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[English] Inconsistencies with Focus 2.0 Perk Descriptions


TGDM
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Hi @[DE]Caio! I've got a big ol' list for you today :V

I've put together a little calculator for Focus 2.0 just as I did for 1.1 and part of that includes documenting every single description as well. I noticed many inconsistencies and figured I should put together a feedback post. You can view the calculator and logged descriptions here as well:

https://docs.google.com/spreadsheets/d/1MlNxI6xAjvgPp_Ou5RckkkM2vomsmMbgKiGL4RSgwWU/

I don't have much freedom with formatting on these forums so sorry in advance if it's not the easiest to read / work with!

 

 

MADURAI

Blinding Dash
Currently :: Void Dash leaves a trail of fire that deals x damage/s over ys.
Suggested :: Void Dash leaves a trail of fire that which deals x damage/s over y seconds.

Flame Blast
Currently :: Void Blast releases a ball of fire that deals x% of the Void Blast damage and explodes after ys.
Suggested :: Void Blast releases a ball of fire that which deals x% of the Void Blast damage and explodes after y seconds.
Maybe include something in this about the Heat damage component?

Rising Blast
Currently :: Increase damage of Void Blast by x% and it can now be charged to deal additional damage.
Suggested :: Increases damage of Void Blast by x%. Void Blast can be charged to deal up to y(%?) additional damage.

Void Radiance
Currently :: Consumes x energy on leaving Void Mode to blind enemies within ym for zs.
Suggested: Consumes x Energy on leaving Void Mode to blind enemies within y meters for z seconds.

Void Strike
Currently :: On leaving Void Mode the next attack deals x% additional damage for every second spent cloaked. Cloak consumes y additional energy per second.
Suggested :: Your next attack after exiting Void Mode deals x% additional damage for every second Void Mode is active. Void Mode consumes y additional Energy per second.
Note for change: The mechanical functionality of this perk only applies after exiting Void Mode completely. A shot fired while in Void Mode will not benefit from the buff you are still building.

 

UNAIRU

Basilisk Scales
Currently :: Increase Armor for the Operator by x%
Suggested :: Increase Armor for the operator by x%

Sundering Dash
Currently :: Using Void Dash through an enemy will reduce their armor by x%.
Suggested: Using Void Dash through an enemy will reduce their Armor by x%.

Magnetic Blast
Currently :: Enemies hit by Void Blast are affected by bullet attractor for xs.
Suggested: Enemies hit by Void Blast are affected by Bullet Attractor for x seconds.

Stone Skin
Currently :: Increase armor for warframe and operator by x%
Suggested: Increase Armor for warframe and operator by x%

Void Shadow
Currently :: Void Mode now renders allies within xm invisible. This ability costs an additional y energy/s
Suggested :: Void Mode now renders allies within x meters invisible. This ability costs Increases cost of Void Mode by an additional y Energy per second.
Clarification Notes: This perk was mission a period (.) at the end.

Void Chrysalis
Currently :: Void Mode reduces damage taken by invisible allies within xm by y%. This ability costs an additional z energy/s
Suggested :: Void Mode reduces damage taken by invisible allies within x meters by y%. This ability costs Increases cost of Void Mode by an additional z Energy per second.
Clarification Notes: This perk was mission a period (.) at the end.

 

VAZARIN

Mending Unity
Currently :: Increases affinity radius by xm.
Suggested :: Increases affinity radius by x meters.

Void Regen
Currently :: Void Mode heals +x health/s. This ability costs an additional y energy/s.
Suggested :: Void Mode heals +x Health per second. This ability costs Increases cost of Void Mode an additional y Energy per second.

Void Aegis
Currently :: Void Mode creates a shield that grows up to xm over ys. This ability costs an additional z energy/s.
Suggested :: Void Mode creates a Shield that which grows up to x meters over y seconds. This ability costs Increases cost of Void Mode an additional z Energy per second.

Protective Dash
Currently :: Allies hit by Void Dash are granted immunity from damage for xs and healed y% over zs.
Suggested :: Allies hit by Void Dash are granted immunity from damage for x seconds and healed y% over z seconds.

Sonic Dash
Currently :: Void Dash no longer displaces enemies, instead it emits a shockwave xm wide and travels ym stunning any enemy it hits.
Suggested :: Void Dash no longer displaces enemies, and instead it emits a shockwave x meters wide and travels y meters, stunning any enemy it hits.

Guardian Shell
Currently :: Void Blast can be charged to manifest a shield that drains energy for every x damage absorbed.
Suggested :: Void Blast can be charged to manifest a shield that which drains energy for every x damage absorbed.

