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Synpai

Valkyr 2.0: The Berserker Revival

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Posted (edited)

there a lot to break down form your edits so where to begin....

First off Valkry Talons can now be used when no Melee weapon is equip [YES! DO THESE FOR ALL EXALTED WEAPONS]

there definitely a strong foundation laid down from existing frame already proving the technology/coding exist for Valkyr to use hysteria as a general buff to melee weapons w/o her claws/Talons. such as when guarda can equip her claw when nothing else is in melee slot, or the recent "signature weapon" buff. 

Also Signature Weapons are a thing now. Venka is perfect....

When enemies are killed they have a chance to drop health orb

i love the ideal of "While 4 is active" mechanic.is make it feel like your truly a raging demon, your emotions are causing harm and destructions around you

Ability 1[Zip claw]

you shoot out your zipline to catch foes and pull them in. Any Foe caught will bleed out an health orb, lengthy animation makes this a high risk high reward

if you hit a wall/surface you zoom past slashing and pulling enemies with you to the spot and you end with a ground slam/ shock wave

*Valkry has those thick arm devices just for this move.removing the zip line/rip cord form her seems like a crime. i was playing will rhino this week and  was reminded that rag doll is an amazing CC. these changes are great because the augment still works. after 4x combo Rip Claw is basic free to spam

i saw a visual glitch today where the was a visual FX that lingered after an aura was left, it looked like a swirl circle of energy spinning out of control. imagen slamming into the ground a leaving a wake/torrent of Anger/Malice as you slam in the ground

Ability 2 (Warcry):

keep slow!....Unpopular opinion,BUT yes!  I've been using warcry to Slow Thumpers in plains....so i guess there is merit to it.1

also reduced energy costs and recastable : This is 2019 y'all. recast ability would just be a QoL. while the energy cost is more of a personal wish since we(ME) would want to spam this ability more so we can catch those waywards members that don't get out loving Awoos.

Also bump duration up to 30 sec..27 is an odd number.. and we like whole round numbers :)

if i'm correct Armor/attack speed are based off power strength which i think is the better way to go. with mods like adaption building for more then 1900 armor isn't super necessary

i guess you can grant a % of your armor to players... but who,, maybe ESO Mesa or whatever SquishFame some brings to survival

btw with Arbies buff active you gain 189%(233% with Umbra Mods) which is ALOT (also ridiculous with Berserk and Arcane fury and Primed Fury)

On 2018-10-28 at 8:00 PM, Synpai said:

Augment (Eternal War):

  • Allow allies that get melee kills to grant ~1/3 of the duration increase, so it's not terrible if an Excal  slaughters everything in sight
  • While claws are equipped, improve the duration gain

^YES PLZ

Also will claw out Melee Attack Damage 

you Fear Enemies/knock down enemies 5-10ft in front of you (around you if you build for range)

 

Ability 3 (Paralysis):

im really stretching my head. my extent of using this skill has come down to 4 situations,(feel free to add your own)

1. im fight a Nox/leecher/Toxic/Heavy W.E and i just want him to die.. so i scream at him and i do a but ton of finisher damage. i also stun a bunch of canon fodder standing behind him

2. first scream didn't stun him long enough or i didn't do quite enough finish dmg

3.Enemy stuck in wall, Scream at him to get out (does a bit of damage)

4.Spamming it cause i like her scream

 

Make this hit 360 degrees and a large radius...... in fact... just make this a radial Blind that cost shield...thank you for attending my TED talk....

im double dipping , but its also 3am

or/and

Allies get a status chance buff

When Claw are out:

you Fear Enemies/knock down enemies 5-10ft in front of you (around you if you build for range)

oh when enemy is killed with a finish your shield is refunded, have full shield? you get overshields

Edits to add thoughts and spelling

Edited by CometFireClaw

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read through some of the Valkry threads on the forums. this one is a good read. there some value or some nugget, repost to help insight some ideas and theory crafting

Code Orange Valkyr Rework

posted by (PS4)chibitonka

Passive, Relentless Mist: +30% melee damage per Status Proc Valkyr is afflicted with. Duration is tripled but potency is halved, negates dot that isn't slash. Frenzied enemies killed by abilities add Frenzy Venom counters aka FV Counters. Immune to hard falls outside Ripline aoe. Combo Counter affected by Ripline hits. +150% innate combo duration. Inflicts Frenzied status on enemies hit with her abilities excluding Warcry. 

