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(XBOX)Nightseid

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Posts posted by (XBOX)Nightseid

  1. On ‎2019‎-‎02‎-‎07 at 5:29 PM, AndouRaiton said:

    I know you asked for a new 4th ability, but i really like that exalted speargun as it seems really fun to use and synergies with the other abilities nicely. I know there are a lot of exalted weapons, but most are melee weapons, and this would be the second exalted primary after Artimus' bow.

    Review time;

    passive; I feel that the turning to cloud should be when aim gliding after a bullet jump.

    1st; The only real "problem" is that you can't control the enemies so the status proc is pretty much random, but will lean towards puncture as it is the most common element across the enemies.

    2nd; Again, same issue as the first ability. Also, you could use that 'Float' ability idea as an augment for this ability so you can stand on them but you can only have one of them; maybe increase the damage and the horizontal size of the cloud to balance it.

    3rd; This ability is pretty busted, initial range of 8m and max of 35m. With max range it becomes 22.4m initial and 98m at max, and this has no negative to duration meaning you get the full 30 seconds and if you do add duration, it will not just increase the duration of the fog but cause the fog to spread even faster. So yeah, it is essentially a map wide invisibility/accuracy debuff that opens all enemies to finishers. May also want to mention that those are the DIAMETER range and not RADIUS range.

    4th; as mentioned above, i prefer this to the other ideas you had for a 4th. Also, you have the trigger as held; does this mean that this is a beam weapon with regular fire?

    Overall, this is a well thought out concept which i can easily imagine in the game, as is; except that range on fog needs to be nerfed a bit probably base of 6m and max of 30m.

    Thanks for the feedback.

    Passive –hmm, I’ll consider thyour suggestion.

    Ability 1 – the ability is supposed to absorb the damage allies deal into the cloud not enemies, much like zephr’s tornado. I was envisioning this ability working well with the ultimate which shoots elemental damage.

    Ability 2- float as a augment for cloudscape. That’s an interesting idea.

    Ability 3- I will re-visit those numbers I see that fog was a bit too powerful. Initially I was struggling with making this ability either an on/off toggle (like equinox’s provoke), a simple press (like nova’s molecular prime), or a channeling ability where you hold the ability to increase fog’s range and density.

    Ability 4 – thanks! And yes the trigger is supposed to be held. The idea was the longer you hold the trigger the more it forks.

  2. Why stalker mode? I mean we already have groups ripe for PVP presence and that’s the syndicates. Why doesn’t DE simply integrate a PVP system with these guys already. Below are a few ideas…

    First mode bounty hunter – like stalker mode – upon accepting the mission the player is sent to a random high ranked player who is “actively” representing their syndicates enemy faction.  Failure = loss of rep, success = gain of rep. The major problem I foresee with this mode is with warframe/weapon stats – if left untouched it’s the egg vs God. So stalker mode might be a simple way to lock stats to have a semi fair fight; but I’m sure a similar thing could be done for syndicate hunting.

    Second mode. Squad vs Squad (4v4) mode king of the hill mode. a syndicate vs syndicate alert for high ranking players (rank 5 syndicate), I feel this is a straight forward mode. Since each syndicate has an ally this will help with public matchmaking. Players are restricted to conclave mods and must be actively represent their syndicate. Rewards massive syndicate rep and conclave rep.

    3rd mode. Syndicate Lunaro. Much like above, squad vs squad. Better for match making. Rewards massive syndicate rep and conclave rep.

    Would these syndicate mode take away from conclave – if im honest to myself, I hope so – or at least integrate conclave into the main stream game better. Conclave is isolated from the rest of the game. GW2 has integrated ways where players can play PvP and not feel isolated from the PVE side of the game, either by gaining exp or unlocking high tier weapons or achievements. That’s my issue with conclave: I have to ignore the rest of game to play conclave, which I feel makes it that harder for newer players to access it.

  3. So I like the idea but *spoiler alert* we cured alad v of infestation through the operation tubemen event. 

    https://warframe.fandom.com/wiki/Operation:_Tubemen_of_Regor

    And Alad V has been our untrustworthy ally ever since, not saying he could not be an enemy again. Under my concept I took Alad V in a different direction and introduced a completely different but known villain. 

