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(PSN)Mirishi949

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Posts posted by (PSN)Mirishi949

  1. hace 14 horas, [DE]Momaw dijo:

    Hello Tenno!

    This is one of our many Developer Workshops for Update 34: Abyss of Dagath. To see what other changes are coming in this Update, check out our other Developer Workshops here:

    In our next update, Abyss of Dagath, we will be making extensive changes to the way you use, Mod, and interact with your Companions!  Please use this post to become informed about what we are changing and why. As always, with pre-release information, this represents our current plans and goals but it might differ slightly from the final version.

    Our high-level objectives for this Companion rework are:

    1. Make pets more viable in high-level gameplay by making them immortal. Pets can no longer die! This avoids frustrating scenarios where you are relying on your Pet to provide some feature or bonus only to have them get removed from play. The base stats of Pets has also been increased significantly to help them in difficult missions.
    2. Introduce more interactive Mods that offer ways to play alongside your Pet instead of it being mostly autonomous like a specter.
    3. Changes to many Pet Mods, mostly to support the first two goals of removing death states and improving basic survivability. Some Mods were inconsistent in their naming or stats, and we have improved this. We have rebalanced some Mods that players felt were not good enough, or ones that we've observed are SO good that they are considered "essential."


    Pet Immortality

    We've all seen the memes with people giving their Pets funny names, only to see the message over and over every few minutes: "Your pet is down!"  Dying cats and dogs have been demanding attention on your HUD, and spontaneously combusting sentinels have been robbing you of your Vacuum and Animal Instinct for years.

    All that changes with this update. Going forward, Pets will still have Health and Shield values, and they can be knocked out, but they will not die if you fail to revive them. When they reach zero Health, Pets will instead become Incapacitated for a base duration of 60 seconds. All Pets will automatically revive at the end of their Incapacitate period, and there is no limit to the number of times this can happen.

    • Kavats, Kubrows, Moas, and Predasites will collapse on the ground and can be, optionally, manually revived to get them back into action quicker.
    • Sentinels cannot be manually revived, but they will fly along with you in a damaged state while performing their automatic self-revive.
    • Vulpaphylas have their usual tricks instead, where they morph into a Sentinel-like state for a short period and then recover.
    • Khora's Venari still uses its usual behavior of temporarily disappearing if defeated, but you can override its time-out by spending energy to cast her Venari Ability.

    Several Mods have been modified or introduced that also change when or how your Pet deals with Incapacitation - see the section about Mods for specifics.

     

    Pet Stat Changes

    Two broad changes have been made with regard to your Pet's base stats to increase their staying power.

    Firstly Health, Shields and Armor have been refactored across the board. This simple numeric buff was made with the goal of Pet survivability increasing by approximately 50%. This also means that the choice of whether to use, for example, Enhanced Vitality or Linked Vitality, will depend on your Warframe choice instead of the Linked Mod always being strictly superior.

    Additionally, non-Sentinel Pets now gain their full Health and Shield values immediately when you acquire them. Historically Health and Shield values would increase as your Pet ranked up, which you could see as "Rank Bonuses" in the Upgrades screen. We've removed this behavior and simply given Pets what would end up being their Rank 30 values at Rank 0. This should let you immediately take your Pets on more difficult missions after earning them!

    Including both the removal of Pet rank bonuses, and the base increase to stats, here’s what the new stats will look like for all Pets at rank 0:

    Revised Kubrow Stats:

    • Huras Kubrow: 560 Health (from 150),  490 Shield (from 125), 200 Armor (from 50)
    • Raksa Kubrow: 750 Health (from 200), 390 Shield (from 100), 200 Armor (from 50)
    • Sahasa Kubrow: 940 Health (from 250), 290 Shield (from 75), 200 Armor (from 50)
    • Sunika Kubrow: 830 Health (from 220), 350 Shield (from 90), 200 Armor (from 50)
    • Chesa Kubrow: 940 Health (from 250), 290 Shield (from 75), 200 Armor (from 50)
    • Helminth Charger: 710 Health (from 190), 330 Shield (from 85), 200 Armor (from 50)

