Archwizard Posted September 10, 2014 Share Posted September 10, 2014 The cost is just a placeholder. It currently costs 75 per cast It actually only costs 50 energy. Hilariously, a small part of the problem with Nekros' skills is that Terrify and Desecrate are in the wrong positions... so Terrify is a 75-energy skill built with the limitations of a 2nd ability (the cap, the power in use), and Desecrate is a 3rd ability built with the limitations of a 50-energy skill (RNG). Link to comment Share on other sites More sharing options...
BrazilianJoe Posted September 17, 2014 Author Share Posted September 17, 2014 One variation of skill 1) Marks the enemy permanently to have its soul raised on Nekros' side, and permanently opens up finisher damage for Nekros melee attacks only. Could also do a brief effect like Knockback or Knockdown. Shadow is only raised if Nekros kills the enemy with melee. If other players kill that enemy, or Nekros uses his gun, Shadow is not raised. Link to comment Share on other sites More sharing options...
Burnthesteak87 Posted September 17, 2014 Share Posted September 17, 2014 Check this ;)https://forums.warframe.com/index.php?/topic/310892-nekros-soul-punch-too-weak/?p=3525904 Link to comment Share on other sites More sharing options...
gir240 Posted September 27, 2014 Share Posted September 27, 2014 shadow of the dead should pull more aggro and synergies with other skills. soul punch should not lock you in place when cast and when used on your shadows it insta kills it then it gives nekros a buff (speed and armor) so you could play nekros assorted ways. terrify should affect your dead by giving them more time(once) and armor. desecrate should stay as it is and also give attack buff to living Undead based on how much enemy's you desecrate. so you make him a proper pet class that makes his sucky ulti to something that is new and interesting mechanics Link to comment Share on other sites More sharing options...
Kilobotto Posted September 27, 2014 Share Posted September 27, 2014 The worst frame, is ironically, dropped from the hardest boss in the game. ;D Link to comment Share on other sites More sharing options...
TaylorsContraction Posted September 27, 2014 Share Posted September 27, 2014 -1 to all your ideas. Sorry but I don't like these solutions. I much prefer Shadows of the Dead be just a summon that does not require an upkeep. This is Nekros main survival ability because terrify affects a limited number of enemies which is ALWAYS exceeded. Desecrate is fine as is, since we can use mods to reduce the casting time. Make terrify have no enemy limit Make shadows of the dead summons have unlimited duration. Pressing 4 again unsummons them, and of course they can still be killed. This way Nekros has his tanks with him in every fight. It's impossible to have enough energy to keep recasting shadows of the dead with every engagement and I don't like to waste team energy restores >_<. Link to comment Share on other sites More sharing options...
unknow99 Posted September 27, 2014 Share Posted September 27, 2014 (edited) Nah keep Desecrate as it is. The problem I have is mostly on Terrify... Soul Punch can be more than that (free aim to begin with + faster cast + animations relooking & OP's suggestion) & terrify needs to be a frightening zone around Nekros : it should work like Banshee's Silence! It also should cause various effects, from enemies running away to static ones (unable to shoot because of their fear, and other nice-looking animations of scared people). Maybe toggleable, but it must move with Nekky for a certain duration,that's important. Shadow of the Dead needs AI tweaks & undead animations imo. (and a slightly faster cast animation) Edited September 27, 2014 by unknow99 Link to comment Share on other sites More sharing options...
_Kireek_ Posted September 28, 2014 Share Posted September 28, 2014 I have updated the number for Desecrate skill cost to not scale as aggressively. It should still keep a base cost of 75, since it's a level 3 skill, to be balanced with all other level 3 skills in the game. Now it's 60 + 15 per corpse. "Keep"? It has a cost of 50, dumbass. Terrify is the one with 75. Also, you're implying that it's made to be used on one corpse at a time. If there's only one corpse present, I'm generally not going to use Desecrate. The baseline should be set at 3-5 corpses. Keep in mind that Absorb and Sound Quake are '4' skills (which normally cost 100) and they have a base cost of 30 or 25 or something. Link to comment Share on other sites More sharing options...
(PSN)KinslayersDawn Posted October 1, 2014 Share Posted October 1, 2014 Well here is my two cents. I have already talked about fixing Soul Punch on that topic, so I won't release myself here. Firstly, can we please fix the AI on Shadows of the Dead? I am really sick of seeing a clone army standing around twiddling their thumbs as enemies walk right through them, or standing there watching enemies kill the defense objective while thinking about butterflies. Secondly, can we set Desecrate with a World on Fire like AOE, maybe with a ticking energy drain, so it can be cast and toggled off when we are done, or when we run out of energy? This way a Nekros can actually go about their business and actually play a mission, instead of needing to run around like a madman waving his hands at every pile of dead things individually. As it is, if you are running a Nekros on a Desecrate build, that is your only job, and that is depressing. It means you don't get to play as much. Lastly, let's either reduce the casting cost of Terrify, or give it a range of effect that levels up, instead of effecting a limited number of enemies. Link to comment Share on other sites More sharing options...
BrazilianJoe Posted October 1, 2014 Author Share Posted October 1, 2014 Desecrate is a huge utility skill. As is, it must be spammed a lot. So the average energy cost is closer to 125 really. Reducing its base cost and adding a per-corpse cost, but making it work 100% of the time is just shifting the energy cost from multiple casts to a single cast. The objective is not to make it hugely expensive. Utility-wise it is a great skill and deserves the 3rd spot in the skill chain, especially if it is changed to an 'always works' skill. Again, those numbers are not final, they are just an initial, potentially unbalanced number. My concept for Terrify is a defensive/shadow healer spell. It makes enemies unable to get in close quarters to Nekros, trading the immediate effect of before to a 'shield' which works over time. This conceptual change is strategically advantageous in times when you need to e.g. revive a team member and shouldn't immediately be scoffed at. Also, a level 2 skill shouldn't hit 'infinite' enemies. Link to comment Share on other sites More sharing options...
BrazilianJoe Posted October 3, 2014 Author Share Posted October 3, 2014 (edited) Further reduced Desecrate cost, as it ended up feeling a bit excessive. Added some more explanation to skills. Edited October 3, 2014 by BrazilianJoe Link to comment Share on other sites More sharing options...
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