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Doraz_

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Posts posted by Doraz_

  1. On 2019-10-30 at 2:12 PM, TehGrief said:

    You've mentioned that you want her to be similar in appearance to Excalibur and similar features with the waves coming off the weapons.

    I think, from a thematic perpective, the name Vivien (as in the Lady of the Lake, from Arthurian legend) suits your character very well. Since in the legend, it is the Lady of the Lake who guards Excalibur itself - it would tie the characters together very nicely. 

    I'm absolutely for it.

     

    I'll change Name and presentation as soon as i can work on this more :D

    .

  2. 9 hours ago, (PS4)sister-hawk said:

    I feel like you are kinda hung up on this “wind up” on her 4th ability (if you can even call it that) and trying to find a way around it. The wind up doesn’t exist to stop people from spamming the ability, because there’s no reason to spam it. Garuda’s 4th isn’t a nuke, it’s a debuff. And with natural talent, the time it takes for the circle to cover most of your screen is negligible. There’s also utility in holding it mid air to reposition yourself. I really don’t think anything needs to change.

    As it stands right now you are probably right.

    i'm using an umbral range build with no natural talent so that cluckyness might just be because of that.

    Although, currently if your 4 hits no one or a room full of energy, the cost is the same (i'm away from WF and i don't remember if that's the case) ...

    while making it instant and "kills-charged" you could use just as many spikes as many enemies are targeted, storing them for when you need it.

    Also, charging your basket ball and your temmates killing everyone, leaving you to either waste it or slowly walk forward ... me not likey xD 

    Is it possible to cancel the throw?

  3. (ignore the other parts of the video) I got this bug ( go to time: 6:50 for full or 7:50 when it starts )

    As all lasers seem to go through walls, if props are spawned/enable in order of type ( walls, traps, enemies, checkpoints ) Traps should either have priority, or they should be spawned but activate after everything as finished loading.

    Maybe that's why this time i got the bug and not last time i was here.

  4. 1 hour ago, (XB1)GearsMatrix301 said:

    So you want to nerf her 4.

    nope, that's DE's job usuallyxD

     

    what i want is to make it more effective and more reflective of the frames blood theme, but mainly fun/rewarding to play.

    I too was thinking that this could be a nerf (as you need to kill enemies to charge it) but i realized that even at High Level there will always be mobs that you can kill in a tap of the mouse.

    I proposed increaeed range and enemy cap you can target for bleed procs should even be increased, to reward having worked to charge it.

    So,

    did you by chance found yourself charging the 4th and being killed as your movement is slower? And charging her basket ball and hovering asking to be shot down?

    I did and i though that (after me getting good) a solution would be this setup/cycle:

    1)kill enemies

    2) being granted temporary Damage Reduction as a "Blood Shield"

    3)Use that Damage Reduction to kill more low level enemies and charge safely her 4

    4)cast 4 on the remaining targets that will be most if not all High Priority Heavy units that "actually need" slash procs 😄

     

    All in a kind of "Rush" to see that cycle completed and repeated, mimicking her (i assume) state of hunger for blood.

     

  5. Ah yeah, i forgot

    the other thing i wanted is, as her augment gives her 100 percent  survivability but only usefull at high level, it would be cool if she had as an additional passive: damage reduction based on enemies killed.

    Like this:

    get 5 percent damage reduction for every enemy killed (with a cap of course), decreasing of 5 percent every 3 seconds, in a way similar to atlas but

    it decreases faster the more enemies you killed (thus the more blood you are carrying and losing, i don't know xD).

  6. It's clear thay the wind-up mechanic of her4th is to prevent spamming, but it ends up feeling slugghish.

    Instead (thing that plays in her blood theme) make her 4 be affected by killed enemies, effectively making it blood-fueled. Meaning:

    > 4 is unavailable at the start

    > every enemy killed add 1 spike/

    >  spikes count keep increasing (until a cap is reached) and when she uses the ability she targets with spikes the equal number of enemies in the direction she is facing, no wind-up, or if it is make it just afdect the damage like her 1st ability.

    This (as range does not affect her ability) would allow the range to be reasonably increased. Currently, while wall-pounch through is appreciated, enemies are usually too far.

    Plus...

