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

[SPOILERS] Focus And Operator Overhaul


TheMarty27
 Share

Recommended Posts

BE WARY! THIS THREAD CONTAINS SPOILERS FOR "THE SECOND DREAM" AND "THE WAR WITHIN"!

WARNING! LONG POST!

Hello! It has been 10 months since Heart of Deimos first launched, and there's still no new operator arcanes or amp parts in sight. The operator has been a forgotten, DE-forsaken if you will, mechanic since forever and, considering the plot importance the operator holds and how unbalanced/underwhelming Focus and Warrior Mode are, they need a revisit and the long-awaited-by-no-one addition of the aforementioned arcanes/parts is a perfect occasion to give the operator some much needed love.

PART I - REVISIONS

This section contains my ideas about existing features of the game, how and why they should be changed.

1. The Focus tree (or, as I call it, Focus 3.0)

Spoiler

https://docs.google.com/spreadsheets/d/13QFIBkdbzYAmvzQX8IuzNy-UBSsPbK4aoip5MLq7fAE/edit?usp=sharing

Here's a link to a spreadsheet containing all focus nodes currently ingame, if and how I think they should be changed. Here's the why's:

  • Madurai:  Madurai encourages a guerrilla style of combat, and I have revised the tree to reinforce that.
  1. Void Mode: No longer such an energy hog, and now is much more usable with low-damage rapid-fire weapons, allowing you to dish out even more damage at the right moment, while rewarding and, to an extent, enforcing good timing and strategy.
  2. Void Blast: No longer that underwhelming and the added heat damage, being base damage, scales with the damage boosts from both nodes to Make Void Blast Great Again.
  3. Void Dash: Now scales much better, since Heat procs, which reduce an enemy's armor, are a counter to the operator's greatest enemy - enemy scaling above LVL 40. So, now the operator can dish out a whopping 116 250 heat damage (assuming the enemies in question obediently stay within the flames for the whole 14s and live long enough) and can subvert an enemy's armor, the sole reason for the operator's inability to scale with mid-to-high level enemies.
  • Vazarin: Vazarin is a traditional healer's ability kit - and it is pretty good at that - but a glaring issue this tree has always had is that it greatly overestimates its own capabilities. Here, I've done my best to make them a tad bit more reasonable.
  1. Waybounds: The health boost is great, but the health regeneration is underwhelming, to say the least. It has been bumped up to no longer be completely pointless, since there are already so many ways to heal as the operator (health pizzas, most other Vazarin nodes or simply dying and Transferencing out again).
  2. Passives: Mending soul has been changed to give nearly as good benefits at severely less limitations. This way, if you are carrying your team, you no longer have to extract after 17 minutes, and if you're playing as a squishy frame, half your charges being used up on that Excalibur main reviving you will be a thing of the past.
  3. Void Mode: Improved scaling in relation to the operator's health pool, and the shield's growth period is removed, generating it at full range instatly, to prevent that pesky bombard rocket from reaching the cryopod just in time.
  4. Void Blast: Made pricing much more reasonable in relation to its returns, and gave it the ability to not empty out your Void Energy gauge instantly in mid-to-high level combat.
  5. Void Dash: The operator, as they currently are, is supposed not to replace your warframe, but to work alongside it. So, Vazarin's famous healing ability (which isn't that rare) has been toned down a bit to make way for the much harder to come across and, at moments, much more valuable, invulnerability frame, which has been extended.
  • Zenurik: Zenurik is supposed to be the arcane school, basically void magic, but in its current state it is little beyond a bargain-bin Arcane Energize.The changes I suggest are aimed at giving grounds to its reputation as Harry Potter's focus tree and making it more combat-viable.
  1. Passives: Heavy Melee Attacks are seldom ever used (atleast in my experience), because they are a very slow, albeit powerful, move in an otherwise fast-paced environment. Inner Might simultaneously resolves that without consuming a valuable mod slot and ceases to be a glorified uncommon melee mod.
