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FoxFX

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  1. Having Mind Control allow controlling multiple targets would be a more broken version of Revenant's 1st ability. People already will cling to Psychic Bolts so it is extremely unlikely that ability would change, but having the Psychic Blade idea as a replacement might be a manageable alternative
  2. Along with the Nyx critique, I might be tackling Limbo a bit but with a critique on his playstyle and his current abilities.
  3. Well for Mag, her kit concentrates on Shield disruptions, collecting enemies in one place through Magnetize and Pull. In the description of Psychic Bolt, Nyx uses telekinesis to guide the Psychic Bolts. While not to the same degree, it should be possible for Nyx to use telekinesis on other things. The whole concept of Nyx is that she is the psychic-themed Warframe.
  4. I will update the OP with an optional Mind Control that might be more consistent with the current version.
  5. IF there were a possibility to keep Mind Control, there is one possible, but stretchy solution to have one single Mind Control target that would not be a useless one. MIND CONTROL TARGETS ARE "DISGUISED" AS NYX Mind Control would envelop the target with energy disguising the victim to look like Nyx The "Disguised Nyx" would take a portion of the Enemy's Health stat as damage shooting a nearby enemy each 0.5-seconds Mind Control no longer has a 4-second window to empower it, but now has any instance of damage absorbed store it as bonus damage to it's attack However, the bonus gained will diminish over time [MIND FREAK AUGMENT]: Has a chance for attacks from controlled target to register as Head shot damage I did not bring this one up because I felt this idea would either be seen as out-of-themed or unnecessary.
  6. The following critique and suggestions are taken from a PC-player. THE CORE PROBLEM WITH NYX Nyx's abilities rely heavily on the offensive capabilities of her enemies. With Mind Control, with all the damage and ammo you invest, we cannot rely much on the consistency of the AI. Also, the damage a mind-controlled target can deal in general pales in comparison to the effective HP enemies have as Nyx is put in higher level content. With Absorb, enemies would be either dish out insignificant amount of damage to warrant a stationary burst counter attack. Psychic Bolt can be buggy at times, however it is understandable to have a homing defense strip to have a capacity. Chaos feels empty as a crowd control ability, and confusion might cause some defense missions to take more time as enemies could wander too far. A PROPOSED SOLUTION FOR NYX There are multiple ways to design Nyx's theme of using enemies in some way not limited to using their attacks The concept and theme of psychic powers have a much broader applications and capabilities that Nyx could exploit not limited to just controlling enemy minds. For what I have to suggest: Only Nyx's 1st ability Mind Control can changed drastically into something new. There is a way to keep the other 3 abilities IF they are tweaked around in what they potentially do. PASSIVE: An offensive and defensive passive *OPTIONAL* ABILITY 1 {NEW} : CONTROL -> Using a enemy's body as an attack through telekinesis ABILITY 1 {OPTIONAL} : MIND CONTROL -> Turns the controlled target into a "Discuised Nyx Specter" ABILITY 2 : PSYCHIC BOLTS -> Can remain as is, but check below for an alternative 2nd and 3rd Ability option ABILITY 3 : CHAOS -> Handing wandering enemies and changing the Augment ABILITY 4 : ABSORB -> Granting Mobility AND adding a new thing Nyx can absorb: The minds of her enemies OPTIONAL SUGGESTION: CHAOS GAINS THE DEFENSE REDUCTION BUT NEW 2ND ABILITY: PSY-BLADE FINAL NOTES The concept of a psychic-themed Warframe has a huge variety of applications to consider: telekinesis, electro/pyro kinesis, mind draining capabilities, and more. Nyx's reliance on enemy attacks to make best use of her abilities is not as effective as other Warframes that can do the same; As shown in the suggestions there are other ways to design Nyx "using her enemies." QUESTIONS FOR READERS Do you feel that Nyx should truly have the ability to Mind Control more than one enemy, or do you feel that might be a bit too much having an invulnerable army of enemies? What are your thoughts on giving Nyx the ability to use telekinesis to use an enemy's body as a weapon over using a mind controlled AI? Do you find the capacity of Psychic Bolt hindering ? Have you witnessed issues where Psychic Bolt won't hit a target you desire or the effect of the armor drain suddentl canceling out? Would you like Nyx to have the ability to forge a Psychic Blade as an attack? Do you worry about Chaos affected enemies wandering off too much in Defense-type missions? Do you want base Absorb to be more mobile? Do you want Absorb to focus more on the burst-damage aspect or the weapon buff aspect? Would you prefer Absorb have some gimmick to drain enemy minds feeding into either/both Absorb's burst damage or Weapon Damage? Do you feel Absorb's weapon damage duration is too short?
