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[DE]Rebecca

Nyx & Titania Dev Workshop

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My main complaint is that while Nyx buffs seem decent on paper with fitting changes to her powers that tie in on her overall theme, Titania is apparently getting screwed over again instead of getting an actual rework!

Spoiler

Meanwhile DPS monsters like Saryn got special teacher's pet attention and got made even more broken! (Yes I hate Saryn and how it was reworked, she needed reining in, not making her ever more lethal and effective while she was already overkill)

Titania's main problems:

- she's a frame with low stats and tipical caster fragility but doesn't get the corresponding high base energy reserve;

- all her defensive powers are severely unreliable being RNG based, based on static values that get rendered obsolete by enemy accuracy scaling, and in one case dependet on enemy distance, spending energy and resources on a coin toss with worsening chances is dissatisfying;

- punishing casting times and animation locks while out of razorwing mode - on an inerently fragile frame that needs to stay mobile to survive;

- Spellbind and Lantern are just 2 different aspects of the same power, put them in the same slot like you did Ivara and Vauban, and give her a new #3 power.

- Spellbind:

> has a self status removal component, but forces you to cast it in the ground to have that effect, let it affect Titania simply when casting without other targets under the aiming reticle like all other similar powers!;

> range scaling with modding is mediocre and enemy ragdolling get utterly ridiculous quickly, the inherent disarm conversely is quite useful;

- Tribute:

needs many more improvements than banal number tweaks. The reduction of tributes needed to achieve the full effect is a nice thing, that she needs to pick up "souls" to actually have the power do anything, on top of her abismal casting times is still stupid and insulting! All other frames cast on target and the target is affected, period.

 > if you have to keep the pickup nature of Tribute make the "souls" susceptible to her Razorwing Vacuum at the very least! and add some utility to them, like an heal or an energy refund if absorbed while the corresponding buff is at full duration...

 > Dust is her main defensive buff and it's mediocre due to being a reduction on enemy accuracy (and enemy accuracy scales with their level rendering the debuff useless quite quickly) in a limited area centered on Titania - Dust needs to be at least an absolute miss chance of 50% whatever the enemy accuracy stat and distance from Titania!

 > Thorns like all damage reflection abilities is useless due to the disparity between enemy damage and their EHP, it should reflect damage mutiplied by a factor of 3x at least to start to be noticeable and it won't prevent players from being shredded anyway...

> Entangle is another case of not enough with frames like Octavia or Nova that can affect entire maps... 10 m rafius is useless especially with the advent of the new open maps

> Full Moon, at least you finally made it useful for Titania herself by including all companions and her Razorflies...

> All Tribute buffs don't improve in any way from their mediocre base effect with modding of her power strenght, duration or range - this is plainly bad and lazy design! fixed minimum effects are a godsend for sacrificing range in favour of strenght and duration for her razorwing at least, but all Tribute buffs fail quickly in usefulness with enemy scaling due to their fixed nature

- Lantern:

> it's attraction effect is useless as it works only on unalerted and unaggroed enemies so, if cast during a firefight, it's largely ignored, it also tend to float its victims towards the ceiling, out of useful range or it sends them straight into satelite orbit in the Plains and Orb Vallis - and it's just a variation of spellbind, not deserving of being its own power.

> just fold it into Spellbind and rework it like Ivara's Quiver, adding another pair of effects on it.

- Razorwing:

> two exalted weapons are nice, but her melee suffers from being single target only and putting her in enemies' reach, the future addition of a decent innate vacuum is a godsend because her current 3 m vacuum is actually scaled down to her diminutive size... and she's got a ton of issues;

> anti-archwing attacks target her with full accuracy regardless of buffs and passives even when out of Razorwing mode, and doing archwing scale damage to her, this was a stealth and cowardly nerf just right when her augment was released and makes the two places were she should shine Plains of Eidolon and orb Vallis, far more deadly than they should, please revert this as it is inexcusable; missiles meant to knock players out of archwing kill her outright like they "kill" by design archwings because there isn't the second layer of EHP of the vehicle protecting her;

> no way to renew razorflies without recasting Razorwing, razorflies should be separated in their own power as a new #3 due to their multiple effects (aggro distractions, sacrifical meatshields and extra autonomous Dps sources),

> razorflies health and number doesn't scale and die too easily to enemy fire and environment collisions!

> dependency on the augment and constant casting for decent flight and combat speed (resulting ina considerable extra energy tax to what should have been a fix to her base flight speed!),

> she gets unjustifably damaged from objects collisions (while useful to trigger Arcane Guardian some objects in the Void and elsewere are instakills!)