    Her 1st ability range would be too op if increased (although i wouldn't complain if we get a buff), still it should spawn spikes that seek targets, or alternatively to make it feel different from oberon's projectiles, calculate the closest enemies position before and then spawn claws in their direction 🙂

     

    basically, i want garuda to feed on enemies blood even more (by being rewarded for it, risk vs reward) and kill the ones she doesn't feed on with their very own bones (turned in deadly claws).

     

    Other already asked for better/fixed animations and should be defenitely done.

     

  7. 1) when you record a track, the notes are recorded with a slight delay sometimes.

    it seems that the notes are positoned based on the closer 1/16 of the beat (or a specific ammount of time) but can't say for sure.

    it would be cool if recording and autoplay would sound the same, as the only way for the autoplay to play normally is recording it with a macro.

    2)playing it normally, not being able to hit all notes without the use and slide effect of the whammy is frustrating.

    some of the most interesting scales happen in those in-between notes.

    as it's only a problem for those who play it normally, the solution should also not interfere with the code generation,(i'm assuming it's difficult to implement new fearures without braking the past recordings and macros) which could be adding a key for instant -1/2 tone modifier. basically a whammy with no slide time, whammy already being left out from recording and this will be as well.

    currently i have set the whammy to the "B" key (spacebar conflicted with multiple arrow keys being pressed) but i would love if i could have "v" as -1/2.

    i would ask if even +1 and +1/2 step are added ... but it's not necessary, because this would let the major scale already play all intervals by itself.

    Another tip (if the space banjo is to be developed further) is to look into real-time sound modifier/effects instead of only creating new sounds. 

    Preferably it would consist of a bunch of preset effects to toggle on and off like chours, reverb, distortion.

    Reverb in particular, one of the thing i love to do in my songs is to play around with delayed sounds, as song and reverb playing in different time signatures is quite interesting.

    Distortion could lead to either bit reduced sounds or havy metal space banjo.

    Tho there are more important things to do now xD so the space banjo as it is now it's good enough.

  8. Something like this( man drawing is so uncomfortable).

    The dress-thing on the bottom (don't know the name sorry ) would be interesting to see in action with the in-game physics, the operator have one if i remember correctly but it's short doesn't drag on to the floor, but her's does :D, would behave like wukong's tail. 

    Behind her are some simbols, it would be cool if her greatsword, orbs and herself while casting bright rings of orokin symbols are formed, but i know too little about that right now.

    I'm thinking on a sobstitute for the Exalted Greatsword as an Ultimate Dps but i really can't think of anythingelse rn.

    Exalted Greatsword isn't in the game but something more unique would be cool, and not just a sword to forma a couple of time, destined to be worse than weapons most tennos already have, like wukong's stick. special mechanics and insane range would make it fun enough to use tho.

    Lore-wise, i got the impression most frames were just powerful warriors before being turned ... so I wanted this character to have had the opportunity to live among high orokin society, maybe she was forced into being used in the infestation experiments and turned in a frame when the orokin were so desperate to win the war that they began sacrificing even their own. 

    A visor/glass looking helmet and gloves would play into her theme of keeping enemies at a distance (like mag), bodily fluids included, while gaduda would probably swim in them 😧

    rC8RNeW.jpg

  9. unfortunately i don't have a switch or a controller but i think this should be amazing with it.

    Every projectile becoming AOE makes targeting more forgiving, forgiveness that must be earned through appropriate positioning, and the movement ability is perfect for a joystick where the speed can be adjusted, unlike a keyboard where it's either on or off.

    plus, the fact that multiple orbs can be spawned gives the option for the buklets to pass through multiple orbs! Additional AOE damage can either have range, damage or both increased 😄

    My drawing most likely doesn't say anything xD but i would love if her design takes elements from bloodborne, dark victorian kind of look.

    It should be obvious my kind of playstyle, so ...

    1)her abilities should be all pretty cheap ... i think 25 for casting and 5 ene./sec. is the standard for most frames.

    2)the survivability should come from either yourself (rad proccing enemies, movement, damage reduction mods) or other frames in the group.

    if you really want DR ... well, the only way for it to be useful and scalable is if it becomes "Damage Negation", on her (remember that you can negate damage by standing INSIDE the orb!) Damage Negation can be granted if holding the 3rd ability, instead of placing an Orb, a smaller orb is created on herself (sort of like zephyr) tha negates all incoming damage for a period of time.