  7. Another true point. Any thoughts on having its augmented form to be combined with Sonic Boom (Banshee's 1st)? The thought was to have that ability and Sound Quake (Banshee's 4th) combined into one. Much like how Zephyr's 1st and past 2nd were combined.
  8. My naming senses are a swing and miss... I've also been thinking about switching over the abilities so that "Sonic Scream" is the 4th and "Statis Oscillation" being the 1st. In all honesty, the merged abilities can be either slot as long as the scale of them makes sense.
  9. I would've done so to, but the thing I see is this: Sonic Boom and Sound Quake are already damage+Stun abilities. The major difference between them is one is cheaper and has an Augment that strips armor. A defensive option I would've suggested is to have Banshee's Sonar offer her Shield Regen per enemy detected, but Sonar is already bloated with the whole damage vulnerability perk.
  10. Considering Sonic Boom's Augment is an Armor Reduction ability already, we will keep with that and change the 4th's Augment for Destabilize.
  11. This feedback is given by a PC-only player. THE POSITIVE FEEDBACK ON BANSHEE Overall Sports one of the most unique abilities to created weak points on enemies to deal more damage Has one of the unique utilities suppressing sounds while locking down special abilities of enemy units. Passive A decent passive among the ranks Sonic Boom An Augment that strips enemy armor while the base ability knocks down enemies as a quick sustainability option Sonar Helps allies detects enemies and creates new weak points to deal some MASSIVE damage Silence Noise Reduction causes some crowd control, but the real gift comes with it's ability to lock down the special abilities of enemies THE NEGATIVE FEEDBACK ON BANSHEE Overall She does lack in the defensive category which will require careful execution to avoid damage, but that is a trade-off for the huge damage potential she can offer Sonic Boom Low-ranged and is a two-handed casting ability Sonar Unless you have the augment, you will require to recast it more frequently to get the most out of it. A trade-off since constant casting of this ability exposes more areas Silence Many have requested this ability to be re-castable which I understand why. However with the aura-gimmick, low-range builds could take advantage of its stun especially for Savage Silence. Sound Quake Low damage which quickly falls off Has high energy cost for the crowd control it offers The Augment does not merit enough for what it offers Serves a similar function to Sonic Boom, but with a larger scale SUGGESTION #1: MERGE SOUND QUAKE INTO SONIC BOOM The following suggestion is a similar rework that was done to the likes of Excalibur and Zephyr in past reworks. One of their abilities merged with their 1st abilities giving them more room to add a new and better option. Increase the range and reduce the cone of Sonic Boom to 25-30 m away, Reduce the cone of Sonic Boom to 90 degree cone Tapping Sonic Boom makes the conical attack, but HOLDING down the ability makes a Sound Quake (the augmented- variant with less range and scale) Radius of the Sound Quake to 20 m Staggers enemies for 200 Impact damage for both (Sonic Boom will knockdown, Sound Quake will stagger) Tapping 1st ability becomes a 1-hand cast, but holding the ability is a 2-hand cast Augment remains as is Animation: Make Banshee actually scream a sonic boom in front of her instead of slamming down the floor SUGGESTION #2: NEW 4TH ABILITY: [DESTABILIZE] A suggested new 4th and flashy ability that would match with the whole mythos of a banshee while keeping her vibration/sound gimmick. Offers a defensive bonus and crowd control. ABILITY 4: DESTABILIZE Banshee utilizes the full extent of her sonic powers vibrating her body the point she can vibrate through enemies and their attacks. A ghost/banshee-like state. In this that, Banshee is invulnerable to damage and can run through enemies Each enemy that Banshee goes through are hit with high Blast Damage (bonus damage for enemies under Sonar) with 600% status chance and the following: Enemies hit have their weapons temporarily jammed Robotic/Machinery enemies are disabled temporarily Each enemy hit offers Banshee