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(PSN)LoisGordils

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Posts posted by (PSN)LoisGordils

  1. I would like an augment that causes motes to debuff enemies that enter its area (only affects the pod):

    Vitality: Reduces enemy health by X%

    Haste: Slows enemies by X%

    Shock: Shocks enemies that come near the pod

  2. 3 hours ago, Amazerath said:

    1) You turned AI off, which means enemies will take additional damage since the game treats them as 'unaware'. Your real damage is actually lower then you make it seem.

    A totally wrong statement. The bonus only applies to melee and DE removed the melee stealth damage bonus in recent updates. So the numbers are accurate. 

    • Like 1
  3. 1 hour ago, (PS4)Nurolkel said:

    2. Increase Seeking Talons projectiles to hit more enemies than the, currently, 8 enemies she can hit with Seeking Talons.  Something I want to know is why is it that Seeking Talons has an 8 enemies cap, but Saryn can nuke entire rooms with Spores and Miasma? Why does that make sense to DE ? 

    Wrong.

    Seeking Talons sends 8 projectiles that will hit and debuff every enemy in your targeting reticle. 

  4. 22 hours ago, Arcira said:

    I´d like to suggest an alternative to the Split Flights mod. I´m not a big fan of "shotgun bows" and would like to see something similar to this:

    Charged Shot (Bow only) - Base Charge Rate is increased by up to three times. At maximum charge the base damage is trippled and base critical strike chance doubled. No multishot.

    The important thing is that the respective values are increased before mods like Serration or Point Strike which means it adds damage multiplicative just like multishot but at the same time removes the possibility to add multishot effects of any kind to your weapon.

    Distinct visuals would be nice as well. Something like a glowing arrow or an effect similar to when a jet is breaking the sound barrier in order to add more impact to this ability.

    I would never use this with that penalty. It would make bows too slow. The Daikyu would have 3 seconds of charge. It should be: "For every second that the bowstring remains drawn, the arrow gains base damage and critical damage capping at X stacks". That way, my bows can remain equally fast, but if I hold my charge, I can further increase the power of the shots.

  5. 1 hour ago, Birdframe_Prime said:

    No, true, but literally what was the point of it when it was already a function of her 3?

    Actually, that's a very common misconception. Her 3 does not silence weapons, it deafens enemies in a certain radius. Meaning, enemies outside the aura can and will hear you if you're using something alarming like explosives. 

  6. I was 100% ready to bash and hate on your post because I thought it was one of those gangrenous 'Zawframe' threads. 

     

    Anyhow, I think this would be neat. Although, unlikely to happen

    • Like 2
  7. 10 minutes ago, (PS4)CrysJaL said:

    Calligraphy, Kamiatachi, Hive and Ballerina weren't exactly terrible though. Hell, my Ballerina concept I posted a while back was really original in my opinion and would have been fun at least. But let's not hijack this post eh?

    He always hijacks posts while making zero creative contributions to the forums. I don't mind him hehe

  8. 3 minutes ago, (XB1)GearsMatrix301 said:

    Who wants to tell him that Broken won.

     

    1 minute ago, (PS4)CrysJaL said:

    To be honest I was wondering if we were allowed to. Regardless it's fun to theorycraft concepts. It's not like any fan concepts were going to get in purely on their own even if Hive had won.

    So the worst theme won? Even the ballerina one was a better choice -_-

     

    Oh well, hopefully someone at DE likes the idea of a hive/insect themed Warframe.

    • Like 1
  9. 28 minutes ago, (PS4)CrysJaL said:

    I like the idea of infesting enemies to spawn hornets. I feel you might be better served by allowing for multiple different types of Hornets at a time though. 

    The overal lkit feels too reliant on having the hornets available and if they can die to enemies then I'm not sure how reliable the entire kit will be as a result if you might struggle to make your ultimate.

    This is still an interesting kit though, I really like the overall idea. The direction you've taken in terms of infecting enemies inspires me to start a fresh kit along a vaguely similar direction.

    Hey! Thank you for your input! 🙂

    I don't touch numbers, because DE always use their own values for everything, but by scaling with current enemy levels, the hornets should be quite durable. 

    I thought of having multiple species be used at once, but then it felt overpowered. Not to mention it kinda beats the purpose of having different species for different purposes, would create conflict with passive attributes and wouldn't do well with the ultimate 😕

     

  10. So, a few weeks ago, there was a call to the community to brainstorm the next Warframe theme. After the deadline, DE announced the top themes to be considered for the next phase. None of the Warframe themes suggested really interested me, except for the Hiveframe. I’ve always wanted an insect queen Warframe that commands her own swarm of insects (Titania is not this, she’s a fairy). Therefore, I will propose some potential ideas and concepts for Hiveframe’s abilities. I am aware that Design Council has not even voted on a theme, but I still want to express my ideas regardless. For convenience, the frame will be called Hiveframe and the insects Hornets.

