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NekuDash

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  1. Valkyr EX

    Requirement: Rip 1000 enemies into pieces with Ripline

     

    Merciless Ripline: ("Get over here!" ~Scorpion)

    25 Energy

    Like Normal Ripline, fires a grappling hook and all the nice things.  If it latches onto an enemy and doesn't kill him/her and it susceptible to stealth attacks, pulls the enemy to Valkyr and she will automatically perform a Stealth Attack.  If the enemy isn't killed and is not susceptible to stealth attacks, Valkyr will instead pull the enemy to the opposite side, ragdolling him/her/it.

     

    Tantrum:

    50 Energy

    Sends out 2 radial waves that deal small Blast damage with 50% proc.  For each enemy damaged by the skill, boosts Valkyr's armor and melee attack speed by X% and extends the duration per enemy beyond the 1st enemy knocked down by Y seconds.  Short casting duration, but she is invulnerable to knock backs/down and will need to stand still; Natural Talent helps speed up the entire process.  

     

    Enfeebling Might:

    0 Energy 100% Current Shield

    Discharges the all of her current shield, releasing a huge shockwave that deals no damage but has 100% blast proc.  All enemies that are in the area of the shockwave deal X% less damage to Valkyr and receive Y% more damage from any damage source.  Range mods do not increase the range of the shockwave; range increases with the  amount of shield Valkyr sacrifices to use the skill.  After using the skill, Valkyr's shield recharge rate is reduced by Z% for the duration of the skill.

     

    Explosive Fervor:

    100 Energy 100% Max Shield

    For X seconds, Valkyr stores up energy based on any damage she receives.  During the build up, Valkyr is immune to all crowd controls and damage to her health is reduced by Y%.  After the build-up, Valkyr releases the energy in a huge radius, dealing blast damage with 100% proc to all enemies within range.  After releasing the built-up energy, Valkyr loses all of her shields for X seconds but temporarily gains life from ANY damage she deals.  Allies within range will also receive a percentage of Valkyr's life gains; downed allies can not be revived through the life gain.  Her melee weapon is replaced by her claws like normal Hysteria, but fully benefits from mods equipped to her melee; if no melee weapons are equipped, Valkyr's claws will instead gain increased melee attack speed.  If Valkyr is downed or killed during the build up, the skill ends immediately and  returns 25 energy.  Duration mods increase the build up time and the duration of the e\after-effects, strength mod increases the blast damage and amount of health she gains from dealing damage to enemies, range mod increases the blast radius and ally healing radius.

     

    I removed the invulnerability mainly because a lot of people cried about it and whatnot on the normal Valkyr.  Since Valkyr has naturally low shields and high armor, I decided that I might as well blow up her shields and just make her tank everything with her armor and health.  Of course, there's the risk of actually dying if she face-tanks everything with only her armor and health, but there's the reward to factor in.  Now, she's a berserker that gets stronger as long as she hits something while caring less for her well-being.

  2. I know we have three different throwing weapons, each with specializing in one of the 3 physical damage types, but I personally feel that the throwing weapon for Puncture doesn't suit it aesthetically or to my personal tastes.  Don't get me wrong, a weapon that can disarm enemies is fricking awesome, I just thought that a puncture weapon would be more like a JAVELIN-type of weapon instead of a throwing mace.  So sit back and throw all your harsh criticisms out the window because I have almost no idea how to do this concept idea thing.  I threw in a lot of numbers that are probably going to change quite a bit, but it's for the general idea.

    ENJOY!

     

    Lore(?):

    Maybe some time before Warframe/Tenno but after the Orokin realized that their weapons would be used against them in their fight against the Sentients.  A Javelin would make a great weapon but if you add Orokin technology, maybe it can either disappear and reappear back in the thrower's hand or return in some way.

