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(PS4)Vexx757

Feedback on the recent Warframe abilities so far...

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Imo I think Atlas` abilities needs to be looked at again before his prime variant comes out.

 

Here is what I would like to see from Atlas;

Atlas:

1st ability

·       Increase the dash range from 15 to 20m and can be increased by range mods.

 

This makes the ability better against distant enemies by closing the gap.

 

2nd ability

·       When aiming at the rock-wall with it becomes see-through for Atlas and allies.

·       For three seconds, it will be invulnerable and draw enemy aggro. If enemies are shooting at it, it will absorb the damage which increases the damage when using it against the enemies when deactivating the ability.

·       On deactivation it will shoot like a fast projectile instead of a slow roll.

·       Holding the ability will display a range indicator for aiming at enemies and on release will shoot the rock wall instantly.

·       If Atlas or allies stand near it, they will receive 30% status chance in a 15m radius. 50% status chance if shooting through rock-wall.

·       Synergy: Using your 1st ability on it will break it into rubble. When picked up, it will produce a glowing aura (colour based on energy colour) around atlas which will make him 30% resistance to elemental procs for 20 seconds.

 

These improvements make tectonics more effective when used for offence or defence, it has more than one purpose and can help him and the team.

 

3rd ability

Fix: When visually stacking armour, make it to where the rubble builds up symmetrically on Atlas instead of only on one side or get rid of visual rubble build up. (having it on one side looks ugly to me)

·       Synergy: If you pick up rubble after picking up rubble from 2nd ability, it will increase elemental resistance up to 75% and increase duration by 3 seconds.  

 

4th ability

·       They can now charge at enemies causing them to ragdoll.

·       You can command them to stay in one place or run freely.

·       If they are staying in one place, they change themselves into auto firing turrets.

·       Synergy: Holding the 4th ability will drain the armour you have accumulated from the 3rd ability, converting it into damage for the rumblers. If the armour gauge is full, it will take 3s to drain it.

 

This will make them able to dish out more damage, tactical and add cc to enemies.

 

Fix: When equipped with the shikoro helmet and his head turns it looks flat.

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Since getting His prime variant, I was thinking that he could get some changes to his abilities. These changes make him more effective and add synergy to his abilities.

 

Nekros:

Passive: Make nekros receive 10 health within 15m when enemies are killed.

 

1st ability:

·       An enemy affected by this will be susceptible to critical and status damage.

·       Enemy effected can deal no damage to you or allies.

·       Enemies affected by this will visually be transparent that’s shown as an indicator by chosen energy colour.

·       Using this will cause a small ragdoll.

 

2nd ability

·       Decrease energy cost to 50.

·       (Synergy) Using the 1st ability on affected enemy will increase the damage and will deal viral damage.

fix: In interception, enemies will still hack the terminal instead of running away.

 

3rd ability:

·       As soon as enemies are killed it will drop loot instantly.

 

4th ability:

·       After animation is done, make them have 5 seconds of invulnerability being able to absorb damage they receive converting it to damage for them.

·       Make there be an indicator above their head to discern them from enemies.

·       (Synergy) Picking up health orbs from desecrated bodies will heal the shadows and double the health pick up for them. Picking up energy orbs will increase their damage by 400% for 15s. Picked up again can refreash the timer.

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55 minutes ago, (PS4)Vexx757 said:

1st ability:

·       An enemy affected by this will be susceptible to critical and status damage.

·       Enemy effected can deal no damage to you or allies.

·       Enemies affected by this will visually be transparent that’s shown as an indicator by chosen energy colour.

·       Using this will cause a small ragdoll.

No. What Soul Punch needs is to instantly kill any enemy when sufficiently weakened. Similar to Garuda's Dread Mirror

56 minutes ago, (PS4)Vexx757 said:

2nd ability

·       Decrease energy cost to 50.

·       (Synergy) Using the 1st ability on affected enemy will increase the damage and will deal viral damage.

fix: In interception, enemies will still hack the terminal instead of running away.

Why does it deal Viral?

And why would you not want enemies to flee from the terminals in Interception?

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23 hours ago, (PS4)LoisGordils said:

Why does it deal Viral?

And why would you not want enemies to flee from the terminals in Interception?

Enemies having armour striped plus getting hit by something the forces their soul out should make the enemy severely weak hence viral. You miss understood I meant enemies should not be still hacking terminals if they are effected by the 2nd ability, currently, they still hack it which doesn't make sense. Btw what do you think of the 3rd and 4th ability suggestions I came up with?

