The fate manipulator, plays with loaded dice, “99% of gamblers quit before they hit it big” - Koumei!

Release date: 2024-10-02

Passive: Every 1 minute, fate selects one of Koumei’s equipped weapons to impart randomized Status Effects when dealing Damage for 1 minute.
Kumihimo - Weave the threads of destiny. Enemies who touch the threads suffer a random Elemental Status Effect. A roll of triple sixes creates threads that inflict one of every Elemental Status Effect.
Omikuji - Koumei glimpses a favorable future and the precise steps needed to reach it. Complete the challenge to earn a Decree. A roll of triple sixes grants a Decree without a challenge.
Omamori - Surround yourself with Omamori Charms, each with a chance to have enemy attacks heal you instead of damage you. The number of charms is determined by Koumei’s dice roll. A roll of triple sixes grants invulnerability for the duration of your Omamori Charms.
Bunraku - Wield your foe’s fate threads like the strings of marionettes. Koumei’s dice determine how many Status Effects foes in front of Koumei will suffer. A roll of triple sixes maximizes Status Effect stacks and extends Bunraku to enemies behind Koumei.

Acquisition: Main and component blueprints can be obtained from Shrine Defense on Saya’s Visions, Earth. Alternatively they can be purchased from Koumei’s Shrine in Cetus with Fate Pearls, which are dropped by the Infested Oni at the end of Shrine Defense.

  • Dystopia@dormi.zone
    link
    fedilink
    English
    arrow-up
    3
    ·
    22 days ago

    Overall, I find Koumei fairly fun to play, a lot of her kit seems to be focused around priming for CO style mods.

    Her 1 can have some issues with where the threads are placed, enemies are able to walk around them if the ability isn’t cast in a location which funnels them to the player, or they may stand still and just fire at the player from a distance.

    Her 2 is a fun ability, somewhat useless in short missions and completing challenges can be hindered by your team. Challenges seem to be weighted mostly towards airborn kills, wall latches or kills at certain ranges, I’d like to see the other challenges like headshot kills/elemental kills more often. Her 1, 4 and passive all helped with covering any elements you were missing. There are some less useful decrees in there that can be earned/possibly detrimental depending on your weapon loadout. Being able to remove Decree after it’s been earned would be helpful. It would be nice if some of the decree bonuses could scale with warframe duration like armor on finisher kill for x-seconds being extended.

    Her 3 is a little questionable for her survival, it only works 50% of the time and has a 3s cooldown. She does have more base health and armor than most other warframes, so it might be worth investing into health and armor depending on what level the content is that you’re playing. The ability seems like it might be useful subsumed onto something with a large hp pool and easy access to healing like Wisp if you aren’t interested in shield gating.

    Her 4 has really good range and hits anything in line of sight. The CC lasts for a reasonably long amount of time and holds enemies still enough that you aren’t struggling to get headshot kills if that was one of your Omikuji challenges unlike some other ragdoll cc abilities.