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(XBOX)SirMilkfiend

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Posts posted by (XBOX)SirMilkfiend

  1. This is Lavenza, the canvas, the symptom, bride to genetic chaos. From the remains of her subsumed siblings choose Lavenza's abilities. Her versatility is peerless. This is her vile design.

    Acquired via the helminth. After maxing metamorphoses the giant mouth spits out Lavenza.

    Passive: Lavenza's kit is filled by subsumable abilities. To aid this it costs less resources to slot in powers. She ignores the diminished penalties of abilities like Roar but otherwise can't combine damage buffing powers together like Roar and War Cry in the same loadout. 

    Passive 2: Lavenza adopts the stats and passive of whichever warframe whose ability occupies her 4th slot. Take Banish and hop into the rift at will like Limbo. Entangle and she gains her own Venari. Dessicate and you possess massive health and armor etc. If that ability is instead a helminth original Lavenza's passive is to collect 1.5x the loot as she is bringing home groceries to feed the baby in the wall.

    Art is ai. Vibe is a female Nidus.

    https://imgur.com/qOhqytT

    https://imgur.com/oB0AiBp

    https://imgur.com/5MNQvOs

    • Like 1
  2. https://ibb.co/F5Qs9rR

    In visual design Tarskian's features resemble owls with a masculine frame and the deck of cards he uses. He is heavily heavily inspired by an old game called Lost Kingdoms.

    His playstyle comes from his theme of Eternalism, all possible realities co-existing. I interpret this as a deck he constructs that is pulled from during combat to cast potentially any warframe ability.

    https://ibb.co/SvBxbmG

    Abilities and Mechanics

    Tarskian doesn't possess the normal 4 abilities. Instead of 4 abilities he draws from a deck constructed from the loadout menu. The deck is made up of the ability augments in Warframe. Between 20-30 of these can comprise a single deck. On UI Tarskian's hand of cards displays the images on those ability augments as well as the augment at the top of the deck. He can only cast an ability once before it must be sent to the bottom of the deck. But on the plus side the ability is cast intrinsically with the augment. Abilities sustained or with duration stay in the hand until they finish.

    https://ibb.co/XkrYNL3

    Tarskian also has the option of including a single Prex card in his deck. Casting one of these cards causes him to transform into the depicted warframe with their abilities. While transformed he cannot heal and his health degrades over time but he has the option to end the transformation early by overcharging an ability, this doubles the energy cost but also the ability power, range and duration. Overcharging an ability with sustain won't end the transformation but it will quicken his hp degrade. In his transformed state losing all hp reverts him to his original form but leaves him at full health.

    https://ibb.co/xhbHY02

    Passive

    Tarskian can discard a card from his hand at the cost of 25 energy. This will send that card to the bottom of the deck and allow him to pull a new card into his hand. This price is regardless of efficiency mods.

    Exalted abilities are modded off Tarskian's respective weapon in the loadout like how it used to be.

    https://ibb.co/xhbHY02

     

  3. Finally being able to try out Protea here are my thoughts:

    I think Shield Grenade specifically should have the hop disabled - leave it in for Shrapnel - I understand how the hop helps keep her aerial and I love the acrobatics but it also means shield grenades can't be placed accurately for pickup and it just feels clunky in the heat of a gunfire battle. As for duration I think it should start from the moment the Shield is picked up rather than when you activate the ability as it would be a nice quality of life change.

    The turrets feel amazing and powerful. I still would enjoy more duration at base as it wouldn't straightjacket Protea into duration builds. I had some ideas for interactivity between her abilities earlier in the thread so you could have a healthy duration turret while keeping her active. I'm a little bit salty that Wukong gets a brilliant infinite duration and commandable/customisable turret that scales as far as weapons can go and there's nothing engineer about him 😂 Something that came to mind while playing Protea is I would have loved if her grenades could upgrade her turrets such as Shield Grenade generating a physical barrier in front of the turret so Protea could stand behind it or Shrapnel grenade upgrading the turret with slash damage. Beast of an ability - I still would wish for more duration 🤗

    Dispenser is great. Energize + Equilibrium + Fiber = never worry about energy again.

    Temporal Anchor is her weak link I fear. I think it's main weakness is it punishes you for picking up energy orbs during it as those get erased in the rewind. You get back energy better without TA as you have a dispenser. That leaves the implosion at the end which I have never felt the impact of. If I have the damage to feed the implosion then the implosion is not needed as everything relevant is already dead. It's very small too I can't afford range mods as everything is needed for strength and duration. It's also short duration at base. These are IMPROVEMENTS to CONSIDER.

    ))) energy orbs being erased are a weakpoint so instead make them a STRONG point. Energy collected during TA is not erased, instead every energy orb you pick up applies a multiplier to your collected damage and also boosts range. If the rewind is triggered when you have the 100% power strength boost from Protea's passive you cause a Temporal Whirlpool at the implosion site that continuously pulls in enemies for a duration.

    • Like 1
  4. 😂 thanks for the criticism!

    Shield Gambit is more of a mechanism for activating her buff while giving a skill check that can be failed. It's more juggling between her shield passive that restores health and risking it to gain a powerful buff. Even if you do fail it you still have shieldgate to save you.

    Martial Flow as I imagine it the buffs would not decay right away - giving  some breathing room between switching weapons. It's a fair point about daggers however. I suppose a good change would be having the damage of guns count as increasing the combo counter while the damage of melee weapons buffs the damage of guns - that would make any melee weapon fierce. The greater one buff becomes the more it feeds the other buff. It's also natural synergy with her 1 as the greater damage fuels a better buff for the other weapon type. It's a different playstyle and that's not a bad thing 😂 holstering would be an issue which is why she has fast holstering as a passive.

    Clockwork Arsenal might not need to be a sniper - thats the weapon I like but in the original idea the primary weapon was a weapon that operated like a Vandal Opticor if it was a fully automatic weapon. Fully more Fi should have a way to wield the Exalted Weapons herself maybe as a augment - tho that's up in the air right now.

    Her kit is about switching weapons to maximise damage and taking advantage of every tool in her arsenal. Every ability has this in mind. Her 1 reveals enemies as a survival tool for herself combined with the health restore passive - it also inflicts a damage vulnerability one of your weapons can exploit encouraging the switch. Her 2 provides a buff to both guns and melee providing the options of more dakka for guns (regenerating ammo that works whether or not the guns are holstered) or better CC for melee (enhanced lift duration and Slam AOE). Her 3 is all about switching and maintaining that symbiotic relationship between gun and melee. And her 4 is a weapon with multiple forms. 

    That's ok that it's not for you still it's great you replied and I'm grateful 😄

  5. Playstyle - Fi is designed as a warframe who takes advantage of switching between weapons often to maintain her various buffs. Her Exalted is something not seen before in the game, she physically transforms into her Exalted so that another ally may wield the weapon [which also has a primary, secondary and melee weapon form].

    Her design is a fan design of Fi from Legend of Zelda if it were a warframe - her 4 takes great inspiration from Fi.


    Passive  - damage to shields restores health at 1:1 ratio.

                    - faster universal holster speed

    Scan - for several seconds reveals enemies through walls, if enemies are already visible and in range inflicts a random damage weakness that matches the most prevalent damage type on one of your current weapons.

    Shield Gambit - Sacrifices large portion of shields to highlight a single enemy weakpoint. If you hit the point it refunds the shields along with granting a regenerating ammo buff for guns and enhanced enemy lift durations and wider radius for heavy slams of melee weapons. If you miss weakpoint disappears and that portion of shields is removed temporarily from max shields for the same duration you would have been buffed. Duration scales with max shield values.

    Martial Flow - by dealing gun damage Fi boosts her melee strength, by attacking with melee Fi boosts her gun damage. The buff decays meaning Fi needs to be constantly switching between weapons to keep up her damage.

    Clockwork Arsenal - converts Fi into a weapon to be picked up and wielded by allies. On transformation in mid-air the weapon performs a heavy slam then awaiting to be picked up. This weapon is a specially designed greatscythe (melee) that doubles as a sustained particle sniper rifle (primary) and splits into 2 rapid laser pulser pistols (secondary), by holstering the way you would a normal weapon you switch between modes. While wielded by an ally Fi can operate a turret aiming at opponents from her ally warframe's shoulder as a holographic sentinal. All abilities and passives of Fi are applied to the weapon holder as she casts them.

    Because Clockwork Arsenal is technically 3 exalted weapons mods for them are derived from the respective mods for your equipped weapons like how modding for Exalteds used to work.

    Synergies - on hitting the weakpoint of Shield Gambit from the exalted sniper primary form the particle stream latches onto every single enemy in range.

    -The secondary form rapidly builds the damage buff from Martial Flow

    -Shield Gambit does not cast right away if she is being wielded by an ally. Instead the ally is informed that their shields will be drained in 3 seconds to create a weakspot - this is so allies have time to prepare. Shield Gambit is taken from an ally's shield meaning if they have higher shields than Fi the buff will last to match. The opposite is true too.

    TY for reading 🙂

  6. It's smart of DE not to add a self-playing warframe. That said Protea's turret lacks in all the ways Wukong's shines. Wukong's turret has legs, infinite ammo, infinite uptime, fully moddable to the point it's Exalted in all but name except that it's superior to Exalted because you can give it any primary weapon. Wukong has all this but he hasn't broken the game because his abilities all interact with his turret to keep him active. Protea can be the same.

    Have the turrets give a duration of something like 20 seconds and adjust the multiplier to balance. Code the turret to only fire when Protea has moved, and only reload their clip when Protea has fired, when the turret(s) empty ammo reserves make it so Protea has to physically interact with them to refill from her own ammo or place a Dispenser by the turrets to refill them that way. I would make it so triggering the rewind in Temporal Anchor resets the duration of grenades/turrets/dispenser that were present at the time of snapshot but maintains the turret multiplier keeping that momentum going. It might need more adjustments after that but the frame is worth it. For Grenade Fan if the turrets prioritise enemies caught in the shrapnel might work too.

    For Temporal Anchor I think a good QOL change would be hold to rewind to starting position as it works now while tapping the button only resets stats and abilities and you stay where you are.

    You are an amazing team of people 🙂

    • Like 5
  7. Hi, playing with Loki I can't help but be just whelmed with Deceptive Bond. So I have an idea to rework it plus some other new augments for Loki to spice him up.

    Deceptive Bond - switch teleporting with Decoy allows you to take control of Decoy directly. Wielding holographic ammo decoy does not need to reload, can pass laser barriers effortlessly and hack consoles. Decoy cannot cast abilities and the real Loki is vulnerable at this time (unless real Loki cast invisibility beforehand). If the decoy is killed ability goes on cooldown. Hold 1 to cancel.

    Indivisibility - instead of turning invisible Loki and teammates produce decoys of themselves whenever they kill an enemy. The decoys spawn on enemy corpses. Up to a max of 4 decoys can be spawned per squad member not including Loki's default decoy. If this augment and Deceptive bond are both equipped hologram you take control of counts as seperate squad member producing it's own 4 decoys on enemy kills.

    Switch Copy - when switch teleporting an ally Loki copies their current equipped weapon into his hands in holographic form with matching mod stats plus a damage bonus based on ability strength.

    Radial Frenzy - instead of disarming enemies Loki teleports enemies in range to random spots across the map. In their former positions are stationary enemy holograms that can be fired on and will transfer the damage to their real counterparts.

    • Like 1
  8. I'd like to make every element useful and powerful first. Like magnetic needs buffs so hard.

    That said we already have a 5th element - Void. I'd love for some update after magnetic is made useful to add and rework Void as a mainstream elemental mod that can hybridise with the other elements. 

    Void + Cold = Sleep. Relatively weak damage as element type but the procs open to finishers.

    Void + Electric = Gravity proc, pulls in other enemies, flying enemies grounded. Combines well with Gas.

    Void + Heat = Molecular Prime effect, explosion on death based scaling with health.

    Void + Toxin = Damage on afflicted enemies regenerates your ammo, somewhat like the Grakata augment but open to any weapon.

    • Like 1
  9. I'm not someone whos had a chance to play her yet but what if Temporal Anchor also snapshotted your abilities? So on triggering rewind all durations were reset. Plus giving the turret a solid 15 seconds uptime only disappearing after it runs through all ammo (which can be replenished by dispenser closeby or TA reset) or at the end of 15 seconds. This way turret requires close interaction with other abilities and you are not AFKing.

    One minor tweak would be TA healing status procs as well.

    • Like 1
  10. 15 minutes ago, keikogi said:

    Also either quote people or @(XB1)SirMilkfiend so people receive a notification, if I had not looked at the foruns today I would not see you reply. 

    Thank you I did not know that 🙂

    Well another connection is trains and cameras being from around the same time period tying them to that part of paranormal history - plus the whole idea of trains delivering from the land of the living to the dead and back around. And I just want a honkin train to smack grineer with 😂

  11. Thanks for replying. I thought this was destined for the void 😂

    The passive is something I haven't thought all the way through. There should be a ghost but I'm not quite clear on what it should do yet. What do you think?

    That's defintely true about Still Life. While new players might find it intimidating I think it helps them to freeze up status procs on enemies so they get to grips on how powerful stacking procs can be. Combined with Oblivion's Lens Nensha can quickly snowball procs and help out new players that way. To clarify Oblivion's Lens doesn't lose the procs you've collected when you inflict them on enemies they continously build and stack until the ability expires.

    For Ghost Train I remembered this scene in Mystical Ninja 2 on the N64 where you get a ghost train to a hidden village on the underworld island and always assumed it to be a Japanese myth as some of Nensha is Japanese themed but not in a too obvious way I hope. Plus I can't think of another ultimate 😂

  12. Zephyr is amazing and would be top tier with a few tweaks. I'd change her passive to incorporate hover, she gains infinite aim glide and zero gravity at the cost of draining energy per second. You could combine with the gravity aero mod to give her minus gravity while she airglides so she actually ascends.

    For her 1 the issue is lack of control. By taking out hover you make it so you decide how much strength goes into the flight with how long you press 1. A tap is lowest strength holding up to 2 seconds gives the highest strength you can. Divebomb should scale with melee mods as its pretty much a channeled slam - maybe give it extra lift too. 

    2 would be amazing to have it lift thats a great idea 🙂

    3 perfect. If something can melee you you can just jump up and stay there anyway thats a not a flaw in her design.

    4 maybe in addition to 6 tornadoes is an extra one that follows your cursor very closely. Much more than it does already and to have range affect pick up radius of the tornadoes themselves. 

  13. Nensha is a male frame themed around cameras, ghosts and psychic powers. His camera is embedded in his helmet.

    Passive - Nensha will occasionally see the ghost of an enemy standing over their corpse. Casting his 1 on the ghost 'burns' the status procs that corpse died with onto Nensha's weapon giving a corresponding damage bonus.

    Flash - a blinding close range flash of the camera burns enemies (dealt heat procs) in a cone in front of Nensha. Enemies very close to his front are burned and blinded opening them to finishers.

    Still Life - Nensha freezes all buffs on allies and enemy status procs on enemies as if they were in a photograph. In exchange for channeling energy buffs have their durations made infinite replacing the countdown in your UI with an infinity symbol instead. This can apply to buffs from allies and buffs gained from arcanes. On deactivation buff resumes for whatever time it had left before. On enemy status procs works the same way temporarily turning the proc permanent with full effects such as toxin damage per second for example. For every buff and proc maintained more energy needs to be channeled.

    Oblivion's Lens - Nensha collects the anguish and pain of dying enemies and projects that onto new victims in his crosshairs. A duration AOE is cast around Nensha where for every enemy who dies with a status proc he collects it. In his crosshairs is a circle where he inflicts those collected status procs on enemies he looks at for longer than a half second.

    Ghost Train - Nensha manifests a train from the underworld to ram into foes at high speed dealing ludicrous scaling damage. On activation switch into 1st person mode to take a camera shot. All enemies you capture in the photo are doomed to be rammed by a train at high speed which is summoned soon after taking the photo.

    Synergy - train deals bonus corresponding damage based on procs suffered by enemies in the taken photographed.

    -while in first person mode all abilities can be cast with bonus range. The blind off 1 will travel further

    • Like 2
  14. I remember the devstream where Grendal could absorb people by rolling into them like he was the blob. That looked fun I don't know why it was changed! If I was reworking him I'd add regurgitate to his ability wheel because it just doesn't do enough on it's own. It'd be justified by adding 5 seconds to any Nourished Buffs whenever you use Regurgitate. Give him 1 new ability reduce energy drain on one and he'd be a perfect frame.

  15. Sounds really fun!

    [Scrawl] - I know this! This is from Okami. The big drawback here is unlike that game you can't pause the battle to draw the lines you need to. And you have to think that your warframe will be stuck too I believe it would feel clunky to use in practice. Maybe if instead of pausing the game to draw instead your warframe turned incorporeal like Limbo so you could simulate how Okami did it while molding it in the Warframe style. You could probably base a whole Warframe around this making it so drawing different lines and shapes was how you activated your abilities.

    [Confinement] - from your description of it I thought it was an ability that trapped enemies in a 2d sheet of paper and used that sheet as a barrier using their health. And that was a great misconception to have haha

    [imagination] - I like it I just wonder about only having one ability that changes with your passive.

    [tableau] - Turn the battlefield celshaded and maybe even turn enemies into 2 dimensional cardboard versions of themselves it's something very unique.

  16. 10 hours ago, (PS4)ForNoPurpose said:

    Banshee is fine if you build her for pure tank. Sonar is nearly op in terms of damage buffs.

    I'd just like Silence to have some extra bite as a survival ability, too high range and Silence is useless, too low and Sonar is useless. Although maybe if Silence could be recast during it's duration for 25 energy to reapply the stun that'd be good too, just so it doesn't feel so rigid.

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