> going near the ground or any surface stops Titania dead in her tracks worse than flypaper for no apparent reason;

> reasonable casting speed for her other powers is forcibly tied into Razorwing as a form of energy tax! - make it her standard casting speed regardless

> scorporate razorflies and casting speed improvement (making it default for all her kit) from Razoring and in exchange reduce its energy drain;

> Razorwing passive 50% evasion ability suffers the same base problem from Dust: it subtracts from enemy accuracy instead of being an absolute % miss chance regardless of enemy stats, resulting in negation due to enemy scaling.

Considered the above you could even reasonably give Titania access to two different power kits (like Equinox) when she's on foot or in Razorwing, tweaking her power effects/behaviour depending on which form is she using.

TL:DR Nix tuning up looks good on paper, Titania really needs a lot more

Edited by Ikusias
was missing all the section on razorwing and below when originally posted
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So, how effective will Nyx' new passive be? By current "vague description standards" (e.g. Rakta Dark Dagger) it will be in the region between unnoticeable to useless.

The Disarming had at least some impact on the enemies.

Also, most of the (late game) oneshotters deal AoE anyways - squishy Nyx will die to them left and right since they now will hold on their weapons...

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I like the Titania changes overall, but I have one small suggestion for Spellbind QoL. We're already able to cast it without enemies nearby get the status immunity, but we have to be mashing our faces against a wall or the ground to do so. Can it please be castable on allies and/or a self-cast when activated without a target?

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give nyx a real passive please. This is not going to do any thing it wont let most vets play her more and higher lv aoe is still going to one shot you it is pointless if your enemies cant aim at you and if it apply to her ult it will take longer for you to accumulate damage in he 4 . also in a realistic fashion if i cant seem to hit a enemy why continue aiming at said enemy when i can aim at there objective i mean i wont hit them any ways. also this may make us see the problem in you AI pathing even more it has been a problem for years . If you Nerf spin to win there will always be some one to find out a way to hide behind a corner and kill millions of canon fodder and create a new cheese

 

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I initially did not see this thread so I've moved my Original post to this one here:

 

So after taking a look at the ‘reworked’ Titania I have to say I was wholly disappointed as very little was done to actively changed her kit to make her synergize better. Essentially, she’ll have the exact same issues she has now but you’ll get her pointless buffs added along for the ride.

 

However, in the act of criticism, I figured I’d throw a proposed idea into the ring. My idea allows her to fill a unique role without making her a simple press 4 to win as she is currently. Honestly, I thought up a lot of this heavily inspired by Monster Hunter’s Insect Glaive as I think Titania could make use of a similar system while also allowing her to stick with the fairy theme as well as giving her a unique kit that isn’t just a copy+paste.

 

Passive: Mesmerized

While in Razorwing mode any enemy Titania comes close to will become mesmerized and follow after her (think lantern but centered on Titania).

 

Abilities

 

Flight of Fey

Energy 10

 

Summon a swarm of Razorflies at a target in range. Upon damaging an enemy target the Razorflies will carry a buff based on the type of enemy hit. Titania must then use her Flight of Fey again in order to recall the Razorflies and gain said buff. Razorflies will direct focus on an enemy Titania has attacked. If no target has been chosen Razorflies will attack the nearest target to their proximity. Razorflies can only hold one buff at a time with a two second lockout (meaning you’ll have two seconds to decide if you want the buff or not before it may change to another, tentative of course).

 

Razorflies damage comparable to current Razorfly damage.

Duration of buffs is the same across the board. 20/25/30/35.

Scales with Duration.

Flight of Fey targetable range scales with Range mods.

Buffs scale with strength

 

Light Units: -Enchanted-

Buff speeds up affected allies casting speed. 3/6/9/12% Casting speed (Hardcap at 50%).

 

Medium Unit:-Dust-

Aura reduces the accuracy of enemies within 30 meters around allies affected.

Accuracy reduction scales with Strength. -5/10/20/30% accuracy (Hardcap at 70% accuracy reduction).

 

Heavy Unit: - Full Moon-

Companions get an increase in Damage. This includes Titania’s Razorflies from her 1 and 4. 5/10/20/40% (With a maxed strength build should end up around 200% damage increase to a Sentinel/Kubrow/Kavat/Moa/Razorflies).

 

 

*This is the ability heavily inspired by Monster Hunter’s Insect Glaive. Similar to that weapon, this allows Titania to gain some offensive capabilities as well as give a minor defense option in the form of evasion. This will be further synergized with her new kit.

