(PSN)justxnnze Posted June 3, 2019 Share Posted June 3, 2019 (edited) Mag rework - Mag is one of my favourite frames in this game, however I feel like she doesn’t really scale that well to higher level content compared to other frames. So here is an appropriate rework idea if the Warframe team were to ever consider revamping her and her abilities in any way. Mag - 4 Crush >to Magnetic Field I -Magnetic field would be a channelled ability once casted in any given area. The energy drain would be 5 energy a second but could be reduced to efficiency mods. (Using energy pads or Zenurik Energising Dash would replenish and stack energy unlike Chroma Effigy) Magnetic Field Range would scale with Range mods e.g. up to 53 meter they’re shouldn’t be any limitations. The basis of Magnetic field would be for increased survivability, once casted the magnetic field would replenish all shields of player and allies and restore health at 3 health a second for player and 1 health a second for allies. Magnetic Field paired with polarise would create a dome which would donate over shields to player and allies. (Scaled with power strength) Dome duration would scale with duration mods. (Dome would not surpass the boundary or Magnetic Field) Any damage taken by player and allies in the Magnetic Field would Double the Base Damage and Base Armour of players within the Magnetic Field; once players exit Magnetic Field, both buffs will disappear. Bright particles surround enemies to highlight them whilst also removing 50% of their armour. With 3 and 4 activated simultaneously, shards will orbit and deal damage within the magnetic field. Now this is just cosmetic stuff but it would be cool that once the magnetic field collapses (due to recasting or lack of Warframe energy) that depending on the amount of damage that was dealt within the field, it would release a pulse outwards similar to a shockwave which would deal damage similar to that of a magnetism bubble. Augment mod - Fully strips armour of enemies within the Magnetic field. Mag - 3 Polarise >to Polarise (this ability will stay the same, however with a few cosmetic reworks) Polarise would become a bit brighter. Polarise would have new energy particles with an alternate directional energy swirling motion. Polarise would allow for double colours. This might already be a thing idk but honestly I don’t even notice it because polarise just so watery looking atm looks kinda sad Augment mod - adds 45% chance to apply Magnetic proc upon cast. (Applies also when paired with Magnetic Field) Mag - 2 Magnetise >to Repel Repel would be similar to Nezha’s Warding Halo; Repel would deflect all Bullet damage and allow Mag to ignore all Knockdown, slash puncture and impact procs from enemies, however mag will not ignore ice procs and toxin procs. Repel would scale with power strength mods and duration mods. (Base duration r0 7 seconds > max r3 12seconds) Augment mod - can be casted on allies with 50% of effectiveness. Mag - 1 Pull >to Pull ( this ability will stay the same) Pull would remain the same. Augment - 25% chance to disarm enemies for 6 seconds Notes - To help with overall balance, Mag frame would receive some changes - [Base Armour] from 65 > 55 [Base Shields] from 150 > 160 [Base Health] from 75 > 65 [Base Energy] from 125 > 135 PASSIVE ~ anything that’s useful instead of vacuum. Could even be an increase in weapon holster speed or reduced friction - more slide.. etc Artwork for 4 Energy wouldn’t be this dense but rather a great swirling mass of ‘kinda transparenty type energy flow’ (similar to limbo cataclysm) flowing in opposite direction in a lateral orientation. Energy colour would depend on selected Warframe energy colour. Particles similar to existing ability ‘crush’ would surround all enemies that enter the Magnetic Field. As long as it looks and sounds real good because I feel like a lot of her power cosmetics are heavily dated in comparison to other frames. I’m not an artist at all so please forgive my sad copy paste diagram lol Audio for 4 A nice cool ‘bassey’ sound, nothing too intrusive so that it’d annoy people but something that would make it sound like you are really in a Magnetic Field Flow. Idk something cool. Perhaps a sound similar to the one the Planet Uranus or Jupiter makes; YouTube it, it’s pretty cool. Anyway they’re my suggestions on a potential revamp, I tried to make here more endgame viable as she should be. Modded correctly, long arbitration survival run with a ‘Mag’ won’t seem too crazy. Anyway hope u like it. Edited June 4, 2019 by (PS4)justxnnze Link to comment Share on other sites More sharing options...
(XBOX)Skippy575 Posted June 3, 2019 Share Posted June 3, 2019 Drop the PSA and Megathread tags, those aren't for normal use. And scale the text size back a bit bub, that's hard to read. Link to comment Share on other sites More sharing options...
