(XBOX)Nightseid Posted November 16, 2018 Share Posted November 16, 2018 (edited) First and foremost, I’m a console player and as such it will be a while before I get to play/test Garuda. That said, I have been watching Garuda review videos. So my biggest critique is this: I like the low life increases damage mechanic, however, I feel her current kit does not exploit that concept more. There is so much potential here. As such I want to share an energy mechanic idea, I’m loosely basing off two warframe concepts I posted recently. Garuda stats Increase Health from 100 to 300 400 Reduce Energy to 0. New passive - Blood Offering - instead of energy, Garuda abilities cost health to cast. New passive in addition to current: Bloodstone – instead of energy, Garuda has 5 bloodstones. Whenever an ability is cast it consumes blood stones. Abilities use Bloodstones to activate powers. Each bloodstone has a recharge state of 10 secs after use (fixed). If the ability kills an enemy, a bloodstone will automatically be recharged. Dread Mirror Cost – 35 health & 1 bloodstone; Throw blood orb cost – 10 health; 1 bloodstone Blood Altar Cost – 60 health & 2 bloodstones Bloodletting – @AndouRaiton recommendation. Melee striking enemies may cause them to drop a health orb based on the amount of damage caused. Cost - 85 health Duration - 10/12/15/20s Misc: 20/30/40/50% health orb - drop chance As each ability now cost health in addition to bloodstones, it would be best to reverse the ability to restore health, vice energy. Cost – remaining bloodstones – each bloodstone consumed restores 25% health. Seeking Talons Cost – 100 health & 2 bloodstones >Energy efficiency will affect the amount of health that is consumed. Final comments: Do I see this change actually happening? No, but I am hoping that DE notices this thread and considers it for a future rework. Because as I mentioned I like the less health, more damage mechanic but see it underutilized with her current kit. Edited November 19, 2018 by (XB1)Nightseid Link to comment Share on other sites More sharing options...
AndouRaiton Posted November 16, 2018 Share Posted November 16, 2018 2 changes i would recommend for this; 1. drop the bloodstone idea and just make it consume health, maybe even increase the base health to 350~400 and increase the cost of skills. 2. Bloodletting should still cut your health, instead of healing you, but provide a buff; such as every enemy hit within the next 15s by a melee weapon will drop a health orb (NOTE: not on death but on hit) and melee attacks have increased status chance affected by power strength. This way we don't rely on enemies to reduce health, we get a useful buff that can trigger this like health conversion to increase survivability and Bloodletting doesn't become a healing skill as Garuda already has a really good one already. Link to comment Share on other sites More sharing options...
(XBOX)Nightseid Posted November 16, 2018 Author Share Posted November 16, 2018 (edited) 51 minutes ago, AndouRaiton said: 2 changes i would recommend for this; 1. drop the bloodstone idea and just make it consume health, maybe even increase the base health to 350~400 and increase the cost of skills. 2. Bloodletting should still cut your health, instead of healing you, but provide a buff; such as every enemy hit within the next 15s by a melee weapon will drop a health orb (NOTE: not on death but on hit) and melee attacks have increased status chance affected by power strength. This way we don't rely on enemies to reduce health, we get a useful buff that can trigger this like health conversion to increase survivability and Bloodletting doesn't become a healing skill as Garuda already has a really good one already. 1 point taken. I forgot that blood altar was a healing skill, lol. the point of the bloodstones was to control spamming but ... in hindsight, it might be overkill. edit: I have edited the o.p. Edited November 16, 2018 by (XB1)Nightseid Link to comment Share on other sites More sharing options...
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