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Aura244

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Posts posted by Aura244

  1. Hewwo OwO
    I'm back at it again with another touch up on some warframes that I think need a bit of finishing touches. Today, we have Mag.

    Just make the Ferro skin the base Mag skin. C'mon y'all know ya wanna do it. Y'all been using it on everything like the Fortuna reveal on Tennocon and Railjack.

    Hahaha I'm just kidding~ Mag in her current state actually doesn't need a rework but there are some things that kinda bother me about her and her augments so I thought it would be fine to do this. Anyway, I usually jibber jabber at the start of these too much so I'll just get right onto it.

     

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    Passive: Magnetic Attraction

    Drops 6m from Mag get sucked up or follow her around

    Literally just give her vacuum. No one will mind other than the one percenters that hate vacuum

     

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    1) Pull

    (Base energy cost: 25) Enemies and drops within a certain range (Base range: 25m) are pulled toward Mag with magnetic force (Base damage: 300)

    There's literally no change except the Greedy Pull augment was made innate because why wasn't it in the first place? It's just taking up a slot.

     

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    2) Magnetize

    (Base energy cost: 50) Target an enemy and, for a while (Base duration: 15s), encase them in a bubble (Base range: 5m) that stores bullets to ravage the enemy and others that go inside the bubble (Base damage multiplier: 2x). You can recast it on the same enemy to double the damage. When the timer ends, the bubble explodes (Base range: 15m) (Base damage: 300) but if the ability key is held, all bubbles explode.

    I just mashed it with the Magnetized Discharge augment because that also seems like it should be innate to the ability

     

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    3) Polarize

    (Base efficiency: 75) Create a wave (Base range: 8m) that travels for a while (Base duration: 5s) at 5.9m/s. All enemies hit by the wave have their shields and armour cut (Base shield cut: 400) (Base armour cut: 400) and create shards that increase the damage within Magnetize (Base damage addition per enemy: 50). Allies hit have their shields restored.

    Polarize is great so no need to change really

     

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    4) Crush

    (Base ability cost: 100) Crush (Base damage: 1500) the enemies around (Base range: 18m) Mag and gain shield (Base shield gain: 25) for each enemy crushed.

    I was debating with myself whether this could be changed and the reason I'm not touching it is because Fractured Crush is still a great augment.

     

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    Augment Changes:

    Mag's augments are really 50/50 whether they're good or not. The ones that are great won't be touched on but the ones that are bad... cough... cough.. *GREEDY FORKIN PULL*... cough... will be changed for the better.

    Controlled Pull (Replaces Greedy Pull)

    Hold the ability key to keep enemies suspended flying toward you for some time (Base duration: 8s).

    Very influenced by the Cinematic Trailer that they showed in Tennocon. It chained nicely with Excalibur's... bullet jump sword... idk... but I thought it would be cool. It's either duration or channelling and I don't like channelling so we're doing this. Plus since your finger ain't on the ability key, you can walk around with them like a balloon or something. Shoot them maybe idk. It's your life do what you want.

     

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    Centralized Attraction (Replaces Greedy Pull)

    Targeting an enemy instead intensely pulls surrounding enemies to the target. The bodies crashing into each other deal damage with the most damage going into the target.

    This just goes to show how many ways you could have not made Greedy Pull a thing. I thought it was a fun idea to kind of have a way for Mag to clump them together before or during a Magnetize.

     

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    Bullet Storm (Replaces Magnetized Discharge)

    (Base efficiency: 25) Hold out (Base drain/s: 10) a bubble that absorbs incoming projectiles and recast it to launch it back at the enemies.

    Again, based on the Cinematic Trailer because what's the point of the Cinematic Trailer showing different skills if they're not going into the game. You can shoot into the bubble as well and release it into the direction you're facing. Magnetized Discharge was another one that could have just been innate to the game but wasn't so here's hoping that changes.

