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Titania: The Dead Horse, Warning: text wall imminent 


TheKazz91
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So I have been looking around at a lot of the threads about Titania and while there are a lot I don't feel like any one of them actually address ALL of her issues and try to take this ball of snakes and lay them out flat. So I am gonna take a stab at it. First I'm going to go over a comprehensive analysts of where she stands right now. Once we get that out of the way I am going to out line a few suggestion on how to improve her based on my own personal tastes as well as what I have seen around in other posts. This is more to get all of these ideas in one place where we can hash out pros and cons of various rework suggestions and really try to get to the bottom of what is best for Titania. So without further ado lets get into it. 

Analysis

Spoiler

 

Base Stat Line

Titania's base stats are exceptionally low, pretty much all of her baseline stats are either the minimum value of any warframe or just above the minimum and still below average. This is true about pretty much no other frame. Most warframes have at least one that stands out above the average. This is where I feel her first issue crops up when looking at her kit it is very clear that she is intended to be casting her abilities frequently. This doesn't match up with her base energy of 100 that only goes up to 150 at max rank.... 150 for reference that is the same as Inaros and Rhino who both have armor values exceding 200 and mountains of EHP to make up for their "lack" of energy (Inaros with hunter adrenaline effectively has infinite energy as well) Titania's health and shield are also base 100 and max at 300 which is the lowest that any frame goes to. Finally her armor is 65 which is below the average. Again all summed up Titania's base stats are terrible as she is either at the minimum or at least below average in all categories. 

Passive Ability 

Titania's passive givers her increased parkour speed (+25%) and allows her allies to also have increased parkour speed IF They jump from the same spot Titania already jumped from. 

Pros:

  • It makes her fast when she is in her "standard" form
  • Can help team mates get back to the Cetus gate faster while out on the plains. 

Cons:

  • Titania is not in her "standard" from about 90% of the time meaning this does literally nothing most of the time
  • trying to hit every one of these as someone following Titania is fairly difficult. 
  • If you are following a Titania with these and they mess up and get stuck on a door frame then this whole follow the leader thing goes right out the window anyway. 
  • No body wants to play follow the leader in warframe.

Ability #1: Spellbind

Titania's first ability is a target-triggered free-cast that takes about ~1 second to cast that will send enemies with in a SMALL radius flying into the air like astronauts that forgot to buckle up before bed time. It also forces effected enemies to drop their weapons which they must retrieve once they land on soft fluffy ground before they can proceed in their attempts to shoot, stab, or other wise inflict bodily harm upon you. The last thing this does which a lot of people don't know about is gives allies in the same radius immunity to status effects like bleed, toxin, radiation, etc. 

Pros:

  • Hard CC is generally good
  • being able to clear bleed and toxin effects can be life saving especially when playing without vitality installed. 
  • gives Titania a useful way to support team mates when they are standing still. 

Cons:

  • It turns out that sending your enemies into orbit is at the best of times inconvenient and at worst actively detrimental to your objective. 
  • Radius is tiny technically it is an AoE but you'd be lucky to hit 3 enemies per cast. 
  • It is a target dependent ability that can miss entirely. Yup that tiny radius combined with a 1 second cast time can mean that your target can actually move out of the effected area by the time it actually hits. Congratulations you just wasted 16 base energy. This is even more true when trying to clear status off allies right as they decide to bullet jump away. 
  • To target herself with the status immunity it requires Titania to aim at a surface within that she is within that radius of which is easier said than done when you really want to be flying above the battle field and take collision damage when you slam into a wall.
  • The enemies have the option of going back and picking up their weapons like nothing happened. Compare this to Loki's radial disarm which just poofs their weapons and permanently disarms enemies and the whole disarming aspect feels pretty underwhelming.  
  • Casting animation is long and prevents movement which disrupts Titania's play style and main source of the exceeding low survivability she does have.

Ability #2: Tribute

Tribute like Octavia's Metronome gives a cocktail of four different buffs how ever unlike metronome none of the buffs are particularly good, nor do they scale in any way, and you can't even obtain a full power version of even one of these buffs off a single cast let alone all four. This is because each buff needs to be stacked up 5 times to reach its full (and still underwhelming in most cases) power So what are these buffs you may be asking because the game never actually tells you what any of these buffs do or how to even get the buff you want. Also unlike metronome only Titania can actually gain these buffs and has to go out off her way to actually collect the buff once it falls on the ground like some she is in sort of early 90's top down bullet hell title. As an added bonus it also does a small amount of damage and if enemy survives (meaning it's over about level 30) then they deal 25% less damage for 12 seconds. 

  • Dust:
    • This is a buff that debuffs the accuracy of enemies by 10% stacking up to 50% within 30 meters of Titania. This is gained from hitting the standard ranged attackers of each race meaning lancers for Greneer, crewmen for Corpus, and this is worthless for infested because infested don't really shoot at you so who cares?
  • Thorns:
    • is granted by standard melee enemies so butchers, prod crewmen, and chargers. This grants Titania and allies with 35 meters damage reflection starting at 5% and stacking up to 25% at first it doesn't sound so bad right except that it is reflection NOT reduction oh and it will only reflect damage back at an attacker if they are within 40 meters of the target they are attacking. So if you get hit for 1000 damage by the bombard with 20k hp you with max thorns stacks you will get one shot and the bombard will take 250 damage that gets reduced by armor... So maybe 50? probably closer to 30? IF he is with in 40 meters... yeah it is bad. 
  • Entangle:
    • granted by heavy enemies like bombards, ancients, and nullifiers? (could be wrong on the nullifiers) this reduces enemy movement speed by 5% stacking up to 25% of enemies with in 10 meters of Titania. Again this is just bad for a squishy warframe that really want to be spending her time flying about 10 meters off the ground meaning it is likely you'll never be in range of anything and even if you are 25% is such a soft CC it is barely worth using if you can blanket an entire map with it let alone a 10 meter area.
  • Full Moon:
    • This gives a 15% damage increase stacking up to 75% to companions with-in 30 meters of Titania. It is gained from targeting summoned units such as shield ospreys, and summoned kubrows. Now you're thinking this is good right? WRONG this is companions not allies meaning sentinels and pets. Given that companion damage is terrible and their AI is worse not to mention the fact that while in razorwing mode (which you spend 90% of your time in) your companion disappears meaning you gain nothing from this buff, it is possibly the worst of the bunch.

So with that in mind lets go over the cost of this and again we'll use metronome as a comparison point because it is the most similar ability to tribute. Lets just pretend for a minute that the buffs were actually decent and worth stacking to 5 and maintaining a high up time on them. because you only get 1 stack per cast and there are 4 ability with 5 stacks that means you need to cast this ability 20 times to get all four fully stacked. Tribute has a base energy cost of 50 meaning it costs 1000 base energy to get all of these to full stacks. As a comparison metronome costs 75 base energy which allows you get get +30% speed, +30% multishot, +30% melee damage, and invisibility for 15 seconds (not to mention the 35% armor while the metronome is active) all of which scale with duration, range, and/or ability strength oh and all your team mates can get those too. now you might say that it balances out because three of Titania's buffs last for two whole mines and the other last for 90 seconds while Octavia's only last for 15 seconds. How ever this doesn't really balance out when you do the math on it IMO. Lets assume you are maintaining 100% up time on these for 5 minutes. Octavia's metronome costs about 5 energy per second to (not accounting for the actual duration that metronome is up allowing you to refresh with in that time frame) while Titania's 4 buffs combined takes 5 base energy per second to maintain (this is made worse by her razor wing being a channeled ability meaning she doesn't benefit from energy siphon or energizing dash to counter act  this and you are totaling about 6.75 energy per second in total up keep for the four buff  plus razor wing). this means that it would a little over 5 minutes of constant up time assuming you refresh at the perfect time in both cases. How ever Titania's buffs require time to actually find the enemy type you of the buff you want then actually fly over to them to pick up the buff this also means that the enemy you need may just not be around when you need to refresh causing your buff to fall of meaning you need to spend 250 base energy to stack it back up. Mean while Octavia presses 3 and spams a couple different actions when ever and where ever she wants and if the buffs fall off it doesn't require any additional energy reinvestment to get them back.

