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Azamagon

Grand Master
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Posts posted by Azamagon

  1. 32 minutes ago, ant99999 said:

    I get what you mean, you're referring to the vocal part of City of Tears and the synth part of the Undercroft. And while yeah, they are similar in some way, I believe the possibility of it being a coincidence is very high.

     

    First of all both melodies are very simple, consisting of only 4 notes for the Undercroft and 5 for City of Tears, much more possible to sound similar than something more elaborate, like idk Vala Glarios theme.

     

    Second, both of them seem to be variations on other respective leitmotiffs rather than their own things.

    The Undercroft synths play a variant of Duviri theme, like the one you hear when you receive a Decree, or even more similarly, vocals in Duviri battle theme.

    City of Tears vocals are to my mind nodding to the Pale King theme, which you can hear in the White palace, played by woodwinds, or in Soul Master theme choir part as well as a couple other places I don't remember right now.

    So they both have their own separate evolution paths which are unique to their respective games, which is why I believe this to be a coincidence.

     

    Edit: in retrospect I'm not actually sure if that part in the Undercroft theme is synth or some very distorted string instrument, but I hope it's clear what I was talking about.

    Isn't it 5 to 5 notes?

    Yeah, I understand they are entirely different in theme, style etc. But it's an unusual sequence of notes, something I've only ever heard in Warframe and Hollow Knight so far.

    Note: I do personally think it's just a coincidence too, but was wondering if there was any actual musicians out there who would know about this sequence of notes, wether it is genuinely rare or not. Or whatever, I just found it very peculiar, and I can't unhear the similarities now, so I wanted to share it with fellow Tenno! x)

  2. 1 hour ago, (XBOX)C11H22O11 said:

    I don't hear any similarities

     

    59 minutes ago, vanaukas said:

    I can't hear how they are similar tbh

     

    59 minutes ago, Tesla_Reloaded said:

    Absolutely nothing similar.

     

    51 minutes ago, Myscho said:

    Guess im deaf, because i dont hear anything similar

    Did you guys check the times I listed?

    Also, compare the "synth" of the Undercroft with the vocals of the Hollow Knight piece. As far as I can tell, the 5 notes are identical.

     

  3. 6 hours ago, [DE]Megan said:

    The code fix will be in our upcoming Update (more info on this Friday's Devstream). We ran a Rune Marrow alert over the weekend in recognition that the Booster weekend would happen before we could fix it.

    In case you didn't know - this booster only worked when using the Operator. If you picked up with your Warframe, no doubling.

    • Like 3
  4. So many finishers end up with the enemy visually laying prone - yet when the attack is completely over, if the enemy survives, the enemy then stands up immediately with no animation!

    It looks so jarring and ugly.

    Please, can you make it so ALL stealth/back finishers, and the frontal finishers which end with the enemy laying down actually knocks down the target afterwards?

    • Like 1
  5. 28 minutes ago, [DE]Megan said:

    Ariette Scales, Nacreous Pebble, Saggen Pearl, Aggristone, and Lamentus.

    Really?! That's a genuine surprise, as those are likely some of my most common resources - and are resources you can find ANYWHERE.

    Meanwhile, I never get enough Yao Shrubs (only found in snowy southeast) or Tasoma Extract (only in caves)... Do people really run to the snow areas and caves that much?

    • Like 12
  6. On 2023-04-28 at 8:36 AM, KovakAizek said:

    Mate, really cool ideas and solid arguments. Love more interaction with Limbo, abilities that are not just “push things in rift” and “halt the game”, and really looking forward to see something like this(or anything, really) implemented!

    Aw thanks, I've very glad you liked it! :)

    On 2023-05-01 at 9:56 PM, NuclearCoffeePot said:

    Personally I would just like to make rift surge a buff, that consumes extra energy to let you interact outside of the rift-

    Sample Description- Limbo channels his energy into specific items and objects he interacts with, allowing him to alter their rift state- While active, Limbo's weapons will be able to damage enemies outside the rift, at a cost of energy per second while he is dealing direct damage(not triggered by dot)- 

    Limbo's damage to enemies outside the rift is naturally reduced by 25% but increases for each enemy and ally within the rift, allies also benefit from Rift Surges effect, and have a smaller energy cost-

    Augment- Energy transfer- When Limbo kills an enemy outside the rift while using Rift Surge, he channels the energy of the attack into nearby foes, banishing them and dealing "overkill damage"(if the attack that killed the enemy did more damage than they had health, the damage is divided amongst enemies in the radial banish aoe

    All that being said I really like your ideas and I think they would be great if implemented into the game

    I had a similar thought in the past as well (meaning, an ability to let you attack crossrift), but it still doesn't fix the 2 baseline fundamental issues that he has:

    1) It still generally blocks off allies from attacking crossrift if he doesn't use the ability - which means if a Limbo wants to troll, they STILL simply just don't use Rift Surge. Or Helminth it off, even.

    2) For those that do use your suggested version of Rift Surge, the level of cheese increases even further: You can now stay in the Rift 100% of the time, and attack other enemies outside of the Rift with 0% risk of getting hurt, ever, with very minimal downsides (-25% damage). When you're out of energy, you just wait for the Rift's passive energy regen to build up enough energy (or spam energypads or whatever) to keep cheesing all over again. It's just not healthy or interactive gameplay.

  7. On 4/18/2023 at 5:12 AM, --Leyenda-yight6 said:

    I really liked your reworking of limbo, it is not intrusive to others, it gives more survivability to one of the most fragile warframes and the way of interacting with the rift and the enemies makes it more dynamic instead of turning them into targets fixed.

    Thank you! Really glad you liked it! :)

    17 hours ago, Legeno said:

    1) Well, it's kinda late for me and my lazy ass don't want to make a full review,

    2) but from what I read I must say this is one of the best rework idea I have seen in a long time. I agree with every single issues you identified, and overall I like the ideas you came up with, and I would definitly love to try this Limbo.

    3) The Stasis change sounds good and would actually balance the ability and make it more interactive. 

    4) Also like the idea that you can attack things no matter from what dimension you are in, but at the cost of being casted in or out of the Rift temporarily, nice idea to make Limbo less disruptive.

    5) Of course there would be balance with the durations of the effects, the damages etc ... But the very concept of what I just read is really cool.

    6) The main issue would actually be to see if it is possible in the actual state of the game, I highly doubt that the Rift as it is coded right now would allow this rework to exist, Limbo's rework would probably mean a deep rework of the Rift as well.

    1) Definitely not too late lol. And I don't mind a quicker review either :)

    2) Wow, very kind words! ^_^

    3) Yeah, I just need to change up the suggested augment a little, as Joezone619 pointed out.

    4) Yup. While it's not really an original idea, it really does solve his team-disruptive issues.

    5) Sure, the numbers could definitely be changed (those are more there for a "feel" of how potent it's supposed to "feel", more or less) - but yes, it's the concept I was hoping to get judged on :)

    6) If the Rift is difficult to recode, and in turn means we have to wait quite a while to get a rework similar to this - then I'm very willing to wait!

    • Like 3
  8. 19 hours ago, (XBOX)Ampathetiic said:

    1) I think you're reading this the wrong way. Stasis turns on as normal, except the duration is 30s at base. The enemies are paused for 0.5 seconds every 1 second, leaving 0.5 seconds where they aren't paused. Since the duration is buffed up to 30 seconds, that's 15 seconds of enemies being paused, and 15 seconds of enemies moving, a 50/50 split.  With the augment, the ratio becomes 1.5 to 0.5, so enemies are paused for 75% of Stasis' duration, and unpaused for the remaining 25%.

    There's also no cold damage. Just a cold proc as a visual indicator and minor slow between pauses. The damaging portion comes from the augment, which is 20% of damage and 100% of status procs being shared across all rift bound enemies. That is absurdly strong.

    2) I say Yay. I like the idea of Limbo being a powerhouse with some set up, and I like the synergy in this kit. With this rework, I would actually be happy to see a Limbo on my team, and I might be that Limbo more often than now. There might be some number tweaks needed, but the concept is pretty good. 

    1) Thanks for aiding with the explanations! ^_^

    2) Awesome! That makes me very happy to hear! :)

    6 hours ago, PsiWarp said:

    Much as I enjoy the thematic of being trapped in limbo and Za Warudo, your revamp of Stasis makes it interactive and less of a shutdown AI target practice, which is good and healthy for the game IMO.

    No qualms about your ideas, they sound like fun. Keep him as mass crowd control with damage potential and supportive features. Bridge the split between planes and reactively let the team in on the dimensional shenanigans. Top hat tip to you sir.

    Bingo! - Current Stasis holds too much power in his kit (see my point #6 in my reply to Joezone619). And DE has been a bit on a "crusade" against the old over-the-top CC (mainly more indirectly now via the Eximus rework, sure), precisely because, as you phrased it, it just makes enemies into target practice dummies. There's just not a lot of gameplay to be had there.

    And by the way, I saw your recent Limbo thread (the ARiftmetics thread one, with the Riftward buff/aura thing) and actually "stole" one of your ideas from there (the Cataclysm holdcast to shrink+nuke), hehe. Overall, our reworks have similar vibes in trying to alleviate squad-intrusion and such, and I thought you had a very creative way of solving the issues. I would be happy to play the Limbo from your version too!

    So, top hat tip back at you too, sir! (Or mam?)

    • Like 3
  9. 23 hours ago, EinheriarJudith said:

    YES!!! i want it now!

    now do one for hydroid ^_^?

    Eyyy, glad you like it so much!

    And yes, I'll make one for Hydroid too! ^_^

    19 hours ago, Joezone619 said:

    1) A lot of info here, but skimming through it, it seems like it somewhat brings the rift and normal space into a grey area, being able to damage enemies in both, which kinda renders the rift itself redundant. I understand the theme your going for, similar to invisibility, interactions = back to normal space briefly, but unfortunatly warframe just has too many small interactions and nuances, it would take DE forever to program them all individually, and then after perpetually for any new ones in the future. The rift isn't supposed to be a type of invisibility mechanic, infact thats one of the things it can't do, is make you invisible (for some reason). Its an entire dimension, with limbo at the center, a domain for him and him alone to control.

