NoSpax Posted September 24, 2019 Share Posted September 24, 2019 (edited) Why is Wisp not valid for Conclave? Here are a few ideas to make her available. [1] Reservoirs: Reservoirs are now destructible by enemies (80 eHP). Default buff duration reduced by 25% Reduced buff duration to 9/12/16/20 sec Vitality Mote: Reduced buff to 100 HP and 5 HP regen/s Haste Mote: No changes so far Shock Mote: Doesn't grant stun by autoaim. Instead grants an effect similar to Retribution, toned down to 10-15 Dmg. Added a 5% chance of stunning the target for 3 seconds. Maximum total of 6 Motes unchanged. Reservoirs can buff allies and enemies, so... either keep or kill. [2] Wil'o Wisp: Reduced invincibility to 1 second, cannot be recast for (casttime_left = cooldown) seconds after teleport to avoid spamming/blinking. if cast duration is 4 and teleport is triggered after 1 second, cooldown is 3 seconds. if cast duration is 6 and teleport is triggered after 5.9 seconds, cooldown is: 0.1 seconds. (blinking case) if cast duration is 4 and teleport is triggered after 0.1 seconds, cooldown is 3.9 seconds. This causes long CD for short distances and short CD for long distances. Can't be combined with Breach Surge. Wisp becomes "Conclave-Invisible" until either the decoy timer runs out or teleport is triggered. Invisibility is broken as soon a weapon is shot. Wisp is also invisible on the minimap, until invis is broken or timer runs out It has no attack value anyway, it's a way of travel. Pointless remark removed. [3] Breach Surge: Spark mechanic removed, because they are homing attacks. Reduced blind to 1/2/4/7 sec, range reduced to 8/10/13/15m . No (or low) Radiation Bonusses. Procs Radiation on affected warframes for (blind_duration / 2) seconds, causing the proc to dissipate quickly. Blinded players get a white screen for (blind_duration) seconds similar to this one Bursa, starts to fade to normal after 60% of blind_duration passed. Cannot teleport to a reservoir, effectively voiding the doubled blinding range. Teleport to a reservoir is allowed, but reservoir is destroyed afterwards. No double range bonus. [4] Sol gate: Balancing in progress Heavily reduced damage output, damage tick normal. Fixed range to est. 20-30 25 meters. Motes don't add elements and affect Damage. Depletes shield instead of energy. 1,5x the consume rate, 3.0x when channeled. Should cap to a couple seconds full channelled. It's Wisp, not Hilda. So firing this is risky, because it makes her vulnerable. May cause players to fly and shoot the gate, but since it kills the shield, she should be able to be dispatched easily. Passive: Balancing in progress Human players can still see this frame while jumping, kinda pointless. Make her have 15% increased shield reload rate while airborne, but increase the reload delay by 30% instead. Too much jumping in conclave anyway. Holstered weapons get reloaded by 5% per second while airborne. Opinions on this? Updated: 25.09.2019 - Moved important changes to the top. Added a "rework" for each Mote. Edited September 25, 2019 by NoSpax formatted, added a few things Link to comment Share on other sites More sharing options...
Zelmen Posted September 24, 2019 Share Posted September 24, 2019 Need to remove the teleporting to pods or have a cool-down. I can just see a uncatchable frame with that mech. Link to comment Share on other sites More sharing options...
NoSpax Posted September 24, 2019 Author Share Posted September 24, 2019 vor 9 Minuten schrieb Zelmen: Need to remove the teleporting to pods or have a cool-down. I can just see a uncatchable frame with that mech. Added. Link to comment Share on other sites More sharing options...
Jax_Cavalera Posted September 24, 2019 Share Posted September 24, 2019 I just assumed it was because she can remain invincible indefinitely. Link to comment Share on other sites More sharing options...
NoSpax Posted September 24, 2019 Author Share Posted September 24, 2019 Gerade eben schrieb Jax_Cavalera: I just assumed it was because she can remain invincible indefinitely. *Invisible to Enemy AI. When she jumps, she becomes cloaked. We get rid of that in conclave, because having an infinite invisible opponent is... bad. Link to comment Share on other sites More sharing options...
Renegade343 Posted September 24, 2019 Share Posted September 24, 2019 36 minutes ago, NoSpax said: *Invisible to Enemy AI. When she jumps, she becomes cloaked. We get rid of that in conclave, because having an infinite invisible opponent is... bad. To be fair, Invisibility in Conclave 2.0's nerfed quite a bit. You can see them relatively clearly compared to Conclave 1.0 black energy Invisibility (oh god, that was stupid). Link to comment Share on other sites More sharing options...
Jax_Cavalera Posted September 24, 2019 Share Posted September 24, 2019 36 minutes ago, NoSpax said: *Invisible to Enemy AI. When she jumps, she becomes cloaked. We get rid of that in conclave, because having an infinite invisible opponent is... bad. No i mean Invincible when you use her 2, Two times in quick succession she gets invulnerability for 3 seconds. Link to comment Share on other sites More sharing options...
NoSpax Posted September 24, 2019 Author Share Posted September 24, 2019 vor 1 Minute schrieb Jax_Cavalera: No i mean Invincible when you use her 2, Two times in quick succession she gets invulnerability for 3 seconds. Oh. Adding this. 1 Link to comment Share on other sites More sharing options...
S.Dust Posted September 25, 2019 Share Posted September 25, 2019 15 hours ago, Zelmen said: Need to remove the teleporting to pods or have a cool-down. I can just see a uncatchable frame with that mech. Not enough energy on average to make it that useful Link to comment Share on other sites More sharing options...
S.Dust Posted September 25, 2019 Share Posted September 25, 2019 I do want her in conclave I just don't know if they're even adding people anymore. Link to comment Share on other sites More sharing options...
NoSpax Posted September 25, 2019 Author Share Posted September 25, 2019 vor 5 Stunden schrieb S.Dust: Not enough energy on average to make it that useful How much energy is average? 50? Link to comment Share on other sites More sharing options...
NoSpax Posted September 25, 2019 Author Share Posted September 25, 2019 I updated my suggestion. New Opinions? This time I set my focus on balance instead of complete nerfs. Might not be perfect yet, but help is welcome. Link to comment Share on other sites More sharing options...
Stormdragon Posted September 25, 2019 Share Posted September 25, 2019 (edited) On one hand: >Reservoirs could be capped to 3 that last 15-30 seconds with their respectivr buffs remaining on wisp for 5-10 seconds (health regen stops on health damage) and players are also allowed to destroy them (like vauban's teslas). >Will o wisp could get a bullet attractor (similar to saryn's molt to work like a moving version of it) and just get invisibility and invulnerability removed. >Breach surge could mark enemies to increase the damage they take and spreads to other targets for the remaining duration of the power on headshot kills. Teleporting to a resevoir increases marking area and destroys the reservoir >Sol gate could be just a big beam of doom with high energy consumption, limited range (7-10 meters could be fine, using the shoot button increases range in exchange for reduced energy efficiency) >Her passive just gets reworked or "temporarily" removed. On the other hand, revenant still doesn't get his balance pass and he was added to the game over a year ago; the same applies to every warframe added after him and before Wisp (Garuda, Baruuk, Hildryn) ¯\_(ツ)_/¯ Edited September 25, 2019 by Stormdragon Link to comment Share on other sites More sharing options...
NoSpax Posted October 3, 2019 Author Share Posted October 3, 2019 Removing the passive is an idea I had initially, but i didn't want to strip it completely. Link to comment Share on other sites More sharing options...
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