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Nyx & Titania Dev Workshop

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As Titania still feels clunky to play, I had two new ideas for her passive to possibly make her a bit smoother.

1) She only functions good in Razorwing, so we just make that her passiv. She will start every mission tiny and with the evasion bonus (50%, this is probably to good). Your 4th Ability will be your Exalted Weapons. This will give her a better defensiv position, but requires probably a lot of work to let her interact normally (consoles, datamasses...) and she would defenitly need a way to resummon her Razorflies except death.

2) Make her Tribute the passiv. Every enemy that dies while under the effect of on of her Abilities will drop its soul, that you then can collect. This would free up the 2nd Ability slot for a new skill (hopefully more Razorflies).

I would like to hear your suggestions on this.

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Can you please exclude dropped points in "The Index" from being pulled-in by Titania's vacuum. I really can't use her in The Index while she is like this.

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Gotta say new Nyx is worse than old Nyx, shes pretty much DOA for me which is sad, unplayable now, and that passive of hers is not working at all or just too low to be useful..

I pretty much agree with most here on her skills, the 2nd skill the 6 is too low needs to be spamable as you cannot use it again until you find all 6 or turn it off (pointless or what) the other skills just don't work anymore to keep her alive at higher levels.. Spaming 3 isn't efficient to survive..

 

Honestly bit of a failure this update and her frame.

Edited by DanteYoda

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What I would do to Nyx and Titania RE-VISIT (not rework) 

Nyx:

Passive: Make it 50% chance.

1st ability:

·       Since it’s all about controlling the enemy It should do more than just fight for you. The controlled enemy can hack alarms off for you and if they are traps it should be able to disarm them. (or add it to the 3rd ability)

·       Make it to where you can either make it stay in one spot or follow you.

·       (augment) deactivating the ability will kill the enemy which will spread to other enemies in close range, attacking each other for half the duration.

 

2nd ability:

·       Make it debuff all eximus units.

·       Make there be an indicator showing that the affected enemies have the debuff.

·       Make it hit multiple targets instead of one.

·       (synergy) Using it on the 1st ability can buff its survivability and receive a speed buff.

·       Make it to where you either use it on the same enemy to debuff it more OR it can`t be used on the same enemy so it will target enemies that`s not affected by it.

 

3rd ability:

·       Just to make it more useful you can make them do the idea I put on the 1st ability bulletpoint. To add to this, they could also make them fight enemies, run away in fear and lay on the ground brain dead. (there will be a percentage of each of them preforming those actions)

 

4th ability:

·       Make sure the passive deactivates when using the 4th ability.

·       Make it move at the same speed as jogging.

·       It pulls aggro from enemies and are hermitized into moving closer to nyx in a 50m radius.

·       You can use weapons inside it to add status effects to the absorption damage, but you can`t shoot enemies through it, adding status effects will also includes melee weapons. 

·       Whatever enemy is shooting at nyx will be affected by the explosion no matter the distance. Enemies in close damage range will take damage and enemies outside that will receive a knockdown and the status affects from weapons.

·       (Synergy) You can cast other abilities while using 4th ability.

·       (Synergy) If you use the 2nd ability, when deactivating the 4th ability, the debuff will spread to enemies the survive the blast.

(Me personally I would get rid of this ability and replace it with a new one)

 

Titania:

·       Increase all ability cast speed time.

 

1st ability:

·       Instead of them rag dolling, make them just hover in the air. (please make this so)

·       (augment) When adding status damage to enemies, when the affected enemy is killed, it will spread to nearby enemies.

 

2nd ability:

·       All ability affects when stacked up will reach up to 75% (as of now the abilities are unnoticeable and useless)

·       The range of enemies affected should be in a 50m radius.

·       Thorns – the damage reflection should be 1000+ to make it useful.

·       Full Moon – it should also increase companion’s movement speed.

·       Holding the ability should give you the option to choose what buff you want.

·       Enemies should get either a damage debuff or a health debuff.

 

3rd ability:

·       Each enemy affected will increase the range by 2m.

 

4th ability:

·       While using 4th ability, make the other ability cost half the energy.

