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Cephalon_Blue

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Posts posted by Cephalon_Blue

  1. On 4/13/2017 at 9:43 PM, (PS4)ssekame said:

    Work In Progress with "WingedDragonofRa" Side Note: If anyone wants to help create this warframe, please comment on what topic of the frame you would like to help in (For Example Abilities, Name, Concept etc).

    This is Plankla, master of Poison

    Don't breathe, Tenno, Plankla is lurking in the dark waiting to poison you.

    _______________________________________________________________________________________________________________________________________

    Codex Blurb: Hidden deep under the research facilities of the Grineer base on Mars, a special type of doctor lays trickery around the world, supporting the sadistic ways of the Grineer, a living menace to life itself; Plankla will dominate with Toxicity.

    Base stats of Rank 1 (Rank 30):

    Health: 100 [300]

    Armour: 65

    shield: 75 [225]

    power: 150 [225]

    sprint speed: 1.15

    Aura: Naramon Pol

    Polarities: 1x Naramon

    bc2f809f506a27b56abebf26de077e4c.jpg

    Abilities:

    Passive - Bane of the Plague - Plankla is completely immune to Toxin and Gas procs (As Plague Doctors were protected from airborne diseases). 

     

    First Ability: Toxic Dart or Injection

    Toxic Dart:

    Use: Plankla whips out Darts and throws them at where the HUD is aiming at, these darts cause toxic damage which manifests as a fume or toxic mist when hit on a surface and causes corrosive damage when an enemy is hit directly.

    Damage Type: Corrosive / Toxic / Slash (50%/25%/25%)

    Energy Cost: 25

    Side Note: Will stun enemies for a short period of time.

    Injection:

    Use: Plankla throws (or injects) an ally with a special liquid which heals allies of all satus effects and debuffs, depending on the duration, the ally will gain an immunity buff to status effects. If an ally already has this buff, you cannot recast it on him. This ability cannot be spammed as for Overpowered reasons.

    Damage Type: N/A

    Energy Cost: 25

    Side Note: Combining an ability will allow you to teleport to an ally that has been deceased and cast different buffs.

    Second Ability: The Doctors Call, Payment or Corrosion Grenade (Note: These abilities positions can be changed if OP)

    The Doctors Call:

    Use: This ability is a toggle ability. As long as this ability is active and the allies are in range, if an ally takes enough damage (I Haven't decided how much) they are healed of 25% of their full health, this takes 10 energy for each heal automatically. If an ally dies and they where affected by Injection in it's immunity stage, they will be instantly revived, this takes 20 energy and 100 health automatically.

    Damage Type: N/A

    Energy Cost: 50 (20 Per second)

    Side Note: The healing can be out damaged, so for example if you took around 500 damage, you are healed 250 health (If Your Health was 1000 HP). So you can die if enough damage is output.

    Payment:

    Use: As you activate this ability, the allies in range will gain buffs depending on their current health. If they are 100% health, they are given a very slow regeneration. If they are 80% below, they are given a slight defence buff and a slight health regeneration. If they are under 50% health, they are given a slight corrosive damage on each attack whilst having a defensive buff of 10% damage reduction from attacks. If they are below 25% health, they are given a toxic mist around them where the enemies are blinded for a slight amount of time and the ally will gain a health, defence and speed buff.

    Damage Type: Toxic (25%)

    Energy Cost: 75

    Side Note: Again, this ability cannot be spammed for Overpowered reasons, if the ally already has a buff and you cast this ability (There is a duration for these abilities), they will gain a debuff that isn't specified yet.

    Corrosion Grenade:

    Use: Plankla throws down a grenade which heals nearby allies of 25% health and they gain a healing buff where they are healed 10% more than normal. This damages enemies and deals Corrosive damage onto them.

    Damage Type: Corrosive (50%)

    Third Ability: The Treatment or The Scuttling

    The Treatment:

    Use: Any allies currently in need of reviving, Plankla sends a clone of himself and teleports it to the ally in need, reviving him at a speed which is determined by the Power Strength. If allies in range aren't dead, Plankla gives them an antidote to cure themselves of status procs.

