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Community Sourced: Octavia Augments


[DE]Danielle
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3 hours ago, SenorClipClop said:

Tympanic Mallet: Up to 4 Mallets may be active at once. Damage pulses rotate between active Mallets, shifting with each new bar of Mandachord music.

For example, with 4 active Mallets, each mallet pulses damage on one of Octavia's 4 bars of music. If two Mallets are active, one beats out damage following the Percussion notes on bars 1 and 3, while the other does the same for bars 2 and 4. With 3 active mallets, each would get a bar, then the first Mallet would play bar 4. This augment to Mallet allows Octavia to control larger areas and affect her crowd control over the map in new ways (controlling multiple chokepoints for instance), while the cycling of damage to different Mallets would prevent her from completely shutting down a whole room with them. This augment also gives her gameplay a stronger connection to the music made on the Mandachord.

Notes: When synergizing with Resonator, the Roller only picks up the nearest Mallet. The Mallet's other effects (enemy distraction and damage absorption) remain the same, though the Range of the Mallets may need to be lowered to balance out having more of them available. While damage rotates between the Mallets, the percussion notes may also rotate to give Octavia players an audio cue as to where the damage is happening at any given time (and give players a really cool surround-sound experience).

 

3 hours ago, Koler93 said:

Resonator:

CC Augment: Enemies instead of attacking Roller follow it creating a conga line.

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3 hours ago, (PS4)AngelShur said:

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Metronome

Enemy in range will be 'hypnotized' by the beat to perform some flashdance moves.

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I have an idea about these two:

  what if when a resonator picks up a mallet the resonator splits into 4 resonators w mallet and the range + damage are quartered but their speed is increased and any enemies who stay in range for 4-6 consecutive bars (don have to be actual notes jus what 4 ticks of damage would be if you were to fill in every percussion column with only one note) would start dancing for a few seconds (short period of time bc range octaivia would be insane with that) and be open to finishers with custom dance animations incorporated (although I know that would be a pain to have to re-animate finishers but still (x)hope) 

an alternate version of this concept would be to just have 4 resonators with increased speed and agility but decreased charm time (or as I said they jus dance but for a shorter time)

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49 minutes ago, IntellectDevourer said:

it would be great if the augments would change the default BPM as a side effect

 

pure inspiration for all the tenno DJs out there

 

kind regards
 

maybe jus a tweak to her passive would be better for that rather than forcing players to use the augment for beat diversity (like the advanced controls on captura but for sound ex: changing beat frequency for certain bars or even jus a few notes)

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Main Melody: Mallet Augment

Mallet is apllied in a ring around octavia (no mallet is placed), and surrounds her in a small damage reduction field 20/40/60/80% (scale with power strength[caps at 90-95%]) mallet now gains damage through kills by octavia(or her weapons obviously) similar to maim, the damage mallet deals resets with re-casting and the absorbed damage decays at 10/7/5/3% per second (not affected by mods) regardless if your dealing damage with mallet or not 

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Deafening amp: staggers enemies within the amp field once every quarter (once every 4 notes, think banshees resonance but less frequent staggers) standing within the Amp field removes status effects and grants status immunity.

this mod is designed to improve amps effectiveness in defense style missions.

 

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4 hours ago, Castellar said:

Mallet:

Shooting gives you an ability to charge your mallet with a status of your weapon(primary/secondary/melee)

3 hours ago, Recel said:

Metronome - War song:

Reverses the waves, no longer granting buff to Octavia and her team mates, but inflicts de-buffs to enemies in range.

Vivace slows down enemies.
Nocturne highlights enemies through walls.
Opera reduces enemy accuracy. or preferably Opera % Reduction to enemy Aura effectiveness. (must be able to reach 100% with strength mods)
Forte reduces enemy damage.

 

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I'd love to see something to enhance Metronome.   As it currently is, it's a lot of extra work for players - especially the ones not playing Octavia directly - to have to try to time their actions to some flashing rings for what feels like a fairly underwhelming buff all around (on my build, it's 39% for 20 seconds).    My experience is that people will spastically crouch for the stealth but otherwise just hope to get lucky and maybe accidentally fall into a Forte or Opera while they play normally.