     

  4. Love the arts. Would love to do a collab/commission one day.

    Anyways I like the concept but I feel the flipping elements adds too much complexity. Perhaps simplify by having the prime color be the energy color that emits an aura that does elemental damage to nearby enemies and the first ability cycle thru other elements (fire, ice, toxic, electric) and holding the combines them for a short duration or something.

  5. On ‎2018‎-‎10‎-‎31 at 10:11 PM, (XB1)Nightseid said:

    Paradox version 2:

    So after much thought on a larger health pool variant, I decided to do a complete retcon on Paradox, why? Well first 1 HP is extremely difficult without making her grossly overpowered to many game mechanics that deal direct damage to health. So this version simply has lower than average health (starts at 25hp) than most frames. Second Baruuk, initially Paradox was supposed to have an ability that had damage phased through her, now with the release of Baruuk, it seems silly to continue having that ability.

     

    Lastly, as I changed her powers she has become less of a time-based frame and something more of a witch or sorceress frame.

     

    if you like to read the original concept i left on the bottom of the post.

     

    Paradox stats

    Health – 25 -> 50

    Shield – 100 -> 200

    Armor – 75 -> 175

    Energy – 150 -> 300

    Speed – 1.15

     

    Passive- > déjà vu: whenever paradox takes fatal damage she will switch teleport with an active clone instead – destroying the clone in the process. As a result, Paradox has a 10 second bleed out timer vice the standard 20s.

     

    Ability 1Hex: Casts a bad luck on enemies that jams their weapon and lowers their defense for a short time.

    Strength: 15/20/25/30%(shield/armor reduction)

    Duration: 5/8/10/15s

    Range: 10/15/20/25m (wave distance)

     

    Augment – Polymorph: instead of lower defenses, Paradox turns the first 5 enemies into random wildlife creature (Kubrow, Kavat, or SandRay) that attacks any & all nearby enemies. Recast hex will refresh Polymorph timer but will not turn another enemy until a polymorphed enemy dies.

     

    Ability 2Stepford: Summon up to 3 Paradox clones*

    Energy Cost 15 (teleport), 50 (summon)

    Tap - Switch teleport between clones

    Full Charge – summon a clone

    Misc- each active clone will reduce energy capability by 25%. Whenever a clone is destroyed Paradox will have her capacity restored.

     

    *Clones are specters, occasionally casting a smaller version of Hex(without polymorph augment). These clones (when summoned) have approx. 50% of Paradox’s max health & armor.

     

    Ability 3 – Scry -> Sacrifice a clone that randomly marks all enemies with 1 of 3 symbols. Hitting that symbol will cause the enemy to drop the following: Circle- health drop, Square – energy drop, Triangle – ammo drop. Markings will stay on enemies until their death

    Cost: 0 energy, 1 clone

    Duration: 10/15/20/30s

    Range: 20/25/30/35m

     

    Ability 4- Affliction -> Destroy all active clones to send a massive pulse of energy. This ability will cure all nearby allies of debuffs and refresh all status effects currently on enemies. Affliction will also cause newly applied status effects to be tied to the abilities duration while protecting allies from receiving new afflictions.

    Energy cost: 0, all active clones

    Strength: 20/25/30/35% status damage increase per clone destroyed

    Duration: 2/3/4/6s (wave duration), 5m/s (wave speed), 10/15/20/30s (affliction duration)

    Misc – does not stack, new application will replace the previous one

    5

    updated Paradox with new theme and powers. the old version still listed.

  6. On 2018-11-13 at 12:39 PM, ADM-Ntek said:

    not gonna happen. they have already said that they won't put anymore work into it. it was a gimmick for tennnocon and now it is done sadly.

    That's a dissapointing because with a little more work and integration to the conclave I feel more folks would play this mode. I'm not of fan of shooter conclave and you cannot do lunaro without a team

  7. Ok.

    Another rework the forth ability– I’m considering removing the exalted weapon cause, well it’s not as interesting as I once thought it was, also there are a lot of exalt weapon in warframe already. So… here is a new forth new ability.

    +Eye of the Storm - conjures a ball lightning that electrifies the area shocking any enemy that enters its area of effect. EotS will strike and chain off any nearby cloudscapes.

    Strength: 200/400

    Duration: 8/10/12/15

    Range: 5/7/8/10

    Misc- status duration: 30secs

    Or...

