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Octavia could use a rework, here's what I think it should look like.


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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.






0: Inspiration (Passive)


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


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


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


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


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.


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