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SIRREALIX

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  1. I propose the idea that eclipse works more like baruuk's Elude, when your ability is activate you gain the defense buff, and when you use a warframe ability the buff switches to additional damage for a time but decays till the buff reaches 0% then builds defensibly, this gives the ability a powerful defensive buff when you don't use abilites, but when you use other abilites while eclipse is on, the defensive buff rapidly declines till 0% but the offensive buff rabidly builds till CAP% and the buff will start declining when abilites are not cast after a inital timer, channeling abilites would keep the buff at 100% but should cost more engery% per second to use together, to keep from say a gloom/eclipse combo from being to effective thanks for coming to my proposed TED talk
  2. mine got a 49% fire roll and have absolutely no issue handlining steel path and circuit
  3. i FORGOT A FEW HERE THEY ARE POUNCING SHRAPNAL - sparring: gain movment speed buff (15% to 35% after connecting a sliding attack scaling on WPS rating and after a finisher attack gain a flat 10% impact damage for 2 to 6 seconds WPS scaling APPROUCHING TERROR - staves: gain 2% to 5% critical chance per status affect effecting an enemy only on said enemy, gain initial combo it near a enemy with more then 5 total stacks of any status affect, initial combo gain between .10x to 2.5x
  4. Ive been thinking of the idea of class specific passives for ALL melee weapons, example - daggers has a 10% movement speed buff EXCEPT for Sheeve and Rakta Dark dagger, which both have a unique passive, what im purposing is a way to diversify all melee weapon classes a little bit more, and also bringing older melee weapons back into the light, even just a little bit, i also know some of these purposed changes might make good weapons to good or even broken, so im also purposing a DIMINISHED weapon passive system for weapons that are to widly used, maybe going off existing RIVEN disposition, or a new system based on the weapons performance inside its weapon class,( performance to high would result in the nerf to its existing passive making it negligible at best while weapons on the bottom end would get a slightly higher boost to the over all passive) I belive this would make Melee, especialy in the new end game more to PAR, but to address a obvious concern, these Buffs DO NOT apply to weapons that already have exist passives, (rakta dark dagger, sheeve, ECT)and would not apply to TENET and KUVA Melee also would not apply to Incarnon weapons in their Incarnon form, also all incarnon melee weapons would have dimished Scaling despite its current rank in the Class I would love feedback in any way , i will also list purposed ideas for each class, I will refer to WPS in the examples, WPS- Weapon Passive Scaling WPS is the system in which the passive will scale in strength based on the existing Riven system, or the purposed weapon Performance evaluation system, either would determine the effectiveness of the specific weapons passive for its class type My purposed system of scaling of WPS is the weapon performance evaluation system based on the number of damage done with that Specific weapon, taking stats from damage done in missions, overall use, and consistent amount of kills across all builds giving it a score of the following, DIMINISHED 25%-90% effectiveness , UNAFFECTED 90%-110% effectiveness , or EMPOWERED 110%-175% effectiveness. below i will now give examples of purposed passives for ALL melee types EXAUSTED DETERMINATION - Blades and whips:, give scaling heavy attack Efficiency on CURRENT heavy attack depending on amount of Enemy hit, example- hitting a enemy gives 5% heavy attack efficiency in stacks, its max stacks being based on its WPS rating, (AKA 10 hits would give 50% Efficiency), the max would be around 70% total heavy attack efficiency while the lowest max stacks would give around 15% heavy attack efficiency, this effect would be on a cooldown of 3 seconds to keep from spamming Daggers: the current speed increase would be kept as is but with each dagger scaling with its own WPS rating FLEETING REACH - Duel daggers: Heavy attacking would give it Temporary reach based on the existing combo stacks, example (having 12 combo stacks on a 100% WPS rating would give 1m range for 2 to 4 seconds) The scaling for the %range increase has yet to be determined at this times WANTING RAGE - Duel swords: hitting minimum 2 but max 6 enemies per light attack would give slight raise in damage on next attack including heavy attacks, depending on WPS rating expected buff could be at the lowest 