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(PSN)LeBlingKing

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Posts posted by (PSN)LeBlingKing

  1. 7 hours ago, Zahnny said:

    Truth be told I've wanted to sit in the Private Quarters "sofa" since it was added.

     BIG same. My Warframe's knees are getting tired from all the Kneeling and Meditating I've done over the years. Just lemme use the Orokin Void couches and tables in the tileset!!!!

    • Like 2
  2. 5 minutes ago, Velaethia said:

    Isn't DE also making a fantasy warframe-like game codenamed soulframe? Do you think this is to live-test some of how the combat and world exploration is going to work in soulframe?

    We called this from the very beginning. It became apparent the more footage of Duviri we encountered. A Soulsframe beta locked behind a content island locked behind a 1.5-hour quest we spent 3 years holding our breath for. 

     

    • Like 16
  3. Here's a couple I'd think would be nice:

         - A Foundry Segment Upgrade obtained at MR15 that allows you to queue up to three* of the same item to auto-build in the foundry (*three at MR15, +1 for every MR after)

         - An Item Tracker that you can toggle for inventory blueprints to help track in-mission how much more of a resource you need to contribute to said blueprint (for example, selecting Orokin Cells on a Vitrica blueprint and then hopping onto a Ceres/Saturn mission will display "[] TRACKER: Locate 7/15 Orokin Cell"

         - The ability to select which resources to auto-feed Helminth if you try subsuming an ability you don't have enough Helminth-byproducts for
         - A monthly Boost Staller you obtain at MR25, that can be applied to one Resource/Mod/Credit/Affinity Booster a month (Relay Blessings/Event Boosters do not count) that allows its affects to pause when offline for up to two weeks.
         - More personalities/voices for the Nemeses and the Starchild 
         - The New War showcased MOAs with witty voicelines. I, too, would like to install witty voicelines into my own MOAs
         - UNIVAC and a BETTER MAG PASSIVE FOR THE LOVE OF GODDD-

    • Like 3
  4. Just now, (PSN)robotwars7 said:

    as for my own prediction, something is definitely gonna go wrong with Kaithe; you can't trust horses, that's just science.

    oh, for certain. i can't wait to unmount it during a host migration and see the kaithe wing texture stick onto my Drifter melee weapon and not come off.

     

    still tryna think of a name for mine. LeBlingKaithe doesn't exactly roll off the tongue

  5. Everyone at this point know that Keith Power is a musical chef, but I also wanna credit the SFX of Warframe and see what favorites the community holds as well. In the 7 years I've played this game, I've grown fond of many, IBNLT:

    - the sound of something ranking up

    - a Juggernaut's screech upon being summoned

    - the light ringing of sabotage caches

    - basically all of Gara's abilities

    - the sound of opening up the Starchart 

    - the random transmission-jargon that pours into the Orbiter's radio from time to time

     

    • Like 4
  6. 5 minutes ago, BiancaRoughfin said:

    Perhaps have quest given by the Lotus her self request we visit Teshin for some basic tutorials in Melee combat to teach new players about Stances, Combo points and Heavy attacks?

    That sounds pretty doable. A small starter quest that sends you into the relay to see Teshin, teaches you about relays along the way, and then Teshin instructs you on the art of the blade.

  7. On 2020-03-22 at 8:28 PM, (PSN)LeBlingKing said:

    Wish I had me some motivation right about now.

    Happy third birthday to this gem

    • Like 1
  8. On 2022-09-12 at 2:07 PM, NuclearCoffeePot said:

    Concept is cool, but I feel it needs streamlining. Your ideas are wonderful and creative, but the kit could easily seem overwhelming to a new player, and considering Nyx is fairly easy to get that may be an issue. 

