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Everything posted by ElecDeathblade

  1. I think that buffing weapons by how many stacks he has makes sense, he changes when he has enough stacks so why not his weapons doing this too? Even if the buff is a small one, like adding an extra 0.2 multishot for each stage of mutation that Nidus goes through by building up stacks (yeah, I know multishot doesn't affect melee, but to be fair melee is too good in its current state). For normal Nidus having a light layer of current infestation cover his weapons, while for Nidus Prime having a more dense layer of his infestation cover parts of his weapons.
  2. -Sorry, I hitted the quote button instead of the edit one
  3. Oh yeah, let's make Nidus into Saryn 2.0, people will love it
  4. Yareli got buffed and... she's still underwhelming. So I'm here to give ideas on how to buff her without changing her much. Passive: No changes. Sea Snares: Change the globules spawned per cast from 5 to 7. Change the active globules cap from 15 to 14. Change the base damage from 250 to 300. Make the globules to not break when colliding with an obstacle. Add Cold procs for each tick of damage a globule does to an enemy. Reduce a snared enemy's defenses by 50%. Merulina: Make Merulina moddable. Damage absorbtion changed from 75% to 90%. Make Merulina controls less slippery and more responsive to better use it in tight rooms. Reduce the collission box of Yareli when riding Merulina to improve the use of it in tight rooms. Aquablades: Range stat makes the range that each Aquablade covers to be increased, as just making the range make the Aquablades get further from Yareli would make the ability worse. Strength stat adds an extra Aquablade for every 50% extra in the stat, making that at 150% the ability spawns 4 Aquablades, 200% spawns 5, etc. Sea Snares' globules explodes when making contact with Aquablades if the globules are holding enemies, dealing extra 1000 Cold damage and doing cold procs. Riptide: Sea Snares' globules that are grabbing enemies will add 25% extra damage to Riptide, on top of the 50% extra damage per enemy. Enemies affected by Cold procs that aren't snared by Sea Snares will add 15% extra damage to Riptide. Enemies affected by Slash procs will make Riptide deal extra Slash procs. Kompressa: Adds extra 10% base crit chance and 0.2x base crit multiplier to the weapon while Yareli uses it.
  5. I don't know why waiting times is a really big deal to some people. Don't you have other things to do while the timer runs? Like, farming other stuff? Or leveling weapons? Or just, Idunno, playing other games? And if your argument is to "incentivize players to buy stuff with platinum instead", then you should play other free MMOs, they try to make you pay for things that are free in this game. DE could half the build times, yes, but the game has currently bigger issues, like how single target weapons are crap compared to AOE weapons, holokey farming being tedious, melee still being overpowered... I would say that DE should prioritize those issues instead of a couple of timers.
  6. This should be added and give the roll animations that warframes already have for free when you build them. The jumping and bullet jumping maybe not, the only warframe that has a different jumping animation is Valkyr in her Hysteria when double jumping, as she does a Sonic-style roll in the air, and the bugs of implementing different jumps and bullet jumps aren't worth it. But yeah, the roll animations can be changed. Limbo, Hildryn, Wisp, Titania Prime, Xaku and Sevagoth have custom rolling animations, I can't see why these animations can't be placed in other warframes. And if you say because "Hildryn has her helicopter shoulders" or "Xaku literally disassembles and assembles when rolling", those helicopter shoulders aren't an issue, Helminth proved it, and Xaku standing animations work in other warframes, they just don't have the detachable parts.
  7. Looks interesting, but I would add a skeleton inside the infested body, specially since there's parts that are hollow. Something similar to Xaku, that you can see a skeletal structure inside the infested mass.
  8. Looks pretty good. I doubt this would be added to the game anytime soon, since she already has a pretty recent deluxe skin already, but who knows, maybe in the future DE takes this into consideration and makes this skin in game.
  9. You described what the crew can do. Get Command intrinsics, go to Ticker and get a crew. You can place one to repair the ship, one piloting it and one in the turrets and you can just do whatever you want.
