DeadScream Posted March 19, 2014 Share Posted March 19, 2014 (edited) The goal : diversity. Here I'm putting ideas for abilities variant that could be used to replace the ones we already have, only if the player chooses to replace them. So we would have for both warframes a choice of two #1ability, two #2 ability, etc, for a total of 8 abilities per warframe (I'm thinking about variants for all current abilities).The player would still be able to pick only 4 of them to go into mission, and would not be able to equip both of the #1 abilities (for example). Don't be shy and throw ideas too, I'll add them in another section of the main post. Also don't feel like you have to create 4 abilities, only one variant is always welcome too ! Drop system : Everytime you loot a special ability mod, it simply gets 50% chances to be it's variant instead. This system works if we get only one variant for every ability. As variants are not in the game yet, we can tell it's enough for now. _________________________________________________________________________________________________________________________________________________________________________________________________________________ My ideas : Ash #Kunai - cost 25 - Same action and damage than Shuriken, but deals puncture damage instead of slash. #Loki's invisibility. #Loki's switch teleport. #Harrassing Blade Storm - cost 100 - Blade Storm in a restricted area, but Ash cycles between enemies during 5/7/8/10 seconds if they don't die, meaning he comes back to already stricken ones. Radius : All enemies must be seen by the caster when he releases the HBS. - Updated : Apply the duration and harrassing effect to clones while Ash stops at 3/4/5/6 seconds. Banshee : #Radial Sonic boom - cost 25 - Pushes enemies all around, with less range than the original Sonic boom. Basically, the initial range is just distributed around the frame instead or all in front of her.#Modified Sonar - cost 50 - Instead of creating weak spots, it increases the initial weakness of an enemy (headshot), for x1.2/1.6/2.0/2.5 damage multiplier (half the original version).#Silencer - cost 75 - instead of creating a silent area, it makes you silent (and your teammates too) for 5/8/12/15s (same duration than Silence), meaning that any action, any explosion at any distance will not be heard.In counterparts, there is no stun effect on this variant. #Sound Wave - cost 100 - instead of releasing the sound into the ground, unleashes a single, giant wave in front of the warframe, pushing back enemies with 1200 slash damage (same damage output than the old Sound Quake but with slash), in a 80° cone in front of Banshee and across a 40 metters base distance. Not toggle, as it's a single wave. Ember #Spontaneous Combustion - cost 25 - Unlike "fire ball", attacks only one target with no AoE, with the same 100% fire proc chance, and deals 300/550/600/800 heat damage to the target (+ fire DoT) (double the fire ball damage but no AoE).#Heat charge - cost 50 - Buffs all nearby allie's fire damage output by 150/175/200/250% for 7/10/12/15 sec.#Fire wall - cost 75 - Creates a non-circular wall of fire in front of Ember. Deals 200 fire damage to any enemy in contact with a 100% fire proc chance and 25% stun chance.#Concentrated World On Fire - cost 100 - Creates an overheated fire aura around Ember, with 1/3 the radius of the original WoF but double the damage and it hits any enemy in range (no target restriction like WoF). Any enemy in range will also suffer from 100 fire DoT every second as long as he stands in range. The ability lasts 7/8/10/12 sec. Excalibur #Static Slash - cost 25 - Excalibur uses his energy to extend his melee weapon and inflict a powerful horizontal charge in front of him, dealing 300/400/600/800 slash damage on a 3m , 130° cone and pushing back enemies. #Front Blind - cost 50 - same as radial blind but only in front of the caster, in counter parts it's affective on a longer range and slightly better duration // 16/20/24/30m and 7s stun duration. The blind time remains the same. #Mobility boost - cost 10 - instead of allowing a high jump, this variant increases Excalibur's sprint speed for a small duration. #Concentrated Javelin - cost 100 - launches only one javelin where the caster aims it. This javelin will not be stopped by any surface or enemy and will deal 5000 puncture+impact+slash damage to any enemy it hits. The deal is it will be hard to hit many targets with one hit. The javelin travels on 50m. Frost #Frozen Bomb - cost 25 - Shoots an explosive ice projectile, dealing 100/125/150/200 cold damage to any enemy in the explosion radius (1/2/3/5m) and slowing them down by 1/3.