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Synergistic Titania Rework. - Split Razorwing, Tribute Gates


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Hear me out, I'm totally in love with what I came up with, as someone who use to play a ton of Titania in the past.

Primary problems:  Titania's kit feels very clunky, cumbersome, and samey.  Her 1-3 all feel like the same ability and it none of them feel good to use or are particularly effective save for Tribute being alright on paper but not in practice.

Goal: Make Every ability worth using at least here and there, provide engaging gameplay and create fun internal synergies.   Increase thematic ties.

 

Passive:  Doesn't need to be changed.  It's fine, it exists,  most passives don't do much anyway.  I WOULD recommend making it interchangeable based on whether she's on the ground or in the air though.  Ground form can have her current passive.  Airborn form could give her damage resistance or something.  She really needs the survivability.   28% Damage Resistance while airborn would help a lot.  It'd mean with Agility Drift she gets 40% DR,  80% with Aviator.  38 for 90%,  quite a few get 90% or more damage resistance so it's a good number to aim for. 

1- Lantern

Tap: On Enemy- CC the targeted enemy making them float off the ground with the Lifted condition for the duration plus a solid 75-95% slow  (Which shouldn't be an issue since they're disabled anyway, but the slow should severely limit how badly they float away and into space when hit, which is a huge problem with Titania currently.  Alternatively, Vines emerge from the closest surface to hold the lantern area up off the ground and keep them locked in place).   A cloud of Razorflies spawn similar to how they currently spawn when you use Razorwing.  6 Drones scaling with Duration.   Razorflies attack enemies effected by Lanturn essentially acting like a DoT.  If there are multiple effected enemies, they divert attention between them. If there are none, they attack in general.  Multiple uses don't spawn more razorflies than the maximum, but can refresh their health and spawn more up to the maximum.  They have health based on the max health of the enemy they spawned from,  and they deal damage based on their own max heath.  

While an enemy is Lanturned,  other enemies are drawn to them as they currently are.

On Ally- Razorflies spawn on the ally acting like Amesha's 1.  The ally is effected by Lantern, having an alternate effect of providing them with a health buff.  Multiple allies can be effected by this, but razorflies are split between them so each alley has at least 1.  If enemies are also effected, excess razorflies target enemies if all allies have at least 1.  If no enemies are effected, all razoflies focus on dividing up between effected allies.

Hold- Effects Self with the same effect as on an Ally.

Minimum of a 15-25 second base duration (at level 30) to be useful.  Razorflies themselves don't have a duration, they just last until killed.

2- Tribute / Archgates

Same effects.  However, no crippling dependence on specific enemy types and knowing what enemies do what for you.   Instead, Tribute creates a Totem of thorny vines baring fruits or flowers, perhaps in the shape of an Archgate ( A fae path arch.  Google "fairy arch", it's a fun folklore thing that's very relevant to Titania) providing the effect to enemies who walk or fly through it.  You select what Tribute you want to place using a Selection Wheel ala Vauban/Ivara/Wisp.  1 Gate per Tribute.  Using it again moves the gate.  (This has an added effect of allowing Content Creators to set up their own courses for novelty races they might set up with one or more Titanias acting as the referees and you'd be able to see who is fastest based on seeing the buffs pop up on the squad UI.   Content for content creators and those who like messing with meme abilities, I know some content creators engage in Races.   Whether it's Volts and Gauses,  or K-Drive racing, or even archwing racing in open worlds)

Gates can have an additional benefit of acting like a shield wall that you can stand behind, with enemy projectiles being blocked by the gate while allied projectiles travel through it.  Could give them health based on incoming fire for a few seconds when first placed, like an Iron skin or Warding Halo, to allow it to remain usable at all levels of play without it being outright invulnerable.  Its health could also scale off duration, and its health pool is itself the duration of the ability, lasting until destroyed or moved.   The duration themselves having a normal buff duration until they need to be reapplied.  And some of you might be thinking this sounds similar to Wisp's 1, but only superficially, and with dramatically different benefits and effects.  Wisp's fire rate, health, healing, and CC would still be amazing and the Tribute buffs don't step on Reservoir/Mote's toes at all.   They would in fact team up well with each other. I'd LOVE to play  as either a Titania or a Wisp on such a squad.

