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HeroicDrop33807

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Posts posted by HeroicDrop33807

  1. 4 hours ago, (PS4)Riko_113 said:

     

    "She is still very much a dps frame, but is focused on boosting weapon damage with her 2 and 3 abilities. And I use her in Arbitrations and ESO just fine. I don't have issues with energy so Quick Thinking is very beneficial along with staying on the move. Like any squishy frame, if you're not moving with her then your death is inevitable."

    "This flat out is not likely to happen. The reason WoF range was changed wasn't really because it was so powerful in high level content. It's because it was mind-numbing and overly powerful in low level content so you were nearly guaranteed to see Embers bullet jumping through any non-Sortie level mission passively killing everything in proximity with high range."

    I understand that you can stay alive with Ember very well. It's simply case of GIT GOOD. And yeah I know about staying mobile. Zephyr and Banshee are my two most used warframes so I understand where you are coming from. I do also agree on her 2 and 3 being damage boosters. I'm seriously not going to comment on me trying her meta. Because seriously I don't care about the broken meta in this game.

    Also to comment on the WoF argument. Firstly i acknowledged that it doesnt do a lot of damage in high levels. And secondly, equinox and saryn does the exact thing you are saying that made ember a pain for low levels. The only difference there is that saryn requires interaction to deal damage and equinox requires main damage accumulation.

    Also for reals, you could just get a volt, strap on the speed augment and run through any extermination in under 2 minutes. Ember was only ever known for doing fast exterminations. Plus I highly doubt any new players would care about kill stealing. If anything they would chill and take notes. Then they would actively seek for that warframe. This is a cooperative mmo. There is going to be people who are better and stronger than you. If you can't accept that then you can either solo or stop playing.

    Once again that is my opinion but I'm drawing a line on the sand regarding how Ember can wipeout an entire tileset in one minute in low levels. That the only thing she has ever been good with.

    I'm just giving DE ideas on the subject without asking for a major rework that will cause her to get into the back burner. Rather patch her up now and then consider a proper rework. 

  2. @ezzzzzzzzy

    I actually like this design. So now Ember will become an armor stripping warframe with some cc and defence.

    My idea was more of a way to improve Ember in a much easier way. Basically increase the range and slightly decrease the damage XD

    Oh and added that repulsion ability to her fireblast.

    Seriously though, your concept sounds like a mixture between frost and oberon with some heat procs. And tbh I think others would agree that it sounds viable for a lot of missions

  3. @Chewarette

    Correct and I agree.

    Heres the thing though:

    Would you take Ember over Saryn or equinox? Even Oberon?

    Remember that each of these frames are great due to a specific X-factor. Saryn is great because she deals increasing damage over time. Equinox is great because damage isnt her only good skill. Oberon is great because he can strip armour and deal radiation procs.

    This is why I suggest Ember to become an aura frame with some defensive capabilities. That way she doesnt only serve as a means of damage but she can also switch over to defending an area. She could even buff her team that way.

    Thanks for the comment though ^^

  4. @DarkSkysz

    You're right about how they hate that. But consider that Ember lacks the damage already. 

    You can see that people are hating the idea of making her 4 a more interactive ability. So rather make it a forgettable ability and instead focus more on her potential defensive and buffing abilities.

    Plus the 4 will help weaken enemies before they enter the area. So there is a chance some of the trash mobs will die due to the slow damage.

    Also making Ember's only useful nuke ability interactable is going to be an issue,especially with the recent changes that forces her to come close to enemies. I would say rather keep the enemies as far away from her as possible.

    You're right though. I should have considered that when writing the topic

  5. DISCLAIMER: 

    This is a basic review on Ember,her changes,and methods of fixing said changes. I do not mean to offend anyone and I do not wish to offend the developers. I made this review because I have a big passion for the game, my steam profile and MR of 16 should back me up. I am also very passionate towards Ember and her concept, even her role as the damage warframe that every damage warframe aims to be. That being said, enjoy my review, and ththe other disclaimers i placed along the way 😛

    So...

    We all know about the changes for Ember, some people call it a buff,most call it a nerf (that's strictly my opinion and I still stick to it).

    I have spent a long time studying the frame after receiving news of the change and I have tried many different setups but the truth is that Ember is simply not up to quota compared to many of the frames.