    2) Having said that, the majority of this i agree with. Damage reduction in rift, cross-plane item pickup, and especially the 'no exit cataclysm = unbanish' thing are all great ideas that i heavily agree with. If i could add to that, i'd make it so that cameras cannot see you while your in the rift, but enemies can.

    ) My suggestion for ally player annoyance, just give them the ability to enter/exit the rift when close to limbo the same way limbo himself does, rolling. That or just render it N/A by other players, allowing them to damage enemies regardless of rift status.

    4) 100% agree with all of this. The small rift portals have only served as an annoyance for both limbo and his allies since its introduction. As i said before, the damage reduction in the rift is also something i agree with limbo does need some form of durability, especially in the rift. However i think 75% is too high, personally i would make it around 35-50% (15-25% for allies).

    5) Decent changes, but personally, i would just make it a 4-part ability. One of the issues you brought up at the start was too many of limbo abilities being solely focused on banishing enemies. If you made banish a 4-part ability, (1-banish 2-rift surge 3-cataclysm and 4-mass unbanish) then it would solve this issue while making way for new abilities for limbo to use to actually interact with the rift.

    6) With duration this small, your looking at a generous maximum estimate of 3-5s with max duration. As it is described, this would render Stasis (quantum fracture) useless, that cold damage would have to be absurdly strong for it to be useful IMO and even then, just buff cataclysm and bring back cataclysm spam. Don't get me wrong, it seems interesting, but with how long limbo's casting animations typically are, the ability would be over by the time you could move again.

    7) My suggestion for stasis is to add range to it. Instead of freezing time for all enemies in the rift, change it so that the closer enemies in the rift are to limbo, the slower they get until they get too close and stop completely. I would also change the duration to a constant drain, as the awkward duration just serves as an annoyance, players just recast it immediately. Perhaps if limbo had problems with energy, the duration would have some effect, but limbo is not one those frames.

    8) I like this, and with the augment, this might be enough to be limbo's new ultimate (big bubble is a pretty important but boring ultimate all things considered). Rift torrent is basically all limbo has going for him anymore post-eximus rework. Building it into the ability and freeing up the slot would be a much welcomed change.

    9) Honestly, i think the "enemies can no longer leave" thing should be innate, regardless of quantum fracture.

    10) Most of these changes however seem like your just making it equinox's 4th, at which point, just go play equinox.

    11) Personally, i think limbo needs a completely new ultimate, as i said before i think "banish" should be a 4-parter, with the current cataclysm included in that. I'm not entirely sure what limbo's new ultimate would be, but certainly something to affect and interact with the rift itself.

    12) You have some good ideas, but with them bring a few issues too. I agree with most of this, but some of this are things limbo used to be able to do and DE removed for a reason, namely banishing enemies into the rift, while inside it.

    13) You brought up great issues at the start that need to be solved but some of this just doesn't solve them.

    14) Overall, 6-7/10, a lot of this is genuinely helpful, but some suggestions would be rediculously hard to program such as interactions = brief unbanish, rift surge only affecting enemies you banished. The rift coding-wise, is shared between all entities, player, npc, limbo, or not. If 1 limbo has stasis on, it will affect all of them because its extremely difficult to program 4 separate rift dimensions and coding to check for interactions between all of them.

    15) I made a rework with my own ideas for limbo almost a month ago, if you want to check that out, here is the link.

    1) I dunno if it merges them together - You are still untouchable to real-plane enemies when you are in the Rift (and vice versa), so long as you don't attack them.

    And to be totally honest, I really don't care if it requires DE to do a lot of programming for the Rift to work as I've suggested; Limbo and the Rift NEEDS to become userfriendly already.

    Why are you talking about invisibility though? I never mentioned it to be about that, you're just fighting your own rambling lol!

    2) Thank you. I don't think he needs to be invisible to cameras though. However, I think he (and allies) could have lesser detectability range while in the Rift (like when equipping the Rakta Dark Dagger).

    3) I disagreed with "just" giving the manual exit/enter button though, that's simply too slow and specific. Remember, a Limbo player can play with newbies, and newbies REALLY don't need to be overwhelmed with more info than they already are. And simply allowing allies to completely ignore the Rift also doesn't feel right - it needs to be consistent.

    4) Yeah the portals are quite obnoxious indeed.

    As for the damage reduction; 15-35% is basicly NOTHING in Warframe lol. 50% is already very weak, and 75% is, imo, still bordering on a bit on the weak side - especially now with the proposed Stasis changes no longer being a continuous enemy stun. So he NEEDS at least 75% DR.

    5) YUCK - 100% disagreed with making it a cycle-ability. I despise the cycle abilities in Warframe, as they are so ridiculously clunky and slow. If cycle abilities were "tap ability to open up a submenu, then choose from other abilities with ability button 1 to 4", so it's quick and easy, I wouldn't mind cycle abilities so much - but even so, Limbo doesn't need that. Just... please no.

    6) As @(XBOX)Ampathetiic already explained, you get 15 seconds of enemy pause duration, just dispersed over a 30 second time period. To clarify it as much as I can:

    Stasis (or rather, Quantum Fracture as its new name) lasts for 30 seconds at max rank. For the entirety of those 30 seconds, all enemies in the Rift have 1 Cold-proc on them. Furthermore, for the entire 30 seconds, they are paused for 0,5 seconds, then unpaused for 0,5, then again paused for 0,5 seconds, then again unpaused for 0,5 seconds (and so on and so forth). In total, that means 15 seconds of paused enemies throughout the course of the 30 seconds ability.

    The reason for this change is multifold:

    • It makes Limbo less extremely powerful, CC-wise, when fighting in the Rift. With less extreme CC, you can distribute power more evenly throughout the kit. The new powers I gave him are:
      • Rift has damage reduction (since enemies will now fight you back)
      • Banish has a damage amp on it, and can now drag in enemies to the Rift even while you are in the Rift yourself.
      • Rift Surge is revamped into a weapon damage booster
      • Cataclysm regained a little bit of its old nuking power (albeit far less than its brokenly good old power)
      • Stasis itself now lasts 2x as long and has the "perma"-Cold-proc
      • The general QoL of jumping between the Rift/real plane now being much quicker, smoother and easier.
        • And all the power I've given here is FAIR - that is how brokenly strong current Stasis is!
    • While my suggested Stasis might be a tiny bit on the weak side, it has some upsides over simply subsuming in a different CC-skill in place of it:
      • Stasis lasts a long time overall
      • It has continuous and retroactive CC-potential
      • It synergizes with Cataclysm to hold enemies inside of it
      • The suggested augment is very powerful, both defensively and offensively

    7) Giving Stasis some range-based benefit is not a bad idea. I was thinking about how to make it scale with all ability stats (like I did for the other 3 skills), but I don't think it is completely necessary.
    That said, I do kinda like your idea of making it more slowing the closer it is to Limbo. That's an alternative I could live with - but without the ability drain, please (it cancels out his Rift energy gain, making it dissynergetic with his own kit and general gameplay loop).

    8) Glad you like it!
    I think Cataclysm fits fine as his ultimate (especially with the added nuke-potential), as it is a particularly big and flashy ability. Rift Surge is "just" a quite basic damage amp and survivability booster - not all that fitting for a slot 4 ability (in contrast to a more flashy booster like Gauss' Redline).

    9) As mentioned on Stasis explanation; This synergy / restriction is entirely intentional, as otherwise you'd be more enticed to just subsume in a new skill instead of Stasis.

    10) Eh? Not at all. If you didn't know, Limbo actually had this kind of nuking power on launch - but without the need to kill anything first, it just scaled with all the enemies inside the bubble. It was absolutely bonkers good before - this is just bringing some of that power back (albeit HEAVILY reigned in). Sure, it builds similar to Equinox, yes, but that's because it's a good reward-mechanism, and gives potential cohesiveness with his damageboosting of Banish + Rift Surge: Bring enemies into the Rift with Cataclysm, keep them inside with Quantum Fracture, make it easier to kill a bunch of them with Banish + Rift Surge, then nuke the remainder with a Cataclysm collapse.

    But they play differently with it; Equinox is a lot more flexible, as she runs around with the "damagestore bubble" so to speak, while Limbo has to decide where he wants to do the nuke ahead of time. Even if the nuking storage is similar, how they execute their nukes would still play out very differently.

    11) Hard disagreed. Plain and simple, sorry.

    12) As explained above, due to Stasis no longer being a pure hard CC, this is no longer an issue to bring back (he used to be able do this with Banish 1.0 actually, just with 1 target at a time. It was cool, but far too slow and ineffective, and he didn't have Stasis back then either).

    13) What does it not solve?

    14) I'm not sure it would be that hard to program, to be honest:

    • Interactions = brief unbanish - Use Ivara's Prowl code. She briefly gets out of invisibility when doing unsilenced attacks.
    • Rift surge only affecting enemies you banished - I actually didn't suggest that though? If you re-read it, I said that the damage bonus lingers for a brief while when exitting the Rift (precisely so he can surprise/blitz-attack enemies in the real world with a quick "peek-a-boo" from the Rift, making him feel like a scary "Rift Assassin"), but it diminishes over time in the real plane, but instantly gets restored to max bonus when you re-enter the Rift.
    • Stasis (or Quantum Fracture) with multiple Limbos - This is not hard to change, just make it NOT disable Quantum Fracture for other Limbos. Meaning, if 2 Limbos have Quantum Fracture active, and one of them turns it off, the other Limbo's Quantum Fracture is simply NOT turned off.
      • However, VERY good point about the Rift being shared among all entities etc - This actually means that my proposed augment for Quantum Fracture wouldn't work. I'll definitely rework that one, at least. Thanks for that clarity!

    15) I'll check it out later, it's getting towards bed time now.

