Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Nyx Love - Wiki style Ability Rework


Xzorn
 Share

Recommended Posts

So as a long time Nyx player I wanted to give it one more try to help Nyx keep the CC intensity she once had while also providing extra value.

I put this in Wiki style format and emboldened the parts I changed yet left the abilities whole to better see how each work together.

 

Passive - Relinquish

Enemies have a 15-20% Chance to lay down their arms when struck by Nyx's abilities.

Mind Control

Spoiler

MindControlModU14 Nyx Mind Control2
ENERGY
25
KEY
1
Mind Control
Nyx invades the psyche of a target, confusing enemies and making them fight for the Tenno cause. Targets then fired upon by Nyx receive a damage multiplier.
Strength:N/A
Duration:15 / 20 / 25 / 30 s
Range:20 / 40 / 50 / 60 m
Misc:4 s (damage conversion duration)
  • Nyx fully inhabits the mind of an enemy within a range of 20 / 40 / 50 / 60 meters, forcing them to fight for her team over a duration of 15 / 20 / 25 / 30 seconds. For the next 4 seconds after activation, any damage Nyx inflicts to the mind controlled target is absorbed and converted to increase the target's damage output.
    • Control duration is affected by Ability Duration.
    • Cast range is affected by Ability Range.
    • Damage conversion and duration is not affected by mods.
    • Target is initially stunned for a brief duration.
    • Mind controlled targets have greatly increase threat levels.
    • Mind controlled targets have less restricting leash distance but can be summoned to Nyx by holding Mind Control key.
    • Mind controlled targets can be released early by holding aim on the target and pressing the Mind Control key.
    • Targets under the effects of mind control equip their appropriate weapons at the behest of Nyx.
    • Mind controlled targets are immune to friendly fire, though the friendly damage dealt to them while the ability is active will be accumulated and then dealt to them once the ability ends. Unalerted enemies that are mind-controlled will be susceptible to Stealth Damage Multipliers from melee attacks over the ability's duration.
      • Critical hits are taken in consideration to this damage.
    • The amount of damage gained from converted damage is displayed in the HUD beside Nyx's shield and health indicators.
    • Only one target may be controlled at a time.
    • Mind controlled enemies will not count toward Interception nodes, neither blocking nor contributing to the capture progress.
    • If the target dies before Nyx finishes her casting animation, energy used for Mind Control will be refunded.
  • Mind-controlled targets use their abilities to the benefit of the Tenno and to the detriment of their former allies. For example:
  • Comba and Scrambus disruption auras will remain active, though no longer affect it's new allies their helmets can be still be shot off to disable the auras.
  • While Nullifier Crewmen can be Mind Controlled after their nullification field is disabled, they will not dispel themselves upon it regenerating.
  • Mind Control will not work on bosses. However, the ability still applies a short duration stun.
  • Mind Control overrides the effect of Chaos on the selected target but will not be overridden by Chaos.
  • Mind-controlled enemies with armor will appear as though they have no armor (yellow health bar is replaced by red health bar). The effect is purely visual, incoming damage is still reduced by armor, as all allied health bars do not reflect whether the unit is armored or not.
  • Eximus enemies under Mind Control will focus their attacks on enemies instead. They will still project their damaging special auras (such as a large fire wave) but these will not damage allies over the ability's duration. In particular useful terms, Arctic Eximus will slightly slow down all other enemies in range while also providing protection for itself with it's snow-globe like shield.
    • Eximi will grant nearby allies elemental damage or resistance.

