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A Tale Of The Clumsy Nernjer, Or Kipup = Death.


-Kittens-
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Let's get right to the point; Handspring is pretty much the rarest or among the rarest of mods.

OH NOES

It's terribad.

It's not remotely worth the slot cost in any format, and certainly not worth in any way shape or form modding that cost with polarization.

For defensive costs, there are obvious superior choices, especially for high health/armor frames, and to add insult to ninjury, those choices generally start out far cheaper.

For counter attacking, there are of course many many differing options to choose from, most of which make clutch play much more risk averse in the middle of combat, and again, they start out cheaper, and sure as hell aren't gold rares.

For a rare, this card is hilariously overpriced in terms of both time spent acquiring it and then the upgrade and usage cost thereof, and then on top of that it doesn't exactly outperform its defensive counterparts.

GOOD NEWS, EVERYONE

The upside is DE has to do very, very little to fix it as opposed to redesigning or implementing a new alternative or replacement.

The reason why is the fix is actually already in the game.

Backflipping.

In warframe, you play a space ninja. Ninjas do flips so they can flip out and punch things so hard they explode.

It should be a given that a trained super super magic super technology powered murder hobo should be very surefooted and able to react to the trial of combat with both style and effectiveness, and even a modicum of dare I say panache.

So the solution is thus:

Handspring's name is changed to Reflex, and it stays a gold rare and the (card, not tenno ) rank cost is upped to 9-12 and its drop rate is changed from 3% to 1%, cause it will be of hella much good now, and sought after by all the space ninjas.

Instead of being knocked down at all, any Tenno hit by a KD attack immediately and automatically back flips , remaining upright, though they are knocked back the same distance as before; if hit from behind this still occurs, only in forward momentum and animation. (And it will look concordantly amazing and physics defying. )

At rank 0, this is executed 17% of the time, at 17% speed of the normal backflip, if unsuccessful normal KD occurs.

At rank 1, this is executed 34% of the time, at 34% speed of the normal backflip, if unsuccessful normal KD occurs.

At rank 2, this is executed 68% of the time, at 68% speed of the normal backflip, if unsuccessful normal KD occurs.

At rank 3, this is executed 100% of the time, at the normal speed of the while-aiming backflip and always works.

In addition: any staggering hit such as a Railgun Moa shot or blocked Ancient whip will trigger an automatic aiming-side roll animation with a quarter of the distance normally covered at the same execution rate and chance as the backflip.

Thus the card becomes worth the cost and also retains its spiritual design and will look awesome to boot.

Edited by -Kittens-
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Not sure about 100%. Cap it at 75%. There has to be some risk with the railgun moas and whips and things. You should never defang any feature completely.

 

You're not defanging it at all; you will take normal damage and still be moved the same direction and distance (including off of ledges or down slopes a much greater distance than normal), and you won't be able to attack, obviously.

In fact, at low level it will still be the same level of liability owing to the slow speed of execution, the same applies to railgun Moas, and the hookshot of the Scorpion would retain its functionality as it is now.

Also you can already defang it completely by jumping in any direction.

The issue and fix specifically applies to the act of recovery, not the taking of damage or removal of using abilities; you'll still be locked into the animations as you are now, only at the end of it you'll be able to act immediately to address the situation.

There are mods to make you do damage at literally almost 300% of normal rates, yet the defensive counterpart is a mod that is actually a virtual handwave to recovery and a giant drain on cost efficiency, and we haven't even covered the drain on time and resources in getting the mod in the first place.

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You're not defanging it at all; you will take normal damage and still be moved the same direction and distance (including off of ledges or down slopes a much greater distance than normal), and you won't be able to attack, obviously.

In fact, at low level it will still be the same level of liability owing to the slow speed of execution, the same applies to railgun Moas, and the hookshot of the Scorpion would retain its functionality as it is now.

Also you can already defang it completely by jumping in any direction.

The issue and fix specifically applies to the act of recovery, not the taking of damage or removal of using abilities; you'll still be locked into the animations as you are now, only at the end of it you'll be able to act immediately to address the situation.

There are mods to make you do damage at literally almost 300% of normal rates, yet the defensive counterpart is a mod that is actually a virtual handwave to recovery and a giant drain on cost efficiency, and we haven't even covered the drain on time and resources in getting the mod in the first place.

What I meant as taking the long time you are spending down on the ground is also part of that threat. The shield bashers, the charging ancients, the knockdown from their attacks is also part of their overall threat, and I don't feel like making it so, on a maxed out mod, you are removing that whole aspect of their threat. Yes you still take the damage and the distance moved, but you aren't really threatened as those attacks don't so much unless you're a high wave defense nut.

 

I like this mod idea, just not making it 100% effective.

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