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-INDRA-

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About -INDRA-

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  1. Hi Tenno Sisters and Brothers, your brother Indra need your help. I have a question about how to revive someone during railjack misssions, when this someone has flinched in archwing mode outside of railjack? Is it enough to just fly close to that person or it is needed for someone to jump out to archwing mode and revive this teamate? Thanks for answers, got a problem to find it in google 😕
  2. My launcher can't downloiad update - it shows communication that servers are not avaliable (my internet connection is fine)
  3. My proposition of his changes: Passive: Adding taken damage conversion to energy with 30 or 40% effectiveness (something like Rage Mod) 1. Spectral Scream - Change it's damage to damage per tick - Give that ability "Fire Rate" Stat, that would settle how many ticks of damage within 1 second SS would deal. - Base value of this stat is making 1 tick per second. - Fire rate changeable by increasing Power Strength and Vex Armor Fury buff. As more Power Strength and Fury buff you'e got, as highier this fire rate is = make SS deal damage faster and in greater amount within 1 second. (in simpler words - more P.Strength, SS work more like beam weapons. - Energy cost leaved as it is right now - energy for casting and energy per second Summary: The greater power strength, the greater damage per tick and more tick per second. Vex Armor Fury can boost it as much as power strentgh mods. 2. Elemental Ward - Increase base values of boost for each elements - Make chroma create aera of it's chosen element with 50% of status chanse and elemental damage (Fire - almost molten to lava aera, Electricity - Stalagmites with electric sparks effects, Tocix - swam look like aera, Ice - aera covered by ice and snow - Once Chroma or his teammates are coming back to this aera their replenish additional boost values to health/shield from fire/electricity; adding elemental damage to weapons if its ice or toxic - Teamates can get EW boost by geting close to Chroma or step into this casted place, so they don't have to stay always close to Chroma - EW recastable - each recast hold buffs for chroma and hold casted spot so if teammates are close to Chroma, they have refreshed time duration for this skill as well as when they approach casted place. - Approaching castet place does not refreshed it's time duration, only refresh additional boost like health and shields or giving additional elemental damage with ice or toxic Summary: Ability would be like hybrid of Wisp plant ability and current Elemental Ward ability. Increasing Chroma's buffs from that skill so it can be strong as much as Wisp's or slightly stronger since Chroma provides support with only 1 element on mission and his ability (in this proposed version) requires recasting = energy consumption 3. Vex Armor - Press 3 recasts ability, Press and hold 3 triggers buffs charge - improvement for taking damage = buffs - by press and hold 3, Chroma sacrifices at this same moment both shields and Health to get his buffs. Taken damage while this is in proceed make charge faster since chroma is sacrificing both of this stats and losing them at this same moment by taking damage. If ability is not currently charging, taken damage is not increasing his buffs. - During Charge, Shields and Health can be lost only to the moment of getting maximum of buffs values - once those buffs reach their limits, charge is no longer available unless ability will run out of it's time and be reactivated. - Chroma pay separated cost for Scorn (Shield damage) and Fury (Health Damage) buffs and only as much as shield and health are lost (when shields are lost, Chroma don't pay for them, only for lost health if damage is still taken or when ability is still on charging. - (Optional) change to Fury buff - in addition to it's damage buff, add "counter multiplier" stat changeable by P.Strenth. Chroma stores taken damage while Vex Armor is activated and released it with additional multiplier within next of his attack (by using weapon or skills). This effect also appears in shared buffs for teammates. Summary: Chroma become more efficient with this ability and pay for it as much as he wants, not as it is right now (chroma is paying this same amount of energy for VA no matter if he will take damage or not and if he does, he pays still this same no mater as high or low these buffs are become by amount of taken damage. Storing damage and releasing it with multiplier gives Chroma at some point this what he lost in memorable nerf to his formula calculation and as well gives him better offensive adaptation to what is happening on battlefield. 