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(PSN)OmegAmorbis

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Everything posted by (PSN)OmegAmorbis

  1. Count me in as somebody who will actually miss Undertow. For all of its current issues, it's one of the more unique abilities in the game and I would much rather have had DE tried to improve it rather than replace it with something much, much less interesting. It's a good and practical change for the sake of playability, but damn if I won't miss that silly puddle. At least all the other changes look good.
  2. Agreed. I remember the Trinity link nonsense, and would not be happy to see it return. If self damage does come back, which I am very much in favor of, abilities like Link will have to be changed so as not to be abuseable like before.
  3. Description: A versatile frame, Hyperion is capable of utilizing multiple forms of energy for destructive might, controlling space, and even charging his skills to bolster their effectiveness for a cost. But of course, all power has a price. How will you use yours? Stats (at level 30) Health: 225 Shields: 600 Armor: 150 Power: 300 Speed: 1.05 Passive: Overcharge - Hyperion's abilities can each be charged for up to 3 seconds, altering their next cast. Every second spent charging increases base energy cost by 50% and strength by 25%. A full charge also grants unique effects to the skill, but adds a cooldown afterward. Holding the key again briefly will cancel the charge. Attempting to cast the charged version of a skill without sufficient energy will cast the normal version instead, provided there is enough to do so. Augment: Lasting Charge Charging now decreases power strength, but increases duration and range. Duration: 20/30/40/50% increased duration at max charge Range: 12/18/24/30% increased range at max charge Misc.: 50% decreased strength at max charge Zero Point - Hyperion naturally generates energy at a rate of 2.5 per second. This can stack with other sources. 1. Burst Siphon (25 energy; 8 second cooldown on full charge) Launches a projectile which, upon impact with a surface or enemy, releases a burst of light that blinds enemies and restores energy per target hit. When fully charged, the amount restored by the initial burst is doubled and killing blinded enemies creates a secondary burst which blinds any nearby targets. Duration: 4/6/8/10 seconds (blind duration) Range: 30/40/50/60 meters (cast range) 6/7/9/12 meters (primary burst range) 8 meters (secondary burst range) Strength: 150/200/250/350 Electric damage 10 energy restored per target Augment: Shield Siphon Decreases the amount of energy restored, but adds shield restoration. Can grant overshields. Strength: 50/75/100/125 shields gained per target Misc.: Energy restored reduced to 6 per target 2. Gamma Lance (50 energy; 12 second cooldown on full charge) Fires a concentrated beam of energy with high punch through, and which contaminates enemies with deadly radiation. Affected targets who survive the initial hit will temporarily emit periodic pulses which deal a fixed 25% of the beam's original damage and can inflict radiation procs on nearby enemies. A fully charged Gamma Lance deals guaranteed crit damage, has infinite punch through, and bypasses defenses. Pulses generated by surviving enemies now deal damage equal to that of the beam. Duration: 8/10/12/15 seconds (contamination duration) Range: 40/50/65/80 meters (beam length) 0.5 meter (beam width) 6/7/8/10 meters (pulse radius) Strength: 800/1200/1600/2000 Radiation damage Misc: 10 meters punch through 3 second pulse interval Augment: Gamma Burst Gamma Lance no longer has punch through, but instead infuses the first target it hits. The target is stunned for the duration, and the pulse interval is reduced by 50%. When the affected enemy dies by any means, it generates an explosion which deals a guaranteed rad proc to anyone hit. The augment also increases contamination time by 40% 3. EM Barrier (75 energy; 20 second cooldown on full charge) Hyperion charges his shields with electromagnetic energy for a time, making them significantly more durable and restoring them fully upon activation. When fully charged, shield recharge speed and delay are also affected, and his shields will emit an EM wave when struck or depleted which temporarily jams enemy weapons; this effect has a 3 second cooldown. Duration: 20/25/32/40 seconds (shield bolster time) 5/6/8/10 seconds (jamming duration) Range: 10/12/15/18 meters (EM wave range) Strength: 30/40/50/60% (shield damage reduction; max 90%) 30/40/60/80% increased shield recharge speed 15/25/35/50% reduced recharge delay 250/350/450/600 Magnetic damage (EM wave damage) Augment: EM Fortress When activating EM Barrier, allies in range will gain its effects at 50% effectiveness. Range: 15/18/21/25 meters 4. Fusion (100 energy; 