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Uranit78

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Posts posted by Uranit78

  1. beware walls of text

     

    Conclave - PvP Mode in Warframe. A ghost town. Unbalanced, unfun, boring, and overall, meh. That's quite sad, because PvP (behind fashion) is a true endgame, that Warframe kinda lacks. Players barely visit this mode, which is sad, because how can you farm standing for that gorgeous syandanna? *,*

    Ok, as all Warframe Players over 10Mr know, Conclave needs rework more than Ember does (it will kill her even more). There are some my ideas, not really good (considering my thread-writing skills, heh 😛 ), but personal.

     

      --== Balance ==--

     

    The mode is unbalanced. Sure, something always would be better than something, but we cannot let that "something" be that Extreme like sTaTiCoR iS. Ok, so:

    • Kill Mods. Players that *somehow* have higher Conclave rank can aquire stronger mods, which would make their weapons more powerful than the others.
    • Warframe Classes. Ok, this would likely kill the Customization... stuff, but sorry, every miracle requires sacrifice. Maybe something unoriginal, but each Warframe you get would allow you to pick his Class. Each class features Warframe and 3 Weapons, even if you don't own weapons. Weapons would get balanced, so they won't overkill any other. Note: Prime, Wraith, Vandal etc. Variants can be used in the battle, if you own them, but only as a minor fashion - their stats would be based on the stats of normal counterparts. Also, no passive allowed (example: Ballistica's Prime ghost mechanic).
      • Right now we have 40 Warframes, so we can devide them into 4 specializations: Damagers, Stealth Killers, Defenders and Supports. Damagers specialize in dealing high damage, Stealth Killers in killing from behind and being irritating to the enemies, Defenders in taking damage and being resistant, and Supports in any way of helping their team.
      • Abilities would also have Cooldowns. 4th Ability would be the only charged with Energy, which can be aquired by doing specialized roles (healing, defending and bla), and by killing. Stealth Killers have their energy gain from kills doubled. Assists give 75% of normal energy.
      • Armor doesn't exist
      • Warframes would also get several changes. I'll detail them here, alongside their Spec, Weaponry and Skills:
        • Ash 
          Spoiler

          Spec. Stealth Killer

          Hp: 100, Shield: 100, 

          Weapons:

          • Prim: Zhuge
          • Sec: Hikou
          • Mel: Nikana

          Skills:

          1. Shuriken (cooldown: 5sec) - Throw a homing shuriken, dealing 30 damage
          2. Smoke Screen (cooldown: 8sec) - Dissapear for 4sec into shadows
          3. Teleport (cooldown: 5sec) - Teleport to nearest ally or enemy
          4. Blade Storm - deal 40 damage to all enemies in sight
        • Atlas 
          Spoiler

          Spec. Defender

          Hp: 300, Shield: 100,

          Weapons:

          • Prim: Convectrix
          • Sec: Sonicor
          • Mel: Tekko

          Skills:

          1. Landslide (cooldown: 5sec) - Slide forward. Upon enemy contact, deal 50 damage and knocking down the target
          2. Tectonics (cooldown: 12sec) - Create a rock wall with 500 HP lasting 7sec. Landsliding on it would create it into a boulder, sliding through the map until wall contact, dealing 40 damage - Petrifying it would refresh it's duration and give 30% Damage reduction to it
          3. Petrify (cooldown: 10sec) - Petrify enemies in front of you in a cone for 2 seconds. Landsliding into them would increase Atlas' health by 20%
          4. Rumblers - Create 2 Rumblers, each with 400 Hp for 12sec. Rumbers would damage enemies, dealing 20 Damage each. After they die or they expire, they'll drop a pickup, that would give the pickuper 10% Damage reduction for 4 seconds
        • Banshee 
          Spoiler

          Spec. Stealth Killer

          Hp: 110, Shield: 100

          Weaponry:

          • Prim: Vectis
          • Sec: Gammacor
          • Mel: Bo

          Skills:

          1. Sonic Boom (cooldown: 7sec) - Create a sound wave, dealing 20 damage and knocking down enemies
          2. Sonar (cooldown: 10sec) - Reveal enemies for you and your allies (including invisible ones) in radius of 70m for 7sec
          3. Silence (cooldown: 14sec) - Create a hushing wave around yourself in radius of 20m, and silence your footsteps and weaponry fire for 8sec (enemies won't hear literaly anything) - allies caught within would also benefit for this buff
          4. Sound Quake - Slam into floor, and create a 50m wave, dealing 50 damage and staggering enemies

           

        • Baruuk 
          Spoiler

          Spec. Damager

          Hp: 140 Shield: 100

          Weaponry:

          • Prim: Grinlok
          • Sec: Afuris
          • Mel: Cobra & Crane

          Skills:

          1. Elude (cooldown: 1sec) - Switch between attacking and being immune to attacks in 90o angle
          2. Lull (cooldown: 8sec) - Put all enemies in radius of 10m into sleep, and enemies within 25m would get slowed down for 2sec
          3. Desolate Hands (cooldown: 10sec) - Deploy 4 Darts, that would seek nearby enemies, dealing 10 Damage and unallowing them to use the weapon they used while hit by them for 15sec
          4. Serene Storm - THrow away your weapons and become furious - Use your Desert Wind fists, and deal 50 damage for each strike - lasts 10 seconds

           

        • Chroma 
          Spoiler

          Spec. Defender

          Hp: 200, Shield 200

          Weaponry: 

          • Prim: Ogris
          • Sec: Magnus
          • Mel: Gram

          Skills:

          1. Spectral Scream (cooldown: 8sec) - Breathe fire for 5sec, dealing 2 damage each 0.1sec
          2. Elemental Ward (cooldown: 15sec) - Tap to Change, Hold to Use - Select an element to use - Fire gives 100 additional HP and attacks start to burn target, resulting in taking 3 damage each 1s for 3s - Electricity gives 100 additional shields and attacks start to zap targets, resulting in 25% damage taken being carried over to the nearest ally within 15m radius - Cold gives 30% Damage Reduction and attacks start to freeze targets, resulting in slowing them down for 2sec - Toxin gives increased Speed and Fire Rate, and attacks start to infect targets, resulting in taking 10 damage directly into health over the course of 4sec - All effects stacks, Ward lasts 5sec, and buffs are shared for allies within 10m, and stay after leaving this area
          3. Vex Armor (cooldown: 18sec) - Cover yourself in Vex Armor for 20sec - enemy shoots in Shields increases your Damage Reduction for Health by 1% (caps at 50%), while attack at health increases your Damage by 2% (caps at 100%) - buffs are shared with allies within 10m, but don't stay after leaving this area
          4. Effigy - Strip your Dragon skin, and create a dragon for 15sec - Dragon has 1000Hp, but no Shields, and would attack all enemies within sight (Fire Breath would deal 1 damage each 0.09sec to close ranged, around 10m from dragon, Fire Blast would deal 40damage each 1,5s to far ranged)  - Chroma would also increase his speed by 25% but would gain 10% increased damage

           

        • Ember 
          Spoiler

          Spec. Damager

          Hp: 120 Shield: 100

          Weaponry:

          • Prim: Karak
          • Sec: Sicarus
          • Mel: Glaive

          Skills:

          1. Fireball (cooldown: 8sec) - Toss a fireball, dealing 50 damage on impact, and would deal additional 20 damage over the course of 5 seconds
          2. Accelerant (cooldown: 15sec) - Increases Ember's speed and fire rate by 20% for 4sec, and refresh all active cooldowns
          3. Fire Blast (cooldown: 12sec) - Create a blast of fire, dealing 10 damage and knocking down enemies, and create a blazing field of fire for 5sec, dealing 20 damage each second
          4. World on Fire - Ignite completely, gaining 30% Damage Reduction and create a meteor field around you for 5sec, dealing 50 damage for each target within 30m each 1sec - also, zeroes Fireball cooldown for that duration

           

        • Equinox 
          Spoiler

          Spec. Support

          Hp: 160, Shield: 100

          Weaponry:

          • Prim: Stradavar
          • Sec: Kulstar
          • Mel: Tipedo

          Skills:

          1. Metamorphosis (cooldown: 2sec) - Change between Day and Night form, each providing diffirent kind of buffs
          2. Rest/Rage (cooldown: 8sec) - Rest - Put nearby enemy into sleep (they would awake after taking damage, or after sleeping a minute - only one enemy can be asleep as well) - Rage - Point an enemy that would receive 50% more damage from you and your allies for 3 seconds
          3. Pacify/Provoke (cooldown: 15sec) - Pacify - Create an aura for 8sec with 25m radius, that would give Allies within it 12,5% Damage Reduction - Provoke - Create an aura for 8sec with 25m radius that would increase Allies' damage by 12,5%
          4. Mend and Maim - Create an aura for 5sec with 30m of base range, increasing to 70m over that course of time, dealing 20 damage and additional 5 straight to Health each second - after that, all damage dealt would be stored, and 50% of it would be used to heal allies within those 70m, and 50% to damage enemies within the same range

           

        • Excalibur 
          Spoiler

          Spec. Damager

          Hp: 110, Shield: 110

          Weaponry:

          • Prim: Braton
          • Sec: Lato
          • Mel: Skana

          Skills:

          1. Slash Dash (cooldown: 6sec) - Dash forward, dealing 40 Damage on impact - after that, you can still dash, but deal 20% less damage - you can travel max. 40m with this ability
          2. Radial Blind/Howl (cooldown: 10sec) - Blind all enemies looking at you within 15m range for 3sec
          3. Radial Javelins (cooldown: 12sec) - Deal 70 damage to all enemies within 20m, and stagger them
          4. Exalted Blade - Equip your Exalted Blade for 5sec, dealing 40 Damage with each wave

           

        • Frost 
          Spoiler

          Spec. Defender

          Hp: 200, Shield: 210

          Weaponry:

          • Prim: Glaxion
          • Sec: Spectra
          • Mel: Dual Zoren

          Skills:

          1. Freeze (cooldown: 8sec) - Toss a freezing drop, dealing 35 damage upon impact, and slowing down enemies by 30% for 3sec
          2. Ice Wave (cooldown: 12sec) - Create a field of ice spikes, dealing 40 damage each - it would stay 5sec and slow down enemy movement by 40%
          3. Snow Globe (cooldown: 10sec) - Deploy a frozen sphere with 400 HP for 5sec - enemies within it are slowed down by 20%
          4. Avalanche - Freeze nearby terrain, and then slam with ice, dealing 80damage and freezing enemies for 2sec - first shot on frozen enemies would double the damage

           

        • Gara 
          Spoiler

          Spec. Defender

          Hp: 190, Shield: 175

          Weaponry:

          • Prim: Astilla
          • Sec: Fusilai
          • Mel: Volnus

          Skills:

          1. Shattered Lash (cooldown 10sec) - Taping would create a burst of glass, dealing 30 damage and knocking hit enemy away - Holding would create a wide angle swipe, dealing 20 damage and staggering enemies
          2. Splinter Storm (cooldown: 12sec) - Shatter your armor, and give yourself an 80% Damage Reduction for 4seconds - Allies within 5m would also get this buff, but it would be shared (example: 1 ally and you would receive 40%, 3 allies - 20% and so on...)
          3. Spectrorage (cooldown: 14sec) - Create 8 mirrors swirling around for 4sec - mirrors would deflect damage - if they do, and Gara is within the range, 10% of reflected damage would be converted into health restore for her
          4. Mass Vertify - Gain immortality for 4sec, create and expand a glass wall during that time - Wall Primary is separated into 12 pillars, each having 250 HP - wall max range is 15 meters, and enemies caught in that duration would multiply Wall's HP by 2x, and after 2sec would get crystalized for 5sec - they can't move, and would receive 25% more damage

           

        • Garuda 
          Spoiler

          Spec. Support

          Hp: 150, Shield: 75

          Weaponry:

          • Prim: Nagantaka
          • Sec: Ocucor
          • Mel: None (Garuda's Talons)

          Skills:

          1. Dread Mirror (cooldown: 12sec) - Jump onto enemy, dealing 15 damage, or killing an enemy when it's health is lower than 25% - after that, a mirror would appear for 5sec, storing every damage dealt to it - after it expires, a blood ball would appear, and would launch after first shot, dealing 10% of stored damage to enemies
          2. Blood Altar (cooldown: 8sec) - Jump onto enemy and impale him, creating an altar of life

           

        • Harrow 
          Spoiler

          Spec. Support

           

     

    • Hildryn 
      Spoiler

      Spec. Defender

       

    • Hydroid 
      Spoiler

      Spec. Stealth Killer

       

    • Inaros 
      Spoiler

      Spec. Tank

       

    • Ivara 
      Spoiler

      Spec. Stealth Killer

       

    • Khora 
      Spoiler

      Spec. Damager

       

    • Limbo 
      Spoiler

      Spec. Support

       

    • Loki 
      Spoiler

      Spec. Stealth Killer

       

    • Mag 
      Spoiler

      Spec. Support

       

    • Mesa 
      Spoiler

      Spec. Damager

       

    • Mirage 
      Spoiler

      Spec. Damager

       

    • Nekros 
      Spoiler

      Spec. Damager

       

    • Nezha 
      Spoiler

      Spec. Stealth Killer

       

    • Nidus 
      Spoiler

      Spec. Defender

       

    • Nova 
      Spoiler

      Spec. Damager

       

    • Nyx 
      Spoiler

      Spec. Defender

       

    • Oberon 
      Spoiler

      Spec. Support

       

    • Octavia 
      Spoiler

      Spec. Support

       

    • Revenant 
      Spoiler

      Spec. Defender

       

    • Rhino 
      Spoiler

      Spec. Defender

       

    • Saryn 
      Spoiler

      Spec. Damager

       

    • Titania 
      Spoiler

      Spec. Support

       

    • Trinity 
      Spoiler

      Spec. Support

       

    • Valkyr 
      Spoiler

      Spec. Defender

       

    • Vauban 
      Spoiler

      Spec. Damager

       

    • Wisp 
      Spoiler

      Spec. Support

       

    • Wukong 
      Spoiler

      Spec. Stealth Killer

       

    • Zephyr 
      Spoiler

      Spec. Stealth Killer   

    (sorry if any of these balance changes are bad, i've been writing this at night and tired people do strange stuff. I also need your feedback)

     

  2. 1 minute ago, AwkwardLazarow said:

     

    well vazarin has 4 revives while she gets only 2

     

    Well, it actually got 8 - but we don't need more, it would be actually way to OP to res 2 free times

    2 minutes ago, AwkwardLazarow said:

     

    Covenant doesnt last long with the invulnrability

    I died when i saw this. It lasts long enough.

    Trinity doesn't need a rework, especially like this - it would make her even more broken than she already is, and DE would likely nerf her then - and nobody wants that.

