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(PS4)Vexx757

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  1. For those that don`t know what room 101 is, it`s a room where you can place someone, something or a concept in that room to be removed from existence. Now making it warframe related (somewhat) I ask… What warframe would you put in room 101 and why? What warframe ability would you put in room and why 101 What would you like to bring back to warframe from room 101 and why? What in real life would you put in room 101 and why? Just for an example I start; Warframe – Revenant · His ugly. (somewhat) · DE tried to mix two concepts which is stupid imo. · 1st ability don`t suit his theme. (needs a new ability) · 2nd & 3rd ability do the same thing, give his survivability. · I would rather use his 2 then his 3. · Wukong does his 3 better. · Massive energy drain on his 4th ability. Warframe ability – Nyx`s 4th ability · Massive energy drain for little results. · Can`t move. · Awful damage. · Can`t do anything while inside. · It`s augment is a brandade mod. · Only good for survivability but other frames do that with less problems. Bring back - Old bladestorm · Quick cast. · Doesn’t need line of sight. · Aoe. · Apparitions act like the terminator. · Fun experience. Real life – Tattoos · Expensive. · Permanent. · People go overboard with it. · An excuse for people to say that they want to be different when really, they are like everyone else. · Women with big tattoos is a turn off for me. (tramp stamp) · Too much of a norm in western society. · Some make you look like you have terrible skin. · People don`t think long term when getting one.
  2. Vauban: · All abilities will land where you are aiming at instead of an arch throw. 1st ability: · Make them have 100% stun proc on a normal cast. · Reduce the shock time to 1sec. · Make one tesla shock two enemies instead of one. · If you throw it near a trap, it will override it which means you or your allies will no longer be affect by the trap but will instead affect enemies. This includes laser/magnetic doors · Make the radius of stuns affecting enemies to 12m. · Make it able to shock enemies while on the move. · Make the drones look like Vauban`s grenades. 2nd ability: Sticky Ripline: · On cast, there is no duration until enemies are affected by it and when trapped, the duration is 20 seconds. · Make this seek out enemies until one enemy is trapped. · Make the duration affected by duration mods. · The radius of enemies triggering the trap is 12m. · Each time enemies runs near the trap they will be pulled in up to a max of 7 enemies can be caught. · Make the number of enemies caught be affected by strength mods. · Enemies killed while caught will give Vauban 5 energy. The amount of energy received can be increased by efficiency mods. Despite this I think this should be replaced with a different ability, this is just a weaker version of vortex. Here is what I would replace it with; Gas Grenade: · It will seek out enemies until impact. · On impact, it will explode leaving a gas cloud dealing gas damage and stunning them for 5 seconds. · This has a 12m range and can be increased by range mods. · Its base duration of the gas cloud is 20 seconds and can be increased by duration mods. Nail Grenade: · I don`t think this ability should do damage. This ability should either de-buff enemies like enemies affected are vulnerable to damage OR enemies hit will have their weapons explode dealing damage and making them use their melee weapon. (which I prefer) If Vauban can disarm enemies, this make his other abilities more effective. · Eximus hit will have their de-buff disabled for 20 seconds. · Make duration of ability affected by duration mods 10 seconds at base. · There is no limit to how far it can reach. · Make it bypass all obstacles or make it bounce od surfaces. · This has to hit enemies, if it`s based on rng then this ability won`t be as effective. Boost Pad: · Vauban and allies that run across it should get a speed buff for 10 seconds for whatever you do while running on it. (running, reloading, shooting bullet jumping) · When enemies run across it, the will ragdoll in the direction the arrow is facing. · Enemies affected will receive 50% reduction to movement speed. · Make the duration of enemies’ movement speed reduction affected by duration mods 20 seconds at base. · This works for k-drives. · Boost pad will have no duration and won`t disappear until over 5 have been cast. · When Vauban or ally runs across it, it will not work again for 2 seconds. Damage Amp: · Make damage affected by power strength mods. · Make duration affected by duration mods. · This also works on companions and npc if you throw it at them. 3rd ability: · Keep the animation but increase the cast time speed. (reminds me of his prime trailer) · When cast it needs to fire instantly. · If enemies are still alive, they receive a fire proc. (or a