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Flackenstien

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Posts posted by Flackenstien

  1. 1) Who said I didn't want feedback?    
      
    2) No fan concept is real. That's why it's a fan concept.  
      
    3) I literally took the feedback and agreed with some of it, while explaining my stance on other parts of it.  
      
    4) Speaking honestly, an increase to Bleed time would be useless. Even Loki's wall latch passive is more useful. There are other ways to give my frame a fitting passive relating to revives, too.. I just went with a simple one as it wasn't something I was focusing on with her kit.  
      
    5) I personally don't think wings and angelic features is unfitting for a nun. And, aesthetically, the wings make great use of the main design feature of the frame; the stained glass. My idea was that the stained glass comes out of her body's steel frame and forms the wings.   
      
    6) Harrow isn't only supportive with his Abilities. You can support in more ways than healing.   
      
    7) Many Abilities in Warframe that don't focus on damage still deal damage. From Pull, to Stomp, to Sonic Boom, to Hallowed Ground, the list goes on. I just like the idea of giving these sorts of Abilities a way to scale a little bit, giving them more life up through the Star Chart. I think Abilities like Hallowed Ground should have some sort of scaling damage, so that they atleast can chip away at enemies past Earth.   
      
    8) What I want this frame to do is a mix of things that fit the theme of "gun nun". I want her to do holy acts, buff gunplay, smite enemies, and support allies. She IS a jack of all trades, like Harrow. It's the point.   
    Harrow has gunplay buffs, crit buffs, crowd control, mild healing, mass energy regen, team invulnerability, and even damage soaking with his Thurible Augment.  
    Schema has a bit more gunplay buffs, status spreading, healing, mild energy regen, team damage reduction, and mild ability damage.    
      
    9) I always go back and tweak these things, but nobody pays enough attention to them to notice or sometimes I don't post them for years. I posted this one earlier than some other concepts mostly because someone else already knew about my idea. I mostly made this one to entertain the conversation we had about it.   
    Literally 5 years from now I will probably have updated this concept a dozen times.

  2. On 2024-03-07 at 11:48 AM, Rablar said:

    The biggest issues I see with this concept are the lack of cohesive abilities and strange elements that I don't understand were included. Why specify that downed allies are revived at normal pace? Of course they are, that's just a basic mechanic of the game not a passive ability. Why does she gain wings with her 4? I thought the theme was nuns and stained glass, why are we throwing angel in there now too? And the random elemental damage, rng is not a good aspect in abilities unless you can manipulate it somehow in your favor.

    I think the the stained glass nun idea is fine, and people who think that's just Gara are way off base there. Themes can be shared as long as they are distinct from one another. But, I think it falls apart at the abilities, they scream "I want to do everything." You have crowd control, instakills on mercy, ally energy regen, squad health regen, overgaurd, scaling dps, damage buffs, damage reduction, status cleanse, thrall summons, and weapon buffs. That's too much for one single frame to do with no effort whatsoever. I think you need to rebalance the abilities, add a little more synergy to get all the effects you're aiming for while not allowing it to be a "press button to win" type of frame. 

    Her passive revives allies that are within Affinity Range of her. I wanted to make sure people knew it was at the normal pace and not instantaneously.  
      
    How is an angel separate from stain glass and nuns? She's a walking church. The original idea for this Warframe is stained glass gun-nun, and another Tenno suggested stained glass wings, as we both knew of Dark Requiem Xyz Dragon and wanted to channel some of its energy here.  
      
    The random Elements comes from the stained glass aspect. It's just a concept. Believe it or not, this Warframe isn't real.  
      
    I wanted this Warframe to be a support frame, and to specifically be a parallel to the Gun Priest we have, Harrow. I wanted her to be supportive, but in somewhat opposite ways.    
    She prefers Status and multi-shots/punch through to Crits and Headshots.  
    She has no Shields, but grants DR and what I visioned as a small amount of Overguard. (Honestly, the Overguard might be overkill but I added it because Warframes having it is new to me.. this mechanic didn't exist for Warframes last time I wrote up a concept.)  
        
    None of her Abilities deal major damage, as noted in all of them. They do scale in minor ways, but not so much that it would be noticeable well into Steel Path. Confess has mildly scaling damage due to its heal, and I think the power will be more reasonable if I strip away the Overguard that I tacked on.    
      
    She had damage buffs and damage reductions because that is the theme of a gun nun. Wouldn't be gunning or nunning without those.  
      