  2. Void Mode: Here's an example of what an "arcane school" should look like. Except looking cool, the new Void Mode nodes give the operator some much-needed survivability and, at the same time, distract enemies from other things potentially important, such as hurt allies or defense objectives.
  3. Void Blast: To compensate for a Zenurik student losing most of their offensive powers, Void Blast now packs quite a punch. Combine the increased ability strength (that maxes out at +50%), a reasonable 350% damage boost and a guaranteed electric proc (which is nothing to scoff at) with the energy refund from striking multiple enemies at once (which allows you to not only gain back your energy, but profit and refresh your buff) to gain UNLIMITED POWEEEEEER!!! The purpose of these changes is to give Zenurik a more combative ability, since their other abilities are more utility-oriented.
  4. Void Dash: I can sense a disturbance in the comment section... This is going to be a controversial one, I feel. Some believe Energizing Dash to be overpowered, since it requires no effort at all, while others find it perfectly balanced, as all things should be, if not even underwhelming compared to other sources of energy, such as Arcane Energize or anything in proximity of a Harrow. I believe in both - Energizing Dash isn't nearly as potent as Arcane Energize's massive and imediate energy spike or Trinity's Energy Vampire, but it requires no input or effort whatsoever which makes for an incredibly lazy playstyle, which I find problematic. Thus, I have increased its reward while also introducing the caveat that players need stay within to get the most out of it and rewarding them for playing by the rules with even more energy. This way, it won't be made obsolete by basically anything that restores energy, while also not in its turn replacing other focus trees in virtue of being an on-demand Primed Energy Siphon.
  • Unairu: Unairu is a well rounded generalist school that performs well in most situations. Nothing much to say about this one. Sadly, it is often overshadowed by other schools, which, being specialists, vastly outperform it in a single area. Changes here are minor.
  1. Passives: Made Void Spines scale more gradually with ranks, and it now reflects 3x the damage you would have taken, instead of those negligeble double-digits that somehow got through your thick hide.
  2. Void Mode: I find that these nodes can very easily be compared to Vazarin's. You sacrifice a part of your complete invulnerability and healing for greatly increased range and stealth. I find these are fair trade-offs and that much extra energy drain is unnecessary.
  • Naramon: Naramon is characterised within in-game lore with speed and raw, brutish force. I see it more as a side of the combat coin that represents traditional warfare, the other side being Madurai's guerrilla tactics. In my opinion, Naramon's ability design is fine, it just needs a little push to unlock its full potential.
  1. Passives: Affinity spike was fine as is on its initial release, but ESO and squads doing 5 Tridolon Captures per night have since made it obsolete, if not useless. I have promoted it from a melee-restricting boost to a squad buff to make it viable again.
  2. Void Mode: The changes made to Void Stalker were made in order to give operators all over the world another viable damage alternative during Eidolon hunts beyond Madurai, since making Madurai the better brother in both Eidolon fights and general combat would just be mean. The changes to Void Hunter, on the other hand, are intended to give those two nodes the synergy they deserve while also compensating for Void Stalker's sudden loss of a Warframe damage boost.
  3. Void Blast: Buffed the confusion debuff to last longer and increase the confusee's damage output. Note that the confusion in my itteration of the node is NOT a radiation status effect and confused enemies will ONLY attack their allies. Also tweaked Disarming Blast, so you wouldn't accidentally disarm your new allies.
  4. Void Dash: In its current state, Naramon's Void Dash is overpowered and just plain bad all at once - it can disable a group of enemies indefinitely, while not bringing anything even mildly interesting to the table. In my revision table, it loses its ability to perform unlicensed brain surgery in exchange for offering a greater damage boost, that extends to headshots too! Players can now still get a breather if they need it, and are rewarded for skill (hitting headshots).

 

Now, changes to the focus tree as a mechanic:

