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Paranoicon

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Posts posted by Paranoicon

  1. Took some time to read through the thread, and though I generally agree. Pretty much the entirety of it would be a fantastic addition to the game. Still, I have some severe doubts that certain elements would be added.

    In particular, the weapon "ephemeras". The reason I'm saying this is the whole debacle there was about both the Oscira and Soaktron skin, and the clarification [DE]Marcus provided in the latter thread. In case anyone's not aware, I'm talking about:

    That clarification belies an issue in the backend coding of most "rifle" weapons that directly affects the cosmetics that can be applied to them. A detail that leads me to believe that, unless that backend issue is sorted out, something along the lines of weapon ephemeras will never happen.

    Mind you, I'm not saying that this is how it should be, I'm just saying that it is how it is. And wishing it wasn't.

    God knows if Peculiar mods had been implemented as a cosmetic instead of a mod, I would've likely given a damn about them, instead of not even sparing them a thought. Though that's partly due to how [CHOICE WORDS] the entire modding system is currently. But that's a topic for some other day.

    As for the rest of the post, while personally I don't see much of an issue with those cosmetics, I readily understand how some other folks could. And, for whatever's worth, I do believe that the ability to choose whether they want to see immersion-breaking content or not is a valuable one. God forbid an MMO has options to allow a player to customize their experience.

     

    EDIT: For the sake of clarity, and after giving it a little bit of thought, it's possible that the issue would only arise if it came down to changing the weapon's projectiles. If it was only making some sort of effect play out when a projectile hits, that could potentially be doable. Though even then I still doubt it'll be implemented.

    • Like 2
  2. 21 hours ago, Shemarria said:

    [...]

    Hard agree on this front. I would've figured the Soaktron would work on more weapons than it actually does. More to it, I would've expected it to work a little bit more consistently. As far as it seems, though, it only applies to a fistful of rifles. Which is why I expected it to apply to the Quellor, but surprise surprise, it does not.

    Probably because it doesn't apply to weapons with alt fire projectiles. Or so I thought, until I tried to equip it on the Hind.

    Which means that it doesn't apply to weapons with alt utilities, IE: The most fun to use. A disapponting limitation, but it is what it is.

    Oh but sike, because it doesn't apply to the Acceltra either.

    So it doesn't apply to non-automatic weapons with alt utilities or non-hitscan projectiles.
    The automatic weapon with an alt utility and non-hitscan projectile, Soaktron, doesn't apply to weapons that share two out of three of its properties.

    But it does apply to almost all of the semi-automatic rifles, unless they have an alt utility.

    Which means that it applies to auto and semiauto rifles that have hitscan projectiles.
    But not the Stradavar.

    Because I guess allowing the skin to be equipped on a weapon that has both an auto and semiauto firemode would be too much work?????

    And what's more, you'd think that the special projectile makes it so it can't be equipped in weapons with specific projectiles. But the thing is, the soaktron just has a splash effect when it fires. There's no change to the projectile. Ultimately, I get why it doesn't apply to beam weapons, or, say, the Basmu. There's no reason, though, that it shouldn't apply to Stradavar, Quellor, Stahlta, Acceltra, Hind, and so on and so forth.

    EDIT: Understandable as it is, I genuinely regret spending those Pearls now.

    • Like 5
  3. 20 hours ago, Banelingline said:

    [...]

    You make a fair point.

    I'd thought about the possibility of having Caro not using weapons during her "Specter" form, but I wasn't too sure whether that'd actually fly or not. Reducing the power of those abilities is not something I considered however.

    In regards to the shields, I wasn't aware that Shields are a thing that only "completed" frames have, but I have very little interest on the lore to begin with.

    Ability-wise, it's mostly a balancing/thematic thing. In an early draft, her passive was gaining damage resistance based on the enemies she used her abilities on, since she'd use their flesh to "complete" herself. But I turned that into an augment since I felt it was rather OP, so I needed something to balance things out. And since, without that damage reduction, she'd have the survivability of Ember on a Sortie, I figured I should compensate that by giving her the possibility to obtain large amounts of health regen from a whole bunch of different sources.

    In regards to the Kubrow thing, I'm not even sure what you mean since I don't use Kubrows.

  4. Instead of making two more frame concept threads just to see them disappear, I've just put them all in one thread so they can all be ignored together.

