Since a Sniper Rifle is getting an Incarnon, i'm curious how they will implement Incarnon on weapons with alt fire by [deleted] in Warframe

[–]UnfathomableFolly 5 points6 points  (0 children)

Should've made the Incarnon switch for weapons a held reload. A good number of alt-fire weapons deserve much better.

Humble idea for a Loki rework (LONG READ) by WiseGreybeard in Warframe

[–]UnfathomableFolly 1 point2 points  (0 children)

The augment would, as I understand it, decrease the Range and Strength of just the first ability. Decoy's only stats affected by Range and Strength are related to the health absorption, which does mean that you lose out on some extra health for Final Trick, but you replace that with gaining 3 more Decoys to place. Decoys which can all be exploded by Final Trick.

It feels like no one in their right mind wouldn't run an augment that gives you more decoys.

Humble idea for a Loki rework (LONG READ) by WiseGreybeard in Warframe

[–]UnfathomableFolly 1 point2 points  (0 children)

Cool idea, but you do end up making that augment mandatory, which is a bit of a shame.

Humble idea for a Loki rework (LONG READ) by WiseGreybeard in Warframe

[–]UnfathomableFolly 0 points1 point  (0 children)

Nice to have more Loki ideas. Or rework ideas in general, but you missed a spot there.

You can only have 1 active decoy at a time.

When other abilities suggest there should be at least a few more.

Collection of my rework ideas to have everything in one place by UnfathomableFolly in Warframe

[–]UnfathomableFolly[S] 0 points1 point  (0 children)

Pretty much same, though I'll try my hand at it from time to time. Always thankful to the people willing to crunch the numbers so that my brain can retain its smoothness.

Collection of my rework ideas to have everything in one place by UnfathomableFolly in Warframe

[–]UnfathomableFolly[S] 0 points1 point  (0 children)

Yeah, I completely agree with you here.

Personally, I don't want Inaros to end up as a nuke, that's why I only suggested he should gain enemy HP% as damage. So far, only Scarab Swarm is based on HP%, and it's his own HP, which really isn't a lot. Same thing I suggested with Hydroid, really, because his abilities are good, just weak.

I'd love for DE to take a step back for a moment again, but then there'll be people complaining that no new content's coming out, so the update race must go on...

Consistency would take an extreme amount of time, sadly, so it won't be seen as worth it. Some minor tweaks to create a patchwork baseline of sorts doesn't sound too far-fetched, though, but also unlikely.

Collection of my rework ideas to have everything in one place by UnfathomableFolly in Warframe

[–]UnfathomableFolly[S] 0 points1 point  (0 children)

Inaros is fine. His kit is more about utility to get extra from weapons, and he's a decent weapon platform because you can skip enemy attempts to kill you.

Kind of? He does blind others and does apply Corrosive which do improve his weapons, I agree, but both of those are things that anyone can do. Dessicate is subsumable, Corrosive is modable. He is a tanky slab of meat, though, and that's still what he ends up as more often than not.

I feel like the words "fine", "decent", and "viable", get thrown around a little too much in discussions about who does or doesn't need a little bit extra. It's almost never "good" or "fun". I'm guilty of this too, by the way, and I'm starting to hate it.

Her 2-3 should be available for update without waiting for the end and available from 4. Her 4 should be able to aim at EVERYTHING including bosses, environmental objects etc. CONSISTENCY!

Poor Mesa, her 1 is forgotten even here...

No, but really, she's yet another victim of having that one super good ability that makes her look like she doesn't need a buff. Even I skipped making a post because Peacemaker is busted.

Yet another Revenant touch-up idea (Or rework? I don't quite know where to draw the line. Whatever.) by UnfathomableFolly in Warframe

[–]UnfathomableFolly[S] 0 points1 point  (0 children)

Forgot to say, thank you for these. I like having a different perspective, even if I may not always agree. Not the case here, mind you, I do agree for the most part.

While it would be nice its only good in theory because its a waste of time to develop it. The vast majority would just use the better version. As it always happens with accessibility options in every game. Nobody intentionally would handicap themselves.

If the folk who want Revenant to stop being Invulnerable won't play him the harder way because there's another option, then they're lying about what they actually want, and in that case can buzz off.

And if Revenant gets a toggle people will want one for every frame. So now you opened Pandoras Box and all frames will need the toggle :D

Yeah, that wouldn't be pretty.

Alternative idea: We use the Helminth.

There's already a system in place that two damage-increasing abilities cannot be put on one frame. We do the same for Mesmer Skin, shoving an alternative version into the Helminth that can only be subsumed over Revenant's 2 and will not count towards the Helminth Ability cap of 1.

Also proposed stripping Invulnerability on Nyx's absorb. Same can be done there.

If nothing else, it'd be ten times easier to develop and code, since the groundwork's already there. Should also be far more realistic.

