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Warframe: Reworks, revisits & QOLs of every frame


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Since this is the year DE is fixing things, I feel like warframe abilities is one of them so i`d through I would put up some ideas to improve the warframes abilities with some new added parts to it, I have been playing each warframe to see if they need some improvements or some changes to their abilities. Here are my reworks, revisits & QOLs I would like to see each warframe get;

To quickly view the warframe you`re interested in, hold CTRL and F to bring up a search bar then type the warframe you want to read about, also when I think of more improvements I will be updating it so look on the other pages to view them.

 

Ash

Spoiler

·       All abilities can be cast while on ziplines.

 

1st Ability:

·       If an enemy is killed in one hit it is considered as a stealth kill.

·       Holding the ability will make both shurikens target the enemy you`re aiming at dealing double slash damage and adds critical damage based on what crit damage mods you have equipped on your melee weapon, also headshots will do more damage.

·       The more health the enemy loses, the slower the enemy moves when bleeding out.

·       When the enemy stops bleeding, it will go back to its normal movement speed.

·       It has a 1 second combo window. The more you use the ability, the more damage it does, the less energy it takes.

·       The built-up damage multi from spamming it can affect the held version of shuriken.

 

2nd Ability:

·       Increase the cast stun duration to 4 sec.

·       The smoke left behind will last for 10 seconds.

·       The smoke cloud has a 5m radius which can be increased by range mods.

·       Enemies that enter the smoke will have a 6 sec stun duration and are 40% more susceptible to damage. If allies are in the cloud they cannot be targeted by enemies.

·       If Ash stays in the cloud the duration won`t start until either he leaves the cloud or the cloud duration runs out.

·       Allies that are in the cloud are visually translucent show that they are unseen by enemies.

·       All stun durations cannot be increased by duration mods.

·       When Ash is invisible, the apparitions from bs are also invisible.

·       Remove muffled sound while invisible.

 

3rd Ability:

·       Holding the ability will show an indicator of where he can teleport to from the radical but the range is hafted.

·       Teleporting to a wall will make ash hang to the wall for 3 seconds.

·       Press X to bullet jump off the wall, press circle to detach of the wall. (ps4 controller)

·       Not only it can teleport to anything with a health bar, it can also teleport to anything that can be scanned.

·       You can teleport through windows if there are allies, npcs, enemies, objects with a health bar or is scannable objects on the other side of it.

·       You are able to teleport to enemies that are in the air.

·       After teleporting in the air, performing melee attacks will keep him in the air.

 

4th Ability:

·       When activating the ability, it will start instantly.

·       Pressing the ability will bring you into the animation while holding the ability will send clones out to kill instead of you.

·       If you want to jump out of bs, press the ability again and the clones will continue to kill enemies.

·       Enemies that are red can be killed by players.

·       There is no limit to how many enemies he can kill within the radius of the enemy he`s aiming at.

·       An indicator is shown of the number of enemies that are going to be killed by bs.

·       Sliding before activating will increase the animation and clones` attack speed by 20%.

 

Since Ash doesn`t have any synergy (or any good ones) here are some that will improve his performance;

 

Synergies

Smoke Screen + Shuriken, Teleport & Blade Storm:

·       If you use any ability while you`re invisible, enemy bodies will disappear.

·       The energy cost will also be cut down by half.

·       If you teleport to an enemy while you are invisible you will stun enemies around you and increase the smoke cloud duration to 15 seconds.

 

Shuriken + Teleport:

·       Using the 1st ability on an enemy will show their health bar through walls longer, making you able to teleport to them as long as they are continually receiving bleeding ticks.

 

Shuriken + Blade Storm:

To increase the damage of bs you must use shuriken. As long as enemies continuously keep receiving bleeding ticks, your damage will increase over time with no limit.

·       Enemies need to be alive and bleeding from the 1st ability for bs to build up damage.

·       If no enemies are affected by slash, you will have five seconds before the damage is lost.

·       If the five seconds is up, the stored-up damage will decay overtime instead of disappearing completely.

·       There will be an indicator showing the amount of damage you are accumulating and the amount of time you have left.

·       If you get downed, the timer won`t start until you are revived.

 

Fixes:

·       Make Ash be able to teleport in and out of the same grates instead of just one direction.

·       Make opening enemies up to finishers consistent with 3rd ability.

·       Sometime ash is glitched and stabbing the air and he is unseen when using bs due to camera angle.

·       Make the “clones” look like him (like wukong`s 1st ability) instead of looking like a hologram.

·       When blade storm is done, Ash doesn’t appear at the same place he started at but instead is teleported in a different location.

An in-depth post on Ash

Spoiler

 

 

 

 

Atlas

Spoiler

1st ability

·       Increase the dash range from 15m to 20m and can be increased by range mods.

 

2nd ability

·       When aiming at the rock-wall with it becomes see-through.

·       If enemies are shooting at it, it will absorb the damage which increases the damage when using it against the enemies when deactivating it.

·       On deactivation it will shoot like a fast projectile instead of a slow roll.

·       Holding the ability will display a range indicator for aiming at enemies and on release will shoot the rock wall instantly.

·       If Atlas or allies stand near it, they will receive 30% status chance in a 15m radius. 50% status chance if shooting through rock-wall.

·       (Synergy) Using the 1st ability on it will make it explodes and drop glowing rubble, when picked up, it will produce a glowing aura (colour based on energy colour) around atlas which will make him and the team 30% resistance to elemental procs for 20 seconds.

 

3rd ability

Fix: When visually stacking armour, make it to where the rubble builds up symmetrically on Atlas instead of only on one side or get rid of visual rubble build up. (having it on one side looks ugly to me)

Fix: When equipped with the shikoro helmet and his head turns it looks flat.

·       Synergy: If you pick up rubble after picking up rubble from 2nd ability, it will increase elemental resistance up to 75% and increase duration by 3 seconds. (only for atlas)

 

4th ability

·       They can now charge at enemies causing them to ragdoll.

·       You can command them to stay in one place or to freely move around.

·       If they are staying in one place, they change themselves into cannon bomb turrets.

·       Remove teleporting to Atlas mechanic.

·       Synergy: Holding the 4th ability will drain the armour you have accumulated from the 3rd ability, converting it into damage for the rumblers. If the armour gauge is full, it will take 3s to drain it, you will be invulnerable when held.

 

 

Banshee

Spoiler

NEW Passive: Depending on the level of noise in the environment will determine the weapons and abilities performance.

·       There is a sound indicator showing the volume level of noise.

·       If there is no sound, weapons will be silenced.

·       If there is noise in the environment, her ability strength will increase based on the level of noise.

·       Sounds that Banshee makes does not add to the volume gauge.

 

1st ability:

·       Enemies hit will receive a 30% slower knockdown recovery.

·       Enemies that hit a hard surface will take more damage.

·       It can reflect projectile weapons back at enemies.

·       Can be used on the move.

·       Can break breakable objects.

 

2nd ability:

·       Can be used on the move.

·       (Synergy) Enemies affected take increase damage from her 1st and 4th ability.

 

3rd ability:

·       Enemies will notice you within a 10m of their vision.

·       Enemies will have a slower reaction time when noticing you (if you stand in front of them it will take them 3 seconds until they react to your presents)

·       If you hold the ability, you can control how far the ability reaches based on how much range it has.

·       Show the radius of the ability.

·       Put an indicator above enemies’ head to show how quickly they will be alerted by seeing you. (like stealth games)

·       If enemies are alerted, casting this ability will revert them back to being un-alerted however they will still be alerted if the alarms are on or if you are in their sights.

·       Can be used on the move.

·       Remove muffled sound.

·       (Synergy) If you use after casting the 2nd ability, you can see enemies through walls. It will also give you 4.0 punch-through on weapons. (can be increased by strength mods)

 

4th Ability:

·       Enemies will be suspended in the air.

·       After being cast, you can now move around while active.

·       It drains 6 energy a second.

·       After deactivation, enemies will have their damage reduced by 80%.

·       Can break breakable objects.

·       (Synergy) because this makes continues noise, the volume gauge will be at its highest as long as the ability is active.

2

 

Baruuk

Spoiler

1st ability:

·       It can be cast while on the move.

 

2nd ability:

·       It can bypass obstacles.

·       Each enemy affected will reduce the restraint meter.

 

4th ability:

·       If you use this and you don`t have your restraint completely drained, you will be able you use it without the waves. (with this you have the choice to either get up close to enemies or deal damage at a distance with waves)

·       Make it able to perform ground finishers.

 

 

Chroma:

Spoiler

1st ability:

·       Increase the range from 10m to 15m.

·       It does continuous damage (like beam weapons) instead of damage a second.

·       By holding the fire button, you will increase its range, damage and cone spread.

·       Increase range when adding range mod to be more noticeable.

·       Chroma has a new glide animation.

·       Chroma dashes forward instead of rolling.

·       When gliding, he will temporarily sprout wings, if you stop moving you will stay in the air for 3 seconds.

·       Aiming at an enemy`s head will increase the damage.

 

2nd ability:

·       When using toxin, it will increase block angle to 90 degrees on melee weapons and Increases status chance on weapons by 30%. (remove current buff)

 

3rd ability:

·       It effects 2nd ability.

 

4th ability:

·       Pressing the ability will make it stay in one spot while holding the ability will make it move around on its own. While moving around the damage is increased but it won`t do any cc attacks.

1

 

Ember

Spoiler

 

1st ability:

·       Holding the ability will leave behind a napalm for 15 seconds and increase the blast radius to 10m.

·       Increase projectile speed.

·       Headshots deal more damage

 

2nd ability:

·       When the meter builds up make ember visually be on fire instead of a fire sphere.

·       Enemies will be set on fire if they touch ember.

·       Change the casting animation (this is just the animation from khora`s 3rd ability. This is just lazy)

 

4th ability:

·       Increase the duration of enemies affected by fire to 20 seconds.

4

 

Equinox

Spoiler

Passive improvement: Energy and health orbs will give Equinox half of what you pick up e.g pick up 50 health gives you 25 energy. (I feel like it will make this passive better)

 

1st ability:

·       Remove decay on abilities.

 

2nd ability:

·       Remove enemy speed increase from day-form ability.

 

3rd ability:

·       Make it synergise with 1st and 2nd ability.

1

 

Excalibur

Spoiler

Passive improvement: Increase the percentage of damage bonus to 25% and attack speed bonus to 15% (his passive at this moment is not noticeable)

 

3rd ability Rework:

Excalibur will summon holographic armour around himself to protect himself from damage giving him 50% damage reduction and can reflect incoming damage back at enemies while blocking.

·       The ability lasts for 30 seconds and can be increased by duration mods.

·       While active it will absorb damage from enemies` attacks. When ability ends, the absorbed damage will convert into extra armour.

·       The max amount of armour you can receive is 200.

·       The blocking reflected damage is based on power strength and combo multiplayer.

·       The ability cast animation is Excalibur in a guard stance.

·       Armour colour will be affected by chosen energy colour.

 

4th ability:

•                Get rid of mini 2nd ability. (waste of energy)

•                It can block 100% damage.

Fix: Put Excalibur`s energy channel glow back the way it was like nyx`s.

(the way it is now is just ugly)

5

 

Frost

Spoiler

Passive NEW: Enemies attacking at frost will be slowed down by 20%

 

Ice proc: When an ice proc is applied onto an enemy any other status procs before or after that will slow down the duration of the elemental proc. If the enemy is frozen, it will stop the duration of the status proc which will make it last longer until ice proc wears off.

 

1st ability:

·       The enemy that it frozen will absorb the damage you inflict on it and will explode dealing the stored-up damage to any enemies it hits.

