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(PSN)OmegAmorbis

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Posts 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.

    • Like 6
  2. 30 minutes ago, Tsukinoki said:

    The "best option" for a frame shouldn't default to "Just shoot your feet to hurt yourself....."

    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.

    Spoiler

    A meter is displayed in the UI to mark the time spent charging, along with the associated energy cost and strength/duration/range increases. Also, cooldown timers start after the ability ends.


    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

    Spoiler

    Augments that offer a new way to use abilities or frames are some of my favorite, and this one shifts Hyperion's focus more towards the CC aspects of his kit. The power strength tradeoff seems warranted given what he gets in return, and it can be compensated for with sufficient modding.


    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. 

    • Like 3
  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.

    Spoiler

    Rhino is described as being the heaviest warframe, so I reckon a new passive should lean into that. The impact damage might be a bit too high for a passive, but it's hopefully balanced out by its cooldown and low chance to proc.


    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.

    Spoiler

    The in-game version of Charge is fine for movement and proccing the augment, but I think a more controllable version has some distinct advantages. Ironclad Charge being baked in is a needed change in my opinion, as Rhino presently leans a little too much on augments for my liking. Finally, the ramping damage on Charge just seemed like a fun idea to include, but it also goes toward reinforcing the idea that Rhino can hit hard with his sheer weight alone.


    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.

    Spoiler

    Making Iron Skin's old augment a default trait once again serves to push Rhino away from his augment dependence, while the new one gives Rhino an interesting way to make use of the skill.


    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.

    Spoiler

    A recastable Roar has long been requested, and I see no reason not to make it a default trait. The new augment retains the extra passive range of the old one, while increasing survivability for Rhino and his teammates.


    There ya go, hopefully something here floats your boat. Feedback is welcome as always, and thanks for your time.

    • Like 5
  5. 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.

  6. 14 hours ago, Grave.Knight said:

    The only thing Blade Storm needs is a larger target indicator with it's own UI element.

    Debatable, I think. BS as it is now is..serviceable, but it could definitely be improved quite a bit.

     

    14 hours ago, Grave.Knight said:

    Teleport is fine, just wish it did something to normal enemies immune to stealth finishers (i.e. Corpus Drones).

    Agreed. Perhaps, assuming an actual finisher animation can't be used, Teleport could simply deal a % of the target's health as finisher damage?

     

    14 hours ago, Grave.Knight said:

    Smoke Screen just needs more base duration (should at least be 10 seconds) and the stun duration should scale with ability duration as well as open enemies up to finishers.

    The finisher idea is a good one. Frankly, Smoke Screen needs something to differentiate it from other stealth skills besides a currently worthless stagger.

     

    15 hours ago, Grave.Knight said:

    Shuriken needs an overhaul. Personally I'd like to see it throw three shuriken that fly where you're aiming which then each bouncing to nearby enemies after hitting an enemy or surface. Also benefits from headshot multipliers. Maybe even give it a crit chance.

     

    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.

  7. On 2023-05-30 at 8:11 AM, (PSN)Vexx757 said:

    This is good and all but I`d rather go for quality over quantity, now if it was an augment it would be great plus your changes doesn`t address one of the issues it has.

    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.

    On 2023-05-30 at 8:11 AM, (PSN)Vexx757 said:

    I don`t like this. I personally like the idea of teleporting to enemies coz its a combat teleport, it would of been better if you gave the option to teleport to enemies or teleport anywhere also you have not address the issues it has plus teleport could do a lot more than what you suggested. 

    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.

    On 2023-05-30 at 8:11 AM, (PSN)Vexx757 said:

    I'm not really sure what you`re saying here but if you`re saying that it kill enemies within a radius then I'm all for it, this makes sense and its practical much better than the rubbish marking system we have now however I don`t like that you didn`t say anything about being in the animation and this idea falls flat since I like being in th animation, while it`s quicker it`s still boring. Also most ppl are not going to think about what action they are goint to do to get the clones or ppl might not remember, it don`t need to be complicated just to activate an ability.

    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.

  8. 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

    Spoiler

    Presently, Shurikens is only useful with its augment and even then the limited number per cast is somewhat inconvenient. Fixing that problem, along with formalizing this as a debuff ability by default, seems like the way to go, seeing as how its damage will always be outclassed by Bladestorm. The augment offers Ash a way to accurately focus on specific targets and eliminate them even more quickly, fitting his role as an assassin, while still allowing him to mark multiple enemies.


    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.

    Spoiler

    I've always liked the idea of throwable smoke bombs, as it makes Smoke Screen a more unique stealth skill and gives it some cc functionality. Given that newfound utility, a bump in range and duration seemed warranted to me.


    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)

    Spoiler

    This version has a bit more of the immediacy of the old Blade Storm, but still requires active engagement and use of Ash's other skills to maximize its efficacy. Also, clones will perform 3 attacks on enemies by default.

     


    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.

  9. I've always felt it's mostly his first two abilities that need to be overhauled, with just some minor tweaks to Bastille and Vortex thrown in. When he does get looked at again though, I really hope he will retain his role as a primarily defensive frame and not be turned into a damage dealer/ jack-of-all-trades just to fit in with the current meta. CC frames still have a place in this game as far as I'm concerned, as long as they're good at it.

  10. A ballistic weapons frame, for one. Lots of built in weapons like mines, bombs, and perhaps a shoulder mounted cannon of some sort for its ultimate, which could either auto-target enemies or fire at whatever you're aiming at. Basically, I want War Machine in this game.

    Also, a non-humanoid frame could be amazing if executed well and could open up some interesting design possibilities, assuming there are no technical barriers preventing such a frame.

  11. While I think it's an exaggeration to say that she's unplayable, she is certainly a frustrating frame to get into. I only really got into her during the Plague Star event, and she's somehow become one of my go-to frames since then, largely due to the fact that being an aerial heavy gunner just does something for me. I do long for an overhaul on her though, as most of her stated criticisms are absolutely valid and severely hamper her potential.

  12. Whips and polearms/staves generally have a lot of innate range, and when modded with reach or prime reach they can clear out huge swaths of enemies. Atterax, Guandao, Lesion, and Orthos Prime are some effective examples. The Zenistar is also great, since it can create multiple discs while Hall of Mirrors is up. As for Fragor Prime, eh, I can't really speak to it's effectiveness, though I don't think its range is all that great. If you really want to use a hammer on Mirage, the Arca Titron might be a good choice, since it can create slam attack AOE's after getting kills.

  13. Really happy to see all of these changes, and even happier to see that they seem to be well considered. Not sure how they'll work in practice, but it's encouraging nonetheless. Still planning on using the Tonkor, no matter what anyone else says, and I might actually have to revisit the Hind and the Buzlok. Hek, I'll have to revisit all of these weapons. :) DE, by all means, keep this up.

  14. 2 minutes ago, ArchPhaeton said:

    Personally I skipped sortie3 excavations. There was a point where they could snap the machines in a split second, with a wide array of bursas, techs, shield ospreys, sappers, nullies and whatnots. Some people enjoy that, for me it was rather an annoyance.

    Funny you should mention Corpus, considering they're the first faction that came to mind when I thought of sortie excavations, and I agree that they are absolutely the worst faction to do them against. 1k still felt reasonable to me, probably because I'm used to running long excavations, and, at least in my experience, they don't show up too terribly often in sorties.

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