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Enderluck

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Everything posted by Enderluck

  1. Nova has a damage reduction based on the number of Null Star she has. After casting that ability, she can't recast it unless all of them are spent. That means, that if she loses one of the stars, she no longer has maximized their damage reduction and so she needs to quickly spend them all to be able to recast it again. This forces you to have low range to avoid losing them or having Neutron Star mod to be able to recast the ability to spend all of them and so be able to recast it to be full again. Molecular Fission allows you to regain Null Stars without needing to spend them all. It is quite nice cause it gives you a very easy and reliable way to passively regain the stars as you spend them.
  2. Hi, I was thinking about this new Warframe and I wanted to share it. It is a Warframe with abilities based on paper and origami. He doesn't have Shields or Armor and his Health is just average. However, he has greater speed and a passive ability excellent for his survivability. Instead of having regeneration or healing (Nidus, Inaros, Kullervo), preventing death (Nidus, Inaros), or damage reduction (Nidus) he instead prevents damage. Next page details. Upgrades Abilities Passive: Paper Armor 1st Ability: Kirigami (alternative name: Paper Cut) 2nd Ability: Origami (alternative name: Paper Craft) 3rd Ability: Kusudama (alternative name: Folded Paper) 4th Ability: Habani (alternative name: Paper Pyra) Next page augments. White Armor (Passive) Maximum number of paper layers x0.8|0.7|0.6|0.5. After consuming a paper layer, Tsuru becomes invulnerable for 0.1|0.1.5|0.2|0.25s. Sharp Blade (Kirigami) Gain +10|15|20|25% [x Ability Strength] Critical Damage for each enemy hit for 4|6|8|10s [x Ability Duration]. Fugitive & Fortuitous (Origami) Plane can move through lasers and cameras undetected while Lotus Flower has a 100% [x Ability Strength] chance to spawn an Energy Orb every 15|12|9|6 kills. Precise & Protected (Origami) Fortune Teller's bonus no longer switches over time and Cranes gain 100|200|300|400 [x Ability Strength] armor. Masquerade (Kusudama) Allies within range also gain 10|15|20|25 Overguard for each enemy damaged. Fiery Fire (Hanabi) Gain +10|15|20|25% [x Ability Strength] Fire damage to your weapon attacks for every second active up to +100|150|200|250% bonus. What do you think?
  3. I already thought on that, but it would make zerunik, and specially umbra and unairu runes much more difficult to get than any other rune.
  4. I'm glad you liked it. Yeah, I also thought about reducing the number of different Runes to 4 (so basically removing the ability to combine Runes). Probably the runes would be Madurai, Vazarin, Naramon, and Zerunik. The only problem is that Unairu (from Focus system) wouldn't be represented. Currently, there are 7 Runes and you can use up to 3 at the same time (all of them must be different). I might change it to: - 4 Runes and you can use up to 2 at the same time, but you can stack the same rune to increase its effect or add new benefits. - 3 Runes (1st, 2nd and 3rd ability) and you can use only 2 runes at the same time, and then when you cast 4 it creates an effect based on the 2 previous runes used, kind of similar to Dante (the new warframe from the last devsteam). I'm still not sure. I don't want to copy Dante, but the idea seems interesting. 3 runes and 2 at the same time allow up to 6 combinations (9 if order matters). The idea of 3 Runes is nice. Maybe the Runes are "offensive", "tactical" and "defensive". You can combine 2 offensive into Madurai, 2 defensive into Vazarin, 2 tactical into Naramon, an offensive and a defensive into Unairu, an offensive and a tactical into Zerunik, and a defensive and a tactical into Pengaja. The problem is that I loved the idea of elemental damage for Wand of Wonders and now with this system I wouldn't be able to do that. Also, maybe instead of reducing the number of Runes, I could make Runes only affect Wand of Wonder (like Dante) instead of each ability (like Lavos). There are many different ways to simplify it, so I still need to think about it before posting a complete revision. Also, a different approach might be to completely forgo about warframe's polarities and instead create new runes... Maybe, If I simplify the runes, I should modify the abilities to be more instantaneous instead of having long durations so that you cast them more frequently to gather more Runes. For example, Glyph of Warding could give Overguard instead of damage reduction.
  5. Yeah, I saw the video. From Warframe: Devstream #177 Overview Lavos - Valence Bond Passive Augment: Ability casts crant 250% Elemental Damage. The Ability’s Element lingers as a Status effect on your weapons for 20s. It is far more powerful!! I will have to think for a new mod Vial Rush.
