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NuclearCoffeePot

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Posts posted by NuclearCoffeePot

  1. 9 hours ago, --NovaPrime-- said:

    ngl i like the ideas from set 2 more simply because even though a passive for dodge chance may be thematic as heck, you never really feel how strong that is, i can see people always asking for more haha.

    and this is realy what i want this page to be, litterly throwing ideas at DE untill we have so many there is no excuse where they dont even need to be creative they can just pick and chosse the best peices of the best kits.

    I totally agree, the point I make in all my page's is that I want to pull the communities ideas and feedback together to create a concept we like so that DE can work off it- and also one of the worst things in games is being unable to feel the effect, especially when your meant to be a killing machine, take smite, the autoattacks and most abilities have no feeling of impact despite the fact that all the characters are supposedly gods and demigods

  2. 7 hours ago, (XB1)GearsMatrix301 said:

    You’re effectively keeping Revenant the same. 0/10.

    The only way to make Revenant an actual good frame is by purging his 1-3, tearing out that idiotic vampire theme, and giving him good abilities themed after Eidolons/Sentients. We even have new Sentients for power inspiration.

    I kinda disagree. IN the sense that I don't think rev is bad but his ability mechanics need work to make them more effective, leaching shields and hp, adaptive damage, aggro army, and complete damage nullification sounds pretty good to me

    Though he should have a bid more themed around eidolon's- Ill work on some new concepts and update the post in a day or so

  3. THis is a response to the Rahetalius video on expanding Plains and Fortuna- Link here- 

    And these are my ideas for specifically the Planes of eidolon, not including his Unuum tower mentioned in the video, which, while an amazing idea, is not the only idea I can see being used-

     

    To me the Plains are a phenomenal place to expand, it's scale is currently small, it has 2 kinds of roaming bosses, eidolons at night specifically and thumpers to boot, but it lacks in exploring the true plains, the untapped, distorted wilderness of the pre-orikin earth. With that said I have 2 ideas that I believe would be trully interesting

    Idea 1-The dirigia Colony- We save quite a number of rogue grineer, but there are probably loads who don't want to fight, so what do they do and where do they go if they aren't joining steel meridian- THe answer is partly The Dirigia Colony- A massive floating townscape, suspended mobily in the air by dirigible technology, something we have already seen the resourceful grineer use- They can travel to the shores of Cetus as a semi-weekly event, stopping by with new trade opportunity's for rare resources, contracts, and mabye even quests- they can also serve as the intro to primary weapon kitguns- Perhaps even unique railjack parts

    The backstory is that grineer deserters, desperate for a home that would not inevitably be tracked down and destroyed, built the Dirigia Colony from what they had, a home always on the move, they travel from place to place scavenging and trading, always on the run.

    Idea 2-The Wild- an idea I talked about before, the wild is an open world expansion for the Plains, what happens when you go beyond the force field enclosed map- the answer is that over the river and through the woods, is an untamed frontier, Your main threat is not the sparce grineer outposts, or infrequent infested outbreaks, or even eidolon escence poisoning the waters, it is the wild itself, the variety of dangerous flora, fauna, and fungi- THrough your journey through the wilds you will encounter strange tribes, groups of people who all speak of someone, or something that taught them the ways to survive in this place, perhaps a tenno?, and you must uncover that mystery while attempting to curry favor with one tribe, or bring peace to them all- In addition to the main open world area, filled with densely packed forests that cannot easily be entered, exited, or traversed by archwing or kitboards- there will be rendomly generated missions that can appear anywhere on earth when the wilds is unlocked, these missions are like mini openworlds of their own as you track down rare and dangerous beasts, slay hordes of infested, or totally eliminate grineer prescence- each of these missions could be like there very own, plains sized adventure, and as noted earlier, do to the dense foliage it will mostly be maneuvered on foot, save for perhaps taimed animals, adding to the sense of Wild

  4. There are a number of frames who require rework- Titania for overall blech is probably top of the list and I would love to see her reworked, then there are frames like frost and nyx who have mechanics that are old and there is no reason to pick them over other frames, Hydroid is good but his gameplay is not very interactive and boring if you play him efficiently, then there is revenant- sloppy mechanic's, strange thematic implementation, and some synergy problems put him at number 2 on my list.

     

    Ideas-

    A note before we dive in- Why doesn't revenant have a vomvalyst face, it's both somehow creepy and loveable  and giving him those eyes like on his mask and a skeletal nose would up his eerie factor- if not on his face to keep the eidolon beard, make it on his back where there is empty space, or a part of his chest

    Revenant Small scale changes- These ideas will not change him much from his current state, only adding some mechanical changes and qol

    Passive-Passively generate overshields- when they are damaged release an energy spike that stuns nearby enemies

    1-Enthrall has an added function- When thralls die they enter a spectral form similar to vomvalysts- in this form they gain a damage bonus, no longer enthrall enemies and have a seperate cap counter from base thralls-

    Base thrall changes- Limiter is now based on how many enemies each initial thrall can enthrall- 

    2-Stay the same- Casting enthrall on a stunned enemy has a % chance based on power strength to enthrall an additional nearby enemy for 0 cost

    3-Reave- give it better controls- mabye let it clip through some objects- for mobility's sake reave continues in the direction it is cast in with steering but is not effected by gravity- instead staying on the same angle- thus if you cast forward you keep going forward and can pass over hole's in the map without falling through, you could also aim upwards to fly in that direction- this will be useful for DM since you won't have to travel around paths and instead can use REave to take shortcuts and your preserved momentum from reave can help catapult you - reave now converts excess heals and shields into overshields

