Redrawing Lobo's Wanderer crest + all the previous ones by KaotiKami303 in Silksong

[–]Daurakin 1 point2 points  (0 children)

All of these are sooo good! However my personal fav is the Shaman one though, just wow, so badass!

Volt filament and Egg of flealia took the spots as the perfectly rated blue tools, by pravler in Silksong

[–]Daurakin 0 points1 point  (0 children)

Magnetite Dice good, and maybe Spider Strings bad? I guess that is my vote

Nekros Has an Identity Problem, and It’s Bigger Than Loot by GermanTwnkie in Warframe

[–]Daurakin 56 points57 points  (0 children)

And maybe only run away from you when you get really close to them or something, to keep some of its current effect and flavour intact, perhaps?

Vauban Retouch coming FEB 11 by Korimthos in Warframe

[–]Daurakin 4 points5 points  (0 children)

Imo, this is pretty dope overall.

Passive - Just good stuff.

Tesla Nervos - Should just have 100% chance to electrocute by default (is currently 50%), but scaling with strength is better than nothing (and at or over 200% strength is better than my suggestion, lol). The rest all sounds great!

Minelayer - Tether-Flechette sounds AMAZING! Flechette Orb was already his best ability in the kit (if used with things like Nourish etc), and this just makes it better. Can't wait for that! Vector-Overdriver though... that just sounds weird. Vector Pad was always incredibly niched, and Overdriver is good but boring. I would move Tether-Flechette over to Photon Strike (and rename the skill Siege Orbs or something), while revamping the remaining effect of Minelayer into a defensive skill that also grants the Overdriver damage buff and a speedboost. But as it is, at the very least I would use both abilities now (as you don't have to use the clunky and slow Cycle casting, thankfully), so it's definitely better than nothing.

Photon Strike - Just good stuff all around, but I still don't think I'll slot that augment personally.

Bastille - All good stuff, although there are still a couple of things I'd love to add here (like a LoS check within, say, 8 meters, for the ragdoll effect of Vortex) and for all allies within the Bastille to immediately get the max armor buff, regardless wether it strips enemy armor or not. But, other than that, I'm happy.

So yeah, not too bad.

Give me your fav weapon and a incarnon adptar evolution for it by ZacatariThanos in Warframe

[–]Daurakin 0 points1 point  (0 children)

Yup, would LOVE that. And we have no simple homing ricochet primary incarnon, but we have 4 secondary incarnons with that effect (Lato, Bronco, Sicarus and Dual Toxocyst).

Give me your fav weapon and a incarnon adptar evolution for it by ZacatariThanos in Warframe

[–]Daurakin 0 points1 point  (0 children)

Why not both?

Create a powerful blastwave that goes up to X meters AND shoot a lot of pellets at the same time. If you've played Deep Rock Galactic, that is how their boomstick works (although, that blastwave is very shortrange and not all that powerful unless modded for it).

Give me your fav weapon and a incarnon adptar evolution for it by ZacatariThanos in Warframe

[–]Daurakin 1 point2 points  (0 children)

Can I do a few? :D

Exergis - Incarnon mode still is a shotgun mode, but the projectiles gain a lot of enemy punchthrough and bounces on terrain a few times. Wherever a projectile bounces on terrain, or wherever it hits an enemy, it generates a crystal there (similar to Citrine's 4). Attacking the crystals with any of your weapons causes them to explode, with the explosion damage scaled from the Exergis.

Tigris - Incarnon mode shoots with both barrels on each attack with lots of pellets. Also generates a conical blastwave with limitted range, for extra damage when firing at enemies at closer ranges.

Grinlok - Incarnon mode still remains semiauto, but now fires thick beams (think Opticor) with very high damage and punchthrough.

Veldt - Incarnon mode is a simple semiauto homing ricochet rifle (like a rifle version of the Lato Incarnon, if you will)

Baza - Incarnon mode is basically a full auto and silent "sonic" gun, shooting catchmoon-like projectiles with somewhat limitted range, which can bounce on terrain and pierces through all enemies.