 

Spellbind

Energy 25

 

This one is largely the same as I think it’s one of her two most unique skills. This provides really good CC while working with her 1 as she can send Razorflies out to specific targets in the back to gather buffs faster. It also helps give her a breather at the start of encounters giving her time to gather said buffs. My improvements are slight buffs to increase the range.

 

Range 3/6/9/12 meter radius around the location she aims at up to 20/30/40/50 meters away. Scales with Range and Duration.

 

Tribute

Energy 50

 

Titania spreads the buffs she has received from her Razorflies to her allies and their companions while increasing their effects (Hardcaps still in place). The effect is multiplied for Titania based on the amount of acquired buffs. Once allies have been affected they no longer need to remain in Titania’s range to gain the effects. Scales with Duration and Range. Additionally, extends current buffs on Titania to match the duration of her Tribute (meaning if Titania’s Enchanted is at 10 secs, Dust 13 secs, and Full moon 7 secs after using Tribute they would all be reset to 30 secs).

 

Range 10/20/30/40 meters

Duration 15/20/25/30 secs

 

Titania buff multiplier:

1 buff +25% increase

2 buffs 35% increase

3 buffs 50% increase

 

**Here is where the gathering of previous buffs begin to make an impact. By utilizing her 1 and 2 you make her 3 a nice personal and team steroid. Additionally, the buffs still follow the hardcaps in place so players can design builds with certain amounts of strength to not ‘overcap’ while getting the amount of duration and range they are comfortable with. The idea of this ability is to capitalize on gathering her buffs via the Razorflies while still being a great boon to her allies. Additionally, by increasing her pets damage her Razorflies from her 1 and her 4 will begin to do exceptional damage while the buff is activated. For example, let’s say Full moon buff gives her Razorflies around 200% increase in damage. With the triple bonus that’ll net them a nice 300% damage bonus now making them formidable allies for the duration of her Tribute buff.

 

Razorwing

Energy 25

 

Largely the same. The idea is Titania will mostly be in her Razorwing mode but the energy drain from it and her other abilities won’t deplete her resources too quickly. Added effect is by recalling her Razorflies with 1 will replenish any damaged Razorflies summon (the 6 that are summoned upon use). Additionally, by being able to buff her Razorflies she’ll have some greater synergy with her own kit.

 

 

***So this is my proposed Titania rework. With the large idea being that Titania can still have access to her entire kit while being in Razorwing mode but also allowing the other 3 skills to work well without.

 

Please tell me what you think. I know a lot of this is too little too late but hey, maybe DE would consider it for down the road.

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Thorns needs a change. As is you don't actually want enemies to be hitting you and actively have two (I believe) stacking accuracy debuffs plus two other abilities which stop enemies from using their weapons.And you have no armor to mitigate the hits you take. Then there's the fact that enemy damage tends to be pretty bad anyway  when turned against themselves (you just dealt with this with Nyx).

What I would propose is a is a debuff component- when an enemy gets it's damage reflected give them a 50% chance to be knocked down. That way if they do manage to hit you you actually have a reasonable retaliation instead of just a slap on the wrist.

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I really appreciate the QoL changes coming for Titania but as many stated before, her support buffs, like reflect, just don't mix well with evasion...or really at all when you think about it. BUT! Titania is my second favorite Warframe and I can wait patiently for her Prime version and hopefully, a proper reevaluation of her niche abilities.

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Tweaks:

1. Let the damage mind controlled enemy output the damage and status chance of your weapon because flat damage is still too weak against high level armored units, etc. and special enemies like ancients and Noxes who take much less damage.

2. Is it possible for the damage her absorb dishes out to be multiplied or can her energy consumption not rise and rise the more she takes damage? Her passive already lowers how much damage the assimilate would take and enemy damage against enemy health is very weak since their health pools are too large. Octavia 1+4 combo works well because it also multiplies the output damage it intakes. So I think this will really help nyx. Either her energy consumption shouldn't rise or the damage output should have a multiplier due to enemies having an accuracy debuff.

 

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i would prefer if titania's tribute's slow was buffed. tribute requiring you to pick up the soul forces the player to move into the middle of a mob of enemies, where they are most vulnerable but also affecting the most enemies with their aura. even with the quality of life change to tribute, going in to collect the soul still feels like an unnecessary risk when it could instead be a powerful incentive for the player to pivot from ranged dps to melee with CC, knocking out a heavy unit then going in swinging on the mooks with melee before they can react. if you're going to improve all of her other ranged CC options, please at the very least consider making the slow affected by power strength so that she has a reason to actually use her 10 meter slow aura.

