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NuclearCoffeePot

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Posts posted by NuclearCoffeePot

  1. YOu clearly put a lot off effort into this and i dont like bashing so ill make this short. Its a very nice and thought out rework but it focuses very heavily on his defensive and zone control aspects without adding in any offensive options for more versatility. Sure you have your grenades but to begin with minelayer was a lackluster idea that lacked polished. Im glad you removed what was bad and put emphasis on what was good but its still not enough to compensate for his glaring lack of clearing potential that is already his major weakness and the reason he is so often dragged under the bus. I also saw another comment noting that the carrying of bastille would lead to vauban becoming a christmas tree. The idea of carrying bastille raises its own issues. How do you bring it through a narrow doorway. Wont enemies get stuck on varied terrain and pulled out. I also like the barricade but it doesnt bring much originality to his themes or the game. It seems like a more expensive albeit personizable snowglobe. Some excellent concepts and well thought out abilities to be sure. Keep up the good work and dont let this comment get you down.

  2. 10 minutes ago, Oreades said:

    My only other major concern would be the VFX either way, because people very well might not appriciate having their screens all hazed up with a mobile or stationary cloud that makes it harder for them to see. 

    The dust cloud would be very minimal in its appearance. Probably just floating translucent particle effects with very low hanging mist nothing extreme like a mapwide wukong cloud

     

    11 minutes ago, Oreades said:

    The delay seems unnecessary out side of some technical limitation of the game they should pop out about as fast as they are needed

    The delay I put honestly for balancing cause if they all just immediately reappear here would be no way to kill her without collecting large groups of high dmg enemies which prob still wouldnt work cause she could just spellbind them all

     

    14 minutes ago, Oreades said:

    The big problem there is you can't really control where your Razorflies are. 

    Sooooo a lot of this abilities potential rests in whatever the AI controlling them has decided to go after. The other issue is without active Razorflies it is literally a dead ability and with things like Open world content, the first thing the enemy does before they yeet you out of the air with Anti Archwing weapons is to yeet all of your Razorflies. So they would be going down as fast as you could restock them. Especially if there was a 5:1 conversion on them. 

    So you would need Razorflies up at all times and you would need them to be attacking something worthwhile. 

    This is true- I think it would be better if it was centered around you but If razor flies aren't near you then they are near enemies and since they draw aggro it will always be at least 2 or more so i don't think it'll be a problem cause your razor flies will almost always be with enemies unless there are no enemies in which case no need to use 2. 

     

    16 minutes ago, Oreades said:

    I actually like the fact that they float off a bit, for the most part it isn't an issue unless you are dealing with an uber bullet sponge. I mean giving it a maximum height wouldn't be a deal breaker but I want them to be floatie

    True enough it is fun. The big reason for making these concepts the way we did was to enhance her play not only at normal levels but also at higher levels. And at higher levels there will be a lot of bullet sponges. I'm not saying get rid of floatiness but at least make it so they don't get rocketed away from you when you shoot them. When i say tether i imagine something along the lines of an elastic chord connecting their body to where they were when they got spellbound. They can float away and up but they will stop being pushed at the extent of the tether and will be drifted back if no more force is imparted on them> nevertheless that could also be rather wonkie especially if teammates have explosive weapons. 

    21 minutes ago, Oreades said:

    As long as they keep her bullet jump passive and add in the Razorfly mechanic on top of that then we're golden because I like her current passive. Honestly speaking a method to refresh her razorflies should be a staple of the kit not a fringe benefit like a passive. 

