Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

["Summoner/Pet" Warframe Concept] Yokai, the Contract-Holder


porrinaru
 Share

Recommended Posts

FIRST OFF

It's a "sort-of summoner" frame concept. "Sort-of summoner" since technically the spirits are already there and does not need to be summoned.
Not artistic so NO ARTWORK 😞 and its just a big wall of text. My deepest apologies.
Also please be civilized in discussion as much as possible. Here we go.


YOKAI, THE CONTRACT-HOLDER
(embrace the weebness)

Alternative Names:

  • ONMYO (suggested by Loza03)

 

BASE STATS:
Health 125-375
Shield 100-300
Energy 175-262.5
Armor 150

 

PASSIVE(s)

  • Contract:
    1. Yokai is contracted to 3 spirits empowered by the void with elements - Fire, Water, and Earth (no names yet).
    2. Spirits inherit 100% of Yokai's Ability Strength/Range/Duration (see Spirits section below for more info).
  • Master's Mark:
    1. Yokai's weapon attacks and Q-Hold marks enemies for 8 seconds.
    2. Abilities and Spirits deal -10% damage to unmarked enemies but deals +10% more to marked enemies.
      • 90% damage to unmarked enemies is for more anti-AFK insurance but CAN be removed if need be.
  • Sparse Energy:
    1. Spirits are passively marked with Sparse Energy. Spirits affected by Sparse Energy have their ability CDs are TRIPLED.

Q - SPIRIT LINK (25 energy)

  • (Tap)
    1. Switches linked spirit.
    2. Removes Sparse Energy from the active spirit while linked.
  • (Hold)
    1. Sends forth a wave of energy 10/11/13/15m forward, dealing 100/150/200/250 damage to enemies.
    2. Applies Master's Mark and additional effects depending on the linked spirit:
      1. Fire: Grants a 100% chance to proc heat and deals 50% additional damage to flaming targets.
      2. Water: Cleanses conditions from allies and resets their shield regen delay.
      3. Earth: Knocks back all enemies affected and disarms them for 1 3 second.
  • Notes:
    1. Just a basic ability since it's 1.
    2. Fire effect procs after damage, so damage is increased only if the target's already on fire.

W - SENTINEL (50 energy)

  • (Tap) Sends the linked spirit to guard an area for 9/11/13/15 seconds. Sentinel spirit's Strength/Range/Duration is equal to 75% of Yokai's Strength/Range/Duration at time of cast.
  • Sentinel spirits have their stats reduced by 25% (not affected by Strength to prevent double dipping of stats).
  • Removes Sparse Energy from the Sentinel spirit for the duration of the ability.
  • (Hold) Recalls Sentinel spirit.
  • Notes:
    1. Only 1 spirit can be sent away. Sending a new Sentinel will immediately recall the current Sentinel
    2. Sent spirits cannot be chosen as active spirit until they return.  REMOVED!
      • New interaction, Sentinel spirit can still be linked! Linking with the Sentinel will immediately send the previously linked Spirit away as the new Sentinel. Does NOT extend duration!
    3. Automatically links Yokai to the next available spirit when cast.
    4. If the chosen spirit is currently melded, this ability unmelds them and links Yokai with the next spirit available.

E - MELD (Toggle, 30 + 6 energy per sec)

  • Yokai melds with his linked spirit. The spirit acts as an armor granting him protection or buffs depending on the spirit type.
    1. Fire Armor:
      • Yokai deals 10/15/20/25% more total damage
      • Yokai pulses 80/100/120/150 heat damage within 11/13/15/18m every 5 seconds, setting enemies on fire and marking them with Improved Overheat for 3 seconds.
      • Improved Overheat - triggers a pyroblast on death, dealing 15% of max health as finisher damage to enemies within 5m.
    2. Water Armor:
      • Enemies within 11/13/15/18m are slowed by 15/20/25/30% (not affected by Str)
      • Allies in range gain 10% sprint/reload/atk speed and regenerate 18/20/22/25 health per second (not affected by Str)
      • If health is full, regenerates 25/30/35/40 the amount as shield instead.
      • If shield is full, regenerates 1/1.25/1.5/2 energy instead. ONLY ALLIES benefit from energy regeneration.
    3. Earth Armor:
      • Grants 20/30/40/50% (max 95) damage reduction.
      • Every 10 seconds, knock down all enemies within 4/5/6/8m and gain 2 stacks of Reinforcement, max of 2/4/6/8 (not affected by Str).
      • Reinforcement - consumes a stack to negate the next knockdown/knockback status effect
  • Melded spirits have their abilities disabled.
  • Notes:
    1. Melded spirit can still be chosen as the linked spirit or you can choose another one WITHOUT changing Meld's current effects.
    2. Melded spirits have their abilities disabled. moved to above since it's an important part of the skill's functionality
    3. Meld scales with Yokai's stats and not the Spirit's.

