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Saltyboi777

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  1. Here I did an effort to make justice for nyx . a rework/buff she really needs (becuase getting a combined 0.38% usage between the normal and the prime version troughout all of 2023 is a cry for help,image below) so it has a more modern and relevant playstyle while also trying to maintain the psychokinetic theme as untouched as possible: nyx usage stats for 2023 -First:a change for her passive,now when an enemy fails an attack because of the 20% lower accuracy against nyx,they will get fixated into attacking her,further lowering their accuracy by 10% each time they keep failing(if they hit you the counter doesn´t reset back to 20%). Once their accuracy debuff becomes 100% and do any attack,it will instead reset the counter but in doing so,releasing a single psychic bolt at point blank and a flurry of 3 at random directions that will strip 10% of all defenses. After a psychic bolt generated from this passive affected them, the accuracy permanently suffers 30% debuff and the chance of releasing psychic bolts ignores if the attack caused damage or not and is set at 50%. If the enemy has no defenses left to strip,the psychic bolt then will acquire infinite terrain punch trough and 100 meters travel lifetime and passing trough anything until it hits a damageable enemy or dissipates. -Mind control changes:now it lasts for 20/30/40/50 seconds (scalable with duration) and have a option to choose how many enemies you want to mind control,raising the maximum limit of mind controlled enemies to 4 and dividing the global duration of the ability between the amount of enemies controlled as well as reducing the time window for damage conversion by ,5 seconds for each enemy affected, until 2,5 seconds damage conversion duration. Mind controlled enemies that kill others with their friendly fire extends the duration of their mind control by 5 seconds (scalable with duration) up to the duration of the ability while having no extra enemies controlled -Mind freak augment change:changed name to Control freak. Lowered damage bonus to 400% at max rank. Allows the control of a fifth enemy (also dividing the initial ability duration) .using it will now keep the 4 seconds damage conversion duration even if you have 5 enemies controlled. -Psychic bolts replacement: a new ability,replacing psychic bolts, will be called Psychic meltdown.using 75 energy, nyx will launch an energy spark towards the enemy that´s the closest to the aiming reticle,causing a tremendous headache in it,so tremendous that leaves the enemy 50% more vulnerable to damage (scales with strength) and making it release 3/4/5/6 psychic bolts at random directions every 4 seconds while in a 10 meter radius (scalable with range) and every 5 seconds,it would be produced an energy blast from the lethally increased brain waves,with a massive flurry of 9/12/15/18 psychic bolts sent in a circle pattern and generated from the enemy´s head accompanied by a final energy blast,after the ability expires. This ability will last 8/12/16/20 seconds (scalable with duration) or ended prematurely if the enemy is killed, all psychic bolts generated will have infinite body and terrain punch trough,travelling for 20/23/26/30 meters, and strip 6/9/12/15% (scalable with strength) of all enemy defenses upon hit. Also,the energy blasts does 2/3/4/5% (scalable with strength) of enemy health as electric damage and after the ability expires,if the enemy is still alive,would get inflicted with 3 cold procs simulating a recovery of consciousness -Mind guardian augment (replaces pacifying bolts) : this augment will make all psychic bolts generated by psychic meltdown,instead of stripping defenses, generate special energy orbs where the bolts landed that when picked by any player,it will give them 400 (scalable with strength) overguard and clean status effects,and nullify any active enemy aggro on them for 1 second. Further pickups of orbs keep cleaning status effects, refreshes that 1 second aggro protection, and provide more overguard,up to a limit of 10000 for allies,and 15000 (shared max overguard with absorb) for nyx itself(all scalable with strength) -Chaos changes:largely untouched,but the difference being now enemies get 5% damage bonus every second while the ability is active (still can hit you though) -Chaos sphere augment changes: now the sphere will move alongside nyx,but reduced range to 15 meters -Absorb changes: on top of existing functionality,now it will also be able to move at 50% speed ,(taken from assimilate augment) the energy drained will change in that will still consume 7/6/5/4 energy per second, but after 8 seconds have passed, the energy drain will start to increment by 1, in 2 second intervals,up until consuming 35/30/25/20 energy per second,regardless of efficiency (efficiency will make it so that max energy drain is reached slower).absorb will now also get you overguard,given by converting a fixed 20% of absorbed damage into overguard (this would not affect damage,its only for calculation purposes) until a (shared with mind guardian augment and scalable with strength) limit of 15000 overguard is reached. When the ability ends by any reason,you get said stored overguard. Trying to recast the ability while having any overguard left,instead of creating an absorb bubble,will spend 100 energy to overload nyx´s mind and send a second psychic explosion that will do 20/30/40/50% of your remaining overguard as radiation damage,using it in the proccess and giving you 5 seconds-lasting 25% (scalable with strength) increased movement speed as a compensation for increased vulnerability. Both psychic explosions will have the same casting speed -Assimilate augment changes: on top of existing functionality,since she can move while using absorb regardless if it has this augment or not,assimilate,following the mind control theme,will change altering the secondary attack behaviour of the ability. Instead of giving overguard and the secondary attack at