4. Effigy. - Exchange additional credit chance for loot chanse, so effigy will be able to drop energy or health orbs. - Work as Loki's decoy - taking attention of npc within concrete range covering by that Chroma himself and his teamamates. - Effigy is flying around some aera around Chroma, attacking enemies on it's own (like companions) - Stunning roar exposes enemies for surprise attack (just like Excal 2nd ability) - Knockback movement deal exactly same amount of damage to all affected enemies as it's elemental breath (so it's no longer only small crowd control move) - By pressing and hold 4 player is marking targets on which effigy have to concentrate (like Ash's 4th) - Effigy is dealing 175% of damage dealed by player (Likie companion with Damage Connection mod) or storing taken damage and release it as it's own with some counter multiplier (that damage is damage per tick; since effigy deals damage per tick and these ticks are 5 within one second, the real effigy damage is what is seen in his his stats, but need to be multiplied by 5) - Guided Effigy change: Getting close to effigy and press X button allow effigy to absorb player (with animation similar to Grendel's enemy consumption). When that happens, player is able to fly to some desired place like effigy within current shape of this mode, ramming all enemies on his way with same damage as effigy is dealing with his elemental breath at this moment. After pressing X for the second time, effigy is dropping chroma and works again as exalted companion. Chroma is able to recast his abilities while being in this state. Summary: Effigy in that shape would be like exalted companion, would not be concerned by 99,99% of players (expect of me) as trash ability and YOU WOULD BE A FREAKING DRAGON you've always desired.
  4. -INDRA-

    R.I.P. Chroma

    My proposition of his changes: Passive: Adding taken damage conversion to energy with 30 or 40% effectiveness (something like Rage Mod) 1. Spectral Scream - Change it's damage to damage per tick - Give that ability "Fire Rate" Stat, that would settle how many ticks of damage within 1 second SS would deal. - Base value of this stat is making 1 tick per second. - Fire rate changeable by increasing Power Strength and Vex Armor Fury buff. As more Power Strength and Fury buff you'e got, as highier this fire rate is = make SS deal damage faster and in greater amount within 1 second. (in simpler words - more P.Strength, SS work more like beam weapons. - Energy cost leaved as it is right now - energy for casting and energy per second Summary: The greater power strength, the greater damage per tick and more tick per second. Vex Armor Fury can boost it as much as power strentgh mods. 2. Elemental Ward - Increase base values of boost for each elements - Make chroma create aera of it's chosen element with 50% of status chanse and elemental damage (Fire - almost molten to lava aera, Electricity - Stalagmites with electric sparks effects, Tocix - swam look like aera, Ice - aera covered by ice and snow - Once Chroma or his teammates are coming back to this aera their replenish additional boost values to health/shield from fire/electricity; adding elemental damage to weapons if its ice or toxic - Teamates can get EW boost by geting close to Chroma or step into this casted place, so they don't have to stay always close to Chroma - EW recastable - each recast hold buffs for chroma and hold casted spot so if teammates are close to Chroma, they have refreshed time duration for this skill as well as when they approach casted place. - Approaching castet place does not refreshed it's time duration, only refresh additional boost like health and shields or giving additional elemental damage with ice or toxic Summary: Ability would be like hybrid of Wisp plant ability and current Elemental Ward ability. Increasing Chroma's buffs from that skill so it can be strong as much as Wisp's or slightly stronger since Chroma provides support with only 1 element on mission and his ability (in this proposed version) requires recasting = energy consumption 3. Vex Armor - Press 3 recasts ability, Press and hold 3 triggers buffs charge - improvement for taking damage = buffs - by press and hold 3, Chroma sacrifices at this same moment both shields and Health to get his buffs. Taken damage while this is in proceed make charge faster since chroma is sacrificing both of this stats and losing them at this same moment by taking damage. If ability is not currently charging, taken damage is not increasing his buffs. - During Charge, Shields and Health can be lost only to the moment of getting maximum of buffs