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-LOF-.XinesMC

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Posts posted by -LOF-.XinesMC

  1. 3 hours ago, krc473 said:

    You need to read the whole part, not just the bit you don’t like (I don’t like that way either). The suggestion was to stick the “exalted weapons” as an addition to the first ability. When in form, hold 1 to activate/deactivate the weapon.

    We made it this way as we found it useless as a channel if your 1 forces you out. I guess it could be a duration but it would either have to be the same as the 1, or shorter. We thought it would be simpler to just make it the way it is.

     

    3 hours ago, krc473 said:

    Then why isn’t it just a sentient frame that you activate an ability to bring out the infestation? Why does it need a hybrid? I guess this is more about the lore behind it than any gameplay thing.

    The "lore" would be a sentient based frame which was overtaken by infested. Both sides of the frame have to fight to keep power. Thats why you can't stay in the infested/sentient side, as the opposing side soon equalises it. Say Jekyll and Hyde, they both exist in "one" being, but they fight to keep each other at bay. Idk cool idea.

  2. 10 minutes ago, NekronisXV said:

    The Problem in Temporal Anchor is that it is, first, nearly unusable in many missions (Capture, Exterminate, Sabotage, Spy, Rescue) because you can't simply progress and second the ability forces you to rewind when the timer is up, which can sometimes be annoying. Both problems can be simply solved by making Temporal Anchor a channeled ability so that the player can decide when he wants to rewind.

    That would be an issue but you are able to cancel the ability, if u activate it and say don't need it just HOLD the key and it uncasts without rolling you back. This way it can act as a "second life".

    11 minutes ago, NekronisXV said:

    What also would be a good addition is a buff of Protea's Passive. Instead of just giving the Player 100% Strength. Why no give the player 100% Strength, 100% Range, 100% Duration, and (maybe also) 100% Efficiency. At the moment player do not really care what abilities get the Passive buff, this would give it a bit more significance.

    Passives are supposed to aid in gameplay, giving 100% to everything will make Protea way to broken.

    12 minutes ago, NekronisXV said:

    Blaze Artillery should finally get its high duration it deserves as a turret ability. You worry about having an ability that plays the game for you, but how is this possible when Nullifiers exist. And how can you worry in the first place when abilities like Wukong's Celestial Twin exist, which is basically a walking turret. No Vauban scaling, no scaling based on primary weapons, no exalted weapon, just a simple high duration increase will make this ability good and gives protea a unique position among other Warframes.

    Increasing the duration won't help this, I think scaling is more necessary. The aim of this ability is a short burst of good damage, not a long burst of mediocre.

    • Like 1
  3. Quote

    This needs either a duration or energy per second/attack. If you don’t want that make it function like Garuda’s claws. All exalted weapon’s have either a duration or energy cost while in use. It looks like you essentially want it to function as Garuda’s talons do. 

    The idea is to give it a high energy cost and instead of it's own "channeled" cost or "duration" it is bound to how long you can stay in the main form for.

    Quote

    It really seems like Infested is the superior form. 
     

    Edit: my form preference would be: Infested then Hybrid. Sentient does not seem worth using to me.

    The main style for this frame is for you to use either depending on playstyle. Sentient is more tanky/cc based. Whilst Infested is more dps quick paced.

    2 hours ago, krc473 said:

    The sentient ability here looks a little complicated - reflected bullets are unlikely to hit anything, unless they are forced to. So there seems little point in using this form at all.

    Easy CC? It's an easy ability to use.

    2 hours ago, krc473 said:

    Doesn’t a hybrid typically benefit from all the forms that contribute to it? Perhaps 25-50% of the individual buffs?

    The main focus here is to make sure you COULD use the hybrid, but we want to make you focus on using the full kit of both forms not just use one form and get the best of both worlds. We allow you to stay in hybrid for some of the abilities but we encourage you to use the full capability of a form instead of playing the easy route

  4. Introduction:

    Our concept is that of a sentient that is in the process of being overtaken by the infestation. The functionality of the form changing was inspired by Equinox's first ability.