·       Increase projectile speed.

·       Headshots will deal more damage.

 

2nd ability:

·       Have a small chance to proc slash.

·       (Synergy) any enemy frozen will deal increased damage.

1

 

Gara

Spoiler

1st ability:

·       Increase cast range to 15m

 

3rd ability:

·       The mirrors will be able to pull agro from enemies outside the ring.

·       When enemies outside the mirror ring shoot at it, it will reflect damage back at them and have a 60% chance to stagger enemies.

·       Deactivating the ability will explode and shoot out shards of broken mirrors at enemies dealing damage to them based on the damage absorbed.

 

 

Garuda

Spoiler

1st ability:

·       The pounce damage does 600 damage and can be increased by strength mods.

·       Instead of a shield, it`s a bloody aura around her.

 

2nd ability:

·       Instead of a healing radius, make it a link that has a range of 30m which can be increased by range mods.

·       You can deactivate the ability without needing to aim at the affected enemy.

·       If three enemies are affected close together in a 10m radius with each other, it will increase the range by an extra 10m.

·       Enemies within 20m will have a 40% chance to run away in fear of the health syphoning target.

 

4th ability:

·       The air time when casting is separate from the air time from using weapons.

2

 

Gauss

Spoiler

1st ability:

·       After holding the button, Gauss will keep running after releasing the button and pressing it will deactivate the ability. (for controllers)

·       Make him able to vault over small hurdles and corners instead of hitting them.

 

2nd ability:

·       Getting hit will not drain the battery.

·       Increase energy restore per hit by 20%.

 

3rd ability:

·       Increase ability cast speed.

·       Activating cold proc gives you 30% battery increase.

 

4th ability:

·       When active, using the 1st and 3rd ability will double the battery charge increase.

·       While active, battery drain will not affect other abilities performance until duration ends.

·       When the battery reaches 100%, all ability cost is cut by half.

4

 

Grendel

Spoiler

Passive improvement: Enemies within a 50m radius will give him 20 armour.

 

1st ability:

·       Energy does not ramp up the longer you have an enemy in his gut.

 

2nd ability:

·       When stomping the ground, enemies within a 15m radius receive a knockdown.

·       He receives 100 health per enemy digested.

·       Holding the ability will digest all enemies in his gut.

 

3rd ability:

(This ability should not be a separate ability and should be combined with his first ability and activated when holding the ability, which means he needs a new third ability)

·       Increase splash radius by 7m.

 

4th ability:

·       Make the handling easier and remove the inertia.

·       Make this ability not require an enemy in his gut to be able to activate it.

·       If there are no enemies in his gut, it should drain 5 energy a second.

 

 

Harrow

Spoiler

3rd ability:

•                Allies that kill enemies inside the radius with weapons will give energy to Harrow and themselves.

 

 

Hildryn

Spoiler

1st ability:

·       Increase the blast radius from 3m to 5m

·       Charging it will widen the spread to shoot in a cone.

Fix: There is an issue with damage and targeting when it comes to shooting at an enemy vs shooting the ground.

 

2nd ability:

·       Enemies will stagger when the wave goes out and back in to give it cc.

 

3rd ability:

·       Enemies should have a 50% chance to be affected by radiation causing enemies to attack each other.

 

4th ability:

·       The movement speed is determined by movement speed mods.

·       Dashing doesn`t cost any shields.

·       While using the 1st ability, you are able to aim like you`re using a gun.

·       Holding the 1st ability while in her 4th ability will change it to auto shooting draining 50 shields a second.

·       The cc effect can bypass obstacles and floor levels.

·       Increase ascending and descending speed.

·       Make her be able to fly over endless pits without losing altitude.

·       Visually, make her do the landing animation after she hits the ground instead of her doing it in mid-air.

·       The higher she is, the more damage she will do when deactivating the ability. Reaching the 10m cap will double the damage.

 

 

Hydroid

Spoiler

Passive NEW: Melee slam attacks sends out a water wave that’s knocks enemies down and reduces their knockdown recovery rate by 50%.

 

1st ability:

·       Increase the charge time.

·       After cast, it will start instantly.

 

2nd ability:

·       Press button again to stop moving instead of using 3rd ability. (It`s a waste of energy)

 

4th ability:

·       Increase the charge time.

·       The Kraken will seek out enemies and consume them. Each enemy consumed will increase its damage.

 

2nd and 3rd ability synergy fix: Enemies are not dragged out of the puddle with you when used.

3

 

Inaros

 

Spoiler

Passive improvement:

·       Increase the damage dealt to enemies when reviving while he is in his sarcophagus over time. Aiming at head will increase damage x2.

·       Change it to a wave to capture multi enemies instead of one.

 

2nd ability:

·       Holding the ability will pull multiple enemies.

·       The time of sand shadows` duration is 20 seconds and can be increased by duration mods.

·       (Synergy) using the 1st ability on affected enemy will increase its damage.

 

3rd ability:

·       Increase movement speed.

·       Movement speed can be increased by sprint speed mods.

·       The more energy he loses the slower he moves, picking up energy orbs can also increase its movement speed.

 

4th ability:

·       This is now a three-stage ability. First you charge the ability like normal, then you mark enemies, then you cast the ability.

·       One enemy marked will cost 5 energy.

·       You can mark up to 15 enemies.

·       If the enemy dies, the scarabs will form into a pile for enemies to walk into for 15 seconds.

·       Enemies affected by this will store up damage that is indicated on the top right corner of the screen.

·       Synergy: The damage accumulated can be used for all abilities.

4

 

 

Ivara

Spoiler

Passive improvement: Include the ability to see treasure on the mini-map.

 

1st ability:

·       You can access consumable gear wheel on ziplines.

 

2nd ability:

·       Mods on weapons do not affect the speed of the projectile.

·       Decrease the energy drain cost (including when controlling projectile) to 2 energy per second.

·       Pressing the secondary fire button will now have 3 different acceleration speed options.

·       Using this automatically has a punch-through of 1.0.

·       Make the doors open when projectile goes near them.

·       This ability can be cast on the move.

 

3rd ability:

·       Make it have a 70% chance to unlock lockers, disable alarms without hacking and make her able to dismantle traps. In this state, she is not affected by traps while disable them.

 

4th ability:

·       This ability can be cast while on the move.

1

 

Khora

Spoiler

2nd ability:

·       The 3rd ability is now the 2nd ability.

·       She can benefit from kavat ability mods.

·       In attack mode, any damage that venari does to enemies will be more susceptible to slash damage and increases the damage to your 1st, 3rd and 4th ability.

·       If a target is marked, venari will deal more damage to enemies.

·       You can mark multiple targets up to 5 times.

·       In protect mode, she uses her tail to do a spin to knock multiple enemies down in a 15m radius.

·       Venari can dash through enemies to ragdoll them. When knocked down, they will have their defences strips by 50% for 15s.

·       In healing mode when used, venari will leave a 10m circle on the ground right under khora`s feet and will remain there for 15s.

 

3rd ability:

·       The 4th ability is now the 3rd ability.

 

4th ability REWORK:

Khora releases her exalted whip.

·       Melee mods can improve the whips performance.

·       Charging the melee whip will bring an enemy closer to you.

·       After activation, she can switch between impact, puncture, slash and normal by holding the ability. Doing so will force out the damage type of your choosing.

·       Normal mode will benefit from the mods you have equipped.

·       Doing a slide attack will cause enemies to ragdoll.

·       (Synergy) Venari in attack mode can benefit from the damage type switch. In protect mode while switching to impact will slow enemy’s knockdown recovery when venari attacks them.

·       (Synergy) Whatever damage you switch to will be add to the 3rd ability.

9

 

Limbo

Spoiler

·       Increase cast speed of all abilities.

 

1st ability:

·       Make it more visible to see enemies affected by it with the chosen energy colour.

·       Holding the ability will deactivate the ability affecting all enemies in the rift.

 

3rd ability:

·       You can use this while in the rift.

 

4th ability:

·       Make it more visible to see when in the rift.

 

 

Loki

Spoiler

New Passive: Your attacks will have 100% chance to proc radiation, the proc will last double the duration.

·       The passive will deactivate when using his 2nd ability.

 

1st ability:

·       After cast, it`s immune to damage for five seconds while absorbing damage however, the five seconds of immunity doesn’t start until it gets attacked. Depending on the damage stored it will be converted into health for more survivability.

·       Holding the ability will make the decoy mobile within a 10m radius which can be increased by range mods.

·       When shooting, enemies will be affected by an impact proc making them stagger.

·       While using mobile decoy mode, there is a 50% chance of it to proc blast damage knocking enemies down, if this happens, enemies within a 30m radius will prioritise the decoy as a dangerous threat increasing threat levels for seven seconds. (threat levels higher than interception and defence targets)

·       It will use whatever primary or secondary weapon Loki is currently using.

 

2nd ability:

·       Remove muffled sound while invisible.

·       (Synergy) casting decoy will be invisible for half the duration attracting enemies within a 20m radius to run over to the sound the decoy is making.

 

3rd ability:

·       After switching with the enemy, loki will be invulnerable for 1 second.

·       Loki is always be facing the enemy he`s switches with.

·       If he teleports into a group of enemies, they will receive a knock down in a 10m radius.

·       You can switch places with crates, barrels and dead bodies.

·       If you have a melee weapon equipped while doing so, enemies will take slide attack damage from melee weapon.

·        (Synergy) If you decide to switch places with the decoy, you and the decoy will knock down enemies within a 15m radius.

 

4th ability:

·       Holding the ability will make enemies weapons explode dealing 1000 blast damage and knocking them down. This can be increased by strength mods.

·       This will deactivate eximus abilities for 20 seconds. This is not affected by duration mods.

6

 

Mag

Spoiler

Passive NEW: When 100 of her shields are depleted there is a 40% chance that she will release a magnetic pulse the pushes enemies back in a 15m radius.

 

 

Mesa

Spoiler

Passive Improvement: Make dual wielded sidearms have 20% reload and one handed sidearms have 20% fire rate instead of the other way around. Weapon`s ammo maximum is increased by 50%.

·       Remove health passive.

 

1st ability:

·       When converting damage, it has seven extra shots instead of one.

·       Killing enemies with headshots will increase the damage and will increase extra shots by two. (10 max)

·       The extra shots can be increased by power strength.

·       The indicator will show up as a damage bar that will fill up. Semi-auto weapons will consume ten shots however, auto weapons will drain the damage bar.

·        (Synergy) The damage you stack up will increase the reflection damage on you 3rd ability as long as you have some charges left.

 

 

 

Mirage

Spoiler

2nd ability:

·       Increase duration to 30 seconds.

·       Glowing booby traps have a 100% chance to charm enemies when active which will set off the traps by them interacting with the traps. (this will make it useful and all tile sets)

·       it works on grineer sensor bars which procs radiation when enemies walk through it. Allies that walk through it will receive status immunity for 10 seconds.

·       Mirage and allies are not affected by explosive barrels.

·       It works on open crates and lockers to where it tethers enemies to it for 10 seconds

·       Dead bodies are now booby trap.

·       (Synergy) While using 3rd ability, cast in the light it will increase traps damage x2 and in the dark it will make enemies 20% vulnerable to damage.

FIX: Enemies are able to set off alarms and are not affected by explosion when 2nd ability is active.

5

 

Nekros

Spoiler

Passive improvement: Nekros receive 10 health within 15m when enemies are killed.

 

1st ability:

·       An enemy affected by this will be susceptible to critical and status damage.

·       Headshots will deal more damage.

·       Enemy effected can deal no damage to you or allies.

·       Enemies affected by this will visually be transparent that’s shown as an indicator by chosen energy colour.

