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weeaboopotato

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  1. Keywords to keep in mind while reading this: PR=power range PS=power strength PD=power duration [Sying The Seamstress Frame] ROLE: Caster Crowd Control STATS: Health--------------------85(200) Shield--------------------100(325) Armor--------------------100 Energy-------------------120(240) Sprint Speed------------1.1 ABILITIES: Passive Enemies affected by her abilities will be inflicted with 'woven' which will attach a string to them. When within 5m of another enemy inflicted with 'woven', they share 50% of the damage dealt to each other. 1)Sewing Needle Throw out a needle that will attach itself on terrain or an enemy, dealing 100 slash damage and making them bleed, inflicting 'woven'. If you throw out another needle within 12m*(PR) of another needle. They will form a wall that will slow enemies and slow projectiles that pass through it by 40%, inflicting 'woven' to all enemies that pass through. 2)Entangled Pillar Entangle a single enemy in string and turn them into a 'woven' pillar. This pillar will draw enemy aggro. When the pillar is under enemy fire, it will pulse out and inflict woven to all enemies within 8*(PR)m of the pillar. Sewing Needle can stick onto the pillar. Limit to 3*(PR) pillars. Hold the ability to untangle all pillars. 3)Joined Tapestry Pull the string of all 'woven' enemies, making all enemies inflicted by 'woven', ragdoll to the center of each other and stay attached for 10s. Doubles 'woven's passive range, and increases secondary fire rate by 30*(PS)% for it's duration. 4)World Weaver In a state of inspiration, Sying would manifest her world weaver. Exalted needles that are thrown like Kunais, which can be modded with secondary mods. World Weavers have infinite punch through and chain to all enemies within 7m of the initial target struck, inflicting them with 'woven'. AUGMENTS: Entangled Mail -Entangled Pillar will now store status effects that is done to it and will cleanse all nearby allies of status effects when it pulses, and stores it to itself. -When the Entangled Pillar is undone, it will pulse one last time and grant all allies damage reduction to the damage type by 10% per stack that was done to the Entangled Pillar. World Tapestry -Joined Tapestry will now weave all enemies inflicted with 'woven' within range into a 10m dome around you for it's duration.
  2. This form is just a bunch of augments I thought of that would either give Limbo a new playstyle or some quality-of-life changes without having to touch his kit itself. [LIMBO AUGMENT CONCEPTS] Limbo Theorem -After dashing into the rift, leave behind a spectre that will stay in the opposite plain and repeats your next action. -Has a 2.5s cooldown. [The idea of this is to make it so limbo will have this sort of duality play, while also giving him more security and do his job more effectively. For example; he dashes into the rift and uses the spectre to banish enemies who are outside of the rift and brings them in. This will also give him another damage option that can be very versatile or very useless based on your skill.] Rift Tear -Using banish in a cataclysm bubble will create a rift tear. -This rift tear can be shot through with your weapons once to affect any target outside of the rift before it collapses. -The target hit will bring themselves and others within 5m of them to the rift. [The idea was to give limbo a chance to hit enemies outside of the rift but with it's own risk of potentially being shot back. Allowing more creative freedom for Limbo while also giving him a higher skill ceiling.] Zero Hour -Duration of all abilities when stasis is active will have their duration's paused if no enemies are affected. [Considering he does have a bit of a time theme to him, even if it isn't exactly a core theme. It seems like it'd fit him to have a augment like this which is just a straight buff.] Infinity Blitz -Allies can now be affected by rift blitz but now rift blitz will pull everything that touches a rift blitz affected unit into the rift, regardless of which plain they're in. -Allies can end the duration on themselves early by dashing out of the rift. [The idea of this augment is to sort of fix his issue with disrupting the flow of missions. Giving him more team-oriented utility and making it so the rift is no longer something players want to get out of, rather make them also masters of it by allowing them to bring enemies in too themselves. Degrading Rift -Enemies within the rift will have their shields slowly decay. Making them lose 10% of their shield for each second they're in the rift. -Works on Eximus shields too. -The moment they are taken out of the rift, their shields will be brought back pre-rifted. [Just a bandaid fix for limbo against eximus units. Since currently there is no reason to bring enemies into the rift since all of his abilities are suddenly rendered useless against them.]
  3. Not really they can potentially do something really cool considering it's a literal spell book. For example, they can make it switch firing modes when ads ing or not, or make it so doing a specific action will cause an entirely new attack. Like spells but made to fire like a gun.