    Now of course everyone has a right to their own opinion and I will respect it. We all are trying to enjoy the game and it's honestly up to us as the community to let our developers know about our thoughts on the matter. And personally, I see how people are just depressed about the fact that one of the best damage frames had experienced such a traumatic nerf. This is why I am making this thread today and I would appreciate support from the community.

    (A quick side note: please finish the Vauban rework DE, thank you.)

    Therefore I would like to at least explain WHY Ember is a bad frame and WHY she should not only have her changes removed (excluding the fire blast change but including the World on Fire change) but also have her ability kit buffed (not her damage but her range and efficiency, her overall damage could even be nerfed even, I'll explain why in a bit).

     

    1: Ember is a damage-based frame:

    That is a true fact but after receiving the changes, Ember has moved from a dps frame to a low duration+range cc frame. Specifically her World on Fire. Firstly I do not mind the current damage she has. It's great for low levels and keeps up her TTK. For high level content,she becomes a steady source of weak damage,which is still fine. Her 3rd ability allows her to deal Heat damage,which is fantastic for mostly infested,however the way the mechanics work is that the heat damage is only added as an individual damage type in builds. So it is not like Volt's shields that just increases electric damage because his electric damage is multiplied with the weapon used. Instead, the heat damage acts like a seperate mod which

    A: saturates the status effects for the weapon. Meaning that that your original status effect will proc less when there is more status effects thrown into the build. So instead of being,let's say an armour stripping corrosive build weapon, your weapon will instead become a weaker armor stripper weapon with a small chance of short cc due to the heat proc's effects.

    B: Acts as a multiplier for only the added heat damage. Meaning that instead of multiplying the damage for all the damage types in the weapon, it instead only adds heat damage to the weapon, which can be explained in point A.

     

    2: Ember cannot survive high level content:

    I can tell that there will be a few people that will argue their point on the matter, and I will respect your opinion on the matter, just remember that you never see an ember play high level survival or defence, once again a biased opinion on my part.

    Ember has an issue in the sense of surviving high level enemies, with her max health of 300 and armor of 100, with mods she can definitely take a few hits before dying (and yes, I know that adding Quick Thinking will increase her survivability, it doesn't help though since she relies a lot on energy). Her issue is that Ember is meant to be a damage frame,meaning that she has to have a consistent TTK. To be blunt, she lacks any kind of consistent TTK if any. Ember is supposed to take a few hits so that she has enough time to cast an ability and injure/kill an enemy. However her abilities rely completely on her weapons, excluding her Fireball.... which I'm not going to talk about considering it's a first ability... and that it sucks.... to be frank.... FITE ME.

     

    Anyways here are my suggestions for Ember:

     Aura Ember:

    Ember changes from a damage type warframe to a purely cc warframe, with slow damage added to all enemies in a massive range.

    Changes:

    - Fireblast range increased to 20 metres. The covered are constantly deals knockback and pushes enemies outside the ring for the duration of the ability. Added Heat damage now works similarly to a nerfed Volt's shield. Heat damage no longer procs Heat status effects.

    -World on Fire range increased to 34 metres radius. Removed reducing range and increasing damage from previous Ember change. ( Damage may be reduced to 200 or 175). Energy cost changed to 4 energy drain per second. World on Fire is no longer a channeling ability and is instead an aura ability. Augment changes chances of knockdown to 50%

    Pros:

    Fireblast:

    - Ember can now use fire blast to protect an objective and to keep a room clear from enemies.

    - Fireblast is not able to serve as a viable buff for Ember and her allies as the range allows her to move freely around a small room without worry of leaving the ring.

    - Room remains clear of enemies due to the constant repulsion and knockdown effects of fireblast, thus increasing Ember's use as a more defensive frame.

    World on Fire:

    - ability is now a fire and forget ability. This allows Ember to tend to herself by keeping herself and her teammates alive.

    - Reduced damage of ability encourages players to either wait in rooms until enemies finally die from the aura or to simply approach the enemies themselves. This is great for low levels since Ember now has to work more to keep her TTK up.

