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Spyro_Haze

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Posts posted by Spyro_Haze

  1. Hi, I just witnessed someone marking ALL the syndicate medallions at once. 
    I don't have golden instinct just yet, but I'm quite sure it's not how it works.

    So I was Limbo, max range with loot detector, thief's wit and primed animal instinct. It was Uranus defense so I could see basically every single pick-up on the map. Some people joined and after a moment I could see EVERY single syndicate medallion marked with waypoint (and it's icon, not just normal waypoint you do on the ground).
    What was it and how do I replicate this?

     

  2. While she is very fun to play as, she has way to many short comings, not being that good on doing any specific thing.

    Her dispenser and grenades are fine, no complaints here really. Managing the trait is fun too!

    Blaze artillery - the main issue here is the duration it lasts. Even with maxxed ability duration it lasts mere couple of seconds, it's cast time is rather long and damage output not really that great - all it's good for is heat status, but again the turret just disappears immediately. I would suggest leaving the limit of ammo it can shoot, but also adding some kind of duration, let's say 10 seconds base.
    Turret would last either the 10 seconds or untill it shoots out every ammo it has. Time spent casting it wouldn't feel as wasted this way when enemies hid behind cover for one second. (This is the most important thing, please consider it <3).

    Anchor - on paper amazing ability, in reality almost useless. Time it actually takes to rewind back IS WAY TOO LONG and getting knocked down + reduced to almost 1hp on lethat damage not fun at all. It should either knock player down or reduce hp, but for the love of Darvo not both! She is already super weak to poison and slash. I'm glad it has option to cancel it when feeling like it's not needed - really cool. It should either be way faster to use, or have lower energy cost, as Protea doesn't really have mod slots! If you don't go natural talent and at least 3 duration mods, it's really not worth it to cast blaze artillery. Dispenser is not really that efficient either with low duration (only good thing it is for are archguns).

    The main idea of Protea seems to be place anchor, go in, use all abilities, use anchor to damage and go back, gaining all resources back. In theory it works, but in game it does not. Turrets last literally for two seconds and their cast time is way too long for it. Also she needs high efficiency or flow to do this (or energy restore - but then what's the point in using her anyway?) but as I mentioned she doesn't have mod slots for it (High costs, especially Anchor). While you can play her as intended, you will do way better just casting Anchor and go melee. Or use literally any frame, protective dash through, and go full melee. Idea is cool, but she is really lacking in gameplay. Synergies are there, but artillery and anchor are just too corny to use at the moment (as I mentioned, you can use them and have fun, but they don't bring any value really).

    Edit: Don't get me wrong, I like her a lot, her 1 and 3 are somewhat valuable to the team, but at current state 2 is bad ability.
    Edit2: Marker on the map for dispenser would be nice too
     

    • Like 1
  3. @Be_Stupid Hmm again valid point, with this formula souls become useless at some point. I will add minimum soul worth then, so even though not super effective player still can get value of getting souls in hours long runs, where killing enemies isn't so easy and fast anymore.

    About The Pact you got another valid point. I imagine there should be a hud indicator. Example: Hud You see there strength, range and duration indicators. Player's in the middle, target's on the right. Coloured value is the one used for both. On duration both players are below treshold so 150 value is displayed on the left and used instead. Below is Harvest stacks counter.

  4. Could you describe abilities with more details what they actually do? Because now without auguments this seems like really straight forward and boring frame.
    Snowboard idea is cool... but does it actually do anything useful in game with bullet jumps and archwings?
    Edit: Consider looking at Gara, Wisp or Revenant, where every ability interacts with each other. Those make really cool and fun kits to play arround.

  5. Ok, I thought through gathering the soul mechanic after @Be_Stupid comment. Did some math. Making first soul worth 1 and every next one 95% of previous one is way too harsh.

    Passive has been moderately changed to prevent stacking too much damage and speed in infinite missions while leaving faster missions relatively untouched; Collecting souls grants stacks of Harvest now. First soul is worth exactly 1 stack, while every next soul is worth 0,999% of the previous one. With this rule 100th soul will be now worth 0,9 of stack of Harvest, 500th soul will be worth 0,6 of stack, 1500th 0,22 ect. Collecting 100 of them grants 95 stacks, 500 grants 393 stacks, 1500 grants 777 stacks. I am satysfied with this actually.

    4th ability, The Pact - still no real ideas how to change it to be usefull/fun/unique but not op. Honestly i think it is fine as it is now, but if you have suggestion please go on! About any part of the kit really.

