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Valkyr Rework Ideas


(PSN)Estovian-Legend
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I've been playing with Valkyr basically since I first started playing Warframe, she was the first frame I got because I wanted something visceral and fast paced. While Valkyr still has a loyal fanbase of players that enjoy her high armor and melee potential, I do have to say there is some untapped love for Valkyr that I think could be obtained without ruining her premise as a close range high damage frame.

Ripline: Mostly a meme now because of it's low damage, inconsistent movement tech, and inability to do much past throw around a butcher for a laugh. I'd say the best possible update would to be make Ripline into a long range execute, pull them in and it auto performs a finisher. This would help clean up some of her range based issues, have her maintain her target focused mentality and not pull her into a massive AoE frame. It's movement potential can also be enhanced by adding additional momentum to the release of the Ripline to allow for a more far ranged arc.

Warcry: Warcry is a absolutely wonderful buff, with a strong urge to use melee in the current meta as well as a high demand for armor this buff has it all! I do however have a minor issue with it's augment. The augment allows for cast and forget style gameplay, which is considered to be boring and easily can just become routine to cast it on scarce occasion. For a Warcry Augment I'd say the best bet is to cause the Slow to instead inflict an AoE bleed effect on enemies, doing slash damage that grows with power strength mods

Paralysis: As it stands there are dozens of frames with the potential to blind, stun, or incapacitate enemies, this however has never really fit Valkyr since she's all about high paced movement (And personal space intrusions.) However the fact that Paralysis uses shields to deal damage with Paralysis gave me a unique idea. If the stun was dropped in lieu of a higher damage potential, short range AoE it would allow Valkyr to clear enemies with more generalized ease when they cluster together. I believe the Augment should allow for a short duration speed buff on Valkyr to allow for faster movement to close the distance with the next group.

Hysteria: While I personally love Hysteria there's a few issues I do have with the ability as a whole. Firstly the range is far too low in all circumstance, even with primed reach it can barely go further than most daggers. This makes it very hard to control the claws (especially when you take into account Warcry's attack speed bonuses) and makes actually using the claws feel slippery without careful movement and camera control. Secondly the Aura emitted by Hysteria, this aura accounts for line of sight and while I don't speak for every Valkyr, I've actually never paid much attention to where I deactivate the ability since it's not very common to be in a line of sight with the high paced movement of Warframe. The major fixes for this would be simply allowing the claws to benefit from ability range, giving a further reason to use range mods on Valkyr. As for her Aura it's easily fixed by instead giving her a buffer instead of a immunity with her Hysteria, make it so 25% of all damage is stored as a steadily building bleed effect that is lowered by her kills. I'd leave the augment the same for Hysteria since it actually nicely fits the primal nature of the Warframe itself.

Lastly Valkyr's Passive Nimble: I don't believe anything is wrong with her passive, it grants a nice bonus without being anything over the top and fits the idea of a feline style Warframe well!

These are merely ideas but as a proud player of Valkyr I'd absolutely love to see her shine in the new damage based meta that Warframe has taken to over the last few years!

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Why is everyone complaining about the claws range ? Her claws are 20cm long at best, why on earth would that hit something 15 meters away ?

It has no range because you have to ... move yourself toward the enemy when in Hysteria. That's also the point of Melee'ing

Edited by Chewarette
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7 minutes ago, Chewarette said:

Why is everyone complaining about the claws range ? Her claws are 20cm long at best, why on earth would that hit something 15 meters away ?

It has no range because you have to ... move yourself toward the enemy when in Hysteria. That's also the point of Melee'ing

While I do agree that her claws shouldn't be massively long or anything since I did state she is meant to be a close range high damage frame, the range is much to short in contrast to anything considered to be a high tier melee weapon. Exclaibur, Baruk, and Wukong all have range to their abilities and as such have a higher potential to kill since they can attack larger groups much easier. I don't believe a massive buff to range such as your stated 15 meters is needed and I don't wish to see Polearm sized hitboxes on her claws, but they do need something to allow for them to be more consistent in the current style of combat melee is focused in. Having it gain bonus from range also means that there would be sacrifices to other mod types such as power or duration, adding in variety to her builds! Thanks for your input tho!

