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Loki, Nyx, Mirage (a revisit)


(XBOX)Knight Raime
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So let me get a few things out of the way first, I am NOT doing these kinds of threads in the hopes that DE uses my ideas.  I do not believe my experience/understanding of frames supercedes anyone whom is a main/expert on a particular frame.  My suggestions come from my place of understanding and how I see the frames.  I do not want to massively change the direction of a frame or rewrite a frame based on it's theme.  I want to build off of what the frames already have and what we've learned over the years as seen in other reworks.  Finally this is for fun.  I'm fully back into the swing for warframe again and I love talking about frames.  So while I actively encourage people to leave feedback of their own on my ideas or leave suggestions that might do what I want but better I want people to realize that again my goal here isn't to actually get frames changed.  I don't believe i'm qualified to be that confident in making design decisions.

Why these 3?

There are a few reasons.  I feel like these 3 have fallen to the wayside amongst all other frames.  I recognize there are other frames that go underused.  However I feel like these 3 were in the lime light once but then disappeared due to the game moving forward.  Rather than kits like zyphers which never had a spot light or Vauban's where his kit was never great outside one ability.  Another and more important reason is I feel like these 3 frames are very similar in a broad perspective.  Loki, nyx, and Mirage all effect enemies and all 3 interact with the environment to some degree.  Loki and Nyx in particular having a lot of overlap with each other.

What are the problem(s)?

With Loki there isn't really a direct problem per se.  It's more his kit being dated.  His decoy and switch teleport while having some strong and semi niche uses are still ultimately old and thus should receive some love.  Mirage's problem is mostly consistency.  She plays around with lighting a lot and while this issue might be semi fixed with the new lighting engine coming with Empyrian I still want to improve it.  Her 4 is also a big waste as is and needs adjusting.  Nyx's problem is a bit more complex.  Her strength in manipulating the field pre rework was rather unique and subtle causing a lot of people to not understand her kit's strength beyond being a chaos bot.  DE tried to remedy this by giving her more blatent and understandable strengths.  But instead of at least accomplishing that they didn't go far enough and also irked a lot of Nyx mains who understood and loved her play style.

What are the goals?

With Loki I intend to add extra functionality in his kit via dual functionalities and some QoL updates.  This hopefully will keep his current strengths intact while bringing him up to what warframe is like today.  It will also hopefully make a difference between Nyx and him more pronounced.  With Mirage I intend to add consistency to her abilities alongside making some of her abilities more usable so she's got a bit more subtlety to her kit beyond being a weapon's platform.  Finally with Nyx I hope to finish what DE started by making her "new" benefits better, bring back some of what was great about old Nyx, and try to make the long standing ability Absorb into something that is viable and can both work for DE's new version of Nyx while having an option to feel more like her old indirect self.

 

Nyx:

Mind control:  Nyx now gain's the ability for a charge cast.  This extends the window for her and her allies to shoot and buff the target.  This also extends the duration of the mind controlled target.  Finally there is an innate damage multiplier built in via a synergy with Chaos.  Mind control targets will do more damage to targets who are effected by chaos.

Mind freak:  If Nyx swaps mind control targets and the previous target is not dead said target becomes disarmed and rad procced for a duration of time.  If Nyx swaps mind control targets/time runs out and the previous target is dead Nyx gains a % of health back and procs health regen for herself.

Psychic bolts:  New synergy with chaos.  If chaos touches enemies effected by bolts said effects from bolts spread to other targets. (with less effectiveness which can be made up via power strength.  Which can also effect the slow % on enemies.)

Bolts augment: Bolts now disarm enemies.

Chaos: Minor tweak.  Enemies attacking other enemies under the effect of chaos have their damage multiplied against each other.

Absorb:  Is now Assimilate by default.  Allies firing into your ability do not make it drain more energy.  Instead it adds a second static cost (effected by mods) when deactivating the ability.  Absorb also gets a damage multiplier ala wukong defy to allow it to be able to kill trash more consistently.  Finally Nyx gains a brief period of invulnerability for leaving Absorb to ensure safety.

