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AegisAmaranth

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About AegisAmaranth

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  1. I recently have been hunting for larvlings with a friend of mine. It became clear, that teamplay is discouraged strongly. After my friend had the wrong weapon. There was nothing left for the larvling, than simply die. An improvement would be. If like say, 7 to 10 seconds have passed, teammates can take the larvling as lich instead (should they desire the weapon). Now the larvling goes pretty much to waste, after promising the wrong armament. Maybe multiple spawns in a team, could be another possible feature. The last option, might even reduce grinds. Since a wider variety of weapons, is offered, per mission.
  2. I really hope for a Kuva Miter. Been able to mod the regular one, to quite the killing machine. And I love using it as a sniper. Only problem is: It doesn't have a scope. The Kuva variant maybe could come with it. Just imagine the faces of everyone in a sniper mission; Turning heads towards the crazy one, launching blades. And if the charge up could be replaced by regular semi. Beautiful.
  3. With the feedback, and personal experience in higher lvl missions. Mono's abilities have been tweaked a little bit. This is the result: Mono Shield (100) 300Health (75) 225Armor 90Energy 200 (300) Passive: When an ability is deactivated by sources other than Mono, that effect is doubled. 1 Harmony (defensive) cost 50 6/6/5/4/s Create a spirit that orbits Mono. Healing 1/1/2/3 damage per second to all nearby. If Mono or an ally become downed, the spirit will stop healing, and hover over the victim, slowing enemies in a 7m radius around the target. If meditation is also active, the orb puts enemies in a 10m radius to sleep instead. Effect lasts for 50% of the target's bleedout duration.* When the victim is revived, the the orb resumes it's heal duty. If disabled: Consume the orb, making it spread a healing patch that lasts for 10 seconds. Range 7/7/8/9m Heal 10/10/11/12 health/second. 2 Meditation (defensive) Cost 50 4/3/2/s Enemies within 10m, cannot use special abilities.* If Causality is also active, enemies knocking you or an ally down, become knocked over themselves as well. (When the target is not knocked down. i.e. Atlas, Gauss, Mono's own Awareness ability... this effect does not trigger.) If disabled: Enemies with an aura in a 12m radius, lose that ability for 7 seconds.** 3 Causality (offensive) cost 50 5/4/3/s While active, If frame gets damaged by status effects, also return that damage to owner at 35% of it's value. (Also applies to allies going crazy, while radiation procced!!!) If Harmony is also active, you receive 30% less damage from that source. If disabled: For each status effect affecting Mono. Add that element as 15% bonus damage to you and your allies' attacks for 6 seconds. 4 Awareness (offensive) cost 50 8/7/6/s Mono starts dancing, a tribute to life and death. Movement speed is reduced by 35% and you become immune to knockdown. Damage received is reduced by 40%. If harmony is also active, you and all nearby allies receive 30% damage reduction (stacks with the 40% for Mono to 70%). If meditation is also active, Mono and nearby allies receive a status resistance of 30%. If causality is also active, enemies receive the damage they inflict. (You and your team, still get the full brunt of this too) If disabled: Create a patch over 6/7/8m, duration 6 seconds the patch deals 10%/20%/30% of max health of enemies, as toxin damage. The patch cannot be nullified. The (offensive)/(defensive) tags, are only triggered by their respectful Comba units. To summarize: If Mono has all 4 abilities active at the same time. And then runs out of energy, the effects are: consume the orb, making it spread a healing patch that lasts for 10 seconds. Range 7/7/8/9m Heal 10/10/11/12 health/second. Enemies with an aura in a 12m radius, lose that ability for 7 seconds. For each status effect affecting Mono. Add that element as 15% bonus damage to attacks for 6 seconds. create a patch over 6/7/8m, duration 6 seconds the patch deals 10%/20%/30% of max health of enemies, as toxin damage. The patch cannot be nullified. While this is quite the bonus, their short duration and high mana costs, avoid exploiting or having an overpowered frame. The effects double when outside sources disable your abilities. Outside sources translates into: Being downed, getting magnetic procced (and hitting 0 energy because of it),stalker, nullifier bubbles and energy leech enemies. While hunter Adrenaline/Rage seems like a good way to regain energy. Keep in mind, that Mono is very fragile to begin with. With only 90 armor and 225 health (555 if modded with vitality), abuse is strongly discouraged. Positioning, calculating and timing are required, to get a nice flow going. Tanky frames are encouraged to protect, untill Mono is ready to strike.
