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(PSN)yandelyandel2000

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Posts posted by (PSN)yandelyandel2000

  1. I think it would be better to just make the pad affect enemies in the direction they are moving, like a cannon to bring enemies into Bastille and possibly adding a speed boost for players instead of direct movement. This would just be a better version of the Tether in terms of impacting his kit. 

    I think they failed in general with Minelayer. The damage boost seems to be the only thing of some effectiveness and the damage boost to me at least is just very uninspired. I think it would be better to create a sense of universailty such that using any abilities within Minelayer would promote a damage boost since the damage boost mine is probably going to be used  above all the others.

  2. 11 hours ago, Nichivo said:

    Banshee may have taken one to many nerf bat, but is still serviceable. Ember on the other hand, is not nearly broken as people say, I solo sorties with her frequently. I think many people just can't deal with a finesse frame. If they could, more people would play Harrow. People make claims like Baruuk is bad, or dies easily, when neither is the case. There are people all the time calling for reworks, on frames that do not need them. The OG Vauban is still in my top played frames, people forget he was once a king, and nothing really changed except new frame releases.

    Banshee is still serviceable for sure, one of my favorites along with Vauban who is still serviceable as well.  She is probably one day going to get a rework regardless or something changed. 

    And with the missions, Fortuna and Mot are still probably the only missions that remain somewhat difficult for specific frames when you solo for some time. I feel like they can do better in terms of such content though, something that would encompass all of which they have done in the game in terms of missions including archwing. 

  3. 3 hours ago, Nichivo said:

    Not at all shadows scale, and that ancient healer really needs to lose his soul, and come to the dark side yesterday. Even back before despoil, I never had energy issues. I actually miss the old EFF build, and spamming desecrate. I'm not much for the Ron Popei, "set it, and forget it" treatment given to a lot of frames.

    I mean it is a good idea to have Soul Punch do that and I tried to place it within the updated rework in some way

    Even if its not an issue for you, I still would think its a possibility that can make the frame essentially worse than Banshee in pretty much every way or somewhat close to Ember.  

     

  4. 14 hours ago, Nichivo said:

    It would actually allow for that, if at 7 shadows you cast soul punch, it would create a shadow of the target, and remove the oldest shadow. Wish he could have  some updates to go with the Bat ephemera 

    Hmm but wouldn't it always be better to recast Shadows, instead of constantly recasting Soul Punch for 1 Shadow and potentially losing all others? I can see that being used mostly when Nekros dies, but you won't be able to gain all Shadows back upon death so it's still a risk vs risk in terms trying to gain back all energy for Shadow of the Dead/Terrify and trying to gain Shadows one by one through Soul Punch/Terrify. 

    And either way, Desecrate would require Nekros to still kill things which would be impeded by a number of weapons/lvl of enemies

    So would it be enough for just Soul Punch to change? I'm no too sure 

    If his first 3 abilities used Health instead of energy, I think that would also at least help because you'll always start at full health to be able to cast enough abilities to get back your Shadows without the use of Desecrate/killing to gain energy based on rng. And also you'll re able to cast Terrify and Soul Punch more to get easier kills while managing your Shadows with energy, which is how Nekros most viable/versatile build for multiples types of content is played. 

    I wish there were more updates to Warframes in general. Hopefully whatever they're working is good. 

  5. 10 hours ago, Nichivo said:

    My idea has no dmg on soul punch, you still have to to kill the target, all you get is the short cc from the rag doll and a new shadow.

    Soul Punch remains my only real complaint on Nekros. I never could see the point of a single target cc, with almost no damage, when I  could just Terrify.  The augment for Soul Punch, doesn't make me want to giving up a mod slot either. I would absolutely be fine with DE making just a change to soul punch, as the rest of him is fine, and I would like to see him remain Nekros.

    Well what I meant was simply the fact that you can use Soul Punch as a way of not using your weapons to get new shadows like any player would do, because in your suggestion you’ll be able to create new shadows from soul punch without the need to kill as you say. This is not bad in the case you mentioned, which is one of his flaws. 