    Our original inspiration for this concept was the first artwork which is created for the "Broken Warframe".

    The general idea of the frame is that it has a neutral state in which it remains in a hybrid-form, which is unlike Equinox.

    The sentient-form identity is based around the sentient adaptive damage reduction and shielding capabilities.

    The infested-form identity is based around the infested's closed range combat style, toxin damage and self-destructive recklessness.

     

    Kit:

    Base Stats:

    • Health: 125 (Rank 0)
    • Armor: 100
    • Shield: 50 (Rank 0)
    • Energy: 150 (Rank 0)
    • Sprint Speed: 1.1
    • Polarities: 1Vazarin [D] and 1Madurai [V]
    • Aura: 1 Naramon [Dash]

     

    Passive:

    • Hybrid: None.
    • Sentient: Gain 200 extra armor (affected by armor mods such as Steel Fiber)
    • Infested: Gain 50 extra health (affected by health mods such as Vitality). Gains passive health regeneration (1% max health per second)

     

    1st Ability: 25 Energy Cost // 25 Second Duration [100% Duration]

    Changes form from Hybrid to either Infested or Sentient for a given duration.

    To change from Hybrid to Infested you must [TAP] the first ability

    To change from Hybrid to Sentient you must [HOLD] the first ability.

    To change from Infested/Sentient to Hybrid you must [TAP] the first ability whilst in one of the forms.

    Once the duration runs out, the opposing form will burst free, balancing the frame back to it's Hybrid state.

    KEY NOTE: Any abilities active while you change back to the Hybrid state, will be deactivated.

     

    2nd Ability: 50 Energy Cost // Channeled Ability

    • Hybrid: Adaptive Damage Reduction (up to 50% of incoming damage). Status Damage Effects reduced (up to 50% of status damage). No immunity to non-damaging status effects. To gain the full effects of this ability atleast 130% Power Strength is required.
    • Sentient: Adaptive Damage Reduction (up to 90% of incoming damage). Hybrid form's Status Damage Reduction is removed, for a large increase in adaptive damage reduction reflecting Sentient playstyle. To gain full effect of this ability atleast 175% Power Strength is required.
    • Infested: Full Status Immunity, which can include nearby allies. Range is unaffected by mods. This ability resembles the Ancient Healers found in infested tilesets. (25m range, can't be changed). Hybrid form's Adaptive Damage Reduction is removed, for the full status immunity.

    KEY NOTE: Deactivated upon end of the first ability duration.

     

    3rd Ability: 75 Energy Cost // 12m Range [unaffected by mods]

    • Hybrid: Slam a Sentient Shield (which is attached to left arm) into ground for an AoE Toxin damage effect. Strips 50% armour for enemies (Cannot be reapplied to affected enemies)
    • Sentient: Shield (located on left arm which covers 60 degrees of the direction that the frame is facing) will block incoming damage, which reflects bullets. Enemies which are hit by the reflected bullets lose 10% of base armor per bullet. Upon hit with reflected bullet a short stagger is inflicted.
    • Infested: Range increased from 12m to 25m. Applies an AoE toxin proc (which will last based on duration). Tap/Hold to store a percentage of own health (25% to 75%) to explode around the warframe. Does (50% to 100%) effective health damage to enemy health based on how much percentage of own health was stored. Is affected by Radial Fall-Off starting with 50% at 12m, up to 90% at 25m. Needs atleast 190% power strength for maximum conversion of own health to enemy health.

     

    4th Ability // Form Dependant Exalted Weapon:  125 Energy Cost // No Channeled or Duration

    • Hybrid: No effect. Cannot be casted.
    • Sentient: Crit based Sentient beam weapon, which is attached on the right arm. Hold fire key to shoot a beam. Use alt-fire to fire off the exalted weapon, causing the ability to be forcefully end, resulting in a big AoE explosion.
    • Infested: The Sentient weapon has been overtaken by the infestation, which turns it into a status based melee weapon. Has a new stance which mimics the thrashing and flailing movesets of infested enemies. This weapon has Lifesteal to aid in survivability in the infested state.