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I really like your suggested changes for the Shadows, as the ability at base has been lacking when not using its augment. As for your desecrate suggestion, it's fine but I doubt DE would be open to it. Currently it's delay acts as a balance for it, and they seem to be really wary with extra loot mechanics ex. chesa multi loot nerf. What I'd more so like is for despoil to be integrated into the base ability, it fits thematically and would work well with your shadows suggestion. As currently I find despoil almost integral to playing nekros, be it for equilibrium, health conversion, or simply sustaining his energy and health economy. I also second Gordils suggestion for soul punch, would also make that scene in his prime trailer finally accurate. :b

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Posted (edited)
On 2019-07-26 at 2:02 AM, Fenr3r said:

I really like your suggested changes for the Shadows, as the ability at base has been lacking when not using its augment. As for your desecrate suggestion, it's fine but I doubt DE would be open to it. Currently it's delay acts as a balance for it, and they seem to be really wary with extra loot mechanics ex. chesa multi loot nerf. What I'd more so like is for despoil to be integrated into the base ability, it fits thematically and would work well with your shadows suggestion. As currently I find despoil almost integral to playing nekros, be it for equilibrium, health conversion, or simply sustaining his energy and health economy. I also second Gordils suggestion for soul punch, would also make that scene in his prime trailer finally accurate. 😛

5

Me personally after the nerf of loot, the my 3rd ability suggestion should happed it`s bad enough we have to grind for things, but now we can`t stack loot? that BAD and unnecessary. Tbh I don`t dis the idea of his 1st ability being instant kill, that would make the ability more useful. I talked about single target abilities being more useful, tell me what you think if this idea was added to Nekros` 1st ability.

 

Edited by (PS4)Vexx757

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Posted (edited)

Ash:

 

·       All abilities can be cast while on a zipline.

Even though I like Shuriken, on it`s own it`s just a basic ability and you don`t have the option to choose who you want to kill despite being an assassin.

1st Ability: Shuriken

Spoiler

·       Holding the ability will make both shurikens target the enemy you`re aiming at dealing double slash damage.

·       The more health the enemy loses, the slower the enemy moves when bleeding out.

·       When the enemy stops bleeding, it will go back to its normal movement speed.

This makes Ash more strategic by giving a choice of who he wants to kill and makes him better at killing single target enemies. I have a post talking about single target ability improvements if you want to know more look here.

 

1

https://forums.warframe.com/topic/1113425-new-class-warframeability-idea-single-targets/

Even through the duration of the invisibility is short, I still think smoke screen is a good ability. I see the ability to be used tactically, so instead of increasing its duration, I’m going to add somethings to compensate for the lack of duration.


2nd Ability: Smoke Screen

Spoiler

2nd Ability: Smoke Screen

·       Increase the cast stun duration to 4 sec.

·       The smoke left behind will last for 10 seconds.

·       Enemies that enter the smoke will have a 6 sec stun duration and are more susceptible to damage.

·       All stun durations cannot be increased by duration mods.

·       The stun and the smoke damage buff will also work on bosses.

·       When Ash is invisible, the apparitions from bs are invisible also.

 

There are now new ways you can use this ability;

·       You can use it next to a dangerously high-levelled enemy to stun it and kill it with ease.

·       You can use it to block enemies in doorways. Since the smoke affect duration is 6 seconds and the smoke lasts 10 seconds, enemies will be stuck for a total of 12 seconds.

·       If you mod for less duration and more range, it will turn it into a better cc ability.

 

This improvement makes this ability strategic and you have more than one way to use the ability.

3

This is one of the reasons why I really like Ash. I concept of reaching to another location based on what you can see and by memory and is as fast as someone blinking however, as it is now, it only has one use so I`m going to increase the potential of this ability.

 

3rd Ability: Teleport

Spoiler

·       Holding the ability will give Ash certain mobility buffs. Teleporting in the air will give him sprint speed, bullet-jump before teleporting will give him increased bullet-jumping distance and sliding before teleporting will give him maneuverer speed.

·       The buffs start at 5% however, multiple used can increase them up to its maximum of 25%.

·       All buffs will have a duration of 20 seconds.

·       These buffs are not affected by strength and duration mods.

·       Holding the ability while on the ground will make ash kick the enemy across the room causing a small ragdoll (visual animation is the same)

·       You can teleport through windows if there are allies, npcs, enemies or objects with a health bar on the other side of it.

·       You are able to teleport to enemies in the air.

·       After teleporting in the air, preforming melee attacks will keep him in the air. (if DE decides to add aerial combos to melee 3.0)

 

These tweaks Ash`s 3rd ability will improve his teleporting abilities, has an easier time killing airborne enemies and gives him more mobility.

 

People have been saying to me that it`s stupid to teleport through solid objects or that it`s not possible. (or for Ash`s 3rd ability at least) If they knew the concept of teleporting, they would know what they are saying is stupid. Here is an example of someone that said this to me;

“windows are solid objects, teleporting through them would be extra ridiculous”

Here is proof than it is possible for this to happen.

