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(XBOX)FlawlessBugle68

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Posts posted by (XBOX)FlawlessBugle68

  1. Yes, I understand this. Shade itself does not necessarily provide invisibility. It comes with a mod called “Ghost,” which can only be used in shade. As such, improving the invisibility would require a primed version of the mod, not of the sentinel. However, as I said, if there were to be a “ghost prime” mod, it would likely come with a “shade prime.”

  2. Ok, whilst I understand your guys’ sentiments, I see one issue: You are doing absolutely nothing to help with these “issues.” If you really feel that “this frame won’t work,” for any frame concept, either stay out of it or find the issue and find a way to fix it. Again, it’s a concept.

    As to the passive, I will remove the armor to shields. 

    I will also make it so damage to health first deals 3x that damage to shields first.

    Keep in mind that this frame does have abilities that spend its shields, meaning it is as much dps as it is tanky(even though it’s not super tanky in the first place, considering the lack of health and no armor.

    Edit: Also there is a small amount of cc with its 3. 

  3. I’ve made some serious changes to this frame, including a new layout.

    For reference, the old post:

    On 2018-06-29 at 9:30 PM, (XB1)FlawlessBugle68 said:

    My idea database, if you will. It’s WIP. https://forums.warframe.com/topic/977109-the-bugle’s-stuff/

     

    Obviously there are many inherent issues with a no health, shield only frame. Here’s my thoughts on fixing them.

    Lore: a cephalon fell in battle, and a desperate Tenno near it used transference on it. This was the result...

    the frame is a pure energy construct, having 2 natural hp, and 675 shields(rank 0 is 225).

    base armor is 175

    all stats at rank 30

    passives:

    1) dmg applied to hp at low hp (hp 2 or less) is instead applied to shields if there are any.

    2) A portion of base armor (50%) is also applied to shields.

    3) Energy regenerates slowly, based on shields depletion amounts. (.02 energy/ % of shields depleted. At 0 shields, regen is 2 /sec)

    the first prevents statuses (toxin,slash,etc.) from instakilling.

    Second reduces instakilling at higher levels.

    Third helps with being able to cast abilities more often.

    All ability values based at rank 30

    1st ability: Solidifies shields into a physical construct as health, stacks up to 2 times, health cannot be healed. Can also be cast an additional time when shields are below 0. 3rd stack goes away when shields go above 0. Hp can’t be regenned no matter what, except by this ability being recast. 

    Costs 25 energy.Shield amount:/ 4/8/12/16%. Max: 8/16/24/32%. 

    2nd ability: Unleash shields into a torrent of electric (or magnetic?) dmg to enemies. Damage based on shields, that amount is removed from shields. Deals 1/2 of that to all affected enemies.

    Costs 25 energy. Radius: 8/16/24/32m. Damage: 5/10/15/20% of shields.

    3rd ability: Decreases allies reload speed. Increases fire rate, melee speed, and movement speed. Zone follows caster. Applied after mods. Affects caster as well. 

    Costs 75 energy. Speed buffs: 6/12/18/24%. Radius: 12/24/36/48m.

    4th ability: Adds armor that applies to shields and hp. Multiplier is moddable. Armor is added to current armor.

    Costs 100 Energy. Duration:4/8/12/16s. Armor value = 1/2/3/4x armor value (for hp).

     

    Passive takes care of the slash/toxin, etc issues

    base armor is 175 for hp, and 83 for shields. All armor is buffed by the 4

    Sprint speed is 1.10

    Innately weak to magnetic pricks, but manageable, especially with the 1st ability.

    Aesthetics: a semi-transparent blueish color, solely affected by energy color. With the health construct, it uses the primary color, and is like the ice Exinus bubble , but tightly around the frame

    Name idea: Ovicia (Loosely based on Latin word for barrier)

    Note the clear safety concerns if one dies in operator mode, as they end up with 0 shields.

    Also, some equivalent values for reference. Looking at base values..

