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ND999

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Posts posted by ND999

  1. 1 hour ago, (XB1)Nightseid said:

    looking good. it's a straightforward concept.

    > ability 1 is a good first ability.

    > ability 2 could get trolling, but it also seems too powerful for a number 2 slot, perhaps 3 or 4th slot.

    > ability 3 would be tricky to implement, as this ability concept has been suggested before. we have many enemies and some that aren't humanoids.

    > ability 4 sounds underpowered for an ultimate, perhaps switch ability 2. 

    Numbers do not have to be exact - a ballpark would do - it gives us and you a good idea of how you want the concept to play.

    Yeah, I was just trying to get all the info out there at first, since I can come up with the exact stats at another time, and yeah I get what you mean.

    Anyways, I do see your point with the abilities. As for ability 3 (Sleep Walker), I added a "PS" note excluding most non-Humanoid enemies (as well as Bosses and Field Bosses). I'd reckon that would leave mostly the Humanoid enemies (with a few negligible exceptions, like Infested Chargers). And yes, though the ability itself would be tricky to implement, I think that it would also be Morpheus' signature ability. 

    As for exchanging abilities 2 and 4, yeah I reckon that could work, with Wave of Terror acting like an expendable escape ability, while Dreaming Veil would be an area-denial ult, not unlike Cataclysm (albeit not coming with the whole baggage of the Rift mechanic that comes with Limbo). 

    But for a first comment, this was rather insightful, thank you for the feedback. 

  2. Greetings, fellow Tenno, today I would like to introduce to you all a concept for a fan-made Warframe (as is all too common on this side of the Forum, I am aware). 

    Things is, I don't really post on the Forums all the often, and the last time I posted a Fanframe was Hellequin (a Jester Warframe) way back in October 2013 (I still have the post of it up somewhere). However, as of recently, I was completely unable to log into the game (I've already filed a ticket, and it's a bit of a complicated issue as it turns out), so I've found myself with quite a bit of free time, and then I thought "hey, might as well make a new Fanframe idea". Anyways, that's neither here nor there, the point is I managed to come up with a concept for a dream-based Warframe, and here are all the details: 

    MORPHEUS 

    The basic idea of this Warframe is to act as an intrusive agent, to get in the midst of enemy lines and go unnoticed (without using just plain ol' stealth), while also giving him enough tools at his disposal to create a hefty bit of chaos in his wake, should he find himself in a pinch. A bit of a saboteur, in a sense, and his stats are as follows: 

    Health - 80 (240 at Rank 30)

    Shields - 80 (240 at Rank 30)

    Armor - 50

    Energy - 150 (225 at Rank 30)

    Sprint Speed - 1.15

    Polarities - 1 Vazarin, 1 Naramon

    Aura Polarity - Naramon 

    Exilus Polarity - None 

    ABILITIES:

    Innate - Deathly Caress: Every time Morpheus kills a sleeping enemy (the sleep does not necessarily have to be induced by Morpheus himself), he gains a bonus +25% movement speed (applies to running, sprinting, wall running, and wall climbing) which lasts for 3 seconds (does not stack, but can be reapplied immediately after its duration runs out). 

    1 - Lethargic Grasp:  Power Duration 5/7/9/11 seconds (tapped), 12/15/18/21 seconds (fully charged)

    Morpheus can either release the ability instantly by tapping 1 or he can charge it for up to 2.5 seconds before releasing it. Either way, the ability releases an ethereal hand that passes through terrain, walls, and allies until it either reaches the extent of its range or it hits an enemy (30/35/40/45 meters (tapped), or 50/60/70/80 meters (fully charged)). The grasped enemy is lulled to sleep, but will awaken at the end of the ability's duration (5/7/9/11 seconds (tapped), 12/15/18/21 seconds (fully charged)). If a fully-charged Lethargic Grasp hits an enemy, then they will start to emanate a mist around itself (5/7/9/12 meters) which will lull any enemies around the Grasped target to sleep, so long as they stay for up to 3 seconds inside of the mist. 

    2 - Wave of Terror: Morpheus begins channeling up to 3 seconds, remaining stationary all the while (the ability can be cast in mid-air, in which case he will benefit from an Aim-Glade to reduce the speed of his fall, and he can also cast it while Wall Latching). Upon releasing the ability, Morpheus will become unstoppable while dashing in the aimed direction (30/40/50/60 meters), and the first enemy he runs into will be suspended in the air (all subsequent enemies he passes through will simply be slowed) for the duration of the ability (5/8/11/14 seconds). Killing enemies while they are suspended in the wake of the Wave of Terror will release a radial Terror effect, which will force a set number of enemies caught in its range to flee (4/7/10/13 enemies), depending on power strength. 

    3 - Sleep Walker: Morpheus targets a single sleeping enemy (within 8/12/16/20 meters), turning himself (and any Companion he might have on hand) into an amorphous vapor and taking possession of the body (the vapor can travel through walls, assuming Morpheus can see the sleeping target). While Sleep Walking, Morpheus (and his Companion) are untargetable, as they take refuge inside of their host, cleansing any Status Effects that might have been inflicted on them (note that if your Companion is downed and bleeding out, they will not be influenced by Sleep Walker, meaning you'll either have to go and pick them back up first, or leave them to die) while expending energy (1 per second while standing, 3 per second while moving, 10 per second while the host is being attacked). Furthermore, all enemy Eximus auras have no effect on Morpheus while he is Sleep Walking, but he (and any surrounding allies) will benefit from whatever Aura the host may possess (assuming that Morpheus is Sleep Walking in an Eximus, that is). However, while Morpheus can walk, sprint, jump, crouch, use ziplines, hack terminals, pick up items (like Data Masses) and pass by laser grids and Sensor Bars without triggering them, he cannot slide, double jump, bullet jump, wall run/climb, or attack while Sleep Walking. He also cannot cast any ability, save for recasting Sleep Walker, which activates The Awakening, in which case he will forcefully tear himself out of his host, dealing damage (500/600/700/800 True Damage) and staggering them, before Morpheus and his Companion recover a moderate amount of health (50/85/120/150 health) and materialize (in the event of the host dying in the Awakening, then Morpheus gains double the health restore and overshields). If the host dies by any means besides the Awakening, then Sleep Walker will end normally but with no health restore bonus. Lastly, enemies are not alerted when they see. a Sleep Walking host unless they see Morpheus using Sleep Walker in order to gain possession of the host's body, in which case they will attack the host as if they were attacking any Tenno. 