    - Ember now has more energy at the ready in order to cast more abilities or to serve as a second health pool (depends on the player)

     

     

    Overall review of suggested changes:

    Ember is now an aura frame that focuses on buffing her teammates and keeping areas clear or enemies. Ember can still serve as a great dps frame due to her changed heat buff while also dealing slow damage at enemies. Also serves as a great method of synergy for frames such as Saryn, Equinox,Oberon and many others.

     

    And that's the end of my review. Thank you to all who have read all the way through it.

    If anyone wants to support this thread, please share the link to other Tenno. Also if you guys have some suggestions to improve Ember, please put it in the comments. I would like to read them.

    Also if any DE staff is reading this, I really do hope you guys will consider fixing Ember. The suggestions I gave shouldn't be too much of an issue to implement but then again I have no idea about programming or scripting 😛

    Anyways thanks for reading ^^

    • Like 1
  6. Warframe has always been known for its community and service to the newer and less experienced players.

    As part of the community,  I want to present a guide that will help out all players to help new players in the game. The first guide installed here is only focusing on a selection of topics, mainly two. The rest of the guides will be posted over a period of time

    (Please forgive me for turning this post into a guide. I know I'm supposed to post a question but I think this guide might serve well for any players interested in helping newer players, apart from becoming a Guide of the Lotus)

     Mind you that this guide is under constant correction due to the nature of a free-to-play game. If you have anything you wish to add in the sense of a comment, feel free to do so. 

     

    Guide 1:

    First impression is everything when it comes to meeting new players. It's your choice on your method of meeting newer players.

    Typically people wear their best outfit and shiniest weapons with their golden dog jutting with spikes. Although it's a somewhat effective manner of presenting yourself as a veteran, it's very creepy for new players and it throws them off from developing a more interpersonal relationship.

    A good method is to have a outfit that suits your personality.  A good idea is to wear something that also fairly rare such as a rift regalia or a rare syandanna. Even a rare armor set is good option. The reason for this is to make sure other new players can recognise you as a veteran.

     

    My personal idea regarding recognisable rare items is to use orokin colours, specifically cyan/blue, white, gold, black(to hide any unwanted parts of a warframe or if you wish to change white with black) and sometimes a white with a hint of beige. This shows that you have learned a bit of the warframe lore, have played enough to earn/buy colour palettes and are resourceful enough to concoct your own orokin colour scheme. I understand that this will be a bit weird for those who have a very different colour scheme but by using this colour scheme,  you are presenting yourself with soft colours and are thus safe to be considered a helper. Additionally if all helpers are using this colour scheme when helping new players, it will become a norm for those to look for those colours when seeking assistance.

     

    Of course, this will also come with many problems which I will try my best to resolve.

    Firstly,  we already have the Guides of the Lotus, so why do we want another group of people using a different color scheme?

    The guides are a great group of people but I heavily doubt that many new players will come to them when it's something stupid such as "where can I find gallium?". This is where I think the community can step in. There is region chat, yes, but sometimes these new players aren't just asking for silly thibgs like that. Sometimes they just want a friend that will explain things to them when they need it. They will need someone that will show them what to do and where to go. This is where I think these helpers can, well, help.

     

    I may be stepping off a bit from the topic so let me just summarise a tactic we as the community can do if we want to help out new players:

    1: wear signature outfits that suit your personality.

    2:each outfit must contain the orokin colour scheme described earlier.

    3: do what you normally do until you consider the new player is reafy for independence.

    4: once the new player is happy, you may wear your normal outfit again.

     

     

    Reason for the orokin-theme:

    Consider it a community badge. You aren't a Guide, yes, but it serves the new players a favour if they can identify you easily.

    Considering that you won't be a Guide, you won't be given a rank nor a name. Instead people will title you as a Helper.

     

    If you guys enjoy the idea of this, feel free to try it out. I myself already do this whenever a new player asks for my assistance.

    For me, it has proven to be a very effective method and I have managed to help many players reach independence. I'm not saying that you HAVE to use this method, I'm instead suggesting a more useful route of getting new player attention. Anyway thank you for reading my post and I wish you all an amazing day ^^

  7. This may just be one of the best Warframe concepts! I like that you can create portals and have massive cc. The only problem for Zodiac is that other Warframes will be shadowed by him as he can deal large amounts of cc. From what i am reading, Zodiac can control gravity. So lets spice things up eh? Let his 4th ability change the actual gravity ingame. That way enemies take fall dmg and is confused by the change of gravity (Warframes don't take fall dmg anyway so they are cool). Zodiac should also be able to change gravity for himself only. For example the enemies could be standing on the roof with Zodiac and he decides to change his gravity to stick to the wall. Things like that can change the battlefield and can be really effective at saving players from certain death.