     

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    End Discussion

    I know Mag's been reworked to death already but I do stand by what I said that Mag doesn't need a rework. She just needs new life and we don't need to change base her to some thing else for that; that's why we have augments. The only difference is that some of her augments are just things that she should've had in the first place. I think back at it now and I'll say that making the Magnetize detonatable makes it like Titania's Lantern but that's forgivable because Lantern doesn't do it well anyway 😛

    Anyway that's my Mag Tweaks and Augment Reworks Suggestions post~ Feel free to leave a comment below if you agree or disagree with any of these~ Have a great rest of your week!!!

  2. On 2020-01-27 at 10:01 PM, xZeromusx said:

    Nice. I have a Nyx Rework myself in my compendium post. One idea I'd like to offer from my own to see here is that you don't scrap psychic bolts and instead combine psychic bolts with Mind Control. So, instead of mind controlling a single enemy, mind controlling 3/4/5/6 enemies at the same time (The same number as the current psychic bolts), but without the invulnerability period of the current Mind Control while maintaining the same augment.

    That honestly sounds really nice. Personally, I would rather have just the one Mind Control but I really do see the appeal of this Mind Bolts idea.

    I think something might go wrong with Mind Bolts in that, like Psychic Bolts, you probably can't choose who you'll control which is one of the reasons I like Mind Control as it is. I don't know about y'all, but I'd definitely prefer having a Nox on my side rather than 6 Rollers. Also I don't know how I'd feel if I just had 6 Mind Controlled units out 'cause it feels unfair because Mind Controlled units are always invulnerable. If you make them vulnerable, that's not a Mind Controlled unit, that's a Thrall and I'm not setting Nyx up to be a worse version of Revenant.

    If ever we could though, maybe we can replace the Mind Freak augment with that because it does sound interesting.

  3. On 2020-01-27 at 8:31 PM, xZeromusx said:

    Ahh, it honestly eluded me for a second that you replaced lantern with a heal. I see now. So, instead of the beam idea, how about adding damage per second to Spellbind instead? Then, with the augment, instead of doing ticking slash damage, it could instead do all the damage it normally does to one enemy to all enemies in an AOE. And instead of making it 1 razorfly per 3 enemies on spellbind, reduce it to 1 razorfly per enemy to balance it so that when you lay the augment over it, all it does is add the charm effect and the detonation,.

    Spellbind, to me, is more of just crowd control and it's perfectly fine to keep it that way. I did consider adding DpS to it but I felt it was a bit unnecessary when you take into the fact that you'll just mow them down with your weapons anyway. DpS of that type we all know does not scale well at all and will be very negligible when you get to mid tier enemies (e.g. Mag's Pull and Volt's Shock). There's no overall benefit I can think of to give that to Titania unless she was a Warframe you could acquire early in the game which is so far from being the case. Assuming it would scale well will mean she's too broken and DE will eventually nerf her so much she'll be back to being barely usable. I want to make a kit that doesn't need to be revisited and scales well from how the game is now and beyond.

    I did the calculations for 1:1 razorfly to enemy ratio before and it felt kinda bad when you're balancing the damage evasion and crowd control really cuz imagine you have a cluster of 10 people chasing you. You have enough range on your Spellbind to hit all of them and you do. You lose 10 razorflies; that's a little over 75 energies worth at base efficiency and that's a big drop in your damage mitigation. You can't really control how many you'll hit 'cause this Titania will mod for range probably with the Totems and you're not Ash and his Blade Storm ability that you can pick and choose who gets Spellbound.

    The augment idea doesn't seem bad but I would rather keep it like how Lantern is now. Lantern's crowd control was always pretty good albeit a little buggy (I still get shot sometimes by crowd controlled enemies). The only real problem with Spellbind and Lantern is the wonky ragdoll physics cuz they never move far enough when you're shooting them or slashing at them but one explosion in the wrong place and those buggers decide to waltz to the ceiling and bring the crowd control radius with it for Lantern. When those things get fixed (assuming they actually do), then the need to actually touch those abilities is gone but the fact that they kind of do the same thing and are put in different ability keys is an issue.

