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(PS4)EmilsTekcor

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About (PS4)EmilsTekcor

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  1. It's all a bit op tbh. It feels like there would be no point to mods. The passive would be straight broken as well, maybe you could have it not a cool down and instead maybe let it do something like: While hacking you are invincible. The first could be that you restore all ammo, but increase ammo cost for a period of time. So like restore all ammo, increase damage, and ammo cost for a period of time. The second could be neat, but I don't see it really being used. Why not just have a placable pod or something that you can teleport back to. I like the invisibility and the 4th
  2. Wait also let us scale them up till they are actual size.
  3. I think it'd be a good idea to add some effects to her abilities so here are some of my ideas 1st: change so that enemies that mind controled lose a percentage of health over time instead of being on a duration. Have nyx or allies heal an equal percentage of the health that is drained from the mind controlled unit. 2nd: change it so that it will fire additional daggers for each enemy under the effect of chaos. 3rd: enemies under chaos will have maximum aggro to other enemies also under mind control. 4th: energy lost is taken after a few seconds instead of as the damage is dealt, if the enemies that dealt the damage are killed the damage done will not be drained.
  4. Hmm, I know it's kind of weird; but why not a cloth like sheath. Sort of like a syandana that wraps around the lower region of the blade when sheathed. Wait no DE doesn't support that...
  5. I haven't used hildren, but this concept has been on my phone for a little while. Umm the sentinel should be moddible and the tower I was gonna have scale with power strength.
  6. Alu Health: 100 Shields: 500 Energy: 300 Armor: 15 Passive: shields will negate effects that can damage health directly from damage types like viral, toxic, and gas. Has a little sentinel on her shoulder that can attack with a shock prod. Sentinel shock prod Crit chance: 15% Crit multiplier: 1.5 Status chance: 40% Damage: 15 electric. The shock prod is similar to the amprex in attack. If two shock prods attack the same enemy it will cause them to suffer extra damage from all sources Abilities: 1st: Places a tower (max 4) each tower has the same shock prod that the sentinel has and will automatically attack any enemy that enters their range of 10 meters. [Costs 25] (Scales with power strength, effenciency, and range.) Tower stats: Health: 150 Shields: 300 Armor: 100 2nd Creates a static cloud slowing down enemies that enter by 40%. If an enemy is fully scanned they will lose 50% of their armor and shields upon entering lasts 30 seconds. [Costs 50] (Scales with range, power strength, efficiency, and duration) 3rd. The sentinel creates a pulse causing the player and all allies in 25m to constantly regen shields for 10 seconds. This ability will also stack with mods like fast deflection that increase shield regeneration. If you or an ally is within a towers range the shield regeneration will be doubled for each tower. [Costs 75] (scales with duration, efficiency, and range) 4th creates a 10m barrier dome centered where the player is standing. Any enemy that enters the barrier will suffer an electric proc. The barrier will absorb damage from incoming attacks. Any damage done to enemies under the effects of the towers tesla field regenerate the barriers health. Firing through the barrier will increase the damage of projectiles, but also lower the barriers health by 1%. [Cost 100] (Scales with range, power strength, and efficiency.)
  7. Tilt - lanturn frame Health- 400 Shields- 150 Armor- 100 Energy- 200 Passive: deals 25% more damage from all sources while in light, cannot be detected while in dark. Note: light areas and dark areas generated by character abilities must be clearly visible I would personally outline them or increase their exposure to make them highly visible otherwise the frame might be unplayable. 1st: creates a radius of light in a 5m dome around the character. Any enemies that enter will be blinded and have their shadows erased. Enemies without shadows will suffer increased damage from all sources. If used inside the 4th ability it will remove light from the 5m area instead. 2nd: create a dark spot around each enemy missing a shadow, for 30 seconds any allies in a dark spot will be immune to all status effect, be harder to detect, recieve 50% less damage. 3rd: when cast all light sources created by abilities will cause any projectile to deal double damage and add 1000 base fire damage to all weapons. While active Fire procs done from light sources or light source buffs deal finisher damage. 4th: place a lanturn that creates a huge light source ~40m diameter. Enemies that enter light sources will take a 100 damage fire proc while within the radius and enemies in darkness will be slowed by 50%.
