eelektrik Posted January 23, 2013 Posted January 23, 2013 If Blessing revived teammates but didn't restore them to full health/shields like it does for players who are alive, it would still be much more useful.
Lunaticked Posted January 23, 2013 Posted January 23, 2013 Kind of with the majority here, wishing Trinity had some kind of AoE based abilities. Things die far too quickly most of the time for her abilities to be useful, even with heavies the time spent casting her skills is usually better spent doing something more offensive based.
shoudra Posted January 23, 2013 Posted January 23, 2013 I played Trinity quite a lot myself I give a thumbs up with making "vampire" skills aoe and I love link on bosses it is probably my favorite thing to do on a Trin Frame!
eyedeeoneohtee Posted January 23, 2013 Posted January 23, 2013 (edited) Has anyone else had an issue where the returns from energy vampire seem to be capped at 100? I'm not sure if this is a bug or a nerf, but if it's a nerf it feels unneccesary since it's not really spammable anyway. EDIT: It's too consistent to be a bug; energy vampire never returns more than 75 energy per use. On the other issue, I don't want to change the fundamental way the skills work because I really like the idea behind them, and they work perfectly well on big enemies, but I would quite like to see a small aoe on the first 2 skills. Edited January 23, 2013 by eyedeeoneohtee
V1RTU5 Posted January 23, 2013 Posted January 23, 2013 (edited) this is a lie because i can go from 50 to 200 just off a random minion with my snipertron. its all relevent to your damage if your only dealing 2-5 damage per shot its not gona have big pay off (unless matched by high rate of fire) but 1 shot of 300+ damage will fill u up my issue is as stated by other people that yeah she is viable and playable class but i dont see her as a "support" Edited January 23, 2013 by V1RTU5
Reaps989 Posted January 23, 2013 Posted January 23, 2013 Made another thread, but only downfall to Trinity is it's "casting" animations. That's it. The frame is amazing if played properly.
S4R1N Posted January 24, 2013 Posted January 24, 2013 Fully agree. Actually I'm a big fan of support classes that basically have an AoE that allows the team to basically hold their location and get a massive buff or even if one the move they get buffed somehow. Right now, I see Trin and I laugh.
V1RTU5 Posted January 24, 2013 Posted January 24, 2013 the animation isnt the issue its the fact that she is a leach tank and occasonaly suports her team with her abilitys in boss fights and such.
Reaps989 Posted January 24, 2013 Posted January 24, 2013 (edited) the animation isnt the issue its the fact that she is a leach tank and occasonaly suports her team with her abilitys in boss fights and such. This allows anyone to do so, thus what change is needed? All leach effects are based on your damage, if you hit for crap you get barly anything back. If you could use the animations faster, this would be fine. However, I wouldn't mind well of life and energy vamp being group buffs rather than requiring a target. Then all damage dealt would make it so all targets are valid. However, then no team would ever die with a Trinity. It would just not be possible. Thus, lowering the animation time and communication would fix all of this. Link, is the least useful ability... I personally would enjoy seeing it removed until I find a boss I need it on. Edited January 24, 2013 by Reaps989
Artharion Posted January 24, 2013 Posted January 24, 2013 I enjoy playing support classes in most games, but the trinity warframe is a bit of a disapointment. It does not bring a lot of contribution to the team. Volt can clear an entire room, Loki disarms oponents, Ex blinds them etc. Trinity has its health and energy regen skills, but because they are only active when a player is attacking an affected enemy, they are a waste of energy on every mob but the strongest bosses. That is 5% of the fights in-game. I believe that Trinity's skills should be targeted at the team, not the enemy. For example: Skill 1 could place a healing orb in front of the player that heals for large % of health. This way Trinity player can choose to pick up the orb himself, or give it to another player. Skill 2 could be the energy vampire, but instead of targeting the enemy, it would be an AoE spell with center around trinity. Players standing inside it would regenerate energy when dealing damage. Skill 3 - Shields target player, absorbing a large % of damage recieved. Trinity gains energy proportional to damage absorbed. Skill 4 is pretty much fine, but i would swap invulnerability for an ability to instantly revive downed players. This setup promotes the team support aspect of trinity's skills. Let me know what you think and what other ideas we can come up with. One thing can be certain, trinity needs some love to be a viable support class. Definitely +1. I find that I don't know what to use my number 1 - 3 skills on in normal missions. The only time they ever get pulled out are during boss fights.
aTaVaX Posted January 24, 2013 Posted January 24, 2013 (edited) i would just like the first and 2nd ability, when someone damages the target, the health/energy is automatically split between everyone in the group. This makes it so you don't need an incredably organized team for you to be able to heal teammates. but in order to get the maximum effect, your entire team needs to focus the target. So it would reward organized groups while still making the skill acessible to less organized ones. Edited January 24, 2013 by aTaVaX
Crominix772 Posted January 24, 2013 Posted January 24, 2013 +1 agree with all you said OP. I'll add, it's hard to keep up with your team's health and when to use skills since the health indicator (Z button) is so cumbersome. Hence, I posted this: https://forums.warframe.com/index.php?/topic/6582-option-to-toggle-onoff-players-health/
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