 

From here there are two options I present:  (Addressing Razorwing and the space provided by shifting Titania's current 1-3 abilities that feel samey into 2 distinct and useful abilities)

Option 1: Two separate abilities.  Splits razorwing into two abilities.  Flight, and Exalted Weapons.   Pros:  Space to buff both effects separately as their own effects to be overall more potent than it is currently.   Cons: Uses up the newly available 3rd ability slot, which evidently some players find distasteful even though this provides room to increase the power scaling on the individual abilities so you're getting more out of it.

 

3- Monarch Wings:

Disconnecting Titania's fairy mode from her Exalted Weapons.   Her new 3 is a semi-Passive Toggle, like Ember's heat gauge in that respect, or Equinox's form change.

This ability toggles Titania between Ground and Winged mode and allowing you to use it separately from her exalted weapons.   Using it in this way it does not have a channeling cost, it purely gives her the smaller size and ability to fly and it may or may not summon additional razorflies or at least refresh existing razoflies.

Granting temporary bonuses that fade away when initially entering or exiting the mode could encourage switching it up instead of staying in one or the other, similar to Equinox's fading buffs for form changing and they don't stack with each other, so the new overrides the previous.  I'd recommend health regeneration or life steal when switching to ground mode, and movement speed when switching to winged mode, winged mode not having added movement speed by default.  So in its current form razorwing is pretty fast,  in this iteration it wouldn't be that fast by default, but it would be with this buff.  

4- Exalted Arms

Switch to her Dex Pixia and Diwata, manifesting her exalted weapons with the channeling cost as normal.   This should be fine on its own as Dex Pixia are one of the strongest weapons, almost comparable to Mesa's DPS but not competitive with it just since it's not autoaim. Still pretty strong though.  If not, you could add a secondary benefit. Such giving them innate life steal, or they might deal additional damage when traveling through a Tribute gate, though she doesn't exactly need additional damage.  The gates (when fired through) could add status conditions to the projectiles though.  Radiation procs perhaps.  Diwata could instead add the effects of the current Spellbind effect on enemies hit by it.  Which should give enough reason to use it, and it isn't effected as much by enemies flying since archmelee has that nice lock on-dash effect, or the new Lantern.  Archmelee isn't great,  so turning it into essentially an alt ability working on-hit definitely gives it new life and use.

 

 

Option 2: TAP/HOLD functionality on 4, completely new 3rd ability.  Keeps Razorwing as a singular 4th ability, instead separating flight from the exalted weapons by allowing you to tap to instantly pop in or out of Razorwing, and holding it to manifest your exalted weapons, thus starting the channeling cost associated with exlated weapons.  This still allows free flight as part of her identity and all the tactical options of before but.    Pros:  Frees up the 3rd ability slot.   Cons:  Less room for improving them both independently.

 

3- Monarch Lunamoth:  

 A larger glowing unique looking razorfly is sent from Titania to a target ally.  Held to use on self.  The Lunamoth orbits the ally until their health falls below 5hp when it intervenes to provide 3 seconds of invulnerability and a 50% heal scaling with power strength and the invulnerability scales with duration.    

I'm not sure an ability like that exists in the game yet, though Nidus has his multiple lives and Hildryn has her shieldgate.

It'd help her stay alive and it'd also help her help a squishy squadmate stay a live.

4- Razorwing:

Razorwing as it currently exists, with a key and very important change: Tapping the ability toggles Titania between ground form, and fairy flight form.  This has no channeling cost associated with it and is essentially a psuedo-passive like Ember's heat gauge or Equinox's form changes.  Holding the ability manifests her exalted weapons, and the associated channeling cost.

Edited by Kingsmount
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So I first would like to say that Titania is one of my favorite and most played frames, so I know what I am talking about.

Yes, this frame's abilities are somewhat outdated, but also largely misunderstood. Under Titania mains the Razorwing ability is a quite sensitive spot. Some of us like the ability while others, like yourself, would like to change it up. 

