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ElecDeathblade

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Everything posted by ElecDeathblade

  1. Oh yeah, let's make Nidus into Saryn 2.0, people will love it
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. We don't need augments for Yareli, we need DE to properly fix her first.
  9. Get a good crew when you level your Command intrinsics. Makes the Corpus Railjack missions a joke.
  10. 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.
  11. 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?
  12. 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.
  13. 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.
  14. It's time! RISE MAID OUTFIT RHINOS, IT'S TIME FOR CONQUEST!
  15. I know, I meant that Nidus, by how he looks and is, he's possibly made of a more raw, uncontrolled infestation compared to other Warframes
  16. I love both the concept and the crappy edit of that thin Jugulus
  17. Well, my idea was a Warframe that had origins in the faction in one way or another. Vauban was made to combat Corpus, Chroma was possesed by his sentient pelt, Nidus was basically made by a more raw infestation than other Warframes, Valkyr was broken by the Corpus, Revenant was possesed by an Eidolon and Protea was guarding Parvos as a specter. There's no Warframe connected to Grineer, so being that she was modified by them or she was made to combat them with their own weapons and strategies. Well, I made her health high because I didn't wanted to give her any shields, as 99% of Grineer don't have shields, just health and armor. However, I could see her having lower health and the highest armor, but 450 at R30 is too low for a Warframe that wouldn't have shields or really low shields. Currently Grendel is the Warframe with the lowest shield values at 75 at R30 and he has 1050 health at that rank, so I would probably lower hear health around those levels, 950 at R30, if that meant having a ridicoulous amount of armor. However, I don't think in my concept those really high armor values are needed, specially when her passive gives her free armor when shooting her weapons. Well, my concept is partially based on a Heavy Gunner, specially when her exalted weapon is basically a roided version of a Gorgon. And that's heavy artillery on its finest.
  18. Codex: Experience the firepower of the Grineer with this master of weaponry. Sex: Female Health: 500 (1500 at R30) Shield: 0 Armor: 425 (650 at R30) Energy: 100 (200 at R30) Sprint Speed: 0.85 Aura Polarity: None Exilus Polarity: None Polarities: 2 Vazarin, 1 Madurai Themes: Military, Gunner, Weapon Master Progenitor Element: Impact Passive: Vornm gets stronger the more time she fires her weapons, gaining extra 0.5% armor for each shot with a weapon with high fire rate (over 2.00) and extra 1% armor for each shot with a weapon with low fire rate (under 2.00) to a maximum to 100% extra armor. This buff starts decreasing when she stops shooting for a second, losing at a rate of 2% per second. Vornm gets extra 50% ammo for her primaries, secondaries and archguns. Abilities: Heavy Munitions (25 energy, subsumable): Vornm energizes her weapons for 30 seconds. This will double the ammo consumption of them and make them deal 50% more damage and adds 25% critical chance and 25% status chance to them. Weapons fired while Heavy Munitions is active will double her passive, gaining 1% armor with a weapon with high fire rate and 2% armor with a weapon with low fire rate. Napalm Grenade (50 energy): Vornm throws a grenade that explodes when making contact with a surface or enemy, leaving napalm in a 5 meters area. Enemies affected by the napalm will catch on fire and lose their defenses when they get damaged by any source, losing 5% defenses by each tick of damage they receive. Damage by a weapon buffed with Heavy Munitions will make the enemy lose 15% defenses per hit. Inflatable Barrier (50 energy): Vornm places an inflatable barrier in front of her. This barrier has 200% the health and armor of Vornm, the armor scaling with Vornm's passive. 5% of the damage that the barrier recieves will be converted into a healing aura that heals Vornm and her allies. Varrak (100 energy): Vornm summons her exalted assault rifle, Varrak. Unlike other exalted weapons, Varrak doesn't drain energy, instead it has a single ammo clip that can't be regenerated by normal methods. Damage dealt with Varrak will make Vornm gain 2% armor and will be doubled to 4% armor if Heavy Munitions is active. Damage dealt to enemies affected by Napalm Grenade will drop scrap, that regenerates a single bullet to Varrak. Varrak Stats: Slot: Primary (Exalted) Type: Rifle Trigger Type: Auto-Spool Ammo Type: None Projectile Type: Hit-Scan Noise Level: Alarming Fire Rate: 15.00 Spool-Up Rate: 10 Accuracy: 25 Magazine Size: 500 Max Ammo: 0 Reload Time: N/A Damage: 20 (9 Impact, 9 Puncture, 2 Slash) Projectiles: 1 (20 damage per projectile) Status Chance: 10% Crit Chance: 35% Crit Multiplier: 2.0x Punch Through: 1 m Exilus Polarity: Naramon Polarities: Madurai