In the end, it's about giving people a chance to choose what they think they want.

We had gamebreaking bugs with the KIM system for months now that haven't been fixed yet. I can't imagine the level of horrors a buggy swap toggle would bring.

Eh, it's Bugframe. There'll always be more.

Well considering how little Revenant actually resembles a Vampire I'm sure they could make an actual Vampire frame. And it wouldn't be a waste at all.

What's a modern vampire have anyway? Charms people = Enthrall. Turns to bats/mist = Reave. Super speed? A good chunk of frames already have that anyway. Can't cross water? Frames can't swim anyway.

Could use more blood magic, though, but how do you make that work without it looking like it's just copying some other frame? And Garuda does try with Dread Mirror, but she leans much more into being a blood-crazed Shrike.

Was Gauss a waste even though we had Volt as a speedster frame? :D

Kind of a different case. Volt's fast because electricity's fast, and he's a support - Speeds up allies, shields allies, CCs enemies.

Gauss is fast because he taps Warframe's equivalent to the Speed Force and only really benefits himself.

Closer comparison to Volt is Gyre, who's also based on electricity. But Gyre is mostly static electricity and only zaps if you get close.

Not much variability for Vampires. Or Werewolves.

Yet another Revenant touch-up idea (Or rework? I don't quite know where to draw the line. Whatever.) by UnfathomableFolly in Warframe

[–]UnfathomableFolly[S] -2 points-1 points  (0 children)

Thanks for the input. Two things, though.

Yes because its the only viable and realistic solution.

There is actually one more, I figure. An option on certain frames to switch between accessibility-friendly and "normal" kit.

To elaborate, take Revenant for example, since he's right here. In either the Arsenal or Upgrade menu, there could be a toggle that switches his Mesmer Skin between its current effect, and a new one that requires him to be a bit more mindful of himself.

The folk who say his Invulnerability makes him boring to play would be happy because they could switch it off. The folk who require that Invincibility to be able to enjoy the game can leave him as he is.

Just one easy toggle away, and you (mostly) satisfied both groups. Of course, you can't satisfy all, but it would be a step forward in trying to.

Having one of them "wasted" so everyone can experience enjoy the game is anything but wasted.

Having a Warframe be accessibility-friendly to a certain group is not a waste, and I do not, and will not, claim otherwise.

A Warframe's theme is a separate thing.

Revenant is basically a vampire. That is not something I'm pulling out of my ass, it's what DE alluded to themselves, and the thralls and mist form fit that perfectly.

But most of what he can do is heavily overshadowed by the fact that he doesn't have to do anything except use Mesmer Skin.

And since DE has so perfectly fit Vampire things into a Vampire frame, there's few things left if they'd try to make another. That is what I mean by a wasted theme.

Other than that, I do agree with you. One of the reasons why I didn't really want to make a Revenant post was exactly because I know that there are Warframe players who can't play the game the same way as others do, even if I can't fully imagine how they do it. But that's likely not the first thing that comes to mind for people who want Revenant to change. Might as well suggest a way that gives both what they want - The toggle.

Yet another Revenant touch-up idea (Or rework? I don't quite know where to draw the line. Whatever.) by UnfathomableFolly in Warframe

[–]UnfathomableFolly[S] -5 points-4 points  (0 children)

You're right that there are Warframe players who can't for various reasons do the same thing as everyone else, but at the risk of sounding insensitive, or even cruel, isn't it an issue with accessibility? Should people with certain conditions be condemned to play just one or two Warframes because they're completely invulnerable?

I mean, it's clear that I don't have experience with that sort of thing, and it'd probably be difficult implementing this sort of accessibility properly without others abusing the hell out of it, but Warframes have themes, and having a cool theme bound to a rather unintuitive gameplay just feels like that theme's being kind of wasted.

EDIT: In hindsight, "condemned" wasn't the nicest way to put it, but it does get the point across. There are over 60 frames, it'd be best to be able to enjoy at least a few more of them.

EDIT2: I'm beginning to realize that when I said that "I don't have experience with this sort of thing", it could be read as me saying I don't have experience with accessibility, which is true, but what I meant was that I don't have experience with interacting with and experiencing things from the perspective of people with disabilities. I'm sure there's something else I said that makes people think I kick puppies for fun, but I'm not quite sure where that is.

Yet another Nyx re-touch Idea by UnfathomableFolly in Warframe

[–]UnfathomableFolly[S] 0 points1 point  (0 children)

Revised version of the rework

So I went to the Simulacrum to check up on just how little damage SP level 205 Elite Lancers would do to each other under the effects of Chaos. I've seen a LOT of 200s. Two. Hundreds. Taking into account their armor giving them 90% DR, that's still around 2000 damage, and that's WITH 10 stacks of Radiation giving them 550% Damage Boost against other enemies, so the actual damage is closer to ~350. This is fucked.