    Revised Predasite Stats:

    • Predasite (all types): 710 Health (from 190), 350 Shield (from 90), 200 Armor (from 50)

    Revised Vulpaphyla Stats:

    • Vulpaphyla (all types) 680 Health (from 180), 370 Shield (from 95), 200 Armor (from 50)

    Revised Moa Stats:

    • Moa: 350 Health (from 100), 350 Shield (from 100), 350 Armor (from 100)
    • Moa base stats can be modified further by their components and via gilding

    Revised Kavat Stats:

    • Adarza Kavat: 310 Health (from 80), 270 Shield (from 70), 200 Armor (from 50)
    • Smeeta Kavat: 390 Health (from 100), 230 Shield (from 60), 200 Armor (from 50)
    • Vasca Kavat: 310 Health (from 80), 270 Shield (from 70), 200 Armor (from 50)
    • Venari: 900 Health (from 300), 350 Armor (from 350)
    • Venari Prime: 1050 Health (from 350),  450 Armor (from 450)

    Revised Hound Stats:

    • Adlet Hound: 350 Health (from 100), 450 Shield (from 150), 350 Armor (from 100)
    • Garmr Hound: 350 Health (from 100), 350 Shield (from 100), 450 Armor (from 150)
    • Raiju Hound: 450 Health (from 150), 350 Shield (from 100),  350 Armor (from 100)
    • Hound base stats can be modified further by their components and via gilding

    Revised Sentinel Stats:

    • Carrier: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
    • Carrier Prime: 650 Health (400), 200 Shield (from 100), 150 Armor (from 150)
    • Dethcube: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
    • Dethcube Prime: 600 Health (from 300), 200 Shield (from 100), 150 Armor (from 150)
    • Diriga: 700 Health (from 350), 150 Shield (from 50), 80 Armor (from 50)
    • Djinn: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
    • Helios: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
    • Helios Prime: 700 Health (from 250), 200 Shield (from 100), 100 Armor (from 100)
    • Nautilus: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
    • Oxylus: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
    • Shade: 600 Health (from 350), 130 Shield (from 50), 80 Armor (from 50)
    • Shade Prime: 700 Health (from 350), 200 Shield (from 100), 100 Armor (from 100)
    • Prisma Shade: 600 Health (from 300), 130 Shield (from 50), 80 Armor (from 50)
    • Taxon: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
    • Wyrm: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
    • Wyrm Prime: 450 health (from 225), 600 Shield (from 300), 150 Armor (from 150)

     

    Consistency In Pet Healing

    Previously, the Mod Link Health could cause your Companions to gain some of the healing that your Warframe did. This invisible feature was not indicated by the card, and it was never explained what forms of healing worked or why. Additionally, Pets were using some of the same mechanics that things like mission objectives did, which limited the effects of some healing or defensive powers. We've decided to remove both of these obscure mechanics and restrictions.

    Companions will no longer gain Health when your Warframe does if using certain Health-absorbing powers together with the Mod Linked Vitality (formerly Link Health). The restrictions of the following abilities and features, as they apply to granting Health, Shields, or Damage Resistance to Pets. have been removed:

    • Warding Halo
    • Blessing
    • Immolation
    • Blood Altar
    • Splinter Storm
    • Intrepid Stand
    • Eclipse
    • Discharge
    • Desolate Hands
    • Penance
    • Thurible
    • Mend & Maim
    • Sancti Magistar
    • Protective Sling


    Changes To Existing Mods

    Sentinel Survivability Mod Changes:

    • Calculated Redirection changed from max 275% Shields to max 250% Shields
    • Enhanced Vitality changed from max 220% Health to max 250% Health
    • Metal Fiber changed from max 110% Armor to max 250% Armor
    • Regen has been changed significantly. Because your Sentinels no longer die after reaching zero Health, Regen instead reduces the Incapacitation time of your Sentinel by 20 seconds, and provides 6 seconds of Invulnerability after reviving.
    • Primed Regen provides a greater benefit: Incapacitation time is reduced by 35 seconds, and provides 6 seconds of Invulnerability after reviving.
    • Sacrifice still allows your Sentinel to automatically revive you; however, the Sentinel now goes into Incapacitation instead of being destroyed. Adds 15 seconds to your Sentinel's Incapacitation time.
    • Repair Kit has been changed from providing your Sentinel with 6 Health per second to 18 Health per second.