     

    Honestly that is just my opinion but the Warframe itself is amazing just by itself

  8. This may just be one of the best Warframe concepts. I like that you can create portals and have massive cc. The only problem for Zodiac is that other Warframes will be shadowed by him as he can deal large amounts of cc. From what i am reading, Zodiac can control gravity. So lets spice things up eh? Let his 4th ability change the actual gravity ingame. That way enemies take fall dmg and is confused by the change of gravity (Warframes don't take fall dmg anyway so they are cool). Zodiac should also be able to change gravity for himself only. For example the enemies could be standing on the roof with Zodiac and he decides to change his gravity to stick to the wall. Things like that can change the battlefield and can be really effective at saving players from certain death.

     

    Honestly that is just my opinion but the Warframe itself is amazing just by itself

  9. This is no joke, this is a Warframe but this one is meant to challenge what makes a Warframe. Be advised that this concept may not be in accordance with DE's lore as it is constantly updated per quest. There is going to most certainly be spoilers. Consider this parapgraph a disclaimer. Discretion is advised.

     

    SPOILERS WITHIN THE HIDDEN CONTENT, CONTENT FROM THE SECOND DREAM WILL BE MENTIONED HERE!
     

    Spoiler

     

    VOA-117 is a void Warframe. This warframe was a half-finished project by an Orokin Archimedean during the Old war. The project was intended to amplify the Tenno's abilites instead of focusing their powers. However, without the sufficient rescources, the project was abruptly suspended. Angered by his projects disruption, the Archimedean continued his project in secret. Near the end of the Old war, a Dax discovered the Archimedean's lab and found the Warframe almost done. The Dax was forced to tell his master of the Archimedean's disobedience. The next day the Archimedean was  visited by two executors and was asked to follow them. The Archimedean could sense the danger he was in and secretly began dismantling the parts of the Warframe and recoded his Sentient companion to send his warframe parts to Margulis so that she could finish the project

    The executors then immediately knocked out the Archimedean before he could accomplish his goal. The next day The Archimedean was presented to the 7 Emporers where an executor sentenced him to death. Knowing that he was about to die, the Archimedean yells at the Emporers demanding that he receives a chance to finish his project. Outraged by the Archimedean, the Emporers decide to punish him ina  more cruel manner. The executor then takes the Archimedean to a room and begins attaching the Warframe parts to the Archimedean. The executor then gives him a flask of strange liquid (supposedly kuva) and abruptly stabs the Archimedean in the chest. The Archimedean gives a final scream as he becomes lightheaded. Suddenly everything brightens up and his skin feels itchy and stretched. He is then suddenly unable to feel anything and can't speak or move. The VOA-117 starts screaming at the executor before abruptly being picked up by a waste disposal grinner ship. The ship then goes to their waste disposal site. A place o the outskirts of the Void. The Warframe is then shot down into the void and is left to rot. Instead the Grinneer misfired and the Warframe fell into the centre of the Void where Void energy was fed into the Warframe, granting the Archimedean speech and movement again. The Warframe, unable to leave, then decided to travel the Void for the following period of time prior to the awakening of the Tenno. Disturbed by the awakening, VOA-117 found a rift that could take him outside the Void. Once the Warframe left the Void, it began losing power. The Warframe kept on moving until it ran out of energy not very far from the rift. It briefly collapsed near the Silver Grove where it rests till today...

    In case of TL:DR:

    Archimedean builds Warframe, Archimedean half-finishes the project before the project is suspended. Archimedean continues building Warframe. Dax discovers Archimedean's betrayal. Archimedean was to be executed but is instead given some liquid and stabbed by executor. Archimedean becomes VOA-117. VOA-117 is sent to Void. Stupid Grinner misfire. VOA-117 durvives and enters the centre of the Void where it is given sentience. VOA-117 finds strange rift to Earth and loses Void energy as it collapses by the Silver Grove.

