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SirProper

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Posts posted by SirProper

  1. I fail to understand why everyone is trying to come up with ideas that mess around with DE income making streams.

     

    If they are making too much money, maybe they will eventually change things to be easier on players, and they will make that choice on their own. Until then, to all you non-montly paying, non-Platinum pack buyers that are playing this game for free, with stuff being given away in Alerts, easy as pie Nightmare missions and trivial to finish events, complaining you don't yet have all the damn Pokemon cards is frankly ludicrous.

     

    Nothing is stopping you - and I mean NOTHING AT ALL - you all "unhappy players" to make one massive Dojo where you can just trade mods for mods all day long among yourselves, so you can stop messing around with other people market meta games.

     

    I stay out of general trading and get the odd mod off clan mates, and even tip the odd plat here and there as a courtesy, cause 1 Plat = 5 cents, so who actually cares.

     

    You already have all the tools to get around "the problems", stop trying to nerf other people's tools.

     

     

    This is a fairly ignorant take on the situation. First off it is not particularly effective or realistic to say to potentially even 1% of Warframe players you all join a clan if you want these specific things.  You do know how many tenno's that is right? Now what if that is closer to 30% yeah...

     

    I don't know about anything else or anyone else, but I am not trying to 'nerf' anyone's system. I am looking to make it a fair system one where people can be visible and are able to participate in whatever trade they want to participate in regardless of the real time or real/non physical resources they have.

     

    This 'argument' you make is detrimental to a mostly healthy discussion.  

     

    Also 'messing with DE's income streams' is a silly notion, as it stands they are making less than they could be. If there was an easier to use system for trading, people would actually be trading more platinum.  As it stands only a certain percent are really able to trade effectively while many people just give up. Having a fairly extensive background in internet marketing solutions, if you want people to spend more money make the checkout as simple and easy as possible. The more hiccups you have, slowdowns, or impediments the more people abandon 'cart' so to speak and fail to complete transactions.

     

    I can assure you many more people would be trading platinum and spending platinum in a healthy market system of any sort than the current choked up system that we currently have. It is technically in DE's best interest to facilitate/provide a better trading system. It will result in more money ultimately for them.

  2. We don't need regulations or any more limitations on trade.

     

    Want to make trade chat a more useful place?  Simple.  Make it cost 5,000 credits every time you say anything there.

    This is a really bad idea for one reason alone, most of the people that are able to foot that bill are already the same people spamming for plat. I personally do not want plat trading out of the game. I think there is value to it. 

     

    You can not put a gate on a trade system or it creates a 'have' versus 'have not split'. Free trade is important and imperative. We must consider how we can get visibility for everyone who wants it, in order to have a truly free market.

    As it stands now, only those that have the time and the resources are able to maintain visibility this creates an inherent cornering of the market, and a biased control of prices.  

     

    What we need to do is at the very minimum have two trade chats. One for materiel trades and the other for plat.

     

    Another solution which I like better, is a trade forum of sorts in game. something where you can post stuff and people respond. It dramatically increases visibility and people don't have to spam crap forever. 

     

    The last idea, which I have no idea how they would implement it but I think is the best, would be a market place. I place where people can post whatever they want for whatever price. I am thinking about how we can select stuff out of our inventories for trades now, and it would be cool  to just post what you have, and then select the thing you are looking for and people can then complete the transaction and you would get it in your mail. A simple solution with the largest need for a programming infrastructure...

     

    although now that I think about it, there may be some code already available to support it.  Since they have switched how event rewards work, you simply achieve the requirement and it spits out the reward. A market system would not be that far off as far as code is concerned. We the sellers are essentially creating a gate objective, and when someone completes it they would receive their reward.

     

    controlling the market isn't the best, but providing transparency will end up regulating it on its own, as people will start to be able to make informed decisions. 

  3. I tried for four days to use trade channel for one trade transaction, it was intentionally done as a sort of experiment. I was looking for just one item, and I tried for four days 4-5 posts about every hour for around 4 hours or so. I got no response for a trade, the occasional plat purchase offer, but most were 10 plat or more for a part not even worth that.  

     

    I used various means of presentation. tried WTT and all its iterations. Tried caps, not caps, using symbols and emulated just about every different tactic that I saw.  Nothing. So I tried a different tact. I offered a 100 plat for an item I knew wasn't even close to worth that. Instantly. Instantly 6 responses.

     

    What we have right now is a platinum commodities exchange not a trade channel. It is closer to a black market platinum trading/profiteering than anything else, and I agree with what someone said, "the closest thing to pay2win". Most of the time it is simply using platinum/real money to trivialize game mechanics.

     

    Now separate trade tabs, a market place, or a trading board within the game are all great solutions, even limiting how much platinum could be traded per trade, would be a decent control on the system, but with the way that the trade chat system currently works, it is almost impossible to gain any visibility for actual trading to be done. With swarms/hordes/a veritable plethora/relentless tide of platinum marketing there is no reliable way to have any visibility for materiel trading.

     

    On the side note of a sick economy, during my experiment/social engineering I hat two individuals try and broker me a reasonable deal, and in fact both were willing to do trade or 2-4 plat for the item I was looking for. I was able to get the trade I was looking for, but I don't think it is reasonable to have to resort to social engineering, to pull a few good apples out of a 'bad batch'. I am also certain I could repeat this procedure and get almost identical results every single time. 

     

    I honestly don't care which solution happens, but there needs to be something done so actual trades can happen, actual materiel trades. As a rank 14 founder with almost 600 hours, having been around since I believe update 7 or 8, I have plenty I would be more than happy to give/trade a way, but the platinum commodities market prevents that from happening, and an out of game trade board is a bit if not certainly unwieldy.

     

    Thank you for your time and attention.

    Good day sirs and may we see a brighter future. 

  4. Hi thanks for reading.

     

    I think that the addition of alternate skill sets would be a great way to help individualize warframes and allow people who like 1 or 2 aspects of a warframe to branch out into a build that suits them personally.

     

    This whole concept is designed to be mixed and matched so that your skills work in harmony with each other.

    These skills are not supposed to be better than their older counterparts, just different.

     

    If you have any questions about a skill, or are confused by anything, please tell me and I will do my best to elaborate.

    I am constantly looking for better ideas, and I am willing to listen to any constructive criticism you may have.

     

    NITPICKING IS WELCOME AND ENCOURAGED.

     

     

    =====Terminology=====

    %PC stands for % proc chance.

    EC stands for energy color.

    SWPS stands for scales with power strength.

    SWPR stands for scales with power range.

    SWPD stands for scales with power duration.

     

     

    =====Acquiring The New Mods=====

    Their are several possible ways to answer the question "how does one get these mods?".

    Option 1: they could be given to you upon warframe construction.

    "I don't like this one it just isn't that rewarding."

    Option 2: they could be given to you for leveling a warframe to 30.

    "Its better than option 1... that's about all I can say in favor of this one."

    Option 3: they could be constructed in the warframe lab.

    "Not sure about this one... it takes the RNG element out. I would like RNG to play a part because it encourages trading."

    Option 4: they could drop from random enemies in the dark sectors/void/derelicts/random missions take your pick.

    "This one is okay, the only problem is that it would clog up the mod pool."

    Option 5: they could drop from the Tenno specters.

    "I don't have any problems with this one."

    Option 6: they could be dropped in a special level set called the Orokin VR Challenges.

    "This one is my favorite, it encourages lots of trading, it gives people a reason to explore all of the lovely hidden rooms of the void, and it offers an alternative way to get the normal mods, allowing them to be removed from most of the mod tables! My only qualm with it is the difficulty in implementing it..."

     

     

    =====Skill Concepts=====

    =====Ash=====

    "Ash is awesome cool, but his unique loner play style is difficult to understand at first."

    ===Cleave===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) Ash pulls out his daggers and preforms a sliding strike animation with EC slash effects.

    (cast time:) The animation takes 0.8 seconds to complete.

    (can be reused: ) once the animation ends.

    Strike your foes with a 360 degree attack that staggers enemies and deals 200/300/400/500 SWPS 100%PC slash damage to any enemies within 1.5/2/2.5/3 SWPR meters of you.

    "This skill can fill the role of a heavy weapon, so that Ash can take a pair of single target daggers instead."

    ===Stealth===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 10+ 1per second.

    (casting animation and effects: ) Ash is engulfed by a thick layer of EC smoke.

    (cast time:) this skill is cast instantly.

    (lingering effects: ) Ash becomes transparent to the point that it is really hard to see him, and the screen border is ringed with black.

    (restrictions: ) there is a 2 second cooldown before this skill can be activated again.

    (can be reused: ) once the effect ends.

    Ash vanishes from sight, and gains 6/9/12/15% movement speed while this skill is active.

    The skill will toggle off automatically if Ash fires his weapon, lands a successful melee attack, or uses another ability.

    "This skill is great for hit, and run tactics.

    It also has great synergy with smokescreen by allowing you to easily get into the right position before transitioning from your out of combat stealth to your in combat stealth."

    ===Beckon===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 10.

    (casting animation and effects: ) Ash reaches forward, clutches his fist, and pulls his hand back.

    The enemy's disappearance/appearance is accompanied by a puff of EC smoke.

    (cast time:) The animation takes 0.8 seconds to complete.

    (can be reused: ) once the animation ends.

    Teleport a single enemy within 20/30/40/50 SWPR meters of you, directly into your blade's range.

    Stunning it for 0.5/1/1.5/2 SWPD seconds.

    "Instead of rushing to his target, he brings his target to him where it is at a disadvantage.

    This skill has a very low cost so Ash can use it rapidly."

    ===Thousand Blade Technique===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) Ash jumps and spins, disappearing into a cloud of smoke, as the smoke fades you hear the soft slashing sounds, then the noise stops and Ash returns in a puff of smoke.

    (cast time:) The animation takes 3 seconds to complete.

    (lingering effects: ) affected enemies are marked with a faint EC glow.

    (can be reused: ) once the animation ends.

    Ash disappears and begins slashing up the internal structure of his enemies, the external structure is left unharmed, so affected enemies wont know why they hurt, and therefore won't be alerted by the damage.

    Any enemy that walks within 14/16/18/20 SWPR meters of Ash during the animation is affected by severe internal bleeding, this causes them to take 30/35/45/50 SWPS 0%PC bleed damage a second.

    The internal bleeding gets much worse if the target starts to bleed externally, causing the target to take 1000% more damage per second so long as they are affected by the bleed proc.

    An enemy can only take a total of 2500/3000/3500/4000 SWPD damage from bleeding before the effect ends.

    Recasting the skill will reset the DoT.

    "A slow and silent damage over time skill that can be used to take down a large group without arising suspicions, but if you want to speed things up a little you can always try to apply bleed procs."

     

    =====Banshee=====

    "I tried to make it so that she can be built as either a quiet and stealthy or loud and destructive warframe, because I just don't see why she is both."

    ===Steady===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) an EC glow moves from Banshee's body to her hands.

    (cast time:) This skill is cast instantly.

    (lingering effects: ) her hands glow and 8/12/16/20 SWPD tiny EC orbs of light float around her, indicating the number of steadied shots you have remaining.

    (can be reused: ) once the animation ends.

    Banshee channels all the vibrations caused from firing her weapon into the projectile.

    The next 8/12/16/20 SWPD shots you fire will be silent, have 0 recoil, deal 20/30/40/50% extra AI damage, 20/30/40/50% extra critical damage, 20/30/40/50% extra damage vs unaware targets, and 20/30/40/50% extra damage when hitting a weak spot, like corpus boxheads, ancient's legs, and the illuminated patches from radar.

    Steady shots on enemies effected by silence will deal 40/60/80/100% more damage.

    All of these bonuses stack additively.

    You lose 1 empowered shot every second.

    "This skill is more useful when paired with a slow firing, hard hitting weapon, like that Paris we always see her with.

    Steady is meant to be used with radar and silence, and if you use it correctly it can be a massive boost to damage. This doesn't effect melee attacks."

    ===Echo===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 50.

    (casting animation and effects: ) Banshee rears her head back, lets loose a high pitched yell, and an EC shock wave that expands outwards, once it reaches its max range it starts to move inwards back to its point of origin.

    (cast time:) The animation takes 1 second to complete.

    (can be reused: ) once the animation ends.

    Banshee releases a burst of sound that extends to reach 0/15/20/25 SWPR meters all enemies struck by the wave are knocked down and dealt 150/200/250/300 SWPS 100%PC impact damage.

    Once the blast reaches its max range it will echo of the walls, returning to strike enemies a second time staggering them, and dealing 75/100/125/150 SWPS 50%PC impact damage.

    increasing the range will also increase the speed at which the shock wave travels.

    "An effective stun with a large range."

    ===Resonance Well===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 75.

    (casting animation and effects: ) Banshee stomps the ground and creates small EC shock waves that quickly grow much stronger.

    (cast time:) The animation takes 1.2 seconds to complete.

    (lingering effects: ) lasting shock waves that look similar to sound quake remain for the full duration, affected enemies are coated in small EC specks.

    (restrictions: ) can't be used in mid air.

    (can be reused: ) once the animation ends.

    Banshee hits the ground, creating a slight vibration that she uses as a catalyst.

    By pulsing waves of highly focused sound at just the right moment, Banshee can quickly build the catalyst into a self sustained well of vibrations that lasts for 6/9/12/15 SWPD seconds.

    This causes all enemies within range to vibrate rapidly dealing damage over time, and decreasing the effectiveness of their armor.

    Enemies within 11/14/17/20 SWPR meters of resonance's point of origin, will take 20/30/40/50 SWPS 10%PC impact damage per second.

    Every tick of damage that an enemy takes will make them more susceptible to the next, increasing the damage by an additional 5/10/15/20 SWPS damage per tick, this stacks up to 30 times, one stack of weakness is removed for every second a target remains outside of resonance's range.

    Enemies that stand directly on top of resonance's point of origin will have their armor reduced by -50/60/70/80% but the effect becomes less potent as you move away from the point of origin until the penalty is only -1% at the outer edge of the skill's range.

    Neither the damage nor the armor drain stack with a second resonance well.

    "Resonance is a great skill to use in late game, but it has a rather slow start up."

    ===Ultrasonic===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) Banshee rears her head back, lets lose a quiet screech, then a small EC shock wave expands outwards and quickly fades away

    (cast time:) The animation takes 1 second to complete.

    (can be reused: ) once the animation ends.

    Unleash a single blast of ultrasonic sound that has a frequency greater than the upper limit of human hearing.

    This deals 850/900/950/1000 SWPS 100%PC puncture damage, and scrambles the senses of all enemies on the map for 10 seconds, causing them to ignore things like dead bodies.

    After 6/9/12/15 SWPR meters the damage will start to drop off reducing it by 50 damage per meter traveled.

    Enemies won't notice the damage from this skill, so you can cast this skill without raising ANY suspicion.

    "A silent damage skill that doesn't have the stunlock aspect of sound quake, but it can be cast much quicker and is much better for stealth play."

     

    =====Ember=====

    "My impression of Ember is a crazy chicken that runs in circles, blasting the infested from just out of melee range, but she was originally a high risk high reward melee caster that would always be in the thick of things, I would like to see this come back as an option."

