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[DE]Rebecca

Update 12.4.0

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THANK YOU DE
DE ARIGATō
DE GAMSAHABNIDA
DE Xièxiè
DANKE DE
MERCI DE
DE GRAZIE
شكرا DE
DE אַ דאַנק

 

You can add the Hebrew version too:

 

Toda Raba DE

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DE אַ דאַנק

That is a meaningless clutter of Hebrew letters that appear to be an attempt at Yiddish.

I presume it tried to say Danke (Deutsch, which Yiddish is partially based upon).

"Thanks" in Hebrew is "תודה".

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As much as I appreciate the effort that went into the event, it's the first one that I've really felt no desire to play.  Largely that's because of the game mode you're forced to farm for the data fragments.

 

Unlike every other game mode in the game, Interception just isn't fun to run single player (which is my preferred gaming experience).  Worse yet, if you do decide to run it in a group, you spend the majority of the mission by yourself anyway (guarding a single tower while everyone else does the same).

 

I understand that it's DE's latest favourite mission type, but... Meh.  I've got almost everything in the game ranked up and a lot of it formaed multiple times and this is the first time I've actually felt the grind -- and I'm only two missions in.  

 

Maybe on the weekend I'll switch to Rhino and stomp-tard my way through the missions, but even that doesn't enthuse me.

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You can add the Hebrew version too:

 

Toda Raba DE

 

 

That is a meaningless clutter of Hebrew letters that appear to be an attempt at Yiddish.

I presume it tried to say Danke (Deutsch, which Yiddish is partially based upon).

"Thanks" in Hebrew is "תודה".

 

And the Portuguese :

 

Obrigado DE

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Update 12.4.0

 

HDbrhH6.jpg

EVENT: Tethra’s Doom:

Disable the Fomorian Fleet and stop Vay Hek's plans! https://warframe.com/news/tethras-doom-now

 

ADDITIONS:

 

·         Grineer Shipyards tile set revealed with new “Hijack” game mode & Tethra’s Doom event!

·         New Prime items in the Void!

    Rhino Prime

    Ankyros Prime

    Boltor Prime

    AkBronco Prime

·         2x new Alternate helmets (Valkyr, Oberon)

·         New Corpus Crewmen voices are here! They now have their own language and a whole new style as voted by the Design Council!

·         Added Tutorial buttons to various sections of the game (Foundry, Mod screen, etc).

CHANGES:

·         Changes to Void/Derelict Mission rewards to include new Prime gear. Locations of where new gear is being placed is listed on our forums, and will be fully unveiled in the coming weeks as the new items are discovered: https://forums.warframe.com/index.php?/topic/172911-prime-gear-drop-locations/

·         Note: Orokin Derelict Defense has had all Credit Rewards removed from rotation with this Update. Review is ongoing for the current loot in the endless mission types.

·         Panic buttons now can be un-alerted. This means if you've been detected on a ship/planet/location, you can revert the alarms to a neutral state to complete missions with a more 'stealthy' approach.

·         Gain and radius updates to all Infested Ancient vocals.

·         Updated sounds for electroprod whooshes.

·         Nova’s Nullstar ability changed so radial damage can affect enemies with weak points.

·         Changed the description on the Polarization screen to be clearer about how Polarization works.

·         Improvements to Rescue target in Rescue missions (pssst want to give us feedback on mission types? see here: https://forums.warframe.com/index.php?/topic/189247-optional-mission-feedback-survey/ ) Changed the Rescue hostage's health, shield and speed, changed threat level, and fixed objective markers not following the path in Corpus and Earth Settlement levels.

·         Added support for using left analog stick and dpad for turning pages in Codex/Tutorials.

·         All 3D weapon reloads have had the radius adjusted.

·         Made some further optimizations in the Forest expansion levels to improve performance.

·         Tweaks to Derelict Survival levels to make it less repetitive and limit the number of smaller intermediates

·         Nyx's Chaos ability deco uses the correct helmet.

·         Accelerated Blast's bonus to puncture damage now matches the description (at base level, was adding 22% Puncture so when mod itself said 15%), as well as all the other mods that increase physical damage.

·         Adjusted brightness of Stalker’s bow string to fix colour bleeding.

·         Orokin Void procedural level optimization - reduced number of dead ends, limited some of the heavier connectors, limited max intermediates to 3 instead of 4, reduced connectors in dead ends.

·         Audio improvements to magnetic, fire, and toxic aura impact.

·         Disable auto-joining of other players when playing keys in public mode. Players will be required to join via invite or right-clicking from chat context menu.

·         Revised enemy AI Leader ability sounds.

·         Grineer Galleon gameplay additions: (broken light electrical hazard, new door type that damages players as the pass through).

·         Corpus Laser doors adjusted under the hood to be more reliable at damaging passer-bys.

·         Modified AI in Interception to balance between attacking players and capturing points better.

·         Audio revisions to Furax flesh and metal impacts.

·         Weapon and Mod conclave tweaks.

·         Split Auto-Fuse into two buttons; one for just fusion cores, and one for just duplicate mods.

FIXES:

·         Fixed issue where Void missions could be completed without keys being consumed.

·         Fixed Vauban’s Bastille FX to fade properly.

·         Fixed issue with friendly AI Leaders that would cause negative effects on players during Invasion modes.

·         Fixed sniper reticules to rescale when HUD scale changes.

·         Fixed a situation where it was possible for a Nekros summoned ally to squad up with enemy AI and take points.

·         Fixed Clan invite UI breaking for player when they use the field to type out a player's name.

·         Fixed most instances where multiple enemies would not appear on client until they die.

·         Fixed the beam FX for Nova’s Wormhole ability that did not scale according to range mods.

·         Fixed Kela de Thaym to not appear as a Leader AI type.

·         Fixed issue with start timer not showing up for client when selecting a node.

·         Fixed Knee Slides for pistol/rifle - All holstered 'long' weapons were clipping severely into ground.

·         Fixed and removed some unnecessary water planes from Forest levels.

·         Fixed Infested Whip that appeared broken when holstered.

·         Fixed multiple reported language bugs across all languages.

·         Fixed many reported collision issues across all tile sets.

·         Fixed issue in Interception mode where occasionally the UI will indicate you have completed a capture at 99% instead of 100%.

·         Fixed issue where fusing dupe stack into a equipped mod would let you exceed mod capacity on that weapon/warframe.

·         Fixed bug where the bleedout timer stops if a sentinel with the sacrifice mod is in the process of reviving a player and dies.

·         Fixed malfunctioning Sentinel Regen mod.

·         Fixed some Warframe abilities that had errors in conclave battles.

·         Fixed Despair and Hikou in hand models disappearing forever after emptying one clip.

·         Fixed grenades and sticky bombs not being destroyed after use.

·         Fixed Agile and Noble animation sets that were playing akimbo pistol idles when using thrown weapons.

·         Fixed the scope ring material on Vectis.

·         Fixed the Fusion Moa's drone that doesn't get elemental effects when attached to back of Moa.

·         Fixed muzzle flash FX on Boltor and Supra.

·         Fixed another instance of end of match black screen (edge case).

·         Fixed missing effect and objective marker for incoming life support drops in Survival.

·         Fixed VFX in Interception:  the pillar of light, letters, and symbols do not flash when player territories are being captured. Flashing the pillar of light and letters when an AI is attempting to capture a point.

·         Fixed fusion thinking a mod would exceed the drain limit of a config slot it's not installed in.

·         Fixed clients not seeing proper colour customization if they have the default colours, have never changed colours, and if they have the branded restraining bolt attached.

·         Fixed bug that allowed you to sell your last remaining Sentinel precepts.

·         Fixed an issue where the player's left hand was open when hip firing with the payload device (Datamass).

·         Fixed rare case where player A has a pending trade document for player B, but player B does not have a corresponding trade document for player A, at which point they can't continue to trade and can't cancel the trade.

·         Fixed Hikou not matching energy colour choice.

·         Fixed an issue with Rhino’s Iron Skin not appearing after using a scope.

·         Fixed music not starting on clients and G3/Stalker/Harvester music not playing on clients.

·         Fixed Zephyr Tornado ability to properly switch appearance with damage type.

·         Fixed issue with clients that would be pulled into Vauban’s Vortex.