R - UNLEASH (100 energy)

  • Temporarily overloads the currently linked spirit with massive energy for 9/11/13/15 seconds, increasing their size by 5x and empowering their abilities.
  • Unleashed Spirit's have their stats increased by 25% (not affected by Strength to prevent double dipping of stats).
  • Removes Sparse Energy from the Unleashed spirit for the duration of the ability.
  • Spirits use their respective Unleash skills upon R cast:
    1. Unleashed Fire: Apocalypse
      • The Fire spirit grants himself an aura while unleashed that procs heat and deals 3/4/5/6% 5/6/7/8% max health as heat damage every second to enemies within 11/12/14/17m  10/11/13/15.
      • The aura decays current shield and armor by 3% 6% per second. (NOTE: basically 8% since Unleashed spirits have 125% scaling)
    2.  Unleashed Water: Tranquil Snow
      • The Water spirit envelops the area 9/10/11/13m around it with a light snow, dealing 100/150/200/250 cold damage to enemies and slowing them by 15/20/25/30%.
      • Enemies that stay in the area for 5 seconds are frozen for 1.25/1.5/1.75/2 seconds. Enemies can only be frozen once but can be slowed indefinitely.
      • Allies in the area regenerates 6/8/11/15 health, 12/16/22/30 shields, and 2 energy per second. Grants overshields.
      • The blizzard snow follows the spirit.
    3. Unleashed Earth: Meteor
      • The Earth spirit transforms into a ball of rock and slam the target area, dealing 350/425/500/600 550/700/850/1000 impact damage to all enemies within 9/11/13/15m.
      • Enemies within 5/6/7/8m of the center are Lifted for 2/3/4/5 seconds.
      • Additionally, the spirit gains health equal to 100% health, shields, and armor of all enemies affected by Meteor and materializes as long as it has health.
      • While materialized, it transfers 90% of damage taken by allies within 11/13/16/20m onto himself.
  •  While active, hold tap button orders the spirit to move to the target area. Hold button immediately recalls the spirit.
  •  After being unleashed, Spirits rest for 3 seconds (not affected by mods) before becoming available for linking again.
  • Notes:
    • If the chosen spirit is currently melded, this ability unmelds them and links Yokai with the next spirit available.


YOKAI'S SPIRITS

General Behavior:

  • Basic Stats
    • Spirits don't have a health bar. Spirits cannot block attacks or abilities, those will only pass through them (like Baruuk's ability)
    • Spirits follow Yokai loosely like a companion but does not wander more than 10m away from him. (Spirits are 2x the size of a sentinel)
    • Spirit rank is based on Q rank.
    • Spirits inherit 100% of Yokai's Ability Strength/Range/Duration as base stats.
  • Combat Precepts
    • They only attack enemies when Yokai is in combat (unless sent by W) and has an attack range of 30m (not affected by mods).
    • Prioritizes Yokai's last damaged enemy

Spirit Skills (cast by Spirits autonomously)

