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Koekr

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Posts posted by Koekr

  1. 11 minutes ago, Mr.Holyroller said:

    The issue isn't ability damage scaling, its armor scaling.

    Even older Warframe abilities still melt enemies without armor 

    That's true to a great extent, ability damage probably needs to bypass armour to some degree.

    Although, I think it would be weird to entirely ignore armour, and there's the issue of how abilities should treat shields if they're going to treat armour differently.

  2. 2 minutes ago, WindShadow970 said:

    It was already attempted between ~2015-2019, that's the era Octavia, Revenant, Garuda, Gauss, old Hydroid and current Oberon came from, even old Inaros' Devour had %hp damage. The issue with level scaling damage in a PvE setting is there is no way for the enemy to push back against scaling damage, leading to complete trivialisation of whatever content you come up with unless you make it impossible for enemies to be hit with those abilities e.g Eidolons. Trying to balance it is a near impossible task because you have no real wiggle room to work with, it's either very good like Octavia's Mallet or release Limbo Cataclysm or poo like old Hydroid's Undertow and Oberon's Smite, when I came back to the game I wasn't surprised no recent Warframes have %hp or level scaling damage instead we've had the other problem: flat damage creep.

    It's important to understand the details of these attempts at ability damage scaling, as these are instructive on any future iterations.

    If the level scaling damage closely matched the EHP curve, then the trivialization problem would occur without a doubt, and it has already occurred as you described. This is generally the pitfall with ability damage directly scaling with enemy health too.
    If the level scaling damage only slightly scaled with level in a way that barely matched the EHP curve, then we have a very slightly lessened version of the same problem we do now.

    You are correct in that trying to balance this is difficult.
    Inventing and implementing an alternate better solution will also be difficult.
    But I think some warframes do achieve a good-feeling form of scaling, so I think it's possible to achieve on a broader scale.

  3. I personally want to see an attempt at ability damage sort of scaling with the level of whatever it's hitting, with the intention that it approaches the EHP curve without completely matching it. You should still have to build your warframe properly if you expect competitive effectiveness against higher level enemies, after all.

    Some earlier warframes' damage numbers were tuned for what is now lower level content and barely scratch higher level enemies, while newer warframes' damage numbers tend to be tuned for higher level content, and thus utterly obliterate lower level content. The compromise between these two is allowing damage numbers to re-tune based on enemy level.

    I want to see this tested with Banshee, as she's not particularly popular right now and her abilities are definitely undertuned for current content.

    • Like 1
  4. 2 hours ago, Traumtulpe said:

    An ability that deals 35% of any enemies health is never going to be a problem, because weapons are 1000x stronger, faster, and cost no energy.

    Yes, that's why this thread exists, abilities are generally much weaker than guns. My point is that making abilities deal damage directly proportional to the max health of the target causes wonky scaling problems if you just apply it to everything.

    Your examples of one-shot abilities are worth dissecting, as they're examples of when and when not to use direct max health scaling.
    Trinity's Energy Vampire, according to its ability description, has some very notable balancing decisions. While it can deal a lot of damage very fast, this is with a high-strength low-duration build, an interesting tradeoff. It is also single-target, and its damage is based on a portion of current health, with a minimum of just 5 damage. I wouldn't call this a particularly well-designed ability either though.
    Revenant's Reave requires some setup and a high-strength build to achieve its one-shot condition, with the extra caveat that the enemy must be enthrallable, which excludes some strong enemies.
    Garuda's Blood Orb also requires setup to one-shot, but it's a more gratifying process than if it just dealt 25-65% of max health to any enemy it struck.

    I balk against your suggestion because the 'percentage of maximum health' idea is an obvious solution with unobvious problems. The devs had already thought of it, and we know they did because they've already implemented a couple of abilities with that feature. How many times have we seen that feature on abilities since then?

  5. 10 hours ago, Fred_Avant_2019 said:

    Then there's Nyx who has a nuke 4 but it basically does nothing at all even with absorbed damage against enemies she fully stripped. She didn't even make it into the list because of the state she's in.

