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(PSN)BKZ04-

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  1. Update after adding new stuff I'm in the process of trying to sketch what one of the Beasts could potentially look like, using a Nova Prime with the Nova Stinger skin and the Narmer Cadus as her weapon. I'm unsure what Head I'll be going with, but I will likely be using a Reptilian head. I'm just meh at drawing stuff and references are hard to make for me, I don't have the attention span for it-- But I do invite everyone who wants to have a jab at this. Whatever Warframe, whatever accessories and Syandana, and if you want, make a new Narmer weapon. It'd be fun to see more ideas. Now back to this arduous process of seeing if something works, lol
  2. Changes: [will update as time goes on] 7/3 Narmer Grakata buffs: Multishot, Accuracy, Crit Multiplier increases, fixed Fire Rate nerf 7/4 Description fixes Narmer Dera: Changed Alt Fire into a Beam attack General changes to Narmer Alt fires, consisting of Damage increases, projectile speed changes, and matching more to the description of the weapon Narmer Machete Alt: Projectile count increased to 12 alongside damage increase and projectile speed change Narmer Prova Alt: Projectile count increased to 6 alongside damage increase Narmer Commander: Increased Damage, laid specifics for damage, increased Attack Speed, Range, Critical Multiplier 7/16 Fixes in wording [one example is naming the Heavy Impact outright in Impact Bud] Added Energy Siphon mock option for General Buffs on Archon Buds Added the ability for the Melee kills give Overguard cap to scale with Power Strength Added the ability for Heavy Impact Bud buff to stack with the Heavy Impact Mod Nerfed Heavy Impact Bud buff range to 4m Added the Narmer Cadus Added the Narmer Imperator September Implemented minimum cap for Thievery [30%] Dictated Veil Proxima Thieving location [Void] It doesn't make much sense in the sense of Sentients being weak to the Void, but it could be deviated with them using their Narmer servants to steal resources General changes to descriptions to stay consistent with wording
  3. Perhaps that could work I'll look more into it and a few other vectors.
  4. had to bring out my calculator for this lmao At base with a 60% Progenitor Element increase, the damage goes up to 43.2, which is a very significant increase from the base Narmer variant at 27. However, this is also the same damage you would get on a Kuva Twin Stubbas at base with a 60% Prog Element increase. In fact, it feels more like I should increase the damage more due to the slower fire rate, being less that the Twin Stubbas and overall less beneficial statistics. Though altering it in other ways would be beneficial as well.
  5. I'm aware that it is normally a primary, but it makes some sense to be a secondary, both from its low damage and since Twin is mostly a direct upgrade from the base. I'd like to say that that the slower fire rate is a recoil effect of using it as a secondary solo but to be honest it's just because I needed a drawback like I have for the rest.
  6. Narmer Liches, otherwise known as Tau's Beasts, essentially mini-Archons.
  7. Alright, I'm back, book writing has taken up a lot of my time but another idea has gotten into my head that I want to put in before it leaves my mind. Narmer Liches, Tau's Beasts Archonpins for the beta name. Tau's Beasts are various Warframe-Sentient hybrids like the Archons, but don't have a fully-formed Archon Shard. They're more like shells than anything else. They're Sentients reformed to have the body of a Warframe, with them as the head. With that, it should be noted that you must complete the Veilbreaker Quest to access this content. As well, if you haven't completed the New War, please stop reading until you have. Now let's start with how they're made. Acquisition: Tau's Beasts are made through two methods: Find a Progenitor within an Archon Hunt Mission or Find a Progenitor within the Sentient Murex in the Veil Proxima These Progenitors look similar to Choralysts, and act similarly too, but only they will be able to be Secret Mercied. For the Railjack version, all you have to do is enter the Murex, and they will spawn at least 200 meters away. For the Archon Hunt version, you'll need to complete half of the objective before they'll spawn. Pazuul would be an interesting case of introducing the Beast, but personally, I'd feel like Lotus introducing them as a high Sentient frequency target would be more of an interesting case. "A Sentient is producing high frequency levels of energy nearby. You know what to do: quell it." Something along those lines. Appearance: This will be different from the rest. The head is the one that is completely randomized, usually consisting of many different animals. If spawned in an Archon Hunt, the main head will be based on the Archon's head: Avian for Boreal (Hawks, Parrots, Crows, and Falcons) Canine for Amar (Jackals, Coyotes, Foxes, and types of dogs) Reptiles for Nira (Cobras, Pythons, Iguanas, Turtles, and Tortoises) When spawned in a Murex, they can have the head of any animal listed above, plus Pumas, Oxen, Moose, Elks, and Hippos. If spawned in an Archon Hunt, the Energy will be the Archon's Shard color: Blue for Boreal Red for Amar Yellow for Nira If spawned in the Murex, they will have a random Energy color. Upon their death, the lore explanation is that the Sentient scans your body before they fly off to get repaired by the unknown entity, the same that repaired Erra as Pazuul, or Pazuul himself, with the knowledge of Erra but the consciousness of the Ram. This is because the Sentient will copy your body instead of the head like Liches and Sisters do. They could also copy any accessories or the Syandana as well. I'm concerned over possible bugs when it comes to copying any accessories and the Syandana, so I'm leaving those in the realm of possibility but it could lead to some disasterous bugs depending on what you have. It'd make things fun to make your Beast look goofy as hell but that might not end up being possible. Mechanics: Just like regular Sentients, they do adapt to damage. They will always be immune to the Progenitor's type (Impact, Heat, Cold, Electricity, Toxin, Magnetic, or Radiation) and will be resistant to the primary type of the weapon you killed them with, before the Secret Mercy. Everything else is dependent on RNG. For any level up, a random type is chosen to become a Resistance, except current Immunities. Should a Weakness be chosen, that Weakness becomes Neutral. Should a Resistance be chosen, that Resistance becomes an Immunity. If you fail a Requiem Mercy kill at level 5, there isn't any penalty to adding your Beast's resistances, it'll stay as it was. Control: Here's the interesting bit: You don't fight them on the planets themselves, you fight them on the Proxima Regions. The Beasts are completely Railjack exclusive, taking over the Proximas of the current planets, and retreating to the Veil Proxima for their last battle. However, they will still steal resources if you go into their controlled planet on land, just like what Liches do on Saturn Proxima and same with Sisters on Neptune Proxima. The Anger Meter and Requiem Murmurs are significantly faster due to having fewer missions to deal with, though there's always a cap to never spawn on the first mission. Of course, when leveling up through failed Requiem Mercies or taking care of all nodes, they will move to the next Proxima. Due to their control being split between so few nodes, the Beasts will steal +5% of all resources gained in a mission depending on how many nodes are controlled, plus 30% for a bottom cap when one node is controlled. For max thievery: Earth Proxima: 50% - excluding Free Flight Venus Proxima: 55% Saturn Proxima: 50% Neptune Proxima: 55% Pluto Proxima: 55% Veil Proxima (Void): 30% - Tau's Beast Assassination only Their Thrall type is a Battalyst with the appearance of a Mimic. For this one, they have weaker versions of the Beast's currently unlocked abilities, except for the 4th abilities exclusive to the Beasts. We'll get to that about now. Abilities: Now bear with me here, this one is gonna get long. Each Beast has unique abilities for each type, based on the abilities of various bosses of the game. Let's get started. Impact Screech: Deals constant damage within an area of 15m, affecting enemies and breaking shields 3 times more effectively than health. Based on Phorid's Scream. