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  1. In this update, a new game mode could be added, for the "end-game" of Deimos, I will call this mode "submerged chambers", this mode would be submerged floors, where, with each floor, the difficulty would increase, and the rewards for completing it, too. The missions would be, Defense, Survival, Interception, Infested Salvage, we would make a "wave" just for each mission, and when the wave ends, a new floor would open, so that we could enter it, whenever you win a floor, you could be a reward, and a temporary "upgrade", the reward would be Endo(1k-....), an arcane to necramech or a 12 hour bonus, the "temporary" buff (which would only work on floors below), would increase an attribute, strength, health, armor, duration etc etc, improving one each floor. One important thing to mention, in this mode, only Necramech could be used, in this update at least 2 or 3 new necramech could be released, and buffing bonewidow, of course, the idea would be a mode where you would try to "down" a tower, earning good rewards, and making the most of your necramech, you would be able to exit necramech as tenno, but you would always return to it when using transfer, for every certain number of floors made, players would receive an edible reward, be it a skin , or a decoration, for tenno, necramech and/or warframe. Now talking about the resource drop, doing missions of infested on other planets, they would drop an "infested decoy", this decoy, would serve to attract the infested of these other planets to the next floor, in a nutshell, the drop of resources from one floor that you would choose X key, drop the resources of X enemies' planet'. Basically it would be a Mode to complete in your time, it would reset every 1 week, and could be done again, the type of infested would change with each floor, never being 100% the same as what came before, and the type of missions never they would be repeated in the same sequence, much less the "mini-maps" of each floor, they would always have the variable "map / enemy / mission" different. The syndicates of necramech would have 2 more levels, to catch the other necramech, and their mechanics would be more "innovative". You would unlock this mode by reaching max syndicate rank, and having all necramech unlocked, and every week, Ottak would give you a key to submerged chambers, you can remake floors with people who haven't done the previous ones, only no rewards, only Drop of resources, and in the same way, people who would be on floor "5" could not play on floor 6, even if someone invited them to do so, they would have to perform the previous floor, to release the next one, and the each completed floor, you clear the way, so that later, you can come back and invite your friends to do it together.
  2. Passive - Each kill under the influence of the Condemn and Thurible, grants the harrow and his companions in the affinity radius, 1% critical damage and critical chance, for 10 seconds, this bonus can accumulate up to 100%. Every 10 stacks the bonus time decreases by 1 second, where 1-9 stacks equal 10 seconds, 10-19 equals 9 seconds, and so on, when the remaining time runs out, all stacks will be lost. In addition, you possess 200% Overshields capacity, granting him a maximum of 2,400 Overshields. NEW! condemn Launch a wave of energy at the enemies that chains them where they are, after leaving the chains, the enemies will slow down. Each held enemy reinforces Harrow's shields. Chained enemies receive 50% bonus critical damage, 100% if it's a headshot. Strength: 100 / 110 / 125 / 150 (shields per enemy) Duration: 3 / 4 / 5 / 6 s (Chain) Duration: 3 / 4 / 5 /6 ( slow ) Range: 15 / 16 / 18 / 20 m Energy: 25 (same) Penance Sacrifice shields to boost reload, and fire rate while converting damage inflicted on enemies into health for Harrow and nearby allies. Energy: 50 Shield Cost: 100% of shields & overshields on cast Strength: 5% (lifesteal on hit) 20% / 25% / 30% / 35% (fire rate bonus) 40% / 50% / 60% / 70% (reload speed bonus) Duration:4 s (base time) 1.25 / 1.33 / 1.43 / 1.54 s (bonus per 100 shields) Range:N/A Misc:50 m (affinity range) NEW! Thurible Channel life from arrow to thurible to generate a buff. once finished, killing enemies affected by skill will supply energy to nearby allies, the more health channeled, the more energy will be supplied, headshots provide bônus energy. Strength: 6.67 / 7.5 / 8.33% / 10% (life convert) Duration:20 / 25 / 30 / 35 s Range:13 / 15 / 17 / 20 m Misc:4.0x (headshot multiplier) Energy: 25 (same) Covenant Protect nearby allies with an energy force that absorbs all damage and converts it to a Critical Chance bonus for all those under the Covenant. Headshots are amplified even further. Strength:1.50% (critical per 100 damage) Duration:3 / 4 / 5 / 6 s (invulnerability time) 6 / 8 / 10 / 12 s (critical chance time) Range:N/A Misc:4.0x (headshot multiplier to bonus critical chance) 50/250 m (affinity range/open-world affinity range) Energy: 100
  3. I would like the volt to be more than pressing 4 for AOE and pressing 3 for eidolon, I wanted it to build build to suit the style of play, and be able to compete in DPS end-game (against corpus i hope)
  4. I understand, but I still think a rework for the Volt would be well-received, especially since he's one of the initials... it gives the character more mechanics and make him more fun, it's a really good idea!
