Jump to content
Jade Shadows: Share Bug Reports and Feedback Here! ×

Azamagon's Warframe Ability Balancing, Second Edition


Azamagon
 Share

Recommended Posts

NOTE: This is my 2nd version of the same thread (although restructured), created due to reaching the word limit :P

NOTE 2: I'm updating this for the sake of Damage 2.0 too! This might take a while, so expect some errors in here.

WARNING: This post is immensely big!

The main purpose of this thread is to take EVERY warframe and look at how their abilities can be rebalanced! With these suggestions i will try and make sure that all abilities will have a use, on all levels of difficulty. Here are some general concepts that i have tried to follow for ALL abilities:

* I have tried to make sure that all abilities are affected by Power Range, Power Duration and Power Strength! (Some are not 100% complete in that regard though, yet).
* I've made a big effort into trying to make all the skills of a Warframe synergize with one another! (Also between different Warframes!)
* Almost all damaging abilities should have some form of utility, however small it might be. Why? Well, if one ability of a warframe is ONLY for damaging purposes, then it might scale too badly to not keep up with your regular weapons, making the ability sort of obsolete at that point.
* All skills that consist of a certain element SHOULD NOT BE SUBJECT TO PROCS OF DAMAGE 2.0! The abilities instead should have their special effects be 100% reliable. So status is always 0% on abilities. Instead, they each have their INDIVIDUAL EFFECT! (Sure, the effect could be the same as the damagetypes's effect, but it is then 100% reliable, and might have different power in its effect etc.)
* All abilities should be RENEWABLE in the midst of their durations! No more annoying "POWER IN USE" messages!
* I also think that no Warframe should feel severely underpowered against a certain faction. Being weakER is ok, but not feeling nearly useless. For example: As of writing this, Frost is close to useless against Grineer with his Cold damage. That is unacceptable!
* Another thing is that when you upgrade an ability from rank 0 to rank 1, it most of the time does NOTHING to the ability (except increase its mod cost)... That clearly needs a change! I won't suggest so many numbers in this thread, but i still want that pointed out :)
* I think that ultimates should scale in damage with each rank (well, i think so for all abilities, but this point is in particular for Ultimates). Say something like this (from rank 0 to 3): 700, 800, 900, 1000 damage. Just increasing in range, while still a great upgrade for general mook-disposal, can make them feel a little pointless to upgrade when considering useage against singular heavy units and bossses.

So there are 2 more things I'd like to suggest on TOP of all the above:

Now, before going onto each specific Warframe, there are 2 big things that needs to be noted first. These 2 suggestions are meant to greatly improve the energy-system as well as some modding issues regarding abilities. Why tamper with these 2 things? Well, it is not enough to just make the abilities better, as someone might say that an ability STILL is useless for whatever reason, regardless of the suggested buffs, so why slot them and/or waste energy on them? These 2 suggestions that follows below, fixes these issues and promotes the useage of all abilities. Here they are:

Suggestion 1 - Hybrid cooldown/energy system
Here's a hybrid cooldown/energy system inspired by benholiday and securitywyrm.
https://forums.warframe.com/index.php?/topic/109380-energy-system-tweaks-ninja-signs/
TL;DR: Abilities have individual "cooldowns", when the cooldown is done the ability costs 0 energy, but abilities are still spammable, although the abilities costs energy (relative to the remaining cooldown) if you don't wait for their "cooldowns" to finish. Energy then becomes more of an emergency-resource.

Suggestion 2 - Warframe mod alterations:
Even if something like all of the above is done in the Energy-revamp-suggestion, people STILL might not wanna put an ability in their Warframe because they maybe think their Fast Deflection mod is more worth it etc. So what could be done to make sure they will use it anyway? Well, that is fixed in this thread:
https://forums.warframe.com/index.php?/topic/103745-warframe-mod-points-ability-slots-and-auras/

(In short, although it has a LOT more than that in there: It makes sure you can always equip your abilities, not interfering with your other general modding of Warframes)

These 2 issues will fix some HUGE issues with abilities, REGARDLESS if you change any specifc ability or not. But, individual abilities still need to be improved of course.

So, that said, let's dig in!

--- ASH---

I think Ash's skillset is pretty nice in general but his damaging attacks (in particular in Damage 2.0) lacks utility, which I have tried to improve. I have also made Teleport far more useful and easy to use. I think with my suggested ideas Ash will be far more viable in pretty much all gametypes, including in Defense maps, while still keeping his to his theme and strength as the main Assassin-like Warframe in the game.



- Ashblade - (Placeholder name)
* Now castable while moving, without stopping your movement (no brief "halt"). Maybe castable without interrupting your reload?
* Now works as a merge of the different versions of shuriken: You throw ONE straight-flying shuriken again, which has 100% accuracy and can hit an unlimited amounts of targets along its path, but it stops if it hits anything in the environment. Alternatively (to make it different), the shuriken could have a few metres of puncture, meaning it could also be used a bit through walls etc! (Puncture values could be like 2/3/4/5 metres or something like that!)
* In addition, the shuriken is covered in ashes, which can lash out with razorsharp accuracy against enemies getting close to the shuriken (Like within a couple meters or so), which deals heavy damage. These ashes can only lash out against max 2/3/4/5 different targets or so. Thus, it still has SOME homing properties to it.
* Damage-values could be something like 75/150/225/300 Slash damage for the "lashing", while the shuriken itself deals 75/150/225/300 Slash damage (but the shuriken can headshot, dealing 2x damage, while the lashing can not headshot)

* Now has a 100% reliable staggereffect on it again (both the lashing and the shuriken itself)
* Still silent to use.
* Utilitybuff: Due to the shuriken being covered in ashes, a shortlasting blinding effect could take effect on the affected targets (both enemies hit by the shuriken and the whiplash ashes) for 2/3/4/5 seconds or so. This blinding effect works just the same as Excalibur's Radial Blind (not the initial stunning effect, but the secondary blinding effect it has). If you don't know how that one works, read on the Warframe wiki on how it works. It's almost a complete incapacitation!
And this is how it is affected by the mods:
Power Strength - Increased damage (the whiplash, the shuriken itself and the bleeddamage) (Sorta the same)
Power Range - Wider whiplash targetting radius and increased shuriken puncture-values (New!)
Power Duration - Increased amount of whiplashes, increased blinding duration and increased bleeding duration (New!) (Note; Fractions will be made into an extra whiplashing doing less damage, relative to the fraction amount)

- Smoke Screen -
On top of what it already does:

* The melee damagebooster of this ability now counts as a simple boost-mechanic, rather than one based on stealth-mechanics (This has been done for Loki's Invisibility too. This is for the sake of the Focus mod). This booster is now a plain 50% meleebonus, both for regular and charged attacks (not 50% for regular and 100% for charged). Read in my other thread "Melee Tweaks" on why i suggest this (In short, it can allow melee weaponry and their mods to scale better, without overpowering stealth mechanics)
* The Smoke Screen now also lingers a longer time (duration of 4/6/8/10 seconds) and hinders the line of sight for enemies. This makes them either shoot blindly through the smokes, or makes them run closer (and through) the smoke to be able to see you and/or your allies etc. While in the cloud, their vision is reduced to a range of about 0.5 meters. This gives it more group utility and some usefulness in modes such as defense etc. It also will make enemies more prone to clump together more, which is always nice!
* In addition, when in this invisibility you should be able to do stealth-attacks, even after you have been detected (And as suggested in one of my other threads (called Melee Tweaks) stealth-attacks should be done with your action-button (X-button is standard) rather than with your melee button, which gives you more control over how to perform it)
* Also, like mentioned in the top of the post, this ability (like all abilities with durations) is renewable whenever you want. No more "power in use" messages!
Power Strength - Increased melee damagebooster (New!)
Power Range - Increased AoE radius for the stun-effect and line-of-sight obstructing smoke (New for the smoke!)
Power Duration - Increased invisibility and line-of-sight obstructing smoke-duration (New for the smoke!)

- Teleport -
* Instead of only allowing you to teleport towards a target, you now teleport in the target direction (Free-aim, meaning at where you point, with a certain maximum range limit), This means you can still teleport towards a target if you want, if you aim at it, but you can also teleport anywhere you want! If you aim at nothing in particular, you will simply teleport in that direction, with a maximum distance the ability allows. (Max range could be like, 20/25/30/35 metres)
* When you cast teleport, at both the starting position and your landing position, the teleportation also has a "warping" AoE-effect on nearby enemies, which slows them down for a little while (Example numbers: Slows them down 30/40/50/60% for 3 seconds at all ranks within 4 a metre radius or so.)
* Ash is also granted a great melee attackspeed boost for a brief moment after teleporting. (Example numbers: 25/50/75/100% speed bonus, lasting 3 seconds at all ranks)
* Synergy-idea: The melee attackspeed boost of this ability could maybe also speed up your Bladestorm ability (if it is cast during the boost's duration) by the same percentage?
* The ability is now also entirely silent. Even if enemies are hit by the "warping", you will not cause aggro or anything.
Power Strength - Increases the melee-speed-booster (New!)
Power Range - Increased teleportation distance and warping aoe-radius (New for warping aoe!)
Power Duration - Increased melee-speed-duration and enemy slowdown-duration (New!)

- Blade Storm -
I would prefer to keep this skill as it is, but with improvements of course, simply because it just looks so amazing! Here are some improvement-ideas:
* It needs to be able to jump over different tilesets (seems to be fixed?)

* Your sentinel also needs to be invulnerable during Bladestorm (those Ancient Toxics, grrr!)
* Each enemy should be knocked down after they have been attacked by a Bladestorm-assault (giving it some CC)
* You should be able to cancel Bladestorm if you press 4 again in the middle of the effects. Your current attack will still be performed, but no more attacks after that will be performed. A minimum of 2 attacks will always be performed (to prevent accidental cancelling if you are spamming the button or something).
* If you are invisible from casting Smoke Screen and then activate Bladestorm, the duration of your invisibility will be extended for as long as the Bladestorm lasts! (So you don't lose out on any invisibility-time during Bladestorm!)

* It should attack new targets getting into its radius, until all attacks are made or no more new enemies can be found.

* The Bladestorm targetting prioritizes on attacking as many different targets as posslble (like now). However, if you have a leftover of the amount of Bladestorm attacks available and any new enemies cannot be found around you, and a Bladestorm'd enemy is still alive from your Bladestorm assault, an enemy may then be targetted AGAIN by your Bladestorm! Note: An enemy may only max be hit 2 times from Bladestorm (cannot be changed with mods). Also note that it still always takes priority in attacking NEW targets first!

* Speedup idea: Holding down Mousebutton 1 or Mousebutton 2 during the Bladestorm-effect greatly speeds up the attack-animations (For when you just wanna kill your targets really fast)
* Potential utility-buff: Placed at the same position of your first target (the one you activate Bladestorm on), a certain "timesphere" is created (This sphere doesn't follow the first target, just created at its first spot). Any enemy that enters this timesphere is GREATLY slowed down (like 90% or so), even targets that are not becoming a target for the actual Bladestorm attacks. This sphere lasts for as long as you keep Bladestorming plus 1 second after.
Power Strength - Increases the damage done (Same as now)
Power Range - Increases jumping distances (and for the potential "sphere" radius) (Same as now)
Power Duration - Increases amount of targets that can be hit (New!) (Note; Fractions will be made into an extra attack doing less damage, relative to the fraction amount)

 

Questions for Ash:

* Should his Bladestorm and Shuriken (due to being bladelike attacks) cause the affected targets to bleed too? (Note, if so, the bleeds should be 100% reliable, not be procbased!)



--- LOKI ---


Loki has a nice skillset, with probably the best synergy between his skills of all Warframes! That said though, he still needs some improvements. Radial Disarm have always been nice, but it has lacked in the lower levels of the game, so I hope my suggestions for it will improve on it, as well as make it far more useful in general. Switch Teleport also has gotten a nice addition to it. Decoy and Invisibility have only gotten minor improvements on them, as they were already quite solid.

Note: If there is some form of "damage" in his skills, remember that they are all in theme with Loki's "indirect/trickster" theme.

- Decoy -
* Now castable while moving, without stopping your movement (no brief "halt"). Maybe castable without interrupting your reload?
* No longer blocks yours or your allies' attacks (your attacks pass through it!)

* You and your allies can walk through the Decoy!
* The Decoy should be more durable, preferably invulnerable, but that might be too strong. A great suggestion i saw by Volt_Cruelerz: It still has health, but if it dies, it still lasts for at least 1/1,5/2/3 seconds (unless this exceeds its maximum duration). That sounds like a perfect middleground!
* The Decoy has some kind of minor return-damage towards enemies that melee it (to go with the "indirect damage" theme Loki has). So if they attack the Decoy with a melee attack, they suffer a bit of their own damage done back to themselves! The percentage increases with higher Decoy ranks. (Note: If an enemy kills itself through the return-damage, you should still gain affinity for it!)
* The Decoy should use your equipped weapons, not just the Lato (low priority change though)
* In addition, Loki should be able to see his own Decoy through walls. A possible addition to that would be that you could be able to Switch Teleport with it through walls! That would be very useful imo.
Power Strength - Increased return-damage percentage Decoy's health and shield amounts (New!)
Power Range - Increased Decoy aggroradius and the Decoy's health and shield regeneration values (New!)
Power Duration - Increased Decoy duration (including the "after-death-invulnerability"-timer) (Same as now)

- Invisibility -
* The melee damagebooster of this ability now counts as a simple boost-mechanic, rather than one based on stealth-mechanics (This has been done for Ash's Smoke Screen too. This is for the sake of the Focus mod). This booster is now a plain 50% meleebonus, both for regular and charged attacks (not 50% for regular and 100% for charged). Read in my other thread "Melee Tweaks" on why i suggest this (In short, it can allow melee weaponry and their mods to scale better, without overpowering stealth mechanics)
* In addition, when in this invisibility you should be able to do stealth-attacks, even after you have been detected (And as suggested in one of my other threads (called Melee Tweaks) stealth-attacks should be done with your action-button (X-button is standard) rather than with your melee button, which gives you more control over how to perform it)
* Also, like mentioned in the top of the post, this ability (like all abilities with durations) is renewable whenever you want. No more "power in use" messages!
* Suggestions would be welcome for this ability to somehow get affected by Stretch (or any other Power Range mod).
Power Strength - Increased melee damagebooster (New!)
Power Range - ???? (Dunno yet)
Power Duration - Increased invisibility duration (Same as now)

- Switch Teleport -
* Can switch with your Decoy through walls (Maybe even so that if you hold the Switch Teleport-button down, you automatically swap with your Decoy, if you have one out, regardless of where you are aiming?)

