[DE]Taylor Posted November 29 Posted November 29 With Lettie and Eleanor’s arrival in Warframe: 1999, we have cooked up some light reworks for their Warframe equivalents: Trinity and Nyx! Trinity’s rework was covered in Devstream #182, but this Dev Workshop offers a more extensive overview of her changes. The main goal of these reworks are to bring both Warframes’ kits to meet our current-day standards. As always, everything listed before is subject to change before release, so please refer to the patch notes for the official implementation of these reworks. That said, let’s get into it! Nyx Changes Nyx does not directly deal damage herself, but instead spreads chaos across the battlefield — causing her very foes to turn on each other. We are keeping this theme as the core of her Abilities, and have made changes to increase the lethality of this chaos. New Passive If there are 5 or more Confused* enemies within Nyx’s Affinity Range, she gains +200% Critical Chance on her Primary and Secondary Weapons. * specifically enemies suffering from Radiation’s status effect (Confusion) and Nyx’s Mind Control target Nyx_Passive.mp4 NOTE: all videos showcase Modded builds. Ability 1: Mind Control Since Mind Control is a single-target ability, we want to help turn your Mind Controlled foe into a killing machine — coupled with a few quality-of-life additions to ensure players maximize their use of this ability. Nyx’s Mind Control Target will more aggressively attack foes and deal guaranteed Radiation Procs on their attacks. Mind Control Targets are also crowd-control immune (like foes with Overguard) to optimize their time rampaging. For this reason, any crowd-control effects are also cleared from the target upon casting. Targets will also prioritize the enemies Nyx is aiming at! Mind Control targets are now highlighted like a summon to help you keep track of them, and Nyx will now see their damage numbers. Added a HUD element when casting Mind Control that displays the duration and % of Bonus Damage done by your Target. This HUD element will display a flashing particle effect when the Target absorbs incoming damage. Once the ability expires, this element will also briefly show the total damage dealt by your Target. Mind Control’s duration will not start counting down until AFTER the 4 second “absorption” window has passed. Nyx retains the functionality of recasting this Ability to release her original Target, but if done while targeting another enemy Mind Control will now immediately be cast on them. Nyx_MindControl_Highlight.mp4 NOTE: all videos showcase Modded builds. Ability 2: Psychic Bolts Psychic Bolt’s strongest aspect is its ability to strip defenses. We’ve expanded on that by a) letting Nyx benefit from the defenses she strips and b) adding a means for Psychic Bolts to spread from enemy to enemy, adding to the overall chaos. Killing an enemy affected by Psychic Bolts will cause two more Bolts to spread from it to unaffected targets. Now displays Ability duration upon casting. Nyx earns a fixed amount of the defenses she removes with Psychic Bolts. This effect persists for 20 seconds (scaling with Duration) and its duration refreshes when further defenses are stripped. The amount of defenses earned — and the Armor/Overguard cap — scales with Ability Strength. 25 Armor per Armored enemy, up to a cap of 1,000. 75 Shields per Shielded enemy, up to the Overshield Cap (1,200). 500 Overguard per enemy with Overguard, up to a cap of 7,500. Pacifying Bolts Augment Pacifying Bolts now applies 1 stack of Radiation upon hit. Nyx_PsychicBolt_ZoomIn.mp4 NOTE: all videos showcase Modded builds. Ability 3: Chaos Our goal was to leave Chaos largely unchanged, with a single tweak: Chaos applies 10 Radiation Stacks for the duration of the Ability, instead of simply applying Confusion. This means that Chaos’d enemies will now deal 100% bonus damage to your enemies. For clarity, Confusion is the name of Radiation’s Status Effect. Ability 4: Absorb Absorb in its current state requires enemies to be shooting at you — for a Warframe designed around making your enemies shoot at each other, this Ability felt at-odds with the rest of Nyx’s kit. Absorb is now a duration-based ability: cast it to absorb all surrounding damage for 5 seconds (scales with Duration) and redirect it in a radial explosion. Instead of only absorbing damage directed at you, the damage of Confused enemies will also be affected by Absorb. This allows for increased synergy with Chaos and Mind Control, since those foes will no longer be excluded from this ability. Since it is no longer a channelled ability, the “Drain 8 energy per 1000 Damage Absorbed” mechanic has been removed. Nyx will also be able to ascend and descend while in Absorb, using jump and crouch! For every 5,000 damage Absorbed, Nyx will remain Invulnerable for 1s after Absorb ends, up to a cap. Added Weapon Damage Cap to the Ability stats for visibility. Nyx_Absorb.mp4 