·       Using this will cause a small ragdoll.

 

2nd ability

·       Decrease energy cost to 50.

·       (Synergy) Casting the 1st ability on an enemy affected by this ability when killed will double the damage and spread fear to enemies in a 15m radius affecting 20% off max enemies affected.

·       Fix: In interception, enemies will still hack the terminal instead of running away.

 

3rd ability:

·       As soon as enemies are killed it will drop loot instantly.

 

4th ability:

·       After animation is done, make them have 5 seconds of invulnerability being able to absorb damage they receive converting it to damage for them.

·       Whatever proc the enemy is affected with before you kill them will make their shadows deal 100% of that damage.

·       Make there be an indicator above their head to discern them from enemies.

·       If you are bleeding out, one of the shadows will prioritise you and sacrifice itself to revive you but Nekros will get whatever health the shadow had before its sacrifice.

·       Healing shadows will cost half the energy.

·       (Synergy) Picking up health orbs from desecrated bodies will heal the shadows and double the health pick up for them. Picking up energy orbs will increase their damage by 400% for 15s. Picked up again can refresh the timer.

2

 

Nezha

Spoiler

3rd ability fix:

·       Make the ring go over his head and under his feet instead of through it.

 

 

Nidus

Spoiler

1st ability:

·       Increase start damage from 200 to 700 damage.

 

3rd ability:

·       There is no limit to how far this can be used between him and the target. (ally or enemy)

 

4th ability:

·       Increase the speed of the maggots.

·       The maggots will deal viral damage instead of toxin damage.

·       The explosion will deal gas damage instead of blast damage.

 

 

Nova

Spoiler

Passive improvement:

·       Enemies with a grappling hook will also be knocked down.

 

1st ability:

·       Increase damage to 500.

·       Instead of it inflicting slash damage it will proc impacted damage which will have a 100% stagger affect. If the particle hits the same enemy again it will knock them down.

·       The more enemies it hits the more the damage increases.

·       If you hold the ability it won`t seek out enemies but instead can be used for damage reduction however status procs will consume particles. Pressing the ability will revert it back to seeking out enemies.

·       Damage reduction will not disappear until all particles are gone.

 

2nd ability:

·       After cast, it won`t move, giving you a 1 second window chance to shoot into it before it moves.

·       It can absorb enemy fire increasing its damage.

·       (Augment) Antimatter hazard – Upon contact, it will leave a radiation cloud in a 15m radius lasting 50% longer.

 

3rd ability:

·       If an enemy walks into it on the opposite end it will send the back to the direction its pointing at (this is good to put in doorways)

·       You can shoot through the worm hole which will convert into explosions in a 10m radius.

·       Make the worm hole bigger for multiple enemies to walk through it.

·       Decrease energy cost to 50 energy.

·       Throwing weapons can pass through it. (glaives, spears)

·       (Synergy) her 2nd ability can pass through it.

 

4th ability:

·       (Synergy) If an enemy under the effects of the 4th ability is damaged by the 1st ability, it will cause a chain reaction by knocking enemies down in a 15m radius. (if the enemy is not killed off by the 4th ability)

6

 

Nyx

Spoiler

Passive New: If Nyx`s health is below 50%, enemies attacking her will be put to sleep.

·       There is a 3 second window for enemies to be affected.

·       After the 3 second window is up it won`t activate again unless Nyx`s health is full.

·       Enemies will be put to sleep for 3 seconds.

·       There is no range limit on enemies put to sleep.

 

1st ability REWORK:

Nyx sends out a telekinetic wave that levitates enemies in the air. Deactivating the ability will turn them in to a projectile shooting them across the room.

·       Enemies will be levitated for 15 seconds.

·       The wave range is 15m and is sent out as a cone.

·       Enemies affected and hit will receive a decreased damage output by 70% for 12 seconds.

·       You can aim the lifted enemies in the direction of where the radicle is.

·       The duration of enemy de-buff can be increased by duration mods.

·       It can be cast in the air.

·       Depending on the chosen energy colour, there will be an aura around the affected enemies.

·       Since it’s all about controlling the enemy It should do more than just fight for you. The controlled enemy can hack alarms off for you and if there are traps around (electric trap, magnetic door barrier) it should be able to disarm them. (or add it to the 3rd ability)

·       Make it to where you can either make it stay in one spot or follow you. For it to stay you have to go over to it and interact with it but if you want it to follow you, you have to hold the ability to do so.

·       Shooting at it should also increase its movement speed.

·       (augment) deactivating the ability will kill the enemy which will spread to other enemies in close range, attacking each other for half the duration.

 

2nd ability:

·       Make it de-buff all eximus units.

·       Pressing the ability will deal 500 damage to enemies while holding the ability will strip enemies’ defences.

·       This ability has a combo window. The more it`s used the more damage it does, the less energy it takes. (ability press)

 

3rd ability:

·       Nyx has the option to cycle through three different commands. Enemies affected can either fight against each other, run away in fear or fall to the ground brain dead.

·       You can change enemies` behave while the ability is active.

·       If Nyx is shooting an enemy while they are in the animation state, the enemy will accumulate the damage you deal to it and will convert to extra damage, increase its movement speed by 20% and will fight for you.

·       Enemy stun and invulnerable window when shooting at a enemy last for 3 seconds.

·       The controlled enemy can hack alarms off for you if near one and if there are traps around (electric trap, magnetic door barrier) it can disarm them.

·       You can make it either stay in one spot or follow you by interacting with it.

·       FIX: In interception, enemies will still hack the terminal while under the effects of it and even if enemies are near them.

 

4th ability:

·       Make her move at the same speed as jogging. (while in her meditate stance)

·       It pulls aggro from enemies.

·       If cast in the air she will be stationary and have a 30% chance for enemies to be hermitized into slowly moving closer to Nyx in a 50m radius. If allies or companions get within 20m of the enemy, it will break the hermeticism making the enemies attack them.

·       You can use weapons while inside it. 30% of the weapon`s damage will be converted into status damage from the weapon Nyx is using to the absorption damage.

·       Whatever enemy is shooting at nyx will be affected by the explosion no matter the distance. Enemies in close damage range will take damage and enemies outside that will receive a knockdown and the status affects from whatever weapons you`re using.

·       Remove the ability for allies to be able to shoot it.

·       It won`t drain energy unless Nyx is being attacked.

·       (Synergy) If you aim your radical at an enemy and use the 1st ability, Nyx will propel herself forward to the enemy in a 15m radius. This will also deactivate the ability.

·       (Synergy) You can cast other abilities while using 4th ability and will cost half the energy.

·       (Synergy) If you use the 2nd ability, when deactivating the 4th ability, the de-buff will spread to enemies the survive the blast.

10

 

Oberon

Spoiler

Passive revert: Give Oberon his old passive however Oberon’s influence will increase their damage by 30%.

·       Teammates can kill enemy companions.

 

 

Octavia

Spoiler

·       When activating the abilities, you will still be able to hear the music no matter the distance of the 1st and 2nd ability.

 

3rd ability:

·       When you miss a beat the percentage doesn`t go down but instead stays at the current percentage you’re at. (This means you can make music instead of making a flat note for convenience)

·       You only need to perform the actions three time to the beat in sync before you get the buff.

2

 

Protea

Spoiler

1st ability:

·       Decrease cast time.

·       The middle shrapnel should land where the radical is aiming at.

·       Instead making enemies stagger backwards, it should pull them into to the shrapnel and stagger them.

 

2nd ability:

·       Increase the duration to 10 seconds.

·       Increase its fire rate.

·       It can turn a full 360 degrees.

·       If you activate it again while one is active, it will refresh the duration of the first one that was cast.

·       If it`s not shooting at enemies the duration will not be decreased.

·       (Synergy) enemies hit while under the effects of her 1st ability will increase the 1st and 2nd`s status duration by 50%.

 

3rd ability:

·       If you hold the ability, it will attach itself to her back to where she can use it while on the move.

·       The duration of the time it takes to spawn pickups is 1 second instead to 2 seconds.

·       The extra drop chance drop time is decreased from 7 seconds down to 3 seconds.

·       You can cast a max of 3 out at a time.

·       Increase extra pick up chance to 50%.

·       The pickups will give you and allies a small buff. Health and energy orbs will give you 7 health a second up to 5 seconds and ammo packs will give add 10 ammo to your weapons` ammo maximum (to a max of 50), if you get an extra pickup, the buff duration will double.

·       (Synergy) Pickups when holding the ability will change the 1st ability`s damage type. Health orbs will deal magnetic damage, energy orbs will deal electric damage and ammo packs will deal gas damage.

·       The indicator is shown on the top right of the screen.

·       You will have a 10 second window before you will lose the damage type.

·       Picking up more pickups will refresh the timer.

 

4th ability

·       This ability now has a press and a hold feature. If you press the ability you will use the ability without the rewind part of the ability however you will lose the ability to not get downed while active, if you want that and the ability to rewind you have to hold the ability.

·       The afterimage will leave a trail behind where enemies that walk onto it will be affected by an ice status proc.  

·       The three seconds of invulnerability will also absorb damage taken from enemies.

·       The explosion part of the ability will knock enemies down.

·       The explosion will deal electric damage.

·       If you get downed while the ability is active, it will deal double damage and ragdoll enemies.

 

Revenant

Spoiler

·       All abilities will have a casting speed increase.

 

1st ability REWORK:

Revenant shoots a laser seeking projectiles from his hand dealing damage and de-buffing enemies.

·       There are 7 laser projectiles.

·       Pressing the ability will target one enemy while holding the ability will gives you the ability to mark up to 7 enemies before firing at them.

·       This does 600 impact and puncture damage.

·       If the enemies are still alive the enemies` damage output will be decreased by 50% for 10 seconds.

·       Enemies damage output laser projectile amount and mark count can be increased by strength mods.

·       The duration of de-buff can be increased by duration mods.

·        (Synergy) Enemies affected by the 2nd ability will be vulnerable to damage by 30% and will cost no energy.

 

2nd ability:

·       It has 15 charges and can be increased by strength mods.

·       The tendrils are visually on both arms instead of only on one side.

 

3rd ability REWORK:

Revenant summons 8 vomvalyst to seek out and attack enemies.

·       The amount of Vomvalysts cannot be increased by duration mods

·       They will deal 1,000 damage and can be increased by strength mods.

·       They last up to 30 seconds and can be increased by duration mods.

·       When ability duration expires, they will make a last attempted to attack by charging at an enemy and exploding dealing 2,000 radiation damage in a 15m range. If there is no enemy around, they will just explode.

·       Explosion damage and radius cannot be increased by mods.

·       Only Revenant can kill Vomvalysts.

·       When enemies or Vomvalysts are killed, they will leave behind an energy pillar lasting 20 seconds where enemies walking near it will take damage and energy projectiles will seek out enemies damaging them.

·       Allies that stand on the energy pillar will receive 50 (over) shields. This will also include companions.

·       The colour of the Vomvalysts are determined by chosen energy colour.

·       (Synergy) if you cast while 2nd ability is active, the Vomvolysts will carry charges which allies can receive 2 charges by being near them.

·       Vomvalyst with charges will have a smoke effect on them.

·       (Synergy) Casting 1st ability on them will zip Revenant to them.

 

4th ability:

·       Using it will consume 10 energy a second and 15 to increase damage.

6

 

Rhino

Spoiler

Passive improvement: If the shockwave indicator touches the enemy it will knock them down instead of you having to land on top of them. This can also be triggered when doing a weapon slam.

 

 

Saryn

Spoiler

Passive improvement: Make status effects last 50% longer.

 

Titania

Spoiler

·       Increase cast time of all abilities.

