Jump to content

MogFlintlock

PC Member
  • Posts

    37
  • Joined

  • Last visited

Posts posted by MogFlintlock

  1. Okay, so I’ve got a couple of ideas in general, but, since I want the current version of Defending Aegis out of here first off, here’s a couple of alternatives I've thought up (since I don't like just dictating to people). Might put some suggestions for other abilities up later.

     

    Suggestion 1

     

    Defending Aegis [3]

     

    Vengeance coats himself in protective energy that attracts enemy fire and absorbs all damage he would take, but prevents him from attacking.

     

    After 2.5 seconds, Vengeance unleashes the stored energy, dealing Impact damage equal to 40% / 55% / 70% / 100% of the absorbed damage to all enemies within 6 / 7 / 8 / 10 Metres. Deals double damage to enemies afflicted with Wraith.

     

    Vengeance may extend the duration of the shield by keeping the ability key (default [3]) held at the cost of 20 / 17 / 14 / 10 Energy per second. The shield will last until the button is released or Vengeance runs out of energy.

     

    Costs 25 Energy

     

    First potential suggestion: Pretty heavy on the 'Vengeance' aspect, but not so much on the 'Martyr' sub-aspect you're going for, since whilst he's blocking for his allies, it's not actually hurting him.

     

    Suggestion 2A

     

    Defending Aegis [3]

     

    Vengeance applies a barrier to himself and his allies, blocking up to 200 / 300 / 400 / 600 damage for 20 / 22 / 24 / 30 seconds. Vengeance's total armour is multiplied by 150% and added to the amount blocked. The total amount blocked per shield is increased by 10% for each enemy afflicted by Wraith on activation.

     

    Whenever a barrier breaks, Vengeance gains 10% / 15% / 20% / 25% bonus sprint speed and 30% / 40% / 50% / 60% bonus weapon damage for 10 seconds, stacking up to 4 times.

     

    Costs 75 Energy

     

    Suggestion 2B

     

    Defending Aegis [3]

     

    Vengeance applies a barrier to himself and all allies, blocking 600 / 850 / 1100 / 1500 damage. Vengeance's total armour is multiplied by 300% and added to the amount blocked.

     

    Whenever a barrier breaks, Vengeance spends 70% / 60% / 50% / 40% of his current health and energy to re-establish that barrier. This amount is divided by the number of enemies afflicted by Wraith plus 1.

     

    Defending Aegis drains 3 energy per second while active and will remain active until Vengeance's energy is depleted, or the ability is deactivated by pressing the ability key again (default 3).

     

    Costs 50 Energy

     

    Put these two together, since they're based off the same concept. The first focuses on the 'Vengeance' aspect, whilst the second focuses on the 'Martyr' aspect.

     

    As for the weapons, they're honestly just numerical values to me, so I'm not certain what to say about them.

  2. Whilst I’m not the most experienced person in Warframe, I’ve been around custom stuff in games for a while, so I like to think I’m pretty decent at evaluation. Excuse me whilst I activate my own [2] and place a Wall of Text in your path.

     

    Base Stats

    At the moment, there are only 6 Warframes in the game with above 'par' health (AKA 100 unranked, 300 at max level). Of them, the highest armour value belongs to Saryn at 175. This may change with the release of Saryn prime, but at the moment, Vengeance's health is kinda out of whack compared with other warframes. Vengeance has an effective 'health pool' (i.e. shields + (health adjusted by armour)) of 1312.5 (300 Shields + 450 Health, with ~55.56% damage reduction). The next highest is Frost Prime at 1125 (525 Shields + 300 Health with 50% damage reduction), followed by Atlas (300 shields + 300 Health with 60% damage reduction) and Valkyr (150 Shields + 300 Health with 66% damage reduction) at 1050 each. Even with his slow sprint speed, you might want to tone those numbers down.

