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Collection of extremely specific individual Warframe Power Feedbacks.


-Bluhman-

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Consider this a dump of tweaks for very specific 'meh' powers on otherwise pretty good warframes.

Chroma - Spectral Scream

Right now? This ability mainly exists just for Chroma to have a key with which to change elements. The actual use of Spectral Scream as his actual Dragon Breath seems pretty minimal, and even buggy considering it doesn't seem to be able to make its mind up as to whether you can use melee attacks at the same time or not. It deserves some love to make the actual attack-traits of the ability more worthwhile:

  • While active, it replaces your primary/secondary fire with special ranged attacks that cost extra energy to activate:
    • Primary Fire: Extends the range of Spectral Scream further, and creates clouds of elemental damage on places where it connects with terrain. Great for crowd control, and the duration of its clouds can be extended by deploying Effigy.
    • Secondary Fire: Throws one of four attacks, depending on your element, to hit distant targets:
      • Fire: Lobs an arcing fireball that explodes and splits into smaller chunks (i.e. Trumna)
      • Lightning: Charge and release to fire a hitscan cylinder through a line of enemies.
      • Toxic: Lobs an arcing glob of toxin that can slow down enemies and generate more elemental clouds.
      • Ice: Hold it down to charge up an ice spike, and release to fire it as a straight, quick projectile that shatters on impact and ricochets in 6 directions.
      • Doing this will always execute the element that is currently selected. If it's not the element you're breathing, it also switches your Spectral Scream to the element used.
    • The damage of these attacks scale with Ability Strength. They also become much stronger when you have stacks of Fury available.
  • You can also always use your melee attacks while spectral screaming. Make that consistent.

Octavia - Metronome

While powerful, there's aspects of this ability that are almost impossible to use. Mainly the Forte effect, because melee animations inherently have a windup period that you have to somehow time around - and those can differ wildly depending on what mods you're using (especially if Berserker is a factor). There's also the factor of Nocturne making 0% sense for what Octavia is, but all feedback I have on Nocturne would probably result in a fairly major nerf to address that at this moment (and then a corresponding buff to Banshee to replace that) so I'll get to the main usability tweak I'm talking about here:

  • Using Metronome will equip Octavia with an Exalted Baton, Timpani, A melee weapon (machette-style: think like the Prova) that synergizes with the traits of Metronome, and can influence how Metronome operates with its properties. First off is the stance it uses and its attack animations:
    • Normal attacks are timed to swing a beat after input.
    • Heavy attacks occur a full measure after activation.
    • RMB+Normal attacks will deal out a baton-twirl, with multi-hit blows that are timed with 1/8th beats.
  • As for how it affects Metronome, attack speed of Timpani will change the tempo of the Mandichord's song accordingly. This means if you time an attack with one of your Metronome's beats properly, doing attack combos that start on the correct beat will continue to match your mandichord's beat as you combo.
    • This also opens up the possibility of equipping Timpani with mods that change attack speed over time (Berserker!) so now you have a melee weapon that creates an Accelerando!
  • (Kind of a tangent, but Pandero's alt-fire should be configured to synergize with this as well. Imagine my disappointment when I learned that the Pandero's alt-fire isn't configured by default to match up with Octavia's 1/8th notes. That totally should be a unique effect with Octavia+Pandero! Overall through Opera isn't nearly as egregious to set up for as Forte, since firing most guns come out on frame 1 anyways.)

Rhino - Rhino Charge

I never use this ability, as all it really does is displace enemies for moderate damage. The mobility of it is not that much of a draw either; when using in midair, its delay makes it real difficult to utilize for crossing gaps, and that's kind of a big deal when most of the quickest movement in the game is done via bullet-jumps. Not much of a draw when it really just moves as quick as that, but costs energy and does some damage.

  • On activation, it pauses your fall. You'll continue to fall as normal once the charge starts, but this gives it a bit of extra vertical applicability to catch ledges.
  • Now has tap and hold effects:
    • Tap - fully equivalent to its current implementation.
    • Hold - Causes Rhino to charge forward with increased armor constantly (compare to Gauss' Mach Rush or Lavos' Vial Rush). Use the A and D keys to slowly adjust the trajectory of your charge (compare to Necramech booster, or playing Reinhardt from some other game.)
      • You stagger enemies you collide with as you charge in this state, but not knock them back as powerfully and deal less damage.
      • You only have improved armor instead of invulnerability, but damage you take while maintaining your rhino charge will contribute to the ending hit of the Rhino Charge...
      • When releasing the rhino charge or running out of energy, Rhino will then execute the tapped version of the charge at the very end, dealing all accumulated damage compounded with the full invulnerability typical of the move.

Wisp - Will-O-Wisp

Surprise, an ability that's actually already extremely good and powerful in this list. The big thing that's getting me about Will-O-Wisp, however, is its hold activation, which is almost always a guaranteed teleport of the Wisp player because of the mechanics it uses for triggering the teleport (if for some reason you wanted to use that will-o-wisp clone for just a decoy, that's going to be a LOT of holding down 1 button to ensure you don't suddenly phase over to where it is.) Instead, make its hold activation like this:

  • If you do a hold activation of Will-O-Wisp, you now will directly assume control of the illusory wisp you create, flying forward at a high rate. This allows you to see where you might end up teleporting to.
    • Your actual body is stationary during this move and still vulnerable to damage, but they are invisible.
      • Though a more liberal and intriguing idea... Perhaps the illusory image is now the stationary wisp that stays behind as you fly off invisibly!
  • While moving in Will-O-Wisp, you can steer your trajectory lightly. You still will move forward constantly.
  • Release the power button to teleport to the location your will-o-wisp is at, with your invulnerability as usual.
    • If the image-inversion idea up there is picked up, this could do with removing the invuln element since it's already being used for escape, and also for exchange of the decoy being left behind being way better for rounding big mobs up around it.
  • Cannot use attacks while using this maneuver.
    • One exception is Breach Surge, which will fire off at the location where Will-O-Wisp was initiated, hitting and stunning targets around that area.
    • Could be potentially useful to have the execution of an attack in this state be a way to cancel out early (see below)
  • Your will-o-wisp will begin to fade out as you fly further and your duration runs out. If you don't release the power before its duration ends, you'll be teleported back to where your body was.
    • This execution makes hold will-o-wisp potentially useful for scouting ahead.
    • If the image-inversion idea is done, this would be the use case where invulnerability would be applied.

Will add more as I think of more specific moves that warrant changes like this.

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  • 2 months later...

Bump with some more of these given the extreme success of the thread so far hoorah

Nekros - Soul Punch

It's a generic damage-dealing move that doesn't see any use once the Nekros is fully ranked-up. It's not his least useful move, but it's certainly the least inspiring of the bunch, so this suggestion would be a basic readjustment to it to fill a similar role as it does currently (shorthand way of summoning up his ghosts) while adapting it to remain relevant once he's been maxed out and is in an actual fight.

  • Now becomes the ability Pall - Raising a finger, Nekros marks targets within his sights for death, commanding them to submit and die immediately.
  • Hold Activation: Displays a circular reticle on screen that can be expanded with Ability Range. enemies who are caught within this reticle will be staggered temporarily and then have a circular meter show up on them that fills the longer that Nekros has them within the reticle.
    • Once full, the target suffers a second stagger, -25% move speed, and takes 50% extra damage from all sources, and if killed in this state, will spawn a ghost for Nekros as an ally.
    • Fill rate of meter(s) is based on Nekros' Ability Strength, and the enemy type he is attempting it upon (not their level, but comparative rank in their faction - i.e. the meter fills fastest on Butchers, a little slower on Lancers, slower still on Heavy Gunners, etc.)
    • Movement/Interface-wise, has similar restrictions and effect as aiming your ranged weapon with RMB.
    • Costs 1 energy/sec to maintain.
  • Tap Activation: Reaps all targets who have their meter full, causing them to immediately be killed, and spawning a ghost in their place (provided Nekros has space for them).
    • Requires that at least one target is marked ready to be reaped (shown as a number on the ability's icon that indicates number of prepared targets).
    • Has a semi-combo-based mechanic for energy costs - if activated within 1.5 seconds of doing a hold-activation Pall, the animation is sped up and has no energy cost associated with it.
  • Soul survivor change: basically it applies the mechanics of Pall in reverse for downed allies.
  • Visual reference/inspiration: Exequy spell from Dragon's Dogma:
    Spoiler

     

Hydroid - Undertow

I can only speak to this based on my limited personal experience in attempting to use it, and feedback stated in random discussions, but from what I can surmise it's apparently a decent(?) damage-dealing and stealth tool that's hampered seriously by mobility limitations.

This change is obviously going to be super-polarizing, but it's absolutely what I'd want to see from an overhaul of that ability in particular. Hydroid already isn't my first choice of warframe to use for a spy mission and if anything some of the stealth traits of the ability in respect to security systems could likely be ported over to his Tidal Surge. Instead, this change will be emphasizing what the Tempest Barrage and Tentacle Swarm parts of his kit excel at, and that's establishing a deadly perimeter on the battlefield:

  • Undertow now summons up a large, floating sphere of water, which Hydroid sends floating forward as a projectile. It continues forward until it hits a solid wall, or (if he did a held activation) until he releases the power button. After this, it remains stationary in midair until the ability's duration expires (scaling with his Ability Duration).
  • Applies different effects to enemies and allies within the sphere's radius:
    • Enemies - similar to Undertow's current functions, enemies who are trapped in the Undertow begin to drown, taking a percentage of their max-health. However unlike the previous implementation they don't just suddenly vanish, but show up suspended in Hydroid's floating water bubble, and allies who are within the bubble can fire directly at them for increased damage.
    • Hydroid & Allies - Here's where things really change around: if Hydroid or another Warframe walks into the bubble, they gain substantial mobility benefits by being able to swim through the water sphere: gravity is reduced, aim glides can last forever, and the bubble will allow players to both double-jump and bullet-jump infinitely. Firing into the bubble from outside can deal damage to all targets caught in it equally (as opposed to the focus damage dealt by diving into it yourself and attacking).
      • The bubble also serves as a minor shield in this respect: entering the bubble prevents & removes status effects, and any enemy projectiles that make contact with the water sphere have their damage reduced by 70% (more with extra Ability Strength), travel slower, and will dissipate if they move far enough to leave the bubble.
  • Synergies change slightly:
    • Using Tidal Surge in the Undertow bubble will move it with Hydroid a percentage of the way. The scaling with how far it moves is based on Ability Strength, with 200% being enough to move the Undertow area as far as Hydroid's movement does during its activation.
      • Tidal-surging into an undertow sphere will cause Hydroid to stop within it, but also refreshes the duration of the Undertow.
    • Tentacle Swarm spawns the kraken (fully visible and not just the top of its head) in the center of the Undertow, which then can lash tentacles out and drag enemies directly into its sphere (think of it like a Nidus Larva almost).
  • Healing Undertow is altered so that it just will heal allies within the bubble over time.
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