     

    Stats:

    IMPACT: 5

    PUNCTURE: 85

    SLASH: 15 

    FIRERATE: 0.8

    CRITICAL: 2.5x | 20%

    STATUS: 5%

    STAMINA COST: 8

    CHANNELING COST:  5

    CHARGE TIME: 0.8 sec/charge

    THROW ATTACK: 315 damage to 1st target, 288.75 damage to 2nd target and 131.25 damage to every other target; SILENT

    JUMP ATTACK:  105 damage

    SLAM ATTACK: 210 damage to enemy/enemies directly below the attack; 105 blast damage in VERY small radius

    SLIDE ATTACK: 525 damage

    PROJECTILE SPEED: 35 - 45 m/s  (it starts from 45m/s then slows down to 35m/s once it nears its maximum distance)

    RANGE LIMIT: 100m  (very good reason for this insane range, bear with me)

    POLARITIES: V [Marudai] (STANCE) and 1 V [Marudai]

     

    Mechanics:

    As a Javelin, it can be thrown of course.  The reasons it can travel so very far is because it can NOT bounce and it will stick to any environmental barricades until the Warframe walks up to it.  I'm debating on whether or not it'll be considered disarmed once thrown.  My idea is that the Primed version would utilize some sort of retracting mechanism that reels it back in, but that's not what this is.  Since it can't bounce around and immediately return back to the Warframe, the distance thrown will naturally force the user to decide when to actually throw the weapon far and hope to snipe a faraway enemy or quick sniping sessions against closer enemies.

     

    Once the javelin connects and punctures 3 enemies, it'll act like ragdoll'd enemy and travel in the determined direction but for a short distance.  Once it lands or hits any kind of unbreakable object, the enemies stay impaled and the user can go pick it up.  If left latched onto the environment and there are still impaled enemies not killed by the attack, the enemy/enemies will eventually shake off the javelin and then be treated as if they been knocked down after releasing himself/herself/itself/themselves; amount of time it takes for the enemy/enemies to be free depends on the number of enemies still alive after being impaled and stuck to the environment.  Upon picking up the javelin, the enemies sprawl onto the ground.  Enemies not killed by the impalement will be treated as if they were knocked down.  No, it will not impale bosses or any large/heavy units but will be counted to the max impaled body limit.  

     

    Let's say the javelin were to be shot off into the wilderness where we can't go and pick it up like a deep cliff or shatters through a corpus ship in space.  If the javelin were to be impossible to retrieve, the weapon will go on a cool down timer before it spawns back on the owner's back.  A couple other ideas would be to treat it as if the weapon is no longer available but retain any affinity it earned before being lost or have it spawn somewhere like a disarmed weapon with a marker.  It's a throwing weapon that arcs, so it will eventually fall back down after traveling 50m if there is nothing in its path

     

    For playstyle and Warframe mechanics, certain Warframe's skills can interact with the tossed javelin, assuming it is within the retrievable environment.

    ~ Ash - Casting Teleport onto javelin that has already landed or struck the environment, if the Ash is the owner of the javelin, it's immediately picked up.

    ~ Banshee - Sonic Boom or Sound Quake that hits the javelin will deal reduced skill damage to any impaled enemies initially than scale up to 3x the skill damage over time if cast repeatedly or prolonged by not toggling off the skill; think sound wave resonance.  Javelins will always strike critical weak spots revealed by Sonar if (and only if) the javelin is to impale the enemy; if the javelin already has 3 enemies impaled and is about to strike an enemy marked by Sonar, it will only damage the enemy as if it was struck by a ragdoll'd body and not apply the bonus damage.

    ~ Ember - Casting Fireball onto a latched javelin will heat it, burning impaled enemies over time.  If the javelin is inside the owner's Fire Blast, the weapon is super-heated, dealing increasing damage over time as long as Fire Blast is still active; does not stack from multiple Fire Blasts from the owner and the damage resets if the first Fire Blast ends even though a new one has been cast earlier.  Impaled enemies are still available targets for World on Fire; after being struck by the skill's fiery explosion, the javelin creates a pyre and has a 75% chance to proc Heat to all enemies that get too close.