  • Ripline: Pulls you to enemies/objects or enemies to you fully. Enemies in the way are knocked flat. Use midair to pull you to anything. If cast again at the ground while target in animation to be launched they are hurled at the reticle doing aoe damage based off their hp x FV Counters/ 50. 
  • Loses cast delay, casting speed dropped to .2 seconds, flight speed is tripled for Ripline. Remains unaffected by bubbles/nullifier bubbles. Loses current damage multiplier and duration window.
  • Free to cast in Hysteria; Range of Ripline, tether count and cast speed doubled. 
  • Using Ripline charged: Can pierce marked target(s) and pick them up allowing for different attacks using Ripline. Can store multiple, if all lines are occupied can't use Ripline to rappel pull.
  • Using Ripline while being knocked down nullifies it and pulls Valkyr towards whatever the reticle is pointed at. Velocity of the pull is doubled as flight speed is tripled when used this way. Usable even midair while knocked down. 
  • Ripline affected by range only. 

 

Ripline Attacks:

  1. Midair: Enemies below you can be hurled towards you, casting again while the enemy is pulled up makes you infect them with Frenzy Venom before hurling them downward. Otherwise they are launched skyward for true damage. Enemies take damage from Ripline via FV Counters x3 before enemy resistances are calculated, deals Slash damage w/o proc. Enemies thrown downward through this knock all enemies nearby down.
  2. Full charge on ground: Sweep Horizontally with affected targets dealing damage based off FV counters x targets stored.
  3. Charged version Hysteria: Requires 4 snared enemies to use. Can be used to add slam attacks during Hysteria's combos. Deals impact damage. Normal cast to rip the lines out infecting them with Frenzy Venom and hit them with permanent slash proc. Does only base tick damage of Ripline w/o modifiers. Charge cast again to pull the ensnared around Valkyr as a shield against most forms of damage. Charge cast again to shred through them sending the parts in every direction. Enemies shredded this way drop no loot, enemies hit by parts from this are marked. 
  4. Charged aerial version Hysteria: Huck 2 snared enemies towards your reticle, Shoot Riplines piercing any nearby enemies within range of 50m, stitching them together. Enemies hit with this suffer bleed procs scaled off FV Counters. Charge cast again to perform a group finisher from above. 
  5. If used during Hysteria; Normal use causes Valkyr to somersault through enemies in the way of her target granting punch through. Enemies hit with this are stunned. 

Ripline ability Interactions:

  • Enemies affected by Warcry are prone to being pounced on by Valkyr for a knock down grab attack while running or while flying from Ripline. Pounced enemies take 100% more damage.
  • If used while Hysteria is up slices through the enemy before lobbing them to spread Frenzied status. Corpses made this way emit Frenzy mist. If used after Warcry and Frenzied Roar while in Hysteria can use group finishers in place of normal finishers. 
  • Marked enemies are pierced through if hit with Riplines and transfer stored damage into all pierced through with a Ripline that seeks out marked targets within 50m of Valkyr before being pulled together. Enemies that die after this exude a slash aura dealing 30% of that dmg per tick for 1 minute. Ideal for setting up group finishers.

 

  • Warcry: Strips armor, slows enemies, buff allies atk/movement/sprint spd, buffs allies armor in range of aura. Including Frenzied enemies.
  • Warcry during Hysteria; makes non frenzied enemies flee, Duration and range are doubled, cost cut in half. Cast speed doubled. If Hysteria is used while Warcry is up will extend it's duration to it's duration while doubled via Hysteria being up to begin with. Warcry's range is affected by range mods, base range of 30m capping at 50m around Valkyr through mods only. Duration is fixed at 30 seconds but buff is refresh-able. Cast time fixed at 1/2 second.