  • Fire Spirit        
    1. Combustion (2 sec CD) - Ignites a target and all enemies within 5m, dealing 60/90/120/150 heat damage and sets them on fire. Damage is increased by 50% against targets on fire.
      • Unleashed: CD is reduced to 1, increased bonus damage against targets on fire to 100%.
    2. Flame Wall (12 sec CD) - Conjures a 5m wide wall of flames 3m in front of Yokai for 4 seconds, enemy projectiles that pass through are destroyed and ally projectiles increase damage by 10%. Enemies that pass the flames are dealth 50/75/100/125 damage per second.
      • Unleashed: Creates an 8m radius ring around the spirit instead, doubles ally damage buff, and CD reduced to 8.
    3. Overheat (Passive) - Marks enemies damaged by the Fire spirit with Overheat for 3 seconds. Overheat causes enemies to explode and deal 10% of their max health as finisher damage to enemies within 5m when killed.
      • Unleashed: Heat damage also procs Overheat's explosions for half the amount. Can proc only once a second and damage to bosses is reduced to 2% max health per explosion.
  • Water Spirit
    1. Piercing Frost (1 sec CD) - Sends 3 shards of ice in a 30* cone with 1m punch through towards a target, dealing 50/75/100/125 cold damage with a 100% status chance.
      • Unleashed: Increased damage by 50%, sends 6 shards in a 60* cone, and punch through doubled.
    2. Tidal Crash (8 sec CD) - Sends forth a 4m wide wave of water forward 9/11/13/15m, dealing 50/100/150/200 cold damage and disorienting enemies for 3 seconds. Allies washed over are marked, doubling the the next rejuvenate by received.
      • Unleashed: CD reduced to 6, enemies buffs are stripped, and eximus auras are disabled for 3 seconds,
    3. Rejuvenate (5 sec CD) - Replenishes all allies within 15m for 25 health, 25 shields, and 5 energy.
      • Unleashed: Health and Shields tripled. Can grant overshields.
  • Earth Spirit
    1. Slam (3 sec CD) - Sends a large rock to slam a target, dealing 150/200/250/300 impact damage to and knocking back slightly all enemies withing 5m.
      • Unleashed: CD reduced to 2, damage against lifted targets is doubled and heals the Spirit for 50% of the affected enemies' health, armor, and shields.
    2. Quake (10 sec CD) - Shakes the ground beneath Yokai for 2 seconds, knocking down all enemies within 6/7/8/10m.
      • Unleashed: CD reduced to 5, targets the ground under the spirit, lifts enemies for 1 sec instead of knocking down, and disarms them for 2 sec.
    3. Fortitude (10 sec CD) - Grants 1 stack of Fortitude to Yokai, max of 3. Consumes a fortitude stack to reduce the next instance of damage by 25% (max 50%)
      • Unleashed: CD reduced to 5, the Earth spirit also gains a stack of Fortitude which instead restores 5% of spirit's total materialized health from Meteor. Cannot exceed Spirit's original max health.

 

ADDITIONAL THOUGHTS:

  • LOTS OF NUMBER TWEAKS. TELL ME WHAT SOUNDS WEAK AND BROKEN. Maybe we can discuss stuff.
  • Not really satisfied with some abilities. Head hurts so can't really think of good solutions properly right now.
  • Please ignore some grammar errors for now. A bit sleepy when I made this.

EDITS:

  1. Formatting
  2. Tweaks and interaction changes. More formatting/wording changes.
  3. Added some missing notes/info.
  4. More interaction changes and tweaks.
  5. Some wording changes on the Spirits section.
  6. Tweaks on Water Armor
Edited by porrinyx
Tweaks and formatting.
Link to comment
Share on other sites

Only major suggestion I have is the name. Yokai is a rather specific term, which would be fine but a name already exists for a Yokai-wrangler. 'Onmyoji'

So, yeah, name could be that, or for short, just 'Onmyo'. 

 

Aside from that, this seems like a pretty well-though out concept. Fairly complex but we've had complicated frames before.

Link to comment
Share on other sites

2 hours ago, porrinyx said:

90% damage to unmarked enemies is for more anti-AFK insurance but CAN be removed if need be.

10% damage reduction isn't going to stop any AFKing. I don't really see why they'd be so strong to be able to afk wipe the floor anyways. 

2 hours ago, porrinyx said:

Earth: Knocks back all enemies affected and disarms them for 1 second.

Buff to 3 seconds. Knockback is basically a 1 second disarm as it is. 

