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Okay Scott, you want to buff bad Warframe abilities. Community, let’s suggest rework ideas here.


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From Scott’s Twitter. 
 

We have some hope for these old frames. So why not brainstorm for some rework ideas? I’ll start with Chroma Spectral Scream and Effigy.

Spectral Scream :

  • Changed from a continuous beam to a quick single elemental energy shot ability. Changed from full body to a one hand cast
  • This ability now has a gear wheel that allows Chroma to switch elements at will (give Chroma an actual passive already...). Each switch cost energy.
  • The elemental energy projectile Deals 800 base scaling damage with 100% status chance. Scales with Vex Armor and STR.
  • On hit it creates a 5 meter wide area of effect that deals 400 scaling elemental damage per second with 100% status chance. Scales with Vex Armor and STR.

Effigy

  • Acts as a second secondary source for Vex Armor and Elemental Ward for allies.
  • Increased damage from 400 to 800 scaling damage. Scales with Vex Armor and STR.
  • Increases cone width to 5 meters. So the effigy can hit multiple enemies consistently.
  • Effigy’s Roar now opens enemies to finishers.
  • Remove effigy’s knockback attack.
  • Enemies killed by effigy has some 50% chance to drop extra loot. Going with the theme of dragons loves hoarding treasures.
  • Loot pickups near the effigy is doubled. Going with the theme of dragons loves hoarding treasures.
  • Effigy absorbs damage from enemies with a base 3x multiplier scales with STR. On death the effigy explodes dealing the accumulated damage to surrounding enemies. 

With these changes Spectral Scream doesn’t have to compete with player weapons and Effigy is now worth the armor penalty and energy drain.

Well, what are your ideas for other outdated abilities?

I will do as best as I can to compile all rework ideas in this thread into one massive reply in the upcoming dev workshop thread once it’s up.
 

Edited by DrivaMain
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I'll chime in with my ideas from the Helminth thread (so, these are all the Subsume abilities). Might change some of these later, as my thoughts on these have changed a bit, but I have to go to bed right now. So, for now:

 

Ash - Shuriken

  • Casting changes:
    • Tapcast = Throw a homing shuriken which bounces over to 1/1/2/2 targets. Homing bounce-range affected by Range.
    • Holdcast = Throw a shuriken that goes straight forward, and has 1/1/2/2 meter punchthrough. Punchthrough affected by Range.
  • Effect changes = Now also lowers armor by 35%, or shields by 35% if the target has no armor (Strength-moddable). Staggers all struck enemies. Furthermore, at any time when an enemy is bleeding from Shuriken, if the bleed-damage of Shuriken (and Bladestorm, only relevant to Ash) is currently enough to kill the enemy, all this bleed-damage is dealt instantly, killing the target.
  • Augment = Seeking Shuriken Crippling Shuriken = Armor and shield reduction effects are doubled (i.e. 70%), and makes enemies unable to move on their own while they are bleeding from Shuriken.

Atlas - Petrify

  • Energycost = Reduced to 50
  • Augment = Imo all loot-boosting abilities and augments should be removed while raising base dropchances across the board (farming skills are dull and promotes repetitiveness in an unhealthy fashion). I know that will be met with harsh feedback though, so I'll suggest this instead: Make killing Petrified enemies drop health orbs, and maybe a small chance of dropping energy orbs?

Banshee - Silence Crippling Silence

  • Casting changes = Recast the ability midduration to remove the effect from Banshee.
  • Effect changes = In addition, enemies struck by Crippling Silence's distorting sound now also have their vision radius reduced to a mere 5 meters (pseudostealth!)
  • Augment = Savage Silence = Enemies opened to finishers from this augment are not just temporarily finishable, they are finisher-opened similar to how it works with blind-effects (you may use a Finisher on them once per cast).

Baruuk - Lull

  • Effect changes = Recastable to make a new field somewhere else, but this removes the old field.

Chroma - Elemental Ward

  • Honestly, I feel Chroma needs a bigger rework, but in the meantime:
  • Casting changes:
    • Tapcast = Cast the chosen elemental ward (recasting this = turn off the old one, and apply the new one)
    • Holdcast = Cycle the elemental ward (read on Ivara's Quiver for a new casting mechanic in regards to these "cycle abilities")
  • Effect changes:
    • Heat Ward = Buff on self is X healthregen per second (instead of max health). The effect on enemies remain the same (Heat DoT aura).
    • Electric Ward = Buff on self is X% shieldmax and X% shieldregeneration speed. The effect on enemies remain the same (stored up reflective Electric attack, but now with 100% status chance at all times).
    • Toxic Ward = Buff on self is X% movementspeed (instead of holster and reloadspeed). The effect on enemies remain the same (scaling Toxic DoT aura).
    • Ice Ward = Buff on self is X% armorbonus. The effect on enemies remain the same (reflective Ice attack, but now also works on melee attacks).
  • Augment = Everlasting Ward = Current effects baked in by default. New effects and name on this augment:
    • Essence Ward = When affected by any Elemental Ward, Chroma and allies gain X energyregen per second.

Ember - Fire Blast

  • Energycost = Reduced to 50

Equinox - Rage (Rest is fine as is, imo)

  • Effect changes = Staggers enemies on application. Also, for the duration an enemy is affected by Rage, it disarms them, forcing them to use their melee weapon.

Excalibur - Radial Blind

  • Augment = Radiant Finish = In addition, killing enemies with finishers heals you for X health (a few hundred health or so).

Frost - Ice Wave

  • Effect changes = Procs slash on enemies as well. Pushes back enemies who are frozen (maybe take away the pushback from Snow Globe?).
  • Augment = Ice Wave Impedance = Also boosts you and your allies' movement, slide and parkour speeds when on the ice slicks by X%. Cast time of Ice Wave also boosted by 25/50/75/100%.

Gara - Spectrorage

  • Energycost = Reduced to 50
  • Effect changes = Charm radius doubled. Causes knockdown on carousel collapse. Recasting midduration collapses the carousel manually (Note: You now need to cast twice to place a new one midduration, as the first "recast" only collapses it first). Also collapses upon time-expiration (not just on X mirrors shattered).

Garuda - Blood Altar

  • Not sure what to add/change tbh (if that's even needed - I guess it's fine?)

Gauss - Thermal Sunder

  • Imo, this is pretty ok as is. CC, moderate nuke, different status procs, and it lingers in an area.

Grendel - Nourish

  • Seems fine as it's suggested as well. Heal and damagebuff should be useful enough.

