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Ash, The Conglomerated Rework.


(PSN)GR13V4NC3
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Hello Tenno and DEvs,

I know that there has been a slew of Ash posts in the forums recently, and that's actually a really good thing. It shows that there is much love out there for a great frame (who usually falls under the radar, but then again, he is a stealth frame ;P) that just needs some TLC. Now, in no way, am I or the other individuals who have inspired these ideas, demanding that these changes/fixes be the most urgent priority out of everything going on with this game, but more accurately, these are just our thoughts and concepts that we'd like to see taken into consideration when the time for Ash comes around... that's all.

My collaborator and I worked together to come up with/narrow down a few ideas that we thought were simple enough, yet fitting, to make Ash what he should be (the Shinobi/Ninja Gaiden of Warframe) while also allowing him to be more team friendly. On that note, we just would like everyone to know, that if you have similar ideas and posted them, we didn't search the entirety of the forums to read everything and make sure nothing was copied. We just brainstormed amongst ourselves and decided on what seems best. If you have devised something similar, awesome! Well done! "Great minds think alike" and kudos to you!

Thank you for taking the time to read our ideas,
Dragonblack175 & GR13V4NC3

P.S. Thank you to LordxKoga, Akkilla and Nazrethim for being the continuous/driving force for the cooperative and proper reworking of Ash.

A Special Thanks: to Arch111 for agreeing to design my request, taking the time and having the patience to put up with my neurotic attention to detail and refusal to settle!

So without further adieu, cause we know that you are all just dying to read another Ash Rework post (j/k), here it is!

Enjoy!
................................................................................................................................................................................................

PLEASE REMEMBER THAT THE IDEAS ARE WHAT'S IMPORTANT HERE. ALL ACTUAL VALUES HAVE BEEN LEFT OUT, PURPOSELY. DE HAS THE FINAL SAY ON ANYTHING AND KNOWS HOW TO BALANCE THEIR OWN GAME BETTER THAN ANYONE ELSE. THANK YOU.

NOTE: These ideas were built around DE's new mindset regarding making each of the abilities of the Warframes meld with and play off one another, as demonstrated by the reworks to Saryn and now (with u18) Rhino.

Possible Passive Ideas: (Ash would only have 1, not all)

Sharp Eye:

- All of Ash's Damage Abilities will innately target the weakest points of each enemy.

Sound of Silence: Version 1

- Ash deals increased damage with all Silent (Bows) & Throwing weapons (including glaives).

- Ash has increased fire rate/decreased flight time with all Silent (Bows) & Throwing weapons (including glaives).

- Ash has increased accuracy with all Bows and Silent Weapons.

Sound of Silence: Version 2

- Ash deals increased damage with all Silent (Bows) & Throwing weapons (including glaives).

- Ash has increased fire rate/decreased flight time with all Silent (Bows) & Throwing weapons (including glaives).

Sound of Silence: Version 3

- Ash deals increased damage with all Silent (Bows) & Throwing weapons (including glaives).

- Ash has increased accuracy with all Bows and Silent Weapons.

Sound of Silence: Version 4

- Ash has increased fire rate/decreased flight time with all Silent (Bows) & Throwing weapons (including glaives).

- Ash has increased accuracy with all Bows and Silent Weapons.

Knife Party:

- Ash deals increased damage with all Dagger type weapons (including throwing weapons, but limited to secondaries, no glaives).

- Ash Has increase attack speed with all Daggers.

- Weapons thrown by Ash can ricochet off objects.

Light as a Feather:

- Ash has increased movement speed while stealthed.

- Ash has increased melee attack speed while stealthed.

Cutting Grasp:

- Ash has increased damage with all Claw/Fist weapons (since he uses wristblades).

- Ash can wall latch indefinitely. (Because he uses his wristblades to dig into surfaces, like wolverine. It would be cool if this showed in his wall latch animations)

Katana Proficiency: Version 1 (Based on Excalibur Passive)

- Ash has increased Critical Chance/Damage with Katana Weapons.

- Ash has increased Attack Speed with Katana Weapons.

- Ash deals increased Damage with Katana Weapons.

Katana Proficiency: Version 2 (Based on Excalibur Passive)

- Ash has increased Critical Chance/Damage with Katana Weapons.

- Ash has increased Attack Speed with Katana Weapons.

Katana Proficiency: Version 3 (Based on Excalibur Passive)

- Ash has increased Attack Speed with Katana Weapons.

- Ash deals increased Damage with Katana Weapons.

Katana Proficiency: Version 4 (Based on Excalibur Passive)

- Ash deals increased Damage with Katana Weapons.

Elusionist:

When ever Ash takes damage to his health, smoke will spread out of his body, covering him and making his moves unpredictable. This effect will reduce the enemies accuracy on him, depending on damage-taken/sec (highest burst damage taken). The effect will disappear after 10 seconds without Ash taking damage to health.

Shadow Tactics:

Ash can wall latch indefinitely. The reason for this being that Ash's design has these ninja climbing tools (pictured below) built in to his frame (they are definitely on the insides of his hands).

- Ash is harder to see while kneeling/rolling/wall latching (meaning he can get closer to enemies before they actually see him).

- Successful finishers (stealth or otherwise) will enable Ash to roll/kneel/crouch/wall latch to the next nearest enemy/s completely undetected.

Martial Conditioning:

Ash can wall latch indefinitely. The reason for this being that Ash's design has these ninja climbing tools (pictured below) built in to his frame (they are definitely on the insides of his hands).

Ash has innate Handspring.

- Ash has built-in Speed Holster.

f12ad186b28ab91760d816a5c9bfe59d.jpg Ninja_Foot_Claw2.jpg

 

 

Other Ideas:
Ash's Wrist Blades are equip-able, mod-able and use-able as his melee weapons. And, yes, this would have to hold true for other similar frames like Mesa, Wukong, etc.


Shuriken:
Shuriken is a tough move to change/replace because it does feel redundant, innately; do to the fact that we have thrown secondaries already in the game. However, the ability does fit Ash very well due to his extreme "ninja-ness." As the ability stands now, there are some things that definitely should be tweaked/addressed.

Ability Specs:
- Ash will now throw a variety of different types of weapons: Bo (spikes), Senban/Hira/Fuma (stars, etc.) and Tanto/Kunai (knives) Shurikens.

- The animation needs to be changed/updated, something similar to the Hikou Prime throwing mechanics. Overhand throws with each hand, in a rapid, consecutive (one after the other) sequence.

- Ability is still unaffected by range mods.

- Ability still causes a Bleed Proc.

- Ability damage is still increased while stealthed.

- Ability should be silent and not alert enemies.

- Ability still able to be used in a manner similar to Vauban’s abilities, where it can be cast without disrupting the reloading of primary/secondary weapons.

