Jump to content

Rehtael7

PC Member
  • Posts

    3,109
  • Joined

  • Last visited

Posts posted by Rehtael7

  1. Updated: 11/20/2016 Added artwork of the ORIGINAL Praetora's operator.

    Original Operator Art:

    Spoiler

    JjqoTKA.png

    The chap across the table is Ushtar's original operator. They are confirmed close friends.

    [ART IS HERE! Everyone direct all praise, love and devotion to Evergreenmind!]

    jbBeYwz.png

    Praetora utilizes her armor to control the battlefield. She can remove it to function as defensive constructs, or wear it for protection.

    Lore blurb what all the kids seem to be adding to frame concepts these days:

    Spoiler

     

    In these times of turmoil, security is a precious commodity. 

    Our towers, our havens, our inner-most sanctums... Are in peril.

    May I present to you a vault which cannot be forced open...

    Beneath sentries laden with our most sophisticated weaponry...

    Emplaced behind impenetrable ramparts...

    And operated by a calculative genius rivaled only by our long history's foremost Generals...

    Praetora is her name. And she will be our bastion.

     

    Front without armor/ back with armor:

    Spoiler

    k5VJZ55.png

    DeLLRvS.png

    Stats (At rank 30):

     

    Health: 350 400

    Shields: 500 (175 With all armor deployed)

    Armor: 500 (150 With All armor deployed)

    Energy: 150

    Mobility: 1.00

    Aura Polarity: Vazarin (D)

    Innate Polarities: Vazarin, Naramon

    Praetora Prime Polarities: Vazarin x2, Naramon

     

    Conclave Stats:

    Health: 125

    Shields 250

    Armor 250

    Mobility: 0.80

     

    Passives:

    Heavy Armor: Movement speed is 20% less than normal. All mobility effects <Except for friction, since that would be increased by 15%> are reduced by 15%.

    Defender: All melee weapons have 90% block.

    Might: With all armor equipped, Praetora gains +50% chance to resist knockdwon.

     

    Abilities:

    Bolster Morale

    Spoiler

    Praetora raises her fist, projecting an emblem above it. (The emblem defaults to a Lotus emblem, but may be changed to a clan emblem in the appearance menu.) Nearby allies gain health regeneration, attack faster, reload faster and move faster, nearby enemies are slowed and deal reduced damage. The aura travels with Praetora. The buffs/ debuffs scale with power strength, the range of the buff/ debuff is affected by power range, and the buff/ debuff duration is affected by power duration. Affected by casting speed. Praetora does NOT benefit from the buff herself.

    Duration: 30 Seconds.

    Range: 15m

    Debuff Range: 15m

    Buff Range: 25m

    Energy Cost: 50

    +1 Health Regenerated per second, +10% Melee attack speed, +20% Reload speed, +10% Movement speed

    -15% Enemy movement speed, -10% Enemy damage

     

    Conclave

    Does not slow enemies. {Emblem changes to your team emblem}

    Blockade

    Spoiler

    Praetora removes her leg armor, using it as one-way cover. The ability can be used twice at a time (once for each leg). The health <Shielding> of each blockade scales with her maximum shielding. <Each blockade has 80% of Praetora's maximum shielding (regardless of whether or not other buildings are deployed) and 1 health. The blockade is immune to status effects, including toxic.> The shield Each blockade deployed reduces Praetora's maximum armor by 5% and her maximum shielding by 20%. <When maximum shielding is reduced, the amount removed is preserved as overshielding.> If a blockade is destroyed, Praetora must wait for a cooldown period before her leg armor returns and she is able to redeploy the blockade. Praetora will be able to approach her turret and press the use key to return a Blockade to herself, avoiding a cooldown. Each Blockade's setup time is affected by cast speed. The percent by which the blockade's health scales is affected by power strength. (If the player has leg armor cosmetics, they will appear on the blockade.) <Holding the Second ability button will manually deconstruct both blockades, setting it to half cooldown.>

    <Blockade has a shatter-shield effect, reflecting 25% of damage taken back at attackers. This is NOT affected by power strength. See the wiki page for shatter shield if you need specific mechanics.>

    Cast time: 1.5 Seconds. (Praetora stamps her foot in front of her, causing her leg piece to snap into place in front of her. This would be done in the style of a finisher, where control is taken away from the player until the animation is complete.)