cold proc) · This ability needs to do a significant amount of damage for it to be useful. · Holding the ability will leave it behind as a trap, holding the ability again will activate it. · You can till case more of them if you have one as a trap. · It`s base range it 10m and can be increased by range mods. · Make it be able to be cast in the air and on the move. 4th ability: · Keep the animation but increase the cast time speed. · Make this ability deal blast damage. · When ability runs out or deactivated, it will set off a blast proc ragdolling them. · Vauban and allies that are inside should receive 50% damage reduction. (this is better than having increased armour since armour doesn’t do much) · The damage reduction Vauban and allies receive can be increased by strength mods. · Make it deal blast procs instead of magnetic procs. · Make vortex`s range the same as bastille`s range. · Make it be able to be cast in the air and on the move. · Instead of it striping armour make it strip enemies’ defences. (this makes it useful for all fraction) - Grineer will have no armour - Corpus will have no shields - Infested will be dealt double damage - Sentients can no longer adapt Synergies: 1st & 4th · If you throw your 1st ability in the 4th ability it will shock every enemy sucked in doing more damage. 2nd (bounce pad) & 4th ability · If you throw bounce pad into the 4th ability in vortex form, it will move it to the direction the arrow is facing. Ember: Fire Procs: Fire proc on enemies will increase damage overtime is an idea that I have been pushing to get so I`m glad this is being implemented in the game plus it will buff Nezha`s abilities Gauss` 3rd ability and Choma`s abilities. (his 1st ability is going to be even better) Passive: · I don`t think this is a good passive due to the range of it. Instead the overheating gauge from the 2nd ability should be the passive plus it affects all of her other abilities performance that’s why it makes more sense for this to be Ember`s passive. 1st ability: · The blast radius of a normal cast is 10m · Holding the ability will increase damage and the blast radius to 15m and enemies will be ragdolled. · Headshots will do more damage. · The duration of the lingering flames can be increased by duration mods 2nd ability: · Make ember visually be on fire. · Instead of all energy depleted make it increase drain energy drain or just take it out completely. · When deactivating after the meter is full, Ember will explode dealing damage to enemies around her in a 15m radius. · Make there be an indicator showing how much damage reduction she has. 3rd ability: · Make enemies be stunned instead of being ragdolled. · Instead of it striping armour make it strip enemies’ defences. (this makes it useful for all fraction) - Grineer will have no armour - Corpus will have no shields - Infested will be dealt double damage - Sentients can no longer adapt 4th ability: · Enemies affected should run around in a panic catching other enemies on fire. · The duration of enemies panicking and on fire should be 20 seconds and can be increased by duration mods. · The radius should be 15m and can be increased by duration mods. · The radius around an enemy on fire should be 10m.
  3. I agree she need to be looked at again. If I were to improver her abilities, this is what I would do; Valkyr: 1st ability REWORK: Valkyr pounces on enemies dealing damage with her claws, having a chance to open them up to finishers. · The claws deal 700 damage. · The claws use the multi-hit combo. (the more you use it the less energy it takes, the more damage it does) · You have to target an enemy to cast the ability. · Can be used in the air and on the move. · Holding the ability will launch you in the air. · Enemies will be dismembered if killed in one hit. · Visually the claws temporarily appear when the ability is cast. · (Synergy) 2nd ability can increase its cast speed by 30%. · (Synergy) 4th ability can increase its damage by 40%. 2nd ability: · Can be used while on the move. · This will show a visible ring to show the range of the ability. · This will be a mobile ability instead of the effect being stationary. 3rd ability: · This ability will now do a small ragdoll to enemies. · Shields will strip enemies’ defences while having no shields will deal damage to them. · Allies will benefit from enemies` defences being striped by them being able to do more damage to them. · Enemies affected by this will increases Valkyr`s finisher speed by 30% · (Synergy) Activated while using the 4th ability will increase its damage. 4th ability: · You can no longer heal yourself while ability is active. · Get rid of increased energy drain over time. · Give her a new stance where it`s only her claws are being used. · This has the ability to switch to other claw stances. Fix: When pulling off stances it`s hard for auto track enemies. Fix: Energy claws are not visible in animation on Valkyr prime.
