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(XBOX)Damokles1818

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Posts posted by (XBOX)Damokles1818

  1. headless-horseman-osprey-bn.jpgRide into the night as this headless spirit of vengeance. This is Nightmare.

    Armor- 500

    Health- 1000

    Shield- 200

    Energy- 650

    Passive- Each kill increases range, duration and strength of abilities.

    1- Summon your faithful steed and utilise its shadow field to slow enemies while absorbing their armor for damage.

    2- Throw your head to destroy groups of enemies. Hold to expand explosion.

    3- Urge your steed to release a powerful stomp, lifting enemies in the air open for arial combos. While dismounted, use to rumble the ground, knocking enemies off balance.

    4- Exalted Lance. Summon a lance for on foot or on horseback combat. Charged heavy attacks will release slash damage waves. Light attacks shoot short blasts from the lance.

  2. Dwarframe- A short warframe with a blocky look to his armor who uses a throwable spectral shield that ricochets for his 1. His passive is being able to knock down enemies if bullet jumping at them.

    Toxiframe- A lizardlike warframe that adapts to its surroundings, rending itself invisible while standing still for its passive. Its 1 launches a toxic dart from its wrist to apply toxic procs to enemy health.

    Shapeshiftframe- A warframe that uses constant smoke to avoid most bullets

  3. 14 hours ago, (XB1)XlOoftheGoof Xl said:

    Just play how you want to play.For me I usually only use Excalibur and mr fodder the other frames.i am MR6 I m not into the grind as much like others are and I like playing the star chart rather then just doing it for the rewards. My goal is to basically fully mod my Excalibur to the fullest.Thats just my play sytle though.At the end of it all their is no right way its how you want to play.

    Except for the way DE nerfs ever single warframe power a certain person claims to be "broken" or "cheap" to the point that you're down to a meager 30 energy pool on every amp you own

  4. 2 hours ago, Conflux59 said:

    I'm actually trying to think scenarios where having multiple decoys would warrant the change (without the taunt).  Not saying it wouldn't be a good change by any means.. just how exactly.  My brain isn't in Loki mode at the moment 😂 someone back me up

    So say you have only 1 by default, right? Why not allow for 3 more decoys like when Volt sets up shields? Each decoy with a countdown for each startup timer. They would also taunt enemies to get them off your back.

  5. On 2018-10-30 at 1:13 PM, Hawner said:

    Hi. I would like to share an idea I had that involves these 2 frames.

    When Zephir came out, we all thought we would be flying around corridors or stay several meters above ground in open areas as we made bullets rain down over Greener, Corpus or Infested. Naturally, that couldn't be done at the time (technical issues, not a good idea at the time...). Now, we have Archwings and we can use them in open maps such as Plains of eidolon and the upcoming Fortuna.

    Thing is, while every frame can use the archwing for that purpose (flying around the map), there is one that has her own "archwing", so to speak: Titania.

    Obviously, it doesn't work the same. She becomes smaller (fairy size) in order to be able to manoeuver inside halls and such, and her speed isn't much greater than that of any other frame bullet-running. Still, it offers a mechanic normally unique for Archwing.

    It is a feature obvious for a fairy-like frame to have, but so would it be for one based on a bird. Or a winged dragon.

    That is why I thought of something to allow these two frames to become what I think they should. At least, as long as they are in the Eidolon fields or Fortuna's map, that is.

    Note: I am going to mention Titania a lot for comparison, so you get the idea of what my ideas are.

     

    Zephir:

    This frame can use her first skill to impulse herself into the air at high speeds and cross the map with a couple uses of that ability. That is the second use, the first one being to stay for several seconds a couple of meters in the air and shoot from that advanced location.

    My idea would be to change how that skill works only in maps such as Eidolon fields and such. In there, charging normally would activate the "flight mode", which would channel energy at a rate similar to Titania's 4th ability (maybe even a little slower) and allow for very fast movement around the map, and pressing Shift while on movement (the same we use to run) would give a speed boost (similar to the Archwing's turbo) for fast traveling.