  19. Ideal situation: DE adds these mods to buff non-AOE primaries and secondaries. Most likely situation: DE nerfs the crap out of AOE weapons
  20. Codex: Master of robotics, this Warframe has full control of them, always accompanied by his hound Karel. Sex: Male Health: 150 (450 at R30) Shield: 75 (250 at R30) Armor: 300 Energy: 150 (225 at R30) Sprint Speed: 1.0 Aura Polarity: Naramon Exilus Polarity: Zenurik Polarities: 2 Vazarin Themes: Robotics, Summoner, Manipulation Progenitor Element: Electricity Passive: Asimov comes with his own hound Karel. Asimov ignores security cameras, laser barriers, sensor bars, motion detectors and motion barriers. Abilities: Karel (25 energy): Asimov can change the behaviour of his hound. Attack: Karel attacks go 50% faster. Marking an enemy in this mode will make Karel charge to them, dealing Karel's weapon damage and knockbacking the enemy. Defense: Karel will redirect 25% of damage dealt to Asimov to itself. Marking an area will make Karel create a bubble that will absorb 75% of enemy projectiles and transform them to armor for Asimov, his allies and defense objectives, to a maximum of 1500 armor for 60 seconds. Support: Karel will passively heal Asimov, his allies and defense objectives by 10 Health per second. Marking an area will make Karel throw a healing gas grenade that heals 50 Health per second for 30 seconds. If Karel is killed, a timer will appear that will make Karel reappear after 120 seconds. Can be summoned before the timer ends at the cost of 2.5 energy per second. Karel can be modded like the other hounds and can be equipped with a hound weapon. Fabrication Pad (25 energy, Subsumable): Asimov throws a fabrication pad that summons special Ratel allied units to a maximum of 4. The pad will be active for 60 seconds or until it is destroyed by an enemy. Allied Ratel units spawned by Asimov's fabrication pad will take the colors of the Warframe. Allied Ratel units will act like the enemy counterparts. Allied Ratel units will have 50% of the Warframe's Health, Shield and Armor values. Control Hack (25+25 energy): Activating the ability will show a special marker that will lock to the closest console or robotic enemy to the hitmarker in a 25 meters radius. Activating the ability again will make Asimov hack from a distance. Hacking a console will reset alarms, open doors and retrieve data vaults like a normal hack would do. Hacking a robotic enemy will make them an ally indefinitely, with 50% of the Warframe's Health, Shield and Armor values added to the allied enemies and them dealing 75% more damage. Only 3 enemies at once can be allied, if Asimov allies a 4th enemy the first enemy allied will be automatically killed, and the enemies that can be hacked are limited to: Grineer: Carabus, Eidolon Lures, Latchers, Orbital Strike Drones, Propaganda Drones, Rollers, Regulators. Corpus: Amalgalm Alkonosts, Amalgalm Kucumatzs, Amalgalm MOAs, Amalgalm Ospreys, Amalgalm Satyrs, Anti MOAs, Attack Drones, Bursas, Fusion MOAs, Kyta Raknoids, Leech Ospreys, Mine Ospreys, Mite Raknoids, MOAs, Oxium Ospreys, Railgun MOAs, Scavenger Drones, Scyto Raknoids, Shield Ospreys, Shockwave MOAs. Infested: Mutalyst Ospreys, Swarm Mutalyst MOAs, Tar Mutalyst MOAs, Venin Mutalysts. Corrupted: Orokin Drones, Corrupted MOAs, Corrupted Drones. Sentient: Brachiolysts (these don't have a Core, so I guess they're more robotic than the other sentients?) Electromagnetic Pulse (100 energy): Asimov unleashes a 30 meters pulse that deals 1000 Electric and 1000 Magnetic damage with forced Electric proc to non-robotic enemies and deactivates robotic enemies for 30 seconds. Deactivated enemies can be hacked for free. The pulse can also reset console alarms.
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