    ===Flash Fire===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) EC fire engulfs Ember's hand as she waves it in a forward facing arc.

    EC embers fly from her hand in a narrow cone as she does this..

    (cast time:) The animation takes 0.8 seconds to complete.

    (lingering effects: ) EC specks hover around the heads of affected enemies.

    (can be reused: ) once the animation ends.

    Ember tosses hot specks in a 5/6/7/8 SWPR meter cone of fire.

    These embers will viciously attack her enemies almost as if they had minds of their own.

    This staggers enemies, blinds them for 4/6/8/10 SWPD seconds, and deals 150/200/250/300 SWPS 40%PC fire damage.

    The duration of the blind effect will reset if recast

    “Short range, multi target debuff."

    ===Fire Jet===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 50.

    (casting animation and effects: ) Ember holds her hand up dramatically as it burns with EC fire, she then slams the ground.

    (cast time:) The animation takes 2 seconds to complete.

    (lingering effects: ) a scorched patch of EC embers is left on the floor, this will occasionally release a jet of EC flames that continually blows upwards untill it dies.

    (restrictions: ) can't be used in mid air.

    (reusability: ) once the animation ends.

    Ember uses her advanced pyrokinesis to draw heat up through the ground she is standing on.

    This well of heat spends 2 seconds gathering heat in between each flare, it flares 2/3/4/5 times, flares are 2 SWPR meters wide and 5 SWPR meters tall, and each flare lasts 2/3/4/5 SWPD seconds.

    Enemies that walk into the jet are thrown into the air and take 50/100/150/200 SWPS 20%PC fire damage, enemies will take a second tick of damage if they reenter, or remain in the jet of flame for more than a second.

    Allies that walk into the jet are also lifted into the air, in a fashion much like the air vents on the jupiter tile set.

    "An irregular trap/mobility skill that can wreak havoc on large lines of infested.

    A special thanks to Bibliothekar and Sargas Ruk!"

    ===Cauterize===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 75.

    (casting animation and effects: ) Ember holds her hand up dramatically as it burns with EC fire, she then presses it up against her chest and the flames engulf her body.

    (cast time:) The animation takes a second to complete.

    (lingering effects: ) EC flame continues to burn on her.

    (reusability: ) once the effect ends.

    Ember coats herself with intense fire for 8/12/16/20 SWPD.

    The fire hardens Ember's skin and seals her wounds, reducing damage by 40/50/60/70% and preventing stasis effects.

    Any enemies within melee range of Ember will also take 80/120/160/200 SWPS 20%PC fire damage a second.

    "Overheat."

    ===Pyroclastic Flow===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) Ember's hands ignite with EC fire and she extends her arms at either side.

    As she does this a massive pressure wave of EC shards of fiery magma explode from Embers location.

    (cast time:) The animation takes a 1.5 seconds to complete.

    (lingering effects: ) enemies burn with EC flame.

    (reusability: ) once the animation ends.

    Fill a radius of 17/18/19/20 SWPR meters with a blast of super heated shards, and magma, knocking enemies back, tripping them, dealing 200/300/400/500 SWPS 15%PC blast damage instantly, and 50/100/150/200 SWPS 20%PC fire damage every second for the next 10 seconds.

    The damage over time will stack.

    "Get that horde of high level enemies off your back by instantly killing the lights, and slowly burning the heavies."

    ===Accelerant===

    (cost: ) 50.

    (animation: ) instant cast.

    (effect on enemies: ) a very slight EC hue.

    (effect on allies: ) your limbs burn with EC fire.

    (reusability: ) once the effect ends.

    For 8/12/16/20 SWPD Ember causes all flames to burn with greater intensity.

    Enemies within 15/20/25/30 SWPR meters of Ember will become 40/60/80/100% more vulnerable to fire damage and 20/30/40/50% more vulnerable to gas, radiation and blast damage.

    Ember will also be invigorated by this skill, causing her to run 3/6/9/12% faster.

    "Sacrifice the durability of over heat, for a buff to speed and damage."

    "I'm still keeping this as a trophy of my, unconfirmed but still likely, success! ish..."

     

    =====Excalibur=====

    "He is good at everything, and yet a master of nothing."

    ===Javelin Toss===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) Excalibur reaches behind him, grabs a javelin that materializes out of thin air, and throws it.

    The javelin starts to give off a wide aura of EC slashing energy once it becomes airborne.

    (cast time:) The animation takes 0.8 seconds to complete.

    (reusability: ) once the animation ends.

    Excalibur throws a single piercing javelin with incredible force.

    Any enemy that is within 2.5/3/3.5/4 SWPR meters of the javelin as it passes will take 200/300/400/500 15%PC SWPS slash damage, but if they are directly hit by the javelin they will take an additional 50/100/150/200 80%PC piercing damage.

    The javelin will pierce through any and all obstacles it comes across.

    It also has a slight arc that can make long ranged shots tricky.

    "This is the long ranged skill that Excalibur currently lacks."

    ===Perseverance===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 50.

    (casting animation and effects: ) Excalibur raises his sword dramatically, and there is a brief burst of EC light.

    (cast time:) The animation take second to complete.

    (lingering effects: ) EC particles loosely float around Excalibur, the particles will thin out considerably once the shield regen effect ends.

    (reusability: ) once the shield regen effect ends.

    Excalibur's will allows him to overcome adversity, and keep fighting even in the harshest of environments.

    Excalibur will regain 70/80/90/100 SWPS shields every second for the next 3/4/5/6 SWPD seconds, and he will have 100/150/200/250 SWPS more armor for the next 6/8/10/12 SWPD seconds.

    Excalibur is invincible during the animation.

    "This is a pretty basic defensive skill that Excalibur can utilize when he needs to put himself in harm's way."

    ===Freedom of Movement===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 75.

    (casting animation and effects: ) a short burst of EC light around the feet of affected allies.

    (cast time:) This skill is cast instantly.

    (lingering effects: ) affected allies have an EC glow around the feet and lower legs.

    (reusability: ) once the effect ends.

    Excalibur grants his team immunity to trips, staggers, stuns, slows, knocked down, and knocked back for 15/20/25/30 SWPD seconds.

    "This team buff is great for melee, because many enemies like to trip you if you get too close."

    ===Alpha Strike===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) Excalibur stomps, raises his sword, and stabs the ground.

    Affected enemies are lifted into the air as you stomp, then spinning javelins slice up from the ground and quickly straighten themselves above their targets as you raise your sword, and then crash down as your sword does.

    (cast time:) The animation takes 3.5 seconds to complete.

    (restrictions: ) can't be used in mid air.

    (reusability: ) once the animation ends.

    The 6/9/12/15 SWPS enemies closest to Excalibur are hit with 300 SWPS 100%PC impact damage, then 300 SWPS 100%PC slashing damage, then 300 SWPS 100%PC piercing damage, and are then pinned to the ground.

    "Alpha strike has infinite range, but it will only ever strike a certain amount of enemies at once.

    It my not be that great against really big crowds like radial javelin, but it is more predictable, and it's always useful no matter where or when you cast it."

     

    =====Frost=====

    "He is a cool, and tanky defensive caster."

    ===North Wind===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) As Frost waves his hand in a forward facing arc, a gust of wind with streaks of your EC bursts forth from him, it travels outwards and then dissipates.

    (cast time:) The animation takes 0.8 seconds to complete.

    (reusability: ) once the animation ends.

    Frost creates a gust of super frigid air in a wide cone that rushes 6/8/10/12 SWPR meters in front of him.

    This deals 150/200/250/300 SWPS 20%PC cold damage, and knocks enemies back a great distance.

    "Great for getting enemies out of, or away from, your snow globe."

    ===Heat Sink===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 50.

    (casting animation and effects: ) frost slams the ground with his fist.

    (cast time:) The animation takes 1.2 seconds to complete.

    (lingering effects: ) a dark path is painted onto the floor, and starts to emanate a slightly EC tinted mist.

    This should look like the ice pits in the void.

    (reusability: ) once the animation.

    Frost creates a 10/12/17/20 SWPR meter long and 1.5/2/2.5/3 SWPR meter wide path of super frigid mist, that drains the heat out of anything it touches for 15/20/25/30 SWPD seconds.

    Enemies that stand in the mist will move and attack 35/40/45/50% slower, but if an enemy is affected by the cold status effect it's frozen solid instead.

    "Good for slowing the arrival of oncoming enemies to help prevent them from getting to your snow globe."

    ===Cryosleep===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 50.

    (casting animation and effects: ) Frost is instantly frozen solid, and a blizzard begins rushing around him.

    When the animation ends there is a bright flash of EC light, the blizzard dissipates, and the ice shatters violently

    (cast time:) The animation is ends once your shield capacity is full.

    (reusability: ) once the animation ends.

    Frost freezes himself in place and becomes incapable of action, if he is in mid air the rushing blizzard around him will keep him aloft.

    During this time Frost is immune all harm, and regenerates 14/16/18/20% SWPS of his max shield capacity every second.

    Once frost reaches his max shield capacity the ice shatters in a 9/11/13/15 SWPR meter blast of light and shrapnel that stuns enemies for 1/2/3/4 SWPD seconds, and deals 150/200/250/300 SWPS 50%PC cold damage.

    Frost can use this skill at full shields to instantly create a blast of light and shrapnel.

    "If frost becomes overwhelmed he can use this skill to get back into fighting shape and put his enemies at a disadvantage."

    ===Ice Age===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) EC ice forms on Frost's hands as he extends his arms at either side.

    (cast time:) The animation takes 1.8 seconds to complete.

    (lingering effects: ) the affected enemies are frozen solid in large spires of EC tinted ice.

    (reusability: ) once all of the frozen enemies are either free or killed.

    A drastic drop in temperature instantly freezes all enemies within a 10/15/20/25 SWPR meter radius.

    This supernaturally cold ice will only break after 1500/2000/2500/3000 SWPS damage has been done to the effected enemy.

    Effected enemies will take 75/100/125/150 SWPS 0%PC cold damage every second that they remain frozen.

    "Eventually all the enemies will be broken free because of the damage over time."

     

    =====Hydroid=====

    "He is a powerful disruptor with a tiny twist of stealth play."

    ===Dragline===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) Hydroid extends his hand and fires an orb of EC water.

    (cast time:) The animation takes a second to complete.

    (lingering effects: ) affected enemies are engulfed with EC water, and connected to the orb by water like tendrils.

    (reusability: ) once the orb is anchored.

    Hydroid launches a sphere of water that slowly moves forward, linking the first 2/3/4/5 SWPS enemies that come within 3/4/5/6 SWPR meters of it to itself.

    Linked enemies are unable to shoot, or call for help, and they can't move more than 14/11/8/5 meters from the orb.

    The orb will steadily move away from you but it will also realign itself with your cursor if you move it.

    The orb will pass through enemies, and gun fire will pass through the orb, but if it touches a wall it will anchor itself to it.

    The orb will stop moving once anchored and all linked enemies will be dragged as close to the anchor as their hulking bodies will allow.

    The orb will disappear 6/8/10/12 SWPD seconds after it is created, breaking all links, or dropping all tethered enemies.

    Bosses are affected slightly differently, they do not get tethered when the dragline anchors itself, but they will still get linked.

    Bosses can still shoot in a linked state so watch out.

    It will not pick up new enemies once the old ones are dead, nor will it pick up enemies when anchored.

    "Total crowd control with some interesting stealth capabilities.

    Imagine grabbing enemies with this and then pinning them to the floor or ceiling."

    ===Cleanse===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 25.

    (casting animation and effects: ) Hydroid raises both his hands, and EC water rises up from the ground to fully engulf him, then he quickly puts his hands down and it washes off, traveling along the floor.

    (cast time:) The animation takes 1.2 seconds to complete.

    (reusability: ) once the animation ends.

    Hydroid washes himself with cleansing water that instantly removes all status effects and restores 50/60/70/80% of his max shields.

    It then washes off of him taking any harmful pollutants with it.

    This deals 40/60/80/100 0%PC SWPS impact damage to anyone within 9/11/13/15 SWPR meters of him, any status effects removed from Hydroid will be transferred to the enemies stuck by the wave along with 20/30/40/50 SWPS extra damage of that element type.

    you are immune to damage as you cast this skill.

    "So if you are on fire when you use cleanse it will remove that effect from you and deal additional fire damage with the rolloff wave."

    ===Ocean Current===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 50.

    (casting animation and effects: ) Hydroid extends his hand sending a rolling wave of EC water along the floor.

    (cast time:) The animation takes a second to complete.

    (reusability: ) once the animation ends.

    Hydroid sends out a rolling wave of water that travels forward 4/6/8/10 SWPR meters, once the wave reaches its max range it will change direction and travel the path it took, returning to its original position.

    The wave deals 150/200/250/300 100%PC SWPS impact damage to all enemies it passes when heading out, it only deals 75/100/125/150 20%PC SWPS impact damage on its return trip, but it sweeps up loot and dead bodies during this time, bringing them to its origin point.

    "Damage, crowd control, loot gathering? I think that this is just what are aspiring pirate needs."

    ===Abyss===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) Hydroid raises his hand dramatically as EC water swirls around him, and converges to it.

    (cast time:) The animation takes 2.5 seconds to complete.

    (lingering effects: ) a wide bubble of disturbed space, when outside looking in all you'll see is a shimmering EC barrier, but on the inside the area looks much darker than it should be, and all the walls and floors seem to be transparent as you predominantly see yourself in a massive underwater chasm, with tiny ghost fish that swim right through you.

    you might also be able to see Hydroid's ship in the distance.

    (reusability: ) once the effect ends.

    Hydroid partially transports the immediate 14/16/18/20 SWPR meters of space to a massive underwater abyss for 6/8/10/12 SWPD seconds.

    Enemies within this disturbance will take 70/80/90/100 20%PC SWPS magnetic damage a second as the incredibly strong pressure presses down on them.

    They will also move 15/20/25/30% slower, their sight range will decrease by 30/40/50/60%, all sound in the abyss is reduced by 60/65/70/75%, and all enemy gun fire that is in the abyss will move 20/40/60/80% slower.

    Enemies outside the abyss will not be able to hear or see anything that goes on within it, and at the same time enemies inside the abyss will not be able to hear or see anything on outside if it.

    Gun fire can move freely in and out of the disturbance.

    "An ominous AoE that severely cripples the hordes within."

     

    =====Loki=====

    "This guy is tricky because most of his skills rely on each other, and that makes it hard to jam other stuff in without it seeming like some unnecessary fifth wheel to his skillset..."

    ===Scrambler===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) Loki waves his hand and tosses a small black, dagger like device that emits EC sparks.

    (cast time:) The animation takes 0.8 seconds to complete.

    (lingering effects: ) an affected enemy's face will be covered with EC static as long as it is stunned, and black smoke as long as it's accuracy suffers.

    Affected terminals will display either green or grey static, depending on whether a Tenno can use it or not.

    (reusability: ) once the animation ends.

    Loki throws a small scrambling device that disrupts everything around it when it hits an object.

    All enemies in a 7/8/9/10 SWPR meter radius will be stunned for 2/3/4/5 SWPD seconds, all enemies in a 14/16/18/20 SWPR meter radius will be less accurate for 4/6/8/10 SWPD seconds, and any data terminals in a 28/32/36/40 SWPR meter radius, will be scrambled for 8/12/16/20 SWPD seconds, preventing any enemies from using them.

