Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Syndicate Syandanas: Passives


(PSN)LoisGordils
 Share

Recommended Posts

Should they have passives? I mean, they're a cosmetic that is acquirable by gameplay and not Platinum, so it wouldn't be pay to win like it was with Arcane Helmets. I'll share my ideas for Syndicate Syandana's passives:

Telos: Killing enemies adds 1% Crit chance to your melee weapon for ten seconds. Caps at 10% (it's additive). Has a cooldown of five seconds before it activates again.

Rakta: Increased Finisher damage, both Stealth Attacks and Ground Finishers. Decreased detection radius for ten seconds while crouching (refreshes upon standing up and crouching again)

Sancti: Enemies killed via abilities drop Health Orbs (doubles for Oberon's Reckoning). There is a three second cooldown before another orb can drop from another enemy. Bleedout timer is increased by 50%

Synoid: Five energy is restored for every enemy killed whose Codex entry is complete. 25% Channeling Efficiency

Secura: Energy Orbs replenish Shields by same amount of energy restored. +50% Shield capacity -25% shield recharge delay

Vaykor: Adds momentum (knockdown and stagger immunity while swinging) to every melee weapon type. +50 points of base armor

 

These are not designed to be game breaking, but they are not designed to be unnoticeable either.

Edited by (PS4)LoisGordils
Link to comment
Share on other sites

8 minutes ago, PoisonHD said:

I think, it's a good idea, but the only problem I can see, is that some people would want the passive, but hate the look of the syandana.

I hate how the Vaykor Marelok looks and still use it :p

 

Besides, it's not really mandatory. I will think FashionFrame first, Syndicate Syandana Passive second

 

9 minutes ago, maj.death said:

Let's be honest. That secura passive doesn't involve nearly enough credits.

Enemies killed drop one million Credits and 1,000 Platinum!

Link to comment
Share on other sites

The whole reason the original Arcane Helmets were removed was because it created a conflict between appearance and stats. DE realized that having bonuses tied to specific cosmetics was a bad idea, so why would they re-implement the same error they made when Warframe first launched?

Spoiler

P.S. You realize the Celestia Syandana is a syndicate syandana, too, right?

 

Link to comment
Share on other sites

1 minute ago, Heckzu said:

The whole reason the original Arcane Helmets were removed was because it created a conflict between appearance and stats. DE realized that having bonuses tied to specific cosmetics was a bad idea, so why would they re-implement the same error they made when Warframe first launched?

  Hide contents

P.S. You realize the Celestia Syandana is a syndicate syandana, too, right?

 

@Heckzu is right. As much as I hated the decision to completely rid the game of arcane helmets, it's agreeable that a player shouldn't have to use specific cosmetics for stats.

It would've been way better if we could have infused arcanes into a different cosmetic for that same frame, along with giving the ability to remove the arcane enhancement as well, but what's done is done I suppose.

Link to comment
Share on other sites

41 minutes ago, PoisonHD said:

I think, it's a good idea, but the only problem I can see, is that some people would want the passive, but hate the look of the syandana.

I prefer looks of the syandana, passive effect like these are game-breaking...

47 minutes ago, (PS4)LoisGordils said:

Telos: Killing enemies adds 1% Crit chance to your melee weapon for ten seconds. Caps at 10% (it's additive). Has a cooldown of five seconds before it activates again.

Rakta: Increased Finisher damage, both Stealth Attacks and Ground Finishers. Decreased detection radius for ten seconds while crouching (refreshes upon standing up and crouching again)

Sancti: Enemies killed via abilities drop Health Orbs (doubles for Oberon's Reckoning). There is a three second cooldown before another orb can drop from another enemy. Bleedout timer is increased by 50%

Synoid: Five energy is restored for every enemy killed whose Codex entry is complete. 25% Channeling Efficiency

Secura: Energy Orbs replenish Shields by same amount of energy restored. +50% Shield capacity -25% shield recharge delay

Vaykor: Adds momentum (knockdown and stagger immunity while swinging) to every melee weapon type. +50 points of base armor

Telos: Why only this syndicate has a stacking additive (new feature) that other syndicate don't have?

Rakta: Increase finisher damage by how much? Decrease detection radius? Is there even a need for this, when all enemies have this huge detection radius? (ie, pop-out from stealth, and enemies auto-know where r u)

Sancti: I see Nekroz here. 

Synoid: WHAT?! OP! FYI, i can use the codex hammer (idk name) to complete all required scans for a specific target. This will give me 5 energy per fully scanned target killed?! WHAT?!?!?!

Secura: Shield recharge delay, yet again a new feature not release to public (ie, not avaliable to others).

Vaykor: This is OK... But yet another additive 50 armor -.-

Edited by low1991
Link to comment
Share on other sites

7 hours ago, low1991 said:

I prefer looks of the syandana, passive effect like these are game-breaking...

Telos: Why only this syndicate has a stacking additive (new feature) that other syndicate don't have?

Rakta: Increase finisher damage by how much? Decrease detection radius? Is there even a need for this, when all enemies have this huge detection radius? (ie, pop-out from stealth, and enemies auto-know where r u)

Sancti: I see Nekroz here. 

Synoid: WHAT?! OP! FYI, i can use the codex hammer (idk name) to complete all required scans for a specific target. This will give me 5 energy per fully scanned target killed?! WHAT?!?!?!

Secura: Shield recharge delay, yet again a new feature not release to public (ie, not avaliable to others).

Vaykor: This is OK... But yet another additive 50 armor -.-

1. To not make it cheesable

 

2. 50% added Finisher Damage. Enemy detection radius is 15m by default 

3. So? It's like saying that I see Saryn with Red Veil's Blight

4. Zenurik gives five energy per second without doing anything 

5. Fast Deflection is a mod that decreases shield delay

You kinda didn't think that through, did you? 

Link to comment
Share on other sites

2 hours ago, (PS4)LoisGordils said:

1. To not make it cheesable

2. 50% added Finisher Damage. Enemy detection radius is 15m by default 

3. So? It's like saying that I see Saryn with Red Veil's Blight

4. Zenurik gives five energy per second without doing anything 

5. Fast Deflection is a mod that decreases shield delay

You kinda didn't think that through, did you? 

  1. Ok, but it's a little bias...
  2. Enemy detection radius it's more of an ommi range, see all, feels all. even if u'r visible for a mini-second after u alert them.
  3. I'm more concern with it stealing nekros' official job (jk), it's ok.
  4. Focus is broken, even so, let's compare. Zenurik' 5 energy per second VS 5 energy orb per enemy killed. The energy regan dont work when you'r channeling, but pick-up works as normal.
  5. From what i know, fast deflection increase shield recharge rate.
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...