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(PSN)chris1pat8twins

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Posts posted by (PSN)chris1pat8twins

  1. On 2020-01-22 at 11:20 AM, hugeblackdude said:

    Health: 600(at max)

    Armor: 400(at max)

    Shields: 300(at max)

    Energy: 200 (at max)

    Sprint Speed: 1.10

     

    Shellshock (passive): Enemies that stand close to Nitrous while his abilities are being used or survive being hit by one of his abilities suffer from shellshock, reducing accuracy by 65% and movement speed by 30% for 8 seconds. Unaffected by mods.

    Ability 1 (25 energy): Create explosions from your hands to move in a given direction of 7 / 9 / 11 / 13 meters at 45 / 47 / 49 / 51 meters per second ( similar to Zephyr's 1). Holding this ability will charge the blasts and double the range you can travel per shot. Distance travelled is affected by power range and strength. Shellshock radius of 5 meters (unaffected by mods).

    Napalm Augment: Each time the ability is cast, create a trail of fire dealing 100 / 200 / 300 damage per second with 50% / 75% / 100% status proc chance. Damage dealt is affected by power strength.

    Ability 2 (50 energy): Using 1 arm, fire 1 explosive shot, dealing 500 / 750 / 1000 / 1250 damage with a travelling distance of 10 / 20 / 30 / 40 meters, with an AoE blast radius of 10 meters and 100% chance to proc blast damage. Damage and distance travelled is affected by power strength and range. Shellshock radius of 8 meters around Nitrous and the projectile upon explosion (unaffected by mods). 

    Siege Augment: On ability cast, become immobile but able rotate and use both arms while firing shots, doubling the damage and explosion radius but also doubling the energy drain.

    Ability 3 (75 energy): Create a energy field around you and allies in affinity range, providing 30% / 35% / 40% / 45% damage reduction and providing immunity to status effects for 10 / 20 / 30 / 40 seconds. Damage reduction is capped to 75% including mods and range is unaffected by mods. Duration is affected by mods. Shellshock radius of 5 meters (unaffected by mods).

    Blast Shield Augment: Remove damage reduction but provide a 1000 / 1500 / 2000 health shield to you and allies instead. Health is affected by mods to a cap of 9000 health shield.

    Ability 4 (75 energy): Using 1 arm to charge up energy into 1 massive explosive blast, dealing 250 / 500 / 750 / 1000 damage in a 9 / 18 / 27 / 36 meter radius. Holding the ability will drain 10 energy per second, but increase the damage dealt by 25% / 50% / 75% / 100% per second for 10 seconds. Damage and range is affected by both power strength and range mods and energy drain is affected by power efficiency. Damage multiplier is unaffected by mods. Shellshock radius of 46 meters and will always be 10 meters more than the radius of the ability after mods.

    Nuclear Augment: Remove channeling to give an added radiation effect of 500 / 750 / 1000 damage with a 30% / 40% / 50% status proc chance.

    This is my first try at a concept, hope you all liked it. If there's anything you want me to look at, please let me know below or message me in game.

    Okay for starters the stats are still a little off. The energy at max is 1.5x the rank 0 energy. In other words 200 would mean 133.33. So maybe instead the energy at rank 0 would 150 and 225 at max. 

    Next for some reason when I saw “Combustion” it made me imagine a frame that can touch enemies and turn them into ticking time bombs that explode dealing damage to nearby enemies. Could be an ability that guarantees death regardless of how tough the enemy is. Duration could determine the radius, damage, and time. Such as the higher duration the longer before the combustion but the longer the enemy lasts, the more damage that builds up for when they eventually explode. So negative duration would contribute to fast combustions while longer duration and high power strength can contribute to the damage build up for other surrounding enemies. Only one enemy at a time to prevent spam and overkill. 

    Other abilities could be like turning different things into death traps that explode or ignite when enemies make contact. Dealing blast damage or setting them on fire. 

    Picturing an ability where he can buff up damage by adding like a blast element buff while turning bullets into explosive ammo. Launcher type weapons gain in increase in blast radius. Maybe even leave a burnt trail on the ground that damages enemies who step on it. Maybe even send them on a panic until they get off. Could be used to block off hallways and slow enemies down. 

    His appearance in my brain for some reason looks like a grineer version of Firefly from DCU. But that’s sort of what I’m picturing. Kind of can’t turn it off. Basically looking like some high arsenal frame. That or looks kind of like Firebreak from Black Ops 3. 

    Either way, would be slightly different frame. Kind of hard to think of abilities that aren’t too similar to another. At least without attracting negative people who always like to point out flaws but offer zero alternatives/suggestions. 

  2. 13 minutes ago, Duality52 said:

    RNG is never considered a "challenge". See Kuva Liches as an painful example, as well as the first sets of Ephemeras (except Bleeding).

    This was when DE and Warframe were struggling financially. The people who brought the Founders Pack were one of the reasons why Warframe still exist today. 

    Not including the Bleeding Step, which is one of the more legitimate Ephemeras that stayed close to the original intent of Ephemeras?

    For the majority who haven't gotten single Captura or the Ephemera, 65 Shards will take around a month or even more considering that not everyone plays 24/7 and that the Anomaly rotates a lot slower than Eidolon Hunts (2.75 Hours compared to 1.67 Hours). This is far more fair than the double layered RNG, which again is not a fair form of "challenge" you consider

    I'm also glad you realize how beneficial the change is, like the Plains economy. Remember when we have to craft the Arcanes one by one, with Magus Husk needing 7100 Cryotic before being reduced to 710 for a single Arcane? Majority of the players in the game do not have 71000 Cryotics, especially 710000. It is a shame that the Hema Research and Universal Medallions has repeated this "slap to the face" arguments to "veterans", while still remaining unresolved.

