IntellectDevourer Posted March 1, 2018 Share Posted March 1, 2018 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 Link to comment Share on other sites More sharing options...
TheRealDRAGVAR Posted March 1, 2018 Share Posted March 1, 2018 A literal augment that makes it so you dont have to adhere your song for damage and pulsing and such to your abilities, e.g. you could have no song and it will pulse to the max. Link to comment Share on other sites More sharing options...
tekker2234 Posted March 1, 2018 Share Posted March 1, 2018 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. Hide contents 3 hours ago, (PS4)AngelShur said: Metronome Enemy in range will be 'hypnotized' by the beat to perform some flashdance moves. Hide contents 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) Link to comment Share on other sites More sharing options...
tekker2234 Posted March 1, 2018 Share Posted March 1, 2018 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) Link to comment Share on other sites More sharing options...
yunoctavia Posted March 1, 2018 Share Posted March 1, 2018 Mallet will now heal octavia and her allies depending on the damage it has received Link to comment Share on other sites More sharing options...
SwarmIntellect Posted March 1, 2018 Share Posted March 1, 2018 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 Link to comment Share on other sites More sharing options...
Wanderwhys Posted March 1, 2018 Share Posted March 1, 2018 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. I also liked these posts: 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. Link to comment Share on other sites More sharing options...
A-Midnight-Shanking Posted March 1, 2018 Share Posted March 1, 2018 Amp - Crescendo Amp stores the energy from nearby sounds. Slam attacks within Amp cause it to release this energy as Damage to all enemies within its Radius. Link to comment Share on other sites More sharing options...
Larkid Posted March 1, 2018 Share Posted March 1, 2018 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). Link to comment Share on other sites More sharing options...
X7SageNinjaQ Posted March 2, 2018 Share Posted March 2, 2018 (edited) 5 hours ago, [DE]Danielle said: 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 March 2, 2018 by X7SageNinjaQ Link to comment Share on other sites More sharing options...
Z-E-T-S-U-B-O Posted March 2, 2018 Share Posted March 2, 2018 Faster the beat,faster fire rate and health regeneration Slower the beat,more attack damage and more shield Link to comment Share on other sites More sharing options...
KaZlos Posted March 2, 2018 Share Posted March 2, 2018 (edited) 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 March 2, 2018 by KaZlos balance Link to comment Share on other sites More sharing options...
_ChrisyP_ Posted March 2, 2018 Share Posted March 2, 2018 enemies within the radius of mallet take X% more damage Link to comment Share on other sites More sharing options...
-Menagerie- Posted March 2, 2018 Share Posted March 2, 2018 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) Link to comment Share on other sites More sharing options...
(XBOX)Exoni Prime Posted March 2, 2018 Share Posted March 2, 2018 Mallet augment: instead of the mallet following octavia and attracting enemies, the mallet will run out by itself and any enemies within range will have a 25/50/75% chance of attacking the mallet until death. Link to comment Share on other sites More sharing options...
VLURXTRZNBNAXL Posted March 2, 2018 Share Posted March 2, 2018 Something as simple as an augment that lets you chain together several loops to create longer songs. Not much in terms of usefulness, but fun for Fashionframe. Link to comment Share on other sites More sharing options...
Psychhh Posted March 2, 2018 Share Posted March 2, 2018 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 Link to comment Share on other sites More sharing options...
HarpyTheWise Posted March 2, 2018 Share Posted March 2, 2018 Amp Augment: Rhythm of Life While active, every beat of the malet within the amp area heals the player and teammates with each enemy killed by it for 20 health (50 health when maxed) Link to comment Share on other sites More sharing options...
(PSN)maxamealian Posted March 2, 2018 Share Posted March 2, 2018 crescendo: Amp augment: as the decibel level increases the Amp stores up energy that is sent out in a wave, after recasting Amp Link to comment Share on other sites More sharing options...
NobodYbodoN Posted March 2, 2018 Share Posted March 2, 2018 (edited) 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 March 2, 2018 by Nobodymac Link to comment Share on other sites More sharing options...
Mewvg2 Posted March 2, 2018 Share Posted March 2, 2018 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. Link to comment Share on other sites More sharing options...
(PSN)MrFantasies Posted March 2, 2018 Share Posted March 2, 2018 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. Link to comment Share on other sites More sharing options...
Auba Posted March 2, 2018 Share Posted March 2, 2018 For Mallet It works like the old greedy pull the loot thats inside it's range gets draged in to the middle so you can get the loot easier Link to comment Share on other sites More sharing options...
KotkowskiSTEAM Posted March 2, 2018 Share Posted March 2, 2018 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 Link to comment Share on other sites More sharing options...
NukaSodaroo Posted March 2, 2018 Share Posted March 2, 2018 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 Link to comment Share on other sites More sharing options...
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