  4. DE said that they were going to get rid of the combo multi which means Ash is going to get nerfed again, not only for activation speed but now for damage! I can`t believe no one has noticed this.
  5. The marking mechanic is bad for Ash to begin with. It`s terrible when it comes to activation speed, it`s too slow, other ppl can take your kills (even in low levels) and even more things that make it bad. If I were to revisit his bs this is what I would do; 4th Ability: · When activating the ability, it will start instantly. · Pressing the ability will bring you into the animation while holding the ability will send clones out to kill instead of you. · If you want to jump out of bs, press the ability again and the clones will continue to kill enemies. · Enemies that are red can be killed by players. · There is no limit to how many enemies he can kill within the radius of the enemy he`s aiming at. · An indicator is shown of the number of enemies that are going to be killed by bs. Interactive blade storm animation If you don`t want to be in the animation, it will act as normal however if you decide to be involved in the animation, you have a chance to gain bonus duration of slash ticks and 1% animation speed increase in the next use however, you have to be interactive within the animation. While in the animation; · You have to press the melee button in sink when his stabs enemies in the animation. · When doing so, there is an indicator showing the buffs and successful hits which will be converted into duration of slash ticks and animation speed increase. · The more successful hits you get the more animation speed you can get in the next use e.g. 10 successful hits = 10% animation speed. · The maximus slash duration bonus you can receive is 7 seconds. · If you jump out of bs you will lose the bonuses. · The bonuses slash tick duration will also include all weapon types. (even weapons that don’t have slash) · If you don`t interact with at least five animation cutscenes and get three successful hits, you will only deal half of bs damage. (2000 damage + no interaction = 1000 damage. Synergy: Shuriken + Blade Storm To increase the damage of bs you must use shuriken. As long as enemies continuously keep receiving bleeding ticks, your damage will increase over time with no limit. · Enemies need to be alive and bleeding from the 1st ability for bs to receive more damage. · If no enemies are affected by slash, you will have five seconds before the damage is lost. · If the five seconds is up, the stored-up damage will decay overtime instead of disappearing completely. · There will be an indicator showing the amount of damage you are accumulating and the amount of time you have left. · If you get downed, the timer won`t start until you are revived.
  6. I agree he does have the potentisl to be better and If I were going to re-visit him this is what I would do; Ash: · All abilities can be cast while on a zipline. 1st Ability: · If enemy is killed in one hit it is considered as a stealth kill. · Holding the ability will make both shurikens target the enemy you`re aiming at dealing double slash damage and adds critical chance and critical damage based on what melee weapon you have equipped. · The more health the enemy loses, the slower the enemy moves when bleeding out. · When the enemy stops bleeding, it will go back to its normal movement speed. 2nd Ability: · Increase the cast stun duration to 4 sec. · The smoke left behind will last for 10 seconds. · Enemies that enter the smoke will have a 6 sec stun duration and are 40% more susceptible to damage. · All stun durations cannot be increased by duration mods. · Increase smoke cloud radius by 7m · Smoke cloud`s radius can be increased by range mods. · The stun and the smoke damage buff will also work on bosses. · When Ash is invisible, the apparitions from bs are invisible. There are now new ways you can use this ability; · You can use it next to a dangerously high-levelled enemy to stun it and kill it with ease. · You can use it to block enemies in doorways. Since the smoke affect duration is 6 seconds and the smoke lasts 10 seconds, enemies will be stuck for a total of 12 seconds. · If you mod for less duration and more range, it will turn it into a better cc ability. 