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(PSN)MrDemigod81

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Everything posted by (PSN)MrDemigod81

  1. I originally called him Herakos as an offshoot of Herakles, and I kinda of enjoyed that movie a little, by the way, lol 😅 I guess I could rename him.
  2. This is good, but DE be sleeping on fan concepts; I have been playing since the second year warframe was released. I've seen some of the most AMAZING and beloved fan concepts, only to get something lackluster from DE; I hope one day DE will use more fan concepts unless there is some legal reason why they don't. You must work from home or have your own business to have this type of time to complete such intricate Mechanics and Concepts. Honestly, Pablo is the best thing that has happened to Warframe. I hope he sees this and the rest of DE.
  3. I did at first; I didn't want him to be an exact replica of Herc HE is inspired by the Mythos, and I don't want to call him Herc, and he ends up like Atlas, who is nothing like the Mythos in abilities, I think Tenno and warframes in lore or inspired from ancient earth.
  4. Sorry, I shouldn't have said HIT. I should have said when he is affected by Status Effect; I change the ability entirely, the only thing that has hit is when allies suffers physical damage when 12 impossible labors is not active it reset his ability passive 3) Herculean - Nemean uses immense strength to aid his teammates in battle. Nemean has three ability Passives Incalculable Strength: when Nemean is hit with physical damage, his power strength increases by 50% for 5 seconds while Nemean is taking damage to his health or his companion. 12 Impossible Labors, his teammates are status immune for a set amount of affinity range when Nemean's Overguards are active during Collateral Tackle or when Titan's Burden procs slash effects. Nemean's allies will receive Status proc buffs, each lasting 10 seconds when Nemean is affected by status. Additionally, if his allies are hit with physical damage when 12 Impossible Labors are not active, it resets the Incalcable Strength timer. Enduring Brawn: When Nemean shields are depleted, his health increases by the number that were depleted. Additionally, deploying an Archgun can proc Collateral Tackle effect to surrounding enemies. Nemean will receive 10000 Overguard instead of the initial 2000, which has a cooldown of 30 seconds for Nemean; recasting will replenish the 10000. Also, when his allies have their Archgun deployed, Nemean divides those 10000 Overguards to his teammates and gives them an additional 2000 Overguard that is provided to them whenever allies have it deployed.
  5. i thought about what you said and you were right I changed where when Nemean is hit the teammate receives the buffs
  6. This looks FREAKING AMAZING, but I'm skeptical because D.E. for some odd reason—D.E. just keeps skipping over so many amazing fans' concepts. I've seen so many fan concepts that destroy their current designs for deluxe skins. Unless you permit them to use this skin without compensation it may not see the light of day. I hope so bro, good luck you got my support.
  7. I understand there will be warframes that don't benefit from other ally warframes, such as warframes that don't have shields do not benefit from over-shields from Harrow or Hildyrn unless they gain overguard. I don't play with many non-shield warframes except for Nidus. I initially was thinking ONCE you're hit with that status proc. NOT damage, you proc the buff, if that makes any sense. I might need to be more self-explanatory This would be cool, but D.E. would have to come up with the different labors LOL That would be a lot of work to make on my own if it changes each mission, now if there is a set number of labors that are the same I could come up with that. I also could change it so that allies can participate in helping Nemean proc the passive when his 3 is active to speed up the process of receiving the buff.