·         Fixed some FX bugs with Zephyr.

·         Fixed bleedout marker that would remain on minimap for host after the client has died.

·         Fixed label for void/derelict/dojo from appearing when associated key isn't available.

·         Fixed Sentinel achievements not being awarded from bonus xp at the end of a mission.

·         Fixed some reported AI “stuck spots” in Settlement.

·         Fixed hack panels remaining indefinitely active after a hull-breach.

·         Fixed enemy projectiles from disappearing after the owner dies.

·         Fixed host migration issue in Interception where host choosing to claim and exit causes the client to get the claim and exit screen a second time.

·         Fixed objective markers disappearing in Survival after Host Migrations.

·         Fixed a missing connecter in Derelict procedural levels.

 

what about the potato?

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So I got 714 points for the Tethra event. With a proper team, this event is really easy.

So am I to assume that we will receive our all our rewards from the lower-tier prizes as well as the Gorgon Wraith when the event is over?

Edited by AxialBlue

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I'm not sure I understand the reward criteria.
Does health remaining refer to player health or core health?

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I'm excited.

 

Although some of the listed changes look more like fixes, if that's all I can find to complain about, you're doing well, DE.

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You guys should really slow down on weapon production and instead focus on enemy permutations.

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To those people who are struggling to update, verifying download cache and defragmenting it afterwards should fix the problem, atleast it did for me

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Thanks for the update, but seriously could you create more void missions instead adding rewards to existent ones ? It's so @(*()$ hard getting some parts !

Edited by AureasAetas
  • Upvote 2

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Ah back to usual: Prime warframe are horrible as possible again.

 

I had a urge of hope seeing Ember prime, but it must jus have been a mistake on the road of uglyness.

Pfuui, close one...

Edited by Marnus

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I think that the new electric hazards on the Grineer Galleons need to be toned down a bit. On Ceres I've been one-shot killed by them once so far and came within a hair's breadth of being one-shoted a few more times in a mid 20's (and forma'ed) Loki with high ranked shield mods.

 

There seems to be little way to see the hazards, especially if you are sprinting, and your first warning is a yellow lightning bolt and all of your shields and most of your health suddenly disappearing. This basically makes using an electric resistance almost mandatory for solo players and lower ranked players.

I can see having to revive teammates a lot more often as the Grineer electric hazards/traps function now.

Edited by Skeptic
  • Upvote 3

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Update 12.4.0

 

HDbrhH6.jpg

EVENT: Tethra’s Doom:

Disable the Fomorian Fleet and stop Vay Hek's plans! https://warframe.com/news/tethras-doom-now

 

ADDITIONS:

 

·         Grineer Shipyards tile set revealed with new “Hijack” game mode & Tethra’s Doom event!

·         New Prime items in the Void!

    Rhino Prime

    Ankyros Prime

    Boltor Prime

    AkBronco Prime

·         2x new Alternate helmets (Valkyr, Oberon)

·         New Corpus Crewmen voices are here! They now have their own language and a whole new style as voted by the Design Council!

·         Added Tutorial buttons to various sections of the game (Foundry, Mod screen, etc).

CHANGES:

·         Changes to Void/Derelict Mission rewards to include new Prime gear. Locations of where new gear is being placed is listed on our forums, and will be fully unveiled in the coming weeks as the new items are discovered: https://forums.warframe.com/index.php?/topic/172911-prime-gear-drop-locations/

·         Note: Orokin Derelict Defense has had all Credit Rewards removed from rotation with this Update. Review is ongoing for the current loot in the endless mission types.

·         Panic buttons now can be un-alerted. This means if you've been detected on a ship/planet/location, you can revert the alarms to a neutral state to complete missions with a more 'stealthy' approach.

·         Gain and radius updates to all Infested Ancient vocals.

·         Updated sounds for electroprod whooshes.

·         Nova’s Nullstar ability changed so radial damage can affect enemies with weak points.

·         Changed the description on the Polarization screen to be clearer about how Polarization works.