    KEY NOTE: Deactivated upon end of the first ability duration.

    KEY NOTE 2: Can be deactivated by [TAPPING] the 4th ability key.

    KEY NOTE 3: Stats of the exalted weapons can be debated. Haven't thought of them.

    KEY NOTE 4: Sentient Exalted Weapon can use Hunter Munitions to make up for lack of status chance

     

    Final Note:

    The abilities are not designed to have specific special interactions with each other, instead they are meant to intuitively complement one another.

     

    Intended Mods:

    Vitality, Steel Fiber, Blind Rage, Narrow Minded, Primed Flow.

     

    Intended playstyle:

    The Hybrid-form aims to be a mix of both playstyles, however it should feel a bit lacklustre to incentivize frequent form-changing.

    The Sentient-form aims to function around it's damage reduction and damage immunity to play a medium-ranged gunfire playstyle, with many disadvantages to being in close combat: not being able to reliably block damage with the shield and not getting the full value of it's adaptive damage reduction as melee attacks hit once and very hard, not repeatedly but less hard.

    The Infested-form aims to function around it's potential to be very destructive but also self-sustaining at close range, with many disadvantages to being in ranged combat: having drastically reduced damage and limited access to self-sustainability.

     

    Differences to Equinox, Revenant and Nidus:

    It is different from Equinox in the sense that it's builds should provide a general functionality for both forms of the frame, with no significant drawbacks for either form, and in the sense that it has a fluctuating identity between both forms, whereas Equinox is a combination of two opposites that do not come together in one coherent build + playstyle, but drastically different ones.

    It is different from Revenant in the sense that Revenant is an Eidolon frame, whereas our concept is based around the sentients you would encounter in the Veil Proxima. And while Revenant is a damage, dealing Eidolon thing that has an absolute immortality on his second ability, our conceptual sentient is just the usual sentient that gets progressively harder to kill the longer a fight goes, but does take damage, and has little to none innate restorative capabilities.

    It is different from Nidus in the sense that Nidus's playstyle is not as up close, and while Nidus is practically immortal, our conceptual infested is rather easy to take down. While it has restorative capabilities like Nidus, it does not boast any damage reduction nor any undying-ness. It should feel more volatile than Nidus, but also a lot more fragile. It's power directly derives from it's destructive capabilities, not any practical immortality.

    • Like 3
  5. I believe the Lenz should get a Vandal, or a Kuva Varient or something. As of right now the lenz is stupidly underpowered compared to stuff such as the Kuva Bramma and Stahlta.

     

    I believe the lenz needs a vandal or another variation as it would allow the weapon to be used in more situations other then lower levels.

  6. This is not a big change I am recommending but Temporal Anchor is an amazing ability for Protea but one major issue I see with it is on rewinding you pickup energy orbs. This is bad because when rewinding your character is reset back to state of the anchor, meaning if ur anchor is placed on top of your 3, you get no energy upon rewind.

     

    A simple change to this is to make it so you do not pickup drops on rewind making it so you can combine your 3 and 4 for a good run! 😄

    • Like 4
  7. 9 minutes ago, birdobash said:

    For heal mode I have a strange but possibly good idea, Venari would jump on the back of a heal target or shrink and sit on their head, this way shes not as vulnerable as she isn't stationary and follows you, and it would also mean that the healing range issue would be non-present, since she would always be on you, that would completely fix the issues with heal mode at current other than the fact it only heals 1 person at a time.

    It's weird but I kinda like it... It's strange as Venari is like this Beast and it may be a shapeshifitng beast. nice

     

    So many ideas but we know the stances won't added 😞

  8. 14 minutes ago, birdobash said:

    The guard idea is great, attacking I also agree is quite a bit finicky due to kavat AI, although I find it more reliable heal with the hunter mods than the actual heal mode.

    I don't agree that heal mode shouldn't get some change, at this point and time Venari in heal mode will just stand still, completely vulnerable to damage (might be why you find her squishy) and will only heal you if you drop below a certain health threshold, alongside that, she can only heal you if you are in decently close range to her, coupled with the fact that she is completely stationary means that she gives very unreliable healing in healing mode if you are on the move, and why I find attack mode to be more reliable heals in this same situation.

