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-Kobolt

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Posts posted by -Kobolt

  1. Frost - Cryogenic

    Any melee assailant that strikes Frost has a 10% chance to be temporarily frozen on impact.

    Increase freeze chance from 10% to 40%.

     

    Nekros - Soul Siphon

    A master of death, Nekros regenerates 5 points of Health any time an enemy dies within 10 meters of him. His passive also can heal Companions.

    Increase radius from 10m to 18 meters.

     

    Nova - Explosive Counter

    Whenever Nova is knocked down, she emits a neutron burst which knocks down and damages enemies in a 6 meter radius.

    Increase radius from 6m to 15 meters.

     

    Nyx - Evasion

    Enemies are 20% less accurate when targeting Nyx (except while Absorb is active).- Increase evasion chance from 20% to 35%.

    Increase evasion chance from 20% to 35%.

     

    Rhino - Heavy Landing

    If Rhino incurs a Hard Landing, the ground impact will discharge a shockwave that deals damage in a 6 meter area of effect and knocking down nearby enemies. This stacks with Heavy Impact.

    - Increase radius from 6m to 15 meters.

     

    Trinity - Triage

    Trinity can revive fallen allies 20% faster (reviving them in 4 seconds as opposed to 5 seconds) and from further away.

    - Increase reviving speed to 50% (2.5 seconds) or give her instant revives.

    • Like 1
  2. well Vazarin is capped at 8 revives, I still think it's a good idea and it's not like people would start spamming trinity just because of that, she is all about supporting the team so I think it fits her style and is way more useful than her actual passive.

    also I use vazarin on her so the Blessing radius is increased to 75 meters.

  3. Passive - Instantly revives fallen allies.

     

    1- New ability - Purify //Well of Life replacement

    Instantly cleanses status effects and makes you and your allies immune to status effects for 10 seconds.

    5 seconds cooldown (after ability effect ends).

    Ability range based off Affinity range.

    Not affected by duration or range mods.

    2- Energy Vampire

    Remove or reduce the ability energy cost.

    3- Link

    Increase base duration (from 12s to 20s).

  4. Right now the only auras with 18 capacity are Power Donation and Steel Charge, this renders full Umbral builds very short in variation.

    With the addition of aura formas I think it would be nice to give us different aura options to our umbral builds.

    This also would make aura formas more useful.

  5. I was playing survival arbitration...40 minutes in when suddenly I got host migration screen...some one says: "maybe he dc'd", meaning we all got host migrated (I was not the host)...

    Guess what? after like 30+ seconds of waiting I got kicked out of the mission and didn't get any reward!

  6. First of all, the values expressed are just examples for a better understanding of the ideas I have came up with.

    Passive

    Ember will have two different passives where one of them will interact with her abilities.

    First Passive - Phoenix’s Rebirth:

    Taking fatal damage puts Ember into a state of rebirth, after 5 seconds in this state Ember emits a large explosion that knocks down any enemies around her (similar to Fire Blast ability).

    - Shields, health and energy are replenished to their maximum.

    - This passive has a 60 seconds cooldown.

     

    Second Passive - Heat Load:

    An icon is displayed on the screen indicating the percentage of "Heat Load" being generated (Similar to Saryn’s Spores ability).

    - "Heat Load" is stored up to 100%.

    - "Heat Load" is generated upon killing enemies who have been damaged or affected by Ember's abilities.

    The percentage gained by each enemy killed needs balancing in order to make it “fair” and not too OP.

    e.g. killing an enemy generates 2% or 3% of "Heat Load".

     

    - "Heat Load" also provides varied Ability Strength according to its percentage.

    e.g. if your “Heat Load” is at 75% then you’re getting a 75% Ability Strenght increase.

     

    First Ability - Fire Warden:

    Envelops Ember in a barrier of protective fire, reducing incoming damage.

    This is a channeled ability and is related to the passive "Heat Load" since it consumes generated "Heat Load" rather than energy.

    - Damage reduction is capped at 90%.

    - Costs 25% of “Heat Load” to activate.

    - Drains 3% of “Heat Load” per second.

    “Heat Load “cost and drain are affected by efficiency and duration mods.

    Fire Warden will also protect Ember from status effects if “Heat Load” is at 70% or above.

     

    Second Ability - Accelerant:

    This ability is fine as it is; it provides Ember some sort of crowd control and a nice damage boost, so I don’t think it needs to be reworked.