    Damage Type: N/A

    Energy Cost: 100

    Side Note: Ability cannot be spammed, this is similiar to other abilities on this list so you don't need to point it out.

    The Scuttling:

    Use: Plankla sends a bunch of rats into the area which finds enemies and latches onto them. This slowly deteriates the armour of the enemy(ies) and deals slash damage. Plankla can retrieve these rats as to use it again as if the rats are latched onto enemy(ies) they cannot be used again. Depending on the enemies in range and the number of the enemies, Plankla sends out the equivalent number of rats to the enemies. 

    Damage Type: Deteriation / Slash (5% / 25%)

    Energy Cost: 100

    Side Note: Again no spammage, the rats can also be killed and they are automatically sent into your inventory for reuse.

    Fourth Ability: The Plague or The Mass Spread.

    The Plague:

    Use: Every enemy who is afffected by The Scuttling is given the Black Death diesease which deals Corrosive, Toxin and Viral damage while giving Slash (Bleed), Impact and Puncture damage. The enemies also are blinded and take 20% more damage from abilities of Warframe. Any ally who was affected by Injection is given a huge buff in health and damage.

    Damage Type: Corrosive, Toxin, Viral, Slash, Impact and Puncture (50%, 50%, 50%, 50%, 50%, 50%)

    Energy Cost: 200

    Side Note: Im not sure if this should be a toggle ability or a duration ability, please suggest.

    The Mass Spread:

    Use: Plankla sends out clones of himself (Or other Plague Doctors) to cure allies and damage enemies (I'm not sure how this would work yet).

    Damage Type: (WIP)

    Energy Cost: 150

    Side Note: This is heavily work in progress but you get the general idea right?

    Awww, no bleeding? That was a treatment. Would love an ability that bled enemies for heals. 

    But its REALLY good though. Love the idea of an ability that revives allies.

  2. 8 minutes ago, Shinnanigens said:

    Fervas is a warframe designed to combine the elements of fire and cold together to create combination attacks using forms of steam. Fervas can create blinding cover as well as boil his enemies from the outside in. Extreme heats and extreme colds combined in a variety of ways. Fervas' warframe would have venting channels all over his body and spiraling tubes coming down his arms to his wrists where he manipulates cold and fire together to create his attacks as well as using the vents on his body. 

    Stats (Vban)

    Health

    100.0 (300.0 at rank 30)

    Shield

    75.0 (225.0 at rank 30)

    Armor

    50.0

    Power

    150.0 (225.0 at rank 30)

    Polarities

    1x Naramon Pol 1x Madurai Pol

    Aura Polarity

    Naramon Pol
     
    Passive: Fervas has a gauge that starts empty and whenever he attacks with a cold attack he fills the gauge with water. Whenever Fervas attacks with fire attacks the gauge is heated. When the gauge is filled with water and is heated until boiled he gains the Boiling Point Status and his next ability attack becomes altered and empowered. 
     
    Skill 1 Blistering Touch ( 25 ) Spray heated bio fuel in a wide cone in front of you dealing fire damage with a chance to catch your enemies on fire. The bio fuel then lands on the ground and creates a fiery zone that will slow and deal fire damage to any enemies who try to run through it. ( Heat attack )
     
     Empowered: Vent extremely hot steam in a 360* radius that deals blast damage and blinds enemies hit by the attack 
     
    Skill 2 Frozen Touch ( 50 ) Grab an opponent dealing cold damage to them freezing them. Then throw them in a targeted direction taking additional damage on impact. If thrown into enemies and the enemy would die instead they explode into shards of ice dealing additional cold damage( % health) to surrounding enemies. ( Cold Attack ) **** Unthrowable enemies are grabbed and dealt additional cold damage then they are released.will still explode if damage dealt is lethal
     
    Empowered: Grab an enemy and boil them in your arms dealing blast damage then throw them.if they explode they deal massive blast damage( % health) and any enemy killed by this attack will cause a chain reaction. 
     
