Jump to content

NuclearCoffeePot

PC Member
  • Posts

    314
  • Joined

  • Last visited

Posts posted by NuclearCoffeePot

  1. On 2019-08-05 at 10:55 AM, NinjaZeku said:

    It could use a Quartakk-style "instant burst" firing mode then, where each pellet gets the regular Status Chance and all.

    (Really, all pellet-based Shotguns could / IMO should work that way, just make each "burst" cost 1 Ammo total.)

    For the record, I'm not necessarily saying a Shotgun-esque spread shot would be my preferred change for ol' Stuggie Wuggie,
    that's kind of a new weapon right there (gimme tho), I still have (some) hope that Stug can be salvaged with mostly number tweaks,
    like that massive blast radius and Status pwnage increase suggestion, that seems usable enough / possibly fun, even.

    I say fire like a shotgun but i don't mean give it pellets. Imagine a square of the adhesive that gets wider as it travels. The dmg and slow are the same no matter how much touches you it just has dmg fallof and a spread factor

  2. 27 minutes ago, Enchillado said:

    What the... How did you even come to a projectile stuff? It has no relation to the topic whatsoever.

    You made psionic blast absorb dmg- I think he interpreted it as absorbing projectiles like Nova does

  3. Spoilers-Warframes are made of strong orikin soldiers. Including dax. So i had a thought while watching teshin during the sacrifice. What if we had a warframe with dax themed abilities. And so i came up with some concepts-

    Appearance- Emphasis on orikin and dax themes with metalic plating and helmeting themed after other dax designs 

    https://www.artstation.com/artwork/L2e04P

    In adition to its metalic pieces and signature dax helmet the frame would have orikin robes likely a darker color, potentially a blue or gray to allow a prime in the future. THe abilities are the fun part though so lets get started.

    Passive-Martial Stance- Taishin(thats what i call him) gains more mod capacity from stance mods then normal-This allows him to build his melee weapons more efficiently and fits thematically to

    1-Dax Dikana- Taishin always keeps with him his dual dax nikana blades(one short one long) and with his 1 he switches to using them- At base they have a focus on status chance and have high slash dmg- So far the normal eee combo is 2 strikes with the long blade and then a multihit spiral dash with the short blade)- EHold causes Taishin to throw his long blade spinning forward which has a lot of multihits- Itt returns when it reaches a wall or its maximum range(based on power range)- 

    Augment-This augment is a stance and is modded onto the weapon rather than the warframe0 this augment changes the stance and stats of the Dax Dikana- The weapon becomes crit focused and the longer blade is now kept in hand while the short nikana is used for throwing attacks

    2-Specter-Taishin creates a dax specter which normally remains almost merged with him- The specter performs all his attacks and ability casts for itself- Recasting this ability on an enemy will cause the specter to attack them before returning- targeting them at a location will cause them to guard it attacking any enemies who come near

    Augment Sentient specter- when recast specter will now become ai controlled and attack enemies

    3-Orvus Drones- Taishin summons these mini orvius lookin things- Their numbers are based on power strength and have a max number of 6- Drones hover around Taishin and will provide him with dmg reduction and when enemies aproach an orvus will stun them dealing electrical dmg before despawining

    Augment-seeker drones- Orvus numbers are increased drastically- no longer give dmg reduction and on cast they will roam the map- when they reach an enemy an orvus will hover over it and suspend it in midair like orvius does to operators in sacrifice-it will also show suspended enemies on the minimap

    4-Commanders Focus- Taishin prepares himself for combat with a short animation- his fov will then shrink while he gains increased combat bonuses like decreased recoil- increased movement and attack speed- bonus crit or status chance-

    Stats- No specific numbers

    Below average shields

    Above average armor

    Average energy

    Aove average sprint speed

     

    AS FOR LORE- Im thinking something along the lines of "Teshin requests your aid in investigating a trasmission on a long abandoned DAX communication frequency, the transmissions give cryptic hints at the frames lore and lead you to an old orikin vessel, a training ship for Dax"- from there you could get the frames parts and blueprint

    Tell me what you think and give me other ideas for it 

  4. 8 minutes ago, (XB1)Shodian said:

    The channeling mods will be going away after Melee 3.0 comes out so there's really no sense in touching them imo.

