-CM-Machete Posted July 6, 2014 Share Posted July 6, 2014 (edited) As many of you should know, Valkyr is often only used as a late game nurse, after reading this guide I noticed Valkyr could be used in a more varied way than just an unkillable nurse. The main problem with Valkyr is that her ultimate ability scales horribly with difficulty level, just like any other ability based on fixed numbers instead of percentages or context, the second is that those 20, 40 or 50 seconds (depending on your build) are the most boring ones you will ever have playing this game. This is an opinion on how Hysteria could be turned into an actually helpful and non-redundant ability. The main problem is how damage scales, so, a way to make it scale properly is: 1.1 Use the weapon she is carrying and ALL its stats (included damage), stance included. With a default buff of 10%/20%/35%/50% 1.2 Turn Hysteria into a channeling-like ability and put a combo based damage-multiplier when it is enabled, just like channeling. Obviously you will not be able to do channeling when this is enabled. This will be channeling for Valkyr. There should not be a max multiplier number, the idea is that this will scale according to the amount of successful attacks done. The thing Hysteria's rank could affect, is the combo's reset timer between successful impacts, for example: 2/3/4/6 seconds. 1.3 Make Valkyr unable to do channeling without Hysteria (just to confirm the thing said above). (debatable point, read below) 1.4 Reduce massively the health gain by impact to 0.25%/0.5%/1%/1.5%. 1.5 Reduce Valkyr's Health at a ratio from 5/10/20/30 per second depending on the level of the mod, the more ranked the mod is the more health it drains. The health drain will ignore armor. 1.6 Let the player stop Hysteria at any time after the first third of its duration has passed by holding the "4" key for 2 seconds, this requirement will avoid "unforeseen consequences" ( ͡° ͜ʖ ͡°) . Energy cost will still the same, but it will stop draining your life. 1.7 Any channeling mod will affect your energy as they do in regular channeling. Mods like killing blow will affect damage after rest of the mods (as it normally does) but before combo multiplier (I don't know if it is currently that way). This of course would change if Vakyr still being able of doing regular channeling, if she is, then the melee buff of the point 1.1 will not be part of Hysteria and point 1.7 would not exist at all, the combo reset timer from Hysteria would replace regular channeling combo timer not matter if it is shorter or longer and Hysteria would only affect damage multiplier while channeling on a small way, like 50% of the current mutiplier, so if the mutiplier is on x2 this would increase it by 1 for a total of x3 damage . Hysteria should reduce channeling cost by certain percentage. -------------------------------------------------------------------------------------- This idea was meant since start based on Hysteria replacing regular channeling, so it is normal if you think that the option of keeping regular channeling intact sounds "rushed". I know it is "weird", but I think each warframe needs to start being REALLY different from the rest, maybe all, maybe just some of them. With this rework idea I tried to keep a balance between power and vulnerability, I hope devs take this on consideration, if not all, maybe a part of this. As I don't have much idea of a major part of the metagame, I can't really be sure of the numbers I used, so they are only approximations of the ideal ratios, percentages and fixed amounts. The points are ordered that way because there could maybe come up newer ideas about any other power or characteristic that could start a the "point 2.0". Please upvote if you like this idea and feel free to do any suggestions. Edited July 6, 2014 by PersonalYisus Link to comment Share on other sites More sharing options...
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