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(XBOX)Ivan of Jupiter

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  1. That's your opinion, and I respect that. However that doesn't change the fact that in the game’s CURRENT state, newer passives ARE stronger and have left older passives in the dust. So now there's a very clear difference between say, Frost’s passive and Hydroid’s passive. Hydroid’s passive allows him to be THE Corrosive Warframe. Frost should have a passive that makes him THE Cold Warframe. The way I see it there’s two options here. Update older/lackluster passives to be stronger. Or nerf strong passives to be more in line with the older Warframes. Or leave it be, I guess. Have crappy passives mixed in with god tier passives.
  2. Yeah, that's bunk. Must've missed it. I really just went down the list tbh. That passive’s bad, hard to deplete shield when you don't take damage at all. Edit: edited main post to add a new passive to Revenant.
  3. More or less. Could it be flashier, sure, but at least it does something. Maybe bumping the number up to 20-25% would be reasonable, but no more than that.
  4. At the moment, there's too much disparity between passives in the game. Certain passives are clearly better than others. That just makes sense. The game has changed. Passives used to be minor; now, they almost completely define how a Warframe is played (mostly). When a Warframe gets a rework, it often gets an updated passive. But what if the Warframe in question doesn't need or won't see a rework any time soon? It would be nice to have an update that targeted lacking passives. Just gonna do down the list and point out some bad/redundant passives and maybe even add some ideas. BANSHEE: The current passives silence all your weapons. That's fine enough when playing alone, but it's redundant in a team setting. I also believe the potency of her passive could be upped a bit. NEW PASSIVE: Banshee's and the team's weapons are silenced. As long as enemies aren't alerted to her position, her weapons gain a 0.5 critical damage boost. CHROMA: Chroma gets an extra jump. It's Funny, but it doesn't do much to improve his gameplay or define what he is as a Warframe. What if being in the air actually benefitted him? NEW PASSIVE: Chroma gets an extra jump. While Chroma is in the air, enemies that Chroma kills explode, dealing Chroma's chosen element to nearby enemies. When Chroma activates a double jump he sends out an explosive elemental force below him. DEATH FROM ABOVE! EQUINOX: Lesser version of Equilibrium (10%). Used to be a novel idea, but it has now been outclassed by a single Archon Shard (20% with 30% for Tauforged) that can go on any frame. Equinox now requires a completely new passive. Equinox will actually get 2 based on what form they're in and then an additional one that affects both forms. DAY PASSIVE: Health Orbs are 100% more effective and grant 15 Health per second for 3 seconds. Subsequent pick-ups add to the timer. Switching to Night removes buff. NIGHT PASSIVE: Energy Orbs are 50% more effective and grant 2 energy per second for 3 seconds. Subsequent pick-ups add to the timer. Switching to Day removes buff. UNIVERSAL PASSIVE: Gain 0.1% Ability Strength for every Orb picked up. Maxes out at 50%. FROST: A 10% chance to freeze melee attackers . . . Frost is a prime example of a Warframe that doesn't really NEED a rework, but absolutely needs a new passive. I would love it if Biting Frost was his passive, but the mod is a bit too strong to have as a passive, and I would rather not have it be nerf to become his passive. NEW PASSIVE: Enemies within 10 meters of Frost will receive a cold status proc every second. Frost can apply a tenth stack of cold. When an enemy reaches ten stacks of cold, they are frozen for 10 seconds. HARROW: Overall not a bad passive by any means. 