    Skill 3 Deadly Decoy ( 75 ) Create a perfect decoy of yourself with ice while blinking backwards and staying invisible for short duration. The decoy will explode after the duration doing a cold attack followed by a fire attack. ( Cold/Heat attack )
     
    Empowered: Release steam in a giant area of effect dealing blast damage to your enemies and blinding them for short duration. While within the area of effect you and your allies are considered stealthed 
     
    Skill 4  Thermodynamics: ( Passive ) Reduces the cold or heat resistance of enemies within range, depending on which damage type they took last. 
     
    Empowered ( Active ) ( 100 energy ) Every enemy within range explodes taking blast damage+(% health) and becomes blinded for a short duration. 

    "Cause you're Hot then your Cold..."

  3. 1 hour ago, .Sadness said:

    Where is the point making another frame which basically frosts does the same as he suggested here?

    This concept is different. Its like how an Ice Chroma is different than frost. This sounds like a super deadly ice frame, and I for one, love it, because and attack Ice frame sounds like lots of fun. 

    Chillin' in Snowglobe is boring, IMO. Attacking with an Ice Hammer with a freeze Aura sounds fun. 

  4. 6 minutes ago, Kerberos-3 said:

    Actually, there are. It's mainly by the base color scheme and the weapon's effects more than anything but they do exist. Hema and Hirudo are the "Nidus" set(I personally count Phage as part of this set as well), Embolist and Caustasyst are the "Acid" set, Torid bears more than a few similarities to the Illiac armor set, Mutualist Cernos and Lesion are the "Inaros" set.

    Not exactly... a set usually keeps a melee, secondary, and a primary. 

    Like the Lacera/Rubico/Talons. 

    Being released with a frame doesn't cut it for me. Those are more supportive weapons that suit the frame (somewhat).

    It makes sense for a full set needed to make a weapon family. Armor is a bonus. 

    Weapons released with frames... thats not the same. 

    Not to me, at least. 

  5. 6 hours ago, GrayArchon said:

    There are a bunch of infested primary weapons. Not sure how you set the Embolist and Caustacyst apart in their own pile. There's Hema, Torid, Synapse, Phage....

    Yeah, there aren't really any differences between infested weapons. They are all fleshy and weird. 

    The Ohma and Ferrox are definitely in the.... Quaro? Yeah, I'll say the Quaro Family of Corpus Weapons. They have similar design aspects. 

    Most infested weapons just look like fleshy versions of other weapons, with mechanic and damage changes. 

    Oh, and Hi, Grey. 

  6. 8 hours ago, residente said:

    99% of the time is people with fancy color palletes having cringeworthy color schemes. Your average rank 4 guy with the basic colors will have most of the time a way better colored frame, because he wont be combining glowing reds with nuclear greens and gum pinks, all mixed with a Galatine on his waist and an Octavia animation set.

    Just go to any relay and you'll see what @(PS4)The12Disciplesmeans...

    RlAmfwh.jpg

    ^ These ones at least made something original :D

    One large example: OriginalWickedFun has one ugly AF color scheme. He uses the easter pallet, and orange, green, some blue, etc. My eyes hurt to look at it. And guess what; HE IS A FOUNDER. 

    I have never seen anything good from the Easter Pallet. 

    But that Superman FashionFrame is actually pretty good. At looking like full body underwear. 

  7. 4 hours ago, ScoutAA said:

    Hello all. ever since I got my Opera- Ahhh screw it. I just thought about it today so I wont waste your time.

     

    Tenno/Operator changes: Because who doesnt want a teenager with parent problems to become the ultimate warrior?

    Bugggggggggggggs: Because as no great man said, 'No videogame is without a glitch'

    the only glitch I know is that when you go into your arsenal as an operator you cant do anything but goto your clan hall 2 feeex it.

    Combat:

    Melee/Range: Okay, can we PLEASE get Melee Weapons and Ranged Weapons to replace thier Void Blast and Laser beam thingy. I'm thinking daggers, Nikanas (Because having Ninja children would be sick), Single Pistols, Single swords, hand beam thingies (Because having fire shooting children would be sick).

