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


DrivaMain

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I've pretty much said what I'd like to see changed for various Warframes in my own posts, so I'll just link them. It is worth noting though, that most of these were made before the Helminth system (this is mostly relevant for Chroma, as the proposed rework actually moves Elemental Ward to be part of a new 4th ability). So far I've done: Hydroid, Chroma, Frost, Nyx, and Zephyr.
 

Spoiler

 

Overall, there's more frames that I'd like to see changes for, but I haven't had concrete ideas for and have thus not made a post yet (being Excalibur, Atlas and Inaros, maybe Banshee too).

Another change I would like to see, just in general, is the removal of the need to have a stat-stick for Warframe abilities. Having abilities like Khora's Whipclaw and Atlas' Landslide being directly moddable, whilst hopefully not decreasing their overall efficiency.

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3 hours ago, Shade_Final said:

Having abilities like Khora's Whipclaw and Atlas' Landslide being directly moddable, whilst hopefully not decreasing their overall efficiency.

I would definitely like Pseudo exalted weapons receives the garuda treatment. If you don’t have a normal melee equipped you will equip it.

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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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Spoiler
vor 3 Stunden schrieb 2ndProtectsThe1st:

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.

 

This sounds really good. Depends mostly on the implementation if it will be fun or nightmare to handle the mischief meter.

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I wonder when certain someone pops up in here. 

On 2020-10-10 at 6:37 PM, Azamagon said:

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.

This would be a nice change.

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Guess I might as well share my own Atlas rework thread for the sake of it. It's a lot more complex than just simply increasing some numbers and adding some mechanics. It's also a *pretty* lengthy read from the manner of which I haven't reformatted it yet and I tend to type a lot, so... read the 'TLDR' if needed.

 

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On 2020-10-11 at 3:17 AM, ShortCat said:

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.

This one is really subtle, but Silence also prevent/negate enemy abilities such as Arson Eximus Fire Blast, Ancient/Scorpion Whips, and I heard it stops the hostile Necramech's Storm Shroud. In other words, Banshee is a friendly more mobile Nullifier.

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While it isn't a rework, Oberon's Renewal could use a revisiting to fix some of the outdated mechanics:

  1. Change Renewal to function as an aura that centers on Oberon himself, rather than a radial field that remains at the point of activation.
  2. Give a better/more obvious visual cue to both Renewal and Phoenix Renewal.
  3. Allow allies to regain the buff from the same instance after having the buff removed/lost.
  4. Adjust the energy drain to be more realistic. 

 

Several abilities in the game should have their base range increased or generalized:

  • Eclipse

Mirage has an augment mod for Eclipse that shares the ability's bonuses with allies. The biggest issue with Total Eclipse is that the ability range is pathetically small - only granting an aura with a radius of 3 / 3 / 4 / 5 meters (affected by Ability Range). If you're not inside Mirage's pocket just forget about even maintaining this buff.

  • Turbulence

Similar to the issues with Total Eclipse, Zephyr's Turbulence augment mod, Jet Stream, suffers from incredibly short range - having a base radius of 3 / 4 / 5 / 6 meters.

  • Elemental Ward and Vex Armour

Chroma has two abilities that both provide buffs to nearby allies:

Elemental Ward has a base radius of 6 / 8 / 10 / 12 metersVex Armour has a base radius of 8 / 10 / 15 / 18 meters.

  • Smoke Screen

Another augment that provides an aura to allies is Ash's Smoke Shadow has a base radius of 15 meters.


Atlas doesn't feel good to use:

 

Equinox desperately needs to be looked at for a complete revisit:

 

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Should definitely make Titanias Tribute buffs scale with mods (if not power, then at least duration so I don't have to cast it so often)

And more of a UI thing but colouring coding for them feels absolutely necessary. The icons are impossible to tell apart

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Here's a different take on a Loki Revisit/Rework:

Passive: Loki gains flat Evasion percentage per status effect/debilitation on enemies within X Meters up to 50% (thinking either 2 or 3% per status for reasons below)

1st Ability: Tap/Hold version of Decoy/Switch Teleport with the following changes:

Decoy: Tap to cast Decoy, behaves as current but when killed the enemy that killed it is treated as the Decoy for the remainder of the Duration, if the enemy dies while the duration is still active, it spreads to the nearest enemy within X Meters.

Switch Teleport: Swaps places with an Enemy or an Ally (Decoy included), upon swapping with an enemy, Loki steals a portion of their Health/Shields/Armor (faction dependent) and gains a buff to the stolen stat for a duration. If used on an Ally, Loki will gain a buff to all 3 stats, but at a lesser amount compared to if it was used on an enemy of a specific faction.