 

1st ability:

·       Increase ability radius from 5m to 10m.

·       Instead of them rag dolling, make them just hover in the air.

·       Enemies affected are vulnerable to damage.

·       Shooting enemies will have a 50% chance to drop health orbs. When picked up, it will send out a 15m wave of health regeneration giving her and allies 10 health a second for 5 seconds.

 

Synergy: if you use the 2nd ability on an enemy affected by the 1st ability, they have a 75% chance to drop energy orbs. It can also move the hovering enemy.

 

·       (Augment) When adding status affects to enemies, when a affected enemy is killed, the status will spread to nearby enemies in a 15m radios increased the damage and status duration by 50%.

 

2nd ability:

·       All buffs effectiveness will be increased to 75%.

·       The range of enemies affected should be in a 50m radius.

·       Thorns – the damage reflection should be 1000+ to make it useful. This can be increased by strength mods

·       Full Moon – it should also increase companion’s and butterfly’s movement speed.

·       Buffs should be absorbed into her no matter the distance.

·       Enemies that survive the hit their damage output is reduced by 50%.

Synergy: dust & thorns applies to 4th ability butterflies.

 

3rd ability:

·       Each enemy affected will increase the range by 2m to a cap of 10m.

·       You can shoot at affected enemy loading elemental damage into it depending on what mods you have on your weapons. The butterflies and the explosion will release the elemental damage. Visually loading fire damage will show the butterflies and enemies on fire and will show fire explosion upon deactivation.

 

4th ability:

·       While using 4th ability, make the other ability cost half the energy.

·       While having the diwata (exalted sword) equipped, you can close the gap on enemies within 35m. This makes it to where you can reach the enemies quicker.

·       She is able to interact with the environmental objects while in this form. (hacking, opening doors)

·       (Synergy) If you cast the 1st ability on enemies, it will give the diwata 30% more damage when used on them.

5

 

Trinity

Spoiler

Passive improvement: Trinity can also revive allies by aiming at them no matter the distance and will take two seconds instead of four seconds.

 

1st ability:

·       This ability gives trinity and allies armour instead of health.

·       This ability can affect multiple enemies.

·       Enemies affected will receive a damage output decrease by 20% and can be increased by strength mods.

·       Trinity and allies will have 7 seconds to shoot enemy to receive armour.

·       Within the timer, you can stack up armour, receiving 10 armour with each shot.

·       For automatic guns, every 5 shots will give 10 armour.

·       Killing an enemy gives 50 armour and killing an enemy in one shot gives 500 armour.

·       The duration of allies keeping the bonus armour is the same as the duration of the ability.

·       (Synergy) If trinity shoots the enemy while using the 3rd or the 4th ability, it will increase her survivability.

 

2nd ability:

·       If the energy wave hits an enemy, it will receive a stagger.

 

 

Valkyr

Spoiler

1st ability REWORK: Valkyr pounces on enemies dealing damage with her claws, having a chance to open them up to finishers.

·       The claws deal 700 true damage.

·       The claws use the cast combo window. (the more you use it the less energy it takes and the more damage it does)

·       You have to target an enemy to cast the ability.

·       Can be used in the air and on the move.

·       Holding the ability will launch you in the air.

·       Enemies will be dismembered when killed.

·       Visually the claws temporarily appear when the ability is cast.

·       (Synergy) 2nd ability can increase its cast speed by 30%.

·       (Synergy) 4th ability can increase its damage by 40%.

 

2nd ability:

·       Can be used while on the move.

·       This will show a visible ring to show the range of the ability.

·       This will be a mobile ability instead of the effect being stationary.

 

3rd ability:

·       Shields will stun them and strip enemies defence by 20% while having no shields will do a small ragdoll receiving a damage output decrease by 30% and deal damage to them.

·        (Synergy) Activated while using the 4th ability will increase its damage.

 

 

4th ability:

·       Valkyr starts off with 100% damage reduction (replacing invulnerability) but it will start to decay overtime down to 30%, however she will gain all mobility speed bonus. She can increase her DR back by killing enemies though it will decrease her mobility speed. If DR reaches to 30%, Valkyr will gain 70% mobility speed.

·       Remove increased energy drain over time.

·       Give her a new stance where it`s only her claws are being used.

·       Remove energy colour affecting vision colour.

 

3

 

Vauban

Spoiler

·       All abilities will land where you are aiming at instead of an arch throw.

 

1st ability:

Since there is no reason to cast one nervo instead of four since having four is better, I’m going to change the way it performs.

·       When casting one, it won`t seek out enemies and will work as a trap.

·       It has 100% stun proc on a normal cast.

·       Make it shock four enemies.

·       The radius of stuns affecting enemies is adds and extra 3m.

·       The shock intervals are 0.5 seconds.

·       The amount of shocks is doubled.

·       It is able to disable traps and hazardous doors.

 

General changes;

·       Make the nervos look like Vauban`s grenades.

·       Reduce volume the sounds they make.

 

 

2nd ability:

Tether Coil:

·       The duration won`t start until it catches an enemy.

·       It can pull in up to a max of 10 enemies.

·       Enemies killed while caught will give Vauban 5 energy in a 12m radius. The amount of energy received can be increased by efficiency mods.

·       When enemy is killed it will pull a new enemy in. (consistently)

 

Flechette Orb:

·       Enemies hit will have their weapons explode dealing blast damage and making them use their melee weapon

·       If a melee enemy is hit, they will stagger.

·       There is no limit to how far it can reach.

·       Make it bypass all obstacles or make it bounce of surfaces.

 

Vector Pad:

·       Vauban and allies that run across it should get a speed buff for half the duration of the ability for whatever you do while running on it (running, reloading, shooting bullet jumping) for 15 seconds and can be increased by duration mods.

·       Enemies affected will receive 50% reduction to movement speed.

·       Make the duration of enemies’ movement speed reduction affected by duration mods 15 seconds at base.

·       This works for k-drives.

 

Overdriver:

·       This also works on companions and npc if you throw it at them.

 

3rd ability:

·       If enemies survive the blast, they will receive a radiation proc.

·       It`s base range is 10m.

 

4th ability:

·       Vortex will deal blast damage instead of magnetic.

·       When ability runs out or deactivated, it will explode in a 15m radius.

·       Replace armour buff with 50% damage reduction.

·       The damage reduction Vauban and allies receive can be increased by strength mods.

·       Instead of it striping armour make it strip enemies’ defences. (this makes it useful for all fraction)

-        Grineer will have no armour

-        Corpus will have no shields

-        Infested will be dealt double damage

12

 

Volt

Spoiler

Passive improvement: You can only release the stored-up damage on enemies not on crates or other environmental objects.

 

1st ability:

·       Casting the ability in water will increase its damage and spread to any enemies in the water.

 

2nd ability:

·       Volt leaves an electric streak on the ground. If anyone stands on it, they will receive the speed buff.

 

4th ability:

·       The continues damage ticks from electricity should be added to this ability.

1

 

Wisp

Spoiler

1st ability:

·       When picking up wisps, make them visually translucent by the wisp`s energy colour looking like there are invisible, doing this will make it visually less annoying to look at.

·       The electric mote that’s left behind should be able to shock enemies when approaching it.

 

2nd ability:

·       The decoy should be able to bypass obstacles, grates, enemies and any object that looks like you could squeeze through it. (fence)

·       Teleporting should refresh her glide time, bullet and double jump.

·       If you jump in the air and cast it, it synergises with the passive by make it invisible so you can reach the other side without being detected by enemies in its path.

 

3rd ability:

·       If an effected enemy receives a status proc from your weapon, the surge sparks should carry over the status proc to nearby enemies that they also can be affected by it.

·       Enemy killed should deal bonus damage to the nearest enemy with surge sparks.

·       Increase the chance of releasing surge sparks to 20%.

 

4th ability:

·       Make there be an option to aim while using it.

·       Make it leave behind a fiery trail for 10 seconds.

1

 

Wukong

Spoiler

1st ability:

·       Wukong should spawn two clones, one using primary weapon and the other secondary weapon. When you switch weapons, one of the clones will switch to melee.

·        Since you have two clones, you can mark up to two enemies for each of them to attack.

·        After marking the enemy, the clone(s) should teleport to the target.

·       Clones can use whatever stance you have in your melee weapon and stance from the 4th ability.

·       When you crouch the clone will crouch and not attack enemies unless you mark them.

·       When using melee, the clone`s sprint speed is increased by 30%

·        Instead of the clone teleporting to you when you move far from it, pressing the ability on the ground will teleport the clone to that location.

 

2nd ability:

·       Pressing the left trigger (controller) should give the option to increase or decrease its speed.

·       Sentinels and companions are invulnerable while activated.

 

3rd ability:

·       There is no limit to how much armour you can receive.

 

4th ability:

·       The second part of the combo with the kick animation should (small) ragdoll the enemy hit instead of a knockdown.

·       The ground slam animation should look like the slams when Wukong`s staff is bigger. (the slam we have now looks weak)

·       The ground finisher animation should be Wukong jabbing his staff into the enemy`s back.

·       Pressing the secondary fire while aiming at an enemy will jab his staff into the dealing damage and pull Wukong to them doing a flykick closing the gap.

Fix: When Wukong stands still with no weapons equipped, the animation is meant to show him with the staff in his hand but you can`t see.

3

 

Xaku

Spoiler

Note: These changes are add-ons from what DE have done to Xaku.

·       Increase the casting speed of all abilities.

 

1st ability:

·       When activated, make the affect look like something related to the void instead of it looking infested like Nidus` 3rd ability on (it seems very lazy visual design to me)

·       Increase the casting speed.

·       Void changes

·       It can increase crit damage by 0.1

·       It can increase status duration by 1 sec, and 10 stacks it can increase it to 10 secs.

Void improvements:

·       It will increase the crit damage on weapons by 0.1, at 10 procs it will increase up to 1.0.

·       It will increase the status duration on weapons by 1 sec, 10 procs will increase it to 10 secs.

 

2nd ability:

Note: I think deny and grasp of lohk should swap place due to the fact that the laser as a hols while targeting a enemy is very clunky but gol having a hold is not an issue plus the amount of energy it takes just for a weak laser is not worth the energy coz of you have to spam it, a ability where you have to target an enemy by holding the button is very clunky, so now deny is the 2nd and gol is a part of the 3rd ability.

·       Give it the combo multi, the more you use it the more damage it does, the less energy it takes.

·       Range can increase the width of the beam.

·       Fix: there is an issue with it targeting enemies due to it not hitting the radical.

 

3rd ability:

·       Accuse

-        Enemies will explode dealing void damage when pressing the ability again or when the duration runs out.

 

·       Gaze

-        It has a range of 15m that will make enemies hermitized into walking closer to it.

-        Enemies affected have an indicator above their head if/when they leave the circle`s radius.

 

·       Gol

-        Make the guns visually be above its heads instead of to the left.

 

4th ability:

·       Increase the damage to 2,500.

·       (Synergy) if the 1st ability is active while cast, it will do more damage.

 

Zephyr

Spoiler

1st ability:

·       Increase contact radius to 7 meters.

·       Pressing it will make her do a shorter dash forward while holding it will make her dash further.

·       Decrease the charge time for hover.

 

4th ability:

·       Increase pull radius to 15 metres for each tornado.

·       Make tornados seek out enemies consistently.

·       (Synergy change) When using the 2nd ability, it will increase its range by an extra 5 metres.

·       (Synergy) Walking into a tornado that has a status effect on it can be added to her 2nd ability for 10 seconds.

·       Increase the speed of controlling the tornados.

 

 

Depending on how far this post goes, I may come back and update it either to improve their abilities or to add new warframes that need some tweaks.