    • Like 2
  10. So, I'll just get straight to the point here:

    Issues with Limbo:

    • The Rift is highly intrusive for non-Limbo players, especially those with no strongly damaging powers (like Loki and Nyx)
    • When he works well, he's just outright cheesily strong (due to Stasis, mainly)
    • Limbo works quite poorly with other Limbo players in the squad, such as being able to cancel other players' Stasis, among other things.
    • He deals poorly with certain mechanics in the game, mostly Bosses, but also Eximus units to some extents.
    • Limbo has THREE abilities which all basicly just deal with putting targets into the Rift, which feels like a waste imo.
    • Limbo's Banish is, generally speaking, a pretty terrible Subsume skill.

    So, here are my proposals on how to try and alleviate these issues:

    The Rift plane

    • Now, when Limbo or player-controlled allies (but not NPCs) are inside the Rift, they can still interact with the material plane, but are temporarily displaced back into the material plane doing so - and vice versa. In more detail:
      • When in the Rift, moving around in any way (except rolling, as that toggles off the Rift entirely) and/or casting abilities = You stay in the Rift.
      • When in the Rift, shooting/meleeing enemies or breakable objects, hacking consoles, using Life support, picking up manually grabbed items, activating buttons/elevators etc - interacting with anything which is on the material plane = You briefly come back to the real world (for as long as the action takes), then return to the Rift a brief moment later.
        • This is also true while in a Cataclysm bubble, making you able to attack enemies outside of it - with the risk that comes with the exposure of course.
      • Conversely: When in the material plane, shooting/meleeing etc or interacting with objects which are in the Rift, you are briefly taken into the Rift.
        • Again, this is also true while outside a Cataclysm bubble, making you able to attack enemies inside of it - with the risk that comes with the exposure of course.
      • If there is a mixed crowd of enemies (some in the Rift, some not), priority goes to interacting with the Riftbound enemies.
      • Furthermore, if you are mid-action with something in the real plane - like hacking a console - and you get Banished, it will NOT interrupt the hacking- it will just wait to put you in the Rift until you are done hacking.
    • Limbo and allies (including NPCs) in the Rift are more durable; Limbo gets 75% damage reduction, all other allies (players and allied NPCs) get a 50% damage reduction.
      • This damage reduction lingers for 2 seconds after leaving the Rift, then gradually diminishes over 5 seconds. Getting back into the Rift instantly restores the damage reduction to its maximum.
    • Limbo and allies still get 2 energy per second while in the Rift.
    • Enemies enterring the Rift still suffer 300 impact damage.
    • Basic loot (ammo, orbs, credits, mods etc) can now be picked up even while in the Rift.
    • Specific change (bugfix even?): Kuva Fortress turrets and mines no longer hurts Limbo or allies inside the Rift.
    • Limbo is no longer forced out of the Rift when he leaves Cataclysm - his passive rift-dodge now works better as a "toggle" for where he will be when he exits Cataclysm. For more clarity, here are some examples:
      • If a Limbo player who has enterred the rift via the dodge-passive then enters and exits a Cataclysm bubble, the Limbo will NOT automatically be put back into the material world, but rather stay in the rift
      • The opposite is also true: If a Limbo player who has enterred the real world via the dodge-passive then enters and exits a Cataclysm bubble, the Limbo WILL automatically be put back into the material world
      • If a Limbo player who has enterred the Rift via the dodge-passive then enters a Cataclysm bubble, then dodges while in the bubble (technically putting them in the material world, but remains in the Rift due to Cataclysm's presence), then exits the Cataclysm bubble, Limbo WILL automatically be put back into the materialworld. And vice versa is also true.

    Overall, these Rift changes alone would solve the arguably biggest issue with Limbo; the intrusion upon other players. It also quite directly enhances Banish as a subsume ability, as you can now for example Banish enemies and instantly attack them and briefly get into the Rift to deal with them yourself. It's not as powerful as it is on Limbo, generally speaking, but it is now a quick little "divide and conquer" skill you can more freely tinker with on other Warframes.
    Furthermore, it also helps with the "Cataclysm edge-dancing", meaning it now always lets you attack enemies without having to move back and forth between the edge of Cataclysm.

    Passive

    • Limbo retains his "rift dodge" (i.e. dodging to go in or out of the Rift).
    • Limbo retains his 10 energy gain when he kills an enemy who is in the Rift.
    • As mentioned in the Rift section; Limbo has 75% damage reduction while in the Rift (in contrast to other allies, which only get 50% damage reduction).
    • Limbo no longer leaves portals behind when doing his rift dodge.
      • Sure, it is no longer as intrusive to be put into the Rift, so these portals could stay - put they would also be entirely unnecessary now with the suggested Rift changes.

    Banish

    • Still casts a conical wave of Rifting energy. However, now it will put allies and enemies into the Rift, regardless of which plane Limbo is in.
      • Due to the changes I've suggested for Stasis, this change would not be as overpowered as it would be in the current form of Stasis.
      • It would be nice if the wave was visible, so you see the size of it.
    • Holdcast still removes all allies and enemies affected by Banish, but only by YOUR Banish (not other Limbo's Banish targets).
      • If a target is affected by another Limbo's Banish, you can still also cast Banish on it as well. The seperate casts are simply handled completely seperately, so neither of you will block each other out.
    • Banish's damage can now damage and break open breakable objects (just like Cataclysm can).
    • Can now be cast on targets who are already in the Rift via Cataclysm (currently, they have to be Banished FIRST, before enterring a Cataclysm, for Banish's duration to apply on them)
    • Banish on enemies:
      • They are dealt 150/300/450/600 Impact damage (up from 150/200/225/250), and are still knocked down
      • They now also suffer 20/30/40/50% more damage taken while Banished (affected by Ability Strength).
        • This further makes Banish a useful skill in his kit AND makes it further viable as a Helminth skill.
        • This vulnerability will indeed work on Eximus units as well.
    • Banish on allies:
      •  Works basicly the same as now, but as noted in the Rift plane section: they can freely pop in/out of the Rift by just attacking enemies with non-Abilities or interacting with material plane objects (like hacking etc).
      • Putting Banish on an ally also Banishes their Companion now - However, the Companion will not be able pop in/out of the Rift on their own will; the Companion will be in the exact same plane their owner currently is in, regardless of the Companion's own actions.
        • Or should the Companions be able to pop in/out of the Rift? What do you think about this interaction?
      • Rolling still entirely dispels Banish from allies - However, since being Banished now has very little chance of being disruptive, maybe it could be changed to be a dispel on backflip instead (like with Volt's Speed)?
    • Augment - Rift Haven: Now grants 2/3/4/5% health regeneration on allies and their companions when they are outside of the Rift (which can now happen when fighting with enemies in the material world, even while Banished), or 6/9/12/15% (down from 10/15/20/25%) health regeneration while in the Rift.
      • Limbo (or whoever the caster is, if it's a Helminth-user) and his companion will always also gets this healing bonus for the same duration, whenever casting Banish.
      • It can now also heal Eidolon Lures, and trigger Archon Intensify.

    Stasis (Rename into Quantum Fracture?)

    Due to the massive QoL and buffs to the Rift plane, Stasis is in for a nerf (with minor counterbuffs):

    • While active, enemies in the Rift are paused for 0,5 seconds, every 1 second (giving it more of a "stop motion" kind of feel)
    • In addition, while active, all enemies in the Rift suffer from 1 Cold proc. As soon as the ability is disabled, the Cold proc is removed
      • This counts as an extra Cold-proc (Meaning, with this ability on, enemies can technically have 10 Cold-procs on them, but still adhering to the slowdown cap at 9 procs)
      • Also note that the Cold-proc will work on Eximus units even when its Overguard is active (In case you didn't know, Overguard doesn't block Cold-procs). As soon as the Overguard is removed, they will also begin suffering from the frequent pauses.
      • This Cold-proc is not just a way to alleviate some of nerf of the pausing effect, it is also meant as a visual indicator to tell you wether the ability is active or not, due to the frosty effect of the proc being placed on the enemy(s).
    • Ability duration is raised to match Cataclysm's duration (from 8/10/12/15 to 15/20/25/30 seconds), which basicly means its duration has been doubled!
    • The ability is now handled seperately for each Limbo player in the squad; If one Limbo turns it off, it does NOT turn it off from other Limbo players.
    • Augment idea - Quantum Entanglement: Each pause duration is increased to 0,75/1/1,25/1,5 seconds (with the same 0,5 second unpausing afterwards). Also, 5/10/15/20% of all damage dealt is now shared among all enemies in the Rift, with a 25/50/75/100% chance to transfer status procs too.

    This makes the ability less of an extreme "I WIN" button versus anything you put in the Rift, but it also gives you a little bit of an aid versus Eximus units, and lasts twice as long to have the same duration as Cataclysm.

    Rift Surge

    This ability arguably gets the biggest rework of them all (basicly making Rift TORRENT (its current augment) into the main ability, with some additional effects).

    • Costs 75 energy at base (moddable by Ability Efficiency), and places a buff on Limbo for 15/20/25/30 seconds, affected by Ability Duration. Can be recast at any time. This buff has multiple effects:
      • 1) Gain +40/60/80/100% weapon damage, +10/15/20/25% weapon damage for every alive enemy in the Rift (updates dynamically), both values moddable by Ability Strength. When leaving the Rift, the damage boost is retained for 2 seconds, then deteriorates over 5-ish seconds. Returning to the Rift instantly restores the damage boost to its proper value.
      • 2) While in the Rift, gain +10/15/20/25 shield regen, which can create overshields and is moddable by Ability Strength. While outside the Rift, the shield regen bonus stops, but resumes as soon as he returns to the Rift.
      • 3) Killing enemies causes them to burst in an electrical explosion. Deals 5/10/15/20% of the target's max shield and health as electric damage in a 3/4/5/6 meter radius (can damage both planes), with the radius moddable by Ability Range
    • Augment - Rift Torrent -> Reworked into Rift Cemetery: Enemies killed in the Rift now turn into Rift Ghosts. Rift Ghosts are invulnerable, ally-intangible, attack and distract enemies and still contribute to Rift Surge's "damage bonus per enemy". Ghosts last for 6/7/8/9 seconds each, and are duration moddable.
      • Note that the Rift Ghosts can only hurt enemies who are in the Rift.