     

    Passive

    Slight problem; this is basically just Valkyr's passive (right down to the numbers), but trading the resistance to the 'heavy fall' state for an ally buff. There's plenty of other options out there anyway. Honestly, I'd actually make the 'Wraith' debuff part of his passive and have his first ability detonate when cast on someone afflicted. Also, just a heads up; passives typically have names as well.

     

    Wraith

     

    So it's kinda like a single target molecular prime with no utility. Which means it isn't really like molecular prime at all, I suppose. The numbers on this are kinda weird; at low-mid levels (basically anywhere on the star chart atm), Wraith basically reads 'kill a guy and all his friends', but once you get later in the game, it looks like it drops off really hard since it doesn't seem to have any natural utility. You might also want to clarify what type of damage this inflicts; one would assume blast on the second portion, but the initial part could honestly be anything. Generally, as per Warframe’s conventions for scaling, the damage should be more like 150 / 225 / 300 / 450 or something. On the whole though, I don’t mind this too much. [1] abilities aren’t expected to shake the world.

     

    Also, do you actually want this to be called Wraith, or do you actually mean ‘Wrath’? ‘Wraith’ is a ghost. ‘Wrath’ is extreme anger.

     

    Wall of Hatred

     

    First up, you should probably state how much armour scaling this thing actually has; I believe 500% of the modded amount is the standard.

     

    Secondly, I’m assuming this is like Snow Globe, where enemies/allies can walk through it because, if not, 10m by 10m is way too big. That’s the same actual width as Snow Globe. That’s wider than your average corridor.

     

    Otherwise... Eh. It’s been done. Tectonics, Snow Globe, Electric Shield, there’s enough ‘build a wall’ abilities in the game IMO and this one doesn’t really differentiate itself that well. Not to say it’s necessarily a ‘bad’ skill, but in its current state, it’s about par for a filler ability (like Tectonics) rather than a main draw. Also, the base durability of the wall is probably too low; Snow Globe scales from 3000 to 5000.

     

    Defending Aegis

     

    I really, really don’t like this ability. It’s a team wide defensive buff that heals and deals a bit of damage, but has real connection to his theme (even the name feels off). It’s generally only going to reward himself and other frames with high health/armour; Warframe has gotten to the point in mid-high levels where you’re either taking no damage (because Crowd Control or Invulnerability effect) or instantly dead, with only limited exceptions.

     

    Might and Fury

     

    As much as I don’t think we need more ‘Press 4 for uber mode’ abilities (I say as I continue to main Wukong), I actually really like the base idea of this thing where you have to manage which weapon you’re attacking with. I’m pretty sure it’d be better on a different kit, but as a solo ability, I can appreciate it. On the other hand, the specifics of this ability are a bit suspect; the armour for movement speed trade off (like an inverse Effigy) feels like he should be wielding a sword and shield or something rather than two swords. Crit chance/damage also feel like kinda odd stats for boosts; I’d personally have made it so that he gains damage versus either armour or health, or something, rather than two damage effects. Honestly though, this ability relies on how good the stance would be.

     

    Also, you should probably specific how much crit chance/damage he gets and the distribution of the damage (I assume it isn’t evenly spread; I’m guessing it’s mostly slash damage).

     

    Mechanical Overview

    As a kit, I don’t find Vengeance particularly interesting; his passive, [2] and [3] imply he’s meant to be a team based warframe, yet I can’t see anyone bringing him over Frost (who is his vast superior in any kind of point defense) or Chroma (who competes for the ‘selfish durable frame with minor team support’ slot and generally passes him). As a solo frame, it mainly depends on how his ultimate functions, but again, he feels like he languishes in the shadow of Chroma and Valkyr, especially since he’s durable, but not ‘immortal’.

