Jump to content

Azchenon

PC Member
  • Posts

    51
  • Joined

  • Last visited

Reputation

32

Recent Profile Visitors

254 profile views
  1. yeah ok, thats great ! amazing concept again
  2. Absolutely excellent concept, I love it especially the passive which I find very clever. I should mention that some effects like buring or rad procs actively destroy corpses, which might be bad tho I'm not sure I understand exactly how the 1 functions. Spawning the Ghostly light seems difficult and slow, let alone growing it if the required kills are also lantern kills ?
  3. Reworking Loki is difficult, as his abilities have remained mostly untouched for a very long time. His identity as trickster/illusionist is very hard to translate into the horde shooter that Warframe has become : with less of a focus on stealth and movement and more on DPS and room clear capabilities, Loki's old abilities do not allow him to thrive. Loki's state in the meta is often brought up in discussions and most people agree that a rework is needed to bring him up to modern standards. However, as Triburos explained in his recent(ish) video on the topic, reworking Loki is quite the conundrum : turning him into a room clearer DPS to top the damage charts would most likely ruin his identity and what makes him fun ; the option to make him a support could lead to something interesting but seems a bit far fetched, and the third (which i agree with Trib, would be the best) option to revisit aspects of the game to make CC relevant again would take an enormous amount of time and is more likely to leave a majority frustrated than the opposite. Despite all of this, I believe I have come up with a reasonable rework for Loki, that supports his identity, gimmicks, and play style while adding ever so slightly to it, for the true trickster assassin fantasy. This rework is also, as I always try to do : - in typical DE fashion, ie trying to not completely change the abilities/concept - aiming to make the entire kit cohesive and useful for a better feel of agency, and in this case, of mind games. For this rework to shine at it's fullest, a requirement that I once again pull out of Triburos's video is to reverse overguard, making it more effective against damage frames and leaving it vulnerable to CC. This change will likely never happen however, so when thinking on the impact of the rework, taking this into account is optional. With each change, I will explain in detail how it should impact gameplay. PROPOSED CHANGES passive old passive : stays in game, removing it would be too much effort for nothing New passive : Loki's finishers are 50% faster. Loki's headshot multiplier is 50% greater on disarmed enemies. Finished on disarmed enemies deal 50% more damage (final multiplicative). This first change sets the pace as I am making Loki centered around two different playstyles : accurate shooting and finisher assassination. These can complement each other nicely thematically and in gameplay. These unique multipliers allow Loki to bring out some unexpected, more classical weapons to the fight. I am also introducing disarming as Loki's central mechanic, with which he will interact uniquely in his kit. 1: decoy New effect : Enemies that shoot the Decoy are Disarmed for 12 seconds (affected by duration). Decoy's aggro pull was made stronger : decoy will no draw fire from enemies who already had a target. This change makes Decoy a much more reliable CC and setup tool, while also increasing its effectiveness. Dante Unbound has made Decoy Tankier ; this change allows it to survive even longer as enemies won't be shooting it for very long. It will be used in tandem with Switch Teleport and Radial Disarm to make an area safer for Loki. 2: Invisibility Duration extended from 12 to 24 seconds at max rank. While Invisibility is active, Loki may pass through units with alerting them.Removed the piss colour filter while Invisibility is active. Invisibly is a very functional ability that does not need much outside of some quality of life, provided here. It is probably Loki's best tool as of now, as it provides great survivability. 3: Switch Teleport Can no longer be cast on allied players (can still be cast on allied drones, specters, etc). New effect : if the target is an enemy, it becomes susceptible to friendly fire damage and all enemies that were aggroed on Loki on the cast of switch teleport become now aggroed solely on the target for 5 seconds. New cast mode : Hold cast to always switch positions with your Decoy if you have one, regardless of whether or not it is in line of sight. New effect : Loki gains 60% evasion (affected by strength) for 5 seconds after using Switch Teleport. Switch teleport now has a cast time of 0.1s instead of 0.5s, and the distortion effect on cast is significantly reduced. Switch TP gets the most changes because it's probably the weakest ability in Loki's current kit. It achieves nothing, being a situational movement ability, providing trolling options, a drone cheese on the Plains of Eidolon, affecting a single target, the list goes on. These changes aim to make switch teleport a more useful and usable tool, one to swiftly come in action. A scenario where this ability is used will be provided at the end of the post. Basically, Switch teleport allows Loki to buy time to cast his other abilities, be they 2 or a 4, and gap close in a group of enemies for finishers, or swap with your Decoy to return tl a group of enemies who are now disarmed, that Loki czn easily shoot in the head with great effectiveness. 4: Radial Disarm Range slightly increased to a 25m radius up from 20m. Now opens enemies to finishers for 12 seconds. This change is what makes it all make sense. Here's a combat scenario : A squad of enemies spots Loki out of invisibility and starts shooting him, immediately, Loki uses switch teleport on one of the enemies, who is mowed down by its friends. Loki, now in the middle of the group, uses the diversion to enter stealth and cast radial disarm. With his increased move speed (since Dante Unbound), finisher speed, and finisher damage on disarmed enemies, he makes quick work of his foes. Here's another scenario, this time with Loki starting in stealth : Loki spots a group of enemies approaching and deploys his clone in front of them. The clone draws aggro, and in seconds the enemies are all disarmed. Loki TPs in, pulls out his guns and goes for headshots.for increased damage. To conclude, the new approach to gameplay with this Loki is a careful but easy setup, with swift execution that his abilities make safe and efficient. Could this rework... Work in game ?