  6. I made some test in the simulacrum and I can conclude that the formula from Peacemaker wiki is correct, while the 125 damage from the Regulators wiki isn't. No idea why the game shows 125 damage in the arsenal with no mods, while in reality, the first burst deals 215 and 211 damage, and the 20th burst deals 500 and 496 damage (each burst has 2 bullets, the first one always deals a bit more damage than the second bullet).
  7. Hi! The wikia says in Mesa's peacemakers: Therefore, with no mods it should deal 50 x (1 + 1.5 x (2 + 2 * 0 + 0) + 0) = 200, and with maximum Intensify, Growing Power and Hornet Strike, it should deal 50 x (1 + 1.5 x (2 + 2 x 30% + 25%) + 220%) = 373.75. However, if you go to Regulators entry on the wikia, it says: You get that damage from 50 x (1 + 1.5 x (1 + 0) + 0) = 125. So my problem is, does the base x1.5 multiplier really apply once or twice? Does anyone know?
  8. Augments: Rune Mastery (Passive) You can now channel up to 4 Runes at the same time and store 2|3|4|5 additional Runes of each type. Spellplague (Magic Missils) When the target dies, the missiles have a 35|40|45|50% [x Ability Strength] chance to transfer all status effects. Ritual Casting (Circle of Power) Every 5|4|3|2 Runes you active inside the Circle of Power, you automatically channel a Koneski Rune for free that has the effect of two random Runes. Runic Shield (Glyph of Warding) 50|65|80|100% to consume a Rune and resist a status effect. Also, additively increases the damage reduction by 2|3|4|5% [x Ability Strength]. Blood Magic (Wand of Wonders) Every 6|5|4|3 Eximius units you kill you automatically channel a Universal Rune for free with every Rune effect. Tips: Final Thoughts Do I think this Warframe is strong? Yes, I do. Do I think it is overpowered? No, I don't. Nowadays Warframes are capable of doing multiple things at the same time (like Wisp or Styanax) and are really strong (like Gauss or Revenant's Mesmer Skin with Mesmer Shield or Saryn's Spores). You can't channel more than 3 Runes at the same type which means that you can't stack all its effects simultaneously (and each Rune cost energy). Runes effects aren't directly affected by Ability Strength, instead, they are only affected by Circle of Power buff which means their scaling is much slower. For example, with 100% Ability Strength, Magic Missiles' Madurai Rune adds a +35% Critical Chance or +42% if you are inside the Circle of Power. If you have 200% Ability Strength, it will still be +35% normally, or +49% while inside the Circle of Power. With 300%, it will be +35% normally or +56% while inside the Circle of Power. This prevents your Rune from reaching very high numbers.
  9. Using multiple pages got bugged so here is the "next page". Wikia Introduction Karsus' Stats Passive: Spellcasting 1st Ability: Magic Missile 2nd Ability: Circle of Power 3rd Ability: Glyph of Warding 4th Ability: Wand of Wonders Augments, tips and final thoughts on the next page.
  10. I have an idea. When the decoy takes damage it is stored upon exploding when the duration ends or you deactivate it. This makes it a bit bad if you disarm the enemies as they must first walk toward the decoy before damaging it. Why not make enemies that hit the decoy with melee attacks take damage equal to half the Decoy's stored damage? That would help disarm enemies being potentially useful. If an enemy hits the Decoy multiple times, it will take more damage than just from the explosion. Finally, the Decoy should have a very high threat priority, making confusing enemies still prefer it over attacking themselves, similar to Octavia's Mallet (it wouldn't replace Octavia's Mallet, as that creates explosions all the time instead of just at the end of the ability). Maybe the Decoy has high threat priority, but if enemies are within 10m of it, they are forced to attack it. Alternatively, taping Radial Disarm can strip shield/armor, while holding the ability can also disarm enemies.
  11. Hi, I have been working on this Warframe concept for a while: Karsus - The Archwizard, and think now it is time to share it. You will realize that this Warframe is inspired by Dungeon and Dragons as you will notice by his name and the name of all his abilities. The art was created using IA. An in-depth explanation of all abilities is on the next page.