* Now castable while moving, without stopping your movement (no brief "halt"), neither at the casting momenet, nor at the place you land. Maybe castable without interrupting your reload?
* Loki, regardless of which target you swap with, gets a reduction in damage taken (by up to 50%, for max 5 seconds?). This is far more important now when the Invisibility doesn't make you pseudo-invincible anymore.
* If your target is an ally (includes your Decoy), it gets the same reduction in damage taken as Loki does
* If your target is an enemy, it suffers MORE damage taken (up to 100% more?) and will also get an illusion on it, making enemies think it is Loki (and will thus attack it). (Note: If an enemy kills another enemy, you should still gain affinity for it!)
* Both these effects (the positive for you/allies and negative for enemies) last for 5 seconds or so.
* Switching with an enemy could maybe also stun it for 2 seconds?
* These above mentioned buffs/debuffs that you and the target receive could be visualized by having clear "runic marks" placed on your bodies perhaps? The ally buff (the damage-reduction) could also make you look a bit more transparent (goes with the trickster/invisibility theme of Loki)
* Explosive barrels should be swappable perhaps (will get the same aggro on it as if it was an enemy)?
This is REALLY what Loki is about after all, no? Confusion in the battlefield! It is great in big fights (enemies will attack the swapped enemy target and possibly kill their own friend) and great for heavy units/bosses too (stun and damage-weakness). Having a percentage-based effect also makes it scale well into lategame.
Note: The enemies that participate in this fighting will not be alert of you (nor will they run for larms) when the confusion wears off if this is cast while still undetected. They will simply be going back to their normal patrolling and such :D
The friendly effect is useful for yourself (Loki is fragile) and if you target a friend, which can make good tanking-synergies (with Rhino for example) and also makes Loki switch-trolling a bit less dangerous for the trolled target!
Power Strength - Increased enemy damage-weakness (New!)
Power Range - Increased castrange and enemy aggro-radius (New for radius!)
Power Duration - Increases all effect durations (New!)

- Radial Disarm - (Rename to Runic Disarm perhaps?)
This is the only ability of Loki's which i felt was kinda lackluster at LOWER levels. Sure, making all enemies having to go into melee combat has its uses, but, something is missing to make it useful on enemies of all levels and of any faction. So here are a bunch of things that could get added to it:
* Enemies affected that are disarmable, gets PERMANENTLY disarmed, just like now
* Enemies affected also get briefly stunned (2 second stun on ANY target, but a 3 second stun for disarmable ranged units' FIRST disarming, due to a now more violent disarming of their ranged weaponry. Details on that further down).
* Enemies affected, regardless if disarmable or not, also gets a TEMPORARY (say, 20 seconds or so) effect: When they deal damage, they suffer a high amount (200% or maybe even more?) of their own damage dealt back to themselves! (Note: If an enemy kills itself, you should still gain affinity for it!) Add a Decoy or a Switch Teleport (or something like Nyx's Chaos etc!) and you got yourself a potential mayhem! This gives it a lot more useage too where it currently is useless:
a) It makes it useful against all Infested units!
c) It makes it useful even against non-disarmable units such as bosses and melee units!
d) It gives you a reason to use it more than once (since the returndamage is only temporary), even on already disarmed enemies! (And yes, this effect is refreshable/recastable on them no matter when you cast it on them again, which is how I think ALL abilities should function like)
* Also, instead of just simply disarming ranged Corpus/Grineer enemies by removing their weapons, making their weapons explode (Grineer) or electrocute them (Corpus) instead, possibly with some damage, sounds cool and makes sense (This is why the first disarming on ranged disarmable units should should have a longer stun-effect). It might deal some damage yes, but very indirectly, thus still fitting with Loki's theme. The damage done should be based on the unit's own damage dealt too (not a set amount, but a percentage of their own damage they could've dealt before getting disarmed), since you are exploding their own ranged weapon and its ammunition. But this percentage could scale higher with Disarm-ranks (and Focus too). Personally, I'd set this percentage kinda high (Like 200/300/400/500% of their own ranged damage-potential).
Note: This damaging, explosive/electrocuting disarmament can only be done ONCE per target, as they only carry one ranged weapon after all.
* Infested could still suffer the 200/300/400/500 (Slash?)damage from the disarming effect (not just Chargers though, but ALL Infested units) and they could be literally disARMed, graphically losing a limb or two (which could reduce their attackspeed, and/or reduce their movement speed a bit). This disarming should also knock them down (Ancients could get stunned instead of knocked down though). Also, this damage-effect should only be able to take place once per target, since you can only disARM them once.
* Just like Grineer and Corpus lose their special abilities (Shockwave attacks, Osprey abilities and flight capabilities etc), the Ancients should also permanently lose their special abilities and ranged tentacle-attacks! Disruption, healing, poisoning, all gone!
* Now some graphical changes that could be needed for this skill to become more interesting (Saw this posted by another guy, credit to him! Forgot to note the name, sorry!)
- Grineer weaponry should explode upon disarming and they should pull out Grineer melee weapons, such as Machetes/Cleavers etc. Makes more sense than a stunbaton (And Grineer Flameblades btw, why aren't they equipped with something like a Heat Sword instead?)
- Corpus weaponry electrocutes them upon disarming, and they still pull out their stunbatons.
- MOA guns will malfunction and they could get knocked down rather than stunned. Then they resort to kicking you, like now. But instead of having the silly baton on their heads, their guns could instead have sparks/electricity around it, as the indicator of the MOA being disarmed.
* Low priority idea: This ability could be an aoe-ability that is castable at where you are aiming, rather than just an aoe-ability cast at your feet. Could be visualized by a mystical rune with a circle around it (to show the radius) at the place you aim. This rune lasts for about 5 seconds or so and the effect area size is as big in radius as the current disarm effect is. Meaning, you have a ranged aoe-disarm instead!
Power Strength - Increased return-damage (and if at all, the damage done of the disarming explosion/electrocution/limbrip?) (New!)
Power Range - Increased AoE radius (Same as before)
Power Duration - Longer rune-duration (the one placed on the ground) and damage-return-effect-duration (New!)

After-note for Loki:
* The return-damage a target suffers (from Decoy and/or Radial Disarm (or any other further suggested return-damage-skill)) is not based on what actual damage they DO, but on what damage they SHOULD be doing to whatever target it attacks, calculated as if the target had no armor/resistance on it. So, if you have damage resistances/high armor or even an invulnerability effect, or anything that reduces your damage taken, that does NOT reduce the return-damage the target suffers if it attacks you (This is to avoid dissynergy with tanking skills/mods ^^).

 

Questions about Loki:

* If the Radial Disarm causes Slashdamage to affected Infested, should it cause them to bleed? Imo, it should, since it rips off a limb or two from them... (Note, this should not be a proc, it should be 100% reliable!)



--- EXCALIBUR ---


I actually feel that ALL Excalibur abilities needs some oomph to them (Slash Dash being the exception). I've added some stuff to them that makes them stand out more and be more in line with the Excalibur theme (In particular for Radial Blind and Super Jump), but i still feel they lack a bit of synergy. I think they seem better than before though.

- Slash Dash -
Remains pretty much the same. This is more or less how a GOOD ability looks like. It has great damage as well as utility in form of great mobility. However, one thing should be added now (due to how Damage 2.0 works): It should ALWAYS stagger the enemies it hits. Should remain as Slashdamage.
Power Strength - Increased damage (Same as now)
Power Range - Wider slash area (Same as now)
Power Duration - Longer dashing distance (Same as now)

Radial Blind replacement:
- Weapon of Light -
* Has the same effect as Radial Blind (raises the sword and blinds all nearby enemies) but also infuses your weapon with energy.

* This infusion causes you to project forwardmoving, very fastmoving energy beams every time you attack in melee. The look of the beams depends on how your melee attacks look like. So a big slash with a sword sends out a wide "energyslash" in front of you, while the punches from a gauntlet send little "energyballs" in front of you.
* This energy connects with the first target it hits (One target limit, or a max limit of 3 or so? Base the limit on rank?)
* Damage is based on your melee attack (a percentage of it, like 25/30/35/40%).
* Damage type of the energybeam should be what? Slash? Impact? Blast? (But with no statuseffect)
* The distance these energy beams/slashes/balls travel are limitted, but they should travel quite far.
* The duration for this infusion is longer than the blind (15 seconds max?)
(NOTE: Merged Radial Blind with Weapon of Light as suggested by: VKhaun! Great suggestion!)
Power Strength - Increased energy-damage (New!)
Power Range - Increased blinding effect's AoE radius and energy-projectiles' travellingdistance (New for energy travel)
Power Duration - Increases blind duration and energy-imbuement duration (New!)

- Slash Jump - (Name changed to fit its new effects!)
* When you perform this jump, a little (very slightly) damaging AoE-energy-blast (Blastdamage) is made at your feet which staggers the affected enemies, and you perform a melee upwards attack right in front of you as you leap upwards, dealing some decent damage to the target that might be in front of you (quite high Slashdamage, NOT based on your melee weapon, just like Slash Dash).
* The AoE-energy-blast causes the enemies to be staggered, while the potentially "uppercutted" enemy is knocked UP along with you, although not nearly as far up as you are. I think that would look VERY cool and would be that little thing that Super Jump needs to make it just that slight bit more awesome, and more offensively useful as well!
* Maybe have an extra energy-blast also when you LAND? (And change the "Heavy Impact" mod to something else?)
* Maybe you should be able to use Slash Jump while in the air! Although, with the restriction of just one use in the air until you land again (more useages in the air increased with rank? Max 2 uses in the air?)
* Maybe this would require the skill to have an increased cost though? 10 seems a bit low for that (Somewhere between 15 and 25 energy?), although if it the AoE-damage is kept very low, i guess its cost can remain that low...
Power Strength - Increased damage (both the uppercut and the AoE-effect) (New!)
Power Range - Increased AoE-effect's radius (New!)
Power Duration - Increased jump height (New! Used to be Focus that increases the height)

- Radial Javelin -
This ability could use some boosting, but don't know what to choose yet. Some simple ideas for upgrades could be:

* Damagetype, should it be Puncture?

* Visually, you could impale the ground with some kind of energy-projected blade (the same energyblade that SHOULD be used graphically for Slash Dash and Slash Jump imo. This energy is also what you infuse your REAL melee weapon with when you cast Weapon of Light)
* The javelins could penetrate through their struck targets (meaning, it can hit more targets than there are javelins) and knock down each target hit by a javelin
or
* All enemies hit by the Javelins are impaled and pushed back a long distance with tremendous force. If they collide with another enemy target, that collision-target will be dealt damage (As much as the impaled target?) and knocked down, while the impaled target will continue on in its flying path. If the impaled target hits any environmental obstruction (such as a wall) during their pushback it is pinned to that obstruction for a short duration. After the pinning effect disappears, they will fall down and be in a knocked down status. If they are not pinned to any surface before the end of their flight-time, they will only be knocked down at the end of the pushback-distance
Note: Being pinned means they are stunned for the duration and can't do anything.
Power Strength - Increased javelin damage (Same as now)
Power Range - Increased javelin travel distance and pushback distance (New?)
Power Duration - Increased disabling durations (Pinned down/ragdolled/knocked down) (New)

 

Questions for Excalibur:

* Should his Slash Dash and Slash Jump (due to being a bladelike attacks with Slashdamage) cause the affected targets to bleed? (Note, if so, the bleeds should be 100% reliable, not be procbased!)

* Should his Radial Javelin (due to using big piercing spearlike objects with Puncturingdamage) cause the affected targets to be weakened, similar to the Puncture-proc? (Note, if so, the weakening should be 100% reliable, not be procbased!)



--- RHINO ---


Rhino, the ever-changing one. His current skillset is nice and probably one of the few Warframes currently where ALL abilities are useful. But i still feel some things need to be changed, mainly the much debatted Iron Skin. I hope my changes are ok...

