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DTKlonoa

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Posts posted by DTKlonoa

  1. 17 hours ago, StabbyTentacles said:

    I've been really trying to play Chroma lately, I bought the Graxx skin that looks so badass...🤩 anyway, while he's not horrible, he is pretty lackluster... his 1 and 4 are pretty bad, and I don't use them. his 3,4 although usefull, are not interesting and need to be refreshed too often, even when max building for duration... 

    Your ideas are all vast improvements, well done.👍

    Thanks man 😄

  2. Stupid title aside, all I think that Nullifiers do the following instead of what they do currently:
    Double the speed of the duration of abilities (As in they last half as long)

    Increase cost of focus abilities (Excal's Exaulted blade, Oberon's Renewal, and some other abilities I cant name for some reason's cost goes up very quickly)

    abilities only have 33% of their strength even if the frame is built with all of the strength mods in it, it instantly goes down to 33%

     

    Other then that... that's it

    Thanks for reading this and have a nice day 🙂

  3. 2 minutes ago, Koldraxon-732 said:

    I agree with the proposal for Chroma's Elemental Ward and Everlasting Ward changes to add more elemental flexibility, but the question becomes:
    Can the servers stand the added payload of three more elemental colours per cosmetic slot per Chroma (3x3=9x[Players_who_own_Chroma]=[A lot] )?

    However, abandoning Chroma's Effigy for basically a stronger Spectral Scream is not a good idea. I'm going to post how I would go about giving Chroma life below:
    Chroma Revisit is in the spoiler below. In theory, this may sound a little OP. In practice, you'll quickly realize that isn't the case, since we've got frames like Nidus, Inaros, Excalibur, Harrow, Gara, and Octavia to name a few.

      Reveal hidden contents

     

    Passive: Sentient Adaptation:

    Whenever Chroma takes damage, he will begin to negate one damage type until another damage type does more damage. Applies only when pelt is on or within affinity range of the Effigy. [Edit: This ensures it's not as overpowered as the fully functional Hunhow-Sentient version.]

     

    1: Spectral Scream:

    -Tapping would cause Chroma to scream, stunning enemies for a duration and opening them to finishers.

    -Holding this will cause him to enter the original Spectral Scream; an exalted weapon mode which can be disabled by swapping weapons or holding the ability again.

    -Tapping the ability after entering the weapon mode will cause Chroma to buffet the area infront of him.

    -Holding the trigger causes him to exhale both his chosen element and the element he has been negating.

    -Aimgliding while in this weapon mode is infinite, and unbound by gravity, but drains energy; the Pelt's wings will be present, and flap appropriately to explain this visually.
    [Edit: -Damage dealt will stack on a combo counter which drains fast, but also ramps up fast from the damage ticks, allowing Spectral Scream to work as a weapon with the only drawback being the need for strength and efficiency mods to make full use, unless you run with Rage in your build.]

     

    2: Elemental Ward.

    -Tapping will cause Chroma to switch through his base elements, removing: any combined damage acquired from using 1, all (de)buffs, and disabling powers for one second. During this time, Chroma's passive will not function and his energy will refund itself from all powers, damage, and (de)buffs attained.

    -Holding for a time will activate a buff related to the damage type you've received most, and the chosen element's buff.

    -It will also heal you if you are taking direct health damage. [Edit: At cost to it's duration, perhaps?]

    -Element icons can be used to represent each element he can swap to.

     

    3: Vex Armour:

    -Tapping will activate it as normal. Recasting will stack it's previous buff on top of a fresh one. A stacking combo counter will display above it.

    -Nullifiers cannot nullify this so long as the pelt is equipped; recasting within it's duration discounts energy cost if pelt is also still equipped.
    [Edit: This will allow Chroma, if he can handle continuously stacking and taking lots of damage, to reach his original OP damage values, which, by then, would make Sortie difficulty feel balanced, for Chroma and anyone affected by Vex Armour. To ensure others don't become OP, the extra stacks could optionally not be counted when an ally is affected by this ability.]

