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[DE]Rebecca

Nyx & Titania Dev Workshop

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i would of liked to see some additional or new things added with the reworks, i read the patchnotes for the reworked nyx and titania, but honestly i was not that excited over the changes enough to want to switch back to Nyx and go test things, what am looking foward to is escaping syndicate mods and new abilities and passive traits without destroying completely what is in the game, even if you made a piece of armor or suite that allows you to change one ability for another, i'd still like the rework to make these warframe more interesting for everyone.    They will be my teamates forever who wont backdown from playing them, i personally used Nyx before the second-dream quest to open many relics, maybe you can add some new features to relics and the other game modes, as well as some rewards, or change to the leveling game structure, and max rank warframes, to be met with some unique loot.        There were some passive traits that turn off, and some things like acid bolts not dealing damage that seem somewhat mediocre, because you can just keep recasting it to no avail, i hope that there is more options and unique weapons:  I would of liked it if in the future all these reworks came with a new weapon to purchase and buy, just like how Barok is coming out with his own shield and sword melee weapon, maybe Nyx and Titania's rework could have released some new toys, and mods for them. Or at least a new set of skin/cosmetics, free ones, and platinum.   

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Overal, am happy that i will be playing barok instead of nyx and titania for a while to come, until they add new features to both of these warframes, the new changes for both warframes aren't to die for, how about changes to the blueprints and art, icons, and sound effects of related items, trying to come up with something resonable...hmmm.

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Is it posible to give all warframes additional passive traits or at least two? I mean what if the rank system unlocked a bracket to equip or change abilities, like in final fantasy, this way in the future the players could really change their warframe to fit their liking, just some abilities say, Absorb 1V, to replace with a NEW ability, or ninja skill that they can aquire with training, quest, and other ones by purchasing or crafting.

the nicer thing to do is allow for 1 additional trait to unlock at rank 10, and another at 20, then at rank 30 the player would have a third slot that they can allocate, something like that...i know mods do this by default, but just some passive traits and abilities are very dull on some warframes or require specifics.

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 Please revert Nyx's Psychic Bolts, keep the armor strip/ shield debuff if you really feel the need, but it isn't needed with the way Nyx worked before this rework. The rad and slash proc her Bolts offereded allow it to be the synergizing link in her entire kit, and also allows you to see which targets they hit. Everything about the old bolts makes it one of the best CC 's in the game especially with the augement.

 As Nyx has always been my favorite goto type of frame, this really hurts and I haven't even played it yet. Knew instantly how negative it would be for her as soon as I read the abilities on the wiki after it went live on PC. Her bolts have always been a very enabling part of her kit.

 Even if you REALLY don't wanna change bolts again, maybe change her passive to rad and slash proc any enemy affected by Nyx's skills. This would allow us to keep track of anything we've had an effect on while simultaneously returning and improving the original functionality of what those status procs did for Nyx. Even taking a route like this, she still absolutley needs the spammability of Psychic Bolts reverted.

 I can understand a large amount of the playerbase wanting these more support oriented frames to do some damage, but isn't that why we have weapons? We have a huge arsenal of frames and weapons, and a lot of damage based frames. Why must we damage one of the greatest CC frames to cater to a mindset that won't ever enjoy that type of play style to begin with? If anything she'll see much less play now all across the entire spectrum of the playerbase.

 On a side note, maybe it would be a good idea to introduce some sort of contest for frame tutorials/guides and have people submit videos for the playerbase to vote on. Have the top few for each frame linked to in the codex or ability screen of the frame itself. There could be different categories in the submission process for new player or vet friendly, plus anything else that sounds like a good idea. In addition this could also add a way to revitalize a given frame or weapon without having to go through the whole rework process to begin with. It may also add a fun dynamic of interaction between DE, the youtubers /streamers and the general playerbase.

 This might help aliveate some of this outcry for changing things that need no change and would add motivation to focus on the positive aspects of so many different things. Not to mention relieve you guys at DE a little bit of stress so you can spend that small amount gained on more positive stuff for your staff and this amazing game you've delivered us over the years.

