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NuclearCoffeePot

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Posts posted by NuclearCoffeePot

  1. 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 🙂

  2. 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
  3. 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
  4. 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"

  5. 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

  6. 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
  7. 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

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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.

  15. 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
  16. 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

  17. On 2019-08-05 at 10:55 AM, NinjaZeku said:

    It could use a Quartakk-style "instant burst" firing mode then, where each pellet gets the regular Status Chance and all.

    (Really, all pellet-based Shotguns could / IMO should work that way, just make each "burst" cost 1 Ammo total.)

    For the record, I'm not necessarily saying a Shotgun-esque spread shot would be my preferred change for ol' Stuggie Wuggie,
    that's kind of a new weapon right there (gimme tho), I still have (some) hope that Stug can be salvaged with mostly number tweaks,
    like that massive blast radius and Status pwnage increase suggestion, that seems usable enough / possibly fun, even.

    I say fire like a shotgun but i don't mean give it pellets. Imagine a square of the adhesive that gets wider as it travels. The dmg and slow are the same no matter how much touches you it just has dmg fallof and a spread factor

  18. 27 minutes ago, Enchillado said:

    What the... How did you even come to a projectile stuff? It has no relation to the topic whatsoever.

    You made psionic blast absorb dmg- I think he interpreted it as absorbing projectiles like Nova does

  19. Spoilers-Warframes are made of strong orikin soldiers. Including dax. So i had a thought while watching teshin during the sacrifice. What if we had a warframe with dax themed abilities. And so i came up with some concepts-

    Appearance- Emphasis on orikin and dax themes with metalic plating and helmeting themed after other dax designs 

    https://www.artstation.com/artwork/L2e04P

    In adition to its metalic pieces and signature dax helmet the frame would have orikin robes likely a darker color, potentially a blue or gray to allow a prime in the future. THe abilities are the fun part though so lets get started.

    Passive-Martial Stance- Taishin(thats what i call him) gains more mod capacity from stance mods then normal-This allows him to build his melee weapons more efficiently and fits thematically to

    1-Dax Dikana- Taishin always keeps with him his dual dax nikana blades(one short one long) and with his 1 he switches to using them- At base they have a focus on status chance and have high slash dmg- So far the normal eee combo is 2 strikes with the long blade and then a multihit spiral dash with the short blade)- EHold causes Taishin to throw his long blade spinning forward which has a lot of multihits- Itt returns when it reaches a wall or its maximum range(based on power range)- 

    Augment-This augment is a stance and is modded onto the weapon rather than the warframe0 this augment changes the stance and stats of the Dax Dikana- The weapon becomes crit focused and the longer blade is now kept in hand while the short nikana is used for throwing attacks

    2-Specter-Taishin creates a dax specter which normally remains almost merged with him- The specter performs all his attacks and ability casts for itself- Recasting this ability on an enemy will cause the specter to attack them before returning- targeting them at a location will cause them to guard it attacking any enemies who come near

    Augment Sentient specter- when recast specter will now become ai controlled and attack enemies

    3-Orvus Drones- Taishin summons these mini orvius lookin things- Their numbers are based on power strength and have a max number of 6- Drones hover around Taishin and will provide him with dmg reduction and when enemies aproach an orvus will stun them dealing electrical dmg before despawining

    Augment-seeker drones- Orvus numbers are increased drastically- no longer give dmg reduction and on cast they will roam the map- when they reach an enemy an orvus will hover over it and suspend it in midair like orvius does to operators in sacrifice-it will also show suspended enemies on the minimap

    4-Commanders Focus- Taishin prepares himself for combat with a short animation- his fov will then shrink while he gains increased combat bonuses like decreased recoil- increased movement and attack speed- bonus crit or status chance-

    Stats- No specific numbers

    Below average shields

    Above average armor

    Average energy

    Aove average sprint speed

     

    AS FOR LORE- Im thinking something along the lines of "Teshin requests your aid in investigating a trasmission on a long abandoned DAX communication frequency, the transmissions give cryptic hints at the frames lore and lead you to an old orikin vessel, a training ship for Dax"- from there you could get the frames parts and blueprint

    Tell me what you think and give me other ideas for it 

  20. 8 minutes ago, (XB1)Shodian said:

    The channeling mods will be going away after Melee 3.0 comes out so there's really no sense in touching them imo.