  • Focus Experience, a new brand of anti-amnesia pills - Do you not find it curious that our little wonderkids could have absolutely mastered a certain focus tree, only to completely forget all about it when they switch to a different focus tree, and then suddenly remember it all when they switch back? This system I put in place to make this a bit less nonsensical. Here's the gist of it: every focus node you unlock within a certain tree will grant a small, stacking permanent bonus, independent of currently active tree (each rank and unbind counts as a separate node for the purpose of this mechanic, so Mind Sprint, for example, counts as 7 nodes). Now, here's the details:
  1. Madurai: Each node grants 0.75% increased amp damage (for a maximum of 36%); Each Blazing/Meteoric Dash adds 45 base Heat damage to Void Dash; Each Flame/Rising blast node increases Void Blast base damage by 25; Each Void Radiance/Strike node increases critical chance by 3%;
  2. Vazarin: Each node grants 1% ability range (for a maximum of 44%); Each Protective/Sonic Dash node grants 5% increased Void Dash range; Each Guardian Shell/Blast node gives the operator 30 max shields; Each Void Regen/Aegis heals you for 1.5 HP/s while cloaked;
  3. Zenurik: Each node grants 1% ability strength (for a maxumum of 54%); Each Void Deceit/Snare (names for the new Void Mode nodes) node grants +2% evasion; Each Temporal/Voltaic Blast node grants 5 shields when hitting an enemy with Void Blast; Each Energizing/Draining Dash (Draining Dash being the replacement node for Lightning Dash) grants 3% increased energy regeneration;
  4. Unairu: Each node grants 1% ability duration (for a maximum of 46%); Each Void Shadow/Chrysalis node grants 5 base armor for both the operator and their warframe; Each Magnetic Blast/Unairu Wisp node gives enemies, inflicted with Magnetize (Void proc) by you a 3% damage vulnerability; Each Sundering/Crippling Dash node increases energy gained by void-dashing through an enemy by 0.5;
  5. Naramon: Each node grants 0.6% ability efficiency (for a maximum of 30%); Each Void Stalker/Hunter increases operator and warframe headshot damage by 2.5%; Each Disorienting/Disarming blast node makes status effects inflicted by you last 4% longer; Each Executing/Surging Dash node increases finisher damage by 5.5% (damage is doubled for stealth finishers);
  • Transcendence returns - Not something no one has thought of before me, or somethig radical, but I'd like to see it nonetheless. It's very simple - firstly, transcendence is no longer unified into a simple void beam for all schools, the different Transcendence abilites from before Focus 2.0 make a grand return; Each focus school has access to its original Transcendence ability, as it would be if the origin node were fully upgraded with no others unlocked in the Focus 1.0 tree for the respective school; Secondly, players should be able to perform Transcendence post-The War Within, by simply holding their transference button (default 5️⃣ on PC). Only difference then is, they are no longer bound to their frame by a golden tentacle.
  • No original name, just more arcane slots... - Nothing interesting here, but it is important, since in the next chapter, I'll be looking at operator arcanes. The concept behind this one is that investing 12 nodes/ranks in an unlocked focus tree would unlock an additional slot for an arcane: Madurai and Naramon give you an amp arcane slot, while Vazarin, Zenurik and Unairu grant you with more space for an operator arcane. With atleast 12 nodes in all trees, you'd have 5 operator / 3 amp arcane slot, as opposed to the current 2 operator / 1 amp. Note that you wouldn't be able to equip more than one of the same Virtuos arcane at the same time, and they will be staying with a Max Rank of 3.

2. Arcane Revisions - many Magus/Virtuos arcanes currently in-game would need to be revised to function alongside each other, or simply need a revision.

Spoiler

MAGUS CADENCE On Void Dash 25% / 50% / 75% / 100% / 100% / 100% chance for 5% / 10% / 15% / 20% / 25% / 30% Void Dash speed for 2s / 4s / 6s / 8s / 10s / 12s

Here I changed 15% sprint speed / rank to 5% Void Dash speed / rank, as operator sprint speed is useless.

MAGUS ELEVATE On Transference In 17% / 33% / 50% / 67% / 83% / 100% chance to heal all allies within 25m / 30m / 35m / 40m / 45m / 50m for 50 / 100 / 150 / 200 / 250 / 300                                                (30s cooldown)

Changed this one, because in its current state, it is COMPLETELY outshined by Magus Repair. Note that "allies" refers to anyone Protective Dash can heal, not only warframes.

MAGUS NOURISH On Kill heal your warframe by 2% / 4% / 6% / 8% / 10% / 12%

Same reasoning as Magus Elevate, now they are a perfectly balanced healing trinity (*wink*) - Repair for warframes, Elevate for objectives/pets and Nourish if you want to abandon your ability-chanelling frame like an unwanted child and still have it live on. 

MAGUS FIREWALL On Void Mode generate void particles every 6s / 5s / 4s / 3s / 2s / 1s up to 6 particles, each granting 12.5% damage reduction for 10s / 20s / 30s / 40s / 50s / 60s.                                              Taking damage consumes a particle after 1s / 1s / 2s / 2s / 3s / 3s.

Magus Firewall has great potential, but its current lack of any gating at all makes it completely useless against rapid-firing enemies or large groups. This change makes it not-useless.