Baring all that in mind lets get to the pros and cons (I did warn you that walls of text were incoming when you got here)

Pros:

  • Four unique buffs in one ability has great potential
  • dust at max stacks is a decent enough ability for avoiding damage in confined tile sets *when combined with the 50% evasion that comes with razorwing*
  • 90-120 second duration on buffs is good

Cons:

  • Damage is very low for single target ability and doesn't scale well at all
  • 25% damage debuff at high levels is like expecting an air bag to save you from getting hit by a train
  • out side of dust the buffs you can get are just bad
  • even when a buff is ok it still takes 5 stacks for it to be ok and unlike most things with stacks never gets to a point that it is actually good. It's just ok.
  • the energy cost to get all buffs is astronomical especially considering Titania's low max energy to begin with.
  • The enemy types you need to maintain you buff may just not be around when you need to refresh
  • You need to go out of your way to collect the buffs that are dropped.
  • It requires a lot of mental energy to build and maintain stacks. 
  • the buffs do not scale in any way
  • the buffs only apply to Titania and require her to stay near allies in order for them to benefit from the buffs
  • dust is only decent when combined with razor wing in standard mode it is still pretty garbage
  • Casting animation is long and prevents movement which disrupts Titania's play style and main source of the exceeding low survivability she does have.
  • literally any thing else about this ability that I have failed to mention in this list.

Ability #3: Lantern

Lantern is perhaps Titania's most useful ability out side of her 4th or at least it would be if not for one fatal flaw that renders it virtually worthless. Lantern is effectively a large area hard CC as it lifts one enemy target who becomes immune to all damage and other enemies within 20 meters that scales with range become mesmerized with the primary target and begin to slowly walk toward it and stop shooting or attacking you and your friends in any way for 25 seconds that scales with duration. Then once Lantern ends either by running out of time or by being manually canceled by pressing 3 again it explodes dealing respectable damage (2500 blast) to enemies within 8 meters in addition it also deals 350 damage per second to enemies with-in 2.5 meters because the target is instantly lifted about 2 meters off the ground and the target it's self is immune to damage the 350 damage per second could basically just not be part of this and you wouldn't notice a difference. So what is the fatal flaw that makes this other wise very respectable ability absolute garbage? Well remember that impromptu space program we started with spellbind? Yeah that is back. Your primary target will immediately start floating into the air and as his buddies walk into him they will inevitably push the primary target away from them (usually strait up for some reason) and eventually they will float so far into the air that not only are you not going to be able to benefit from the nearly not existent AoE DoT or the finishing explosion damage but even the mesmerizing effect on other enemies will end up being a distant memory. This is especially true if your allies end up shooting your lantern target as they will end up flying off at about 100 miles per hour. So the most effective way to use this ability is basically as an mid sized AoE blast by casting in to a group of enemies and then immediately detonating it and completely forgetting about the CC application though it can be used as a fairly effective CC in small confined spaces like Orokin hallways which are generally not were Titania likes to hang out because of the issues with her 4th ability that we'll get to in a minute. So on to pros and cons!

Augment: Beguiling Lantern

The augment for lantern just like lantern itself would be great if not for the crippling balloon physics as it makes all targets that are being attracted to the lantern take +100% melee damage.

Pros: 

  • respectable damage from the explosion that happens when the ability ends
  • Large area hard CC 
  • can distract enemies long enough to revive an ally even with the floating non-sense
  • Long duration
  • Decent augment if you have a good melee equipped

Cons:

  • Lantern target floating into space and out of range of other enemies making this ability nearly worthless as a cc option
  • size of dot damage is too small to effect anyone but the primary target which is immune to damage making it a worthless addition
  • If you are just using it for the explosion damage it really is worth the energy cost that could go into more up-time on razor wing instead.
  • Casting animation is long and prevents movement which disrupts Titania's play style and main source of the exceeding low survivability she does have. 

Ability #4: Razor Wing

Razor wing is by far Titania's best ability and by itself is nearly enough to counter act all of the cons we have gone over so far even after factoring all of the flaws inherent in razor wing itself and makes Titania a lot of fun to play. Razor wing causes Titania to shrink down to a fraction of her normal size which grants her 50% evasion. She also gains access to both of her exalted weapons which we'll get to in a bit, and lets her fly around like a mini arc wing. You also get a 6 razor flies that will follow you around and automatically deal damage to enemies near you. And that is where both the magic and inherent issues with this ability start. While this is incredibly fun (coming from someone that loathes standard arc wing missions) it has the distinct disadvantage of being a literal copy paste arc wing code which is for all intents and purposes an entirely different game mode to the point of having a completely separate physics system. It also means that companions and pets can't fallow you as they are not designed to work with arc wing (for obvious reasons) this means no vacuum (techincally arc wings have inherent vacuum but this only works on arc wing specific mods and resources). It also means you can't interact with anything meaning no hacking, no objectives, no reviving team mates, nothing that requires you to press X on it. The other down side to jumping into a different game mode is that despite being in the air the whole time you are not considered airborne for purpose of mods that care about being airborne (looking at you aviator.) oh and you get targeted by anti-air turrets on the plains that will continue to track you if you revert back to your normal form after the missiles are launched and these will literally always one shot  you with no warning if you don't destroy them before they fire. I should also mention that you take impact damage when you run into walls and doors (which will happen a lot) These are issues that will likely be impossible to fix until arc wings are fully migrated over to the new vehicle system which could be a while regardless of when/if Titania gets a make-over. And you get all of this for the low low price of 25 energy to enter razor wing and 5 energy per second base to maintain it. 

Augment: Razorwing Blitz

Razorwing Blitz gives you a stacking buff that provides +25% fire rate and movement speed for 8 seconds every time you cast either your 1,2, or 3 while in razorwing mode this stacks up to four times for a total of +100% fire rate and movement speed. 

Pros:

  • It is a lot of fun
  • 50% evasion is a nice boost of survivability on a frame that needs as much help staying alive as she can get. 
  • With decent efficiency/duration the cost to maintain this is easily manageable coming it at a bit under 2 energy  per second on an average build and as low as about 1 energy per second for a max efficiency/duration build. 
  • Access to Dex Pixia which is worth the upkeep just for that. 
  • Flying means any sort of agility test is a breeze, orokin treasure rooms, drift mod puzzles, what ever
  • Good augment as +100% fire rate on Dex Pixia means insane DPS
  • Using Diwata against a large group of lower level enemies makes you feel like a tiny little death machine and is very satisfying *if you aren't prone to getting motion sickness*
  • did I mention it is a lot of fun

Cons:

