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NuclearCoffeePot

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Posts posted by NuclearCoffeePot

  1. Just now, kapn655321 said:

    And my parallel to Limbo is that, taking them outside of other player's engagement and agency can be problematic.

    Perhaps if players can also enter undertow. This already exits with his augment we can make it a regular function. 

  2. 5 minutes ago, kapn655321 said:

    You mentioned random puddles that take enemies to the Deep.

    ...That one I could see causing enemies to be unaccounted for a little too often.
    That's something that perhaps could be toggled into Pirate mode.

    There's been great ideas for puddles, but I don't know that they should default as mini undertows,
    or that would not be optimal when keeping track of enemy positions.
    If that was always like that, they would have to be "GONE" enough to end defense missions while alive, like Nyx's control.
    Possibly fine, but I'm already thinking that should have some control over it to negate that potential.

    I think you might have a little misconception, when I say mini-undertow remember that the puddles from both 3 and those that are created randomly are just a mechanical portal into a single underwater environment, no matter what Hydroid can find them by entering the deep by entering his 3. Since there is and always will be an enemy counter in his 3 he will know if there are stragglers and then pick them off. Or perhaps when there are only a few enemies in undertow the kraken can eat them, who knows

  3. 2 minutes ago, kapn655321 said:

    His 4 would toggle channel that watery form state if held, and cast whirlpools if tapped.
    If those whirlpools take people to the deep, that would also be righteous.

    2 minutes ago, kapn655321 said:

    Ok, so. Water state = Pirate mode.
    Casting Whirlpools or using your 2 will bring the Kraken into your attacks.
    The Kraken pulls them to the "DEEP", holding/crushing as suggested, but under water.

    SO what your saying is 2 remains it's current wave with better controls while holding 4 toggles on the water state which lets you cast whirlpools and 2 to drag enemies into the deep to be finished off later. An interesting Idea. The mechanics for 4 whirlpool casting would have to be smooth, perhaps having 4 toggle and then certain abilities replaced so in normal mode 1 is the rain- water mode it is artillery and you can cast multiple smaller 3's to suck in enemies

    5 minutes ago, kapn655321 said:

    Personal wish: His 1 would be rain (for stealth, slip and fall hazards for enemies, enemy debuff, energy orb chance)
    Pirate mode could cause his 1 like you suggested, with augmented function.
         Also wanted to ask, your 1's suggestion, is that like a multishot kind of function? Wouldn't mind elaboration.

    An interesting wish, I have never thought of hydroid as subtle. Making it a continuous downpour that doesn't really deal damage but debuffs enemies and makes them trip and get waterlogged for slower recovery and movements is interesting

    As for the 1 suggestion, if you are reffering to the bullet number by meters squared it basically means that power strength, rather then effecting the number of bullets per wave flat, will effect a number of bullets created per square meter. This is important because without it if you have  a wide range 1 the bullets will be too spread out and might not hit nearly as effectively. In a way it ensures that the number of bullets scales indirectly with range as well as power strength.

  4. 14 minutes ago, kapn655321 said:

    I'm torn on this idea.
    Reason being, I build my Hydroid with 68% duration 100% range to get a serviceable 2.
    Going much further than that finds me going past what I want to hit, or launching off cliffs.

    So on one hand, I'd have control if I wanted to go further, which I like.
    On the other, I'm stuck with a meter that will make me go too far when I don't want to.

    That is precisely the reason I chose to change 2 to a mobility enhancement with bonuses and tankiness rather then a hard to control dash

    15 minutes ago, kapn655321 said:

    our idea of the deep could work a lot like a lifted state, and they'd be underwater and just floating.
    I feel like your concept should be tried on a Limbo rework.. actually taking enemies elsewhere.
    (Calling my favorite ability sucky...) Undertow could benefit from some spice, and this idea is going places.

    That is indeed the idea, I don't think limbo needs it though his 4 is fine and if he was transitioning into an entirely different world with a shift press It would have to be an exact parallel of the map above. And I like undertow to. I just wish it was more interactive and fun. The idea of drowning enemies in my puddley self is fun but It is not in practice. I like having his puddle be The Deep. It really makes hydroid feel like he commands the ocean and not a koi pond- Also I think it would be really cool if rather then our mini kraken you could see the eyes of a giant kraken at the bottom of the puddle.

  5. There are many frames in this game who need a rework at the moment, Titania, Hydroid, Nekros, etc. Today I want to take a look at Hydroid and explain the new abilities and changes I would want on him. Keep in mind these are purely conceptual and I am not saying they are a must have or the best option. These are merely ideas I like. 

    Before we talk about ability changes I first want to talk about the ocean. The ocean is without a shadow of a doubt the most terrifying place on Earth. It is deep, dark, cold, and terrifying. If caught unprepared by it you may as well already be dead. I want to emulate these feelings In Hydroid. His abilities will therefore focus on a balance between an onslaught of relentless force that overpowers you if caught unawares(like an oceanic storm) and the silent pull of the tide, so ready to drag you in before you know it to silently end you in the watery abyss. This is what my Hydroid will try to emulate. The ferocious might of storms and the merciless grip of the deep. 

     

    "The tide takes no mercy on the weak, Tenno. Will you succumb to it's grip or master it."

    Now let's talk abilities. 

    Quote

     

    Passive- Same as the last rework concept- Passively and through the use of abilities Hydroid generates Tide, a meter on the side of his screen that similar to embers passive, effects his abilities range.

