble and fire it at the player when it is fully charged, dealing a massive amount of corrosive damage.

- Chaotic Rampage - Brute Leukocyte will roar slamming its arms together then slamming it on the ground creating a massive shockwave that has some verticality of 10meters, then it will begin charging up releasing a bright gas with infested energy that goes left to right, while its Ancient twin releases a beam of light that goes right to left. Getting hit by the shockwave will lift the player into the cross-section of their breath attacks dealing heavy damage if hit. After this attack the Leukocyte Brute will return to its normal conjoined hammer state. This attack goes through shield gating.

Desperado: Commandment of Disorder
At 30% Health, the Deimos Leukocyte will shout create spore pods similar to the Living Chambers and start charging up the energy within, these pods when destroyed will push out platforms you can stand on, you must destroy these pods and travel upwards, failing to do so before the Deimos Leukocyte finishes charging will result in death when the Deimos Leukocyte releases Commandment of Disorder. The Brute releases its poisonous gas while the Ancient releases furious light that combines and then explodes. This attack goes through shield gating and deals a huge amount of damage, capable of even killing Inaros in one go.

Drops Guaranteed on Death
14,000-19,000 Kuva
270,000 Focus
180,000 Credits 
Chance to drop either Rank 1-3 Theorem Infection, Theorem Demulcent, Theorem Contagion
Chance to drop either Rank 1-2 Residual Boil, Malodor, Viremia and Shock
3-6 Cyan Ayatan Stars
2-4 Amber Ayatan Star
0-1 Violet Ayatan Star
6-9 Uncommon and Rare
15 Grandmother Tokens
Chance to drop the Tradeable Rare Weapon - Malicyst, an Infested Hammer made with the bone and flesh of Fass comes with a unique upward Golf swing charge attack that increases in damage and range the higher your combo multiplier is, although this charge attack has a long wind up, it has innate damage reduction of 75%. Critical chance increases the more Toxin damage you have equipped. Obtainable only in Solo.
8e8884f202.png

Rare Rewards during Lingering Wrath
Rare Chance to drop Arcanum - Great Divide, Arcanum - 6 Star, and Arcanum - Ceremony
Arcanum Glyph II for Great Divide
Arcanum Glyph III for Ceremony
Arcanum Glyph V for 6-Star
Arcanum Glyph II for Page One
Umbra Forma Blueprint

Universal Expedition Challenge Rewards

Spoiler

For Warframes
Clearing Depths of Deimos in a Squad - Grants the Warframe used in the Expedition a Permanent +150 Health Boost.
Clearing Depths of Deimos in a Trio - Grants a permanent +3% Power duration boost to the Warframe used in the Expedition.
Clearing Depths of Deimos in a Duo - Grants a permanent +120 Armor + 300 Health to the Warframe used in the Expedition.
Clearing Entire Depths of Deimos Expedition Solo on the Lingering Wrath difficulty - Grants a permanent +5% Power Range and +150 Energy to the Warframe used in the Expedition.
Clearing Depths of Deimos Lingering Wrath with Clan Members - Grants a Permanent +6% Power Strength to the Warframe used in the Expedition.
Defeating Deimos Leukocyte solo without Dying - Grants a Permanent +300 Health to the warframe used in the Expedition.
Defeating Deimos Leukocyte as a Duo without dying - Grants a Permanent +100 Armor +2% Power Duration to the warframe used in the Expedition.

For Weapons
Clearing Depths of Deimos under 30minutes - Grants the weapon used in the expedition a permanent 15% damage boost and 5% Critical Crit chance.
Clearing Depths of Deimos Lingering Wrath Solo - Grants a permanent 25% damage, 0.3x Critical Multiplier, and a  0.3 Multishot boost to the weapon used in the Expedition.
Defeating the Deimos Leukocyte with no Death - Grants a permanent 0.5x Headshot/Weak point Multiplier to the Weapon used in the Expedition.

