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KoinDuo

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Posts posted by KoinDuo

  1. 1: Elemental Attunement (This is now a passive version of elemental ward. It's weaker, but the buff lasts forever and doesn't have to be recast. The bonuses from this ability get amplified with Draconic Descent)

    Change your elements and gain a buff based on the element you choose

    Fire- Gives extra hp and damage (30% increased damage to enemies without any power strength mods. Stacks with vex armor buff via draconic descent)

    Ice- Gives more armor and slows any enemy that attacks you (current ice elemental ward)

    Lightning- Creates a 10m aura around you that zaps nearby enemies every 0.5 seconds and reduces their armor while buffing your own (armor shred is a flat amount per strike. Each enemy can be hit multiple times by the lightning aura, but only once every 3 seconds. Armor gained/lost is 5 with no strength mods. Each stack lasts 30 seconds individually with no duration mods and doesn't get refreshed by additional hits).

    Nature(replaces toxin)- Gives hp regen based off max hp and passively provides nearby allies with some hp regen as well (2% max hp regen per second without any strength mods).

    2: Primal roar

    Unleash a shout that gives buffs and cc's enemies based on what element you're using

    Fire- Burn enemies within a 25m radius. Burned enemies that are within a 10m radius additionally heal you per burned enemy (heal per burnt enemy is 60hp).

    Ice- Apply a cold proc on all enemies within a 25m radius. Enemies within a 10m radius are frozen solid and you gain a small amount of hp per enemy (roughly 20hp per enemy)  as well as some armor (thinking 50 armor per enemy as well. Numbers are debatable).

    Lightning- Expand the lightning aura around you to 25m. Lightning strikes 2x as often in the expanded radius and steals more armor from enemies within a 10m radius

    Nature- Provides all allies with a regen buff within 50m. Allies within 10m get a large hp buff that lasts as long as they stay within the range (Hp regen buff gets increased by 3x. Hp increase buff is 100% base hp with no strength mods)

    3: Dragons descent

    Leap into target area and knock down all enemies while proccing whatever element you're using at the moment. Nature element causes you to grant yourself as well as all allies a temporary damage reduction buff.

    4: Draconic form (toggled ability now)

    Increases the bonuses/effects you get from elemental attunement. Also grants all buffs from vex armor. So when your shields get hit, your armor increases. When your hp gets hit, your damage increases. Values are unchanged from the current version of vex armor. Draconic form essentially combines both the current elemental ward and vex armor into one ability and makes it a channeled/toggled ability. 

    Fire- Increases hp bonus from 100% of base hp to 200%. Damage bonus gets increased from 30% to 60%

    Ice- Increases armor bonus from 75% to 150%

    Electric- Increases armor reduction/buff amount from 5-10

    Nature- Increases hp regen from 2% max hp/sec to 4%. 

     

    So gameplay would be something like this,

    When you want to move from room to room quickly and to also clear out enemies fast, swap to lightning while entering draconic form. when you're under heavy fire, swap to ice to gain extra armor. If you need to heal, turn to nature if there are no enemies around you to regen hp. But if you're in the middle of a fight with a lot of enemies nearby, swap to fire and roar. The enemies that are close to you get burnt and you get a large burst heal. This only happens if the enemies are burnt in the first place, so you have to use dragons descent to leap into the fray and burn them all. You can try to heal via ice, but the heal you get is less in ice element.

    Hopefully this will make chroma better and more fun to play as well as more versatile. He can now be a full on tank, a damage dealer, a end-game damage dealer or a strong healer.

  2. smite doesn't need to be changed, but it was just an idea i threw out. and numbers can be balanced out, and reckoning is fine as it is. its a great form of cc, especially when paired with the augment. don't see any reason to change it

  3. Base Stats:

    Health-150 (450 Max rank)

    Shields-100 (300 Max rank)

    Armor-225

    Power-100 (150 Max Rank)

    Smite:Now an AoE blast at wherever you aim at. Ragdolls enemies in the blast area.

    Hallowed Ground:Now a circle instead of a rectangle. Causes all allies standing in the area to be immune to any status procs, as well as providing 40% damage reduction, scaling with armor and power strength.

    Silver Aegis: Replaces Renewal. Grants all allies with a small protective shield (similar to Iron Skin) that absorbs damage for the first 2 seconds. Allies affected by Silver Aegis slowly regen 2% of their health per second. Silver Aegis health is 250/300/350/400. No duration limit.

