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(PSN)BlackVenomX8

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Posts posted by (PSN)BlackVenomX8

  1. Hey everyone,

    Last devstream showed the upcoming exilus slots for weapons (Primary and Secondary only) to free a slot for some utility mods like reload speed, Zoom, Projectile flight speed, Ammo mutation and more, Which Sounds very useful.

    However, It appears that using a mod in this slot would drain mod capacity, Forcing anyone who wants to use these slots to forma their weapons more, Thus consuming time and forma, With the game having hundreds of primaries and secondaries. So i came up with a solution that could help in solving this problem.

    On the devstream, They confirmed That to unlock this slot it would be a new item and not the normal exilus adapters we use for warframes, So this new item could have a different variations like:

    Madurai ( V ) Exilus weapon adapter / Vazarin ( D ) Exilus weapon adapter / Naramon ( - ) Exilus weapon adapter.

    Using one adapter on a weapon would give the exilus slot a polarity matching the adapter (Much like forma but without leveling and stuff) And using the utility mod that matches this polarity would remove the mod cost.

    Example: Using Naramon ( - ) Exilus weapon adapter on a secondary weapon allows to equip a mod like quickdraw so it would drain 0 points instead if 7.

    Of course it would be awesome if using a mod in the exilus slot would drain nothing anyway without the polarity (by using a normal exilus weapon adapter and not the variations i suggested above), But that will most likely not happen.

    If anyone having a different solution feel free to share them.

  2. Here's my suggestions.

    Passive: Gives chroma immunity to the chosen element and 25% (Heat - Electricity - Toxin - Cold) Damage to all weapons.

    Spectral Scream (Max Rank)

    - Tap the ability to change elements (Like Ivara and Vauban) and hold to cast it.

    - Chroma shoots a projectile that deals 500 damage of the chosen element with 100% status chance. (Affected by strength)

    - Heat will ignite the ground in 5m radius for 10s, Electricity will chain up to 5 enemies in 10m range, Toxin will leave 5m cloud for 10s, Cold will freeze the ground for 10s slowing any enemy by 75%. (Not affected by range or duration)

    - Casting the ability while elemental ward is active will double the projectile's damage and range.

    - Casting the ability on effigy will heal it to full health and gives it a small buff that lasts for 10s. (Not affected by duration)

    - Augment Change: Chroma shoots 3 projectiles that seek out nearby targets and deals 1000 damage with 100% status chance, Removes AoE.

    Elemental Ward (Max Rank)

    - Increased duration from 25s to 30s.

    - The augment is unchanged.

    Vex Armor (Max Rank)

    - Increased duration from 25s to 30s.

    - Reduced the amount of shields lost to maximize scorn from 400 to 300 considering that both chroma and chroma prime have 300 shields by default at max rank.

    - Augment Change: Chroma releases a pulse every 150 damage taken, Inflicting the chosen element in 15m radius. (Not affected by range)

    Effigy (Max Rank)

    - Attack range increased from 20m to 30m. (Not affected by range)

    - Reduced energy drain from 10/s to 6/s.

    - Removed the armor penalty.

    - It follows you around, And you can command it to stay.

    -Augment Change: Chroma spreads his wings and gains the ability to fly, Cannot use any of his weapons but can use his other three abilities, Shoot button will allow chroma to unleash a stream, dealing 2500 damage of the chosen element, Secondary fire will allow chroma to shoot an explosive projectile, Dealing 500 damage and ragdolling enemies within 7 meters (Affected by range), Energy drain is doubled.

    • Like 2
  3. Passive: Gives chroma immunity to the chosen element and 25% (Heat - Electricity - Toxin - Cold) Damage to all weapons.

    Spectral Scream (Max Rank)

    - Tap the ability to change elements (Like Ivara and Vauban) and hold to cast it.

    - Chroma shoots a projectile that deals 500 damage of the chosen element with 100% status chance. (Affected by strength)

    - Heat will ignite the ground in 5m radius for 10s, Electricity will chain up to 5 enemies in 10m range, Toxin will leave 5m cloud for 10s, Cold will freeze the ground for 10s slowing any enemy by 75%. (Not affected by range or duration)

    - Casting the ability while elemental ward is active will double the projectile's damage and range.

    - Casting the ability on effigy will heal it to full health and gives it a small buff that lasts for 10s. (Not affected by duration)

    - Augment Change: Chroma shoots 3 projectiles that seek out nearby targets and deals 1000 damage with 100% status chance, Removes AoE.

    Elemental Ward (Max Rank)

    - Increased duration from 25s to 30s.

    - The augment is unchanged.

    Vex Armor (Max Rank)

    - Increased duration from 25s to 30s.