    That explains the circuit run I did as Nyx, where I thought I was simply mis-positioning and not attracting enough fire because her 4 did a suspiciously low amount of damage.

    16 hours ago, Traumtulpe said:

    You could simply make abilities deal "X times ability strength plus 20% of max health" or something similar.

    Or better yet, give them a "minimum damage threshhold" - they'll always deal at least 34% health in damage regardless of Viral procs or armor.

    Scaling with enemy health directly like this can cause even more problems if applied to all abilities baseline.
    If the percentage doesn't scale with ability strength, then it doesn't matter how low your ability strength is if it at least deals 25% of max health.
    If the percentage does scale with ability strength, then there better be something to prevent abilities from dealing 100% of max health as damage while still letting these abilities one-shot relatively weak enemies.
    If an enemy has low health and high shields, does it use shields for scaling or not? What happens if the shields get stripped?
    If the damage ignores armour AND viral procs, then the damage is just bypassing a mechanic AND not benefitting from a mechanic that benefit guns.

    If you look at pre-existing abilities that use enemy health as damage to some degree, you'll notice that they tend to use an accumulation mechanic, and the resultant damage never scales with the enemy getting hit with it. Garuda's 1st ability eats up a percentage of max health, but the projectile doesn't care about the max health of whatever it's hitting.

    However, some abilities would definitely work well with direct health scaling. It's just not a one-size-fits-all solution.

  6. Oh I definitely don't think that simply increasing ability damage is a viable solution. In fact, it just postpones the level at which the ability damage becomes useless.

    It's not necessarily good for most abilities to one-shot enemies except at very low levels, I think.

  7. A lot of warframe abilities are categorically worse by virtue of being intended for damage, with notable exceptions.

    For the majority, they'll be clearing rooms at lower levels, then progressively one-shot fewer and fewer enemies as the level number climbs, ending in high level missions where the 100-energy room-clearer is barely scratching the enemy, while the 25-energy utility that makes your pew pew slightly more effective gets a sumptuous buffet.

    The notable exceptions are abilities that a) scale their damage off of enemy stats, and/or b) scale up as high as you want with enough attention. Honourable mention goes to exalted weapon abilities, and the less honourable mention goes to abilities that scale off of equipped normal weapon stats.

    Often, the less useful damage abilities are given utility as a fix, such as armour strip or damage vulnerability, but isn't that kind of monotonous? Do we want a game where all the 'nuke abilities' tickle the enemy but apply a 300% damage vulnerability effect?

    • Like 11
  8. Why do we instantly lose all accumulated damage on Splinter Storm when we fall off the map or enter a nullifier bubble? It can take ages to build up this damage, it shouldn't be entirely erased with a single mistake. In some cases, it's not even a mistake on the player's part, with host migrations and wonky map geometry capable of stripping the effect entirely.

    Granted, without this downside, there's nothing to deter Splinter Storm from accumulating damage infinitely.

    Saryn's 'Spores' ability already avoids this problem by degenerating rather than disappearing while inside a nullifier bubble or after the effect expires.

    • Like 4
  9. It's not that she needs to be buffed, it's that she needs polishing, but since she is held back by her lack of polish, it would buff her by proxy.

    I also recently tested what happens if you unleash Mend & Maim during Metamorphosis's transition period, and it seems to simply waste all accumulated damage and do nothing. Seems like a missed opportunity for some special interactions between her other abilities and her 1 during the shift.

  10. Is Metamorphosis supposed to be the crux of her kit, or is it merely to enable the rest of it?

    I run a build that uses the augment mods Energy Transfer and Duality, the former putting in the majority of the work. I maintain Mend & Maim while switching forms constantly, accumulating damage for when I need a room-nuke. And I never use her 2 and 3 abilities.

    I don't feel like I'm playing her correctly, and I don't think I want to.

    I don't want to recast her 3 and 4 whenever I switch forms, simple as. So I have an augment for her 4, and I never use her 3, because they don't persist through forms for some reason.
    It's not like I can't recast this ability every time I shift form, I only don't because it's annoying.