MAGUS DESTRUCT On Void Blast reduce enemy resistence to physical damage by 10% / 20% / 30% / 40% / 50% / 60%

The reasoning behind this change is that the current Magus Destruct is so niche, it is unhealthy even for an arcane. Here, I aim to make it a little more universally-not-useless.

VIRTUOS NULL : On Kill +5% / +10% / +15% / +20% Amp Energy regen for 1s / 2s / 3s / 4s and 25% / 50% / 75% / 100% chance to start regenerating Amp Energy instantly.

Virtuos Null is a fine concept for an early combat arcane, but the increase in energy regeneration is minimal and, even if it wasn't, the base 2s recharge delay absolutely kills it, so I implemented the chance to bypass recharge delay to make it usable. It is now much more capable of granting the user the capability of continuing to fight for extended periods of time, which is the arcane's original intention.

VIRTUOS TROJAN : Amp deals +15% / +30% / +45% / +60% Viral damage.

VIRTUOS SURGE : Amp deals +15% / +30% / +45% / +60% Electricity damage.

VIRTUOS SPIKE : Amp deals +15% / +30% / +45% / +60% Puncture damage.

VIRTUOS FORGE : Amp deals +15% / +30% / +45% / +60% Heat damage.

This complete overhaul of the damage type arcanes is aimed at 1. making them function properly with the newly-found ability of equipping multiple Virtuos arcanes at once, since you can't convert something to two different things at once and 2. make them less of a burden, since in their original design, they made amps completely useless against Eidolons, which is currently the main combat scenario for the operator.

PART II - NECRALISK OPERATOR ADDITIONS

Deimos is still the only openworld to not have operator content,, nearly a year after its release, and no, necramechs are not operator content. There need be arcanes and amp parts. Here's my concepts for them.

1. Operator Arcanes - adding more excitement to operator combat. The following should be added to Loid's inventory:

Spoiler

SYNDICATE RANK I

MAGUS ELYTRA : While Airborne and Aiming reduce effect of gravity by 15% / 30% / 45% / 60% / 75% / 90%, increase movement speed by 40% / 80% / 120% / 160% / 200% / 240% and reduce incoming damage by 6% / 12% / 18% / 24% / 30% / 36%. This arcane will offer the player an alternative for move around and avoid damage to spamming Void Mode and Void Dash, sacrificing effectiveness for greater control over their energy pool.

MAGUS PURSUIT : While Running 17% / 33% / 50% / 67% / 83% / 100% chance to resist knockback, staggers and knockdowns and increase sprint speed by 8% / 16% / 24% / 32% / 40% / 48% This arcane allow the user to quickly get out of sticky situations or catch up to escaping targets while conserving energy that otherwise would have been spent on Void Dashes. Especially useful during Eidolon fights, as Eidolons (especially the Hydrolyst) can be quite hard to catch up to if you're left behind, and most of their attacks involve a stagger, knockdown or knockback.

VIRTUOS POLARITY : Amp deals +15% / +30% / +45% / +60% Magnetic damage. Corpus enemies have very high damage output for the trade-off of being much squishier than other types of enemies, however, since they now have shield gating and with most amp parts it's either very hard or outright impossible to hit headshots it's a great challenge to kill even the most basic, mid-level corpus units quickly enough to not take a lot of damage. This arcane is aimed at helping the user in dealing with them.

VIRTUOS APPARITION : Reduce Amp Noise level by 25% / 50% / 75% / 100%. Currently, amps never alert enemies, however, this is a bug. (Evidence is that every amp's listed Noise level is "Alarming"). This (probably) remains unfixed because Spy missions are the only thing the operator is good at outside of Kuva Siphon/Flood missions and Eidolon Hunts, where they are mandatory due to the mechanics of the mission, and taking that away from them would by fixing a harmless and enjoyable bug would be nothing but a giant middle finger. In the game's current state, replacing the bug with an arcane would be awful, since players who want a stealth operator would have to sacrifice their only Virtuos arcane slot, but in my iteration, where multiple such arcanes can coexist, doing it wouldn't be an issue.

