(PS4)ArtPrince17

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About (PS4)ArtPrince17

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  1. (PS4)ArtPrince17

    The Prime Vault is Open!

    YES! FASHION! But Jesus Christ, stop bringing Mag back every other time. She was in the last Vault Opening. Edit: I mixed up Nyx and Mag, I strongly remembered green and assumed Mag, though she has returned a few times. Sorry lol!
  2. (PS4)ArtPrince17

    So Uh... About Zephyr... (Revisited 2.0)

    Zephyr's still lacking! Her rework was half-baked and didn't really fully fix her issues. To quickly review her revisit: Tail Wind and Dive Bomb were merged, Hover mechanic added. indoor collision issues not solved, Tail Wind is too fast and rams you into the walls of the super tight corridors Air Burst added to 2nd slot as a new ability deals very low damage and clunky CC Turbulence is almost perfect. sometimes just doesn't work with Detrons, flamethrowers, and hitscan weapons Tornadoes are much better, just not perfect. way too slow in tracking enemies base damage is magnetic (why?) THEY DON'T GOT GIRTH So, let's quick address said issues in this Revisit, 2.0! _______________________________________________ Tail Wind / Dive Bomb simply tapping the command will propel Zephyr forwards like she currently does, but at 50% speed colliding with any level geometry will trigger Dive Bomb, you can also instantly recover from Dive Bomb basically, Zephyr can Dive Bomb into walls, and can also Dive Bomb on angles this also helps because you'd be able to instantly recover after colliding with walls, which is something people really want not as much struggle on indoor maps due to Tail Wind being slower and being able to instantly recover after collision holding the command will propel Zephyr forwards at 100% speed for 5 seconds, but costs double the energy in this mode, Zephyr can change flying direction by guiding the reticule plus, all the Dive Bomb extra effects are in this mode also pressing the aim command while using Tail Wind will cause Zephyr to Hover in the air temporarily Tail Wind will now be much more effective both in and outdoors. Indoor collision issues are solved. Dive Bomb not has more diverse uses. Air Burst base damage contact base damage is 500 explosion damage reduced to 250 tapping the command will use the current Air Burst when colliding with the surface, it pulls in nearby enemies charging Air Burst will make the damage and range increase with distance knocks down enemies when colliding with a surface damage diminishes with distance on explosion Air Burst now has effective damage and CC. Turbulence only changes needed for Turbulence are glitch fixes against Detron's and Hyekka Master Flamethrowers, also hitscan weapons fixes also Bombard rocket explosion diversion would be nice too, just saying Tornadoes (I know it's actually just called "Tornado" lol) GIVE OUR TORNADOES SOME GIRTH GOD DANG IT base damage change to slash, magnetic is bad refine enemy tracking and increase speed a solution could possibly be to just make them use NPC coding? maybe a charge mechanic that merges all tornadoes to make one big one? Tornadoes would now be pretty much perfect. That's all I have, leave any suggestions below!
  3. (PS4)ArtPrince17

    Idea for Zephir and Chroma

    I was thinking in the back of my mind that double might be a bit too much. Something like 10 extra energy is good, but to compensate, would probably lower the base duration to 3 seconds. Just holding it for about a second or two, just like what Hydroid can do.
  4. (PS4)ArtPrince17

    Idea for Zephir and Chroma

    Okay, now the thread is just bickering, on both sides. Usually from what I've seen those two don't comment with such aggression, but I guess Zephyr is a special case, lol. But @Hawner, as @Azamagon already said, no need to respond to them with more aggression. It doesn't take the thread anywhere constructively. I actually do like the idea of the wind/bird to be able to fly continuously, though I don't think it's necessarily needed. Instead, how about mixing some elements of flight into Tail Wind which allows her to stop, so we'll have the best of both worlds and can tweak that ridiculous Hover mechanic. Hopefully it makes everyone happy. Tail Wind / Dive Bomb simply tapping the command will propel Zephyr forwards like she currently does, but at 50% speed colliding with any level geometry will trigger Dive Bomb, you can also instantly recover from Dive Bomb basically, Zephyr can Dive Bomb into walls, and can also Dive Bomb on angles this also helps because you'd be able to instantly recover after colliding with walls, which is something people really want not as much struggle on indoor maps due to Tail Wind being slower and being able to instantly recover after collision holding the command will propel Zephyr forwards at 100% speed for 5 seconds, but costs double the energy in this mode, Zephyr can change flying direction by guiding the reticule plus, all the Dive Bomb extra effects are in this mode also pressing the aim command while using Tail Wind will cause Zephyr to Hover in the air temporarily Basically, not only is Tail Wind much smoother to use indoors, but you also get guided flight outdoors, which is also much faster than Titania's. How does it sound?
  5. (PS4)ArtPrince17

    So are we ever getting a release date?

