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Azamagon

Grand Master
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Everything posted by Azamagon

  1. I think Rumblers, and Atlas in general, needs more than that. But since we're just talking about Rumblers, here's what I would suggest: * Rumbler minions have no duration - they last for as long as they have health, or until you might detonate them. This gives further value to Petrify healing the Rumblers (although Petrify could need an energycost reduction to 25, or at least 35). * When Rumblers are hurt, they drop Rubble. This has a moderate cooldown, affected by duration (more duration = shorter cooldown). * Whenever you cast Landslide, you grant a Landslide charge to each Rumbler. When Rumblers get close enough to enemies, they automatically expend a Landslide charge to do a Landslide attack of their own. This deals less damage than your own Landslides (the %-reduction is up for debate). With that, I'd consider it pretty decent.
  2. Opportunistic Attack: Deal +50% total weapon damage versus unalerted enemies, or when attacking them from behind. EDIT: As for his abilities...
  3. 1) I'll consider increasing the value and add reduced gravity. 2) Well, that's a dishonest comparison though. You get aimglide and a combo-building plus potentially potent explosion on landing, based on damage dealt. Yes, the aimglide needs improvement, as does the combo benefit, but it is an overall damage-boosting evolution. In contrast, combo pausing, combo from ammo and some reloadspeed on melee kill are all utilities - powerful ones, sure - but with no direct damage improvement. So, with a few values tweaked, I think they can definitely compete.
  4. 1) Aimglide bonus helps repel the gravity a bit though. Making it Blast was intentional, as the damage output of the air daggers can get pretty nuts, and i didn't want this evolution to be too overpowered. Hmm, yeah 1 combo per target is indeed quite low. I'll increase it a little. 2) You mean compared to its current iteration, or compared to Bloodwing? 3) Yup, that was the idea. I wanted to make the evolutions tie in a bit more to its various incarnon effects.
  5. Thanks ^_^ And actually, my suggestions (with a few exceptions) are generally just "repairing what is there". If I could REALLY dig into them, I'd do even bigger changes to a few of the evolutions so they fit each weapon even better. I do hope they haven't entirely moved along though, as Incarnons are such a creative goldmine for fixing up weapons.
  6. Well, i wholeheartedly agreed that many of the secondary Incarnons could need an ammo boost (just look at my most recent giant Incarnon thread lol) As for the specifics: Bronco - 40, at least. I'd say 50 would be more like it. And charge per headshot could be increased to 2, even. Despair - Same as Bronco; 40 at least, but 50 probably is better. I wouldn't mind an instant explosion either. Gammacor - As it is, yeah, 30 sounds good. But I suggested a pretty hefty buff for it in my thread (to tie in the evolutions better), where the final explosion is weaker, but all "vacuumed" enemies are all attacked by Gammacor-beams during the vacuum effect. I think that would make it pretty nasty, and thus didn't buff its ammo directly. Kunai - Agreed. Lato - Since it is arguably a bit weaker than Bronco, id suggest 60. And charge per shot from 4 to 6. Vasto - Honestly, even 36 would remain pathetic. I'd say 60 at least. It also needs huge statbuffs overall. Easily one of the worst Incarnons, and FAR too reliant on Deathtrap Trigger to do anything. Zylok - What do you propose here ammowise? Imo, 20, with 2 per headshot. That, along with forced heat-procs on the explosion. As for its trigger, I think charge is ok here, as it has some mechanical similarities to its normal form's duplex-trigger. But i personally wouldn't oppose its removal either.
  7. In general, Incarnon weaponry has been a massive breath of fresh air. But, some of the forms could need some adjustments (or outright additions, in the case of most of the melee ones), and many Evolution choices are generally dead choices, leaving you with basically no choice at all. Let's dive right in: General changes / thoughts / severe bugs in need of fixing: EDIT: Ranged Incarnons now all gain a little bit of Incarnon charge with bodyshots - This is both for QoL in this often chaotic game, and to slightly depopularize the Torid a bit. The amount is all individualized, but the fullauto hitscan weapons generally gain the least from bodyshots. EDIT: Melee Incarnon "meter" no longer falls off when combo points are lost - Melee now also have a meter which needs to be built. It is still linked to combo gain and still has the same values required, but due to being a seperate meter, it no longer drops off if your combo points are lost. They still require a full meter to activate though. Also, when the melee Incarnon form expires, your current combo points you might have is immediately added to the next meter (meaning things like initial combo points are still very useful for quicker Incarnon reactivation) Warframe and Evolution choices - In regards to the Genesis Incarnons, at least one choice on tier 2 needs to be applicable to all Warframes (i.e. not ignoring that Nidus/Inaros exists with no shields, or that Hildryn/Lavos has no energy etc). Evolutions currently only affecting the base weapon - I've tried to make all of the evolutions affect BOTH the base weapon AND its Incarnon form (generally to remove "dead choices"). In some cases, it doesn't apply directly to the Incarnon form, but it aids getting INTO the Incarnon form instead. Strict requirements - I've tried to ease up some overly restrictive choices (like "no primary equipped" etc, which is a VERY strict requirement), along with making some of them more "segmented". For example, instead of requiring 450+ armor, you now get a tenth of the bonus per every 45 armor. Bugged damage output with Evolutions and Incarnon forms - While there are a bunch of bugs present with the Incarnons, there is two in particular that needs to be fixed: The passive damage boost (among others) which is granted from many of the tier 2 evolutions of the Genesis Incarnons, do NOT benefit from a lot of mods and even other evolutions, such as Galvanized Savvy etc. This makes those mods/evolutions far weaker than they should be, and really needs to be fixed. The explosive component of several Incarnon forms currently do NOT benefit from multishot. This obviously needs to be fixed too. Ragdoll and Ricochet - Currently, ricochet effects (like Lato/Bronco Incarnons etc) do NOT always jump over to an enemy if that enemy is ragdolled or knocked down. This bug also seriously needs fixing. Melee Incarnon forms - I've tried to suggest for all Incarnon melee weapons to have some extra quirks to spice up their gameplays. The inspiration for this is Innodem, which currently has 3 notable special effects: The survival buffs granted from finishers, the airborne projectiles, and greatly extended melee range. I'm aiming for all the melee weapons to have at least 2 special effects, which hopefully can give them more playstyle variety than now. Some terminology: When I for example say "2A", I am meaning Evolution tier 2, choice 1 (i.e. choice A). Generally, changes and additions are bolded Braton Incarnon form: Non-incarnon bodyshots grant 1,5 Incarnon ammo (Comparison: Headshots grant 10 ammo). Rate of fire increased to 7,5/7/7/8,5 (Braton/MK-1/Vandal/Prime), up from 5/5/4,67/5,67 1 - Incarnon form tier - This also passively boosts the weapon's ammo reserves to 1000/1000/1125/1050 (Braton/MK-1/Vandal/Prime). Was added as a little bonus, making room to change the Mercenary Chamber evolution into something else. 2A - Daring Reverie - Passive damage bonus remains untouched. However, the "On channel" bonus is changed like this: With channeled ability or buff ability active, gain +30/22/38/34 damage (Braton/MK-1/Prime/Vandal) and +50% ammo efficiency. A "buff ability" is anything that has a duration on yourself (Roar, Invisibility etc) or a buffing icon, including indefinitely lasting ones like Inaros' Scarab Swarm armor buff, Ember's Immolation etc, or other UI-unique buffs such as Hydroid's Plunder etc. 2B - Munitions Grit - In addition to its current effects: Each multishot has a 50% chance to not consume extra ammo, while the Incarnon's multishot has a 75% chance to not consume extra Incarnon ammo. Why? Because these multishot ammo-consumer evolutions cost way too much compared to the benefits they give. With my suggestions, they'd still have a downside, but not nearly as absurd as now. 3A - Mercenary Chamber - Changed into Clockwork Onslaught - Increases reloadspeed by +60% and rate of fire by +10%. 3C - Gunsmoke Pick Up - Reduced from 10% to 5% ammo restored. Additionally, in Incarnon mode, each enemy beyond the first which is struck by its explosion also has a 20% chance to restore 5% of the ammopool. The ammo restoration nerf is due to the increased base ammo suggested to be provided passively by evolution tier 1. Note: Of course, Incarnon mode can also restore ammo via punchthrough as normal, the restoration via multi-target explosions is just an addition. The point of this suggested addition is to make sure that modding for punchthrough isn't necessary for this evolution to even function - simply shooting into crowds with Incarnon mode will be enough to make use of it. Lato Incarnon form: Max Incarnon ammo increased to 60 (from 24), and ammo gained per charge is increased to 6 (from 4). Non-incarnon bodyshots grant 1 Incarnon ammo (Comparison: Headshots grant 6 ammo). Status chance increased to 9/15/22% (Lato/Vandal/Prime), up from 6/10/15%. 1 - Incarnon form tier - This also passively boosts the weapon's crit chance by 10/2/2% (Lato/Vandal/Prime) and status chance by 9/5/2% (Lato/Vandal/Prime) (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice, and also to make the weapon better in general. 2A - Haven Foray - Passive damage bonus remains untouched. However, the "With overshields" bonus is changed like this: With max health, gain +12/12/10 damage (Lato/Vandal/Prime). With overshields or overguard, gain +28/28/24 damage (Lato/Vandal/Prime). These bonuses stack. This means you can get benefit with this Evolution using any Warframe, but those capable of overshielding or overguarding remain the stronger choices. 2B - Reified Bane - Passive damage bonus remains untouched. However, the "From empty reload" is changed like this: On reload from empty magazine, or on Incarnon transformation with max charges, gain +30/30/24 damage (Lato/Vandal/Prime). With this, the Incarnon can benefit from the damageboost as well. 3B - Marksman's Gain - Buffed to 100% chance to gain the ammo efficiency bonus. Headshots while in Incarnon form instead provides a 100% chance to boost ricochet range by 50% for 6 seconds (this range boost benefits the triggering headshot too). This gives it a bonus to both base form and Incarnon form. 3C - Exact Penance - Tweaked; On kill it has a 50/50 chance to either instantly reload the gun OR to gain +1 Incarnon charge (i.e. +6 Incarnon ammo). Neither of these will work while in Incarnon form, but the Incarnon charge up will help you to get INTO Incarnon form quicker. 4A - Survivor's Edge - Values tweaked: Reduced values to +12/8/4% crit chance and still 12/12/10% status chance (Lato/Vandal/Prime). (From 20/6/4% crit) 4B - Deathtrap Trigger - Values tweaked: Reduced values to +34/28/20% crit chance and 2,2/1,6/1,3x (Lato/Vandal/Prime). (From 50/38/30% chance and 3,2/2,6/2,3x multi). However, each kill now also extends the buff duration by 1 second. Furthermore, also gain the bonuses for 4 seconds when swapping from melee and upon transforming into its Incarnon form. Changed to be less powerful, but easier to trigger and maintain. Paris Incarnon form: Max Incarnon ammo increased to 30 (from 20), but ammo gained per charge remains at 5. Non-incarnon bodyshots grant 1 Incarnon ammo (Comparison: Headshots grant 5 ammo). On top of infinite ENEMY punchthrough, it also gains 1 meter TERRAIN punchthrough. 2A - Deadly Pace - Passive damage bonus remains untouched. However the sprint speed bonus is changed like this: For every 0,05 sprint speed past 0,8 sprint speed, gain +10% rate of fire and +2,5% multishot. Max bonus at sprint speed of 1,2 (which is 80% fire rate and 20% multishot). The multishot was added to give it a smudge of an actual damage output boost. 2B - Guardian's Might - Passive damage bonus remains untouched. However the "With overshields" bonus is changed like this: With max health, gain +16/12/22 damage (Paris/MK-1/Prime). With overshields or overguard, gain +36/28/52 damage (Paris/MK-1/Prime). These bonuses stack. Charged shots and Incarnon mode has doubled benefit. This means you can get benefit with this Evolution using any Warframe, but those capable of overshielding or overguarding remain the stronger choices. 3A - Ardent Trigger - The fire rate buff can also now be triggered while in Incarnon form, via its infinite body punchthrough. 3B - Marksman's Focus - In addition to zoom reduction, it also increases movement speed while aiming by 20%. Further emphasizes the "agile" style, and gives it more than just minor QoL (as movespeed while aiming can indirectly help you survive via moving out of attacks etc) 4A - Vicious Promise - Tweaked into this instead: Gain +20% critical chance and +1x crit multipler versus enemies which have 50% or higher health plus shields. While the values are weaker (current values = +40% critchance, +2x crit multi), the requirement is far more lenient (compared to "undamaged enemies"). Note that you still get full benefit throughout an enemy's entire Overguard. 