Guest Posted May 25, 2019 Share Posted May 25, 2019 (edited) I don't know if people will agree with me on this, but there is always this occasional thread that Corrosive Projection is overused and everything else is underused. Rather than cater to nerf whine of CP, or do surface treatments like changing capacity added So, we have this thread above, and I want to address what I think is a possible solution to something that is so silly. Mechanical Changes: To Encourage more diversity in Aura Mods, I would propose that some initial numbers be increased, while having a sort of Diminishing Return if they are stacked. The first Aura will have 100% of its effect applied, while the second will have 50% and the 3rd and 4th will have only 25%. This will allow bigger numbers on Aura Mods as well. Addition of more effects to some Aura Mods that applies to only the frame that carries them - this will make choosing things that are not Corrosive Projection more attractive to people. Coaction Drift be changed to simply strengthen Aura effect by 30%. Aura Polarities remain the same. No changes unless mentioned. Aura Changes: Corrosive Projection - the favorite hot topic aura that everyone calls Meta. Capacity Added - Remains as 7 Effect - Increase to 8.5% a rank (51% max, so stacking 4 still strips all armor) No added effect Shield Disruption - The shield version of Corrosive Projection. This is to make it more suited vs the Corpus Capacity Added - Remains as 7 Effect - Increase to 8% a rank (48% max, so stacking 4 still strips 96% of shields) Also gives 30% chance to instantly pop Nully Bubbles for all weapons Infested Impedance - Slows the infested, right? Makes it quite lame overall. Capacity Added - Remains as 7 Effect - Increase back to 5% a rank (30% max rank) Toxin Resistance aura removed, added to this instead, with 7.5% Toxin Resist per rank for max 45%. Applies to whole team Aura Style. Dead Eye - A friend to the Eidolon Hunter and the Rubico, Capacity Added - Increase to 8 Effect - Decreased slightly to + 8.5% damage per rank (51% max) No more Sniper Scavenger Aura, it is added to this. Increases Sniper Ammo drop by 25% a rank (max 150%) Adds +0.5 second to Sniper Combo Counter per level (3 seconds max) for the frame carrying the Aura. Pistol Amp - do you even use it? Capacity Added - Increase to 8 Effect - Increased to 10% damage per rank (60% max) No more Pistol Scavenger Aura, it is added to this. Increases Pistol Ammo drop by 25% a rank (max 150%) Rifle Amp - the value is so low there is little point Capacity Added - Increase to 8 Effect - Increase to 7.5% damage per rank (45% max) No more Rifle Scavenger Aura, it is added to this. Increases Rifle Ammo Drop by 25% a rank (max 150%) Grants aura holder +7.5% reload speed for Primary per rank (max 45%) Shotgun Amp - For Shotguns Capacity Added - Increase to 8 Effect - Increase to 7.5% per rank (45% max) No more Shotgun Scavenger Aura, it is added to this. Increases Shotgun Ammo Drop by 25% a rank (max 150%) Grants Aura holder increased Shotgun Status Chance by 10% a rank (max 60%) Steel Charge - too many use this for just the capacity Capacity Added - Decrease to 8 Effect - remains the same, at 10% a level (60% max) Effect - Team combo counter +0.3 seconds per level (3 seconds more max) Grants Aura holder 0.5% melee life steal per level (max 3%) Radar - new Aura that incorporates both Enemy Radar and Loot Detector as one Capacity Added - Increase to 9 Effect - 5 meter enemy radar per level (30m max) Effect - 5 meter loot radar per level (30m max) Speed Boost - new Aura that incorporates Sprint Boost and Speed Holster Capacity Added - Increase to 9 Effect - +5% sprint speed per level (max 30%) Effect - +20% increased weapon swap speed (max 120%) Grants Aura holder 2.5% increased bullet jump and aimglide/wall latch (15% max) Physique - Now you see it on Inaros, it's still pretty lame Capacity Added - Increase to 8 Effect - increase to +20% HP per level (120% max) Grants Aura holder 5% chance to resist knockdown per level (max 30%) Growing Power - actually pretty good already Capacity Added - remains as 7 Effect - +5% power strength for 1 second per level (30% for 6 seconds on max level) when one procs status on enemy. Grants Aura holder 2.5% faster casting speed per level (15% when maxed) Stand United - I have never seen this guy Capacity added - Increase to 8 Effect - change to + 25 base armor