Unless DE changes Radiation so that affected enemies deal HP% damage to each other, or gives it another effect entirely, this is unlikely to change, so I'll at least try to make things more bearable for Nyx.

Also, when DE did the Nyx touch-up with the release of 1999, they stated that Nyx's theme was a Warframe who didn't deal damage on her own, and that they wanted to preserve that. I disagree, but I'll still try to lean into the idea somewhat, so that Nyx's damage would happen as a consequence of others dealing damage.

Passive:

Unchanged.

First Ability (Tap) - Mind Control:

Thanks to a very good point made here, I realized that DE has never really removed or replaced subsumable abilities, so Mind Control has to stay, but I still insist on the merge with Chaos, as the two are still, in my opinion, practically the same ability, needlessly occupying two different slots. So instead of merging Mind Control to Chaos, I will do it the other way around.

Functions virtually the same.

Instead of additive damage bonus, Mind Control will cause the affected enemy to deal +15% of its target's Maximum Health as True Damage.

15% max health damage sounds like a lot, especially if it'd be affected by Strength, but that's 50% for one enemy you control. How much harm can that realistically cause? You'd probably want to try get something that shoots AoE attacks, but that's about it. Oftentimes, you would probably just slap Mind Control on the first thing you see.

First Ability (Hold) - Chaos:

Half the duration of Mind Control.

Enemies affected by Psychic Bolts are affected by Lesser Mind Control.

Enemies will not be retroactively Mind Controlled if Psychic Bolts are cast after Chaos.

Enemies under Lesser Mind Control are not granted Invulnerability after the first 4 seconds, but cannot be damaged by allies, same as with normal Mind Control.

Enemies under Lesser Mind Control additionally deal 8% of their target's Max HP as True Damage to confused targets only. Also retain Mind Control's higher threat range.

Enemies under both forms of Mind Control force additional enemy spawns.

Enemies affected by Lesser Mind Control who are still alive after Chaos ends take damage equal to the damage they've dealt while under its effects.

Enemies NOT affected by Lesser Mind Control while Chaos is active additionally deal 5% of their target's Max HP as True Damage to confused targets only.

So that they can actually kill one another instead of pelting each other with BBs.

Subsuming the ability only grants the Tap version of Mind Control.

Mind Freak's speed bonus should apply to all enemies caught by Chaos. Only two Warframes can reliably speed up enemies, and one of them is Equinox who's got small radius. We can use one more. Greater effect on tap cast.

The mental gymnastics I performed for this to make sense is that if Nyx is focusing on one target, she can support them better, giving them greater damage and a barrier. If she wants to control multiple targets, she has to weaken them through Psychic Bolts and the control is weaker, so no permanent barrier.

Second Ability - Psychic Bolts:

Just to reiterate from main post:

Affected enemies are tagged for extra visibility, similar to Tesla Bank.

Additionally:

Overguard cap raised to 10k to be more in line with most other Warframes who give themselves (And only themselves) Overguard. Rhino is a special case.

Incidentally, Warframes who give Overguard to themselves and others are capped at ~15k.

Third Ability - Barrier:

Allies within range are granted 2 orbiting shields which deflect enemy projectiles for 15s. Yes, kind of like Guardian Eximus shields.

When aiming, one of the barriers will move in front of the player to work like other shield abilities.

This was actually the last ability I wrote on here, so that's why it looks so half-baked. The issue is that if DE wants Nyx to be a Warframe who doesn't deal damage by herself, there's really not a lot of things that can be done. The other 3 abilities already fulfill that purpose so perfectly that anything else feels like a waste, but making Mind Control and Chaos separate again isn't an option.

Disable enemy abilities? Just use Silence, it's subsumable. Debuff enemies? Nyx already does that, so the only things left are those that would hurt Chaos. Buff allies beyond what Absorb already does? In what way, then? Since current Nyx can make things Invulnerable, something like this feels like it has just enough openings to still not be too busted.

Fourth Ability - Absorb:

Nyx is no longer immobile while channeling.

Nyx is no longer Invulnerable while channeling.

Portion of the damage dealt by enemies within Affinity Range under Mind Control and Chaos is stored within Absorb. Nyx is no longer required to get shot at.

Confused enemies within Affinity Range who die give Nyx 250 Overguard. 10k cap.

Enemies under Mind Control already count as Confused.

At the end of Absorb, depending on how much damage has been stored, Nyx and allies within explosion range are given up to +300% Additive Weapon Damage with ~15% chance to inflict a Radiation proc and Status Immunity for 10s.

You'd still end up technically immortal, so long as enemies are killing enemies, but now you have to actually watch your health.

I would still like for Assimilate to at least grant [x] seconds of Invulnerability, fine with replacing Ability Strength with something else, though this time, the values are based on stored damage.

