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[DE]Rebecca

Khora's Planned Changes

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1 hour ago, xXDeadsinxX said:

 

  • Strangedome: Still needs to completely replaced by something else, it’s way way too similar to Harrow’s Condem and Vauban’s Vortex.

 

I disagree with this so much. It's similar to Vauban's Bastille yes but that isn't a reason to change. Gara's 4 is similar to Frost's 3rd but they didn't change it. Also, Condemn and Strangledome are pretty different. I'm really eager to get my hands on Khora and her strangledome.

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1 hour ago, [DE]Rebecca said:
  • Whipclaw
    • Whipclaw will apply to and benefit from the combo counter.
    • All enemies caught in the Strangledome will take half of Whipclaw’s attack damage when one enemy in the Strangledome is hit with Whipclaw.
    • Hitting an Ensnared enemy with Whipclaw will cause the living metal to propagate.
  • Ensnare
    • Ensnare effects multiple enemies. When an enemy is ensnared, the living metal will propagate and pull in every enemy within range. The living metal ensnaring enemies will then propagate a second time to pull in another wave of enemies within range.
    • Procs no longer wake up ensnared enemies.
  • Venari
  • Venari is now a passive ability - Venari is simply there, no casting required. When she dies, she will be revived when you Revive (*it's very likely you'll have the opportunity to revive Venari like other companions, but in the event you miss that window it'll be gone until you revive)
    • Venari fights independently until she receives a command. Khora’s third ability overrides Venari’s target and changes her battle posture at an energy cost.
    • Kavat mods like Animal Instinct have been fixed so they will work properly on Venari.
    • Venari deals slash damage to enemies instead of impact damage.
  • Strangledome
    • Once an enemy dies in the Strangledome, they will drop to the floor, making room for new victims.
    • We have other plans that are too in-progress to share yet - we'll update here with more information as we get it!

Can you consider allowing Whipclaw to refresh Ensares duration? Similar to what can be done with Gara? I think it would be awesome to have a Khora whipping a hapless grineer, running a low power strength build and just whipping him as he is ensnared CC'ing a large area.

Can you consider giving Venari specialised mods or a passive?

Can you consider giving the Strangledome a parry feature? Its living metal. Please allow it flex and weave and protect players because right now it offers no ranged protection at all.

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1 minute ago, RubberCentury said:

Yes that is a great idea however i say 1min or 45sec cool down. 

I say you resummon with 3, but either costs your full energy bar, or all your energy with a minimum of 100.

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4 minutes ago, Foefaller said:

I say you resummon with 3, but either costs your full energy bar, or all your energy with a minimum of 100.

I was tryna figure out ways to argue my point on this post but that actually doesn't seem as bad. However what if i have 50 energy would it take the energy and still summon or no?

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41 minutes ago, Darkvramp said:

so instead of acting like a kavat when it dies, its going to act like a sentinel when it dies?

 (*it's very likely you'll have the opportunity to revive Venari like other companions, but in the event you miss that window it'll be gone until you revive)

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Please consider making Venari revivable by recasting 3, maybe for an increased energy cost, instead of giving it a pet bleedout if you ever do.
I hardly use kavats due to how they tend to run off and get downed 3+ tilesets away -and how going back and forth just to revive them disturbs mission flow- so having an ability-based kavat I could just resummon wherever I was when it died was perfect for me.

Edited by GlisteningMagnificence
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This is definitely a step in the right direction, but there's some issues I have with it. 

Whipclaw: The damage AoE should be enlarged, so you don't straight up miss an enemy with it. 

Ensnare: This ability seems fine, but I feel like there should be some % of total damage from teammates and you spread across all the enemies ensnared.

Venari: There should be a 4th option to revive Venari if you cannot rez her in time at the cost of some energy. Also, you mention Animal Instinct, but what about making the Hunter mods and their set bonus work on her? 

Strangledome: Honestly the only way I see this being good is if it were to act kinda like Frost's globe and protect people inside it. Furthermore, it should act like Zephyr's tornadoes and spread damage to all enemies inside. Also I feel like an increase in the base duration and making it at least 2x larger would make it better to use. 

