SmokinDice Posted August 21, 2020 Share Posted August 21, 2020 to continue the trend and look more specifically at warframe abilitys that will be used in the new helminth system I want to take a closer look at loki this time around. if you like the idea, please leave a like as minimal feedback, or comment. Decoy is widely considered to be one of the WORST possible choices to put on any warframe, not only because it is nearly useless in its current state but has been overlooked in lokis kit for years! funnily enough while trying to come up with ideas I found that in the video game SMITE, there actually is a hero called Loki too, and HIS version of decoy (yes it even has the same name ingame) is actually brilliant, and is exactly what I came up with when I would redesign this ability. Please take a look first! This is AMAZING, and it would be CRAZY good and useful, not only on loki, but a variety of warframes! imagen this! DECOY 25 Energy Loki summons a decoy at the target location. The decoy taunts (literally) nerby enemys to attacking him, distracting fire and gathering their full attention. (similar to how Mallet/Resonator works right now.) uppon second activation the decoy bursts dealing massive damage to sourrounding enemys.. Strength: 400 / 600 / 800/ 1000 Base Radiation damage Status Chance: 50% Duration: 6 / 9 / 12 / 15 s Duration (invulnerable): 3s Range:15m (taunt) Range:10m (explosion) Misc:100 m (cast range) 4000 SP (Decoy shields) 4000 HP (Decoy health) (scaling or completly invulnerable are possible too!) Loki creates a holographic decoy at the location on the aiming reticle. Forcing any enemy within 15m range to attack it, with 4000 Shield and 4000 Health points, the decoy is invulnerable to damage for 3 seconds when spawned, and any damage dealt to it in this period is added to his health pool. The decoy will draw enemy fire and last for a maximum of 6 / 9 / 12 / 15 seconds, or until destroyed by enemy attacks or is destroyed early by HOLDING the ability key. when Destroyed the Decoy explodes for 400 / 600 / 800/ 1000 Base Radiation damage in a 10m radius. Any damage dealt to the decoy while it was active will increase the Damage of the explosion even further. this will make this ability an AMAZING crowd control tool for a first ability, it will draw in fire from enemys and will protect you from harm while at the same time offer some damage capabilitys in the mid game. damage could also always scale with enemy level to make it more desirable in the late game, OR the decoy could just be completly invulnerable and just be a perfectly fine CC ability similar to something like a stationary resonator ball that can explode and then confuse enemys even more! what do you guys think? Link to comment Share on other sites More sharing options...
SmokinDice Posted March 21, 2021 Author Share Posted March 21, 2021 pablo please? This also adds some really nice synergy! So a good tactic would be to cast disarm, so all enemies become melee, and then cast Decoy in an open area or choke point and watch as all enemys mindlessly run towards it to bundle up. This gives Loki a nice way to clear groups of enemies, protect an objective, or himself and allies. Link to comment Share on other sites More sharing options...
(PSN)chris1pat8twins Posted March 22, 2021 Share Posted March 22, 2021 16 hours ago, SmokinDice said: pablo please? This also adds some really nice synergy! So a good tactic would be to cast disarm, so all enemies become melee, and then cast Decoy in an open area or choke point and watch as all enemys mindlessly run towards it to bundle up. This gives Loki a nice way to clear groups of enemies, protect an objective, or himself and allies. I used a safeguard decoy combo before. It was funny af when the Liches would grab it instead. But the decoy should definitely draw in way more attention. Why call it a decoy if enemies are willing to ignore? And if anything the wider the range, the further enemies can be drawn to it. Like a sniper would target it too. And any amount of power strength should make the decoy tougher to destroy. All around it is not a very good decoy. Especially when the silver grove specter is able summon 2 that cause self harm if attacked. Not very fair. A lot of old frames needs some little tweaks for sure. Loki being the main one. Link to comment Share on other sites More sharing options...