    Modding (Kinda): How about if adding different cosmetics would give different effects to your Operator, sounds stupid and might never be added but who knows.

    Actual Modding: Same for the Warframes but for your Operators because thEY DIE SO FAST

    Manuervering: (Not sure I spelled that right but I'm not getting red underlining so idk) 

    Sliding: After sliding they will leave a trail of radiation. Simple really xd

    Rolling: Just add rolling.

    Void Dash: Holding shift will make your Void Dash go further.

    Cosmetics: I want cooler looking children, nothing weird with that...Right?

    Idle Animations: Dude I want the Ash Noble animation set on my Operator so he is the ultimate edgelord.

    Syandanas: NOW

    Better Running Animationsssssss: <------

    Actual Facial Expressions and Emotions: The Tenno look like they've seen some heavy s***.

    Shoulder, Chest, and Leg Armor: I really want my Operator to be a ninja. :)

     

    thats all k now bye 

    Syandanas: F*** YES!!

    Armor Cosmetics: F*** YES!

    Weapons: doubtful, they are kids, after all.

    Survivability: They do need some. I don't know about modding, but I think that if they could scale health with level, they would be better. Armor is something that could be implemented.

    Void Magic: they definitely need a change to that. If our chosen schools could affect powers and abilities, that would be great. Zenurik making the abilities cost less to use, and other things. Varazin making health regen or whatever. 

    But yes, Operator mode NEEDS some changes.

  8. 12 minutes ago, RavingRoman said:

    Regardless, I would not trust jumpsuits that have to be skin tight to deflect bullets, all the more blades.

    Alright, so here is another question since these suits are so common, why don't the grineer or corpus wear them under their armor, that would make them even more resilient to kill. Why not wear even more protection? Redundancies make the perfect, ally or enemy. Any militant organization would apply this.

    Seriously, it looks too silly that every human being wears a jumpsuit. Also lacks diversity

    It does look silly.  

    And I doubt that the Grineer can necessarily afford to use such jump suits. After all, it would get far too hot for the clones and they would easily die quicker than they already do. Armor is hot, especially with other stuff under it. They also are a wasted investment on common units that die in droves. 

    Whatever. No need to argue about this. They are ugly, and that alone is enemies reason for a change. 

    I'm more worried about Operator mode being weak af. I want to consider ways to make it less weak, and actually fun to play. 

  9. I juat drew this, its a critical electric blade and whip, basically a crit lacera. It has a special on charge attack that will zap everything within the radius of the whip, so obviously its affected by primed reach.

    Grip Type: Blade and Whip

    Damage: 50 electric

    Crit: 25%, 2x multiplier

    15% status

    1.00 attack speed

    Here is my drawing:

     

  10. Just now, RavingRoman said:

    Carbon fiber does not work that way when it is skin tight. If I gave you a titanium-weaved cloth and hold it to your skin; how confident are you that it will hold up against say 556, that is really stretching science too far.

    Not to mention, tights in firefights just look terrible.

    If anything, they are made of a composite material that is flexible, but with blunt force it siezes up and spreads the kinetic energy over a larger area. Like techno oobleck.

  11. 18 hours ago, Ranzinzo said:

    Blaze, the Gunzerker


     

    Description

     

    Blaze is a high burst damage Warframe that heavily relies on his firearms and constant engaging situations to keep himself powerful. This allows him to disperse massive amounts of damage in exchange for low crowd control and sustainability power.

     

    • Health:              125 (375 at rank 30);

    • Shield:              100 (300 at rank 30);

    • Armor:              150;

    • Power:              100 (150 at rank 30);

    • Sprint Speed:    0.95;

    • Polarities:          V, D;

    • Aura Polarity:    V.


     

    Heavy Metal (passive)

     

    Blaze gains armor as he unloads bullets at his enemies. For each projectile that hits, he gains 2 armor, up to a maximum of 850. If Blaze’s bonus armor is greater than 425, Blaze can’t be knocked down. If Blaze doesn’t hit an enemy for 3 seconds, the bonus armor will decay at a rate of 50 armor per second.


