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Izanagi009

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Posts posted by Izanagi009

  1. Hi, just saw the concept and wanted to comment on the Dax Dowager

    i feel like, with its design, that it should be more like a Nagamaki with the blade as long as the handle if it’s a heavy blade or be classified as a polearm if it’s intended to look like it’s current state since I feel the blade is shorter than the handle in that image

    The weapon should be slower considering its bulk

  2. 5 minutes ago, AlchemistCrow said:

    Hello DE, I hope you're reading this, because I have a few things I'd like to bring up about Garuda and what we've seen today:

     

    Her passive...It's interesting. I can see a bit of micromanaging here, but it's a risk reward kinda thing and I'm wondering if there will be enough reward to warrant such a risk with her health. I'm not sure if this will be revised or not, but I don't want to see people just shredding their health to zero just to maximize damage output, as this can potential upset teammates when this is misused.

    Her 1 is probably the ability I want revised the most looking at it now. The shield and the initial massacring of a unit I'm okay with...but I'm wondering that since this is reliant on killing or attacking an enemy if it will just be dead weight against bosses and such. The shield....needs some looks improved in my opinion, maybe not so much a shield as a damage reduction aura maybe? I'd feel that'd be better for her case. The Orb though, holy crap I hate the look of that...she uses those sick metal claws...to throw it...DE, come on, if you're going to give her those claws, have her use that blood and stab out with them to launch a lance of blood that explodes, that would look so much better and still fit with her theme. Otherwise, the scaling of the damage from the damage absorbed is great, though the casting of all this is a tad clunky. In my opinion, the 1 when pressed should just work as in the initial cast, shredding or dealing damage to an enemy to gain the shield/damage resistance, and just tapping it again would allow for more charges and refreshing of the shield. Then, you can hold down one to "focus" the blood and unleash it. This would allow a build up of a nuke for higher priority targets such as bombards and such and not require you to waste it on trash mobs as well as removing some of the clunkyness of the ability

    Her 2, honestly I have no complaints, it looks sick, its devilish and badass in concept and function, I'm gonna love it. The only thing I saw that may require looking at is making sure the talon impaling the enemy matches the coloration of the talons, but that's minor and not really a complain, since you guys are good about getting those things matched up anyways.

    Her 3 is okay in my opinion, but I feel that just trading life for energy is a bit wasteful. I mean, we already have rage for that...how about you inflict bleed on yourself and gain buffs from it so you don't immediately shred half your health for it? It would also prevent what I stated previously and also prevent someone from instantly downing themselves if they time the ability badly or don't see someone attacking them from behind, which is often something that can happen.

    Her 4...I hate to say this about something you guys are creating but I honestly hate this ability. It's like a revenant ult but just themed for her and in close range. And the animation of Garuda during this? It doesn't fit her. It's not elegant, and just a swarm of blades fits Ash more than it does Garuda. I don't know what this should be replaced this with, but make it more unique and not just a damaging channel. We already have that with Revenant, as I said previously, and it would be a waste to have two warframes in a row with a very similar ultimate.

    That said, I love the looks of her, I really look forward to playing her, and I hope that my suggestions have at the very least given you all some good ideas with witch to inspire or help with this amazing looking frame. Thanks again for all the hard work you guys put in, and best of luck with all the work going into Fortuna.

    To go one by one since there's a lot here

    Passive: I feel the passive should have the damage increase be around 350% or so. This would make the reward for going low health worth it. I also would think slight logarithmic growth so that you hit like 200% at half health, 300% at 25% health, and 350% at near death. This way, people have a good reward for going all the way but still get benefit at half and 25%. 

    1st: I do think a damage resist aura would work but i have an idea for the second cast. Make her slash the air, releasing blood shockwaves. There is a character in blazblue that might be used as visual reference though i will admit 2d to 3d transition isn't easy. 