     

    Thematics

    For a warframe based around the idea of revenge (which requires a target to have ‘transgressed’), Vengeance has an oddly proactive kit that rewards killing the enemy before they can actually hurt you. The only thing that even comes close is the damage reflect on Wall of Hatred. The main reason for this, I believe, is that he’s based around Wraith, which is a single target ‘point and click’ ability. Wraith has no prerequisites for its target, nor does it benefit from the target doing something that demands retribution. In fact, ideally, you want to hit Wraith, then immediately blow the target up to extract healing and the explosion damage.

     

    So yeah...That’s my two cents on his kit. If you want some suggestions, I can provide some later, but my lunch break is currently nearly done.

  3. Ah but five seconds of thought reminds me of the same way Mesa is kept from abusing Peacemaker and Ballistic: You may deactivate ability (A) But not recast it while ability (B) is active. And as far as a Trinity with a Landslide, I see a Trinity with a landslide. If this was put in, you would play the frame you wanted and equip it with abilities you wanted. While your Trin is off punching things My Volt is spamming Renewal and Shield polarize. Frames and base stats don't really affect what the ability does, now do they? People are picky when it comes to what weapon should be used to amp ability weapons. But does it really matter who is casting Blessing, as long as someone does it? All base stats are the same when it comes to energy. Strength, Duration, Efficiency, and Range are all at 100% regardless of the frame you play. Rolling a Snow globe Limbo? cool go do some defenses. Rolling a Defy Loki? go laugh at some sabotage missions. 

    In recruiting chat do you ever see people ask directly for a Hydroid, or do they ask for a Pilfering storm?

    Do people ever ask for a Nekros, or do they just want someone to come Desecrate the bodies?

    Every Warframe is unique, which is why we love them. Every ability is special in it's own way, some provide benefits others don't, which is why we use them. Our abilities are used and serve more as loadouts, so why not be able to interchange that? Even lore wise this could open up so many doors for Teshin, Stalker, Even the Warframe itself. Tenno have been defined, I think it would be neat to explore energy a bit more.

     

    (Being a little pedantic, there are a couple that are affected in such a way; if you maximise stuff, Valkyr's Snow Globe has something like 15k health to Frost's 10k health Snow Globe, and I'm also ignoring technical issues like Effigy, since this is all theoretical talk).

     

    Again, while it'd definitely be cool, part of the problem is that a lot of warframes and abilities are defined, not only by what they have, but what they don't have and what you have to sacrifice to access them.

     

    First off, frame variety. Frost Prime, Excalibur, Atlas, Valkyr, Mesa, Mirage/Loki (not certain which one is 'strictly' faster in a foot race). Add Chroma and Limbo in if you specify that their abilities can't be used without their pseudo-passives. If abilities are pick and choose, there's basically no numerical reason to use another frame. If you are, you are sacrificing durability, speed or damage for aesthetics.

     

    How many 'usable' [1] abilities are there; not 'amazing' or 'broken', just good enough that they aren't strictly outdone by another option? There's Landslide (which is basically king of the mountain when it comes to 'dash + damage'), Hall of Mirrors, Ballistic Battery, Mind Control, Quiver, Decoy, Banish, Fire Walker and Tail Wind. Of those, Ballistic Battery (compared with Hall of Mirrors at least), Mind Control, Decoy, Banish, Fire Walker and Tail Wind are situational. In most situations, people are going to use Hall of Mirrors. If you want a melee build, you probably run Landslide. The others are either just 'fun' or only useful in very narrow situations.

     

    The other slots aren't quite as barren as [1], but they come with their own problems. The [2] slot is dominated by three abilities that basically crowd out every other ability; Energy Vampire, Defy and Radial Blind. Maybe you see Invisibility, Sonar or Shield Polarise on rare occasion. [4] is in a similar spot; Blessing, Exalted Blade, Radial Disarm and Molecular Prime. [3] is the only one which has proper diversity, since it's typically either the defense buff or utility.

     

    So yeah. I also have objections to the fact that, as I believe I mentioned briefly in the last post, allowing this kind of thing would hurt the identity of each warframe. If a frame could have any ability, is Atlas actually a brawler? Is Nova actually a frail caster? Does Volt actually provide an alternative to gunplay (that was a trick question: he doesn't do it regardless)?