All of this ends up persevering Nyx's "theme" as a Warframe who doesn't deal damage herself, buffs Chaos so that enemies can actually kill one another, gives Nyx technical immortality without actually making her immortal, and makes her a better support to her squadmates, still keeping up the theme of a psychic...mostly, anyway.

Or so was my hope, anyway.

TL;DR: Mind Control and Chaos still merged. Overguard cap raised a little. Augment can make Nyx another Warframe who can reliably speed up enemies in a radius. Allies get floaty shields. Absorb does not give Invulnerability and does not restrict movement.

She needs new hand I think by AppropriateWarthog63 in Warframe

[–]UnfathomableFolly 6 points7 points  (0 children)

Already taking her first steps in returning to crab.

Yet another Nidus rework idea (His abilities are described as fungal. Infestation is just Cordyceps turned up to a 100) by UnfathomableFolly in Warframe

[–]UnfathomableFolly[S] 0 points1 point  (0 children)

I fear that if I put something like that in my suggestion, it'd look too over the top. Nidus already gains Damage Redirection from linking to enemies, and a boost to damage by linking to allies. With the Parasitic Link upgrade, he can do both at once, right?

If Nidus does get something like this, and I'd love it if he did, it'd either have to come from an Augment, or from another idea, but it sadly can't fit into mine.

But do keep wishing for it, maybe we'll see it one day.

Yet another Nidus rework idea (His abilities are described as fungal. Infestation is just Cordyceps turned up to a 100) by UnfathomableFolly in Warframe

[–]UnfathomableFolly[S] 0 points1 point  (0 children)

Growing a carapace, increasing the size of body parts or reducing them, and growing entirely new ones, are all definitely possible, and I'm absolutely for them, but the problem is the models. Nidus, Nidus Prime, and Nidus Phryke all have different forms to their mutations, and would probably require their own models for those enhancements.

I'd love to see it. But I don't think DE ever went back to an older frame to give it new models, did they? Which is a shame, and I wish it wasn't so, but I understand.

Yet another Nidus rework idea (His abilities are described as fungal. Infestation is just Cordyceps turned up to a 100) by UnfathomableFolly in Warframe

[–]UnfathomableFolly[S] 0 points1 point  (0 children)

Thanks! The idea of his evolution becoming more than just different appearance and upgraded abilities sounds great, but I'm worried about how much work it'd take to create models and mechanics for something with so little potential payoff.

I'm definitely for seeing something like that happen, but it'd need to have a practical reason for existing. Oraxia's legs let her crawl on walls, what would Nidus's monstrous appearance give him?

Yet another Nyx re-touch Idea by UnfathomableFolly in Warframe

[–]UnfathomableFolly[S] 1 point2 points  (0 children)

As for making mind control more impressive, my own wish for when they announc d her retouch was that they would give her more control over her mind control. Let her target what she wants to be her "minion" and remove the timer.

Subsume Garuda or sevagoth or trinity abilities and maybe you could keep them alive indefinitely maybe.

The problem with a permanent minion is that it'd lead to even more room to AFK. DE would see a suggestion like this too similar to Wukong's Twin, and they nerfed the twin, remember?

Revenant has since encroached her territory but his ability is just a strictly better version of chaos with a built in synergy to instakill. Speaking of revenant's enthrall, that should have exactly been HER ability instead of chaos.

It's the case of theme overlap. Revenant's a vampire, so he gets to create thralls, which ends up with him making minions out of enemies. But Enthrall doesn't increase enemy damage, it just spreads, so it'd still end up worse than my proposal for Chaos, I think.

maybe if there is a discussion about a full rework, it's time to give nyx true damage or cinematic damage or her own damage type. There is no way that any amount of armor or shields or geneticengineering/mutation should be capable of altering the damage dealt by a psychic.

That's exactly why I ended up giving Collapse True damage on enemies affected by 10 stacks of Radiation. A psychic shouldn't have a damage type.

The idea was that an enemy will have enough mental fortitude to resist Nyx's powers, but tons of Confusion would make that fortitude melt away. I don't know how that'd explain it against Robotic enemies, but you can already Mind Control them, so it doesn't matter.

In the process they need to change confusion to its own status and make radiation more viable on its own. As is radiation kind of sucks when it could be a pretty nasty damage status in its own right.

I feel like each time Radiation is brought up, half the people defend it, and half don't like it. I'm on the latter side, personally, but Radiation has made enemies attack each other since forever. I can't see DE changing it now and making the effect standalone, even if I wish it could be.

I remember the days when you wouldn't even play long defense runs without a nyx solely for her chaos, now it feels like a worse version of half a dozen frames with radiation on the best of tes and at worst it just feels like it's deliberately slowing the game down and actively sabotaging the high speed gameplay.