    I too would like him to remain mostly the same. The only real thing I changed without adding suggestions was the ability to kill shadows and a greater ability to CC enemies to the point where it would streamline the process of killing them and getting new/stronger shadows. In terms of playstyle, I think he’ll be largely the same frame but a lot more use/management out of all abilities especially if going for the passive. 

    If anything, I think your idea should be borderline for a Nekros rework. Although, I think it can be developed more within reasonable ways to solve other things that his kit doesn’t have such as the ability to kill shadows to make new ones or debuffs to enemies on a kit that relies on weapons. 

  6. What if Tidal Surge and Undertow were just combined? 

    Along with everything about the movement that you said

    Maybe damage could be increased when moving while Undertow, instead of evaporating 

    What if Tentacles were smaller so that they won't have the ability to fling enemies around or throw enemies? Like they would just hold onto your foot or something and not let you move and it would be guaranteed. 

  7. 23 hours ago, Nichivo said:

    The only change I have ever wanted to see for Nekros is for Soul punch to create a shadow of the dead. Because it would allow us to choose our undead army, and in the event of death say 3 or so hours in on a survival, we would have a way to get an army back up without killing things first. Granted they could remove the damage from soul punch and for all I  care let the target live, just have it literally knock the soul out creating a shadow of the dead. Freshly punched target replaces oldest shadow, and casting shadows refreshes them as it does now.

    I think this suggestion is a very different point of view because it would allow Nekros to forgo killing enemies in some situations whereas I want Nekros to keep killing things with his weapons in order to manage the amount Shadows. I just him to do the killing part better. 

    One suggestion that I read which seems to be a compromise to my general idea and your idea of Soul Punch is to have Soul Punch kill an enemy when the enemy is below a certain health threshold. 

    Anyway I put down your suggestion because it would be better. 

  8. On October 10, 2019 at 1:59 AM, Zebiko said:

    I feel like all of those suggestions could be augments and not a rework of his abilities.

    Nekros is very good and unique compared to other warframes. He actually needs two augments to be effective, and other specialized mods. Although his build is very specific, it's really strong and effective in most game modes. His only weakness is being super squishy right after he respawns after dying. I'm happy with him, and only way I can see to make him better is some how give more wiggle room for different mod builds. 

    The first line just depends on your view of it. I could even make it simpler to the point where it would seem like a non rework to me. 

    I am aware that Nekros can be good when he can tank with the aug. I not saying with this rework that he is a bad frame, I am saying that he could be designed better like a lot of other frames. 

    And to the problem you stated, I gave him a much better CC option with Soul Punch+Terrify with a buff to weapons and the consume mechanic for Shadows that would allow him to better get his footing back much faster when losing everything by dying. I've changed most of his abilities to affect Health and a part about the consume mechanic that allows Nekros to manage the Damage boost from Shadows and DR from the aug, if using it 

    You'll still probably only use like 1 mod on duration, most of the game modes do not require 90% DR anyway especially with a better CC option and Health Conversion and if you can manage health with the passive, you'll probably won't need 214% for the 300+% boost to both Health and Damage. So you'll still largely be the same, maybe modding for more range in the same build that you mod for strength for the passive and CC. Again, I don't want to change his abilities because I mostly find them useful, just want to add more to them. 

  9. 5 hours ago, Klaleara said:

    What do you mean by "Gain their buffs"?  Am I going to have a ice barrier, with a nullifier barrier, while randomly exploding, and radiating everything?

    I mean the Health and Damage buff that the Shadows receive within the ability. This would help his reliance on killing higher leveled enemies to get stronger Shadows, and the health buff would help in tanking more effectively while killing to gain new Shadows. 

    And I know you can just put the Aug in and tank while killing, but I wanted to somewhat put more meaning into the use of the Shadows. 

  10. 23 hours ago, (XB1)XG1anBl4derX said:

    Every time Chroma receives Fire/Ice/Toxic/Eletric status procs, Chroma starts regenerating 3% of his life p/second, during 15s (doesn't stack, but can be refreshed). This effect works with half efficiency for dual stat procs (Viral/Radiation/Corrosive/Etc...)(3% -> 1,5%).