4C - Striking Succession - Duration increased to 5 seconds. Charged shots gain double benefit (so, +30 damage per stack, for a max of +120 damage). Incarnon shots count as charged shots. Skana Incarnon form: The finisher-stun effect is beefed up like this: On Incarnon transformation, or on any finisher (i.e. not only rear finishers, but also frontal, ground and even Mercy finishers), stun and blind all enemies for 6 seconds within 10 meters. Furthermore, finishers in Incarnon form also grant +200 Overguard (bonus capped at 1200 Overguard). Additionally, Incarnon heavy attacks also add a quick wall of blades, slashing at all enemies in a cone in front of you. Its forward range is the same as the heavy attack itself but the wall's verticality and width is bigger. It deals damage 3 times in very quick succession, each hit dealing 30% of heavy attack damage and has guaranteed slash-procs. 1 - Incarnon form tier - This also passively boosts the weapon's crit chance by 14/4/4% (Skana/Prisma/Prime) and status chance by 4% (both for the base weapon and its Incarnon form). This is mainly to make the weapon generally better. 2A - Guardian's Promise - Passive damage bonus remains untouched. However the "With overshields" bonus is changed like this: With max health, gain +30% heavy attack efficiency. With overshields or overguard, gain +50% heavy attack efficiency. These bonuses stack. This means you can get benefit with this Evolution using any Warframe, but those capable of overshielding or overguarding remain the stronger choices. 2B - Wartime Nerve - Slightly tweaked: The +9 combo bonus is now simply granted on the first hit on an enemy with your Skana, as long as it is not a heavy attack (rather than requiring the enemy to be completely undamaged). 3A - Orokin Reach - Increased from +0,4 to +1,0 meter range bonus. 3B - Resolute Force - Increased from +6 to +10 seconds combo duration. In addition, also grants +10% combo count chance. 4A - Survivor's Edge - Values tweaked: Grants +15/15/10% crit chance (Skana/Prisma/Prime) and +10/10/8% status chance (Skana/Prisma/Prime). (From 12/12/2% crit and 10/10/4% status). 4B - Elemental Excess - Values tweaked: Grants +25/25/20% status chance (Skana/Prisma/Prime). (From 30/20/10% status) 4C - Absolute Valor - Values tweaked: Grants +25/18/15% crit chance (Skana/Prisma/Prime). (From 25/25/4% crit) Kunai Base weapon stats: Kunai's critical multiplier is increased from 1,6x to 2,0x Kunai's augment Stockpiled Blight: Now also increases Incarnon mode max charge by 40%! Incarnon form: Max Incarnon ammo increased to 50 (from 20). Charge per headshot remains at 5. Non-incarnon bodyshots grant 1 Incarnon ammo (Comparison: Headshots grant 5 ammo). Projectile speed also boosts its homing and turning speed. 1 - Incarnon form tier - This also passively boosts the weapon's crit chance by 12% and status chance by 12% (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice, and also to make the weapon better in general. 2B - Sage's Resolve - Passive damage bonus remains untouched. However, the "On channel" bonus is changed like this: With channeled ability or buff ability active, gain +100% multishot. A "buff ability" is anything that has a duration on yourself (Roar, Invisibility etc) or a buffing icon, including indefinitely lasting ones like Inaros' Scarab Swarm armor buff, Ember's Immolation etc, or other UI-unique buffs such as Hydroid's Plunder etc. 3B - Extended Volley - In addition, also grants +20% max Incarnon charge. This raises Incarnon max ammo from 50 to 60. 3C - Rapid Reinforcement - Renamed "Clockwork Onslaught" - Grants +100% reload speed, and now also adds +15% rate of fire. 4A - Deathtrap Trigger - Values tweaked: Reduced to +28/30% crit chance and +1x/1x critmulti (Kunai/MK-1) (From +40/42% chance and +1,4/1x multi). However, each kill now also extends the buff duration by 1 second. Furthermore, also gain the bonuses for 4 seconds when swapping from melee and upon transforming into its Incarnon form. Changed to be less powerful, but easier to trigger and maintain. 4B - Accelerating Volley - Stack duration increased to 2 seconds (up from 0,5 seconds). In addition, each stack also grants +15% damage (meaning, max +75% damage). 4C - Survivor's Edge - The status bonus is no longer split between the 2 multishot of the Incarnon form. Boar Incarnon form: Non-incarnon bodyshots grant 0,5 Incarnon ammo (Comparison: Headshots grant 3 ammo). One beam in Incarnon mode always hits where you aim, the others still latch on as they do now 1 - Incarnon form tier - This also passively boosts the weapon's crit chance by 10% (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice. 2A - Reified Bane - Passive damage bonus remains untouched. However, the "From empty reload" is changed like this: On reload from empty magazine, or on Incarnon transformation with max charges, gain +30/30/24 damage (Lato/Vandal/Prime). With this, the Incarnon can benefit from the damageboost as well. 2B - Fortress Salvo - Passive damage bonus remains untouched. However, the armor-requirement bonus is changed like this: For every 45 armor on your Warframe, gain +0,4 meter punchthrough. Max bonus at 450 armor (which is +4 meter punchthrough). 3A - Ready Retaliation - In addition, also grants +100% reload speed (which affects transformation speed) when transforming into Incarnon form at full charge. This does NOT stack with the bonus at empty magazine. 3B - Mercenary Chamber - In addition to its ammo bonus, it also increases the Incarnon charge gained from bodyshots by 50% (making it 0,75 Incarnon ammo per pellet). 4B - Critical Parallel - Reduced from +20% crit chance to +10% crit chance. Crit multiplier remains at 0,5x critmulti. 4C - Survivor's Edge - Reduced from +10% crit chance to +6% crit chance. The status chance bonus values are unchanged, but they are no longer split between multishot values. Gammacor Incarnon form: Max Incarnon ammo increased to 20 (from 15), and Incarnon charge per headshot increased to 2 (up from 1). Non-incarnon bodyshots grant 0,33 Incarnon ammo (Comparison: Headshots grant 2 ammo). Explosion's critical chance increased from 20% to 25%. Instead of solely having a big boom after the enemy-vacuum, here's a suggestion to make the Incarnon form more desirable: During the 1,2 second vacuum-timer, all enemies within the 5 meter radius are continuously attacked by Gammacor beams (same damage, crit, status etc as the base gun). The cold explosion damage is reduced from 800 to 500. Overall, the damage is still greatly increased, due to added beams - not only in raw damage, but also due to the better status priming from the beams prior to the explosion. Only negative here are the enemies caught late in the vacuum effect, they might take less damage overall. 1 - Incarnon form tier - This also passively boosts the weapon's crit chance by 9% (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice, and also to make the weapon better in general. 2A - Sage's Resolve - Passive damage bonus remains untouched. However, the "On channel" bonus is changed like this: With channeled ability or buff ability active, gain +50% multishot (up from 25% multishot). A "buff ability" is anything that has a duration on yourself (Roar, Invisibility etc) or a buffing icon, including indefinitely lasting ones like Inaros' Scarab Swarm armor buff, Ember's Immolation etc, or other UI-unique buffs such as Hydroid's Plunder etc. 2B - Infused Shots - Passive damage bonus remains untouched. However the energy spent bonus is changed like this: On 25 energy spent (or 100 shields with Hildryn, or on any ability cast for Lavos), gain 5 damage and 0,5 meter punchthrough for the base gun, and +15% explosion radius for Incarnon form for 10 seconds. Stacks 4x. This not only makes it more useable with more Warframes, but also gives it an improved multitarget niche with the bonus punchthrough and explosion radius. 3A - Evolved Autoloader - In addition, it also increases the Incarnon charge gained from bodyshots by 50% (making it 0,5 Incarnon ammo per shot). Current bonus does NOTHING for Incarnon form. This bonus at least help you to get INTO Incarnon form quicker. 3B - Moonrise Velocity - Also, gains +60% projectile speed for Incarnon form. Since it has no effect on Incarnon form. 3C - Extended Volley - In addition, also grants +20% max Incarnon charge. This raises Incarnon max ammo from 15 to 18. Angstrum Incarnon form: The Incarnon projectiles now also explode on every hit, dealing an additional 15/20 (Angstrum/Prisma) Heat damage in a 2,5 meter AoE radius. Has minimal falloff (-20%). Note that while this sounds like a very puny amount of AoE damage, these values are quite heavily boosted by damagebonuses of the tier 2 evolutions. Projectile speed also boosts its homing and turning speed. 1 - Incarnon form tier - This also passively boosts the weapon's crit chance by 2% and increases ammo reserves by +9. (both for the base weapon and its Incarnon form - note that the ammo only affects the base gun though). Was added as a little bonus, while also making room to change the Hitman's Hoard evolution into something else. 2A - Haven Foray - Passive damage bonus remains untouched. However, the "With overshields" bonus is changed like this: With max health, gain +15 damage. With overshields or overguard, gain +35 damage. These bonuses stack. This means you can get benefit with this Evolution using any Warframe, but those capable of overshielding or overguarding remain the stronger choices. 2B - Paladin Virtue - Passive damage reduced from +75 to +50. However the "700 max energy" bonus is changed like this: For every 70 max energy, gain +0,05x critical multiplier. Max bonus at 700 max energy (which is +0,5x critical multiplier). 3C - Hitman's Hoard - Reworked into Hitman's Focus - Reduces recoil by 50%. Also reduce spread by 50% when aiming down sights. Since the ammobonus was simply added as a passive benefit to evolution 1. Gorgon Incarnon form (big rework suggestion): Max Incarnon ammo increased from 20 to 120, and Incarnon charge per headshot increased from 0,66 to 4. Non-incarnon bodyshots grant 0,66 Incarnon ammo (Comparison: Headshots grant 4 ammo). Damage changed from 100/125/75 direct + 750/750/700 AoE damage (Gorgon/Wraith/Prisma), into 83/90/75 direct and 120/120/110 AoE damage (Gorgon/Wraith/Prisma). Note that the explosion still has a guaranteed heat-status proc. Rate of fire increased from 0,833/1/1,167 (Gorgon/Wraith/Prisma) to 3,5/4/4,5 (Gorgon/Wraith/Prisma) Explosion delay is still there, but if an explosion from the Gorgon Incarnon hits any other embedded Gorgon Incarnon projectile(s), they all detonate instantly! Explosion radius reduded from 5 meters to 4 meters. Critical chance increased from 27% to 30% for the Prisma Incarnon. Some suggested interaction for the Incarnon form with the Metamorphic Magazine augment: The direct hit in Incarnon form counts as 2 hits for the petrification, and the explosion counts as 1 hit. The augment also adds +25% Max Incarnon ammo! This would raise its max Incarnon ammo from 120 to 150. 1 - Incarnon form tier - This also passively boosts the weapon's crit chance by 5% and status chance by 5% (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice, and also to make the weapon better in general. 2A - Hunter's Mantra - Passive damagebonus remains untouched. However, the "On channel" bonus is changed like this: With channeled ability or buff ability active, gain +3 meter punchthrough and +60% accuracy with the base gun. Incarnon form instead gains +1 meter explosion radius, +40% projectile speed and +60% accuracy. A "buff ability" is anything that has a duration on yourself (Roar, Invisibility etc) or a buffing icon, including indefinitely lasting ones like Inaros' Scarab Swarm armor buff, Ember's Immolation etc, or other UI-unique buffs such as Hydroid's Plunder etc. 2B - Hoplite Virtue - Renamed "Renewed Strength". Passive damage bonus remains untouched. However, the "On shieldbreak" bonus is changed like this: On shieldbreak, or upon picking up a health or energy orb, gain +13/8/8 damage (Gorgon/Wraith/Prisma) for 8 seconds. 3A - Resonant Restore - In addition, for Incarnon mode: Every time you enter Incarnon form with max charges, you gain +10% max Incarnon charges. Stacks up to 3x (for a max total of +30% extra max Incarnon ammo) This means you can increase max Incarnon ammo from 120 to up to 156. Anku Incarnon form: In addition to current effects, on kill, a homing soul-projectile is launched from the killed enemy. The projectile travels through walls, deals 100% melee damage, grants 1 combo point and produces a guaranteed cold status effect on the enemy. 1 - Incarnon form tier - This also passively boosts the weapon's crit chance by 5% and status chance by 10% (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice, and also to make the weapon better in general. 2A - Edge of Justice - Passive damage bonus remains untouched. However, the "With melee equipped" bonus is changed like this: For every enemy within 10 meters, gain +8% attack speed. Max +40% attack speed. 2B - Guardian's Promise - Passive damage bonus remains untouched. However the "With overshields" bonus is changed like this: With max health, gain +30% heavy attack efficiency. With overshields or overguard, gain +50% heavy attack efficiency. These bonuses stack. This means you can get benefit with this Evolution using any Warframe, but those capable of overshielding or overguarding remain the stronger choices. 