·       Get rid of zero gravity. When you stop, she stops instead of it keep on moving, it’s very annoying. (include this in archwing)

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Nyx - Quality of life changes

Mind control : fix ai 

Suggestion 1 - mind controlled enemy explode on death for the damage dealed to it (15m radius) damage type based of the highest damage type dealt to it 
Suggestion 2 - mind controlled enemy grands a 20/30/40/50% speed buff (movement speed/animation speed and attack speed) can scale with power strength
Gives the ai less time to fool around 

Psychic Bolts : hold recast changed  

suggestion - Can now be charged by holding in (like embers/hydriod 1st ability) doubling the energy cost.
Charged psychic bolts can be cast on a mind controlled enemy amplifying the weapon to shoot psychic bolt to debuff the enemies 
Or is consumened while going in absorb, nyx shoots psychic bolts at enemies that shoot at her while in absord.
(the psychic bolts come out of the absord bubble for the visual like homing missiles)

pyschic bolts applied by absord can only be applied again if the duration ends. avoding the effect that it shoots more then 1 bolt at an enemy disturbing visuals and performence

Why:It gives nyx a more intresting way to spread debuffs and confusion on the battlefield instead of psychic bolts to be recastable and gives absorb more meaning.

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Titania got aome love but still has problems. For example the reflext damage is an insult to the playerbase.

Nyx is a total failure partly because of the rework partly because of the environment. Fortuna is the focus now - and will remain for a time - and in fortuna skill based frames are in a severe state. After some time and alert level there will be so many nullifiers that the game stops being fun. 

Its not a difficulty factor that gets adrenaline and wants us to get more and more but the worst kind of fun killer and limiter kind.

There is a lot problem with fortuna but IMHO thats the greatest. Removing nullifiers totally would be a nice step forward.

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Nyx absorb

The common damage a faction are dealing is not matching the damage type the same faction are vulnerable.

That means the damage will turn into something that is mostly the worst type.

It would be more logical to make it behave like Revenants 4th.

On paper the rework sounds good but in reality...

Edited by Csaszar

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On 2018-12-21 at 1:34 AM, WhimsicalPacifist said:

Don't worry, sink another 6 in and you'll have an all-round build.  Drop Narrow Minded and Fleeting Expertise though and you'll need an Arcane Energize or two.  Do wish Lantern did something other than make grunts feel pretty as they walk past them to the objective.

i already have both in but even with 0 str in my build and 175%eff and long udration i don't have enough energy left to use anything wialong with 4

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4 hours ago, Air-mage said:

i already have both in but even with 0 str in my build and 175%eff and long udration i don't have enough energy left to use anything wialong with 4

That's unfortunately expected.  Razorwing Blitz as a rough "rule" will double your energy consumption.  The only thing I can think of is to recommend Pax Bolt which might allow you to drop Fleeting Expertise to an even lower level or drop it altogether.

Before I had Arcane Energize, I'd either have to use Large Squad Energy restores or a Syndicate mod/weapon to help fuel up at the start of the mission.  She's still the fastest on foot without using abilities, but extremely vulnerable.

Technically you can build for defensive proc cheese (Adaptation, Arcane Guardian, Magus Elevate) and stay alive on foot, but at that point you're not using Titania as Titania for any of her abilities, but rather a homogenized platform for the proc mods and Operator usage.

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Nyx is awesome, no complaints with her.

Titania had also many improvments, however the Vacuum on Razorwing makes Energy managment next to impossible.

Not every player loves Vacuum!

It takes away the choice of the player when to make use of energy pickups, which can screw over people who use the Energy Conversion mod and/or Arcane Energize.

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Nyx rework is awesome but her augment Mind Freak should get a rework too, maybe % goes double so fast or something else. And her 2 Psychic Bolts should get a Visual Rework, Enemys who gets hit should have a Marker above their Head to see better which enemy got hit.

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Going to hope this post gets viewed...I know it's well after the rework at this point but still.

DE, I hate to be so blunt, but with the Titania "rework", but my advice is simple: "Try again."

Lantern's target does in fact return to it's original point, but now  it bounces back and forth around whatever area it's in and doesn't actually fix the problem.  Wasted energy.  The only way this isn't wasted energy is if the lantern CANNOT MOVE.  PERIOD.  Don't have it able to move and return back.  That fix tells us you want it to be stationary, but frankly, you've failed.  This "fix" only showcases how bad the problem is.