Psychic Bolts

Spoiler

PsychicBoltsModU15 Nyx Psychic Bolts2
ENERGY
50
KEY
2
Psychic Bolts
Nyx launches a cluster of force bolts at enemies, using telekinesis to adjust flight paths and seek nearby targets. Hits strip some enemy defenses.
Strength:20 / 40 / 60 / 80% (debuff amount)
Duration:5 / 7 / 9 / 11s
Range:N/A
Misc:3 / 4 / 5 / 6 (bolts)
60 m (targeting range)
  • Nyx launches 3 / 4 / 5 / 6 bolts of telekinetic energy that seek out enemies, removing 20 / 40 / 60 / 80% of the target's armor and shields, slowing Infested enemies by 20 / 40 / 60 / 80% removing Ancient Infested's auras and disabling Eximi auras for 5 / 7 / 9 / 11s Dealing 15 Radiation b Radiation damage with a 50% status chance in an area of effect.
    • Debuff amount is affected by Ability Strength.
    • Debuff duration is affected by Ability Duration.
    • Status chance is affected by Ability Strength.
    • Radiation b Radiation area is affected by Ability Range.
    • Number of bolts is not affected by mods.
    • Bolts bypass obstacles in the environment.
    • Psychic Bolts will not target enemies behind obstacles in the environment unless Nyx has line of sight, or unless the enemy is aware of Nyx within a short period of time (e.g., an enemy that spots Nyx and runs out of view can still be targeted by Psychic Bolts if the ability is used within a small time frame).
  • Psychic Bolts will mark up to 6 targets at once. Enemies affected by the mark will cause Mind Controlled targets to attack them.
  • Marked enemies can be reset instantly by holding the Psychic Bolts Key.
  • Targeted enemies will briefly radiate energy as a visual indicator, and an audio cue will be played.
  • Psychic Bolts is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.

Chaos

Spoiler

ChaosModU15 Nyx Chaos
ENERGY
75
KEY
3
Chaos
With a powerful psychic blast, Nyx causes mass hysteria on the battlefield by confusing all enemies to attack random factions.
Strength:N/A
Duration:10 / 15 / 20 / 25 s
Range:15 / 20 / 22 / 25 m
  • Nyx causes enemies within 15 / 20 / 22 / 25 meters to perceive their allies as Tenno for 10 / 15 / 20 / 25 seconds. Affected enemies will indiscriminately attack whoever is closest for the duration.
  • Affected enemies are given raised threat levels.
  • Will only stun Bosses and has no other effect on them.
  • Shield Ospreys will stop projecting shields and simply close up and fly around until the effect is over, and unaffected Shield Ospreys will not shield affected enemies.
  • Ancient Healers will still emit healing pulses but will not heal anything but themselves.
  • The auras of Eximus units will negatively impact everyone within range, ally or enemy, for the duration of the ability (for example, the aura of the Arctic Eximus will slow down anyone in range).
  • An illusion of Nyx wielding a Braton (or a Braton Prime in the case of Nyx Prime) is visible on affected units, reflecting how enemies perceive each other.
    • The illusion will use whatever Alternate Helmet Nyx has equipped, if any.
    • If Chaos is cast upon a ceiling-mounted Turret or Security Camera, the illusion will be upside-down.
  • Unlike Mind Control, enemies affected by Chaos will target Tenno if they are too close, and their attacks can still harm the team. Likewise, cameras and drones will still be able to detect players with normal detection behaviors.
  • Chaos can be ended prematurely by killing all affected enemies.
  • Can be recast while active; however, only one instance of Chaos can be active at a given time. Enemies who are currently affected will lose it's effects when Chaos is cast again within it's duration limit. Enemies within range of the new instance of Chaos will have both the stun and effects applied again at full Duration.

Absorb

Spoiler

AbsorbModU15 Nyx Absorb
ENERGY
25
KEY
4
Absorb
Nyx absorbs all incoming damage and channels that collected energy into an explosive radial discharge.
Energy Drain: 7 / 6 / 5 / 4 s-1
Strength:160 / 170 / 180 / 200 (passive damage gain)
800 / 900 / 1000 / 1500 (minimum damage)
Duration:N/A
Range:5 / 7 / 8 / 10 m
  • Nyx enters a meditative state that allows her to absorb incoming damage and become completely immune to all forms of crowd control. A passive damage threshold is created that increases by 160 / 170 / 180 / 200 every second (e.g., an Absorb lasting 10 seconds will inflict a minimum of 2000 damage at max rank). This threshold has a minimum damage potential of 800 / 900 / 1000 / 1500. If the total amount of absorbed damage is greater than the damage threshold when Nyx leaves her meditative state, all absorbed damage and their types is inflicted to every enemy in a 5 / 7 / 8 / 10 meter explosion of psychic energy.
    • Minimum damage and passive damage gain are affected by Ability Strength but absorbed damage is not.
    • Only 10% of all incoming damage can be absorbed.
    • Explosion damage bypasses obstacles in the environment and diminishes with distance. Affected enemies suffer a Knockdown.
    • Explosion radius is affected by Ability Range.
    • Enemies marked by Psychic Bolts will be pulled towards Nyx while Absorb is active.
    • Pull threshold begins at the outer range of Absorb and is affected by Ability Range.
    • Pull intensity is affected by Ability Strength.
    • Incoming damage by Mind controlled targets is ignored by Absorb.
  • Absorb drains 7 / 6 / 5 / 4 energy per second, and will remain active so long as Nyx has energy. An additional 8 energy is drained for every 1000 damage that's absorbed. Absorb will end if Nyx runs out of energy, or if deactivated by pressing the ability key again (default 4 ).
  • Nyx is immune to all effects by enemies. This does not include the energy drain from Energy Leech Eximus, which can still constantly drain energy as they are near.
  • Mind controlled targets struck by Absorb are bolsters by the Psychic energy refreshing Mind Control duration.
  • Casting Absorb in the air will cause Nyx to stay suspended until the skill is deactivated.
    • Absorb will stop any movement achieved prior to casting the skill when used in the air.
    • Even after deactivation, no momentum will carry over. Instead, you will drop straight down.
    • This does reset the directional melee, however, and it may be used again to regain some momentum. Used in this manner, Nyx is able to "fly" across tiles so long as she has energy to cast Absorb.
  • After not receiving damage for a short amount of time, the damage counter resets. This will not reset Absorb's total accumulated damage, however.
  • Nyx's threat level is raised while Absorb is active.
  • Shields are allowed to recharge freely while in the absorb state, whether Nyx is being attacked or not.
  • If cast while falling off a ledge, Nyx will return from her original location and release Absorb immediately

