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Loki Rework


1up20xdey6

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So I'm not sure how many will agree with me here, but personally I feel Loki NEEDS a rework. His abilities haven't changed since day one (and he's one of the original eight) and I only ever see Loki players use two of his abilities: Invisibility and Radial Disarm. Decoy doesn't have much use and Switch Teleport is completely useless. If a frame is going to get another rework, it should be Loki.

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I find Loki's kit to be good overall, but he does need some tweaks to bring him into the modern age. In my personal opinion:

  • Decoy: Make it more durable. Maybe even make it move around while it attracts aggro.
  • Invisibility: Begone, nasty tint! Let me shine like the stars, just as Jellyfish Prime does. No Wisp invisibility either, that's not invisibility.
  • Switch Teleport: Idk, I like the synergy it has with decoy, which allows Loki to bypass lasers without an augment, but as an ability on itself I would rather merge it with Loki's Decoy (tap/hold to cast decoy and teleport with decoy). Maybe add another trickery-themed/crowd management/survivability ability.
  • Radial Disarm: Mostly fine. I like how it synergizes with decoy. I like the ability itself.
  • Passive: For the love of Loki, Thor and all norse gods - please change that useless passive. A trickery-themed frame surely has way more potential as far as fun passives go. Even a chance at auto-hack would be better, even if I wouldn't find that specific passive useful.

Loki main and starter, out.

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9 minutes ago, (PS4)Hikuro-93 said:

I find Loki's kit to be good overall, but he does need some tweaks to bring him into the modern age. In my personal opinion:

  • Decoy: Make it more durable. Maybe even make it move around while it attracts aggro.
  • Invisibility: Begone, nasty tint!
  • Switch Teleport: Idk, I like the synergy it has with decoy, which allows Loki to bypass lasers without an augment, but as an ability on itself I would rather merge it with Loki's Decoy (tap/hold to cast decoy and teleport with decoy). Maybe add another trickery-themed/crowd management/survivability ability.
  • Radial Disarm: Mostly fine. I like how it synergizes with decoy. I like the ability itself.
  • Passive: For the love of Loki, Thor and all norse gods - please change that useless passive. A trickery-themed frame surely has way more potential as far as fun passives go. Even a chance at auto-hack would be better, even if I wouldn't find that specific passive useful.

Loki main and starter, out.

I honestly forgot about his passive. Like Switch Teleport (IMHO at least) completely useless. I mean hardly anyone wall-latches to begin with so maybe like a chance to auto hack would be good. My biggest gripes as mentioned are Decoy and Switch Teleport. Those two have hardly any uses in any situation and I hardly see Loki players ever use them. The most used is invisibility and that's it, sometimes with Radial Disarm. I mean for Odin's sake, Loki in SMITE has more use than Loki in Warframe.

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51 minutes ago, 1up20xdey6 said:

I honestly forgot about his passive. Like Switch Teleport (IMHO at least) completely useless. I mean hardly anyone wall-latches to begin with so maybe like a chance to auto hack would be good. My biggest gripes as mentioned are Decoy and Switch Teleport. Those two have hardly any uses in any situation and I hardly see Loki players ever use them. The most used is invisibility and that's it, sometimes with Radial Disarm. I mean for Odin's sake, Loki in SMITE has more use than Loki in Warframe.

To be fair, who in their right mind would remember Loki's passive unless they have a wall-latch riven to unveil?

And sometimes, not even then.

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2 hours ago, Mattoropael said:

To be fair, who in their right mind would remember Loki's passive unless they have a wall-latch riven to unveil?

And sometimes, not even then.

Exactly my and the other person's point. The only time I can see it being "usefull" is in Lua spy missions where you have to wall latch for one of the vaults. Otherwise no one really wall latches to begin with.

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13 hours ago, 1up20xdey6 said:

So I'm not sure how many will agree with me here, but personally I feel Loki NEEDS a rework. His abilities haven't changed since day one (and he's one of the original eight) and I only ever see Loki players use two of his abilities: Invisibility and Radial Disarm. Decoy doesn't have much use and Switch Teleport is completely useless. If a frame is going to get another rework, it should be Loki.