    As for her 4, I find myself using Maim 99% of the time, only using Mend if I have an extremely low amount accumulated and I'm not getting health from anywhere else. If you're not using the augment, this just makes Mend more spammable at higher levels, but with the augment, Maim is the only option past a certain amount of accumulated damage.

    Metamorphosis itself also doesn't let you cast abilities while shifting, which is a tiny bit annoying.

     

    On the other hand, if this were all 'fixed', it would probably make Equinox significantly easier to play. She's otherwise really quite a simple warframe with simple patterns, it's her jank that makes her interesting. Maybe. I don't know.

    Also please change how the HUD displays the accumulated damage. It shouldn't be hiding among the buffs, and it shouldn't disappear briefly while switching forms.

    • Like 3
  11. I'm referring to the small teaser of some (possible) changes Rebecca outlined here:

    I get the impression that many people want a bigger rework, and that's fine, although DE is more likely to take some of these big rework ideas and use them for separate new warframes. As someone who's asked for Titania changes quite a few times before, I personally think these future changes are amazing.

    The first and second changes are fantastic and likely to be underestimated. She'll feel less clunky, sure, but her window of vulnerability during casting was enough of a factor to determine the viability of an ability. In most cases, Razorwing won, partially because it could be used without being in direct line of sight of an enemy, and usually you've already got it on. But with this change, her 1-3 abilities might just be able to keep pace with her 4, at least in terms of convenience, speed, and safety. Her 4 is also getting a cast point trim, but Razorwing's power is very continuous, so getting to that power a little faster is a drop in the ocean. On the other hand, if you switch in and out of Razorwing often, rejoice!

    The third change makes me smile, because some of my rework ideas involved Tribute synergizing with Razorwing and Tribute contributing to the number of razorflies, and here we have something similar. It also makes Tribute more rewarding, which I've always been asking for. Speaking of making Tribute more rewarding...

    The fourth change is an idea I've had exactly (thought probably never mentioned). Warframe's scaling system creates a massive gap between damage reflection and damage reduction that other games rarely have. Titania's incentive to take damage willingly is exceptionally low too. But damage reduction? That can be useful, especially on allies who might want it. It might not be something you want every mission, but certain Tribute buffs being situational is fine.

    My only disappointment is how Lantern wasn't mentioned. It's an ability I'd love to see shine most of all, but at the moment it feels quite buggy. However, I understand this wasn't the complete picture, and they may have other plans for Lantern and the other abilities. I'm just heaping praise upon these planned changes because I don't see a lot of praise from others and I really want these changes to be implemented.

    • Like 1
  12. 1 hour ago, Teridax68 said:

    ...

    I've not been making suggestions here, I've been giving my opinions in a way that I think is informative for DE. I've avoided giving solid suggestions because DE doesn't want some egotistic overly-ambitious ideas that aren't going to pan out in testing, they want to know what the problem areas are. Devs hear suggestions all the time, but what they really want to know is what's motivating these suggestions. They need to know the problem, because they will likely have a much better solution.

    Besides, you're not really listening to what other people are saying, so why do you expect DE to listen to what you're saying?

    • Like 2
  13. 1 hour ago, Teridax68 said:

    ...

    Alright, I think this conversation is going in an obvious direction. Simply put, your suggestions need more thought. You are decent at assessing problems within the game, but your suggestions just lack perspective and consideration. Our suggestions sound good to us at the time, and we might still like our suggestions later, but I am being as constructively critical as I can when I say your suggestions need to consider why and how the mechanics currently work the way they do and why some people enjoy them, not to assume they have no value and must be entirely replaced.

    I especially dislike how you're deliberately refusing to understand the differences between spellbind and lantern, because while you seem to get that there are a few differences, you don't think they're 'big enough' differences. My practical experience with these abilities runs directly counter to what you're saying about them, and therefore I have to wonder if you're discussing in bad faith.