- Ability should be able to be used in mid-air (while jumping, falling or aim-gliding etc).

- Seeking Shuriken should be a built-in/default attribute of the ability and should stack (multiple hits will strip all enemy armor).

- Enemies not killed by Shuriken will be staggered upon contact (this needs to be an attribute of the ability as it was the main use of the weapon, in real life).

(The above aspects will be inherent in Options 1 and 3 below)

Option 1: GR13V4NC3
+ Shuriken (single press): Functions in a manner almost identical to how it does now, except Ash will throw a random set of (at max rank) 3 blades (with each hand) from the list of different types of Shurikens with deadly accuracy. Looks similar to the Hikou Prime throwing mechanics (Overhand throws with each hand, in a rapid, consecutive [one after the other] sequence).

- The pause in-between casts should be reduced significantly or just eliminated.

- Ability should have 3 blades thrown at a time instead of 2.

- Ability should have "heat seeking" of targets built-in/ by default.

- Ability can be chain-cast to throw out an unrelenting stream of blades. Like Atlas’ Landslide, the more consecutive casts, the less the energy cost per cast.

- Ability scales off either Melee or Secondary Mods (considering that its thrown, Secondary makes more sense to me).

NOTE: I have a tweaked version (in mind) where the Shurikens are highly ornate, energy/plasma based projectiles that Ash will still throw the same way (Hikou Prime Style) except he wont have to reload because the warframe generates them using its power. As far as visually, they will look like glaives but be the size of throwing stars. I thought that regular Ash's should look like mini Proto Glaives and Ash Prime's should look like mini Prime Glaives, but made of energy.

In this version, Ash would only throw the single type of blade, they wont be heat seeking but hitscan (or very very close to it), extremely cheap (like throwing 20 costs 5 energy, cheap), scale off of secondary mods, strip armor by 33.3% (stackable up to 3 times) with each hit, Still cause heavy (scaling) bleed damage, be silent, stagger enemies and have a high fire rate.

I thought this would be a good way to make his 1st still a throwing weapon but give it a special flare that makes it (more) unique to Ash while increasing its modern spacey-ness to keep in line with the new meets old aesthetic theme of the game.

Augment Mod:

- Oxy Acetylene - Ash's Plasma Shurikens gain enemy and environmental punch through (like how bows can shoot through barricades and sometimes doors).

 

OR...

Option 2: Thanks/Credit to Lumireaver for this inspiration.
Shuriken (dual function): Functions in a manner almost identical to how it does now, except Ash will throw a chosen set of (at max rank) 3 blades (with each hand) from the list of different types of Shurikens with deadly accuracy. Looks similar to the Hikou Prime throwing mechanics (Overhand throws with each hand, in a rapid, consecutive [one after the other] sequence). 

- The pause in-between casts should be reduced significantly or just eliminated.

- Ability will have 3 blades thrown at a time..

- Ability will have "heat seeking" of targets built-in/ by default.

- Ability is still unaffected by range mods.

- Ability damage is still increased while stealthed.

- Ability should be silent and not alert enemies.

- Ability is still able to be used in a manner similar to Vauban’s abilities, where it can be cast without disrupting the reloading of primary/secondary weapons.

- Ability should be able to be used in mid-air (while jumping, falling or aim-gliding etc).

 

Function A: (single press)

- Will work like Ivara's Quiver, cycling between the 4 different options of blades to throw.

- Blade options: 1) Bo or Spikes (puncture) / 2) Senban, Hira, Fuma or stars (Impact) / 3) Tanto, Kunai or knives (Slash) /

4) Combo (one of each type in a single throw).

- Each blade type will apply the appropriate, corresponding physical damage status at a rate of 100%.

 

Function B: (hold press, 2 seconds)

- A 2 second hold will throw the selected blade type in handfuls of 3.

- Holding down the ability (more than 2 seconds) will chain-cast. Like Atlas’ Landslide, the more consecutive casts, the less the energy cost per cast.

- Physical damage procs will stack up to a certain percentage, once reached any additional casts will just renew proc clock.

 

OR...

 

Option 3: Dragonblack175
+ Shuriken [burst] (button hold and release): By dragging the aiming reticule over all enemies within range of the ability (the reticule will change color and the new cross-hairs will remain on the enemies), those enemies become marked. When the trigger is released, Ash will throw a random set of 3 blades, per enemy, from the list of different types of Shurikens with extreme/deadly precision. Throwing animation updated to reflect Ash holding 3 (varying types) Shurikens in each hand. Looks like the Hikou Prime throwing mechanics (Overhand throws with each hand, in a rapid, consecutive [one after the other] sequence).

- Ability launches sets of 3 blades per enemy (each enemy is hit 3 times per cast).

- Enemies can be individually marked up to 3 times in order to specifically place the strike of the three Shurikens in the most damaging areas/weak points.

- Ability can target up to 10 enemies at max.

NOTE: Can be used to hit a single enemy also and will be nearly as quick as the current iteration of the ability.

Example 1: Applies to Option 1, 2 & 3.


- Ash should have a similar style of reloading/holding his Shurikens, as seen within the first minute of the video, but the same throwing technique as the Hikou Prime. So by the time he is winding up to throw with his left hand, the right is already reloaded.

Example 2: Applies to Option 3 Only.


- Exemplifies the targeting scheme/mechanics for Option 2.

Augment Ideas:
- Forceful Throw: Ash's Shuriken ability gains punch through.

- Razor Reflection: Ash's Shuriken Ability gains ricochet. At max rank, each blade will bounce to up to 3 nearby enemies within 10 meters of the initial target.

- The Shivers: Ash's Shurikens will now burst into fragments upon contact with target/s, causing radial damage to all enemies within 5 meters. Radial damage of shrapnel is equal to a % of the initial strike but still causes guaranteed status proc.

Marked for Death: If an enemy is hit and not killed by Shuriken, activating smoke dash with the targeting reticule on the struck enemy, will teleport Ash to the enemy (regardless of distance) and perform a finisher. The enemy will also be staggered upon Ash's arrival (due to smoke clouds). If there are multiple enemies hit and not killed, highlighting the other enemy/s and activating smoke dash again will continue the chain of teleports and finisher attacks for half the energy cost of teleport. Would essentially turn Ash's Shuriken into something similar to Nezha's Chakram (except shurikens don't come back).


Smoke Screen:
Like Shuriken, Smoke Screen should be changed/fixed to give it a bit more team synergy and overall usefulness, rather than just being a fancy way to turn invisible.
Ability effect should be changed to reflect Ash being more wreathed in smoke (color defined by energy tint chosen), as a way to better distinguish Ash's power from that of Loki. At the moment they look very similar, if not the same.

