(PSN)Romulus93 Posted August 25, 2016 Share Posted August 25, 2016 Loki's decoy ability should be only duration based instead of giving it health. It's a hologram. It doesn't make sense to me why the enemies can "kill" it. Also, increase the effectiveness of the decoy's aggro. Link to comment Share on other sites More sharing options...
VojnikFrost Posted August 25, 2016 Share Posted August 25, 2016 If these things were implemented, then there would be no reason to use anything else. Almost everything is already baited into attacking the decoy, so if you made it invincible and increased agro on it, the enemies would be stuck in a rave-loop where they dance on the spot, trying to kill the decoy. Logically, it doesn't make sense for the hologram to have health. But if we want to talk about logic, we can talk about how [Warframe X] defies the laws of [X] when they use [Ability X] to [X]. Link to comment Share on other sites More sharing options...
(XBOX)FallenEagle1238 Posted August 26, 2016 Share Posted August 26, 2016 Do you want to know why most people don't use decoy on Loki? Its because it dies too fast for it to be useful for anything. Link to comment Share on other sites More sharing options...
(PSN)Romulus93 Posted August 26, 2016 Author Share Posted August 26, 2016 10 hours ago, KoherJavenal said: If these things were implemented, then there would be no reason to use anything else. Almost everything is already baited into attacking the decoy, so if you made it invincible and increased agro on it, the enemies would be stuck in a rave-loop where they dance on the spot, trying to kill the decoy. Logically, it doesn't make sense for the hologram to have health. But if we want to talk about logic, we can talk about how [Warframe X] defies the laws of [X] when they use [Ability X] to [X]. Something needs to be done with Decoy because it's Loki's only dead skill. Link to comment Share on other sites More sharing options...
shut Posted August 26, 2016 Share Posted August 26, 2016 (edited) I've always supported this. The Duration would obviously have to be cut down quite a bit to compensate, though-- it should be a relatively brief distraction at all levels (as opposed to the current case, where it's an "everything is untouchable" button at lower levels and a waste of energy at higher levels). At the moment, Decoy exists only to synergize with Disarm (and even then it's useless if Irratiating Disarm is equipped, since it seems to have equal aggro priority to Rad-procced enemies). Not that this isn't easily worked around with a half-decent build, but it would be nice for Decoy to at least be able to function on its own without needing to rely on the "no guns allowed" button. Edited August 26, 2016 by SortaRandom Link to comment Share on other sites More sharing options...
VojnikFrost Posted August 26, 2016 Share Posted August 26, 2016 Just now, (PS4)Romulus93 said: Something needs to be done with Decoy because it's Loki's only dead skill. Fair enough. But I don't think making it unkillable is the solution. Link to comment Share on other sites More sharing options...
Xyhon Posted August 26, 2016 Share Posted August 26, 2016 Why not? If you lower duration to few seconds - that will be fine. We already got enough "unkillable" CC in this game - pick many frames. So, why not make something better for Loki? Link to comment Share on other sites More sharing options...
(PSN)Lord_Gremlin Posted August 26, 2016 Share Posted August 26, 2016 13 hours ago, (XB1)KOR Falleneagle said: Do you want to know why most people don't use decoy on Loki? Its because it dies too fast for it to be useful for anything. I use all loki abilities. It's pretty much the only perfectly balanced frame in the game. Decoy has massive aggro draw. You can use it to redirect disarmed horde. Or redirect that nillifier sniper shot. Link to comment Share on other sites More sharing options...
Karav Posted August 26, 2016 Share Posted August 26, 2016 Doesn't the invulnerability switch teleport mod help here? I'm not sure, but think it would considering the decoy counts as an ally. It would be awkward to use effectively, but it's a start. Link to comment Share on other sites More sharing options...
shut Posted August 26, 2016 Share Posted August 26, 2016 (edited) 58 minutes ago, Karav said: Doesn't the invulnerability switch teleport mod help here? I'm not sure, but think it would considering the decoy counts as an ally. It would be awkward to use effectively, but it's a start. It would be more helpful if it actually worked properly. Almost 75% of the time, either you or the Decoy fails to properly teleport to the other's location and then the augment doesn't activate. Bonus points for when you teleport to the Decoy but the Decoy doesn't budge, leaving both of you to be clobbered by whatever was initially aggro'd by the Decoy. Even when it does work, it's still super dangerous to attempt if enemies aren't disarmed (at which point the augment is hardly of use anyway) since there are usually going to be bullets and missiles flying directly towards where you're teleporting to. Edited August 26, 2016 by SortaRandom Link to comment Share on other sites More sharing options...
Torhque Posted August 26, 2016 Share Posted August 26, 2016 Can a Limbo banish the Decoy? Link to comment Share on other sites More sharing options...
(PSN)Romulus93 Posted August 27, 2016 Author Share Posted August 27, 2016 4 hours ago, Torhque said: Can a Limbo banish the Decoy? Decoy needs to be decent on it's own. Link to comment Share on other sites More sharing options...
Casval_Rouge Posted August 27, 2016 Share Posted August 27, 2016 Sorry but I'm going to plug my own thread here because I made a suggestion there about Decoy. https://forums.warframe.com/topic/692910-lets-improve-underwhelming-first-abilities/ Instead of making it invincible and duration based, I do believe I have a pretty elegant solution. If you just make it duration based, you'll have to reduce the duration significantly to keep it balanced because you can do some pretty exploitative things with Decoy against the AI, if you increase its health, well DE will have to probably design the right amount of HP for every level, otherwise it will be useless, or overpowered anyway. You also don't want to make it too much like Molt, because they already are quite similar, especially before Saryn's rework. My suggestion fixes most of these problems and still allow/require (depending on the situation) it to be used more "intelligently". Link to comment Share on other sites More sharing options...
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