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Who is your favorite frame and how would change them?


(PSN)SEA_TOASTER
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My favorite frame is frost and I would change him by. 

Removing his 1 and putting his 2 there.

New 2 that provides a slippery floor under Frost slowing enemies 30% and increase your speed 30%.

Pick up snow globe and can run with it.

Keep 4 the same

And increase primes stats To

Armour 300,  Health 125, Sheild 175, Energy 200, Mobility 0.95

And that's what I would do to my boi frost.

 

Edited by (PS4)Used_microwave
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Spoiler

 HYDROID: PIRATE ASSASSIN

Spoiler

(All ability values are given as unmodded value at Rank 30. All +/- with mods unless stated otherwise.)
(~Tide = "Depending Tide level in meter.")

PASSIVE:  THE TIDE   
Hydroid's abilities actively spawn Pool(s)Of Water and value
toward a Tide meter, earned from making enemies "Wet."
Abilities increase in Range with Tide.
Enemies become, "Wet," from abilities.
*"The faint sound of a distant Ship Bell's clang," alerts player to having fallen below 12.5% Tide.

Spoiler

*Tide Meter: (1.00 to 100)  

Passively generates 1.3 Tide per second (toward a maximum of 100 points) in a Tide meter.
Meter is replenished for each enemy, "Wet," (affected or hit) by Hydroid's abilities.
Each enemy that receives a, "Wet," status gives +2 Tide.
These enemies generate an additional 1.3 Tide per second for Hydroid's Tide.
"Wet," enemies have a chance to suffer brief Weapon Malfunction;
If killed (while "Wet,") enemies have a increased chance to drop Energy orbs.

Range increase                                            (+0% to +20% ~Tide)
Chance to drop Energy Orb                        +1% to +20%  ~Tide (max.cap. +20% from any Tide sources.)
Chance for Weapon Malfunction               +1% to +20% ~Tide (max.cap. 20% per player, +5% from Specter, 80%max.total.)
Malfunction rate                                          Every 6s-3s ~Tide
Duration of effect                                                   4s-8s ~Tide


Abilities leave Pool(s) Of Water.

Spoiler

(Ground Slams during "PIRATE MODE," may add Tentacle.)

When enemies come in contact with Pool(s) Of Water, they become, "Wet,"
and suffer either a brief Stagger(w/ -Friction), or Knockdown.
Each Pool Of Water may only, "Wet," as many as 2 enemies.

Possibly disregard*: Needs review: "Wet," enemies have (1% to 8% ~Tide) chance of generating
a new Pool at their feet every 3s. Enemies may only be wet by a Pool once every 18s.

The Size, Lifespan, and Max# of Pool(s) determined by Tide.

Size             2m to 4m ~Tide
Lifespan       3s to 6s ~Tide
Max#              3 to 6 ~Tide


TIDE-Passive.jpg

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TEMPEST BARRAGE:
Target area with pouring rain.
Improves stealth conditions while impairing enemy movement & response.
Disables cameras; reveals fish in bodies of water. Does not alert enemies.

Spoiler

Untitled.jpg

(Hold-to-charge time decreased to 1.8s instead of 3s.)
(1% - 100% ~Tide) Chance to leave Pool Of Water every 3s.
This ability stacks Duration up to 3 times when cast on itself.
You may have up to 3 active (instances or stacks total,) Tempest Barrage at any time.
(*Deals no Damage.. there's a darn good reason later.)

Drain                                                                      25 to 50 (charged)
Radius                                                                 10m to 15m ~Tide
Duration                                                                 5s to 10s (charged)
Enemy Damage/Movement Speed                     -20%   (max.cap. -70%)
Enemy Sight/Sound Detection                            -40%  (max.cap. -90%)

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TIDAL SURGE:
"Crash through enemies in a ferocious wall of water."
(Movement style similar to, Wukong's "Cloud Walker," but limited by Gravity.)

Spoiler

Tidal-Surge.jpg

Energy Cost                                                            50
Strength                                                                  300

Range                                                            6m (striking radius from center *depending Angle)
Angle                                                                   30 to 90 degree ~Tide
Distance                                                                 30m (per second)
Duration                                                                   1s (wave duration)

HOLD-TO-CAST:
Remain stationary issuing waves forward, instead of becoming the wave.

