Cythphn Posted September 14, 2014 Share Posted September 14, 2014 (edited) Warframe Powers in Dark Sector PvP In Dark Sector conflicts, a lot of Warframe abilities are problematic for game balance. A few players have been coming up with suggestions for changing the way powers work in PvP on a higher level recently: they talked about not balancing individual abilities, but re-working the way powers work in general in several threads. The best suggestion seemed to be giving every power a cooldown and in this post, I’m going to attempt to come up with balanced cooldowns (or limited uses) for all powers and motivate why these cooldowns are as long as they are, because I would love to see this idea being developed further. Please provide feedback, because the list is undoubtedly not perfect, especially not with my limited knowledge of how certain Warframes perform in PvP (mostly Hydroid, Nyx and Zephyr) – I’m not exactly the most experienced PvP’er around. Anyway, here it is: Ash »Shuriken: Shuriken does a lot of damage in PvP and is hard to avoid, because of the shurikens being homing. The slash proc hits pretty hard, too. It makes sense to give Shuriken a relatively long cooldown for a slot-one-power because of these two reasons. Suggested cooldown: 20s »Smoke Screen: Being invisible gives major tactical advantages and because of that, it should not be available whenever the Ash player wants it to be. Because of the short duration, though, Smoke Screen won’t get a cooldown as long as Loki’s Invisibility. Suggested cooldown: 30s »Teleport: Teleport can provide valuable mobility, but it’s not game-breaking. For a pure mobility skill, the cooldown should be short. Suggested cooldown: 5s »Blade Storm: Blade Storm is the most game-breaking thing in the Dark Sectors and needs an extremely long cooldown for balance. The Ash player should only be able to use it two or three times per match. Suggested cooldown: 300s (five minutes) Banshee »Sonic Boom: Sonic Boom is very annoying when it is spammed in the Duelling Room in the Dojo, but in the much larger Solar Rail maps, it is not as bad. Spamming it should still not be a thing, though, because forcing someone into rolling or getting knocked down - and then likely killed - is not exactly fair. Suggested cooldown: 10s »Sonar: Sonar is handy when you’re chasing someone in the Conclaves, but it is not that useful in the Dark Sectors. It is a welcome way of dealing with invisible targets, though, and should therefore not be too spam-able. Suggested cooldown: 30s »Silence: Silence does not work on players and is therefore nearly useless in the Dark Sectors. It gets a cooldown, because all other abilities get one, too. Suggested cooldown: 20s »Sound Quake: Sound Quake is really good if you manage to trap the entire opposing team in its radius. If you can’t, you’ll be killed. It’s potentially very good for defending objectives, but usually, the Banshee player will just get shot from range. Because of the high risk and the toggled nature of the power, the cooldown should not be super long. Suggested cooldown: 45s Ember »Fireball: Fireball is a very good power in PvP. The high damage, the AoE and the fire proc make it one of the better slot-one-powers. It is not as dangerous as Shuriken, though, and should therefore be given a shorter cooldown. Suggested cooldown: 10s »Accelerant: Accelerant does not stun other players, but does make them more vulnerable to fire damage. This power could be deadly, depending on how the Ember player’s weapons are modded. Because of this, it is either really good, or utterly useless. Spamming accelerant doesn’t do anything, so this potentially very dangerous ability does not need a long cooldown. Suggested cooldown: 20s »Fire Blast: Fire Blast doesn’t deal a lot of damage and the low-damage ring will not stop anyone from activating a console, unless it is very well placed. This power is the least useful one in Ember’s arsenal, which is why the cooldown shouldn’t be too long. Suggested cooldown: 10s »World on Fire: World on Fire can absolutely devastate the opposing team and should have a very long cooldown because of this. Suggested cooldown: 120s Excalibur »Slash Dash: Slash Dash doesn’t deal a spectacular amount damage, but is a useful mobility power. The combination of low damage and good mobility make a short