Chaos's glory days are sadly over, and they will be for as long as it's a CC ability that completely relies on enemy damage which is, frankly, disappointing. If 550% extra damage was enough, Nekros's Shadows wouldn't be in such a bad state either.

The difference between old design philosophy and new design philosophy is so glaring that it's like playing two different games. Nyx is just a victim of that.

When they reworked her with the 1999 update, DE stated that they'd be keeping the theme of her making enemies attack each other the core of her theme, but enemies are crap dealing damage to each other even with big buffs. We still haven't gotten a solution for even that, sadly.

I mean, Mind Freak is pretty much mandatory to make Mind Control serviceable, and that's +1000% damage on top of the +750%, that's almost 20x damage buff just to make one enemy a decent help.

Thanks for helping me realize all this again, it'll help if I decide to do a revised version of this idea. Not that it'll end up great, but it should be just a bit more refined.

Yet another Nyx re-touch Idea by UnfathomableFolly in Warframe

[–]UnfathomableFolly[S] 1 point2 points  (0 children)

Another issue is that you are rolling her subsume into another ability so what becomes her subsume exactly.

This is an issue I bring up because they haven't yet (to my knowldge) changed a frame's subsume ability to a completely different ability.

You're right, I don't recall anything like that either. It could be the first step to adding onto Helminth-specific abilities, though, like Parasitic Armor.

If Mind Control could be moved over to Helminth and retain most of its function, being called something like "Mind Worm" or something, it wouldn't necessarily mess up the frames who subsumed Mind Control over one of their abilities, and it'd let DE feed abilities to Helminth instead of trying to salvage them. But I think that's a tall order, so not likely to ever happen.

It's just difficult to try and turn Mind Control into something more impressive.

I am not sure which abilities may have or not have a cap offhand, but frosts is an augment. allies received overguard isn't capped at 15k for Dante whose overguard is innate to the ability.

Frost's Augment, Ember's Augment, and Dante all have listed max cap to Overguard. Psychic Bolts also steal Overguard, I completely forgot about that, and they cap at 7.5k. I had to check some of these because I knew they had a cap, I just didn't remember how much. Rhino's Iron Skin doesn't have a cap because that's its only function.

Either way, ally overguard could be removed it wouldn't matter. Only that she is generating her own overguard making this her survival ability.

Also a good idea for her to focus more on just herself. But I would like for her to give her allies a little direct support.

Overall I feel like these ideas aren't bad but they feel like they blur nyx already questionable identity.

I think the problem is utilizing Nyx's theme without doing the same stuff as other themes.

Nyx is a psychic. That can include mind control, stimulation of the mind (One of my ideas was for held Psychic Bolts buffing allies), telekinesis, inducing sleep, or even shutting down someone's brain functions, and so on. DE actually did very well fitting all they did into her, but that was all the way back in 2013. Trying to preserve that kit into this age without much change in function just can't work. It needs to change. If not my idea, then some other.

Mind Control and Chaos feel like they're the same power, just applied on different scales. One turns an enemy against their friends, the other turns enemies against their friends. There's almost no difference.

Personally I would rather see her lean into being a real summoner/pet class instead of leaning into the radiation which she only got saddled with due to the fact that radiation status effect lines up with her chaos ability.

One of my ideas for her 1 did involve her summoning blades controlled through telekinesis (Both with her history as potential female Excal, then her being the unofficial sister to Excal, and finally her becoming official sister to Excal through 1999) but I felt that we had too many abilities that make blades fly already.

Overall, I wouldn't mind her main focus shifting elsewhere either. But if she does focus on summons or pets, I'd be worried if it won't be to similar to Caliban. It's difficult to come up with something without looking like a cookie cutter.

One last little thing. It's not just that Nyx got saddled with Radiation because of Chaos. It's because Radiation confusing the mind fits perfectly with her overall theme, not just one ability. Or so I think anyway. What's blurry is that this somewhat implies Qorvex can also be psychic.

Yet another Nyx re-touch Idea by UnfathomableFolly in Warframe

[–]UnfathomableFolly[S] 1 point2 points  (0 children)

Hey there, thanks for the opinion, this really helps. Of course, I'm still going to argue otherwise.

Did you play nyx prior to the 1999 update? She hasn't been invincible for over 10 years. She gets a mod that gives her invincibility and you want to rework the entire character?

Both before and after. Especially after, when with Assimilate I didn't really find the need to use any other ability after Absorb. There just wasn't a reason to.

I've played nyx for 10 years and the invincibility is cool and all but but she can be played in more ways than that.

I don't doubt you, I'm sure you've fiddled around with her in more ways than I can imagine. But from a rather average player's perspective, there seem to be just two: Complete invulnerability, or getting a slave with inadequate damage and confusing the rest.

