[DE]Momaw Posted February 21, 2014 Share Posted February 21, 2014 Running out of energy and being completely unable to use your frame's unique features is a drag. What do people think about changing the game so that your first ability has less reliance on orb farming? Two different proposals (one or other, not both): 1.) Fast base recharge. Basically every frame would regenerate energy rapidly if empty, but only up to the point that they can use their first ability. Then the freebie regeneration stops. 2.) Cooldown on no-energy use. Your #1 would be spammable like it is now as long as you have energy to make it go. Once you run out of energy, your #1 changes to a cooldown ability where you have to wait between uses. Link to comment Share on other sites More sharing options...
Praxeti Posted February 21, 2014 Share Posted February 21, 2014 When I read the title oh though "oh god...", then I read the actual post and think this would be an amazing idea, providing there is no way to lower the cooldown speed so people could, for example, spam an entire map with slash dash recharging every second.. Good idea though. Link to comment Share on other sites More sharing options...
Guest Posted February 21, 2014 Share Posted February 21, 2014 It's an interesting idea. The first option (energy recharge) would conflict with an existing warframe mod that keeps you alive by using your energy pool, though. The second idea is far better, and I see no obvious problems with it, beyond "balance". Link to comment Share on other sites More sharing options...
Blowfist Posted February 21, 2014 Share Posted February 21, 2014 Interesting idea but a vast number of players remove the Warframes first ability if it deals damage because it doesn't scale. Besides that game issue. +1 Link to comment Share on other sites More sharing options...
Hueminator Posted February 21, 2014 Share Posted February 21, 2014 Option #2 sounds good. Link to comment Share on other sites More sharing options...
battlehotdog Posted February 21, 2014 Share Posted February 21, 2014 yeah why not, i like that idea(the 2nd one). i dont see balance problems also Link to comment Share on other sites More sharing options...
sewens Posted February 21, 2014 Share Posted February 21, 2014 (edited) I want a 5th ability slot that is always available and nullifies the skill cost. would work well with generic abilities if they ever add them. Edited February 21, 2014 by sewens Link to comment Share on other sites More sharing options...
zergla Posted February 21, 2014 Share Posted February 21, 2014 You could make it so that it doesn't take a mod slot either Link to comment Share on other sites More sharing options...
SALE94 Posted February 21, 2014 Share Posted February 21, 2014 (edited) Passive ability should not use energy at all, they are suposed too synergy with other skills. Or i understanded like that natural power. Edited February 21, 2014 by SALE94 Link to comment Share on other sites More sharing options...
Guest Posted February 21, 2014 Share Posted February 21, 2014 By the way, the cooldown option would make it very helpful in case you stumble on one of those cheap disruption aura buggers. Link to comment Share on other sites More sharing options...
Flareb00t Posted February 21, 2014 Share Posted February 21, 2014 Pull for zero energy? I'm up for that :) Link to comment Share on other sites More sharing options...
(PSN)munkt0r Posted February 21, 2014 Share Posted February 21, 2014 Keep in mind i'm a noob, so my opinion may be way off base. But if I knew my slash dash ability was infinite, I would just play levels solo - back away from enemies to a corridor or doorway, slash dash - rinse/repeat. Easy farm - much solo - wow kills. Link to comment Share on other sites More sharing options...
FrissonSeeker Posted February 21, 2014 Share Posted February 21, 2014 First things first:Mod Cards need their own designated slots. No veteran player looking to build a semi-optimal build is going to have their first ability the most of the time because they are generally useless at mid to high levels.Second: Both of your energy ideas are fantastic. I've been of the opinion that Warframes should have their own Energy Regen speed(For more variety and a new way to balance frames ie Nova). This way, E. Siphon is no longer a must-have mod. Link to comment Share on other sites More sharing options...
Killerdude8 Posted February 21, 2014 Share Posted February 21, 2014 #1 Abilities are pretty Lackluster as is, I don't see a problem making them unaffected by energy costs. Link to comment Share on other sites More sharing options...
SorrySoldOut Posted February 21, 2014 Share Posted February 21, 2014 Max out cost reduction and you can effectively spam your abilities. Try it, it makes the game 1231241241231% more fun. Link to comment Share on other sites More sharing options...