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I disagree. Loki is one of the frames where all 4 abilities are useful. Decoy is good when positioned in a wall or high ground. And it is easy to plzition. Swith teleport is a situational thing, but there are situations when it increases the speed of the mission. Even his passive is much better than most passives in the game.

Some improvements, yes. But not a rework. 

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  • 2 weeks later...
On 2020-09-22 at 12:51 AM, TheGrimCorsair said:

Mostly sounds like a you problem, OP.

I mean maybe it is considering I don't play Loki like that, but from the times I have played him AND in combination of seeing other Loki players use him, I only ever see them mainly use Invisibility and MAYBE Radial Disarm. Hardly ever see them use Decoy (and if they do it's usually at extraction while waiting on other squad members) and have NEVER seen anyone use Switch Teleport. Of course all of this is from my own personal experience.

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Why would you want to give DE an excuse to kill the last remaining good CC frame?  ...and no I don't mean frames that can CC.

Loki is the last in a class of frames who could perform the CC group role effectively on their own as support. All the others are dead because of "reworks". Nyx, a frame I had over 900 in-mission hours with is dead. Vauban is dead, Mirage and Excal died a long while back. He's the last.

I've found good reason to use all his abilities. Switch Teleport being the least used but trust one half dead ability and 3 good ones is far better than Avg for DE. Decoy is when you know a good Loki player. It doesn't need much health when enemies don't have guns to shoot it. It's an AI manipulation tool not target practice.

I used to even get value from his passive in Spy missions and certain offensive situations back when CO + Zakti + Glaive was good using Arcane Arachne. +300% Damage + CO multipliers + Stealth Multipliers + Headshot on a Glaive. One-shot lvl 300 old scaling enemies in about 2-4 Bleed ticks.

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I use Switch Teleport pretty often. Synergy with decoy is one thing but being able to relocate NPCs (and make them invincible with augment) is the reason I use it (useful in Rescue, Sortie Defense and plains drone escorts).

Most useless thing with Loki is the passive but compared to most other frames he is functioning pretty well.

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On 2020-10-04 at 11:01 PM, Xzorn said:

Why would you want to give DE an excuse to kill the last remaining good CC frame?  ...and no I don't mean frames that can CC.

Loki is the last in a class of frames who could perform the CC group role effectively on their own as support. All the others are dead because of "reworks". Nyx, a frame I had over 900 in-mission hours with is dead. Vauban is dead, Mirage and Excal died a long while back. He's the last.

I've found good reason to use all his abilities. Switch Teleport being the least used but trust one half dead ability and 3 good ones is far better than Avg for DE. Decoy is when you know a good Loki player. It doesn't need much health when enemies don't have guns to shoot it. It's an AI manipulation tool not target practice.

I used to even get value from his passive in Spy missions and certain offensive situations back when CO + Zakti + Glaive was good using Arcane Arachne. +300% Damage + CO multipliers + Stealth Multipliers + Headshot on a Glaive. One-shot lvl 300 old scaling enemies in about 2-4 Bleed ticks.

Can you explain your first sentence?

And how is Vauban dead? He has great group CC.

I just want Loki's 4 to be buff to be better than Xaku's 2. A 4 should be better than a 2 right?

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8 hours ago, ShyGuySpirit said:

Can you explain your first sentence?

And how is Vauban dead? He has great group CC.

 

There are frames with CC then there are/were frames that are CC frames.

A CC frame can fully support a group with CC abilities on their own to the point when played perfectly it's not possible for a team mate to die.

In Loki's case his 4th ability has a massive range. It can be spammed and it removes weapons/procs Rad. His 1st ability compliments that by giving enemies who might get missed in timing rotation something to run at instead of allies. Loki being a stealth frame also means he's going to be the last to fall and thus can keep control of the situation while reviving allies and the team has a very little chance a failure as a result.  A CC frame plays a defined purpose in a group comp.