  • You can't interact with anything
  • No vacuum meaning you need to scrape the floor to pick up loot/energy orbs
  • Doors for some reason do not detect you properly until you are literally almost touching the door
  • Get targeted by anti-air on the plains means instant death
  • Getting hit by an AoE that ignores evasion during high level missions means instant death 
  • Making a lunging melee attack and colliding with a stationary object means instant death
  • Literally just trying to fly full speed through an open door can mean instant death as it closes just before you get to it
  • Not considered Airborne for mods that care about that
  • Low Max energy means maintaining Razorwing Blitz stacks is extremely taxing until you get some energizing arcanes. (yes a lot of builds run two of them)
  • Jumping out of razor wing to do literally anything means you lose your Razorwing Blitz stacks
  • You can't transition directly from Razorwing to your operator or back again using transference unlike most other channeled abilities
  • Razor flies are very fragile and can't be re-summoned while in razor wing meaning you need to exit and recast to get them back once they die (and they will)
  • Damage from razor flies is very low and almost not even worth mentioning.
  • Cannot benefit from energy siphon or energizing dash while in Razorwing
  • Making a sharp turn causing a blinding screen blur effect
  • Particle effects do not scale down to match Titania's smaller size meaning volt's speed buff for example can block about 40% of your screen
  • While in razorwing your hit box is about 30% larger than your model  actually appears which can lead to colliding with a door frame (see above the Cons regarding instant death)
  • Despite the gift of flight you spend most of your time 2 inches off the ground so you can pick up energy orbs and mods
  • Again  despite the gift of flight you are really not very fast (even with the 100% speed boost) Generally if you want get somewhere fast your better off using your passive in normal form for the +25% bullet jump speed.
  • In high level missions you are too reliant on razorwing to stay alive. (despite the many ways you can be insta-killed while IN razorwing mode)
  • Casting animation is long and prevents movement which disrupts Titania's play style and main source of the exceeding low survivability she does have.

Dex Pixia

Dex Pixia are Titania's exalted machine guns that as mentioned above are really good and well worth the energy drain by them selves. If a total damage of 160 which is primarily slash damage comprising 128 of that isn't enough for you it also has a base status chance of 25% and a fire rate of just under 6 rounds per second and a 60 round magazine. But wait there's more instead of a standard reload assuming you did not fire until the magazine reached 0 the ammo count starts regenerating once you let off the trigger and in the event you do empty the mag there is about a one third of a second before you start to regen ammo and this take about a total of 1.2 seconds to completely refill to 60 from 0. Once these are modded for corrosive and status chance they will shred swarms of high level targets like they are giant paper mache dummies or some form of card board based life forms. 

Pros:

  • Very good stats
  • High slash percentage means mostly bleed procs
  • High status chance
  • Good rate of fire
  • Good magazine capacity
  • No need to worry about picking up ammo
  • Two V and one -- polarities
  • Now moddible separate from your main primary like other exalted weapons.

Cons:

  • Like all exalted weapons it is another thing to stuff forma into

Diwata

Unfortunately the mountains of praise for the Dex Pixia does not transfer to Titania's second exalted weapon which is her erm... Sword?  (feels weird calling it a sword when the actual length can't be more than about 6 inches.) Diwata is a puncture based weapon with a total of 200 damage, an attack speed of 1.08, a crit chance of 20%, and multiplier of  x2 and its reach feels significantly larger than you would expect it to be (still fairly small by the standards of most melee) Looking at it's stats you might think this is a perfectly serviceable weapon right? Well to a degree you'd be right you can make Diwata good enough but not great. It needs a bit more crit chance or at least a higher multiplier to really push it into greatness. It also has the significant draw back of the very real possibility that as you lunch your self head first toward your target at a significant fraction of light speed, you will slam into a wall, door, flag pole, or any number of other random stationary objects and just kill yourself. You also don't get a stance mod slot meaning this thing eats forma like it's going out of style if you do want to put in the resources to make it good enough even with the three base polarities (two V's and a -- just like Dex Pixia) Over all a pretty mediocre weapon due in no small part to the issues regarding the restrictions of arc wing being an entirely different game mode.

Pros:

  • Good total base damage
  • Decent (but not great) Crit chance
  • 3 base polarities
  • Larger range than you'd expect

Cons:

  • Puncture based
  • low status chance
  • low crit multiplier
  • possibility to kill your self while attacking
  • no stance mod (meaning more forma investment)w
  • Eats forma like nobody's business
  • Just shy of enough crit chance to make it worth using

Summery/General Thoughts:

Overall in her current state Titania a hell of a lot of fun despite the fact that she is a total mess. She is squishier than over cooked noodles her abilities lack any sort of cohesion or synergy and to the point that you have to actively contradict her main play style to even use her first 3 abilities. Apart from her 4 her abilities are quite frankly just not worth the energy they require to cast especially when you compare what other frames are doing for the same energy cost. This is even more true when you take into account that all of her abilities have the possibility to result in her near immediate death due to their long casting time that prevent movement which is what provides Titania with a good portion of her ability to stay alive. He also has a bit of an identity crisis going on, her 1 is minor CC + some support, 2 is support but only if you want to stand next to your team mates but also stay near enemies neither of which are things she really wants to do (other than maybe for the benefit of team mates being near by to pick you up when she flies too close to an explosion.) her 3  is about the only other ability that is close to helpful for the ability to mitigate enemy damage out put in a large area if it weren't for the lantern flying off into space, then you have her 4 which turns her into an absolute DPS monster. Personally I can see her fitting into a hybrid role with any two of these three roles but she needs to pick two and stick with them. Personally I'd like to see her more of a DPS/CC hybrid if not primarily just DPS focused as we already have a DPS/Support hybrid in Octavia and her 4 just puts out too much DPS and is too fun to take that way from her. 

All That said it is very possible that once the vehicle system is completely up and running and arc wing is more aligned with the general mechanics of the rest of the game it is very possible much of the clunkyness around her 4th ability will get resolved which will be nice even if she doesn't get a compete rework (which I still think she need regardless of what happens with arc wing)


 

 

 

 

So with the 2 page analysis out of the way lets talk about how we can and more importantly want to fix Titania. As I stated in the opening paragraph I am going to try to go over both what I have commonly seen around in other posts/videos about how other people would rework her as well as the direction I personally would like to see her taken with a rework. That said there are 3 common directions that people go with her. The first being basically a function version of what she is now which I'm going to dub the Vanilla rework. Then there is the mostly keep her the way she is not but address her identity crisis issue and rework one or two abilities which I'll refer to as Vanilla+. Finally you have the complete overhaul/total conversion rework ideas the most common of these is a highly mobile glass cannon focused with razor wing drones as a central focus to the point of treating razor flies in much the same manner as Saryn's spores or Nidus's mutation stacks where you spend most of your energy and mental focus building up and maintaining your razor wing swarm which I will naturally be referring to as "The Pixie Queen" rework. As there are a lot of ideas out there, all three of these basic concepts can be addressed in a number of different ways. Where I have seen a lot of support for two contradicting suggestions I will try to give multiple options to encourage discussion. In addition to the 3 main rework themes I am also going to go over common issues and fixes that are need between all of these regardless of overall direction of the rework mostly regarding Razor Wing. Well I have gone on long enough so go grab a drink and once you're back we'll get into the reworks. 

 

General Fixes and Quality of Life Improvements

 

Spoiler

 

As mentioned above most of these are are centered around Razor Wing so we are going to cover those first also keep in mind may of these are going to be dependent on the arc wing rework not necessarily a Titania rework.

