NuclearCoffeePot
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Posts posted by NuclearCoffeePot
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3 minutes ago, Enchillado said:
I'm not judging. Or... I'm judging the link spread. So it's not your problem. Your goals are fine to me, I wouldn't mind checking such a rework if it was that easy. Just sharing my preference.
🙂
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On 2019-07-31 at 8:57 AM, Enkou said:
Vauban remembers. Upon activating this ability, he randomly recreates the first ability of any warframe and allows him to use it with 90% effectivity. If Vauban has a squadmate within affinity range he has a 30% chance to draw their own ability at full effectiveness. Cannot draw Gadgeteer from other Vaubans. Ability level is based on the Gadgeteer's level. Upon using the copied ability, it resets back to Gadgeteer.
An interesting idea(though copying abilities in games can be havok for programers) however since its rng you could end up drawing something not so good- Also would you activate and see the ability and then reactivate to use it- if its wisp motes can he place all of them- how long do you keep the ability-
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On 2019-07-31 at 10:26 AM, Autongnosis said:
You can rework vauban as much as you like, unless he becomes a buffer or a nuker he won't matter in the grand scheme of things.
Vauban has received several direct and indirect buffs over the years. From repelling Bastille, to minelayer's concuss grenade catapulting his CC from very good to top class. From the bastille acting as AoE slow on immune targets and boss to the reduced relevance of void tilesets removing a lot of constraints on his CC.
He still has no place in 2018-19 style warframe. Wanna know why? There is not a single instance of content where a warframe that can lock down the whole tile and protect a whole team on his own to the point of not taking damage at all has a place. Not. ONE.
So I'm sorry to dismantle your proposal, for how fun it sounds (even thi gadgeteer sounds like a joke ability tbh xD). It changes nothing. And if the price to pay for vauban to be accepted is him being treated like Nyx has, i'd rather nobody touch him.
You seem to know what your talking about- If you dont mind i'd love if you could look at my own idea and give me some feedback so i can improve it
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8 hours ago, zhellon said:
Blink as a way out of dangerous situations - this is a good concept. Titania doesn't take damage to walls, so it doesn't matter which way you go. If they make it possible to use the blink and teleport to the enemy if it is in target, it will be even better.
I agree- having a way out of a dangerous situation is good- Not getting in that situation is better- being able to withstand that situation is best- In my own rework idea i've detailed a way Titania could stay alive by making razrflies modable with beast mods and transfering dmg from her onto razorflies- It also talks of a new way to more efficiently replace razorflies- I know youve already seen it so im sure you get where im coming from- As for targeting enemies thats good although as she is now titania really doesnt want to be in close to enemies- Diwata may be exalted but its not exactly a good weapon in close- Ive noticed that one can land one hit with the 1st attack but subsequent attacks right on their ass miss more then they hit- I think its hitbox works wierd
8 hours ago, zhellon said:And remove the razorwing blitz from your build and replace with arcanes for rate of fire pistols. You just waste your slots and energy, you don't need it on normal missions.
This- This is true- it can be a waste to use razorwing blitz instead of just arcaning and etc for it.
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4 hours ago, Enchillado said:
Also, spamming this link around without any feedback is a poor tone
Its not like he's trying to steal people- By sharing ideas from the community more widely everyone has a chance to improve their ideas and flesh things out- No one concept will have everytrhing everyone wants, a combination of ideas is required
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4 hours ago, Enchillado said:
Even though the original post in your link was based on what was happening here, it offers changes that are too drastic for Nyx.
Also, spamming this link around without any feedback is a poor tone. If you're referring to some specific reply, you'd have better luck copying its contents instead of linking.