     

    Overheat (costs 20 energy)

     

    Blaze gains 20 / 30 / 40 / 50 % Fire Damage, 10 / 15 / 20 / 25 % Fire Rate and 10 / 15 / 20 / 25 % Reload Speed for 4 / 5 / 6 / 7 seconds. After the time expires, the weapon has to cool down for 2 / 2.5 / 3 / 3.5 seconds and can’t be used.

     

    • Fire Damage, Fire Rate and Reload Speed are affected by Power Strength;

    • Duration and cooldown duration are affected by Power Duration;

    • Cost is affected by Power Efficiency.


     

    Scrap Cannon (costs 50 energy)

     

    When the skill button is held down, Blaze will vacuum a 10 / 12 / 14 / 16 meter radius area for all ammo pickups. Vacuuming costs 2 energy per second and is a one handed action. Ammo collected won’t go into Blaze’s weapons reserves, instead it will add damage to Scrap Cannon. When the skill button is pressed, Blaze will shoot all stored ammo, dealing damage based on the amount of ammo collected and destroying them in the process. Scrap Cannon damage varies depending on the ammo collected. Assault Rifle ammo will increase the puncture damage, Shotgun ammo will increase the Slash damage, Pistol ammo will increase the Impact damage and Sniper/Bow ammo will increase the Blast damage. If one of Blaze’s firearms run out of ammo, he will take ammo from Scrap Cannon’s reserves to reload his weapon. Firing the cannon has Blaze clapping his hands and releasing a Shotgun-like blast. Enemies caught in the blast are knocked down.

     

    • Each Assault Rifle round collected adds 1 / 2 / 3 / 4 Puncture damage to Scrap Cannon, affected by Power Strength;

    • Each Shotgun round collected adds 2 / 4 / 6 / 8 Slash damage to Scrap Cannon, affected by Power Strength;

    • Each Pistol round collected adds 1 / 2 / 3 / 4 Impact damage to Scrap Cannon, affected by Power Strength;

    • Each Sniper/Bow round collected adds 2 / 4 / 6 / 8 Blast damage to Scrap Cannon, affected by Power Strength;

    • Vacuum area is affected by Power Range;

    • Activation cost and vacuum cost are affected by Power Efficiency;

    • Shot projectiles travel distance is affected by Power Range.


     

    Energyzed Bullets (costs 10 energy)

     

    Energyzed Bullets is a toggle skill. When activated, Blaze’s firearms will consume his energy instead of ammo and he will deal increased damage. Energyzed Bullets has 3 stages on the skill. Upon activating, Blaze gains 5 / 10 / 15 / 20 % bonus weapon damage and loses 1 energy for each shot projectile. After 3 seconds, the skill changes to stage 2. Now Blaze gains 15 / 20 / 25 / 30 % bonus weapon damage and the cost per projectile is increased to 3. After another 3 seconds, stage 3 is on. Now Blaze gains 25 / 30 / 35 / 40 % bonus weapon damage and the cost is up to 5 energy per projectile. Energyzed Bullets remains active until the skill is used again, Blaze runs out of energy or enters a nullifying field.

     

    • Bonus weapon damage is affected by Power Strength;

    • Activation and energy per projectile costs are affected by Power Efficiency;

    • Time to next stage is affected by Power Duration.

     

    Augment: Polarized Bullets

     

        Projectiles fired will automatically seek enemies near their travel path. Energyzed Bullets’ bonus weapon damage is fully converted into Magnetic damage. Killing enemies will refund Blaze’s energy by 10 / 15 / 20 / 25.

     

    • Energy refund is affected by Power Efficiency.


     

    Nuke (costs 100 energy)

     

    Nuke automatically accumulates all damage done by Blaze. Upon activation, all stored damage is released in a devastating explosion that affects all enemies within a radius of 10 / 12 / 14 / 16 meters, dealing 20 / 30 / 40 / 50 % of the stored damage to each of them and knocking them back. The damage is equally divided between Blast, Fire, and Radiation damage. If Blaze doesn’t damage an enemy for 3 seconds, the damage accumulated will decay at a rate of 200 damage per second.