Edited by continue
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On 2018-11-28 at 10:20 AM, [DE]Rebecca said:

Thorns - increase to 50% of damage reflected back to the attacker!

so, does this mean that armor is taken into consideration for this reflect or not?

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vor 4 Minuten schrieb ZephyrZone:

so, does this mean that armor is taken into consideration for this reflect or not?

Why even bother, the moment you'd do any kind of damage with that you're dead with one hit anyways

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Titania needed better physics on her one as well. Her buffs onntribure need some changes perhaps maybe soke related to damage? The lantern change is great. Nyx changes look wonderful. Im just sad my lovely Fae didnt really get touched. He Dwiata still needs help in damage category and the dex pixia ammo economy is a atrocious. Maybe some more love for titania?

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7 hours ago, devildevil21 said:

You do get buffs from your kavat when you're in razorwing.

 

Just don't forget that adarza's crit only applies to a certain area. If you are outside the range of that area it won't work. However, smeeta's global range buffs always work on titania, no matter if she's in razorwing or not.

Your pets don't exist while you're in Razorwing, other than you keep the benefits of animal instinct, and any buffs they cast before entering Razorwing. 

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Nyx's passive seems kinda pointless. Does not do much in early levels, and in later levels enemies accuracy scales up so its like a very low % chance to not instantly die when you are caught with your pants down(out of assimilate). I would have preferred something like Nyx has a reduced threatlevel so chaos'd enemies would attack other enemies over a Nyx.

The Mindcontrol change may be somewhat useful but I doubt it very much. AI in Warframe is godawful be it enemies or lobotomized Companions. That is the sole reason that Kavats are basically only 1 extra Modslot for your Warframe to stick the Critmod or Resourcebooster-mod there. Building them for damage or CC is pointless because unreliable.

Psychic Bolts removing 100% Shields/Armor with some Powerstrength seems pretty useful in lategame so thats nice.

Changes to Assimilate seem like not much at all. It is pretty much only used to stay alive and never for Damaging things and this just changes the damagetype so basically no change at all there.

All in all this rework gives Psychic Bolts a use and you can hopefully fool around with Mind Control without feeling like you totally wasted your time but nothing revolutionary that would catapult her into competitive levels with other Frames until such a time when CC matters again in Warframe and it is not just a low level nuke anything Meta. So basically until we finally have some Endgame worth playing. Arbitrations sadly missed that mark.

 

 

 

The added Vacuum for Titania is a godsend in QoL so + Points there. (though really it should have been there from the start)

Tribute still seems pointless and only kinda useful for Dust if you want to rely on Coinflips to stay alive in higher Levels. The 25% slow is handicapped by a 10m Range rendering it pointless on a frame that is flying above ground therefore Melee enemies already can not hit her while ranged attackers will merrily shred her to pieces due to being farther away than 10 m most of the time. Especially with all the open world content. Thorns is a hilarious joke I hope you know why already. And buffing Companions damage is a joke too because Companions are brainless fools like I explained above.

Lantern changes seem pretty solid though but Titania still has low low low energy reserves considering you want to be in her 4 at all times so casting a lot of spells will still be hard although the Vacuum might alleviate that a bit now.

Overall Titania did not get much better. Animations are slow. You still need to recast her 4 to get Razorfly's back, using Razorwing Blitz is still awkward since you have no spell you can use at will (you have to target enemies with 2/3 or the ground beneath you with 1 meaning you have to hug it which breaks gameflow) and she is basically still a slow-flying cumbersome mosquito that can admittedly sting pretty hard with her gun but that's it. You are better off using a frame with good and easy to use abilities and stick a good assaultrifle on it if you want to simulate Dex Pixia. No reason to waste energy on tribute still because the buffs are not worth the hassle. And her passive does not do much for her either when she is in her 4.

 

I hope more changes are to come since this feels somewhat half-baked.

Edited by Zharun
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For Nyx :

Passive : Something is wrong about this new passive, i like the idea but it doesn't seem to synergize well with Absorb. Maybe the new passive would work better this way if " Every time the enemies hit Nyx, their accuracy will decrease. "

Mind Control : Would be great if mind controlled targets could ignore armor of the enemies.

Psychic Bolts : Nothing to say, good change.