    The Swarm (Passive): At the start of a mission, Hiveframe always starts with Y number of hornets. The species she starts with can be selected from the arsenal. Each hornet constantly orbits Hiveframe, deterring melee attackers from coming too close and granting a bonus perk dependent on chosen subspecies. The number of hornets (capped at X amount) is shown as a special UI icon and their level scales accordingly to enemy levels.

    Abilities:

    1.     Vespa Hive: Selecting from several subspecies, Hiveframe injects an egg into an enemy, turning them into a makeshift hive that will spawn hornets. Enemies that have eggs inside them become immobilized and invulnerable. Once hatched, they will swarm around Hiveframe.

       a)     There are three possible species to choose from:

              ·       Venusian: Hornets that thrive on the harsh Venusian ecosystem and use coolant to nurture their young. When orbiting Hiveframe, she gains bonus armor that scales with the number of hornets alive.

              ·       Ceresian: Adapted to the polluted and caustic environment of the Grineer-dominated planet, these toxic hornets sicken their prey before consuming them. Each Ceresian hornet grants Hiveframe a chance to ignore status effects capping to X% to ignore status effects

              ·       Martian: Acclimated to the searing deserts of Mars, Martian Hornets speed through the sands, utilizing their colorful wings to reflect sunlight and blind potential prey. When orbiting Hiveframe, Ceresian hornets grant disorient enemies, severely reducing their accuracy when targeting Hiveframe.

        b)     With each hornet spawned, the enemy takes X% of their health as True damage, eventually killing them once enough hornets have spawned.

        c)     Ability note: You can only have one type of hornet out at any given time. Switching and incubating a different species automatically kills the active hornets. Prompting you to make another hive.

    2.     Vespa Strike: Command a hornet to attack an enemy. If the enemy is killed, two things happen: the hornet will move on to the closest enemy and, if the number of hornets has not reached the cap, a new one will spawn from the corpse.

    a)     Damage is dependent on species type:

              ·       Venusian: They have thick armor plating and their stingers deal Puncture and Slash damage to enemies with guaranteed bleed procs. When a Venusian Hornet dies, it explodes, sending sharp pieces of its plating careening towards enemies, knocking them down and dealing damage based on a percentage of the hornet’s health.

              ·       Ceresian: These hornets deal Puncture and Toxin damage and leave a puddle of corrosive goo when they die that both eats away at armor and slows down enemies.

              ·       Martian: Their stingers deal Slash damage with a greatly increased chance at critical hits. Additionally, if Martian Hornets are killed, they release a burst of light that blinds enemies in a small area.

       b)     Tap to launch individual hornets or Hold the ability to recall all of them back to the swarm. Commanding hornets to strike should not have a cast animation (similar to Molt), they simply home in (keeps the flow of combat). Recalling, however, does have a casting animation.

     

    3.     Vespa Stingers: Hiveframe sheathes her current secondary weapon and begins launching the stingers on her palms as projectiles. These deal Puncture and Toxin damage, while proccing Corrosive and have innate punch-through against bodies. Alt-fire sends a pheromone-infused stinger the sends the swarm into a frenzy: bolstering attack speed, critical damage, movement speed and granting the hornets the ability to proc Corrosive with each attack, however, they become more sensible to damage.

     

    4.     Vespa Swarm: Only usable once the maximum number of hornets is reached, Hiveframe blankets an area with a swarm of hornets for a duration. The ability can be charged to increase the area where the swarm will spawn.

       a)     The swarm also deals constant damage to enemies entering the area, reduces their accuracy and has unique effects dependent on chosen hornet type:

              ·       Venusian: Because of the consumption of coolant and the fact that there are trace amounts in their armor, a Venusian hornet swarm will lower the temperature inside it. Enemies are slowed as there are being picked apart by their sharp stingers. Allies standing inside are fortified with bonus armor and are healed by X amount with each enemy death.

              ·       Ceresian: The noxious chemicals in their wings poison the air with a lethal gas. Ceresian hornet swarms will constantly eat away at enemy armor while emitting clouds of Gas damage (and proc) that gradually increases in lethality as enemies are inside. Allies standing in the cloud gain bonus Gas damage to their weapons each time an enemy dies.

              ·       Martian: A mesmerizing display of lights, Martian Swarms tend to confuse enemies into attacking each other when inside the swarm. Allies standing in the swarm are effectively cloaked from enemies. Each enemy killed grants bonus attack speed to allies.