 

 

Before I get into bs here are the current problems with bs;

Spoiler
  • The two stages of the killing process make bs slow, because of this, other players can take his kills before you get a chance to kill them which makes him not helpful in the team, not fun to play and in a fast-pasted game this is bad.
  • Marking enemies for some players is sickening because of the motion of moving the cursor onto enemies, even though it`s easier (but still a problem) to do this using a mouse, doing this on a controller is not as easy, an ability should be able to be easy to use no matter you use.
  • Because enemies are highlighted by your chosen energy colour, it will make enemies more visible to other players to go and kill them which in their minds is a top priority.
  • If you want the full damage of bs, you have to mark the enemies three times which means you must be stationary to mark enemies with three marks. In low-level missions, your energy will be refunded back to you if you over mark and in high levels you obviously going to want the full damage of it so there is absolutely no point in having to choose the amount of damage you want to dish out. With the old bs, you had the full damage regardless.
  • Bodies disappearing makes it to where you can`t bring him in a desecrating team with a nekros. While bodies disappearing makes sense on paper for him being a ninja and I like the idea, unfortunately, this just makes him a problem in that team.
  • The indicator shows how many marks instead of how many enemies affected by bs. Because of this, you have no idea how many enemies are going to be killed. If it showed how many enemies affected by bs, it will let the play know when to use bs again.
  • Using your 2nd ability to use less energy is not synergy. Synergy is meant to be a choice that makes a difference in missions however, this so-called synergy is a must to use it consistently which makes it a bad gimmick.
  • Using the 3rd ability to join the animation costs no energy but you need energy to be able to use it which makes no sense plus, in low-level missions, sometimes you`re not even going to get a chance use your 3rd ability because the apparitions have killed the enemies already. (depending on how many enemies you mark)
  • Apparitions (clones) appearance is not consistent. The visuals go from looking like you custom coloured Ash to a hologram version, to the original ash look with default colours. Also, this is a bug that the old bs had which means it has not been fixed.
  • When marking, you can`t mark enemies that are behind walls or objects which make you have to run around searching for enemies to kill and if you in a team, your marked enemies will be killed off by your teammates.
  • Even if Ash`s damage has increased to 2,000, (his damage now is still great) the damage is not as good compared to the old bs. The apparitions of the old bs was like Saryn`s 1st ability damage but slightly better, (and the terminator) the apparitions would not stop killing until the enemies were dead and even though attack speed mods can increase their killing speed, with the current bs, the apparitions only attack three times however the bleeding damage speed cannot.
  • Compared to the mechanics of the old bs while using his augment, his bs augment now is useless since the changes (nerf) and the fact that you have other mods that can do the same thing and better.
  • You can`t pick an choose what enemies you want to kill; (which people claim you can do) on paper it makes sense however in practise the idea is not useful. For example, if you wanted to mark an energy eximus in-between two other enemies and you only have enough energy to mark one enemy, you are not able to.
5

As you can see this proves there`s so many downsides than the old bs which has no solutions to those problems. So I’m going to make this surpass the old and the current bs and make it beneficial if you are in the animation.

 

4th Ability: Blade Storm

Spoiler

·       When activating the ability, it will start instantly.

·       Pressing the ability will bring you into the animation while holding the ability will send clones out to kill instead of you.

·       If you want to jump out of bs, press the ability again and the clones will continue to kill enemies.

·       Enemies that are red can be killed by players.

·       There is no limit to how many enemies he can kill within the radius of the enemy he`s aiming at.

·       An indicator is shown of the number of enemies that are going to be killed by bs.

 

Interactive blade storm animation

If you don`t want to be in the animation, it will act as normal however if you decide to be involved in the animation, you have a chance to gain bonus duration of slash ticks and 1% animation speed increase in the next use, however, you have to be interactive within the animation.

 

While in the animation;

 

·       You have to press the melee button in sink when his stabs enemies in the animation.

·       When doing so, there is an indicator showing the buffs and successful hits which will be converted into duration of slash ticks and animation speed increase.

·       The more successful hits you get the more animation speed you can get in the next use e.g. 10 successful hits = 10% animation speed.

·       The maximum slash duration bonus you can receive is 7 seconds.

·       If you jump out of bs you will lose the bonuses.

·       The bonuses slash tick duration will also include all weapon types. (even weapons that don’t have slash)

·       If you don`t interact with at least five animation cutscenes and get three successful hits, you will only deal half of bs damage. (2000 damage + no interaction = 1000 damage.

Why this logically makes blade storm better;

 

·       Ash`s bs is still slow when it comes to dps however, at lease because it`s an instant activation, he will at least get to the enemies 1st before any other frame`s damage ability does.

·       The current bs we have now made him absolutely useless in a team but with my changes, at least in a high-level missions he can kill more efficiently which in turn make the team less likely to get downed.

·       The choice of whether you want to be in the animations or not is much easier to pull off. The way it is now if you use bs and you want to join the animation, but you have no energy you can’t join it even though it`s not meant to cost any energy to do so.