  12. Yeah, I mean, the idea of disarming with the Teleport is just for fun, not because it is useful haha. I think that my changes are fine, though I understand your concerns. The idea of a passive that makes attacks against unalerted enemies deadlier is nice, but maybe +50% absolute critical chance is a bit too much. I understand that a decoy that absorbs damage isn't very useful if enemies are disarmed, but I don't know another way of buffing the decoy without replacing it. Maybe the armor/shield strip should be lower, like 40% instead of 50%, so that it is just a nice buff and in case you want to use him to strip armor you need A LOT of Ability Strength investment (250%)
  13. I think that Loki is a bit boring and uninteresting. He isn't weak, but nowadays Warframes are much stronger and more versatile. Loki feels too simple when compared with new warfarmes. Therefore, I have some suggestions to improve his kit. Passive Loki gains a +50% Critical Chance against enemies that haven't detected him. 1° Ability: Decoy (25 energy) Loki deploys a holographic copy of himself, drawing enemy fire before exploding. If there is an active Decoy, it will move towards the target location instead. Hold to detonate the Decoy earlier. Duration: 7|15|20|25s [x Ability Duration] Damage Multiplier: x1|1.25|1.5|2 [x Ability Strength] Minimum Damage: 200|300|400|500 Explosive [x Ability Strength] Casting Range: 100m [Unaffected] Explosion Range: 10m [x Ability Range] 2º Ability: Invisibility (50 energy) Loki camouflages himself, becoming invisible to enemies while increasing his critical damage. Duration: 5|7|9|12s [x Ability Duration] Critical Damage Multiplier: x1.25|1.5|1.75|2 [x Ability Strength] 3º Ability: Switch/Teleport (25 energy) Loki instantaneously swaps positions with a target, confusing the enemy. Hold to teleport to a position you are aiming and then create a Decoy in your original position if you didn't already have one. Range: 25|40|60|75m [x Ability Range] Disarme Chance: 25|30|40|50% [x Ability Strength] 4º Ability: Radial Disarm (100 energy) Lets forth a wave of energy, disrupting the projectile weapons of enemies in range and forcing them to revert to melee combat while also stripping their armor and shields. Infested enemies are slowed instead. Damage: 200|200|350|500 Impact [x Ability Strength] Armor and Shield Strip: 20|25|35|50% [x Ability Strength] Slow (only Infested): 20|25|30|40% [x Ability Strength] Range: 10|13|17|20 [x Ability Range] Summary Decoy can be forced to move, is invulnerable and detonates when it ends. Invisibility also increases critical damage. Switch Teleport also allows to teleport without requiring a swap, can disarm the target or create a decoy. Radial Disarm now also strips enemy armor and shields, while it also slows Infested enemies. As you can see, now Ability Strength is useful for Loki, a thing that previously was completely useless (nobody cared about the 500 impact damage of Radial Disarm). I think these changes are simple enough to buff him without losing his essence. What do you think?
  14. I see that you have never played Harrow. He can't pick up objects while channeling his Thurible.
  15. I'm not sure if Chemical Reaction should be affected by Ability Strength. Having 3 different weapons makes it quite easy to stack multiple status effects. Lavos can also stack any damage type he wants with his abilities and his passive increases status duration. Therefore, it would probably be quite easy to have multiple status effects. With only 4 it gives +100% critical chance, with 8 it gives 200% (same as Harrow's Covenant on a headshot). Maybe if the mod were 5|7.5|10|12.5|15% there it could be affected by Ability Strength. It would give +60% with 4 status and 120% with 8 status. With 200% ability strength which is quite easy, he could get 120% and 240% respectively. Some people could even reach higher numbers with more mods.
  16. Hi! I have a few augment mod suggestions for Harrow. There are more than one per ability cause I can't decide and also cause there are already some Warframes with more than one augment per ability. Absolution (Penance) Harrow and allies in affinity range gain Overguard equal to 50|65|80|100% [x Ability Strength] of sacrificed Shields. Mite Box (Thurible, Exilius) Thurible gains +20|30|40|50% Casting Speed. Also, while channeling Thurible you can pick up objects. Righteous (Passive) Harrow gains +1% Headshot Damage bonus for every 60|50|40|30 points of current Shields and Overshields. Salvation (Covenant) Allies gain Overguard equal to 50|65|80|100% [x Ability Strength] of damage prevented. Shared Burden (Penance) When using Penance, Harrow only sacrifices 80|70|60|50% of its shields, and enemies affected by Condem lose 20|30|40|50% [+ Ability Strength, up to 100%] of their current Shields and Armor. Shield Donation (Penance, Conclave and PvE) 50|65|80|100% [x Ability Strength] of Harrow's sacrificed shields are bestowed to allies within affinity range. Torment (Condem) Increases Critical Damage by 15|20|25|30|35% for each enemy affected.