 

 

 

Edited by (PS4)Vexx757
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vor 19 Stunden schrieb (PS4)Vexx757:

  Increase cast speed of all abilities.

 

1st ability:

·       Make it more visible to see enemies affected by it with the chosen energy colour.

·       Holding the ability will deactivate the ability affecting all enemies in the rift.

 

3rd ability:

·       You can use this while in the rift.

 

4th ability:

·       Make it more visible to see when in the rift.

Limbo:

cast speed yes ! Limbos 1 has this already but without a doubt it could be increased (its really depending on map lightning and ur energy color and at all points still more or less "faint" and i can see ur point for releasing (weird 3 timers not refreshing on old targets, and accidental banishes). 3? you already can did u mean "not in the rift" ?  I am pretty sure the overall "am i in rift/ am i not?" is good visible, especially in cataclysm (same problem as with banish or general visabilites, depending map bright or dark energy colors are really hard to see, personally i tend to do 1 bright 1 dark, increased my personal expierence around that problem --> less fashion frame thought 😞 )

 

  • Spoiler

     

    • 1. ability:
      • my idea: tap (0,4 animation + affected by casting speed 20energy) : radial banish target (20m) (radial radius:~7m + only targets faction) --> less unintended banishes as it would need line of sight ||
      • hold (0,8sec animation also affected by casting speed 30energy): banish cone range (20+7(radial banish)m) ( imagine a radial banish width, then it being dragged to limbo, leaving a bigger riftportal infront of him (like nova 3, should have same duration as banish and have a map marker) --> doesnt need line of sight but atleast 1 edible target in range (and ability vicinity)
        • augment: same (but triggers on useing portal aswell, has cd after it proced (cannot proc again before runs out  -->(1/2 of banish duration)
    • 2.ability:
      • toggle (like equinox night 3, activating cost + enemy affected cost) (has 30m base range)
    • 3.Ability:
      • QoL: Casting 3. refreshes timer on all already affected enemies and lower casting speed to 0,6
      • while riftsurge on enemy it cant leave rift and if killed it transitiones to nearby unaffected target (90% of which will be outside the rift). Those become edible for banish (only performes radial banish around that target. holding just creates portal.
      • increase visability (highlight targets outside of rift with riftsurge, pulsing/brighter while you urself are in the rift )
      • cast range 30m (transsition range, 15m). Has 30% chance to generate an additional charge on kill
        • 1 rift target with riftsurge -> killed --> 30% to creat additional riftsurge charge --> 30% 2 affected targets (if both are in transition range)
        • --> gives option for strength+duration build (especially with augment)
      • Augment: killed enemies Consume charge (no transitioning) giving buff per consumed charge (preferable: dmg + utility while in rift or adaptive (dmg*charge in rift, dmg reduction outside (flat but charges stack --> consumed upon taking dmg) --> somewhat revenant 2 but weaker)
        • duration  (same as rift surge duration, if timer runs out all stacks vanish --> recasting (only viable while in rift) refreshes timer)
    • 4.Ability:
      • Augment: with ability duration added also range extends to its state (max back to starting duration and size)
        • or make it create up to max. 3 domes (decrease base range by 50%)

     

 

 

 

vor 19 Stunden schrieb (PS4)Vexx757:

Passive improvement: Trinity can also revive allies by aiming at them no matter the distance and will take two seconds instead of four seconds.

 

1st ability:

·       This ability gives trinity and allies armour instead of health.

·       This ability can affect multiple enemies.

·       Enemies affected will receive a damage output decrease by 20% and can be increased by strength mods.

·       Trinity and allies will have 7 seconds to shoot enemy to receive armour.

·       Within the timer, you can stack up armour, receiving 10 armour with each shot.

·       For automatic guns, every 5 shots will give 10 armour.

·       Killing an enemy gives 50 armour and killing an enemy in one shot gives 500 armour.

·       The duration of allies keeping the bonus armour is the same as the duration of the ability.

·       (Synergy) If trinity shoots the enemy while using the 3rd or the 4th ability, it will increase her survivability.

 

2nd ability:

·       If the energy wave hits an enemy, it will receive a stagger.

 

Trinity: ive just recently played trinity myself and i think it doesnt come even close to fixing anything.

Global revive (and the 4sec are already from passive now, pushing it down to 2sec + (amalgan shotgun spazz) = less 1sec, just seems way to usefull !! --> 10m range (line of sight needed) and 1instant revive, (each teammate and their companion can get revived 1x instantly --> shows in hud with +1 if avaible)

  •  
Spoiler

 

  • 1. ability:
    • integrate augment (decrese health orbs to 1  + 50% for additional one + 25% energy orb chance)
    • new augment: Dmg target can add up too  350 flat hp (affected by mods) or killing target send out radial wave (100% procing impact + puncture status) + every enemy affected by it have 50% chance for health orb drop (not affected by mods)
  • 2. Ability:
    • as it is, but instead of using releasing missing waves on death it triggers always on a health treshhold or if threshold not reached normal duration based pulses
  • 3. Ability:
    • if targets affected by 1 and/or 2 exist it will always link to them (even if normally out of link range, and also redirecting the energy from pulses/thresholds aswell as lifestealing of that redirected dmg)
    • dmg reduction for functionality is now solely dmg redirection (20% per link chain, but affected by strength --> cap. 80%)
    • Redirection dmg is split between links but has 2x multiplier (scaling with strength)
    • augment: as it is (becomes actual usefull as 80%dmg redirection + 2x scaling/x (max 3) is already more
      Spoiler

       

      • atm  it redirects 100% of the dmg after the 75% dmg reduction, so 25% and then has a hidden dmg amp of150%(not affected by mods), addtional dmg reduction (bless) doesnt reduce dmg redirected (should stay this way)
        • 223strength: then ~4,5x --> 0,8*4.5/3 = 1,2 --> 120% dmg  over now: 0.25*1,5 = 0,375 --> 37,5 % being redirected

       

      •  
  • 4. Ability:
    • lower intitial dmg metigation to 40%
    • Augment: next ability cast gains 35% range, duration, effency, strength (not affected by mods) also affects every squadmember in range (has rolling guard like cd (not affected by mods)

--> base useability (without strength investemnt) is lower --> 4 augment tries to work against it for newer players (or making not high strength builds as usefull as now) just adding some tactical factor to it (only the next ability, and cant be spammed as it has cd still it can trigger again)

 

 

Equinox: good

 

Gauss: pro 1 change, against 2 and 3 change (some casting speed), 4 should have an effect for every ability after "limitbreak" (for examp. 1: faster+ more dmg on impact shockwave, 2: no battery drain on hit, 3: cold (casting speed + more max buff while in cold field and battery is full) 3 fire: double range + double dmg (direcetly blast dmg but consumes all extra battery)

 

Harrow: absolutly not needed (if they stand in rage everyone is alreay full energy after 3 headshot kills anyway) --> preferable quicker cast animation 2+4 and quicker expnasion of 1 (also slightly wider)

 

Vauban: "less arching" could be ok but not the other stuff

  • Spoiler

     

    • 1 scale max numers with duration, range or strength.
    • 2.is fine (tether already tethers new enemies on killed, or being lifted /vacuumed by 4 i think. flechete: super strong atm, doesnt need change (if at all nerf),overdrive (i think its max dmg, wiki says this affects also flechet dmg --> works also on abilities ?, vector pad useless: intended work against "arching" and make abilities travel further (just a gimmic)
    Spoiler

    changed could be: vektor pad : removed --> jet pack (enmies fly into others exploding dealing x blast dmg), buff thing: (should buffs all dmg, also ability dmg). tether: max 3 targets and "unlimited" amount active at same time, Flechet orb: decrease base dmg by a bit (not crit chance or its ability to headshot) 

    • 3. i agree with you on this part but woud change range so its not neccesary map nuke, but has overall more aoe dmg (urs could be an option if its deminishing dmg over range with end dmg being 40%). id implemnt the no arching (ball, map range thing)
      • Spoiler

        doesnt throw ball but has indicator (calling for airstrike on that area -- abit like hydroid 1) --> inner circle (bit less range then now, not affected by mods) outer circle +3m  (affected by mods) and can be charged for 1,5 sec (increasing dmg for each second charged by 10% (affected by ability strength) inner dmg is 1/3% radiation 1/3% blast 1/3puncture, outer circle (40% dmg of inner circle: 1/4 puncture1/4 slash 1/2 heat).

    • main part of ur 4 that i dislike is (blast dmg on vortex --> maybe on collapsing ok) and the dmg reduction (affected by mods) --> 1000armor ~80% dmg reduction not affected by strength (only the amount stripped is affected, making it slower till its full) --> you can travel with armor buff just need to throw 4 before buff runs out (they all carry same max. 1k armor)
    • changes i would make are:
      • Spoiler

         with

        • magnetic dmg to 1-3,5% max Hp true dmg (depending on how far enemies are from the center) + 50% magnetic status proc or 50/50 corrosive/magnetic dmg with 50% status chance (not affected by mods)
        • Bastille now aswell slows incoming enemy projectiles/bullets 30% slow (affected by ability strength (cap 100%) and vortex draws all affected projectiles/bullites (only on collaps from bastille to vortex) in --> armor cap reduced to 700 (70% dmg reduction)

         

     

     

     

     

    •  

 

Nekros: i get the feeling you didnt really play/test nekros. --> passive only because of this is 1) despoil augment good 2) health conversion (aswell as arcane pulse or Combat disciple aura mod). the revive on his 4 for consuming a shadow is way over the top, i dig the heal on shadows thought

Spoiler

 

yes complete change: everything is better --> sth i though along the lines -> actually melee range (~2m) single target staggers enemy making him viable for finishers (100% finisher dmg scaling with mods) + deals 25% max hp (of that target affected by mods) true dmg to a line (like harrow 1 but less range ~6m) behind that target, staggering and stunning (-->opening them for finsher) 2sec --> augment: can be cast on allies to revive them (gains 5m range for allies, scaling with mods) draining 100% of energy (this way its effected by effency)

5% of healing nekros receives should go to shadows --> split between all active shadows 5%/x

in ur case 2+1 synergy is good, but as ive changed 1, id put it on nekros 4--> when the shadows deals dmg/hit an enemy it strips x amount of armor and has chance to induce them with "fear" --> augment makes the shadows have a "slow" aura around them

instead of dmg invuerbilty for 5sec + resistence to that dmg --> for each shadow has 1 dmg type that he only deals + is immue too (gas, magnetic, corrosive, radiation, impact, puncture, slash)

For QoL each summoning should take 0,3 sec (x7 --> 2,1 sec) affected by casting speed. Recalling shadows --> 1sec + 0,2ec for each new shadow summoned ( if only 1 shadow active --> 2,2 sec (maybe fix 2nd number so its 2,1 sec); if 7 shadows are active --> 1sec ; 6 shadows active --> 1,2sec)

 

 

Mag: to much similiarity to revenant passive (on shield deplete areal kockdown) --> passive: "vacuum" as it is + Abilities have 25* to inflect magnetic proc

 

Revenant: also not a fan (the concet is "ok --> 1 and 3 could be better, but the numbers are way to high) !!! 1 is essential weaker nyx 2.