Nyx used to be tied with Loki on CC capacity but not anymore since she can no longer Proc Rad or disarm enemies by spamming her 2. She lost her main long range spot CC (clean up). She was a little more work but just as strong. Vauban lost his CC frame qualifications when he lost his Rad proc Grenades. He was barely holding it even before by mostly only working in a bunker / camping situation but I could play him and keep the group 100% safe in a room well past the thousands in levels.

I'm not sure how an ability with 15m base and a target limit can compare with a base 20m ability and no target limited but I kinda stopped playing because of bad design choices in the game so I've not played the newer frames. I do know DE very well though. They will never let CC be strong again and by turning the game into an eHP + DPS stats smasher they've given perfect bait for the community to accept bad reworks simply because they killed most other play styles in the game.

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I'm no Loki main but I do have a suggestion to "modernize" some parts of his kit. Particularly, reworking Decoy.

- Decoy should no longer have a hitbox (or health.) The description says "hologram" so why does it have a hitbox? Only duration will determine when the Decoy dies.

- Loki can still Switch Teleport with it but when enemies try to damage the Decoy, their bullets and their attacks will just go through it.

- The Decoy will no longer shoot with a fake Lato but instead will have a 15m AoE that forces enemies to aggro to it similar to how Guardian Derision works. This NOT elevated threat rating. This is forced aggro of enemies so the decoy will always be a prioritized target unless the enemy is immune to the AoE.

I also have a suggestion for a new augment called Trap Decoy. When its equipped, it gives the Decoy a hitbox again. Its duration is cut in half but the Decoy will absorb all damage dealt to it by enemies. When the duration expires or the player deactivates the Decoy, all the stored damage is released as a 10m AoE explosion. Damage type is Blast.

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2 hours ago, (PS4)mahoshonenfox said:

I'm no Loki main but I do have a suggestion to "modernize" some parts of his kit. Particularly, reworking Decoy.

- Decoy should no longer have a hitbox (or health.) The description says "hologram" so why does it have a hitbox? Only duration will determine when the Decoy dies.

 

Originally Loki's Decoy had no health / hitbox. It was strictly Duration based. Saryn's Molt was the same but you could also have multiple Molts.
Long ago both were seen as too powerful and both were nerfed to what Decoy is now with low threat radius and health.
Saryn more recently had her Molt re-buffed near it's original version. Same thing happened with Ember's Damage Reduction.

DE just goes in circles when it comes to nerfs and buffs.

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5 hours ago, Xzorn said:

 

Originally Loki's Decoy had no health / hitbox. It was strictly Duration based. Saryn's Molt was the same but you could also have multiple Molts.
Long ago both were seen as too powerful and both were nerfed to what Decoy is now with low threat radius and health.
Saryn more recently had her Molt re-buffed near it's original version. Same thing happened with Ember's Damage Reduction.

DE just goes in circles when it comes to nerfs and buffs.

I did not know that. I based the idea off of Octavia's Resonator, which is the superior Decoy right now. If Resonator exists, then why not bring back the original Decoy?

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  • 2 weeks later...

Here is my idea for a Loki rework.  It's doesn't radically change Loki but adds some mechanics and playability to his skills.

Mischief Meter - A 3rd resource gauge like Gauss's kinetic battery, but for 'stealth', certain abilities drain it, regenerate it, or are buffed by it being full.

Decoy -

  • 1-hand cast during reloading, flight, wall-running, or wall latch
  • When cast on an enemy, decoy attaches to the enemy, moving with them, causing other enemies to attack them, and lasts until the enemy dies (basically overwrites decoys hp/shields and shares the hp of the target enemy)
  • Can have multiple decoys out, at least 5, each decoy after the first costs more 'Mischief meter' to cast.
  • Hold cast to prematurely detonate all decoys, draining a flat amount of mischief per decoy detonated.
    • Upon detonation, decoys release a flashbang explosion in an AoE that applies Impact and Blast status procs.  100% chance to apply at least 1 Impact and 1 Blast status proc to enemies inside minimum range. 
    • Additional status proc chance and the additional range of AoE proportional to Power Strength and Power Range
    • Casting decoy detonation with full Mischief Meter strips a large amount of armor/shields from enemies
    • Deals very little, or no damage for balance/immersion
    • Decoys do not detonate on death, only when detonated by hold cast
  • Decoys inherit weapon and sounds of your equipped primary or secondary weapon instead of just the Lato or w/e it has.