per level (up to 150 max) Reduces status duration for whole team by 5% a level (30% max) Rejuvenation - yeah, this appears every now and then. Capacity added - Increase to 9 Effect - increased to +1.5 health regen per level (9 hp/s max) Added Effect - reduces team shield regen delay by 7.5% a level (45% max) Grants the Aura holder 0.2% health regen (1.2% max). This means the aura holder regenerates up to 1.2% of their maximum health a second on top of what the aura does. Energy Siphon - used to be good, now out of favor Capacity added - Increase to 9 Effect - Increased to 0.5 energy/s (max 3 energy/s) Grants the Aura holder 15% resistance to energy drain per level (90% at max rank) - this reduces the drain from energy leech eximus and magnetic proc. Brief Respite - super pointless... Capacity added - Increase to 9 Vazarin Polarity Effect - increase to 35% a level (210% max). Allow it to convert overshields up to overshield cap, not until there are overshields. Grants Aura holder the ability to allow shields to absorb damage from toxin/slash proc, at 16% a level (100% max) No longer scales to ability eff (all the energy to shields should never have scaled off this anyway) EMP Aura - Removed. I have not touched Power Donation or Empowered Blades as I have no idea at all. Edited May 25, 2019 by Guest Link to comment Share on other sites More sharing options...
DarkRuler2500 Posted May 25, 2019 Share Posted May 25, 2019 I like most of your proposals. 🙂 1 Link to comment Share on other sites More sharing options...
Kylo. Posted May 25, 2019 Share Posted May 25, 2019 Why not change it that all auras have the same capacity? Link to comment Share on other sites More sharing options...
(PSN)Hikuro-93 Posted May 25, 2019 Share Posted May 25, 2019 These are some very great proposed changes. I support this. 1 Link to comment Share on other sites More sharing options...
Lazarow Posted May 25, 2019 Share Posted May 25, 2019 I like this but I feel most still run CP anyways unless in planned squad. Link to comment Share on other sites More sharing options...
(PSN)Frost_Nephilim Posted May 25, 2019 Share Posted May 25, 2019 Lmbo!! "Emp aura- removed" 😂😂😂 What if the aura sometimes causes weapons to not work correctly, causing enemies to use melee. And maybe take shirld disruptor and add it to this aura as well Lol i like the idea if enemies having less accurate weapons jeez Link to comment Share on other sites More sharing options...
Guest Posted May 26, 2019 Share Posted May 26, 2019 On 2019-05-25 at 6:56 PM, (PS4)Ghost--00-- said: Lmbo!! "Emp aura- removed" 😂😂😂 What if the aura sometimes causes weapons to not work correctly, causing enemies to use melee. And maybe take shirld disruptor and add it to this aura as well Lol i like the idea if enemies having less accurate weapons jeez Mainly because minus accuracy is wonky and doesn't work properly in game. It's why people whined so much when Nyx's passive was changed, really. Link to comment Share on other sites More sharing options...
xZeromusx Posted May 26, 2019 Share Posted May 26, 2019 (edited) A buff to Rejuvenation? I'd support this just for that alone. I ALWAYS play support, or tanky, or defensively. I think it was Rahetalius that said that there are pretty much just two ways to play this game, either kill everything before it kills you, or survive longer than everything. I build my frames towards the latter, so Rejuvenation is pretty much my staple Aura. I use a few others when the build calls for it, but otherwise I say screw the meta, I'm support. I also like that you combined the Weapon Amps and Scavenger mods. Those definitely deserve to be combined. Edited May 26, 2019 by xZeromusx Link to comment Share on other sites More sharing options...
DanRalof123 Posted May 28, 2019 Share Posted May 28, 2019 So far looks pretty good. I don't see people using Pistol Amp though unless if you add more to it, same with Physique especially in the case of higher level players maybe, since you could just roll through knockdowns oftentimes. Their bonuses also aren't a whole lot to be honest. Everything else though? Very nice propositions. Makes them worthy using. As for removing EMP Aura though, what if you instead change it to like a periodic potential aoe stun wave around the user or disarming? Link to comment Share on other sites More sharing options...
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