 

Reasoning:

  • Passive: It's better than what she has now for both herself and her group. Imagine Nyx's current passive on Loki. It makes no sense and serves no purpose.
  • Mind Control: I wanted to give players more control over their target in addition to making the target a more prominent figure in the battle. Currently because MC'd targets are not affected by Chaos they have base threat levels. Meaning they get ignored by enemies who are affected by Chaos. They need to be a much bigger distraction which includes an optional longer leash to block off doorways and corridors.
  • Psychic Bolts: Now that Nyx can only have one instant of Chaos active at a time the Radiation status effect is more needed than ever as touch-up CC and long range CC. The reset mechanic is very slow and clunky. Armor Strip is an expensive price to pay for her CC capacity and I don't feel it needs to be restricted. Instead I wanted to give even more control over MC'd targets by replacing the Max 6 target mechanic to marking targets for her pet to prioritize. Similar to the Hunter's set mod.
  • Chaos: Nothing to change right now. I noticed enemies have slightly higher threat though that could just be a lack in ability to stun with her Bolts augment.
  • Absorb: This one is all over the place honestly. We could do all sorts of things but I went pretty minimal. Pulling marked enemies will allow Absorb greater capacity to kill those targets with less time spent in Absorb, force marked enemies to attack Nyx while in Absorb and I wanted to give a way for player's to keep their pet. The idea of also temporary increasing MC'd targets movement speed was on my mind well as having Absorbed damage pulse for intermediate healing waves but decided not to throw that in.

Bug Fixes:

  • Pacifying Bolts: Animation effects such as Impact or Blast status effects will no longer overwrite the stun animation.
  • Pacifying Bolts: Stun Duration will no longer abruptly end when Chaos duration ends.
  • Mind Control: Orb of Vallis targets will no longer deploy objects that are harmful to Nyx and her allies.
  • Absorb: Removed vulnerability window after releasing Absorb. Nyx will now remain immune to damage until the animation ends.

Chaos Sphere Augment:

  • Area effect Range no longer decreases over time. This is useful for lower Range Nyx builds allowing her to create multiple pockets of Chaos.

 

Why Nyx's Disarm Passive should be reverted:

 

Edited by Xzorn
Link to comment
Share on other sites

1 hour ago, Xzorn said:

Enemies have a 15-20% Chance to become confused when struck by Nyx's abilities and drop their weapons

Already flopped. That's a bad passive. Passives do not require energy in order to activate. Not only that, this one is redundant. The current one is much better.

  • Like 2
Link to comment
Share on other sites

24 minutes ago, (PS4)LoisGordils said:

Already flopped. That's a bad passive. Passives do not require energy in order to activate. Not only that, this one is redundant. The current one is much better.

 

Try and prove it's better.

I doubt you'll be able to because the effects are nearly non-exsistant and unlike her old passive it has no effect at all on many enemy types.

Not to mention it doesn't play to her kit in the slightest. Nyx is a game of distance. If you're being shot at; You already lost.