    Oh really im dumb thx

  5. Hydroid is by no means a bad frame, he is actually very good with the right modding

    The point of this rework is not to insinuate that Hydroid is bad- It is simply to tweak him and make him better. So please do leave feedback as long as its not," Wow you dumb f%*k this is the stupidest Sh*t I've ever seen please kill yourself"- I dont expect that- Please don't subvert my expectations-

     

    Right off the bat i want to address his passive- Its wierd, and unlike most passives that aren't resource based or purposefuly catching yourself on fire(ember, ya  wierdo) it's not really passive and its not really useful. First off it's not really a passive, it requires an active action on your part. Secondly- Its stupid- I have never purposefully created these tentacles and never have I thought of them as useful. An idea i do like in its stead is to remove pilfering swarm and move it to some extent onto his passive. With this enemies killed by your abilities have a % chance(likely 50) to drop extra loot. I think this will improve his play-

    Now im going to switch up the order and talk about his 4 cause I really, really wanna talk about it. So his 4 is great, it really is, but it has some key flaws, firstly when it grabs enemies it flails them around and makes it tougher to hit them, and at higher levels they don't have the dmg to finish targets off, secondly-magnetic damage is a bollocks damage type for them, finally- it has bugs, the wild flailing to catch more enemies causes their bodies to stretch and flip out. So here is my proposition- Firstly i want the damage changed- a different type- Viral would work, corrosive, just impact even- Secondly i want a bit of a mechanic change- instead of spawning individual tentacles under enemies that try to grab multiple enemies a tentacle is now a group of tentacles- Each tentacle will grab a single enemy when one comes near. THe first grab will deal a guaranteed status proc, and then hold the enemy still in the air, crushing it in its grasp dealing periodic dmg- THis will solve a few things- THey won't be flailing about and buggin enemies cause they won't need to move since its only 1 enemy per tetacle- THis technically increases tentacle count(some balancing will be needed) and because of this plus the guaranteed proc with a different status effect the dmg potential could increase

    Alright friendo's back to the proper ability order

    1-TEmpest barage is actually pretty good, the charge time is a bit slow but thats what natural talent is for. I would like however if the pace at which volley's fell was increased

    2-Tidal surge kind of works, as a mobility no, as repositioning undertow, kinda. Here is ow i would change it

    -Tidal Torpedo- Casting transforms hydroid into a watery missile that launches upwards with tremendous force- When he reaches a set height or upon hitting a cieling the torpedo stops and you may cast the ability again within a time span towards a location- YOu will then zooooooooooooooooooooom there. Casting from undertow will temporarily deactivate undertow-drain stops, enemies remain inside- and it will resume upon reaching ground

    3-Undertow is slow, no doubt, but that problem is fixed with torpedo(also i know why the ability is slow, i mean cmon hydroid released in 2014 but our current movement system didn't come till 2015) I wouldn't make much change scaling wise though i really like the idea of having the underwater space of undertow exist in a seperate game box and enemies become portaled into it- from the outside one can see into the three dimensional water and see something that looks a lot deeper(maybe at the bottom you can see the kraken)

    As it states firing into water will also teleport shots allowing enemies to be fired on- one thin i would like to change is the augment(gasp, SHOCK, HORROR) I would like if undertow's augment allowed it to remain active for a period of time even after you exit it(I call it TidePool)

     

    As for the other augments corrosive barrage is good- Tidal impurity seems wierd since hydroid isn't really a support in that sense, mabye having it so traveling through enemies in Tidal Torpedo from undertow will swallow them up into the water. 

