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FoxFX

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Posts posted by FoxFX

  1. On 2024-03-05 at 5:36 PM, Farcikle said:

    Hello! First of all, sorry for my poor English. Secondly, yes, I know that it is "armchair game developer moment™️", but I don't really care.
    I have some my own thoughts on this topic:


    1 ability - Mind Control 
    In my opinion it must be the same as it is now, but:
    - affect multiple targets (AoE in some zone near the main target), scales with Strength (quantity of targets) and Range.
    - affected targets (puppets) are not immortal, but they gains armor buff scale with Strength.
    - puppets are buffing Nyx (giving damage resistance? or bullet avoidance like Nyx current passive) and debuffing enemies (reducing their accuracy), if Nyx or enemies staying close to puppets. 


    2 ability - Psychic Bolts
    I think it needs to be removed. I feel like Nyx second ability must be replaced by Wisp second ability, but it is impossible. I don't know what to do about it so let us just skip this one😅 


    3 ability - Chaos
    1) We are adding armor strip here. That's all, folks😀
    OR
    2) Hard for our fps variant: additionally creates stationary spectral agro-generating copies of Nyx, 1 copy for 5(?) affected enemies. The damage dealt to copies are reflects to the nearby enemies. 

    4 ability - Absorb (Reflect basically)
    - After activation Nyx becoming immortal agro-generator, and creates absorbing reflecting orb around her. Nyx can fly in all directions in this state, but can't use weapons. The orb is reflecting all bullets and projectiles back to the enemies increasing their (bullets) damage with Strength affected multiplier, that is also stacks with amount of reflected damage (the longer you are sitting in the orb - the more damage you are dealing). After deactivation the orb rapidly increases it's range (reflecting all bullets to their owners), staggers all enemies around and disappears. 
    - After deactivation of Absorb Reflect the Mind Controlled puppets (old and newly created) are gaining huge damage and speed buff based on total reflected damage. Buff scales with Duration.
    - If we are taking the 2 version of Chaos (with spectral Nyx copies), after deactivation of Absorb all copies explodes with radiation.
    - No increasing of mana consumption for damage reflected.
    - Reflected damage saves original damage type.
    - In my imagination Nyx must fly with Hildryn ult animation, but whatever.

    So that is it. What do you think?

     

    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. On 2024-02-29 at 3:01 PM, Venefik said:

    As for telekinesis: it can be fun, but would ultimately clash with Mag, as she already uses her magnetic powers to grasp, crush and throw her enemies around. Nyx also seems much more inclined towards influencing her enemies rather than actually using telekinesis.

    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.
    UF9bVDJ.png

    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.

     

  3. 3 hours ago, Venefik said:

     I prefer Mind Control to stay in case she ever gets reworked. Multiple controlled units yes but as long as the damage stacking mechanics remain the same (augment “Twin Minds” for two units or something). No more than 3 though, and the ability to refresh MC should be a thing IMO.

    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.

  4. The following critique and suggestions are taken from a PC-player.

    Warframe: Prime Vault - Nyx Prime Pack - Epic Games Store

     

    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*

    Spoiler

    OPTIONAL SUGGESTION:

    • Nyx's passive becomes "Headshots from Nyx causes the enemy to blast an AOE stunning enemies within XX m for X seconds" (Cooldown X seconds per activation)

    REASON

    • The current passive has enemies that target Nyx be less accurate, limitations being that there are a majority of other attacks that do not care about this particular one
    • There technically has not been a Warframe passive that involves headshots, and seeing Nyx's theme as a psychic-based Warframe this passive is a major possibliity

     

    ABILITY 1 {NEW} : CONTROL -> Using a enemy's body as an attack through telekinesis

    Spoiler


    OHPvhFg.gif

    SUGGESTION (CONTROL):

    • Nyx targets an enemy trapping them in a psionic ball of energy to use as a battering slam of telekinetic prowess (One-hand cast)
      • The ball of energy traps and ragdolls the enemy inside
        • It then starts slamming down every second to the ground causing staggering Blast damage to itself and enemies within XX m
      • Base damage of Control is set based on X% of the enemy's Max Health
      • Each hit (even to the trapped enemy inside) increases the slam damage by 50% it's current damage per enemy hit
      • Control seeks out the closed enemy to attack
      • Nyx can hold down the ability to teleport the ball to the reticle's pointed location as a form of telekinesis
        • Doing so produces an instant slam
      • Duration increases the amount of slams Control does
      • Range increases the range of Control's slam radius
      • Strength will have not effect on Control's damage
      • Nyx can target Eximus units, BUT the amount of available slam charges is cut by half
      • Targeting enemies under a confused state cuts the cost of Control by half


    AUGMENT SUGGESTION (NULL CONTROL):

