BlachWolf Posted June 16, 2019 Share Posted June 16, 2019 (edited) Titania received a rework (if you can call it that) not so long ago, but it left a lot to be desire. All of her 1-2 abilities still remain forgettable, her 1 is basically a weaker version of her 3 and her 2 only provides one decent buff, which is entangle and even then because enemy weapon isn’t affect it remains underwhelming, finally her passive is just more bullet jump distance and thus mostly worthless since you’re going to be in your 4 most of the time. The only good ability is her 4, which deals insane DPS and is extremely fun to use, especially with razorwing blitz. With this rework suggestion I want to give her a better passive and replace her first two abilities, while tweaking her 3 and 4. That said, here are my suggestions. Her passive (new): Tribute Spoiler Ability description: Killing an enemy extracts his soul as an offering for Titania, which takes the form of a buff determent by the enemy unit. Allies are also able to pick up the buff. Technical description: Entangle: slows down enemies within 20 meters around Titania by 25% for 30s. (Affects weapons and movement). Dust: reduces the accuracy of enemies within 30 meters around Titania by 50% for 30s. Full Moon: grants 25% loot drop chance from enemies killed in a 15m radius for 30s. Thorns: companions deal 75% more dmg for 30s including razorflies. Note: While I mentioned that Tribute was an underwhelming ability, as a passive it would be outstanding. Though because she would have these buffs readably available, I decided to reduce the duration of all abilities for balancing purposes. In addition, I discarded the damage deflection buff, since thanks to how enemy damage scales and her squishy nature, it really didn’t benefit titania. Instead I added a loot drop chance buff and swap the names to those I deemed more appropriate (full moon for profit and thorns for dmg). Buffs will still be determent by their previous corresponding units. Her one (ability combination): Spell Lantern Spoiler Ability description: Titania targets an enemy, which sends him afloat transforming him into a beacon which attracts enemies. Enemies that surrounded the target will be set afloat, they themselves wont become a beacon. Technical description: Beacon count: Only 4 beacons can be active at once. If spell lantern is casted on more enemies while 4 beacons are active, enemies will be simple set afloat, like how spellbind functioned. Remove status cleansing, since I'll be using that on another ability. Note: Both abilities were basically the same, one just needed to be spammed more than the other. By combining them we can make space for a new ability. Her two (New): Fairy dust Spoiler Ability description: Titania covers the area she’s aiming at with her fairy dust, which afflicts enemies with a curse that increases energy and health orb drop chance on death, while allies are blessed with more bullet jump distance for the duration of the ability. In addition it removes status effects from allies. Technical description: Range: 10 / 12 / 14 / 16m scales with range. duration 11 / 14 / 17 / 20s scales with duration Bullets jump bonus: 10 / 15 / 20 / 25% scales with strength. Health and energy orb drop chance: 10 / 20 / 30 / 40% static. Note: From reading I’ve learned that one of the abilities common associated with fairies is healing and luck, so I decide to give her just that. With this ability Titania will be able to support her allies, while also giving her some sustainability. In addition, this could open her up to a new form of gameplay, since she now will be able to take advantage of health conversion. Her three(new): Razorfly Spoiler Ability description: Titania spawns 6 razorfly drone that attack nearby enemies. Razorfly drones have increased threat levels and thus enemies will prioritise them over Titania and her allies. Technical description: Damage: 40 / 60 / 80 / 100 slash damage with 25% status chance, damage scales with power strength. Health: 400 / 500 / 600 / 700 robotic health scales with power strength. Note: One of the best parts of her kit is her razorflies, they can consistently proc arcanes that rely on headshots and are good decoys when she’s in razorwing. Though the problem was that she could only replenish them by recasting razorwing. Making this ability her 1 was the perfect solution for this problem, while also giving her the advantage of using razorfly outside of her 4. Her four (tweak): Razorwing Spoiler Dex Pixia: Punch through: Add a 1m punch through. Note: The only problem this ability has is dealing with crowds of enemies. All exalted abilities except this one can hit multiple targets at once innately, especially those more comparable to Dex Pixie (Balefire, Artemis bow, Regulators). Adding 1m of punch through should fix this issue. I didn’t mention Diwata since basically no one uses that weapon and unless it’s changed to a gun blade, it will remain like this since titania is just to squishy to go melee. Though with the addition of reliably health orbs and health conversion that could change. While I myself do like Titania a lot, sadly I seldom play her and only recently have I started using her again, which inspired me to write this post. If you think some of my changes are to over the top or just bad, your more than welcomed to comment on it. Edit: I forgot that the tribute buffs are determent by enemy type, so I changed that part to reflect this functionality. Also I removed the part where I said her 3 was bad, since its not, which I stated when talking about the ability and thus contradicted myself with what I said at the start. Edit2: I changed how lantern works and made it into his one, while I made razorfly to her 3. Also after many suggestions I moved the status cleansing to fairy dust. Edited June 18, 2019 by BlachWolf 1 Link to comment Share on other sites More sharing options...