Harrow - Condemn

  • Augment = Tribunal = Current augment effects are now baked into the ability by default. New effects = Increases Condemn's shieldgain by 20/30/40/50%, and also grants 25/50/75/100% of the total shieldgain to all allies within Affinity Range

Hildryn - Pillage

  • Augment = Blazing Pillage = The heat-bonus no longer requires Haven to be active (in turn, makes the augment function fully for non-Hildryn users)

Hydroid - Tempest Barrage

  • Imo, Hydroid needs a complete rework, so I feel there needs to be more significant tweaks to him and his kit overall. However, in the meantime:
  • Casting changes = No longer has a holdcast; tapcast yields the current maximum effect, but remaining at 25 energycost.
  • Effect changes = First blast covers the entire area (meaning at least ONE salvo will hit everything in the AoE). Each hit not only deal damage and knock enemies down, it now also removes X base armor (similar to Shattering Impact), or X base shields if the target has no armor.
  • Augment = Corrosive Barrage Abyssal Barrage = Each barrage now causes Cold procs on enemies (instead of Corrosive, due to the ability already being suggested to strip armor and shields by default), while restoring X shields for Hydroid and allies caught in its blasts.

Inaros - Desiccation

  • Augment = Desiccation's Curse = Chance to spawn a Sand Shadow is raised to 35/55/75/100% (from 35/50/60/75%), and additionally also increases the range of Desiccation by 15/25/35/50%. Sand Shadows now last until they die.

Ivara - Quiver

  • Helminth changes = Now allows all Arrows for non-Ivara users.
  • Effect changes:
    • Dashwire Arrow = Hold the X-button for 1.5 seconds while on a Dashwire to remove the wire.
    • Noise Arrow Cricket Arrow = Same as Noise Arrow's current effects, but now it also addtionally causes a singular "vacuum-pulse" on impact, which teleports all currently lootable items (like ammo, credits, health/energy orbs etc) on the ground and gives it to Ivara. The "vacuum-pulse" radius is 20 meters (same as the noise effect). This finally gives this arrow a clear midcombat utility, which fits in particular with Ivara's "sitting up on a Dashwire" playstyle.
  • Casting mechanic suggestion = Please, seriously consider this "Cycle Abilities" casting revamp/option for massive QoL potential -> https://forums.warframe.com/topic/1186958-quiver-and-minelayer-like-abilities-a-new-casting-option-the-quick-access-numerical-menu/?tab=comments#comment-11519968

Khora - Ensnare

  • Casting changes = Make it a onehanded cast (or at least free the legs so you can move while casting)

Limbo - Banish

  • I feel Limbo also needs a rework to be more team-friendly (as suggested here: https://forums.warframe.com/topic/1210621-limbo-and-grendel-reworks-partially-in-reaction-to-heart-of-deimos-ability-swapping/)
  • If you don't wanna check the link, here are the changes to Banish (now called Rift Blast), straight from said rework:
  • Still casts a conical wave of rift energy. It violently explodes on enemies and gently guards your allies.
  • All effects now take place on all allies/enemies in the cast area, regardless of which plane Limbo is in!
  • On enemies: Enemies struck by Rift Blast are dealt 150/300/450/600 Impact damage and are all knocked down, while also being slowed by 65/70/75/80% for 3/4/5/6 seconds. They are NOT put into the Rift though. Furthermore, they are also affected by a debuff called Rift Touch, which lasts for 10/15/20/25 seconds. Enemies affected by Rift Touch are susceptible to Stasis' freezing effect (so that's only relevant to Limbo users), regardless of which plane they are in, and also pauses the slowdown of Rift Blast until Stasis wears off!
  • On allies: On allies: Allies are put inside the Rift and gain Limbo's passive effects for 10/15/20/25 seconds (including the toggle on/off being in the Rift on rolling - note that it doesn't remove the Rift Blast BUFF though). This means it is no longer disruptive for your allies, as not only do they get out of the Rift when shooting/meleeing/hacking etc (as per Limbo's passive), they can still also toggle it on/off whenver they want (The reason for being able to completely toggle it on/off is because perhaps a player is a Rage-user, and WANTS to get hit etc)
    • For reference on what Limbo's passive is in detail, please check the link above. TL;DR version though, is that it functions more like Ivara's Prowl (if you shoot/press buttons etc, you pop back into the real world temporarily)
  • Augment = Rift Haven Rift Mend = Instead, heals 2% of max health every second on allies affected by Rift Blast. This healing increases to 5% per second if they remain in the Rift. Limbo grants himself this regen-buff too whenever he cast Rift Blast (for the same duration as his Rift Blast would last on allies)
    • Since Helminth users of this ability+augment can't access the Rift without the help of another Limbo, they are then restricted to the lesser heal.

Loki - Decoy

  • Casting changes = Recast the ability midduration to kill the Decoy manually (Note: You now need to cast twice to place a new decoy midduration, as the first "recast" only kills the first)
  • Effect changes = When the Decoy dies (be it by losing health, expiring in time or with the manual "detonation"), the Decoy blinds enemies in 3/4/5/6 meter radius (Radius-moddable) for 4/5/6/7 seconds (Duration-moddable), which opens up enemies for finishers. Also, upon the 2-ish seconds of placing a Decoy, the Decoy is immortal (during which damage taken is converted to health, ala Snow Globe and Molt etc)
  • Augment = Savior Decoy = This augment now also buffs the blinding radius by X%.
  • Augment = Deceptive Bond = In PvE, the Decoy just absorbs damage from Loki (i.e. the Decoy-to-Loki damage is removed)

Mag - Pull

  • Effect changes = On cast, makes a landing "beacon" slightly in front of Mag, which is the point towards which enemies will be attempted to be dragged (basicly working as an anchor point so they don't fly past her, but rather tries to neatly place enemies in front of her). Also forces a Magnetic proc on enemies. Energy orb drop chance no longer requires specifically killing with Pull, but rather only that enemies are killed within 5/6/7/8 seconds (Duration-moddable) of being affected by Pull.
  • Augment = Greedy Pull = In addition, also grants a 25/50/75/100% chance that enemies who are carrying ranged weapons will have their magazines ejected, creating a random ammodrop from them and forcing the enemies to reload when they stand up again (Note: Enemies need to reload before being able the generate another ammodrop from them with Greedy Pull. Also note: Greedy Pull's loot-pull effect should of course automatically bring this ammodrop to you on the same cast).

