LokiTheCondom Posted September 11, 2020 Share Posted September 11, 2020 Will Deny be an upper body animation instead of full body? Casting speed isn't really an issue since it feels clunky to use due to locking you in position. Link to comment Share on other sites More sharing options...
(PSN)ZeKingIII Posted September 11, 2020 Share Posted September 11, 2020 Chance not to take damage is not the same as damage reduction. Xaku is squishy as a stress ball, harder to squeeze than certain other balls, but still easily squeezed when the person is strong enough. The drain and duration situation for his 4th ability was just redundant, and not the main problem of his energy drain. It is the actual energy cost of his abilities, with the NEED of both range and duration for them. His stats and how they work don't leave any room for "more of this, less of that." Which is a result of certain base stats being too low. Link to comment Share on other sites More sharing options...
warmastercain Posted September 11, 2020 Share Posted September 11, 2020 Still you failed to make xaku viable in any mission he needs 2 abilities completely removed anything with void damage does absolutely nothing without sacrificing everything for a specific build its just an absolute failure of a community designed frame you guys selected Link to comment Share on other sites More sharing options...
Gailus Posted September 11, 2020 Share Posted September 11, 2020 19 minutes ago, (NSW)Siaw said: As it stands right now Xata’s Whisper bonus Void damage has no effect on Void weak enemies because they have a “resistance against their weakness”. Either the % has to be bigger to make it more appealing than a nerfed Roar ( 26% vs 30%) or give the actual Void benefits to it. It is thematically quite strange. And I definitely agree with that point about Roar. Right now Xata's Whisper can be seen as detrimental for how it reduces the Status bias of other damage types while not increasing damage by a substantial amount and not offering a good damage type. Replacing Xata's Whisper with Roar would both increase the damage provided and not mess with status bias. In fact Roar would strengthen DoTs even further because it's calculated as a faction bonus. That said, I think I would replace Xaku's 1 with Pillage if anything. It would reduce enemies' effective health while providing Xaku a massive amount of overshields to compliment their passive and 2 making shields easier to maintain. Link to comment Share on other sites More sharing options...
(XBOX)GearsMatrix301 Posted September 11, 2020 Share Posted September 11, 2020 57 minutes ago, Abysspurnyan said: This note made me laugh and was totally redundant, if you actually check what enemies have either cloned flesh or fossilized. Then you'd notice that neither Eidolons nor Amalgams use these types health classes. I'm really wondering why they even mentioned it, they could've just said bosses. Anyways I don't see why "certain bosses" should retain these resistances, removing that 50% resistance makes almost no difference. Void damage's issue is armour and its terrible status effect. Because people would actually like to use Xaku outside of fighting Sentients. Link to comment Share on other sites More sharing options...
HolySeraphin Posted September 11, 2020 Share Posted September 11, 2020 25 minutes ago, Gailus said: It is thematically quite strange. And I definitely agree with that point about Roar. Right now Xata's Whisper can be seen as detrimental for how it reduces the Status bias of other damage types while not increasing damage by a substantial amount and not offering a good damage type. Replacing Xata's Whisper with Roar would both increase the damage provided and not mess with status bias. In fact Roar would strengthen DoTs even further because it's calculated as a faction bonus. That said, I think I would replace Xaku's 1 with Pillage if anything. It would reduce enemies' effective health while providing Xaku a massive amount of overshields to compliment their passive and 2 making shields easier to maintain. It doesn't. The extra damage is added as an extra damage instance, using the weapon's status chance as reference for status chance. It is closer to Saryn's toxic lash than the usual elemental buffs. "Xata's Whisper Void damage is based on a percentage of the total weapon damage. Damage bonus is a separate damage instance, and does not dilute weapon elements. Affected by base, elemental, critical, and faction damage mods (e.g. Serration, Hornet Strike, Pressure Point, Convulsion, Cleanse Grineer, Vital Sense, etc) Faction Damage Mods, after first applying to your weapon, will multiply the damage bonus a second time, effectively double-dipping." Link to comment Share on other sites More sharing options...