    Reviewing-

    Passive- Excellent Idea, just taking less damage already makes it superior to the current passive, however, instead of being based on distance from her, lets make the damage debuff based on the number of enemies in range up to a cap, and give the debuff to enemies in order of proximity. IE if ten enemies is what you need to get the maxed damage reduction, and there are 15 enemies within range, it will apply to them in order of closest to farthest- Reducing the damage of every enemy in the radius seems a little to strong for a passive that has no combined effect with other abilities, hence the number of enemies capped. But if that seems like it would be too problematic, we can compensate somewhere else in her kit rather than putting almost all her defenses into one skill, or apply a different debuff to enemies past the main cap, perhaps simply the current accuracy debuff-

    Alternatively, since I like the first part of your 1 so much, maybe the damage reduction aura could instead by a damage absorption aura, it grows stronger the more enemies are inside, and absorbs a % of the damage they would deal and shares that number with your first skill.

    1-speaking of the first ability, Giving the mind control target an absorb and priority for building up charge is fantastic, but the secondary cycling effect could prove difficult to actually manage for the player in a hectic scenario, however I like some of your concepts so lets see if we can tie them down to specific enemy types rather than button juggling.

    If you target an eximus, recasting the ability will trigger a smaller(less visually obnoxious version of their ability to generate from both the target and nyx herself, the type of ability she has could be indicated by a symbol above the ability or around her reticle

    If you target a normal enemy you can reposition them instantly, causing them to first teleport to your location, and then make their way to a targeted location- When they appear they will deal a burst of damage-

    As for the final trait- swapping locations to a target who you may not be aware of their location could prove disorienting, and you may wind up in a worse situation than before, Instead, Transference- why the heck not double Transference. If Nyx takes lethal damage while a brainwashed target is alive she transfers her consciousness into their body and can then sacrifice them to reconstitute her form.

    2-Another ability with some deceptively complex layers- Nyx conjures telepathic blades to seek out her foes and strip their defenses, simple enough- No more needing line of sight on your mind control target, casting the ability while they exist will cause an additional cast of the ability to emanate from their location- All your other changes are perfect, built in confusion, recastability, and now, fewer casts needed because of double cast-

    3-Cool- Thats it, an extra defensive ability that serves to buff her other skills and allies, works for me-

    4-Oh yeah, combining chaos and absorb is amazing, like combining bastille and vortex.- Lets make one extra change- Starting off you enter your absorption state to build up charge, but your brainwashed target will also recieve a reduced version of the effect to further enhance the charge build up.

    -Damage falloff- EH- I hate damage falloff in this game honestly, it is my biggest gripe with banshees 4 augment and I'm sticking by that for this ability, if damage falloff is going to exist, it should be lenient on the player, this is, after all a horde shooter. With so many enemies ,having damage falloff so drastically rarely feels satisfying, and most new frames barely have any damage falloff.

    -Chaos portion- Perfect <3

    Augments-

    Brainwash- Getting more brainwashed victims is excellent- Perhaps we can streamline the process though by making Brainwash an AOE effect, it affects a group of enemies, their threat value and absorption range goes through the roof but they lose all their other special abilites, casting on a new group deals damage to the former enemies based on psychic charge and new enemies recieve the full charge but no longer get their absorb period, makes the ability faster to refresh and prevents the damage absorption from going crazy high

    Bolts- Super cool, a secondary source of damage, amazing thematically, but boost the damage by psychic charge and have it consume a set amount per enemy to boost the damage, it feels kind of odd that the only ability that consumes energy from you Brainwash and Absorb is, well absorb.

    Siphonage- Perfect, no changes

    Cerebromancy-So, since this ability combines chaos and assimilate it should be considered that between them Nyx has 3 augments- Your version is essentially the SIngularity augment with a little chaos flare and the old no movement rule- That covers both her old assimilate augments but not her Chaos perk, and it feels a little cheap to not give players who attained it something in return-

    -Chaos Reign-I've always wanted to be able to kill enemies with Chaos, so let's brainstrom an idea for a more chaos heavy cerebromancy augment- Nyx no longer absorbs but immediately begins emmiting waves of energy that scramble enemies minds, 1 wave per second, each wave consumes psychic energy and applies a stacking effect to enemies struck. These enemies are afflicted with Chaotic but they also deal significantly increased damage to each other, increased for each wave they withstand. AI is dumb in warframe, so lets also give them magical accuracy when targeting each other : ) 

    Thanks for the feedback! Huge fan of your suggested changes, especially the Eximus Brainwash targeting and Chaos Reign.