SYNDICATE RANK II

MAGUS ESCAPE : On Dodge 25% / 50% / 75% / 100% / 100% / 100% chance to inflict Lifted on impacted enemies. Restore 1 / 2 / 3 / 5 / 7 / 9 Operator energy. ("Lifted" is the condition inflicted on enemies from some Heavy melee attacks that makes them glow and float around.) This arcane exists to give the operator another survivability/mobility option in an inverted Void Dash: instead of sacrificing energy to get away from a crowd of enemies, charge into the crowd to gain energy.

MAGUS EFFIGY On entering Void Mode leave behind an infested growth with 35% / 70% / 105% / 140% / 175% / 210% your current health and armor that attracts the attention of nearby enemies and inflicts a Viral status effect to all enemies within 3m / 5m / 7m / 9m / 11m / 13m on death. 27s / 24s / 21s / 18s / 15s / 12s cooldown. Has 3 base charges and 1 / 1 / 1 / 2 / 2 / 2 extra charges. This arcane, along with 2 others that I will go into later, will offer the operator a new way to deal with enemies, more variety to combat and greater combat capability to less offensive Focus schools (especially Vazarin). This one, in particular, can be used to divert the attention of large crowds from the player, a vulnerable ally or an important objective.

VIRTUOS LETHALITY : Deal 18% / 36% / 54% / 72% extra damage to unalerted enemies. Fire rate is reduced by 12% / 24% / 36% / 48%. The operator is easily outshined by any warframe in most scenarios, but they are quite competent at stealth, an area in which most warframes are lacking. So, instead of turning the operator into a second, weaker warframe that they bring along on missions, players can specialise their operator for stealth, allowing them to run a Frost or Nidus on spy or rescue missions.

SYNDICATE RANK III

MAGUS VIRULENCE : On Void Dash, 2.4m tall spikes of infested chitin erupt from the ground, dealing 400% / 800% / 1200% / 1600% / 2000% / 2400% puncture damage. Damage is increased by 25% for each instance of a Viral status effect affecting enemies hit. Spikes linger for 3s / 6s / 9s / 12s / 15s / 18s, blocking enemies' path. Has 3 base charges and 1 / 1 / 1 / 2 / 2 / 2 extra charges. This arcane is designed to capitalise on anything achieved by Magus Effigy. You could finish off enemies, affected from the effigy's Viral cloud, as the spikes gain a significant damage bonus that stacks multiplicatively with the arcane's base damage boost, while enemies also take greatly increased damage due to the Viral status effect, block off enemies that approach the effigy, acting in this scenario as bait, from a particular area or even trapping them with the effigy in a tight, enclosed space.

MAGUS BLOODTHIRST : Health Orbs heal the operator for 40% / 80% / 120% / 160% / 200% / 240% more and drop 5% / 10% / 15% / 20% / 25% / 30% more often. This arcane ties in with the Charge mechanic of the infested arcanes, which will be explained after the list of arcanes, in addition to giving the operator more survivability.

VIRTUOS ASSAULT : Status Effects have a 15% / 30% / 45% / 60% chance to increase base Critical chance by 7% / 14% / 21% / 28% for 2s / 3s / 4s / 5s. This arcane offers greater versatility to status-based amps, which in the current game are inferior to crit-based amps for the most part, allowing for greater flexibility when building your amp.

VIRTUOS AGGRESSION : Critical Hits have a 15% / 30% / 45% / 60% chance to increase base Status chance by 7% / 14% / 21% / 28% for 2s / 3s / 4s / 5s. This arcane serves the same purpose as the one above, enabling a more balanced playstyle, while also adding the option to create an amp with a status prism and crit scaffold, or vice-versa, and slotting both Assault and Aggression, so they play off of each other's effects.

SYNDICATE RANK IV

MAGUS INFECTION : On Void Blast infect an enemy with an infested swarm for 8s / 16s / 24s / 32s / 40s / 48s that inflicts a Viral status effect on its host every 3s. Enemies, infected directly from a Void Blast, spawn 1 / 1 / 2 / 2 / 3 / 3 swarms that seek out new targets within 10m / 11m / 12m / 13m / 14m / 15m and die if they don't find a suitable host within 6s when killed while still infected. Enemies, infected from such a swarm, spawn 0 / 0 / 0 / 1 / 1 / 1 additional swarms when killed while infected. Has 3 base charges and 1 / 1 / 1 / 2 / 2 / 2 extra charges. This arcane is aimed at giving the operator a powerful crowd debuff, making them more combat-viable, even enough to be used alongside the player's warframe in fights, while also synergising with the two aforementioned infested combat arcanes in mellowing down crowds of enemies.