Disarming enemies made that game of distance easier to play and also made the battlefield more safe for Nyx and her team. Getting shot isn't what kills Nyx. That's just auto-fail. AoE from Grenades and other special abilities are what kills Nyx and Disarm helps prevent that.

Link to comment
Share on other sites

6 hours ago, (PS4)LoisGordils said:

Already flopped. That's a bad passive. Passives do not require energy in order to activate. Not only that, this one is redundant. The current one is much better.

Nyx's new passive is a dumpster fire. At low levels you don't need it at all and at high levels it's a slightly reduced chance to not explode in one shot. That isn't even a reference to explosive weapons not needing to be that accurate in the first place. While thematic, it's extremely weak.

Taking guns away from enemies, something that benefits you and your entire team, was far superior to what was given in return. People just complained that the Mind Control target sometimes lost their weapon(who cares they do no damage), and they wanted enemies to shoot each other during Chaos because they somehow thought enemies were able to kill each other. Without disarmed enemies during Chaos, they all move away from each other due to their AI behavior. Before they would engage in melee combat and occupy enemy focus in many areas. Now? They'll just stroll closer to teammates and objectives and shoot them.

People really didn't know what they had.

Also, one could stretch the definition of passive a long way.

 

2 hours ago, jundah1 said:

i would rather have the passive to be areal radiation , similar to gara's passive with the blind , but its radiation proc instead , the rest is good 

That is actually an interesting idea but I am not sure how they would work that in in a flavorful way.

Edited by ArcKnight9202
Link to comment
Share on other sites

10 hours ago, ArcKnight9202 said:

Without disarmed enemies during Chaos, they all move away from each other due to their AI behavior. Before they would engage in melee combat and occupy enemy focus in many areas. Now? They'll just stroll closer to teammates and objectives and shoot them.

People really didn't know what they had.

 

It's true. Players often regarded Psychic Bolts as useless or redundant next to Chaos but it was used in conjunction with Chaos to improve her overall CC performance and had the best Disarm. The biggest problem I have with the Passive is they intended to give her a better passive and her current one is clearly worse.

They might as well give her current passive to Loki. That's how much sense it makes.

Removing the Rad proc from Bolts also hurt her CC potential. I was goofing around farming Breath of the Eidolon spamming first stage Bounties... cuz that's Warframe now and while escorting a drone with her new kit I found myself spotting Grineer drop ahead of me wondering wait.... I can't use Bolts on them... um..  Mind Control. Not enough aggro, they're still shooting me. Ok fine, Chaos. Great now the ones far behind are shooting me because I can only have one instance of Chaos....

The effectiveness and fluidity of her CC is just so bad now.

Link to comment
Share on other sites

Beginning to feel like a broken record but regarding the Passive, it should just be reverted. Its bad and Arcknight9202 pretty much put down all the reasons why. Big downgrade in CC capability in exchance for a puny miss chance (we still dont know the exact number, doesnt feel that high) and that amazing precious damage from mind controlled targets.

Hightened threat for Mind Controlled targets sounds good. Also them getting their weapons back sounds interesting, id make it default actually - no need to gimp the passive anymore and you get your extra damage from them, win-win. The suggested extra control stuff sounds...fiddly i dunno. Id revert their leashing and make them roam more again altho that might be down to preference (i dont need an ineffectual guard sticking to me i need that fool out there causing a ruckus). They sure should go farther away again if a higthened threat thing would be implemented - whats the use of em drawing aggro while theyre right next to you

Psychic bolts "marking" enemies sounds like a really neat idea, you could even retain the current armor debuff. Theyd be higher priority targets with less defenses, sounds useful

Chaos well yeah i agree

Absorb. I dont get this urgency of having it do more damage. Its already an invulnerability/proc scrubber/mobile shield on demand and with assimilate you can even (slowly) walk around and stuff. ITS AN ULT IT NEEDS TO DO MOAR DAMAGES OMG OMG DAMAGES DAMAGES I NEED TO KILL STUFF FASTER ON HYDRON. I think i mentioned it somewhere already but if you insist on DOMAGES make it do void damage so it could have some utility vs sentients or prolong the knockdown effect maybe even according to the amount of absorbed damage. Being able to knock down an entire room for seconds (maybe one extra second per 10k damage, i dunno, im not paid by DE to do math/fine tune) sounds pretty good to me. As to the suggested pull, i dunno. If you dont kill stuff youll come out of your bubble in a throng of new friends, sounds very risky.