My ideal augment would put Octavia's player in control and if Octavia gets a buff from Metronome it applies to the entire team (if in range).

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5 hours ago, [DE]Danielle said:

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This is an open-call for Octavia Augment ideas! With the release of the Octavia Maestra Collection in Shrine of the Eidolon: Update 22.14.0, we are asking the bonafide Mandachord experts out there to show the Devs their design chops. 

Augments have primarily been community driven, and with Octavia being the conductor of synchronized teamwork, she is no exception. We are collecting submissions across all corners of the Warframe community, and we look forward to seeing everyone collectively come together to share their ideas. That said, this is a mass brainstorming exercise and not a contest. The Devs will be picking their favorites where applicable! 

Interested in submiting? Here is what you need to know! 

  • All of Octavia’s abilities are eligible (Mallet, Resonator, Metronome, and Amp)!
  • One ability submission per person. We want to give everyone the chance to submit, but also encourage you to really flesh out your Augment idea by focusing on a single ability.  
  • Tenno from all platforms are welcome to submit!  
  • Videos, images, and other concept media to support your Augment’s design are welcome! 

Submit your Octavia Augment ideas here in this thread! 

We are accepting submissions now until March 15th, 2018 at 2 p.m. ET! Once submissions have closed, the Devs will take a look at their favorites and consider them for Octavia’s first Augment(s)!

Metronome augment ; will add extra buff for each one

VIVACE: On top of the movement speed buff u will get increase in attack speed & fire rate

NOCTURNE: on top of invisibility u will get health regeneration

OPERA: on top of multishot u will get increase in status chance (Flat amount)

FORTE: on top of bonus melee damage u will get increased range

Edited by X7SageNinjaQ
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With each part of song (1,2,3,4) or with each repeat of the song, mod will increase range of mallet, speed of Resonator and strength of amp buffs by 1% or 0.5% up to certain limit like 30% or 50%

Edited by KaZlos
balance
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How about an augment that changes the buffs that the 3rd ability gives?
Like:

-Crouching Grants an armor boost

-Jumping adds a healing effect

-Shooting grants ammo regen

-Melee grants energy regen (Because it would be interesting to try and have a fight where fighting to the beat made channeling easier)

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Augment for Resonator:

Allows for the resonator to combine with the amp creating a mobile amp. However the resonator no longer roams around freely and follows behind octavia's heels. Still functions in the same way it does normally, attracting enemy's into a massive conga line

 

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for her amp: regenerate health per second. 2% 4% 6% or linked to the damage amp level would make sense. maybe also have it work on shields.

 

 

edit: i've noticed a LOT of suggestions to make an ability heal, id just like to throw my support behind any of them here, she could really use it.

Edited by Nobodymac
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Resonator augment

Stationary Resonator (to better synergize with Amp and Mallet's stationary nature instead of running off with my Mallet away from the concert hall)

Furthermore, when all sections of the Mandachord are active, perhaps a bit of health regen.

 

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Metronome: Octavia's Metronome buffs now stack when she or allies repeat them over and over again.

They could either stack in effectiveness (Nocturne gets more duration, Opera grants more multishot), or it can be like Perpetual Vortex where it increases the duration past the regular amount.

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Echo

Mallet Augment:

Spawns 4 Mallets instead of one, each one slowly charges damaging enemies. On duration end, mallets explode dealing 2 x charged damage each and restore 10% of damage as energy to you and your allies

Rhytm

Resonator Augment:

Resonator becomes stationarry "Hammer". Spawns rhytmicall shockwaves damaging and knocking enemies down

Tempo

Metronome's Augment:

All buff's power doubles, but it's duration halves

Anthem

Increases allies Armor and reduces enemy armor.

Grants slow health regeneration

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Malicious Amp

amp deals damage for a short time after being cast and slowly loses strength over time 

             level 1    level 2   maxed out

start     100         200        300

2s         50          100        200

4s         ends      50          100

6s                       ends      ends

 

Mallet Beat

Mallets damage can now be charged by Octavia's gunfire

mallet only deals 50% of the damage inflicted by Octavia's gunfire

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