·       The indicator lets you know when you can use bs again.

·       If saryn, ember, banshee, equinox can kill as many enemies that are in their radius then ash should be able to do the same thing.

·       He now has a reason to use his 1st ability in high-level mission. (without augment)

·       Being in the animation is more interactive and requires you to participate which will reward you with bonuses.

·       These changes do not make him op because other people can take his kills while bs is still active.

8

Since Ash doesn`t have any synergy (or any good ones) here are some that will improve his performance;

Spoiler

Synergies

Smoke Screen + Shuriken, Teleport & Blade Storm:

·       If you use any ability while you`re invisible, enemy bodies will disappear.

·       Using you 1st, 3rd and 4th abilities on the smoke victim will increase the damage dealt to the enemy.

 

Shuriken + Teleport:

·       Using the 1st ability on an enemy will show their health bar through walls longer, making you able to teleport to them as long as they are continually receiving bleeding ticks.

 

 Shuriken + Blade Storm:

To increase the damage of bs you must use shuriken. As long as enemies continuously keep receiving bleeding ticks, your damage will increase over time with no limit.

·       Enemies need to be alive and bleeding from the 1st ability for bs to receive more damage.

·       If no enemies are affected by slash, you will have five seconds before the damage is lost.

·       If the five seconds is up, the stored-up damage will decay over time instead of disappearing completely.

·       There will be an indicator showing the amount of damage you are accumulating and the amount of time you have left.

·       If you get downed, the timer won`t start until you are revived.

Because it would be too op to build damage from combo multi and from shuriken, I’m getting rid of the combo multi damage build up with melee weapons since I think that this synergy gives you another reason to use shuriken in high-level missions plus you don`t need to use mods that increase combo duration just for bs which frees mod slots.

As much as I hate to say this, but if I had to nerf Ash I would take the invulnerability away and replace it with 90% damage reduction when he is in the animation.

4

Fixes:

·       Make Ash be able to teleport in and out of the same grates instead of just one direction.

·       Sometime ash is glitched and stabbing the air and he is unseen when using bs due to camera angle.

·       Make the “clones” look like him (like wukong`s 1st ability) instead of looking like a hologram.

·       When blade storm is done, Ash doesn’t appear at the same place he started at but instead is teleported in a different location.

 

Compared to the last time I came up with some tweaks for Ash, I this is by far the best I have come up with.

My re-visit to Ash makes him strategic in missions, more effective in stealth related missions, gives him synergy, has more mobility options and makes him more of an efficient killer in the art of assassination.

 

Edited by D20
Naming and shaming.
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Not bad, however I would suggest some things:

-Make Smoke Screen's lingering cloud block enemy line of sight, forcing them to run around or into the cloud if they have to shoot. That would make Ash better at defense type missions by forcing ranged enemies into close quarters if the cloud is placed on the cryopod/excavator/whatever.

-You ran into fake synergy with Shuriken&Bladestorm. Since Shuriken only works on two enemies at once, and it's completely random who they're going to hit, you need to spam the ability to make worth using BS on them, so more energy drain than we already have. DE's idea of cheapening cost with invisibility would have been good... if it applied to Teleport and Shuriken too, not just BS (which they buffed damage by 10% while increasing cost by 300%!)

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1 hour ago, (PS4)Vexx757 said:

1st Ability: Shuriken

The issue with Shuriken, since the Bladestorm rework, is that it is actually cheaper and deals more damage than both shurikens combined making it useless beyond picking off weak enemies behind a wall or stuck in an object, or taking out cameras. Add a hold mechanic just makes cast time difference lean more in favor of Bladestorm.

I like the slow effect though, I've been requesting something along those lines.

1 hour ago, (PS4)Vexx757 said:

2nd Ability: Smoke Screen

I like this.

3 minutes ago, Nazrethim said:

Make Smoke Screen's lingering cloud block enemy line of sight, forcing them to run around or into the cloud if they have to shoot. That would make Ash better at defense type missions by forcing ranged enemies into close quarters if the cloud is placed on the cryopod/excavator/whatever.

and this.

1 hour ago, (PS4)Vexx757 said:

3rd Ability: Teleport

I like the mobility buffs, they're fitting for him. And I would love the ability to target enemies through glass.

1 hour ago, (PS4)Vexx757 said:

4th Ability: Blade Storm

I don't like the idea of the default taking you into the animation. DE specifically wanted spamstorm gone and they are pushing away from press-4-to-win abilities that let you afk, and I don't blame them. I can also do far more damage to a room by marking enemies on one side and killing the other half of the room myself while not locked into animation. Having to opt out should not be the default.

Red enemies can already be killed by allies. They changed that a long time ago. And energy spent on marking them is refunded.