    /s

    How fantastic.

    No but srsly feel free to leave any feedback.

  5. The title says about all there is to know. I've been actively posting frame concepts for a while, so I may as well put them all together in one hole.

    This is said hole.

     

    Frame 1: Niten - The Solitary

    -A frame specifically designed to be able to solo content while not being entirely useless in Co-Op play. The inspiration for this one should be obvious.

    Health: 100 (300 at max rank)

    Shields: 100 (300 at max rank)

    Armor: 200

    Energy: 25 (75 at max rank)

    Passive - Dokkodo: If Niten is acting alone and there are no other members on the squad, he gains 100 Health, Shields and Armor plus 25 Energy and 100% Ability Power, Reach and Duration.

    Since it's relevant to his abilities, this bears explaining:

    Every time an ability is used, it adds a "Ring" to Niten. Each active Ring increases Niten's Base Energy by 5 points, improves Niten's abilities and raises their cost by 25 points. These Rings appear around Niten, separated from him, as blue halos. Niten starts with all 4 abilities unlocked and becomes able to summon 1 Ring every 6 ranks to a max of 5 Rings. These Rings dissappear after 25 seconds of after an ability that uses 5 Rings has been activated.

     

     

    Spoiler

    Ability 1 - Second Hand (25 ED)

    Base/0 Rings: Niten uses his energy to change the properties of his equipped weapon. When using a firearm, it gains 50/50/100/100% multishot. When using melee, it gains 25/50/75/100% damage and status chance. This lasts for 5/8/12/15 seconds.

    1-5 Rings: Niten uses his rings to manifest one copy of his currently equipped weapon per Ring. They'll fire/strike whenever the equipped weapon is used to fire/strike.

    The Duration of this ability can be increased.

    Spoiler

    Ability 2 - Bright Halo (25 ED)

    Base/0 Rings: Niten produces a small blast of energy 10/15/20/25m around him, dealing 20/40/60/80 damage to all enemies and causing an instant and guaranteed Impact proc.

    1-4 Rings: Niten uses his Rings as projectiles. Each Ring strikes 1/2/3/4 different enemies dealing 25/50/75/100 damage to each before returning to Niten.

    5 Rings: Niten throws all his Rings around him, producing a slicing whirlwind 15/20/25/30m around him. All enemies caught in it will be hit 2/3/4/5 times dealing 150/200/250/300 damage before returning to Niten.

    The Power and Range of this ability can be increased. Increasing power will increase only damage dealt.

    Spoiler

    Ability 3 - Ring of Favor (25 ED)

    Base/0 Rings: Niten's shields instantly replenish to 20/40/60/80% of their total.

    1 Ring: Niten places a Ring in front of him to act a shield, stopping all damage from the front and giving him 10/20/30/40% more armor for 8/12/16/20 seconds.

    3 - 4 Rings: Niten places his Rings as shields around him. Each Ring will absorb all damage and will have a health of 350/500/650/800. If it depletes, the Ring will break.

    5 Rings: Niten takes the Rings into him, solidifying his body and granting him 150/200/250/300% more armor. This armor will break after 10/15/20/25 seconds or after it has taken 400/600/800/1200 damage.

    The Power and Duration of this ability can be increased. Increasing Power will not increase the armor's health. Increasing Duration will increase the armor's health.

    Spoiler

    Ability 4 - Prominence (25 ED)

    Base/0 Rings: Niten becomes invisible for 3/6/9/12 seconds. After using this ability, Niten's shield will instantly begin regenerating.

    1 - 5 Rings: Niten creates a fully autonomous copycat of himself per Ring. Each copycat will have stats equal to Niten's basic stats and will swap from primary to secondary to melee whenever Niten does so. They will also cast Niten's abilities whenever he casts them, but they will be the 1 Ring Rank 4 versions when casted by the copycats. These copycats cannot be healed or buffed by any means other that the abilities they cast. If this ability is recast while there are still copycats active, Niten will consume the copycat with the least health and shields, regaining health and shields equal to the amount said copycat had.

    The Duration of this ability can be increased.

    Frame 2: Prisa - The Racer

    -Think of Prisa as a dedicated Healer/Debuffer. I think the game could use a few more of those.