  8. hoping to see this one day, no disrespect to D.E. I think the community has been making better-looking warframes, themes, and concept designs lately than them and I love D.E as a company and will continue to support them, but lately these warframes have been Le'Meh. This warframe I saw on prime time should've made it to the design council
  9. I was experiencing issues but it seems it smooth itself out, earlier it was saying to login but I was
  10. I have been playing Warframe since 2014 I have been advocating for unarmed weapons for the longest the fact we don't have karate, judo, inspired Warframe (Which I made a fan concept of lol) is beyond me with all the Japanese references in the game, I even made something similar to Tenno-kai before tenno-kai but with unarmed weapons. the simple, fact that the Tenno has hand-to-hand combat KATA; we have FREAKING KATA in the game. But no hand-to-hand combat system, MAKE it make sense, LMAO HAHA LOL. The Tenno Hand-to-Hand combat system is called NARTA, an offshoot of Kata it's in the Emote systems. If we don't have hand-to-hand capabilities, then why give the Tenno Kata systems with bare hands—it's weird. Why would I learn a fighting system I would never use LOL HAHAHA. but check out my old unarmed system It is outdated because I was basing it on the old focus system. Giving the Tenno a hand-to-hand combat kata is like learning to swim, and you live in the desert, you're NEVER GOING TO USE IT 😂😂😂😂
  11. LORE: Herakles, a legend with immense physical strength, unmatched in battle with might rivaling the Titans of Eidolon. "Hello, Tenno, meet the Champion of might, Herakles,and lend me your ear these are the tales that are told to the children of the Cetus, and Fortuna for generations 'the 12 impossible feats of Herakles the Mighty' what am I about to share with you Tenno is his legend." - Lotus. Feat 1: He Fought and slew a swarm of the monstrous beasts known as "the ancient disruptors," wholly depleted of energy. Feat 2: Hid undetected from the stalker for many moon cycles Feat 3: He adhered to the forces of Hunhow and rescued several Tenno. Feat 4: A warrior who fights shieldless in battle Feat 5: he once defeated a juggernaut by charging head-on during their collision. Pieces of the infested beast's armor-like shell became part of his Warframe, allowing him to create his renowned mace from its limb. Feat 6: Single-handedly defeated a horde of Sentient with his mighty mace made from a slain juggernaut. Feat 8: Survived the crushing force of Gantulyst Eidolon and returned the mighty blow, failing the beast in battle. Feat 9: Tossed the "Hydrolyst" Titan; held Feat 10: grappled the "Teralyst" while his fellow Tenno striped the beast for their shards. Feat 11: Endured the onslaught and the restraint of warriors sentient in battle when he was conquered. Feat 12: Created a roaring circumventing earthquake to offset the seismic stomp of the Eidolon Titans. "Though many have dismissed the claims of Herakles's achievement as mere fable, even in folklore shrouds spurts of truth." - Lotus *NOTE: Herakles feats are an homage to Hercules's 12 impossible labors. They should not be taken seriously, but some are built within his powerset. I only did them as a fun nod to Herc, LOL, but I am thinking about making a fan story about this warframe and posting it as a cool short story. Health: 600 Shield: 400 Armor: 300 Energy: 100 (150 at Rank 30) Sprint: 1.0 (Passive): Blunt Force: when Herakles uses a blunt melee weapon such as a mace or hammer, he has increased attack speed and damage with those weapons. 1) Collateral Tackle - Herakles rushes at an enemy with a shoulder tackle with the image of a Juggernaut-like spectral present, which visually transforms his shoulder into an armored hide, Plowing through enemies, shattering their defense and sending them flying and falling. After the initial first enemy hit is dealt 150 / 250 / 450 / 650 Impact damage, he gains a staggering aura that allows him to bulldoze through up to 5/10/15/20 enemies during parkour within 1.5 / 1.6 / 1.8 / 2 meters. Energy Cost: 50 Every third enemy is ragdolled and sent flying through other enemy combatants for each additional enemy hit by the flying targets; they can be dealt as much as 30% of their maximum health as true damage. Can permanently reduce an enemy's defenses (Shields and Armor) 10/20/30/40% upon dealing Impact damage. Distance of 6 / 8 / 10 / 12 meters at a speed of 40 / 42 / 44 / 48 meters per second. When activating this ability. When Herculean is active, he gains an amount of Overguard for each enemy bulldozed or enemy hit by flying enemies 400 / 600 / 800 / 1200 base health, which health multipliers of the Overguard are affected by Ability Strength and is immune to knockbacks, Stagger, and Knockdown effect when he has overguards active. 