Guest Posted February 21, 2014 Share Posted February 21, 2014 #1 Abilities are pretty Lackluster as is, I don't see a problem making them unaffected by energy costs. Have you tried Zephyr's? I love it so hard it hurts. Max out cost reduction and you can effectively spam your abilities. Try it, it makes the game 1231241241231% more fun. I believe it has a 75% cap... and if you're suddenly reduced to zero energy because you got disrupted, you're SOL. Link to comment Share on other sites More sharing options...
1N33DM0N3Y Posted February 21, 2014 Share Posted February 21, 2014 (edited) Well there is a Warframe what already use a very strong Spamable skill without to consume any energy. Its Valkyr with the Paralyis skills build. http://warframe-builder.com/Warframes/Builder/Valkyr/t_30_42001420012_1-0-10-2-5-10-3-10-5-4-3-5-6-6-5-12-1-10-15-8-3-17-7-5-47-2-5-118-4-3-119-9-3_1-7-12-8-47-11-4-9-118-5-2-6-6-6-17-9-15-9-119-7-3-18_53/en/1-0-19 Edited February 21, 2014 by 1N33DM0N3Y Link to comment Share on other sites More sharing options...
Archistopheles Posted February 21, 2014 Share Posted February 21, 2014 It would end up confusing new players instead of teaching them energy management. Link to comment Share on other sites More sharing options...
Soulie Posted February 21, 2014 Share Posted February 21, 2014 (edited) It would be overpowered. Its only 25 energy Edited February 21, 2014 by Soulie Link to comment Share on other sites More sharing options...
shut Posted February 21, 2014 Share Posted February 21, 2014 It would end up confusing new players instead of teaching them energy management. ^^This. An Ability is an Ability. The energy cost should stay. Instead of making everyone's "1" more spammable, we need a system that makes all the other abilities less spammable. "Press 4 To Win" has been an issue for too long. Link to comment Share on other sites More sharing options...
(NSW)Omgwtfl9lbbl Posted February 21, 2014 Share Posted February 21, 2014 Tesla nests. Tesla nests everywhere. Link to comment Share on other sites More sharing options...
(PSN)Octodog Posted February 21, 2014 Share Posted February 21, 2014 I want a 5th ability slot that is always available and nullifies the skill cost. would work well with generic abilities if they ever add them. How would that work for PS4, where you slide up, down, left, or right on the touch pad to use abilities? Not saying it can't work, just, how? Link to comment Share on other sites More sharing options...
(PSN)munkt0r Posted February 21, 2014 Share Posted February 21, 2014 How would that work for PS4, where you slide up, down, left, or right on the touch pad to use abilities? Not saying it can't work, just, how? You make a circle on touch pad, around the world style! Link to comment Share on other sites More sharing options...
(PSN)SUZOOKUS_MAXIMUS Posted February 21, 2014 Share Posted February 21, 2014 I find that either I have an energy drought or an energy abundance in missions. There rarely seems to be an in-between situation. Typically in defense missions -- lots of orbs too many almost. I have maxed out Flow and Streamline in my builds so I get the most for my abilities and can store up as much energy as I can get. I'd like some sort of slow energy regeneration on top of the orbs. Maybe 1 tick per 5 seconds or a gradual energy replenish when you kill enemies. Something slow enough so you are not going to be able to spam the ultimate all time for free but useful if you are doing a solo mission. Then perhaps the Energy Siphon mod could just be a modifier onto of the default energy regen. Link to comment Share on other sites More sharing options...
(PSN)Hooligonzo Posted February 22, 2014 Share Posted February 22, 2014 I think each Warframe needs a new, exclusive Passive Modification of the Ability Polarity. I also think a new 5th Ability would be something to consider. A lot of Warframes have some particularly weak skills. Excalibur, for instance, has Super Jump, which is next to totally useless and is so wrapped up in its own animations that the bonus height isn't even usable; I never equip this card these days. I also found Slash Dash to be dubiously useful, so I don't tend to use that mod, either. Point is, though this is how I choose to play Excalibur, he has a sore lack of choices overall. Every Warframe has a lack of ability choices that could be better met and improve them all; every Warframe has a shortcoming somewhere or could use an expansion to better define them. That might be a good tree to bark up for an "Always Available" Zero-Energy ability, or some Passive ability cards. Link to comment Share on other sites More sharing options...
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