Arcanums

Arcanum - Great Divide, a technique lost to time that was used by Tenno Grandmasters during the Old War. By empowering your warframe with void energy, stand your ground and cleave your enemies in two or perhaps leave nothing behind. Hitting enemies with Great Divide can grant a bonus critical chance based on your combo meter, this ability reduces all incoming damage by 40% and requires an extremely strong attack to break its cast. Damage, Range and Crit Chance Multiplier buff increases per rank. CD 8 Seconds and requires a 4x Combo Multiplier to be used.

Arcanum - 6 Star, a technique lost to time that was used by Tenno Grandmasters during the Old War. By channel void energy though your warframe, give shape and summon 6 Arrows of Light made of void energy. These arrows deal True Void damage and uses the total amount of damage from the bow it is being fired from, the arrows themselves have their own crit chance and multiplier, but depending on if your aim is true hitting the enemy or hitting headshots can allow you to increase your damage with every arrow fired. Head shots increase Critical Chance and the Multiplier these buffs increase with every rank. Cooldown 12 seconds.

Arcanum - Ceremony, a technique lost to time that was used by Tenno Grandmasters during the Old War. Brandish and Twirl your longsword channeling your energy into the sword then plunging it into the ground creating a sacred ground, blessing your allies with buffs depending on your Focus. Madurai gives bonus Elemental damage, Unairu bonus Health and Armor, Naramon gives bonus melee damage and true damage, Vazarin increases healing effectiveness and removes status effects, and Zenurik Bonus Energy and Energy Regen. CD 60 seconds, Duration 25 seconds.

Arcanums have 8 ranks, and requires Focus to level them. For Example. Complete Arcanums can be traded at Rank 0.
Rank 0 requires 200,000 Focus 
Rank 1 requires 450,00 Focus
Rank 2 requires 600,000 Focus
Rank 3 requires 1,200,000 Focus
Rank 4 Requires 1,900,000 Focus and 1 Argon Crystals
Rank 5 Requires 2,800,000 Focus and 2 Argon Crystals
Rank 6 Requires 4,900,000 Focus, 2 Forma and 5 Argon Crystals
Rank 7 Requires 7,200,000 Focus,  3 Forma and 15 Argon Crystals
Rank 8 Requires 19,000,000 Focus,  2 Aura Forma and 20 Argon Crystals

Focus points have been left to do nothing since Focus hasn't been touched in an eternity, this is a good way to use those pent up Focus points. A sink for focus points. This requires alot of investment and is something for long term players to obtain.

 

Future Episodes

Episode II - Wailing Eidolon Expedition

Quakes are hitting Cetus, although the Unum protects us, natural disasters are beyond her. The Quills say that the grineer are up to something in the plains, find out what they are doing and take care of it... - Konzu

Episode III - Cruel Winter Expedition
Exploiter is back, stronger and colder than before. It's going take more than just diluted thermia to take her down, head to the Temple of Profit and see what we can find out about her new upgrades. - Little Duck

11509007ba.png What is this really Nash? What is an Arcanum? What are these rewards? And why the hell do they have so much health...

Spoiler

What is this really?
Warframe has an issue with sustainable repeatable content that can cater to both mid and veteran players, Content in warframe needs to revolve around 3 things.

1. The Core of the Game, people say that it is just to jump around and kill things. Those who have been playing a long time know that this game is based around leveling things up and collection. Content that is released by DE, only caters to the collection part, once you set out to obtain it, it is done, Weapons and Warframes should travel and level with you as the game progresses. The Expedition rewards are based on that, this means every time a new warframe or weapon comes out, you can increase its potential further beyond the use of mods by taking it on an expedition. This creates a  replayable loop for future weapons/warframes and since you can gain stats from instances rather than mods, this creates a difference between players, showing accomplishments and a higher level compared to regular players. 


