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(PSN)LeBlingKing

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  1. BIG same. My Warframe's knees are getting tired from all the Kneeling and Meditating I've done over the years. Just lemme use the Orokin Void couches and tables in the tileset!!!!
  2. Imagine taking anything content!Warframe says to heart.
  3. Careful. You say this now, but then they're gonna start selling Nora Night Priority Passes for Nightwave at 1,001 platinum a pop to receive all the rewards for that Season. /s
  4. Threads like this are why I fear trying to pursue a career in game dev.
  5. I've already answered this question before. I have another answer (i.e. concept) on its way, but feel free to see what I have in mind for changes to this interactive space opera (they're a little dated):
  6. When a Warframe has been in the game for long enough, it becomes apparent whenever said Warframe's kit of abilities start to become outdated and in need of a rework to keep up with the changes to the game. Wukong's Iron Jab, Vauban's old kit including Bounce (RIP), Zephyr, etc. Over time, it will usually become clear when a kit for a Warframe is fit for a game that no longer exists. Nyx, in my humble opinion, is one such frame. In 2018, there was an attempt at bringing Nyx up to speed, but even now I can't see much use out of her. A lot of CC or puppeteer-type Warframes just outclass her in terms of what she's capable of. And while I'm in little position to discuss exactly WHAT she might need, I still enjoy crafting theoretical movekits just to freshen up some content that's been sitting at room temperature for a minute. So let's do that! ------------------------------------------------------------ NYX'S THEME So, for a lot of reworks for Nyx, I've noticed that a lot of people try and balance the dual Nyx themes of "telepath" and "telekinetic", and while I might end up doing the same, my version of Nyx's kit will focus more on the former, as I do believe Mag does telekinesis better (well, telekinesis via magnetokinesis, but hey, her 1, 2, and 4 are all focused on taking enemies and moving them where they didn't used to be). The role I'm trying to fit Nyx into with this rework will be that of a Crowd-Control dominant glass cannon who targets high-value enemies and makes up for her lack of survivability with her consistent, unrelenting psychic manipulation of foes around her in order to not only kill them with each other, but also make killing other enemies easier for herself and her team. Hopefully, that sentence will make more sense as the concept goes on. But as to not take away from her existing aspects of telekinesis, the augments and the properties I'll change about them depending on how each ability now functions will be based more around the direct manipulation of enemies via psychic energy, and not just the infiltration of their minds and psyches. Nyx's augments will replace some of the CC/debuffing properties of her abilities and gives them like +3 skill points in the Damage area as well as a telekinetic aesthetic. hey that rhymed PASSIVE - Feedback Shield Constantly feeding off her adversary's psyches, even Nyx's presence causes the minds of those around her to scramble. Nyx takes consistently less damage from enemies in an aura around her capping at 50%. This passive is somewhat functionally similar to Nyx's current passive, but now focuses on actual damage rather than the evasion of Nyx herself. Let me elaborate on how it works: Nyx has a constant, circular (let's say 30m base radius) area-of-effect that causes enemies that are aware of Nyx's presence within that field to start dealing less and less damage to Nyx upon targeting her. A small, energy-colored-and-textured number will appear over the heads of enemies caught in the aura. The moment enemies enter, they deal 15% less damage which climbs 1-5%/second depending on how close to Nyx the enemies are, and it caps at 50% maximum less damage per enemy. Basically same concept as her current passive but modernized. Just for existing, Nyx eventually cuts the damage she takes in a certain range by half, which adds a much-needed layer of passive survivability without outright granting her with a miniature tank role like Absorb does. Oh and uhhh speaking of Absorb- ABILITY ONE - Brainwash (35 energy, previously Mind Control) Nyx overstimulates the mental energy of a targeted enemy, which then overflows out of their mind as an energy bubble that draws aggression and absorbs damage from all sources, redirecting it into a pool of psychic damage that Nyx and the now mind-controlled target draw from. Mind Control is now a two-part ability: Part One - Upon casting on a target, Nyx creates a miniature Absorb bubble around the target that lasts 5/7.5/10/12.5 seconds (affected by Power Duration) which draws aggression away from her and onto the enemy, who absorbs damage from the enemies around them, Nyx, Nyx's companions, specters, and teammates during that duration, converting a portion of it (75%) into a number that displays above the Brainwash ability icon on the UI. This Psychic Siphon has several applications that