I strongly believe that the cornerstone/concept for Titania is that the frame can shrink down into a little deadly killer-toothfairy. This also has been stated in the devstreams prior to the release of Titania. Thus so, your suggestion of spitting the Razorwing ability seems not the best concept to me. While I absolutely love the name that you suggested, breaking the ability up in these specific segments breaks the whole idea of Titania. Summoning 2 gigantic pistols does not feel very fairy like to me, as you have mentioned Mesa, more something for that frame. 

Other than that your concepts for the other abilities seem like nice ideas and I would love to see DE take notes from this. While to only concern I have with

31 minutes ago, Kingsmount said:

Gates can have an additional benefit of acting like a shield wall that you can stand behind, with enemy projectiles being blocked by the gate while allied projectiles travel through it

is that stationary abilities do not really work in Warfame since it is a really fast paced game. For example, a Volt shield is nowadays only commonly used as a damage multiplier instead of an actual shield. 

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To be honest, I don't really care what abilities Titania will have. The main thing is that Dex Pixia/Divata and razorwing are separate. But if we are dealing with two separate forms, why can't Titania have 7 abilities?

But I think Latern and Tribute should be combined as a buff system. Now, the Tribute creates auras around Titania. Take the Latern, represent it as an object that Titania can create and carry, and let the Latern be the center of the aura. This is more like Chroma mechanics than Wisp and is more useful for archwing mode. 

Just like me, many people want to get a useful razorfly system. Now they are similar to Revenant thrall except that allies can't kill them, but razorfly themselves are very weak and not particularly smart.

Edited by zhellon
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17 minutes ago, Novalonic said:

So I first would like to say that Titania is one of my favorite and most played frames, so I know what I am talking about.

Yes, this frame's abilities are somewhat outdated, but also largely misunderstood. Under Titania mains the Razorwing ability is a quite sensitive spot. Some of us like the ability while others, like yourself, would like to change it up. 

I strongly believe that the cornerstone/concept for Titania is that the frame can shrink down into a little deadly killer-toothfairy. This also has been stated in the devstreams prior to the release of Titania. Thus so, your suggestion of spitting the Razorwing ability seems not the best concept to me. While I absolutely love the name that you suggested, breaking the ability up in these specific segments breaks the whole idea of Titania. Summoning 2 gigantic pistols does not feel very fairy like to me, as you have mentioned Mesa, more something for that frame. 

Other than that your concepts for the other abilities seem like nice ideas and I would love to see DE take notes from this. While to only concern I have with

is that stationary abilities do not really work in Warfame since it is a really fast paced game. For example, a Volt shield is nowadays only commonly used as a damage multiplier instead of an actual shield. 

 

I'm not really changing Razorwing, I'm just splitting it into 2 abilities to offer more options and allow people who like the flying to fly as much as they want independent of the channeling cost associated with the exalted weapons.

Yes, the cornerstone for Titania is shrinking.  That's why it's maximized and emphasized here with what I've suggested.  You can fly as much as you want now.  When you need energy you can instead turn off the exalted weapons,  and likewise can use her exalted weapons without using the flight if you want.

The flight becoming something of a passive.

Another option could be to literally make it her passive,  double tap spacebar to enter or exit.

I do not see how it in any way limits or even impacts the current ability to play her the way she currently is, it just expands the horizon and allows much more to be done with her.  Summoning 2 gigantic pistols doesn't seem fairly-like? well that's what she already does.

 

Stationary abilities may not work so well, but tell that to Wisp who's reservoirs are an amazing ability.   And it is only a marked improvement from how you currently use Tribute,  instead of relying on a specific enemy type or even any enemy at all, you just place exactly the tribute buff you want and move on, or load them all up in sequence and move on, meanwhile it also doubles as a defensive ability AND it can allow you to easily reapply the buff on yourself by just flying through the arch,  which vastly improves the ability to make use of it while you're zooming around in Razorwing and already suffering energy loss with her exalted weapons.  It's much needed survivability and utility.  So it's just strictly an improvement to how it is now, where you don't even have the option to be static or not, you're anchored to specific enemies and it's just a one-off effect.  Use it and move on,  or use it and bunker down.   The effect I suggested where it's temporarily invulnerable and scales its health based on incoming damage also self-regulates abuse since you can't just stack multiple in the same spot, since only one would benefit from the incoming fire while the others would be fragile.  But if you're mobile you can just slap them all down in quick succession and move on.   And everyone following along behind you would be getting these buffs as well if they just move through your gates.   You don't have to place them all in one spot either, I'd recommend using them while moving so you're leaving a path of gates in your wake, with said teammates picking them up as they tail you.  Which is kind of fun in its own right, a minigame of sorts for those who enjoy that kind of game mechanic of rings.