     

    4: Effigy:

    -Tapping will spawn the Effigy. Tapping again will cause it to use Chroma's scream at no extra cost, at the price of the stunned enemies not being finisher-enabled (duration is doubled). [Edit: This provides an exit strategy.]

    -This extra-tap function is overriden by the 'move Effigy' augment. Any damage taken within an area around the Effigy (or by Chroma himself) will be redirected at the Effigy. The Effigy adapts to damage and will switch elements instantaneously, and at random; can be affected by Chroma tapping his 2 to force it to pick that element. [Edit: This gives incentive to use the Effigy as a different route for damage negation or proc application.]

    -Hold to reclaim Effigy.

     

     

    You're probably right on the fact that abandoning effigy for something way stronger is a bad idea. I only tried to pitch an idea to make him unique instead of a frame under Atlas and Rhino's shadow. Clearly I need to put a bit more thought into effigy. But I adore your Effigy ideas.

     

    As for elemental ward and the color cosmetic slots... I was thinking the energy thing could be a separate link similar to the attachment and syandana tabs.

  4. 3 minutes ago, Sasuda said:

    I like some of your ideas for his First ability and the augment for the second. This also the first I've seen suggesting the element change on his second, which I think makes way more sense than so many people asking for it on his first.

    As far as his first Spectral Scream goes, I'd prefer in general if it had long range and continually fired high speed projectiles for Fire and Ice rather than just a spray cone. It can keep the spraying cone for dealing close range CC/damage but I'd like for it to be an ability that adds damage and status to whatever's targeted. If the Electric was like an Amprex beam that be great, would need some tweaks to separate them maybe shoots multiple beams that reach and chain different distances, and yeah obvs not the crits and damage output of an Amprex. Makes for a great quick stun effect for sure though. Toxic being a a persisting gas cloud also works great, so long as it's persistent beyond the other effects and deals more damage overall but lacks some of the range capacities of the other three. Overall it's relatively light damage over time and good status spread over time.

    The 2nd Augment idea is a bit rough, I do really like it though. I think if there's a better way to access the secondary damage types it'd be better. Not sure exactly how that'd work.

    I don't like your idea for the 4th though sorry, no thanks for me I'd much prefer Effigy was just more effective in it's crowd control and dealing damage. Having his first being active allowing for Effigy to take advantage of some more status and blasting enemies with shots would be a nice addition. Perhaps it could consume enemies under certain conditions, like a second cast, to either quickly deal with high priority targets or to give some sort of bonus to Chroma/allies upon consuming an enemy.

    I agree with your idea of the shock element of spectral scream, and your thoughts on Chroma's 4th, even if I rarely used it for that reason.

    The real struggle with the 2nd ability augment would really come down to numbers (I think), and I didn't really wanted to focus on that aspect, instead I only focused on functions and how it worked.

  5. The Warframe Chroma (to me) fell from what little glory he had when the Shrines of the Eidelon update dropped, being nerfed only because DE didn't really like how quick Chroma was when it came to killing Eidelons, despite the fact that us as a community found alternatives after what felt like an instant. Despite that I would like to suggest my ideas on a rework for Chroma and give him a new identity then being a tank frame that players that don't like Rhino.

    To make this clear: THIS IS NOT AN ATTEMPT TO MAKE HIM OVER-POWERED

     


    I will begin with his first ability: Spectral Scream

    To put it bluntly, its awful. Being able to run around and jump doesn't help either, since its less effective then running around with a burnt out match.

    What would make it good is that if the range of SS would be at a fixed length, but the wideness of the cone that it does is narrower/larger depending on range mods. Similar to Harrow's condemn ability. On top of that, how about when he's using a different element, it has different effects. changes to SS before could be applied for fire, as well as adding to do the same thing in mid air, but if you do it in mid air instead of the ground, you glide down while breathing fire setting an area ablaze (size and duration are affected by mods).