    Tenno can still use scrambled terminals.

    The debuffs will reset on enemies that are hit again.

    "This is a great tool to use when you see an enemy sounding the alarm, but you can also just use it to cause a little havoc."

    ===Misdirection===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 10.

    (casting animation and effects: ) Loki waves his left hand, this creates a small EC light that floats in front of the enemy's face, the light will orbit around the enemy's head and disappears, the enemy will turn to face it and look confused when the light is nowhere to be seen.

    (cast time:) The animation takes a second to complete.

    (reusability: ) once the animation ends.

    Loki uses his mastery of deception to trick all enemies within a 5/10/15/20 SWPR meter cone to turn their backs to him for at least 0.5/1/1.5/2 SWPD seconds.

    This allows Loki to perform a stealth finisher for 0.5/1/1.5/2 SWPD seconds as well.

    "This is extremely useful for stealth, but it can also be used in combat to help encourage enemies to shoot someone else. "

    ===Theft===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 25.

    (casting animation and effects: ) Loki reaches forward, clutches his fist, and pulls his hand back.

    Bullets fly from enemies to Loki as he does this.

    (cast time:) The animation takes 0.8 seconds to complete.

    (reusability: ) once the animation ends.

    Loki steals the ammo of all enemies within 6/9/12/15 SWPR meters of him, forcing them to reload.

    Each of Loki's weapons will regain 7/8/9/10% of their max ammo capacity per enemy hit.

    Enemies will not realize that their weapons have been emptied until they actually try to shoot.

    Loki will also open all lockers, break all boxes, and loot all corpses within range.

    "Loki is heavily dependent on his weapons, and he can quickly burn through ammo because of this.

    Theft is a great way to restore your depleted ammo reserves, and cause a little chaos in the process."

    ===Discord===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) Loki raises both his hands to face level and then dramatically claps them together in a burst of EC sparks.

    (cast time:) The animation takes 1.2 seconds to complete.

    (lingering effects: ) EC sparks that move in erratic and chaotic ways, cover both Loki and all enemies within range.

    (reusability: ) once the effect ends.

    Loki's mastery of chaos allows him to find just the right dominos to push.

    Sending even the most well organized army into disarray.

    All enemies within a 11/14/17/20 SWPR meter radius of Loki will have a 15/20/25/30% chance to be affected by a random effect every second.

    This lasts for 9/11/13/15 SWPD seconds.

    Possible effects include:

    a chance to be staggered,

    a chance to be tripped,

    a chance to be permanently disarmed,

    a chance to be stunned for 5 seconds,

    a chance to be filled with fear for 5 seconds,

    a chance to lose all shields and shield recharge rate for 5 seconds,

    a chance to have their movement speed reduced by 50% for 5 seconds,

    a chance to go blind for 5 seconds,

    a chance to go deaf for 5 seconds,

    a chance to deal 50% less damage for 5 seconds,

    a chance to take 50% more damage for 5 seconds,

    a chance to have 50% less armor for 5 seconds

    a chance to just stop, and act like nothing is wrong for 5 seconds,

    a chance to fall upwards for 5 seconds,

    a chance to disappear, only to return 5 seconds later.

    a chance to attack and move 50% slower for 5 seconds,

    a chance to start attacking other enemies for 5 seconds,

    a chance to start spinning in circles for 5 seconds,

    a chance to fall flat on the floor for 5 seconds, (flying enemies only)

    and a chance to stop and reload for no reason.

    Some bosses are immune to certain effects.

    "Loki is an absolute master of all things erratic, and chaotic.

    thanks Shin!"

     

    =====Mag=====

    "A manipulative caster, that specializes in turning enemies' strengths into weaknesses."

    ===Push===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) Mag reaches forward as a EC magnetic distortion covers her hand.

    (cast time:) The animation takes 0.5 seconds to complete.

    (reusability: ) once the animation ends.

    Mag pushes enemies in a 16/19/22/25 SWPR meter cone away from her.

    This also deals 150/200/250/300 15%PC magnetic damage.

    "This is the exact opposite of pull."

    ===Shield Reversal===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 75.

    (casting animation and effects: ) Mag lifts her hand as EC magnetic distortions burst from her body.

    (cast time:) The animation takes a second to complete.

    (lingering effects: ) affected enemies have a EC distortion covering their weapons, this becomes barely visible once their shields go down.

    (can be reused: ) once the animation ends.

    Sabotage the friend or foe systems of all enemy shields within 20/30/40/50 SWPR meters.

    Causing the enemy's own gunfire to be blocked by its shields for 8/12/16/20 SWPD seconds.

    Once a effected enemy manages to destroy its shields it will be able to shoot normally again.

    Tenno fire on the other hand will pass straight through to the enemy's health leaving its shields unharmed.

    This will also stagger enemies upon casting.

    "This skill prevents enemies from hitting you until they destroy their own shields, and as they fire away, you can hurt them directly.

    Thank you Ninosan!"

     

     

    ===Levitate===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 15+ 2 per second.

    (casting animation and effects: ) EC magnetic energies spiral around Mag upon activation.

    (cast time:) this skill is cast instantly.

    (lingering effects: ) small magnetic disturbances orbit Mag's feet, as she floats two inches off the ground. She will use a new set of animations for movement while she is in this state. Her legs wont move when she walks, and she will glide about.

    (can be reused: ) once the effect is toggled off.

    Mag uses her magnetic abilities to repel herself from the ground.

    This will greatly increase her strafing capabilities, and give her immunity to knock down and stagger effects, but she will be far more susceptible to knock back!

    While in this state she will move 15/20/25/30% faster, fall 35/40/45/50% slower, jump 50/60/70/80% higher, and any enemies that are within 1/2/3/4 SWPR meters of her will slowly get pushed away.

    She will also be unable to sprint in this state, but she will use her sprint speed for basic movement in all directions at 0 stamina cost.

     

    "A all around mobility skill that can help keep your enemies on their toes.

    The strafing power would help you shoot, and run at the same time."

     

     

    ===Deflection===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) Mag extends both her arms to either side of her, as EC magnetic energies move from one hand to the other creating a circle.

    (cast time:) The animation takes 2.5 seconds to complete.

    (lingering effects: ) A magnetic distortion heavily coats Mag's body, this effect gets dimmer, and less apparent as the effect fades.

    (restrictions: ) there is a 5 second cooldown before this skill can be used again.

    (can be reused: ) once the animation ends.

    Mag channels intense magnetic energies from all around her to create a protective barrier.

    The gathering force is so strong that it deals 200/300/400/500 SWPS magnetic damage, and stuns all enemies that are within 14/16/18/20 SWPR meters of Mag while the animation plays.

    Once Mag finishes the animation she gains a 100% chance to deflect every attack that hits her, but this chance will decay to 0 over the course off 22/28/34/40 SWPD seconds.

    ranged attacks that are deflected will return to hit the enemy that fired the attack, and when a melee attack is deflected it knocks the attacker back quite a distance dealing damage in the process.

    Mag won't take damage from an attack if it is deflected.

    "A great way to protect yourself when you fall into a tight spot, and it gives you a lasting, but decreasing defencive buff.

     

    =====Nekros=====

    "Nekros uses a powerful set of skills to support his team, and destroy his enemies."

    ===Sap Energy===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) Nekros points at an enemy as EC smoke clouds his finger.

    (cast time:) The animation takes 0.8 seconds to complete.

    (lingering effects: ) a EC string or beam links Nekros to the enemy while they are in range of each other, and the affected enemy glows EC.

    The glowing grows dimmer if they are out of range.

    (can be reused: ) once the animation ends.

    Drain the life force out of an enemy, causing it to take 60/90/120/150 SWPS 10%PC cold damage every second for 5/6/7/8 SWPD seconds.

    And as long as Nekros is within 4/6/8/10 SWPR meters of that enemy he will regenerate 50% of the damage as shield power.

    Nekros will regain 20/30/40/50 SWPS health, and 4/6/8/10 energy If the affected enemy dies within range of him.

    "This can help keep a squishy caster such as Nekros alive long enough for him to cast his time consuming spells."

    ===Living Death===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 50.

    (casting animation and effects: ) Nekros reaches forward as EC energy covers his hand.

    (cast time:) The animation takes a second to complete.

    (lingering effects: ) affected enemy will collapse to the floor in a flash of EC light, and just lie there for the duration of the skill before getting up.

    (can be reused: ) once all the effected enemies die or the effect ends.

    Nekros sends up to 7/8/9/10 SWPS enemies within a 5/10/15/20 SWPR meter cone into a death like state rendering them incapable of action for 4/5/6/7 SWPD seconds.

    Enemies effected by living death are vulnerable to being instantly killed by desecrate.

    Some incredibly tough foes, (bosses and enemies with more than 1000/1500/2000/2500 health) will resist instant death, and take 700/800/900/1000 15%PC corrosive damage instead.

    "A creepy CC skill that has a much shorter duration than terrify but to make up for this it has a nasty relationship with desecrate.

    Desecrate will instantly kill the target (causing it to drop loot as normal) and then automatically search the body (the chances of extra loot will stay the same, a failed cast will still destroy the body.)"

    ===Blur Mortality===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 75.

    (casting animation and effects: ) Nekros raises both his hands and gazes skyward as EC spirit energy travels from his palms to him, and his team.

    (cast time:) The animation takes 1.8 seconds to complete.

    (lingering effects: ) small EC sparks cover the skin all who are affected, this changes into a effect similar to shadows of the dead if you have negative health.

    enemies that die within range will leave behind a brief wisp of EC light that quickly disappears.

    (can be reused: ) once the effect ends.

    Nekros uses his mastery of death to allow him and his team to imitate life even if you're technically deceased.

    For 11/14/17/20 SWPD second all tenno, sentinels, cryo pods, shadows, etc, will remain “alive” even after they are below 0 health.

    Using this skill will revive bleeding team mates to 0 health.

    Right before the effect ends, Nekros emits a healing pulse that restores 25/50/75/100 SWPS health.

    Enemies that die within 8/12/16/20 SWPR meters of Nekros while this skill is active will strengthen this pulse causing it to heal 9/11/13/15 SWPS more health per enemy death.

    If a team mate has less than 0 health (even after the healing pulse) when the skill ends, than they will be put into a downed state.

    "A great team support skill that can delay the inevitable.

    Much better at keeping one alive than desecrate, but it has its limits.

    Although this skill is kinda like invincibility, one must still try to avoid damage to prevent themselves from going too deep into the negatives."

    ===Death Aura===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) EC necromantic energy washes over Nekros as he slowly draws his hands up above his head.

    (cast time:) The animation takes 2.5 seconds to complete.

    (lingering effects: ) natural light is darkened around you, only to be illuminated by a faint flickering EC glow.

    This should look like candlelight.

    EC necromantic energy rises up from the ground beneath the feet of affected enemies.

    (can be reused: ) once the effect ends.

    Nekros surrounds himself with a aura of darkness.

    For 9/11/13/15 SWPD seconds, anyone within a 14/16/18/20 SWPR meter radius of Nekros will be brought closer to death.

    If an enemy's health falls below 20/30/40/50% or if they have less than 150/200/250/300 health in total, then they will be consumed by darkness, instantly killing them.

    "This is exactly what it says it is, a aura of death that follows Nekros."

     

    =====Nova=====

    "Nova is a destructive daredevil, with a fast paced play style."

    ===Gamma Burst===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) a quick burst of EC light.

    (cast time:) this skill is cast instantly.

    (can be reused: ) once the animation ends.

    Unleash a 9/11/13/15 SWPR meter burst of gamma radiation that staggers enemies and deals 150/200/250/300 SWPS 30%PC radiation damage.

    "On demand damage, and crowd control."

    ===Acausality===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 50.

    (casting animation and effects: ) Nova extends both her arms to either side of her.

    (cast time:) The animation takes a second to complete.

    (lingering effects: ) two small, circular EC worm holes appear one in front of the other, they have energy beams connecting them, so they pretty much just look like a cylinder.

    the portals when acausality discharges and unleashing very fast moving sphere of EC light.

    (can be reused: ) once the animation ends.

    Nova opens up two linked portals in front of her.

    Energy within these portals is repeatedly sent back in time, temporally doubling it.

    Shooting the portals will cause them to be displaced, releasing all their stored power as a explosive projectile, that fires in the direction you were facing when you originally cast acausality.

    The portals will become unsustainable after 30 seconds, causing them to discharge on their own.

    The power of the discharge becomes more intense the longer you let the energy build up, but there are are diminishing returns, and each second of build up increase the over all damage and range of the discharge by 10% less then the next.

    The damage of the discharge is 140/160/180/200 SWPS per second of charge time.

    The radius of the blast is 2 SWPR meters per second of charge time.

    "This skill takes planning and forward thinking to use, but it can be absolutely deadly."

    ===Atomic Field===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 75.

    (casting animation and effects: ) Nova points at the targeted position and a transparent bubble appears there.

    then EC particles appear at the center and start moving in random directions.

    (cast time:) The animation takes a second to complete.

    (can be reused: ) once the animation ends.

    Nova creates a 5 SWPR meter containment field which is then flooded with 6/9/12/15 SWPR highly energetic particles that rapidly bounce around in the containment field, phasing through any solid matter they come across.

    These particles deal 70/80/90/100 SWPS 5%PC radiation damage every time they pass through an enemy.

    After 15/20/25/30 SWPD seconds the field disappears and the particles harmlessly dissipate into the air.

    "Atomic field is used to block choke points.

    The containment field doesn't block movement or gun fire."

    ===Dirac Sea===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) Nova raises her hand and lets loose a intense blast of EC light that flashes over your entire screen for a split second.

    After the flash, bright EC particles in the air quickly fade away.

    (cast time:) The animation takes 1.2 seconds to complete.

    (can be reused: ) once the animation ends.

    Flood the air around you with raw uncontrolled antimatter, and let its destructive properties do the rest.

    Enemies within a 15/18/22/25 SWPR meter radius of the blast will take 70/80/90/100 SWPS 0%PC radiation damage per enemy level.

    "A level 1 enemy would take 70/80/90/100 SWPS damage, but a level 10 enemy would take 700/800/900/1000 SWPS damage, and a level 100 enemy would take 7000/8000/9000/10000 SWPS damage."

     

    =====Nyx=====

    "Nyx is one of my favorite frames, and I hope that I have kept true to her style."

    ===Telekinetic Grip===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) Nyx reaches towards her target as EC mental energy surrounds her outstretched hand.

    (cast time:) The animation takes 0.8 seconds to complete.

    (lingering effects: ) enemies glow EC and are lifted into the air.

    (can be reused: ) once the animation ends.

    Nyx attempts to strangle an enemy by telekinetically lifting it into the air.

    This deals 20/30/40/50 SWPS 15%PC magnetic damage per second, allows the target to be hit by friendly fire, and renders the target helpless for 5/6/7/8 SWPD seconds.

    You can push affected enemies out of your way by sprinting into them, shooting them, or attacking them with your sword.

    This skill has infinite range, but it doesn't work on bosses.

    "A useful crowd control skill that can take multiple heavy units out of the picture."