     

    OK now for the actual Warframe:

    VOA-117 (Void Operator Amplifier-117) (117 is the number of the specific Warframe project that was made during the Old War)

    Unranked

    Armor: 150

    Health: 100

    Shields: 200

    Energy: 200

    Maxed

    Armor   350

    Health   200

    Shields  400

    Energy:  400

     

    Abilites:

     

    Passive:

    The operator is allowed to use all their abilities like they would outside the Warframe except they cannot use any of their school-based abilities. (They may still use their abilities outside the Warframe)

    The Warframe does not use any sidearms (secondaries) as it has the operator's void beam equipped in its stead.

     

    !) Overcharge

    VOA-117 uses the Operators void beam and infuses it with its own Void energy, Overcharging the beam. Mechanics are similar to the operators void beam but the damage of the beam ranges from 300 to 400 damage. Energy per cast is 30 and the duration lasts for 20 seconds.

     

    2) Dash Prime

    VOA-117 covers the operator in the rest of what was supposed to be the intended Warframe design. The Warframe, during the building animation, stomps the ground and cracks the floor. The Warframe then is put into a sprinting animation. The Warframe is now able to parkour over everything without any input needed from the player (design-wise, I would place a sensor a good distance away from the Warframe to help it determine what type of obstacle it will encounter. Thereafter the Warframe would be able to determine if it should bullet jump and at what angle. It should also be able to determine if a Wall dash, jump or double jump is also needed which should be easy if their is a good enough distance between the Warframe and the sensor.) 

    The Warframe is also immune to status effects and knockdown during this animation (nullifiers affect this ability). The Warframe is able to push the enemies with it if the enemy was in front of it. The Warfram would then continue to push this enemy, dealing 300 damage per second, until it hits a wall where it continues to pund the enemy with fists, dealing 200 damage per hit, until the enemy dies thus ending the ability. This ability must be spammable so the energy cost is 50 energy. Mind you that the Warframe is moving at 1.60 sprint speed (affected by mods) and is still vulnerable to normal attacks during this animation.

     

    3) Betrayal

    VOA-117 detaches from the operator and goes into a rampage on all-fours. Dealing 400 damage per hit. The Warframe continues its rampage for 30 seconds before dealing blast damage over 10 meters (500 dmg). The VOA-117 then collapses on the ground with no energy color showing. The operator can then go to the Warframe to reactivate it. Once the Warframe is activated the energy would be drained and the shields of the Warframe would be gone (will recover normally).

     

    4)  Void Armor

    This ability allows VOA-117 to be more controlled by the operator. It detaches from the operator and swarms around them (similar to Nova's first ability). It will change into anything the operator will think of. Abilities each last for 40 seconds (not affected by mods). This ability prevents the player from using any other abilities for the duration of the ability except for the sub-abilities in Void Armor. Additionally, players cannot switch to operator form when using this ability.

    4.1) Void Fists: VOA-117 transforms into Tenno-Orokin gauntlets that attacks the ground, dealing AOE damage to all enemies within an 8 meter radius.

    4.2) Void Bind: VOA-117 can allow the operator to bind the enemies to the void where each enemy is subject to slash damage and a guaranteed radiation procc.

    4.3) Void Armaments: VOA-117 transforms into dual pistols for the operator (I am not sure what stats I should give to these guns so, think of Titania's Dex Pixia when modded correctly)

    4.4) Void Transprt: VOA-177 attaches to the operator's hand and begins forming rotor blades as it lifts the operator into the air. Hold the ability to hover, Tap the ability to dash forward in hover mode and return to normal Void Armor animation.

     

    I believe that this Warframe would make an exeptional addition to Warframe as it promotes the operator. It allows you to use your operator without worrying about health and energy. additionally the other abilities makes the Warframe different. Remember, the Warframe is designed to focus the abilities of the operator. This Warframe is diferent as not only does it have its own void energy but it also amplifies the operators abilites. Think of this as a way of introducing the operator to what they should be if they were using the full extent of their abilities. I think we all wanted to see the operator grow up one day so this might just be the thing that everyone wants 😉

    Mind you that this Warframe is not meant to make the operator look less important. The operator can do many things that the Warframe can't, including the focus school abilities. This Warframe is more meant to teach you how to use the operator without risking getting one-shot at.