 

This opens a TON of doors for her and options for how you want to play her, and it adds a lot of utility to her in objective type missions that she was lacking meanwhile it also improves her in non-static missions like exterminates since she doesn't have to blow so much time trying to pick out specific tribute targets, and her new 1 wont scatter enemies around,  meanwhile it also gives her two different forms of scaling allowing her to exist in high level missions (Razorflies scaling DoT damage,  and the Archgates scaling their shield health)

 

 

So if you like the way her current 4 centered playstyle works,  you would in fact LOVE these changes, as that playstyle is unchanged while everything else around it is improved,  and you can simply deactivate her exalted weapons to continue playing that way even without energy, and to regenerate energy while still flying.

Edited by Kingsmount
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4 минуты назад, Kingsmount сказал:

I'm not really changing Razorwing, I'm just splitting it into 2 abilities to offer more options and allow people who like the flying to fly as much as they want independent of the channeling cost associated with the exalted weapons.

Yes, the cornerstone for Titania is shrinking. That's why it's maximized and emphasized here with what I've suggested. You can fly as much as you want now. When you need energy you can instead turn off the exalted weapons, and likewise can use her exalted weapons without using the flight if you want.

The flight becoming something of a passive.

Another option could be to literally make it her passive, double tap spacebar to enter or exit.

I do not see how it in any way limits or even impacts the current ability to play her the way she currently is, it just expands the horizon and allows much more to be done with her. Summoning 2 gigantic pistols doesn't seem fairly-like? well that's what she already does.

I see this as another good side - it is an increase in the number of builds. Now Titania is stuck in the sense that she needs 150 -200% strength to be as effective as another frame with a normal weapon.

6 минут назад, Kingsmount сказал:
Stationary abilities may not work so well, but tell that to Wisp who's reservoirs are an amazing ability. And it is only a marked improvement from how you currently use Tribute, instead of relying on a specific enemy type or even any enemy at all, you just place exactly the tribute buff you want and move on, or load them all up in sequence and move on, meanwhile it also doubles as a defensive ability AND it can allow you to easily reapply the buff on yourself by just flying through the arch, which vastly improves the ability to make use of it while you're zooming around in Razorwing and already suffering energy loss with her exalted weapons. It's much needed survivability and utility.

The problem is that Titania's theme is mobility. On the other hand, there is a great example of using a stationary ability on a mobile frame - this is the Volt shield. You can deploy it, you can take it and not lose it in mobility. This is why I think the stationary ability will be good if it can be moved.

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33 minutes ago, zhellon said:

To be honest, I don't really care what abilities Titania will have. The main thing is that Dex Pixia/Divata and razorwing are separate. But if we are dealing with two separate forms, why can't Titania have 7 abilities?

But I think Latern and Tribute should be combined as a buff system. Now, the Tribute creates auras around Titania. Take the Latern, represent it as an object that Titania can create and carry, and let the Latern be the center of the aura. This is more like Chroma mechanics than Wisp and is more useful for archwing mode. 

Just like me, many people want to get a useful razorfly system. Now they are similar to Revenant thrall except that allies can't kill them, but razorfly themselves are very weak and not particularly smart.

 

7 abilities (Separate abilities per form) is a lot more work and hard to keep track of for some players.  I know I find Equinox to be a little overwhelming  It's also just pretty unnecessary.  

That doesn't work, as Titania is very mobile and shouldn't or wouldn't be in such positions to be anchored around her party to provide an aura buff.   

As you say, many people want a useful razorfly system, and that is what I turned Lantern into.  With this, Lantern is both the main razorfly effect as well as a Control mechanism to direct the razorfly behavior while Tribute remains Tribute, with its buffs, but now you can use them and provide the buffs to your squad as well as it doubling as helping her survive in tight situations and helping her contribute better to defending objectives, and even if she doesn't stick around to benefit from her archgate barrier, it still remains there to protect A) an objective and B) Squadmates who might be bunkered down there.  

