Warframe

Zenurik popularity vs. the other focus schools. A look at fixing the main problem.

Hey Tenno!

The focus schools, as a whole, are very far from perfect and can do with a lot of love and reworking. The general state of every node in every tree is not what I want to touch on here today. I'll leave that to DE if they decide to do some kind of full focus rework in the future. I want to focus (pun intended) on the reason why Zenurik is vastly more popular than all the other schools.

See Devstream 121 Overview and scroll to the "Focus Earned" chart for clear proof: https://www.warframe.com/news/devstream-121-overview

https://i.redd.it/shj3qmieyr921.jpg

Surprising absolutely no one, Zenurik is far more popular because it gives your warframe a reliable source of energy via Energising Dash. Sure, there are other ways to get energy, some cheaper than others, and not all frames need it. On average though, it far surpasses the other schools in usefulness and versatility, considering all frames and all mission types existing in this game.

If this energy generating component was removed from that tree, Zenurik would certainly still see use, but would be much closer to the other 4 schools in popularity. Likely not even the top school. That is how much this one ability carries the entire school, and the reason why this school is so highly preferred in the community.

Removing the energy generation from Zenurik is however not what I'm suggesting. What I think would be most desirable and useful is giving all school a unique, and different way of gaining energy. I like the fantasy of the operator "fuelling" your Warframe. Some of my suggested effects are really simple and already exist on mods in some form, but should introduce MUCH more options in your build, and motivation to farm focus affinity. Especially now that Focus school can be tied to each loadout slot independently.

My suggestions:

(numbers are only placeholders, and all the sections labelled "Reasoning" is an optional read just to explain my train of thought.)

  • Zenurik
    • Reduce Energising Dash energy per second from 3 / 3 / 4 / 4 / 5 / 5 to 1 / 1 / 2 / 2 / 3 / 3
    • Inner Might gives 0.3 / 0.6 / 1 / 1.3 / 1.6 / 2 energy per second passively.
      • Reasoning – This way, the maximum total combined energy per second with Energising Dash and Inner Might is still the same as it is now (5 per sec) but you have the versatility of ALWAYS having a steady 2 energy p/sec generated passively, and also being able to generate the Energising Dash Bubble for non-Zenurik Allies. Also Melee 3.0 is changing/removing channeling, so Inner Might will need reworking anyway.
  • Unairu
    • Void spines converts 5% / 10% / 15% / 20% / 25% / 30% of damage on health to energy, and 2% / 4% / 6% / 8% / 10% / 12% damage on shields to energy, in addition to its current effect (5% / 15% / 25% / 50% / 75% / 100% of damage taken is returned to the attacker.)
      • Reasoning – We all know how useful damage reflection in this game is (hint: it isn't). This new proposal sticks to the fantasy of Unairu being the "defensive" school. It is a pretty standard "Rage" or "Hunter's Adrenaline" effect, which is far more useful for tanky frames or frames using channeling abilities than the Zenurik effect is. It also adds the unique element that energy can now also be generated on shield damage, which can be amazing on frames like Mesa, Gara or Mag who can generate shields or have damage reduction skills that effects shields. Also frees up a slot for frames who would use the rage effect anyway.
  • Naramon
    • Affinity Spike grants 1.5 / 2 / 2.5 / 3 / 3.5 / 4 energy for each melee attack hitting an enemy, In addition to its current effect (Kills from melee attacks grant 10% / 15% / 20% / 25% / 35% / 45% more affinity.)
      • Reasoning – Naramon has always seemed like the "Melee" school, and this stick to that fantasy. Note that this effect can be on Affinity spike or Power spike, it makes no difference. I also intentionally suggested a fixed amount of energy per hit instead of a plain "X% damage done converted to energy" in an attempt to make this more interesting to build around. With this setup, high speed weapons like the Nunchaku, Daggers, etc. can potentially fill your energy pool quite quickly and would be a great school for any melee oriented frame. Possibly broken on Valkyr, but she needs some love anyway ūüėõ
  • Vazarin
    • Mending unity grants 30% / 40% / 50% / 60% additional Energy when collecting Health Orbs, and additional Health when collecting Energy Orbs to all allies within affinity range, in addition to it its current effect (Increase affinity radius by 10m / 15m / 20m / 25m.)
      • Reasoning – This is also a pretty standard "Equilibrium" effect, with the added bonus of granting the ability to allies within Affinity range. What better suits the "Healer/Support" school than giving healing for energy gained and vice versa, and also granting that to allies in a huge area. This effect can also be great on frames who can generate additional health orbs via abilities like Nezha, Nekros or Oberon. Again, this also frees up a slot for any frames that would use equilibrium anyway.
  • Madurai
    • Phoenix Talons now grants 10% / 15% / 20% / 25% increased elemental AND physical damage. Focus cost to unlock increased from 25,000 / 40,000 / 54,142 / 80,000 to 50,000 / 80,000 / 108,284 / 160,000
    • Phoenix Spirit no longer grants increased elemental damage, but instead grants 5 / 10 / 15 / 20 energy every time you kill 5 enemies within 2 / 3 / 4 / 5 second. Kill count and timer is reset after the effect triggers.
      • Reasoning – Madurai is the offensive school, so I figured pure murder would suit it best. This effect is all about killing a lot of enemies fast. So while this effect is quite weak in high level enemy/boss encounters or spy missions, it could be very powerful in enemy dense modes with frames like Saryn or low level content (like Void Relic runs) with frames like Ember where kills come fast and often. Phoenix Talons now also has the old effect of Phoenix Spirit cooked in, with double focus cost to compensate for having both effects in one node.

Before any of you shout "OP OP" to any of my suggestions, keep in mind again that not only are the suggested numbers placeholders, but also ask yourself if any of these effects are truly way more universally useful and versatile then Energising dash is.

Read:  New game mode idea: Stranded Survival

I understand that Reddit is not the official suggestions sub-forum, but I like posting here and hearing feedback/ideas from my fellow r/Warframe Tenno. I may even shamelessly repost this in the Warframe forums later on, if I feel like it.

Most of all, thanks for reading and feel free to share your thoughts and suggestions ūüôā

EDIT: Forum post made – https://forums.warframe.com/topic/1053329-zenurik-popularity-vs-the-other-focus-schools-a-look-at-fixing-the-main-problem/

Cheers,

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