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Karl0vich

Potential Baruuk changes/sydicate mod(s)

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Posted (edited)

Hey there! Been looking at Baruuk for a while and thought of a few things. Just posting them here in case DE wants to steal use my ideas, free of charge! 

    Firstly let's look at Elude; The ability, as it currently stands, seems to work just fine, for me at least, does what it says it does, as long as your facing the direction of the melee or projectile Baruuk "eludes" the attack. It's not quite invincibility, as AOEs still affect him, and I've seem several boss attacks that I think  would count as melee (Lephantis scythe swing, for example) don't get eluded. I think the easiest syndicate mod to do would be for shots to be redirected toward other enemies, with a scaling amount of the original damage, or even boosted damage, depending on rank of the mod, when successfully eluded. This would be specifically targeting other enemies, not the same enemy that shot you, unless that is the only enemy within line of sight.

     Secondly, let's look at Lull; Enemies within 'x' amount of range, within line of sight, during a particular duration, slow down and then fall asleep for a given amount of time, when they wake up, their alert level is reset, and while asleep, they're open to finishers.Overall, wonderful ability, though I've heard some general complaints about the ability. For one, the time it takes for a given enemy to fall asleep is a bit slow, I personally don't mind as this is a pretty large scale CC and the slow windup and requirement of line of sight is balanced out by a persistent range. Speaking of the line of sight requirement, I find it to be actually useful. This keeps enemies from just sitting in their spawn after their nap, making it take less time to kill, as you aren't running around trying to find them after they've been slept. The 'simple' solution for a syndicate mod would be to drop the line of sight requirement, or the slowdown time, at the cost of range of the ability, and the persistent cast zone. This much shorter range, instant sleep, as you rank up the mod, the range gets bigger, to probably a maximum of 50% of the original range.

     Next, Desolate Hands; Now, currently Baruuk's 3 gives you 'x' amount of darts that automatically fly towards enemies within a given range to disarm opponents, and also fly towards allies to give them several automatic disarms. These darts also give baruuk, and his allies an amount of DR, based on how many darts they have, and the strength of Baruuk. I've found that a LOT of people would much rather keep up their DR, than disarm an opponent or give up their own DR to allies. Now, currently, if Baruuk is low on darts, or out of them completely, he can just tap 3 again for more darts, but in large hordes of enemies, where one might need DR the most, your just flinging them all off, one by one, until you're out again. What I propose is the ability to, when casting Desolate Hands to hold 3 to make the daggers spawn in an upright position, as they currently do. While in this position, they do not fly towards allies or enemies, and just give DR. Want to make your darts go on the offensive, or help your allies? Hold 3 to switch them to a horizontal position, facing outward, and then they act as they currently do. Want to summon them in 'offensive" position? Tap 3 instead of holding. Basically, holding 3 would cause Baruuk's darts to change from pure self-defense and disarm. Tapping 3 would still, with no darts on Baruuk, summon in disarm mode, and while still holding darts, would simply refresh the amount.  I think it would be even better if allied darts were affected by the position that Baruuk has chosen for his own darts, if the darts surrounding Baruuk are in self-defense mods, so are allies, if they're in disarm mode, an allies are as well. Further, while a dart DOES do a small amount of AOE damage when disarming an opponent, it doesn't disarm opponents damaged by said AOE. Those other enemies damaged in that little AOE blast should be disarmed as well. You could just as easily make the whole switching from self-defense to disarm mode ability a syndicate mod I suppose, but I imagine most players would simply always use it, as it would be a fantastic change to the ability.