    I like your ideas for heal mode, this would allow it to be more sustainable. Thanks, at the time I had no ideas and thought to keep it 😛

    But the  buffed health would work for Guard alot more in synergy

  9. 5 hours ago, BlachWolf said:

    I dont think we need to give every frame 90% DR, besides if you're having problems surviving I would advise using the venari bodyguard augment, it turn khora into a mini nidus and it can easily scale up to 2h survival runs, if you pay attention to your surroundings.

    The other Ideas sound ok.

    I use the Venari bodyguard augment but the problem is which FK2P has encountered is the iea fo being a beast tamer is she uses Venari to help in Survival. Not rely on her augment and her own skills.

  10. Possible Venari Changes:

    Venari is constantly dying even with a Khora and Link Health combo. I think Venari should have a health buff to work with some changes I am going to be mentioning below

    Instead of having a 10m radius without being affected, Venari's range should be able to be manipulated by Range Mods to allow for a way of synergy better. As PET AI is still broken and doesn't look like a fix is coming anytime soon. A range boost would allow Venari to help more in an area without having to cycle through all the ability before recalling it

     

    Health:

    Heal Venari shouldn't really be changed, the heal to strength percentages are not too bad.

     

    Guard:

    Guard Venari should not be a disarm, as disarm is useless with Pets as the AI is clunky anyways. Guard Mode should mean that Venari is taking 90%-95% of the damage incoming which can wrk well with the buff to Venari's Health. This means that Venari is "Guarding" Khora and is taking most of the damage for the frame. This could work extremely well so that Khora and Venari can go longer in survivals and make this mode more useful instead of an unused thing existing.

     

    Attack:

    Attack mode should be changed into a buffer aswell, as mentioned above the Pet AI is unreliable and clunky. If you want an attacking Kavat you can equip your own one, Khora's Exalted Pet should not have a standard attacking ability. Atleast make it have a buff to your Damage, Crit Chance or Crit Damage or another thing regarding attacking

    A fully buffing Attack Stance can allow Venari to help the player do a variety of tasks and use the stances for a specific occasion.

     

    I highly doubt any of these will happen but I think it is nice to raise concerns about the uselessness Venari's modes are.

    • Like 3
  11. On 2019-04-21 at 3:52 AM, Fiewel said:

    And again:

    You put hunter recovery on venari and let her on attack. You use heal mode only in very rare situations (defense targets etc.).  And yes Venari sometimes bugs, mostly if my connection sucks (curse you wlan), than strange things happen. Oh and  protect is useless.

    Ensnare is a bit slow, but works without LoS. IF I use it, I mostly setup for Nidus or other frames in party.  If I remember right the delay can be redused by higher duration. 

    For sorties with no-melees, I just go with more speed/duration and  use her as a weapon platform with a ton of CC. Yeah other frames are better/unaffected, but thats just normal.

     

    The delay can be reduced but while testing I ran a max duration build and not much difference could be seen. It is not fast enough to put up with frames with similar abilties.

  12. 2 hours ago, KaijuKraid said:

     

    I will admit I hate the sorties when using Khora where it disallows your Melee Weapon since you're forced into a Primary/Secondary only. She can still be used in them, but it doesn't help as much. However, as much as it sucks not bringing Khora to some of those sorties, sometimes we have to play other stuff. 

    But I see Khora's ability more as a much more extended Quick Attack rather than something to mod for. I don't particularly mind it being a stat-stick sort of thing for the weapon due to how much we get from it counting as a melee attack pretty much all the time. It's clear that weapons such as Khora's Whipclaw are meant to be more of a extension of melee.

    These versions of the skills are different to Exalted Weapons. They act more as an extension and added bonus to Melee. I'm fine with the ability of choosing between making your 1 stronger or your actual Melee stronger. I can tell you if you go your regular melee with Berserker / Condition Overlord, you'll still do a ton of damage with Whipclaw and still one shot pretty much any mook in the game that is affected by the Whipclaw. 