     

    Thats all for now- bye bye 🐙

     

    PS-I would love with along with a rework if Hydroid got his own quest or unique boss- Having the ocean frame farmed from the turkey vay hek is wierd. Mabye investigating mysterious distress signals from a grineer island outpost

     

  6. 56 minutes ago, (PS4)LoisGordils said:

     

    The things I highlighted all explain why your idea would leave the Stug in its useless state.

    May i inquire why- Im honestly a bit confused as to the reactions

    Making it a shotgun style launcher creating a sort of net/wave rather then a glob makes hitting targets easier especially at medium ranges and the status chance lets the corrosive actually proc 

  7. 13 minutes ago, (PS4)Black-Cat-Jinx said:

    *Acidic adhesive: 

    For note, the substance commonly known and labeled as "superglue" contains acidic compounds. This is something of a cognitive dissonance but super glue will burn though certain compounds and while some people have been known to use it for first aid purposes, it can be very damaging to human skin. Being sprayed from head to toe with an cyanoacyrlic acid based adhesive mixed with foaming agents would be an extremely unpleasant way to die. It would burn your skin, blind you, you'd get stuck to anything you touch including your self, you'd be unable to breath.............................. All things considered, you'd probably rather just be shot and have it over with. 

    Absolutely- Im just saying in terms of gameplay feel i would rather blast an enemy with a splash of sticky burning S#&$ then hose them down. I think it would feel better and besides the stug isn't a hose as it is now so why change it to be that. Im trying not to depart to much from its core mechanics- I think in terms of fighting i'd rather be going THUNK THUNK THUNK then squiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiisq

  8. 12 minutes ago, (PS4)Black-Cat-Jinx said:

    Well, i mean, mostly i think this is the reason DE won't come out with nox's sp**m launcher because it's basically just stug mark 2. People keep asking for it but the real world manifestation of it would be "wow this is trash".

    I think i would rather the gun be "hold alt fire to load" and then hold the trigger to spray a powerfully acidic adhesive that fixes targets in place and melts their asses, making it more a support thing that you shoot things to goo them up and then either melee or use your rifle to tear them up while their trapped...

    makes sense- I dont know if i would like a hold to spray like a flamethrower though

  9. Oh yeah baby, I'm doing a concept rework about the stug. 

    Lets be honest, there's good weapons, there's bad weapons, and then there's the stug. A slow firing, weak weapon that for some damn reason DE gave self damage, yay. Not to mention it has corrosive at its base damage but strangely enough a 0% status chance,wonderful. So here is my concept to make the stug at least decent. Ill be dividing it into categories

    1-Delivery-

    THe fundamental weigh the Stug delivers its payload is wierd. It fires projectiles which stick to targets, but its also explosive? explosive weapons are usually meant to be fired in a general direction and murder a group- the stug you have to aim- so instead of making it some mad man explosive corrosive roundhouse im taking a different aproach.

    -The stug is no longer a launcher, instead it operates like a shotgun- You punp the mechanism before you fire a shot- when you fire a shot instead of a blob you now fire a "splash"-A square of adhesive chemicals that spreads out as it travels- enemies that make contact with this spray of sticky stug stuff will be drastically slowed and take ticks of corrosive damage over time-Dps is reduced the farther the splash travels- altfire however will charge shots making them spread less- travel faster- and lower the dmg fallof

    2-Stats- Im fine with the base corrosive, im fine with 5% crit chance- but dear god give this thing a decent 15% status chance

     

    Summary- Imagine a corinth- But when you fire- it fires a spray of glue that burns enemy armor off- thats the stug- with bullet travel time

    • Like 3
  10. 19 minutes ago, Blexander said:

    adding cooldowns for abilities is bad because Warframe isn't an MMORPG and doesn't function as one

    I didn't say give abilities cooldown- i set the point is to make it like mages in mmo's they can deal a ton of dmg but to balance it they have to wait for a period in order to re use- Embers main dmg with the 1st concept is with her 4 which will cost a lot of energy and since its a drain she needs to be able to regenerate her energy back when she ends the ability-my next comment will tie into this

     

    22 minutes ago, Blexander said:

    I don't really know how to criticize this ability. Sure, AoE CC is pretty good, maybe make enemies open to finishers. Canceling abilities is a very weird mechanic, and not in a good way. Has potential to be good CC, but it's very confusing currently. It'd much rather see Accelarant have its stun duration based, but ok.