(PSN)Vexx757 Posted March 22, 2021 Share Posted March 22, 2021 Interesting, here is what I would to to Decoy. 1st ability: · Enemies attacks will faze through it making the decoy un able to take damage. · When shooting, enemies will be affected by an impact proc making them stagger. · While using mobile decoy mode, there is a 50% chance of it to proc blast damage knocking enemies down, if this happens, enemies within a 30m radius will prioritise the decoy as a dangerous threat increasing threat levels for seven seconds. (threat levels higher than interception and defence targets) · It will use whatever primary or secondary weapon Loki is currently using. Link to comment Share on other sites More sharing options...
(PSN)c1234567890alvi Posted March 22, 2021 Share Posted March 22, 2021 I think that this idea of a decoy would be a little too close to what Octavias first ability does or a little too close to Saryns Molt without the Speed Boost/Ridding of status effect. I would love something else instead. Loki would be able to cycle between three kinds of decoys, similar to Wisps Reservoirs or Vaubans Grenade. The decoys become time based and indestructible and based on the type you use, you get a buff, that gets stronger the more it is shot, up until a certain threshold. Decoy one gives CC and CD when shot Decoy two gives SC and MS when shot Decoy three gives Projectile Speed, Punch Through and Damage when shot. This would only work this way on Loki. Per Helminth it would give CC when ability is tapped and SC when hold. It would give decoy a certain unique aspect and definitely increase its viability. Link to comment Share on other sites More sharing options...
Tiltskillet Posted March 22, 2021 Share Posted March 22, 2021 My favorite Decoy rework proposal is a lot more radical: Link to comment Share on other sites More sharing options...
SmokinDice Posted March 25, 2021 Author Share Posted March 25, 2021 On 2021-03-22 at 3:01 PM, (PSN)c1234567890alvi said: I think that this idea of a decoy would be a little too close to what Octavias first ability that IS intentional though.. as this IS what a decoy shoud do.. and I always thought it was weird they have the ability to actually make a working taunting aura for ocatvia but not loki. abilities CAN be similar if achieving diffrent things. first of all the decoy is always stationary, just there to really hold down a specific area. and even then it still FAR weaker than anything octavia can do.. since my version of decoy still doesn't spread infinite scaling damage outwards like mallet does.. it is "just" doing what it is suppose to.. Taunting enemies away from you.. so it is more like a mix of both octavias first and second ability but only adding the to weaker parts of it. its closer to octavias 2 actually but instead is just stationary and makes enemys shoot it (which is generally worse than making them stop firing) and does not deal ridiculous amounts of damage as reatliation damage, just explodes for a little radiaton proc (just to be thematic) On 2021-03-22 at 3:01 PM, (PSN)c1234567890alvi said: cycle between three kinds of decoys I just hate all cycle abilites.. so I just can't get behind that idea sorry ^^ On 2021-03-22 at 2:50 PM, (PSN)Vexx757 said: - Enemies attacks will faze through it making the decoy un able to take damage. · When shooting, enemies will be affected by an impact proc making them stagger. · While using mobile decoy mode, there is a 50% chance of it to proc blast damage knocking enemies down, if this happens, enemies within a 30m radius will prioritise the decoy as a dangerous threat increasing threat levels for seven seconds. (threat levels higher than interception and defence targets) · It will use whatever primary or secondary weapon Loki is currently using. - sure, he could just be unkillable also. - the procs of your idea seem outdated, since both impact and blast procs dont work like this anymore. but in theory would still work now. but why would he taunt only AFTER a proc? why not immediately? this sound like an even more minor change than my idea ^^ - giving the decoy a gun was something I have considered many times. I think this would also be cool, coupled with the invulnerability it could hold down an area, but I think the duration needs to be reduced then slightly.. since it could hold down an area by it self for a whole minute. which wukongs clone can do as well yes, but he can at least die. so the idea COULD work and make it diffrent enough from wukong.. I like the idea. balancing it could be dangerous, although also fun! :D Link to comment Share on other sites More sharing options...