3% at minimum plus 1.75% per extra enemy hit maxing at 10% on max build up, while at the highest 13% with a additional 3% per enemy maxing at 25% on next hit, i feel this purposed passive may be strong on certain build so it is a work in progress ENRAGED BEAST - Claws: gain A attack speed % based on amount of enemies in A 5 meter proximity maxing at 10 enemies, % would vary from 1%( 10% total) attack speed to 2.3(23% total) ENDEVERING SPRAWL - fist weapons: Applying a status effect has a, 5%(min) to 15%(max) chance,(based on WPS Rating) to apply 1X combo to your existing combo counter, if at max combo, would instead gain additional combo duration on stack proc, (1 second per stack, at minimum WPS rating 4 stacks are possible, at max WPS rating 9 stacks are possible meaning a additional 9 seconds can be added to bas combo duration) stacks do not expire till combo duration is timed out but will not be lost on heavy attack ( keeping combo up would keep the buff till till combo duration expires) YEARNING DRAW - gunblades: gain heavy attack wind up based on combo, based on WPS rating one could achieve 100% heavy attack wind up but at minimum could achieve 20% heavy attack windup speed FORCEFUL CONTINUITY - heavy Blades: hitting a enemy who is staggered has a 20% to give a small damage (boost scaling by WPS rating) between 3% to 7% boost for (scaling by WPS rating) 3 to 5 seconds, and heavy blades have a (scaling by WPS rating) 1% to 10% chance to stagger enemies on all light attacks, reprocing is possible to effectively keep the buff on at all times BASHING IMPACT hammers: heavy ground pound range is increased by height from drop, ranging from 2m to 10m, ragdolling A enemy with heavy attack will briefly increase critical damage based on WPS rating min .1 to max 1, lasting for a fixed 4 seconds. performing a finisher on a downed enemy that also kills will increase status chance for 10 seconds from 8% to 40%, based on WPS rating CRUSHING CUTTER - machetes: consecutive hits on a enemy decreases armor by 20% and increases damage to shields by 25%, this effect scales with WPS rating for amount if hit to Proc ranging from 3 hits to 9 hits SWIFT PERFECTION - Nikanas: performing a finisher increases combo count chance for 4 seconds from 4% to 28% scaling with WPS rating BLAZING DRIFT - Nunchakus: gain a damage buff depending on the speed moving when attacking, ranging from 3% to 27% PERFECTED SUFFERING - Polearms: gain follow thru from .6 to 4 depending on amount of status applied on a single slide attack lasting for 4 seconds with a 1 to 5 second cooldown, WPS scaling affects cooldown, this is a work in progress passive EXAULTED COUNTER - rapiers: after blocking a melee attack on next heavy attack for 1 second decrease enemy's armor by 90% and increase vulnerability by 10%, this effects duration on enemies scales with WPS rating lasting from minimum 1.5 seconds to maximum 12 seconds. EXHALING CARNAGE - Sythes: 6% to 30% (scaling with WPS rating) chance on critical hit to refresh all current statuses durations affecting target and apply additional slash status when enemy is below 50% health MASTERFULL FORM - swords: gain heavy attack damage 24% to 144% and heavy attack windup 20% to 70% for 1 second after finishing a combo with all attacks from said combo connecting to a target. kills from a heavy after finishing a combo do not consume any combo counter. WPS rating scales heavy attack damage and heavy attack wind up FORWARDING BASTION - swords and shields: blocking any form of damage adds a small .2% to .5% damage stack on remainder of combo duration with max stacks of 100x effectively giving a 50% damage increase after on the remainder of your combo duration, this buff will take time to build and be less effective on lower WPS rating weapons SHIFTING GRACE - glaives: gain a AOE (.5m to 4m)size and status chance increase(5% to 55%) based on Combo count when thrown. each kill from thrown glaives give 5% to 15% heavy attack efficiency on current throw with no stacks cap based on WPS scaling, each bounce between enemies grants bonus damage (3% to 12% per enemy hit) on next throw detonation DECAYING DISTANCE - Tonfas: after blocking a attack gain .5 to 2 seconds (based on WPS rating) of movement speed, this boost can range from from 15% to 45% based on damaged blocked, gain initial combo (.15x to 2x) based on speed moving after gaining speed boost LONGING FOLLOWTHRU - whips: gain status chance (2% to 11%) on each enemy hit with a max of 5 enemies creating (10% to 55%) bonus status chance on next light attack or gain (6% to 30%) critical chance if used on heavy attack instead all percentages based on WPS rating
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