    P.S: Morpheus cannot cast Sleep Walker on Mechanical (Rollers, Latchers, Regulators), Robotic (MOAs, Ospreys, Turrets), Sentient (Conculysts, Battalysts, Vomvalysts), Unaffiliated (Kubrows, Kavats, Desert Skates), and Boss-tier enemies (including Stalker, the Grustrag Three, Sprag and Ven'Kra Tel). 

    4 - Dreaming Veil:  Morpheus releases a shroud of darkness around himself, which persists in the area of casting (5/7/9/12 meter radius) until the ability's duration runs out (12/15/18/21 seconds). All enemies caught in the Dreaming Veil are slowed and have their vision obstructed (not blinded, they just can't see anything a meter away from their noses), but Morpheus and his allies will be able to see outlines of everything caught in the Veil (with fellow Tenno being highlighted). Do note that Morpheus and his allies can only see these outlines so long as they are also inside of the Dreaming Veil. However, the Veil can pass through doors and walls, which could potentially allow Morpheus to spot enemies that he otherwise would not be able to. Furthermore, when enemies enter the Dreaming Veil, they will gradually lose armor (up to 30%/50%/70%/90% armor reduction) over a set duration (3/5/7/9 seconds). The armor they've lost will be returned to them upon leaving the Dreaming Veil, or upon the ability ending. 

    Power Strength: Wave of Terror (amount of enemies Feared), Sleep Walker (damage dealt during the Awakening)

    Power Duration: Lethargic Grasp (duration of sleep), Wave of Terror (suspension of hit enemies), Dreaming Veil (ability duration)

    Power Range: Lethargic Grasp (range of the grasp, and range of the mist), Wave of Terror (travel length), Sleep Walker (possession range), Dreaming Veil (ability range)

    Warframe_Morpheus.jpg

    Hope you all like it, and feel free to leave a comment below.

     

  3. The problem is as it sounds. I simply can't log into the game. 

    To summarize, I can activate the Warframe Launcher just fine and click "Play", and then when it leads me to the log-in screen, I type all my info (email-address and password), and then it replies with "Login failed. Check your info". The thing is, my info is just fine. I checked. No caps-lock, no mispelling, nothing. The email and password are written down correctly, but it still won't let me in. I tried exiting and re-entering, but that doesn't work either. Haven't tried deleting and re-downloading the game yet, but I leave that as a last resort. 

    Screenshot_18.png?width=915&height=515

    So, I decided to come here with my plight. Can anyone help me out? 

  4. 4 hours ago, Raspberri said:

    As much as I like the ideas put into your post, you do have to remember that this removes a significant source of credit income for newer players, and that could be a huge problem since they have so many mods to upgrade and so many blueprints to purchase. What ideas do you have that could fill this credit void?

    I remember when I was a new player, and I never really had any issues with gaining credits, and I started playing in U10 (Oberon wasn't even a thing back then). Thing is, we already have plenty of quick and (relatively) easy ways to gain a lot of credits, they're called Alerts. I mean, seriously, when was the last time any of us plaid an Alert mission that only offered credits as a reward? I know I'm sounding condescending here but gaining a couple thousand credits really isn't that much of an issue so long as you continue to progress through the game. 

    3 hours ago, (XB1)RabidGoldfish J said:

    I agree greatly with this set of ideas, save for drivable buffs.  I don't feel that they fit with the current Warframe drops.  Perhaps some mod drops could be shifted around to accommodate this?  Thematic drops, like an exodus for cold has a chance to drop cold related mods, energy leech/parasitic would have streamline and possibly rage, etc.   The chance would need to be slim, however to not glut them out.

    I don't think DE would do that, considering how easy it would be to farm these relatively rare mods on Eximus Strongholds with the right team comp. The idea for buffs was to give something to the player that would instantly reward them for killing what's basically a Shiny Pokemon equivalent of an enemy. The buffs would only be temporary, therefore they would only give the players a slight edge during the mission. 

    1 hour ago, mac10smg-ToaOfGreen said:

    ....took the words right out of my mouth.

    Seriously, almost all of these suggestions were dead-on as to what I think the Warframe should drop. Granted, I had a lot more ideas of where certain frames should drop, but this was pretty weird to read regardless.

    I can suggest them, if you want.

    I can only imagine how jarring it must have been to see something you've thought written down by someone else.

    Regardless, I would be very interested in whatever ideas you have to put up on the table, feel free to share.

  5. On 4/2/2018 at 1:07 PM, Skythin said:

    Oh ok, didn't knew that 'cause I haven't read your first post either. But there was a mistake on my side. I only saw "posted in General" and immediately thought you posted this in "General Discussion" although you made this thread in the feedback section "General".

    As for the revamp itself, it sounds very cool and implementable for me. Switching the way of how to acquire the warframes has always brought some new breath into warframe, especially for newer players. The explanation/elaboration for Hydroid and Equinox is reasonable due to their different themes and the corresponding planets/tilesets, the idea behind Octavia (Lua = Orokin Moon) and Harrow (Kuva Fortress = Grineer Fortress) sounds very interesting because Harrow was always the warframe with this dark and harrowing theme and both a great and sad backstory (Remind the quest and the special character mentioned in there) and the Grineer Fortress matches his dark and harrowing theme.