200% overshield cap and max energy when starting the mission. I just feel like having overshield should be more of a boon to Harrow. NEW PASSIVE: Same as before, but with the added benefit of gaining an additional 0.1 Critical Damage boost for every 500 shields. LAVOS: Status purify and resist upon Energy and Universal Orb pick-up. It has a 5 second cooldown. Another fine enough passive, but could be a bit nicer. NEW PASSIVE: This is the same as before, but with the added effect of giving nearby allies the same benefit. The cooldown is increased to 10 seconds, but subsequent orb pick-ups reduce it by 1 second per orb. LOKI: Increased Wall Latch duration. Why anyone would want to stick to a wall for a whole minute is beyond me, but I guess if you REALLY wanted to do that, Loki's your frame! But in all seriousness, Loki is a frame that really needs help. Tribs video really points out a lot of the probems Loki faces in Warframe's current state. A new passive would not fix this Warframe. NEW PASSIVE: I honestly don't know. I had a thought that he could maybe siphon powers from Eximus units when using a finisher on them. But while that could be somewhat in line with what Loki was capable of in mythology, is that a Loki kind of thing in Warframe? I dunno. I guess this is my call to arms for any Loki players out there. Do you have any thoughts on what his passive should be? MIRAGE: Longer slides and faster maneuver speed. It doesn't really do much for her, tbh. NEW PASSIVE: Same as before but let's add a lesser version of Rolling Guard. She'll get the same 3 seconds, but her cooldown is 15 seconds. Putting on Rolling Guard overrides her passive. Additionally, her next attack after rolling deals bonus damage. NEKROS: I honestly like his passive and wouldn't be upset if it never got updated. That being said, there are now a plethora of ways to heal yourself and allies, so his passive doesn't really move the needle one way or the other. NEW PASSIVE: Remove old passive. Enemies that he or his shadows kill have a 10% chance to come back as a shadow. These shadows have a timer instead of health loss. They are only active for 5 seconds before fading away. When they die, they leave behind a soul reservoir that grants a regenerative health buff (10 health a second for 10 seconds). Picking up another reservoir refreshes the timer. NOVA: Knocks down enemies around her when she's knocked down. Mostly useless passive. Too situational and isn't helpful the times it does happen. Primed Sure footed disables her passive, too, which is just another knock against it. NEW PASSIVE: When Nova's shield breaks, knocks down surrounding enemies. Shield recharge delay is reduced by 10% per enemy knocked down. This bonus is lost once shields begin to recharge. Once shields fully recharge Nova emits another knockdown wave. This time she'll get overshields based on how many enemies are struck. NYX: Enemies are 20% less accurate. It's hard to notice that it's working, and it doesn't really affect overall gameplay. NEW PASSIVE: Enemies that are targeting Nyx have a 15% chance to be mind controlled for 5 seconds. When the timer runs out, the enemy goes "insane" and will now target anything, friend and foe. OBERON: Makes animal companions slightly more resilient. The main issue I have with his passive is that Oberon doesn't need a passive to make his animal companions more survivable. Renewal does this just fine. If anything, a bonus like this would be better suited for an animal themed Warframe (Not Khora, just a Warframe that could exist in the future). NEW PASSIVE: Overhealing grants Overguard. Oberon gets 100% of healing as Overguard. Allies get 50% of healing as Overguard. Only healing GIVEN BY the Oberon is converted into Overguard. REVENANT: Essentially a worse version of my reworked Nova passive. A shockwave when your shields are depleted. Hard for that to happen when you're essentially immortal. NEW PASSIVE: Enemies Revenant kills have a 25% to enthrall any enemy that's within 5 meters of the kill for 15 seconds. RHINO: THUD! Yeah, we all know this one. He needs a different passive. NEW PASSIVE: Rhino gains 5% damage resistance per enemy within 15 meters of him. This DR affects Overguard. WISP: Wisp has a passive that makes no sense on the kind of Warframe she is. She goes invisible when she jumps. OK, but she's not a stealth frame. NEW PASSIVE: Wisp gains a flat 2% Critical Chance on her weapons per buff given to OTHER players, not companions.
  5. Have it be a toggle on Mirage, she gains full benefit. Helminth should be based on emmisive colors, similar to Rest and Rage. Light colors give damage bonus and dark colors give damage reduction. Reduce the benefit in Helminth. Less damage and damage reduction. Truthfully, I just want the inconsistency gone, even if it means overall less damage.
  6. Nah my idea was to make a “shieldless” frame, but you can still mod for shields, it would just add to her health. As for the health regen, you could use mods that affect shield recharge delay and rate to make it more effective. Yes, Nidus has health regen, just wanted to throw out something new and interesting.
