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(PSN)XzarXasm

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Posts posted by (PSN)XzarXasm

  1. Passive Ability: Trial by Combat

    Melee kills grant bonus armor (+10/15/20/25/30), Secondary kills grant bonus Shields (+25/30/35/40/45), Primary kills grant bonus Health Regen (+5/10/15/20/25%) and Ability kills increase Power Efficiency (10/15/20/25/30%)

    You can the change numbers around. I felt that the whole "reward and renown" theme of this ability would fit the Legionary theme of Legion.

  2. 16 hours ago, BlackDiamondAce said:

    I want a second opinion on this:

    for a real first ability: he uses the roots of the realm to grab enemies and drag them to him.  On top of dealing corrosive damage and having a high chance to proc it

    I like the idea of enemies being brought to him. Maybe have a life steal mechanic instead of dealing corrosive damage. Corrosive would make sense if the roots bursted, pouring the Yggdrasil's life blood on the enemies. Perhaps roll that into another ability

  3. 18 hours ago, BlackDiamondAce said:

    Well what would you have in mind, may I ask?  A thing can be generic but unique in its own right.

    My idea for the 1 is;

    Yggdrasil Tap

    Ysmir calls on the strength of the Yggdrasil. Ysmir tethers himself to a single position, absorbing the life blood of the World Tree as well as releasing it's Wrath.

    Statistics: Ysmir is tethered to one point, taking 30% less damage as well as increasing his Health Regeneration (dependant on Power Strength). Enemies killed by Ysmir while in this state become Yggdrasil' Blood Pools. Yggdrasil Blood Pools slow enemies caught inside as well as increasing damage received to enemies by 20% (everything does 20% more damage to the enemies inside)

    Usage Cost: 2 energy per second in use

    Visuals: A long White Root sprouts from the ground, attaching to the back of Ysmir's head. Red waves pulse through the root.

    Purpose: A defensive ability meant to improve his survivability as well as lend more to the tanky way he's described as (a mountain/glacier isn't gonna be mobile. Like, at all.) He's designating an area for him to control. Also adds to the lore of him being a Norse aspect. 

  4. 26 minutes ago, BlackDiamondAce said:

    Okay a brisk overview

    ready go!

    stats are 3x multiplicative from their bases when at max level.  So tweaking those numbers makes it better.  Armor does not grow as a frame ranks up, Valkyr has 600 armor while unranked and max rank.  (A brief trip to the wiki confirms this)

    2 passives can be hard to code in, but ability variety can be godsend.  Leaving his floaty nature as his prime passive and his second passive a replacement for one of his abilities 

     

    his 1 is good crowd control and decent damage

    the use of the bag for the other three abilities makes him feel static and uninteresting.  We have zephyr, queen of the skies.  What would I get playing this frame over her?

     

    anyway I don't have a real opinion other than be a little more dynamic.  I can't say how you should be more dynamic, but tinker until it feels right.  I'll support you along the way 

    Thank you for the help on the base stats. I'll work on that when I get more time to.

    Took your advice on making the 2nd passive an ability. Will roll the damage of the previous 1 into another ability.

    My vision for Fūjin is mostly based off his mythological basis. He held the world's wind in his Bag, so I based every ability on that concept. I'll keep the Bag in each ability, but I'll take your advice by making it more dynamic and interesting in how it's used in each ability.

  5. 8 minutes ago, BlackDiamondAce said:

    combining a corrosive like effect on an aoe spray like Inaros's cc on his first ability.  (join the discord if you havent already) so any suggestions on stats and utility for it, other abilities

    Might I suggest a completely new ability for the first (IMO it's kinda generic)

  6. Fūjin

    Japanese Wind God Frame

    Taiyuin-Fujin-Dsc3719.jpg

    Health: 100 (150 at Rank 30)

    Power: 200 (300 at Rank 30)

    Armor: 500

    Shields: 200 (300 at Rank 30)

    Speed: 0.7
                           

    Passive Ability: Paperweight

    Fūjin floats off the ground, making him unable to be knocked down. Knockdowns instead send Fūjin flying into the environment, bouncing off enemies and launching others into the environment.

    1. Seal, Bag of Winds

    Fūjin absorbs recently dead enemies into his Bag when he passes by them, converting leftover lifeforce into winds. The Gusts accumulated this way grant Fūjin faster overall movement, Health Regeneration, and faster Revive speed.