30 second cooldown on full charge) Fires a slow moving projectile which forms a miniaturized star upon either recasting or impacting a surface. The star deals constant damage to nearby enemies and gradually pulls in more distant ones. Aiming at a location and recasting will cause the star to travel to that location. When fully charged, a numerical Solar Mass meter will be displayed in the UI. As the star's mass increases, both it's damage and damage radius are boosted. Once a certain mass threshold is reached, the star will go supernova when the ability ends, dealing massive damage. Damage of the supernova is increased for each Solar Mass. Mass can be manipulated in the following ways: Killing enemies within the star's damage field increases its mass by 1. This will also add a portion of the enemy's max health to the supernova explosion. Hitting the star with Gamma Lance increases its mass by 2, with a fully charged version increasing it by 5. A direct hit from a Burst Siphon projectile will decrease the star's mass by 2, but doing so will grant Hyperion a short-lived buff to his weapon damage. A maxed Burst Siphon decreases mass by 5 and grants a stronger buff. Duration: 20/25/30/35 seconds (star duration) 6/7/8/10 seconds (weapon buff duration) Range: 6/7/8/10 meters (damage radius; increased by 0.3 meters per Solar Mass at max charge) 17/19/22/25 meters (pull radius) 12/14/17/20 meters (supernova radius) Strength: 500/575/650/800 Heat/Radiation damage per second; increased by 5% per Solar Mass at max charge 2000 Blast/Heat/Radiation + 5% per Solar Mass & 10% enemy max health per kill (supernova damage) 10/15/20/30% additional weapon damage; 20/30/40/60% with fully charged Burst Siphon Misc.: 5 meters (star radius) 20 Solar Mass threshold for supernova Augment: Solar Battery Casting abilities within 10 meters of the star both increases their damage and reduces their cost, but range and duration are decreased. Strength: 10/20/30/40% damage increase 5/10/15/20% cost reduction Misc.: 20% duration & range decrease Another one on the books. As always, feedback is appreciated and thanks for reading.
  4. Rhino is in a pretty good spot overall, but he nonetheless could benefit from some tweaks to his kit, as well as some new augments. Per usual, reasons for changes are in the spoiler tags. Stats Base energy increased to 125 (187.5 at rank 30). New Passive: Unstoppable Force While sprinting, Rhino will knock down any enemy he comes in contact with. Additionally, on impact there is a 10% chance he will deal 20% of the target's current hp as damage. This chance is increased to 20% when Iron Skin is active. This effect can only proc once every 30 seconds. Rhino charge Tap: Performs the existing version of Charge. Hold: Initiates a sustained charge which drains 6 energy per second, grants 40/50/60/70% damage resistance (max: 90%), and staggers targets within 3/4/5/6 meters of Rhino while active. While much slower than the tap version (think base sprint speed or thereabouts), it is significantly more controllable, allowing Rhino to hit more enemies. General: Ironclad Charge is now part of the base skill. Damage to enemies directly impacted by Rhino Charge is increased by 15/20/25/30% for each target hit. Both versions also trigger Rhino's passive effects. New Augment: Iron Skewer Enemies hit by either version of charge will permanently lose 50% of their amor. Affected by power strength. Iron Skin Iron Shrapnel is now part of the base skill. Detonation will also automatically trigger if brought down by enemy damage. New Augment: Stunning Shrapnel Enemies hit by a detonation are no longer knocked down, but are instead stunned for 4/6/8/10 seconds and opened to finishers. Roar Can now be recast while active. New Augment: Crippling Roar Now lowers enemy damage and accuracy by 20/30/40/50% for 30 seconds. Roar gains 40% range. There ya go, hopefully something here floats your boat. Feedback is welcome as always, and thanks for your time.
  5. I alternate between Arum Spinosa (for the same reasons as Quassus), and the Sampotes, mostly because I'd been struggling to find a frame to use it on. I'd reckon any hammer weapon would work pretty well on Kullervo actually, though I'd like to shout out the Arca Titron in particular due to its Slam Capacitor buff.
  6. Hard agree on this. Self stagger has never been enough of a deterrent for reckless usage, particularly when there are multiple ways to cancel it out. If self damage is brought back though, I think it should do less than the 50% max health that DE suggested a while back. Perhaps 30% instead, assuming your shields are down of course, with the Cautious Shot mod reducing that value to, say, 10-15%. Falloff could also be implemented, so miscalculations aren't punished too hard. Hard to say for sure, but I think those changes would work reasonably wel.