  4. What happened to the Warframe Profile videos on YouTube ? You know, the ones where Lotus presents each of the war frames ? They weren't the best source of information but they were cool And we haven't gotten a new one since Gyre (I've early 2022), leaving Styanax, Voruna, Citrine, Kullervo, Dagath, Qorvex and now Dante without one. Are they discontinued or just forgotten about ?
  5. In this game where you're always moving at super high speeds, suddenly having to stop and I'm super precisely to use an ability feels really meh especially when that ability is slow to cast. Specifically, this feels meh because unlike shooting guns, where ailing and clicking are basically the same motion on PC, for abilities you have to let go of half your keys to press the ability while still trying your best to move, and aiming properly. Worst offenders in my opinion are : Mag's magnetise, Ash's TP and Loki's Switch TP, Nyx's mind control. Please help me find them all in comments Other games, notably Overwatch, fix this issue by having a visual indicator on viable targets that also comes with a forgiveness area : you can aim a bit to the side and the ability will still work (especially for faraway targets as the area is of constant size on the screen). In Warframe, this solution would cause some visual clutter in high density missions, but would work if the game only shows you the indicator if the target is somewhat close to your reticle. Could we get this change ? It would be very significant for some frames/abilities that feel really meh at the moment.
  6. This is all amazing and I love all of it Yes please put this in game
  7. Passive : Valkan reforges ammo to fit whichever gun she has equipped and as such gains 10% ammo mutation 1: Melt : Valkan summons supreme heat, dealing heat damage and stripping armor to all enemies in a cone. 2: Sharpened blades : Valkan modifies her bullets and melee weapons to buff her weapons with additional slash damage and status chance, as well as follow through and punch through for a duration. 3: Living Furnace : Valkan's core reaches high temperatures, draining energy to progressively shed her armor in favor of movement speed and parkour speed, up to a cap. While in this state, enemies in melee range will spontaneously burst in flames, taking heat damage based on the armor lost, and Melt(1) gains 50% final efficiency. 4: Eruption : Valkan's core erupts in molten metal, dealing heat damage around her. The metal then solidifies in an protecting orb that blocks incoming projectiles. If living furnace (3) is active, the shield deals heat damage to enemies that touch it and grants Valkan bonus heat damage to her weapons. Lasts for a set duration. (Inspired by @MaxTunnerX's comment)
  8. Hi all, In my recent Vauban rework, I proposed a new selection system for his 2. I realize that this system could be extended to all cycle abilities in the game, and deserves its own post. This new system could provide great QoL for a lot of warframes by making it easier to access abilities that you otherwise wouldn't bother cycling to. However, I believe it might be a bit heavy for controller players. Also, it might be a bit confusing in spammy situations. Here's how it works : Instead of tapping to cycle, and holding to cast : Tapping the cycle ability changes your 1/2/3/4 abilities to the various options of the ability. Which button corresponds to which ability is shown on a hud element similar to Lavos' or Voruna's. Tapping 1/2/3/4 in this state casts the corresponding ability, expends the energy associated with it and returns your abilities to normal. While selecting from your options, holding the key of the cycle ability also returns your abilities normal. Normal abilities are locked out during selection. For Frames whose cycle abilities have only 3 options (Wisp/Xaku), the selection buttons are 1/2/3. 4 remains inaccessible during selection. Affected Warframes : 1/2/3/4 mode : Vauban, Ivara, Chroma(?), Titania 1/2/3 mode: Wisp, Xaku, Khora For Controller users, I especially worry because this is already the system to select an ability baseline, which might make for a lot of presses after a while. For keyboard users like myself tho, this would make the abilities more comfortable to use. What do you think ? Should this be in the game?