  17. Considering that Khora is living metal, this Warframe should be a male... (such as Hydroid vs Yareli, Volt vs Gyre, Vauban vs Protea, etc). No Warframe has a passive stronger than a mod, so probably this passive should be 100% instead of 300%.
  18. Hi! I have a few augment mod suggestions for each of Sevagoth's abilities and his passive. Erode (Gloom) Gloom removes 10|15|20|25% [x Ability Strength] of nearby enemies' armor every second. Embrace enemies to weaken their armor (x2). Grim Harvest (Sow) Gain +25|30|35|40 [x Ability Strength] Armor every time you kill an enemy affected by Sow or Consume an enemy (x2). Armor decays at a 15%/s [/ Ability Duration]. Nightmare (Passive) Gain +20|30|40|50% Ability Strength based on environmental darkness. Reaping Claws (Exalted Shadow) Shadow Claws gain +60|80|100|120% [x Ability Strength] Critical Damage based on the Death Well meter. Hold Reunite to teleport Sevogath's body towards the Shadow. Originally, I created one mod for each of Sevagoth's abilities and also each of Sevagoth's Shadow's abilities. You can see them on the next page. Sevagoth Erode (Gloom) Removes 10|15|20|25% [x Ability Strength] of nearby enemies' armor every second. Reaping Claws (Exalted Shadow) Shadow Claws gain +60|80|100|120% [x Ability Strength] Critical Damage based on the Death Well meter. Wailing Armor (Sow) Sevogath gains +25|30|35|40 [x Ability Strength] Armor every time he kills an affected enemy. Armor decays at a 15%/s [/ Ability Duration] while in normal form. Sevagoth's Shadow Dark Invigorization (Consume) After using Consume gain +15|20|25|30% [x Ability Strength] speed if hit no enemy or +15|20|25|30% [x Ability Strength] melee attack speed if hit an enemy for 4|6|8|10s [x Ability Duration]. Death's Embrace (Embrace) +10|15|20|25% [x Ability Strength] melee damage for each enemy hit for 3|4|5|6s [x Ability Duration]. From the Shadows (Reunite, Exilius) Hold the ability to teleport Sevagoth's body towards its Shadow and then Reunite. Become invulnerable for 0.5|1|1.5|2s after Reunite. Grim Harvest (Death's Harvest) Enemies have a 10|15|20|25% chance to drop an Energy Orb when killed. The chance is doubled if the enemy is also affected by Sow. Nightmare (Passive) Gain +20|30|40|50% Ability Strength based on environmental darkness.
  19. Hi! I have a few augment mod suggestions for each of Lavos' abilities and his passive. Chemical Reaction (Catalyze) Attacks against enemies burned by the probe have a +10|15|20|25% Critical Chance [additive after mods] for each different status effect affecting them. Laboratory Expert (Passive) Energy orbs and abilities that restore energy give 100|130|160|200% Shields to Larvos. Philosopher's Stone (Transmutation Probe) Enemies electrocuted by the probe have a 10|15|20|25% chance to drop a Universal Orb and a 10|15|20|25% [x Ability Strength] chance of dropping additional loot when killed. Test in the Field (Vial Rush) After using Vial Rush, gain +50|65|80|100% [x Ability Strength] elemental damage bonus based on your Imbued Element for 4|6|8|10s [x Ability Duration].
  20. Mod Changed Overflow (Aura, Vazarin, Rare, 5 levels) 4 to 9 cost Squad gains +2|4|6|8|10|12% Overshield Capacity.
  21. Oh, I didn't know that, I thought it make all allies within range silent. Haha, I thought that I wasn't seeing any Energy Orb cause enemies didn't die from Pull.