  4. The frame will have some good defenses when all 4 are active at a time. Which is basically what the player would want to go for first. Getting partial tankyness, so you can at least position yourself somewhere favourable. The best thing that Mono would want, is to then have all these abilities, be deactivated by enemy sources. It's where the true strength lies. The frame is basically meant, to support nearby frames. I was even thinking, of letting an ability, disable all enemy auras for 7 seconds (14 if the enemy does it). Maybe replacing one of the knockback resistance effects instead. Resulting in energy leeches, triggering the ability, by emptying the entire energy pool. This would then end in a 14 seconds pause moment, for frames like Oberon, to gather some energy again. My recent arbitration made it clear, this would be very welcome. As hallowed ground does not protect Oberon against those auras. Making me struggle to gather some energy, when they emptied my pool again in mere seconds. Teaming both frames together, would give that longevity towards surviving arbitrations even further. But other frames would also be great in grouping up. Hunter adrenaline would then indeed, be a good mod to have on. But since the tankyness comes from deactivated by abilites, mostly due to energy running out. And the effects being only regular, if no outside source (just normally running out of energy instead) would deplete your pool. Constantly running the abilities, with an endless energy restore, kind of counters the intent, on having the enemy trigger their own doom. Leaving Mono, in much weaker state. So you'd want to avoid enemy fire, if intending to trigger the deactivation effect. Definately a good question. Hope this info was the answer you where looking for.
  5. I am not sure how I ended up like this. But mid-way on a mission, Gauss received this... 'hobbled key'-like status. (And none of that was geared, just to clarify) It did trigger, shortly after making a simaris-target scan. Though unsure, if this is related. Walk and sprint speeds, became excruciatingly slow. While bullet jumps helped me work around this bug. The effect lingered, for the remainder of the mission. @[DE]Community Should you desire, I still have a copy of the EE.log saved on my hard drive. Just give me a holler, and I will gladly send it over for inspection.
  6. Started a railjack mission, through the orbiter-linked one (not via dojo). I allways sense a small hiccup when it transitions from resting, to combat state. Since most frames, allways start with but a portion of energy, it has becomes brain-muscle, to void dash myself with some Zenurik energy. Problem is. If your timing is a bit too soon (like I did). Entering operator mode, just as combat stage engages. You will enter the mission, in warframe-sleep state, and no operator around. Stuck like this, and forced to quit the mission.
  7. So, level with me here a moment... You spend several hour-long arbitrations, successfully ending them. 75 vitus essences are finally gathered, and you visit the arbiters. Getting all 3, and thinking; 'Now I just gotta pick up the parts, and I finally am done with this grind.' Having in mind, that it would be a mission like octavia's parts or something. Oh... wait... defense. Ah well, no problem, what level is it? 40-45 No biggie. Arbitration was against lvl 150+ enemies, so I got this. Oh wait, what's this? Conditions: mods disabled. Hmm... So, I start looking a few things up on the internet. Additional info on how long these last and their difficulty when solo, and... My God... So, if I get this right. Going in solo, is like a death sentence. It is once again, gated towards: party or bust. You've been through the arbitrations. You've gotten all 3 parts, spending 75 essences. And now I'm being told, it was all for nothing? Because, I am now watching the planet chart. Trying desperately to find people. The game is telling me; 'I have played for over an hour', several times now. While actually, I have been 'waiting for over several hours, staring and trying to contact people' instead Not even trading things takes this long. It is not like, this is a regular public mission, and people are trampling eachother in queue. No, tumbleweed is literally passing the area. So then, what was the idea behind all this hard work? Why can't you finally seize your prize? And is Grendel actually worth it, compared to all other frames? He's being treated like the God-frame, with these additional conditions. After all that time and essence invested, the player is once again treated, by 'back of the hand' administration. Or rather: nuked from existence. As it feels like that's what I'm going through. This is how my clan looks like. And my friends list is about the same. With 99% of these people, even living overseas. If I ever go public, it is with an open queue. Which is... rather empty on these missions. So... why? Aftermath Well, I haven't had this much fun, since they invented bubblewrap and styrofoam. It squeeks, it pops, and you feel empty still afterwards. The results: 2 sleepless nights (so far). A racing heart, like that of a hunted animal. Feeling it beat for several hours, as if some chest-burster will appear any time soon. Staring endlessly into the void. A hollow, bare feeling when all is done. Dissensified, canibalized hollow from the inside out. Like you've ordered a cappuccino, and get an empty cookie wrapper instead. There is no enjoyment from what is left. You did not play warframe there for several hours. Something happened... no idea what, but something did. Struck so hard in the face, you don't know if you're alive anymore. If these are the intended end results. Then... I guess everything is as it should have been. Wonder what the next step towards, trying to flush me out, will be. (you could be straightforward too, I'd appreciate that more.) So, now I get to do lich missions, and make sure I don't accidentally hit one of these nodes. Since someone else in the team used their locators before I could. Permanent star chart, looking like this. Peachy Kindly signed 'Carcass'