3rd Ability: · Holding the ability will give Ash certain mobility buffs. Teleporting in the air will give him sprint speed, bullet-jump before teleporting will give him increased bullet-jumping distance and sliding before teleporting will give him maneuverer speed. · The buffs start at 5% however, multiple used can increase them up to its maximum of 25%. · All buffs will have a duration of 20 seconds. · These buffs are not affected by strength and duration mods. · Holding the ability while on the ground will make ash kick the enemy across the room causing a small ragdoll (visual animation is the same) · You can teleport through windows if there are allies, npcs, enemies or objects with a health bar on the other side of it. · You are able to teleport to enemies in the air. · After teleporting in the air, preforming melee attacks will keep him in the air. (if DE decides to add aerial combos to melee 3.0) 4th Ability: · When activating the ability, it will start instantly. · Pressing the ability will bring you into the animation while holding the ability will send clones out to kill instead of you. · If you want to jump out of bs, press the ability again and the clones will continue to kill enemies. · Enemies that are red can be killed by players. · There is no limit to how many enemies he can kill within the radius of the enemy he`s aiming at. · An indicator is shown of the number of enemies that are going to be killed by bs. Interactive blade storm animation If you don`t want to be in the animation, it will act as normal however if you decide to be involved in the animation, you have a chance to gain bonus duration of slash ticks and 1% animation speed increase in the next use however, you have to be interactive within the animation. While in the animation; · You have to press the melee button in sink when his stabs enemies in the animation. · When doing so, there is an indicator showing the buffs and successful hits which will be converted into duration of slash ticks and animation speed increase. · The more successful hits you get the more animation speed you can get in the next use e.g. 10 successful hits = 10% animation speed. · The maximus slash duration bonus you can receive is 7 seconds. · If you jump out of bs you will lose the bonuses. · The bonuses slash tick duration will also include all weapon types. (even weapons that don’t have slash) · If you don`t interact with at least five animation cutscenes and get three successful hits, you will only deal half of bs damage. (2000 damage + no interaction = 1000 damage. Since Ash doesn`t have any synergy (or any good ones) here are some that will improve his performance; Synergies Smoke Screen + Shuriken, Teleport & Blade Storm: · If you use any ability while you`re invisible, enemy bodies will disappear. · The energy cost will also be cut down by half. · Using you 1st, 3rd and 4th abilities on the smoke victim will increase the damage dealt to the enemy. Shuriken + Teleport: · Using the 1st ability on an enemy will show their health bar through walls longer, making you able to teleport to them as long as they are continually receiving bleeding ticks. Shuriken + Blade Storm: To increase the damage of bs you must use shuriken. As long as enemies continuously keep receiving bleeding ticks, your damage will increase over time with no limit. · Enemies need to be alive and bleeding from the 1st ability for bs to receive more damage. · If no enemies are affected by slash, you will have five seconds before the damage is lost. · If the five seconds is up, the stored-up damage will decay overtime instead of disappearing completely. · There will be an indicator showing the amount of damage you are accumulating and the amount of time you have left. · If you get downed, the timer won`t start until you are revived. Fixes: · Make Ash be able to teleport in and out of the same grates instead of just one direction. · Sometime ash is glitched and stabbing the air and he is unseen when using bs due to camera angle. · Make the “clones” look like him (like wukong`s 1st ability) instead of looking like a hologram. · When blade storm is done, Ash doesn’t appear at the same place he started at but instead is teleported in a different location.
