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Warframe Tweaks: It is the little things


DrBorris
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It is easy to get caught up in the massive rework stuff sometimes, but there are a lot of frames that could use just a few little tweaks here and there to make them just a wee bit more useful/fun. Grand reworks are great sometimes, but those only happen once in a blue moon.

 

So here are a bunch of little (hopefully) noncontroversial things that could be changed. In general I don’t intend them to be a major buff, these are supposed to be just little things that make it more fun to play a given Warframe (a few in there would have some more major effects though).

 

Ash

  • Smoke Screen: Allow to be cast without stopping movement (like how Radial Blind works) and if you want to be real edgy, mid-air casting would be great.

Banshee

  • Sonic Boom: One handed cast. It would also be really cool if it destroyed projectiles (For dem Bombard Rockets).
  • Silence: Recastable.

Chroma

  • Spectral Scream: At least give it 100% status chance, but having it be tap to cycle elements would be awesome too.

Ember

  • Fire Blast: Range affect the ring-o-fire and have it damage (or CC if augment equipped) in the entire area instead of just on the ring.

Equinox

  • Abilities don’t toggle off when changing form and (if applicable) retain stored damage.
  • Rage: Damage boost stackable up to 4x

Hydroid

  • Cast other abilities when inside his puddle.

Inaros

  • Devour: Damage scale with melee mods (so it is of some use in high level).

Ivara

  • Noise Arrow: If enemies are alerted then enemies they are subject to the blind animation (10 meter range). This is basically like what silence does, enemies are not blinded just momentarily stunned.

Loki

  • Decoy: Give it the same mechanic Snow Globe and Iron Skin use.
  • Radial Disarm: Castable in the air, maybe small rework of step-step-twirl animation (also would help with weird clipping).

Mag

  • Pull: If cast within magnetize, all enemies are pulled into the Magnetize bubble.

Mesa

  • Shooting Gallery: Recastable
  • Shatter Shield: Recastable

Nekros

  • Soul Punch: Rather than having it ragdoll an enemy that may ragdoll enemies behind, have it knock down enemies for X meters behind the selected enemy (consistency).

Nezha

  • Blazing Chakram: Scale off melee mods.

Nova

  • Null Star: Either give it a 100% Impact proc, 100% Radiation proc, or if you are feeling creative have it “Molecularly Prime”.
  • Worm Hole: Change the hit-box (and fx) to a sphere, allow it to teleport 10 enemies separately from the 4 allies (to make it a useful ability for diverting enemies and less clunky with the hit-box).

Oberon

  • Renewal: No longer disables after full heal and loses the duration.

Saryn

  • Molt: Give it Snow Globe/Iron Skin mechanics (absorb damage for 3 seconds). Can still be instantly destroyed by recasting/Miasma.
  • Miasma: Deals one corrosive proc per spore popped. Pops one spore per tick.

Titania

  • When Spellbind is cast on Lantern the Lantern gains a 5 meter tether.
  • Dual Pixia and Dewata have push Lanterns around effectively.

Trinity

  • Well of Life: Turn it into an Ancient Healer aura (reduce DR to 50%).

 

That’s about all I can come up with right now, it would be pretty cool if this could be a “living document” of sorts. I’ll add whatever simple/relatively uncontroversial stuff you all have ideas for.

 

Changelog

Spoiler

Added Radial Disarm castable in air.

 

Edited by DrBorris
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15 hours ago, CY13ERPUNK said:

allow loki to use radial disarm in mid-air 

been asking for this ever since nova was introduced and how she can use m-prime in mid-air and excal could then and still now use rad-jav in mid-air

I concur with your sentiments good sir... adding to OP.

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Just now, (PS4)Deception_Pharo said:

Devour isn't a 4th ability and it's not a exalted weapon. But his sandstorm ability does have a augment which adds elements from your mods.

And? So just because it is not an ultimate it should be useless in even the mid-high star chart missions? I guess it is invulnerability when using, but Inaros is tanky enough without that.

Similar with Nesha's Blazing Chakram. It is basically a giant Glaive... that deals considerably less damage than an actual Glaive but costs you energy.

 

Also, Wukong's Iron Jab and Atlas's Landslide scale with melee mods.

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4 minutes ago, DrBorris said:

And? So just because it is not an ultimate it should be useless in even the mid-high star chart missions? I guess it is invulnerability when using, but Inaros is tanky enough without that.

Similar with Nesha's Blazing Chakram. It is basically a giant Glaive... that deals considerably less damage than an actual Glaive but costs you energy.

 

Also, Wukong's Iron Jab and Atlas's Landslide scale with melee mods.

My opinion matters. Also it's a 2nd ability and not 1st ability.

Also iron jab and landslide are 1st ability.

Edited by (PS4)Deception_Pharo
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Actually devour serves it's purpose at all levels. It's a way inaros can heal himself or others in a pinch but more importantly it's a very long lived, cheap cost, single target cc that works great on certain annoying enemies like bursas at a pretty good range.

 

Inaros doesn't really use his abilities to do damage but to keep himself and his friends alive and as they are they all do a rather good job of that. Like limbo his real damage output comes out of his weapons sometimes aided by an ability(blind finishers in inaros's case) in some way. 

 

And the invulnerability can help him draw heavier fire than normal in some spots (masses of sapping ospreys around a bursa) while the team clears some of that out.

Edited by Sikelh
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