    4-DAnce Macabre- Make lasers have a vertical hitbox so your lasers don't have to be right on the dot to hit them- hitting stunned enemies with dance macabre enthralls them for 0 cost- killing thralls in dance macabre restores energy-

     

    Here is the link for the large scale rework concept

     

    • Like 3
  5. Lets pop some ideas on this forum-

    passive- Mind Read- Nyx reads the minds of enemies when she casts abilities, allowing her to dodge attacks,- casting abilities grants 30% attack evasion for x seconds based on duration- stacks and refreshes with repeated casts

    or

    Esper shield- Nyx uses her powers to passivly generate a telekenetic shield around her, generating a stack every x seconds of not taking damage,- when an enemy strikes her a stack is consumed, the attack has its status chance nullified and has it's damage reduced by a large % while the enemy who attacked has their weapon destroyed by a psychic blast- instantly generate stacks on ability cast

     

    1-Mind Trick-Imagine the classic obi wan hand wave- Cast to wrap a veil of pschic energy over enemies in a cone, causing them to confuse friend for foe and foe for friend, they will attack their former allies and ignore tenno for the duration, the duration is refreshed when other abilties are used- they gain a damage boost for the duration scaling with the level of nearby enemies- they are immune to damage from tenno and store it, detonating on duration end for that damage times power strength

    2-If passive idea 1- Nyx surounds herself in a force field, causing attacks that would ordinarily strike her to have their damage both absorbed and redirected- works like Octavia mallet, with every strike that is absorbed the damage of the redirection is increased by that amount- base redirection damage is affected by power strength- nullifies passive for the duration but also prevents passive stacks from decaying until the duration ends

    if passive idea 2- Exert your psychic powers on nearby enemies, forcing them to selectively ignore the prescence of tenno, they are unable to  target you or be alerted by your prescence, effectively making you invisible, you are not immune to laser gates

    3-Psychic bolts-two modes- tap cast- create projectiles(# based on power strength) which seek out and stun enemies, permanently reducing their armor by a base % scaling with level- bolts are also spawned from enemies effected by mind trick with half the number

    hold cast- creates ally seeking projectiles from you and mind trick enemies- on reaching an ally they provide them with your passive effect-

    if passive 1- evasion chance, increased per psychic bolt- if evasion goes oveer 100% on an ally the duration is increased instead by the number of bolts-if 2 is active enemies also recieve the force field

    If idea 2- grant allies x passive shielding, based on number of bolts on that ally, plus gain over time- 

     

    4-Chaos- Reign down chaos on the battlefield, cause all enemies to attack eachother and gaining damage multipliers based on average level of affected enemies(damage multiplier does not function against allies-

    If passive idea 1-/2nd ability idea 1, the damage multiplier works on absorbed attacks but not against allies not affected by absorb

  6. 11 hours ago, zhellon said:

    I'm probably wrong to write. When I mean evasion, I mean mechanical evasion, like roll or bulletjump. This is available for both modes.

    Gotcha- It reminds me of wisp invis in air but overall it sounds like a great mechanic- having enemies unable to target you after you perform said action would be very worthwile

    11 hours ago, zhellon said:

    I think there's no problem even giving a butterfly the ability to shoot with a guardian weapon. The guardian's weapons are standardized and they'll just need to prepare a slot for it. On the other hand, most special mods give only effects and do not require special animations. There may be problems with attack mods, such as rush dogs, but I think it won't require much animation either. Just make the butterfly cling to the ground and act like a dog/cat/moa, but without much animation. The only problem may be with special mods for an infected dog.

    My question regarding this was with things like Cat's eye, Charm, and Transfusion- sis every ally can have a razorwing these would provide very powerful buffs to the whole team without the need for the base crit buff, on one hand amazing, but on the other imbalanced, especially transfusion- that will mean anyone with a razorfly summon aura can be revived up to 3 times if the razorfly doesn't die- Not to mention Tek assault which would grant the razorfly a relatively high % to just not take lethal damge and become immune to it for 4 seconds- that's just with kavat mods- and for sentinels would ghost mod for shade prevent them from distracting enemies, reawaken and to a lesser extent primed regen- would they reawaken and prevent the spawn of  another razorfly or would another spawn even when that razorfly ressurects,  then there is synth deconstruct- health orbs drop on enemies damaged by equipped sentinel,  fatal attraction and self destruct would be interesting since it will stack damage with your razorfly's innate self destruct- then there is spare parts which causes a 45% rare resource drop on death, since there is the continuous spawn on razorfly that winds up to at least 1 rare resource drop for every 3 deaths- per ally holding a razorfly buff- 

    11 hours ago, zhellon said:

    You can use Latern control against enemies that can see you. I also wrote about the problem of evasion (it's not a problem, right?)

    The bottom line is that here I'm betting on the mechanics of auras from Latern. Razorwing is actually a good mobile support in this concept, as you can have a Latern that will be in your hands and at the same time, you can activate the Latern effect yourself. Thus, when you teleport to an ally, he gets these two auras, which can be very much save in critical situations. This makes sense when you are spread out across the map and Titania can see everyone (e.g. in a large room). Invisibility will not work very well in this case, it will only work when you need to protect something.This ability has one task, but different mechanics of work.

    Gotcha

    11 hours ago, zhellon said:

    ou can make a health modifier that is based on duration. The duration of the ability is infinite, but Latern can be destroyed by enemies, so it makes sense.

    Gotcha

    11 hours ago, zhellon said:

    It stacks on the number of similar auras. If you have 4 auras and a Titania aura, you get +25%. But you have a limit of 4 Laterns, so you can't actually get other Latern effects if you keep it

    Gotcha

    11 hours ago, zhellon said:

    This extends to all allies within the range of the aura. The fact that the ally holds the latern in his hands only allows Him to move the aura, that is, to become the center of the aura.I see what you've thought of the Wisp mechanics. Think of it as a chroma skin mechanic that spreads buffs around itself just like Chroma itself.

