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The way it should be done, Chanelling


Fallen_Echo
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Hello there fellow Tenno!

Its time to talk about the forgotten features warframe has namely the chanelling system. The base idea is great, you channel pure energy into your weapons to increase the damage done.

Why is it not working? Well the execution of the idea was horrible and created a flawed and useless system what no sane person uses.

 

Now lets not bury this guy yet, we can save it with some changes and additions.

The first and most important change is to change the energy cost to per swing from per hit, im not sure whose idea was to make it per hit in a game where with a decebt ranged melee you can easily hit 20 enemies in a single swing. Changing it to per swing drastically increases the usability of the whole system.

 

The second important change is to add desirability to the whole system. If it wants to compete with the status or the crit builds it needs to have something what makes up for the fact that you are sacraficing precious energy to use it. My suggestion is to give it bonus 5% current health based damage, this will make the weapons scale infinitely while doesnt make them overpowered since every attack gets the bonus counted from the current health meaning it wont be able to kill anything purely from it.

 

The third change is realated to channel efficiency. The problem with it is that it works the same way as efficiency on warframes what means if you could reach 100% your skills would be free and at the same time if you put in any mod what decreases it your energy costs skyrocket. My suggestion is to make it work similarly as a multishot mod, for every 100% you reach it costs 1 less energy to use it. Everything stays the same, you will need 5 energy per swing normally and with +100% chanelling you will now need 4 at +150% you either use 4 or 3. Channeling cost cant be less than 1.

 

As addition the new system needs a bunch of new mods to compete with the regular builds. So heres some example on what we possibly need:

(picture from @Casardis's archived thread)

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ZLyU9YI.png52iXw1l.pngbZHBxdV.pngos8I1SW.png

09CLhpJ.pngnul0eg1.png4CxMDwd.pngMSqu8Un.png

These are only the start as the system gets more used DE could release channel specific weapons and such.

Lets try to make channeling into the system it was meant to be.

 

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3 hours ago, bad4youLT said:

some of this look broken OP

Im sure you are of final corruption and deathwish.

Those mods both increase the channelling energy costs greatly, with deathwish each swing would consume 30 energy at base if you put in all channel efficiency mods this mod would still cost you 27 energy per swing and this takes 5 mods to be installed so it greatly decreases your choices.

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