    Mechanic-The Deep- A mechanic I should mention before hand is The Deep. An underwater environment hydroid can access through his undertow. The deep works using a technique used in making railjack. There are two separate environments. In this case the normal tileset, and the deep elsewhere in the skybox or in it;s own, which are connected via a portal window in this case, undertow puddle. Enemies who fall into Undertow become transported to the Deep and are suspended and begin to take dps. Hydroid can also enter the deep and move freely attacking enemies. Certain abilities also interact with the deep

     

    1st ability-Torrential Downpour- casting this ability will cause a continuous downpour of rain at the target location which has several effects that last as long as they are within the area and for 5 seconds after

    1. Enemies effected by torrential downpour have their armor reduced
    2. Enemies are slowed
    3. Enemies have a chance to slip while moving increased if they are performing a melee attack, ability, or jump
    4. Enemies become drenched after spending a certain period of time within the rain. At this point the armor reduction is increased, there guns have a chance to jam, and they have a slower cc recovery(takes them longer to recover from staggers, knockdowns, etc)

    If cast while 4 is active Torrential Downpour will create artillery that falls amidst the rain, homing in near enemies and exploding on impact knocking enemies down

    If cast from within the deep Torrential Downpour will spawn above and enemies within the deep will receive the armor reduction.

    2nd ability-Tentacle Swarm- From his 4th I moved this to his second ability- Casting this ability will spawn tentacles around the environment which grasp and damage enemies- these tentacles are however a good deal different from the current tentacles.

    New Tentacles- New tentacles grab only one enemy at a time and rather then slap or throw instead crush enemies dealing viral and impact damage

    Base number of tentacles increased

    Tentacles hold enemies still in the air to be attacked

    When casting 2 there is a chance for bonus tentacles to spawn in places effected by 1 and 3

    While undertow is active enhanced tentacles will spawn from within, coming upwards from the kraken that stares up from it's depths- these tentacles instantly execute enemies who fall below 20% hp while inside of the deep.

    Using 2 while in undertow will cause tentacles to pull the first enemy they grab through a mini-portal to The Deep before re-surging.

     

    Holding cast on 2 and 1 increase the range significantly at a tide cost though Tide will be returned for each enemy effected by 1 and killed by 2

    3rd ability- Undertow- 

    Undertow now acts as a portal into The Deep. Undertow can be teleported into while outside of the puddle to instantly sink into the surface layer(same perspective as current undertow) pressing shift will then cause you to descend into the Deep itself. To exit the deep hold 3 to enter the top layer and then jump to exit. Other then this change undertow has not altered that much. It now creates tide for every enemy dragged into it as well and give's hydroids undertow a much more active play style.

     

    4th ability- Riptide-Surround yourself in a whirlwind of water and transform into a watery form

    Activating Riptide will cause you to enter a watery state granting you various benefit's

    -Increased attack speed

    -High chance for attacks to pass through you

    - Sprinting causes an infant kraken(think current kraken size) to spawn beneath you, allowing you to ride it for vastly increased movement speed while on the ground- Kraken will respawn under you when you land

    -Riptide does not cost energy and instead pulls from the tide meter unless you have no tide

     

    New Concept-I played a load of hydroid recently trying to get a better grasp on what I feel needs changed 

    passive-Pilfer- Enemies affected by hydroids abilities have an increased resource drop chance- makes pilfering swarm innate- now you can get increased drop chances without sacrificing corrosive barrage augment 

    1-Torrential Downpour-Call down a downpour of liquid fury in the form of rain and falling projectiles that explode on contact with terrain dealing damage and knocking down enemies in range- charging the attack will increase the range and number of projectiles that fall per second-

    -Projectiles that strike undertow will be brought into the zone and home in on the nearest enemy, dealing bonus damage-

    Enemies effected by the rain have reduced visibility and speed preventing them from attacking you unless you are close-

    2-Tidal surge- 2 parts- 1st, On tap cast surge forward a short distance and transform into a wave, after the initial dash gain control over the wave, reducing it's movement speed but allowing you to turn- Bullet jumping pauses the duration of the wave and causes you to exit that form, resuming on landing- The wave grows in size the longer it lasts with the growth ratio based on range- the wave deals damage and picks enemies up, causing them to fallow in your wake-

    Hold cast-Riptide- Transform into a watery state causing a % of attacks to pass through you without harming you, while in this form gain increased attack speed and movement speed- will talk more about this in 3-

    Abilities in Riptide are altered- 

    1-1 now fires a shotgun blast of pellets forward, dealing damage to enemies with infinite punchthrough dealing 100 impact, 100 slash, and 300 Puncture damage- hold cast to continually fire waves while slowing movement and making it a two handed action

    2-Casting 2 will cancel the ability when held and perform a short dash with no followup on tap

    3-when on top of an undertow(not inside it) you will transform the surface into a whirlpool- causing enemies to be dragged to your location along it's surface rather then be sucked in- gain tide meter by killing enemies effected- casting inside the three will reduce the radius of the undertow- initiate the wirlpool effect, and cause it to follow beneath your feet- recast to cancel the effect

    4-Tentacles will only spawn a limited number and they spawn around your current location

     

    3-Undertow- Undertow creates a zone of water at the target location- utilizing portal mechanics the surface of the water acts like a portal to a seperate skybox- this skybox room is not very large but is well big enough to hold many enemies- the room is underwater causing enemies to float, becoming inactive(suspended- counts as lifted effect) and taking consistent finisher dps, Hydroid can freely swim through this zone- At base undertow has a single energy cost and only drains when hydroid enters the Deep(name for the underwater zone)- Drain is consistent, not based on enemies- The point of the Deep effect is to make undertow more interactive- For every enemy within your undertow Hydroid gains "TIde" per second which increases the range on his next ability cast- when casting his Riptide it will not cost energy but instead drain from your tide meter

    -Recast undertow at an area to move it to that location- refreshes duration- reduced energy cost- if cast with available Tide the undertow will grow accordingly when it reaches that location

