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Flackenstien

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  1. 1) Who said I didn't want feedback? 2) No fan concept is real. That's why it's a fan concept. 3) I literally took the feedback and agreed with some of it, while explaining my stance on other parts of it. 4) Speaking honestly, an increase to Bleed time would be useless. Even Loki's wall latch passive is more useful. There are other ways to give my frame a fitting passive relating to revives, too.. I just went with a simple one as it wasn't something I was focusing on with her kit. 5) I personally don't think wings and angelic features is unfitting for a nun. And, aesthetically, the wings make great use of the main design feature of the frame; the stained glass. My idea was that the stained glass comes out of her body's steel frame and forms the wings. 6) Harrow isn't only supportive with his Abilities. You can support in more ways than healing. 7) Many Abilities in Warframe that don't focus on damage still deal damage. From Pull, to Stomp, to Sonic Boom, to Hallowed Ground, the list goes on. I just like the idea of giving these sorts of Abilities a way to scale a little bit, giving them more life up through the Star Chart. I think Abilities like Hallowed Ground should have some sort of scaling damage, so that they atleast can chip away at enemies past Earth. 8) What I want this frame to do is a mix of things that fit the theme of "gun nun". I want her to do holy acts, buff gunplay, smite enemies, and support allies. She IS a jack of all trades, like Harrow. It's the point. Harrow has gunplay buffs, crit buffs, crowd control, mild healing, mass energy regen, team invulnerability, and even damage soaking with his Thurible Augment. Schema has a bit more gunplay buffs, status spreading, healing, mild energy regen, team damage reduction, and mild ability damage. 9) I always go back and tweak these things, but nobody pays enough attention to them to notice or sometimes I don't post them for years. I posted this one earlier than some other concepts mostly because someone else already knew about my idea. I mostly made this one to entertain the conversation we had about it. Literally 5 years from now I will probably have updated this concept a dozen times.
  2. Her passive revives allies that are within Affinity Range of her. I wanted to make sure people knew it was at the normal pace and not instantaneously. How is an angel separate from stain glass and nuns? She's a walking church. The original idea for this Warframe is stained glass gun-nun, and another Tenno suggested stained glass wings, as we both knew of Dark Requiem Xyz Dragon and wanted to channel some of its energy here. The random Elements comes from the stained glass aspect. It's just a concept. Believe it or not, this Warframe isn't real. I wanted this Warframe to be a support frame, and to specifically be a parallel to the Gun Priest we have, Harrow. I wanted her to be supportive, but in somewhat opposite ways. She prefers Status and multi-shots/punch through to Crits and Headshots. She has no Shields, but grants DR and what I visioned as a small amount of Overguard. (Honestly, the Overguard might be overkill but I added it because Warframes having it is new to me.. this mechanic didn't exist for Warframes last time I wrote up a concept.) None of her Abilities deal major damage, as noted in all of them. They do scale in minor ways, but not so much that it would be noticeable well into Steel Path. Confess has mildly scaling damage due to its heal, and I think the power will be more reasonable if I strip away the Overguard that I tacked on. She had damage buffs and damage reductions because that is the theme of a gun nun. Wouldn't be gunning or nunning without those. I added the Mercy interactions because I think those are highly unexplored in Abilities. The name Mercy fits with the theme, and I think the smiting and redemption of the two uses for it here are spot on. Also, the Energy regen and Status Cleanse does take some effort. You need to prime enemies for the Energy regen and you need to be within close range of a targeted enemy to be washed in the flames. To be fair, I did not specify the range of the flames, but as I've learned making these; the more specific you get, the more people will find to pick at. The cleanse is a brief cleanse in range of the Sanctframe, which is a stationary object. It does not grant immunity. I could add more conditions and stipulations to some of the effects, but as someone who played during all the various Saryn reworks where they tried that.. it wouldn't be fun. Remember that this is a fan concept and not a direct pitch to DE to add this as is. This is just for fun.
  3. What about this works like Gara in any way? Because one single ability happens to shatter some glass? Let me tell you about how Ember, Nezha, Protea, Chroma, Wisp, and Lavos all use fire. How Volt, Gyre, Wisp, Chroma, and Lavos use electricity. Hydroid and Yareli? Remember how we got a Sentient Vampire with Revenant? And then we got a blood mage vampire with Garuda (who is also a bird like Zephyr)? And then we got Caliban, a Sentient Warframe? Guess what? Revenant was the 2nd vampire. Trinity was the first! Inaros and Nidus are both a flavor of zombie. All the other Warframes are also zombies already, though.. There can be mild overlap with aspects of Warframes. I don't see how this is a Gara skin. It's a gun nun with a cathedral aesthetic. Sorry that cathedrals have stained glass and that stained glass would look cool under Warframe's art direction.