Tribute's buffs while far easier to acquire are still mediocre.  Dust still being the only moderately useful one, which leaves her survival up to RNG.  Does the enemy miss (from Dust's 50% accuracy debuff)?  Does Titania evade (from Razorwing's 50% evasion)?  Find out next time!  So whenever Titania is shot, ultimately she has a 75% chance of not getting hit.  Which sounds nice on paper, but she's made of paper so that's all it takes.  Consistency is the key here.  And besides, bombards don't care about either stat, Titania still dies.  Wasted energy.  On this ability I honestly have no idea besides trash the buffs and make different and more useful ones.  I like the idea of extracting a toll from enemies and having a debuffing aura around Titania, it's very flavorful, but this ability doesn't actually function.

So....Titania has a 1 that makes her status immune that she actively does not want to hit enemies with....and her Razorwing.  Which is still good, thanks for the vacuum.  But considering Titania isn't ever using her 2 and 3, her "Rework" amounts to just a vacuum on her Razorwing and a larger energy pool.  That's not a rework.

Try again.

Edited by Vyrielle
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20 hours ago, Vyrielle said:

Going to hope this post gets viewed...I know it's well after the rework at this point but still.

DE, I hate to be so blunt, but with the Titania "rework", but my advice is simple: "Try again."

Lantern's target does in fact return to it's original point, but now  it bounces back and forth around whatever area it's in and doesn't actually fix the problem.  Wasted energy.  The only way this isn't wasted energy is if the lantern CANNOT MOVE.  PERIOD.  Don't have it able to move and return back.  That fix tells us you want it to be stationary, but frankly, you've failed.  This "fix" only showcases how bad the problem is.

Tribute's buffs while far easier to acquire are still mediocre.  Dust still being the only moderately useful one, which leaves her survival up to RNG.  Does the enemy miss (from Dust's 50% accuracy debuff)?  Does Titania evade (from Razorwing's 50% evasion)?  Find out next time!  So whenever Titania is shot, ultimately she has a 75% chance of not getting hit.  Which sounds nice on paper, but she's made of paper so that's all it takes.  Consistency is the key here.  And besides, bombards don't care about either stat, Titania still dies.  Wasted energy.  On this ability I honestly have no idea besides trash the buffs and make different and more useful ones.  I like the idea of extracting a toll from enemies and having a debuffing aura around Titania, it's very flavorful, but this ability doesn't actually function.

So....Titania has a 1 that makes her status immune that she actively does not want to hit enemies with....and her Razorwing.  Which is still good, thanks for the vacuum.  But considering Titania isn't ever using her 2 and 3, her "Rework" amounts to just a vacuum on her Razorwing and a larger energy pool.  That's not a rework.

Try again.

Amen.  Just quoting this wholesale so DE gets the message.  I don't wanna have to wait four more years just to hope for another rework.

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On 2018-12-31 at 2:31 PM, Vyrielle said:

Going to hope this post gets viewed...I know it's well after the rework at this point but still.

DE, I hate to be so blunt, but with the Titania "rework", but my advice is simple: "Try again."

Lantern's target does in fact return to it's original point, but now  it bounces back and forth around whatever area it's in and doesn't actually fix the problem.  Wasted energy.  The only way this isn't wasted energy is if the lantern CANNOT MOVE.  PERIOD.  Don't have it able to move and return back.  That fix tells us you want it to be stationary, but frankly, you've failed.  This "fix" only showcases how bad the problem is.

Tribute's buffs while far easier to acquire are still mediocre.  Dust still being the only moderately useful one, which leaves her survival up to RNG.  Does the enemy miss (from Dust's 50% accuracy debuff)?  Does Titania evade (from Razorwing's 50% evasion)?  Find out next time!  So whenever Titania is shot, ultimately she has a 75% chance of not getting hit.  Which sounds nice on paper, but she's made of paper so that's all it takes.  Consistency is the key here.  And besides, bombards don't care about either stat, Titania still dies.  Wasted energy.  On this ability I honestly have no idea besides trash the buffs and make different and more useful ones.  I like the idea of extracting a toll from enemies and having a debuffing aura around Titania, it's very flavorful, but this ability doesn't actually function.