    Edit: suggested by (PS4)ArtPrince17, these change would work in a similar way as Vauban's Minelayer or Ivara's Quiver, where we can change the effect of the skill in a rotating fashion: one option leaves the skill as it is now and the other applies the changes I suggest. That way, those who want to use Tailwind/dive bomb as normal when both styles are available, they would be able to.

    During the use of this "flight mode", and contrary to what you can do with Titania or the Archwing, you can't use any weapons at all (Titania has wings on her back, letting her hands free, and the Archwing does similar). However, if you stop in the air and press the ability again, you create air currents that keep you in the air stationary (can't move around while like that) but you can use your weapons to defend yourself, and then press it again to go back to "flight mode". Of course, while of "flight mode" you would be able to use other abilities to attack instead of your weapons.

    Basically, Zephir would be a fast flyer, but not as offensive in combat as other frames without putting herself in danger (staying put in the air for long periods of time is not exactly a good idea). You would need to either change between "hovering mode" and "flight mode" during the fight to re-ubicate yourself to a better position or fly fast to a location and then land to fight the enemies.

     

    Chroma:

    We all know of the "sentry mode" you have by pressing the 4th ability. Chroma's armor grows some amazing wings, detaches itself and attacks to any enemies around it while the player moves around. I think those epic wings are very underused.

    My idea for Chroma would be to add another effect to that ability. One press, the sentry detaches like normal; you keep the button pressed, the wings grow but the sentry stays, lifting you in the air for a channeling cost bigger than Titania's (big and heavy body, big energy cost).

    Chroma is way heavier than Zephir, so his max speed would be a speed similar to Titania's without turbo, maybe even slower. In exchange, he can use all his weaponry all the time and also his other abilities, becoming quite the offensive dragon and the terror of all creatures bound to the ground (sorry, I had to add some epicness there. XP).

    Adding to the energy cost, and this is something I just thought about, so I am not sure if it is a good idea or a terrible one, and to avoid spamming of this ability, after the energy consumed reaches the 50% mark, once the "flight mode" is deactivated, Chroma cannot recover energy from any source at all or use the "flight mode". However, half of the energy used for flying will be reimbursed in the lapse of 10 seconds, after which he will be able to recover energy like normal and fly again.

    My logic behind that last part is that, even if he is a dragon, lifting his body and using his powers to attack is very tiring. So, once back on the ground, he needs to let his body rest for a couple of seconds. So to speak, it is more his body overexerting too much and needing to let it recover rather than how much energy it has. This will essentially limit the use of the "flight mode" of Chroma to battle situations or for showing off a little (I would like to be able to use him for flying around just like Zephir or Titania, but I don't know how without overpowering him).

     

    I would like to reiterate again that these changes would only be for the Open-world maps, not normal tilesets. Titania can because she becomes tiny and it suits her, but flying around corridors and storage rooms with Zephir banging her head around or Chroma barely being able to move around due to his size, is not a good idea.

     

    So, in essence, Zephir would be the fast and maneuverable one, Titania the middle-ground offensive-agile one, and Chroma the heavy offensive. Three frames capable to soar the skies, three different ways to do it.

     

    Your thoughts?

    ZephYr

  6. On 2018-10-14 at 9:34 AM, Thanzilla said:

    Two of the more recent additions to the game have been Arbitrations and Elite Sanctuary onslaught.  Both are high level missions that require you to use good overall frames for solo or synergistic frames in multiplayer scenarios. Inaros might be ok solo, even though he has no damage buffing ability, because he is a tank but in multiplayer scenarios he falls completely flat.

    In high level missions having reliable abilities is an important factor to success. His 1 isn't reliable at all. There is a very high chance that it might not work because the enemy is not always facing you or because of lag. There is a simple fix to this issue and it is to taunt enemies to force them to face you, providing reliable CC and team synergy. But more of that later, now let's move on to his 2 ability.