  8. So this was a concept for a frame I thought of a little while ago and I liked the idea of a frame using only health so here is what I thought of. Health: 600 Shield:0 Armor: 0 Energy: 0 Passive: while dealing damage 2% of damage done is added to health this can go above the characters limit and cap out at 10k. Bonus health decreases constantly. 1st: decrease damage output along with damage taken by 40% (scales with power strength) 2nd: drains health continously to heal allies increases damage by 1% for every 10 health lost since beginning of drain. (Amount of health needed for a 1% increase scales inversely with power strength.) 3rd: drain health constantly to add an additional health bar with health equal to 10% of sacrificed health and armor equal to 5% of drained health. Stacks on itself. 4th: cut max health by half to create clouds of blood in the surrounding area. Enemies that walk through will become diseased while diseased any time they take damage they will take damage equal to the amount of health used to cast.
  9. Oh I remember a forma concept that I thought was brilliant and it was that when you forma something you gain the ability to shift that slots polarity at will.
  10. Health- 400 Shields- 150 Armor- 100 Energy- 200 Passive: deals 25% more damage from all sources while in light, cannot be detected while in dark. Note: light areas and dark areas generated by character abilities must be outlined when active or it will be nearly unplayable. 1st: creates a radius of light in a 5m dome around the character. Any enemies that enter will be blinded and have their shadows erased. Enemies without shadows will suffer increased damage from all sources. If used inside the 4th ability it will remove light from the 5m area instead. 2nd: create a dark spot around each enemy missing a shadow, for 30 seconds any allies in a dark spot will be immune to all status effect, be harder to detect, recieve 50% less damage. 3rd: when cast all light sources created by abilities will cause any projectile to deal double damage and add 1000 base fire damage to all weapons. While active Fire procs done from light sources or light source buffs deal finisher damage. 4th: place a lanturn that creates a huge light source ~40m diameter. Enemies that enter light sources will take a 100 damage fire proc while within the radius and enemies in darkness will be slowed by 50%.
  11. Health: 100 Shields: 500 Energy: 300 Armor: 15 Alu comes with a unique sentinel that floats over his shoulder. It is an object and cannot be damaged or destroyed. Passive: 1.health cannot be damaged while the frame still possesses shields. 2. Has a separate sentinel that uses a shock prod that can be modded with pistol mods. Abilities: 1st: Places a tower (max 4) each tower has the same shock prod that the sentinel has and will automatically attack any enemy that enters their range of 10 meters. The shock prod is similar to the amprex in attack. If two shock prods attack the same enemy it will cause them to suffer extra damage from all sources. Tower stats Health: 150 Shields: 300 Armor: 100 Sentinel shock prod Crit chance 15% Crit multiplier: 1.5 Status chance: 40% Damage: 15 electric. 2. Creates a static cloud slowing down enemies that enter by 40%. If an enemy is fully scanned they will lose 50% of their armor and shields upon entering . (Scales with range, power strength, and duration) 3rd. The sentinel creates a pulse causing the player and all allies in range to constantly regen shields. This ability will also stack with mods like fast deflection that increase shield regeneration. If you or an ally is within a towers range the shield regeneration will be increased dramatically. 4th creates a barrier dome centered where the player is standing. Any enemy that enters the barrier will suffer an electric proc. The barrier will absorb damage from incoming attacks. Any damage done to enemies under the effects of the towers tesla field regenerate the barriers health. Firing through the barrier will increase the damage of projectiles, but also lower the barriers health by a percentage.
  12. Health: 600 Shield:0 Armor: 0 Energy: 0 Passive: while dealing damage 2% of damage done is added to health this can go above the characters limit and cap out at 10k. Bonus health decreases constantly. 1st: decrease damage output along with damage taken by 40% (scales with power strength) 2nd: drains health continously to heal allies increases damage by 1% for every 10 health lost since beginning of drain. (Amount of health needed for a 1% increase scales inversely with power strength.) 3rd: drain health constantly to add an additional health bar with health equal to 10% of sacrificed health and armor equal to 5% of drained health. Stacks on itself. 4th: cut max health by half to create clouds of blood in the surrounding area. Enemies that walk through will become diseased while diseased any time they take damage they will take damage equal to the amount of health used to cast.
  13. Oh also could we have the standing caps raised? The progression is a bit slow in places like fortuna and the ostrons.
  14. Could we ever get a random mission node? Like if you are in public and you select the node it'll send you to any random open session? So maybe we could help out newer players or just have fun.
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