Absorb : Personally i kill all the enemies in range before deactivating Absorb because Assimilate augment mod reduce the explosion range by half so that means all the damage absorbed from the ability is kinda wasted.

 

For Titania :

Tribute : Thorn aura should be changed completely as reflect damage in Warframe is not reliable in general. Change this aura in a way that damage taken can be stored and then can be released back against our enemies for the next few hits via our weapons.

Lantern and Razorwing changes are welcomed even if Lantern energy cost is a bit high to me.

The casting animation for her abilities needs to be quickier and her energy pool needs to be increased as well; Titania have to cast her abilities a lot and in a quick succession to keep all her buff active.

 

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Speed up Titania's cast times and increase her energy pool. Being a squishy, caster frame with SLOW casting animations and LOW energy reserves is BAD

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These changes look pretty solid and good for the most part but I would change a few things.

Nyx:

Mind Control: The multiplier thing is good, but should be increased to 2.0x not 1.5x, and the output damage of an enemy needs to ignore armor. I don't care if the second ability strips it, armor is the bane of any miniscule enemy damage. Even with only 20% armor left on an enemy it will be a big nothingburger I think even if you unload 4 tigris prime shots point blank into an enemy during the absorb period, because in a game where you're bullet jumping everywhere I don't expect enemy AI to be able to keep up with a warframe since pet AI can't. It should also increase the range of enemy auras like ancient healer eximuses, since that's the main way mind control gets used pre-rework on my end, to steal a healer aura.

I also want to see how much health is lost by the enemy when I mind control an enemy and unload damage into them, so that I know just how much to shoot an enemy before I turn my back on them. My main problem with mind control in it's current form is you don't know how much damage you need to drop into a mind controlled enemy so that when they stop being mind controlled they're not gonna just shoot you in the back of the head when you're not looking at them.

Psychic Bolts: Got no complaints about this one as long as I can use power STR to increase the strip to 100% armor/shield strip not 80%.

Absorb: Two things. 1: You say that Nyx's new passive is an enemy accuracy debuff. Will that accuracy debuff still be active while absorb is active? Cause if not, we got a MASSIVE oversight here with this ability. How are you going to be able to absorb, especially with the augment, if enemies are not hitting you with their guns? Don't get me wrong, I appreciate the passive outside of this ability's use, but this needs more thought put into it beyond surface level interaction. and 2: Will the range of the explosion be buffed? Because if not, I still don't see myself using this much. Nothing short of a 20m blast will be sufficient for it's use. I appreciate the status proc absorb aspect though.

____________________________________________________________

Titania:

Let's just get this out of the way first: Her ability casting time needs to be roughly half as long across the board. It's way too long right now and natural talent is all but mandatory currently.

Tribute: This is a fine, if not particularly extraordinary change. I like what you did to Full Moon though. However, thorns needs a change: Make that a 50% damage resistance, not a reflection. Reflection does not do enough damage to enemies, your EHP will tank to 0 before your enemy's will, at least with 50% resist you get more survivability from stray enemy attacks which is actually useful, especially with an accuracy debuff.

Lantern: It's fine. I wanna see how it functions in gameplay before I make a judgement call, I'm interested to know what you mean by "Tethered victims", do you mean that the cast target will still float away but you can just cast on 4 more enemies which means more distracted targets or will they attach to the ground like they're on a balloon string?

Razorwing: Absolutely no complaints here, good job.

____________________________________________________________

All in all, I'm excited for these changes, they just need a few tweaks.

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1 hour ago, Ikusias said:

My main complaint is that while Nyx buffs seem decent on paper with fitting changes to her powers that tie in on her overall theme, Titania is apparently getting screwed over again instead of getting an actual rework!

  Reveal hidden contents

Meanwhile DPS monsters like Saryn got special teacher's pet attention and got made even more broken! (Yes I hate Saryn and how it was reworked, she needed reining in, not making her ever more lethal and effective while she was already overkill)

Titania's main problems:

- she's a frame with low stats and tipical caster fragility but doesn't get the corresponding high base energy reserve;

- all her defensive powers are severely unreliable being RNG based, based on static values that get rendered obsolete by enemy accuracy scaling, and in one case dependet on enemy distance, spending energy and resources on a coin toss with worsening chances is dissatisfying;

- punishing casting times and animation locks while out of razorwing mode - on an inerently fragile frame that needs to stay mobile to survive;

- Spellbind and Lantern are just 2 different aspects of the same power, put them in the same slot like you did Ivara and Vauban, and give her a new #3 power.

