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Wanderwhys

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Posts posted by Wanderwhys

  1. Shield/Nullifier based warframe: Aegis

    Base stats (rank 0):

     

    Health 100

    Shield 200

    Armor 15

    Power 150

    Sprint speed 1.0

    Polarities 1x madurai (V) and 1x vazarin (D)

    Aura polarity 1x naramon (-)

     

    Abilities:

    1.    Lowers enemy shields and armor 70% within 10 meters for 10 seconds. Cost 25

    scales off range, duration, and power strength mods. (visually this ability looks similar to mags polarize)

    syndicate augment: Slows affected units by 60%. Speed reduction is affected by power strength. (basically the same as creeping terrify mod but no fleeing mechanic)

    Like seeking shuriken or sonic fracture 100% of shields/armor striped at 145%+ power strength

     

    2.    Increases ability duration by 15% and shares abilities (3 and 4) with all allies within 25 meters. Cost 1 energy per second per ally effected (toggle like pacify & provoke, does not disable energy siphon etc.) scales off of Strength (increased duration %), range, and duration (duration of this ability) mods. (visually this ability looks similar to a more transparent nullifier bubble)

    this effect also applies to the cryo pod, excavator, hostage, et cetera allowing Aegis to fill the defensive role in such missions

    syndicate mod: this effect stays applied to allies for the duration of the ability after they leave the effect area.This mod opens the option to have a team play build that can still be good without overextended.

     

    3.    Becomes Immune to all effects caused by enemy abilities/passives/auras for 20 seconds. Cost 50 This includes things like eximus auras, nullifier bubbles, scrambus auras, etc.(visually this ability looks like a honeycomb version of warcry)

    syndicate augment: adds 70% status immunity. (scales off power strength) this mod is very useful against infested as Aegis is weak against toxin

    Finally a build that specializes in negating most of the most annoying enemy mechanics letting you fully enjoy your mission even if it is against the corpus

     

    4.    Raises shield capacity by 200%, replenishes shields by 70%, lowers shield recharge delay by 50%, and increases shield recharge rate by 70% for 20 seconds. Cost 100 scales off strength duration and efficiency (if shield recharge delay reduction is raised over 100% then the extra % counts as double recharge speed.

    Play style:

     

    Aegis possess no damage abilities instead relying on his armor striping to keep his guns effective while is and high shield capacity acts as a buffer against the damage he’ll be eating with his low CC potential. Aegis excels at end game content where armor and eximus play a large role but is less useful than other frames at low and mid level content do to his lack of damage abilities and is weak to toxin do to being shield based

    This frame has multiple possible play styles. a power strength or 145% or higher is highly suggested as this brings armor striping and shield replenishment to 100% along with status immunity if syndicate modded

    built like a nova (145% minimum power strength, high duration and good range) Aegis can provide excellent late game enemy de-buffs for the team on endless missions while increasing suitability and providing synergistic opportunities with shield buffs (overshields capacity scales off the increased base shields)

    Or built as a solo tank by sacrificing range for strength he can be built for his 4 and gain shields that are so big and recharge so quickly that it becomes extremely difficult to kill a moving Aegis

    Spoiler

     

    Aegis was designed to come in a pack with Forshield, A shield only melee weapon, that looks somewhat similar to volts shield in that it covers the whole front of the body and is transparent with energy color being most prominent.

    -As a solo shield this melee does next to no damage dealing only 20 impact damage but blocks 95% of damage as opposed to the 85% blocked by hammer, heavy blade, machete, nikana, polearm, scythe, and sword and shield type weapons.

    Attack speed 0.75

    Impact damage 20.0

    Crit chance 2.5

    Crit damage multiplier 1.5

    Status chance 30%

    Stance: forceful reflection

    -The quick melee behaves the same as blocking and pulls out and blocks with the force shield as long as you hold the quick melee button down. The quick melee block does not reflect damage

    with the Forshield as your active weapon:

    -blocking reflects 100% of projectiles with travel time (including bombard rockets without them exploding)

    -All reflected projectiles/damage has melee mods and status chance/type applied

    -Melee attacking  performs a shield bash ragdolling and throwing enemies within melee range back (similar to void blast), the charge attack has an increased range.

    -Blocking and meleeing at the same time performs a shield dash ragdolling and knocking back enemies caught it the way (similar to a very short rhino charge). The speed of the shield dash scales off melee speed mods and the distance of the dash scales off of melee reach mods (should be much faster than shield charge, but shorter range).