    ===Detect Thoughts===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 50.

    (casting animation and effects: ) Nyx puts her fingers to her head as EC mental energy surrounds Nyx's hands.

    (cast time:) The animation takes a second to complete.

    (lingering effects: ) enemies are highlighted:

    Red if they are targeting you,

    Orange if they are targeting your sentinel,

    Yellow if they are targeting a team mate, or a team mate's sentinel,

    Green if they are targeting another enemy,

    Blue if they don't have a target, or

    White if they are targeting a objective, like a cryo pod, data terminal, or rescue target.

    (can be reused: ) once the effect ends.

    Nyx reaches into the minds of all opponents within 15/20/25/30 SWPR meters, allowing her to predict their actions for 11/14/17/20 SWPD seconds.

    This will greatly enhance your ability to predict your enemies movements, marking them on the mini map, and increasing your attacks critical hit chance by a factor of 20/30/40/50% SWPS.

    Your team will also benefit from your findings, but the highlighted colors on enemies will vary depending on the observer.

    "A nice utility skill that uniquely benefits Nyx, allowing her to better coordinate herself in a crowd of chaotic enemies."

    ===Denial===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 50.

    (casting animation and effects: ) Nyx raises her hand as EC mental energy surrounds her.

    (cast time:) The animation takes a second to complete.

    (lingering effects: ) enemies that are still affected will glow EC.

    (can be reused: ) once the animation ends.

    Nyx psychically prevents all enemies within 15/20/22/25 SWPR meters from perceiving her for 6/8/10/12 SWPD seconds.

    All of the effected enemies will stop, look confused, and then find a new target or wander off as if you weren't there.

    They will also become vulnerable to your stealth attacks.

    But if a enemy sees you attacking one of its allies it will break free from the effect.

    Nyx's other abilities don't break the effect, only gun fire, and swordplay.

    Using absorb will temporarily snap all affected enemies out of denial.

    "This allows you to operate in safety for a short time."

    ===Mass Suicide===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) Nyx slowly raises her hand as EC mental energy surrounds it, and then she quickly clenches her fist with a flash of EC light.

    (cast time:) The animation takes 3 seconds to complete.

    (can be reused: ) once the animation ends.

    Reach into the minds of all enemies within 13/17/21/25 SWPR meters of you, forcing them to destroy themselves.

    Enemies that are within 11/14/17/20 SWPR meters of Nyx while she is casting this skill will be stunned until she is finished.

    If the target has more than 1100/1400/1700/2000 SWPS health then they will resist Nyx's power and survive with only 150/200/250/300 SWPS 15%PC radiation damage from mental trauma.

    If a target is already suffering from one of Nyx's other abilities then it is automatically considered to be in this skills range.

    "A skill that wipes out everything, but the really big stuff.

    It also is great at taking out all the lingering enemies that are preventing you from reusing chaos, no matter where they are on the map."

     

    =====Oberon=====

    "Oberon has a hybridized play style that is just as destructive as it is supportive."

    ===Example===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) Oberon looks up and raises his hand as EC light flashes around it, then a beam of EC light strikes its target from above.

    (cast time:) The animation takes a second to complete.

    (lingering effects: ) enemies that are affected by the debuff will slightly glow EC.

    (can be reused: ) once the animation ends.

    Oberon displays his strength by striking a single enemy with 700 SWPS 15%PC radiation damage.

    If the target is killed by example then all other enemies within 14/16/18/20 SWPR meters of the kill will be adversely affected, decreasing their damage output by 15/20/25/30% SWPS for 6/9/12/15 SWPD seconds.

    "Destroy your enemies and support your allies by reducing enemy damage."

    ===Aid===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 25.

    (casting animation and effects: ) EC light flashes around Oberon, Oberon's previous position, and Oberon's target ally.

    (cast time:) this skill is cast instantly.

    (lingering effects: ) allies that are affected by the buff will slightly glow EC.

    (can be reused: ) once the animation ends.

    Oberon is quick to throw himself in harm's way if that is what it takes to protect an ally.

    Oberon regains 40/60/80/100% of his max shields, and becomes invulnerable for one second.

    If this skill is aimed at a friendly unit within 16/24/32/40 SWPR meters of him, then he will teleport to that unit and grant it the same effects.

    This requires line of sight for most allies, but if your target ally is a Tenno then you can jump to them through walls.

    Jumping to a bleeding target will prevent that target from losing any more blood for 1/2/3/4 SWPD seconds.

    "This skill lets Oberon get in the center of the action, and allows him to come to the rescue at just the right moment."

    ===Comeuppance===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 75.

    (casting animation and effects: ) Oberon looks up and raises both his hands as EC light travels between them, forming a circle of EC light that grows to engulf everything in a 5 meter radius of Oberon.

    (cast time:) The animation takes 2 seconds to complete.

    (lingering effects: ) Oberon emits a faint EC field, and allies that are affected by the buff will brightly glow EC.

    (can be reused: ) once the effect ends.

    Oberon creates a 5 meter sphere of protection around him for 14/16/18/20 SWPD seconds.

    Friendly units that walk into Oberon's light will be blessed for 2/3/4/5 SWPD seconds granting them 15/20/25/30% damage mitigation.

    Enemies that attack the protected units will take damage equal to the amount mitigated.

    An individual's buff will be reset every time they return to Oberon's side.

    "A valuable safety net that can save your life, and deal damage to your attackers."

    ===Judgment===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) Oberon looks up and raises his hand as EC light flashes around it, then a beam of EC light strikes its target from above.

    (cast time:) The animation takes a second to complete.

    (lingering effects: ) enemies that are marked for judgment will glow EC, but enemies that are immune to your judgment will have faint red sparkles hovering around them.

    (can be reused: ) once judgment ends.

    Strike an enemy with a massive blast of 1500/2000/2500/3000 SWPS 30%PC radiation damage.

    All other targets within 7/8/9/10 SWPR meters of the kill will be marked.

    One marked target will be chosen at random every 0.5 seconds, dealing 3000 SWPS 30%PC radiation damage, marking all other targets within 7/8/9/10 SWPR meters, and removing the mark.

    Marked targets will run and panic in fear until the mark is removed.

    This chain of destruction will end if your judgment kills more than 14/16/18/20 SWPS enemies, or if judgment runs out of marked targets.

    Once an enemy is hit by judgment it can't ever be marked again, and becomes a invalid target for starting the chain.

    "A purely offensive skill that hits like a tonne of bricks, but it can never strike the same enemy twice."

     

    =====Rhino=====

    "Rhino is a brutish tank with all the finesse of a wrecking ball."

    ===Radial Blast===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) Rhino hits his hands together, and a EC shock wave expands outwards.

    (cast time:) The animation takes 0.8 seconds to complete.

    (can be reused: ) once the animation ends.

    Rhino hits his fists together with enough force to created a 9/11/13/15 SWPR meter shock wave, that deals 80/120/160/200 SWPS 100%PC impact damage, and trips enemies.

    "A cheap trip, great for getting out of large crowds."

    ===Threaten===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 10.

    (casting animation and effects: ) Rhino flashes EC for a second.

    (cast time:) this skill is cast instantly.

    (can be reused: ) once the animation ends.

    Rhino deals 20/30/40/50 SWPS 100%PC magnetic damage to all targets within a 9/11/13/15 SWPR meter cone.

    All enemies hit by this skill will be forced to target you.

    "This skill can be very useful in team fights when you want to protect an ally."

    ===Steadfast===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 15+ 2 per second.

    (casting animation and effects: ) Rhino assumes a defensive position and becomes petrified in a very thick metallic shell.

    the shell shatters violently when the skill ends.

    (cast time:) The animation takes a second to complete.

    (lingering effects: ) a invisible bubble highlights all surfaces it touches with a EC glow, this will indicate the current range of the skill.

    (can be reused: ) once the animation ends.

    While this skill is active Rhino won't be able to move, attack, or take damage.

    He will also draw more attention to himself making enemies more likely to attack him.

    Deactivating steadfast will create a blast of shrapnel that, stuns enemies for 1.5/2/2.5/3 SWPD seconds, deals 25/50/75/100 SWPS 30%PC impact, 25/50/75/100 SWPS 30%PC slash, and 25/50/75/100 SWPS 30%PC piercing damage.

    the radius of the blast starts at 3 SWPR meters but it expands to 28/32/36/40 SWPR meters over the course of 15 seconds.

    "This can be used to outlast your enemies, help keep your team alive by drawing aggro, and it can be used as a fairly decent stun."

    ===Juggernaut===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) Rhino looks at his fists, then he throws them behind him, with a flash of EC light.

    (cast time:) The animation takes 1.2 seconds to complete.

    (lingering effects: ) Rhino emits EC energy.

    (can be reused: ) once the effect ends.

    You become unstoppable for 6/8/10/12 SWPD seconds, granting you 40/60/80/100% damage output, 150/200/250/300% more armor, immunity to crowd control effects, 8/12/16/20% extra run, melee, charge, fire, and reload speed.

    You will also become the center of attention causing all enemies to attack you.

    The bonus damage is added to roar's bonus damage.

    "Go into a crazy frenzy taking and dealing massive amounts of damage.

    If you want to see Rhino running around like a maniac then this is the skill for you."

     

    =====Saryn=====

    "Saryn is a close range caster witch can tank a hit or two."

    ===Sting===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) small EC spores fall down from Saryn's hand as she waves it in a forward facing arc.

    (cast time:) The animation takes 0.5 seconds to complete.

    (lingering effects: ) affected enemies display a EC toxin effect

    (can be reused: ) once the animation ends.

    Saryn throws 14/16/18/20 poisonous barbs in a cone that spread out randomly, like a shotgun.

    These barbs will deal 20/30/40/50 SWPS 10%PC puncture damage per barb, immediately upon impact, and then 70/80/90/100 SWPS 10%PC poison damage every second for 10 seconds.

    The poison effect doesn't stack, but it will get reset if the target is stung again.

    "Sting doesn't have a max range per se, but it will become more and more inaccurate the farther away your opponent is.

    This can be fired into a crowd at long range, to infect a large number of targets, or fired at close range as very powerful single target killer."

    ===Thicket===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 50.

    (casting animation and effects: ) small EC spores fall down from Saryn's arms as she spreads them out to either side of her.

    (cast time:) The animation takes a second to complete.

    (lingering effects: ) leaves behind a matted mess of mold like bramble vines with glowing EC spots in the area.

    enemies that are stuck in the thicket will display a EC toxin effect.

    (can be reused: ) once the animation ends.

    Create a thick snare of growing thorns in a radius of 5 SWPR meters.

    Any enemy caught inside this snare will have their movement speed reduced by 50/60/70/80%.

    They will also take 10/15/20/25 SWPS 30%PC puncture damage, and 10/15/20/25 SWPS 30%PC poison damage every second that they remain within the snare.

    The snare lasts for 14/16/18/20 SWPD seconds.

    The speed penalty will not stack with itself, or any other speed penalty.

    "A good way to stop your chasers dead in their tracks, but enemies can still attack just as fast.

    If you have the energy you can stack several snares on top of each other for greater damage."

    ===Toxic Skin===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 50.

    (casting animation and effects: ) small EC spores fall down from Saryn's body.

    (cast time:) this skill is cast instantly.

    (lingering effects: ) Saryn's skin becomes much darker, and is overlaid with a EC toxin effect.

    (can be reused: ) once the effect ends or is transferred to your molt.

    Saryn's blood becomes toxic, any enemy within 0.5 meters of her will take up to 50/100/150/200 SWPS 15%PC poison damage per second.

    The effect ends once a total of 2000/3000/4000/5000 SWPD damage has been dealt by this skill.

    While this is active Saryn's poison resistance is increase by 70/80/90/100%.

    Using molt while the effect is active will transfer toxic skin to your molt, removing it from Saryn.

    When your molt is removed (whether it be by death, duration, replacement, etc.) it will release a 15 SWPR meter blast of poison that deals 10% of the unused damage from toxic skin to anyone caught inside it.

    "A good skill for keeping melee enemies in check, or for engaging in hand to hand combat yourself."

    ====Epidemic===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) Saryn rears back dramatically as EC spores swirl around her body.

    (cast time:) The animation takes 1.5 seconds to complete.

    (lingering effects: ) Saryn's radiates EC toxin while she is actively spreading the plague, enemies that spread the plague when they die will radiate EC toxin as well, but enemies that are affected, but won't spread the plague upon death will just display a EC toxin effect.

    (can be reused: ) once the effect ends completely.

    Saryn infects a single enemy within 6/9/12/15 SWPR meters of her with a contagious disease every second.

    Effected enemies will spread the plague to all other enemies within a 7/8/9/10 SWPR meter radius when they die.

    The plague deals 50/100/150/200 SWPS 20%PC viral damage per second until its victim either recovers or succumbs to death.

    The lifespan of the plague is limited, so eventually it will completely die off.

    Saryn stops actively spreading the plague after 5/6/7/8 SWPD seconds, enemies will stop spreading the plague when they die after 7/8/9/10 SWPD seconds, and all poisoned enemies will completely recover after 9/10/11/12 SWPD seconds.

    "If you have a good weapon you can spread epidemic over a very large area."

     

    =====Trinity=====

    “Trinity loves to play the support roll.”

    ===Safeguard===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) Trinity raises her hand as a EC ball of light forms above her head, and then flies to its target.

    (cast time:) The animation takes a second to complete.

    (lingering effects: ) the light will circle its target until its time for it to be used, and its target will glow brightly for a second when that happens.

    (restrictions: ) it can't be used if all Tenno within range are already protected.

    (can be reused: ) once the animation ends.

    Trinity invests a portion of healing energy into a orb that follows her until she needs it.

    The orb will block the bleed out state if she takes too much damage, and will restore her to 50/100/150/200 SWPS health.

    This will consume the orb.

    If Trinity is already protected by this skill then the orb will attach itself to the nearest unprotected ally Tenno within 14/16/18/20 SWPR meters of your cursor.

    "Safeguard is a great way to prepare your team for a dangerous fight."

    ===Vital Stride===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 50.

    (casting animation and effects: ) Trinity raises her hand with a flash of EC light.

    (cast time:) The animation takes a second to complete.

    (lingering effects: ) faint EC specks of light circle all affected allies.

    (can be reused: ) once the effect ends.

    Trinity emits a 24/26/28/30 SWPR meter aura of vigor for 16/19/22/25 SWPD seconds.

    All allies within this aura regenerate 7/8/9/10 SWPS stamina per second, and gain a 12/13/14/15% SWPS increase to their movement speed.

    "This long lasting buff can be highly beneficial in a variety of circumstances."

    ===Pain Split===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 75.

    (casting animation and effects: ) Trinity reaches towards her target as EC energy surrounds her outstretched hand.

    (cast time:) The animation takes 0.8 seconds to complete.

    (lingering effects: ) the target is lifted into the air and starts to glow EC, then beams of EC light link it to other enemies.

    (can be reused: ) once either the effected enemy dies or the effect ends.

    Trinity links a single enemy to all others, causing them to feel its pain.

    For 4/6/8/10 SWPD seconds the target is lifted into the air, and starts to redirect 60/70/80/90% of any damage it takes to the closest 3 enemies within a 14/16/18/20 SWPR meter radius of it.