Mesa - Shooting Gallery

  • Augment = Muzzle Flash = Whenever ANYONE affected by Shooting Gallery (including Mesa herself now) gets 6 kills, the next shot by Mesa will blind enemies within 6/8/10/12 meters for 3/4/5/6 seconds. So, basicly the same, but now allows Mesa herself to trigger it (making it an augment you can use solo).

Mirage - Eclipse

  • Helminth changes = No longer has its nerf-rule applied.
  • Casting changes:
    • Tapcast = Activate the ability
    • Holdcast = While the ability is active, holdcast to lock in the current Eclipse status light/shadow-status. Holdcast again to go back the to variable version
    • Augment = Total Eclipse = Revamped: Spawns 2 pillars of light and 2 pillars of shadows near Mirage (one in each of her "corner", like at the end of an X-shape), lasting 8/9/10/12 seconds each. Mirage or allies standing in a pillar of light generates 0,5/1/1,5/2 energy per second, while a pillar of shadow generates 5/10/15/20 health per second (both effects strength-moddable). Note: Standing in a pillar count as 100% light or 100% shadows (depending on the type) for Eclipse's effects (obviously very convenient for the new light/shadow "lockin" function), while standing in the centre of all 4 pillars counts as 50/50 light/shadow (which is the spot you'll be upon casting the ability).

Nekros - Terrify

  • Effect changes = Affects all enemies in the radius (no longer target-limitted). No longer reduces armor, but instead increases all damage taken of affected enemies by 15/25/35/50% (still Strength-moddable), which now also affects Bosses. Further more, if an affected enemy has ran away in fear for 3 seconds (non-moddable) without taking any damage, they will stand still and cower in fear, until they take damage again (resetting the 3 second "cower-countdown"). Added so it doesn't disperse enemies TOO much without the augment.
  •  Augment = Creeping Terrify = Also multiplicatively increases the damage amplification on affected enemies by 10% (Strength-moddable!) per second that they have been affected (up to a max of +100%, with this cap NOT Strength-moddable, since the damage-amp of the base effect is already modifiable by Strength).

Nezha - Firewalker

  • Imo, is fine as is. Speedboost, CC+minor damage and status-cleansing.

Nidus - Larva

  • Helminth changes = No longer has its nerf-rule
  • Effect changes = Enemies killed, in any fashion, while grabbed by Larva, grants 1 Mutation-point (i.e. 5th of a Mutation-stack) to Nidus (only relevant to Nidus). Can be cancelled by recasting midduration by default, but then gains a 1 second cooldown before being able to recast.
  • Augment = Larva Burst = Also adds +50% duration to Larva.

Nova - Null Star

  • Casting changes:
    • Tapcast with the ability not active = Activate the ability (defaults to defensive mode)
    • Tapcast with the ability active = Toggle between defensive mode and offensive mode.
      • Defensive mode = Protects Nova from harm. Upon being hit or when afflicted by a status effect, one orb is consumed, granting 1 second of 30/40/50/60% damage protection (including protecting against the triggering hit, and values are unmoddable) and status immunity for 1 second, during which another orb cannot be consumed. Visually, the orbs orbit around Nova in the current fashion when in this mode.
      • Offensive mode = Attacks enemies close to Nova. When an enemy gets within 7/8/10/12 meters range, one orb is launched at the enemy, dealing 100/125/150/200 Radiation damage, staggering the target and proccing Radiation status on it. 1 second attack cooldown, and prioritizes enemies not affected by Radiation procs. Visually, the orbs orbit around Nova in a more erratic pattern in this mode.
    • Holdcast with the ability active = Remove all Null Star orbs (the orbs just dissipate), allowing for a recast.
  • Augment = Neutron Star = Holdcasting to remove the ability will explode the remaining particles, dealing 100 damage per particle and knocks down all targets within 4/5/6/8 meters (iinstead of just Blast proc).

Nyx - Mind Control

  • Effect changes = In addition, 30/40/50/60% (unmoddable) of Nyx's damage taken is redirected to the Mind Controlled target (which is dealt to it upon the Mind Control release). Opposite applies while Nyx uses Absorb (only relevant to Nyx using it). The ability is no longer cancelled by Radiation procs.
  • Augment = Mind Freak = In addition, the Mind Controlled target's attacks has a 100% chance to proc Radiation, with a 8/7/6/5 second cooldown.

Oberon - Smite

  • Unchanged, as it's good as it is.

Octavia - Resonator

  • Casting changes:
    • Tapcast = Summon a Resonator, like now.
    • Tapcast on environment/enemy midduration = Redirect the Resonator to a set spot/target, where it will remain afterwards.
    • Tapcast on the Resonator midduration = Set the Resonator to wander freely.
    • Holdcast = Unsummon the Resonator.
  • Augment = Conductor = Increases the movement speed of the Resonator by 15/25/35/50% when manually directed, and causes enemies charmed by Resonator to suffer 15/25/35/50% more damage taken from all sources. No longer considered an Exilus mod.

Protea - Dispensary

  • Helminth changes = No longer has its nerf-rule.

Revenant - Reave

  • Effect changes = Also has a base effect of 40/60/80/100 True damage, and restores 20/30/40/50 health and shields (this is on top of the max% effects!). If Revenant has full health, all excess health-healing will be converted to restore his shields - and vice versa. All shield-healing from this ability is capable of producing Overshields.

Rhino - Roar

  • Helminth changes = No longer has its nerf-rule.
  • Effect changes = Can be recast by default. Staggers enemies in the radius. Boost rescaled to 15/25/35/50% (from 10/15/25/50%).
  • Augment = Piercing Roar = Adds 5 Puncture procs, instead of just 1, and adds +200% status duration to those Puncture-procs.
    • Augment (alternatively) = Piercing Roar Invigorating Roar = Causes affected allies to gain +5/10/15/20% movementspeed and 2/4/6/8 health regeneration per second.

Saryn - Molt

  • Casting changes = Recast the ability midduration to kill the Molt-decoy manually (Note: You now need to cast twice to place a new Molt-decoy midduration, as the first "recast" only kills the first)

Titania - Spellbind

  • Effect changes = Radius increased to 3/4/5/6 meters (from 1/3/3/5). Affected enemies will only float away (with very little momentum) for a brief moment, then they will be locked in place in mid-air.
  • Augment = Spellbound Harvest = Tweaked to grant 3/5/7/10 energy per affected target (Instead of needing to hit 4 or more enemies to grant 50 energy).

Trinity - Well of Life

  • Augment = Pool of Life Force of Life = When Well of Life ends in any way, 4/5/6/8 projectiles are launched out from the target's position, homing onto other nearby targets, with each projectile dealing True damage equal to 40/60/80/100% of the amount of damage dealt to the Well of Life target.