  14. 10 hours ago, Teridax68 said:

     

    1. I do agree that, in isolation, Exalted weapons are fine. I also have no intention of taking away their uniqueness, if by uniqueness we are talking about their unique mechanics, e.g. Exalted Blade's light waves as you mentioned. However, I do not believe that this uniqueness can only be obtained via making the weapon an ability as well: if Exalted Blade were simply an innate weapon with no energy cost, light waves, but then some tradeoff in attack speed or the like, it would still likely be fine (in fact, it may not even need much of a tradeoff at all, as decoupling it from ability form would remove the Power Strength scaling and bring it in line with other weapons). Overall, this would give the affected frames more options, as they'd still have their weapons, or weapon-like abilities, on top of an extra "real" ability.
      • Sub-point here, but a lot of Exalted weapons are not actually that unique, and deserve to be made unique regardless of whether or not they get moved: Wukong's Iron Staff is just a regular staff with big stats, for example, and Hildryn's Balefire launcher is just a standard launcher that doesn't really interact with the rest of her kit. Even Valkyr's claws are just standard claws attached to an invincibility toggle, which does not need to be restricted to a single weapon to work (and the fact that it's attached to her claws specifically is what's messing her up right now post-Melee 2.9). Garuda is thus not the only frame with a boring weapon exclusive to her, and her own talons deserve to be made more unique as well.
    2. I feel that balancing weapon-like abilities to have a place is inevitably going to entail making them less weapon-like: if, for example, you want to make Fireball instead provide utility by stripping an opponent's armor, that'll make the ability a utility tool, rather than a weapon, which I agree would be fine because it would change its function (or, rather, give it a function when it currently has none). Giving them both damage and either CC or utility, however, runs the risk of having the ability make weapons themselves redundant, since at that point the ability would do everything a weapon could and more. At that stage, the only way to differentiate the two would be to change how one uses the ability, because if all you're doing is pointing at a target and clicking to shoot stuff at them, you've basically got a weapon-plus ability right there.
    3. I'd say the difference is debatable, as Spellbind's cast delay makes it especially poorly-suited for a panic button, and Lantern CCs enough targets as to be able to fulfil the same function. The central difference is mainly that Spellbind also clears status from allies and disarms, whereas Lantern has some amount of damage, and personally I don't think that's really enough to justify two flavors of the same core CC effect. Considering how the two abilities are both notoriously underused, I'm not sure if it's even worth preserving either iteration, let alone keeping both as they are.
    4. With DE giving every Archwing Itzal's Blink, that could simply be implemented for Titania as well, with it automatically benefiting from her passive and creating those same zones of fairy dust. I can agree that more bullet-jump range always feels at least somewhat nice... but is that really worth taking up a passive slot by itself? Surely there's something more interesting that could be done for Titania? If a warframe had 25% increased reload speed at all times or the like, that'd probably feel nice too, but in the end it's just a power boost, not something that necessarily carries any uniquely interesting gameplay.

    1. Seems as if you just don't enjoy exalted weapons. That's fine, but what you are suggesting would absolutely ruin them for those of us who enjoy them. You're also wrong about Valkyr's claws being standard claws, their stance is shared by zero other melee weapons, and they're one of the highest damage weapons in the game. I enjoy exalted weapons, and my only problem with them is when they're not weird and costly enough.
    2. Yes, I am saying weapon-like abilities should be more weird. They cost energy, while standard weapons don't, so they should compete with standard weapons, seeing as they can't be used continuously. They probably could last continuously, but that should be limited to weird builds.
    3. Spellbind has a 1 second cast time while lantern has a 1.3 second cast time, both affected by cast-time-reducing mods. In addition, spellbind can affect multiple units immediately upon cast finish, while lantern can only affect one unit immediately, and then it slowly starts to grab the attention of nearby enemies who then walk towards the lantern. Their CC, at their core, just doesn't work the same way. An amalgamation of these two abilities would be a whole different beast.
    4. Her passive should be built upon, not scrapped and redone entirely, because bullet-jump distance is kind of nice but not enough to carry a passive. I'm not sure whether you're agreeing with me, but I'm being clear about what I think just in case.