ReaverKane Posted September 11, 2020 Share Posted September 11, 2020 21 hours ago, D1videdByZer0 said: I do wonder if void damage can be improved even further by giving it a certain proc. Void damage is a very special damage type. Giving it a special effect could increase the utility of Operators as well... idk maybe it can work like slag damage in Borderlands 2. So every stack of void proc would increase damage taken by all other sources by 10% or something (and the status effect lingers for quite a while). Void damage already has a proc... It pulls in projectiles towards the target procced with Void... Link to comment Share on other sites More sharing options...
Gailus Posted September 11, 2020 Share Posted September 11, 2020 Just now, HolySeraphin said: It doesn't. The extra damage is added as an extra damage instance, using the weapon's status chance as reference for status chance. It is closer to Saryn's toxic lash than the usual elemental buffs. Oh dang. I completely missed that part of the ability. Thanks for pointing that out. This actually does change my view of the ability by quite a bit, even though not enough for me to not consider Roar inherently better in every way. Link to comment Share on other sites More sharing options...
Amazerath Posted September 11, 2020 Share Posted September 11, 2020 21 hours ago, [DE]Danielle said: A couple of posts, notably those written by people with verified 6 Forma installations, have realized just how powerful Gaze can be in certain mission types. So we are leaving Gaze untouched for now so we can continue to evaluate it within the realm of those who have invested Forma and time into Xaku to hit this sweet power spot. Hey DE, which of these two situations seems ideal? A) A video game that EVERYONE claims to be REALLY GOOD. B) A video game that TWO PEOPLE claim to GET GOOD EVENTUALLY. If you answered A then you need to stop and think about what you're doing because you're going in the complete opposite direction. Link to comment Share on other sites More sharing options...
KingTaltia Posted September 11, 2020 Share Posted September 11, 2020 I love the changes and can't wait to get my hands on them! Though; Feedback: I feel the guns for Grasp of Lohk need their firing range buffed, not the range of the ability, I find that's pretty fine compared to the amount of max guns, but base range you almost have to be side-by-side with enemies to shoot them, and I don't think that's fair to the ability, as it's a decent ability to mod for, but base it's lackluster. Related to this, I think the positioning of the guns should be tweaked, as with my build with tons of range, when I steal guns half of them go underneath the floor, nerfing the ability (unless they don't care about line of sight) being fruitlessly nerfed/hard capped. With Void damage being a lore-based really intimidating element, the wishy-washy opinion of it by the community just doesn't fit, it's "Void" damage, people should be pumped to use it. Someone came up with the idea of "Center the bullet magnet around the mob's weak spot like the Scourge" and I think that'll GREATLY change people's opinion on the element as a whole, in addition to the "True Neutral" typing, it would be an element people would be excited to use, but not a "Guaranteed in" under any means, the perfect spot for an ability/content. I've heard talk about "Gaze is really powerful with six forma" and that just sounds... Why are you building THAT MUCH around an ability? The "Sweet spot" thing I understand, but it should be, like, three or four maybe? I think it would make a lot of sense to buff the bottom line, and make the scaling worse to bring it back to that sweet spot. As I don't typically use Gaze, being someone with 1 forma in him and unlikely to spend 4 forma on a single ability. Also people have voiced issue with the Graphical effects of Xata's Whisper on other frames, and that pairs with, I feel the effect on your warframe should be akin to that of the "Void Buff" you get from Relics (Graphically of course), it would be apt to his design, and it's a good looking effect to begin with. And lastly, I feel like if Xaku gave a portion of his Xata's Whisper buff to his other abilities (Lohk and The Lost) as a Synergy bonus unique to Xaku, it would make his kit more interactive. Anyways, I love the changes thus far. And my REALLY FUN Grasp of Lohk build thanks you (As I might be able to take off Natural talent), I SERIOUSLY can't wait for next week. Link to comment Share on other sites More sharing options...
Mystic_Ervo Posted September 11, 2020 Share Posted September 11, 2020 hace 22 horas, D1videdByZer0 dijo: I do wonder if void damage can be improved even further by giving it a certain proc. It's have a proper proc: bullet attractor, that's the green bubble you can see sometimes in enemies when you're attacking with the operator. hace 22 horas, D1videdByZer0 dijo: So every stack of void proc would increase damage taken by all other sources by 10% or something That's the viral effect actually. Link to comment Share on other sites More sharing options...
