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MarakViri

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Everything posted by MarakViri

  1. I mean, they could potentially add "transparency" sliders for the energy colour options, I suppose. But that would be about the best you would get, and the consequences of doing that would result in some abilities causing tremendous problems, as removing the transparency (which would be required for what you're asking) would make using certain abilities (such as Cataclysm) absolutely impossible to see through. I would prefer, personally, the addition of a new colour palette that had various shades of black, and had their transparency/translucency tweaked outside of the current existing values. That would let you have the more "invisible" shades be more visible in energy without creating the problems of actually tweaking energy transparency. But, as has been said, this is extremely low on [DE]'s priority list, if it's even on it at all, so I don't see this happening, no matter how much I would like to see it.
  2. It seems like you're the one who "didn't do research". No mod equipped on Khora has any effect whatsoever on her passive. Technically. So technically, in fact, that I can excuse you for it (not that you need that, but still). The things you are thinking of regarding her, I am guessing (since I'm not telepathic. At least not at this distance) is the Movement Speed, Heal Rate, and Damage of Venari. These are technically Khora's third ability. They are simply active so long as Venari (her actual passive) is alive. Venari is effectively a pseudo-passive Exalted Companion, so making this claim is like saying that Garuda's Talons (which are a part of her passive) are affected by her mods. You are technically correct, but also wrong. Regarding Lavos ... I'm actually not sure what you're referring to. His Passive is Valence Block, which occurs when he picks up an energy or unniversal orb, providing him a set 10 seconds of status immunity, and has a 5 second cooldown. Now, as far as I am aware, this is entirely unaffected by any mods. It can technically be bypassed with Synth Fiber (as it forces a Health Orb / Universal Orb pickup), but I don't think anything else has any effect at all. But, as being injured also lets him pick up Universal Orbs, I don't think that's what you meant. I suppose the Status Duration fragment of his passive being affected by Ability Duration might be what you're thinking of, now that it comes to mind, but that's all I can think of that would make you have this perspective. Other frames that have passives that are "technically" affected by non-augments are frames that have a Gameplay Alteration Passive (GAP), which include; Garuda -- Her actual passive is Death's Gate, which increases her damage based on kills, and is unaffected by mods. Her GAP, however, is Garuda's Talons, which are a separately moddable weapon that appears when you have no melee weapon equipped, and has scaling base damage based on Ability Strength. Inaros -- While his passive is technically the "Finisher Heal" of 20% (which is unaffected by mods), his GAP, Undying, which is affected by the mods Undying Will and Provoked. Sevagoth -- Honestly, he has two entirely moddable features to his passive and, much like Undying is for Inaros, Tombstone is affected by Undying Will and Provoked. However, his actual passive is his Exalted Shadow, which is unaffected by mods on Sevagoth himself. You might notice that these all have multi-part passives. Now, not all frames that have these are affected by mods, but no frames without them are affected at all. Sure, there are some frames that have passives that synergise well with a mod or feature (Dagath and Amber Archon Shards for example), but they don't affect the passive itself. TLDR ; No. Passives are not affected by mods unless they are a Gameplay Alteration Passive, such as Undying is for Inaros, even though his actual passive is his Finisher Heal.
  3. You use the "Gear Wheel" to select the Fishing Spear. Once you have the Spear equipped, you need to (on controller) hold your Ability Cast button to select baits and lures (and change/equip spears). I think that's what he is referring to. Speaking of binding, I would appreciate a button to turn the Ability Cast button into a toggle (on controller), so you can press it, then press (and hold) the wanted Ability button without having to hold the Ability Cast button, but that's irrelevant to this particular discussion. If you are referring to that, I think it gets bound to what you change the "Ability Menu" button to in the General Controls in the actual controller settings. On the PC controls, I think it's removed due to the number of possible key bindings, and each of the options it would provide is tied to an ability button, but I could be wrong.