    Completely true

     

    Thanks for your feedback 🙂

     

  3. 7 minutes ago, Phaeronimus said:

    Ofc,without a doubt.Not necessary literal,even though I did constructed it that way,yes.Btw,considering versatility,it should be imperative for its rework,especially since it is generously being implemented in the last few released and/or reworked frames.It shouldn't stop now. 😕

    If you would like i think my own version of a vauban update is more versatile. Ive done several iterations but my most recent feels like the best ideas so far. Check it out at your leasure

  4. 18 minutes ago, Jax_Cavalera said:

    Regarding Vauban Bastille, If you use the repelling bastille augment power strength matters very little since it pushes everything it couldn't freeze away. As you may remember it originally had no limit on how many enemies you could freeze in it till that got a nerf. It's difficult to strike a balance with a powerful CC ability like that and sadly limiting the number of enemies it can hold just ruined his kit as it made power strength a wasted point of focus for anyone trying to max out on his 3 and 4's potential.

    Vortex also has great synergy with this ability, where it has no cap and power strength on both is just a waste of mod points... wasn't always this way, back when there was no bastille limit, his 4th could deal some real dmg with power strength. As we've seen more and more open areas, with more and more ability immune mobs... combined with that bastille limit.. power strength has become an issue. His abilities are at best average CC and certainly any killing being done will be from your weapons.

    The real parts of his kit that are utterly useless would be his 1 and 2.  I will add that like most warframes, vauban's abilities are becoming quickly useless against the corpus where every 2nd enemy is now walking around with some form of nullifier bubble.

    So regarding his 1st ability, switchables are clunky, you often wind up throwing the wrong thing out when the pressure is on coz it's hard to quickly spam it. I like your approach though for making it an offensive type ability. If it can work better with bastille that would be ideal, something like: drains enemy shields => armor => hp (starts at shields and works to hp once none of the others are left).


    With all that being said and done here's where I've kind of landed at:

    1. Savage Drain - At a rate of X%/s drains enemy shields -> then armor -> and finally their HP for X duration.
      • Enemies under the influence of Bastille have X% of drained shields, armor and hp transferred to Vauban and allies standing inside the range of Bastille
    2. Bastille - Increased base ability range by 3x the current one so players can push points into pwr strength for better overall kit synergy
    3. Vortex - No change
    4. Reinforcements - as described in OP (really like this idea and believe with those changes his entire kit becomes more useful)

     

    Thanks for the feedback. Im glad you liked some of my ideas and i will take your comment into account when i next update this concept. I was wondering what you though of the idea of making other abilities gain bonus range while inside bastille. It came from another concept i had which did nothing but change the 2 and made tesla more like arc traps, as well as add that feature. The 2 would cause a damage instance to all enemies currently within teh range of your traps so the idea was to synergize by using the enhanced range insisde bastille to overlap multiple trap radius's and proc multiple damage- What do you think of that concept?

    • Like 1
  5. I've already made several posts on Vauban's abilities and proposed several concepts, all of them didn't quite feel complete though so i'm trying again with this rough concept that's shaping in my mind. Feel free to criticize and give me any ideas on how you think it should be fleshed out. Don't get huffy about what i put though, its annoying.

    p-

    1-Mine-layer i believe to be a poorly implemented take on a cool concept- the idea of cycling between options for each situation is pretty unique to Vauban(shut up Khora) and id love to see it implemented in a better way. To that end i propose to you 2 different takes on that cycling idea

    1. take 1-augmented firepower- Augmented firepower allows Vauban to cycle between the 4 base elemental mods. On activation he and all allies will receive status chance and bonus damage of that elemental type-  the bonus damage is of course affected by power strength but i think the status chance should be based on a static number that increases per level. This is because with the augment i propose Vauban could combine 2 of the elemental mods in his orbiter, reducing the options to three and giving him a more specialized elemental type. If he could boost status chance incredibly high it might get a wee bit crazy but in the end that's up to DE.
    2. take 2-Rather then argue about which grenades to keep and what should be a mine or a grenade i propose a throw-able device with three modes. Grenade mode, Mine mode, and seeker mode
      1. In mine mode the device sticks tosurfaces and lies inactive until an enemy comes within range. Upon activation the mine will begin pulling enemies within range into its epicenter much like vortex while draining their shields, and armor and adds it as bonus damage to the vortex. attacking the vortex will send an electric shock to enemies in its grasp- the mines base range is higher then the grenade though its initial damage is lower
      2. In grenade mode the device is thrown like one of Vauban's classic softballs. upon landing at a location it activates dragging in nearby enemies and swiftly draining shields and armor before detonating, shredding the max armor and shields of enemies caught in the blast- the drain will increase the shred effect
      3. I feel this option isn't required but i like it nonetheless. In seeker mode your grenade will be thrown lightly and activate upon hitting a surface- it will then seek out the nearest enemy, prioratizing heavy enemies- THe seeker will stick itself to its target and drain health and shields for a minimum duration- the seeker only detonates if there are nearby enemies so if there are none it will continue to drain. When the seekers host comes near another enemy the seeker activates releasing a multi target electric shock that arcs between targets, the drained shields increase the status chance and damage of the shock