_ORaluKa_ Posted September 11, 2020 Share Posted September 11, 2020 Those changes still good, but not incredible. Xaku is a good frame but don't really has his place in a team. Imo, Xaku seems to be a frame based on his 2 & 4 abilities. While 3 are good to be used as utilitaries, and 1 is .. not good. I said that as I don't like void status proc, may be it could need any changes, buffs ? But yeah, The Lost (3rd ability) could be more powerful if you give some buff : Deny : Deny should bounce/chain on X enemies near to the impact or a selected enemy. I'd like to see it working as Volt 1st ability even if it's not an electric ability ahah. Otherwise, for an insane synergy with 2nd ability, it could be cast as a cone in front of Xaku. Which means reduced damages, but more effective as an area effect The ability can be charged to increase the effective area, and it wille be shown (like Hydroid abilities, Ember 1st ability .. etc ..). Accuse : Increase radius by 2 or 3 meter to make it more efficient. Increase targets cap or remove it : Remove cap, it will just prove Nyx need a real rework, and it'll be more relevant to Xaku's potential. And to complete it, reduce output damage from enrolled enemies to 50%, and will increase by ability strength, capped at 100% output damage. Gaze : Increase radius by 2 or 3 meter to make it more efficient. Grasp Of Lohk (2nd ability) could get a buff too : Using it on enemies affected by Deny give 2x Attack Speed and 4x Damage Multiplier Yx Attack Speed and Zx Damage Multiplier to void weapons, each are increased by power strength and have their own ratio (for example 0.25% attack speed for each 50% of ability strength, and 0.15% for damage multiplier). In this case, using this ability can convert it more like a DPS dealer than just a disarm ability with some damage capabilities. In other case, Weapon Damage still the same, but Attack Speed will be based on the weapon generated itself. For example, don't tell me a Void Gorgon will deal the same damage than a Void Grakata ? Same thing about their attack speed ? Generate our weapon will use his damage mods or his damage with some limitations (Do them like you want). I already tried to use my own weapon (casting it on melee enemies) vs enemies weapons .. and I dealt the same, so please fix it. May be give an other buff to The Vast Untime (4th ability) ? Enemies touched by this ability will be open to take more damages by Grasp Of Lohk. The % will be locked and will not increase with power strength. The principal goal is not making Xaku the best frame, but make him more powerful and polyvalent. The reality is some frames need a real rework, as Hydroid, Nyx .. So reusing one or more mecanics from some of their abilities isn't a bad idea. I'll finish with the fact that Xaku can be an insane frame, where synergy and possibilities (depending as always on the build you make) can create an unique frame. So don't hesitate to give more creativity to his 3rd ability. That's one of the best thing we can expect from you DE. Link to comment Share on other sites More sharing options...
(PSN)Zer0-Rama Posted September 11, 2020 Share Posted September 11, 2020 The changes are good and start, but giving more duration and range on his second and third and a lil more duration on his fourth would make it a lot better. Also with void damage the bubble doesn't allow bullets to do headshots, that should be something that yall should add with the void changes, making void damage a great ability. Also allowing his first to effect his second would make it an even better ability to use. I have about 6/7 forma on him and the changes that yall are bringing is good and a start like a said. But because of his gaze(which is the best ability)needing 200 percent strength to strip 100 percent armor it takes away from his duration and range depending on how u build him. That's y I was saying more duration and range is needed Link to comment Share on other sites More sharing options...
xlPreXiioNzlx Posted September 11, 2020 Share Posted September 11, 2020 Xaku does not fulfill any role in the game due to his statistics and his complete kit in addition to requiring all the strength, range, duration and efficiency stats because without range his ability 3 does not work, without duration his abilities do not last long except the 1, without efficiency you spend a lot of energy recasting the skill, this means that there is no synergy when making a xaku build and the short duration of skill 2, 3 and 4 make it even worse. Also the damage doesn't scale with enemies level because void damage isn't that good, reducing 50% resistance of enemies is good but still void need a rework and give it a proc effect, void should be more strong than the others status. Is like you depend in your weapons to kill enemies because the kit isn't that good, you require range, strenght and duration in the same time and you can't because the mods doesn't give you a good synergy, you only gonna run and jump to avoid things and you want to kill enemies. Link to comment Share on other sites More sharing options...