  4. Wil-o-Wisp : So, you're not incorrect on its movement speed. Now, the Hold-Cast is listed as having "increased movement speed", but this is, as you stated, lacking. Now, it should be noted that Willow "plucks motes from the Reservoirs it passes through" on the wiki. But, to be entirely honest with you, I have no idea what the actual hell that's referring to. If it passes through a Shock Reservoir, and then goes near enemies, no stun. It doesn't move faster if it passes through a Haste Reservoir either. Hell, even swapping locations with it after it passes through a Reservoir field doesn't give you the effects. I feel like it's meant to gain a speed boost from the Haste Mote, but just doesn't due to an error in coding. This is exacerbated by the fact that nothing else seems to increase this movement speed either. Or, at least, nothing I can test by myself, but that's kind of the point. I would say that, in addition to receiving the benefits of the Haste Mote (if Wisp has it or Willow passes through the Reservoir's radius), it should also benefit from things that increase Sprint Speed and/or Parkour Speed. As to giving it ADS based redirection, I would personally disagree with this. Having it tied specifically to the Hold-Cast version, or (preferably) it being an Augment mod, would be an acceptable compromise however, as my playstyle when using Wisp (which is admittedly lower than a large number of people), is to use Willow as a distraction or a portable [Breach Surge] device. Only on rare occasion do I use it as a mobility device. When I'm using it for the first purpose, I send it off in a random direction, and then start killing enemies. Having it target my reticule for this purpose would kind of defeat the purpose. Breach Surge : I mean, it's definitely overpowered to a degree. However, if you turned this suggestion into a Hold-Cast functionality ... Hold-Cast to teleport to the (nearest/most recent) Reservoir, halving the range of the Surge. This kind of change would allow you to use this as a repositioning tool (and can be easily removed from the Helminth), without making it too overpowered. Could even add on some kind of range to it if it's still too potent an effect. Increasing the reticule positioning of the regular Breach Teleport would also be nice Quality of Life.
  5. So, it only becomes "wildly imbalanced" if the heal is based on enemy HP. My proposal was to deal percentage based damage (dealt as True Damage) to the enemies. Since the Leech Eximus deals 45% MaxHP over 3 seconds, and Loki effectively double casts this with Decoy, I was thinking maybe 15%. This means that every enemy in [Guile] range will take 15% of their maximum Health. The ally heal, however, would be based on the number of enemies affected, but not the amount of health that they lost. Allies would heal, let's say 3% of their own maximum Health for every enemy hit. So, if you hit six enemies, all allies heal for 18% of their own maximum Health. For a frame that has 280 Health, like Loki, each enemy would heal 8 Health, but an unmodded Inaros, with 2310 Health, would heal 69 Health from that same enemy (assuming 3% per enemy). This way it's always effective, to a degree, but works best with clever placement of Loki and/or his Decoy (and might force a grouping tool for maximum effect). ... this sounds like a buff. Don't get me wrong, it seems good, but I'd argue that this would be better served as a part of an augment. Something that allows him to internalise the eximus effects for the duration of Guile, or something. So, Arctic Eximus provide speed buffs, Leech Eximus increase max health and provide healing, Energy Leech Eximus provide energy regen and efficiency, Arson Eximus grant all attacks an additional hit as Heat, Shock Eximus reflect damage with a guaranteed electric status, and so on. Another augment idea is having the effects trigger when you get a Finisher on an eximus or something, but that's irrelevant. Yeah, pretty much. As I said, maybe an augment mod to allow a different way of playing the ability. There's not really any negatives to encouraging good placement of your Decoy. However, you could make the Leech and Energy Leech redirection be based on "different" enemies hit, so that it doesn't double dip if Decoy is next to Loki, but still extends the effect, or something. The rest of the effects (apart from Arctic) would just apply more stacks anyway, or maybe reroll the knockdown table if an enemy is knockdown resistant? That was my thinking. Especially since it's multiplicativley conditional (you need an Energy Leech Eximus, a cluster of enemies, [Guile] active, and to be targeted by said eximus). Sorry, my phrasing was poor. You are correct. I meant it would allow Condition Overload (and the Galvanised versions) to benefit for a longer period of time as the stacks decay.
  6. So, you would think so, and it probably could be (I'll refer to this for each ability at the end), but I mentioned this because it's explicitly stated in the Wiki; "Multiple instances of this aura stack multiplicatively." I figured that, since the distance between Loki and his Decoy is theoretically infinite (with place casting), and the general idea to use Decoy as a way to extend Disarray, or chokepoint an alternate route, or amplify the affectiveness of [Radial Disarm], there should be benefits for using this more defensively. Additionally, this ability is also one that requires you to be in close proximity to the enemy Eximus, and the giant bubble makes them a target, so they probably aren't surviving long if you're in a group. Indeed not, good sir. You know me far too well. I mean, Magnetic Status is good against Corpus on paper, but most experienced players generally run a Toxin build if they're facing Corpus, and just bypass their shields entirely, but yeah, all of the redirected status' should have a cap. And yeah, the Energy is the main benefit of this