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This Ability Change Is Good But They Are Missing A Huge Opportunity


MXultra
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Many of us have been asking for this change for over a year, but DE's explanation seemed uninspired. In my write up, I outlined a system where each rank made the ability behave differently. As it is now, the ability ranks are direct upgrades to strength/range/duration and since ability ranks will no longer subtract from the pool of mod points, there is no reason to not have maxxed abilities. Sure, we could be satisfied with that, but consider this alternative:


 


Rank 0: Basic Form,


Rank 1: Basic Form, High Proc


Rank 2: Advanced Form


Rank 3: Advanced Form, High Strength, High Cost


 


In my original post I gave the example of Slash Dash where at Rank 2 it would follow the pitch of your aim, allowing you to rush at upwards angles to reach ledges or attack aerial enemies (note: this was before Zephyr). At max rank it was going to ricochet off walls, but perhaps that would be too awesome.


 


Since the change is actually coming, let me throw out some other examples:


(Higher ranks do not get the perks of lower ranks unless otherwise stated)


 



Oberon: Hallowed Ground


Rank 0: Basic AoE DoT rectangle


Rank 1: Magnetic Procs


Rank 2: Larger base range, allied armor buff + status clear


Rank 3: Larger base range, high damage, high cost


 


Mirage: Hall of Mirrors


Rank 0: 4 Decoys (no shooting)


Rank 1: Decoys pull increased aggro


Rank 2: Decoys can shoot for procs


Rank 3: Decoys can shoot for damage, higher cost


 


Vauban: Vortex


Rank 0: Pulls enemies together, no damage, no ragdoll


Rank 1: Small damage tick


Rank 2: Knocks enemies down once


Rank 3: Keeps enemies ragdolled, explodes at the end, higher cost


 


Ember: Accelerant


Rank 0: Sprays fire damage + proc chance multiplier on surrounding enemies


Rank 1: Stuns enemies


Rank 2: Sticky accelerant slows enemy movement


Rank 3: Slows enemy movement, 2x fire proc duration, higher cost



 


These are just examples I whipped up off the top of my head, but I hope you can see what I'm getting at. The idea is to work different kinds of utility (procs, crowd control, mobility, etc) into Rank 1 and 2 so they retain a unique purpose. When this is multiplied by how you've modded your frame for range/duration/strength... well, that is where you'll find depth of customization and build variety.


Edited by MXultra
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Seems overpowered. The game doesn't need to be made any easier.

That's some shallow feedback. Nothing is necessarily more OP than it already is.

 

Abilities have 4 ranks already, I never said any ability would be stronger than it is at max rank. In actuality, max ranked abilities would be weaker in that the utility would be redistributed to lower ranks.

 

Please think on it a little longer.

Edited by MXultra
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Rank 3: Advanced Form, High Strength, High Cost

 

I like all of it except for the high cost (by this you mean energy cost right?). In my opinion, the only way players should be "punished" for progression is with more difficult gameplay. Granted Warframe doesn't have this, but I don't think there should be a situation where players are upset because they lose the lower cost versions of their abilities. Maybe some abilities could decrease cost, but increasing it hampers progression.

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The ranks are not meant to be a "customization option", they are only really there to be a lower equip cost when we start out and have less mod space.

 

The ability mods start to function "as intended" when they have full power.

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The ranks are not meant to be a "customization option", they are only really there to be a lower equip cost when we start out and have less mod space.

 

You are aware abilities are not going to be mods after tomorrow? As it is, this is just a nerf to build variety.

 

I'm still in favor of this change, but I wish they would replace the system instead of just removing it. It would not be hard to tweak some numbers and give different perks to different ranks.

 

 

I like all of it except for the high cost (by this you mean energy cost right?).

 

What if at max rank it has the normal cost, but the lower ranks were +20% efficiency?

 

It doesn't have to be like this, I was just taking a cue from Blind Rage's strength/efficiency trade off.

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What if at max rank it has the normal cost, but the lower ranks were +20% efficiency?

 

It doesn't have to be like this, I was just taking a cue from Blind Rage's strength/efficiency trade off.

 

I hear you, but Blind Rage is optional.

 

Higher ranked abilities should be better than lower ranked ones in every way.

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I hear you, but Blind Rage is optional.

 

Higher ranked abilities should be better than lower ranked ones in every way.

 

They are right now 99% of the time, and that's what his feedback aims to change.  In the name of build diversity and choice.  

 

It's ehhh.  I'd rather see some new optional warframe abilities added to the game for every frame, go into any mission with any 4 of your choice.  

 

With all the balancing, coding and different effects you propose for every rank, I don't imagine it would be much more work just to give us new abilities.

Edited by SleepingSentry
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I remember them saying they might to add some universal abilities, which would theoretically be cool.

I'd still rather be able to choose a proc version, a CC version, or a damage version of the existing abilities.

 

Right now, if there are 2 of the same frame in a team, they probably have identical builds. Before, I would choose an alternative build if I saw another of my chosen frame in the team. Obviously you want to avoid redundancy and having two Mprime Novas is a waste compared to having one Mrpime Nova and one Antimatter Drop Nova.

 

Now, I will always select a different frame instead of a different build. This change makes Frames seem more like rigid classes instead of general strengths. Maybe this is what DE wants, it probably simplifies balancing PvP.

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They are right now 99% of the time, and that's what his feedback aims to change.  In the name of build diversity and choice.  

 

It's ehhh.  I'd rather see some new optional warframe abilities added to the game for every frame, go into any mission with any 4 of your choice.  

 

With all the balancing, coding and different effects you propose for every rank, I don't imagine it would be much more work just to give us new abilities.

 

I hear you with that, but I don't think progression should ever cause players to lose something in their builds. I personally want each ability to have one or two corrupted mutations that vastly increase one stat while decreasing another, balanced so all abilities could be "corrupted" without costing others. That would replace the corrupted mod system for power mods.

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