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(XBOX)Ivan of Jupiter

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Everything posted by (XBOX)Ivan of Jupiter

  1. 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.
  2. 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.
  3. 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.
  4. 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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