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(XBOX)AxRollxOfxTape

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  1. I hard disagree, I see a lot of potential here actually. Though it isn't what you've laid already, I see the frame that fits this openworld concept as an elemental spirit that summons creatures and commands nature itself. I can picture a feminine frame that can conjure a bear from stone, a bird from fire, a shark from water, and a tiger from jungle vines. Representing each of the aspects already in your concept while giving a more unique role within the selection of frames we have already. Maybe some different abilities or even more creative twists than just wall made of stone that releases water when it breaks? Maybe something like a torrent of water charges forward and pulls up rocks and boulder to create a wall of stone, when comboed causes an explosion?I don't know, I'm just spitballing. Just something that makes me go, "Yeah I want to play this frame, not because it's meta or because it's easy, but because it is fun and/or interesting."
  2. This is going to be a pretty lengthy response here so I'm going to try cover alot while not drag on too much. Openworld: While I would really like a new openworld section with a new world boss, I'm not a huge fan of an "Earth 2.0" idea. I'd much rather have an existing planet receive an open world, as opposed to creating an entirely new planet all together. Another thing, while having "all types of landscapes and biomes" is very diverse, it also hurts the identity of the openworld, giving nothing to set it apart from other ideas and concepts. For example, two elder trees that affect your openworld, similar to a day and night cycle, is a good starting point and creates an interesting dynamic to the world. Say one tree is at the center of a lush rainforest like landscape, while the other is an inverted tree growing directly underneath the other tree like a fungus joining all the plant life together. One collects the sunlight and nutrients while the other distributes it. The Corpus are trying to harvest this ecosystem for energy, power, money, whatever. While the inhabitants are trying to persevere it with the help of the tenno. This creates a direct point of opposition for the world and the Corpus, individual growth and profit vs a balanced ecosystem working together. New Planet: We don't really need a new planet, our starchart is already packed full of regular missions, and frankly I don't want more missions that I only replay when it's a void fissure or invasion. Why make players slog through more tedious content just to get to the good stuff? The Boss Fights: Limiting my movement and giving me one life are not good mechanics for a boss fight. Instead of punishing your player just for fighting Vermis Glame, the player should feel changed in a reasonable way without making the gameplay come to a grinding halt. The second boss fight with Withering Quercus has a similar issue, there's no interesting mechanics that would make the boss fight fun and challenging, instead it has a silent teleport that can instantly kill you. These two bosses would be things players would avoid all together, not do to difficulties, but because they feel cheap and underhanded to fight against. The Warframe: Passive- Having a passive the heals upon energy use is fine, but at that point why not just make it a full health frame and remove the shields? Combined with rage and a decent health pool, you have survivability and energy replenishment right there. 1- This just reads like a copy of Atlas, creating stationary objects doesn't really work all that great in the game unless it has some serious benefits. Also, why a stone wall that releases boiling water? If the frame is related to two massive trees why is it creating a dam of boiling water?Unfortunately this ability seems like something you would subsume over. 2- This ability sort of reads like an AOE crowd control with slash dps, but still a little unclear on what its supposed to do exactly. Again, why more water? Yes water is more related to nature, but why here on this frame? 3- This ability is probably the strongest in the kit. Granting energy efficiency, healing, enemy health drain, and heat damage, all in one free moving ability. This ability I would recommend to just emit from the frame itself and have the heat damage continuously increase as the ability is active. This would create an interesting buff like ability that won't allow for any afk shenanigans. 4- Unfortunately this ability just reads like a copy of Atlas rumblers. I don't see many situations where this ability would really shine or be extremely useful. Overall the frame seems too mimic Atlas too much while doing too little to really separate it from the rest of the options in the game already. The Art: While I understand not everyone is an experienced artist, the artwork provided has too much information packed into the picture. The writing and information next to the images distracts from the picture and makes it all hard to read. Overall: I see the start to a really interesting concept for an openworld, paired with two boss fight and frame that just don't have enough substance behind them at the moment. With a bit more refinement and direction, the concept as a whole could be a really nice addition that I'd very much like to see in the game one day.
  3. And this is probably a good balance to what I suggested, it makes it so if there's a situation where you truly need to get things done, and no AI or squadmate is readily available, you can. Because that's really the soul issue I'm seeing, an over reliance on other factors to get you where you need to be. I can't trust the AI, other players even less so, to do what I need when I need it. I always try to think from a purely solo perspective when ever I design a concept. Just incase it maybe makes something less effective because it needs some moving parts that just aren't there. And you know what, that's reasonable, invincibility shouldn't be a simple press button once and now you can't die kinda thing. But on that same note, in command mode for Kahl your mobility becomes pretty limited, would that same thing carry through to your command mode? I could definitely see that maybe being a way you can get downed.
  4. A wrestling like grapple frame would be very cool. A suplex ability that deals massive damage and stuns nearby enemies, a flying spear that slams enemies into walls for single target control, or do a back breaker on enemies to restore health. The ultimate could be the "you can't see me" to turn invisible and increase the next melee attack by like 300%. I would really like to see a frame like that.