    Reckoning: No change

  4. That's a shame then. I remember when DE first released Frost Prime, and they stated that the only difference between a Primed warframe and a regular warframe was that the Primed frames had more polarities and could interact with death orbs to get more energy. Then along comes Volt Prime

  5. Sortie missions have 3 missions which you have to do in order to obtain a rare reward. What if we applied this concept to all missions both in the solar system and in the void? 

    Here's my idea:

    First of all, all loot in both the solar system and void is categorised into 4 categories; Common, Uncommon, Rare and Legendary.

     

    Secondly, repeating the same mission over and over again causes you to advance in a 'Tier'. For example, the first T4 sabotage mission you do is placed in Tier 1. Doing another T4 sabotage mission after that will cause you to advance to Tier 2, for that particular mission. In Tier 2 T4 sabotage, enemies are a lot harder, but after completing the mission, you have a much higher chance to get a Rare item as a reward. It also causes you to advance to Tier 3 of T4 Sabotage in which enemies are insanely hard, have a special condition attached to the mission itself (much like sorties), and upon completing the mission, you can get 3 rewards in total, with at least 1 guaranteed to be Legendary, with the other 2 having a chance to get a rare reward. This also helps distribute loot more evenly by placing item parts in categories such as common, uncommon and rare. Stuff like Akbronco Bps, or Forma Bp's, Orokin Cells and R5 Fusion cores could be placed in the common/uncommon category, Primed Weapon parts such as Bo Prime Handle, Fang Handle, Dual Kama blades and handles could be placed in the Rare category, and lastly, Primed Warframe parts such as Trinity Prime systems, Ash Prime BP, Ash Prime systems and perhaps Volt Prime chassis could be placed in the Legendary category.

     

    I'm not trying to say that those specific items should be placed into those categories, I'm just using it as an example.

    Endless missions should also get a rework with this new system in that there will be 4 rotations in total per 20 waves (A,B,C,D) with each rotation giving you an item in increasing rarity. 

     

    Thanks for taking the time to read, leave a comment and your opinion if whether or not this new reward system is ideal

  6. LF experienced players to do Nightmare Raids with. fking sick and tired of idiots who refuse to get on pads or get off pads early, or just dont know what to do in general. IGN is KoinDuo, and I'll be running daily raids at 5 PM Mountain Time. If interested, send me a message ingame, or add me

  7. You're just flat out wrong. Look at the other 4's in the game. No other 4's have you flat out LOSE CONTROL of your warframe. You have no control over it period. Get a few more ranks and milestones under your belt and play Ash for another year, then come talk to me.

    Lol, such constructive critisicm and informative feedback. FYI, Ashs bladestorm sucked HARD ever since he was released waaayyyy back when rhino had a godmode button. He's only ever reached relevance recently thanks to the buffs to his ultimate. It used to do no damage before, took forever to cast, and was ridiculously useless. And please refrain from trying to seem like an ash expert cuz you supposedly have played more ash than everyone in this thread, you're just embarassing yourself

  8. only rework needed with volt is overload. worst ability ever. It's basically a 1 shot move designed to speed through low level missions. Press 4 once and everything in the next 4 rooms die, with the right build ofc. Shock is great for cc, and speed is hilariously fun, and his shield is broken. rework overload and he'll be one of the premier frames

  9. missions are boring and you're forced to do the same stupid mission over and over to get a specific part of a weapon or warframe. no one wants to run a t4 defense in the same tileset over and over again just to get specific prime parts. not only that, the grind is perpetuated by more grind. E.G to get t4 defense keys you need to grind certain missions, and then once you get the keys you have to grind said keys to get stuff from the void. and most people don't have the luxury of spending over 10 hours in front of their computer just to get that one trinity prime part they're missing in order to build her, and even if they did, odds are they still wouldn't get it. thats the problem with this game. and DE promised to reduce the grind, to eliminate the S#&$ drop tables, but they still haven't done that yet. all these issues coming together are what piss people off

  10. i have no idea why my post was moved to fan zone :(

    this is a serious discussion that addresses key points in warframe's current campstyle gameplay that needs to be addressed! put it in your front page DE!

    -sarcasm-

  11. And this is why you play solo. Otherwise I would fall asleep after 15 minutes of playing like this.

    i actually have :p. let my team down so many times in draco cuz i fell asleep and forgot to use snowglobe every 40 seconds

  12. remember those days when there were no corrupted mods, or forma? when everyone had to decide what mods to put on their weapons and what mods to sacrifice in order to maximise their weapons dps. when squads of people had to actually group up in order to survive. when the game was actually fun and didn't rotate around press one button to win, like mesa and our deceased gmag. I miss those days :(

  13. Hey guys, I have a great idea for a new mini-game for Warfarme! Its called Warfarme Tower Defense!

    Here's the basic concept.