3B - Swordman's Celerity - Renamed "Fighter's Celerity". Requirement revamped: Grants the +20% movement speed by simply having the Anku in your hands (wether that is by fully melee equipping it or by simply quick melee equipping, doesn't matter). Bo Base weapon stats: All the Bo weapons' damage distributions are changed: From 90% impact and 10% puncture to -> 65% impact, 25% slash, 10% puncture This is to make Flashing Bleed (4A) feel less necessary. Incarnon form: In addition to current effects, slide attacks launches a "Storm Wheel" attack, which is basically an electric wind-replica of the staff, launched in the aimed direction. This wind wheel pierces all enemies, but bounces on terrain up to 6 times. The wind wheel has an 8 second cooldown, and this cooldown is reduced by 0,5 seconds for every kill with the Bo (not counting Storm Wheel kills). The Storm Wheel deals 200% modded slide attack damage (same damage distributions, status, crit etc), grants 5 combo per enemy hit and produces a guaranteed electric status on each enemy hit, regardless of modding. Followthrough is also increased to 0,9 in Incarnon form! (From its very meager 0,5x) 1 - Incarnon form tier - This also passively boosts the weapon's crit chance by 4% and status chance by 4% (both for the base weapon and its Incarnon form). This is mainly to make the weapon better in general. 2A - Stalwart Oak - Passive damage bonus remains untouched. However, the armor-requirement bonus is changed like this: For every 45 armor on your Warframe, gain +3 parry angle and +30% combo count chance while blocking. Max bonus at 450 armor (which is +30 parry angle and +300% block combo chance). 2B - Swordsman's Flourish - Renamed "Fighter's Flourish". Passive damage bonus remains untouched. However, the "With melee (fully) equipped" bonus is revamped like this: For every enemy within 10 meters, gain +20% combo count chance. Max +100% combo chance bonus. 3C - Swordsman's Celerity - Renamed "Fighter's Celerity". Requirement revamped: Grants the +20% movement speed by simply having the Bo in your hands (wether that is by fully melee equipping it or by simply quick melee equipping, doesn't matter). 4A - Flashing Bleed - Trigger chance has been increased to 100%. 4B - Subtle Force - Values tweaked: Grants +12/15/10% crit chance (Bo/MK-1/Prime) and +12/15/10% status chance (Bo/MK-1/Prime). (From 12/15/6% for both crit and status chance). Latron Incarnon form: Max ammo is reduced to 35 (from 40). Ammo per charge remains at 5. Non-incarnon bodyshots grant 1 Incarnon ammo (Comparison: Headshots grant 5 ammo). 3A - Marksman's Hand - In addition, also grants +30% projectile speed. This gives the evolution a use for the Incarnon form too; The recoil bonus has no benefit to Incarnon (since it has no recoil), while this projectile speed has little to no benefit to the base gun but would be useful for the Incarnon form. Seems like a fair buff to it, imo. 3B - Extended Volley - In addition, also grants +20% max Incarnon charge. This raises Incarnon max ammo from 35 to 42. 3C - Marksman's Focus - In addition to zoom reduction, it also increases movement speed while aiming by 20%. Further emphasizes the "agile" style, and gives it more than just minor QoL (as movespeed while aiming can indirectly help you survive via moving out of attacks etc) 4B - Deadhead - Reworked entirely into "Dead Voyage": Passively grants +2 meter punchthrough for the base gun and +25% base explosive radius for Incarnon form. Additionally, on headshot, increase total damage by 100% for 4 seconds (this benefits the triggering shot as well). This might seem like a hefty bonus to an already strong gun, but remember: Option 4A and 4C are entirely passive benefits which are almost just as strong (Flensing Spikes potentially even MUCH stronger, due to how armor scaling works). This reworked evolution would simply reward you for doing headshots. Furis Incarnon form: Non-incarnon bodyshots grant 2 Incarnon ammo (Comparison: Headshots grant 14 ammo). Range increased from 16 to 24 meters. However, it now has its linear damage falloff going from 100% down to 50% between 12 meters to 24 meter. (Instead of 100% to 80% between 10 meters to 16 meters). 1 - Incarnon form tier - This also passively boosts the weapon's ammo reserves to 420 and crit chance by 10% (both for the base weapon and its Incarnon form). This is to make the weapon better in general. 2A - Haven Foray - Passive damage bonus remains untouched. However, the "With overshields" bonus is changed like this: With max health, gain +9 damage. With overshields or overguard, gain +21 damage. These bonuses stack. This means you can get benefit with this Evolution using any Warframe, but those capable of overshielding or overguarding remain the stronger choices. 2B - Stormburst - Renamed "Starburst". Passive damage bonus remains untouched. However, the electricity-related bonus is revamped like this: On hitting enemies affected by any elemental status proc, gain +20% multishot for 4 seconds. Stacks up to 6x. Elemental = Anything except impact, puncture or slash. 3A - Practiced Grip - Renamed "Void's Reach": Still grants 50% accuracy, but also grants +8 meter range for Incarnon form. Added, because the accuracy bonus is useless for the Incarnon form, while the added range could definitely help. 3B - Extended Volley - In addition, also grants +20% max Incarnon charge. This raises Incarnon max ammo from 280 to 336. 3C - Executioner's Fortune - In addition, on headshot you have a 100% chance to gain +5% rate of fire for 2 seconds. Stacks 10 times. This basically just merges the old Headcracker (Evolution 4A) into this evolution. It also makes this evolution grant something useful for Incarnon form as well. 4A - Headcracker - Reworked: Now simply provides +100% headshot damage. 4B - Prelude of Might - Crit chance treshold increased from 40% to 50%. Furax Incarnon form: The fire effect on heavy slams now also drag in enemies from a 10 meter radius for 1 second. Every 4th melee hit also creates a fiery explosion around the impact point. The explosion has base heat-damage, deals 150% of base melee damage (and is of course fully moddable), in a 4 meter radius with no falloff and guarantees a heat status-proc on all affected targets (regardless of modding). The explosion also adds 1 combo point per target struck - even if it occurs from a heavy attack (but is added AFTER combo points have been consumed from the heavy attack). 1 - Incarnon form tier - This also passively boosts the weapon's status chance by 15% (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice, and also to make the weapon better in general. 2A - Swordsman's Flourish - Renamed "Fighter's Flourish". Passive damage bonus remains untouched. However, the "With melee (fully) equipped" bonus is revamped like this: For every enemy within 10 meters, gain +20% combo count chance. Max +100% combo chance bonus. 2B - Kill Joy - Enemy proximity range for the buff(s) to trigger has been increased from 6 to 10 meters. 4A - Flashing Bleed - Trigger chance has been increased from 40% to 100%. 4B - Kinetic Killer - Reworked slightly, into this: Upon a slide attack hit, base critical multiplier is raised by 1x for all attacks, for 10 seconds. This crit bonus applies to the triggering slide attack as well Changed like this to counter slide-spam, and instead encouraging varied attacks. 4C - Absolute Dominion - Values tweaked: Grants +24/22/18% status chance (Furax/MK-1/Wraith). (From 24/22/14% status) Strun Incarnon form: Non-incarnon bodyshots grant 0,33 Incarnon ammo (Comparison: Headshots grant 2 ammo). 2A - Tenno Targeting - Passive damage bonus remains untouched. However, the "On channel" bonus is changed like this: With channeled ability or buff ability active, gain +4 meter punchthrough, but Incarnon form gains +1 meter explosion radius (instead of punchthrough). A "buff ability" is anything that has a duration on yourself (Roar, Invisibility etc) or a buffing icon, including indefinitely lasting ones like Inaros' Scarab Swarm armor buff, Ember's Immolation etc, or other UI-unique buffs such as Hydroid's Plunder etc. 3B - Galvanized Reload - Renamed "Rerouted Reload". Effect slightly altered: When hitting an enemy affected by Electricity or Puncture status, you have a 40% chance to restore 1 ammo into the magazine. In addition, it also increases the Incarnon charge gained from bodyshots by 50% (making it 0,5 Incarnon ammo per pellet). With Puncture procs added to the requirement, you can now innately benefit from this pseudo-magsize bonus. Also, while it doesn't have something to help you in Incarnon form, the bodyshots granting more Incarnon charge can help you get INTO Incarnon form more quickly. The suggested "bodyshots get bonus Incarnon charge" effect would NOT require any status effect on the enemy, this bonus would always be active. Lex Incarnon form: Max ammo reduced to 18 (from 20). Charge per headshot remains the same though (2 ammo per charge). Non-incarnon bodyshots grant 0,33 Incarnon ammo (Comparison: Headshots grant 2 ammo). Incarnon mode's crit chance reduced from 30/35% to 25/30% (Lex/Prime) and status chance is reduced from 22/44% to 22/39%. Don't worry, this is all counteracted by the passive bonuses on tier 1. 1 - Incarnon form tier - This also passively boosts the weapon's critical chance by 5% and status chance by 5% (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice (as they are adjusted down). Since the Incarnon form was reduced in crit and status chance, it also mainly helps the base gun shine more. 2A - Hoplite Virtue - Renamed "Renewed Strength". Passive damage bonus remains untouched. However, the "On shieldbreak" bonus is changed like this: On shieldbreak, or upon picking up a health or energy orb, gain +80 damage for 8 seconds. 2B - Trusty Sidearm - Passive damage bonus remains untouched. However, the "On channel" bonus is changed like this: With channeled ability or buff ability active, gain +60% ammo efficiency and +30% fire rate. A "buff ability" is anything that has a duration on yourself (Roar, Invisibility etc) or a buffing icon, including indefinitely lasting ones like Inaros' Scarab Swarm armor buff, Ember's Immolation etc, or other UI-unique buffs such as Hydroid's Plunder etc. The fire rate was added so it has a benefit for Incarnon form (as ammo efficiency does nothing for it). 3A - Lex Talionis - In addition, also grants +10% projectile speed per stack (so max +40% projectile speed). This is obviously far more useful for the Incarnon form, in contrast to the ammo efficiency which is only useful for the base form. 3B - Extended Volley - In addition, also grants +20% max Incarnon charge. This raises Incarnon max ammo from 18 to 22. 3C - Ready Retalition - In addition, also grants +100% reload speed (which affects transformation speed) when transforming into Incarnon form at full charge. This does NOT stack with the bonus at empty magazine. 4A - Executioner's Dawn - No longer has an "on equip" requirement, nor a duration - It is now just simply +100% headshot damage. And this bonus SHOULD work with the Incarnon form too. 4B - Elemental Balance - Reduced from +40/30% status chance (Lex/Prime) to +35/25% status chance. 4C - Critical Parallel - Reduced from +20/19% crit chance (Lex/Prime) and +0,4x critmulti, to +15/14% crit chance and +0,2x critmulti. Magistar Base weapon stats: All the Magistar weapons' damage distributions are changed: From 80% impact, 15% puncture, 5% slash to -> 50% impact, 25% puncture, 25% slash. This is to make Flashing Bleed (4A) feel less necessary. Incarnon form: The 50% wind up speed bonus is changed to 50% heavy attack efficiency instead. In addition, heavy slams now impale enemies with stone spikes if they are caught in its slam radius, greatly enhancing the damage of the heavy slam. These spikes add damage equal to 100% of modded heavy attacks, along with having a forced slash-proc. However, this stone spike attack has a 12 second cooldown, and Magistar kills which are not made by the stone spike attack reduces its cooldown by 0,5 seconds. The secret passive lifesteal bonus which is granted for Sancti Magistar Incarnon is now ALSO given to the regular Magistar Incarnon. 2A - Crushing Verdict - Passive damage bonus remains untouched. However, the "On channel" bonus is changed like this: With channeled ability or buff ability active, gain +100% follow through. A "buff ability" is anything that has a duration on yourself (Roar, Invisibility etc) or a buffing icon, including indefinitely lasting ones like Inaros' Scarab Swarm armor buff, Ember's Immolation etc, or other UI-unique buffs such as Hydroid's Plunder etc. 2B - Edge of Justice - Passive damage bonus remains untouched. However, the "With melee equipped" bonus is changed like this: For every enemy within 10 meters, gain +8% attack speed. Max +40% attack speed. 3C - Swift Break - Buffed from 50% to +60% heavy attack windup speed 4A - Flashing Bleed - Trigger chance has been increased from 50% to 100%. 4C - Critical Parallel - Critmultiplier reduced from 1,0x to 0,3x for regular Magistar It is oddly way higher than the Sancti version. Boltor Incarnon form: Non-incarnon bodyshots grant 1,33 Incarnon ammo (Comparison: Headshots grant 8 ammo). Incarnon mode now grants 0,6 meter punchthrough for all Boltor variants (this is currently only granted to the Telos variant) Aiming in Incarnon mode now grants +60% accuracy. The accuracy bonus is removed from the Hunter's Mantra evolution, and added as a baseline Incarnon quirk to give its shotgun-effect more variable spread options by default. 