Spoiler

Tidal-held.jpg

Consumes portion of Tide while returning a portion of Energy cost per enemy hit.

Tide Consumed/Energy Returned                    6% to 20% ~Tide

-------------------------------------------------------------------------------------------------------------------
UNDERTOW:
"Become a water trap and drown unsuspecting enemies."
Undertow augments functions of other abilities while active.
On the surface, it's the same, but there is a complex layer just beneath.
This state is now referred to as, "THE SHALLOWS."
 

Spoiler

Energy Drain                                                          - as is -
Damage, "Tick," rate                                   +0% to +20% ~Tide
Grab Cost                                                              - as is -
Meters per Energy                                                      "
Strength                                                                      "
Duration                                                                      "
Range                                                                         "   

Pressing Jump while in "THE SHALLOWS," of Undertow will now also exit/end Undertow.

Pressing crouch withdraws Radius by 30%. Hydroid's passive Tide generation increases by +3 per second.

*Casting Tempest Barrage from within, "THE SHALLOWS,":

Spoiler

Cast instance of Tempest Barrage receives Bonus 50% chance-to-spawn:
(0 to 2 additional) Pool(s) Of Water once every 5s.
Range                                                           +10% to +30% ~Tide
Duration of bonus                                             3s to 6s ~
Tide

 
HOLD-TO-CAST:
Increase Range of Undertow 15% while-charging.
Tempest Barrage receives a brief additional bonus to Range.

*Casting Tidal Surge from within, "THE SHALLOWS.":

Spoiler

(As is, +15% base Distance .)

HOLD-TO-CAST:
Cast a wave(as you would outside of Undertow) from Undertow's outer edge. (camera=forward)
Radius of A.o.E. wave equal to **Movement Wave Aura. (listed below, under: Tidal Surge (PIRATE MODE)

Tap-To-Cast while Tidal Surge/"Tidal Wave" is active to Blink Undertow's location to that of the most recent wave.

*Casting Riptide from within, "THE SHALLOWS.":

Spoiler

Tap-To-Cast on target surface to cast Riptide.
Aim camera down at center of Undertow, (or hold Zoom)
while casting Riptide to convert Undertow's surface into Whirlpool,
gaining Whirlpool's Damage tick increase bonus from Tide

 

HOLD-TO-CAST: Spend portion of Tide to cast Pool(s) Of Water.

Spoiler

Tide Cost                                                            6% to 20% ~Tide
Pool(s) Of Water                                                   1 to 3 ~Tide

-------------------------------------------------------------------------------------------------------------------
RIPTIDE:
Cast a Whirlpool on target.
Acts similar to Undertow, but independent with new properties.

You may enter any instance of Whirlpool as though it were Undertow.

Spoiler

Riptide-Whirlpool.jpg

*Unlike Undertow, enemy auras do not transmit through.
Cast on target area. (Same with Tentacle Swarm, as though it were charged for range.)
Radius on cast is +50%, shrinking to normal sustained size at it's center over 3s.
Damage                                                                      25  (+2% per second)
Damage (per, "tick.")                                            +1% to +20% ~Tide
Duration                                                                      20s
Radius                                                                          6m
Tap-to-cast on target active Whirlpool to dismiss, consuming remaining time as Tide.


Entering Whirlpool:

Spoiler

Doing so engages Undertow as active, beginning it's Energy drain cost, but also adding the
~Tide bonus (Damage, "tick," rate increase,) of Undertow to Whirlpool(s).
Damage equal to Undertow's Damage, not including Undertow's Tide Tick-Rate bonus.

 

Casting Tempest Barrage onto any active Whirlpool

Spoiler

generates an additional 1.3 Tide per second.
This generation stacks (times active stacks of Tempest Barrage) active at Whirlpool(s), up to 3 times. 


Casting Tidal Surge across/into any active Whirlpool(s)

Spoiler

will give 1 to 5 Tide, depending current Range stat of that wave:
           <3.5m = +1 Tide
3.5m
to 5.5m = +2 Tide
5.6m
to 7.5m = +3 Tide
7.6m
to 9.5m = +4 Tide
           >9.5m = +5 Tide

If any enemies are present within the Whirlpool,
one enemy (at random) will be withdrawn from Whirlpool by the wave;
encapsulated in suspended water as a giant clear drop/orb/glob (of water,) referred to as, "Rising Depths."
Enemies within "Rising Depths," continue to take damage as they would within Whirlpool.

