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Because People Find Aoe Damage Ultimates Boring...


MageMeat
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TL;DR at the bottom.

Let's spice them up a bit.

Ash, Bladestorm: I honestly would leave this untouched. Seems more unique when compared to, say, World on Fire.

 

Banshee, Sound Quake: Reduce damage, make it armour ignore, increased amount of damage pulses, lowers all enemy resistances by a percentage, increasing up to a cap the longer enemies stay within the area, keep stagger.

 

Ember, World on Fire: Create a conflagration at the nearest enemy's location, dealing high initial damage and medium damage over time. Spreads to other target after .4 seconds. Stuns on contact,

 

Excalibur, Radial Javelin: Allow the ability to target enemies above or below level of cast, cause armour shred, knock back survivors (they were hit by a high velocity sword so it makes sense)

 

Frost, Avalanche: Retain blind and freeze, cause survivors to be permanently slowed.

 

Loki, Radial Disarm: Well, this isn't a damage ability, but can DE please make it do SOMETHING to infested which has actual gameplay implications.

 

Mag, Crush: Cause it to deal more damage the more armour the enemies have, cripple survivor's speed and weapon damage.

 

Nova, Molecular Prime: Not sure what to do about this, tell me if you think this ability deserves a change or complete rework. EDIT: Under request of one person, I'll change it. Marks one target with antimatter, causing instant annihilation. The exotic particles released from the explosion react violently with normal matter, dealing heavy radial damage around the destroyed target. Does not instantly kill bosses or Stalker.

 

Nyx, Absorb: Taunt all nearby enemies, disable the Shade's Ghost ability for the duration.

 

Rhino, Rhino Stomp: It seems fine to me, but the range is insane.

 

Saryn, Miasma: Surround Saryn with poison, constantly staggering and damaging enemies caught within, as well as lowering resistances. Saryn is able to walk around for the duration.

 

Trinity, Blessing: Not a damage ultimate, leave as is.

 

Vauban, Vortex: Leave as is, but I'll leave it to you to decide whether or not it should have that weird effect on allies.

 

Volt, Overload: Stun all damaged enemies. For a useful amount of time.

 

TL;DR: It's a list with one or two lines per portion. READ.

 

Leave suggestions, constructive criticism, etc. in the comments.

Edited by MageMeat
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tl;dr

 

I skipped to the Mag part since I'm running her currently. Cripple would actually be a really good idea. The whole idea of crush is that it crushes their bones. It would make perfect sense for the crushed enemies to be crippled after. It is pretty useless at high level the way it is now.

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I would say, for vauban, remove the effect on players and let it deal more damage per tick, and 3x damage to light infested and shields, or ignore shields and let it deal normal damage (because your shield doesnt help you when your bones break). Because a skill should stand for itself and not be dependent of the torid or ogris you have equipped.

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I would say, for vauban, remove the effect on players and let it deal more damage per tick, and 3x damage to light infested and shields, or ignore shields and let it deal normal damage (because your shield doesnt help you when your bones break). Because a skill should stand for itself and not be dependent of the torid or ogris you have equipped.

 

Meh you pretty much are removing the fun of being vauban, so much parkour and super jumps with a correct used vortex and remember vauban is a tactician like loki thats why he has a lot of HARD CC and poor damage.

Edited by Dasmir
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Meh you pretty much are removing the fun of being vauban, so much parkour and super jumps with a correct used vortex and remember vauban is a tactician like loki thats why he has a lot of HARD CC and poor damage.

Vortex still has the same utility as before with improves vortex damage, the skill itself becomes better and has more use in certain situations. For super jumps you can still use the other skill that is actually thought for jumps. Just because a warframe is a tactician it must not be weak or only usable with certain tactics. If vauban want to keep up in damage with other frames his damage must be buffed, because nova currently outdamages every frame and tactic because of her brutal power. You actually dont need vauban anymore if you want play waves under 50 and you have a nova or 2 with you. And for higher waves nyx is better again because primed chargers kill themselves and trigger primed explosions on death, you actually dont even need to shoot to kills minor infested.

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Nova, Molecular Prime: Not sure what to do about this, tell me if you think this ability deserves a change or complete rework.

 

 

Nova's ultimate is far too strong, getting boring when playing with a Nova around, DE need to do something like decrease the spread or something (killing a whole wave with a boom is not fun)

 

(for the record I own a nova forma 3 time, really loved it at the begining but I have stopped playing with this warframe => no fun, too easy)

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TL;DR at the bottom.