  4. On 2020-01-26 at 9:11 AM, Lukarith said:

    I actually suggested the same change to Ripline and the Itzal's Archline a month ago. Personally, I don't know if anything else needs to be changed, but they are all good ideas.

    Archwing ripline is kind of bad haha. You cast it and get pulled and the idea is that you can dodge to keep your momentum in the direction you're aiming at. BUT OUR DODGE IS BLINK AND WE GO TOO FAR FORWARD THAT RIPLINE PULLS US BACK.🤬🤬🤬

    Also it doesn't fit Itzal's schtick with regard to movement because it breaks Penumbra compared to Blink (You could argue that you can always just use the dodge blink now but like do you want an ability that conflicts with another ability?). Plus we already have a pull ability in the form of Cosmic Snap.

    If y'all could make some centripetal/centrifugal force calculations to it to make you speed up, then fine. Keep Archline but until then I hope they change it. (Flash forward to when they make modular archwings a thing finally and it doesn't matter anymore)

  5. 17 hours ago, xZeromusx said:

    This is a great replacement, but I'd scrap the spellbind. CC on spellbind and CC on Lantern is more CC than is necessary. The defensive aspect is a nice addition, and spawning 3 with each click is a great balance trade off. I'd up the cap to 90%, make the cap on razorflies 9, and give each Razorfly a base 5 or 6% damage diversion (increased by ability strength) with a base amount of health, armor, and shields for each razorfly, also affected by ability strength, and damage diverted damages Razorflies instead. Kind of like Shadows of the Dead augmented by Shield of Shadows, but not attacking enemies, except...

    Instead of spellbind, make the hold click a directional attack that shoots out the current razorflies in a 20 meter line (Increased by Ability Range), dealing slashing damage per second, and doing additional ticks of slashing damage per second for each razorfly up to enemies in the line, and draining energy each second the ability is held. So, if you have 1 Razorfly up, you deal 10/24/48/80 slashing damage (increased by ability strength) per second with a 10% status chance (unaffected by ability strength), and each extra razorfly also deals an additional tick, sort of like having +100% Multishot for each razorfly up. So, essentially commanding your Razorflies into a flurry column of slashing death.

    To be honest, Spellbind is just another CC ability on a frame that already has a CC ability with Lantern. Damage would be nice, and even more fun if it's able to be performed while in Razorwing mode.

     

    Everything else seems awesome, and love the drawings.

    I would honestly love to raise the evasion cap but I think balance-wise, 60%-70% is better otherwise they'll silently nerf Titania again after. I'm suggesting up to 12 because you're likely to get your Razorflies killed too fast and if there's too little of them to spiral around you it'll cause some issues. (Insert the Sad Katy Perry interview meme on top of Titania's lifeless body)

    Your idea for the replacement for the Spellbind part of Razorflies but I have two issues with that:

    1. Replacing the Spellbind feature makes it that she has no crowd controlling abilities other that straight up killing everyone. Lantern was removed to make room for Ritual. Removing Spellbind also makes it that you'll also have to change the augment that I mentioned which was literally just Lantern.
    2. I don't like the idea of shooting them out like projectiles because they're tiny itty bitty things with a hit chance of just the same. If you could lock an enemy into place, then maybe but you removed her only crowd control ability. Also by shooting them out in a line, kind of makes it that you lose all your Razorflies and the bonuses that accompany it.

    It's a great idea don't get me wrong but it's kind of in the wrong place. Maybe if we could do that with Nova instead because the fact her Null Stars have a mind of their own bugs me more than anything DE can conjure up (DE if you're reading this, please don't intentionally conjure up bugs to spite me... also fix the bug where if you get stuck on something while falling, the game thinks you're still falling and speeds up so that you end up hard landing).