    If Praetora is bleeding out, the blockades are disabled.

    Praetora gains 5% Sprint Speed for each Blockade deployed.

    Praetora gains 20% Sprint Speed, Slide and Bullet Jump for each Blockade deployed. (Due to her legs no longer being weighed down.)

    Energy Cost: 25 <Initial Energy Cost: 5, Energy drain per second while deployed: 0.25 (This does NOT disable Energy Siphon or block Energy Vampire, however this drain amount is not affected by duration, only efficiency.)>

    Energy Returned by Retrieval: 10

    WZn6r6v.png

    Conclave

    No changes.

    Fabricator

    Spoiler

    Praetora removes her chest armor, deploying it as an pickup generator. The pickups generated restore 1 ammo pickup of each type when collected, 25 health and 25 energy. (Pickups are client-side as to be shared by teammates) (Pickups will use the conclave ammo box model, possibly with recoloring and/or added effects to indicate their additional health and energy.)

    The health of the fabricator scales from ONLY power strength. <The fabricator draws enemy fire if it is closer to enemies than any other target.> <The health of the Fabricator is 100 x 2 x Power Strength.> The rate at which pickups are generated is increased by power duration (In order to give duration more purpose). Deploying the fabricator reduces Praetora's armor by 20% and shielding by 15%. <When maximum shielding is reduced, the amount removed is preserved as overshielding.> If the fabricator is destroyed, Praetora must wait for a cooldown period before her chest armor returns and she is able to redeploy the Fabricator. Praetora will be able to approach her Fabricator and press the use key to return the Fabricator to herself, avoiding a cooldown. The Fabricator's setup time is affected by cast speed. (If the player has any chest cosmetic, it appears on the fabricator.) <Holding down the third ability key will deconstruct the fabricator, putting it on half cooldown.>

    Cast time: 1.0 seconds. (Praetora cocks back her shoulders, launching the chest piece forward. This would be done in the style of a finisher, where control is taken away from the player until the animation is complete.)

    Pickup Generation Rate: 1 pickup every 15 seconds. The duration modifier will be calculated as such:

    15 / ( 1 x A ) A=Duration modifier. So let's say that you had a duration increase of 50%, that would be 15 / 1.5 = 10.

    If Praetora is bleeding out, the fabricator is disabled.

    Praetora gains 10% Sprint speed while the fabricator is deployed.

    Praetora gains 20% Wall Latch and Aim Glide while the fabricator is deployed. (Due to her torso no longer being weighted down.)

    Energy Cost: 50 <Initial Energy Cost: 50, Energy drain per second while deployed: 0.25 (This does NOT disable Energy Siphon or block Energy Vampire, however this drain amount is not affected by duration, only efficiency.)>

    Energy Returned by Retrieval: 20

    W6Njl7C.png

    Conclave

    Pickups are no longer client-side. Pickup Generation Rate is now 5 seconds. Pickups ARE team-exclusive. Pickups now restore 20 energy instead of 25.

    Pincer Guardian Turret

    Spoiler

    Praetora removes her back and midsection armor, converting it to a turret which uses her primary weapon. If no weapon is equipped, the turret will default to an unmodded Latron. The turret's health scales off of her maximum armor. <The turret's health is equal to 50% of Praetora's maximum armor, and its armor is equal to Praetora's maximum armor.> Praetora also loses 40% of her armor and 10% of her shielding while the turret is deployed. <When maximum shielding is reduced, the amount removed is preserved as overshielding.> If the turret is killed, Praetora must wait for a cooldown period before her armor returns and she is able to redeploy the turret. Praetora will be able to approach her turret and press the use key to return the turret to herself, avoiding a cooldown penalty. The turret's setup time is affected by cast speed. The percent by which the pincer turret's health scales is affected by power strength. The range of the Pincer Turret is affected by power range. (If the player has a syandana, it will appear on the turret.) <Holding the fourth ability button deconstructs the turret, putting it on half cooldown.>

    Range: 35m

    Cast time: 1.75 seconds. (Praetora hunches forward, allowing her Pincer Turret to climb off her back and position itself behind her. Praetora unlatches the turret pack from her shoulders, letting it hover into place behind her before extending its legs. This would be done in the style of a finisher, where control is taken away from the player until the animation is complete.)

