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Fractyr

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Posts posted by Fractyr

  1. the fact that you hard nerfed the topaz shard AFTER release while also making them a permanent fusion is extremely unfair.

    imagine you bought extremely fast car but they permanently remove your engine after you bought it. you now have a useless car that you cannot do anything with and cant fix.

    easy fix is to allow shard fission but its probably not going to happen because de doubled down on the "CONFIRM" function

    • Like 6
  2. 8 hours ago, potiisbest said:

    Defenetly something there ! I read all of it unlike some.. DE should take a look and get some ideas. The only problem that i have with a leaderboard tied to a reward system is that the same 4-5 squad will dominate the leaderboard every time and they will get the tier 1 rewards AKA : the big plat , kuva , armor set etc , this is only a problem because they take away the oporunity from other squads who are not that experienced in playing together to achive something. The already experienced squads who are domination the leaderboards rn will dominate it in this gamemode too they will have expensive armor set selling for plat , plat , kuva to roll and sell for plat . So they will kick out the lower tier squads ( not a lot lower just a tiny bit lower ) becuase they played the game much longer = have more experience w eachoter than the lower tier squads . Other than this a few minor things are not in place like : if you reach X point on the 5th day of the 60 day cycle someone looks up the biggest number before reset at day 59 and than he will just have to beat that , nobody will have time to beat the record before reset. 

     

    The rewards should be tied to a point trashold so everybody has a chance to get it who are that good in the game and has that kind of setup instad of 1 team kicking the other in the face becuase they are more used to eachother .

    you're right about that. I'll figure something out.

    • Like 1
  3. 8 hours ago, (NSW)PokeMasterHunter said:

    Armor:145/Shield: 340/Speed:[havent decided]/Energy:200

    If warframe is a tank support, she should have high base health and shields with low armour and low speed e.g 0.9

    8 hours ago, (NSW)PokeMasterHunter said:

    Passive:If Alvinua is near Grineer, there is a 36% chance for 2 grineer to become allies, and attack enemies. They can still be killed, and give double the energy.

    If converted grineer can be killed while active, aoe weapons or abilties will be able to damage them.
    My suggestion (arbitrary values):
    Every 10 seconds, there is a 36% chance for a maximum of 2 grineer within 50m turn invincible for 30 seconds and become allies. When duration expires, each grineer will automatically die and drop 2 energy orbs.

    8 hours ago, (NSW)PokeMasterHunter said:

    Wall [forgot the name of it]

    if you are talking about those airbag walls, its called a blunt

    • Like 1
  4. 2 hours ago, Uhkretor said:

    Dude, if I want a bad system like the one you presented, I'll install Skyforge and play it.

     

    Maybe you should do the same thing, and test it out yourself for years too and see how it works out for you. If you end up liking it, stay there. Warframe's perfect as it is, implementing this... thing... isn't going to solve anything.

    So I just took a look at a few Skyforge reviews and there are some major differences

    1. You cannot pay to win. Resources for Gear Prestige and infinite skill tree only drop from designated missions in Elite Star Chart.
    2. Infinite skill tree effects are only active in the Elite star chart. The rest of the game is played without them.
    3. There is actually a reason to get stronger to get rewards on the REM leaderboard, unlike skyforge where there is a feedback loop between gaining power and unlocking content which enables even more power gain.

    4. I think its fair to say that the power upgrades/ skill tree UI for Skyforge looks like a mess. Presentation and organisation in Warframe will be much cleaner.

  5. 1 hour ago, Uhkretor said:

    Dude, if I want a bad system like the one you presented, I'll install Skyforge and play it.

     

    Maybe you should do the same thing, and test it out yourself for years too and see how it works out for you. If you end up liking it, stay there. Warframe's perfect as it is, implementing this... thing... isn't going to solve anything.

    Maybe you could just state why you don't like this since installing and playing Skyforge just to change a few sentences on a forum post seems a little excessive.
    In my opinion, ranked star chart creates a competitive atmosphere in the game which pushes veterans to the limit and gives them "endgame" but maybe your view is different.

  6. 15 hours ago, Marine027 said:

    Nope, just nope.

    Prestige for stats will later end up with to big gaps between new players and those who play longer already.

    It can be bad already with certain equipment.

    Best i can see as prestige is a +5 on low resources, +1 on rare ones or so.

    But not stat wise, i see it like in GW2 where you can raise your luck and get a gold and xp bonus as account login after like every 30 days i think it was. But it is nothing high.

    Stats should never be a thing you can raise to much, causes to much imbalance as we already have on certain things.

    Also, way to long text overall, i only seen the prestige thing now, this is a forum, not your autobiography release.

    gives new players a goal to work towards and helps veterans to push further and further through the difficulty levels

  7. 15 hours ago, Uhkretor said:

    I stopped reading after this, due to the fact that SKYFORGE HAS IT and its a system that's more detrimental than beneficial...

    "How do you know?" you might ask... Simple... I've played Skyforge for the past 5 YEARS and gave it up in favor of Warframe.