Rising-Deep.jpg

Spoiler

 While suspended, enemies are Blinded, open to Finishers/Finisher Damage.
Enemies killed while in, "Rising Depths," grant bonuses on death (to self or ally responsible):
(Does not stack.)

Status (affliction) Duration                                 -30% to -60% ~Tide
Damage Reduction                                           +15% to +30% ~Tide
Evasion                                                              +10% to +20% ~Tide
Duration of bonus                                                 10s to 20s ~Tide

*Casting Tidal Surge at any active instance of, "Rising Depths,"
will deal it's Damage as Finisher Damage.
Tidal Surge's wave's Damage adds that
(Damage dealt to the enemy within, "Rising Depths,") to it's own.
From this point, the wave increases in Duration(1st) and Range(2nd),
converting the instance of, "Rising Depths," into bonus; creating a, "Tidal Wave."
 

"Tidal Wave," Duration increase             2x remaining Duration of Tidal Surge wave.
"Tidal Wave," Range increase                   (2x Range) x (improved remaining Duration.)

This enemies will then act as they would, as if hit with any other Tidal Surge wave.   

 

 

HOLD-TO-CAST Riptide to toggle PIRATE MODE channeled state.
PIRATE MODE: Activate a channeled state for Hydroid,
giving bonuses and augmented functions to all other abilities.
While active, Hydroid receives Evasion.
Enables: "THE DEEP."

Spoiler

Pirate-Mode.jpg

(PIRATE MODE channel is Not deactivated by Nullifier fields.)
HOLD-TO-CAST Riptide will always toggle PIRATE MODE.
(On, always with casting cost; off, never having any casting cost.)

Bonuses:
+40% to +65% Evasion ~Tide
Channel cost is reduced ~Tide, inversely.
Lower Tide = cheaper (by up to 20% Efficiency). "Going Ashore."


When casting Riptide during PIRATE MODE:
You may have as many as 2 Whirlpools active, if Tide is not below 50% (for >5s.)

Upon activating PIRATE MODE, The Kraken's Tentacles spring up from all active Whirlpool(s).
All Instances of (player's) Undertow & Whirlpool, "open up," with a new area & method of actively engaging enemies beneath the, "water's," surface.
This state is referred to as, "THE DEEP."

Spoiler

THE DEEP: A "Room," with an invisible boundary,
 shaped similar to the inside of a shallow "Erlenmeyer flask,"
(roughly 2x the size of Undertow/Whirlpool surface area)
surrounded by an, "under water," skybox, as a seemingly endless ocean to all sides and beneath you.
Enemies are deposited into the same instance of, "THE DEEP," from any Undertow/Whirlpool you cast.
All enemies within, "THE DEEP," are as Lifted.
All abilities are augmented have different functions within, "THE DEEP."

Kraken behavior:
Tentacles deal 100 Impact / 100 Magnetic / 100 Viral per second.
     
     -During Low Tide, The Kraken grabs up enemies as flails them around the environment.
       (Similar to Tentacle Swarm as is.)
    
     -During High Tide, The Kraken pulls enemies into the Whirlpool,
       (Similar to as-cast-from-Undertow has a chance of doing now.)


Behavior of, "Flail enemies," or, "Dunk enemies," scales in chance,
performing either action more, or less often ~Tide.
Example: At 50% Tide meter, it will be random in it's decision to, "Flail/Dunk," enemies held.

Within THE DEEP is also, The whole Kraken, with homing tentacles beneath the waves.
Tentacles will reach out once every 6s passively taking hold of up to 2 enemies within THE DEEP each time.
TheDeep.jpg

-------------------------------------------------------------------------------------------------------------------
Tempest Barrage (PIRATE MODE)
(All new functions added onto the Non-PIRATE MODE functions.)
Volleys of Grapeshot are aimed directly at enemies (or target area).

Spoiler

Grapeshot.jpg

Repeated casts within 5s lose 30% Accuracy.
Projectiles fall at erratic intervals worth 20% value per second.
Projectile count is additive per stack. (14/28/42)
Visual of, "Ghost Ship," appears to fire cannons behind Hydroid, fading promptly away into fog.
Does alert enemies.