    • Targeting an Eximus grants Nyx a temporary damage reduction bonus

    ALTERNATE AUGMENT SUGGESTION (PYROKINESIS):

    • The ball of energy trapping the enemy is engulfed in flames causing 100% Heat proc

     

    REASON

    • The whole purpose of Mind Control was to make a enemy into a distracting target capable of dealing some damage to foes
      • There are many major factors that hinders how effective the ability serves this purpose
        • Enemy damage cannot scale up to part well with their high-scaling health as you take Nyx into higher levels
        • Not every enemy is the same through their AI and their intended tactics. Some are more defensive taking over and some aren't designed well enough to deal the damage desired
        • Investing ammunition into the controlled target is technically better used to take out enemies even now
    • This suggested ability grants a more in-themed psychic ability through telekinesis
      • can handle multiple enemies at once with some low crowd control with stagger
      • Offers a slight disadvantage with target Eximus but makes an Augment which could reward the use of targeting an Eximus

     

    ABILITY 1 {OPTIONAL} : MIND CONTROL -> Turns the controlled target into a "Discuised Nyx Specter"
     

    Spoiler

    SUGGESTION (MIND CONTROL):

    • Mind Control envelops the target with psychic energy disguising it as a Nyx Specter (think of a more powerful variant of how Chaos has Nyx illusions)
      • This Specter of Mind Control cannot move
      • This Specter of Mind Control fires every X.X per second dealing damage that is based on the controlled target's level
      • This Specter of Mind Control deals IPS damage and maintains damage invulnerability (though all damage absorbed will be dealt to the enemy upon the ability's end)
      • Nyx can reposition the target using the 1st ability by holding down
      • The Specter of Mind Control gains any Eximus ability the controlled target has
      • The Specter of Mind Controls gains additional damage based on any attack received from the enemy but the bonus is diminished over time

    AUGMENT SUGGESTION (PYROKINESIS):

    • The Mind Control target's attacks has a chance to ignite enemies hit by XX%

    AUGMENT SUGGESTION (MIND FREAK):

    • Causes the Specter of Mind Control to lower its fire rate, but damage gained from receiving attacks no longer diminishes over time

    REASON

    • Enemy AI is highly unreliable with many of them prone to seek cover to defend themselves when they are an invulnerable slave to Nyx
      • Pooling and investing damage through attacking the target becomes not worth it due to this
      • There are also a large variety of enemies some too inconsistent in distracting or fighting enemies
    • With this variant as a specter, the attacks are more consistent and guaranteed not just for offensive but for defensive purposes

     

    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

    Spoiler

    SUGGESTION (CHAOS) -> IMMOBILIZE ALL AFFECTED ENEMIES:

    • Add new effect to Chaos immobilizing all enemies affected by Chaos for the duration of the debuff preventing them from moving from their exact spot

     

    AUGMENT SUGGESTION *NEW* (RECKLESS CHAOS) -> PILFERING EFFECT:

    • Enemies first hit by Chaos have a XX% chance to drop an item from their drop table under confusion.
      • Enemies that had their item already dropped from Reckless Chaos cannot have their item dropped again

     

    REASON

    • Current Chaos feels empty as a long-ranged extended Radiation proc without the Damage Bonus effect to it (Which is unecessary since Enemy Health scales much further than the damag they deal)
    • Furthermore: Chaos can be re-activated which questions the purpose of Chaos's current Augment Chaos Sphere
    • Making Chaos immobilize enemies prevents the affected enemies from wandering around making using Nyx in defense-based missions and missions where you NEED to take out enemies more viable
    • The suggestion for Nyx's pilfering-type augment is more thematic that Nyx cast's an illusion on her enemies forcing them to drop their valuables once
      • This inadvertedly gives Nyx an Augment that is more team-supported

     

    ABILITY 4 : ABSORB -> Granting Mobility AND adding a new thing Nyx can absorb: The minds of her enemies

    Spoiler

    jV7XCT8.png
    SUGGESTION (ABSORB) -> ADD EFFECTS FLIGHT AND MIND DRAIN GIMMICK:

    • Add effect to allow Nyx to have free horizontal and vertical flight mobility with an increase 50% Speed boost
    • Each enemy within XX m from Absorb has their own mind drained through Nyx's Absorb
      • Each mind drained causes the enemy to receive double Headshot Damage for XX seconds
      • Each drained enemy adds +XX% of the Weapon Bonus Damage provided from Absorb
      • Each drained enemy reconds XX% of their Health added to Absorb's final blast damage (will not drain same enemy's mind a second time)
    • Increase the base Weapon Damage Duration to 16-seconds


    CAN KEEP ASSIMILATE AS IS

    AUGMENT SUGGESTION (SINGULARITY) -> AMMO STEALING & JAMMING EFFECT:

    • With this Augment, Absorb robs enemy ammunnition granting to Nyx as Omni Ammo
    • Jamms each enemy's stolen ammo for X seconds

     

    REASON

    • Mobility is important in this game, and having the base ability of Absorb stationary is one of the major reasons people prefer Assimilate over it's base form
    • Nyx will mostly work with allies that will kill enemies too wasting the investment with the damage absorbtion gimmick of Absorb
    • The "mind-drain" gimmick is to offer another reason to have base Absorb be mobile in that it allows Nyx to rack up points for both her Absorb blast and the weapon buff
      • This can cut off the time it would take for Nyx to make a reasonable use off Absorb's damage but also for Absorb's weapon buff
    • Increasing the duration of the Weapon damage buff to make it more convenient compared to the base 8-second duration it has.
      • 8-seconds base is too low of a personal weapon buff compared to other Warframes that can buff damage not just to themselves but also to their allies for even a cheaper cost (Rhino's Roar as a prime example)

     

     

    OPTIONAL SUGGESTION: CHAOS GAINS THE DEFENSE REDUCTION BUT NEW 2ND ABILITY: PSY-BLADE

    Spoiler
    tNFzOpN.png
    YhJzlSo.gif
     
    OPTIONAL SUGGESTION FOR 2ND ABILITY: PSY-BLADE
    • Nyx collects psychic energy in one hand forming an energy blade to slice down enemies with a defense-piercing attack
      • Damage can be True Damage ignoring defenses
      • Could also execute enemies with a low-health threshold
      • Damage of Psi-Blade can eb affected by Absorb's Weapon Damage buff and Chaos can allow Bonus Damage as well
      • AUGMENT: Causes the paralysis effect from the wave to remain
      • OPTIONAL AUGMENT IDEA: Psi-Blade becomes Electrokinesis Causing the blade to stun enemeis with 100% Electric Proc

     

    OPTIONAL SUGGESTION FOR CHAOS 3RD WITH PSY-BLADE

    • Nyx's Chaos now causes enemiesunder it to also loose their defenses Armor/Shield while under Chaos

     

     

    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

    1. 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?
    2. 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?
    3. Do you find the capacity of Psychic Bolt hindering ?
    4. Have you witnessed issues where Psychic Bolt won't hit a target you desire or the effect of the armor drain suddentl canceling out?
    5. Would you like Nyx to have the ability to forge a Psychic Blade as an attack?
    6. Do you worry about Chaos affected enemies wandering off too much in Defense-type missions?
    7. Do you want base Absorb to be more mobile?
    8. Do you want Absorb to focus more on the burst-damage aspect or the weapon buff aspect?
    9. Would you prefer Absorb have some gimmick to drain enemy minds feeding into either/both Absorb's burst damage or Weapon Damage?
    10. Do you feel Absorb's weapon damage duration is too short?
    • Like 1
  5. On 2024-01-03 at 1:55 AM, Sojufueled said:

    Banshee's 4 suffers from the Hydroid puddle problem. The game designers don't want it to work the only way you would want it to to actually use it. Since the fundamental function is contrary to the design of the game, it should be shortlisted for a change.

    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.

  6. On 2023-12-26 at 1:15 PM, (PSN)Hsinimod said:

    This is a great thematic idea about the mythos of Banshees AND how sound works!  Banshees are associated with ghostly phasing abilities and sound travels through objects.  Anyone that knows basic science and myth would see how thematic and accurate this idea is!

    The name is crap though! 

    Oscillation should be the name of the ability.  

    Reverberation should be the Augment.  Or Vicious Reverberation.  Or Resonance, Vicious Resonance. 

    I think instead of Slash, it should target weaknesses.  Similarly to Baruuk and Revenant having weakness targeting options.  Sound Resonance can harmonize to physically shatter objects in real life.

    4 does the vibrating thing you mentioned for defense to phase through damage, and destabilizes the enemy with structural damage similar to how sound can shatter objects.  

    Earthquakes are technically soundwaves of such force and magnitude they shake the ground, but thematically for Banshee it doesn't make sense why she'd use a power to shake the ground of the enemy instead of directly shaking the enemy...  if I had vibrational powers to create harmonic frequencies of my enemies, I'd shatter their armor and bones.  I wouldn't bother with shaking space station floors...  

    If 1 and 4 are combined, Sonic Scream should be the name and the animation changed to a simple scream.  

    If wanting four "S" themed abilities:

    Sonic Scream

    Sonar

    Silence

    Static Oscillation 

    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.

  7. On 2023-12-24 at 9:28 AM, Raarsi said:

    This does seem like a bit of a thematic stretch.  I'd personally opt for an ability called Scream that would instead stun enemies for a second or two when they come into a particular range of her and then have their accuracy lowered by 90% or so.  Not only would that be more thematic for a frame named after something known for screaming, but it would also provide both defense for her as well as defensive support for allies and a little bit of CC as the cherry on top.