Example for numbers (2 max strength -->  45 stacks of invunberbiltiy, 3 --> 15m range and 2k base radiation dmg (--> max 50m area explosion / 6k and its x8 that leave the beam on killed enmies) --> Its already adaptive dmg, its range is not affected by mods (only the widness of the beams is) and halfed the energy for it (in boost mode its even less the 50% cost)

  • Spoiler

     

    • 1. Ability : enthrall: enemies killed while under the effect create vombalysts (max 7) for 8seconds
      • synergy with 3: (less range, less hp/armor zap) version of revenant 3
      • can be picked up to give additional stack of mesmerskin (cap. at max mesmerskin (affected by strength) + (max vombalyst)
      • with 1 (empower vombalyst, max 2x (cant be picked up if empowered and reducing max amount by 1 for each time --> 2x empowered vomb means max 4 other vombalyst)
        • lvl 2. : attacks have chance to (and +50% range + dmg) enthrall others enemies (also spawns vombas --> max number of enthral and vombas is not changed)
        • lvl 3: 100% dmg + 100% range, attack also have chance to enthrall enemies (+ spawn vombas on death --> max not changed)
          • casting mesmer skin --> gives vomba lvl 3 also mesmer skin (+ higher lvl of threat), it buffs all vombas in range (aura --> 50% more dmg+ range) and if vombas in range dies or runs out of duration it spawns a light beam.
          • on death lvl 3 vomba, it sends out 3 waves before it explodes (first 30% max magnetic dmg +100%sc, 2nd xdmg +20 max hp% corrosive, 3x 20% max hp blast)
    • 2. Ability: no changes
    • 3. Ability: upgrade mobility (make it more like voiddash) instead of this weird sliding over ground mechanic with minimal control over it.
    • 4. ability: increase base width of beams
      • change synergy of 1+4 : vombs hit by its explode radial staggering all nearby enmies leaving a energy orb
      • synergy 3+4: deals 50% more dmg
      • synergy 2+4: as it is

     

Nyx: Passive is way worse then its now (especially in higher lvl missions), while 1 being bad atm, this change seems abit like 2, so two 2s now (just that it looks different/behaves different). The 3 seems fun (i dislike the invunerbility + dmg part and each field should have different range/ or duration, to balnce them out against each other) I dont think 4 needs changes

  • Spoiler

     

    • 1. Ability: mind control (max. 3 instead of 1 --> holding it releases all targets of its control)
      • Behavior:1. Priority --> mission objective (in defense protects defense target) 2. Priority: hacks terminals and disables traps (if possible) if in range
      • it reduces nyx threat lvl by 20% for each affected target (max 60%) (not affected by mods) and adds it that the target (20% more threat lvl, each target increases threat lvl 1 target 20%, 2 target each 40%, 3 targets each 60%)
        • if gimmic is wanted: augment changed to "nyx can control 1 target + 500% dmg and all dmg nyx gains while effect is active is redirected to controlled target
    • 2. Ability: charging it over 1,5sec increases max bolts (max 100% additional bolts) and increases strength (max 50%) but also energy cost
    • 3.Ability: as you proposed. 3abilites you can choose from
      • 1. Chaos : as it is now (25m range) + enemies sustain 25% (affected by mods) more dmg from friendly fire  (also synergy with mindcontroll)
      • 2. Amnesia: 1,5sec stun + the baruuk thing ("unerlarted") (less range then chaos --> 15m)
      • 3. Fear: run away +  15% slow (affected by mods) (25m range)
      • Augment: works with all of them good/decently
    • 4. Ability: 
      • QoL : ground 100% size (now can walk as with augment now), air 150% size (stationary)  augment (still 50% size but can run+ jump (not bullet jump).
      • Crit absorbed add crit chance (max. 50%), status absorbed add status chance (max. 50%)
        • Augment: still -50% rage but gives slow manuever ability if cast in air (like hydrin 4)now allows basic movment (running and jumping) but not others (rolling, sliding, walltach, wallhop, bulletjump).

     

      •  
Edited by BloodyEy3
added quick thought/ideas for addtional frames
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Am 14.2.2020 um 15:43 schrieb (PS4)Vexx757:

 

2nd Ability:

·       Increase the cast stun duration to 4 sec.

·       The smoke left behind will last for 10 seconds.

·       The smoke cloud has a 5m radius which can be increased by range mods.

·       Enemies that enter the smoke will have a 6 sec stun duration and are 40% more susceptible to damage. If allies are in the cloud they cannot be targeted by enemies.

·       If Ash stays in the cloud the duration won`t start until either he leaves the cloud or the cloud duration runs out.

·       Allies that are in the cloud are visually translucent show that they are unseen by enemies.

·       All stun durations cannot be increased by duration mods.

·       When Ash is invisible, the apparitions from bs are also invisible.

·       Remove muffled sound while invisible.

sounds interesting  --> how would you think it would be if the smoke would work like akalis from lol ? (throw grenade with leaves circle then it starts dissapearing and moving as a ring outwards, while in ring you stay invis and gain invis timer again, outside it (duration runs out).

I have no idea why they havent implemented it more often since baruuk unalert function. -> enemies in smokescreen are staggered and slowed

and drop alertness lvl quickly (over 2sec inside the smoke) 

--> stagger + slow = a bit longer brief "open for finisher" + making them more likly to stay 2sec in smokescreen. --> unalert, enables stealth finisher anyway

 

Am 14.2.2020 um 15:43 schrieb (PS4)Vexx757:

If you use any ability while you`re invisible, enemy bodies will disappear.

worst thing you can ask for where additional looting from bodies exist

--> aoe

cc on stealth teleport ist just godly broken, so no

Am 14.2.2020 um 15:43 schrieb (PS4)Vexx757:

increase over time with no limit.

never sth good in warframe

---> even less when ur 3rd ability still opend up to finishers (already 100% save kill with dagger + mod)

Am 14.2.2020 um 15:43 schrieb (PS4)Vexx757:

 

4th Ability:

·       When activating the ability, it will start instantly.

·       Pressing the ability will bring you into the animation while holding the ability will send clones out to kill instead of you.

·       If you want to jump out of bs, press the ability again and the clones will continue to kill enemies.

·       Enemies that are red can be killed by players.

·       There is no limit to how many enemies he can kill within the radius of the enemy he`s aiming at.

·       An indicator is shown of the number of enemies that are going to be killed by bs.

·       Sliding before activating will increase the animation and clones` attack speed by 20%.

isnt it a straight gigantic upgrade to how it is now ? instant, somehow even slidin ats even more animation speed and attack speed (wouldnt both work on the animation speed?)

"no limit to how many enmies he can kill withhin the radius of the enemy hes aiming at" --> what radius ? whole screen (just look at one side kill all semi instantly --> still needing animation to trigger but yes)

whats the energy cost ? it should be gigantic, barely sustain able (even with synergy of reduces energy cost)

is it still "channel" mode like now just that shadows start jumping out the moment they are marked?

 

General note: trend i saw so far was: buffing everything by a huge margin (2xdmg + 1/3 more range, then half energy cost and give 50% duration) to x ability and adding casting speed to nearly everything  (also add 2-3 synergies)

I think for all those QoL buff that state Casting speed

Spoiler

--> just make Natural Talent already a Exilus slot (my wish, Natural Talent prime : 60% casting speed, 60% holster rate, 60% knockdown recovery)

 

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On 2020-02-15 at 9:24 PM, BloodyEy3 said:

-snip-

Equinox - It`s funny how you like my passive improvement, I got told that it was too OP.

Harrow - I do see how OP that could be with energy maybe only using weapons and player kills and Harrow gaining energy from ally kills could give 5 energy but tbh I play solo so idc about whether Harrow gets this or not, I just added it coz ppl were asking for it.

Ash - Instead of me going through talking about his improvements, go to this post where I talk about the problems and the solutions to fix them to answer your questions which is more detailed than this plus my comment to ppl here might answer some of the questions you have. (if I'm not mistaken)

I don`t think natural talent should be a requirement, warframe abilities should have a decent cast speed.

 

Edited by (PS4)Vexx757
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vor einer Stunde schrieb (PS4)Vexx757:

Equinox - It`s funny how you like my passive improvement, I got told that it was too OP.

its somewhat strong, but 10% is a joke. a) never ive seen anyone say equilibrium (110%) is op, or seen it in any builds ,because its range of use diffrients from team compostion and mod configuration. --> synth deconstroct, dig, and deathcube mod, (aswell as other squad members, nekros, hyldrin, gara.. and also their companions) aswell as benefiting of larger energy pool (primed flow) and a way to drain energy without necceraly useing abilites (qt), and to some extend Combat Discple.

since normal orbs give 25 energy or health, getting now 37,5 doesnt seem extremly broken (maybe for maim but sicne the rest allows energy regen anyway its whatever) --> the only thing which makes equilibrium or even this decently is that if sentient are not max hp while u are you can pick up health to heal companion and get energy from it.

Maybe insteadead of % (50 restore orbs exist and on those its definitly strong) make it 10/12,5/15 flat health, not depending on the amount of the orb.

vor einer Stunde schrieb (PS4)Vexx757:

Harrow - I do see how OP that could be with energy maybe only using weapons and player kills and Harrow gaining energy from ally kills could give 5 energy but tbh I play solo so idc about whether Harrow gets this or not, I just added it coz ppl were asking for it.

its jsut what it is. if everyone kill restore energy, its godly op in squads . what people probably not understand is that the range idicator just is the aura where people get energy when harrow kills an enemy. it doesnt matter where harrow kills enemies, so if thats addeded to everyone while "just" standing in harrows aura ring..... and if its just enemies kill in the aura ring for other people its super annoying for harrow player. I personaly dotn want to be hit by 10 color rainbow lenz, or white shedu, or acceltra.

vor einer Stunde schrieb (PS4)Vexx757:

Ash - Instead of me going through talking about his improvements, go to this post where I talk about the problems and the solutions to fix them to answer your questions which is more detailed than this plus my comment to ppl here might answer some of the questions you have. (if I'm not mistaken)

honestly i wont 😄 i really dont care for ash, only use him for finisher unlock rivens, just spotted the huge difference in opinion and accurecy of what has to be changed so i was guessing you are an ash main, and giving an opinion for an change that you did to ur main (with ur identy you gave and and what you would like him to be) it was a pretty safe shot at getting a response out of you, which worked as you can see 😄

to make things equal --> i am a limbo main (volt starter) and like to play cc/ utility frames

--> reason why i only responded to some and had my main point only on 1 or 2 abilites (link trinity, equinox (night) 3 + augment, nyx 3+4 augment, vauban bastille, harrow (warding thurrible) and nekros cause we all like loot, gauss big chunk of uttility sadly only for himself)

Edited by BloodyEy3
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vor 7 Stunden schrieb (PS4)Hopper_Orouk:

The gauss reworks are pure awful 

You don't know how to play this warframe, or anything about him for that matter

how ? what points ? also thats not a rework 1 teaeks, 2 and 3 are buffs, 4 is added synergy --> no rework in place. i can see that 1 "running" toggle could be bad as you mainly use the dash part (tap). (also not fan of 2 +3 buffs as you can read.

then again what does gauss need ? the running thing on 1 sucks but rest is already strong as 100% strength is sufficient and range is needed. strap on duration (most effiecently with narrowminded + primed continouty) + streamline, maybe primed flow --> 4mods that you can choose off.

i personally think a good way to implent alot of stuff on gauss (which also would make him super complex) is to add a temperature meter aswell and 3 + ur actions (casting abilites, moving) influence the heat meter and ur actions (casting and moving) + temperature meter influence the battery and put enegy + battery together.
 