  22. Here are some Warframes and abilities that in my opinion need a little change for quality of life. The idea of this post is to provide insight of abilities that need minor changes for quality of life or a bit buff. If you have a strong opinion of a Warframe or ability (such as a rework) this is not the forum to do so. Ash Shuriken should be affected by secondary mods. Therefore, it should have x2 critical damage, 10% critical chance, 10% status chance but still guarantees bleeding. Multishoot mods increase the number of shurikens. There are plenty of abilities that do, such as Atlas' Landslide with melee. Alternatively, it should be affected by melee mods and also by combo counter. Shuriken should have a combo mechanic as Ember's Fireball or Atlas' Landslide. This would reduce cost x0.5 and x0.25 and increase damage by x2 and x4. While holding Bladestorm Ash marks every single enemy on screen (based on Ember's Inferno) without having to move the mouse over each of them. At the moment Ash releases the button, the Shadow clones will automatically start to attack the enemies. Having to aim each time you want to mark an enemy is annoying. Bladestorm should be affected by melee mods. Maybe the damage should be lowered (2000 -> 1000) considering the additional benefits of mods. Banshee Sonic Boom should deal more damage (50 -> 500). Even at low levels it does nothing but ragdoll. I think that she needs a better passive, considering that Silence already makes all her equipment silent... Maybe +50% damage to unalerted enemies? Caliban Lethal Progeny should reduce the Shield Recharge Delay by 25% each. With the inclusion of Shield Gate, Lethal Progeny no longer replenishes shields when they are broken, which is when he needs them the most. Equinox Excess of healing from Mend should restore Overshield. Excalibur Slash Dash should have increased critical chance (0% -> 10%), critical multiplier (x1 -> x2), status chance (0% -> 10%), so that mods that increase those stats aren't wasted. Attack speed mods should increase Slash Dash animation speed when chaining enemies and range mods should increase the chain range. Radial Javelin should be affected by melee mods in the Exalted Blade. Frost His passive should also affect his melee attacks. Freeze should have a combo as Ember's Fireball or at least a charged (hold) mode as Fireball. Detonating Snow Globe with Freeze should deal higher damage. Avalanche shatter damage should also trigger if the enemy is killed while still being frozen. At high levels, the ability itself would probably never kill an enemy so you never see the shatter. Gara Shattered Lash should have increased critical chance (0% -> 10%), critical multiplier (x1 -> x2), status chance (0% -> 10%), so that mods that increase those stats aren't wasted. Hydroid Plunder meter should always appear instead of only when the ability is active. At the center of the icon, now there is a number with the number of enemies + the number of corrosive stacks within the ability range. This number helps you know if you need to wait for more enemies or corrosive stacks before using it to ensure maximum armor/damage bonus. Inaros Sevogath's Tombstone is much better than Undying (sarcophagus). The damage should be a percentage of enemy max health and shields, or at least scale with secondary weapon mods. I won't add anything else here cause he needs a full rework. Khora Wipclaw should have a combo mechanic as Ember's Fireball or Atlas' Landslide. Loki Decoy Shield and Health should be affected by Ability Strength and Shield and Health mods. Personally, he needs some synergies, he seems too basic. Mag Pull enemies should be able to drop the energy orb when killed while still under the magnetic status effect. At high levels, it is impossible for Pull to kill enemies and so you never see those energy orbs. Polarize should be able to give Overshields. When casting Polarize, the enemy affected by Magnetize should create a radial explosion based on the damage stored. Mesa Increase Shatter Shield duration (25 -> 27) and reduce Shooting Gallery duration (30 -> 27) so that both abilities match for easier recast, similar to Mirage's Hall of Mirror and Eclipse or Chroma's Elemental Ward and Vex Armor. Allow recasting Shooting Gallery while active. I know that defensive abilities such as Invisibility, Iron Skin, or Shatter Shields are never allowed to do that, but Shooting Gallery is instead a buffing ability with a minor cc effect. Allow to cast abilities while Peacemakers are active. Having to end the ability to recast Shooting Gallery and Shatter Shield before re-activate it again is annoying. Ballistic Battery shouldn't have a max damage per instance nor a max stored damage. Instead, the maximum should be some formula based on the weapons DPS. Nova Null Star should be able to be re-cast to replenish the number of stars. Oberon Renewal bleedout reduction should be mentioned as an increase in bleedout duration as explained here. Reckoning enemies should be able to drop the health orb when killed while still under the radiation status effect. At high levels, it is impossible for Reckoning to kill enemies and so you never see those health orbs. Reckoning should blind affected enemies instead of unaffected enemies. Sincerely, I have never seen an enemy blinded by this ability... Octavia Conductor mod should be a default feature of Resonator. Maybe the mod could instead increase Octavia's ability strength for each follower she has. Revenant The maximum number of Thralls from Enthrall should be affected by ability strength. Allies shouldn't be able to kill Thralls. Instead, holding the ability to deactivate all Thralls. He needs a completely new passive. With Mesmer Skin, you never have your shields broken... Maybe some benefit that scales with his current shield as Styanax. I won't add anything else here cause he needs a full rework, making an Eidolon + Sentient + Vampire Warframe altogether wasn't a good idea. Rhino Rhino Charge should be affected by melee mods. Therefore, it should have x2 critical damage, 10% critical chance, 10% status chance. There are plenty of abilities that do, such as Atlas' Landslide with melee. Saryn Molt Shield and Health should be affected by Ability Strength and Shield and Health mods (Health is already only affected by Ability Strength). Contagion Cloud mod should be affected by damage mods from the weapon (base damage, multishoot and toxic damage). Titania Tribute should have its bonuses affected by Ability Duration and Ability Strength (with probably some caps to the damage reduction). Trinity Energy Vampire should scale inversely proportional to Ability Duration. Having to reduce your duration for faster energy is ridiculous. With high duration, it takes ages unless you kill the enemy. Link should have a higher duration (12s -> 20s) and the number of targeted enemies should be increased with Ability Strength (considering that the damage reduction doesn't...). Champion's Blessing mod should affect allies. Personally, I think she needs a bit of a rework. She is good, but nowadays champions aren't pure support, pure defense, pure damage, etc. They now have multiple roles like Styanax. Valkyr Rip Line should be affected by melee mods. Therefore, it should have x2 critical damage, 10% critical chance, 10% status chance. There are plenty of abilities that do, such as Atlas' Landslide with melee.
