_Fracture8 Posted June 7, 2014 Posted June 7, 2014 (edited) Hi there There's been a few threads floating around about the possibilities of teamwork that kinda grabbed by interest, I've seen one about frame powers being used in sync with another teammates powers, providing huge buffs and damage. These teamwork threads have kinda gotten me hyped up about what these might look like in game-play, and I think this might be the key to making Warframe feel a whole lot more like a co-op game. Because right now, playing online with anyone else other than friends feels a little lackluster as most people have an obsession with rushing levels or only want you there so you can heal them when they get downed by high level enemies. So yeah, I got bored and made this giant list of what frame abilities might look like in conjunction with each other Volt + Rhino/Zephyr/Excalibur Electric Shield + Rhino Charge/Tailwind/Slash Dash Upon placing down an Electric shield, anyone with a charge attack can freely charge through the shield. Energizing the charging frame with electricity, doubling both the range and damage of the attack. On top of this, any enemy struck by the charge will be given an electric proc. Does not stack with multiple shields. Pretty obvious how this one works, shields placed > charge > double damage and range. Easy. Mag and Excalibur Radial Javelin + Bullet Attractor Mag places a Bullet Attractor onto a single enemy, Excalibur rushes forward into the magnetic sphere and unleashes Radial Javelin; allowing all 15 javelins to pierce a single enemy dealing 15000 damage. This is currently in-game as some of you may know. (This NEEDS to be brought back, with balance!). Although most people won't use it because of the high ability costs for both frames and its use as a single-target synergy. If the cost of Bullet Attractor was reduced, I'm sure that this would be much more viable as a synergy. Zephyr and Excalibur Radial Javelin + Tornado Zephyr uses her Tornado ability which sucks up all living enemies into the swirling nightmare. Excalibur then uses Radial Javelin; javelins that target the enemies in the tornado's are consequently sucked up as well, changing the tornado's elemental state to Slash damage as the swords fumble through the air, colliding with the victims multiple times. This deals approximately 500 slash damage per tick, lasting as long as the duration of the tornado. Well, I would imagine that this would work with the same mechanics as the Radial Javelin + Bullet Attractor combo, however this would be allowed to effect multiple enemies. Dealing both considerable damage and CC. The high cost of using both abilities in conjunction are rewarded with heavy slash damage. Saryn and Loki Decoy + Venom Well if you're familiar with both abilities, you know where this one is heading... Loki places a Decoy amidst a group of enemies, Saryn then casts Venom on the Decoy, allowing it to become infected with the spores. Enemies shooting the Decoy pop the spores, infected those close to the Decoy. Any enemy striking the Decoy with a melee attack is instantly given a viral proc. Upon expiration, all remaining spores are popped. This one is a no-brainer, creating deadly suicidal Decoys should be allowed in ANY game. Nyx and Volt/Ember/Frost/Saryn Absorb + Shock/Fireball/Freeze/Venom If any one of the latter abilities hits Nyx while absorbing, the consequential damage from both Absorb and any of those latter abilities add to the Absorb damage, changing the damage of the explosion to one of the four main elemental damage types. (For example: Fireball + Absorb = Fire explosion at the end of Absorb. Freeze + Absorb = Ice explosion etc.) This way, many elemental frames can fire their abilities into Absorb to change the damage type to suit the enemy's weaknesses. This works in the same way as Zephyr's tornado, albeit limited to only the four main elements. Well that's pretty much it for what I can come up with, I'm sure there's a whole lot of other synergies that could be implemented. Doing small little synergies like this will persuade people to gain frames that would synergize well with one another. People may actively seek other frames that are compatible to increase survivability. That way this game can feel a little more like a co-op instead of being more of a hack/slash, rush-a-thon in higher levels. That my two cents about this anyway. But more importantly what can YOU think of that would work well as a synergy? Is it something that you would use? or would it be just another useless gimmick? Edited June 7, 2014 by KilelrDrone492
Aciaj613 Posted June 7, 2014 Posted June 7, 2014 (edited) Disregard this comment, I just realized you already knew X_X Great ideas, especially love the Volt one Edited June 7, 2014 by Aciaj613
(PSN)killerbunny53 Posted June 7, 2014 Posted June 7, 2014 Great ideas! This could be a very cool thing to add in a future update
Aciaj613 Posted June 7, 2014 Posted June 7, 2014 Oh damn, i had no idea :( Man don't feel bad for not knowing, it was just an old combo that did an obscene amount of damage back in the day. Go ahead and disregard my comment because I feel the need of it being revived. You have some really good ideas so far so I hope it gets some attentions by the devs.