    -blocking and holding melee performs a shield charge, the speed of the shield charge is equal to your sprint speed (including modifiers like volts speed or the rush mod) and you can still perform jumps, slides, bullet jumps, et cetera unlike shield dash.

    -melee mid air (slam attack) deals only 20 impact damage but ragdolls and knocks back enemy units within 20m

    -melee mid slide (slide attack) blocks like a shield charge for the remainder of the slide.

    -channeling while blocking also reflects hit scan damage and further increases reflected damage by 200%, channeling mods (including channeling efficiency mods and life strike) should apply to block-channeling.

     

     

  2. this happened to me during sortie 2 and the functionality stopping bug persisted all the way through sortie 3, that my squad completed no problem while i sat bugged at the start. after sortie 3 ended it finally populated my sortie 2 rewards and un-froze my game (no sortie 3 rewards or completion was awarded)

  3. Please fix warframe abilities overriding jump/reload/crouch/swap weapons when playing with an Xbox controller on PC and exiting transference.

    For example on PC use an Xbox controller and press RB(ability) + LB(melee) to enter transference then RB + LB again to leave transference. now if you press X to reload it will instead activate your 2nd warframe ability, A will no longer jump but instead activate your 1st ability and so on.

    After leaving transference the bug will persist until you hold down RB(ability) or cast an ability by holding down RB and tapping A/X/B/Y to undo this bug, or avoid the bug all together by tapping RB to leave transference instead of RB(ability) + LB(melee).

    P.S. I re-mapped some keys like my melee and secondary fire

  4. At least 3 out of every 4 times I select a bounty and head through the "Gates of Eternity" there will be no mission selected when I load in to the plains 6-10 minutes later. However if I go to the plains directly from my ship the load time is a normal 30 seconds to 1.5 minutes and has not bugged for me yet. Also of note whenever the bounty bugs my frame rate drops to 15-19 fps in the plains when the bounty doesn't bug no FPS drop. I was hoping that at least until some of the kinks are worked out we could select and join bounties from the Liset, because as it stands it takes multiple tries, and too long to load a bounty to make the game mode even worth playing (2-3 tries, 20-35 minutes on average for me).

  5. The recharge rate would be fine if DE gave the weapon a innate Speed Holster on any weapon switches to or from the Cycron. Also this is obviously a beam weapon so why wont it let you use Ruinous Extension? What the Hek is up with that!

  6. The Cycron would be an awesome fun secondary if DE gave the weapon a innate Speed Holster on any weapon switches to or from the Cycron. Also this is obviously a beam weapon so why wont it let you use Ruinous Extension? What the Hek is up with that!

  7. I had this vision of a new segment in your orbiter (possibly opposite the relic refinement menu) where you select sell-able items from your inventory to place in your [shop]. you can then type [shop] in chat to create a link that leads to a list of the things you have placed in your shop and the asking prices you selected. The shop creation menu should also provide options for selling things in bundles so you can sell complete prime sets without listing the parts individually. This segment would also have a second tab that would allow you to make a similar [WTB] list.

  8. I had this vision of a new segment in your orbiter (possibly opposite the relic refinement menu) where you select sell-able items from your inventory to place in your [shop]. you can then type [shop] in chat to create a link that leads to a list of the things you have placed in your shop and the asking prices you selected. The shop creation menu should also provide options for selling things in bundles so you can sell complete prime sets without listing the parts individually. This segment would also have a second tab that would allow you to make a similar [WTB] list.

  9. 3 hours ago, [DE]Megan said:

    Fixed a loss of functionality when viewing the End of Mission screen in a Sortie.  Investigating!

    This happened to me when i was in the pause menu when extraction triggered if that helps...

    P.S. Running WF on steam, windows 10, and playing with a Xbox 360 controller.

  10. 1 hour ago, [DE]Megan said:

    Another common gripe that has sometimes been affecting our competitive PvP modes was one that affects almost all games of this nature; rage quitters. While any system we introduce won't be able to completely solve this issue we've enacted a consequence system that will hopefully curb some of the more numerous instances:

    • We now track players who quit out of matches including those using the Alt-F4 method.
    • The Penalty system has 2 stages; a warning and a penalty applied state:
      • The warning stage will appear on the Landing Craft after the game detects that you've quit out of a match prematurely.
      • The Penalty Applied state will kick in after a certain % of your last games are determined to have been prematurely left. This state results in an XP Penalty of 75%.
      • Player's can climb back out of the Penalty Applied state by completing a corresponding amount of full matches.
    • While also negatively affecting rage quitters, we want to encourage those who continue to play while short on players and those who play multiple matches in a row.
      • Completing a match you were short on will result in a +20% boost to XP and Standing.
      • Completing subsequent matches will results in 10% more XP and Standing after the first match.