    Honestly, at the moment, (Accumlating) Whipclaw by no means a bad skill at the moment. If you change it to the way exalted weapons work, you heavily nerf the damage output it can pull out. And, as someone who plays Khora in pretty much every endless mode in Arbitrations and ESO, I've very rarely ever had a time where I needed to use my proper melee attack over my Whipclaw that my guns couldn't have sorted out to begin with. 

    With the Exalted Weapons, it sucked because these were meant to be ultimate abilities and they were very inconsistant with how they worked. They did not work with Rivens and they did not work with stuff like the Syndicate Mods or even gained the bonus damage from the Mire.This was also why no one complained when they were changed to become Moddable: It was an overall buff.

    Also: Have you seen how DE can nerf things and then just leave it alone and not touch it later?

    As I have mentioned Whipclaw is fine but I had some ideas. The main problem with Khora is the 2 being super slow, and u have to have an enemy nearby.

    And Venari having 2/3 Bad abilities and the Pet AI still looks like it's from 2002

  13. 1 hour ago, EinheriarJudith said:

    id rather have a nuke than another exalted weapon. so tired of seeing them. i dont mind stat sticks because my stat sticks are still viable outside of boosting those skills. but i can understand you want freedom of weapon choice.

    id buff whipclaw to not need stat sticks by making it some kind of scaling true damage

    Agree a buff would be nicer.

    • Like 1
  14. 1 hour ago, DukeNix said:

    For 1. Whipclaw - I hate to have to bring determinate melee if I have to use 1. Please do like OP says.

    For Venari even my flair on reddit is "Fix Kavats AI", she just stop follow you totally random and I die because she don't heal me.

    And about Guard, if DE can see the stats, does even ONE person use it? Please make a true guard (shield/damage absorb etc).

    Completely agree thats the point im trying to get across. Venari modes are just not used, and attack is just bad.

    32 minutes ago, (XB1)GearsMatrix301 said:

    Yeah that WhipClaw change is a no go. I like the combo multiplier of venka prime working on it. And removing that ability would just be a nerf.

    Like mentioned above I agree it is a problem i've noticed. I don't want to be using a Stat Stick to make 1 good. But the 2 and 3 need to be changed.

  15. 1 minute ago, KaijuKraid said:

    At the moment this would actually be a nerf to her damage. At this current time, due to the way it works, you can use either one of the Syndicate mods for Dual Cleavers or the Skana to increase the damage done even more or use a Riven mod to increase her damage substantially. (Or in some cases, both.) 

    Whipclaw is one of the most useful abilities in the game currently, partly because of that but also because pretty much nothing at the time being can stand against the power of Accumulating Whipclaw. I will admit, it would be very nice for this change to definitely happen, but it would also be a huge nerf. 

    However I've been in missions where I cannot be using Dual Cleavers or things like that. It was just an idea but I get where your coming from that was a shady thing that I weren't to sure about myself!

    Thank you, Ensnare and Venari though are another issue themselves.

  16. I have been playing Khora for a while now,  as it is my most used frame. By doing this I have noticed some changes the abilities could have, Mainly the first, second and third ability.

     

    Whipclaw:

    Whipclaw should be able to be seperately modded due to the fact that you are able to have a more expansive option to mods used. Making Whipclaw copy the stats of your melee, limits the availability and usefulness of the Whipclaw in general. You should be able to mod it seperately so for example, you can combo that with a Corrosive proc with Whipclaw then a Viral Proc with your weapon. This would allow for Whipclaw to be used for later gameplay and allow for multiple options while playing.

     

    Ensnare: (Augment?)

    Ensnare is fine however the delay of pulling enemies towards the center is horrible for DPS. You should make Ensnare be able to be placed on the Ground along with a target pulling enemies towards the ground, this allows for you not to have to always be near an enemy to DPS. The timer will be fine if you're able to place Ensnare on the ground and the delay would allow for them to be pulled towards the center.