NOTE: I have a modified version of SS as well. Nothing major just a thought of how to improve the casting speed and accuracy of the secondary ability. Changing the Quiver-style-functionality to enable just the toggle switch between self-cast and cast-away by simply a hold press to highlight either capacity (meaning holding the ability will ONLY switch back and forth depending on which option is currently active and another quick press will cast the ability). This version enables the ability to be more error proof but slower (in casting speed/time), while the iteration I have written below would be faster (in casting time/speed) cause you would only need to (hold press) in order to just cast the secondary ability but you sacrifice the casting efficiency (meaning you may accidentally cast the wrong move). 

Ability Specs:
+ Single Press

- Smoke clouds linger after casting.

- Enemies will not be able to see Ash and his allies who stand behind or within the clouds (will break target lock). Allies are not invisible but blocked from view as if behind a wall or other obstruction which forces the enemy to change position in order to reacquire the target/s. Generally, these enemies run in closer to find their target/s and that's when they will get caught in the new smoke clouds.

- Enemies who enter the clouds will be incapacitated (choking on smoke) and become open to finisher damage multiplier.

- Enemies caught inside the clouds are also vulnerable to friendly fire from their allies. (credit to CrazyCortex for inspiration)

- Enemies within range are still staggered by the initial casting of Smoke Screen, exactly as it functions currently.

- Ability is now recast-able and up to 4 clouds can be active at once.

- Cloud duration is greater than granted Invisibility by about 5-7 seconds. This is done so even when invisibility wears off Ash can duck back into cloud/s to gain a brief moment of reprieve; to change tactics or recast and become invisible once more. Re-entering the clouds does not make Ash invisible again/reset duration timer, another casting would be needed for that. If Ash casts four clouds (thrown away from him) before entering any, his invisibility duration will start after he enters a cloud for the fist time and will grant the full duration of the (modded) ability no matter the remaining duration of the actual cloud/s.

- ONLY WITH SMOKE SHADOW AUGMENT, allies who pass through/into the clouds gain invisibility (and stealth damage multiplier) equal to the maximum duration of the (modded) ability. Exactly as it works currently.

- Smoke Screen is silent and doesn't alert enemies unless within range of casting effects (stagger).

- Casting Smoke Screen still drops enemy aggro and projectile lock (Grineer Bombard missiles, etc). Exactly as it works currently.

- Ability is cast-able in mid-air (while jumping, aim-gliding or falling) but Ash will not gain invisibility until he enters the cloud. In this instance, invisibility duration counter begins upon Ash entering the cloud. The cloud duration counter begins at casting.

+ Hold Press (secondary function, 2 second hold)
- Ash can throw a smoke bomb away from him and to a designated point/location (functions like Vauban's abilities) indicated by the aiming reticule.

- Ash can cover enemies in smoke from a distance/vantage point and Ash/allies can jump into the clouds and take out incapacitated foes with ease and if Smoke Shadow is used, emerge invisible.

Example 1: Thrown Mechanic (secondary function)


In-game Utilization:
- Ash can throw a smoke bomb to cover a downed ally or spring a trap.

- Ash can form a wall of smoke to provide cover and force enemies with guns to lose targeting (stop shooting) and have to run into close quarters combat (not a disarm, but a need to reacquire targets).

- Being able to throw the bomb away from himself, as well, means Ash can cover himself (turn invisible) then continue to form the wall (windrow, flume or channel) of smoke from safety.

Augment Ideas:
- Flash Bang: Ash's Smoke Bombs gain a radial blind with a distance of effect equal to his total power range.

- Nerve Agent: Ash's Smoke Bombs gain a toxic DoT that does a % of total power strength per tick and within a distance of effect equal to his total power range.

- Chloroform: Ash's Smoke Bombs will put to sleep all enemies for a short duration and within a distance of effect equal to his total power range. Sleeping enemies are opened up to increased damage/executions.

- Nitrous Oxide: Ash's Smoke Bombs will cause all targets (within radius) to be rendered temporarily insane with laughter. Effected enemies will attack each other and anything (that gets too close) with increased attack speed for a certain percentage of time. Enemies that survive the duration, will have their movement speed slowed (due to being exhausted by the insanity).

- Soot Steps/Dust Clouds: All enemies caught within the radius of Ash's Smoke Bombs will be doused in soot/ash. Any enemy under the effect of the soot will have their movement speed reduced by a certain % and will be unable to cloak for a certain duration. 


Smoke Dash: Teleport is the most disliked and/or under used ability in Ash's arsenal (for most people), due to its innate flaws (slow flip animation, excessive pinpoint accuracy necessity, strict target requirements). Granted, there are a select few that make great use of it, but Teleport is by far the least impressive and most irritating move of the bunch (particularly in split second situations). The change to Smoke Dash will alleviate all the current problems while adding in some new perks.

Ability Specs:
Ash transforms and disappears in an upward wisp of smoke, dashes quickly and reappears, in a downward puff of smoke (similar to Smoke Screen animation), a short distance away.

NOTE: When pressing E (PC) while in Excalibur’s Slash Dash it auto equips the melee weapon, so this feature could be implemented within the Smoke Dash mechanic. While dashing to the enemy, pressing E (or equivalent console controller button) will have Ash equip his melee weapon and be able to attack the target with melee stance strikes, as opposed to quick attacks. Of course, this is an option at the discretion of the player, if they want to dash around and shoot/quick strike, that is their prerogative.
However, this makes switching between Smoke Dash and Dash Strike, on the fly, possible. So a player could use Ash and Smoke Dash to zip around the battlefield like a Grineer Manic, but able to go from shooting in one spot, to bouncing between enemies attacking with quick strikes, to shooting from another spot, then turning around and going through the same enemies with powerful Dash Strikes to finish off those not already dead.

NOTE 2: Smoke Dash is only a movement ability. Activating the ability will only move Ash from one point to another (or one enemy to another enemy), invisibly and very quickly (just like a Grineer Manic). All attacks are a separate button/trigger press once Ash reappears.

+ Smoke Dash (single press):
- Free to aim/Prerequisite target no longer necessary for ability activation.

- Greater Targeting ease (bigger/more forgiving hitbox).

- Max range before mods, 10-15 meters.

- Ash is invulnerable while in smoke form or the travel time it takes to complete the ability cast (2-3 seconds max, maybe less depending on fine tuning by DE). So Ash can dash through Laser Grids (Corpus/Orokin), Energy Barriers (Grineer), Eximus Radial Explosions, Enemy Attacks (Melee, Projectiles, Bombs) But Ash cannot attack while in smoke form either.

- Ash travels up, over or around obstacles/other enemies to reach his target/targeted destination. Just like any other style of teleportation in the game, Ash can also traverse gaps where there is no ground, though multiple/consecutive casts may be required if the distance is great.