Spoiler

 

passive (battery): gauss energy has various effects depending on how full it is (he starts with 25% battery): change hud of battery, 15 < x > 75% --> abilites work normal --> x <15 % ( less energy consumption mode --> abilites -25% "strength" -25% battery used, <10% (critical mode)--> -50% ability strength -50% battery used

x>75-100 : +33% ability strength +15% battery used,  100-125: +66% ability strength + 30% battery drain 125-150 (only in overcharge): 100% ability strength + 45% battery drain

-->energy / energy regen mods stay the same and have same function (also orbs, pads and energize)

temperature:  -100 - +100 --> below 0 abilites become more efficient (a*x(T<0) and gains temperature on idle, above 0 temperature is converted to (b*x(T>0)) Battery and reduce temperatur on idle | 0<x>100 a=factor for effiency, b=factor for convertionratio.

cold: battery efficiency, but abilites produce 100-200% (-1T = 1% bonus heat on ability), Heat: consumes heat/sec to charge battery/sec. (convertion time increases from 1/sec - 4/sec dending on +1-100T

distance traveled reduces temperature--> x*-T/1m

autoattacks, jumping, increases temperature ---> y*+T/action

 

4: passive: gain  x reload, casting, sprint, holster and attackspeed, depending on "battery mode" (50% battery being its displayed value), >15% battery active --> 15<x>75: drain 1energy/sec

battery drained/ x meter traveld or action performed + 1/1,5/2 (depending on mode) battery/sec

active: (toggle, doesnt stop heat charging battery but zenurik, energypads and so on) 15battery cost activation: double passive value (affected by strength) drain + x Battery/second (additonal to passive drain) (affected by efficiency (mods,mode,temperature) and duration) . activateable while at 75-100% battery mode and opens up last battery mode. heat drains to -100T now (passive Temperature association stays same) heat generated amplified by 50%

1: tap: sprint burst: (generates :(+x) Temperature,  costs: (-y) Battery). hold: performs sprint burst (same costs and gain), then stays in sprint (draining (x) Battery/sec) gaining more and more friction with distance traveled. (hold + mousebutton) sprint channel: drain (x more Battery/sec, generate x Heat/sec) (more speed more dmg, increases impact wave range)

2: as now, just that heat dmg adds heat, cold dmg adds colt, electricity also is blocked and charges battery (rest drains battery) -->flat amount/ per attack/dmg instance not dmg amount

3: cast animation for both near instant:  tap: coldfield (+x T + x battery) :gains heat + battery (50% of heat gained) hold: heatfield: (-xT (if below x T + x Battery): gains - 150%Heat

numbers around Temperature (energy gain/health/s, energy efficency/cold + battery drain lvl would need real big tuening

idea: with filling heatmeter the convertion rate from heat=battery becomes better and converstion rate(speed) also becomes faster ---> alot of distance/ auto attacks would charge heat meter quickly at first but battery lvl slowly, then gradually changing it to charging battery fast but also draining heat meter fast (so player needs to do more stuff to work against it, 4 passive: more speed, more attack speed = more actions) --> 15-75: small battery gain, 75-100% = net 0 battery drain 100-125%: small battery drain, powering up during action time. Activating 4 should make it relativly impossible to keep it on for longer priods of time without maneging his 3 ability well, aswell as using mods for it.

moveing + autoattacks generate heat which charges battery. at 15%battery 4(passive): activates --> + battery charge from moving and -battery on action, so either battery drain is quite low or battery gain is quite low (depending on heat and battery lvl, asewll as efficiency mods, drain 4 is avected generation over heat is not)

depending on heat or cold, the respective 3 should be cast for maximized effect -->  coldfield will generate instant battery, heat field will generate battery over time field (also makes cold field instant energy refill stronger

4. seems more attractive now as you are overall more speedy (passive strength is not affected by mods) so its for everyone more preferable to play around battery. while overcharge (active) boosts it significally. durations increses toggle efficiency --> longer uptime, while strength increases speed. (makes more sense to me then duration increasing duration + speed)

synergy: 1+2 generates battery and heat on impact, 2 + self dmg (depending on dmg type 1/2 flat amount/ instance), 3+2 (fire+ 2 = heat generating field, cold + 2= cold generating field)

 

 

Edited by BloodyEy3
this is a rework and pretty darn amazing one at that :DD
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On 2020-02-14 at 3:43 PM, (PS4)Vexx757 said:

1st ability:

·       Holding the ability will leave behind a napalm for 15 seconds and increase the blast radius to 10m.

·       Increase projectile speed.

·       Headshots deal more damage

1. That's just old Fireball

2. Sure, why not?

3. It's already hard to aim it, and it has a combo multiplier. No need for headshots.

On 2020-02-14 at 3:43 PM, (PS4)Vexx757 said:

2nd ability:

·       When the meter builds up make ember visually be on fire instead of a fire sphere.

·       Enemies will be set on fire if they touch ember.

·       Change the casting animation (this is just the animation from khora`s 3rd ability. This is just lazy)

1. The visual effect is not a sphere. More of an egg shape, really.

2. That's just old Overheat. And also, an unnecessary addition.

3. As long as it doesn't stop her to cast, any change is fine.

On 2020-02-14 at 3:43 PM, (PS4)Vexx757 said:

4th ability:

·       Increase the duration of enemies affected by fire to 20 seconds.

There's really no need for it. The ring itself doesn't proc Heat anyway, only the initial impact does.

Edited by Blexander
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7 hours ago, BloodyEy3 said:

how ? what points ? also thats not a rework 1 teaeks, 2 and 3 are buffs, 4 is added synergy --> no rework in place. i can see that 1 "running" toggle could be bad as you mainly use the dash part (tap). (also not fan of 2 +3 buffs as you can read.

then again what does gauss need ? the running thing on 1 sucks but rest is already strong as 100% strength is sufficient and range is needed. strap on duration (most effiecently with narrowminded + primed continouty) + streamline, maybe primed flow --> 4mods that you can choose off.

i personally think a good way to implent alot of stuff on gauss (which also would make him super complex) is to add a temperature meter aswell and 3 + ur actions (casting abilites, moving) influence the heat meter and ur actions (casting and moving) + temperature meter influence the battery and put enegy + battery together.
 

  Reveal hidden contents

 

passive (battery): gauss energy has various effects depending on how full it is (he starts with 25% battery): change hud of battery, 15 < x > 75% --> abilites work normal --> x <15 % ( less energy consumption mode --> abilites -25% "strength" -25% battery used, <10% (critical mode)--> -50% ability strength -50% battery used

x>75-100 : +33% ability strength +15% battery used,  100-125: +66% ability strength + 30% battery drain 125-150 (only in overcharge): 100% ability strength + 45% battery drain

-->energy / energy regen mods stay the same and have same function (also orbs, pads and energize)

temperature:  -100 - +100 --> below 0 abilites become more efficient (a*x(T<0) and gains temperature on idle, above 0 temperature is converted to (b*x(T>0)) Battery and reduce temperatur on idle | 0<x>100 a=factor for effiency, b=factor for convertionratio.

cold: battery efficiency, but abilites produce 100-200% (-1T = 1% bonus heat on ability), Heat: consumes heat/sec to charge battery/sec. (convertion time increases from 1/sec - 4/sec dending on +1-100T

distance traveled reduces temperature--> x*-T/1m

autoattacks, jumping, increases temperature ---> y*+T/action

 

4: passive: gain  x reload, casting, sprint, holster and attackspeed, depending on "battery mode" (50% battery being its displayed value), >15% battery active --> 15<x>75: drain 1energy/sec

battery drained/ x meter traveld or action performed + 1/1,5/2 (depending on mode) battery/sec

active: (toggle, doesnt stop heat charging battery but zenurik, energypads and so on) 15battery cost activation: double passive value (affected by strength) drain + x Battery/second (additonal to passive drain) (affected by efficiency (mods,mode,temperature) and duration) . activateable while at 75-100% battery mode and opens up last battery mode. heat drains to -100T now (passive Temperature association stays same) heat generated amplified by 50%

1: tap: sprint burst: (generates :(+x) Temperature,  costs: (-y) Battery). hold: performs sprint burst (same costs and gain), then stays in sprint (draining (x) Battery/sec) gaining more and more friction with distance traveled. (hold + mousebutton) sprint channel: drain (x more Battery/sec, generate x Heat/sec) (more speed more dmg, increases impact wave range)

2: as now, just that heat dmg adds heat, cold dmg adds colt, electricity also is blocked and charges battery (rest drains battery) -->flat amount/ per attack/dmg instance not dmg amount

3: cast animation for both near instant:  tap: coldfield (+x T + x battery) :gains heat + battery (50% of heat gained) hold: heatfield: (-xT (if below x T + x Battery): gains - 150%Heat

numbers around Temperature (energy gain/health/s, energy efficency/cold + battery drain lvl would need real big tuening

idea: with filling heatmeter the convertion rate from heat=battery becomes better and converstion rate(speed) also becomes faster ---> alot of distance/ auto attacks would charge heat meter quickly at first but battery lvl slowly, then gradually changing it to charging battery fast but also draining heat meter fast (so player needs to do more stuff to work against it, 4 passive: more speed, more attack speed = more actions) --> 15-75: small battery gain, 75-100% = net 0 battery drain 100-125%: small battery drain, powering up during action time. Activating 4 should make it relativly impossible to keep it on for longer priods of time without maneging his 3 ability well, aswell as using mods for it.

moveing + autoattacks generate heat which charges battery. at 15%battery 4(passive): activates --> + battery charge from moving and -battery on action, so either battery drain is quite low or battery gain is quite low (depending on heat and battery lvl, asewll as efficiency mods, drain 4 is avected generation over heat is not)

depending on heat or cold, the respective 3 should be cast for maximized effect -->  coldfield will generate instant battery, heat field will generate battery over time field (also makes cold field instant energy refill stronger

4. seems more attractive now as you are overall more speedy (passive strength is not affected by mods) so its for everyone more preferable to play around battery. while overcharge (active) boosts it significally. durations increses toggle efficiency --> longer uptime, while strength increases speed. (makes more sense to me then duration increasing duration + speed)

synergy: 1+2 generates battery and heat on impact, 2 + self dmg (depending on dmg type 1/2 flat amount/ instance), 3+2 (fire+ 2 = heat generating field, cold + 2= cold generating field)

 

 

The problem with your tweaks is that they go against gauss' play style 

Your tweaks all felt like baby hand holding to me 

Kinetic plating not reducing battery on hit means less reasons to move as gauss

Getting 20% of damage received as energy means less managing my energy and less moving around

Redline giving double battery gain for 1 and 3 means you don't need to move just one dash and your full battery is full again

It's just tweaks that turns gauss into a sloth, no need to move, no need to make too many actions 

Just a boring warframe like any other 

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7 hours ago, BloodyEy3 said:

then again what does gauss need ? the running thing on 1 sucks
 

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passive (battery): gauss energy has various effects depending on how full it is (he starts with 25% battery): change hud of battery, 15 < x > 75% --> abilites work normal --> x <15 % ( less energy consumption mode --> abilites -25% "strength" -25% battery used, <10% (critical mode)--> -50% ability strength -50% battery used

x>75-100 : +33% ability strength +15% battery used,  100-125: +66% ability strength + 30% battery drain 125-150 (only in overcharge): 100% ability strength + 45% battery drain

-->energy / energy regen mods stay the same and have same function (also orbs, pads and energize)

temperature:  -100 - +100 --> below 0 abilites become more efficient (a*x(T<0) and gains temperature on idle, above 0 temperature is converted to (b*x(T>0)) Battery and reduce temperatur on idle | 0<x>100 a=factor for effiency, b=factor for convertionratio.

cold: battery efficiency, but abilites produce 100-200% (-1T = 1% bonus heat on ability), Heat: consumes heat/sec to charge battery/sec. (convertion time increases from 1/sec - 4/sec dending on +1-100T

distance traveled reduces temperature--> x*-T/1m

autoattacks, jumping, increases temperature ---> y*+T/action

 