2) Hyperion Quake - Herakles can slam his exalted mace Titan's Burden and cause seismic shifts of tectonic plates that create a localized earthquake range of 14 / 16 / 18 / 20 m that damages the environment in the background, causing enemies to be knocked down, cracking the earth beneath, and afflicting 135 / 170 / 195 / 250 Blast damage-causing molten geysers of lava spewing from the ground. Enemies that walk into the lava are slowed down by 50% and suffer heat damage 250 / 300 / 350 / 400 Heat damage. Duration: 15 / 20 / 30 / 45s. Duration When Heavy Impact is equipped during the activation of this ability, it can proc Collateral Tackle. Energy Cost: 25 3) Herculean - Herakles uses immense strength to aid his teammates in battle. Herakles has three ability Passives Incalculable Strength: when Herakles procs physical damage to his companion, his power strength increases by 50% for 5 seconds. 12 Impossible Labors, his teammates are status immune for a set amount of affinity range when Herakles's Overguards are active during Collateral Tackle or when Titan's Burden procs slash effects. Herakles's allies will receive Status proc buffs, each lasting 10 seconds when Herakles is affected by status. Additionally, if his allies or companions are hit with physical damage when 12 Impossible Labors are inactive, it resets the Incalcable Strength timer. Enduring Brawn: When Heraklesshields are depleted, his health increases by the number that were depleted. Additionally, deploying an Archgun can proc Collateral Tackle effect to surrounding enemies. Herakles will receive 10000 Overguard instead of the initial 2000, which has a cooldown of 30 seconds for Herakles; recasting will replenish the 10000. Also, when his allies have their Archgun deployed, Herakles divides those 10000 Overguards to his teammates and gives them an additional 2000 Overguards that is provided to them whenever allies have it deployed. 12 Impossible labors buffs: (these buffs can occur when Herakles suffers status proc) Impact Proc - Armor increased by 40% Puncture Proc - -30% armor and Shield (against enemies) Slash Proc - Health Regeneration by 20% Blast Proc - Knockdown recovery 35% Magnetic Proc - 0.5 per second Energy Regeneration Viral Proc - Max HP increased by 40% Radiation Proc - accuracy and fire rate increase by 30% Corrosive Proc - Damage Reduction 50% Cold Proc - Shield Capacity by 100% Electricity Proc - Sprinting Speed 30% Toxin Proc - Overshields Fire proc - Bonus Damage by 100% (warframe, melee, and firearms) Energy Cost: 75 4)Titan's Burden - Herakles has an exalted mace made with the remains of a fallen juggernaut's legs, turning it into an infested mace and creating powerful gale force winds with each swing that fling and spread damaging debris that procs physical damage, each coming with a unique effect when chosen. When this ability is (HELD), it allows him to choose which three Physical damage types he wants to use as base damage, allowing him to override any physical damage type regardless of mods. It can create arcing waves of wind that are 12m that lift, stagger, and reflect projectiles with a Crushing Ruin-like combo that slings damaging debris 20m at enemies and has 5% to proc Collateral Tackle effects when applying physical damage from melee. It can be thrown (like Wolf Sledge) and has a 5% chance to proc Collateral Tackle: enemy defense reducing effect with base damage has a greater opportunity when overridden with puncture damage. It can deplete enemy Overguard, while replenish Herakles's Overguard, and reduce shield gating delay by requiring 3 seconds of not taking damage before regenerating when base damage is overridden with slash damage. Has a 5% chance to proc the true damage effect from Collateral Tackle when performing a melee combo and has a greater opportunity when overridden with