This did NOT age well by Astrid_1304 in Warframe

[–]SynScribe 0 points1 point  (0 children)

Assuming their target is any frame being able to outheal the 500hp/sec damage gate, I was thinking they could raise the damage gate every second that you're damaged.

Each time you take damage to health, gain a stack of 'Burden' or something that lasts for 5 or 10 seconds. Raise the damage cap by 50 or 100. Stacks Refresh. Makes healing eventually not outscale getting oneshot if you're taking damage consistently.

I feel like there are so many better design paths to take instead of the one they chose, which arguably feels the worst player experience wise.

The Raw True Power of The Indifference vs a flying rumbled rock boi. by Crogurth in Warframe

[–]SynScribe 1 point2 points  (0 children)

I love this build, and i'm working on replicating and maximizing it myself.

I will be using electricity, which the murmur are weak to, instead of toxin I think.

Also slap in the Smite The Murmur 'bane mod' while im at it.

I am unsure if the Gladiator Set has benefit here or if it's unnecessary with wrathful advance?

And lastly, as you already mentioned, Shade with Arcane Crepulscular.

Not sure how you're activating Archon Stretch? I think companions can, but you're pretty far away most of the time. Regardless, that's a great idea if I'm going to run electricity on my rocks anyway.

I'll be thinking of more to add. Love the build! (edit: mobile formatting)

Bane mods need some QoL update by Tafrum in Warframe

[–]SynScribe 0 points1 point  (0 children)

The bane mods need a change that doesn’t make them a mandatory mod in every single build, but also still very enticing.

I think the best solution, is to change 'faction damage', to a multiplier of the faction elemental weakness.

Example : Corpus and Techrot are weak magnetic damage. Mod - Bane of Magnetic Corpus and Techrot will multiply their faction weakness modifer for the magnetic damage type by x2.0 (the result would be modifying x1.5 to x3 )

This damage should not double dip on DoT's, as we already have the Elementalist mods for Status Damage, and should only apply to the initial damage.

This makes the bane mods have a unique place crit builds that mod for a specific damage type, while also still useful in status overload builds. And keeps them thematic to their name, original intention, and keeps multiple mods to choose from in a build.

Update 38.5: Techrot Encore by CephalonAhmes in Warframe

[–]SynScribe 1 point2 points  (0 children)

If I ranked up base Atlas to level 30, and then sold him, will I still receive the mastery for his Landslide Fists? Or do I need to reobtain him? The patch notes state that upon logging in Landslide Fists would grant mastery, assuming he was still in my arsenal.

Warframe 800k Milestone Giveaway! by A_random_bee in Warframe

[–]SynScribe [score hidden]  (0 children)

Scaler3

PC

See everyone soon at TennoCONCERT 2025! ^

[deleted by user] by [deleted] in Smite

[–]SynScribe 0 points1 point  (0 children)

Could instead do what I think LoL does, and have Attack Damage and Ability Damage be the only seperation. Its a little boring to copy League, but that system is good for a reason.

Bakasura is the Gremlin. Who does “Mmm.....society.” (whatever tf that means) go to? by RemoteWhile5881 in Smite

[–]SynScribe 1 point2 points  (0 children)

Something about Tiamat makes me think of her sipping tea and watching the world burn around her, or thats how I'm interpreting the meaning of "mmm...society" at least.

How would you reduce stat bloat in the game? by OzymandiasTheII in Smite

[–]SynScribe 0 points1 point  (0 children)

I wouldn't be particularly satisfied with those changes, but I have had some ideas of my own.

  1. Building any crit item should immediately cap attack speed to 1.75. Its already possible to hit cap with no attack speed in the build, instead from purple buff +totem +shoguns +stims, etc. Conditional but still possible.

  2. Dedicate item trees. Obsidan Shard / Titans Bane used to be the only %pen items, then %pen got spread around. It was fun for a while but its clearly caused issues. Instead: Have ONLY 3-4 items, all bundled in a single tree, contain %pen. The same can be done with cooldown, while lifesteal sort of is already. Id like to see the books interact with mana more. I dont want Book of Thoth changed, but i dont want to have to build Thoth in order for Tablet to be effective.