1 - Incarnon form tier - This also passively boosts the weapon's critical chance by 5/1/5% (Boltor/Telos/Prime) and status chance by 5/5/1% (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice. 2A - Hunter's Mantra - Passive damagebonus remains untouched. However, the "On channel" bonus is changed like this: With channeled ability or buff ability active, gain +4 meter punchthrough and +60% accuracy A "buff ability" is anything that has a duration on yourself (Roar, Invisibility etc) or a buffing icon, including indefinitely lasting ones like Inaros' Scarab Swarm armor buff, Ember's Immolation etc, or other UI-unique buffs such as Hydroid's Plunder etc. 2B - Crimson Overture - In additon, also grants +1 Incarnon charge (i.e. 8 Incarnon ammo) on kill. Added due to the ammo efficiency doing nothing for the Incarnon form. While this addition doesn't aid the Incarnon form either, it does help to get INTO the Incarnon form more quickly. 3B - Extended Volley - In addition, also grants +20% max Incarnon charge. This raises Incarnon max ammo from 160 to 192. 4A - Elemental Balance - Values tweaked: Grants +20/15/18% status chance (Boltor/Telos/Prime). (From 20/20/18% status chance) 4B - Survivor's Edge - Values tweaked: Grants +8/4/7% crit chance (Boltor/Telos/Prime) and stays at 8/4/10% status chance. (From 8/4/10% crit chance) 4C - Commodore's Fortune - Values tweaked: Grants +12/6/11% crit chance (Boltor/Telos/Prime). (From 12/6/14% crit chance) Bronco Incarnon form: Max Incarnon ammo buffed to 50 (from 20), along with increasing its Incarnon charge gained per headshot to 2 (from 0,5). Non-incarnon bodyshots grant 0,5 Incarnon ammo (Comparison: Headshots grant 2 ammo). 1 - Incarnon form tier - This also passively boosts the weapon's critical chance by 14% and reduces reloadtime by 0,2/0,8 seconds (Bronco/Prime). (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice, and to buff the weapon in general. 2A - Speeding Bullet - Passive damage bonus remains untouched. However the sprint speed bonus is changed like this: For every 0,05 sprint speed past 0,8 sprint speed, gain +7,5% projectile speed and 7,5% multishot. Max bonus at sprint speed of 1,2 (which is +60% projectile speed and +60% multishot). 2B - Infused Shots - Passive damage bonus remains untouched. However the energy spent bonus is changed like this: On 25 energy spent (or 100 shields with Hildryn, or on any ability cast for Lavos), gain 10/9 damage (Bronco/Prime) and 0,5 meter punchthrough for 10 seconds. Stacks 4x. 3C - Extended Volley - In addition, also grants +20% max Incarnon charge. This raises Incarnon max ammo from 50 to 60. 4A - Enough for Everyone - Tweaked like this: Gain +20% ammo efficiency, and +10% more ammo efficiency for every enemy within 10 meters. Max 80% efficiency. Incarnon mode passively gains (i.e. without any requirements) +100% ricochet range. This makes the requirement far less restrictive. Also, since the Incarnon mode cannot benefit from ammo efficiency, the greatly added ricochet range might make it a bit more competitive choice. 4B - Commodore's Fortune - Reduced from 15% to 10% critchance. Ceramic Dagger Incarnon form: The spectral dagger explosions launched from heavy attacks no longer staggers the player. In addition, upon equipping the dagger (via quick melee or full melee mode, doesn't matter), you gain the "Hidden Blade" buff, which grants +30% attack speed for 5 seconds. 1 - Incarnon form tier - This also passively boosts the weapon's critical chance by 15% and status chance by 5%. (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice, and to buff the weapon in general. 2A - Gun and Blade - In addition, also gains initial combo stacks from Secondary kills. 2B - Breacher's Opportunity - Passive damage bonus remains untouched. However, the "On shieldbreak" bonus is changed like this: On shieldbreak, or upon picking up a health or energy orb, gain +80 damage for 8 seconds. 4A - Red Right Hand - Tweaked like this: When attacking with Ceramic Dagger from Primary or Secondary, gain +1,5x crit multiplier for 5 seconds (rather than just a 2x crit multi on the first hit). This makes it far more flexible and powerful. Potentially the strongest choice, even - but imo it should be, since it's a brief and conditional effect, compared to the constant bonuses of 4B and 4C. 4C - Absolute Valor - Reduced from 30% to 15% critchance. Torid Incarnon form: Max ammo reduced to 150 (from 170). Each charge now only grants 30 ammo (from 37). Main beam range reduced from 40 to 30 meters. Chain beam range reduced from 6 to 5 meters. 1 - Incarnon form tier - This also passively boosts the weapon's critical chance by +8%. (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice. 2A - Final Fusilade - Passive damage bonus remains untouched. However, the multishot on last shot is reworked like this: After a finished reload, every 5th shot gains +3 multishot. In Incarnon mode, every 25th ammo spent grants +0,1 multishot - which is lost upon detransformation. This gives it better interaction with its own evolutions, and also makes it useable for Incarnon mode. 2B - Plentiful Mayhem - In addition to its current effects: Each multishot has a 50% chance to not consume extra ammo, while the Incarnon's multishot has a 75% chance to not consume extra Incarnon ammo. Why? Because these multishot ammo-consumer evolutions cost way too much compared to the benefits they give. With my suggestions, they'd still have a downside, but not nearly as absurd as now. 3A - Swift Deliverance - In additon, also adds +10 meter beam range to Incarnon mode and +1 meter chaining range. Why? Because projectile speed has zero userfulness to the Incarnon mode. This evolution brings back the Incarnon's original ranges. 3B - Renewed Horror - In addition: Transforming into Incarnon mode with full charge grants +20% fire rate, lasting for 3 seconds, with the timer starting as soon as you start shooting. Why? Because the current lingering field bonus is 100% useless for Incarnon mode. This suggested bonus for the Incarnon form is kinda placeholdery - if you've got other ideas for it, please share! 3C - Extended Volley - Reduced from +9 to +5 magsize. In addition, also grants +20% max Incarnon charge. This raises Incarnon max ammo from 150 to 180. 4A - Commodore's Fortune - Reduced from +20% to +12% critchance. 4B - Survivor's Edge - Reduced from +15% to +7% critchance (bonus to status chance untouched). Dual Toxocyst Incarnon form: Non-incarnon bodyshots grant 5 Incarnon ammo (Comparison: Headshots grant 30 ammo). 1 - Incarnon form tier - This also passively boosts the weapon's critical chance by 10%. (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice. 2A - Carnage Reign - Damage per status increased from +33% to +40% 3A - Ready Retalition - In addition, also grants +100% reload speed (which affects transformation speed) when transforming into Incarnon form at full charge. This does NOT stack with the bonus at empty magazine. 3B - Evolved Autoloader - In addition, bodyshots provides 50% more Incarnon charge (increasing the Incarnon ammo gained per bodyshot from 5 to 7,5). Current bonus does NOTHING for Incarnon form. This bonus at least help you to get INTO Incarnon form quicker. 3C - Marksman's Hand - In addition, gain +50% accuracy when aiming down sights. 4A - Commodore's Fortune - Reduced from +20% to +10% crit chance. 4B - Neurotoxin - Revamped: Now grants +70% toxin with no requirements. Furthermore, creates guaranteed toxin-status on headshots, regardless of modding. 4C - Ripper Rounds - Kill requirement and timer removed; It simply grants +3 meter punchthrough at all times now! Dual Ichor Incarnon form The toxic clouds spawned on kills now add 1 combo point when they deal damage (boostable by combo chance mods) and slow down enemies by 30%. When the Dual Ichor is held (via quick melee or full melee mode, doesn't matter) and is in Incarnon mode, it now also provides the Mending Heart buff, which regenerates 10 health every second. When you are missing health, heart-like structure on the Dual Ichor's handles start beating faster and eminate a soothing energy glow. 1 - Incarnon form tier - This also passively boosts the weapon's status chance by 10%. (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice 3A - Orokin Reach - Increased from +0,6 to +1 meter range. 3B - Resolute Force - Increased from +6 to +10 combo duration. In addition, also grants +10% combo count chance. 4A - Absolute Valor - Reduced from +34% to +24% status chance. 4B - Poison Parasite - Revamped and renamed into Parasitic Hunger: On kill, gain 33 health per second and +33% Toxin damage for 9 seconds. 4C - Universal Readiness - Picking up ammo now also pauses the combo duration's decay for 15 seconds! Furthermore, on melee kill, your next Primary or Secondary reload gains +100% reload speed bonus. Miter Incarnon form: Max Incarnon ammo increased to 30 (from 20). Each headshot still only grants 5 Incarnon ammo. Non-incarnon bodyshots grant 1 Incarnon ammo (Comparison: Headshots grant 5 ammo). Crit chance is reduced from 20% to 12% Don't worry, this is compensated for on tier 1 with its new passive bonus, along with tier 4 having their values adjusted. Projectile speed also boosts its homing and turning speed. 1 - Incarnon form tier - This also passively boosts the weapon's crit chance by 18%. (both for the base weapon and its Incarnon form). This, along with the changes on tier 4, would make it so there's now a genuine choice among the tier 4 evolutions. 2A - Swift Sawblades - Passive damagebonus remains untouched. However, the "On channel" bonus is changed like this: With channeled ability or buff ability active, gain +70% fire rate. A "buff ability" is anything that has a duration on yourself (Roar, Invisibility etc) or a buffing icon, including indefinitely lasting ones like Inaros' Scarab Swarm armor buff, Ember's Immolation etc, or other UI-unique buffs such as Hydroid's Plunder etc. 2B - Plentiful Mayhem - Passive damagebonus remains untouched. Damage benefit on Multishot increased to 40%. Furthermore, each multishot has a 50% chance to not consume extra ammo, while the Incarnon's multishot has a 75% chance to not consume extra Incarnon ammo. Why? Because these multishot ammo-consumer evolutions cost way too much compared to the benefits they give. With my suggestions, they'd still have a downside, but not nearly as absurd as now. 3B - Ready Retalition - In addition, also grants +100% reload speed (which affects transformation speed) when transforming into Incarnon form at full charge. This does NOT stack with the bonus at empty magazine. 3C - Mercenary Chamber - In addition to its ammo bonus, it also increases the Incarnon charge per bodyshot by 50% (increasing it from 1 to 1,5). 4A - Sawblade Storm - The supercharge for this effect is now affected by fire rate buffs. In addition, grants +1,5 meter explosion radius for Incarnon form. Added, because this evolution has zero effect on Incarnon form. 4B - Commodore's Fortune - Reduced from +22% to +12% crit chance. 4C - Critical Parallel - Reduced from +12% to +6% crit chance. Status chance remains at +12%. Atomos Incarnon form: Max Incarnon ammo increased to 30 (from 21), and ammo gained per charge is increased to 3 (from 1). Non-incarnon bodyshots grant 0,25 Incarnon ammo (Comparison: Headshots grant 3 ammo). Note: This also functions with the chaining beams, further boosting Incarnon charge up speed if you can strike more targets! That is also why it has the lowest bodyshot charge (compared to its headshot charge) value of all Incarnons. Instead of solely having a big boom after the enemy-vacuum, here's a suggestion to make the Incarnon form more desirable: The Incarnon's damage is reduced to a fifth, but it now explodes 5 times very rapidly in the area. This means general damage remains the same, but status application becomes better - which in turn can also make the damage higher (due to, for example, potentially getting a few Viral or Corrosive procs on the first few explosions etc). The Incarnon description could now read: "Awaken this weapon's ability to fire high-powered cascade grenades in Incarnon Form." 1 - Incarnon form tier - This also passively boosts the weapon's crit chance by 6%. (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice 2A - Paladin Virtue - Passive damage bonus remains untouched. However the "700 max energy" bonus is changed like this: For every 70 max energy, gain +0,1x critical multiplier. Max bonus at 700 max energy (which is +1x critical multiplier). 2B - Hoplite Virtue - Renamed "Renewed Strength". Passive damage bonus remains untouched. However, the "On shieldbreak" bonus is changed like this: On shieldbreak, or upon picking up a health or energy orb, gain +30 damage for 8 seconds. 3A - Moonrise Velocity - Also, gains +60% projectile speed for Incarnon form. Since it has no effect on Incarnon form. 3B - Mercenary Chamber - In addition, you also gain +33% more Incarnon ammo from bodyshots. (Increases Incarnon ammo per bodyshot from 0,25 to 0,33). Yes, this also boosts the charge up from the chaining beams. 3C - Resonant Restore - Increased from 5% to 10% max ammo per stack, but max stacks reduced from 7x to 3x. This means total bonus goes from 35% to 30%. Also, for Incarnon mode: Every time you enter Incarnon form with max charges, you gain +10% max Incarnon charges. Stacks up to 3x (for a max total of +30% max Incarnon ammo). This means you can increase max Incarnon ammo from 30 to up to 39. 4B - Commodore's Fortune - Reduced from +19% to +13% crit chance. 