    Yeah, this is not too bad either and thematically reasonable  

    Although something that could go better into Chroma's kit with this passive is turning all Spectral Scream abilities into an AoE projectile that lingers and deals proc-less self damage but maybe buffs allies that go through the lingering effect. Like the Toxin one could increase fire rate if going through it and what not. 

    In this way Chroma would have access to use that passive without the need of a stat stick or specific enemies and help charge up Vex. 

    • Like 1
  11. 1 hour ago, Madway7 said:

    Shield regen sounds very eh tho and wouldnt work for his kit beyond the amount of shields he needs to lose to get max armor

    I think for an ability that requires you to lose Shield and Health, a Healing Return like passive is enough reason for it to exist design wise.  

    In my eyes, I think what you are saying is more fitted towards his 1st and 4th ability- where do those abilities work for his kit beyond thematic reason and so fourth, as they don't have much reason for existing in the way they exist

  12. 1 hour ago, Madway7 said:

    So far the best idea I think I heard is to give him a lesser form of Rage (or Hunter Adrenaline) as a passive

    I mean since hunter exist, wouldn't it be better just to equip that?

    I would prefer to have passive health/shield regen similar to Healing Return since Vex Armor requires that damage be taken but he has no form of gaining health expect for Element Ward  which has its own problems if used to Heal. 

  13. Chroma Rework Idea

     

    Passive:

    Killing enemies inflicted with statuses heals and restores shields on Chroma for an amount per status


    Spectral Flight: 

    Cycle ability

    Toxin: Open wings and dash while leaving Toxin clouds 

               Enemies become Lethargic and provide Damage Vulnerability, affected by strength 

     

    Electric: Open wings and dash while leaving sparks of Electricity

                   Reduces enemies Shields                       

     

    Fire: Open wings and dash while leaving a trail of Fire

            Reduces enemy Base Armor by a flat amount per fire tick similar to Shattering Impact, affected by strength        

     

    Cold: Open wings and dash while leaving chilling Coldness

             Able to Freeze enemies, affected by strength

     

    Status at 100% for all, while the Proc time (the effects of each) is affected by Duration


     

    Elemental Ward: 

    Augment is innate 

    Damage is prioritized by the current cycle of Spectral Flight 

    Certain buffs that are current are set onto this ability from one casting  

    • Plus Shield
    • Plus Health
    • Plus Reflection of Damage
    • Plus Enemy Proc duration reduced  

     

    Vex Armor:

    Remains the same


    Effigy:

    Damage:

    Damage is prioritized by the current ability in the cycle of Spectral Flight 

    Effigy emits an +Elemental Damage aura that both Chroma and allies can use for a refreshable duration 

    + Elemental Damage affects Spectral Flights/ Elemental Ward damages and makes any Elements from weapons much stronger 
     

    Things I would remove from base ability: 

    Remove Credit boosting 

    Remove Channeling 

    • Able to Reactivate when the Effigy dies 
    • Able to Deactivate by holding the ability and gaining the pelt back

     

    Removing and putting back on the pelt gives a brief period of strengthening Elemental Wards buffs based on the amount of time Effigy is up (up to a cap) 

    • Boosts Health, Shield, Reflect Damage and the Reduction of Procs done by enemies

     

    Movement of Effigy: 

    Chroma can command the Effigy to move using Spectral Flight where it teleports in while dashing to the location aimed at

    Every time Effigy relocates, it releases a radial stun 


    Naked Chroma:

    Naked Chroma remains the same but with increased Reload Speed, Holster Speed, and Fire rate speed 

     

    Aug:

    20% chance of doubling credits, affected by power strength 


     

     

    • Like 1
  14. 12 hours ago, AdunSaveMe said:

    I think separating the mechanic and the music would be a little weird. I mean, the whole point of it is doing it in time with the music, which is the same mechanic for how her other abilities deal damage. It's just that the timing is so absurdly precise that you have to design a "song" just to make it as easy as possible.