Edited by (PS4)FunkyTown_76
typo
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I've been playtesting Nyx for a bit now, although not as much as I set out to do, initially. I'm now back to using Chaos focused builds by default (+ Assimilate where desired), because I think modding for that still outweighs the other additions. Why should I bother pressing 1 and 2 at all? Her 1 is still useful to grab Eximi and Ancient Healers, of course.

 

Also, I've now figured it's not just holding 2 that is the problem with her new Bolts. Sure it's awkward by itself and doesn't fit the game, however:

  •  it is also the key that is right above W, and I'm simply unwilling to trade mobility just to cancel and recast that ability
  • because they're random, sometimes the bolts don't hit the intended target, adding insult to injury

Here's a hint: If you want to try adding a mechanic like that into the game, why don't you start with one of the meta frames? See how well that goes.

 

So here's how I see it now: The Absorb damage self-buff and range increase (knockdown) are neat, although not very reliable, the one-handed cast of her 1 is very nice. I'm not going to shoot the MC target for its effect, only to fool around a bit. Her 2 is lost, and especially its augment Pacifying Bolts, except when I decide to use a special build (maybe for that enhanced armour Sortie, once in a while).

 

Let's leave it at that. Because why bother, I'd say you've gotten enough feedback over time. And I can just go play Oberon if I want something similar and use all 4 abilities.

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So, no more adjustments or feedback on both Titania and Nix?

A few words from the developers would have been apreciated in at least "we read and did what we could" way...

Titania is still in need of help and i hope we won't need to wait for her primed version for it!

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2 hours ago, Ikusias said:

Titania is still in need of help and i hope we won't need to wait for her primed version for it!

1

Since Titania was Orokin developed by the gal that transferred herself into the Silver Grove, it would only be fitting that the Primed version be tougher than the pieces we put back together in the quest. I get what you're saying and the likelihood of making a Prime considerably better than a non-Prime is probably slim, I'd think it would be a boon to the storyline if it were to happen.

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2 hours ago, lemonforest said:

Since Titania was Orokin developed by the gal that transferred herself into the Silver Grove, it would only be fitting that the Primed version be tougher than the pieces we put back together in the quest. I get what you're saying and the likelihood of making a Prime considerably better than a non-Prime is probably slim, I'd think it would be a boon to the storyline if it were to happen.

No, I think he's just afraid that we will have to wait until the Prime near-release for any additional Titania tweak.

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On 2019-01-20 at 10:59 PM, Murderpaws said:

I love Titania and she is my main - but sometimes I get a bit disgusted by how broken she is.

It really seems like whoever designed her loved her - but that whoever is responsble for her game balance just hates her guts.

and I say this after spending something like 20 forma on her and her weapons because I SO WANT TO USE HER FOR END GAME.

 

Some game modes are impossible: Like Arbitrations and high end sanctuary 

I just came out of the arbitration right now where Titania had the 300% bonus.. still useless beyond wave 5 and first to die. The little red dudes are immune to damage in Razerwing - the same for many Capture targets for example in Void Captures. Try exiting razer wing to kil the red dude when its connected to more than 3 or 4 mobs..and see what happens.

Hint: You die.

In other news: She is 1-hit by Anti Air in PoE and anything that can send bombs at airborne targets. Archwing defenses?

If she walks into the blue shielded guys (corpus usually) and loses flight she is dead on arrival. Just the animation time alone of returning to original form is enough time to kill her.

Her stun animation also throws her randomly in a direction and can also get her stuck in/ against walls and furniture for 10  seconds.. Which is certain death when floating in a poison cloud or some aoe.

 

Her weapons:

Diwata is not an end game melee weapon. EVERYBODY is telling you this. The low status / low crit is ridiculous.

Dex Pixia barely functions against high level mobs when fully loaded with forma but will never do the damage of a proper main weapon. It is exactly what you made it: a secondary.

Many mod stats don't work on Dex Pixia or Diwata that should - just to get her to the point that those weapons could be effective for example in High level sanctuary or Arbitrations.

It is absolutely impossible to have an effective razerwing build that has ANY chance of survival against enemies should she run out of mana / get zapped out of ability and return on the ground. She is delicate and all about damage avoidance so grounded she will die in seconds. On the flip side her ultimate is absolutely useless the minute we try to put together a survivability build - take just 1 or 2 strength / effectiveness mods away from her and her dps is jello.