    June 6th, 6666.
  6. (PS4)ArtPrince17

    DE Forced to donate real money!!!!!!!!!!

    wat da hell? wat da hell? wat da hell? wat da hell? wat da hell? wat da hell? wat da hell? wat da hell?
  7. (PS4)ArtPrince17

    Idea for Zephir and Chroma

    DE also said that Exilus mods are for movement only but look where we are...
  8. (PS4)ArtPrince17

    Idea for Zephir and Chroma

    Hmm... why not just make it a two in one ability? Like Vauban's Minelayer or Ivara's Quiver. That way you wouldn't have to deal with all of the "DE isn't gonna do location based abilities" comments. Have Tail Wind / Dive Bomb work how it is now, and switch to have your prolonged flight version of the ability.
  9. (PS4)ArtPrince17

    Teammate Appreciation: Frames you enjoy having along

    I'm mainly a Mag player, and I really enjoy seeing her when I'm not using her. A Frame that always brings a smile to my face though... is Inaros. Hardly anyone (not even me too often) uses this great Frame and I really enjoy being in the company of people who call themselves "Inaros mains" or those that are new to him.
  10. (PS4)ArtPrince17

    Ember: Complete Assembly of Fundamental Designflaws

    I feel as though fire damage is only 50% of the problem in Ember's case. Her other big issue is the abilities themselves that don't have other functions to help support said damage type (i.e. removing armor). As you already pointed out, Ember's abilities all essentially do the same things, so giving Ember stronger secondary effects to support the primary effect should dramatically improve her abilities.
  11. (PS4)ArtPrince17

    bring back nezha's healing pulse!

    TL;DR of the thread, because you probably will regret reading it. OP: Nezha's healing pulse on Blazing Chakram was better! Logical People Trying to Have a DIscussion and Educate the OP: No, it is not better, having the Health Orbs as opposed to the healing pulse is much more consistent because you can be healed for more and when you need to be healed. OP: nO Ur WronG ThE HeALINg PuLSE iS BeTtER I goT 500 HeaLTh On My HeALiNG pUlSe AnD Ha! _____ Totally expecting a strike for this lmao.
  12. (PS4)ArtPrince17

    The Time and Space Warframe

    Gotta' say, I like "Kairos" as a name the most. Passive shouldn't really work of the back of an ability. That would be a secondary feature to that ability. It should really be the other way around. So how about taking ideas from Portcullis and working it in to the Passive? Passive Suggestion - Portcullis When damaged, Kairos has a 50% chance to open a portal on the enemy that hits him, teleporting them to a random spot within 20 meters of the portal. Wherever the enemy exits the portal is where a connecting portal for that specific portal will be made. The portal will linger behind for 5 seconds and any allies of enemies that enter it will extend the duration for another 2.5 seconds Since Portcullis is the passive in this, we'll need another 1st ability. Preferably one that works off of the Passive. I was actually going to give my own suggestions but I think it'll be much more fun if you make it. 🙂 I'm saying that they'd feel too similar not because their entirely similar on their own, but because they both involve sending enemies and allies to a different space and they're both Time/Space Warframes. I understand where you're coming from though, but that's just my personal thoughts. Time Jump (you can make a more interesting name than that lol) is mostly good, just a tweak or two that I would like. It would make it seem even more like a cool Warframe version of Tracer's Recall from Overwatch (though I think that's what you pulled from already). 2ND Suggestions - Instead of it being on critical health, perhaps make it after a certain percentage of health is lost? Maybe 50% would be good? Instead of transporting to an ally, I think that you should jump back to the position you were when you cast the ability, making it seem more like a "Time Jump". Temporal Transition sounds pretty cool, but depending on the exact values it could range from extremely broken to underwhelming. Ignoring that though, I mainly want to input on allied buffs. 3RD Suggestions - health/shield restore over time speed buff (i legit don't know what other buffs I could link to time) I'd like to see what improvements you could make, but you have some cool ideas going on here.
  13. (PS4)ArtPrince17

    The Time and Space Warframe

    I mainly have issues with the 1st and 4th ability. They feel too close to Banish and Cataclysm respectively. Will give a more in-depth explanation in a bit.
  14. (PS4)ArtPrince17

    The Time and Space Warframe

    Yeah, Limbo controls time within his own personal "Space". Though there are differences between Limbo's created space and your concept's control on pre-existing space, I feel that it's too close to Limbo's theme.
  15. (PS4)ArtPrince17

    The Time and Space Warframe

    The theme is the exact same theme as Limbo's...