  9. Nova is a versatile warframe who can hold her own in a vast variety of situations and content. Her interaction with duration and strength (including negative) mods allows intersting build variety. However, she is not without her issues. Despite not being in as bad a state as, say, Caliban, she still could use a buff to make her kit more cohesive, stremlined, and more fluid. Specifically, while her 1 and 4 are pretty much perfect versions of themselves, her passive is lackluster, her 2 is the Go-To subsume slot, and her 3 can feel a bit finnicky and has some anti-synergy with the way she is built. This rework aims to fix those issues by reworking Nova's 2, 3 and passive into abilities with the same goal, but with better scaling, QoL, as well as better supporting her role as a self sufficient and explosive weapons platform. Let's start with the 3 : Wormhole. Wormhole is a very potent movement ability. While playing Nova, I have found it a lot more obtrusive than other movement abilities like Vial Rush, Mach Rush, or even Wil-O-Wisp. Also, it has the issue of being Nova's only ability where going negative range is bad. The range becomes too short to justify the cost, which kinda sucks. I also find that the charge-based mechanic is a bit annoying and inconsistent. Lastly, I would like to make this ability do more on its own, give it more use cases and make it open up more gameplans. I have two separate ways to change this ability. The first is almost strictly a numbers buff, the second is a more advanced overhaul that keeps the portal and the core function of the ability, but with a twist in how it is used for more fluidity. First way to rework Wormhole : - Base cast speed increased - Hold down 3 to instantly traverse the portal when it appears, regardless of the direction you were moving in. - Range is now unaffected by mod and will now always be 50 meters. This is more than enough to make the ability good. The second version makes it a bit different but hopefully more engaging, cooler, etc : Second way to rework Wormhole : - Wormhole may be activated in one of two ways : Tap 3 to activate/Tap again to deactivate ; Hold 3 to activate/Release to deactivate (Think of it like Wisp's 2). The difference between the two is that the held version causes Nova to traverse the portal instantly. - While activated, Nova becomes invulnerable and the player assumes control over the arrival point of the portal. - While controlling the arrival point of the portal, the player may move in all three dimensions at a fixed, high speed with no acceleration. - Deactivating places the arrival point at the players current location. The portal is created at Nova's location when activating. The arrival point forms another portal, facing whichever direction the player was facing when deactivating. The portals are connected, entering one will teleport you 1 meter in front of the other, with your momentum upon entrance, in the direction the portal is facing. - (Optional) Energy cost changed from 75E to a rapid rate, something like 12E/s. This drain is affected by duration and efficiency, as always. This fixes the range problem and makes it more fluid, like, a lot. It also lets you do the Rhino drop from the New War cinematic. In either case : (for both versions) - Now collect all items within a Vacuum range of the trajectory when traversing the portal. - Now knock all enemies down within 5 meter distance of the trajectory when traversing the portal. - Portal lifetime is now stricty duration based with no charges restriction, it lasts 10 seconds unmodded at rank 30. - Portals can still be traversed by bullets and allied NPCs. This, however, will not cause the new sweeping knockdown. Wormhole is now a fluid ability that allows for crowd control, is no longer impeded by negative range, and allows for even more versatility. Let us now turn our attention to Nova's 2 : Antimatter Drop. Antimatter drop started out as one of the weirdest, but also one of the most powerful abilities in the game. At the time, dealing 200K damage in an area of effect was simply unheard of. Since then however, power creep for both warframes and enemies has left the ability outclassed by other damage options, such as "pseudo-exalts", or options that are more reliable, and smoother to apply, such as Protea's turrets (which can deal comparable amounts of damage with way less setup). Overall, Antimatter Drop feels clunky and slow, and the reward, while good at lower levels, is often not worth the investment there ; and it is insufficient at higher levels. Not all is bad however. From a design perspective, I especially like that the fact that the explosion radius is unaffected by range, thus preventing an anti-synergy with narrow-minded, and the idea of pushing single-target weapons to the next level by allowing them to deal damage in a large AoE. The goal is to make the ability more fluid and allowing it to scale better in higher levels, while amplifyig the "Single Target turns into AoE" fantasy. Changes to Antimatter Drop : - The Orb now follows Nova around, similar to Mirage's Prism Guard, instead of being a slow moving projectile. It now lasts for a duration of 17 seconds unmodded at rank 30. - The Orb stores all damage inflicted by Nova's primary and secondary weapons to enemy units, including critical hits and headshot multipliers, as well as ability buffs, but not damage over time effects. Damage is counted ONCE per bullet : damage dealt with punch through, as well as beam chain damage, is NOT counted. Explosion damage is NOT counted. (If a weapon as a direct hit and an explosion, the direct hit will count, but the explosion will not.) - Absorbed damage caps at 100 000, and is converted to radiation. The 8* multiplier is removed. Enemy