- Rhino Charge -
I think this ability is actually quite good as it is! I don't understand why people think it is so weak, it has more or less the same damage as Slash Dash, but has the added effect of knocking all targets down that don't die. It's fine, damage-wise! What i would like it to do though:

* Damagetype, should it be/remain Impact?
* You get an "energy cloak" around you when you charge, which has one particular graphical addition to it: From your head there should be a large energy horn! And, with that said, I'd like it if you hit an enemy HEAD ON with this ability, that target will be gored by said horn, and pushed along the whole charging process, which should take heavier damage than other targets (than those on the sides)!
* Enemies that are hit by your sideswipes should not only be knocked down, they should maybe also be pushed some distance in your travelling direction (although, just a little bit, not dragged along all the way as the possibly gored target is)
Power Strength - Increased damage (Same as now)
Power Range - Wider dash area (New!)
Power Duration - Longer dashing distance (Same as now)

- Ironskin -
Uy, the controversy on this one haha! :D I have three different versions for this ability. I like all of them actually, so I can't choose!

Version 1
1) First, when activated, you are invulnerable for a short duration (Like 5 seconds). This is added so it has more use on higher levels of gameplay. This could be visualized by some kind of shiny effect around Rhino (so you see when you are invulnerable or not)
2) Second, you also get the current absorbation shielding and antidebuff effect (up to 1200 extra "shields", which doesn't have a duration, only durability, as well as immunity to enemy crowd control effects etc)
3) Possibly, maybe not keep the taunting effect anymore. This could be given to his Roar ability instead! (Just a thought, far from a necessity)

Version 2
1) First, you get the current absorbation shielding and antidebuff effect (up to 1200 extra "shields", which doesn't have a duration, only durability, as well as immunity to enemy crowd control effects etc)
2) Secondly, when activated, you also get a 60/70/80/90% damage-reduction for a short duration (Like 3 seconds). Then every second after that, you lose 10% of that damage-reduction. Continuity (and Constitution ofc) extends all these durations, so the damage-reductions take longer before they dissipate (Both the initial strongest reduction, and each reduced section after that). This could be visualized by some kind of glow around Rhino, which fades in opacity as the reduction becomes weaker.
3) Possibly, maybe not keep the taunting effect anymore. This could be given to his Roar ability instead! (Just a thought, far from a necessity)

Version 3
1) First, it no longer has an unlimited timer. It has a base duration of up to 15 seconds or so
2) During this version of Iron Skin you have a 75/80/85/90% damage reduction (you already have different durations for the ranks, no need for highly different reductions on top of that).
2) This reduction reduces damage taken both on shields and on health
3) Rhino is immune to any negative special effects during the effect (No Disruptions, Knockdown, Stagger etc should affect him!).
4) It could possibly still provoke enemies into attacking you, just like now, or it could be added to the Roar ability instead as mentioned in version 1 and 2.
5) Lastly, upon activation you also get some help with your shields: You have a shield-repair effect which repairs your shields by a set amount (Like, 10/20/30/40 shields, depending on rank) each 3 seconds. This shieldrepair is in effect, even if you are taking damage! (Alternatively, your normal shield-regeneration could work during Iron skin even if you are taking damage, but I don't like that idea so much, as that makes you rely on Fast Deflection / Fortitude too much).

Regardless of versions: Like mentioned in the top of the post, this ability (like all abilities with durations) is renewable whenever you want. No more "power in use" messages!
Power Strength - Increases the absorbtion (v1 and v2) or shieldrepair (v3) amounts (New for v3!)
Power Range  - Increases the aggro radius (New!)
Power Duration - Increased invulnerability duration (v1), damage-reduction-durations (v2) or total skill duration (v3) (New!)

- Roar -
Note: This is far from a necessary change, more like food for thought in how to make it more "realistic". Meh.
While i like this ability, i just don't know how some of its FUNCTIONALITIES fit:
Increasing melee damage? Makes sense.
Increasing ability damage? Fits too.
But that it increases the damage from your RANGED WEAPONS? Ehmm, i dunno, that doesn't seem to make all too much sense to me. So, if i were to be able to decide how to change this ability i would do this:
* Reduce energy cost to 50 energy
* Only cause you and your allies to get increased melee and ability damage. No more boost to ranged damage, sorry!
* All enemies within a huge radius are staggered upon cast (this could be done regardless of the above changes).
* Possibly remove the "taunting" mechanism from Iron Skin and add that here on Roar instead.
Also, like mentioned in the top of the post, this ability (like all abilities with durations) is renewable whenever you want. No more "power in use" messages!

Power Strength - Increases Roar power (Same as now)

Power Range - Increases Roar staggering range and ally buffing range (New for staggering!)

Power Duration - Increases Roar duration (Same as now)

 

- Rhino Stomp -
* I think this ability is more than powerful enough as it is right now, even a bit too strong I'd say. Reducing its range a little bit would be in order i think.

* Due to Damage 2.0, it now deals Blast damage. That is fine, but it should not be able to get Blast procs!
* Also, like mentioned in the top of the post, this ability (like all abilities with durations) is renewable whenever you want. No more "power in use" messages!
Power Strength - Increased damage (Same as now)
Power Range - Increased AoE radius (Same as now)
Power Duration - Increased enemy lift-up duration (Same as now)



--- TRINITY ---


This warframe needs a complete rework, honestly. Trinity used to be more of a heavy/boss-focused Warframe, but sucked against mooks. Now she is more versatile, but also great at CC, on top of having unlimited energy and being able to kill any boss with just the use of one ability (Energy Vampire). She is absurdly overpowered right now. What i have changed Trinity into is more to that of a HEALER and a SUPPORT Warframe.

- Well of Life -
Frankly, the old Well of Life really sucked. And the current one is just weird, i mean, it INCREASES the health of your target (yes, i know, temporarily)! It's just so counter-intuitive. I'd make it far more HEALING-oriented:
* Now castable while moving, without stopping your movement (no brief "halt"). Maybe castable without interrupting your reload?
* Can be activated in 2 different ways:
1) Tap the button - Wherever you aim, you place the Well of Life in the environment (similar to Loki's Decoy). Idea: If you aim directly at a friendly target (Tenno/Sentinel/Cryopod/Hostage etc), you can place the Well directly on them, making it stick to them and follow them around!
2) Hold the button - The Well of Life is "placed" on Trinity herself!
Unlimited amount of Wells can be placed, but an ally can only benefit from one Well at a time. Alternatively, only one Well can be active (So activating a new Well will destroy the previous one).
* Every 2 seconds or so a healing wave radiates from the Well of Life, which heals all nearby allies (including Sentinels/Hostages/Cryopods etc, including Trinity herself) within its radius.
* Whenever you are healed by this ability and you already have full health, it instead repairs your shields.
* Numbers (how much it heals, its healing radius and duration) I'm not entirely sure of, but i bet that can be easily balanceable.
* An additional thought: Wether you are healed or not by Well of Life, the energy that radiates could potentially also reduce allies' damage taken by a low percentage perhaps? (Like 10%? Increased by Focus?)
Power Strength - Increases healing amount (New!)
Power Range - Increases healing radius (New!)
Power Duration - Increases well duration (New!)

Energy Vampire replacement:
- Barrier -
Face it, Energy Vampire is just waaaay too powerful and can make bosses faaaar too easy (Current one is just ridiculously strong) Energy Vampire simply needs to be revamped or scrapped. Considering how hard Energy Vampire is to rebalance (I've tried, and there is always some flaw in it), i ended up replacing it with Barrier:
* When Barrier is cast, energy expands/explodes out from Trinity. If an ally gets hit by this energy, the ally will have the Barrier effect on them (Trinity being in the centre of the cast will always get hit by this effect herself of course). If it hits any enemies, they will be knocked down.
* It gives the Barrier-effect to Sentinels, Cryopods and Rescued hostages too!
* This Barrier gives you a timelimitted secondary shield which has two effects:
1) It makes you immune to all negative effects such as disruption, knockbacks etc
2) It gives you a set amount of second layer shields that can only absorb a set amount of damage (Like 100/200/300/400 absorbtion), but this also has a maximum duration (Like 30 seconds or so). So think of this skill as weaker and time-limitted AoE-version of Rhino's Iron Skin. However, something that differentiates it from Rhino's Iron Skin and which is also a nice indicator that your Barrier is destroyed/has run out of time, is that it causes a small-radius explosion upon desctruction/expiration. This explosion deals no damage, but it staggers all nearby enemies!
* Also, if an ally gets hit by a second Barrier, the Barrier effect will be refreshed in its absorbation values and duration!
* This should be castable while moving, without stopping your movement (no brief "halt"). Maybe castable without interrupting your reload?
Power Strength - Increased barrier shielding-amount (New!)
Power Range - Increased cast radius and endeffect's stagger-explosion radius (New!)
Power Duration - Increased barrier duration (New!)
Note: I'm not 100% happy with this skill, and I'm thinking of something new to replace it, but i think it's ok for now i guess...

- Link -
Link, not granting invulnerability anymore, seems much better. But it still lacks a little in utility, imo. Here is how i would change it:
* Is now castable while moving, without stopping your movement (no brief "halt"). Maybe castable without interrupting your reload?
* When cast, Trinity shoots out a certain amount of Link-tethers, positive ones that sticks to all nearby allies and some negative ones that sticks to a few nearby enemies.

Positive one:
* This positive Link-effect reduces all affected allies' damage taken by 20/30/40/50%.
* No longer gives CC-protection (That benefit is moved to the above Barrier ability)
* Links to Sentinels, Hostages, Cryopods and all other ally units within range, not only Tenno players.
* Has no target limit for amount of allies affected. Allies just have to stay within range of Trinity to benefit from this effect.

Negative one:
* A certain amount of nearby enemies can be Linked. Amount is 2/2/3/3 targets.
* Any positively Linked ally that suffers damage, makes all negatively Linked enemies suffer 100% of that damage too, each! (any form of damage reduction (Be it by armor, abilities etc) on you or allies does NOT reduce the damage reflected!)
* Any Linked enemy that suffers damage, shares 15% of that damage suffered to EACH other Linked enemy too! This makes Link a good aoe-damage-booster, even if no ally (or Trinity herself) suffers any damage! This makes Link have a highly OFFENSIVE use too! (I dunno if this actually makes the ability overpowered haha!)
* Just like now, if an enemy dies or gets out of range from Trinity's linking range, a new target can be linked onto.

This makes Link far more multifunctional:
* A tank skill for you and allies (Not just for Trinity)
* A damage-reflection skill, like before, but for nearby allies too (Not just for Trinity)
* A sort of aoe-damage-booster, making it have offensive use too (Completely new!)

Power Strength - Increases enemy reflect- and share-damage (New!)
Power Range - Increased linking range (both for positive and negative links of course) (Same as now)
Power Duration - Increased link duration (Same as now)

- Blessing -
* Make it nearly instant to cast
* Make it revive downed targets (Not DEAD targets, but those who have been incapacitated and awaiting friend-revival).
* Instead of healing shields and health to full, maybe instead just heal set amounts instead? (Such as 75/150/225/300 health and shields?). This effect has global range. Why nerf this? To give your other skills more useage (in particular Well of Life)
* I would make the invulnerability-effect have a limitted casting range (the healing effect could have unlimited range though)
Power Strength - Increased health/shield healed (New!)
Power Range - Increased invulnerability range (New!)
Power Duration - Increased invulnerability duration (Same as now)



--- NYX ---


Nyx has a decent skillset that has POTENTIAL to synergize well, if only a few things were fixed or added. So, lots of synergizing stuff has been added!

- Mind Control -
* Now castable while moving, without stopping your movement (no brief "halt"). Should also be castable without interrupting your reload (no real animation for this skill, except some kind of glow from Nyx's head)
* When the target is under control, it should deal more damage (25/50/75/100% more damage, depending on rank).
* The target under your control should also be way more aggressive
* You can now recast Mind Control on an already controlled target to refresh the control-duration. You can also cast Mind Control on a NEW target while you already have another one in control, but doing so make you lose the control of the first one.
* An idea: When your Mind Control wears of from the target, or if you recast Mind Control on your already controlled target or if you cast it on a new target, the previously Mind Controlled target suffers a Mind Blast. The Mind Blast-effect could deal some damage to the target (Like 75/150/225/300 Blastdamage THAT ALWAYS HEADSHOTS (if there is a "head"-region that is))
The idea behind this Mind Blast addition is to prevent you from keeping Mind Control on a single really strong target over and over. The Mind Blast damage is also suggested so that if a target is immune to the Mind Control effect (like Bosses), it would simply do the Mind Blast damage to them instantly instead!
Power Strength - Increases the damage-boost of the target (and if added, increases the Mind Blast damage) (New!)
Power Range - Increases the range of the cast and the target's aggression radius (New)
Power Duration - Increases the control duration (Same as now)

- Psychic Bolts -
This ability needs a lot of buffs:

* Damagetype, should it be/remain Slash? (Telekinetic Slash)

* Regardless of damagetype, they need some increase in damage done too. At the very least, the bolts should always go for HEADSHOTS (if the target has a "head"-region in the first place)
* Now castable while moving, without stopping your movement (no brief "halt"). A good candidate of a skill that could also be castable without interrupting your reload!
* Reduced to a cost of 25 energy (or at least 35)
* The bolts should pass through terrain! This is frankly NECESSARY for this skill to not fizzle so much.
* The bolts should also pass through (and not be wasted) on dead bodies
* If a bolt has not found a target upon cast, it constantly keeps searching for targets to attack as it travels along (Power Range helps with this radius too). If a target dies before its locked on bolt has hit it, this very same reaquisition functionality also takes place. In short: HIGHLY improved homing capabilities
* They could also stun targets they hit, for a brief while (3 seconds or so?) (Could have the blind animation, like with Radial Blind, but the little smokepuff at their heads with the same colour as the bolts themselves).
Power Strength - Increased bolt damage (Same as before)
Power Range - Increased bolt homing-radius (New!)
Power Duration - Increased stun duration (New!)