    The revamp of the acquisition of Oberon is (at least for me) the best amongst all I've heard or read. You elaborated it very good, especially with the thematic " You have healed the Earth, and thus the Earth rewards you with a healer".

    As for the buffs from the eximus units I think it is the best to keep the buff and not be able to refresh them nor replace them with another buff. If you have at least one of the loot frames in your team and are doing the sortie with the eximus stronghold condition you won't be able to keep one buff because there (may) are literally thousands of them laying on the ground in front of you and your team. This can be even worse if the buffs can be pulled to you by your sentinel. But I still have a small suggestion for the so-called "flavor of buffs": Let them have different colours to distinguish them from each other. So if you want to have a venomous bonus added to your weapon just pick up the green buff item dropped by the corresponding eximus unit.

    -Blitz Buff: Creates a Seismic Shockwave upon using a Ground Slam attack (damage stacks with Seismic Wave mod), which consumes the buff and ends its duration early.

    -Energy Leech/Parasitic Buff: Restores the player's energy slowly over the course of the duration (stacks with Energy Siphon mod).

    -Leech/Sanguine Buff: Restores the player's health slowly over the course of the duration (stacks with Rejuvenation mod).

    -Guardian Buff: Grants the player Overshields and an increase in shield recharge rate over the course of the duration (stacks with Fast Deflection and Fortitude mods). 

    -Arson/Caustic Buff: Grants the player an increase in Heat damage over the course of the duration (similar to Ember's Fireball Frenzy augment mod). 

    -Arctic Buff: Grants the player an increase in Cold damage over the course of the duration (similar to Frost's Freeze Force augment mod). 

    -Shock Buff: Grants the player an increase in Electric damage over the course of the duration (similar to Volt's Shock Trooper augment mod). 

    -Venomous Buff: Grants the player an increase in Toxic damage over the course of the duration (similar to Saryn's Venom Dose augment mod). 

    Sorry for the late reply, I have college so I'm not really looking at the Forums very often.

    Still, glad you liked my ideas, and yeah as for the Buffs I think that being able to have only one at a time would most likely be the best course of action, and the least overwhelming one. As for color-coordinating the Buffs in text, I think it looks nice and all so I'll just copy/paste it of you. Thanks for that. 

    As for the Oberon idea, it had been circling around my head since forever, so I'm glad people are taking a liking to it. My thought process was that (in addition to making Antitoxins and Grineer Forest Sabotage missions not useless anymore) it would acclimate new players for what Warframe has in store for them. To get Antitoxin blueprints they would have to look through the Market. To craft Antitoxins they would have to learn that just playing a mission from start to finish isn't the only way to play, and that there's a lot they can gain by exploring the map. If they're lucky they might stumble on a Forgotten Grineer Container and say "oh wow, I didn't know rare loot can randomly drop, I should travel off the beaten path more often". Or something along those lines. 

  6. 2 minutes ago, Skythin said:

    I haven't read the post yet but I think General Discussion might be the wrong section for this. Fan Concepts seems to be better suited for this revamp.

    I've actually asked in the first post whether or not General Discussion was a good place to post it or not, but I had some peeps tell me General was okay. I'd be happy to move it if more people say I should though.

  7. Greetings Tenno, and welcome to a small series of mine. 

    For the first thread relating to "Warframe Revamped", follow this link: 

    In these posts I will be merely suggesting changes to some aspects of Warframe that I find either lacking or in need of improvement. Of course, this won't include the obvious stuff that everyone and their space mom's been rattling on about (like Universal Vacuum, which I personally think should be a thing but whatever), but more "quality of life" changes, the more feasible stuff. if you think I'm wrong feel free to add to the discussion, it would be much appreciated. Anyways, with the preamble out of the way, let's get on with it. 

    For this thread I shall discuss the topic of the drop locations relating to a few Warframes. You may feel free to disagree with me, but I reckon that some form of change would be, while not necessary, welcome as it would make their acquisition make more sense in-game.

    OBERON: Everyone knows that horn-boy here was never the most popular Warframe, and his drop locations had changed drastically over the years. At first he was dropped by the pre-Rework Vay Hek, and then he found himself in the clutches of Eximus enemies everywhere. I've personally never been a big fan of this decision, as it made him ridiculously easy to acquire, compared to practically every other Warframe. To this day, people continue to unintentionally acquire his components, only to sell them for credits immediately afterwords. Coincidentally, the Cicero Crisis (when Oberon was first released) also introduced the Antitoxins, and a great deal of variety of them. However, I only recall ever using an Antitoxin once after the Cicero Crisis event ended, and that was purely out of curiosity. I reckon that the vast majority of players here haven't even bothered using Antitoxins either, and that some of you don't even know what they are. I'll just give a short explanation just to make sure we're all on the same page; Antitoxins are Gear items whose blueprints you acquire from the Market, and then you build them by gathering scans of Earth's flora (Threscones, Dragonlilies and Jadeleaves). After you build an Antitoxin and add it to your Gear slot, you can go to an Earth Sabotage mission (the Cervantes node) and insert the Antitoxin into the Toxin Injector. Upon doing so you have to defend the Injector from attacking Grineer until the Antitoxin is finished diluting the toxin inside of the injector. Once you're finished defending the Toxin Injector, you will receive a small bonus reward for it. The stronger the Antitoxin, the greater the reward (I heard of people getting Forma from it, but such rewards are rare). However, the point I'm trying to make is that Antitoxins are an elaborate mechanic that DE made that people rarely (if ever) use, as the reward simply isn't enough to make it worth the trouble. I know that they tried to "remedy" the situation by creating Apothics, which made scanning flora worth the effort, but that only made Antitoxins even more redundant. 