2. Recruitment and Clans, Content like expeditions can lead to new sort of clan events, such as the first group first to clear or tie expeditions into clan activities. Expeditions or missions like it, will promote group play and create clans. With enemies being tough and somewhat difficult to handle those who aren't strong enough will stimulate the recruitment channel, and with each update with new frames and weapons, even more so.

3. The Market Place, Arcanum's and the Glyphs used to create them are the rare items of these missions, at the moment there are talks about how gunplay is stale and is lacking compared to melee funny enough I've said this already a while ago. And my statement remains true to this day. Arcanum's are weapon skills to create diversity amongst players, to create personality among weapon groups, focused more around the style of gameplay while keeping gunplay fresh. Since Arcanum's are rare, people will seek them, and Arcanum glyphs are building blocks to create a complete Arcanum similar to the arcane system. This will create a supply and demand and another addition to warframes "endgame".

What is an Arcanum?
Arcanum's are weapon techniques for all types, that utilize operators Void Energy to perform, Arcanum's are rare and only drop from difficult content or semi difficult content like this make-believe mission type. Arcanum Glyphs are pages that complete the Arcanum and can be found by killing enemies that drop them, for example, Arcanum Glyph I for Arcanum - 6 Star can be found or farmed from Steel Path Hydrolyst. These glyphs create content for forgotten areas. And will continue to create content for every new player or new Arcanum that gets released. Each Arcanum requires 5 Glyphs to become complete.

This idea is based off of a way to obtain skills in a game called mabinogi where you first learn about the skill then collect the pages from different enemies both easy and absurdly strong to complete it https://wiki.mabinogiworld.com/view/Arrow_Revolver 

Adding new abilities to the game creates excitement and takes very little animation effort to produce, and since warframe is all about collection people will want to collect these skills to add to their arsenal.

What are these rewards?
Mid to veteran level rewards for the effort you may put in, as someone who has been playing games for a long time, I know what makes a game difficult. And it isn't based on their level alone. Its what they do, and how much health they have. The time you put in along with the effort should be rewarded handsomely. That is what I believe anyway...

And why the hell do they have so much health...?
They are built to last a while throughout content, for example what would you prefer a boss with 300,000 health that interrupts the fight constantly with invincibility mechanics that's flinching all the damn time and halting the progress of battle, or a boss thats in a setting that you know is going to be tough and have to be prepared to fight against, to use the movement system against. Very seldom did I put in invincibility, because I hate boss fights that interrupts flow and isn't free flowing. Health and dangerous attacks that can kill you should act like the invincibility mechanics due to what they can do to you, invincibility should only be used in seldom. Plus having extreme amounts of health means they will stay durable throughout updates and provide a challenge battle for clans and groups. Plus this is really awesome because that means streamers will have more to do with their followers than survival with enemies that don't die from a single gram slap, but can actually put up a fight. These bosses are meant to be hard, and with difficulty comes questions, and with questions comes the need to find an answer which will lead to twitch viewers and youtube viewership. Warframe isn't confusing but if you add enemies that will shake up the norm and how players play expect numbers to jump, because people will be itching to get better, to get at those new rewards.

Why are some weapons/items only available in solo?

Rarity, the market place and showing how "PRO" is very important for PvE games like Warframe and a person who commits time into warframe should be rewarded for it. This is a no brainer. Having an influx of new weapons in the shop or market place that anyone can kill prices, being absolutely accessible is the main reason why primes are worthless and hold no value. Value makes people want to play, want to invest, want to get. If it has no value no one will want it. This is why weapons like the paracesis, vitrica, gram prime come and go because they don't have any real value to say I worked hard for this.