  9. When a Warframe has been in the game for long enough, it becomes apparent whenever said Warframe's kit of abilities start to become outdated and in need of a rework to keep up with the changes to the game. Wukong's Iron Jab, Vauban's old kit including Bounce (RIP), Zephyr, etc. Over time, it will usually become clear when a kit for a Warframe is fit for a game that no longer exists. Nyx, in my humble opinion, is one such frame. In 2018, there was an attempt at bringing Nyx up to speed, but even now I can't see much use out of her. A lot of CC or puppeteer-type Warframes just outclass her in terms of what she's capable of. And while I'm in little position to discuss exactly WHAT she might need, I still enjoy crafting theoretical movekits just to freshen up some content that's been sitting at room temperature for a minute. So let's do that!

    Big Brain GIF by Jay Sprogell

    ------------------------------------------------------------

    NYX'S THEME

    So, for a lot of reworks for Nyx, I've noticed that a lot of people try and balance the dual Nyx themes of "telepath" and "telekinetic", and while I might end up doing the same, my version of Nyx's kit will focus more on the former, as I do believe Mag does telekinesis better (well, telekinesis via magnetokinesis, but hey, her 1, 2, and 4 are all focused on taking enemies and moving them where they didn't used to be). 

    The role I'm trying to fit Nyx into with this rework will be that of a Crowd-Control dominant glass cannon who targets high-value enemies and makes up for her lack of survivability with her consistent, unrelenting psychic manipulation of foes around her in order to not only kill them with each other, but also make killing other enemies easier for herself and her team. Hopefully, that sentence will make more sense as the concept goes on.

    But as to not take away from her existing aspects of telekinesis, the augments and the properties I'll change about them depending on how each ability now functions will be based more around the direct manipulation of enemies via psychic energy, and not just the infiltration of their minds and psyches. Nyx's augments will replace some of the CC/debuffing properties of her abilities and gives them like +3 skill points in the Damage area as well as a telekinetic aesthetic. hey that rhymed

     

    PASSIVE - Feedback Shield

    Constantly feeding off her adversary's psyches, even Nyx's presence causes the minds of those around her to scramble. Nyx takes consistently less damage from enemies in an aura around her capping at 50%.

    This passive is somewhat functionally similar to Nyx's current passive, but now focuses on actual damage rather than the evasion of Nyx herself. Let me elaborate on how it works:

    Nyx has a constant, circular (let's say 30m base radius) area-of-effect that causes enemies that are aware of Nyx's presence within that field to start dealing less and less damage to Nyx upon targeting her. A small, energy-colored-and-textured number will appear over the heads of enemies caught in the aura. The moment enemies enter, they deal 15% less damage which climbs 1-5%/second depending on how close to Nyx the enemies are, and it caps at 50% maximum less damage per enemy. 

    Basically same concept as her current passive but modernized. Just for existing, Nyx eventually cuts the damage she takes in a certain range by half, which adds a much-needed layer of passive survivability without outright granting her with a miniature tank role like Absorb does. 

    Oh and uhhh speaking of Absorb-

     

     

    ABILITY ONE - Brainwash (35 energy, previously Mind Control)

    Nyx overstimulates the mental energy of a targeted enemy, which then overflows out of their mind as an energy bubble that draws aggression and absorbs damage from all sources, redirecting it into a pool of psychic damage that Nyx and the now mind-controlled target draw from. 

    Mind Control is now a two-part ability:

    Part One -

    Upon casting on a target, Nyx creates a miniature Absorb bubble around the target that lasts 5/7.5/10/12.5 seconds (affected by Power Duration) which draws aggression away from her and onto the enemy, who absorbs damage from the enemies around them, Nyx, Nyx's companions, specters, and teammates during that duration, converting a portion of it (75%) into a number that displays above the Brainwash ability icon on the UI. This Psychic Siphon has several applications that we will get into soon.