    I added the Mercy interactions because I think those are highly unexplored in Abilities. The name Mercy fits with the theme, and I think the smiting and redemption of the two uses for it here are spot on.  
      
    Also, the Energy regen and Status Cleanse does take some effort. You need to prime enemies for the Energy regen and you need to be within close range of a targeted enemy to be washed in the flames. To be fair, I did not specify the range of the flames, but as I've learned making these; the more specific you get, the more people will find to pick at.   
    The cleanse is a brief cleanse in range of the Sanctframe, which is a stationary object. It does not grant immunity. 

    I could add more conditions and stipulations to some of the effects, but as someone who played during all the various Saryn reworks where they tried that.. it wouldn't be fun.  
      
    Remember that this is a fan concept and not a direct pitch to DE to add this as is. This is just for fun.

  3. What about this works like Gara in any way?  
    Because one single ability happens to shatter some glass?  
      
    Let me tell you about how Ember, Nezha, Protea, Chroma, Wisp, and Lavos all use fire.  
    How Volt, Gyre, Wisp, Chroma, and Lavos use electricity.  
    Hydroid and Yareli?  
    Remember how we got a Sentient Vampire with Revenant? And then we got a blood mage vampire with Garuda (who is also a bird like Zephyr)? And then we got Caliban, a Sentient Warframe? Guess what? Revenant was the 2nd vampire. Trinity was the first!  
    Inaros and Nidus are both a flavor of zombie. All the other Warframes are also zombies already, though..  
      
    There can be mild overlap with aspects of Warframes. I don't see how this is a Gara skin. It's a gun nun with a cathedral aesthetic. Sorry that cathedrals have stained glass and that stained glass would look cool under Warframe's art direction.

  4. Name: Schema  
    Theme: Gun nun.     
    Appearance: A nun formed of translucent stained glass in a frame of gothic metals. Casts hues of her stained glass around her.  
       
    Example Stats:  
    Shields: 0  
    Health: 1000  
    Armor: 400  
    Speed: 1.2  
    Energy: 180  
      
    Passive: Like light through stained glass, Schema applies Elemental effects to her gunfire. Indicated with a HUD element, a random Elemental Status will have a chance to be applied to your gunfire. The Element in question will cycle every X seconds.  

    Downed allies and Companions within Affinity range are revived at normal pace. This is disabled if major inactivity is detected.    

    Passive Augment (Exilus): Disables random Status effect. Increases Status Chance of weapons by X0%.  

    [1] JUDGEMENT  
    Cost: 25 Energy  
    A bright light pierces and briefly immobilizes a target from above (dealing Radiation), releasing a wave of holy fire that brings with it any Status ailments on the target while dealing Heat damage over time. Allies washed by the flame regenerate Energy per Status carried by the flame.    
      
    Cast on a Mercy target to instakill them, which may trigger related Parazon Mods.    
      
    Augment: Holy Cascade: If the flame hits an enemy who already shared atleast 1 of these Statuses, it is pierced from above and releases another wave of flame, once per enemy.  
       
    [2] CONFESS  
    Cost: 50 Energy  
    Wave your holy trinkets, unleashing a cone of sanctifying energy, dealing mild scaling damage whilst Blinding enemies. A portion of damage dealt is returned to allies as health.   
    Shots on effected enemies become Punch Through and treat the Weaknesses of that enemy and any in its wake as a flat 25%(?) greater.  
      
    Augment: Repentance: Affected enemies drop increased loot quantity on death. Bonus increases further based on how many Codex scans you have of a given enemy.  

    [3] SANCTFRAME  
    Cost: 75 Energy  
    Create a shrine of metal adorned with stained glass that grants Damage Reduction to nearby allies. Nearby enemies stumble as it is created.    
    When hit by Confess, it creates a brief lingering zone of light around it that cleanses allies of Status effects and increases Status Damage inflicted to enemies.  
       
    Cast near a Mercy kill target(s) to strip them of the Mercy mark and convert them to your side.   
     
    Deactivate to collapse it, dealing Slash Damage and random Elemental Damage, both with Status, to nearby enemies.  
      
    Augment: Sanctified Spire: Enemies will be drawn towards Sanctframe. Sanctframe now emits the same Aura as Cathedral while Cathedral is active (does not stack).  
       
    [4] CATHEDRAL  
    Cost: 100 Energy    
    Spread stained glass wings, emitting an Aura of light that buffs allies while preventing enemy Health/Shield restore. Applies a stained glass look to surfaces in the area.      
    Deals mild Radiation Damage (with Status) per second that scales moderately with number of Status effects on enemies. (Damage not meant to be a major component.)  
       