4C - Survivor's Edge - Reduced from +10% to +6% crit chance. Status chance remains at +12%. Ack and Brunt Incarnon Form: The spectral axe explosions launched from air/slide attacks no longer staggers the player. With any Ack and Brunt kill, you gain +1 "Axe Power" charge, max 10 stacks. Each charge adds +50% damage for your next Spectral Axe throw (i.e. max +500% bonus at max stacks), but each throw only consumes ONE charge each! With each Axe Power charge, the blade glows more and more with shimmering, ghostly energy. Furthermore, the Ack and Brunt in Incarnon form can also absorb damage by blocking physical damage (not just elemental) and when attacking with stored damage, now the absorption damage bonus lasts for 4 seconds after attacking. Each time you block to absorb more damage and attack again, this creates a new seperate 4 second timer, which stacks with previous one(s). Ack & Brunt's augment Electromagnetic Shield: This mod now also boosts the damage absorbtion value by +25% per rank (for a total of +150% at max rank). 1 - Incarnon form tier - This also passively boosts the weapon's crit chance by 4% and status chance by 10%. (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice. 2A - Templar's Wrath - Passive damage bonus remains untouched. However, the armor-requirement bonus is changed like this: For every 45 armor on your Warframe, gain +7% heavy attack efficiency. Max bonus at 450 armor (which is +70% heavy attack efficiency). 2B - Shieldmaiden's Rush - Passive damage bonus remains untouched. However, the "On shieldbreak" bonus is changed like this: On shieldbreak, or upon picking up a health or energy orb, gain +300% block combo chance for 12 seconds. 3A - Oroking Reach - Increased from +0,7 to +1 meter range. 4B - Absolute Valor - Reduced from +17% to +14% crit chance. 4C - Versatile Creed - Reduced from +9% to +7% crit chance. Status chance remains at +9%. Soma Incarnon form (based on Soma Prime Incarnon): Non-incarnon bodyshots grant 1,5 Incarnon ammo (Comparison: Headshots grant 10 ammo). Due to being a sidegrade, more than a genuine power boost, I'd propose the following stat-changes for Soma's Incarnon form: Critical chance increased to 40% (up from 10%) Damage reduced to 12 (down from 18) Multishot reduced to 6 (down from 8) Status chance increased to 10% (up from 3%) The raw benefit from these changes amount to about a 100% base damage boost, along with giving it the same crit-reliant identity as the base gun, along with benefitting better from the various damage bonuses of its evolutions. Coupled with the much better status chance, it would now be an Incarnon mode which genuinely can wreak havoc. 2A - Fortress Salvo - Passive damage bonus remains untouched. However, the armor-requirement bonus is changed like this: For every 45 armor on your Warframe, gain +0,4 meter punchthrough. Max bonus at 450 armor (which is +4 meter punchthrough). 2B - Fortifying Bloodshed - Passive damage bonus remains untouched. However, the "on bleed kill" requirement is changed to "on status damage kill". 4A - Fresh Havoc - Tweaked its bonus to this: For every 5 bullets expended, gain +0,1 base damage on a completed reload or upon a completed Incarnon transformation. The bonus maxes after 600 bullets are reloaded (which grants +12 damage, which is the exact same maximum bonus as now). Changed both due to the huge magazine it has (meaning it takes a LONG time before you see benefits) and to make sure that rivens with -Magsize are no longer an additional benefit of sorts (at least if your main useage is with the Incarnon form). It would also play way nicer with its Incarnon useage. Vasto Incarnon form - Get ready for some big suggestion-changes! Max Incarnon ammo increased to 60 (from 24), and gain 6 Incarnon ammo per charge (up from 3). Non-incarnon bodyshots grant 1 Incarnon ammo (Comparison: Headshots grant 6 ammo). Recoil is reduced to be slightly lower than the base gun. Damage dropoff is entirely removed. Status chance buffed from 2,67/6,67% to 20/30% (Vasto/Prime). Now has a "Quickshot" feature: The aiming reticle / crosshairs is slightly bigger than usual, and if an enemy is in the crosshairs and within 20 meters range, your shots will autoaim at the enemy when you shoot ("Mesa at home", if you will). If the requirements aren't met, it will simply shoot straight forward as normal. Zooming is now available, and will also completely disable the above Quickshot feature while aiming. The zoom level is slightly lower than normal though. 1 - Incarnon form tier - This also passively boosts the weapon's crit chance by 6% (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice 2A - Lone Gun - Reworked, and now reads like this: Damage is increased by 106/64 (Vasto/Prime) and magsize is increased by 6. However, you lose 8 damage for every enemy that is within 6 meters. You can max lose 40 damage (i.e. minimum bonus is then 66/24 damage (Vasto/Prime). Old requirement (not being able to use a primary weapon) is simply a bad restriction, however the magsize bonus is also smaller to compensate for not having ANY restriction on the bonus at all. 2B - Deathtrap Trigger - Stats and interactions tweaked quite heavily, making it look like this: Damage is increased by 66/24 (Vasto Prime). On equip from primary or melee, as well as upon transforming into Incarnon form, gain +15% critical chance and +1,2/0,8x critical multiplier for 4 seconds. However, each kill now also extends the buff duration by 1 second. Overall, changed to be less powerful, but is easier to trigger and maintain. 3A - Extended Volley - In addition, also grants +20% max Incarnon charge. This raises Incarnon max ammo from 60 to 72. 3C - Awakened Readiness - Buffed to 50% reload/second, and additionally increases bodyshots Incarnon charge up by 50% (Increases the Incarnon charge per bodyshot from 1 to 1,5). Current bonus does NOTHING for Incarnon form. These bonuses at least help you to get INTO Incarnon form quicker. 4B - Survivor's Edge - The status chance bonus is no longer split between the 6 shots in Incarnon mode. 4C - Reaper's Plenty - Heavily tweaked: On headshot, gain 50% (down from 100%) ammo efficiency and +0,5 base multishot for 6 seconds. Passively (i.e. without any headshot requirements etc), also gain +3 meter punchthrough This may seem very powerful, but remember that the 4A and 4B choices are very powerful (high crit or crit/status) and they are entirely passive, while Reaper's Plenty requires headshots to fully benefit. Nami Solo Incarnon form: In addition to current effects, slide attacks produce a "Ghastly Tsunami" attack, which is basicly a wide and far-travelling ethereal water wave, traversing across terrain similar to Frost's Ice Wave. This water wave pierces all enemies, and has an 8 second cooldown, and this cooldown is reduced by 0,5 seconds for every kill with the Nami Solo (not counting kills with the Ghastly Tsunami). The Ghastly Tsunami wave deals 100% modded slide attack damage, knocks down all enemies, procs 1 Cold status on them and grants 5 combo per enemy struck. Furthermore, the Incarnon form also boosts the weapon's followthrough to 1! 1 - Incarnon form tier - This also passively boosts the weapon's crit chance by 7% (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice. 2B - Master's Flourish - The heal-on-finisher now includes ground finishers. 3A - Lone Blade - Reworked into "Surging Blade". Now instead grants +20% movement speed when the weapon is equipped (wether that is by fully melee equipping it or by simply quick melee equipping, doesn't matter). This was reworked for two reasons: First, it was by far the strongest choice on this tier to the point that it was hard to ever really use 3B or 3C, and secondly because the effect of having perfect followthrough was instead suggested to be added as an effect to the Incarnon form. 3C - Resolute Force - Increased from +6 to +10 combo duration. In addition, also grants +10% combo count chance. 4A - Absolute Valor - Reduced from +21% to +14% crit chance. 4B - Versatile Creed - Reduced from +14% to +7% crit chance. Status chance remains at +14%. Burston Incarnon form: Non-incarnon bodyshots grant 5 Incarnon ammo (Comparison: Headshots grant 30 ammo). 1 - Incarnon form tier - This also passively boosts the weapon's crit chance by 10% (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice 2A - Forceful Finality - Passive damage bonus remains untouched. However, the multishot on last burst is reworked like this: The last attack of a burst (i.e. the 3rd shot) has +1,0x base multishot. In Incarnon mode, every 5th attack (if not letting go off the trigger) has +1,0x base multishot. 2B - Fortress Salvo - Passive damage bonus remains untouched. However, the armor-requirement bonus is changed like this: For every 45 armor on your Warframe, gain +0,2 meter punchthrough. Max bonus at 450 armor (which is +2 meter punchthrough). 3A - Extended Volley - In addition, also grants +20% max Incarnon charge. This raises Incarnon max ammo from 600 to 720. 3B - Ready Retalition - In addition, also grants +100% reload speed (which affects transformation speed) when transforming into Incarnon form at full charge. This does NOT stack with the bonus at empty magazine. 4A - Reaver's Rapture - Increased to +40% per stack. Can now also stack up in Incarnon form: Every 10 cumulative direct hits = +1 stack. 4B - Absolute Valor - Reduced from +22% to +12% crit chance. Zylok Incarnon form: Now has max 40 Incarnon charge, up from 12, and gain 4 Incarnon ammo per headshot, up from 1. Non-incarnon bodyshots grant 0,66 Incarnon ammo (Comparison: Headshots grant 4 ammo). Instead of having a charged up big boom attack, here's a revamp suggestion to make the Incarnon form more desirable: Trigger changed from Charge to Duplex. Damage reduced from 400 impact (on direct hit), 600 heat (aoe) to 145 impact + 245 heat (Regular Zylok) or 215 impact + 285 heat (Zylok Prime) Recoil reduced from very high, to same as base gun. Fire rate increased from 1 to 1,2 (as well as no charge time!) Multishot now benefits the explosive component (this is a general issue with lots of the Incarnon explosions) 1 - Incarnon form tier - This also passively boosts the weapon's crit chance by 18% (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice, and to make the weapon better in general. 2A - Precision's Payoff - Passive damage bonus is unchanged. However, the "burst headshots" is revamped like this: On headshot, gain +1,5/3 damage (Zylok/Prime). Stacks up to 30x. The damageboost is no longer lost on reload or Incarnon transformation. The stacks are, however, lost on death. 2B - Mauler's Mayhem - Completely revamped like this: Increase damage by 90/60. On kill, gain +0,2 meter punchthrough for the base gun and +0,1 meter explosion radius for the Incarnon form. Stacks up to 20x (which equals to 4 meter punchthrough and 2 meter explosion radius at max stacks). Stacks are only lost on death. 3A - Extended Volley - In addition, also grants +20% max Incarnon charge. This raises Incarnon max ammo from 20 to 24. 3B - Rapid Reinforcement - Changed into Clockwork Onslaught - Increases reloadspeed by +60% and rate of fire by +15%. 4A - Survivor's Edge - Values changed to +8/8% crit chance and +20/20% status chance (Zylok/Prime) (From +20/22% crit and +20/16% status chance). 4B - Commodore's Fortune - Values reduced to +16/16% crit chance (Zylok/Prime) (From +32/30% crit chance). Sibear Base form: The base weapon's unique trait (the +50% status chance buff on heavy attacks, which I will now call "Glacial Might") is buffed to 8 seconds (up from 4). Incarnon form: Heavy attacks also launches 7x icicles, shot out in a horizontal fan. The icicles have base Cold, Slash and Puncture damage (split 33/33/33) and the total damage is 25% of the heavy attack's modded damage for each icicle, and they each have 1 meter punchthrough. Its allegedly intended "ice fields" need a visual representation. The ice field could also get extended duration equal to this: 4 seconds at base, +1 second more per additional combo multiplier (so max 16 seconds). 1 - Incarnon form tier - This also passively boosts the weapon's crit chance by 14% (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice, and to make the weapon better in general. 2B - Thane's Wrath - Passive damage bonus remains untouched. However, the armor-requirement bonus is changed like this: For every 45 armor on your Warframe, gain +4 damage. Max bonus at 450 armor (which is +40 damage). 3C - Resolute Force - Increased from +6 to +10 combo duration. In addition, also grants +10% combo count chance. 4A - Mounting Avalanche - Heavily tweaked. Now suggested to look like this: On kill, gain +15 initial combo for 20 seconds. Stacks 4x. Furthermore, also passively buffs the weapon's unique trait (nicknamed Glacial Might) duration by +12 seconds (for a total of 20 seconds). 4B - Absolute Valor - Reduced to +12% critical chance (from 25%) 4C - Red Right Hand - Renamed: "Sudden Blizzard". It is tweaked like this: When attacking with Sibear from your Primary or Secondary weapon, gain +1,5x crit multiplier for 8 seconds (rather than just a 2x crit multi on the first hit). This makes it far more flexible and powerful, despite the crit multiplier reduction. Dread Incarnon form: Max Incarnon ammo increased to 30 (from 20), but ammo gained per charge remains at 5. Non-incarnon bodyshots grant 1 Incarnon ammo (Comparison: Headshots grant 5 ammo). On top of infinite ENEMY punchthrough, it also gains 1 meter TERRAIN punchthrough. 