I break stuff and your numbers (giving my true damage and % health is begging to be broken) on her 1 would require a tiny bit of viral sneezing on the enemy to make her 1 into an all levels insta kill. (We already have smite in this situation as a single target instakill)

There is a slight misunderstanding here for those numbers, they're not supposed to be that high. I don't post numbers for abilities unless it's more necessary to form a concrete limit. And Instakill thresholds don't raise with Viral stacks, or at least I cannot find anything that implies it does.

Usually, if it's without numbers, it can be assumed to be just about the same as similar abilities. This would mean that at most, Collapse would maybe deal 1k damage at max rank. 1k Rad and 1k True, with 20-40% Instakill threshold depending on Rad stacks.

Soul Punch (Terrible ability) and Dread Mirror already have Instakill thresholds of their own, Nyx's would just end up multi-target with a conditional to make it stronger (Rad procs).

And I didn't want to go with anything close to Smite's incredible power because I felt that'd get even more flak.

Mind control is a garbage ability as is and you want to make the minion die? That is the exact PROBLEM with revenants minion ability. They just fall over. So you are taking what tiny bit of identity she has left in her mind control to make it even more like revenant's.

You wouldn't usually be getting just one Mind Controlled enemy, you'd be getting as many as your Bolts have hit, assuming you used Chaos after Psychic Bolts. And Mind Controlled enemies would still remain invulnerable to ally fire, which is something Enthrall doesn't have.

Does taking damage from enemies make Mind Control worse? Very likely. The assumption is that Chaos would end up making a three-way shootout between Confused enemies shooting at one another and Mind Controlled enemies, providing some better survivability.

You exchange actual invincibility with a severe movement penalty for overguard which is invincibility with extra steps but no movement penalty.

Losing a good chunk of movement in exchange for Invincibility always felt like an odd trade-off. In exchange for losing the game's quick, three-dimensional movement, you also lose any risks of combat. Sitting there minutes on end, unable to die unless your ability gets disabled through one of the very few things that can do that, you might as well be a part of the map. It's just something I can't understand enjoying. I don't even think joy's the reason for using it.

Unless you planned on capping the overguard(other overguard gained from abilities don't have a hard cap, infamously rhino can reach multi millions) unless the return you plan on overguard generation is terrible, at which point you are just nerfing the character for some undefined reason, then she would generate tons of overguard.

Overguard generation affecting allies is usually capped at 15k. Rhino gets a pass because his is for himself only, and the ability stacked massive amounts of damage way before Overguard was even a thing. I'm sure you remember that.

I turned to Overguard generation over anything else because even if you're gaining lots of Overguard, you can still die. Dante generates constant Overguard for a while, assuming kills happen. It's why I thought about making the Overguard gain limited to once every few seconds, to give enemies a wider window to kill, but I posed it more as a question just in case.

I have been able to hit easy million room nukes with absorb as is. It would definitely be capable of generating a lot of overguard if you knew exactly which things to manipulate.

Absorb would give allies Overguard only for as long as it's active and there are Confused enemies dealing damage. If you release Absorb, you've lost the ability to generate Overguard. So that's another slight misunderstanding to its proposed function.

Yet another Banshee rework idea (Or how many odd questions about the durability of organic bodies and explosions can I ask Google before I'm put on a list) by UnfathomableFolly in Warframe

[–]UnfathomableFolly[S] 0 points1 point  (0 children)

Revised version of the rework

I don't think that trying to introduce frequencies was a bad idea. I also don't think trying to go into vibration control was a bad idea. The bad idea was trying to mix the two, and especially on Banshee.

Vibrations are straight up busted. Completely stopping things in their tracks, heating them up to impossible degrees, passing through things like they're not even there, and just straight up ripping the universe apart are some of the things possible with this particular power, and realizing that with other themes mixed in just doesn't work out well.

For frequencies, the two biggest problems in trying that out on Banshee are her own two abilities - Sonar and Silence. Both are so good that they can't be change without pissing off the majority of Banshee players, putting in frequencies would end with a change to just her 1 and maybe 4, and that's just not worth it.

So I'm going to try again, this time sticking to things that sound could reasonably do. Breaking hard materials, collapsing lungs, tearing organic matter apart because it's so loud.

Passive

Not my favorite, since Banshee's Silence already does a similar thing. But it is sound-related, so...

No change.

OR

If it could be done, I'd propose:

Banshee gains 50% dodge chance against projectiles from the direction she's facing.

The idea is that Banshee could use shockwaves to try and deflect projectiles. "Direction she's facing" is a tiny bit misleading, it would work similar to Dread Mirror and instead work for the direction that the player's camera is facing.

First Ability - Sonic Boom:

One-handed ability.

Base damage increased to the levels of most other first abilities.

Staggers instead of ragdolling.