Absorb augment:  Now has the current static defense pose.  Nyx loses the damage buff given by allies.  Enemies shooting into her bubble expand the bubble's size up to a cap.  Nyx and her allies (including objectives) are healed over time as long as Nyx is inside her absorb.  Deactivating her bubble causes enemies to suffer a guaranteed blast proc if they're in the bubble and cleanses Nyx and her allies of any current status effects.

Passive:  Nyx gains energy passively for every enemy effected by her abilities.

Summary:  Nyx has always been about effecting the enemies or her allies through indirect means.  These changes bolster this playstyle and a more aggressive one ala DE rework.  Enemies and MC targets should more reliably be hurting each other now.  Allowing bolt's effect to propogate with chaos solves the problem of her current limited number of bolts without trying to finesse some changes to behavior on the bolts themselves.  And it's augment in combination with chaos should allow you to some what recreate old nyx where you'd make melee enemies to draw aggro on chaosed enemies.  Absorb is now a proper offensive option that still gives Nyx some direct survivability.  But it can be swapped out to be a more team orientated and passive ability which plays to the strengths of Nyx's passive behavior.  The passive change in combination with all other buffs is a survivability buff.  As casting has always been her life blood.  And for those who run P flow/QT you should be better off now.

 

Loki:

Passive:  Loki can now wall latch forever (can still be knocked down via slams and other similar effects.)  Wall latching pauses Loki's invisibility timer.

Decoy:  Decoy no longer has health and is entirely duration based.  Holding to cast Decoy allows you to switch teleport with your decoy upon release.  Targets shot by Decoy take more damage from loki's weapons. (effected by power strength)

Decoy augment:  Still swaps with decoy if he takes fatal damage (decoy is destroyed upon switch).  But instead of a casting speed for only decoy Loki gains a brief period of invisibility and a minor movement speed buff.

Switch teleport:  Hold to cast functionality added.  If you hold to cast on your target you teleport to them instead of switching places with them.  Swapping with a downed ally pauses their bleed out timer.  Swapping with an enemy opens them to a small period of stealth damage multipliers.  Can reset an enemy from alert to unaware.  Swapping with unaware targets does not alert them.

Summary:  Loki is a utility frame that's all about switches and tactical play.  His passive change is to allow Loki to best approach the situation when he wants and how he wants.  The hold functionality for decoy speeds up his trick for avoiding lasers in spies and lets him speed run levels a bit faster.  Decoy having health could be addressed by slotting an augment but I felt that was far too niche and a bit out of the way for setup just to have a reliable distraction on the field versus melee units or ranged ones if you couldn't place it out of harms way.  Finally I added the damage buff effect between Decoy and Loki to have a little nice bonus.  Since his ability already gave room for that via status procs.

Decoy augment change further cements it as Loki's "panic" escape option.  Switch teleport changes are to give you more options on how to approach a situation.  Sometimes teleporting to revive an ally in the middle of a fight isn't safe for loki so extending their bleed out time via a slight pause ensures loki can place the target out of harms way for revival.  Additionally teleporting to things instead of switching targets as an option allows Loki more flexibility with how he approaches a situation.  And swapping with an enemy was really more of a meme then a tactical advantage.  So I changed that.  I had a few other ideas with his kit that involved more interplay with his kit via synergies but I felt that might have changed him a bit too much.  These changes weren't really done to make Loki more of an attractive pick for newer Loki players but rather giving long time Loki fans a bit more to play around with.

 

Mirage:

Hall of mirrors:  Minor tweaks.  Instead of making smaller but more jewels with slight of hand Mirage that have reduced effect her single gem gets a bigger radius of effect and trigger range. Can recast to refresh duration.

Slight of hand:  Mirage can now trigger the Gem via shooting it herself.  If Mirage triggers the effect it is always a guaranteed blast proc.  If the enemies set it off it is always a blind.  Charm effect of the Jewel is no longer effected by Line of sight.  Charm aggro takes priority over Mirage and her clones but not objectives or allies.  Recasting will refresh the duration of booby trapped objects but not replace the gem if it is still active. Slight of hand is now a one handed action and does not interrupt Mirages movements or reloading.