    Gotcha

    11 hours ago, zhellon said:

    I thought of it simply as a change of style to release heavy projectiles like a boltor so that the weapon felt heavier. I have no reason to do this AOE weapon because I can take a normal weapon. I just wanted the weapon to remain useful even at 10% strength with additional effects. You can still heal because Dex Pixia by standard has a good DPS. You can still apply vulnerability stacks, although they will be less effective, but even 0.1% will work well. I'll just do a high firerate build and switch weapons.

    Alrighty

  7. Hey man, glad you made a comprehensive post, I'll take these into further consideration when updating my own post soon 🙂 

     

    Thoughts:

    4 hours ago, zhellon said:

    Passive ability: Titania uses her wings to have a soft fall effect. By performing evasion, Titania cause opponents and missiles to lose sight of you for a small amount of time. (Gives invisibility on 3 seconds.)

    The soft fall would be nice especially when leaving your RAzorwing- I do like the lost sight evasion change- this means bombard rockets lose lockon when you evade them which will help her evasion a bunch- Do you know how much Evasion you want to give her and if so do you know if it will be tied only to archwing- 

    4 hours ago, zhellon said:

    Razorwing: activate archwing mode, changing the principle of action of abilities. You retain the ability to use your primary and secondary weapons. As a melee used Divata, which takes its characteristics from equipped melee weapons. If the melee weapon is not equipped, the Divata has standard characteristics. Divata has its own build.  Titania also turns her companion into a razorfly. (It will make sense to check the companion system in archwing mode.) 0 energy. 

    Granting Razorwing to her 1 so it's more available is nice, though a zero energy cost is a bit unballanced, give it an initial drain but no drain per second- Having diwata take equipped melee stats is nice when it is active- Does companion become a singular razorfly, in which case will it retain all companion stats, mods, etc- if it does will unique mods for companion types work on it

    4 hours ago, zhellon said:

    Normal form: You create a veil that makes you and your closest allies invisible to enemies that are further than 20 meters away. Ability works for Laterns. 50 energy. 10 sec. 

    Razorwing form: Teleport to an ally, Latern or opponent, blinding nearby enemies and dealing slash damage within 5 meters. 25 energy. 

    Stealth is good, mabye grant evasion to attacks from enemies who can see you to make more use of your passive- the teleport is a nice change- does it have a max range or is it infinite- dealing slash damage and blinding is a nice effect for her, damage doesn't have to deal a whole lot, the blind is the best bit about it- my one problem is that by using razorwing you sacrifice a good deal of teamplay, sure there is a blind but it is not continuous and in normal form it doesn't apply to allies unless they hold a lantern which limits them to secondary and melee attacks

    4 hours ago, zhellon said:

    Laterns: Titania gets a minelayer mechanic that allows you to select an ability effect.

    Normal form: Titania creates an object with 5000 hp that will emit light, giving bonuses to nearby allies or weakening nearby opponents. This object can be picked up by Titania and any ally using the interaction key. (The object will be fixed on the left hand.) Until the object is picked up, it is a priority target for enemies. 75 energy. An infinite duration. 4 maximum.

    Razorwing form: Titania herself emits light, giving bonuses to nearby allies or weakening nearby enemies.  25 + 5 energy/s.

    Effects:

    a) Lures nearby enemies, forcing them to drop their weapons and walk toward the light. 

    b) Grants life force to nearby allies within 10 meters, restoring 5% hp/s. (The effect can be stack. 4 latern + titania = 25% hps)  If an ally has more than 50% hp and receives a death blow, he gains sanctity for 3 seconds. Sanctity does not provide full invulnerability, but only provides healthgate at 2 hp.

    с) The light spawns a razorfly that joins allies or distracts nearby enemies. After receiving a fatal blow, the butterfly explodes, returning the damage to the enemy. 12 active butterflies can exist. (Yes, I use them as live rockets)

    d) Increases weapon critical and status chance  by 5%. The effect can be stack.

    Normal form. oke doke- infinite duration limit's your build path, which is something you have worried about before, if she has infinite duration she only needs to build strengths for her buffs- if we ignore spellbind that is which I assume is duration based-

    RAzorwing- having her emit the light herself is an interesting idea- does this remove existing lanterns- if the bonuses apply to allies near her then her best teamplay move while in razorwing would be to stick near someone without run gunning, though the tp helps balance that so the problem isn't to significant

    Effects: Lure disarming enemies is nice, lantern and you won't take damage so its pretty great

    Life regen is helpful and having a hp gate will definently boost teamplay

    Razorfly spawn is a good mechanic, having the explosion only on death could be a limiter since the damage wouldn't be that useful and it will only trigger when you lose the razorfly, that means it only deals damage when it loses all effectiveness as a decoy for you, are there several razorflies or will one spawn when the previous dies

    Increased crit and status, a good all round boost, does it stack per nearby lantern or ally, or is it based on number of kills, depending on it can be meh or great because of how easy you can stack the buff

     

    Im still concerned about only having once buff at once, allies will be limited on what buffs they can get- will you make it so each ally can only hold one but they share the buffs amoungst all allies so that you can stack all on top of eachother, or will they have to sacrifice one buff to get another, I still think a cycle idea is best for maximum effectiveness- 

     

    4 hours ago, zhellon said:

    ) Dex Pixia: Titania equips her tactical weapons, the effects of which depend on the form. 25 + 10 e/s.

    Normal form: Titania fires a special toxin that deals damage to enemies and heals allies by the amount of weapon damage. Titania can heal Laterns.