     

    I think this will make an amazing Warframe as VOA-117 has something that few warframes do, a full story. A reason to be in the game. I have purposely left out the reason as to why this warframe is...  on our side. Mostly because I want DE to work with what I have and integrate it with their story. I believe that this would be an amazing addition to Warframe as it... well the reason is a spoiler by itself so check out the spoiler content (if you played the Second Dream) for reasons.

    A personal message to DE: Hello! I would like to say thank you for making this videogame. I have been searching far and wide for good games. Some of them were good , some of them were bad. What surprised me about this game is the amount of surprises in and outside the game. Firstly, the game was free and yet had a download size of 10GB. I was extremely skeptical as I thought, "Wait, a free game with such a large download space? This game must be either pay-to-win or a game with one too many assets hidden for a secret release later.". I could never had been anymore wrong. Warframe is such an amazing game that puts every other game to shame. I feel like I have invested so much into the game that it feels like second nature to say "Clem, Grakata" to the next stranger on the street. People can call me addicted but I know that this is not an addiction. It is a PASSION. A passion for gaming and having fun. Therefore I have to really say thanks to DE and the community for making the game what it is today.

    There is really nothing else I can say so... here is a happy face 😄

  10. These are the current Warframe concepts that I spent quite some time on for the past few days. I hope you all enjoy the ideas I have integrated into both Warframes ^^

     

    Cold, the air and water flowing...

    Hard, the land we call our home,

  11. I just wanted to add a small note to DE if they use Silkch,

    If you are having difficulty creating the web-swinging passive, i would recommend rather creating an illusion of web-swinging. Instead of creating such physics, the character can rather be elevated to half the size of the playable room. So if Silkch is in a room that is 10m high then Silkch can web-swing at a high of 5m. I should also point out that the physics must still be realistic enough in the sense that the playermodel is stilll visually swinging, so the camera remains fixed yet we still see the character swinging. Think of having two cameras, one is behind Silkch and is constantly tracking his movement. That is the camera we see. The camera that the world interacts with will remain fixed, as if the character is running like normal (if not at a much faster speed). If this is possible, can you also a possible web-zipline? It can be like Valkyr's zipline but with more range.

    Also if DE requires any assistance from me then i would be happy to help. I can help with the story and give concept art ideas ( I'm thinking of making a syandanna art design as well, it will look like a cloak of webbing with some animated spiders climbing around the cloak, similar to Inaro's 4th ability)

    To be perfectly honest, I am not even sure if DE will notice this topic but I am crossing my fingers!

  12. Honestly the very idea of having a cosmic frame is incredible. I do question what type of role Stellos would serve in a group play aspect. This frame does feel a bit overpowered. If Stellos is a crowd control frame then it will be like any other frame in the game, just with some interesting animations (which by itself is worrying, will it be like nekros where natural talent will have to be a necessity?). If Stellos is a damage frame, it will be difficult to control the levels of damage, power creep doesn't make the situation any better. 

    I do love the frame however and i would be very happy if DE adds this to the game. My problem is if this is a frame that is only good on paper.

    If I may suggest, nerf the damage but maximize on range. When I hear about a cosmic frame, i think about a godly frame that is everywhere at once and can deal with hordes of enemies with a flick of the wrist. In a game like Warframe, that can't happen because that will upset all the squad members. However maximizing range will ensure that all enemies are affected while only giving a decent, almost decaying, damage to the enemies. That would fit with the idea of Stellos since i cant image this frame fully involving itself in physical combat, rather have it deal damage to all enemies slowly.

  13. Titration
     
    Titration is a corpus-like Warframe. Inspired by the Combas in Warframe, this Warframe was an old prototype that was to be sold to the Corpus until the designer of the Warframe defected from the Corpus and joined the Tenno. There are rumors that the Combas are adaptations of Titration. Titration is very different though, she is a chemist warframe as well. She can scan an environment well and find ingredients using her trusty companion (I was thinking of a sort of metal bird that can cloak) to find the ingredients she needs. She can use the multiple gadgets on her to process the ingredients.
     
    I also wanted to base Titration on the Fortuna update. The introduction for hoverboards are exciting so I thought that it would be nice to have a Warframe that integrates the mechanics of a hoverboard into their own style, similar to Titania.
     