    Health: 100 (300 at max rank)

    Shields: 100 (300 at max rank)

    Armor: 15

    Energy: 150 (270 at max rank)

    Passive - Celerity: All the actions (reloading, swapping weapons, casting, etc...) performed by this and any allied warframe will take 25% less time.

     

    Spoiler

    Ability 1 - Stagnation (25 ED)

    Prisa alters the flow of time around 3/6/9/12 enemies for 3/5/7/10 seconds, slowing them down and increasing the damage they take by 20/40/60/80%.

    The duration and power of the ability can be increased.

    Spoiler

    Ability 2 - Windup (50 ED)

    Prisa alters the flow of time around her allies, increasing their speed by 15%, increasing their shield regen rate by 15/30/45/60%, and providing them with health regen at a rate of 20/30/40/50 Health per second for 5/6/8/10 seconds. This affects allies within 15/20/25/30m.

    The duration, range and power of this ability can be increased. Increasing power does not increase the speed buff. Increasing power does not increase the amount of health per second.

    Spoiler

    Ability 3 - Pause (75 ED)

    Prisa temporarily freezes the flow of time around herself, stopping her health from changing for 1/2/3/5 seconds.

    The duration of this ability can be increased.

    Spoiler

    Ability 4 - Countdown (75 ED)

    Slowly restore the flow of time to normality within 30m, causing 3/4/5/6 blasts of energy to be produced each second from any entity affected by an irregular flow of time. These blasts have a range of 10/10/15/15m and, at their weakest, deal 125/150/175/200 damage. Each subsequent blast will deal 15/25/35/50 more damage than the previous one. After the final blast, the effects of all previous abilities are removed from all entities.

    The range and power of this ability can be increased. Increasing power does not increase the number of energy blasts. Increasing range only increases the range of the blasts themselves.

    Agument - Rewind: The effects of all previous abilities are not removed from any entities, whether ally or enemy, after the final blast.

     

    Frame 3: Escoria - The Foundry

    -Essentially the result of me wondering what would happen if Ember had good survibability.

    Health: 600 (2000 at max rank)

    Shields: 0 (0 at max rank)

    Armor: 600

    Energy: 150 (225 at max rank)

    Passive - High Temperature: When she sprints, she leaves behind puddles of molten metal that have a guaranteed chance to inflict the Heat status on any enemy that steps on it. The puddles will have a 2m radius, will appear every 5 steps and remain active for 5 seconds. These puddles will provide 25 health to Recycle's armor.

     

    Spoiler

     

    Ability 1 - Meltdown (25 ED)

    Escoria will melt the weapons of 3/4/5/6 enemies within 12/14/16/18m, leaving them without any means of attack, dealing 40/60/80/100 damage to them and creating a 5m puddle of molten metal under the affected enemy's feet. This area will remain active for 5/10/15/20 seconds and has a guaranteed chance to inflict the Heat status on any enemy that passes over it.

    The Power, Duration and Range of this ability can be increased. Increasing the Range will increase the size of the metal puddle.

    Agument: Meltdown will also strip 20/80% armor from any affected enemies.

     

    Spoiler

    Ability 2 - Metal Mold (25 ED)

    Escoria will melt 25% of her armor to produce 3/6/9/12 bolts of molten metal that, upon contact with an enemy, will deal 50/75/100/125 Impact damage and encase them in metal, rendering them immobile for 3/6/9/12 seconds. Using Meltdown on enemies affected by this ability will double the size of the puddles and increase the amount of health they provide for the Recycle ability. The duration of the immobility effect will be the duration of the armor reduction.

    Power, Duration and Range can be increased. Power will increase the amount of bolts produced, the damage they deal and the amount of armor stripped.

    Spoiler

    Ability 3 - Recycle (50 ED)

    Escoria will use all metal puddles to increase her armor by 20/40/60/80%. The armor will have 100 health for every puddle consumed. All puddles will dissapear after the use of this ability.

    Increasing this ability's power will increase the amount of health each puddle is worth as well as the % increase of armor.

    Agument: Stepping over puddles will raise armor by 15/90 points. This affects Escoria and all allies. Puddles will not dissapear after casting this ability.

    Spoiler

    Ability 4 - Burnout (75 ED)

    Escoria will shatter her armor and propel the shrapnel in all directions, dealing 1/1/2/2 points of Slash and Piercing damage per point of armor, damaging all enemies within 8/10/12/15m. Escoria will remain armorless for 5 seconds after casting.