    Alternatively this could be replaced by an ability that cycles through elemental types. Activating gives you and nearby allies that elemental type plus status chance. With augment you can combine the elemental mods in orbiter to create things like viral or corrosive for your team. This works individually as a balls basic buff but with a coordinated squad you can fill in gaps in weapon modding 

    2-Bolster- Vauban releases nanomachines into the environment around him, causing allies to gain a magnetic shield that repells a percentage of enemy attacks at rank one, gives their firearms bonus velocity and damage at rank 2, and applies a long range loot vacuum to them at rank 3

     

    3-Bastille- It's Bastille- with a higher base enemy cap or even no cap at all. Vauban's Bastille as is, is quite low and even if you full mod for range you sacrifice the power needed to pick up large groups of enemies. Vaubans mine and bolster will gain significantly more range while inside Bastille- 

    4-I played around with this idea in my head and eventually decided screw it, i like it, its cool, and it fits with the theme i wanted this kit to play around, versatility. Hence for your reading pleasure- Reinforcements-Designed to play to the needs of his team reinforcements provides Vauban with a sort of augmentation- in order to avoid stigma over multiple cycle abilities in a single kit the type of reinforcement you can call will be decided before the battle. Or else when you press the binding for 4 you will be able to select it from a menu without having to cycle like normal. There are three types of reinforcements that allow Vauban to fit three different roles at his discretion-

    1. Available at Reinforcements first level is guardian- Provides Vauban with bonus personal defenses as well as two osprey like sentinels that boost nearby allies armor and shields-
    2. At Reinforcement level 2 Blitz becomes available- Centered around offensive play Blitz increases Vauban's movement and attack speed while 2 jackal like drones follow at his heels- these jackals shock the closest target with a high status chance before attacking normally in melee
    3. At Reinforcements final level Tactical becomes available- Tactical gives Vauban more usage in missions like spy- The sound of all weapon fire and death  screams within a certain radius of him is muted and enemies more then 15 meters away cannot see him- this increases to 25 while he is bullet jumping however. Each one of Vauban's allies will be followed by a small drone that increases their crit chance and finisher damage.

    Reinforcements is a bit of a weird ability so i doubt it will be liked by many of you. It is a pretty far departure from what Vauban has been for much of his existance, a softball dispenser. An additional thought is that upon calling reinforcements vauban will be enclosed in an invinvible capsule of sorts. WIthin the capsule he can pick his reinforcements as well as modify his currently active kit. THis gives him even greater versatility as he can switch up his weapons and mods if he wants to change his playstyle or if he's leveling equipment he can switch to another when hes finished leveling. It promotes the idea of vauban as an efficient and versatile frame.

    Edit-As someone suggested Reinforcements could call down capsules and then you could select one to activate it and recast it later to bring remaining capsules to your location- its an interesting thought- If Reinforcements also gives him the ability to change weapons and mods then he would have to create preset options for each capsule so that this idea could work.

    • Like 2
  6. On 2019-07-27 at 12:45 PM, Phaeronimus said:

    "As he grew older, Vauban took an increasingly broad view of his role; his fortifications were designed for mutual support, so he built or planned infrastructure, including roads, bridges and canals."