    So, finally, here's my suggestion. Why not move Oberon parts from being dropped by random Eximus enemies, to being dropped as rewards for using an Antitoxin in a Grineer Forest Sabotage mission? The stronger Antitoxin used, the more likely you are to acquire an Oberon part (with a 100% guarantee for an Oberon component or Forma blueprint upon getting the Toxin Injector to 100%). By doing this, Antitoxins would no longer be useless, Oberon wouldn't feel so cheap, and it would all be rather thematic. "You have healed the Earth, and thus the Earth rewards you with a healer". Furthermore, Titania and Oberon having a similar method of acquisition would further solidify their ties (as the Titania and Oberon of medieval and Renaissance literature were usually described as husband and wife). Now, as for the Eximus enemies, I personally think it would be fine if they just had the same drop tables as their regular counterparts, but that would be boring so I tried coming up with something a bit more interesting. The only idea that came to mind was having them drop temporary buffs upon dying, which are consumed upon being picked up by a player. Buffs would come in three tiers, Lesser (common drop, lasts 30 seconds), Moderate (uncommon drop, lasts 60 seconds) and Greater (rare drop, lasts 90 seconds), and an Eximus would only drop one (unless Nekros, Ivara, Pilfering Hydroid and Ore Gaze Atlas were used). The Buffs would come in a variety of "flavors", depending on the type of Eximus it was dropped by, so here's a list: 

    -Blitz Buff: Creates a Seismic Shockwave upon using a Ground Slam attack (stacks with Seismic Wave mod), which consumes the buff and ends its duration early.

    -Energy Leech/Parasitic Buff: Restores the player's energy slowly over the course of the duration (stacks with Energy Siphon mod).

    -Leech/Sanguine Buff: Restores the player's health slowly over the course of the duration (stacks with Rejuvenation mod).

    -Guardian Buff: Grants the player Overshields and an increase in shield recharge rate over the course of the duration (stacks with Fast Deflection and Fortitude mods). 

    -Arson/Caustic Buff: Grants the player an increase in Heat damage over the course of the duration (similar to Ember's Fireball Frenzy augment mod). 

    -Arctic Buff: Grants the player an increase in Cold damage over the course of the duration (similar to Frost's Freeze Force augment mod). 

    -Shock Buff: Grants the player an increase in Electric damage over the course of the duration (similar to Volt's Shock Trooper augment mod). 

    -Venomous Buff: Grants the player an increase in Toxic damage over the course of the duration (similar to Saryn's Venom Dose augment mod). 

    However, this leaves out Warden, Sensor Regulator, and Orokin Spectator Eximus variants, as I have a different idea planned for them. I think that these three Eximus variants should all drop a special Camouflage Buff that renders players invisible while they are standing still. This was merely a random idea I had, as I wanted these Eximus enemies to drop something that is neither too weak nor too strong, but would also contribute to finishing Rescue and Spy missions. If you all have any better suggestions, feel free to write them down. 

    As for the Buffs themselves, there is a lot that I'm unsure about. I believe that different buffs shouldn't stack, meaning that once you pick up an Eximus Buff you'll have to wait until its duration runs out before picking up another. But then comes the question of whether or not picking up an Eximus Buff that is the same as the one you've already picked up should extend the buff's duration, merely refresh it, or if you simply can't pick it up until the original buff's duration ends. For this I'd like to see some more feedback, but let's move on. 

    HYDROID AND EQUINOX: I've only gotten this idea through a random epiphany I had the other day, so it might not be as well thought out as I'd like it to be but I'll write it down anyways. I think that Hydroid and Equinox should have their drop locations switched. After all, it would make more sense if the water Warframe were to drop from, oh you know, an underwater battle, especially since Lil' Regor likes to flood the place. As for Equinox, I had an idea that would make her grind somewhat more bearable and reasonable. Instead of Vay Hek just dropping all eight parts at once, how about putting a system where Vay Hek would drop parts for Equinox's night form when it's nighttime on Earth, and parts for Equinox's day form when it's daytime on Earth? Now I know what you're gonna say, as a friend of mine had already pointed out. Vay Hek is a terrible boss fight, and I agree, he's probably the worst assassination mission in the game. But I believe that is something that could be moderately corrected if Vay Hek is ever revisited. After all, a flying, fidgeting, whack-a-mole enemy who only has two awkward weak spots is not fun at all. To this reason, I think it'd be best if Vay Hek be given protective armor, similar to the Ambulas that spawns on random missions on Pluto (the kind you get Animo Beacons from). This would make Vay Hek an armored beast, meaning that players would have to chip away at parts of his chassis before revealing his hide bit by bit. Once a portion of Vay Hek is revealed, hitting that spot would inflict damage normally. Though hitting his face and speaker when opened should still have an effect, like maybe stunning him or simply interrupting his ability to buff nearby Grineer. Something along those lines would be nice to see, and it would make repeating his Assassination far less tedious and annoying. 

    OCTAVIA AND HARROW: Minor Quest spoilers here, so if you don't want to know anything regarding what happens after you finish the Second Dream,The War Within, Octavia's Anthem, and Chains of Harrow Quests, feel free to stop reading from this point on. 