    If there aren't any enemies to reflect the damage onto then the target will take full damage.

    The damage isn't divided so if you are attacking the linked target you will effectively be attacking multiple enemies at once.

    "A team assisted offense skill that synergizes with well of life, and energy vampire rather well."

    ===Augment===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) Trinity holds her hand up dramatically as EC light surrounds it, she then presses it up against her chest, and EC light explodes from Trinity's body.

    (cast time:) The animation takes 1.5 seconds to complete.

    (lingering effects: ) affected allies glow a bright EC.

    (restrictions: ) it can't be used if Trinity is already affected by augment.

    (can be reused: ) once the animation ends.

    Trinity empowers herself with augmenting energy.

    This increases her armor by 75/100/125/150%, her damage output by 40/60/80/100%, her to global speed by 15/20/25/30%, and causes her to regenerate 10/15/20/25 SWPS health per second, for 9/11/13/15 SWPD seconds.

    Anyone that is in this state can pass the buff onto a nearby ally Tenno by pressing the action key (X by default).

    The buff can change hands an infinite number of times, but the remaining time is conserved between passes.

    You can't pass the buff to anyone that is already affected by augment.

    When the buff changes hands for the first time it adds 5 seconds to its remaining time.

    But If the (press X to pass buff) mechanic is too much then this skill could be reworked, and renamed to be Inspire.

    Inspire:

    Trinity empowers all allies within 16/19/22/25 SWPR meters of her with inspiring energy.

    This increases their armor by 40/60/80/100%, their damage output by 35/40/45/50%, their to global speed by 4/6/8/10%, and causes them to regenerate 5/10/15/20 SWPS health per second, for 9/11/13/15 SWPD seconds.

    "I like augment better then Inspire because it has better contrast with the majority of support skills.

    It also feels more personal, and less like your just buffing yourself with the buff to your team being just an afterthought.

    But I understand if its too hard/offsetting to implement, which is why I added inspire as an alternative."

     

    =====Valkyr=====

    "A powerful fighter that spends most of her time on the edge of defeat, in order to secure victory."

    ===Lunge===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) Valkyr's weapons are replaced by her energy claws, she leaves a EC trail, and your screen border is ringed with red as long as the animation plays.

    Valkyr throws her fists behind her as she jumps into a forward facing leap, once she hits an enemy she puts her feet back on the ground and uses her momentum to hit an enemy with a powerful dual punch.

    If her target isn't dead then she will claw them up to 5 times untill they are.

    (cast time:) The cast time may vary, the leap normally lasts for 2 seconds, but it can be interrupted if she hits an enemy, the initial punch takes 0.4 seconds, and each of the 5 quick punches take 0.2 seconds.

    (can be reused: ) once the animation ends.

    Valkyr lunges forward at rapid speeds, traveling up to 9/11/13/15 SWPD meters in a short period of time.

    If Valkyr collides with an enemy she will transfer all her kinetic energy onto it, dealing 300 SWPS 100%PC impact damage initially, and then she will quickly strike it 5 more times, this deals 25/50/75/100 SWPS 20%PC slashing damage per strike.

    If Valkyr's target dies before she hits it with her fifth attack then she will regain 20 energy.

    The amount of energy restored is reduced by power efficiency mods.

    "This skill is pretty much just a single target slash dash.

    Great for getting Valker directly to her target while dealing damage in the processes."

    ===Bloodlust===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 15+ 2 per second.

    (casting animation and effects: ) You hear Valker scream.

    (cast time:) this skill is cast instantly.

    (lingering effects: ) while the skill is active you will hear a loud heart beating sound.

    (can be reused: ) instantly.

    Valkyr channels her rage, and her need to kill to a dangerous level.

    While the skill is active she will lose 10% of her current health every second, and any damage dealt to Valkyr will bypass her shields, and hit her health directly.

    But Valkyr will also gain 4/6/8/10% SWPS life steal, 8/12/16/20% SWPS for her melee weapons, and any damage she takes while the skill is active is added to your next melee attack.

    The damage you gain isn't reduced by armor, even if the damage you take is.

    The melee damage boost can continually build up to a maximum of 10000 damage.

    Your weapon won't lose this charge if the skill is deactivated, only when you successfully hit an enemy.

    So if Valkyr takes 100 damage from enemy gunfire, but that damage is reduced to 80 because of armor, plus 20 damage from the passive life drain, then Valkyr's next melee attack will deal 120 more damage than usual.

    "This skill contrasts very nicely with paralysis because it allows your shields to regenerate even when taking damage."

    ===Adrenaline===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 50.

    (casting animation and effects: ) Valker throws her head back, and screams.

    (cast time:) The animation takes a second to complete.

    (lingering effects: ) your camera view will continually shake slightly for the duration of the skill.

    (can be reused: ) once the effect ends.

    Valkyr goes into a rampage, causing her melee attacks to deal more damage to weaker targets for 6/8/10/12 SWPD seconds.

    Enemies will take 0.5/1/1.5/2% SWPS more damage for every 1% of missing health.

    So if your target is at 50% health you will deal 25/50/75/100% SWPS more melee damage to it, if it is at 95% health you will deal 2.5/5/7.5/10% SWPS more melee damage to it, and if your target is at 100% health you don't gain any bonuses at all.

    "Adrenaline is especially useful when coupled will fast weapons, because faster weapons can take full advantage of the steadily increasing damage buff."

    ===Massacre===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) red rings your screen border as Valker raises into the air slightly, begins to glow EC, and starts to hover.

    Then she pulls out her energy claws, and rushes to the ground, performing a powerful ground slam that creates a large EC shock wave.

    (cast time:) It takes 1.5 seconds for Valker to start diving, once she does its all a matter of when she hits the ground.

    (lingering effects: ) surviving enemies will brightly glow EC.

    (can be reused: ) once all the affected enemies die or the effect ends.

    Valkyr hits the ground and creates a powerful 12/14/16/18 SWPR meter wave of destruction that staggers enemies, and deals 400/500/600/700 SWPS 100%PC impact damage.

    Valkyr will develop an intense hatred for anyone that survives the blast, this reveals them on her radar, and lets her deal 100/150/200/250% SWPS more melee damage to them for 3/4/5/6 SWPD seconds.

    "Some initial damage to clear out the little stuff, and a massive but limited damage boost to clean up any survivors."

     

    =====Vauban=====

    "Vauban needs better damage options to complement his crowd control."

    ===Mine===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) Vauban throws a small metallic ball that sticks to surfaces.

    (cast time:) the animation takes 0.5 seconds to complete.

    (lingering effects: ) this grenade starts out colorless, but once it is armed it glows EC.

    (can be reused: ) once the animation ends.

    Vauban lays down a small explosive device.

    The mine takes 3 seconds to arm itself after a collision with a solid object.

    An armed mine will detonate when a hostile moves within a meter of it, dealing 400/500/600/700 SWPS 30%PC blast damage to all enemies within a 6/8/10/12 SWPR meter radius.

    "The long setup time can make this skill rather tricky to use but the cheap cost and relatively high damage makes it rather effective in high traffic areas."

    ===Snare===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 50.

    (casting animation and effects: ) Vauban throws a small metallic ball that bounces off surfaces.

    (cast time:) the animation takes 0.5 seconds to complete.

    (lingering effects: ) when activated the grenade shoots straight up until it either hits the ceiling, or travels 15 meters.

    A 2 meter EC rope/beam connects the target to the grenade, and the ragdolled enemy can swing around when pushed.

    (can be reused: ) once the animation ends.

    Vauban lays down a trap that grabs enemies standing within a meter of it, then shoots up into the air dragging the enemy with it.

    The trap will continue to dangle the enemy until the enemy dies, or the trap expires.

    If the dangling enemy dies the trap deactivates, and falls to the ground.

    Snare lasts for 14/16/18/20 SWPD seconds, this timer pauses if snare is inactive.

    "Snare is great at small scale crowd control for prolonged periods of time."

    ===Lure===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 50.

    (casting animation and effects: ) Vauban throws a small metallic ball that bounces off surfaces.

    (cast time:) the animation takes 0.5 seconds to complete.

    (lingering effects: ) the lure appears, and the duration timer starts, once the device hits something solid.

    when its in seeking mode the lure looks like a holographic blue ball with a EC aura, but when its in returning mode the ball turns red with a EC aura.

    it floats half a meter above the ground, if its higher than half a meter then it will slowly fall down.

    (can be reused: ) once the animation ends.

    Vauban a holographic projection device that creates a distracting light that can draw enemy attention for 25/30/35/40 SWPD seconds.

    The lure has two modes, seeking and returning, if an enemy is targeting it then it will switch to returning, but if its being ignored it will switch to seeking.

    When in seeking mode it will automatically path its way to the nearest enemy, but when its in returning mode it will automatically path its way to the projection device.

    The lure moves 75/150/225/300% faster when in seeking mode then it does in returning mode.

    The lure makes a loud beeping sound that will alert enemies to its presence.

    Using this skill again will remove any lures you already have.

    The lures draws 40/60/80/100% as much aggro as your average tenno, so if you provoke the enemies enough they will start to attack you.

    "Great for luring enemies into your traps.”

    ===Nuke===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) Vauban throws a small metallic ball that sticks to surfaces.

    (cast time:) the animation takes 0.5 seconds to complete.

    (lingering effects: ) this grenade starts out colorless, but it blinks EC every second.

    (can be reused: ) once the animation ends.

    Throw a highly explosive device that explodes in a 11/14/17/20 SWPR meter radius, 3 seconds after contact with a solid surface.

    Any enemy that survives the 900/1100/1300/1500 SWPS 10%PC radiation damage is thrown quite a distance from the blast.

    "The 3 second delay will require timing, but sticking the bomb to enemies can help keep it in the crowd."

     

    =====Volt=====

    "He has so many powers that just don't seem to fit. My approach to him seemed quite clear to me, allow Volt to be built as either a sniper or a runner."

    ===Ball Lightning===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) Volt raises his hand and throws a soap bubble like sphere, filled with EC electricity into the air.

    (cast time:) the animation takes 0.5 seconds to complete, and it can be used while moving/reloading.

    (lingering effects: ) this lightning will move like a shield osprey, seeking out enemies and repositioning its self so that it effects the largest possible number of enemies.

    (can be reused: ) once the animation ends.

    Volt creates a strange form of lightning that seeks out enemies.

    Any enemy within 5/6/7/8 SWPR meters of the ball will take 40/60/80/100 SWPS 50%PC electrical damage per second.

    The sphere lasts for 4/6/8/10 SWPD seconds before burning out.

    "If you don't have time to stay and kill a mob, you can drop ball lightning to clear stuff while you run ahead."

    ===Electrical Jump===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 50.

    (casting animation and effects: ) EC lightning rings your screen border as Volt become a ball of EC lightning and moves very quickly to the targeted area, phasing through enemies and obstacles if necessary.

    (cast time:) the animation always takes 0.5 seconds to complete, no matter what distance he travails.

    (restrictions: ) there is a 1 second cooldown before this skill can be used again.

    (can be reused: ) once the animation ends.

    Volt transforms himself into pure energy so that he can quickly move from one place to another within a range of 6/9/12/15 SWPR meters, dealing 150/200/250/300 SWPS 15%PC electrical damage to anything in his path.

    This will not target enemies, and it will instead target the empty space or landscape behind them.

    you can use this skill to jump through small holes or grates.

    "Great for getting into a good sniping spots, or for getting out of crowds."

    ===Static Charge===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 75.

    (casting animation and effects: ) Volt looks at his fists, then he throws them behind him, with a flash of EC light.

    (cast time:) the animation takes a second to complete.

    (lingering effects: ) zapping beams of EC lightning jolt out from Volt's body to hit targets within your line of sight, EC electrical energies trail behind Volt, and cover his skin.

    (can be reused: ) once the effect ends

    Volt starts to build a static charge within his body for 6/8/10/12 SWPD seconds.

    Every 0.6 seconds the a random enemy, within a 9/11/13/15 SWPR meter line of sight radius will be struck by the discharge dealing 75/100/125/150 SWPS 50%PC electrical damage.

    If a target cannot be found, than the unused damage is added to the next discharge, up to a maximum of 375/500/625/750 SWPS damage.

    Volt will also gain 70/80/90/100% electrical resistance while this effect is active.

    The time between discharges is reduced to 0.3 seconds rather than 0.6 seconds while Volt speed is active.

    "The electrical resistance is mostly just a gimmick, but when static charge is used in combination with Volt speed this can be a deadly ultimate wannabe."

     

     

    ===Electrical Storm===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) an EC electrification effect covers Volt as he spreads his arms out to either side of him.

    (cast time:) the animation takes 1.2 seconds to complete.

    (lingering effects: ) Volt is followed by a swirling vortex of gray dust that frequently spikes with EC lighting, enemies that are affected by the storm will sparkle with EC glitter.

    (can be reused: ) once the effect ends

    This effect fallows Volt.

    Volt fills the air with electrically charged particles for 6/8/10/12 SWPD seconds.

    Anything caught inside the 9/11/13/15 SWPR meter storm will become 10/15/20/25% more vulnerable to corrosive, magnetic, and radiation damage, 40/60/80/100% more vulnerable to electrical damage, and have its shields disabled, for 2/3/4/5 SWPD seconds.

    Enemies will also take 400/500/600/700 SWPS 20%PC electrical damage upon entering the storm, this damage can only affect an enemy once per casting, and happens before the enemy becomes vulnerable to electrical damage.

    "The storm is centered around Volt so it can be used in combination with Volt speed to effect a truly massive area, or used with Volt speed, and static charge for unmatched rushing power.

    The duration of the shield disablement and the electrical vulnerability is reset every second that an enemy remains in the storm."

     

    =====Zephyr=====

    "Zephyr's unique set of skills allow her to get into and out of combat quickly, this combined with her large shield pool makes her a master of hit and run."

    ===Freedom===

    (mod cost: ) 0/1/2/3.

    (energy cost: ) 25.

    (casting animation and effects: ) Zephyr performs a back flip/spin, as EC streaked wind rushes around her.

    Zephyr will rise 2 meters over the course of the animation.

    (cast time:) the animation takes 0.3 seconds to complete.

    (lingering effects: ) EC streaked wind orbits her feet.

    (can be reused: ) once the animation ends.

    Zephyr can escape any attempt to slow her down.

    With a quick flurry of wind, and speed Zephyr simultaneously breaks free from all crowd control effects, and deals 50/100/150/200 SWPS 100%PC impact damage to anyone within 5/6/7/8 SWPS meters of her.

    Zephyr will move with greater eases for 5 seconds after she casts freedom, preventing further crowd control effects, and increasing her movement speed by 20/30/40/50%.

    Zephyr will also dodge all attacks for 1 second upon casting.

    You can even cast freedom when tripped, stunned, staggered, extra.

    Recasting will reset the buff.

     

    "Freedom can get you out of many sticky situations."

     

     

    ===Hover===

    (mod cost: ) 3/4/5/6.

    (energy cost: ) 15+ 2 per second.

    (casting animation and effects: ) Zephyr assumes a crouched position, as EC wind spins up from her feet.

    She won't fall during the animation.