(PSN)chibitonka Posted June 16, 2019 Share Posted June 16, 2019 6 minutes ago, BlachWolf said: Titania received a rework (if you can call it that) not so long ago, but it left a lot to be desire. All of her 1-3 abilities still remain forgettable, her 1 is basically a weaker version of her 3, which in turn is a worse version of lokis decoy and saryns molt and her 2 only provides one decent buff, which is entangle and even then because enemy weapon isn’t affect it remains underwhelming, finally her passive is just more bullet jump distance and thus mostly worthless since you’re going to be in your 4 most of the time. The only good ability is her 4, which deals insane DPS and is extremely fun to use, especially with razorwing blitz. With this rework suggestion I want to give her a better passive and replace her first two abilities, while tweaking her 3 and 4. That said, here are my suggestions. Her passive (new): Tribute Reveal hidden contents Ability description: Killing an enemy extracts his soul as an offering for Titania, which takes the form of a random buff. Allies are also able to pick up the buff. Technical description: Entangle: slows down enemies within 20 meters around Titania by 25% for 30s. (Affects weapons and movement). Dust: reduces the accuracy of enemies within 30 meters around Titania by 50% for 30s. Full Moon: grants 25% loot drop chance from enemies killed in a 15m radius for 30s. Thorns: companions deal 75% more dmg for 30s including razorflies. Note: While I mentioned that Tribute was an underwhelming ability, as a passive it would be outstanding. Though because she would have these buffs readably available, I decided to reduce the duration of all abilities for balancing purposes. In addition, I discarded the damage deflection buff, since thanks to how enemy damage scales and her squishy nature, it really didn’t benefit titania. Instead I added a loot drop chance buff and swap the names to those I deemed more appropriate (full moon for profit and thorns for dmg). Her one (new): Razorfly Reveal hidden contents Ability description: Titania spawns 6 razorfly drone that attack nearby enemies. Razorfly drones have increased threat levels and thus enemies will prioritise them over Titania and her allies. Technical description: Damage: 40 / 60 / 80 / 100 slash damage with 25% status chance, damage scales with power strength. Health: 400 / 500 / 600 / 700 robotic health scales with power strength. Note: One of the best parts of her kit is her razorflies, they can consistently proc arcanes that rely on headshots and are good decoys when she’s in razorwing. Though the problem was that she could only replenish them by recasting razorwing. Making this ability her 1 was the perfect solution for this problem, while also giving her the advantage of using razorfly outside of her 4. Her two (New): Fairy dust Reveal hidden contents Ability description: Titania covers the area she’s aiming at with her fairy dust, which afflicts enemies with a curse that increases energy and health orb drop chance on death, while allies are blessed with more bullet jump distance for the duration of the ability. Technical description: Range: 10 / 12 / 14 / 16m scales with range. duration 11 / 14 / 17 / 20s scales with duration Bullets jump bonus: 10 / 15 / 20 / 25% scales with strength. Health and energy orb drop chance: 10 / 20 / 30 / 40% static. Note: From reading I’ve learned that one of the abilities common associated with fairies is healing and luck, so I decide to give her just that. With this ability Titania will be able to support her allies, while also giving her some sustainability. In addition, this could open her up to a new form of gameplay, since she now will be able to take advantage of health conversion. Her three(tweak): Lantern Reveal hidden contents Tweak: Add the status removal from her spellbind to this ability. Note: One thing I consider to be good about spellbind is the status removal, which in my opinion shouldn’t be lost. Therefore, I decided to just implement this in her 3. Though this could very well be turned