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I would really love if Saryn was reimagined the theme of a "condition-mancer" a subset of style of play from GW2's necromancer that focuses on absorbing, transferring, and placing conditions. In GW2 this style of play shines as a high DPS style of play with the two options of sustained High single target DPS by condition stacking, and powerful AoE DPS. For Saryn this re-conceptualization would give her the niche she deserves, and will add complexity to her gameplay, and give her a leading role in both extermination and boss fights that I believe the DE originally wanted for her. Saryn players will be able to spec her for infectious high damage aoe builds that decimates large crowds, or for extreme amounts of single target DPS, all by risking her health and shields. And to deal with the lack of conditions in moderate and low-level gameplay, she can make her own. This skill set rewards creative micromanaging of conditions to constantly create the deadliest venom and maximize DPS.
PASSIVE: 50 Armor when a negative or positive conditioln is applied to Saryn and 1 energy per second.
Venom:
Venom now has an equal chance to apply Gas, Viral, or Corrosive damage, and it has a chance to apply the current negative condition on the player onto the target.
The current negative condition will last for the remainder of the duration it had before application, independent of the skill and mods.
Recasting Venom on a single target may apply a different condition on the same target, but the overall damage to the target is multiplied exponentially (To a cap! Controlled by power strength) and the energy cost to apply Venom on that target doubles with each cast.
Venom can spread by bursting the spore or by killing the infected target, released spores will only maintain a fragment of the multiplied damage and the damage to the original target will be reduced to a fragment as well.
With the augment venom dose, positive conditions on the player will be transferred as well as venom damage. That includes syndicate buffs, arcane buffs, and skill buffs.
ex. If the player is currently proc'd with burning applying venom on an opponent will transfer the burning condition on the opponent with its remaining duration.
Molt:
Changes: Molt will retain the ability to clear off all of Sayrn's current conditions, but will also serve as a bank for those procs and release all procs stored onto enemies upon destruction along with base Toxin Gas damage.
- Attacking it with elemental skills and elemental weapons or weapons with elemental mods will add the corresponding elemental proc to the molt
** Irregardless, whether if it's a player or enemy attacking with the elemental damage.
Core elemental procs will combine within the decoy, ex. Attacking the with a fire embued weapon and an frost embued weapon will create blast within the molt
The molt multiplies the original damage of the proc by 1.5x for each element added, and for combined procs the multiplier is 2.0x. Range is drastically increased to 20 m.
Hitting it repetitively with the same element will not increase the elemental proc's damage.
Molt will be restructured as a skill to mitigate damage 2.0 procs, casting molt in any stunned, staggered, or knockdowned position (any CC) will automatically place Saryn back in a running position, other 2.0 procs like magnetic and radiation will be wiped away and Saryn will have a brief window to shed off magnetic procs before losing shields and energy.
Contagion: Changes: Now applies to both melee and ranged weapons, but it's effect is reduced on ranged weapons. Now Toggable Saryn will be invulnerable to enemies' procs and conditions and all conditions will have reduced effect when active (She will still be vulnerable to CC), but she will remove and carry her teammate's conditions in exchange. The radius for this is rather small, 5m.
ex. If a teammate is hit with the burning proc, if Sayrn is nearby with contagion activated the burning proc will be transferred onto Saryn for 1/3 or 1/2 the original proc's damage, but for the same duration.
100% Toxin added to melee weapons at max (buffed), 75% Toxin added to range weapons.
Special care must be taken when activating this ability it can be used to protect teammates, or oneself. Equally it can be a reckless player's demise. In solo-mode this skill in particular will make her a perfect anti-infested frame.
MIASMA HORMESIS:
This was the hardest skill to re-invent because currently it is the core of the frame's metagame. Changing this skill is specifically changing how the frame is played. But, I wanted to reward players for being skillful with conditions, while also dishing out damage. So I created hormesis which is a reworked miasma with added perks, hormesis is the concept that toxins have different effects according to the dose, low doses can kill while high doses can be good for your health and vice versa. In a sense this ult is a reversal of fortune, that changes the effects of conditions on you and your enemies by changing the dose.
CHANGE: Following the theme of DPS the skill will be reworked to have increasing amounts of damage for longer durations. Miasma now releases a noxious multipurpose cloud of toxic nanites that: heal Saryn for every condition she has on, heals teammates a small portion if they also have on conditions, but heals them for larger portions if they do not have conditions, shrouds all friendlies within the cloud, reducing the accuracy of projectiles against them, damages enemies per second as long as they remain in the cloud, transforms all enemies positive condition,especially eximus auras into negative conditions (toxin proc), and lastly procs "miasma" which damages enemies heavily for each condition they have on and consumes the condition.
Will cost 50 energy, and multiple clouds can be placed. But will have 1/3 the total damage of base miasma. Successive clouds cost more energy.
Base range 20 meters, but highly affected by mods. Increasing the range will decrease effectiveness and vice versa.
Damage multiplies by 1.25x per each second the enemy remains in the cloud, multiplier decreases with range and vice versa.
Heals Saryn for 20% health per condition and 150 points of shield, can overshield, affected by power strength. Albeit, if Saryn doesn't have a condition on this skill consumes 10% health.
Heals teammates 10% health per condition 100 points of shield can over shield, heals 25% of health and 250 points of shield if without condition.
100% chance to proc "Miasma" if the enemy has a condition, attacks with the ultimate's base damage multiplied by x2 for each condition. Each proc removes a condition of the enemy, proc ends when all conditions are consumed.
All enemies under the effect of an eximus aura will have the aura's effect nullified and replaced with a proc of toxin.
Lasts 10 seconds, duration is affected by mods, but doesn't affect the proc rate. The projectile defensive ability will work a very nerfed turbulence.
Tell me what you guys think, and how to make the idea better. Is it too OP or unapplicable?
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