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(PS4)alexadusei

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Everything posted by (PS4)alexadusei

  1. Still waiting on my loot, whats the holdup DE? Two hours and counting
  2. Yo Yeah, but there's no harm in exploring the idea further.
  3. Now that Grendels been out for some time now and we once again have no idea who the next two Warframes could be, I'd like to just have some fun and throw this out there; a Time based Warframe. This community's had some fun over the years with Limbo and JoJo memes, but lets get serious for a second about the concept for a second here and actually discuss how or even IF it could work for a game like Warframe. Here's my take on it. Name: I dunno, name him/her after some obscure Swiss watchmaker or something. First Ability: Creates a fixed range, duration based time bubble that transports it to a point in time where there were no enemies or triggered alarms in the area. This allows the frame to escape to safety and recuperate. This ability also comes with a cooldown directly proportional to the amount of time the Warframe stayed in the time bubble, forcing players to think strategically before resorting to it. The first of this Warframes survival abilities. Second Ability: Creates a "save point" that will save it from getting downed in the event of fatal damage. This "save point" is a time clone that can last up to a maximum of fifteen seconds and will hang around the map like a Loki clone, except it will be frozen in whatever animation the Warframe was in before casting it, like a Sayrn Molt. While enemies will be able to see it, it is suspended in its own pocket dimension and is therefore intangible. Upon fatal damage while this ability is active, the Operators consciousness is transferred over to the time clone, which immediately comes out of suspended animation to rejoin the fight. Time clone will be in the same state the Warframe was in at the time of its creation, possessing the same health, shields, status effects inflicted and number of rounds in the magazines of its guns. This allows the time clone to function as both emergency reset button and aggro draw. Ability will also have a long cast time but will also be castable while on the move. Cast time can be shortened by cast speed mods. Third Ability: Frame casts a range based wave that reduces all enemy weaponry into their components, turning them into resources for the Tenno while simultaneously disarming enemies. Infested will have whatever faction was absorbed to create them come back to life screaming in confusion, slowing them down and shutting off their Infested abilities. Factions absorbed by Infested will also drop loot upon death. Fourth ability: Frame casts a range based wave that afflicts aging on enemies and their weapons, while also draining the Warframes energy. Aging enemies will experience slower movement, lower fire rate and even loss of sight. Age rate is affected by power strength, while energy drain is affected by efficiency. Builds made with high power strength in mind will see a rapid rate of enemy aging. On the flipside, they will also be subject to sharper energy drain. This can be mitigated by building for just enough power strength to age enemies to death in just a few seconds while also building for efficiency. Enemies will also have a chance of dropping energy orbs upon death by aging, a chance which will scale with the number of enemies that either die directly from aging or get killed by weapons or teammates while under the effects of aging. Now, lets talk about possible synergies here. Players can approach an encounter with a large group of enemies in two ways. Either rush in and use the time bubble ability when you're in trouble or create a time clone and then rush in, knowing that you have a safety net for the next fifteen seconds. During combat, players could then cast its disarm ability and then age enemies, or vice versa. Whatever order those abilities are used in will likely depend on what the player feels is more essential at the time, slower enemies and energy or disarmed enemies and loot. Not gonna lie, I'm still iffy about this because this unnamed Warframe feels just a little bit overpowered. A frame with two get out of jail free cards, a disarm ability that also generates loot and a room wiping ability that not only kills enemies but also generates energy? Might be a hell of a monster, but maybe I shouldn't worry too much about that when Sayrn and Gara exist, LMAO. Ach, that's enough of my hand wringing, what do you guys think?
  4. Oh yeah, didn't realize there was a dedicated place for this. How do I move this there?
  5. Now that Grendels been out for some time now and we once again have no idea who the next two Warframes could be, I'd like to just have some fun and throw this out there; a Time based Warframe. This community's had some fun over the years with Limbo and JoJo memes, but lets get serious for a second about the concept for a second here and actually discuss how or even IF it could work for a game like Warframe. Here's my take on it. Name: I dunno, name him/her after some obscure Swiss watchmaker or something. First Ability: Creates a fixed range, duration based time bubble that transports it to a point in time where there were no enemies or triggered alarms in the area. This allows the frame to escape to safety and recuperate. This ability also comes with a cooldown directly proportional to the amount of time the Warframe stayed in the time bubble, forcing players to think strategically before resorting to it. The first of this Warframes survival abilities. Second Ability: Creates a "save point" that will save it from getting downed in the event of fatal damage. This "save point" is a time clone that can last up to a maximum of fifteen seconds and will hang around the map like a Loki clone, except it will be frozen in whatever animation the Warframe was in before casting it, like a Sayrn Molt. While enemies will be able to see it, it is suspended in its own pocket dimension and is therefore intangible. Upon fatal damage while this ability is active, the Operators consciousness is transferred over to the time clone, which immediately comes out of suspended animation to rejoin the fight. This allows the time clone to function as both emergency reset button and aggro draw. Third Ability: Frame casts a range based wave that reduces all enemy weaponry into their components, turning them into resources for the Tenno while simultaneously disarming enemies. Infested will have whatever faction was absorbed to create them come back to life screaming in confusion, slowing them down and shutting off their Infested abilities. Factions absorbed by Infested will also drop loot upon death. Fourth ability: Frame casts a range based wave that afflicts aging on enemies and their weapons, while also draining the Warframes energy. Aging enemies will experience slower movement, lower fire rate and even loss of sight. Age rate is affected by power strength, while energy drain is affected by efficiency. Builds made with high power strength in mind will see a rapid rate of enemy aging. On the flipside, they will also be subject to sharper energy drain. This can be mitigated by building for just enough power strength to age enemies to death in just a few seconds while also building for efficiency. Enemies will also have a chance of dropping energy orbs upon death by aging, a chance which will scale with the number of enemies that either die directly from aging or get killed by weapons or teammates while under the effects of aging. Now, lets talk about possible synergies here. Players can approach an encounter with a large group of enemies in two ways. Either rush in and use the time bubble ability when you're in trouble or create a time clone and then rush in, knowing that you have a safety net for the next fifteen seconds. During combat, players could then cast its disarm ability and then age enemies, or vice versa. Whatever order those abilities are used in will likely depend on what the player feels is more essential at the time, slower enemies and energy or disarmed enemies and loot. Not gonna lie, I'm still iffy about this because this unnamed Warframe feels just a little bit overpowered. A frame with two get out of jail free cards, a disarm ability that also generates loot and a room wiping ability that not only kills enemies but also generates energy? Might be a hell of a monster, but maybe I shouldn't worry too much about that when Sayrn and Gara exist, LMAO. Ach, that's enough of my hand wringing, what do you guys think?