Damage                                                                      100
Projectiles                         14 x Power Strength + Radius Divided across Targets (or Area).
Multishot                                                                  0 to 100% ~Tide
"Shattering Impact"                                                     1 to 10 ~Tide
(Shattering Impact value effects Eidolons.)


Environmental strikes have AoE as it is now; strikes against enemies have +2 Punch Through instead of AoE.

 

--------------------------------------------------------------------------------------------------------------------------------------------
Tidal Surge (PIRATE MODE)
(HOLD-TO-CAST from Non-PIRATE MODE becomes Tap-To-Cast.)
Waves now consume 50% less Tide.
Hydroid receives +Movement Speed bonus

Spoiler

equal to 50% of Tidal Surge's movement rate (meter per sec.)
Waves will remain inert at your feet until you move, causing them to crash in place around you.
All bonus effects stack one additional time (Maximum 2 stacks total) and are removed by Nullifier fields.


Inert Wave Aura                                10% of Tidal Surge current striking radius  (20% on stack 2.)
**Movement Wave Aura                    30% of Tidal Surge current striking radius  (60% on stack 2.)

HOLD-TO-CAST:
Become, "The Thing from THE DEEP."
Summon (quasi-exalted) Tentacles for arms.

Spoiler

The-Thing-From-THE-DEEP.jpg

(3 per 'arm'), writhing and curling around each other.
(Similar to Saryn Prime's tendril like "hair."
One Tentacle has a hook for a, "hand.")

All attacks as, "The Thing From THE DEEP," (including Secondary Fire,)
cause enemies to become, "Wet."

"The Thing From THE DEEP," is not cancelled by Nullifier fields.
This state ends upon:
(Hold-to-) Re-Cast,
(When PIRATE MODE has ended,)
or when you run out of either Energy or Tide.

Spoiler

(Attacks per arm follow separate combos. No Combo Counter Meter in this mode.. yet.)

STANCE                 MELEE CLASS       COMBO NAME
Coiling Viper                  Whip                 Whistling Wind
Burning Wasp                Whip                Sparking Torture
"                "                        "                       Buzzing Sting
Homing Fang                Daggers                  Life Eater
Four Rider                      Claws             Aggravated Swarm
Malicious Raptor          Claws                   Wicked Slash
*Cyclone Kraken         Machetes           Leviathan Rain  (Available >50% ~Tide)
*Vulpine Mask             Rapiers               Assailant Guise (Available >75% ~Tide)

Wave determined by: 30% Tidal Surge ability stats, +30% for each current Tidal Surge movement bonus stack level.)

Unique Heavy Attack: "Hook Hand,"
Commands Arm-Tentacles to automatically pull nearby enemies to you (prone).
(Range equal to Undertow "Grab" Tentacles.)


Secondary Fire: Consume 50% Tide to throw a Trident that heals you on hit.
200 Puncture base Damage. Briefly pins enemies to the ground (prone) for 3s.

Spoiler

However, the numeric value of Power Strength and  determine the total actual.)
Damage =  200 Puncture *X*Y
(Power Strength#) = X
(%Tide# x 0.001) = Y
Health = Damage Dealt x (0.01% to 0.05% ~Tide) + (25 to 50 ~Tide)
(Throw similar to Javlok)
(Pinning similar to one of Nezha's "Divine Spears.")
If killed on strike, can pin enemies to walls. (Similar to Boltor.)

 

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Undertow (PIRATE MODE)
Undertow remains as you go beneath it.
You may now pan the camera down beneath, "THE SHALLOWS," to enter, "THE DEEP."

Hold-To-Cast:  Blink to target (or nearest) active Whirlpool.

Spoiler

Movement within THE DEEP:
"Combine Archwing's movement with Ecco: The DolphinTM..." -says Absolute Mad man.
Very light momentum, way more, "swimmy." (No Archwing is used in this state, just it's movement.)
Perform basic strikes and slap attacks (a.k.a. archmelee) with Tentacle arms present as, "The Thing From THE DEEP."