Honestly, damage bonuses should be for not joining, since as mentioned DE doesn't want people to just have afk animation spams. The major bonus for joining the animation is full invulnerability already.

I like his BS as is (except it should have a radial reticle like Garuda or Mesa, and preferably triple mark by default and attack quicker), but I wouldn't mind if it went back to area instead of target it it used a similar system to Garuda. Have it expand outward from your target the longer you hold it marking all targets in the radius. 

 

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hace 10 minutos, (XB1)GearsMatrix301 dijo:

“Improments”

gesundheit 😄

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On 2019-08-01 at 3:14 PM, Nazrethim said:

Not bad, however I would suggest some things:

-Make Smoke Screen's lingering cloud block enemy line of sight, forcing them to run around or into the cloud if they have to shoot. That would make Ash better at defense type missions by forcing ranged enemies into close quarters if the cloud is placed on the cryopod/excavator/whatever.

-You ran into fake synergy with Shuriken&Bladestorm. Since Shuriken only works on two enemies at once, and it's completely random who they're going to hit, you need to spam the ability to make worth using BS on them, so more energy drain than we already have. DE's idea of cheapening cost with invisibility would have been good... if it applied to Teleport and Shuriken too, not just BS (which they buffed damage by 10% while increasing cost by 300%!)

For the 1st part do you mean enemies can`t target anything inside the smoke? As for the 2nd part, I see what you mean but remember what I said I`d rather have big amounts of energy consumed but have a quicker bs activation than what we currently have. If you remember I said as long as the enemies are bleeding, the damage will ramp up so you don`t have to keep spamming it, also when you get the buff from being in the animation the duration of slash ticks will go from 10 seconds to 17 seconds so you have 17 + 5 (until damage decay) seconds to find some energy if possible. I wouldn`t say It`s fake synergy because your not going to use it in low-level missions so you still have a choice weather you want to use it or not however from what you said, If I have to combine your idea to come up with a solution, I`d say when you`re invisible you use less energy from all abilities which means using shuriken will take less energy.

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On 2019-08-01 at 4:00 PM, (PS4)Ozymandias-13- said:

The issue with Shuriken, since the Bladestorm rework, is that it is actually cheaper and deals more damage than both shurikens combined making it useless beyond picking off weak enemies behind a wall or stuck in an object, or taking out cameras. Add a hold mechanic just makes cast time difference lean more in favor of Bladestorm.

I see what your saying at the same time their is going to be a time where your not going to use all your abilities in a mission secondly My ideas for shuriken is mostly for solo play. (since I play solo mostly) How I see it his 1st is for single targets (unless you spam) and bs is for multi targets plus shuriken take less energy. Also remember there is a difference between the hold and the press mechanic to my idea.

 

On 2019-08-01 at 4:00 PM, (PS4)Ozymandias-13- said:

I don't like the idea of the default taking you into the animation. DE specifically wanted spamstorm gone and they are pushing away from press-4-to-win abilities that let you afk, and I don't blame them. I can also do far more damage to a room by marking enemies on one side and killing the other half of the room myself while not locked into animation. Having to opt out should not be the default.

Red enemies can already be killed by allies. They changed that a long time ago. And energy spent on marking them is refunded.

Honestly, damage bonuses should be for not joining, since as mentioned DE doesn't want people to just have afk animation spams. The major bonus for joining the animation is full invulnerability already.

I like his BS as is (except it should have a radial reticle like Garuda or Mesa, and preferably triple mark by default and attack quicker), but I wouldn't mind if it went back to area instead of target it it used a similar system to Garuda. Have it expand outward from your target the longer you hold it marking all targets in the radius. 

- I don`t know if you read it but my idea of bs I said you have a choice if you want to be in the animation or not so its not so there is no default and you no longer be afk and you need to read the problems with current bs again.

- I know I put that in there for it to make sense and to conform it.

- It`s not damage bonuses you receive from this and the reason I did that is because it stops people form being afk plus if you want the bonuses you have to be in the animation but if I have to put a nerf on Ash, I would replace invulnerability with 90% damage reduction.

- The only way I would agree with the idea of the redial like mesa or garuda is if it`s not affected by line of sight and if it`s instant activation if not then no thanks the old bs activation speed is far better than the slow bs we have now.

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OP edited.

I remind you that naming and shaming is not allowed on the forums (in your case, calling out someone because they were wrong about something). 

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hace 4 horas, (PS4)Vexx757 dijo:

For the 1st part do you mean enemies can`t target anything inside the smoke?

They CAN target something inside or behind, but they can't shoot it unless the cloud dissapears, or the run around it (and if the target is inside the cloud, they would run into the cloud).