Invisibility -

  • Toggle-able ability, drains Mischief when active as Loki moves (10 to 15 second total charge time). 
  • Does not drain Mischief when motionless (standing, crouching, wall latch). even when active
  • Mischief meter is recharged by:
    • staying motionless, +50% faster when wall-latching, 1:1 recharge/drain rate ratio when active, 2:1 or more when ability is toggled off
    • Stealth kills while Invisibility is active, give a stacking regeneration rate buff to stealth gauge, and finisher animation kills stack the buff 3x and refresh duration for all stacks
      • Stealth gauge regen buff (max 5 stacks): 
        • + 20%/per stack (of motionless recharge) base regen rate for 10s, even while moving. 5 stacks and Invisibility doesn't drain stealth meter at all during movement and recharges very quickly when motionless.
        • + 10%/per stack to all forms of movement/attack speed (melee, reloading, parkour, bullet jump, flight and wall latch duration, etc)

How this would look gameplay wise, is that perma-invis loki would have to leap frog across walls and through the rafters, stopping here and there for his gauge to recharge, prioritizing wall-latching (his passive is useful) and strategic placement.  It also incentivizes stealth kills, and if you get on a stealth-kill streak, you basically have free movement perma-invis without it feeling cheesy and OP.  You are motivated to keep the stealth chain going by seeking fresh victims to refresh the duration, but if you get stuck you can just wall latch or stop moving for a little bit to avoid breaking invis.

Switch Teleport -

  • Can be cast mid-air or during wall-latch. 
    • If cast mid-air, target inherits Loki's velocity (lets you throw enemies off cliffs, into walls for comedy).  Falling enemies take fall damage?
    • If cast during wall-latch, target is stuck/pinned to the wall where Loki was wall-latched (hanging by their wedgied underwear?)
  • Traversing with switch teleport while invisibility is active does not cost Mischief (not considered 'moving')
  • Hold to cast for additional pacification effect (costs a flat amount of Mischief). 
    • Pacification effect: Departure and arrival locations have AoE pacify effect applied to enemies in range,  that resets enemy alarm state to unalerted, unless otherwise alarmed or alerted.
    • If cast with full Mischief gauge, puts enemies in AoE to sleep for a short duration (5s?), allowing Loki to escape, opening them up for finishers, or allowing them to wake up and reset their alarm state to unalerted (unless otherwise alarmed/alerted)

Radial Disarm -

  • Also applies 100% chance for at least 3 Impact status procs
  • Tap cast to with reduced energy cost to target single enemies to disarm and stagger proc them, costs no mischief. 
  • Hold to cast for full radial effect, drains all of Mischief meter (forcing invis break?), range and # of stagger procs (up to a full 10 stacks?) enhanced by amount of Mischief meter consumed.
  • If cast with full Mischief meter, knocks down all enemies for a good duration (5 to 10s?) opening them up to finishers

Passive:

Wall-Latch lasts 10x longer.  Wall-latch gives a 50% bonus to Mischief meter recharge rate. The higher the mischief meter is the higher the chance that mercy kills, stealth kills, and finishers drop an additional energy orb, health orb, ammo, or credits.

or

Wall-Latch lasts 10x longer.  Wall-latch gives a 50% bonus to Mischief meter recharge rate. During Wall-Latch, bonuses to finisher damage are applied to ranged stealth attacks.

Notes:

You might switch Invisibility to number 3 ability, giving it a 75 energy cost to activate, incentivizing the player to maintain their stealth and engage in the stealth meter mechanics, while moving switch teleport to 2 for 50 energy to cast so that it is more spammable, which will also help them to maintain their stealth and michief meter by not draining it by 'moving' while invisibility is active. 