  7. Rumblers freedom of movement I haven`t played Atlas for 3 months so I didn`t know this was added but DE had added the feature that wukongs clone has where a certain range the clone/rumbler will teleport to you. DE you need to get rid of it the one thing I liked about his 4th ability is that the rumblers attacked enemies while you did something else, not the teleporting feature has been added you can`t run off and do something else, you have to be near them for them to continue to attack enemies DE please revert this from Atlas (and wukong`s clone), this has spoiled the ability. Rock visual build up When visually stacking armour, make it to where the rubble builds up symmetrically on Atlas instead of only on one side or get rid of visual rubble build up. (having it on one side looks ugly to me) Because of this I don`t use the ability unless I’m healing myself. This is a good ability but the visual build up looks horrible. Landslide`s misleading dash range On the wiki it says that his range is 15m but in testing it`s range is 12m no wonder why I felt the range is bad because it`s not even 15m and I can`t believe no one even noticed. DE make it 15m and make it able to be increased by range mods. https://warframe.fandom.com/wiki/Atlas#Abilities Also I think his abilities need to be improved here are some of my ideas
  8. I don`t see how anyone can dis-agree with this, the prime and original looks the same at lease if the prime had a visual change, then at least you can switch between skins and if you don`t like the prime look you can switch to the original skin. For me personal I won`t by tennogen stuff because it`s not what on the skin I dislike it`s the design I can`t stand,(including his iceberg legs) unfortunaly because for this I don`t play him.
  9. And here are some suggestions for Ember`s abilities to make them better; Ember: Fire Procs: Fire proc on enemies will increase damage overtime is an idea that I have been pushing to get so I`m glad this is being implemented in the game plus it will buff Nezha`s abilities Gauss` 3rd ability and Choma`s abilities. (his 1st ability is going to be even better) Passive: · I don`t think this is a good passive due to the range of it. Instead the overheating from the 2nd ability should be the passive plus it affects all of her other abilities performance that’s why it makes more sense for this to be Ember`s passive. 1st ability: · The blast radius of a normal cast is 10m · Holding the ability will increase damage and the blast radius to 15m and enemies will be ragdolled. 2nd ability: · Make ember visually be on fire. · Instead of all energy depleted make it drain energy drain or just take it out completely. · When deactivating after the meter is full, Ember will explode dealing damage to enemies around her in a 15m radius. 3rd ability: · I have nothing to add. This is a good ability. 4th ability: · Enemies affected should run around in a panic catching other enemies on fire. · The duration of enemies on fire should be 20 seconds and can be increased by duration mods. · The radius should be 15m and can be increased by duration mods. · The radius around an enemy on fire should be 10m. Edit: 1st ability - Headshots will do more damage.
  10. Here are some suggestions for Vauban`s abilities to make them better; Vauban: · All abilities will land where you are aiming at instead of an arch throw. 1st ability: · Make them have 100% stun proc on a normal cast. · Reduce the shock time to 1sec. · Make one tesla shock two enemies instead of one. · If you throw it near a trap, it will override it which means you or your allies will no longer be affect by the trap but will instead affect enemies. This includes laser/magnetic doors · Make the radius of stuns affecting enemies to 12m. 2nd ability: Sticky Ripline: · On cast, there is no duration until enemies are affected by it and when trapped, the duration is 20 seconds. · Make this seek out enemies until one enemy is trapped. · Make the duration affected by duration mods. · The radius of enemies triggering the trap is 12m. · Each time enemies runs near the trap they will be pulled in up to a max of 7 enemies can be caught. · Make the number of enemies caught be affected by strength mods. Nail Grenade: · I don`t think this ability should do damage. This ability should either de-buff enemies like enemies affected are vulnerable to damage OR enemies hit will have their weapons explode dealing damage and making them use their melee weapon. If Vauban can disarm enemies, this make his other abilities more effective. · Eximus hit will have their de-buff disabled for 20 seconds. · Make duration of ability affected by duration mods 10 seconds at base. Boost Pad: · Vauban and allies that run across it should get a speed buff for 10 seconds for whatever you do while running on it. (running, reloading, shooting bullet jumping) · When enemies run across it, the will ragdoll in the direction the arrow is facing. · Enemies affected will receive 50% reduction to movement speed. · Make the duration of enemies’ movement speed reduction affected by duration mods 20 seconds at base. · Boost pad will have no duration and won`t disappear until either over 5 have been cast. Damage Amp: · Make damage affected by power strength mods. · Make duration affected by duration mods. 3rd ability: · Keep the animation but increase the cast time speed. (reminds me of his prime trailer) · When cast it needs to fire instantly. · If enemies are still alive, they receive a fire proc. · This ability needs to do a significant amount of damage for it to be useful. 4th ability: · Keep the animation but increase the cast time speed. · Make this ability deal blast damage. · When ability runs out or deactivated, it will set off a blast proc ragdolling them. · Vauban and allies that are inside should receive 50% damage reduction. (this is better then having increased armour since armour doesn’t do much in this game) · The damage reduction Vauban and allies receive can be increased by strength mods. Synergies: 1st & 4th · If you throw your 1st ability in the 4th ability it will shock every enemy sucked in doing more damage. 2nd (boost pad) & 4th ability · If you throw bounce pad into the 4th ability in vortex form, it will move it to the direction the arrow is facing.