    Speaking of lich ephemeras. I got 3 on my first 10 attempts but I couldn’t trade till part 2 of the update and I couldn’t find how I was suppose to share them till after I’ve already killed all 10 liches. Took a few days before I found out how to share ephemeras. Then I got 2 more ephemeras and shared it with one dude while he shared 1 with me. I converted/killed about 40 liches while another guy did twice as much. I now have 6/7 ephemeras while he has 0/7. He is pretty ticked off. Has not hunted a lich since a little bit before Ivara prime release. 

    Ive made like 200 runs so far towards the Sentient anomaly and still haven’t found a rare container. Not to mention every one of those times I was host migrated back to back to back. Sometimes got stuck in a permanent loading screen. So I stopped even trying to farm for the Ephemera or Umbra Forma until the hot fixes finally arrive on consoles. 

    Now I’m finding out that DE is gonna make it easier and less of a major annoyance but some other player thinks that it should remain the same? Are you kidding me. Talk about a selfish no life.
     

    I’ve played this game going on 4 years now. I logged in everyday(minus a couple of months) and there are hundreds of new things that has made the game easier. And how do I feel about them? I mixer of “I don’t care” and gratitude. Why? Well for starters I don’t care that I “wasted my time and effort” for the game to be made less annoying. If anything I’m honored to have CONTRIBUTED to the improvement of the game. And I glad that now any new players who play this game won’t require me going through all that BS again to help them. One dude lost his account 2 times. Glad I don’t have to go through all those grinds to help him regain everything he lost and then some.  

    God, people really need to get over themselves and realize that the entire solar system does NOT revolve around them and their “feelings”. Games are meant to be improved. Otherwise Warframe wouldn’t even exist right now without it. 

    • Like 2
  3. 19 minutes ago, (NSW)Belaptir said:

    Repeat with me:

    Nobody told me I had to farm this the first day it was released.
    I could have farmed it in a passive way doing the mission when I had time.
    Having or not the ephemera doesn't change my game experience.

    I'm sorry but no. I won't accept another Hema crap. You farmed it the first days? Good for you, it's what happens when an early adopter wants something. They will pay a higher price for having it sooner. In this case, the "price" was the grind.

    You invested an amount of time and now it changes, well... I got news for you: it's life.

    Look at it this way:

    Imagine someone had lost a family member to an illness because there was no vaccine for it. Now there's a vaccine but this person starts a campaign saying that the vaccine shouldn't be administered because it would be unfair to them given how they lost a family member for the vaccine not existing before. See how nonsensical and selfish it sounds?

    Dang, you beat me to it. 

  4. Why does Veil Proxima reward less Affinity or Intrinsics? Am I missing something? I’ve done both Earth and Veil and they both give about the same. The enemies being such a pain in the you-know-what should give more Affinity. Especially at level 80-90. 
     

    And why does the mission completion or the mission review after returning to Dry Dock keep showing that I gained double the amount of Intrinsics when I didn’t? Am I suppose to be gaining more as a mission completion bonus but ANOTHER BUG is preventing me from doing so? If so I’m gonna be extremely mad since my skill levels are 8/8/9/9. Cause I haven’t been gaining double the amount the whole time I’ve been playing and leveling up in Railjack. 
     

    So what’s the big deal? What am I missing?

  5. 10 hours ago, keikogi said:

    Skeletor , Master of Bones

     

    Stats 

    Health- 200 to 400 ( 800 to 1600 on rank 30 )

    Shields- 0

    Armor- 200 to 400

    Energy- 100 ( 150 on rank 30 )

    Sprint speed- 0.9

     

    Skill 

    Passive - Mended Bones 

    Upon regenarating 100 health Skeletor receives 3 base armor and health until the end of the mission.

    1- Shield of Bones / Shatter

    Shield of Bones ( upon cast ) ( 25 energy )

    Creates a shield of bones on Skeletor left hand. This shield will absorb all frontal damage. The shield will last for 30 seconds.

    Shatter ( 0 energy )

    Skeletor slams the shield on thr ground sending splinters dealing damage based on the absorbed damage. Enemies hit by the spikes receive the " Impaled debuff " and a impact proc.

    2- Phalanx Gun (50 energy )

    Fires each Phalanx on his hand as machine gun. Each projetile deal a high amount of impact damage ( scales with secondary mods ) and always proc impact and the "Impaled debuff ". Upon firing all twelve phalanx Skeletor receives a decreased weapons switch speed debuff for 5 seconds. Firing the Phalanx Gun is a one handed action. Skeletor cannot recast until 

    3- Hemaphoteosis ( 75 energy + 25 % total health) 

    Skeletor produces a huge amount of bllod on the surface area of his body them uses his high blood preasure to launch the blood. All the loss blood will create a mist. Enemies inside the mist have their weapons jammed ( the blood will coagulate inside ) and receive the "impaled debuff". Enemies outside have their accuracy heavily reduced if they target an enemy inside thr mist. Skeletor will absorb the blood if he will enemies inside the mist, healing himself.

    4- Osteoporosis 

    Skeletor drains the calcium on the body of all impaled( enemies affected by the " Impaled debuff" ) enemies making their bones brittle. Increasing the damage they receive and incresing the lethality of impact proc ( whenever the she.y receives a impact proc , they will receive a slash proc calculated using the impact damage ). Skeletor also Increases his own armor based on the ammount of enemies hit. 

    Note: only avalible if there are implaed enemies. 

    Note: Enemies are affected by the " impaled debuff " even after they are dead, meaning skeletor can get extra armor from dead enemies.

     

    What do you think of this concept ? 

     

     

    Well I’ve made a skeleton concept before mainly because of Garuda. Never knew the gore could be allowed to go such extremes. So I made this concept which some people thought was actually a cool or “painful” idea.

    Stats: health and shields are multiplied by 3x when maxed out, with the exception of frame like Inaros and Nidus who have no shields. Now for this frame I’m expecting more armor than anything cause I was picturing him having an armor of bones. Basically imagine Nekros but with a literal exoskeleton. Like his ribs are shown on the outside like he is wearing a thick skeleton as his armor. 