     

    Just like the name suggests, this is a Tower Defense game. You have a single source of interest, a pod. A Cryopod to be precise. The objective of this mini-game is to protect this Cryopod against hordes of vicious enemies who want to desecrate the contents of that pod and do terrible and nasty things to the contents inside it.

     

    And as with all tower defense games, you need towers to defend your objective with! Here are some of the basic starter towers I've thought of:

    Frost: Creates a temporary barrier around your Cryopod as well as all nearby towers that prevents them from being damaged. He can also freeze enemies solid for 1 second in an emergency. Can be further upgraded to increase barrier health.

    Mesa: Your standard Archer tower, capable of destroying individual targets with rapid shots. Can be upgraded to do even more damage with each shot

    Nova: A Tower that controls the speed of the game. Optional.

    Volt: A Shock Tower that has an extremely large range, and also does significant damage. Also causes all enemies hit by his Overload ability to be electrified and stunned for a short amount of time. Can be upgraded to increase range and damage

    Saryn: A Poison Tower that deals the highest damage of all Tower types, capable of clearing rooms of enemies in an instant. Can be upgraded to increase damage

    Vauban: A Stasis Tower that creates traps which ensnare and suspend all enemies entering its radius. Can be upgraded to increase duration of stasis traps

    Rhino: A Support tower that can buff nearby towers damage by a significant amount, and also stop all enemies in their tracks for a brief amount of time. Can be upgraded to increase damage and duration of buff

    Trinity: A Tower that constantly heals and provides energy to all nearby towers, allowing them to charge up their special attacks faster. Can be upgraded to heal more and to provide more energy to all nearby towers

     

    However, this tower defense game comes with a twist. You can only have a maximum of 4 towers at any given time, and you cannot change what towers you have equipped once the wave starts. Not only that, your towers can be destroyed by the enemy as well and are not protected. This is why it is imperative to have Frost along at all times if one is interested in going for a long while.

     

    There are 4 stages for this defense mini-game. The first one is Tier 1, which is the easiest. Enemies will be around lvl 10-20

    The second stage is Tier 2, which is for Intermediate players. Enemies will be around lvl 20-30

    The third stage is Tier 3, which is for Expert players. Enemies will be around lvl 30-40

    The final stage is Tier 4, which is for Master players. Enemies will be at lvl 30-40, but will also gain a 300% damage boost

     

    Typical gameplay of this mini-game involves clicking on each individual tower and activating their abilities. Only Mesa does not have an ability as her rapid firing dual peacemaker pistols are her only ability. However to counterbalance how OP it is, Mesa gradually loses energy as she fires her Peacemaker Pistols. Once out of energy she will stop attacking and will only continue once she has sufficient energy. All other towers do mild damage to enemies as they appear, however, they gradually gain energy as well. Once they have enough energy, an ability icon will pop up, which will allow them to use their abilities. Each of the towers abilities is listed above in the tower description. Once all abilities are used, you have to wait until the towers gain enough energy or gain, or until the wave is over

     

    This minigame can be played at anytime of the day since it is relatively easy to pull off. All one has to do is press a singular button in a certain amount of time. This makes for a very simple and casual gaming experience that does not interfere with one's daily life too much. The only drawback to this mini-game is that you cannot play it while actually playing Warfarme, as that would be too convenient and profitable.

     

    Ideally this minigame will be available for the iPad and the windows tablet, as well as all other mobile devices, but a lack of funding and disinterest means that it will be strictly limited to PC only.

     

    With your support, the WarFarme Tower Defense Mini-game will be a reality :D

    New tower type ideas will be greatly appreciated!

  14. Less stuff in the drop table doesn't mean more chance at getting something you want , remember DE controls the percentage rate of each item why would they increase drop rates on a newly released prime?

    honestly, idc about the drop rates. i'd rather have ANYTHING ELSE other than braton prime barrel and stock, i'd take formas and even an ember p helmet over those 2. and not only that, 90% of all the time, all you'd get is those 2 trash drops, so by removing them you'd be able to get other stuff like forma and fusion cores, which are infinitely better than getting 10-20 ducats out of those 2 items

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