2 hours ago, porrinyx said:

Spirits DO NOT scale with Yokai's stats unless Linked, Unleashed, or made a Sentinel (more info below).

So I can just nuke my warframe's power my strength and just not link them to bypass the low strength? 

2 hours ago, porrinyx said:

Automatically links Yokai to the next available spirit when cast.

Does this mean there is always a linked spirit, even when you just started a mission, and you're paying energy to swap to a different one only? Or you're paying energy to shoot your energy wave only? Regardless, I think it may be better to make Sentinel send your unlinked spirits to guard an area. Then linking with one already sent out will simply swap them. 

2 hours ago, porrinyx said:

Water Armor:

  • Enemies within 11/13/15/18m are slowed by 15/20/25/30%
  • Allies in range gain 10% sprint/reload/atk speed and regenerate 18/21/25/30 health per second.
  • If health is full, regenerates 24/30/37/45 the amount as shield instead.
  • If shield is full, regenerates 1/1.25/1.5/2 energy instead. ONLY ALLIES benefit from energy regeneration.

So this slows enemies, heals, pumps up my damage output, and restores ally's energy? Will the augment mod make arms pop out of my desk and play for me too? Energy seems very random, I would remove that part. 

2 hours ago, porrinyx said:

R - UNLEASH (100 energy)

Not worth the 100 energy compared to the other skills, except for water. Remove water's energy regen here too and buff up the damage numbers.

Increase the armor reduction on fire mode, maybe by a lot and reduce its range to compensate. 

Earth mode, Standard damage amount for a 4 ability is about 1500, unless you're Wisp. Then it's like 2000 + 25% + corrosive + some other stuff I don't remember per second. You're doing 600. 

Link to comment
Share on other sites

6 hours ago, porrinyx said:

PASSIVE(s)

  • Contract:
    1. Yokai is contracted to 3 spirits empowered by the void with elements - Fire, Water, and Earth (no names yet).
    2. The 3 spirits follow Yokai around (see Spirits section below for detailed info).
  • Master's Mark:
    1. Yokai's weapon attacks and Q-Hold marks enemies for 8 seconds.
    2. Abilities and Spirits only deals 90% damage to unmarked enemies but deals 110% damage to marked enemies.
      • 90% damage to unmarked enemies is for more anti-AFK insurance but CAN be removed if need be.
      • 10% more damage will stay regardless if the part above is removed.

 

Odd wording you can reach the same effect by just saying, abilities deal increased damage (20%)  against marked targets. The effect is basically the same.

 

6 hours ago, porrinyx said:

Q - SPIRIT LINK (25 energy)

  • (Tap)
    1. Switches linked spirit.
    2. The linked spirit's Strength/Range/Duration is equal to 100% of Yokai's total Strength/Range/Duration.
  • (Hold)
    1. Sends forth a wave of energy 10/11/13/15m forward, dealing 100/150/200/250 damage to enemies.
    2. Applies Master's Mark and additional effects depending on the linked spirit:
      1. Fire: Grants a 100% chance to proc heat and deals 50% additional damage to flaming targets.
      2. Water: Cleanses conditions from allies and resets their shield regen delay.
      3. Earth: Knocks back all enemies affected and disarms them for 1 second.
  • Notes:
    1. Just a basic ability since it's 1.
    2. Fire effect procs after damage, so damage is increased only if the target's already on fire.
    3. Spirits DO NOT scale with Yokai's stats unless Linked, Unleashed, or made a Sentinel (more info below).

1. Odd e4ffect distribution

After should just heal ally and have no effect on enemies for the sake of consistency.

 

6 hours ago, porrinyx said:

W - SENTINEL (50 energy)

  •     (Tap) Sends the linked spirit to guard an area for 9/11/13/15 seconds. Sentinel spirit's Strength/Range/Duration is equal to 75% of Yokai's Strength/Range/Duration at time of cast.
  •     (Hold) Recalls Sentinel spirit.
  •     Notes:
    1. Only 1 spirit can be sent away. Sending a new Sentinel will immediately recall the current Sentinel
    2. Sent spirits cannot be chosen as active spirit until they return.
    3. Automatically links Yokai to the next available spirit when cast.
    4. If the chosen spirit is currently melded, this ability unmelds them and links Yokai with the next spirit available.