    Trinity already is a great support, and she's great in what she's doing - she doesn't need to be "jack of all trades" to be good - she just needs to master a single thing, which is Support

  3. Hello

    I've played Vauban for a while (no, i wasn't trolling players with his bounce....), i like his kit an stuff, but, i see that he's... weak. His CC is decent, but damage of his Tesla is... meh, and his Traps are not really useful - mostly because he places static traps, in a game about constantly GOING FORWARD. But it doesn't even work on Defence or Interception, because of lack of area to use it, as well as a lack of their use - preventing enemies to come near...

    So my ideas are:

    1. Tesla

    • Increase the base damage to at 500 (max rank) 
    • Revert the ability to charge it, as it doesn't make sence
      • Every buff that aplies on max charge (that is 100% status) would stay
    • Increase it's flight time, so you can hIt YoUr AlLiEs wItH iT... i mean, to place it quicker.

    2. Minelayer

    • As crazy as this idea is...
    • Instead of deploying a mine, Vauban would drop a moving drone (similiar to those circles that we found during wolf alerts) with their own hitbox, health bar, shields and so one
      • A single drone would have (at max rank) 300 Health, 50 Armor and 150 Shields
      • Values above scale with Ability Strength
    • Drones would use sentinel weapns
      • If this is possible, there would be an option to equip them with 4 diffirent weapons (if not, 1 is enough)
      • MOdded separetelly in Arsenal
      • Their damage still scales with Ability Damage
    • There is a max of 4 Drones available, either many of one specialization, or 1 of each
      • By specialization, i mean the Trap they gonna use
    • Drones would follow Vauban, attack enemies, and around each 5 seconds they would deploy a trap in a strategic place they would choose
      • THat is: Bounce Drone would deploy a Trampoline and so on
    • You can place a Tesla grenade on them *if you hit*
    • They last until they are destroyed or decasted
    • Their death results in an explosion, dealing 125/250/375/500 Blast Damage (no scale) 
    • About Traps themselfes:
      • Bounce:
        • Increase the bounce "power" to something like 1,5 of straight-up Bullet Jump
        • Increase the damage to 100/150/200/250
        • Enemies that would hit a celling while bounced by Bounce would get additional 300 Impact Damage
      • Trip Laser
        • Let it deal at least 100/125/150 Slash(?) damage
        • Enemies would always be knocked down
          • THey may also be shortly exposed to finishers
      • Shred
        • Increase base damage to 300/500
        • Increase armor reduction to 40/50%
        • Increase armor reduction's duration to 5/6s
      • Concuss
        • stay as is
      • Mines scale with Damage, and last forever *expection is trip laser*

    3. Bastille

    • Erase the Max Lift Cap - It's useless and just kills this ability
      • *that's pretty much it because bastille in it's own is pretty nifty ability for CC*

    4. Vortex

    • Add a new mechanic - when you'll drop a Tesla grenade into an active Vortex, power surge would take place. In result, Vortex would start to deal additional 50 Electric damage for 2 sec, after which Vortex would explode, throwing away sucked enemies, and dealing Electric Damage based of 50/100/150/200% of damage dealt by Vortex, with 100% Status Chance, damaging all enemies within 2x suck size
    • An Augument Change: 
      • from Perpetual Vortex to Growing Vortex, Vortex would expand by 20/30/40/50% of it's original size for each enemy sucked in
      • Expanding = increasing range of suck and the particle effect creating Vortex
  4. Hello Everybody!

    The Archwing - for a new player, awesome, phenomenal gamemode, and doors for traveling space. But we, Veterans, or at least 12Mr+ know how underwhelming archwing is... but there is a chance for it. The Empyrean Update, featuring Railjack and actual Space Travel is a perfect ocasion for Archwing changes. Feel free to share your ideas, here are some of my, and my clanmates ideas!

    Changes:

    Spoiler

    Archgun Functionality:

    Spoiler

    Archguns are nice and fun. However... there are some... less practical. Mostly Corvas and Velocitus - My friend says that it's barely possible to hit a target with fully charged projectile. Corvas is also a bad execution to a "space shotgun" - you must come close to the enemy for it to actually do a S#&$. It would be better if Corvas had a less damage drop off, or something...

    Enemies:

    Spoiler

    Mainly Corpus ones - their enemies are unoriginal af. They are just reskined Osprey Drones and Crewman with few attachements, Gox is an exclusion, because, well, it's original design. If we want Drones in space, then okay, but make them have a new Model - i know Corpus lacks diversity, but it would be nice. About a bosses - and mainly, only Jordas Golem - Make him fun! It doesn't need to be a big blob of ancient dissease that occasionally creates a frigin fire bubble - make him barrage you with projectiles you need to dodge, an the engines - make the engines occasionally! expose, and they'll act as a weak spot - and lower his health, it's too much.

     

    Additions:

    Spoiler

    Archwings:

    Spoiler

    New Archwings are a must! We have ONLY four *excluding Odonata Prime*, yet we deserve more! More diversity, new cool and murderous abillities, nice designs - here is a concept of a new Archwing:

    Spoiler

    Hyperion

    Stats: 

    • 700/1400 Health
    • 500/1000 Shields
    • 100 Armor
    • 1.010 Flight Speed
    • 210/315 Energy

     

    Skills: 

    1. Stellar Scope 
      • Locks onto the enemy, and delivers painful shockwaves to the target, that explode on contact
      • Initial costs 25 Energy, sends Shockwaves each 2sec, each costing additional 25 energy
      • Abillity is concerned chanelling, and stops sending waves on abillity reclick / target's death
      • Deals 300/600/900/1200 Damage - Scales with Strength
      • Unlimited Range of traveling - Locking range is 400m, scaling with Range
      • Travels 200m/s, - scales with Duration
      • Allies within the affinity range will receive 10% (scales with strength) boost to ammo regeneration
    2. Linking Rings
      • Links nearby allies (in range of affinity range, scales with range) with rings for 5/10/15/20sec (scaels with Duration)
      • Costs 50 energy
      • Rings have 15m range (scales with Range), and deal 500/600/700/800 damage upon contact with enemy (scales with Strength)
      • Rings also give 20/30/40/50% damage reduction (scales with Strength)
      • Links don't break under high range diffirence between players - expands Affinity Range
    3. Stardust Sphere
      • Creates a 50m (scales with range) globe, that has 2000/4000/6000/8000HP (scales with Strength)
      • Costs 75 Energy
      • Globe absorbs incoming damage, and protects the entities within it
      • Expells enemies
      • Lasts until destroyed
      • Can be manually destroyed, marking it with Stellar Scope - destroying it that way would cause the explosion dealing the same ammounts of damage as absorbed
    4. Traversing Nebula
      • Costs 100 Energy
      • Bursts forward a big nebula, traveling 125/250/375/500m (scales with range) with a radius of 30m (also scales with range)
      • Nebula sucks in the enemies, dealing 100/200/300/400dmg (scales with strength) per second
      • Nebula travels 30m/s (slows down/speeds up by Duration)
      • Can cast another Nebula while other is active, yet the first nebula would start to shrink 5m/s (scales with Duration)

     

    Theme Colors (yes) - White, with mix of magenta, orange and yellow, with biggest pressure on magenta - Energy colors are Magenta/Orange

     

    We can also get a new type of their Acqustition. Maybe Interception on Uranus? It's an Endless mission, and it may work just like Invested Salvage with Nidus.

     

    New Archwing Prime! Even though it won't likely come with the Empyrean Update (unless they'll decide to put the Prime Archwing with Wukong Prime), but in my opinion, we need a new Archwing Prime. My proposition would be Itzal Prime, released alongside Titania Prime around March/April of 2020 - it could be released with Dual Decurion Prime.