Lanaestra Posted September 11, 2020 Share Posted September 11, 2020 Cards on the table, I have not yet built/played with Xaku, largely because their kit seemed disjointed and uninteresting at the outset, and for another reason I'll touch on momentarily. The first round of changes looks really good, though. The added synergy with The Vast Untime should do a lot to tie their kit together, and feels like the big kit synergy centerpiece they were missing. My biggest complaint at this point may be a personal gripe, but I just don't like 3-in-1 abilities with the tap to rotate/hold to cast style. They feel too slow and clunky for the pace of the game as a whole. I love Wisp's kit, for example, but putting down all three motes is so agonizing so I rarely play her (as an aside, an exilus augment that lets you just plop down all three motes on one spot with one button press would be *chef kiss*). That said, I strongly propose that Deny be removed from Xaku's 3 and instead added to their 2 as an alternate cast, and making both abilities have tap/hold functionality. so their 2 would be tap- Grasp of Lohk/hold- Deny and three would be tap- Gaze/hold-Accuse (or vice versa, I based the tap/hold designations on the ability's cast times as I understand them). This would make gameplay for Xaku much more fluid and, frankly, would make me actually bother to build Xaku, because I think this first round is definitely getting them to where their kit seems interesting but I'm very strongly put off by wheel abilities, having experienced them on several other frames already. Otherwise, seems great all around! Link to comment Share on other sites More sharing options...
Riger82 Posted September 11, 2020 Share Posted September 11, 2020 And yet the range of all of the abilities is going to stay woefully under decent viability. At least increase the range of Grasp, yeesh. I don't want to have to french kiss my enemies before being able to steal their weapons. Link to comment Share on other sites More sharing options...
ToaSirian Posted September 11, 2020 Share Posted September 11, 2020 On 2020-09-10 at 7:00 PM, [DE]Danielle said: Currently, Void damage is relatively ineffective against Cloned Flesh and Fossilized enemies which greatly limits the use of Xata’s Whisper on Grineer and Infested enemies. In an effort to give it (and Void damage in general) more utility across enemy categories, we are removing this resistance so that it aligns with its neutral effectiveness against the other enemy types. It is important to note that Eidolons, Amalgams, and certain bosses will still maintain this resistance. I have an idea... instead of everything 0% rezistance, buff it to 25% weakness on everything. Then it might be viable. Or make operators any fun to play during normal missions. Link to comment Share on other sites More sharing options...
Rey153 Posted September 11, 2020 Share Posted September 11, 2020 Still doesn't adress the absurd energy cost and the fact that you basically need every stat on Xaku we can't afford spamming any abiltiies with Xaku DE... Also removing the void resistance is nice but still doesn't do anything about void status making your weapons weaker by denying you any headshot multiplier Why not go the opposite actually , void makes the target go insane and therefore the status bubble makes you always headshot ? Link to comment Share on other sites More sharing options...
rainy Posted September 11, 2020 Share Posted September 11, 2020 I still dearly request dedicated hotkeys for The Lost and all other multi-function abilities.. It would do wonders for gameplay to have all three abilities one keystroke away, versus a Hold +tap. Otherwise, all the changes are positive. I'll work towards 6-forma to feel what people are talking about. Link to comment Share on other sites More sharing options...
(PSN)Unstar Posted September 11, 2020 Share Posted September 11, 2020 Overall these sound like great changes! Passive: This is definitely a move in the right direction so that AoE's don't negate the passive. However, I feel like there's an issue where this passive is hard to appreciate, since we just have to trust that it's working, and bad RNG can provide times where it would seem to not be working at all. It would be nice if there was some sort of feedback to the player when this ability was kicking in...which I know is hard, because we wouldn't want this kind of feedback to be overwhelming like constant sound-effects or VFX whenever there were a few machine guns aimed at you. Perhaps this ability could play a bit like Volt's passive, where there's a counter of how many attacks have been "dodged", or perhaps even better how much "damage" has been dodged. And then when Xaku cast's an ability, that counter can add some minor fuel to the ability and reset. That would maybe be like the attacks are getting sucked into the void and being rechanneled in some way. But mainly it would just be nice to have some feedback that shows that the passive is actually having an impact. Xata's Whisper: One thing that I haven't seen anyone else talk about is the effect of Xata's Whisper on melee weapons. Currently, if you are using melee weapons as your primary means of attack, Xata's Whisper is a double-edged sword: it adds more damage, but it technically lowers your status chance; this is because Void status only benefits ranged attacks, so when your melee procs but the proc selected is Void, your melee attack technically just wasted a proc. I'm guessing it's not intentional for Xata's Whisper to negatively impact melee weapons? So it may be worth considering adapting the Void status to not be something that only benefits ranged attacks. Perhaps Void status could treat all melee attacks as if they impacted the target's weak point (like the head)? That seems to fit with the theme of the mag-bubble "drawing attacks" towards the enemy. Grasp of Lohk: I think the reduced cast animation and recast were exactly what this ability needed! The Lost: Deny's buff seems really interesting, and may be just what this slow, single-target ability needs to be worth using. Eagerly awaiting info on the other sub-abilities. The Vast Untime: I really like the changes to The Vast Untime, and am eager to play with them. I'm very curious to hear how this synergy affects builds, since it seems like it will technically increase the duration of all other abilities. Honestly, I just want to run around as a skeleton all the time, so it will be interesting to see how the improved energy economy and AoE survivability impacts this. Thanks to everyone who has worked so hard to make Xaku come to life! I love their aesthetic so much and I can't wait to see what's in store for them. Link to comment Share on other sites More sharing options...