 

  • Paralysis renamed Frenzied Roar: All hit are marked. Enemies are drawn in as Valkyr exudes sanity corroding mist around her. Hostile guns of all types are jammed and when misfired deal true damage to the wielder upon detonation. Enemies in range are Frenzied. Deals damage based off all FV counters used X 3. Afflicted are stunned for 5 seconds flat. Range mirrors Warcry if used in tandem. Guns are perm destroyed. Finisher multiplier buff applicable only during Hysteria and will count towards group finishers. Range is fixed at 20m but covers 360 degrees around Valkyr.

 

  • Hysteria: Set energy per second rate of 20 can drop to 10 energy per second with mods. Frenzied enemies are constantly prone to finishers as Valkyr. Can execute group finishers when using Riplines if criteria is met. Tendrils will home in on Frenzied enemies and transfers damage into them multiplied by 3x when not in use. These enemies can be used in some of Riplines attacks. Loses Invulnerability but gains 95% DR. Take received damage value as true damage if you run out of energy with enemies in aura. Take full damage after resistances if Hysteria is nullified or uncast while enemies are in the aura. Aura range still drops per kill. Aura range is 50m fixed. Lifesteal only usable on Frenzied enemies while Warcry is active, 1% dmg done while channeling is healed.
  • Gains more in depth combos as her FV counter goes up. +150 FV Counters = a new combo in Hysteria's Stance. Riplines will seek out enemies while she's attacking with nothing near her. Tendrils will be used in her attacks giving her more hits per movement.

Valkyr's Talons

  • Does lethal damage to Frenzied enemies.
  • Valkyr's Talons gain critical chance times combo counter and cd multipliers based off how many Frenzied enemies killed ie FV Counters. +100% cc times combo counter and 50% cd per every 100 FV. Bonuses calculated like their mod counter parts. Bonuses reset if Valkyr is downed or killed. FV Counters needed to get next bonus are doubled if hit with nullifier bubbles/fields. 
  • Valkyr's Talons range is doubled if using Claw melee weapons.
  • Valkyr's Talons not affected by Gladiator Set bonus, acolyte mods, melee range mods, lifestrike/healing return.
  • FV Counters used will not take away bonuses or stance evolution, but will reset progress to the next tier.

Frenzied enemies: take double damage but deal triple damage. Will not attack Valkyr till no other uninfected are nearby. Will attack other players too but will not spread the Frenzy status to them. Drop health orbs upon death unless killed via Ripline shredding move. Loses hp at 1% every second. This status is incurable without dying. Should Frenzied enemies die after dmg is transferred into them via Valkyr's tendrils/Riplines will exude FV mist 10m around their corpse for 30 seconds dealing slash based dmg based off how much damage was transferred into them x FV counters/5.

Valkyr notes: 

  • Lose all FV counters if knocked down or killed. Range and strength of all abilities halved for 2 minutes. Cost of abilities are doubled in this time span.
  • While in Hysteria Duration of status procs Valkyr takes are multiplied by 10 but debuffs are negated. Dot will hit for double value.
  • The Frenzy Venom secreted by Valkyr is a by product of her abilities. It's limitless but corrodes shields and firearms removing the ability to use them. Infects those it comes in touch with the same limitless blinding anger she is stuck with.
  • Valkyr loses her shields from this. 
  • Firearms used by Valkyr take a fire rate and magazine debuff while her FV mist is around her.
  • All enemies in aural range are tinted while Hysteria is up. 
  • Frenzied Roar consumes all FV Counters in reserve.
  • Hysteria still stockpiles dmg received and stores it. 
  • Hysteria uncasts itself after 60 seconds of continued use, cooldown of 20 seconds.

 

Her augments would need remaking as they would be rendered moot by these changes.

Gotta keep up the theme of uncaring elegant cruelty in the form of this Infuriated Berserkress.

Just a fun Valkyr Rework with spreadable rage in form of the Frenzy Venom. Code Orange to regard how the venom she secretes is hazardous material.