 

 

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1 minute ago, LogaMC1995 said:

 (*it's very likely you'll have the opportunity to revive Venari like other companions, but in the event you miss that window it'll be gone until you revive)

oh hey look they edited it in

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1 hour ago, [DE]Rebecca said:

Venari is now a passive ability - Venari is simply there, no casting required. When she dies, she will be revived when you Revive (*it's very likely you'll have the opportunity to revive Venari like other companions, but in the event you miss that window it'll be gone until you revive)

Firstly, these changes look like a great direction for Khora overall. However this quoted bit in particular seems concerning for her PvP implementation. Venari at the moment deals enough damage to one-hit-kill almost any frame, which with limited duration and a high energy cost is... okay. As a passive with no investment required it would be absurdly broken. So, I hope that her PvP implementation is tweaked if/when this change goes live. 

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1 hour ago, [DE]Rebecca said:

(*it's very likely you'll have the opportunity to revive Venari like other companions, but in the event you miss that window it'll be gone until you revive)

Just let us re-summon her if she dies by pressing 3 while dead for a lot of energy.
Losing an entire ability's buffs due to bugs or bad pet AI is horrible.
Of course, the Venari buffs need to actually be made useful first.

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Whipclaw: Seems great now,just fixing hit detection and make it able to hit enemies on its path,not just on the area of impact,maybe even expand the AoE a bit?

 

Ensnare: Going to the right direction there,hitting ensnared enemies will dispel the ability? Squadmates can completely kill this ability if they do hit/kill ensnared enemies.

 

Venari: Still needs higher base damage and status chance,Venari is no ordinary kavat,its more than a legend according Sigor Savah she even took out infested hives all by herself,she has to be more powerful or atlast more than a normal kavat.

If she has a higher than normal bleedout timer,then maybe...So if she dies we loose one skill,this should not be allowed,if Venari is Khora's passive too we'll loose her passive and one skill at the same time.

If Venari dies,we should be simply able to resummon her,there are far to many problem with pets right now,they still need that invulnerability timer after being revived,at higher level content it is super annoying.

How will she counter Sapping Osprey? (its also a pain to revive pets when there are sapping ospreys near,as when they get up,they will die instantly due to no invulnerabilty timer)

Strangledome: Gotta wait to see these unmentioned changes,also the shared damage with the use of whipclaw seems nice (I suggested something similar xD).

 

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Changes look great! except for venari...

I do not feel like running back and forth to rez her every 30 secs, or killing myself to get her back.

Quote
  • Venari fights independently until she receives a command. Khora’s third ability overrides Venari’s target and changes her battle posture at an energy cost.

So can we not target without changing stance? Could we also clarify what the stances actually do?

 

For strangledome, can we please throw it like octavia's abilites? or place more than 2?

Edited by SaltyNuggy
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1 hour ago, [DE]Rebecca said:

(*it's very likely you'll have the opportunity to revive Venari like other companions, but in the event you miss that window it'll be gone until you revive)

So make her really tanky, cause if she starts to go down a lot everyone is gonna let her die, and if she dies we'll have litterally one useless ability.

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I'd think Whipclaw would benefit better as a conical AOE attack. But other than that, maybe make it so that holding down Whipclaw allows Khora to unleash a fury of whip attacks infront.

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1 hour ago, [DE]Rebecca said:

Kavat mods like Animal Instinct have been fixed so they will work properly on Venari.

Will this include the Hunter Mod set?

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6 minutes ago, finwe3 said:

So make her really tanky, cause if she starts to go down a lot everyone is gonna let her die, and if she dies we'll have litterally one useless ability.

If you build Venari properly, she is tanky. You just have to put at least one health or armor mod on Khora, which isn't a bad idea in and of itself.

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Whipclaw 
Hope will be fixed delay for next ability use after Whipclaw usage.