    -Can have several undertows at once- each cast after the first has a reduced range(two thirds of the prior cast)-scales with the initial size of undertow- 3 undertows at once

    -All undertows portal enemies to the same space

     

    4-Kraken-Kraken tentacles have changed, initial cast is different-

    Casting Kraken summons Intangable water tentacles within it's cast location- these tentacles each grab one enemy and hold them in place, slowly squeezing dealing impact damage, and poisoning them with barbs, dealing a viral proc on the first hit plus viral dot with a % chance to proc viral again- 

    Tentacle spawn number is x number plus 1 tentacle for every x number of enemies in the initial casting range(base 3-decreased by power strength) 

    Interactions-WHile active

    2-in tap cast tentacles will spawn at locations you have been to

    3-Tentacles spawn with increased numbers on the surface of active undertows, grabbing enemies outside and dragging them under, while enemies inside undertow are attacked by the physical tentacles of the real kraken that lurks in it's depths, these deal same base damage as normal tentacles but increase in effectiveness by the average level of enemies inside Undertow-

    Casting kraken will increase the duration of undertow's by a % of their initial duration

     

    Other Things of note-

    Repeated casts of 1 & 4 while other's are active will decrease the charge time by up to 50%- 25% per already active zone- Bonuses of these extra zones have diminishing effects the more they are layered- thus it is best to spread them over distances

    That's my updated rework idea. Let me know what you think.

     

  6. 1 hour ago, zhellon said:

    Are you suggesting a massive ability change without rework? What's more, you do it in such a way that actually only passive ability and ability 1 are connected, and the rest of the kit doesn't interest you?

    What is rework in your opinion? Because when you buff things, you don't change them, Just twist the numbers and correct the mechanics. You're offering new mechanics, and this is rework.

    Please mates, rememeber, i did say to be respectful. Schokolade is suggesting a mechanical idea. He is not saying that titania doesn't need a full rework merely suggesting a part of it. You both make excellent points and gave good ideas on potential Titania suggestions. But please don't take this all to seriously. I don't want us arguing in this chat I want us to combine our ideas not compete over who's is better and who has a bigger IQ. 

  7. 46 minutes ago, _Schokolade_ said:

    If they combined 1 and 3 so target is lifted and enemies around it are lifted (without 3's effects) then they could make her 1 into something like: 

     

    Swarm: gather a swarm of defensive razor flies to protect titania each razor fly can absorb 100% of damage deal by a single attack (starts with 3/6/9/12 razor flies number increase with duration with a max of 30 razor flies)

    then change her passive to: 30% chance to create a defensive razorfly every bullet jump and 30% chance to create an offensive razor fly every slide (they last for 30 seconds)

    this alone would make titaina heaps better + more butterflies!!!!

    Nice Concept 🙂

  8. 13 hours ago, zhellon said:

    Unfortunately, this only proves the fact that all of Titania's abilities are flawed. The damage is certainly good, but people don't seem to see that any frame can reach it. Basically, I can take a good weapon with a good build and automatically be better than Titania with a 200% strength build, which will constantly lose energy. At the moment - it's just a flying turret that can't use AOE weapons. Recent changes have shifted the mobility of the archwing for the worse. And I'm not talking about inertia, but speed. And if to speak about inertia, then its removing simply destroyed build on razorwing blitz - and means, DPS build more not can be used in normal conditions, if you not stand or recast ability to, to simply not crash in wall.

    13 hours ago, zhellon said:

    f course, I'm talking about playing solo. In a group, you won't feel it because there will be either a nuck frame or a player with AOE weapons. And I'm not saying the problem is the amount of damage, I'm saying the problem is the quality. That's why I believe that it is better to give the opportunity to put archwing weapons and provide the ability to increase weapon damage, that it was not a nerf. At the moment, archwing is fun, but there is a feeling that without it you are much more effective if you play on other abilities.

    In my opinion - Titania is broken at the moment. Little changes won't help her. The problem is exactly how it feels. Archwing is the best ability because it gives unique movement rather than a lot of damage. A lot of damage can be done with another frame, just admit it. And the other frame can pick up weapons on situation, Titania same locked only on weapons direct damage and status. ( Just think at home that with AoE archwing weapons I could make an effective Titania in ESO because mobility archwing is a good game changer. Now this is impossible, we have only weapons direct damage. Rather, it is possible, but it takes too much time to change the form. You know, press 4, look for a group of enemies, press 4 again, kill all, press 4 again and look for enemies. I can't just shoot because Dex Pixia isn't effective in normal content. )

    I completely agree with these statements. Razorwing's best use really is it's mobility, the damage is alright up to a point, certainly not better then normal weapons however. THe new archwing changes have made her 4 feel more clunky now and I miss the smoother controls. One problem is that to take titania into content where her 4 can't deal the damage required means you must do as you stated, seek with 4, exit razorwing, kill, repeat. But if you get caught out by a stun or heavy damage when you exit 4 you die, you can cast 3 or 1 but the 3 taunt isn't always effective and 1 won't help with new enemies who come up behind you. I definitely agree with everything you have said here.

     

    13 hours ago, zhellon said:

    Titania has some concept problems that can be solved with Equinox mechanics, dividing Titania into two forms (normal as support, archwing as aggressive damage. DE don't want players to only play archwing. Players only want to play archwing. 2 forms are a compromise of this, as if changing the form will not expend energy, then for maximum efficiency you will need to maintain your support abilities in normal form, and therefore constantly change modes. This will work much more efficiently than a simple energy restriction, which can be ignored in highly specialized builds, but which breaks Titania as a whole.