  23. Both Renewal and Undying Will increase the bleedout duration. However, instead of directly increasing it, they reduce the bleedout, which means that players need to make some math to understand the real effect. A max level Undying Will reduces the bleedout by 42%. However, the real effect increases the bleedout duration by 72%. The formula is 20s / (1 - 42%) = 34.48s new duration (which is 72% more than the original duration). The same effect happens with Renewal, with the extra exception that it is capped at 90% reduction (+1000% increase). What do I suggest? Change the "(x) bleedout reduction" to "(+x) bleadout duration". Undying Will would now be "+12|24|36|48|60|72% Bleedout Duration". I know that it would give a bit more than previously before it reaches the maximum level, but I don't think that it would be a problem. Renewal would now increase the Bleedout Duration by 25|33|50|80%. I know that it is a bit nerfed, especially when you increase Ability Duration (at 200%, it would be +160% instead of +1000% as before), but it would be easier to understand. If you want to still get the ridiculous high benefits of a higher Ability duration, the Bleedout Duration increase could be affected by the square of Ability Duration. At 200% Ability Duration, it would be 320% which is still less than +1000% (from the 90% reduction) but better than the +160%.
  24. Here are some mod suggestions for Parazon. Hacking Energy Redirection (Parazon, Common) Restore 1000 Shields after Hacking. Recharging (Parazon, Uncommon) 100% chance to drop an Energy Orb on Hacking. Mercy Kill Adrenaline (Parazon, Rare) Invulnerable after a Mercy for 2s. A Thousand Cut (Parazon, Uncommon) +20 Combo on Mercy. Blood Armor (Parazon, Rare) +200 Armor after a Mercy for 15s. Blood For Loot (Parazon, Common) +100% Additional Drop on Mercy. Blood For Shield (Parazon, Uncommon) Mercy restores 100 Shield. Brutal Conquest (Parazon, Uncommon) 100% chance for next ability cast to gain +50% Ability Range after a Mercy. Delighted (Parazon, Uncommon) +100% Combo Count Chance after a Mercy for 15s. Energy Leech (Parazon, Rare) 100% chance for next ability cast to gain +50% Ability Efficiency after a Mercy. Entertained (Parazon, Common) +15s Combo Duration after a Mercy. Inspired (Parazon, Rare) 100% chance for the next Heavy Attack to gain +100% Heavy Attack Efficiency after a Mercy. Lasting Consequences (Parazon, Uncommon) 100% chance for next ability cast to gain +50% Ability Duration after a Mercy. Long Mercy (Parazon, Common) Range of Mercy Kills increased by 100%. Merciless (Parazon, Common) Increases Mercy Kill threshold by 10%. No Witnesses (Parazon, Rare) +50% Attack Speed after a Mercy for 15s. Onslaught (Parazon, Rare) 50% chance for enemies within 8m to take 100% of the target's remaining health as damage on Mercy. Shadow (Parazon, Rare) Invisible after a Mercy for 5s. Sidenote Power Drain should mention that it triggers on Mercy "100% chance for next ability cast to gain +50% Ability Strength after a Mercy.". Malicious Code should mention that it triggers on Mercy "50% chance for enemies within 15m to cower in fear after a Mercy for 8 seconds."
  25. I thought about something like that, but I'm a bit scared that it would make Overshields too tanky. Health is intended to have Armor while Shields recharge and now enjoy Shield Gate + a nice 50% damage reduction. I'm working on a mod to convert Energy Orbs into Overshield, but I still need to do some math about it.
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