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Koeboldt

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Posts posted by Koeboldt

  1. So for my energy color I've been running purple primary with smoke black secondary.
    Normally it looks like this

    Warframe0000.jpg

    However the operator energy and some of the stuff added in this most recent update looks like this.

    Warframe0004.jpg

    I don't know what the cause of this would be but it is kind of annoying as I really like the blacklight effect.

  2. 17 hours ago, maddragonmaster said:

    honestly i am not really sure why chroma has effigy except to loosely tie him to something like a shaman. would of rather see a mobility ability that involved those energy wings. besides he plays more akin to a berserker then any supportive related roles dive in and attempt to deal more damage then the group of mobs that your attacking. at least they can leave the pelt summon as a gear wheel special interaction that gives a so so credit booster. 

    I see where you're coming from with this. It really doesn't make sense what they were going for when they designed his kit like this. I feel like the effigy kind of ability would be much better suited for another warframe of a different theme. I don't understand how you can get shamanistic berserker when you're trying to go for dragon.

  3. Dark ruler I like your ideas a lot, primarily the effigy one. But also I feel like changing the buff with toxic to a crit or something would be better, since it affects more than just melee, or status chance for weapons. Just something to make it much more offensive based. Also I feel some of the damage boost could be moved away from his 3 to his 4, since it's incredibly powerful but also make it a flat amount that's around rhino's roar or something just to keep the damage buffs similar ya know?

     

  4. 1 hour ago, (PS4)Linkgamer75 said:

    Meh, I quite like the Chroma now. Sure, maybe rework Effigy, but I dunno. 

    the problem I have with his effigy is it isn't very interactive, and it doesn't play to his theme very well

    • Like 3
  5. This is more a complete overhaul but, here's some Ideas I had. (note I hate the current effigy since it's lame and doesn't make me feel like a dragon. I'd rather be the dragon.)

    • Elemental ward
      • Turn elemental ward into a barrier (similar to old warding halo in effect) you can apply to an ally that would potentially apply a buff to them along with blocking damage
      • When the barrier runs out of durability it explodes dealing Chroma's elemental damage type in an aoe around the initial target, along with a status proc.
      • This would enable Chroma to have a survival cool down he could use to aid his allies.
      • Could self cast but would function like Nezha's current halo with reduced effectiveness (due to vex armor) and be at a reduced durability as well.
      • Still thinking about this one, other option is buff electric and toxic by adding a %status chance to one and %crit chance to the other multiplicative of course since flat chance would be overpowered, the goal here would be keep ice and fire as the go to tank options and make toxic and electric be for damage dealing.
    • Vex armor
      • Move the damage buff from vex armor to Chroma's 4th ability and replace it with the buffs elemental ward currently give based on element (hp, more armor, shields, and reload speed or something) this would make more sense for the ability.
        • Or tone down the damage buff so the amount gained is more in line with Rhino's roar and revert it to more or less the old system.
      • Keep the armor buff how it is, and make damage done to health apply the buffs listed above.
    • Effigy
      • Chroma gains the elemental energy wings as shown in the Chroma prime codex entry.
      • Chroma as well as nearby allies get a damage buff for the duration as long as they are near Chroma, this damage buff would work similar to roar, but could potentially be a tad bit stronger since it requires you be close to Chroma for the whole duration.
      • Casting this ability cause Chroma to roar stunning nearby enemies (what his effigy currently does when summoned)
      • Elemental energy pours out of Chroma causing him to emit a damaging aura of whichever element he currently is using. Potentially acting like the ward effects, like the poison/fire aura, electricity arcs, and ice reflection (although it would make sense for ice to just slow nearby enemies).
    • Like 2
  6. Since his changes Chroma has never felt the same. Prior to that he never felt like playing as an awesome dragon knight, since the main dragon thing you do you can't really interact with (effigy). It just doesn't feel satisfying being the dragon guy then finding out that the real dragon was never you. There are also large disparities in the different elements to choose from, fire provides a bonus 200 health at rank 3 without mods which is affected by armor so the amount of effective health you gain is much greater, compared to lightning only giving 100 extra shield capacity at rank 3 without mods with the added damage reflection bonus. These shields even with a power strength build will be chewed through immediately since shield gating isn't a thing (don't really care about that to be honest this post is not about that), the amount of shields gained scales with a warframes base shields at rank 0 so it's negligible on any warframe without crazy base shields Chroma included. Toxin isn't bad, but it also isn't good the reload and holster buffs as well as the toxin proc that does %hp seem good the damage dealt by this ability becomes so small even in a level 30 mission. Also elemental ward sounds like it would be a barrier of some sort you would apply to someone.

    Ideas for ability changes:

    • Currently haven't thought about changes to spectral scream.
    • Elemental ward
      • Turn elemental ward into a barrier (similar to old warding halo in effect) you can apply to an ally that would potentially apply a buff to them along with blocking damage
      • When the barrier runs out of durability it explodes dealing Chroma's elemental damage type in an aoe around the initial target, along with a status proc.
      • This would enable Chroma to have a survival cool down he could use to aid his allies.
      • Could self cast but would function like Nezha's current halo with reduced effectiveness (due to vex armor) and be at a reduced durability as well.
      • Still thinking about this one, other option is buff electric and toxic by adding a %status chance to one and %crit chance to the other multiplicative of course since flat chance would be overpowered, the goal here would be keep ice and fire as the go to tank options and make toxic and electric be for damage dealing.
    • Vex armor
      • Move the damage buff from vex armor to Chroma's 4th ability and replace it with the buffs elemental ward currently give based on element (hp, more armor, shields, and reload speed or something) this would make more sense for the ability.
        • Or tone down the damage buff so the amount gained is more in line with Rhino's roar and revert it to more or less the old system.
      • Keep the armor buff how it is, and make damage done to health apply the buffs listed above.
    • Effigy
      • Chroma gains the elemental energy wings as shown in the Chroma prime codex entry.
      • Chroma as well as nearby allies get a damage buff for the duration as long as they are near Chroma, this damage buff would work similar to roar, but could potentially be a tad bit stronger since it requires you be close to Chroma for the whole duration.
      • Casting this ability cause Chroma to roar stunning nearby enemies (what his effigy currently does when summoned)
      • Elemental energy pours out of Chroma causing him to emit a damaging aura of whichever element he currently is using. Potentially acting like the ward effects, like the poison/fire aura, electricity arcs, and ice reflection (although it would make sense for ice to just slow nearby enemies).

    These are currently my thoughts on how to make Chroma feel like the bad ass dragon we all want him to be.

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