  10. 44 minutes ago, Zilchy said:

    Prepare to be laughed at by many people. Inaros is not the god you think he is. Take that build to 3 hours of MOT survival, let me know how it goes.

    i don't do endurance, this is all welcome and i agree XD, real world example of what kind of players DE create not developing endurance content, and railjack seems to be yet another wave of content devoid of endurance potential.

    maybe a survival like mission in railjack will be available, where more powerful and crazy ships will spawn but i didn't see much in the way of scaling regarding railjacks capabilities 😞

     

    in any case ...

     

    i wanted something that i was sure to have fun to play around with when logging in and out, only having few hours to play and doing syphons, relics and the likes

    plus, the fact that i should use other stuff is the main reason i'm using this setup, i already have and have used the rest, i know how it's going to end

     

    ( ... you could say the same about this build and high level infested ancients sneeze in a 3 hour mot but it was not the point, i should have said that, lol )

    As a fairly new player there isn't much reward in endurance, so i never bother

  11. all encompassing ... because most frames can't survive and become useless if not built for a specific thing.

    inaros has already more than enough effective health to tank everything, plus the self healing,

    inaros also stuns enemies and take you to the wonderful world of melee finishers ❤️

    running speed, bullet jump and holster speed to increase the speed of gameplay and to make it more rewarding.

    kubrow because the 2 augments make capture and disruption very funny, seeing your loyal companion going crazy on the vip target ( who's a good boi? u are. LOL)

    acceletra to bring hunter munition, cyanex to bring CO and gas damage, gram with electric because people don't usually use it (and the effects look COOOL)

    ***more images on the imgur link, i didn't want to put too many images here***

    TyUWMWO.jpg

    tq8OJvH.jpg

    https://imgur.com/a/YS6Xhpc

  12. 18 minutes ago, HugintheCrow said:

    ???

    What does any of that have to do with being female?

    Logically "nothing", i know 😄

    But historically in cultures around the world and their archerypes in works of fiction, "everything". That's probably why it feels more fitting to me.

    Plus we already have a femme fatale that melts you just by looking at you and a helicopter-mom that makes sure you act like a good tenno.

    The warrior out of necessity is a cool theme lore-wise and to relate with, and a nice change of pace.

  13. I thought about it and the frame should be female instead.
    Why? Look at the abilities. Increased range to keep enemies at a distance, blink-like ability that requires the frame to already be moving in order to be effective, orbs to be placed to help teammates from a distance and block enemy fire rather than tank it, long range heavy energy based weapon instead of a real metal one.

    In my head this are the powers of a fast, agile, crafty and cretive warrior that in an environment of tanks and dps gods, had to figure out other ways to be competitive and succesful on the battlefield ( i immagine this being imperative in the orokin era, or else being thrown away as a failiure). Puncture damage is prevalent as it is her way to mitigate incoming damage, even if just a bit.

    1st ability 
    Can be either a draining or timer based ability.
    Range of the weapons are increased,
    heavy attacks cause an exalibur-like wave.
    Hitscan weapons generate fluctus waves that travel instantaniously or very fast (don't know the coding behind it if physics is involved, hitscan would just need visual cues like bullet trails are now) while prjectiles will have the waves as parent of the projectiles themselves. if the projectile is explosive (thus dealing damage after it travels) the romboid creates an explosion. Needed as explosive guns have most of the damage after it travels, as the waves take damage from the projectile itself.
    Could be improved by waves takin in all the total damage of the weapon.
    synergy: 
    -if thrown at orb, trigger orb's radial wave from a distance
    -‎enhances new heavy attacks
    -‎rewards the use of weapons themselves, giving low tier weapons new life either wirh  newfound effectiveness or experimwntetion

    2nd ability
    If pressed she keeps keeps moving in her direction of motion without loosing speed. she is invisible and invincible.
    enemies that are close to her at the start gets ragdolled to her starting position, while enemies that are close when she exit gets pushed away. As void glass seems to be the theme, puncture damage based on percentage of enemy health would feel appropriate. status proc is guaranteed.
    synergy: incentivizes learning and use of movement system rather than relying on either spamming the ability (wisp -_- gauss to a smaller extent) or mov. sys. alone ( don't see many use it at its fullest, sometimes is god mode).