     

    I kindly ask that you, and this is coming from someone that underwent such a system for 5 years, keep it away from Warframe. Thanks in advance.

    why don't you like it

  8. WARFRAME: LIMITLESS - Ranked Endgame Star Chart & Gear Prestige

    (Warframe: Limitless splash art concept)

    Concept art and videos will be added soon since they cannot be produced without a gaming PC, which broke during the quarantine.

    INTRODUCTION

    Warframe: Limitless is the update that ignites the competitive spirit in hardcore veteran players and gives new players a power fantasy to progress towards. From a limitless difficulty slider to lucrative leaderboard rewards, the biggest content revision yet presents itself as the fabled endgame.

     

    CONTENTS:

    CHAPTER 1: Ranked Endgame Star Chart
    1A: Difficulty Slider and Level Scaling

    1B: Regular Game Modes Changes

    1C: Ranked Endurance Mode (REM)

    1D: REM Score Calculation

    1E: REM Rewards

     

    CHAPTER 2: Gear Prestige and Infinite Scaling Power

    2A: Argon Helix and Overcharger

    2B: Base Stats and Mod Strength Upgrade

    2C: Void Capacitor and Unlimited Power

     

    CHAPTER 3: Miscellaneous

    3A: Additional Changes

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

    CHAPTER 1: Ranked Endgame Star Chart

     

    1A: Difficulty Slider and Level Scaling

    Players can now visit a separate Elite Star Chart where enemy levels at the lowest difficulty are 100-1000 instead of 1-50 in the normal star chart (Earth to Sedna).

    Every difficulty level of the Elite Star Chart will grant mastery rank points.

    (Visiting new star chart concept video)

    (Difficulty Slider Concept video)

     

    Each difficulty level after 1 increases:

    • Enemy level by 100%

    • Resource, XP and credit gain by 20%

    For example:

    At Level 1 (Lowest Difficulty):

    Enemy Level (Earth to Sedna): 100-1000

    Resource, XP, Credits: +0%

     

    At Level 4:

    Enemy Level (Earth to Sedna): 400-4000

    Resource, XP, Credits: +60%

     

    Completing ALL nodes on a specific difficulty unlocks Ranked Endurance Mode for the respective difficulty and enables the next difficulty level.

    (Ranked Endurance Mode Nodes Concept Art)

     

    For example: 

    Completed All Nodes on Level 2 Elite Star Chart:
    Unlock:

    • Level 2 Ranked Endurance Mode

    • Level 3 Elite Star Chart (Starts on Earth)

     

    1B: Regular Game Modes Changes

    These changes only apply to the Elite Star Chart

    Survival:

    • Enemy Spawn Rate x2

    • Enemy Speed x2

    • Life Support Drain x2

     

    Defence: 

    • Enemy Spawn Rate x2

    • Enemy Speed x1.5

     

    Mobile Defence: 

    • Mobile Defence is now ENDLESS

    • Players can extract after defending the first 3 terminals

    • Enemy Spawn Rate x1.5

    • Enemy Speed x2

     

    Disruption: 

    • No Change

     

    Capture: 

    • Capture target has pinpoint accuracy

    • Capture target always has a ranged attack

    • Capture target will fight you (on first sight) instead of running away

    • Capture target can summon x4 random eximus at a time

    • Capture target has x4 Speed

    • Capture target has x4 Damage

    • Capture target has x10 health

     

    Excavation:

    • Enemy speed x3

     

    Exterminate:

    • All enemies are alerted and alarms are always on

    • Every enemy is an eximus

    • Enemies have pinpoint accuracy

     

    Hijack: 

    • Shield Drain x4

    • Enemy Spawn Rate x2

    • Enemy Speed x1.5

    • Cart Nullifier Bubble Radius x3

    • Cart Speed x2

    • Cart Health Decay x1.5

     

    Spy:

    • 9 vaults instead of 3

    • Tripping any alarm in spy vault will instantly fail the entire mission

    • Enemy spawn rate x4 in spy vault

     

    Assault:

    • Enemy Spawn Rate x2

    • Kuva Guardian (Fat Guy) Spawn Rate x4

     

    Sabotage:

    • Enemy Speed x2 

    • Enemy Spawn Rate x2

    • Enemy Damage x2

    • All enemies are alerted and alarms are always on

    • There is now 2 of the same boss on the other side of the portal e.g fighting 2 Lynx at the same time

     

    Assassination:

    • Boss health x4

    • Boss damage x2

     

    Interception:

    • Enemy Speed x3

    • Enemies will split up and try to capture multiple points at once

    • Enemies will prioritize capturing points instead of engaging players

     

    Arena (Index/ Rathuum):

    • Credits/ Endo x Difficulty Level x 2

    For example:

    500000 credits earned from index at Elite Star Chart Level 3:

    500000 x 3 x 2 = 3000000 credits

     

    Orb Vallis/ Plains of Eidolon:

    • Bounty rewards/points x Difficulty Level x 2

    For example:

    Completed 1000 point bounty at Elite Star Chart Level 3:

    1000 x 3 x 2 = 6000 points

    and

    6x rewards from bounty

    • Mining rewards x Difficulty Level x 2

    For example:

    Obtained 10 Auron from mining at Elite Star Chart level 5:

    10 x 5 x 2 = 100 Auron

    • Enemy spawn rate x2 (includes Dargyns and Dropships)