 

Her abilities do not work holistically. They totally contradict and NOONE can use all 4 abilities meaningfully together.

In short anyone who plays Titania must decide whether to sacrifice their 4th ability altogether or just run it full time and pray they never hit the ground, pretty much giving up on the others except as spam for razorwing blitz (think about that.. her other warframe abilities are so pointless they got turned into fuel).

 

On the other hand we need to talk about how exactly useless her other abilities are - and how mediocre a non-razorwing Titania actually is. There are SO MANY warframes that do basically what Titiana does MUCH better than she can (charming enemies / Buffing / CC) that it seems her first 3 abilities are just leftovers no-one else wanted.. but her fourth. HER FOURTH is awesome. No other Warframe can approach the excitement and joy and freedom that we get with our strong speedy flying little pixie. Razerwing is such a wonderfully different way to play. And so enjoyable when it works. But OMG how frustrating to be gimped so badly in so many game modes. How frustrating that I have to give up everything else she has. How frustrating that I know there are some game modes I am going to suck at SO badly - for no other reason than that the developers didn't think through her limitations and resolve them.

These complaints are common and well known. Adjustments to her abilities are only the beginning of what is required.

Dear Devs - you've had more than enough feedback. Please. FIX HER.

 

 

Please build her properly before saying Dex Pixia will never do the damage of a proper main weapon. She actually outdps most frames with those awesome guns. I'm pretty sick of seeing so many people cry about her dps while it's far from being her problem. (You're right that she isn't made for Arbitration or ESO though, and that's fine, not all frames should be able to do all activities when looking at it endgame wise. And in that her abilities are not really synergistic, same for her passive.)
So no, there's not SO MANY warframes that do what she does but better.
I mean,she freakin flies while dishing out tons of dps with a weapon that reload like an archwing weapon. I don't see any frames coming even close to that.

(I would also very much like to know how you play her when I see some of your complaints while claiming you main her - Poison cloud a problem? Fly higher? Being oneshotted, fly higher as well? I've been doing Arbi with her without problem when my teammates take care of the drones. The accuracy of the guns despite the freakishly insane rate of fire largely allow to shoot everything from afar. Quicktip: Viral+slash, have fun ruining everything that lives in endgame in a few seconds at most. And her only real problem in ESO is the mana, which can be taken care of with Zenurik actually.)

Edited by Pr1d0
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I hope there are still changes in the pipe for Nyx (and Titania, though I don't play her often).

Also, disclaimer, I am a mostly solo player who has never used any of Nyx's augment mods.

What has been pushed out is just about useless in the current game. Weapons and frames both overkill so much that any crowd control is hard to justify. A reduction in armor and shields via the changed Psychic Bolts has no purpose except for very low levels where players don't have strong mods yet. In the game's primary content I can easily ignore or work around all enemy defenses rendering this skill a dead button. With the unaddressed changes to Chaos(which I filed at least 1 bug report on the issue), having the extra crowd control was really handy. I gave a much more detailed breakdown about this skill compared to its older variant in these posts here and here.

As for the passive, it needs to go and be replaced with something better. It's so far inferior to what was removed that it might as well not exist. It actually, in fact, doesn't exist while Absorb or Assimilate is activated. Why is this okay? I know there are really bad passives on other frames, so why try and replicate that low-tier strength with Nyx? Again, I broke it down a bit more in the latter post linked above.

Absorb needs a lot more help but it's not a skill I used much so any feedback I have for it is probably not the best. What it is, now, though, is not good.

I really hope you can either fix Nyx, or add content for her. As it stands you managed to seriously weaken an already underplayed warframe. I very much hope improvements can be made to my favorite warframe.

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It'd be nice if Nyx's passive was replaced with something mind game-sy.. like.. when an enemy affected by Nyx's abilities dies Nyx gains a mind game stack with various effects depending on the amount of stacks you have. You get killed? lose a few stacks instead and you didn't actually die. The enemies around that saw you 'get killed' were just imagining it happening because of Nyx's mind games passive and walk off still thinking you're dead even though you're not.. enemies that are firing at you randomly reload because they think they've run out of ammo even if they haven't or they run up to you harmlessly and drop ammo to share their ammo with you, thinking that you're an ally in need of ammo.. they randomly scream and run off after seeing an illusion of their worse fears.. stuff like that.