    So with this in mind and your "logical thinking" Vauban my aswell be Bob the builder frame,right? Give me a break..

    I agree with your criticism of their criticism but if you look at that quote you could take it as vauban being more versatile and technical. capable of filling multiple roles based on what his team needs, not literally building bridges

    • Like 1
  7. 8 minutes ago, (PS4)yandelyandel2000 said:

    Damn he really needs this much work? lol

    All are nice ideas, but three cycling abilities are bit too much imo. 1 enough to me. Maybe it would work for PC but for console, thats a nightmare. 

    Maybe combining MineLayer with your Sentinel assemble with similar damage, like one deals radiation (concuss) or high fire rate one deals corrosive (shred). All these damages would work better if they were AoE to simulate the blast of the mine. Bounce would be the movement one I guess. Having healing is better than the triplaser. Left with 2 cycle abilities and a missing one. 

    Are the Sentinels Lesser in stats than the upgraded Sentinels we have now? They die fairly quickly past a certain lvl or in the void in one shot. Same concern for Talos.

    Maybe Increase the DR for Talons when held and that it also gives it to all other robotics 

    With Masterwork I think the summon could be removed considering you have Talos already and especially because it seems to requires a gravimag or whatever its called/playing archwing. Since in my suggestion you'll have a missing ability- add Bastille as his 1 maybe. Then you'll be left with one cycled ability. Also maybe considering that you added the word "Generator" to Bastille maybe it can generate something?

    I think the Passive could be moved into the generator of Bastille and his current passive could stay the same 

    Do you think Vortex should be be changed? One of my main gripes  is that Vortex doesn't spread its damage to enemies not within the Vortex itself, so some enemies could just be stuck by its pull. And if Vortex had more range to encompass the range of Bastille, I think it would to make him much more viable. 

     

     

    Even vaubans current cycle feels unnecessary. And im a pc player. To many cycles and while i like sticking with the grenades his minelayer honestly sucks. I'd rather have several grenades combined into one with several effects. 

  8. 1 minute ago, zhellon said:

    It seems to me that protection from status and control is sufficient for this ability. But I would prefer protection from all AOE attacks.

    While that would be nice in the concept rework, damage while in razor wing will be redirected towards your razor flies and if by aoe "abilities" you mean things like arson waves then yes i agree. If anything the wave is more annoying as Titania because it doesn't knock you down it knocks you up to the fking ceiling.

  9. 1 minute ago, zhellon said:

    Speed is useless in combat if you know how to use dodge. Most of the time you fight, you still move slowly. There's an augment for everything else. 

    True enough. I didnt think that through

  10. Im so happy im getting feedback from all of you. I dearly hope we can flesh these concepts out enough that even DE may notice it. Prob just a pipe dream tho

  11. 51 minutes ago, Grav_Starstrider said:

    I think these are some pretty neat ideas! It would definitely be nice if there was a smidge more interplay between her different abilities, and having 2 CC moves whose only difference is one-time aoe CC (and ally status cleanse) vs duration-based CC and damage, does feel a bit redundant. My suggestions would be that I think it'd be nice if her 1 automatically self-applied to Titania. After all, it's not like it's a mass heal or invulnerability, it only prevents Titania from suffering status procs, and it'd help encourage Titanias to be good teammates by casting it on things other than herself, like allies and enemies. Folding Lantern into either a new Razorfly ability, or into Spellbind, which it already resembles, would be nice, since as I already mentioned, they feel really redundant.

    Thanks for the feedback. Ill take your comment into account and see if i can turn your concepts into a more fleshe d out version of this concept. I always consult some of my more experienced warframe peers before making changes to the concepts.

  12. 6 hours ago, Xydeth said:

    i always thought titanias kit should interact more with her razorwings, even outside of her 4 but hey, the buffs are pretty great too....not. i hope its not just me who finds that one absolutely lackluster and uncreative but even that aside titania needs a lot more changes than vacuum on her 4 and some comfort on her lantern....