    So I was picturing more 300 health max while close to 500 or so armor. I still think he should have shields but if DE wanted I could see him having zero shields but more armor and health. Like say:

    Health: 200(800 maxed)

    Shields: 0

    Armor: 800-1,000

    Energy: 150(225 max)

    Speed: 1.0

    For abilities I was picturing him have something like bonekinesis. Where he can control the bones in others. So like:

    Passive: collects the bone fragments created by fallen enemies affect by his first and second abilities. Regardless if they die by the abilities themselves or by another source. 

    First Ability - he can target an enemy and crush their skeleton to cause permanent damage that inflicts a certain percentage regardless of their level. So no matter how high level the enemy is, they would all die about the same time as a low level. But only one enemy at a time can be targeted. It would also slow their movement speed and melee attacks from them would cause them to lose more health. Bad for infested. 

    Second Ability: he can target an enemy and cause their bones to crack and drain their health and be unable to move. Once their health reaches 0 their skeleton completely shatters and the bone fragments are sent flying out into nearby enemies inflicting puncture/impact damage. Basically turn an enemy into a ticking time bomb. 

    Third Ability: he can channel the bone fragments he collected into a larger armor. And when the armor is destroyed he can pick up some of the fragments left behind. 

    Forth Ability: he can use the fragments to create himself a skeleton army. Some have claws for slash damage, other have a long single claw for puncture(almost like baraka from MK). The more fragments he has the more minions he can summon. Their health and armor is based on his and their damage is based on power strength. When they die they drop some bone fragments. 

    Now his passive I’m still trying to figure out cause what I mentioned is more of a bonus or side ability similar to Nidus mutation or atlas rubble. For his skeleton army I was picturing them being more permanent compared to other minions since they require certain materials to create. Which can be hard to collect if enemy keep dying before you can affect them. His first and second completely bypasses armor and shields and does direct damage to their health. 

    His origin is still ehhh... but I’m picturing him becoming who he is after being littered with the bones of so many fallen enemies. Basically like he wandered a graveyard of fallen enemies and allies. Could see his parts requiring new materials found from excavation of nearby gravesites in the plains or something. 

    This is roughly what I made in a concept from like December 2018. 

  6. 16 minutes ago, Graive said:

    Hmm, going to think about this more. I'm reluctant to just add it because he's already so tanky with my proposal already, your suggestion would make him more so. I just got called out and ended up removing some of his tankiness, so I'll need to think hard before adding a mechanic that makes him invulnerable while traveling even longer distances he's currently able to travel. I do think this is a very good suggestion though, so thank you for it.

    Well I like to add to the discussions/ideas so that when DE sees them they see multiple options. So I try to provide more ideas that could be used whether the OP uses them or DE simply just sees them. I mean I’ve made multiple suggestions of an ability where a Warframe can send balls of Fire or meteors down upon the enemies targeted and surprise, surprise DE made ember’s new forth that exact same ability. 
     

    So at this point, you never know what DE may do. Any idea, big or small, may be taken in consideration and balanced out by DE. Which is why I don’t focus too much on the numbers like the exact amount of damage and such. Cause those are things DE has to figure in order to balance the frame and make it somewhat even with all the other frames. 
     

    So I try to encourage more people to add to the concept cause the more ideas people add, the more DE has to work with. If I find some of the suggestions better than mine then I’ll use them in the edited version. Otherwise I continue to expect more people to participate in making sure DE sees the post and maybe one day those concepts will become reality. 

  7. 6 hours ago, Graive said:

    I appreciate the suggestion and could see something like extra speed while in sharkwing as an extra passive being useful. Even though I see him being able to swim as being thematically appropriate I do have a few genuine questions (not sarcastic) on how you think it should work.

    What benefit does swimming vs moving about actually have in game? Is it just an extra step to killing enemies or serve a purpose?

    Would it just be an animation change while using undertow and tidal wave? 

    I know @kapn655321's rework has a mode which after casting undertow you go into a separate water environment, is that what you were thinking of?

     

    More like how wukong uses cloud walker and how Hydroid already has undertow. Basically I see him being able to splash across the floor non stop and sucking up enemies in the process before hurling them once the ability is canceled. Casting speed and movement speed increases how fast he travels. Be a good way to get away from or through a horde of enemies. And be fun to use. And in places with a lot of water you could just swim across instead of having to fly over or run around. 

    Just something DE could add. 

  8. On 2019-12-28 at 1:02 PM, Graive said:

    I wanted to make some change suggestions that I figure would be easy to implement (by reusing former code with very limited animation or AI changes) on DEs part. I didn't want to call this a rework because I love Hydroid and want him to still keep his Hydroid-y feel while making sure players could do more than puddle to stay safe.The goal was to speed up his game-play a little by reducing time to kill, and add overall earned viability. 

     

    HALF ALL CAST TIMES AND REMOVE CHARGE MECHANICS. Change his passive, and keep the same abilities, adding additional effects.

    -Passive - A fluid being, if Hydroid's Shields and health drop to 0 in less than 1 second, or if Hydroid's health drops to 0 while his shields are above 0 in less than 1 second, Hydroid (becomes water and) receives an invulnerability period of 1.5 seconds. *For additional passive ideas and reasoning, see page 2 of post.