     

    So yeah... I'm rambling now, since it's late (in Australia). But that's my two cents.

  4. Yeah; I've had that specific problem (with stealth kills) personally; if the enemy is in a group, you stealth kill the guy at the back and the group instantly turns around.

     

    Most of the others err a bit on the strong side, but a generally pretty cool. Oberon has a really cool effect, though numerically it might be a little strong (he still probably needs all the help he can get :P). Hydroid offends my sensibilities, since I honestly think we don't need more loot drop effects in the game, but that's a personal preference thing. On the other hand, Nyx's is very weak; sometimes, it's going to hurt rather than help, since if you're taking damage, you probably want to actually use your abilities. Nova's is just... Really weird. Not the biggest fan of Volt's or Banshee's either, since they feel a little clunky. Other ones I quite like.

     

    Also, Vauban's passive should probably include the Penta. Ever since the Tonkor came out, it gets no love :P. 

  5. As I almost always do when I get into a game, I have almost immediately gone for creating a thing. So here's my first attempt at making a warframe. Lore-wise, he's rather involved in stuff that's post Second Dream, so be wary of spoilers when I add how you're meant to get him

     

    Bellicose, The Gladiator

     

    Changelog

     

    7/2/16 - Posted. Quest details and description of appearance pending.

    8/2/16 - Changed Sucker Punch's name to Pankration and changed its effect slightly; distance is set at 12 metres (no longer scales) and will carry an enemy that distance. Rocket Jump's name changed to Grand Spectacle.

    9/2/16 - Fixed a couple of typing errors. Removed the duration from Untouchable, but reduced the damage buff from 150% / 175% / 200% / 250% to 140% / 160% / 180% / 240%. Added summary for obtaining Bellicose (Quest: Test of Time). Reworked Grand Spectacle. Replaced Open Challenge with Death Sentence.

     

    Codex Entry

     

    Designed for sport over war, Bellicose's is at its strongest when supplemented with a well-stocked armoury.

     

    Comment from Lotus

     

    This is Bellicose, flashy and defiant.

     

    Master your weapon, Tenno, and Bellicose will take care of the rest.

     

    - Lotus

     

    Obtaining Bellicose

     

    Quest: Test of Time

     

    Starting the Quest

     

    Obtaining the quest requires the completion of second dream. On any Orokin Void mission that spawns these specific rooms, there is a chance that Orokin writing will be present on the wall of the reward room. This writing can be scanned and will be recorded in the anomaly section of the codex. After finding one, Lotus will recommend you scan it and find others. When translated, the writing appears as follows:

     

    Scan No.1 [ice/Laser Parkour Room]

     

    This is but a single step. Keep moving forward.

     

    Scan No.2 [Any Hidden Room]

     

    You have sharp eyes. Sharper than most.

     

    Scan No. 3 [Parkour Room with Bridge]

     

    Scribe your deeds below and prove your superiority.

     

    Scan No. 4 [Room above the Turbine OR top of the Waterfall room OR Room above the stairs]

     

    Leave a reminder of your presence for those who also search.

     

    Scanning No. 3 will add the time that passed between pressing the first and last switch below the words
    Scanning No. 4 will write your user name under the words (there is room for all four people in a cell).

     

    Once all four have been found and second dream is complete, the quest ‘Test of Time’ will begin (if you have not finished Second Dream, you may activate it from your codex once you have finished it). Activating it will trigger a cutscene in which Lotus and Ordis discuss what the information could mean. Your operator speaks up, informing them that the words are actually leftovers from the training the Tenno underwent prior to the war. The words were written by the man in charge of Warframe creation. The operator recalls that he often was arguing with the lady who handled the Tennos' training.