    Statistics: Pulls all recently dead enemies "essence" within a 10/15/20/25/30m radius of Fūjin into the Bag. Fūjin is unable to perform other abilities while this is active.

    Gusts: Meter (like Nidus's) split in 7 increments. 25 enemies fill 1 increment. Every Increment filled grants a stacking 5% increase to Health Regen, Overall Movement Speed, and Revival Speed (Applys to both Fūjin and Allies). When 7 Increments are filled, the stat effected changes (1st Health Regen, 2nd Movement Speed, 3rd Revival Speed)

    2. Gluttony, Bag of Winds

    Fūjin's Bag of Winds explodes, plastering nearby enemies with pieces of the Bag. Reassembles upon reactivation, pulling enemies tagged inside. Reactivating Gluttony sends these enemies out like projectiles, exploding upon Impact.

    Statistics: 100% Impact upon activation. Enemies can be captured for 10/15/20/25/30 seconds. Enemies launched from reactivation explode with 100% Blast Status. Deals 125/175/225/275/325 damage

    3. Void of Life, Bag of Winds

    Fūjin plants the open Bag of Winds into the ground, absorbing the air around it. This creates a vacuum, for which all elemental Status effects dissipate and projectiles stop. Enemies float inside the effected area, unable to fire.

    Statistics: Creates the effect Corpus ships have when the windows are broken. Has a 10/15/20/25/30 meter AoE for which enemies are pulled into it.

    4. Great Expanse, Bag of Winds

    Fūjin swallows the Bag of Winds, popping it inside him. Fūjin expands to become a massive wrecking ball, bouncing off the environment, crushing enemies beneath him. Gust escaping Fūjin's mouth causes Slash damage, increasing in damage the smaller Fūjin gets.

    Statistics: Fūjin uses all Gust accumulated to power this ability, setting the Gust back down to 0. To help his team, the Gust effects are spread among allies for a short period depending on the User's duration stat. Enemies crushed take 200/250/300/350/400 Impact damage when Fūjin crushes them. Enemies hit by escaping Gust from Fūjin's mouth deals 200 base Slash damage, increasing to a max of 400.

                         

    Explanations:

    Frame Characteristics:
    Fūjin is a portly, floating frame. Movement abilities are encouraged, as his regular speed is very low.

    Paperweight:

    I designed this ability to compliment Fūjin in general combat. Knockdown is a pretty annoying thing players have to deal with, sometimes being the thing that gets you killed in high level activities. To give him a unique function, yet still hinder the player in a semi helpful way, I made him bounce around like a deflating balloon, knocking over targets and bouncing others into the environment. He's dodging damage, but he's still effected in a semi-negative way.
                                       

    Quote
    Quote

    If anyone has suggestions on changes to how this frame can function, feel free to leave them down in the comment section.

     

  7. Gladiators were Gods of Combat to the Roman people, capable of adjusting to any situation. They were all around fighters, the best surviving multiple fights because of their adeptness in every form of weaponry. There were some who could fight one way and succeed, but it was rare since survivability was typically low for them as a whole. To capitalize on that, I think this frame should have 2 forms, like Equinox. An Offense (Gladius Sword) and a Defense (Tower Shield) form.

    I haven't really thought about the other abilities (might add those later) but I did think of the 4. 

    4. Offense (not my naming, just identification)

    Gladius bathes himself in the blood of his enemies, igniting the warrior spirit within.

    Stats: 5 energy per second in use

    Gladius is covered in Fire, burning away all projectiles and enemies, around him. Gladius wields a blade of molten properties, capable of opening (temporary) larger critical spots in enemies. Enemies killed by the Blade become a puddle of Lava, stopping enemies who step on it, causing Corrosive damage.

    Movement: .6 movement speed while active. Gladius lunges at enemies when you melee, launching 5m.

    4. Defense

    Gladius stands stalwart against all enemies, dishing out as much as the enemy can deal

    Stats: 2 energy per second in use

    Gladius wields a shields composed of Fire, absorbing enemy fire/ incinerating enemies within a short radius around him. When all energy is consumed/ user activates 4 again, Gladius sends out a directional wave of molten properties (composed of Enemy fire and base damage that can be increased by Power Strength). Creates a field of Lava, stopping enemies who step in it, causing Corrosive damage.