    For the ice aspect of Chroma, it allows him to throw large javelins of ice that explode on impact (similar to the Astilla shotgun, but the explosion size can be modified with mods) with a chance to do cold procs to all foes hit with the javelin. While taking a page from both Atlas and Rhino the javelins can be thrown in rapid succession costing slightly less. (Combo duration is the same as Rhino and Atlas')

    For the shock aspect of Chroma, I honestly dont really know what to suggest. I was thinking something like the Amprex but with a lot less critical hits and more chaining to enemies like some sort of Tesla coil, but I didn't think that would be creative enough since Vauban can already do that, even if its weak. Sorry 😕

    For the toxin aspect of Chroma, he could do the same thing to an infested osprey: flying in a straight line and creating toxic clouds that inflict toxin procs. But similar to Zephyr you can look anywhere and fly in that direction, and dive bomb to create a giant cloud of gas around you. But unlike Zephyr, Chroma's toxic flight is slower and costs WAY MORE energy to do so. This concludes my thoughts and ideas for changing his first ability. Which will synergies with my ideas on changing his second ability.

     

    Chroma's elemental ward

    Like Vauban and Ivara, Chroma should be able to change his element into whatever one is best for the situation at hand: Bunch of guns pointed at you? Shift to ice and reflect it back to foes! Fighting the infested? Activate fire to burn them down and give yourself more health then really needed! Your beefy gun that has -50% reload speed due to a riven and is out of ammo? Shift to toxin mode and reload faster and roll around twice as much as if you're in monster hunter! The ability to change elements would be a Christmas Miracle mostly because in a coordinated team in the onslaught can ask for elemental buffs to either speed up killing or assist in enduring a barrage of bombards. But there's a problem with the ability. Don't get me wrong, its a nice ability where you can activate to give you and anyone standing in the exact same place as you are, as in you NEVER GIVE ANYONE THE BUFF. The range of the ward being passed to an ally is completely awful, and (reasonably) should have everlasting ward as a default part of the ability with a fixed range (9 meters would be good) but in it's place a new augment (dont know what to call it) can take its place, where it upgrades the element to an elemental combo and does the following: Fire becomes blast, ice becomes magnetic, shock becomes radiation, and toxin becomes corrosive. Effects goes as follows:

    Blast stores up damage you take over time and at the end of the duration you deal all of the damage stored up, but you still get the buff effects from the fire ward. Range can be improved to a maximum of 25 meters, and only applied to Chroma, allies get the fire buff only.

    Magnetic ward will give chroma the ability to absorb range damage from allies and reflect it to whatever enemy is nearby, but don't worry! The ice ward is still given to chroma and his allies, its just that if Chroma is close by, he'll take the damage for you if he's nearby, even if its a bombard rocket.

    Radiation Chroma becomes a walking sortie condition, for the enemy. Chroma's presence becomes a radiation hazard at a base distance of 15 meters, and can be increased and deal more damage over time with mods as usual. this effect only applies to Chroma but allies get the electric buff as if the augment wasn't equipped.

    Corrosive Chroma's aura now deals corrosive damage instead of toxin damage for the sake of armor stripping and is applied to all allies that get the ward as well.

    Important note:

    Although it changes the effects of elemental ward, I'm unsure if it should affect spectral scream. If you think so I'd like to hear your thoughts about it.

     

    Chroma's Vex Armor

    The reason Chroma was nerfed, but the nerf was a bit much, since they could have just applied a maximum like they did with Trinity's blessing (When it used to be 99% damage reduction for the entire map). All I ask is to give Chroma back his vex armor fury buff (Not scorn because that makes Vigor useful for once) and give it a maximum of somewhere between 150% and 250%, and maybe a slight cost reduction. Other then that I have nothing else to say.

     

    Effigy

    Rarely anyone uses an effigy build since it was changed to not work with the Secura Lectra, even if the Index is the best place to get credits now a days. But since Chroma is 'marketed' as a dragon, even if he's just a guy wearing dragon pelt. I along with others, want Chroma to take to the skies and become a dragon. We have a flying pixie, but why do we not have a flying dragon? Stupid questions aside, here's some ideas on how it can work.