Everybody has different opinions. Ive talked to plenty of players. Some want qol changes for nyx. Some like you offer changes to some abilities mechanics but not to drastic, others want a complete kit rework- What matters isnt keeping the kit to me. Its keeping the theme and how you want to play nyx- To me thats wide range cc or having mind slaves kill things for you. Thats the essence of what nyx is meant to be. Also if you read most of that page youll know that i agknowledge the fact that the changes are very drastic and make it clear that this is not a final iteration. Its a rough concept that with the help of community feedback i want to flesh out to fit their needs. Thanks to peoples feedback i am in the process of doing just that,
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8 hours ago, Enchillado said:
Heh, how do people use current Mind Control then
Targeting obviously- what i mean is that having to aim at a target for a duration to switch them seems wierd. Why not have it so when stunned you can perform an action in a similar way to performing a finsiher that mind controls the target. If you want mind control for multiple enemies you could have it spread to stunned enemies near the point of the action
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2 minutes ago, Infirito said:
Also, it might just be me, but I really don't think Nyx'es abilities should be damage based. In my eyes she's always been the "You do that for me while I watch" kind of girl. ^_^
I agree with this but your idea for drawing aggro from everyone affecte by your abilities means psychic bolts and chaos wouldnt spread as you planned
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14 minutes ago, Vanilla_nuka said:
I dont like the augment for Chaos either, I like the idea of chaos spreading, from enemies who kill each other.
So for chaos having it effect a few limited enemies who then spread the effect when they die or kill an opponent. Im a little confused by the when enemies kill eachother, does that mean it spreads when a chaos target kills an enemy or vice versa or both
14 minutes ago, Vanilla_nuka said:I agree the augment for it is useless though, a better augment would be, if an enemy effected by psychic bolts is killed, the ability is recasted from the spot from the enemy dies
I think you can give psychic bolts a unique synergy with this thought in mind. Psychic bolts will run out and focus targets not affected by chaos or mind control- stripping their defenses and marking them- enemies effected by chaos or mind control will focus on that target and gain more damage towards it unless they will already have significant damage. If the targets die the psychic bolts will be cast from their location and continue the process
14 minutes ago, Vanilla_nuka said:I agree on her 4, its kinda just there and is counter productive to the rest of her kit, I want to see it replaced completely with a different ability
Roger that ill think of something and see if you like it
edit- the second i posted and switched to nyx wiki idea i had a thought that you may or may not like idk- it fits thematically but idk if youll find it appealing- nyx surounds herself in a telekenetic shield while dealing damage directly to nearby enemies minds, ignoring shields and armor, when enemies die while affected by this the range and damage increase-mobility is not affected
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2 minutes ago, Vanilla_nuka said:
She lacks survivability, and she lacks synergy between her abilities. her 4th ability absorb, is absolute garbage without the augment. The augment itself is really good, but slows her to a crawl, and at higher levels it can drain her energy extremely quickly. Her passive isnt all that great, her 1st ability mind control suffers from AI problems, and armor scaling, but generally is a decent ability, I made a long thread about mind control earlier. Her 2, Psychic bolts, are good, but lack useage in games with other frames who can strip armor/shields (notable mag, or groups using cp). It needs a secondary effect. Her 3 Chaos, is a really good CC ability, argueably one of the best CC abilities in the game, but the enemies who are effected by chaos can still attack Nyx, since they typically just attack whoever happens to be closest to them .
TLDR on abilities: (1 is Mind Control, 2 is psychic bolts, etc)
1) Derpy Ai and enemy damage output hinder the ability
2)Lacks useage in games where armor/shield stripping can be done already with a different frame
3)Good CC but enemies can still attack you
4) Trash, needs to be replaced or have the augment by default
Lets walk through some concepts 1 by 1 starting with 4. So basically increase mobility- increasing its speed or else having it be a toggle that doesnt interrupt mobility. Also having the damage dealt be the type the enemy is weak two- anything else to add onto it?
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13 minutes ago, Vanilla_nuka said:
Yeah no problem man, I comment on alot of the Nyx threads whenever Im on, I dont mind helping with concepts
Thx- From your perspective as a nyx player what are the overarching problems she faces and needs to be fixed
Also im wondering what you thought of the part one passive idea- the finsiher mind control
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1 minute ago, Vanilla_nuka said:
Yeah but even if its converted into a multiplier it doesnt mean it will necessarily kill. Grineer at level 80 plus can have upwards of 3mil ehp, if the damage doesnt ignore the armor I dont know how well it will actually work. Absorb currently has a multiplier based on how much damage she absorbs, but even when absorbing 50 to 100k in damage, the detonation damage is irrelevant. If it worked like Revs 4 where it adapts to the enemies weakness, it would hold value.
