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(XBOX)M0NKEY KlNG4403

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Posts posted by (XBOX)M0NKEY KlNG4403

  1. 27 minutes ago, Xepthrichros said:

    Overall I think your frame idea sounds like an interesting alternative to Ivara. If DE makes something similar to Gheist, Gheist will definitely be a strong option for me when I am deciding what to use in my Spy missions. Plus your 4th ability does Gas damage, which I think right now no Warframe ability has that covered yet. So...  that's nice.

    Thanks for the positive feedback! 

  2. I imagine it wouldn't be terribly hard to do, given most humanoid enemies act and react the exact same way. It would probably mostly be a case of configuring the ai skeletons to react to controller/keyboard input and adding a an animation or 2. But yeah, while possessing an enemy, you're not going to be able to do any parkour or double jump. If the enemy couldn't do it naturally, you won't be able to do it while possessing them. The enemy is also very slow, so while possessing them, your movement speed will take a hit.

  3. A warframe based on multiple elements and skillful swordsmanship. Benefits from only wielding a melee weapon. More so if it's a nikana or two-handed nikana.

     

    Abilities:

     

    Passive: While wielding only a melee weapon, blocking and parrying attacks builds up to an extra 100% crit chance on the next attack. If wielding a nikana, stack up to 150% crit chance. A two-handed nikana will also benefit from up to 50% increased crit dmg.

    1. Dragon-forged/Serpent's kiss (only one can be active at a time)

    Dragon-forged (toggle): Imbue your melee with intense flames, adding extra heat dmg, ignite chance and causing any enemies killed to explode, dealing moderate dmg to nearby enemies with a chance to ignite them, as well.

    Range affects explosion radius, strength affects heat damage and ignite chance, duration and efficiency affect cost/second

     

    Serpent's kiss (toggle): Coat your melee in a deadly poison, adding toxin dmg and a chance with every hit to spread a small toxic cloud that poisons enemies that come into contact with it. Enemies affected have a chance to spread the toxin nearby when hit. 

    Cloud spread affected by weapon range, efficiency and duration affect cost/second, strength increases spread chance and toxin dmg, range affects the secondary spread radius.

     

    2. Winter's scorn/Raijin's strike (only one can be active at a time)

    Winter's scorn (toggle): Freeze the air surrounding your melee, slowing your attack speed, adding cold dmg, freeze chance and a chance to cause frozen enemies to shatter on impact, dealing slash dmg to enemies caught in the radius, which in turn has a chance to freeze them.

    Strength increases cold dmg and shatter chance, range affects shatter radius, efficiency and duration affect cost/second, duration affects freeze duration

     

    Raijin's Strike (toggle): Arcs of electricity streak across your melee, increasing attack speed, adding electric dmg, and a small chance on hit to cause a bolt of lightning to smite the target, dealing crit dmg. If the lightning kills its target, electricity will crawl along the ground and shock nearby enemies, stunning them for a short duration. 

    Strength affects electric dmg and stun chance, range affects stun radius, efficiency and duration affect cost/second, duration affects stun duration.

     

    3. Path of Thorns (toggle): Sacrifice your shields and armor for increased health and a chance to reflect dmg when hit. If an enemy dies from reflected dmg, you are healed by that amount.

    Unaffected by duration, costs shields and armor, efficiency determines how much armor is sacrificed, strength affects health increase and reflected dmg chance.

     

    4. Muramasa (exalted nikana stance): While active, 1 and 2 have no cost and their effects and dmg combine based on what abilities are selected (corrosive, viral, blast, or radiation). Additionally, each melee attack with Muramasa is so fast, you seem to blink forward with every swing.

    Capable of 3 element combos when combined with 1 & 2, strength affects base weapon stats, weapon range affects blink, duration and efficiency affect cost/second, cost/second increased by 25% for each element conferred by 1 and 2, up to 50%. 

  4. 1 minute ago, (XB1)GearsMatrix301 said:

    Another “directly control an enemy” frame. DE already said they aren’t going to do anything that involves that.

    I must have missed that. But there aren't any frames that DIRECTLY control an enemy. There are several that turn them into allies, or mess with their targeting. 

  5. 6 hours ago, (PS4)LoisGordils said:

    Stasis and Rift Surge are NOT dependent on each other one bit. Where did you get that from? Both can function independently and synergize. Rift Surge, along the entirety of his kit, depends on the Rift.

    Your proposed skill literally cannot be used without using the first one. That is NOT synergy, it's dependence. And is exactly why Wisp's original 3rd skill was overhauled. It could not be used unless you created reservoirs with her 1

    Not dependent on each other, but dependent on limbo's 1 or 4, which is what I said. Additionally, like I said earlier, you can't even cast Rift Surge unless an enemy is already in the rift. Synergy and dependence are, on occasion, one and the same.

     

    2 hours ago, (PS4)LoisGordils said:

     

    6 hours ago, (PS4)LoisGordils said:

    This is also not a passive, it's a trait of his first ability. Passives cannot be solely triggered by skills or require energy. They have to be constant, skill-independent abilities that can be triggered when a certain condition is met. Some can be triggered by skills, but those same passives can be triggered by other things (Ash's passive can he activated by skills like Shuriken, as well as weaponry).