     

    Third Ability - Fire Blast:

    Again this ability is fine as it is, maybe the fire ring radius should be affected by range mods.

     

    Fourth Ability - World on Fire:

    My main concern with this ability is the energy increased cost when overheat kicks in.

    Most players tend to use efficiency mods on Ember to keep this ability always active and also to counter the energy cost of this skill and forget that duration mods also affects energy drain per second, so you either waste out 2 mod slots that you could make better use of, or you need to use 2 sets of arcane energizes which most players can’t afford.

    So I think the overheat drain cost should be decreased.

     

    Possible interaction between World on Fire with "Heat Load" passive:

    Right now, according to Wikipedia, World on Fire targets a maximum of 5 enemies at once.

    Maybe this number could be increased depending on how much “Heat Load” Ember has at different moments.

    e.g. for each 20% of “Heat Load”, World on Fire will target 1 additional enemy.

  7. Sometimes when dashing with his 3rd ability I am returned to the location where I first started the dash? It's basically acting like Magus Revert

    I only use Reave while Danse Macabre is active.

  8. Perpetual thrall - Enthrall Augment

    Adds “x” seconds to the remaining duration for each new enthralled enemy

    *only activates when enthralled enemies enthrall others

     

    Volatile Skin - Mesmer Skin Augment

    Enemies stunned by Mesmer Skin explode after 5 seconds dealing “x” damage to their surroundings

     

    Energy Leech - Reave Augment

    Restores 10 energy for each enemy Revenant dashes through

     

    Dance of Death - Dance Macabre Augment

    Received damage is no longer stored and transferred to the energy beams as additional damage

    Movement Speed increased by 15%    

    Each enemy killed by Dance Macabre grants a 15% Damage Bonus stack, maximum of 5 stacks

    Stacks decay after “x” seconds and refreshes with every enemy killed

  9. Regarding all the things you've shown to us about this new 'elite slert system' all I can say is that I loved the idea, it's very creative and we truly need that kind of stuff to keep us going, because I've been struggling to keep myself playing this game, you know, not even hunting Eidolons is fun anymore, it's just there...i'ts not challenging enough.

    So, here is my feedback on the reward system:

    I completly dislike the idea of giving us a sigil or whatever that thing is as a landing craft decoration, I mean  you can do better than this...

    We have hundreds of weapons, dozens of warframes, companions/sentinels, we can pretty much customize everything in this game, you gave us this option!

    What about rewarding us with some kind of badass looking skins for every customizable thing we can imagine like warframes, attachments (armor, syandanas, etc), weapons, companions, sentinels?

    You know, really cool looking items so we can show to the public we did those challening missions and once they see those items they think 'oh that player did those f* hard alerts, NICE, I wish I could do that too!', it will encourage people to get better and invest their time in the game!

    I think this is much better than a useless sigil to decorate our landing craft...we spend more time doing missions than sitting on our ship looking at cute things we have on it! We don't need it!

  10. Ability 1

    Mind Sense: Mind control replacement

    Nyx uses her mind power to antecipate enemies.

    The auras of nearby enemies are displayed through walls/objects to Nyx and her allies for the duration of the ability.

    This ability is affected by range and duration mods.

     

    Ability 2

    Chaos

    This ability is now an aura that confuses enemies around Nyx, making them attack random factions.

    Can be toggled on/off.

    Drains energy for each second it is active.

    This ability is affected by range and duration mods.

     

    Ability 3

    Frenzy: Psychic Bolts replacement (this is a "high risk high reward ability" that must be used in conjunction with Chaos otherwise it has no effect)

    Enemies confused by Chaos go into a rampage dealing more damage.

    Enemies killed under the Frenzy effect drop a frenzy orb that can be picked up by Nyx and her allies for an increased damage and armor bonus.

    Picking up multiple frenzy orbs only refreshes its bonus effects duration.

    This ability is affected by strenght, range and duration mods.

     

    Ability 4

    Absorb

    Nyx quickly absorbs any frenzy orbs on the battlefield to unleash a deadly explosion.

    The explosion also knocks down any surviving enemy.

    Each frenzy orb absorbed multiplies the strenght and increases the radious of the explosion.

    This ability is affected by strenght and range mods.

     

    That's it, thanks for reading!!! :satisfied:

     

     

     

     

     

     

     

     

     

     

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