    1 - 30% more barrage instances with better/larger radius scaling based on power range. Make his current augment innate. His new augment, asphyxiating barrage, doubles the water missiles, and gives the party a gas buff when held (like all the other elemental based warframes). Alternatively, make his new augment double the water missiles, and enemies hit by a missile have a 50% chance to drop a health orb on death.
    2 - Increase Tidal Surge maneuverability (similar to Revenant's Reave). Additionally, Tidal Surge now grants a stackable buff based on # of enemies hit (20% damage resistance up to 90%), similar stacking mechanic to Rhino's Ironclad Charge. The timer scales on duration (20s base). The timer refreshes when new enemies are hit with Tidal Surge but the buff % resets only after the timer has expired. Optional: add to his current augment. A copy paste of Ember's Immolated Radiance, granting allies 50% current damage resistance and wiping ally status effect.
    3 - Puddle now attracts enemies, but does not alert them (similar to Ivara's noise arrow). Additionally, pulling enemies into puddle with Hydroid's tendril uses an auto fire rather than the current semi-auto fire. Additionally, puddle submerges your companion. Similar to Harrow's Covenant, Hydroid and his companion receive three seconds of invincibility upon exiting puddle, after which Hydroid receives two buffs that scale dependent on damage absorbed while invincible and power strength (1.50% per 100 damage points prevented) : a Health regen buff based on enemy kills (5% of health per kill at base up to a maximum of 40%) and Critical damage buff (25% critical damage at base up to a maximum of 200%). These buffs have a timer which is dependent on Duration (15s base).  Optional: Make his augment also regen health on enemy kill and add his critical damage buff for allies and companions.
    4 -  Change magnetic damage dealt to true damage. Damage dealt by tentacles now scales with duration and power, increasing their strength by 15% every second they are active. A final burst of true damage (based on the final amount of damage the tentacles were inflicting) is created when the ability finishes. The blast radius is 5-15m and scales with range (think similar to Mag's Magnetize ability). Damage inflicted on enemies while held by tentacles is doubled.

    Be nice if had a bonus/secret passive that allows him to swim in the water. Maybe while using his undertow and tidal wave abilities. But a watery frame not being able to go into the water just seems weird. Similar to revenant walking in radiated water. Or Gauss Mach rushing across it. 

  9. Basically what do y’all expect, think, or want the abilities to be? I have quite a number of ideas ranging from a passive to enhance robotic companions like sentinels and moas to secret/bonus passive to fix Railjack issues, to maybe even having high arsenal of grenades or being able to generate a field that jams robotics and weapons. 
     

    But what do y’all think the abilities could or should be?

  10. More like the reverse. What if a Warframe can turn into a Zanuka but then the origin or would be somewhat off. 

    Basically what if Alad V made other Zanukas we haven’t seen or heard of yet and one of them, somehow flawed, was able to turn back into a Warframe but with a sort of fractured memory/identity?

    Origin: Alad been experimenting on warframes and used them to create his Zanuka. Maybe one of the frames had a shape shifting capability that when Alad V used him with multiple others to create his sort of “abomination” he called Zanuka, the Zanuka turned into a new kind of Warframe but has the fractured memories of multiple frames thus causing him to have an identity problem. But one painful, burning memory that he had very clearly is that of pain and torture that Alad V put him through. Well technically the frames used to create him. Thus he turns back into a unique frame and has basically gone mad until the Tenno “took away its pain” and helped him accept his new identity and body. 

    Thus creating a sort of shape shifting frame that is also like a werewolf since he can turn into a Zanuka and gain increase in speed and damage not to mention a sort berserk style. Almost like a male version of Valkyr.

    I have ideas for dozens of abilities, but I’m gonna wait to see what others think first. Maybe provide ideas or suggestions of abilities for this frame for me and DE to consider. 

  11. 2 hours ago, weeaboopotato said:

    Brief Explanation

    We all know corpus are a tech heavy faction and considering that they hate grineer deeply its less likely a kuva corpus lich would happen. So its less likely we'll have a corpus variant of the kuva liches by just pouring in some kuva into them. However with the Jovian Concord update Alad V introduced amalgamations. My idea is what if for the corpus, they dont use kuva but rather get amalgamated and augmented by alad V to make an amalgam corpus bounty hunter lich. A corpus augmented and fused with sentient technology for the sole purpose of killing you. 

    How to activate

    Kuva liches use worms that they turn into liches by the queen. What if for the corpus the amalgam bounty hunter is instead an enemy that survives from you in a corpus mission. Alad V would then deem that corpus soldier who survived as a suitable subject to be turned into an amalgamation. This person will become an amalgam bounty hunter who will hunt you down. And as all kuva liches killing them would only make them stronger. These amalgam bounty hunters will spread throughout the star system and start making amalgam enemies appear in those nodes where their influence spreads.

    How To Kill Them

    Like kuva liches you will need to obtain the right combination to kill them except this time its not mur murs. You need to force their followers to tell you how to kill them. This time rather than which mur murs is which consoles. You dont have to specifically kill them to do it but an alternative is to guessing which ones. The corpus followers will tell you a hint as to which spy mission node where you can obtain their variant of mod combinations used to kill them. Which is by hacking into spy vaults. They can be any spy vault but the corpus followers can tell you the exact locations of which spy vaults. This is so we wouldnt have to use those dumb 5th tier relics.

    Rewards?

    Since kuva liches have kuva weapons. Why not this time make it amalgam weapons that you can obtain here. Or just make them amalgam mods like we always had. DE could also try using this to introduce a new resource which can perhaps...add rng stat rolls on these amalgam mods...think about it we can get an amalgam daikyuu, an amalgam nikana, a amalgam silva and aegis(most because they have amalgam mods for those weapons)

    I’ve made a suggestion before to another similar post.

    Basically I was thinking that since sentients adapt to their environment and attacks and such, that maybe these Liches are more like seeds that bloom when nearly killed by Tennos. Like Alad V created a sort of sentient infused nanites and injects them into his “subjects” which turns them temporarily mad and he unleashes them all over the solar system. And the warframe that kills them causes them to adapt(only once) to that specific frame which causes them to become a corpus equivalent to Liches.

    Maybe after converting them it turns out they were unwilling subjects and we sort of freed them from Alad V’s mind control/manipulation. Alad V could even mention how the ability to adapt only once was somewhat disappointing but how greatly they adapt is still exciting to him. Probably say something like “now betrayers, time for you to meet your match”. 

    Figured a similar thing for Infested where a new kind of infested is created that if they attack you, they’ll flee and absorb the warframe’s dna which causes them to mutate into a infested equivalent of a Lich. And have infested version of abilities like giant fungi tentacles from hydroid, shorting flying parasites from Inaros, or even shooting a fast hardening goo from Frost. There are dozens more but leave room for yalls imagination/creativity. 