    Thanks for the thumbs up on my drawings~ I did a rework thing for Valk too and I poured my heart out into those drawings so please check 'em out. (I also did a rework for Nyx but it's being ignored :3)

    • Like 1
  6. Hewwo OWO! Haha now that all y'all are gone... What? You're still here? Uhhh... I guess here's my Valkyr Rework Suggestion thread~

    Valkyr has always had a special place in my heart. My friends taxi'd me to Themisto to get me my first Valk and all my friends and I pitched in to make Valkyr Prime and she was my first Prime Warframe. I've been playing for almost 2 years and majority of that I've loved Valkyr. She's gotten me through so much in the game but I know that there's something off with her whole schtick. They don't mesh well most of the time and it's a real hinderance to what she can do. Most of her abilities scale better with range but the thing about it is that the best build for her has minimum range. So to try and remedy that, here are my suggestions for her:

     

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    Passive: Nimble

    Immunity to heavy landings and +50% stagger recovery speed

    No real change to her passive it stays the same

     

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    1) Ripline

    (Base energy cost: 25) Tap on a surface (Base range: 75m) to pull yourself toward it. Hold on a surface to grapple onto it (*You can stick to the wall indefinitely*) and recast or jump to let go. Tap on an enemy to pull yourself to an enemy and drop kick them (Base damage: 300). Hold on an enemy to hurl the enemy. A combo multiplier (Base duration: 1 sec) can max up to 4x and give bonus damage and efficiency to Ripline

    Whole thing is that Ripline is wonky with damage and the casting on an enemy is a bit weird so to give a different option, you can dash to and attack an enemy or do the yeet type of ripline. The addition of the "hold on to walls" feature provides valkyr with unique angles and such you usually don't get to see plus you don't have to hold aim like wall latching wants you to do. Just more options for different situations is all. Hopefully, we could do the dashing ripline on capture targets and bosses since it's mostly a movement thing and not a crowd control thing.

     

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    2) Intimidate (Warcry moved to third ability)

    (Base energy cost: 50) Cast a signal to nearby enemies (Base range: 15m) and make them slow down (Base slow: 30%) for a period of time (Base duration: 15 secs).

    I removed the slow from Warcry and turned it into its own ability. I would've kept Paralysis and used this instead but honestly Paralysis is outpaced by simple game mechanics like Heavy Attacks and Ground Slams and it should just be left to rest. Paralysis also uses shields which when you're deep in the middle of combat, what even is that?

    Intimidate, I decided to pull out of Warcry for the reason that the slow is so useful and you don't ever get to use it again until Warcry ends which, when your duration is super high, is near to never.
     

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    3) Warcry (Replaces Paralysis)

    (Base energy cost: 75) Valkyr roars and raises the fighting spirits of her allies. All Warframes in radius (Base radius: 15m) gain additional attack speed (Base speed increase: 50%) and armor (Base armor increase: 50%) for a period of time (Base duration: 15 secs).

    Warcry by itself is a good ability and it pairs well with Hysteria but I reiterate my cause in Intimidate that the fact you can't slow enemies again until after the duration ends is pretty sad so I separated it. Paralysis was outclassed by game mechanics and normal game progression.

     

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    4) Hysteria

    (Base energy cost: 25) Valkyr equips her Talons and goes into a fit of rage. As this rage burns hotter (Percentage meter that rises within 40 secs of activation), her energy burns hard (Base energy drain: 2.5 energy at 1% and 15 energy at 100%) but helps her tank more hits (Base armor multiplier: 4x) and deal more damage (Base strength: 250). Her Talons are equipped with 5% Lifesteal.

    I always thought Hysteria's invulnerability was great but it's pretty overkill. I also don't like how it takes away from the fact Valkyr has the highest Armor stat among all the warframes because what's the point of having all that armor if you're just gonna be invulnerable. The armor doesn't measure how much invulnerability she gets either so it just nullifies the whole point of Valkyr. Now that she mitigates damage instead of outright ignoring it, I thought it be fine to remove the whole "deal stored damage to self on deactivation" thing.