into an augment for her 3 instead, if it’s to OP. Her four (tweak): Razorwing Reveal hidden contents Dex Pixia: Punch through: Add a 1m punch through. Note: The only problem this ability has is dealing with crowds of enemies. All exalted abilities except this one can hit multiple targets at once innately, especially those more comparable to Dex Pixie (Balefire, Artemis bow, Regulators). Adding 1m of punch through should fix this issue. I didn’t mention Diwata since basically no one uses that weapon and unless it’s changed to a gun blade, it will remain like this since titania is just to squishy to go melee. Though with the addition of reliably health orbs and health conversion that could change. While I myself do like Titania a lot, sadly I seldom play her and only recently have I started using her again, which inspired me to write this post. If you think some of my changes are to over the top or just bad, your more than welcomed to comment on it. I'd play her for like a week or more nonstop tbh. And come back to this post rereading it to see if it fits how you'd envision her playing as. Makes it easier to address problems players have with her and the unspoken ones that don't get much attention as well. Link to comment Share on other sites More sharing options...
BlachWolf Posted June 16, 2019 Author Share Posted June 16, 2019 (edited) 8 minutes ago, (PS4)chibitonka said: I'd play her for like a week or more nonstop tbh. And come back to this post rereading it to see if it fits how you'd envision her playing as. Makes it easier to address problems players have with her and the unspoken ones that don't get much attention as well. Well I did play he for around 5 days before writing this. I wrote that more because maybe I underestimated the value of her spell bind or her 3. Though I did forget about something and that was that she cant revive allies while in razorwing, in addition not being able to use your pet was also a complaint many raised. The innate vacuum which could ruin the energy management of some players using arcane energize was also a subject of complaint. Edited June 16, 2019 by BlachWolf Link to comment Share on other sites More sharing options...
peterc3 Posted June 16, 2019 Share Posted June 16, 2019 Tribute costs Energy and an ability slot. Those numbers and effects are not suitable for a passive that neither takes Energy nor the place of another Ability and randomness doesn't make it any better. Link to comment Share on other sites More sharing options...
(PSN)chibitonka Posted June 16, 2019 Share Posted June 16, 2019 Just now, BlachWolf said: Well I did play he for around 5 days before writing this. I wrote that more because maybe I underestimated the value of her spell bind or her 3. Though I did forget about something and that was that she cant revive allies while in razorwing, in addition not being able to use your pet was also a complaint many raised. Also the innate vacuum which could ruin the energy management of some players using arcane energize. If that wasn't straight while you were on warframe then it might not be long enough. Gotta look at it outside of just inconveniences too. Also the innate vacuum was a call the community kept griping for so it shows their credibility should be taken with salt. Arcane usage isn't factored cause not enough ppl have them to the point it's commonplace. As for something turning out op that's fine. Factoring in how you can balance it via limitations, duration/single use/channeled, buildup and so on. Preventing braindead spamming of an ability is number one. Titania is meant for jack of all trades gameplay from just looking at her normal kit, unlike others she does it poorly. Can stick with that playstyle in mind and build towards it or scrap it and keep the fairy queen theme while changing her playstyle to something else. Imo Play her more, while asking yourself for this playstyle if it leaves something to be desired, where and how can it be tended to so it enhances it instead of detracting. Link to comment Share on other sites More sharing options...