    Yeah, it's weird. I don't think it would be weird in the damage department (it won't change any of that) or for Octavia herself (just time to cope with it) but it defiantly would be weird for allies just trying to couch to the beat if they can't see the pulse or don't look at the pulse and rely on the beat. Its just that I play without sound already, so I just look at the pulses instead. 

  15. 3 minutes ago, WellIHopeThisOneWorks said:

    Ohh right I totally forgot he only summons 7 shadows, I had the thought it was more for whatever reason xD

    I think I read that in the past it was around 20 something, maybe 22

    5 minutes ago, WellIHopeThisOneWorks said:

    the 7 it would take to revive himself or round it to 10 sense he's 'projecting' it onto another, costing a bit more energy, and then be able to revive/give a revive to another

     

    Ah I see

    Instead of consuming the Shadows to revive which has the problem of greatly reducing his survivability at a certain lvl, Nekros in this way can just use Souls from Soul stack (10). I think that would greatly help him at least after dying which ironically seems to be his most vulnerable state. Maybe that could be the passive. 

  16. 43 minutes ago, WellIHopeThisOneWorks said:

    Only things are that, I feel, the Desecrate pillars for allies to get a free revive seems a bit op. What I thought of is giving having his Soul punch augment instead consume 20 shadows to instantly revive an ally, or give an up allie an extra revive. Desecrate already does enough giving you 'souls' here along with loot and energy/health for days, so the revive on pillar seems a bit much.

    Hm I can agree with that

    You mean consume 20 souls? 

    Maybe the max Soul Stack could be at 20-30, considering you only need 7 for the Shadows so it won't need to be that high like Nidus

  17. Nekros Rework

    Old Version:

     

    Spoiler

     

    Passive:

    Gaining max Soul stacks imbues Nekros with greater strength for a refreshable duration:

     

    Survivor (Needs a number of Souls):

    Upon death, Nekros uses a Number of Souls to revive himself 

     

    Imbue (When at Max Soul Stack):

    Soul Punch: 

    Debuffs enemy Defenses 

     

    Terrify:

    Imbued with a Viral Proc

     

    Desecrate:

    Health orbs and Energy orbs are doubled in effectiveness, restoring 50 each  

     

    Shadow of the Dead:

    Increased Defenses of Shadows

     

     

    Soul Punch:

    The Punch Dazes an enemy for a duration instead of hurling them away

    Gain a soul stack for each enemy killed while affected by the Daze

    Augment is innate but uses Souls from the Soul stack to revive allies

     

    Terrify:

    The soul of enemies are intertwined in a constant state of fear

    Affected enemies have damage vulnerability up to 50%

    Intertwined enemies are all affected by Nekros's abilities, such that casting Soul Punch on one Terrified enemy will affect all other terrified enemies

        Aug:

        Decreases enemy armor by 40%

     

    Desecrate:

    Aug is innate

    Creates a permanent Pillar for those desecrated based on energy color that allows Nekros to gain Souls by touching it 

    Allies that touch the pillar gain health regeneration 

     

    Shadows of the Dead:

    Instead of energy, it uses Souls from Desecrate and Terify+ Soul Punch to create new Shadows from those that have died

    Hold to consume all Shadows at double the Soul cost but gaining the Shadows buffs for a duration

    Souls stacks do not go away when dying

    Dying as Nekros while having Shadows of the Dead active consumes all Shadows and gives health based on amount of Shadows consumed, allowing Nekros to live once more

     

     

     

    Update:

    Spoiler

     

    Update:

    Increased Base Health

    New Passive: 

    When at a certain health threshold, Nekros gains an additional boost to his abilities for a refreshable duration whenever reached the health needed again. Last around 5-10secs 

    Soul Punch: Debuffs enemy Defenses 

    Terrify: Imbued with a Viral Proc

    Desecrate: Health orbs and Energy orbs are doubled in effectiveness, restoring 50 each. Health from Siphon is doubled. 