Cita

As for the 2nd part, I see what you mean but remember what I said I`d rather have big amounts of energy consumed but have a quicker bs activation than what we currently have. If you remember I said as long as the enemies are bleeding, the damage will ramp up so you don`t have to keep spamming it, also when you get the buff from being in the animation the duration of slash ticks will go from 10 seconds to 17 seconds so you have 17 + 5 (until damage decay) seconds to find some energy if possible. I wouldn`t say It`s fake synergy because your not going to use it in low-level missions so you still have a choice weather you want to use it or not however from what you said, If I have to combine your idea to come up with a solution,

I understand. Still using Shuriken or stacking bleeds takes time, even if they are one-handed actions. A damage related synergy example would be Iron Skin and Rhino Charge: Charge deals Impact damage, but when Iron Skin is active it deals Blast damage (and procs!). Sure, it may not be impressive or bring bigger numbers, but it changes the combat effects of the ability. In this case having bleeds jsut does more damage.

To give you an idea: Back in Wrath of the Lich King, the final Assassination Rogue talent was "Hunger for Blood" which would give you a 5% damage buff for 60s and required a Bleed active on the enemy. It had no cooldown. Then in Cataclysm they changed it to "Vendetta" which gave you a 30% damage buff on the selected target for 20s, gave you unerring vision of it (which meant you could see them if they used any form of invisibility) and had a 2min cooldon. HfB was boring as hell. "Here's more damage, keep it up". Now with Vendetta...you had an ultimate ability that vastly increased your power for a short amount of time, it involved tactical use of it and saving it for the right moment in certain encounters. HfB was boring, Vendetta was exciting.

Combat had a passive "Combat Insight" which gave your attacks a chance to proc a 10% damage buff that lasted 20s... but it stacked, and when it stacked to 30% it would feature big red blades on your screen and shorten the duration to 10s. So you knew you had to do something crazy on that window before the cycle resets. Sometimes you used a weaker attack to delay it for a more oportune moment.

My point with giving those examples is: More damage is okay if it has a meaningful impact on your gameplay. That's why I'm wary of damage buffs and how they are applied.

Cita

I`d say when you`re invisible you use less energy from all abilities which means using shuriken will take less energy.

That would be a second passive. While I do like the idea of frames having two passives. I firmly believe they should be different in application. One truly passive (you deal X more damage of Y type, +Status duration, etc etc) and one "Gameplay Passive" which has a bigger impact on how you play (Nidus Undying, Titania's trampolines, Octavia's Mandachord, etc).

I do like the "bleeds tick harder every time they tick" which would be awesome and would more than justify having longer bleeds. Say All Bleeds inflicted by Ash last 50% longer but deal 15-20% +damage on every tick. So if your base bleed deals 100 damage/s for 6s, with Ash's passive it would be 120/s for 9s, ticking for extra 20 each second. So first tick is 120, second is 140, 3rd 160 and so on (or 120>144>173>208.. if you apply the 20% on the total and not the base every tick)

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Posted (edited)

Hildryn:

1st ability:

·       Increase the blast radius from 3m to 5m

·       Charging it will widen the spread to shoot in a cone.

 

2nd ability:

·       Enemies will stagger when the wave goes out and back in to give it cc.

 

3rd ability:

·       Enemies should have a 50% chance to be affected by radiation causing enemies to attack each other.

 

4th ability:

·       The movement speed is determined on wither you use speed mods or not.

·       Dashing doesn`t cost any shields.

·       While using the 1st ability, you are able to aim and shoot.

·       Holding the 1st ability while in her 4th ability will change it to auto shooting draining 50 shields a second.

·       The cc effect can bypass obstacles and floor levels.

·       Increase ascending and descending speed.

·       Make her be able to fly over endless pits without losing altitude.

·       Visually, make her do the landing animation after she hits the ground instead of her doing it in mid-air.

·       The higher she is off the ground, the more damage she will do when deactivating the ability. Reaching the 10m cap will double the damage.

 

Wisp:

1st ability:

·       When picking up wisps, make them visually translucent by the wisp`s energy colour looking like there are invisible, doing this will make it visually less annoying to look at.

·       The electric mote that’s left behind should be able to shock enemies when approaching it.

 

2nd ability:

·       The decoy should be able to bypass obstacles, grates, enemies and any object that looks like you could squeeze through it. (fence)

·       Teleporting should refresh her glide time, bullet and double jump.

·       If you jump in the air and cast it, it synergises with the passive by make it invisible so you can reach the other side without being detected by enemies in its path.

 

3rd ability:

·       If an effected enemy receives a status proc from your weapon, the surge sparks should carry over the status proc to nearby enemies that they also can be affected by it.

·       Enemy killed should deal bonus damage to the nearest enemy with surge sparks.

·       Increase the chance of releasing surge sparks to 20%.

 

4th ability:

·       Make there be an option to aim while using it.

·       Make it leave behind a fiery trail for 10 seconds.

 

Wukong:

1st ability:

·       Wukong should spawn two clones, one using primary weapon and the other secondary weapon. When you switch weapons, one of the clones will switch to melee.