  7. Yeah, considering how old the Kunai are, I'm baffled that they haven't been primed yet, and they really should be.
  8. Debatable, I think. BS as it is now is..serviceable, but it could definitely be improved quite a bit. Agreed. Perhaps, assuming an actual finisher animation can't be used, Teleport could simply deal a % of the target's health as finisher damage? The finisher idea is a good one. Frankly, Smoke Screen needs something to differentiate it from other stealth skills besides a currently worthless stagger. Almost anything would be an improvement over the current version. I think making it a debuff skill is the best option, since that's practically how people are already using it with the augment, but if you wanted to make it a damage skill then Vexx's and your ideas would probably be a solid way to do it.
  9. If the issue you're referring to is damage, I chose to focus on making Shurikens a debuff ability rather than a dps skill since Bladestorm will always be better in that regard. I just don't think having them compete for that role makes sense. I didn't specify it in my post, but you can still teleport to enemies. I simply made it so you can use the skill more freely. Also, I am aware that Teleport has some inconsistencies; I didn't mention them because I figured fixing those would be a given. Lastly, I did consider adding some extra functionality to Teleport, but in the end I decided to keep it as is since it's a perfectly fine ability minus the aforementioned issues. Yes, it does work radially. If you kill an enemy, clones will attack another target(s) within range of the enemy that died. I agree that the current marking system is clunky and should be replaced with something more expedient, while still making it engaging to use. As far as Ash being in the BS animation, I honestly forgot about that aspect of it, as it's something I never use. Ideally I would like to retain it, since there are folks like yourself who use it, though I'm not sure how it would work with my version of the skill. Anyway, hopefully that clarifies some things. Btw, I did see your rework post and while I'm not a fan of everything you suggested, there are some good ideas in there.
  10. Ash is in a decent place imo, but he could certainly be better so here's how I'd go about doing that, because why not. Reasons for changes are in the spoiler tags. Shurikens Number of shurikens thrown is now 4 at base and can be increased with power strength. Enemies hit by the shurikens will be marked for a time, causing any further attacks against them to bypass a portion of their defenses. For eximus units, the mark increases damage done to their overgaurd. Duration: 8/10/12/15 seconds (mark duration) Strength: 10/10/15/20% defense bypass 20/30/40/50% more damage to overguard New Augment: Assassin's Mark Throws a single shuriken which can be aimed and inflicts a stronger mark on whatever enemy it hits. When the target dies, any nearby enemies will be inflicted with the standard mark. Range: 8/10/12/15 meters (mark spread range) Strength: 50% defense bypass on initial target 100% more damage to overguard on initial target Smoke Screen Base duration and range increased to 12 seconds and 15 meters respectively. Tap to throw a smoke bomb at a targeted location, creating a cloud which blinds enemies inside of it. Hold to cast on self. While stealthed, the cost of thrown smoke bombs is reduced by 25%. All kills within a smoke bomb's aoe are treated as silent. If a target is marked, smoke bombs will refresh the mark's duration and double its effect. This also applies to the enhanced mark inflicted by the Assassin's Mark augment. Teleport No longer requires a target to perform. Blade Storm Once activated, any time Ash kills an enemy, clones will attack other targets within range of that enemy. 1 clone is generated by ranged kills, 2 clones by melee kills, and 3 clones by finisher kills. Range: 10/12/15/20 meters (clone attack radius) Didn't touch Ash's other augments since they're pretty solid as far as I'm concerned. Anyway, I'm curious to hear your opinions so let me know what you think and thanks for reading.
