DeadScream Posted July 24, 2014 Share Posted July 24, 2014 (edited) Hello. This is a rework post. I will try to bring big gameplay possibilities for each warframe. It will take time but it's something important in my opinion. current frames done : Excalibur Ember Banshee Banshee, the sound master (sound mastering, huehuehuehue) Environmental synergy (maybe hard to implement but could be insanely awesome) When used in narrow corridors, sonic boom gains some range and damage. The wave is concentrated in a narrow line, so it seems legit. Also, the sound is not supposed to get lost in the walls. It should get amplified by them. Sound Quake deals more damage and more blast status to enemies who are in a little, closed area. Here, it's justified by the fact this ability affects enemies by shaking the ground. Obviously, if you are surrounded by walls, you should get hurt far more than when you are in an open area. The effect of powerful noises in our ears This part concerns Sonic Boom and Silence. It's basically a direct buff to these two abilities, based on the fact "sound" attacks should affect enemie's senses. As you may know, SB deals low damage but provides awesome cc, and Silence deals no damage but can help in stealth runs if well used, and can act as an effective mobile stun. However, if we want Banshee to reach a potentially high tier like other warframes when i'll be done dreaming with this rework thread, she needs to get some love on these two abilities. What I suggest is a simple accuracy debuff on enemies who get hurt by these abilities. After SB they could have a 5 sec debuff, and this debuff could be effective as long as enemies are inside Silence's range as well. Direct ability rework -Sonic boom now pushes enemies further if they are closer to the caster : the closest you are, the most they are pushed away. -Sonar now targets only already "weak" areas of enemies. Heavily armored zones and invulnerable zones won't be targeted anymore, but shields could still perturb this ability and place the orange spot on random zones. During half a second upon activation, Banshee can see enemies through the walls. -Enemies who are stunned by silence can now be stunned again if they stay in the area of effect. Each enemy gets stunned every 5 sec (it may be still not enough but this way it remains fair next to SQ's main purpose. Original Post : Ember, the fire master Hi. This is an idea to greatly improve the player's experience with Ember. It's about synergy with environment and enemies (yeah, enemies). Ember now doesn't only create fire : she masters it. Any heat source on the battlefield becomes a catalyst to her powers. The rework Part 1 : Fire resistance Ember takes 50% less damage from environmental fire, and 25% less damage from fire weapons and powers. Part 2 : Fire synergy - Ember's fire damage and AoE get increased if any fire is alive in a 20m radius. All powers get 50% damage boost and 20% range increase. - Enemy fire Casting Accelerant on an enemy using a fire weapon has a 100% chance to proc blast status on this enemy and directly inflict him 500 blast damage (affected by power strenght mods) Casting Accelerant on a Fire Eximus when he is using his wall of fire will turn it against his allies and himself, protecting yourself and your squad. - Bonus : Accelerant now boosts all fire combined elements damage by 15% and forces their status effects. Part 3 : Fire modulation - Fire blast can be charged-up to become a growing fire blast like the Eximus' attack, with 100% knock back chance and high damage but no duration. Simply pressing the ability casts the current version of Fire Blast. Part 4 : World On Fire - WoF becomes a toggle ability and gets modified, fused with a reduced version of the old overheat. No matter the power range, WoF sets an overheated 7m radius zone around Ember. This high temperature reduces projectiles strenght (not lasers nor continuous weapons, nor explosions). Bullet and projectile damage reduced by 20%. Melee reduced by 50%. (edit - not affected by power strenght mods) In this 7m radius, enemies take continuous heat damage (200/sec). In contact with Ember, melee attackers have 100% fire status chance and 20% blast chance. If blast occurs, the damage is negated. /!\ the current WoF explosions stays. The overheat effect is added to the ability. /!\ Input by Azawarau : the damage reduction, even from ranged attackers, could be limited to attackers who are inside the WoF radius. The 7m "overheat" becomes a simple DPS add-on to the current ability, and Ember still gets a little damage reduction when using it. I'm personnaly against this idea but it could be important to point out. ___________________________________________________ I know this would potentially place Ember on a very high tier. For sure other frames would probably need an equivalent buff to be on par with her, but well. At least this is my idea for Ember. Open to feedback, as usually. Community ideas : I would like fireball to leave a lingering carpet of fire if it hits an evironment over an enemy, and if it kills an enemy said enemy becomes inginted and causes burning procs to any other enemies it passes through before disintegrating. For Fire Blast, I have another idea: Fire Blast will keep its ring, and all enemies will start to take Fire damage per second X meters away from the circumference of the ring (modifiable by mods), increasing as enemies get closer to the ring. The ring will contract over time (modifiable by mods), then once it is fully contracted, will create a large fireball explosion, dealing huge Fire Damage and knock-back to all enemies within X meters from the centre of the blast. I think her #4 just have chance to proc blast and then you got some CC at higher level and still be instant kill everything at lower level. Excalibur, the sword master Melee mastery Excalibur gets a movement speed buff when using his melee weapon, and gets a static + 10% chance on critical hits with any melee weapon. (static means it doesn't depend on the weapon's critical value. If a sword has 15% crit chance, Excal with this sword will have 25% crit chance.) Also, blocking either melee or ranged attacks costs 10% less stamina to Excalibur. Abilities rework Slash dash : Needs a speed buff and increased bleed status chance. Should be a near-teleport ability. I would call it a "ZAP". It would be more impressive and far more dynamic to use. The ability can be stopped by pressing the button again. It will result in a little shock wave and a quick backward jump. Enemies are knocked down by the shockwave but take no additional damage. Radial blind : no need for a rework here. This ability is actually very good. Super jump : stuns enemies in a 7m radius around the jump point. Still doesn't deal damage, as a low cost mobility skill. Radial Javelin : idea taken from another post, can't find it though so feel free to tell me who got this idea When Excalibur casts radial javelin while in mid-air, the javelins stick enemies to the ground instead of pushing them back. Melee Synergy The melee damage multiplier on Radial blind now affects Slash dash and Radial Javelin. Also, the melee combo counter multiplies Slash Dash's and Radial Javelin's damage. Edited July 30, 2014 by DeadScream Link to comment Share on other sites More sharing options...
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