- Spellbind:

> has a self status removal component, but forces you to cast it in the ground to have that effect, let it affect Titania simply when casting without other targets under the aiming reticle like all other similar powers!;

> range scaling with modding is mediocre and enemy ragdolling get utterly ridiculous quickly, the inherent disarm conversely is quite useful;

- Tribute:

needs many more improvements than banal number tweaks. The reduction of tributes needed to achieve the full effect is a nice thing, that she needs to pick up "souls" to actually have the power do anything, on top of her abismal casting times is still stupid and insulting! All other frames cast on target and the target is affected, period.

 > if you have to keep the pickup nature of Tribute make the "souls" susceptible to her Razorwing Vacuum at the very least! and add some utility to them, like an heal or an energy refund if absorbed while the corresponding buff is at full duration...

 > Dust is her main defensive buff and it's mediocre due to being a reduction on enemy accuracy (and enemy accuracy scales with their level rendering the debuff useless quite quickly) in a limited area centered on Titania - Dust needs to be at least an absolute miss chance of 50% whatever the enemy accuracy stat and distance from Titania!

 > Thorns like all damage reflection abilities is useless due to the disparity between enemy damage and their EHP, it should reflect damage mutiplied by a factor of 3x at least to start to be noticeable and it won't prevent players from being shredded anyway...

> Entangle is another case of not enough with frames like Octavia or Nova that can affect entire maps... 10 m rafius is useless especially with the advent of the new open maps

> Full Moon, at least you finally made it useful for Titania herself by including all companions and her Razorflies...

> All Tribute buffs don't improve in any way from their mediocre base effect with modding of her power strenght, duration or range - this is plainly bad and lazy design! fixed minimum effects are a godsend for sacrificing range in favour of strenght and duration for her razorwing at least, but all Tribute buffs fail quickly in usefulness with enemy scaling due to their fixed nature

- Lantern:

> it's attraction effect is useless as it works only on unalerted and unaggroed enemies so, if cast during a firefight, it's largely ignored, it also tend to float its victims towards the ceiling, out of useful range or it sends them straight into satelite orbit in the Plains and Orb Vallis - and it's just a variation of spellbind, not deserving of being its own power.

> just fold it into Spellbind and rework it like Ivara's Quiver, adding another pair of effects on it.

- Razorwing:

> two exalted weapons are nice, but her melee suffers from being single target only and putting her in enemies' reach, the future addition of a decent innate vacuum is a godsend because her current 3 m vacuum is actually scaled down to her diminutive size... and she's got a ton of issues;

> anti-archwing attacks target her with full accuracy regardless of buffs and passives even when out of Razorwing mode, and doing archwing scale damage to her, this was a stealth and cowardly nerf just right when her augment was released and makes the two places were she should shine Plains of Eidolon and orb Vallis, far more deadly than they should, please revert this as it is inexcusable; missiles meant to knock players out of archwing kill her outright like they "kill" by design archwings because there isn't the second layer of EHP of the vehicle protecting her;

> no way to renew razorflies without recasting Razorwing, razorflies should be separated in their own power as a new #3 due to their multiple effects (aggro distractions, sacrifical meatshields and extra autonomous Dps sources),

> razorflies health and number doesn't scale and die too easily to enemy fire and environment collisions!

> dependency on the augment and constant casting for decent flight and combat speed (resulting ina considerable extra energy tax to what should have been a fix to her base flight speed!),

> she gets unjustifably damaged from objects collisions (while useful to trigger Arcane Guardian some objects in the Void and elsewere are instakills!)

> going near the ground or any surface stops Titania dead in her tracks worse than flypaper for no apparent reason;

> reasonable casting speed for her other powers is forcibly tied into Razorwing as a form of energy tax! - make it her standard casting speed regardless

> scorporate razorflies and casting speed improvement (making it default for all her kit) from Razoring and in exchange reduce its energy drain;

> Razorwing passive 50% evasion ability suffers the same base problem from Dust: it subtracts from enemy accuracy instead of being an absolute % miss chance regardless of enemy stats, resulting in negation due to enemy scaling.

Considered the above you could even reasonably give Titania access to two different power kits (like Equinox) when she's on foot or in Razorwing, tweaking her power effects/behaviour depending on which form is she using.

TL:DR Nix tuning up looks good on paper, Titania really needs a lot more

This

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I think Nyx' Absorb is innately bad, because you have to stand still and can't do anything. Pretty much no matter how much you buff it's current effects, using it would still feel like non-participation to me. In defense missions it feels like the old Resonating-Quake-Banshee (hit the button and grab a coffee) only less effective, because the other players nuke the room while you build up. In Excavation missions you can't do anything important like collecting energy cells, just bullet-sponging, and in more movement oriented missions, the other players just run by, taking the action somewhere else.