    Archguns:

    Spoiler

    Archguns are not forgoten *thank you Hildryn for bringing Larkspur*, but we still need more, if we want some more diverse playstyle. We have a Minigun, double pistols, Shotgun, some kind of a laser, Cannon, Railgun... yet we need moar!

    Some of my propositions for a new Archgun are:

    Spoiler

    Icalat - Sniper Rifle

    • Mastery: 6
    • Hitscan
    • Trigger: Semi-Auto
    • Noise: Alarming
    • Fire rate: 1 per second
    • Accuracy: 99
    • Magazine Size: 10 
    • Atmospheric Ammo Reserves: 60
    • Disposition: 0.95 (three circles)

    -------

    • Total Damage: 500
      • Impact: 395.0
      • Puncture: 85.0
      • Slash: 20.0
    • Crit Chance: 32%
    • Crit Multiplier: 2,3x
    • Status: 10%

     

    Arcmal -  Interstellar Bow

    • Mastery: 4
    • Projectile Speed: 450.5m/s
    • Trigger: Charge
    • Noise: Silent
    • Fire rate: 0.5 per second (1 per 2 seconds)
    • Accuracy: 80
    • Magazine Size: -
    • Atmospheric Ammo Reserves: 20
    • Disposition: 0.95 (three circles)

    -----

    • Total Damage: 300
      • Impact: 100.0
      • Puncture: 250.0
      • Slash: 50.0
    • Crit Chance: 40%
    • Crit Multiplier: 2.0x
    • Status: 20%

     

    Archmelee:

    Spoiler

    The Arch-Glaive is coming ^^

    Horray! This also proves that Archmelee is not forgotten - But still, More. I will upload a new Archmelee concept later, because now i have a crazy idea: Atmospheric Archmelee!

    Basically, let's say that Eidolons now have a chance to drop the Sentient Gauntlet blueprint - a new find, that after crafting (15 Breaths of the Eidolon, 10 Intact Eidolon Cores, 5 Expectional and 2 Flawless) can be attached to the Archmelee, summoning it in the fight. Each archmelee would have a special type of combo:

    • Veritux would perform an airborne spin attack, pulling nearby enemies, and then charging forward, knocking them around the map, similar to Rhino Charge
    • Kaszas would be thrown forward, and would home to the nearby 6 enemies, dealing huge damage and stunning them for a while
    • Knux would stagger one enemy, pick it up, and burst it into another enemies, dealing huge Impact damage
    • Centaur would transform into the Rampart-alike sentry gun, having it's own durable shield, lasting for 10 seconds
    • Onorix would throw the blades and transform them into 2 saws, roaming around the map for 10 seconds
    • Rathbone would slam into the ground, staggeting every enemy in a big range, and would create a rock platform lasting 10 seconds
    • Agkuza would teleport you to the target, and will let you perform lightspeed cuts, letting you massacre the enemy

    There would also be Archmelee Stances *available only in Archwing missions*, to increase your mod capacity and let your hits be more "fancy"

    Archwing Missions:

    Spoiler

    There is not enough Archwing missions! And when i think about archwing missions... i not only think about space. Plains of Eidolon and Orb Vallis showed us how great Archwing missions could work inside planet's atmosphere. Imagine - Flying over the rainforests on Earth, exterminating enemy dargyns, or Rushing between Gas City complexes on new Jupiter, or maybe defending an asteroid with detected Warframe Cryocapsule around those gigantic poles on Europa. The possibilities are endless! Here are some examples:

    • New Space Mission Modes - Defence, maybe Survival, Capture and Spy are also kinda possible
    • Atmospheric Missions:
      • Exterminate over Earth's Rainforest
      • Mobile Defense between Venus' Mountains
      • *new* Capture over Mars' Desert
      • Brand new Bossfight over Ceres - Bolkor!
      • New version of Rush inside Jupiter
      • Defense over Europa 
      • Spy under Uranus' waters
      • Brand new Plague Cleanse on Eris - Endless mode, that would need you to transport plague cleanser to the nearly incoming infested ships - a bit of mix of the Thermia Frature closing mixed with newly announced Disruption
      • Special Derelict Exterminate for Archwings, with functional Vaults and Corrupted Archstuff mods
    • Nightmare mode functional on Archwing missions, rewarding new Double Stat Mods for Archstuff

    Mods:

    Spoiler

    First - Basic Mods

    We can add some more use(less, ful, depends) mods, just like in normal  Warframes, Guns and Melee's. We can also give other mods for Strength, Range and Duration, that are not concerned "rare"

     

    Second - More Auguments!

    Spoiler

    Agressive Disarray - Odonata - Flares come towards nearby enemies, dealing 12/25/37/50 Heat Damage

    Homing Armageddon - Odonata - Allows to charge the abillity, increasing it's cost by 50%, but also launching 1.5/2/2.5/3x more Missles that deal 1.25/1.5/1.75/2x more damage

    Brutal Repel - Odonata - Enemies affected by Repel have their 40/50/60/70% armor stripped down

     

    Magnetic Bloomer - Elytron - Enemies 20/40/60/80 meters away from the Bloomer are automatically pulled in after triggering explosion

    Strategic Zone - Elytron - Enemies killed by Thumper's explosion refund 10/20/30/40% of ability's cost

    Nuclear Bomb - Elytron - Detonated Warhead leaves a sphere dealing 100/200/300/400 Radiation damage upon contact. Survivors are affected by Radiation efect

     

    Executioner - Itzal - Blinking into the enemy would perform an backstab, dealing 150/200/300/400% of the equiped Archmelee damage

    Phasing Shadow - Itzal - Takes 50 energy to create a static field of Penumbra, lasting 10/12/14/15 seconds

    Kamikadze - Itzal - Recasting the Abillity while aiming at the enemy would have all the active drones rush into it, exploding with 25/50/75/100% more strength than usual

     

    *amesha is yet to come, i don't have it yet, expect amesha auguments at around tuesday*

    Third - The Corrupted Archwing mods, from mentioned before Derelict Arch-Exterminate

    Spoiler
    • Improvising Vulture - +90% Stength, -50% Efficiency (wing)
    • Condor Dive - +90% Duration  -60% Range (wing)
    • Hawkeye Pride - +80% Range  -50% Strength (wing)
    • Canary Freedom - +50% Efficiency  -50% Duration (wing)
    • Glass Cannon - +100% Strength  -50% Life (wing)
    • Sacrificial Block - +200% Shield  -40% Efficiency (wing)
    • Pointless Penetration - +150% Armor  -50% Range (wing)
    • Sonic Wave - +100%Flight Speed  -40% Duration (wing)
    • Fat Steel - +150% Damage  -45% Accuracy (gun)
    • Empty Hose - +50% Fire Rate  -40% Damage (gun)
    • Warmth Fetishist - +60% Critical Chance  -60% Status Chance (gun)
    • Diverse Oblivion - +60% Status Chance  -60% Critical Chance (gun)
    • Coated Blade - +90% Damage - 45% Attack Speed (melee)
    • Lightweight Handle - +60% Attack Speed  -40% Damage (melee)
    • Blank Stell - +80% Critical Damage  -60% Critical Chance (melee)
    • Shortlived Glory - +90% Status Chance  -50% Status Duration (melee)

     

     

    Enemies:

    Spoiler

    Housekepping - Change the Osprey enemies in Corpus missions, so they are not just Osprey reskins