     Further, let's look at Serene Storm, and Baruuk's Exalted Weapon, Desert Wind; As it stands, Baruuk's 4 is locked behind his Restraint. This ability cots no energy, unless you're channeling, which as it stands, when melee 3.0 comes out, will no longer be a thing, as far as I understand. I find a lot of people comparing Baruuk's 4 to Excalibur's 4, and say that Excalibur's ability is, at least when damage is concerned, is overall stronger. While this may be true, Baruuk has a lot more truly different powers tied in to each different sort of attack, and I think that's wonderful. My main concern is that mods seem to lack uniformity when looking at Baruuk's different blasts and punches. The statroll seems to show 0% status chance, and yet procs can still happen. I'm not sure if this means the blasts and the fists have different stats in actuality, or if the statroll is simply incorrect. My only real proposed change is to show what the actual physical punches do in the statroll, and what the blasts do in the statroll, ideally with accurate numbers. For a syndicate mod, I simply recommend a Chromatic Blade style mod, but keep the IPS stuff, and depending on energy colour, Baruuk leans more towards Impact, Puncture, or Slash. Obviously, due to Slash procs still being the "most useful" physical proc, I imagine most people will lean towards that but their you are. I think it would be more interesting if, it was more on a scale of red(slash), blue(impact), green(puncture), rather than just "it's this colour, so this is the dominant IPS" so a blue/green colour would mostly deal impact and puncture, and so on.

     Lastly, let's look at Restraint; As you have read, I have almost completely ignored Baruuk's passive. This is because, at this time, I find Baruuk's passive to be perfectly fine and balanced, with one exception: In multiplayer missions, it seems to, as long has you have large scale KPS/DPS Warframes in your party composition, it becomes tougher to erodes Baruuk's Restraint. The only, and rather simple fix to this, would be to add a multiplier to how fast the lock erodes, depending on how many other players are in mission. I personally don't have an issue, but it seems like something that would be welcome.

     I would like to thank anyone who's read this and taken it into consideration. Baruuk seems to be quite an interesting, and rather refreshing Warframe to play. 

Edited by Karl0vich
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Serene storm actually has a 10% status chance. And if they’re going to lock this ability behind using the rest of him abilities first then it should provide much more than sloppy CC.

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Posted (edited)

I like some of these suggestions, but my feedback would be almost entirely visual changes. A lot of what makes Baruuk good is also subsequently lazy, and very noticable in terms of similarity to other warframes.

1. Elude:

I like it. But my main concern is the fact that it just makes him a glorified directional zephyr. Who has the belly shakes. This doesn't look good, because bullets pass through him without impact, and although he changes idle stances, I still think it should still look like he was dodging the attacks, as the name states, rather then letting them phase through him a-la limbo. It's fine as it is functionally, in my opinion.

2. LUL

Cheap joke aside, I think it works kinda just fine too. I wish they could make it look more like a wave and less like a fart, though. easy re-stealthing is something that no other warframe has in their kit, so it does bring a new aspect to the table... but the problem is, Equinox, and Ivara do the CC part better. I'm not really for insta-sleeping being added to this, I just think it should have something other, and possibly more useful then slowdown > sleep.

3. Desolate Hands:

My main problem with this, is that it mirrors Mesa's Lasso, but is worse. Functionally, it performs the same. The daggers fire in bursts, with pauses that force you to awkwardly hang around if there's a group of enemies you want to disarm. Mesa can easily CC an entire group with one button press, with no worry of recast, as her lasso hits more then one person at a time. Baruk's hits only one at a time. In the same spaced bursts. In a sense, Mesa just needs to press one button, 2, to be useful in such a situation, but Baruuk needs to press the same button more then once to be LESS useful, despite it being a 3 ability. It's not a good tradeoff.

(And I know people say that disarming is better then Mesa's gun jam, but it's not better, in my opinion. If an enemy can still move and attack you, then it's situational CC, like Loki using his decoys to manipulate enemies that are forced into melee. Mesa can stop an enemy from doing anything at all instantly, even moving, and Baruuk cannot.)

4. Serene Storm:

It's good.

That's really it. It CC's, and it has a wide range that goes through walls. It's good.

...Fine. If I had to cherry-pick three things about it, it would be that it's awfully difficult to tell where the range of your Physical (not air) strikes are, and the lack of visual telegraph makes it annoying to land direct hits sometimes. The second thing: It needs to scale damage better. Against enemies above level 30, the damage is useless. especially on Grineer, meaning that you become a CC frame at best, which is not always optimal. (After all, the best CC is death) And the third would be, It should have unique finisher animations. I think all exalted type weapons should have these, as they add a lot of personality to the weapon, and makes it seem less then a weapon reskin that you equip upon pressing 4. The last one is more of an opinion then the other two.