·         Improvements to Rescue target in Rescue missions (pssst want to give us feedback on mission types? see here: https://forums.warframe.com/index.php?/topic/189247-optional-mission-feedback-survey/ ) Changed the Rescue hostage's health, shield and speed, changed threat level, and fixed objective markers not following the path in Corpus and Earth Settlement levels.

·         Added support for using left analog stick and dpad for turning pages in Codex/Tutorials.

·         All 3D weapon reloads have had the radius adjusted.

·         Made some further optimizations in the Forest expansion levels to improve performance.

·         Tweaks to Derelict Survival levels to make it less repetitive and limit the number of smaller intermediates

·         Nyx's Chaos ability deco uses the correct helmet.

·         Accelerated Blast's bonus to puncture damage now matches the description (at base level, was adding 22% Puncture so when mod itself said 15%), as well as all the other mods that increase physical damage.

·         Adjusted brightness of Stalker’s bow string to fix colour bleeding.

·         Orokin Void procedural level optimization - reduced number of dead ends, limited some of the heavier connectors, limited max intermediates to 3 instead of 4, reduced connectors in dead ends.

·         Audio improvements to magnetic, fire, and toxic aura impact.

·         Disable auto-joining of other players when playing keys in public mode. Players will be required to join via invite or right-clicking from chat context menu.

·         Revised enemy AI Leader ability sounds.

·         Grineer Galleon gameplay additions: (broken light electrical hazard, new door type that damages players as the pass through).

·         Corpus Laser doors adjusted under the hood to be more reliable at damaging passer-bys.

·         Modified AI in Interception to balance between attacking players and capturing points better.

·         Audio revisions to Furax flesh and metal impacts.

·         Weapon and Mod conclave tweaks.

·         Split Auto-Fuse into two buttons; one for just fusion cores, and one for just duplicate mods.

FIXES:

·         Fixed issue where Void missions could be completed without keys being consumed.

·         Fixed Vauban’s Bastille FX to fade properly.

·         Fixed issue with friendly AI Leaders that would cause negative effects on players during Invasion modes.

·         Fixed sniper reticules to rescale when HUD scale changes.

·         Fixed a situation where it was possible for a Nekros summoned ally to squad up with enemy AI and take points.

·         Fixed Clan invite UI breaking for player when they use the field to type out a player's name.

·         Fixed most instances where multiple enemies would not appear on client until they die.

·         Fixed the beam FX for Nova’s Wormhole ability that did not scale according to range mods.

·         Fixed Kela de Thaym to not appear as a Leader AI type.

·         Fixed issue with start timer not showing up for client when selecting a node.

·         Fixed Knee Slides for pistol/rifle - All holstered 'long' weapons were clipping severely into ground.

·         Fixed and removed some unnecessary water planes from Forest levels.

·         Fixed Infested Whip that appeared broken when holstered.

·         Fixed multiple reported language bugs across all languages.

·         Fixed many reported collision issues across all tile sets.

·         Fixed issue in Interception mode where occasionally the UI will indicate you have completed a capture at 99% instead of 100%.

·         Fixed issue where fusing dupe stack into a equipped mod would let you exceed mod capacity on that weapon/warframe.

·         Fixed bug where the bleedout timer stops if a sentinel with the sacrifice mod is in the process of reviving a player and dies.

·         Fixed malfunctioning Sentinel Regen mod.

·         Fixed some Warframe abilities that had errors in conclave battles.

·         Fixed Despair and Hikou in hand models disappearing forever after emptying one clip.

·         Fixed grenades and sticky bombs not being destroyed after use.

·         Fixed Agile and Noble animation sets that were playing akimbo pistol idles when using thrown weapons.

·         Fixed the scope ring material on Vectis.

·         Fixed the Fusion Moa's drone that doesn't get elemental effects when attached to back of Moa.

·         Fixed muzzle flash FX on Boltor and Supra.

·         Fixed another instance of end of match black screen (edge case).

·         Fixed missing effect and objective marker for incoming life support drops in Survival.

·         Fixed VFX in Interception:  the pillar of light, letters, and symbols do not flash when player territories are being captured. Flashing the pillar of light and letters when an AI is attempting to capture a point.

·         Fixed fusion thinking a mod would exceed the drain limit of a config slot it's not installed in.