Abilities are now different:
Cast Tempest Barrage to command The Kraken to, "crush," all enemies in it's grasp:
         Surge 250 Viral/1000 Impact @ 40% to 90% Status Chance (~Tide) once, to all enemies. (+50% Energy cost; 4s cooldown.)


Cast Tidal Surge to Blink to target area within, "THE DEEP,"
or (nearest enemy dealing it's Damage as Magnetic,)
or aim up to Blink to, "THE SHALLOWS." 
(This move is a little like Blink,
a little like Ash's, "Teleport,"
a little like Ecco the Dolphin's dash move..)

-50% Energy cost to cast.

HOLD-TO-CAST Undertow creates an 'enemy vacuum',
pulling to you all enemies within, "THE DEEP," not currently held by The Kraken.

Leaving, "THE DEEP," will occur from:
     -Tap-To-Cast Undertow to exit at the nearest Undertow (priority)
       or Whirlpool for No (0) Energy cost.
     -Automatically exit, "THE DEEP," (either into, "THE SHALLOWS," or entirely,)
      upon running out of either Energy or Tide, or upon deactivation of PIRATE MODE.
     -Nullifier fields coming in contact with Undertow,
       or a single Whirlpool presently serving as the only, "portal," to, "THE DEEP." 

 


-------------------------------------------------------------------------------------------------------------------------------------------------------------


Special Thanks To:

Spoiler

NuclearCoffeePot (for Tide and several other concepts.)
Tsukoyomi_GR (for "Rising Depths" and inspiration for Trident.)
(NSW)SantCruz (for pushing me to make Hydroid more Lethal!)
Hadammants
(NSW)DEADSHOT500
Klaleara (for the Ship firing cannons and punchthrough to Tempest Barrage)
keikogi (for formatting advice)
TheGodofWiFi (for generally disagreeing, but in an instructive way)

and MANY many others for their vital feedback and discussion! 

Thanks to all of the members of the forums and players through the years, and their spectacular imaginations.
Ideas are ultimately my take on the suggestions of other players and forum members over a series of months and threads.
If you want credit for an idea that you feel was yours that I haven't cited, Let me know.
The idea to keep track of who mentioned what came to far later than I wish it did. 

You really don't need to read all this, but it is relevant to the topic.

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Hildryn.

The only thing I want to change on her is being able to use her 3rd on defense targets, tho I want the same for other supports like Trinity, Mag and oberon.

The other one is Nyx. I don't know how could she be changed to make her less boring tho. But I do know that enemies in Vallis should always be effected by her 3rd ability, except when they have Nullifier bubbels.

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Hydroid.

Barrrage - Add Corrosive without mod and revert impact proc (so enemies don't fly over the room);

Tidal - Let tidal drown enemies and keep them inside, so if you had Undertow activated they will still be underwater and if you don't they will just stay on the ground. Maybe give more control over the skill so you don't get stucked on the wall... Also maybe a cooler effect, like let hydroid surfing on the wave (hey deluxe skill!);

Undertow- I think it's pretty good the way it is, and if you change Tidal will be OP;

Tentacle Swarm - Let strength or range affect the number of tentacles over 20 OR remove the "charge" thing. 

-----------

Edit: BTW, once you start to drown enemies with Undertow and they start to drop stuff, you can't grab them with your tentacles because the loot block it (not like block your sight, it don't let you click and grab enemies like a wall would). Pretty sure it's a bug but they didn't change it yet.

Edited by Sahiratu
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My frame of obsession tends to change per period. When I started out, I was obsessed about Volt. Then I switched to Nezha. But right now, it's Garuda.

Suggesting improvement on Nezha wouldn't be interesting since he's perfect as he is, and I don't like Volt as much anymore, so I'm going to focus on Garuda.