    Part Two -

    Once that duration is over, Nyx will deactivate the Absorb bubble and have control over the selected target indefinitely until Nyx manually relinquishes mental cohesion back to the target (which might be fatal depending on how much damage they've taken, similar to how it works now) or if she runs out of Energy. Upon the deactivation of a puppet, the Psychic Siphon will quickly start losing integrity (number go down (let's say -10% per second)) and will refresh entirely upon Brainwashing a new target. For Field Boss type enemies, the Mind Control will have some sort of short duration

    Once Nyx has control over an enemy, Brainwash becomes a multi-ability (think Minelayer or Quiver) that grants Nyx more access to what she wants her current puppet to do to fit the situation she's in. Tap 1 to cycle, hold 1 to activate. Nyx has four abilities at her disposal to better control the mind of her... mind... controlled...  unit.

    Spoiler

    Reposition (10 energy)

    Not unlike that one Corpus techie from the New War... what was his name again? Viko? Beso? Victor? Tiko? Anyway, this move is inspired by his ability to demand his robotics to reposition themselves at his beacon. Nyx will telepathically demand her Mind Controlled unit to patrol the spot at her reticle, which they will stay at for 20 / 25 / 30 / 35 seconds (affected by Power Duration). For ranged units, they will simply shoot enemies from where they're told to stand. For melee units, they will target and draw aggro of enemies in a small radius around the targeted position.

    Mind's Eye (25 energy)

    Nyx infiltrates the memories of her current puppet and has them cast an ability based either on their Eximus/Ancient aura, the enemy/enemy classes unique abilities if applicable, or their overall faction (prioritization is in that order; if one can't be found, the ability will default to one further down the list).

    For example.

     

    Actually you know what?

    Four examples.

    #1: A Heavy Gunner or Bombard puppet, when Mind's Eye is cast, will perform a Seismic Shockwave punch, downing enemies around their vicinity. Combined with Reposition, this becomes a dedicated CC button that also fits with Nyx's theme of "why are you hitting yourselves? why are you hitting yourselves?"

    #2: A Frozen Heavy Gunner or Bombard Eximus puppet, when Mind's Eye is cast, will force said puppet to unleash their Snow Globe-like ability for added cover. 

    #3: A regular mook such as a Lancer, Crewman, or Charger will provide simple damage-type projectile abilities, such as a Plasma Grenade or the Infested Mass Lob. The damage of these abilities scales off Enemy Level and the amount of damage stored in the Psychic Siphon.

    Chargerprojectile.png

    #4: In extreme cases, where the enemy affected either has no faction affiliation or not enough realistic room for abilities (e.g. Latchers, Rollers, wild Kubrow, Desert Skate, etc.), Mind's Eye will manifest as a miniature, telekinetic disarming aura of 10 meters (not affected by Power Range) that stuns enemies within range of the puppet. 

    I know this is one of those abilities in the Fan Concept that might require more programming than its worth to DE, but that's why it's a concept: I like me some what-ifs. 

    plus they're spent more dev time on worse *cough* *cough*

    fc844d1852667bbbbe3484c10d9a8063.jpg

    Moving on.

     

    Psionic Reposition (30 energy)

    Using profound telekinesis, Nyx switches positions with her current puppet, triggering a stunning blast of psychic energy where her puppet once was, staggering all enemies within 10 meters (affected by Power Range) of where Nyx now is and opening them up to finishers. If in the air while casting, Nyx's puppet will appear on the closest ground right below Nyx when it's cast (i.e. if you're casting this above a pit, the enemy won't be This is Sparta'd in. That's Switch Teleport's job. I think. does it still do that or am i just dumb)

     

    Relinquish (0 energy)

    Nyx can cancel the mind control from this ability and the enemy controlled will be dealt all absorbed damage, including 10% of what the initial Psychic Siphon number was. 

     

     

     

     

     

     

    ABILITY TWO - Psychic Bolts (50 energy)

    Nyx draws upon magic missiles of raw psychic energy to disable auras and strip defenses. Utilize a brainwashed adversary and their collection of siphoned psychic energy for added effect.