    Now, with that out of the way, let's proceed. My idea is that Octavia should be a purely Lua Warframe while Harrow should be a purely Kuva Fortress Warframe. Allow me to elaborate. Octavia's Chassis and Systems already drop on Lua, but her Neuroptics (for whatever reason) are dropped from Orokin Derelict Survival missions. For Octavia, I think her Neuroptics should instead be dropped from Lua's Survival mission (the Tycho node). I have nothing against the Derelicts, I just think that some consistency should be in place. As for Harrow, he's just a mess and a pain to grind no matter how you look at it. I got lucky and gained all his parts relatively quickly, but I don't think that is the case for everyone. As previously mentioned, I'd like it if he were a Kuva Fortress Warframe, meaning that all of his parts (much like his Neuroptics) should drop from the Grineer Fortress missions. One part (his Chassis or Systems) could be dropped from the Caches scattered around the Kuva Fort Exterminate mission (the Dakata node) while the other part could be dropped as a reward for completing the Kuva Fort Assault mission (the Koro node). As of now, neither the Caches on Dakata nor the Assault mission on Koro drop anything of value that you can't find elsewhere a lot easier. Which is quite a pity, since I think Assault is quite a thrill and a well designed mission that I'd probably play more often if there was any incentive. Placing Harrow components in these locations would not only make him a pure Kuva Fortress Warframe, but would also provide more incentive for people to actually go to the Kuva Fortress and mess around in it. 

    And that is the conclusion of my second Warframe Revamped thread. Considering that my first one was a relative success, as I received plenty of good feedback on it, I might continue with this series in the future, but not in any real frequency. With all that said and done, I'll be looking forward to your feedback.

  8. UPDATE: 

    Due in part to multiple people saying that DE doesn't want any 'nades in their game, I figured I should rework the EGG idea into something else. One idea that came to mind was this:

    EXITUS ARCANES

    Blueprints for Exitus Arcanes drop from Prosecutors (albeit at a low rate) and necessary components required to craft them are Elemental Regents (that Prosecutors also drop). The EGG idea would carry over somewhat, with each Prosecutor dropping blueprints for Exitus Arcanes and Elemental Regents that correlate to their respective elements. The kicker of the Exitus Arcanes is that they can be equipped on all non-Zaw melee weapons and they are one-time use only. Meaning, an Exitus Arcane, once equipped, will last for only 24 hours before expiring. Upgrading the Exitus Arcanes will make them permanent, and that process functions in pretty much the same regard as any other Arcane. 

    The point of Exitus Arcanes is to provide an easy way to acquire simple Arcanes to new players, as a sort of introduction into the whole mechanic The fact that they expire would urge them to seek out more (and permanent) Arcanes, which in turn would lead them to the Warframe, Magus, Virtuous, and Exodia Arcanes. I'll just list four Exitus Arcane ideas for now, to give a few basic examples as to what these would do: 

    Ignition - (Triggered when wall attacking) The weapon projects billowing flames, propelling the Warframe further and creating a radial wave of Heat damage upon hitting an enemy or landing on the ground. 

    Permafrost - (Triggered when slide attacking) The weapon leaves behind a slope of slippery ice. Enemies that walk over the ice will slowly freeze over and have a chance to slip and fall, rendering them prone.

    Acidity - (Triggered when ground slam attacking) The weapon creates a pool of acid that deals Toxic DoT. Enemies caught in the initial splash are doused, and they will leave behind small acid puddles wherever they go.

    Maelstrom - (Triggered when charge attacking) The weapon electrocutes all enemies hit, turning them into Tesla Coils. Tesla Coils will project arcs of electricity that will zap all nearby enemies for a short period of time.

    Hopefully, this idea garners more acceptance than the Grenade one. If not, then I guess it's back to the drawing board with me.

  9. 1 hour ago, EndermanBeast said:

    Yes yes yes.  But something that isn’t getting a yes from me is the grenade idea. I’m sure DE have, and would, say no to it. 

    However, I would like to see this as a series of threads. I’ll be closely looking at this.

    And I do think you were right to put this in General Discussion, for those that think this should go in Fan Concepts, mainly because not as much people look at Fan Concepts as they do at General Discussion.

    Considering that you're the third person already to have told me that the Grenades are something DE said no to, I suppose I should really think of something different. So far, the only thing that comes to mind are mines, allowing players to lay them down on the ground and have enemies walk over them to trigger their effects. It might be a bit too much like Teslas, and Minelayer, so I may need to think further on the subject. 

    And yeah, I do plan on making multiple threads, where I would be able to propose feasible changes that aren't too obvious. I'd happy to see more people on board, the more the merrier. 

    Also, I figured that most people don't go to fan concepts because you'd mainly just see a ton of Warframe concepts of varying qualities, so I figured General would be more grofitable to post on. As it turns out, it was. 

  10. 12 minutes ago, TotallyLagging said:

    I was thinking of that too but I felt that would be too generic. It'd just be the lancer version of Drahk/Hyekka masters. Maybe they could spawn their own special units? Those that are directly under the Commander should have better gear after all. But yeah, AI limitation is sadly a thing.

    Though last time I heard DE scrapped some ideas off Damage 3.0 (unrelated to IPS rework btw, it was something about removing damage mods like Serration and the likes) in favor of reworking enemy AI to make enemies harder to deal with.

    Granted, that Devstream was on... February or March 2017... 

    Well they could always command other units when the main squad dies. Point is they're there to make other enemies more threatening without resorting to artificial difficulty like bumping their damage or armor up.

    Yeah, the Drahk/Hyekka Master comparison did come to mind. You have Tyl Regor who has his Drekar Manics and Drekar Manic Bombards, so him having unique entourage units wouldn't be too far fetched. As for AI limitations, I think the Field Commander would make do with only three commands: 

    1 - Advance: The Field Commander points to a single target (be it a player, a hostage, or a cryopod, or whatever) and all Grineer units around him do so.

    2 - Rally: The Field Commander orders all Grineer units in the area to form around him, creating a form of "circle the wagons" kind of formation. 

    3 - Entrench: The Field Commander orders all Grineer units with undeployed Blunts to deploy them in a line before him, creating a wall of sorts.

    It's not much, but it would give the illusion of them being competent leaders who can order troops around in a true Commander fashion.