     

    Orb Hunts and Eidolon Hunts:

    • Disabled (Vomvalysts and small spiders will spawn as normal)

     

    Defection:

    • Grineer defectors speed x3

    • Enemy Damage x2

    • Enemy speed x2

     

    Sanctuary Onslaught:

    • Disabled

     

    Railjack: 

    • Disabled

     

    Quests:

    • Disabled

     

    Syndicate Missions:

    • Syndicate Points x Difficulty Level x 2

    For example:

    2000 point Syndicate Mission completed at Elite Star Chart Level 2:
    2000 x 2 x 2 = 8000 Syndicate Points

     

    Archwing Missions (Rush/ Pursuit):

    • Disabled

     

    Rescue:

    • Enemy Speed x2

    • Enemy Spawn Rate x2

    • Enemies will prioritize killing the rescue target over engaging players

     

    Infested Salvage:

    • No Change

     

    Nightmare Missions:

    • No Change

     

    Invasions: 

    • Invasion Rewards x Difficulty Level x 2

    For example:

    3x Fieldron earned from invasion at Elite Star Chart Level 6:

    3 x 6 x 2 = 36x Fieldron

     

    Sorties:

    • Disabled

     

    Void Fissures:

    • Disabled

     

    Arbitrations:

    • Disabled

     

    Kuva Missions (Kuva Survival Included):

    • Kuva x Difficulty level x 2

    For example:

    10000 Kuva earned at Elite Star Chart Level 1:

    10000 x 1 x 2 = 20000 Kuva

     

    Kuva Lich Spawn:

    • Disabled

     

    Assassin Spawn (Stalker/ Zanuka/ G3):

    • Disabled

     

    Alerts:

    • Disabled

     

    Simaris scan target Spawn:

    • No Change

     

    Syndicate kill squad Spawn:

    • No Change

     

    1C: Ranked Endurance Mode (REM)

    After clearing all nodes at a specific difficulty level, 5 different nodes will appear next to Sedna with the following Ranked Endurance Modes:

    • Excavation

    • Survival

    • Defence

    • Mobile Defence Endless (See 1B)

    • Interception

     

    Unlocking REM for one difficulty does not do so for other difficulties. If a player wishes to compete in REM of a higher level than the current Elite Star Chart, all nodes of the respective difficulty must be completed.

    Special Mission Properties:

    1. These REM missions cannot be failed, are completed when specified conditions are met and require all teammates to EXTRACT TOGETHER (see completion criteria below).

    2. Enemy level scaling is unique to this gamemode.

    • Enemy level upon entering a mission is the minimum for the respective difficulty level.

    For example:

    Starting enemy level upon entering:

    REM Level 1 survival = 100

    REM Level 3 survival = 300

    • Enemy level scaling rate x2

    1. Mission will always start in Grineer Galleon tileset 

    (except Excavation, which will start and only switch tilesets to other excavation tilesets e.g Pluto, Earth etc.)

    1. IMPORTANT: Every 3rd Rotation, mission time and all timers (abilities, life support, combo counter etc.) will pause for a brief moment as all players are teleported to a random tileset where the mission will continue (e.g every 15 minutes survival, every 3 mobile defence terminals etc.)

    • Teleportation process will feel similar to entering a portal in Sanctuary Onslaught

    • Enemy types will change according to tileset

    • All abilities and their effects will remain active and retain their stacks (e.g Saryn stacks, Harrow crit/ invulnerability, Ivara invisibility etc.)

    • Terrain bound abilities such as Frost’s globe, Nidus’s Ravenous or Ember’s Ring of Fire will remain in the previous tileset

    • Enemies will not spawn until all players have teleported in, preventing getting spawn killed

    • Players will receive 30 seconds invulnerability and crowd control immunity upon teleporting to a new tileset

    • Excavation Teleport: All players will teleport beside an existing excavator in the next tileset (excavation tilesets only). Mission time, all timers and excavator power drain will resume 5 seconds after all players teleport in.

    • Survival Teleport: All players will teleport beside an existing life support capsule in the next tileset. Mission time, all timers and life support decay will resume 5 seconds after all players teleport in.

    • Defence Teleport: All players will teleport beside an existing defence target in the next tileset. Mission time, all timers and waves will resume 5 seconds after all players teleport in.

    • Mobile Defence Teleport: All players will teleport to a regular spawn point in a mobile defense tileset with the datamass in front of them. Mission time and all timers will resume 1 seconds after all players teleport in.

    • Interception Teleport: All players will teleport to point D in the next tileset. Mission time, all timers, and capture enable 1 second after all players teleport in.

    REM COMPLETION CRITERIA:

    REM Excavation Completion Criteria:

    • Player extraction

    OR

    • Excavator Destroyed

    OR

    • No More Revives on all players

     

    REM Survival Completion Criteria:

    • Player extraction

    OR

    • Life Support Depletion

    OR

    • No More Revives on all players

     

    REM Defence Completion Criteria:

    • Player extraction

    OR

    • Defence target destroyed

    OR

    • No More Revives on all players

     

    REM Mobile Defence Endless Completion Criteria:

    • Player extraction

    OR

    • Terminal Destroyed

    OR

    • No more Revives on all players

     

    REM Interception Completion Criteria:

    • Player extraction

    OR

    • Failed to intercept transmission (enemy 100%)

    OR

    • No more revives on all players

     

    1D: REM Score Calculation

     

    1. Each of the 5 REM Gamemodes have their own respective leaderboards. 

    2. Displayed score is the number shown on the leaderboard. Calculations for tie breaker and other purposes are done internally.