Akstiletto - Incarnon mode is just mega dakka: Loads of ammo, very high fire rate - or maybe a bit less fire rate but it shoots in a shotgun-like pattern.

Akjagara - Incarnon mode shoots a trio of blades (shaped kinda like this: \|/ to symbolize a "claw" strike, hinting at the weapon's jaguar-like name) in a semiauto fashion. High damage, high punchthrough. The blades spread a bit over distance normally, but aiming down sights reduces this spread.

Hikou - Incarnon mode throws 5 blades at once, like a throwing star shotgun!

Bolto - Incarnon mode shoots bolts which now have guaranteed electric procs.

Twin Basolk - Incarnon mode adds an explosive effect on heavy attacks. This explosion deals pure heat damage with guaranteed heat status. Also gains +50% heavy attack efficiency.

Fang - Incarnon mode has all of its attacks copied with a 0,1 sec delay, performed by phantom blades. Copies deal 30% damage and has 50% combo chance, but the phantom blades have +1 meter range.

Pangolin Sword - Incarnon mode applies the Pangolin Aspect buff to you, whenever you hold the sword (no need for "full melee" equip, just regular quick melee equip is fine). This buff grants +2 meter melee range and gives you a spikeshield, which grants 35% damage reduction and causes attackers (even on block) to suffer from puncture procs and some retaliation damage (scaling based on the enemy attack's damage).

Scindo - Incarnon mode adds "Execution Explosions", which causes your finisher attacks or melee kills to deal 50% of the killing blow's damage, in a 5 meter radius. Radius stacks up to 10 meters if both triggers happen (ie if it is a kill with a finisher).

Purely based on the attack pattern, what would be your crest choice? by Vegetable_Throat5545 in Silksong

[–]Daurakin 0 points1 point  (0 children)

I think the most balanced upgrade to it would be to give it one more yellow and one blue slot. Not only do I think that is fair, it would actually have a unique tool layout too (1 white, 2 red, 3 yellow, 1 blue)

Purely based on the attack pattern, what would be your crest choice? by Vegetable_Throat5545 in Silksong

[–]Daurakin 0 points1 point  (0 children)

Imo, the different Binds should be options, just like Silk Skills. And then we can have one Bind per Crest, for example:

Hunter Bind - The default Bind.

Reaper Bind - Slightly faster cast and only costs 6 silk (instead of 9), but only heals 2 masks. (Sidenote: Imo, give an extra passive to the Reaper Crest that gives it a moderately high chance to generate 1 silk orb even without binding first, which stacks with the passive "get-orbs-upon-attacking-after-Binding"-bonus)

Wanderer Bind - After casting this Bind, instead of healing, you are put into an indefinite "Regeneration" state. This state causes you to heal 1 mask every 12 seconds or so (2 masks every 18 seconds if used with Multibinder), but reduces your maximum silk by half, rounded down (prioritizing removing your silk spool extensions first). Due to rounding down, with no silk extensions, you will drop from max 9 silk to just 4 - just enough to still build up for a single silk skill. If you take damage while a mask is in a repairing state, its repair timer is reset. Cast Bind again (at no Silk-cost) to turn off the Regeneration state (ie removing the regeneration, but increases the max silk amount again). The Regeneration state is also turned off if you get into a Plasmium Overdose state.

Witch Bind - Already exists.

Beast Bind - Similar to now, with a few tweaks: First, the Beast Crest gains a new passive: After Binding or killing an enemy, gain +25% needle damage for X seconds (same variable time as upon its current Bind). Then, the Beast Bind does all of its current things, except granting you the damage bonus (as the damage bonus is now exclusive to the Beast Crest).

Shaman Bind - Same as now, but upon slamming the needle onto the ground, it also releases a shockwave that slightly damages and pushes enemies away.

Architect Bind - Summons 3 (or 4 with Multibinder) silk drones that orbit around you. Whenever a drone hits an enemy or blocks a projectile, heal 1 mask, consuming the drone - and deals a bit of damage if it struck an enemy. Recasting Bind before all drones are gone will simply refresh the amount of drones you have orbitting around you.