NOTE: all videos showcase Modded builds. Assimilate Augment: Assimilate retains its infinite duration! Since we have removed the energy drain per 1000 Damage Absorbed, we have increased the energy cost from 4 to 6.5 per second to compensate. Added energy drain stat to the Mod description since it no longer applies to the base Ability. Trinity Changes A large part of Trinity’s changes involve increasing her overall duration and changing most of them to be cast while moving. In revisiting her kit, we’ve also added scalability and additional functionalities to some of her Abilities to increase their usefulness to both Trinity and her allies. New Passive Trinity and any allies within Affinity Range will gain 50% of Trinity’s Max Energy as Health. (25% in Conclave) Ability 1: Well Of Life Well of Life struggles the most in a game where enemy damage can outmatch its healing. To address this, we’re allowing Trinity to cast multiple Wells to increase its healing output, and are adding a way for her to negate lethal damage for herself and allies. Can now be cast on 3 enemies total (previously was only 1). If Trinity or Allies die within the radius of the Well, the death is negated and the Well ends. The saved player is fully healed and experiences a brief period of invulnerability. Saved players experience a 60s cooldown before they can be saved by Well of Life again (120s for Helminth version). This cooldown is indicated via an icon in their HUD. Added SFX and pop-up to indicate to a player when they have been Saved by the Well. Can now be cast while moving. Increased Radius from 15 to 20m. Increased Duration from 12 to 20s. Improved animation so the enemy being lifted aligns better with Trinity’s hand motions. Added a delay for recasting to avoid accidental dismissal. Trinity_WellfOfLife+Revive.mp4 NOTE: all videos showcase Modded builds. Ability 2: Energy Vampire Energy Vampire is an outlier in Trinity’s kit, where players are incentivized to build for negative Duration to maximize how quickly enemies emit four pulses of energy. We are removing the cap on energy pulses, and have changed Energy Vampire to better scale with Duration: Energy Vampire is no longer capped at 4 Energy Pulses. Pulses are now released at a set Interval for the duration of the Ability. The Pulse Interval (ie. how often enemies emit energy) can no longer exceed 2.25s, meaning positive Duration is more viable for Energy Vampire usage. Increasing Duration will also increase the number of energy pulses released by the enemy, since they are now emitted at set intervals. We’ve added a Pulse Interval stat to the Ability screen to help players build around this mechanic. Negative Duration will still decrease the Pulse Interval and Ability Duration, so traditional Energy Vampire builds should be largely unaffected by this change. In fact, at 13% Duration, this Ability still releases 4 rapid-fire Pulses that EV players know and love. Players can now recast this Ability, causing the previous target to be released. Can now be cast while moving. Here's an example of what a High Duration build looks like with these changes: Trinity_EnergyVamp_HighDuration.mp4 NOTE: all videos showcase Modded builds. Vampire Leech Augment: Increased Shield Regen from 150% to 225%. Ability 3: Link Link is one of Trinity’s stronger Abilities, so its changes are quality of life focused to bring it up to current Warframe standards: Trinity can now recast Link while it is active, and cast it while she is moving. The number of Link’s targets now scales with Power Strength. Increased Duration from 12 to 17s. Updated “Damage Reduction” stat to say “Damage Redirection” since you are passing it on to your foes! Trinity_Link.mp4 Note: all videos showcase Modded builds. Ability 4: Blessing Like with Link, Blessing is also one of Trinity’s stronger Abilities, so its changes are quality of life focused to bring it up to current Warframe standards: Increased Duration from 10 to 15s. Damage Resistance from Blessing now persists upon recast. (this only applied to a few seconds during the start of the recast, but any loss of DR can be killer — literally. Champion’s Blessing Augment: Increased Duration from 12s to 30s. Thanks for reading, Tenno! 54
McRibbles Posted November 29 Posted November 29 6 hours ago, [DE]Taylor said: Since we have removed the energy drain per 1000 Damage Absorbed, we have increased the energy cost from 4 to 6.5 per second to compensate. Oh thank god. Assimilate still seems like a must slot if you want to have fun, but at least it doesn't slaughter your energy. 9
Voltage Posted November 29 Posted November 29 6 hours ago, [DE]Taylor said: Since it is no longer a channelled ability, the “Drain 8 energy per 1000 Damage Absorbed” mechanic has been removed. Please be mindful you don't accidentally reintroduce the Absorb map-nuke that plagued Arbitrations for a long time. Other than that, these changes do make Nyx and Trinity seem more practical to use in a landscape where CC and healing/support aren't favored anymore. 5