    His 2 ability is a single target CC, which to no one's surprise, is of no use in a horde shooter. The devouring gimmick is cool but it takes so long to kill high level targets, it's absurd. What's more, you are completely stuck in the animation while devouring, being unable to help your team at all. I recommend making this ability deal %life damage to enemies and making it devour automatically by throwing scarabs at enemies in quicksand while recasting the ability, allowing you to move and deal with whatever your mission requires you to do. 

    Moving on to his 3... you suck them in and spit them out and that's it...I am pretty sure that you can build Inaros for ability strength in the regular star chart missions and kill stuff pretty fast with this but i never bothered to do it. Inaros screams to be build as a tank and not a caster so why not give this ability something tank-like. For example taunt. This would make enemies face you for his 1 and also provide reliable CC. Oh and by the way remove the cannot attack or pretty much do anything while this is on... It looks cool but that's all it does. You are completely useless in high level missions while using 3.

    His 4 is armor. It's just that. Plain and boring. Nobody uses this for healing team mates. It can be a Panic button of sorts but again, it has no reliability. It takes so long to cast and to recast it time and time again to heal people is tedious. For this reason it's just an armor buff. Why not give it some synergy as well? While you have Scarab armor you deal X% increased damage to enemies affected by any of Inaros' abilities.

     

    Inaros feels very underwhelming and sad when played in high level missions. I pretty much use him just to get an immortal cat in kuva floods because i don't feel like reviving her. I hope that by reworking him and implementing something similar to my suggestions will make him an all around better frame. 

     

    Thanks for reading.

    Well, as long as you're with Rhino Prime, Nyx Prime and Nidus, you don't have to worry about killing or being killed in arbitrations with Inaros

  7. Her 1 and 4 just seem a little too familiar...... like her 2 is made up of Volt's shield and Mirage's Disco ball..... and her 4 is a dps version of Nyx's floating meditation ability. When DE said "gore", I immediately thought of Alex from Prototype- shapeshifting, higher jumps and further glides. I know their build is still w.i.p., but still needs changes.

    Garuda's 1- Keep the pounce attack. If Garuda has those giant loose limbs, they should act like a huge claw during the pouncing animation. Each enemy killed would add onto either her shield or armor percentage, instead of the combination of Volt's 2 and Mirage's 4.

    Garuda's 4- Remove the meditation action and have her spinning on one foot with a hulahoop/ skirt of spinning needles. This ensures mobility and dps. If that seems too much like Revenant's 4, Garuda could shoot her giant spikes at surrounding enemies like a porcupine. Each enemy pinned would explode, damaging both surrounding enemies and healing allies who are within the bloodplosion.

  8. On 2018-10-27 at 4:23 PM, xuyanhua said:

    Sometimes passive skills can't be triggered.

    Now that I think about it, it's like how Reaper (Overwatch) gets souls to heal, but the souls never heal enough to max health. Same for Nekros. Maybe they can rework him to drain health from his zombies.

  9. On 2018-10-27 at 1:39 AM, Katze127 said:

    So I saw the hourly arbitration. It said +300% damage Loki.
    I was wondering what if I give it a lot of strenght mod. Will it do something?
    But... no. Of course, I would knew this will happen since Decoy doesn't have a damage in PvE, but really... why?
    It just shoot around with a Lato, why don't you give him some damage dealing? Even Mirage's Hall of Mirrors deal damage, so it wouldn't be too OP.
    Decoy should get some buff or rework, because its just pathetic.

    You know how they changed Hydroid's tentacles for his non-prime and primed stance? One's holographic and one's real? They should add that feature to the Decoy. Getting back on subject, you should add 3 more decoys that "taunt" enemies by shooting them with taunting bullets.

  10. 18 hours ago, S4nan said:

    So... Octavia is a fun Frame, I like her a lot, but some times, especialy in long missions (Defenes, Survival, etc), she bores me.

    I think is because of the music. Music is a big part of Octavia, but in long missions, gets old really fast.

    My idea is to let Octavia switch songs in missions by, for example, pressing and manteining 4 pressed to change. It could use the tools and emotes sceme to let you select a song that are saved. Or it could use an specific botton (like 6 or the Fs) if there's a problem with manteining a ability button.