    Figure for both of them their appearances are based on the specific warframe that “created” them. Like Rhino giving them a more bulky build. Infested could be male or female appearance based on if it was a male or female warframe that “created” them. Cause infested don’t exactly have “genders”.

    Corpus new weapons would be Amalgam version of popular corpus weapons. Like Amalgam Twin Detrons. Amalgam Penta. Amalgam Snipertron. Maybe even an Amalgam Helios as a sort of unique sentinel that does more than just shoot at players. Like it has the unique ability to provide barriers and has a very strong weapon that can actually do a lot of damage. 

    The infested weapons would be more like infested Melees since the infested are more known for melee attacks. Some could become more intelligent and could use a rifle or pistol but melees sound more like the common for them. Could imagine some having the quirk where they can either speak clearly or just growl a lot. We still don’t have an Infested Hammer so maybe a Juggernaut style Hammer could be a new weapon for the infested. Maybe it’s suppose to be an infested version of the Fragor and charge/heavy attacks throws viral darts into the enemies. 

    Imagine a juggernaut armored Nidus trying to assassinate you with its own infested melee. Be like 2 very long spikes coming out it’s hands/knuckles/arms where it’s fights almost like it is wielding infested dual swords that deal primarily puncture damage. And all could have a toxic base damage applied so that any additional element based on warframe used would allow for multiple statuses. 
     

    These are just my opinion.

  12. On 2020-01-08 at 9:42 PM, (XB1)YouBitePi11ows said:

    I came up with a Werewolf/Beast style frame concept idea and thought to share it, albeit it’s a bit rough right now.

    Premise was to add a unique style and game mechanics to a frame that has you actively engaged, with simple yet interactive synergies.

    Note all (rough estimate) stats are at max rank on a lvl 30 WF!

    Stats. A high base hp, low armor, Average energy capacity and no shields.

    Passive: Bloodlust. The Warframe gains 10 armor and maximum Health for each health globe consumed, up to a maximum of 1000. (Only death will reset this passive) All Heath Globes are consumed even at full health.

    Frenzy: Toggle ability. Cost 2 Energy Per Second: Gain 10% Chance to cause a forced slash proc with any attack made by the Warframes weapons, the % Chance value is increased by 50% (so 15% at base) for melee attacks.

    (Scales with Power, Duration and Efficiency but the energy drain cannot go below .5 energy per second)

    Feed the Beast: Duration ability. Cost 50 Energy. Base Duration 30 Seconds: Enemies killed by the Warframe while active will have a 50% chance to drop a heath globe for each slash proc afflicting the Enemy. Each health globe consumed while active will heal the Warframe by 2 health every second for 5 seconds.

    (Heal amount Scales with power. Both durations will scale with duration. Cost will scale with Efficiency. Health Globe drop % will not scale. Each globe consumed is on a individual timer and can stack infinitely)

    Hunting Grounds: Duration static AOE. Cost 75 Energy. Base Duration 20 Seconds. Range 20 Meters. Each Enemy killed within the AOE will grant the Warframe and all Allies a 5% Damage Resistance buff while standing within it. Casting a second Hunting Grounds within the AOE of an existing Hunting Grounds will refresh the total % Resistance already accumulated. This Bonus cannot exceed 75%. Only one Hunting Grounds may be active at a time.

    (Scales with all 4 Modifiers, but resistance is capped at a 75% maximum) 

    Apex Predator: Charge up Duration AOE. Cost 5 Energy for 1 second of Duration (Similar to Inaros charging his Scarab Armor). Range 20 Meters. All of the Warframes abilities, active and passive (Including Bloodlust) are doubled for the duration. Allies receive all active and passive (including Bloodlust) ability effects from the Warframe but are reduced by 50% (after the effect had been doubled from the Warframe that casted Apex Predator).

    (Scales with Duration, Efficiency and Range. The allies effect % does not scale. A stronger Apex Predator effect will override a weaker one)

    A Warframe that can stand just fine on its own but would be a welcomed addition to any squad.

    Kind of been thinking of my own sort version of this concept with more of a very not so pleasant origin. 

    Apparently Zanuka and Zanuka Hunter are made from Warframes. So what if Alad V made another version of the Zanuka that somehow remembers everything from the possibly multiple frames used to create it. Causing it to have a sort of identity crisis and hatred of Alad V.

    And unlike the other Zanukas, this one has the ability to take on an anthropomorphic shape like that if a regular warframe. When it becomes enraged it goes berserk and turns into the Zanuka like shape and gains increase in attack and movement speed, better and faster wall latching and jumping, and maybe like deals heavy slash/puncture damage. 

    I may make my own concept post of this frame but I figured I’d post it here first to see what others think. I’ve asked other people in person and they were intrigued. I have ideas for abilities but I’m gonna wait to see how others respond first. 

  13. 7 hours ago, (PS4)Okamibanshu22 said:

    Enemy Sense to Enemy Pulse: Turn the enemy sense mod into an enemy pulse. Any enemy that enters the range of the mod is highlighted through walls/in person with a red aura, think like the highlight when scanning but only around the body. It would help a lot for me i know, when the enemies just sort of, blend in. Or you know, when the mini map just farts out and doesn't' show them even when you have the mod equip.

    Void Traces: what if Void Traces were added to the void as a rare drop chance. I mean, its silly how we can get it by the random rifts from the void but not from the void itself? Alternatively, like the gold containers on lua, you could have void fissures/void nexus in void missions that are rare spawns that when collected/interacted with, provide void traces.

     

    1). Enemy Pulse. 

    That made me imagine if all Aura mods had a unique bonus that occurs if more than one was added. Similar to gladiator mods or sacrificial mods. So if like 3-4 of the squad has Enemy Radar then it creates that Enemy Pulse as a bonus. Like 3 creates a red dot through walls while all 4 creates a full outline/X-ray through walls. Maybe Growing Power lasts longer if at least 3 people have it equipped. Like 10 seconds instead of 5. Roughly. Would list examples for all Aura mods but I’m sure you get the idea. This would allow players to cooperatively equip the same aura mod for better team boosts. And make Aura Forma more popular for ALL frames to allow all possible bonus buffs. Such as the Enemy Radar bonus allowing for a superior full squad stealth. 