- Chaos -
* When targets are under the effect of Chaos, they should deal a bit more damage (like, 5/10/15/20% more depending on rank), but only if the attack is towards other enemies (not towards your Tenno allies) or against Nyx herself when she is under the effect of Absorb.
* If an enemy kills another enemy, you should still gain affinity for it!
* Also, like mentioned in the top of the post, this ability (like all abilities with durations) is renewable whenever you want. No more "power in use" messages!
Note: If that would make this skill too powerful, how about this: You can recast Chaos whenever you want to, but doing so removes the Chaos-effect of currently affected targets (but if previous targets are caught in the new Chaos-cast, they will be affected again of course).
Power Strength - Increased damage-booster (New!)
Power Range - Increased AoE radius (Same as now)
Power Duration - Increased chaos duration (Same as now)

- Absorb -
This skill needs a whole list of buffs:
1) Absorb should taunt nearby enemies (Absorb should have the number 1 taunting priority over all other abilities in the game!) 2) The Shade sentinel should be unable to cloak you during the Absorb duration (But should be able to cloak you RIGHT after the explosion occurs, if enemies are still alive to trigger the cloaking effect that is!)
3) Melee damage taken during absorb should also count (bug that it doesn't sometimes?).
4) If there are any targets under the effect of Chaos and/or Mind Control, they should IMMEDIATELY focus on you, no matter what they are doing currently (It still taunts other enemies as well, but it is 100% reliable on MC/Chaos targets). They should also always try to move in closer to Nyx during the absorbation, to make them more likely to get hit by the explosion. That gives Absorb a nice synergy with these abliites due to the suggested damage bonuses these enemies get during their respective effects!
5) You can cast your other skills during Absorb! Mind Control and Chaos work as normal, but Psychic Bolts don't fly out and attack enemies, instead, they get absorbed into your Absorb-shield and add to the explosion-damage! (No limit to how many times you can cast Psychic Bolts?)
6) If you press Absorb again while it is active, you can explode earlier. The Absorb ability must last at least a second or so before you can detonate early though (to prevent accidentally cancelling it too fast)
7) Nyx can still move, although slowly, during the absorbtion! The speed should be about as slow as moving while crouched. If you move over an edge (or cast the ability in the air) you will fall very slowly downwards.
8) The damage absorbed should have a multiplier for the explosion's damage (Similar to Antimatter Drop). For each rank it could be something like a 1,25/1,5/1,75/2x damagemultiplier.

9) Damagetype of the absorbexplosion, should it be Blast? (You know, telekinetic blast?)
10) Targets hit by the explosion should also be knocked down
Power Strength - Increases the damagemultiplier (New!)
Power Range - Increased explosion AoE radius (and maybe the taunting area?) (New!)
Power Duration - Increased absorbation duration (Same as now)

Alternative to all the major Absorb-buffs:
- Chaos becomes the Ultimate (with its said buffs), including costing 100 energy.
- Absorb becomes a shortlasting absorbation (like max 3 seconds), costs 50 energy, and causes a big 360 degree telechinetic blastwave that damages, pushes enemies away and knocks them down (ragdoll or push?). Less focus on the protection, and far more on CC. This synergizes with Chaos (enemies being far away from you, means they are far more likely to fight eachother)

 

Questions about Nyx:

*  What damagetype should Nyx abilities be?

1) Psychic Bolts is now Slash. I guess that is ok, if you call it a telekinetic Slash. Should it cause the bleedeffect though? (Note, if so, it should be 100% reliable, it should not be procbased)

2) The Mind Blast I added on Mind Control, what should that be? Blastdamage (due to being telekinetic force)? Regardless, I think it should just stagger or quickly stun  the target (100% chance)

3) Absorb, should it be Blastdamage too? (due to being telekinetic force). Regardless, I think it should always knock down (or even ragdoll!) the targets it hits (100% chance)



--- BANSHEE ---


Banshee has a nice skillset, but slightly more synergy has been added, and of course some slight tweaking to the abilities (In particular Silence).

- Sonic Boom -
Maybe make it castable while moving, without stopping your movement? Otherwise a very solid skill that doesn't really need any other change. Except some fixes:
* Should be able to hit targets in the same room that are behind cover (but not hit through walls)
* Damage could be increased a bit perhaps? (From 25/35/40/50 to 25/40/65/80). What damagetype though? Blast? Impact? (Note, there should be no procs on them, since Sonic Boom should ALWAYS knock down its affected targets!)
* Enemies killed by Sonic Boom should maybe have their heads pop, hehe?
Power Strength - Increased damage (Same as now)
Power Range - Increased cone size and range (Same as now)
Power Duration - Increased knockdown-time (?) (New!)

- Sonar -
Great skill, but with some slight changes:
* The sonar aoe now travels with Banshee as she moves! If a target then no longer is within your Sonar range, the question is how it would affect the target: Should the Sonar effect still be in place on the target for a short duration (like a couple of seconds) or should the Sonar effect immediately be lost from it? An idea how it could function:
* When activated, you have the Sonar pulsating from yourself every second. Each time a Sonar pulse hits a target, they are affected by Sonar as normal, for 2 seconds. If they are hit by another Sonar pulse, the Sonar effect is renewed on them. How does that sound? (No pun intended)
* The weakspot should be more easy to spot if the target is under an elemental effect. (The previous idea on its mechanics could potentially help grealy with that)
* I also think it should make Sonic Boom get some damagemultiplier to Sonar'd targets, no matter how it hits!
Power Strength - Increases the weakspot damage multiplier (Same as now)
Power Range - Increased AoE radius (Same as now)
Power Duration - Increased sonar duration (Same as now)

- Sound Eater - (Silence buffed up massively)
* Implied by its new name, Banshee somehow consumes/absorbs all surrounding sound, causing the mystical silence it does currently, but also allows it to have more effects:
* The silencing effect is GLOBAL! All enemies will be unaware of your audial activities, including you and your allies' abilities.
* Due to absorbing the surrounding sound, your next Sonic Boom will be empowered, both in range and in damage (30/50/70/90% damageboost, which can be increased with Focus, and a 15/30/45/60% rangeboost increased by Stretch). For how long does this boost last? How about until you activate your next Sonic Boom? So no duration! But you can only store ONE charge like this i guess?
* When cast, all enemies within a huge radius (35 metres at max rank?) become staggered (or stunned for 2 seconds?) due to the massive sound absorbing towards Banshee.
* All enemies (even those on a global range!) gets distracted by the sudden sound-changes, causing their "awareness" to become reduced (if you are still under stealth, they won't become alerted/aware or anything), and EACH INDIVIDUAL ENEMY have to directly see you to become aware of you again (during silence).That means if an enemy does see you while during the silence and start fighting you, no other enemy will come and assist him/her (unless they also see it themselves of course). So enemies lose some awareness of your current position (but they might go to where you were at the moment of casting Silence, as that is the last location they knew of you and your allies) and lose their "hivemind-like global awareness" for the duration of silence! This would actually make it far more useful!
Power Strength - Increases the damageboost for your next Sonic Boom (New!)
Power Range - Increases the rangeboost for your next Sonic Boom (New!)
Power Duration - Increased silence-duration (Same as now)

- Soundquake -
I'd make this skill work with a little more interaction:
* You still soundquake at your position, but you also soundquake at your AIMED position, which can be moved around by simply AIMING around! You can even aim the soundquake at your feet, causing double damage around you (So yeah, the two soundquakes should stack).
* What damage does it deal though? Currently, the soundquake deals 175 damage per tick. I'd give my suggested Soundquake-ability a max of 100 damage per soundquake per tick (So if you aim at your feet, you will be doing 200 damage per second, making it a slight buff), and as mentioned at the top of the post, it should ignore armor (as should ALL abilities!) The damagetype remains as Blast.
* I'd also make Banshee immune to negative effects (Disruption, Knockback etc) during the effect, as well as maybe have a 50% damage reduction. That'd be something in between of what it was (invulnerability) and how it is now (no defense at all).
* Due to these buffs however, i think the AoE-radius needs to be made a liiittle bit smaller.
* Casting the ability again midcast will end the ability early (It needs to last at least a second before you can cancel though)
Power Strength - Increased damage (Same as now)
Power Range - Increased AoE radius (Same as now)
Power Duration - Increased duration (New! This is fine due to the ability to cancel the cast)



--- MAG ---


Mag has some cool skills, and after the buffing, they felt better, but they STILL need some buffs or even complete revamps. Let's see what we can do.

- Pull -
* Now castable while moving, without stopping your movement (no brief "halt"). Maybe castable without interrupting your reload?
* The range remains the same, but the cone-size is dramatically reduced (From about 170 degreed cone, to maybe only 70 degreed cone)
* Damage could possibly be reduced to 50/100/150/200 Magnetic damage (down from current 100/125/150/300 damage)
* Now pulls in the same way as version 2 (could still ragdoll, but with better repositioning of them). However, they do not land right in front of your feet, but slightly more in front of you. This makes it safer to pull enemies such as Toxic Ancients.
* After targets have been pulled to their new position, they are held down magnetically for a little while (Like 2 seconds or so), making the knockdown-effect last a little longer!
Note: If i would ever completely revamp Pull, it would be that you instead magnetize the point you are aiming at, which pulls all enemies within a decently big radius to its central point. But I'd keep it how it is for now though.
Power Strength - Increased damage done (New!)
Power Range - Increased cast-range and pull-distance (New!)
Power Duration - Increased magnetic-holddown-knockdown-duration (?)(New!)

- Shield Polarize -
This skill is pretty solid, but could need some smaller tweaks

* The damagetype could be Magnetic (Due to this, the actual damagevalues might need rescaling though)

* All enemies that are blasted by Shield Polarize should be knocked down (This was a nerf side-effect due to Damage 2.0)
* Allies healed also trigger some form of (non-damaging) blastwave which could knockdown/stagger/stun nearby enemies as well.
* Allies also get a shortlasting shieldregenbuff on them after the initial massive shieldrepair. Something as simple as 5/10/15/20 shields healed every second for 7 seconds or so. This shieldregen works even when under attack!
Power Strength - Increased shieldblastdamage and shieldregen potency (New for shieldregen!)
Power Range - Increased cast-radius and blast-radiuses (New!)
Power Duration - Increased shieldregen duration (New!)

Possible Shield Polarize replacement ability (or 5th skill)
- Shrapnel -
As Shield Polarize is slightly boring and could be merged with Pull or Bullet Attractor in some way, Mag is missing an ability slot. Thus i propose this Shrapnel-ability:
When you activate the power, you launch metallical shrapnel in a conical blast which penetrates all enemies and goes through all environmental obstructions and walls etc (think railgun shotgun). If the power is held down, the cone of fire is narrowed down until (at max charge) all shrapnels will travel parallell to one another (making it a rather thick line-attack, rather than a cone-attack). In short: It's pretty much a "railgun shotgun"-ability with variable spread of the "pellets".
Distance travelled of the shrapnels are limitted (but still quite far), because they disintegrate due to the insane speed they are launched at. However, charging up the ability also increases the travel distance (Max charged Shrapnel could be about 300% further in distance than non-charged!).
Anyone hit by the shrapnelblast is dealt damage (it doesn't matter how many shrapnels actually hit a target, the damage dealt is a set amount). Charging the ability also increases its damage dealt. Think of (at max rank) a damage of around 300 Puncturedamage or so when uncharged, up to maybe as high as 500 Puncturedamage or so when fully charged. The damage has no falloff with distance, and ANY enemy hit (regardless of faction or unit-type) by the shrapnelblast are also staggered.
This way you have choices:
1) Quick tap = Fast cast conical blast. Less damage, shorter range, but quick and affects many enemies (Think: Railgun shotgunblast)
2) Charge-up = Slow casted lineblast. More damage, much further range, but slow (due to the need of charging up) and harder to affect multiple enemies (Think: Railgun snipershot)
3) And then you have different charge-up amounts in between those 2 options, making it highly variable in terms of damage, range and area of effect.
Further notes:
* When you reach max charging, the ability is NOT launched automatically, you can hold the charge for as long as you want!
* While charging you can still move, but you stop briefly when it is cast.
* If you are charging the ability and don't want to launch it, just press your blocking button to cancel it.
* As you chargeup, some kind of visual "metallical shrapnel" should be held in front of you, which should also indicate its conical/linear shape (So you can see the area of effect of its attack)
* Charging up to max power could take about 1 second or so (?)
Costs 35 (?) energy to use
That sounds cool huh?
Power Strength - Increases damage done (New!)
Power Range - Increases travelling distance per shrapnel (New!)
Power Duration - Reduces charge-up time (?) (New!)