  4. Name: Schema Theme: Gun nun. Appearance: A nun formed of translucent stained glass in a frame of gothic metals. Casts hues of her stained glass around her. Example Stats: Shields: 0 Health: 1000 Armor: 400 Speed: 1.2 Energy: 180 Passive: Like light through stained glass, Schema applies Elemental effects to her gunfire. Indicated with a HUD element, a random Elemental Status will have a chance to be applied to your gunfire. The Element in question will cycle every X seconds. Downed allies and Companions within Affinity range are revived at normal pace. This is disabled if major inactivity is detected. Passive Augment (Exilus): Disables random Status effect. Increases Status Chance of weapons by X0%. [1] JUDGEMENT Cost: 25 Energy A bright light pierces and briefly immobilizes a target from above (dealing Radiation), releasing a wave of holy fire that brings with it any Status ailments on the target while dealing Heat damage over time. Allies washed by the flame regenerate Energy per Status carried by the flame. Cast on a Mercy target to instakill them, which may trigger related Parazon Mods. Augment: Holy Cascade: If the flame hits an enemy who already shared atleast 1 of these Statuses, it is pierced from above and releases another wave of flame, once per enemy. [2] CONFESS Cost: 50 Energy Wave your holy trinkets, unleashing a cone of sanctifying energy, dealing mild scaling damage whilst Blinding enemies. A portion of damage dealt is returned to allies as health. Shots on effected enemies become Punch Through and treat the Weaknesses of that enemy and any in its wake as a flat 25%(?) greater. Augment: Repentance: Affected enemies drop increased loot quantity on death. Bonus increases further based on how many Codex scans you have of a given enemy. [3] SANCTFRAME Cost: 75 Energy Create a shrine of metal adorned with stained glass that grants Damage Reduction to nearby allies. Nearby enemies stumble as it is created. When hit by Confess, it creates a brief lingering zone of light around it that cleanses allies of Status effects and increases Status Damage inflicted to enemies. Cast near a Mercy kill target(s) to strip them of the Mercy mark and convert them to your side. Deactivate to collapse it, dealing Slash Damage and random Elemental Damage, both with Status, to nearby enemies. Augment: Sanctified Spire: Enemies will be drawn towards Sanctframe. Sanctframe now emits the same Aura as Cathedral while Cathedral is active (does not stack). [4] CATHEDRAL Cost: 100 Energy Spread stained glass wings, emitting an Aura of light that buffs allies while preventing enemy Health/Shield restore. Applies a stained glass look to surfaces in the area. Deals mild Radiation Damage (with Status) per second that scales moderately with number of Status effects on enemies. (Damage not meant to be a major component.) Grants weapon Status Chance, Reload Speed, and Health/s to allies within range, all which increase per different Status effects on enemies within the Aura. Augment: Holy Rounds: Squad multi-kills within the Aura grant a stack of X% Ammo Efficiency to Tenno within range. Stacks up to X%.
  5. Hold Ability button to bring up a Sun and a Moon to the left and right, respectively. Move mouse left or right to select which side. Release Ability button to activate. Tap to activate whatever you set last. Default is light. Light effects from her Abilities are now boosts for the effectiveness of both versions?
  6. Yeah, reworks I've seen are basically new frames.. I've never been a fan of that style rework. As for turning into a dragon, there are surely ways to make new dragonic Warframes.
  7. What I want from a Chroma rework is: Spectral Scream: Can now shoot while using. Fix issue where melee cannot be used when fully equipped. Affected enemies now build up to 3(?) elemental charges (rate TBD). When damaged from a source other than a Chroma Ability, charges will cause a small explosion, based on the element of the charges and 10% of their max Health per charge. Elemental charges will show as a small visual over their heads. Elemental Ward: Moved to 3rd Ability slot. Duration increased to 30 seconds. Cost increased to 75 Energy. Personally, I'd like to end the war of which, between Heat and Cold, are the better EHP. I say make Heat a mild Heal over time instead. This promotes users to switch between these elements, rather than prefer one over the other for tanking. Vex Armor: Is now Chroma's Passive. Tweaks to the rate it builds up may be needed. Now decays over time. New 2nd Ability: Cost: 50 Energy Without Effigy active: Chroma soars through their air on elemental wings, deals damage and spreads the Status effects of its current element and the element of an active Spectral Scream. (They do not combine.) (Spreads Spectral Scream's elemental charges.) Can be chain cast, kinda like Tail Wind but not as fast or far. With Effigy active: Instead, controls Effigy to do the same with highly increased Damage. This replaces the Guided Effigy Augment. Effigy: No longer drains Energy over time. Can now hold-decast to teleport back to Effigy. Deals both its current element, and the element of an active Spectral Scream. (They do not combine.) (Spreads Spectral Scream's elemental charges.) New Augment: Grants the elementals it deals to nearby allies, and marks enemies to drop Health and Energy orbs.
  8. Angel really should be mandatory for the event.
  9. But if I go kill the Angel, and 3 others go to evac, then I won't have time to kill the Angel.
  10. Letting the Fragmented boss fight start without all players means everyone skips the Angel.. which means people get screwed out of the Curse and the Angel's drops. This is not okay. The event mission itself is now HALF as rewarding.
  11. I just learned today that there was even a Represent tab.. If I could add anything to this shop it would be: Void Trace packs. (Daily. Cooldown shared between schools.) Items for Focus conversion to use on other schools. (Pay 1M Zenurik for 500K Vazarin, for example.) An Ephemera that unlocks the option to buy the next tier, up to 3 tiers (1M, 5M, 10M?). Kinda similar to the Protovyre gear.. but uniquely styled for each Focus school.
