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ScorchedIce

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About ScorchedIce

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  1. Disclaimer: I was inspired by the last contest to make this guy which was an old idea I had, I'm posting it here for posterity Also please keep in mind, I might not respond to comments most of the time, I have social phobia. Without further ado: Ent, The Living Forest Ent. A living forest as a Warframe that uses all kinds of nature to control the tide of battle and assist his allies. Ent's abilities: Passive: Voidsynthesis: Ent uses health to cast abilities, and lacks energy. Energy orbs also heal him, in addition to giving a portion of energy to nearby allies. 1) Neurotoxic Dust: Causes Ent to release a toxic gas around himself, slowing enemies and dealing a small amount of damage. 2) Seed: Ent shoots seeds out of his body, targetting all enemies in radius, rooting them for a small duration. Seeded enemies that are hit by other abilities suffer extra effects: - Neurotoxic Dust: Enemies become gradually more slow, then are paralyzed for a duration. - Invasive Nature: Rooted enemies take extra damage and are guaranteed to drop health orbs on death. - Root: - First cast: Main root will lash out and deal extra damage to rooted enemies. - Second cast: Draining rooted enemies also steals armor and gives a portion of it to Ent. Other players near Ent are also granted this armor increase. 3) Invasive Nature: Vines shoot out of Ent, slashing at enemies, dealing damage that scales with enemy level. 4) Root: Two part cast; Single instance. - First cast: Ent shoots roots into the ground, rooting himself and any enemies in its radius. The area expands as long as Ent himself is rooted. Duration of enemy root is dependant on how long Ent rooted himself for, affected by mods. - When first cast ends, a big root is left where Ent cast it. - Second cast: Ent can reactivate the root to start draining the rooted enemies for energy orbs, health orbs and ammunition. This also reduces the duration of the rooting by half. Detailed descriptions, and thoughts behind design: Color channel examples:
  2. Ent, The Living Forest This is my entry, Ent. A living forest weaponized as a Warframe. Ent's abilities: Passive: Voidsynthesis: Ent uses health to cast abilities, and lacks energy. Energy orbs also heal him, in addition to giving a portion of energy to nearby allies. 1) Neurotoxic Dust: Causes Ent to release a toxic gas around himself, slowing enemies and dealing a small amount of damage. 2) Seed: Ent shoots seeds out of his body, targetting all enemies in radius, rooting them for a small duration. Seeded enemies that are hit by other abilities suffer extra effects: - Neurotoxic Dust: Enemies become gradually more slow, then are paralyzed for a duration. - Invasive Nature: Rooted enemies take extra damage and are guaranteed to drop health orbs on death. - Root: - First cast: Main root will lash out and deal extra damage to rooted enemies. - Second cast: Draining rooted enemies also steals armor and gives a portion of it to Ent. Other players near Ent are also granted this armor increase. 3) Invasive Nature: Vines shoot out of Ent, slashing at enemies, dealing damage that scales with enemy level. 4) Root: Two part cast; Single instance. - First cast: Ent shoots roots into the ground, rooting himself and any enemies in its radius. The area expands as long as Ent himself is rooted. Duration of enemy root is dependant on how long Ent rooted himself for, affected by mods. - When first cast ends, a big root is left where Ent cast it. - Second cast: Ent can reactivate the root to start draining the rooted enemies for energy orbs, health orbs and ammunition. This also reduces the duration of the rooting by half. Detailed descriptions, and thoughts behind design: Color channel examples:
  3. Any thoughts on touching up Banshee? or at least revising her animations? She's one of the only, if not the only frame who's entire kit locks her in place when casting animations happen.
  4. TYPE: In-Game DESCRIPTION: Joined multiple games where the Pennant's passive that gives attack speed on heavy attack kill won't ever work. REPRODUCTION: Join any game, as client, and kill enemies with Pennant's heavy attack EXPECTED RESULT: Passive should activate on kill OBSERVED RESULT: Attack speed doesn't increase, passive won't proc REPRODUCTION RATE: All the time when playing as client
  5. About self stagger recovery: Self stagger recovery window feels way too tight, and the FX associated with it is barely noticeable, especially when something explodes in your face and the explosion FX covers most of the screen. Could something be done about this? Maybe a longer time window or more noticeable FX? perhaps some sound cue to go along with it? About damage falloff: I like not exploding myself but the damage falloff was really an unnecesary change, and should really be looked at again, it really kills the joy of some weapons that shouldn't even have that issue in the first place.
  6. Any thoughts on Banshee touchups for this year? She's one of the older frames and her abilities kinda show her age. For example, all her abilities lock her into animations that wont let her move, and feels really clunky. Could she potentially get what Mag and Titania got on their animations? Like being able to move while casting, and stuff. Maybe even some tweaks / revisions to her powers themselves?
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