- Magnetic Sphere - (Bullet Attractor renamed due to more additions to it)
This ability has been given a whole bunch of new additions and changes.
General changes:
* Now castable while moving, without stopping your movement (no brief "halt"). Maybe castable without interrupting your reload?
* Aiming at an enemy and activating it creates an offensive magnetic sphere on the target
* Aiming at an ally and activating it creates a defensve magnetic sphere on the target
* Holding the button down creates a defensive magnetic sphere on yourself

Offensive magnetic sphere:
* Redirects projectiles towards the target (just like now), but it does so perfectly. If a box or something similar is in the way of the projectile, it doesn't matter, it will ALWAYS hit the magnetized target! To make this effect even more interesting (and make sense), the redirected bullet could be directed towards the target with perfect puncture (Meaning, if enemy targets are in the way of the projectile, they are also hurt!)
* Not only bullets shot on the sphere from the outside of the sphere should be redirected, projectiles shot while INSIDE the sphere should also be instantly redirected, not just when it reaches the sphere perimeter.
* When the duration ends or the target dies, the sphere explodes violently, dealing damage and staggering all enemies caught by the explosion, including to the main target. The damage of this should be based on all the ranged damage "absorbed" by the sphere, with a smaller multiplier (like 15/25/35/50% of all ranged damage "absorbed" + a flat amount of 40/80/120/160 damage. All as Blastdamage?). Numbers can be discussed of course.
* The target could be slowed down by 50% (heavy magnetism you know)
* The redirected projectiles goes towards the target's weakest point (Sonar synergy!)! Probably overpowered, but it needs a buff like this to not be detrimental to the team.

Defensive magnetic sphere:
* This sphere is smaller than the offensive version.
* Catches enemy projectiles, stopping them from hitting the target (Meaning, more or less a personal & mobile Snow Globe + Absorb!).
* Not only does it stop enemy projectiles shot against the sphere, it also stops enemy projectiles shot from inside of the sphere.
* When the duration ends or the target dies, the sphere explodes with its collected projectiles outward from the target, dealing damage and staggering all enemies caught by the explosion. The damage of this should be based on all the ranged damage "absorbed" by the sphere, with a smaller multiplier (like 15/25/35/50% of all enemy ranged damage "absorbed" + a flat amount of 40/80/120/160 damage). Numbers can be discussed of course.
* The target also gets a small damageboost and projectile speedboost on its ranged weaponry, like by 5/10/15/20% (Magnetic speedup of the projectiles)
* Yes, this can be cast on friendly targets other than your allies, including the Cryopods and Rescue-targets!

Power Strength - Increases the end-explosion damage, enemy slowdown and friendly damagebooster (New!)
Power Range - Increases the castrange, sphere-size and end-explosion radius (New for end-explosion!)
Power Duration - Increases the duration (Same as now)

- Crush -
Great skill, however, it needs some fixes:
* It should deal a mix of Magnetic and Impactdamage or something, due to not ONLY being Magnetic, but also literally CRUSHING the targets!
* It also needs to make targets become affected by the ability when they enter the area after it has been cast (but they won't be hurt or stunned for as long then).

* After the targets have been crushed, they should be crippled for a while afterwards. It could, for example, slow their movementspeed and melee attack speed down by a large amount (Say, 40/50/60/70% slowdown, for 7/8/9/10 seconds)
Power Strength - Increases the damage (Same as now)
Power Range - Increases the AoE radius (Same as now)
Power Duration - Increases the cripple-effect duration (New!)

 

Note on Mag: Since all abilities are Magneitc, I think they could all do the Magnetic element's proc (but at a 100% chance, due to the need of being reliable!)



--- FROST ---


Frost has nice abilities, but 3 of his abilities (all but Snow Globe) are really lackluster in Damage 2.0, due to only having damage to offer, and their slowdown effects relying on PROCS! (Sure Freeze and Avalanche still freezes, but that is simply not enough). On top of bringing back the slowing effects again, some minor utilities has been added to them to give them some more variable useage and synergy. I feel he maybe needs something more though, dunno what yet to add. I guess he would be perfectly fine with these simple additions.

Will change some more things later.

- Freeze -
* Now castable while moving, without stopping your movement (no brief "halt"). Maybe castable without interrupting your reload?
* Has an AoE-effect upon impact, which freezes all enemies caught in the 2/2,5/3/4 meter radius. Freezes all targets for 5/6/7/8 seconds or until either 10%/20%/30%/40% of their health or 100/200/300/400 has been dealt as damage, whichever is the greater amount. Bosses unfreeze upon taking any healthdamage and elites unfreeze upon taking half the standard amount of damage.

* When an enemy is unfrozen, it is slowed down for a couple seconds afterwards as well.
Power Strength - Increased damage and increases the damage-taken-before-unfreezing-limits (New for limits)
Power Range - Increased effect radius (New!)
Power Duration - Increased freezing duration (Same as now)

- Ice Wave -

* Now slows down affected targets again! (100% reliable!)
* Now also pushes enemy targets in the wave direction! Maybe they should be pushed a set amount of range (Like, 5 meters) and/or to the end of the ice wave? That would be a good synergy with Snow Globe regardless (it can push them outside the Globe, which, if they are ranged enemies, makes them unable to shoot inside the globe!).
* The ice wave should also leave an icy path behind, which should serve as a prolonged defense in the form of (very) slightly slowing targets down which travels on it. I'd also give it something positive for your allies, like allies can slide on this path with no loss of forward momentum while on it! Maybe the wave/path could be widened a little bit more too?
Power Strength - Increased damage (Same as now)
Power Range - Increased width and distance (Same as now)
Power Duration - Increased path duration and enemy slowdown duration (New!)

- Snow Globe -
* Snow globe is no longer invincible but rather becomes a series of ice plates in the shape of a dome. If an ice plate receives too much damage from enemy forces, it will shatter, leaving a hole. Dome is composed of 7 plates, each having 500/1000/2000/3000 health. Each unshattered plate will regenerate 10% of its maximum health per second, but when under fire, a given plate will regenerate at 3.3% of its maximum health per second. Globe rotates around its vertical axis at 2/2.1/2.2/2.3/2.4 RPM to help distribute damage.
* You and your allies should be able to shoot into the Snow Globe as well (no more dissynergy!), although maybe with a penalty on damage dealt? Like (30/25/20/15% damage reduction?)
* The size of the actual globe should also always remain the same even if you have Stretch equipped (Increased size on it is not always a good thing for its enemy range-blocking capabilities). Instead, with the Stretch-mod, the slowing effect could
expand itself outside the globe (Although, this slow effect should be slowing enemies down by half as much as the sloweffect inside).
* The duration should also scale with ranks, with its current 30 seconds being the max duration.
Power Strength - Increased ice plates' health and regeneration power (New!)
Power Range - Increases the radius of the outer slowing effect, but not the Globe size, and increases the spinning speed of the plates (New!)
Power Duration - Increased duration (Same as now)

- Avalanche -
* Should no longer be able to stagger enemies out from the freezing and damaging area of effect. I would actually change how the ability works a bit too:
* Instead of freezing enemies and then shattering them, it could instead leave enemies in their frozen state after the damage is dealt (although, if they die from the damage, they should still shatter).This freezing effect should be quite shortlasting (3/4/5/6 seconds) and should probably end early upon any health-damage taken (Or have similar restrictions to damage taken as Freeze does?)
* Avalanche should also leave a shortlasting icy area behind after the ability is performed, which slightly slows enemies down that steps on it. Let's say a duration of 5/6/7/8 seconds or so.
Power Strength - Increases damage (Same as now)
Power Range - Increases AoE radius (Same as now)
Power Duration - Increases freezing and ice area duration (New!)



--- EMBER ---


Ember is in serioust need of tweaks. First of all, ALL her abilities should set enemies on fire (stupid Damage 2.0...). Secondly, well, look on the abilities yourself. Far more utility has been handed out to them. I hope my ideas makes her abilities more interesting.

- Fireball -
To make it more significant, it has, in a way, pretty much been merged with the old Fire Blast (!)
* Now castable while moving, without stopping your movement (no brief "halt"). Maybe castable without interrupting your reload?

* Now sets affected enemies on fire again (causing the Panic effect and bit of a Fire DoT)
* Initial damage is 150/250/350/500 fire damage and has a decently big explosion radius (3 or 4 meter radius or so?), which also knocks down all enemies caught in the explosion.
* After the Fireball explodes, it leaves an area of lingering flames behind (which would look kind of similar to old Fire Blast's animation). Any enemy that stays inside this area of effect suffers some damage over time (Like, 10/20/30/40 Fire damage per second). These lingering flames lasts for about 10 seconds or so. It has the same area radius as the initial explosion
* The fireball projectile should also have a much faster travelling speed.
* The fireball itself could also look neater (currently looks more like a huge flameburst than an actual ball of fire)
Power Strength - Increased damage of both impact and lingering flames (New for lingering flames!)
Power Range - Increased AoE radius (both initial exposion and lingering flames) (New!)
Power Duration - Increased duration for the lingering flames (New!)

- Overheat -
Just some small changes/additions to this one:

* Now sets affected enemies on fire again (causing the Panic effect and bit of a Fire DoT)
* It should also give Ember's melee and ranged weaponry some bonus fire damage (Like 10/20/30/40% bonus fire damage)
* Reduce the damage of the fire aura (by half), but increase the radius a bit (double range).
* The damagereduction could be rescaled to 30/40/50/60%, but should no longer scale with Power Strength
Power Strength - Increased DoT damage, and weapon fire-bonus (New for weapon bonus!) (No longer increases the damage reduction)
Power Range - Increased AoE radius (New?)
Power Duration - Increased buff duration (Same as now)

- Fire Blast - (Complete revamp)
Embers skills are more about being mobile, so the current version of Fire Blast seems very out of place. However, as Fire Blast DOES have some uses, it was (sort of) merged with Fireball (so Fireball is now pretty much a RANGED Fire Blast instead!)
So, Fire Blast gets a complete revamp. What does it do? For now I've just come up with something simple:
* Upon casting, Ember quickly generates lots of fire in her hands and unleashes it rapidly in a powerful explosion, centered around Ember herself.
* This causes all enemies caught in the explosion to not only suffer high instant firedamage (Like, 200/375/550/750 damage) but it also ragdolls all those enemies away from Ember! Simple, but i think that would be a fun emergencybutton!
* To make the ability have a bit more scaling utlity (other than the ragdolling), all enemies caught in the explosion could also get some kind of debuff, such as reduced armor (due to the massive explosive shockwave and/or the intense heat). A small reduction, like 5/10/15/20% armor reduction (Just like Nekros Terrify), seems enough imo.

* All affected enemies are also set on fire (leaving a little Fire DoT on them)
Power Strength - Increased explosion damage and armordebuff potency (New!)
Power Range - Increased explosion radius (New!)
Power Duration - Increased armor debuff duration (New!)

- World on Fire -
This skill is very powerful, and i guess many people like it as it is right now. The only things that COULD be changed if it's in need of any change would be:

* Now sets affected enemies on fire again (causing the Panic effect and bit of a Fire DoT)
* Make it instant cast (or at least faster cast) and the first time an enemy is hurt by the flames it should be a guaranteed "panic" effect on them (Maybe not on bosses though?), regardless of the enemy faction.
* Maybe increase Ember's movement speed by a decent amount (25%?) during this effect? That gives it some nice utility (which also synergizes with the skill itself) on top of its damage.
* Show flashy visual incinerations on targets it sets aflame! This could give it a bit more of that "ultimate" feeling.

* Now sets affected enemies on fire again (causing the Panic effect and bit of a Fire DoT)
Power Strength - Increased damage (New!)
Power Range - Increased AoE radius (Same as now)
Power Duration - Increased duration (Same as now)



--- SARYN ---


Saryn's abilities got nerfed a bit in Damage 2.0 due to being Toxic damage. However, it should (if it doesn't?) affect the target's health IMMEDIATELY, which is actually not that bad. Regardless, she has some cool and useful abilities, but they feel a little lacking here and there, so expect a lot of nice little utilitybuffs on them! Venom and Contagion have had their names swapped too, just fyi (makes way more sense that way).

 

- Contagion - (Nameswap with Venom)
Changed almost completely in behaviour to make it simpler to use (and not so potentially overpowered as it is now):

* Possible buff: Viral is maybe a more fitting damageelement for this ability?

* Upon cast, you place a number of spores (2/3/4/5 for each rank) where you are aiming, either in the world or on a target. If placed on a target, the spores follow the target around, obviously.

* Any enemy that comes within a certain range (say up to 5 metres or so) of the spores, suffers from a debuff, causing them to take damage over time and to be slowed down (say, 33% slowdown at max rank). This debuff works even if they leave the area, but if they stay, the debuff is constantly refreshed!

* Shooting or meleeing a spore causes it to pop and explode. This explosion causes enemies to suffer the same DoT and slowdown as normal, but they also suffer some minor instant damage and are staggered. This explosion is much bigger than the normal radius as well (Say, up to 10 metres or so). The spores automatically also explode if their duration timer runs out, or if they are applied to a target, explode whenever the target dies as well.
* As the spores can be placed anywhere, they can thus also be applied on your Molt! The Molt will not be hurt by the poison of course. Note: If the Molt dies while there are still spores on it, the spores will explode on its death just like they would've on an enemy target!

* Now castable while moving, without stopping your movement (no brief "halt"). Maybe castable without interrupting your reload?
Power Strength - Increases DoT damage and spore explosion damage (New for spore explosion!)
Power Range - Increases the disease AoE radius and the explosion AoE radius (New!)
Power Duration - Increases DoT and spore duration (New for spore!)

- Molt -
* When used, this ability also instantly heals Saryn's health a decent amount (10/20/30/40 health per cast)

* It also clears all non-incapacitating debuffs upon use! Meaning, it removes stuff like being on fire, slowed by ice, being poisoned etc, but you can't remove incapacitating effects such as being stunned etc. That would be a fitting buff, both for what it the ability is, and also a cool and interesting function in the world of Damage 2.0!

* Similar to Loki's Deocy, if the Molt is destroyed it still lasts for at least 1/1,5/2/3 seconds (unless this exceeds its maximum duration).