    Shadow of the Dead: Increased Damage/Health buff of Shadows

    For all: Energy/Health cost is halved

    Visual Indication: Glowing energy color somewhere

     

    Soul Punch: Enemies are Stunned for a duration instead of being hurled. Hold to remove Souls to be used for Shadows of the Dead. Souls have their own animation similar to Oberon's Smite but the opposite- the Souls which would be identifiable by energy color would come to Nekros by the end of the casting animation, not to other enemies. Souls cannot be gathered once again by the same enemy. Uses Health instead of energy. Has an icon to show how many souls available, with max being 7. 

    Terrify: The soul of enemies are Intertwined in a constant state of fear. Intertwined enemies are all affected by Nekros's abilities, such that casting Soul Punch on one Terrified enemy will affect all other Terrified enemies. Affected enemies have damage vulnerability up to 50%. Souls again would be animated if Soul Punch is casted through holding on a Terrified enemy. Uses Health instead of energy. 

                Aug: Decrease armor up to 40%

    Desecrate: Augment innate. Enemies desecrated leave behind a siphon that regenerates some health. Allies can use the siphon as well.

    Shadows of the Dead: Hold to consume Shadows and gain the Shadows Heath and Damage buffs for a duration. Consumption of Shadows is prioritized by the weakest to strongest Shadows. The Shadows are considered dead when consumed and each have a 50% chance of being desecrated during consumption. Shadows consumed cannot be brought back, so Nekros must kill enemies once again to gain new Shadows. When Soul Punch reaches max Souls (7), Shadows of the Dead prioritizes these Shadows to spawn when casted. 

    Consuming any amount of Shadows will reward Nekros with the full bonus of Shadows boost, however the duration in which the boost are active is solely made by the amount of Shadows consumed (not affected by duration mods). Duration that each Shadows would give would at least be 5 secs, so 35 sec for the boost when consuming all Shadows in one cast. 

    Shadows do not work on Oberons Renewal 


     

  18. On 2019-09-03 at 5:36 PM, Jax_Cavalera said:

    hmm I've been working on another post lately: https://forums.warframe.com/topic/1119310-nullifier-fields-20/ and I wonder if something like that might do well to be included in there as that's a good point, the charged shots would be a welcome addition.

     

    If you feel like it then go ahead. They defiantly could pack a punch for low ehp frames in one shot. I'd go for further to suggest that they should be only used for supporting enemies without the sniper and that a new squishy fast sniper enemy that is cc-able be created. But those are just my thoughts. 

    On 2019-09-03 at 5:36 PM, Jax_Cavalera said:

    Even if it were something like, the more enemies inside the vortex, the higher the damage per shot so using punch through would hit all enemies in the vortex. As you get to harder enemies you can't kill as fast so more end up in the vortex which boosts your dps allowing you to start killing faster again, Combine that with a bastille over them and you are getting critical weak points on top of that.

    Vortex defiantly seems like a kps ability or one that would increase that, so not bad ideas at all. Certainly would solve the lack of a damage multiplier in Vauban's kit since he relies on weapons so much but has little to none of such a multiplier. 

  19. I like it, defiantly will make him better for sure 

    Although I think it would be better just to remove the charge time for his Tesla because it would be just better to charge it all the time

    Ah some more things:

    Since you don't throw out Thrusters, I think it would fit better as his 1st ability and that Telsa moves to where Thruster is. Maybe then, Thrusters could use an increase in range as well

    One thing that I see as making Minelayer less viable is the charges per mine without any means to manage those charges except throw another one in its location, would be nice to have ammo/charges restoration somewhere in the abilities. Maybe even a UI indicator to show the amount of charges left for the lowest one

  20. To make him have an Equinox shift is probably one of the most compromising of solutions 

    And it's not a stretch considering Vortex and Bastille are heavily polarized or something can be created to make that polarization to justify the switching

    And like kgabor says, it would be better if they don't cancel each other out or simply if they don't remove when switching considering Vauban is quite the caster currently

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