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WarspitePOWAAAAH

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Everything posted by WarspitePOWAAAAH

  1. Thank you! I mean, there was a connection between "one of the first person to have landed on the moon" and "the first person who have discovered Tau" when it comes to inspiration for the name, Neilton just came to my mind as a pretty natural way to connect the 2 main themes of this frame, but tbf I didn't dwell on the name for long and they can do like whatever with the name. I considered Galileo as well but thought maybe it didn't give "drifting alone in space" vibes, at one point I also thought of just naming him Tau as well.
  2. Neilton is a gravity/astral themed Warframe with a heavy emphasis on Crowd Control. Living in the age of Overguard prevalence and a clearly targeted attempt at retiring hard CC from the game, Neilton is a pioneer in having the Lifted status effect as his recurrent gimmick, as well as the idea of dealing damage through CC; being the innovative scientist that he is, Neilton also finds way to hinder and eliminate enemies through non-conventional methods, such as blocking fire and pathing, and damaging enemies based on how fast they are being moved. With his soft CC being able to bypass Overguard mechanics, he is able to damage CC-immune enemies with weaker CC effects, and then follow up with Lifted once their defenses are removed. Neilton could serve as the introduction to a possible Tau system exploration in the future, with his theme and lore being based heavily around space exploration and the discovery of a new system. ================== BASIC INFO Neilton, the Voyager Themes : Space exploration / Gravity / Astronomy Tags : Crowd Control / Damage / Utility HP : 160 + 80 (rank 30) Shields : 575 + 100 (rank 30) Armor : 600 Energy : 200 +100 (rank 30) Sprint Speed : 1.358 Description : "The first person in Sol to have discovered Tau. Neilton controls enemies with gravity manipulation, inflicting damage and providing synergies with his teammates through controlling enemies." - Codex "This is Neilton, the pioneer, the betrayer, the truthseeker. For centuries, Neilton and the Voyager drift all alone among the stars of Tau, a beacon light guiding the Orokin to a faraway system. Tragedy and conflict followed as the Sentients settled into the system and grew their own civilization, but Neilton has always pushed for the light of truth, regardless of what others were plotting underneath his shadow. From eternal cryostasis, into a mold of a Warframe, forever holding his spirit for discovery. He is in your hands now, through a journey of millions of light years. Point to the sky, and Neilton will take you there." - Lotus ================== ABILITIES PASSIVE : TRUTHSEEKER ------------------------------- 1ST ABILITY : CELESTIAL IMPACT (25 ENERGY) ------------------------------- 2ND ABILITY : RECALIBRATION (50 ENERGY) Interactions ------------------------------- 3RD ABILITY : EVENT HORIZON (25 / 75 ENERGY) Interactions ------------------------------- 4TH ABILITY : VOYAGER (120 ENERGY) Interactions ==================
  3. A rework that aims to bring some more utility back to Trinity's no-longer-appreciated abilities, seeing that she is a pure support frame that has basically received no changes to her ever since her prehistoric release(other than the nerf to her link). While she can be useful for new players, it becomes obvious that she is a frame designed in and for a different era when most of her value are made available through the usage of mods and arcanes, or there are simply better abilities that does multiple things that she does simultaneously. Most of the new additions will be focused around defensive effects, such as enhancing shields(which is also pretty strong in the current meta), weakening enemies and some Eximus utility. She will also be more complex to play if you decide to utilize these new effects, but you are free to ignore these additions and play her the way she was back then, albeit with reduced effectiveness in certain aspects. =================== PASSIVE NEW PASSIVE : EVANGELIZE =================== 1ST ABILITY : WELL OF LIFE Changes Additions New Augment : GRASP OF LIFE =================== 2ND ABILITY : ENERGY VAMPIRE Changes Additions New Augment : ENERGY BLOOM =================== 3RD ABILITY : LINK Changes Additions Augment : ABATING LINK =================== 4TH ABILITY : BLESSING Changes Additions Augment : CHAMPION'S BLESSING ===================
  4. Hello, it's been quite a while. I haven't been too engaged with the game itself and stuff about it in the past few months but would still like to share some ideas about an Ash rework after seeing the Hydroid rework on the Devstream, which I do have pretty strong(and not so pleasant) thoughts about but that's for another place and time to discuss. Most frames I have attempted to rework in the past are pretty old and problematic frames that really lacks impact on their abilities, this time around I do personally think Ash is an OK frame that is at worst below average, but like a few other below average frames I do think his kit can get a bit of a touch up and had some ideas for him. Mainly looking to enhancing the assassin theme of Ash, giving him AoE options with limited range and options to deal with Eximuses. ========================== PASSIVE Addition NEW COMPONENT : STEALTH EXPERTISE "With his blood-forged mastery over stealth, Ash seems capable of making anyone disappear at any given place and time, including himself..." -------------------------------------------- 1ST ABILITY : SHURIKEN Changes Addition Author's Notes -------------------------------------------- 2ND ABILITY : SMOKE SCREEN Changes Addition Author's Notes -------------------------------------------- 3RD ABILITY : TELEPORT Addition Author's Notes -------------------------------------------- 4TH ABILITY : BLADE STORM This ability is getting a pretty big overhaul, so I will be treating it as a new ability and giving it one big tab. Addition Author's Notes ==========================