    Razorwing form: Titania charges weapons with spikes that deal damage to opponents and makes them vulnerable to any incoming damage.

    making this seperate from razorwing is noice, 

    Normal form: is toxin aoe like  a gas cloud, does teh damage work as a guaranteed toxin proc

    Razorwing- Increased vulnerability the more you attack them or a single instance of vulnerability on the first attack- if the first great for higher level content since the more enemies are able to survive the more vulknerability you can apply instead of capping it on the first strike- 

    Question- Aoe damage- are the spikes like my proposed thorn Idea that they shoot out to enemies near the intially damaged target, or is it just an attack enhancement- same with the toxin

    • Like 1
  8. On 2019-11-13 at 7:16 AM, Jarriaga said:

    Some time ago I started thinking about Revenant's "creation". Originally, Revenant was a different WF called Warden, but had been exposed to the remains of the Sentient killed by Gara for so long that he became corrupted and transformed into what we know as Revenant. This got me thinking about the convoluted process it would be to actually create a second Revenant by having another Warden follow the same process in order to obtain the same results. That, when coupled with Gara's lore entry referring to her as if she was the only Gara (Or at least the only Gara worth talking about) got me thinking that maybe frames are unique.

    There's also Chains of Harrow before Mask of The Revenant. Not even the Lotus knew of Harrow, which is difficult to believe unless there was only one of it.

    Sure we have WF blueprints that create fully built frames, but these are only gameplay concessions in my opinion for the same reason we have all done TWW and got one of the Queens killed.

    Fast forward to the Leverian and Grende's entry, and it includes a dedicated section just for Gauss because he was apparently always present around Grendel. They were "Ancient Allies":

    "It came as no surprise to me, to find this tiny fragment of Gauss just outside the city. Indeed, if one thing is for certain, wherever we find evidence of Grendel, we're sure to find some trace of Gauss as well. Did they breach the city as a pair? Or did Gauss hang back intercepting the patrols, generously letting his friend Grendel eat his fill at the feast within?"

    This supports the notion that there's only one of each WF because, otherwise, the only other alternative would be that somehow every single Grendel (If more than one) would have happened to have a Gauss best friend, and all Grendel and Gauss units would have also have happened to travel together.

    What do you all think? And what would be the implications for frames such as Valkyr Prime for example?

    Thought: the warframes(like harrow) who we meet or (like grendel/gauss) have stories relating to eachother as buddies are all talking about the original suits and their users, there were only a limited number of tenno after all so while some were prob produced in bulk as replacements the original frames were each unique to their pilot, they didn't switch willy nilly like we do now, the frame blueprints we get are just that, either old blueprints used to make the original or extracted from the original as a copy to get special powers- on a side note this makes me think about valkitty- shy was a frame, tortured by the corpus till she became a rage fueled monster frame, that right there, is umbra. How did they torture a frame without it's owner, unless it was an umbra frame-

  9. Many people have been saying that Rhino doesn't need a rework because he is still effective. They are right. However the point of reworking frames like Rhino is not to make them inherently better, but to alter them to better fit the current game. Warframe has evolved in so many ways since the creation of the first frames, Rhino may not be bad, but he is mechanically outdated and, im about to say it, his abilities are boring, passive, useless addon 1- short range charge, thats all it is, and unlike atlas punch it doesn't scale with melee weapons- 2- while useful, boring,one button=survive 3- again, while useful boring, one button=buff 4- Stomp is one thing that I find ok, it looks cool, it feels badass, my only problem with it is mobility and lack of effect, while a cool cc other frames do that way better now and most frames with cc also have what the current game has more focus on, damage

    • Like 1
  10. The problem with rhino's kit is not that it is bad, as many people are pointing out. The point to changing him is to keep him  fresh, many older frames were built for a slower paced game, the game has changed immensely since those days- The point is not because he is bad or anything, its cause he is outdated.

  11. 2 hours ago, zhellon said:

    Limbo feels fine with that. I don't see the problem.

    The difference is that you would transition into a free flight mode, so how do you exit- you cant bullet jump thats not available in archwing controls, do you dodge roll, in which case trying to speed boost and tapping will screw you over- Limbo transitions into his own world if you will but he keeps the same movement mechanics, unlike what Titania would have

    • Like 1
  12. Since Elemental procs are def geting redone, likely one with each coming rework for different frames- before they tackle nekros, zephyr, nyx they will likely hit frost, mag, and volt pretty soon-

    So Ima propose a couple ideas based on how I feel they will change Magnetic and Cold procs- electric procks are kinda ok- in addition I think they might change the two other base damage types, impact and puncture

    Cold- Cold has an armor reduction with frosts 4 but since there are already 2 armor reducers not counting mods I doubt it will achieve this- Personally I think that similar to how heat dps scales for each proc and applies an effect to assist it's damage

    My idea- Cold procs can still slow but with an added effect- frostbite- enemies take damage per second when performing actions like moving, attacking, abilities, scales up the more cold procs apply- similar to heat damage increasing dps and refreshing burn with each hit- on a cold proc refreshes the slow of prior cold procs, increase the damage of the dps- 

     

    Magnetic Procs- for mag rework- Rather then using a bullet attractor mechanic since if you proc magnetic on an enemy it might make punch through innefective and prevent you from aiming past that enemy- The idea of disabling robotic works but not as it's main mechanic as that would make it much to niche, only being useful against corpus

    Instead- Proccing a magnetic effect on an enemy will apply a tether to nearby enemies in range- range of tether based on number of mag procs stacking on enemies- up to 3- these enemies are dragged towards the effected enemy- enemies who are knocked down/up while tethered will not recover

  13. 7 hours ago, ganjou234 said:

    His 4 (Rhino Stomp) can make use of the new "Lifted" status (does it do that already?).