So....Titania has a 1 that makes her status immune that she actively does not want to hit enemies with....and her Razorwing.  Which is still good, thanks for the vacuum.  But considering Titania isn't ever using her 2 and 3, her "Rework" amounts to just a vacuum on her Razorwing and a larger energy pool.  That's not a rework.

Try again.

Pretty much agree completely, this really shows a disconnect between actual real game and theory..

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Posted (edited)

I don't feel like creating a dedicated thread over in the feedback forums, so here's the follow-up on my previous ranty post here. TL;DR; at the bottom.

 

First of all, let's frame this right: Nyx' main theme is "mental powers & turn their strength against them". That's what she's about in a single line, and I'd hope that you keep that in mind when you take another look at her. Some random notes on that:

  • Old psychic bolts had that in the form of radiation procs (although the original one didn't)
  • There are two mechanics playing against that:
    • enemy defence scaling
    • our power creep
  • So it's not really Nyx' fault that she's been slowly falling out of favour, but these new changes can't address this, either. Her new 2 does address an effect of it, but fits her theme as much as the original Psychic Bolts, probably even less.

 

And now, let's tally up the changes (personal bias guaranteed, btw.):

What We Gained

  • Her new 2 is very powerful, especially against high level Grineer with 25% and more power strength. Having just one bullet point here really doesn't do that justice.
  • Also, her 2 doesn't alert enemies now that it doesn't deal damage anymore.
  • Her new 1 is now single-handed. That's the most direct and obvious buff. Feels nice.
  • I guess mind control pets following around is nice, but often, they still don't contribute a lot. Half a point for this, maybe?
  • Absorb self damage: type can now be tailored (Castanas, Talons). (But personally, I don't really use them anymore because that weird new spread has made them too dangerous (here's @Synpai's feedback topic on that). It was a star chart gimmick before, anyway.)

 

What We Lost

  • She definitely has less CC than before.
  • We can't ignore power strength anymore. If we do, her 2 is now worse than before, imho.
    • While her 2 is very powerful as mentioned above, it's not gameplay-defining. Or at least not unless against really really high level Grineer. But there's also 4x CP and other ways to deal with that, status weapons & Frost/Mag/Oberon 4 come to mind, the latter two with augment or synergy.
    • +25% power strength isn't much on paper, but before I went as far as -60%. In terms of slots that comes down to 1 to 1.5 that are now not available anymore.
  • Can't recast 2 easily, making it a bit harder to react to new situations. Also makes her more bland to play. Side note: you say you're against doing cooldowns, but i guess that rule is only for "meta frames". Because for all intents and purposes this is a pretty hard cooldown: kill all enemies or hold 2 for a bit, press 2 again, wait for the missiles to hit.
  • Can't use her 2 for small group confusion anymore. It was also faster than her 3 against immediate near threats because cast speed and one-handed.
  • Can't use her 2 now to find hidden enemies by casting it repeatedly in random directions (minor annoyance).
  • Can't use her 2 anymore to deal with corpus cameras (esp. Spy; minor, as well)
  • Pacifying Bolts augment is objectively worse now, too.
  • Somewhere along the way you decided to make it so her 3 would affect only the enemies in range while casting.
    • Before you could recast and layer them on top of each other; on already affected enemies the debuff would be refreshed and stay on the others.
    • Or in more technical terms: it was an individual debuff before with a set duration, now it's rooted on the ability itself, which stops when recast.
    • I guess we could spam the initial CC now if we wanted to, but that's just abuse. So I'd say the old one is a bit superior, it's not that big of a deal in practice, though.
  • Still no explanation on why gear/emotes wheel are no longer accessible while in Assimilate.
    • Same as above: not a big issue, but would probably still be here if you didn't touch her at all.

 

What hasn't really changed

  • From a damage standpoint, her 4 was crap before and is crap now.
    • With the sole exception that if it's ever made useful (if you decide to crank up the numbers), it'll be in dedicated teams exploiting the new damage mechanic, by charging her with a specific damage type. Because of that alone its damage will never be viable when simply fighting an enemy faction. Or it wouldn't be long until it'd get hit with the nerf stick. Obvious.
  • Some liked her old passive, I'm fine with the new one. I guess I'm lucky that way?
    • Changing the passive didn't help with the biggest argument against the old one though: our mind controlled targets became useless when they lost their weapons. Now we have to shoot them and they become useless because they're dead when it runs out. Oh well.
  • Her survivability hasn't improved. While i think her new passive is noticeable...
    • it doesn't help against AoE
    • she has overall less CC now, not only from her 2, but her old passive could remove some AoE threats outright
    • and she needs more mod slots, which means less slots for defence.