#Blizzard Wave - cost 50 - Releases a straight cold wave, dealing no damage but critically slowing enemies down, allowing them to perform any action at only 1/10 of their initial speed for 4/5/6/8 sec. - Same lenght and width as "Ice wave"#Mobile Snow Globe - cost 50 - Creates a snow globe around Frost. It acts the same as the original version, except the fact it follows the caster. Duration : 15s (half the static Snow Globe's).#Redirected Avalanche - cost 100 - Casts the Avalanche in front of Frost, dealing better damage but in a restricted area compared to the original Avalanche. 1600/2000/2500/3000 cold damage on a 10/12/14/18 area in front of the caster. Hydroid #Halved Tempest Barrage : The same attack with the same amount of rain drops, but on a smaller duration. #Tidal Drop : The original Tidal surge is launched from Hydroid instead of Hydroid transforming into it. #Steam Ghost : The total contrary to Undertow - Turns into steam to move freely without being detected. Same energy efficiency than Undertow, but is more of a recon ability. Can't be used as a trap but can disable enemy weapons when passing on them. Also the movement speed is increased when in the steam form. #Kraken Stance : Half the duration of the original Tentacle Swarm, but this variant follows the caster instead of being set to an area and deals more damage. Loki #Clone - cost 25 - Unlike the decoy, the Clone uses his weapon and moves around. It's got 100/150/200/300 hp and lasts for 5/7/15/20 sec. Doesn't draw enemy attention more than another player. #Ash's Smoke Screen. #Ash's teleport. #Radial Dispel - cost 100 - Instantly stops any ongoing enemy ability (leaders, shield ospreys, etc) and disables them. Radius : 10/13/17/20 (same as radial disarm). Mag #Focused Pull - cost 25 - Pulls a single enemy to Mag's feet, dealing 200/250/300/600 magnetic damage (double the original Pull but for only one target). Can be used to pull incapacitated allies.#Shield Zone - cost 50 - Adds 100/150/200/300 shield units to all nearby allies for 10/12/14/16 sec, with x1.5 shield regeneration. Radius : 10/15/20/25m. If a buffed ally gets out of the zone he loses the buff.#Attractor - cost 75 - Polarizes a single target, quickly attracting any other enemy in it's range (7/10/14/16m). Deals 100/200/300/400 impact damage to all attracted enemies when they hit the target, and the target takes 50/100/150/200 impact damage per hit. Enemies are all stunned for a small duration after this.#Pulse - cost 100 - Violently pushes back any enemy in a 10/12/14/20m radius, dealing them 1000 magnetic damage and knocking them down. Nekros #Soul Blast - cost 25 - Instead of creating a projectile with the initial target, directly creates an AoE damage around them, dealing 100/200/300/400 impact damage in a 5m radius around the initial target, and ragdolling all affected enemies. #Nyx's Chaos #Utility Desecrate - cost 50 - This variant doesn't increase the loot chance but grants a 40/50/60/70% health orb chance and 20/30/40/50% energy orb chance if the health orb succeeds. #Army of the Dead - cost 100 - Summons twice the last 4/5/6/7 killed enemies, but with half the health they would have with the original SoTD and only 75% the damage output, but those shadows are not physical and don't block your own bullets and you can pass through them. Nova - oh damn, Nova... #Null Area - cost 25 - Concentrates the null stars into one charged aura, exploding if a single enemy enters it. Radius : 15m (explosion) ; 10m (detection). 