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Duskblade777

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  1. Very nice, a welcome addition. I do like the sound of that. Switch teleport has always felt clunky given that end animation; so this will definitely smooth things out.
  2. His invisibility and radial disarm are certainly great; however, I've never really found them all too engaging, just fire and forget. I personally have always wanted decoy to be viable in some way as I have always tried to weave into my rotation with Loki; yet, it always lacked survivability. How do you usually play Loki?
  3. Are they doing something with switch teleport too or his passive? I only know of changes coming to his decoy.
  4. Hi everyone, In today's devstream, some brave soul managed to pop the question on everyone's minds: Will Loki get a rework? The answer being there will not be a rework - at least there aren't any plans for one. I'm not disappointed by this news, Loki's kit already has good potential and there are variety of builds that many thrive with; however, I have personally never been a fan of most of them. The things that I have been dying for are some QoL changes and some buffs to certain aspects of his kit, specifically his decoy, which will finally be receiving a long awaited buff and change to how it functions - took them long enough... Honestly, the only other aspects of his kit that I would like to see some sort of change on are his passive and his switch teleport, which I would personally would like to see some sort ability to hold the button to switch with his decoy and some interaction where it causes enemy units to fire on the enemy switched with. What other aspects have people been wanting updated with him?
  5. Yeah, to give you the jist of what I did: I saw someone make a post regarding buffing Loki; they mentioned giving his decoy invulnerability; then I came along and saw their post; commented on how Pablo intends to buff decoy in the coming "Dante Unbound" update; then directed him to my own collaborated post where I discuss in length with someone named MarakViri how to bring Loki into the modern game while keeping to his theme. Does that fit into that second category of disparaging?
  6. Hi, is it appropriate and permitted to tell someone to check out a post that I made if it pertains to similar topics? Thanks!
  7. Pablo actually mentioned in the recent devstream that Loki's decoy will scale based on how many enemies are around it in the coming update. On a different note, I actually made a post recently where I and another forum user discussed Loki's theme and a way to modernize him. The post was called "Loki Needs to Change: Here's Our Ideas." Check it out if you don't mind my blatant self-promotion - I'll edit this out if you'd like. I'd love yo know what you think of it.
  8. Alright, MarakViri, I have updated the post with our recent discussions. Radial disarm has a segment for base invisibility's duration and the means to scale it. I have also added under ability 3 a list of eximus interactions - minus any damage values.
  9. I get it, its frustrating; but isn't that on you for not getting sufficient corrosion procs off?
  10. Do you not see the "lot" that we have changed? We've completely discussed and argued new, engaging interactions with every aspect of his kit.
  11. Alright, alright, I implemented the your suggestions in the document, I'll try and upload the updated proposal today. Its just a single instance, enough to shock enemies around you, but nothing that lasts beyond that initial wave. Yeah, I'm not too bothered by it anymore; I think that we shouldn't punish the player for their choice of playstyle, like you said. On a different note, what are some damage values you could see being used for certain eximus interactions? I know you mentioned giving some for toxin and blitz. How does the decay work? Is it that you only lose one stack per duration instance? ALSO LOOK, we got a new comment; I feel so proud.
  12. Alright, so new players won't exactly enjoy it; however, Loki is supposed to be an advanced warframe. Unless what you mean by new players are those just new to Loki. Furthermore, if we did increase it, it'd be wildly unbalanced. In a sense, you could say that this makes it somewhat of a scalable function, becoming much more powerful in late game. Sorry for the lack of clarity. What I mean is that when struck Loki briefly shoots out arcing electricity similar to Wisp's shock mote, as if redirecting the shock. I totally see what you mean, a remnant redirection seems a bit redundant when you put it like that. I suppose what I really see happening is that you position either yourself or the decoy to redirect the eximus ability, but before you can, the eximus is killed. While these interactions aren't meant to be the bulk of his gameplan, they present unique and fun opportunities to really be feel like a manipulator, trickster, etc. It would be frustrating to have it snatched away by some room nuke; but, then again, if the room got nuked its not like there's anything left to redirect it toward... You know what, sure. I don't really see it being game-breaking, with the potential exception of the health and energy leeches because, really, you should be getting an absurd amount back already from these two eximuses. Maybe we should tune down the potential yield just slightly to account for double-dipping? Actually, now that I think about it; regardless of where you are or what you decide to do. Its not possible to double dip since the decoy and Loki both redirect any status that effects either one of them; therefore, you can be on top of your decoy or somewhere else, but you'd likely want to be in an area that has clustered enemies. In a way, your idea is already built in... Let's just do the single pulse. 1.5 energy per enemy should be more than enough. It's useful, but not spammable; so I don't think that it'd be too OP. Maybe we can reduce it some, but would that really matter? Even 0.05% is busted at a certain point. Then again, I suppose all you'd really need to do is spot a health leech, bullet jump on over, and reap the benefits of renewed vitality... I thought this a per unique instance sort of deal. Agree to both of these points here.