  1. Remove collision damag (this was addressed in the most recent update 😃)
  2. Make doors react from further away while in Razor Wing (no this is not a speed thing max strength volts move way faster than Titania and don't head butt closed doors constantly)
  3. Allow us to use transcendence to transition directly from Razor Wing to our operator and back
  4. Clean up the excessive screen blur while making sharp turns
  5. Allow us to interact with objectives and revive team mates while in razor wing
  6. Prevent Anti-Air turrets from targeting Titania while in Razor Wing OR give her some sort of counter measure like every other arc wing has to deal with target locking missiles.
  7. Make Razor Wing count for being airborne
  8. Reduce hit box to the actual size of her model while in razor wing
  9. If possible scale particle effects to match her smaller size
  10. Make her razor wing speed comparable to her normal speed using bullet jumps
  11. And the one you've all been waiting for say it with me: Vacuum. Vacuum, Vacuum!
    1. This is quite possibly the most common complaint I have seen with a variety of suggestions on how to address it so I am going to go over a few of those here.
    2. Option #1: innate vacuum with a range of about 11.5 meters
    3. Option #2: the effects of any mods you have installed on your companion just become active on Titania
    4. Option #3: near by razor flies automatically pick up loot  near  you (basically the same as option #1 but with the down side of your razor flies can (and will) die) 
    5. Option #4: razor flies as moddable exalted companion (YAY! FROMA FOR THE FORMA GOD!!!!😈)
    6. Option #5: Loot is slowly pulled toward your Lantern
    7. Option #6: You automatically pick up Loot with in X Meters when ever you pick up a tribute
    8. Option #7: Keep sentinel/pet out while in razor wing
    9. Option #8: No vacuum but a larger pick up range of 3 meters so at the very least you don't need to belly slide along the floor. 
  12. For god sake staple Lantern to the floor so the primary target doesn't float into space. Even IF it still moves around keep it a fixed distance from the ground so it's range isn't completely wasted. 
  13. Adjust all casting animations to be upper body only and allow fluid movement while casting rather than forcing Titania to make a potentially lethal stop for 1-1.5 seconds. 

 

 

Now with all of those General issue taken care of lets start on the actual reworks!

Vanilla (but functional!😀)

 

Spoiler

 

Base stats

Because Titania is quite obviously intended to be a caster and her abilities want to be cast a lot she NEEDS more energy PERIOD. Also because most of her survivability comes from avoiding damage which comes down to RNG meaning you will enviably take a hit at some point and if that hit just one shots you then her entire method of surviving is invalid To address this we are going to give her just a tad more shielding. 

  1. Increase base sheilds from 100 to 125 and from 300 to 375 at max rank. 
  2. Increase Base Energy from 100 to 150 and from 150 to 225 at max rank
  3. We are actually going to reduce Titania's health from 100 to 75 base and 300 to 225 at max. (basically we just shifted health over to shields this will make sense later.) 

Passive

Titania's passive is decent enough but there are two main issues with it first she doesn't benefit from it while in razor wing at all and second  for allies to benefit from it they need to jump in the same spot Titania does which is as likely to slow you down as you focus on jumping to the right spot rather than focusing on where you are really trying to get to so lets fix those two things.

  1. Instead of leaving a static "trampline" that allies have to jump from when Titania uses a bullet jump she leave behind area that will grant allies to pass through it +25% bullet jump velocity or +25% flight speed for 3 seconds. 
  2. While in razorwing Titania gains +25% flight speed when ever she uses a spin attack for 3 seconds and leaves behind the same effect when she bullet jumps except it would be floating in the air instead of on the ground.

Spellbind

Spellbind while the floating thing can be obnoxious is decent CC the biggest problem is it's targeting both for the status removal and the CC a long with it's obnoxiously small range which is tolerable but not ideal the worst part about this is when Titania is trying to cleanse a heat, slash, or toxin proc off her self meaning she needs to slam into a wall before she can clear the status. So here is what we are going to do.

  1. Make Spellbind  a free cast ability that does not require a target. This allows it to be used to maintain Razorwing Blitz stacks when no enemies are around and allows you to anticipate enemy movement so you can cast it where they will be when the spell hits rather than the location they are at when you start casting and allows you to target the center of a blob of enemies rather than a specific enemy in said blob which makes it small radius a bit more tolerable. 
  2. When ever you cast Spellbind regardless of where you are targeting when you cast it Titania always gains the benefit of the status immunity meaning spell bound does not force you to stay near a surface to be helpful and pretty much always worth casting and gives Titania a small boost to her over all survivability 
  3. We are also going to give it a small increase to it's range from a 5 meter radius to a 7.5 meter radius. 
  4. The last change we are going to make here is that our spell bound targets will now be pulled toward our lantern if they are within the attraction range. This has the added benefit of actually making the disarm worth something as if they do manage to escape the lantern some how it means they then need to actually run a fair distance to retrieve their weapons rather than dropping down a few steps away making it nearly pointless. 

Tribute

Ok so real talk now Tribute needs work no two ways about it. The buffs are bad and even if they were good it just costs too much to get going. Not to mention it has the same issue whe just addressed on spellbind in that it forces you go out of your way to make it actually work for you rather that giving you the freedom to move around at your leisure which is what Titania is made to do. 

  1. First lets address the energy issue by drop the base cost from 50 energy down to 35
  2. Next lets look at the damage instead of a static base damage of 500 the damage will now scale up with the total number of stacks you have among all buffs provided by tribute going up by starting a 250 and increasing by 75 for each stack this means that at max stacks on all four buff it will be dealing a respectable 1750 damage to a single target.. 
  3. If the enemy survives they receive a debuff that causes them to receive +50% damage and deal 50% less damage for 12 seconds. 
  4. We are also going to standardize the buff durations to 90 seconds none of which are affected by duration. 
  5. Last thing we need to do before moving on to the buffs them selves is remove the need for Titania to actively go a pick up her buffs or at least minimize the amount of running around she has to do. So we have a few options here. 
    1. Option #1: Titania automatically gains the buff once she hits an enemy with Tribute
    2. Option #2: Buffs will now be effected by our vacuum in what ever way that gets fixed
    3. Option #3: Buffs will now be draw in towards our lantern target meaning we can drop a few Tributes followed by our Lantern and then just collect all our buffs at the lantern in one easy stop. 
    4. Personally I am partial to option 1 but I could live with option 3 as well as it adds some synergy between our abilities. 
  • Dust:

Dust actually needs the least work of all the buffs the main issue here is that enemies out side of 30 meters are not effected in any way by this and high level greneer with hit scan weapons don't care about this at all The other issue is once you start hitting level 100+ enemies they can have over 100% accuracy which completely negates this ability even if they are in range. So if we do the math on this a 50% accuracy reduction followed by a a 50% evasion granted from razor wing comes out to basically a 75% chance for the enemy to miss their shot. SO what we are going to do instead is make dust give 10% evasion per stack for a max of 50% now you're thinking that means she can't be hit? that seems broken. Well here is how that comes out to the exact same 75% chance. This is because this gets calculated independently of the 50% evasion gained by razor wing. so you make one 50% roll followed by a second 50% roll to evade effectively meaning you only get hit 25% of the time you would normally regardless of how close the enemy is. This 50% evasion is now also granted to allies within 15 meters of Titania. The range Allies need to be within will scale with range

  • Thorns:

As mentioned in the analysis taking 100% damage and reflecting 25% back is just bad so this is getting some heavy changes and on this one I have seen a few different takes on it. 