    ~ Excalibur - Dashing into a javelin latched onto the ground with Slash dash will bounce the owner back to where he came from with 50% bonus distance, dealing the same damage as the initial skill cast.  Super Jumping or casting Slash Dance while airborne will bounce Excalibur up high, if it's the owner of the javelin, Excalibur will also immediately pick it up as he bounces.  

    ~ Frost - Casting Freeze onto a latched javelin will create a small globe where all enemies within will be slowed based on power strength, impaled enemies will receive 50% of the skills damage.  The javelin can attach to any Snow Globe from the outside; creates a globe 75% smaller than the original but does not block projectiles and only lasts as long as the original is still up.  If the original globe expires and the javelin was still attached, the javelin will fall downwards and be treated as a throw attack.

    ~ Hydroid - Tidal Surge will knock off all impaled enemies as well as properly damaging any alive enemies and retrieve the javelin.  Enemies will NOT be trapped if Undertow reaches the javelin.  Enemies impaled will not be targeted by Tentacle Swarm.

    ~ Limbo - Enemies impaled while displaced will not add onto the normal body count, basically doubling the javelin's impaling limit; the javelin can impale 3 displaced enemies and 3 normal enemies.  While Rift Walk is active, Jump Attacks will allow Limbo to pierce through enemies in the same plane and deal extra damage equal to 25% Banish's initial damage.  Enemies struck while Rift Walk is active and NOT in the same plane will will proc the Banish effect as well as the damage from entering/leaving the plane from Banish.

    ~ Loki - Casting Swap Teleport onto a latched javelin will bring Loki to it; if it belongs to Loki, he will immediately pick it up.

    ~ Mag - Pull will pull the javelin back a certain distance based on the power strength.  Any and all impaled enemies will first be thrown off the javelin before returning back to Mag and any enemies struck midflight will be treated as a throw attack with a 50% damage reduction.  The javelin will NOT react to another Mag's Pull.

    ~ Mesa - NO

    ~ Mirage - Hall of Mirrors will replicate the necessary number of javelins when thrown.  However, Mirage can pick up the its cloned javelins and can interact with her javelin if only her clones are within the vicinity of a javelin.  If Hall of Mirrors ends and Mirage is not holding onto the original javelin, it will drop towards the ground and enemies struck will be damaged properly as if it was a throw attack.

    ~ Nekros - Soul Punch will launch the latched javelin if it belongs to him and will be treated as a throw attack and will receive bonus damage equal to the projectile damage from Soul Punch.  Enemies not impaled by the augmented javelin will instead receive damage from ragdoll'd bodies and be Terrify'd for 75% of the skill's duration after getting up.

    ~ Nova - Wormhole can dramatically increase the javelin's travel distance if the thrown javelin enters the wormhole before striking its 3rd enemy or striking a nonbreakable object.

    ~ Nyx - Mind Control'd units will be considered an unbreakable object and will end the javelin's flight, however will receive 50% extra damage once the effect ends.  Impaling enemies recently struck by Psychic Bolts will cause a small non-damaging explosion that releases half (rounded down) the original number of released Psychic Bolts that seeks new targets for 25% of the original skill's damage.  Any damage done within any Nyx's Absorb will not add damage to the ability nor will it be nullified; Absorb does nothing to the javelin and will bypass the Nyx.

    ~ Oberon (Booberon) - If the javelin lands onto the owner's Hallowed Ground, or the owner casts Hallowed Ground onto the latched javelin, the javelin will create a radial field.  Enemies can be damaged by the original boundaries of the skill as well as the range extension from the javelin.

    ~ Rhino - Casting Rhino Charge into a javelin latched onto the ground will end the skill regardless of duration and launch the javelin after throwing off any impaled enemies into random directions and will ragdoll.  The launched javelin's initial speed will be equivalent to Rhino's Charge Speed with a minimum of 35m/s then slow down quickly, but travel distance will be halved.  If Rhino Stomp reaches a javelin that has latched onto the ground, it will re-latch onto the ground and re-impale the same enemies.