11509007ba.png Why Critical Resist? And how will it benefit Warframe? 
Critical Resist is a stat, that was used in an old game called Dragon Nest. At the moment Warframes critical system is very unhinged and there isn't a system in place that curbs how it's used. Although I'm all for power fantasy on fodder when it comes to actual content it's a killjoy when they just evaporate, but that depends on the content. Things like Midgame/Endgame/Raid Bosses or puzzles is what I consider content as that is how it's been for all my life and sometimes I would like to play with a group without the boss immediately dying or limping in 0.5 seconds. As we know Critical hit is a stat that deals additional damage based on the chance for it to land and the damage multiplier. This itself isn't a problem, but with the addition of Orange and Red crits, the damage becomes a bit too rampant, especially on more important enemies that are supposed to pose a challenge. Critical Resist is there to help ease that beating so more unique enemies can pose more of a threat and in turn create a challenge. After all, a fair challenge can't exist if your adversary has no toughness.

Spoiler

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How Critical Chance works

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How Critical Resist works


11509007ba.png Why Warframe needs Pacing, Culture, and Techniques. Why Weapon abilities will fix that gap between Gunplay and Melee. How much Potential warframe combat actually has using actual Warframe combat.

Spoiler

Warframe has core issues with its combat that was brought up in the most recent devstream, Gunplay vs Melee has become a huge topic, but DE missed the ball on this topic. As they talk about adding new mods they miss the core reason as to why Warframes gunplay has lagged behind. Let me ask you a question... if Naruto combat was all about throwing shuriken's and kunai's do you think it would be as great of a manga? No. It wouldn't, why is that? Because Naruto has diversity in fighting styles, cultures, and techniques. Now I'm not using Naruto just because of the "Ninjas Play Free". I'm using Naruto as an example to show why Warframes Gunplay is lacking and that is because Warframe lacks techniques and a system behind it. 

To its very core, gunplay behind warframe is... boring. You aim, you shoot. The only thing that makes it interesting is the movement system. But you're probably saying that's what gunplay is... Listen Warframe isn't call of duty, that means it isn't tied to just simply aiming and shooting. Utilizing Warframe energy or Void energy could be a way to enhance the gunplay maybe use it to perform some hand-to-hand techniques or gun techniques. For example, DE could create a technique that charges up your warframes arm with energy which it can then use to punch an enemy unit, this energy could explode, cracking the armor of enemies within a certain radius or lifting them into the air increasing the damage done to them. Then just add damage, and it'll start competing with melee because players will have to choose what they want to do and how they want to play. The idea of giving mods to fix the disparities between melee and gunplay is wrong as it doesn't make gunplay evolve, add skills or abilities players can pick and choose then give it damage along with the ability to hit groups. Games like Devil May Cry, Dungeon Fighter Online, Dragon Nest, shucks any game out at the moment with ranged weapons and mystical powers do this. Why should Warframe fall behind? Plus adding skills as drops will make players want to grind for it, if they love the look of it and what it can do.
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As for Melee
Melee in Warframe has no Culture, no Concept, and no Technique behind it
literally. DE's animation team is okay, but when it comes to designing actual attacks for players to utilize they aren't the best. For space ninja warriors with a history of slaughtering sentient gods, giant robots, thousands of soldiers, and godlike beings... our melee stances in warframe do not show it. Our melee combat has no technique, we look like children mindlessly swinging our swords around. Adding in actual combos with a specific pace and enough range for it to hit groups of enemies, will make melee not only look better but feel better, and create balance as you will need time to perform combos. Having free-range speed on melee weapons is never a good thing because it distorts balance and doesn't look good visually. But for attacks that are meant to be fast, going a little bit faster doesn't hurt it in the slightest as long it has a cap on how many can be used after all this is a PvE game with co-op. Without pacing and actual attacks for melee stances, melee will always just be a mash+E with as much attack speed as possible. Until the animation issues are fixed and have a proper concept behind each stance melee and how it works will not change. Melee has always been about hitting heavy at the cost of timing your attacks carefully. "Warframe is the only game I've played with a melee angle with a combo system where the combos aren't metal to watch and massively rewarding to master." - Teoarrk (2021). This statement is absolutely true, Melee combat needs to change fundamentally with finesse and skill as the main point with pulling off combos to do the most amount of damage.