     

    Venari:

    God. Venari you broken Pet AI. Venari can be fixed for a temporary solution before Pet AI is fixed. These ideas are balanced due to the fact that you are allowed one at a time with Khora. Along with these changes Venari Stats should be buffed a bit to make Venari more survivable in the battlefield. Also, along with the changes below make Venari attacking not affect the healing rates and it's default for Venari to attack foes which attack it.

     

    Attack:

    Attack Mode should be able to give you a slight damage buff (ranging off Power Strength) wherever you are on the map, this means that no matter if Venari is stuck in a doorwar (which usually happens in longer missions Venari seems to just be.. broke) and allows for you to keep the buff no matter where you are. Switching the modes does fix this but concentrating on Switching modes is long especially when surviving in a longer mission type

    Guard:

    Instead of taking the weapon out of the enemies arsenal, Guard should be more of a damage absorbtion, damage taken by Khora should be redirected to Venari (75% Strength effected) and allows for you to not die as fast. This allows for you to use Guard when trying to take on a large group of enemies and be able to survive better.

    Heal:

    Heal Mode is perfect the way it is, the strength:healrate ratio is amazing. However one change I would make, along with the ones above is make it not an AOE and only people in 10M area of Venari gets healed. This is the problem with Attack mode where Venari can get stuck in doorways and Khora looses the source of healing. This wouldn't be OP because Oberon can heal using energy wherever he wants. Heal mode should be single target and the single target should be able to be healed no matter where Venari is, Khora being able to change the targetted player from themself to other teammates.

     

    These are just ideas for possible changes for Khora as i love the frame, and I want to continue playing her, Khora is amazing but some things are holding her down.

    (Also Khora skin plz)

     

    Xines

    • Like 1
  17. On 2019-02-04 at 2:28 AM, Fiewel said:

    Hunter recovery is healing you. Way better than the healing mode of venari. 

    Now I am awake, Attack mode is still buggy when moving to different tile sets Heal mdoe and Attack mode face the same problem. DE need to fix this in general, it's frustrating

  18. 20 minutes ago, Sloan441 said:

    Well, Khora can be built to get along pretty well without Venari's healing, though it can help a lot. 

    She sorta has a TP button now, but it's a bit more complicated than ideal. If you heal mark yourself (Khora), Venari should teleport to you. 

    I know you can mark yourself and it teleports but what happens if she's stuck while the mark is on u?

    Also, I have my build around Venari healing and my melee so i'm fine but the Venari healing helps.

  19. 15 hours ago, Fiewel said:

    A slight derail, but you should use hunter recovery on venari for self healing. The healing of Venari isnt good, hunter recovery is in another league and makes Venari to a real life saver.

    I do use Attack but my healing mode is urgent for my long-term survival.

    3 hours ago, Sloan441 said:

    It's not just the Index. I'm not sure what causes it, but Venari can get hung up on a variety of things, then just hunker down in place (and snarl a lot). 

    The best solution (and it's not much of one) is to reset the AI mode. Usually...usually Venari will wake up and run to you after a reset. It might take a few tries to get her attention. 

    Hopefully, we'll see that AI rework before too awful long. 

    Not even the AI rework just a tp button xD it would fix Venari

  20. 4 minutes ago, (XB1)GearsMatrix301 said:

    Venari already teleports to you when you do that.

    It doesn't actually, once it teleports it will not do it again if u press the button. You have to wait for it to run to u or rescroll through abilities

  21. 15 hours ago, (XB1)GearsMatrix301 said:

    DE said they would be fixing pets with “pets 2.0” we’ve gotten fragments of it but we have yet to get the fixes to make Kubrows less of a pain to manage and hopefully AI improvements.

    The thing is I understand AI with pets are stupidly hard to do as the complex moverments of the game cause for chaos. But I am saying to have a temporary fix or a nice rework for Khora's 3 is to make it so whenever u press 3 on Heal mark mode, it would tp and like take 3 seconds before startiung to heal to balance it out.

     

    It's a nice addon but a welcome one, I would also wonder why "Protect" is a mode still

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