we will get into soon. Part Two - Once that duration is over, Nyx will deactivate the Absorb bubble and have control over the selected target indefinitely until Nyx manually relinquishes mental cohesion back to the target (which might be fatal depending on how much damage they've taken, similar to how it works now) or if she runs out of Energy. Upon the deactivation of a puppet, the Psychic Siphon will quickly start losing integrity (number go down (let's say -10% per second)) and will refresh entirely upon Brainwashing a new target. For Field Boss type enemies, the Mind Control will have some sort of short duration Once Nyx has control over an enemy, Brainwash becomes a multi-ability (think Minelayer or Quiver) that grants Nyx more access to what she wants her current puppet to do to fit the situation she's in. Tap 1 to cycle, hold 1 to activate. Nyx has four abilities at her disposal to better control the mind of her... mind... controlled... unit. ABILITY TWO - Psychic Bolts (50 energy) Nyx draws upon magic missiles of raw psychic energy to disable auras and strip defenses. Utilize a brainwashed adversary and their collection of siphoned psychic energy for added effect. Keeping her Two relatively the same (a collection of psychic bolts that strips armor/shields and disables Ancients/Eximi for a certain duration of time), save for a few integrations with the rest of her kit. They are as follows: With Mind's Eye highlighted as the currently selected Brainwash sub-ability (tapping 1 until its emphasized but not actually holding 1 to trigger it), Psychic Bolts will cost 75 energy (Power Efficiency affected) and perform a second cast from where the puppet is standing, auto-tracking enemies from there. With the right positioning, this effectively boosts the range and effectiveness of Bolts while also promoting the usage of Brainwash to do so. Holding down 2 removes the armor strip but allows the Psychic Bolts to do 750 base Radiation damage each, with 100% chance of status effect. While this number is not affected by Power Strength, the ability takes 10% of the collected damage from Psychic Siphon, splits in evenly between bolts, and adds to their damage. The Augment Pacifying Bolts is no more. Gone. Its confusion status is now integrated into the base ability, with each enemy hit being stunned for 2 / 3 / 4 / 5 seconds (Power Duration affected) alongside the defense stripper. Psychic Bolts is recastable and prioritizes targeting enemies that haven't already been Magic Missile'd by the ability. ABILITY THREE - Mental Siphonage (35 energy, previously Chaos) Nyx's psychic energies provide defensive boosts to herself, her Brainwashed, and her allies while also deteriorating the mental functions of those around them. Upon cast, Nyx imbues herself, her puppet, and allies within her Affinity Range with a defensive barrier of psychic energy surrounding them for 15 / 20 / 20 / 25 seconds (Power Duration affected). By holding 3, she can drain extra energy to increase the duration of the buff, up to the initial drain cost of 35 (+3 seconds for every 5% max energy drained). The effects on teammates/puppets are as follows: Reduces negative status effect duration by 50% Grants allies with benefits of Nyx's Psychic Shield passive for enemies within 20m 10% of damage dealt by puppet and 5% of damage dealt by players will be added to the Siphon for the first 25% of the ability duration (e.g. if Power Duration and holding ability allows Mental Siphonage to last 50 seconds, the collection will last 12.5) The effects on Nyx are as follows: Increases the radius of her Feedback Shield passive from 30m to 40m Increases cap of damage reduction from enemies in Feedback Shield aura from 50% to 75% (this includes allies!) Reduces negative status effect duration by 50% OR sacrifices 20% available Psychic Siphon to negate an incoming status effect Increases duration of Psychic Bolts stun by 20 / 30 / 40 / 50% (not affected by Mods) The idea behind this move is to grant Nyx with some alternative kind of defensive support outside of just passive evasion and crowd control. With this new ability, not only do her teammates benefit from the damage reduction of her passive, but also help increase Nyx's potency through the team siphon when a viable puppet isn't feasibly available. 5 percent might seem like too little of a benefit but have you SEEN WHAT KINDA DAMAGE WARFRAMES ARE CAPABLE OF? ABILITY FOUR - Cerebromancy (50 energy, previously Absorb) Nyx becomes one with her psychic energies, building up and siphoning damage that is realized as a gigantic burst of mental energy. Survivors' minds are scrambled, and they will target their own allies at random in a chaotic frenzy. Chaos is fun. Absorb is fun. F--- it, let them perform the Fusion Dance. Upon cast, Nyx enters an energized state, similar to that of Assimilate!Absorb. With the ability to move, maneuver, and attack as usual, Nyx absorbs incoming damage a la Absorb and then upon either recast or energy-be-gone, she uses the damage number from her Psychic Siphon (if applicable) and generates a gigantic blast of energy that hits enemies up to 15 / 18 / 22 / 27 meters away (Power