    An interesting concept, I will look into including this idea in a updated rework idea

     

    13 hours ago, zhellon said:

    think the rag doll should stay on first ability. Yes, it is uncomfortable, but to some extent it also provides a unique feature that players are trying to destroy. Instead of destroying-you need to Supplement, give Titania more abilities that allow you to control pritivnikov in the air. It could also gain synergy with new melee strikes on the ground.

    Understandable pov

    13 hours ago, zhellon said:

    As for Latern, I like the idea of giving it more support, but I wish it could be controlled in a better way, since the control doesn't penetrate the wall pan and small obstacles can kill you. The only option that gives you control is to throw the Latern under the ceiling so that it illuminates a large area and ignores small obstacles on the ground. Players try to do the opposite and tie it to the ground, which is inefficient. My option is a Latern like object that can be dragged as volt shields. It is easy to implement and it will be very powerful. The second option, this control opponents in the air, about which I wrote higher.

    Agreeable, the concept I gave for lantern was honestly kind of spur of the moment, I was toying around with a lot of ideas and eventually stuck with one that reminded me of old fairy myths where they lured people with will-o-wisps, which often appear in fiction as glowing lights

     

    I will take all of these thoughts into account in altering, changing ideas to eventually create a rework iteration that is most pleasing to the community- Thank you for your feedback

    • Like 1
  9. Titania deserves a rework by now, sure she got some nice qol changes in update 26.0 but she didn't really get anything in the way of rework. And so as someone who loves the idea of Titania to death it is my pleasure to show my own ideas for a Titania rework, and my hope that I can get some good feedback, and maybe enough attention to spread these ideas up the line. With that said lets begin.

     

    If you are going to comment, please be

    Concise and Respectful

    Refrain from Insults

    Back up your arguments with reasoning

     

    I will state the abilities in order, go over their problems from my perspective, and then propose my own ideas to alter or replace them in a way I think suits her kit.

    Previous ability concepts in this quote

    Quote

     

    Starting with the passive-

    Current:  Titania has an innate 25% bonus to bullet jump and roll distance and leave's behind a zone that grant's allies the same bonus when they move through it

    Problem- This bonus is a great mobility boost and you can really feel it's effect...that is, when you aren't flying. That is the main problem. As Titania your main damage and survival come's from being in flight mode and thus you want to spend all your time in it. So the bonus doesn't really fit for Titania in practice, honestly it feels like it should be part of another frame like Nezha.

    Idea- I want to push Razor flies into the limelight, giving them more focus in her kit so I want to state some mechanics for them here. 

    First off- Razor flies can now be modded as a companion- my initial idea was for them to use the beast mods however

    working as a sentinel with a sentinel melee weapon will allow it to mod both tankiness and damage without loosing either one.

    Razor flies redirect a large percentage of damage that Titania would take onto themselves, tanking the damage for her(real queen of the swarm like)

    Razor flies obviously draw aggro

    Razor flies prioritize attacking enemies effected by 1 & 2(1 takes precedence over 2)

    Onto the actual passive- On proccing crits or status effects there is a % chance to spawn a razor fly- up to 4(if a razorfly in 4 has died the first temporary razorfly spawned will become permanent and not count towards the passive limit

    This allows Titania to create razorflies while not in her ultimate as well as generate new one's when those in Razorwing die

     

    1- Current- Basically Titania applies the lifted status effect on enemies within a small radius of the target location and disarm them. The problem with this is A. it's not very effective B. It's basically lantern without a taunt or explosion C. It has such  a low radius even if the effect was tweaked it wouldn't effect enough enemies to be useful

    Idea- Spellbind now activate's at the target area with a wider base range- enemies in the initial radius are lifted and

    tethered together in a floating ball(locked in the air at the target location-  their is also a remaining aoe effect at the location that applies spellbind to enemies who enter and tether them into the ball- all enemies tethered into the sphere take dmg when one of them does. - Spellbind can have up to 4 balls active at any time- 

    This incarnation of spellbind reduces the floatiness by binding the enemies together, make's it more effective with a residual effect, and enables enemies effected by spellbind to be easily damaged and killed

     

    2-Current: aside from the generally ineffective buffs(though thorns got a nice dmg reduction addition and getting different buffs increases your max razorfly number's while in Razorwing)- aside from this the single target limitation on it's existing debuff, a lack of overall effectiveness and team assistance- Compared to Wisp's motes Titania's buffs aren't very useful at all and combining the fact that Wisp gain's invisibility while in the air and very significant damage output along with her buffs she just seems like a massively superior version of Titania

     

    My Idea- Tribute now has 2 cast modes

    1st type-button press- create an aoe dust/fog effect at the target location marking enemies for the buffs they pertain to- killing those enemies while the mark is active will cause Titania to gain the buff- enemies effected by the mark have their damage and defenses reduced(based on power strength) 

    2nd type-hold to cast- Holding the ability button will create a wide range dust/ fog cloud that blankets an area for a duration(based on duration)- enemies who enter the zone have their damage and defenses reduced and are marked as long as they remain in the cloud- enemies who die while in this cloud dissolve their buff into the cloud- allies who enter the cloud receive the collected buffs while inside and for a duration after leaving(cloud aoe effect has a cylindrical shape the same way as Bastille so that even if Titania is above the cloud effect she will receive buffs as though she entered the zone)

    Along with this buffs will need to be balanced, since it now effects multiple enemies buffs effects will be generally lowered in effect but the same buff can stack meaning that you can gain buffs superior to pre rework buff's by killing multiple enemies of the same mark but only receiving singular buffs will be sub-optimal 

    In addition- Entangle buff should also effect action speed 

     

    3- Currently 3 is basically just spellbind with a wonky taunt, some minor dps and an explosive effect- As a cc it doesn't work well and as dmg it doesn't work well. 

    My Idea's- I played around with a few ideas in my head for this but eventually I settled on this for the moment.