Booby trapped laser traps extend to spy lasers allowing Mirage and allies to pass through them without triggering alarms.  Consoles that activate alarms become disabled preventing enemies from being able to use them for the duration of the ability.  Lockers become openable by default instead of needing an enemy to be near by to cause an explosion to open them.  Still causes an explosion if an enemy gets close though.  Arc traps proc electric stun effect on enemies.  pick ups that explode cause status effects depending on pick up type instead of taking a specific type of damage.

Slight of hand augment: can go up to 100% chance

Eclipse:  Tap cast to gain damage reduction.  Hold cast to gain damage buff.  Standing in light pauses damage buffs duration.  Standing in dark pauses damage reduction buff.

Eclipse augment:  Allies who pass through your area of effect get to keep the effect for it's remaining duration after leaving the range of Mirage.

Prism:  Removal of drain over time in favor of adding a second casting cost for pre detonation.  Removal of light/dark bonuses depending on where Mirage is at (so prism still gains a damage buff in light areas on it's own).  Damage now scales based on how many times it bounces off a surface.  Enemies close to prism have a chance to be blinded automatically.  Detonating still blinds any enemy that can see it.  Enemies within 5 meters of the detonation will be ragdolled.  Beams have a chance to proc radiation status every time they touch an enemy. Casting speed is massively reduced.  Synergy with Hall of mirrors.  Casting it with her 1 active makes it have more beams and is bigger in general causing the AoE for the ragdoll and passive blind to be bigger.

Summary:  Hall of Mirrors was already a very solid ability but it's synergy seemed more anti than pro.  You typically don't spec for range on Mirage so this usually hurt your gems which were an addition to make slight of hand even more useful.  Hence the minor tweak I made with the synergy between the two abilities.  Slight of hand was already pretty useful if you bothered to semi build for it.  Changes made give it a bit more strengths to consider using whilst adding some consistency as there were some weird interactions/barriers to gain these effects which sometimes were not great to begin with.

It's augment is dumb fun and I don't see why we can't let her be a little bomber by making the proc on those mines be 100%.  Eclipse had nice effects but is too inconsistent.  Giving it a dual cast purpose allows you to properly take advantage of both effects more consistently (at the cost of more energy because double casting.)  Plus pausing the duration for either effect still plays into Mirage's theme of being effected by lighting without hampering her kit's effectiveness.  Made it's augment basically chroma's vex augment because asking someone to hug you the entire time is unrealistic.  Finally prism was just a mess.  It used to be a cheap spammy blind through walls and DE promptly smacked the ability way down into the unusable state it is today.

I increased it's power while removing a lot of it's clunk at the cost of having a secondary energy cost for ending the ability early as to hopefully keep it in check balance wise.  Minor QoL through out the kit to make her just feel overall better to use.  Of all the frames in the game I think she felt the most dated in terms of actually controlling her.  So I tried to fix that.

 

Closing thoughts:  It was a lot to write and read and I thank you for your time.  I have no doubt that I may revisit these frames again sometime either due to changes made by DE, new ideas to further push what I wanted but in a better way, or per suggestions from you guys.  Apologies if my changes do not do your beloved frame the justice or attention you seek for it.  I will strive to do better.

Edited by (XB1)Knight Raime
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il y a 41 minutes, (XB1)Knight Raime a dit :

Eclipse:  Tap cast to gain damage reduction.  Hold cast to gain damage buff.  Standing in light pauses damage buffs duration.  Standing in dark pauses damage reduction buff.

Eclipse augment:  Allies who pass through your area of effect get to keep the effect for it's remaining duration after leaving the range of Mirage.

I think the current meta on the hunt will have to move.

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à l’instant, (XB1)Knight Raime a dit :

I do not understand. 

Mirage is the best DPS in the game where there is light. There is no light on the hunt because it passes at night. If to solve this problem, the Mirage is likely to be included in the meta due to its huge damage. It will look like Chroma before nerf. Although, can be even stronger. 

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il y a 4 minutes, (PS4)FK2P a dit :

No just add environment FX to dark areas like with equinox’s mend. If I know where the dark areas are I don’t care, it’s the fact that some light areas are portrayed as dark that makes her inconsistent.

