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Tennokai Alternatives


(XBOX)elementXGHILLIE
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Love Tennokai as a system, I always viewed heavy attacks as too costly, and not worth wasting combo on. This system throws it into my normal gameplay as a larger focused strike everynow and then.

Opening up the exilus slot for melee has also introduced a ton of interesting ideas, including reworks of some of the older mods.
(Tennokai: allows the abilities to throw free heavy attacks in for no cost to the player, rewarding using melee more committedly than other weapons.)

Suggestions

  • Tennoshell: Defensive technique that allows the user to taunt opponents at a distance, close the distance and strike.
    • This reworks sword and shield exilus mods: Guardian Derision and Augment Electromagnetic Shielding.
    •  Tennoshell involves the equipping of a shield, and moving in between single hand pistols and melee. This functions similarly to pistol and glaive combos. While not aiming, the Tenno enters a stance of defense, where his shield is raised and his pistol is used next to it. When aiming, the shield is moved aside and aimed as usual. In addition to blocking, 15% of all incoming damage is transferred to your shield where it is then added as combo. Tennoshell also gains the bonuses of Guardian Derision, the taunt and the 30% combo chance on block.
    • Guardian Derision becomes the base Tennoshell mod, and gains the functionality mentioned above, and keeps what is listed. 
      • Electromagnetic Shielding does this same as this, and keeps it's current effect.
    • Tennoshell variants:
      • Dreamer's Haven: This tennoshell form gains combo when the shield is attacked, at 75% combo count chance. (Guardian is 30%). Combo is converted to melee as usual. Blocking increases combo when your shield is hit.
      • Disciple's Reluctance: This tennoshell form grants a stacking % bonus to secondary damage, the next time you aim it activated, granting the bonus for your next shot. 30% combo and taunt effect is still here.  Blocking increases %, by .1 everytime you block a shot, max 50% multiplicative.
      • Master's Patience: This tennoshell form has 2 effects. While in pistol stance, generate % damage similarly to reluctance. While in melee stance, generate combo over time, this rate is slow, but effectively makes combo duration a non issue. The others will generate more quickly in dense combat areas. 
  • TennoJudgement: Offensive technique focused on decisive blows to the enemy. (finishers)
    • This works on all melee weapons, it functions as follows.
    • Melee finishers now take preference over parazon finishers. This procs both melee and parazon effects.  Finishers grant +1000% combo count chance during that finisher. +30% finisher damage per combo level, +10 combo duration.
    • TennoJudgement variants
      • Mentor's Toll: This enables tennojudgement.
      • Dreamer's Nightmare: Tennojudgement is enabled, enemies who witness a finisher are terrified. They run away and become open to finishers themselves.
      • Opportunities' Reward: Tennojudgement is enabled, normal enemies who get below 25% health become open to finshers. Finisher kills drop one of the 2: (1 energy and 2 health orbs, OR a universal ammo drop).  
      • Master's frenzy: Tennojudgement is enabled: Upon getting a finisher kill, gain +60% movement speed, and 50% attack speed.
      • Condition's Betrayal: (Dagger exclusive) Tennokai is enabled, upon doing a heavy attack, Tennojudgement is enabled for 5 seconds.
        • This is to take advantage of dagger's unique passive of opening enemies who survive heavy attack to finishers.
      • Executioner's Enjoyment (Scindo Prime): Tennojudgement is enabled. +60% finisher speed. Finishers release an AOE that does 25% of damage done, with a guaranteed slash proc. Whenever enemies are knocked down or flung, there is a 25% chance to open them to finishers.
Edited by (XBOX)elementXGHILLIE
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I like the concept, however right now finishers seem worse than ever (due to enemies health being multiplied, as finishers always ignored armor). There are a bunch of effects that trigger on finisher kill, and while they aren't very good in general, they are even seriously hard to activate at all currently because finishers simply can't reliably kill anything anymore.

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1 minute ago, Traumtulpe said:

I like the concept, however right now finishers seem worse than ever (due to enemies health being multiplied, as finishers always ignored armor). There are a bunch of effects that trigger on finisher kill, and while they aren't very good in general, they are even seriously hard to activate at all currently because finishers simply can't reliably kill anything anymore.

at 12x combo you receive 360% increase to finisher damage. I thought about going with multiplied damage, but that's hard to do. 

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On 2024-09-24 at 2:30 AM, quxier said:

Interesting idea but imho base version should be built-in. Like 15% and on-10th-attack tennokai.

That doesn't make it much more useful than when using a mod and is utterly inferior to Discipline's Merit, so you end up using that anyway.

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