    ~ Saryn - friendly Molts will be considered unbreakable object and will end the javelin's flight; unfriendly Molts (PvP) will be damaged and counted to the max of 3 bodies, but NOT be brought along the flight.  If thrown while Contagion is active, all enemies not impaled by the javelin will be dealt 75% of the damage as if they were struck by a normal melee attack with Contagion.  After latching onto a surface, the javelin will create a small area where enemies nearby will receive 15% of a normal melee attack buffed by Contagion each second for 5 seconds after leaving the area; if Contagion ends while the javelin is still latched onto a surface, the effect will also end.

    ~ Trinity - got nothing

    ~ Valkyr - Ripline will pull the javelin back to her.  Any enemies initially impaled will be thrown off then be treated as a throw attack as it returns.  If the javelin impales 3 enemies, every other enemy will be damaged as if they were struck by a ragdoll'd enemy and not be impaled.  Upon return, the javelin will land to the side of Valkyr instead; imagine trying to catch a speeding javelin with your bare hands, not pleasant.  In stance mode, if Valkyr collides with enemies after using Rip Line, they take 75% weapon damage regardless if Valkyr is still moving due to pulling herself forward or already started her descent.  War Cry will energize the javelin to always be at its max speed when thrown and increase the body impalement by 1.  Using Paralysis on a latched javelin will fling it away from Valkyr a short distance, throwing off any impaled enemies and will be treated as throw attack.

    ~ Vauban (Booben) - Bounce pads will launch the javelin if it's latched onto the environment; Bounce pad will NOT latch onto the javelin.  Any initially impaled enemies will be thrown off before launching into the direction of the Bounce pad and be treated as throw attack.  If the owner throws the javelin near a vicinity of his own Vortex, the javelin will curve mid-flight to a certain amount based on how close/far it is to the center of the Vortex.

    ~ Volt - Casting Shock onto a latched javelin will create an electric field for a short duration where all enemies impaled by the weapon and nearby enemies will be continuously be damaged at half the skill's initial damage per half second.  Javelins launched through any Electric Shields will energize the weapon and send the spear hurtling at its max speed throughout its entire air time.  After latching onto a nonbreakable surface, it generates a smaller area that damages shocks enemies for 50% of the weapon's.  The damage from launching through an Electric shield and being augmented with the owner's Shock does stack; an enemy can be damaged from the Shock augmentation and the Electric Shield buff at the same time.

    ~ ZephyrThe javelin gets a small increase in it's max travel distance.  In stance mode, Tail Wind and Dive Bomb will add the javelin's jump attack and slam attack respectively as it collides with enemies; will not add weapon damage to those blown away from being near Zephyr's launch and enemies will not be receive bonus damage if they're not right under Zephyr when Dive Bombs.  If Zephyr launches the javelin towards the vicinity of her own Tornado, the weapon will instead fly around the tornado and damaging enemies caught in it.  It will not impale any enemies during the it's roundabout trip, but deals reduced damage to each enemy beyond the first.  Once the skill ends, the javelin will head straight down and will resume, impaling up to 3 enemies before landing.

     

     

    Stances:  (needs better names)

    Martial Poise [Marudai] [Rare] - lots of lunging attacks that incorporates long-distanced leaps, usually ending with a javelin toss.  

    Slows down the attack rate while in stance mode.

    Grand Law - E + E + E 

    Two consecutive lunges while standing in one spot meant to strike through multiple lined up enemies then a medium distanced leap that acts like a Jump Attack

     

    Chaos and Order - E + E + [backward] E + [Forward] E + [RMB] E

    Two consecutive lunges while standing in one spot meant to strike through multiple lined up enemies, quick leap back while striking multiple lined enemies behind, followed by a long distance leap that incorporates the Jump Attack then hurls the javelin ahead after taking a quick forward step upon landing.