    Other than that, the only suggestion i have would be have blood flowing from Garuda to the orb as you get hit in streams to make the visuals more clear

    2nd: I have no issues, though I will admit i can see some people talking about why it's stationary

    3rd: I do think that it should be more like Inaros where you hold and drain health rather than just have chucks removed. That way, people have more control over their health and energy regen. Some secondary buffs might be interesting, like how Harrow can drain his energy to get energy regen, maybe expend health to get health regen in an aura 

    4th: This one is one that I think needs revision. As i stated, it doesn't mechanically fit with the rest of the kit and it doesn't synergize either with any of the skills.

    Side notes: I do think Garuda's claws should be made a separate melee weapon for other frames, make them claws with longer range than most claws but slower range. Would be cool 

  3. To the fine folks at DE

    I would like to take the time to comment on Garuda and her abilities. In a short abstract, I like her first 3 abilities but her 4th ability doesn't feel right in terms of her overall play style. 

    To provide more context, I'm assuming her 1 is meant to be a defensive/offensive hybrid with an initial mobility portion. her 2 to be a health regen and her 3 to be health depletion for gaining energy and increased damage. the way I see it, her 3 feeds into over all damage while her 2 allows her to keep the frame at a stable state of health and her 1 allows her to move slightly and gain some defenses that can be converted into an offensive ability. The gameplay loop for the first 3 abilities make sense but I fail to see her 4 comes in. When I saw the 4th ability, I saw a Vacuum and damage within area skill. This seems to not feed into the game play loop of keeping health within a stable range and seems purely offensive without the mobility or defensive aspects of the 1. in addition, while i will admit i don't have full knowledge, i don't see any synergies between the 4th ability and the other abilities so the 4 just feels like an outlier

    In conclusion, I like the idea of Garuda being a frame that requires attention to health to maintain optimal damage but find one aspect of her kit to be an outlier

     

  4. Yes, i admit that the idea of a time frame isn't the most original out there but i was bored and wanted to just throw the idea out there. Please critique and comment if you can.

    Sadly, no drawing or images so anyone interested in drawing can do so

    with that out of the way:

    Kronos: He who governs time, edits it, and ultimately ends it. A body out of sync with time but is able to reach out and bend his own time and eventually govern it

    Health: 150 (450 at max)
    Shield: 150 (450 at max)
    Armor: 30
    Energy: 150 (225 at max)

    Passive: temporal isolation- due to the unique nature of his body, Kronos has reduced duration on any status effect that is applied on him 

    Gameplay philosophy: Buff and Debuff 

    Appearance: I was thinking a male figure with a stocky body, with large clock like features on his shoulders, arms, legs, and chest  (those with more creativity, please feel free to divert from this template) 

    Ability 1: Degradation- casts an aura around himself that accelerates the time of enemies, degrading armor and flesh over time

    • Health and armor loss over time affected by power strength
    • Energy drain per second affected by duration and efficiency
    • Range of aura affected by range
    • Augment: Flash Restoration- the amount of armor stripped and health drained is converted into energy through rapid restoration of time back to normal state upon recast of ability, releasing a blast the same range of the aura that damages enemies 

      
    Ability 2: Misalignment- altering his body to rapidly phase his body in and out of time, he can avoid attacks and gain a boost to speed

    • Percent chance to not be hit by attacks, reload speed, movement speed and melee speed increases with power strength
    • Duration affects buff time 
    • Efficiency affects casting cost
    • Augment: Field Misalignment- Allies in a certain area gain the effects of Misalignment 

    Ability 3: Layering- set number of duplicates pulled from the near past follow his path and actions increasing his damage

    • Damage increase to ranged and damage affected by strength
    • Duration affect buff time
    • Efficiency affects casting cost


    Ability 4: Epoch- channeling all of his energy, creates a field at target area that causes rapid acceleration and deceleration of time to the point of causing spatial damage, dealing finisher damage over time to enemies in the area as well as slowing enemies down 

    • Damage over time, enemy speed decrease affected by strength
    • Field duration affected by duration 
    • Range affects area of field
    • Efficiency affects casting cost 
    • Augment: Condensed Epoch- turns Epoch from a field to a debuff that spreads upon enemy death, damage over time increases but duration decreases, range affects distance debuff can spread
       
  5. 10 hours ago, Hunter126 said:

    I missed update day. 4 days late. well I've updated the index.