  • Woah 1

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On 2019-05-19 at 1:37 AM, CometFireClaw said:

read through some of the Valkry threads on the forums. this one is a good read. there some value or some nugget, repost to help insight some ideas and theory crafting

Code Orange Valkyr Rework

posted by (PS4)chibitonka

Passive, Relentless Mist: +30% melee damage per Status Proc Valkyr is afflicted with. Duration is tripled but potency is halved, negates dot that isn't slash. Frenzied enemies killed by abilities add Frenzy Venom counters aka FV Counters. Immune to hard falls outside Ripline aoe. Combo Counter affected by Ripline hits. +150% innate combo duration. Inflicts Frenzied status on enemies hit with her abilities excluding Warcry. 

  • Ripline: Pulls you to enemies/objects or enemies to you fully. Enemies in the way are knocked flat. Use midair to pull you to anything. If cast again at the ground while target in animation to be launched they are hurled at the reticle doing aoe damage based off their hp x FV Counters/ 50. 
  • Loses cast delay, casting speed dropped to .2 seconds, flight speed is tripled for Ripline. Remains unaffected by bubbles/nullifier bubbles. Loses current damage multiplier and duration window.
  • Free to cast in Hysteria; Range of Ripline, tether count and cast speed doubled. 
  • Using Ripline charged: Can pierce marked target(s) and pick them up allowing for different attacks using Ripline. Can store multiple, if all lines are occupied can't use Ripline to rappel pull.
  • Using Ripline while being knocked down nullifies it and pulls Valkyr towards whatever the reticle is pointed at. Velocity of the pull is doubled as flight speed is tripled when used this way. Usable even midair while knocked down. 
  • Ripline affected by range only. 

 

Ripline Attacks:

  1. Midair: Enemies below you can be hurled towards you, casting again while the enemy is pulled up makes you infect them with Frenzy Venom before hurling them downward. Otherwise they are launched skyward for true damage. Enemies take damage from Ripline via FV Counters x3 before enemy resistances are calculated, deals Slash damage w/o proc. Enemies thrown downward through this knock all enemies nearby down.
  2. Full charge on ground: Sweep Horizontally with affected targets dealing damage based off FV counters x targets stored.
  3. Charged version Hysteria: Requires 4 snared enemies to use. Can be used to add slam attacks during Hysteria's combos. Deals impact damage. Normal cast to rip the lines out infecting them with Frenzy Venom and hit them with permanent slash proc. Does only base tick damage of Ripline w/o modifiers. Charge cast again to pull the ensnared around Valkyr as a shield against most forms of damage. Charge cast again to shred through them sending the parts in every direction. Enemies shredded this way drop no loot, enemies hit by parts from this are marked. 
  4. Charged aerial version Hysteria: Huck 2 snared enemies towards your reticle, Shoot Riplines piercing any nearby enemies within range of 50m, stitching them together. Enemies hit with this suffer bleed procs scaled off FV Counters. Charge cast again to perform a group finisher from above. 
  5. If used during Hysteria; Normal use causes Valkyr to somersault through enemies in the way of her target granting punch through. Enemies hit with this are stunned. 

Ripline ability Interactions:

  • Enemies affected by Warcry are prone to being pounced on by Valkyr for a knock down grab attack while running or while flying from Ripline. Pounced enemies take 100% more damage.
  • If used while Hysteria is up slices through the enemy before lobbing them to spread Frenzied status. Corpses made this way emit Frenzy mist. If used after Warcry and Frenzied Roar while in Hysteria can use group finishers in place of normal finishers. 
  • Marked enemies are pierced through if hit with Riplines and transfer stored damage into all pierced through with a Ripline that seeks out marked targets within 50m of Valkyr before being pulled together. Enemies that die after this exude a slash aura dealing 30% of that dmg per tick for 1 minute. Ideal for setting up group finishers.

 

  • Warcry: Strips armor, slows enemies, buff allies atk/movement/sprint spd, buffs allies armor in range of aura. Including Frenzied enemies.
  • Warcry during Hysteria; makes non frenzied enemies flee, Duration and range are doubled, cost cut in half. Cast speed doubled. If Hysteria is used while Warcry is up will extend it's duration to it's duration while doubled via Hysteria being up to begin with. Warcry's range is affected by range mods, base range of 30m capping at 50m around Valkyr through mods only. Duration is fixed at 30 seconds but buff is refresh-able. Cast time fixed at 1/2 second.

