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Ability 2/3.0 Idea: Ulti Combos With Damage 2.0


kingfirejet
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My Idea: Elemental Ultimate Ability Combos

How it Works Example:

 

1. Frost uses, Avalanche (Cold Damage 1000)

2. During the cast time, compatible frames (Ex: Ember) will see a on screen selection button over the Frost (Check Spoiler)

Spoiler 

3wwnw1I.jpg

3. Ember holds 4th ability button over the on screen button.

4. Ember casts World on Fire, but on the Frost doing Avalanche.

5. Special Fx cinematic Combo of World on Fire and Avalanche is created (Blast DMG Fx)

6. Heat+Cold= Blast DMG. Combo is a quick AoE Damage based move so it only does 1000 DMG along with other status effects.

fnQtDT0.jpg

(Note: The combos are single-use quick AoE Type Damage, it won't have a duration from the World on Fire or other ultis).

 

Pros & Cons

+ Will give more co-op feel to the game (TEAM WORK!)

+ Less people just spamming Ultimates

+ Only 6 Elemental Combo types so only 6 Animations needed (Below Image)

+ Combat will be more efficient with more strategy used against certain enemy types.

+ More variety in team building and for varying play styles!!!

- Some ultimate's might need a longer cast time (Saryn's Ulti)

- UI Modification Needed.

- Complications with mods affecting ulti, some combos MIGHT be OP.

- Some frames aren't elemental based, but possibly can be paired some other way.

 

 

Combo Rules:

1: Can only cast combo when the Selection Button is up so don't expect to combo all the time (Still thinking whether combos should use more energy than usual from both users).

2: Only 4 frames of now are elemental and ultimate's from them can only combo with each other 6 Elemental Combos. 

Ember= Heat 

Frost= Cold

Volt= Electric

Saryn= Toxic

3: Downed Players can't combo with a live players or two down players.

4: Banned from Conclave lol

5: ONLY 2 Abilities can combo (No triples or quads).

0CLecSh.jpg

 

Other Possible Combos

Spoiler 

Saryn + Volt - Corrosive/Electric Acid splashed onto enemies.

Saryn + Ember - Acidic Gas covers area sophicating and melting enemies.

Saryn + Frost - Viral Winter covers area where they are slowed and intoxicated by space black death.

Nova + Frost - Primed targets shatter on death dealing additional ice and piercing damage

Nova + Rhino - No idea? Nova teleports Rhino into the sky, he then slams the ground and breaks the map and evil my little ponies devour everything?

Nova + Nekros - Slain targets will not explode but rise again as allies for a limited time.

Nova + Loki - Mass Invisibility (allies) and a super-agro giant decoy + primed targets (no explosion, just + damage & slow)

Volt + Nyx - Absorbing Electric sphere explodes electric dmg with absorbed damage.

 

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Interesting idea, but I foresee huge issues with people interrupting someone else's ultimate by adding theirs into it and making it completely useless on the enemy type you're fighting.

 

Corrosive doesn't work so well on shields, Blast is terrible on most Infested and on shields. Volt against Corpus and Frost/Ember pairs against Infested or Corpus would end up getting trolled into uselessness. Your damage table is out of date, or the one you have in that post is. Check http://warframe.wikia.com/wiki/Damage_2.0 - the tables got modified a while ago so each faction has multiple different target types rather than the narrower categories you've listed.

Edited by XenosInfinity
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Interesting idea, but I foresee huge issues with people interrupting someone else's ultimate by adding theirs into it and making it completely useless on the enemy type you're fighting.

 

Corrosive doesn't work so well on shields, Blast is terrible on most Infested and on shields. Volt against Corpus and Frost/Ember pairs against Infested or Corpus would end up getting trolled into uselessness. Your damage table is out of date, or the one you have in that post is. Check http://warframe.wikia.com/wiki/Damage_2.0 - the tables got modified a while ago so each faction has multiple different target types rather than the narrower categories you've listed.

OP said you need to hold 4 down to be able to combine your ult with another, so if you dont want to combine it just tap 4

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Personally, I'd rather some toggle abilities, optionally channeled abilities, and universal abilities first

 

Toggle abilities:

Almost every frame has 1 or more abilities that can be manipulated into a toggle format. When in the toggle format, it has a drain-per-second instead of 1-time cost per cast. This will add variety and increase the skill level between the best and the worst as to who can effectively control when/how long to use their abilities.

Ash: Smoke Bomb (Ability lasts for toggled duration)
Banshee: Sonar (Ability lasts for toggled duration)
Ember: World on Fire (Ability lasts for toggled duration) Fire Blast (Ability lasts for toggled duration)

Excalibur: Slash Dash (instead of a straight, Excal can turn left or right slowly)

Frost: Snow Globe (Ability lasts for toggled duration. Ability follows Frame. Damage to ability drains energy) Avalanche (Ability lasts for toggled duration. Ability follows Frame)
Loki: Invisibility (Ability lasts for toggled duration)

Mag: Bullet Attractor (Ability lasts for toggled duration. Un-toggled when targeted enemy is dead)

Nekros: Terrify (Ability lasts for toggled duration) Shadows of the Dead (ability lasts for toggled duration. Un-toggled when all summoned allies are dead)

Nova: Worm Hole (Ability lasts for toggled duration) Molecular Prime (Ability lasts for toggled duration. Un-toggled when all targeted enemies are dead)

Nyx: Chaos (Ability lasts for toggled duration. Un-toggled when all targeted enemies are dead)
Oberon: Hallowed Grounds (ability lasts for toggled duration) Renewal (Ability lasts for toggled duration. Un-toggled when all targeted allies have full health)

Rhino: Iron Skin (Ability lasts for toggled duration. Damage to ability drains energy) Roar (Abilty lasts for toggled duration)
Saryn: Contagion (Ability lasts for toggled duration)

Trinity: Link (Ability lasts for toggled duration)

Valkyr: Warcry (Ability lasts for toggled duration) Paralysis (Ability lasts for toggled duration. Un-toggled when all targeted enemies are dead)
Vauban: Vortex (Ability lasts for toggled duration)

Volt: Speed (Ability lasts for toggled duration. Targetted allies beyond 50m no longer receive bonus until they are within 50m again)

Zephyr: Turbulence (Ability lasts for toggled duration. Damage to ability drains energy) Tornado (Ability lasts for toggled duration)

 

Abilities that have the option to be toggled will be altered slightly to make them have sensible value. (I.e. Iron Skin doesn't have 1200 health every second, instead Rhino is invulnerable, but has 5 energy drain/second and an extra 5 energy drain for each 500 damage taken).

 

Strength mods work as normal.

Duration mods would work to spread the drain (i.e. 50% duration mod would make the drain 1.5 seconds apart)

Range mods work as normal.

Efficiency mods would work to lessen the drain (i.e. 50% efficiency mod would make the drain half as much each drain)

 

Channeled abilities work similar to Toggled, except stronger, and the locking the farm where they stand (think Banshee's ultimate). The Channeling abilities would have a cool down period to ensure they're not abused, and would act otherwise the same as toggled abilities.

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