values - once those buffs reach their limits, charge is no longer available unless ability will run out of it's time and be reactivated. - Chroma pay separated cost for Scorn (Shield damage) and Fury (Health Damage) buffs and only as much as shield and health are lost (when shields are lost, Chroma don't pay for them, only for lost health if damage is still taken or when ability is still on charging. - (Optional) change to Fury buff - in addition to it's damage buff, add "counter multiplier" stat changeable by P.Strenth. Chroma stores taken damage while Vex Armor is activated and released it with additional multiplier within next of his attack (by using weapon or skills). This effect also appears in shared buffs for teammates. Summary: Chroma become more efficient with this ability and pay for it as much as he wants, not as it is right now (chroma is paying this same amount of energy for VA no matter if he will take damage or not and if he does, he pays still this same no mater as high or low these buffs are become by amount of taken damage. Storing damage and releasing it with multiplier gives Chroma at some point this what he lost in memorable nerf to his formula calculation and as well gives him better offensive adaptation to what is happening on battlefield. 4. Effigy. - Exchange additional credit chance for loot chanse, so effigy will be able to drop energy or health orbs. - Work as Loki's decoy - taking attention of npc within concrete range covering by that Chroma himself and his teamamates. - Effigy is flying around some aera around Chroma, attacking enemies on it's own (like companions) - Stunning roar exposes enemies for surprise attack (just like Excal 2nd ability) - Knockback movement deal exactly same amount of damage to all affected enemies as it's elemental breath (so it's no longer only small crowd control move) - By pressing and hold 4 player is marking targets on which effigy have to concentrate (like Ash's 4th) - Effigy is dealing 175% of damage dealed by player (Likie companion with Damage Connection mod) or storing taken damage and release it as it's own with some counter multiplier (that damage is damage per tick; since effigy deals damage per tick and these ticks are 5 within one second, the real effigy damage is what is seen in his his stats, but need to be multiplied by 5) - Guided Effigy change: Getting close to effigy and press X button allow effigy to absorb player (with animation similar to Grendel's enemy consumption). When that happens, player is able to fly to some desired place like effigy within current shape of this mode, ramming all enemies on his way with same damage as effigy is dealing with his elemental breath at this moment. After pressing X for the second time, effigy is dropping chroma and works again as exalted companion. Chroma is able to recast his abilities while being in this state. Summary: Effigy in that shape would be like exalted companion, would not be concerned by 99,99% of players (expect of me) as trash ability and YOU WOULD BE A FREAKING DRAGON you've always desired.
  5. My proposition of his changes: Passive: Adding taken damage conversion to energy with 30 or 40% effectiveness (something like Rage Mod) 1. Spectral Scream - Change it's damage to damage per tick - Give that ability "Fire Rate" Stat, that would settle how many ticks of damage within 1 second SS would deal. - Base value of this stat is making 1 tick per second. - Fire rate changeable by increasing Power Strength and Vex Armor Fury buff. As more Power Strength and Fury buff you'e got, as highier this fire rate is = make SS deal damage faster and in greater amount within 1 second. (in simpler words - more P.Strength, SS work more like beam weapons. - Energy cost leaved as it is right now - energy for casting and energy per second Summirise: The greater power strength, the greater damage per tick and more tick per second. Vex Armor Fury can boost it as much as power strentgh mods. 2. Elemental Ward - Increase base values of boost for each elements - Make chroma create aera of it's chosen element with 50% of status chanse and elemental damage (Fire - almost molten to lava aera, Electricity - Stalagmites with electric sparks effects, Tocix - swam look like aera, Ice - aera covered by ice and snow - Once Chroma or his teammates are coming back to this aera their replenish additional boost values to health/shield from fire/electricity; adding elemental damage to weapons if its ice or toxic - Teamates can get EW boost by geting close to Chroma or step into this casted place, so they don't have to stay always close to Chroma - EW recastable - each recast hold buffs for chroma and hold casted spot so if teammates are close to Chroma, they