    Well usually I'd store any thread into the index regardless of my suggestion about the ones that should end up in here. But there's another thing that usually prevents me from storing it and that is name. I'd need the name of the idea to know where i'd alphabetically put it.

    i see, forgot about a name, my bad

    if putting it under melee weapons as double saber doesn't work, calling it Taurus should work as a placeholder until i come up with something better

  6. Well, got another weapon concept based off the Phantasy Star Online 2 Double Saber:

    stats:

    • damage: 130
      • 120 slash
      • 7 puncture
      • 3 impact
    • 20% crit
    • 2x crit multiplier
    • 15% status
    • 1.05 attack speed

    Special Ability: Range is  increased when channeling

    Stance notes: The stance should probably be a thing that combines an orthos style polearm stance with a dual sword stance with rapid transitions between both sword and polearm form within the same combo. In addition, moves can be added where the weapon orbits around you or spins and is thrown forward before returning as charge attacks. 

    Reference design: 

    1Za40lq.png

    Reference video:

     

     

     

  7. Got another frame and weapon concept to be put in the index. It's very rough but i will work on it.

    Edit: if you need a name for the frame to go under, a good tentative name could be Kshatriya

    Weapon could be given tentative name of Murakumo 

    P.S. yes i know these are reference names but i'm a giant dork

  8. personally, i would like polearm stances like in the following videos: mainly because they are so absurd and powerful in their presentation that they would be fun 

     

  9. Hello, got another combo concept for evaluation: a drone based frame and a remote melee weapon to go along with it

    First the Drone Frame concept. This frame is a dedicated damage frame designed to spawn drones to help the frame fight off multiple combatants.

    Stats:

    • Health: 75 (225 at lv 30) 
    • Shield: 100 (300 at lv 30) 
    • Armor: 150
    • Power: 150 (225 at lv 30)

    Special Ability: Target finder- enemies within visible range get armor reduced by 10%

    Abilities:

    1. Drone form switch and summon: if the drones are not out, 4 drones are summoned. Once the drones are out, clicking switches fire mode of the drones between four modes. Holding the button when the drones are out retracts them. Drones strength increases with power strength:
      1. Burst Fire: Drones shift to mode that fires a burst of 5 shots at the enemies. Damage and Range are same as drone base damage and range 
      2. Beam Fire: Drones each fire a high power beam that has punch-through and impact based explosion similar to the opticor. Damage and range is increased from base 
      3. Homing shot: Drones shift to mode that fires 6 homing shots that target random enemies. Damage is decreased from base but range has slight increase
      4. Scattershot: Drones shift to mode that fires shotgun like blast. Damage is strongly increased from base but range is severely deceased 
    2. Target marker: Fires a marker towards the enemy that increases damage done by all sources and focuses drone fire on the target. Damage increase dependent on power strength, duration of marker dependent on power duration
      1. Thermite marker: The marker, if on a killed enemy, explodes and spreads thermite on enemies around the marked enemies. Thermite increases damage by all sources by a smaller amount than the main marker and doesn't spread thermite further enemy is killed. 
    3. Hyper burst: Drones deploy near frame and focus energy to fire a large ball of energy that pass through enemies and explodes at either impact with a wall/barrier or after a certain distance. Explosion range depends on power range and the strength of the explosion is dependent on power strength
      1. Augment: Cluster burst- initial burst is weaker but generates 6 additional smaller bursts that do damage
    4. Trans-Am Laser: the four drones take a configuration that prepares to fire a large laser as a sweep that goes through enemies. Strength of laser depends on power strength and laser length depends on power range. Duration affects the length of time the energy field remains on the field 
      1. Augment: Quantized laser- Laser leaves an energy field on the ground that slows and damages enemies. length of time on the ground is affected by duration. 