Cpl_Facehugger Posted September 11, 2020 Share Posted September 11, 2020 On 2020-09-10 at 1:00 PM, [DE]Danielle said: It is important to note that Eidolons, Amalgams, and certain bosses will still maintain this resistance. I don't understand the reasoning behind this. Eidolons are sentients, Amalgams are partially sentient, logically they should be more vulnerable to void damage, not less. Gameplaywise people already use their amps/void damage solely for eidolon shields anyway, nobody uses void damage to kill amalgams because other damage sources are quicker, and definitely nobody uses void damage on eidolon hull/health because a rad-modded big game rifle is so much faster for popping synovias. Bosses I can at least understand having void resist, even if I don't see the point since nobody is using their amp to shoot at non-eidolon bosses anyway so this mainly just seems like punishing Xaku and people who infuse their 1, but why in Redtext's name are any sentient enemies resistant to the very thing billed as the big trump card against sentients? Making Xaku's 1 arbitrarily not work on eidolons despite that being the only current niche for void damage (and, I guess, shifting profit taker shield?) was already crippling one piece of Xaku's kit right out of the gate, but this just seems pointless. Nobody uses void damage on eidolons once the shields are down in the first place. Still, at least void damage is finally losing the malus vs common enemies. Honestly though, void damage needs a major rework to be viable. Just axing a few nonsensical resistances doesn't go anywhere far enough. Why would I build for void damage from any source (Xaku 1/infusion, amp, any other void damage sources you introduce in the future) when I could use something like viral or radiation? What I'd do is make it so void damage has 75% damage buff vs all sentients. Yes, including eidolons - they already die quickly as it is to a skilled hunting party anyway, this just makes void damage more able to compete with the mighty rad-cold big game rifle. Amalgams can get a 25-50% buff instead, to represent the fact that they're part sent. This would make it so that void niche is sent hunting, just like, say, corrosive is meta for killing big infested. Then I'd change the void proc. Either it grants a damage bonus for every bullet that passes through the sphere ala Mag's magnetize (magnetize can still affect a much wider area so this doesn't obsolete poor Mag), or it works like scourge in that the bullets seek out the vulnerable headfruit, granting some bonus damage, bypassing corpus shieldgate, and making those riven headshot challenges a little easier. Or something else, but as it stands the diet bullet attractor effect is arguably worse than nothing at all, since it redirects headshots to the body. Link to comment Share on other sites More sharing options...
J13Arrowz Posted September 11, 2020 Share Posted September 11, 2020 While removing all damage resistances against void damage is good, there's still one more problem with it: the status effect. When the void effect procs it causes all projectiles to redirect to the enemy's center, leaving you unable to land headshots no matter where you shoot and increasing the time it takes to kill tough enemies. I personally think the void status effect should be act a bit more like Mag's Magnetize (minus the damage boost, explosion, and enemy attraction) so you'd still have the ability to land headshots while the effect is active. No void status effect https://gfycat.com/zanyamplebumblebee Void status effect demo https://gfycat.com/cleanniftyibisbill Magnetize demo https://gfycat.com/similarsmartgroundhog Link to comment Share on other sites More sharing options...