 

What I'd like to see:

  • Do better, please do better. >.<
    • Mind Control target should be completely invulnerable while we charge it. The time we spend doing that is already big enough of a drawback, it doesn't need to die when the duration ends. We could shoot other enemies in that time, or maybe even an Antimatter Drop. Is what we get out of shooting the MC target comparable to AMD in any way, shape or form? Didn't think so.
      • Side note: The most threatening enemies tend to get some defences against CC these days, too.
    • Just let us use the bolts again. Remove debuff from old enemies if necessary (same as her 3 works now).
  • Maybe just replace the Psychic Bolts already. Completely new ability. (Shameless self plug: old suggestions of mine)
  • Honestly, I wouldn't even mind going back she was in half a year ago.
  • Absorb (maybe not Assimilate) enemy ragdoll or slightly longer invulnerability (yes, I'm going to bring this up again every single time)
  • Ability synergy, like with so many other other frames. it can't be that hard to do. Off the top of my head:
    • Absorb: increase damage or air time of enemies affected by other abilities, or make it not drain energy
    • Chaos: confused enemies prefer to attack other enemies, specifically those affected by her 1 and 2. There probably already are some kind of aggro modifiers behind the scenes, but make it so it's noticeable.
    • Bombards, Napalms and Crazy Cat Ladies affected by both her 3 and 2 just start blowing themselves up.
    • The MC target stops running around and starts attacking enemies affected by her 2. Nothing. Else. Complete "AI" replacement.

 

TL;DR:

  • Some new stuff is nice, but there are enough negatives that in my personal opinion she's overall not better off than before. Maybe a tie? Not sure.
  • Address some long-standing gripes (Absorb end vulnerability, MC target useless after duration, MC idle time)
  • Iterate on the new stuff
  • Or just replace the bolts already (shameless self plug)
  • Synergies, please
  • ... or just revert it all. (obligatory: and if you don't like that then get off my lawn, you young whippersnappers 😉)

 

TL;DR of the TL;DR:

wtnCP5w.png

https://imgur.com/a/ZQo1Roa

Edited by Kontrollo
mostly fixing some mistakes
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I was messing around with Nyx and realized how the Mind Control "rework" was mishandled. 

If you want to maximize that ability and you don't bring something with extremely high burst damage, you are gimping yourself. You need something like a Rubico Prime and land every shot to the head while the enemy is covering its head and twitching itself because of the stun within those 4 seconds to bump its damage high enough. If you are using something like Torid or Mutalyst Cernos, you are doomed. It is awful. The ability should work like the pseudo-exalted weapons, taking into consideration the mods installed in your primary weapon or something like that. 

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On 2019-01-04 at 7:12 AM, Kontrollo said:

Now we have to shoot them and they become useless because they're dead when it runs out. Oh well.

That was always my favorite part of Mind Control, TBH. You stop an enemy in its tracks, then shoot the hell out of them, then let them draw all the aggro. Then, because you shot them, they automatically die when the Mind Control runs out, so they don't go back to shooting you (which is why you Mind Controlled them in the first place)

So to people like me, it's theoretically a straight buff to what we were already doing

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7 hours ago, Anthraxicus said:

The ability should work like the pseudo-exalted weapons, taking into consideration the mods installed in your primary weapon or something like that.  

That's actually an interesting idea. Or they could change the way it charges up to a logarithmic function of total damage dealt (i.e. diminishing returns), with a more front-loaded bonus.

 

7 hours ago, TARINunit9 said:

That was always my favorite part of Mind Control, TBH. You stop an enemy in its tracks, then shoot the hell out of them, then let them draw all the aggro. Then, because you shot them, they automatically die when the Mind Control runs out, so they don't go back to shooting you (which is why you Mind Controlled them in the first place)

So to people like me, it's theoretically a straight buff to what we were already doing

Uh, what about watching the timer and pressing 1 two times before it runs out, to quickly reapply Mind Control?