    Drone design will be similar to the following reference material:

     

     

    bbcp-mu12-overdrive-04.jpg

     

     

     

    As for the remote weapon, I have some basic stats, a basic blade drawing and a video of possible combos that can be done. 

    Stats:

    • 105 damage
      • 95 Slash
      • 5 impact
      • 5 puncture
    • 1.05 attack speed
    • 15% crit chance
    • 2x crit multiplier
    • 15% status chance
    • 3 energy channeling cost
    • 2x damage multiplier from energy 

    Special ability: Argon projection- Channeling increases crit and status chance by 7.5%, increases range and add special attack patterns to the combos

    Reference material: 

     

     

    g05kfQO.png

  10. Well, in my infinite boardom and as a way to deal with the election, I've decided to make another basic concept. 

    I love the Mios but I find that A). we don't have that many blade and whip weapons and B). I find the blade portion of the weapon to be too short to be aesthetically pleasing so I decided to make my own basic concept. No name in my head about what I would call it but I have some baseline stats, flavor text, a special ability and a basic design

    Description: A very simple weapon made from hammering metal sheets into a sharpened edge, this mighty blade can slice and crush through all that the hook pulls into it's reach.

    Stats:

    • Damage: 95
      • 75 slash
      • 15 impact
      • 5 puncture
    • Attack speed: 1.0
    • Crit chance: 20% 
    • 2x crit multiplier 
    • Status chance: 20 % 

    Special Ability: Armor Breaker the weight and edge of the weapon can cause armor to break off. The weapon has a 50% chance to reduce it's armor by 50% each strike. Charge Attacks not only pull enemies in but also have a 100% chance to strip 50% of enemy armor off

    concept art:

     

    HThlMpT.png

  11. 6 minutes ago, Chipputer said:

    I don't know. I really can't get behind a weapon that seems to basically cleave space and time. The very concept of that sounds like it would be a massively guarded secret due to it possibly destroying the universe as we know it--- you can't make money if there's nothing in existence, after all.

    Beyond that, mechanically speaking, while it's interesting, basically making this thing become a Slash Monster as you use it just puts the weapon firmly within the meta. It goes from being an interesting concept to, "well it's another slash melee." That's not interesting once you get down to it. We already have numerous weapons that can become Slash Monsters by simply equipping a few 60/60 mods or Weeping Wounds.

    Why not make it shift toward an elemental, or something, instead?

    I mean, I'm also trying my hardest to judge this weapon without thinking of the thing that actually inspired it, which it seems to be taken almost wholesale from.

    One i edited the lore so that it's not a space time tearing weapon but a high frequency plasma weapon. Ea was just the insperation

    Two, fine, what then

    edit: yeah, i'm a bit of a rip off type person, just look at my past concepts

  12. 2 minutes ago, Inarticulate said:
    • [Slash damage] + [Puncture damage] + [Impact damage]
    • = [Slash damage] + 2 * [Puncture damage]
    • = [50 * (x2 / (2 + x2))] + 2 * [50 * (0.5 - (x2 / (4 + 2x2)))]
    • = 50x2 / (2 + x2) + 50 - 100x2 / (2 * (2 + x2))
    • = 50x2 / (2 + x2) + 50 - 50x2 / (2 + x2)
    • = 50

    Your weapon still does only 50 damage.

    recheck ,again

  13. 3 minutes ago, Chipputer said:

    Regardless of the fancy formulas, you cannot have a damage of 150 and have the 3 base types only add up to 100 (or 75, depending on how you interpret it).

    yeah, i'm going to have to work on that

    edit: just reworked the calculations 

     