There is great truth to your words. I will spend more time with your comments and observing other feedback to create a more fleshed out viable concept. When i do re upload with that concept please return and give me your feedback again. It would be nice to have a nyx expert giving me the know how to fix this
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16 minutes ago, Vanilla_nuka said:
and what about her survivability? it seems your moving towards a melee based theme, are your increasing her armor and health? Pretty much how she survives at levels 60 and 80 is through tanking with assimilate.
A stated in the passive ideas either damaging her would create psychic projections that draw all nearby enemy aggro or a significant amount of damage she takes would be dealt instead to her slaves
18 minutes ago, Vanilla_nuka said:The 1 and 3 also seem counter productive, one mind controls all the enemies, the other opens them up to finishers, which turns them into mind controlled enemies, that seems redundant.
I agree with that. My original thought for that is to have a mind control option even when you first start nyx rather then having to wait till you get chaos- an alternative would to have your one be your main mind control ability with a wide base range while 3 buffs active mindcontrolled targets and teleports them to your location while it confuses enemies
20 minutes ago, Vanilla_nuka said:Will there be a cap on how many enemies can be mind controlled? Can you kill off individual enemies, to have better minions like corpus techs, or will deactivating kill all of them?
Because these were spur of the moment concepts i didnt really have any thoughts for abilities like that- perhaps giving her wide scale mind control but giving her an ability that clears out lower tier enemies
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2 minutes ago, Vanilla_nuka said:
auban has two abilities that are complete trash and not worth using, Nyx has 4 useable abilities. She needs more QoL, not becoming an entirely different frame
This-True. I made these concepts cayuse ive heard lots of complaints about nyx's abilities, my lack of good concepts stems from my lack of nyx experience
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5 minutes ago, Vanilla_nuka said:
does the detonation of the mind controlled targets instantly kill them
The resercoir dmg when detonated would recieve a multiplier to ensure enough dmg is dealt to kill mindcontrolled targets and if it doesnt resistances could be shred like with psychic bolts
6 minutes ago, Vanilla_nuka said:and when the damage is distributed to mind controlled targets, what kind of damage will it do
The dmg is automatically put in their reservoir so its not dealt to their health but converted into a multiplier and when detonation happens the reservoir as stated will be multiplied before detonated.
7 minutes ago, Vanilla_nuka said:will it match the element enemies are weak to
I hadn't thought of that before it brings up a good point, honestly i dont know- these concepts are just rough ideas and are not fleshed out fully
8 minutes ago, Vanilla_nuka said:Does it scale with enemy level?
This would be a good option so that she doesnt fall off at the higher levels
In response over all as i stated these are not fleshed out and merely rough concepts i thought up and jotted down in a text document this morning. Most of my concepts are rougher concepts and i use the feedback given to attempt to flesh them out in a way the community finds satisfying and fair. I dont have any real experience with nyx, not as much as i do with vauban and titania so please forgive my concepts if they feel to forward. Normally when i design reworks i dont focus on maintaining the same abilities so much as i do the same overarching theme.
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Just now, (XB1)GearsMatrix301 said:
I mean. That’s what DE plans to do with Vauban. Why can’t other frames get the same treatment? *glares at Revenant*
😂
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2 minutes ago, Vanilla_nuka said:
Might as well make an entirely new frame at that point, your drastically changing pretty much every ability and that will never happen. I wouldnt say what your describing is a rework, you want basically a new frame, but with nyxs body
I guess so- Im no Nyx player myself but i thought i'd try my hand with some ideas, did you like any of it?
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Nyx is amoung the warframes who at this moment i(and many others) feel deserve reworks, amoungst the likes of Titania and Vauban. As such I have written up some rough concepts for a nyx rework and will now share them to you champions of the feedback forums.
Passive-This passive is two parts- the first details some mind control the mechanics and the other is a survival ability that i feel is superior to her current.