200/300/400/500 impact damage. #Static AMD - cost 50 - instead of launching the antimatter drop, it stands in front of the caster and explodes after 5 seconds. This variant offers more stability than it's original version, but is harder to use. In counterparts, it offers increased explosion radius (10/14/18/22m ; not affected by power range) for the same damage output. #Warp shield - cost 75 - This variant can't teleport the warframes nor the enemies, but is used to redirect any projectile in front of it. It may also warp your own bullets, allowing you to take a cover. Only one portal at a time, casting one will suppress the previous one. Duration : 5/7/8/10 sec. #Molecular Blast - cost 100 - Unlike the Molecular Prime, this variant creates a giant explosion first, and then leaves touched enemies slowed down and weaker. As it doesn't benefit from the chain explosions, the initial blast is a bit more powerful than the original version. 200/400/600/800 blast damage on a 12/16/20/24 metters area. All enemies in the explosion radius will suffer from 50% slow down and 200% damage input for 60 sec. Nyx #Mind Crush - cost 25 - breaks the mind of a target, making them stop moving or doing anything, while taking 25% more damage, for the same duration as "Mind Control". #Concentrated Psychic Bolt - cost 50 - instead of launching 3/4/5/6 bolts, launches only one but dealing 3/4/5/6 times the original's damage. The CPB deals 150/400/750/1200 slash damage to a single target. #Nekros' Terrify #Voodoo doll - cost 100 - creates a psychic form where the caster aims, drawing attention just like Loki's decoy but being a stand-alone "Absorb". Allows the caster to move around and increase the damage by himself, but this variant has a shorter duration. 2.5/3.5/4/5s (half absorb). Oberon #Concentrated Smite - cost 25 - instead of exploding outside the initial target, it will explode inside and deal extra damage to this target. --> 200/300/400/500 initial damage, then 150/300/600/800 more damage. #Doomed Ground - cost 50 - deals half the damage of Hallowed Ground, but slows down enemies who stay in the flames by half. #Concentrated Renewal - cost 75 - Heals 150//200/250/300 to players in a 20m radius, while players outside this area will only recover 75/100/125/150. #Extended Reckoning - cost 100 - Deals less damage for a longer range and lift duration. In fact, it deals only the radiation part of the damage and lifts enemies in the air, but doesn't hurl them and will keep them in the air for 1/2/3/4 additional seconds instead before simply releasing them. Range : 15/20/25/30m ; damage : 250/375/500/625 radiation RHINO #Rhino Impact - cost 25 - Acts the same as the Rhino charge, but will instantly stop at the first target it hits, dealing 500/600/700/800 impact damage and pushing it far away, dealing 100 impact damage to all enemies the projectile will hit. #Iron Flesh - cost 50 - Instead of blocking a certain amount of damage, this variant lasts for a certain duration while the caster will take 60% less damage (the iron skin used to work like that). Also it will negate any status effect. #Growl - cost 75 - Instead of increasing damage, this variant increases status chances and power range by 10/15/20/25% for 5/7/10/12 sec. #Distorted Stomp - cost 100 - Deals double the damage of "rhino stomp" for a shorter stasis time. // 1600 blast damage for 4s stasis. Saryn - Oh, beautiful Saryn. #Concentrated Venom - cost 25 - Marks a target with deadly venom, this variant being unable to spread to nearby targets but dealing far more damage to a single target. 20/30/40/50 viral damage per second over 5/8/12/15s. #Second skin - cost 50 - Changes skin, leaving a dead one behind. This variant doesn't explode and lasts half shorter than the original Molt, but shuts down any debuff such as fire/poison/bleeding DoT, etc. #Ranged Contagion - cost 50 - Adds 25/30/40/60% toxin damage to the primary and secondary weapons for 8/10/12/15s. #Bio Bomb - cost 100 - Acts exactly the same as the original Miasma, but deals Gas damage instead of Corrosive. Trinity #Health vampire - cost 25 - Instead of healing people who shoot at the target, this variant works like "Energy vampire". #Energy box - cost 50 - works like energy vampire but doesn't need to be used on an enemy target. As it is much more easier to use, it only recovers half the energy of the original EV. #Offensive Link - cost 75 - Instead of protecting Trinity, the Offensive Link is directly used on a target, and this target will share the damage taken with 3 other enemies around them. As it offers no protection