     

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    Augment Changes:

    A little tweak here and there because she has 4 augments for her 2 useful abilities and her 2 not so useful abilities. Hopefully, these are all useful now.

     

    Sticky Ripline (Replaces Swing Ripline)

    An augment for Ripline. Holding the ability key regardless of target shoots a net (Base radius: 3m) that pins enemies to surfaces.

    Swing Ripline was okay but not really that good because you don't need use Ripline that much. It's an ability to get you in or out of situations, not play Tarzan.

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    Intensified Intimidation (Replaces Prolonged Paralysis)

    An augment for Intimidate. Rather than slow enemies, it brings all affected by the roar to a pure halt.

    Prolonged Paralysis was as bad as the thing it's augmenting. This way you actually get a full turn around benefit rather than not fixing a broken ability (Not the good kind of broken; the bad one. The REALLY bad one). 

     

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    Eternal War

    No changes.

    It's a perfect augment. Shut up.

     

    Ferocious Hysteria (Replaces Hysterical Assault)

    An augment for Hysteria. Increase the cost of energy (Base energy cost: 100) so that instead of gaining an armor multiplier, absorb damage for a period of time (Base duration: 3 secs) and convert half damage taken into bonus armor (Base additional armor: 3 armor/damage) (Base bonus armor multiplier: 100%). [Bonus armor = 3*(1+armor mods)*(damage absorbed/2)*(1+strength mods)]
    [Eg w/ full Umbral mods and taking 50 damage = 3*(1+1.925)*(50/2)*(1+.55)=340.03125 armor]

    It's not a copy paste of Iron Skin I swear. It's an alternative to the armor multiplier thing and it scales HARD like yo you can reach 3.4k additional armor. The math was crazy and the fact you can just keep this up until your energy depletes but if you have Rage that's practically never. This is what you call survival and Valkyr puts it to the limits like she was when she was skinned by Alad V.

     

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    Ending Remarks:

    I never wanna do math again but I did it for Valk. Ferocious Hysteria will probably never make it into the game but like yo. It's LIT.

    I'm surprised honestly at how many work arounds the kit needed considering she has 2 great abilities and 1 eh ability. The kit just honestly never flowed right for some reason but this feels right. It doesn't just fit with her kit; it fits with her entire being from stats to design.

    It's late and I have college tomorrow.

    Have a good one, Tenno~

    • Like 1
  7. Hello! Welcome to my Nyx Rework suggestions~

    We all know Nyx is the queen of crowd control but in this new age where the best crowd control is death and the best survivability is also death, she's been outpaced by the entire game at this point. That's my reason for creating this rework suggestions thread. I wanted to give Nyx more benefits so that she can stay in the game a little longer. The abilities revolve around mentally manipulating the enemies so there's probably a lot of AI touching if they ever pick this up but it really gives off psychic vibes and such and I'm really happy with what I made so without further ado, here's the rework!

     

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    Passive: Hallucinator

    Enemies afflicted with the confused status by radiation status or abilities are about 50% less likely from actually hitting Nyx when they aim at her.

    Nyx being one of the squishiest warframe can only rely on being invulnerable or damage evasion before they get squashed harder than throwing an orbie at wall. Hopefully, this'll help Nyx stay alive.

     

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    1) Confuse (Changed Mind Control to be the second ability)

    Target an enemy (Base range: 60m) and confuse them for a period of time (Base duration: 40 secs)(Base energy cost: 25). A counter appears above the ability bar to show how many enemies are affected by the confused status.

    The function of confuse is like Saryn's spores but they of course don't deal damage. They just put them under confusion. Confuse meshes well with the new Nyx passive in that by confusing enemies, Nyx is less likely to take damage. The counter helps keep track when to use Mind Blow which I'll explain later. The confused status only lasts for a while and only refreshes when you either recast this ability on another enemy or use Influence which I'll explain later

     

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    2) Mind Control (Replaces Psychic Bolts)

    Mind Control takes over an enemy (Base range: 60m) and gets them to fight for you for a period of time (Base duration: 25 secs)(Base energy cost: 50). They get an invulnerability period of 4 secs where you can deal damage on them to up the amount of damage they do. Enemies are more likely to shoot the controlled unit.