6aed4ce04d0196f8f4527de86d337d4b82a0e889

This is a good example of having melee combat that can effect both groups and bosses alike that requires skill and pacing to complete.
Special moves could use the combo meter to deal major damage this can replace the current system where charge attacks just happen and can be used to balance the divide of melee and range. While keeping its lethality.
*Warning Low quality

Prime example of melee in warframe could work based of a combo system.

High quality

Combined this with the speed of Warframe and you have a recipe for success
Prime Warframe examples of this

 

 

 

 

But that leads to the next issue, If special moves used the combo multipliers how could could you build combo if there isn't a lot of enemies for example in a boss fight. Along with attacking normally Combo building should include finishers as it's solution that's where smaller enemies should come in and play their role as the sacrificial goat for power granting you bonus combo hits. It just makes sense and makes you feel powerful and feels makes finishers feel more impactful.

 

 

WIP area
 

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  • 2 weeks later...
On 2021-02-06 at 1:32 PM, Nash said:

Things like Midgame/Endgame/Raid Bosses or puzzles is what I consider content as that is how it's been for all my life and sometimes I would like to play with a group without the boss immediately dying or limping in 0.5 seconds. As we know Critical hit is a stat that deals additional damage based on the chance for it to land and the damage multiplier. This itself isn't a problem, but with the addition of Orange and Red crits, the damage becomes a bit too rampant, especially on more important enemies that are supposed to pose a challenge. Critical Resist is there to help ease that beating so more unique enemies can pose more of a threat and in turn create a challenge. After all, a fair challenge can't exist if your adversary has no toughness.

100% yes.

Necramechs are sorta co-op incentivized as they are now with it being beneficial to bring a squad so you can circle around them to hit their weak points, I just wish there was more variety to them with increasing bounty tiers instead of just "increase level/increase number of mechs".

Also, liches were changed from being status proc immune to status proc resistant; a very simple but very good change. Instead of just adding damage caps, critical resist would also be a healthy and fun addition to those grandiose bosses that die from a rubico riven faster than you can blink. Yes this will result in longer fights, but that's easily fixed with a rebalance on drop tables. Hypothetically speaking, which one would you want more: would you rather one-shot farm a boss for a 2% drop, or would you rather the boss actually put up a decent fight but raise the 2% drop to a 10% drop? Personally, the latter just seems like a win-win to me.

And as a long-time fan of survival horror games like Resident Evil and Silent Hill, yes, absolutely yes. Puzzles would be a godsend in this non-stop looter shooter of a game. The best part of isolation vault bounties--besides fighting mechs--is opening the iso vault, without question. Super simple, and the rewards aren't too exciting either, but just that one brief moment of unwinding from combat(while still in the combat area) feels really satisfying.

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8 minutes ago, Yunjuwo said:

100% yes.

Necramechs are sorta co-op incentivized as they are now with it being beneficial to bring a squad so you can circle around them to hit their weak points, I just wish there was more variety to them with increasing bounty tiers instead of just "increase level/increase number of mechs".

Also, liches were changed from being status proc immune to status proc resistant; a very simple but very good change. Instead of just adding damage caps, critical resist would also be a healthy and fun addition to those grandiose bosses that die from a rubico riven faster than you can blink. Yes this will result in longer fights, but that's easily fixed with a rebalance on drop tables. Hypothetically speaking, which one would you want more: would you rather one-shot farm a boss for a 2% drop, or would you rather the boss actually put up a decent fight but raise the 2% drop to a 10% drop? Personally, the latter just seems like a win-win to me.

And as a long-time fan of survival horror games like Resident Evil and Silent Hill, yes, absolutely yes. Puzzles would be a godsend in this non-stop looter shooter of a game. The best part of isolation vault bounties--besides fighting mechs--is opening the iso vault, without question. Super simple, and the rewards aren't too exciting either, but just that one brief moment of unwinding from combat(while still in the combat area) feels really satisfying.