    The main idea behind this ability is not as a core cc. THe ability drains all heat and will cancel world on fire. The purpose of this is to quickly bring down your heat gage in order to start regening while the blind covers for your sudden lack of defenses

    Also quick disclaimer im not trying to bash you if thats how it sounds. Im grateful for your criticism and will be taking it into account when i update the concepts

    24 minutes ago, Blexander said:

    This is probably the freshest concept for her passive I've seen in months. Making her Heat procs on enemies have additional effects depending on the stack amount is very "cool". Having it remove a "large" chunk of armor is, however, not advisable to have, since passives aren't supposed to have a huge impact, so it just needs some. I'm also not sure on the "reducing HP" part, maybe have it do a burst of damage upon reaching the 2nd stage. As for the 1st part of the passive

    6 hours ago, NuclearCoffeePot said:

    Heat procs on embers enemies can stack

    it's what Heat DoTs should actually work like, with the addition of being replaced by stronger Heat procs, since Heat DoTs are currently the only damage type that doesn't do that. 

    So time to talk about this- The armor reduction is mainly there because currently embers kit has a decided lack of being able to kill anything heavily armored- all it does is burn the trash mobs- THats the point of that- As for the health reduction i needed a filler- The stacking idea i talked about is not stacking the heat procs in the way your thinking. The idea is based off of degrees of burn- Every time ember applies a heat proc from her abilities onto enmies it creates a stack(a degree burn) the higher the degree, the easier it becomes to kill them.-As you stated earlier fire damage is just bad- the passive for ember is to make up for that. After all you can't just change the damage type she is the fire frame- So i gave her these stacking degree burns which give effects like other elemental damage

     

    27 minutes ago, Blexander said:

    Heat Wave: There are a lot of factors that make or break this ability. Does it go through enemies? Is it one-handed casting? How does it interact with her kit (heat proc % or guarantee)? Does it go through walls?

    Heat wave is one handed-It goes through enemies not walls- Its meant to just be a basic ability to replace fireball- I don't like the idea of setting myself on fire so I made it a wave that effects enemies- When ember is at a low level and not maxed players could spam this to build up degree's on a handful of enemies since it wouldnt cost much

    29 minutes ago, Blexander said:

    Primed: Nova already has a priming ability, consider renaming. Basically, it just works like Accelarant and Firequake put together with an exploding AoE CC, minus a Heat damage multiplier

    Yep

    29 minutes ago, Blexander said:

    Embers: I'm intrigued by the buffing capabilities of this ability, it could change her from CC/DPS frame into a sort of trifecta of CC/DPS/Buffer frame (which she currently can be built as, but to minimal effect, because she's sub-par in all 3 roles as of now). Having the ability be a stationary effect is bad (if the base range/scaling isn't large). Having it be a zone following Ember fixes that issue (naturally, depending if it's duration based or a toggle skill). Also, consider renaming.

    Yep Yep and Yep- Thats the point and i will rename it(eventually)

    30 minutes ago, Blexander said:

    oF was once duration based, and it was awful. Current WoF fits this kit very well, considering the rate it procs Heat DoTs at 200% Strength, it can make her a decent DPS. However, my criticism of WoF still stands. It's a remnant of the old days of Warframe.