  4. In light of the new weapon that is coming to warframe I have decided to create a new warframe based on what we've seen on tennocon to synergize with the new weapon archetypes that are coming called "grimoires". Since at the moment all that we know so far of grimoires is that they're an AoE based weapon that could possibly deal void damage cause of it's color. I have decided to make an weapons focused frame that deals void damage, but can still be diverse enough to use other damage types for more build diversity. Emphasizing on the void element and elemental procs. [Oionos The Veil Siren] (I picked the name Oionos {Ee-yo-nos} because it means omen in Greek and if you read the lore below it'll make more sense) [Lore] When the orokin have learned of the entities of the void, it would peak the curiosities of many researchers. Many have sought the power it can grant and to utilize the dangers it can give. The Zariman void inflicted children are proof of it. So of course, who better than the children of the void to experiment on. There have been many attempts to call these entities, however most of them could not even call a single entity. This was all until Aisha who had a talent for singing and was one of the few of the void inflicted children who was allowed to not be a weapon. In an experiment that was used to commune with the void. Aisha was somehow able to thin the veil between the void and our reality and attract entities never seen before. This would prove to be her undoing. As she was more dangerously closer to them than any other tenno before that were used to call to them. Yet somehow, she was able to survive and not be consumed. The man in the wall was of course not so pleased as the tenno were already supposed to be his alone. Yet another wants to claim this one for themselves. This entity was known as "mother". A void entity that seemed to attract multiple other ones that were lesser compared to them. For Aisha to survive the experiment, she had to make a deal with "mother". Since Aisha was a gateway for void entities to even thin the wall of lohk. Her deal was let "mother" eventually breach into our reality and let their children feast; in return she would be granted power that even the orokin wouldn't defy her. When she accepted, suddenly all the researchers who were in the room with her would cry in agony as she witnesses what the Warframes truly are and how they're made. There, Oionos was born. Oionos wasn't exactly a Warframe as they weren't made from the same helminth strain, at least the original didn't. Rather they were made using a mockery of the helminth strain, being one of the very few who weren't made by Balas. Since then, she could no longer be a singer and was forced to join the ranks, feeding her enemies to "mother". Until she would exact her revenge during the Tenno uprising and disappear forever in the mouth of "mother". [Role] Hybrid Weapon and Caster Frame DPS Status debuffer [Stats] Health --------- 75(375) Shield ---------- 80(380) Armor ---------- 90 Sprint speed --- 1.1 Energy ---------- 250(300) [Abilities] Passive When weilding a grimoire, ability strength is amplified by 20% and increases grimoire damage by 10%. 1)Whispers Briefly charge up your weapon, imbuing it with the voices from the void. Grants increase 50% explosion radius and grant it 200% crit on primary, but the increased crit damage is done in void damage. Has a cast time of 0.75s but reduces all damage taken during that period by 75%. If target was affected by Grasp, all targets are inflicted with a void proc, where the void bubble is guaranteed to the head. [Augment] 2)Grasp Allow the void to leak a little into reality, allowing it to set it's sights on a target. Attracting void entities towards the target. Target is enchained by the hands of the void entity known as the void mother, being slowly eaten away for 7.8s. All units within 12m of the target are slowly dragged in and are slowed by 40-79% depending how close they are to the target. Main target is dealt 75 void damage per/0.25s, meanwhile enemies around the main target are dealt twice the damage. [Augment] 3)Brimmed Overload your foes who have been touched by the void until they can't take it no more. Deal 500 void damage per status proc on the target, additional 800 damage per void procs. If target isn't inflicted with any status affects, inflict a void proc. If targets are under 20% health with at least 1 void proc, they are executed by a void entity consuming them. [Helminth] (No additional damage on void procs) [Augment] 4)Quiet Requiem Sing a song of ruin as you think the veil between the void and reality. Borrowing "mother" 's power in an endless cycle of appease and deceit. The void entity will slowly feast on all enemies within 35m of your line of sight. While being fed, enemies take 75 void damage every 0.36s with a 100% status chance. Heal for 50% of the damage dealt by the entity. If Brimmed successfully executes an enemy while Quiet Requiem is active, heal for 50% of the enemy's health pool and steal 15% of their armor for as long as the ability is active. Drains 10 energy per second.
  5. This^ cause this concept is a horrible rework but is an amazing warframe on its own.
  6. The main problem is keeping the samurai, theme. His focus is not on his name, which is why the gravity part is more of a gimmick. Although these abilities are cool and nice, they don't synergize with his kit that much and aren't as practical to his kit. Since I'm trying to make all his abilities usable rather than having some of his kit just becoming irrelevant cause other things in his kit already does it for him. -Not only that, but he also already does the lifted part with his passive which checks out the gravity-based abilities. -His 4 also already does part of that gravity part where it tethers lifted enemies to his melee range which is essentially constantly pulling them to his center. -His combo most likely being press 3, activate 4, slam/heavy attack, press 1 and only use 2 as an oh no; button. I can do more gravity type of abilities but it will sound generic if I do. However, credit should be given that I should at least make his gravity theme a bit more obvious so I made some changes.
  7. Juryok comes from the japanese word for gravity which is Juryoku. He's named that because his main gimmick is that he has to inflict the lifted status effect to deal damage.