2A - Hitman's Opportunity - Passive damage bonus remains untouched. The damage towards targets below 50% health is now retroactive (i.e. damage over time effects will deal more damage when the treshold is met), and the damage bonus is now a seperate TOTAL damage multiplier, but the bonus is reduced to +50% (from +100%). 2B - Stalker's Resentment - Passive damage increased from 50 to 70. The "With Hate and Despair equipped" requirement is tweaked like this: On hit: Increase damage by 10 and fire rate by 10%. Stacks up to 3x. With Hate equipped, gain +1x max stack. With Despair equipped, gain +1x max stack. These effects can stack (meaning, max stacks can be raised to 5x if you equip all 3 Stalker weapons). Charged shots and Incarnon attacks gain doubled benefit from the damageboost. Resets on missed shots. This makes the evolution useable on its own, and the "Stalker equipment" requirement becomes far more lenient, but it is still desireable to equip all 3 weapons for the maximized bonus effect. 3A - Swift Deliverance - Increased from 30% to 60% projectile speed bonus. 3B - Marksman's Focus - In addition to zoom reduction, it also increases movement speed while aiming by 20%. Further emphasizes the "agile" style, and gives it more than just minor QoL (as movespeed while aiming can indirectly help you survive via moving out of attacks etc) 3C - Hitman's Hoard - In addition to its ammo bonus, it also increases the Incarnon charge gained from bodyshots by 50% (making it 1,5 Incarnon ammo per arrow). Despair Incarnon form: Max Incarnon ammo increased to 50 (from 20), but still only gain 5 Incarnon ammo per charge. Non-incarnon bodyshots grant 1 Incarnon ammo (Comparison: Headshots grant 5 ammo). 1 - Incarnon form tier - This also passively boosts the weapon's crit chance by 10%, its critical multiplier by 0,4x and its status chance by 10% (both for the base weapon and its Incarnon form). This is to make the tier 4 choices actually be more of a choice, and to make the weapon better in general. 2B - Stalker's Vendetta - Passive damage bonus remains untouched. The "With Dread and Hate equipped" requirement is tweaked, making the evolution look like this: Increases damage by 50 and grants +30% multishot. Multishot consumes ammo directly from capacity and increases damage by 60%. With Dread equipped, gain an additional +20% multishot damage. With Hate equipped, gain an additional +20% multishot damage. These effects can stack (meaning, with all the Stalker gear, you raise the multishot damage bonus to 100%). Furthermore, grants 50% chance for each multishot to NOT consume ammo from the ammo pool. During Incarnon form you have a 75% chance for each multishot to not consume ammo. This makes the evolution useable on its own, and the "Stalker equipment" requirement becomes far more lenient, but it is still desireable to equip all 3 weapons for the maximized bonus effect. The lessened consumption chances on the multishot-effect is added, as it costs way too much compared to the benefits they give. With my suggestions, they'd still have a downside, but not nearly as absurd as now. 3A - Marksman's Focus - In addition to zoom reduction, it also increases movement speed while aiming by 20%. Further emphasizes the "agile" style, and gives it more than just minor QoL (as movespeed while aiming can indirectly help you survive via moving out of attacks etc) 3C - Rapid Reinforcement - Renamed "Clockwork Onslaught" - Grants +100% reload speed, and now also adds +15% rate of fire. 4B - Survivor's Edge - Reduced from +12% to +8% crit chance. Status chance remains at +12%. 4C - Critical Parallel - Reduced from +18% to 14% crit chance, and from +0,4x to +0,2x crit multiplier. Hate Incarnon form: In addition, on heavy attack or heavy slam, spawn an "Orbital Blade ". The Orbital Blade is a spectral blade, similar looking to the blade-component of Hate. The Orbital Blade revolves around you 2 times per second. It deals 25% of modded melee damage (basic melee, not heavy melee), and has a 25% combo count chance, otherwise with the same stats (crit, status etc) as regular attacks. The blade lingers for 3 seconds, +1 second per combo multiplier (meaning max 15 seconds on a heavy attack with a 12x combo multiplier). The Orbital Blade can be refreshed, but only with heavy attacks which would produce a longer lasting Orbital Blade than the current one's remaining duration. 2A - Swordsman's Flourish - Renamed "Fighter's Flourish". Passive damage bonus remains untouched. However, the "With melee equipped" bonus is revamped like this: For every enemy within 10 meters, gain +20% combo count chance. Max +100% combo chance bonus. 2B - Stalker's Legacy - The "With Dread and Hate equipped" requirement is tweaked, making this evolution look like this: Increases damage by 30 and grants +20 Initial combo. With Dread equipped, gain +10 Initial combo. With Despair equipped, gain +10 Initial combo. These effects can stack (meaning, with all the Stalker gear, you raise the Initial combo to 40, up from current 30). This makes the evolution useable on its own, and the "Stalker equipment" requirement becomes far more lenient, but it is still desireable to equip all 3 weapons for the maximized bonus effect. 3A - Orokin Reach - Increased from +0,7 to +1 meter range. 3C - Resolute Force - In addition, also grants +10% combo count chance. Now, for the original Incarnon weapons: Praedos Incarnon form: In addition, now has a slide attack special attack, called "Cleaving Storm": On slide attack, create a huge horizontal energy blade all around you, which essentially adds +6 meters range to your slide attack and allows the slide attack to hit through terrain, but it has an 8 second cooldown. Kills with the Praedos NOT via the Cleaving Storm attack reduces this cooldown by 0,5 seconds. The Cleaving Storm attack also causes 2x slide attack damage. 3B - Reaching Lunge - Revamped: Slide attacks now have +1 meter range, and upon a slide attack, all other melee attacks gain +1 meter range for 10 seconds. 5C - Universal Readiness - Picking up ammo now also pauses the combo duration's decay for 15 seconds! Furthermore, on melee kill, your next Primary or Secondary reload gains +100% reload speed bonus. Innodem Incarnon form: The launched Air Blades now bounce up to two times on terrain. 2A - Orokin Reach - Increased from +0,5 to +1 meter range. 3B - Skyborne Lunge - Tweaked into this: Aerial attacks have +1 meter range and +200% combo chance. Also increases Incarnon form's launched Air Blades projectile speed by +50%. 3C - Blade Twister - Also grants +25% finisher speed. 4B - Swooping Lunge - Each stack now lasts 30 seconds (up from 10). 5A - Blood Anointed - Renamed "Brutal Display". Merged with Stunning Brutality, meaning it now does this: On finisher: Stun all aware enemies in a 10 meter radius and grants +40% heavy attack efficiency for 40 seconds. 5B - Stunning Brutality - Entirely reworked into "Bloodwing". This evolution does this: Gain +30% aimglide duration. While in midair, 10% of all Innodem damage done is stored. Upon touching the ground, the stored damage is released in a 10 meter radius as Blast damage. Each enemy hit by the explosion grants +1 combo count. 5C - Armed Inspiration - Picking up ammo now also pauses the combo duration's decay for 15 seconds! Furthermore, on melee kill, your next Primary or Secondary reload gains +100% reload speed bonus. Felarx Incarnon form: Non-incarnon bodyshots grant 0,33 Incarnon ammo (Comparison: Headshots grant 2 ammo). Due to being a generally worse gun in Incarnon form, the following stats are changed: Multishot increased to 4 (from 1) Damage per projectile reduced to 190 (66/33% Radiation/Slash, instead of Radiation/Impact), meaning total damage is increased to 760 (from 600) when multishot is considered. This plus the multishot gives it the same damage as the normal gun's damage output. Fire rate increased to 3 (from 1) - same as the base gun's fire rate. Trigger changed to fullauto (from semiauto) Recoil is reduced to be the same as the base shotgun 2A - Attuned Accuracy - In addition to the accuracy bonus while aiming, this also grants +50% projectile speed at all times (no need to aim for this speed bonus, it is always active). Basically, it is merged with 2C, Frictionless Flight. This was done because the accuracy bonus is entirely useless for the Incarnon form. 2B - Kinetic Baffle - The recoil bonus no longer requires aiming down sights. 2C - Frictionless Flight - Entirely reworked into "Owl's Hunt". Now instead grants +50% movement speed while aiming or sliding, as well as +50% aimglide duration. Had to make something new, due to merging 2A with 2C. 3A - Dual-Mode Chamber - The projectilespeed bonus mode also grants +25% ammo efficiency. The projectile speed is not that great for the base shotgun, but ammo efficiency would be useful. And, for the Incarnon mode, the projectile speed is great, but ammo efficiency does nothing - meaning this mode now does something useful for BOTH forms. 3B - Evolved Autoloader - Also causes manual reloads to load 2 shells per reload cycle. Furthermore, bodyshots provide +50% Incarnon charge (Increases the Incarnon charge per bodyshot from 0,33 to 0,5). Seems like a bunch of bonuses, but let's break them down: 2 shells per reload cycle is to let those that enjoy the awesome reload animation to still be seen, even if its autoloading-on-holstering is still a bunch more effective. The bodyshot Incarnon charge bonus is to give an indirect bonus to Incarnon mode, i.e. by making it faster to go into the form. 4A - Brutal Edge - Stats remain the same, but it now counts as BASE crit/status chance changes, just like it does with similar Genesis Incarnon evolutions. 4C - Wracking Wrath - Stats remain the same, but it now counts as BASE crit/status chance changes, just like it does with similar Genesis Incarnon evolutions. 5A - Devastating Attrition - Also prevents external crit-chance buffs from applying to the weapon, including Puncture-procs. 5B - Ruptured Plenitude - Reworked into "Overwhelming Rupture". It does the following: On critical hit and/or status proc: Gain +100% damage bonus for 5 seconds. Stacks up to 10x. Each expiration removes 2 stacks. This bonus would stack additively with Serration etc. 5C - Agile Executor - Reworked into "Unrelenting Executor". It does the following: Projectiles now bounce on terrain, up to 3 times (thus disables all TERRAIN punchthrough). Furthemore, gain +50% ammo efficiency and +2x (base) critical damage when aiming, aimgliding or sliding. Gives you a more powerful way to utilize the projectiles, with bounces (perfect when airborne and aim gliding, notably) and crit damage bonuses. Would synergize quite nicely with the new suggested 2C, Owl's Hunt! Phenmor Incarnon form: Non-incarnon bodyshots grant 6 Incarnon ammo (Comparison: Headshots grant 34 ammo). 3A - Retribution's Vessel - In addition, also grants +20% max Incarnon charge. This raises Incarnon max ammo from 408 to 490. 3B - Ready Retaliation - In addition, also grants the +100% reload speed bonus for 6 seconds when transforming into Incarnon form at full charge. 3C - Executioner's Fortune - In additon, on kill in Incarnon form, regain some of the "wind down" fire rate. 4A - Survivor's Edge - Stats remain the same, but it now counts as BASE crit/status chance changes, just like it does with similar Genesis Incarnon evolutions. 4C - Elemental Excess - Stats remain the same, but it now counts as BASE crit/status chance changes, just like it does with similar Genesis Incarnon evolutions. 5A - Devouring Attrition - Also prevents external crit-chance buffs from applying to the weapon, including Puncture-procs. 5B - Spiteful Defilement - Reworked: Per status effect on enemy, deal +40% base critical damage. Stacks max 3x. 5C - Lingering Judgment - Now simply grants +100% (up from 50%) headshot damage - with no requirements or timers attached anymore. A more sensical renaming could be in order. Simply "Executioner's Judgment", perhaps? Laetum Base gun: Its attacks also create an AoE effect. Deals 60 damage, purely as Blast, 2 meter radius - Otherwise same stats as direct damage (crit, status etc). Incarnon form: Non-incarnon direct hit bodyshots grant 3 Incarnon ammo (Comparison: Headshots grant 18 ammo). 3B - Awakened Readiness - In addition, direct hit bodyshots grant 33% more Incarnon charge! (Increases Incarnon charge per bodyshot from 3 to 4). 3C - Feather of Justice - In addition, in Incarnon mode, you gain +20% fire rate when aiming or sliding. Since ammo efficiency does nothing for Incarnon mode. 4C - Elemental Excess - Stats remain the same, but it now counts as BASE crit/status chance changes, just like it does with similar Genesis Incarnon evolutions. 5A - Devouring Attrition - Also prevents external crit-chance buffs from applying to the weapon, including Puncture-procs. 5B - Reaper's Plenty - Heavily tweaked: On headshot, gain 50% (up from 40%) ammo efficiency and +0,5 base multishot for 6 seconds. Passively (i.e. without any headshot requirements etc), also gain +50% AoE radius. This may seem very powerful, but remember that the 5A and 5C choices are very powerful options and they are almost entirely passive, while Reaper's Plenty requires headshots to fully benefit. 5C - Overwhelming Attrition - Tweaked to make it less weird: On critical hit and/or status proc: Gain +200% damage, lasts 10 seconds, stacks 6x. Each expiration removes 2 stacks. Aaaaand that's it! This took me QUITE a while to write up, so please read through it carefully and give me your opinions! And please tell me if you spotted any errors. Now it's off to bed for some much needed rest!
