2/20/2023 0 Comments Shadow blade operator skillKill Skills:Triggered after killing enemies hit by Void Blast’s effect (As long as the magnetic effect lasts: ~5s). Void Status: Status effect triggered by amps I.e: Madurai’s Bubble increases fire, Zenurik’s Electricity, etc, but maybe tying them in with kill skills is enticing enough. Void Blast: All schools create magnetize bubbles when enemies are Void Blasted (Note: Operator Magnetize Bubbles cause headshots) Part of me feels each school should have their own damage type buff. There's also the possibility to be a flat energy gain, still likely following energy rules for channeled abilities (I.e: +2 energy per enemy killed with Madurai's Energy regen method) Way-bounds: Abilities that are passive to the Operator that can be unlocked for each school using a Radiant Shard and focusĮnergy Regen: Some manner in which to regen energy (Note: though numbers aren't fully involved Zenurik will do this better For all but Zenurik it is imagined that when energy regeneration is triggered, it can be increased in strength (to a cap of ~4/s) over the duration, but not refreshed until the duration ends). Passives: Abilities that are active at the start of mission The rework includes the following ability categories in an attempt to normalize the trees: This post was originally small tweaks to the existing schools, that has grown into something more complex. ![]() Equally to ease implementation, I've attempted to incorporate existing mechanics as much as possible**** Most of the numbers included were taken from previous abilities.I'm a true believer in play-testing for confirmation. ****DISCLAIMER: To prevent getting caught up in a number’s game I tried to forgo specific percentages or durations in most cases. (There’s potential for a Borderlands 2 skill tree style for focus where you choose between augments for abilities like Void Dash Speed, Width, or Damage). I.e: If you didn’t want your void dash to displace enemies that limits you to two schools with Focus 2.0. *There’s also a concern involving lack of customization and choice. Maybe with the changes to focus it’ll make lenses less of a hassle, but I know I, personally, like to control what school my focus goes to which ends up limiting what I can and cannot bring into missions I end up only bringing Naramon only lensed gear for example. ![]() PS: Lenses (Much like companion abilities/mods still dropping) are two steps back. It feels a little cheap for them to strictly be resistance reset tools against a rare enemy type in non-eidolon gameplay (though this could change with the Tau system).īeing able to set active focus schools based on Loadouts would make preparing for the next mission less of a hassle.Īfter the overall cost reduction "Focus Mastery" and Excess Focus became a concern. Void damage and amps should have a bit more defined usage. Please, in the future make sure we understand what void dash speed increase really means numerically so it doesn't feel like we're blindly investing into skills. ![]() Visibility of these stats effect would also do wonders too. Way-bound passives are fine, some of them just need a little boost in % to be more meaningful changes (Naramon, ~Madurai, ~Zenurik). Operator + Warframe gameplay and mechanics were sold short They’re not truly enticing or engaging enough to validate the effort (This rework is an attempt to remedy that). Much like the Zaws and Amps, experimentation is limited/punished with no respec option (It’ll have a price, but I’m willing to pay it to right my wrongs) Some abilities punished players for leveling them (why I've separated Void Spiral abilities from void dash to avoid arbitrary cost additions)(If anything Drain over time abilities should start at the higher cost and then go lower). Others got thematic abilities.that didn’t fit their theme Some schools lost thematic abilities that made them interesting Wisps being nonsensically difficult to gather/see Schools have lackluster abilities that aren’t worth investing inĪssess to lenses is severely lacking (simplifying lens progression and making them more than one use will do wonders for the experience grind) I waited until after the devstream to see if my concerns/criticisms for Focus would be brought up Spoiler alert: Other than the costs, they didn’t.
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