Valkyr - Warcry

  • Helminth changes = No longer has its nerf-rule.
  • Casting changes = Recastable at any time.
  • Effect changes = Attackspeed boost rescaled to 15/25/35/50% (from 10/15/25/50%). When you kill 6 enemies (unmodifiable) with melee weapons, a free mini-Warcry is released again, only doing the sloweffect on enemies (no buffing on allies/Valkyr) in half the radius.

Vauban - Tesla Nervos

  • Effect changes = Always throws 4 Tesla Nervos, no need to holdcast.

Volt - Shock

  • Effect changes = Debuffs affected enemies with 3/4/5/6 static charges (Duration-moddable). Every 2 seconds, one static charge is consumed, releasing another small electric shock, dealing 20/30/40/50 Electric damage to the debuffed target and one additional enemy within 7/10/12/15 radius of the debuffed target. This shock has 100% Electric status chance too.

Wisp - Breach Surge

  • Imo, is good as is. It has both CC and a form of damage-amplifcation.

Wukong - Defy

  • Helminth changes = No longer has its nerf-rule (I mean, it already has a cap anyway)
  • Effect changes = Its damage radius now is applied in a spherical area (so you can hit flying units better etc). Minimum armor bonus is raised to 100 armor (from 50), and this is affected by Strength-mods.
  • Sidenote: I honestly feel this should be swapped to Cloudwalker, as Defy feels far more "signature" to Wukong's nature than Cloudwalker does.

Zephyr - Air Burst

  • Effect changes:
    • Tapcast = The pull-in effect functions continually for 4 seconds (duration-moddable) in the full radius, like a mini-Vortex. Tornado has higher enemy-moving priority though (only relevant for Zephyr)
    • Holdcast = The pushback effect functions contiually for 4 seconds (duration-moddable) in the full radius, functioning like a small repelling windbased forcefield. Again, Tornado has higher enemy-moving priority though (only relevant for Zephyr)

 

What do you think folks? Any good, or anything TOO good perhaps? What else could need some changing?

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Shuriken is the one you focus on? There are at least whole builds for it. Blade Storm needs more of a buff. Make it into a charged ability with three levels. At level 1 (tap cast) it sends out 3 shadow clones to deal 2000 damage (at rank 3) to 10 enemies (scales with power) in front of Ash. At level 2 (charge one bar, or half charged) it deals 4000 damage. At level 3 (charge two bars, full charge) it deals 6000 damage. Mix both old and "new" versions of Blade Storm together.

(Most my other ideas for Ash is just bake his augmentations into his powers.)

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10 minutes ago, Azamagon said:

Nyx - Mind Control

  • Effect changes = In addition, 30/40/50/60% (unmoddable) of Nyx's damage taken is redirected to the Mind Controlled target (which is dealt to it upon the Mind Control release). Opposite applies while Nyx uses Absorb (only relevant to Nyx using it). The ability is no longer cancelled by Radiation procs.
  • Augment = Mind Freak = In addition, the Mind Controlled target's attacks has a 100% chance to proc Radiation, with a 8/7/6/5 second cooldown.

What mind control lacks.. is strength in numbers. 1 enemy isn’t enough. Nyx should be able to control up to 4 targets at once. Also, Mind Freak +500% damage should be innate and scales by ability STR. The charge mechanic can stay. But DE should remove these unnecessary rules in the charging mechanic. It’s forcing Nyx users to use critical focused weapons to charge them thus reducing build diversity.

Damage bonus conversion rate is approximately given by: 2.5Damage
  • Enemy armor is ignored, as well as the target's health, armor, and shield type damage modifiers.
  • Damage from physical and elemental damage mods is not taken into account.
  • Base damage (e.g., Mod TT 20pxSerration), faction damage (e.g., Mod TT 20pxBane of Grineer), and multishot (e.g., Mod TT 20pxSplit Chamber) mods are taken into account.
  • Critical Hits are taken into account.
  • Enemy weakspots are taken into account, including the critical multiplier weakspot bonus.
  • Damaging procs (e.g., Slash b SlashHeat b Heat, and Toxin b Toxin) applied to the target before casting Mind Control will contribute to the damage conversion.
  • The damage bonus from Viral b Viral and Magnetic b Magnetic are not taken into account.

Unalerted enemies that are Mind Controlled will be susceptible to Stealth Damage Multipliers from melee attacks over the ability's duration.

 

Edited by DrivaMain
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8 minutes ago, Azamagon said:

Ember - Fire Blast

Fix the hit detection on Fire Blast. There are enemies that are even in breathing distance that won't get hit by the Blast.

11 minutes ago, Azamagon said:

Hydroid - Tempest Barrage

Remove the ragdolling from the ability. The ability was actually okay at locking down an area prior to March 2020 (Status Rework). The ragdolling made it very annoying now.

19 minutes ago, Azamagon said:

Revenant - Reave

Enemies killed by Reave will create a spectral "burst", healing nearby allies and Thralls. If Revenant has Mesmer Skin active, the burst also grants additional Mesmer Skin charges to other players/allies.

14 minutes ago, Azamagon said:

Titania - Spellbind

Increase the casting animation speed. I would say all of her abilities need it (midair Razorwing cast is still somewhat slow) as the slow casting animations contradicts Titania's nature as a nimble fairy.

 

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Remove all the arbitrary extra limitations from Ivara's Prowl.

No more extra energy costs for getting hit or meleeing. No more broken kneecaps preventing you from doing Warframe mobility things. No more visual exposure for shooting a loud gun.

#1 desirable change right there, although there's still a laundry list of other little issues and shortcomings in poor frogwife's kit.

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7 minutes ago, (PS4)thegarada said:

They mentioned they will have a dev workshop. It makes sense to post stuff there when it is available, instead of here where it will babe forgotten.

Well I can just archive all rework ideas/suggestions in this thread to one massive reply in the dev workshop thread. So there’s that.

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So, "buff weak status and powers, not take away anything" can be interpreted very broadly. My understanding of the statement however is that the next pass is geared towards buffing specific powers rather than reworking kits.

For frames like Chroma, Hydroid, or even Ash and Trinity, I would say the frames need some pretty significant reworks; several of their powers simply don't work well with their kits, don't add anything worthwhile to their loops, or just end up overlapping with other powers in their kit.
Again, I would guess "frames that need Ember-level reworks" are not the target for the next pass.