- When an enemy is targeted, Ash will always end up behind it (no matter the direction it is facing/moving) at the conclusion of Smoke Dash ability cast. Additional Smoke Dash casts on the same enemy will move Ash in a circular radius around the enemy always placing Ash behind the target. If Ash is stealthed or just undetected, the targeted enemy will be open to finisher and/or stealth multipliers. (see Shinobi Video for visual details)

- Ash can wall latch out of Smoke Dash (by aiming at a wall & holding appropriate key/button upon reappearance).

- If running (before casting), Smoke Dash increases Ash's sprint speed (but also reduces friction), for a short distance (3 meters) upon reappearance due to velocity created by the dash (similar to Nova's Escape Velocity Augment).

- Very low base energy cost.

- Smoke Dash is Silent and doesn't alert enemies.

- Smoke Dash, like Smoke Screen, drops enemy aggro and projectile lock (Grineer Bombard missiles, etc).

- Smoke Dash is cast-able in mid-air (while jumping, gliding or falling, etc).

 

Example 1: Smoke Dash


- Imagine with smoke animations instead of holograms/energy.

- Imagine running through a Warframe map being able to traverse it like this.

- View example of Standing-Teleport-Wall Latch between 40-45 secs mark.

- Watch the mixture of movement, combat and teleport and how fluid it is. That is how Smoke dash would be, but with smoke, of course.

- When attacking a single enemy, Ash would encircle them, similar to above video. Each cast (while keeping the aiming reticule locked on the target) would bring Ash to a different point around that enemy (done in semi-circles).

- If say, targeting an osprey above the head of a corpus soldier, Ash would Smoke Dash at the soldier but veer up (going over the soldier and osprey) and at the last second, reappear behind the osprey with time to quick attack and fall or aim-glide and shoot while falling. If the player is really skilled, (while aim-gliding) they could target the corpus soldier and Smoke Dash (before hitting the ground) to be back in front of the corpus soldier and quick attack or shoot and kill it.

 

Example 2: Smoke Dash (Thanks to Dspite for pointing out this video in one of LordxKoga's threads)


- Attacking multiple enemies would look similar to this, but with smoke animations. The way he disappears and reappears in combat, specifically.

- Unlike this video, however, Ash does not perform finisher attacks when emerging from the invisibility of Smoke Dash. Only Melee Quick Strikes and Shooting (of either primary or secondary, whichever is equipped) are possible. Any attack is an additional or separate button press. Dashing only dashes, any attacks must be triggered separately.

+ Dash Strike (single press while channeling with melee weapon equipped, ONLY):

Ash channels and empowers his entire frame with smoke, turns invisible, dashes, strikes and smokes through the wound he makes in the enemy and reforms/reappears on the other side. He does this with such speed, force and control that it staggers the target and makes it seem like (to the outside observer) he can move through solid objects, when in fact he is creating an opening for himself to traverse.

NOTE: When using Dash Strike multiple times on a singular, tough enemy, the animation would be similar to a smokey version of Seven-Sided Strike of the Monk from Diablo 3. Since its a singular hit per cast, Ash would disappear and strike through the enemy and come out on the other side in a battle pose. Depending on how many times he consecutively casts the ability, the poses will cycle between a group of like 5-7 styles. Example of pose below (0:44-0:53)

 

- (CHANNELING DAMAGE MULTIPLIER). Ability does not use any finisher-style animations, nor finisher damage.

- Ability has its own stance, similar to Excalibur's Exalted Blade.

- Ash is not only invisible, but also invulnerable while attacking in smoke form. Similar to Excalibur's Slash Dash mechanics.

- Enemies not killed are afflicted by a short stagger (like Smoke Screen).

- Ability is silent and will not alert enemies.

- Ability can target flying units that are within range.

- Base energy cost is increased due to channeling.

- Ability is chain-able and consecutive casts reduces energy cost per cast (like Atlas' Landslide).

- Ability can be intermixed with regular, single press move to perform devastating combos.

- Dash Strike, like Smoke Dash, also increases Ash's sprint speed upon reappearance due to velocity created by the dash (similar to Nova's Escape Velocity Augment). Only works if Ash is running/sprinting before casting the ability. If used from a standstill position or walking, effect is negated.

- Casting Smoke Screen prior to use will add stealth damage multiplier on top of all other damage.

- Trapping enemies within lingering Smoke Screen clouds prior to casting Dash Strike will add Finisher Damage (from incapacitation effect of clouds) on top of all other damage.

- Damage scales off melee weapon damage (as it must be equipped to be performed).

- Dash Strike is cast-able in mid-air (while jumping, gliding or falling, etc).

 

Example 1: Dash Strike


- Animation would need tweaking to show Ash more clearly for aiming/control purposes. Probably something similar to how Ash looks while stealthed, except with smoke surrounding him at cast/reappearance and smoke trails coming off him as he dashes from point A to B.

- Ash would only be visible/vulnerable in between casts.

- i.e. Ash (visible/vulnerable), Dash Strikes through enemy (invisible/invulnerable), Ash emerges from smoke on other side of enemy (visible/vulnerable). Rinse & Repeat.

 

Example 2: Dash Strike

- Watch the zipping around, particularly in the last 2 minutes. See how they strike and dash and are hard to see and catch. This is essentially what I want for this ability. But, again, with smoke animations.

 

Example 3: Optional Addition for Stealth Finisher-Style moves on weak/unaware targets.


- This is Dragonblack's idea. He would have the Smoke Dash as stated above, but pressing the attack button would do a "Finisher-Style Assassination" animation in the manner of the 3rd video (Ash stabbing target with both wristblades) instead of just a quick melee attack as I (GR13V4NC3) would have it. Dragonblack's idea does not incorporate the channeling mechanic.

 

Example 4: Smoke Dash/Dash Strike (but more Smoke Dash)

Augment Ideas:

- Vapor Trails (Smoke Dash Only): Ash leaves dissipating (vanishes over time) trails of smoke in his wake and when struck by Warframe weapons, take on those same elemental properties (similar in use to Nehza's Firewalker & Zephyr's Tornado Abilities). All enemies that come in contact with the smoke will be afflicted with the corresponding proc type. Increased by Power Strength.

- Smoke Show (Smoke Dash Only): Ash's Dash Ability now both staggers the initial target and leave dissipating (vanishes over time) trails of smoke in his wake that staggers any enemies that come in contact with it. Increased by Power Duration/Range.

- Kinetic Energy (Smoke Dash/Dash Strike): Ash's gains increased teleportation distance/range while sprinting. Melds well with the new moves' innate effect that increases run speed when remerging out of Smoke Dash/Dash Strike (see above).