2. A turret

More on this later

 

6 hours ago, porrinyx said:

E - MELD (Toggle, 30 + 6 energy per sec)

  • Yokai melds with his linked spirit. The spirit acts as an armor granting him protection or buffs depending on the spirit type.
    1. Fire Armor:
      • Yokai deals 10/15/20/25% more total damage
      • Yokai pulses 80/100/120/150 heat damage within 11/13/15/18m every 5 seconds, setting enemies on fire and marking them with Improved Overheat for 3 seconds.
      • Improved Overheat - triggers a pyroblast on death, dealing 15% of max health as finisher damage to enemies within 5m.
    2. Water Armor:
      • Enemies within 11/13/15/18m are slowed by 15/20/25/30%
      • Allies in range gain 10% sprint/reload/atk speed and regenerate 18/21/25/30 health per second.
      • If health is full, regenerates 24/30/37/45 the amount as shield instead.
      • If shield is full, regenerates 1/1.25/1.5/2 energy instead. ONLY ALLIES benefit from energy regeneration.
    3. Earth Armor:
      • Grants 20/30/40/50% (max 95) damage reduction.
      • Every 10 seconds, knock down all enemies within 4/5/6/8m and gain 2 stacks of Reinforcement, max of 2/4/6/8 (not affected by Str).
      • Reinforcement - consumes a stack to negate the next knockdown/knockback status effect
  • Notes:
    1. Melded spirit can still be chosen as the linked spirit or you can choose another one without changing Meld's current effects.
    2. Melded spirits have their abilities disabled.
    3. Meld scales with Yokai's stats and not the Spirit's.

 

Odd wording, it says protective armor but the fire version has no directly protective property, also the stone one is the best one by far because 95% damage reduction is the same as Increase HP and shields by 20 times also increase all healing received by the same amount.

 

6 hours ago, porrinyx said:

R - UNLEASH (100 energy)

  • Temporarily overloads the currently linked spirit with massive energy for 9/11/13/15 seconds, increasing their size by 5x and empowering their abilities.
  • Unleashed Spirit's Strength/Range/Duration is equal to 125% of Yokai's Strength/Range/Duration.
  • Spirits use their respective Unleash skills upon R cast:
    1. Unleashed Fire: Apocalypse
      • The Fire spirit grants himself an aura while unleashed that procs heat and deals 3/4/5/6% max health as heat damage every second to enemies within 11/12/14/17m.
      • Aura decays current shield and armor by 3% per second.
    2.  Unleashed Water: Tranquil Snow
      • The Water spirit envelops the area 9/10/11/13m around it with a light snow, dealing 100/150/200/250 cold damage to enemies and slowing them by 15/20/25/30%.
      • Enemies that stay in the area for 5 seconds are frozen for 1.25/1.5/1.75/2 seconds. Enemies can only be frozen once but can be slowed indefinitely.
      • Allies in the area regenerates 6/8/11/15 health, 12/16/22/30 shields, and 2 energy per second. Grants overshields.
      • The blizzard follows the spirit.
    3. Unleashed Earth: Meteor
      • The Earth spirit transforms into a ball of rock and slam the target area, dealing 350/425/500/600 impact damage to all enemies within 9/11/13/15m.
      • Enemies within 5/6/7/8m of the center are Lifted for 2/3/4/5 seconds.
      • Additionally, the spirit gains health equal to 100% health, shields, and armor of all enemies affected by Meteor and materializes as long as it has health.
      • While materialized, it transfers 90% of damage taken by allies within 11/13/16/20m onto himself.
  •  While active, hold button orders the spirit to move to the target area.    
  •  After being unleashed, Spirits rest for 3 seconds (not affected by mods) before becoming available for linking again.
  • Notes:
    • If the chosen spirit is currently melded, this ability unmelds them and links Yokai with the next spirit available.

Once again the rock is just silly, 90% DR on top of 95% DR , this means an HP increase of 200 times.