to the caster, it redirects 100/110/120/140% of the damage to the linked enemies. #Modified Blessing - cost 100 - Refills everyone's health and grant them a 2 sec invulnerability (not affected by power duration mods), and then an increased shield regen for 6/10/14/20 sec. Valkyr #Slash Line - cost 25 - Instead of using the rip line to attract an enemy or to travel an area, Valkyr uses it as a whip to inflict a long-range slash. Deals 200/300/450/600 slash damage to any target it hits, on a 25/35/40/50m distance. (notice the line is thin, so hitting multiple enemies at once will be more difficult than with Excalibur's slash dash. #Defensive Warcry - cost 75 - Buffs allie's armor by 100% and their shield regeneration by 50% for 7/10/12/15 sec. #Strenghtened Paralysis - cost 5 - Drains 50% of the current shields instead of 33%, but deals more damage in counterparts : 3/3.5/4.5/5 damage multiplier. #Distorted Hysteria - cost 100 - Valkyr becomes invulnerable for half the duration of the original "Hysteria", but deals 500 base damage instead of 300 and her movement speed and attack speed are increased by 20/25/30/40%. Vauban : #Explosive Tesla - cost 25 - Each Tesla deals 100/120/140/170 electric damage to a 15m AoE. Each Tesla contains 2/3/4/6 charges and lasts for 40s if not depleted.#Reversed Bounce - cost 50 - instead of bouncing, enemies will be brutally knocked down, "attracted" by the ground. Doesn't affect other players.#Modified Bastille - cost 75 - instead of retaining enemies in stasis, the modified Bastille slows them down like the Snow Globe. As it offers less protection, in counterparts it affects all enemies inside it.#Mobile Vortex - cost 100 - Unlike the original Vortex, this one is casted around Vauban and follows him. Any enemy with a special ability is disabled if taken by the vortex, so that toxic units can't hit the caster by accident. Volt #Electric Bolt - cost 25 - Similar to Ember's "fire ball" but with electric damage.#Accelerator - cost 25 - Increases the fire rate of all teammate's ranged weapons. Range 25m, duration 10s (for max upgraded ability). Fire rate increased by 10/15/25/40%.#Mobile shield - cost 50 - Creates a shield that stands in front of Volt for 25s (maxed ability). You can shoot through it but it doesn't give any damage buff.#Concentrated Overload - cost 100 - Fires a concentrated electric beam in front of the caster, which will travel on a 50m distance and deal high electricity damage : 2500 damage on a 5m wide beam, 1500 damage 5m around the beam. 100% status chance, and the beam is improved by surrounding electric devices like the original version. Zephyr #Wind Wave - cost 25 - sends the wind blast forward instead of using it as a mobility skill. This variant deals double the damage of the original Tail Wind in counterparts. #Air Ground - cost 25 - Zephyr jumps, creating a radial wind push around her with the same damage as the original Dive Bomb. This ability allows Zephyr to perform a second jump while already in mid-air. #Shared Turbulence - cost 75 - Applies the turbulence to all team mates in a 40m radius, but lasts half shorter than the original turbulence. #Focused Tornado - cost 100 - Creates only one tornado around the caster, and this tornado will follow them instead of going to enemies. Deals higher damage than the original Tornado and sucks enemies from a little farther. Community contributions : I have a couple of other alternate abilities for Excalibur: Javelin Storm: instead of javelins coming from Excalibur, they drop from the sky doing the same damage as Radial Javelin Radial confusion: instead of making enemies blind like radial blind, this ability causes all enemies in the general area to be confused and attack each other. Some Banshee abilities: -For X seconds, zooming in automatically locks on to a targets weakspot. -Banshee screams, making all targets in front of her immobile for a small period of time. Edited July 6, 2014 by DeadScream Link to comment Share on other sites More sharing options...
koolen Posted March 19, 2014 Share Posted March 19, 2014 WOW, I love the idea of variant powers for the frames, DE should make this kind of things for improve the gameplay :) Link to comment Share on other sites More sharing options...