    4 minutes ago, Almighty_Jado said:

    While a cool idea, I feel like EGGs don't fit very well into the game, simply because the Devs already turned down the idea of Grenades before (but then again, never say never.... they once said vehicles would never be in Warframe and here we are with Dargyns). However, there's a Warframe/weapon that can accomplish basically everything in your list of eggs, and I just genuinely feel like consumable offensive equipment doesn't match the speed of the game very well.

    Great idea for the Commander. Would always like to see them be more relevant.

    Not sure if I agree with Nullifiers. Giving them opticors would be hilarious (and terrifying,) but I honestly think they're ok as is. They fulfill their job (albeit annoying) quite well; force you to change your combat approach for a while in order to defeat them. Believe it or not this helps break up the monotony of the game.

    Please understand that while I may sound overly critical, I'm just voicing my own personal opinion. Good job thinking these things up though, there are many more things that you can look at that I look forward to seeing your take on :)

    The Grenade thing only came about because I couldn't think of anything else to incorporate the Prosecutor's elemental theme into. I tried coming up with a few uses that would prioritize utility over damage, as I think Grenades should be used to flush out enemies rather than outright kill them. I haven't heard of DE saying no to grenades, but then again I don't really follow the Devstreams. I might want to give it some more thought and see what else I can come up with. 

    As for Nullifiers, I also think they're fine as they appear in regular missions, I really don't mind them either, but it's in Sorties that the pain really shows itself, when you have dozens of them spawning all at once and they make it nearly impossible to do anything. I don't really share the same vitriol for Nullifiers as some people do, but I still think they can be worked into something more interesting than just a "no no, you can't use abilities here" mechanic that arbitrarily slows down the pace of the game. 

    Yeah, I don't mind criticism, I welcome it, as doing so opens up room for improvement. Glad to have some diversified opinions on this thread. 

  11. 1 hour ago, TotallyLagging said:

    Commanders could certainly be more... commander-y. Teleport doesn't really fit the whole battlefield control thing IMO. Maybe make it a special encounter like the Prosecutors but for all Grineer planets. Have them spawn with a squad of heavies, and give them special abilities based on what units they're leading.

    For example a Commander leading a bunch of Bombards could mark a player for the seeker missiles to home in, a Napalm Commander can point on a specific area for the Napalms to shoot at denying entry from that area (Napalms might need some rebalancing with this though), a Nox Commander can order Noxes to charge at players, etc. Just some random ideas on the top of my head. Basically they're there to sort of enforce the AI to do something threatening to the players instead of the seemingly braindead stare-at-the-tenno-before-shooting dudes we slaughter everyday.

    Otherwise I like the other ideas. Other units like the Comba/Scrambus could use a touch up. They used to be the better alternative to nullifiers back when the drone wasn't a thing and nullifiers block low firerate guns, but now they're the more obnoxious bunch with the UI scramble/nullify combo.

    I contemplated something along these lines, but opted for the other thing instead. I do like the approach and it could make Field Commanders (I'd like to call them that from now on, if you don't mind) feel more like they're in command. Then again, there's also the question of "if Grineer have teleportation technology, why aren't they using it more often?" which would be reason enough to phase out the switch teleport entirely in favor of a true commander role. 

    How's this? Make it so Field Commanders have the ability to summon Grineer troops to their location (visually represented by them standing still and bonking their Javloks on the floor, similar to Harrow's noble animation with a Speargun). The composition of these reinforcements would vary from Region to Region. On Mercury it would merely be regular Lancers, Troopers, and Butchers, while on Sedna it would include Bombards and maybe Napalms. He can summon reinforcements only once, and when he does these troops will prioritize defending the Field Commander (attacking the player who attacks the Commander first and foremost, never leaving the Commander out of their sight, etc.). Giving the Field Commander the ability to give out some basic orders would be nice, but not quite sure if DE would be able program an AI of that level. 

    What do you think? 

    EDIT: As for Combas and Scrambuses, I agree that they can be a bit bull, but I honestly have no idea what I'd do with them. Having them be Prosecutor-ish wouldn't work, since that's what I plan Nullifiers to be. Maybe make it so hitting their helmets creates a feedback loop that stuns them (and maybe all nearby Corpus) for a bit? It ought to be something interesting and rewarding to pull off. Might deliberate on this further. 

  12. 5 minutes ago, Shockness said:

    At first when reading the nullifier part I was like "Are you insane? my magnitize is getting destroyed by those guys in late game". But then I saw you wanted to make them more as a boss kinda enemy and have them less spammed around and I totally agree on that, I hate having 10 nullifiers just nullifying everything I have, it's just not fun. It would indeed be way nicer if theres one but who's a challenge to defeat.

     

    1 minute ago, --Q--Voltage said:

    I really like your nullifier ideas. Great detail in the thread and I totally agree that Nullifiers should be less common but more menacing.

    I always thought Nullifiers should be a big deal, considering the fact that they can Nullify Warframe powers of all things. Having them be mini-boss tier would only be a matter of fact, and it would make defeating them all the more gratifying. Plus, I hate Sortie Defenses where there's twenty of them running around while being forced to make sure that the Bondage Bob doesn't get killed. 

  13. Greetings Tenno, and welcome to what may or may not become a series of forum threads.

    In these posts I will be merely suggesting changes to some aspects of Warframe that I find either lacking or in need of improvement. Of course, this won't include the obvious stuff that everyone and their space mom's been rattling on about (like Universal Vacuum, which I personally think should be a thing but whatever), but more of a "quality of life" kind of changes, the more feasible stuff. I've been playing Warframe for quite a while now (and have posted a bit on the forums in the past, but that was years ago) so I like to think I know what I'm talking about, if you think I'm wrong feel free to add to the discussion, it would be much appreciated. Anyways, with the preamble out of the way, let's get on with it. 