  8. I think you missed a key word in both of those sentences you replied to: Still. The energy regen and impact damage for enemies enterring the Rift are both already a thing, I just clarified in my thread that those 2 features aren't removed. In fact, the 300 impact damage is dealt every time an enemy enters the Rift, which is why it, in particular, absolutely shreds low level Infested when they try to enter a Cataclysm+Stasis combo. Anyway, im eagerly awaiting your review of the remaining changes, and will wait with more responses until/if you have reviewed it all. I just wanted to reply with the above clarification right now :)
  9. @KVenom Just curious what you think of my rework?
  10. Bingo! That, plus not being teamfriendly. He needs a rework:
  11. As promised (albeit late), here are the details of reworked Naramon: School Description: Current -> This discipline focused on Knowing the Enemy, and the tacticians of Naramon believed that to truly understand a foe would confer the greatest advantage upon a warrior. Suggested -> This discipline focused on Knowing the Enemy, and the tacticians of Naramon believed that to truly understand a foe would confer the greatest advantage upon a warrior. Their skillful and unexpected attacks were a true testament to their beliefs. Affinity Spike -> Mind Spike Reworked entirely -> Kills with finishers or kills via headshots/weakspots grants 2/3/4/5 energy. Works for both Operator and Warframe. Note: I think all schools should have something energy-generating, as to knock down the Zenurik popularity a peg (with Zenurik getting a minor buff to something else, like CC or whatever) I think a bonus to affinity (i.e. the current version) is such a weird meta bonus to have, as it has a generally finite usefulness, so I rather ditch its effect and replace it with something new entirely. Power Spike In addition to its current combo decay effect, it also provides 10/20/30/40% heavy attack combo efficiency. As per @Her_Lovely_Tentacles´s suggestion, combo efficiency would tie in nicely with this node's current effect, giving this node a powerful use both in and out of combat. Opening Slam -> Opening Strike Tweaked -> When performing any type of melee attack from Operator (regular, slam, finisher etc), gain double combo buildup and +50% melee crit chance, for 10/20/30/40 seconds. Combines it with current Killer's Rush AND massively eases up the trigger requirement. Amp Spike - Combo Amp Revamped -> Dealing damage with amps gives melee combo points! Your Amp gain combo points equal to 6/8/10/12 divided by the amp's fire rate. Furthermore, each combo multiplier gives +10% amp damage (So 12x melee combo = +120% Amp damage), The melee combo counter is now visible from Operator mode as well. Void Levitation -> Void Shadow Revamped entirely -> 1st ability. Makes your Operator and Warframe covered by a 5-meter bubble for 8/10/12/15 seconds, which makes you invisible to anything outside of the bubble, and increases your movement speed by 30%. Making noise removes the bubble temporarily. Has a 30 second cooldown (starting immediately upon activation). Lethal Levitation -> Void Hunter Revamped -> Enterring Void Mode or Void Shadow creates a revealing aura with a 20/30/40/50 meter radius, which lingers on your Operator and Warframe for another 10 seconds after exitting Void Mode or Void Shadow's invsibility. Enemies touching the aura are highlighted through walls for as long as they remain within the aura and 5 seconds after. Gain +50% damage (for Operator and Warframe) per highlighted enemy attacked by the Operator, lasting 60 seconds and stacks up to 4x times. Note: The aura can be refreshed in its duration when reentering invisibility via Void Mode or Void Shadow. Also, similar to Lethal Levitation, attacking the same target refreshes the duration, attacking DIFFERENT targets raises the bonus. Sling Stun -> Mind Blast Revamped -> 2nd ability. Sleeps all enemies in a 10/15/20/25 meter cone in front of the Operator for 5/6/7/8 seconds, while also making them permanently open to finishers. Essentially the same effect, but now as a seperate ability, rather than being tied to Void Sling. The permanent finisher-opening applies even to sleep-immune enemies. Killer's Rush -> Mind Rush Revamped -> Mind Blast has a 25/50/75/100% chance to also codex-scan the affected enemies. Get a flat +0,2/0,3/0,4/0,5x crit multiplier and +10/15/20/30% finisher damage against enemies which are affected by Mind Blast or if they are fully scanned in the Codex. Benefits both the Operator and Warframe. The crit bonus is added AFTER all modding. The crit and finisher bonuses temporarily applies even to sleep-immune enemies if you cast Mind Blast on them, and they aren't already fully Codex scanned. If they are already fully Codex scanned, Mind Blasting them isn't needed, as you then have the crit and finisher bonuses against them permanently! Mind Step and Far Sling are untouched.
  12. I'd rather keep regular form as is, but make Incarnon mode equal to the base's power, and be more of a "convenience" bonus. I.e better range, bigger "magazine" and bigger projectile. In essence, change Incarnon form like this: Multishot increased to 4 (from 1) - same as the base gun. Damage per projectile reduced to 190 (66/33% Radiation/Slash, instead of Radiation/Impact), meaning total damage is increased to 760 (from 600) when multishot is considered - this is the same total damage as the base gun, albeit with different damage distribution. Fire rate increased to 3 (from 1) - same as the base gun's fire rate. Trigger changed to fullauto (from semiauto) - same as the base gun. Recoil is reduced to be the same as the base shotgun.
  13. My idea for Naramon, considering its description being about knowing your enemy, would be to make it a big blend of sight, codex-related buffs, stealth, headshots/weakpoints, finishers, crits and with some melee specific stuff on top. When i have time later after work, i can post more in detail what i mean.
  14. Dera (it needs so much help!) Incarnon form idea: Imagine the Incarnon Dread/Paris, but full auto (of course, weaker per shot). PLEASE have basic critboosters on evolution 4 (akin to how the Braton has 3 good critchoices). Baza Incarnon form idea: Sonic cannon, but silent (ironically)! Basically, it could function similar to a full auto Catchmoon (of course, weaker per shot). Grinlok Incarnon form idea: Think semiauto Opticor beam, but instead of the beam being explosive, the beam simply pierces enemies in a thick, hitscan line. Exergis Incarnon form idea: More of the same; LOTS of multishot, with 50% of the pellets having high punchthrough, the other 50% having homing ricochet (Like Lato/Bronco). Akstiletto Incarnon form idea: Superfast-firing, superbig-magazined fullauto laserbeams (think Tenet Flux Rifle gone bonkers). Twin Gremlins Incarnon form idea: Fullauto shotgun nailgun, with enemy punchthrough and terrain bounces. Sicarus Incarnon form idea: Shoots 3 vertical blades, with very fast travel speed. 1 blade is always dead centre, the other 2 spreads slowly apart. Damage is very slash-centric, and has high punchthrough. Fang Incarnon form idea: Phantom reverb: All attacks are copied 0,1 sec after by an after-image. These copy attacks deal less damage (like 30%) and has less combo chance (like 50%?). Twin Basolk Incarnon form idea: Heavy attacks produce powrful fiery explosions in front of you.
  15. Me too. But there would need to be a higher minimum loss of combo points (like 5), to prevent a near perpetual "initial combo" quality to this. And the Naramon focus school would need another rework (which it sorely needs)
  16. Since we use altfire for ranged weapons to go into Incarnon mode, which is the same button as melee heavy attack, it's definitely very easy to accidentally turn off Incarnon mode. But... What if going into Incarnon mode instead had 2 button-options, and we could enable/disable each option in the options menu: Button 1 - Altfire, like now. Button 2 - Hold the reload button for 0,5 seconds. This would not only make it less button-intrusive, it would also potentially allow for weapons which already have altfires to get Incarnon adapters!