..and absorb is worse than useless right now. You just die the moment you turn it off since every enemy is shooting at you. You're vulnerable the moment you turn it off but there's a delay before the blast hits so you just get barraged before anything even happens. Definitely needs fixing or there's no point using the ability.

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On 2019-02-08 at 4:48 AM, TrinXT said:

It'd be nice if Nyx's passive was replaced with something mind game-sy.. like.. when an enemy affected by Nyx's abilities dies Nyx gains a mind game stack with various effects depending on the amount of stacks you have. You get killed? lose a few stacks instead and you didn't actually die. The enemies around that saw you 'get killed' were just imagining it happening because of Nyx's mind games passive and walk off still thinking you're dead even though you're not.. enemies that are firing at you randomly reload because they think they've run out of ammo even if they haven't or they run up to you harmlessly and drop ammo to share their ammo with you, thinking that you're an ally in need of ammo.. they randomly scream and run off after seeing an illusion of their worse fears.. stuff like that.

..and absorb is worse than useless right now. You just die the moment you turn it off since every enemy is shooting at you. You're vulnerable the moment you turn it off but there's a delay before the blast hits so you just get barraged before anything even happens. Definitely needs fixing or there's no point using the ability.

Really awesome ideas for a new passive for Nyx, GG to you.

I've given Nyx a decent chance since we finally go this on console, and it has many more cons than pros in comparison to her last version. I really appreciate the effort of trying to give Nyx a bit of a tune up, but this falls vastly short when compared to her old kit. The old psychic bolts being removed is the root cause of this new kit feeling so underwhelming and weak, imo.

-  Her mind control may be a tad bit better than before, but it still requires the use of her augment for mind controlled enemies to do any damage. The only time it seems to do any damage is playing in high level missions with a very narrow variety of strong units being worth the caution and effort to set this up. This all is also dependent on armor stripping, which is another issue with this kit.  

    I'd like to suggest adding the type of damage you do to the target, this way your mind controlled target can actually do some damage. 

-  Psychic Bolts. the idea of adding a defense debuff is a good one. It's just that you have to build into power strength to pull this off at a very minimal level. Nyx does not operate well building into power strength when her entire kit revolves around duration, range and efficiency. Previously her bolts acted as a synergistic link to her whole kit, wether it be for engaging or disengaging. As it is now, it has become extremely clunky to use for little to no pay off because you have to focus into power to make it worth even using. If you try to use the augment with an old style Nyx build it's even more clunky because you have no idea where the targets are if the bolts go through walls, and you have to hold a button for a full second or more before you can even cast it again. These are just a couple of the negatives without going into a full on scripted video (which i do not have the resources for, or  I would). This is almost like removing silence from banshee, doesn't sound too pleasent does it?

   It would be greatly benifical, and appreciated, to her survivability for her previous bolt mechanics to be reverted along with the addition of this new debuff if it all possible. 

- Chaos. This change seems really odd and counter productive. Targets losing chaos if they happen to be outside your range when recast just feels and plays badly. Casting Chaos in a few different spots was a huge part of what made Nyx so good at what she did.

- Absorb.  This doesn't seem to have gained or lost anything, it still feels exactly the same as it did before. Too slow of a recovery when leaving Absorb.

- Her passive. Seems completely non existent.

Thanks for the effort, it's appreciated, but please don't leave Nyx in this state. She's always been a fav frame and after this past couple weeks I have zero interest in ever playing her again. She feels very slow, clunky and lost important tools that gave her some survivability and made her whole kit mesh well.

Edited by (PS4)FunkyTown_76

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Some quick feedback for Nyx:

Granted Nyx is an older frame; despite this I feel that you haven't really explored the theme of mind control fully enough, her abilities all seem rather tame and uninspired. Unfortunately now many other frames have been released which explore the theme of manipulation (e.g. Nekros - Terrify, Mirage, Equinox) leaving Nyx with fewer ways to feel different.

 

Passive: I honestly couldn't tell in my gameplay whether this had any impact. Is this a percentage, and if so, what is it?

Suggestions/options:

  • Revert to previous passive.
  • Consider new passive: e.g. Psychic Horror: Enemies within 5-10m have a (small) chance to be paralysed with fear at the sight of Nyx.