    Cataclysm

    • Enemies can no longer leave Cataclysm on their own while Stasis (or Quantum Fracture, as I suggested to rename it) is active - it behaves as if Cataclysm's borders are solid
    • For every enemy killed inside the Cataclysm bubble, a small amount of its total shields+health is added to Cataclysm's collapse damage, giving it an Equinox Maim-ish nuke potential.
      • This is also modified by the radius/duration multiplier (so at max size, it deals 25% damage, and at minimum size it deals 100% damage
    • Holdcasting Cataclysm while it is active will rapidly shrink its size and detonate it (giving you max power but minimum range for its explosion)
    • Cataclysm is no longer dispelled by Nullifier bubbles, but the Nullifier bubble rather just keeps the Nullifier and any of its allies within its bubble protected from the Rift
    • If material world interractables (like hacking consoles, life-support capsules, mobile defence terminals etc) are covered by Cataclysm, you can now interract with them from the Rift.
      • If the Cataclysm shrinks and no longer covers the interractable object, while you are in the middle of using it, you are also dynamically put into the material plane, WITHOUT interrupting the action.
    • Augment - Cataclysmic Continuum: In addition to the duration extension on kill, the dome no longer shrinks in size over time at all.
      • This does NOT negatively impact its detonation multiplier (the multiplier is counted "behind the scenes")


    Aaaaand that was my take on a Limbo Rework / Revisit. All in all, this means he would no longer be able to cheese enemies as hard with Stasis, but he has been compensated with a teamfriendly overhaul to the Rift and his kit, a bunch more tankiness and a lot more attack power in basicly all of his skills.

    Overall, do you say Yay or Nay to this?

    • Like 10
  11. On 9/19/2019 at 12:49 PM, Teridax68 said:

    I completely agree with the OP's proposal, and I'd like Equinox's form-based gameplay to be reversed, as currently she's actually pretty heavily encouraged to just stay in one form the entire time, rather than stance dance, which I think is a complete waste of her identity. I can very much agree to making her abilities complementary, yet weaker than the typical ability when used alone, and the ability to enter her dual form sounds good, if only because it would allow us to view how it looks for more than a split-second.

    Just to spitball some ideas for what an updated kit could look like:

    • Passive - Metamorphosis: Upon casting an ability, Equinox switches forms, unlocking new abilities. Perhaps she could also keep Equilibrium.
    • 1 - Shield and Strike: Equinox launches her current form in the target direction, which applies an effect around it as it travels.
      • Night Form - Shield: Equinox's Night form absorbs all nearby attacks and staggers enemies it passes through.
      • Day Form - Strike: Equinox's Day form attacks all nearby enemies with a melee strike, applying melee bonuses.
      • Augment - Split: Core mechanic unchanged, clone spawns from the form Equinox launched.
    • 2 - Rest and Rage: Equinox casts a spell upon the target cluster of enemies.
      • Night Form - Rest: Targets are put to sleep.
      • Day Form - Rage: Targets draw the ire of their allies, who attack them for increased damage (this includes other enemies affected by Rage).
      • Augment - Radiance: Mechanics unchanged.
    • 3 - Pacify and Provoke: Equinox emits a radial burst of power around herself.
      • Night Form - Pacify: Equinox and allies hit become briefly invisible.
      • Day Form - Provoke: Equinox and allies hit deal bonus damage on their next instance of damage, with the bonus charging up to full power over a brief duration.
      • Augment - Permanence: Equinox leaves behind a reflection of the Sun or Moon, depending on the ability's version, at the location of cast for a duration that grants the ability's benefits to all allies in range, including Equinox. 
    • 4 - Mend and Maim: Passively, Equinox accumulates power when nearby enemies are damaged.
      • Night Form - Mend: Equinox expends her accumulated power to place a protective ward upon herself and all nearby allies, which prevents a set amount of damage, and grants immunity to status effects and staggers.
      • Day Form - Maim: Equinox expends her accumulated power to damage all nearby enemies in a single, overwhelming blast.
      • Augment - Meld: Equinox enters her dual form for a duration based on the power expended, causing her abilities to apply the effects of both forms simultaneously.

    The general idea here being that each version of the ability would have only a single, specific component, that would be mediocre on its own but significantly more effective when combined with something else (for example, Strike's projected melee attack with Rest's sleep effect). Additionally, I think we need to get rid of the persistent aura-based bonuses, because that just makes Equinox want to stay in the same form to make use of their effects, whereas bursty, or at the least fire-and-forget abilities wouldn't have such a problem.

    This is BEAUTIFUL!

    • Like 1
  12. 22 hours ago, Tyreaus said:

    -snip-

    DECOY

    Sorry to be repetitive, but again, the main reason for the stun on Decoy ending is a little safety net. In fact, it could be something that helps Savior Decoy as well. As a little sidenote, most people find Smoke Screen's little stagger to be pointless - I definitely do not think. Small and short as it may be, it gives you a window of repositioning. The stun on Decoy is similar; A small window to react that it ran out. The fact that it is short range is irrelevant. If you WANT to use it explicitly for the purpose of just open up enemies to finishers, then simply don't place the Decoy half a mile away, but get close to enemies (easy with Invisibility), place Decoy right next to them and detonate as soon as needed. The finisher opener is simply an EXTRA bonus like that.

    As for the explosion (which, mind you, could STILL also have the added effect of stunning enemies for finishers, but I digress), I see what you're thinking - and yes it could totally work - I have 2 main issues with it:

    1) I think it becomes a bit too similar to Mallet or Resonator. In regards to its similarities to Mallet, I don't think such a potentially powerfully scaling damage ability is wise to have as a Helminth ability. Then in regards to its similarities to Resonator, well... Resonator already exists in Helminth. Which is why I suggest it to do something else, hence a finisher-stun and oomphing up its augments to be better defensive options, as your suggestions were really good - as an fyi, I added a bunch of your stuff for the Decoy augments in the original poster! I can for example totally see someone putting the now invincible Decoy on Banshee, along with Savior Decoy, since she's so squishy.

    2) Putting an explosion on Decoy, especially in your setup makes it so too many of his abilities are too "attacky", imo. How I see it, I'd rather have Decoy focus on a more simple task, to be the "utility anchor" to all his other abilities:

    • Decoy + Invisibility = You are safer, and enemies' firing lines are at less risk of going your way, and rather in the Decoy's way.
    • Decoy + Switch = You can use this as a mobility tool. Or as a much tankier target to beef up the explosion-damage from Switch Teleport (or the damage-share with my suggested augment). The downside here is that YOU can't fuel Decoy's damage, but the upside is that Decoy has unlimited health to fuel up the explosion from. If Switch has the bomb-effect, you can make quicker AoE-blitzes, by simply killing the target yourself (Perfectly fitting with the fact that the Switch also makes you face the target you swapped with).
    • Decoy + Disarm = You can funnel and gather enemies to attack a specific target, which will harm them further with the self-harm effect.
    • Decoy + Switch + Disarm + Invisibility = Disarmed enemies will always run to the Decoy while you are unseen, a Decoy which, due to switching with it, will end with an explosion. While you CAN switch with a regular enemy, Decoy's unlimited health pool makes the task much more potent for big groups (where you're more likely to use Disarm in the first place as well).

    Meanwhile, singularly, the skills can also be used like this:

    Decoy = A simple distraction, or a quick finisher-opener. With augment, it can also be a safety-net for places where you can't avoid damage with just Invisibility.
    Invisibility = A simple stealth tool. With augment, you are also a bit more sneaky and damage-potent.
    Switch = A simple minibomb for quick little skirmishes. With (Tangled) augment, it's even better for quick skirmishes since you can gather multiple enemies at once.
    Disarm = A simple disabler of enemies, to just quickly protect allies like rescue targets / shut down eximus etc. With augment, you don't need to rely on Decoy as much for getting enemies to attack something.

    However, if you put the bomb on Decoy, you basicly always "feel" like you should swap with the Decoy, since switching "only" has the tangling effect. And if you put the damage-amp on Disarm, you "feel" like you should always use it in battles since it enhances your damage so quickly towards so many targets. If you just switch with an enemy, you won't get the quick explosion-potential, and you could potentially feel like you are missing out a whole bunch on damage potential (both via missing the Decoy-explosion and Disarm-amp), and would make Loki maybe feel too slow and cumbersome when you feel like you always "need" to do the complete combo every time - as while in your rework, the tangling effect is good and all, but I think the quick potential explosion (AND tangling with augment) when you are just going through quick little skirmishes is potentially a better mechanical setup of his kit so he can go through them without needing so much setup every time (Note: as long as my suggested numbers are raised for the explosion; as yeah, 100% of healths/shields is most likely far too low for the useage I'm thinking of - unless it could account for overkill damage, that is?).
    Imo, using the whole kit (especially his 1 + 3 + 4) is more something you would use on really big fights where he needs to really take control or defend an area etc.

    With the bomb on Switch, along with the Tangled augment, that becomes his main quick offensive tool for small fights.

    All that said, I wouldn't complain or anything if he got the rework you mention. It's really good and polished in a more... offensive/aggressive way. I guess the main difference here is that I still want Loki to feel a bit more tactical, rather than just another all out aggressive frame.

    I'm rambling, sorry, just one lat point: I think having the stun on Decoy's expiration/detonation definitely isn't just purely "a neat little thing" either, as I think it fits well enough with the trickster theme (sure, the bomb thing can too, but I guess you get my point).

    AUGMENTS

    As for this comment:

    Quote

    I see the reason behind the duration bonus, but I think it's the same problem-of-attack with other changes DE has made to augments: the augments themselves aren't better. Invulnerability time when Savior Decoy triggers? That makes the augment better. Tacking on status chance or crit chance (Hi, Smoke Shadow)? The augment isn't changed. It just became a stat bonus. We might be more willing to put it on, but not for the augment.