  5. VOLT REWORK Passive - When you run or deal damage with your weapons, you recharge energy from "unstable electricity", this energy can be used to amplify your abilities. NEW shock – ( press once) Launches a shocking projectile. It stuns and deals high damage to a single target and chains damage to nearby enemies, this skill consumes 25% of the current energy of "Unstable Electricity" to amplify damage, if this skill hits more than 5 targets, the skill will recharge 15% of the maximum energy of "unstable electricity”. (when it hits all 5 targets, 25% damage continues, but at no cost.) press once - shock Strength / Eletric damage 75 / 100 / 125 / 200 +25% of the value of "unstable electricity" Range (chain link range) 7 / 10 / 12 / 15 m Range (cast ) 10 / 15 / 20/ 25 m Maximum chain links per enemy 2 / 3 / 4 / 5 (chain links) Energy to active 25 NEW shock – ( Channeling skill pressed/ overload ) channel an electric current in front of you, consuming 25% of the current energy of the "unstable electricity" per second to amplify the damage, if it hits more than 5 targets, the energy of the "unstable electricity" will recharge at 15% per second.( cannot move during channeling) – ( the animation is similar to the old ultimate, but affects the targets in front of you) Channeling skill pressed- shock Strength / Eletric damage 25 / 50 / 75 / 100 +25% of the value of "unstable electricity" per second energy per second 8 / 10 / 12 / 14 energy Range (chain link range) 7 / 10 / 12 / 15 m Range (cast ) 10 / 14 / 16/ 20 m Maximum chain links per enemy 2 / 3 / 4 / 5 (chain links) “unstable electricity” per second 25% current energy per second 15 per second Energy to active 25 Energy per second NEW Speed Volt charges in electricity, giving himself and his allies, attack and movement speed, and reload speed, during the skill, volt regenerates "unstable electricity" per second, this value increases over time. And also gains additional electrical damage per second, this skill consumes energy per second, and the energy value increases the longer the activated time. (this ability affects allies in the affinity radius.) (the electric bonus affects abilities, and offers additional electric damage to weapons.) Movement and attack speed BUFF 10% / 15% / 25% / 50% (speed buff) 7.5% / 12.5% / 15% / 17.5% (reload speed buff) Additional electrical damage per second: 1% / 2% / 3% / 4% electric bônus per second energy per second 1 / 2 / 3 / 4 s (energy) Energy to active 25 “unstable electricity” per second 1% / 2% / 3% / 4% s New Electric shield (new effect!) Volt deploys an obstacle of energy, providing cover in any situation, Allied shots that pierce the shield gain electrical bonus and critical damage, if the shock or discharge ability goes through the shield, it will also gain bonus electrical damage and will do a crit, the shield will use "unstable electricity" to increase its height and width, allies and you can get the shield, but the size will decrease. (Any ally with any weapon can take the shield, it's not limited to minors only.) Strength: 50% eletric damage bonus 100% critical damage bônus (only for weapon) / 100% critical chance for abiliity Duration: 10 / 15 / 20 / 25 s Shield’s notes 6 m x 4.25 m (static shield) 2 m x 3 m (current shield) 6 (shields limit) New Discharge (new effect!) Volt discharges "unstable electricity" around it, causing electrical damage to all enemies and creating new chain links on enemies, affected enemies are stunned and create a new electrical current, this chain link turns on all enemies, causing the Shock skill affects all enemies linked by ult. (the ultimate consumes all the "unstable electricity" charge) (The ultimate is the same as the old one, the difference is that it consumes 100% of the "unstable electricity" charge, and causes the damage and effect of the shock skill to affect all enemies affected by the ult) Strength: 500 / 750 / 1000 / 1200 +100% of “unstable electricity" Duration of stun: 3 / 4 / 5 / 6 s Duration of the damage: 6 / 7 / 9 / 10 s Range: 12 / 15 / 18 / 20 m (electric pulse range) 7 / 10 / 12 / 15 m (chain link range) time for ult to reach or reach maximum 5 s AUGMENT MOD Repressed storm/ Shock mod The damage from the shock skill now uses 50% current charge of "unstable electricity" on its damage, however its range decreases by 50% Shock trop/ Speed mod the speed skill's damage bonus affects allies Electrified globe / Electric shield Your shield now creates a globe around you, this globe can be moved without losing size, it is also affected by the "unstable electricity" charge Capacitence / Discharge Discharge Augment: Converts 3% of Damage dealt into Shields split between Volt and Squadmates. ( no changes)
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