 

17 minutes ago, zhellon said:

I see this as another good side - it is an increase in the number of builds. Now Titania is stuck in the sense that she needs 150 -200% strength to be as effective as another frame with a normal weapon.

The problem is that Titania's theme is mobility. On the other hand, there is a great example of using a stationary ability on a mobile frame - this is the Volt shield. You can deploy it, you can take it and not lose it in mobility. This is why I think the stationary ability will be good if it can be moved.

It doesn't impact her mobility, as I said it in fact makes her more mobile as she doesn't have to specifically hunt for and you having to have memorized what each enemy type does in order to get your buff.   You can easily use them while you are moving,  meanwhile this does actually accentuate her mobility theme,  as the concept of rings like these (They'd be rings when used in the air,  arches when used on the ground), is extremely prolific in racing games and is a concept inherently related to speed- aka mobility.   Meanwhile it also doubles as a theme that is inherently related to Fairies, Fae, pixies, sprites, elves, nature, and so on,  the concept of the Fairy Gate, or the Fae Path.  So this change is a tri-fold improvement on functionality, both those themes, and survivability. 

It's purely a benefit.  You have the option to be static and anchor yourself to one spot,  or you can continue to be mobile leaving the rings behind as you move, or on an objective for a teammate.

It's balanced around it being static,  if it were to move with you it would reduce its utility and it wouldn't benefit allies,  and plus if it moved with her it would be too strong, if you don't want to use it defensively it remains as the current buffs you know and love, just now much much more usable.  The barrier effect is secondary, a side convenience,  and an alternative to a duration on the gate itself, instead being breakable. 

 

In short, more playstyle options and tactical decisions. 

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26 минут назад, Kingsmount сказал:

That doesn't work, as Titania is very mobile and shouldn't or wouldn't be in such positions to be anchored around her party to provide an aura buff.

I meant that you just leave an object that will give a buff for the party around it as an aura of a large radius.

That is, it works without Titania. Titania just has the ability to pick it up and move it to where it needs to be or keep Latern and buff only herself, which will be the case in most cases. But, if we have 4 different buffs, then we have 4 different laterns that will be active at the same time, helping allies or making CC. I think this is a cool concept.

31 минуту назад, Kingsmount сказал:

It doesn't impact her mobility, as I said it in fact makes her more mobile as she doesn't have to specifically hunt for and you having to have memorized what each enemy type does in order to get your buff. You can easily use them while you are moving, meanwhile this does actually accentuate her mobility theme, as the concept of rings like these (They'd be rings when used in the air, arches when used on the ground), is extremely prolific in racing games and is a concept inherently related to speed- aka mobility. Meanwhile it also doubles as a theme that is inherently related to Fairies, Fae, pixies, sprites, elves, nature, and so on, the concept of the Fairy Gate, or the Fae Path. So this change is a tri-fold improvement on functionality, both those themes, and survivability.

It's purely a benefit. You have the option to be static and anchor yourself to one spot, or you can continue to be mobile leaving the rings behind as you move, or on an objective for a teammate.

It's balanced around it being static, if it were to move with you it would reduce its utility and it wouldn't benefit allies, and plus if it moved with her it would be too strong, if you don't want to use it defensively it remains as the current buffs you know and love, just now much much more usable. The barrier effect is secondary, a side convenience, and an alternative to a duration on the gate itself, instead being breakable.

 

In short, more playstyle options and tactical decisions.

Well, like I said, I don't really care about Titania's abilities. The main thing is that they remain support-oriented in the direction of protection.
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10 минут назад, (XB1)GearsMatrix301 сказал:

Splitting razor wing into 2 different abilities is just wasting a slot that could be better used for an actual new ability.

Fix what’s actually broken.

Well, we can just remove Dex Pixia/Divata and give the damage buff ability instead. This way we will improve razorwing and not lose the slot. But you don't agree, do you?

Razorwing with normal weapons is a cool concept that will save Titania from energy problems and the fact that exalted weapons can become bad (although Divata is already bad). At the moment, Dex Pixia is working, but it has issues with the content and the fact that I can take kuva brakk and do the same damage as 300% strength Titania.