    I understand what you mean, and it would be neat I guess if it was like you are wishing, but I don't think it HAS to be as you say either. To go with Smoke Shadow as the example:
    I liked the idea behind Smoke Shadow of being able to protect allies, but only really felt it was useful on more niched stuff (like defending living defense/rescue-targets). With the critchance, which doesn't make the ally-invisibility outright better, I now feel that it's got TWO ways of being used; I can use it as a niche tool AND as a damagebuffer for most weapons. If it only improved the niche - almost no matter how good it improves its niche, I still would only use it for the niche. Which means, it's not gonna be a very generally useful mod (which is what I think DE want augments to be, I guess?), and will not be a particularly attractive choice for most missions. But with the critchance, I use it for BOTH niched AND general things, and REGULARLY, because now I don't feel like it's a waste of modslot if I forget to swap it out.

    While that maybe doesn't fit your philosophy of how you'd design augments and the like, I find it to be a perfectly fine way to make the augments more attractive. In fact, most of the recently buffed augments which just got better at their niche, means they are (imo) still mostly garbage - meaning I personally felt it was a waste of effort to even try to buff them that way. But of the buffed bunch, Smoke Shadow is now one of the few augments I regularly use, because it has more options where it's applicable.

    I guess this is also why you don't like the finisher-stun on Decoy, right? To me, it gives me more options to adapt and tinker with, maybe even going crazy and even helminthing out INVISIBILITY, because I instead focus on finisher-use with Decoy and slotting Arcane Trickery/Ultimatum, or something odd like that. But to you, it mostly feels like bloat, yeah?

    Sidenote: Energy Transfer should 100% be a default on Equinox (and applicable to Pacify&Provoke too), not an augment. I consider it one of the most bandaidy augments in Warframe's history, so, I'm not too convinced by that example :P

    HUSHED INVISIBILITY

    All the above said though, I particularly think your "backstab" idea for Hushed Invisibility is a totally fine bonus btw. I'd be fine with either one of ours, really.

    Also, Invisibility does NOT automatically imply being treacherous or mischievous, btw. It's simply meaning you will go unseen. I think you think that way simply because it is a skill on LOKI :P

    PINPOINT TARGETTING

    My bad here! I didn't explain well enough (too many thoughts at once, which makes me extra bad at explaining stuff as I'm just thinking of all of those things at once, plus english is not my native language hehe).

    I did not mean that CASTING being more or less pinpoint. What I meant was singling out a particular target, to pinpoint it with Switch Teleport, seperate it from a crowd or whatever and just kill that enemy specifically (like an Ancient Disruptor or whatever). And if Tangled Switch was baseline, that would definitely be something you can't do anymore - and is also why I put the bomb at base, and made the Tangled stuff optional via an augment. I hope that's more understandable what I meant now?

    RENAMING

    Similar to our differences in (augment)design philosophy differences, I don't agreed with "go big or go home". Your names for Loki's abilities I find to be way over the top, and even  unnecessarily cryptic (to the point where it might outright confuse players what the skill might even do). The one frame where this "excessive" naming is actually used but where I think it's also ok, is on Voruna. Because she IS specifically getting power from those specific namesakes. On Loki, if we went with your base version of it: Tangling enemies up with a switcheroo skill feels like "Tangled Switch" is both interesting enough and descriptive enough of a name. As for Runic Disarm, "Runic" maybe doesn't mean much descriptively, but as I explained, runes could be part of the aesthetics of the skills - thus not actually a waste of word to replace. "Radial", while descriptive, is just a very, very boring word imo. Very, very many abilities in Warframe are radial, so it feels not just boring, but also kinda redundant. It's like renaming Saryn's 4 to Radial Miasma because it is more descriptive... but it also sounds far more dull.

    DISARM

    Damagemultiplers, yeah I can see how they'd need improvements. I'll up the numbers a fair bit.

    As for Irradiating Disarm (which imo is kind of a lazy augment for it, but anywho), I do NOT think the innate selfharm is stepping on its toes. Because, without Irradiating, enemies need to run and find something to attack, like Decoy. And since they are (mostly) melee units now, that means they might not all even have room to do so. Irradiating Disarm, imo COMPLEMENTS the selfharm effect, because now (especially if enemies are scattered, which is often the case) they are much, much more likely to all find a target they can channel their anger management therapy on. In fact, without the suggested selfharm effect, I currently mostly find Irradiating Disarm to be generally detrimental, compared to Disarm's best current useage (i.e. gather groups up). Right now, Irradiating Disarm is basicly just Chaos - making it a more plain chaotic crowd control so you can ignore the crowd even more easily (something Loki actually doesn't need, since he already has Invisibility, and also Decoy to funnel them together - and Invisibility+Decoy are skills which Nyx don't have, so Chaos is more useful for her). But, with added damage to their more chaotic in-fighting, I'd consider the augment BETTER than now, not worse. Sure, the numbers need increasing for that to be the case, as mentioned, but my point still stands.

    ENDING NOTE TO YOU

    Despite my counter-arguements and whatnot - I repeat what I said up in the Decoy-segment of this post: If your suggested rework is what Loki ends up getting, I would still be really happy with it! In fact, despite me liking my own rework better (because it, imo, leans more into the mischief and tactics kind of style), I actually think your rework would be objectively better, as it is more straightforward and aggressive, which is very useful in modern Warframe.

    And also, thanks for your in depth discussion with me! You have given me extremely valuable feedback and viewpoints that I missed or didn't think of. Cheers!

    20 hours ago, (XBOX)Skyleriscoll said:

    The passive argument is fair enough as it does give him a unique play style in a sense, good stuff then for making it at least worthwhile. 

    yeah I see where you’re going with radial disarm now that you’ve explained it took inspiration from Octavia’s mallet in the sense you want radial disarm to synergize with decoy, I’m all in with that. Ig there could be an issue with having basically a mallet helminth ability on any frame but let’s be honest we got busted abilities through helminth as is and I find this a welcome change for what seems can be a fun frame concept. 
     
    I may have missed the damage share effect and that’s on me, so much information overload. 
     

    as for invisibility, I personally haven’t found any time where I didn’t want to stay invisible? But if other players have experienced that it doesn’t necessarily change the way I play Loki so… neat. 
     

    I'm glad this is getting good feedback as it’s not often people end up putting out decent rework concepts that can work into high level up to late game, level cap. 
     

    in my defense through I previously had to undergo a very… questionable inaros rework concept and took this with a bitter grain of salt rather than a rational way. Good on you boss! 

    Passive - Yeah, but to be fair, it is a biiiiit on the improvised idea, and not so deeply thought out :P

    Decoy/Disarm - Ah, just a little correction here: Disarm is what has the damage-scaling aspect on it (a la Mallet), not Decoy. So, there is nothing to worry in that regard for the Helminth system :)

    As for the missed damage share; No problem! I understand, it's a lot of info, so not only hard to digest, but also very possible to miss!

    Finally, thanks for the kind words!

  13. 2 hours ago, Kaggelos said:

    That's actually amazing, ngl.

    I recently picked up Loki and felt his lack of, well, almost everything except invisibility.

    This rework makes him pretty cool to play with!

    Thanks! I will do some adjustments though (Most notable, I've added that the Tangled Switch augment and the base explosion could potentially be swapped around, so the tangling and damageshare stuff is baseline, while the explosion is part of the augment).

    1 hour ago, Frendh said:

    It is a non issue. It is just people being greedy.  It is to be expected to have several stats that need to be boosted.

    Agreed. As I replied to him/her, it would especially not be an issue with the suggested Decoy-synergy, where it will ALSO eminate the Disarm from it, if it is out on the field while casting Disarm.

  14. 20 hours ago, (XBOX)Skyleriscoll said:

    Alright alright gotta think this through 

    decoy: so basically right now where the duration is irrelevant. Keep the duration the same it’s a useless ability in most cases anyway. 
     

    invisibility: this is the ability keeping the frame up. Instead of hold to end early why not just make it recastable? 
     

    Switch teleport: augment seems rather pointless if disarmed enemies will group up to decoy. Auto switch with decoy is fine but you probably want to give him some damage immunity (like wisp) or else he’s gonna die. 

    radial disarm: I’d rather have this ability disregard the stun and increase enemy movement speed so they group up faster, and this would compliment irradiating disarm. Enemies doing damage to themself wouldn’t matter even if the multiplier was 10,000 times. Enemies do not deal good damage to eachother ie mind control. The silence buff to it is nice though. Maybe rather than having them receive damage, how about instead they put out reduced damage so even if someone is dumb enough to get close to a melee unit they don’t get one shot? 
     

    passive: remove this completely and give him a different passive, nobody realistically wall clings in warframe. 

    Decoy: Well, it is also half the price (25 energy). But sure, not nerfing the duration could be ok.

    Invisibility: Since there needs to be a window of vulnerability. Also, there are rare moments where you don't want to stay invisible.

    Switch: I guess you missed the damage-share effect?

    Disarm: More movespeed is not a bad idea. But multiplier matters, otherwise Octavia wouldn't kill so easily with Mallet... Reduced damage is a no-no, due to the suggested explosion-scaling on Switch, and the selfharm on Disarm.

    Passive: I like the wall cling. Just need a reason to use it.

    18 hours ago, Tyreaus said:

    -snip-

    Seems a bit overkill, given that energy regen matches Zenurik's active ability and 10 enemies aren't that hard to come by, but alright then.