    Passive: Titration can instantly revive 10 allies ( This is useful to revive allies that are fairly weak to prevent team frustration and stress, especially in survival or high-level missions). Additionally Titration can activate her Hover boots when double tapping the sprint key, allowing her to integrate her new-found mobility into combat as well as being able to traverse quickly. Fluidity is a core mechanic for this feature, especially if Titration is using this for combat. 
     
    1) Centrifuge: Titration summons her companion to collect ingredients from the environment. Every vial or chemical is made every 10 seconds. Each vial has a different buff depending on the environment. Basically she can stack up different vials for different situations. To name a few:

    Health vial: Restores 30% of total health and shields to each ally.

    Energy vial: Restores 50% of total energy to each ally.

    Alloy vial: Adds 200 armor to each ally for 30 seconds.

    Proc vial: Allows each ally to have 100% chance of dealing status to enemies.

     
    2) Extract: Titration starts building a machine. she can create 4 types of machines, each with a different ability. the first is an energy shield similar to a nullifier bubble (this allows allies to regenerate energy and deal 1.5x damage to enemies when inside the shield), the second is a health dispenser (similar to the health pizzas in-game), her third is a fixed radius of cc, her fourth is a fairly large radius that gives players invisibility. the problem is that the machine is only good for 20 seconds (affected by mods) and can only be carried by Titration (unless an augment is added, which also gives the ally carrying it an additional damage boost.)
     
    3) Diffusion: (this is in inspiration of channeling's visuals) Titration throws down a beaker in front of her and gas rises up and fills up a large area. this gas gives each player the same thing that channeling used to do but affects everything from the warframe to the weapons. this is a fairly powerful ability so the ability can only be used for 5 times unless u get and augment which allows ur companion to prepare another beaker which takes 40 seconds to prepare.
     
    4) Poison: This ability is the same as Diffusion but instead the radius is smaller. Poison deals 40 dmg per sec (affected by mods) on an enemy within that radius (nullifiers are unaffected). This ability gives each ally additional corrosive dmg with their weapons by 10% of the ally's weapon damage
     
    Personally I always wanted another really good buffer Warframe, so I thought about making a Warframe that isn't focused on dealing dmg and instead takes a step back and considers the team, checks on inventory and haves fun while at it. Titration is a beautiful combination of all three and she is a frame worthy of group play. DE, I want to shake you hands if you manage to make this Warframe come to life, even the Silkch Warframe would make me happy if he was introduced to the game.
     
    Thanks again Tenno!
  14. Well it would depend on the Warframe. For example for mine, during a normal mission on Earth, the Tenno discovers a room filled with webbing and rotting corpses. Ordis would interfere, indicating that this is an intended addition to the game and is a quest of some sort. He would suggest not going in the cave yet you insist on entering (fill in the rest of what happens regarding dialogue). The Tenno keeps on going deeper until there is a trail of green liquid on the floor in form of a trail, leading to a slumped over warframe with old tattered clothes on it, the back having four torn holes. The Tenno decides to change objectives and places the warframe into a container for the Liset to pick up. You then finish off your original mission and return to the orbiter, with a broken warframe slumped in the corner of the market console

  15. I would agree there. I wanted to make a warframe that had some kind of conscience. Not quite like the other warframe we know about but very similar. Its effectively a warframe that was not fully desensitized. The idea of web-swinging and almost crusader-like combat might be a unique layer to Warframe. Killing is not always necessary, you know. Unless you want to...

  16. Silkch
    Silkch is a cursed arachnid-based (slightly infested-based) warframe. Silkch has a curse that prevents him from killing enemies and cannot use weapons. However Slikch can climb up walls and crawl on ceilings similar to how he runs on the floor. Slikch can still have weapons equipped however to allow affinity to still be added to the weapon, except for melee. He has a passive that grants him the ability to web-swing. Every web string is targetted 90 degrees up from the crosshair to allow smooth web swinging without having to aim towards the desired surface. for accurate web-swinging, Silkch can aimglide which adds another crosshair above the centred crosshair, this additional crosshair targets where the web string should attach to and a non-physical web string is projected towards the target. Slikch also doesnt use weapons so he uses his fists only as a melee weapon.
     