    Movement: None. Gladius is unable to move while this is active.

  8. 2 hours ago, 1tsyB1tsyN1nj4 said:

    I wouldn't say Nidus is a perfect kit at all, pressing one constantly to build stacks to even use your powers is not a good kit, it's an excuse to use something new.

    You have used him, right? Nidus is as close to a perfect damage frame as it gets. His 1,2, and 4 take massive amounts of enemies and absolutely destroy them. His 4 causes animation lock on some enemies, and scales in damage based off the stacks you've accumulated. The thing that makes Nidus more than "an excuse to use something new" is the fact that you're rewarded for using his abilities.

  9. 14 minutes ago, yarash2110 said:

    it's inconsistent at best and completly terrible at worst, it affects a limited number of enemies which is affected by power strength, you don't need any power strength on nyx, the damage is negligble, the rad procs are worse than mind control or chaos, and the disarming is nice, but its once again, inconsistent, this ability should be changed, i liked paranoia a lot, but it shouldn't allow you to target allies, seems like a bad idea.

     

    I'll add this detail in after, but my idea behind paranoia's ability to target allies would essentially work like a lite Speed Nova ability, an example being; forcing enemies in a high round Defense to go to one point (this would also work on Invisible Frames (Loki, Ivara, Ash, etc...), so they wouldn't be just outed by their teammate, rendering their invisibility useless). I'll also add in a default mode in which if the ability isn't used to target something within 6 seconds, it'll target Nyx herself, making Absorb take the maximum possible damage to throw back out.

  10. 1 minute ago, 1tsyB1tsyN1nj4 said:

    You'll come to love Psychic Bolts, they count as a one handed ability so you can use them as a backup when reloading. Plus every bolt has its own chance to disarm and proc radiation.

    Mainly my problem with them is the fact that they have literally no synergy with the rest of Nyx's kit. With the introduction of Nidus to the game, and his perfectly crafted kit (literally every thing in his kit works with the other in someway) I thought "if DE could make his entire kit work together, why couldn't they do it with others?" That's where this idea came from

  11. Nyx Ability Overhaul; Psychic Bolts
    Out of all the frames available to me at the point I am in Warframe (Just finished the New Strange), Nyx has been my favorite I've built. Absorb and Chaos are lifesavers, and Mind Control's ability to shutdown an enemy for a short amount of time basically allows you to escape within an inch of your life from nearly every Assassination target. Psychic Bolts however, do effectively nothing, more noticably against higher level enemies. That needs to change, so here is my suggestion

    2.) Split Persona

    2.1) Memory Loss; an AOE Stealth ability that forces the enemies around you to forget your presence for 6/8/10/12/14 seconds

    2.2) Paranoia; A Precision Target ability that allows the user to select one target (enemy or ally) and designate them as the primary target, causing all enemies in the immediate vicinity to attack them for 6/8/10/12/14 seconds. If no target is selected within 6 seconds, Nyx herself is targeted

    2.3) Pyrokinesis; A Horizontal wave that causes enemies effected to react as if they've caught fire for 6/8/10/12/14 seconds

    2.4) Insomnia; Activating this ability causes enemies shot by your weapon within 6/8/10/12/14 seconds of activation to become sluggish, reacting extremely slow to everything that happens to them for 6/8/10/12/14 seconds

    Please give meaningful feedback for these, as I'm relatively new to Warframe and don't yet know how everything in this game works. I know at least one of these abilities is already on another frame since DE has basically thought of everything, but if another frame reasonably makes one of these abilities inefficient, let me know :smile:

  12. Here's my attempt at another Frame. Please notify me if any ideas stated in this concept are already in Warframe, as I don't have every frame in the game. I tried to create a frame that would do what Oberon failed at, which was be an equal Support/ Damage frame.