 

  • Paralysis renamed Frenzied Roar: All hit are marked. Enemies are drawn in as Valkyr exudes sanity corroding mist around her. Hostile guns of all types are jammed and when misfired deal true damage to the wielder upon detonation. Enemies in range are Frenzied. Deals damage based off all FV counters used X 3. Afflicted are stunned for 5 seconds flat. Range mirrors Warcry if used in tandem. Guns are perm destroyed. Finisher multiplier buff applicable only during Hysteria and will count towards group finishers. Range is fixed at 20m but covers 360 degrees around Valkyr.

 

  • Hysteria: Set energy per second rate of 20 can drop to 10 energy per second with mods. Frenzied enemies are constantly prone to finishers as Valkyr. Can execute group finishers when using Riplines if criteria is met. Tendrils will home in on Frenzied enemies and transfers damage into them multiplied by 3x when not in use. These enemies can be used in some of Riplines attacks. Loses Invulnerability but gains 95% DR. Take received damage value as true damage if you run out of energy with enemies in aura. Take full damage after resistances if Hysteria is nullified or uncast while enemies are in the aura. Aura range still drops per kill. Aura range is 50m fixed. Lifesteal only usable on Frenzied enemies while Warcry is active, 1% dmg done while channeling is healed.
  • Gains more in depth combos as her FV counter goes up. +150 FV Counters = a new combo in Hysteria's Stance. Riplines will seek out enemies while she's attacking with nothing near her. Tendrils will be used in her attacks giving her more hits per movement.

Valkyr's Talons

  • Does lethal damage to Frenzied enemies.
  • Valkyr's Talons gain critical chance times combo counter and cd multipliers based off how many Frenzied enemies killed ie FV Counters. +100% cc times combo counter and 50% cd per every 100 FV. Bonuses calculated like their mod counter parts. Bonuses reset if Valkyr is downed or killed. FV Counters needed to get next bonus are doubled if hit with nullifier bubbles/fields. 
  • Valkyr's Talons range is doubled if using Claw melee weapons.
  • Valkyr's Talons not affected by Gladiator Set bonus, acolyte mods, melee range mods, lifestrike/healing return.
  • FV Counters used will not take away bonuses or stance evolution, but will reset progress to the next tier.

Frenzied enemies: take double damage but deal triple damage. Will not attack Valkyr till no other uninfected are nearby. Will attack other players too but will not spread the Frenzy status to them. Drop health orbs upon death unless killed via Ripline shredding move. Loses hp at 1% every second. This status is incurable without dying. Should Frenzied enemies die after dmg is transferred into them via Valkyr's tendrils/Riplines will exude FV mist 10m around their corpse for 30 seconds dealing slash based dmg based off how much damage was transferred into them x FV counters/5.

Valkyr notes: 

  • Lose all FV counters if knocked down or killed. Range and strength of all abilities halved for 2 minutes. Cost of abilities are doubled in this time span.
  • While in Hysteria Duration of status procs Valkyr takes are multiplied by 10 but debuffs are negated. Dot will hit for double value.
  • The Frenzy Venom secreted by Valkyr is a by product of her abilities. It's limitless but corrodes shields and firearms removing the ability to use them. Infects those it comes in touch with the same limitless blinding anger she is stuck with.
  • Valkyr loses her shields from this. 
  • Firearms used by Valkyr take a fire rate and magazine debuff while her FV mist is around her.
  • All enemies in aural range are tinted while Hysteria is up. 
  • Frenzied Roar consumes all FV Counters in reserve.
  • Hysteria still stockpiles dmg received and stores it. 
  • Hysteria uncasts itself after 60 seconds of continued use, cooldown of 20 seconds.

 

Her augments would need remaking as they would be rendered moot by these changes.

Gotta keep up the theme of uncaring elegant cruelty in the form of this Infuriated Berserkress.

Just a fun Valkyr Rework with spreadable rage in form of the Frenzy Venom. Code Orange to regard how the venom she secretes is hazardous material.