  1. Enemies within 12 meters of Titan take 75 damage per second again stacking 5 times for a total of 375 damage per second. damage scales with strength range scales with range
  2. When ever an Titania evades an attack the attacker receives 25% of the damage Titania would have received if she had been hit by it again stacking 5 times for a total of 125% damage of the evaded damage. Allies within 15 meters of Titania also benefit from this effect. range of allies scales with range
  3. Enemies directly effected by any of Titania's abilities deal 35 damage per second to all enemies within 10 meters of them. stacking up to 175 per second per effected enemy. These include enemies lifted by spellbind, the primary target of lantern, and targets that survive been stuck by tribute and survived. scales with range and power.
  • Entangle:

Again entangle really doesn't make a lot of sense to use. you have 2 hard CC's and entangle is the softest of soft CC both in range and speed reduction. So this may be a candidate to get completely replaced even in this rework that is focusing on making as few changes to the vanilla design and intent of abilities because again she just doesn't need this in her kit. With that said if we are dead set on keep this theme lets first address the range issue and just bump that up to 15-20 meters, alternatively we could make it a bit more interesting and make this directionally  based making it effect enemies in 75 meter long 15 degree cone centered on where Titania is looking reducing speed by 75% at max stacks. This would actually complement her kit as she could drop her lantern behind her to protect her flank then focus on keeping enemies in front of her at a distance. This could stack with either -15% movement speed per stack, 15 meters per stack, or possibly even both. this buff has no scaling. Honestly this is something I just came up with on the spot because 90% of reworks I have seen just scrap this all together and I'll get into some of those Ideas in the Vanilla+ section.

  • Full Moon:

This is another one that is typically scrapped and replaced but again we'll try to keep it in theme while making it worth having. The easiest way to do this to simply to make it effect all allies (and Titania herself and her razor flies) rather than just companions. And that is pretty much it. +15% damage for you and your team mates within 30 meters for 90 seconds stacking to a total of 75%. DONE!

Lantern

Lantern as stated in the analysis is actually pretty solid so we aren't going to change much here. 

  1. Staple the primary target to the floor. They are now lifted 2.5 meters off the ground and just hover in place for the duration
  2. We are actually just going to remove the 350 damage per second to targets within 2.5 meters
  3. To compensate for 2 the explosion damage at the end of lantern now increases by 65 damage for every second lantern is active. 
  4. Lantern draws in targets affected by spellbind and souls (buffs) created by tribute that are with in it's attraction range. 

Razorwing

Out side of the fixes mentioned above Razorwing is in a good spot with one tiny (literally) exception razor flies. 

  1. Your razor flies now have a re-spawn time of 15 seconds that is REDUCED by ability duration. Each timer is handled independently so if they do all die at once the all come back at once in 15 seconds not one after the other over 90 seconds.
  2. Additionally your razor flies are immune to AoE damage (but not status effect as they benefit from the status immunity of Spellbind now.) Or at the very least take 50-75% less damage from AoE attacks.
  3. Finally when ever Titania does inevitably get hit because RNG if the attack would deal damage to Titania's health one of her razor flies intercepts the bullet and is sacrificed to prevent any damage from that shot. 

Dex Pixia

Ain't broke don't fix it. moving on.

Diwata

As stated in the analysis this requires too much forma to make it worth using and is so close to being really good and honestly could be left as it is now and these changes could be something for Diwata Prime when Titania get's her prime treatment because it really is that close to being a really solid option after we fix the collision damage. 

  1. Buff crit chance from 20% - 25%
  2. Increase crit multiplier from 2x to 3x
  3. Give it an innate stance mod like Excalibur's Exalted Blade 

Take all of these numbers with a grain of salt all of this is really just an initial draft obviously it has not been play tested and somethings may even be over tuned with this rework. (Compared to the things Saryn, Mesa, Inaros, and Equinox among others can do I doubt this is actually the case)  and not all of these changes are absolutely necessary. The idea is to make Titania a true caster. You should be running out of energy not because of terrible energy economy but because all of her abilities are just worth casting and you'll be casting them a lot and I think this achieves that. 

 

At this point I have spent multiple hours working on this write-up so I think I am going to post what I have so far and I will come back and edit it with the Vanilla+ and  Pixie Queen rework Ideas as there are a lot more potential changes we need to go over for those ideas and it will probably take me another several hours before the write up on those are complete. Feel free leave feed back if there is literally anything you feel I missed on the analysis either pro or con let me know and I'll try to snake it in here. Also feel free to provide an opinion on what I have so far or any ideas you have that you think would fall in the Vanilla+ or Pixie Queen reworks or even if you have an idea to take Titania in another wildly different direction. 

Edited by TheKazz91
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This all sounds good to me. Poor Titania needs all the help she can get, and as far as I can tell this pretty much fixes her.

 

May I suggest something for Tribute? When she was being teased on Devstreams before her release, Tribute would affect all enemies in front of Titania in a cone. Titania would immediately pull all of the souls to herself and gain those buffs. Instead of casting Tribute over and over again, I'd rather the skill just gather a bunch of souls in one cast. Less energy, less time watching the animation, and more time actually playing the game. 

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13 minutes ago, EchoesOfRain said:

This all sounds good to me. Poor Titania needs all the help she can get, and as far as I can tell this pretty much fixes her.

 

May I suggest something for Tribute? When she was being teased on Devstreams before her release, Tribute would affect all enemies in front of Titania in a cone. Titania would immediately pull all of the souls to herself and gain those buffs. Instead of casting Tribute over and over again, I'd rather the skill just gather a bunch of souls in one cast. Less energy, less time watching the animation, and more time actually playing the game. 

This is something that I will cover in the Vanilla+ rework as turning tribute into an AoE ability is a pretty popular suggestion but it does change her kit enough that I don't think it fits in the Vanilla rework. 

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Just to your info, i got a Rad damage build with my Razorwing MPs that got about 13.whatever firerate with close to 19k rad damage.... i saw #*!%ing level 60 dropships in half and can Eidolon hunt with her, specially if a Rhino with Roar build boosts me and Limbo Banishes me (remember guys, warframe abilitys and exalted weapons go through the rift, while enemy attacks dont do that...)

Look out for me on the Plague Star Event, the Hemocyte is also another prey i bring to its knees with her.

I fold together Level 155s of nearly all kinds (Heavy Gunners, Nox, Ancients, Grineer Plains Commanders, Bombards ect) within seconds.

All she will get if DE will see the way i use her is a nerf if more people use her my way ...

 

So anyone still thinking she is not OP if used right should maybe consider said facts.

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1 hour ago, Dark_RRiderr said:

Just to your info, i got a Rad damage build with my Razorwing MPs that got about 13.whatever firerate with close to 19k rad damage.... i saw #*!%ing level 60 dropships in half and can Eidolon hunt with her, specially if a Rhino with Roar build boosts me and Limbo Banishes me (remember guys, warframe abilitys and exalted weapons go through the rift, while enemy attacks dont do that...)

Look out for me on the Plague Star Event, the Hemocyte is also another prey i bring to its knees with her.

I fold together Level 155s of nearly all kinds (Heavy Gunners, Nox, Ancients, Grineer Plains Commanders, Bombards ect) within seconds.

All she will get if DE will see the way i use her is a nerf if more people use her my way ...

 

So anyone still thinking she is not OP if used right should maybe consider said facts.

Huh? All I see here is  "Don't touch her, I don't care about all the massive amounts of clunkiness and broken interactions, cuz all mah DPS!"

*facepalm*

That's all just a matter of numerical balance, mainly, which completely misses the point. Not to mention how that mostly revolves around Razorwing, which the OP even claimed to be what holds her together, basicly (despite having massive QoL issues on its own).

This is about removing tons of clunk, issues and the rather lacking kit cohesiveness, mainly with her 3 first abilities. Numbers can be tweaked AFTER that.

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Now onto a more thorough response to OP's excellent analysis and currently proposed ideas:

In regards to the analysis, there is hardly anything that I disagreed with you.

