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Banshee Rework (2019) (concepts)


HAYABU5A
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for dev consideration, a mini-rework

(TL;DR 4 = turrets (speakers), 3 directional, 2 less limited, 1 radial)

everyone was asking for Vauban rework to feature turrets (sentry turrets / stationary automated weapon etc) or exalted sentinel before the reveal of his orbital cannon and combined vortex/bastille and DE explaning they did not want the game to play itself etc etc

this lead to me to think of redudant state of banshees soundquake (and outdated kit overall) [side note i still play banshee and enjoy her outdate kit subjectively]

4th skill (turrets) taking into the account the path her deluxe skin took, deviating from the spectre wraith of the mythological banshee to a headphone wearing audiophile, thematically soundquake could become the placement of turret like sonic weapon emplacements that gets AMPlified from the energy output of banshee and her surrounding allies - the more energy being used via abilities scales the damage of the turret = passive play results in minimal damage and use while active team play significantly enhances their power, could adapt silence animation to generate sonic speaker turret placement, energy turnover in banshees affinity range is the trigger, strong scaling to an upper limit plus cooldown (to a level of what would be natural gameplay but not over affected by unnatural spamming)

3rd skill (silence) cast animation is now sonic booms old one, no longer 360 but now deletes all acoutisc activity in a 45deg cone LoS outward from Banshees facing direction - the stun now refreshes in the direction u are looking for the entire duration, u have to face about in order to fresh, can fresh on every animation cycle but not stack before its complete, enemies affected by silence have reduced coordination and suffer an accuracy debuff

2nd skill (sonar) minimal changes, if at all, but the nature of sonar and echo location defies the restrictions of nullifiers and boss/unit immunity if possible (basically needs enhanced reliability)

1st skill (sonic boom) no longer directional, now a 360deg omnidirectional blast, can use a sped up animation from legacy soundquake with sonic boom effects outwards (enhances usefulness to clear areas and armor strip from aug)

this reshuffle and recycle has ease of implementation vs positive integration in mind while enhancing thematics

banshees silent passive completely redudant since she never worked as intended as a stealth frame and ivara octavia now exist, replace with Harmonic Resonance passive basically an innate Adaptation - Banshee adjusts her defences to match the frequency of damage inflicted providing scaling resistance

thank you for your time

 

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42 minutes ago, HAYABU5A said:

redudant

First of all, *redundant. Second of all, you clearly don't know the meaning of this word.

Soundquake is an amazing low level farming tool. Not to mention your idea doesn't fit the theme at all, deluxe skins aren't canon, and are supposed to be different, abilities need to adhere to the base skin and theme. Additionally, music and amplifiers are Octavia's thing. Turrets are also a terrible idea, because they promote afking gameplay, something DE tries to remove.

You literally nerf Silence for no reason? Uhh, what?

Banshee's passive is amazing, literally one of the best passives in the game. Besides, passives are not meant to be huge buffs, they are supposed to be small QoL additions.

Your rework pushes Banshee out of her natural niches, and tries to make her compete with other warframes in niches that already exist. This would only make Banshee LESS relevant.

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7 hours ago, HugintheCrow said:

Turrets are also a terrible idea, because they promote afking gameplay,

Like any ability in the game, we have the power to make it not promote afking.... including a turret

1 of the billions of ways this could be done, is making the turret require ammo to use. Every kill the player gets, the turret gets 25 bullets....

Just 1 example

 

Like with so many abilities able to kill like 50+ enemies in seconds, it seems ridiculous to think a turret would be able to promote afking. I couldnt imagine it promoting afk any more than wukongs clone with a soma prime would which DE seemed to be okay with, along with chromas effigy, and trying to add the operator and umbra excal effect to every warframe. 

A turret can be no more afk promoting than a flipping sentil lol. This argument is old and extremely closed minded. If DE said this, im pretty sure they were referring to a turret that dealt a ton of damage and required nothing to keep it up and running, rather than the turret being utility based like vaubans Bastille and banshess sonar, and people misinterpreted as every turret will promote too much afk lol

More turret ideas to help open yalls minds:

 

Turret #1: The more damage a player deals to a enemy, the more damage the turrets will deal to other enemies, turrets will go offline and lose their damage buff after 3 seconds of no one dealing damage to enemies. Turret #2: This turret fires in 3 different directions, eventually exposing weak points on enemies tht cause damage dealt to that area to ignore 50% of any dmg reduction buffs the enemy has. Turret #3: The turret uses a flame thrower, making nearby enemies target it instead of allies. Turret #4: Shoots acid onto enemies that give enemies a permanent toxin proc. The toxin proc deals more damage the less health enemy has Turret#5: Only one of this turret can be active at a time, it fires a lazer beam in one direction that can go through any amount of enemies. Deals damage that is almost gaurnteed to 1 shot kill most enemies but only fires once every 20 seconds and only attacks enemies not affected by crowd control effects. Just a few ideas out of the billions to make turrets no more afk promoting than most abilities we currently have in game would promote.

Edited by (PS4)IIFrost_GhostII
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