TheSeannachaidh Posted March 19, 2014 Share Posted March 19, 2014 (edited) As a support Banshee player I am not sure that I really like these.Sonic Boom is awesome as is in my opinion; there is no need for it to be radial.With regards to Sonar, I think that if it always made the enemies head the weak-point, then that would be pretty great actually, but it shouldn't suffer a damage multiplier reduction for it. Damage has no scalability in this game, if it was always an increased multiplier on head shots, then this would help to offset this balance issue. Silence* can be changed to anything and be better. She could have a rubber chicken that makes the enemy stop and laugh at her, and it would be better, so change away. Sound Quake is fine. She has a 6+ second stun in a pretty massive AoE with decent damage at low tiers if you mod for damage. In your build it is basically just a really big Sonic Boom and you have diminished her AoE in a way that would, I think, hinder her more than help.If what you are saying are optional variants that could, just for the sake of thinking ahead, be turned on based on a certain Focus path or something, then I think I would find that more agreeable than if you want to change the skills entirely. I am not sure I understand which you are pulling for in this thread. Ultimately though, for her major skills at least I would take the vanilla ones over yours. Edited March 19, 2014 by TheSeannachaidh Link to comment Share on other sites More sharing options...
DeadScream Posted March 19, 2014 Author Share Posted March 19, 2014 I'm talking about optional abilities, absolutely not replacing them ! ^^ I love Banshee as she is too, but for diversity I would love to see some variants for the skills, that's why I created this thread :) I'll update the main post with more explanation. In my mind it would be 8 abilities for 1 warframe, but the warframe could only pick one of each duet to go into mission. Link to comment Share on other sites More sharing options...
DeadScream Posted March 19, 2014 Author Share Posted March 19, 2014 Update 2 : Vauban is done Link to comment Share on other sites More sharing options...
DeadScream Posted March 19, 2014 Author Share Posted March 19, 2014 Update 3 : Ember is done. Link to comment Share on other sites More sharing options...
DeadScream Posted March 19, 2014 Author Share Posted March 19, 2014 Update 4 : Volt is done. I'm working on the "casters" first because their powers are the easiest to alterate. Link to comment Share on other sites More sharing options...
DeadScream Posted March 20, 2014 Author Share Posted March 20, 2014 Mag and Frost have been added. Link to comment Share on other sites More sharing options...
DeadScream Posted March 21, 2014 Author Share Posted March 21, 2014 Updated with Ash and Loki ! Link to comment Share on other sites More sharing options...
DeadScream Posted March 21, 2014 Author Share Posted March 21, 2014 Valkyr added. Don't be shy and throw ideas too, I'll add them in another section of the main post. Also don't feel like you have to create 4 abilities, only one variant is always welcome too ! Link to comment Share on other sites More sharing options...
DeadScream Posted March 21, 2014 Author Share Posted March 21, 2014 Nova is done ! Remains : Trinity OberonSaryn Nyx ExcaliburRhino Zephyr Link to comment Share on other sites More sharing options...
CybrinZ Posted March 22, 2014 Share Posted March 22, 2014 Ash Harrassing Blade Storm - cost 100 - Blade Storm in a restricted area, but Ash cycles between enemies during 5/7/8/10 seconds if they don't die, meaning he comes back to already stricken ones. Radius : All enemies must be seen by the caster when he releases the HBS. This should be how Blade Storm is now. If there are remaining enemies that have been hit but are not dead, Ash should have no reason not to go back and hit them again until the hit counter is up. Link to comment Share on other sites More sharing options...
DeadScream Posted March 22, 2014 Author Share Posted March 22, 2014 This should be how Blade Storm is now. If there are remaining enemies that have been hit but are not dead, Ash should have no reason not to go back and hit them again until the hit counter is up. Yes, I'm sad it doesn't act like this, since it's a 100-cost skill and should be more useful. Link to comment Share on other sites More sharing options...