    Casting 3 while targeting an enemy will transform them into a lantern- a glowing orb of energy appearing inside a lantern structure emitting energy butterflies- enemies will have their max health, armor, and shields transformed into a flat number amount and multiplied by power strength mods- lantern lures enemies closer and when they come in range it expends from that number amount to deal dps to enemies by igniting them with spectral fire, channeling the number amount into radiation damage per second on the target 

    3 can be cast on spellbound balls to turn all of them into a single lantern- this lantern will gain bonus range based on the number of enemies that were spellbound-

    Lanterns will not expire until all their numbers have been expended in the form of damage- 

    Lanterns drift towards enemies if there are none within taunt range- prioritizing enemies inside your 2 cloud

    Potential support lantern idea- lantern expends numbers to restore nearby tenno shields, health, and energy

     

    4- Current- Razorwing is Titania's signature and best ability - the damage is pretty nice though Diwata is meh

     

    Idea- Diwata now has it;s own stance which causes it to release thorns to all nearby enemies on a crit proc- these thorns cause all nearby enemies to suffer a slash bleed and take puncture damage- this will let diwata's damage improve and give it greater effectiveness against groups

    -in addition- i notice a lot of people want to be able to use other weapons while in Razorwing, since her 2 is a secondary and she has diwata I think that if you want this ability included it would have to mean that you can only swap to your primary while in Razorwing

     

     

    New Concept Time- Thx for the assistance in making these ideas

     

     

    Passive-Nest- Titania has a % chance to create a dormant razorfly within her "Nest" meter- These razorflies are activated and summoned via using abilities

    Quote

     

    -Razorflies are modable in the same way as sentinels by modding their body and weapon attacks separate

    -Additionally Razorflies have 2 seperate features depending on if titania is within normal mode or in razorwing

    -Normal Mode- While in standard mode Razorflies return a % of the damage they deal to enemies as healing towards the closest warframe- 

    -Razorwing Mode- Razorfly's mark target's they attack, causing them to take increased crit and status effect damage

     

     1-Spellbind- I wasn't originally sure what to do with Spellbind but I've come up with an okay concept and I like the alt form-

    Quote

    Normal function-Spellbind target's a location to create an aoe effect that suspends enemies within the area like in bastille(to retain a bit of the old ragdoll enemies are free floating for the first few moments of getting hit by spellbind before freezing in place- Casting this ability summons a razorfly from your Nest for every enemy within the radius which will attack them until the duration ends before spreading out and attacking enemies willy nilly

    2-Dust Bloom-(yes I took the name from the old passive, it sounds better then fairy dust)-  

    Quote

     

    Dust Bloom creates an aoe of magic dust around Titania- this dust make's Titania and other frame's invisible except for when they attack enemies with firearms- Razorflies damaging enemies does not deactivate the invisibility.

    -While in normal Titania mode the Dust Bloom apply's a pacification effect to nearby enemies, causing them to not attack allies unless the ally damages them and reacting slower when they are attacked

    -No matter the mode casting Dust Bloom will use up a % of your available dormant razorflies which will be summoned inside the cloud, these razorflies do not wander past the maximum range of the cloud 

     

    3-Lantern(per request lantern has been combined with tribute in what I see to be a very effective tool)

    Quote

     

    Casting Lantern at a target location will create a floating lantern for every ally near the target location- these lantern's tether onto the ally and follow them much like a sentinal would- If their are no allies in the radius it will instead create a stationary Lantern at the target location-

    Effects- Lantern create;s an aura around it wherein enemies are attracted and attack it(though it take's no damage)

    Cycle- The lantern has a unique mechanic wherein it cycles between 4 different buffs. The currently selected buff is marked above the heads of enemies who enter it;s radius, when any of said enemies die the lantern grants the tethered enemy the buff,cycles to the next buff and remarks enemies with the respective mark(stationary lanterns have an increased aura range and buffs are applied to the lantern itself so that any ally in range will recieve it for as long as they remain in range and for a short duration afterwards, much like wisp motes)- Lanterns continuously spawn razorflies starting with 4 and increasing by 1/1/2/2 per active buff

    -No matter where it is cast Titania will receive her own lantern

    -Lantern's act as proxy's for Titania's abilities when she cast's them- Casting 1 will suspend all enemies in the current  Lantern Radius and summon a razorfly from the lantern for every enemy held- these do not come from Nest- Casting 2 will cause the ally effected by Lantern to gain the dust cloud and it's effects- 

    -Lantern Can see lantern's and all enemies within their aura through terrain(having her proxy ability cast;s being focused on one ally is a possibility- this would aid in that as well as help you keep track of everything

    -Lantern buff cycle is tracked by a sidebar with the 4 icons, the respective icon glows when it is cycled onto and each icon will have a  number beside it indicating if it is in effect or not and if so how many of the same kind are in effect)

    Augment-Beguiling lantern is actually a-okay and even better with this change

    Tribute Buff Ideas:

    Quote

     

    1-Sunrise- Sunrise increases status chance and ability damage for it;s owner

    2-Wellspring- Increased Energy and Health drop chances

    3-Brambles- Slow nearby enemies and passively deal dps to them with a chance to apply slash and puncture damage(alternatively your first attack on enemies effected by brambles guarantees a slash/ puncture proc)

    4-Full Moon- Increase Companion damage(pets, sentinels, all razorflies)

     

    4-Razorwing- here I will talk about the changes to abilities while using Razorwing and a few other changes

    Quote

     

    Activating Razorwing alters the following ability effects-

    1-Dark/wicked Whimsy- Enemies caught in Spellbind now take immediate damage and are forced to take a guaranteed random status proc 

    2-Dust Bloom's pacification aura is switched out for an armor reduction aura though enemies still have a delayed reaction time to damage