·         Fixed clients not seeing proper colour customization if they have the default colours, have never changed colours, and if they have the branded restraining bolt attached.

·         Fixed bug that allowed you to sell your last remaining Sentinel precepts.

·         Fixed an issue where the player's left hand was open when hip firing with the payload device (Datamass).

·         Fixed rare case where player A has a pending trade document for player B, but player B does not have a corresponding trade document for player A, at which point they can't continue to trade and can't cancel the trade.

·         Fixed Hikou not matching energy colour choice.

·         Fixed an issue with Rhino’s Iron Skin not appearing after using a scope.

·         Fixed music not starting on clients and G3/Stalker/Harvester music not playing on clients.

·         Fixed Zephyr Tornado ability to properly switch appearance with damage type.

·         Fixed issue with clients that would be pulled into Vauban’s Vortex.

·         Fixed some FX bugs with Zephyr.

·         Fixed bleedout marker that would remain on minimap for host after the client has died.

·         Fixed label for void/derelict/dojo from appearing when associated key isn't available.

·         Fixed Sentinel achievements not being awarded from bonus xp at the end of a mission.

·         Fixed some reported AI “stuck spots” in Settlement.

·         Fixed hack panels remaining indefinitely active after a hull-breach.

·         Fixed enemy projectiles from disappearing after the owner dies.

·         Fixed host migration issue in Interception where host choosing to claim and exit causes the client to get the claim and exit screen a second time.

·         Fixed objective markers disappearing in Survival after Host Migrations.

·         Fixed a missing connecter in Derelict procedural levels.

 

https://forums.warframe.com/index.php?/topic/189393-frost-ultimate-delay/page-2#entry2208518

 

Frost's Avalanche now applies it's Freeze immediately and no longer functions as Crowd Control, leaving him a slow moving nuker who's damage type doesn't get used much at all.

 

Why in the hell do you guys do this? You nerfed the crap out of Snow Globe, not realizing that it was only useful in endless defense/survival due to enemy damage scaling to infinity and compensated by making Avalanche a somewhat decent CC ability, and then you go and pull this crap, nerfing what CC he has left. Freeze used to be an instant-cast with no travel time and would deal next to no damage, Ice Wave did damage, but was more for the 100% cold/slow proc under Damage 1.0 and then Damage 2.0 and later comes along, rendering Cold nearly worthless.

 

Here's how you fix Frost: Remove all his skills and give him brand new ones with an actual function aside from damage.

  • Upvote 2

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Bleeding:

I admit I'm not too sure how bleeding works right now. I've managed to get bleeding proc thanks to some grineer guys and honestly I was surprised that I could proc it with shields on (as "usual") but the bleeding damaged my shields instead of my health. In the Void however, it seemed to work as before - can proc with shields on, hurts health. I dunno if it was a minor bug or simple mistake on my end (the shield-damaging version) but it doesn't really matter, since both versions are bad, both logically and on the game design side too. If the version with shield damage is really how it works right now, it's not much different from Fire element status effect. If the other, well...

 

So, enough whining, here is what I think bleeding should look like (as before):

- Bleeding may only proc when you have 0 shield.

- Bleeding causes health loss over time.

- Bleeding effect continues until duration is up (or maybe healing stops it), with no regard to your shield points.

 

This is how one would expect bleeding to work. I seriously hope that you will change it to this at last in the near future.

 

Visuals:

I have noted that the scopes for snipers are still somewhat lacking. Okay, they are mostly annoying as hell. I know you want to give them a hi-tech amplification feel but right now they are still blinding in most situations/on most maps. These scopes are meant to enhance your vision, not impair it. Normally that is.

I would simply raise contrast on these scopes and that's it. In fact if no effect was present, even that would be much better than the current version.

Sry, but it's hard enough to hit enemies with Lanka to begin with (somehow teammates love to jump into my shots...), having a useless scope doesn't really help.

 

Event:

I like the idea of "short" events, instead of the previously experienced "do 100 missions" kind of direction. I know it might sound lazy but I do believe it would be nice to create a codex page for every event right at their start with the instructions on what to do, dioramas and all. Yes, they are usually not that complicated - but new players tend to not get it in time. Had trouble explaining such stuff for a friend before, it's especially hard when they just barely got used to the idea of Foundry :D

 

Stealth:

"Panic buttons now can be un-alerted. This means if you've been detected on a ship/planet/location, you can revert the alarms to a neutral state to complete missions with a more 'stealthy' approach."