    (cast time:) the animation takes 0.5 seconds to complete.

    (lingering effects: ) a continuous spiral of EC wind blows up from beneath her, keeping her aloft.

    (can be reused: ) once the animation ends.

     

    Zephyr can use the power of the wind to defy gravity.

    Zephyr will maintain her vertical position while this skill is active, allowing her to stay in the air without falling.

    You can't perform melee attacks while hover is active, but you can use guns, and other abilities.

    You will be considered to be in mid air while this skill is active.

    You can move while hovering by using the movement keys (WASD by default), and you can rise and fall by using the jump and crouch keys (space and ctrl by default).

    Moving, rising, and falling will all consume 10 stamina per second.

    The speed at which you can move while hovering is equal to 5/35/65/95% of your normal sprint speed.

     

    "This is primarily a sniper tool that can keep Zephyr up and away from all the dangers of the world as long as she has the energy to do so."

     

     

    ===Updraft===

    (mod cost: ) 6/7/8/9.

    (energy cost: ) 75.

    (casting animation and effects: ) Zephyr curls up into a ball, then quickly extends her limbs, a band of EC wind spins around her as she does this.

    She won't fall during the animation.

    (cast time:) the animation takes 1.5 seconds to complete.

    (lingering effects: ) a cylinder shaped wall of continuously upward blowing EC wind, expands outwards from Zephyr's position.

    (can be reused: ) once the animation ends.

     

    Zephyr uses the power of the wind to defend her allies, and harass her enemies, by creating a 4/6/8/10 meter tall wall of wind that expands outwards at a rate of 2 meters per second.

    The updraft will dissipate once it has reached a radius of 14/16/18/20 SWPR meters.

    The center of the wall's height will correspond with your center when you cast this skill.

    Enemy gun fire that hits this wall will be deflected into the air, and enemies that get caught in its current will be tossed into the air as well.

    Enemies that are hit by updraft will take 150/200/250/300 SWPS 0%PC slash damage, and will fall much slower for 1.5/2/2.5/3 SWPD seconds.

     

    "If your team is in dire need of some quick protection, and crowd control then this skill can be very helpful.

    And with Zephyr's mobility you can easily rush in, cover your team, and get out."

     

     

    ===Gale===

    (mod cost: ) 9/10/11/12.

    (energy cost: ) 100.

    (casting animation and effects: ) Zephyr rears her hands back, then pushes both them, and EC streaked wind, forward with a almost wing flap like animation.

    She won't fall during the animation.

    (cast time:) the animation takes 1.5 seconds to complete.

    (can be reused: ) once the animation ends.

     

    Wind is a powerful force that shouldn't be taken lightly, Zephyr knows this.

    She uses its destructive power to blast all enemies within a 18/22/26/30 SWPR meter cone with a fast and deadly gale of intense wind.

    Enemies that are hit by the gale will take 220/240/280/300 SWPS 100%PC impact damage, 220/240/280/300 SWPS 70%PC piercing damage, and 220/240/280/300 SWPS 40%PC slashing damage.

    Gale will be considered a headshot to enemies that are at least 5 meters below Zephyr in elevation.

     

    "Careful positioning is the key when it comes to this skill, but luckily for you Zephyr has the perfect toolkit for getting into places."

     

     

     

    Click Here for a full list of my threads.

     

     

    Other than a few minor issues. I think this is a treasure trove for DE to pull from, not only that, but I would love to see these as an alternative set, as I might actually end up with 4 skills in a loadout for once.

     

    I also have a suggestion for unlocking them. Rank.  Right now ranking yourself up doesn't really feel like it matters, other than a few minor weapon availability things, but if you got say 1 additional alternative skill per 3 ranks you would have all of them by rank 12.  This would give players more incentive to be concerned with ranking up. 

     

    I know, I know this coming from someone who is already rank 14, I just think it would make the whole ranking up thing matter more, I mean you have spent much more time with those warframes, why wouldn't you learn some new tricks.

     

    Also if we have rank locked weapons, why not some rare rank locked skill mods. I think it would give more depth and a directionality to play.

     

    Just a suggestion, and I can totally understand if people find it unreasonable, I just thought it could be a better value incentive than the nothing right now.

  5. It really feels like you just assumed the whole time, why should now be any different?

     

    Thank you for your participation in this thread, albeit in the negative fashion. If you hadn't been determined to crucify me on the internet we would have never gotten to this place. An achievement to say the least.

     

    I hope you did get some sort of Pyrrhic victory out of this, at least that would be something. Not sure in what way this would even be a Pyrrhic victory, but hey that's for you to figure out.

     

     

    Jiufengbao: Thanks for stepping up. You didn't have to and I recognize that. I hope to see you online, it would be nice to catch a game together.

     

    I am done with this post.

     

    I tried getting a point across and I apparently made some missteps in either how I tried to communicate it, or by talking about how my feelings got involved with the sudden patch, and my not having had the chance to finish testing stuff. Regardless. Glad they took the infinite stacking out, would have liked to see something Railgunish implemented as that is what I thought of whilst I was testing this. 

     

    Good day gentlemen have at the carcass. I am leaving with out reservation. I leave the ideas to the wolves and jackals.

  6. The thing is

     

    The OP before edited strongly came off that way and given the circumstances it was written under the conclusion was obvious

     

    Now if he hadnt been complaining about the bug being gone and calling it creative when there was no difference other than damage stacking i wouldnt have cared at all

     

    But he didnt

     

    Then he throws a bunch of edits and says i didnt mean that in a way thats rather uncosntructive himself

     

    If he meant it a different way than th OP stated then he should have shown it from the second post onward

     

    He didnt

     

    Hes sugar coating it

     

     

    Noones out to win anything

     

     

    If you had been more proper from the start you wouldnt have had such a backlash from these people

    The edits were mostly highlighting for emphasis, and some for clarification. I said the mechanic, not the bug, referring to a shields stack to increase the effect. The idea that one provides defense and stacking more makes it a damage utility. I was not going OMG I luvs teh lols when I can zomg one shot teh everything. I am talking about having two different general uses for something giving players greater agency.

     

    Not sure how I haven't shown what my intentions were in every post, but excluding the first post, then I REALLY don't get where you are coming from. I have repeatedly just tried to be clear on what I am talking about. I am talking about an idea not a specific and broken mechanic and the way it worked, but the potential for something more interesting that is based on the idea of the mechanic.

     

    I wasn't complaining about the bug being gone. I was complaining about the mechanical Idea being gone, when i wanted to test stuff. Really it isn't much difference from those that would find exploits during the events and test them out before reporting them. I wanted to see the extent of what was actually occurring and if there were any other unknown quantities. For instance I happened to, through this process, figure out a really interesting trick.

     

    Oh well if it gets 'fixed' then so be it. If you shoot an Amprex at Nyx's bubble it not only contributes to the absorb value, but chains out to other enemies. Meaning you can use Nyx as a Hub for weapons fire and it will arc out from nyx. So if you put a Loki decoy in a nyx bubble, or you place a nyx on an objective, you can just shoot the amprex at Nyx and it will hit all the enemies it can chain to. I only found this out while I was testing the Volt bug.  Not sure if intended but it is fun.

     

    I don't even know what you mean by if I had been more Proper from the start....what does that even mean? I actually write in sentences are at least always try to...that is a proper way of going about things.  

     

    I have run a ton of vault runs, just haven't been lucky enough to see it. Thanks for the heads up.

     

    Sigh Voporak, I don't get it. I really just don't. Even if my first post was a bit unclear, I went back to clarify, and correct any misunderstandings, I wasn't hiding anything or trying to rant and piss and moan about an incredibly broken stacking infinite shields for infinite damage, I clarified multiple times. I reiterated, I tried so many different ways to get my point across. I even suggested one of my favorite Youtube channels that discuss this stuff regularly, The idea behind design, what kind of things make a game good, what is the core engagement, those kinds of questions, trying to give some idea of who I am as a gamer, yet here we are arguing something that was never intended to be argued. How did it get here? IS the internets really such a bleak place that we can't have a decent discussion?  

     

    derailment? Most certainly. I definitely think you have. This focus on my intentions and trying to prove that I had some questionable intentions, which seems fairly ridiculous when I have gone to great lengths at this point to correct misunderstandings, is most certainly derailment. So thank you for that.

     

    What do I have to gain by tricking any of you? 

     

    I don't want to. 

     

    I will say it as simply as I can.

     

    I do not want an infinite shield damage stacking bug.

    I wanted/want greater player agency, a decision between using a shield for defense or taking some time (see conversation about mechanics and distances between shields) in order to have a decent, but not overpowered buff, something that caps out at just a higher bonus damage% than what we currently have. (The difference between 50% for one shield and 100% or a crit bonus of 100% versus the current 200% intended for three, is the specific comparison I am talking about.).

    I do not want them to reinstate the old mechanic. At this point I have noticed discrepancies which others have voiced as well.

     

    --as far as the bolto, I had thought I had seen at one point they were being affected too now, I guess it was just that they pass through, although not sure why they wouldn't be sped up. Also should have still seen a damage increase and I was not. If I was mistaken about this I can already admit when I am wrong. I even took the time to apologize with out trying to argue or defend. I don't understand how that doesn't show my sincerity. I don't care about being wrong or being called out on S#&$ that I actually mess up, I can admit when I make mistakes, but it really is quite painful to be told over and over again that you are trying to say something your not, which is the only reason I have continued to post.--

     

    You can believe me or not. 

    I am glad you have gotten whatever vindication that you felt was necessary over this. 

    You are trying to tell a person they are doing something they are not. I am not sure what you read into my posts the first time, but I can assure you any miscommunication of my point was an error in writing, not in intention.

     

    Why does it feel like you are so hell bent on crucifying me on the internet of all places, when at most it was misunderstanding. This is getting ridiculous. 

     

    If I didn't get across what I meant I can accept that mistake, but I am not going to accept you telling me that I am doing something that I never did/intended for in any way, shape, or form.  Maybe my style of writing did not work for you, if so I apologize let me know what I need to do to better facilitate communication.

     

    I will repeat because it is the reality of what is happening. The more this continues and goes on under whatever guise you feel is appropriate, it is just drawing more attention.  If you thought it should never be heard or seen the light of day, then arguing it did not help you. If you thought it was pointless and whiners call to attention, you have done just that. In any way shape or form at this point, I have gone to great pains to rectify and clarify, so whatever you are calling me out on is not even relevant, and it will get more attention, due to the nature of the trending mechanic of forums, which means DE is more likely to come here and read it. 

     

    It is no saving face. I don't care. To be honest I actually care, whether you believe me or not, I posted something not begging for something obviously broken, but for DE to take a look at a mechanic and see if they could deal with the logic of the idea and provide a solution not a bandaid.

    As it was pointed out mechanically speaking it makes sense that it would work that way if the shields were layered, what doesn't make sense is arbitrarily deciding mechanics for gameplay reasons that defy the games already set rules.  

     

    Maybe I will just go make a new thread, that might be interesting. Start this over from a clear and hopefully unbiased starting point.  

     

    Thanks  Voporak: I have really appreciated the support and belief that I wasn't just being a whiny $&*^. If your on PC I would love to play with you sometime, you sound like a pretty cool cat.

     

    SIgh I think I am just going start a new thread and try to be clearer from the start. 

     

    Good day gentlemen. Have fun with your large sum of internets. You earned them.

  7. Voporak:

     

    Really I just realized you had two posts up, I just want to thank you again for your weighing in on this topic. When the bashing started it was really hard to continue and stay the course.  Seeing even one person understanding what I am getting at, made my day a bit. You even nailed the whole concept versus implementation difference. 

     

    Thank you so much for taking the time to post.

    Have a great day!

  8. THAT is the creativity that should be used by all players, but it seems people don't like creativity.

     

    I keep trying to get people to do that, but no one listens. It is such an effective strategy the only way to make it better is to put a loki decoy right inside the shield behind where the vortex is, that way you have better control of mobs. 

     

    I get soooo tired of people spamming bastille and making the whole process go way slower, when you could do it way more efficiently with Vortex. That and Nova using Mprime and making EVERYTHING go sooo slow. It takes just as long to get to wave 30 as it does wave 50 sometimes. 

     

    I have several alt strategies for running different defense mission, but everyone wants to follow the same routine, whether it is the best or not. 

     

    Thanks for posting, I really appreciate that there are other people that, who come at things from a different angle/perspective.

  9. The electric damage boost are always working, but the stacking are bug, never intended and shouldn't be hoped to work at all. The electric shield is SHIELD, it's very intended intention is to defend. If you keep claiming it doesn't work as intended because of the damage stacking then the problem is within your false expectation.

     

    And previous poster clearly meant the stacking bug, but you purposely miss lead what he's referring to.

     

    Do you even Volt bro?  I was playing just last night, the damage boost was most certainly not working. I was leveling a bolto for rank, and I was shooting through the shield it was neither becoming hitscan nor increasing damage at all.  

    Like I said the Hitscan property has been there WAY before the whole shield stacking thing.

    IN FACT putting two shields up used to prevent your projectiles from even going through, WAY BACK in the day.

     

    IF hitscan wasn't a property that they had intended that would have been fixed A LONG TIME AGO!  

     

    So from everything I have personally experienced as well as seeing other peoples comments, the shield isn't currently working as intended. NOT TO MENTION people are still reporting that the stacking bug is working if you are host or something, so YEAH! you  More internets! You win them.  

     

    Reading comprehension, Rekkou, from what I can tell experientially, is not your strong suit. 

     

    Keep those ridiculous posts coming. We will reach enough attention eventually that DE will take a look Huehuehuehuehue.  Then my victory will be assured! My nefarious plans are ever presently coming closer to fruition. Villain monologues are supposed to be out loud and readily transparent right?

  10. Rekkou, Azawarau, and anyone else saying I am sugar coating things, or I am really after having a broken mechanic, who the hell are you trying to convince? DE? Popular opinion? Your own moral compass?   DE has already gotten my money, and they never created a situation where one thread or money would sway them. So what would be the point of my crying about this and asking for it back? They don't have a history a re-implementing really broken things, so what is my endgame here?

     

    If I am out to restore a broken mechanic I have more than gone out of my way to entail how that is not what I want or what I need, and if I was really trying to convince DE of implementing the broken mechanic back, I would think, that would be REALLY counter wayto get what I was after.

     

    EVEN if I was speaking out of both sides of my mouth, and you guys, that are so clever, caught me, what does that even get you? a public forum lynching? Being discredited by a few individuals to a few individuals? I could care less, DE if they even chose to read this will make up their own opinion, not to mention for any other subsequent posts/threads that I make. 

     

    I am not sure what you gentlemen think you are going to accomplish, by not even participating in a constructive way, other than succeeding in making this thread longer, giving it more trending, and making it MORE likely that DE will read what is here. Which I can assure you they will make up their own minds, independent of whatever 'agenda' you think you are catching me in. 

     

    Which is why I said what I did. I have done what I have set out to do. Get people to consider Volts abilities and try to encourage our community to value and request depth in our abilities. That is happening as we speak.

     

    I don't need to kid anyone, I don't need to fool a single person. It is up to you to figure out what I am saying. if you want to believe that I am just out for OP abilities, that is fine. I just hope you won something, maybe a cookie. You clever guys you ^_^! The only thing you are getting, at least from here, is a skill set that promotes bad interpretation. You won all the internets for today! Good for you!

