Brinstar7777 Posted July 21, 2021 Share Posted July 21, 2021 Octavia's moveset could use a rework. Why? Let me explain. Octavia is probably the most customizable warframe in the game, because she can have a completely custom soundtrack. However, this is undermined by the way her abilities are set up. Basically, the mechanics of her abilities encourage players to set up songs in a specific fashion and discourages creativity; you can't set your song up the way YOU want without compromising octavia's functionality. Now, onto the rework. Abilities: Spoiler Spoiler 0: Inspiration (Passive) Quote Casting any ability will inspire Octavia and nearby allies with her music, granting the Inspiration buff that replenishes 1 energy per second for 30 seconds. Allies within 15 meters will receive the Inspiration buff. Inspiration is fine, no changes are needed. 1: Mallet Quote Rhythmically beats damage into nearby enemies and draws their fire. Damage inflicted on the Mallet increases its lethality. The change I'd like to see here is for the damage to be proportional to the rate at which the mallet beats. The current problem with the mallet is that it encourages filling its corresponding section of the mandachord to maximize DPS. If DE added a feature in which the damage each 'beat' of the mallet inflicts is proportional to the gap between beats, then the DPS would be even regardless of how many notes are in the Mallet's mandachord section, thus allowing you to have any arrangement of notes you like without compromising Mallet's strength. 2: Resonator Quote Launches a rollerball that charms foes to follow it. Combines with the Mallet to create a roving ball of sonic destruction. No changes needed here, Resonator is fine as is. 3: Metronome Quote Grants buffs to those who consistently perform actions in time to Octavia’s music. Timed jumps offer the Vivace speed buff. Crouching on the beat grants cloaking with the Nocturne buff. Firing rhythmically bestows Opera multishot buff. Timed melee swings give the Forte damage buff. Once again, the same problem with the mallet rears its ugly head here; the way this works encourages you to cram the Metronome's section of the mandachord to maximize buff potential. And again, this can be fixed by making the percentage granted by hitting a beat correspond to the gap between beats. That way, songs with greater gaps between notes grant a greater percentage of a given buff, and you have more flexibility in setting up your mandachord. 4(old): Amp Quote Draws power from the decibel level of sound in the area and uses it to amplify a damage buff for Octavia and her allies. It also doubles the damage and range of nearby Mallets. This ability, in my opinion, needs to be changed. Too much minmax potential with noisy weapons, and the enviornment has too much of an effect on it's effectiveness. We're replacing this with an entire new ability: Anthem. 4(new): Anthem This new ability, when cast, boosts the power of all other active abilities, refreshes their duration, AND syncs up their durations so that every active ability lasts for the same amount of time. It also increases the volume of octavia's music. Link to comment Share on other sites More sharing options...
(PSN)Madurai-Prime Posted July 21, 2021 Share Posted July 21, 2021 I like the current 4 thanks though. Link to comment Share on other sites More sharing options...
Brinstar7777 Posted July 22, 2021 Author Share Posted July 22, 2021 15 hours ago, (PSN)Madurai-Prime said: I like the current 4 thanks though. What about the rest of the rework? Link to comment Share on other sites More sharing options...
(PSN)Madurai-Prime Posted July 22, 2021 Share Posted July 22, 2021 1 minute ago, Brinstar7777 said: What about the rest of the rework? Octavia is one of the few frames that's actually just fine, sorry. This is like making a Gauss rework or Harrow rework. Link to comment Share on other sites More sharing options...
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