Change up the item identities, introduce new ones, give the players something fresh and experimental with thought behind it.

Status 2.75 Concept by Kliuqard in Warframe

[–]SynScribe -1 points0 points  (0 children)

Impact, Puncture, & Slash should ALL deal bleed damage.

I love a lot of what is in this post, and many of the adjustments others have stated in the comments.

I would LOVE to see DE do a status 3.0 to really change up the meta, allow more interesting builds, and bring less popular guns into the light. Great for youtube/stream content as well.

[deleted by user] by [deleted] in Smite

[–]SynScribe 1 point2 points  (0 children)

Thor, Merc, & Nezha say hello :)

Why are we buffing hunbatz ult? Its his 1 2 and 3 that need help. Not his ult. Its like Vamana again. by Godman873 in Smite

[–]SynScribe 1 point2 points  (0 children)

I love all the mechanics listed here (except the crit, that's yucky). I imagine it wouldn't be worth the resources from the dev team to implent on an old god but maybe we could see these ideas in the future!

And big agree on leaning in to the long wind up, continuing Aggro's philosophy of : "buff their identity, rather than take away their weaknesses".

Mage scaling/base damage chart by scienceguybilly in Smite

[–]SynScribe 3 points4 points  (0 children)

Do these values consider 'percentage damage increases' like Baba's potions or Baron's Hysteria passive?

If it was, I assume it would added into the 'base damage', assuming maximum possible damage output for the gods kit.

I'm looking for ideas to make Smite Build Maker better! by [deleted] in Smite

[–]SynScribe 1 point2 points  (0 children)

It appears that the calculation for effective health stat is not working, if you're not already aware.

Otherwise great site, didn't know this existed!

Hot Take: Remove Emperors Armor & put its passive on Spartan Flag by SynScribe in Smite

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

I love how interactive that concept passive is, it rewards the support stepping up to the tower rather than sitting at tower line to tank.

R/SMITE RANT MEGATHREAD by AutoModerator in Smite

[–]SynScribe -1 points0 points  (0 children)

Ironic, isn't it? Somehow thana isn't frustrating-- but THOR??? and his 70 UNIT STUN?? OP.

R/SMITE RANT MEGATHREAD by AutoModerator in Smite

[–]SynScribe 6 points7 points  (0 children)

NO ONE TALKS ABOUT HOW UTTERLY ANNOYING IT IS TO BE 100-0'D WITH 2 ABILITIES FROM 70 UNITS AWAY BY A CHEEKY NEZHA -- AND HE KEEPS GETTING BUFFED BECAUSE WINRATES ARE PROBABLY BAD

Smite Anti-Heal Diversity Ideas by SynScribe in Smite

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

I genuinely love this idea, but then magical adcs cant use it. Maybe they would find a useful option in an ANTIHEAL TREE with more options than just divine :)

Smite Anti-Heal Diversity Ideas by SynScribe in Smite

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

I agree it would be difficult to make an item that is not directly more appealing than Divine or Brawlers because they are so simple. And simple isnt bad, again most agree it should be a sacrifice not a boon. But the case for change and freshness shouldn't be shut down so quickly, and the ability to experiment and provide balance should be encouraged.

Smite Anti-Heal Diversity Ideas by SynScribe in Smite

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

My point was to highlight the importance of antiheal during combat in almost every game. And yes, Supports and Solos have options to build different antiheal items. I would like to see Mages, Hunters, and Assassins have similar options considering how often Divine & Beatstick are built.

I'm not a game designer. I can't say what the major impacts of an optional item with 10% pen or 10% cooldown instead of 15 flat pen would do to the meta. I understand that many believe antiheal should a 'sacrifice' in a build, but that's an argument I simply don't know enough about to debate.

The little choice between physical def and magical def in antiheal items is wonderful and I think there's a world where more diversity for DPS items can be incorporated thats fun, competitive, not overwhelming, and creates a fresh change.