Also there maybe a more creative additional effect to the passive, but I wanted to incentivize the wall-latching, 'demon in the rafters', and stealth kill sort of gameplay.

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  • 6 months later...
On 2020-10-22 at 6:37 AM, ZiltoidiaAttacks said:

Here is my idea for a Loki rework.  It's doesn't radically change Loki but adds some mechanics and playability to his skills.

Mischief Meter - A 3rd resource gauge like Gauss's kinetic battery, but for 'stealth', certain abilities drain it, regenerate it, or are buffed by it being full.

Decoy -

  • 1-hand cast during reloading, flight, wall-running, or wall latch
  • When cast on an enemy, decoy attaches to the enemy, moving with them, causing other enemies to attack them, and lasts until the enemy dies (basically overwrites decoys hp/shields and shares the hp of the target enemy)
  • Can have multiple decoys out, at least 5, each decoy after the first costs more 'Mischief meter' to cast.
  • Hold cast to prematurely detonate all decoys, draining a flat amount of mischief per decoy detonated.
    • Upon detonation, decoys release a flashbang explosion in an AoE that applies Impact and Blast status procs.  100% chance to apply at least 1 Impact and 1 Blast status proc to enemies inside minimum range. 
    • Additional status proc chance and the additional range of AoE proportional to Power Strength and Power Range
    • Casting decoy detonation with full Mischief Meter strips a large amount of armor/shields from enemies
    • Deals very little, or no damage for balance/immersion
    • Decoys do not detonate on death, only when detonated by hold cast
  • Decoys inherit weapon and sounds of your equipped primary or secondary weapon instead of just the Lato or w/e it has.

Invisibility -

  • Toggle-able ability, drains Mischief when active as Loki moves (10 to 15 second total charge time). 
  • Does not drain Mischief when motionless (standing, crouching, wall latch). even when active
  • Mischief meter is recharged by:
    • staying motionless, +50% faster when wall-latching, 1:1 recharge/drain rate ratio when active, 2:1 or more when ability is toggled off
    • Stealth kills while Invisibility is active, give a stacking regeneration rate buff to stealth gauge, and finisher animation kills stack the buff 3x and refresh duration for all stacks
      • Stealth gauge regen buff (max 5 stacks): 
        • + 20%/per stack (of motionless recharge) base regen rate for 10s, even while moving. 5 stacks and Invisibility doesn't drain stealth meter at all during movement and recharges very quickly when motionless.
        • + 10%/per stack to all forms of movement/attack speed (melee, reloading, parkour, bullet jump, flight and wall latch duration, etc)

How this would look gameplay wise, is that perma-invis loki would have to leap frog across walls and through the rafters, stopping here and there for his gauge to recharge, prioritizing wall-latching (his passive is useful) and strategic placement.  It also incentivizes stealth kills, and if you get on a stealth-kill streak, you basically have free movement perma-invis without it feeling cheesy and OP.  You are motivated to keep the stealth chain going by seeking fresh victims to refresh the duration, but if you get stuck you can just wall latch or stop moving for a little bit to avoid breaking invis.

Switch Teleport -

  • Can be cast mid-air or during wall-latch. 
    • If cast mid-air, target inherits Loki's velocity (lets you throw enemies off cliffs, into walls for comedy).  Falling enemies take fall damage?
    • If cast during wall-latch, target is stuck/pinned to the wall where Loki was wall-latched (hanging by their wedgied underwear?)
  • Traversing with switch teleport while invisibility is active does not cost Mischief (not considered 'moving')
  • Hold to cast for additional pacification effect (costs a flat amount of Mischief). 
    • Pacification effect: Departure and arrival locations have AoE pacify effect applied to enemies in range,  that resets enemy alarm state to unalerted, unless otherwise alarmed or alerted.
    • If cast with full Mischief gauge, puts enemies in AoE to sleep for a short duration (5s?), allowing Loki to escape, opening them up for finishers, or allowing them to wake up and reset their alarm state to unalerted (unless otherwise alarmed/alerted)