an extended duration +X seconds of XX% Damage Reduction Options on how this is activated: A dash-like ability that can be steered toward the reticle A non-controllable dash with high area range Augment [Vicious Oscillation]: Enemies hit by Destabilize are also hit with Slash proc at 100% chance. THOUGHTS ON SONAR AND SILENCE I've had conversation with players that wanted how Sonar and Silence activates to be switched. Meaning that Sonar does not become recastable, but Silence does. Where Sonar would pulse like an actual sonar and follow Banshee like an aura while Silence can be recasted allowing free stun and having some indicator showing who are the silenced enemies. Honestly, I feel that right now, with the way Banshee's Resonance augment and Savage Silence augment, that kind of an idea would not truly work out to well right now. They are fine in what they offer Banshee and team mates right now. Although the sonar-like behavior would be an welcoming idea if more warm up to it. Thoughts on the idea of merging Sound Quake into Sonic Boom? Thoughts on the "vibrating body" suggestion which was originally to make Banshee more "banshee-like" while maintaining her sound/vibration gimmick?
  12. The next part of my article is going to be talking about the current gameplay in terms of Energy recovery. Over these past few updates, Trinity's role of support was not only been overshadowed by better recovery options but also by better Energy regeneration options. I'm going to work on enlisting other roles Trinity can benefit in the future/
  13. I mentioned in the past how slow and clanky Trinity can be due to one solid reason: All of Trinity's abilities causes her to stand still until her casting animations are complete Link could have the ability to not have this issue IF it could be a toggle ability. As in: toggling the ability on/off to have Trinity link herself to enemies or not in the cost of Energy drainage. I stress how Warframe is a faster-paced multiplayer game, and having some ease of movement or at most 2 of Trinity's abilities could help her out. Though, I fear her standing as a support-type Warframe is being circumvented more and more.
  14. After this Whispers in the Walls update, there is indeed room for a not only other Tome weapons, but possibly other ways to design a Tome-Based Warframe. I've wanted to think about a Warframe that even throws down symbols like Runes or even the Tenno language at enemies with unique effects attached to them. I might be revising this concept a bit more since there is not a lot of feedback on this thread.
  15. The weapon drops soon. I will update the article once we get a full-on detail of the Tome/Grimoire weapon in this upcoming patch.
  16. According to the recent Devstream, Undertow is going to be removed. I have thought thoroughly about it and for the sake of the gameplay and their targeted concept of Warframes, it seems to be the most plausible choice now. Undertow was slowing Hydroid down. Of course it was unique and provided invulnerability, but that was not enough at the end. For what it did, other Warframes were capable of surpassing nor meet its intended purpose in both combat and as a defensive tool. Now as for its replacement and the new plans Hydroid has going for it: I am reserved on the decision. Corrosive-focused. Not entirely what I expected, but I understood that the majority favor the augment. I can consider the new changes as a compromise to the community, but will need to actually see the rework deployed to say any further.
  17. I had been thinking about adding a new passive option that hosts offering some sort of bonus based on the current Energy the Grimoire Warframe has, but I have yet to find one that would work out consistently. In the meantime, I have been looking up older Warframe mods like Energy Channel as some inspiration for better passives.
  18. The options of different types of Grimoire is still available. Laser-firing ones, electric chaining, flame throwers, (can't believe I am saying this one) tentacles.. All we got a taste of was the first of its kind. Some even thought the nun-chucks and the Heavy Scythes would only have one of its kind. The options are there, just need to wait and see.