    Range can be increased. Increasing Power will increase the amount of damage dealt per point of armor as well as the time Escoria will remain armorless. Increasing Efficiency will lower the amount of time Escoria will remain armorless.

    Frame 4: Caro - The Rotten

    -Given the lore, and after applying some shower logic, I concluded that Warframes were essentially space zombies, but zombies feed and Warframes don't, so what if there was a Warframe that feeds? What if she feeds because she is an unfinished Warframe, and is unfinished enough to exhibit a degree of sentience? At least enough sentience to fuel her drive to feed. If she's incomplete, she probably won't be too powerful, and that could be why she feeds.

    Eventually I just stopped thinking about it and just designed her damn kit.

    Health: 50 (200 at Max Rank)

    Shields: 50 (200 at Max Rank)

    Armor: 5

    Energy: 100 (300 at Max Rank)

    Passive - Gluttony: All pickups heal Caro for 3% of her Max Health and restore 3% of her Max Shields. Heath Pickups provide 100% more healing.

    Sentience: Caro exhibits sentience, allowing her to remain active when a player uses Operator form, acting in a similar manner to a Spectre.

    Spoiler

     

    Ability 1 - Bite (25 ED)

    Caro produces 1/2/3/4 tendrils that lash out at random enemies within 15m 1/1/2/2 times, dealing 20/40/60/80 damage each time. Each hit has a 2/5/8/10% chance of producing a Health or Overshields pickup.

    Power and Range can be increased. Increasing power only increases damage dealt.

    Augment - Fleshbite: Caro gains resistance to damage types equal to those of the entities that have been struck to a max of 60% damage resistance of each type for 10/30 seconds.

     

    Spoiler

     

    Ability 2 - Soften (50 ED)

    Caro produces a bubble of corrosive bile that sticks to surfaces and only pops when it comes into contact with an enemy. The bubble has a diameter of 5m, and when popping, it has a range of 7/10/13/16m. All enemies caught in the blast will take 30/60/90/120 points of corrosive damage and inflicting a guaranteed Corrosive proc. Striking an enemy with Bite afterwards will produce 1 Health and 1 Overshields pickup. If it hits no enemies or surfaces, the bubble will disappear after travelling for 40m. If no enemies pop it, the bubble will pop on its own after 10 seconds.

    The Power and Range of this ability can be increased.

    Augment - Sweet Smell: The bubbles of bile will aggro enemies within 4/16m to their position after sticking to a surface.

     

    Spoiler

     

    Ability 3 - Scavenge (75 ED)

    Caro produces tendrils that latch onto any enemy corpse within 13/19/25/30m and devour the carrion, restoring 10/20/30/40 health and shields per corpse consumed. If the enemies had been previously been hit by any of Caro's other abilities, the effect is doubled.

    The Power and Range of this ability can be increased.

    Augment - Thrifty: Excess Health will be converted to Shields at a 25/100% rate. Excess Shields will be converted to Energy at a 15/60% rate.

     

    Spoiler

     

    Ability 4 - Feeding Frenzy (25 ED)

    Caro enters a state during which she will utilize her tendrils to pull herself to enemies (M1) or to pull enemies towards her (M2), after which she will pin them down and drain their health at a rate of 10/20/30/40 points of health per second, restoring her health and shields for 40/50/60/70% of the amount drained. In this state, she gains 65% Damage Reduction. The tendrils have a reach of 5/10/15/20m and the ability will drain 2 Energy per second while it's active. Draining enemies that are suffering the Corrosive status will stop the ability's energy consumption.

    The Power and Range of this ability can be increased. Increasing power will increase the amount of health drained as well as the % of health and shield restoration. Increasing Power will not increase the Damage Reduction.

    Agument - Satisfying Meal: After deactivating this ability, she gains 1/5% damage reduction  per enemy killed up to 90% for 5/15 seconds.

     

    Frame 5: Orfey - The Transistor

    -So I was having a chat with a pal about the Cold War while finishing Caro's kit. That's essentially how I came with Orfey.

     Health: 50 (200 at Max Rank)

    Shields: 150 (400 at Max Rank)

    Armor: 50

    Energy: 100 (225 at Max Rank)

    Passive - Interference: Alarms have a 65% chance of automatically deactivating upon entering a new tile. Alarm-based lockdowns won't be triggered.