As for the "Vanilla" suggestions, I'd change/add the following:

Passive

  • I think something that would fit better for her, is something related to being airborne (wether in Razorwing or just jumping around or whatever). I saw someone suggesting something along the lines of "pixie dust bombs" (could use more or less the same graphics as her current "trampoline") which falls down behind her as she travels in the sky. This dust could bring any kind of utility really, such as being little fields of enemy accuracy-reductions or slowdowns. Or even being minor obstructions / damage reduction fields (basicly "anti-missile flares", but for any attack passing through).
    This new passive, among other uses, could help her against the AA-missiles on the plains, for example.
    While the current passive isn't aweful, it just doesn't fit her kit.

Spellbind

  • Agreed with all of your proposed effects!
  • Would like to add (as mentioned in my first post in here): The area of effect could also act like a loot-pickup blast for Titania! Both in regards to regular loot and Tribute souls. It could maybe even linger, as a "collection zone", for a little while?
  • Would like to note that I'm glad you didn't entirely remove the "floating" effect here. I've actually found that effect to be very useful, at least while on the plains, to more easily kill enemies while in Razorwing.

Tribute

  • I like the basic ideas suggested for this (more to the specific "auras" later). The only thing I'd keep intact as is, would be the need to collect the souls, as you'll see from some ideas further below (plus due to the Spellbind looting combo, obviously). I do, however, fully agreed with souls floating in towards the Lantern, I really like Lantern being that "clumping" kind of skill (both for souls and Spellbound enemies, and also for loot as you further mentioned).
  • I'd like to also suggest that once you blast an enemy with Tribute, the effect could chain over to nearby enemies (could be visualized by a Razorfly, made of energy, flying between them), up to a maximum count of, say, 10 chainings? That way, it requires a lot less spamming, and the energycost of 50 could then also remain intact. However, then I'd remove the knockdown effect and replace it with a stagger (i.e. Impact-proc), to not devalue the hard CC of Spellbind too much.
  • An alternative way to reduce the spamming / reduce the difficutly of finding the right souls before they expire, would be for ANY soul to contribute to all of the types, but moreso for its specific kind. Like; Pick up a Dust-soul and gain 20% of Dust's effects like now, but also 5% of Thorns, Entangle and Full Moon.
  • An additional effect I'd like to add to it: Picking up a Tribute-soul could restore a bit of energy for Titania! This energy gain would scale similarly to Nidus' Virulence (higher power efficiency = less energy per soul), as it would be too powerful otherwise. Thus, by casting Tribute followed by Spellbind (to collect them from a distance), she could somewhat sustain her Razorwing mode without relying all too much on basic Energy orbs and/or getting down on the ground. It does, however, require plenty of enemies, so it's not perpetual in non-combat. It would also synergize quite nicely with the enemy clumping synergy of Spellbind + Lantern (Kit cohesiveness starting to really show here, imo).
  • As for the specific auras:
    • Dust - Yeah, this one hardly needs any changing.
    • Thorns - I think the best idea here (although all are cool) is the 2nd (evasion = damage-reflect) or 3rd (DoT from any ability). Although, if going with the 2nd one, I'd make it damage-reflect wether you evade or not.
    • Entangle - Simply increasing its radius to be the same radius as her other skills (like 30 - 40 meter radius) ought to suffice, imo. I do like the frontal cone slow though, but 75% seems rather too powerful, honestly. I'd say 60% slowdown, tops.
    • Full Moon - I'd keep this as companion-buff only, but that REALLY ought to include her Razorflies. And, on top of boosting their damage it could ALSO boost their max health and/or give them healthregen. I don't think anyone would complain about that. As a sidenote here though, I think her Razorflies should be MUCH more important than they are currently (both offensively and defensively, although you've already covered the defensive useage by them intercepting healthdamaging attacks for her). And on that defensive note; Full Moon could maybe also speed up the respawn-timer for her Razorflies?
  • Augment suggestion:
    Altar - Any time Titania picks up a Tribute Soul, she and all her allies within affinity range (including all companions and Razorflies) have X health restored. Further, if Tribute-souls are not swarming towards a Lantern, they now float towards Titania with Y speed, regardless of their distance from her.

Lantern

  • I agreed with everything here, but by "stapling", do you mean anchoring the target, like a balloon tied down? Cuz that'd be good enough for me.

Razorwing

  • Again, agreed with everything here, except a few things:
    • One of your options was to give Titania your companion's effects while in Razorwing, which is a suggestion I can't agreed with (feels a bit... weird, to be honest). Instead, make Razorwing transform your companion into a simple orby wisp (think Navi from Zelda, just muted, hehe), which can still do all of its effects like now (including having health and all that), and which will fly close to you similar to a Sentinel (regardless of what companion-type it is). Maybe, for the sake of difficult programming, it could make your companion unable to attack with their regular attack, but could still use its abilities? Or, alternatively, if the companion is a melee one (i.e. Kavat/Kubrow), it could attack by shooting energy-projectiles, perhaps?
    • Vacuum (which I agreed with being innate for Razorwing), should just be a Warframe-based passive effect in general, imo, not a Sentinel mod (To note; I'd personally still only use Sentinels, for various reasons). But if DE can't let go of this stubborness, giving Titania innate Vacuum while in Razorwing would be fine (i.e. your Option #1). Option #5 (loot slowly being pulled towards your Lantern) is something I could support ON TOP of this.
  • I think Razorflies need better offensive capabilities too. I'd say:
    • Razorflies deals X% of your Diwata's damage, and they both contribute and benefit from the melee combo counter (this might be a moot thing in Melee 3.0, who knows?). That way, they genuinely enhance your general combat potential, but moreso your melee combat (which she is lacking a bit, yes).
    • Allow Titania to directly command her Razorflies to attack specific targets, by pressing the reload-button when aiming at an enemy. That button is unused during Razorwing anyway. Each buttonpress sends one Razorfly, but all Razorflies can be commanded to attack a singular enemy if you press the command repeatedly on the same target.

Aaand that's all I could think of for now.

 

Edited by Azamagon
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In spanish, my english is trash, maybe:

1. Gracias por tu aporte, me pareció interesante.

2. Titinia es una de mis top, y le veo mucho con el rol de soporte/dps.

3. Como via hay gente que se adapto al estado actual de esta warframe y le sabe usar muy bien, pero si la lista de porcentajes de uso de warframe y bueno de le harán cambios para ampliar su uso es seguro.

4. Lo que mas me interesa es el la mascota, en su defecto no es Archwing, en cual no veo sentido que el centinela al menos no este a tu lado, así debería de actuar de forma independiente, aunque esto sugiera que Titania necesita un código de su funciones de vuelo aparte de las Archwing.

5. Sobre morir al chocar con objetos inanimados, pues supongo que el chiste de un insecto a al velocidad chocando con el para brisas de un coche  por parte del staff DE, lo de las puertas no tocas el suelo eres pequeña los sensores no te detectan, realismo, ya el resto de cosas es por eso, pienso yo.

6. Me gusta tu enfoque, seguid así.

 

Nos leemos

 

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4 hours ago, (PS4)kero190166135219 said:

1. Gracias por tu aporte, me pareció interesante.

2. Titinia es una de mis top, y le veo mucho con el rol de soporte/dps.

3. Como via hay gente que se adapto al estado actual de esta warframe y le sabe usar muy bien, pero si la lista de porcentajes de uso de warframe y bueno de le harán cambios para ampliar su uso es seguro.

4. Lo que mas me interesa es el la mascota, en su defecto no es Archwing, en cual no veo sentido que el centinela al menos no este a tu lado, así debería de actuar de forma independiente, aunque esto sugiera que Titania necesita un código de su funciones de vuelo aparte de las Archwing.