  1. Making Dread Mirror a ranged attack instead of a lunge : Garuda can already dive enemies fairly well with her 2, which makes the lunge effect of Dread Mirror quite redundant. In addition to this, you usually don't really want to be super close of the stuff you're attacking when you need a frontal shield.
  2. Increased shields. I try to play Garuda with her whole kit, including her passive. This means I rely on Quick Thinking a lot, and energy is my lifeline. Shields are pretty great on Garuda since their buff because they act like an effective tampon before enemies start draining your energy pool. Having more shields means that you can afford to be a bit more agressive with your energy pool and nuke more often without taking too much risks related to sudden damage bursts.
  3. Lowered energy cost on Seeking Talons when uncharged, and seeking Talons charge speed increase : 100 energy when you use Seeking Talons with absolutely no charge feels really too much. I really wish the cost of seeking Talons was reduced at base (to, let's say, 50), and increased depending of how much you charge it. If we go this route, I also think the charge speed should be increased a bit.
  4. Tossing the dread heart doesn't cancel the shield : another QoL change that could go a long way. This makes tossing the Dread Heart more dangerous than it should be. You already have to charge your nuke a lot, so I think it would be perfectly fair if tossing it wouldn't remove your shield as well.
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Nyx.  I use her for every mission and I got her prime for 30 plat for all of the parts...which kind of makes it seem like she's not so loved.  

Nyx is overall everything I love.  I prefer to use weapons for damage and her kit is fun.  But I don't have my head in the sand either.  I see the issues.  

Passive:  I want more from this passive.  All of Nyx's abilities are designed to keep her from bring hit.  20% accuracy reduction seems silly.  Id rather the passive grant a 20% chance to confuse enemy's who get into a specific specific range of Nyx for a set duration. Or a 2 to 3 second daze confused effect similar to when Gara blinds in light.  

1) I like it.  Others don't.  I wish it would not require you to smack your new friend to make them more viable in combat.  But I use it a fair bit. They should do something different for each type targeted.  Like. Melee enemies should take aggro.  Healers should take less just like shield ospreys etc.  To make up for stupid ai

2) Im in the "I love Psychic Bolts" camp.  With pacifying bolts of course.  But 100% armor, shield debuff I can focus ln elemental types I want and dont need to worry about pesky armor.  I just wish I could effect more enemies at a time. 

People hate this ability.  But a single cast removes everything and its cheap.  Others have to cast more times to strip.  

Personally I just want them to bake in pacifying bolts into the 6 shot and then change the augment to remove alert status to allow for finishers (Sleep effect).  Thats all. 

3) chaos is fine.  Needs to increase damage taken by enemies hit by their friends.

4) I'm learning to like assimilate.  But I wish this was something else entirely. But I have been using it a fair bit.

I wish it would be more...Mind Mindy oriented. But.  Its saved my life a few times.  

But Overall.  Nyx is my best girl.  The only reason she's not my most played is because I ditched the regular Nyx for Prime and I needed space.  But my old one was forma'd 4 times.

I can see myself using 10 forma on current Nyx Prime.  Because I love her and I have some of the top tier frames in the game.

Also.  I always end up with highest level of damage most of the time.  I have out damaged Saryns and even Equinoxes. 

 

 

Edited by Hexsing
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33 minutes ago, LascarCapable said:

My frame of obsession tends to change per period. When I started out, I was obsessed about Volt. Then I switched to Nezha. But right now, it's Garuda.

Suggesting improvement on Nezha wouldn't be interesting since he's perfect as he is, and I don't like Volt as much anymore, so I'm going to focus on Garuda.

  1. Making Dread Mirror a ranged attack instead of a lunge : Garuda can already dive enemies fairly well with her 2, which makes the lunch effect of Dread Mirror quite redundant. In addition to this, you usually don't really want to be super close of the stuff you're attacking when you need a frontal shield.
  2. Increased shields. I try to play Garuda with her whole kit, including her passive. This means I rely on Quick Thinking a lot, and energy is my lifeline. Shields are pretty great on Garuda since their buff because they act like an effective tampon before enemies start draining your energy pool. Having more shields means that you can afford to be a bit more agressive with your energy pool and nuke more often without taking too much risks related to sudden damage bursts.
  3. Lowered energy cost on Seeking Talons when uncharged, and seeking Talons charge speed increase : 100 energy when you use Seeking Talons with absolutely no charge feels really too much. I really wish the cost of seeking Talons was reduced at base (to, let's say, 50), and increased depending of how much you charge it. If we go this route, I also think the charge speed should be increased a bit.
  4. Tossing the dread heart doesn't cancel the shield : another QoL change that could go a long way. This makes tossing the Dread Heart more dangerous than it should be. You already have to charge your nuke a lot, so I think it would be perfectly fair if tossing it wouldn't remove your shield as well.

