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Valkyr combo-themed touch ups


ImWithDerp
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There are parts of Valkyr's kit that are pretty outdated. Since we've had a successful combo-focused Warframe (Kullervo), and comboing plays into Valkyr's berserker theme, how about giving Valkyr some combo bonuses too in her own style?

Passive:

Unlike Kullervo's heavy attack bonuses which encourage frequent heavy attacks, Valkyr's bonuses encourage retaining combo most of the time then spending it occasionally for emergency burst damage.

  • Gains X crit/status chance per combo multiplier for all weapon attacks
  • Spending combo grants much higher crit/status chance per combo spent, lasting for a few seconds, but then her passive is disabled for a few seconds after that
    • "Spending combo" includes non-Tennokai heavy attacks and alternative spenders like Secondary Outburst
  • Also keep her current passive effects (no hard landings, faster knockdown recovery) for flavor

Ripline:

Gains a new niche as an opener which helps to quickly build combo. Also some QoL improvements.

  • Grants a combo gain rate buff with a short initial duration, but the duration is refreshed on melee hit
    • Hopefully this would encourage Valkyr to use Ripline to pull herself/enemies into melee range without requiring her to spam it too much to maintain the buff
  • Improved control over whether Valkyr pulls herself or tries to pull the target toward her, there are several ways this could be done:
    • Casting while airborne always pulls Valkyr to a surface/enemy, casting while grounded always tries to pull an enemy to Valkyr
    • Casting without aiming always pulls Valkyr to a surface/enemy casting while aiming always tries to pull an enemy to Valkyr, or vice versa
    • Tap to pull Valkyr to a surface/enemy, hold to pull an enemy to Valkyr, or vice versa
  • Edit - could also use improved base casting speed
  • Edit - also control of whether she pulls herself all the way to the target or releases early like she does now, maybe make her pull all the way by default but pressing jump/crouch makes her release early
  • Augment allows the buff to be refreshed by ranged attacks too, and also causes ranged attacks to grant X combo points over the next few seconds (the reason for doing this instead of simply giving X combo points per shot is to even out combo gain between rapid fire/multishot guns and slow/single shot guns)

Paralysis:

A 'safe' choice might be to add AoE armor strip here, but I hope some more flavorful options can be considered. such as:

  • Pause combo delay by X seconds per enemy in radius
  • Multiply weapon damage by X% for X seconds per enemy in radius,
  • Any status procs received by enemies in radius in the next X seconds (even ones immune to paralysis) are doubled (like how Archon Vitality doubles heat procs)

Hysteria:

General buffs to keep up with modern melee weapons and to benefit more from gaining combo.

  • Buff stance multipliers to match modern stances
  • Combo count is no longer lost on cast, it is carried over from Valkyr's equipped melee weapon
  • Gains a chance for forced slash procs equal to her passive's current bonus status chance (so scaling with current combo multiplier and spiking after spending combo)
Edited by ImWithDerp
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I like it all.

But Ripline should really get faster cast times with far less animation lock. On top of buffs you already mentionned.

Paralysis currently consumes shield to knockback enemies, when it wants to work. I think Valkyr could have some sort of energy regeneration through the use of Paralysis, probably depending on how much combo you've built up and how many targets you've hit, that way when you get the ball rolling, it rolls hard.

 

Exalted Weapons could use a overhaul and allow the use of Combo and Set mods, so that it would further amplify Valkyr's role as the definitive fast paced combo melee frame. That, together with all the buffs to her passive and abilities would greatly affect her, in a positive way I'd say.

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IMO ripline needs to go entirely. The reason it was made give valkyr mobility during a time that bullet jumping didn't exist and stamina was a thing. We no longer need it, it no longer serves a purpose.

As for hysteria, it needs a new melee stance. The one it has right now minimizes the range, making 7m of reach look more like 3. Yes it has built in finishers, but if that comes at the cost of not being able to use melee effectively, i dont want it.

Edited by Joezone619
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I had the idea a while back for her affecting combo and with ripline, it needs to happen. It would make her stand out, and melee combo is completly within her theme of being a relentless beserker. It makes all the sense in the world that she'd be able to affect it in some way

Edited by (PSN)Frost_Nephilim
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