have refreshed time duration for this skill as well as when they approach casted place. - Approaching castet place does not refreshed it's time duration, only refresh additional boost like health and shields or giving additional elemental damage with ice or toxic Summirise: Ability would be like hybrid of Wisp plant ability and current Elemental Ward ability. Increasing Chroma's buffs from that skill so it can be strong as much as Wisp's or slightly stronger since Chroma provides support with only 1 element on mission and his ability (in this proposed version) requires recasting = energy consumption 3. Vex Armor - Press 3 recasts ability, Press and hold 3 triggers buffs charge - improvement for taking damage = buffs - by press and hold 3, Chroma sacrifices at this same moment both shields and Health to get his buffs. Taken damage while this is in proceed make charge faster since chroma is sacrificing both of this stats and losing them at this same moment by taking damage. If ability is not currently charging, taken damage is not increasing his buffs. - During Charge, Shields and Health can be lost only to the moment of getting maximum of buffs values - once those buffs reach their limits, charge is no longer available unless ability will run out of it's time and be reactivated. - Chroma pay separated cost for Scorn (Shield damage) and Fury (Health Damage) buffs and only as much as shield and health are lost (when shields are lost, Chroma don't pay for them, only for lost health if damage is still taken or when ability is still on charging. - (Optional) change to Fury buff - in addition to it's damage buff, add "counter multiplier" stat changeable by P.Strenth. Chroma stores taken damage while Vex Armor is activated and released it with additional multiplier within next of his attack (by using weapon or skills). This effect also appears in shared buffs for teammates. Summirise: Chroma become more efficient with this ability and pay for it as much as he wants, not as it is right now (chroma is paying this same amount of energy for VA no matter if he will take damage or not and if he does, he pays still this same no mater as high or low these buffs are become by amount of taken damage. Storing damage and releasing it with multiplier gives Chroma at some point this what he lost in memorable nerf to his formula calculation and as well gives him better offensive adaptation to what is happening on battlefield. 4. Effigy. - Exchange additional credit chance for loot chanse, so effigy will be able to drop energy or health orbs. - Work as Loki's decoy - taking attention of npc within concrete range covering by that Chroma himself and his teamamates. - Effigy is flying around some aera around Chroma, attacking enemies on it's own (like companions) - Stunning roar exposes enemies for surprise attack (just like Excal 2nd ability) - Knockback movement deal exactly same amount of damage to all affected enemies as it's elemental breath (so it's no longer only small crowd control move) - By pressing and hold 4 player is marking targets on which effigy have to concentrate (like Ash's 4th) - Effigy is dealing 175% of damage dealed by player (Likie companion with Damage Connection mod) or storing taken damage and release it as it's own with some counter multiplier (that damage is damage per tick; since effigy deals damage per tick and these ticks are 5 within one second, the real effigy damage is what is seen in his his stats, but need to be multiplied by 5) - Guided Effigy change: Getting close to effigy and press X button allow effigy to absorb player (with animation similar to Grendel's enemy consumption). When that happens, player is able to fly to some desired place like effigy within current shape of this mode, ramming all enemies on his way with same damage as effigy is dealing with his elemental breath at this moment. After pressing X for the second time, effigy is dropping chroma and works again as exalted companion. Chroma is able to recast his abilities while being in this state. Summirise: Effigy in that shape would be like exalted companion, would not be concerned by 99,99% of players (expect of me) as trash ability and YOU WOULD BE A FREAKING DRAGON you've always desired.
  6. Devstream Question: I want to ask, what do you thing about an idea of "Exalted Companions"? First and only so far warframe with this is Khora and her Kavat Venari, but there are few warframes with ability to summon their own companions (Hydroid and his Kraken, Chroma and Effigy, Atlas and his golems)? If it would be possible to modify these summons as companions it would improve a lot how they work. What do you thing?
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