particular enemy. And it's not too hard to get affected by their pulse, either (same for Leech), so it hardly matters if you would utilise the status proc anyway. And yeah, a Health-to-Energy conversion would be the way to go with that implementation. My own had higher numbers than it should, and could use some tuning too though. Well, no. Decent and experienced players won't notice this. But the new players getting a feel for the frame will, and will probably learn that there is no real benefit to standing in the Leech Bubble. Especially since enemy density is lower outside of SteelPath. I mean, I wasn't suggesting having the status spread, but you may be right there. I'm not sure what you mean by Wisp's mote though. The AoE electric status would be akin to Wisp's Mote already. Unless you mean to turn it into a buff? And, if that is your meaning ... I mean, you could, don't get me wrong, but I'm not sure how that's "redirecting". Maybe of there was an augment for Guile that internalised eximus effects instead of redirecting them, but really, making this do Electric Damage with a Guaranteed Status Effect seems more appropriate. Hmm ... remnant redirection ... it could work for a few, except he kind of already does, except for Artic/Frozen eximus I think. The way the ability is worded means that, the instant an eximus ability would affect Loki, or his Decoy, it gets redirected. So, Energy and Leech eximus would be redirected the instant the ring-bubble-thing touches him, potentially breaking it (to prevent multiple activations by moving in and out of it). Arson and Blitz eximus effects are redirected when Loki comes into contact with them (probably excluding when you "dodge" the Arson, because you technically ignore the ability when that happens), and so on. This is especially true since almost all of these effects are instant and singular in their casting from Loki. Maintaing the slow of an Arctic eximus would be nice though, allowing you to kill it (or someone else to) and still maintain the effect briefly. Now, looping back to the stacking effect from the start; why would they not stack in some manner? Loki and Decoy are two individual, if identically timed, casts of these abilities. Enemies would be hit twice. Status Effects would trigger twice, and damage would trigger twice ... if they are within range of both, which should be a rare occurrence given the way you will likely play Decoy. And if you prefer the more bundled approach, you shouldnt be harshly penalised. But, for the Energy and Leech eximus' "per hit" classification, hitting the same enemy twice probably shouldn't stack, but an argument could be made. Yep. Does what it says on the box. Okay, so I'm "on board", as you say, with amplifying the damage of these, since Decoy has Incoming Damage Reflection. The Status Effects ... using this 300% as an example, would probably be (100+200), akin to Nourish being a (1+1) multiplier, scaling with Strength. This would ensure that you are guaranteed 1 status effect, even if you tank your Strength, but the cost is that the impact of Strength is a bit less effective (200% STR dropping from 6 stacks to 5 stacks). Or, have it be a flat value, to keep it simple. I'd go with "in range of the eximus ability", since it's the bubble-ring that does all the work. Also, I think you mean <Energy Leech / Parasitic>. But the numbers seem good, especially given the rate that these things use their bubbles, and how dense enemy clusters can be. Plus, even if you hit 0 enemies, it's not like you actually lose anything, you just don't gain anything. I'm also assuming you meant to say 0.5E per second, but I'd lower the effective time of that. 10 seconds is half of [Guile]'s base duration, and the actual eximus effect is 3 seconds ... maybe 5 seconds for this? Alternatively, increase the Energy to 1.5 per enemy, and have it be a single pulse, rather than a regen. So ... at level cap, one enemy is basically a full heal for all allies, no matter how much health they have? That seems a bit strong, especially since these guys are fairly common. Granted, most frames don't health tank, so maybe that's a good thing? I hear you, but what about in higher levels? I can't help but feel like its a buffet at that point, like, what are you hungry for? There's something for every Loki player, just gotta browse a little. I mean, the damage benefit was the point for the chaining, yes. But looking back, it makes more sense for it to just be an electric wave that does damage with a status effect. Multiple stacks not having a benefit is a lie (Condition Overload?), but it's true that it doesn't serve to enhance the CC of the ability. As to the energy, no. Archon Stretch is a very useful mod when you havyoun electric based ability, especially given Energy Leech redirection as well. As for the energy orb drops ... I mean, maybe it will be a buffet? I feel this is one of the playtest issues. I mean, maybe have the Eximus redirection clear the target of their mark? It definitely shouldn't apply a mark, that much is for sure (not with the current reward for having a marked enemy at least) ... something to think about. Pretty much yeah. "Applying knock down" would be better phrasing, but the idea is solid. Might need an indication of the damage though. Yeah, not sure how these guys work with the current implementation. Maybe if the augment I mentioned was an "on kill" thing haha. I mean, you'll need damage numbers to know how good it is, but this is also solid. Shame it will never really be as useful as it could be since this is Infested exclusive, and you'd want it against the Corpus. Yeah, I'm not even sure if these would be redirected. Likez the Guardian Eximus is more likely in my mind. A Prosecutor gets altered damage resistances and a huge health multiplier, but wardens gain Life Leech on hit (not the way the Leech eximus does), and an increase to their base health pool.
