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Trinity needs some love. Rework ideas?


N0MC4T
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As stated in the title, Trinity is old and can really use a facelift. I'll put my suggestions here, but I'd like to see what other people are thinking in order to revive her. 

Passive- excess healing done by Trinity is stored up to a cap (~3000 or something), whenever an ally dies within affinity range, expend all to revive that ally. -This would work on Warframes, Companions, and Defense Operators. Warframes revived would play the respawn animation as if they manually revived (still keep state effects like incarnon and buffs). 

1. Both can be applied- Tap: aoe wave marks enemies to explode with healing when they die. Hold: aoe wave marks enemies to explode with energy when they die.   Augment- enemies that die deal x% of their max health as radiation/cold to enemies in range.

2. Unleash uncontrolled healing energy, applying viral procs and dealing x% of enemy health as true damage/s (viral procs are /s as well,). Enemies are panicked and have microwave status bodypart growing effects applied randomly for the duration. Enemies marked by her 1 explode for more health and energy.   Augment- Status duration +x% Enemies at max viral get random status effects applied to them and take +x% direct damage per unique status effect.

3. Channel: Rapidly drain health and energy to gain massively reduced shield delay, increased sprint & parkour, attack speed, fire rate, base damage, shield recharge rate, and immunity to status effects.  Augment- killing an enemy marked by her 1 also increases Crit chance/damage respectively by x%(additive to mods) until the channel ends.

4. Heal allies within affinity range, grant DR, unmoddable 10m aoe knockdown on cast. Augment- Allies recieve x% excess healing from this ability as overguard, up to a cap.

What do you think? What are your ideas?

 

Edited by N0MC4T
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I don't think Trinity is inherently flawed by having a kit that's entierly regen-support based, it's just it's not very meta favorable, considering the generous quantities of energy regen already present in the game, health being a lesser priority when shieldgating is king, same with DR% (though she'd probably be less skipped over if she had the full 90%, am I right Citrine).

Her current 1 & 2 probably should be fused (with the helminth variant NOT granting energy), leaving room to add another ability that would still fit the support role.

 

That said, I think Viral procs out of nowhere (thematically speaking) is a little bit much. You COULD add vulnerability, which is similar in effect, without having to rely on a status proc (which is already omnipresent anyway).

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4 hours ago, Fred_Avant_2019 said:

 

That said, I think Viral procs out of nowhere (thematically speaking) is a little bit much. You COULD add vulnerability, which is similar in effect, without having to rely on a status proc (which is already omnipresent anyway).

If I could only choose one thing to change on Trinity right now, it would also be fusing her 1 and 2.

I totally forgot vulnerability was a thing; I'd definitely do that over viral procs, and she probably wouldn't need status immunity for my proposed 3 as it seems overkill.

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  • 1 month later...

That passive ability would be uniquely helpful at all levels of play. Make it apply to Trinity too. Better yet, what if it worked more like a squad-wide Quick Thinking mod and prevented death altogether?! That would keep her passive relevant in arbitration missions. Some kind of damage reduction or invulnerability effect would be needed to prevent instant death immediately after, though, just like with self revives.

1. Priming enemies to give health or energy on death is convenient, but Nezha already does that with his chakram. It would also remove the status and crowd control immunity effects from her kit. Merging Well of Life and Energy Vampire somehow is a must, though, even if it's just as a new synergy. Maybe make casting EV on a WoL target give energy over time at the same rate as health.

Or, allow Trinity to cast WoL on herself so she can provide immunities and healing to the squad while mobile. That'd make her more competitive with other healing abilities like Wisp's or Garuda's.  

3. She really could use some kind of damage buffing/vulnerability effect in her kit. However, Link is one of her best abilities. Replacing it risks changing her identity and makes her a lot less tanky. Just making it channeled rather than toggled could be hugely beneficial. And let the player guide which enemies it tethers to like Zephyr's tornadoes.

4. This is basically Blessing with a version of her Energy Leech augment applied. I like it! Would it be overpowered, though, since she can always recast it to refresh the effects? Overall, Blessing is definitely her strongest ability, and I think it's often best to play it safe with good abilities and leave them be rather than changing them too much. 

 

What do you guys think?

 

 

Edited by XKarvus
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1 hour ago, XKarvus said:

Or, allow Trinity to cast WoL on herself so she can provide immunities and healing to the squad while mobile. That'd make her more competitive with other healing abilities like Wisp's or Garuda's. 

 Yup, had that idea before for either an exilus augment or a new hold-cast function. Or, allow Blessed allies to keep the cc/status protection and some of the regen after touching a Well of Life until Blessing expires or is recast.

On 2024-01-15 at 6:28 PM, Fred_Avant_2019 said:

(though she'd probably be less skipped over if she had the full 90%, am I right Citrine).

 Yes, and this buff would alleviate the absence of Link in case it gets repurposed or a player replaces it using Helminth.

 

 My suggestion: higher base durations and upper body animations on her basic kit so she can be more mobile when casting.
 Overall her kit isn't entirely bad, just a mix of things that make her feel a little too old. Doesn't need a full rework for me though.

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Il y a 12 heures, Venefik a dit :

 Overall her kit isn't entirely bad, just a mix of things that make her feel a little too old. Doesn't need a full rework for me though.

We're about to see some really good stuff for Inaros, which was said to not get "too much of a rework". If the Pablo magic applies to Trinity as well, then it's probably turning out good.

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Yeah, her kit is already quite strong but needs some quality-of-life improvements for sure. Faster casting animations, longer ability durations, recasting Energy Vampire on multiple targets at once, etc. would make a big difference. It's an interesting niche being the only pure support frame in a game focused on killing masses of enemies as quickly as possible. Well of Life is what needs the most change.

What if, upon recasting or holding to cast WoL on a target (perhaps as an augment like mentioned), Trinity temporarily transfers that enemy's health to herself as overguard? Doing so would forfeit the ability's other effects for the caster (due to how overguard works) while providing them to allies in her vicinity based on her ability range. Damage dealt to that overguard amount would be transmitted to allies as health within Trinity's affinity range (not ability range) at a percentage rate based on her ability strength. That way, squad mates can go about their tasks without stopping to shoot a target for additional healing. If EV and WoL are cast on the same target, then energy would be restored instead of health at the same per-second rate based on ability strength, and the hold-to-cast version would provide overshields instead of overguard (benefiting Trinity as normal this time). This could ultimately restore more energy than EV alone. WoL would end when the overguard/overshield value is depleted, the caster manually deactivates the ability, or its duration expires. The extra health or shields would also expire, and damage dealt to them during that time frame would then be applied to the target enemy's health pretty much as it currently does.

That would make more synergy in her kit and add needed utility to her first ability. 

 

 

Edited by XKarvus
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