Ensnare
+

Venari
Every thing's fine here too, but still think that Venari survivability may make her useless as regular Kavats, I mean on high level missions player will stuck on reviving Venari instead of fighting enemies, at this survivability state she can't handle much damage in higher tier missions, just in T3 Index with fully defensive build on Khora and Venari I spend lots of time or resummoning her and reviving Venari every half minute as Kavats may make things annoying (btw, Pack Leader was not working on her, also this mod forces players to fight in Melee, so less options for players how to fight and against high tier enemies even Pack Leader was not helping a lot if player do not fight just in Melee, I mean mod is nice, but takes aways options to play with ranged weapons too and I afraid that same will be here), so Venari may meet same problems which regular Kavats have in higher tier missions that will make things annoying more, than useful.
Also she need some command work, as other pets Venari often run and stuck enemies around, and mostly nearby enemies die faster, that she even attack them, so Kavats chase enemies that are far from player and make things annoying.
I think good thing will be if there is no command then she will attack just enemies which are affected by Khora's 2, and if no one is affected, then she run nearby and passively give Bonus Armor buff to all nearby allies as an aura effect, and Venari will attack enemies that come closer to Warframe and knocks them down, can repeat every 5-10 seconds, also change Stance switch system to Command Skill system, that are one time use, so if player Push skill, then Command is changing and if player Hold skill, then it gives command (like on Ivara's 1) -
Attack - will give command to Venari to Attack and Deal damage to enemies in place where player was Aiming, so she damages 3-5 enemies and or continues fighting till enemies will die or returns back to the player.
Disarm - On command will chase targeted enemy and 2-4 nearby enemies and knocks their weapons out of their hands for a certain amount of time, let's say for 10-15 second, and then returns to the player.
Heal - OK as it is now "When the current Health of any ally player in the squad reaches 90% or below, Venari snarls and radiates a healing aura with an 8 meter radius; Venari instinctively seeks out and follows the ally player in the squad with the lowest amount of current health, granting the target and any nearby wounded allies 50 health regen per second while they remain in the aura.", but mostly 50HP/sec is not enough even against mid-to-high level enemies.
I mean, that such random combat mostly make things annoying, especially if Kavat dies far and you often need spend time in reviving them, it's the primary problem of all pets for me yet, and I do not think that it will be fun to spend much time in reviving pets.

Strangledome
One of the primary problems of Strangledome also is that Grabbing animation is very Annoying and make enemies harder to hit, also it's cast time and duration makes it useless to cast it as in Defencive same in Offencive way, so mostly it's better and more effective to do not use this skill at all.

But even with that changes Khora will become just a common frame without her niche, which will not be used by veteran players often, still just MR frame, which will be fun just to play her sometimes, but on paper sounds better in compare to what it is now.

Btw, mods like Natural Talent should be an option, but they should not be forced to use, or frame should have skill enough powerful to make this mod useful, just as example Trinity and her Ult, in Raids, especially Bless builds often were built with NT, cos her Ultimate is Useful enough to lose some stats for better cast, yes, for now it's not much important anymore, but this is how things I think should work in best case. So if Khora's Ultimate will have very long Cast time, but for example will deal Boom! damage which will kill 100 level + regular enemies affected by it with one shot, then NT will become useful on Khora (it just a fast example), but in the state in which Khora is today, it's not useful even just to use her skill, cos without her skills just with weapons you will perform better in same amount of time, than with and after casting her skills, also some skills make things annoying.
Do not get me wrong, I love Warframe, I love whole job you do for us and for the game we love, but my personality does not allow me to remain silent when it is necessary to criticize, especially if it's all about what I do not just love, but I Love! and Adore!
Also I'm a human, so I may be wrong, but I think I should say what I think.

Thank you for all your work and Sorry for my bad English.

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Whipclaw: Should work either auto-aim at enemies at front or have a large cone area to damage. The aim is just so frustrating.

Strangledome: Should be like an when an enemy is shooting players inside the dome, the damage will be dealt to the enemies caught in it. If there are no more enemies caught in the dome then enemies can shoot through.

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everything sounds great except for having to revive Venari.  I'd rather her 3rd ability be left the way it is rather than having to go run to revive venari every time she gets stuck in a poison cloud or whatever.  I personally find this annoying enough with regular kavats, imagine having to do it with two!!!  you could be stuck in an infinite loop of reviving cats, lol.

imo Venari herself also needs to be substantially more powerful; she is supposed to be this legendary kavat, but she hardly seems different from any normal kavat.  Increasing her base damage, giving her some shields, increasing her status chance, or letting her equip smeeta/adarza mods would all go a long way to making her feel truly powerful & iconic

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whipclaw should have less energy usage when we use it repeatedly. and it should have different several animations it cycles through, we are not only spamming the same move

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@[DE]Rebecca I posted earlier but, with the Venari Changes she's fine being a passive or a 3 HOWEVER we should not be charged energy to switch postures because thats just a bad idea all around. Also don't give her a Bleed-out timer and if you plan to if we miss it let us just re summon her with our 3 at the cost of some energy (50-100) because pets tend to die at high levels (playing in napalm and osprey blue field thing) and I would rather not see *Venari has fallen* every 5 seconds. I liked the fact that if she died she just died and that you could revive her with your 3 again and act live it never happened. 

Just don't give her a Bleed-out timer please don't.

Edited by RubberCentury
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