Before the rework it made sense to keep your Arctic Heavy Gunner Eximus around until she randomly lost her weapon due to Nyx' passive, or died from taking damage. At least in theory, on higher levels the ability degraded to having a meat shield around, anyway.

Besides, if you like to use it only as a delayed disposal mechanism, that would still be possible even with the change I've proposed. Simply shoot the target after the initial 4 seconds of charge up.

The big joke in all of this is that the passive got changed because it worked against her other abilities, especially Mind Control. On that point, we're pretty much back to square one now.

 

Anyway, glad that seems to be the only thing on which we disagree.

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1 hour ago, Kontrollo said:

Anyway, glad that seems to be the only thing on which we disagree.

Indeed

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vor 12 Stunden schrieb Anthraxicus:

The ability should work like the pseudo-exalted weapons, taking into consideration the mods installed in your primary weapon or something like that. 

Maybe just make the damage your MC deals dependent on your Power Strength (for example 5x on 100% and 10x at 200%) and change the Augment : you can controll 2 targets at a time but either just deals 50% of its damage. They also need  a higher thread level as enemies still attack you even if standing near your MC.

Make her 2nd Ability spammable again so you can benefit from her Augment. Maybe just give her her old Bolts, but make the damage scalable

For Absorb :

  • she should be able to use her other skills 
  • Maybe just completly remove the damage and change the absorbed damage into something else (for example : Range, Duration or Strength for her other skills)
  • if we don't get our weapons (which is fine with me) let us do something with the energy/damage we stored while still being in Absorb
    • move the effect of Armor/Shield Reduction from her 2nd Ability to this 
    • trigger by pressing LMB for a self centered AOE or RMB for a Ray/Cone with more Reach, this would allow for a reliable debuff instead of the random targetiing of her 2nd Ability
    • this should either cost some of the stored damage or extra Energy, but could then benefit from the buff (2nd point for Absorb)
  • when leaving Absorb, either give her damage Reduction/Invincibility for a short duration or make the Knockdown long enough to not be instantly shot

I know Chaos is fine, but I had some ideas to make it a bit better at controlling enemy movement :

  • let enemies enrage (like Equinox Rage) so they can get faster to their "friends" and bind them in Melee combat
  • or let the middle of the casting zone become their priority to get to so you can bundle them together
  • for her Augment : better visuals would be nice, as the current wall of Energy blocks your view (maybe make an Inscription on the ground to mark the area), as an Addition make enemies unable to leave this area, as it shrinks with time they will be forced to move to the middle and will be grouped together for better killing, should also give Nyx some survivability if standing outside of the area
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Posted (edited)

might want to include more lunaro and pvp into alerts, and city travels, bounties also should feature some items that encourage pvp, mods, skins, and relays should look a little more inviting and different per planet, if posible at least each relay should have a special vendor and representative or sell different goods or materials based on that planet, at least feature some type of jaba the hut at planet moon, say that the relay on cetus announces lunaro and pvp, and also advertices faction and syndicate things, and darvo also gets a revamp.

the idea also is to integrate some personality into archwing missions and pvp, with the rewor coming up at least we can include some additional items themed weapon, dualzakti, dual kraken a few new mods that match titania and other single wield weapons becoming dual wield options for players to play with, also the relays dont always have great items, and the bazaars could become more punchy, the only missions there are low key void races,. the same goes for clem missions, they take a while and the rewards are super low, i think that some blueprints and augmentations could be fun to see some extra sigils added to the syndicate missions, and additional items for the bounties, fishing, etc.\

nyx and titania need a few new musical pieces, to enhance the presentation of the warframes, maybe some of the abilities could shimer or react in a special way at the shop, and preview planes, and if maxed out they could unlock some small items, and trinkets, so that players leveling up can get a toy or doll statue in their mailbox, or arsenal/ ship / emails, might be a good itme to add some more notifications and ambient recordings for all the towns and ships.