    And now something new - BOSSES

    Silver Bolkor:

    Spoiler

    Silver Bolkor, a Boss on Ceres Archwing Mission, apearing after a'la Exterminate

    Attacks: 

    • Missile Barrage - Shots a lot of homing missles
    • Auto TurretsTurrets on BOlkor's sides, able to be destroyed, but will respawn after a while
    • EMP - Bolkor pulses, reactivating Protection Towers
    • Enemy Drop - Drops Dargyns and Dregs from his sides
    • Bombard Zone - After 25% HP lost, deploys a'la Thumper, bombarding the area until Bolkor dies
    • Warhead Drop - After 50% HP lost,Silver Bolkor would summon special Dargyns, that carry a warhead. Killing one would make  warhead drop, exploding under the map. If not, Dargyns would drop it on you.
    • Reinforce - When 75% HP is lost, Silver Bolkor would call in Ogmas

    Strategy:

    Silver Bolkor is immune to all damage, unless the protective towers are down. You must kill enemies around Bolkor, and then receive the Key to the tower - 4 are needed to shut down the systems. Players must protect the hacking person, so he wont die. When all towers are down, it's all about gunfire - Attack Bolkor as much as you can, and don't let the Blue Protective Dargyns come close to the towers, because they will repair it - Bolkor Itself can repair them, but it takes some time.

     

     

     

  5. Hello

    I have a new Warframe Concept *if i had art skills i would have a concept art, but since i'm noob in painting... well...*

     

    Telperion

    The bender of the night. Capable of handling fierce battle as well as silent hunt, Telperion is a hidden asassin stalking his prey. Even with the army of shadows on his side, he always enjoys fresh, sudden death.

     

    Stats:

    • Health: 200/400
    • Shields: 150/300
    • Armor: 90
    • Sprint Speed: 1.3
    • Energy: 160/240

     

    Abillities:

     

    Passive - Homing Attack - Telperion can perform a stealth kill on the unaware enemy from 10 meter away

    • Range is not increased by Range Mods

     

    1st - Fencing - Telperion bursts forward 1/2/3/4 dark, homing daggers, dealing 100/200/250/300 damage to its' targets. Enemy hit are marked with a debuff - First hit will stagger them, allowing for quick dispatch. Overall they take +20/30/40/50% from Melee weapons, and Telperion has 12,5/15/17,5/20% chances of dodging attack from debuffed enemies. Debuff lasts 5/7/9/10 seconds.

    • Costs 25 Energy
    • Dagger damage and dagger count is affected by Strength Mods
    • Melee buff percentage and increased dogde chances are not affected by Strength Mods
    • Debuff Duration is affected by Duration Mods

    ---------------

    Augument: Fault Strike

    Fencing Daggers have 5/10/15/20% chance of instantly kill an enemy

    ---------------

    2nd - Blackout - Telperion creates a dark sphere around him for 5/8/13/15 seconds. Staying inside a sphere makes you invisible, and acts as a dark terrain. Enemies inside the sphere would have drastically lowered accuracy and line of sight. Telperion would share his buffs with allies inside Blackout.

    • Costs 50 Energy
    • Casts static ball, like Frost's Snow Globe
    • Duration is affected by Duration Mods
    • Radius (base 7 meters) is affected by Range Mods
    • As Dark Area, Mirage's Eclipse dark buff would take place
    • Telperion would only share his positive buffs, example. Kavat Smeeta's Critical buff, Arcane buffs or his abillities buffs
    • Would not share buffs that are accessable for other players, example. Octavia's buffs

    ---------------

    Augument: Whirling Darkness

    Blackout now follows Telperion, and increases on size for 2/4/6/8% for each Player/Enemy caught inside

    ---------------

    3rd - Spiritual Arbor* - Telperion dashes to chosen target, kills it, and harnesses it's soul to create a dark field with a radius of 5/5/6/7 meters for 5/10/15/20 seconds. The area would create dark clones of killed enemy that'll attack enemies that step into the field (1 clone for 1 enemy). Telperion gains 15/20/30/50% increased attack speed for Melee weapons inside the field

    • *i have no idea if that word exists, i checked it on Google Translate, sorry 😞
    • Costs 75 Energy
    • Range is affected by Range Mods
    • Duration is affected by Duration Mods
    • Clones do exact same amount of damage as the enemy that was used to create the arbor, and there is no effect from Strength Mods
    • Attack Speed buff is also, not affected by Strength Mods

    --------------

    Augument: Rebelious Souls

    Enemies killed within the Spiritual Arbar have their souls join the battle for 70/80/90/100% of the remaining ability time. They'll not leave the Spiritual Arbor though

    --------------

    4th - Shadow Manifest - Telperion vanishes into a cloud of darkness, giving a piece of himself for each enemy within 5/6/7/8 meters, and then rips off their own Shadow, and changes it for his own image. Created Shadows use Telperion's melee weapon, and can use Fencing with him. Holding the abillity button down again will make the shadows return to their owners (if still alive), dealing the same amount of damage they did to other enemies.

    • Costs 50 Energy on first cast - abillity is recastable, but each shadow active adds 5 energy to the next activation cost
    • There is no limit for active shadows - if used correctly, you can have... a lot of them
    • Range of Shadow Creation is affected by Range Mods
    • Strength mods affect the damage multiplier of shadows.
    • Shadows inside Blackout have their health regenerate
    • Shadows inside Spiritual Arbor have increased attack damage
    • Clones will always follow you, but they are not concerned alive - they will not trigger laser bars or be noticed by cameras in Spy missions (they will however draw enemy attention)

    -------------

    Augument: Shadow Shade

    Killed shadows drop the spectral version of Telperion's active melee weapon - picking it up would increase the attack speed by 5/10/15/20% for 5/10/15/20 seconds, and will stack to maximum of 90%

    -------------

    Signature Weapons:
    Telperion could be released with a Signature Rapier and Throwing Knifes

    Aqustition:

    Telperion Component Blueprints can drop from Stalker, while main blueprint is would be available from Reactor Sabotage Missions, Rotation C

    • Neuroptics Drop Chance: ~15%
    • Chassis Drop Chance: ~20%
    • Systems Drop Chance: ~10%
    • Blueprint Drop Chance: ~22%
  6. Hi

    I want to change something on plains, something that is irritating as hell - the Reinforcement system on Plains

    Both in the Plains and in the Vallis reinforcemnts are called by the beacon. In the Vallis, corpus places a steady beacon, with decent Hp, and little hitboxes - yet it is easy to destroy, and reinforcement are "delivered" in 15-20 seconds. But on Plains, Grineer also drop a beacon with small hitboxes - but it flies, and isn't steady, it shakes, and has an armor on it - it also calls the reinforcements in like 3-5 seconds. On low levels, it's not that bad, but on higher levels? I don't mind completely erasing it, for exampe it can stay for a Thumper fight, so they can be more challenging, but it's really annoying when normal enemies drop a beacon that's hard to hit, and nearly immadently calls in the troops, that are also hard to kill when you don't have corrosive proc or don't play as Mesa or Saryn. This also compicates the newly added Plains Conservation, when near a "poop" you're seen by a Grineer Trooper, if you'll fail killing him/beacon, you'll have to start fighting, and not always win.  I might be a noob, but it's just my feedback.

     

    The best, and the simpliest way to change it is to increase the delay between spawning, and calling the reinforcement by the beacon. It doesn't really need to be static, or somethin, but it needs to let the player stop it - not like it's impossible, but it's really hard. You may say "Then start going on plains with mesa/saryn" - but i don't want to. I might want to go with Ivara to help myself catch animals and obtain floofs, i might want to go as Mag to help myself take down the Thumpers, or i might want to go as Zephyr to fly around.