It would be pretty cool if you could use your other powers while absorbing, so you would have something to do while waiting (mindcontrolling, sending out psychic bolts and waves of chaos from within your personal point of tranquility), but even that would make "standing still" a hard sell for me. (Not a big fan of Mesa in this regard as well, but hey, one problem at a time).

Edited by thor_sten
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Fantastic that Titania's razorwing is getting a vacuum, but It's a channeling ability so it drains with ticks of 1. It will waste energy orbs when you/re 199/200 aswell. Can't you make it to be that they suck up energy when you're 175/200?

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On 2018-11-28 at 1:20 PM, [DE]Rebecca said:

New Passive: Enemies can't seem to truly target Nyx and all receive an accuracy debuff against her.

For the most part I'm not overly concerned about this one way or the other since many passives are underwhelming anyway. It's an upgrade from forcing high level enemies to melee you in the face instead of shooting you at least.

On 2018-11-28 at 1:20 PM, [DE]Rebecca said:

Mind Control: AFTER:
Nyx still picks a single target within Range and brings them to the Tenno side for a given Duration - but now she can multiply the damage output of that enemy by her own hand!!

The target will have a 4-second wind up period to absorb your weapon damage which is on a multiplier to enhance its OUTPUT damage. For example only (numbers not final): every 2500 damage = 1.5x damage output of the target

This seemed good at first glance, but the output multiplier doesn't mean much if enemy damage throughout their scaling is designed around finite player health rather than the infinitely increasing enemy health. Why shouldn't it just do a percentage of the damage players deal to it in that time? Players' gear is the only thing in the game that is actually designed to deal damage to enemies given how they scale.

Controlled enemies store damage received anyway and the control can't be renewed so they'll likely die when it wears off forcing you to find a new target (especially if you just make sure the damage we pump into them to buff counts as stored damage against their health when it wears off too). Given the enemy A.I. I don't foresee it being over powered if you're spending energy and taking time out of combat to charge them.

On 2018-11-28 at 1:20 PM, [DE]Rebecca said:

Psychic Bolts: AFTER:
This is no longer a flat damage ability, but it is now a debuff. All enemies hit lose a % of defenses (values for Shield/Armor have 20/40/60/80% of defenses removed) for a short duration (5/7/9/11 seconds), making them easier to kill / kill each other when combined with Chaos! Infested will receive a slowing behaviour (not on the same % curve as defenses, still tweaking) + deactivation of Ancient's auras.
We will be doing a presentation clean up as well for more of a 'Psychic' feel in the Telekinesis.

This is great, thank you!

It would be better though if 1 bolt was guaranteed to go to the enemy in your crosshair and all other bolts tracked as they do now. That way it would be more functional to not just spam it mindlessly and actually be able to strategically target that Ancient who's aura you want gone or any number of enemies that need to be prioritized in a group.

On 2018-11-28 at 1:20 PM, [DE]Rebecca said:

Absorb: AFTER:
Nyx absorbs all incoming damage and channels that collected energy into an explosive radial discharge - but now we've made the damage type output dynamic based on incoming damage types. If it is fed in, it feeds out!

Absorb is a very unique power - when Augmented it allows for a completely different kind of play. Alone, Absorb gives Nyx immortality in a pinch and can CC with knockdown, but now we've just added another edge in giving it dynamic Damage.        

I'm happy about this change too, and while I use the augment because it's currently useless without it I think the default version at least should be given the same mechanic that I've read Garuda's Dread Heart has. With an un-augmented Absorb active you should be able to hold the Shoot button (it does nothing else during absorb anyway) to multiple the damage absorbed for additional energy cost and have it detonate, ending the ability, immediately upon release. The damage type was certainly an issue but purely for the sake of practicality in a fast paced multiplayer game it's too slow. Giving us the ability to sacrifice energy to speed it up sounds fair to me... I don't usually approve of copying mechanics from new frames for the hell of it, but really it's a feature Absorb should've had at launch.

Edited by (PS4)Riko_113
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While i see these changes going in a good direction, they dont seem quite there:

Nyx:

Passive:seems acceptable for something you get for just being there.