     

    Last Jurisdiction - [Forward] E + [Forward] E + [Forward] E + E + [RMB] E

    Long distance leap forward that will impale up to max impalement limit three times, though enemies will be ragdoll'd forward after landing (leaping direction can be controlled with aiming, but vertical height is severely limited).  The last forward leap of the 3 will instead swing the javelin back upon landing, hurling the ragdoll'd bodies backwards.  The Warframe then spins a 360 degree in place, knocking back enemies too close then hurls the javelin after taking a quick step forward.

     

     

    Belligerent Fang [Naramon] [uncommon] - quick sweeping attacks and short lunges that focus on hitting as quickly as possible before ending in one hurtling finale.

    Increases the attack rate while in stance mode.

    Hatred - E + E + E

    Fast stabbing attacks that makes the Warframe take one step ahead each strike.

     

    Target Sighted - E + E + [Forward] E

    Two quick forward stabs that causes the Warframe to take one step forward each strike.  The third stab is extended forward with the Warframe's entire body leaning forward with a huge step, is able to impale up to the maximum limit.  Any enemies that are impaled will be thrown ahead, ragdoll'd and dealt bonus damage that increases with more impaled enemies.

     

    Ravage - E + [Forward] E + E (hold)

    Quick step forward while stabbing ahead.  Next attack causes the Warframe to hurl the javelin a short distance then leaping to it.  Any enemies that the Warframe collides with during the leap will be knocked back a short distance and the javelin can impale up to the maximum limit when hurled ahead.  The final attack is a furious sweeping attack using the javelin to knock down all enemies in range.  Any enemies that were previously impaled will be randomly thrown off during the sweep, being ragdoll'd and dealing bonus impact damage (along with damage from a ragdoll'd body) to any enemies that that ragdoll'd bodies collide with.

     

    Spoils of War - E + E + [RMB] E + [Forward] E

    Two quick forward stabs that causes the Warframe to take one step forward each strike. Third strike causes the Warframe to stab the javelin into the ground as s/he uses it to sweep kick everything within range, knocking back enemies for being too close.  Ends with the Warframe (while still mid-air grappling onto the javelin) leaping forward a short distance with a Jump Attack and impaling up to the maximum limit.  The attack extends a longer distance as the attack ends with the Warframe swings around (along with any impaled enemies) and takes a step forward to hurl the javelin.  All enemies not impaled will be properly ragdoll'd and enemies that have been impaled from the previous attack will be re-dealt impalement damage(throw attack).

  3. I remember when Malicious Raptor first came out, luckily I farmed for it almost within 6hours.  I had an extra and decided to see what trade chat was like at that point.  "WTS Malicious Raptor, PM OFFER!"

    Boy oh boy, the offers amazed me so much I just sat there and laughed.  Some of the offers were: "5p, final offer", "trade you iron skin maxed and rhino stomp maxed", "10p, 15p if you throw in maxed serration"

     

    I mean come on, it's a new stance and not everyone has found out that the Venka was overhyped for its mediocre stats.  Finally sold it for 25p after a few dozen silly offers, one of them included a as*hole that tried to rip me off, claiming he'll trade a 2 arcane helms but then takes it back and tries to get them for cheap mods and 1p.

    =.=;

    Trade Chat, you entertain me too much in the worst possible way.

  4. I would be completely happy if Wyrm Prime gets an exclusive weapon only for it that launches fireballs.  Or an animated model where it'll "fly" around the Warframe instead of a static one  that only moves when tethered along or aiming/firing at an enemy.

  5. And a Loki Switch Teleporting with you as he jumps into a horde of Grineer, knowing full well you have about 20ish HP and low on ammo in Nightmare mode isn't troll enough? Or Switch Teleporting with you as he jumps into a cliff?