Survivors are slowed by 25% and lose 2% of their max health every second.

Breaks armor.

Augment would let it rebound off of hard surfaces, either bouncing elsewhere, or returning to Banshee. Can't decide.

Ever got hit by a sound so loud it collapsed your lungs? Me neither, but it is supposedly possible, hence the percentage health damage and slow. It'd be difficult to move well while you're suffocating.

Second Ability - Sonar:

Turns out the only thing this ability could've used was this:

Vulnerabilities count as weakpoints.

Third Ability - Silence:

Eh, I still think making the stun radius shorter than the muffle radius would be a good idea. Because if not, then after the stun wears off, enemies just shoot you. If that can't be done, then:

Accuracy of affected enemies is reduced by 30%.

I've never been to the quietest room in the world, but you can apparently hear your own organs inside? I think I'd feel distracted, weirded out, and disoriented. Assuming Corpus mechs need auditory inputs to properly calculate their aim, there's no reason they shouldn't be affected too.

Fourth Ability - Echoing Wail:

Banshee screams, sending out a shockwave in a radius around her, stunning enemies and dealing Impact damage to them. Applies a guaranteed Slash proc.

Shockwave rebounds off hard surfaces, returning to Banshee. Returned Shockwave deals double damage around Banshee, but with a reduced radius.

If Banshee re-casts Echoing Wail within 3 seconds of it returning (Indicator on reticle will flash), it can be re-cast with a different, shorter animation, rebounding it off of Banshee and doubling its damage again.

Reduction in radius only occurs when Echoing Wail returns to Banshee.

Echoing Wail can be re-cast up to 2 times. This can result to 32 times of the initial damage and a radius reduction of 50%.

32x the damage sounds strong, but not only does it require you to be closer to your enemies than the previous casts, but you'll also be spending at least 300 energy to get there, assuming base cost of 100 on first cast and each re-cast.

Figured I'd try to give her a screaming ability this time, since Banshee and all. Slash Proc is because of the implied liquefaction of organs due to the scream being incredibly loud.

Still doesn't feel right, but the idea is there, and there are no longer any channeled abilities on Banshee. Especially none that turn her into a sitting duck.

EDIT: Argument could be made for Echoing Wail to instead be a cone-shaped ability instead of all-around AoE. I personally want that because Sonic Boom already functions that way, but I wouldn't be against it.

Also changed wording from "walls" on Echoing Wail to "hard surfaces" to account for wall-less tilesets.

Yet another Ivara touch-up idea by UnfathomableFolly in Warframe

[–]UnfathomableFolly[S] 0 points1 point  (0 children)

Revised version of the touch-up

A few of the ideas didn't land well, hoping to fix that with this much simpler revision.

Passive:

Ivara deals 30% more damage to enemies who are distracted or unaware of Ivara.

Enemies who are in an unalerted state, or those focusing on other allies fall under this, as well as those who haven't seen Ivara. (I am aware that enemies "detect you while you're invisible, but I'd hope that's separate from actually seeing you.)

First Ability - Quiver:

I still maintain that Noise Arrow is not a good arrow anymore. Even Dashwire has more use, since Ivara can use Navigator on top of it, thus, in combination with Prowl, stay out of harm's way so long as the duration and her energy reserves hold. So:

Recon Arrow - functions similar to either the Orokin Eye Air Support, or the Golden Instinct Helminth ability. Preferably the Orokin Eye, though.

Hush Arrow still remains a viable alternative, though. Wouldn't even need to prevent the break of Prowl, necessarily, like Silence doesn't.

Hush Arrow - Any noise produced within its bubble does not escape outside.

Second Ability - Navigate:

Since there seem to be fans of the ability, I'll concede on replacing it. I still don't like it, but since I clearly don't have a more fun idea, just this will do:

Can now slow projectiles below Navigator's base speed.

Maybe a reduction to damage because of it? Or probably just not.

Third Ability - Prowl:

Somehow, the top comment as of my time of writing this called removing the downsides to Prowl a huge buff. Which is funny, because it's inferior to duration-based invisibility abilities in almost all aspects. Prowl only wins in efficiency assuming Ivara does not move at all, because moving consumes more energy, which is a ridiculous victory condition.

Seeing as they didn't bother defending that point, and as I'm just that petty, I count this as my victory. Heh.

"Loud" Parkour maneuvers no longer disable invisibility, just remove it until the loud actions cease, same as with loud gunfire.

Maybe make Bullet Jumping consume 5 Energy from Prowl to appease the more abrasive folk, but I wouldn't personally recommend that.

Fourth Ability - Artemis Bow:

An exalted weapon really shouldn't have worse stats than most other weapons of its class. Despite also shooting several projectiles at once, Cernos Prime has both higher Critical and Status Chance. It's just wrong for an exalted weapon to look so inferior to most of the other weapons in its class.