  19. SYNOPSIS The recent Tennocon has revealed a new Warfram weapon type: Grimoire. This opens up the potential of a future Warframe that can focus on the particular weapon and possible reality-bending gimmicks in the game. The Warframe concept in question doesn't have to make it an Exalted-focus like Messa/Excalibur, nor have it be focused on weapon mods like Khora/Atlas. If anything, I want to suggest a Grimoire-Warframe with a similar weapon passive like Garuda has (When Garuda has no weapon equipped, she can use her own Garuda Talons) where if this Warframe does not have a secondary equipped, it can use its signature Grimoire. GAMEPLAY FOCUS CONCEPT - REALITY WARPING The main idea I am going for is a Grimoire Warframe focusing on the concept of transmutation on enemies and their resources and also focusing on other Energy-based boons. POSSIBLE NAMES CIRCE MERLIN MEDEA ATLANTES Holstering a tome of forbidden knowledge, unlock the pages of an arcane power. Disrupt the laws of matter and reality. PASSIVE #1 Sacred Tome When no Secondary Weapon is selected in the Arsenal Slot, [Sacred Tome] becomes available as an exclusive secondary weapon that can be modified separately for combat. PASSIVE #2 Forbidden Knowledge Each enemy killed within Affinity range grants X Energy to the Warframe. This bonus is further increased if enemies are killed by [Sacred Tome]. ABILITY #1 - INQUIRY: Target a single enemy dealing 10% it's maximum health as damage. Based on the target selected, gain Faction Damage boon to all allies in range based on the faction of the selected enemy studied on. ABILITY #2 - WARP: Target a location on the ground to instantly teleport X enemies nearby to the targeted location causing temporary lethargy. ABILITY #3 - BARRIER: Create a large hovering frontal barrier of a mystic nature that reorients itself to the player's direction. The barrier blocks enemy ranged and melee attacks. Ranged attacks shot through the barrier are transmuted gaining XXX Multishot. (Tap) For frontal barrier (Hold) For stationary and wider barrier https://imgur.com/ZpuTmVqGif of multishot barrier ABILITY #4 - RITUAL: (Channeling) Place down and channel a stationary circle of archaic energy. Enemies of low health are instantly killed and sacrificed in its vicinity. Each enemy killed in the circle have a 50% chance to re-roll drop additional loot. Failed chances instead causes the dead body to transform into small energy beasts seeking nearby enemies igniting them with Heat damage. OTHER ABILITY OPTIONS: SHACKLE: Disarm enemies in a conical zone and transmute their disarmed weapons into ethereal shackles rooting and disabling them. HEX: Enemies are marked with a curse causing them to receive damage for each 1 m they travel dealing a random Status Proc with XXX% Chance SHAPESHIFT: Morph into a melee-version of an Infested/Corpus/Grineer with increased speed and damage while also reducing damage from enemies of the same faction. ENLARGE: Stun enemies in a large area while enlarging their heads doubling their size and increasing headshot damage done to them. SWELL: Enlarge yourself or an ally slightly increasing their size increasing their Max Health, Armor, and Max Shields further while offering Health Regeneration. Grant increased Melee bonuses to the enlarged ally.
  20. With the Tennocon confirming Hydroid's rework AND the confirmation that a new ability is coming with it, I can now assume that one of Hydroid's abilities needs to be sacrificed for this new incoming one. Out of the current roster of abilities Hydroid has, my take on which one is going to go has to be Undertow. The stationary and slow-mobility it has goes completely against the design philosophy behind this game's current gameplay. At best, some parts of it could mesh and be combined into Tidal Surge for free-moving. What are your thoughts now the announcement for Hydroid?
  21. Understandable, but so can be said for Prime Sure Footed with Atlas or Valkyr's passive, Equilibrium with Equinox, Energy-Mods with Hildryn or Lavos, Noise Reduction Mods with Banshee. I get the want to support the majority or the meta, but there is still room and flexibility to expand to other avenues. It's all a question of how fun and/or functional it can be.
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