Corpse_of_KTS Posted September 26, 2013 Share Posted September 26, 2013 (edited) I see many other frames in the limelight (which is fine because that isn't where Loki should be) but I'd just like to list some changes I'd like to see for Loki that will, IMO, streamline him and buff his utility. Here we go! 1) Decoy Instead of giving the Decoy a shield and lifebar, change it's properties so that it's invincible but lasts for a SIGNIFICANTLY shorter time. Somewhere around 50% shorter. Against high level enemies the Decoy will often be dead before Loki is even released from the casting animation. I know that you can throw them to hard-to-reach spots (which is what I do now) but this is not always practical and the tracking of the decoy placement will sometimes plop it on the floor instead of up on a ledge where you were aiming. 2) Invisibility Pretty much fine as-is. It'd be nice for it to cloak your sentinel as well but honestly it's not that important (for me) 3) Switch Teleport Speed up the animation time for quicker and easier use. Also, it would be great if when an enemy was targeted, it added a slow debuff to the enemy that lasts a decent while (5-8 secs) as well as lighting them up with a "halo" of your energy color. This can increase teamwork. For example, in high level infested defense Loki could do things like prioritize Toxic Ancients and dance around the map switch teleport slowing them all so the team can pick them off. Jump up, switch toxic ancient, it's now floating off the ground and lit up for 5 secs Sounds fun, right? 4) Radial Disarm I would suggest either one of the following: speed up the casting animation (it's quite slow and can leave you very vulnerable) OR Change to an aim-able ability. See that mass of MOA running in from the cargo door way over there? Bam, radial disarmed them from next to the cryo pod. Pretty cool Thoughts? Suggestions? Flames? Edited September 26, 2013 by Corpse_of_KTS Link to comment Share on other sites More sharing options...
TwiceDead Posted September 26, 2013 Share Posted September 26, 2013 (edited) Decoy's HP/Shields/Armor(if it has any) needs to scale with enemy/map levels. Otherwise I think Decoy is fine. Rotation goes:Invisible > Radial Disarm > Decoy All enemies rushes your Decoy, gathering them up in a nice little pile for your enemies to pick off. Works pretty much like Vaubans Ultimate. . . Except that it costs twice that amount of energy AND time to pull off. A shame that.Still Loki's pretty fun because all his abilities synergize with each other one way or another. 3) Switch Teleport Speed up the animation time for quicker and easier use. Also, it would be great if when an enemy was targeted, it added a slow debuff to the enemy that lasts a decent while (5-8 secs) as well as lighting them up with a "halo" of your energy color. This can increase teamwork. For example, in high level infested defense Loki could do things like prioritize Toxic Ancients and dance around the map switch teleport slowing them all so the team can pick them off. Jump up, switch toxic ancient, it's now floating off the ground and lit up for 5 secs I'd suggest the enemy you switch teleport takes all aggro from nearby enemies for a set amount of time depending on switch-teleport level + continuity duration. Edited September 26, 2013 by TwiceDead Link to comment Share on other sites More sharing options...
Corpse_of_KTS Posted September 26, 2013 Author Share Posted September 26, 2013 (edited) Decoy's HP/Shields/Armor(if it has any) needs to scale with enemy/map levels. Otherwise I think Decoy is fine. Rotation goes: Invisible > Radial Disarm > Decoy All enemies rushes your Decoy, gathering them up in a nice little pile for your enemies to pick off. Works pretty much like Vaubans Ultimate. . . Except that it costs twice that amount of energy AND time to pull off. A shame that. Still Loki's pretty fun because all his abilities synergize with each other one way or another. My suggestion for Decoy scales it to all levels evenly while keeping it balanced with the reduced duration. invis > disarm > decoy is a nice combo but takes WAY to much time and energy, like you mentioned. By the time you do it the nova or rhino on your team has already 4'd all the enemies into oblivion. I believe my other suggestions give similar levels of utility strength while greatly streamlining and diversifying him even more Edited September 26, 2013 by Corpse_of_KTS Link to comment Share on other sites More sharing options...
Tacgnomancer Posted September 26, 2013 Share Posted September 26, 2013 Switch Teleport (Tele-Frag) when you swap places u mess up hes re-entirey cause Damage Radial Disarm - Why only pull the weapon and not the skull making them fall over as well as take there gun, would make more useful vs infested would be come a minor stun while the get up. Decoy ... oh Decoy..Decoy Decoy Decoy....dies to fast to be usesful anymore... :( maybe set a argo limit to like 12(like Bastlile max and unkillable and able to cast more then 1. army of decoys :D Link to comment Share on other sites More sharing options...
Corpse_of_KTS Posted September 26, 2013 Author Share Posted September 26, 2013 I'd suggest the enemy you switch teleport takes all aggro from nearby enemies for a set amount of time depending on switch-teleport level + continuity duration. Hmm... I like it. Either my suggestion or this one I'd like to see. Link to comment Share on other sites More sharing options...
Aure7 Posted September 26, 2013 Share Posted September 26, 2013 decoy health increase with level or focus, other than that I am cool. Link to comment Share on other sites More sharing options...
Hayden11121 Posted September 26, 2013 Share Posted September 26, 2013 Make decoy take a max damage set, such as 30 health, but have a damage reduction of 4/3/2 (1 with focus) implemented. He will still get torn asunder by Grineer and Corpus bullets, but when in sinc with Radial Disarm it becomes an utter nightmare. Link to comment Share on other sites More sharing options...