    Aye it is- Though the shrinking radius was only added recently-  I wanted to keep it to some extent because it fit well with my other ideas though if you want hears another concept that just came to me

     

    -I once thought up a change for zephyr 4 that would make it a singular expanding wall of swirling wind- a hurricane- I think this could be applied-

    Firestorm- From embers current location she releases a swirling circle of fire that expands outwards(kind of like an arson wave) though at its maximum range it stops- all enemies that enter it take periodic heat damage

  11. 1 hour ago, Jax_Cavalera said:

    His kit needs to move away from switchables as that kind of mechanic is clunky in the heat of battle. Ivara's arrow switching to the wrong thing has been a real pain point of her kit (main reason i prefer not running ivara) and it was an unwelcome change to Vauban's kit, considering it simply increased the complexity and the benefits of each throw-able were a gimmick at best.

    Aye thats true. I decided on the type of switching i did because of this. You can use whatever you need for the mission- mines for defense- grenade for offense- seeker for whatever you need that for(seeker i feel could easily be removed) the idea is that you can pick whatever type you prefer and use that exclusively in the mission- because they all perform multiple roles tou won't be switching though them. With minelayer you pick based off of the effect which means you have to cycle a lot or else not bother- with this version youpick based on the delivery mechanic-

     

    1 hour ago, Jax_Cavalera said:

    ullifier-like enemies are one of the big reasons why his kit went from really useful to garbage as all his abilities that depend on being deployed start getting despawned in high-end content against corrupted and corpus.

    You are right- Nullifiers are a pain for a lot of frames not just vauban- Limbo has to leave rift to deal with them making them the worst enemy- I think he should have some method to deal with that- Thats one reason i thought up the alternative cycle which adds bonus elemental damage to your allies and bolster increases crit chance and attack speed- this is a more offensive focused idea that could help him get rid of nullifiers. Perhaps having grenades detonate on the surface of nullifier bubbles rather then be cancelled by them

    • Like 1
  12. 5 hours ago, Gruiz said:

    Bolster/Nano machines somehow doesnt fit him

    He is engineer not scientist or researcher

    It wasn't originally nano machines that was put in because of a suggestion. Also take note he is not literally an engineer. Its his theme sure and nano machines are tiny machines. In our world engineers design them. Also to be fair we have frames that make scarabs out of thin air and create radioactive grass. Void powers can do just about anything. How the ability gets done doesn't matter. Its the end result. Ill change it if it becomes an issue with more people

  13. Ember...is...uuuhhhhh, well ya know. S#&$. So me and a friend thought up two different concepts for a rework of her that i will share here. Please deliver your feedback so we can improve these ideas.

     

    passive-Heat meter- Ember generates heat when she uses ability or is on fire. at 0 heat she gains great energy regen and at max heat she gains significant dmg reduction- The idea is to make ember play likean mmo mage- Nuke enemies- mana cooldown where you are vulnerable

    1-Fireball- Good but change its aoe mechanics so you can light yourself on fire more easily

    2-Cooldown-Expend half heat to heal yourself-Adds a survivability aspect

    3-Ash cloud- Extinguish heat(half) and cancel abilities to create an ash cloud that blinds enemies- the more heat consumed the longer the blind

    4-World on fire- Works as it does now without the range reduction- THe dmg ramps up over time but teh cost increases, forcing you to enter a cooldown period to regenerate.

     

    2nd concept

    passive-Burns- Heat procs on embers enemies can stack, dealing increased burns based on how many times it is reaplied- at first degree burns its just normal fire- at 2nd degree enemy health is reduced- at 3rd degree they lose a large chunk of their armor-

    1-Heat wave- Sends a wave of fire moving forward in a set duration expanding in size but losing dmg as it does so- 

    2-Primed-Prime's enemies in range- when they get set on fire it causes a detonation that triggers a second fire proc and knocks them and others down

    3-Embers- Fills the air with embers- Enemies that enter the area will be set on fire and when ember and allies are in the zone they gain heat dmg