  5. Really like the idea of a "storm" based warframe using elements from both water and electricity to create a familiar concept with a new twist. With that though, we run into the issue that this frame would only really see use in missions that allow for area denial, which can be very limiting. If instead of a charge mechanic like Volt has, the passive was that enemies within affinity range have a 50% chance to become charged, 100% if already hit by a water based ability, and allows them to become conduits for shared stuns, let's say in a 20 meter radius. It would allow for better synergy with frames using water abilities. Or even a localized storm around the frame that stuns enemies who get to close without the use of the water abilities. This way you aren't locking the frame into a single position trying to build up charge and risk becoming an easy target for enemies. The same issue can be said about the 1 and 2, the duration is a little too low to be fully useful and have the same problem of being stationary. I can see too many situations where you would have to spam cast over and over again to get full utilization out of them, eating up all the energy you have. If pylon had a larger area, recharged shields, and had a bit longer duration, that would be a massive game changer for it. Also allowing enemies pushed into pylon by deluge to grant energy back would create a good combo that would fix the energy problem. The 3 is actually really good, the only change I would recommend is that if it hits a pylon, it then creates two more lines of geysers branching out at 90 degrees from where it made contact. This would allow for more reward from set up and create some very interesting interactions in battle. The 4 is also really well done, only single change I would suggest is that ability casts should be reduced by 50% to allow the player to use this ability more before running out of energy. This is a really solid concept, some artwork would really make it stand out but that's neither here nor there. All in all, a little refinement and you're looking at a very unique frame.
  6. While I hear you, and your opinion is valid in not liking "x" and "y" combos. This doesn't change the fact that in high level content she won't be able to keep up because her kit won't allow her. I use my 3 and deal some damage, activate my 1 which eats up the procs I created for more damage, but it doesn't kill. Now I've spent (unmodded) 100 energy for some good quick damage, but now I need to run away because I have no way to follow up. Without a way to guarantee my survival or to buff my damage, I have now run through my options. While yeah I can use the 2 and fly away with 100% dodge chance, but that's another 50 energy spent and still no real results on the battlefield. And yes I understand that you want your wuclone to be your damage output in the build, but that requires you to get a kill in the first place. A damage buff or armor strip would allow you the player to have that control and create consistency. Because the AI will #*!% it up, I have no doubt about it. Except whisper has less set up and benefits the user, which already makes it a better option. Why would I use this frame over other options if I am solely reliant on the AI doing all the work and hoping that it pays off? Why would I use a targeted AOE pick up if it relies on the AI getting kills in that area? Why not just move and pick up drops myself at that point? Why should I have to pay a minimum of 50 energy to fix the games broken path finding everytime my companions decide they want to get stuck? Now with the armor shield idea, again this relies on the player getting kills for health orbs, or to survive 20 seconds for the refresh. Both options in high level gameplay are a complete gamble and creates more inconsistency. Without someway to trigger more shield, she just won't be able to really survive.
  7. This is a very interesting concept, the only real point I think needs work is some of the synergies between abilities. Also, in higher end content her kit might become a little clunky and you'll simply pass over abilities due to underperformance. Example, why would I use flight other than a movement boost? We've seen before that having a single movement based ability becomes pointless, super jump on Excalibur, or blink on the itzal, instead this should be part of your passive ability. Keeping your "shield" idea, and allowing quick movement for quick escapes when you get in danger will increase survival drastically. Your 1 is honestly a good solid ability. The thing that should definitely change is that enemies affected by the bees should also reward back to the shield. This will give the frame more options to replenish your survivability while dealing quick damage. Also, being hit once should deal toxin, being hit twice should also deal viral. Or make the bees auto pickup. Either option would allow more combat options. With flight being now merged with your passive, your 2 is wide open to be a new ability. This I would recommend to be either a damage buff that recalls your bees from enemies, stripping armor while also boosting your damage based on how many enemies were being affected. Or, a similar ability but instead of boosting damage you and your allies recieve health/armor. This would allow your frame to really benefit your squad by either providing support or by dealing big damage, while both removing enemy defenses at the same time. Now your 3 seems like it might have a few issues just due to the fact that almost all ally summons are kinda useless. If instead this worked sort of like a radiation proc that caused enemies to fight amongst each other while increasing the damage they take, say those affected by bees, and when they kill oneanother they are turned into drones, and eximus units are turned into knights. I think this ability would wotk much better and allow her to be a top tier frame. Holding the cast could also instead summon any that have turned to her location. The 4 is possible the weakest part of the kit. I think everything it does can be used elsewhere in the build for the most part, as you can see. I think your 4 should be a sacrifice of all drones and knights, making them explode and deal massive damage and infecting any survivors with bees, and rewarding back to the shield of the frame and give a damage boost. This would give her a nuke that can cover a large area while also giving you another way to recover/ boost your damage output. Lastly, the artwork is fantastic, big compliments to the artist. This is a really solid starting point for a concept and definitely deserves more attention.
  8. Your concept feels a little under developed and could use a lot more work to get it to a better point. For starters, the art work you've attached looks like it's actually just images off google and not something original for the concept. Secondly, the abilities aren't giving me dark magic, they come across as a mix of generic copy abilities from other frames and some more druid like abilities. Your inspirations and theme are not translating well and is leading to a confusing concept that is just mimicking other frames. Also, you have 9 abilities listed, why when only 4(ish) can be in the game? People won't want to comment or anything if it feels like they have to make your concept for you. I think if you took this concept back to the drawing board and really flushed out the full kit with better synergy and clear direction of a role, you'll see alot more engagement.
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