    I'd like to see the option to create more mandachord "cassette tapes" that you can use to slap on your gear slots. Only makes sense since you build the Mandachord via foundry

  11. On 2018-10-28 at 1:23 PM, (PS4)big_eviljak said:

    Rhino passive should change to being able to dual weild heavy blades.

    Why? Because hes considered by DE to be the heaviest frame. His current passive sux, and this new passive would be fun.

    Hmmmmm....... I get it, Heavy Impact isn't as rare a thing anymore for Rhino since others can use it. I think that his passive should be a bullet sponge sort of thing; the more bullets that but your armor, the more ammo you get, but also, melee hits to your iron skin causes enemies to get disarmed and knocked down. Food for thought.

  12. On 2018-08-27 at 9:51 PM, SirenSong115 said:

    Could we take a minute to discuss Octavia’s mandachord. I’d like to see the mandachord with a little beef on it, I’ve had multiple people ask me to make heavier songs, like Gojira, Slipknot, Rings of Saturn, etc, and it’s just not possible without a way to drop the tempo and drop tuning. Maybe if we could get a way to add one or two octaves maybe. I’d like to hear others opinions on this matter.

    Yeah. It's very limited, plus the cursor on Xbox is ridiculously large to hit each note, even on the smallest side of the slider. I wanna see a Mandachord Hero minigame for her as well, like using your own songs for it, you know?

  13. On 2018-09-15 at 10:14 AM, Mattakadeimos said:

    Like seriously if a Saryn player is in a mission type like defense, you may as well go afk. There's no fun in watching corpses explode and not doing any of the killing yourself. Its boring.

    Its not just defense, any mission, oh look its Saryn. Might as well kiss any kills and just watch and wait till end of mission.

    There is no other frame atm that can do such wholesale slaughter.

    No, I'm not a Saryn main btw, she doesn't suit my playstyle. But you know dialling back her abilities to bring them in line with all the other frames would be nice.

    Its either that or insta kick anyone playing as saryn from the games I'm in. No fun for anyone.

    Come on DE sort it out.

    Well, if you saw their Chimera build notes for tomorrow, they will reduce her until she's spreading spores that make enemies trip balls

  14. I kinda saw that too, until I saw the enemies around him being struck like lightning rods by stray bolts from the sky. He's more like living Armageddon than a tank. Also kinda wanna see him get physical armor added per perfect square percentage like Nidus Phryke or Atlas rebuff 2018.

    I.E. Vex Armor 20%= More armor for the arms, 20% More leads to more armored legs, chest and eventually, helmet

  15. I am really excited to get Revenant, really I am, but I have come across the same issue I originally had with Harrow Neuroptics- it just didn't drop for me at all. Over 20 times I completed the same mission, yet I haven't recieved the Neuroptics for Revenant. I was on the verge of farming platinum because of this until people started telling me to post this. I hope it's not just me going through this monotonous process. Please raise the droptables for the neuroptics of Revenant.

  16. For the players and The Developers reading this, we need to have less enemies in here. Nullifiers and Bursas don't help this game. Just because you want to add more enemies that are damn near impassible, it doesn't mean it's going to be fun for the players.

    We also need ways to kill an objective without having to worry about an invisible timer ruin the amount of progress we have made trying to kill something. So what if we can't kill a guardian Inaros summons under 2.5 minutes??? This is not even rational to make a player run through an entire place full of loot and have to kill something with a large amount of health under a short amount of time. I already went through the Sands of Inaros but still, we need more time.

     

  17. I am new to playing the Mandachord so, I just thought that maybe there could be a melody voice change for the default instruments? Now, don't get me wrong- I like the harmonic voices, but want top hear a kind of male melodic tone. Realizing this now, the Developer probably did this because Octavia is female. Imagine the player could use her for male choir, like the Dovahkiin Theme from Elder Scrolls V: Skyrim or Halo 3's main menu theme. This could make players' lives better when making songs.

    I know, we can't change Warframe genders (Octavia in this instance) but part of that could prove useful for Mandachord users. Use links down below to search my references.

     

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