    I'll agree here, it was really, really late for me when I was thinking about a passive. 

     

    2 hours ago, (PS4)LoisGordils said:

    Again, only possible if casting his 1. Merge 1&2 into a tap/hold skill. It's two sides of the same coin. Exactly like Tailwind/Divebomb

    And again, like limbo's rift surge, they are separate abilities

  6. 4 minutes ago, WellIHopeThisOneWorks said:

    The issue with that is limbo's 2 can effect enemies he places into his 1 or 4 retroactively. The issue with this, is why would you not rip your way out of an enemy to jump into another? Even if you don't (lets say for stealth purposes) why not still have the ability to rip out of a target by holding her one, but you just exit/jump by pressing it? I feel based on Gauss' recent design, having a frame that works off of spamming their 1 isn't to bad of a thing. (there is also the fact that you just straight up can not cast this 2 without first casting your 1, which makes it feel like the ability should be part of it).

    My thoughts behind it are as follows: ghosts don't necessarily leave behind evidence of possession. Using Gheist's 1 hides his actual form within the enemy, protecting him, but also enhancing the enemy. He can hide in most enemies at will (with energy). But swapping from host to host just leaves the original a little dazed (small stagger effect) upon exit. Similar to how Limbo's stasis and surge only affect enemies in the rift, *and how you can't actually cast surge unless there IS an enemy in the rift,  Gheist's 2 can only be cast from within a host. Instead of swapping to a new host, he rips out of his current host. Violently. The shock factor here is the basis for his brief moment of invulnerability and dmg buff. If the host dies in the process, more things happen.

     

    12 minutes ago, WellIHopeThisOneWorks said:

    Suggestion for 4: Ghastly Visage: basically what you describe but with a description that he/she becomes a Visage of true horror, applying the effects you describe, before fading away from view and spreading lingering death to those around him/her. Maybe adding in corrosive procs to, just to exemplify the feeling of decay even further. 

    I like the name, and the visual, but the reason for gas dmg/invisibility is, well, haunting. Powerful Ghosts are frightening in that they can affect the world around them without being seen. Poltergeists can move things around, certain ghosts can possess living creatures. Sometimes just being in the presence of a powerful ghost leaves you feeling sick. And you'll never see the cause of that sickness. 

  7. 7 hours ago, (PS4)LoisGordils said:

    So, a skill that is literally useless without the need of another one? No, bad design. Merge this one with his first.

    You mean like limbo's stasis or rift surge? 2 abilities that are useless without the use of either his 1 or 4. It promotes synergy between Gheist's 1 and 2, that way players aren't tempted to just spam his 1. 

  8. Gheist - A frame based on ghosts/possession. Legit ghost frame. Weak af, but can hide inside other enemies. Survivability ranges from none at all with low energy, to invincible so long as there are enemies to possess. 

    Abilities:

    Passive: While possessing an enemy, Gheist takes no damage from enemies and does not set off laser grids.

     

    1. Forced Transference. Jump into an enemy's body. While possessing enemies, possessed enemy weapons deal slightly more dmg and the host's health drains, but yours heals back to full. Activate ability again to swap hosts. If the host dies before you jump out/swap, you get hit with magnetic proc and knockdown.

    Range affects possession range, efficiency/duration determines how quickly enemy hp drains, duration affects proc duration (higher stat, lower proc), strength affects dmg bonus

     

    2.  Emergence. Rip free from a host, causing slash proc, knocking them down and granting you a brief moment of invulnerability and a stealth dmg bonus. If this ability kills its host, also triggers a localized fear effect and grants an additional dmg bonus against affected enemies.

    Unaffected by duration, efficiency reduces cost, strength increases fear chance and fear bonus dmg, range increases fear radius

     

    3. Ethereal form. Your frame becomes mostly intangible for a short time, providing high dmg resistance and a melee dmg buff, but greatly reducing gun dmg dealt. Reactivating the ability while active grants ends the resistance buff/debuff early, but inverts the bonuses for 1/4 the remaining duration.

    Duration affects timer, strength affects buffs/debuffs and resistances, unaffected by range, efficiency affects cost.

     

    4. Unnamed ult. After a blinding flash, become invisible to enemies and radiate a menacing aura. Enemies in the radius are affected by gas dmg/s within the aura. If an enemy dies within range, chance for them to decay, creating more auras and potentially affecting more enemies.

    Strength affects gas damage, range affects radius, efficiency and duration affect ability time, decay chance unaffected by mods 

  9. As of writing this post, U17 is installing, so I don't know if this has been addressed yet. I've had this happen a couple of times during defense missions; void, orokin derelict, and regular variations. I'm running my Limbo like usual, banishing random things and go to use cataclysm near the cryopod. Everything seems fine. Cataclysm ends, and my entire squad is still banished. Also, the cryopod is permanently banished. Let me say now, I am rarely ever the host for any defense missions. I've only ever hosted solo defense missions, and this glitch has still happened solo. Admittedly, this glitch is pretty useful for farming purposes, but at the same time, the perma-rift is a serious bug. 

     

    I have seen some posts about Limbo glitches where the rift color didn't match the selected energy color, or of the cataclysm perma-rift occurring during a survival mission, but i haven't seen any mention of it happening during a defense, so I figured I'd post something.

     

    Anyone else have this happen?

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