  11. When it comes to Frost, I like his abilities but I don`t like the way he looks, I like the trench coat look and looking like a tank but his design is ugly to me, seriously his legs look like the cause of the bloody titanic. When it comes to Frost prime, besides his helmet it look exactly the same as the original, that’s why I think he needs to get a visual rework because the way he looks now, there is no point in switching to the original skin so just make the prime version look completely different like the difference between Chroma and Chroma prime.
  12. Thank you at least someone's got some sense. Btw what do you think of my idea to improver her abilities?
  13. No she doesn`t need it I say get rid of it.
  14. If I were going to re-visit Ash, this is what I would do; Ash: · All abilities can be cast while on a zipline. 1st Ability: · If enemy is killed in one hit it is considered as a stealth kill. · Holding the ability will make both shurikens target the enemy you`re aiming at dealing double slash damage and adds critical chance and critical damage based on what melee weapon you have equipped. · The more health the enemy loses, the slower the enemy moves when bleeding out. · When the enemy stops bleeding, it will go back to its normal movement speed. 2nd Ability: · Increase the cast stun duration to 4 sec. · The smoke left behind will last for 10 seconds. · Enemies that enter the smoke will have a 6 sec stun duration and are 40% more susceptible to damage. · All stun durations cannot be increased by duration mods. · Increase smoke cloud radius by 7m · Smoke cloud`s radius can be increased by range mods. · The stun and the smoke damage buff will also work on bosses. · When Ash is invisible, the apparitions from bs are invisible. There are now new ways you can use this ability; · You can use it next to a dangerously high-levelled enemy to stun it and kill it with ease. · You can use it to block enemies in doorways. Since the smoke affect duration is 6 seconds and the smoke lasts 10 seconds, enemies will be stuck for a total of 12 seconds. · If you mod for less duration and more range, it will turn it into a better cc ability. 3rd Ability: · Holding the ability will give Ash certain mobility buffs. Teleporting in the air will give him sprint speed, bullet-jump before teleporting will give him increased bullet-jumping distance and sliding before teleporting will give him maneuverer speed. · The buffs start at 5% however, multiple used can increase them up to its maximum of 25%. · All buffs will have a duration of 20 seconds. · These buffs are not affected by strength and duration mods. · Holding the ability while on the ground will make ash kick the enemy across the room causing a small ragdoll (visual animation is the same) · You can teleport through windows if there are allies, npcs, enemies or objects with a health bar on the other side of it. · You are able to teleport to enemies in the air. · After teleporting in the air, preforming melee attacks will keep him in the air. (if DE decides to add aerial combos to melee 3.0) 4th Ability: · When activating the ability, it will start instantly. · Pressing the ability will bring you into the animation while holding the ability will send clones out to kill instead of you. · If you want to jump out of bs, press the ability again and the clones will continue to kill enemies. · Enemies that are red can be killed by players. · There is no limit to how many enemies he can kill within the radius of the enemy he`s aiming at. · An indicator is shown of the number of enemies that are going to be killed by bs. Interactive blade storm animation If you don`t want to be in the animation, it will act as normal however if you decide to be involved in the animation, you have a chance to gain bonus duration of slash ticks and 1% animation speed increase in the next use however, you have to be interactive within the animation. While in the animation; · You have to press the melee button in sink when his stabs enemies in the animation. · When doing so, there is an indicator showing the buffs and successful hits which will be converted into duration of slash ticks and animation speed increase. · The more successful hits you get the more animation speed you can get in the next use e.g. 10 successful hits = 10% animation speed. · The maximus slash duration bonus you can receive