    In summary:

    1. Take out the blind from Decoy. It's too short-range, displaced from Loki (so getting those finishers is harder), and too little of an effect to make a difference in the current game. Invincibility and synergy with Switch Teleport is enough.
    2. Alter the Decoy augments to do something other than trying to protect or save Loki. E.g., focus their effects on his teammates instead. be it healing and / or DR. Loki himself has Invisibility and Safeguard Switch. He's fine.
    3. Take Tangled Switch and make that Switch Teleport's base effect. That is perhaps the best damage-based effect Loki could have without breaking his CC-centric theme and has the potential to dip into some Nordic mythology. For once.
    4. Replace Disarm's self-damage effect with a faster cast speed and increased range to better match the casting ranges and speeds of Decoy and Teleport. It wants those more than anything else. The Eximus Silence and Decoy copying are just pleasant extras.
    5. Maybe tone down the passive so it's 1 energy and 2 health regen for enemies affected by abilities, unchanged by how many. He's not only not that energy hungry, that's straight-up as good as Zenurik's active ability. A bit excessive for a passive, even if we dunked on the health regen and the extra wall cling.

    Oh, nice feedback! Let me dive in:

    DECOY

    • Reasonable duration-adjustment there. I was trying to consider two things: It is half the price, has a more orderly placement (I hate Resonator's wandering), and I suggested it to also stun for finishers.
    • If you feel that range is an issue due to Narrowminded: GOOD! Corrupted mods are supposed to be -and FEEL- like tradeoffs. Besides, you can also use Overextended, as Strength is more his dumpstat, even with my suggestions. Having strength being somewhat useable is meant to be an added OPTION, not a requirement.
    • Wether opening to finishers is good or not, is besides the point. It's meant as a new option to tinker with AND a minor stun-safety when Decoy expires. Also, Loki is seen doing execution-like moves in old videos; having access to that seems fitting imo.
    • You can be quite close to enemies via Invisibility. Loki is also quite fast. Also, you can simply put down Decoy and instantly detonate it like some kind of flash grenade, making it a swift and easy finisher-tool that way. I meanm Tharros Strike also opens for finishers, despite bashing enemies away. Sometimes you just have extra bonuses you CAN utilize if you wish.

    All in all, the stun-finisher is mostly a neat little addition for extra tinkering, not the "main course".

    Savior Decoy - Sure, a brief invulnerability could be added to the savior-mechanic. No problem there. But as you say, he is often not in the danger-zone, so the augment is kinda meh. Which is why I gave it the duration-bonus: This both makes Decoy's main purpose (distracting enemies) more enduring AND it gives the savior-mechanic a longer timer to be helpful in those niche situations when it does help.

    But I must say, a "healing Mallet" is a nice rework to it! I dig it!

    Deceptive Bond - Ey, good idea. I'll add the team damage redirection for sure!

    Recast to kill it - Yes, it is quite a nice QoL, considering it can mess with stealth quite easily at the moment.

    INVISIBILITY

    The reason for hold-to-toggle-off is because, the vast majority of the time you want to stay invisible. Accidentally toggling it off with a tap-cast just would be annoying. Hold to disable is thus safer. And why not pure recast? Well 1) Imo, windows of vulnerability/exposure ought to exist for balance reasons 2) There are times you want it off, and Warframes being unable to turn off their abilities at will (unless falling out a cliff or running into a nully-bubble) is silly to me. And yes, I want this on/off controllability for most Warframes, actually.

    Status-bonus on augment: Actually this isn't "just because". It's for a few reasons:

    • The augment right now is EXTREMELY niched. Having a more "general" use for it seems reasonable (as I tried to do the same with the Decoy augments, albeit poorly, but I digress)
    • Status, imo, is the more "chaotic" way of improving damage, and imo the most fitting way to give him a "generic" damage-ish boost. For example, I think a critbonus would be quite unfitting (and frankly, a bit overused).
    • Sidenote: I'd likely want to rename it though, to make it more fitting. Like "Treacherous / Mischievous Invisibility", or something of that ilk.

    SWITCH TELEPORT

    Hold-to-autoswap-with-Decoy = Yeah, it just makes sense. And that's a good way to safeguard it against backtracking issues.

    As for the explosion vs tangling, I actually wanted the tangle to be baseline first! But then I thought, man, people are complain about "pinpoint targetting" issues, so made the explosion as a baseline comprosmise instead. So I'm very glad you said the opposite!

    My original idea was this:

    Base = Tangling with damage share.

    Augment = Multi-switch and the explosion effect on the main swap-target.

    This would also allow the explosion to be quite a bit more potent in numbers, as to make the augment attractive in the first place.

    So, I'll add that as an alternative change to the ability and augment in the original post, for sure!

    Friendly swapping = Doesn't it just teleport you to player-controlled allies without swapping them away nowadays though? Imo, that's all it should do now anyway, as to prevent trolling. Will look into this - and if nothing else, I'll add that as an additional change if it's not already the case.

    RADIAL / RUNIC DISARM

    Renaming - Honestly, I wholeheartedly disagreed with you. It's supposed to be his ultimate ability, so having a bit "cooler" name is very appropriate. And Radial Disarm (or just Disarm as you kinda are suggesting?) feels quite underwhelming. Not to mention, with the self-damage debuff I was imagining some kind of glowing rune mark being etched on to the enemies, or over their heads, tieing together both a visual marker for its duration AND a visual which fits with the new name to boot.

    Strength - Again, the point of adding strength-effects to his abilities is precisely to make modding less one-note, and more customizable in terms of how you like to play your Warframes. You can still dump strength and slot both Narrowminded and Overextended on him, it won't make Loki worse, just reducing the self-damage effect (and the main target damageweakness on Switch, yes). That you feel dumping strength via corrupted mods is a bad thing is kinda the whole point of having downsides on the Corrupted mods in the first place...

    I'll make a note on speeding up the cast time, that's definitely an issue. But I don't think it'd need more range, especially not with the suggested Decoy-synergy.

    PASSIVE

    To be honest, the passive addition was a bit placeholdery, mainly to make the wallcling work, and give him a feel of enjoying the chaos while perching to a wall, or while hiding in invisibility-effects. Your suggestions I'd argue sounds more reasonable though, I'll adjust it to something more like what you propsed for now.

  15. Loki, as many other Warframes of course, could use some tweaks. Mostly, he could need a bit more of a lethal oomph to his kit. So, here are my ideas:

    TL;DR:

    • Decoy is invincible but has a bit shorter duration, it stuns and opens to finishers upon expiration/detonation, recast it to "detonate" it early. Savior Decoy also adds some duration and a very brief invulnerability when it saves you, Deceptive Bond no longer hurts Loki, and it also protects nearby allies, along with adding some stun-range.
    • Inivisibility can be ended early by holdcasting, its augment also adds some status-chance to all weapons.
    • Switch Teleport makes swapped allies tankier. Swapped enemies (and Decoy) become more damage-vulnerable and get radiation-procced with higher aggro if enemies are alerted, along with also turning them into living bombs. Tapcast to use the ability as normal, or holdcast to auto-switch with your placed Decoy. New augment (Tangled Switch) can tether multiple enemies up close together, and makes them share some damage together.
      • Alternatively, the tangling effect and the "living bomb" could be swapped in regards to what is a base effect vs what is an augment effect.
    • Radial Disarm, now called Runic Disarm, is faster to cast, also causes enemies to hurt themselves when they attack anything (even if attacking invulnerable targets like your Decoy), and disables all their active abilites exactly like Banshee's Silence. Casting Runic Disarm with a Decoy out makes the Decoy also cast an instance of Runic Disarm from its place.
    • Passive still grants a very long wallcling duration, but also provides him with a +50% multiplicative weapon damage boost when he attacks enemies' backs or from anywhere while he is wallclinging.

    Did the TL;DR intrigue you? Well, here's the more detailed information:

    DECOY

    • Now invincible.
    • However, to compensate, its duration is readjusted to 8/12/16/20 seconds (from 7/15/20/25 secconds)
    • Recasting the ability now manually kills it (or "detonates" it, if you will), rather than just placing a new one.
    • When the Decoy expires or is "detonated", it bursts in a flash of light, stunning enemies in a 4/5/6/7 meter radius (Range-moddable), opening them to finishers.
    • Augment - Savior Decoy - In addition, it also increases its duration by 10/20/30/50%, and makes Loki invulnerable for 1 second after being saved.
    • Augment - Deceptive Bond - In PvE, the Decoy just absorbs damage for Loki (meaning, damage done to the Decoy doesn't harm Loki anymore) - but it also soaks up damage from nearby teammates (Note: The damage-soak is infinite range for Loki though). Also, it increases the stun-radius of the ability by 25/50/75/100%.

    INVISIBILITY

    • Holdcast for 1 second to end the ability early (allowing a recast afterwards)
    • Augment - Hushed Invisibitility - In addition, also adds +25/50/75/100% status chance (NOT moddable) to all your weapon attacks. To make this addition make sense, maybe rename it to something like Treacherous Invisibility?