     

    • Area of effect is affected by Power Range;

    • Damage is affected by Power Strength;

    • Activation cost is affected by Power Efficiency;

    • Time before decay is affected by Power Duration.

     

    Augment: Hazard Zone

     

        Casting Nuke will leave behind an irradiated zone in the area of effect. Enemies in this zone take 25 / 50 / 75 / 100 Radiation damage per second over a duration of 10 / 12 / 14 / 16 seconds. Enemies directly affected by Nuke are guaranteed to Radiation Proc.

     

    • Radiation damage is affected by Power Strength.

    • Hazard Zone duration is affected by Power Duration.

     

    Creator notes: Sometimes I pick up my Soma Prime, start shooting and just don’t feel like stopping. This “Rambo” feeling is what I wanted to capture in this concept. Shoot, shoot more, give no fucks. His passive in his only true sustain skill, but he must always be on the front line to make good use of it. Overheat and Energyzed Bullets main purpose is to shoot more and shoot harder. Scrap Cannon may be used as a emergency ammo reserve in case your weapon is empty and can be also a high burst attack if you don’t care about ammo. Finally, Nuke is the final attack that is supposed to end it all.

    Since he relies so much on his weapons, Blaze is almost definitely not a beginner friendly Warframe. He also is not a great solo frame either, because sooner or later he will run out of ammo and be exposed. Blaze excels at leading the charge with his team, killing lots of enemies and collecting the spoils to prepare for a new attack.

    I confess I didn’t run all the numbers, so I don’t know if some of his abilities might be too weak or too over powered. There are just too many Mod combinations to keep track of. Even DE breaks a Warframe now and then (cof cof… Limbo rework, cof cof…), so I won’t worry too much about perfect and balanced numbers. If you think something is off, please let me know and I’ll be sure to check it.

    What I want to know is the opinion of you guys about the concept. Just pretend that I made a perfectly well balanced frame. Would you like to play him? Like my design or not, I thank you for your time. Feel free to say anything about it. And by the way, sorry for any grammatical errors, English is not my native language.

    (ʘᗜʘ) I LOVE IT!!!! 

    I can see about Drawing it for you.

  12. 2 hours ago, streepe said:

    I think it would be a good idea to have frames passives also get augments. Not that it would absolutely require to be related to the passive but it feel more appropriate if it does. I made a list of suggestions to better explain. I could probably find more but since there's no certainty they will be implemented I decided to stick to 1 per frame.