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Nyx's finishers and stealth attacks will instead mindcontrol her target- Mindcontrolled enemies work like this
- Attacks enemies of Nyx and allies, takes fire from them and draws aggro
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Any dmg its former allies would do to it will not be applied immediatly and will be stored in a reservoir
- The dmg stored is converted into a dmg multiplier for the mind controlled enemies
- At the end of their duration mind controlled enemies will recieve all stored dmg with a multiplier
- Mind controlled enemies will priorotize attacking non mindcontrolled enemies but if their are none nearby they will attack eachother
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There are 2 options for her part two
- Upon recieving dmg Nyx releases mental images of herself that draw all enemy aggro and ruin away from nyx's location
- A significant portion of dmg Nyx would take is instead sent out to her mindcontrolled slaves
Explanation-
- Giving nyx a unique way to apply her unique effect is an idea i like and as you will see the finishers will synergize with her first ability
- Having the dmg they would take stored away similar to how it is now gives them survival but converting it into bonus dmg will help them be of more use without needing Nyx or allies to fire on them
- Causing them to attack eachother when there are no non mind controlled enemies lets them perpetually ramp up their reservoirs so that there is a guaranteed chance they will die when mindcontrol ends
- For her 2 the 1st idea makes a little more thematic sense while the 2nd idea synergizes well with her mindcontrolled targets, letting her avoid dmg while ramping theirs up passively-
1-1st ability time-Psionic blast- Nyx blasts a target and all nearby enemies within range of them with mental energy, opening them up to finishers for a duration- In addition any finisher done by nyx will cause all enemies affected to take the finisher as well(this could be an augment but it still makes sense to have it as part of the ability so she doesnt have to mindcontrol each one individually.
2-Psychic bolts- I honestly think its pretty okay as it is now- additionally if their are no non mindcontrolled targets within their range they could seek out allies or if none mind controlled enemies to buff
3-Chaos-Mindcontrols all targets in range for a duration- with the mindcontrol changes i think this will work quite nicely though the base duration will have to be lower then finisher created slaves so their is still insentive to using 1-
4-Whoo boy- heres where i really took a bit of liberty-Mind Meld- Nyx rises into the air and begins releasing psychic energy- enemies non mindcontrolled will be forced to target her while she absorbs their dmg and distributes it to mindcontrolled targets-who will automatically focus on enemies closest to Nyx- Any mindcontrolled targets will not end at their prescribed duration timer but will instead stop and detonate only when Mind Meld ends.
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Nyx's finishers and stealth attacks will instead mindcontrol her target- Mindcontrolled enemies work like this
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On 2019-07-27 at 2:42 PM, Wolfchild07 said:
As per the title, (in addition to needing a rework), it would be nice if blink was added to her kit along with all archwings.
As someone who loves titania and plays her constantly as well as believe she needs reworking i can say...NO. Not on titania- firstly razorwing blitz gives her the speed she needs, secondly giving her a blink will be difficult because while it works in open spaces Titania uses razorwing in normal tilesets, not open spaces, blunk would be hard to control and lead to some pain. Not to mention how would you add it in- would it be in place of her current shift tap(which i admit is garbage
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26 minutes ago, Jax_Cavalera said:
Vauban throws the mine (base max mines are 4, affected by pwr strength.. likely tops out at 8 mines)
This was already what i was thinking. all the modes have a different shape- mine is a disk so it would be thrown with frisbee like animation.
26 minutes ago, Jax_Cavalera said:I'm ok with him not having a stealth stealth type mode simply because we have other frames that are good for that work
I agree with that- The stealth mode is not there because he so much as needs it but to fit with the theme of being a tacticale, versatile, engineer, with options for any scenario
26 minutes ago, Jax_Cavalera said:- f the player mods for range and duration, it will have less dmg output and provide really good CC.
- If they mod for dmg and range, it will have decent range and great damage.
- If they mod for dmg and duration, it can be used as uniquely placed CC that completely wipes enemy armor and shields on choke-points in the map
- If they mod for pure dmg, it will have small range and be very lethal.. so you count on having 8 of them vs the normal 4 due to pwr strength synergy.
Precisely what i had intended😍versatility
I added a thought for his 4 idea- I considered the idea of having 4 call a "remote arsenal" pod around him that lets him change his weapons or mods to let him change playstyle mid mission
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14 minutes ago, (PS4)yandelyandel2000 said:
Implementation of the vortex mechanic is good 😀
Thx 🙂
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On 2019-07-28 at 6:34 PM, (PS4)yandelyandel2000 said:
But I don't see a vortex here 😥
Would be even better if Vortex spreads its damage (damage from weapons) to all enemies affected by considering how Bastille and Vortex CCs enemies and causing Vauban go to where they're stuck/immobile
Competes very well with Strangledome+ that whip ability. Although at least with Vortex, allies can shoot enemies without much hinderances.
