Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Let's make Loki less boring: A Rework


JustL1me

Recommended Posts

Passive- Still has increased Wall Latch duration, but now wall latching causes ability durations to count down 35% slower, including Helminth abilities.

 

Ability 1: Decoy
Decoy becomes a duration based ability again with a short duration. The decoy no longer fires a s***ty little peashooter at enemies, and instead uses random dance nartas. Enemies (with guns) that fire at the Decoy become enraged after a time, causing them to run at the decoy and try to use melee attacks on it. When the duration is over, the Decoy explodes and deals slash damage in a short radius that increases with the number of enemies within the radius. 3 can be deployed at a time, with reduced energy costs and faster casting speed if re-casted within 2 seconds.

The Helminth version will function the same, Savior Decoy will remain unchanged and Deceptive Bond will instead drain duration from the nearest decoy instead of taking damage.
---
Ability 2: Invisibility
Remove/Reduce the sound muffling and remove the yellow filter.

---
Ability 3: Switch Teleport
Teleporting on an enemy now Disguises you as the enemy you teleported, and Disguises the enemy to look like you, causing them to attack the teleported enemy. Enemy attacks will deal 1000% more damage to Disguised enemies. While Disguised, you can walk around without alerting enemies, and you are able to use back finishers on enemies (even while alerted), but using weapons, using maneuvers or other abilities will break the disguise. If Invisibility is active while disguised, you will be visible and the duration will still keep running. Also, using Switch Teleport on Ally Tenno is now removed (other AI targets are unaffected). Switching with Decoys also remains.

Reworked Augment: Duplicitous Disguise
Using Finishers on enemies while Disguised refills your Invisibility duration by 15 seconds. Passive: Gain 50 health on Finishers.
---
Ability 4: New name: Radial Sabotage
Functions like a delayed Radial Disarm that damages. Enemies within a radius have their weapon's internals sabotaged. The next time they try to fire their weapon, it will explode, dealing blast (on grineer enemies), magnetic (on corpus enemies), or gas (on infested enemies) damage in a very small radius and forces them to switch to melee weapons. Damage has a 50% status proc that can be affected by ability strength. Irradiating Disarm now randomly inflicts between 2-7 Radiation stacks on enemies for 9 seconds.

 

Link to comment
Share on other sites

28 minutes ago, JustL1me said:

Passive- Still has increased Wall Latch duration, but now wall latching causes ability durations to count down 35% slower, including Helminth abilities.

The Reduced countdown for Duration abilities thing makes no sense, instead he should get bonus damage when using silent weapons wile wall latched

30 minutes ago, JustL1me said:

Ability 1: Decoy
Decoy becomes a duration based ability again with a short duration. The decoy no longer fires a s***ty little peashooter at enemies, and instead uses random dance nartas. Enemies (with guns) that fire at the Decoy become enraged after a time, causing them to run at the decoy and try to use melee attacks on it. When the duration is over, the Decoy explodes and deals slash damage in a short radius that increases with the number of enemies within the radius. 3 can be deployed at a time, with reduced energy costs and faster casting speed if re-casted within 2 seconds.

The Helminth version will function the same, Savior Decoy will remain unchanged and Deceptive Bond will instead drain duration from the nearest decoy instead of taking damage.

Said "Peashooter" actually helps him draw attention from enemies as it causes noise which attracts enemies outside its line of sight and when it shoots an enemy it increases his priority level over the players.

Also, the idea of turning Decoy into a Bomb would have made some sense if you didnt want it to deal Slash damage. Would make more sense it dealing either Impact, Blast or Radiation damage and the idea of the damage increasing with the more enemies near it and being able to cast multiples is pretty overkill.

33 minutes ago, JustL1me said:

Ability 2: Invisibility
Remove/Reduce the sound muffling and remove the yellow filter.

I agree with this, the yellow screen really bothers player's sight and the sound muffling makes keeping track of nearby enemies harder. I for example rely both on the Enemies highlighted on the mini-map with Enemy Radar and the noise they make wile chattering and walking around to keep track of their position.

34 minutes ago, JustL1me said:

Ability 3: Switch Teleport
Teleporting on an enemy now Disguises you as the enemy you teleported, and Disguises the enemy to look like you, causing them to attack the teleported enemy. Enemy attacks will deal 1000% more damage to Disguised enemies. While Disguised, you can walk around without alerting enemies, and you are able to use back finishers on enemies (even while alerted), but using weapons, using maneuvers or other abilities will break the disguise. If Invisibility is active while disguised, you will be visible and the duration will still keep running. Also, using Switch Teleport on Ally Tenno is now removed (other AI targets are unaffected). Switching with Decoys also remains.