     

     

    Spoiler

     

    Ability 1 - Noise (25 ED)

    Produce a 6/12/18/25m wave of high intensity noise that deals 5/10/15/20 damage per second for 8/14/20/25 seconds to all enemies struck. While afflicted, enemies will remain aggressive to the player, but their attacks will be able to harm other enemies.

    The Range, Duration and Power of this ability can be increased.

    Agument - Visual Noise: Upon activating this ability, all enemies in range become hostile to each other for 3/12 seconds.

     

    Spoiler

    Ability 2 - EM Signal (25 ED)

    Produce a 7/14/21/28m EM signal, dealing 55/100/145/190 Magnetic damage and causing a guaranteed Magnetic proc to all enemies struck.

    The Range and Power of this ability can be increased.

    Agument - Electromagnetic Pulse: All robotic enemies become blinded for 5/15 seconds.

    Spoiler

    Ability 3 - Signal Emitter(50 ED)

    Orfey places an emitter needle that creates a 5/10/20/30m area around him that hides his presence to any unit outside of it as well as providing 10/25/40/55% extra Shield Recharge and 35/50/65/80% Overshields capacity. This needle has 100/200/300/400 health. All buffs provided by this ability will be lifted if the needle is destroyed. If Orfey casts his first or second ability in this area, they gain 100% Ability Power and Range, but the needle is instantly destroyed.

    The Range and Power of this ability can be increased. Increasing Power does not increase the needle's health.

    Spoiler

    Ability 4 - False Flag (75 ED)

    Orfey alters his frequency to resemble that of the enemy for 10/15/20/25 seconds. As long has he remains in this frequency, enemy units will consider him one of their own regardless of his actions. Upon the end of this ability, all buffs acquired by Orfey are cleared.

    The Duration of this ability can be increased.

    Agument - False Loyalty: Even after the end of this ability, all buffs given to Orfey by the enemies will remain on him until their natural point of expiration.

    As per usual I have a few concerns with these:

    Primarily that all frames might be severely OP. Except for Caro, in her case I'm worried she may actually be underpowered. Then there is the possibility that any of these may be proper frankenframes, which doesn't bother me as much but may still be worth for me to look into.

    Either way, feel free to leave any feedback.

     

  6. Eventually, I'll find a way to turn Ivara into The Burst and Nova into The Beat. For now, I'll settle with The Strap Valkyr and The Hand Oberon.

    But regardless of that, massive props. You nailed The Stranger's look to a T.

  7. This is a frame concept that I've been toying with for quite a while. A fairly odd one with a kit that's going to be hard to balance and harder to implement, but regardless of that I would like to present it to y'all.

    If you see anything out of place, feel free to tell me.

     

    Niten - The Solitary

    Health: 100 (300 at max rank)

    Shields: 100 (300 at max rank)

    Armor: 200

    Energy: 25 (75 at max rank)

    Passive - Dokkodo: If Niten is acting alone and there are no other members on the squad, he gains 100 Health, Shields and Armor plus 25 Energy and 100% Ability Power, Reach and Duration.

    Since it's relevant to his abilities, this bears explaining:

    Every time an ability is used, it adds a "Ring" to Niten. Each active Ring increases Niten's Base Energy by 5 points, improves Niten's abilities and raises their cost by 25 points. These Rings appear around Niten, separated from him, as blue halos. Niten starts with all 4 abilities unlocked and becomes able to summon 1 Ring every 6 ranks to a max of 5 Rings. These Rings dissappear after 25 seconds of after an ability that uses 5 Rings has been activated.

     

    Ability 1 - Second Hand (25 ED)

    Spoiler

    Base/0 Rings: Niten uses his energy to change the properties of his equipped weapon. When using a firearm, it gains 50/50/100/100% multishot. When using melee, it gains 25/50/75/100% damage. This lasts for 5/8/12/15 seconds.

    1-5 Rings: Niten uses his rings to manifest one copy of his currently equipped weapon per Ring. They'll fire/strike whenever the equipped weapon is used to fire/strike.

    The Duration of this ability can be increased.