5. Sobre morir al chocar con objetos inanimados, pues supongo que el chiste de un insecto a al velocidad chocando con el para brisas de un coche  por parte del staff DE, lo de las puertas no tocas el suelo eres pequeña los sensores no te detectan, realismo, ya el resto de cosas es por eso, pienso yo.

6. Me gusta tu enfoque, seguid así.

 

Nos leemos

 

Sticking this into google translate if it doesn't match up it's not my fault. 

 

1. Thanks for your input, I found it interesting.

2. Titinia is one of my top, and I see him a lot with the role of support / dps.

3. As a way there are people who adapted to the current state of this warframe and knows how to use it very well, but if the list of percentages of warframe use and good will make changes to expand its use is safe.

4. What interests me the most is the pet, in its absence it is not Archwing, in which I do not see any sense that the sentinel at least is not by your side, so it should act independently, although this suggests that Titania needs a code of its flight functions apart from the Archwing.

5. About dying when colliding with inanimate objects, I guess the joke of an insect at speed colliding with the breeze of a car by the staff DE, the doors do not touch the ground are small sensors do not detect , realism, and the rest of things is why, I think.

6. I like your approach, keep it up.  

We read

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7 hours ago, Dark_RRiderr said:

Just to your info, i got a Rad damage build with my Razorwing MPs that got about 13.whatever firerate with close to 19k rad damage.... i saw #*!%ing level 60 dropships in half and can Eidolon hunt with her, specially if a Rhino with Roar build boosts me and Limbo Banishes me (remember guys, warframe abilitys and exalted weapons go through the rift, while enemy attacks dont do that...)

Look out for me on the Plague Star Event, the Hemocyte is also another prey i bring to its knees with her.

I fold together Level 155s of nearly all kinds (Heavy Gunners, Nox, Ancients, Grineer Plains Commanders, Bombards ect) within seconds.

All she will get if DE will see the way i use her is a nerf if more people use her my way ...

 

So anyone still thinking she is not OP if used right should maybe consider said facts.

So what you're saying is:

On 2018-09-20 at 8:03 PM, TheKazz91 said:

Ability #4: Razor Wing

Razor wing is by far Titania's best ability and by itself is nearly enough to counter act all of the cons we have gone over so far even after factoring all of the flaws inherent in razor wing itself and makes Titania a lot of fun to play.

The point of this is not to say that Titania is trash it is to say that a lot of her kit doesn't make sense and without relying on Razorwing she is aggressively mediocre at best. If you want to feed her 16+ forma she can even be a very solid option but Inaros (as one example) can do endgame content with Zero forma investment the point is to get Titania to the point that she doens't require half month's worth of forma to make her work well enough to take in to high end content. 

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On 2018-09-20 at 8:03 PM, TheKazz91 said:

Titania's health and shield are also base 100 and max at 300 which is the lowest that any frame goes to.

This isn't really accurate. There are several frames with less and 100/100 is pretty average and not bad. 65 Armor is pretty much the old standard. Many frames have gotten armor boosts, although some still fall behind. If all of the frames with 15 got boosted to 65 and the 65's got boosted to 100 roughly I wouldn't be bothered particularly. But if they don't I don't think Titania should. 
Her energy on the other hand I think should be 125 Unranked and 225 at max. I agree that it's far too low she's really spammy with her abilities. Then again if her abilities were better maybe she wouldn't need to. 

 

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This is a great post!! As a Titania main I hold out hope that even a couple of the QoL list ever get implemented...

On 2018-09-21 at 12:03 PM, TheKazz91 said:

While in razorwing Titania gains +25% flight speed when ever she uses a spin attack

How do you use a spin attack in Razorwing? I'm ... pretty sure I've never done it...

On 2018-09-21 at 12:03 PM, TheKazz91 said:

Make Spellbind a free cast ability that does not require a target.

Should be under QoL 😄

 

You forgot one critical issue: where is the Titania noggle??!?!

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I really love playing her but yes, she is clunky as hell and far weaker than any other frame while being far more fun to play. She needs a rework, not to make her overpower but to make her abilities fit her playing style and give her a role in a team.

 

Will still play her even without changes because she worth it. :community:

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To be honest Titania siffers from an identity crisis which can't really be fixed by slapping tweaks and fixes here and there. 

Her first three skills suggest a CC/support approach and her 4th is a DPS monster. Problem is that they do not interact at all. There is zero incentive to cast anything while in Razorwing other than to proc her augment. 

Imo while your tweaks are fine and i would love to see them ingame, i also feel they do not address the core problem with the frame. 

It is twofold. 

The first is as i've said Titania has a 100% DPS focused ultimate with 3 support skills that do nothing to support her DPS. That's the "easy" part - you need to tack on her other skills some effects that benefit her 4th in some way. It could be damage sinergies (ie spellbound enemies get more damage from razorwing) or defensive sinergies (ie you can latch onto Lantern when in razorwing to move with the Lanterned target at slower speed) or whatever. 

The second problem is that she's squishy as #*!% and her skills are incredibly clunky, and she's basically encouraged to spend most of her time in her 4th to do something meaningful and not die. To fix that is not as easy, you need to rebuild her concept from the ground up and rework her skills both in the mechanics and animation department to make her a functional frame even outside of her Razorwing. 

 

Baseline being Titania is really hard ti "fix". The good part is that she at least has a unique role in that she's the best boss killer in the game, nothing comes close for stuff like Eidolons, Plague Star and Sortie Assassinations. 

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6 hours ago, Autongnosis said:

To be honest Titania siffers from an identity crisis which can't really be fixed by slapping tweaks and fixes here and there. 

Her first three skills suggest a CC/support approach and her 4th is a DPS monster. Problem is that they do not interact at all. There is zero incentive to cast anything while in Razorwing other than to proc her augment. 

Imo while your tweaks are fine and i would love to see them ingame, i also feel they do not address the core problem with the frame. 

It is twofold. 

The first is as i've said Titania has a 100% DPS focused ultimate with 3 support skills that do nothing to support her DPS. That's the "easy" part - you need to tack on her other skills some effects that benefit her 4th in some way. It could be damage sinergies (ie spellbound enemies get more damage from razorwing) or defensive sinergies (ie you can latch onto Lantern when in razorwing to move with the Lanterned target at slower speed) or whatever. 

The second problem is that she's squishy as #*!% and her skills are incredibly clunky, and she's basically encouraged to spend most of her time in her 4th to do something meaningful and not die. To fix that is not as easy, you need to rebuild her concept from the ground up and rework her skills both in the mechanics and animation department to make her a functional frame even outside of her Razorwing.

1. I agree she does have an identity crisis which is going to be addressed in my second rework suggestion stay tuned for that

2. these tweeks do loosely make her 2  synergize  with razor wing as Dust, Throns, and Full Moon now all benefit razor wing. Changes to Dust means you dont need to be as close to enemies, Thrones is a DPS boost if you'r getting attacked if we go with option 2 and Full Moon is a strait up 75% damage increase. 

3. I think with these (vanilla) changes she would be quite survivable. Dust buff now means she can have 50% evasion up at all times even while out of razor wing and effectively a 75% evasion in razor wing. And while she would have the same base EHP shifting some of it into shields mean that Redirection is more effective on her. Finally if her shields do get depleted and she would take  HP damage her razor flies with sacrifice them selves to prevent up to 6 which with effectively 75% evasion up means that she is immune to the next 24 attacks (on average) after her shields are taken down. Combine that with her 1 being able to cleanse status at will now with out needing to kiss the nearest surface and lantern being a more effective CC to give enough of a breather to allow her shields and razor flies to regen. 