Augment: If Loki were to take fatal damage while Decoy is active, swaps places with the Decoy (or enemy afflicted by Decoy) and gains 3 seconds of invulnerability (rank dependant cooldown)/If Switch teleport is used on an ally, ally receives half of the buff Loki would receive as well.

Invisibility: No changes.

New 3rd Ability (Currently nameless because I suck at naming things): Loki releases a pulse that inflicts a random status effect/debilitation (Such as Blind/Knockdown/Lifted) on enemies, the pulse also refreshes all currently active status effects and increases the total stacks on already active status applied by 1.

This ability would give Loki an currently unique niche as a status applicator and play into the trickster theme even more by doing everything possible to screw with his enemies while also supplementing his new passive for increased survivability.

Radial Disarm: No changes, however being disarmed counts as a debilitation.

This breaths new life into Loki without compromising what he already is, as well as gives him a currently untapped Niche in content where status effects are very important and as well as a partial supplement to his direct survivability.

The passive might be a bit overkill though...

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2 hours ago, Larena said:

Should definitely make Titanias Tribute buffs scale with mods (if not power, then at least duration so I don't have to cast it so often)

And more of a UI thing but colouring coding for them feels absolutely necessary. The icons are impossible to tell apart

Titania needs another tribute. Even if you basically make it mod-dependent, nothing will work except DR. Take a closer look. The pet buff and speed reduction are completely useless, and the accuracy reduction is simply ignored by most enemies. 

The current tribute issues are selector and mechanics.

I think it is possible to distribute the buffs according to the abilities (instead of having all the buffs on one button, each ability will give its own buff depending). For example, dust is great for spellbind, and full moon is great for lantern. Yes, the buffs themselves need to be improved and changed as razorfly cannot die in the light of the lantern.

On the other hand, I would like a better mechanic for the soul absorption theme. For example, so that Titania connects with the enemy with a ray and absorbs his soul, causing damage and receiving bonuses. Likewise, all enemy that touch the beam could receive a debuff, and allies - a buff.

 

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14 minutes ago, selig_fay said:

Titania needs another tribute. Even if you basically make it mod-dependent, nothing will work except DR. Take a closer look. The pet buff and speed reduction are completely useless, and the accuracy reduction is simply ignored by most enemies. 

The current tribute issues are selector and mechanics.

I think it is possible to distribute the buffs according to the abilities (instead of having all the buffs on one button, each ability will give its own buff depending). For example, dust is great for spellbind, and full moon is great for lantern. Yes, the buffs themselves need to be improved and changed as razorfly cannot die in the light of the lantern.

On the other hand, I would like a better mechanic for the soul absorption theme. For example, so that Titania connects with the enemy with a ray and absorbs his soul, causing damage and receiving bonuses. Likewise, all enemy that touch the beam could receive a debuff, and allies - a buff.

 

You make a good point, and yeah I really don't want to LOSE tribute specifically because I like that the fairy queen can eat enemies souls. 

I like your idea, but I am curious, what makes the slow buff on Tribute impossible to make good? I get why Dust isn't, since enemy accuracy seems to become impossible to mitigate at high levels, and I get why most players find the pet buff useless, though as a solo player I find it has situational usefulness that could pitentially be made very helpful.

But surely slowing enemies is as possible to make generally useful as damage reduction? Not AS useful as damage reduction, but if it was changed to slow all enemy actions - along with scaling, obv, that seems like it would be a pretty useful part of her kit to me. 

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9 minutes ago, Larena said:

You make a good point, and yeah I really don't want to LOSE tribute specifically because I like that the fairy queen can eat enemies souls. 

I like your idea, but I am curious, what makes the slow buff on Tribute impossible to make good? I get why Dust isn't, since enemy accuracy seems to become impossible to mitigate at high levels, and I get why most players find the pet buff useless, though as a solo player I find it has situational usefulness that could pitentially be made very helpful.

But surely slowing enemies is as possible to make generally useful as damage reduction? Not AS useful as damage reduction, but if it was changed to slow all enemy actions - along with scaling, obv, that seems like it would be a pretty useful part of her kit to me. 

Slowing is useless because it only slows down movement speed, not actions. I would prefer this to be replaced. For example, in my idea, if the beam ticked every 0.3 seconds, applying ice status to all enemies who touch the beam.

In mythology, fairies are credited with ice magic and associated with soul abduction (frozen travelers in the forest), so this is normal for the topic.

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1 hour ago, selig_fay said:

Slowing is useless because it only slows down movement speed, not actions. I would prefer this to be replaced. For example, in my idea, if the beam ticked every 0.3 seconds, applying ice status to all enemies who touch the beam.

In mythology, fairies are credited with ice magic and associated with soul abduction (frozen travelers in the forest), so this is normal for the topic.

Yeah I for sure think the slow should affect *all* actions. The way the slow areas in the void work on the player, should be how the slow debuff works on enemies.

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