    Ability 2 - Slicing Halo (25 ED)

    Spoiler

    Base/0 Rings: Niten produces a small blast of energy 10/15/20/25m around him, dealing 20/40/60/80 damage to all enemies and causing an instant and guaranteed Impact proc.

    1-4 Rings: Niten uses his Rings as projectiles. Each Ring strikes 1/2/3/4 enemies dealing 25/50/75/100 damage before returning to Nitei.

    5 Rings: Niten throws all his Rings around him, producing a slicing whirlwind 15/20/25/30m around him. All enemies caught in it will be hit 2/3/4/5 times dealing 150/200/250/300 damage before returning to Niten.

    The Power and Range of this ability can be increased. Increasing power will increase only damage dealt.

    Ability 3 - Ring of Favor (25 ED)

    Spoiler

    Base/0 Rings: Niten's shields instantly replenish to 20/40/60/80% of their total.

    1 Ring: Niten places a Ring in front of him to act a shield, stopping all damage from the front and giving him 10/20/30/40% more armor for 8/12/16/20 seconds.

    3 - 4 Rings: Niten places his Rings as shields around him. Each Ring will absorb all damage and will have a health of 350/500/650/800. If it depletes, the Ring will break.

    5 Rings: Niten takes the Rings into him, solidifying his body and granting him 150/200/250/300% more armor. This armor will break after 10/15/20/25 seconds or after it has taken 400/600/800/1200 damage.

    The Power and Duration of this ability can be increased. Increasing Power will not increase the armor's health. Increasing Duration will increase the armor's health.

    Ability 4 - Prominence (25 ED)

    Spoiler

    Base/0 Rings: Niten becomes invisible for 3/6/9/12 seconds. After using this ability, Niten's shield will instantly begin regenerating.

    1 - 5 Rings: Niten creates a fully autonomous copycat of himself per Ring. Each copycat will have stats equal to Niten's basic stats and will swap from primary to secondary to melee whenever Niten does so. They will also cast Niten's abilities whenever he casts them, but they will be the 1 Ring Rank 4 versions when casted by the copycats. These copycats cannot be healed or buffed by any means other that the abilities they cast. If this ability is recast while there are still copycats active, Niten will consume the copycat with the least health and shields, regaining health and shields equal to the amount said copycat had.

    The Duration of this ability can be increased.

     

    Concerns:

    Way too Fheckin' Overpowered.

     

  8. You'd get their missions the same way you get Perrin's

    If you wear the Steel sigil and do Perrin's you will get points for Perrin, but the points you'd lose for Steel Meridian would be lower.

    An alternative to get those mods, FYI, is to trade them on the market tab in chat. Trading syndicate mods for other syndicate mods is a regular thing.

  9. Just like my previous topic, a reworked frame I though about quite a while ago on a thread that's now dead.

     

    Prisa - The Racer

    Health: 100 (300 at max rank)

    Shields: 100 (300 at max rank)

    Armor: 15

    Energy: 150 (270 at max rank)

    Passive - Celerity: All the actions (reloading, swapping weapons, casting, etc...) performed by this and any allied warframe will take 25% less time.

     

    Ability 1 - Stagnation (25 ED)

    Spoiler

    Prisa alters the flow of time around 3/6/9/12 enemies for 3/5/7/10 seconds, slowing them down and increasing the damage they take by 20/40/60/80%.

    The duration and power of the ability can be increased.

     

    Ability 2 - Windup (50 ED)

    Spoiler

    Prisa alters the flow of time around her allies, increasing their speed by 15%, increasing their shield regen rate by 15/30/45/60%, and providing them with health regen at a rate of 20/30/40/50 Health per second for 5/6/8/10 seconds. This affects allies within 15/20/25/30m.

    The duration, range and power of this ability can be increased. Increasing power does not increase the speed buff. Increasing power does not increase the amount of health per second.

     

    Ability 3 - Pause (75 ED)

    Spoiler

    Prisa temporarily freezes the flow of time around herself, stopping her health from changing for 1/2/3/5 seconds.

    The duration of this ability can be increased.

     

    Ability 4 - Countdown (75 ED)

    Spoiler

    Slowly restore the flow of time to normality within 30m, causing 3/4/5/6 blasts of energy to be produced each second from any entity affected by an irregular flow of time. These blasts have a range of 10/10/15/15m and, at their weakest, deal 125/150/175/200 damage. Each subsequent blast will deal 15/25/35/50 more damage than the previous one. After the final blast, the effects of all previous abilities are removed from all entities.