* Should no longer clip with your camera (Stand still and cast Molt, and you will know what i mean)

* No longer blocks yours or your allies' attacks (your attacks should pass through it!)

* You and your allies can walk through the Molt!
Power Strength - Increases healing done and the Molt's health and shield amounts (New!)
Power Range - Increases Molt aggroradius and the Molt's health and shield regeneration values (New!)
Power Duration - Increases Molt decoy duration (including the "after-death-invulnerability"-timer) (Same as now)

- Venom Shroud - (Name swapped (and enlonged) with Contagion)
* Still grants 25/40/60/75% melee Toxin bonus, but now also grants 10/15/20/25% Toxin bonus for your primary and secondary weapons!

* This buff also causes Saryn to get a smallradius debilitating cloud following around her (think 3 or 4 metre radius max), which causes enemies inside it to be weakened, reducing their damage done by 15/25/35/50% for as long as they remain in it! (Leaving the cloud, maybe they are still weakened for a second or two?)

Power Strength - Increases the damage-boosters (Same as now)
Power Range - Increases the debuffing cloud's radius (New!)
Power Duration - Increases the buff duration (Same as now)

- Miasma -
Some tweaks to this one:

* Maybe the damage done could be a mix of Toxin and Corrosive?
* When cast, a lingering toxic cloud is created at your casting position. This is quickly created and you can almost instantly start moving around after this (just like now).
* This cloud causes high damage the first 3 seconds of its duration (150/200/250/300 damage per second), but will last 2/3/4/5 seconds longer than that afterwards. During these 2/3/4/5 seconds, the damage is much lesser (just 20 dps).
* Any enemy hit by the higher damaging poison will be stunned for 4 seconds.
* This cloud also causes enemies to lose line of sight (similar to what i added to Smoke Screen). This makes them either shoot blindly through the cloud, or makes them run closer (and through) the cloud to be able to see you and/or your allies etc. While in the cloud, their vision is reduced to a range of about half a meter. This gives it more group utility and some usefulness in modes such as defense etc. It also will make enemies more prone to clump together more, synergizing with its own damage capabilities, as well as synergizes very well with the rest of Saryn's skillset!
Power Strength - Increased damage (Same as now)
Power Range - Increased AoE radius (Same as now)
Power Duration - Increased duration (Same as now) (Note; Fractions will be made into an extra tick (counts for both the highdamage and the lowdamage poison) doing less damage, relative to the fraction amount)

Edited by Azamagon
Link to comment
Share on other sites

--- VAUBAN ---


Vauban is famous for his strong and versatile abilities. Vauban mostly needs to get bugs fixed on his abilities, but some abilities could still need a little tweaking (Not much though).

- Tesla -
I think this skill is fine. Maybe make it so that the lightning beams also stagger targets they hit (if it doesn't stun it), so it has some utility at later levels when the damage might seem lackluster?

Idea: Maybe also the lightning can have a small area of effect on its damage? Main target still suffers 80/100/120/150 damage, while other enemies caught in the (1.5 meter?) aoe is dealt 40/50/60/75 damage? This gives it synergy with Vortex in particular (clumped together enemies = easy to aoe).

Note: This should not be able to proc chain lightning. It simply does what it does.
Power Strength - Increased damage (Same as now)
Power Range - Increased zapping range (and aoe-radius?) (Same as now)
Power Duration - Increased grenade duration and chargeamounts (New for duration!)

- Bounce -
This skill needs more useage in offensive ways. I'd say these tweaks would be nice:
* Whenever a bounce is triggered (regardless of enemy or ally using it) an AoE-blast occurs at the launch pad which deals some decent (Blast)damage and staggers all enemies in the blast radius
* If the main target that triggers the bounce is an enemy, that enemy target should suffer quite high damage to it when launched, and even more (Impact)damage if it collides with something/someone. If it falls on or collides with another enemy, that enemy should ALSO suffer from the collision damage as well as also being knocked down.
* There should be a way for an ally (or yourself) to not be launched when traversing a bounce pad. Maybe if you crouch-walk over it, it doesn't trigger?
Power Strength - Increased damage (AoE-blast, launch damage and collision damage!) (New!)
Power Range - Increased blast radius (New!)
Power Duration - Increased launching distance (?) (New!)

- Bastille -
A solid and powerful skill, before too powerful, now maybe too weak (in some people's opinion). Now here is how i would change it:

* A different take on the target limit: Target limit is lowered slightly further (5/7/9/11), however this only means how many targets can be suspended AT ONCE, not total amount over the whole duration! Total amount of suspendable targets in a Bastille is thus once again unlimited, just not all at once. Any other target inside the Bastille that is then not lifted up could instead have its movementspeed be slowed down a bit (like, by 25% or so). Is this a good compromise?

* Targets suspended gets lifted slowly towards the EDGE of the Bastille perimeters

* Any closeby Vortex will still pull the target in towards the Vortex, and doing so causes those dragged in Vortex-targets to NOT count towards the Bastille's targetlimit!
Power Strength - Increases the amount of targets held (Same as now)
Power Range - Increased radius (Same as now)
Power Duration - Increased duration (Same as now)

- Vortex -
With its recent changes, i think it feels very good. Only problem i have with it is that i think it does a job too similar to Bastille, (CC a big group of enemies), just in a slightly different way and with damage added to it. To further make them feel a bit more different from one another, this is what i would do to Vortex:

* Vortex deals more damage (15-30 damage per tick, up from 8-16 damage), however it only lasts for 5/6/7/8 seconds now (down from 6/8/10/12 seconds)

* As mentioned in Bastille, any target dragged towards a Vortex that is also inside a Bastille, causes that Vortex'd enemy to NOT count towards the Bastille-limit!
Power Strength - Increased damage done (New!)
Power Range - Increased vortex radius (New!)
Power Duration - Increased vortex duration (Same as now)

 

--- NOVA ---


Nova should first of all have 2 themes: Antimatter and SPACE. I mean, you have Null Star and Wormhole which don't seem to be all too "antimattery" in its effects. I think her skills right now are also a bit too strong, so some scaling down of the abilities could be in place.

- Null Star -
This skill is a nice offensive defense ability, but it lacks a little bit. It could just get a simple buff

* When one of the particle hits a target, it also damages enemies nearby the impacted target. What amount of damage? Say,

it deals 25/50/75/100 damage in the aoe (compare that to the 80/100/120/150 damage dealt to the main target). This explosion also staggers enemies hit by it.

* The skill needs to be refreshable whenever you want (you don't stack the stars, you only refresh them to its max amount)

* Idea: Particles that are floating around you could maybe be detonated if you get close enough to touch an enemy with them?
Power Strength - Increased damage (Same as now)
Power Range - Increased seeking range and explosion radius (New for explosion!)
Power Duration - Increased amount of particles (Same as now)

- Antimatter Drop -
I would tweak its damage scaling like this:
* Base damage changed to 75/100/125/150 damage
* Absorbed damage nerfed to 1,25/1,5/1,75/2x multplier

* It should have a (longlasting, like 30 seconds) duration. If you haven't collided with anything before the timer, it will explode at the end of its duration.

* The explosion of this ability should stagger the targets it affects, imo.

* Food for though: How about, instead of being able to summon multiple drops at once, why not let a second push of the button cause it to explode on its spot?
Power Strength - Increased damage and multiplier (New for multiplier)
Power Range - Increased blast radius (Same as now)
Power Duration - Increased duration (?) (New!)

- Wormhole -
I could see this skill being upgraded to have some more uses rather than just being a mobility tool. Things such as:
* An enemy that walks through a Wormhole could get teleported through the portals VIOLENTLY, suffering damage and being stunned/knocked down when they land
* Ally gunfire shot through a wormhole will travel through it like it normally does, but a weak "copy" of the projectile is also created (and shot out through) the OTHER wormhole, which deals 10/20/30/40% (radiation?) damage to the target(s) it might hit!
That would make it quite interesting i guess?
* I would also give the wormholes a (longer) duration ONLY, rather than both charges and duration.
Power Strength - Increases the damage (projectile copy / enemy passthrough, whichever is added) (New!)
Power Range - Increased cast range (New!)
Power Duration - Increased duration (New!)

- Molecular Prime -
I think the intention of the ability is nice, but i think it is simply just far too strong. Maybe reduce the damagemultiplier (Max 50% bonus, rather than 100%?) and reduce the damage of each explosion a bit? I think that could be very reasonable considering its range etc
Power Strength - Increased explosion damage and possibly the damagemultliplier? (New for damagemultiplier)
Power Range - Increased casting and explosion radius (Same as now)
Power Duration - Increased debuff duration (New!)

 

Questions for Nova:

* What damagetype should her abilities be?

1) Null Star currently deals Slash damage. Imo, that could be changed into Radiation damage (fits better). I don't think it should have the confusion effect on it though (just stagger).

2) Anitmatter Drop deals... i dunno what it deals actually. Blast (or maybe Radiation?) would fit here.

3) Molecular Prime deals Blast damage I think, which is fitting.

 

--- NEKROS ---

I think Nekros was a cool addition to Warframe and that his skillset has a nice variety. However, as with all characters, he needs tweaks

 

- Soul Punch -

* The main target should still be dealt the same damage as now (100/200/350/500). Targets around the main target though, they should also suffer (more reliably) some damage. I suggest a damage of 75/150/225/350. Radius could be a couple of metres (3 or 4 or so).

* The main target should also be "tagged" for your Shadows of the Dead ability, causing this target to be part of your summons, even if you don't kill the Soul Punch'd target yourself. Maybe the SotD summon could also get a higher summoning priority from Soul Punch'd targets? (So if you have done 7 Soul Punches, but killed 30 targets, those 7 Soul Punch'd targets will be the first ones summoned with your SotD)

* The "projectile" that is summoned can be scrapped due to the new AoE-damage tacked onto it.

* Idea: When you Soul Punch a target, there could be an affect of the "soul" being dragged quickly towards you. When it reaches Nekros, you and your allies within a certain range could then get healed equal to a fifth of the damage done to the main target, over a short timeperiod, like 5 seconds. (So at max rank you deal 500 damage. Each ally is then each healed for 100 health over 5 seconds, meaning 20 health per second. This heal also benefits all your summoned Shadows of the Dead!)

Power Strength - Increases damage done (Same as now)

Power Range - Increases casting range and explosion radius (New for explosion)

Power Duration - ???? (Dunno yet) (Maybe, if added, increases the healing-over-time effect's duration?)

 

- Terrify -

Some minor changes:

* Recastable whenever you want (Like all other abilities also should be able to)

* All enemies caught in the radius will be feared (No target limit anymore)

Note: If that would make this skill too powerful, how about this: You can recast Terrify whenever you want to, but doing so removes the Terrify-effect of currently affected targets (but if previous targets are caught in the new Terrify-cast, they will be affected again of course).

Power Strength - Increases the armor reduction (Same as now)

Power Range - Increases the ability radius (Same as now)

Power Duration - Increases the ability duration (Same as now)

 

- Desecrate -

This ability CURRENTLY is nice when it takes effect, but it isn't exactly a perfectly implemented skill. Let's try and improve it!

* When cast, you summon a cloud of nanite "bugs" or something (was discussed in another thread)

* Enemies within this cloud takes some minor damage over time and are slowed down (20 DPS at all ranks, 10/15/20/25% slowdown). The radius of the cloud is the same as its current casting range (10/15/20/25 metres). Duration of the cloud could be something like 5/7/9/11 seconds or so.

* Enemies that die within this cloud are picked clean by the nanite "bugs", causing their corpse to disappear and gives you the current "extra loot" effect like now! Note: You can have corpses around you, then cast Desecrate afterwards, which will then do the same effect to the corpses. So Desecrate does NOT have to be cast before the enemies dies to get the extra loot!

Power Strength - Increases the damage done (New!)

Power Range - Increases the cloud radius (Sorta the same as now)

Power Duration - Increases the cloud duration (New!)

 

- Shadows of the Dead -

Just some quality of life fixes and minor boosts:

* The Shadows shouldn't obstruct players or their attacks. That means, you (and your allies) can now walk through them and shoot through them etc!

* The Shadows could suffer less damage taken than their original counterparts. Say, 10/15/20/25% less damage taken?

* The Shadows could deal more damage than their original counterparts. Say, 5/10/15/20% more damage done?

Power Strength - Increases the total damage done by your Shadows (not just the damageboost they get) (New!)

Power Range - Increases the amount of Shadows summoned (New!) (Used to be affected by Focus before)

Power Duration - Increases the duration of the Shadows (Same as now)

 

Note:

Some things can be added and tossed around between the skillset of Nekros:

* Some form of healing effect could be added to either Soul Punch or Desecrate

* The armor reduction could be given to either Terrify or Desecrate

Thing is, his abilities can be changed around in what secondary effects they grant. But if they at least give these effects SOMEHOW, they have a nice synergy between one another:

* Some form of healing effect is nice to sustain your Shadows, but also yourself and your allies

* Armor reduction is useful to not only boost you and your allies' damage, but also your Shadows' damage

 

--- VALKYR ---

Valkyr's skillset isn't horrible per se (quite decent synergy actually), they are just implemented poorly and are in need of many improvements. Sure, she also need stat improvements, but this thread is about abilities, so I'll on tweak them:

 

- Ripline -

This ability is great, mobilitywise, but underwhelming in terms of anything else. And it also is far too "trolly". My ideas for it:

* Added crowd control - Wether Valkyr drags herself towards a position, or Valkyr pulls an enemy target towards her, any enemy that gets in the way of Valkyr or the dragged target (depending on what you have hit), gets staggered (or knocked down?) by the collision! That would make the ability far more worthwhile and also far less risky if you miss a target and hit the environment etc

* Anti ally-trolling - If Valkyr hits an ally with the whip, Valkyr pulls herself towards the ally (instead of the opposite)

* Added enemy effect - An enemy target hit by the whip is not only dragged towards Valkyr, the target should also be weakened to Valkyr's melee attacks (up to 100% boost?) for a brief moment.