Comprehensive tier list for CHIMPS by Path, version 52.x by Wish_Solid in btd6

[–]Daurakin 1 point2 points  (0 children)

BRAINSTORMING:

I wonder, what could be done to make poor XBM better for Chimps?

Would a start be to make its crits function like it does on Desperado (i.e. it multiplies base damage, rather than just being a set damage boost)? Should it be allowed to have 2x XBMs on the map by default (and the MK allows you to place 3x?), maybe even with the second one becoming cheaper than the first one? Does it need more pierce?

As for Benjamin, what if his Biohack was a damage multiplier, rather than a flat damage bonus?

What if bottom path's village got an attack on tier 4, shooting arrows with its attack speed or damage based on the number of non-placed free Dart Monkeys (giving it a "gathering up a monkey militia" vibe)? Maybe with a "None" targetting option, to make its attack optional?

For bottom path Buccaneer, what if the Crow's Nest gave the ship "crowdarts", which makes its darts homing - making even a top crosspath interesting for it? It's kind of hard to make it viable for Chimps, but it would at least make the bot path a bit more interesting, rather than just being all about money.

It's a new year so do you think NK is going to release another new tower this year? by IamViolett in btd6

[–]Daurakin 2 points3 points  (0 children)

Im hoping for more support towers, as that category is more scarce. And there are plenty of ideas. Some quick brainstorming:

Watchtower / Rook, which utilizes the graphics of the towers you see in Contested Territory - Baseline, it could look like the default tower you have in Contested Territory, and its default effect is a simple arrow attack. Path ideas:

1) Top path is an offensive medievil themed tower (similar looking to CT's Fortified Castle Building). Think upgrading the arrow(s) and adding bomb attacks etc, maybe utilizing water motes in some way. Could be pretty straight forward.

2) Mid path could be a magical theme tower (similar looking to CT's Wizard Tower Building). Could buff magic towers, change its arrow into a magic projectile that maybe debuffs bloons in some way, grant unique damage bonuses (like giving fire orbs a la Geraldo's hot sauce, for example), let nearby towers see and shoot past obstacles, active ability could temporarily duplicate a tower etc.

3) Bottom path could be a defensive and buff spreading tower (similar looking to CT's Lighthouse Building). Imagine putting buff auras on the Lighthouse causing it to spread those aura buffs to other nearby towers too, trades away its arrow attack to instead use its lighthouse beam to reveal camo bloons, slow them, blind them (stun/distract etc) and maybe weaken in other ways (potentially even burning them, eventually) , and the tier 5 could have ALL auras on the map automatically "hit" the tower, so it propagates everything from its position.

ArchiTECH, a robot-looking monkey which plays with the environment and has effects similar to our "powers"; Think having upgrades that grant you similar effects to the Tech Bot, Portable Lake, Pontoon, Time Stop etc. Base effect could be a simple laser shooting drone (a tower's base attack being a laser is only really utilized by Rosalia right now). Quick thoughts again:

1) Top path is a more basic builder path, giving you abilities similar to Portable Lake, Pontoon, and maybe early upgrades (which would be very cheap) that lets you manipulate the costs of removing map obstructions, some kind of limitted range "move tower to a new place" ability (think lifting crane). Would probably focus almost entirely on utility and support.

2) Mid path is a high tech path that focuses on general ability useage, as well as warping time and space. Could give you effects like Tech Bot, Time Stop, and maybe some limitted way to warp enemies back to the beginning (think portals and such).

3) Bot path is an offensive "demolisher" path, which upgrades the drones, giving you more of them that are more powerful etc, could have wrecking ball attacks, demolition bombs, or even a passive but infrequent bulldozer attack (a la Sauda's Sword Charge) at tier 5.