    To you my good sir. I have edited my original post with some changes and better ideas. I believe the use of razorflies may be more to your liking with these changes

  13. 3 hours ago, zhellon said:

    I'm only interested in archwing in Titania because it the only one who's unique to her. Everything else you can get using other warframes. That's common logic. You can use Oberon's land, which is better than her 1 ability. You can use nidus 2 because it copes better with Lathern. You can use revenant slaves because they are better at distracting enemies. You can use Wisp because it gives the best buffs. Just think of what is truly unique. Pet system? If you follow the butterflies, you will see that they are no different from ordinary Pets.

    I just realized way to late that Titania is the only warframe who can summon 6 drones to her side- her razor flies are completely unique- khora may have a kavat but she came after and kavats aren't unique- putting more emphasis on her razorflies certainly preserves her uniqueness doesnt it?

  14. 20 hours ago, Naneel said:

    Good idea and would make a lot of players happy as this was suggested more then once in the developer thread. Like your friend I would also go for the 2nd variant, as this is what they currently do. But I think 1 Razorfly per kill is too much, except you have a low max.and I wouldn't make a passive generation, on kill is good enough.

    They would be perfectly fine with Beast-Mods, as these are melee only.

    I think tethering would be the only needed change, the rest of the Ability is good. Maybe a bit more Range.

    I like the synergy, sounds like a good way to create a lantern without giving it a seperate skill and with modded Razorflies this would actually deal damage.

    Either the disarm is just a chance or has a short duration otherwise it would be to good. A good way to get buffs, if these will now be useful ^^

     

    For the beast mods it would be a little wierd. Since every razorfly counts as a companion then with scavenger every razorfly has a 90% chance to open locked lockers which while not inherently game breaking would be a little wierd(being insects and all)Fetch would also be out of the question. Not to mention all the status beast mods are rare and i agree several beast mods would work very well.

  15. 24 minutes ago, zhellon said:

    Well, I've had a lot of suggestions about this for a long time. How to make Pixie and Dex Diwata having archwings weapons with special reinforcement, until they have Titania in hands. Razorwing give the opportunity to use all of the archwing weapons and give another ability that allows you to increase the damage to the archwing weapons. But this sentence has faced a ton of negativity, so I just want the push of a button to activate flight, and the hold of a button to Dex Pixia and Diwata. This way it will be possible to use other weapons, but if you want to use Dex Pixia in razorwing, in principle, nothing will change for you. This is a minor change, given that Titania is already physically able to use conventional weapons in razorwing, I once watched this because of a bug.

     It is true that it will change nothing in principle. Yeah ive seen the bug and had it done to me to. It wasnt fully functional though. It only gave one clip and the range was all out of whack

  16. Just now, zhellon said:

    Comparing Hildryn and Titania is like comparing a helicopter and a supersonic fighter. Of course, I'm waiting for the other archwing implementation of the frame, but if another frame will get a chance to use their weapons or other equipment, then Titania will be in not a very favourable position. Not good. I want to have a choice. It's a simple thing, but it changes the gameplay a lot.

    Indeed. Im sorry ive gotten a bit worked up over your response. Partly because in my personal opinion if you let Titania use other weapons in Razorwing its like taking away part of her character. Its not just the flight its her dex pixia as well that make up her feel

  17. 41 minutes ago, zhellon said:

    I'm only interested in archwing in Titania because it the only one who's unique to her. Everything else you can get using other warframes. That's common logic. You can use Oberon's land, which is better than her 1 ability. You can use nidus 2 because it copes better with Lathern. You can use revenant slaves because they are better at distracting enemies. You can use Wisp because it gives the best buffs. Just think of what is truly unique. Pet system? If you follow the butterflies, you will see that they are no different from ordinary Pets.