Exactly that is what I've been saying I'd rather deal boss thats tough enough with better drops, than deal with something that can just be one tapped and be done with. The latter is the win-win for sure. Its like fighting Zakum in maplestory back in the old days, of course the fight took a while to do but it was so worth it, for gear, items and loot that could be sold and used in the future. Including the fact that everything it drops can be used by a player. Every new character that gets created has to go through zakum or meet some who has gone through it to progress.

The reason why I put a damage cap is to soft cap ridiculous damage, my plan was to tie Damage caps to MR, so the higher your MR the higher the threshold will become as well. Damage caps are important to prevent exploits, and set a bar for low MR players. 

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i think the entire game needs a rewrite with a difficulty similar to this.
Away with the mindless hordes of enemies that die in 1 hit and serve no purpose other than to drop loot.
Enemies should have tiers like minions, mini bosses and bosses and attacks that are punishing but not instant death.
This idea you've come up with should be standard gameplay throughout the star chart. Would make the game 1000% more interesting and probably lure back veterans that abandoned it.

Probably will never happen in general gameplay. But as an event or Iso Vault type mission like you describe i think DE should implement this ASAP. I've probably spent more hours on my liset stalking chat and being bored instead of playing the game the past year or two. I'd love to see something challenging and rewarding finally.

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4 hours ago, 64m3r said:

i think the entire game needs a rewrite with a difficulty similar to this.
Away with the mindless hordes of enemies that die in 1 hit and serve no purpose other than to drop loot.
Enemies should have tiers like minions, mini bosses and bosses and attacks that are punishing but not instant death.
This idea you've come up with should be standard gameplay throughout the star chart. Would make the game 1000% more interesting and probably lure back veterans that abandoned it.

Probably will never happen in general gameplay. But as an event or Iso Vault type mission like you describe i think DE should implement this ASAP. I've probably spent more hours on my liset stalking chat and being bored instead of playing the game the past year or two. I'd love to see something challenging and rewarding finally.

Yeah this sort of gameplay isn't meant for general gameplay but certain occasions. Like special missions you do every once in a while. Sorties but more requirements, tied together and difficult. With more awesome rewards.

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On 2021-02-21 at 5:40 PM, Nash said:

The reason why I put a damage cap is to soft cap ridiculous damage, my plan was to tie Damage caps to MR, so the higher your MR the higher the threshold will become as well. Damage caps are important to prevent exploits, and set a bar for low MR players. 

I was initially turned off by your suggestion for a damage cap because that's the reason why things like "H Hemocyte runs. MUST Titania or gtfo" exist. However, I'm now fully onboard for MR reliant damage caps. It just makes sense, and also gives players an actually real reason to rank up besides increased reactant caps.

Going off-topic, it's also the same way rivens need to change imo.
1. Have riven transmuters be changed into riven "stat lockers". e.g. You infuse seven riven stat lockers into a riven with +crit chance, +fire rate, +grineer dmg, you click +crit chance five times and +fire rate two times, and for the next five rolls +crit chance will not change while +fire rate won't change for the first two rolls of those five.
2. Allow riven numbers to remain random, but increase those margins as your MR increases. e.g. A MR10 player could roll a riven with +82.7% multishot and mastery rank 8, trade it to a MR24 player, the MR24 locks the multishot stat and rolls it, and the riven changes to +119.6% multishot and mastery rank 24.
***This gives the empty feeling of ranking up in Warframe the sense of getting stronger as you level up in traditional RPGs, instills progression into rivens by having their numbers scale with something tangible, keeps the randomness of those numbers to a minimum(which is good, because it's fun to have a small margin of RNG for percentages imo, but not so fun when you finally get +50 dmg on the 30th roll, meanwhile some MR8 gets +100 dmg on the 1st roll because they got lucky and you didn't), breathes life back into eidolon hunts(potentially indefinitely!), and (hopefully)destroys the riven mafia--because "WTS [+DMG/+CC/+CD Redeemer] 5k plat" is honestly more ridiculous than how I can't replace Cephalon Ordis with Cephalon Vull.