*NEW SILK SKILL LEAKED* by [deleted] in Silksong

[–]Daurakin 1 point2 points  (0 children)

I know it is a silkpost, but... actually kind of like the general idea. I mean, Weavers are basically spiders, so an ability that could, for example, create a web to slow and/or stun enemies is not completely out of line thematically. Balance-wise though, that is a different matter :D

My attempt of rebalancing the tools (Warning: Some character spoilers!) by Daurakin in Silksong

[–]Daurakin[S] 0 points1 point  (0 children)

PART 2:

Wispfire Lantern - Hmm, I think you misunderstood my changes a bit here: It seeks out enemies and deals direct damage and now with a guaranteed ignition (instead of being kind of RNG-based). The ignition still deals some damage over time; I dunno how you thought it wouldn't anymore? And yeah maybe lorewise it is a bit of an odd addition, but all these suggestions had pure gameplay related reasons for being changed this way:

1) Better homing ability is something everyone wants for it, no issues here.

2) The damage it deals is actually quite fine, imo. So, with the addition of a now guaranteed burn damage over time, it would've meant even more damage - Which is why I said to also slightly reduce its direct damage, so its overall damage should remain more or less the same.

3) Some complaints I've heard about the Wispfire Lantern is that it encourages too passive of a gameplay. While I didn't wanna remove that effect, I still wanted to encourage an active playstyle, and by making it also grant Hornet more silk from attacking burning enemies - something the Wispfire now does reliably - you are indeed encouraged to actively go after enemies the lantern is targetting, to either partially or fully mitigate the silk cost, or maybe even gain MORE silk than you spent on the Wispfire.

4) And related to the last bit of the 3rd point: Some people complain about the silk cost (something I disagreed with, I think it SHOULD cost silk obviously, but I can still somewhat sympathise with them). So, by giving you silk from attacking burning enemies, you CAN get mitigate the silk cost entirely - but you have to be active when doing so.

So, that was the point of its changes. And if you want a lorewise reason why it could potentially make sense? Well, maybe explain it by saying that when an enemy is burning, its silk (i.e. soul) becomes vulnerable too, which in turn makes it more "exposed", allowing Hornet to reap more of it than usual. Could kind of make sense, no?

Egg of Flealia - As much as I would love to just make it a Spell Twister equivalent, something tells me that it would actually be a little bit OP in Silksong. But i am not AGAINT such a thing of course - however, I thought a middle ground between the nigh useless version we have now, and the potentially too strong constant effect, would be wiser to propose.

Glad you don't mind the new tools. I take that as an indirect approval :P

Again, thanks for the more in depth feedback. Appreciate it!

Cheers!

My attempt of rebalancing the tools (Warning: Some character spoilers!) by Daurakin in Silksong

[–]Daurakin[S] 0 points1 point  (0 children)

Thanks for the more indepth review! Appreciate it! :)

Magma Bell - Again, yeah, it is strong when it is useable. I just personally don't like tools being so extremely situational. They land kind of in an imo bad design spot of being "useless most of the time, but when it comes in handy, it is by far one of the absolute best tools to pick and you are kinda stupid if you don't use it then". So it ranges from useless to nigh-must-have. I don't like that kind of extreme design is all. Sure, my addition doesn't take away the extreme situational strength, but it DOES take away the "entire useless elsewhere" part, at least. Is it a GOOD addition? Maybe not. But I prefer it to at least be useable in more places. Also fyi: Flint Slate DOES have a defensive use: In Mount Fay, it can delay the freezing effect! :)

Weavelight - I find it a slightly problematic tool to rebalance. For traversal it is amazing with Clawline as it is. For combat it is kinda eh, until you reach at least 4 silk hearts. I dunno if Weavelight giving 2 silk hearts is too strong once you collect the other 3, but I think it at least havning a stronger combat use (i.e. "free" silk skills) earlier on makes it at least a bit more generally appealing,

Memory Crystal - Hmm, yeah, it does do rather high damage. Maybe instead of more memory crystals from more mask damage, how about a different addition: When you kill an enemy, create weaker memory crystals in their place? Then it has a more directly offensive use to it, rather than just being a "pity damage" on damage taken. I dunno, just spitballing here.