    Companion Survivability Mod Changes:

    • Link Health has been renamed to Linked Vitality, and changed from max 165% of your Warframe's Health shared with Companion, to max 125% shared Health.
    • Link Shields has been renamed to Linked Redirection, and changed from max 110% of your Warframe's Shield shared with Companion, to max 125% shared Shield.
    • Link Armor has been renamed to Linked Fiber, and changed from max 110% of your Warframe's Armor shared with Companion, to max 125% shared Armor.
    • Medi-Pet Kit has been changed from providing your Companion with 6 Health per second and 72% Bleedout Reduction, to providing 12 Health per second and reducing Incapacitation time by 15 seconds.
    • Accelerated Deflection (+90% Shield Recharge) has been changed from being only equipped on Sentinels, to the Robotic category, which means it is now also compatible with Hounds and Moas. Additionally, it also provides -45% Shield Recharge Delay.

    Other Companion Mod Changes:

    • Djinn's "Reawaken'' has been changed. Now it will reduce Djinn's Incapacitation time by 6 seconds for each Energy Orb you pick up.  Djinn will also revive with 300 points of Overshield for each collected Orb.

    Dev note: Since every Sentinel now has a free immortality feature, Djinn needed something to be special again.  

    • Pack Leader has been changed. Instead of healing your Companion by 36% of melee damage inflicted, it now restores 50 Health per melee hit. Excess healing becomes Overguard instead, with a maximum of 600 Overguard.
    • Primed Pack Leader increases Pack Leader effect to 92 Health restored per hit, and increases Overguard cap to 1100.

    Dev note: Pack Leader's healing was so strong that, functionally, any upgraded melee weapon would fully heal your Companion in a single hit. You would hit an enemy for several thousand damage, and your pet would proportionately receive thousands of Health. This change tries to make the healing values more sensible so that you can heal your Companion efficiently but not *instantly*. By letting you overflow into Overguard, it also provides some extra ability to tank large hits.

    • Sentinel Sanctuary and Companion Shelter Mods have been improved. The shield globe, while the player is performing a Revive, has been increased from 600 Health to 1800 Health.
    • Self Destruct has been altered and renamed. Formerly this would cause Sentinels to cause 600 Blast damage in an 18-meter radius on death. This is now renamed to Knock Out Blast and causes 600 Blast damage in an 18-meter radius on Incapacitation.
    • Loyal Companion has been replaced entirely. Formerly it provided a 90% Bleedout-Link so that your Companion had a longer period of time where it could be revived. Since pet death is no longer a factor: Loyal Companion causes your pet to taunt enemies and draw fire to itself for 30 seconds if your Warframe falls below 35% Health. There is a 60-second cooldown between activations.
    • (Parazon) Hard Reset: Changed from instantly reviving your pet if you achieved 3 Mercy Kills within 40 seconds, to reducing your pet's Incapacitation time by 10 seconds on each Mercy Kill.

    Dev note: We found that this was fairly difficult to achieve. Changing it to allow incremental progress makes it more reliably beneficial to use this.

    • Fired Up has been both improved and simplified. Previously this would require that your Sentinel has been shooting continuously for some period of time, and then added a Heat damage multiplier. This has been changed so that the Sentinel gains a 5% bonus Heat damage on every weapon hit up to 100%. The bonus resets after 5 seconds without the Sentinel getting a hit

    Dev note: This Mod was difficult to understand and only worked if the Sentinel weapon already did some amount of Heat damage. The mechanics are now more intuitive and the bonus applies the same way adding a Mod would, so your Sentinel's weapon doesn't need to already do Heat damage to benefit.