    If Praetora is bleeding out, the turret is disabled.

    Praetora gains 10% sprint speed with the Pincer Turret deployed.

    Praetora gains 10% Slide and -10% friction with the Pincer Turret deployed. (Due to her back now being less bulky.)

    Energy Cost: 100 <Initial Energy Cost: 50, Energy drain per second while deployed: 0.5 (This does NOT disable Energy Siphon or block Energy Vampire, however this drain amount is not affected by duration, only efficiency.)>

    Energy Returned by Retrieval: 40

    XQBsQ7X.png

    Conclave

    Range is now 20m by default. Accuracy is halved (this includes shotgun spread).

    Augment Mods:

     

    Unbreakable Blockade

    Blockade's health scales from both armor and shields combined. <+100% of Praetora's Maximum Armor>

     

    Pre-production

    Fabricator initially deploys 2 pickups.

     

    Fortified Morale Crushing Morale

    Bolster Morale is applied to Praetora as well as her allies. For every other ally affected by Bolster Morale, the enemy debuffs multiply.

    (+0.5 multiplier for every ally, so -37.5% Enemy speed and -25% Enemy damage when three allied players are in range.)

     

    Sniper Turret

    The Guardian Turret now hovers up to head-height. Its damage increases by 50%, and its accuracy increases by 25%. The maximum range is increased by 10 meters, and it now has a minimum range of 10 meters.

     

    Conclave mod:

     

    Vengeful

    Destroyed buildings deal 100 explosive damage up to 4 meters.

     

    Praetora Prime: The Latron is replaced by a Latron Prime.

     

    Praetora's sigils will go on the suit beneath her armor.

    Spoiler

    LABCkep.png

     

  2. Huh? I was under the impression that Covert Lethality was for dual daggers. Well, the more you know. My mistake. Not that I'm still any less opposed to the idea of a thrown dagger. It'd give them some nice versatility.

     

    Even with Covert Lethality being a thing, I don't exactly see more daggers on top of everyone's wishlist for melee weapons. They lack something that makes them truly unique and special.

  3. With the mention of upcoming charge attacks, it would be great to see single daggers be brought into the limelight. One such way to do this would be to have a charged attack for daggers in which the dagger is thrown, then returned with a Ripline-like energy cord. It could even use the Ripline animation. The distance the thrown charge attack can travel would be dependent upon how long the attack is charged and would make daggers ideal for stealth missions provided that the charge attack can deal stealth bonus damage.

     

    It may not make daggers the GREATEST thing in the world, no, but at the very least it could make them niche.

  4. Exilus slot is not only for mobility, examples of this are Intruder, Loot radar, Warm coat, Master Thief, Enemy sense, Thiefs Whit or Shock absorbers... 

     

    Exlus slot is for UTILITY. 

     

    What i think is, yes, Natural Talent should be made an Exilus mod. Many warframes bennefit from this Mod, but using it, it puts them in a disadvantage against the rest of frames who dont need this Mod to perform well. (Have you ever died while casting Nekros 4??) 

     

    There are other mods that in my opinion should be made Exilus: Equilibirum, Fast Deflection, Flame Repelent, Antitoxin, Diamond Skin, Provoked. Insulation...

     

    This are mods that reallistically nobody is gonna use in a build (Yes, i use equilibrium on Nekros, but its just a marginal case). Implementing this, or other mods, as exilus mods, would make the exilus slot more appealing for some people. More people would actually forma their warframes extensively just to get enough space for the exilus slot.

     

    Untill now the only frames in which i have the exilus slot open, and use exilus mods, are warframes that i have forma multiple times for some reasons and suddenly i find myself with 10 free points, so i use the exilus slot and put something there.

     

    Untill now i have never forma any warframe specifically to free up space for the exilus.

     

    Giving more mods the status of "exilus" would make me, for sure, use it more extensively, probably in all my warframes.

    Okay, I'm going to strongly disagree with Equilibrium and Fast Deflection as those are both powerful defensive mods, but I'll agree with the rest. I solo a lot because I'm not fond of other human beings, and Equilibrium helps keep a lot of my frames in the fight. (I only use female frames to keep up the illusion that the same Tenno is in all of them. Is that a sane thing to do? Not really, but it makes me happy.)