I like this.  Garuda is my second frame.  Nyx first.  Garuda second.

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Wukong, the only thing i want is he become imune to status effect while iron staff is active, its a cool change and wont make he op, there are many other frames that have some kind of status imunity, like: revenant, inaros, nezha... It would be a great change.

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inaros/mesa/rhino

inaros: 1-3 abilities are useless/very weak. i would like him to use as tank and protect team. for example i would like damage redirection aura and protection buffs for team.

mesa: if you use move keys 4st ability should instant disabled. new mod could do it

rhino: 4st ability should do very good damage or low/zero damage and be a good cc spell or what ever.

Edited by Battle.Mage
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Ivara. Obviously.

1. Change the Noise Arrow to a faster, more forceful "pull" arrow, either by rope or magnetic effect.

2. Navigator should be a duration ability. It's the only ability I don't use much, and it's because of the drain.

3. I would like to run at normal speed in Prowl. I don't mind not being able to bullet jump, but at least let me run faster.

That's about it.

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I would just change everything to make all abilities be almost as good as Pablo when he would've rework all the frames.

But a few things comes to mind the following I would change for the frames:

Chroma: His 1 becomes an exalted weapon based on Ignis Wraith that use rifle mods. His 2 and 3 combine into his new 2, Effigy will be an invincible immobile minion similar to Octavia 2 but draw aggro and debuff enemies with damage amplifier similar to Nezha 2 while grant allies Chroma buffs at half amount (that will be his new 3). Then his new 4 can be whatever IDC (another meme ability?). All of his abilities will be duration based and can be cancel and/or recast.

Equinox: DR from night 3 be rework into giving allies the DR instead of debuffing the enemies. Remove the diminishing return BS based on distance and it's always at 50% DR unaffected by strength.

Frost: I REALLY agree with the OP of this post that his 2 should be usable without Frost 2 augments, so 'cause of that, I love the concepts that he needs to be modernized but with fine-numbers.

Gara: Make her 3 better by removing the HP limit from it and instead decays twice as fast while taking damage. Duration may need to be buffed to compensate.

Harrow: Want healing? Magus Repair. Want Energy? Zenurik. Outside of Harrow 4, most of his support kit got outdated as he is 66% Chroma and 34% Trinity. A band-aid solution I can think of is to make a Harrow 2 augment that grants allies DR up to a cap of 75% when he "overheal" them with his 2 buff.

Inaros: He's another essay entirely so I could post a rework for another day.

Ivara: Buff her 4 CC to or even close to 40% so she get the most rolls from Hunter Munition via close or at 100% CC with Point Strike.

Limbo: I dunno what meaningful change makes buff him into more role than just a Mobile Defense god without trolling teammates, so I'll think about later.

Mesa: Rework her 1 into an ability that reward headshot kills so that way, her secondary weapons get a flat SC boost for a good duration.

Nekros: Enemies that died while being afflicted with his 1 will be in the top priority order when he use his 4. Overhaul his 2 entirely. Faster cast time when he refresh his 4.

Nidus: At 100 stacks, he should get bonus on all his abilities like his 1 deal true damage or something.

Nova: Remove the damage cap from her 2.

Oberon: Tweaked a bit that if an enemy that died while they had been hit by his 1, a 50% chance to drop an energy orb (scales with strength and capped at 100%). Remove the blind mechanic from his 4 and replace it with a weaker 1 I mentioned at 25%. Also, remove the health orbs BS that enemy have a chance to spawn on death, Oberon 4 as a nuke tool for high level is no longer a thing (or is it even a thing in the first place?).

Octavia: Combine her 1 and 2 into a single ability that would be her new 1 that you can command without her 2 augment, so that way a new ability should be introduced that makes Octavia more fun than just a duration-spam frame.

Revenant: Rework him entirely from the ground up, but at least keep the parts that some people like about him: Mesmer Skin mechanic and 1-shot almost all enemies with 250% strength.

Rhino: Remove the blast proc that his 1 and 2 synergize so that his 1 augment can work to its fullest.

Saryn: NERFS. Lower the 3 duration to 30 seconds, replace the base damage from her 4 with spore damage amplifier at 1.5x scales with strength.

Trinity: Similar to Harrow, if it weren't for her team 75% DR, she would be top priority for a rework. At least make her 1 useful by being a weapon damage buff instead of healing that her 4 already covered.