  8. Thank you very much. ^^ I also made them strengthen each other. Receiving a bonus, when another one is also active So running with multiple, is a strong reason the choose for an even more stressing energy drain With a grand finale, when outside sources disable these abilities. Taking enemy negative effects, and turning them into something beneficial instead
  9. Foreword The frame Mono Shield (100) 300 Health (75) 225 Armor 90 Energy 200 (300) Passive: When an ability is deactivated by sources other than Mono, that effect is doubled. 1 Harmony (defensive) cost 50 6/6/5/4/s Create a spirit that orbits Mono. Healing 1/1/2/3 damage per second to all nearby. If Mono or an ally become downed, the spirit will stop healing, and revive* the target. Sacrificing after success. If meditation is also active, the orb returns to Mono instead. (and resumes it's heal duty) * Revive speed is dependant on strength. Starting at base 50% slower than regular speed with 100% strength) Disable to give Mono and nearby allies, 30% Status resist for 5/6/7/8 seconds. Consuming the orb in the process. 2 Meditation (defensive) Cost 50 4/3/2/s Enemies knocking you or a nearby ally down, become knocked over as well. 200 Impact damage. If Causality is also active, you and nearby allies cannot be knocked down. (yet enemies are still affected, if it otherwise would). If disabled, knock down enemies within 15m. 3 Causality (offensive) cost 50 5/4/3/s While active, If frame gets damaged by status effects, also return that damage to owner at 35% of it's value. If Harmony is also active, you receive 30% less damage from that source. When ability is disabled, frame and allies are healed for 50%. (full heal if enemy does it) 4 Awareness (offensive) cost 50 8/7/6/s Mono starts dancing, a tribute to life and death. Movement speed is reduced by 35% and you become immune to knockdown. Damage received is reduced by 40%. If harmony is also active, you and all nearby allies receive 30% damage reduction (stacks with the 40% for Mono to 70%). If meditation is also active, enemies within 4m, get knocked down as long as they remain this close (repeated fumbling). If causality is also active, Mono and nearby allies become immune to status effects. When awareness is disabled, create a patch over 6/7/8m, duration 6 seconds the patch deals 10%/20%/30% of max health of enemies, as toxin damage. The patch cannot be nullified. * The (offensive)/(defensive) tags, are only triggered by their respectful Comba units. Concept art, of Mono performing her dance (ability 4).
  10. While hunting murmurs for my latest lich, a fairly odd sight, greeted me. Snow was falling, on the inside of a building. Strangely enough, it was also position-specific. Coming closer, or pacing away, made it disappear. Advancing into the next room, I encountered the same phenomena. First, I thought it was due to Ivara Prime's stealth effect. Then it looked like stars, in the blackness of space. But finally, it could be clearly identified as snow indeed. Merrily falling from the ceiling, like it was your everyday Corpus decoration. @[DE]Community I have an EE.log copy, of this very specific instance. Should the team desire to take a look at this, please let me know. I will gladly send it over, via ticket.
  11. I joined a game that was allready in progress (Mobile defense). It didn't take long, or the first lich showed up. We made it run, and the next one came strolling in. After a failed requiem guess of our teammate, the third one arrived. I can't say what happened at this point, as I was defending the terminal. It became a bit chaotic, and the defense objective was losing some health. But once this process was completed, I decided to help the team further. Seeing how my map was showing the Lich's position, I started searching. And for something as big and bulky, it was oddly enough, nowhere to be found. Untill I spotted a Chakkhurr, daintilly dancing in the sky. I got even grabbed, and tossed away. As did my teammate (see video). Turns out, this Lich had turned permanently invisible. But not only that. Aiming towards the position, showed that it was lvl 10. The teammate and I tried to down it several times. It looked like it ran out of life, more than it is able to. Completely chasing this one away, seemed impossible. @[DE]Community I have an EE.log copy, of this very specific instance. Should the team desire to take a look at this, please let me know. I will gladly send it over, via ticket.
  12. Ah, good to see I'm not the only one who's experiencing the same. Good thing wasnt anywhere near the ceiling.
  13. Ticket: 2034496 Ceres: slipping underneath stairs & catwalk
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