    SWITCH TELEPORT

    • Tapcast the ability = It works just like now
    • Holdcast the ability = Autoswaps with your Decoy, without needing to target it, as long as the Decoy is within switching range. This works even through walls, as long as it doesn't take you backwards in scripted fights and such.
    • Switch with ally (NOT Decoy) = The ally gains 30/40/50/60% damage reduction (NOT Strength-moddable) for 10/15/20/25 seconds (Duration-moddable). Furthermore, player-controlled allies will not be swapped; if Loki switches with them, he will only teleport to the ally.
    • Switch with enemy or a Decoy = Has multiple effects:
      • The switched enemy / Decoy suffers 20/30/40/50% more damage taken (Strength-moddable) from all sources for 10/15/20/25 seconds (Duration-moddable).
        • This may seem irrelevant for the Decoy, but it is not, as you'll see later why.
      • If enemies are alerted, the switched enemy or Decoy also gets a high-aggro Radiation-proc on it for the same duration as the damage vulnerability.
      • If the swapped enemy or Decoy dies (or expires/detonates in Decoy's case), or the duration expires or you swap with a new enemy, 40/60/80/100% (NOT Strength-moddable) of all damage it took while vulnerable, is dealt in a 8/10/12/15 meter radius (Range-moddable) as Radiation damage (with 0% status-chance).
        • This is what makes the previous "damage-taken boost" effect relevant for Decoy, as it will boost the explosion damage further.
    • Switch with objects (like explosive barrels) = Same effect as on enemies.
    • New augment -  Tangled Switch - An offensive augment option for Switch Teleport (in contrast to the highly defensive Safeguard Switch)
      • Switching with an enemy or Decoy, a tether-base will be placed on them for 6/8/10/12 seconds (Duration-moddable). The tether-base has multiple effects:
        • At any time any enemy or your Decoy gets within 8/10/12/15 meter range (Range-moddable) of the tether-base, the tether-base will latch a tether on them and drag them into the centre (i.e. towards the switched enemy or Decoy). Note that this "drag" is a soft CC, it doesn't ragdoll them, just "slides" them in - but still with a lot of speed.
        • The tether-base remains in place for the full duration, even if the switch-target dies (including if it's placed on the Decoy and it expires / is detonated).
        • It can tether up to 4/6/8/10 enemies at a time (NOT moddable). If you have 10/10 enemies tethered, and one of them dies, it can now grab a new enemy (so the cap is dynamic)
        • 15/25/35/50% (NOT moddable) of all damage taken by any of tethered targets is shared with all other tethered targets! (Note: It doesn't share already shared damage, so it doesn't cause an infinite damage loop).
          • If the tether-base or a tether is attached to your Decoy, the Decoy will be fully part of the damage-sharing system: Any damage dealt to it from any enemy will also hurt all the tethered enemies!
        • Max 1 tether-base can be active at a time. Recasting the ability on a new enemy/Decoy will remove the old tether-base before creating a new tether-base.
        • Potential extra effect: The tether could potentially be placed on the enemy BEFORE the actual body-swap occurs. This also means that, due to the tethering, all the extra tethered enemies could maybe also be teleported together with the swapped enemy? (Making it a multi-target swap).
    • DISCUSSION NOTES:
      • The Tangled Switch augment's effects (i.e. bundling up some enemies and making them partially share damage) and the suggested base explosion could basicly be swapped, meaning that the tangling effects is part of base ability, whereas the explosion (which could be buffed in numbers as an augment, mind you), along mabye with the potential multi-target switching could be the new augment instead. Or, that could be something added to Safeguard Switch (which would require a renaming for the augment, of course).

    RADIAL DISARM RUNIC DISARM

    • Still permanently disarms all disarmable enemies.
    • Its cast time could be sped up a whole bunch (maybe half the cast time?).
    • Also places a runic debuff on enemies for 10/15/20/25 seconds (Duration-moddable), which is placed on ALL enemies, including non-disarmable enemies (like bosses, liches, melee units, all of the Infested enemies etc). This runic debuff has two effects:
      • It causes 50/100/150/200% (Strength-moddable) of any damage they deal, to also be dealt back to themselves!
        • This works even when they attack invulnerable targets, like the Decoy - the damage doesn't have to be actually "dealt" per se to reflect back to itself.
      • Similar to Banshee's Silence, it disables all enemy units' active abilites (like Eximus attacks etc)!
      • Sidenote: Would be nice if this debuff caused a nice runic glow to appear on or above affected enemies too.
    • Synergy-bonus: Casting Runic Disarm while you have a Decoy out, also causes the Decoy to cast Runic Disarm from its cast point!

    PASSIVE

    • Still has the very long wall-cling duration bonus.
    • While wall-clinging or attacking enemies from behind them, he gains a +50% multiplicative weapon damage bonus with all weapons. Think of it as a backstab / opportunist way of attacking.
    • Like 3
  16. As per the title: If you are flying in Razorwing with Titania and cast Airburst (added via Helminth), the cast time for Airburst has a seriously long delay, like a couple of seconds or so. No, this is not an online lag delay or similar, as this occurs during solo play too.

    Could this please be fixed? Airburst really fits her kit so well, so this delay is such a massive bummer and really doesn't seem intended (considering all other Helminth-abilities I've used with her in Razorwing have no extra delay).

    • Like 1
  17. Those augment changes are generally underwhelming (aside from the Ash augment addition - providing it buffs Ash himself as well - that looks like the solely SOLID addition of the whole bunch).

    A big problem is that the augment MECHANICS (and oftentimes, the ability in and off itself) need reworks and/or additions, not just small numerical buffs. Which is why Ash's augment buff is good; It adds a clearly useful boost to himself (and allies), alongside keeping its supportive niche intact.

    But, lets be less whiny and more constructive, so let's go through each one:

    Spoiler

    Ash: Smoke Shadow:

    Before: Conceals allies within 15m for 8s.
    New: Added +150% Critical Hit Chance buff while the player is in stealth.

     

    As mentioned, this is a useful addition (especially if it works for Ash himself), and feels worthy of a modslot. Not only that, it fits his "offensive stealth" style - and now makes modding for duration viable.

     

    Atlas: Titanic Rumbler
    Before: Create a single rumbler with 300% health and 300% damage. 
    New: Rumbler now has 300% health and 400% damage, with 300% more range to hit multiple enemies with its melee attack.

    I'd say this is KINDA useable - but his Rumblers need baseline buffing. For example, I'd add/change 3 things:
    1) Rumblers should have no duration. This gives value to Petrify's healing mechanic.
    2) In addition to giving Rubble on death, make them also drop Rubble when they are HURT (with a cooldown to it, time of the cooldown reduced with increased Ability Duration, making it somewhat worthwhile to mod for Duration still). And the Titanic Rumbler augment could make it drop 2 pieces every time it is hurt.
    3) When you cast Landslide, make the Rumbler(s) gain a Landslide charge - When they get close enough to an enemy, they'll then consume the charge to do a mini-Landslide too (with their damage based of your Landslide's modding and all). The augment would then increase this mini-Landslide damage by 4x.

    With those 3 base changes, the massive statboosts might actually make it a a genuinely worthwhile slot.

     

    Baruuk: Endless Lullaby
    Before: Performing a finisher on a sleeping enemy would retrigger Lull for 100% of the remaining duration.
    New: In addition to finishers, Lull’s refill duration now triggers when a sleeping enemy is directly killed (does not trigger on assists). Can now only be triggered once per 3 seconds.

    I guess this is ok? Not needing to do finishers makes it less clunky, that's for sure.

     

    Excalibur: Furious Javelin
    Before: Each enemy hit would increase Excalibur’s Melee Damage by 10% for 16s
    New: Melee damage is now increased to 15% at maximum Rank.

    Still terrible - both the base ability AND the augment.
    The base ability could be so much cooler, for starter; Imagine casting the ability, and now you have blades orbitting you, dealing damage to enemies getting closeby, along with providing protection to Excalibur (basic 60%-ish damage reduction or whatever) for a duration (It's similar to Warding Halo, but with a timer instead of health, really). Recast it = You send them out to impale enemies like now, but also make it interact/benefit/contribute to the melee combo counter, so they have some natural kit-synergy.


    As for the augment, I'd simply add to its current effect: Also grants X% damage reduction, per enemy struck (up to 60%, the same as the orbitting blade protecton would be at) - basicly extending the survivability portion of the ability. Also, a bit higher duration for the augment would be wonderful.

     

    Excalibur: Surging Dash
    Before: Each enemy hit during Slash Dash further increases your melee counter by 4.
    New: Doubled Melee Combo gained from Surging Dash.

    Still not that great. I think older Slash Dash (the long straight dash-line akin to current Rhino Charge) was much better functionality-wise. If it behaved like that, along with having slight aimability up/down like now, it'd be better at a base, imo.
    As for the augment, I'd go all anime on it: Also increases the width of the attack by 50/100/150200%, and makes struck enemies paralyzed for 2 second (time unmoddable). After the paralysis ends, they are then knocked down and have a 100/200/300/400% chance to suffer from a Slash-proc (based of the Slash Dash damage). However, the dash now has a 5 second cooldown.
    I.e. the augment makes Slash Dash into a super powerful, wide and flashy strike, but make it less spammable as a tradeoff.

     

    Gara: Mending Splinters
    Before: For each target affected, Splinter Storm heals 3 Health per second.
    New: Heal rate has been increased to 15 Health per second per target affected.

    I guess this is ok, as that healing rate could prove to now be useable I guess?

     

    Garuda: Dread Ward
    Before: Become unkillable for 5 seconds when Dread Mirror kills a target by ripping its life force.
    New: The invulnerability duration has been increased to 8 seconds. Dread Ward also has new visual feedback when casted.

    Still a bit of an oddball augment imo. Especially now when you made her 4-spamming also grant invulnerability anyway... Needs a complete rethink, but got nothing right now.

     

    Harrow: Warding Thurible
    Before: Allies in range take 40% less damage while channeling Thurible, and grant 0.5 additional energy charge whenever damaged.
    New: Allies will now take 50% less damage, and are granted 1 Energy when damaged.

    These bonuses should be active not just during the channeling, but also during the Thurible-buff afterwards. If needed, reduce the damage reduction cap from 90% to 75%, or make it half as strong during the after-buff (i.e. max 90% during the channeling, and max 45% during the after-buff)

     

    Harrow: Tribunal
    Before: Other players will proc 50% of the effects of Penance and Thurible when attacking chained enemies.
    New: Allies now proc 100% of the effects.

    I mean, this is already powerful effect - but most players don't play "support". Not sure this augment needed more POTENCY, but rather some EASE-OF-USE (or "selfishness" added to it, something that gives solo Harrow a use of this augment too).

     

    Chroma: Guided Effigy
    Before: Cast and hold to make Effigy move to your aim point. Deals 2000 damage per second to enemies in its path and roars on arrival stunning nearby enemies.
    New: Now deals double the damage and restores 5 Energy for each enemy in its path. Also improved the responsiveness of Effigy when turning/moving. 

    Effigy (and Spectral Scream) is a terrible ability at base, and this augment just can't save that. The base ability needs to be less penalizing and less clunky beforetrying to make this augment tempting to use. Got not good ideas to share here though.
     