damage no longer counts towards charging the orb. Base Orb damage stays the same. - Once the duration ends, or when the player decides to reactivate the ability, the orb shoots forward at a relatively high speed, comparable to that of a Grimoire Primary fire projectile. - The orb detonates on impact with anything, dealing the stored damage to all enemies in 15 meters + 1m per active Null Star. - While the player Aims/Scopes in the direction of the orb, it stops moving. If the player successfully shoots the orb with their primary/secondary weapon, the orb becomes unstable and collapses at its current location after 0.25 seconds, exploding and dealing damage in a wide area. - Damage dealt is : 100% of stored damage * ability strength * (1/1000) * Damage recieved by the final shot on the orb, with the possibility to critically strike and always counting as a headshot. A well built Kuva Chakkhurr can easily deal over 15 000 damage on a headshot crit. Assuming an ability strength of 100%, the damage stored would be mutiplied by 15( = 15 000 / 1000) before being applied in an AoE. (I wanted to say this to justify the 1/1000 which may look strange by itslef). - AoE radius is : 15m + 1m per active Null Star. Nova can room clear now. Antimatter drop is now way less obtrusive to use, deals excellent damage in a very large radius, and even complements Nova's antimatter/quantum physics theme (with the detail that the orb stops moving when you look aim at it, haha electrons) Finally, lets look at Nova's passive. Currently, it is an AoE shockwave of a 6 meter radius dealing 250 blast damage with no scaling whatsoever upon getting knocked down. This is quite underwhelming. Primed sure footed eliminates both this passive and the need for it. The radius is unworkable, and so is the damage. On top of that, Revenant has a better version of this passive, triggering on shield break and with a very slightly better range (I won't comment on the damage, as it is negligeable in either case). I am more than happy to leave the passive to Revenant, because he doesn't need a buff at all. Lets now change Nova's passive into something that fits her role. New passive : "Unstable Charge" Upon completing a reload, Nova emits a shockwave that deals 250 blast damage and knocks down all enemies within a radius of 6 + (3*Reload Speed) meters. The longer the reload, the bigger the AoE. Reload speed is counted in seconds. For the Kuva Chakkhurr, the radius becomes 15.9 meters, which is reasonably big. Results! Wormhole is more fluid, applies crowd control and collects items. Antimatter drop now properly scales at high levels and is less obtrusive in gameplay. Nova now has a passive that reliably applies crowd control. What do you all think ? Is this good enough to make knightmare frame call Nova broken ? Let me know ! (pablo please notice me)
  10. Vauban is the warframe with the highest meme potential in the entire game. Sadly though, memes don’t work when you want to do anything beyond level 50. Especially when memes require enemies to be vulnerable to crowd control, which is less and less the case as time goes on. Overguard killed many a warframe’s entire gameplan, and Vauban probably suffered the most from it. The introduction of eximus units has put his lack of energy sustain, survivability and (to a lesser extent) damage scaling in the spotlight. On top of that, the current trend is solo mode, where you can’t really count on allies to provide either the energy sustain or the protection. With all of this, Vauban has fallen largely behind and been mocked many times by Brozime and other content creators. I firmly believe that memes and gimmicks have their place in warframe, but I also think that the current performance of Vauban at higher levels hinders his power fantasy. I believe I have found an interesting way to rework him : completely changing two of his mines and giving him a new ability to replace Photon Strike (which was a HELLA COOL ability, but too expensive, unpractical, and overall overshadowed by Flechette orb’s better damage output). I will now present my rework to you. Any feedback you may have on it will be greatly appreciated ! PROPOSED CHANGES : Passive : Unchanged It’s simple and effective. Nice 1 : Tesla Nevros : Charge mechanic removed : Vauban now always deploys all 4 rollers after a brief juggling animation. Explosion damage increased to 1500 electric in a 6m radius up from 150 electric in a 6m radius. Explosion status chance increased to 100 % fixed, up from 50 % affected by strength. (no longer affected by strength) This is just to make the cast smoother and so that the damage numbers don’t look pathetic. « Token » damage (damage numbers too low to make anything out of them and with no scaling) is something I find very frustrating in warframe’s ability design.. (I am aware that the damage increase will not change Tesla Nevros’ (in)ability to kill stuff above level 50. The status buff is the bigger thing here, especially with a specific minelayer change.) 2 : Minelayer : Here come bigger changes. 