 

Mind Control: Prior to the update I always used this as a distraction tool to make groups turn on the controlled target. It seems more often than not that other enemies seem to ignore the controlled one when the ability is cast. Another issue I have with the reworked ability is that the AI tends to prioritise being close to Nyx rather than fighting; most of the time I see the target coming out of the stun animation and running straight towards me afterwards, not attacking enemies along the way (i.e. doing its job) or anything until it's about 5m away from me.

Suggestions:

  • Make target draw increased aggro for the cast duration.
  • Target receives damage bonus from all sources during stun period, rather than just Nyx.
  • Give target a "berserk" state - increased aggression, attack speed/fire rate and movement speed.
  • Have AI prioritise combat over proximity to Nyx and/or increase follow range.

 

Psychic Bolts: With a minor Ability Strength upgrade this is especially nice against Grineer, stripping defences completely. It is meant to slow down Infested units but I didn't observe this to any significant degree, and I didn't really try it out against Ancients enough to comment on aura nullification. The Augment Pacifying Bolts is nice for solo play, where enemy groups are reasonably small, but not quite as effective against large hordes of enemies especially when the bolts randomly seek out targets.

Suggestions:

  • Have the Bolts prioritise elite units over fodder within a given area (which is Ability Range dependent).
  • Let the number of Bolts scale with an Ability parameter.

 

Chaos: Chaos is fine as it is. The augment Chaos Sphere didn't change and doesn't need to either.

 

Absorb: I have never understood how this ability fits with Nyx, thematically or otherwise; I have never liked it on her and would prefer a new ability, something which plays into her mind control theme, based around predicting the future or nightmares perhaps. It is okay for what it is though, as is Assimilate.

Edited by 0utlier

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What I would do to make Nyx and Titania great.

Nyx:

 

Passive: If Nyx`s health is below 50%, enemies attacking her will be put to sleep.

·       Enemies will be put to sleep for three seconds.

·       There is no range limit on enemies put to sleep.

 

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 there are traps around (electric trap, magnetic door barrier) 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. For it to stay you have to go over to it and interact with it but if you want it to follow you, you have to hold the ability to do so.

·       Shooting at it should also increase its movement speed.

·       (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 be able to damage the enemy like before. This ability is useless in low levels. At least adding damage to it gives it a use.

·       Holding the ability will strip enemies’ defences while pressing the ability will deal damage to them.

 

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 her 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.

·       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:

 

·       Decrease all ability cast speed time.

 

1st ability:

·       Instead of them rag dolling, make them just hover in the air.

·       Killing enemies will drop a health orb. When picked up. It will send out health regeneration giving her and allies 10 health a second for 5 seconds.

 

Synergy: if you use the 2nd ability on an enemy affected by the 1st ability, they have a 50% chance to drop energy orb.

 

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

 

2nd ability:

·       All buffs will have 75% effectiveness.

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

·       Thorns – the damage reflection should be 1000+ to make it useful. This can be increased by strength mods

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

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

·       When cycling through buffs, enemies that will give you the buff will glow by her chosen energy colour for 5 seconds.

·       Buffs should be absorbed into her no matter the distance.

Synergy: dust & thorns applies to 4th ability butterflies.

 

3rd ability:

·       Each enemy affected will increase the range by 2m to a cap of 10m.

·       The enemy affected will stay stationary in the air.

·       You can shoot at affected enemy loading status damage into it depending on what mods you have on your weapons. The butterflies and the explosion will release the damage. Visually loading fire damage will show the butterflies and enemies on fire and will show an fire explosion.

 

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)

·       When it comes to movement, she should move as smoothly as it she is on the ground or better.

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Already no one giving a damn anymore about Titania?

The "rework" amounted barely to an emergency hotfix and didn't solve all the issues connected to her mediocre kit or the antisinergy in modding between her 1-3 powers and her #4

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On 2018-11-28 at 7:20 PM, [DE]Rebecca said:


 

Nyx

Nyx is one of our earliest released Warframes, making her appearance in the Closed Beta version of Warframe! Since that was more than 5 years ago, we are taking the time with this rework to also completely re-do her audio as well. Still rooted in what we know, we'll be updating her sound library to 2018 standards. Your ears are in for a treat!