Is it only me who thinks this is strange? Sure there can be false alarms, but sure as hell military officers don't accept a report from some computer stating it was one. At least they would send engineers to check out what caused it and even ask the soldiers stationed there if everything was alright. Which in case of Warframe would end in everyone knowing that you massacred half the base already.

 

I can accept enemies calming down themselves believing the threat has passed to other areas but a "calm down button" for the whole base is kinda out of place for me.

 

By the way:

 

...

Puzzles:
During leveling up I came across a challenge of solving puzzles in time. Some of them were ones I have never seen before. It was surprisingly fun! This system is perfect for anything related to unlocking stuff, it could be used at so many places.

- Treasure rooms that can be accessed by breaking into a console but shut themselves if someone fails in the puzzle (maybe 1 try per player? so no hard feelings are produced on a fail).
- Changing the mechanic behind the MasterThief mod, so that every locked container can be opened with it if the player completes a puzzle - with every level of the mod, the puzzles would become easier or the time limit longer - giving extra "try"-s might be not advisable as I'm sure that would mean less people upgrading the mod. On fail the container would seal shut.
- It would be fun to get advantage of the map through the computer consoles here and there... like changing the allegiance of a room's (or whole map's) security system for a very limited time, maybe even shutting it down for some time (to counter laser doors that will be eventually fixed so we can't slide-melee through them anyways).
- Getting informations about enemies on minimap for some time etc. Maybe trigger leaks here and there, alarms that lead enemies astray (affecting spawns perhaps) or into a trap, etc.
- A new warframe mod that affects console hacking - like "Puppeteer", "Hacker" or something - could do wonders: if you can hack into a console new possibilities open the higher level your mod is (or at least you have a higher chance that these open, etc.). Like without it you can only stop alerts, but every level of the mod would give X% chance to open all options (of course calculated one by one, so if one is not lucky, none opens, if lucky all of them - usually about 1-2 -, though diminishing returns should apply). Maybe mentioned calculation should happen once per level so trying different consoles wouldn't mean trying anew.

...

(https://forums.warframe.com/index.php?/topic/79196-concepts-of-mine-consumables-merchant-gambler-and-void-cause-i-like-that/ though you can reach the same link through the arrow at the top-right corner of the quotation box.)

 

Zephyr:

Does the Tornado still send the loot flying thus rendering Zephyr players completely loathed during Defense/Survival/farming missions?

 

 

- q86d.png -

 

 

https://forums.warframe.com/index.php?/topic/189393-frost-ultimate-delay/page-2#entry2208518

 

Frost's Avalanche now applies it's Freeze immediately and no longer functions as Crowd Control, leaving him a slow moving nuker who's damage type doesn't get used much at all.

 

Why in the hell do you guys do this? You nerfed the crap out of Snow Globe, not realizing that it was only useful in endless defense/survival due to enemy damage scaling to infinity and compensated by making Avalanche a somewhat decent CC ability, and then you go and pull this crap, nerfing what CC he has left. Freeze used to be an instant-cast with no travel time and would deal next to no damage, Ice Wave did damage, but was more for the 100% cold/slow proc under Damage 1.0 and then Damage 2.0 and later comes along, rendering Cold nearly worthless.

 

Here's how you fix Frost: Remove all his skills and give him brand new ones with an actual function aside from damage.

 

They did what? I mean I haven't had the chance to check it out (damn my working hours) but if I understand it right the Freezing effect of Avalanche only appears for an instant now? Again?

 

Hell, poor Frost. Their "original" nerf was - sorry for being honest - badly designed to begin with and now this. Will check it out if this is how it is but man... I admit I hated how "invulnerable" the globe was but nerfing that without any buff to balance it out was illogical and should have been postponed until proper changes are made to his other stuff too.
 

I have even plagued them with ideas on how to nerf/buff/fix Frost.

 

...