     

    The Operator is granted a couple of different options for their thoughts on the two Orokin and the tests, but regardless of which one is selected, a couple of facts are revealed. The scientist was disdainful of the Tenno, but seemed far more interested in their thoughts that their handler, who treated them like trained animals. He had a tendency of pitting the Tenno against each other in competition, despite only needing to test the performance of the Warframes they were using. Lotus comments she knows nothing of the man and is curious as to his final fate. The operator is similarly uncertain, knowing only that he vanished before the war's end. Lotus advises the Tenno to look through the archives on the Orokin Moon.

     

    Once the cutscene ends, the player will have access to a Mobile Defense mission that takes place on Tycho (Earth). The quest will always be a three console process. After each console, data will be revealed. The first is a written log from the scientist. The full version is added to the codex, but Lotus summarises it for you. He initially speaks of the progress of a warframe in production (implied to be Saryn) and of a number of issues the frame is having. He then goes on to speak of his tests with the Tenno and voices his worries about how nobody seems to have thought about how they will deal with the Tenno after the war. The second is a summons for a trial. In the note, the doctor is accused of working on an unapproved warframe design near the end of the war and is suspected of treason. The final console reveals that the scientist escaped into the void, but an unfinished blueprint was confiscated from his belongings. This is granted to the player upon ending the mission.

     

    After the mission, Lotus will ask you to begin constructing the Bellicose’s Systems. Ordis tells them not to worry; he’s sure that there will be some clue that will be revealed once the system is completed. This turns out to be false; once the systems are complete, neither Ordis nor Lotus have found out anything. After taking some time to debate the issue, Ordis brings up asking Cephalon Simaris if he would have any more information. Speaking to Simaris will get him interested and give you a possible lead; a batch of files his agents found on an Orokin Derelict vessel that have a similar style to the systems. He will give you the 'Orokin Derelict no.S008069 Key' Blueprint [5 x Nav Coordinates, 100 x Circuits, 1 x Orokin Cell, Build Time: 1 Minute].

     

    Creating this key will allow you access to the aforementioned vessel. You will be required to complete a 20 minute survival mission, whilst Lotus sorts through the data in the initial console. At the start of the mission, Lotus will explain she has found an encrypted conversation between the two Orokins and she relays parts of it to you at the 5, 10 and 15 minute marks; the Orokin in charge of training the Tenno (who the scientist calls 'Laif') is castigating the scientist (who the trainer calls 'Dr Kalov') for interfering with her training programs. Kalov denies this, but Laif ignores him. Laif accuses Kalov of trying to take over her role and tells him it isn't his job to look into their training. Kalov counters that it also isn't her job to coddle them. She responds by telling him that pushing them too far will cause them to lash out. Kalov alludes to his suspicions about the Tenno before telling Laif that he'll be out of her way soon enough. The conversation ends with Kalov showing her part of his latest design. This design is revealed to be the Bellicose's Chassis. After the mission, Lotus tells you to build it.

     

    Once the Chassis is complete, return to Cephalon Simaris and he will assimilate the files you uncovered. Whilst unable to provide you any additional information on the two Orokin scientists or the mystery Warframe, Simaris informs you that the conversation was recorded as taking place somewhere on Phobos, though specifically is unknown. He advises you that the person who is most likely to know is Sargas Ruk. Obviously, he isn't going to simply give the information up, so the player is required to complete a spy mission on Saturn to obtain the data. The spy mission is fairly standard, requiring two successful data extractions. After the first vault, Lotus will comment that she's found the data retrieved from the dig site, but the location isn't present. After the second vault, she will confirm she has found the location of the dig site, plus additional information; that the entrance was collapsed after an incident with the automated security system. Upon completing the mission, the player is guaranteed to receive a 'Bellicose Helmet' blueprint plus a 'Phobos Dig Site Nav Segment'. Lotus will tell you to build the Helmet and she will monitor the location for when activity around the site has calmed down (which will coincidentally occur as soon as the helmet is done).