Just give the ability to control the light with the other abilities. I think it would be more logical for the trickster.

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1 minute ago, zhellon said:

Just give the ability to control the light with the other abilities. I think it would be more logical for the trickster.

You can’t have insane damage reduction AND insane damage output at the touch of a button, it has to have some drawbacks. With mirage you have to use the environment and play around a little, find a dark area, then find a light area, if this was more consistent she would be great, it’s an active playstyle, she has to move but she has to play her moves wisely.

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il y a 4 minutes, (PS4)FK2P a dit :

You can’t have insane damage reduction AND insane damage output at the touch of a button, it has to have some drawbacks. With mirage you have to use the environment and play around a little, find a dark area, then find a light area, if this was more consistent she would be great, it’s an active playstyle, she has to move but she has to play her moves wisely.

No, I don't want to take that away. I'm just saying that the abilities could create a dark or light zone for her when necessary. That is, it will still work only one bonus, but it will give the opportunity to get out of uncomfortable situations where there is nowhere to hide or there is simply no light.

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Just now, zhellon said:

No, I don't want to take that away. I'm just saying that the abilities could create a dark or light zone for her when necessary. That is, it will still work only one bonus, but it will give the opportunity to get out of uncomfortable situations where there is nowhere to hide or there is simply no light.

I understand, but part of the essential design aspects to mirage is that in exchange for the insane buffs, you have to in a sense be a slave to the environment. Mirage is a reactive warframe, you have to act AND react, and I think that this rework would remove that aspect. I don’t enjoy how completely inconsistent the lighting is with the perceived lighting, which is why I think it needs to emit a UI dark cloud for every registered dark zone within 15m , but when you rework something you have to remember what the playstyle of the warframe is, if you look at wukong, they kept his playstyle intact with the clone, and the 2-3 and buffed his 4, with this I feel too much of the drawbacks of mirage would be removed and people would just use her like old chroma. I do agree though that this ability is inconsistent and feels unfinished and is a pain to play.

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il y a 1 minute, (PS4)FK2P a dit :

I understand, but part of the essential design aspects to mirage is that in exchange for the insane buffs, you have to in a sense be a slave to the environment. Mirage is a reactive warframe, you have to act AND react, and I think that this rework would remove that aspect. I don’t enjoy how completely inconsistent the lighting is with the perceived lighting, which is why I think it needs to emit a UI dark cloud for every registered dark zone within 15m , but when you rework something you have to remember what the playstyle of the warframe is, if you look at wukong, they kept his playstyle intact with the clone, and the 2-3 and buffed his 4, with this I feel too much of the drawbacks of mirage would be removed and people would just use her like old chroma. I do agree though that this ability is inconsistent and feels unfinished and is a pain to play.

You know better. I'm not a Mirage player. I can only say that the Mirage itself is fine. She just has a lot of weird flaws, but if you agree with that, why not?

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35 minutes ago, zhellon said:

Mirage is the best DPS in the game where there is light. There is no light on the hunt because it passes at night. If to solve this problem, the Mirage is likely to be included in the meta due to its huge damage. It will look like Chroma before nerf. Although, can be even stronger. 

I doubt she'd be like chroma pre fix because he was double dipping on himself in the calculations. Though I can see how having both a high % buff with 95% damage would be meta as heck. Potentially her effects can be deminished when not in the right lighting. 

29 minutes ago, (PS4)FK2P said:

No just add environment FX to dark areas like with equinox’s mend. If I know where the dark areas are I don’t care, it’s the fact that some light areas are portrayed as dark that makes her inconsistent.

While lighting is an issue information wise I don't think it should have as huge of an influence on her kits effectiveness as is. She'd need to be able to make her own areas in order to keep as is. By sticking with the current system you're basically asking someone to camp in a mobility enhanced game. Which is even weirder for mirage because her passive encourages movement. 

I'd rather find some way for both buffs to be in play than keep it as is. Maybe have deminished effects when not in the optimal lighting. 

