![]() ![]() Strength effects Damage of wave, Range effects wave travel distance, Duration effects skill duration, Efficiency effects energy per cast. Casting on Downed Warframes revives them. Increases Rift Plane buff duration granted by Banish to 30 seconds on allies. Allies heal 10% max health per second until Rift Plane runs out or is refreshed (does not stack).Īugment: Rift Haven - Increases health restore from 10% to 25% (affected by strength). ![]() Enemies suffer an additional 250 impact damage. When limbo dashes, he applies Rift Plane to himself.Ĭasts a wave of Rift energy that inflicts Rift Plane on Enemies and Allies in range (including the caster). Additional instances of Rift Plane refreshes the duration and re-inflicts damage. Rift Plane is applied to an affected target for 30 seconds and applies an effect: Enemies suffer 300 impact damage & have movements slowed by 40% for the duration, Allies regenerate 2 energy per second & take 50% less damage from enemies not inflicted with Rift Plane. Rift Plane is now considered a buff in terms of its mechanics (debuff on enemies). This rework would see a change to the existing rift plane mechanic. With enough strength players can stop enemy movement like current surge does, or can let it be lower to allow enemies some movement solving some of the issue of cataclysm. In effect, changed being 'banished' to being a buff for allies and a debuff for enemies that can give damage resistance and slow enemies. TLDR: Looking to remove the concept of two non interacting spaces and focus on limbos utility and spreading buffs and debuffs. NOTE: Assuming warframe is at max rank in descriptions. I hope this meets with interest, if not approval. So i wanted to take a look, as someone who likes to keep balance in the forefront of his mind when developing concepts. Still, recently I've seen alot of threads positing reworks of limbo that range from making limbos kit 'easier to understand and less frustrating in multiplayer' via the novel method of making his kit far more complicated / intrusive, and other that make limbo so strong you could afk steel path with him. However after playing him through again after his prime access, and accompanying polish, I found him to be much more enjoyable. I, like many, disliked him at first especially when teamed with a limbo user. Once it hits 5 minutes, gtfo.So I do like Limbo as he is. Since I was invisible to mobs thanks to the event trait, I didn't have to worry about them that much.īut the lesson here is don't trust the timer. I was dual wielding chain pistols, so clearing was rather quick. Occasionally taking out some grunts or a couple meatheads in the hopes they drop a useful trait and only clearing areas around clues and skipping the others. ![]() ![]() I was basically just looting whatever was in plain view going along from clue to clue. I wasn't actually clearing the entire server. But they can literally maul a player entirely dead in a group of 5. Especially since the dogs have an armored face and chip away a tremendous amount of health. The mob is over-tuned the way it is, and to have them in a pack of more than 2, makes this one of the game's design to be the most stupid choice ever made in a video game. I also frequently get dogs spawned infront of me during the start of a mission. I was a solo carrying a bounty and died right at extract due to a stupid pack of 5 dogs. I will agree the issues remain of having to fight OP mobs at an extraction such as packs of dogs, swarms or flamies, make this game unpleasant and awful. But I guess most would say "they dont see the problem here." Since you cannot loot an entire server of all its towers, and expect to take on 2 bosses. Originally posted by InnCognito:It understandable that taking on 2 bosses as a solo and clearing an entire server may sound like the best option. It understandable that taking on 2 bosses as a solo and clearing an entire server may sound like the best option. ![]()
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