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Lord_Retrospect

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  1. Thank for the feedback. Would you mind elaborating on the generalized statements. Like what part doesnt make it fun or what makes a fun character? Like did the proposed kit not synergize or did the math not check out? And i can agree that maybe he doesnt need a complete rework which is why i proposed tweaks to his abilities as opposed to an entirely new kit. I just added a couple new functionalities to bring him into competition with the new frames that are all about mobility and lasting til enemy cap.
  2. So the idea behind this is to bring frost into the current era and hopefully the future eras while still keeping the cold theme and helping to not fall off. kit will build off of itself. I don't know the coding behind the game, so numbers and such can be easily tweakable if I'm off on how fast or slowly enemies scale. and things I put on abilities or augments can be swapped from ability to augment or the other way. Gonna be a long read. and no TLDR. New Passive Enemies that are affected by cold Procs and then frozen by frost's abilities give Overguard. Overguard is determined by both enemy amount and stacks of cold status procs. for example, Cold status procs currently stack up to 9 and the 9th stack freezes. So for the passive, you have the other 8 stacks. An enemy frozen by the 9th stack cannot be refrozen with stacks on them. So a level 100 enemy with 3 stacks on them at the time of freezing by an ability adds 300 Overguard. A level 1000 enemy with 7 cold stacks at the time of getting frozen by a frost ability gives 7000 Overguard. Up to a cap of X where X is whatever is fair compared to the cap of other characters. 1st Ability: Icicle - 25 energy - Helminth Ability Shoots a small, piercing icicle projectile in a line at his cursor up to 15 meters. Pierces through all enemies hit. Adds 1 stack of cold status to enemies hit. Does not freeze on contact unless giving 9th stack. Does 100 damage to first enemy hit and adds 20 damage per enemy hit. Range, damage, and efficiency can be increased or decreased through mods. Augment: Icy Veins Hold to give yourself, companions, and allies in range of 25 meters +20% bonus cold damage to all weapons for 20 seconds. Damage is multiplicative, not additive. Damage, duration, and range can be increased or decreased through mods. Freezing enemies from cold damage from weapons whether through this augment or otherwise does not count toward Frost's passive. *I more saw this ability as for applying cold status stacks rather than dealing damage. if dealing damage will help him to scale, then can be something like 50 damage to first target and 20 damage added for each enemy and/or each cold status effect on that enemy or all enemies. i don't imagine this ability being massive or anything. More like a literal icicle being thrown. 2nd Ability: Ice Wave - 75 energy Frost Throws a cone of snow and ice in a 15 meter cone in front of him freezing all enemies currently effected by cold status and dealing 100/250/400/550 damage. All enemies not effected by cold status are not frozen, but instead given 1 cold status effect. Leaves a patch of ice on the ground where cone was shot that lasts on the ground for 23 seconds. Allies hit by initial wave are given +20% bonus sprint speed for the duration of the pool and allies that run over the pool are given the buff for the remaining duration of the pool. Enemies standing in the pool are given cold status procs at a rate of 1 per second. Upon thawing from being frozen by this pool, enemies have a 3 second buffer until they can receive cold procs from/can be frozen by the pool from this ability. Enemies may still be frozen by/receive cold status procs form other sources though. Enemies with Overguard that are in this pool have their Overguard eroded at a rate of 1% per second. Range of cast is effected by ability rang mods. Ability cost is effected by efficiency mods. Pool duration/buff duration are effected by duration mods. damage on cast is effected by ability strength mods. Rate of freezing/ Overguard erosion cannot be effected by mods. Augment: Avalanche Frost travels with the wave ending up in the direction of his cursor Gives +40% bonus range and duration to cast and pool. This is a percent of modded ability value to be applies after all other means and cannot be increased with mods or through any other means. Enemies hit by the wave have their armor permanently removed by 50%. Armor removal can be increased through ability strength mods. 3rd Ability: Snow Globe - 50 energy Upon TAP ability cast, you can place a snow globe at your cursor. Cast range is 30 metes, Globe radius is 10 metes. Both increased by ability range. Can be cast onto allies, companions, and objectives. HOLD ability cast places it on frost himself. Targets allies, companions and objectives near cursor upon cast. Can have 3 