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

Dealing with Wisp, Revenant, Loki, and Ember all at once


Xiusa
 Share

Recommended Posts

With the reveal of Wisps abilities, many people have been referencing Revenant, Loki, and Ember and their respective abilities, saying that Wisp is stealing the show for many of their abilities. Additionally, some of Wisps abilities are lacking, namely her first and third abilities. Sorry if this seems long. Here is what I propose:

WISP:

Passive:
It’s fine.

First Ability:
Wisp opens up a portal that releases a CHROMATIC ORB. Hold to swap between which CHROMATIC ORB is spawned. The CHROMATIC ORB explodes, performing a different task depending on the colour of the CHROMATIC ORB in a moderate AoE. There are four CHROMATIC ORBS:
RED ORB: Heals allies for X health immediately, then heals them over time for Y health.
BLUE ORB: Staggers enemies for X seconds and deals Y Electric damage, grants damage dealt as shields to allies.
GREEN ORB: Grants X amount of movement speed and parkour velocity.
WHITE ORB: Grants X amount of damage reduction and Y amount of base armour.

Second Ability:
It’s fine.

Third Ability:
Wisp spawns a portal at target location. Wisp can have X amount of portals active. While the ability is held, Wisp opens the portals, which causes them to collapse and deal damage while pushing enemies away. Low energy cost.

Fourth Ability:
Wisp begins channeling as she sends forth a ring-shaped portal outwards from her. Any enemy hit by the portal vanishes while she channels this ability, while all enemy projectiles are destroyed. Channeling cost increases by a small amount per enemy affected. When the ability ends, enemies return and are staggered.

REVENANT:

Passive, First Ability, Second Ability, Third Ability:
It’s… probably fine? Not the issue I am currently focused on.

Fourth Ability:
Same ability functionally, but the animation/laser is changed to what Wisp’s “Sol” ability does.

LOKI:

Passive:
On top of the x10 Wall Latch, Loki also gains Invisibility and +100% Bullet Jump Velocity while he is Wall Latching. Bullet Jump Velocity retains for 1s after leaving Wall Latch.

First Ability:
While Undetected, Loki generates a mysterious wave of energy at target location, causing enemies to be attracted to its presence.
While detected, the ability remains the same as it is currently, but it instead performs a random narta.
Hold the ability to swap places, staggering enemies if they are alert and causing unalerted enemies to be knocked down and blinded momentarily.

Second Ability:
Loki merges with target enemy, object, or ally. Different things occur depending on his target:
ENEMY: Loki steals a portion of their health over time.
OBJECT: Loki has increased range on object merging.
ALLY: Loki grants target ally a small portion of his positive stats.

Drains energy while merged. If target is no longer able to be merged with (death, destruction, etc.) then Loki will emerge. While emerging from this ability, Loki goes invisible for 2 seconds.

Third Ability:
Loki reveals all enemies and objects within X area for Y seconds and allowing him to target them with his Second Ability. This adds to any radar he may have.

Radial Disarm:
It’s fine.

EMBER:

The reason why she is here is due to the talk around Wisp’s “Sol” ability being something befitting Ember. I will shoehorn her in at all costs in order to potentially improve her.

Passive:
After an ability cast, Ember deals X% additional Heat damage with her weapons and abilities for Y seconds, stacking up to Z times. Additionally, Ember takes greatly reduced Heat damage and slowly regenerates energy while she is afflicted with Heat status.

ALSO, she can charge all of her abilities twice for additional benefits at an increased energy cost.

Fireball:
At Charge 1, Fireball now also increases its range and flight speed. At Charge 2, Fireball ignores armour and shields.

Accelerant:
At Charge 1, Accelerant also releases a wave of fire. At Charge 2, all enemies affected are hit with a Blast status, taking more damage the closer they are to Ember.

Third Ability:
Ember surrounds herself with intense flames to protect her, taking reduced damage with melee damage being heavily reduced for X seconds. Melee damage taken is returned to the attacker.
At Charge 1, Ember deals some Heat damage in a small AoE around her for the duration. At Charge 2, Ember is inflicted with a Heat status for the duration.

World on Fire:
Ember turns the air around her to burst into flames, dealing heavy damage on casting and DoT in an area around her casting point. The burning sphere lingers for X seconds before disappearing. The DoT lessens relative to the time remaining. At Charge 1, the initial blast deals Blast damage in an AoE around the sphere. At Charge 2, the Sphere explodes twice for additional damage. 

Ember may push the sphere with her Fireball (Maybe?)

 

Thank you for your time.
 

  • Like 1
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...