    Apollo

    Sun Warframe

    "All things alive depend on light in some capacity. Might as well be the pinnacle of it"

    Statistics;

    Health: 450 (600 at Rank 30)

    (No Shields)

    Armor: 150 (225 at Rank 30)

    Power: 100 (150 at Rank 30)

    Abilities;

    Passive Ability: Solar Engine
     4 stars orbit Apollo, increasing in size with every enemy affected by Apollo's abilities (Enemies within melee distance are drawn into them, applying Gas and Radiation damage)

    1. Flare
    Launch a wave of superheated plasma from Apollo, incinerating enemies before you
    Consumption: 30 energy

    Type: Directional Wave

    2. Supernova
    Send Apollo's stars at enemies, burying them inside. When the enemy dies, the star ruptures, causing enemies in the radius to take extreme amounts of Radiation and Heat damage
    Consumption: 15 energy per star fired

    Type: AoE

    3. Sun Spot
    Collapse Apollo's stars into you., providing accelerated energy regen to nearby allies and melting enemies Shield's around them, stopping them in their tracks
    Consumption: 2 energy per second active

    Type: AoE

    4. Heliosphere
    Combine Apollo's orbiting stars into a Sun, projecting it into the sky. provides accelerated Health regen for allies and scaling Heat damage to enemies
    Consumption: 25 energy to cast, 2 energy per sec. to keep active

    Type: AoE

    Augment: Red Giant
    Heliosphere expands based off the damage caused by Heat.
    (Can expand up to 5x it's normal size, affecting a larger area)

    Design:

    Colors; Gold (Primary), Silver (Secondary), Red (Accents), Light Green (Tertiary), Orange (Energy)

  13. 9 hours ago, (PS4)Regiampiero said:

    I like the naming of your frame more so then many of the time-frame that have been suggested in the past, but I'm a bit of science geek so there's that. 

    Problem with your first ability, it essentially describes Nova's 4th. I think it would be way too OP to be another frame's 1st. 

    Suggestion for Paradox. All enemies sucked up don't come back, but with them you also loose loot potential. 

    Will do! Thank you for the help on the 1st and the 4th. I didn't really look into other Frames when I made this to check if I copied an ability. Probably should do that in the future :crylaugh:

  14. I'm a relatively new to Warframe, and so far I'm loving it. All the content I have to catch up on and the AMAZING new frame, Nidus (bought him with a daily bonus of a -75% Coupon and the 100 p given by PS+) have really gotten me hooked onto the game. The design and overall awesome abilities they've come up with for most of the Frames currently implemented (not including Oberon. Oberon's awful as F***. Please rework him ASAP) really got me thinking, so I came up with a Frame. Please give me feedback on it (whether it's blatantly OP or obviously underpowered/overshadowed by other frames ). I don't know the ins and outs of this game yet, so some things may be missing from this Concept.

    Chronos

    Time Warframe

    " Time can be seen at different angles. I choose to see it from the sidelines."

    Theme: Combinations between the abilities, making energy a more necessary component to the frame

    Statistics:

    Health:100 (150 at Rank 30)

    Shields:100 (150 at Rank 30)

    Armor:50 (75 at Rank 30)

    Energy: 200 (300 at Rank 30)

    Abilities;

    1.Ripple

    Crush Time and Space around you, emitting a wave of fragmented time. Enemies caught within are thrust backwards in slow motion. Applies Radiation/Slash damage to targets caught within.

    Type: Wave

    Consumption: 45 energy

    2. Time Remnant

    Activate to start a loop of your actions (max. of 10 seconds. Loop dissipates after 90 seconds). When activated again, a Remnant appears, repeating your loop for up to 5 times.

    Consumption: 50 energy to create the Remnant

    Type: Specter (doesn't take damage. Uses caster's Energy if loop included energy use)

    Augment: Causal Loop

    Increases loops performed to 10. Adds a 100% Status Chance


    3. Time Loop

    Place a mark in time, creating a tether to a single point. When activated a second time, return to that point with all statistics applied at the time of first activation (Health, Shields, Ammo, Energy) 

    Consumption: 35 Energy first activation

    Augment: Déjà Vu

    Time Loop gains an AOE. All enemies, resources, and consumables (Health, Energy) are restored to the point of First Activation. (Farming tool. Doesn't apply to Assassination targets. Doesn't restore mods and will only restore planet specific resources)


    4. Paradox
    Create a tear in space and time, sucking everything in the area into it. When activated a second time, all contents previously sucked in are spat out.
     (Applies Radiation damage to all targets held inside. User can see damage applied, and how many enemies are held while in this state in the upper right corner.)

    Consumption: 5 energy per second in use, Damage applied refunds to Chronos per enemy afflicted

    Augment: Event Horizon

    Allies can be Absorbed into the Event Horizon. Allies inside take Radiation damage, yet all damage taken inside is translated to bonus Damage across all weapons (Primary, Secondary, Melee, Abilities)

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