Guardian Blast
Currently :: Void Blast consumes x energy for each ally hit within ym and grants them with z shields.
Suggested :: Void Blast consumes x Energy for each ally hit within y meters and grants them with z Shields.

Enduring Tides
Currently :: Increases health of the Operator by x%.
Suggested :: Increases Health of the operator by x%.

Rejuvenating Tids
Currently :: Increase health regeneration of the Operator by x/s.
Suggested :: Increase Health Regeneration of the Operator by x per second.

 

ZENURIK

Energy Pulse
Currently :: Energy pickups grant x% additional energy over ys.
Suggested :: Energy Orb pickups grant x% additional Energy over y seconds.
Honestly not sure if the "Orb" part is necessary, but threw it in just in case.

Void Siphon
Currently :: Increase Operator Energy Regeneration by x%.
Suggested :: Increase operator Energy Regeneration by x%.

Void Flow
Currently :: Increase Operator Energy by x%
Suggested :: Increase operator Energy by x%

Void Static
Currently :: Void Mode emits a pulse that deals x damage/s over ym, and costs an additional z energy/s.
Suggested :: Void Mode emits a pulse that which deals x damage per second over y meters, and costs an additional z Energy per second.

Void Singularity
Currently :: Void Mode pulls enemies within xm towards the Operator, and costs an additional y energy/s.
Suggested :: Void Mode pulls enemies within x meters towards the operator, and costs an additional y Energy per second.
Clarification Notes: the comma (,) should be removed.

Temporal Blast
Currently :: Void Blast slows enemies by x% for ys.
Suggested :: Void Blast slows enemies by x% for y seconds.

Voltaic Blast
Currently :: Void Blast creates a surge of electricity, zapping enemies within xm for y% damage.
Suggested :: Void Blast creates a surge of electricity, zapping which shocks enemies within x meters for y% damage.
Consistency in language for the status proc.

Energizing Dash
Currently :: Void Dash creates a zone of energy for xs. Allies passing through the zone gain y energy/s for zs.
Suggested :: Void Dash creates a zone of Energy Regeneration for x seconds. Allies passing through the zone gain y Energy per second for z seconds.

Lightning Dash
Currently :: Manifests ball lightning after a Void Dash that travels slowly and zaps enemies within xm for y damage.
Suggested :: Manifests a ball of lightning electricity after a using Void Dash that which travels slowly and zaps shocks enemies within x meters for y damage.
Consistency in language for the status proc. It still reads awkwardly though, so maybe subject to full revision?

 

NARAMON

Affinity Spike
Currently :: Kills from melee attacks grant x% more affinity.
Suggested :: Kills from melee attacks grant x% more Affinity.

Void Stalker
Currently :: Void Mode increases Critical Chance of melee attacks by up to x% over ys. This chance gradually decreases over zs when the Operator leaves Void Mode. This ability costs an additional n energy/s.
Suggested :: Void Mode increases Critical Chance of melee attacks by up to x% over y seconds. This chance effect gradually decreases over zs when the Operator leaves after exiting Void Mode. This ability costs Increases cost of Void Mode by an additional n Energy per second.

Power Spike
Currently :: Melee Combo Counter now decays while out of combat by x every few seconds, instead of depleting completely.
Suggested :: Melee Combo Counter now decays while out of combat by x every few seconds, instead of depleting completely.
Clarification Notes: remove the comma.

Executing Dash
Currently :: Void Dash no longer displaces enemies, instead it will open them up to finishers and increase finisher damage taken by x%.
Suggested :: Void Dash no longer displaces enemies, instead it will open them up. Void Dash now opens enemies to finishers and increase finisher damage taken by x%.

Surging Dash
Currently :: Creates a wave while dashing, increasing the damage by x% and the area of effect around the operator by ym.
Suggested :: Creates a wave while dashing, increasing which increases the damage of Void Dash by x% and the damage area of effect around the operator by y meters.
Unsure of mechanical intention on this mechanic - it is difficult to assess in solo due to the PoV of going through enemies. Evaluate accordingly.

Disorienting Blast
Currently :: Void Blast has a x% chance of confusing enemies for ys, causing them to be unable to distinguish friend from foe.
Suggested :: Void Blast has a x% chance of confusing applying Confusion to enemies for y seconds, causing them to be unable to distinguish friend from foe.
Might be fine to remove the entirety of what comes after the comma as well.

 

 

Sidenote: It probably doesn't matter if you go with operator or Operator, warframe or Warframe, but it would be good to have some consistency in use. I think this was everything, but if I missed anything I'll be sure to post an update later.

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  • 2 weeks later...

Just hoping to get some consistency in the way the mechanics are described. Even the way the way the Energy drain is described is a bit inconsistent between trees. Uniformity can help reduce the number of ambiguous or vague descriptions.

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