    1) Hang: Silkch covers an enemy with webbing and pulls the enemy towards the ceiling. The enemy is knocked out and is open for allies to kill (nullifiers are affected as well). if Slikch is playing solo, this is considered as a kill, thus further filling up Silkch's curse bar by an additional 4 points.
    energy: 25
    range: 40m
     
    2) Net: Silkch takes 0.5 seconds to project a large net upon a group of enemies. This entraps the enemies within and makes them open to attacks (except for nullifiers). This net deals no dmg to the enemies and thus is not considered as a kill (even in solo) thus not filling the curse bar.
    energy: 50
     
    3) Stick: Silkch creates a blanket of webbing on the floor within a medium radius, trapping enemies to one spot. Enemies are still free to shoot but Silkch can still use his other abilities. This ability does not count as a kill provided that an ally doesn't shoot the enemy. if an enemy is killed, the curse bar is increased by 4 points. Silkch considers himself as guilty for allowing the enemies to die thanks to him.
    energy: 75 energy
    duration: 30 seconds
     
    4) Arachnid: Silkch accepts his guilty conscience and transforms, growing additional "spider legs" from the back. Silkch becomes quad-pedal and walks on all four of his new legs. His original appendages are not on the floor and are instead in a similar animation as when im aimglide mode. Silkch is not afraid to kill in this form and can use all his weapons when in this state except for his melee. Slikch can press x when near a corpse to give additional health which can stack up to 50% of his original health.
    energy: 25
    damage: 250
     
    Augments for Silkch:
    Force of change: for Hang ability; enemies affected by Hang can be seen through walls and is highlighted in red. If highlighted enemy is killed, Silkch will gain 2x the number of curse points in addition to a dmg boost to the allies that killed or assisted in the kill. Enemies caught in hang will also be gradually weakened, stacking by 10% reduced health for every 2 seconds. However this drains Silkch's energy by1 per enemy weakened.
     
    Web-combat: for passive; Silkch now uses his webs in melee combat, thus increasing his melee damage by an extra 100%. However this drains the curse meter by 1 point for every enemy knockout. Additionally Silkch has 20% increased damage resistance.
     
    Defection: for Arachnid ability; Silkch can now change into different arachnid forms according to his energy color. He also is now able to incapacitate enemies that are near death or have weak health (200 health or less) and begin feeding from the corpse. However this forces Silkch to remain immobile until he has finished feeding with only a 30% extra damage reduction as protection.
     
    I just want to point out that Silkch is unique because he has a conscience. He doesnt want to kill and will try to keep his motto. However Warframe is a game that is not kind to such Warframes and the allies will certainly not care about killing. Silkch is aware of how serious killing can be and once he becomes desensitized to murder, he too becomes a monster, such is the curse of the infested or whatever DE finds suitable).
     
    Silkch's stats:
     
    Armour: 120
    Health: 1000
    Energy: 200
    Shield: 0
    Sprint Speed: 1.20
     
    Personal note: I always wanted to do something like this for such a long time but i never really knew where to send my ideas. Thankfully a good friend of mine, CHIEF-117, inspired me too keep looking. This is most certainly not going to be my last Warframe concept idea. I believe that even a complicated Warframe such as Silkch is possible with the efforts of one of the best indie developers in the gaming industry as a whole. I don't have the means to produce any concept art for my Warframe but I am busy discussing with a few concept artists on the matter and hopefully I will have something for Silkch in the near future.
     
    Thanks again Tenno
     
    -HeroicDrop33807
     
  17. Also I just wanted to say that I'm not trying to cause any chaos. It just becomes really frustrating when you have a Nekros Prime and an Atterax in your foundry, a kubrow to maintain, daily missions with amazing rewards just lying there in-game and still a Limbo Prime and Destreza Prime out there that is waing to be farmed, and I have to just sit and wait until the bug is fixed. I know that I'm possibly not the only one that is experiencing this so someone needs to take the bold step of informing someone that can help, or just fix the accursed bug.

    Once again if I sound salty then please excuse me. 

    ༼ つ ◕_◕ ༽つ Lotus gib me strength ༼ つ ◕_◕ ༽つ

  18. I even tried redownloading the game, using the launcher outside of Steam, changing the setting (I assumed that maybe it was the laptop at fault. I ran diagnostics about 5 hours ago and my PC is completely fine. The PC can also handle 64-bit and can handle max graphics from Warframe.

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