(PSN)chibitonka Posted June 16, 2019 Share Posted June 16, 2019 (edited) 4 minutes ago, peterc3 said: Tribute costs Energy and an ability slot. Those numbers and effects are not suitable for a passive that neither takes Energy nor the place of another Ability and randomness doesn't make it any better. rng never really bodes well in abilities. *looks at wukongs new passive and sobs* Edited June 16, 2019 by (PS4)chibitonka Link to comment Share on other sites More sharing options...
BlachWolf Posted June 16, 2019 Author Share Posted June 16, 2019 5 minutes ago, peterc3 said: Tribute costs Energy and an ability slot. Those numbers and effects are not suitable for a passive that neither takes Energy nor the place of another Ability and randomness doesn't make it any better. Oof, I forgot that the buffs arent given randomly but based on the enemy it came from, Ill be fixing hat right away. Link to comment Share on other sites More sharing options...
Pavelord Posted June 16, 2019 Share Posted June 16, 2019 I also like spellbind status removal, but it being a defensive and support skill, moving it to a third powers incurs heavier energy cost and makes it less readily available, should fit well in fairy dust for casting on others and self. Link to comment Share on other sites More sharing options...
BlachWolf Posted June 16, 2019 Author Share Posted June 16, 2019 8 minutes ago, Pavelord said: I also like spellbind status removal, but it being a defensive and support skill, moving it to a third powers incurs heavier energy cost and makes it less readily available, should fit well in fairy dust for casting on others and self. Could be done indeed, But from what I've understand the status removal stays for as long as spellbind is active, basically allowing you to remove your status by just getting near the target, which is why I didn't delve further into how it would work. Link to comment Share on other sites More sharing options...
BlachWolf Posted June 16, 2019 Author Share Posted June 16, 2019 18 minutes ago, (PS4)chibitonka said: rng never really bodes well in abilities. *looks at wukongs new passive and sobs* I forgot that her tribute buffs are determent by the enemy units instead of just being rng. I updated the post to reflect that functionality. Link to comment Share on other sites More sharing options...
(PSN)chibitonka Posted June 16, 2019 Share Posted June 16, 2019 (edited) 6 minutes ago, BlachWolf said: I forgot that her tribute buffs are determent by the enemy units instead of just being rng. I updated the post to reflect that functionality. Her melee on razorwing is easy asf to fix. Traveling melee slashes courtesy of using the fairies. Just coat her melee with them and fairydust. Have razorwing build up fae dust while firing off Dex pixi. Then she can offload it during melee strikes. Chargecast razorwing so you can put both her guns together to fire missiles. Maybe chargecast after her melee is coated to fuse both weapons momentarily 😄 Edited June 16, 2019 by (PS4)chibitonka Link to comment Share on other sites More sharing options...
BlachWolf Posted June 16, 2019 Author Share Posted June 16, 2019 (edited) 4 minutes ago, (PS4)chibitonka said: Her melee on razorwing is easy asf to fix. Traveling melee slashes courtesy of using the fairies. Just coat her melee with them and fairydust. Have razorwing build up fae dust while firing off Dex pixi. Then she can offload it during melee strikes. Well there could be an interaction between fairy dust and diwata, though before tackling that part I'd rather wait and see what melee 3.0 brings to the table. Wukong should be a preview to whats to come, lets hope our monkey boi is a good showcase of how good melee 3.0 is going to be. Edited June 16, 2019 by BlachWolf Link to comment Share on other sites More sharing options...