    Everyone here knows that DE has a firm grasp on art design, but there are quite a few enemies that I think could be changed in order to improve the game. Of course, I know that all of you read "Nullifier" in the title and are probably assuming I'm just gonna suggest nerfs, but hear me out first. In this thread I will attempt to list of all of the enemies that I find in need of reworking and will add suggestions as to what that rework might look like, and hopefully it will be something to your liking. 

    COMMANDERS - These cone-headed Grineer marines have been in the game for as long as I can remember, and they haven't really been changed much (if at all) despite the game itself changing drastically. The underlying problem is simple, their Switch Teleport ability is nothing more than a nuisance that can easily get you killed in the silliest of ways on higher levels. There is no counter play to it, other than being too close or too far for him to teleport you, or simply killing him before he can even see you. Furthermore, their names come off as a bit too generic, especially since the Plains of Eidolon gave us Plains Commanders, Recon Commanders and Aerial Commanders (thus making it a tad bit confusing). So, to start off my list of suggestions, let's simply rename Commanders to Field Commanders. It's simple, fitting, and will prevent confusion. 

    OPTION 1: The problematic Switch Teleport ability, which I believe should be altered so that instead of swapping players, the Field Commander swaps with other Grineer. This ability would be triggered if the Field Commander is attacked, allowing him to pick out any of his surrounding comrades and switch places with them. The Field Commander would prioritize heavier units with the highest amount of health and armor (Bombards, Napalms, Noxes, etc.) but with a few exceptions (he wouldn't be able to switch teleport with Bosses, the Grustrag Three, Arc Traps, or Capture Targets). Adding this change would make the Field Commander seem more like the kind of enemy who is in control of the battlefield and tactically rearranges his troops to his advantage, instead of just an annoying nuisance.

    OPTION 2: Take away the Field Commanders ability to teleport entirely, replacing that ability with the ability to summon Grineer reinforcements and issue them orders (in a similar fashion to Drahk/Hyekka Masters). The numbers and composition of these reinforcements would range from planet to planet. For example, a Field Commander on Mercury would only be able to call forth two Lancers, two Troopers and two Shield Lancers, while a Field Commander on Sedna would be able to summon two Heavy Gunners, a Bombard, a Napalm, and two Seekers (or something like that). The Field Commander would then be able to issue three different orders, which are Advance (the Field Commander marks a single target, be it a player, NPC, cryopod, or whatever) and all Grineer in the area attack it), Rally (all Grineer in the area form around the Field Commander, effectively grouping all of them together in one place), and Entrench (all Grineer with unused Blunts deploy them in a line designated by the Field Commander, creating a wall of cover that the other Grneer can hide behind). 

    In addition, I would like to suggest a change to his gear, as blasphemous as it might be to suggest this, I'd exchange his Grakata for a Javlok and a backup Brakk. The reason why I'd suggest this is simple - the Field Commander could potentially make good use of it in combination with his teleportation ability. The Field Commander could potentially use the Javlok and then throw it at the player (with a long windup and a loud priming sound as a warning) and then switch to his Brakk until he can retrieve it (either by walking up to it, or by teleporting on top of it). I imagine this would give the Field Commander a lot more firepower and also make him a lot more mobile, as he would be able to follow the players wherever they go, so long as they weren't out Javlok range. Therefore, in conjunction with this, I'd also suggest that Javlok Capacitors be dropped by Field Commanders instead of Prosecutors, which I'll be discussing next. 

    PROSECUTORS - I've been playing the game since Prosecutors used to drop Vay Hek Beacons (and people nowadays think Harrow is too much grind), but have been relegated to irrelevance after this was changed. Now they only serve to drop Javlok Capacitors, and once you make one they become irrelevant again. This seems like a waste of a mechanic (especially since the Lotus still makes a fuss whenever one spawns), so I thought it'd be best to give new rewards for defeating a Prosecutor, while also encouraging players to continue doing so. The reward I have in mind would be a new kind of Gear item that I like to call Elemental Grineer Grenades (or EGGs for short). The blueprints and components for EGGs would be dropped by Prosecutors in a similar fashion to Juggernauts dropping blueprints and components for Pherliac Pods. The components for building an EGG would be EGG PrimerEGG Detonator and Elemental Regents. The crux of this idea lies on the Elemental Regents, as they are what would replace Javlok capacitors and give the different types of Prosecutors more relevance. Elemental Regents would come in four types (Heat, Cold, Toxic and Electric), and would only be dropped by their respective Prosecutors (a Prosecutor with a Heat Aura will only drop Heat Regents, but is guaranteed to drop at least one). Once you've acquired all of the required components, and are ready to build your batch of EGGs, you will get to select two Elemental Regents from your Inventory (in a similar fashion to how you choose two Sidearms from your Inventory when you start making an Akimbo). You could choose two Regents of the same type to make a "pure elemental EGG" or mix two different regents to make a "hybrid elemental EGG". Once built, the EGGs will be available for equipped Gear, which the player will be able to access in-game.The different types of EGGs would have different effects (in addition to simply inflicting damage and applying their respective status effects) depending on what elements they are made from. The list is as follows:

    Heat EGG - Generates of flash of light that blinds all enemies caught in the radius, making them prone to finishers and stealth attacks. 

    Cold EGG - Coats the ground in frost, and all enemies that walk over it will steadily freeze over until they are frozen stiff. 

    Toxic EGG - Creates a puddle of toxic acid on the ground that damages enemies that walk over it. Enemies that have been doused by acid in the initial blast will drip puddles of the same toxic acid wherever they go.

    Electric EGG - Conjures a maelstorm of lightning that arcs across the area, striking enemies, turning them into Tesla Coils (like Volt's Discharge). Tesla Coil-ed enemies will emit arcs of lighting as well, but enemies stunned by Tesla-Coil-ed enemies do not become Tesla Coils in turn.

    Blast EGG - Enemies hit with the initial radius get coated with nitroglycerin which will detonate with another Blast radius after a few seconds or if killed. Blasts from coated enemies do not apply further nitroglycerin coating. 