Or just say eff it because CC sucks anyway and make everything a version of "room go boom" and corrosive projection. Thatll make everyone play Nyx

 

Edited by Howtoshootgun
Link to comment
Share on other sites

2 hours ago, Howtoshootgun said:

Hightened threat for Mind Controlled targets sounds good. Also them getting their weapons back sounds interesting, id make it default actually - no need to gimp the passive anymore and you get your extra damage from them, win-win. The suggested extra control stuff sounds...fiddly i dunno. Id revert their leashing and make them roam more again altho that might be down to preference (i dont need an ineffectual guard sticking to me i need that fool out there causing a ruckus). They sure should go farther away again if a higthened threat thing would be implemented - whats the use of em drawing aggro while theyre right next to you

 

We could technically ditch the leashing mechanic entirely and simply allow Nyx to manually summon the MC'd target at will like Nekros does. I was trying to go down both roads with that change giving players the functionality of leashing with no upkeep but also allowing some distance between Nyx and the MC'd target. Like you said, esp with heightened threat. The last thing we'd want is some AoE damage coming our way because the pet is pasted next to us.

 

2 hours ago, Howtoshootgun said:

Absorb. I dont get this urgency of having it do more damage. Its already an invulnerability/proc scrubber/mobile shield on demand and with assimilate you can even (slowly) walk around and stuff. ITS AN ULT IT NEEDS TO DO MOAR DAMAGES OMG OMG DAMAGES DAMAGES I NEED TO KILL STUFF FASTER ON HYDRON. I think i mentioned it somewhere already but if you insist on DOMAGES make it do void damage so it could have some utility vs sentients or prolong the knockdown effect maybe even according to the amount of absorbed damage. Being able to knock down an entire room for seconds (maybe one extra second per 10k damage, i dunno, im not paid by DE to do math/fine tune) sounds pretty good to me. As to the suggested pull, i dunno. If you dont kill stuff youll come out of your bubble in a throng of new friends, sounds very risky

 

I've always been fine with Absorb myself. It's never been a damage ability me. The pull mechanic of marked targets was an attempt at improving it's killing potential while also not really rewarding the player for sitting in Absorb for long periods. It only pulls up to 6 enemies whom theoretically have no armor / shields and since Absorb's damage has very sharp damage fall-off over distance pulling them close would produce higher damage on those targets while still being decent short range CC on everything.

Since they're marked targets ideally we get a refresh on the duration of MC while clumping enemies for the MC'd target to assist in killing and at the same time forcing those marked targets to ramp up Absorb's damage. I should probably add that MC'd pet damage is not blocked by Absorb? Kinda how we had that friendly fire problem while back. I was trying to give it something though it might be superficial.

Link to comment
Share on other sites

20 hours ago, Xzorn said:

 

Try and prove it's better.

I doubt you'll be able to because the effects are nearly non-exsistant and unlike her old passive it has no effect at all on many enemy types.

Not to mention it doesn't play to her kit in the slightest. Nyx is a game of distance. If you're being shot at; You already lost.

Disarming enemies made that game of distance easier to play and also made the battlefield more safe for Nyx and her team. Getting shot isn't what kills Nyx. That's just auto-fail. AoE from Grenades and other special abilities are what kills Nyx and Disarm helps prevent that.

You edited the passive. Enemies becoming confused when struck by her powers is not only redundant, it's hilariously bad. 

Firstly, it uses energy. So it's not really a passive, it's part of her abilities. It's like saying Ember's passive is to light enemies on fire with her abilities. Not a passive, just part of her skills.

Mind Control: You mind control a target, passive kicks in, target becomes confused and MC ends prematurely. 

Psychic Bolts: Prior to the rework, they already confused enemies. This was removed because it was redundant. 

Chaos: You use it, enemies fight each other, passive procs... oooh! Enemies fight each other. Do you also put ketchup on ketchup?

Absorb: Has always been a defensive/damage skill.

The passive has no place because Chaos and Mind Control are already a thing. DE removed the disarm passive because it didn't really match her identity and theme. This current passive fits her better. Additionally to her evasion passive, Nyx could also keep her allies' psyche in check, preventing friendly fire in any scenario.

Link to comment
Share on other sites

23 hours ago, Xzorn said:

Psychic Bolts: Now that Nyx can only have one instant of Chaos active at a time the Radiation status effect is more needed than ever as touch-up CC and long range CC. The reset mechanic is very slow and clunky. Armor Strip is an expensive price to pay for her CC capacity and I don't feel it needs to be restricted. Instead I wanted to give even more control over MC'd targets by replacing the Max 6 target mechanic to marking targets for her pet to prioritize. Similar to the Hunter's set mod.

