Temfist Posted July 22, 2014 Share Posted July 22, 2014 (edited) I've been meaning to post one of these for each character, but I have been on the fence about it do to the fact that I'm not sure if DE has any intention of doing a "Powers 2.0" or something, but since the Frost, Trinity and Nova reworks, I've had renewed hope. Therefor, Nekros is the first Warframe on my list that is the most "in need" of a power rework in order to help the character achieve the desired "playstyle" and effective feel he so deserves. Realize that by posting this, I'm not saying I don't like the character, but simply feel that his abilities could be "tweaked" to make him not only more fun, satisfying, and enjoyable, but also function even better in the roles he already excels at, without breaking the game. First, I must state what I feel Nekros, as a playable character, was "meant" to be, versus what he is and does. You can disagree all you want, I don't care, most of you will understand completely what I'm suggesting here. Nekros was advertised and represented as a frame that has "power over the dead", as in, he raises them as zombies. This whole idea was the theme behind his design approach, and was considered to be his strongest role, thus making it his ult. However, Warframes playstyles are not determined by their "Ultimates" but rather, they are determined by the moves they use the most. That said, Nekros is mostly used as a "Utility" character, with the ability to loot dead bodies multiple times with "Desecrate" and his CC weaken move "Terrify". Even if "Shadows of the Dead" was immensely powerful, and easier to use, the rest of his kit would still not help him "feel" like a Necromancer themed character. Soul Punch is just there as a unique alternative to gunplay, but cannot be effectively spammed as a solid means of killing mobs, and is better suited for hitting a strong individual inside a mob, causing the rest of the mob to ragdoll. Shadows of the Dead (Why should it be changed?)- This move, is the theme of the character. Ironically, I don't use it, as I recognize it as a novelty move that is only useful if you don't ever plan on using Terrify as a reliable form of CC, and would rather have the risk of a mob shooting wildly be your only defense. It's biggest problem, is that you must "kill" something, in order to summon it when using "Shadows of the Dead". Nekros doesn't have a lot of alternatives to gunplay, so you will be relying solely on guns and melee if you wish to feed your ult. The game doesn't have any means of keeping track of the dead bodies you collect however, so using this move can feel rather wasteful unless you have been keeping track the whole time, which to be honest, is not fun. The worst part of building up Nekros, is that power strength only effects "how many" shadows you can store and summon at once, rather then the "effectiveness" of summoning them. Considering the game keeps no record, you have no idea what your max limit is until you have thoroughly tested it, which has got to be one of the least accessible ult's I've ever seen in a game (harsh I know). all that said, there are plenty of problems associated with it, and while summoning Shield Ospreys and Ancient Healers is awesome, there is a better way in my opinion, but first we must rework how this move works. Shadows of the Dead Reworked- Automatically summon up to the full amount of unique Shadow Specters, exclusive to Nekros' ult. They are like skeletal Tenno, or ghostly images of excalibur, but whatever they are, they can use a primary weapon (something like a boltor), and melee (likely a sword, but maybe they wield Venka, but possibly they wield unique weapons) and are very aggressive, running headlong into combat, and doing a certain amount of damage. The standard number of shadows summoned would be probably 3, increasing by 3 per rank (up to 12 at max rank) and their damage is effected by power strength, effective line of sight and presence detection effected by power range mods, and their health/shields/duration effected by power duration. These Shadow Specters need to be powerful, this is an ultimate. Make it feel worth using, and very rewarding. (Original quote on next page, addressing a way the "Shadow Specters" could scale other then just being copy cats of the enemy) "Their AI would tell them to follow nearby you, but they would have their own "enemy sense" that detects enemies, as soon as they are able to detect enemies, they "sprint" towards them until within a certain range (and keep sprinting if they don't have line of sight), and then walk towards them while shooting. Once they walk right up to the enemies, they switch to melee, doing CC. They wouldn't need to do a lot of damage because if their gun did something like "auto unique version of puncture and auto bleed proc" with full automatics, that would stack and last longer then normal (possibly effected by power duration/strength mods). If they had a period of invulnerability like with "Snow Globe", they could effectively weaken the enemies damage (by at least 30%) so that the "Shadow Specters" would effectively turn themselves and the rest of your team into bullet sponges, while still dishing out good damage (at least until the enemies can one shot you even with the damage debuff). Then they would get into CC melee range and hold back the mobs with stagger/stun lock. The biggest benefit of the "Shadow Specters" would be that they pull aggro while performing more of a utility role with CC and Debuffs. They might not kill everything by themselves, but that was never Nekros' intended role in combat, Nekros is essentially a utility character with some damage moves and CC." Not too complicated of a fix right lol? Though this may require a new model and such. Soul Punch- I like this move, I really do. That said, it's use and role, do not synergize well with his "theme", to raise the dead. Therefor, I suggest a simple "buff" to it. If Soul Punch kills an enemy unit, it spawns a shadow of that specific enemy, just like the "Shadows of the Dead" would. This allows the