    Psychic Bolts was never a good ability. The bolts auto locked but the debuff they do was so negligible and the amount of enemies you can debuff was so low. I'd really rather keep Mind Control and let Psychic Bolts rest.

     

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    3) Influence (Replaces Chaos)

    Target a confused enemy and free them of their affliction but in return, every other nearby enemy is afflicted with confuse (Base range: 30m) (Base energy cost: 75). The original confused enemy get marked and the newly confused enemies target the marked enemy. The duration of Confuse is reset.

    Nyx's signature ability is Chaos and I thought about keeping Chaos but in retrospect, no one would use Confuse if you could just use Chaos. To differentiate this version of the ability, I had to rename it to Influence which is technically what it does. It passes the affliction on to the minds of others. If enemies were confused not by the Confuse ability, the transferred confusion would become Confuse. The whole "free enemy from confusion" I thought would be a fun inclusion considering that you'll never see the freed enemy anyway because they're fighting the afflictees now and that it gives her the whole manipulator motif.

     

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    4) Mind Blow (Replaces Absorb)

    Detonate all confused enemies dealing damage (Base blast damage: 1200) to surrounding enemies (Base range: 5m) (Base energy cost: 100). Surviving enemies are no longer confused

    It was always a dream to see Nyx just snap her fingers and annihilate the enemies. This I wanted to go into fruition and I have high hopes that Nyx would be able to bring that. Other than that, Absorb has always been a really bad ability for me. It's a channelled ability where Nyx can't move while she absorbs incoming damage. The explosion always deals subpar damage and the range isn't too great either. The only reasons you'd use them are big range defense ball, nearly dying, and slapping the augment on. The big range defense ball is pretty bad when you're defending a target because the enemies can always walk around you plus a nully can come inside you without consent. The nearly dying part won't save you well enough because the range is abyssmal which means the second you're out of that bubble you're gonna get gunned down like a Death Star with an open vent. The augment I'll talk about later.

     

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    Augment Changes

    With changes come change so here's the revamped augment list

     

    Blind Warzone (Replaces Pacifying Bolts)

    Blind Warzone is an augment for Confuse. Enemies under Confuse deal 100% more damage.

    The idea is that you make the enemies more lethal to each other even if you might get caught in the crossfire. More damage means faster gameplay, right?

     

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    Mind Control (No change)

     

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    Grief (Replaces Chaos Sphere)

    Grief is an augment for Influence. When enemies affected by Influence die, each nearby enemy is grief-stricken and has a 50% chance to be afflicted with Confuse.

    You never see the enemy weep for their fallen comrades. This time, they feel all the feels.

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    Sequential Mind Blow (Replaces Assimilate)

    Sequential Mind Blow is an augment for Mind Blow. Choose a confused enemy (Base range: 60m) and that enemy sends a wave of signals (Base range 60m) causing each confused enemy touched by the wave to detonate one by one starting with the chosen enemy. The initial damage of Mind Blow doubles but peters out after every detonation.

    Partially inspired by Resonating Quake. I thought it would be a good addition in the case that you only have a few enemies you can affect. Having double the initial damage sounds like it could be cool.

    The Assimilate augment was pretty bad. You can argue that you can just waltz across the map with it on but when you're going that slow is it worth it? You're basically like Ivara's Prowl except you've triggered all the alarms, the nullies are coming after you, the bombards are aiming at your neck, your cat is dying, your teammates are dying, and you get no stealth kill bonuses from it.