Now, onto the powers.

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

Nyx is receiving a new passive overall, the random disarm was on-theme, but feedback over time has always slanted toward 'new passive, please!'.

Mind Control:

BEFORE:
Nyx picks a single target within Range and brings them to the Tenno side for a given Duration. The problem this had was the target never really felt... powerful.  

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
We've also included better 'follow Nyx' behaviour to have the target stay with her.  

This feels really engaging in practice and adds just a bit more activity to your Nyx play - your targets become more valuable and you get to focus on weapon gameplay in the 4 second window to really pump them up! A Nyx should always choose their victim wisely.

Psychic Bolts:

BEFORE:
Nyx launches a cluster of force bolts at enemies, using telekinesis to adjust flight paths and seek nearby targets.
The Number of Bolts and Damage dealt, including a Radiation Status chance made up the entirety of this power.t wasn't unique enough and on its own, it didn't offer enough in high level missions.

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.
 


Absorb:

BEFORE:
Nyx absorbs all incoming damage and channels that collected energy into an explosive radial discharge that deals Magnetic damage. Magnetic Damage doesn't always perform well, and a single damage type doesn't really feel like an '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.        

 


Titania


Titania joined us in 2016 as a part of 'The Silver Grove' quest, and her playful fey and nature inspirations have always been the root of her enchantment-like control and destruction. We're just making those thing a little stronger!
 

Tribute:

BEFORE:
Tribute had to be cast multiple times on multiple enemy types to build up 4 unique Auras on Titania. The problem here was... too much casting.

AFTER:
Simply getting 1 type of Tribute will be enough to have its maximum power. You can continue to acquire tributes to refresh the Duration, but you no longer need to build them up.

As for the 4 Tribute types:
Dust - keep as-is:it reduces enemy accuracy by 50%!

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

Entangle - keep as-is: one Entangle tribute slows an enemy by 25%!

Fullmoon - the 75% damage buff now applies to ALL (Sentinels, Moas, Companions)  + Razorwing Butterflies!

 

Lantern:

BEFORE:
Lantern was a single-target ability that could result in wildly bouncing enemies making it hard to achieve the core function of attracting witless enemies.  

AFTER:
Lantern can now be cast on up to 4 targets with better 'tethered' victims. You will be able to 'explode' all targets by holding the Lantern cast.

Razorwing:

BEFORE:
A lot of bonking to pick up loot.

AFTER:
Razorwing will simply receive a Vacuum to make acquiring loot, energy, etc easier. Remember - less of a hassle!

 

These changes have felt pretty great in early testing, but of course are subject to change. If you've been watching our streams you may know most of this already, but we wanted to write it out for everyone to check out! Stay tuned to Fortuna: Part II notes for full information on Nyx and Titania!

--------------

REWORK UPDATE!

So we have been looking at your responses in this thread, and have made some additional adjustments, based on your feedback. These developments are still being tested, and we want to thank you all for your valuable feedback!

Additional Nyx Changes:

  • Mind Control can now be cast while moving, and no longer halts Nyx in her tracks!
  • The cast time for Mind Control has been decreased, so you can better use the 4-second window to ‘power up’ your new minion!
  • Nyx’s passive ability to make enemies miss will be deactivated when she is using Absorb, meaning no shot will be wasted!

Additional Titania Changes:

  • Baseline Energy Capacity increased to hit 225 at Max rank.
  • The energy cost for Tribute has been decreased from 50 to 25.

Work continues, and we are very excited to bring these changes to you!
 

I would like to suggest for Nyx to not only deactivate her new passive while using Absorb, but in addition make enemies prioritize her above any other eligible target in a certain area. Something like a "Taunt" for the whole duration of the ability.

For what concern Titania,, I'm sorry ... I just dislike her whole kit. I find the 1,2,3 just very niche,boring and useless.... the 4th is good but still... is just a "reskinned" Archwing mode, which I despise cause I hate how clunky are the comands and movements.

Edited by Cloud

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11 hours ago, Cloud said:

I would like to suggest for Nyx to not only deactivate her new passive while using Absorb, but in addition make enemies prioritize her above any other eligible target in a certain area. Something like a "Taunt" for the whole duration of the ability.