    + Thunderstrike – cirrus calls a lightning strike at his location knockback all nearby enemies and dealing impact damage.

    Damage: 400

    Range: 10m

    Let me know which you guys think?

  8. 27 minutes ago, Birdframe_Prime said:

    Many thanks, and I'll be sure to come back when you try again ^^ I have a penchant for concepting abilities and for arguing mechanics, so any time you think of an idea, bounce it off me.

    Challange accepted. Lol

    But serious thanks for the constructive feedback.

  9. On 2018-12-14 at 4:26 PM, Birdframe_Prime said:

    If you're going for a pacifist frame, then yeah, buuuuuut on point before we start:

     

    With that said, let's take a look:

    So what do you do on weapon-type restricted missions, such as Sorties with bow/sniper/shotgun/rifle only?

    While you've tried to get this to work by giving the weapon base damage of the enemy scaled level, plus his power strength, this still won't actually work, and that's because even though the weapons do appear in our arsenal, it's the modding that actually makes them powerful at all.

    A scaled level 100 Gorgon won't do diddly against the Heavy Gunner it came from without having some functional stats on there like multi-shot, critical chance and damage, Elemental damage and status chance.

    Let's take some experimental Maths. A level 100 Grineer Heavy Gunner's Gorgon does a scaled damage of...

    Base Damage × ( 1 + ( Current Level − Base Level )1.55 × 0.015 ) from the Wiki, meaning that the base of 25 damage per shot would scale to

    25 x ( 1 + ( 100 - 8 )1.55 x 0.015 )  or just 414.86 damage.

    With 200% Power Strength, let's be fair, that would be double to 829.72

    Now, compare that to a modded Gorgon, just the base model you get dropping as blueprints from the gunners themselves and only a base build (Serration, Split Chamber, Vital Sense, Point Strike, Vigilante Armaments, Stormbringer, Infected Clip plus a spare slot for something like Hunter Munitions) that gives you a per-shot of 920 damage, but also a 1-in-5 chance per shot to reduce armour and about a 1-in-3 chance per shot to cause a Bleed proc for around 300 or so per tick. This does not take into account what you can do with a Riven for the thing to improve Reload and Status.

    And that Gorgon, modded to be better than your Passive, still won't kill that level 100 Heavy Gunner all that fast. I tried a quick test, it takes a while even when you pause the AI so you can get every shot as a headshot and proc all the slash and corrosive. That Gunner has 976,632 Effective health thanks to its armour. Unmodded, with your Passive, that would still take you a thousand shots to chew through.

    Enemy weapons just do not scale to the point where they are viable to use against the enemies.

    I mean, the only option you'd have is to make a Passive capable of boosting the damage of enemy weapons to the point where they did scale, and that just gives a warframe infinite damage scaling for practically no investment. Get a single kill and then away you go. And I've seen frames nerfed hard for being able to scale that well even with energy investment. I was around when Mag scaled infinitely on Void and Corpus tiles, it existed, it got driven into the ground.

    So this would never make it into a passive. I think you should look into it again, my friend, and see what you can work with.

    And as a final note for this particular reply:

    The ability

    On 2018-12-14 at 4:26 PM, Birdframe_Prime said:

    The ability has been stated to be recastable, there is literally no downside for having this as an automatic function, especially when Warframe is so fast paced and people would often not want to miss an enemy they hadn't quite seen around the corner of a box.

    But making a manual function would likely mean that, quite besides not having some automated disarm defense, for when you're not-quite-paying-attention or when you didn't know you ally was hoping for a dagger and you just didn't notice, you would then make it more difficult to recast and refresh the ability when you wanted to as well.

    You'd likely introduce the infamously irritating 'tap/hold' mechanic, or force in something contextual like 'while aiming at an enemy/ally, X, when no enemies in sight, Y' which are even more irritating than tap/holds.

    I like the daggers automated, to the degree they are, with the ability to refresh them before the ability ends so I can keep up my DR. That's a decent concept, so let's not lose it.

     

    Well played on all parts.

    You made some very solid point particularly with the damage scaling. I'm sure there is a viable solution out there, as to what it is however I can say because it would been implemented by now. Regardless, I still think it would be a cool concept of disarming enemies and using against their weapons against them.

    I welcome you to review other concepts I have current or create later on.