player to willing choose which enemies he wishes to "Summon" a clone of. The Shadow Puppets created could have their level altered by Nekros' power strength and the rank of Soul Punch, but that may be overdoing it. Shadow Puppets duration affected by Soul Punch rank and duration mods. All that being said, I think it's fair to say that enemies "Shadowed" by Soul Punch would have some sort of unique buff, to separate them from "generic Shadow Puppets" of which I'm about to discuss. Desecrate Buff(Get Ready For a Mind Blow)- This move, is the only reason people use Nekros. That said, I'm not suggesting it be "changed", but rather, "buffed" to a degree. Desecrate should also summon "Shadows of the Dead". Each time Desecrate Successfully "Loots" a dead body, it also summons a Shadow Puppet of that enemy. This will allow Nekros to feel like he is truly a Necromancer, and does not require him to dish out all the damage to benefit from his ult etc, and still functions as a "guy that makes zombies" while simply being present. It also still loots dead bodies, making him function stronger as a utility character then ever before (summoning additional targets to pull aggro from enemies while also farming more loot, win/win) for all those people who think Desecrate is "too powerful", well, power strength would effect the percentage chance that Desecrate actually "works", per body individually. Therefor, it's chances would be something like 10/15/20/25% chance too loot and spawn a "Shadow Puppet" effected by power strength Nekros limits with reworked powers: Nekros should not be able to have more than 12 Shadow Puppets at a time. This should not be altered by power strength or anything else. These Shadow Puppets are not counted by his Ult, thus, using his skills effectively, you can potentially have 12 Shadow Specters, and 12 Shadow Puppet enemy clones at the same time, 24 enemies per Nekros. This would be under optimal conditions, and would require a Nekros player to constantly do last hits with soul Punch, spamming Desecrate on dead bodies, and using his Ult, which would cost a lot of energy. The energy orbs from desecrate may make Nekros snow ball effectively on defense and survival missions, so that he could sustain himself, which should be a goal for Nekros players. that said, one more power needs to be looked at.... Terrify- currently, this is Nekros' life saver move. It should remain so, but the fact that it only works once until cool down, makes it almost a requirement to abuse a maximized Fleeting Expertise mod, and that should not be a requirement to use the move effectively. Therefor, let Terrify have a "Toggle" effect with a visible radial aura (The full radius of Terrify needs to be a little smaller, so that it cannot be used to force enemies all over the map on a defense mission into hiding in the corners of the spawn points). Enemies that step inside or get too close to Nekros run in terror, the duration of their fear effected by power duration. It can still cause enemies to have lower armor, thats fine, but I also feel like they should be slowed for the duration of the fear. Sometimes, I use this move, only to have to chase down the enemy I just used it on, and melee attacks on enemies running in fear, should be easier to do, not harder. Enemies running in fear could be vulnerable to stealth attacks, but thats up to DE. The fear aura would follow you, so if you can use it to effectively run down any enemy into a corner, it would be a fairly efficient way for nekros to effectively protect his team from mobs, while feeling like a total boss. as a way to "nerf" this new Terrify from being too powerful or becoming Infinite CC, Terrify would cost an additional 3 energy a second for each enemy standing within it. This prevents Nekros from using it to chase down every enemy in a level. Also, Nekros could be given an animation that stops his movement and actions when he ends Terrify. This will further encourage Nekros players to "disengage" from combat, rather then abusing Terrify to chase down mobs and assassinate them, but if you have an access amount of energy, you can take advantage of it at your own risk to easily take down enemies fleeing from you. whelp, there are my open ended suggestions. putting numbers into these ideas will be a big part of testing them out properly, but I feel the concepts alone are much stronger then the current Nekros we have. Feel free to modify or tweak any of these suggestions, but also consider why I have suggested them. I hope that one day, DE will be able to rework a lot of the other Warframes powers, so that each and every warframe has a list of powers that are all equally tempting to take. IMO I should never feel like using a forma to change the polarity of a power slot to a "-" slot is a good investment because some of the powers suck. Thanks for listening! *edit* having played the new Conclaves, all of these power suggestions would still feel pretty good in PvP, but they would need some changes. When Desecrate/Soul Punch is applied to a boss/player enemy, or some other enemy that cannot be "Shadowed", it would instead spawn a "Shadow Specter" like his ult, but Shadow Specters spawned this way do not count against his ultimate, allowing a Nekros in PvP to summon "Shadow Specters" from other players bodies. Also, Desecrate should not pull off additional mods in PvP. HOWEVER, based on changes that may and will occur in how the pvp system works, I'm hoping they add some sort of LoL/DotA2 esk shop, where you earn credits in a match for each kill and objective you take, and can spend those credits on Conclave Mods, so that you don't have to rely entirely on RNG to get the mods you need to help your team win. after I play some more games of the new Conclave system, I'll put in some real suggestions, but the potential awesomeness of conclaves now is utterly mind blowing. MY NEW FAVORITE MOBA GAME (until Battleborn comes out at least) Edited July 24, 2014 by Temphis Link to comment Share on other sites More sharing options...
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