  5. Isn't exilus for mobility?

     

    Exilus is for all the mods that suck too much on their own to justify using a mod slot for.

     

     

    How about we not take a new approach to natural talent

     

    It's balanced as it is

     

    Sure it's 'balanced' but it's so rare that I can actually justify taking up a mod slot with it.

     

    I only said it would become essentially mandatory for several frames, not all or most. 

     

    How many Desekros/Limbo/Oberon and many others WOULD NOT run this? And as I said, I just don't see it ever happening, however much people theoretically want it, because it really doesn't quite fit the purpose of the Exilus Slot. It almost does, but it directly affects abilities. And too many Warframes would get a boost in their powers from this. 

     

    I mean, when you think about it from one perspective, faster casting is/(can be based on the power) increased Warframe ability DPS, and even if that isn't how it works for all frames, increasing the DPS of warframe abilities is definitely not the purpose of the Exilus slot. The purpose is also supposed to be about option as well. 

     

    If in every single mission, certain frames like Limbo for example would be stupid to not use it, then it is too mandatory, even if it is only mandatory for some frames. That's still too many. 

     

    Those are two reasons why it goes against the purpose of the Exilus Slot. I would love to have a free Natural Talent on some of my frames, but I don't really think it fits the intention or is good for the game overall. 

    Those are very good points, and I agree, it does cause the issue of affecting DPS. Theoretically, some Exilus mods already do that, but not to a significant degree. Still, a very slight affect on cast speed would be so nice. I'd even settle for 25%

  6. It directly affects Warframe powers. It would become "mandatory" in the Exilus Slot for several frames I can think of. So no, I don't think it should be made an Exilus mod. And I don't think it will be, as long as it directly affects Warframe abilities. 

    Normally I'd agree, but it affects them in such a marginal way that it seems like it would make more sense as a nerfed Exilus mod. What does increase cast speed do?

     

    -Not lock you in an animation, thus increasing your overall mobility.

    -Increases Damage per second due to ability spam.

    -Makes stacking certain effects happen more quickly.

     

    While the first effect is very Exilus-friendly, the latter two aren't as much, however by reducing the buff to 35% it would probably hedge out reasonably well.

  7. Natural Talent would be much more popular as an Exilus slot mod, and if that would be considered overpowered somehow, it could be lowered to 40% or 35% casting speed. With how marginally helpful it is at the moment in comparison to all the other mods, it would make sense for it to EITHER be an Exilus mod, or to be buffed to 65% Cast speed.

     

    Am I the only one of this opinion or is Natural Talent a top-tier mod and I'm just ignorant of it?

  8. Greetings, Tenno. I hate to ask this of you, but I'm in a bit of a predicament. I was running an experiment and something has gone horribly wrong. In an attempt to create Prisma Specters, they've activated and turned on me, arming themselves with my supply of new Prisma weaponry. I know that some of you may be less than ideal for this task, but I'd like to have this embarrassing incident cleaned up as quickly as possible. I'll even throw in one of the new Prisma models as a token of my appreciation. What do you say?

     

    Stage 1: Survive the specters. (Level 20 Prisma Volt, Ember and Valkyr Specters with various corrupted weapons.)

     

    If wearing prime gear: My sample group turned out fine, I'm not sure why they only turned under large-scale production. There should be... Well, quite a few here. Do what you can to thin their numbers, if you don't mind.

     

    If not wearing prime gear: Welcome to the void, Tenno. I'm sure this must be quite breathtaking. Do try to focus on thinning out the Specters' numbers here. Hold out as long as you can. I suppose I can't expect any more than that.

     

    Stage 2: Exterminate remaining specters. (Level 30 Prisma Mag, Chroma and Rhino Specters with various prime weapons.)

     

    If wearing prime gear: Good work before, Tenno. Your efforts drastically lowered their forces. Now cut down what's left and we'll talk about when I'm hosting another get-together.

     

    If not wearing prime gear: Oh! Tenno! You're still here! Good, you can help finish off the leftover Prisma specters. Don't leave any standing. I mean it.

     

    Stage 3: Capture a powerful specter. (Level 75 Frost specter equipped with a Prisma Grakata and Prisma Dual Cleavers)

     

    If wearing prime gear: Alright Tenno, one of the premium specters is here. Please track them down and recover them before they escape. The only way this incident could be any worse is if I lost all samples of this experiment. With any luck, recovery will reveal why they went rogue in the first place.