FinOCE Posted June 10, 2019 Share Posted June 10, 2019 You're basically suggesting that Mag should become an invincible killer and cc master. She is already amazing, and perfect for long arbitrations - ive done easy hour runs of arbitration with her, before quitting from boredom. Her abilities are already good, and the suggestions you have made would break her and break the game. If this was actually put in, the only frame anyone would use is Mag, because its way too overpowered. To top it off, it is barely related to her character - a cc support thats all about magnetism... Half your suggestions are basically just mixing other frames together. That thing is like Mag cross Limbo cross Nyx cross Nezha. Please consider the impact of strength of things before suggesting a rework to an already good frame. Link to comment Share on other sites More sharing options...
ysegrim Posted June 10, 2019 Share Posted June 10, 2019 the only thing bad about mag is that energy orbs spawn side effect of pull does not work when you actually need energy pull kills nothing. not suggesting to increase the dmg for mags abilities thats awesome as it is. how about when enemies die after they have been affected by her first ability they have a chance to spawn the orb? Link to comment Share on other sites More sharing options...
(PSN)justxnnze Posted July 23, 2019 Author Share Posted July 23, 2019 On 2019-06-10 at 2:03 AM, .Spawn said: You're basically suggesting that Mag should become an invincible killer and cc master. She is already amazing, and perfect for long arbitrations - ive done easy hour runs of arbitration with her, before quitting from boredom. Her abilities are already good, and the suggestions you have made would break her and break the game. If this was actually put in, the only frame anyone would use is Mag, because its way too overpowered. To top it off, it is barely related to her character - a cc support thats all about magnetism... Half your suggestions are basically just mixing other frames together. That thing is like Mag cross Limbo cross Nyx cross Nezha. Please consider the impact of strength of things before suggesting a rework to an already good frame. In today’s meta of war frame, the term invincible killer pretty much applies to the vast majority of frames. Look at saryn, u can kill to the end of time and never die with her ability to heal herself at 50 health a second, pair that with rejuvenation and arcane guardian and nothing can touch u, Mesa can kill pretty much everything while barley being touched herself, with a half decent build but hey I guess ur probably the aim it type, equinox is just stupid op, heck even someone like Gara can clean waves in top sortie defense. Most of these frames have some kinda way of healing or having something that can protect them, Mag literally has nothing, and don’t even suggest that she can take over-shields because with her pitiful 65 Base armour, even with mods, your shield will get shredded in seconds against just even lvl 40-50 heavy gunners, and regardless of that once her health goes down that’s it for her no way of healing fast enough to counter the damage that’s being dealt, u notice this at higher levels. Now u talk about ur ‘easy hour Arbitration runs’ with her chances are u probably don’t do solo high tier work with her, u probably have a nice comfortable squad to carry u through it, so yeah I guess an hour of ppl carrying would get pretty boring too huh.. now these are only suggestions, they could be watered down where it needs to be to properly balance with the game. Ppl would just choose mag either and these abilities would make her op compared to the other frames out there. ‘half your suggestions are basically mixing other frames together’ dumb thing to say, u will find many similarities between other warframes powers, take irons skin and warding halo, both one time cast both protect frame from damage, only difference is hat one soaks up 100% of all damage on cast the other 90% . So yeah needless to say that ideas get re used all the time. I totally agree, she is indeed a good frame, she just has no reliable way of keeping herself alive in high tier gameplay, nearly every other frame does, she doesn’t match up in the with the game now as she once did back then and frames like that need to change, seems obvious. I can’t even tell u how many times I’ve had to revive a high mr mag main that bleeds out every damn second just 15 mins in an origin survival or a sortie defense when enemies have barley reached 90-100 yet Link to comment Share on other sites More sharing options...