(PSN)chibitonka Posted June 16, 2019 Share Posted June 16, 2019 1 minute ago, BlachWolf said: Well there could be an interaction between fairy dust and diwata, though before tackling that part I'd rather wait and see what melee 3.0 brings to the table. Wukong should be a preview to whats to come, lets hope our monkey boi is a good showcase of how good melee 3.0 is going to be. shouldn't affect her since it does function more like a arch melee weapon than melee. Despite the mods it can use. Monkey boy is a oof. x: Link to comment Share on other sites More sharing options...
BlachWolf Posted June 16, 2019 Author Share Posted June 16, 2019 5 minutes ago, (PS4)chibitonka said: shouldn't affect her since it does function more like a arch melee weapon than melee. Despite the mods it can use. Monkey boy is a oof. x: Well archwing melee was affected by the changes, you cant block manualy and you switch your weapon by meleeing or aiming. For wukongs rework I'm really excited, I never liked the fact that he was immortal. Link to comment Share on other sites More sharing options...
(PSN)chibitonka Posted June 16, 2019 Share Posted June 16, 2019 Just now, BlachWolf said: Well archwing melee was affected by the changes, you cant block manualy and you switch your weapon by meleeing or aiming. For wukongs rework I'm really excited, I never liked the fact that he was immortal. true but that's the only real changes. the fact he was immortal wasn't the problem, moreso the fact he had so many rezzes and invul was affected by duration. 17 rezzes at 10 seconds per, that's way too much. Link to comment Share on other sites More sharing options...
BlachWolf Posted June 16, 2019 Author Share Posted June 16, 2019 8 minutes ago, (PS4)chibitonka said: true but that's the only real changes. the fact he was immortal wasn't the problem, moreso the fact he had so many rezzes and invul was affected by duration. 17 rezzes at 10 seconds per, that's way too much. Add arcane grace and nullifier with the two rage mods and even a Warframe with a magnetic weapon couldnt kill you. Link to comment Share on other sites More sharing options...
(PSN)chibitonka Posted June 16, 2019 Share Posted June 16, 2019 1 minute ago, BlachWolf said: Add arcane grace and nullifier with the two rage mods and even a Warframe with a magnetic weapon couldnt kill you. exactly the problem. Way too easy to keep it up. The procs don't suck enough energy to make it a concern during invul stages. The fact duration took a 2-3 base invul stage and streched it to 10+ was disgusting. Good concept but like alot of things in the game, poor execution. Only real risk is uncasting it to recast but that's meh. Link to comment Share on other sites More sharing options...
Qamelion Posted June 17, 2019 Share Posted June 17, 2019 (edited) I really love when a member of the community puts in so much work. But trust me.. nobody at DE will hear your outcry for a good rework.Better spend your energy on other things.DE will rework Titania before her Prime variant comes out so she sales much better.Same story with almost all the other bad frames. Also one reason why Vauban got left behind.Only thing you can put your bid on is when Pablo decides to rework a frame (Saryn, Nezha).But since Titania, Ember, Vauban, Banshee and all other "bad" frames are no passion project from Pablo,you have to wait until around March 2020 for a proper rework (including her Deluxe skin coming out some month before her Prime variant comes out).Her rework will also not include any community suggestions. She will get reworked how DE things she needs to be reworked. And I also highly doubt that any DE employee will read this. Mark my words. Edited June 17, 2019 by Qamelion Link to comment Share on other sites More sharing options...
Teridax68 Posted June 17, 2019 Share Posted June 17, 2019 I really like this rework. I very much agree that Titania is currently a frame dominated by her 4, and so because the rest of her kit just isn't all that interesting. Switching up her abilities so that she has the same core effects, but less redundancy and more diversity to what she can do (e.g. throwing out clouds of razorflies instead of just CCing enemies in about the same way via two different abilities), could make her much more interesting to play, even if her core contributions remain the same. If I had one criticism to make, it's that I think the status cleanse on allies would likely be a much better fit on Fairy Dust than on Lantern, but otherwise I have no major objections. Link to comment Share on other sites More sharing options...