 

  1. make a boy version of the girls:
  • BOY /  MALE VERSIONS(S) of TITANIA, NYX: additional skins and rewards should be included a boy/transfiguration of the females at rework launch with some bonus weapons and platinum packages, mods, and decals - earnings free,  the additional blueprints that are duplicates can be turned into an additional skin/helmet, and be useful for crafting a new archwing component, i think its posible to make something like a skynyxie pet for archwing missions that can go underwater with a giant lightbulb, sensors, and probes for mining and weather protection, it should help reload speed, and an orb. Titania can get some additional tools for summoning, and casting magic, there are many ways to get the new items, redoing missions, platinum, and some should jsut beor crafted with extra blueprints, some of the skins and bundles should be refreshed, they should feature some additional mods and resources.
  • mandachord.inspired by titania and nyx enhance players hp regeneration and skyfall.
  • credits and resources posibly enhanced and transfigured into combat weapons or chanelling energy.
  • enemies - new enemies per planet
  • realays sell lunaro, toys and foods, and dedicated shop with planet based mods.
  • pvp alerts in cetus & fortuna
  • email blueprint to players on rework launch of nyx and titania warframes, a second email with weapons and technology deming enhanced gear, regulators, and reward for previous users a mod and sticker.
Edited by (PS4)santospizarro

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1 hour ago, Naneel said:

Maybe just make the damage your MC deals dependent on your Power Strength (for example 5x on 100% and 10x at 200%) and change the Augment : you can controll 2 targets at a time but either just deals 50% of its damage. They also need  a higher thread level as enemies still attack you even if standing near your MC.

Make her 2nd Ability spammable again so you can benefit from her Augment. Maybe just give her her old Bolts, but make the damage scalable

For Absorb :

  • she should be able to use her other skills 
  • Maybe just completly remove the damage and change the absorbed damage into something else (for example : Range, Duration or Strength for her other skills)
  • if we don't get our weapons (which is fine with me) let us do something with the energy/damage we stored while still being in Absorb
    • move the effect of Armor/Shield Reduction from her 2nd Ability to this 
    • trigger by pressing LMB for a self centered AOE or RMB for a Ray/Cone with more Reach, this would allow for a reliable debuff instead of the random targetiing of her 2nd Ability
    • this should either cost some of the stored damage or extra Energy, but could then benefit from the buff (2nd point for Absorb)
  • when leaving Absorb, either give her damage Reduction/Invincibility for a short duration or make the Knockdown long enough to not be instantly shot

I know Chaos is fine, but I had some ideas to make it a bit better at controlling enemy movement :

  • let enemies enrage (like Equinox Rage) so they can get faster to their "friends" and bind them in Melee combat
  • or let the middle of the casting zone become their priority to get to so you can bundle them together
  • for her Augment : better visuals would be nice, as the current wall of Energy blocks your view (maybe make an Inscription on the ground to mark the area), as an Addition make enemies unable to leave this area, as it shrinks with time they will be forced to move to the middle and will be grouped together for better killing, should also give Nyx some survivability if standing outside of the area

The first ability should have some kinda of re-cast, either from augment or innate. It sucks having to lose your minion when the time expires. 


And for the 2nd ability, they should complety ditch that change requiring you to hold the button forever to disable the ability. As the augment, I would make something like whenever a target is killed, the Psychic Bolt would affect the nearest target...or maybe the next two targets, creating a chain reaction.

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1 minute ago, Anthraxicus said:

The first ability should have some kinda of re-cast, either from augment or innate. It sucks having to lose your minion when the time expires. 


And for the 2nd ability, they should complety ditch that change requiring you to hold the button forever to disable the ability. As the augment, I would make something like whenever a target is killed, the Psychic Bolt would affect the nearest target...or maybe the next two targets, creating a chain reaction.

i like the idea of walking over the dead enemy to recover some energy and tether options should allow the use of microexplosions, damage per second, or a poison, maybe if we made a new weapon that reacted to psionic abilities, and bulelts, it would shoot psionic bulelts that explode, but could also be like a neddler, hitting the enemy with melee causes them to be frozen or sapped of energy, or a random detriment, i though if it was nyx'ses new weapon it could behave eradically when the player is using their energy abilities, and use the pool of aether to call up more psi. based on that fact the machinegun could throw down magic, calling up energy when close to empty, i mean the magazine can use the energy pool, and could be interesting to see other warframes using psionics, it should featuer some passive ability, and a crouching enhancement that can scan the area for traps, and heat signatures.

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