    Grants weapon Status Chance, Reload Speed, and Health/s to allies within range, all which increase per different Status effects on enemies within the Aura.  
     
    Augment: Holy Rounds: Squad multi-kills within the Aura grant a stack of X% Ammo Efficiency to Tenno within range. Stacks up to X%.       
     

  5. Hold Ability button to bring up a Sun and a Moon to the left and right, respectively. Move mouse left or right to select which side. Release Ability button to activate.  
    Tap to activate whatever you set last.   
    Default is light.  
      
    Light effects from her Abilities are now boosts for the effectiveness of both versions?

  6. What I want from a Chroma rework is:

    Spectral Scream:
    Can now shoot while using.
    Fix issue where melee cannot be used when fully equipped.  
    Affected enemies now build up to 3(?) elemental charges (rate TBD). When damaged from a source other than a Chroma Ability, charges will cause a small explosion, based on the element of the charges and 10% of their max Health per charge.   
    Elemental charges will show as a small visual over their heads.   

    Elemental Ward:  
    Moved to 3rd Ability slot.  
    Duration increased to 30 seconds.  
    Cost increased to 75 Energy.
    Personally, I'd like to end the war of which, between Heat and Cold, are the better EHP. I say make Heat a mild Heal over time instead. This promotes users to switch between these elements, rather than prefer one over the other for tanking.  

    Vex Armor:
    Is now Chroma's Passive. Tweaks to the rate it builds up may be needed. Now decays over time.

    New 2nd Ability:  
    Cost: 50 Energy
    Without Effigy active: Chroma soars through their air on elemental wings, deals damage and spreads the Status effects of its current element and the element of an active Spectral Scream. (They do not combine.) (Spreads Spectral Scream's elemental charges.)  
    Can be chain cast, kinda like Tail Wind but not as fast or far.

    With Effigy active: Instead, controls Effigy to do the same with highly increased Damage.
    This replaces the Guided Effigy Augment.    

    Effigy:
    No longer drains Energy over time.
    Can now hold-decast to teleport back to Effigy.
    Deals both its current element, and the element of an active Spectral Scream. (They do not combine.) (Spreads Spectral Scream's elemental charges.)  

    New Augment: Grants the elementals it deals to nearby allies, and marks enemies to drop Health and Energy orbs.

    • Like 3
  7. 4 hours ago, Slayer-. said:

    Yeah, that would suck, it takes only minutes to kill the Angel though some players are just impatient, I can kill it as they finish the first cycle.

    I guess those players are farming just the boss, I'll do the boss fight solo in SP if I want to look around and do every bonus objective.

    If I join a pub group, I'll see what stage they're at and kill the Angel immediately before they get to the Boss fight.

    This new system though is going to be like Russian roulette do I do the Angel or not, do I have the time those will be the questions I'll ask myself if I join a pub squad late.

    DE maybe needs to make it so the Angel is one of the objectives, then on the other hand if you just want to farm the Boss there is that argument.

    Angel really should be mandatory for the event.

  8. 5 hours ago, Slayer-. said:

    Not unless you go kill the Angel after the Boss, it's still around at the end, I've never looked, I've always killed it fast before the fight.

    But if I go kill the Angel, and 3 others go to evac, then I won't have time to kill the Angel.

    • Like 1
  9. I just learned today that there was even a Represent tab..   
    If I could add anything to this shop it would be: 
      
    Void Trace packs. (Daily. Cooldown shared between schools.)   
    Items for Focus conversion to use on other schools. (Pay 1M Zenurik for 500K Vazarin, for example.)  
    An Ephemera that unlocks the option to buy the next tier, up to 3 tiers (1M, 5M, 10M?). Kinda similar to the Protovyre gear.. but uniquely styled for each Focus school.

    • Like 3
  10. The ult, I feel, already has enough going on for players to deal with when using it, and the effects are thematic to those steps.  
    That said, an Augment would be a great place to introduce more complexity and fine tuning.  
      
    I chose to include Crit, Status, and Health as the 3 options because they can all be used separately or together. You don't have to go for Metal purity, and can, to some degree, portion out what metals you have.  
    I wanted players to have a choice in what to focus on, and, if they choose to min-max, have Metals that they don't want.. impurities to remove. I think it fits thematically and mechanically.  
      