    3. Leaderboards are global, disregarding the region set by the player. 

    4. Score and current division (see 1E for divisions) are displayed in real time on the player HUD during a REM mission.

    (HUD Display concept art)

     

    Mechanics for score calculation, tie breakers and squad scores are mentioned below.

     

    Survival:

    • Displayed score: 

    (Survival time in milliseconds x Difficulty)

    For example:

    117 minutes, 42 seconds and 673 milliseconds survival at Elite Star Chart Level 3:

    7062673 x 3 = 21188019 score

     

    • Tie breaker: 

    Highest total damage dealt

    IF UNSUCCESSFUL:

    Random placement of affected players and squads

     

    • Squad score:

    Squads who complete the mission together will occupy the same rank on the leaderboard (e.g 4 players can be rank 1 simultaneously)

     

    Excavation:

    • Displayed score: 

    ((Excavations completed x Difficulty x Total Kills x 1,000,000,000) / Mission time in milliseconds) rounded to the nearest whole number.

    For example:

    13 excavations completed at Elite Star Chart Level 5 with 616 kills in 83 minutes 55 seconds and 789 milliseconds:

    ((13 x 5 x 616 x 1,000,000,000) / 5035789) = 7951088 score

     

    • Tie breaker:

    Highest total damage dealt

    IF UNSUCCESSFUL:

    Random placement of affected players and squads

     

    • Squad score:

    Squads who complete the mission together will occupy the same rank on the leaderboard (e.g 4 players can be rank 1 simultaneously)

     

    Defence:

    • Displayed Score: 

    ((Waves completed x 100,000,000,000 x Difficulty) / mission time in milliseconds) rounded to the nearest whole number.

    For example:

    42 waves completed at Elite Star Chart Level 1 in 69 minutes:

    (42 x 100,000,000,000 x 1) / 4140000 = 1014493 score

     

    • Tie breaker:

    Up to 10 decimal places taken into account.

    IF UNSUCCESSFUL:

    Highest total damage dealt

    IF UNSUCCESSFUL:

    Random placement of affected players and squads

     

    • Squad score:

    Squads who complete the mission together will occupy the same rank on the leaderboard (e.g 4 players can be rank 1 simultaneously)

     

    Mobile Defence Endless: 

    • Displayed score:

    ((Terminals defended x Difficulty x Total kills x 10,000,000) / Mission time in milliseconds) rounded to the nearest whole number.

    For Example:

    43 terminals defended at Elite Star Chart Level 5 with 4789 kills in 1 hour 3 seconds and 504 milliseconds:

    (43 x 5 x 4789 x 10,000,000) / 3603504 = 2857316 score

     

    • Tie breaker:

    Highest total damage dealt

    IF UNSUCCESSFUL:

    Random placement of affected players and squads.

     

    • Squad score:

    Squads who complete the mission together will occupy the same rank on the leaderboard (e.g 4 players can be rank 1 simultaneously)

     

    Interception:

    • Displayed score:

    ((Rounds played x Difficulty x Total Kills x 1,000,000,000) / (Total points recaptured by enemy +1) x Mission time in milliseconds) rounded to the nearest whole number.

    For example:

    30 rounds played at Elite Star Chart Level 3 with 5138 kills and 16 total points recaptured by enemy in 69 minutes 6 seconds and 420 milliseconds:

    (30 x 3 x 5138 x 1,000,000,000) / (17 x 4146420) = 6560160 score

     

    • Tie breaker:

    Highest total damage dealt

    IF UNSUCCESSFUL:

    Random placement of affected players and squads.

     

    • Squad score:

    Squads who complete the mission together will occupy the same rank on the leaderboard (e.g 4 players can be rank 1 simultaneously)

     

    1E: REM Rewards

    Every season of REM lasts 60 days and rewards are given to the following players/ squads in each leaderboard of 5 game modes (Excavation, Survival, Defence, Mobile Defence, Interception) therefore it is possible for a player or squad to obtain 2 or more REM rewards.

     

    (Leaderboards concept art)

     

    Rank 1: 

    1. 1000 platinum

    2. Transcendent Armour set (Tradeable)

    3. Transcendent Syandana (Tradeable)

    4. Rank 1 Season # Profile Badge

    5. Rank 1 Season # Decoration Trophy (Tradeable)

    6. Current Tier 3 Prime Access Pack

    7. Animated Rank 1 Season # Sigil (Tradeable)

    8. Animated Rank 1 Season # Glyph (Tradeable)

    9. Animated Rank 1 Season # Sekhara (Tradeable)

    10. REM Sigil (Sellable)

    11. 500,000 Kuva

     

    Rank 2:

    1. 750 platinum

    2. Eternal Armour set (Tradeable)

    3. Eternal Syandana (Tradeable)

    4. Rank 2 Season # Decoration Trophy (Tradeable)

    5. Current Tier 2 Prime Access Pack

    6. Animated Rank 2 Season # Sigil (Tradeable)

    7. Animated Rank 2 Season # Glyph (Tradeable)

    8. Animated Rank 2 Season # Sekhara (Tradeable)

    9. REM Sigil (Sellable)

    10. 450,000 Kuva

     

    Rank 3:

    1. 500 platinum

    2. Unstoppable Armour set (Tradeable)

    3. Unstoppable Syandana (Tradeable)

    4. Rank 3 Season # Decoration Trophy (Tradeable)

    5. Current Tier 1 Prime Access Pack

    6. Animated Rank 3 Season # Sigil (Tradeable)

    7. Animated Rank 3 Season # Glyph (Tradeable)

    8. Animated Rank 3 Season # Sekhara (Tradeable)

    9. REM Sigil (Sellable)

    10. 400,000 Kuva

     

    Zodian League (Top 10):

    1. 1000 platinum

    2. 30,000,000 credits

    3. Season # Zodian Decoration Trophy (Tradeable)

    4. Animated Season # Zodian Sigil (Tradeable)

    5. Animated Season # Zodian Glyph (Tradeable)

    6. Animated Season # Zodian Sekhara (Tradeable)

    7. REM Sigil (Sellable)

    8. 300,000 Kuva

     

    Thyst League (Top 50):

    1. 750 platinum

    2. 20,000,000 credits

    3. Season # Thyst Decoration Trophy (Tradeable)

    4. Animated Season # Thyst Sigil (Tradeable)

    5. Animated Season # Thyst Glyph (Tradeable)

    6. Animated Season # Thyst Sekhara (Tradeable)

    7. REM Sigil (Sellable)

    8. 275,000 Kuva

     

    Amarast League (Top 100):

    1. 500 platinum

    2. 17,500,000 credits

    3. Season # Amarast Decoration Trophy (Tradeable)

    4. Animated Season # Amarast Sigil (Tradeable)

    5. Animated Season # Amarast Glyph (Tradeable)

    6. Animated Season # Amarast Sekhara (Tradeable)

    7. REM Sigil (Sellable)

    8. 250,000 Kuva

     

    Nyth League (Top 500):

    1. 250 platinum

    2. 15,000,000 credits

    3. Season # Nyth Decoration Trophy (Tradeable)

    4. Animated Season # Nyth Sigil (Tradeable)

    5. Animated Season # Nyth Glyph (Tradeable)

    6. Animated Season # Nyth Sekhara (Tradeable)

    7. REM Sigil (Sellable)

    8. 225,000 Kuva

     

    Sentirum League (Top 1000):

    1. 150 platinum

    2. 12,500,000 credits

    3. Season # Sentirum Decoration Trophy (Tradeable)

    4. Animated Season # Sentirum Sigil (Tradeable)

    5. Animated Season # Sentirum Glyph (Tradeable)

    6. Animated Season # Sentirum Sekhara (Tradeable)

    7. REM Sigil (Sellable)

    8. 200,000 Kuva

     

    Goblite League (Top 10%):

    1. 75 Platinum

    2. 10,000,000 credits

    3. Season # Goblite Decoration Trophy (Tradeable)

    4. Animated Season # Goblite Glyph (Tradeable)

    5. Animated Season # Goblite Sekhara (Tradeable)

    6. REM Sigil (Sellable)

    7. 100,000 Kuva

     

    Crimzian League (Top 30%):

    1. 50 Platinum

    2. 6,000,000 credits

    3. Season # Sentirum Crimzian Trophy (Tradeable)

    4. Animated Season # Crimzian Sekhara (Tradeable)

    5. REM Sigil (Sellable)

    6. 75,000 Kuva

     

    Veridos League (Top 50%):

    1. 35 Platinum

    2. 2,000,000 credits

    3. Season # Veridos Decoration Trophy (Tradeable)

    4. REM Sigil (Sellable)

    5. 50,000 Kuva

     

    Phasmin League (Top 75%):

    1. 20 Platinum

    2. 1,000,000 credits

    3. REM Sigil (Sellable)

    4. 25,000 Kuva

     

    Azurite League (Top 100%):

    1. 10 Platinum

    2. 500,000 credits

    3. REM Sigil (Sellable)

     

    REWARD DETAILS:

    Armour sets and Syandana:

    Following the design philosophy of the Riv armour sets from Conclave, the armour sets and syandana from rank 1 to 3 will be a visual upgrade of the one before (e.g Riv Elite > Riv Mid > Riv Min).

    (Riv Armour Sets Pictures)

    1. Transcendent Armour Set + Syandana (Eternal Set Visual Upgrade)

    2. Eternal Armour Set + Syandana (Unstoppable Set Visual Upgrade)

    3. Unstoppable Armour Set + Syandana

    (armour sets and syandana concept art)

     

    Profile Badge and Decoration Trophy:

    The Profile Badge for Rank 1 includes the number of the season written in Arabic numerals.

    The Decoration Trophies are reminiscent of/ based on the gems they are named after and include the number of the season written in Arabic numerals. Rank 1, 2 and 3 trophies follow the same design system as the armour set.