cooldown the right choice. Suggested cooldown: 10s »Radial Blind: Radial Blind is annoying, but it will be rebalanced in the near future, making it avoidable. There should still be a moderate cooldown to stop the Excalibur player from spamming it though: Radial Blind should only be used when it is really necessary. Suggested cooldown: 30s »Super Jump: Super Jump doesn’t really need a cooldown, because it is nothing more than a high jump. Suggested cooldown: 2s »Radial Javelin: Radial Javelin is a very slow and fairly low-damage slot-four-power. It doesn’t need a very long cooldown. Suggested cooldown: 45s Frost »Freeze: Freeze launches a projectile that is very hard to land, but has really bad consequences for the target if the Frost player manages to hit him. The cooldown shouldn’t be too long, just to give the poor Frost player a chance to finally hit something after eight tries. Suggested cooldown: 8s »Ice Wave: Ice Wave is very powerful, but does require some skill to use. It is a power that I would actually call balanced in PvP. That said, it should not be possible to spam it, because of the damage it deals and because of the cold proc. Suggested cooldown: 15s »Snow Globe: Snow Globe is a game-breaker. The slow is unbearable, which is why Snow Globe needs a very long cooldown. In addition to that, there should be a maximum number of Snow Globes that can be on the map at any given time. That number is one. Suggested cooldown: 120s Suggested object limit (map): 1 »Avalanche: Avalanche is an extremely good slot-four-power, because it stops everything it hits and then deals heavy damage to it. Spamming Avalanche will stunlock everything, including a Valkyr under the effect of Hysteria – which is why Avalanche also needs a very long cooldown. Suggested cooldown: 120s Hydroid »Tempest Barrage: Tempest Barrage is very powerful if it is called in on the correct spot. It will stun a player in a very annoying fashion and could deal very heavy damage to him, especially if the Hydroid player uses duration mods. Because of all this, the cooldown should not be short for a slot-one-power. Suggested cooldown: 30s »Tidal Surge: Tidal Surge is the most powerful direct damage/mobility power in the game and because of that, it should have a longer cooldown than the other ones (Slash Dash, Rhino Charge and Tail Wind). Suggested cooldown: 20s »Undertow: Undertow is something that a Hydroid player can use to get of trouble whenever he wants to. Without a cooldown, Undertow is potentially one of the most annoying and unbalanced abilities around. The cooldown should be fairly long, in order to make the Hydroid player think twice before using it. Suggested cooldown: 60s »Tentacle Swarm: Tentacle Swarm is a more annoying variant of Tempest Barrage in PvP. It needs a longer cooldown than Tempest Barrage. Suggested cooldown: 90s Loki »Decoy: Decoy is not very useful in the Dark Sector conflicts, because it only distracts the AI-controlled enemies. It doesn’t need much of a cooldown. Suggested cooldown: 10s »Invisibility: Invisibility provides a major tactical advantage over other players for a decent duration. It should have a fairly long cooldown. Suggested cooldown: 45s »Switch Teleport: Switch Teleport is among the more annoying powers in PvP and should not be spam-able. It needs a short cooldown. Suggested cooldown: 15s »Radial Disarm: Radial Disarm’s magnetic proc and shield removal/damage are fairly powerful against players in the Dark Sectors and render the AI-controlled enemies practically irrelevant. The cooldown should be quite long. Suggested cooldown: 90s Mag »Pull: Pull is powerful against other players, provided they do not attempt to avoid getting knocked down and are not in some way knockdown-resistant. The 300 magnetic damage is not insignificant, because it is actually 525 damage to shields. This means that Pull should have a longer cooldown than most other slot-one-powers. Suggested cooldown: 20s »Shield Polarize: Shield Polarize is pretty powerful against multiple enemies, but against one player, shooting might have a better effect – the effectiveness of this power depends entirely on the situation. The cooldown should be moderate. Suggested cooldown: 20s »Bullet Attractor: Bullet Attractor is a nightmare to have to deal with when it’s on you. The cooldown should be fairly long. Suggested