    This frame, with 2 stacks of ability 1: hp is 225, shields are 675. Hp has armor of 175. Who then equals (175/175+300) = .37 reduction. (225/(1-.37)) = 357 EHP

    Shields: 675. Armor is 175/2, or 88. 675 / (1-88/(88+300) = 675/ .73 = 925 ESP.

    Total base durability, excluding shield regen: 357 + 925 = 1282 total.

    If we look at Inaros, who has 1600 hp at rank 30, his base hp, before his armor, is already much higher then ours! So, clearly this frame’s shields do NOT make them OP, even when one considers that they regen... But it’s not super squishy either.

    Any thoughts to make this idea better?

      Reveal hidden contents

    Edit: 4th no longer uses energy to regen shields, it instead provides them brief armor.

    Edit: Changed passive to “dmg applied to hp when hp is low instead applies it to shields (hp < 2).” Made base hp = 2 so this works. Also changed first slightly, hp can’t be regenned no matter what.

    Edit: removed passive 2 altogether. It was just too much as a passive. Changed the (now) Passive 2 so that it instead applies some armor to shields, resulting in 1/3 of health’s dmg reduction. Fixed a couple typos. Upped 4’s duration to 12 from 10.

    Edit: changed 1 so it is more effective with 0 shields. Reduced % per stack to 15%. Balances for NM no shields missions, at 45% shields to work with. Added a 3rd passive, which is beneficial in standard play, especially for NM mission. Due to buffed but balanced passive and ability changes, reduced base shields to 225. Decreased 2’s strength to 20%. Reworked the 3 to now buff allies speed for reload, fire rate, movement speed, and melee speed

    Edit: made 1 just last until hp is drained. Still requires multiple stacks for max effectiveness. Realized it’s necessity after thinking about dying on operator mode, where you get 0 shields.

    Edit: added more to passive. Now regens based on % shields depleted. Not OP though, just a helpful, natural buff. Also added some equivalent durability values to Inaros, showing that not nearly as OP as one could think, but it’s not incredibly squishy, either.

    Edit: made abilities show strength for all ranks. Changed a few stats slightly as well. Buffed most Ability stays slightly. Decreases 1’s energy cost to 25.

    Edit: Made ability values easier to read!

  4. My other stuff: https://forums.warframe.com/topic/977109-the-bugle’s-warframe-concept-ideas/

     

    Stats: 

     

    Base hp: 100

    Base shields: 75

    Armor: 15

    Base energy: 150

    Sprint speed: 1.1

     

    Abilities:

     

    Passive -Dreamer’s Lucidity- “Knockback effects instead cause a dream state

     

    The dream state has all the benefits of dream, but you can’t exit it by just moving. The stuck duration is the same as the knockback duration would be. The benefits are the same as dream at rank 4, including the continued duration at the end.

     

    Ability 1 -Dream- “Initiate deep sleep, placing an enemy or ally into a dream state

     

    It freezes enemies, and causes allies to regenerate. Targets affected by dream are unable to move. Allies immediately exit dream upon initiating movement. I.e. if there mid-bullet jump and are affected, they remain in dream until the initiate some form of motion/attack/ability/etc. Enemies are entirely disabled.

    Taking sufficient damage disables the ability, similar to Equinox’s rest.

    Allies continue the benefits for a time after moving.

    Casting without a target casts it on you

    Cost: 40 energy + 5 energy/target

    Duration: 6/12/18/24s

    Range: 2/3/3/4m around cast point

    Hp threshold: 60/50/25/15% of initial hp on cast, or highest hp reached for allies

    Hps: 10/15/20/20, applies to hp, then shields.

    Continued duration for allies: 1/3/5/6s. Umoddable

    Armor: +10/20/30/40% after mods

    Speed buff for allies after moving: 10/20/30/40%.

    For enemies, it’s essentially a supped-up equinox rest, with ally benefits too. It follows similar enemy alert-state rules.

     

    Ability 2 -Deprivation- “Drain an enemy’s waking energy, slowing and weakening them, and gaining stacks of lucidity.

     

    Slows/Weakens targeted enemy. Lucidity stacks are used for ability 3. You gain a single lucidity stack.

    Cost: 25 energy

    Duration: 2/4/6/8s.

    Slow: 15/30/45/60% Max 90%.

    Weaken: -10/20/30/40% dmg dealt

    Damage Taken: +5/10/15/20%.

    Affects 1 enemy. Can only be cast on an enemy once

     

    Ability 3 -Lucid State- “Utilize the drained lucidity of your enemies to enhance your own abilities

     

    Cost: 25 energy + up to 6 lucidity stacks.

    Duration: 1/2/3/4s * (lucidity stacks + 1)

    Damage: +1/2/3/4% per stack of lucidity consumed

    Ability Strength: +2/3/4/5% per stack of lucidity consumed.

    Movement speed: +6/12/18/24%.

    Casting again overwrites the old stats, but only sets the duration of the remaining duration is less than what would be obtained. So if I get 12s on cast, with 14s remaining, it stays at 14s, but the new cast overwrites the old stat buffs.

     

    Ability 4 -Dreamer’s Mist- “Release a mist that bonds all dreamers both to each other and those awakened

     

    Dream no longer causes allies to be still, along with the passive. Exiting the mist acts like casting dream on you mid-bullet jump. 

    Casting Deprivation affects all enemies in the mist. Each enemy affected adds +3 energy cost and a stack of lucidity. It affects as many enemies as possible until energy runs out. Every ally affected by dream and the mist benefit each other further than dream itself. 

    Cost: 100 energy.

    Range: 8/12/20/26m.

     

    Dream buffs: +.5/1/1/1.5x on all beneficial stats

    Allies dream buff: +5/10/15/15% damage link per ally across allies, +10/20/30/40% shields per ally.

     

    Looking for any and all feedback on this frame, also please look at my other posts! 🙂

  5. Ok. Unfortunately, however, I am unable to use spoilers on the mobile version of the site. I would use the desktop version, however I have no working computer. Do you know of any way to use spoilers without bbcode or the spoiler button that is on the desktop version?

  6. Ohhh... I completely missed that. So, when I was designing her, I originally wanted to use daggers, but I later changed them to fist weapons, as they were more brawler-ish. I completely forgot the 1 used daggers. They are supposed to be the first weapons as well. I completely missed that rather important detail...

    I will update it accordingly. Sorry about that.

  7. What would you suggest I change it to? I see how you might think it’s an assasain style frame, but note how it’s all melee range, and she has high hp, shields, and armor, especially w/ her passive in full effect. Definitely a dps frame, who seems tanky, until you realize she’s right on top of enemies.

    Edit: I changed mark, renamed it to debilitate, and made it only affect melee. I also made it so nearby active marks give a hefty armor boost.

  8. This frame is about getting up and close to enemies to slaughter them with whatever weapon you happen to smash there heads in with.

     

    My other stuff: https://forums.warframe.com/topic/977109-the-bugle’s-warframe-concept-ideas/

    Stats: 

    Base hp: 125

    Base shields: 150

    Armor: 225

    Base energy: 100

    Sprint speed: 1.0

    Abilities:

     

    Passive -Lightweight - “Gain increased melee damage without a primary weapon equipped. Gain increased melee attack speed without a secondary weapon equipped. Gain increased health, shields, and armor with only a melee weapon equipped.

     

    Self explanatory.

    Melee Damage:+36%.

    Attack speed: +12%

    Hp,shields,armor: +30% each

    All applied after mods

    This may seem really strong, but keep in mind you lose out on your ranged weapons.

    Ability 1 -Assault - “Give a target a quick jab with your fists of fury, leaving the enemy open to finisher attacks

     

    Attacks the target, dealing damage. Leaves them open to finishers for a duration. Only works at melee range. This ability counts as a finisher, and as such takes on any associated multipliers.

    Cost: 25 energy.

    Damage: 75/150/225/300

    Finisher duration: 2/3/5/6s.

     

    Ability 2 -Debilitate- “Debilitate an enemy, enhancing their weaknesses, leaving them more susceptible to melee critical hits. Killing a debilitated enemy with a finisher attack transfers the effect to nearby enemies. Each nearby active debilitate increases armor.

     

    Flavor text describes this one well.

    Cost: 25 energy

    Melee Crit chance on enemy: +7.5/15/22.5/30%, multiplicative after mods

    Melee Crit damage on enemy: +.5/1/1.5/2x.

    Duration: 2/4/6/8s. Max 16s.

    Max spread radius: 4/8/12/16m.

    Max debilitate spread count: 1/2/3/4 enemies.

    Armor buff: 50/100/150/200

    Armor buff zone: 8/16/24/32m.

     

    Ability 3 -Targeted Pulse- “Detonate nearby debiltated enemies, dealing blast damage. Affected debilitated  enemies deal a portion of damage taken to allies. Affected debilitated enemies spread the mark no matter what upon death.

     

    You explode nearby debilitated enemies. Debiltated enemies who are affected deal a portion of their damage taken to their allies. Affected debilitated enemies now spread the weakness on death, without requiring a finisher kill.

    Cost: 75 energy.

    Cast radius: 6/12/18/24m.

    Blast damage: 75/150/225/300

    Blast radius: 1/2/4/5m.

    Damage share: 10/20/30/40%

    Damage share radius: 1/2/4/5m.

    Debilitate spread radius: 2/4/6/8m. 

     

    With the damage share, all nearby enemies take 40% of the damage the affected marked enemy takes. 

    This ability essentially enhances nearby debilitation effects, along with dealing a bit of damage in the process.

     

    Ability 4 -Fists of Fury- “Summon Fist weapons of immense strength and power, granting you greater vigor.

     

    Cast cost: 25 energy

    Channel cost: 2.5 energy/s

    Mark chance on hit: 1/2/3/4%. Max 6%.

    Armor/Max shields/shield regen rate: +15% each, multiplied after mods and passive.

    Weapon stats:

     

    Attack speed: 1.1

    Crit chance: 25%

    Crit damage: 2.5x

    Status chance: 10%

    IPS damage: 225/25/50

     

    This is my 3rd take on potential melee frame ideas! It is surprisingly difficult to come up with a good concept model for a melee frame. Please give any and all constructive feedback you guys have!

    Editor’s note: Clem.

  9. Hello. Yes, this is a bug, but I saw no place for forums bug-reporting.

    I use an iPod 6, if that is relevant, as this is the mobile version.

    When I use bbcode to produce spoilers, the first spoiler set ends up taking up the entire page, with the text after the /spoiler being in some separate part of the spoiler, that can’t be edited either. This issue does not happen for things such as [i.] or other identifiers.

    It should be noted that having an additional spoiler within a spoiler works properly, only the outer spoiler has this issue.

    Here’s an example:

    I type

    [.spoiler.]

    This is spoiler text!

    [.spoiler.]

    This is double-spoiler text!

    [./spoiler.]

    [./spoiler.]

    This is not spoiler text!

    The result w/ proper spoilers

     

    This is spoiler text!

     

    This is double-spoiler text!

    This is not spoiler text!

  10. Okay, I think the numbers are much better now! It’s just it’s soooo strong. Get a high fire rate + status weapon and there dead. Buuuut, now it’s harder to instakill with this. The only nuances I’d add now is

    A) reduce base dmg to 3%, to encourage as many statuses as possible, and make it less spammable while still being strong. 

    B) add a max number of statuses removed, my suggestion is 2-3. This, again, would reduce instakilling, whilst still being soammable.

    C) Perhaps adding a cost/status instead or in addition to B?

  11. Exactly, @majorchord96. We need variety, in both missions and available weapons. I’m saying it can’t hurt to have your weapons with you, so long as they are comparatively underpowered to the archwing weapons.

    As to your archwing-Passive on the wf, I like that idea! I’d just make sure it was reasonably strong, rather than a wimpy little change, if you get my meaning. It should diversify archwing a ways, making each frame have noticeably different gameplay, even when playing with the same archwing itself.

    I like your thought on further integration into day-to-day gameplay. Exiting a corpus space-ship would be cool, and adding the glass-breaking to grineer tilesets would be cool too. That would be tough for the devs though, as they’d have to redesign all their tile sets.

  12. 2) this is partly to support people who are already at end-game. If you look at 8, it makes enemies ways more difficult, I’d say equivalent of +10-15lvls. The arch-guns would be made to be appropriately stronger, thus being better in the long run, but putting the weaker arch-guns into end-game regular fun status.

    3) I did some more thinking... Excavation on asteroids would be cool, I could see a hikack mission IF dine right. Still thinking. Survival/defense wouldn’t work, for logic/practicality, respectively.

    4) I’m saying make most wf mods work in arch-wings, that would make arch-wings much better. At the very least add more...

    5) exactly, basic needs. Look at the frames, we have way more than just “basic needs” If you want this system to succeed, you need, need, variety.

    6) I’m really thinking 3 will help w/ this, things like excav missions could reward parts, maybe boss fights too... these would provide the bps.

    7) think about the lore... the arch-wing is a supplement to the frame. You see your frame held by the archwing. Are you saying that you are utterly incapable of moving while attached to the archwing? How are your firing the gun then? No, it makes sense to allow the wf to use abilities. That being said... with 8, dps/defensive abilities would be less effective, comparatively speaking. This also allows for a unique variety, combining archwings with warframes, creating compounded ability builds could be cool. Additionally, the wf would have a separate energy pool, much like the operator/wf.

    8)See 2. Plus it makes more sense that space dudes would be much stronger, and thereby less effected by standard weaponry, relatively speaking, because of there greater durability. This would make your archwing similar in comparitive strength to the wf, if you look at the fights.

  13. So, we all know that there are many issues with arch-wings right now.

     

    Main issues: Mobility; inability to use our own weapons; Poorly designed missions; not enough variants; lack of mods; enemies should be stronger given the equipment they’ve got strapped to their backs.

     

    Minor issues: clan requirement for all arch-wing stuff after the starting stuff; inability to use warframe abilities

     

    Sooo, let’s fix this system!

    1) Increase the tact when moving. You should not “glide” the way you do. You need to have just slightly less friction than a mid-air jump on a frame. If I’m going forwards, and switch to going backwards, it should take under 1/5 of a second to transition. Obviously friction is still moddable. This is arguably the biggest thing the system needs, as it’s just that weird to move around. The afterburner is fine, though weirdly named. Rename it to booster. Make it work in water... As to water travel, we should move only about 10-15% slower than in space, but if anything have more tact when changing direction. The booster should still work, but be 30% less effective than in space.

    2) As to using our own weapons, we should be able to! At least, gun-wise. We should have our primary, and our arch-gun. We’ll keep our arch-melee, but be able to use any heavy melee weapon as well. No daggers, swords, nikanas, whips, etc. Ammo should restore passively, at 1/2 the weapons fire rate. This is continuous, and never stops. You still have to reload your magazine. This applies to your primary. For your arch-gun, you have infinite ammo, but reload instead of waiting for it to refill its mag. Also, the arch-guns should be a ways stronger than normal weapons. Logic, duh. This would obviously necessitate getting these stronger builds, although 5 will help with that. 

    3) Missions! They kinda suck. The rush mission is a pain, but not terrible. The mobility fixes will help out on that front considerably. I’d honestly say it’s fine, since there’s o lay one of it. The pursuit mission, though, needs to go. Period. The Neptune mobile defense mission kinda sucks too. In a typical mobile defense mission, it’s much flatter of terrain, you have gravity, you only have to worry about what’s on the floor, and can keep track of enemies much better. In a full 3D open, gravity-less space, it’s considerably harder. 1&2 help here, but it’s just impractical and difficult, especially solo. Archwing needs entirely diverse mission types, not copies of current ones. The only ones that I think can stay right now are exterminate and sabotage. I will work on new arch-wing mission types soon, although if you have any ideas please reply with them!