- Dead Ball Shot (Dash Strike Only): Ash's Smoke Dash will now heavily stagger the initial target and knock-down any surrounding targets within 5 meters.

+ Blade Storm:

A multiple target-hitting, connecting, 6-Sided Strike (like the 7-Sided Strike by the Monk from Diablo 3). The new ability would retain the qualities and characteristics of the old BS, i.e. high slash damage, heavy bleed damage, heavy bleed procs, full armor ignore, damage scaling off melee weapon, etc.

But it would allow you to spam it. Once cast on a target, it would last until the target is killed or it wears off (has some sort of duration but is not a toggle drain). While it is active, if you cast it on another enemy within a certain range of the other active BS (or multiple), it will combine the amount of active clones attacking the designated enemies along with any enemy that gets within the connection range. Each BS will have a certain range that each cast would cover and a certain range in between each cast that would allow them to connect (i.e. cast range 15-20 meters, cast connection range within 5-7 meters from each other). So basically, this can be done up to 4 or 5 times at max level (maybe expandable with augment mod) and you can ensnare a larger group of enemies by casting multiple BS's and connecting the AoE to make a circle (of intersecting/overlapping circles) around your chosen targets, all the while increasing the rate of attack (up to a certain % point due to more clones) and amount of damage/dps (up to a certain % point due to more clones) and the amount of enemies effected (enemies caught within the each of the overall/overlapping diameter/s of all of the connected circles and the combined total) up to a certain number per connection (or something like that). Of course, the animations would use smoke instead of energy like the Monk, because it's Ash. Ash would also be using his wrist blades exclusively during the ability. Ash (and 3/4/5 clones, however many is not OP but super effective) will always be involved in/active in the attacks of the latest/newest cast of BS, the clones will handle the rest. When Ash leaves an AOE for a new/existing one, the overall damage output of that which was left will dip due to Ash not being there. So if each clone does a certain amount of damage plus that of Ash, himself, then when he leaves the clones, he takes that damage with him to the next group (or not).

Augment Ideas:

- Blood Trail: Using Teleport on an additional/different enemy while BS is active will reduce casting of the next BS by 30%/40%/50% (or something similar, but less, if that's too OP).

- Frenzied Momentum: Connecting BS casts will increase the duration of the newest cast by a 15%/20%/25% (again, or something like that, if these amount are too OP) of the overall duration of the (modded) ability.

Pressure System: Ash's Blade Storm can effect up to 2 additional targets (making for a total of 6 initial enemies).

Beset &/or Besieged: Enemies caught within attacks by at least 2 clones of Ash are stun-locked.

Second Wave: Ash can now rejoin any/all of the still remaining BS AoE's. Doing so will increase the amount of damage afflicted (by some %) to the targets effected and reset the duration of any/all of the entered BS's. This can be activated by teleporting to any of the enemies within any or each of the AoE's.  

Diagram for Explanation of Movement/AoE of Ash & Clones in BS:img]

dtglsnK.png

Key:

Red Circles: Initial Targeted Enemies (INI).

Green Squares: Enemies within range of INI and Clone Attacks.

Brown Lines: Intersection/Overlapping points of the AoE's (area of effect).

Orange Arrows: The flow of attacks by Ash/Clones.

Blue Arrows: The additional/gained Clones/attacks of Clones from intersecting/overlapping AoE's.

Purple Hexagon (Center): Shows the increase in both the number of Clones and the AoE of the clones/Ash due to the completed circle of BS's.

TLDR: Basically, more attacks, from more clones, from more (all) sides and all done at speed.

 

The way I see it, after the Panel at TennoCon, Ash needs a full rework. The changes don't need to be all that drastic or different in nature but in order to make an effective ultimate (that isn't a combination of the rest of his kit but does add to it), all of his abilities will need another pass.

Ideally, the new ultimate should be able to obliterate a single difficult opponent (quickly) or destroy small groups (up to 5 individuals at a time) with impunity but not nuke entire rooms and all the while holding true to the concept of Ash. It is a very difficult thing to accomplish. Many think it easy, but it is not. I can see why the DEvs are having a problem with it.

When you take into account that melee is overall weaker than projectiles, but can be made OP with very slight changes, it further complicates things.

Honestly, the WoF version is not a bad idea and I think people get too hung up on the wording and its associations, but they essentially mean a toggle-drain ability... which, like many are hoping, is (in a way) an exalted style ultimate but just in another fashion. After some careful thought, I think that it could actually work.

 

BS WoF (GR13V4NC3):

Toggle-Drain on/off. When activated, Ash will summon 2 clones (persists until deactivated). Like Valkyr, a (5 meter) ring around Ash will show except it will have the reverse functionality, for each kill the radius will expand out (a certain %) to a max distance of 15 meters around him. If he stops killing, the ring will start to shrink. With each 5 meter increase (so at 10 and 15 meters) Ash will summon another clone, up to a max of 4. The damage of the clones will be equal (comparable) to what BS does now, just tweaked to not be OP (but it can scale off of melee, if it seems necessary). The amount of clones' and their attack range will be designated by the overall distance/size of the ring (at all times), so it pays for Ash to be buried in combat/constantly killing. The clones will basically be doing the same BS as they do now (teleporting and killing things), while Ash is free to do whatever is needed (the clones will always return to his side/formation if no other enemies are within range). Formation is like the 5 side of dice (4 clones out), then 4 side (3 clones out), then the 3 side (2 clones out). Also, while activated, all of Ash's abilities will have a reduced casting cost (if my complete rework were used, only his smoke screen would have a reduced casting cost as his other moves would already have that mechanic built in, similar to Atlas).

Actual casting costs and stuff: TBD

With the inclusion of Naramon, this would be a beastly skill, that is not too OP and still fits well with the Ash lore/style.

I'm not even going to go into Fatal teleport and Covert Lethality... but you get the idea (I hope).


Saw this from another post and there are some cool concepts for Blade Storm in here.

 

 

Visual Aids for Hidden Blade Redesign/Update: The Claws

Steel Claws   gear-shredders-claws.jpg

Energy Blades   1173439-lord_nyax.jpg

Skana Type  ryuka__s_weapons__wrist_blade_by_cloudst

 

Predator Style   wristblades.jpg

 

Creed Version   AC3-Hidden-Blade-the-assassins-32754455-

Space Military Look   668011.jpg

 

Visual Aids for the Hidden Blade Redesign/Update: The Shuriken Launcher

So there is two ways this can work...