    Gives synergy to mods like Enduring Affliction and Enduring Strike.

    Noice- With a lot of concepts I do recently I toy with the lifted effect- Titania, Zephyr, Nekros ideas I posted on their own posts or else in comments use some form of lifted in their mechanics- This on rhino stomp makes a lot of sense

  14. 2 hours ago, zhellon said:

    I have issues with it being part of razorwing, which severely limits the gameplay of razorwing and Titania's other abilities. Razorwing as exalted mode makes no sense. Razorwing basically makes no sense for the current Titania because it only gives mobility and nothing more. That's why I believe razorwing should become a basic mechanic that doesn't require an energy drain and uses either normal or archwing weapons. I don't care what happens to Dex Pixia. Either this can become a new meta in Empyrean or it can become an ability that will be ignored in normal content in most cases. I do not care. The main thing is that razorwing became free from these.

    Aight- how does this sound(I know the mechanic I am about to propose is wonky I'm not sure how else to implement it)_ On bullet jump Titania enters razorwing- Dex weapons are now her ultimate and can be used outside Razorwing

    The bullet jump idea feels really clunky however- In m previous concept I was really unsure what to do for 2 so I did a self destruct razorfly for damage- If we wanted we can move razorwing onto this for a base drain and duration based existence- cast while in razorwing to refresh it- it would need balance tweaks but thats what I got

  15. 5 hours ago, Andele3025 said:

    To start, not ever frame needs to have the nidus thing, even so:

    Your right, however in terms of effectiveness as a passive it is far more impactful for his survival on a whole- Just because a mechanic is pioneered by 1 frame does not mean other frames are not obliged to utilize it if it fits what they need

    5 hours ago, Andele3025 said:

    Dash would need to keep the 50m range to keep with SPs use. Also below x would probably be better as "gains x more resource proportionally with current enemy hp", encouraging you to dash to new targets with the damage portion then being reverse of it. That way it also works off max hp reduction.

    Understandable 

    5 hours ago, Andele3025 said:

    The entire part could be fused into 1 instead of 2 alt cast types when the second is just more effective: dash/teleport, on hit enemy is debuffed for duration and subject to stomp/bastille/exodia like static lift, for the duration incomming damage guarantees a mid body dismember/double orb rolls from desecrate on kill and gives "soul sparks" on hit proportional to damage dealt.

    I considered this- the idea I had in mind was more quick cast for a single target excecute or hold to cc a group and make them easy to kill- fusing them is certainly more gameplay friendly however-

    Idea- On cast Nekros dashes to a target enemy, he then fashions their souls into strings that spread to nearby enemies- all enemies effected become suspended in the air and are counted as the lifted effect- attacks guarantee slash damage that dismembers the body if they are below a % hp-

    On initial cast Nekros drains sparks from them based on their current hp(more for more)

    Enemies killed while effected drop additional energy/health on desecrate 

    5 hours ago, Andele3025 said:

    Accuracy drop isnt required due to shadows already doing that with high aggro priority. Making Terrify a channel suits a augment more. Fear disarming enemies unless they can get them back steps heavily on lokis toes.

    Channel was the plan- fair point on the accuracy drop- and while I understand it steps on Loki's toes I feel like if a lord of death from a bygone age of ancient weaponry showed me visions of my inevitable demise I would drp my gun as I S#&$ my pants and run for the hills. The choice was more thematic- and unlike loki it happens only when enemies are close enough to Nekros and in line of sight- plus it is attached to a drain based ability- It gives nekros the plan of activate terrify and run at enemies scaring them S#&$less before using whatever else to punish them rip them to shreds and harvest their remains

     

    One afterthought: Shadows of the dead is thematically appropriate but on this idea feels out of place- after all with ideas involving terrifying enemies, dismembering them, and harvesting their souls a shadow that aggro's enemies while is nice for drawing aggro fit's less

    Ideas-

    1- Nekros calls upo the aspect of death, transforming him into deaths herald- while in this mode Nekros becomes melee only striking with swipes using his elongated fingernails- abilities have increased efficiency- gain an armor bonus/ efficiency based on soul spark numbers-fear range of 2 is increased- 1 hits additional enemies and pulls them together in a group

    2-Macabre Tailor/Gallows- Nekros fashions enemies souls into strings that attach around enemies necks(number of strings based on base amount plus available soul sparks- Enemies effected are slowed by x amount effected by power strength- if they turn their back on Nekros they are yanked back, recieving a knockdown, taking slash damage ,and being pulled closer- 

     

    • Like 1
  16. me again- ive already done zephyr, hydroid, and titania concept and am finalizing decisions on nekros and nyx before I make any posts so now it's time for another quick rework concept- this time it's about frost- My major gripe with the big guy is that while he is supposed to be the "balance between offence and defence" in our current game he is only useful at defense and other frames can do it even better (Gara, Limbo,etc)- another is that wihtout his snowglobe his survivability is not mobile and thus people want some kind of frost armor- lets get to my concepts

    Passive-Current- nope- requires you to get hit, small chance, not useful

    IDea-(yes, it is a meter, im sorry for those who dont like these)- Placeholder Name: Below Zero- When frost uses his abilities he passively reduces the temperature of the environment and himself- represented by a temperature bar on the side going down- the lower the temperature the more armor and effects he gains- armor bonus is a multiplier- with every 10 degrees below he gains 1x armor bonus up to 10x- with every 10 degrees below there is a 10% chance for patches of snow/ice to spawn near ability casts which apply cold procs to enemies

    Also- cold procs in general are not very effective- similar to ember redoing cold damage would be great-