    4) We could go with new arch-wing variants, although I’m not sure what these would be. Looking for suggestions.

    5) We need more arch-wing mods. Basically, warframe mods that are applicable should be playable on arch-wings too. Same idea with arch-gun/arch-melee. Gun/melee follow same rules as sentinels, you can’t use the same mod twice in a single load out.

    Minor(ish) issues:

    6) Make it so that more arch-wings can be gotten without the clan research.  3&4 will help with having more to build, and new ways to get them.

    7) Allow frame abilities. You’d use the transference button to switch between frame and arch-wing abilities, as it can’t be used in arch-wing mode regardless. This one would allow to decrease the cut-out of 3, because we’d be able to have frames like frost/limbo on defense stuff. Reduce the cut-out, not get rid of it.

    8 ) Make enemies stronger, mostly for 2’s purposes.

     

    I plan on adding to this especially 3&4. I’d like any and all feedback, but this is just thebeginning!

  14. Oooh, I just had a thought on sacrificial! Minor change, but it could be neat: Make it so the enemy doesn’t take any damage while it’s active, but then takes all of it at the end of the ability. This’d allow it to work at all levels, as low level sacrifices would just die before it could be useful, and high levels wouldn’t risk killing him early, but you wouldn’t actually lose the damage.

    Just a thought that came to me.

  15. Okay. 

    1) The % hp is just soooo OP like that. Take your grakata Clem Clem Clem, uhhh I mean build it with a bunch of statuses, and higher status chance, and now it can apply 3-4 different status effects in under 2s. It’s not just strong, it’s utterly OP. I know I’m really biased against % hp, but that’s because it so easily is op, such as this sort of situation. If you really want to keep the +% hp here, bring it down to +1-2%, not 12%. Down forget power strength, which would probably see it hitting 25+% on certain builds... Hence why I suggested the whole “deal the whole dmg if the status*some multiplier(4?)” thing.

    2) I figured

    3) Sounds good.

    Dont worry man, this is what we’re all here for, to support each other’s ideas. It’s fine that the frame isn’t perfect, no frame in the game is, let alone a fan idea that probably hasn’t had more than 3-5hrs put into thinking about it, let alone actually using it in a testing environment.

  16. Like the idea man! Good frame idea, with unique abilities.

    My only suggestion would to be to make the 1 let you choose which turret, much like ivara ‘s quiver. Then, it wouldn’t require mods to be usable in all forms. It would further diversify a cool frame!

    My only request is to add stats like dmg, cost, etc. to the abilities, as that’d help with balancing purposes.

  17. Heyyooo. So I just looked through this again and saw a few things.

    1) is the +% dmg on suffer a % of hp? If so, that means easily combining high status rifles with this and shredding an enemies hp in under 5s. My suggestion, assuming I understand the +%s properly, would to instead instantly do all of the status’ dmg *  some multiplier instantly. After this, to balance no longer being OP, make a weaken effect, based on the # if statuses removed. I’d say 15% per status at rank 4, max 90%. Have it last maybe 15-20s?

    2) On corruption, you say 33% in the secondaries description, but 66% in the numbers section...

    3) as to your change on sacrificial, I’d actually add on the status transference, in addition to the % damage. Without that, to be honest, it’s a bit underwhelming for an ult. I’d also suggest upping the rank 4 radius to closer to 15m. I’d make it cost a flat 100 energy, and reduce the rank 4 duration to 15s, as the passive energy cost is absurd for a mediocre ability, which is where I feel it is at right now. If it were toggled, and lasted until you stopped it, that could be an interesting mechanic. If you chose to do that, I’d say leave the cost where it is then, maybe doing a flat 4/s rather than 3/s/enemy, as that’s absurdly expensive. Hek, if you did that you could make it ramp up % transferred and cost with it. Just an idea, though.

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