Bad, bad! She doesn't need more CC, Psychic Bolts is in a much better place as a defense-crippling skill. An increase in targets would be nice. Besides, your idea pretty much ties Nyx to a pet. What if I use a Sentinel?

 

23 hours ago, Xzorn said:

Absorb: This one is all over the place honestly. We could do all sorts of things but I went pretty minimal. Pulling marked enemies will allow Absorb a far greater capacity to kill those targets with less time spent in Absorb and also wanted to give a way for player's to keep their pet, esp since in the base ability Nyx is unable to cast. The idea of also temporary increasing MC'd targets movement speed was on my mind well as having Absorbed damage pulse for intermediate healing waves but decided not to throw that in for now.

Absorb only takes in 10% of all incoming damage. Previously, it took in 100% of all damage and dealt it out as Magnetic. However, it only took 10% of all incoming Magnetic damage to avoid multiple Nyx players from abusing the skill by stacking explosions. Having her take in 10% of all damage was a nerf to Absorb.

Absorb needs to take in 100% of all damage (except from other Absorb bubbles) and multiply it (like Garuda's Dread Mirror).

Edited by (PS4)LoisGordils
Link to comment
Share on other sites

8 minutes ago, (PS4)LoisGordils said:

You edited the passive. Enemies becoming confused when struck by her powers is not only redundant, it's hilariously bad. 

Firstly, it uses energy. So it's not really a passive, it's part of her abilities. It's like saying Ember's passive is to light enemies on fire with her abilities. Not a passive, just part of her skills.

 

I didn't touch the text on the passive and by that logic Inaros' passive is 20% Health gained on Finisher attacks. Hydroid has to perform melee Slam Attacks to produce his passive. Mag pulls pickups when she Bullet Jumps. These passives are all created by active means of the player.

 

28 minutes ago, (PS4)LoisGordils said:

Mind Control: You mind control a target, passive kicks in, target becomes confused and MC ends prematurely. 

Psychic Bolts: Prior to the rework, they already confused enemies. This was removed because it was redundant. 

Chaos: You use it, enemies fight each other, passive procs... oooh! Enemies fight each other. Do you also put ketchup on ketchup?

Absorb: Has always been a defensive/damage skill.

The passive has no place because Chaos and Mind Control are already a thing. DE removed the disarm passive because it didn't really match her identity and theme. This current passive fits her better. Additionally to her evasion passive, Nyx could also keep her allies' psyche in check, preventing friendly fire in any scenario.

 

Did you read my ability changes? Mind Controlled enemies equip their weapons and you can't Bolts an MC'd target.

Bolts Rad proc wasn't redundant. It played a key role in Nyx's CC and it's needed even more since she can only have one Chaos.

As for her previous Passive not fitting this is quoted directly from the Devworkshop. " Nyx is receiving a new passive overall, the random disarm was on-theme, but feedback over time has always slanted toward 'new passive, please!'. " -  Opposite of your claim.

Do you use 150?cb=20171007153937 on all your frames? Because that's what Nyx's current passive essentially is except Provoke is more dependable.

Link to comment
Share on other sites

1 minute ago, Xzorn said:

I didn't touch the text on the passive and by that logic Inaros' passive is 20% Health gained on Finisher attacks. Hydroid has to perform melee Slam Attacks to produce his passive. Mag pulls pickups when she Bullet Jumps. These passives are all created by active means of the player.

Poorly thought out argument. None of those passives require energy. Thus, they are not part of the Warframe's abilities. Rather, they are an attribute specific to the Warframe itself. Do I need to explain in another language? Qué te parece si te lo explico en español?

Link to comment
Share on other sites

7 hours ago, (PS4)LoisGordils said:

Bad, bad! She doesn't need more CC, Psychic Bolts is in a much better place as a defense-crippling skill. An increase in targets would be nice. Besides, your idea pretty much ties Nyx to a pet. What if I use a Sentinel?

Psychic Bolts: New vs Old

It's too long and I didn't read it: The new psychic bolts, while it technically works, is not worth using.

This is a huge wall of text so be warned. Also, disclaimer, this is from a mostly-solo perspective.