    The range and power of this ability can be increased. Increasing power does not increase the number of energy blasts. Increasing range only increases the range of the blasts themselves.

    Agument - Rewind: The effects of all previous abilities are not removed from any entities, whether ally or enemy, after the final blast.

     

    Concerns:

    Not enough damage abilities

    Overpowered 3rd ability

    Overpowered passive.

  10. 1 hour ago, DeMonkey said:

    Both fun and a rewarding experience are important, the rewarding experience in itself adding to the fun. I find find video games fun, that's why I play them. But if I don't find them rewarding and my time well spent, then I have other videogames that do do that.

    For example, I could play Warframe for fun, or I could finish playing Divinity 2 for the story which is both fun and rewarding. You see? Them saying that doesn't mean they're not having fun with Warframe, just that they don't feel like their time is well spent, comparatively.

    I am stealing you this little here quote. Been trying to put this into words for a bit now.

    I think it's gonna get a lot of use in some of the recent threads regarding Fortuna grind.

  11. The regularity of these threads is genuinely making me feel grateful that I didn't even bother with the Vox Solaris.

    Not that I'm too happy about it, nor am I saying all the RNG time-gating is OK. Those would be the reasons I decided to not bother with most open world syndicates to begin with, in fact. And just like I did with Cetus, I do not have any intention of engaging with that content. Not until these issues are fixed.

    Now the thing is when will they be.

  12. Quick edit: Not farming the content on one day.

    Okay, sure, fair enough. DE didn't want people powergrinding through the new expansion. Thing is, they still did.

    It took three or four days, not one, but it happened anyways.

    Trying to prevent powergrinding through timers is going to end up hurting even the experience of people who don't want to powergrind. And is going to delay powergrinders for a day at best. Maybe I just think it feels too much like those energy meters you got in mobile games. I don't think it's unfair to point this out, however.

  13. Don't take it personally.

    Lemme clarify some stuff:

    I am asking those questions because they make big differences. Rerolls, especially, because if you can reroll multiple times, you're essentially making paid lootboxes.

    I don't think I need to explain what's the issue with those.

    In regards to prices, I am asking because certain recently released AAA titles do something like that. You die and then they present you with the option to buy just the thing you need. And it happens to be at a lower price. How fantastic and how manipulative as well. Pricing it equally could also be seen as manipulative, though maybe less so than the other option.

    The point I'm trying to make, overall, is: User Generated Content can happen. Not like this, however. There are far too many inconsistencies with the base game in regards to mechanics and reward systems to be a viable alternative. Then again, I don't believe Tennogen to be as good as it could be, but that's not the topic so I'll shut my trap. UGC, for Warframe, cannot be done like other games do UGC. Not only that, but using money as a curating method is a pretty bad idea and making certain mechanics exclusive to the UGC just makes it worse. Again, not because it's fair or not, but because it's not consistent with the rest of the experience.

    IF, and I say if, I was gonna propose anything, I'd propose a milestone system. An amount of money is paid to the creator every X users play/use/buy the content. And there'd still be problems in regards to reward systems and mechanics. It would be "the less bad method", but it wouldn't be a good method. Mainly because UGC, for MMO games, are a nightmare to integrate since the experience is always changing. For the moment, Cosmetics are OK.

  14. On 2018-12-13 at 5:29 PM, (PS4)GourdLourde said:

    -Voidsinged Mods: like Riven, but require platinum to reroll

     

    So like that system with Kubrow imprints that DE scrapped?

    On 2018-12-13 at 5:29 PM, (PS4)GourdLourde said:

    the mod can be rerolled for a fee

    So like that system with Kubrow imprints that DE scrapped. Only with Riven mods this time.

    Can you reroll it once? Or multiple times?

    How much exactly would each item cost? The store's average, less or more?

    Also, and lemme be clear:

    10 hours ago, (PS4)GourdLourde said:

    since if you upgraded your mod to 100,000,000% it would take actual centuries to be able to use it. 