    Aye i agree with that. Every time new frames are released their abilities will be better at doing something then another frame. Nidus's 2 is just a better vortex. revenant thralls are better nyx slaves, etc etc. Titanias razorwing is the most original part about her. But even Hildryn has flight and wisps invisibility gives her better air evasion. I think its kind of sad. I would love to see titania get more love which is why i put this post up in the first place. I know some of the things wont make her the best at something but in the end the point isnt to make her the best. Just wanted to make her better at what she's already supposed to have. Creative cc, buffs, butterflys

  18. 11 minutes ago, zhellon said:

    200 LVL is the ceiling for Dex Pixia. Pox + Ferox can 500 levels without much problem. I'm not saying Dex Pixia is bad, I'm saying it's not necessary when it comes to the multitude of mobs you can pull with help, Lathern for example. Just people never talks about razorwing as archwing mode. The people says razorwing as razorfly and Dex Pixia. I believe that archwing should be separately, but people simply not listen to. In the end, Dax Pixia will be a simple restriction in which you cannot use the system archwing because the mobs are just immune to your damage from Dex Pixia or Dex Pixia is simply not effective. 

    Hence why the rework concept i have talked about here gies you an opportunity to buff it. If the buffs scale on enemy level it could easily help her. Also why not just use your weapons as normal. With this rework you can ignore damage by building razorfly's for tank and letting them absorb as much damage as possible while you use your lovely weapons

    I do understand where you are coming from though and i dont wish to argue. Thank you for your feedback

  19. 16 minutes ago, zhellon said:

    Unfortunately nothing new. There is no synergy of abilities. razor fly as a passive ability is good, but there is no micro-control over them, so there may be problems. And no one thinks about the fact that razorwing can be better if you give the opportunity to use other weapons. Corny, Rubico no spends energy and is more accurate, while causing much more damage than Dex Pixia. That being said, you limit builds to 10% strength because you'll have to completely give up razorwing, which I consider a big problem and missed opportunities for Titania. 

    You all write as one:

    You don't see any problem because you don't take Titania on difficult missions, but for some reason passing easy missions you think razorwing is OK and he just needs better 1-3 abilities. But just run some tests. Lots of tests. You will realize that some weapons are already far superior to the Dex Pixia, no matter how much power you have. Personally, I need a button. Just a button that will allow me to use conventional weapons because I want to use its archwing concept and be effective instead of suffering trying to kill opponents one by one.

    And Yes, just think of Titania as a tank on evasion. Your world is gonna change, because all of her kit somehow has the mechanics, which typically use tanks in other MMOs.

    The point of this was not to make titania superior. Yeah i know shes a good tank. Notice the razorfly's absorb dmg and can be made tanky to help augment that playstyle option. I understand your desire to use normal weapons in Razorwing mode. The point of these concepts was to take the abilities that are already basically useless and replace them to be useful in some sense. Her three could become a focus of her kit with this because you can create a cc zone that can continuously buff you making your dex pixia better and i have played hard missions with titania. Please consider that razorwing blitz helps her a lot. By focusing your warframe mods on tanking and using your one to cc enemies and increase the usefullness of dex pixia you can absolutely survive and conquer high level missions

  20. 45 minutes ago, Naneel said:

    Good idea and would make a lot of players happy as this was suggested more then once in the developer thread. Like your friend I would also go for the 2nd variant, as this is what they currently do. But I think 1 Razorfly per kill is too much, except you have a low max.and I wouldn't make a passive generation, on kill is good enough.

    They would be perfectly fine with Beast-Mods, as these are melee only.

    I think tethering would be the only needed change, the rest of the Ability is good. Maybe a bit more Range.

    I like the synergy, sounds like a good way to create a lantern without giving it a seperate skill and with modded Razorflies this would actually deal damage.

    Either the disarm is just a chance or has a short duration otherwise it would be to good. A good way to get buffs, if these will now be useful ^^

     

    Thanks for the positive feedback 🙂 I'm glad you liked the concepts.