The enemy teleported is stunned for a brief moment and other enemies already shoot it for a short duration. Maybe instead of disguising you as the enemy they should just make the teleported target get a high priority to the enemies should you teleport your self to the middle of a group of mobs so they will continue shooting that enemy you switched with instead of instantly turning towards you.

39 minutes ago, JustL1me said:

Reworked Augment: Duplicitous Disguise
Using Finishers on enemies while Disguised refills your Invisibility duration by 15 seconds. Passive: Gain 50 health on Finishers.

When you kill an enemy near another one, they become alerted and you cant perform Finishers on them anymore so your suggested Augment wouldnt work most of the time, also 15 seconds is too much and the Gain 50 health thing is unnecessary as there are mods and arcanes to give you some sort of health leeching on Finishers so lets keep them relevant.

41 minutes ago, JustL1me said:

Ability 4: New name: Radial Sabotage
Functions like a delayed Radial Disarm that damages. Enemies within a radius have their weapon's internals sabotaged. The next time they try to fire their weapon, it will explode, dealing blast (on grineer enemies), magnetic (on corpus enemies), or gas (on infested enemies) damage in a very small radius and forces them to switch to melee weapons. Damage has a 50% status proc that can be affected by ability strength. Irradiating Disarm now randomly inflicts between 2-7 Radiation stacks on enemies for 9 seconds.

 

You completely lost it here, jamming weapons is one thing, turning them into a selective bomb is another. Radial Disarm is already very useful and powerful as is, it does not need to be able to cause any damage of any kind. Its the main reason why Nyx was made useless for so long as it both disarmed enemies and applied radiation to them forcing them to fight one another as if you had a Nyx casting Chaos in the team.

Link to comment
Share on other sites

On 2020-10-19 at 2:54 AM, JustL1me said:

Passive- Still has increased Wall Latch duration, but now wall latching causes ability durations to count down 35% slower, including Helminth abilities.

This passive does not have Loki 1: become fun, 2: Fit his playstyle of this rework 3: Useful. Slowing ability duration doesn't make sense with lokis deceptive kit.

 

On 2020-10-19 at 2:54 AM, JustL1me said:

Ability 1: Decoy

The change to this is pretty much Decoy with little QOL changes, won't change much for his playstyle or versatility in a mission and won't solve many issues Loki has.

 

On 2020-10-19 at 2:54 AM, JustL1me said:

Teleporting on an enemy now Disguises you as the enemy you teleported, and Disguises the enemy to look like you, causing them to attack the teleported enemy. Enemy attacks will deal 1000% more damage to Disguised enemies. While Disguised, you can walk around without alerting enemies, and you are able to use back finishers on enemies (even while alerted), but using weapons, using maneuvers or other abilities will break the disguise. If Invisibility is active while disguised, you will be visible and the duration will still keep running. Also, using Switch Teleport on Ally Tenno is now removed (other AI targets are unaffected). Switching with Decoys also remains.

If this does get added i'd rather it be an augment instead of a complete ability change. Because Switch Teleport does what it says, switches locations on teleport. I'd rather this ability be completely remade.

 

On 2020-10-19 at 2:54 AM, JustL1me said:

Ability 4: New name: Radial Sabotage

Nope. Horrible name Radial Disarm doesn't need to change.

 

On 2020-10-19 at 2:54 AM, JustL1me said:

Functions like a delayed Radial Disarm that damages. Enemies within a radius have their weapon's internals sabotaged. The next time they try to fire their weapon, it will explode, dealing blast (on grineer enemies), magnetic (on corpus enemies), or gas (on infested enemies) damage in a very small radius and forces them to switch to melee weapons. Damage has a 50% status proc that can be affected by ability strength. Irradiating Disarm now randomly inflicts between 2-7 Radiation stacks on enemies for 9 seconds.

Seems pointless change to me, this doesn't deserve a name change nor an ability change, more like an augment

 

Conclusion:

Overall, your changes are more QOL or Augment addons more then a rework. As the rework you offered really doesn't fix the fact Loki is a bit stale and boring to some people and really broken and fun for others. Loki's kit doesn't synergise with one another and his passive is useless.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...