  17. After reading others' opinions and feedback, here's my tweaked feedback: Passive The new one is nice, but I'd like to see one more; All Hydroid's abilities could create puddles on the ground on their impact/travel areas (including Plunder, which creates a pretty big zone around him). When Hydroid is on a puddle, he gains moderate health regen. An idea for a future passive augment would be to have the puddles affect enemies in some way, like slow them down etc. Tempest Barrage While this and its augment seem greatly improved, I still stand firm on that it feels a little... empty. Giving struck enemies a boosted chance to drop energy orbs sounds like it'd make it better both for Hydroid and more enticing as a Helminth option. Tidal Surge The improvements it got seem really good! However, could the base energycost be changed from 50 to 25, please? After all, when the augment got updated to also reduce its cost to 15, it said this in the update: New: Reduced Tidal Surge’s Energy cost from 25 to 15. So its 50 energycost doesn't seem intentional in the first place. Undertow Personally, I don't mind Undertow being scrapped, because I can see Pablo having massive issues making it work well with Tentacle Swarm and Tempest Barrage. However, I too will miss its survivability option. So, I'd propose this: Tidal Surge can now be heldcast. If heldcast, Hydroid will become a puddle. This puddle would function differently than now, however: This puddle will NOT drown enemies anymore, it is ONLY for Hydroid to submerge himself. Enemies will treat Hydroid as if invisible (and he is also invincible, like before). This puddleform has a moderate energydrain, moreso than current Undertow Hydroid heals over time (similar to standing on his suggested passive puddles, plus an additional stronger healing effect which is strength-moddable). Hydroid moves at normal walking speed in the puddle form (rather than being slowed to a crawl), and can even sprint to go as fast as sprinting! When he comes out of the water, he does so with force, stunning enemies in X meter radius (range-moddable). Stunned enemies are opened to finishers. He can still cast abilties while in puddleform, including regular Tidal Surge to travel much quicker. Casting regular Tidal Surge does NOT cause him to exit the puddleform. Leave the puddleform by holdcasting Tidal Surge again, or by jumping, or by meleeing. You could even exit by being near an enemy and press X to instantly do a melee finisher on them! Plunder I do not like how this functions like Defy (i.e. you lose all the power on recast, based on new Corrosive procs around you). Imo, it should be refreshable ala Chroma's Vex Armor, and stackable on recasts (ala Frost's and Kullervo's Overguard mechanics). Instead, cap the bonuses, but make the gains and caps affected by ability strength, please? Not to mention, this ability would be entirely useless when fighting status immune enemies, like bosses. If it had a minimum effect bonus on cast, then that would alleviate that issue. The damage bonus being Corrosive is not very good, as has already been pointed out, considering he will be pretty good at armorstripping anyway and Corrosive damage is quite weak against unarmored enemies. I'd rather the offensive boost gave him something else entirely. Like, say, multishot for ranged weapons and combo chance and/or initial combo for melee weapons? The Rousing Plunder augment sounds pretty annoying to use for its healing, particularly unfitting as a onetime heal, due to how the bonus application currently works like Defy. If it didn't work like Defy (but rather was stackable and refreshable), it'd not be a problem though. But regardless, I'd suggest to also/instead give it a heal over time lasting for the entirety of Plunder's duration (maybe it could also provide parts of its armor bonus to allies?) Tentacle Swarm Looks much better, especially so if the tentacles go and grab new enemies when a grabbed one dies! However, it still feels a little bit empty for an ultimate. If it gave a small offensive bonus to attacking grabbed enemies (like some extra status chance perhaps?) I think it would become just a smudge more useful. Meleeing grabbed enemies will still be a bit hard, due to the enemies being lifted up in the air. Could we maybe get a "Zephyr's Tornado" treatment for the tentacles, i.e. attacking the tentacles (at least with melee) hurts the grabbed enemy?
  18. Overall, this looks like a fantastic rework! I do have a few concerns though: Plunder - The fact that you need living enemies with Corrosive stacks on them to beef up its effect is gonna be problematic for a few things, like when facing status-immune enemies (such as bosses). I hope there's a decent base bonus to the ability so it at least does something in situations like that? And if you could Plunder once from recently killed enemies with Corrosive stacks on them, that'd be great. Also, it would be nice if it interacted with enemy shields too (even if it still gave you armor), so it has a use against Corpus too. Rousing Plunder - I don't think solely a flat one-time heal is very wise here, as this is not an ability you spam. Also adding a moderate heal over time to this augment (lasting for the entire duration of Plunder's buff) would fit the ability's intended use better, imo. As for Tempest Barrage and Tentacle Swarm, they still seem a little... empty? Stuff like: Enemies affected by Tentacle Swarm are more likely to be critically hit and enemies struck by Tempest Barrage have a higher chance to drop energy orbs when they die.
  19. While that is the case at the moment, it doesn't have to remain that way. Two things I can see how it is circumvented: 1) Switching to Incarnon mode is now done via holding reload a short while (at the very least for those weapons which have altfires). Not super elegant, but it could work. 2) Some Incarnons on weapons with altfires could simply have the Incarnon charge function as a buff to the altfire. Example idea: Azima Incarnon charge causes the altfire to cost less and less ammo to use (full charge = free of ammocost), along with more upsides, like additional bulletstreams which also home in on enemies and deal more damage etc.
  20. Imo, all Warframes need improvement - some only need QoL touch-ups (Like Harrow and Nezha) or major buffs/reworks (Like Hydroid and Inaros). Also, most augments need another good look over (and not just numerical tweaks like last time) - if the idea is to sacrifice a whole modslot for it, it needs to be seriously good. Yet we have crap like Swing Line and Afterburn...
  21. I'm a bit on the fence on wether reloadspeed and magsize mods should be allowed in Exilus, but leaning more towards letting them be accepted for Exilus. On one hand, you have the Incarnon Genesis weapons, where the tier 3 choices often compete with effects equivalent to Exilus mods (like -recoil) and stuff like reloadspeed and magsize - and the "obvious" choice isn't always the latter two, as -recoil for example can be VERY powerful. So in that regard, reloadspeed and magsize would be fine in Exilus slots. On the other hand, you have weapons which benefit heavily from magsize/reloadspeed; Exergis, Tigris, Tonkor, bows etc. But even so, I don't think it's unfair to have Exilus mods that are particularly strong on certain weapons. For example, again, -recoil on weapons like the Latron or Grakata is imo far better than reload or magsize would be. And that's ok. So why couldn't reloadspeed/magsize be very powerful for some weapons (like Exergis etc) by being Exilus options too?
  22. While most of the Incarnon weapons have been great, there are a bunch of them I think could need a second look - most notably the melee ones. While I also think a lot of the evolutions also need a good look over, this is not the point of the thread - this focuses on the Incarnon forms. And it encompasses anything from simple number tweaks to major mechanical changes or additions. Let's get straight to the suggestions: LATO Incarnon charge increased to 42 ammo (up from 24), and Incarnon charge/ammo gained per headshot increased to 7, from 4 SKANA The stun effect from entering Incarnon form or using finishers is now upgraded to a blind-effect, lasting 8 or so seconds. Can also be triggered by frontal finishers, as well as ground finishers - however the blind duration is only 5 seconds when triggered from ground finishers. Incarnon heavy attacks add a quick whirlwind of blades around you, slashing at all enemies in a sphere around you (its range based on your melee range). Deals 30% of heavy attack damage 3 times in a very quick succession. KUNAI Incarnon charge increased to 40 ammo (up from 20). BO Incarnon slide attacks launch a wind-replica of the staff (aka "wind wheel"), in the aimed direction. The wind wheel pierces through all enemies, but bounces on terrain up to 6 times, and deals 200% slide melee damage which grants 5 combo points per enemy struck. This attack has a 8 second cooldown, but every kill with non-wind wheel melee attacks reduces cd by 0,5 seconds. FURAX Heavy slam now also has a vortex effect, pulling in enemies from 10 meters. Every 4th melee hit also creates a fiery explosion around the impact point. The explosion has base heat-damage, deals 150% of base melee damage (and is of course fully moddable), in a 4 meter radius with no falloff. The explosion also adds 1 combo point per target struck - even if it occurs from a heavy attack (but is added AFTER combo points have been consumed from the heavy attack). MAGISTAR Heavy slams generates stone spikes all over its slam radius, improving the heavy slam's damage. These spikes deals 50% of a heavy attack's modded damage, and guarantees a slash-proc. However, this attack has a 12 second cooldown. Kills NOT with spikes reduces the cooldown by 0,5 seconds. The Incarnon lifesteal effect is now given to all variations of the Magistar, not just the Sancti one. BRONCO Incarnon charge increased to 40 ammo (up from 20). Also gains 2x the charge per headshot, compared to now. Bodyshots have a 15% chance to generate Incarnon charges. CERAMIC DAGGER The spectral daggers' explosions no longer stagger the player. In Incarnon form, upon activating Incarnon mode or equipping the dagger (quick melee or full melee, doesn't matter), you gain the "Hidden Blade" buff = +30% attack speed for 5 seconds. DUAL ICHOR Its death clouds add +1 combo count every time they deal damage, and they also slow down enemy movement speed by 30%. Incarnon mode also provides 10 health per second while held (wether fully equipped or just the quick equip, doesn't matter) - would be nice if this was visualized by having the "hearts" on the handles glowing with a heartbeat-like pulsation (maybe doing so only when you are NOT at full health?) ACK & BRUNT While in Incarnon mode, on any melee kill, gain +1 Axe Power charge (max 10). Each charge adds +50% total damage to your next thrown Spectral Axe, but consumes only one charge with every throw. To clarify: This means that, if at max charges, throwing 3 axes in a row (and not gaining any kills with them), the 3 axe throws get +500%, +450% and +400% damage bonus respectively. The spectral axes' explosions no longer stagger the player. Blocking to store damage now also stores physical damage in Incarnon mode. SOMA Incarnon stats changed quite a bit: Damage: 12, from 18 Crit chance: 34%, from 10% Crit multi: 3x, from 3,4x Multishot: 6, from 8 Status chance: 8%, from measly 2,75% Due to the crit chance increase, despite reducing the other three stats, all in all this equates to roughly a 50% DPS-boost. More importantly however, you'll get more reliable crits. VASTO Incarnon stats changed heavily: Incarnon max charge/ammo: 60, up from 24 Incarnon charge per headshot: 6, up from 3. Recoil: Slightly less than normal mode, instead of more recoil. Zoom: Now allowed, but is very low zoom level. Damage dropoff: Removed Potential extra addition: Deadeye Reflexes = The reticle is a chunk bigger, and when shooting at enemies within 30 meters, it autoaims towards enemies inside the reticle (bodyshots only). If no enemy is inside reticle+range, or if you zoom, it shoots straight forward as normal. Potential additional changes which I'm even more unsure of: Burst amount: 3 bullets, from 6 Burst rate of fire: 2,22, from 1,11 NAMI SOLO Slide attack creates a really wide and far-travelling ethereal water wave, which passes through walls, knocks down all enemies, deals 100% slide attack damage, gains 5 combo points per enemy struck and procs Cold on all enemies. 8 second cooldown, melee kills NOT by the waterwave reduces cooldown by 0,5 seconds. SIBEAR The base weapon's +50% status chance buff on heavy attacks is extended to 12 seconds (up from 4) while in Incarnon form. The heavy slam ice field now lingers for 8 seconds and continually procs Cold in enemies in the area. Field size increased to 10 meter in radius (same as its slam radius). DESPAIR Incarnon charge increased to 40 ammo (up from 20). HATE On heavy attack or heavy slam, you spawn a spectral blade which orbits around you. The blade revolves around you 2 times per second. The blade deals 25% of modded basic melee attack damage, and has a 50% chance to grant 1 combo point on every hit. The blade lingers for 6 seconds, lasting +0,5 seconds for every combo multiplier used on the heavy attack (i.e. max 12 seconds). The orbital blade can be refreshed, but only with heavy attacks which would produce a longer lasting blade then the current one's remaining duration. GAMMACOR The damage of its explosion is reduced to 500 (from 760), however, it has a new added effect: When the projectile hits something, during the 1,2 second explosion delay, the projectile shoots Gammacor-beams (same stats as non-Incarnon mode) against all enemies in the pull-in radius. Once the explosion occurs, the beams disappear. ANKU Slide attacking (on top if having its boosted range and slash damage) grants the buff "Sanguine Reaper" for 10 seconds. Sanguine Reaper adds +range and slash-damage to all non-slide attacks. (To discourage slide-spam). On kill, a homing soul-like projectile is launched from the killed enemy. The projectile travels through walls, deals 100% melee damage, grants 2 combo points and guarantees a Cold-proc. GORGON Incarnon form gets multiple changes: Now has max 120 Incarnon ammo (up from 20), and charges 4 ammo with every headshot (up from 0,66) Has a 0,6 second "spool up" (no firing during the spool), then it becomes full auto with 4,5 rate of fire. (Instead of a single charged shot) Still deals 75 direct IPS damage, but only 110 AoE Heat damage (down from 700). Explosion now happens immediately (instead of having a 1,2 sec delay), but only has a 4 meter radius (down from 5). Metamorphic Magazine augment: Direct hits in Incarnon mode counts as 3 hits for the petrification effect, while the explosion counts as 1. ANGSTRUM Now only needs direct hit bodyshots to get Incarnon charge. Incarnon mode's projectiles has 50% of its damage now converted to AoE damage, still dealt as pure Heat damage. This explosion has a 3 meter radius with 30% dropoff. This explosion occurs on both the first hit and its seeking second hit.
  23. This + multiply ammo amount gained from pickups by 5 as well. Then it would technically remain the same as now for the explosive shot, while the shotgun mode truly becomes 5 times more useable.
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