    3- While in razorwing you may cast 3 on an enemy for 0 energy cost to cause all razorflies nearby to focus on them for a short duration- razorflies commanded to prioritize by 3 will ignore dust blooms roam limitation effect- Allies tethered to a lantern will cause their razorflies to focus the enemy they are currently attacking

    Other changes:

    -tapping 4 while looking at a lantern will cause you to blink to the location

    -Casting Razorwing expends all available dormant razorflies to create a swirling tornado of them around you- These Razorflies attack all nearby enemies 

    -All Razorflies receive a boost to attack speed(alternatively increasing status/crit chance)

    -Diwata- Diwata now has a unique effect wherein whenever it crits on a foe it will release thorns towards nearby enemies- these thorns cause a bleed proc with a 50% chance to apply puncture(this allows diwata to easily fill nest and to be more group effective

    -Otherwise I have no other changes to suggest other then qol for flight and this- Dex Pixia is great and all and with the razorflies marking enemies for bonus status damage and status procs now playing big into her kit it will improve the damage a good deal- my one complaint is that while I get that it is archwing Titania is a fairy and a traditional firearm doesn't feeel right. I would love if Dex Pixia got just a sound/ design change so that it felt like you were firing thistles or darts like the old myth of Loki who used a dart of mistletoe to kill baldur-

    Also:New Augment- since razorwing blitz makes close space flying nigh impossible now- Razorwing spawns only 70% of available razorflies, however said razorflies can proc Diwata's thorn release effect

    That's that- feel free to ask question and please continue to provide more suggestions you guys are the greatest

    Here is a thought, rather then completely change Titania in nearly every way

    Quote

     

    Passive- On bullet jump Titania can launch her razorwing, shrinking in size and gaining passive evasion, touching the ground will revert you into your normal form

    +

    Razorflies take damage and health stats from companions-

    RAzorflies cling around their chosen ally-targeting enemies who aproach and distracting them

    In normal form-RAzorflies defend their chosen ally

    1-Spellbind- summons a cloud of razorflies at the target location which seek out enemies and apply the lifted status effect to them while continuing to attack them- After the duration of the lifted ends razorflies created will return to Titania;s side

    2-Tribute- Target a zone and banish the souls within- these souls act as a buff and allies who pass near the zone will recieve it- if near a lantern the buffs will apply to the lantern holder

    Buffs-

    1-Wellspring-slain enemies drop bonus energy and health orbs- allies who recieve orbs gain increased effect, Lanterns will recieve health from both orbs when nearby allies pick them up

    2-Thorns-Slow enemy action speeds- if they try to perform abilities or attack an ally they are instead stunned and recieve a slash proc for x seconds

    3-Wild Blessing- Increased status and crit chance

    4-Ephemera-Any damage that would strike you while the buff is applied is instead

     

    3-Lantern- place a stationary object that attracts nearby enemies, aggro-ing them into attacking the lantern-lantern produces razorflies that cling to nearby allies or whatever ally holds the lantern

    -lantern can be picked up by allies- for x seconds after the pickup lantern can be cast for a reduced energy cost- up to 4 lanterns can be active at once

    -while in razorwing Titania gains the lantern effect if a lantern is active

    -casting multiple lanterns refreshes and increases teh duration- increase has a diminishing return

     

    4-Dex-Pull out dex weapons- utilize in either razorwing or normal form- In normal form- attacks spawn razorflies when proccing status or crit chance- In razorwing- attacks deal a radial burst of damage with 50% damage on headshot or crit proc

     

     

    • Like 6
  10. On 2019-08-22 at 3:16 AM, (PS4)NinjaBlitz99 said:

     After spending decades researching the history of the Orokin they began to view them as the creators of the universe they now live in and began referring to them as The Golden Gods. A religious group was born from this calling themselves The Orchid and divided into houses each based off the seven Orokin virtues: speed, power, cunning, agility, endurance, cooperation, and stealth

    Aren't those the tenno virtues, not the Orokin virtues. Pretty sure Orokin virtues were allong the lines of, "I am pretty, lets live forever and make shiny things while supremely screwing over any other race we meet/make"

  11. On 2019-08-11 at 8:48 PM, Gruiz said:

    Having Chroma to use dual tone (dual elemental, not combined elemental) will make it better

     

    You can have it so if it is tied to emmisive energy color it will take from both elements you add or if it's tied to normal energy then using forma will be a fantastic investment cause he will be able to use two elements but i think combined elements might be better in that sense since if you mix a green and a orange what your going to spit fire and a toxic glob simultaneously- makes sense with the team buff but not with spectral scream

  12. I like revenant. I think an eidolon frame is a cool idea. But Thematically and mechanically Revenant is a bit weird and in some areas truly mediocre. So im going to try and adapt Revenant to be more in line with his theme and more mechanically suitable.

    Passive-I really wanted to change the passive and i had an idea i think is interesting- Revenants shields are divided into 4 seperate bars i will refer to as his SYNOVIA-Each synovia also has a small amount of built in armor- When a synovia is destroyed he releases an energy spike that stuns enemies-every synovia destroyed increases the duration of the stun- Visually a destroyed synovia is represented as one of revenants joints becoming transparent and glowing with energy

    I would like to keep his ability to be uniquely resistant to certain eidolon abilities in the plains such as the magnetic waters but i would prefer if his mesmer skin was resistant to some of the more annoying attacks like starfall/ground quakes/and the eidelon blood(i will explain these in further when i get to mesmer skin)

     