  15. 1 hour ago, Teridax68 said:

    Weapon-like abilities I think should just get taken out, and to a further degree I think even Exalted weapons should just be made into innate weapons, a la Garuda's Talons, and be rebalanced accordingly. Abilities should exist to offer gameplay that differs completely from weapons and ideally complements them, so when they conflict with them instead, that simply makes the frame that much more shallow.

    (Lantern and Spellbind are too similar overall, and her passive doesn't work at all with Razorwing)

    While you make a lot of good points, I disagree with a few things in these specific parts.

    1. Exalted weapons are fine as they are. They are often unique, such as Excalibur's exalted blade launching energy waves, and generally feel good to use. Garuda's talons don't have an energy cost to use and don't even have a unique in-built stance mod. When balance issues arise with exalted weapons, I don't think the solution is to take away their uniqueness. Valkyr's hysteria is my personal gold standard for exalted weapon abilities, seeing as it discourages continuous use while at the same time feeling extremely good to use, in my opinion.
    2. Weapon-like abilities have their place, they just need to be balanced to have a unique place, rather than getting overshadowed by weapons.
    3. Lantern and spellbind are very different abilities. They both make things float, but that's it. Spellbind is more of a panic button while lantern works longer and takes more forethought.
    4. I actually don't disagree with her passive not working with Razorwing, but I see a lot of people suggesting replacing it entirely, so I feel like I should at least say I like her passive. However, I still think it deserves some kind of synergy with Razorwing, maybe the 'trampolines' it creates should benefit Titania during Razorwing? Or maybe while bullet-jumping, Razorwing has an instant cast time?

  16. 1 hour ago, anonymous14z said:

    Being brainless (and feeling like this post deserves a bump)

    I guess Titania is a kind of vulgar one-trick pony for the most part; Razorwing, Razorwing, Razorwing, why not accept her one-dimensionalness kinda like how saryn is stuck doing the spares->miasma combo, or how inaros's gimmick is his durability. Indeed what you propose here is somewhat, well, accepted to me, most warframes I use are one-trick ponies (although they do their trick well) so why not accept this mindset for Titania as well?
    Even then, having non one-trick ponies (in terms of abilities) tends to introduce too much complexity; Imagine if volt were made today, his speed ability (his one-trick) would be boosted by his other abilities in a -somewhat- convoluted way, why not enjoy the simplicity?

    It's fair to enjoy simplicity, but I guess I'm more of a BIG BRAIN TIME player, and I originally played Titania because her potential complexity seemed pretty cool to me. Wrapping my head around the mechanics of a character is part of the fun to me.

  17. Warframe struggles with ability redundancy. This is especially noticeable with abilities that primarily deal damage, which if they must compete with weapon damage, just cannot keep up. Ember's fireball comes to mind. The abilities that escape this redundancy have at least one method of power scaling that keeps them relevant, like Saryn's spores and Wisp's sol gate, or have some other necessary utility. Chroma's spectral scream is a special example of an ability with slightly useful utility, but due to how it forces itself to compete with weapon damage, it renders itself unusable. If you could use weapons while spectral scream is active, it would be a knockdown resistor with the bonus of dealing damage and elemental procs, which may or may not find a niche use.

    And when abilities don't have to compete with weapons, they have to compete with each other, due to the inherent nature of convenience, time, and energy costs. Trinity's well of life, depending on who you ask, is either made entirely redundant by blessing or just barely escapes redundancy. Chroma's spectral scream yet again makes itself redundant due to its nature as a channeled ability interfering with energy regeneration. Sometimes abilities aren't useful simply because the time and energy cost is needed for a different ability.

    On the other side, there's ability dependency. Of course, every warframe is dependent on their abilities, the ideal warframe has a use for all of their abilities. The 'ability dependency' problem is actually an issue of imbalanced use, but in the opposite direction of ability redundancy. The dependency on razorwing only becomes a problem when you have to stay in it for all combat, because it's the only way to survive and deal damage (Yes, this is another titania thread, but without my weird ideas). I like razorwing, it feels good to use, but I'm always wanting to use my other abilities and weapons, and even that +25% bullet-jump trampoline thing.