    IDea for that- on cold proc apply a slow to actions and cause enemies to take dps when moving, firing weapons, performing other actions- frostbite

    New 1- Squall- rather then a single target freeze squall targets a cone/rectangular area in the direction of your crosshairs with the range/angle being effected by power range- the squall deals cold dps with a 50%  chance to apply a cold proc- effect duration based on duration -damage based on power strength

    2-New 2- Create a temporary heavy blade of ice in your hands, likely an axe, and slide forward in the target direction stopping at the first enemy encountered and swinging your blade dealing cold and slash damage in a 180 degree area in front of you- If you strike a FROZEN enemy they shatter, causing the armor reduction to become permanent and dealing bonus damage to them and neaby enemies while allowing you to use your blade yet again- casting in the air causes you to perform a ground slam that freezes nearby enemies(slide along a self created path of ice)

     

    3- snowglobe- it can stay the same- yay

    4-True North/Flash Freeze- current avalanche does not provide the offensive his profile promises- with that in mind- Frost Stops actions and slams his hands together conjuring a wave of cold damage that spreads out from his location to it;s max range or until deactivated- the ability coats the ground and enemies in ice, instantly freezing them- enemies who enter after the initial wave will have a chance to fall on the ice and take cold damage- increased chance while being attacked or attacking 100% if they cast an ability-nullifiers are immune to the wave but not the slip effect- Frost Meter cannot raise to warmer temp while in the radius- 2 gains bonus range and slide speed

     

    • Like 1
  17. On 2019-12-16 at 3:05 AM, (XB1)Danish Chief said:

    Here's my take on it:


    Passive: Literally worthless, has no use except randomly destroying some crates for you.

    Rhino Charge: Limited movement, deals no real dmg. Only thing it's good for is boosting your iron skin with iron clad charge.

    Roar: It's fine, doesn't need anything imo.

    Iron skin: Again, this one is fine and needs nothing imo.

    Stomp: Has no real use except some CC, could do with either buffs or an overhaul. 

     

     

    In responce here are some concepts thought up on the spot

    passive-Placehold name:Bullet Sponge- Rhino absorbs kinetic energy from melee and projectile attacks as well as cc effects(these count even when in iron skin)- on dealing physical damage to enemies through melee attacks, 1, or 4- he will release kinetic energy- melee strikes and 1 release 15% of available stored energy to deal bonus damage to the target and all those behind the initial enemy struck via a shockwave- on 4- consume 50% of available energy to increase the damage and cause a wave to pass from the initial range outward knocking enemies up and suspending them for a shorter duration with slightly reduced damage- ground slams also create a shockwave- increasing it;s damage and knocking enemies into a suspended state- counts as lifted status effect-

     

    1- WHile casting upwards or looking down rhino will perform a leap upwards or downwards- on downwards cast he slams down at the target location- on up cast he leaps into the air and gains a free cast downwards

    2-fine-

    3-fine

    4-Bullet sponge increases damage and effect but only slightly- potential change/synergy

    casting rhino charge will cause enemies to be dragged with you and take damage

    or

    Fissure- Rhino stomp cracks the earth causing a chance for the ground to rupture in locations dealing blast damage and igniting enemies for a few seconds

  18. Personally I feel absorb should be a basic ability- a method of easily reducing damage temporarily, boosting abilities based on amount absorbed during the duration and not reducing movement- Chaos feels like the proper ultimate with some changes- here ill give a mini rework concept here to show

     

    Passive- Current- reduced accuracy is ok but not very useful when one shot can kill you-

    New- Nyx senses enemies preparing to attack and preemptively strikes with a psychic attack that stops enemies from being able to attack for x seconds- basically rather then dodge some attacks she delays when they will come, giving her time to cc or kill them

    1- Current- damage is ok if you ramp it but in game spending time to attack one enemy to increase their damage rather then shoot other enemies is a bit to funky

    New-cast to target an enemy, invading their psyche and that of enemies near them- enemies will begin confused then assist in fighting their former allies- damage of enemies starts as their base x multiplier equal to power strength+# of enemies effected- enemies effected by mind control then gradually increase their own damage by storing the damage mind control targets take in a stored buffer- this(similer to octavia roller) increases damage but is not consumed by attacks- buffer is shared among all mind controlled targets- since the targets are invulnerable and store damage they and so you don't accidentaly get rid of them Mind control targets deteriorate in duration faster when there are no enemies near them or Nyx-

    -Mind Slaves draw aggro and attempt to move to titania's location

    -at the end of their duration Mind Slaves will all take damage equal to stored damage x power strength- ignores armor and shields

    2-Absorb- absorb is now her second ability- activate to create a duration based telekenetic shield that absorbs a % of damage into itself(% based on power strength)- At the end of it's duration or on recast absorb detonates stunning all nearby enemies and dealing damage based on what was absorbed plus any status procs that would have been taken

    -damage absorbed by Absorb is applied to Mind Slave dmg buffers

    -Absorb does not reduce mobility

    -Disables passive for it's duration

    -Stun duration is increased by one second for every x damage absorbed

    Augment- Rather then an initial stun the duration of the would be stun is added onto your passive delay and decays over time

    3-Psychic bolts-

    Tap to release armor shredding projectiles that target the nearest enemies and reduce armor and other defenses- scales with power strength- potential scaling with level- deactivates enemy abilities for a duration- X number of bolts are released from nyx- capped at 10- mind slaves will copy the ability on use- releasing half the number of bolts

    hold to release supportive bolds that seek out allies- grants damage reduction and status immunity for the duration- bolts released from mind slaves will also seek out allies stacking the buffs power and duration(diminishing addon for every extra bolt)

     

    4-Chaos- Chaos forces enemies to act with base instinct in a fight or flight response- they will automatically fight eachother(targeting mind slaves above all else)- and flee from nearby tenno-

  19. On 2019-12-01 at 10:52 PM, TheSkeletonPolice said:

    Nekros desperately needs a rework. Something to make him more useful than just a farmer. As he is his abilities aren't very effective for anything but farming resources. Id like something to make him feel more like a powerful necromancer with the idea being to make greater use of his summons. He just doesn't do much as it is. I'd like to be able to tell my summons what to shoot at or even use them as bombs to throw at enemies. Id like his abilities to synergize with his summons, the way a necromancer would.