  12. If I'm using Sevagoth in Netracells, I make sure my Gloom doesn't extend past the circle. Also, I spend most of my time using his yoink to pull enemies into the area.
  13. The ult, I feel, already has enough going on for players to deal with when using it, and the effects are thematic to those steps. That said, an Augment would be a great place to introduce more complexity and fine tuning. I chose to include Crit, Status, and Health as the 3 options because they can all be used separately or together. You don't have to go for Metal purity, and can, to some degree, portion out what metals you have. I wanted players to have a choice in what to focus on, and, if they choose to min-max, have Metals that they don't want.. impurities to remove. I think it fits thematically and mechanically. As for Health as the defensive option, seeing as the frame can also stack Armor, Damage absorb, and Damage Reduction.. I figure a boost to max Health would be considerable EHP when combined with the other defenses. If a player doesn't want to use that in their build, they can cast it away as slag. I also figured that, seeing as DE has been making more Arcanes and Archon Shards relating to Shield Capacity, that we may get something similar relating to Health in the future. Being able to build max Health could be synergetic with those. Those are just my thoughts, anyways. Thanks for the feedback.
  14. Trust the process, Tenno. Damascus is a Warframe forged in fire yet is as cold as steel. Quality comes from tireless backbreaking work. Forge Damascus and those around you to your liking. Appearance: Like a fine Damascus blade. Damascus' appearance alters slightly mid-mission based on how you build up his passive. (Change to and between pointy, wavy, and serrated. Damascus pattern also changes.) Stats: Depends on other values. I've chosen to skip listing them for now. Passive: Damascus' Abilities can cause enemies to drop one of 3 different Metals. Can hold 100 Metal total. Gain X Armor per Metal, and gain additional boost stacks depending on which Metals are stored. Boost increased if Metal purity is over 90%. Metal 1: Crit Damage boost. Metal 2: Status Damage and Duration boost. Metal 3: Max Health boost. Passive Augment: Can hold 100 of each Metal. Metal purity bonuses removed. Chance to pick up unused Ammo drops as a random Metal. [1] PROSPECT Cost: 25 Energy Hold to toggle between prospecting the 3 different Metals. Allies within Affinity range gain the matching Passive boost. Tap to activate the Ability for its Energy cost and apply an effect based on what you've toggled (these scale with Metal total): A: Give the team a flat Crit Chance boost and mark enemies to drop Metal 1. B: Give the team a flat Status Chance buff and mark enemies to drop Metal 2. C: Give the team a flat Heal over time and mark enemies to drop Metal 3. [2] VOID KILN Cost: 50 Energy Unleash an intense wave of Heat that also makes affected enemies more vulnerable to Physical Damage. (Small but multiplicative bonus.) Augment: Killing an enemy with Heat or Physical Damage will cause a mini Void Kiln blast to be radially unleashed from them. (Sonar's Augment, basically.) [3] FORGING STRIKE Cost: 50 Energy Swing Damascus' forging hammer down, dealing heavy Impact Damage in a wide area (scales with Metal total and Metal purity). Effected enemies drop a random Metal on death. If cast on enemies affected by Void Kiln, casting Void Kiln again on those enemies will stack its Physical Damage buff with the previous. Can stack up to 4 Void Kiln boosts. Augment: Unleash a persistent rain of smaller hammers in a wide area, ideal for stacking Void Kiln and spreading Impact Status effects. [4] METALLURGY Cost: 75 Energy Each time you activate this Ability, it goes to its next step in a set order. Chain casting at the right moment after each step will result in a reduced Cost. SMELT: Superheat yourself molten as you deal Heat damage to nearby enemies. Absorb a small portion of incoming attacks as random Metal. REFINE: Consume all Metals besides your current Prospected Metal, gaining a Direct Damage IPS buff based on total Metal, and a flat movement Speed buff. QUENCH: Knockback enemies with steam as you harden yourself, gaining 30% Damage Reduction (up to 90% via Metal purity).
  15. This problem exists sprinkled throughout the game, but it's been really showing its head in the lovely new Laboratories. Go even an inch out of bounds and you are teleported to some random spot (sometimes very far away) and all your abilities are turned off. I'd like it if the zone for out of bounds, especially in open areas ripe for flying or Void sling, was drastically increased. I would much rather parkour up a cliffside I fell down than be immediately wiped of my abilities and placed in a random spot. Hunhow forbid you're a Zephyr in the Circuit and hit your Tail Wind.. Kills my ninja vibes when I jump over a gap in a room or go a bit close to the ceiling doing so, and now I'm punished.. it's not like I fell off the map, I was totally fine. Additionally, I'd like it if going into a Void Angel with your Operator did not treat your frame as if it was out of bounds. Gotta keep recasting Xaku's abilities or rebuilding Plunder on Hydroid, though they should still be all set up when I get back from my little trip. Basically, we are ninjas with obscene movement abilities; trust us to make it back onto the map more.
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