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Yet Another Frame Rework/buff Thing.


RexRgisIocus
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So I think there are some frames that need a bit of work to make them viable/fun/unique? It might even end up balancing them for high level content (endless missions past enemy lvl 50). If an ability is not mentioned its because I don't feel like it needs a change.

 

To start with:

 

Oberon - Increase his base armor to 125

                Smite - Deals only radiation damage with a 100% proc chance on the main target and damages enemies in a radius instead of shooting light thingies that almost never hit. The radial blast also has a chance to proc radiation.

 

                Hallowed Ground - Turns the ground into a circle of awesome where the ability was aimed (how Hydroid tentacles spawn where you are pointing). Heals allies who stand in the circle and deals slight damage to enemies while slowing them down and proc'ing corrosive at a decent rate for that delicious armor reduction. Cant be stacked.

 

                Renewal -  Regens the energy and health pools at a decent rate and stays active until the duration runs out even if at maxed hp/energy.

 

                Reckoning - Deals bonus damage to enemies with 25% of their max hp. Can be used in conjunction with viral proc effects. Doesn't drop health orbs.

 

Ember - For Ember I have two different ideas for different playstyles.

     

 

               Fireblast - Pushes enemies away from Ember on the initial blast and then for the rest of the duration deals x amount of fire damage per tick on the whole ring with a decent chance to proc fire. This would make Ember a more stationary and area denial frame though.

 

              Or change Fireblast to Heatwave (togglable) - Ember emits waves of pure heat that stagger enemies in a radius while causing minimal damage. This would let Ember get close to enemies without dying as easily as she does now and without the need of Overheat. The ability lets Ember be mobile like the current WoF.

 

              World on Fire non-mobile version (for more synergy with Fireblast and Accelerant) - Spawns fire geysers in say a 10/13/17/20m radius targeting enemies and striking multiple times dealing x amount of damage per hit. Damage increases for each enemy hit (sorta like the melee multiplier), not per hit by x %. Doesn't follow Ember.

 

              World on Fire mobile version - Fire geysers come out of the ground striking multiple enemies simultaneously  and knocking them down. Maybe as well as the knock down geysers deal finisher damage?

 

Excalibur - Increase Excals armor to 100

              Slash Dash - Procs bleed on affected enemies and accumulates to melee multiplier.

 

              Super Jump - Creates an impact upon landing a la Dive Bomb but with a shorter radius.

  

               Radial Javelin - Ignores armor fully or at least a % of it and ragdolls enemies like bows do, making dead enemies take down the ones on their flight path.

 

Loki

             

               Decoy - Stuns enemies in a small radius upon death.

 

Mag

               Pull - Pulls enemies towards Mag and knocks them down. Like Maggie's previous Pull.

 

               Shield Polarize - Restores and strengthens allied shields by a % of maxed shields healed like Blessing's damage reduction (no 90% damage reduction, more like 50% at max and shields don't regen while effect is active) while depleting and detonating enemy shields.

Damage reduction only added to shields; health gets no damage reduction by this power. Can be re-cast but shield damage reduction doesn't stack and timer resets. Or leave it as it is, it works fine, I would just prefer it to work on more than just corpus and corrupted.

 

                Bullet Attractor - Hit scan bullets rebound instantly to target instead of bouncing on the outer edge of the bubble.

 

                Crush - Magnetizes enemies crushing them into the ground dealing magnetic/impact damage and leaving them crushed against it for x seconds.

 

More to come.

Edited by RexRgisIocus
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