    Nice job throwing the carrot in there and not just stopping with the stick DE. thx : )

  11.  

    (This is a response to a redit user but i’m also posting it here as it goes into more detail on Svalinn’s back story) posted response:

    Spoiler

    Svalinn is the protector of Helioggus a planet even closer to the sun than mercury hidden in the void (spoilers- like lua) and the void ripples cast when Lua surfaced has disrupted the cloaking around Helioggus. As such the normally pacifist Svalinn has been forced to join the tenno to free Helioggus from the invading forces of the destructive Grineer, greedy Corpus, and ravenous Infested.

    Helioggus isn't a real planet nor a moon, asteroid or even a comet. One of the main reasons this wouldn't be implemented is exactly that. If it were hidden in the void, why would it be? Who hid it there? The Lotus? Nah. Why'd she do that? What valuable things does Heliogguspossess that they have to leave a powerful Warframe alone there that could protect literally anything else. It's already hidden in the void and when it is hidden in the void, when was it hidden there? From the Sentients? Sure. But that doesn't explain why they had to leave a Warframe there.

    Also:

    Svalinn has been forced to join the tenno to free Helioggus from the invading forces of the destructive Grineer, greedy Corpus, and ravenous Infested.

    If he were the protector of the place, why would he join the Tenno and not the other way around?

    The abilities are also too similiar to the existing ones.

    lowers enemy shields and armor 70% within 10 meters for 6 seconds. cost 25 scales off strength (% of shields/armor striped),

    A.K.A Polarize.

    becomes Immune to all effects caused by enemy abilities / passives / auras for 20 seconds. Cost 50 scales off of duration mods

    A.K.A Iron Skin.

    Basically this Warframe is Mag, but better.

    Does the Warframe have Forshield already equipped or is it a new weapon? If it's a new weapon, then there's basically no point using any other weapon because one can just stand still and channel while killing everything around him. A 20 meter slam attack that ragdolls and knocks back enemies... A.K.A Stomp. Or a broken mechanic on a melee attack.

    This would be a good weapon, if the damage on the reflect was toned down or even removed. And the slam attack radius reduced to 5m. The shield slam should be just a knockdown-stun and the charge removed. Slide attack is nice concept that should be applied to the existing Shield & Sword melees. The quick melee could be the niche of this weapon, I like it. A non-damaging shieldy melee could be a nice new mechanic on existing similiar weapons.

    Or, take some of the properties off this weapon and move them to S&A and H&B. Could be a viable buff to them, while maintaining balance.

    The Warframe, I don't like. Sorry. If Mag, Trinity and Rhino didn't exist, I'd be more than happy to accept this Warframe and farm for it immediatly.

    I guess I didn't write a long enough review of this warframe sense all of the things that you stated as problems with this concept are IMO not correct or are irrelevant.

    further back story on Helioguss the word is derived from helio (sun) and eguss (close) sure it isn't a real planet but what real planet should i use instead? Or are you saying that the void shouldn't have been added because it not real? as for the value of Helioguss, imagine you're in a solar system with 5 factions (tenno, grineer, corpus, infested, and corrupted as they, despite being made up of brain controlled members of other factions have their own agenda). Now in this solar system you are always fighting for resources trying to get ahead of the other 4 factions, when out of nowhere a WHOLE NEW PLANET appears! do you really think any of the 5 factions other than the corrupted wouldn't try to take control? As for why it was hidden it was a top secrete outpost dedicated to military shielding research during the old war. I didn’t elaborate too much on the lore as that comes second to the mechanics and multi page posts are less likely to be read. Why was a tenno left to guard it? Well Svalinn (whose name derives from norse mythology in which Svalinn is a shield that stands before the sun and prevents the mountains and seas from burning from the fiery heat of the sun) is a researcher and a pacifist so he stayed on Helioguss to continue his research and maintain the place in solitude. When the Helioguss drops from the void the 5 factions learn of it and want it’s resources Svalinn JOINS the tenno because he is deployable on more than just Helioguss nodes and the tenno are the least likely to devastate his home so in helping them he helps Helioguss.