     

  21. 9 minutes ago, krc473 said:

    So, remove his main CC? If you stuck “only one” as a sacrifice for using the augment maybe. But this really isn’t a sensible change to the base ability. This change will basically require a different third ability. There is very little use damaging enemies inside traps when they are so limited in number. You would get three traps, likely with some overlap. You are not going to get great coverage - perhaps that is the idea? But I thought the point in this was to help compensate for not being a nuke frame. This might be fine depending on the stats - if we want high range, we have to sacrifice damage. If the base stats are high enough, maybe we don’t need to increase range by as much (allows for higher strength).

     

    The mine ability seems like an okay idea. But again, it depends on the stats.

    Generally people think they want something, but we get it and it is terrible. A lot of suggestions about Vauban seem to limit him to be used primarily in defence style missions. The problem with that (I see it in your suggestions too) is that he is far less useful than other frames. CC will never match nuking, so this is to be expected. 

    Yet again thank you for your feedback. You are clearly a caring member of the community and i would love if we could continue conversing on this topic and others like it. I myself have not made out precise numbers. I'm more of a concept buff then a stat nut and i would appreciate if you could assist me in determining the stat balance of this concept and others like it in future 🙂

     

  22. 18 minutes ago, Rathalio said:

    I conviced that Vauban 3 & 4 shoud not really change a lot. His rework should be focused on his 1 which is actually too weak for any usage and his 2. Your idea for his 1st ability anyway I would say that could be great. Then the main issue I have with actual Vauban and his second ability it's that you never really have the time to setup this and so that's unefficient. One of the concepts I like the most for that was turning traps into grenades with a better AoE and maybe one of these could deal some damages based on enemy total health etc.

    I think you are changing too much what Vauban is. That's why I do not really agree with your concept.

    I replied to krc473 with an alternative rework that i think you would also like, please look at it

  23. 22 minutes ago, krc473 said:

    This suggestion seems like it leaves Vauban basically as irrelevant as he is now. In some cases, my issue might be the lack of stats provided, it is hard to judge damage boosting skills when no stats are provided.

    1. This ability just seems pointless. 
    2. The augment for Bastille is not a good idea. You can spam them and cover a whole room. This could completely prevent enemy fire.
    3. Seems mediocre. But it’s hard to tell without stats. I am not sure if it really makes up for the lack of damage. Having a damage ability is not the same as being able to nuke.
    4. I would rather keep the current Fourth. I see very little value in restoring shields. The other two options are marginally better, but I do think Vortex is a better ability.

    Thank you for your criticism- I did not leave in exact stats(mty bad) but for 1 and 3 please consider this- his passive increases the damage he deals to enemies effected by status and cc effects so once his electricity from his one procs it's damage increases to the target and with its augment it can deal additional damage to large crowds- it does seem mediocre but take into account its a first ability- as for his 3 it triggers in the entire radius of his bastille so if the range is improved for bastille it can kill at least all trash mobs inside it while stripping any heavy enemies of their shields and armor(that was the intent, my apologies for the poor wording)- You are correct with the bastille ability however this can be fixed by allowing only one to be active at a time- also it wont stop attacks from enemies already inside bastilles range that cant be picked up so spamming them wont particularly work and if you did spam them they would be picked up anyway and it wouldnt matter. I am aware that vortex is nice and I mainly picked the 4 because I liked the Idea and so many people have been clamoring to give him drones or turrets and I felt giving him the ability to choose augmentations for his teams situation fit with his theme better then vortex. However I see your point and I think keeping vortex could work just as well-It is kept in one of mny other vaubaan concepts so i propose to you the alternative version of a vauban rework.