1) Blades above the wrist, protruding out over the knuckles (Baraka/Predator Style) and the Shuriken Feeder under the wrist and connecting to inside the palm of the hand. I like this idea because it mirrors the features of how Genji (from the video above) internally has mechanisms that reload his shurikens for him (3 at a time) and position them between his fingers, all ready to be thrown.

yrVXjL3.png800px-Blades.JPG

iron-man-arm-jay.jpg (Shurikens would come out of opening in palm)

 

OR

 

2) Blades below the wrist, protruding out underneath the hand (AC Style) and the Shuriken Launcher above the wrist and pops up out of the back of the hand and rises over the knuckles. This version is for if the DEvs decide that the Shurikens are shot from launchers and not actually thrown by Ash.AC3-Hidden-Blade-the-assassins-32754455-

(I like this version in terms of Blade Storm because of the mobility and varying attacks Ash could perform with the blades being adjustable like this)

 

B2FpiYvCMAA1YDl.jpg Iron-Man-Gauntlet.jpg iron-man-glove.jpg

3 Above images showcase the style of the Shuriken Launcher rising from above the wrist/back of the hand area, clearing the knuckles.

Our Ash Rework Related Posts: Great Ideas that this post evolved from.

 

 

 

Edited by (PS4)GR13V4NC3
Additions and Changes.
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Nice rework, on ash, I suspect your trying to make him more active and less finisher like?

Either way, it seems like this would work. but i'm not too sure of shadow dash, Is it duration based? is it on frequent recasts?

Droping a smoke bomb is also great...I wish they could incorporate "I hope they forget about all of this" effect

 

The shuriken idea works the best to me....since it works nicely with the augment mod.

 

But to be fair, this is seems really nice, since this allow for more possiblites than just spaming blade storm

And will the focus be softer for aiming teleport/shadow dash? for a faster and effective combo?

Will shadow dash have the 4x multiplier? or will it scale with melee?

Edited by Magnulast
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Hello Tenno and DEvs,

 

I know that there has been a slew of Ash posts in the forums recently, and that's actually a really good thing. It shows that there is much love out there for a great frame (who usually falls under the radar, but then again, he is a stealth frame ;P) that just needs some TLC. Now, in no way, am I or the other individuals who have inspired these ideas, demanding that these changes/fixes be the most urgent priority out of everything going on with this game, but more accurately, these are just our thoughts and concepts that we'd like to see taken into consideration when the time for Ash comes around... that's all.

 

My collaborator and I worked together to come up with/narrow down a few ideas that we thought were simple enough, yet fitting, to make Ash what he should be (the Shinobi/Ninja Gaiden of Warframe) while also allowing him to be more team friendly. On that note, we just would like everyone to know, that if you have similar ideas and posted them, we didn't search the entirety of the forums to read everything and make sure nothing was copied. We just brainstormed amongst ourselves and decided on what seems best. If you have devised something similar, awesome! Well done! "Great minds think alike" and kudos to you!

 

Thank you for taking the time to read our ideas,

Dragonblack & GR13V4NC3

 

P.S.  Thank you to LordKoga for being a continual force for the reworking of Ash.

 

So without further adieu, cause we know that you are all just dying to read another Ash Rework post (j/k), here it is!

 

Enjoy!

................................................................................................................................................................................................

 

 

Shuriken Jutsu:

 

Shuriken is a tough move to change/replace because it does feel redundant, innately; do to the fact that we have thrown secondaries already in the game. However, the ability does fit Ash very well due to his extreme "ninjaness." As the ability stands now, there are some things that definitely should be tweaked/addressed.

 

Ability Specs:

Shuriken renamed to Shuriken Jutsu (the art of throwing blade weapons).

- Ash will throw a variety of different types of weapons: Bo (spikes), Senban/Hira/Fuma (stars, etc.) and Tanto/Kunai (knives) Shurikens.

- The animation needs to be changed/updated to reflect the different katas/forms/ways for throwing blade weapons, something similar to the Hikou Prime throwing mechanics.

- Ability is still unaffected by range mods.

- Ability still causes a Bleed Proc.

- Ability damage is still increased while stealthed.

- Ability should be silent and won't alert enemies.

- Ability should be able to be used in a manner similar to Vauban’s abilities, where it can be cast without disrupting the reloading of primary/secondary weapons.

Seeking Shuriken should be an additional, built-in/default attribute of the ability.

- A new augment mod should be created that gives the ability punch through.

 

(The above aspects will be inherent in both of the variations below)

 

Option 1:

  + Suriken Jutsu (single press): Functions in a manner almost identical to how it does now, except Ash will throw a random set of 3 blades (with each hand) from the list of different types of Shurikens with deadly accuracy. Looks similar to the Hikou Prime throwing mechanics.

- The pause in-between casts should be reduced significantly or just eliminated. 

- Ability should have 3 blades thrown at a time instead of 2.

- Ability should have "heat seeking" of targets built-in/ by default.

- Ability can be chain-cast to throw out swarms of blades. Like Atlas’ Landslide, the more consecutive casts, the less the energy cost per cast.

 

Option 2:

  + Shuriken Jutsu Burst (button hold and release): By dragging the aiming reticule over all enemies within range of the ability (the reticule will change color and the new cross-hairs will remain on the enemies), those enemies become marked. When the trigger is released, Ash will throw a random set of 3 blades, per enemy, from the list of different types of Shurikens with extreme/deadly precision. Throwing animation updated to reflect Ash holding 3 (varying types) Shurikens in each hand. Looks like the Hikou Prime throwing mechanics. 

- Ability launches sets of 3 blades per enemy (each enemy is hit 3 times per cast).

- Enemies can be individually marked up to 3 times in order to specifically place the strike of the three Shurikens in the most damaging areas/weak points.

- Ability can target up to 10 enemies at max.

 

Note: Can be used to hit a single enemy also and will be nearly as quick as the current iteration of the ability.

 

Example 1: Applies to Option 1 & 2.

- Ash should have a similar style of reloading/holding his Shurikens, as seen within the first minute of the video, but the same throwing technique as the Hikou Prime. So by the time he is winding up to throw with his left hand, the right is already reloaded.

 

Example 2: Applies to Option 2 Only.

 

Smoke Screen:

Like Shuriken, Smoke Screen should be changed/fixed to give it more team synergy and overall usefulness, rather than just being a fancy way to turn invisible.

- Ability effect should be changed to reflect Ash being more wreathed in smoke (color defined by energy tint chosen), as a way to better distinguish Ash's power from that of Loki. At the moment they look very similar, if not the same.

 

Ability Specs:

  + Single Press

- Smoke clouds linger after casting.

- Enemies will not be able to see Ash and his allies who stand behind or within the clouds (will break target lock).

- Enemies who enter the clouds will be incapacitated (choking on smoke) and open to stealth damage multipliers. 

- Enemies within range are still staggered by casting of Smoke Screen.

- Ability is recast-able and up to 4 clouds can be active at once. 

- Cloud duration is greater than granted Invisibility by 5 seconds.