    As for subdue - I missed the part that it was relatable, so I redact that comment

  10. On 2018-12-13 at 9:38 AM, Thaylien said:

    So, while I can see the conceptual point of your thread, it does have some flaws right from the outset that would specifically inhibit what you're suggesting

    Ok, so let’s think what could make this design at least a more viable concept.

    Passive:

    1.      Melee only– so I guess restricting all weapons is silly, so instead restrict the Baruuk to only equipping melee weapons, like “Pacifist” Morgan (from Walking Dead). 

    2.      Add passive that melee attacks have a (30 -50%) to have enemies drop weapons.

    3.      This passive that allows Baruuk to pick up dropped weapons; Hold weapon swap to drop or throw weapon.

    a.      I find most enemy firearms are within our own arsenals. For those with firearms not in our arsenal, they could have a chance to drop a faction-based secondary.

    b.      Enemy weapon damage- so these weapons will have the same stats as our arsenal counterparts, since these cannot be modded as they are picked up in missions their base damage will be based off the enemy lvl that drop the weapon then Baruuk’s power strength will added on top. So a dropped Gorgan + lvl100 enemy + Baruuk Power strength = total weapon damage.

                                                        i.     elemental damage will be based of Baruuk’s exalted fists or equipped melee weapon.

     

    Ability 1 – elude – no change

     

    Ability 2- sedative – personally I’m like this feels like a wasted ability –it’s another slowing and sleep ability. But for the purpose of this thought experiment it can remains as is.

     

    Ability 3-subdue –instead of daggers seeking enemies automatically, they need to be manually triggered. So target enemy to disarmed (and 100% of dropping weapon) or target ally to bestow.

     

    Ability 4-Savage – no change

     

    Inspiration for this concept – a lot of kung fu movies, the bare-fist hero, and DE’s Dark Sectors- although Hayden does have a sidearm, you mostly pick up and use random enemy weapons for a short duration throughout the game. So Baruuk can be a nod to that classic DE gameplay style.

  11. 15 hours ago, peterc3 said:

    They aren't going to introduce a frame that invalidates everyone's favorite weapons and requires they have to touch every single enemy this would work on, just for a single frame.

    De has always been willing to push boundaries. 

    14 hours ago, Thaylien said:

    Important note: Do not restrict the base game play of a game unless you create an equally functional way to interact with it as compensation. As Baruuch's abilities do not have the scope to make gameplay as functional as having gunplay mixed in with them, this is not a compensation. Furthermore, he is not a strictly a 'pacifist', he has most often been referred to as the 'reluctant hero', not that he won't fight, but that he doesn't until he needs to.

    Further note: Ability only gameplay is often not viable in Warframe due to, but not limited to; Nullifiers, Magnetic door traps, Energy Leech Eximus, Disruptor Eximus, enemies with specific damage windows such as heads or weak points that are unable to be targeted directly by abilities, Nightmare drain mode, Eidolons, falling in the water on The Plains of Eidolon.

    Final point on this; enemy weapons are un-modded and deal virtually no damage against enemies of a similar level, especially not when they are Grineer with Armour. They scale up to the point where they can kill us, true, but never out-scale each other. This is the reason that Nyx's Mind Control has the augment Mind Freak and is now getting a rework to allow us to charge up the damage they can deal to the point where they are capable of killing their allies.

    All your points can be summed up as ... ability only gameplay can be viable but only as you alluded, if several changes to supplement gun play would need to be consider.

    Also reluctant hero is a moniker that does not fit for any one warframe, as per lore all operators and warframes (especially umbra) fit the literary description. If anything Baruuk should labelled more "warrior monk".

    13 hours ago, KamikazeKamanzi said:

    Keeping it short and sweet, your suggestion would not be practical. Remember, even John Wick has to get down and dirty with sidearms of his choosing and so should we. 

    I did not make the suggestion to be practical, as my first line states: 

    16 hours ago, (XB1)Nightseid said:

    I feel what would been more suitable or impressive if DE had baruuk be the only warframe to be completely restricted from equipping a weapon (at least unusable in mission) except his exhalted fist - forcing player to block, channel and counter.

     

  12. I feel what would been more suitable or impressive if DE had baruuk be the only warframe to be completely restricted from equipping a weapon (at least unusable in mission) except his exhalted fist - forcing player to block, channel and counter.

