Warframe

The new Bonewidow Necramech is incredibly disappointing for most, so here are some proposed changes I thought of in a few minutes so that people might actually bother to get it and have fun playing it!

Content of the article: "The new Bonewidow Necramech is incredibly disappointing for most, so here are some proposed changes I thought of in a few minutes so that people might actually bother to get it and have fun playing it!"



I'm honestly stunned that the 4th ability isn't just the default melee attack since you know, melee is meant to be the good part of this one and not suck like the Voidrig since the Voidrig relies on its guns and melee was being saved for this one. I would've actually preferred if this one couldn't use guns and instead could only use melee. But I agree that would be limiting and make the Voidrig a better option most of the time.

  • The shield should work identical to melee blocking as a Warframe (with holding the right mouse button on PC) and use no energy. Both the sword and shield are passive bonuses. Just like using a massive Silva and aegis or another sword and shield combo. Also, like the Mausolon it should be interchangeable with archweapons, showing that the Voidrig is themed around its heavy weapons, while the bonewidow is themed around its heavy blades. I do understand however that unlike archguns some archmelee isn't compatible, like the knux for example.



  • 1st ability called "Overcharge" should have you overcharge the held enemy with energy as you hold it and turn them into a devastating, throwable energy bomb that can potentially deal heavy electrical damage in an area where it lands, or you can deal electric damage + ragdoll enemies far away on melee when holding the overcharged enemy via a powerful punch. The longer you charge up the enemy the more health it loses but the more destructive the final projectile/super punch is. you have to throw it at the right time or it will reach its limit and detonate, staggering your necramech and wasting the chance.
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  • 2nd ability called "Energy fracture or Rippling energy" should be a two handed vertical sword smash into the ground, which sends a rippling wave of energy straight ahead dealing electrical and impact damage (exactly the same as the rippling waves of energy from the eidolon fight), staggering and shocking enemies if it didn't already toss them into the air like a stir fry. very useful for crowd control and can be repeatedly cast (obviously using some energy so it cant be spammed forever).

  • 3rd ability called "Cannonball or Ancient force" should have your Necramech leap forward and crouch mid-air like a cannon ball, smashing the ground with its full bodyweight and knocking back all nearby enemies far away, as well as dealing insane impact damage to any enemies beneath it. If it isn't powerful enough then it could quickly overcharge itself in mid-air and then when it hits the ground trigger an electric explosion dealing heavy electrical damage and shocking all enemies standing on the ground in proximity.

  • 4th ability called "Ethereal rampage" should essentially bring back old energy channelling as a relic of the past, and overcharge the blade, making it deal significantly more damage, doubling the range and dealing electrical damage with a high status chance for good crowd control (like the Amprex) as well as increasing the attack speed and possibly even changing the stance to reflect the temporarily increased strength and power of the Necramech, allowing the blade to be lighter and easier to use.
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Honestly I have absolutely no idea what the design team were thinking, maybe people are going to hate my ideas but I really can't see how they didn't just think of the abilities as they went along without consideration for how it would feel to play. There seems to be no consideration for making Necramechs feel big, powerful, destructive and terrifying. Since when did something so badass have to neatly funnel it's targets into a useless line? Might make for a good helminth ability since it's strictly utility but keep it the hell away from my gigantic killer mechanical knight thing!

I actually fully support balancing that makes the game tougher (or as the anti-challenge community would call nerfs) and prevents overpowered equipment from ruining the challenge and motivation to play the game, but Necramechs are supposed to make you feel truly unstoppable during the time you spend in them, like a gigantic killing machine that brute forces its way past everything, where every attack feels deadly and destructive.



Would love to hear other people's ideas as I think no matter what they will be better than the current abilities, I hope DE isn't trying to do the scummy tactic where they purposely break something and then repair it and say "We're the heroes! We fixed the problem!" because I find it hard to believe that anyone thought these were good abilities, especially for a Necramech.

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Source: reddit.com

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