  8. [KURYOK THE SAMURAI WAFRAME] [Role] -Kuryok is intended to be a melee focused DPS. [Stats] Health------------------125(400) Shield------------------100(300) Armor------------------300 Energy-----------------100(160) Sprint Speed----------1.1 [Abilities] Passive -When using a sword, Juryok is able to distort gravity more easily. -When performing a heavy/slam attack, it is always guaranteed to inflict lifted as he manipulates gravity. 1)Omni Strike -Juryok will briefly increase the gravity towards a target and lunge to strike them 3*(ability duration) times from the first, left and right side of the enemy. -The targeted enemy is rooted for 5s and has their fire rate decreased by 50% -Each strike deals 75*(ability strength)% of your current equipped melee's damage. -Each strike can crit but depends on your current equipped melee's crit chance. -If used on enemies inflicted by lifted, Juryok will dash and strike all enemies who are lifted then slam them on the ground rooting them by increasing their gravity. -Can be used while in the middle of a melee animation. 2)Meditative Stance -Juryok will enter a meditative stance that will immediately swap him to melee and increase his melee deflection to 360*. -When standing still for 0.5s Juryok will heal for 50 health per second. -Is a channeled ability that slowly drains your energy by 5 per/s. [Augment] 3)Juryoku Poise (Helminth) -Briefly grant Juryok 100*(power strength) overguard and pull all enemies within a 120*(Ability Range)° cone and a length of 15m. -Pulled enemies are slowed by 30% and all outgoing damage to them is increased by 50%. -Duration of the slow and debuff is 12s. -Overguard decays after 3s of using the ability. -Overguard can't go any higher than it's own value, it can only be refreshed. [Augment] 4)Likaereba Blade -Kuryok will bend gravity to create a mini wormhole to reach into a parallel universe and bring out a spectral replica of your current equipped weapon. -When this spectral copy is made, attack speed is increased by 50% and melee attacks hit twice. -When attacking an enemy inflicted by lifted, they get pulled towards Juryok. (tether also applies when using Omni Strike) -Heavy/Slam attacks have their range increased by 1 per combo tier. -Only last for 10s. [Augment]
  9. My only critique is his snakes are gone, give him bandage snakes and this will be perfect.
  10. So far the main issues with valkyr from what I see is range and energy economy. She is a melee semi tanky dps frame but with barely much tanking capabilities outside her insane base armor and invulnerability on her 4. So the objectives to this rework is to make her energy economy more manageable and give her more tankiness and range, but make it so you have to earn it. [Valkyr Rework] Passive (new) -The range of Valkyr's melee and Hysteria increases by 0.15 per combo count multiplier. 1)Rip Line -No longer pulls enemies but now always pulls Valkyr to them. -Valkyr is now CC and status immune while using rip line and can use it during any cast animation. -If it has already been sent out when she gets CC'ed, once the line hits anything, it cleanses any type of crowd control and status effects on Valkyr. [Augment Rework] Swing Line Adrenaline Line -Using Rip line will increase your combo count by 1 and refunds 25% energy used casting rip line per combo times mutiplier. (yes it can refund more than just 100% of the energy cost (The reason why I changed ripline into this, so she could still somewhat retain her old passive while also now having a way to become CC immune. To give more into her power fantasy of a fast agile rage ripper. Allowing people to animation cancel during what is normally Un cancellable melee animations. Making Ripline more of a gap closer to both support her melee focus and the augment change to help with her energy economy) 2)War Cry -Unchanged but now discourages enemies around it's range, reducing their damage by 50%. (I honestly only made this change since I just felt like it feels really in line with her theme) 3)Paralysis -Instead of only 33% of your shields it now depletes all your remaining shield but converts 100% of it into temporary armor for 10s. -Instead of knocking back enemies it now stuns them for 3s increases by 1s per 100 shields depleted. (Let's be honest paralysis was always a bad ability on Valkyr that you almost never use in levels of play that Valkyr is actually played in. Since this was a CC ability already in the first place, why not just actually turn it into reliable CC. Although this won't be used often since she's almost always in her 4, This is more of an oh S#&$ button when you know you won't be able to retain it for long while also giving Valkyr a little bit more survivability outside her 4.) 4)Hysteria -Unchanged
  11. I have noticed three NPCs in cetus who have no purpose but have lots of potential as vendors. So I made some concepts on what one of them would sell and what they would take for it. [The Clothe Seller] -The clothe seller will be selling modular auxilaries and syandanas that can be equipped to your warframe. [How would it work] -Simmilar to how the other modular stuff work you would need parts. In this case 3 parts. Clothe The deciding factor of which type of syndana, or auxilary you'll make. Pattern imprints What type of design patterns will be put onto it Sigil You'll be able to plaster your own sigil onto the auxilary and syndana while also being able to pick how large or long it'll be on them.
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