DeadScream Posted March 23, 2014 Author Share Posted March 23, 2014 Excalibur #Static Slash - cost 25 - Excalibur uses his energy to extend his melee weapon and inflict a powerful horizontal charge in front of him, dealing 300/400/600/800 slash damage on a 3m , 130° cone and pushing back enemies. #Front Blind - cost 50 - same as radial blind but only in front of the caster, in counter parts it's affective on a longer range and slightly better duration // 16/20/24/30m and 7s stun duration. The blind time remains the same. #Mobility boost - cost 10 - instead of allowing a high jump, this variant increases Excalibur's sprint speed for a small duration. #Concentrated Javelin - cost 100 - launches only one javelin where the caster aims it. This javelin will not be stopped by any surface or enemy and will deal 5000 puncture+impact+slash damage to any enemy it hits. The deal is it will be hard to hit many targets with one hit. The javelin travels on 50m. Link to comment Share on other sites More sharing options...
DeadScream Posted March 24, 2014 Author Share Posted March 24, 2014 RHINO #Rhino Impact - cost 25 - Acts the same as the Rhino charge, but will instantly stop at the first target it hits, dealing 500/600/700/800 impact damage and pushing it far away, dealing 100 impact damage to all enemies the projectile will hit. #Iron Flesh - cost 50 - Instead of blocking a certain amount of damage, this variant lasts for a certain duration while the caster will take 60% less damage. (the iron skin used to work like that) #Growl - cost 75 - Instead of increasing damage, this variant increases status chances and power range by 10/15/20/25% for 5/7/10/12 sec. #Distorted Stomp - cost 100 - Deals double the damage of "rhino stomp" for a shorter stasis time. // 1600 blast damage for 4s stasis. Link to comment Share on other sites More sharing options...
DeadScream Posted March 24, 2014 Author Share Posted March 24, 2014 Nyx #Mind Crush - cost 25 - breaks the mind of a target, making them stop moving or doing anything, while taking 25% more damage, for the same duration as "Mind Control". #Concentrated Psychic Bolt - cost 50 - instead of launching 3/4/5/6 bolts, launches only one but dealing 3/4/5/6 times the original's damage. The CPB deals 150/400/750/1200 slash damage to a single target. #Nekros' Terrify #Voodoo doll - cost 100 - creates a psychic form where the caster aims, drawing attention just like Loki's decoy but being a stand-alone "Absorb". Allows the caster to move around and increase the damage by himself, but this variant has a shorter duration. 2.5/3.5/4/5s (half absorb). Link to comment Share on other sites More sharing options...
DeadScream Posted March 25, 2014 Author Share Posted March 25, 2014 Nekros #Soul Blast - cost 25 - Instead of creating a projectile with the initial target, directly creates an AoE damage around them, dealing 100/200/300/400 impact damage in a 5m radius around the initial target, and ragdolling all affected enemies. #Nyx's Chaos #Utility Desecrate - cost 50 - This variant doesn't increase the loot chance but grants a 40/50/60/70% health orb chance and 20/30/40/50% energy orb chance if the health orb succeeds. #Army of the Dead - cost 100 - Summons twice the last 4/5/6/7 killed enemies, but with half the health they would have with the original SoTD and only 75% the damage output, but those shadows are not physical and don't block your own bullets and you can pass through them. Link to comment Share on other sites More sharing options...
DeadScream Posted March 25, 2014 Author Share Posted March 25, 2014 Oberon #Concentrated Smite - cost 25 - instead of exploding outside the initial target, it will explode inside and deal extra damage to this target. --> 200/300/400/500 initial damage, then 150/300/600/800 more damage. #Doomed Ground - cost 50 - deals half the damage of Hallowed Ground, but slows down enemies who stay in the flames by half. #Concentrated Renewal - cost 75 - Heals 150//200/250/300 to players in a 20m radius, while players outside this area will only recover 75/100/125/150. #Extended Reckoning - cost 100 - Deals less damage for a longer range and lift duration. In fact, it deals only the radiation part of the damage and lifts enemies in the air, but doesn't hurl them and will keep them in the air for 1/2/3/4 additional seconds instead before simply releasing them. Range : 15/20/25/30m ; damage : 250/375/500/625 radiation Link to comment Share on other sites More sharing options...