(PSN)Knightfyre Posted September 11, 2020 Share Posted September 11, 2020 Base range on Xaku's abilities is ridiculously TOO LOW, and needs to be increased! For example, not only does Grasp of Lohk only steal the weapons of enemies that are practically within melee range, but on top of that, the stolen armaments won't fire at enemies unless you are nearly within melee striking distance as well! This feels really bad, especially when you consider that the enemies those weapons were stolen from are able to attack you with them from MUCH further away. Something more like the 30m targeting range on sentinels' Assault Mode and Protea's Blaze Artillery would be much better. TLDR: Disarm range needs to be increased (I'd say at least doubled), and targeting range needs to be DRAMATICALLY increased to be at least in line with sentinel weapons. Link to comment Share on other sites More sharing options...
(PSN)Grand_Sheba Posted September 11, 2020 Share Posted September 11, 2020 On 2020-09-10 at 1:05 PM, D1videdByZer0 said: I do wonder if void damage can be improved even further by giving it a certain proc. Void damage is a very special damage type. Giving it a special effect could increase the utility of Operators as well... idk maybe it can work like slag damage in Borderlands 2. So every stack of void proc would increase damage taken by all other sources by 10% or something (and the status effect lingers for quite a while). Void damage has a proc, bullet attractor that makes it very powerful if DE would utilize it instead of nerfing it. Void procs have only 3s while other procs have 6s and void procs do not stack. since Xaku's Xata's whisper does not have synergy with the rest of his kit like Grasp of lokh or deny, its use is very minimal. Link to comment Share on other sites More sharing options...
(PSN)Grand_Sheba Posted September 11, 2020 Share Posted September 11, 2020 what round 2 and higher need This is after 7 formas in since we are holding count. Passive Xaku has a 25% chance to cause incoming enemy projectiles to harmlessly phase through themselves. Every time this passive is activated Xaku receives 25 energy. The effectiveness of Xaku's damage to an Eidolon's shields is based on Xata's whispers damage %. For example 50% will only cause an Eidolon to take 50% of your overall damage to their shields. Void procs are extended to 6s from the current 3s. Xata's Whisper "Whispers from the Void infuse Xaku with untold power, by expending 25 Energy, to grant them a 17% / 23% / 23% / 26% Void damage bonus with a 100% chance to reset Sentients damage resistance on all equipped weapons, lasting for 20 / 30 / 30 / 35 seconds. " Works with every weapon in game, including melee weapons projectiles and spawns. As well as Javelins pulse damage. Has synergy with Grasp of lokh and The Lost's Deny. When subsumed, does not grant damage to Eidolons and the proc last for the current 3s. When subsumed, does not grant Void damage to other abilities on other warframes. No longer damages Xaku or Allies that are in or near the void proc bubbles. Proc bubble is relative to the size of the target. (on larger targets the bubble is often inside the body making it useless, making the bubble scale in size with the target removes that issue of ineffectiveness.) Currently there is no damage bonus for this ability despite the tool tip, instead the % bonus only increases the duration of the Void proc "Bullet Atrractor". This needs to be changed to an actual damage boost. Even if its only a damage increase to those affected by the void proc bubble the actual damage needs to be there not duration. This was tested with the Cynax, Pandero, Azima and Prisma Gorgon. Currently this ability only gives a magnetic bubble for 3 seconds and resets sentients resistances and nothing more. The potential of Void damage against none sentient factions is huge in that the proc Bullet Attractor redirects all projectiles back to the targets affected by the proc. If the changes above are made this would boost not only Xaku's damage but survival as well, as targets effected by the proc wont be able to shoot Xaku nor their allies. With that comes the damage they inflict on themselves which seems to gain a punch through for double and triple damage per shot(excluding explosives which seem to only deal one tick of damage). this also effects targets that get too close to proced targets as they will also take damage from any projectiles caught with in Bullet Attractor. The bonus damage will make those hits caught with in bullet attractor count as each buffed hit will get at least 2 ticks of damage. The synergy will allow Xaku to truly "weild the power of the Void" as their Void guns that shoot Void beams will now have the option to utilize the void proc when ever players choose its needed. this can provide a potential 360`of protection with the 6s Void proc. With the