    - Reduced the amount of shields lost to maximize scorn from 400 to 300 considering that both chroma and chroma prime have 300 shields by default at max rank.

    - Augment Change: Chroma releases a pulse every 150 damage taken, Inflicting the chosen element in 15m radius. (Not affected by range)

    Effigy (Max Rank)

    - Attack range increased from 20m to 30m. (Not affected by range)

    - Reduced energy drain from 10/s to 6/s.

    - Removed the armor penalty.

    - It follows you around, And you can command it to stay.

    -Augment Change: Chroma spreads his wings and gains the ability to fly, Cannot use any of his weapons but can use his other three abilities, Shoot button will allow chroma to unleash a stream, dealing 2500 damage of the chosen element, Secondary fire will allow chroma to shoot an explosive projectile, Dealing 500 damage and ragdolling enemies within 7 meters (Affected by range), Energy drain is doubled.

  4. 55 minutes ago, (Xbox One)AlingsasArrende said:

    Passives: They did change some of the more useless ones. Not all are very good but your examples (Saryn and Banshee) are poorly chosen. Saryn's passive is highly useful: more damage (Toxin, Slash, Gas, Heat) and longer CC. Furthermore, anyone using Condition overload is extremely happy about it.

    Maybe i'm the only one thinking that saryn's passive is useless, I'm ok that people are happy with it.

    But it's still weak compared to other passives, at least make it 50% or give her additional passive.

    Inaros for example, Gain 20% of his max health when doing a standing finisher, which is VERY strong because his 1st opens enemies to finishers and his health pool is very big.

    Nidus CAN'T die.

    I still find banshee's passive useless, It's like giving a passive health regen to oberon or a passive energy regen to trinity.

  5. 1 minute ago, GnarlsDarkley said:

    I can't even fit in the mods i want and you say I should sacrifice a slot :clem:

    There are these mods that are in every build (Serration, Split chamber, etc..) DE needs to remove them and made them innate when the weapons level up or something.

    And please tell me why would you use a silent weapon with a warframe that doesn't need a silenced weapon? her 3rd can make enemies deaf which makes her passive useless.

  6. 5 minutes ago, GnarlsDarkley said:

    what? silent weapons are useless. lol

    We have all mods that can make weapons silent, She needs something unique.

    I would say it's useful if banshee was a "Stealth" frame.

  7. 3 minutes ago, ShinTechG said:

    you say passives like Saryn's is useless but what do you mean by that? how is it useless because I myself find it extremely useful.

    How do you find 25% duration on status effects useful?

    Also if you compared it to nidus' passive, You'll find it worthless.

  8. 4 minutes ago, KirukaChan said:

    Extreme poverty detected!

    Yeah i don't wanna waste alot of endo to level two mods, Actually i convert duplicates into endo.

    They also have bad stats, I'll start using them if DE made them worth using.

  9. With the recent warframes and weapons changes, And damage 2.5 coming soon(tm), I think we need more changes/buffs for:

    1) Archwings (AW weapons don't matter, Players only use archwings in the plains).

    2) Melee weapons (Specially dual daggers and the channeling Mechanic).

    3) Companions (Specially Pets, I'd say sentinel weapons but nobody uses them because we can't use the same mods on them and our weapons at the same time). 

    4) Warframe passives (Some of them are useless like saryn's and banshee's passives, Some of them are ridiculously strong like nidus' and inaros' passives).

  10. On January 8, 2018 at 10:56 PM, (Xbox One)EternalDrk Mako said:

    you need to gild the amp 

    if your amp is ungilded its coloring cannot be changed , to gild it you have to be rank 3 in quills 

    Void blast's color is unaffected by the amp's color, My amp is gilded and i changed its color but void blast still blue.

  11. Everyone talks about players and why most of them use sentinels only because of vacuum.

    You should use what fits your playstyle more, Or what will assist you in a certain mission.

    If you want looting/survivability use sentinels, If you want Dmg dealer/buff allies or debuff enemies use pets.

    All i wanted is to share the idea of releasing my puppies and kittens in the free space and make them interact with the toys/beds and with each other.

  12. When they release umbra as a "completely new frame" that is more powerful than prime, Then people would only play umbra.

    What will happen to the prime access then? To excalibur prime?.

    I didn't say it was just a skin, I said that you can switch to umbra from the prime version which makes people buy/farm them.

    The umbra will have it's own design, stats, abilities, MR points, and skins to use it with.

    And they should change that prime passive, Not everyone plays in the void/derelict, 250 energy when they get in contact with a death orb is completely useless as we have other ways to get energy (Zenurik, Arcanes, Plates and some WF abilities), We need a new passive that works anytime, anywhere.