    • Spare Parts: Replaced completely. Previously Spare Parts would cause Sentinels to drop rare materials on death. This has been replaced by Salvage Scanner, which causes your Sentinel to mark enemies for 5 seconds, choosing a new target every 15 seconds. Killing the marked enemy causes them to drop extra loot.

    Dev note: Since Pets no longer die, we wanted to change their resource drop to something that was more interactive and rewards combat instead of your Sentinel randomly exploding.


    New Companion Mods

    Referring back to the introduction, one of our goals with the Companion rework is to add opportunities for the player to work together with the Pet. Instead of a Mod that only affects your Pet, we looked for ways that you and your Pet could amplify each other. Our current plan is for these new Mods to be available at the Conservation vendors in Cetus, Fortuna, and Deimos. These new Mods are still in development, so we aren't quite ready to share them in this Workshop post, but full details will be available in the Abyss of Dagath patch notes.


    Further Companion Quality-Of-Life Changes

    A few further changes that are worth mentioning:

    • Sentinels now avoid damage from Fire Eximus explosions if you also avoid damage with a successful Roll.
    • The improvement to Shield Gating where it now scales with maximum Shield strength and fully resets as long as you have any Shield charge at all, also applies to Companions.
    • Companions can now gain Overguard and Overshield.

     

    Closing

    Thank you for taking the time to review the Dev Workshop! We hope you'll have fun playing our changes, coming to the game with the Abyss of Dagath update. As ever, we will be watching for your feedback and welcome constructive discussion.

     

    Please do not add shields to helminth, make him more similar to his master Nidus.

     

    • Like 1
  2. En 19/2/2015 a las 14:12, Volkovyi dijo:

    Good Day Fellow Tenno

     

    Art Archive Forum Thread - https://forums.warframe.com/index.php?/topic/306863-volkovyis-artwork-archive-update-jan2815/#entry3476853

     

           As time goes on an interesting pattern has emerged amongst the release of Prime Warframes. Each new Prime of course is fancier in terms of building upon the original Warframe, and of course that is expected. As an artist makes more artwork, they get better with practice.

           But then the older designs begin to look lackluster in comparison, which is also expected, but nothing to be sullen about.

    The first two Prime Warframes, Excalibur Prime and Frost Prime, have no visual body differences from their original Warframe counterpart. Helmet designs do not count as those are always a given, but I mean in terms of their armor.

          Below is my suggestion for perhaps an upgrade to Frost Prime's design, Frost Prime is chosen as our favorite Warframe. We do not plan on including Excalibur Prime, or others, into this thread.

          Consider a compromise that such an armor upgrade could be optional for Frost Prime users, to be taken on and off like armor attachments.

     

     

    Version 2.0

     

    With so much discussion over this topic, we were inspired to create a better version of our original idea. Please note that the custom parts were painted over screenshots, and mirrored parts are implied. The back coats, and arm exhausts, are supposed to be mirrored. Thank you to everyone who has taken interest in our concepts.

     

    Hidden Content

     

    Version 1.0

    Hidden Content

     

    Discussion Topic

     

    We would like to take this opportunity in this thread to invite fellow Frost-enthusiasts to talk about Frost's overall ability rework fairly recently, in comparison to both Excalibur's and Saryn's reworks. We feel that Frost's rework was the beginning of a good idea, but it also felt like it was not enough. In comparison to the great success of Excalibur's rework, and we must admit Saryn also now feels a lot more fun and powerful, Frost seems like so far he could have been offered more in his abilities.

     

    For example we still feel that Freeze and Ice Wave are redundant, perhaps combine the two, have Ice Wave leave behind a trail of cold and be able to freeze enemies, remove Freeze and create a new ability altogether? Frost also has a much higher than average armor rating, he looks like he would be more sturdy and immovable like a glacier. However he has no way to benefit from his own abilities besides hiding inside Snow Globe.

     

    What are your thoughts and ideas for perhaps elevating Frost into a true heavy duty battle mage, above his usual role as "Globe bot?"