Let's spice them up a bit.

Ash, Bladestorm: I honestly would leave this untouched. Seems more unique when compared to, say, World on Fire.

 

Banshee, Sound Quake: Reduce damage, make it armour ignore, increased amount of damage pulses, lowers all enemy resistances by a percentage, increasing up to a cap the longer enemies stay within the area, keep stagger.

 

Ember, World on Fire: Create a conflagration at the nearest enemy's location, dealing high initial damage and medium damage over time. Spreads to other target after .4 seconds. Stuns on contact,

 

Excalibur, Radial Javelin: Allow the ability to target enemies above or below level of cast, cause armour shred, knock back survivors (they were hit by a high velocity sword so it makes sense)

 

Frost, Avalanche: Retain blind and freeze, cause survivors to be permanently slowed.

 

Loki, Radial Disarm: Well, this isn't a damage ability, but can DE please make it do SOMETHING to infested which has actual gameplay implications.

 

Mag, Crush: Cause it to deal more damage the more armour the enemies have, cripple survivor's speed and weapon damage.

 

Nova, Molecular Prime: Not sure what to do about this, tell me if you think this ability deserves a change or complete rework. EDIT: Under request of one person, I'll change it. Marks one target with antimatter, causing instant annihilation. The exotic particles released from the explosion react violently with normal matter, dealing heavy radial damage around the destroyed target. Does not instantly kill bosses or Stalker.

 

Nyx, Absorb: Taunt all nearby enemies, disable the Shade's Ghost ability for the duration.

 

Rhino, Rhino Stomp: It seems fine to me, but the range is insane.

 

Saryn, Miasma: Surround Saryn with poison, constantly staggering and damaging enemies caught within, as well as lowering resistances. Saryn is able to walk around for the duration.

 

Trinity, Blessing: Not a damage ultimate, leave as is.

 

Vauban, Vortex: Leave as is, but I'll leave it to you to decide whether or not it should have that weird effect on allies.

 

Volt, Overload: Stun all damaged enemies. For a useful amount of time.

 

TL;DR: It's a list with one or two lines per portion. READ.

 

Leave suggestions, constructive criticism, etc. in the comments.

Here, perhaps with some points I can not agree.
Ember.
In s ability to offer "the world on fire" downgrade to Level 2, but leave on the 4th energy consumption. Such an effect would have been bad for a "fireball." I would suggest to remove the pad underneath. Make animation Ember burning with prominences like the sun, that would make a range of the optical distortion of the ability to act. Then we can make the effect of radial closer - more damage. And at the border simply ignites and demoralizing (failure of sensors, sticking armor, burns, overheating electronics). Distortion respectively prevents the enemy aim.
"Fire Blast". That would make every skill level adds a new ring with a large radius (max 4 rings, respectively).
Frost.
"Avalanche" - freez causing minor damage to the enemy, the enemy remains frozen for another X time during which splits the light from entering any, heavy get triple damage. You can increase the radius.
1 The ability to better replaced by deflation of ice needles in the direction indicated. Have the property to ignore armor and warm by the enemy.
Meg.
"Crush." In my opinion it is the ability to change his original description. Raises and crushes the lungs opponents. Heavy did not die and get heavy damage, remain incapacitated for some time. Range and in my not so big, so it will not have to touch it.
Volt.
"Overload" - Burns a small robots, sensors will incapacitate on the enemy (Grinir - lose the accuracy of fire, can not call for help, the commander can not use the teleporter, sometimes confuse the target. Infantry of Corpus wander too blinded or killed because a lot of electronics. Infected - are no longer distinguish his foreign, similar skill Nyx).
The first skill to remake the old version.
 
The same could be changed by setting the scaling of skill damage% from healthy enemy. And the enemies do not just thicker with increased levels of gameplay and make it difficult to improve the quantity and tactics. 
I would suggest to remove all levels on the enemy. In this game, they are of little avail, and created unnecessary because of this problem. That would be necessary to change the composition of enemy groups, the number of used devices. For example it is not logical when grinir flooded corridor almost continuous systems. And it is not logical when boltor does 3-5 damage to grinir commander (at 100% ignoring armor). Is not it logical that the technology in the most severe case, in their place have two opponents. Unit as a terminator - strong and well-armed. A technician small weak ... But constantly causes the other robots (running up to the console and starting to poke through it) and runs drones. It is also able to cancel the break-ins and restore the camera or turret.
Edited by hallfrom
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