    As for the similarity of the abilities to other tenno abilities have you noticed that certain abilities in game are similar but slightly different like say: slash dash, rhino charge, tailwind, tidal surge, and landslide for example. Or perhaps: iron skin, warding halo, shatter shield, turbulence, elemental ward/vex armor, and hysteria. Take another look at how Svalinn’s 1 (let’s call it strip for now) works: it has a small area of effect that lasts for a short time and requires strength mods to strip all shields/armor and if cast in conjunction with his 2 also shares this ability with allies in range and of course like all of Svalinn’s abilities it DOES NO DAMAGE. Now let's compare that to, as you suggested, polarize: an expanding wave that does DAMAGE to enemy shields and armor and explodes dealing damage if it depletes them. This scales way differently and serves a different role in game, it’s good for low to mid level enemies but becomes near useless against high level enemies. Strip on the other hand is basically pointless against low level enemies as it does no damage and low level enemies are fodder anyway, against mid level enemies it only realy makes a difference if you have a low level weapon that you’re leveling, and only really shines against high level enemies because it’s % based not damage based. If that's not different enough, then many of the core mechanics and frames in this game are also wrong, and i would say that the slight similarity between frames brings cohesion to the game.

    As for his 3 (let’s call it immunity for now) first off immunity DOES NOT BLOCK DAMAGE it only blocks effects (though that does include effects that deal damage like toxic aura for example), it’s duration based (not health based), and once again shares with his 2. Nuff said.
     

    Spoiler

     

    Basically this Warframe is Mag, but better.

    Just no…

     

    On to the forshield (which is a separate melee, it is just themed similar to Svalinn and therefore is released with him): I’ll admit this melee weapon may be powerful but it’s niche. It is utterly useless against the infested and true to Svalinn’s pacifist ways short of fodder your enemy has to shoot you for you to do any damage worth mentioning. As for the knockdown radius this is a CC melee weapon and does next to no damage (or none if that’s what works better) but what’s the point oh a weapon that does no damage unless it can CC. I’m not trying to introduce more damage dealing mass murdering stuff thereis more than enough of that already, what this is is a frame and melee weapon that underperforms compared to other frames and melees at low level content but excels at high level team play.

  12.  

    Now sense it seems i was too vague (according to redit) let's also go into some possible mod configurations: first off in order to get 100% shield/armor reduction from his 1 you will need a minimum of 145% power strength this means for high level play you’ll have to balance this with the extremely helpful overextended mod that lowers your str by 60% in low level play you can be a bit more free with your mod setups which helps with leveling this frame but ultimately I’d imagine having that 100% shield/armor reduction will mandatory for a good build.

    The strength mods also affect how much power duration is increased by his 2 meaning that if you wish to build for a maximum tank ultimate and have huge shields and shield recharge, then the pain of having blind rage lower your efficiency can be mitigated by the extra increase of power duration.

    Duration is key and due to his 2 blind rage may be more useful than transient fortitude as transfort lowers Svalinn’s important duration, the only modifier that affects his 3.

    Svalinn’s 4 also should have a minimum power strength of 145% for optimal effect and to increase his “tankiness” further increase power strength to have better stronger faster charging shields or power efficiency to be able to cast and replenish his not as powerful shields more frequently. This alows you to mostly ignore range for solo play and make him a tank, or build lost of range to provide a powerful support to your squad.

  13. On 6/27/2016 at 9:06 AM, Lucernam said:

    So this would work as a Specter or other summoned unit? Because that's a heck of an idea... I'd be interested in seeing something like that.

    I suppose if it were added you could make a specter of this warframe same as any other warframe...

  14.  

    Shield/Nullifier based warframe: Svalinn, and solo shield melee: Forshield

    Base stats:

    Health 100

    Shield 200 (600 at rank 30)

    Armor 15

    Power 150

    Sprint speed 1.0

    Polarities 1x madurai (V) and 1x vazarin (D)

    Aura polarity 1x naramon (-)

    1. lowers enemy shields and armor 70% within 10 meters for 6 seconds. cost 25 scales off strength (% of shields/armor striped), range, and duration mods. syndicate mod: Slows affected units by 60% speed reduction is affected by power strength (basicly the same as creeping terrify mod)

    2. Increases ability duration by 15% and shares abilities with all allies within 25 meters for 25 seconds. (this effect also applies to the cryo pod, excavator, hostage, et cetera allowing Svalinn to fill the defensive role in such missions) cost 25 scales off of Strength (increased duration %), range, and duration (duration of this ability) mods. syndicate mod: this effect stays applied to allies for the duration of the ability after they leave the effect area.