Edited by TheKazz91
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I'm going to have to add that her Lantern needs to be her own creation and NOT affect an enemy. There are more issues than it just floating away. It's strategically awful as you can't choose where to place it, you have to rely on an enemy being in the right spot.

Even more of an issue is every AI including allies' pets/sentinels and invasion allies attack the lantern as it still counts as an enemy. Titania's own razorflies also attack it. It's an issue that can be solved by having her just create her own Lantern.

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Spellbind does indeed require to have it's effect land more reliably on target, either increase cast speed or whoever was in the area when Spellbind started gets bound after leaving anyway. With the addition of abilities being able to be charged, I think a charge cast just as fast as Nezha's Chakram to self cast Spellbind would be great.

I have no idea of how the balance of each aura on tribute should be tbh, but Tribute should most definitely be an AoE ability, since individual casting is slow and costs a lot of energy, this is made even worse since Titania's energy pool isn't that big to begin with. The buffs should also automatically fly towards Titania. Kind of like Hydroid's Tempest Barrage, I think Titania should be able to charge cast Tribute, so she can move the area around so she can easily tell the buffs she's getting off one cast of it, while being able to cast a bit of the windup time on the ability.

Lantern should absolutely not require an enemy and create the lantern itself, I like the idea of having it's explosion damage increase per second the ability was running, range as you said should be adjusted, but I think the damage radius should be increased double the amount or have it on the "aggro" range but make it scale the closer enemies are to the lantern itself.

Razorwing of course requires razorflies to respawn, not much more to say about this one.

Generally speaking cast times being reduced would be great, atleast the 1 2 3 abilities from 0.1s to 0.5s would already be fantastic.

About the passive honestly, I really have no clue, if DE changes it to something that actually synergizes with her kit, it's fine, if not... can't particularly complain since 90% of the Warframe passives are just gimmicks and they haven't really adressed the whole passive situation in a while. Doesn't mean we shouldn't complain about it tho

 

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7 hours ago, Autongnosis said:

To be honest Titania siffers from an identity crisis which can't really be fixed by slapping tweaks and fixes here and there. 

Her first three skills suggest a CC/support approach and her 4th is a DPS monster. Problem is that they do not interact at all. There is zero incentive to cast anything while in Razorwing other than to proc her augment. 

Imo while your tweaks are fine and i would love to see them ingame, i also feel they do not address the core problem with the frame. 

It is twofold. 

The first is as i've said Titania has a 100% DPS focused ultimate with 3 support skills that do nothing to support her DPS. That's the "easy" part - you need to tack on her other skills some effects that benefit her 4th in some way. It could be damage sinergies (ie spellbound enemies get more damage from razorwing) or defensive sinergies (ie you can latch onto Lantern when in razorwing to move with the Lanterned target at slower speed) or whatever. 

The second problem is that she's squishy as #*!% and her skills are incredibly clunky, and she's basically encouraged to spend most of her time in her 4th to do something meaningful and not die. To fix that is not as easy, you need to rebuild her concept from the ground up and rework her skills both in the mechanics and animation department to make her a functional frame even outside of her Razorwing. 

 

Baseline being Titania is really hard ti "fix". The good part is that she at least has a unique role in that she's the best boss killer in the game, nothing comes close for stuff like Eidolons, Plague Star and Sortie Assassinations. 

 

59 minutes ago, TheKazz91 said:

1. I agree she does have an identity crisis which is going to be addressed in my second rework suggestion stay tuned for that

2. these tweeks do loosely make her 2  synergize  with razor wing as Dust, Throns, and Full Moon now all benefit razor wing. Changes to Dust means you dont need to be as close to enemies, Thrones is a DPS boost if you'r getting attacked if we go with option 2 and Full Moon is a strait up 75% damage increase. 

3. I think with these (vanilla) changes she would be quite survivable. Dust buff now means she can have 50% evasion up at all times even while out of razor wing and effectively a 75% evasion in razor wing. And while she would have the same base EHP shifting some of it into shields mean that Redirection is more effective on her. Finally if her shields do get depleted and she would take  HP damage her razor flies with sacrifice them selves to prevent up to 6 which with effectively 75% evasion up means that she is immune to the next 24 attacks (on average) after her shields are taken down. Combine that with her 1 being able to cleanse status at will now with out needing to kiss the nearest surface and lantern being a more effective CC to give enough of a breather to allow her shields and razor flies to regen. 

Can't say I agreed that she has an identity-crisis (mainly aimed at @Autongnosis. Plenty of Warframes have versatile kits. The problem with Titania (and a few other Warframes, ofc) is that there is no cohesiveness to the kit.

Take Nezha for example: Before his recent rework, he simply had 4 standalone abilities. They worked decently enough all in all, but there was nothing binding them together. Now, with his rework, Blazing Chakram, Warding Halo and Divine Spears have lots of both natural and forced synergies, in a way that makes them feel like they belong in the same kit. Firewalker still feels somewhat like "it's just there", but it still adds mobility and some CC / mild DPS to his kit, so it's still a welcome "bonus-skill", so to speak.

And having unversatile, overly niched kits is how you get, frankly, terrible frames. Look at Vauban for example; 4 (or technically 7) abilities, all basicly about CC, which, due to this stupid redundancy-design, you end up just using the best one or two abilities (i.e. Bastille and/or Vortex). Or look at Ember; She has 3 damage abilities and 1 cohesive / supportive skill with Accelerant. What happens, mostly? You mostly just use the best of those 3 damage-skills (WoF) and her support-skill, leaving the remaining niched skills mostly in the dust.

So, Titania having four very different skills is thus NOT a bad thing. The the only thing missing is to make them cohesive, a lá Nezha's rework.

And as a sidenote here; just tacking on more DPS for Titania is NOT something she needs. She already does plenty of DPS in Razorwing. And, with all that in mind, I have tried to suggest stuff, by merging some of my ideas with the OP's ideas, that would aid her in different ways:

  • Tribute's souls grant her some energy = It can help her sustain Razorwing (or her other skills, for that matter). That, while the auras STILL remain focused on mainly aiding her and her allies' defenses (Dust=Evasion, Entangle=Huge-aoe-slow , Full Moon=Also buffs survivability of your companions and Razorflies. Thorns remains as a pseudo-damage aid). And these defenses can keep her alive while in Razorwing, something sorely needed.
  • Spellbind picking up loot (and Tribute-souls) in its AoE = It can help her sustain Razorwing, safely from a distance. That, while the ability is STILL able to provide hard CC on a group of enemies. And hard CC is undoubtly also a way to keep her alive. And, personally, I find enemies slowly floating up a bit makes them easier to shoot at with Razorwing, aiding with her accuracy too. But that's maybe just me?
  • Lantern slowly dragging in loot, Tribute-souls and Spellbind-enemies = Synergizes greatly with the aformentioned new effects of Tribute and Spellbind, while also making it easier for Titania to aim at her targets, as they will be clumped together (especially if you add some punchthrough to her guns!), which also makes her Diwata faster at slaying enemies. Oh, and its CC keeps her alive by having targets NOT shoot at her, made much better by the suggested tethering/anchoring/stapling of the main target.
  • Razorwing's Razorflies now providing some decent backup (offensively and defensively, but moreso the latter) = Keeping them alive indirectly with her other various CC-abilities, or even directly so with the new suggestion for Full Moon (also granting companion and Razorfly hp-bonus and/or hp-regen), means she is indirectly keeping HERSELF alive, too.

So, I STRONGLY disagreed that she needs her other skills to directly provide "more DPS". Utility is always useful, and should never be underestimated.

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