    2). Void Traces as a resource drop in the Void.

    Now that sounds like a decent way to farm for Void traces pretty quickly without having to use relics, with players taking up space for a relic user while not having their own relic which prevents a possible 4th reward option, or repeating super weak void fissures none stop to farm. Void survival or defense would become more reliable. Also I could see a sort of reverse happening where grineer, corpus, and/or infested would appear completely confused on what happen or where they are. To sort of create a link between this idea and the void fissures we encounter. 

    Not to mention DE NEEDS to make fissured enemies in the void distinguishable from others. Maybe use the idea above where regular grineer, corpus, and infested would spawn through the fissure confused just before turning into fissured enemies like on every other map. Maybe each enemy killed in the void drops 1 void trace. So spending hours killing hundreds would be roughly the same as repeating void fissures over and over. 

    Would also be nice if the Baro the void TRADER had an option to trade old relics for a chance to roll a new one. So if you have hundreds of relics you don’t want then when Baro arrives you can trade like 3-4 relics for a new one of the same category. 3-4 Axi relics for 1 Axi relic. 
     

    But that’s just my opinion. 

  14. On 2020-01-10 at 2:05 AM, Cerikus said:

    Create a uncommon drop called "Anomaly nav coordinates". These will drop from all enemies in veil, You use them to build keys, that will allow you to enter a mission with ONLY the anomaly. (all players have to have the key to enter the mission).

    That would actually be a pretty good alternative. It would get people to actually play the dang game instead of host migrating a million times. 

    And it actually makes sense when you think about it. Cephalon Cy does mention that the sentient anomaly is what “lured the grineer”. So it would make sense that the fighters, at least crew ships, would have such information/coordinates. And after gaining a certain amount Cephalon Cy will let you know that you’ve located the sentient anomaly. 

    At least this way there would be no reason for impatient A**H****s to keep aborting the mission and screw everybody else over. Since every attempt would be a one time deal until you collect the resources again. Which DE would have to factor in how often a player could repeat the current sentient anomaly, into the their NAV drop chance and the amount. 

    Like let’s say the most efficient squad could complete the sentient anomaly 5 times before it goes away. And then wait like 2 or so hours before it returns. So if they did create a Sentient Anomaly NAV Coordinate, the let’s say 10 is required per full coordination to the sentient anomaly mission. Then DE would have to make sure the drop rate would allow players to get like 50 in 2 hours. Like maybe a single NAV is guaranteed per crew ship destroyed. That’s just a basic example. So players would be more obligated to actually play the missions to EARN their Shedu, ephemera, etc. instead of click abort and repeat for 30 minutes. 

    The sentient anomaly would be a completely separate node from the rest to avoid bugs/glitches. Could still be required to take out grineer fighters and such. Like they were attempting to investigate or destroy the anomaly before the Tenno arrived on the scene. 

  15. 10 hours ago, Educated_Beast said:

    Now that empherian is out and resources are horribly out of whack (titanium and asterite, but especially titanium), we need another option.  Currently we either play the game and get ridiculously low values or play a salvage simulator smashing rocks to get an acceptable level (but no fun).  Both methods still require a booster and smeeta.  

    We need a new extractor that functions in the new railjack zones.  The entire minigame can be identical to existing setup but allow passive farming.  Give it a 20-hour timer so once per day players will log in to collect loot.  

    The BP can be researched in dojo or hell, sell it for platinum.  Or do something new, make it cost plat for BP and still force us to build in dojo (because I know you guys hate us a little 🙂 ).

    I don't want to smash rocks just to build 1 railjack component, allow existing tools to be used so we can farm the stuff we need passively over time!

    Would be nice if there was a new drone that constantly gets you resources for railjack every hour. But it is a reusable BP and there is a chance it could get destroyed. To balance it out. 

    Could even have a very low chance of getting avionics and railjack components too. Like maybe 5x lower so that players aren’t relying on them too much for everything. 
     

    With all these bugs and not many people wanting to waste time on railjack(not to mention all the host migrations) having a second option to gain resources and/or railjack components/avionics would be nice. 

    Of course the reproduces gained would have to be extremely high considering it takes 1,000s upon 1,000s to build just one part. Not everybody has days to spend grinding through a very buggy system. 

  16. 3 hours ago, (XB1)Orcus Imperium said:

    I'd like to point out that, as things are right now, the War can still hold it's own in up to lvl 200 content.

    Where did you get this information? Cause a lot of... not so smart... players be using the simulacrum with enemies being in frozen mode which allows for TRUE damage to be applied. Have yet to see an actual video of an actual gameplay with fully alerted enemies being slaughtered by the weapons people be claiming or acting is OP. And chroma and rhino are not good examples because then it isn’t about the weapon itself but who is wielding it, or rather their warframe. 

    Kind of tired of the repetitive “kill level 200 enemy” response when no mission starts off that high and it would take hours to reach to that point which nobody ever seems to show. How about y’all show proof for once instead of acting like every weapon is OP and that DE needs to buff the enemies like 10x every time somebody complains that a complicated weapon is too weak. 

  17. On 2020-01-09 at 3:20 PM, Orellani said:

    Warning: Spoilers to any who haven't visited the shiny red blinky thing in Veil Proxima.

     

    As it stands now, there is no incentive to actually play out the entirety of the mission while the anomaly is active. Whenever it is live, if you are joining a public group, the vast majority of players do the following:

    1. Rush to the point, ignoring all objectives and fighters
    2. Tuck the ship in the "bones" of the anomoly to avoid drawing ship aggro OR scoot the ship far away from the spawn point to avoid aggroing fighters, and archwing-fly to the outpost
    3. Clear out the sentient outpost
    4. If anything good dropped, they finish the mission. If nothing good dropped, they ABORT the mission and run it again

    This is really unpleasant gameplay. Anything that encourages force-quitting to optimize the farm is awful. This also means anyone who wishes to not do this "meta" method is stuck between either running it solo, attempting to find a group of people who are okay with slugging it out through the whole mission, or accepting that if they allow pugs aboard their ship, they will all force quit right after the outpost is done.