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  • 2 weeks later...
On 2019-07-14 at 3:46 PM, (XB1)Knight Raime said:

Mind control:  Nyx now gain's the ability for a charge cast.  This extends the window for her and her allies to shoot and buff the target.  This also extends the duration of the mind controlled target.  Finally there is an innate damage multiplier built in via a synergy with Chaos.  Mind control targets will do more damage to targets who are effected by chaos.

This doesnt really address the problem with the ability, with decent duration you can already have the ability last for up to, and over a minute, and in multiple occasions Ive had enemy targets doing well over a 1000% damage. The main problem is how the damage is dealt to the enemy, and enemy damage in general.  You can make your target do considerably more damage by shooting them in the head, but the problem is the animation for mind control has them essentially hiding there head, which makes it difficult to stack the damage buff, enemy damage to each other is also terrible outside of a few group of enemies like corpus techs.

A new animation would be welcome for mind control, but otherwise I generally agree with the changes you have suggested for Nyx, Mind Controlled targets dealing more damage to chaos plagued enemies is a nice change, the psychic bolts synergy is nice, but psychic bolts need to do more then just strip armor/shields. When playing groups using CP, or playing with other frames like mag, her two is a dead ability

On 2019-07-14 at 3:46 PM, (XB1)Knight Raime said:

Absorb:  Is now Assimilate by default.  Allies firing into your ability do not make it drain more energy.  Instead it adds a second static cost (effected by mods) when deactivating the ability.  Absorb also gets a damage multiplier ala wukong defy to allow it to be able to kill trash more consistently.  Finally Nyx gains a brief period of invulnerability for leaving Absorb to ensure safety

I have suggested this for the longest time, her absorb is absolute garbage without the augment. Allies firing into the assimilate bubble already doesnt drain energy, so thats redundant, but otherwise what you have word for word is what I have been clamoring for.

Not a fan of the suggested augment, as it would only ever be useful in certain situations, since it promotes a passive playstyle in a game about killing things as fast as possible.  I would never personally use it.

Instead her new augment should just increase her mobility while in absorb, sorta like mesa walts, give her the ability to roll, and move slightly faster, at the cost of an increased energy drain.

Nyx is my favorite frame and most played by a substantially large margin

Edited by Vanilla_nuka
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2 hours ago, Vanilla_nuka said:

This doesnt really address the problem with the ability, with decent duration you can already have the ability last for up to, and over a minute, and in multiple occasions Ive had enemy targets doing well over a 1000% damage. The main problem is how the damage is dealt to the enemy, and enemy damage in general.  You can make your target do considerably more damage by shooting them in the head, but the problem is the animation for mind control has them essentially hiding there head, which makes it difficult to stack the damage buff, enemy damage to each other is also terrible outside of a few group of enemies like corpus techs.

A new animation would be welcome for mind control, but otherwise I generally agree with the changes you have suggested for Nyx, Mind Controlled targets dealing more damage to chaos plagued enemies is a nice change, the psychic bolts synergy is nice, but psychic bolts need to do more then just strip armor/shields. When playing groups using CP, or playing with other frames like mag, her two is a dead ability

The suggested changes you quoted are really to free up some room for modding/augment changes (in regards to mind control.)  Not really born out of necessity.  As for bolts I kind of agree.  As the other half of it's benefits don't really come into play in a big way unless you're vsing infested.  Though i'm not sure what other effect I could tack on it.  It is true that CP makes her bolts semi useless.  But I think since that kinda requires you to be running with a squad of friends it's not the biggest deal.  CP isn't really a mandatory slot anymore.

2 hours ago, Vanilla_nuka said:

I have suggested this for the longest time, her absorb is absolute garbage without the augment. Allies firing into the assimilate bubble already doesnt drain energy, so thats redundant, but otherwise what you have word for word is what I have been clamoring for.

Not a fan of the suggested augment, as it would only ever be useful in certain situations, since it promotes a passive playstyle in a game about killing things as fast as possible.  I would never personally use it.

Instead her new augment should just increase her mobility while in absorb, sorta like mesa walts, give her the ability to roll, and move slightly faster, at the cost of an increased energy drain.