Old

The old Psychic Bolts was effective because it worked at long-range to disable enemies in groups/packs. If you ever played Nyx in the Plains or the Vallis you'll know how useful this was. Chaos only works in the area surrounding Nyx herself. This is not the case for Psychic Bolts, however. These things travel a LONG way. Far more reaching than Chaos. Not only did the enemies receive Radiation procs, they also sometimes lost their guns which kept them tied up in close-combat with one another.

Admittedly, this was less useful in the rest of the game's areas because they are much closer together. However, it was handy to effortlessly smash security cameras, and the slash procs could help you track enemies around walls! The more I messed around with it, the more I really enjoyed its overall utility. My only gripe was it costs a little too much energy.

When escorting things, or aiming at packs of incoming enemies in the distance, you could effectively shut them down before they reacted to your target or approached the main group. The casting time is also super-quick. This actually made Nyx top-tier, in my opinion, for bounties of all types. The Radiation and disarm were also able to affect nullifiers regardless of the bubble. This thing scaled to infinity and always yielded the same benefits.

This became more useful after they nerfed Chaos' ability to be layered and cast in multiple instances.

New

The new Psychic Bolts is totally pointless. Sure, it technically does what it says it does, but why would anyone use it? It's major problem is that it's based on power strength. Why does that matter? It eats into your range and efficiency mods for Chaos. If you build for it, the range/duration/whatever on your Chaos suffers unless you make, still further, concessions. This means enemies farther out will still be shooting at you due to the reduced range. The enemies who are closer to you, even under Chaos, can still be shooting at you, too, due to the passive change.

-Off-topic:

Nyx had a way to deal with these types of situations; the disarm passive which was removed. Trust me, you'll get killed more because that accuracy penalty enemies suffer is a joke when you factor in just how many bullets you're facing. By the time you hear the Supra or Gorgon it's already too late. Was it perfect? No, but it's extremely noticeable in its absence.

-On-topic:

First, we'll start with shields. Has anyone ever cared about shields? No. Because we can use Toxic damage and just bypass it completely. If you haven't tried it, I recommend it. As far as I know, Toxic also bypasses 25% of armor(at least it did when I last checked the WIKI). If you're shooting shields in an Augmented Shields Sortie, you're doing it wrong. Even if you don't use Toxic, you can brute-force through them without many issues in most non-bonus-Sortie circumstances.

Now, how about armor? I mean, you could use this on every single armored enemy you encounter despite it being tedious and wasteful of energy. Or, you could do what everyone else does and use Slash procs. I assume this is on higher level enemies because you would never bother to use this skill on low-level chumps.

If there's something where you really need to take armor off, there's always Shattering Impact and any fast melee. This is permanent armor stripping and it is surprisingly efficient. I do this to Sortie bosses sometimes but not always. I recommend a Shaku. A sniper rifle is usually all that's needed to take them down, though; fully-armored or not.

I guess it can disable Ancient auras now, but that was already possible due to Radiation procs. It's sort of a wash.

Okay, so what if you don't build for strength? Well, then, the skill is even more terrible. It'll remove a laughable amount of armor and an irrelevant amount of shields.

People that played Nyx a lot already knew her shortcomings and how to get around them. The game's weapons and status effects are all that are needed to compliment her abilities. You either play content that doesn't require this skill, which is most of the game, or you play content where you don't build for it because you need a much more efficient Chaos, making this skill completely useless. This new skill and passive are a joke in comparison to their former variants.

In summary, while this skill is technically functional, it's never useful in a situation that matters. The better your guns and mods get, the worse it becomes. The more you build for the more important skills, the worse it becomes. This skill has no place. Also, this doesn't even tackle the differences in actual user experience between the two.

I'm all for making trade-offs and sacrifices to buff one skill more over another, but this has no redeeming qualities at all. It effectively renders Nyx a 2-skill warframe.

You can certainly argue the redundancy of the previous iteration. However, I prefer something situationally useful with great scaling over something that actively fights against her other abilities and scales inversely as a result.

No one will debate the fact that Nyx may have needing some touching up, but this certainly wasn't it. The game didn't even have any content for her power. These small changes to Nyx have had dire consequences. She is much less effective than she was. She was able to easily dominate a field of enemies without the need to devastate them. They broke her kneecaps and tossed her out. Anyone happy with this is missing the bigger picture. It is extremely disappointing.