4: passive: gain  x reload, casting, sprint, holster and attackspeed, depending on "battery mode" (50% battery being its displayed value), >15% battery active --> 15<x>75: drain 1energy/sec

battery drained/ x meter traveld or action performed + 1/1,5/2 (depending on mode) battery/sec

active: (toggle, doesnt stop heat charging battery but zenurik, energypads and so on) 15battery cost activation: double passive value (affected by strength) drain + x Battery/second (additonal to passive drain) (affected by efficiency (mods,mode,temperature) and duration) . activateable while at 75-100% battery mode and opens up last battery mode. heat drains to -100T now (passive Temperature association stays same) heat generated amplified by 50%

1: tap: sprint burst: (generates :(+x) Temperature,  costs: (-y) Battery). hold: performs sprint burst (same costs and gain), then stays in sprint (draining (x) Battery/sec) gaining more and more friction with distance traveled. (hold + mousebutton) sprint channel: drain (x more Battery/sec, generate x Heat/sec) (more speed more dmg, increases impact wave range)

2: as now, just that heat dmg adds heat, cold dmg adds colt, electricity also is blocked and charges battery (rest drains battery) -->flat amount/ per attack/dmg instance not dmg amount

3: cast animation for both near instant:  tap: coldfield (+x T + x battery) :gains heat + battery (50% of heat gained) hold: heatfield: (-xT (if below x T + x Battery): gains - 150%Heat

numbers around Temperature (energy gain/health/s, energy efficency/cold + battery drain lvl would need real big tuening

idea: with filling heatmeter the convertion rate from heat=battery becomes better and converstion rate(speed) also becomes faster ---> alot of distance/ auto attacks would charge heat meter quickly at first but battery lvl slowly, then gradually changing it to charging battery fast but also draining heat meter fast (so player needs to do more stuff to work against it, 4 passive: more speed, more attack speed = more actions) --> 15-75: small battery gain, 75-100% = net 0 battery drain 100-125%: small battery drain, powering up during action time. Activating 4 should make it relativly impossible to keep it on for longer priods of time without maneging his 3 ability well, aswell as using mods for it.

moveing + autoattacks generate heat which charges battery. at 15%battery 4(passive): activates --> + battery charge from moving and -battery on action, so either battery drain is quite low or battery gain is quite low (depending on heat and battery lvl, asewll as efficiency mods, drain 4 is avected generation over heat is not)

depending on heat or cold, the respective 3 should be cast for maximized effect -->  coldfield will generate instant battery, heat field will generate battery over time field (also makes cold field instant energy refill stronger

4. seems more attractive now as you are overall more speedy (passive strength is not affected by mods) so its for everyone more preferable to play around battery. while overcharge (active) boosts it significally. durations increses toggle efficiency --> longer uptime, while strength increases speed. (makes more sense to me then duration increasing duration + speed)

synergy: 1+2 generates battery and heat on impact, 2 + self dmg (depending on dmg type 1/2 flat amount/ instance), 3+2 (fire+ 2 = heat generating field, cold + 2= cold generating field)

 

 

I am now convinced you know nothing about gauss

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vor 6 Stunden schrieb (PS4)Hopper_Orouk:

The problem with your tweaks is that they go against gauss' play style 

Your tweaks all felt like baby hand holding to me 

Kinetic plating not reducing battery on hit means less reasons to move as gauss

Getting 20% of damage received as energy means less managing my energy and less moving around

Redline giving double battery gain for 1 and 3 means you don't need to move just one dash and your full battery is full again

It's just tweaks that turns gauss into a sloth, no need to move, no need to make too many actions 

Just a boring warframe like any other 

im convicned you didnt evne read it ... 4 -->passive drains energy per second !! 4 above certain battery mode drains energy on action (this cancels it out with passive gain)

vor 14 Stunden schrieb BloodyEy3:

idea: with filling heatmeter the convertion rate from heat=battery becomes better and converstion rate(speed) also becomes faster ---> alot of distance/ auto attacks would charge heat meter quickly at first but battery lvl slowly, then gradually changing it to charging battery fast but also draining heat meter fast (so player needs to do more stuff to work against it, 4 passive: more speed, more attack speed = more actions) --> 15-75: small battery gain, 75-100% = net 0 battery drain 100-125%: small battery drain, powering up during action time. Activating 4 should make it relativly impossible to keep it on for longer priods of time without maneging his 3 ability well, aswell as using mods for it.

--> thats the idea /concept behind it, if u you need numbers to be able to think about it then go figure them out urself 😄 i am not gonna creat 2 formulas that give me heat/battery battery/ability  values. even if i could.

how many enemies have heat, electric or cold dmg  ?and its a flat amount , depending on how much you give it, it becomes a niche or inherently good.

Playing gauss is not that difficult how you believe ! there is no gauss masterrace.  the only minimalistic difficulty is how battery gain on his ability interacts to maximaze it.  whoever uses 1 hold is doing sthing wrong as u cant maneuver and it doesnt even drain less. Just looking through ur own post "i feel like gauss is made for me" --->> here you see the problem !! you idintify urself with warframe why to much.

not gonna lie i have like ~30mission with gauss besides lvling and to stay he worked fine to me. its not difficult to get max battery or play around that. You even said in ur own post that you basically need no mods (besides duration) to maximize him

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8 minutes ago, BloodyEy3 said:

passive drains energy per second !! 4 above certain battery mode drains energy on action (this cancels it out with passive gain)

This doesn't shy away from the fact that your tweaks are hand holding gauss 

He can already keep his battery up by just sprinting without using any ability and while both redline and KP active 

He doesn't need more battery management it's pretty great as is

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vor 10 Stunden schrieb (PS4)Hopper_Orouk:

This doesn't shy away from the fact that your tweaks are hand holding gauss 

He can already keep his battery up by just sprinting without using any ability and while both redline and KP active 

He doesn't need more battery management it's pretty great as is

this absolutly makes no sense. you say i am hand holdin gauss (making him easier, more simple) then you continoue with he can already mentain max battery while just sprinting.

 

vor 18 Stunden schrieb (PS4)Hopper_Orouk:

I am now convinced you know nothing about gauss

it doesnt matter what i know and what not, its a fan made concept/rework (to be fair just to be messing with you, same as i did with the ashe build). i think its just to funny how people identify their main with themself and refuse sth or get butthurt over it 😄

long live my heat/cold energy=battery Gauss, way better then ur beloved guass, fight me over it, 😄

but yeah no point to answer, as anything thats not ur beloved gauss (or in ur perspective) is bad. Talking about too much narrow minded strapped on that gauss build 😄

 

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11 hours ago, BloodyEy3 said:

this absolutly makes no sense. you say i am hand holdin gauss (making him easier, more simple) then you continoue with he can already mentain max battery while just sprinting.

 

it doesnt matter what i know and what not, its a fan made concept/rework (to be fair just to be messing with you, same as i did with the ashe build). i think its just to funny how people identify their main with themself and refuse sth or get butthurt over it 😄

long live my heat/cold energy=battery Gauss, way better then ur beloved guass, fight me over it, 😄

but yeah no point to answer, as anything thats not ur beloved gauss (or in ur perspective) is bad. Talking about too much narrow minded strapped on that gauss build 😄

 

i'm sorry if it came out that way from me

i was trying to give my feedback on your gauss tweaks while maintaining my opinion with a bit of emotions 

but i never meant to make my opinion the only valid thing on earth just because i main the warframe

 

11 hours ago, BloodyEy3 said:

this absolutly makes no sense. you say i am hand holdin gauss (making him easier, more simple) then you continoue with he can already mentain max battery while just sprinting.

it does...it means that he doesn't need any more ways to manage the already manageable battery...you kind of missed the mark with that

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On 2020-02-18 at 9:34 PM, BloodyEy3 said:

also thats not a rework 1 teaeks, 2 and 3 are buffs, 4 is added synergy --> no rework in place.

Thanks for saying this. I`m fed up with idiots not knowing the difference between a rework and a revisit.

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  • 2 weeks later...

Yes! my idea for Nova`s 3rd ability is happening, finally her 3rd ability will be more useful and for the ppl saying that her 3rd don`t need to be touched, I want you to go to DE and tell them not to go through this change. (but I know you won`t)  Also this proves that DE don`t play their game otherwise they would have know that this makes sense.

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Posted (edited)

EDIT: Nova

3rd ability

·       Remove the number of wormholes casts on indicator and instead show the duration of the ability.

 

4th ability:

·       Show the duration of the enemies affected by it and the indicator will disappear when all enemies that are affected are killed.

 

Nekros

1st ability:

·       The enemy that is hit before the ragdoll will knockdown enemies near it in a 10m radius.

Edited by (PS4)Vexx757
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Edit: Chroma

1st ability:

It`s has 100% chance to proc whatever elemental damage it`s currently using.

 

Nekros:

1st ability:

The enemy that is hit before the ragdoll will knockdown enemies near it in a 10m radius.

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  • 4 weeks later...

Edit: Nekros

2nd ability:

  • Enemies affected will start to move slower when the duration reduces.

 

4th ability:

  • Corpus shadows will only have health, making them last longer.
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В 14.02.2020 в 17:43, (PS4)Vexx757 сказал:

Equinox

  Скрыть контент

Passive improvement: Energy and health orbs will give Equinox half of what you pick up e.g pick up 50 health gives you 25 energy. (I feel like it will make this passive better)

 

1st ability:

·       Remove decay on abilities.

 

2nd ability:

·       Remove enemy speed increase from day-form ability.

 

3rd ability:

·       Make it synergise with 1st and 2nd ability.

1

I've already thought about improving the equinox... In particular, the  day form requires improvement.

The second ability of the day form generally looks like an undeveloped version of the second ability of the night form. Because the second ability of the form of night puts to sleep, opens for finishing and makes enemies highly vulnerable to damage, and the second ability of the form of day just doubles the damage of weapons and even speeds up enemies!

I suggest the following changes:

the second ability to Ekvinoks day form:

Under knocking down shields have Ekvinoks and allies occur flash in a small radios which knocks down closest enemies and blinding enemies which stood close to the edge of this radios. If health damage is inflicted, the melee attack speed and rate of fire increases depending on the percentage of lives shot down, as in a passive Garuda.

Why?

First, the second ability of the day form is useless! Second, I went by analogy: the Third ability in day form strengthens allies, in night form weakens enemies, the fourth ability in day form attacks enemies, in night form heals allies.But the second ability of both forms is directed at the enemy. At the equinox of the form of the night this ability, so you should make the ability to shape day vozdeistvuya allies.

The fourth ability of the form of the day:

Accumulates damage to the shields and health of itself, allies and companions in the range of the ability, while the health damage accumulates strenuously and when an ally dies the accumulated damage is doubled once, and releases it to enemies. This ability can be used with the second so that you are not afraid to take damage on shields. Damage cut am asking to hand form of night, so as she very well protects, and night form of needs in protection under applying fourth ability to so as for frequent applies its for replenishment health. I suggest you call it Forgiveness and Revenge.

Why?

One reason: it makes more  logical. Because the Night form converts damage to health, and the day form...damage to damage?.. I think it would be more logical if the day form will convert downed lives and shields to damage.

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On 2020-04-19 at 1:09 PM, TheMostFrench said:

I like the idea of Loki being able to switch teleport with things that aren't alive, like crates and barrels.

A passive 100% radiation proc on all attacks would be too powerful though.

Not really, It`s not dealing damage to them the enemies are just going to receive the proc, its weapons that will proc it not abilities and is double the duration but I will say that it can`t refresh the duration. Ultimately this is another way to takes attention away from him and enemies will deal bug bites to each other. Since Loki is a trickster it makes sense.

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