     

    If not wearing prime gear: Tenno! I'm impressed to see you're still around! Listen very carefully, I need... Well... You... to recover one of the more powerful specters that broke free. Do not, let it, escape. It would be a waste of everyone's time if you did.

     

    Stage 4: Assassinate a very powerful specter. (Level 100 Excalibur specter equipped with a Prisma Skana and Paris Prime.)

     

    If wearing prime gear: Ah- erm... It seems that the initial test group has come to resent me as well... I may have gone all-out with this group, a rather... Brutish bunch. Please dispatch them quickly and we can discuss your reward.

     

    If not wearing prime gear: Remarkable how far you've gotten, Tenno! Truly improbable. What could be even more improbable? For you to defeat one of the Cosmic Prisma Specters. Good luck!

     

     

  9. There seems to be a bug where when Saryn is hit with a Viral Status chance, then sheds her skin, then is hit with a virus chance again, the effects stack, putting her at 0 health and 0 shields, but not actually killing her. The player then becomes immobilized, only able to hit escape.

     

    As for the application of Viral Status, might have gone a little crazy with the Kulstar on a Grineer survival mission.

     

    KoV95KE.jpg

  10. That's pretty cool!

    It also reminds about a weekend, a couple of weeks ago, on my way home after a night on the town. I stumbled upon what I (at the moment) thought looked like a Wraith umbrella, and got totally psycked!

    I then later woke up with a flowery umbrella.

    This is way cooler than my stupid flowery umbrella.

    Thanks! And if you'll forgive my plugginess, mind taking a look at this? I think it has a lot of promise and I want to save multishot before it becomes broken and pointless. https://forums.warframe.com/index.php?/topic/527949-a-fair-solution-to-the-multishot-problem/page-2#entry5923586

  11. So +1 multishot would mean one more shot is fired, and one more bullet is consumed.

     

    +100% recycle would mean that there is a 100% chance to keep 1 bullet. The reason to cap it at 1 bullet is so that creating recycle mods in the future doesn't cause an issue with returning more than 1 shot per bullet fired. I'd imagine the Prisma Grakata could get kind of out of hand if it had that degree of ammo economy. So even if you had a primary weapon with say +4 multishot somehow, the very most ammo that could be saved per fire is 1. (Which of course would translate into 3 ammo = 4 shots fired.) Which sounds bad scaled up, but keeping in mind that the only way to get more than +1 multishot with the modified version of the current mods would be through Barrel Diffusion + Lethal Torrent and the Scattered Justice mod. (I think that was the name... iunno, I'm with the sequence.)

  12. no, just no. multishot is okay and doesn't need to be more complex, the more complex the more likely to be broken. if anything DE should do something like they did with the grineer heavy weapon skins and make new skins for weapons that add more multishot.

     

    If they do things the way they've been mentioning they want to do things, they're going to nerf it and HARD. On a recent devstream, they said they might just make it consume extra ammo, that's why I started the thread, to offer up a suggestion that nerfs multishot, but in a way that doesn't make it completely pointless.

     

    Also, it's broken as it is now. it's not only stupidly overpowered, but it's LITERALLY a bug that they never bothered to change. It was originally meant to consume the extra ammo.

     

    The multishot nerf is coming one way or another, and I deeply hope that this will be the route they take as opposed to making it utterly pointless beside making it a glorified fire rate mod.

  13. I think this is the best Idea I've seen as a solution to the multishot mods being "fixed. I'll be sure to mention it on our teamspeak server to get some attention, and bring it up on our podcast.

     

    Thank you very much. It's nice hearing that my solution is popular, and it'll be even nicer to hear that multishot doesn't just not consume extra ammo.

  14. like I said guy, If a bunch of us propose this change among our questions in the Devstream question thread, and make some noise on twitch, we might be able to get something to happen.

     

    I'll also direct my friends to this thread. It is seriously the best solution I've seen to the problem.

    I really appreciate it.Maybe someone has thought of a better solution and I just haven't seen it, but anything has to be better than making it cost double ammo. That utterly defeats the purpose of multishot, it just becomes +90% fire rate.

×
×
  • Create New...