  13. I never noticed that it was just a slow and not a cold status, which, in that case, lets just keep it as it is designed. So, an initial 30% slow to enemies within the range of guile, lasting for the duration of guile or until the eximus unit is killed. Its a fun thing to play around with, but wouldn't this make other eximus abilities potentially stackable that really shouldn't be (i.e., leech or energy). When I read this, I thought to myself, "Oh boy, just wait till he reads the rest of it," I was not wrong... I think you're right. Given that these guys only have their status occur with the use of their ability, it makes sense that a radial knockdown would be the right choice. This way, it is based on when the enemy attacks Loki and a redirection happens as opposed to my idea where Loki periodically sends out some wave. When I made that little bubble speaking on limits, I was thinking more generally for all of the redirected statuses. Aside from that, the potential for magnetic procs really depends on who you're up against with it being only useful really against Corpus; thus, in my mind, its a limited, opportunistic use for getting more damage on shield heavy units when such an eximus presents itself. However, the energy siphon in its own right is probably reason enough to try and have Loki or his Decoy get in range of one of these eximuses. Also, you have a point about enemies not having energy, I guess it could convert their health into energy, if we went that route of course. Honestly, any decent player shouldn't need to worry about health issues in lower levels; it really should shine in higher levels, tho. The addition of allies into the mix makes things a tad more complicated design-wise. Honestly, I'm for your idea. It really didn't dawn on me just how off the mark that I was; I made it seem like Loki gets constant auras, but the reality is, if it about redirection, you're not under constant proc by these guys, but they tag you every now and then with the exception of the arctic eximus. Secondly, I want to point out just how important decoy becomes in these scenarios where you need to take a hit, as you really don't want to be getting hit as Loki. Thus, the synergy continues. How about more along the line of Wisp's mote? Its pretty silly in its own right, and doesn't Volt's discharge also stun enemies struck by currently effected enemies? Seems we'd be infringing on some his territory. So far, you've a bit more spot on with these; its not like the fire eximus is constantly procing fire. He has to send out his heat wave first. Your ideas are a bit more in line with Loki's theme. That's a good point; maybe it shouldn't have a benefit, or maybe it should be redesigned to increase enemy vulnerability? Probably should just do nothing, tho. Spot on as usual, how's this: Note: The range and duration of these is reliant on guile's range and duration; additionally, if the eximus is killed, the effect ends with the exception that Loki has already been struck, which in that case the effect will trigger for one instance (One thought on this, if certain eximus', say a a leech or magnetic, is killed right as Loki interacts with its aura, should we allow a 5s buffer to allow Loki and allies to benefit? So, Loki interacts with eximus, eximus immediately dies; but aura effect is kept for 5s afterward. This would help with teammates who like to press 4 and win.) Arctic/Frozen eximus: When within range of eximus's aura, Loki and/or his decoy redirect the eximus' slow aura toward the eximus' allies. Blitz/Volatile eximus: When either Loki or his decoy are struck, Loki and his decoy send out radial pillars in all directions, knocking down enemies and applying blast for 300% - their effects are amplified, should we keep them equal to the eximus units? Granted, you seem to be on board with amplifying the redirected effects too... Energy/Leech eximus: When either Loki or his decoy are struck, or within the eximus' aura - not sure which applies here; Loki and his decoy redirect a magnetic wave that applies 300% magnetic procs and restores a portion of energy, 0.5E per enemy struck, to Loki and teammates within the range of guile for 10s. Leech/Sanguine eximus: When either Loki or his decoy are struck, Loki and his decoy redirect the leech toward enemies in a wave, removing 0.15% health per enemy struck and distributing it to Loki and allies within the range of guile. Shock/Bioelectric eximus: When either Loki or his decoy are struck, Loki and his decoy redirect and apply 100% eletricity status outward, stunning enemies. Really, this only needs one proc per enemy and really has no value when stacking; thus, 100% should be sufficient; and, since the range of guile is pretty good, there's no need for it arc between enemies unless strictly for the damage benefit. Again, I ask: Should this also give an opportunity for energy? Well, I suppose there's the archon stretch mod for that, so probably not. I hear you, but what about in higher levels? I can't help but feel like its a buffet at that point, like, what are you hungry for? There's something for every Loki player, just gotta browse a little. Arson eximus: When either Loki or his decoy are struck, Loki and his decoy redirect and emit a fire wave, knocking down and applying 300% heat status. Guardian eximus: To be determined... Venomous eximus: When either Loki or his decoy is struck, Loki and his decoy redirect a toxic wave, applying 300% toxin. Prosecutor eximus: Likely just a no-go... Warden eximus: Refer to "Leech/Sanguine eximus." Eager for your thoughts.
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