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Yet Another Frame Rework Thread (Wip) - Updated With Banshee : The Sound Master


DeadScream
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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 by DeadScream
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Boosting damage much more with accelerant seems like a bad idea

 

Overheat is a bad idea period unless its under something like 30-40% with max power STR mods

 

Though considering the energy cost with blind rage it may not be so bad if fleeting expertise didnt exist

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I agree with everything here aside from the fire resistance. 

I actually think they should both be 50% or the dmg received from enemy flame based attacks be at 75%. As they do the most amount of damage.

Yeah but it could be a little too much, as other warframes don't have any resistance to fire :< 

 

 

 

Boosting damage much more with accelerant seems like a bad idea

 

Overheat is a bad idea period unless its under something like 30-40% with max power STR mods

 

Though considering the energy cost with blind rage it may not be so bad if fleeting expertise didnt exist

It's more about allowing other squadmates to benefit from the accelerant debuff, as close to nobody uses pure fire. 

And also making Accelerant a trick skill that can be life saver if activated at the right time at the right place. 

 

Still not too OP I think. But it's probably just me lol. 

 

 

For "overheat" I should insist on the fact the damage reduction would not be affected by power strenght. This would be stuck to 7m radius and 20% dmg reduction (etc)

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Yeah but it could be a little too much, as other warframes don't have any resistance to fire :< 

 

 

 

It's more about allowing other squadmates to benefit from the accelerant debuff, as close to nobody uses pure fire. 

And also making Accelerant a trick skill that can be life saver if activated at the right time at the right place. 

 

Still not too OP I think. But it's probably just me lol. 

 

 

For "overheat" I should insist on the fact the damage reduction would not be affected by power strenght. This would be stuck to 7m radius and 20% dmg reduction (etc)

It needs refining but could work

 

Id change blast to fire so its more fitting and increase the 7 meter thing that i dont quite understand yet

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It needs refining but could work

 

Id change blast to fire so its more fitting and increase the 7 meter thing that i dont quite understand yet

It's just a moving 7m radius around Ember, inflicting continuous damage and the heat is so high it reduces incoming damage.

It's a nerfed version of Overheat but as it's combined with the current WoF it's just a defensive buff for Ember when she ults ^^ 

 

 

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.

I like this idea, could be a little too much though. 

Still adding it to the opening post :) 

 

 

DE this guy is the way

lol thx

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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. 

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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 love it ! 

Gotta go to work but I'll add it to the OP when I come back.

 

Cheers

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It's just a moving 7m radius around Ember, inflicting continuous damage and the heat is so high it reduces incoming damage.

It's a nerfed version of Overheat but as it's combined with the current WoF it's just a defensive buff for Ember when she ults ^^ 

 

 

I like this idea, could be a little too much though. 

Still adding it to the opening post :) 

 

 

lol thx

2 questions

 

1 is the damage reduction applied regardless of how far the enemy is or do they need to be in the 7m range?

 

2 does it affect allies

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2 questions

 

1 is the damage reduction applied regardless of how far the enemy is or do they need to be in the 7m range?

 

2 does it affect allies

The 7m radius is for melee attackers and for the heat DoT. 

But it reduces all damage incoming from any distance if it's from bullets or physical weapons. 

 

I'm not sure if it should affect allies, Ember is not supposed to be a support :<

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The 7m radius is for melee attackers and for the heat DoT. 

But it reduces all damage incoming from any distance if it's from bullets or physical weapons. 

 

I'm not sure if it should affect allies, Ember is not supposed to be a support :<

Id say making the damage reduction limited to whatever her max range is is fair

 

Anything in WoF range cant hurt her as much

 

You can increase that range a the cost of efficiency or leave it as is and still keep ember as the risk/reward AoE DoT glass cannon

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Id say making the damage reduction limited to whatever her max range is is fair

 

Anything in WoF range cant hurt her as much

 

You can increase that range a the cost of efficiency or leave it as is and still keep ember as the risk/reward AoE DoT glass cannon

I think it's good if she deals more damage to very close enemies and gain a little resistance (based on the fact intense heat weakens physical things and living things). It makes her need to get in close range to deal maximum damage without taking too heavy damage, but still a little risky thing. 

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I think it's good if she deals more damage to very close enemies and gain a little resistance (based on the fact intense heat weakens physical things and living things). It makes her need to get in close range to deal maximum damage without taking too heavy damage, but still a little risky thing. 

But if it acts like a damage reducer at all ranges people will likely use it that way rather than as a WoF

 

Which is why i suggested the range limit for DR

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But if it acts like a damage reducer at all ranges people will likely use it that way rather than as a WoF

 

Which is why i suggested the range limit for DR

Oh, in my mind it's okay if it's used in different ways. 

But you may be right, I'll add a summary of your suggestion in community input of the OP. 

 

 

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.

 

Yeah, simple and quick buff that would change everything I must admit. Adding it to the OP aswell :)

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