    1-a deployable mine- upon enemy proximity it actiates and drains shields and armor by percentage and adds it to its damage( which is triggered as an aoe)- thus allowing it to work even in higher levels as a descent source of damage and defense shred

    2-stays bastille- only one can be active and it has an increased base range- in addition any other traps like 1 or vortex will recieve bonus range while in its vicinity-

    3- the same detonation idea- deals damage inside the full radius of all his traps

    4-vortex

    This idea may be more to your liking-because the range of your other traps increases inside bastille vortex can suck up more enemies and the defense shredding trap can effect large groups- since the damage from the 3 will overlap for every trap having vortex and several mines inside bastilles radius will allow you to teal several instances of the threes damage even as enemies in that area have their defences removed by the traps-

  24. I think we can all be clear that Titania is a god given gift. That is her 4 and 1 are at least generous gifts. The rest are more like gag gifts. Her 1 is her most useful ability aside from her 4 and her other 2 abilities are pretty garbage- So I have devised some potentially good rework options for my sweet little main. 

    Passive- Her bullet jump is pretty useful it basically gives you and your team a free mobilize- nonetheless I would like if we could have something more like this-

    Titania gains a stack every time she kills an enemy. 5 stacks equals 1 dormant razorfly. When a razorfly diesit will be replaced at the cost of 5 stacks 

    Razor flies would also now be modable using the beast mods-

    1-Titania's spellbind is her most useful base ability and as such I wouldn't change it much- however the enemies effected should be tethered in place rather then free floating and since you normally don't build range on Titania it should be a static range.- for people who want spell bind to remain floaty i propose this- spellbound enemies will be clumped together and float tethered to each other so they don't spread out and any damage to this clump will be spread through out

    2-as for Titania's two, it will cause an instance of damage around yourself and spellbound or lanterned enemies(using this ability will turn spellbound enemies into lanterns)- Razorflies will also latch on to the heaviest nearby enemy and detonate shredding its armor, and dealing dmg to it and nearby enemies

    Lantern mechanics- The entire tethered clump will turn into lantern with increasing stats based on the number of enemies- The clump will remain still untill all nearby enemies are dead and then move to the highest concentration of enemies nearby-At the end of its duration or when spellbind is recast on it the lantern will detonate.

    An alternative version of Titania's two could function as such- summons razorflies to you no matter your mode- Razorflies act like normal targeting nearby enemies- recasting razorfly while targeting an enemy will cause razorflies to cancel their current actions and teleport to your location instantaneously before simultaneously attacking the target- If the target is a spellbound enemy(clump of enemies) the clump will be turned into a lantern and the razorflies will attack enemies nearby it- following it till its duration at which point they return to you restoring halph the stacks consumed to activate them.

    3-Fairy Dust- Titania creates an aoe cloud centered around her location. The cloud slows enemy action and movement speed. All enemies inside the cloud will also be marked with an icon for what buff they have. Killing enemies will diffuse the buff into the cloud allowing it to be applied to allies in range. Buffs include damage, attack speed, bonus health/dmg to companions, and increased ammo- casting Titania's 2 in Fairy Dust switches the damage to corrosive and procs it throughout the whole cloud, consuming the cloud. Buffs do last after the cloud has dissipated. Fairy dust has a static minimum range. 

    Reasons for buffs-

    Dmg and attack speed are obvious

    Companion buff would increase razorfly effectiveness 

    Increased magazine size would help Titania's dex- currently they run out fast and you have to stop and let it regen or else fire in short stuttered bursts

    4-Remains razor-wing. When a razor fly dies they will be replaced after a few seconds by any passive razorfly stacks. Improvements to Razorwing mode would be made- Dex Pixia hit box is wonky for close range enemies and Diwata is just bad. The buffs let you increase your effectiveness but some alterations should be made. I would like if while in razorfly titania coud perform some interactions such as activating life support, or carrying datamass/power cells at a cost of speed and your dex pixia use- This might not be necessary if Fairy dust also picks up enemies since you could plop it down and then interact but if its the slowing version you would need this change so you dont have to exit your method of survival in order to activate life support or whatever else you need.

    If you like the ideas or have any constructive criticism feel free to comment.

     

     

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