    Oh really im dumb thx

  21. Hydroid is by no means a bad frame, he is actually very good with the right modding

    The point of this rework is not to insinuate that Hydroid is bad- It is simply to tweak him and make him better. So please do leave feedback as long as its not," Wow you dumb f%*k this is the stupidest Sh*t I've ever seen please kill yourself"- I dont expect that- Please don't subvert my expectations-

     

    Right off the bat i want to address his passive- Its wierd, and unlike most passives that aren't resource based or purposefuly catching yourself on fire(ember, ya  wierdo) it's not really passive and its not really useful. First off it's not really a passive, it requires an active action on your part. Secondly- Its stupid- I have never purposefully created these tentacles and never have I thought of them as useful. An idea i do like in its stead is to remove pilfering swarm and move it to some extent onto his passive. With this enemies killed by your abilities have a % chance(likely 50) to drop extra loot. I think this will improve his play-

    Now im going to switch up the order and talk about his 4 cause I really, really wanna talk about it. So his 4 is great, it really is, but it has some key flaws, firstly when it grabs enemies it flails them around and makes it tougher to hit them, and at higher levels they don't have the dmg to finish targets off, secondly-magnetic damage is a bollocks damage type for them, finally- it has bugs, the wild flailing to catch more enemies causes their bodies to stretch and flip out. So here is my proposition- Firstly i want the damage changed- a different type- Viral would work, corrosive, just impact even- Secondly i want a bit of a mechanic change- instead of spawning individual tentacles under enemies that try to grab multiple enemies a tentacle is now a group of tentacles- Each tentacle will grab a single enemy when one comes near. THe first grab will deal a guaranteed status proc, and then hold the enemy still in the air, crushing it in its grasp dealing periodic dmg- THis will solve a few things- THey won't be flailing about and buggin enemies cause they won't need to move since its only 1 enemy per tetacle- THis technically increases tentacle count(some balancing will be needed) and because of this plus the guaranteed proc with a different status effect the dmg potential could increase

    Alright friendo's back to the proper ability order

    1-TEmpest barage is actually pretty good, the charge time is a bit slow but thats what natural talent is for. I would like however if the pace at which volley's fell was increased

    2-Tidal surge kind of works, as a mobility no, as repositioning undertow, kinda. Here is ow i would change it

    -Tidal Torpedo- Casting transforms hydroid into a watery missile that launches upwards with tremendous force- When he reaches a set height or upon hitting a cieling the torpedo stops and you may cast the ability again within a time span towards a location- YOu will then zooooooooooooooooooooom there. Casting from undertow will temporarily deactivate undertow-drain stops, enemies remain inside- and it will resume upon reaching ground

    3-Undertow is slow, no doubt, but that problem is fixed with torpedo(also i know why the ability is slow, i mean cmon hydroid released in 2014 but our current movement system didn't come till 2015) I wouldn't make much change scaling wise though i really like the idea of having the underwater space of undertow exist in a seperate game box and enemies become portaled into it- from the outside one can see into the three dimensional water and see something that looks a lot deeper(maybe at the bottom you can see the kraken)

    As it states firing into water will also teleport shots allowing enemies to be fired on- one thin i would like to change is the augment(gasp, SHOCK, HORROR) I would like if undertow's augment allowed it to remain active for a period of time even after you exit it(I call it TidePool)

     

    As for the other augments corrosive barrage is good- Tidal impurity seems wierd since hydroid isn't really a support in that sense, mabye having it so traveling through enemies in Tidal Torpedo from undertow will swallow them up into the water. 

     

    Thats all for now- bye bye 🐙

     

    PS-I would love with along with a rework if Hydroid got his own quest or unique boss- Having the ocean frame farmed from the turkey vay hek is wierd. Mabye investigating mysterious distress signals from a grineer island outpost

     

  22. 56 minutes ago, (PS4)LoisGordils said:

     

    The things I highlighted all explain why your idea would leave the Stug in its useless state.

    May i inquire why- Im honestly a bit confused as to the reactions

    Making it a shotgun style launcher creating a sort of net/wave rather then a glob makes hitting targets easier especially at medium ranges and the status chance lets the corrosive actually proc 

  23. 13 minutes ago, (PS4)Black-Cat-Jinx said:

    *Acidic adhesive: 

    For note, the substance commonly known and labeled as "superglue" contains acidic compounds. This is something of a cognitive dissonance but super glue will burn though certain compounds and while some people have been known to use it for first aid purposes, it can be very damaging to human skin. Being sprayed from head to toe with an cyanoacyrlic acid based adhesive mixed with foaming agents would be an extremely unpleasant way to die. It would burn your skin, blind you, you'd get stuck to anything you touch including your self, you'd be unable to breath.............................. All things considered, you'd probably rather just be shot and have it over with. 

    Absolutely- Im just saying in terms of gameplay feel i would rather blast an enemy with a splash of sticky burning S#&$ then hose them down. I think it would feel better and besides the stug isn't a hose as it is now so why change it to be that. Im trying not to depart to much from its core mechanics- I think in terms of fighting i'd rather be going THUNK THUNK THUNK then squiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiisq

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