Aruquae Posted November 29 Posted November 29 6 hours ago, [DE]Taylor said: Psychic Bolt’s strongest aspect is its ability to strip defenses. We’ve expanded on that by a) letting Nyx benefit from the defenses she strips and b) adding a means for Psychic Bolts to spread from enemy to enemy, adding to the overall chaos. Killing an enemy affected by Psychic Bolts will cause two more Bolts to spread from it to unaffected targets. Now displays Ability duration upon casting. Nyx earns a fixed amount of the defenses she removes with Psychic Bolts. This effect persists for 20 seconds (scaling with Duration) and its duration refreshes when further defenses are stripped. The amount of defenses earned — and the Armor/Overguard cap — scales with Ability Strength. 25 Armor per Armored enemy, up to a cap of 1,000. 75 Shields per Shielded enemy, up to the Overshield Cap (1,200). 500 Overguard per enemy with Overguard, up to a cap of 7,500. I do like the overguard strip on Nyx herself, considering overguard is her counter, having an active way to remove it makes her feel even better against eximus and anything with overguard 7
DocMaly Posted November 29 Posted November 29 This looks great, like everything I could've wanted. While I will miss the absorb panic button, I'm happy we still have assimilate augment. I'm so happy about so many of these changes (stealing overguard, most of all) and can't wait to try them! 2
KVenom Posted November 29 Posted November 29 Yo, thanks for adressing our awesome gals. There are at least 2 other gals who need help, as well as certain catgirl who needs her claws to have a small buff. https://forums.warframe.com/topic/1424245-reworks-that-are-required-at-this-point 2
Rage_Inducer Posted November 29 Posted November 29 These are absolutely stellar changes. I've always liked Nyx for her looks but her kit's been less than thrilling at too many things. This looks like it'll actually make her a viable option for Elite Deep Archimedea. Then there's Trinity, I've already had a solid build for her and all the changes look like they'll make her go from good to great. Phenomenal work. Y'all are on an incredible streak of wins here. 3
crimsonspartan1 Posted November 29 Posted November 29 6 hours ago, [DE]Taylor said: If there are 5 or more Confused* enemies within Nyx’s Affinity Range, she gains +200% Critical Chance on her Primary and Secondary Weapons. * specifically enemies suffering from Radiation’s status effect (Confusion) and Nyx’s Mind Control target Would prefer it if it was like +50% critical chance per confused enemy within affinity range, up to +200%-300%? With how fast enemies die, I feel like Nyx won't be able to capitalize on the critical chance buff her passive gives if it requires a minimum of 5 enemies? Aside from that, her rework looks amazing. 26
CaptWalker Posted November 29 Posted November 29 (edited) Request to modify Nyx's passive ability to scale per enemy affected, rather than a minimum of 5. Additionally, propose altering her second ability to function similarly to Baruuk's third ability, where she surrounds herself with bolts that automatically target enemies. Edited November 29 by CaptWalker 23
TheTundraTerror Posted November 29 Posted November 29 Would have loved a few more seconds on Link; at least 20 seconds would have been just perfect. That said 17 is still a nice improvement. 4
Awaidaqor Posted November 29 Posted November 29 (edited) Awesome changes, nothing to add. By the way...... Could you please remove Entrati Lanthorns from the rewards pool of EDA ? It has become a pretty common ressource (I have 1300 right now without even trying to farm) and it always feels like an absolute joke when you get 3 of these things after completing a portion of "the" endgame content of the week. Edited November 29 by Awaidaqor 10
MerlintheAgeless Posted November 29 Posted November 29 (edited) 7 hours ago, [DE]Taylor said: Assimilate Augment: Assimilate retains its infinite duration! Since we have removed the energy drain per 1000 Damage Absorbed, we have increased the energy cost from 4 to 6.5 per second to compensate. Added energy drain stat to the Mod description since it no longer applies to the base Ability. So can we still not jump??? Now it feels like we're gonna have to sacrifice even more mobility to run Assimilate, since Absorb can now fly. 7 hours ago, [DE]Taylor said: Nyx earns a fixed amount of the defenses she removes with Psychic Bolts. This effect persists for 20 seconds (scaling with Duration) and its duration refreshes when further defenses are stripped. The amount of defenses earned — and the Armor/Overguard cap — scales with Ability Strength. Is the Defense Reduction still temporary? Or is it finally permanent? Edited November 29 by MerlintheAgeless 6