Mind Control: the damage enemies deal to each other gets to irrelevant numbers as the level go up, what you need in order for the ability to be useful is make it so you have an extra gun, so it can dps and kill enemies, if the numbers on the multiplier are high and consistent enough then fine, if not i suggest making it so across those 4 seconds it charges dps from your damage, instead of a multiplier or flat damage, making it so the target either attacks faster or gets the appropriate multiplier to their stats. You could also consider letting melee and/or allies contribute to the charge. Either way the goal is to make it so the target can kill other enemies at least as efficiently as someone with a properly modded weapon.

Psychic bolts: great, plain great. Will have to test for usefulness and numbers.

Chaos: consistency

Absorb: to begin it will be nice to have a counter on how much damage we will end up dealing. Increase it´s range please. It has the same problem as her current 1 does, you are dealing the damage the enemies output, it kills frames relatively easy, but barely chips other enemies health bars as the levels rise, even when multiple enemies are charging it. So to fix that problem, make it similar to octavia´s 1, enemies want to shoot it really bad and the damage back has a multiplier, to balance and avoid spam and/or set it and forget it, you can increase the the drain (make it cost its worth) 10 or 15 unmodded with an unmodable max of 20 or 25, you could also give it a soft cooldown, what i mean by this is make it so the drain will remain a short period of time, 8 seconds or so, in which you would use the rest of your abilities to survive, and help the squad, you could also make it so the ¨current drain¨ decreases over those 8 seconds, you so can more easily use it in a pinch.

 

Titania:

spellbind: please add more range, 10-15 meters would be amazing, and add some duration 20 seconds seems more reasonable.

tribute: the biggest problem i see with this is that you need an enemy to cast it, but most of the time everything is dead, so why not allow us to cast it from corpses, 1 buff per corpse, and if the body exploded or was cut in half then you could get the buff from any part of the corpse.

-dust: change it to flat damage reduction on pick up, and if titania herself picks another one up, it refreshes for the whole squad on affinity range

-thorns: same problem with nyx 1, enemies dont deal enough damage to damage each other, you could change it to have a chance to reflect damage with a multiplier.

-entangle: just numbers, buff it a bit the max slow like to 35% or let it be affected by strength

-full moon: buff to like 200% or let it be affected by strength

 

i believe the goal of these reworks is to give more power to the parts of the frames that need it in order to put the frame as a whole on the same line as the rest of the roster in terms of usefulness, basically so they are different tools that are best for certain jobs but have some flexibility and just are not a good idea to bring to certain places (slow nova for leveling runs).

it is also important that the current play-style and appeal of the warframe stays relatively the same for those who already like them, and give them alternative play-styles so more players give them a chance.

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Give her a proper rework:
Passive - Swarm: A swarm of Razorflies always accompany Titania, attacking enemies and drawing aggro. If Razorflies are destroyed, they can be respawned slowly over time or by casting abilities. Razorflies deal more damage to enemies affected by Titania's abilities
Other: Increase base energy and half her casting times

1. Spellbind: On cast, halts enemy movement before casting them into the air to prevent momentum from moving them too much. Razorflies will be attracted to and attack Spellbound enemies.

2. Tribute: Rather than target-based, now attacks in a radial AoE around Titania. All enemies affected will have their damage heavily reduced and drop their souls on death. Razorflies are attracted to affected enemies. Allies receive all Tribute auras that Titania has active. Casting Spellbind on Souls will automatically pick them up for Titania

- Dust: Nearby enemies suffer reduced accuracy. More Souls increase the accuracy reduction
- Thorns: Scales off of health %'s. More souls, more damage, ie: 1 soul, 1%, 10 souls 10% hp (capped to 10) dmg over xx seconds.
- Entangle: Nearby enemies are slowed. More Souls Increase the slow effect 
- Full Moon: All companions and Razorflies receive increased damage.

3. Lantern: Tosses a glowing light a short distance, which then hovers in place and attracts nearby enemies. A second Swarm of Razorflies is spawned as well, luring in and attacking enemies. 

4. Razorwing: All ability costs are reduced while Razorwing is active. If Tribute is cast during Razorwing, Titania will pull all drops within range towards her

Miscs:
- Have all abilities not lock you in place whilst casting, it interrupts the flow so much of this agile warframe.

TL;DR
Passive - Adds survivability
Her 1 - Adds utility and spellweaving
Her 2 - Adds utility to a lacking buff-system currently in place.
Her 3 - Adds utility,Survivability, Spellweaving and increased defensive options
Her 4 - Removes the vacuum conflict with channeling ability (sucking up 25 energy orb with 199/200 energy)

Edited by Yukain
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