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Joezone619

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  1. You should check out Arcithis's shop in the dormizome/duviri, she sometimes has orokin catalysts and orokin reactors. Reason enough for me to keep coming back from time to time.
  2. I like this idea, more CC on valkyr. (Although as of the moment, kullervo's teleport replacing valkyr's 1 does this well) This is almost exactly just excalibur's 1st. Valkyr needs something more unique to replace ripline.
  3. We really need a whole filter system for relics, we have so many now its insane compared to the void key days.
  4. They killed limbo with the eximus rework the same way they killed chroma with the removal of self damage, as collateral damage. As a side note: This is actually true. Go ahead, look up the mod rift strike, those twin basolisk grineer are factually better at manipulating the rift then limbo.
  5. She needs a rework plain and simple. Her abilities are back to barely doing anything above level 30.
  6. The Attica. It has no varients at all, please DE give this thing a prime, give this thing a prisma, give it something cuz all it has going atm is 5 dispo.
  7. I doubt he'll remove hysteria entirely, but yeah i agree, its probably gonna be unrecognizable compared to what it is now.
  8. Wiki might be wrong then, i play valkyr rather frequently and i have never noticed any damage past shields at all, since shield gating was added. Edit: Outdated, the wiki might be outdated.
  9. Welp, looks like energy siphon needs a buff now, this may have just became the best aura mod in the game imo.
  10. Nyx's abilities don't do enough, half her kit can be replicated by radiation damage, the other by corrosive & magnetic. Her abilities need more to them for what they do. Most are either simply outdated or not worth using, so Here is my proposal for a rework, without removing any of her current abilities. My plan is to add to them, change them to make them more viable in higher level area's as well as low levels. Mind Control: -Add: Can affect multiple targets, up to a cap of 10. -Alter: instead of damaging targets to increase their damage, mind control gives 3000% damage divided into all active targets. (2 targets will get 1500% each, 3 will have 1000%, etc) (affected by power strength) -Add: Tap while targeting an affected enemy to release them. -Add: Hold to release all affected targets. Put simply, enemies don't do enough damage to each other to be worth mind controlling. Even when they do, only 1 target isn't nearly enough. Most enemies are simply fodder, with no useful abilities that the player can't replicate. So increase the cap of targets, and change the damage given to work directly off of power strength, while being divided into each target. This will really shows how this is a mind based ability, as the more targets you control, the less damage you can give them. Prioritizing fewer targets will give them more damage, while prioritizing many targets divides the enemy's focus, keeping damage off of you. (revenant can control multiple enemies, nekros too, why not nyx?) Psychic Bolts: -Remove: cap on how many enemies can be affected. -Add: 30m Range on how far the bolts can travel. This ability is already pretty solid, there's just 1 issue... It can't affect enough people to be worth the energy used. So my proposal is to remove the cap on how many enemies can be affected, and add a max range on how far the bolt's can travel. This way you can spam it and make everyone near you easier to kill, without being overpowered enough to affected targets across the entire map. (day equinox can do the same already.) Chaos: -Merge augment: Merge chaos sphere with base chaos, but extend the duration until the AoE circle closes to the full duration of the ability instead of half. -Add: 10% Damage increase per enemy for everyone inside the AoE, allies and enemies alike. Up to a cap of 100%. (buff for allies still applies for the full duration if they leave the AoE) -New augment: [Chaotic Rend]: Enemy defense is reduced by 10% per enemy inside the AoE. (armor and shield reduction) Chaos is decent but dull. It'll distract the enemies, taking fire off of you, but that's it, on its own it doesn't do much beyond that. Giving it a damage boost for both enemies and allies provides a nice risk/reward feature. More enemies affected, the more damage everyone will be doing, and the more 'chaotic' things will get. Enemies doing more damage plays well into nyx's 4th, as they'll have more damage to work with. Absorb: -Remove: Energy cost/Damage -Remove: Ally players can contribute to damage. (ally npc's still can) -Add: All targets affected by mind control (nyx's 1st) will focus fire directly on nyx. -Alter: Damage type changed from blast to radiation, with chance to proc. -Augment: [Assimilate] Add: enemies affected by mind control no longer target nyx. -Alter: Increase damage buff duration from 8s to 15s Nyx's 4th probably needs the most work. Without the augment [assimilate], i don't see any use in this ability beyond level 30 enemies, it simply cannot absorb enough damage while linked to energy drain. With the changes to mind control and chaos, along with removing the energy cost/damage instance, the damage stored/absorbed will be based more on enemies. High level enemies = more damage = more to absorb. (day equinox's day 4th already has similar scaling, and functions very similar to absorb) I want to remove ally players from being able to contribute for balance reasons. With these changes in mind, due to how outrageous power scaling has gotten, nyx would be absorbing millions of damage per shot otherwise, making absorb absolutely broken. My idea here is to setup a dynamic between mind control, chaos, and abosrb. Mind cotnrol will give you targets that will solely focus on adding to absorb, and chaos will increase how much nearby enemies are damaging you, therefore adding to absorb.