 

The design is well tough out save a few hiccups in balance and symmetry. However, it fail to address the biggest problem on “summoner”type characters. Namely, if the summon is good enough the player will be able to just summon it and go make a lunch if the summon is bad it is just a registration and the player has no attachment to it.

I think I found the solution to this problem looking at another game and I’m trying to adapt a diluted version of it on a spider frame ( still working on it ). Let me introduce you to my favorite character in league of legends (design wise)

 Pretty much a summoner that has to command his summons, otherwise they are useless. The solution I am trying to implement involves doing proper target prioritization to create strong summons and use the rest of the kit to direct and enchant her summons.

Link to comment
Share on other sites

4 hours ago, keikogi said:

Odd wording, it says protective armor but the fire version has no directly protective property, also the stone one is the best one by far because 95% damage reduction is the same as Increase HP and shields by 20 times also increase all healing received by the same amount.

"The spirit acts as an armor granting him protection or buffs depending on the spirit type." Also the Earth Armor is meant to be a tanking armor for yourself only. The Water Armor affects ALL allies and acts more of a support armor.

 

4 hours ago, keikogi said:

Once again the rock is just silly, 90% DR on top of 95% DR , this means an HP increase of 200 times.

Unleashing removes the spirit from your available pool. You can't stack them. I specifically stated that because 90% on top of 95% DR, is as you say, broken.

11 hours ago, porrinyx said:
  • Notes:
    • If the chosen spirit is currently melded, this ability unmelds them and links Yokai with the next spirit available.

 

Thanks for the feedback!

Edited by porrinyx
Formatting
Link to comment
Share on other sites

10 hours ago, Loza03 said:

Only major suggestion I have is the name. Yokai is a rather specific term, which would be fine but a name already exists for a Yokai-wrangler. 'Onmyoji'

So, yeah, name could be that, or for short, just 'Onmyo'. 

 

Aside from that, this seems like a pretty well-though out concept. Fairly complex but we've had complicated frames before.

Ooohhh I forgot about that term. That's actually a better and more thematic name. Thanks for reminding me!

Link to comment
Share on other sites

7 hours ago, MuscleBeach said:

10% damage reduction isn't going to stop any AFKing. I don't really see why they'd be so strong to be able to afk wipe the floor anyways. 

Yeah I just threw that around randomly as a cautionary measure. I'd probably remove that.

 

7 hours ago, MuscleBeach said:

Buff to 3 seconds. Knockback is basically a 1 second disarm as it is. 

Good point there. I'll edit that to 3.

 

7 hours ago, MuscleBeach said:

So I can just nuke my warframe's power my strength and just not link them to bypass the low strength? 

Yes you can do that. But passive spirits have 2x ability cooldowns so technically they have 50% Str overall in the long run.

It got me thinking though that maybe I could have unlinked spirits also scale with 100% of Yokai's stats and just keep the x2 ability cooldown, or maybe increase it to x3.

 

7 hours ago, MuscleBeach said:

Does this mean there is always a linked spirit, even when you just started a mission, and you're paying energy to swap to a different one only? Or you're paying energy to shoot your energy wave only? Regardless, I think it may be better to make Sentinel send your unlinked spirits to guard an area. Then linking with one already sent out will simply swap them.

Yes you start linked with the Fire Spirit and only spend energy to send out the wave. Switching is like Ivara's or Vauban's and there's no energy cost.

That is a good point about link and Sentinel interaction.

 

7 hours ago, MuscleBeach said:

So this slows enemies, heals, pumps up my damage output, and restores ally's energy? Will the augment mod make arms pop out of my desk and play for me too? Energy seems very random, I would remove that part. 

Yes it provides a minor slow and a minor speed buff. It is also a slow heal that can restore EITHER health/shield/energy, NOT all of them at same time.

I don't think the energy is random though. It's just allied support regen. And it will ONLY regen energy for them IF they have full health/shields.

 

7 hours ago, MuscleBeach said:

Not worth the 100 energy compared to the other skills, except for water. Remove water's energy regen here too and buff up the damage numbers.

Increase the armor reduction on fire mode, maybe by a lot and reduce its range to compensate. 