Nyx is my favorite frame and most played by a substantially large margin

Eh.  See I wouldn't use that augment either.  Cause it just seems like a direct buff.  I know I already stated it before but the idea behind the augment I suggested really is to promote that passive/indirect style of play.  Many people would probably skip over it as there are better frames that cc enemies and heal allies.  But i'd run it when solo carrying just because.  If you have some kind of suggestion that could make it more defensive/ally orientated i'd like to hear it.  As I kind of want her default to be the active and aggressive style and her augment to be a passive and defensive style.

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I saw yet another Loki revisit post and clicked ready to rage but... it's not bad.

Loki:

  • Instead of Immortal Decoy, I would say give it an invulnerability period where it gains HP based on damage taken.
  • Switch aka Not-Switch Teleport seems fine. You can already teleport to Decoy though so I don't get that part.
  • Decoy Augment plays better.

Nyx:

  • I still kinda want Nyx to selectively be able to keep an MC target.
  • Bolts spreading esp Augmented disarm is reasonable. I do miss the Rad proc but that's a fine idea.
  • Passive is better. Nyx isn't real energy intensive but better still.
  • Absorb into Assimilate. I think it's being crunched on but it's also become a mandatory aug with her lowered CC capacity. I actually didn't use it much before and instead used her Bolts augment most the time. Nyx just never got hit when played well.

Mirage:

  • Major problem with her Slight of Hand is the clones also doing it for reduced duration. It means every time you use it most enemies get hit with the lesser version then can't be affected by the more potent version in the middle. I feel the ability should have a more randomized spread radius or remove the diminished effect.
  • Toggle Eclipse I think most want but I'm indifferent either way. 95% DR at all times with no downside is pretty strong.
  • Prisms biggest problem is it's cast time. Even with Natural Talent it's a death sentence for Mirage.

Not bad overall.

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18 hours ago, (XB1)Knight Raime said:

Eh.  See I wouldn't use that augment either.  Cause it just seems like a direct buff.  I know I already stated it before but the idea behind the augment I suggested really is to promote that passive/indirect style of play.  Many people would probably skip over it as there are better frames that cc enemies and heal allies.  But i'd run it when solo carrying just because.  If you have some kind of suggestion that could make it more defensive/ally orientated i'd like to hear it.  As I kind of want her default to be the active and aggressive style and her augment to be a passive and defensive style.

Ah ok I see what you mean, if you were going for more of a defensive style augment, the main thing I could think of is damage redirection. Since she already has increased aggro pull while in absorb, any damage allies take are redirected to to nyx and applied to her bubble. When it detonates, the damage buff that she normally would give herself, can now be applied to teammates aswell, but the weapon damage buffs base duration would need to be raised to be meaningful. With 160% duration, the buff is about 10 seconds, but that includes the animation time so realistically she ends up getting like 7 or 8 seconds,  15 or 20 would be more preferable. The damage buff caps at 400%,so  Nyx could theoretically give hear teammates a mini eclipse. that would keep it within the base ability that it has now, with out having to change it to significantly

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On 2019-07-25 at 7:13 PM, Xzorn said:

I saw yet another Loki revisit post and clicked ready to rage but... it's not bad.

Loki:

  • Instead of Immortal Decoy, I would say give it an invulnerability period where it gains HP based on damage taken.
  • Switch aka Not-Switch Teleport seems fine. You can already teleport to Decoy though so I don't get that part.
  • Decoy Augment plays better.

Nyx:

  • I still kinda want Nyx to selectively be able to keep an MC target.
  • Bolts spreading esp Augmented disarm is reasonable. I do miss the Rad proc but that's a fine idea.
  • Passive is better. Nyx isn't real energy intensive but better still.
  • Absorb into Assimilate. I think it's being crunched on but it's also become a mandatory aug with her lowered CC capacity. I actually didn't use it much before and instead used her Bolts augment most the time. Nyx just never got hit when played well.

Mirage:

  • Major problem with her Slight of Hand is the clones also doing it for reduced duration. It means every time you use it most enemies get hit with the lesser version then can't be affected by the more potent version in the middle. I feel the ability should have a more randomized spread radius or remove the diminished effect.
  • Toggle Eclipse I think most want but I'm indifferent either way. 95% DR at all times with no downside is pretty strong.
  • Prisms biggest problem is it's cast time. Even with Natural Talent it's a death sentence for Mirage.