  11. What needs fixing? -Passive could use some work. Its decent but needs just a bit extra to make up for years of updates. -New 1st ability is needed. The current 1st ability was designed for a time where bullet jumping wasn't a thing and we had stamina bars, when mobility was far more limited. Now that we have bullet jumping, and got much more mobility options, we don't need this ability anymore. (besides, kullervo's teleport basically does the same thing but better, and is a helminth ability) -3rd ability needs to be heavily altered. As it is, it's only use is to perform finishers... which are already built into her 4th ability anyways. (spam x while using melee, you'll auto-finisher with her 4th active) -4th ability's melee stance needs to change, period. Keep the slide melee and finishers but aside from that, we need a completely new set of animations. Each part of each combo is a dead-stop, a good stance has absolutely no dead-stops. It's no wonder people only use the slide melee, its the only attack that lets you go anywhere. -4th ability is supposed to have a damage stored mechanic, where it stores the damage you would take if you weren't invulnerable, and deals it back to you once you deactivate the ability if an enemy is close enough and has line of sight. This is currently not working however due to shield gating, so i have a few ideas to fix this and even improve it. Passive: 50% faster knockdown recovery & immunity to hard landings. -Add: 50% stagger recovery, including self-stagger. -Add: 10% chance to resist knockdowns. Not much needed here, just some updates to account for stagger/self stagger. Ripline: Valkyr hurls forth a hook. If it hits an enemy, she pulls them to her. If it hits terrain, she pulls herself to the hook's location. Taunt: Valkyr draws the attention of all enemies in a radius, forcing them to target her. -Taunt has a 10m radius, the same as warcry. (increased with power range) -Taunted enemies deal 10% more damage to valkyr. (increasing with power strength) -Taunted enemies take 10% more damage from all sources. (increasing with power strength) -Taunt lasts 20s (increasing with power duration) -Can be recasted before the duration is over. All enemies currently affected will stay affected for the remaining duration, or the full duration if hit again. -Valkyr regenerates 1 energy/s for every 3 enemies affected by taunt. -Energy regen lasts for the full duration of the ability, but can be refreshed by recasting it. (you don't gain additional energy regen, if the 1st cast hits 9 enemies, and the second hits 3, you'll have 3 energy/s, not 1/s, not 4/s.) -Energy regen disappears upon recasting if the recast doesn't hit any enemies. (so you'll need to at least hit 1 enemy to keep your energy regen at 3/s.) This new ability "Taunt" is supposed to play into valkyr being a tank. It forces all enemies in a 10m radius, to target her specifically, taking enemy fire off of all allies, including companions, defense targets, rescue targets, specters, all enemies hit focus fire on valkyr alone. Valkyr takes more damage from enemies affected by taunt, but as compensation they take more damage from her too. Taunt is also useful to help build up her "Eternal War" augment, as all enemies will drop what they're doing and go straight to her. For added synergy, valkyr will regenerate 1 energy/s for every 3 enemies affected by taunt. It will help with energy costs of her abilities, as well as regenerate energy while using hysteria. This will be the only way to regenerate energy/s with hysteria. (energy siphon and wellspring still won't work with hysteria for balance reasons) Warcry: Valkyr lets out a rallying cry that bolsters her allies melee speed (and armor) while slowing down nearby enemies. <No Changes Necessary> -Add overguard/slowed enemy for valkyr and all allies. Paralysis: Valkyr unleashes her shields, stunning and damaging enemies around her. (opening them up to finishers) -Add: On tap paralysis will sacrifice the same amount of shields as it does now. On hold, sacrifices all shields. -Add: Cost increased to 25. -Add: strips shields & armor proportional to her current shields lost as compared to her max shields. (If you have max shields, and lose 50%, shields and armor will be stripped by 50%. If you have 10% of your shields, and lose all of it, shields and armor will only be stripped by 10%.) -Add: Minimum shields/armor strip is 10%. (always strips 10% of enemy armor/shields regardless of shields lost. Affected by power strength to a cap of 25%.) With these changes, shields actually have a use on valkyr now, as a form of armor/shield stripping. The more shields you lose, the more armor/shields your enemies lose. With an added minimum strip value, this ensures that even if you have 0 shields, the ability is still has worth and usage. This makes the ability excellent to use with hysteria, while your invulnerable and your shields can regen. At the same time, that means you'll be using even more energy, and that makes the energy regen from taunt even more valuable. Hysteria: Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes. -Add: energy regen exclusively from taunt works while active. (but not from other sources like energy siphon or wellspring.) -New stance mod: Spam E and forward E keep momentum and should be designed to hit many targets, with no dead-stops. Block E should be short range and designed for single targets. Forward Block E should be a gap closer with radial 360 attacks, similar to vermillion storm. -Altered: All the damage done to valkyr is stored instead of 25%. If enemies are near valkyr and have line of sight, she takes all that damage to her health, ignoring shields but not armor. -Add: Damage stored is lowered by 5% of the damage valkyr deals. (if the damage stored is 1000, and you deal 1000 damage in 1 swing, the damage stored is lowered to 950) If valkyr's 4th had energy regen from all sources while active, it would completely negate the whole reason it has a high energy/s cost in the first place, so just allowing taunt's energy regen through seems nice to give it synergy. One problem with valkyr is that the damage stored and dealt if an enemy sees you when deactivating the ability, is completely irrelevant due to shield gating. So to fix this oversight, the damage stored is dealt directly to health ignoring shields but not armor. I think adding in a way to reduce the damage stored by dealing damage is nice, making it so you need to deal more damage if your damage stored is too high, giving you a chance to save yourself and avoid a sure 100% death. Her stance is notorious for being slow moving, and short ranged, that needs to change. Personally i'd be fine with swapping in other stances but this gives the animation team a chance to cook up something new. As long as her slide melee and maybe finishers stay, they literally can't make it worse then it already is.
  12. I remember when we had energy channeling. I remember when we had self damage. I remember when we had void blast. What do these things have in common? DE had no reason to remove them, and we're worse off without them. Especially self damage, chroma took a really bad nerf on that day.
  13. Say what you will, DE isn't changing things. This isn't the first post on the matter and it won't be the last.
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