  7. Hi!

    You know, i like Warframes. They're so unique, and i like playing with all of them (even those squishy ones and the ones called trash (looks at mag)). It's my first Warframe concept, and i'm really stressed if you guys will lke it (but we all know you won't 😉 ). Anyway, about... SOL!

     

    So, Sol is a cosmic-type Warframe, unleashing the true powers of the universe, while focusing on defence and support, mostly improved with her augement mods. About some stats:

    • Health: 150/300 (at max rank)
    • Armor: 140
    • Shield: 300/600 (at max rank)
    • Speed: 1.1
    • Energy: 100/200 (max rank)

     

    As much as i'll like to implement the concept art, it's impossible. I have no idea how to draw or anything, so everything i'll try to do would look like 5 year old kid's first attemp on making a picture in Paint... but worse

     

    But, onto the Abillities:

    Passive - Exothermic Reaction - Every time she uses an ability, Sol emits a bright pulse of energy, which will give allies within 10m a 100% Status Chance for either Cold or Heat damage for 5 seconds. The Status Effect is chosen depending of which ability Sol used. After Stellar Tear and Nebula abilities the Cold wave is emitted, and after Magnetar and Supernova - Heat wave.

    •  Duration of the bonus is not effected by the Duration Mods
    •  Range of the pulse is affected by the Range Mods

    1st Ability - Stellar Tear - Sol shoots a comet in front of her, dealing 100/200/300/400 damage and having a 15%/30%/45%/60% chance of dealing a Cold damage. The comet will strike everyone in it's path, and will travel 5/6/7/8 meters, where it'll disappear. If the comet will strike the Tenno ally, it'll explode, dealing 125/250/375/500 Cold Damage to all enemies within 4 meters and will replenish 20%/30%/40%/50% of Tenno's shield, and will apply a 50% Status Damage reduction bonus for 4/6/8/10 seconds.

    • Damage of Comet, Comet's Explosion and the percentage of Shield Restoration are all affected by the Strength Mods
    • However, the probability of the Cold Damage being done is not affected by the Strength Mods
    • Distanse of Comet's travel, and the radius of Comet's Explosion is affected by the Range Mods 
    • Duration of the Status Damage Reduction bonus is affected by the Duration Mods
    • Emits the Cold Wave for her passive
    • 25 Energy of Cost

    Augement: Noble Wither - At the end of her trip, Stellar Tear would create a small field lasting 3/4/5/6 seconds, appling the effects of the comet hitting other Tenno. If someone would take use of it, the cost of ability would be refunded

    • This augement allows Sol to create a buff field, applying every buff that is given to an ally Tenno upon hitting it with Stellar Tear.
    • It will reject the explosion effect
    • Sol can enter the field, but only in Solo mode. There, the energy cost would not be refunded

    2nd AbilityMagnetar - Sol deploys a small magnetar unit lasting for 5/10/15/20 seconds, which absorbs every projectile and enemy bullets within 5/7/9/10 meters, nullifying their damage. Enemies which would stay close to Magnetar for 5 seconds, would get huge Heat damage, with it reattacking each second spent in the Magnetar's field.

    • Heat damage is not affected by the Strength Mods. Damage stays the same, at 200.
    • Duration of Magnetar is affected by the Duration Mods
    • Range of Magnetar's work field (that is: absorbing bullets and damaging enemies) is affected by the Range Mods
    • Emits the Heat Wave of her passive
    • 50 Energy of Cost

    Augument - EMP - You can manually detonate Magnetar, pushing everyone away from it, inflicting absorbed damage to enemies within range, as well as applying 100/200/300/400 Magnetic Damage

    • By saying "everyone", i mean everyone - both enemies, and Warframes, including pets, sentinels and specters. Only static things stays in place, and that might be Vauban's Traps, Team Restores or Corpus' Reinforcements Beacons on Orb Vallis, as well as Bosses
    • Damage is split between enemies like this - Dmg per enemy = Total Absorbed Damage : Enemies in Magnetar's Range - Example - Absorbed 5000 damage, and while detonating, there was 20 Enemies. Detonating Magnetar would infilct 250 Damage on Each Enemy
    • While normally Strength Mods do nothing, while this Augement is active, Strength Mods do increase the damage inflicted to one enemy

    3rd - Nebula - Sol creates a spinning Nebula around her, with radius of 5 meters. Nebula drains 10/8/6/4 energy/s, and deals 45/60/85/100 damage per second, as well as applying random Elemental Status Effect (Heat, Cold, Toxin etc.). Allies within the range of Nebula would be healed by a small ammount of 2/4/6/8 health per second

    • Efficiency Mods decrease the amount of energy drain
    • Strength Mods increase the damage of Nebula and amount of HP healed
    • Range Mods increase ability's range
    • Duration Mods would decrease the amount of energy drained, but it's use would be enchanced once Nebula's augement is applied
    • There's 0% chance for both Slash, Puncture and Impact damage
    • Activation Cost of 25 Energy
    • Emits the Cold Wave of her passive

    Augement - Milky Way - Activating Nebula now costs 75 energy, but it stays in place for 5/10/15/20 seconds

    • Efficiency Mods lose their wealth, and Duration Mods take over, by increasing the duration of Nebula

    4th - Supernova - Sol focuses the energy, slowly draining her shield and health, to release a powerful explosion, with minimum damage of 250/500/750/1000 and with range of 30 meters. Each unit of health/shield would give 0.25%/0.5%/0.75%/1% multiplier to damage. 

    • There's no cap for damage multiplier of Supernova. You can build your set to have damage over 10 times stroger than normal
    • Energy is not drained
    • Remember, that health took away by enemy damage would not be treat like the drained health, and it wouldn't add to multiplier percentage
    • Minimum Damage is affected by the Strength Mods
    • Range is affected by the Range Mods
    • Energy Cost of 100 
    • Emits the Heat Wave of her passive

    Augement - Immortal Soul - If an ally would die within Sol's affinity range, it'll automatically ressurect, creating a Supernova with 10%/20%/30%/40% of damage multiplier

    • Does not work in solo mode, and on Arbitriations
    • Works with only one Ally per Sol's live. That means, that if she'll die and ressurect, she'll be able to aply Immortal Soul to another ally.

     

     

     

    So... what is your feedback about Sol? Is she decent, or should i never ever make Warframe concepts again? 😛

    Also, sorry for any Grammar/Vocabulary/Everything issues, my English isn't very good ;-;

     

  8. 6 minutes ago, BiancaRoughfin said:

    We already had Human (Earth) and Corpus (Venus) populations, i think for Mercury the ideal would be something Grineer based, maybe a faction based on the Kavors, a settlement where they are trying to establish a peaceful haven for them self but the Infested that got released on Mercury during the "Once Awake" questline would be spreading fast through the planet and targeting these settlements due to the weaker and more improvised armaments the Kavors have.

    Thanks for a feedback! 🙂

    Your idea makes a lot of sense, i could think about it 😮

  9. Hi!

    I love both open worlds in Warframe (though mi computer is only available to handle Plains of Eidolon). They are really unique, add a lot to gameplay, and well... they are beutiful. I wondered, if there would be a new world... and i have an idea (bad one, pls no h8)

     

    Location: Merkury

    Theme: CAVERNS! (because i love Merkury's caverns, thou... they are not really caverns)

    Population/Enemy: I first though about the Infested, as we first saw them on Merkury. They might flee from the Dr. Someone (forgot name ;-;) lab to the unhabited underground parts of the Merkury. And then, as a population, well, maybe Mycona? (or how they were named xD) As we know from the Glast Gambit, Mycons lived near the Infested for... a long time. I also don't really know, where is their "home" (if that's the colony from the quest then i'm sorry for my non-excisting knowlegde), so maybe the caverns could be a good, and senseful place. 