  7. So, here's the current relevant description of [Guile]; Based on this description, it is only affects that affect Loki (or the Decoy) that would be redirected. Note particularly redirected, and not, for example, absorbed. Now, on to the effects. So, the Snowglobe of Annoyance. While the Snowglobe itself doesn't technically affect Loki, the 30% Slow does, provided he is within the globe. Therefore, in order to trigger this ability, Loki/Decoy need to be inside the bubble. Now, while a Cold Aura seems good, spreading Cold Status, the ability itself is actually a non-status, multiplicatively stacking Slow. I would suggest maintaining that, giving the Cold Aura a flat 30% Slow to all enemies within a certain range, with some kind of visual indicator as to where that range is / which enemies are affected, in place of the Cold Status Effect (like Gloom). How long the aura lasts is another thing. Does it last for as long as [Guile] is active / until it is recast, or is it a flat timer? Based on "redirect" in the skill description, it would only be active while Loki/Decoy are within an Arctic Bubble, so if that eximus dies or the bubble is destroyed, the effect would stop. The last suggestion would be do stack this so that enemies within range of both Loki and Decoy are slowed correctly (from 30% to 69%?) Again, you've phrased this as a "Loki becomes an eximus" rather than "Loki redirects the eximus ability". If that's the intended effect, then this is fine, I guess, but I'm working under the assumption of the later. And for that, honestly, I would just go with a Radial Knockdown, with the Blast Damage value being affected by Decoy's Reflection, so long as Decoy is out (regardless of which entity was affected initially). I mean, Magnetic Effects are pretty useless on enemies at the moment, so I'm not sure what you're seeing that makes you want to limit it, but probably. Also, a Siphon of 0.1% of what? Enemies don't have Energy. For this, I'd go with a single pulse that has maybe a 200% Magnetic Status Chance, and function similarly to an Energy Leech Specter in regards to energy regen, restoring 3 Energy per second for 3 seconds for each enemy struck, to all allies within range of the Pulse (which is 20m at base) or within Dissaray Range. This would basically refill pretty much any frame's energy pool, unless they're Channelling. 0.05% seems great in the late game, but in the early game it may as well not exist. And, again, I'm getting the "Loki becomes an eximus" vibe. Leech Eximus drain 5% MaxHP per tick, with 3 ticks per second, for 3 seconds, for a total of 45% HP, healing all allies for the same value. So my suggestion, since we can't be that strong, since this would just redirect it in a single pulse (at least the way I'm picturing these). So, maybe hitting enemies for 5 or 10% of their Maximum HP, and healing allies within the pulse or dissaray range by 5% for each enemy hit? Hmm ... honestly, I'd go with a Radial Electric Proc (100% chance), with Electric Chaining, turning this into a discount [Discharge]. Especially since Loki would have to get hit by one of the electric orbs to trigger it. I mean, probably not. Energy Orbs have mod benefits, Arcane Benefits, and Team Benefits, and they are more reliable than waiting on a specific eximus to spawn. Could tune the number down on it maybe, but I'd say keep the function. I mean, ignoring the Panic of Heat Status (where enemies flail), this is again "Loki becomes an eximus" I'd probably suggest having Loki and Decoy just send out their own wave of fire, with maybe a 300% status effect and 100% knockdown, with the 400 Heat damage scaling with either Strength or Enemy Level (or both), though the enemy version doesn't scale. Yeah, that's pretty simple. But how would he redirect this ability? It doesn't interact with Loki ... ever. Again, "Loki is an eximus". I'd suggest the same route as the Blitz Eximus. Amplified damage redirection, affecting all enemies within the pulse, with a 200% status chance. This one could be dangerous because Loki needs to get hit by a Toxin Hit (thus bypassing shields) in order to activate it, but Decoy handles that nicely.
  8. So, keep the 5 second base, but have the per-enemy addition be Duration scaling? Yeah, that sound doable. Makes his invisibility a lot more potent in Steel Path too. I'd probably go the 0.15s route, personally. Granted, with all the synergies it now has, you're less dependant on this, so I'd probably build it with less Duration than I do now (probably sub 200%), but the numbers are still reasonable there. The invisibility would still be the shortest in the game, but that works with the trailer and shift in playstyle anyway. Sounds good. Should be a fun prospect. My main points of contention are whether this affects "internal" eximus abilities, such as the Frozen/Arctic Eximus Globe, and the Guardian Eximus shields, if they walk into Loki or his Decoy.