Just gonna go through the list for ones I think could be revivable:

Spoiler

ASH: Rework needed; Bladestorm overshadows the entire kit, while Shuriken adds nothing in a kit full of armor-ignoring skills

ATLAS:

  • Tectonics' Bulwark width is doubled and forms in an arc, while explosion damage is affected by its remaining health; multiple Bulwarks can be summoned at once, and roll on hold-cast rather than recast
    • Augment reworked to summon Bulwarks at a distance from Atlas
  • Petrify can heal Bulwarks
  • Rumblers' attacks add to Combo Count

BANSHEE:

  • Sonic Boom deals True damage based on a % of target health if targets impact walls; hold-cast increases the push distance
  • Soundquake targets weakpoints from Sonar and deals greater damage the farther out enemies are

CHROMA: Rework needed; Spectral Scream is overshadowed, Effigy has no synergy, Chroma himself has no functional passive

EMBER: 

  • Fireball damage now scales to target health based on the number of Heat procs on the target, and charging increases the blast radius up to double
  • Immolate gives Status resistance at maximum heat level
  • Fire Blast's cost is reduced by current heat level

EQUINOX: Rework suggested; the two forms have little interplay, encouraging players to generally stay in one mode the entire mission or build purely for one form

EXCALIBUR:

  • Radial Javelin scales damage with Heavy Attack multiplier, and has a chance to immobilize enemies by impaling them to surfaces

FROST:

  • Freeze has Punch Through, no longer is capped by enemy health, and compels Avalanche's shatter effect when it hits frozen enemies; hold-cast to fan multiple projectiles
  • Ice Wave spikes remain for a period affected by Duration, causing IPS procs/damage to enemies who pass through the field
  • Snow Globe shatter damage scales to its remaining health
  • New passive: Increased armor for each enemy affected by Cold procs within 50m

GARA:

  • Shattered Lash's Puncture effect is now a projectile with Punch Through
  • Spectrorage scales its damage to the level of the enemy that destroyed each mirror

GRENDEL:

  • Feast's cost-per-enemy is reduced for each subsequent enemy consumed, with a peak at 20 enemies
  • Regurgitate returns an amount of energy to Grendel; splash radius increased, damaged enemies are knocked down

HYDROID: Rework absolutely required; every ability in his kit is just damage and CC, only Undertow actually scales its damage while also encouraging AFK farming

INAROS: 

  • Devour transfers damage taken while tethering, consuming or Sandstorming an enemy onto its victims
  • Sandstorm increases the tick rate of all of Inaros' DoTs on targets, innately procs Slash effects, and does not ragdoll enemies out of the field until disabled. Cost per second reduced; hold Fire to double the cost, movement, and attack speeds
  • Scarab Swarm spreads Desiccate and Devour effects on the target to nearby enemies. Overcharging the effect taunts nearby enemies.
  • Sarcophagus scales with Beam-type Pistol mods

LIMBO:

  • Banish will teleport enemies into or out of an active Cataclysm
  • Players can pass through enemies on the opposite side of the Rift without alerting them. Exiting the Rift within an enemy's hitbox will ragdoll and damage the enemy

LOKI:

  • Decoy can be dispelled with Hold-cast; when Decoy ends, dies, or is dispelled, enemies will assume the caster has died if he is invisible or out of line-of-sight, potentially resetting their alert levels
  • Invisibility now creates a bubble of effect that follows Loki, turning nearby allies invisible
  • Switch Teleport no longer switches positions with other Players, instead teleporting to them; switching with an enemy will inflict a Radiation proc to the target
  • Radial Disarm also inflicts a permanent armor debuff to affected enemies, and deactivates any active grenades; if Decoy is active, Disarm will emit from the Decoy instead

MAG:

  • Pull will drag affected enemies and Polarize shards to Mag's feet, rather than ragdolling enemies overhead; casting on Magnetize bubbles instead briefly amplifies the Magnetize pull effect
  • Polarize once again drains a percentage of enemy shielding, as well as armor, to a minimum amount affected by Power Strength; number of shards created is affected by the shields and armor drained
  • Crush damage is affected by the total level of all enemies affected

MESA:

  • Ballistic Battery also increases Punch Through, Projectile Speed and Accuracy of the shot. Can be activated and discharged during Peacemaker to fire a single non-homing shot with Punch Through and pin-point accuracy
  • Shooting Gallery also replenishes the magazines of holstered weapons

MIRAGE:

  • Eclipse guarantees its maximum potency for each state, regardless of the light levels within the room
  • Prism activates Eclipse's Light form when detonated and maintains it for the Blind duration

NEKROS:

  • Soul Punch multiplies its damage as the target's health is reduced, automatically kills enemies below 40% health (a la Dread Mirror), and guarantees a Gore Kill
  • Desecrate heals active Shadows each time a corpse is consumed

NOVA:

  • Null Star guarantees Stagger on every hit, and can be cast on Antimatter Drop to surround it in Null Stars that seek out enemies the Drop passes

OBERON:

  • Reckoning also has a chance to compel health orb drops from enemies that have been slain while blinded

RHINO:

  • Roar also taunts nearby enemies to attack Rhino

SARYN:

  • Molt can once again be used as a carrier for Spores; explosion damage increases based on Molt's maximum health

TRINITY: Rework needed; no matter how many times you buff Well of Life, Blessing will always overshadow it, because cost is no object to she who bears Energy Vampire

VOLT:

  • Shock now has a critical chance and can be hold-cast to fire a continuous chaining beam of damage, increasing the critical chance each time an enemy is damaged by the effect
  • Electric Shield imposes a cost per-second on Volt rather than a cost per-meter; damage stored by Shock can stack and contribute to critical multiplier
  • Discharge refreshes the duration of Volt's abilities in range; overcharges caused by Shock will inherit Shock's damage, including critical multipliers

ZEPHYR:

  • Tail Wind will give Zephyr an additional Hover effect each time she passes through a Tornado; damage inflicted by Hover Jump and Dive Bomb inflict Lifted status to enemies
  • Air Burst deals additional scaling damage to airborne enemies, including enemies that have been Lifted or caught in Tornadoes, and this damage is passed onto Tornadoes
  • Tornadoes can be commanded to gather at the target location with Hold-cast, and will gather loot for Zephyr, passing it on if she passes through them

 

Edited by Archwizard
Added more to Atlas and Frost.
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9 hours ago, DrivaMain said:

Silence is good? Since when? No small range build doesn’t count. I swapped that out for Lull and now banshee can CC more reliably without having to gimp the range. Also nerfing sonar will definitely cause major outrage and Content Creators rallying their fans to revert it. 