Earth mode, Standard damage amount for a 4 ability is about 1500, unless you're Wisp. Then it's like 2000 + 25% + corrosive + some other stuff I don't remember per second. You're doing 600. 

Yeah I was thinking Fire spirit needs a buff too but I toned it down for now just in case it would seem OP.

For the Earth spirit, I based it on Rhino's stomp which has a damage of 800. Since Unleashed spirits scale with 125% of Yokai's stats I nerfed it to 600. I'll probably increase it to 1000 to match Oberon's/

 

Anyway, thanks a lot for the feedback! Got me thinking with some tweaks!

Link to comment
Share on other sites

8 hours ago, porrinyx said:

Yes it provides a minor slow and a minor speed buff. It is also a slow heal that can restore EITHER health/shield/energy, NOT all of them at same time.

I don't think the energy is random though. It's just allied support regen. And it will ONLY regen energy for them IF they have full health/shields.

30% Slow isn't minor. Molecular Prime is a 30% slow and caps at 70%. 

30 health /s isn't minor. Nidus has 13 health /s passively and additional 20 health /s on his 4. His passive and his 4 total 33 health /s. 

10% Attack Speed is Minor. 

2 Energy /s is debatable. I personally shy away from Energy regeneration unless it's very very small as we have too many energy generating effects as it is. But that is my personal tastes. 

20 hours ago, porrinyx said:

Rejuvenate (5 sec CD) - Replenishes all allies within 15m for 25 health, 25 shields, and 5 energy.

 

20 hours ago, porrinyx said:

Allies in the area regenerates 6/8/11/15 health, 12/16/22/30 shields, and 2 energy per second. Grants overshields.

Now that I'm looking more closely, you have even more regeneration. So 5 Energy /s for allies and 3 Energy /s for Yokai. Unless these can't all be used together. Just saying, be weary of your energy numbers. 

9 hours ago, porrinyx said:

It got me thinking though that maybe I could have unlinked spirits also scale with 100% of Yokai's stats and just keep the x2 ability cooldown, or maybe increase it to x3.

This is a good idea. The less special cases there are to simplify things the better. 

9 hours ago, porrinyx said:

Anyway, thanks a lot for the feedback! Got me thinking with some tweaks!

You're welcome! And I forgot to say it before but I really like your ideas and concept of this frame :) 

Link to comment
Share on other sites

22 hours ago, MuscleBeach said:

30% Slow isn't minor. Molecular Prime is a 30% slow and caps at 70%. 

30 health /s isn't minor. Nidus has 13 health /s passively and additional 20 health /s on his 4. His passive and his 4 total 33 health /s. 

10% Attack Speed is Minor. 

2 Energy /s is debatable. I personally shy away from Energy regeneration unless it's very very small as we have too many energy generating effects as it is. But that is my personal tastes. 

First, I see I have made an error and not included in the notes that the slow and attack speed is static and not affected by Str, only the regen is since that's the main point of the armor.

Also, Nidus heals 20/s at max rank, I believe. Oberon for 40/s. Wisp for 30/s. I matched my values to Wisp's vitality mote, but instead of granting max health, I gave it an enemy slow/ally speed to match water support.

 

22 hours ago, MuscleBeach said:

Now that I'm looking more closely, you have even more regeneration. So 5 Energy /s for allies and 3 Energy /s for Yokai. Unless these can't all be used together. Just saying, be weary of your energy numbers. 

Only allies get the energy regeneration (if health and shields are full) so Yokai can't get energy regeneration from Water Armor.

And yes, you can't use them all. I included it in the notes portion since I thought stacking spirit effects can be problematic in numbers tuning.

On 2019-12-02 at 3:02 AM, porrinyx said:

W - SENTINEL (50 energy)

  • Notes:
    1. -snip-
    2. -snip-
      • -snip-
    3. -snip-
    4. If the chosen spirit is currently melded, this ability unmelds them and links Yokai with the next spirit available.

E - MELD (Toggle, 30 + 6 energy per sec)

  • Notes:
    1. -snip-
    2. Melded spirits have their abilities disabled.
    3. -snip-

R - UNLEASH (100 energy)

  • Notes:
    • If the chosen spirit is currently melded, this ability unmelds them and links Yokai with the next spirit available.