bubbles active at 1 time. If attached to target, the bubble moves with target. If cast on same target twice, removes first and adds new one. If placed in same area on cursor, same thing. Does not stack current health like previous iteration. Bubble health calculation similar-ish to passive. Ability holds stacks of cold damage before freezing like passive. Holds stacks until first ability use from start of mission in which case it consumes current stacks and then starts collecting new stacks until recast in which case it will consume again. there's a 4 second window like previous iteration where the ability soaks enemy damage and multiplies it by stacks consumed upon ability cast. Enemies inside upon cast are no longer pushed back, but rather frozen if they have cold status procs. If no cold status procs, then enemies are given 1 cold status proc. If the enemy is frozen by this, those stacks are added to the bubble that froze them. Bubble health and multipliers are not effected by enemy strength. Bubble health math works like such. Say 100 enemies somehow all have 4 stacks and you hit them all with your 4. This gives 400 stacks onto this ability. Then you cast this ability and those same 100 enemies do 1000 damage apiece each second for all 4 seconds. That's 400 x 1000 x 4 which gives it 1,600,000 or 1.6 million hp. Each enemy frozen after this also heal the bubble at a rate of 1% per cold stack on enemy frozen. This is split evenly between bubbles. So say you cast your 2 and freeze enemies that all between them had 33 cold stacks upon freezing. You would get 33% healing for your bubbles. So you have 1 bubble active it gets 33% health back, 2 bubbles each get 16.5%, and 3 bubbles each get 11% health back. Missing health only, cannot overheal. This caps out at 100 stacks at 1 time or 100% health to bubbles. Soaking damage duration is not effected by mods as well as bubble health and health gained upon stacks is not effected by mods. Augment: Brain Freeze Enemies in the bubble are given cold status procs at a rate of 1 per half second. Much like 2nd ability, enemies cannot be refrozen by same globe for 3 seconds after thawing. Enemies that have Overguard if in a bubble have 3% eroded upon cast of ability and it erodes by 1% per second in bubble. Rate of cold procs on non-Overguard enemies are not effected by mods. Enemy Overguard erosion on ability cast is effected by ability strength. Enemy Overguard erosion % per second is not effected by mods, but the ticks per second is effected by ability duration at a rate of 50% less time per tick per 100+ ability strength. So 100% A/S is 1 sec between ticks, 200% A/S is .5 sec between ticks, 300% A/S is .25 sec per Tick. Kind of diminishing returns. Also increases bubble radius by 30% which is effected by Ability Range mods. Multiple bubbles in same spot do not stack cold status per second, but do stack Overguard erosion. *Synergy, Enemies both in a bubble and standing on 2nd ability pool are given cold procs at twice the speed and have Overguard eroded at their combined rates. AKA effects work at same time instead of negating or only 1 work. If having the passive AND possible shield is to overpowered, then take away ability to cast bubble on self. And most importantly, let us shoot through the damn bubbles from the outside XD. 4th Ability: Flash Freeze-100 energy Frost dashes small distance of 10 meters toward cursor and unleashes a large radius of ice and snow (basically same effect as current iteration). Enemies inside radius that are effected by at least 1 cold status proc are frozen. If they have no cold status procs, it gives them 1 instead of freezing. Ability does 100/200/300/500 cold damage per cold status effect currently on enemy at time of freezing or if no stacks on enemy and giving them first stack, it instead gives base damage. Radius and teleport range are effected by ability range. Damage is effected by ability strength. Energy cost is of course effected by ability efficiency. If there's a bubble (other than one on frost) or a pool on the ground within 30 meters and cursor is pointed at it, this ability teleports you to that location instead and ability is cast from there. This is not effected by ability range mods. Or any mods. Augment: Frostbite Each enemy frozen by this ability adds +1% bonus crit chance (or damage idk on this one) on all of frost's weapons per cold status effect on enemy at time of freezing. This is multiplicative, not additive. Only enemies frozen by this ability count toward it. Lasts 13 seconds. New casts of this ability replace the last crit whatever amount. When this ability is cast, all enemies on a end ability pool or in a 3rd ability bubble are effected by this ability. The ability is not cast nor recast from these spots, but rather enemies inside the radius are affected. Percent crit is not effected by mods, Duration of bonus is effected by ability duration.
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