- With Smoke Shadow Augment, allies who pass through the clouds gain invisibility equal to the maximum duration of the (modded) ability.

- Smoke Screen is silent and doesn't alert enemies unless within range of effects (stagger).

- Casting Smoke Screen still drops enemy aggro and projectile lock (Grineer Bombard missiles, etc).

 

  + Hold and Release (possible, additional option)

- Ash can throw a smoke bomb away from him and to a designated point (functions like Vauban's abilities).

 

In-game Utilization:

- Ash can throw a smoke bomb to cover a downed ally.

- Ash can form a wall of smoke to force enemies with guns to lose targeting and have to run into close quarters combat (not a disarm, but a need to reacquire targets).

- Ash can cover enemies in smoke from a distance and Ash/allies can jump into the clouds and take out incapacitated foes with ease and if Smoke Shadow is used, emerge invisible.

 

 

Smoke Dash: Teleport is the most hated and under used ability in Ash's arsenal. Granted, there are a select few that make great use of it, but Teleport is by far the least impressive and most irritating move of the bunch. The change to Smoke Dash will alleviate all the problems while bringing in some new perks.

 

Ability Specs:

Ash disappears in a puff of smoke and reappears, in the same manner, a short distance away.

 

 Note: When pressing E (PC) while in Excalibur’s Slash Dash it auto equips the melee weapon, so this feature could be implemented within the Smoke Dash mechanic. While dashing to the enemy, pressing E (or equivalent console controller button) will have Ash equip his melee weapon and be able to attack the target with melee stance strikes, as opposed to quick attacks. Of course, this is an option at the discretion of the player, if they want to dash around and shoot/quick strike, that is their prerogative.

However, this makes switching between Smoke Dash and Dash Strike, on the fly, possible. So a player could use Ash and Smoke Dash to zip around the battlefield like a Grineer Manic, but able to go from shooting in one spot, to bouncing between enemies attacking with quick strikes, to shooting from another spot, then turning around and going through the same enemies with powerful Dash Strikes to finish off those not already dead.

 

  + Smoke Dash (single press):

- Free to aim.

- Greater Targeting ease (bigger/more forgiving hitbox).

- Max range before mods, 10-15 meters.

- Ash is invulnerable while in smoke form or the travel time it takes to reach the destination (2 seconds max, maybe less depending on fine tuning by DE). But Ash cannot attack while in smoke form either.

- Ash travels up, over or around obstacles/other enemies to reach his target/targeted destination. Just like any other style of teleportation Ash can also traverse gaps where there is no ground, though multiple casts may be required if the distance is great.

- Ash can wall latch out of Smoke Dash.

- Smoke Dash Increases Ash's sprint speed upon reappearance due to velocity created by the dash (similar to Nova's Escape Velocity Augment). 

- Very low base energy cost.

- Smoke Dash is Silent and doesn't alert enemies.

- Smoke Dash, like Smoke Screen, drops enemy aggro and projectile lock (Grineer Bombard missiles, etc).

 

Example 1: Smoke Dash

- Imagine with smoke animations instead of holograms/energy.

- Imagine running through a Warframe map being able to traverse it like this.

- View example of Standing-Teleport-Wall Latch between 40-45 secs.

- Watch the mixture of movement, combat and teleport and how fluid it is. That is how Smoke dash would be, but with smoke, of course.

 

  + Dash Strike (channeling with melee equipped):

- Ash can travel through targeted enemies simultaneously performing a deadly strike with increased damage (finisher damage multiplier).

- Base energy cost is increased due to channeling.

- Ability is chain-able and consecutive casts reduces energy cost (like Atlas' Landslide). 

- Ability can be intermixed with regular, single press move to devastating effect.

- Casting Smoke Screen prior to use will add stealth damage multiplier on top of all other damage.

 

Example 2: Smoke Dash Strike

- Target would not die from a single hit, unless low level or severely weakened, but take extreme damage with mods.

- Animation would need tweaking to show Ash more clearly for aiming/control purposes. Probably something similar to how Ash looks while stealthed, except with smoke surrounding him at cast/reappearance and smoke trails coming off him as he moves from point A to B.

 

Example 3: Optional Addition for Stealth Finisher-Style moves on weak/unaware targets.

 

 

Blade Storm:

Reserving ideas for this ability in lieu of incoming changes made by DE. If inadequate, we will add them to this post in the future.

 

 

Our Ash Rework Related Posts: Great Ideas that this post evolved from.

https://forums.warframe.com/index.php?/topic/523050-ashs-bladestorm-devstream-60-thank-you-scott/

 

https://forums.warframe.com/index.php?/topic/525900-the-aspect-of-smoke-full-ash-rework-suggestion/

 

https://forums.warframe.com/index.php?/topic/516582-a-true-collaborative-ash-rework/

 

Also check out these great artists and their takes on alternative looks for the most ninja of space ninjas:

 

https://forums.warframe.com/index.php?/topic/517673-ash-alt-helm/

 

https://forums.warframe.com/index.php?/topic/246092-ash-prime-concept-update-1552015/

 

I feel like a Black Republican!

 

My dawg I see ya at it again showin Ash some love keep it up G +1 from Koga :)

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I think these kinds of reworks are currently higher priority than you think.

DE is going through a lot of abilities for most of the frames to reduce all that automation. Maybe we'll see something like this.



I feel like a Black Republican!

 

My dawg I see ya at it again showin Ash some love keep it up G +1 from Koga :)

........DE really needs to remove the ability to quote OP

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Nice rework, on ash, I suspect your trying to make him more active and less finisher like?

Either way, it seems like this would work. but i'm not too sure of shadow dash, Is it duration based? is it on frequent recasts?

Droping a smoke bomb is also great...I wish they could incorporate "I hope they forget about all of this" effect

 

The shuriken idea works the best to me....since it works nicely with the augment mod.

It would be frequent recasts. Just like in the shinobi video. Each time you see shinobi dash, that is a single press. Shinobi's (which I kind of like) is geared to hook around a targeted enemy, so you can run, literal circles, around them. When used with multiple enemies, it can do circles or figure eights so he can bounce between enemies and strike them all really fast.

 

As far as the current augment mod, the effects would just be incorporated into the aspects of the move by default. The new augment mod we suggest should grant the thrown blades punch through.

Edited by (PS4)GR13V4NC3
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It would be frequent recasts. Just like in the shinobi video. Each time you see shinobi dash, that is a single press. Shinobi's (which I kind of like) is geared to hook around a targeted enemy, so you can run, literal circles, around them. When used with multiple enemies, it can do circles or figure eights so he can bounce between enemies and strike them all really fast.

Hmm, so the softer focus could help, I was thinking it would go for a "unlimited" duration, and then place a set amount on how much energy per hit like 10-4 per hit with the use of melee.