    Primary fire allows you to do Chroma's Spectral scream in the color currently selected, while secondary fire changes the element allowing Chroma to barrage foes with different elements. (Toxin Chroma launches a ball of toxin that explodes and leaves a toxin cloud for those wondering)

    The effigy's energy cost should work the same as Valkyr's hysteria (cost goes up over time as it's in use, but instead its slightly slower compared to Valk)

     

    Passive

    His passive effect is just an explination to his mechanic, which is basically as effective as nothing. With these changes, I think cutting duration reduction to negative aliments applied onto Chroma in half (pretty much rapid resilience)

     

    Thank you for reading my thoughts and ideas on how to change Chroma, and I hope you have a nice day 🙂

  6. 1 minute ago, xmegarockx said:

    vex armor need to be reworked again because right now is not wort using, rhino do much better.

    That is very true, especially since it was nerfed for one shotting eidelons, only to find new ways to kill it as quickly

  7. These are some ideas I have for changes for Chroma the """"dragon"""" warframe, that might actually make him more of a dragon

     

     

    His first ability (Spectral Scream)

    Spectral scream is kinda a useless ability, even with the change allowing Chroma to sprint and jump around like a complete psychopath, but it could be a lot better, along with doing different things with Shock, Toxin, and Ice.

    What about fire you ask? Simple! Keep it the way it was but have a fixed distance of how far the fire breath can go rather then everyone's scream be as effective as a lighter. The range of the fire should be a slightly better then the Ignus and CANNOT be changed. And if you cast it while flying, Chroma will grow his effigy wings and glide while scorching the ground and anything that isnt an ally.

    With shock, Chroma should throw one or two bolts of electricity that can chain between multiple foes, stunning them in place allowing you to easily shoot them in the face with the Cornith. The stun duration is obviously influenced by duration mods, but the amount of enemies hit with one bolt are influenced by range mods (never going lower then 3)

    Toxin Chroma instead of puking at his foes, should do the same thing that infested ospreys do, fly really fast in one direction while deploying toxin clouds, but unlike osprey, its much stronger and can be used to re-position in the midst of a fight. Distance should be the same as a zeyphr's unmodified max level tailwind, but unlike zeyphr's tailwind, it's range cant be hindered or improved, but the duration and range of Chroma's toxin clouds can be.

    Ice Chroma should throw a javelin of ice that explodes upon impact (explosion is affected by range) along with shards that ricochet towards enemies (a shard that ricochet deals less damage then a shard that didn't) number of shards from the javelin can be influenced by strength mods while the total ricochets from each individual shards can be affected by duration

     

    His second ability (Elemental ward)

    Elemental ward should be like Vauban's second ability where you can rotate the element and choose which ward you want in the situation at hand and you can choose which one you start with in arsenal. Casting a different element will give you a small bonus, which encourages constant use (and a slight energy cost). Along with that friends in half of tenno affinity range instead of being in hugging distance, along with the everlasting ward being in it as if it was equipped. (And the augment could instead give allies and yourself an X% elemental damage where X is the strength of the ward and the element is the one you recently activated, do note that this will affect his first ability)

     

    His third ability (Vex Armor)

    The change to how his armor buff and damage buff were the result of a "bug" didnt mean you had to fix the algorithm, instead you could have decreased the scorn and fury buffs instead, but since this new algorithm is how Chroma rolls, slightly increasing the total scorn and fury you can get would be nice. And a cost reduction OR duration increase.

     

    Or better yet reverting back to what it was originally and not having 493% damage buffs, because thats what the problem was, instead, have a maximum fury buff be somewhere around 200-250%, something slightly better then Rhino's roar, but attained in a different way. While increasing the range of where allies get the buff, because NOONE is willing to stand on top of or right next to Chroma, especially eidelon hunting.

     

    His fourth ability (Effigy)

    I see that people like effigy as the way it is, but like other people we'd like to be a flying dragon of death and destruction. There could be a way where you can tap 4 to activate the effigy like a turret, and hold 4 to grow your wings and take flight. We have a flying pixie, why not a flying dragon?

    When you take flight, your primary fire can shoot your first ability (Toxin Chroma actually pukes and passively deploys clouds of toxin) and you can melee with giant elemental claws that do slash damage along with your current element. You can still cast vex armor and elemental ward as you fly around, but doing so will cost you a lot of energy. But as you fly it gets more and more expensive to maintain flight, just like Valkyr's hysteria.