3 orbs revisited and a new, smoother orb selection system ? Flechette orb : Unchanged ! It’s great, deals great damage, scales well, just perfect. If I had to change it I’d up the fire rate. Overdriver : I find the way it currently works very underwhelming compared to the otherwise very gimmick based nature of Vauban. That said, the effect is good. → Overdriver now expands into a small tower on the first surface it hits. Any ally that enters a small radius (5m) around the tower gets the buff, which they retain for 15 seconds (affected by duration) after exiting the area. Just to give it more spice that just stick a ball on someone (or better yet, accidentally sticking it on your 1..) Tether Coil : REMOVED. (Sorry Grineer chandelier fans :( I am one of you. There was just no way to make it work with my other goals in mind) To replace Tether Coil : ANTENNA. Vauban throws a mine that sticks to the first surface it comes in contact with and deploys a small antenna. The antenna does nothing by itself : things have to be happening around it : Everytime an enemy is damaged by the AoE tick of an electricity proc from ANY source within a 20 meter radius around the antenna (with NO Line of sight requirement), it dispenses a mote that replenishes 10 energy. Radius is affected by range, energy/mote is affected by strength but cannot go under 5. The motes are exactly the same as the ones generated by the Emergence Dissipate Arcane, and they share properties. Lastly, Vector pad : REMOVED as well. A relic of a bygone era, it wasn’t even that good for memes:( To replace vector pad : Photon Barrier : Throws an orb that attaches to the first warframe that touches it. Once attached, it deploys a photonic shield that absorbs all projectiles. For the first 5 seconds (unaffected by duration) after deployment, the barrier is invulnerable and stores all incoming damage. After this the barrier gains health equal to : (at Rank 30) 200 % of the target’s Health and Armor + 3 times the total absorbed damage. Absorbed damage multiplier is affected by strength. The barrier takes all projectile damage and 50 % (affected by strength up to 90%) of explosion damage, and disappears once it’s health is depleted. While the barrier is up, it’s recipient is immune to heat, cold, toxin and electricity status effects. NEW MINE SELECTION SYSTEM (OPTIONAL, PLEASE GIVE FEEDBACK) I personally highly dislike abilities that require to cycle through various options. It might be that my keyboard is bad, but I find it very uncomfortable, and slow. In an attempt to make mine selection smoother, I present to you : the new and optional minelayer mine selection system. Tapping 2 causes Vauban to begin his juggling animation and replaces all your abilities with one of the mines. Tapping the corresponding key then deploys the mine, and returns your abilities to normal. Hold 2 to cancel the selection. → For instance, the mines could be : Press 2 then 1 for the Photon Barrier Press 2 then 2 for the Flechette Orb Press 2 then 3 for the Overdriver Tower Press 2 then 4 for the Antenna. I just don’t like holding my ability buttons (again, my keyboard may be bad). I would, however, suggest that controller user stay on the old system, because the base ability selection system already resembles this one, and the overlap might be too confusing. That’s it for Minelayer. We mostly fixed the survivability and energy economy, while contributing to Vauban’s theme of a combat engineer. 3 : Photon Strike : REMOVED as stated earlier. Photon Strike, although it is objectively THE coolest ability in the ENTIRE GAME, falls behind because of : Its price (75 energy) The fact that all the damage comes in a single burst instead of lingering like flechette orb Generally being overshadowed by Flechette orb in terms of damage and area control Having a meh damage type (Blast, which has a meh effect and meh damage type bonuses) Having meh scaling (well it does scale off of enemy level, but arguably not strongly enough). For those reasons, I suggest reworking Photon Strike into an entirely new ability that complements Vauban’s theme and gameplan. Introducing : 3 : EMP Grenade : (75 Energy) (at rank 30) Tosses a ball that sticks to the first surface it hits and emits a pulse in a 15 meter radius around it, disabling : - All Traps : Includes cameras, turrets, laser doors, arc traps, etc - 60% of Overguard from enemies in the area - All enemy abilities : includes eximus abilities, as well as heavy gunner shockwaves, etc These remain disabled for 6 seconds. Radius affected by range, duration affected by duration. Overguard strip is affected by strength. A neat utility tool that enables Vauban’s area crowd control while staying in his theme. It’s not as cool as Photon Strike. I know. I’m sorry :( It’s still cool tho Photon strike also has an augment : Photon Repeater With this rework, it is revamped to suit EMP Grenade : Brainwash Wavelength : (Augment Mod for EMP Grenade) : (at rank 3) Enemies within the pulse radius have a 100 % chance to start attacking their allies instead of Vauban for the duration of the effect. 4 : Bastille/Vortex : I find Bastille really cool, but it could have more use cases, especially with the prevalence of grouping abilities in recent times. It needs a way to compete with Vortex, and for this, I propose : - Bastille Armor buff removed. - While they stand in Bastille’s area, allies with a Photon Barrier have its health rapidly replenishing at a rate of 70 health per second (affected by strength). Photon Barrier health may not exceed its initial max value. On top of that : Armor strip rate increased to 20 %/second at rank 30. On top of that : Base target cap increased to 24 (affected by strength) up from 12 (affected by strength) No changes to Vortex. It’s fine as it is. That concludes this rework of Vauban. I always try to keep a reasonable scope for these, as Warframe reworks are always reluctant to completely change warframe kits. This one is one of the bigger ones though. In this case, I am also worried about the removal of the meme factor in favor of a more streamlined and up to modern standard kit and effects. Still, I’m happy that I didn’t turn Vauban into yet another guns platform and rather hopefully made him into a successful caster. Feedback is not only welcome, it is necessary and much appreciated ; especially when it comes to the mine selection system. With all of this said, have a good one and I’ll see you on my next rework.