Frost


As my first ever built frame, Frost has a special place in my heart. After I got Frost Prime I've formad this guy so hard... well, the usual, only 1 skill slot, etc. I love this frame yet I was more than willing to trade 3 abilities for simple mods and never looked back. I'm only using Snowglobe. So here comes whining 2.0.

Time has passed, Frost got changed a bit. You can guess that as many others I am not fully satisfied with the results.

The original problem was that most of his abilities fell short compared to other frames' (actually pretty badly), which endorsed the use of his only truly useful ability (snowglobe) which was pretty overpowered, way more than bastille. Actually I've welcomed the "health" for the globe, even though it pretty much destroyed the only thing that kept Frost afloat thus crushed mine too.

 

The changes reflect the usual idea of "nukes", meaning a large amount of people cannot see further than the damage an ability causes. Hell, many would call Loki weak and bad and I can honestly say he is one of the Most fun frames to play and actually brutally effective in most situations. He is damn scary and can pretty much save the day. Without any direct damage skills, mind you.

Thus I would prefer Frost to be a CC frame, especially since freezing based powers are usually best for that. Anyways, here comes my "idea pack" of Frost:

 

First of all I would make it so all Freeze effects act like this:

- Freezing enemies render them immobile for duration.

- The effect can be prematurely broken by causing more damage than certain % of max. health in one hit. Depends on skill power but it is tiered like this: Fire/Physical/Blast, all other elements except Cold, Cold. Every tier needing double the % to break the state, cold cannot break it. For example fire, physical and blast needs to hit for 20% max. health to break it, others 40%, cold cannot break it.

- Enemies frozen have certain % debuff against physical and blast damage types. This is pure damage bonus againt them, not a decrease to resistances. Completely dependant on ability power. Fire element based attacks suffer half this effect in reverse (so 40% bonus to blast means 20% minus to fire as the encasing ice protects the target from the fire).

- If the duration is up, the enemies suffer "slow" effect for standard duration (like when Cold's status effect kicks in).

- If the effect is broken prematurely by damage, the target is knocked to the ground, those standing around him will suffer blast and/or impact damage from the shattering ice.

- If the effect is broken prematurely by damage, the damage is applied first (thus gains the whole bonus %), then the effect breaks. Even if the target dies, the ice shatters thus damaging those around.

- Bosses cannot be frozen but they are slowed to a complete halt at first and gradually "thaw out", preferably during half of the original time limit. The incoming damage debuff is applied to them as well, though the effect is halved since they are not completely frozen. I consider Stalker and kin bosses.

- Diminishing returns apply, repeated usage of this effect on the same enemy will yield decreased duration of effect.

This way it seems at least remotely logical and has tactical depth too (fire easily breaking the ice but having's it's effect weakened, cold not getting bonus but not breaking the effect at all, etc.).

1. Freeze
The new version was previously mentioned to work "like" Ember's fireball... I have rarely seen anyone using that, so I guess that's the similarity. Sorry for being sarcastic but I haven't found any change in this skill since before, just as "useful" as it was. You don't want to stop to freeze single enemies when you are fighting a group and since the bosses usually end up being bugged or at least invulnerable thanks to this baby, I wouldn't advise using it on them either. Good to stop one when you need to revive... a rather narrow field of expertise. Get into cover and you will never use it for that again.

So what I would do with it - endorsing the use of Frost as a CC frame:

- Range: 50m, 3m aoe on impact location, enemies further away from the center of this aoe suffer weaker effects (decreased duration of effect and only slow when too far away), latter affected by power range mods.

- No initial damage.

- Enemies in 3m aoe (affected by power range mods) are frozen in place for 5/7/9/11 seconds (affected by duration mods).
- Frozen targets suffer incoming damage buff as mentioned above, increasing every kind of physical and blast damage dealt to them by 25/50/75/100%, affected by power strength mods. Fire damage is weakened by half the amount, again, as mentioned above.

- Prematurely breaking frozen status damages (cold and impact damage, 20/40/60/80) and knocks down those in range (the same 3m aoe + power range mods).

- After frozen status dissipates (either normally or prematurely) enemies are affected by cold's status, slowing them for a standard duration (like in case of weapon Cold status effect).