    Name: Maybe... Hidden Terminus? It might border the normal Therminus (it's the stage of Mercury). Maybe we can have a little twist, and instead of going from the Hub to the Open World (like from Cetus to the Plains Of Eidolon), we'll have to land inside the Open World, and from there access the Hub. The Hub might be named Kubek (xD)

    The Mechanic: As Plains of Eidolon have Night and Day, Orb Vallis have Cold and Warm, maybe Hidden Terminus can get... Light and Dark? I mean, the caverns might have the holes on the top, which will allow light from the Sun to light up the caves (also, Sun as a playable planet :P), and it might last for 1 Hour and 50 minutes. And the dark will happen, when the Merkury will turn the other side from the Sun, and so the light would not reach the caves (now i realised it's basically night ;-;). The caverns would be basically black, if not some corrupted Infested spores, that luminate in the dark. In the Dark, the normal enemies would flee to their lairs, and the new ones would appear. Also, Boss of the place would only be available in the Dark. Dark would last fot 1 hour and 50 minutes too.

    The Enemies: The open world Variant of Infested might be called Primal. (Primal Charger, Primal Jumper, and so on) They might have a bit darker skin, more red-ish accents and some would get a total makeover. There would also be a Primal Juggernaut, which will be one of 4 bosses of the Area.

    The Bosses: First, the Primal Juggeraut. He'll be big, around 2 times bigger than the Behemoth one (the one you fight before the Jordas Golem), and he'll appear only in the Light phase. He might not be considered as a real boss, as in my inspiration his loot cannot be exchanged in the Kubek's Quills version for standing. But, he'll drop the same things that normal Juggernauts, but Primal! It will also be the easiest one, as some of his matterials whould be used in crafting. He can be revived however, and we'll fight him again, for a diffirent drops:

    1. First Fight - Free, Drops 1 Primal Chitinous Husk
    2. Second Fight - Sacrafice the Primal Chitinous Husk, Drops 2 Primal Chitinous Husk and 1 Primal Infected Palpators
    3. Third Fight - Sacrifice the Primal Infected Palpators, Drops 3 Primal Chitinous Husk, 2 Primal Infected Palpators and 1 Primal Pulsating Tubercles
    4. Final Fight - Sacrifice the Primal Pulsating Tubercles, Drops 4 Primal Chitinous Husk, 3 Primal Infected Palpators, 2 Primal Pulsating Tubercles, 1 Primal Severed Bile Sac and 1 Arcane (also has a chance for Potent Pherliac Pod blueprint)

    But back to the bosses, now, on the Dark Side of the Merkury: The Alpha, Zeta and Omega Mutalistragons! The Mutalistragon will be a powerful, fully Infested abomination, that will remind the Dragon in shape. It will have a infeted Wings, a distorted body, and a terrifying mouth. They will only appear in the Dark. The fight will go like this:

    1. When the Mutalistragon will appear, marking him would be helpful. It will quickly change position, as it starts in the air.
    2. First, Try to locate a shining bulb on it's body. Destroying it will stun the target, and make it vulnerable. Shoot as much as you can, he's stunned for aprox. 10 seconds.
    3. Repeat the previous step, until the Mutalistragon will lose 25% of it's health. It will then stomp on the ground, and won't fly. It will give him lower mobillity, but new, powerful abillities. Stay sharp!
    4. Once on the ground, and when he loses 50% of it's health, Mutalistragon will make a powerful roar, which will call special Infested Type. Mutalist will be invulnerable to damage. You'll need to kill the special infested, to gain Toxic Stacks. At ten Toxic Stacks, you'll be able to pierce through the Mutalistragon's armor, and damage it. This state would last, until the last 25% of health will remain
    5. The Final Phase, Mutalistragon will call all the Infested, and will start a havoc. It will rise into the sky once again, but would be vulnerable to damage. He may absorb the living Infested Enemies, and will heal with that. Once his health would be depleted, he'll start collapsing.

    This is the important part. One he'll start colapsing, you can place the special Mutalist Trap, obtainable from the Mercurian version of the Quills. Once you'll deploy the trap, the parts of the Mutalistragon will be sucked in it. However, the Infested enemies would try to destroy the trap. Defeat those, cause the Trap has a low HP, and does not have shields. When you'll capture the Mutalistragon, you'll receive the Arcane, as well as Mutalistragon Samples: Cellular (also available from killing those Special Infested and the Red Bulbs), Muscular ( Also available by dropping his health below 25% and killing him)  and Cardiac (only for succesful capture). You will also get Poisoned Shard, which, if you have the correct Syndicate Rank, can be cleaned, and transformed into the Eidolon Shard in the Quills from Cetus. But that was the Alpha version

    Zeta Mutalistragon is like his Alpha counterpart, but while Alpha's dominating color is Blue, Zeta's is green. He also have some fossiled spikes on his wings, less distorted body, and more muscular Legs. He also has bigger level (50 vs. 40). He flies faster, and can shoot you with the barrage of infected orbs, that deal Viral damage. His Bulbs are also red, but those aren't glowing, so you'll have to sharpen you eyes. In the second phase, he can now stomp and shake the ground, which will likely collapse you. In the third phase, the Toxic Stacks limit grows to 20, and might occasionally rise for a little. In the final stage, the absorbed Infested health bonus rises by 1,5% compared to Alpha. To summon him, you need to climb a big, violet mushroom in the north of the map, and sacrafice the Poisoned Shard. It will make the mushroom burst with feromons, atracting it. 

    However, Omega Mutalistragon is a totally other Level. His level is 70, the wings are more spiked, his body is perfectly stable, he has horns, and he is red, making the bulb hunting even harder. He can also cast triple fire breath, in comparison previous ones can cast only one. He can also shout, creating a disarming aura around him, he can cast a meteor storm, capture allied Warframes, and do other things you'll expect from infected evil beast. He also takes the longest time to capture, but also rewards you with rare mods, more arcanes, rare resources, and more Mutalistragon Samples. 