    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.

  8. This feedback is given by a PC-only player.

     

    maxresdefault.jpg

     

    THE POSITIVE FEEDBACK ON BANSHEE

     

    Overall

    1. Sports one of the most unique abilities to created weak points on enemies to deal more damage
    2. Has one of the unique utilities suppressing sounds while locking down special abilities of enemy units.

    Passive

    1. A decent passive among the ranks

    Sonic Boom

    1. An Augment that strips enemy armor while the base ability knocks down enemies as a quick sustainability option

    Sonar

    1. Helps allies detects enemies and creates new weak points to deal some MASSIVE damage

    Silence

    1. 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

    1. 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

    1. Low-ranged and is a two-handed casting ability

    Sonar

    1. 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

    1. 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

    1. Low damage which quickly falls off
    2. Has high energy cost for the crowd control it offers
    3. The Augment does not merit enough for what it offers
    4. 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.

    1. Increase the range and reduce the cone of Sonic Boom to 25-30 m away, 
    2. Reduce the cone of Sonic Boom to 90 degree cone
    3. Tapping Sonic Boom makes the conical attack, but HOLDING down the ability makes a Sound Quake (the augmented- variant with less range and scale)
      1. Radius of the Sound Quake to 20 m
    4. Staggers enemies for 200 Impact damage for both (Sonic Boom will knockdown, Sound Quake will stagger)
    5. Tapping 1st ability becomes a 1-hand cast, but holding the ability is a 2-hand cast
    6. Augment remains as is
    7. 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.

    1. In this that, Banshee is invulnerable to damage and can run through enemies
    2. 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:
      1. Enemies hit have their weapons temporarily jammed
      2. Robotic/Machinery enemies are disabled temporarily
    3. Each enemy hit offers Banshee an extended duration +X seconds of XX% Damage Reduction
    4. Options on how this is activated:
      1. A dash-like ability that can be steered toward the reticle
      2. A non-controllable dash with high area range
    5. 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?


     

    • Like 1
  9. 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/

  10. 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.

    • Like 1
  11. 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.

  12. On 2023-08-27 at 9:45 PM, Venefik said:

     IMO, there is no way they'll remove Undertow. It is probably his most or second most iconic ability, and it could be pretty fun to use a modernized version of this skill. For example, a solution to this "sacrificing a skill" issue would be to get rid of the charge mechanic and replace it with tap/hold for alternate modes, like Protea's nades. His ult could spawn puddles, costing 50 energy on tap each (or 25 if it no longer captures enemies), with around 15/20s duration. They would behave exactly like now, but would no longer be a channel and would synergize with his other abilities. Hitting a puddle with his 1 could cause it to splash ocean water that corrodes enemy armor and shields, removing % of max on every hit; His 2 could automatically enter a puddle when it contacts one after hold-casting, which would then initiate a channel, making him invulnerable like now, hold-casting his 2 while inside a puddle automatically moves him to the nearest puddle within a certain radius; and his hold-cast ult would then cost 100 energy to summon his pet, and would spawn additional tentacles from any existing puddles, automatically applying pilfering effect (when equipped) to any puddles that added tentacles spawn from. Then he would have a free skill slot. Not to mention how he would now be able to benefit from shooting his own puddles to spread damage to captured enemies, making him a CC frame that can deal pretty good damage.

     And these are just random ideas I just came up with right now without much thought. An updated Undertow could be crazy good and this ability has a lot of potential both for usefulness but also a lot of fun.

     Oh, and his pet should definitely stop flailing enemies around. The tentacles could entangle affected enemies and provide some form of debuff, like a slow, though personally I'd like something a little more creative, like a decrease to affected enemies' damage dealt and the ability to disable enemy skills. Utility debuffs and CC could make him a pretty nice frame to have around, and would probably make him pretty fun to play.

    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.

  13. 1 hour ago, BroDutt said:

    I'm afraid it's just another throwing animation secondary weapon type. With chargeable secondary attack. So unless it has evolution selection like incarnon, it'll just another version of throwing grenade.

    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.

  14.  

    CDN media


    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

    Magic GIF by America's Got Talent
     
    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:
    1. SHACKLE: Disarm enemies in a conical zone and transmute their disarmed weapons into ethereal shackles rooting and disabling them.
    2. 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
    3. 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.
    4. ENLARGE: Stun enemies in a large area while enlarging their heads doubling their size and increasing headshot damage done to them.
    5. 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.
    • Like 4
  15. https://i.imgur.com/Z6fRUKb.png

    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?

  16. 19 hours ago, quxier said:

    Others can Equip Adaptation as well.

     

    19 hours ago, quxier said:

    Yes, but FOR CARRIER USERS another ammo would be useless.

    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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