Not bad overall.

Loki:

Your suggestion was what I was thinking of going for at first actually.  You're confused on why I decided to add the function of hold to cast for an option for switch teleport?  What do you mean about that last point?  Are you saying it's current augment plays better or mine?

Nyx:

By keep you mean not having to recast?  The idea behind making assimilate the default is because DE tried to push Nyx to be more aggressive.  So making her default form the one she can move in seemed to fit that.

Mirage:

Yes i've been playing a lot with slight of hand and it's augment lately.  I agree the smaller one's are a hassle and it's why i've opted to remove that and just have her clones help make a bigger/stronger one.  I'm still trying to find a way to work her eclipse ability to make it more elegant.  Even if lighting in levels was better to properly define where said things are i'm not fond of being forced to stick to an area for either effect.  My above attempt isn't a very good attempt at solving my problem.  I'd say both cast time and it's energy drain is a problem.  It's a very expensive blind that really doesn't have much else going for it.  I tried to make it less expensive and more interesting beyond random blind ball that you have no control over.

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On 2019-07-26 at 12:23 PM, Vanilla_nuka said:

Ah ok I see what you mean, if you were going for more of a defensive style augment, the main thing I could think of is damage redirection. Since she already has increased aggro pull while in absorb, any damage allies take are redirected to to nyx and applied to her bubble. When it detonates, the damage buff that she normally would give herself, can now be applied to teammates aswell, but the weapon damage buffs base duration would need to be raised to be meaningful. With 160% duration, the buff is about 10 seconds, but that includes the animation time so realistically she ends up getting like 7 or 8 seconds,  15 or 20 would be more preferable. The damage buff caps at 400%,so  Nyx could theoretically give hear teammates a mini eclipse. that would keep it within the base ability that it has now, with out having to change it to significantly

Actually a damage redirection style augment is pretty cool.  But how would we visualize it?  Links like trinity?  Having to be in her bubble?  And yes the current buff duration is too low in default.

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17 minutes ago, (XB1)Knight Raime said:

Loki:

Your suggestion was what I was thinking of going for at first actually.  You're confused on why I decided to add the function of hold to cast for an option for switch teleport?  What do you mean about that last point?  Are you saying it's current augment plays better or mine?

Nyx:

By keep you mean not having to recast?  The idea behind making assimilate the default is because DE tried to push Nyx to be more aggressive.  So making her default form the one she can move in seemed to fit that.

Mirage:

Yes i've been playing a lot with slight of hand and it's augment lately.  I agree the smaller one's are a hassle and it's why i've opted to remove that and just have her clones help make a bigger/stronger one.  I'm still trying to find a way to work her eclipse ability to make it more elegant.  Even if lighting in levels was better to properly define where said things are i'm not fond of being forced to stick to an area for either effect.  My above attempt isn't a very good attempt at solving my problem.  I'd say both cast time and it's energy drain is a problem.  It's a very expensive blind that really doesn't have much else going for it.  I tried to make it less expensive and more interesting beyond random blind ball that you have no control over.

 

You mentioned Teleporting to the Decoy but that can already be done. I guess it saves a lil energy?
I meant your version is more practical and plays better with his kit than the current augment.

By Keep I mean not having to kill the enemy or that being the end result no matter what you do. Some amount of upkeep should be needed but I've said in other posts a good mind manipulator knows when to sacrifice the Pawns and keep the Rooks.

Yea, I agree. When it comes to Mirage's 4th I just miss her hybrid builds. She was a pretty good CC frame once upon a time. =/

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3 hours ago, (XB1)Knight Raime said:

Actually a damage redirection style augment is pretty cool.  But how would we visualize it?  Links like trinity?  Having to be in her bubble?  And yes the current buff duration is too low in default.

You could probably do it similar to harrows covenant I would imagine, but she would have to be in the bubble to do it. She could project her psychic bolts and have them surround her allies, sorta like baruuks daggers, those are two options. I always Imagined nyx as a female version of Professor X, since they actually share alot of the same mental abilities

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