    The Kubek: The hub, home of Mycona and the safest place on Mercury, this place is crowling with Mycon culture. There is a Temple of Neewa, which has a hole over it, indicating if there is going to be dark or light, Organised trading district, a dojo, research facillity, and more. Everything is clean and free from infestetion. The main Syndicate here is the Mycona, which have their own set of bounties, and even their own quest, about which i will talk later. The ranks of Mycons are (from lowest to highest):

    • Foreign One
    • Good One
    • Heroic One
    • Beloved One
    • Worshiped One

    The bounties challenges may be:

    • Sabotaging the Infested Hive
    • Investigating the Grineer Shipwreck (finding cashes)
    • Exterminating Plague
    • Killing the Assasination Target
    • Capturing Enemies
    • Expelling the surrounding Grineer Ships
    • Destroying Navigation Beacons
    • Retrieving old data vaults
    • Cleaning Corruption
    • And more

    Now, obout the services:

    • Kara Bigana - Fishing: The lack of water in the caves require you to catch something else - the Mutalist Bacteria. The bacterias can spawn near the large infestetion group, or can be released after killing the enemy. To catch it, and automatically disolve it's negative effects, you'll need the Vaccum Rod. There would be 3 version - Jun, Saikin and Jevanu, with Jun the weakest, and the Jevanu - the strongest. To catch a bacteria, you need to come close to it, equip the rod, and start holding the shoot button to suck in the bacteria. There would be 8 versions of bacteria, each with it's unique drops, except the universal ones, Ectoplasma, Cell and Strings: (rarity from up to down rises)
      • The Rog bacteria drops Infected Mitochondria
      • The Rewgar bacteria drops Infected Chloroplast
      • The Yeol bacteria drops Infected Ribosomes
      • The Sapes bacteria drops Infected Cytoplasm
      • The Vjella bacteria drops Infected Lysosome
      • The Kugun bacteria drops Infected Mebrane
      • The Timbir bacteria drops Infected DNA
      • The Siwang bacteria drops Infected Nucleus
    • You can also apply special lures, in form of Pheromones: The Uncomfortable Pheromone would bait Yeol and Sapes bacteria, the Diarrhea Pheromone will bait Vjella and Kugun bacteria, and the Coma Pheromone will bait Timbir and Siwang bacteria
    • Ung Ihn - Mining: In Hidden Terminus, you can find many precious minerals, but they can be got only by the Mycon Drill, which can be bought from Ung Ihn for Mycon Standing. Around the infested habitat, you can find 5 types of ores, and 6 types of Crystals. You can also dig Criotic, but only with the highest level of Mycon Drill, the Ultimate Mycon Drill. But, there are the ores, and their requirements:
      • Ore: Papyr
      • Ore: Juhli
      • Ore: Belos
      • Ore: Orum (req. Upgraded Mycon Drill (2nd))
      • Ore: Neurodium (req. Ultimate Mycon Drill (3rd))
      • Resourse: Criotyc (req. Ultimate Mycon Drill)
      • Crystal: Glazium
      • Crystal: Auronium 
      • Crystal: Meridium
      • Crystal: Birmum
      • Crystal: Inaurium (req. Upgraded Mycon Drill)
      • Crystal: Cefalium (req. Ultimate Mycon Drill)
    • That's what you can do with them:
      • Papyodes Alloy (mix of Papyr and Neurodes)
      • Juhlics Alloy (mix of Juhli and Morphics)
      • Belosium Alloy (mix of Belos and Gallium)
      • Orumedo Alloy (mix of Orum and Rubedo)
      • Tellnero Alloy (mix of Neurodium and Tellurium)
      • Glazium Perfecta
      • Auronium Omorfia
      • Meridium Nollaun
      • Birmum Eccellenza
      • Inaurium Ordine
      • Cefalium Divino
    • Master Arangu - Stance Mods: The master of fighting arts, allows you to create your own combos, and aply them to your own Stance Mod. The combos can be set by fighting Infested Doll in Master's Dojo, and animations can be bought by standing, as well as special effects the combo can give to you. Remember, that the Stance Mod you created will only apply to the weapon you visited the dojo. A Stance Mod crafting would comprise of 7 pieces, with at least 1 piece left for finishing move. Rest can be diffirent, slicing thousand times, charging your strike, whirling with your sword, everything!
    • Professor Hynts - Helminth Charger: This psycho will allow you to aquire special Percept mods to your Helminth Charger. You won't be able to talk with him, unless your equipped companion is a Helminth Charger. Helminth percept mods can be bought for Standing, and crafted (yes) by using formated Crystals or Bacteria's insides. The top class mods require resourses from Zeta or Omega Mutalistragons, but they might be worth it. He also allows us to buy special Color palletes for our Charger. The legends say, that coming to him with the lord of infestation will award you with something...
    • Neewa - Bounties: The elder of the Mycona, allows us to play the bounties, which will reward us with many rewards, including the parts of Sol Warframe (if you want it i can make a concept ^^), which's blueprint can be obtained from the Quest "Dark Echoes" (you can change the name) (also, she'll dissapear during The Glast Gambit, and will be replaced by a random Mycona)
    • First Triuna Statue - "The Quills": Statue of the first Triuna, will speak high from the skies, to work with us. You can access her after the "Dark Echoes" quest, and she functions like the Quills and Little Duck - You hunt the boss (here, the Mutalistragons), get their loot, you exchange the loot for standing, and by Standing you buy pieces of Amps and Operator Clothes. Simple, right? 

    The Quest: The concept of the Quest, called "Dark Echoes", would tell us about the history of Mycona, and of the First Triuna. You have to talk to Neewa (during The Gambit Glast it is impossible), and select the "Story" option. She will start blabbing about something, and then, you hear a loud scream. Neewa will ask you to investigate the Caverns, and you'll be given a 3 mission Bounty, with the "unidentified rewards". After you finish, and talk to Neewa again, she will take those "rewards" and look at them. You'll realise, that those were some cards, with foreign text on them. When Neewa reads the text, the light dissapears, and Kubek is shrouded in darkness. Fortunally, the civils ligth up the town, letting you see everything. Neewa realises, that cards have transformed into some sheets of paper, with some strange lines. She doesn't know what that means, so she asks you to talk to Master Arangu, which then turns out to be a brother of the first Triuna, but he also doesn't know anything about the papers. Neewa asks you to go into the Caves again, and we're given a 4 mission bounty, which must be done solo. When you return succesfully, Neewa reads the cards again (yep, you also got the "unidentified rewards" which turn out into the cards), and now, the lights that civils lit up, also disappear, making everything dark and gloomy. She feels, like everything she tries to do makes everything dark and creepy. Convinced to that, Neewa escapes from her holy seat, and hides somewhere. You need to talk to Master Arangu, and then find Neewa. He starts realising something, but he doesn't really know what. When you find Neewa, she tells you to go for a 5 mission bounty, which at the end, turns out as a 6 mission one. In the end, the connection between Kubek and Hidden Terminus is blocked by fallen rocks, moved by some weird noise. Master Arangu tells us that he knows what does that sound, and warn us. In the same time, he tells us where to go. When we get to the waypoint, from the sudden, connection between us and Neewa is interrupted, by the being we must destroy - The Echo Mutalistragon. Arango finally realises the thing - he saw this creature. He tells us, how to fight it (it's easier from the others, at around 15 lvl), and when we defeat him, and we can extract using the Orbiter, we are ordered to meet Neewa and Arangu. As we talk to them, we enter the minigame, similiar to that from Chains of Harrow - we need to click on the correct card, and the answer would be found in the Arango's monologue. From it, we realise the truth - The First Triuna died, while trying to protect her tribe, armed in "armor, that pierces every shade of dark", as she fought with the Echo Mutalistragon. While Neewa readed her cards, Echo wanted to protect himself, destroying the light from Kubek. When we finish the minigame, and get all the cards, they will rotate, slowly showing our reward, while Arango says "Tenno, cards have unveiled the blueprint. Blueprint of the armor, able to pierce all the shades of dark. Blueprint of Warframe. Blueprint of Sol". Once Arango finishes, quest is complete, and we are rewarded with the blueprint of Sol.

     

    Finale: Thank you everyone who readed everything up to this point. It was my longest post in my history 😛. I really hope you liked the idea, and i want to hear what you guys think. I know this might be stupid, or wrong according to Lore, but it's just a fan concept. We all get something wrong, and something right.

    Have a nice day!

     

     

    PS: Caverns are high, so you can fly with archwing, and sorry for MerKury xD

    Also, sorry for grammar/vocabulary/everything issues, mmy english isn't very good ;-;

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