     

    The final mission is a modified Excavate/Sabotage on Phobos. The map is initially closer to a defense mission in appearance and takes place over an area filled with rocks and rubble. The player must successfully guard five excavators to open up the entrance to the lab. Once the lab is opened up, Lotus instructs the Tenno to head to the heart of the lab, raid the computers, then break the power core to deprive the grineer of the data. After this, an automated message from Kalov, addressing Laif begins playing. Kalov begins explaining his motives. That he believes the Tenno have already decided the verdict for the Orokin is an execution and that The Seven are fools to think that they can dispose of the Tenno before any repercussions occur. Kalov had initially intended to try and turn the Tenno's violent nature inwards with his final warframe designed for duels between Tenno rather than a tool of war, but became jaded with those above him and, decided to simply let the Tenno do as they wanted. Once the console has been raided, Lotus will inform the Tenno that it contained another message directed at the Tenno in addition to the final plans for the warframe.

     

    The quest ends Lotus sending the automated message to your inbox. He acknowledges that the watcher is probably a Tenno, since 'who else but a child would go through so much for a simple toy?'. He says he has made modifications to the Warframe for proper combat and that 'if that 'code of honour' you follow is worth anything, take responsibility for what you have wrought upon the innocent'. For completing the quest, the player is awarded with the Bellicose's blueprint.

     

    Base Stats (Unranked – 30)

     

    HP: 125 – 375
    Energy: 100 – 150

    Shields: 75 – 225

    Shield Recharge: 18.75 – 26.25

    Armour: 175
    Sprint: 1.15

     

    Elusive [Passive]

    Bellicose is immune to damage and status effects whilst rolling.

     

    Pankration [1]

    Summary: Bellicose dashes forward, grappling the first enemy he hits and opening them up to finishers.

     

    In-Depth: Bellicose dashes forward up to 12 metres. Upon contact with an enemy, he will grapple them, dealing 100 / 150 / 250 / 400 Impact damage to them and dragging them with him. The target is then dropped to the ground, opening them up to melee finishers for 4 / 4.5 / 5 / 6 seconds.

     

    After grappling an enemy, other enemies Bellicose comes in contact with during the dash will only be affected by the damage portion of the ability.

     

    All parts of the ability are silent.

    Bellicose's health is immune to damage whilst dashing.

    Pankration is affected by melee mods, but not weapon specific mods (e.g. Justice Blades), class-specific mods (e.g. Covert Lethality) or weapon skins (e.g. Manticore).

    Can benefit from Untouchable.

    Power Strength will increase the base power.
    Power Duration will increase the duration of the knock down/finisher state.
    The distance travelled is not affected by Power Range or Reach mods.

    Has a 0% base crit chance and has a 0% base status chance.

     

    Cost: 25 Energy

     

    Grand Spectacle [2]

    Summary: Bellicose leaps into the air, before crashing down, damaging nearby enemies.

     

    In-Depth: On activation, Bellicose jumps 6 / 8 / 10 / 12 metres into the air.

     

    If the ability key (default [2]) is held down, he will then slam back down to the ground, dealing 200 / 300 / 400 / 600 Impact damage to all enemies within 3 / 4 / 5 / 7 metres with a 100% status chance.

     

    Can't be used whilst in the air.

    Once Bellicose begins his descent, releasing [2] will not cancel the effect.

    Bellicose may double jump to interrupt the second effect.

    Whilst ascending and descending, Bellicose's health is immune to damage.

    Bellicose will maintain horizontal momentum when using this (i.e. if he's walking forward, he will still be movement forward after using this).

    Power Strength will increase the impact damage dealt.

    Power Range will increase the size of the impact zone but doesn't affect jump height.

     

    Cost: 25 Energy

     

    Old Version

    Summary: Bellicose charges up and sends himself rocketing upwards. Can be used during a bullet jump or slide to increase speed and distance traveled.