    Keeping her Two relatively the same (a collection of psychic bolts that strips armor/shields and disables Ancients/Eximi for a certain duration of time), save for a few integrations with the rest of her kit. They are as follows:

    • With Mind's Eye highlighted as the currently selected Brainwash sub-ability (tapping 1 until its emphasized but not actually holding 1 to trigger it), Psychic Bolts will cost 75 energy (Power Efficiency affected) and perform a second cast from where the puppet is standing, auto-tracking enemies from there. With the right positioning, this effectively boosts the range and effectiveness of Bolts while also promoting the usage of Brainwash to do so.
    • Holding down 2 removes the armor strip but allows the Psychic Bolts to do 750 base Radiation damage each, with 100% chance of status effect. While this number is not affected by Power Strength, the ability takes 10% of the collected damage from Psychic Siphon, splits in evenly between bolts, and adds to their damage. 
    • The Augment Pacifying Bolts is no more. Gone. Its confusion status is now integrated into the base ability, with each enemy hit being stunned for 2 / 3 / 4 / 5 seconds (Power Duration affected) alongside the defense stripper.
    • Psychic Bolts is recastable and prioritizes targeting enemies that haven't already been Magic Missile'd by the ability.

     

     

     

    ABILITY THREE - Mental Siphonage (35 energy, previously Chaos)

    Nyx's psychic energies provide defensive boosts to herself, her Brainwashed, and her allies while also deteriorating the mental functions of those around them.

    Upon cast, Nyx imbues herself, her puppet, and allies within her Affinity Range with a defensive barrier of psychic energy surrounding them for 15 / 20 / 20 / 25 seconds (Power Duration affected). By holding 3, she can drain extra energy to increase the duration of the buff, up to the initial drain cost of 35 (+3 seconds for every 5% max energy drained). 

    The effects on teammates/puppets are as follows:

    • Reduces negative status effect duration by 50%
    • Grants allies with benefits of Nyx's Psychic Shield passive for enemies within 20m
    • 10% of damage dealt by puppet and 5% of damage dealt by players will be added to the Siphon for the first 25% of the ability duration (e.g. if Power Duration and holding ability allows Mental Siphonage to last 50 seconds, the collection will last 12.5)

    The effects on Nyx are as follows:

    • Increases the radius of her Feedback Shield passive from 30m to 40m
    • Increases cap of damage reduction from enemies in Feedback Shield aura from 50% to 75% (this includes allies!)
    • Reduces negative status effect duration by 50% OR sacrifices 20% available Psychic Siphon to negate an incoming status effect
    • Increases duration of Psychic Bolts stun by 20 / 30 / 40 / 50% (not affected by Mods)

    The idea behind this move is to grant Nyx with some alternative kind of defensive support outside of just passive evasion and crowd control. With this new ability, not only do her teammates benefit from the damage reduction of her passive, but also help increase Nyx's potency through the team siphon when a viable puppet isn't feasibly available. 5 percent might seem like too little of a benefit but have you SEEN WHAT KINDA DAMAGE WARFRAMES ARE CAPABLE OF?

     

     

    ABILITY FOUR - Cerebromancy (50 energy, previously Absorb)

    Nyx becomes one with her psychic energies, building up and siphoning damage that is realized as a gigantic burst of mental energy. Survivors' minds are scrambled, and they will target their own allies at random in a chaotic frenzy.

    Chaos is fun. Absorb is fun. F--- it, let them perform the Fusion Dance.

    Upon cast, Nyx enters an energized state, similar to that of Assimilate!Absorb. With the ability to move, maneuver, and attack as usual, Nyx absorbs incoming damage a la Absorb and then upon either recast or energy-be-gone, she uses the damage number from her Psychic Siphon (if applicable) and generates a gigantic blast of energy that hits enemies up to 15 / 18 / 22 / 27 meters away (Power Range affected).

    Here's the catch.

    The damage of the blast itself now gradually falls off to 25% effectiveness, starting from a radius of 5 meters away from Nyx and ending at 75% the effective range listed above (Power Range accounted for). Those who are hit and survived become Chaotic, targeting their own allies similarly to how they do now. No matter what damage they were dealt, all Chaotic enemies will stay as such for 15 / 20 / 22 / 25 seconds (Power Duration affected). 

    Enemies that are Chaotic will reduce a Brainwash initial energy cast by 50% (not affected by Mods), and take double damage from damage-infused Psychic Bolts. 