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1 hour ago, (XB1)GearsMatrix301 said:

Splitting razor wing into 2 different abilities is just wasting a slot that could be better used for an actual new ability.

Fix what’s actually broken.

A way around this would be to make it a Tap/Hold. Tap to go/out of Razorwing, Hold to summon Her exalted weapons. If you are not in Razorwing you can just hold to go into Razorwing with her exalted weapons.

Only problem I see is that it would remove any other options of Tap/Hold from her 4th ability. (like hold down to respawn Razorflies for half the cast energy)

6 hours ago, Kingsmount said:

The flight becoming something of a passive.

Another option could be to literally make it her passive,  double tap spacebar to enter or exit.

They literally did this with Limbo. It would be great if they did it here. Maybe triple tap so that you can still double jump if you need to.

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11 минут назад, Pixzia сказал:

They literally did this with Limbo. It would be great if they did it here. Maybe triple tap so that you can still double jump if you need to.

Bulletjump is quite suitable. Yes, this will limit movement, but archwing mode itself is a very good means of mobility, so there should be no problems with this. But, then razorwing must have immunity to nullifiers and nullifying fields, otherwise it can play a cruel joke, because in fact, nullifying effects will disable our bulletjump in this case, which is not good. They did very well with Wukong when the clone does not disappear, but simply takes damage. Titania could get a debuff to speed in this case. It's not as painful as a transformation animation where you can't do anything.

But there is another problem, razorwing will only become more convenient, while the normal form will become an outsider. Restrictions on interaction with objects will help a bit, but you need something so that the player can use archwing and normal form for the situation. 

 

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53 minutes ago, zhellon said:

Bulletjump is quite suitable.

1. How would you get out?

53 minutes ago, zhellon said:

But there is another problem, Razorwing will only become more convenient

How is this a problem? The reason a majority of people use her right now is only for her 4. This would also address the people that want to use normal weapons in Razorwing with no energy cost. As well as the people that want to use Her exalted weapons out of Razorwing.

Even if this is not made her passive(which I honestly don't ever see happening) the Tap/Hold suggestion would be the next best option in my eyes. As you would not waste a whole ability slot. 

 

Edited by Pixzia
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4 hours ago, (XB1)GearsMatrix301 said:

Fix what’s actually broken.

I did.

>Splitting razor wing into 2 different abilities is just wasting a slot that could be better used for an actual new ability.

Like how Titania as she currently is has three abilities that feel like the same thing?  Which I fixed into two properly functioning and engaging abilities, and *then* separated Razorwing into one Semi-Passive toggle effect (Ala Ember heat or Equinox form change) and then the exalted weapons,  which doing so provides much needed playstyle choice and player options.

Another reason for this is that her new 1 and 2 would be pretty reasonably strong, and no frame has EVERY ability being good.  So I don't want to test fate too much.  I mean, not like DE will probably ever even see this let alone consider it unfortunately, but hey, got to keep up the illusion of hope.  I did also suggest in another comment that it could be possible to straight up make the flight her passive,  double tap space to enter and exit.  

In a way you can think of it not as wasting an ability slot, but sacrificing some power in this area to compensate for a stronger 1 and 2.  Effectively not having a 3, instead having the split Razorwing.  Which would be frequently used by most players anyway, and better than some frames that just outright might as well not have an ability or two, sometimes three.  

 

However.

@Pixzia has a great answer with making both effects part of the one 4th ability,  tap/hold for Flight or Exalted weapons.  Tapping to change forms could also allow very quick seamless transitions, very quickly popping in and out of the fairy form, kind of like AntMan and the Wasp do.  I love the idea of it.  Then Hold to pull out and channel the Dex Pixia.

 

Either way,  decoupling the ability to fly from the channeling cost associated with the exalted weapon is pretty necessary in my opinion. 

 

But with that in mind,  lets say Flight becomes her passive or is on a Tap/Hold mechanic on her 4.  What's a good whole new 3 then?   She's got CC and DoT with this new Lantern 1,  she's got buffs and defense utility with this new Tribute 2,  she's got Damage and Mobility with her Razorwing 4.   