     

     

    hello i like it but it is too minimalistic to call it a redesign i am doing a redesign for it and other classic prime frame's that really take up a redesign compared to the more current output of the prime's

  3. question you have too much of a recuse but very little of another we present you the new system of vault of resources of the clan with this system you can access the vaul of resources of the clan to exchange your resources occupy a great amount of some resource no problem the only thing you have What to do is donate a certain amount of some resource that you over and ready you can get the same equivalent to what you donated or you can ask for a loan of resources (ten in mind that when you request a loan you will apply a task of that resource will be sent directly to the dojo and until you pay that loan you will not be able to apply for another loan and although you apply for the loan and let the clan carry the debt until it is paid and you will not be able to apply for loans to other dojos).

    now the system of the kuva litches is used more as an exchange currency and a way to get weapons but now a new system of farming of resources is implemented using the converted kuva litches (we have eliminated the system of resource drones to implement since This was quite inefficient and obsolete) Now from a console located in the personal room you can contact your litches and send your followers to different missions for a varied amount of resources when sending they will occupy an area or planet that will not work in a standard way (which translates into a low profit of resources and greater enemy level) due to the looting that will be doing the litches there is also a probability that your litch group is captured depends on the level of the planet and you can find it when doing missions on the planet at that time the litches will ask for help to find a hidden resource vault only available if it is in that state

    the amount varies from the amount of kuva litches that you envy at the moment you can use only 5 but they can increase by platinum not all the resources will be yours since the litche occupies half of the determined way to improve their ships you can also assign them to the clan to that help to increase the resources of this and keep them using a new room the cabins where they can rest after so much work ten in mind that they will have statistical statistics rooms for their new uses as followers will now have their own ship and crew who can visit and improve your Asian ability as your statistics now they will also level up to help you get out of that better standing squeeze and avoid your death at the hands of another of your nemesis

  4. Hi, I'm from PS4 but I've been aware of the update, what came out as the main theme of this are the Kuva litches

    So here it goes

    The first thing I saw is how the generation of these begins (grinner missions of 20 or higher with the internal war over) is almost automatic and almost without the right to choose.

    After searching for the kuva saguijuela and eliminating it, we already have our nemesis and its random statistics and its weapon as well. without the right to improve it (although many believed so) although the kuva litch has abilities it does not have much power and almost does not use them what makes it look like a normal eximus its statistics do not rise true although if you level up and your maximum is also 5 steals objects from their areas of influence.

    and lastly the Kuva weapon, a minimum chanse that appears in a ramdon mission to help (well I have not seen that so I can not know how useful it does) but it is assumed that the more we have as better allies. end of review

     

    Now what I'm going to say are things that you should add or good to keep in mind

    first an npc that gives us the mission of the kuva litche (maybe a grinner spy trained by manic-looking kenshi that is either in the repeaters or at the base of the steel meridian because I will say it apart but I like the idea since he would give us an assault mission to the place where the kuva litch is and could also prevent them from appearing in other missions by altering the information but I leave it to luck)

    second, how does the kuva litch work as we know we cannot face it until we have the mods requiem its areas of influence rob us automatically and even if the level rises nothing happens (something that should at least rise in statistics but no) I recommend that if We can kill him by doing a god-like pattern of war by doing his statistical damage to his weapon, he will go up and then go into rage, which will make him not stop appearing on missions to eliminate the difference, we will not be able to harm him, rage will he will lower him with each mission as 3 or 4 or that he will grab us and kill us what will make his mood and that he steals us go down I would say but that I leave to those of DE after raising the level of his kuva litch will increase his statistics of resistance, armor, and shields

    for the latter since in the above with the statistics of the weapon will rise in a limited way every time we defeat it now with the choice to save it we get almost nothing (now I say because we remove the extractors that are obsolete because we do not send them to missions of collection of resources either daily or weekly (when you are doing those missions can not help us) in obtaining or even doing missions to get more followers allies or beacons to call them that are ideas nothing more than you is the materialization

  5. they return the wall run and some changes in the game

    now it can be indefinitely hooked on the wall each warframe has its own hooking style (nidus generates an infested contact area where it is held, hildryn uses the thrusters to maintain it and wisp floats maintaining a slight contact with it) the indefinite form applies to the use of a secondary and mele in primary schools remains temporary in some weapons.

    with this update the mobility of the enemies has changed (the grineer, corpus and infected no longer jump from one side to the other) now the grineer use the elevators another use the jetpack or the hook, the corpus use some energy portal or use the hawks and the infested climb like spiders.