    3rd Ability
    Spawn orb where aiming (orb spawned set meters away on the normal of the surface targeted).
    Melee weapons trigger a radial explosion (needs to recharge, not spammable), it recharges when ranged weapons are shoot trough it.
    Hitscan weapons generate romboid shaped trail, projectile get one instance of romboid damage waves that become parent as said before.
    Orb has 2 concentric spheres, the smaller one is used to trigger the melee explosion, the bigger one less bright is used ro block enemy fire and make it easier for teammates and you to shoot trhough it.

    4th Ability

    It's been a while that an exiting and enjoyable frame specific weapon was released (garuda and hildrin sadly do not apply) so here is our chance.
    Remember that this should be her DPS ability, so it needs to have range and scaling by being "buildable" for slash and crit 
    certainly no to(sword, fists,nikanas,whips,daggers,dual sword, staves and mokeysticks)
    possible are
    (Heavy Sword, Heavy Hammer)
    in any case, particular of this weapon is the ability to trigger rhino stomps (NO! I JUST SAW THE DEVSTREAM AND EVERY WEAPON WILL HAVE IT LMAO)  ... well then have it creating a really big stomp area on combo  and slams compared ro other weapons ( stances are the same of heavy sword or hammer, no need to create another one).
    I'd think think an heavy blade is better, so that the gram prime is not the only option and her having already a gram-like melee she can equip something else.

    Design-wise as she will be pretty slim (i like frames that allow me to see my surroundings ... or if not it should be mesa or wisp, no particular reason 0_0 ... ) the weapon is of metal on the hilt and of energy on the blades ( similar to war and broken war).

    I could try my hand at sketches (i only have a mouse so it would be vector-based) but that google drawing doesn't set the best of hopes for the final result. 

    [wrote this on the phone, can't use the pc now]


     

  14. 28 minutes ago, TehGrief said:

    Please change the title - your concept art is extraordinary!

    In regards to creating a buff that increases melee range, perhaps instead the buff could cause melee attacks to send energy waves outward (similar to Excalibur's Exalted blade attacks), instead of simply increasing their range.

    The buff for projectile based weapons could be to add projectile flight speed, and perhaps even a pseudo-homing mechanic like what we have on guns like the Cyanex.

    Overall, I think you have an interesting concept to run with - flush it out a bit more and I am sure you will have more support.

    Ty 🙂 that's very encouraging. i'll change the presentation as soon as i develop it further.

     I was thinking about waves for his 1st ability, but i excluded them as i want to enhance the weapon itself.

    The thing i dislike about excalibur is that he could have a giant exalted toothbrush instead of the sword ... and it wouldn't make a difference in how you use it. Plus it makes it easier for damage to be calculated, less stuff to send via the internet.

    A wave can be spawned with heavy attacks ... quite conviniently synergizing with the melee 3.0 heavy attack mechanic ... or they were meant to disappear, i don't remember

    A wave limited to charge attacks would be more tactical then, used for instance to trigger the AOE explosion of the orb from a distance.

     

  15. https://docs.google.com/drawings/d/1bH-PEqBvxSwJlsVIWTq-YtEgPz0k9HbsxRluEQtebWE/edit?usp=sharing

    ZabD19N.png

    passive i have no idea, maybe make allies in ability range have their range increased by a set amount

    Abilities in short are (as of rn):

    Passive: Tennos in affinity Range have their ability rqnge increased.

    1: channelled buff to range for you and tennos in range

    2: Blink Momentum conserving mobility

    3: Orbs that give 1st buff to teammates if shot though it, negates projectiles

    4: Exalted greatsword, big range and high mobility, Spawning waves and big AOE slams

     

  16. It's ages i don't use an axe in game (are there even one-handed axes in this game???) and this would be a good incentive.

    not for the scindo prime (or any other 2-handed), something along the lines of god of war ...

    that we can trow and it makes a sound when hitting an enemy

    or even better ... make it play single notes of the same tuning for each enemy hit 😄

     

    ty

     

     

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