Radial Disarm -

  • Also applies 100% chance for at least 3 Impact status procs
  • Tap cast to with reduced energy cost to target single enemies to disarm and stagger proc them, costs no mischief. 
  • Hold to cast for full radial effect, drains all of Mischief meter (forcing invis break?), range and # of stagger procs (up to a full 10 stacks?) enhanced by amount of Mischief meter consumed.
  • If cast with full Mischief meter, knocks down all enemies for a good duration (5 to 10s?) opening them up to finishers

Passive:

Wall-Latch lasts 10x longer.  Wall-latch gives a 50% bonus to Mischief meter recharge rate. The higher the mischief meter is the higher the chance that mercy kills, stealth kills, and finishers drop an additional energy orb, health orb, ammo, or credits.

or

Wall-Latch lasts 10x longer.  Wall-latch gives a 50% bonus to Mischief meter recharge rate. During Wall-Latch, bonuses to finisher damage are applied to ranged stealth attacks.

Notes:

You might switch Invisibility to number 3 ability, giving it a 75 energy cost to activate, incentivizing the player to maintain their stealth and engage in the stealth meter mechanics, while moving switch teleport to 2 for 50 energy to cast so that it is more spammable, which will also help them to maintain their stealth and michief meter by not draining it by 'moving' while invisibility is active. 

Also there maybe a more creative additional effect to the passive, but I wanted to incentivize the wall-latching, 'demon in the rafters', and stealth kill sort of gameplay.

 

On 2020-10-21 at 2:14 AM, BahamutKaiser said:

I feel like he is ideal for a rework too, I don't think any of his abilities need to be replaced, but it would be nice if several of them were enhanced to be more engaging and functional. 

It would be cool if they developed some experimental features too. 

 

On 2020-10-10 at 8:18 PM, (PSN)mahoshonenfox said:

I'm no Loki main but I do have a suggestion to "modernize" some parts of his kit. Particularly, reworking Decoy.

- Decoy should no longer have a hitbox (or health.) The description says "hologram" so why does it have a hitbox? Only duration will determine when the Decoy dies.

- Loki can still Switch Teleport with it but when enemies try to damage the Decoy, their bullets and their attacks will just go through it.

- The Decoy will no longer shoot with a fake Lato but instead will have a 15m AoE that forces enemies to aggro to it similar to how Guardian Derision works. This NOT elevated threat rating. This is forced aggro of enemies so the decoy will always be a prioritized target unless the enemy is immune to the AoE.

I also have a suggestion for a new augment called Trap Decoy. When its equipped, it gives the Decoy a hitbox again. Its duration is cut in half but the Decoy will absorb all damage dealt to it by enemies. When the duration expires or the player deactivates the Decoy, all the stored damage is released as a 10m AoE explosion. Damage type is Blast.

 

On 2020-10-04 at 8:01 PM, Xzorn said:

Why would you want to give DE an excuse to kill the last remaining good CC frame?  ...and no I don't mean frames that can CC.

Loki is the last in a class of frames who could perform the CC group role effectively on their own as support. All the others are dead because of "reworks". Nyx, a frame I had over 900 in-mission hours with is dead. Vauban is dead, Mirage and Excal died a long while back. He's the last.

I've found good reason to use all his abilities. Switch Teleport being the least used but trust one half dead ability and 3 good ones is far better than Avg for DE. Decoy is when you know a good Loki player. It doesn't need much health when enemies don't have guns to shoot it. It's an AI manipulation tool not target practice.

I used to even get value from his passive in Spy missions and certain offensive situations back when CO + Zakti + Glaive was good using Arcane Arachne. +300% Damage + CO multipliers + Stealth Multipliers + Headshot on a Glaive. One-shot lvl 300 old scaling enemies in about 2-4 Bleed ticks.

 

On 2020-10-04 at 8:44 PM, Unimira said:

I use Switch Teleport pretty often. Synergy with decoy is one thing but being able to relocate NPCs (and make them invincible with augment) is the reason I use it (useful in Rescue, Sortie Defense and plains drone escorts).

Most useless thing with Loki is the passive but compared to most other frames he is functioning pretty well.