the end of it,it will give 5 seconds of invulnerability (hard capped at 5 seconds) + 50% movement speed (at the cost of not being able to attack in this state). Pressing the action button nearby a chosen objective will “assimilate” it,taking full control over all of his toolkit (weapons,special moves,eximus aura in case you assimilated an eximus without his overguard (eximus auras can benefit you and your teammates)) and heal it back to full (health/shields/armor and overguard if it spawned with one). Nyx itself cannot be damaged while her mind is fused with an enemy, and with the controlled enemy ,you can go as far as you want without prematurely ending the ability,even if you fall out of bounds. The enemy,while having its mind fused with nyx, will draw aggro from all nearby enemies ,and the duration itself of this assimilation will last for 15 seconds (scaling with duration) and when it expires,nyx will return to normal,but the enemy will remain in a mind controlled state for 3 seconds (also scales with duration) to avoid situations where the ability runs out too close to nyx and then the enemy could spawnkill you. -Singularity augment would get untouched since its good as it is - Zen state (new absorb augment): the meditation nyx does while using absorb will let her break her limits, recovering some of absorb´s lost functionality in the proccess. Said functionality consists on 3 precepts: -cocoon precept: the overguard that is taken into account as damage for absorb´s secondary psychic explosion will no longer consume your overguard, but instead,will put the ability on a 5 second cooldown,showed by a energy aura resembling a cocoon that will slowly close and cover nyx´s body until it can be casted again (in that case,the energy aura disappears) -berserk precept: nyx enters an enraged state,ignoring any self-preservation instincts. All of absorb´s attacks get a 50% power strength boost and a 25% casting speed,but it will not grant you any overguard after leaving absorb´s bubble (for that situation,there would still appear a icon in the buff section indicating the amount of damage you would do if you have got overguard,meaning with berserk precept,it will always do max damage plus the strength boost) -survivalyst precept: both phases of absorb will be energy free but it will set a duration of 5 seconds (scaling with duration) on the absorb bubble and both psychic explosions damage plus the amount of overguard gained will get a final reduction of 50% in their values (that means,the reduction is calculated after everything else) (max overguard is still the same,just that it will take you twice as long to reach the limit) and set a 10 second cooldown on it). PD:PLEASE FEEL FREE TO LEAVE ANY COMMENT OR CONSTRUCTIVE CRITIZICING,IT WOULD GREATLY HELP ME WITH FUTURE SUGGESTIONS FOR BUFFS TO OLD/FORGOTTEN FRAMES
  2. Why DE have to be so oblivious about the truth? everything,the uproar,the emergency hotfixes,the damage to your own reputation,potential money going away,all that would have been avoided with just a simple thing: PLAYER-BASED BETA TESTING, it´s THAT simple,and you did that before. with beta testing (public beta testing,not restricted to only friends of DE´s devs or content creators that more often than not complain either that things are too strong and need nerf or things are too useless and need buff,we also need the opinion of cassual or average players,regardless if they spent a dime on the game or not) dante would have been released in a middle ground between his current state and the pre nerf one,while also buffing ruvox and onos (for god´s sake,those things stink,with the current fist melee stances,there´s situations where even incarnon form doesn´t let it reach anything that is 2 milimeters above you,and impact only? you didn´t learn anything with the ekhein? that thing wasn´t even used for mastery fodding,and the onos needs like all fire rate mods to make it deal serious damage to the level of enemies you expect us to use it with (250-400) thanks to that ludicrously slow 4 second charging rate that also consumes like a fifth of your incarnon ammo on top of what the charging uses),and thus,no complain would have been made. Can I also make you remember about newly released frames in the last years that were borderline pre-rework inaros tier and took various updates to fix? or those that even today are forgotten? caliban,yareli,gauss,grendel,garuda,sevagoth,qorvex,and those are only the ones I remember the most Or about frames that are left in the dust with no current hope for a true buff/rework? loki,banshee,nyx,nezha,limbo,oberon,and the list goes on. if buffing old things took you so long,why it took ONLY 5 DAYS to nerf the new toy? why can´t you say the truth? dante was a bait and switch and before someone complains thinking I don´t have dante,I farmed dante day one ,got all components,immediately craft it,and when it was done,put some formas on it,exilus adapter,and 2 tauforged archon shards for casting speed,you had to spend 450 energy to max out your triumph overguard thanks to needing blind rage for decent max overguard,and of top of that ,casting various dark verse to amass enough slash procs to nuke with tragedy,TRAGEDY PROBLEM WAS RANGE,NOT DAMAGE OR AOE,TRIUMPH PROBLEM WAS FRAMES THAT CAN´T ACCEPT OVERGUARD TO FUNCTION WELL,NOT THE AMOUNT OF PROTECTION YOU GET FROM IT(you people had ever used on a consistent basis a high eHP pool frame (rhino doesn´t count bc he can get infinite protection) like inaros,hyldrin,augmented styanax,or dante itself against endgame enemies like the fragmented one or eximus deep archimedea necramechs? those things can obliterate like 25k overguard in a single blow,while oneshotting even hyldrin´s shields and almost oneshotting inaros) the thing that we need the most is a public server for beta testing,and getting more staff entirely dedicated to the game´s balance so they can get all necessary buffs (and nerfs for that matter,saryn,mesa,khora,octavia,revenant,wisp reign needs to end)
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