MAGUS SURVIVAL : On Transference Static enter a bleedout stage for 6s / 9s / 12s / 15s / 18s / 21s. This arcane gives the operator a bleedout stage, which allows them to be revived by their allies in time to avoid inflicting Transference Static. This is much more useful than it sounds due to a mechanic regarding Warrior Mode that will be discussed later.

VIRTUOS HUNGER : Status Effects have a 6% / 12% / 18% / 24% chance to heal you by 0.5% / 1% / 1.5% / 2% health/s for 3s. 9s cooldown. Not much needs to be said about this one. Sacrifice the usual offensive boost granted by Virtuos arcanes for the trade-off of increased survivability.

INFESTED CHARGES MECHANIC : As you have probably noticed, three of the arcanes depend on "charges", having a base count of 3, and a number of extra charges according to rank. When multiple of these arcanes are equipped alongside each other, they will share a common pool of infested charges (represented in the UI by a counter, similar to Nidus' mutation stack counter) and a common base count (meaning, even with all three of these arcanes equipped, their base charges are 3, not 9). The extra charges, however, do stack, allowing you up to 9 total charges (base count of 3, with three times 2 extra charges for each arcane). Upon entering a mission, you will be granted 3 charges, while the extra charges grant you an increase to the maximum amount of charges you can hold at a time. A charge is consumed each time you trigger the effect of one of the aforementioned arcanes, and can be replenished by picking up health orbs. Picking up a health orb will only replenish a charge if you pick it up as the operator, and the operator will be able to pick health orbs up even at full health if their infested charge pool is not full. This is where Magus Bloodthirst comes in. The increased health orb drop rates along with the greater incentive to collect them and the large numbers of enemies you will be able to kill with your operator will really benefit your infested charge pool, enabling a much more aggressive and dynamic playstyle. The real drawback to using all these powerful arcanes together is that you need to sacrifice 4 out of your 5 total operator arcane slots, let alone unlock them first, leaving 1 measily arcane slot for anything other than the infested set.

2. Amp Parts - unleash your inner beast

Spoiler

SYNDICATE RANK I

EVRIALAS PRISM : Tear through armies with 4 shots per second that ramp up to 12 after a 1.2s spool-up period. 22% > 32% Critical chance with a 2.0 > 2.3 Critical multiplier and 22% > 32% Status chance. Shots reach as far as 50m, dealing 550 damage in exchange for 3 Amp energy each.

CALIBRUTE SCAFFOLD : Get to know your greatest foes from up close with this energy blade. Trigger the scaffold to toggle between using your prism as a traditional amp and swinging your blade for 6300 damage per 2.9m swing, with an attack rate of 0.917, Critical chance of 39% > 52%, Critical multiplier of 2.7 > 3.1 and Status chance of 27% > 40% with a guarantee to make your enemies bleed at the cost of 11 Amp energy per swing.

SAUVA BRACE : Give your enemies no time to rest with 0.5s reduced recharge delay and 25% increased recharge speed.

SYNDICATE RANK II

MERTICO PRISM : Impale your enemies on this semi-automatic energetic bolt, dealing 5200 damage with a 28% > 40% Critical chance, 2.3 > 2.6 Critical multiplier and 10% > 22% Status chance, firing up to 1.33 bolts per second for 13 Amp energy each.

KUNIR SCAFFOLD : Fight through any that stand in your way, both literally and figuratively, with this spear made of pure light. Trigger the scaffold to toggle between using your prism as a traditional amp and throwing 4.1m jabs at your foes, damaging them for 7100 damage 1.167 times per second with a 17% > 31% Critical chance, 1.7 > 2.2 Critical multiplier, 43% > 57% Status chance and a 100% chance to inflict a Puncture status effect for 11 Amp energy per jab.

PHABBAC BRACE : Fear is what drives to survival. Fight to live on with this brace, reducing your recharge delay by 0.025s for each percent missing from your health pool, up to a reduction of 1.5s when missing 60% or more of your health.