    Now here's the part where I talk about issues with Titania's abilities that aren't related to redundancy nor dependency:
    Spellbind's status immunity is fantastic, but self-casting it is an annoying process that should be less annoying.
    Tribute's buffs should offer far more of a reward considering the risk taken in acquiring these buffs. Especially of note is entangle and thorns, where slowing movement speed doesn't help Titania and damage reflection scales extremely poorly.
    Lantern is still too unreliable, and probably just bugged. The lantern doesn't seem to grab and hold the attention of enemies properly, teammates can still move the lantern by shooting it (which usually pushes it far into the distance, out of range of anything), and AI allies will always shoot it rather than ignore it. I like how it moves when I shoot it, but not when my teammates do, and I wish there was an actual incentive to push it.

    Simply put, Titania is absolutely too dependent on razorwing, due to the convenience of its survivability and crowd control that her other abilities offer too late and too slowly. This is not to say razorwing is overpowered, whether or not that's true, but her other abilities struggle for relevancy in its shadow.

  18. This rework focuses too much on the razorflies, which have always been primarily used as the reason to refresh Razorwing, seeing as they distract enemies who could otherwise easily destroy you. Changing her gimmick to razorflies is replacing the tactical aspects of her kit with the easy protection aspect of her Razorwing. In my opinion, she needs less easy protection, not more.

    It does seem like they should design Titania more around her razorflies, heck I designed reworks along that line, but they just aren't an interesting aspect of her kit, they only feel underutilized because they're a unique summoned unit alongside another unique ability. Yes, I have suggested that Tribute should summon razorflies before, and Tribute deserves to better play its part as a difficult survival-boosting ability, but razorflies do more CC than protection, and aren't interesting.

    Also, never remove Spellbind. It's a great ability that just deserves a little more love.

  19. I'm not a Vauban player myself, but he doesn't seem like the kind of guy to use a turret, seeing as all of his abilities are spheres that unfurl into traps. That said, Minelayer is quite obviously in need of a rework or a removal, but what would you think of Minelayer if they simply buffed the numbers (including range and other miscellaneous things) to a viable level? What problems with it would remain?

  20. I completely support trying to make her viable in lategame, although I believe the issue of ability damage scaling is a deeper problem with Warframe. Nevertheless, I quite appreciate the intensity of this reworked Ember, and how this rework took what she already had and made it more focused.

    However, you mentioned that this new Pyromania is based off the idea of Ember as a Phoenix, so you might want to consider replacing the healing with an escape-death mechanic similar to Wukong's Defy?

  21. As I said in my previous post, all of Titania's issues are reflected in Tribute and Razorwing. Razorwing's issue is, in summary, how frequently it renders the rest of her abilities redundant. Her kit is massively competitive with itself, and Razorwing just keeps winning that triathlon of CC, damage, and survival. Tribute had the opposite issue as the most overshadowed ability in her kit. Even the buffs, the unique selling point of the ability, are either useless or made pointless by her other abilities. But Razorwing doesn't need to be nerfed into the ground, it needs to be unseated from its ivory throne and forced to share space, in addition to a nerf. This is where the underdog Tribute comes in.

    Tribute has always had a problem with risk. Picking a target, casting the ability, and diving for the soul are all risky, far riskier than spending all your time in Razorwing, so why is the reward just a mediocre buff?
    Brief Invisibility: This would befit Titania as the invisible support she was described as, albeit quite literally. Upon picking up a soul, she gains brief invisibility for 8 seconds (4 seconds less than loki's invisibility). This invisibility ends upon attacking, but not upon ability use.
    Energy Regeneration: During the invisibility, she regenerates 10 energy per second or 80 energy in total, leading to an energy profit of 55 if Titania does not attack for 8 seconds. This energy regeneration ends when the invisibility ends (at the end of its duration or upon attacking), and this effect is blocked during Razorwing like other energy regeneration effects. Compare this to Trinity's Energy Vampire, which costs 50 energy, has an energy profit of 50, but can give all energy instantly if the target is killed.
    Ability Empowerment: During the invisibility, +50% Ability Range, -15% Ability Duration.