Think I gushed too hard :o Thanks xD

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Posted (edited)

honestly you are just straight up nerfing valkyr with these proposed changes

edit: you don't need to make so many large changes, hysteria is fine as it is, valkyr doesn't need change for change sake, the only things id consider adding into are ripline and possibly 3, while giving hysteria a new augment and adding the current augment functionality to the ability by default. 

if its not broken don't try to fix it and valkyrs hysteria is not broken.

Edited by AugustFestival

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Posted (edited)
13 hours ago, AugustFestival said:

honestly you are just straight up nerfing valkyr with these proposed changes.

 

 

 

 

 

 

 

invul loss = nerf? lol. Especially when in the grand scheme of things it's a massive buff overall. 

Let's see, Changes:

ripline has combat uses now, warcry speeds up movement spd+sprint spd+atk spd instead of just atk spd, strips enemy armor, recastable.

Paralysis/frenzied roar got 360 coverage, innate pull in, gun breakage, not shield reliant.

Hysteria kept everything but invul state, got dr, auto enemy pull in, affects rest of kit via range, duration, energy cost. Evolving stance based off kills, innate crit buffs when thresholds met.

Passive nulls all status procs on her moot but boost her melee dmg. 

Access to group finishers not that nonsense ash pulls with one or two enemies.

Frenzy Venom system added.

If that and more are nerfs then ppl just crazy. o.o

Edited by (PS4)chibitonka

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Posted (edited)
12 hours ago, (PS4)chibitonka said:

invul loss = nerf? lol.

yes but if your response to that is "lol" then im not going to argue with you about it. 

Edited by AugustFestival
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Posted (edited)

her first ability is the most interesting one in her kit, it does not need to be removed but rather just a slight change
make it so that when she use it on an enemy, it pulls them right toward her and not behind
make it so when you can't pull the object toward you (boss, doors, walls,...) it pulls you toward them

 

The BIGGEST problem with her 4 at the current moment is the leg slam during the combo, as it stop you from moving which ruin the momentum you build up while using her 4. The hysterical assault augment need to be change back to 1 button as well, for the sake of a fluid gameplay

 

The passive shouldnt be change. DE tend to keep passive a simple 1 liner anyway

the 2nd and 3rd ability should be fix, and if anything, her 3 is the thing that should be removed as it does not serve very well. If you need a panic button, you already have your 4 and 2

Edited by asianguy262001

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Posted (edited)
33 minutes ago, asianguy262001 said:

her first ability is the most interesting one in her kit, it does not need to be removed but rather just a slight change
make it so that when she use it on an enemy, it pulls them right toward her and not behind
make it so when you can't pull the object toward you (boss, doors, walls,...) it pulls you toward them

 

The BIGGEST problem with her 4 at the current moment is the leg slam during the combo, as it stop you from moving which ruin the momentum you build up while using her 4. The hysterical assault augment need to be change back to 1 button as well, for the sake of a fluid gameplay

 

The passive shouldnt be change. DE tend to keep passive a simple 1 liner anyway

the 2nd and 3rd ability should be fix, and if anything, her 3 is the thing that should be removed as it does not serve very well. If you need a panic button, you already have your 4 and 2

tend to keep passive simple... *looks at mesa, nidus, octavia* Yeah passives in general aren't great so they should be given alot more tlc since they can make or break a frame. 

Her 1 needs an outright rework not a removal. Think about hook chains being used offensively or smartly. 

Her 3 needs just as heavy a rework.

Panic button? Operator mode.

Edited by (PS4)chibitonka

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Posted (edited)
On 2019-05-28 at 8:40 AM, (PS4)chibitonka said:

tend to keep passive simple... *looks at mesa, nidus, octavia* Yeah passives in general aren't great so they should be given alot more tlc since they can make or break a frame. 

Her 1 needs an outright rework not a removal. Think about hook chains being used offensively or smartly. 

Her 3 needs just as heavy a rework.