    ash
        blood bath
        Reduce health recovered by health orbs by [100,75,50,25]%. When an enemies take bleed damage there's [5,10,15,20]% chance he will drop a health orb.
    atlas
        titanomachy/unchained
        Increase atlas health by [?/?/?/?]% and power strength by [?/?/?/?]%. You're always considered in a vacuum. Augment is disabled the first time you enter bleedout.
        notes: 
        - by vacuum I refer to the state when you break windows or have no more life support in survival.
        - unlike most suggestions I decided to avoid linking it to its passive. Ideas that included it felt boring, not interesting. I instead decided to find something related to Atlas in the mythology.
    banshee
        sensory deprivation/sound deprivation
        It takes [0,25/0,5/0,75/1] second longer for enemies to become aware of banshee presence.
        note: could also be detection range similar to rakta dark dagger but I feel I feel it would make less sense with a sound based frame.
    chroma
        elemental convergence
        Chroma's skills change element based on equiped weapon energy color. Skills benefit FROM [10,20,30,40]% of the equiped weapon's elemental mods if they align with energy color's elements.
        note: work the same way as combined elements. For example if chroma has cold energy color and his weapon has electric energy color, chroma's skills deal magnetic damage.
    ember
        ignition point
        can inflict self damage with skills but has [65/75/85/95]% reduced self damage.
        notes:
        - self damage reduction also include damage dealt by weapons like penta.   
    equinox
        bipolar
        When activating skills you also benefit from the other form corresponding skill. the effectiveness of it is reduced by [90/80/70/60]% and skill efficiency is reduced by [50,40,30,20]%.
    excalibur
        knight of the lotus
        Swordmanship now apply to all melee weapon type. Also provide an additional [2,5/5/7,5/10]% extra attack speed and damage.
    frost
        ice age
        Ranged attacks on frost have [?/?/?/?]% chance to cold proc the assailant.
    hydroid
        deep see monster
        Tentacles increase combo and benefit from it.
        note: Affect both deep tendril's tentacles and tentacle swarm's tentacles.
    inaros
        turquoise scarab
        undying benefit from equiped pistol mods with [75/50/25/0]% reduced effectiveness.
    ivara
        sixth sense
        Any enemy visible on your radar is also highlighted through walls. Increase punch through by [0,2/0,4/0,8/1,0]
    limbo
        planeswalker
        if limbo would start to bleedout while in the rift he instead leave the rift and lose all his energy. He can't enter the rift again for [40/30/20/10] seconds.
    loki
        ambush predator
        Wall latching for at least [20,15,10,5] seconds will make loki invisible until he stop wall latching or attack.
    mag
        electromagnet
        When you electric proc pull nearby pickups and enemies toward the target. Whenever you electric proc there's [25/50/75/100]% chance to magnetic proc as well.
        note: failed to find an augment that made sense with current passive so I just decided to find something people would actually want.
    mesa
        pistolero
        When using one handed sidearms first bullet in magazine has [20/40/60/80]% chance to disarm target.
        When using dual wielded sidearms each successive shot without reloading increase damage by [0,25/0,50/0,75/1,00]%.
    mirage
        pestering jester
        Increase evasion by [5,10,15,20]% while performing maneuvers or bullet jump. Taunt nearby enemies.
        note: taunt could be either continuous effect, active while performing maneuvers or put a buff on enemies when performing maneuvers.
    nekros
        blood brothers
        Soul siphon affect allies (including his 4th ability) for [50/100/150/200]% of the value.
    nezha
        thermodynamic
        slides produce fire walker's flames trail. Consume energy equivalent to [400,300,200,100]% fire walker drain while sliding.
        note: if fire walker is active you produce 2 trails.
    nidus
        technovirus
        Gain base shield equal to health. Health is reduced to 1. Shield benefit from [10/20/30/40]% of armor.
    nova
        baryogenesis/hyper collider
        get knocked down when you collide with enemies. INcrease knockdown recovery by [?/?/?/?]%.
    nyx
        charon's bribe
        When disarmed enemies drop credits. Recover energy equal to [2,4,8,10]% of credits earned.
        alt: Instead of being disarmed enemies drop credits.
    oberon
        Didn't bother to find an augment given his passive upcoming change.
    octavia
        soothing song
        Inspiration is always active. Effectiveness is multiplied by [25,50,75,100]%.
    rhino
        heavy load
        Reduced height required to trigger heavy landing by [25/50/75/100]%. Remove touchdown delay.
    saryn
        festering wound
        Recover [1/2/3/4] health whenever a nearby unit (enemy or ally) take status damage.
    titania
        stardust/cosmic dust
        Enemies in dust bloom area take [?/?/?/?] gas damage over time but bullet jump now consume [20/15/10/5] energy if available. Dust bloom now scale with power stats (range, strength, duration, efficiency) and dash mods (ex. lightning dash).
    trinity
        adrenaline boost
        allies revived by trinity stay invincible for an extra [?/?/?/?] seconds but lose [80/60/40/20]% of their health when duration end.
    valkyr
        nine lives
        You have 5 extra revive. You get knocked down instead of going in bleedout but consume a revive. Recover health up to [25/50/75/100]% of max health.
    vauban
        master strategist
        Allies also benefit from reinforce. Enemies in range have their armor reduced by [0/10/20/30]% of the value. 
    volt
        live wire
        When you use any skill it consumes the saved static energy to increase power strength by [2,5/5/7,5/10]% of the saved static energy.
    wukong
        multiplicity
        When reaching [3,5/3,0/2,5/2,0] combo multiplier reset combo count to 0 and and summon 1 iron staff (up to [1/2/3/4] simultaneously). They remain summoned as long you maintain combo.
    zephyr
        angry bird
        can bullet jump [1/2/3/4] extra times while in the air. Extra bullet jump consume [20/15/10/5] energy if available. Can equipe [1/2/3/4] extra dash mods (ex. lightning dash)

    That Chroma one is almost OP. To have all four elemental colors means you could switch between Ice and Fire for armor/health. That's 100% worth it to me.

    gonna read the others and see about them.