Impact damage Type: Exalted Weapon Mastery Rank Requirement: 0 Max Rank: 30 Slot Melee Trigger Type N/A Utility Attack Speed 1.50x animation speed Block Angle 60° Combo Duration 5.0 s Disposition ××××× (0.00x) Follow Through 1.0x Range 3.20 m Noise Level Silent Sweep Radius 0.25 m Normal Attack DmgImpact 73.3 DmgPuncture 73.3 DmgSlash 73.3 Total Damage 219.9 Attack Speed 1.50x animation speed Crit Chance 35.00% Crit Multiplier 2.00x Fire Rate 1.500 attacks/sec Noise Level Silent Status Chance 50.00% Throw DmgImpact 256 DmgPuncture 253 DmgSlash 357 Total Damage 859 Charge Time 0.8 s Crit Chance 25.00% Crit Multiplier 2.10x Fire Rate 1.000 attacks/sec Forced Procs Slash (can be overridden) Noise Level Silent Range 40.0 m Status Chance 50.00% Projectile Type Thrown Throw Bounce Ricochet DmgSlash 850 (DmgSlash 100%) Total Damage 850 (100.00% DmgSlash) Crit Chance 25.00% Crit Multiplier 2.10x Damage Falloff 0.0 m (100%) - 5.0 m (60.00%) Fire Rate 1.150 attacks/sec Noise Level Silent Range 5.0 m Status Chance 50.00% Projectile Type AoE Throw Recall Debris DmgSlash 1,554 (DmgSlash 100%) Total Damage 1,554 (100.00% DmgSlash) Crit Chance 25.00% Crit Multiplier 2.10x Damage Falloff 0.0 m (100%) - 5.0 m (100.00%) Fire Rate 1.000 attacks/sec Forced Procs Ragdoll (can be overridden) Noise Level Silent Range 5.0 m Status Chance 50.00% Projectile Type AoE Heavy Attack Heavy Damage 2,250 Slam Damage 1,500 Radial Damage 1,500 Slam Radius 10.0 m Wind-up 1.0 s Slam Attack Slam Damage 850 Slam Radius 12.0 m Radial Damage 250 Radial Forced Ragdoll Slide Attack Slide Damage 350 Energy Cost: (100 )Overguard 25+/s, the amount of Overguard that Herakles can gain while this ability is channeled is reduced. I AM ACTIVELY LOOKING FOR A DIGITAL ARTIST TO DESIGN HERAKLES!
  12. Valyant Hello, Tenno, meet Valyant! Hero of the defenseless, Valyant jumps into battle lending aid to the fallen and the weak, the mighty hero warframe a support TANK who increases his strength when friends or companion are in need. LORE: Valyant, godlike in stature and valor, he thrives off of saving those who are in need, Valyant warframe units where last resort warframes during the war when the Orokin and Tenno were cornered. known for his mighty strength he's more than a brute he is the savior of helpless First Draft of Valyant down below I change him because of some💪 Ultra,💪 Mega, 💪Super Prick🤬 didn't like him Health: 400 Shield: 150 Armor: 350 Energy:100 (150 at Rank 30) Sprint: 1.05 Passive 1: Accolade- when Valyant revives Allies, Companions, or NPC, he gains regeneration of health, shields, and energy for aiding others Passive 2: Valor - Valyant has a meter that builds up when he does heroic actions such as using his 1st ability speeding bullet, or aiding an ally with any of his other passives. When not playing solo, reviving allies, NPC, or companions, and using his abilities to aid others will increase his Valor meter, which can reduce his damage taken to all types by 90%; once his Valor reaches 100%, this meter begins to deplete when taking damage, and when sharing this passive by using his 3rd ability sidekick with a teammate it depletes much slower. When using health, shield, or energy restore pads on allies, Valyants fills his Valor gauge in large amounts. You will also feel your valor gauge when playing solo, reviving a companion, or making an enemy an ally with your third ability sidekick. Passive: Champion - when Valyant fails to fill his Valor meter, he is acceptable to damage that can lead to a bleed-out state; when this occurs, he gains a much longer timer and can stack with bleed-out mods; when this happens, he has a special animation dropping to one knee, if allies, NPC, or a companion are taking fire while being revived his Valor meter fills up a lot quicker. If a teammate enters a bleed-out state trying to revive Valyant, he is instantly revived, at the cost of some of his Valor meter. ⦁ When playing solo missions, taking a companion into battle and being revived draws aggro away from them, draining the remainder of your Valor meter, (NOTE: ALL BULLET POINTS ARE TO DESCRIBE THE MECHANIC OF THE POWER) 1) Speeding Bullet - when this ability button is held at the Energy Cost: 30 distance of 6 / 8 / 10 / 12 meters at a speed of 40 / 42 / 44 / 48 meters per second. Valyant can dash at super-fast speeds, zipping