Talk:Blade Storm/@comment-26363047-20161129125436

I would be OK with the Change if it was even remotely useful. But now it's just (tr)ash. Here’s my Solution: 2. Make Ash Clones immediately attack the marked target(s) up to 18 times unless it dies before all those attacks and don’t make Ash part of the animation. It’s enough to see the clones flying around your target stabbing it. 3. Make the Target you mark Stunned until All attacks on it are complete. 5. Make the ability use 10 energy at base and 5 energy when invisible, when marking a target.  Cost per mark 10*(100%-(Efficiency%-100%)). This would offset the issue people are having with draining their energy too fast. 4. Increase the Ability Base Damage to 2000*Strength+(Enemy HP)*0.005*Strength. 5. Make Ash clones collect all the loot with a 12m radius around the attacked target similarly like Vacuum. To offset the loss of ability to collect loot when not flying around the map as Old Bladestorm allowed you to do. <p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'TimesNewRoman';color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Just as an example how this could work in an endgame scenario:

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'TimesNewRoman';color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">At maximum strength (299%) you would deal (2000*2,99)+(1000000000*0,005*2,99)=14955980 <span style="color:rgb(0,0,0);font-family:"TimesNewRoman";font-size:16px;font-weight:normal;white-space:pre-wrap;">≈15M Finisher Damage per hit and with all 18 hits, a total of 18*15k≈270M Finisher Damage against a Random Enemy with 1B HP and 1B Armor. Requiring you to use the ability 4 times totally to kill the enemy, since 270M <span style="font-weight:normal;color:rgb(0,0,0);font-family:"TimesNewRoman";font-size:16px;white-space:pre-wrap;">*4 ≈1.08B Finisher Damage <span style="font-weight:400;color:rgb(0,0,0);font-family:"TimesNewRoman";font-size:16px;white-space:pre-wrap;">.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="color:rgb(0,0,0);font-family:"TimesNewRoman";font-size:16px;font-weight:400;white-space:pre-wrap;">As enemy lvl goes up, his damage per hit will go up too, but only slightly so and making it harder and harder, the higher lvl the enemy is. Still usefull though since it would scale with Enemy HP.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="color:rgb(0,0,0);font-family:"TimesNewRoman";font-size:16px;font-weight:400;white-space:pre-wrap;">An enemy with 1T HP would take <span style="color:rgb(0,0,0);font-family:"TimesNewRoman";font-size:16px;font-weight:normal;white-space:pre-wrap;">(2000*2,99)+(1000000000000*0,005*2,99)= <span style="font-size:16px;font-family:"TimesNewRoman";color:rgb(0,0,0);font-weight:400;white-space:pre-wrap;">14950005980 <span style="color:rgb(0,0,0);font-family:"TimesNewRoman";font-size:16px;font-weight:normal;white-space:pre-wrap;">≈ <span style="color:rgb(0,0,0);font-family:"TimesNewRoman";font-size:16px;font-weight:400;white-space:pre-wrap;">15B Finisher damage per hit <p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'TimesNewRoman';color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">If not using efficiency mods (100%-55%=45% efficiency) it would cost 10*(100%-(45%-100%)) =15.5 energy per mark when visible and about 7,75 energy per mark if invisible.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:16px;font-family:'TimesNewRoman';color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Using both efficiency mods (45%+90%=135% efficiency), it would cost 10*(100%-(135%-100%)=6,5 energy per mark while visible and 3,25 energy per mark while invisible.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="color:rgb(0,0,0);font-family:"TimesNewRoman";font-size:16px;font-weight:400;white-space:pre-wrap;">This change would effectively make him viable for "EndGame" content in Warframe.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="color:rgb(0,0,0);font-family:"TimesNewRoman";font-size:16px;font-weight:400;white-space:pre-wrap;">Of course, as Enemy levels goes up, it would be harder for him to kill an enemy. But at least he can kill them, and putting effectively putting a cap on how many times you need to use his ability on an enemy to kill it, that being 4 times.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="color:rgb(0,0,0);font-family:"TimesNewRoman";font-size:16px;font-weight:400;white-space:pre-wrap;">I consider having to using Bladestorm 4 times to kill an enemy to be really excessive and tedious, but I think I could be OK with it when playing against crazy high lvl enemies.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;">

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="color:rgb(0,0,0);font-family:"TimesNewRoman";font-size:16px;font-weight:400;white-space:pre-wrap;">Please tell what you think about my ideas on how to improve Bladestorm :)