xZeromusx Posted July 24, 2019 Share Posted July 24, 2019 (edited) On 2019-06-03 at 2:33 PM, (PS4)justxnnze said: Mag - 4 Crush >to Magnetic Field I -Magnetic field would be a channelled ability once casted in any given area. The energy drain would be 5 energy a second but could be reduced to efficiency mods. (Using energy pads or Zenurik Energising Dash would replenish and stack energy unlike Chroma Effigy) Magnetic Field Range would scale with Range mods e.g. up to 53 meter they’re shouldn’t be any limitations. The basis of Magnetic field would be for increased survivability, once casted the magnetic field would replenish all shields of player and allies and restore health at 3 health a second for player and 1 health a second for allies. Magnetic Field paired with polarise would create a dome which would donate over shields to player and allies. (Scaled with power strength) Dome duration would scale with duration mods. (Dome would not surpass the boundary or Magnetic Field) Any damage taken by player and allies in the Magnetic Field would Double the Base Damage and Base Armour of players within the Magnetic Field; once players exit Magnetic Field, both buffs will disappear. Bright particles surround enemies to highlight them whilst also removing 50% of their armour. With 3 and 4 activated simultaneously, shards will orbit and deal damage within the magnetic field. Shields are pretty weak as is. Essentially they're throw away and fast recovery items to proc Adaptation before damage hits your health. Yeah, Mag can restore shields and provide over shields, which does make her shielding decent, but they take full damage from everything, and are bypassed by toxin and slash procs. That healing is weak AF. I'll throw in Rejuvenation with a Coaction Drift and provide more healing than this ability to my allies with unlimited range. Does the double damage and double armor last indefinitely? Also "Dome would not surpass the boundary of Magnetic Field" is a nerf to Polarize's range when built with duration, which is a pretty common build. Further, just no on the "recover energy while channeling" bit. 5 energy per second is low, and become 1.25 per second with a proper build. You'd already be replacing a high energy ult with a low energy channel ability. Finally, energy color is customizable, so forget worrying about what things might look like, and just focus on your mechanics concepts. Look, Mag already has a means of stripping armor. This ability just doesn't need it. To me, that's unnecessary ability power bloat. You want to make it channeled? Sure! You want it to deal its DOT damage continuously? Sure! You want it to recover shields for Mag and Allies based on damage being done to enemies like the base skill already does? Sure!. The heal is useless. The armor stripping is already covered. On 2019-06-03 at 2:33 PM, (PS4)justxnnze said: Mag - 2 Magnetise >to Repel Repel would be similar to Nezha’s Warding Halo; Repel would deflect all Bullet damage and allow Mag to ignore all Knockdown, slash puncture and impact procs from enemies, however mag will not ignore ice procs and toxin procs. Repel would scale with power strength mods and duration mods. (Base duration r0 7 seconds > max r3 12seconds) Augment mod - can be casted on allies with 50% of effectiveness. The only thing remotely similar to Warding Halo here is that augment. 50% effectiveness of what? You list no health values for the shield. Is it a % of bullets? Details. Nezha's halo has no duration, and is just affected by strength and armor mods. On 2019-06-03 at 2:33 PM, (PS4)justxnnze said: Notes - To help with overall balance, Mag frame would receive some changes - [Base Armour] from 65 > 55 [Base Shields] from 150 > 160 [Base Health] from 75 > 65 [Base Energy] from 125 > 135 "Increase survivability" Nerf armor and health? It's so little that you should honestly save yourself and any Devs that might drunkenly stumble upon this suggestion the effort of changing base stats too. I like Mag as is, but I'm not opposed to change. Here's what I'd do, and you're free to run with any of this. No changes to base stats Passive: Magnetic Armor: Each projectile fired at Mag adds 1 armor, stacking up to a total of 300 armor. (indicated by a UI gauge) Concept: As a magnetic frame, why do projectiles just hit her and nothing else? Why not make it as though the metal from the projectile is stuck to her to provide additional armor. Synergy: Magnetic Armor picks up shards created by Polarize, adding 10 armor per shard. Synergy: If Mag enters a Magnetize Bubble or casts Crush, the armor bonus is stripped to increase the base damage of the ability by 50 per 1 armor removed from Mag. (I am aware that this would amount to 15k damage if all 300 armor is stripped. To sacrifice that much armor should bring with it a big damage increase.) 1. Pull: Make Greedy Pull a base part of the ability. Have it also pull in shards created by Polarize. The current augment feels like a joke to me. Augment: Disarming Pull: Enemies are no longer pulled by Mag. Instead, their weapons are pulled out of their hands to gather at Mag's location. Augment Details: You know how the Drahk Masters can disarm your Warframe and make you have to go to them to pick up your weapon they stole? Yeah, that. It's not a permanent disarm this way, it doesn't yank enemies into melee range to start wailing on you. Reasoning: I'd avoid permanent disarms, as it's kind of a big part of what Loki has going for him. A temporary disarm while also forcing enemies to move where you want them to can be significant. It's a common combo used by Loki with Radial Disarm and Decoy. 2. Magnetize: No change. Augment: Magnetized Discharge: Manually Detonate Magnetize. Enemies hit have their armor stripped to create Polarized Shards. Reasoning: Again, I'd avoid permanent disarms. Creating more shards that increase her armor, and thus her survivability, would achieve this goal of increasing her tankiness while also increasing her deadliness in the field with another method of stripping enemy armor to create more shards that can be picked up by more Magnetize Bubbles and Crush (see below). 3. Polarize: No change. Augment: No change. Reasoning: This is already a great ability. Why mess with it at all? 4. Crush: Add Polarize shard damage to this ability. Also, allow it to pick up shards in its range to add to its base damage. Augment: No change Reasoning: Need. More. Shard. Use. So, this change would increase her armor, and thus her survivability to some degree, create a use for those polarize shards beyond simply looking like map glitter and only affecting one of her abilities. Edited July 24, 2019 by xZeromusx Link to comment Share on other sites More sharing options...
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