    Hydroid: Corroding Barrage
    Before: Each projectile has a 100% chance of inflicting a Corrosive status effect.
    New: Tempest Barrage gains 100% Ability Strength.

    LOL! This is just the same as +100% damage - on an ability that does absolutely terrible damage. The ability needs to be MUCH better at base, and the augment needs a complete revamp. For example:
    Ability at base now strips some armor and shield on every hit (strength moddable) and does not RAGDOLL enemies (only knocks them down).
    Augment (rename it Abyssal Barrage?), now has +100% Strength, procs Cold (instead of Corrosive) and grants shields to Hydroid and his allies each time they are "struck" by his barrages. Would make for a far more appealing base ability AND augment.

     

    Hydroid: Curative Undertow
    Before: Allies can stand in the pool to regain 30% health every 1.5 seconds, increasing the energy drain on Hydroid per ally.
    New: The energy drain to heal allies has been removed, and the Augment’s description has been updated to indicate that Hydroid will restore 10% Health (this was always an effect, it was just not indicated in the description).

    Still needs to be rethought - base ability AND augment. Undertow encourages an incredibly static and boring playstyle. So, how about this:
    Make the base ability a placeable pool, for zoning+damage amplifying useability (akin to how Zephyr's Tornadoes are used), but which you CAN still hide inside (pressing X to go in/out of the pool), in case of emergencies/stealth? You could even have holdcast = Hide in it automatically at your feet (similar to now), while tap-cast becomes the distantly placeable pool. You could exit/enter the pool of both versions of course, and you could only have 1 pool active at a tmie.
    And the augment could have an entirely different effect strength to emphasize, for example, the "gathering" potential. For example, similar to the manual tentacle-grab you can do while in the pool, the augment could then "auto-tentacle" up to X nearby enemies every couple of seconds.

    Boom; Decent base ability, decent augment. As for the healing? Well... let's go on to Tidal Surge / Tidal Impunity.

     

    Hydroid: Tidal Impunity
    Before: Clears Status Effects and grants 12 seconds of Status Immunity for yourself and allies that come in contact with Tidal Surge.
    New: Reduced Tidal Surge’s Energy cost from 25 to 15.

    Energycost is definitely not the issue of the skill/augment. It's that the skill is so incredibly bland at base (and the augment's duration is also relatively short, to be honest). To spice the ability, ponder this:
    Base ability has the option to tap or holdcast: Tap for the current effect, hold to only send the wave forward (without Hydroid following along). Regardless of tap/hold-cast version, it now also disarms struck enemies, all enemy attacks hitting/passing the waves are neutralized (making it a protective "wall"), and applies a moderate healing-over-time effect on Hydroid.
    Augment remains the same as now, but ALSO grants the healing-over-time effect to allies.

    Now, his 3 first abilities are all more workable, along with having more useful augments. Now you'd just have to fix his 4th ability, and he'd have a nice overall melee-esque tank+CC kit, something I think fits his watery pirate thematics.

     

    Inaros: Desiccation's Curse
    Before: Killing a blinded enemy with a finisher has a 75% chance of summoning a Sand Shadow.
    *New: Killing a blinded enemy with a finisher now has a 100% chance of summoning a Sand Shadow. Increased Sand Shadows damage by double.

    It's getting there. Now they just need to last like a minute or so at base (15 seconds is pathetic for a weak minion).

     

    Inaros: Elemental Sandstorm
    Before: Sandstorm has a 50% chance of inflicting Status Effects based on the damage types and mods on equipped melee weapon.
    New: Sandstorm now has a 100% chance of inflicting Status Effects. As well, Sandstorm receives a 50% increase to range.

    To be honest, I don't think the idea behind this augment can be saved, considering the weapons already at our disposal, AND with the base ability being absolutely terrible.
    Base ability needs to make Inaros go FASTER (not slower) so it can be used as a mobility tool, let him cast abilities during it, and make it not RAGDOLL enemies (stagger them, knock them down, but not the chaotic ragdoll, PLEASE). But again, even with those changes, I don't see the augment being all that useable as is. If it also debuffed enemies to generally suffer more damage taken or something, it could MAYBE work?

     

    Limbo: Rift Haven
    Before: Allies banished to the rift will have 25% of their Maximum Health restored.
    New: Allies banished to the rift will have 25% of their Maximum Health restored every second.

    Definitely more potent than before, but Limbo needs a serious lookover in terms of not screwing it up for your teammates, in general.

     

    • Like 1
  18. 57 minutes ago, Teridax68 said:

    I don't know if it's just me, but I'm starting to get a bit tired from the constant influx of threads asking for X ability to be recastable. This isn't the fault of the players posting them, by the way, because being able to recast an ability is obviously a lot smoother than simply waiting for said ability to end. It also means we don't end up locking ourselves out of a recast by building for higher duration. It would likely just be generally better if any persistent ability could be recast on demand, especially for utility effects like Warcry or Roar where one really doesn't want to lock oneself out of helping one's teammates.

    With this, I think the general fix could be to make all abilities recastable on-demand by default, with the following rules:

    • Recasting an ability with a limit to how many instances of it are allowed to be active should end the oldest instance.
    • In some very specific cases where a full reset would be detrimental, such as Chroma's Vex Armor, recasting the ability should not reset the effects, merely refresh the duration (which is currently the case for that exact ability).

    And with that, we should hopefully no longer be seeing this kind of thread anymore, and abilities in general would be a lot smoother to cast and recast.

    Fully agreed.

    I also find it weird that we CAN recast many abilities, but it requires convoluted tactics such as running into Nullifier bubbles or jump down cliffs. So why not just stop forcing us to use such nonsense strategies and let us actually control their useage?

    I would also say this for the rules though:

    • If a skill adds major survivability in a clear on/off manner (like invisibility abilities, stuff like Iron Skin, Turbulence etc) should not be a pure recast, but should turn the ability off to allow a recasting afterwards. Why? Because there has to be a window of vulnerability for powerful buffs like this, imo.
    • Like 1
  19. While Valkyries directly doesn't make you think of berserkers, they are still related to the Vikings' mythologies. And Vikings directly relate to berserkers. So, imo, her name fits well enough

    (Note: I'm Scandinavian myself and am not bothered by her name)

    As for her kit, yes, she needs updating. Some "on top of my head" ideas:

    • Passive
      • Unchanged
    • Rip Line
      • Regardless of where you aim the ability, it ALWAYS drags Valkyr to the target point (instead of yoinking targets over to Valkyr). This would keep its functionality consistent, rather than switching how it works depending on if you target the environment or an entity.
      • Pulls in the nearest 3/4/5/6 enemies within 5/6/7/8 meters of the cast point towards the cast point's centre, quite similar to Larva. Affected enemies are also tangled up by energy-ropes, slowing them down by 15/20/25/30% for 6/7/8/10 seconds.
        • Pull radius is affected by Range mods, Slowdown potency is increased by Strength mods (capped at 75% slowdown), and Slowdown duration is affected by Duration mods. Number of enemies pulled in is unmoddable.
        • This makes it a hybrid of a traversal tool AND an enemy grouping tool. That's a first, I think?
      • Augment: Swing Line Rip Cluster - Increases the number of enemies able to be pulled in by Rip Line by 1/2/3/4, and causes all enemies pulled in by Rip Line to be bound together for 6/7/8/10 seconds (Duration-moddable), causing them to share 20/30/40/50% of all damage taken (unmoddable?) with one another. Note: Casting another Rip Line unbinds previously linked targets first.
        • Valkyr suffers from poor AoE damage, something this augment could help out with.
      • Alternatively to tweaking this ability, it could instead be made into a Parazon-action in some way, which ALWAYS brings you to the point (i.e. if you target an enemy, YOU are dragged to THEM) - this would allow for her to get a new ability instead.
    • Warcry
      • Recastable
      • No longer slows down enemies (as this was moved over to Rip Line)
      • Base duration increased to 15/20/25/30 seconds
    • Paralysis Rage Slash
      • Visually gets an upgrade: Now emits a visual sphere of clawing winds (similar in graphics to her Hysteria claws). Any enemy caught by this sphere is heavily damaged and opened to finishers (so, functionally, it is generally the same)
      • Damage is ALSO modified by her Hysteria claws' mods, making it a LOT more powerful!
        • Increasing the ability's damage like this could help Valkyr out with her poor AoE damage
      • Damage from Rage Slash counts as healing for Hysteria if Hysteria is activated!
      • Augment: Prolonged Paralysis Rage Storm - The damage of Rage Slash is reduced by 80/70/60/50%, but it now deals damage every second in its area for 5 seconds.
    • Hysteria
      • Only costs 25 energy to activate, while now instead draining a low amount of health over time (like 2 health/second or so, which slowly ramps up to 5 health/second? Not sure of the numbers for this)
        • Valkyr is no longer invulnerable during Hysteria, she instead has 80% damage resistance (unmoddable)
          • This gives her claws' lifesteal a reason to exist and allows her to use the Rage-mod to fuel her other abilities (and Rage is just so fitting for her namewise that I think it's a shame it currently doesn't work for her during Hysteria)
        • Healthdrain is affected by Ability Efficiency
        • The reason for the ability to drain health instead is twofold:
          • 1) To let her cast her other abilities without feeling you are putting yourself closer to ending
          • 2) It gives the claws' lifesteal another reason to exist.
      • Her Hysteria-aura is now a positive for her; Any enemy killed by any means while inside her aura heals Valkyr for 5% of her maximum health.
        • Ability Range can increase this aura, but it has halfed benefit from Range-mods (so with 160% Ability Range, it only has +30% range, instead of +60%)
      • Excess healing done with Hysteria's lifesteal or her aura-restoration is stored in a pool, which can help reduce damage taken (both from the ability's own lifedrain, and from direct damage)

    This gives her abilities quite clear functionalities:

    • Rip Line = Traversal and enemy-grouper
    • Warcry = Team buff
    • Rage Slash = AoE nuke (for real) and finisher-opener
    • Hysteria = Berserkery durability mode
    • Like 1
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