Since forever. Silence is not only good with low range on a melee finisher build, but also with moderate range to create an engagement line for incomming enemies, which you easely kill during the stun animation with help of Sonar to complement run&gun playstyle.

What Banshee needs is everything GrimCorsair said. I would also add a rework to her #4, since this skills just reeks of bad design, as well as fix visual feedback on Sonar spots, since not the entire marked area actually increases damage.

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i don't know why it's our responsibility to repost all of the (good, since not all were) Ability suggestions for every single Warframe in the game since their Release date up to today.
it shouldn't be, they already have it all, Archived and readable through that.
countless times have there been very detailed suggestions, targeting different design goals and at times even peer revised if a Thread got some discussion in it.
IF we really would be expected to redo everything all over again..... i don't even know, i'd be speechless then.

 

yeah it's a grumpy thing to say, but i'm also right.

Edited by taiiat
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16 minutes ago, taiiat said:

i don't know why it's our responsibility to repost all of the (good, since not all were) Ability suggestions for every single Warframe in the game since their Release date up to today.
it shouldn't be, they already have it all, Archived and readable through that.
countless times have there been very detailed suggestions, targeting different design goals and at times even peer revised if a Thread got some discussion in it.

While I agree, it's worth pointing out that with how fast the game changes, many of those archived threads are outdated or offer suggestions that would be pointless now.

Speaking from experience.

But the meta regularly shifts with each new Frame or Enemy update, the entire system of Status Effects changed just 7 months ago and is already on the block again, the Helminth system is only a month and a half old -- which itself poses the double threat of analyzing the most replaced abilities to update on their main frames while keeping any Infusable counterparts balanced for mass consumption -- and we're presently juggling over 40 Frames, a handful of which like Trinity still get arguments about whether they're "just fine" or not. Any archived feedback that's still relevant is all over the place, particularly with people making new threads for single abilities every hour or throwing out Rework Megathreads every week.
Meanwhile it took Ember 4? 5? reworks to get to a state where she feels both fun to play and potent in the meta. So yeah, I'd say an extra eyeball here and there can't hurt.

Edited by Archwizard
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46 minutes ago, Archwizard said:

While I agree, it's worth pointing out that with how fast the game changes, many of those archived threads are outdated

I'd like to think all of my "Primal Fury is a bad ability" threads over the years are relevant to this day, given it's still a bad ability.

And frankly, calling it a "bad ability" is quite generous of me, given DE have been pretty stubborn about not giving it anything whatsoever that might actually make it an "ability".

54 minutes ago, taiiat said:

i don't know why it's our responsibility to repost

It isn't. In fact, I'd argue that a big push for a repeat of all ideas not only serves no purpose due to the result being the exact same situation prior to the push (a mess of ideas haphazardly posted), but hurts the general state of feedback.

Unfortunately DE themselves have done a lot of that hurt. Thankfully they haven't outright asked for ideas, but saying, "the goal is to go over weaker Warframe powers with the next Warframe revised" can give the impression that any feedback posted on these weaker abilities prior to the revision was a waste of time.

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Well, its nice to know they said they're buffing things and not nerfing things that are "fun." I have a lot to suggest mostly from the Helminth abilities but I keep thinking I just haven't found the right combination yet.

Decoy. I can't find a use for this. Even Mind Control can hijack shield ospreys and it really helps Hyldren. Maybe remove the Decoy's health and let it be duration based. Let it absorb damage and when its duration expires, it explodes dealing AoE blast damage based on how much it absorbed.

Ice Wave. I wish it did more than just cold damage. Maybe it could knock enemies back and if they hit a wall, they take finisher damage like what Snow Globe does.

Airburst. I don't know what the point of this is. It seems to be like Pull but Pull has utility with Greedy Pull. Maybe let it stun enemies and open them to finishers. Idk.

Tempest Barrage. Maybe make the augment permanently remove armor instead of just procing corrosive. Even if its just 10% armor reduction per hit that scales off of power strength.

Shuriken. It causes 100% slash proc. Maybe increase that to 600% so you get 6 slash proc stacks in one hit.

That's all I could think of. The others are pretty good on the right frames.

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40 minutes ago, DeMonkey said:

It isn't.

but saying, "the goal is to go over weaker Warframe powers with the next Warframe revised" can give the impression that any feedback posted on these weaker abilities prior to the revision was a waste of time.

oh yes, it definitely isn't.

but, when Digital Extremes makes scenarios (on numerous occasions) that yes, make it seem like it's our responsibility to do that, i don't even.

 

anyways i don't want to fill the Thread with not that

Edited by taiiat
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12 hours ago, Grave.Knight said:

Shuriken is the one you focus on? There are at least whole builds for it. Blade Storm needs more of a buff. Make it into a charged ability with three levels. At level 1 (tap cast) it sends out 3 shadow clones to deal 2000 damage (at rank 3) to 10 enemies (scales with power) in front of Ash. At level 2 (charge one bar, or half charged) it deals 4000 damage. At level 3 (charge two bars, full charge) it deals 6000 damage. Mix both old and "new" versions of Blade Storm together.

(Most my other ideas for Ash is just bake his augmentations into his powers.)

As I said first, I only copy+pasted the stuff from the Helminth Subsume thread, as I didn't have time talk about any other stuff due to going to bed. But yes, both Shuriken AND Bladestorm needs changes. At least that "bleedburst" effect on Shuriken would do wonders for it (at least for Ash). Bladestorm is a whole other can of worms, and I think it'd be best to just simplify it, something like this:

Bladestorm

  • Cost 100 energy at all times
  • Is cast differently:
    • Upon cast, Ash marks up to 8/10/12/15 enemies who are within line of sight in a 360 degree manner (this includes enemies highlighted through walls from his passive!), in a 10/12/15/20 meter radius (Range-moddable).
    • Each enemy get 3 marks on them, and the clones start attacking immediately
    • Cannot recast or cancel the ability while it is taking place, it needs to finish (this is not new, just emphasizing this part)
    • The ability now shows how many enemies are marked, rather than the amount of marks are placed
  • Has some different casting options:
    • Tapcast = Only sends out his 2 clones to attack the marked enemies
    • Holdcast (0,5 seconds) = Sends out the 2 clones to attack, with Ash joining in immediately
    • Holdcast midduration = If only the clones were sent out to attack, Ash can join in on the attack by holdcasting midduration, if he is within 20/40/45/60 meters range of at least one marked enemy (LoS not needed)

This way, he has a bit more cohesiveness to his kit: Teleport brings him in to enemies, Smoke Screen allows him to do so relatively safely, Bladestorm marks up some nukage on enemies around him, and Shuriken accelerates the process due to its "bleedburst" effect.