    1-Enthrall-Enthralls concept is thematically strange but with a bit of finagling we can get it to fit the bill-Enthrall now creates a sentient unit unique to revenant called an "Eidolyst" above the target enemy- Stretching between the eidolyst and the thrall are strands of eidolon energy that the Eidolyst uses to control the thrall. When thralls die the Eidolyst transforms into its full state-imagine a humanoid spectral sentient with a body modeled after the likes of conculysts/battalysts/oculysts- with a head between its shoulders- specifically a vomvalyst head- These full state eidolyst's are immune to damage and attack in melee range-they close gaps with a vomvalyst like dash and when attacked by a ranged unit they release a seeking projectile to hit them- Eidolyst's are surounded by a pillar of eidolon energy that deals dps in the area around them-Eidolyst's last for the remaining duration of Enthrall and do not count towards the thrall count once in their full state

    2-Mesmer skin(it really needs a better name though-Thematically it doesn't make any sense)-Mesmer skin divides Revenants synovia bars into even smaller chunks- When a chunk is destroyed all remaining bars gain damage reduction to the dominant damage type that destroyed the previous chunk.

    3-Reave(also a really weird name)- First off i want the base duration to increase and the speed of movement to be reduced- this lets you steer it through enemies more effectively-I would also like if one could steer it in the air- Stolen health and shields will primarily go to restoring synovia

    4-Dance macabre is pretty good in terms of damage but it has a few problems- 

    1. It gets stopped by fences- its inability to change elevation limits it's mobility even more then it's slow speed
    2. It's highly ineffective on slopes- the lasers will just go over or under enemies
    3. One healer- that's all it needs to make Dance macabre ineffective

    Solution-

    • Allow Revenant to increase or decrease his elevation by using the jump and crouch buttons- the higher you go the lower the angle of the lasers
    • Holding primary fire no longer boosts damage and doubles energy drain but instead focuses the lasers on your target point while stopping the rotation and increasing the speed of the adaptation

     

    Let me know what you think of these- Specifically with mesmer skin- i have several different ideas i think could work but if felt this was the most unique and thematically appropriate.

    • Like 1
  13. On 2019-08-01 at 7:36 PM, Tovon said:

    "Major buff?" Nah that's pretty weak, even with no cap. Make voided thralls have boosted damage then it'd be mildly decent. What's the point in having a legion of thralls if all they do is tickle the enemy? Otherwise a fine idea.

    Rather then a damage buff what if they did a vomvalist charge that did high aoe damage when they engage enemies

  14. 6 minutes ago, (XB1)HAPPYHapyJ0YJoy said:

    Title really should have been:

    "Let's Fyx Nyx"

    ...but it wasn't.

    My disappointment is palpable.

    I am happy to cater to your needs

  15. 16 hours ago, ShiruBiru said:

    hat thing really dont make cense, absorb is a channeling skill (4 energy/sec) that let u inert, ur already trading all the things u can do for absorb. They remove this energy x dmg or the channeling cost must leave.

    Yeah- Ash blade storm drains energy per mark but doesn't drain over time. Mesa drain is consistent. Nyx is the only one thats not. She spends more energy for less payoff then other frames

  16. 12 minutes ago, ShiruBiru said:

    Removal of that flaw "X additional energy cost every Y damage absorbed

    oh boy would this be great- i swear i used absorb for the first time for a prolonged period and i thought to myslef "wait how many energy leaches spawned" cause it started draining so fast

  17. 2 minutes ago, moostar95 said:

    She is dull, outdated, and needs a update to everything. It's too the point now where I see a nyx. I get annoyed with so little her cc brings to the table. On top of that, people just sit inside her four doing nothing. 

    Aside from this obvious fact what do you think of the actual concept

  18. 17 minutes ago, PopTartZombie said:

    The closed beta I played, in comparison to now, definitely tells me that yes they could easily drop and change an entire ability. It's more about what the majority of the community wants, if all of us keep saying "rework nyx, I hate her 4, she still sucks". They'll do it. Rhino used to be an entire level murderer with stomp. Especially with the old mod setups, I've seen people running 4000% power range. It was way too op so they completely changed it into a CC ability, in addition to changing the way mods worked. It got completely new "code", animations and the amount of damage done was lowered, not to mention causing enemies to float. DE built this game in house from the ground up, it would take maybe 4 guys and about 2 weeks to get Nyx completely reworked. The older frames are the most important frames to keep up to date.

    Yeah. Coding is difficult but it doesn't take long to actually code things like this. De releases new frames at a rate of 1-2 every major update and the majority of their time goes to developing the abilitiy concepts and balancing them rather then actually coding and animating them. And even more time is spent on the update itself rather then the frames

  19. Just now, (XB1)GearsMatrix301 said:

    You get an Upvote from me for having the balls to say Nyx’s Kit is fundamentally flawed.

    Well thanks for that. Glad to know i have balls

  20. Lets talk about nyx for a bit. I know a lot of players don't like the idea of changing nyx drastically but lets all face it. No matter how much you love her she is not perfect. Many of her mechanics are outdated(absorb) or just a useless gimmick(looking at you mind control)- Lets talk specifics

    Mind control- Not very useful- sure a heavy gunner with mind freak and boosted dmg from your weapons can deal good damage- but that takes a slot and it's not a very good source of damage- its one enemy and frankly you'd be better off just shooting at enemies. It also doesn't have any other effects that help nyx

    Psychic bolts- armor shred is good but it only hits six targets- not to mention it has no synergy with chaos or allies

    Chaos- chaos is by far her best ability- while it can be outclassed by other cc if it had aforementioned synergy it could be very good

    Absorb-First off without its augment you can't move, and with assimilate you move extremely slowly-it feels like its meant for a slower paced game- 

    So how do we fix these problems- We don't want to change all her mechanics or we are going to anger nyx mains and we don't want to change to little or it's just going to end up as qol changes- Mind control needs to be more useful-Psychic bolts could synergise- Absorb is pretty ineffective unless you are on defense or don't mind crawling through map like a muscle atrophied crawler.