  10. We don't need augments for Yareli, we need DE to properly fix her first.
  11. Get a good crew when you level your Command intrinsics. Makes the Corpus Railjack missions a joke.
  12. Looks interesting, and the concept art is always nice. The gun looks like a flower stuck on the barrel of the gun, and that is a really good design, specially when reloading it gets shot like a rocket.
  13. I would say that you're right, if DE didn't scale abilities that doesn't have any synergies with level 30 enemies. Specially if they don't bring much utility or are completely outclassed by every single other Warframe. This is the problem with Yareli, no synergies and her abilities scale nicely until you reach level 30 enemies and they start being as effective as blowing kisses. Synergies means better scaling and more effectiveness. And if the abilities work great in the kit, why replace one with Helminth?
  14. These buffs may help her a little, but there's no synergies or anything to make her truly useful. Sea Snares: Still an expensive and underwhelming CC. Other frames do CC better than this. Add defense strip or something. Merulina: Let us mod this to unlock the true potential of this. Aqua Blades: More range, damage and durarion will help this ability, but not enough to be worth using on Yareli. Make it that at least deals more damage to enemies affected by Sea Snares. Or something. RipTide: An ability that half-asses CC and damage. Make this into a huge CC with duration or a huge damage dealer that can nuke enemies affected by Sea Snares.
  15. Codex: A free spirit that uses her powers to debuff enemies and support allies. Sex: Female Appearence: Femenine appearence, energy flowing around her head to cover it like a veil, lacks legs and instead has energy flowing downwards that forms a long skirt. Her walk cycle is her floating in an elegant manner. (Sorry, I can't draw) Health: 25 (50 at R30) Shield: 250 (500 at R30) Armor: 100 Energy: 300 (400 at R30) Sprint Speed: 1.25 Aura Polarity: Naramon Exilus Polarity: None Polarities: 1 Madurai, 1 Naramon Themes: Duchess, Space Manipulation, Spirit Progenitor Element: Radiation Passive: Casting abilities will remove all status effects and make her immune to them for 5 seconds. While aim gliding she's unaffected by gravity. If Cassiopea gets downed, she will explode, dealing the values of her shields as Radiation damage. Abilities: Star Flare (25 energy, subsumeable): Cassiopea will charge herself for 10 seconds, absorbing enemy projectiles and transforming the damage into overshields. After those 5 seconds, she will unleash a solar flare that uses the overshields to do damage and strip their defenses, dealing 2 times the amount of overshields in Heat damage and stripping 25% defenses per 50 overshields in a 20 meters radius. Allies inside the Star Flare radius will get an additional 250 armor for 30 seconds and their shields restored. While aim gliding as Cassiopea while the ability is active, the timer of the ability will get paused. Cold Space (25 energy): Cassiopea will start generating a cold aura under her, dealing light Cold damage to enemies and reinforcing the shields of herself and her allies in a 25 meters radius, making their shields recieve 50% less damage. Consumes 1.5 Energy/second. While this ability is active, Star Flare will deal extra Blast procs to enemies. Charged Nebula (50 energy): Cassiopea will make a nebula that covers a 10 meters area for 45 seconds. Enemy projectiles that tries to go through the nebula will get randomly redirected, dealing damage to enemies if they hit one. Enemies inside the nebula area will recieve Electric damage and lose 50% of their defenses. Allies that goes through the nebula will have all their status effects remove and they will get a 0.25 energy per second regeneration. If Cassiopea is inside the nebula, Star Flare will deal extra Radiation procs to enemies and Cold Space will deal extra Magnetic procs. Supernova (150 energy): Cassiopea will overcharge herself for 30 seconds. While overcharged, her abilities will fill a Supernova meter when they affect enemies and allies. After the timer runs out, Cassiopea will unleash an explosion that deals Radiation damage equivalent to the Supernova meter in a 30 meters radius, but losing 50% of her shields in the process. Allies caught in the radius of the explosion will get their shields restored and get a 0.25 health/second regeneration for 30 seconds.
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