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IM.Pax

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  1. You can fix this by using 1st ability. But yes, in the beginning of survival missions he is basically softlocked)
  2. Lore: Oblivion never existed, thus he has no lore. Passive: You can't kill what isn't there. Oblivion is basically invisible and invincible, but at the same moment he can't interact with physical world in any way except his 1st ability. 1. Concept The viral idea of Oblivion is planted in target enemy's mind, making them manifest warframe into existence and letting him interact with the reality (while still invincible). Target ("Thinker") becomes passive and is targeted by other enemies (Oblivion's health and armor affect thinker's). With thinker's death Oblivion stops to exist again. While thinker is alive, Oblivion accumulates up to 100% additive bonus status chance in 60 seconds. With thinker's death this bonus drops. Ability doesn't consume energy, but has 20 seconds cooldown. 2. Lethe tides Oblivion blocks target enemy's memory, making them passively wander around like they were blinded. After affected target's death effect applies to all enemies in range around them. These enemies also share it upon death (chain is infinite). Ability has limited duration, so all affected enemies will return to normal after it ends. 3. No This can't be happening, right? Oblivion erases all damage received and energy consumed by his allies in the last 5 seconds, which can also revive fallen or dead ones (this also affects the thinker, recovering lost buff counter). If ally was revived, they gain 300% damage buff for a period of time (for thinker's death, Oblivion gains the buff). Ability has 15 seconds cooldown. 4. Emptiness Reality tried too hard to erase Oblivion. Thinker and allies affected by "No" spawn at their positions void cracks that suck in all enemies in range. Enemies affected by Lethe Tides get sucked into their own mini-cracks. Getting into the crack deals huge damage to an enemy (if Lethe'd enemy was in another void crack's effect range, they get sucked into it and receive twice as more damage) and stores them in pocket dimension. Attacking the crack will deal increased damage to all enemies inside of it. After a period of time all surviving enemies will return to reality.
  3. For me personally, Loki is among the less usable warframes out there. Considering his actually cool theme, I thought about how to improve him to make him relevant again, and here's what I've came up with (it's not some major rework, just improvements to existing abilities): Passive - while Loki is wall latching, all active abilities' duration dillate (for example, if decoy is 5s left to live, it will be 10 seconds while wall latching) 1. Decoy Can't be destroyed by enemy Absorbs incoming damage and transforms it into random usables (ammo and orbs), of course with a limits to not spam it on level 200 enemies Re-casting near existing decoy will consume half as much energy and force existing decoy to run to new position (i just thought it would look cool) 2. Invisibility Passively regenerates health Reduces energy consumption for the next 3 abilities (only while invisible) 3. Switch Teleport If used on enemy - this enemy gains effect similar to Radiation status and becomes among the #1 targets for other enemies, while Loki becomes least prioritized target for a couple of seconds. If used on decoy - Loki becomes invulnerable for a couple of seconds and all damage received converts into shields (with passing to overshields). If Loki is already on max shields, effect is redirected to allies in range if their shields are up. Also active invisibility is disabled for these seconds. If used on ally - same effect as previous, but applied to both Loki and ally 4. Radial Disarm Is casted not around Loki himself, but around the aimed point If teleport is casted on affected enemy, its effect lasts longer
  4. Had these thoughts for a while and just decided to share them. Thinking of how to improve melee system I've came up with a mechanic with technical name "Melee Ultimate". How does it work: 1. Firstly player needs to stack ~30 melee hits - after that Ultimate becomes possible. This counter exists independently of combo counter - it can't be sped up with Praedos slam, can't be stacked instantaneous with Corrupt Charge etc. - but at the same moment progress drops when combo time expire. When player uses Ultimate, they will need to stack it up all over again in order to use it again. 2. To perform Ultimate, player will need to perform full stance specific combo, but replace the last strike in the combo with heavy attack. For example, instead of pressing E+E+E+E, player has to press E+E+E+MMB. In this case Ultimate strike is performed instead of regular one. For convenience, player could see some kind of indicator that shows when is the right moment to perform final heavy attack. 3. Ultimate strike is performed with unique animation. It deals huge amounts of damage with increased crits to a group of enemies, and also applies special effects on them. It also doesn't consume melee combo counter, so player doesn't need to be afraid to use it. 4. Every melee type has its own ultimate strike. Examples I've came up with: rapiers send a row of rays (single ray would be lame) that travel forward for big distance and damage every enemy in their way; hammers perform simple slam attack damaging enemies in range around player; dagger is thrown forward as explosive missile. 5. Special effects applied to survived enemies are based on stance equipped. For example, hammer with Crushing Ruin stance would ragdoll enemies and pull them into strike point; hammer with Shattering Storm stance would slow enemies down for a period of time. Such system would really make stances differ from each other, instead of basically just suiting the stance slot polarity. It is also possible for these effects to differ basing on combo performed. I personally think such mechanic would be really fun to play with. Ultimate strike is not something you would perform every second in average gameplay, but as reward it can be kinda op, and so player would really feel the effect.
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