Edited by ArcKnight9202
  • Like 1
Link to comment
Share on other sites

14 hours ago, ArcKnight9202 said:

No one will debate the fact that Nyx may have needing some touching up, but this certainly wasn't it. The game didn't even have any content for her power.

 

Everything you said was spot on but this stands out as a core problem with Warframe itself which has lead to things like this rework.

Why do we get Arcanes, Primed mods, Umbras, ect? None of the bite size content really makes use of those things. You have to sit in a mission for 2h+ to find that part of the game where things like CC really shine in a group. Of course Solo it's always there but players are now thinking why CC when we have 100k+ eHP and it's legit reasoning.

The eHp gap between frames has gotten really bad and DE seems intent on trying to continue hard counters to CC with Arbitration drones, Nullifier drones, Kill efficiency in ESO or straight up immunity. We're being pushed into this eHP / DPS meta in all their 2018 content.

I enjoyed playing Nyx exclusively for PoE but in Vallis it's just not worth the effort when I can throw on Nekros and autopilot the fights.

  • Like 1
Link to comment
Share on other sites

9 hours ago, Xzorn said:

Everything you said was spot on but this stands out as a core problem with Warframe itself which has lead to things like this rework.

Why do we get Arcanes, Primed mods, Umbras, ect? None of the bite size content really makes use of those things. You have to sit in a mission for 2h+ to find that part of the game where things like CC really shine in a group. Of course Solo it's always there but players are now thinking why CC when we have 100k+ eHP and it's legit reasoning.

The eHp gap between frames has gotten really bad and DE seems intent on trying to continue hard counters to CC with Arbitration drones, Nullifier drones, Kill efficiency in ESO or straight up immunity. We're being pushed into this eHP / DPS meta in all their 2018 content.

I enjoyed playing Nyx exclusively for PoE but in Vallis it's just not worth the effort when I can throw on Nekros and autopilot the fights.

This game's scaling is seriously bizarre. That's a different topic and I've hijacked your thread enough times already and I apologize. I'm just tired of seeing people clap like trained seals without realizing what they lost compared to what they got. Much of the feedback DE was given was never addressed at all. Even by much of the game's community. I can't say I'm surprised. With that out of the way~

I was thinking today, that some of these changes(the developer's recent tweaks, not your proposed ones) might work better if they altered certain fundamentals about Nyx herself. For example, with Chaos, if Nyx had a default cap on enemies she could influence, and that cap could be increased with power strength, it might fit better with the other abilities. Obviously the base range is still a problem but that could be bumped up a bit or have it be affected by power strength to some degree as well. It's sort of thematic since although it's not brute force, I imagine it does take a toll trying to push out some kind of mental manipulation to that large of an area. This would influence all of her current abilities positively(though potentially limiting Chaos a bit). This is just a thought exercise. Feel free to hate it.

I still think the current Psychic Bolts is trash, though.....

Also, someone on Reddit said that Mesa Prime's butt is getting more development time than Titania and Nyx. I'm actually inclined to agree with that based on what I've seen. Vauban and Chroma fans are in similar boats.

Edit: In response to "passives don't require energy" above: Nidus and Octavia both have passives that are triggered based on influence with energy being spent. Nidus must build stacks and Octavia's literally only works when energy is spent. Nyx's old passive was extremely powerful and the cost of it only working after energy was spent more than balanced it.

Edited by ArcKnight9202
Added the bit about passives.
Link to comment
Share on other sites

Passive should be like this.

 

Nyx's debuffing abilities and manipulation on enemies accumulate Psychic points like Spores for each debuffed target, but energy consumption increase overtime like Spores.

 

1. Each debuffing enemy give 10 points, while Mind Control and Absorb (each enemy hit) 50 points upon cast.

 

2. Psychic Bolts and Chaos affected target, each duration pass increase 2 points per seconds, while Mind Control and Absorb increase 5 points per seconds.

 

3. The accumulated increase Mind Control damage

 

For example if level 100 heavy gunner deal only 100 impact, 900 accumulated points will add to that damage by flat.

 

4. Each 100 accumulated points increases Psychic Bolts' effectiveness by 10% for each stats (duration and strength). If Radiation damage return as damage type, it will improve it as well by 10%.

 

5. 1 accumulated point increase Chaos damage taken by 1% from any sources.

 

6. Absorb's range increase by 10% for each 100 accumulated points.

 

Another idea for simpler passive.

 

Nyx gain damage reduction for each affected enemies by her abilities up to 90%.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...