12 hours ago, TheGrimCorsair said:

These are unnecessary changes to an already incredibly powerful skill. Rather than open your mouth and give suggestions on something you don't understand, instead just delete the section on Banshee.

The only changes her kit is in dire need of is making her 1 a completely off-hand cast, her 2 and 3\ upper body-only animations, and removing the exponential scaling from her 2.

I disagreed her. Her 3 is a bit wonky in that it only briefly stuns enemies, and that it plays with Range quite weirdly, since you have no in-game control over its radius. That's something I was trying to circumvent.

But note that I was just quoting the Subsume stuff, I truly believe her #1 and #2 needs casting QoL, I feel her #3 needs more changes so it feels more like her "survivability" ability, and imo her #4 needs to be completely redone, as it doesn't fit with the rest of her kit.

12 hours ago, Duality52 said:

Fix the hit detection on Fire Blast. There are enemies that are even in breathing distance that won't get hit by the Blast.

Remove the ragdolling from the ability. The ability was actually okay at locking down an area prior to March 2020 (Status Rework). The ragdolling made it very annoying now.

Enemies killed by Reave will create a spectral "burst", healing nearby allies and Thralls. If Revenant has Mesmer Skin active, the burst also grants additional Mesmer Skin charges to other players/allies.

Increase the casting animation speed. I would say all of her abilities need it (midair Razorwing cast is still somewhat slow) as the slow casting animations contradicts Titania's nature as a nimble fairy.

 

All of these are nice.

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I hope DE will keep their word and follow through in buffing warframe abilities, imo this is something they should of been doing due to the current situation that we are in.

To add my two sense I think Ash needs a revisit, he has issues that most ppl don`t recognise or refuse to acknowledge, based on the stats shown on the devstream and ppls actions, it proves he has issues.

If I were to address his issues and improve his abilities, here is what I would do;

 

Ash:

·       All abilities can be cast while on ziplines.

 

1st Ability:

·       If an enemy is killed in one hit it is considered as a stealth kill.

·       Holding the ability will make both shurikens target the enemy you`re aiming at dealing double slash damage and adds critical damage based on what crit damage mods you have equipped on your melee weapon, also headshots will do more damage.

·       The held version works like the way Nezha`s 2nd ability does. Quick cast, straight path and more damage.

·       The held version will have increased flight speed.

·       The more health the enemy loses, the slower the enemy moves when bleeding out.

·       When the enemy stops bleeding, it will go back to its normal movement speed.

·       If you hit the same enemy that was affected before, it will go back to the same slow speed and will keep getting slower until it`s lifeless.

·       It has a 1 second combo window. The more you use the ability, the more damage it does, the less energy it takes.

·       The built-up damage multi from spamming it can affect the held version of shuriken.

·       The held version can pause the 1 sec combo duration drain indicator so that you have time to get the full damage out of it but the decreased energy won`t carry over to it.

·       Depending on the damage built up from the combo multiplayer will determine the increase of critical damage from the held version, if high enough it can reach red crits.

 

2nd Ability:

·       Increase the cast stun duration to 4 sec.

·       The smoke left behind will last for 10 seconds.

·       The smoke cloud has a 5m radius which can be increased by range mods.

·       The 4sec stun also affects osprays by them visually float down to the ground before recovering.

·       The stun can interrupt and override enemies that`s already affected by a stun.

·       Enemies that enter the smoke will have a 6 sec stun duration and are 40% more susceptible to damage. If allies are in the cloud they cannot be targeted by enemies.

·       If Ash stays in the cloud the duration won`t start until either he leaves the cloud or the cloud duration runs out.

·       Allies that are in the cloud are visually translucent show that they are unseen by enemies.

·       All stun durations cannot be increased by duration mods.

·       When Ash is invisible, the apparitions from bs are also invisible.

·       Remove muffled sound while invisible.

 

There are now new ways you can use this ability;

·       You can use it next to a dangerously high-levelled enemy to stun it and kill it with ease.

·       You can use it to block enemies in doorways. Since the smoke affect duration is 6 seconds and the smoke lasts 10 seconds, enemies will be stuck for a total of 12 seconds.

·       You can protect your allies from enemies` sight with smoke cloud.

·       If you mod for less duration and more range, it will turn it into a better cc ability.

 

3rd Ability:

·       Holding the ability will show an indicator of where he can teleport to from the radical.

·       The teleport stun can interrupt and override enemies that`s already affected by a stun.

·       When teleporting to enemies with the held version, enemies won`t detect you when in close proximity and it won`t open enemy to finishers.

·       The cast speed of the held version is half a second.

·       Teleporting to a wall will make ash hang to the wall for 10 seconds if you hang on to it.

·       Not only it can teleport to anything with a health bar, it can also teleport to anything that can be scanned.

·       You can teleport through windows if there are allies, npcs, enemies, objects with a health bar or is scannable objects on the other side of it.

·       If you can see an ally through a wall you can teleport to them.

·       You are able to teleport to enemies that are in the air.

·       After teleporting in the air, performing melee attacks will keep him in the air.

·       Even if an enemy is already stunned it is still able to be open to a finisher.

·       When teleporting to enemies with the held version, enemies won`t detect you when in close proximity and it won`t open enemy to finishers.

·       If you can see allies through walls, Ash can teleport to them.

·       The cast speed of the held version is half a second.

·       If he targets an enemy behind cover, he will teleport behind it for a finisher instead of just standing above them.

·       He can preform front finishers on moas and infested enemies.

 

4th Ability:

·       When activating the ability, it will start instantly.

·       Pressing the ability will bring you into the animation while holding the ability will send clones out to kill instead of you.

·       If you want to jump out of bs, press the ability again and the clones will continue to kill enemies.

·       Enemies that are red can be killed by players.

·       There is no limit to how many enemies he can kill within the 20m radius of the enemy he`s aiming at.

·       On deactivation or when blade storm ends whole in the animation, Ash teleports back to the position where he activated it.

·       An indicator is shown of the number of enemies that are going to be killed by bs.

·       Sliding before activating will increase the animation and clones` attack speed by 20%.

·       You sentinel will not only be invulnerable but will also visually disappear while in the animation, this also including pickups from vacuum.

 

Since Ash doesn`t have any synergy (or any good ones) here are some that will improve his performance;

 

Synergies

Smoke Screen + Shuriken, Teleport & Blade Storm:

·       If you use any ability while you`re invisible, enemy bodies will disappear.