  13. On 3/17/2017 at 2:20 AM, Alessandrofurhalo said:

    I've created a new weapon with many functions, that I think you would beinteressed by it.
    Every time you will change the build, it will change how to interact with the weapon.

    https://drive.google.com/file/d/0BwZ0CjogAn_5QURmQW1wR1NCblU/view

    FdDILNV.png

    In other word, it is a riffle corpus. Initially, his function is like a normal riffle (single shot or a few shots at time).

    But, when you use it as a secondary, the weapon will change his aspect and his functions.

    The speed of the run will decrease, but it would not change the speed of the walk. 
    The weapon will open and it will became a semi-shield and at the same time a semi-shotgun.

    When it's active in his second type, all the loader's shots (the shot is made of energy) will became the shield of the weapon.

    You can shot meanwhile the shield is active, but the shield will lose the resistance, because the energy of the shield is the same energy for the shot.

    The shots have a large diffusions, so it's ideal when you've few vital's points and you're face to face with the enemies.

    The resistance of the shield is composed with the number of the loader's shots per the total damage of the single shot from the primary weapon.

    The mod "multi-shots" don't influence the resistance of the shield, but when you use shot-gun (meanwhile the shield is active) the number ofthe multi-shots will increase.

    For the shield is recommanded to use mods for increase the range and for increase the capacity of the loader.
    It means, that the shield is wider and more resistent, so it's the ideal for small spaces, as tunnel and corridor and for safe your mates or to safe the objective.

    There is three principal build:
    1. Primary shot
    2. Secondary shot
    3. For the shield


    https://drive.google.com/file/d/0BwZ0CjogAn_5NHpZd2VBMUFObHc/view

    yMtGX0A.jpg

    I've done a drawing of this weapons. What do you think about it? Would it be use as new style for the gameplay?

    It's better than the two shields of the cold steel of Warframe.  In order word, it's more adaptable. ^^

     

     

    https://media.tenor.co/images/5e24d28771043b2da96df0446c3e280e/tenor.gif

  14. I made a Frame Concept that was a stealthy hacker type, but I went MGS with it. 

    Like, its stealth ability was an Active Camo Box the frame hides in.

    and then it had a summoned drone that was like Titania's ult. 

    Metal Gear Solid type frame would be awesome, right?

  15. 8 hours ago, (PS4)flamouricious said:

    Hey blue, I don't think you got the right word for gravity...

     

    I don't think it's a sad meaning, but more like:

    "The *gravity* of this situation"

    In a sad way. Tristia literally means "Sad" in Latin. Which "Gravity" can be used to imply such.

  16. 17 minutes ago, DerkmeisterPrime said:

    Could you write the abilites and such separate from the photo?

    It is kinda difficult to read

    1» knocks down enemies in radius for 5s 

    2» ripples space-time, granting random buffs to allies and debuffs to enemies

    3» creates a gravity well that slows enemies inside and speeds allies exiting, and gives damage buff when they enter

    4» creates a black hole that sucks enemies in and then violently throws them in a massive explosion when it decays after 10s

    3 will double damage and duration for the 1, double duration and give an additional buff for the 2, and increase the damage and also provide instant health and shield regen for the 4, if those abilities are casted within the radius of the 3.

    passive sucks in enemies and knocks them down in a 6m radius when bullet jumping. 

    375 max health

    300 shield

    175 armor

    225 energy

    1.0 sprint

    The random buffs include; increased armor, health, shields, damage, affinity gain, attack speed, crit chance, etc

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