    Something like using an ability to mark enemies for the shadows to kill, or being able to sacrifice a shadow to buff yourself. Shadows also need to be stronger to be able to damage enemies.

     

    I am creating lots of rework ideas for various frames, i've already done a brief zephyr post- two more in-depth ones about my boi hydroid and queen titania, I want to look at nekros and frost next so I'm gonna run some ideas by you real quick to gauge how well they are conceptually-

    Passive- current- ok but it has more potential- it also doesn't help much when you can;t kill things

    New- Soul Spark-When enemies die or are effected by certain abilities while near nekros he will collect a soul spark from them- this heals him for x amount- if he is at full health he will increase his max health so long as he has soul sparks- Soul sparks are stored and visually represented as a decaying resource bar(i know o god not another meter idea) - the meter interacts with other abilities to enhance their effects

    1-After reading the dismember post I have devised my own soul punch concept-

    Tap cast- dash to the target enemy and rip part of their soul from their body, gaining a soul spark- if they are below x hp value(scaling with strength) you recieve more sparks and deal more damage- if an enemy dies they release what remains of their soul as x projectiles that seek nearby enemies and either reduce armor or max hp

    hold- hold cast to dash to a location in front of the targeted enemy and lift them and nearby opponents into the air- these enemies are subjected to both physical and spiritual damage on attacks having a chance to take slash damage on any attack and drop soul sparks- 3 will deal a slash proc and steal extra soul sparks from effected enemies

    2-Terrify- Nekros signals the end for his enemies, exhuding an aura of dread- enemies in range have their nerves shaken and have decreased accuracy the closer they get to a tenno- Nekros continually releases soul sparks(1 per enemy in range not effected by a soul spark)- enemies struck by sparks have their defenses reduced(costs soul sparks)

    -Enemies within x meters of nekros who come in line of sight become instantly terrified and flee, dropping their ranged weapons in the progress and losing the ability to cast...well abilities

    3-Desecrate-My only real change- enemies effected by desecrate drop soul sparks

    4-Shadows of the dead is pretty unique- while some frames summon clones and ai none summon as many as nekros, only mirage clones take no damage- while many ai are hindered by poor damage this is not a problem because do to their numbers their greatest purpose is aggro- however, as a funky change- number of enemies summoned limited to x amount- shadows recieve damage multipliers based on your held soul sparks

  20. 5 minutes ago, kapn655321 said:

    Much like Atlas' Rubble, these work in the same way as remainders that build the meter.
    It's like Ember's meter in the respect that enemies effected activate it, but without exhausting energy for damage.
    It's like Atlas in that it's scattered, but instead of buffing defense, works into passive CC and range bonus.

    I see your point here but the difference is that rubble is a pickup that has no direct effect on enemies- the wet effect could simply be applied by abilities to generate additional tide meter per enemy effected-  with a puddle it effects enemies and assists hydroid at the same time no matter his location, a it's mechanics are a bit funky- ex: wet enemies have a chance to spawn a puddle- enemies get wet by stepping in puddles- get one enemy wet and with some rng you perpetually create a free cc debuf zone for enemies which(according to the list of wet effects- energy orbs chance on kill, slip while in puddle, weapon malfunction)-plus enemy debilitation from 1 it stacks up to be very active and has so much direct effect on the battlefield it could hardly be called a passive- it sounds more like an ability- imagine this for a second-

    Ability- Tide pools- drain energy to randomly create tidepools around you and guarantee spawning in any area effected by other abilities-

    Tidepools soak enemies with water, jamming weapon fire and causing them to return energy upon death-

    🙂 - let that "sink" in- bad pun ill stop soon

  21. 10 hours ago, TheDelighted said:

    I see all those new cool reworks and amazing warframes out there, and I feel poor mag is getting the sort end of the stick. Her rework was more of a nerf than an actual rework and removed her niche of being absolute god against shields, she now stays in a  state where she does good against grineer (??), mediocre on corpus and completely useless on infested. Would you consider updating her please? :3 
    I have some ideas to propose. 
    Passive: Magnetize. Enemies hit by Mag's skills get Magnetized. When Magnetized, they are slowed by X%(affected by power strength) for Y seconds (affected by duration) .


    1: Telekinesis: Pressed once: Pulls targets towards Mag (25 Cost). Held: Suspends  10 + Strength enemies in place (5/second) . Release: Throws them where mag is currently looking. 300 Impact Damage + Strength.


    2: Magnetic Mirror: Mag casts a wall in front of her stopping all projectiles (Matrix 😄 ). After 15 seconds the wall breaks and all projectiles are thrown away from the wall. Enemies passed through the wall are Magnetized. (50 Cost)


    3: Magnetic Wave: Releases a magnetic Wave outwards. Enemies hit have their shield or armour depleted by 50% + PStr. If they don't have armor or shields, deal 800 + Strength Magnetic Damage. After a 10 seconds the wave comes back to mag. Allies hit, have their shields replenished by 50%(+ Strength) the amount that was removed from enemies and mag increases her armour by  20% (+ Strength) amount that was depleted. (50 Cost)


    4: Magnetic Overcharge: Magnetized Enemies are damaged 5000  + Strength Magnetic and stunned (5 seconds + Duration). If an enemy dies, he becomes a magnet that attracts 4 nearby enemies(8 seconds +Duration)

    Or something like that I dunno, I just want to see some updates to her. But please remove that useless passive she has... 