  11. That has never bothered me while playing Harrow, because Harrow is not supposed to be channelling Thurible as his main damage tool.
  12. Yeah I agree on both of these, they would make a lot of sense too ! Ooh good point I didn't realize Ah yeah that makes sense :') Thanks :)
  13. Caliban is very often cited when it comes to which frames need a rework. However, I found while playing him that his kit doesn't have too many problems. The problems that I found, however, are quite bad. In my opinion, both Sentient Wrath(2) and Fusion Strike(4) are perfectly functional abilities, although small numbers buffs wouldn't hurt. Lethal Progeny(3), however, is expensive while underwhelming in both damage and impact, and Razor Gyre(1) is utterly useless beyond level 10 (I found myself incapable of killing enemies in the first zone of regular sanctuary onslaught with it). Also, his passive is a worse adaptation that doesn't stack with adaptation, which is just bad... The goal of any Caliban rework should be, in my opinion, to justify the use of Razor Gyre while fixing all the caveats in his kit. The rework should also be reasonable in scale. The goal here is indeed to give a reason for Razor Gyre not to be an auto-helminth passed level 10. Now let's review the actual problems with this ability, with help from the wiki ! :D - Razor Gyre deals 500 slash DPS at rank 30. This is affected by strength, and you can hold click to progressively increase the DPS at the cost of an increased drain. - There is no other way than strength to increase Razor Gyre's DPS. It is not a "pseudo-exalt" unlike similar slash-dealing auras (hello Gara). - Razor Gyre is the only ability IN THE ENTIRE GAME that blocks the user from collecting items, including energy/health orbs. (Unless you count being in Limbo's rift.) This makes it the only ability in which you CANNOT REPLENISH ENERGY IN ANY WAY other than having a personnal Trinity player just for you, as it is also a channeled ability, stopping all energy regeneration over time effects (such as Wellspring, energy siphon, energy nexus, the Rift Plane, etc). Nb : Interestingly, the wiki notes Arcane energize as one way to replenish energy during Razor Gyre, even tho it acknoledges that it forbids the collection of energy orbs : Orokin Void Death Orb's energy restores, Rage, Hunter Adrenaline, Spellbound Harvest, and Arcane Energize can still replenish Caliban's energy during Razor Gyre. Energy Orbs and Emergence Dissipate's Energy Motes will not be collected by Caliban during Razor Gyre. Also note the fact that Caliban, being a non prime frame, cannot benefit from Void Death Orbs, etc.... Let's continue listing off the BS : - Razor Gyre forbids Caliban from jumping, running, using weapons, and perfoming maneuvers - The energy problems mean the "Hold to increase damage" is not sustainable at all as the stacked damage is lost on deactivation - Razor Gyre blocks the use of Lethal Progeny and Fusion Strike (We could keep going, but this is already too long). In order to rework Caliban into a state where his kit is acceptable, here are the necessary changes : Step 1 : QoL Fixes - Razor Gyre no longer prevents item collection. - Razor Gyre now allows jump, double jump, and sprint. - Lethal Progeny Conculysts are now faster, have increased attack speed, and their AI is improved (please provide feedback on how to do that, this is too wide of a topic for me) - Damage dealt by summons now appears on screen with a new color. Also affects pets, specters, Conculysts, Mind Control targets, Shadows of the Dead, RazorFlies, On Call Crewmates, etc - Sentient Wrath target cap removed. - Changed lift status to levitate enemies at their location. While in this new effect, they cannot move in anyway or be ragdolled (Optional change as it is quite a big one for the game) - Fusion Strike Fallout defense strip AOE radius slightly increased. - Lethal Progeny cost reduced from 50 to 35. - Passive stacks multiplicatively with Adaptation. Step 2 : Making Razor Gyre GOOD - Damage increased from 500/s (2 ticks /s) to 4200/s (3 ticks of 1400/s) Note : There are two ways to tackle this damage increase. The first is plain damage increase, the second is using an exalt or pseudo exalt. However, I dislike pseudo exalts because they're pretty much solved since the introduction of Incarnon Ceramic Dagger, meaning less build variety (on top of taking up one full weapon slot). I also don't like the idea of a separate "melee" because as much as it could work and even made to synergize with Lethal Progeny by giving the Conculysts the modded stats, it would likely be a large forma/potato