     

    In-Depth: Bellicose drops a grenade at his feet, dealing 100 / 150 / 250 / 400 Blast damage to all enemies within 3 / 4 / 5 / 6 Metres. The blast throws Bellicose 5 / 6 / 7 / 10 metres into the air.

     

    Bellicose may charge the grenade by holding down the ability button (default [2]), which will increase the damage, blast size and distance travelled over time by 20% each second. This is capped at a 100% bonus after 5 seconds.

     

    If used whilst Bullet Jumping or Sliding, the maneuver's speed will be increased and the distance Bellicose would've travelled is added to the maneuver.

    Has a 0.25 delay between releasing the ability and the blast.
    Power Strength will increase the blast damage dealt.

    Power Range will increase the blast size but not the distance travelled.

    Despite implications, Rocket Jump does not cause self damage.

     

    Cost: 25 Energy

     

    Untouchable [3]

    Summary: Bellicose shields himself and gains additional weapon damage whilst the shield holds.

     

    In-Depth: Bellicose applies an energy coating to himself that increases his weapon damage by 140% / 160% / 180% / 240%.

     

    If Bellicose is damaged, the coating will protect him from all damage for 2 / 2.5 / 3 / 4 seconds, before completely dissipating.

     

    Untouchable lasts until it dissipates due to blocking damage.

    Bellicose can't re-cast Untouchable if it's already active (regardless of whether it has triggered or not).

    Untouchable has a 2.5 second cast time.

    Power strength will affect the bonus weapon damage.
    Power duration will affect the the shield duration.

     

    Cost: 50 Energy

     

    Death Sentence [4]

    Summary: Bellicose singles out an enemy, amplifying damage against them and protecting allies from unmarked targets. Killing the target will transfer Death Sentence to a random nearby enemy.

     

    In-Depth: Bellicose points his weapon at an enemy, choosing them as his next target. The target takes 600% / 700% / 800% / 1000% damage from all sources for 5 / 6 / 7 / 9 seconds.

     

    Whilst Death Sentence is active, Bellicose and all allied warframes receive 20% / 30% / 40% / 60% damage reduction against unmarked enemies.

     

    Upon the target's death, the debuff is applied to a random enemy within 12 / 14 / 16 / 20 metres of the original target.

     

    Has a maximum cast range of 25 metres.

    Each time the debuff is transferred, the duration is reset.

    Bellicose may have any number of Death Sentence debuffs active.

    Power Strength increases the damage amplification and damage reduction

    Power Duration increases the debuff duration.

    Power Range increases cast range and transfer range.

    Damage reduction is capped at 95%.

     

    Cost: 100 Energy

     

    Old Version

    Open Challenge [4]

    Summary: Bellicose draws the attention of nearby enemies and forces them to attack in limited numbers.

    In-depth: Bellicose roars, attracting the attention of all nearby enemies. Enemies within 15 / 20 / 25 / 30 metres of Bellicose will immediately turn to watch him as long as this ability is active, but will not attack.

     

    Every 1 / 1.5 / 2 / 3 seconds, an enemy will become immune to this effect and begin to attack Bellicose. An additional enemy will become immune each time this triggers. Enemies immune to this effect will remain immune through subsequent ability casts.

     

    Enemies that are waiting have 90% damage resistance and are immune to Warframe abilities.
    The immunity effect will prioritise the enemies closest to Bellicose.

    The immunity effect is on a timer internal to the ability which is displayed as a 'duration' on the ability icon.

    If there are no enemies that aren't immune to Open Challenge in the area, the timer will be halted.
    Open Challenge consumes 3 energy per second while active and will remain active until Bellicose's energy is depleted, or the ability is deactivated by pressing the ability key again (default [4]).

    Once de-activated, the cumulative number of enemies affected will reset to 1 enemy on the first trigger.

    Open Challenge has a 1.25 second cast time.

    Power Range will affect the range enemies will be affected in.

    Power Duration will reduce the energy cost per second and increase the wait between enemies becoming immune.
     