    With this update the passive loki is useless so it has been replaced by a better now for each stealthy shot loki will take the form of the enemy with 25 percent extra damage for 30 seconds among other changes

    if you like it and like it in case you want a second part

  6. the wall creepers
    with this little update

    they return the wall run and some changes in the game

    now it can be indefinitely hooked on the wall each warframe has its own hooking style (nidus generates an infested contact area where it is held, hildryn uses the thrusters to maintain it and wisp floats maintaining a slight contact with it) the indefinite form applies to the use of a secondary and mele in primary schools remains temporary in some weapons.

    with this update the mobility of the enemies has changed (the grineer, corpus and infected no longer jump from one side to the other) now the grineer use the elevators another use the jetpack or the hook, the corpus use some energy portal or use the hawks and the infested climb like spiders.

    With this update the passive loki is useless so it has been replaced by a better now for each stealthy shot loki will take the form of the enemy with 25 percent extra damage for 30 seconds among other changes

    if you like it and like it in case you want a second part

    • Like 1
  7. honestly this is my opinion about the endless missions in the games currently are actually boring because they are very basic because the modes they address are very simple to which I refer for example the defenses we all know what it means but in the I play your mode is too simple because when you start a mission we do? simple to go a cryoprobe and defend it until time runs out nothing more. and even there I get everything to be a defense system even if it is a minimum of a great rate of appearance of enemies since the objective of a defense is to protect something or someone from hordes (hordes) of endless enemies or even give us a boss or mini boss at the end of the last round.

    This is only part of my opinion if you want to know how I see that they could improve this game system let me knowimage wiki GIF

  8. will see that as tenno I was talking to my warframes sincerely I felt uneasy to travel in a ship that apart from the functions of his creation and radio survivalism and honestly from that I have seen it boring and seen grinner pollution however I admire to see its adaptability for live on asteroids or the corpus with mobile laboratories that are always moving and I wonder if we could attach a charging system to the orbiter with a mini greenhouse system to grow and play with our pets and a place to sleep eat and all that a tenno can do not only if not with friends since the fourth staff does not have much space and that name is big

  9. if I was in extermination in lua when the wolf appeared I with the revenat used the ability to temporarily stop the secuases that with napalm were laying us down at the end eventually I went ahead in the extermination and died giving an advantage of land so that my squadron I could escape by finishing the mission

  10. Hello, I am an amateur Warframe player, something that caught my attention was the child and the helminth that calls for medical attention and its unique voice. Part of it. several fragments of a story that could explain a secret Lotus story, the manipulation of the kuva and its essence in the nest, its relation to the helminth and its unique assimilation of the kubrow charger

     

    • Like 1
  11. bueno te dare un avance

     

    comieza una alerta que se divide en tres de rescate durante la alerta nos encontraremos con una divicion de cientificos corpus y tendremos que recatar (un nidus, que habla, un infectado(un poco extraño) y una niña (con un aspecto raro)  1 por cada mision  durante la mision veremos infectados luchando contra corpus pero estos nos imnoran despues de haber rescatado a los 3 la niña nos contara unas cosas(spoiler) y nos dara una llave de un derrelicto y tendremos que ir alli....

    bueno hasta aqui por el momento

  12. Hola mucho gusto soy un jugador amateur de Warframe algo que me llamo la atención fue nidus así como helminto que llase en el ala médica y su kubrow único e escuchado que pronto Arán una aventura relacionada con ellos y quisiera colaborar con parte de ello yo e echo varios fragmentos de una historia que podría explicar una historia secreta de Lotus  la manipulación del kuva y su esencia en nidus su relación con helminto y su único asimilación el cargador kubrow

    • Like 1
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