    This Tribute rework is spitefully anti-Razorwing, although only in terms of energy, and it mostly benefits Lantern. This rework would lead to players grabbing the buff, popping off an ability or two, then returning to Razorwing. However, Spellbind's base buff (not debuff) duration should probably be increased.

    The buffs themselves need tweaking, perhaps some more incentive to get them. Maybe they could give bonus stats to allies too?

    Dust: This buff is fine. Not great, but it's common. +5% Ability Range.
    Thorns: Add +25% damage mitigation. Damage reflection is currently a useless mechanic, as far as I know. Enemies are damage sponges and warframes are glass cannons, especially Titania. +5% Ability Power.
    Entangle: This buff should reduce enemy action speed, similar to Valkyr's Warcry, instead of just movement speed. +5% Ability Duration.
    Full Moon: Add +25% companion damage mitigation. More incentive to keep your pets out instead of staying in Razorwing. +5% Ability Efficiency.

    Finally, a couple Razorwing changes: Evasion should be reduced to 10% (from 50%) and there should only be 4 Razorflies (from 6). These changes mostly reduce the survival and CC aspects of Razorwing, especially because fewer Razorflies means more enemies attacking each Razorfly, but also Razorwing has 4 Razorflies in its icon and I want the ability to reflect that. From what I've heard, maybe Dex Pixia needs to be nerfed too.

    All of the changes I've outlined in this post won't stop Razorwing from being her best ability, but hopefully the optimal strategy might shift from staying in Razorwing constantly to something significantly weirder and more complicated.

  22. Her rework was mostly buffs, but what she needed was to be fixed. And to illustrate her issues, you only need to look at two of her abilities: Razorwing and Tribute.

    Razorwing overshadows Tribute. It overshadows all of her abilities. It's not just the most powerful ability she has, she's also designed to make using other abilities feel a little wasteful. Besides energy cost being a problem for most builds, casting these abilities immobilizes you for time you could be spending moving around and shooting, and it's easier to list what Razorwing doesn't have. Spellbind's status immunity, Tribute's useless damage reflection, Tribute's other useless movement speed slow, and Tribute's companion damage increase which would be nice if your companion didn't disappear during Razorwing. The Beguiling Lantern augment gives a melee damage bonus which Razorwing doesn't have, but you're not going to be using melee as squishy Titania. The Razorwing Blitz augment is nice, but you're going to use Spellbind to get those stacks, because Lantern costs triple energy with a higher cast time, and Tribute does much less.

    Razorwing has the greatest CC, the greatest damage, and the greatest protection of her kit. But to be fair, I still use Lantern, and in higher level missions, Spellbind and Lantern can find more use taking some of the CC responsibilities from the razorflies, due to their fragility. But not Tribute.

    Tribute's cast time feels too long. All of her ability cast times feel too long. To add to this, the effect is not immediate, instead requiring you to risk your life diving for the soul, which gives a mediocre buff at best. My suggestion is to give a more immediate effect upon picking up the soul, like invulnerability, or invisibility, or an effect dependent on the type of soul. As for the two worst buffs, Thorns should also give damage mitigation, and Entangle should also slow actions. The buffs aren't meant to be flashy, but picking up the souls could be much more rewarding and fun for Titania.

    As for Razorwing, in my opinion, it dominates her kit a little too much, and I don't have any ideas for that. Most of my past suggestions involve weakening its base power, reducing its energy cost, and requiring use of other abilities for optimal use, but I don't have a lot of faith in these ideas.

    I like how Titania's abilities don't directly synergize with each other. I like how her abilities have some weirdness that takes getting used to. I really like the concept of Tribute, an ability that requires a degree of knowledge and judgement of enemies in exchange for incredible adaptability. But Razorwing is not all that weird, not hard to use, messes with the viability of her other abilities, and is her best ability.

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