Volt: Remove the movement penalty and energy drain when Volt carry his shield, otherwise he is well designed and versatile.

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Nezha.  I'd give each of his abilities an explicit synergy with sliding.

Firewalker: sliding produces a wider trail with higher status chance

Chakram: casting immediately after a slide creates a brighter chakram with a bonus to its damage debuff

Halo: while sliding, halo gains higher range, damage, and a chance to inflict slash procs.

Spears: sliding within range of an impaled target causes heat damage to it, doubled if Firewalker is active

Something like that anyway.

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36 minutes ago, Zentun. said:

Wukong, the only thing i want is he become imune to status effect while iron staff is active, its a cool change and wont make he op, there are many other frames that have some kind of status imunity, like: revenant, inaros, nezha... It would be a great change.

Wouldn’t a better change be too make Iron Staff actually worth using?

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16 minutes ago, Ragnafiro said:

 

Revenant: Rework him entirely from the ground up, but at least keep the parts that some people like about him: Mesmer Skin mechanic and 1-shot almost all enemies with 250% strength.

Now that right there is a contradiction. To rework Revenant entirely would mean they have to remove the now completely useless one shot gimmick (it was bad anyways, too slow to build to and too short ranged. It was outpaced by any ability that just dealt damage normally), and remove Mesmer skin.

You’re saying rework entirely, but you’re also saying leaving his 1-3 exactly the same. And leaving his 1-3 exactly the same is the worst thing you could do for Revenant. Also leaving those mechanics in simply because a small minority likes them is not a greater value than making a Warframe who actually has a coherent theme.

Edited by (XB1)GearsMatrix301
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4 minutes ago, (XB1)GearsMatrix301 said:

Now that right there is a contradiction. To rework Revenant entirely would mean they have to remove the now completely useless one shot gimmick (it was bad anyways, too slow to build to and too short ranged. It was outpaced by any ability that just dealt damage normally), and remove Mesmer skin.

You’re saying rework entirely, but you’re also saying leaving his 1-3 exactly the same. And leaving his 1-3 exactly the same is the worst thing you could do for Revenant.

I did said some people but I never mentioned me LOL. But yeah, I don't mind if he get reworked that his 1-shot be removed. But if he ever get outclassed in "Why I should pick him when that specialist does that in EVERY way better" then I'll be pissed at that 4fun normie.

Edited by Ragnafiro
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Oberon. 

I'd change his 1 to be able to hold for more damage, and possibly have 3 let you run to allies while it's on and heal them. I know there's an augment that should change how his power works but I'd like to just have the change. Keeping allies close while trying to cast healing powers is a bit frustrating sometimes. 

In addition changing up Revenant a bit would make him more fun too, namely his 1 being more useful in a team or having all thralls die. Or drop the thralls entirely and make vomvalysts or something. 

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Equinox.

Need two separate modes install for each form (Each form needs differetn mods to unlock potential, right now you can Make Day or Night and other form will be in live support)), and Night form need some love, right now Night form only used in some situations. her support skills basicaly worst versions of other frames skills.

 

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Excalibur,

 

I think his kit is mostly fine just needs a few tweaks.

Radial Javelin just needs to be affected by melee mods and the combo counter.

Exalted Blade needs to have the speed of the projectiles buffed MASSIVELY. As it is now, I can bullet jump faster than the waves travel.

 

I wouldn't touch his 1 or 2.

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Nova.

Make her wormhole unaffected by range mods. The current meta forces a tank build on her, which is mostly fine, except it minimizes her range, which makes her wormhole almost useless. Since wormhole is just a convenience ability with no real power, despite its new ability to transport projectiles, there's no good reason for this. Power shouldn't be balanced against convenience, because the players will choose power 100% of the time, so that kind of 'balancing' is just designing inconvenience into the game (see also: self-stagger on explosive weapons, but that's a whole other can of worms).

Cosmetically, fix her deluxe skin to actually match the default skin; the deluxe helmet is hideous, and while the default helmet looks great with the skin, it's noticeably darker than the rest of the skin. Also fix Nova Prime's 2, which comes out looking already charged instead of a golden orb like it's supposed to.

Edited by SordidDreams
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