Didn't see bigger hitting targeting box, or "hitbox" before sorry.

 

Rename abilities should not interrupt into "one handed ability"(If you want to.)

Soul punch is a one handed ability.

 

Smoke dash EX1: is similar but different from wukong.(ability)

Smoke Dash Strike EX2: does it have any synergy to smoke bomb?

 

I'll take my time to process some information

Now i'm done.

 

Well...umm..this is complex, but I don't see the full trigger for shadow dash strike.

Edited by Magnulast
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Smoke Screen should not only allow for Invisibility to Ash/Allies but should also do this

Self Explanatory i believe

Koga,

 

That is this part of the Smoke Screen fix list...

"- Ash can cover enemies in smoke from a distance and Ash/allies can jump into the clouds and take out incapacitated foes with ease and if Smoke Shadow is used, emerge invisible."

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Everything looks overpowered, and I'm not a fan of calling it "Jutsu"... But this is exactly what I would expect from a well-made fan design.

When I looked it up, that is the actual term for the martial art of throwing blade weapons. Because Ash would be throwing a variety of different types, I thought it fitting. All the damage and aspects would have to be fine-tuned by DE to not have Ash be OP, but these are just our general ideas/concepts.

 

Thank you for your critique, kudos and mature way of doing so and not trolling. Thank you.

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Koga,

 

That is this part of the Smoke Screen fix list...

"- Ash can cover enemies in smoke from a distance and Ash/allies can jump into the clouds and take out incapacitated foes with ease and if Smoke Shadow is used, emerge invisible."

 

Im loving the ideas. I want to share this idea for Bladestorm since everything else You handle quiet well and Bladestorm is a tricky one.

 

Shadow Strike Chain is very similar to Bladestorm and I seen this on another guys thread which I liked and thought would keep Bladestorm somewhat the same and make it Interactive, allowing you to chose and select your Targets.

 

Hope You like 

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Im loving the ideas. I want to share this idea for Bladestorm since everything else You handle quiet well and Bladestorm is a tricky one.

 

Shadow Strike Chain is very similar to Bladestorm and I seen this on another guys thread which I liked and thought would keep Bladestorm somewhat the same and make it Interactive, allowing you to chose and select your Targets.

 

Hope You like 

Koges,

 

That is pretty much how I would like Smoke Dash to work. While traveling, your in smoke/invisible, you can't be hit, but can't hit also. Then as soon as you emerge, you strike and vanish again. Rinse and repeat as necessary. The difference is that with the channeling addition of Dash Strike you would be able to go through your targets and cause damage, like in the MKX video. Of course the animation would have to be changed, though I do like the MKX version. You could also use both the Smoke Dash and Dash Strike in conjunction/sequence and make deadly attacks/combos of attacks (guns, quick attacks and stance attacks), all while zipping around.

 

Blade Storm would need to be something new, bigger and better that maybe amplified Smoke Dash to be able to take out crowds of enemies more easily or something. I don't know.

Edited by (PS4)GR13V4NC3
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No doubt. My aversion comes from it's over-use in fantasy media. It could be why DE originally just called it "Shuriken" as well.

 

Didn't think of it like that. Good point. in truth the name is the least of the issue. "Shuriken" can stay, if nothing better exists, I am just more concerned with the ideas.

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No doubt. My aversion comes from it's over-use in fantasy media. It could be why DE originally just called it "Shuriken" as well.

 

Real Ninjutsu and Western Ninjutsu Mythology have there similarities and differences. I personally would like to see Shuriken be remodeled as a Spectered Energy Glaive.

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Hmm, so the softer focus could help, I was thinking it would go for a "unlimited" duration, and then place a set amount on how much energy per hit like 10-4 per hit with the use of melee.

Didn't see bigger hitting targeting box, or "hitbox" before sorry.

 

Rename abilities should not interrupt into "one handed ability"(If you want to.)

Soul punch is a one handed ability.

 

Smoke dash EX1: is similar but different from wukong.(ability)

Smoke Dash Strike EX2: does it have any synergy to smoke bomb?

 

I'll take my time to process some information

Now i'm done.

 

Well...umm..this is complex, but I don't see the full trigger for shadow dash strike.

As I have it now, the strikes of regular Smoke Dash are not incorporated with the actual cast of the ability, just like in the Shinobi video. In the video, the dash is the ability and the melee swing is just his normal swing performed by a pressing of the attack button at the end of the cast to make it fluid. I would keep it the same.

 

Now with Dash Strike, that is a different story. The melee weapon is equipped, channeling is held and by pressing the ability trigger, Ash will go through the targeted enemy causing damage. With groups of enemies, repeatedly pressing the ability trigger and moving the aiming reticule over different enemies (within range) will cause him to go through all of them (one at a time. He can't go through 4 enemies in a single bound. Maybe an augment mod can allow something like this, but I just thought of that right now) in a chain fashion, back and forth, until they all die or however the player needs it to happen.

 

The only synergy with Smoke Bomb is the increase in damage from the stealth multiplier, like normal. However, performing rapid Dash Strikes on incapacitated enemies inside of a smoke cloud would surely kill them all much much quicker, if not instantly, but that's up to DE's fine tuning.

Edited by (PS4)GR13V4NC3
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Hmm, so the softer focus could help, I was thinking it would go for a "unlimited" duration, and then place a set amount on how much energy per hit like 10-4 per hit with the use of melee.

As u mention it, i think atm it could act like atlas landslide, the more casts the lower the energy cost, Grievance what do u think?

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If DE dont fullfill our wishes I propose You Dragon and any other Ash fans who have similar ideas make an Ash mini game and show DE how its done.

I actually have been plotting on this for awhile but I need to buy Maya since its not Free to download :(



O cmon bro dont forget about me! ^^

 

I could never forget You My G.

 

Lets make a Team Ash and create our own game xD

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If DE dont fullfill our wishes I propose You Dragon and any other Ash fans who have similar ideas make an Ash mini game and show DE how its done.

I actually have been plotting on this for awhile but I need to buy Maya since its not Free to download :(

 

I could never forget You My G.

 

Lets make a Team Ash and create our own game xD

Im sure they will fullfill our wishes someday, cause when not i can smell a big S#&$storm, unless they do smth great. Its has to be good, otherwise it WILL be good ^^

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As u mention it, i think atm it could act like atlas landslide, the more casts the lower the energy cost, Grievance what do u think?

That is one of the concepts on the list, but only Dash Strike utilizes that feature as Smoke Dash is very low base energy cost to begin with. After a certain amount of casts (maybe 3 or 4), all subsequent casts of Dash Strike would cost no more than the base cost of Smoke Dash, that was my thinking.

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