     

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    Ending Remarks:

    Nyx has been reworked along with Titania before but I still feel like nothing really changed with them which is why I made these Rework Suggestions. Nyx has a ton of fashion frame and such and I don't want her to just be a Barbie for me to dolly up. She can be great and all that. She just needs that push. The only other way I'm thinking of touching Nyx for the Esper type of feel is to make her like Tetsuo from Akira (minus the becoming a large mass to guts and gore) but doing so just makes her a bit of a mix between Mag's Pull, Banshee's Sonic Boom, and Vauban's Bastille or Oberon's Reckoning.

    That's it from me~ Hope the devs read this so that they can know how amazing they are that they've got their fans invested enough to make stuff like this. If y'all have any other ideas or wanna critique what I've got jotted down, leave it below.

    Have a great day, Tenno!

    • Like 1
  8. 22 hours ago, budderchew said:

    How does totem work? I'm assuming it work by it placing the totem where Titania is standing, but its unclear with you still having to target specific enemies.

    I also have two issues with totem. When you have to target specific enemies, you lose out on certain buffs depending on which faction you're fighting, so maybe a cycling menu would work better. The other issue is that Titania is pretty mobile, so having to stay in a specific area wouldn't fit to well. Making it so players only have to pass through the range of the totem would be the easiest fix.

    Also, I thought archmelee attacks auto home in on the nearest enemy.

    Besides that, I really like your ideas, and the little drawings showing/explaining each ability.

    So the totems drop down on the floor where the enemies were and they release the AoE buff. Originally the Totems also came with debuffs but I thought the debuffs I thought of were too much:

    • Light Totems would also slow enemies.
    • Strong Totems would also nerf enemy damage.
    • Tough Totems would errode enemy defenses.
    • Mystic Totems would increase damage due to status effects.

    Titania as a support has always been pretty hard to work with because she's too mobile and nearly no one benefits from her buffs like she does. Totems aim to fix that by having a set location your team can flock to.

    I really don't want Totems to be like Reservoirs where you pass by and get a buff. That's Wisp's specialty not Titania's; however, the idea to make the Totems choosable is good. I only chose to do the Totems the way I did to mimic how Tribute was originally designed

    Tribute was always just an optional use. Totem is just the same.

     

    The Archwing Melee auto home's range is shorter than wanted; also, Archwing melee died with Railjack not needing it in the slightest.

     

    Thanks for liking the drawing and ideas~ Have a great rest of your day!

  9. Hello! and Welcome to my Titania Rework suggestions thread~

    I've loved Titania for the past year I've been playing Warframe. As someone who mains her, I've got to say that her kit doesn't help her out too much; it does don't get me wrong but the effects are quite negligible. This rework aims to improve on the effects she brings to the game and make her title as "Pixie Queen" a little more apt. Anyways, without further ado, here is my Titania Rework~

     

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    Aerial Dominance

    First off is her passive. The idea is to give her a bit of bonus from doing her suspendy thing. It's copying Vauban's passive a bit but that's only because Vauban's passive is really friggin' good. A solid +25% damage increase to any enemies that are midair. From enemies caught in her 1 to flying Condrocs to flying Dargyns to the boys in Jupiter that like to jetpack away.

     

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    1) Razorflies (Replacing Spellbind)

    This is her new first ability that focuses on the Razorflies she would spawn in her Razorwing form. The idea was to give her her own little minions to help her in combat like a queen would have.

    Tapping the ability key spawns 3 Razorflies (Base energy cost: 25) and you can spam it up until you have about 9 to 12. The Razorflies do not fly out like they normally do. Instead, they swarm around Titania and they take the hit for her. Each Razorfly gives Titania 10% damage evasion which caps out at 60% to 70%. The razorflies need a bit of nerf though so they're duration based (base duration: 60 secs).

    Holding the ability key on a group of enemies performs Spellbind (Base range: 50m) without the status clearing buff (1 Razorfly/ 3 enemies). They get suspended and disarmed like usual for a brief period of time (Base duration 15 seconds).

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    2) Totem (Replacing Tribute but not really)

    This is works the same way Tribute works except instead of an aura, it becomes a totem pole that stays on the ground with an area of effect (35m radius).  

