.Talia. Posted June 9, 2014 Share Posted June 9, 2014 (edited) Introduction Hello everyone, i consider myself a PvP specialist in Warframe, that's the fun in the game for me, and basically all i play in Warframe. I have been playing PvP in Warframe since the Conclaves release, and have been in more than 20.000 Conclave matches, you can confirm this in my in-game profile. I've experienced all these things countless times, so i know what i am talking about. What players are experiencing now on the Dark Sectors PvP, i've experienced since the beginning of the Conclaves. PvP Balance on Warframe, is it possible? Yes, PvP Balance is possible, but not without changing some of the things that are balanced for PvE. For those who not know, its possible to change things in PvP without affecting PvE. Many changes are already in place, abilities, mods and damage types, were already changed in PvP without affecting PvE. Recently the mod Reflection was nerfed in PvP. A step in the right direction. But with the upcoming Dark Sectors PvP, some other mods and weapons have to be reviewed. Or else these forums will be flooded with a tsunami of "nerf plz" topics. The Conclaves are completely optional, and have no rewards or leaderboards. If you don't like playing against a cheap player, you can simply quit. But the Dark Sectors PvP however, there will be rewards, the PvP will have a direct influence on the Solar Rail conflict. Right now most of the regular Conclave players follow some kind of code of honor, because they choose to play fair. But once the Dark Sectors PvP comes out, people will try to win no matter what, they will use all dirty tricks available. Instead of pointing fingers and complaining, i decided to make a list of suggestions on how to balance the things that are currently over powered, broken, or not balanced for PvP. --- --- --- Quick Thinking This mod alone is not a big deal, since energy is scarce in the PvP, but when used in combo with the mod Rage, this becomes the most infamous build around the Conclaves. This mod is game breaking to the point where good Conclave players refuse to use it, it is considered the cheapest possible mod, used by tryhards. This mod completely change the outcome of a PvP battle. It drains your remaining energy and converts it to health with a 240% efficiency. It keeps you with 2 Health, and use your remaining energy as a second health bar to keep you alive from incoming damage. Testings revealed that the Armor value affects the damage to energy, making this even more effective on Warframes with high Armor ratings such as Valkyr. Currently the only way to counter it is by using Magnetic damage in a weapon with high status chance, and prey that a magnetic proc breaks the Rage+QT cycle. HOW TO BALANCE IT: - Reduce the energy-to-health conversion to 100% at maximum level. - Remove the influence of Armor to the Energy pool. - Increase the time of the Stagger animation that a QT user is forced. --- --- --- Reflex Guard This mod is just as overpowered as Quick Thinking. Its a chance of automatic blocking all incoming attacks in a 55% chance at max level. Curious enough, this mod have a conclave rating of only 3 points. Reflex Guard is triggered even while shooting, so you auto-block shots in the middle of a gun fight without stopping. That's the first big issue with this mod. Once triggered, you shouldn't be able to shoot right? Seems logical. On the wikia it says that this mod will not trigger when you're shooting, reloading, charging a weapon, holding a charged weapon, or busy from any other animation. But this statement is false, and all regular Conclave players know that if you are already shooting, and the Reflex Guard procs, you will continue to shoot. If a DE reading this needs proof, i can upload a video to youtube showing this. And the ridiculously high chance to block was not meant for PvP, as many other things in this game, this mod was thought for PvE. And probably the biggest issue with Reflex Guard, is that it will proc even if you are out of Stamina, and if you are already blocking the person still shooting, you will continue to block even after your Stamina runs out. Just enter a Conclave and test it for yourself, on my testings, when Reflex Guard proc'd while being shot by a Supra, i was able to block the whole magazine even without any Stamina left. HOW TO BALANCE IT: - Reduce the chance of auto-block to 33% at maximum level. - Make it impossible to do any animation other than blocking once the Reflex Guard procs. - Make blocking work ONLY while you still have Stamina available. - Increase the Conclave Rating of this mod to 100 --- --- --- AoE Explosive Weapons Penta, Castanas, Ogris... all AoE explosive weapons should have their AoE range (So called "Blast Radius") reduced by a couple meters. A Penta with Firestorm have a AoE radius of ridiculous 6.2m. I don't even know what to say, its simply not a weapon balanced for PvP, its a weapon made for PvE like