Wow, I haven't checked this thread for some time and I got to say, I was not expecting this much activity. I do see some very good suggestions on how Loki could be fit with the rest of the game, with some I actually do like the sound of. As for the thing about CC, for some time now Warframe has been made to be centered around damage, not CC. There's a reason why frames like Chroma, Wukong, Wisp, Saryn, and many other DPS frames are used more over those that can CC. This is especially true for missions like Exterminate and Defense where you have to kill everything for the mission to be a success.

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Anyone else feel like the booby trap portion of Mirage's 2 would be way more fitting on Loki? Maybe a passive where every time Loki casts an ability, objects in a 50m radius become booby trapped? I know the booby traps wouldn't be good even then, but along with a few buffs it could be a decent passive.

Affected objects include (but not limited to): Arc Traps, Control Consoles, Explosive Barrels, Kubrow Dens, Storage Containers, Laser Barriers, Lockers, Resource Caches, Security Cameras, Corpus Turrets, Fortress Scanners, Fortress Turrets, Orokin Turrets, Orokin Void Laser Consoles, Pickups, and Ziplines. Each type of object has a different trap effect:

  • Arc Traps zap nearby enemies instead.
  • Control Consoles attract a nearby enemy to attempt raising the alarm or initiating lockdown. After a short delay, the console malfunctions and explodes dealing 200 DmgBlastSmall64.pngBlast damage to its user.
    • Damage is not affected by Ability Strength.
    • If the user survives, it is deterred from accessing the console again until Sleight of Hand expires.
    • Robotic units such as MOAs are also attracted, but they cannot trigger an explosion.
  • Explosive Barrels, Kubrow Dens, Storage Containers, and Resource Caches release an intense flash of light when destroyed, blinding nearby enemies for 10 seconds. Explosive barrels will also have their radial damage multiplied by 200%.
  • Laser Barriers activate lasers that deal DmgElectricitySmall64.pngElectricity damage every half second with a 100% status chance to enemies attempting to pass through while allowing Tenno safe passage. The secondary chain damage from the status effect inflicts 12 DmgElectricitySmall64.pngElectricity damage per tick. Warframes restore 5 energy for every passage and can recharge 5 energy every half second while remaining in contact with the lasers. A maximum of 50 energy can be restored per laser barrier.
    • Damage and energy restored are not affected by Ability Strength.
    • Sleight of Hand must expire and be recast in order to recharge energy from previously exhausted barriers.
  • Lockers open up and detonate when an enemy is in proximity, inflicting DmgTrueSmall64.pngTrue damage equivalent to the enemy's remaining amount of hit points. Exploded lockers will then close, allowing them to be usable after Sleight of Hand expires.
  • Security Cameras and Fortress Scanners deactivate for the duration of the ability.
    • Note that they will not stop working, but does not detect Tenno.
  • Corpus Turrets and Fortress Turrets activate without Camera/Fortress Scanner assistance and fire upon nearby enemies. Orokin Turrets are only affected when activated by pressure plates.
  • Orokin Void Laser Consoles halve the cooldown period between laser activations. Cooldown begins at halved time if cast before activation, while the remaining time is halved if cast during cooldown. Halved time returns to normal if ability expires before cooldown completes.
  • Pickups randomly explode, dealing 50 / 125 / 180 / 200 elemental damage within a radius of 4 / 5 / 6 / 8 meters. Each pickup deals a specific type of elemental damage: DmgColdSmall64.pngCold damage for Ammo, DmgFireSmall64.pngHeat damage for Health Orbs, DmgElectricitySmall64.pngElectricity damage for Energy Orbs, and DmgToxinSmall64.pngToxin damage for Affinity Orbs.
    • Explosion damage is affected by Ability Strength and diminishes with distance.
    • Explosion radius is affected by Ability Range.
    • Exploded pickups disappear for the Mirage cast
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1 hour ago, (XBOX)Regxxh said:

Anyone else feel like the booby trap portion of Mirage's 2 would be way more fitting on Loki? Maybe a passive where every time Loki casts an ability, objects in a 50m radius become booby trapped? I know the booby traps wouldn't be good even then, but along with a few buffs it could be a decent passive.