investment on top of the already quite daunting grind to get Caliban. For those (subjective) reasons, I went for the plain damage increase instead. For reference on the chosen numbers, Yareli's aquablades deal 2250 damage every .5 seconds in a comparable area. Other warframes that rely on ability damage include : -Dagath 4 deals 30K viral damage per .15 seconds in contact with the enemy at rank 30 -Lavos 4 deals 4000 heat + imbued damage at rank 30 -Ember meteors deal 2000 heat and impact damage on impact. Conclusion : the fact that caliban (who released after Yareli) went through with these numbers is actually shocking. Lets continue with the changes : - Damage ramp mechanic removed. It becomes useless in the face of the new mechanics we will be adding. - Dash is no longer targeted. It is now omnidirectional and costs 5 energy (similar to Grendels's Catapult) and has a range of 40 meters affected by range. Speed unchanged. - "Destructive" impact damage blast in a 10m radius when dashing on an enemy debuffed by Sentient Wrath removed. - Heal ratio unchanged. New Razor Gyre Mechanics : While Razor Gyre is active, all deployed Conculysts begin using their Cyclone attack and rotate around Caliban at a rate of 1 rotation per second (for each conculyst). The damage of the cyclone attack is not applied as it normally would, only the animation of the cyclone attack is kept. Enemies hit by a sentient takes 2100 slash and puncture damage. (This does not count towards the heal rate). The same sentient cannot damage the same enemy more than once every .5 seconds. New DPS : 4200/s + 3*2100/s = 10500/s assuming the enemy doesn't move. Bonus mechanic : Enemies affected by Sentient Wrath that get hit by a Revolving conculyst cause a pulse of 700 radiation damage in a 5meter radius, centered on the target. In high density scenarios, these will overlap for a nice chunk of bonus damage. Revolving conculysts follow Caliban as he dashes. Revolving Conculysts : - Keep their original shielding properties - Keep their high Threat level This is how to rework caliban: Make Razor Gyre useful Give caliban satifying synergies (not like oberon who can't do anything without grass) Give caliban a lot of QoL Don't give Caliban ALL THE TOOLS like energy regen BUT still buff his energy economy. What do you think ?
  14. I see the concern about Limbo's grief potential. It is a problem that I have not tackled, but it is true that some players are not good willing and will intentionnally sabotage missions using limbo's .. peculiar... interactions. I've personally never encountered such a player, and I think my rework keeps the aspect of complexity to Limbo's kit that compells new players to play him well/research builds, guides combos with the intent of not being a hindrance to a random squad. You are very right to point out the grief problem tho. I personally do not see how to fix it directly without getting rid of the rift entirely, which is not a change I'm willing to do ! :) And for when griefs do happen, I'd argue that it's not very hard to counter : there is no reason not to leave a mission where a player is being problematic and report them when it happens, which is extremely rare in my experience
  15. Hello everyone, today, we're reworking Limbo. The poor rift magician is quite unpopular these days. His kit, when used properly, offers a lot of variety in tactics, but the gist of it is always the same : Setup (lengthy) by rifting your enemies and using stasis, then kill them all individually, potentially with the damage buff from Rift Torrent. While reasonably effective, this game plan is extremely repetitive, slow, and somewhat frustrating, as nullifiers and Eximus units pose a significant threat at higher levels, while undermining Limbo's Fantasy and Identity. The Eximus rework of the Angels of the Zariman update is often quoted as the reason Limbo has become more and more forgotten. The new crowd control immunity and enemy abilities are indeed very problematic for Limbo's game plan : Overguard means he is unable to perform against the strongest units, and Eximus abilities, just like warframe abilities, affect both the rift and the normal plane at the same time. In the wiki, the sentence in the Rift plane page Auras produced by Ancients and Eximus enemies will not affect targets in the other plane. is a complete and utter lie. Blitz eximus WILL kill you. Often. Another problem of Limbo that is frequently brought up is one of clarity and quality of life. Many complain about having a Limbo on their team, because of the frustration of shooting an enemy that is actually rifted and therefore won't take