    Then occasionally he arms himself with the disarmed enemies weapon and shoots their guns for a short duration or for one magazine, maybe?

    Weapons mods would apply to the enemy weapon he weilds.

  13. 1 hour ago, (XB1)ALG Minuscule36 said:

    I'm not a fan of anime in general, so that includes a dislike of Dragon Ball.

    Now, while I wouldn't be put off to the idea of Baruuk having some sort of alter in appearance when he's enraged, I don't believe it would ever be super drastic. Most Exalted frames barely have any differences when they use their power, some may grow a part or two like Valkyr's Talons, but to have something like Nidus Deluxe's armor, or Atlas' Rubble armor may just be too unnecessary to really consider designing.

    He's a pacifist, man. He doesn't just randomly get jacked because he's mad.

    Most pacifist I know do not carry around swords and guns or accept assassination contracts either.(supposed to ironic humor)

     I feel what would been more suitable or impressive for baruuk would have been that he is the only warframe to be completely restricted from wielding any weapon except his exhalted fist - forcing player to block, channel and counter. Occasionally disarming enemies and shooting their guns for a short duration or for one magazine, maybe?

  14. 16 minutes ago, JesterKnockOut said:

    I have crated my own warframe version if u want see but I always was thinking about warframe that could have small health but a lot of shields.

    This warframe could be hard for beginner but not for experience players and this is what I like.

    For sure, that was my intent but 1 health would cause I let of balance issues that would need to be addressed. So I'm thinking about upping it to 50 (maybe 25).

    Yeah link a post, would love to see your ideas.

     

  15. 4 hours ago, JesterKnockOut said:

    I like your idea. This warframe cloud be fun to play same as I had similar idea with clone ability but I guess you were faster.

    Good job.

    Thanks.

    Stay tuned. I'm going to be releasing a 2nd version ( a 50 hp version) with an updated passive and a new ability as time distort is now too close to baruuk's elude. 😕

  16. So to start, Vauban’s abilities lack damage and significant utility – CC only gets you so far, especially Vauban’s CC.

    So my first adjustment starts with Vauban’s passive.

    I like the extra damage of reinforce but it feels telling what playstyle is expected for this frame as this ability only affects two abilities. I feel this passive should include an increase the chance to drop extra loot whenever enemies are killed by while under the affects of his abilities.– so bastille and vortex have a chance to grant extra loot (instant extra utility).

    My second adjustment would be Bounce - This ability is fun but most useless. With a major adjustment it could be viable again as an area denial ability but useable for the entire group. First, make Bounce a slot one ability. Increase bounces range however add whenever a player does a slam attack within it all enemies within range are knocked back a few meters (away from the center of the pad), this also knocks them down. Infinite bounces but a 3 to 5 sec delay between triggers.

    Does the Same damage

    Strength affects knockback range: 10m

    Duration: 30s

    Increase range to: 6/8/10/12ms

     

    So with bounce now in the one slot, it makes sense to move Telsa to the 2 slot

    So with Bounce as a slot one ability, this allows Telsa to be part of minelayer family. This (3rd) adjustment goes as follows, make minelayer into an exalted secondary weapon. i know NOT every frame needs an exalted weapon but these grenades/mines would benefit greatly by using secondary weapon mods particularly with the other changes I’m suggesting. Players could change the grenade type by selecting the grenade appearance.

    So continuing with the minelayer changes, I would also really like to see more grenade functionality too (you know, immediate explosion). so below is a description:

    Mine-layer – Telsa, shred (mine version: when shred explodes it releases other cluster bombs on top), concussion (mine versions: lets out high pitch noise, stuns enemies like banshee’s silence), trip wire (grenade- ties up the closest enemy)

    Tab – to throw grenade that immediately blows or…

    Hold to lay down mine.

    Strength: 400 dmg (blast explosion), 700 dmg ( mine explosion )

    Same durations

    Explosion range: 6ms

    Increase mine range to 12ms

    Finally as far as Vortex and Bastille, I believe they are good as is, so long as the utility adjustments are considered.

    thoughts?

  17. Well what do you know baruuk's second ability elude was exactly what i was thinking for time distortion. I guess I better think of another ability. Whomp whomp.

    Actually I have been comptempating updating paradox with a proper health stat version, probably no more than 50 or 25 health. Only cause I feel there is too many issues trying to balance a no health frame.

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