  6. @Be_Stupid Overall you are right but i don't think you realise how long it takes to kill 1500 units AND grab their souls. How tough enemies will start to be in endless missions when you achieve that ? Nidus has way higher damage and noone complains ;). Damage distribution, it is just cold + physical, don't think its that weird. The main thing about it was having no cap but super low values (opposite to Nidus), so I'm definately not changing that. Also this ability has way higher cost and does not restore energy like virulence. I really don't think this ability is a problem. Also he is not very tanky, it is bonus armor, not addition to base armor, so mods don't increase it.

    I don't think you read how The Pact is supposed to work, in my idea you can only target one person at a time. You can recast it but you are connected to only one player at a time. Also it is stated that it doesn't work on efficiency. I know you have good intentions, but please read carefully.

    If you really think souls are broken, solution can be creating formula that makes first soul worth exactly 1 and every next soul 95% of the previous one (the longer i think about it, it seems like the most fair solution). This way, later on in endless mission player needs multiple souls the get single stack. Doable, its just a concept for now right.

    I will sleep with that and make some changes eventually, thanks for giving some pointers. 4 is the thing i think most about but for now i don't see any viable "fixes" as i don't want it to be just "get +x of y for z seconds ability".

  7. I spent quite some time playing Titania and she is actually fine in my opinion. Thing i agree with is ability to self cast her spellbind, its so hard to do when her 4 is active and you have low radius (it actually has pretty long deley).

    But overall I am happy they are doing stuff with her.

  8. "Relax... just... let go..." "I will raise again... wil you?"

    This is Kalimtar, the Collector, the Ferryman. He already awaits you.

     

    This is highly inspired by Thresh from LoL and Nidus. Basically a reaper, popular concept, but there are abilities i would really like to see and play arround in game. Warframe is intentionally energy hungry and not able to restore energy on its own, because we have a lot of means of gaining energy in game already. I just realised this could be great frame to play solo and utilize specters.

    Stats:

     

    Health: 100/300  shields: 125/375  armor: 100  energy: 125/188  sprint: 1,1

    Trait

     

    Harvest: Every enemy killed on the map (except those affected by soul punch or tribute) leave a small wisp (soul) behind which despawn after 120 seconds. Kalimtar collects souls up to 3m away from him. Kalimtar gains 1 bonus armor per 3 stacks of Harvest and 1% increased total weapon damage per 10 stacks. Collecting a soul restores 4% of max shields (can go into overshields). Aditionally, Kalimtar may use 100 stacks to revive him self if he runs out of revives during the mission. To prevent absurd stacking in infinite missions collecting souls grants stacks of Harvest. First soul is worth exactly 1 stack, while every next soul is worth 0,999% of the previous one. Soul value is capped at 0,125 (8 souls for 1 stack) which happens on 2079th soul collected. (With this rule 100th soul will be now worth 0,9 of stack of Harvest, 500th soul will be worth 0,6 of stack, 1500th 0,22 ect. Collecting 100 of them grants 95 stacks, 500 grants 393 stacks, 1500 grants 777 stacks.)

    Abilities:

    Light at the end. 25 energy.

     

    Tap once to release a fast moving projectile in a straight line. Tap again to stop projectile and transform it into a beacon (or when it collides with terrain or enemy, in that case enemy will be staggered aswell). Beacons slowly drag all souls arround towards them. 10/12/14/16m radius. Enemies within radius are slowed by 9/11/13/15%. Beacons gather souls. Up to 1/2/3/4 Beacons can be active at once. When within 3m from a Beacon allied players can interact with it to be instantly teleported to Kalimtar (whos location is brightly highlighted to them as long as they are within 3m from active Beacon). Kalimtar may pick up one Beacon by walking over it. When he carries a Beacon his collect radius is doubled (6m) and this one Beacon's range and soul drag speed are increased by 50%. This one beacon doesn't collect souls, it immediately transfers them to Kalimtar. Hold ability button to remove your every beacon and collect all souls those contained. Beacons last 45/50/55/60 seconds. Each beacon's timer is stopped for as long as it remains withing Kalimtar affinity radius. Beacons which expire transfer souls to Kalimtar but burn up to 60% of cast cost energy (15 by default).

    Breath of the underworld. 50 energy.

     

    Kalimtar releases a wave of spectral energy 2m arround him and in a thin cone in from of him with 10/12/14/16m range. 100/115/130/145 base damage distrubuted equally between cold, impact, slash and puncture damage. 100% cold status effect. Enemies have a chance to be frozen in place instead of cold status effect for its duration. Damage and freeze chance are increased with Harvest count. Every 10 stacks give 1% chance. Total damage = base damage * ability strength * (1 + 1/15 of stacks)

    Spectral walk. 50 energy

     

    Kalimtar enters ghost plane. All status effects and debuffs are removed. Kalimtar cannot damage or be damaged during the duration. Kalimtar can move freerly at 50% (not affected by mods) +1%(affected by ability strength) per 10 stacks of Harvest, increased speed. Lasts 9/10/11/12s. Every enemy within 3m radius (not affected by mods) is marked for death and takes 21/24/27/30% increased damage for the duration of this instance of Spectral walk and 5/6/7/8 seconds after it ends. Enemies immune to status effects are not affected. Kalimtar is able to collect souls and cast Light at the end while Spectral walk is active, but cannot cast other abilities or use weapons.