·       While smoke screen is active enemies won`t be able to detect Ash or enemies killed when in close proximity.

·       If you teleport to an enemy while you are invisible you will stun enemies around you and increase the smoke cloud duration to 15 seconds. It will stun enemies for 1 second with a 7m radius which can`t be affected by duration mods also, the enemy you teleport to will be affected by the susceptible smoke.

·       If you use shuriken on enemies affected by the smoke cloud, it will increase the slash duration by another 50%.

 

Shuriken + Teleport:

·       Using the 1st ability on an enemy will show their health bar through walls longer, making you able to teleport to them as long as they are continually receiving bleeding ticks.

 

Shuriken + Blade Storm:

To increase the damage of bs you must use shuriken. As long as enemies continuously keep receiving bleeding ticks, your damage will increase over time with no limit.

·       Enemies need to be alive and bleeding from the 1st ability for bs to build up damage.

·       If no enemies are affected by slash, you will have five seconds before the damage is lost.

·       If the five seconds is up, the stored-up damage will decay overtime instead of disappearing completely.

·       There will be an indicator showing the amount of damage you are accumulating and the amount of time you have left.

·       If you get downed, the timer won`t start until you are revived.

 

Fixes:

·       Make Ash be able to teleport in and out of the same grates instead of just one direction.

·       Make opening enemies up to finishers consistent with 3rd ability.

·       Sometime ash is glitched and stabbing the air and he is unseen when using bs due to camera angle.

·       Make the “clones” look like him (like wukong`s 1st ability) instead of looking like a hologram.

·       When blade storm is done, Ash doesn’t appear at the same place he started at but instead is teleported in a different location.

·       If he targets an enemy behind cover with his 3rd ability, he will teleport behind them for a finisher instead of just standing above them.

 

 

Edited by (PS4)Vexx757
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Nyx

Mind control: scales with enemy level, augment built in, take that shoot to make it stronger away.
Absorb: take away the bonus energy drain/1k damage, assimilate is built in, you can hold it to drain energy over time and increase it's damage
Also new passive.

Nekros

Replace his 1st
Terrify has no enemy cap and they run TOWARDS you
Shadows gain damage based on enemy level

Edited by AltairFerenc
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25 minutes ago, Azamagon said:

I disagreed her. Her 3 is a bit wonky in that it only briefly stuns enemies, and that it plays with Range quite weirdly, since you have no in-game control over its radius. That's something I was trying to circumvent.

But note that I was just quoting the Subsume stuff, I truly believe her #1 and #2 needs casting QoL, I feel her #3 needs more changes so it feels more like her "survivability" ability, and imo her #4 needs to be completely redone, as it doesn't fit with the rest of her kit.

You can disagree all you want, but a skill that seals most all of the special abilities enemies have in the game as long as they're under the umbrella of it is pretty #*!%ing powerful. Further, it's hands off stun that can be reapplied as many times as you like, and can be used, in conjunction with breaking line of sight (either from aforementioned stun or interposing a solid object between you and your target) to shake their track on you as long as no one outside the bubble can detect you. Further still, it makes it so you generate no aggro whatsoever for shooting enemies and, again, guarantees that anything under the bubble will not react to you provided you avoid line of sight.

The skill is incredibly powerful, but requires a little more out of the player than autopilot to use.

----------------

Anyway, it really doesn't matter that much. There's nothing that's gonna come up in this thread that hasn't been trodden over on these forums and else where hundreds of times by the same talking heads that always pop up. Most of which represent a so-small-as-to-be-meaningless statistical cross section of the player base. What they have time to work on will get worked on, what floats to the top in their statistics will probably be the things that get the most attention.

Edited by TheGrimCorsair
More rambling
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Figured I'd start with the first three if people are interested in hearing more I'll keep going, these are just some of the changes I'd make.

Ash -
Shuriken: With Seeking Shuriken equipped, make the homing prioritize enemies that currently have an armor value.
Smokescreen: Increase invisibility base time from 2/4/6/8 to 4/8/12/16.
Bladestorm: Remove the marking system, instead make it a channeled toggle that continually attacks targets in range at the cost of energy until toggled off, this does make it harder to choose your targets, but the awkwardness in the marking system is why most people don't use this ability I feel like, it's stats aren't bad, it's just super awkward to use.

Atlas -
Passive: Make his immovable passive work better, and in more places, prevent both knockdown and knockback.
Tectonics: Increase the size and change the shape to a slightly curved bulwark allowing you to more easily place multiple to defend an objective, make the damage dealt when converted to a boulder scale similarly to his punches.
Landslide: Make it an exalted weapon so he doesn't have to completely sacrifice his melee weapon to use. Allow holding of the button to continually recast the ability on the target.
Petrify: Reduce energy cost to 50.
Rumblers: Reduce energy cost to 50, make them generate rubble occasionally on attack in addition to their death.

Banshee -
Sonic Boom: Enemies knocked into something take bonus damage, could be similar to Frost's bubble.
Silence: Reduce energy cost to 50, allow recasting while up.
Soundquake: Rework completely, it's currently a completely useless nuke ability which doesn't make much sense with her kit:
Echo Chamber: New 4, Creates a zone in which allied projectiles are duplicated upon entering the zone (both the new and original projectile are marked in some way so that if they reenter the zone they don't trigger this effect again, such as due to a magnetize bubble) the projectile trajectory is unaffected so just firing through the zone is a damage amplifier.

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There are a lot of crappy abilities that warrant a change, and in some cases I don't think proper change would be possible without altering other parts of a frame's kit. I have some ideas for a lot of frame abilities, but seeing as there are many others ready to give input as well, I'll stick to what I know best:

Trinity:

  • Passive: Trinity can revive downed allies from any range, and teleports to their location while reviving them.
  • 1 -Well of Life: Trinity suspends the target enemy in midair for a duration, causing allies to be healed for a percentage of damage the target receives. Excess healing is converted to bonus maximum health, which decays over time.

So not too big a departure from the original effects, but strong enough that every part of Trinity's kit would have a use.

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Radial Javelin: Actually does damage past level 50 (enemy level scaling formula used by Vauban's 2), if used with Exalted Blade active, inherits portions of stats from EB and halves cost.

There, it is now actually worth using.

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Getting your hopes up isn't inherently bad, but don't expect too much. But if there are things I want to be changed: it'll be Inaros, Frost, exalted/psuedo exalted weapons, modding system, pets. Or at least fix the bugs in warframe.

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