    4-World on fire- Function similar to how it does now- However because with this rework the idea is to stack your abilities to increase dmg if it were a drain she wouldnt have the energy to make it last, therefore it is now duration based

  14. 5 hours ago, Jax_Cavalera said:

    Launches 2 Osprey sentinels that follow Vauban, providing armor and shield boosts to him + any nearby allies in radius

    This is already a part of the guardian reinforcement suit

    5 hours ago, Jax_Cavalera said:

    Deploys Aura boosting nano-bots

    DO you mean they boost aura mod effectiveness

    5 hours ago, Jax_Cavalera said:

    Ospreys lock onto enemy weak-points delivering a (max capped) 300% crit-chance boost to Vauban's primary and secondary weapons

    Doesn't seem necessary- I was thinking of changing bolster from a fire rate increase to a crit chance bonus- then if the alternative version of his 1 with the elemental cycle ischosen for the final concept he can provide teammates with massive weapon boosts

    5 hours ago, Jax_Cavalera said:

    Maybe it could be something like that? or were you thinking it might be a little different to that?

    I dont think it should do a lot of things. In this game we have frames who press 4 and everything dies or everyone is healed. Giving vaubans new 4 this many features would be like "hey, press 4, now all of your problems are solved, dmg, ammo, mod changes, weapon changes, survivability- not to mention after some discussion with some community members they all shared the same concern at the pod idea, it would take time to change things on you making it clunky to use and you don't often change your mod selection and when you do you could just change it inorbiter, so i'll probably scrap the remote arsenal ability but I think making sure every  reinforcement suit has equally impactful buffs works well- The crit chance drones could be tied on to the assault suit-the osprey sentinels are alreeady kind ov part of the guardian suit, and the stealth suit is already capable of muting sounds and visuals so an active compponent like drones may not work, possibly the aura boost for that

  15. 5 minutes ago, keikogi said:

    Can't really help you in this one. The type of buff skills that would fit a infested body manipulator is quite reliant on his visual. Since I can't see can't tell if damage reflections fits or it doesn't.

    I guess i didnt include it in the coincepts- When Lazarus amalgamates certain factions he gains a specific buff- Grineer give armor- Infested health-Corpus shields- Corrupted dmg

  16. 6 hours ago, keikogi said:

    A bit to close to a fusion of warcry and roar . But the stack cost might be enought to set it apart and balance the skill

    If that is the case perhaps we could make it so the effect is more unique to amalgams mechanics- Perhaps they gain significant dmg reflection or any faction specific buffs build up by the stacks

    6 hours ago, keikogi said:

    As it is right now looks like a weaker wuckone. Maybe allow them to use amalgamate whenever lazarus uses amalgamated. ( this could allow them a offensive role )

    I do want them to have an offensive role- Notice however that its stats scale off of amalgam stacks consumed and while at base this is limited because of the stack cap in unleashed it will consume half stacks so it will likely become quite powerful- I also toyed with the idea of having an augment where if lazarus died while a amalgam construct was alive he would take its place but iff we give him a ressurection that consumes active stacks that would be pointless- perhaps if he can actively posses it while his own body gains invulnerability and then he can use the constructs innate abilities

  17. 6 hours ago, keikogi said:

    Just add melee damaging scaling and I'm somd pm this one

    Lol i just kinda forgot to write that in

    6 hours ago, keikogi said:

    ersonally , I would scrap the exalted weapon and keep the tendrills. There are like 11 exalted weapons on the game , I think if you are going to add a new it should be just damage stick. My suggestion is keep the tendrils and add mutations , for example: at 11 amalgam stacks lazarus grows spiked all over his body , enemies attacking lazazus receive damage scaling with melee mods. At 20 stacks lazarus grows extra tick bones around his body incresing hos armor and giving him immunity to knockdows....