    The Pact. 75 energy

     

    Kalimtar links himself with allied Warframe (can be cast on specter). Ally is granted weapon and armor bonuses which Kalimtar has from his trait. Ability modifiers (strenght, range and duration but not efficiency) are equalized for both warframes. If one frame has higher stat than the other, other one's stat is increased to this treshold (example: if Kalimtar has 130 ability strenght and is connected with Mesa that has only 115 ability strenght, Mesa will have 130 ability strenght for the duration). If both frames have a certain modifier lower than 113/126/139/150% (not affected by mods) it is instead raised to this treshold for both frames. Duration: 21/24/27/30s. Cast range is 3m. Casting animation takes 2 seconds. Pact is not canceled with distance but it grants bonuses only when ally is withing Kalimtars affinity radius. Kalimtar restores 2/3/4/5 hp for every enemy that ally with The Pact on kills. Only one ally at a time can be target of The Pact. Example of possible HUD indicator for this ability and the trait HUD.

    • Like 1
  9. @(PS4)chris1pat8twins it would be was Saryn was meant to be judging by her prime trailer xD, instead she is bane of grineer. It would do very well against Corpus aswell i think.

    I notice a lot of ppl actually want gas or frame in game already, lets push this ❤️. As blast/sound we have Banshee so far, but either she or Mag dont have damage buffing augument, sad.

  10. @(XB1)EternalDrk Mako I was thinking about smoke screen, removing status effects and buffing toxin damage aswell when thinking about gas frame haha. Universal ideas it seems xD. I might make it into full concept one day, but i want every ability to fit with each other, just like Gara, Wisp or Revenant. I really like your idea for disdolving corpses into healing clouds, that is some cool and creative stuff. But your concept abilities have little interactions with each other - something i really, really love in frame kit.

     

  11. I had idea for two abilities that are currently not in game and that would fit gas themed frame perfectly. I didn't come up with entire frame concept and i don't want to make up hasty boring stuff, so just those two. I described second ability first to better explain how they interact (pretty simple and inspired by TF2 Pyro actually). I think those are useful both early and late game. Of course numbers can be tweaked but i compared them to already existing abilities and actually think they are okay.

    2. Flare (25e)
    Launch a small projectile in a straight line dealing 15/20/25/30 impact damage to first target hit and 60/80/100/120 fire damage in 1m radius. It has 100% status chance for both damages. It can be recasted mid-flight to explode for only fire damage in the current spot. If it is manually detonated or hits enemy/wall it emits a flash of light in 10/12/14/16m radius. Every enemy who was within the radius and line of sight of explosion is revealed to all allies and can be traced on map and through walls (only outline if vision is not obstructed, every bit behind cover is fully coloured) for 10s. Can be charged for up to 3 seconds and +200% energy cost. Charged flare travels slower up to 50%, has increased fire damage up to +200% and stays in the explosion area for up to 7/8/9/10s and has up to +100% reveal radius. It keeps refreshing revealed enemies and revealing new onese for as long as it shines. If flare is used to detonate geyser it doesn't reveal enemies. 

    1. Geyser (50e) Create a crack in a surface at your aiming spot for up to 20/23/26/29 m away, that emits gas. The initial area is 1m radius but it grows by 0,5m (increased by ability range) in radius with every second. Cloud cannont exceed 15m radius by any means. Lasts 5/6/7/8s. Deals 60/90/120/150 +1% (affected by ability strength) of enemy's current health as gas damage per second. 0% status chance.

    Geyser stores 25%(not affected by mods) damage done to enemies inside by any means. If the Flare's explosion happens within gas cloud it explodes for 175/250/325/400 + stored damage as blast damage. Explosion radius is cloud radius +1,5/2/3,5/4m (affected by range). Cloud is instantly removed in this case. If the cloud expires naturally it leaves small gas orb for 2 minutes (not affected by duration) that still has 50% of the damage geyser stored while active. Orb explosion damage and radius is half of max cloud (+ this preserved stored damage). It displays that number and can be detonated.
    Clouds and orbs can be detonated by Flare and explosions of other orbs and clouds as long as they are within explosion radius. Explosions don't occur at the same time as ignition takes 0,5s.

    Augument: personal geyser.
    Hold to cast (for 50% energy cost) will grant all allies within 15m an additional 50/65/80/100% gas damage to their weapons for 28/32/36/40s. 

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