    (Badge and Deco Concept Art)

     

    Animated Sigil, Glyph and Sekhara:

    The Animated Sigils, Glyphs and Sekharas are reminiscent of/ based on the gems they are named after and include the number of the season written in Arabic numerals which periodically morphs into Orokin numerals. Rank 1, 2 and 3 animated sigils, glyphs and sekharas follow the same design system as the armour set.

    (Animated Sigil, Glyph and Sekhara Concept art)

     

    REM Sigil:

    Standard Non animated sigil with no numbers.

    (REM Sigil concept art)

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

    CHAPTER 2: Gear Prestige and Infinite Scaling Power

    2A: Argon Helix and Overcharger

    Argon Helix:

    • Replaces Argon Crystals in the Elite Void.

    • Decays twice as fast

    • Used to socket into Overcharger

    (Argon Helix concept art)

     

    Overcharger: 

    • Drops from Rotation C in Elite Sedna endurance missions

    Endurance missions include:

    Survival

    Defence

    Mobile Defence Endless

    Disruption

    Interception

    • Tradeable

    • Used for Gear Prestige

    • Overcharger can be upgraded from Level 1 to 5 by socketing Argon Helix the respective number of times. 

    For example:

    Level 4 Overcharger needs 4 Argon Helix socketed

    • Overchargers without socketed Argon Helix are completely useless.

    • Argon Helix can be socketed and unsocketed freely unlike Ayatan sculpture star socketing mechanics.

    (Overcharger concept art)

     

    2B: Base Stats and Mod Strength Upgrade

    Gear Prestige:

    • Increases base stats of gear and amplifies mod strength by 10%.

    • Main objective of Gear Prestige is to give new players a goal to work towards and help veterans power though the difficulty levels

    • Gear Prestige resets the gear level, similar to Forma.

    • Affinity requirement after Gear Prestige increases by 100% each time.

    • Gear Prestige Level for respective gear will display in the Profile and Arsenal screen in the same area as Forma Level, Focus Lens.

    (Prestige Level display concept art)

    • Can be repeated up to 5 times, resulting in 50% extra base stats and mod strength.

    For example:

    A Prestige Level 3 Melee Weapon with 1.00 attack speed and Fury + Quickening equipped (+70%):

    ((1.00 x 1.3) x (1.7 x 1.3)) = 2.873 attack speed

     

    A Prestige Level 5 Warframe with 1.25 sprint speed and Speed Drift, Rush, Armored Agility equipped (+57%):

    ((1.25 x 1.5) x (1.57 x 1.5)) = 4.42 sprint speed

     

    • Overchargers can be used on gear DURING A MISSION, potentially allowing Gear to advance from Prestige level 0 to 5 given enough Affinity.

    (Gear wheel overcharger selection concept art)

     

    • Overchargers of Different Levels can be equipped in the gear wheel and upon selection will open a screen where equipped gear eligible for Prestige is shown.

    (Mission prestige screen concept art)

     

    • Confirmation will be needed twice before performing.

    (confirmation screen concept art)

     

    • Upon performing Gear Prestige during a mission, mods will be unequipped to accommodate mod capacity. (similar to applying Forma)

     

    • IMPORTANT: If a player has mods unequipped during in-mission Prestige, a “re-equip mods” option will be available in the escape menu where the Mod Configurations of Prestiged gear can be viewed and unequipped mods will appear in the mod selection area below, allowing re-equipping of un-equipped mods as the respective gear gains mod capacity during ranking up from affinity gain.

     

    (re-equip mods concept video)

     

    • Mission will pause during Prestige Screen when in solo mode.


     

    Overcharger Upgrades

    Overcharger Level

    Argon Helix Socketed

    0

    0

    1

    1

    2

    2

    3

    3

    4

    4

    5

    5

     

    Gear Prestige Requirements

    Gear Prestige Level

    1x Level 1 Overcharger

    2x Level 2 Overcharger

    3x Level 3 Overcharger

    4x Level 4 Overcharger

    5x Level 5 Overcharger

    Total Argon Helix

    Total Overchargers

    0

             

    0

    0

    1

           

    1

    1

    2

     

         

    5

    3

    3

       

       

    14

    6

    4

         

     

    30

    10

    5

           

    55

    15

     

    Gear Affinity Requirement

    Gear Prestige Level

    Rank Up Affinity

    Total Rank Up Affinity

    0

    100%

    100%

    1

    200%

    300%

    2

    300%

    600%

    3

    400%

    1000%

    4

    500%

    1500%

    5

    600%

    2100%

     

    2C: Void Capacitor and Unlimited Power

    Void Capacitor:

    • Consumed in an upgrade point system to provide unlimited permanent stats boosts only active in Elite Star Chart. 

    • Main objective of Void Capacitor Upgrades is to eliminate the power ceiling only in the Elite Star Chart, giving players an incentive to return, grow stronger and break their high score.

    (Upgrade Screen concept video) (Void Capacitor Concept art)

     

    • Upgrade costs increase by 1 with every upgrade.

    For example:

    Upgrading Warframe Health 69 times:

    Void Capacitors Needed for 69th upgrade: 69

    Total Void Capacitors Needed for 69 upgrades: 2415

    • Capacitor Upgrades can be reset and reallocated at no cost at any time outside of a mission.