  9. I'd say make one of them scaleable, but capping at either 200% or 250% Duration I mean, if implemented correctly, the Leech Eximus redirect could probably do it. But, my thinking for it, was linking it to [Guile], which seems counter-intuitive considering it ALSO wants the Strength boost from [Archon Intensify], but... For each stack of Disarray Loki possesses upon cast, Loki regenerates 1 Health per second, scaling with Strength, for (the duration of the ability / 10 seconds, scaling with Duration). So, this would give Loki 10 HP/s if he has max stacks, which is very good for a stealth frame with 280 HP. The period of the heal could be either "while Guile is active" or a set amount, such as the ten second example. Alternatively, you could increase the amount to 5 per stack, allowing him to heal 50 HP/s (hell, this could be an augment, increasing the heal but reducing the time, maybe?) to make a larger Health Pool build (such as the Triple Umbral build, or [Archon Vitality] to pair with the fire eximus redirections) actually viable as a non-invisibility build. This means that, every time Loki casts [Guile], he would heal himself, trigger [Archon Intensify], which would give him 30% additional strength, which helps compensate for the new Strength requirements in his build, and provides him a form of self sustain, especially since he is Status Immune while [Guile] is active. The strength then let's him gain more invisibility time by increasing the enemy limit. Pair [Savage Silence] with low range, and you get infinite stun lock just by moving in and out of range, and it shuts down eximus abilities if they are within range, so you wouldn't really want large range on this Loki anyway). Then, run [Primary Obstruct] and the [Cedo] with its alt-fire, or another AoE magnetic status weapon, and enemies can't use their guns anyway. But the half I was referring to is the "temporary stun" and "finisher opening" parts. The disarm was the [Primary Obstruct], which is a temporary weapon jam. Yes, I did understand that. But, it didn't quite click as to HOW it would activate. If these redirected eximus abilities are counted as being from Loki, then he becomes great with Archon Mods, as he could trigger all of them. That said, without knowing the intended effect of each ability, I wouldn't know. Do <Shock Eximus> just let Loki perform a weaker version of [Discharge], or is it AoE electric status effects? Does an <Energy Eximus> increase energy regen or apply AoE magnetic procs? Are <Arson Eximus> big aoe damage or heat status? Then there's things like <Guardian Eximus> and <Arctic Eximus> ... how do those factor in? If done correctly, then Loki would be a great counter to eximus. Done incorrectly, and this "feature" of the ability might see this be his helminth slot, which would be very sad.
  10. The cyst has nothing to do with the Subsume/Helminth ability. It predates the system entirely. Cysts also have a chance to regrow later (after a brief Immunity period) anyway. The Cyst (or a Nidus) is needed to open the door to the Helminth Room (until you install the Helminth Segment), I think, but that's about it. If you want to change Gauss' ability, you need to get the Helminth Segment. If you want one of the Subsumable abilities (from other frames), you need to sacrifice the non-prime version if that frame, and then you can add it to the frame of your choice after 24 hours (or 50 plat), once the Helminth has "digested" the frame. You also only need to sacrifice each frame once, and you can add their abilities as many times as you want, provided you have the resources. TLDR; Cysts have nothing to do with that system
  11. Destroying the cyst does not destroy the frame, so I don't see why you'd need to farm another Gauss Prime. The thing that destroys the frame is the Subsume function, which requires the Helminth Segment, and doesn't work on Prime frames anyway. Besides, there's not much reason to keep the cyst either, especially after you get the Helminth Charger (unless I'm forgetting something), with the exception of utilising it in FashionFrame, I suppose. Unless [DE] has changed the coding of the Helminth room, then being able to enter it as a frame other than Nidus should mean that you have the Helminth Cyst, yes, though I don't think It needs to be fully mature to enter the room. Last time I checked, however, it does need to be fully mature to be removed (again, unless they've changed something).
  12. Locked at 2 shards per week (the guaranteed minimum if you use all avenues of acquisition), you get 104 shards per year, which is enough to fully slot 20 frames. Unless you include Coalescence and the Taurgorge Fusion. Now, the Archon Hunt also guarantees 3 Tauforged every 18 runs (due to the mercy implementation), under the assumption that RNG hates you, which adds up to 9 a year. So, in a year, you have a guaranteed 9 Tauforged Shards, and 95 regular shards. Assuming equal distribution, that gives you a total of 32 Tauforged Shards each year. That's enough to have 6 fully Tauforged Warframes. Unless you need Coalescence, in which case it can fall to as low as 3 frames. That's assuming you don't get a single Shard from Netracells. But, let's go with a statistically accurate depiction of Netracell runs for a flat average. You have a 27.51% chance, each run, of getting a regular shard, and a 7.5% chance of getting a Tauforged Shard. Now, you can do 5 of these missions a week, for a total of 260 runs per year. Statistically, you should receive 71 regular shards, and 19 Tauforged Shards. Adding all that together, and you would have a 166 regular shards, and 28 Tauforged Shards- or 69 Tauforged Shards. That's between 6 and 13 fully Tauforged frames in a year. So, the actual issue is that we want to be able to do it all quickly. But, at the minimum efficient acquisition rate (Kahl and Archon Hunt), you can fully kit at least 3 frames a year. Assuming you get the statistically average, you can full tauforge 6 frames in a year. [DE] is trying to future-proof this system, because they introduce, on average, 7 frames a year, including primes, if I'm recalling it right. It's just annoying for players that already have 50+ frames, and want to build all of them.