-        Wukong constantly switching from gun to melee affects the clone’s performance which is a problem.

·        Since you have two clones, you can mark up to two enemies for each of them to attack.

·        After marking the enemy, the clone(s) should teleport to the target.

-        When marking while the clone is using a melee weapon, the clone takes a long time to reach the target. If using guns, it`s stuck in a spot and can`t kill the target because of obstacles in the way.

·       Clones can use whatever stance you have in your melee weapon and stance from the 4th ability.

·       When you crouch the clone will crouch and not attack enemies unless you mark them.

·       When using melee, the clone`s sprint speed is increased by 30%

-        I noticed that the clone is better at using guns than a melee weapon.

·        Instead of the clone teleporting to you when you move far from it, pressing the ability on the ground will teleport the clone to that location.

-        In defence missions you want the clone to attack enemies but if you move far from it, it teleports to you which is something you don`t want.

 

2nd ability:

·       Holding the left trigger (controller) should give the option to decrease it`s speed. Doing so will also increase the duration of use.

·       If the clone attacks an enemy affected by the stun of the 2nd ability, the clone should perform a finisher, doing so will make the clone invulnerable until animation is done.

·       Sentinels and companions are invulnerable while activated.

·       If you toggle sprint and you cast the ability, afterwards it should stay at the speed to left it on instead of resetting.

 

4th ability:

·       The second part of the combo with the kick animation should (small) ragdoll the enemy hit instead of a knockdown.

·       The ground slam animation should look like the slams when Wukong`s staff is bigger. (the slam we have now looks weak)

·       The ground finisher animation should be Wukong jabbing his staff into the enemy`s back.

Primal fury is way better than it was before however it’s just a stronger staff with a different stance, it doesn`t have a unique ability like Excal and Valkyre.

Here so some options for some unique abilities;

·       It has the ability to charge it. Holding the attack button at an enemy will pull wukong to it causing a kick that staggers the enemy and closing the gap.

·       While blocking, wukong can absorb damge with no limit and can be released by a slide attack, a slam attack and synergises with the 3rd ability by increasing the swipe damage.

·       While using it, Wukong has 30% increase dodge speed, bullet-jump 50% farther and 20% sprint speed.

·       While blocking, wukong can reflect damage back at enemies having a 20% chance of staggering them.

Fix: When Wukong stands still with no weapons equipped, the animation is meant to show him with the staff in his hand but you can`t see.

 

 

I know this warframe is not out yet but from what I saw I want to talk about his abilities. Grendel is a waframe that I wanted to see happen plus I have talked about my version of what I wanted for a fat warframe. Here’s the link to my post: 

I have some suggestions for his abilities;

Grendel

Passive:

From what I herd from the devstream, it sounds less of a passive and more like apart of the 1st ability. I think it would be better if it was the more you use your abilities, the more armour you get. Imo armour is not really good, the only way this passive is effective good is if there is no cap to how much armour you can get.

·       Each ability use you get 50 armour and there will be a 15 second timer for you to use your abilities again until it will deplete.

·       Since the 4th ability is an energy drain ability, there is no timer when in use.

 

1st ability:

·       You are able to eat up multiple enemies at a cap of 15 (base) making it a cc ability.

·       He is invulnerable when using it.

·       The damage done to him will convert into increase damage when shooting out enemies from inside his stomach.

·       There is an indicator showing the damage accumulated.

·       Remove the energy drain while enemies are in his stomach.

·       Depending on how much enemies you eat he should receive damage reduction. 1 enemy =5% damage reduction eximus = 10% dr.

 

2nd ability:

·       There is an indicator showing the buffs you have from eating enemies.

·       You can switch between which buff you want to use. (like ivara`s 1st ability)

·       Allies can receive the buffs within his range but don`t have to stay in range to keep it.

·       When picking the toxic buff, it will reflect the damage at enemies attacking him no matter the distance.

·       The armour he receives should NOT be percentage but base armour.

·       (Synergy) if he has armour (from the passive) when activating the armour buff, he will get a short invulnerability depending on how much armour he gets e.g. 100 armour= 1 sec 150= 1.5 sec.

 

3rd ability:

I totally disagree with this ability being on its own instead it should be with the first by holding the ability to shoot them out.

·       Shooting them at enemies causes a toxic aoe that damages enemies within 15m.

·       If enemies shot out are still alive, holding that ability causes them to explode knocking enemies down and dealing viral damage.

 

4th ability:

·       Can be cast in the air.

·       Can be cast on the move.

·       Hitting a wall while on the ground will cause you to ricochet off it. If in the air, you will ricochet back into the air.

·       Rushing by an enemy will cause a small ragdoll.

·       Your movement speed is doubled and the speed of his ball form is based on speed mods and the number of enemies you eat.