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  • 2 weeks later...
On 2021-02-06 at 4:32 PM, Nash said:

powerful and fair

Especially these 2 things

To DE, i feel fair means attacks that players have 5 seconds to dodge. Average human reaction time is 0.25 seconds, 0.35 to 0.75 seconds is fair for wind up attacks when you are making something hard.

Also have to factor in the warframe's movement speed though of course.

On 2021-02-06 at 4:32 PM, Nash said:

Profit-Takers turret is precisely why warframes combat will never progress

Preach!

On 2021-02-06 at 4:32 PM, Nash said:

Warframe has this problem where the damage just happens, and you either do one of two things, tank or stay out of sight. That's a problem because there is no counterplay and it doesn't take advantage of the Warframes movement system

EXACTLY!

Once you learn that the movement in warframe is just movement, Combat in warframe becomes pretty dull

Like the fun in warframe has more to do with making changes and tweaks in your aresnal and the gratification you get from rewards after a mission. Combat is a fat L

On 2021-02-06 at 4:32 PM, Nash said:

Enemies one shot or kill you because they simply have auto-targeting. This creates a lazy gameplay loop

Preach

On 2021-02-06 at 4:32 PM, Nash said:

Against fodder, this isn't entirely bad as it creates a power fantasy of you being unstoppable

YES!!!

Love this, so far, i havent read past this last quotted spoiler yet but so far you nailed it. Its what ive been saying for the longest but better

Man i really really hope DE sees those points above someday. Cause all they do is make every enemy ask for 0 skill what so ever, just mod right and go to sleep. Its okay for the enemies that arent supposed to be bosses but the ones that are? The ones that are supposed to be a hard?

 

It plays the biggest part in the reason why i dread updates that are supposed to bring new enemies, especially "tough" ones. Literally all it ever means is "hey guys, we have a new bullet sponge enemy for you to sleep to while fighting!!" 

Orphix Venom's enemies made me want to die. Seeing players use nechs was lowkey pretty epic, everything else...

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On 2021-02-23 at 12:46 PM, Nash said:

Yeah this sort of gameplay isn't meant for general gameplay but certain occasions.

And this right here is key!

The only reason i play warframe right now still is that i dont just have a love for difficulty, i love feeling powerful and warframe gives that feeling through its mindless hordes of enemies. Thats something i would never want to see go away

But feeling powerful also comes with challenge, if you can do hard things perfectly, it makes you feel so much more powerful than before, it makes you feel unstopable which is a rather amazing feeling i tell you lol

A perfect balance between the 2, would be glorious. And i think warframe posses that potential

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23 minutes ago, (PSN)Frost_Nephilim said:

And this right here is key!

The only reason i play warframe right now still is that i dont just have a love for difficulty, i love feeling powerful and warframe gives that feeling through its mindless hordes of enemies. Thats something i would never want to see go away

But feeling powerful also comes with challenge, if you can do hard things perfectly, it makes you feel so much more powerful than before, it makes you feel unstopable which is a rather amazing feeling i tell you lol

A perfect balance between the 2, would be glorious. And i think warframe posses that potential

Thanks I'm glad you like it, I too believe warframe has immense combat potential. Being powerful on basic enemies is starting to take its toll on the community. I made this post in hopes that someone from DE could see it. I have more ideas on the way just a matter of time...
49fe685940.png 

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1 minute ago, Nash said:

Thanks I'm glad you like it, I too believe warframe has immense combat potential. Being powerful on basic enemies is starting to take its toll on the community. I made this post in hopes that someone from DE could see it. I have more ideas on the way just a matter of time...
49fe685940.png 

Whoops double post that wasn't suppose to happen haha.. 

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  • 1 month later...

I have to disagree with part of the comment on melee combat.At least a few stances reward you for using multiple combos at once.Mashing melee button lowers your dmg output.Enemies simply aren't tanky enough to really see the difference.

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