     

    I think one of the more interesting Depth changes, was having Nova's power strength determine the slow strength. That was brilliant, especially for the fact you could then make it negative values and have a fast wave. That is a great example of depth. players can choose dramatically different functions for the same simple mechanic.

     

    I suggest everyone here check out the Youtube channel Extra Credits ( https://www.youtube.com/channel/UCCODtTcd5M1JavPCOr_Uydg ) Not my channel, but it definitely tackles many of the things I care about, like game design, character narratives, and how to improve the player experience in order to make truly great games. 

     

    Have a great day gentlemen, and keep up them silly posts. If we can keep going DE will eventually take notice. Then I will win all the internets for today!  Yeah me!

  11. Are you kidding? Who are you trying to fool? The actual intended feature for electric shield is for defense and small electric damage bonus and all of those aren't broken at all. You made up your own interpretation about how ability should have worked simply because of a bug that happens to be advantageous. The stacking is what made the ability broken and it was never intended to be a part of the ability.

     

    The more you talk, the more you prove yourself to be an OP oriented player. If the bug never happened in the first place, your Volt is probably still gathering dusts like you admitted yourself.

     

     

    I am not sure what you are reading.  The intended damage boost has been working wonky or not working consistently, people are reporting that whether your host or not, the shield stacking still does work, and all sorts of other issues with this fix.  

    As far as I understood the hitscan properties were an intended function as well as the range increase of hard limit weapons, as that has been part of Volt's shield kit since I started playing in update 7 or 8.  

     

    I have found a much greater respect for Volt with just the improved tactical function of the shield, as far as it covering more are and being slightly curved, that alone has made him much more viable for me.  As it stands right now I could spec for shock and just be fine with that, when I first started playing shock only affected one target. Like Mags pull used to only affect one.  Those to changes alone, made him way better in my opinion. I do intend to keep using him, but most people don't ask for a Volt instead of a frost....Even though I think his shield is superior.  

     

    Your correct about one thing the defense function is still working, but from everything I am hearing either in game or other volt posts or personal play test, is that the shield isn't even doing the intended stuff right now.  I have experienced issues even getting damage bonus of any kind to register.

  12. It was untintended and it got fixed, none of your whining will change it back.

    unintended? The hitscan properties, and the basic damage buff for one shield? as far as I knew those were intended. I think you are confused.  If they never intended the damage properties to work with just one shield, then why is it on the card.  Since the beginning of my play time which was update 7 or 8 the shield has always converted weapons to hitscan and increased the range of the hard limit weapons.  If it wasn't intended wouldn't that have been fixed a long time ago?  

     

    I am not sure you are responding to what you think you are responding to.  

     

    You are in no way making a comment that is congruous with the rest of this thread, or what I am/have been saying in this thread.

  13. Jiufengbao:

     

    I have really appreciated your involvement with this thread.

     

    I do somewhat disagree with the post that you made saying that Volt is the 'gold standard' I do think he has a pretty well balanced kit. I have issue with his number 4 atm, and since his shield isn't even working properly due to the fix, that is something marring to that statement. I do think he has a very balanced kit idea, and I do like the concept of him, but compared to other frames, he is definitely being "trivialized" at least to a point by other frames.

     

    I don't think we will ever get to a as Bungie put it, a perfectly balanced game that will stand a testament to all time, especially when they are constantly adding stuff. In fact at this point, the idea of evolving balance seems to be the current model of design for DE.  This is a good thing as it provides us the player with an endless set of things to continue testing. 

     

    Do I think Volt is perfectly balanced? No. Do I think he should be, to a point. Does he have a balanced kit that could stand to see a little tweak here or there most definitely.  I think we need to look for, 'do the mechanics all work, per frame', versus a 'gold standard'.

     

     

    Azawarau: Oops. I thought I had gotten all the vault mods. I really apologize. I thought I knew what I was talking about there. Wow, foot in mouth on that one. Thanks for the correction. I kind of want to see if I can find that mod, it sounds like it would be perfect for the Amprex, and help control trigger use. Does it impede performance or just even out the ammo usage.My Amprex only has three forma.  I really like how it is built right now, apart from the non maxed serration. Not sure what I would do to fit that in though.

     

    Thanks for the correction. Once again my apologies. I really do appreciate it. 

  14. So your only reason to play a warframe is only when that warframe has one exploitable damage bug? And Electric shield without all the damage stacking and critical boosting is still a very good defensive ability and you consider this "wonky" and needs to be fixed because it can't give you the offensive capability that you wanted? Your name is quite the opposite of what you really are.

    Nope your wrong, and some how managed to put your own interpretation. I am referring to wonky right now, because it isn't working right now. The actual intended features are not working right now.  So that is wonky. I didn't want an OP bug, I was and still just saying the 'fix' could have been done better, as their 'fix' just broke it. Many people are commenting, that the shield doesn't even seem to be working correctly, no buff whatsoever.

  15. Just admit your OP was all about not liking that you couldnt stack for insane damage anymore

    By the way the Amprex is near as OP as the soma thanks to its extremely high status chance and up to 50

    % chance for super criticals on top of its strange AoE

     

    Under the influence of volt shield it gets to be ridiculous and you were abusing it

     

    Its nott hat im being unreasonable

     

    Its that you were abusing it and im saying that bluntly and you dont like it

     

    Edit your OP to seem as friendly as possible but it wont change a thing

     

    EDIT

     

    Also you dont have to be specifically specced for volt shield to abuse the stacking

     

    A fairly average build could abuse it just fine

     

    Not as much but it could

     

    I had found out about it 2 days before it got patched.....yeah really abusing it.  I ran all of about 5 missions....yup soooo much abuse. Actually I thought it was interesting, and at first I had no idea that it was that broken.

     

    You have an issue with facts.  The maximum crit value of an Amprex is 125% that does not equal 50% super critical chance.  although you can get the status up to 85.6 and the crit multiplier to 5.6x 

     

    I thought it was funny that after a little testing I could break the damage meta so hard, but you are still REALLY confused about why I play video games in general, what interests me about video games, and where I get my enjoyment.  

     

    I made a suggestion about where you could get some better insight, but well if you don't want to improve yourself that is on you.

     

    ....Why am I even bothering to reply to you.

     

    Your wrong. You don't know me. If I step back, your rampant speculation about me as a person is silly. 

     

    Good day sir. 

     

    Have fun with whatever it is that your doing or trying to achieve. I already achieved what I want.

     

    TO EVERYONE ELSE: It kinda makes me sad to see that there fix is a broken as the thing they were trying to "fix" I hope they get this stuff sorted out. I still want to play Volt. I would like to add him to my normal repertoire of play, but I generally don't like characters that have skills that are wonky. Here is hoping for a fix soon. A proper one.  Although I still would like to see them do something interesting with the mechanic. Jiufengbao had a great improvement on the idea I have been talking about, and I think it would be really cool to have something with more depth.

  16. No just stop reposting it all. You REALLY don't need to quote what I said when you aren't even referencing it.  

     

    I disagree.

     

    I took great pains to say that I was perfectly happy with a change/fix, I just felt they should have fixed it in a way that kept something of the idea of the mechanic as it was working. The comment I made about not agree with it, is to convey not agreeing with how they responded to it. Not what they did. Also to note, the shield isn't even working as intended at this point.

     

    Whatever, I am not here to make you happy or informed. I feel confident at this point that more people than not are going to understand what I am getting at.  

    Azawarau at this point, unless it is constructive criticism or adding something to the ideas, I can honestly say I hope to not hear from you on this thread again. Frankly tired of responding to you.

     

    Good day sir.

  17. The intended fix was for the shields to stop stacking, but now projectiles no longer convert to hit-scan.

    Really? I hadn't noticed that weapons no longer behave as hitscan, well I was trying a Boltor Prime through it after the patch and I noticed it wasn't hitscan, but I thought that might just be a boltor/bow thing. I thought that was one of the best utility features of the shield. I think that is not good at all.

  18. Janzer:

    yeah I agree that the fix was a good thing. I just wish it had been a fix that did something with why it was working the way it was. I mean Way back when they had all the original issues with the shield, like if you had two up it blocked bullets, or it prevented many types of projectiles, it didn't seem to make sense. Why wouldn't everything go through it? IF one shield had a particular buff, then why wouldn't two be better? It just didn't make sense with how the mechanic was described, and it didn't seem to mix with the quasilogical nature of the object. 

     

     

    -SLX-J3tAc3:

    Thanks for the support. It is really nice to see people getting it, even if it isn't everyone.

     

    Azawarau:

    Could you please stop just spewing huge chunks of text with quoting, and at least narrow down to what the hell you are criticism me for?

    Also you are wrong. Thanks. You have no idea who I am or have any understanding of my reasoning. If you would like to provide constructive criticism that would be great, calling me a liar or being generally hostile is unappreciated and unwelcome. I would ask that you desist clogging up the thread with respew and character bashing.

    I put a ton of time into providing tons of editing trying to highlight what I was getting at, as there had to have been confusion with what I wrote in the first place. Why the hell would I care about saving face? I don't know you, you don't know me, and I doubt I ever will, whether or not that is a good thing. This is an online forum which provides plenty of anonymity, If you think I care about how you view me your wrong. What you think of me is not important, but what is important is seeing if my ideas can come across effectively so that we can all think about how to improve the player experience, add player agency, and improve the investment depth on player mechanics. Check out this youtube channel Extra Credits ( https://www.youtube.com/channel/UCCODtTcd5M1JavPCOr_Uydg ) You might get a better view of the person I am or why I cared in the first place.

     

     

    Jiufengbao:

    Yeah. I know what you mean. I just didn't hadn't tried to explain it like that, as one, I was already dealing with my own personal feelings at the time of the first post, (I was still in the testing phase and wanted to see more of why it was working that way, and how it affected different metrics.That was a real bummer. I love testing things out.) and two I started to feel under assault and was having a knee jerk moment of my own. It feels really hard to respond to people who don't even indicate a shred of understanding after I put so much time into it in the first place, and at least for me I really want them to "get it' even if they didn't care about what I was saying in the first place. *sigh* Really just need to learn how to ignore that better, but in this case I responded to it, because I thought it might help even one more person understand it and it might be worth it. (Since you took the time to post with your ideas, I kinda feel like it was. You made my day.)

     

    Also I really like your idea. I know that while I was first testing it, knowing that it was behaving the way it was. I was just mashing the skill execution key( I play with a controller though I am on PC)

    If this was the system where distance played a role into it, then I would definitely not want a cap, but I think this is a far superior idea to make the mechanic into something really cool.

    I am not sure with current maps how effectively it would work to have 3 shields spaced out twenty meters or even two for that matter, which is another reason I hadn't suggested it.

    A railgun doesn't need a ton of space between the layers in order for it to work, maybe a smaller buff but it is granted within 5 meters or so. EDIT:I think I missed that part in your post originally(the two different options), but with the whole quasilogical aspect of it, the 5 shields spread over the smaller area should have a higher value, IF you had 5 versus two (energy investment) and 2 really spread out would be significantly less effective from a railgun perspective. If we are spitballing random maths here I would say 3 spread over 10 meter space should be at a max value of 100% bonus damage and 100-200% critical bonus. That again deals with the more consistent damage and provides some option to take out the more inconsistent spikey damage. That would make it easier to implement as a viable mechanic for more situations I think. That was one reason I was also suggesting a smaller buff. Packing them on top of each other isn't a ton of investment time wise or mechanic wise despite the energy consumption. Which is why I suggested the much smaller buff of 25% and 25% which if you had a cap of three, you would have more consistent damage and less spikey damage by having the larger metric be bonus damage rather than crit. That removes the Explosive, exploity nature of it and gives it a more solid showing.

     

    Now my favorite part of your post. I have no idea how they would implement using the shield to bend bullet trajectories, but that sounds awesome. The aiming might get a little crazy too, but maybe using a wide spread shotgun could become a viable mechanic to build on that. You know firing a spray/hail of bullets and having them splash around the corner at increased velocities. RAILGUN SHOTGUN!! sounds awesome.

     

    Thanks for the feeback, Jiufengbao. I really appreciate the time you took to help with the idea of improving a mechanic versus the much simpler/safer fix of cutting it out. 

  19. Azawarau:

     

    Saying someone is part of the toxic problem, when the material is just spewed back without good comprehension, is pointless and unhelpful.

    Allow me to elucidate some things for you.

     

    I do not want an OP Mechanic. 

     

    I have suggested multiple times that I would be fine with it, Volt's shield, being reduced BELOW what it currently is even now,  I even suggested as low as 25% damage bonus, and a measly 25% critical damage bonus, I have even suggest capping the effect, or maximum quantity at 3.  That leaves it LOWER than what it currently is at now. 

     

    The thing I am looking at is having basically 2 mechanic choices. 2 different ways that the player can enact agency on an mechanic. One it has all the defense benefit, bit a modest to small damage increase,  Something to provide cover but not be something that is used a a major damage tool.

     

    With a limit of three you are then presented with the option of, do I use all three for coverage on the target I am protecting or am I using this as a damage utility. Magic Space Ninja Railgun! huehuehue. So am I in a situation I can set up 3 for a 75% damage bonus +75% critical damage bonus to make an aggressive hard point or am I just needing objective/utility.  

     

    This isn't me saying ZOMG look how creative I am, it builds a creative toolset for people to use in different ways. Technically what I am suggesting requires more work, and is less able to be abused.

     

    I don't know how long you have been playing, but the #1 used to be a single target, which is what I was referring to. Now it is dramatically improved, but I didn't necessarily like it enough to feel like playing Volt had real team function.

     

    You may love speed, not everyone does. I am just one of many that feel it is somewhat useful at times, but not something I am concerned with speccing into or building around it intentionally.

     

    I don't like the Overload mechanic because it is fickle. I see something that looks like electronics, but I don't know what they specify as electronics. The damage is okay, but regardless originally the #4 often resulted in the death of Volt as it held you as a helpless victim during the whole duration, elevated and exposed. Back when it was like this, I doubt I could count how many Volts I ended up seeing die/having to revive, from the use of their number 4.

     

    The shield also used to be a tiny thing that was at best good for one person to use, and only half successful for cover.

     

    Those things contributed to me feeling very MEH about the frame, I have never from the beginning of my time here, been THATS MAH FRAME! I started with mag because it sounded interesting. Do damage in unconventional ways, that I liked as a concept, but I systematically acquired all the frames, with rhino being my last as he felt pretty cheap to me, because I wanted to try them all, see what I could do with each of them, and see how I could use abilities with other frames in order to achieve even more. 

     

    I don't know why your here, or why you care about warframe, or if you have believed in the idea enough to monetarily support them. I started supporting them as a founder because I saw that they were trying to do something different. Even their trailers from the beginning all tried to show the frames using abilities together. I saw the idea of Co-op play that made a difference and I thought it was an idea worth believing in.

     

    At this point I am done. If you can't get what I am saying, or you want to just 'not get it', and read something else into it, despite my many attempts to try and clear things up for one and all, then whatever. I said my piece, whether you understand it or not is unimportant. I hope DE takes a moment to read what I have put down, but I am on design council as well, and I have seem many great Ideas shot down by a derth of ignorance.