    As for Health as the defensive option, seeing as the frame can also stack Armor, Damage absorb, and Damage Reduction.. I figure a boost to max Health would be considerable EHP when combined with the other defenses. If a player doesn't want to use that in their build, they can cast it away as slag.   
    I also figured that, seeing as DE has been making more Arcanes and Archon Shards relating to Shield Capacity, that we may get something similar relating to Health in the future. Being able to build max Health could be synergetic with those.  
        
    Those are just my thoughts, anyways.
    Thanks for the feedback.

  11. Trust the process, Tenno.
     
    Damascus is a Warframe forged in fire yet is as cold as steel. Quality comes from tireless backbreaking work. Forge Damascus and those around you to your liking.  
     
    Appearance: Like a fine Damascus blade. Damascus' appearance alters slightly mid-mission based on how you build up his passive. (Change to and between pointy, wavy, and serrated. Damascus pattern also changes.)  
      
    Stats: Depends on other values. I've chosen to skip listing them for now.  
     
    Passive: Damascus' Abilities can cause enemies to drop one of 3 different Metals. Can hold 100 Metal total.
    Gain X Armor per Metal, and gain additional boost stacks depending on which Metals are stored. Boost increased if Metal purity is over 90%.
     
    Metal 1: Crit Damage boost.
    Metal 2: Status Damage and Duration boost.
    Metal 3: Max Health boost.  
     
    Passive Augment: Can hold 100 of each Metal. Metal purity bonuses removed. Chance to pick up unused Ammo drops as a random Metal.
     
    [1] PROSPECT
    Cost: 25 Energy
    Hold to toggle between prospecting the 3 different Metals. Allies within Affinity range gain the matching Passive boost.
    Tap to activate the Ability for its Energy cost and apply an effect based on what you've toggled (these scale with Metal total):
    A: Give the team a flat Crit Chance boost and mark enemies to drop Metal 1.
    B: Give the team a flat Status Chance buff and mark enemies to drop Metal 2.
    C: Give the team a flat Heal over time and mark enemies to drop Metal 3.
     
    [2] VOID KILN
    Cost: 50 Energy
    Unleash an intense wave of Heat that also makes affected enemies more vulnerable to Physical Damage. (Small but multiplicative bonus.)  
     
    Augment: Killing an enemy with Heat or Physical Damage will cause a mini Void Kiln blast to be radially unleashed from them. (Sonar's Augment, basically.)
     
    [3] FORGING STRIKE
    Cost: 50 Energy
    Swing Damascus' forging hammer down, dealing heavy Impact Damage in a wide area (scales with Metal total and Metal purity). Effected enemies drop a random Metal on death.   
    If cast on enemies affected by Void Kiln, casting Void Kiln again on those enemies will stack its Physical Damage buff with the previous. Can stack up to 4 Void Kiln boosts.  
      
    Augment: Unleash a persistent rain of smaller hammers in a wide area, ideal for stacking Void Kiln and spreading Impact Status effects. 
     
    [4] METALLURGY
    Cost: 75 Energy
    Each time you activate this Ability, it goes to its next step in a set order.
    Chain casting at the right moment after each step will result in a reduced Cost.
     
    SMELT: Superheat yourself molten as you deal Heat damage to nearby enemies. Absorb a small portion of incoming attacks as random Metal.
    REFINE: Consume all Metals besides your current Prospected Metal, gaining a Direct Damage IPS buff based on total Metal, and a flat movement Speed buff.
    QUENCH: Knockback enemies with steam as you harden yourself, gaining 30% Damage Reduction (up to 90% via Metal purity).
    • Like 1
  12. This problem exists sprinkled throughout the game, but it's been really showing its head in the lovely new Laboratories.  
    Go even an inch out of bounds and you are teleported to some random spot (sometimes very far away) and all your abilities are turned off.  
      
    I'd like it if the zone for out of bounds, especially in open areas ripe for flying or Void sling, was drastically increased. I would much rather parkour up a cliffside I fell down than be immediately wiped of my abilities and placed in a random spot.   
    Hunhow forbid you're a Zephyr in the Circuit and hit your Tail Wind..  
      
    Kills my ninja vibes when I jump over a gap in a room or go a bit close to the ceiling doing so, and now I'm punished.. it's not like I fell off the map, I was totally fine.
      
    Additionally, I'd like it if going into a Void Angel with your Operator did not treat your frame as if it was out of bounds. Gotta keep recasting Xaku's abilities or rebuilding Plunder on Hydroid, though they should still be all set up when I get back from my little trip.  
      
    Basically, we are ninjas with obscene movement abilities; trust us to make it back onto the map more.