    Corrosive EGG - Enemies caught in the initial radius have their guns jam, making them unable to use them for some time, while reducing their damage as well (as it makes melee weapons rust). 

    Gas EGG - Creates a gaseous cloud that slows down all enemies caught in it and infecting them. If the infected enemies get killed before the duration runs out, they will explode with another radial Gas effect.

    Magnetic EGG - Generates a strong magnetic force that pulls all enemies and loot to it, ragdolling them and rendering them prone. The magnetic pull only lasts for a moment (acting like a mini Vortex) and will slow down the movement of all enemies affected by it.

    Radiation EGG - Emits a cloud of radiation (like in Sorties) that effects all enemies caught in it with Confusion as well as amplifying the damage they take. The radioactive cloud will dissipate over time, 

    Viral EGG - Releases a deadly Viral pathogen that infects enemies caught in the initial radius. The pathogen can be spread from one enemy to the next, so long as they are close enough, refreshing the duration with each infection.

    As for the Prosecutors themselves and how they function, I'm not exactly sure how to change their mechanic (or if they should be changed at all) as I personally don't have too much of a hard time beating them, but that could be just me. If anyone has any ideas regarding this feel free to comment. 

    NULLIFIER CREWMEN - I can practically hear the screeching right now, but I'll press on regardless. I think Nullifiers should be buffed. Make them bigger (Tech-sized preferably), give them more health, and replace their Lankas with something better, like Opticors. However, Nullifiers should only spawn one at a time, and whenever they do the Lotus should give a clear warning (just like Prosecutors). This way, there will only be one Nullifier at any given time (maybe two if you count the Nullifier Target), but making them more challenging to fight against will make defeating them all the more rewarding. Speaking of rewards, one would wonder what would be the point of making Nullifiers a big deal if they don't offer anything to the players other than challenge. So here's my idea that will tie them closer with Prosecutors again (I'm envisioning Nullifiers as Corpus/Corrupted versions of Prosecutors), have them drop blueprints and components for a Gear item. This Gear item would be the Projector Drones that hover over the Nullifier's whenever they activate their force fields. All Nullifiers (the Corpus, Corrupted and Target variants, as well as their Eximus forms) would drop the Projector Drone Blueprint, Motor, Antenna, Receiver and Propeller, and upon building your Projector Drone it will be added to your Gear. Once used, a Projector Drone will latch unto whatever object, NPC, or player you plant them on, and they will create force fields around them (using the player's energy color). These force fields function the same as the ones created by Nullifiers you encounter, but with a few changes. Firstly, these force fields do not prevent you or your fellow Tenno from casting abilities, nor does it cancel any you've already cast. Secondly, it will block out the aura effects of all Eximus enemies so long as you are within the force field. Thirdly, once the Projector Drone is destroyed, it stays destroyed (meaning you'd have to deploy another one from your Gear inventory). This would allow players to defend objectives (Endless Defense, Ship Sabotage, Mobile Defense, Excavation, Interception and Hijack missions), VIPs (Rescue and Defection missions) as well as each other by planting Projector Drones (albeit only one at a time and with a considerable cooldown between uses, much like Air Support Charges). Just imagine playing ODD without having to worry about losing all of your energy because there's a couple dozen Parasitic Eximus Chargers running around, or making Defection missions actually fun since you wouldn't have to babysit the Kavors as much. The possibilities, much like the missions, would be endless. 

    NOTE: I was also thinking of minor changes to a few of the other enemy units, specifically Shield Lancers, Combas and Scrambuses. I think I might not be the only one to say that Shield Lancers are pretty damn annoying on all levels, as their shields block literally everything you throw at them and they can constantly keep knocking you down with their rush attacks. My idea is to simply make it so their shields are breakable (much like Crewman helmets, but with more health) and once a Shield Lancer loses his shield he will instead switch to using Dual Vipers, giving them additional DPS potential. As for Combas and Scrambuses, they can be quite annoying to deal with, and besides the mods they occasionally drop killing them doesn't feel satisfying in the least. The idea is to make it so whenever a Comba/Scrambus gets their helmets blown off, they create a feedback loop of static noise that stuns both the Comba/Scrambus, as well as all Crewmen/Techs around them. Killing a Comba/Scrambus will not trigger the static noise stun, not even if they die while their helmets are still on. This would urge the players to aim at their weak spots for maximum damage, making them (and all of their Corpus buddies around them) prone finishers, should you be able to aim right. 

    And that should conclude my first Warframe Revamped thread. If this one receives sufficient support, then I might make more of them in the future (maybe with a few of my own sketches added in to help visualize it all). I wasn't sure if General Discussion was the ideal place to post it, but if by any chance it isn't, do tell and I'll try to relocate this thread elsewhere. 

    With all of that said and done, I'll be looking forward to your feedback.

  14. I have to say...are you klemming kidding me?

    This is obviously kind of a rip from Typhus. Typhus's fanfic states him being Infested and experimented on by Salad/Corpus, which you've got there as well. Then there's the abilities which are somewhat similar to the abilities Red gave to Typhus (Symbiosis, really?)

    Now, I'm not saying you can't make your Viral Knight, but maybe you should try making it it's own thing, rather than taking ideas from other people and not even mentioning them in the "inspiration" segment. 

    If you want to have an original Frame idea, you're gonna have to do a LOT more than that.

     

    We are the reckoning.

  15. I really like this new concept you made Red, and it might just fit the Warframe franchise quite well (I mean, we already have a necromancer, a paladin, a berserker, a pirate and a joker, so why not vampire?). The abilities seem very good and well rounded, to me he looks like the kind of character that grabs the attention of the enemy and then weakens them instead of strengthening himself, making it easier not only for himself, but for his teammates as well. Overall, I like it, keep up the good work.

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