I've got it: 

New 3:  Monarch Silverwing.   A larger glowing razorfly is sent from Titania to a target ally.  Held to use on self.  The Silverwing orbits the ally until their health falls below 5hp when it intervenes to provide 3 seconds of invulnerability and a 50% heal scaling with power strength and the invulnerability scales with duration.    

I'm not sure an ability like that exists in the game yet, though Nidus has his multiple lives and Hildryn has her shieldgate.

It'd help her stay alive and it'd also help her help a squishy squadmate stay a live.

Edited by Kingsmount
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The issue I have is the tribute buffs:

Dust is fine, it could use some scaling or something for when higher levels have greater accuracy than the rebuff can properly affect, but it's fine where it is.

Thorns should get at least 100% damage reflected back (although with evasion it becomes useless).

Entangle needs to slow enemy actions, not just their movement.

And Full Moon is strange due to companion damage not being the most reliable. I think it would be better as a small damage buff to allies, though the name should change to fit the new buff.

Also, the main buff should scale with strength, but the thorns damage reduction should stay the same.

On a different note, I'd rather keep razorwing as an ability than have it as a passive and lose the ability to bullet jump.

Edited by budderchew
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9 часов назад, Pixzia сказал:
1. How would you get out?

Just use the bulletjump combination again. This is just a key binding. 

9 часов назад, Pixzia сказал:
How is this a problem? The reason a majority of people use her right now is only for her 4. This would also address the people that want to use normal weapons in Razorwing with no energy cost. As well as the people that want to use Her exalted weapons out of Razorwing.

The problem is in normal mode. It will become even more useless than it is now.

But I still don't understand why not just give 7 abilities if people have a problem with ability slots. This solves both problems.

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1 час назад, (XB1)GearsMatrix301 сказал:

You’re just wasting the potential for an actual practical ability, for QoL nonsense that nobody asked for.

Can I consider this an insult? Razorwing with conventional weapons and without energy costs has a very large potential as a playstyle. For example, razorwing solves the problem of dangerous weapons very easily. 

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A separate archwing mode will give you space to experiment with weapons. For example, to find the optimal melee weapon, since razorwing will most likely use air attacks as base attacks. For example, a Glaive is very different from attacks with conventional weapons. Also, this will allow you to use gunblade shooting when you are in the air. And it will allow you to use normal heavy attacks while in the air, allowing you to get to flying enemies or high areas hitbox in melee. 

I don't think any ability will be stronger than archwing mode with normal weapons with a lot of variations that will be updated all the time. As I said, if you want to free up the slot, then Dex Pixia/Divata is a great contender for deletion.

Think about it. Razorwing reduces your hitbox. The Aviator provides resist. The height provides good conditions for hitting the head, which contributes to an increase in DPS. You are invulnerable to melee enemies. Using only this ability with normal weapons, I can pass 100% of the game. God, give me the ability to disarm enemies and I can do endurance races very easily using ferrox + pox.

Edited by zhellon
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@(XB1)GearsMatrix301 I just want you to understand that separating exalted weapons and razorwing will give a lot more advantages than simply adding simple number abilities. You may see little sense in this because it's normal. But it makes a lot of sense for players who play archwing. I know that it will be better not only because of imagination, but because of the call archwing weapon bug, which performed well until DE fixed it. And I've also seen comments from people on this forum who also see the benefit of it. 

It's just that your argument made me a little angry because you said no one asked for it when some people actually want it. In fact, we already have the damage ability (Dex Pixia). We need the CC ability and the buff ability. These are two slots. We basically have 1 free slot for razorwing. We just don't have anything to put there, because we already have everything we need. Voban has 8 different abilities, but people are still saddened that he lacks something. Now look at this rework that is being offered. 1-CC, 2-buffs / protection, 3-mechanics, 4-damage. This is all we need to be an OP.

Edited by zhellon
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33 minutes ago, zhellon said:

@(XB1)GearsMatrix301

It's just that your argument made me a little angry because you said no one asked for it when some people actually want it.

and those people are wrong. Because there’s zero reason to split one ability into two abilities when players are literally just going to use those two abilities together anyways. Which again just wastes an ability slot for something that’s actually practical.