    • Like 3
  13. These changes are exactly what I was looking for. Personally I liked Undertow, and used it in a very active way, but Plunder seems like a greaaaat replacement. One thing is, it would be cool if affected enemies dropped bonus Credits just for thematic sake.. but Hydroid already has a loot buff.

     

    If there aren't any more under the hood changes for Tentacle Swarm, then it might need more work. Last I played Hydroid, the tentacles had trouble finding enemies and not spawing on wall or on top of enemy bubbles, ect. Would also be nice if you could recast to move it, like Tornados.  

    There's probably some cool Helminth options for this slot now, though.

    • Like 3
  14. Quote

    based on the Warframes abilities you're not going to be doing much killing or controlling; just slowly supplying your team with extra damage multipliers, viral procs, and minor heals

    This Warframe is designed for stealth, but it also playable outside of it. Endoyctic Breach, for example, is an Ability that can slow and blind any enemy near him, with a chance of halving their health. This effect is quicker and longer when used stealthily, but is still effective when used aggressively. Not only that, but to answer another question, Pathogen is a targeted Ability, not an actual aimed projectile. Sorry for not clarifying. It can be used as an additional source of Breach, so you can easily tie up multiple enemies with it before popping Breach.  

    This Warframe gets increased loot whole stealthing, at a faster pace than Ivara.
     

    Quote

    This kind of forced playstyle and areas of the abilities that feel like they have things thrown into them for the sake of it are why the current concept turn me off.
    The additional energy orb drop chance seems thrown in to me, I understand I said that I appreciate these kind of mechanics but only if there's a qualifying reason to have it and makes this ability a bit bloated.

    The theme is propagation. Viruses reproduce by taking what they lack from others. This Warframe is rewarded more for doing it stealthily, just like a virus that doesn't get a vaccine made. The extra energy is the result of the virus.  

     

    Quote

    The ability to give allies Viral damage is neat but the enemy is open to finishers and 9 times out of 10 will die to the finisher, so only 1 person is getting the buff at a time unless the enemy is hit by a cleave attack that doesn't invoke the finisher.

    I went back and forth on the Finisher idea due to that issue. I wasn't sure if I wanted to play into his passive or the Viral bonus more.

     

    Quote

    Again, the luring of enemies seems thrown in and is completely niche

    The Ability is another source of Breach, this allows you to affect more targets. How is this niche? It's the entire purpose of the Ability, and the kingpin of how his stealth is effective without invisibility. You don't need to be close range for your abilities, because Pathogen targets are essentially a second (third, fourth, fifth) copy of you. It will release Endocytic Breach tentacles and Propagation drones (if Propagation remains his ultimate). It doesn't lure enemies with the alarms on, but by that point you're no longer stealthing.  

     

    Quote

    8 meter tentacles is a weird specific, but I'm sure you have your reasons.

    The number is arbitrary, but I wanted to stress that "close range" isn't like 15~20 meters. I left out a tentacle number because it would be another arbitrary value that ultimately would be down to playtesting. It targets similar to Trinity's Link, but it's just a quick jab to inject the enemies.     
    I figure whatever amount of ground Pathogen(s) could cover with this would be enough in a stealth situation. Remember that the first Ability will likely pay for itself in the Energy orb. That's why you can continually use it. After you clean up the blinded enemies, you take out the ones that'll give you energy and refresh your bonus Viral damage for stealth attacks.   

    Endocytic breaching is when a virus slips its way through the walls of a cell to get inside. The tentacles are doing that to the enemies, and the Warframe is doing that to barriers. Loots drops are not an add-on, it's the theme of the Warframe. Propagation.  
     

    Quote

    This ability needs an additional affect, its essentially a single target Hydroid Undertow in the current state but without being untargetable. I just don't see any practical use for this kind of ability since you willingly have to take a movement penalty in a movement based game to be slightly more sneaky...

    Well, if it wasn't clear, this can be done at range. You can blink your way into a crowd, inflict a few with Pathogen, then pop Breach. It's a movement and stealth option that doesn't cost Energy. If you're properly stealthy, your Health shouldn't be hard to maintain for the cost. Depending on which variation of the ultimate, it can get you in range to set up massive team heals or melt the enemies away with a devastating fever. 

     

    Quote

    but doubt it would get to the overhealing point during a fire fight without a heavily controlled map or damage resistant team.

    The overheal is for when you're in stealth. It's an additional barrier if things go south. Also, even in insane crowds you can get away with health untouched, so it has potential for that.  