Panic button? Operator mode.

i said TEND TO, as in the majority
but u do agree with my point about her gameplay momentum right?
her current identity is a agile cat berserker, so her passive need to be the same (or add in some addition mechanics as long as it support her movement mechanics). Her 1 need to stay the same at core and then be developed further. As the most fun thing about valkyr is the mobility of her 1, and the invulnerability of her 4. All they need to do is to keep that, then take a look at her 2, 3, then adjust her 1 and 4
 

if i were to rework her, i'd make her 1 work as i said
i'd change her 4 combo. i'd make it so when she's in her 4 she can bullet jump to stick to the wall. If she' on the wall like this, u can use her 1 to pull enemies in and execute them mid air
i'd make her 3 as a channeling ability. when her 3 is on, enemies that attack her will then be mark. she can recast her 3 to jump to a marked enemy then perform an execute. 
the theme is just mobility, berserker (u can see i tried to deliver this through executions)
i also think that the support element in her gameplay should be completely removed. If it's a buff, then make it only work on herself. As why would a berserker support other player. This point is just my pet peeve tbh

Edited by asianguy262001

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41 minutes ago, asianguy262001 said:

i said TEND TO, as in the majority
but u do agree with my point about her gameplay momentum right?
her current identity is a agile cat berserker, so her passive need to be the same (or add in some addition mechanics as long as it support her movement mechanics). Her 1 need to stay the same at core and then be developed further. As the most fun thing about valkyr is the mobility of her 1, and the invulnerability of her 4. All they need to do is to keep that, then take a look at her 2, 3, then adjust her 1 and 4
 

if i were to rework her, i'd make her 1 work as i said
i'd change her 4 combo. i'd make it so when she's in her 4 she can bullet jump to stick to the wall. If she' on the wall like this, u can use her 1 to pull enemies in and execute them mid air
i'd make her 3 as a channeling ability. when her 3 is on, enemies that attack her will then be mark. she can recast her 3 to jump to a marked enemy then perform an execute. 
the theme is just mobility, berserker (u can see i tried to deliver this through executions)
i also think that the support element in her gameplay should be completely removed. If it's a buff, then make it only work on herself. As why would a berserker support other player. This point is just my pet peeve tbh

agile berserker cat i draw the image of my late cat. Nasty fat bastard that could clear a story in a leap, shear metal with his claws and paralyze current/former military and law enforcement with fear. 

True she needs alot more mobility. However her 1 not being integrated in actual combat leaves a sour taste in the mouth. When something is madly attacking it uses everything it has at it's disposal. Claws, teeth, tail, limbs, head. Technically the hooks on her arms are part of her. Not using them for offense outside just yeeting something to her is purely wasteful.

Actually berserkers would only buff others in form of spreading the maddening blinding rage. Anger fuels a berserker, anger is contagious too. Punch someone they get pissed and punch you back or cuss out.

Someone posted my rework for her up above it seems.

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3 minutes ago, (PS4)chibitonka said:

However her 1 not being integrated in actual combat leaves a sour taste in the mouth.

thats why i suggested her 1 to pull the enemy right infront of her or if its a boss (or a wall or door for the sake of mobility), it pulls her right toward them. Personally i think that's juicy enough but you can add a bit more spice to it, like gives her increase attack speed, or instantly disarm/fear that enemy 

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Posted (edited)
3 minutes ago, asianguy262001 said:

thats why i suggested her 1 to pull the enemy right infront of her or if its a boss (or a wall or door for the sake of mobility), it pulls her right toward them. Personally i think that's juicy enough but you can add a bit more spice to it, like gives her increase attack speed, or instantly disarm/fear that enemy 

give her 1 in my rework a read. It's got those things plus. More atk spd on her when warcry gives that in spades is counter productive though so it stayed to just Warcry. Movement/sprint speed are buffed during Warcry.

As for disarm and fear those were spread into her Warcry and Frenzied roar *paralysis replacement*. Warcry makes enemies run if not infected, Frenzied Roar exudes fumes that eat the weapon from the inside causing backfire before infecting the users.

Edited by (PS4)chibitonka
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I do believe having paralysis charges scale on total shields (instead of costing shields to cast) is the better way to go about the ability. I was iffy on it, but if I wait until I'm ready I'd never post anything xD. Thoughts on that change?

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