other have pointed out. That's the biggest issue with them, and that's why good PvPers consider AoE weapons to be cheap and "skilless", because you can kill a guy that's not even near where you aim. Doesn't matter if he is a floor below, behind walls, or in the middle of a copter fleeing. And there is no blocking it. Did i mention it is insta-kill? Have to be balanced for PvP before the Dark Sectors PvP comes out. If they don't want to touch the damage of this weapon class, then at least the AoE Blast Radius must be nerfed down by a couple of meters. HOW TO BALANCE IT - Reduce the Blast Radius (AoE Range) of all AoE Explosive Weapons by 2.0m - Make it possible for solid map objects to stop the AoE Damage, for example when hiding behind a wall. --- --- --- Hysteria Being 100% immune to all forms of damage. Godmode. I don't even have to explain why this ability is over powered. There is no way to counter it, you can only wait until its over to try to kill the Valkyr, before she cast it again. This ability brings many issues in the PvP. Some players use Duration mods and simply camp on the Energy Orb, casting Hysteria repeatedly. Others use it to revive fallen allies and you can't do nothing about it. On Dark Sectors PvP you can safely activate all objectives while being 100% immune to all incoming damage and no one can stop you. HOW TO BALANCE IT - I won't give any suggestions on how to balance this one out. I'm sure it's already on DE's plans, since Hysteria changes were announced. Ok Hysteria Animation Changes are already in place, but they didn't balance it so i'm giving my suggestions now.Ok so Hysteria was finally touched, The Duration was reduced to 5 seconds, a band-aid solution that didn't solve the problem. 5 Seconds is enough to revive fallen allies and activate objectives. - Instead of invulnerability, it grants 90% Damage Reduction (Aside from Valkyr's Armor value) not affected by Power Strength.- Keep everything else like it is now. (Immunity to Crowd Control and Knockdown, Life Steal, etc) --- --- --- Bladestorm This is your good old "press-4-to-win" Deals 2000 finisher damage (Bypass Armor) to all players within Range, with a forced Bleed Proc. There is simply no way out of it. Completely unbalanced for PvP. On Dark Sectors PvP you can even target objectives like Generators and the Power Core. (Fixed) HOW TO BALANCE IT - Make it deal a fixed % of damage to the target's health, instead of a fixed value of 2000. Balance it so that even with the bleed proc, the target will still be left alive. - Make it hit each target only once. Right now, Blade Storm continues to hit all target in range until everyone is dead. - Ash must NOT be invincible while Blade Storming. At least DoT procs should still apply. (Right now if you have a Bleed or Toxin proc, and go Blade Storm, the ticks will pass and you will be left alive after the Blade Storm) Blade Storm was "nerfed" but still broken over powered. --- --- --- Invisibility and Smoke Screen with FULL BLACK energy These two abilities were not supposed to make the user completely 100% invisible. You were supposed to see that "predator-like" effect. Except that if the user is wearing a full black energy color, he will be COMPLETELY INVISIBLE. HOW TO BALANCE IT - Make it so that even with full black energy, the user is still barely visible. (Like the way its supposed to be) --- --- --- Shuriken, but applies to other spammable first abilities. 500 Slash damage per Shuriken with a 100% status chance. Two shurikens will be thrown when the mod is level 2 or higher. It takes no more than one of two of these to kill even a fully modded Warframe. It's a spammable cheap skill that cost only 25 energy with default efficiency. Did i mention its a homing missile? Shuriken will seek nearby targets. (Even if you don't see them, if they are hiding or invisible) Even if you survive the initial damage, the Bleed DoT inflicts 35% of the initial damage per tick for a total of 7 ticks over 6 seconds. HOW TO BALANCE IT - Maybe the damage is just too high for a first ability. Again i suggest to use a % of Health Damage, instead of a fixed value. But i know the developers are not very fond of this idea of using a percentage for the damage of abilities. Check some other suggestions: - The Bleed DoT its a death sentence, 35% is too much, when people survive the initial damage, they are already dead its just a matter of time. My suggestion is to reduce the DoT to 10% and give targets a chance to survive. - Shurikens needs to have their casting delay increased. Currently the Delay of about half a second between uses. You can spam your whole energy pool in about a couple seconds. I suggest increasing the delay between Shurikens. --- --- --- This topic will be updated. Edited August 5, 2014 by RexSol Link to comment Share on other sites More sharing options...
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!Register a new account
Already have an account? Sign in here.Sign In Now