That only works until you have 3-4 -- potentially homing -- missiles mid-flight and are running out of energy.

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I don't know if it's just anecdotal, but ever since the rework my Nyx P has actually felt more susceptible to gunfire than before, especially while moving around. I've thought that maybe I'm walking into gunfire that was supposed to miss me (a quirk you'd see sometimes with classic Doom's invisibility powerup, where reducing enemy accuracy actually made circle-strafing more hazardous), but I don't know how the passive is being calculated so that's a guess at best.

I also feel like I'm getting flattened every time I come out of Absorb / Assimilate with enemies around - it's like I become vulnerable during the de-cast, while I'm still locked in an animation and before the aggro drawing component of the ability has worn off. It makes me not want to detonate with targets nearby and only use it as temporary invulnerability, which feels like it goes against the spirit of the rework. Maybe it's a timing thing between the host and client? Either way, a little extra protection when detonating her 4 wouldn't go unnoticed.

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18 hours ago, Gene_Freak said:

I don't know if it's just anecdotal, but ever since the rework my Nyx P has actually felt more susceptible to gunfire than before, especially while moving around. I've thought that maybe I'm walking into gunfire that was supposed to miss me (a quirk you'd see sometimes with classic Doom's invisibility powerup, where reducing enemy accuracy actually made circle-strafing more hazardous), but I don't know how the passive is being calculated so that's a guess at best.

I also feel like I'm getting flattened every time I come out of Absorb / Assimilate with enemies around - it's like I become vulnerable during the de-cast, while I'm still locked in an animation and before the aggro drawing component of the ability has worn off. It makes me not want to detonate with targets nearby and only use it as temporary invulnerability, which feels like it goes against the spirit of the rework. Maybe it's a timing thing between the host and client? Either way, a little extra protection when detonating her 4 wouldn't go unnoticed.

Giving a few sec invulnerabiluty phase after the detonation of her 4th ability would solve the above problem.

Pteferably with highly noticeably UI visualisation.

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Nyx's 2 should summon a giant ethereal hand from the ground as Nyx launches her bolts at enemies. When launched onto enemies a puppet string attaches from a finger to each enemy hit, which will allow them to move but keep them from going too far off the map(Good range though). Nyx can also hurt/kill the enemies by slicing/attacking the nearest fingers or strings. Even if the enemies are close enough, hitting the fingers/strings removes some damage and proc resistance.

More could be done for her other abilities but have to wai till I get home to put those thoughts together well.

Titania I have not brainstormed enough but I am looking toward the Gravity Rush games for some inspirational concepts.

Edited by UrielColtan
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Titania quickly became my favourite frame; however, her skill set, while beautiful, leaves a lot to be desired regarding its functionality. 

Passive - almost anything would be more useful. As a razorwing this passive is useless and practically no one in a group would ever bother taking advantage of it. Perhaps, give her something to aid survivability when she isn’t in razorwing.

Tribute - i do somewhat enjoy how it currently works; however, flying around to pick up the soul for the buff is a little annoying. Furthermore, the usefulness of the 4 buffs is debatable.... Full moon is an interesting aura to have active; however, her razorflies are far too erratic to take full advantage. Most agree that coming out of razorwing is dangerous for a razorwing Titania, knowing where your razorflies are is hard, and knowing how many razorflies are alive then resummoning can be deadly, considering this, I suggest that Titanias full moon aura allow her to periodically resummon her razorflies if they have died so we don’t have to keep track of creatures smaller than Titania. I really like the razorflies, but I cannot see them.

Lantern - I think this could have been Titania’s most interesting skill. To me Titania resembles a moth and a pixie so I thought Lantern would resemble something like “Moths to a Flame;” however, from my experience Lantern is broken and does not act as a beacon that attracts the attention of anything! I suggest that Lantern pivots and becomes a stationary flame-like idea that attracts “moths” to it. Something similar to how enemies are attracted to Saryn’s molt would be appropriate. This “moths to a flame” concept would also tie in well with the warframe augment, Beguiling Lantern, as teammates could do melee to a grounded stationary target quite easily. 

Razorwing - her best skill and it really is what sets her apart. Two potentially unreasonable requests for this skill: 

    - can we have our companions with us when this is active? Or take advantage of their mods?