  13. [Elemental Ward] (Heat) is an additive multiplier to health, the same as mods such as [Vitality] and [Physique]. It is meant to add a percentage of your base health, not your modded health. So, mods such as [Vitality], and effects such as [Arcane Blessing] do not have any effect on the calculation. TLDR: It isn't meant to
  14. Based on the effects of the shards, fusing 4 is fine. A little on the expensive side, but it's a trade-off. Do you want to be able to use 4 subpar shards, or one improved shard? Eventually, given the number of frames, players will end up with far more shards than frames. Sadly, we aren't at that point yet, so this is very expensive, especially since we only have 2 guaranteed Shard every week, one from the Archon Hunt, and one from Kahl. And sure, Necracells give us the possibility for an extra 5 shards, this is not guaranteed. For people with particularly bad RNG, they might not get any additional shards at all. So, two weeks for a single tauforged shard, except the colors shift and might not realign. So, it's probably more akin to one a month, which is horrible rates. And if you want Coalescent Shards, then you need potentially 2 months. The rate of acquisition is a larger problem than the cost of fusion. If [DE] reworked the Netracell loot table, swapping the arcanes you can buy for standing for shards, then it would be a viable solution. Reducing the cost to 2 shards is far too potent, losing only 50% of your shard strength. Using 3 would be acceptable, losing a full shard, and I can't acctually think of a reason to not have it be three. But the shard drop rate is the main issue, in my opinion.
  15. So, his invisibility no longer Scales with Duration, but instead being dependant on Strength (and possibly Range), as well as positioning. But, that's a 10 second invisibility at base Strength, if you position perfectly. Considering his current base invisibility is a scaling 12 seconds, that seems like a bit too harsh of a nerf in regards to his Stealth gameplay. Assuming a fully dedicated, 400% Strength Build, he'd go up to only 25 seconds - if you hit 100 enemies - which is matched at like, 209% Duration on his current Invisibility. Now, I get that the invisibility is an addition, and not the feature of the ability, so it makes sense for it to be less effective than a dedicated ability. Especially since this ability has a total of three base functions, and two ability synergies already. So, I'd say that one of the two causes of the invisibility should probably be scaleable. The initial invis would have the easiest entry barrier, but the "per enemy" additive would make mobile gameplay more rewarding in regards to his invisibility capabilities. Otherwise, you would be better of just running [Arcane Trickery] and turning him into a less effective Ash. So, the healing itself is indeed not needed, especially when his main method of surviving is simply not taking damage, but my main reason for proposing it was to help him trigger the bonus ability strength on [Archon Intensify]. The actual healing value is unimportant. And even that is mostly because Loki now has no real dump stat. Using [Guile] as an example, you could have it restore health based on the number of Disarray stacks Loki had at the time of casting, which would be 10 at the most, and 5 at the least, restoring say, 5-10 health per second for a brief period (or the whole duration). You could even make it higher of heal, in order to make a Health Tank Loki viable. Speaking of, you also mentioned [Arcane Ultimatum] making Loki a "tank" ... which is blatantly false at anything beyond base steel path (and maybe not even that), because he only has 280 Health. So, you'd need to boost his maximum health for that to be actually viable. And that would require either the aura slot for [Physique], mod slots for [Vitality], [Vigor], [Gladiator Resolve], etc, his second Arcane slot in [Arcane Blessing], or a helminth like [Elemental Ward]. That's not to mention that a Low-Range [Savage Silence] build with [Arcane Trickery] does half of this ability, but better, and [Primary Obstruct] can do the other half, albeit temporarily. Also, back into the whole "healing" thing ... Loki is, technically, a prime Candidate for [Molt Reconstruct], yes. Except that he has no innate tanking ability, and his survivability, again, is about not getting hit in the first place. Really, the only thing that should be harming a Loki is field damage (traps and AoE) in most gameplay. The suggestion for healing was solely for the extra ability Strength for [Archon Intensify], as I've mentioned, and even that would require either build dedication ([Combat Discipline]) or risky gameplay, without it being a forced mod or feature. Now, alternatively, and hear me out hear ... you don't directly add it at all. No healing added. BUT, if a <Leech Eximus> surge hits you while [Guile] is active, the surge that Loki and his Decoy put out will heal allies (including Loki) within the area, with a flat amount that increases based on the number of enemies hit maybe? That makes it a situational heal, sure, but still better than nothing. ... actually, should probably figure out what each eximus effect would do for [Guile], and if it would affect the Archon Mods or anything else.
  16. Having it cap lower makes sense. The numbers are just to show my meaning. Making it not scale is probably better, but I'd still say you'll want a base invisibility. Have it be short (2 seconds or so), just so it provides something if a team mate wipes the group you were going to use. Terrify has Strength affects the number of enemies, so maybe. Speaking of Strength, maybe give him an ability that heals him so he can trigger [Archon Intensify]? Not sure where though. Guile, maybe? Since [Blind Rage] and [Transient Fortitude] are both less than desirable, since he is both a stealth-caster and Duration hungry. Hmm ... I just realised that these changes also completely alter Loki's ability to do proper Stealth gameplay. Unless the Disarm doesn't alert enemies somehow?