(PSN)Vexx757 Posted March 25, 2021 Share Posted March 25, 2021 12 hours ago, SmokinDice said: -snip- My bad I copied and pasted it from a old post I put up, I show you my old version then i`ll show you my updated version. Old version Spoiler · After cast, it`s immune to damage for five seconds while absorbing damage however, the five seconds of immunity doesn’t start until it gets attacked. Depending on the damage stored it will be converted into health for more survivability. · Holding the ability will make the decoy mobile within a 10m radius which can be increased by range mods. · When shooting, enemies will be affected by an impact proc making them stagger. · While using mobile decoy mode, there is a 50% chance of it to proc blast damage knocking enemies down, if this happens, enemies within a 30m radius will prioritise the decoy as a dangerous threat increasing threat levels for seven seconds. (threat levels higher than interception and defence targets) · It will use whatever primary or secondary weapon Loki is currently using. Updated version Spoiler · Enemy`s damage will pass right through it making decoy take no damage. · When shooting, enemies will be staggered. · While shooting at the same enemy, there is a 50% chance for the enemy to be knocked down, when this happens, enemies within a 30m radius will prioritise the decoy as a dangerous threat increasing threat levels for ten seconds. (threat levels higher than interception and defence targets) · It will use whatever secondary weapon Loki is currently has equipped. To make it make sense, the enemies would see their ally knocked down alerting them and seeing the decoy is a threat prioritising all their efforts into killing the decoy (which they can`t) it still taunts them but it`s just higher. Link to comment Share on other sites More sharing options...
SmokinDice Posted March 25, 2021 Author Share Posted March 25, 2021 1 hour ago, (PSN)Vexx757 said: To make it make sense, the enemies would see their ally knocked down alerting them and seeing the decoy is a threat prioritising all their efforts into killing the decoy (which they can`t) it still taunts them but it`s just higher. In any case I would just make the decoy just taunt immediatly and let him do what he is suppose to.. also 30m is WAY to big of a radius ^^ 15m would be more fair for a first ability, since yo probably build for some range anyway, or at least this will incentivise it. just make him taunt, and with your idea it is then basically a taunting unkillable auto turret. which I personally feel like is to strong still, BUT none the less I would like the idea. Link to comment Share on other sites More sharing options...
(PSN)Vexx757 Posted March 26, 2021 Share Posted March 26, 2021 20 hours ago, SmokinDice said: -snip- Just to explain, the decoy can`t kill it just cc`s them, ok I do agree 30m is much. The prob with int missions is that enemies prioritise it even ignore you while you`re standing their even abilities like Nekros` 2 won`t stop them once they start hacking, the knockdown taunt just increases the decoy`s priority. Since we are talking about Loki, I think he needs a revisit. Here is what I would do to Loki. Loki: New Passive: Your attacks will have 100% chance to proc radiation, the proc will last double the duration. · The passive will deactivate when using his 2nd ability. 1st ability: · Enemy`s damage will pass right through it making decoy take no damage. · When shooting, enemies will be staggered. · While shooting at the same enemy, there is a 50% chance for the enemy to be knocked down, when this happens, enemies within a 15m radius will prioritise the decoy as a dangerous threat increasing threat levels for ten seconds. (threat levels higher than interception and defence targets) · When an enemy is knocked down it will target another enemy, one at a time. · It will use whatever secondary weapon Loki is currently has equipped. 2nd ability: · Remove muffled sound while invisible. 3rd ability: · After switching with the enemy, loki will be invulnerable for 1 second. · Loki is always be facing the enemy he`s switches with. · If he teleports into a group of enemies, they will receive a knock down in a 10m radius. · You can switch places with crates, barrels and dead bodies. · If you have a melee weapon equipped while doing so, enemies will take slide attack damage from melee weapon. · (Synergy) If you decide to switch places with the decoy, you and the decoy will knock down enemies within a 15m radius. 4th ability: · Holding the ability will make enemies weapons explode dealing 1000 damage and knocking them down. This can be increased by strength mods. · This will deactivate eximus abilities for 20 seconds. This is not affected by duration mods. Link to comment Share on other sites More sharing options...
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