Zoracraft Posted March 25, 2014 Share Posted March 25, 2014 YES. Was wondering why this isn't in already, abilities are mods, after all, so it makes sense that we should be able to swap them. Hopefully DE sees this, this idea has been stated before, but not this detailed. Link to comment Share on other sites More sharing options...
DeadScream Posted March 25, 2014 Author Share Posted March 25, 2014 YES. Was wondering why this isn't in already, abilities are mods, after all, so it makes sense that we should be able to swap them. Hopefully DE sees this, this idea has been stated before, but not this detailed. Thanks for your support ! I still have some warframes to think about, but it will never be over, as possibilities are numerous for some of the abilities ^^ I'll work on the drop system too, as it would add many mods it has to be controlled. How about when an ability mod is dropped it has 40% chances to be it's variant instead ? Link to comment Share on other sites More sharing options...
DeadScream Posted March 26, 2014 Author Share Posted March 26, 2014 Trinity #Health vampire - cost 25 - Instead of healing people who shoot at the target, this variant works like "Energy vampire". #Energy box - cost 50 - works like energy vampire but doesn't need to be used on an enemy target. As it is much more easier to use, it only recovers half the energy of the original EV. #Offensive Link - cost 75 - Instead of protecting Trinity, the Offensive Link is directly used on a target, and this target will share the damage taken with 3 other enemies around them. As it offers no protection to the caster, it redirects 100/110/120/140% of the damage to the linked enemies. #Modified Blessing - cost 100 - Instead of giving invulnerability after the healing, this variant gives 2/3/4/5x shield regen and moderate health regen for double the duration of the original Blessing : 6/10/14/20 sec. Link to comment Share on other sites More sharing options...
DeadScream Posted March 26, 2014 Author Share Posted March 26, 2014 Saryn - Oh, beautiful Saryn. #Concentrated Venom - cost 25 - Marks a target with deadly venom, this variant being unable to spread to nearby targets but dealing far more damage to a single target. 20/30/40/50 viral damage per second over 5/8/12/15s. #Second skin - cost 50 - Changes skin, leaving a dead one behind. This variant doesn't explode and lasts half shorter than the original Molt, but shuts down any debuff such as fire/poison/bleeding DoT, etc. #Ranged Contagion - cost 50 - Adds 25/30/40/60% toxin damage to the primary and secondary weapons for 8/10/12/15s. #Bio Bomb - cost 100 - Acts exactly the same as the original Miasma, but deals Gas damage instead of Corrosive. Link to comment Share on other sites More sharing options...
DeadScream Posted April 5, 2014 Author Share Posted April 5, 2014 Zephyr #Wind Wave - cost 25 - sends the wind blast forward instead of using it as a mobility skill. This variant deals double the damage of the original Tail Wind in counterparts. #Air Ground - cost 25 - Zephyr jumps, creating a radial wind push around her with the same damage as the original Dive Bomb. This ability allows Zephyr to perform a second jump while already in mid-air. #Shared Turbulence - cost 75 - Applies the turbulence to all team mates in a 40m radius, but lasts half shorter than the original turbulence. #Focused Tornado - cost 100 - Creates only one tornado around the caster, and this tornado will follow them instead of going to enemies. Deals higher damage than the original Tornado and sucks enemies from a little farther. Link to comment Share on other sites More sharing options...
(PSN)korm-2_0 Posted April 5, 2014 Share Posted April 5, 2014 Good ideas. Link to comment Share on other sites More sharing options...
TrueSoundWave Posted April 6, 2014 Share Posted April 6, 2014 whats the point of a decoy that doesnt draw attention for loki? Link to comment Share on other sites More sharing options...
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