Affected objects include (but not limited to): Arc Traps, Control Consoles, Explosive Barrels, Kubrow Dens, Storage Containers, Laser Barriers, Lockers, Resource Caches, Security Cameras, Corpus Turrets, Fortress Scanners, Fortress Turrets, Orokin Turrets, Orokin Void Laser Consoles, Pickups, and Ziplines. Each type of object has a different trap effect:

  • Arc Traps zap nearby enemies instead.
  • Control Consoles attract a nearby enemy to attempt raising the alarm or initiating lockdown. After a short delay, the console malfunctions and explodes dealing 200 DmgBlastSmall64.pngBlast damage to its user.
    • Damage is not affected by Ability Strength.
    • If the user survives, it is deterred from accessing the console again until Sleight of Hand expires.
    • Robotic units such as MOAs are also attracted, but they cannot trigger an explosion.
  • Explosive Barrels, Kubrow Dens, Storage Containers, and Resource Caches release an intense flash of light when destroyed, blinding nearby enemies for 10 seconds. Explosive barrels will also have their radial damage multiplied by 200%.
  • Laser Barriers activate lasers that deal DmgElectricitySmall64.pngElectricity damage every half second with a 100% status chance to enemies attempting to pass through while allowing Tenno safe passage. The secondary chain damage from the status effect inflicts 12 DmgElectricitySmall64.pngElectricity damage per tick. Warframes restore 5 energy for every passage and can recharge 5 energy every half second while remaining in contact with the lasers. A maximum of 50 energy can be restored per laser barrier.
    • Damage and energy restored are not affected by Ability Strength.
    • Sleight of Hand must expire and be recast in order to recharge energy from previously exhausted barriers.
  • Lockers open up and detonate when an enemy is in proximity, inflicting DmgTrueSmall64.pngTrue damage equivalent to the enemy's remaining amount of hit points. Exploded lockers will then close, allowing them to be usable after Sleight of Hand expires.
  • Security Cameras and Fortress Scanners deactivate for the duration of the ability.
    • Note that they will not stop working, but does not detect Tenno.
  • Corpus Turrets and Fortress Turrets activate without Camera/Fortress Scanner assistance and fire upon nearby enemies. Orokin Turrets are only affected when activated by pressure plates.
  • Orokin Void Laser Consoles halve the cooldown period between laser activations. Cooldown begins at halved time if cast before activation, while the remaining time is halved if cast during cooldown. Halved time returns to normal if ability expires before cooldown completes.
  • Pickups randomly explode, dealing 50 / 125 / 180 / 200 elemental damage within a radius of 4 / 5 / 6 / 8 meters. Each pickup deals a specific type of elemental damage: DmgColdSmall64.pngCold damage for Ammo, DmgFireSmall64.pngHeat damage for Health Orbs, DmgElectricitySmall64.pngElectricity damage for Energy Orbs, and DmgToxinSmall64.pngToxin damage for Affinity Orbs.
    • Explosion damage is affected by Ability Strength and diminishes with distance.
    • Explosion radius is affected by Ability Range.
    • Exploded pickups disappear for the Mirage cast

Hmm. I kinda like the sound of that. I would make sense given Loki is based on the Norse god of Trickery.

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I mean, Loki didn't have any changes in his kit because he really doesn't need one. The problem you have is that Loki is specialized in being stealthy and being able to do Spy missions easily (despite Ivara being better by cheesing them with an augment). And the passive is worthless, yes, it's only useful in a single Riven challenge.

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2 hours ago, ElecDeathblade said:

I mean, Loki didn't have any changes in his kit because he really doesn't need one. The problem you have is that Loki is specialized in being stealthy and being able to do Spy missions easily (despite Ivara being better by cheesing them with an augment). And the passive is worthless, yes, it's only useful in a single Riven challenge.

The only other time his passive is useful is the spy mission on Lua where you HAVE to wall latch. Otherwise it's useless.

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