    • Void Capacitor Acquisition Mechanics:

    • Every hour, a random planet is selected where Void Capacitors can be earned 

    • Excluded:

    REM, Derelict

    • Every mission or rotation will drop (1 x Difficulty Level) Void Capacitor

    For example:

    Completed 20 minutes survival at Elite Star Chart Level 2:

    4 x 2 = 8 Void Capacitors

     

    Defended 7 Mobile Defence Terminals at Elite Star Chart Level 3:

    7 x 3 = 21 Void Capacitors

    • Available Upgrades

     

    Total = Multiplies stats

    Flat = Adds stats

     

    • Warframe Upgrade Tree

    Total +1% Health

    Total +1% Shield

    Total +1% Armour

    Flat +10 Energy

    Flat +1% Sprint Speed

    Flat +1% Power Strength

    Flat +1% Power Duration

    Flat +1% Power Range

    Flat +0.1 Energy Regen Per Second

    Flat +0.1 Health Regen Per Second

    Flat +1% Cast Speed

    Flat +10% Knockdown Recovery

    Flat +1% Shield Recharge

    Flat +1% Bullet Jump

    Flat +1% Aim Glide

    Flat +1% Wall Latch

    Flat +1% Slide

    Flat -1% Friction

     

    • Primary and Secondary Weapon Upgrade Tree

    Total +1% Fire Rate

    Flat +1% Multishot

    Flat +1% Accuracy

    Flat +1% Crit Chance

    Flat +0.1m Range

    Flat +1% Crit Damage

    Flat +1% Status Chance

    Flat +1% Status Duration

    Flat +0.1m Punch Through

    Flat +1m/s Projectile Flight Speed

    Flat +1% Reload Speed

    Flat +1% Magazine Capacity

    Flat +1% Total Ammunition

    Flat -1% Recoil

    Total +1% Slash Damage

    Total +1% Puncture Damage

    Total +1% Impact Damage

    Total +1% Toxin Damage

    Total +1% Cold Damage

    Total +1% Heat Damage

    Total +1% Electric Damage

    Total +1% Corrosive Damage

    Total +1% Magnetic Damage

    Total +1% Radiation Damage

    Total +1% Viral Damage

    Total +1% Gas Damage

    Total +1% Blast Damage

     

    • Melee Weapon Upgrade Tree

    Total +1% Attack Speed

    Flat +1% Crit Chance

    Flat +0.1m Range

    Flat +0.1 Slam Attack Radius

    Flat +0.1s Combo Duration

    Flat +1% Crit Damage

    Flat +1% Status Chance

    Flat +1% Status Duration

    Flat +1% Heavy Attack Wind Up Speed

    Flat +1% Heavy Attack Damage

    Flat +1% Finisher Damage

    Total +1% Slash Damage

    Total +1% Puncture Damage

    Total +1% Impact Damage

    Total +1% Toxin Damage

    Total +1% Cold Damage

    Total +1% Heat Damage

    Total +1% Electric Damage

    Total +1% Corrosive Damage

    Total +1% Magnetic Damage

    Total +1% Radiation Damage

    Total +1% Viral Damage

    Total +1% Gas Damage

    Total +1% Blast Damage

    Flat +1% Combo Efficiency

    Flat +1% For Extra Combo On Hit

     

    • Operator Upgrade Tree

    Total +1% Health

    Total +1% Armour

    Flat +0.1 Health Regen Per Second

    Flat +1% Movement Speed

    Flat +1% Operator Energy Regen 

    Flat +1% Operator Energy

     

    • Amp Upgrade Tree

    Total +1% Damage

    Flat +1% Amp Energy

    Flat +1% Amp Energy Regen

     

    • Companion Upgrade Tree

    Total +1% Damage

    Total +1% Health

    Total +1% Shield

    Flat +1% Shield Recharge

    Total +1% Armour

     

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

    CHAPTER 3: Miscellaneous

    3A: Additional Changes

    • Credits and Endo are removed from the Elite Star Chart Mission and Rotation Drop Tables and are replaced with Universal Medallions and Small amounts of Kuva respectively.

    • Platinum discounts change:

    On the first day of every month all platinum purchases in the next 24 hours will have a random discount (25%, 50%, 75%).

    • Every weekend, resources, affinity and credits will be boosted by 50% while the respective boosters go on sale for 50% off.

    • Like 4
  9. 16 hours ago, (PS4)Yes-Man-Kablaam said:

    nah i'm good. we're starting to make a framework to properly balance all damage types now we dont' ned to purposefully unbalance it again just so we can feel good one shotting the 600s again.

    The damage wont be unbalanced. Everything you see above only describes the conceptualized situational event after the 12x combo multiplier is reached which takes a long time to build up to and almost everyone spams heavy attack now. There will be the option to either expend combo for heavy attacks or keep them for overdrive so it brings more variety into the melee scene. Heavy attacks are for everyday mission usage and overdrive is specifically tailored towards prolonged scaling missions. Everything has its place. 