    3. becomes Immune to all effects caused by enemy abilities / passives / auras for 20 seconds. Cost 50 scales off of duration mods

    4. raises shield capacity by 200%, replenishes shields by 70%, lowers shield recharge delay by 70%, and increases shield recharge rate by 70% for 20 seconds. Cost 100 scales off strength (if shield recharge delay reduction is raised over 100% then the extra % counts as double recharge speed i.e. with a power strength of 180% shield recharge delay would be reduced by 126% so shield recharge delay is removed and the first 26% of shield capacity charges at 2x normal speed + ) and duration mods

    The lore: Svalinn is the protector of Helioggus a planet even closer to the sun than mercury hidden in the void (spoilers- like lua) and the void ripples cast when Lua surfaced has disrupted the cloaking around Helioggus. As such the normally pacifist Svalinn has been forced to join the tenno to free Helioggus from the invading forces of the destructive Grineer, greedy Corpus, and ravenous Infested.

    Comes in a pack with Forshield, A shield only melee weapon, that looks somewhat similar to volts shield in that it covers the whole front of the body and is transparent with energy color being most prominent.

    As a solo shield this melee does next to no damage dealing only 20 impact damage but blocks 95% of damage as opposed to the 85% blocked by hammer, heavy blade, machete, nikana, polearm, scythe, and sword and shield type weapons.

    All reflected projectiles/damage has melee mods and status chance/type applied

    Attack speed 0.75

    Impact damage 20.0

    Crit chance 2.5

    Crit damage multiplier 1.5

    Status chance 30%

    Stance: forceful reflection

    -The quick melee behaves the same as blocking and pulls out and blocks with the force shield as long as you hold the quick melee button down.

    with the Forshield as your active weapon:

    -blocking reflects 100% of projectiles with travel time (including bombard rockets without them exploding) and applies the equipped melee mod affects to the the reflected projectiles.

    -Melee attacking  performs a shield bash ragdolling and throwing enemies within melee range back (similar to a sonicor blast), the charge attack has an increased range.

    -Blocking and meleeing at the same time performs a shield dash ragdolling and knocking back enemies caught it the way (similar to rhino’s charge). The speed of the shield dash scales off melee speed mods and the distance of the dash scales off of melee reach mods (should be much faster than shield charge, but shorter range).

    -blocking and holding melee performs a shield charge, the speed of the shield charge is equal to your sprint speed (including modifiers like volts speed or the rush mod) and you can still perform jumps, slides, bullet jumps, et cetera unlike shield dash.

    -melee mid air (slam attack) deals only 20 impact damage but ragdolls and knocks back enemy units within 20m

    -melee mid slide (slide attack) blocks like a shield charge for the remainder of the slide.

    -channeling while blocking also reflects hit scan damage and further increases reflected damage by 200%, channeling mods (including channeling efficiency mods and life strike) should apply to block-channeling.

    The goal behind this warframe is to provide a shield/nullifier based warframe that excels at end game content (if you have good weapons) and can provide your squad the tenno equivalent of a nullifier but is not as useful as some other frames at low level content. The goal behind this melee is to be a fun to use low damage reflection based CC melee that scales well into late game.

  15. I also purchased a "Kavat Starter Kit" it did give me "10 Kavat Genetic Codes" but when I installed the "Kavat Incubator Upgrade Segment" they were removed from my inventory.

  16. 3 hours ago, Eljierro said:

    I support this rework.

    Thank you very much, it is good to know my evil machinations *ahem* I mean plans are also supported by others.

    3 hours ago, Eljierro said:

    Cataclysm should at least slow them or knock them back. If Limbo died while trying to go into the Rift, why do enemies walk peacefully inside it?

    I agree slow is a possible way to increase Cataclysm's usefulness in a defense mission, but I really really don't want Cataclysm to be too similar to snow globe thus knock down + nuke proc. doing it this way also limits the amount of time that baddies are CC'd. sense the plan is to have all allies be effected by Rift Surge (increasing damage out put inside the globe by quite a bit) having slow would make Cataclysm many times better than snow globe and that's not my intent. 

    3 hours ago, Eljierro said:

    Rift should let you walk around without enemies knowing.

    No, no, supper-dupper NO, being invisible may seem intuitive but having it built in to rift walk would provide more downsides than up sides. It would make limbo 99% immortal while compounding his "not a team player" tendencies. and assuming enemies in the rift can't see him, while it would fix his too high vulnerability when banish killing, it destroys his single target downside throwing his balancing out the window. and if I assume that enemies that join him in the rift can see him then it provides 0 benefit to Limbo from a design stand point. If you want invisibility in the rift the naramon focus school can provide that without killing Limbo's balancing.

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