     

    XD

  6. I guess this idea probably has existed? I don't know, I don't stalk the forums long enough to really know what's going on. Basically it's exactly what it sounds like, a jerk with a perfect playstyle to match. Granted, it needs a few idea tweaks and opinions on a few matters like appearance and whatnot, but that's not what I'm good at. My favorite idea is the 4th ability because it's all I could think of while waiting for the Devstream #26 and chatting with other waiting viewers. Btw, my IGN is NekuDash and my twitch is Nekudash21
    >.>

    Not many exact numbers, just descriptions of what the [Jerkframe] can do.
    Ability 1 -
    Jerkframe charges energy for a short moment and releases it in an aoe and knocks down every unit, allies and enemies. Allies will simply be knocked down but have all debuffs removed and temporarily immune to damage for a very short time after getting up. Enemies knocked down will be slowed until they get back up. Upon getting up, all non-boss enemies will be temporarily stunned for a very short time.

    Ability 2 -
    For a duration, all projectiles from Jerkframe's weapons will restore nearby allies' shields and power and non-projectile weapons will health leech/siphon based on the damage dealt to the enemy. This does not include any skills used by Jerkframe like his/her/it's 4th ability.

    Ability 3 -
    Jerkframe roars/howls/ releasing a wave of energy that speeds up allies while moving towards jerkframe. If allies move aways from Jerkframe, they gain a temporary movement speed reduction but increased damage to enemies. Enemies caught by the wave of energy will take increased damage and a reduction in armor and shield

    Ability 4 -
    Picks up a close by ally Warframe, preventing the victim player from doing anything for a short time. Jerkframe primes the ally with an radiation energy and launches/hurls/catapults/lobs him/her/it towards one spot. Upon landing, the victim warframe will explode, releasing all of the energy Jerkframe infused him/her/it with and damaging surrounding enemies within a certain radius and bleeding out the Waframe. While airbourne, the victim Warframe can not use any abilities except movement and position related skills (i.e: Zephyr's Tail Wind, Rhino's Rhino Charge, Loki's Switch Teleport, etc). If the victim Warframe uses allowed skills, he/she/it will still create an aoe explosion and bleed out upon landing or touching a viable surface like a side of a crate or a wall. Enitities created by a Warframe (i.e Loki's Decoy and Saryn's Molt) are also able to be used as explosive projectiles, except they disappear instead of bleeding out. Abilities that prevent damage will prevent damage of course but Warframes with damage reduction will instead take a 100% shield damage and an amount of impact damage. If the ally Warframe is already bleeding out, Jerkframe will instead instantly pick up the ally, restoring his/her/it's health and shield and resume the skill; this allows the victim to be bleeding out without dying and extending the bleed out duration for certain mods to work effectively. Any sentinels the victim Warframe has floating around will not be affected by Jerkframe's ability, only flung around to follow the victim Waframe to the destination.  Throwing/thrown range increases dramatically with each level.


    Clearly, this is best idea for a new Warframe that the community desperately needs to promote friendliness and bonds among strangers and improve relations with already close friends. Feel free to comment and offer your own ideas for other skills if you think mine are lackluster. I will update and give rightful credit(s). Enjoy!

     

     

    EDIT 1

    Wording Explanation

    When I mean bleedout, I don't mean the damage 2.0 when you take continuous damage over time from a slash damage weapon.  I meant the downed state when you're crawling on the ground and using the secondary/sidearm to retaliate.

     

    Skill Reasonings

    For the 4th ability, it's meant to make certain mods I cannot remember the name of more useful.  If I remember correctly, there are 2 mods for the downed state of a Warframe; one that extends the duration and one that increases the damage you deal while downed.  Overall, I see almost no reasons to run them instead of Redirection, Vitality, Vigor, Fast Deflection, Vigor and/or Guardian combinations.  But since the fourth skill will force the victim/ally Warframe into the downed state, that Warframe will be able to actually utilize those mods quickly.  And since the 4th skill is able to pickup a downed ally then resume the skill, it can easily prevent a downed Warframe from dying and instead make him/her/it into a useful martyr/mortar that can keep dealing damage without a large risk of dying.