* Cheaper cost - Reduce its energycost to 10 or 15. It is a bit overpriced in this regard.

* Abilitynumber - I'd swap this ability's position with (my revamped) Paralysis so this is the #3 skill instead

Power Strength - Increased damage (Same as now)

Power Range - Increased whiprange (Same as now)

Power Duration - Increased melee debuff duration (New!)

 

- Warcry -

One of Valkyr's better abilities (gives armor, melee attacksped and slows down enemies), but the melee attackspeed scales weirdly. Some tweaks and ideas for it:

* Melee attackspeedbonus is rescaled to 15/25/35/50% AND it should affect chargeattacks too.

* On top of the armorbuff, meleespeed and enemy slowdown, it could also give Valkyr (and Valkyr only) some healing upon kills, triple the amount healed if it is a melee kill or ability kill (Adds meleeing synergy, but doesn't FORCE it too hard either)). Healing done when health is full restores shields instead. (Shield Slash synergy). Overhealing done during Last Stand is collected to reduce any potential afterdamage felt (Synergy that gives you some safety in case you fail to meet the Last Stand killrequirements).

Power Strength - Increased buffs and debuff amounts (Same as now)

Power Range - Increased radius (Same as now)

Power Duration - Increased effect durations (Same as now)

 

- Paralysis Rage Slash -

This ability is rather lame in its current performance and doesn't say "Berserker" too much to me. I'd keep the main essence of it (radial damage and CC at the cost of some shields), but change its graphics massively.

* When used, some of your shields are still used up, and should be well visualized in its useage: The shields are projected into a huge energyblade, which Valkyr swipes in a circle around her (dealing a mix of Slash and Puncture damage, instead of Impact).

* This energyblade should deal a lot of damage and should still do some form of CC-effect (Knockdown with pushback?) against all targets hit by it.

* Due to a highly increased damage-potential, I'd up the cost to 25 energy, maybe also swapping this ability's position with Ripline (Shield Slash is the #1, while Ripline is the #3)

* The attackspeedbuff from Warcry should indeed speed up this ability's castingspeed!

* Radius could be improved slightly (up to around 7m or so at max rank)

Power Strength - Increased damage (Same as now)

Power Range - Increased radius (Same as now)

Power Duration - Increased effect duration (What could the effect be?) (New!)

 

- Hysteria -

Could be made a lot more interseting. Two (well, three, sort of) versions for me:

1) Be kept as it is with the clawform (although the attacks need massive visual improvement), but shoud grant you a great movementspeed bonus, could potentially give you 95% damage reduction (instead of invulnerability, which is then countered by the Warcry's ability to heal you), more agile attacks (not so halting attacks) and the attacks themselves should be far more aoe-like. Each attack should produce a shockwave, which should not only be visual, but provide damage too (and stagger!).

2) You are now using your own meleeweapons (not the "clawform"), with a great bonus to your melee damage, as well as the other buffs mentioned above: A great movementspeed bonus, a 90% damage reduction and the attacks should produce shockwaves, which should not only be visual, but provide damage too (and stagger!).

3) Both versions! If you press Mouse 1 during Hysteria, you use the claws. If you press E, you use your own meleeweapon! This allows it to have good basedamage (Innate Claws) and to scale as well (Own Melee-weapon of choice)!

Other notes for this ability (regardless of version)

* The melee buff could potentially increase the damage of Ripline and Rage Slash too?

* No longer has its health-restorating capabilities. That is moved over to Warcry (for the sake of using more than just one ability over and over...)

Power Strength - Increases melee damage (including the shockwaves) (New for shockwaves!)

Power Range - Increased shockwave travelling range (New!)

Power Duration - Increased ability duration (Same as now)

Edited by Azamagon
Link to comment
Share on other sites

--- VOLT --- (Credit mostly to WondahBoah and Volt_Cruelerz, but also others, for the ideas!)

This is a segment dedicated to Volt and what to do with him. Volt is currently the most dissynergetic Warframe in the game. While his skills individually are not that bad, just look at this:

 

Overload after casting Electric Shield - You will hover OVER your shield, making it completely incapable of protecting you

Overload after casting Speed - Overload forces you to stay in place, while Speed gives you a movementspeed bonus...

Electric Shield and Speed - One is a power centered around being stationary, the other about maximum mobility.

 

And Shock ... is just really weak

 

But how to fix him is very much up to debatte. Some say that he should just have his skills buffed and made to synergize better, others say that he she be split into 2 different Warframes; Volt becoming a "potent alternative to gunplay" (aka a caster), while another Warframe gets an emphasis on being a "steroid gunslinger" (Based on Speed and Electric Shield). I have tried to suggest things for BOTH directions, as i think both directions are equally viable. Let's see what i have done shall we?

 

Regardless of what Volt version is made though, his movement speed should be increased a bit. To 1.1 or so would be enough (he has 1.0 now I think). Just to make his movementspeed fit better with his Lightning-theme and all.

 

Volt version 1 - Buffed and synergized (Ignoring his current description, and continue to cater to his jack-of-all-trades-ness instead)

- Shock -


Needs some oomph for sure. On top of having its damage raised (Needs like a 3x damage-increase, seriously!), some more things need to be done to it. Here is how i visualize it:
1) When activated, casts a thick lightning bolt in an unlimitedly puncturing straight line (although stops when it hits terrain), dealing high damage to all targets it travels through (Like, 200/300/400/500 electric damage).

2) Anyone that is close to the lightning bolt (close to the "line lightning" anywhere along its line or at the end of it, doesn't matter, just anywhere near it!) suffers arcing damage (Like, 100/200/300/400 electric damage). This arcing lightning can then further arc over to another enemy etc, etc. All arced targets suffer equal damage (No reduction between jumps). Has a set amount of targets that can be arced over to (Like 4/5/6/7 targets). Arcing range is quite far too (Same ranges as now).
3) A target CANNOT be hit by both the line lightning and the arc lightning, only one of each.
4) Should also be able to instantly hack consoles if it hits it / jumps over to one (Should not count towards the target limit though). I mean, why not? That'd give Volt some quite unique functionality!
5) In addition, this skill should stun any non-boss target for a short while (Including targets like Ancients...) (To make sure it has utility even if its damage is lackluster in endgame), to ANY target of any faction.
6) It should also be castable while moving, without stopping your movement (no brief "halt"). Maybe castable without interrupting your reload?
Focus - Damage increased (Same as now)
Stretch - Longer arcing range and increased amount of targets chainable (New!)
Continuity - Longer stun duration (New!)

- Speed - (Rename to Lightning Speed to make it better in line with Volt's theme?)
I don't really think it fits being a group buff. but i guess that can stay. Only one nerf to the grouputility:
* The boosted allies should only get half the bonuses of what Volt gets. This is so that Volt can use it more to "catch up" with his teammates.
Now for the buffs:
* I would remove the whole fisheye camera-thingy. It's just annoying and pointless.

* It now also causes you to get a faster casttime for your other 3 abilities (Percentage the same as the meleespeed bonus)!
* On top of the runspeed, it should also give buffs to RANGED weaponry in a simple way: Faster reload speed. The bonus amount could be the same as the meleespeed (which should be rescaled too, into 15/25/35/50% bonus, changed from 10/15/25/50%)
* Your rolling-animation should also be faster during this ability!
* Another boost to this skill could be something like: When you sprint during this effect, enemies are slightly less likely to hit you with their ranged weaponry!
Focus - Increased melee attack speed bonus and reloadspeed bonus (not the runspeed) (New!)
Stretch - Increased ally buffing range (New!) (Maybe should increase the runspeed bonus too?)
Continuity - Increased duration (Same as now)

- Electric Shield -
Simple buffs to this one:
* Your regular damage should not be reduced/converted at all, but the lightning bonus should simply be a BONUS lightning damage! (Could be something like 15/25/35/50% bonus electrical damage)
* Whenever an enemy comes close to the shield, they are shocked with a slightly damaging lightning beam (Like, 25/50/75/100 electrical damage) and stuns very briefly (or maybe just staggers?). This lightning attack shouldn't be able to strike a single target more than once per Electric Shield cast, but can strike an infinite amount of DIFFERENT enemies (Different from Vauban's Tesla in the exact opposite way)
* Here is also another idea on how it could be a more versatile ability:
Tap the button = Creates a shield which follows you around in front of you, wherever your crosshair is! (New!)
Tap the button again while you have an Electrical Shield summoned = Place the shield in a stationary fashion where you are aiming (And here you still got your immobile shield!)
Creating a following shield in front of you can make it synergize very well with Speed (and Overload for protection too)!
Focus - Increased bonus lightning damage and proximity lightningbeam damage (New!)
Stretch - Increased shield size (New!)
Continuity - Increased duration (Same as now)

- Overload -
A powerful skill as it is now, but I see 2 version of this one:

 

1st version - The current "fire and forget" one, with these changes:

* The mobilitybuff it received was enough in terms of, well, mobility (No more hangtime!)

* It should reliable stun all targets though.

* I'd also make it similar to Shock, that it would be able to instantly hack consoles that the lightning hits

 

2nd version - The old version of Overload (with the hangtime-thing remaining), but with these changes:

* Make it so that you can still move around (although slightly slower, somewhat redeemed by your Speed ability) and also be able to cast your abilities while it lasts! That would make it way more fun and versatile to use! Note: I do not mean you should be able jump or crouch or anything like that, just move around to reposition yourself.
* During Overload, you should be able to interact with it a little more, namely, on top of the regular effect pulsating, you should also be able to repeatedly shoot out lightning bolts (like a weaker single target Shock in a fast semi-automatic fashion) when leftclicking during its effect, all the way until you land. Note: Casting these lightnings does not halt your movement.

I think that this would make it way more fun to use (More interaction during ultimates is more fun rather than just Press button, watch the animation, wait til the effect ends).
* I'd also make it similar to Shock, that it would be able to instantly hack consoles that the lightning hits (both the aoe and manually shot lightning bolts).
* The Overload AoE should stun targets, and the manually cast lightning bolts should stagger targets (Corpus units could get briefly stunned).
Focus - Increased damage (including the manual lightning-bolt-shots!) (New for the manual shots!)
Stretch - Increased AoE radius (Same as now)
Continuity - Increased hovering and lightning pulsation amounts (and thus also longer manual-firing-duration) (New!) (Note; Fractions will be made into an extra lightning pulsation doing less damage, relative to the fraction amount)
 

There! Far more potent abilities, but more importantly, they now have massive synergy:

Overload + Shield - Shield now protects you better while you cast Overload

Overload + Speed - Speed makes you cast Overload faster

Overload + Shock - Shock is an alternative to protect you during Overload, due to Shock's guaranteed stun-effects (and the ability to cast spells during Overload in the first place)

Shield + Speed - Shield protects you while you run around, Speed lets you faster get close to enemies and zap them with the Shield, and Speed increases your reloadspeed, allowing you to shoot more and thus get more out of your Shield's electrical damage bonus. Oh, and Speed lets you summon the Shield faster too!

Shield + Shock - Allows you to stun a group of enemies with Shock, for easier targetting with your weapons so they can benefit from the Shield's bonus electric damage

Speed + Shock - Shock stuns a group, Speed lets you run up fast and melee them more safely during the Shock's stun. Speed also increseases your casting speed for Shock!

 

Further note: NONE of Volt's damaging skills should be able to proc any chain lightnings. The skills should only do what they do, nothing else!

 

Volt version 2 - Split into two, where Volt is made into a caster (Following his description)

New stats (more casterlike):

Shields: 150

Health: 100

Energy: 150 (Up from 100)

Armor: 10

Shield recharge: 25 (Up from 22.5)

Sprint speed: 1.15 (Up from 1.0)

Aura polarity: - (Tactical)

 

Now to the specific abilities. These are all highly up to debatte, but i hope the skills i suggest are fun, fitting, synergetic and balanced.

 

- Shock -

Just as suggested for the buffed-up-version of Volt:

Needs some oomph for sure. On top of having its damage raised (Needs at least a 3x damage-increase, seriously!), some more things need to be done to it. Here is how i visualize it:
1) When activated, casts a thick lightning bolt in an unlimitedly puncturing straight line (although stops when it hits terrain), dealing high damage to all targets it travels through (Like, 250/350/500/700 electric damage).
2) Anyone that is close to the lightning bolt (close to the "line lightning" anywhere along its line or at the end of it, doesn't matter, just anywhere near it!) suffers arcing damage (Like, 150/250/350/500 electric damage). This arcing lightning can then further arc over to another enemy etc, etc. All arced targets suffer equal damage (No reduction between jumps). Has a set amount of targets that can be arced over to (Like 4/5/6/7 targets). Arcing range is quite far too (Same ranges as now).
3) A target CANNOT be hit by both the line lightning and the arc lightning, only one of each.
4) Should also be able to instantly hack consoles if it hits it / jumps over to one (Should not count towards the target limit though). I mean, why not? That'd give Volt some quite unique functionality!
5) In addition, this skill should stun any non-boss target for a short while (Including targets like Ancients...) (To make sure it has utility even if its damage is lackluster in endgame) Stun time could be 2,5/3/3,5/4 seconds, to ANY target of any faction. Corpus units maybe could be stunned 1 second longer to emphasize their weakness to lightning?
6) It should also be castable while moving, without stopping your movement (no brief "halt"). Maybe castable without interrupting your reload?
Focus - Damage increased (Same as now?)
Stretch - Longer arcing range and increased amount of targets chainable (New!)
Continuity - Longer stun duration (New!)