    5 hours ago, (PS4)jaggerwanderer said:

    Why does it have to only buff melee? Can't it buff the warframe and everything in inbetween? Aside from that, I don't need more attack speed or damage or crits. I want more range. Make it so we can customize our own Overdrive system talior to own personal needs rather than a generic blanket for the average setup. Think arbitration bonuses. How does 300% ability strength help Neckros? Or Loki?

    Ranged weapons can pump out constant DPS that undoubtedly overshadows non-heavy attacks from melee weapons and you might argue that the heavy attack justifies that weakness but you have to remember it resets the combo counter and its just one singular swing after building up the combo counter for a couple minutes which doesn't even do that much damage. Overdrive is heavily biased towards crit melee since status got buffed but crit mechanics in general received a hard nerf and everyone knows that crit melee builds cannot even handle just a level 100 heavy gunner anymore but guns can. The objective of Overdrive is to enable melee to reprise the role of "the scaling weapon" so therefore wanting more range than damage is a different issue entirely since even the weakest weapon with enough range can easily trivialize your everyday mission. Also, range is often prioritized in speedrunning or just everyday short missions in general and the topic of this thread isn't about that.

    7 minutes ago, ValkyrThicc said:

    I think we should wait till de releases phase 3 before suggesting new stuff but in order to scale it must centre around the combo counter uncapping

    I actually thought of this way back before de announced any of the melee changes but back then melee was at its peak and built towards scaling.

    • Like 1
  10. PROJECT: OVERDRIVE

    oNEdoCd.jpg

    WHAT IS OVERDRIVE?

    Overdrive is a 10 second buff which doubles attack speed, applies combo counter to all melee damage (not just heavy attacks), and allows the combo counter to uncap and scale.

    The combo counter will freeze after Overdrive ends and will only be allowed to resume accumulation on the next activation of Overdrive.

    oq63YrC.png0dFpUBt.png

    WHAT IS THE OBJECTIVE BEHIND OVERDRIVE?

    Bringing back scaling melee. Enough said.

    CAN THE EFFECTS OF OVERDRIVE BE MODIFIED?

    Yes. The duration and strength of Overdrive can be modified from mods and riven rolls only.

    YHnRRUw.pngzyKyz0T.pngtgz7e5I.png  

    HOW DO YOU ACTIVATE OVERDRIVE?

    Overdrive can be activated with one method and one method only.

    When a player reaches the maximum combo limit (12x), every single hit from the melee weapon will count towards an Overdrive meter. Once the meter is filled, Overdrive is immediately activated.

    WlKJC47.png

    The amount of hits required to fill the Overdrive meter is proportional to the total attack speed of the weapon, ensuring all weapons of all builds can activate Overdrive at relatively the same rate. Multiple hits from a single attack all count towards the Overdrive meter allowing accelerated gameplay against large hordes of enemies.

    The meter can only fill after the 12x combo multiplier when Overdrive is inactive.

    Total weapon attack speed factors in all modifiers to attack speed from mods, warframe buffs, arcanes, and everything else.

    gzzgSRI.pngcFZLoHH.pngUVZU7Hz.png 

    The formula relating Overdrive meter hits and total weapon attack speed is shown below:

    O = Overdrive meter hits needed

    T = Total weapon attack speed

    O = 100T

    (All numbers and values used above are conceptual and arbitrary and is still in development. Please feel free to comment any suggested changes down below.)

     

    • Like 1
  11. PROJECT: OVERDRIVE

    oNEdoCd.jpg

    WHAT IS OVERDRIVE?

    Overdrive is a 10 second buff which doubles attack speed, applies combo counter to all melee damage (not just heavy attacks), and allows the combo counter to uncap and scale.

    The combo counter will freeze after Overdrive ends and will only be allowed to resume accumulation on the next activation of Overdrive.

     

    WHAT IS THE OBJECTIVE BEHIND OVERDRIVE?

    Bringing back scaling melee. Enough said.

    CAN THE EFFECTS OF OVERDRIVE BE MODIFIED?

    Yes. The duration and strength of Overdrive can be modified from mods and riven rolls only.

    YHnRRUw.pngzyKyz0T.pngtgz7e5I.png  

    HOW DO YOU ACTIVATE OVERDRIVE?

    Overdrive can be activated with one method and one method only.

    When a player reaches the maximum combo limit (12x), every single hit from the melee weapon will count towards an Overdrive meter. Once the meter is filled, Overdrive is immediately activated.

     

    The amount of hits required to fill the Overdrive meter is proportional to the total attack speed of the weapon, ensuring all weapons of all builds can activate Overdrive at relatively the same rate. Multiple hits from a single attack all count towards the Overdrive meter allowing accelerated gameplay against large hordes of enemies.

    The meter can only fill after the 12x combo multiplier when Overdrive is inactive.

    Total weapon attack speed factors in all modifiers to attack speed from mods, warframe buffs, arcanes, and everything else.

    gzzgSRI.pngcFZLoHH.pngUVZU7Hz.png 

    The formula relating Overdrive meter hits and total weapon attack speed is shown below:

    O = Overdrive meter hits needed

    T = Total weapon attack speed

    O = 100T

    (All numbers and values used above are conceptual and arbitrary and is still in development. Please feel free to comment any suggested changes down below.)

     

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