 

2. Ice Wave
Ice Wave was never really a specifically good damaging power (only an adequate one that looked "cool") I believe it could too use some rework. Yes, it was presumably changed to apply cold status effect thus slow the enemies - before dmg2.0 it's cold damage did the same thing so we only took a step back. Well, still an improvement.
Currently Avalanche is simply outclassing it, energy/effect ratio is too different. So, my version:

- Ice spikes form on the ground, enemies hit by the growing shards get knocked to the ground and suffer 50/100/150/200 piercing damage.
- The spikes stay for a duration of 5 seconds (affected by power duration mods, but not by the rank of skill), like some kind of ice trap, any enemy getting too close to them gets damaged and slowed (cold status effect).
- The damage is 60/80/100/120 per every second the enemy spends in aoe (standing among/on the spikes), affected by power damage mods. The damage IS damage per sec, not damage over time, thus if duration get's higher (by Continuity for example), the overall damage goes up.

- The range seems fine as it is.

 

3. Snow Globe

I'm one of those that actually think that the nerfing of the Globe was a logial and acceptable step. No I don't like how it was nerfed but I admit I like it even this way more than how it was (I am mostly playing Frost, mind you). It was an invulnerable cover which you could shoot through effectively providing ranged immunity except railguns and explosions (latter is more of a bug or a simple miss in design, as it feels illogical if the other things are kept out). It made Frost into the "globeframe" with no skills whatsoever apart from Globe. It was a very narrow role and was pretty much outclassed in every other area. Though this has changed, it has changed in a wrong way. Frost still doesn't have anything that makes him a worthy choice in place of any other frame while he no longer has the globeframe role either. I know that balancing the globe is hard - but I believe that problem hails from the very design and idea of the snowglobe, thus I would like to forget that as it is.

 

Winterhail/Blizzard/Snowstorm

Description: Frost takes control of the surrounding moisture, forming it into a raging storm of razorsharp ice, hindering ranged attacks and damaging enemies that venture inside.

Frost creates a storm made of icy shrapnels, dealing cold and slash damage to those inside, while weakening ranged attacks passing into/through the globe.

Range: 5m, affected by power range mods.

Duration: 30s, affected by power duration mods.

Damage: 15/30/60/90 per second, half slash, half cold damage (thus the overall damage is way lower than Ember's FireBlast), affected by power strength mods.

Enemies are slowed by 40/50/60/70% (or 67% on top if that had any meaning to be 67 instead of plain 70%).

Damage mitigation from ranged attacks is 30/40/50/60%, affected by power strength mods (if not affected, then it needs to go way higher).

Would be nice if shots interacting with (entering/spawning within) the storm would have a chance to be stopped (rockets still explode). Preferably the same % as for damage mitigation. If the 2 effects together might seem too strong or complicated, I would choose the latter with 44/56/68/80% as probability chance to intercept a ranged attack.

 

This way we get a worthy T3 ability which is still way less illogical and "absolute defense" than the original Snow Globe while MUCH more useful than current one.

 

4. Avalanche

Avalanche itself is not a bad ability by nature it's just that we have seen the near-exact same ability on other frames, countless times. It's nothing creative, only a large aoe damage spell, like that of Saryn, Mag etc. - even Volt is different since his Overload hold the possibility of higher damage thanks to the objects around, and Rhino has his "aftereffect" of floating enemies, making his über a "small" bastille for the recently (or soon to be) deceased. In fact Avalanche is like a reverse version of Rhino's stomp, first stunning, then damaging. But pretty much that's all the difference.

 

Here comes the "I would do the following" part:

Make Avalanche into something like Molecular Prime, an ability not dealing damage by itself (for MP you have to start killing the enemies since the effect only deals aoe damage if affected enemy dies - after then though... well you have seen dominos, so you get the idea).

 

Description: Summons a treacherous landslide of ice that instantly freezes enemies in the vicinity rendering them immobile and highly vulnerable to incoming physical and cold damage.

Range: 15/18/22/25m, affected by power range mods.

Freeze duration: 7/10/13/16s (affected by power duration mods).

Otherwise same as in case of Freeze, detailed above.

...
Edited by K_Shiro

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