phazefox Posted June 7, 2014 Posted June 7, 2014 (edited) Ha, you assume that team work exists. it does exist, its rare, and pretty much nonexistant with PUGs, but any clan worth joining will use some teamwork, and most councelors like me actually try to use strategy and teamwork if it helps things get done, you being unable to find anyone willing to use teamwork, or being unwilling to use teamwork youself, does not invalidate nor even devaluates the value of teamwork; besides, if anything, all of theese mechanics would encourage teamwork and thus make it more common; hence your point being invalid, if you can even call that a point. @KilelrDrone492, those are some pretty awesome ideas, the only issue i have is wiht the volt shield one, i agree wiht everything but doubling the dmg, that's too much; think of it for a second, all of those dash attacks already deal a small AOE with no target limit, you are doubling said AOE with the distance increase AND adding an electric proc (which stuns for a few seconds AND arcs to nearby enemies ,all while dealing an instance of dmg on both the procced enemy and the targets hit by the arcs), you are already upping the dmg wiht the electric proc(thought the second tic is 50% of the base dmg as electric dmg) and also making the effective AOE potentially twice as big, not to mention the electric proc's arcs wich would deal even more dmg (and both inside and out of the AOE). basicaly, drop the base dmg doubling on the electric shield synergy, the electric procs are already doing that; just so you get the idea of how crasy 100% electric procs can get, grab a volt and use shock in a crowd, it only arcs by itself up to 5 times (if maxed, that's 6 targets total), however it has a 100% electric proc on those arcs, i'm pretty sure you've seen what happens when you use shock on a bunch of clustered infested, 6 fried infested that is NOT, its WAY more. Edited June 7, 2014 by phazefox
Marthrym Posted June 7, 2014 Posted June 7, 2014 One problem : what about solo players? And yeah, "co-op" in Warframe? Not so much unfortunately.
Kirby47 Posted June 7, 2014 Posted June 7, 2014 One problem : what about solo players? And yeah, "co-op" in Warframe? Not so much unfortunately. Solo players can continue to do what they're doing right now. They don't seem to want teamwork anyway, if they play alone.
_Fracture8 Posted June 7, 2014 Author Posted June 7, 2014 @KilelrDrone492, those are some pretty awesome ideas, the only issue i have is wiht the volt shield one, i agree wiht everything but doubling the dmg, that's too much; think of it for a second, all of those dash attacks already deal a small AOE with no target limit, you are doubling said AOE with the distance increase AND adding an electric proc (which stuns for a few seconds AND arcs to nearby enemies ,all while dealing an instance of dmg on both the procced enemy and the targets hit by the arcs), you are already upping the dmg wiht the electric proc(thought the second tic is 50% of the base dmg as electric dmg) and also making the effective AOE potentially twice as big, not to mention the electric proc's arcs wich would deal even more dmg (and both inside and out of the AOE). basicaly, drop the base dmg doubling on the electric shield synergy, the electric procs are already doing that; just so you get the idea of how crasy 100% electric procs can get, grab a volt and use shock in a crowd, it only arcs by itself up to 5 times (if maxed, that's 6 targets total), however it has a 100% electric proc on those arcs, i'm pretty sure you've seen what happens when you use shock on a bunch of clustered infested, 6 fried infested that is NOT, its WAY more. Fair enough, that really could use a balance now that's been highlighted
RealPandemonium Posted June 7, 2014 Posted June 7, 2014 That my two cents about this anyway. But more importantly what can YOU think of that would work well as a synergy? Is it something that you would use? or would it be just another useless gimmick? I think this would be a good idea somewhere down the line. However, it would make the combined abilities over the top. Abilities are already somewhat over the top and weapons are waaay over the top. I would like to see everything toned down but with great power situationally, such as you described in your post. Promoting team synergy while keeping solo as an option for veteran players sounds good to me.
iceblight Posted June 7, 2014 Posted June 7, 2014 Saryn casts venom on enemy and Nyx uses chaos. Venom spreads like crazy?
TwiceDead Posted June 8, 2014 Posted June 8, 2014 (edited) Power Synergy between frames and in-general have been brought up before, but I can't recall if DE made a comment on it or not... I'd like to see it happen though. My own Example: Volt Shield + Fireball, Venom, Shock, or Freeze Changes elemental Property of Volts Shield to deal 50% damage of the corresponding element. Volt can always change it back as long as he has Shock if he wants it to stay electrical and doesnt want people to mess with his shield. Iron Skin + Fireball Basically Ember's old Overheat, except no DR and uses Iron Skin's own HP pool. Edited June 8, 2014 by TwiceDead
Tigercloud Posted June 8, 2014 Posted June 8, 2014 (edited) I'm not sure the numbers are correct (aka it's not balanced), but the idea is really interesting. I think the problem is this would be redundant and super OP at low levels, and only useful for high levels. I think it's got promise though. What I want is a new difficulty mode, and I think having this be a part of that difficulty mode would be kinda cool. But, as an example with current content, the Volt + Dash combo (as awesome as it is, I main Volt), would probably let you one-hit KO enemies up to level 30. With double the normal dash range. I don't think we need more "nuke ALL THE ENEMIES!" abilities. Honestly, just having the Volt + Dash combo make player dashes electric proc all enemies would be enough with current content. I'm not harshing your idea, man, just giving critical feedback. It's a good concept! Edit: I fail at reading. I see phazefox and Real have basically said the same thing -_- Edited June 8, 2014 by Jiufengbao
Vaskadar Posted June 8, 2014 Posted June 8, 2014 Mag's Pull + Vauban's Vortex If mag uses pull while standing near vortex, all of the targets will converge on the Vortex, enabling AOE users to damage those inside the vortex. Volt's Speed + Nekros' Shadows of the Dead All movement speed, attack rates, and melee attack speeds of Nekros' shadows is increased by 25%
_Fracture8 Posted June 11, 2014 Author Posted June 11, 2014 We have some nice ideas here, keep em coming
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