    Otherwise, Players will only focus on acquiring umbra.

  13. 13 hours ago, (PS4)Chris_Robet said:

    That is one of the most untrue things out there. The biggest reason is A) Vacuum and B) Warmframe Survival mods. 

    As long as you do sorties a couple times a week you'll have millions of extra credits.

    A) Not everyone uses vaccum, It's good when farming resources and that's it, If you're doing normal missions you won't need it.

    B) Pets (Specially kavats) have more useful buffs than sentinels, And hunter recovery mod works better than medi-ray.

  14. 1 hour ago, Oreades said:

    As long as DNA degradation is a thing I just keep all my pets in cold storage always. So I can't even imagine having more than one out as my average is probably pretty close to zero at any given time. 

    DE should remove that DNA degradation system, It's one of the big reasons players always use sentinels.

  15. Hi everyone, 

    It's already 2018 that means we are getting close to umbra and the sacrifice update, So these are my thoughts for the umbra warframes:

    -The umbras should not be a different warframe it should be like a slider/switch that you can toggle ONLY with prime warframes when you acquire the umbra version, So you can't use umbra unless you have the prime version, with the only exception to this is excalibur umbra, So they can keep releasing prime access and with every prime released the umbra version will also be released but only obtainable in-game (you should farm for it).

    -To craft umbra warframe, it should require neuroptics, systems and chassis like the normal and prime versions, But these will be hard to farm, and i can see helminth playing a big part of acquiring umbra.

    -Umbra should have 5th ability (Umbra Ultimate Ability) That they can fuse with the operator to make one form (because i think that umbra will have it's own mind and they can still fight when you go into operator mode).

    ex. Excalibur umbra's 5th ability will make him turn into a glowing ninja and gains 25% increase in size (much like eximus enemies) and 1000+ health and shields wielding big exalted blade that deals void damage with new stance, Drains both operator energy and warframe energy and stays for a set amount of time (That's only an example, the main idea is that it may have a 5th ability).

    -Now DE should make a new passive/different 5th ability for the prime frames so that people switch between the two forms otherwise they will only use umbra.

    -I hope that we can see combos between the operator and the umbra.

    Feel free to post any ideas or thoughts, Nobody knows what's in DE's mind, Time will tell but we have to be patient.

  16. Hello everyone,

    As the title says, I hope we can have multiple active pets wandering the orbiter, Since they gave us the option to mature kubrows/kavat whenever we want, I want to see my little puppies and kittens wandering around and interacting with each other, and hopefully with the toys that came in U22.8.

    Also i hope that we can change kubrows/kavats energy color like the helminth charger.

  17. So fishing is the most activity players do in PoE (at least in daytime) and you get alot of these boots whenever you miss a fish (Which is a common thing), So far the only thing you can get from it is 400 credits which is useless.

    So why not making evey boot sellable for 1 plat? It won't affect the game too much and it would be perfect for people who look forward to buying those "Today's Special" or some weapon slots...etc.

    I think it's a good idea, I want DE to make a use for it and also these "orokin ciphers".

  18. 9 hours ago, tyranno66 said:

    Honestly I don't think this frame would really fit.

    She's supposed to be a hair demon frame but only two abilities reference those aspects. Her 1, which could be absolutely anything btw, directly references her hair in the description but that's all it is. Her 2 directly references the demon aspect with "possessing" stuff.

    And all of the abilities are haphazardly jotted down with no semblance of overall connection. If she's a melee frame, why does she have a power that takes you out of combat and makes you one of the trash mobs that you regularly kill? Why does her 4 summon clones? That doesn't have absolutely anything to with her other abilities. 

    At least with Valkyr you have some semblance of synergy. You use her ripline to quickly get to somewhere or to drag someone to you since you have a really low range in hysteria. Her warcry directly buffs her melee speed and paralysis can stun enemies for easy pickings. And mind you this is coming from a guy that hasn't even touched Valkyr so I don't know all the little details that Valkyr mains know.

    I said some of her abilities needs to be changed, And here's what i think:

    Passive: gains 10% melee speed to heavy weapons (heavy sword, hammers, axes...etc.)

    gains 10% melee damage to other weapons (rapiers, swords, dual swords, glaives...etc.)

    Because i don't think sacrificing a primary weapon to movement and attack speed is worth it.

    1st ability: Same as it is, no changes.

    2nd ability: Same as it is, with some changes.

    3rd ability: Needs to be changed completely, And should be some kind of melee buff.

    4th ability: she should become the spirit, drains energy per second and use her hair as weapons with unique stance (much like valkyr), gains 50% movement speed (unaffected by mods) would be a nice touch.

    Those would cover all her aspects (hair/melee/demon).

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