cooldown: 45s »Crush: Crush, despite its long casting animation is a good CC/damage-power and should not be spam-able. The cooldown should be fairly long. Suggested cooldown: 60s Mirage »Hall of Mirrors: Hall of Mirrors is a very powerful slot-one-power that allows for dealing insanely high damage in the opening minutes of a Dark Sector conflict, especially when the Mirage player uses an Attica with Thunderbolt. Because of the effect being so good and the duration being very long, the cooldown has to also be long. Suggested cooldown: 60s »Sleight of Hand: Sleight of Hand will at most cause a few health and energy orbs to explode in Dark Sector conflicts, which means a short cooldown should be good enough. Suggested cooldown: 15s »Eclipse: Eclipse is a very powerful buff, which should have a long cooldown, just like Hall of Mirrors. Suggested cooldown: 60s »Prism: Prism is capable of absolutely annihilating players, but only after a very long casting animation. Because of its toggled nature, it can stay up for a very long time after the animation, though, which makes it a very dangerous slot-four-ability. A very long cooldown seems appropriate. Suggested cooldown: 120s Nekros »Soul Punch: Soul Punch is Nekros’s only power that is even vaguely useful in PvP. It is quite powerful: it deals 500 damage, even more versus shields, followed by a knockdown and is only hindered by its targeted nature. The cooldown should be a little longer than the cooldown of most other slot-one-powers that deal direct damage. Suggested cooldown: 20s »Terrify: Terrify is almost completely useless in PvP; it only reduces a player’s armor by 20%. The cooldown should be short. Suggested cooldown: 10s »Desecrate: Desecrate has no uses in PvP combat. The cooldown should be short. Suggested cooldown: 10s »Shadows of the Dead: Shadows of the Dead might bring some useful AI-controlled units back into the game, but it won’t have too much effect. The cooldown does not matter much; a moderate cooldown should be good. Suggested cooldown: 30s Nova »Null Star: Null Star is a fairly good power in Dark Sector conflicts; the projectiles deal 200 slash damage, which is not insignificant in the opening minutes of the conflict. Because of this, the power should have a moderate cooldown. Suggested cooldown: 30s »Antimatter Drop: Antimatter drop will instantly kill a player nine times out of ten. It should absolutely not be spam-able; the cooldown should be long. Suggested cooldown: 60s »Worm Hole: Worm Hole is a powerful mobility power, which can also be used to block a console. In order to prevent the latter, the cooldown should be long. Suggested cooldown: 60s »Molecular Prime: Molecular Prime is just a little less game-breaking than Blade Storm. Getting hit, then slowed, then killed, is often inevitable. Because of this, a very, very long cooldown is in order; although a shorter one than Blade Storm’s. Suggested cooldown: 180s Nyx »Mind Control: Mind control doesn’t do much against other players and therefore has very limited uses in Dark Sector conflicts. Its cooldown doesn’t really matter. Suggested cooldown: 10s »Psychic Bolts: Psychic Bolts can be used to deal a lot of damage to other players, but isn’t the most energy-efficient way of doing it. This balances the power quite nicely, meaning that a short cooldown is good enough. Suggested cooldown: 15s »Chaos: Chaos doesn’t work on other players. Because of that, it has limited uses in Dark Sector conflicts. The cooldown doesn’t really matter. Suggested cooldown: 10s »Absorb: Absorb can be used to deal have damage to other players and to knock other players down. It can also be used to completely block a console. Because of the latter, the cooldown should be very, very long. A separate nerf for Absorb may also be in order, but that is not what this thread is about. Suggested cooldown: 180s Oberon »Smite: Smite deals a lot of damage to players, and then to their friends. It is hindered by its targeted nature, but it’s still very powerful. A longer cooldown than the ones for most other slot-one-powers that deal direct damage seems to be the way to go. Suggested cooldown: 20s »Hallowed Ground: Hallowed Ground can be used as an area denial ability for the consoles in Dark Sector conflicts, which can be disastrous for the attacking team, or the defending team if