     

    Still on the 4th skill, mainly the movement and position addendum of it.  The reasoning for this is simple, to make certain skills easily accessible and still be a jerk.  Imagine using the 4th skill on a Zephyr and you lob him/her/it straight up into the air so that Zephyr is right over your head.  DIVEBOMB! Or a Loki instead of a Zephyr, Swap Teleport with an enemy or surrounded ally and you have an instant teleported nuke right into the enemies' face(s).  Or better yet, one of your team mates is afk because s/he has to eat dinner but you want to last at least 40 minutes in a Survival mission.  Just lob that AFK and justice is served at the cost of victimizing the AFK.  Yeah, he'll/she'll, it'll will be downed, but you can do it again and you have a fun explosive Tenno-ball.

     

    Still on the 4th skill because it's my pride and joy; you can toss the Saryn clones and Loki Decoy.  This can happen because not everyone wants to be a Tenno-ball, because they are selfish beings.  

    But what about multiple Jerkframes? Congrats, you now have a game of explosive catch or a Quickdraw Showdown between 2 Jerkframes.  Why can't you just toss the Grineer? Corpus? Infected? Why yould you, you're not being a Jerkframe if you don't play the jerk to your team mates.

     

    Ability 1 has nice utility while still maintaining the Jerk-theme of being the Jerkframe.  Removing debuffs? I meant the bleeding from slash weapons or other debuffs that I cannot name but you'll remember them from the arc traps that zaps you from being near.  But hey, you get a temporary damage immunity buff after getting up, which is sped up by the Handspring mod.  Non-bosses is simple, no Vor, Lt. Lech Kril, Salad V, Zanuka (etc) will be stunned, only knocked down onto the ground where they belong.  Of course, this skill doesn't affect enemies that are temporary immune to everything like Vor's Sphere Shield or the airborne Raptor, so there's the drawback to make it not exactly broken.

     

    The Third Ability is supposed to make it easier for Jerkframe to approach his allies and then go Jerk-Mode on him/her/it and toss the ally Warframe into oblivion.  Of course, I can't make it so that it's extremely terrifying to his team mates caught by the energy wave, so I made it trade off their escape for increase damage dealing to enemies.  Enemies caught by the wave can't just willy-nilly shrug it off, that's just not what befits a Jerkframe.

     

    Some of you may ask why the Second ability have no drawbacks on your team mates, which is perfectly fine.  My reason is that not all jerks are what they appear to be.  Look at the high school bully, good chance he's bullied by other bigger kids or his own family at home, but deep down inside, he's a soft puppy/kitten loving fellow that just wants some kindness and wish to be your friend.

     

     

     

    EDIT 2

    The 4th skill is meant to be a 2-stage skill.  The 1st stage is basically grabbing a helpless ally Warframe by the headhips and priming him/her/it with explosive energy to be used.  Next stage is basically aiming for a nice spot to toss your victimfriend.  Meaning you first walk up to an ally, activate the skill and wait for the charging to complete.  Then you aim like you normally would with any kind of weapon while moving or standing still.  Lastly, you press your firing button and watch the Tenno-ball hit/miss its mark and laugh your fleshy head off.  Simple!

     

    About the position and movement addendum to the 4th skill, there's quite a list on what skills can be used mid-flight.  Here's a list just for you guys in case you're wondering what I meant.

    ~ Ash's Teleport

    ~ Excalibur's Slash Dash and Super Jump

    ~ Loki's Switch Teleport

    ~ Mag's Pull

    ~ Rhino's Rhino Charge

    ~ Valkyr's Rip Line

    ~ Zephyr's Tail Wind and Dive Bomb

    Yep, just this list of skills are allowed to be used while still airbourne after being tossed by Jerkframe.  Skills, not maneuvers and whatnot.  Meaning you can still execute a Jump Attack and end the airbourne effect prematurely if Jerkframe has terrible aim and overshot you.

    Of course, mods that either amplify or modify the effect of being airbourne or landing will still take effect.  For instance, the Warframe Aviator mod will still decrease any damage you take while in the air.  You have the Warframe mod Heavy Impact but no way to fly into the air to create the seismic shock from landing? Here's your crazy answer.

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