  6. Oh yeah, no doubt. He's currently last pick for anyone looking to farm stuff because he can't tank, he's not very mobile and he can't heal. Hopefully that changes sometime soon
  7. Gotcha, I'll do that. Hopefully I don't lose you guys in the move. It's been great talking to and reading all your posts.
  8. Oh...is it that easy to talk to a mod? Sorry about the thousand and one questions, but I'm really new to the forums, got no idea whats up from down around here. I only figured out how to post a month or so ago, lol, and how to reply just about two weeks ago
  9. Oh, ok...any way to link this there? Or am I going to have to copy/paste and tweak the title to avoid it being seen as spam?
  10. Yup, he's too clunky and...I dunno, stiff. Static, like you said. There really aren't many way to play him besides as a Hydroid hiding in his Undertow bunker while spawning your tentacles and sending Barrages down. Not very space ninja.
  11. Aw, thanks, my dude, appreciate it. We talkin' Twitter? Because that's the only place I know about that could capture a [DE]'s eyeballs
  12. With all the recent talk of adjustments to Warframes looting mechanics, Vauban and Embers rework and his recent Deluxe skin, I've been doing some thinking about Hydroid. And by some, I mean a lot, especially in the shower. Just can't get him outta my mind, you know? Especially with all the ideas I've had that could potentially make him more than the loot fountain he is now. Because as is, that's pretty much what he is; a loot fountain. And not the fun kind, like Nekros or Khora, who double as tanks, healers and crowd control, and don't need to duck into a puddle and hide the moment a level 70 Heavy Gunner shows up. I'm going to keep this brief, because these are some pretty basic ideas (to suggest, not to implement, I'm sure) 1) Tidal Surge is a neat movement mechanic, but that's all it is, a "go faster in one particular direction" ability. I'd like to suggest making it so tapping the key/button tied to the ability makes Hydroid send the wave out as a CC ability. Hold it a second longer and you travel with the wave. Now players will have a choice between casting it as pure CC or CC and movement. Also, suggestion for an augment or feature built into the ability if you don't want to get rid of Tidal Impunity (because it is a pretty good augment, ngl): Tidal Surge inflicts a "Seasickness" effect on enemies, debuffing their aim and making them stumble drunkenly about. 2) Undertow is a really interesting idea, but my beef with it is how it railroads you slowing down your playstyle if you want to use it. My suggestion; free Hydroid from getting automatically sucked down in his Undertow and tweak it a little bit into becoming a more versatile ability. New Undertow would be a fusion between Vaubans Bastille and Wukongs Cloud Walker. Players will now be able to cast it on the ground and leave it to ensnare enemies in one part of the room while they fight with the team in another part of the room. Health getting low? Either spawn Undertow for a quick bailout to get a percentage of your health healed or go jump in the pool you've already spawned to capture enemies. Situation especially dire and Undertow already in use? No prob, summon undertow underfoot and leave the soaked enemies forced out of it for your team to finish off. I'll leave it to DE to think about how they'd implement the healing mechanic. Maybe a greater percentage of your health could come from the enemies captured in it? Another proposed augment; Hydroid gains armor from enemies caught in Undertow along with healing, with his armor depicted as globs of zero g water clinging to his body, acting as an aquatic bulletproof vest. Or DE could make them the scales of the Kraken, up to them. Now, lets talk a little bit about how these could synergize, not only with themselves, but also with Hydroids Tempest Barrage and Tentacle Swarm. Picture this; you've got a platoon of Grineer closing in on you. Hold down Tidal surge to meet them head on and sweep them off their feet. Combine it with Undertow moments later to send them plunging down into the depths. Continue the combo with Tempest Barrage, and, for extra spice, Tentacle Swarm. Even if somehow the platoon isn't dead from all that, you always have the freedom to jump out of Undertow and rejoin the fight, leaving Tempest and Swarm to pummel and strangle the life out of them. Because that's the essence of this proposed rework; giving players and Hydroid the freedom a space pirate of the high solar winds truly deserves. So yeah, what do you guys think?
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