    - if we cannot have companions, can we mod our razorflies as though the were companions to not only aid their survivability, but increase the utility of Titania’s toolkit. 

Please keep adjusting Titania, her concept has so much potential! Plus, Titania and her skills are pretty.

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Titania's razorflies should have link health, link armor, link shields. Adjusted at a certain percentage for balancing reasons. It's cool we can heal them with every hit while in razorwing mode. But enemies just swat them out so easy. Another thing is her diwata. It auto locks onto a target that's 10m away. Doesn't check to see if it's a killable target like inactive grineer turrents, or survalince cameras. Worse yet are kuva guardians. (yeah I use her for kuva survival) I can fly away then come back to the same spot only for diwata to rush to that invulnerable target even though there's dozens of mobs closer.

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NOOOOOOOOOOOOOOOOO HELP PLEASE

titania can not slide during ult. PLEASE PLEASE PLEASE tell me this is not a new FEATURE, i didnt see it in the patch notes so PLEASE PLEASE PLEASE tell me this is a bug. without it she will be so slow. i mean not super slow but it helps me navigate. don't take it out of the game! please try and fix it?

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Posted (edited)

The last changes for Titania have been pretty nice. However not game changing. I liked the attempt on making razorwings more survivable by letting them regain health on kills... however it doesnt make enough difference when they can be killed in 1 hit eventually.

What I would like to see for a Titania rework/change:

TITANIA QUEEN OF MOTHS
passive: Every enemy that dies or is affected by an ability from Titania has a 25% increased chance on dropping an energy orb.

ability1 Spellbind: the enemy will float above the ground (3-5 m from the origin). Floating enemies will take increased damage from elemental damage. Allies affected by spellbind are immune to status effects and will get current status effects removed.

Spellbind augment mod: enemies killed in spellbind will release a spellbind shockwave that will make enemies within 20m of the shockwave affected by spellbind.

ability2 Tribute: Titania will rip out the soul of an enemy.
                          - Dust: Enemies will lose 50% accuracy
                          - Thorns: Allies will get 25% chance to get no damage per hit and reflect all the incoming damage back to the attacker instead.
                          - Entangle: Enemies will have their movement and attackspeed slowed by 50%
                          - Full moon: All allies gain a damage bonus of 25%

Tribute augment mod: Tribute can be cast on allies and yourself. The affected ally cant be harmed for 5 seconds and the next cast tribute will have its effects increased by 10%

Ability3 Lantern: The enemy will float above the ground creating a light in your energy color. Enemies within range will walk towards the lantern. If Titania flies(in razorwing) within the radius, she will get fallen razorwings back.

Lantern augment mod: The lantern will grow eggs inside its body. On explosion the eggs will release a razorwing for every 5 seconds the lantern was active. (30 seconds = 6 razorwings). The razorwings will attack any enemy within 20m of them untill they are dead and stay alive for the same duration as the lantern. If Titania flies close (20m) of a lone razorwing, she will automatically recruit it as her own if she doesnt have 6 razorwings active. (or they stay with you even when you arent in razorwingmode)

Ability4 Razorwing: Titania will shrink down and gain dex pixia and diwata as weapons, along with 6 razorwings to aid her. Whenever Titania or a razorwing kills someone: her razorwings will be fully healed. Her exalted weapons can be modded. Razorwings will have hp/armor/shields scaled to the avarage enemy level whenever a razorwing spawns. (meaning you can have a level 1 razorwing getting killed by a level 50 enemy...but when u spawn a new one with razorwing recast/ lantern or lantern mod, it will be level 50)
(I would also like for Dex Pixia to gain a bit of punch through by itself...but it is not a necessary buff)

Razorwing augment mod: Titania will gain increased flightspeed and fire rate upon casting an ability up to 4 stacks.

all of these are just my idea on how the frame could be and to make it alot better. Any of my ideas may be used or thrown away, however I like the ideas. Keep in mind that all of the given stats are subject to change. I tried to make it not too overpowered. Even with these changes it wouldnt be the best frame...but it would be better solo and in a team. It will also give openings for new playstyles and fun ^.^

To the cummunity and DE with love from a Titania player.

Edited by VulpesSly
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