damage. The problem here is that the effect that is supposed to indicate whether or not an enemy is rifted is very faint, and does not change with energy color. It always remains at a brownish gray that happens to blend very well with the decor in a lot of tilesets (especially the darker/ less lit ones, but all the others too, really). The last problem that Limbo has, in my opinion, is also arguably his best part : the fact that his kit is so complex. Specifically, the rift properties, and the mechanics of (probably) the weirdest ability in the entire game : Rift Surge. This ability is used to spread the rift's influence by : - Rifting (Cataclysm or Banish) a group of enemies. - Rift Surge to mark them - Hold Banish to "Dispell" (kick everyone but limbo out of the rift) - Marked enemies that exit the rift banish themselves back into the rift, along with nearby enemies - Repeat steps 2 and 3 What's strange to me with this ability is that it does in a very slow, setup heavy way something that cataclysm does instantly : putting enemies in the rift. That said, I absolutely love the idea of spreading the rift through Rift Surge alone. For this rework, I wanted at one point to remove Cataclysm to make that the main game plan, but ultimately decided against it, because the ability is just too iconic. What really bothers me about Rift Surge is the second component of it, which in my opinion has a major design flaw. Killing a marked enemy spreads the mark to another enemy in the opposite plane in a small radius. So, you mark a rifted enemy, kill it, and now you have a normal plane-bound enemy that has a mark on it. Only, that mark is UTTERLY useless, wasted even, as the only effect it has is banishing nearby targets when the marked enemy EXITS the rift. Meaning, a normal plane-bound enemy has to enter, then RE-EXIT the rift in order for that mark to be useful. This achieves nothing. My Rework of Limbo includes buffs to Rift Surge to make it more reliable and give it a proper purpose beyond spreading the rift, because Cataclysm has already got that covered. I believe that both banish and stasis are functionnal in the kit, and I will not change them. I will also include quality of life changes to make Limbo less frustrating to play with and as. I have chosen not to change Limbo's interactions with overguarded enemy units. Frustrating as they are, they are consistent with the rest of the game. PROPOSED CHANGES: Rifted enemies now have a visible, diamond shaped mark over them. The mark is similar to the one applied by the Zenith Rifle's "WallHack" feature. (But it doesn't provide wallhack). Diamond shape Matches energy color. (Or, let it be fixed, but please fix it to a bright orange or red, because gray won't cut it). The little smoke-y effect near rifted-enemy units feet also matches that color. Rift Surge Buffs : -Rift surge Mark spreads to all nearby enemies instead of just those who are on the opposite plane on Marked enemy kill. -Rift Surge Radial Banish effect now activates when the marked unit is outside the rift. If a non-rifted enemy recieves the mark from a marked enemy dying near them, this enemy recieves the mark and it is immediately expended to perform the radial banish. New effect : Rift Tension Glitch ! If 10 + Marks disappear from the rift at the same time, a Ghost of Limbo is summoned. The Ghost is a permanently Rifted ally that uses Limbo's current loadout, dealing 200% (fixed) damage. Cap of 2 active Ghosts at the same time. The Ghosts Stay near Limbo, Focus priority targets, draw enemy aggro, and benefit from the Rift Torrent Augment. The Ghosts' health decay over a base duration of 16 seconds (at rank 30) scaling with duration. Causing another Rift Tension Glitch causes the duration to be reset for all active Ghosts and summons 1 Ghost if the cap of active Ghosts is not reached. All other properties are the same as Equinox's Duality Augment Specter. For clarification : The Rift Tension Glitch occurs when 10 Rift Surge marks disappear from the rift at once. That means : you need to rift 10 enemies (easy with Cataclysm), then Mark them all (Just press three), then either kill them ALL in one hit OR Dispell (Hold banish). Credit where credit is due, the idea of rift surge summoning allies was inspired from @(XBOX)CaligulaTwily's earlier proposal for a Limbo Rework and the fact that it would be a Limbo Ghost is inspired by @Hrivolos's Rift Specter Skin (which I really like and would love to see used for this rework) Thanks for reading, what are your thoughts on this ? Fellow Limbo players, do you agree with the problems that Limbo has ?
×
×
  • Create New...