SYNDICATE RANK III

PLAZLOK PRISM : Turn your enemies to hot, steaming plasma with this fine-tuned plasma launcher. Charge your shots from 2400 damage to 7200 damage over 1.2s, only to then lob a huge projectile that, on impact, blows up into a 4m plasma cloud, dealing 25% > 40% of the projectile's damage per second for 12s > 16s. Foes killed by the cloud are evaporated, extending the cloud's duration by 2s and leaving no other trace behind. 17% > 29% Critical chance, 1.7 > 2.1 Critical multiplier and 27% > 39% Status chance. Charge time is reduced to 0.8s while aiming.

UPYR SCAFFOLD : Punish your enemies for getting too close with an energetic whip. Trigger the scaffold to toggle between using your prism as a traditional amp and unleashing wild 360°, 2.4m swings mixed with vicious 5m lashes at the price of 11 Amp energy, dishing out 5900 damage once per second with a 29% > 44% Critical chance, 2.1 > 2.7 Critical multiplier and 29% > 44% Status chance, while staggering your prey with every hit.

VDELLIPS BRACE : Eat them whole, 2.25% at a time. Guaranteed lifesteal on headshots.

3. Expanding on Warrior Mode

Spoiler

Currently, talking to Quill Onkko after completing Saya's Vigil and The War Within awards you by increasing your base armor to 25 (from 10), increasing your base health to 250 (from 100) and giving you a separate energy pool for your Void Beam and Amp, which formerly drew on your Void Energy pool, while talking to Little Duck after completing Vox Solaris and The War Within awards you with... (drum roll, please)... nothing. I propose the following changes to the Warrior Mode system, rewarding you in a different way for reaching each NPC.

Talking to any of these NPCs for the first time will increase your base armor to 25 the first time, 45 the second time and 70 the third time.

QUILL ONKKO : Talking to him will increase your health pool up to 250 and grants you a separate energy gauge for Void Beam/Amp usage.

LITTLE DUCK : Talking to her will grant you 120 base shields and an innate 15m loot radar.

LOID : Talking to them will give you a 30m enemy radar and the ability to go into missions without a warframe.

PLANES OF DUVIRI NPC : Assuming that The Duviri Paradox introduces a traditionally-structured openworld (and that it gets released at all, DE), this is what you'll get. Otherwise, you could get them in some other way? You will now gain the ability to gain focus as your operator converting 8% of all affinity gained by the operator into focus for your currently active focus tree. (The operator/amp will follow a similar affinity distribution as warframe/weapon). Additionally, you will unlock the Void Slam ability. This allows you to use your Void Blast while airborne to slam into the ground, behaving similarly to Heavy Attack melee ground slams with a 4m range, while also applying all effects of your Void Blast:

  • Madurai: Flame Blast makes your Void Slam deal up to 150% extra Heat damage.
  • Vazarin: Guardian Blast will grant all allies within range the appropriate amount of shields, while also consuming the appropriate amount of energy.
  • Zenurik: Temporal Blast will slow down all enemies affected, and Lightning blast will electrocute them, granting its buff and generally behaving as usual.
  • Unairu: Unairu Wisp will generate a wisp for every enemy hit.
  • Naramon: Disorienting Blast might confuse all enemies affected, and Disarming Blast will probably disarm all enemies that don't get confused.

All Void Blast abilities that require Void Blast be charged/held will function as usual, and will not trigger a Void Slam. All Magus arcanes will consider Void Slam a Void Blast for all intents and purposes. Anything that provides a Void Blast range bonus will also increase Void Slam's radius by 25% of its bonus.

This is where Magus Survival comes in. For, you see, you now have the ability to fight without your warframe, but not to revive. If you get knocked out even once, it's game over for you. Mission failed. Or, you're stuck in spectator mode for the rest of the mission if you're with other people. With Magus Survival, you will have better chances of, well, survival while with friends (or randoms, even). Why would you forgo your frame of war, you might ask? Why not? Just for fun. It's not at all unreasonable to clear the starchart, or even do a Sortie, with your operator alone, especially with the new arcanes. It is not unheard of for a Tenno to forsake their frame, either. You already did it twice, in The War Within and in The Sacrifice. So, again, why not?

I would really appreciate it if you gave me your thoughts down below. Cheers!

Also,

tumblr_mxvlklEl1i1rnrreio1_400.gif

Edited by TheMarty27
Edited post to recognize the release of Deimos, and fixed some minor wording and spelling mistakes.
Link to comment
Share on other sites

Create an account or sign in to comment

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

Create an account

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

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...