    Dare I say that thou may've foregone a quite crucial aspect of this interactive product. For, thou see'st, even if one individual arose their modification level to the maximum attainable, that maximum remaineth equal for all modifications of the same category. Only primed modifications have the ability to attain higher values than regular ones. Providing individuals with the possibility to surpass these ceilings, present in all and every modification, would result in an effective removal of a degree of equality that every player of this game is, irrevocably, subjected to. This would, in turn, offend a player that would expect certain mechanical elements to remain impartial to any and all, regardless of status or adquisitive power.

    Or, for people that don't like verbose: Giving people the possibility to overcharge a mod would mean that paying players are able to bypass limitations that the game is subjecting every other player to. It's not about "unfair advantages", is about consistency.

    Of course, should you mean that the ability to utilize these "c o r e s" would be limited to thine "v o i d s i n g e d" modifications, it'd be remiss of me not to inform thee that thou failed to clarify so.

  15. Quote

    one story of what you did this year to deserve something.

    I introduced several people to the beauty and marvel that is the art of Honjo Raita, someone whom I'd advise you Google carefully.

    In regards to gifts, I'm used to not getting much so I'll settle for pretty much anything.

    Spoiler

    Although I've been looking at Mesa's Deluxe bundle ever since it came out. Primarily because Mesa was my first frame outside of the starters, and the grind to get her was a nightmare proper worth it. And I'm not talking about current grind, I'm talking about original Patient Zero Mesa grind.

    I guess I am missing some Blue 'tates though, so there's that.

    In game name is account name. Platform is PC.

  16. So I posted this concept a while ago, but it's been several months ever since. In that time, I reworked it a tad, making some overall improvements and trying to give it a bit more focus.

     

    Escoria - The Foundry

    Health: 600 (2000 at max rank)

    Shields: 0 (0 at max rank)

    Armor: 600

    Energy: 150 (225 at max rank)

    Passive - High Temperature: When she sprints, she leaves behind puddles of molten metal that have a guaranteed chance to inflict the Heat status on any enemy that steps on it. The puddles will have a 2m radius, will appear every 5 steps and remain active for 5 seconds. These puddles will provide 25 health to Recycle's armor.

     

    Ability 1 - Meltdown (25 ED)

    Spoiler

    Escoria will melt the weapons of 3/4/5/6 enemies within 12/14/16/18m, leaving them without any means of attack, dealing 40/60/80/100 damage to them and creating a 5m puddle of molten metal under the affected enemy's feet. This area will remain active for 5/10/15/20 seconds and has a guaranteed chance to inflict the Heat status on any enemy that passes over it.

    The Power, Duration and Range of this ability can be increased. Increasing the Range will increase the size of the metal puddle.

    Agument: Meltdown will also strip 20/80% armor from any affected enemies.

     

    Ability 2 - Metal Mold (25 ED)

    Spoiler

    Escoria will melt 25% of her armor to produce 3/6/9/12 bolts of molten metal that, upon contact with an enemy, will deal 50/75/100/125 Impact damage and encase them in metal, rendering them immobile for 3/6/9/12 seconds. Using Meltdown on enemies affected by this ability will double the size of the puddles and increase the amount of health they provide for the Recycle ability. The duration of the immobility effect will be the duration of the armor reduction.

    Power, Duration and Range can be increased. Power will increase the amount of bolts produced, the damage they deal and the amount of armor stripped.

     

    Ability 3 - Recycle (50 ED)

    Spoiler

    Escoria will use all metal puddles to increase her armor by 20/40/60/80%. The armor will have 100 health for every puddle consumed. All puddles will dissapear after the use of this ability.

    Increasing this ability's power will increase the amount of health each puddle is worth as well as the % increase of armor.

    Agument: Stepping over puddles will raise armor by 15/90 points. This affects Escoria and all allies. Puddles will not dissapear after casting this ability.

     

    Ability 4 - Burnout (75 ED)

    Spoiler

    Escoria will shatter her armor and propel the shrapnel in all directions, dealing 1/1/2/2 points of Slash and Piercing damage per point of armor, damaging all enemies within 8/10/12/15m. Escoria will remain armorless for 5 seconds after casting.

    Range can be increased. Increasing Power will increase the amount of damage dealt per point of armor as well as the time Escoria will remain armorless. Increasing Efficiency will lower the amount of time Escoria will remain armorless.

     

    Concerns:

    Excessively high damage on 4

    Low ED

    Just plain ole' OP

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