·       I don`t think it should automatically eat enemies but instead by synergy to the 1st ability.

·       (Synergy) using your 1st ability will cause his to do a homing attack onto an enemy consuming them. This is also good for closing the gap.

·       Hitting enemies should deal damage and knock enemies down.

·       Make it easier to control like the movement of warframes. DON`T MAKE IT LIKE ARCHWING, IF YOU STOP, HE STOPS ALSO.

·       (Synergy) You are able to receive buffs while in this form.

·       The bigger he gets, the more damage he does when colliding into enemies.

This is his 4th ability even through I like the idea of it, I DON`T like how slow it was. It should move a lot faster and be easier to control than what I saw.

Edited by (PS4)Vexx757

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Posted (edited)

DE has talked about gauss and Grendel synergising so I came up with an idea. As we know we can combine elemental mods to get a different elemental effect but imagine if elemental warframe`s abilities could synergise with each other in missions. For example, using Ember`s 4th ability with frost`s 4th ability will activate 100% blast damage causing enemies to be knocked down which is good for cc and can be very useful in defence and interception missions.

Or this idea could be used in a new game mode where you can`t kill enemies with just the basic elemental damage but the team has to combine elemental effects that will kill a single target enemy or a group of them.

Warframes that will benefit from this;

Ember

Frost

Saryn

Volt

Nezha

Chroma

Even hydroid and zephyr could get some synergy features since they are elemental warframes.

if this happened as an automatic synergy in missions or a game mode evolving around this will be more strategic and most importantly fun. This could encourage DE to come up with more elemental type warframes in the future.

 

Edited by (PS4)Vexx757

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4 hours ago, (PS4)Vexx757 said:

imagine if elemental warframe`s abilities could synergise with each other in missions

It would be chaos and reduce if not utterly cripple the effectiveness of many loadouts. No thanks.

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Did you mean Anthem? Cause I hear that mechanics isn't doing so hot for them ( among other things). The only reason this works for Gauss is cause he can control when the elements mix. Allowing it with all frames is just an asking for trouble. In the example you give, you've completely ruined both the Ember and Frost, as neither get anything beneficial from Blast.

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Yeah, this was discussed, and it came up 'not on the table' from DE. Most of the reason isn't because it's not possible, it's because it would create dozens of interactions that would have to be checked, rechecked, re-balanced every time they update the game, bug-fixed over and over and over... They have enough problems keeping 40 Warframes updated without trying to create over 80 potential new interactions between just 6 of those frames.

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Even through this what I would like to see happen to her, I do think Valkyr needs a rework due to that her 1st is not really needed and her 3rd is kind of useless. Also these ideas are mostly based on fun first endgame usefulness second.

 

Valkyr:

1st ability REWORK: Valkyr pounces on enemies dealing damage with her claws, having a chance to open them up to finishers.

·       The claws deal 700 damage.

·       The claws use the multi-hit combo. (the more you use it, the less energy it takes and the more damage it does)

·       You have to target an enemy to cast the ability.

·       Can be used in the air and on the move.

·       Enemies will be dismembered if killed in one hit.

·       Visually the claws temporarily appear when the ability is cast.

·       (Synergy) 2nd ability can increase its cast speed by 30%.

·       (Synergy) 4th ability can increase its damage by 40%.

 

2nd ability:

·       Can be used while on the move.

·       This will show a visible ring to show the range of the ability.

·       This will be a mobile ability instead of the effect being stationary.

 

3rd ability:

·       This ability will now do a small ragdoll to enemies.

·       Shields will strip enemies’ defences while having no shields will deal damage to them.

·       Enemies affected by this will increases Valkyr`s finisher speed by 30%

·       (Synergy) Activated while using the 4th ability will increase its damage.

 

4th ability:

·       You can no longer heal yourself while ability is active.

·       Get rid of increased energy drain over time.

·       Give her a new stance where it`s only her claws are being used.

·       You can change stance by using the claw stances.

 

Augment changes:

·       The 1st ability augment will instantly open enemies up to finishers and will give her 5% sprint speed buff for 15 seconds which can stack up to 20%.

·       Here 4th ability augment will now give her the ability to heal her while active.

 

Fix: When pulling off stances it`s hard for auto track enemies.

Fix: Energy claws are not visible in animation on Valkyr prime.

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Why would I ever use her 1 given it is just damage? I only ever use Ripline for utility reasons as it is, and you've removed that.

The gist of your new 4 is that since you aren't healing, that justifies infinite godmode returning. The invincibility is the reason the energy ramps up.

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17 hours ago, peterc3 said:

Why would I ever use her 1 given it is just damage? I only ever use Ripline for utility reasons as it is, and you've removed that.

The gist of your new 4 is that since you aren't healing, that justifies infinite godmode returning. The invincibility is the reason the energy ramps up.

"Also these ideas are mostly based on fun first endgame usefulness second"

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