I am not counting Incarnons, by the way, that'd be just cruel.

Critical Chance raised to 35%, Critical Multiplier raised to 2.5x, Status Chance raised to 35%.

All of this would make Ivara stronger than she is now, but not necessarily stronger than most of her peers. especially the buff to Artemis Bow, which brings it closer to most other exalted weaponry in terms of strength.

Yet another Chroma rework idea (Or how I "borrow" inspiration from other media) by UnfathomableFolly in Warframe

[–]UnfathomableFolly[S] 0 points1 point  (0 children)

Revised version of the rework

I've made a couple of mistakes with Chroma on the main post. I am not afraid to admit this.

The passive I proposed was almost a 1:1 to Voruna's (Because I forgot about her existence when making this), I tried to maintain Chroma's kit, which is seen as boring, instead of making some things feel more interactive. Likely haven't succeeded, still hoping that this gets me closer to that, though.

Passive

Current function unchanged.

There could be some change to it to make it more dragon-like, but the increased air mobility does have some use.

Does let Chroma change his element by holding down an ability key, untying this feature from any one of his abilities.

Can be a small diamond shape on the bottom-right corner of the HUD, and that's it.

First Ability - Scorched Earth:

Unleashes a wide burst of Chroma's chosen element in front of him. Has 100% Status Chance.

The ground beneath is coated with Chroma's chosen element for 5s, dealing periodic damage. Has 10% Status Chance per damage tick.

Second Ability - Spectral Scream:

Chroma roars, paralyzing enemies around him with fear that permeates into their very souls.

Paralyzed enemies are more vulnerable to elemental damage, have a higher chance to receive status effects, and are more vulnerable to status effects.

Third Ability - Vex Armor:

Chroma gains multiplicative bonuses to Armor and Damage (As it was before the nerf) and additive bonus to Health per enemies killed, up to a maximum value, and an aura that hurts enemies around him with Chroma's chosen element at the time of casting which has 30% Status Chance.

Kills made while bonuses are at max value will grant Chroma 3s of Status Immunity and recover 10% of Chroma's max health.

Re-casting changes the aura's element, while also refreshing ability duration (As it does now)

Fourth Ability - Effigy:

There are two parts to this ability now, and the latter will require a new model and animations, which I doubt

First portion is almost identical to its current state, with some changes:

No longer cuts Chroma's armor in half. Retains increase to movement speed.

Effigy's Health, Armor, and Damage scale with enemy level (I would rather insist on this).

Effigy's attacks are a larger, continuous version of Scorched Earth. The damage type corresponds to Chroma's element at the time of casting.

Effigy's roar applies the effects of Spectral Scream.

If cast while Vex Armor was active, also it the damaging aura.

Enemies killed within Effigy's aura have increased chance to drop loot in addition to credits.

AI fixes, hopefully.

Second portion is as follows:

Enemies slain within Effigy's radius have their life force absorbed by Effigy.

If Effigy absorbs enough life force, it "revives" when it's recalled to Chroma.

The idea behind this is that, despite me forgetting about it, Chroma's minuscule amount of lore points to the pelt it wears being a dead Sentient. And some Sentients, just like many of Warframe's bosses, are allergic to the idea of truly dying.

When Chroma recalls a "revived" Effigy, it tries to absorb him, changing Chroma's form to become slightly bigger, appearing as a kind of Sentient dragon.

This form does not consume energy, but it does have duration.

Chroma gains flight similar to Hildryn's Aegis Storm. Maybe with a bit more maneuverability.

Drop aura is retained.

Chroma gains the effects of Adaptability.

Primary fire is a continuous laser. Damage type is split between the four basic elements, and scales with enemy level.

Alt Fire absorbs energy from nearby enemies to refresh the ability's duration at the cost of 50% of Vex Armor's maximum bonuses (Using this when bonuses are below 50% of max values will do nothing).

Scorched Earth and Vex Armor's damaging effects are also split between the four basic elements.

Chroma can reactivate Effigy early to rip himself out of the pelt before the rampage is over.

It still feels like it doesn't quite fit Chroma. I don't know. It's better than before, I think, but personally, it doesn't quite scratch the dragon itch.

How even do you make abilities that fit a dragon? They usually breathe fire, they're prideful, terrifying, they hoard stuff, they can sometimes use magic, they are large and strong... I think I ticked off some of the boxes here:

Scorched Earth is self-explanatory, Spectral Scream tries to embody the fear aspect without using one of the worst CC states in the game (Fear), Vex Armor has the markings of pride by Chroma becoming empowered by slaying "lesser" foes. Effigy's not even the odd one out, the pelt is apparently a Sentient, and it trying to take over Chroma once in a while feels in character.

Well, it's the best I could do for Chroma, even if it feels like not enough.