     

    Quote

    Also why charge it if I could just recast it without the health cost, I mean sure you would have to wait for the travel time but it's still faster than charging it.

    Recasting would mean you have to affect more enemies with your Abilities to get the flying drones. The walking drones, as implied by the post, are relatively slow. Also, the chargign affects the base duration, meaning duration mods would scale sharply. Who says charging it is slow? I left out the, again, arbitrary charge time, but it could be 3 seconds. Potentially much faster than popping multiple skills.  

    I appreciate your honest feedback and criticisms. I think much of this is a difference in perspective. I made this Warframe, so I know how I would play it to make it rather effective. You are only getting what you make out of my post, and some of my ideas may not have been articulated in the best way. Like, I do think you're underestimating how much this Warframe requires stealth.  
    I do agree that the game itself isn't exactly trying to push stealth missions, and that it makes this Warframe less desirable.

  15. I thought the names were all pretty thematic.  

    I do see how his [4] is similar to that of Nidus, but in my mind they function differently. Honestly though, I rarely ever notice Nidus' little guys, I see his Ability as a healing room rather than drones.   
    That said, I do think there is room for replacing Propagation. Right now, I want the player to be able to play stealthily or aggressively without any hitches. As it is now, Propagation's heal isn't useful when being stealthy, and maxing out the ability when playing aggressively requires spamming Pathogen and Breach. I dislike playing frames that require 2 or 3 Ability presses whenever they go near a crowd of enemies.  

    Not gonna stress over it, but I'll try to think up a new effect. I'm currently working on a pottery-frame concept.. my brainstorming is occupied with that right now.   

    One quick idea was some sort of fever-aura Ability that dazes any enemy near him, but will also melt the Health of those affected by his other Abilities (although less damage if they are alerted) provided they are within range of the aura. This would give him a much more relevant pay-off for stealth, while still being useful for aggro builds. It's not going to outnuke Saryn due to the reduced Range and the need to move around stealthily from group to group. The healing removed makes his passive more appetizing, and will help balance the insane stealth of Host (since it costs Health).

  16. Once an irreplaceable force on the battlefield, his age and the ever increasing pace of this game has left Vauban in a rough spot. I'd like to suggest some changes that improve his flow, increase the effectiveness of his Abilities, and address his issues with Energy Efficiency and surviving when using his Abilities out in the open.
    _______________

    Passive Changes: Vauban regains his Passive of bonus Armor for each nearby ally, with his current Passive of dealing increased Damage to incapacitated enemies kept intact.

    Tesla Changes:
    ● Can no longer be charged, but is buffed to roughly the stats of the charged Tesla.  
    ● Now has an Ability Combo mechanic; as you activate the Ability, it will open a window of opportunity to cast it again with a reduced Energy cost. On the 4th and final cast of the Combo, Vauban throws a cluster of 3 Tesla instead of 1.  

    ● A single Tesla can zap up to 3 targets at a time (each using a charge).  
    ● Allies with a Tesla on them gain 100 Armor (does not stack).
    ● Tossing a Tesla on a hack panel will increase its timer.
    ● Tesla will no longer have a Duration, meaning they will not despawn as long as they have charges. (May require a cap of Tesla out at once, something like 30. New casts delete oldest.)  

    Minelayer Changes:
    Cycling mechanic changed; is now Hold to swap, Press to activate. This may cause confusion when switching to/from Ivara, but ultimately fits how Vauban uses this Ability.  

    ● Bounce now deploys more consistently. It will always spawn straight up on the ground, straight out on a wall, or straight forward (on the ground) if used while sprinting.  
    ● Trip Laser now entangles tripped enemies for a short Duration.  
    ● Shred's Armor reduction Duration last much longer.
    ● Concuss will now instantly explode if thrown within Range of enemies.

    Bastille Changes:
    Can now be thrown much further, and you can Hold the Ability button to see a circle depicting where it will land, much like Nidus and Hydroid have for some of their Abilities.  

    ● Suspended enemies suffer increased Status Duration.  
    ● Allies gain Lifesteal on suspended enemies.  
    ● A reasonable percent of enemy shots fired at Bastille will be blocked and converted to Ammo for players within. 

    Vortex Changes:
    Now stores Damage it deals over time. When the Duration ends, Vortex explodes dealing Damage based on a percent of what it had stored. This Damage wave also restores Energy to allies, again based on a percent of Damage stored.  

    There is a cap of the total Damage that can be stored, but it is increased with total Duration of the Ability. Restoring Duration with the Vortex Augment will increase the cap.


     

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