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7 minutes ago, (PS4)Estovian-Legend said:

While I do agree that her claws shouldn't be massively long or anything since I did state she is meant to be a close range high damage frame, the range is much to short in contrast to anything considered to be a high tier melee weapon. Exclaibur, Baruk, and Wukong all have range to their abilities and as such have a higher potential to kill since they can attack larger groups much easier. I don't believe a massive buff to range such as your stated 15 meters is needed and I don't wish to see Polearm sized hitboxes on her claws, but they do need something to allow for them to be more consistent in the current style of combat melee is focused in. Having it gain bonus from range also means that there would be sacrifices to other mod types such as power or duration, adding in variety to her builds! Thanks for your input tho!

I understand the request but you have to understand that if they change Hysteria to scale with Range, it means either :

- It will reach 15m+ with 280% Range

- It will have 5cm range with 34%. (yes, if that scales with Ability Range, it means that also scales negatively)

It would effectively kill high-duration builds. Not sure that's really an improvement for Valkyr.

Excalibur, Wukong and Baruuk have a higher range, but their Exalted Weapons don't come with an invulnerability. If Valkyr's claws had the exact same range as Wukong's staff, while keeping its insane damage, then it would be detrimental to Wukong which would need to be buffed to keep on.

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2 minutes ago, Chewarette said:

I understand the request but you have to understand that if they change Hysteria to scale with Range, it means either :

- It will reach 15m+ with 280% Range

- It will have 5cm range with 34%. (yes, if that scales with Ability Range, it means that also scales negatively)

It would effectively kill high-duration builds. Not sure that's really an improvement for Valkyr.

Excalibur, Wukong and Baruuk have a higher range, but their Exalted Weapons don't come with an invulnerability. If Valkyr's claws had the exact same range as Wukong's staff, while keeping its insane damage, then it would be detrimental to Wukong which would need to be buffed to keep on.

Range would have a hard minimum cap, lots of abilities do. Just tweak it's scaling with Range mods, not out of the question to have it scale differently or even have a range cap like efficiency has with ability costs. As for "Killing High Duration Builds" that's a matter of opinion since it doesn't remove the option it merely adds additional options to building. Finally the idea of coming with invulnerability I actually stated an idea of adding in a damage buffer instead of a pure immortality since her immortality can get very boring if you only run max Duration builds. I don't want to see Valkyr in her typical "Max Duration Only" style that she's trapped in because that's the only viable build she has, increasing player choice while not overshadowing current playstyles allows for a more refined Warframe and a better overall product!

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4 hours ago, Chewarette said:

Why is everyone complaining about the claws range ? Her claws are 20cm long at best, why on earth would that hit something 15 meters away ?

It has no range because you have to ... move yourself toward the enemy when in Hysteria. That's also the point of Melee'ing

Which is not a valid balance point when we have exalted melee's who hit farther or in a bigger area.  Same with standard melee weapons.

4 hours ago, Chewarette said:

I understand the request but you have to understand that if they change Hysteria to scale with Range, it means either :

- It will reach 15m+ with 280% Range

- It will have 5cm range with 34%. (yes, if that scales with Ability Range, it means that also scales negatively)

It would effectively kill high-duration builds. Not sure that's really an improvement for Valkyr.

Excalibur, Wukong and Baruuk have a higher range, but their Exalted Weapons don't come with an invulnerability. If Valkyr's claws had the exact same range as Wukong's staff, while keeping its insane damage, then it would be detrimental to Wukong which would need to be buffed to keep on.

Excalibur can literally blind on demand if he's ever feeling in danger and his waves benefit from life strike.  Wukong has two forms of on demand invulnerability.  One reflects a lot of damage back capable of killing high end enemies.  The other heals him and also lets him reposition to safety very easily.  Baruuk has multiple layers of damage reduction and the capability of being untouchable from all forms of damage sans aoe attacks.  Valkyr being invulnerable is not a good trade off for the numerous downsides she has to deal with in her 4.

Not to mention all exalted weapons are capable of red crits not just valks.  Valk actually has no innate way to take advantage of condition overload as her status chance is very very poor.  I don't want her to have insane length for range.  A bit more would suffice.  I'd rather have more combos that hit in an AoE around her.  Valk is very much a single target hero in a horde based game that's forced into melee combat.

Plenty of other frames out there can be just as effective as her with melee with a plethera of ways to survive and they don't have to deal with anywhere close to her amount of restrictions.  She needs fixes to her issues.  And she needs big changes.  There is no reason to ever play Valkyr as a melee frame there are better melee frames.

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