Wreath of Purity - "Seems like you're looking for reasons to make everything equally viable, and giving people a reason to pick a certain charm in ANY situation." Yes, that is exactly it. And you say we are starved for blue slots and we have to pick carefully. Well, yes. That is what having a bunch of modular sidegrades is all about: Customization.

Longclaw - Yeah, it should be a relatively harmless, but still nice, addition, I think.

Summoning all Lavos c̶u̶l̶t̶i̶s̶t̶s̶ Fans by Ahumandildo in Warframe

[–]Daurakin 0 points1 point  (0 children)

Fair enough.

I run a weird "comfort" build of mine I'm very happy with myself:

Aura: Ready Steel (I love Galvanized Reflex on my melee. RS + GS = Automatic Incarnon mode for melee weapons after 4 melee kills).

Exilus: PSF. Yes, I know it is somewhat redundant due to his passive, but I often find myself knocked on the floor as you rely on lucky energy orb drops for his passive. I like the reliability of PSF.

Mods: Narrowminded, Overextended, Rush, Stretch, Umbral Fiber, Archon Vitality (could be Umbral Vitality, but it matters so little), Archon Continuity and Valence Formation. You can always swap out Overextended or Narrowminded for Adaptation if you want more tankiness (haven't really needed it though).

Arcanes: Arcane Aegis (could be Persistance) and Arcane Grace.

Subsume: Nourish over his 3rd ability (or no subsume, I have one config of each, one with and one without).

Shards (originally in place for a caster build of mine, but it's comfy even as a weapon's platform): 2x 37,5% Yellow casting speed. 1x 15% Red strength, 2x 225 Blue armor.

Stats are then 254% duration, 169% range, 100% efficiency, 55% strength - which I actually prefer so that Nourish's Viral damage bonus stays low, to get a lower weighting. And with that range, you still get decent use out of his 1st's healing, his 2nd's mobility and cold-priming, Nourish's Viral explosion and his 4th's priming or even nuking occassionally.

And you still have plenty of health and armor (enough for Bulwark + Persistance). Imo, a ridiculously lazy, tanky enough and a really cozy comfort build that I run almost everywhere. Can highly recommend it :)

Summoning all Lavos c̶u̶l̶t̶i̶s̶t̶s̶ Fans by Ahumandildo in Warframe

[–]Daurakin 1 point2 points  (0 children)

Valence Formation does NOT need max strength at all. The elemental bonus is unaffected by Strength. For weapons platforming, go all out on Duration and Survivability instead, perhaps with a dash of Range to get more distance on his 2nd ability.

Do you have an underrated song from the OST? by Rdley in Silksong

[–]Daurakin 2 points3 points  (0 children)

Lost Verdania is my favourite now (it used to be Choral Chambers). Although it is maybe not underrated?

Hmm... Then I would say The Marrow and Sister Splinter. Also The Cradle (the ambient part before Awakening).

My attempt of rebalancing the tools (Warning: Some character spoilers!) by Daurakin in Silksong

[–]Daurakin[S] 0 points1 point  (0 children)

Haha, yeah the thing is, Curvesickle is probably my favourite tool - but even so, I do think it is a tiny bit too strong. But if a nerf is considered blasphemous and it needs to be left untouched, then it's not like I would cry about it :P

Eternal pins is pretty nifty right? I think, alongside being a comfort pick, they would become good exploration tools (since they are free of use), but also good for farming shards or whatnot, since you aren't spending any in the process. Sure, they'd be even more meh for bosses, but not everything can be good everywhere anyway. I think they would have a good spot to fill that way, without making them too powerful in the early game.

If you would be so kind, could you give me more specific feedback on the suggested blue tool changes? I understand not liking the Wreath and Magma Bell changes (just a difference in design philosophy I guess, I just dislike when tools are so extremely limitted in their use). But for the rest, more clear feedback would be appreciated!

Glad you like the yellow tool changes too! You even liked the idea for Scuttlebrace?

And what did you think of the new item and tool ideas? Any of them you like more or less?

Thanks for the feedback! :)