Guest Posted June 17, 2019 Share Posted June 17, 2019 (edited) Well, this simple rework works for me. Gotta say, like everyone above, just let the fairy dust cleanse people rather than put it on her lantern. Maybe allow her Razorflies to recover their HP if they attack Lanterned/Fairy Dusted targets, and Titania herself to recover HP if she melees such. Would open up the door to using Rage/Hunter Adrenaline on her (without need for the Health Orbs) Edited June 17, 2019 by Guest Link to comment Share on other sites More sharing options...
BlachWolf Posted June 18, 2019 Author Share Posted June 18, 2019 21 hours ago, Teridax68 said: I really like this rework. I very much agree that Titania is currently a frame dominated by her 4, and so because the rest of her kit just isn't all that interesting. Switching up her abilities so that she has the same core effects, but less redundancy and more diversity to what she can do (e.g. throwing out clouds of razorflies instead of just CCing enemies in about the same way via two different abilities), could make her much more interesting to play, even if her core contributions remain the same. If I had one criticism to make, it's that I think the status cleanse on allies would likely be a much better fit on Fairy Dust than on Lantern, but otherwise I have no major objections. Thanks, I wanted to remove the redundancy and give her a way to regen razorflies. On the fairy dust chsnges, it could go both ways really. 1 Link to comment Share on other sites More sharing options...
BlachWolf Posted June 18, 2019 Author Share Posted June 18, 2019 21 hours ago, Datam4ss said: Well, this simple rework works for me. Well she doesnt need much to be a good frame. 21 hours ago, Datam4ss said: Gotta say, like everyone above, just let the fairy dust cleanse people rather than put it on her lantern. Could go both ways, I'll change it once I'm home. 21 hours ago, Datam4ss said: Maybe allow her Razorflies to recover their HP if they attack Lanterned/Fairy Dusted targets, and Titania herself to recover HP if she melees such. Thethe razorflies suggest is nice, but because she would be able increase the drop rate of energy and health orbs I think its unnecessary. 21 hours ago, Datam4ss said: Would open up the door to using Rage/Hunter Adrenaline on her (without need for the Health Orbs) Well her 4 really doesnt use much energy and she's far to squishy to take full advantage of those mods. Either way you could still heal with melee. Maybe allowing OP mide while in razorwing would be a better idea. Link to comment Share on other sites More sharing options...
Veridian Posted June 18, 2019 Share Posted June 18, 2019 2 things I'd like to change and you can leave her at that. Make either 1 or 2 not require a target. Make the max duration of Blitz start straight away and each spell refreshes and enhances it, so I don't have to recast something worthless every 10 sec. Link to comment Share on other sites More sharing options...
Duality52 Posted June 18, 2019 Share Posted June 18, 2019 Moving her Tribute as a new Passive (since most Passives aren't affected by mods) is a brilliant move. Few things I would change about Lantern is giving you the option to create your own "Lantern" instead of requiring an enemy. If you do use it on an enemy, the victim's health could increase the damage the Lantern does both the effect and the ending explosion. Link to comment Share on other sites More sharing options...
BlachWolf Posted June 18, 2019 Author Share Posted June 18, 2019 (edited) 4 hours ago, Duality52 said: Moving her Tribute as a new Passive (since most Passives aren't affected by mods) is a brilliant move. Thanks, tribute is basically a perfect fit for that role. Titania has a lot of reusable abilities, her problem is that they're badly distributed, her 1 and 3 basically do the same thing, one just needs to be spammed to be effective. 4 hours ago, Duality52 said: Few things I would change about Lantern is giving you the option to create your own "Lantern" instead of requiring an enemy. If you do use it on an enemy, the victim's health could increase the damage the Lantern does both the effect and the ending explosion. Good Idea indeed. Though because she already deals so much dmg with her 4, I think its unnecessary to give scaling dmg to her other abilities. Edited June 18, 2019 by BlachWolf Link to comment Share on other sites More sharing options...
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