SmallDecimal Posted November 29 Posted November 29 on the dev stream i dont think they covered how nyx's other augments will work will chaoss sphere still act the same? and will singularity still barley pull anyone in? 2
-FCG-LooTenant Posted November 29 Posted November 29 Can we please refine multiple relics at a time? Same for slotting ayatan treasures! 2
Enxchiol Posted November 29 Posted November 29 Excellent changes, but one additional thing i really hope is that Nyx also gains the vertical mobility with Assimilate augment. It feels really dumb to be blocked off by a small ledge. 7
Hengeyokai Posted November 29 Posted November 29 (edited) Please consider Trinity skill 3 Damage Redirection to be capped at 90% instead of 75%. We already have Citrine at 90%DR. I really want to go back to my Trinity and get a Gemini skin for her but I'm not going to do it if Trinity is not Steel Path viable. Please reconsider the 75% DE 🙏 EDIT: Also please allow Champions Blessing to increase Crit on Health OR Shield regened considering how little healing we usually do with all the Overguard and Overshields that teams usually have nowadays... Edited November 29 by Hengeyokai 11
Arkrom Posted November 29 Posted November 29 I enjoyed playing Nyx in melee, so her passive only working with primary and secondary is a little bit frustrating. Overall Nyx's touch-up seems great but I do feel like the passive could use another look at it. Having to have 5 *alive* enemies that are affected by radiation is a big ask in today's economy. Perhaps you could make the passive linger for a few seconds, or have it scale off of the amount of enemies affected? Thanks for the changes! 13
Camors2101 Posted November 29 Posted November 29 1 minute ago, SmallDecimal said: on the dev stream i dont think they covered how nyx's other augments will work will chaoss sphere still act the same? and will singularity still barley pull anyone in? Yeah same question, I really hope the shrinking of Chaos Sphere to be changed in someway, since you have to be kinda careful with your build so it don't shrink faster then enemies move
Awaidaqor Posted November 29 Posted November 29 Il y a 6 heures, [DE]Taylor a dit : Trinity can now recast Link while it is active, and cast it while she is moving. Also, pretty much any ability that has a duration should be able to be recasted. It feels weird to be able to recast Nourish but not Roar. These inconsistencies don't have any reason to exist. 9
legendaryrobot64 Posted November 29 Posted November 29 I hope the duration increase isn't the only change Trinity's Champion's Blessing augment is getting. The main reason why it's not really used is the requirement to heal actual health to gain the buff, which is incredibly unreliable. Just a duration increase is not going to do anything to make it less janky to use, the augment need to at least be able to provide the buff from percentage shield regen'd to actually be usable 10
Numerounius Posted November 29 Posted November 29 6 hours ago, [DE]Taylor said: Ability 2: Psychic Bolts Psychic Bolt’s strongest aspect is its ability to strip defenses. We’ve expanded on that by a) letting Nyx benefit from the defenses she strips and b) adding a means for Psychic Bolts to spread from enemy to enemy, adding to the overall chaos. Killing an enemy affected by Psychic Bolts will cause two more Bolts to spread from it to unaffected targets. Now displays Ability duration upon casting. Nyx earns a fixed amount of the defenses she removes with Psychic Bolts. This effect persists for 20 seconds (scaling with Duration) and its duration refreshes when further defenses are stripped. The amount of defenses earned — and the Armor/Overguard cap — scales with Ability Strength. 25 Armor per Armored enemy, up to a cap of 1,000. 75 Shields per Shielded enemy, up to the Overshield Cap (1,200). 500 Overguard per enemy with Overguard, up to a cap of 7,500. Pacifying Bolts Augment Pacifying Bolts now applies 1 stack of Radiation upon hit. Full shield strip still there? Epic. 6 hours ago, [DE]Taylor said: Assimilate Augment: Assimilate retains its infinite duration! Since we have removed the energy drain per 1000 Damage Absorbed, we have increased the energy cost from 4 to 6.5 per second to compensate. Added energy drain stat to the Mod description since it no longer applies to the base Ability. If we can still cast abilities during it that means you aren't touching the perma invuln it can have when in combination with dispensary? Sweet!
Circle_of_Psi Posted November 29 Posted November 29 6 hours ago, [DE]Taylor said: Ability 3: Chaos Our goal was to leave Chaos largely unchanged, with a single tweak: Chaos applies 10 Radiation Stacks for the duration of the Ability, instead of simply applying Confusion. This means that Chaos’d enemies will now deal 100% bonus damage to your enemies. For clarity, Confusion is the name of Radiation’s Status Effect. Can we PLEASE have this power to be cast it while she is moving? 5
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