  5. Hello, sorry for being inactive for a while and not giving a follow up on this post. Most of the things are quite refined so I would provide some details on how tiny mechanics might get in the way of his gameplay flow, or conversely could be introduced to improve it. As for the core gameplay concept of your proposal, I am glad to see that many seem to like what you've done to his CC on a conceptual level, and like the structure of it as a whole. I have been playing Kullervo recently and might base some of these suggestions on what I have discovered on that frame. With the changes to his passive, you clearly want his passive to play a more significant role in CC, but it relies heavily on Hydroid's ability to reposition as it spawns on his location; which makes your changes to his 2ND and taking away his ease of access to mobility a bit contradictory with this idea. 3 meter base radius can provide some protection against melee enemies with decent range, but without proper mobility, this passive could possibly feel quite limiting to use; Since you have moved his mobility to be on his 4TH with extra set-up time and limiting factors, this passive feels very much like part of his 4TH and has heavily reduced effectiveness and usability without it. Together with the removal of mechanics on his 2ND, his base kit feels like it was taken away of its mobility for no real beneficial reason, on a concept that is supposedly rewarding tactically aware players fully utilizing their mobility to control multiple points. I think it would be ideal for him to give him back a more controlled dash on his 2ND, with his 4TH further enhancing it with more mobility, or bonus CC for repositioning. Should you add the dash back to his 2ND, I think it could stun enemies in its wake for a short duration, a cool way of doing it would be summoning smaller, short-lived tentacles to strike and stun each enemy hit by your dash, maybe you could add your AoE stun blast at the end of the dash? And while your 4TH is active maybe you can have decoys of yourself dashing at additional enemies nearby, ending and exploding upon hitting hard surfaces if you want it to have stronger CC while in 4TH. ======================== This Undertow seems to work very similarly to Vauban's Bastille, with its limited amount of enemies CC and large radius. However, Bastille continues to provide value even after it has reached max capacity, with bonus Armor to all allies in radius, and armor reduction on captive enemies. With your proposal, all the CC from this ability just seems to stop working after it has reached max capacity, and it does not provide additional effects after it has reached max capacity. Looking at how the amount of enemies held captive also seems to have a cap on his 4TH, coupled with how your Hydroid controls the map mainly through pre-placed puddles and tentacles this might create a frustrating experience where you are going to have a hard time precisely selecting who you want to CC, and all your CC capacity is being used up by enemies you don't really care about. I feel like maybe this puddle (and in extension, his 4TH's perma puddles as well?) should have like a soft CC effect that affects enemies on top, could be a small(35%?) slow, but could also be a Silence effect like Banshee's 3RD, right now it's a pretty exclusive effect that only that ability possesses, and is a strong weakening ability against Eximus units who right now are making all CC frames lives hell. I do like the tactical aspect to him placing his pools and working around with them, I just feel like his puddles loses too much of its tactical value after it has reached capacity, which should be a result from you placing your puddles well. ======================== One last minor complain, I don't think the player should be punished for not selecting a puddle to teleport to quick enough, I am not sure if I have mentioned this before, but they could choose to still remain in the puddle without the invulnerability. The pulling effect can persist should he decide to stay in the vicinity of the puddle, since it would be quite dangerous for Hydroid to pull all enemies against him anyway. About the mechanic of diving into a puddle, I think simply having it activate when Hydroid walks on top of a puddle with this ability active is the smoothest way gameplay wise, having the player to perform a specific action for simply getting in a puddle would probably be quite clunky. Maybe add a CD before they can benefit from the effects again after being on top for 3s or leaving the pool to avoid exploiting the invulnerability. Also, would be a good idea to add in the function to highlight enemies on top of other puddles when you are in the phase of choosing one to teleport to. ======================== Overall I am quite positive with this rework in terms of the core idea of how the gameplay functions, probably not a frame for speeding through exterminate and capture missions, and not for someone who just want to hold W, but someone who likes this kind of playstyle will like it a lot, and will be using a perfectly viable frame.
  6. After Update 33.0.5, an old Oberon bug regarding Hallowed Reckoning has been reintroduced into the game. The following changes are suspected to be related to it. All mentioned bugs were observed in normal gameplay and were successfully recreated in the Simulacrum. Hallowed Reckoning spawns AoE zones on all affected enemies that lasts for a duration. According to the ability stats, these zones have a base duration of 10 seconds. As for the duration of the zones, this is with 155% Duration : And this is with 40% Duration : As for the range, the VFX indicating the radius of these zones are also bugged, as displayed in the following GIF : Despite the VFX suggesting the 3 zones spawned are not reaching the other Napalms, this is clearly not the case as shown by the Napalms receiving multiple damage instances and multiple numbers popped up. The ability icon that appeared on the right top corner also indicates that I am benefiting from the augment despite the VFX suggesting otherwise. On top of these bugs, there are inconsistency issues when using this ability to bring down Lifted enemies on multiplayer, the most notable offender being attempting to bring enemies affected by Caliban's Sentient Wrath, which ceases to work as a client in public. Lifted enemies also stop taking damage from the spawned zones.
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