a console is armed. This means a long cooldown is in order, to prevent spamming it on a console. Suggested cooldown: 60s »Renewal: Renewal is a powerful healing ability, but it is not game-breaking. A short cooldown should be good enough. Suggested cooldown: 15s »Reckoning: Reckoning is capable of completely wrecking players and then leaving any survivors vulnerable to follow-up attacks. A very long cooldown should be in place to prevent Oberon players from spamming it. Suggested cooldown: 90s Rhino »Rhino Charge: Rhino Charge is powerful in PvE, but in the Dark Sector conflicts, anyone you try to hit with it, will try to dodge it, reducing its effectiveness as a damage dealing power. It’s still a mobility-offense combination power, though, which means it won’t get a very short cooldown (like Super Jump), but just a short cooldown (like Slash Dash). Suggested cooldown: 10s »Iron Skin: Iron Skin is a powerful tanking ability that is hard to deal with in the opening minutes of a match and should have a fairly long cooldown to make up for that. The cooldown is applied as soon as Iron Skin runs out, so that it is not spam-able. Suggested cooldown: 45s »Roar: Roar is a decent, but expensive buff. It doesn’t seem to be a problem in Dark Sector PvP, so it’ll simply get a moderate cooldown. Suggested cooldown: 30s »Rhino Stomp: Rhino Stomp is a very powerful and very fast way of killing things or stunning them for the kill. In PvP, this can cause problems, which is why the cooldown should be very long. Suggested cooldown: 120s Saryn »Venom: Venom might very well be the best slot-one-power in for PvP. It allows the Saryn player to halve the health of not only the target, but also potentially the teammates of said target. With halved health, it is also likely that the damage Venom deals will actually kill several players. Because of all this, Venom should have a long cooldown. Suggested cooldown: 60s »Molt: It is possible to use Molt twice in quick succession to quickly nuke a small area with poison damage. This is balanced in PvE, but not in PvP; Molt should have a short cooldown to prevent this sort of Molt-nuking. A longer cooldown is unnecessary, because it doesn’t take that long to run away from a Molt. Suggested cooldown: 10s »Contagion: Contagion is a pretty weak buff and should not really be a problem in PvP, even though it can be used to get poison damage early. Spamming it is pointless, so a cooldown really won’t do much – a short cooldown will do. Suggested cooldown: 5s »Miasma: Miasma is a very powerful AoE damage skill that will kill pretty much anything in Dark Sector conflicts, even with very few other mods equipped for making it stronger. Something as powerful as miasma should have a very long cooldown. Suggested cooldown: 120s Trinity »Well of Life: Well of Life is not very effective against players, but is useful when it is put on an AI-controlled unit, because it allows the Trinity player to heal in a cheap and fairly quick way. A cooldown won’t do much for this power, so it should just get a short cooldown. Suggested cooldown: 15s »Energy Vampire: Energy Vampire allows Trinity players to always have energy for their more useful powers, which makes Energy Vampire itself powerful as well. It should have a moderate cooldown because of this. Suggested cooldown: 30s »Link: Link is Trinity’s most useful power in combat, because it allows her to win any fight within its range. There are only limited ways of countering Link, so it should have a long cooldown. Suggested cooldown: 60s »Blessing: Blessing lets Trinity heal her entire team instantly, which makes it extremely powerful. Spamming it is possible without a cooldown, because of Energy Vampire. This means a cooldown, and not a short one, should be added. Suggested cooldown: 60s Valkyr »Rip Line: Rip Line is vastly more useful in the Conclaves than in the Dark sectors, because of the vertical mobility it can provide. In the Dark Sector conflicts, it doesn’t really do much. A short cooldown should be good enough. Suggested cooldown: 10s »Warcry: Warcry makes Valkyr very tanky, speeds her melee attack speed up and slows enemies around her down significantly. All of these things are useful in Dark Sector PvP, which makes the power as a whole very powerful. A long cooldown seems like the way to go. Suggested cooldown: 60s »Paralysis: Paralysis is a very spam-able power and because it happens to be a stun, that is problematic in PvP. To keep it somewhat useful, even with a cooldown, the cooldown will be very short. Suggested cooldown: 5s »Hysteria: Hysteria is one of the most powerful powers in Dark Sector PvP. The invulnerability it provides should definitely not be available all the time: adding a very long cooldown is a good way to keep it balanced. Suggested cooldown: 120s Vauban* »Tesla: Tesla can be used to prevent players from reaching consoles and from getting out of their spawns, which makes the power rather overpowered. It should not just be given a cooldown, but there should also be a limited maximum number of Tesla grenades on the map. Suggested cooldown: 30s Suggested object limit (map): 3 »Bounce: Bounce can be used to prevent players from activating consoles and completely preventing them from progressing. This should not be possible, which is why bounce should get both a very long cooldown and a maximum number of bounce pads on the map. Suggested cooldown: 120s Suggested object limit (map): 1 »Bastille: Bastille allows Vauban players to slow their opponents down, without giving them the slightest chance of recovering from it. It is also a very effective form of area denial. Bastille should get both an extremely long cooldown and a maximum number of grenades on the map. Suggested cooldown: 180s Suggested object limit (map): 1 »Vortex: Vortex is a very effective area denial power, that can block access to a very large area of the map for its duration. It should have a very long cooldown and it should be limited to a maximum of one Vortex per map. Suggested cooldown: 120s Suggested object limit (map): 1 Volt »Shock: Shock is very unreliable in PvP, because it tends to not hit your target and when it hits, it will only deal 200 points worth of electric damage. Because of this, it should not have a long cooldown. Suggested cooldown: 10s »Speed: Speed can be useful in PvP as a small melee/movement speed buff, but it is not terribly effective when all of your opponents are using Rush and can reach speeds pretty close to yours, which is why Speed should only have a short cooldown. Suggested cooldown: 10s »Electric Shield: Electric Shield is very useful for blocking all non-explosive, ranged damage. It is really good for (de-)activating a console or reviving a teammate without getting shot to shreds. It should not always be available, because it can make activating consoles and pushing to the core very easy. Suggested cooldown: 45s »Overload: Overload doesn’t do a lot of damage in Dark Sector PvP, because there aren’t all that many lights and other object that are considered electronic objects by the game. It is also unreliable, because like Shock, it tends not to hit much. It should still have a fairly long cooldown, because it does remain effective against almost all AI-controlled enemies. Suggested cooldown: 45s Zephyr »Tail Wind: Tail Wind is a powerful power for mobility, that also deals decent damage to anything in Zephyr’s path. This makes it quite powerful in PvP. It is quite similar to Slash Dash, so it gets the same cooldown as that power, but, because you need to use it twice for the dash, the cooldown starts after two casts. Suggested cooldown: 10s after two casts »Dive Bomb: Dive Bomb is quite a powerful power in PvP, both in terms of damage and CC, but it does require some skill to use. A short-to-moderate cooldown seems like the way to go, because of these two factors balancing each other out. Suggested cooldown: 20s »Turbulence: Turbulence is Zephyr’s most important power in PvP, because it allows her to deflect and sometimes reflect most ranged attacks that come her way. This ability should definitely not be usable all the time, because that would make Zephyr nearly impossible to kill, if she is correctly positioned by the player. Suggested cooldown: 45s »Tornado: Tornado is a powerful CC power, but it is also easy to get away from. It is very annoying when it is spammed, though, so it should have a long cooldown. Suggested cooldown: 60s EDIT 1: Added spoilers. EDIT 2: Updated Zephyr's section with a change to Tail Wind. Edited September 21, 2014 by Cythphn Link to comment Share on other sites More sharing options...
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