Lost, using Xata's whisper then using deny on a target will apply the Void proc on them while they are lifted. Combining this with Accused and then gaze will set a trap for enemies to be be aggroed into the radius of Gaze while dealing increased damage to the gaze target. This combo makes CC work well with Gaze instead of having to try and move gaze to the large group of targets.. Grasp Of Lokh AI tweak to stop guns from focusing on targets trapped in gaze or other trap like abilities i.e. Blood alter, Lantern. Can damage targets that are banished to the rift. (Lore wise the rift is between the void and the normal plane, the void has no issue passing this threshold to reach the normal plane and affect it. There for it should have no issue when dealing with Limbos banished targets.). No longer consumes energy if no guns are taken. guns can be taken from corpses as well. (allies that kill your targets while you take your time calling the void leaves you with 1 or no guns and less health, also there are times where bug/lag comes in and you get nothing anyway.) Increase gun's base range to 18m, affected by range mods. (this means with a maxed Stretch of 45% targets 26.1m away from Xaku are with in firing range regardless of obstacles. Increase disarm base radius to 10m, affected by range mods. Remove range mods affect to Gun count and cap disarm/gun count to 18. Synergizes with Xata's Whisper gaining the % damage buff as well as the same % for the void proc chance. This will all be based on Strength. The Lost's Accuse Enemies caught in Accuse give Linked armor or shields to Xaku, giving Xaku +20% bonus per each enemy at a cap of 600%. That's 20% for 30 targets under accused for its duration or until they are killed. Does not work on enemies caught in Gaze or with in the range of Gaze. Each enemy killed removes one stack of the 20% defense bonus per affected enemy. Damage abilities from warframes dont seem to affect Accused targets currently, this change would benefit from that. Though all weapons still kill targets and that's fine for dealing with hard to kill targets or trying to revive a squad member, pet, or protected target. Just about every summons/possession abilities that other warframes have will have an additional function for EX: Nidus: 9 Maggots that seek out nearby enemies to feast upon. Once enemies are detected, Maggots frenzy with increased movement speed and leap toward their prey to latch onto them. While attached to an enemy, each Maggot will continuously stun its target and inflict 10 Toxin damage per second until the target dies or Maggot expires. They can also give blast damage upon death reducing the targets accuracy should they survive. Nekros: Shadows of enemies that summon additional units, like Drahk Masters, can summon Shadows of their respective minions. These can exceed the number of Shadows Nekros can normally summon, and will be reflected in the number on the ability icon. They also contribute extra damage reduction when Shield of Shadows is equipped. Also Shadow copies have aggro, causing enemies to prioritize attacking copies over players. Revenant: On death, thralls leave behind an Eidolon energy pillar that lasts for 10 seconds. Energy pillar continuously inflicts 250 / 500 / 750 / 1,000 Puncture damage per second to all enemies within a 0.5 / 1 / 1.5 / 2 meter radius; additionally, pillars generate homing energy projectiles that seek out nearby enemies within a range of x meters, dealing 250 / 500 / 750 / 1,000 Impact damage with a 100% status chance. Enthrall costs no energy when used on an enemy stunned by Mesmer Skin. Reave steals shields and health 5 times more from thralls.Thralls killed by Danse Macabre leave behind pickups that grant 50 Over shields for Revenant and his allies.Energy pillars explode to disperse damage radially when struck by Danse Macabre lasers. NYX: The mind-controlled target is immune to damage from all sources, but is still susceptible to negative Status Effects. During Mind Control, all damage dealt by Nyx and her allies on the target will be stored and inflicted in full once the ability ends. Damage dealt by enemies on the target is only nullified and not stored. The damage bonus percentage from converted damage is displayed in the HUD beside Nyx's shield and health indicators. XAKU: Distorting reality with Accuse, Xaku manifests a Void fissure at the targeted location on the aiming reticle over unrestricted range. Up to 5 / 6 / 7 / 8 enemies within 5 / 7 / 9 / 11 meters from the fissure become corrupted by Void energy for 4 / 8 / 12 / 16 seconds, stunning them in place then causing them to fight for Xaku and turn on their former allies. 