    Energy Cost: 100 Energy


     

  6. My gut instinct response to this is '**** yes!'; back when I played Warcraft 3, one of my favourite custom maps was DotA OMG mode (in which one could pick and choose what abilities you got). Imagining the possibilities is fun. Five seconds thought shows that this is a terrible idea in practice.

     

    The problem is that most frames are balanced (I use the term loosely) around a kit, rather than any individual ability and certain abilities are (theoretically) 'balanced' by the fact that the frame in question can't abuse them to the same extent as they might otherwise be able to. The main two abilities that come to mind are Energy Vampire (which is kinda ridiculous no matter how you slice it) and Defy, although Landslide could arguably make it in as well (even if you were to heavily restrict this thing, imagine Trinity Prime with Landslide replacing Well of Life). It also means that the notable problems already present in Warframe (i.e. hard cc, immortal frames, etc) become even more of an issues. Similarly to how OMG mode worked, abilities cease to be a defining factor and the big thing that becomes relevant is base stats. Atlas, Valkyr and some of the Prime warframes become overwhelmingly centralised since their base stats are just better than most other frames.

  7. So, depending on how you interpret the scene involving the destruction of War, it may be that Warframes being somewhat conscious is already canon.

     

    I'm gonna start with what I can appreciate in this suggestion, mainly in pointing out the flaws it's attempting to correct, which I believe come from a reasonable position.

     

    1. Focus as it stands is underwhelming and could do with a rework of some sort.

    2. The direction the 'plot' seems to be going at the end of second dream feels really off. I know a lot of people liked it, but to me, the conversation was equal parts cheesy and stilted. I suppose I can't entirely blame DE for that though, since it's meant to be between a potentially mentally unhinged child and a robot in human skin.

    3. As of the moment, the operator as a concept is pretty limited (which is supported by how limited in view point the conversation options are at the end of Second Dream).

     

    On the other hand, I'm not particularly okay with either of the solutions you're presenting; neither your proposed Focus replacement or the mechanics of the quest to remove the operator from the equation.

     

    First off, with the potential skill tree replacement. We have something that does that already. It's called mods. Part of the reason focus feels so lackluster is that a lot of the bonuses you get from it are just 'you get a buff!'. Also how long it takes to level, but that's another thing. Regardless, I feel that you have good intentions with this suggestion, even if it seems a little misguided. That said, I'd say any 'solution' to the current problems with Focus would involve making the system (or another system) more dynamic, rather than less. There's also the fact that you have three different trees that all involve durability, two of which (armour and health) operate on the exact same axis (i.e. there's very little difference between increasing one versus the other). If I were to make such a system with specific mods in mind, it'd probably be the corrupted mods I'd base it off; make it about trading one specific for another. Or at least I'd make the durability tree 'Vigour' and replace the two other trees with 'Intensify' and 'Stretch'. I wouldn't; I said my piece on the concept already, but still.

     

    On the other hand, your proposed quest seems... Mean spirited, almost. The kind of 'I hate this character/plot development, but I can't erase what happened, so I'll just turn this character into the bad guy so you'll be on board with my decisions!' feeling I get from reading the summaries of certain comic book story lines (and from reading certain pieces of fanfiction).

     

    So yeah. Like with many of DE's own decisions, this suggestion has some decent points/philosphies behind it, but seems to be addressing the issue from the wrong angle.

  8. During the spy portion of yesterday's sortie, I attempted to use Cloud Walker whilst on a Conveyor Belt in the 'Factory' room that occasionally shows up. For specifics, I believe that during the cast animation, I 'fell' off the conveyor belt (might be remembering that incorrectly), but the momentum from the conveyor belt was maintained, causing me to effectively become magnetised to the far wall, where I alerted the guards and failed the mission.

     

    I have not had time to test if this is replicable, but the effect of the bug were striking enough that I think it bears reporting.

×
×
  • Create New...