  7. Design: Ferra’s design is sleek with a few gaps throughout her body that are filled with black ferrofluid. These spots shift between liquid and solid depending on Ferra’s “state”. *** Stats: Ferra is middle of the road overall, with less than average armor. *** Adaptive Body (Passive): Ferra’s shields are added as health. This is a final additive amount. For example: If she has 300 shields and 1000 health, she’ll have 1,300 health. Her health regenerates as of it were shields, shield recharge rate and delay mods affect this aspect of her health. Overshields also affect her total health amount. Additionally she cannot take more than 50% of her health in damage in one damage instance with a brief duration of invulnerability, giving her health a pseudo shield gate. *** State Change (Ability 1): Ferra can shift between Fluid and Solid states, doing so has drastic effects on her and her abilities. Depending on the state, she gains additional passive effects. Fluid: Boosts movement speed and parkour velocity while in Fluid State. Health (shield) recharge delay reduced. Solid: Increases armor by a base amount. Health (shield) recharge rate increased. 100% knockdown resistance. *** Additional Note: Ferra’s abilities while in Fluid State prime enemies with an effect called “Coated”. Fluid State Coated enemies are slowed and receive magnetic procs. Switching to Solid State solidifies Coated enemies, causing the ferrofluid to protrude spikes, rooting the enemies in place and dealing true damage over time. Switching States actively switches which state the enemies are in. The Coating effect duration and slow duration is baked in and can’t be changed, as multiple abilities can apply this effect. Nullifiers can remove this effects. *** Seekers (Ability 2): Ferra summons several ferrofluid seekers that hunt down enemies. There is a hard cap on how many Seekers Ferra can have out at any given time. Casting beyond the cap will destroy the oldest existing Seekers. Fluid: Ferra’s Seekers while in Fluid State are gelatinous orbs that track enemies to Coat them. Upon hit the orb splashes, Coating nearby enemies. Solid: Ferra’s Seekers turn into sharp lances that hunt down enemies. Seekers can punch through enemies multiple times. Punch through amount is based on power strength. *** Partition (Ability 2): Ferra erects a wall of ferrofluid. The wall will be transparent with opaque borders to allow allies to see through. Ferra has a hard cap on the amount of Partitions she can make. The ability also has a relatively short cooldown to reduce spam. Fluid: The wall is intangible, allowing enemies to pass through, but Coating them in the process. Solid: The Partition becomes a solid barrier, preventing enemies from advancing. However this drastically reduces the walls duration. Allies can still move and shoot through solidified Partitions. *** Colloidal Proliferation (Ability 4): Ferra emits a pulse that has different effects depending on her State. Fluid: Ferra lets loose a pulse of viscous ferrofluid that Coats enemies around her and, for a duration, Coated enemies that die burst spreading the Coated effect to nearby enemies. Solid: Ferra lets loose a radial barrage of ferrofluid spikes that erupt from the ground and impale enemies. While this ability is active Coated enemies that die will burst sending ferrofluid spikes in all directions, damaging nearby enemies. *** Ending Thoughts: I wanted to design concept on something that may not already been thought of. I’ll admit I was slightly inspired by Apex Legend’s Catalyst, but, aside from the ability to create wall’s there’s no overlap. Ferrofluid IRL is just fascinating to me and I think the idea, albeit with a little embellishment, lends itself incredibly well to Warframe. Even if it has nothing to do with my concept I do hope we get a ferrofluid Warframe someday.
  8. Been wanting to make a post like this for a while, but have been reluctant to since I could hardly call myself a Mag main. Just have some ideas to improve her overall kit. These are additions, not replacements. This is not a post calling for a Mag rework. My main aim here is to improve the value of Mag’s shard mechanic. That’s all. Polarize should be able to create shards on all enemies. The creation of shards are in contrast with Fracturing Crush. Once enemies have been stripped of armor, no more shards. Plus this would give Polarize a point against health based enemies, which it notoriously lacks for obvious reasons. I get the reason why it works this way currently from a mechanical sense, but come on. Magnetize should suck in all nearby Polarize Shards (shards outside of the true radius of the bubble). This would be helpful with defensive Magnetize since your movement is limited as it is. Shards launched by defensive Magnetize should force proc bleed based on the damage amount built up. Maybe even add a couple stacks of puncture. Both of these status’ are applied via normal Magnetize bubble, but are notably missing from the defensive burst. A scaling bleed effect alone would make this aspect of Magnetize go from 0/10 to a 10/10.
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