is 7 seconds. · If you jump out of bs you will lose the bonuses. · The bonuses slash tick duration will also include all weapon types. (even weapons that don’t have slash) · If you don`t interact with at least five animation cutscenes and get three successful hits, you will only deal half of bs damage. (2000 damage + no interaction = 1000 damage. Since Ash doesn`t have any synergy (or any good ones) here are some that will improve his performance; Synergies Smoke Screen + Shuriken, Teleport & Blade Storm: · If you use any ability while you`re invisible, enemy bodies will disappear. · The energy cost will also be cut down by half. · Using you 1st, 3rd and 4th abilities on the smoke victim will increase the damage dealt to the enemy. Shuriken + Teleport: · Using the 1st ability on an enemy will show their health bar through walls longer, making you able to teleport to them as long as they are continually receiving bleeding ticks. Shuriken + Blade Storm: To increase the damage of bs you must use shuriken. As long as enemies continuously keep receiving bleeding ticks, your damage will increase over time with no limit. · Enemies need to be alive and bleeding from the 1st ability for bs to receive more damage. · If no enemies are affected by slash, you will have five seconds before the damage is lost. · If the five seconds is up, the stored-up damage will decay overtime instead of disappearing completely. · There will be an indicator showing the amount of damage you are accumulating and the amount of time you have left. · If you get downed, the timer won`t start until you are revived. Fixes: · Make Ash be able to teleport in and out of the same grates instead of just one direction. · Sometime ash is glitched and stabbing the air and he is unseen when using bs due to camera angle. · Make the “clones” look like him (like wukong`s 1st ability) instead of looking like a hologram. · When blade storm is done, Ash doesn’t appear at the same place he started at but instead is teleported in a different location.
  15. Titania: · Increase all ability cast speed time. 1st ability: · Increase ability radius from 5m to 10m. · Instead of them rag dolling, make them just hover in the air. · Killing enemies will drop a health orbs. When picked up. It will send out a 15m wave of health regeneration giving her and allies 10 health a second for 5 seconds. Synergy: if you use the 2nd ability on an enemy affected by the 1st ability, they have a 75% chance to drop energy orbs. 2nd ability: · All buffs will have 75% effectiveness. · The range of enemies affected should be in a 50m radius. · Thorns – the damage reflection should be 1000+ and stagger enemies to make it useful. This can be increased by strength mods · Full Moon – it should also increase companion’s and butterfly’s movement speed. · Holding the ability should give you the option to switch and choose what buff you want. · When cycling through buffs, enemies that will give you the buff will glow by her chosen energy colour for 5 seconds. · Buffs should be absorbed into her no matter the distance. Synergy: dust & thorns applies to 4th ability butterflies. 3rd ability: · Each enemy affected will increase the range by 2m to a cap of 10m. · The enemy affected will stay stationary in the air. · You can shoot at affected enemy loading elemental damage into it depending on what mods you have on your weapons. The butterflies and the explosion will release the elemental damage. Visually loading fire damage will show the butterflies and enemies on fire and will show fire explosion upon deactivation. 4th ability: · While using 4th ability, make the other ability cost half the energy. · Get rid of the inertia. When you stop, she stops instead of it keep on moving, it’s very annoying. (include this in archwing) · When it comes to movement, she should move as smoothly as it she is on the ground or better. · While having the diwata (exalted sword) equipped, you can close the gap on enemies within 35m. This makes it to where you can reach the enemies quicker. · You can use L1 and R1 (ps4 controller) to do a quick dodge manoeuvre. · EDIT: She is able to interact with the environmental objects while in this form. (hacking, opening doors) · (Synergy) If you cast the 1st ability on enemies, it will give the diwata 30% more damage when used on them.
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