Augment ideas: (I really just thought of these on a whim, they might not be too good. More of a brainstorm, really.)

Elude: Augment makes you 100% dodgy when you stand still, but when you move, you can get shot. Or the reverse. If you're running and parkouring, you can't get hit, but if you stand still, you can get hit.

Lull: Augment makes enemies sleep instantly. Original, I know.

Desolate hands: Maybe have the daggers float next to your weapon and disarm enemies you shoot/hit, so you can actually pick who you want to disarm.

Serene storm: Augment reduces distance and range of winds, but increases speed, range, power, and defense of regular punches and kicks. Would make him more of a bad valkyr, but once again, making his use of 4 a bit more tactical and skillful. Maybe there should be some reward because you're not invincible like valk, too, perhaps pertaining to the restraint system.

I dunno. My augments are probably S#&$ ideas, but your ideas are better, regardless, considering that I think they could make use of the 3 ability, and your "charging" augment suggestion is quite nice.

Overall, I think he should just make himself more unique, instead of being Zephyr-Equinox-Mesa-Monk man.

Edited by Snydrex
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6 minutes ago, Snydrex said:

 

Elude: Augment makes you 100% dodgy when you stand still, but when you move, you can get shot. Or the reverse. If you're running and parkouring, you can't get hit, but if you stand still, you can get hit.

 

I like this, a lot actually. Keeps better with Baruuk's pacifist theme than my idea I think. Thought, if movement caused you to have up to 100% elude chance, there would hardly be a downside, as there are really no situations in any given mission where standing perfectly still would provide a positive. That said, if it were standing still, I think also adding some sort of bonus aggro, making Baruuk a more priority target for mobs while he's standing still with this potential mod, would make it quite good.

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1 hour ago, Karl0vich said:

     Next, Desolate Hands; Now, currently Baruuk's 3 gives you 'x' amount of darts that automatically fly towards enemies within a given range to disarm opponents, and also fly towards allies to give them several automatic disarms. These darts also give baruuk, and his allies an amount of DR, based on how many darts they have, and the strength of Baruuk. I've found that a LOT of people would much rather keep up their DR, than disarm an opponent or give up their own DR to allies. Now, currently, if Baruuk is low on darts, or out of them completely, he can just tap 3 again for more darts, but in large hordes of enemies, where one might need DR the most, your just flinging them all off, one by one, until you're out again. What I propose is the ability to, when casting Desolate Hands to hold 3 to make the daggers spawn in an upright position, as they currently do. While in this position, they do not fly towards allies or enemies, and just give DR. Want to make your darts go on the offensive, or help your allies? Hold 3 to switch them to a horizontal position, facing outward, and then they act as they currently do. Want to summon them in 'offensive" position? Tap 3 instead of holding. Basically, holding 3 would cause Baruuk's darts to change from pure self-defense and disarm. Tapping 3 would still, with no darts on Baruuk, summon in disarm mode, and while still holding darts, would simply refresh the amount.  I think it would be even better if allied darts were affected by the position that Baruuk has chosen for his own darts, if the darts surrounding Baruuk are in self-defense mods, so are allies, if they're in disarm mode, an allies are as well. Further, while a dart DOES do a small amount of AOE damage when disarming an opponent, it doesn't disarm opponents damaged by said AOE. Those other enemies damaged in that little AOE blast should be disarmed as well. You could just as easily make the whole switching from self-defense to disarm mode ability a syndicate mod I suppose, but I imagine most players would simply always use it, as it would be a fantastic change to the ability.

...so holding 3 would make the ability a "set and forget" +80-90% DR...

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1 minute ago, MasterBurik said:

...so holding 3 would make the ability a "set and forget" +80-90% DR...

Technically, yes. Although holding the ability again would change to a "disarm mode" allowing Baruuk to hand off darts to other players to give them DR, or disarm. Essentially, this change would allow players to manage their darts more effectively, and subsequently their own and allied DR better. 

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