    There have been a few different ideas bounced around to "fix" this, and I think there can be a happy medium found for casuals and farmers.

     

    1) Change the outpost rare drops into unidentified drops. This would require a lot of fiddling with how the outpost works now, but this seems like a really great way to encourage actual mission completion. This could be implemented so that instead of rare random containers you break open, players seek out resource caches. Have 3 per outpost, with unidentified drops, and make the rare parts (shedu, ephemera, etc) part of that table.

    2) Change the anomaly to not be on a timer. While this would not remove spamming as the "farming meta", it would perhaps lessen the crazed rush players have that encourage this rush/abort method.

    3) Change the rare items (shedu parts, ephemera, etc) to be bought with currency, a currency dropped exclusively by the sentient mobs on the outpost, thus requiring players to finish the mission to obtain the currency - while also still rewarding players who are skilled enough to speed clear the zone.

    4) Change the anomaly to operate similar to an Arbitration mission, in that you only get one shot at it per spawn and if you fail the mission, you have to wait for it to respawn again.

     

    Personally I'm a big fan of 1 or 3, but anything is better than the current setup.

     

     

     

    Not just the anomaly. Been happening in every mission for me. I’d be lucky, LUCKY, to get through one mission without a host migration. But 4/5 there’s a host migration. And what’s stupid about the sentient anomaly case, is that most of the time you can simply restart the mission.

    If you clear out the sentient anomaly, you can return to YOUR ship and either return to dry dock or click to redo the mission and you keep your resources. If the sentient anomaly is completed, it stays completed but all the enemies and containers reset. So all that’s needed is to rush through, kill every enemy that drops Shedu parts, break all containers, then rush to the green or omni gear back to the ship and repeat. Sometimes a bug prevents you from returning to dry dock or restarting the mission which then the host could respectfully let others know to abort in at least 30 seconds before doing it themselves. 

    Only side effect is waiting for other players to return as well(which never took long at all). Which constantly aborting the mission means going through multiple loading screens before redoing the mission.

    And to whoever that’s thinks this is efficient. NO... It is not. Especially not for everybody else who isn’t the host. Imagine having to restart your game because you were thrown into some loading limbo. Or bouncing from one host to another. Then the original A**H*** that started the host migration would have to go through multiple loading screens before starting another mission vs just restarting it after returning to their ship. At the very least they should’ve given everybody else like 30 seconds to abort first by actually telling them “abort” in the squad chat. 

    I’m about to start flooding DE with reports of these players who force me to reset my game over and over because they’re such impatient, selfish AHs. Starting to think DE needs to make it where all players need to have at least level 4-5 in ALL intrinsic skills to play Veil Proxima. So there is no excuse for why players stall on returning to the ship AND it motivates players to actually play the game instead of being taxi/carried straight to a harder mission with little to zero experience. Not to mention fixing these bugs that causes some games to require aborting as the only option. 

    • Like 1
  18. Something really needs to be done about all these host migrations. Can’t play a single game without somebody host migrating. It’s getting out of hand. And I don’t care if somebody else hasn’t encountered this issue. I’ve been encountering this issue a lot and it’s not my internet otherwise the rest of the squad wouldn’t be reconnecting with me after the migration. Never in the 3.5 years of playing this game have I encountered host migration this badly. 

    • Like 1
  19. On 2020-01-09 at 3:57 PM, MadMuse said:

    Is this where we suggest our ideas for new 'frames? Cause I've always referred to them by their theme rather than name (Troll-frame - Loki, Ninja-frame - Ash, Best-frame Rhino, Fire-Frame Ember, etc.) although the newer ones were kinda harder to summarize in a single theme.

    Regardless, I was playing Dark Sector as I'd bought it on sale years ago and finally got around to it and I figured it'd be a nice throwback (given Warframe's history) and might bring back the mechanically simpler 'frames of earlier builds. So to that end, based heavily on powers acquired by Hayden Tenno through the course of the game. I'd warn about spoilers but it's from 2008 and also I'm not really revealing plot.

    Passive: Glaive Master - gains percentage increases when using a glaive, probably crit chance, status chance which could apply to the sidearm you pair it with. Maybe even have a signature glaive as well as gaining status chance resistance when holding said signature weapon

    1st- Elemental Burst - Activate to create an AoE explosion with very high or guaranteed status which increases radius per level. Status inflicted is based on mod applied to melee weapon equipped. Can be triggered pretty much whenever, even when non-glaive melee is on back or when glaive is in flight.

    2nd - Reflector Shield - Triggers a shield that reflects projectiles where player is aiming. Duration and reflected damage increases per level

    3rd - Guided Flight - Aim at enemy (2, 3, 4) after active will mark targets, and activating again will throw your glaive to strike target(s) in question. Of course this requires a glaive to be equipped so this might summon an exalted glaive that has normal glaive stats

    4th - Exalted Glaive - If player doesn't have a glaive equipped, summons an exalted one with high stats regardless of equipped melee stats; high attack speed, travels faster and further than normal glaives. If glaive is equipped it will boost stats by percentage based on ability level

    Criminey I've semantically satiated "glaive" it doesn't look like a real word anymore, and obviously there are some caveats to this but it could kinda be like Mesa.

    As long as the Exalted Glaive has a homing effect where it targets all nearby enemies for the duration of the throw. Maybe the combo multiplier makes it last longer thrown. 

    Could also see an ability where he throws a glaive that steals loot from enemies. If a glaive is equipped then it’ll do damage to the enemies as well. 

    There is the physical damage of the Exalted Glaive. I figured it can do puncture, impact, and slash equally. At least puncture and slash. 

    Kind of picturing the Glaive having a string where it can used almost like a yo-yo 🪀. Where certain swing will throw the glaive a little distance then use the string to whip it across multiple enemies. Could also be a simple method of recalling the glaive too. 