    I am doing a whole load of rework concepts for frames so I might as well run some ideas for mag on this forum before I settle on anything- though I feel mag is good in her current state she is mechanically and thematically lackluster- the power of magnetism is fearsome in it;s potential and she could deliver a whole lot more- first considering her role- there are 3 starter frames- all are meant to be jack of all trades, excal has dmg, cc- volt has teamplay and cc, mag is more of a support though so I want to alter her a bit to fit the jack of all trades and she can be more useful at base to new players

    Passive: Currently not bad- though making her passive two parts is definently possible- some frames already do, 

    Second part- Enemies effected by her abilities lose parts of their armor, dropping it as shards which interact with other abilities- and magnetizing them-

    Magnetized enemies are effected by abilities more intensely

    1-Pull/repell- I have seen several concepts for having this ability be an option between pull, or repel but I have another idea that incorporates the concept without making it to complicated- O

    On cast pull all enemies in a cone in front of you closer, knocking them down and stripping armor and shields- alternatively hold to lift enemies and pull them towards you without the ragdoll- enemies take magnetic damage per second and lose armor and shields as shards- when enemies are at their closest they will be knocked away on recast- taking x damage(base pull damage(times power strength) times x multiplier between 1-5x based on duration of the hold

    -magnetized enemies are pulled from a greater distance and angle

    Augment- greedy pull- enemies pulled/ held by the ability drop loot on initial pull(if tapped) or when held(% chance every second held)

    2-Magneto-shield- Tap to create a field in front of you that moves with your frame and stops incoming projectiles in a 180 degree angle- this picks up shards - enemies who touch the barrier take damage (based on the amount of projectiles stopped and shards collected) per second- effective for melee combat, suspended enemies with 1- in general

    tap again to release damage stored (increased by shards) in a shotgun blast of force

    Hold to release the shield and create a sphere of perpetual magnetic force(magneto-sphere) that drags enemies, both you and allies projectiles into it- enemies take dps based on projectiles and shards absorbed- magnetized enemies are dragged in from farther

    can have up to four magneto-spheres active

    1 can be cast on enemies in magneto-spheres- they will take damage but not be pulled

    3-Polarize- Mag releases a wave of electromagnetic energy that briefly stuns enemies, causes them to release shields+armor and magnetizes them- when polarize touches magnetospheres they rupture dealing their stored damage as a single blast with a power strength multiplier and increased by the amount of shields and armor reduced by polarize

    4-Crush- A cool ability- can keep- might alter- 

    New Crush- Crush lifts all enemies in range into the air- the range has an outer radius that only picks up magnetized enemies- MAgnetize their bones and crush them in on themselves taking damage based on power strength and shards in the area- enemies within line of sight on crush cast will be dragged to mags location on cast and compressed into a sphere with other enemies, taking increased damage based on number of enemies dragged

     

  22. Hey Kapn, nice to see you again. Glad you fished(no pun) all your thoughts out and gotten on the forums- Im skimming posts in here to get the gist of their feedback to your ideas- I noticed 2 big things for people 1. complication, I dont see as a problem, it just means you know what you want, it is a concept though so all stats arent necessary but it's nice to include things like values to give people a sense of how it works in game 2- Tide meter, THe idea of a meter on frames is interesting and recieves mixed responses ex: my original Tide meter idea you acted really happy about though others react with less enthusiasm because of how they are implemented with other frames, However one thing is that with all frames that have meters it is usually very simple- the original idea behind the tide meter was increased range on ability casts, in a similar way to embers bonus strength based on enemies on fire- I think the pool mechanics are whats getting to people, Since mechanics like rubble, spores, restraint are all fairly simple it might be safe to reduce the complication of his passive, after all it is a passive-

     

    One final thing- People are concerned over the lack of active gameplay in undertow and I still stand by keeping the DEEP as a natural part of the base ability- this lets you remain active and kill enemies while in undertow because rather then sit there as the puddle you are swimming within the puddle killing the enemies- It makes it more effective at base and more interactive- having to use an ultimate just to access it feels a little funky to me- especially since your 4 concept already has several things tied to it- its own undertow, tentacle attacks, and unlock of the damaging 1- just a tip- You do you

    🙂

     

    -

    • Like 1
  23. Simple Idea- The ability can keep it's theme of movement- instead however make it some method of simultaneously buffing allies and impairing enemy mobility with a lower cost compared to bastille/vortex-

    New Vector pad- Gravi-flux grenade- on contact with an enemy or terrain the grenade activates and creates a zone that initially repells all enemies in the radius and causes enemies flung or who pass through it at any point during it's duration to have their gravity reduced and be lifted into the air- make it a duration based effect that counts as a lifted effect- Allies who step through the zone gain increased speed, bullet jump distance, jump height

    Or

    For pokemon fans- ALtering entirely for a survivability tool- Original Concept- THrough a grenade that compresses enemies in the detonation radius within it before returning to vauban- all damage taken by vauban and allies within his affinity radius will have teh damage redirected onto enemies within the grenade

    Refined for more mechanical sense and to fit warframe- on activation at it's landing location the grenade activates and creates cage like bars made of your energy color- enemies can walk in but can not walk out of the zone until the duration ends- allies near the zone will have damage taken redirected onto these enemies- the enemies can not take damage from allies but store damage they would have taken from allies, taking it at the end of it's duration

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