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38 minutes ago, (XB1)GearsMatrix301 said:

and those people are wrong. Because there’s zero reason to split one ability into two abilities when players are literally just going to use those two abilities together anyways. Which again just wastes an ability slot for something that’s actually practical.

 

That is a very shallow argument that could be said for a lot of other warframes and their abilities.   Most frames have useless basically nonexistant abilities regardless,  and Titania had 3 abilities that felt like the same thing before.  I fixed those three into two distinct very useable, effective, and fun abilities, and used that space that gave to split Razorwing in a way that provides a huge amount of playstyle diversity and tactical utility.

The issue then is whether it should be a separate ability or not.  Whether or not you should split razorwing is essentially not up for debate, it's necessary for Titania to achieve full potential.  So the argument shifts to whether or not it should be a function of the same ability, as we've discussed in this topic already,  the option to Tap to change forms and Hold to use the exalted weapons and start the channeling cost associated.  Which combined with changing Razorwing to be an instant or near instant transition could be incredibly fun,  like Antman and the Wasp in those movies, how they pop in and out of their sizes instantly.   That also means that if you purely want to use Razorwing the way it is currently, you just hold to Exalt your weapons, and tap to seamlessly move along with very little difference and realistically no inconvenience or change of pace than the way it is now with its delay,  meanwhile you'd have a lot more options.  Even before considering the other abilities. 

 

In an above comment I provided my suggestion for what the new 3 would be in that case,  the tap-hold case.  I'll include it in the original post too as soon as I hit submit on this.

Edited by Kingsmount
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42 минуты назад, (XB1)GearsMatrix301 сказал:

and those people are wrong. Because there’s zero reason to split one ability into two abilities when players are literally just going to use those two abilities together anyways. Which again just wastes an ability slot for something that’s actually practical.

May be. I can only speak for myself and I speak for myself: I can use regular weapons + razorwing much more effectively than Dex Pixia/Divata in most cases.

I have already demonstrated that brakk kuva is equivalent to Dex Pixia 300% strength and loses only in range, which is insignificant for razorwing, because you can get closer to the enemy very quickly. But there are weapons with less DPS, but which are more convenient for mobbing up to level 100. There are weapons like Lentz that dominate level 200 enemies. Dex Pixia can be higher, but the problem is that brakk kuva/pox can also do this by default.

The second problem, you just won't have any energy, because RNG energy orb drop and energy leeches.

The third problem, in order to reach the level of brakk kuva/Lentz/pox, you need to be a glass canon, because you need a very blunt amount of strength from which only The Dex Pixia benefits, which you will not be able to use due to lack of energy. You know, it's sad.

The fourth problem: Dex Pixia is not fun. You may not agree with me, but now a sufficient number of weapons have been released that have unique mechanics and passive abilities. Remember Dual Toxocyst? I am sure that archwing mode is a good way to activate the passive ability of these guns, because you are always higher than the enemy and it is easier for you to hit the head. As I said above, archwing mode + normal weapons is a space for experimentation. Weapons are also content.

Oh, and I haven't seen anyone abuse the mechanics of infinite ammo and Synth Charge yet.

How many more reasons do I need to give? I don't care if other people use it together, there will still be people who can use it separately.

 

 

 

Edited by zhellon
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50 minutes ago, (XB1)GearsMatrix301 said:

Because there’s zero reason to split one ability into two abilities when players are literally just going to use those two abilities together anyways. Which again just wastes an ability slot for something that’s actually practical.

Again this could be fixed with a Tap/Hold but then again I don't really care if they do get split. Would allow for a weapon that give more up front dmg but Dex Pixia still have decent dmg. Another thing it would allow is actually being able to use Razorwing on -strength builds, not everyone wants to use Titania's Exalted weapons, but in doing this you lose the abilltiy use Razorwing.   Zero reasons to split one ability into two abilities? Sure, but there are reasons to split the Exalted weapons from Razorwing itself.

19 minutes ago, zhellon said:

I have already demonstrated that brakk kuva is equivalent to Dex Pixia 300% strength and loses only in range,

This is an outright lie, I can use an sub-200% strength build and out dps a Kuva Brakk, all depends on the enemy/builds.

Edited by Pixzia
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