 

23 hours ago, MuscleBeach said:

This is a good idea. The less special cases there are to simplify things the better. 

You're welcome! And I forgot to say it before but I really like your ideas and concept of this frame 🙂

Thanks for liking the overall concept of the frame! I liked your feedback too and had some knowledge on what to tweak here and there!

Link to comment
Share on other sites

1 hour ago, porrinyx said:

First, I see I have made an error and not included in the notes that the slow and attack speed is static and not affected by Str, only the regen is since that's the main point of the armor.

Also, Nidus heals 20/s at max rank, I believe. Oberon for 40/s. Wisp for 30/s. I matched my values to Wisp's vitality mote, but instead of granting max health, I gave it an enemy slow/ally speed to match water support.

Well that changes things haha. 

Nidus is the numbers I mentioned. I checked the wiki before posting. Oberon is a dedicated healing ability, nothing else. It also has travel time, not sure how long but it's a thing. Wisp is busted... Personally I wouldn't use her as a reference except to see if I'm crossing a line. But at the same time, I can't really knock someone else for referencing her because she is indeed in the game as the devs intended. So, ability looks ok to me now :) 

 

1 hour ago, porrinyx said:

Only allies get the energy regeneration (if health and shields are full) so Yokai can't get energy regeneration from Water Armor.

That's only mentioned on one of the abilities. All the others don't say Yokai is excluded. If the most you can get at one time is 2 /s, it's probably fine. 

Link to comment
Share on other sites

On 2019-12-02 at 3:02 AM, porrinyx said:

Abilities and Spirits deal -10% damage to unmarked enemies but deals +10% more to marked enemies.

This buff sounds very counter intuitive and makes this ability more of a constant debuff to yourself that has an energy cost to take off the debuff. Id say buff the percentage on marked enemies or remove the penalty cause that just means you permanently deal 10% less damage over all unless you use energy to deal what you'd normally deal to just a specific enemy

Link to comment
Share on other sites

11 hours ago, weeaboopotato said:

This buff sounds very counter intuitive and makes this ability more of a constant debuff to yourself that has an energy cost to take off the debuff. Id say buff the percentage on marked enemies or remove the penalty cause that just means you permanently deal 10% less damage over all unless you use energy to deal what you'd normally deal to just a specific enemy

That part of the passive is meant to make Yokai have an active playstyle so I don't think it sounds counter intuitive for its intended purpose.

You just deal 90% of your damage to unmarked targets and 110% to marked targets. Also, you DON'T have to spend energy to mark targets:

On 2019-12-02 at 3:02 AM, porrinyx said:
  • Master's Mark:
    1. Yokai's weapon attacks and Q-Hold marks enemies for 8 seconds.

You can just equip an AOE weapon or do a melee attack to mark multiple enemies.

Link to comment
Share on other sites

13 hours ago, MuscleBeach said:

Well that changes things haha. 

Nidus is the numbers I mentioned. I checked the wiki before posting. Oberon is a dedicated healing ability, nothing else. It also has travel time, not sure how long but it's a thing. Wisp is busted... Personally I wouldn't use her as a reference except to see if I'm crossing a line. But at the same time, I can't really knock someone else for referencing her because she is indeed in the game as the devs intended. So, ability looks ok to me now 🙂

 

That's only mentioned on one of the abilities. All the others don't say Yokai is excluded. If the most you can get at one time is 2 /s, it's probably fine. 

Yeah, come to think, of it Wisp's regen is busted so I might lower it down to 20-25.

Also, the max energy regen Yokai can get is 3 /s base (if I added it right) by Unleashing the Water Spirit.

  • If Water Spirit is not melded, Yokai and allies gets 1 /s. (5 per 5 secs for Rejuvenate)
  • If Water Spirit is melded, Yokai gets no energy regen but his allies gets 2 /s.
  • If Water Spirit is Unleashed, Yokai and allies in range gets 3 /s. (2 /s for Tranquil Snow + 5 per 5 secs for Rejuvenate)

Thanks for the continuous feedback 😄

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...