     

    I will try just one more time to get this across. I thought it was funny when it was broken and it was amusing to see how far I could push it, but that in no way means that I wanted it to stay like it was. What I want/wanted was to simply see the mechanic of using multiple shield layers as an investment of player agency and have meaning.  I did not want infinite stacking. I do not need to have the individual buff as high as it is now. In fact it could still be even lower per shield. I would like to see a limit to the number of shields Volt can make, so the use of the power has more meaning. Do I use it defensively or aggressively? Give the player more depth with the same mechanic, something that encourages creativity of use, the when and how to use it.

     

    Good day sirs, I am done. Thank you to those of you who read and understood. I appreciate it.

  20. You know what, I was working on another long post trying to get there to be better understanding about what I was trying to communicate, but I just got to the point while editing that I just said F*** it why bother.

    To you Rekkou you have no understanding of who I am or why I did/do what I do, but let me inform you that you are wrong. If I had wanted OP all the time I would have been playing Nova. OP bores me. On my account Mag is my most used. It was also the first frame I picked, because its description was, "do damage to enemies through unconventional means." You can usually find me on Loki, Nyx, or Hydroid running a non tentacle optimized build. I like his puddle the best, it is fun. I prefer team mechanics and teamwork. The shield, now that it is larger, I realized that I could actually use it for something now, something that helped the team. Then I found something that seemed interesting, I didn't need it to be OP I would be happy if casting 3 shields got you to 100% bonus damage and 200% critical which is only a minor buff compared to what casting one is right now.

    My favorite weapons are not the Boltor Prime, Ogris, Penta, Angrstrum, Soma, or things that make the game easy or boring, even though I have gotten all of those. My most used weapons are the dual Vastos.

    You know nothing about me. You have apparently no idea what I want.


    Khranitel, no pushing the same button is not a creative action. In fact it is so easy you can do it. In fact you do it every time you play warframe. Guess you aren't creative when you play warframe.

    Any action seen apart from execution or presentation, will ultimately be devoid of creativity, but even hitting the same note three times on a piano can sound dramatically different when you start adding in other factors. Time, length of note, and whether you are hitting a dampening pedal all change how just hitting the same key 3 times sounds.

    What makes it creative is how you use it, but I am sure you already knew that.

    Good day sirs...

  21. People like you are OP fan and not the fan of the frame itself.

     

    I'd rather have people under appreciate my favorite frame rather than people using him only because he was broken OP.

     

    No I am not a fan of OP. I pointed out that I wanted something the masses weren't doing. I am a fan of mechanics and play, it doesn't matter what frame it comes from. The reason I have all frames is because I like to experiment and explore the interesting connections that you can make between frames. 

     

    The reason I wasn't a "fan" of the frame as you put it, wasn't because I didn't like the design or theme, it was because the frame was entirely too situational. A number 4 that was wildly inconsistent or a one off ( great one time, but less so another) originally when I got the frame the number 1 ability hit one target. That was essentially useless against waves of enemies/hordes. The speed boost was situational at best and not everyone likes it and it affects the whole team. Great for getting through a level if everyone is as comfortable with the speed boost and doesn't end up running into walls, but completely pointless in anything not involved in rushing. Sure it speeds up attack speeds, but if you aren't able to control it or you are impeding the abilities of your teammates, how is that valuable?

     

    With a significant resource cost, in energy, you could do something that not only helped the team, but could be used in interesting ways especially if combined with other frames abilities. 

     

    No I am not a fan of the frame, I am a fan of the game, and the work that DE has put into a game to create interesting powers that are intended to interact with each other, and have interesting/explosive results. 

     

    I can certainly amp up shock and go around spamming the ability and letting the 100% chance 50% shock damage status splash create compound damage as the power chains about over a broad area, that is simple anyone can do it given they have the mods. IS that what you see? No you have a ton of people running around as rhino playing stomp happy, nova spam, and so much more. People use the easily attained to rack up their virtual kill count. I was interested in seeing what I could do with a simple ability that I rarely see used.

     

    I am so disappointed in this "vocal" portion of the community right now.

     

    We should want depth, and the mechanics that can give that.

     

    I feel like none of the people that responded actually read the original post.

     

    I don't care about being OP. I didn't want them to leave it as is, what I wanted was them to keep a mechanic that was interesting and find a way to have it work, without breaking the game..

     

    Hell to quote myself, "TL;DR You didn't fix a broken mechanic, you broke a creative mechanic, instead of correcting it into a great mechanic."  

    INSTEAD of CORRECTING it into a great mechanic.  

     

    I acknowledged that it was out of whack, and had potential to abuse. That is why I suggested a fix. 

     

    Hell as it stands right now, volt has the superior projectile shield right now. With creative use it makes it almost impossible to hit a defense objective. It is only affected by duration and has no health value, you can shoot through it in either direction, enemies can't, meaning less of people accidentally blowing themselves up due to the one way nature of frosts globe. Other than the slow affect it is better in every way compared to frosts. 

     

    Your right I am not a fan of Volt. I am a fan of the game and all the interesting mechanics that DE has put into it, I am trying to communicate that I am sad that this mechanic wasn't salvaged into something cooler. 

     

    Look at a Railgun in real life. The object passes through multiple layers of electromagnetic force and is accelerated, more for each layer it is squeezed through, giving it more and more force the more of these layers it goes through. That is cool, this mechanic was cool, but just numerically off, it could have been improved not scrapped.

     

    I even pointed out that I could go use the weapons of the powercreep. Weapons that as it stands does plenty to already trivialize content. 

    wow I am really disappointed by the response so far. with some notable exceptions....

     

    LEAVE VOLT ALONEEEEEE!!!! HE IS MY PRECIOUS!!!!! LEAVE HIM ALONEEEEE!!!!!

    now multiplier doesn't work when volt isn't host
     
    I like him, EDIT: and this guy:

     

    Just go demand rework like everyone else.
    Don't bother us with creative usage of his tools. ;D

     

    Why is this hard for any of you to understand.?

  22. I want to find you and do things i cant speak about much on the forums without receiving a banhammer for

     

    One of which includes giving you bad directions to that place youve been trying to find for an hour

     

    If your only sense of fun comes from infinite stacking then youre only looking to abuse game mechanics and your opinion isnt valid, wanted, or healthy for the game

    Infinite stacking? No my fun came from a simple use of mechanics creatively. IT is valid to want to apply mechanics in a creative fashion. To find depth in simple tools used creatively. 

    Your hostility over an expressed opinion is what is unhealthy for any game/gaming community. I would be glad to accept criticism, for instance: Hey I think you are wrong about this, your solution is still OP, maybe you should rethink that and run some more numbers. 

     

    The hostility and toxicity is completely unnecessary. 

     

    The math I quoted was theoretical that I did after the fact. I had never intended to take it there. I never wanted God mode or easy mode.  But if the proper application or force yielded fantastic results due to creative application, that is something that we should value in the game, as it promotes people to look for creative solutions to any of the problems we face.   

     

    To be honest if I had a group of friends that I played with regularly and was able to test things out on a regular basis, you would find there is a TON of stuff that could be overpowered by how insanely it trivializes content.  

     

    I didn't want infinite stacking. I don't want an I win button, but I do want to the opportunity to use tools/mechanics creatively.  

     

    Hell even if it was simply 25% crit bonus done additively with a 25% bonus damage(EDIT: IF you can't do the math this equals a weaker buff than the current intended single shield bonus. I would take 3 of these shields to get the bonus damage higher than a single shield now, and it would take a ridiculous 8 shields to equal the critical damage bonus currently intended.), or any number of variables/combination of variables, the ability to stack and create a railgun like mechanic even if it had a limit of three is significantly more interesting. It requires set up, investment of resources, and is only viable situationally. 

     

    EDITED: At this point I don't know why. I assumed that people in the forums could read, I guess that makes me an &#!.

  23. I mean that too. I had a decent day, took a turn for the worse(personal stuff), warframe has been my only solace while waiting for Destiny, just found some fun and interesting ways to use Volt and was pulling him out of retirement and was looking forward to playing him tonight, and then log on and patch notes. 

     

    Sure it didn't devalue my whole day, but it certainly ended it with disappointment and a lack of fun.  I also feel like I wasted time and resources on my Amprex, as I felt I had finally found a way for it to be as awesome as I hoped for, even in later content.

     

    I am essentially reposting this here, as it is the correct place.

     

     

    They fixed Volt's shield stacking...:(

     

    Sigh I wrote out a really long post including a good chunk of detailed math to illustrate my point. Not sure what shortcut for my browser I managed to hit, but it went 'back' a page and it is all gone. Here is the Too Long Don't want to rewrite TL;DR (there will also be a TL;DR at the bottom)

     

    I had been letting my Volt collect dust for quite awhile. I found him boring and uninteresting and the wonky @$$ niche tool of rushers, but then I took the time to really look at the mechanics of his abilities, and found something interesting. Something that the masses weren't doing. Something fun! Something I could hone into a polished diamond with some creative application. FURTHER EDIT:I am referring to trying this with the Amprex, I normally just see this skill getting used with the Soma when I had run with volts before. AKA using a fairly overwhelming gun, to further make it OP, versus the Amprex that has wildly variable damage and a tiny range, but some interesting mechanics(histscan chaining instantly). The damn thing can do from 1-1000 or so in the same trigger pull. I had just pulled Volt out of the retirement home, and now I feel like shelving him all over again.

     

    The developer Bungie has an interesting idea they use: '30 seconds of fun'  This means was the last 30 seconds fun, and will the next 30 seconds be fun as well? It deals with the idea of engagement. You had a '30 seconds of fun' and you broke it, and this makes me disappointed. 

     

    There were a few instances where this could be used in an abusive way, but otherwise it was a really creative utility that could only be taken advantage of if you specifically specced for it and had the mods to support it, which resulted in almost all of Volts offensive powers being weaker, and required the whole energy bar. It required investment to be really good. This is known as a trade off. In order to capitalize on something I found interesting, I had to curb the effectiveness of all my other powers. This is called player investment. Do I throw everything behind this one skill, and see all the different ways I can use it, or do I want a spread.  It is part of the things that make games interesting, player investment and player agency.

     

    Granted using the Amprex I calculated a 3,096,576 highest theoretical with 7 shields up. That is a little ridiculous, but requires a perfect situation and a perfect spec, with a lot of damage mitigation factored out.  I while running an ODD got my highest crit of 400k with 7 shields and an imperfect spec for my Amprex as I was in the process of reformaing it. it was rank 17 with two formas. EDIT: On the very same run I also got 11's and 100's with the exact same spec and load out, IF you don't get it, the Amprex is a wildly variable gun... The math was done based on my gearing and an average damage of 80 (my damage is something like  64.2 and 16.7 or the like) and a 5.6x maximum base critical multiplier. FURTHER EDIT: I didn't think the responders on this page would not see what I was trying to get at, so I used informal speech. LET ME MAKE IT CLEAR: 3 MILLION DAMAGE IS TOOOOOOOO MUCH. I wasn't needing it or looking for it, I did that math after the patch rather than do hard testing as I no longer could. I was interested in seeing how ridiculous it could get. I like testing things and pushing limits just to see where the ceiling is.

     

    I get why you did it, and I can respect you for your decision, even if I think it was a 'oh S#&$' knee jerk response and can't agree with it.

     

    IF instead of removing the stacking you had changed the numbers to keeping the additive base damage bonus of 50%, but change the crit multiplier to add in an additive fashion versus multiplicative, say a 50% increase in critical damage per shield, not a multiplicative x2 per shield, EDIT: This is just simple easy to mentally calculate numbers, the numbers weren't the important part, the keeping an interesting mechanic was.... then it could have remained in place as a creative and unique mechanic, that rewarded the player for using your utilities in a creative way. It would have been powerful if used well, but not overpowered. It would have been creating a sort of Railgun. That is cool, what you did was not. RAILGUN! That is the part of the stacking mechanic that I found cool. It felt like I was creating a magic space ninja railgun.

     

     

    I mean I could always go and use an overpowered weapon that doesn't require investment, or the compound application of mechanics to be interesting....like the Soma, Boltor Prime, Ogris, Penta, or Angstrum. 

     

    I was just about to try some testing to see if I could come up with a new way to tackle T4D as there is already very little variation on the theme when it comes to doing those. I was sure I had an interesting alternative.... Oh well.

     

    TL;DR You didn't fix a broken mechanic, you broke a creative mechanic, instead of correcting it into a great mechanic.

     

    I have monetarily invested into this game, obviously I am a founder, and I don't regret that, and I still greatly respect what you guys have done/will do, but this kind of action is not why I respect you, nor why I had chose to invest. This just makes me disappointed.

     

    Sincerely,

    A dedicated, saddened fan,

    Sir The Proper

     

    I did a bunch of EDITING so that you might actually understand. I am not sure how it was unintelligible the first time, but I took the time to S-P-E-L-L it out for anyone that was confused.

  24. especially since the puddle of illogical depth).

     But I like hydroids  ability. It makes for some interesting mechanics and play.  I am just sad people don't use it more.  I think it is one of the few abilities that really lends itself to creative application as an inherent function.

     

    Thanks for the support and vote of confidence!  

  25. I agree with the Chorus of voices saying Invisibility doesn't need the fix, the AI does. They are working on AI and I hope they include some behaviors to suss out Loki, in order to make the invisibility mechanic require some skill. 

     

    Decoy is the one power I think needs fixed. Period. First it needs to be able to take more damage. I think this is something that should be done regardless of any other changes. This one point devalues the use of it in anything remotely like high level. I could go into how it can be used effectively, but it requires a lot of teamwork and most people don't give a F*** about that if you aren't just playing with friends. Which apparently I have none anymore that are interested in the games I like... That is a different story though.

     

    Now the next suggestion is something that I feel like should have been part of Decoy since the beginning.

    Either it needs to be an explosive pinata, or it should absorb damage being done to it to explode after a certain point/damage being done to it. Now those sound similar, but let me explain the differences. 

     

    The first case, upon death/duration the decoy does a set amount of damage to the area 10 meters starting up to something like 15 affected by range mods. 

     

    The second being a Nyx like ability, but with out the giant bubble, and only direct hits causing an 'absorb value'. If it is this mechanic of absorb and return I would have it be a max distance of 10m, the reason why: Using radial disarm+this decoy mechanic, would be a very powerful utility, but creative and fun.  

     

    I think with just the Decoy change Loki would feel significantly more 'team viable'. Also it would give the whole trickster vibe some more credibility.

     

    Radial Disarm Loki is a one trick pony that in my opinion kinda trivializes him, not in making him useless, but stripping the breadth out of the character.

     

    As a tiny aside: Since the Grineer commander switch teleport locks you in place and leaves you critically vulnerable, I think at minimum this should apply for Loki as well. Not sure how the master of mischief is somehow lesser than his opponents using the supposed same skill....

     

    Sigh...okay another tiny aside. Someones suggestion that radial disarm arm randomly blows up in some of the faces it is used on, is genius and should be a thing, it would totally make him feel more the trickster frame.

    -something should be done to disarm the infested, as of right now this ability is worthless against an entire faction. Just saying....

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