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Yareli suggestions


Polarwaved

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Big fan of Yareli here, but she needs work.

Passive
Her passive is very good, but adding a grace period before the buff expires would make it much more reliable.

1st ability (sea snares)

The way you have to cast it multiple times to reach 15 snares is a waste of time and precious energy. To fix this either have all 15 snares be summoned in one cast to seek out different enemies, or you could take a more abstract approach and summon 5 snares, which, when hitting an enemy spawn another snare until they hit the cap for max snares. Additionally enemies affected by sea snares should be given damage vulnerability or armor reduction. The way the enemies float above the ground makes them sometimes hard to hit with melee and certain other weapons. The enemies can float but keep them close to the ground.

2nd ability (Merulina)

Merulina is very clunky and annoying to use in missions due to getting stuck because of your large hitbox. Merulina should be usable without riding her. Pressing the ability button should summon Merulina to your side, giving you the damage redirection (as for visuals: Merulina could swim in the air around you -like the fish on Deimos- until she dies or you decide to ride her), you ride her by holding the ability button down. You can also get off of Merulina the same way. Since Merulina's health doesn't increase with enemy level, maybe give her some scaling health or have it absorb the damage enemies deal, turning it into her own health similarly to Nezha's warding halo and Rhino's iron skin.

3rd ability (aqua blades)

This ability is the worst out of Yareli's kit. Small range with bad damage and no other bonuses, the only good thing about this ability is the fact that melee grunts get staggered when running through it. Since Yareli is a deep-sea/cold/kawaii -style warframe focusing on crowd control and damage, this ability needs to change. Instead of dealing slash damage change it to cold damage. Enemies hit by the blades slow down over the course of 1.5 seconds up to 100% slow, similarly to baruuk's lull. Once at 100% slow they freeze solid for the rest of the ability's duration. Additionally enemies that are frozen will freeze other enemies that come in contact with them. Enemies that are frozen take increased damage from riptide. Make the ability scale with range or give it a tiny range buff. The Idea for the ability is based on a real life phenomenon called the finger of death/brinicle (https://www.youtube.com/watch?v=93oz36zFuiA&ab_channel=FKTelevision). Skip to 1:00 for the interesting part :)

4th ability (riptide)

Riptide needs to change into a crowd control ability or a damage ability, since currently it does a poor job of both kind of like zephyr and her tornadoes before. Either change the way its damage scales by having it deal 20% of the total health of the enemies captured by it as cold damage in the explosion and increase its range by just a bit. This way not just the amount of enemies captured matters, but also the level and type of enemy. Or have it constantly keep sucking enemies into the vortex for a longer period of time, increase its range and give it some sort of synergy with Yareli's other abilities.

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Thoughts:

Sea snares: The point of not getting all 15 at once is you can lay them in multiple places to act as mines in def based missions. Maybe a 'hold to cast more' like vuban.

Merulina: I dont agree fully. It definatly a pain with how it gets stuck, and half the time on normal tilesets you have your head in the ceiling while riding. Again, needs a hold to cast, where instead of summoning her, you get the health / damage resistance bonuses but non of the speed advantages. Agree with scaling.

Aqua Blades: With this, i think keep it slash, but have it deal more damage each hit it does before expiring. Make multiplier effected by strength (maybe x1 per unique enemy hit at base).

Riptide: Have to say, i find riptide very strong for the most part, but needs some sort of scaling for high level. Maybe just have it auto cold proc on explosion so those that survive are less of a danger right away. 

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41 minutes ago, chaotea said:

Aqua Blades: With this, i think keep it slash, but have it deal more damage each hit it does before expiring. Make multiplier effected by strength (maybe x1 per unique enemy hit at base).

Maybe buff the base damage by 100x  (exemple) and make it deal less dmg with each enemy hit... more or less like a blade losing its sharpness.

DE flavors active gameplay (haha in theory) over afk style. So having to recast the blades everytime they start to get rust will be thematically ok for the frame.

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12 hours ago, DarkSkysz said:

Maybe buff the base damage by 100x  (exemple) and make it deal less dmg with each enemy hit... more or less like a blade losing its sharpness.

DE flavors active gameplay (haha in theory) over afk style. So having to recast the blades everytime they start to get rust will be thematically ok for the frame.

The problem here is it doesnt encourage build diversity. Best practice with ability design is to have strength, duration and range effect the ability positivly. Having the building damage encourages longer duration builds, but having the multiplier effected by strength makes a secondary build possible.

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