I have altered the 1st ability with you and others comments in mind- you may like it more now as it focuses on vortex mechanics
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On 2019-07-28 at 1:03 AM, (PS4)yandelyandel2000 said:
MineLayer:
Energy Cost: 25
Shred: Buff scaling of strength (100% at around 170, Buff duration of effect to 8 sec
New Bounce: Grants increased parkour velocity and movement speed when touched, slows down enemies near its radius radius
New Concuss: Decoy mine that lures enemies to it and explodes dealing radiation. Decoy is immediately set on contact with surface.
Trip Laser replaced by Tesla: Charge mechanic is innate, has 3-6 three electrical beams with amount affected by strength up to a cap of 6
Having a fading colored image next to Vauban to tell what mine is switched to
Minelayer is clunky- having four different grenade types makes it so- I like how you've buffed them but it still won't fair well- If your going to have a cycle mechanic it should be 2-3 at max and rather then different abilities have similar effects used in different ways. In my own rework concept for vauban I thought minelayer could be kept but rather then cycling through different grenades they combine several grenade effects and each cycle option changes the deploy method-deploy as grenade, deploy as a mine, deploy as seeker- If you like the idea or need clarification visit my vauban rework concept and see for yourself.
On 2019-07-28 at 1:03 AM, (PS4)yandelyandel2000 said:Enemies affected by Bastille have an eidolon ephemera like siphon around them. For each enemy affected, it grants Vauban a stack of damage reduction up to 75-90%. Possibly 10-20% Damage Reduction per enemy at a certain Strength stat
I like the dmg reduction concept though your idea doesnt touch on vaubans big issue and thats bastilles limited capacity and range- Bastille is a good defensive ability in theory and your add-on gives him the survivability he needs but if you can't pick up hordes of enemies that WILL come at some point it wont work well
On 2019-07-28 at 1:03 AM, (PS4)yandelyandel2000 said:All enemies affected by the Vortex pull take damage/tick damage from any source
Magnetic damage stays the same but will take the status procs of your weapons/mines as the overall elemental/ips damage. All ticks of potential elemental DoT/slash damage are doubled (not affected by power strength)
Enemies not within Vortex take 50% extra damage from DoT instead of double
Wording is a little wierd but what im getting is that shooting into vortex spreads the dmg and status effect throughout enemies affected- good idea if thats what you meant-
On 2019-07-28 at 1:03 AM, (PS4)yandelyandel2000 said:4th (Sentinel, not exalted/channeled):
Energy Cost: 100
If you have secondary equipped Sentinel will take Primary and so forth.
No ammo is used by the Sentinel
Only shoots when Vauban melees/shoot
Not entirely sure what you mean with this- do yo mean you get an additional sentinel with its own mods- Summoning drones is a common conept for vauban but idk how this would work- What is its purpose- DMG? Shield restore? You mention how you think vauban and sentinals go well together and thematically thats true but i really dont understand the purpose behind this ability.
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On 2019-07-28 at 5:02 AM, Enchillado said:
Commentary: Oh boy do we have our favorite sucker here. For the lifespan of this topic, this is the most criticized ability that Nyx has. I've avoided touching it at first since balancing such a thing is a nightmare, but then I realized that I never had any problems with it only because I've only used it for fun. The ability does not do what it supposed to do. But it takes a lot, and we can see that by the major frustration. I'm going to leave this post as it is, for now, because Absorb ideas would take some time to form (not as much as Absorb takes to reach 1/2 power of an ant's fart). There already were some good ideas for that, I could have just absorbed them into this post, but I want to think.
Absorb like other old abilities in the game is clunky in the fast paced environment of the game. While it can be used on top of a defense point to protect it and what not I feel it still deserves changes- perhaps if movement is allowed though only at a running pace- animation change necessary possibly similar to pre operator mode void beam where your hovering in the air- rather then just channeling for bonus dmg- the ability could gain more range for its activation over time and enemy attacks are stored- when the ability ends all enemies within the range will attack only eachother and stored dmg is converted into a dmg multiplier
Rell's Donda
in General
Posted
Now this isn't a big issue but i find it kind of weird that the Donda that you can get doesn't hum. That was like its whole feature in the quest. Its hum helped calm Rell. SO why doesnt it hum when you have it in your orbiter.