     

    AUGMENTS

    This is where the fun begins. As Nyx's base kit is based around telepathy, her augments will attempt to base themselves around telekinesis, while not taking away from the CC benefits of Nyx's kit.

    Passive Augment (because those are a thing now, thanks Frost and Atlas): 

    Feedback Loop - Allies within Nyx's Affinity Range replenish 5/10/20/30 health and 50/100/200/300 shields for every enemy killed by Nyx within her Feedback Shield range.

    A niche support mod that grants even more passive survivability alongside Nyx's already insane CC and defense. 

    Brainwash Augment:

    Hive Mind - Can now control up to 1 / 1 / 2 / 3 more additional enemies, changing wheel ability properties. Casting Relinquish telekinetically collides all puppets together, dealing damage equal to 100/125/150/175% of the Psychic Siphon.

    Ayyy, there it is! The suggestion that allows her to control more than one enemy, I knew we'd find it in this Nyx rework concept sooner or later! Up top!

    Anyways, here's how Brainwash changes with this augment equipped:

    • Brainwash can be recast, and the Psychic Siphon isn't overwritten by the Absorb part of each recast unless said Absorb collected a higher number of damage.
    • For every recast extending past the limit of puppets allowed, the oldest puppet is Relinquished, being dealt only a percentage of the Siphon's accumulation.
    • Reposition only works on the latest puppet created, and Psionic Reposition has to now be aimed at a specific puppet in order to function
    • When Relinquish is cast manually or when all energy runs out, all current puppets are summoned in front of Nyx, dragged through the air and collided into each other with great force, dealing 1000 (+ above percentage of Siphon's number) Impact damage with a 25% chance per enemy of proc'ing Radiation.

    An augment that more or less changes the ability, but hey, it's pretty hard to make augments for abilities that are more than one ability, let's be real.

    Bolts Augment:

    Levitating Bolts - Instead of stun, enemies hit by Bolts will be levitated a-la Aegis Storm/Well of Life for 3 / 5 / 7 / 10 seconds. Hold ability to slam levitated enemies down with force, 500 damage increases with more enemies.

    More telekinesis! This augment replaces the Pacifying Bolts secondary effect and replaces it with levitation, allowing for better targeting of immobile enemies. If you're able to use Brainstorm and get a bunch of enemies levitating with the use of this move, you can hold down 2 to slam down all currently CC'd enemies for 500 damage each, increasing by 10% for every enemy affected. The short duration of the levitation combined with the quick double cast of a Mind-Controlled unit's Bolts allows for Nyx to dish out meaningful damage that scales with enemy population, thus building on the theme of Nyx using the enemy's numbers against them.

    All initial damage numbers for both this augment and Hive Mind's Relinquish also scale with Power Strength, allowing for build variety if you so please.

     

    Siphonage Augment:

    Analysis Siphon - Nyx and every affected squad member releases a 5 / 7 / 9 / 12m radial wave of psychic energy upon Siphonage's expiration that knocks foes down and grants + 15/30/45/60% damage (Power Strength affected) to a specific faction per enemy caught in the wave.

    A small, full-party telekinetic blast that also doubles as an offensive buff that lasts for 10 seconds (not affected by Mods), increasing damage to factions depending on how many faction members are caught in said blast.

    (e.g. 5 Lancers caught in the blast with a full-ranked Augment? Congrats, enjoy your 10 seconds of +300% damage towards the Grineer.)

     

    Cerebromancy Augment:

    Mass Hysteria - Nyx can no longer move during Cerebromancy, but enemies are drawn closer to Nyx and the explosion range increases by 10 / 15 / 20 / 25%. Chaotic enemies will spawn Psychic Bolts upon death. 

    Basically the opposite of current-day Assimilate, where the range is decreased in exchange for movement, with a sprinkle of Singularity. Some might call this added range unnecessary, especially with how much Absorption Nyx is capable of, until you remember that the explosion now has a bit of falloff. The draw-in helps increase the (telekinetic and) offensive potential of this move, while the ability of Psychic Bolt summons upon death of those who still somehow survive allows for more synergy overall with Nyx's kit. 

     

    --------------------

    And that's about it! Nyx if she was released in current-day. Let me know what you guys think

     

     

     

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