past enemies completely unnoticed and unalerted; Valyant can strip enemies of their weapons and ammo in the path he is dashing towards, causing them to either reload or forgo their weapons with certain enemy types. Upon collecting ammo by dashing pressing this ability again, you can toggle this ability, allowing Valyant to throw ammo collected from his enemies or off the ground when dashing through them and use them as a secondary weapon (animation similar to hikou, Mk-kunai, Spira, despair, etc.) for damage Ammo Collected 5/9/13/21 Base damage 150 / 250 / 450 / 650 per hit. Damage distribution is purely puncture + punch-through. Damage is affected by Ability Strength and most secondary weapon mods. Type: Thrown Slot: Secondary Trigger Type: Auto Accuracy: 100 Ammo Max: 150 Fire Rate: 5.830 attacks/sec Noise Level: Silent Magazine Size: 50 Reload Time: 0.30 s Projectile Speed: 90.0 m/s Projectile Type: Projectile When passing through enemies, your allies' ammo is restored with the current weapon being used when reviving them, Also increasing their reload speed by 30% for 10 seconds. (Augment: Bullet Strip) - When dashing through enemies, you strip 50% of their armor and shields) (Subsume Ability: Speeding Bullet) - Diminishing Returns* Allies can't use the secondary weapon effect 2) Atomic Clap - Valyant charges and slaps his hands together, creating a massive atomic force, irradiating and stunning enemies, and shattering pieces of their armor, shields, Eximus Aura, or removing maggot leeches that can be collected which have become irradiated shards that have become Atomic orbs with a duration of 10 seconds that provides a bonus of 30% damage, dmg reduction, overshields, and power-strength orbs. Valyant gains an irradiating aura that deals 100 / 125 / 150 / 200 ( Radiation damage per second), also when allies collect these orbs, it will increase Valyant's Valor: irradiating, and stun wave range: 5/10/15/20 m Energy Cost: 25 ⦁ atomic orbs that have duration do not stack; only one orb of each kind at a time can be obtained ⦁ this ability synergizes with abilities like Nekros desecrate and Hydroid (Augment: Atomic Weakness - When this ability is used, the Atomic Shards, when picked up, alter their damage type to match enemy weaknesses when using weapons or warframe abilities for Valyant and his allies). 3) Sidekick - Valyant can link himself with a teammate or a fallen enemy reviving them as a specter 20 / 40 / 50 / 60m turning them into an ally that becomes invulnerable for a short duration of 5 / 9 / 13 / 17s, both friend and foe turned ally can trigger his passive Valor, and champion while reviving Valyant, the enemy ally loses their damage immunity, if killed during the revival process, Valyant will die, Furthermore, a pulsating aura will emit from Valyant's body reviving allies, companions, NPC operatives, etc, within 5/10/15/20m for the duration of this ability. Valyant has increased revival speed up to 100% faster than normal allies. ⦁Teammates will receive the full reduction of Valyant's passive, but he will only receive half; this reduction does not stack with his Atomic Clap orbs. (Augment: Aiding Enemy - Valyant can send his enemy ally to revive his teammate with their damage immunity still intact) 4) Megaton Entry - Valyant can increase his weight to extremely high levels by controlling his mass. When an ally or enemy is targeted Valyant will charge and use his strong legs and leap larger distances the longer the charge the further the distance; when an enemy is targeted upon landing he will crush them while causing a cataclysm of destruction debris and shrapnel; damaging surrounding enemies. these are the following effects of this ability: The first enemy will be True damage 250 / 300 / 450 / 550 all surrounding enemies after that suffer blast proc of 12m surrounding enemies leaping range 25 / 40 / 60 / 75 m Debris and Shrapnel cause slash proc 100 / 250 / 350 / 500 damage radius of 10 / 15 / 18 / 22 meters. ⦁ this ability causes knockdown, stagger, and knockback as a heavy impact ⦁ Valyant can leap to the following targets: syndicate Operatives, Hostages, Cryopods, or Excavators at the Energy Cost of 25. Towards enemy Energy Cost: 50 when targeting enemies. ⦁ this ability has a heavy impact on proc
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