  14. Well, I got a concept for a heavy blade that might be interesting in design and mechanics

    Paradox Edge (tentative name): a sword with spinning emitters instead of an edge; as the emitters rotate, a high frequency edge made of high energy electromagnetic plasma forms that can pass through armor like it was air

    Stats:

    • damage: 165
      • slash: 155
      • puncture: 5
      • impact:5
    • 20% crit with 2x multiplier
    • 20% status chance
    • 1.0 attack speed

    Also has channeling damage increase and a slight decrease in channeling cost

    Special ability: high frequency emitter- channeling increases the weapon's range and increases the weapons status chance by 20% and the crit chance by 10%. While channeling, there is a 25% chance to halve armor with each strike

    Concept Art:

     

    rFeyl37.png

    inspiration image

     

    2833290-ea.jpg

  15. 9 minutes ago, Keybopsef said:

    A new melee class? 

    Sign me up!

    don't count on it being too much of a departure from heavy blade

    the difference between a nodachi and heavy blade will be the same difference between a sword and a nikana stance

  16. Well, we have a trailer for Sephiroth in Dissidia Final Fantasy released so I figure I would try to make a concept for the game for a nodachi. Similar to how swords and nikanas are counterparts of each other, I figure we could use a nikana style counterpart to the heavy blades.

    No concept art for this one since it's a nodachi; literally just elongate the nikana blade and you have the rough design

    Stats:

    • damage: 150
      • 130 slash
      • 10 puncture
      • 10 impact
    • attack speed: 1.0
    • 15% crit with a 2x crit multiplier
    • 15% status

    One thing to make the nodachi unique is that it would have a reduced channeling cost and a slight increase to channeling damage 

    Special ability: Energy Infusion- depending on the energy color of the sword, the sword has a separate element whose damage is affected by damage mods. It has an independent status chance of 15% compared to the other elements. If the element procs, you gain 15% of damage done with the element as health. Channeling doubles the independent status chance and damage  

    As for a stance, i'm not much of a fight choreographer so I will just use the following video for some reference (sorry about the subs, only good quality video i can find). 

    Reference images: 

    -Sephiroth's Masamune:

     

    latest?cb=20110316222341

    -Assassin's Monohoshi Zao:

     

    180?cb=20130616230516&format=webp

  17. Would it be possible to add these concepts to the index? I'm a newbie at this so they are not great but I would like them archived

    Karna/Vasavi Shakti: 

    Astra Bow:

    Edit: got another basic concept, no image but it's a nodachi, not the hardest thing to imagine:

     

  18. 2 minutes ago, LogaMC1995 said:

     

    huh, funny

    I suppose that I should have known that response would happen but I was more inspired by the myth of the Bhargavastra which was said to take out a large portion of an army in a single shot.

  19. Hello, got another concept for people to browse over: The Astra Bow.

    I decided to take some concepts I found after doing research on Karna and Arjuna of the Mahabharata and put them together into a weapon

    Stats:

    • Uncharged Damage: 120
      • 100 slash
      • 15 puncture
      • 5 impact
    • Charged Damage: 240
      • 200 slash
      • 30 puncture
      • 10 impact
    • 30% crit with 2x crit multiplier
    • 20% status chance
    • 1 sec charge time
    • Variable Punchthrough
    • 64 round ammo

    Special ability: Dual fire mode. The bow switches between two fire modes: 

    • Pashupatastra: High single target damage with 2.5 meter punchthrough fully charged, damage stats are as seen above with the 10% more crit, a 3x crit multiple and half the status. Flight speed is high
    • Bhargavastra: When the arrow is fired, immediately splits into 7 arrows (number can be altered) in a random scatter pattern. Punch through of each arrow fully charged is 1 meter and damage numbers are reduced to 75% of original. Crit chance is half of base and Status chance is double of the base. Multishot increases the number of arrows. Flight speed is slower 

     

    Concept art:

     

    terwyBx.png[/img]

    Design reference: 

     

    270?cb=20151230150759

     

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