  17. Pretty much, yeah. From the top of my head, there are maybe three viable solutions (and a few more that are half baked). First Implementation Turning the mechanic of the disorientation (the period in which enemies are open to finishers) as a non-refreshable effect with a temporary immunity. So, the enemies within the radius of the first disarm get disarmed and are opened to finishers for the non-scaleable disorientation period of 5 seconds. However, casting the disarm during these five seconds will not refresh this timer. That would be the non-refresh. Then, for the temporary Immunity, lets set it at another 5 seconds for the easy math, would mean that enemies that were disoriented by the disarm cannot become disoriented by a new instance for a total of ten seconds after being affecting (5 seconds for the disorient period, and then another 5 after that). Second Implementation Altering the invisibility mechanic to turn it into a less-consistent ability by adding enemy-based scaling. As an example, let's keep the invisibility duration at 6 seconds, but this invisibility itself does not scale. However, for every enemy disoriented by the cast (to pair with the first Implementation) or just every enemy within the cast radius, Loki gains an additional (0.25/0.5/0.75/1) second of invisibility, with this scaling with Duration, but maybe having a cap based on the number of enemies, as this would go up .... very quickly. Of course, the invisibility would not be renewable (so additional casts do not extend the invisibility either). This turns this into a more rewarding ability if you can actually position yourself better. And, with Switch Teleport, you can easily enter a horde of enemies. Third Implementation Separating the abilities. I'm not sure how you'd go about this exactly, but I'm thinking of tying the invisibility to the Hold-Cast of the ability. Something like; Hold-Cast to cast a radial disarm with half the usual radius, turning Loki invisible for (3/4/5/6) seconds. 25% of the energy is refunded on cast. While Loki is invisible, this cannot be recast. Tap-Cast is unaffected. This gives you something of a balance between two, but it's probably the jankiest solution. My personal recommendation of these would be both the first and second implementations, but lowering the initial duration of the invisibility maybe.
  18. Well, the first problem is that, either way, you're either going to have a recastable invisibility or an unspammable disarm for as long as you have the two linked. You could have a - Enemies disoriented by Radial Disarm cannot become disoriented again for xx seconds. - function, or some such. That allows the ability to be used as frequently as desired, but that's not a perfect fix (more of a bandaid honestly). Alternatively, you could remove the invisibility scaling, but that removes any real need to have any Duration mod other than [Primed Continuity]. And, that's good, but it comes at the cost of build diversity (do you run [Narrow Minded] to prioritise the invisibility at the cost of your actual disarming potential, or go for something more balanced). Not to mention all the people that use Loki solely for invis suddenly finding him "unplayable".
  19. So, Invisibility isn't recastable. As in, so long as the effect is active, it can't be recast. I thought Radial Disarm was the same. So, since the Invis has a 6 sec duration, it wouldn't be recastable for 6 seconds. And, since the invisibility scales but the disorient doesn't scale, then Radial Disarm becomes less spammable the higher your duration. With the current numbers, you'd need to be at 84% Duration or lower, or something like that, to keep enemies permanently disoriented. A bit of both. I have reworks or tweaks to synergise or update frames on my PC for about 30 of the frames at the moment. I had an Inaros one too, but since they announced him there's no point with that. Some are more like my Nova rework that I added recently, so less invasive and more updating. But yeah, honestly, I prefer this Loki rework. More thematically true
  20. You forgot to include the "per stack of disarray" here. Hmm. You could have it cost stacks if you wanted. Honestly, I just assumed it was on a timer based on the invisibility, preventing it from being recast while that invisibility was active (like the current Invisibility skill). You didn't add a range here. Not sure if that was intentional based on our previous discussions. Hmm ... maybe reword this to "enemies affected by switch teleport have their damage amplification doubled"? It feels a little ... off? But that's a nitpick. Other than that, everything looks fairly well executed, and synergistic
  21. So, Nova is already fairly used, but I'm proposing a few tweaks and upgrades to make her require less dedication in her builds to achieve their full potential. Anyway, let me know what I should add or remove, what needs to be tweaked, and overall what you think Passive First Ability Second Ability Third Ability Fourth Ability
  22. So, I just facepalmed so hard that my dog (three rooms away) woke up and barked. It would naturally not work, and it would cancel out heal-over-time effects too, I would imagine. ... and that was written in the quote I made too. Man I was tired. Okay, so ignoring that tremendous oversight, my question then is ... why? Why have the requirement if it doesn't actually utilise it? And, in fact, actually generates it. Maybe my brain is missing something, but that seems like an arbitrary requirement that's there just to force you into a finisher playstyle.