     

    And there it is, my take on a hive themed Warframe. I try to have synergy and also tried to make it as unique as possible. But with over 40 different Warframes, it is very hard to avoid overlapping with other frame kits. Thank you for reading😊

    • Like 1
  11. My take on some of those changes:

    1. Impact: Upon reaching X amount of procs, the enemy is disarmed.

    2. Puncture: Deals immediate damage to health instead of damage over time like Slash does (it pierces armor and strikes the vulnerable health beneath). Having Puncture cause damage reduction is utterly useless and nonsensical.

    3. Cold: As Cold procs are accumulated, the enemy is gradually slowed until it freezes solid. Frozen enemies take more damage from Impact, Puncture and Blast.

    4. Viral: Non-infected enemies that come into contact with a sick one can get infected and contract the Viral status. 

    5. Blast: Does AoE damage based on total weapon damage + knockdown. Accuracy debuff is, again, not useful.

    7. Magnetic: Creates a magnetic field around the enemy's head, attracting projectiles to them. Extra damage against shields, while neat, will never be useful when Toxin is a far superior choice. Having it do something that can be useful regardless of health type would make it a worthwhile proc.

  12. Recently, status effects got changed for the better, with several elements receiving new procs entirely. However, some procs remain bad. A tought:

    1. Impact: Upon reaching X amount of procs, the enemy is disarmed.

    2. Puncture: Deals immediate damage to health instead of damage over time like Slash does (it pierces armor and strikes the vulnerable health beneath). Having Puncture cause damage reduction is utterly useless and nonsensical.

    3. Cold: As Cold procs are accumulated, the enemy is gradually slowed until it freezes solid. Frozen enemies take more damage from Impact, Puncture and Blast.

    4. Viral: Non-infected enemies that come into contact with a sick one can get infected and contract the Viral status.

    5. Blast: Does AoE damage based on total weapon damage + knockdown. Accuracy debuff is, again, not useful.

    7. Magnetic: Creates a magnetic field around the enemy's head, attracting projectiles to them. Extra damage against shields, while neat, will never be useful when Toxin is a far superior choice. Having it do something that can be useful regardless of health type would make it a worthwhile proc.

  13. 28 minutes ago, (PS4)StarStruckNebula said:

    Passive: Gives Chroma an aura that applies a 10% elemental damage buff to yourself and allies' weapons depending on the emissive, while also dictating what element Chroma's attacks

     

    28 minutes ago, (PS4)StarStruckNebula said:

    Chroma breathes a stream of energy that buffs your allies with 50% damage reduction (depending on power strength) to the element that your emissive is set to. Otherwise the damage
    it currently has is buffed by about 2-3x and given 100% status chance, while making the attack far bigger and increasing its range to about 12m. The attack can be charged up to 
    release a massive wave of energy that does 3x the damage of the fire breath and takes half a second to charge up. Using Spectral Scream while elemental ward is active gives a 50% 
    base damage increase while using vex armor will have Spectral Scream be affected by it now.

    No cycling between elements and still bound to colors for switching? 0/10 -_-

    • Like 1
  14. 19 hours ago, (XB1)GearsMatrix301 said:

    It’s immediate 50%

    Wrong

    1 hour ago, (XB1)GearsMatrix301 said:

    It was never stated as having a 2 second build up. And even the wiki mentions nothing of it.

    Also wrong

    "Every 0.5 seconds after the initial proc, the enemy will have 15%, 30%, 40%, 50% of its armor stripped. It will therefore take 2 seconds to reach the maximum armor strip. Proccing more heat status effects within this time frame will not speed up the armor stripping process.
    After the proc ends, the target will regain armor every 1.5 seconds for 6 seconds. The enemy's armor strip will decrease as follows: 50%, 40%, 30%, 15%, 0%." - http://warframe.wikia.com/wiki/Damage/Heat_Damage

    • Like 2
  15. It's not the proc

    It's not the damage

    It's not the existence of Toxin

    It's the lack of Shield-only enemies and the need to break them, rather than bypass them. 

    If DE introduces new enemies/Faction that only have shielding as the only health type (say energy based enemies), Magnetic will see a boost in its use. As it stands, Magnetic is not used because you can use Toxin to bypass health or damage weakpoints to bypass shield gate entirely. If you introduce enemies or a faction that is purely shield-based, there would be no shield to bypass.

    This reminds me of the Shock element in Borderlands 1. Although being very good against shields, most people didn't use Shock against them because they could always burn it or corrode it away easily. What did they do? Introduce shield-only enemies in Borderlands 3. This sudden need to quickly take down (not bypass) shielding made Shock much more relevant than it was. Translating that to Warframe, if you can always bypass shields, you would never use Magnetic. If shield is the only health-type a given enemy possesses, you would be motivated to mod for Magnetic in order to break them down. Introducing shield-only enemies to the Corpus wouldn't really make an impact, since they would be vastly outnumbered by the amount of health+shield enemies. My take is that, with the eventual incorporation of the Duviri faction, DE makes enemies that are weak to Magnetic as a whole.

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