     

    Passive

    His non existing passive should be changed to Rapid Resilience (shorter debuff duration) since it would kinda make sense with him. Other then that there really isn't much else to say about his passive, other then just changing it.

     

     

    Thanks for reading this and I hope you have a nice day :)

  8. Ever since the Chroma 'nerf' everyone seems to talk about. I thought this would be a good time to share my ideas with changes to all of Chroma's abilities (passive included)

     

    His first ability (Spectral Scream)

    Spectral scream is kinda a useless ability, even with the upcoming change allowing Chroma to sprint and jump around like a complete psychopath, but it could be a lot better, along with doing different things with Shock, Toxin, and Ice.

    What about fire you ask? Simple! Keep it the way it was but have a fixed distance of how far the fire breath can go rather then everyone's scream be as effective as a lighter. The range of the fire should be a slightly better then the Ignus and CANNOT be changed.

    With shock, Chroma should throw one or two bolts of electricity that can chain between multiple foes, stunning them in place allowing you to easily shoot them in the face with the Cornith. The stun duration is obviously influenced by duration mods, but the amount of enemies hit with one bolt are influenced by range mods (never going lower then 3)

    Toxin Chroma instead of puking at his foes, should do the same thing that infested ospreys do, fly really fast in one direction while deploying toxin clouds, but unlike osprey, its much stronger and can be used to re-position in the midst of a fight. Distance should be the same as a zeyphr's unmodified max level tailwind, but unlike zeyphr's tailwind, it's range cant be hindered or improved.But the duration and range of Chroma's toxin clouds can be.

    Ice Chroma should throw a javelin of ice that explodes upon impact (explosion is affected by range) along with shards that ricochet towards enemies (a shard that ricochet deals less damage then a shard that didn't) number of shards from the javelin can be influenced by strength mods while the total ricochets from each individual shards can be affected by duration

     

    His second ability (Elemental ward)

    Elemental ward should be like Vauban's second ability where you can change what it does, but instead of changing what it does it changes the element Chroma is using, and activating the ability to apply the change. Upon applying Chroma gets the usual elemental ward buff, but it lasts forever instead of lasting for a duration. And instead of having to be in hugging distance to give allies the buff, allies can get the buff as long as they're in tenno affinity range, and upon leaving it they have it for 15 seconds (can be refreshed if you get back into range). Of course this ability's strength would probably need to be about 40% weaker, since everyone can easily get the buff.

     

    His third ability (Vex Armor)

    (Edit: Simply making it re-castible is enough in my book, but I would still think adding a tad bit more duration and strength would be nice)

    ((Edit of an Edit: I don't understand why his Scorn buff was changed along with Fury, because of it he's lost a lot of his major part of why he was so good, changing fury was perfectly fine on my book, but I wish scorn was the same. Guess I should dust off Vigor until then))

    I don't really think there's much to change, but since Ward is changing in my brainstorm, we might as well change Vex, as in all that really needs to change is add a base duration and strength by 40% (without the 3 year old 'bug' because that would be outrageously overpowered)

     

    His fourth ability (Effigy)

    I see that people like effigy as the way it is, but like other people we'd like to be a flying dragon of death and destruction. There could be a way where you can tap 4 to activate the effigy like a turret, and hold 4 to grow your wings and take flight. We have a flying pixie, why not a flying dragon?

    When you take flight, your primary fire can shoot your first ability (Toxin Chroma actually pukes and passively deploys clouds of toxin) and you can melee with giant elemental claws that do slash damage along with your current element. You can still cast vex armor and elemental ward as you fly around, but doing so will cost you a lot of energy. But as you fly it gets more and more expensive to maintain flight, just like Valkyr's hysteria.

     

    Passive

    His non existing passive should be changed to Rapid Resilience (shorter debuff duration) since it would kinda make sense with him. Other then that there really isn't much to say about his passive.

     

     

    Thanks for reading this and I hope you have a nice day :)

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