  23. I mean, Loki is always affected by his own passive. Unless you meant that he has to be within range of his Decoy to receive the Decoy's enhancement (the doubling of his passive). I'm not even sure if Evasion applies to defense targets actually. If it does, then that would make him even better for defensive mission types. Hmm ... a loot increase. Linked to the mark maybe? Would that be alongside the energy orb drop, or in place of it? Also, would it be an "on death" looting effect (like Atlas, Khora and Hydroid have), an "on corpse" effect (like Nekros), or something more similar to Ivara's, and being an "on hit"? As in, the enemy has a chance to drop an item when hit by a reflected attack, with it only triggering once per enemy? I mean, you could remove those that don't synergise with his kit (Impact and Cold), and just make it purely puncture. The only part of his kit that doesn't like puncture is the damage reflection, and an exemption has been proposed for that particular example, whereas lowering enemy output is great for Loki. I mean, a few allied frames might not appreciate it (Nezha and Rhino, for example), but there's a bunch of clashes like that when it comes to buffs and effects anyway.
  24. Okay, first things first ... how did you do the page thing? That's pretty cool. Seriously, please answer this. Is it one of the PC buttons? Okay, Health = Energy. Does that mean that mods that increase energy? I'm going to guess that it does absolutely nothing, like with Hildryn, which is fine. But what's your call for Energy Orbs? Do they restore health and, if so, how much? Okay, I like the idea. Tying it to two abilities also protects you from negating it due to helminth. Providing 0.03x armor is an interesting take, especially since the current Inaros only gains 100% armor with his Ultimate, and this provides up to 300% additional armor. Integrating the effects of [Negation Swarm] would create interactivity, as well as free up your exilus slot as long as you're using Inaros correctly. I'm guessing your keeping the Health on Finisher at 20%, but even if it dropped to 10% that would be fine, especially given the increased armor. Generating 15% of his Scarab armor, would give you 45% additional armor, which might be a little much considering how easily you can perform finishers with Inaros. The mercy kill inclusion is obviously nice to see, as this would be horrible without that. Adding a "prevent death" to his passive is nice, letting him actually use this part of his passive in non-death modes. The Sarcopho-Beam scaling off of his secondary is probably better than letting it be its own moddable tool ... but does that mean it becomes effectively useless in mission types where you can't use a secondary, such as a Primary-Only sortie? The ability to use Last Gasp is something that needs to be implemented for all of these abilities (even if there's only two), as it's something more players will be accustomed to, and likely build their operator for. The change from True Damage to Corrosive is interesting, but the addition of Corrosive procs is nice, giving him an ability that armor strips, though that obviously changes based on the actual numbers, because if it's too low it may as well not exist, but too high and it will get nerved too hard and become too low. The healing is niche, and probably not go noticed most of the time, but letting it heal allies is a nice addition. Might actually be useful that way. Honestly, I'm a bit confused here. Enemies that die will grant Scarab Shield, that makes sense. +5% on finisher ... okay? For how long? Stacking how high? Damage Vulnerability ... on a dead target? I am confused. Ah. A resource ability. 20% of your scarabs, or 60% armor. Okay. Takes 50 seconds of interaction to kill the target. That seems ... very slow. Scales with strength? Okay, better. Amplified by sacrificing your own health, okay, seems fair, especially since you're invulnerable during the cast. Affected by Viral ... all stacks, or irregardless of stacks, since you say a 1.5x multiplier I'm guessing the latter. It now provides Scarab Shield instead of health, up to a maximum of 50% per enemy ... so, a 2.5x return? Ah, and the invincibility only lasts 5 seconds, minimum before turning into damage resistance and status Immunity. Hmmm. So, really, you're probably not draining enemies for much more than 4 seconds at high-level endurance, which means, unless you build specifically for it, you probably aren't using it. Sand Shadows ... I forgot they existed because of how bad this ability is at the moment. However, giving your shadows scalability is nice, I suppose. Would probably be the only reason this ability would be used at higher levels, and that's dependant on how exactly they scale. Honestly, this seems like a pretty good ability. I like it. Don't really have any observations. Might actually make people use Fosfor regularly enough to need to go back to the Plains. Seems strong. I like it. Gives Inaros a lot of innate survivability too. However, as a channelled ability that consumes Health instead of energy, would mods like [Rage] and [Hunter's Adrenaline] work? They should, right? This seems good. I can't picture the jumping properly, but it still seems strong. 28 status effects per target, as a minimum, works very well too. Might depend on the size of the cone though. Seems like a good Augment. Changes the functionality, reducing its potential range for a guaranteed strength boost (unless everything dies) ... yeah, I could see this.
  25. Okay, so I've given this a bit more though, and decided to change the function of these. Instead of preventing the mods on the weapon from combining, it prevents external sources from combing with mods. An example would be a Viral+Heat weapon and [Shock Trooper] becoming Viral+Heat+Electric, instead of Viral+Radiation. They would ideally still be exilus mods, but probably have the cost lowered. Maybe 10?
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