    Range mods should increase the size of the glaive so it can damage more enemies outside the target. Like throwing it into a horde. 

  20. I’ve been thinking Railjack could use more missions than just exterminate, assassinate, and sabotage. Railjack just came out last month so it will be a bit before more is added. DE needs to focus more on the bugs first before adding more stuff that will also be affected by the bugs. Be cool if DE made specters be able to pilot your railjack with your piloting level. In cases where nobody else is policing the ship or in solo missions. 

    Kind of seeing the return of the J3 Golem. Except we use our railjack to do most of the work. 

  21. 11 minutes ago, taiiat said:

    converting just the native Base Damage would be sufficient for conversion to work, and it'd make a big difference without losing your most important Status Effects. it could work well.

    surely you're joking? you've never used Condition Overload, and never applied Status Effects that allow you to Kill Enemies faster(whether that be a debuff or a DoT)? i find this impossible to believe if we're having this discussion.

    yes, like almost all Melee Weapons there is little that is unique about War. i just wouldn't want a unique trait of it to actually have potential to make it deal less Damage than it does currently.

    Trust me when people started begging for the multiple condition overloads I had, I started looking into it and made some builds. Some that focus on specific enemy weaknesses like corrosive and puncture for grineer. And made a multiple status build. Which can be kind of hard to do. And the enemies were still hard to damage. Don’t know what I was missing. Tried high status chance. Mostly on low critical weapons since their base damage was higher and provided more space for non critical mods. I’ve tried a lot of weapons. But no luck. Only thing that allowed/allows me to kill enemies quickly with my melees are builds designed specifically against those enemies. Which is why I figured a weapon that can do that against all enemies would be worthy of someone like stalker to hunt down tennos. 

    Don’t know who you’re used to talking to but I’m the type of person who likes having a conversation/discussion on how certain weapons, warframes, and/or missions could be improved. And I try to be as detailed as possible to insure people understand what I’m talking about. So I’m glad you didn’t just throw the idea out the window like many have done before. I made a post about DE buffing melees because they were like toothpicks against high level enemies and some people that responded simply criticized the post with no elaboration. 

    But being able to channel the base physical damage of the War while leaving the rest out, I guess could still work. Would still do a decent more damage against any enemy regardless of the mods placed on it. Especially grineer which impact does little. Maybe that AND a unique stance mod that converts all the damage to enemy weakness could be implemented so that everybody would have a choice instead of only a select few. So nobody would be negatively affected by the slight change/addition. Of course increasing the Riven disposition from 1 to either 2 or 3 would be nice too. Or buffing the base stats some more to balance out the riven disposition. Those 2-3 changes would bring the War up to the other melees level and make hunting the stalker worth it. 

    1). Converting the base damage into the enemy’s weakness. Example: 250(plus pure damage buffing mods) does all puncture and/or corrosive to grineer. Radiation to Bombarders. Etc.

    2). Add a unique War stance mod that converts all the damage from all mods and such into the enemy’s weakness. So if the total was some how like 3,000 then it would do 3,000 of pure puncture and/or corrosive against grineer. 

    3). Increase the Riven disposition from 1 to either 2 or 3. So that the War would be more equal to the other melees like the Gram Prime or the Galatine Prime.

    Would also be cool if range mods like Prime Reach made the energy blade around the War extend even further. Similar to Wukong’s staff. So that we can actually see the range of the War being increased. 

    Of course creating a new weapon that uses the War as a resource to build a stronger version would be nice too. Like if Alad V got his hands on it and recreated it into a more powerful melee. Could definitely bring the War back to the top. Could kind of see Stalker returning as a result too and being even more difficult. Considering that the old Shadow Stalker is no longer a challenge to me. To gain this weapon and new and improved enemy would require being pretty far into the warframe for that to happen. Wouldn’t put it past Alad V to have made a deal with the Stalker considering how much they both know about and hate the Tenno. 

  22. 6 hours ago, taiiat said:

    you'd be losing Status Effects, which would dramatically reduce how useful having automatic Damage conversion would be in play.

    which you could compensate for by spraying with a Gun, but it would make the Weapon itself potentially weaker. it's hard to say without running through the entire Damage calc whether losing so many Status Effects would actually be an increase in TTK or just counteract a significant amount of the benefit but it's somewhere between those two points.

    That could be said about all of the weapons. And as of right now, the War is weaker than like 5 other melee weapons. Now if DE added more to the buff. Like maybe make it where it can do the regular damage build but has an adaptive bonus damage that is also affected by the mods where it does primarily the enemies weaknesses. 

    Like let’s say the War does a total of 250 base damage. DE could add like another 250 or half that, 125, of damage of enemy weaknesses. So when you build up the total damage for the regular stats, it builds up the adapting bonus damage as well. So if modded right, you could build it to do more status effects if you’re really that confident about them. Or maybe add a unique stance mod, for the War only, that allows it to be able to adapt like I originally suggested.

    Maybe the War could also have a bonus block where it can completely redirect Tau type sentient damage back at the sentients. Lasers, homing orbs, etc. So if a sentient shoots lasers at you and you block it, the sentient will take all the damage equal to its weakness.

    The status effects you’re talking about never worked for me. I’ve tried other people’s builds including this status effect build you’re talking about and they never worked so well. Only the builds meant for the enemy’s weakness. So I’m curious to know what exact build are YOU referring to if you’re claiming that it somehow makes the War “OP” against high level enemies. Or that this kind of suggestion would be a “nerf” which would imply the War does an enormous amount of damage compared to the Gram, Fragor, and the Galatine. Currently its only uniqueness is being a high impact heavy blade. That’s it. So whatever build you’re suggesting can easily be applied to multiple stronger weapons. So it wouldn’t possibly affect anybody negatively except maybe those who use the War regardless of its weak stats and riven disposition. 

    Either way, the War is way too weak of a weapon for it to such a pain to obtain. All that and it turns out there are multiple weapons superior to it that are much easier to obtain. Really a big disappointment. 

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