Ferriwind Posted September 27, 2013 Share Posted September 27, 2013 Like... multiple Decoys? Link to comment Share on other sites More sharing options...
yarash2110 Posted September 27, 2013 Share Posted September 27, 2013 I love the ideas, decoy really dies fast as hell... Radial disarm is ok but it will be awesome to make it kind of throwable, and switch teleport... I must say i like it where it is, and invis does need to hide the sent and it really matters to me, since when you go invis its a 100% that the sent is dead Link to comment Share on other sites More sharing options...
FireRampage Posted September 28, 2013 Share Posted September 28, 2013 I like multiple decoys maybe 1/2/3/4. And that if you aim to the same decoy it 2x/3x/4x its life. Inv is just perfect as it is. Switch teleport should have a faster animation and cost less energy. It would make it much more spammable and fun to use. Just think about a switch teleport with 25 energy cost. You will be trolling non stop. Finally radial disarm, should have a bigger aoe, so it can work well against grineer and corpus. In addition, it should work against infested. Drop the useless damage, slow them down(through dismembering), [and take away the skills of the ancients]*. Optional faster animation/reduced cost. If it will cost twice what inv costs at least make it better. *I heard it on another post and really liked the idea since it also takes others faction's skills. Link to comment Share on other sites More sharing options...
shut Posted September 28, 2013 Share Posted September 28, 2013 Inv has to cloak the sentinel. You shouldn't be using your buddy as a meatshield every time you want to escape from a battle or deal some easy damage; that's what Decoys are for. Link to comment Share on other sites More sharing options...
vitmerc Posted September 28, 2013 Share Posted September 28, 2013 There is a more simple and streamlined way. Let decoy be invulnerable for a fraction of its total time, say 10%. So it will be able to do atleast something before its killed. Then, switch teleport with allies propably should emit a shockwave from that ally (like the one seen in the trailer, where loki switches with rhino) Effect-wise, same as heavy impact. Damage to enemies and radius are subject to focus and stretch respectively. Switch teleport with enemies should create a temporary "chaos" effect on targeted enemy, stunning him and making him seem a tenno to his former allies. Possibly also drawing aggression from foes along with it. Confusion is what is meant to happen, anyway. Then, not sure if engine supports that, but loki (for the same duration) could be disguised for the enemy he switched to - not being attacked by that faction for a short bit, allowing him to run away. Link to comment Share on other sites More sharing options...
FrothyOmen Posted September 28, 2013 Share Posted September 28, 2013 Where is everyone getting multiple decoys from? Op clearly states one invincible decoy that lasts based on time Link to comment Share on other sites More sharing options...
tripletriple Posted September 28, 2013 Share Posted September 28, 2013 Loki needs tons of buffs. Link to comment Share on other sites More sharing options...
BoompigXD Posted September 28, 2013 Share Posted September 28, 2013 Off Topic: Hey Corpse_Of_KTS didn't i play with you on that one survival mission? LOL, i was a Rhino, with a Latron Prime, Seer, Mire, and Blue-Gold Color Schme On Topic: I agree with most of these suggestions Link to comment Share on other sites More sharing options...
TheMandarin Posted September 28, 2013 Share Posted September 28, 2013 lol, radiant disarm doesn't work on the infested, since almost all of them do melee attacks... Link to comment Share on other sites More sharing options...
MageMeat Posted September 29, 2013 Share Posted September 29, 2013 (edited) Time to dig for my own suggestions, I suppose. They're just for infested though, concerning Radial Disarm. Posted by MageMeat on 22 September 2013 - 09:24 AM I have genuinely gone through this conversation so many times, and repeated what would be nice for so long. I am so tired. This is what I wish Loki's Radial Disarm did to Infested. Chargers will continue to be damaged and knocked down as usual. Runners and Leapers are now incapable of exploding or leaping, and can only claw at you. Crawlers and Ancients lose their abilities (either temporarily or permanently). Edited September 29, 2013 by MageMeat Link to comment Share on other sites More sharing options...
Soldeadguy Posted September 29, 2013 Share Posted September 29, 2013 I think what lacks in a lot of the frames now is group synergy. Here are some of my sugestions. 1) Decoy- Can we have Decoy do something else other than sit there? With so many frames having their 1s do some sort of damage or CC why cant Lokies do the same? Perhaps a effect on the death of the clone like a blind, knockdown or armor reducing effect? 2) Invisibility- I feel this to be fine as is to a point. Once again because of Lokies lack of damage abilitys I feel he should be doing more damage in his steath or gain something in a stealth kill. Perhaps adding a additional time to stealth on a kill? I dont like the idea that Ash and Loki sit the same in their invisibility other than time. Make them stand out more from each other. 3) Switch Teleport- I feel there can be more done with this. Give this ability a low set amount of damage and if you kill a target with it you become a Shadow imitation of that target where you will appear friendly to hostles for a small amount of time. In this form you can gain a free unaware crit on a additional target ending the ability. 4) Radial Disarm- I have a love hate with this. I think its great to lower the overall damage of enemys, but the fact it just does a set amount of damage to infested bothers me. If Novas Ult can slow, increase damage to a target and then cause them to explode this ability can do more than one thing. Link to comment Share on other sites More sharing options...
FireRampage Posted October 1, 2013 Share Posted October 1, 2013 What about 1/2/3/4 secs of invisibility when you switch teleport? Link to comment Share on other sites More sharing options...
KJMARZAN Posted October 1, 2013 Share Posted October 1, 2013 Radial Disarm makes fun of its own name... It is supposed to "Disarm" not to "Give Arms" like melee weapons. With this skill, enemies would just have to PANIC since their guns are jammed... I do not even know the reason why it dismembers the Infested... Likewise, a friend of mine told me it is really useless in Defense missions. Link to comment Share on other sites More sharing options...
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