0 synergy with other abilities, no secondary effects from possession, no boost to the possessed abilities. why waste energy on this when you can use radiation? The Lost's Deny Enemies lifted by deny have a void hole pulled open over their heads by the arboriforms tendrils, similar to the ones Xaku has over its body, coming from inside the hole. "Through the power of the void" for the duration of being lifted by deny , enemies will lose one level every 3 seconds and give Xaku energy based on the remaining level. For example: a level 100 bombard will drop to lvl 99 and give 99 energy to Xaku, 3 seconds later it will drop to lvl 98 and give 98 energy to xaku. Deny can only continue to give energy to Xaku while the target is alive and lifted. Energy received and enemy level are not affected by mods. Multiple Xakus can not Deny the same targets. Deny works on Invulnerable targets i.e. Gaze and ect. Allies can kill lifted targets but cannot receive energy from Deny. Operators and Necromechs do not receive energy from Deny. Deny will not work on Accused targets but Accuse and Gaze will work on Denied targets Synergizes with Xata's Whisper gaining the % damage buff as well as the same % for the void proc chance. This will all be based on Strength.. To be clear, the level drop of affected targets is permanent, which also affects their offensive and defensive stats. The longer the duration the lower the level can potentially be with a lower energy return for the duration. This Denies the targets of their strength and feeds it to the void which in return the Void gives energy based on the remaining payment to Xaku. Gaze Overlapping Gaze will always have the stronger one in effect, Ex; you cast a 90% then a 75%, the 90% will be dominate where ever the lower % over laps. Targets trapped in gaze are also affected by the debuff upon the release of the ability when taking the accumulated damage. be that multiplier or extended effect on the target. Extend base radius to 30m, change the cap to 1 enemy per cast. (this brings the radius with a maxed stretch mod of 45% to 43.5m just a bit better than the Rift) When targeting a new enemy with Gaze the previous one is released, the target can still be released as normal as well. The Vast Un-Time Xaku has the same starting animation with its parts being forced out by Void tethered arboriform but, instead of flying off they stay suspended around Xaku's exposed Skeleton attached only by those tethered tendrils. When entering The Vast Un-Time Xaku releases an initial wave of void energy, enemies within direct line of sight and 10 / 15 / 20 / 25 meters of Xaku receive 600 / 800 / 1,000 / 1,200 Void damage from the blast; affected enemies also suffer 50% Void damage vulnerability and 10% / 15% / 20% / 25% reduced action speed while the ability remains active. Reduced speed is capped at 100%. While in the The Vast Un-Time when Xaku takes melee damage they release a Void pulse that pushes back enemies and slows them. Xaku gains a Void aura similar to the Necromechs Storm Shroud with out the electricity, once they enter The Vast Un-Time. Once Xaku enters The Vast Un-Time they gain 3x their current max energy, this being the collective energy of all 3 warframes at once. (after mods, with a max ranked primed flow this will be 1,950E) While in the Vast Un-Time Xaku's health no longer takes damage and instead all damage in redirected to their Vast energy pool. 100% of Xakus damage is redirected to their energy pool while in The Vast Un-Time, this can be mitigated by using accused or armor mods. While in The Vast Un-Time Xaku drains 10E per/s. This cannot be mitigated with Deny, Limbo's Rift, Trinity's Energy Vampire nor Energy Restores and ect. But can be slowed with energy orbs like other channeled abilities. Rage/Hunter adrenaline mods do not work while in The Vast Un-Time. Drain is effected by mods such as streamline and continuity. Xaku will exit The Vast Un-Time once their Energy is depleted or they use the 4th ability again to reform. Once Xaku exits The Vast Un-Time their energy pool will return to their original max stats. If their energy is lower than their original max stat or depleted it will remain once they reform until replenished. While in The Vast Un-Time Xaku is vulnerable to magnetic damage, Nullifiers and Eximus units. Magnetic damage can forcibly exit Xaku from The Vast Un-Time state due to removing Xaku's energy. Nullifiers can forcibly exit Xaku from The Vast Un-Time when in contact with their bubble. Eximus units can eat away at Xakus energy to quickly force Xaku to exit from The Vast Un-Time. Xaku has NO timer during The Vast Un-Time. Recommended Mods Primed Streamline/Streamline Auger mod set Primed Continuity /Continuity Fleeting Expertise Primed flow/flow Adaptation Stand united Energy siphon Health conversion Equilibrium Armored Agility Steel Fiber Gladiator set Umbra Set Endurance Drift Adrenaline boost(conclave) Preparation Follow through (conclave) Rolling Guard Link to comment Share on other sites More sharing options...
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