Range affected). Here's the catch. The damage of the blast itself now gradually falls off to 25% effectiveness, starting from a radius of 5 meters away from Nyx and ending at 75% the effective range listed above (Power Range accounted for). Those who are hit and survived become Chaotic, targeting their own allies similarly to how they do now. No matter what damage they were dealt, all Chaotic enemies will stay as such for 15 / 20 / 22 / 25 seconds (Power Duration affected). Enemies that are Chaotic will reduce a Brainwash initial energy cast by 50% (not affected by Mods), and take double damage from damage-infused Psychic Bolts. AUGMENTS This is where the fun begins. As Nyx's base kit is based around telepathy, her augments will attempt to base themselves around telekinesis, while not taking away from the CC benefits of Nyx's kit. Passive Augment (because those are a thing now, thanks Frost and Atlas): Feedback Loop - Allies within Nyx's Affinity Range replenish 5/10/20/30 health and 50/100/200/300 shields for every enemy killed by Nyx within her Feedback Shield range. A niche support mod that grants even more passive survivability alongside Nyx's already insane CC and defense. Brainwash Augment: Hive Mind - Can now control up to 1 / 1 / 2 / 3 more additional enemies, changing wheel ability properties. Casting Relinquish telekinetically collides all puppets together, dealing damage equal to 100/125/150/175% of the Psychic Siphon. Ayyy, there it is! The suggestion that allows her to control more than one enemy, I knew we'd find it in this Nyx rework concept sooner or later! Up top! ✋ Anyways, here's how Brainwash changes with this augment equipped: Brainwash can be recast, and the Psychic Siphon isn't overwritten by the Absorb part of each recast unless said Absorb collected a higher number of damage. For every recast extending past the limit of puppets allowed, the oldest puppet is Relinquished, being dealt only a percentage of the Siphon's accumulation. Reposition only works on the latest puppet created, and Psionic Reposition has to now be aimed at a specific puppet in order to function When Relinquish is cast manually or when all energy runs out, all current puppets are summoned in front of Nyx, dragged through the air and collided into each other with great force, dealing 1000 (+ above percentage of Siphon's number) Impact damage with a 25% chance per enemy of proc'ing Radiation. An augment that more or less changes the ability, but hey, it's pretty hard to make augments for abilities that are more than one ability, let's be real. Bolts Augment: Levitating Bolts - Instead of stun, enemies hit by Bolts will be levitated a-la Aegis Storm/Well of Life for 3 / 5 / 7 / 10 seconds. Hold ability to slam levitated enemies down with force, 500 damage increases with more enemies. More telekinesis! This augment replaces the Pacifying Bolts secondary effect and replaces it with levitation, allowing for better targeting of immobile enemies. If you're able to use Brainstorm and get a bunch of enemies levitating with the use of this move, you can hold down 2 to slam down all currently CC'd enemies for 500 damage each, increasing by 10% for every enemy affected. The short duration of the levitation combined with the quick double cast of a Mind-Controlled unit's Bolts allows for Nyx to dish out meaningful damage that scales with enemy population, thus building on the theme of Nyx using the enemy's numbers against them. All initial damage numbers for both this augment and Hive Mind's Relinquish also scale with Power Strength, allowing for build variety if you so please. Siphonage Augment: Analysis Siphon - Nyx and every affected squad member releases a 5 / 7 / 9 / 12m radial wave of psychic energy upon Siphonage's expiration that knocks foes down and grants + 15/30/45/60% damage (Power Strength affected) to a specific faction per enemy caught in the wave. A small, full-party telekinetic blast that also doubles as an offensive buff that lasts for 10 seconds (not affected by Mods), increasing damage to factions depending on how many faction members are caught in said blast. (e.g. 5 Lancers caught in the blast with a full-ranked Augment? Congrats, enjoy your 10 seconds of +300% damage towards the Grineer.) Cerebromancy Augment: Mass Hysteria - Nyx can no longer move during Cerebromancy, but enemies are drawn closer to Nyx and the explosion range increases by 10 / 15 / 20 / 25%. Chaotic enemies will spawn Psychic Bolts upon death. Basically the opposite of current-day Assimilate, where the range is decreased in exchange for movement, with a sprinkle of Singularity. Some might call this added range unnecessary, especially with how much Absorption Nyx is capable of, until you remember that the explosion now has a bit of falloff. The draw-in helps increase the (telekinetic and) offensive potential of this move, while the ability of Psychic Bolt summons upon death of those who still somehow survive allows for more synergy overall with Nyx's kit. -------------------- And that's about it! Nyx if she was released in current-day. Let me know what you guys think
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