    So here is one set of ideas i thought of- Please leave feedback

    Passive-2 parts

    1-clairvoyance-Nyx predicts the attacks of enemies and launches a preemptive psychic attack- stunning enemies about to attack her

    2-IQ-Ill talk more about this with her 1

     

    1st ability-Send a arcaplasmor  esc wave of psychic energy forward that stuns enemies it passes through and pulls out an intelligence orb(iq)- stunned enemies have a 80% chance to be turned into mind servants- iq and % chance is affected by power strength

    IQ-time to talk about iq which is a passive but  wanted to talk about it with 1 since that is the main way of gathering it- IQ is represented as a resourcce meter that goes up to 200 IQ(200 iq nyx😉)

    Every 50 stacks Nyx gains 20% dmg reduction as well as bonus effectiveness at max iq

    2-psychic bolts now charges to release a significant amount of bolts at the cost of iq stacks- bolts reduce static 80% armor but if they hit chaos enemies the armor shred is 100% and the targets are significantly slowed in both movement and action speed(attacking)Killing enemies affected by psychic bolts has a chance to refund iq points

    augment-psychic link-enemies effected by chaos will no longer have additional armor shredded but they will have their dmg taken linked to eachother

    3-chaos- don't change it much- its already good and with the new 2 idea it could be very good thanks to the bonus slow-at 200 iq chaos will cause enemies effected to spread chaos to non chaos enemies via dmg

    augment-Chaos harvest- enemies effected by chaos who die have an increased chance to drop health and energy

    alternative augment-logic bomb-when chaos afflicted enemies attempt to target allies they will be stunned and take damage

    4-I was debating how to fix absorb- here is what i came up with as an option- incoming dmg is converted not only into damage but also bonus range- the blast stuns enemies and has a chance to make them release iq- the blast doesn't have to deal much dmg-at max iq stacks the detonation will consume 100 iq and apply absorbed dmg as a health buffer to allies

    augment- Unstable intellect- iq created via absorb will not return to nyx but instate detonate above enemies dealing the absorb damage again

    This is just one set of ideas, if you have any criticism or thoughts leave them below and i will read them and respond if possible. Thank you for humoring me and reading this far.

  21. Lets talk about nyx for a bit. I know a lot of players don't like the idea of changing nyx drastically but lets all face it. No matter how much you love her she is not perfect. Many of her mechanics are outdated(absorb) or just a useless gimmick(looking at you mind control)- Lets talk specifics

    Mind control- Not very useful- sure a heavy gunner with mind freak and boosted dmg from your weapons can deal good damage- but that takes a slot and it's not a very good source of damage- its one enemy and frankly you'd be better off just shooting at enemies. It also doesn't have any other effects that help nyx

    Psychic bolts- armor shred is good but it only hits six targets- not to mention it has no synergy with chaos or allies

    Chaos- chaos is by far her best ability- while it can be outclassed by other cc if it had aforementioned synergy it could be very good

    Absorb-First off without its augment you can't move, and with assimilate you move extremely slowly-it feels like its meant for a slower paced game- 

    So how do we fix these problems- We don't want to change all her mechanics or we are going to anger nyx mains and we don't want to change to little or it's just going to end up as qol changes- Mind control needs to be more useful-Psychic bolts could synergise- Absorb is pretty ineffective unless you are on defense or don't mind crawling through map like a muscle atrophied crawler.

    So here is one set of ideas i thought of- Please leave feedback

    Passive-2 parts

    1-clairvoyance-Nyx predicts the attacks of enemies and launches a preemptive psychic attack- stunning enemies about to attack her

    2-IQ-Ill talk more about this with her 1

     

    1st ability-Send a arcaplasmor  esc wave of psychic energy forward that stuns enemies it passes through and pulls out an intelligence orb(iq)- stunned enemies have a 80% chance to be turned into mind servants- iq and % chance is affected by power strength

    IQ-time to talk about iq which is a passive but  wanted to talk about it with 1 since that is the main way of gathering it- IQ is represented as a resourcce meter that goes up to 200 IQ(200 iq nyx😉)

    Every 50 stacks Nyx gains 20% dmg reduction as well as bonus effectiveness at max iq

    2-psychic bolts now charges to release a significant amount of bolts at the cost of iq stacks- bolts reduce static 80% armor but if they hit chaos enemies the armor shred is 100% and the targets are significantly slowed in both movement and action speed(attacking)Killing enemies affected by psychic bolts has a chance to refund iq points

    augment-psychic link-enemies effected by chaos will no longer have additional armor shredded but they will have their dmg taken linked to eachother

    3-chaos- don't change it much- its already good and with the new 2 idea it could be very good thanks to the bonus slow-at 200 iq chaos will cause enemies effected to spread chaos to non chaos enemies via dmg

    augment-Chaos harvest- enemies effected by chaos who die have an increased chance to drop health and energy

    4-I was debating how to fix absorb- here is what i came up with as an option- incoming dmg is converted not only into damage but also bonus range- the blast stuns enemies and has a chance to make them release iq- the blast doesn't have to deal much dmg-at max iq stacks the detonation will consume 100 iq and apply absorbed dmg as a health buffer to allies

    augment- Unstable intellect- iq created via absorb will not return to nyx but instate detonate above enemies dealing the absorb damage again

    This is just one set of ideas, if you have any criticism or thoughts leave them below and i will read them and respond if possible. Thank you for humoring me and reading this far.

    • Like 2
  22. On 2019-07-31 at 7:44 PM, Vanilla_nuka said:

    Nyx has 4 useable abilities.

    Debatable 😂- im going to create another post with some changed ideas. Please visit it when i make it and leave your feedback again

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