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[Spoiler] Accelerating The Charging Rate


Syzodia
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I'm sure most (or all) of us agree that for the time it takes to activate, the focus actives are not worth it (a 20s buff at most, every few minutes?? blasphemy!). One idea is to reduce the base cooldown of focus altogether, but that seems too excessive imo. Increasing the duration/potency of the buffs is another (or changing them altogether). Instead, I propose a different solution:

 

Each school should have an innate mechanic that accelerates the pace at which focus is charged.

 

It should make sense right? If we focus into our designated disciplines, we should be able to channel our power better (and quicker). Prime warframes already have the quirk of popping an energy pulse from void death orbs, after all.

 

Some examples:

  • Madurai - Charges faster as damage is dealt. That rate should be scaled according to the weapon's base fire rate (or melee attack speed) and damage (so high ROF-low dmg weapons perform similarly to low ROF - high dmg weapons); in the case of warframe powers, simply by total damage dealt. Beneficial for AoE/punch through weaponry; critical/weakpoint multipliers considered
    Numbers: Not sure; perhaps make it a seconds bonus of ((Fire rate x Base damage) ÷ 200), per hit?
    Example: Paris prime has fire rate 1/s, and 100 base dmg. A critical with this (2x) would mean 100÷200*2=1s per hit
  • Vazarin - Charges faster from health or shield recovered, companion's included (works well with a kubrow + pack leader!).

    Numbers: Full shield recharge shall be equivalent to charging 20% of vazarin; full HP recovery equivalent to 90%; scale accordingly. Effects of Guardian/Protect shallcount towards shield recharge

  • Naramon - Charges quicker from melee hits that are any combination of: random critical, headshot, other bodily weakpoint multipliers, or finishers. Satisfying multiples of these (e.g. crit headshot) charges it even more, and scales according to the respective multipliers.

    Numbers: Random crits grant 0.5s bonus charge; headshots and other weakpoint multipliers grant the respective multiples of a random crit; finishers behave similarly (which means it's dependent on weapon type)

    Examples: a (random) crit headshot grants 0.5*(1+2)=1.5s charge; a finisher with daggers grants 0.5*12=6s bonus charge. Ground finishers grant 0.5*4=2s bonus charge.

  • Unairu - Charges faster from damage sustained before armor mitigation; Quick Thinking and shields included. Scales to warframe's shields/health

    Numbers: To elaborate on the idea: essentially, 100% of hp lost, before armor mitigation, should equate to full focus. Since all frames have some armor, a smaller portion would be needed to be sustained to hp after armor mitigation to achieve the same benefit. So if you had enough armor to mitigate 40% of incoming damage, you only need to lose 60% HP at most to achieve full focus.

    In the case of shields, full depletion should equate to 10%.

  • Zenurik - Charges quicker from any form of pickup (ammo, mod, resource, hp/energy, etc.). 1s per pickup. Does not apply to mission objectives (e.g. datamass)

Some of these numbers are probably too fast, but I'm not sure what would feel "just right".

 

edit: formatting

Edited by Syzodia
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