     

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    The buff just like before differs with every enemy type: Ranged enemies (Lancers, Crewmen, MOAs, Crawlers) create Light Totems; Melee enemies (Scorpions, Chargers, Leapers) create Strong Totems; Heavy Armoured enemies (Bombards, Heavy Gunners, Bursas, Ancients, Brood Mothers) create Tough Totems; Support enemies (Ospreys, Ratels, Rollers, Hyekkas, Kubrows, Drakks) create Mystic Totems.

    Light Totems make weapons easier to handle, granting you +Fire Rate, +Attack Speed, and +Reload Speed.

    Strong Totems give each melee and each bullet, grenade, or arrow a little more weight, making them deal damage a little harder.

    Tough Totems make the air a little more resistant, softening the damage of any attack that passes through it. 

    Mystic Totems give the blessing of the fairies, saving you from any statuses that plague the environment.

     

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    The totems can stack with each other if one was created inside the radius of another. Stacking the same totem refreshes the timer (Base duration: 30 secs). Stacking a different totem doubles the initial time. A totem pole with all 4 totems at base duration has 120 secs worth of duration. When all totem types are on a pole, all totem types refresh the duration.

     

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    3) Ritual (Replacing Lantern)

    Lantern was always a handful to deal with. The level of distraction it does sometimes feels buggy and we still get shot regardless. The damage the explosion deals even at max strength felt very mediocre so I got rid of it (Don't worry, I put it somewhere else). 

    Ritual replaces Lantern in the idea that Titania is kind of a support frame and in the idea that a queen sometimes has to choose to sacrifice her loyal soldiers. Ritual sacrifices a Razorfly to bring you and your allies (Base range: 50m) health (Base health restore: 50HP) and energy (Base energy restore: 50). The health and energy restore should scale with strength. Initially, it came with ammo efficiency and health + energy regen but that's pretty overkill already.

     

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    4) Razorwing

    Razorwing is already near perfect but there's really just one problem with Razorwing: Diwata. Diwata, at its current state, is the equivalent of trying to hurt something with a marshmallow. Mediocre stats make for a mediocre weapon.

    The Razorwing here no longer spawns 6 razorflies but does have a buffed Diwata. Literally, you could make this an impacted based weapon, if you buffed the stats enough though, I wouldn't mind. Just buff it for Pinoy Pride.

     

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    Augment Changes:

    With new abilities come change. Thus some augments have to be tweaked to fit the bill.

     

    Beguilling Lantern

    Beguilling Lantern is now an augment for Razorflies.

    This will either replace the Spellbind effect or lay over it. Should it replace Spellbind, hold on an enemy to create Lantern; if not, hold on an already suspended enemy. It won't come with the +300% melee damage increase on distracted enemies.

    Instead of using energy, the Lantern will be created using a total of 3 Razorflies (3 if replacing Spellbind, 2 if adding on to Spellbind)

    To detonate hold the ability key while aiming at nothing or the ground.

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    Razorwing Blitz

    Razorwing Blitz has always been an amazing augment and nothing from it should really change but the idea that comes with "blitz" came up. Add on that Diwata's heavy attack be like Navigator and you just zoom and thrust the weapon at the enemies at a breakneck pace. If y'all want, slap it on regular Razorwing.

    All that aside, Razorwing Blitz gives you benefits from using her abilities and with the new kind of abilities she'll have here, we'll more likely keep using her abilities over and over again. It's a win-win unless you're not a Tenno.

     

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    Ending Remarks

    So yeah~ Those were my ideas with reworking Titania. I'd love to see what other people have thought of for another Titania rework. I don't count the last couple of reworks as reworks because they just added features Titania should have already had (Vacuum and Spoiler mode entry). 

    If y'all have critiques about the suggestions or if you wanna show your own Titania rework ideas, I'd love to read them so leave them below (^_^).

    Damn, I hope they read this haha

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