    Mutations was the general idea though i didnt leave in specifics so i could see community react to a more generalized description- THe melee is unnecessary, I put it in on a whim cause i liked the idea of having infested tonfas. I would like to make Unleashed melee exclusive though.

     

    6 hours ago, keikogi said:

    Note: I find the lack of self resurrection disturbing. Man, your frame is called lazarus I expected that

    I think upon death expending available stacks to ressurect works what do you think

  18. Tenno, this is Lazarus, The Amalgamate, The fleshbinder. His power over the infested strain that creates every warframe(sacrifice lore) grants him manipulation over his enemies bodies, twisting them for his own purposes.

     

    passive-Unleased flesh- Lazarus bends his own flesh- wielding his body as the ultimate weapon- Strength, and range mods effect melee damaage and range

     

    1-Amalgamate-Lazarus lunges forward to stab through an enemy with his hand dealing massive puncture and slash damage- If the enemy health is reduced below a certain threshold he will consume them. Amalgamating them into his own body- Finishers and stealth mechanics will also do this-

    Amalgamate mechanic- With every stack of Amalgamate Lazarus's base stats improve and he gains size- In addition factions have specific buffs when they are amalgamated- Amalgamated grineer grant bonus armor-corpus increase shield capacity-Infested increase health-corrupted increase damage

    Amalgamate stops stacking at ten and stacks decay over time

    Amalgamate is effected by Lazarus's tonfa mods(see 4)

    2-FrenziedFlesh-Expend amalgam stacks to grant you and nearby allies and constructs bonus attack speed and damage- attack speed also increases Amalgamate cast speed-

     

    3-Amalgam construct- Expend Amalgam stacks to create a crude warframe that automatically attacks enemies-The construct decays in stats over time and dies at the end of its duration however when it kills enemies it's duration increases and its stats get boposted back to their previous state

    4-Unleashed- Lazarus enters a state of uncontrolled amalgamation- reverting to his signature infested tonfa's which burst from his forearms- While in this state lazarus amalgamate stacks are uncapped and he releases tendrils that slow enemies- At certain levels of stacks Lazarus will gain buffs such as increased melee range, damage reduction, tendrils pull enemies, increased efficiency, etc.

    Creating Amalgam constructs in 4 will expend halph of current stacks into it. Frenzied Flesh will also expend halph of available stacks

     

    Please note these abilities do not currently have stats and I will gradually flesh out their balance and mechanics based on community feedback so please leave criticism and compliments and your furious rage at my absurd concepts 

     

    Edit for if your wondering-Warning(sacrifice spoiler)Lazarus's ability to bend flesh comes from his creation. As we learn in the sacrifice the warframes wereproduced by transforming strong orikin soldiers with a particular strain of technocyte(the infestation)- Lazarus maintains control over this strain within his own body and utilizes it to mutate his own body as well as that of any he injects it into

  19. I was expecting another generic idea that keeps minelayer and all its clunkiness but this is actually really original. I like the idea of riding into a grineer encampment on the plains on my orb mother going "Wassup #*!%ers"

     

    Also the trailer for this would be great. Normal idylic day in the orb vallis for some corpus when a shadow stretches over the sky and they look up in aw before getting destroyed by raknoids

  20. On 2019-08-01 at 7:36 PM, Tovon said:

    "Major buff?" Nah that's pretty weak, even with no cap. Make voided thralls have boosted damage then it'd be mildly decent. What's the point in having a legion of thralls if all they do is tickle the enemy? Otherwise a fine idea.

    I think the point of the thralls isn't necessarily to do damage but rather draw aggro- Dmg can be done by rev himself

    • Like 1
  21. 34 minutes ago, (PS4)Yes-Man-Kablaam said:

    how much capacity would sound take up you think? how would it interact if you had like 100 of em? likely reasons they just said no to doin that.

    Aight so what if you just press x on a donda to turn it on and it only allows one on at a time. 

×
×
  • Create New...