 

Alternative idea for Shock:

- Electric Tether -

An idea to tweak Shock into something more interactive (in pacticular when combined with his other skills):

* Think of a taser. Now think of that the taser's cord is electrical along the whole cord! That is, in short, kinda what this skill is.

* So, when cast, Volt quickly launches an electrical tether towards where he is aiming. This electrical tether attaches itself to whatever it hits. If a tether attaches itself on an enemy though, that target is (potentially) stunned for the remainder of the ability's duration

* Now, this tethers is launched and stuck against something, but is is also still attached to Volt himself (attached in an arcing way from his shoulders/chest?). When you now move around, the tether between Volt and the surface it is attached to, moves along with you!

* If anyone gets close to the tether, they will suffer damage for every second they remain close to the tether. If they TOUCH the tether though, they will be zapped by a much higher instant damage, which they can only suffer from once per tether (Note: If an enemy is tethered onto, that target obviously suffers both the instant damage and the damage over time effect). Touching the tether also stuns the target in place for as long as they are touching it +1 second afterwards. So moving around is the key to make this skill more useful!

* Numerical examples:

First touch of the tether - 75/150/225/300 electrical damage

Damage when close the tether - 30/50/70/100 electrical damage per second

Distance from tether to suffer from the DoT - 1/2/3/4 meter distance

Duration of the tether - 5 seconds at all levels

* Moving too far away from a tethered point, or the tether attaching too far away from Volt, makes the tether snap, ending that tether's duration early. Distances I'm not too sure of though.

* To not make it TOO spammy, maybe there should be a restriction on how many tethers can be created? Like, every time you make more than 5, the first one created is destroyed?

Energycost: 25

Focus - Increases the damage (for both the first touch and damage over time)

Stretch - Increases the snapping limit distance and DoT-proximity-requirement-distance

Continuity - Increases the duration

 

- Blitz -

Think of Excaliburs Slash Dash, but with quite some differences:

* Can be cast to go wherever you aim, in all 3 dimensions (up to a maximum distance), making it far more mobile

* Makes you travel far faster than any other Dash-ability (near instant)

* Volt can pass through his targets completely. They cannot stop him in his tracks

* When Volt passes through a target, they are dealt some electrical damage (Think, 50/100/150/200 damage)

* At the end of the Blitz, an electrical explosion occurs, which is the main source of the damage of this ability (Think, 150/200/250/300 damage). Radius i don't know though. This explosion knocks down all targets caught in it.

Energycost: 25

Focus - Increases the damage (both the passthrough and explosion)

Stretch - Increases the passthrough radius and the explosion radius

Continuity - Increases the maximum travelling distance

 

- Superconductor -

Think of this as the ability that causes Volt's abilities to actually deal signifcant amounts of damage

* When activated, Volt gets the Superconductor aura for 6/7/8/9 seconds. This aura causes several negative effects on nearby enemies:

* All enemies within this aura (15/18/21/25 meters) are slowed down a bit (10/15/20/25% slowdown)

* Whenever you cast an ability, all targets in the area suffers instant electrical damage (30/60/90/120 damage, and also 5/10/15/20 damage whenever you shoot lightning manually during Overload!). Spam those abilities away!

Energycost: 75

Focus - Increases the damage and slowdown

Stretch - Increases the aura radius

Continuity - Increases the aura duration

 

- Overload -

Similar to the Overload in Volt's 1st version, it has two incarnations:

 

1st version - The current "fire and forget" one, with these changes:

* The mobilitybuff it received was enough in terms of, well, mobility (No more hangtime!)

* It should reliable stun all targets though.

* I'd also make it similar to Shock, that it would be able to instantly hack consoles that the lightning hits

 

2nd version - The old version of Overload (with the hangtime-thing to remain), but with these changes:

* Make it so that you can still move around (although slightly slower, somewhat redeemed by your Speed ability) and also be able to cast your abilities while it lasts! That would make it way more fun and versatile to use! Note: I do not mean you should be able jump or crouch or anything like that, just move around to reposition yourself.
* During Overload, you should be able to interact with it a little more, namely, on top of the regular effect pulsating, you should also be able to repeatedly shoot out lightning bolts (like a weaker single target Shock in a fast semi-automatic fashion) when leftclicking during its effect, all the way until you land. Note: Casting these lightnings does not halt your movement.

I think that this would make it way more fun to use (More interaction during ultimates is more fun rather than just Press button, watch the animation, wait til the effect ends).
* I'd also make it similar to Shock, that it would be able to instantly hack consoles that the lightning hits (both the aoe and manually shot lightning bolts).
* The Overload AoE should stun targets, and the manually cast lightning bolts should stagger targets (Corpus units could get briefly stunned).
Focus - Increased damage (including the manual lightning-bolt-shots!) (New for the manual shots!)
Stretch - Increased AoE radius (Same as now)
Continuity - Increased hovering and lightning pulsation amounts (and thus also longer manual-firing-duration) (New!) (Note; Fractions will be made into an extra lightning pulsation doing less damage, relative to the fraction amount)

 

 

Look at the synergies here:

Superconductor + Any other skill - Speaks for itself, casting Superconductor slows targets down for easier useage of the other abilities and you spam your abilities (Shock is highly fitting for this) to make serious AoE-damage

Shock / Tethers + Blitz - Depending on which skill to be added to Volt, Blitz help both of them regardless: With Tether - Tether up a position/some enemies, then reposition yourself with Blitz so that as many enemies get caught by the tether(s) for maximum damage. With Shock - Reposition yourself easily with Blitz to make Shock hit as many targets as possible.

Overload + Blitz - Overload allowing you to move slowly + cast spells meanwhile allows you to move into a better position by itself, but much faster so with the help of Blitz.

Overload + Shock / Tether - The stun effect from your Shock / Tether can hold a bunch of enemies in place, while Overload nukes them down fast (Then combine that with Superconductor for serious mayhem!)

 

These are just SOME ideas of what could be done to Volt, but i think all this sounds like a whole bunch of fun!

 

Amp - The other half of the split up Volt, the "steroid gunslinger" (with tweaked versions of Speed and Electric Shield, among other stuff)

Suggested stats:

Shields: 100

Health: 150

Energy: 100

Armor: 100

Shield recharge: 22.5

Sprint speed: 1.0

Aura polarity: V (Offensive, fitting with Rifle Amp)

 

- Adrenaline Field -  (Think Speed, but with some differences)

When activated, Amp gets an aura which grants lots of bonuses for Amp and her allies:

* It benefits all allies, including all Sentinels, even your own, the Cryopod, Tennos and Hostages, and as well as your "Turret" ability, for as long as they remain within the aura's range (could remain a little while after someone leaves the aura though)

* It grants 15/25/35/50% reloadspeed and melee attackspeed, 15/25/35/50 armor as well as the same movementspeed bonus as current Volt's Speed gives (but without the fisheye effect).

* Aura range could be something like, 10/15/20/25 meter radius, maybe more.

* Duration could be is 7/8/9/10 seconds.

Having a groupbuff as the #1 skill seems like a good idea, to differentiate from other Warframe's (usually) damaging #1 skills.

Energy cost: 25

Focus - Increases the reloadspeed, meleespeed and armor bonuses

Stretch - Increases the aura radius

Continuity - Increases the duration

 

- Turret -

* When activated, you summon an automated little turret on your SHOULDER! Pressing this ability again deploys it on the ground, becoming an immobile turret instead, right in front of you, standing on the ground on some form of tripod legs (shootingheight would then be similar to a crouching Tenno). However, if it gets deployed on the ground it also becomes vulnerable to enemy attacks. It would have something like 100/175/250/300 shields and health and 50 armor at all levels.

* For balancing reasons, maybe only one turret can be active at a time? (So, deploying one on the ground, then summoning it again on your shoulder will destroy the previous one)

* This little device shoots with a little machinegun at targets that get close enough to it, and only in a frontal cone, wether it is deployed on your shoulder or deployed on the ground.

* Example numbers for the turret could be

* 10/15/20/25 damage per bullet, 7 rate of fire, 20 bullets per magazine (but has unlimited supplies of bullets), reloadspeed of 1.5 seconds, lasts 15/18/21/25 seconds, attacks enemies in a 50 degree cone or so in front of it if they are within 20/25/30/35 metres or so.

Note: Adrenaline Field, Aegis and Nanobot Armada DOES benefit the Turret in the same way it would affect a player!

Energy cost: 50

Focus - Increases the damage of the bullets and the shield+health of the turret

Stretch - Increases the turret's targetting range

Continuity - Increases the turret's duration

 

- Aegis -  (Think Electric Shield, but with some differences)

Similar to Volt's Electric Shiled, but tweaked to be more fitting to Amp:

* Your regular damage should not be reduced/converted at all, but the bonus damage should simply be a BONUS damage! (Could be something like 15/25/35/50% bonus BLAST damage)
* Whenever an enemy touches the shield, they are zapped by its energy (Dealing like, 25/50/75/100 BLAST damage) and stuns very briefly/staggers/knocksdown (whatever is balanced). This zapping attack shouldn't be able to strike a single target more than once per Aegis cast, but can strike an infinite amount of DIFFERENT enemies (Different from Vauban's Tesla in the exact opposite way)
* Here is also another idea on how it could be a more versatile ability:
Tap the button = Creates a shield which follows you around in front of you, wherever your crosshair is! (New!)
Tap the button again while you have an Aegis summoned = Place the shield in a stationary fashion where you are aiming (And here you still got your immobile shield!)

Creating a following shield in front of you can make it synergize very well with Adrenaline Field, or actually, with ALL of Amp's abilities!

Energy cost: 50

Focus - Increases the damagebonus (and if kept, the touch-damage)

Stretch - Increases the size of the shield

Continuiry - Increases the duration of the shield

 

Now, the most difficult part to add to the Amp Warframe, the Ultimate. But i do have a fitting idea:

 

-Nanobot Armada-

When cast, you (and possibly your Turret) get the Nanobot Armada buff, which causes your ranged weaponry to get supplied by special nanobot ammunition, which gives some nice bonuses:

1) It grants temporary unimited amounts of ammunition in your ammo supplies (you still have to reload, but don't worry about wasting any ammo!) (After the buff wears off, your ammo will go back to whatever value you had before you activated the ability, counting in your mag's previous amount of ammo too)

2) It also grants you a form of aoe-effect on all your ranged attacks: Whenever you shoot, your projectiles are now energized (and gets a ray-effect on their shots, coloured by your chosen energycolour!). Enemies that get close to your weapons' now energized projectiles anywhere along their travelling line, get zapped by the energy. A max amount of 2/3/4/5 enemies can be hit by this zap per projectile, the zapping deals something like 50% of your weapon's damage as Blast damage, and enemies need to get within 2/3/4/5 metres of the projectile travel line to get zapped.

3) Maybe also a hefty multishot-effect is added to your ranged weapons (For example, 25/50/75/100% multishot). This maybe would be too strong?

4) Yes, your turret also benefits from all these effects. Note: You can summon your Turret AFTER you have cast the Nanobot Armada buff and it will still benefit from the buff!

5) Buff duration I have no clue of, but maybe up to 20 seconds or so?

Energy cost: 100

Focus - Increases the multishot numbers and/or the zapping values

Stretch - Increases the zapping range

Continuity - Increases the buff duration

 

Note:

Other stuff could also be granted with this buff, such as:

* Fire rate boost

* Plain old damageboost

* Chance to not consume ammo for each shot fired (instead of temporary unlimited ammo supplies)

 

Whatever it gives, it should at least greatly help you with damage and/or ammo-economy

 

I bet someone could probably come up with a better ultimate, but i like it, as it is different from the other "blasty" same old aoe-explosion ultimates and synergizes very, very well with the whole kit!

 

Let's look at the synergies for Amp's skillset:

Turret + Any other skill - As the Turret also benefits from all other skills, Turret obviously has great synergy. Note some things: Both Turret and Aegis can be placed to become stationary, being able to become an extra sentinel/teammate of sorts, guarding a certain direction!

Adrenaline + Aegis - Aegis protects you while you run around faster with Adrenaline, Adrenaline lets you faster get close to enemies and zap them with the Aegis, and Adrenaline increases your reloadspeed, allowing you to shoot more and thus get more out of your Aegis' blastdamage bonus.

Adrenaline + Nanobot Armada - Adrenaline let's you shoot more by reloading more often, while Nanobot Armada gives nice ranged bonuses plus unlimited ammosupplies (where reloading more often is a huge benefit).

Aegis + Nanobot Armada - Aegis gives you protection as well as more damage with the Blast damage bonus, Nanobot Armada gives multiple ranged bonuses and unlimited ammosupplies (where Aegis' protection can let you shoot more recklessly too!)

Adrenaline + Aegis + Turret + Nanobot Armada - ALL ABOVE BENEFITS AT ONCE! Seriously, this Warframe has so much synergy it is disgusting! :D

 

... I want Amp to exist in the game NAO! Oo

Edited by Azamagon
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...