  11. Description: Striding into battle with Mjolnir at his side, Thor boasts worthy offensive might along with solid defense and crowd control. Your enemies will fear not the thunder, Tenno, but rather what follows it. Stats (at level 30) Health: 375 Shields: 300 Armor: 300 Power: 150 Speed: 0.95 Passive: Odin's Retribution - Whenever Thor is hit by an attack, there is a 5% chance that the offending enemy will be struck by a bolt of lightning dealing 10% of their current hp as damage and stunning them for 3 seconds. This effect has a 10 second cooldown. 1. Thunderstrike (25 energy) Thor throws Mjolnir forward, staggering and dealing damage to any enemies in its way, as well as replenishing health for each target hit. After reaching the end of its flight, Mjolnir will return to Thor, damaging enemies a second time and stunning them for a short duration. Tapping the ability mid-flight will cause Mjolnir to hold its current position; a second press will recall it. Each enemy hit during the initial flight will boost Mjolnir's damage upon its return trip. Duration: 3/4/5/6 seconds (stun duration) Range: 10/12/15/18 meters (flight distance) 2 meters (damage & stagger/stun radius) Strength: 400/500/650/800 Impact/Electric damage (initial flight) 5/6/8/10% damage increase to return flight per enemy hit 15/25/35/50 hp restored per enemy hit Notes: When Mjolnir is stopped midflight, it will remain at its location indefinitely until either recalled or if Thor gets more than 100 meters away from it, at which point it will be automatically teleported to him. Also, whenever Mjolnir is out of Thor's hand, its position will be displayed on the minimap and with an onscreen marker. Augment: Mjolnir's Lash Mjolnir no longer deals damage midflight and travels more slowly, but enemies within range will be pulled along with it as it moves. When it reaches max distance or impacts a surface, it will generate a damaging burst of electricity. Travelling to it via Storm Slam will also trigger the effect. Damage is increased with each enemy tethered. Range: 8 meters (tether range) Strength: 800 Electric damage + 15% damage per enemy tethered (max: 20 enemies) Misc.: 30 meters max flight distance 2. Storm Slam (50 energy, useable in air) Thor spins around before delivering a thunderous strike to the ground with Mjolnir, knocking down and damaging nearby enemies. Enemies further away will be staggered by the impact. If Mjolnir is not currently in Thor's hands, tapping the ability will cause Thor to perform the slam with his fists instead, whereas holding it will cause him to rapidly fly to Mjolnir's location, knocking down anyone he hits, before initiating the slam. The damage of Storm Slam is increased depending on the distance traveled. When used in the air, the slam's trajectory can be aimed, much like with melee ground slams. Range: 6/7/8/10 meters (damage/ knockdown radius) 10/12/15/18 meters (stagger radius) Strength: 450/600/800/1000 Impact/Electric damage (+ 10% per meter travelled) Misc.: 30 meters max travel distance. Note: The held version can only be initiated when there is a clear line of sight to Mjolnir. Augment: Cyclone Slam Thor now quickly rotates three times before the slam, generating a pull effect as he does so. If Mjolinr is not currently in Thor's hands, the pull will be generated at its position as well. Range: 15 meters (pull radius) 3. Lightning Crash (75 energy) Thor throws Mjolnir into the air, causing it to land a moment later at a targeted location where it periodically damages and knocks down enemies in range. If Thor is not currently holding Mjolnir, tapping the ability will cast its effect at Mjolnir's position. Duration: 12/15/18/21 seconds Range: 40 meters (cast range) 6/7/8.5/10 meter radius Strength: 750/1100/1500/2000 Impact/Electric damage (initial impact) 250/350/450/600 Electric damage on subsequent bursts Misc.: 3 second knockdown/damage interval Augment: Lightning Rider Holding the ability will cause Thor to teleport to Mjolnir's location after it lands. Afterwards, whenever Thor attacks an enemy it temporarily generates an electrical charge on them which is violently released when they die. Duration: 30 seconds Range: 5/6/7/8 meter burst radius Strength: 1000 Electric damage + 10% enemy max hp 4. Tempest Shroud (100 energy) Summoning the might of the storm, Thor creates an aoe around himself which staggers and damages enemies. The shroud also boosts Thor's movement and parkour speed and grants damage resistance while active. Damage of the shroud is increased when Thor kills an enemy by any means. Duration: 16/22/30/40 seconds Range: 3/4/5/6 meters Strength: 400/500/650/850 Electric damage per second + 20% per kill 12/18/24/30% movement/parkour speed increase 30/40/55/70% damage resistance (max 90%) Augment: Mounting Tempest Allows Tempest Shroud to be deactivated by recasting. Killing enemies now increases the radius of Tempest Shroud, rather than its damage. Additionally, any damage done by the ability throughout its duration is added up and released in an aoe burst when it ends. Range: 8/9/10/12 meters (burst radius) Misc.: 0.5 meters gained per kill; maximum range of Tempest Shroud cannot exceed 20 meters. And another one done. Feedback is welcome as usual, and thanks for reading.
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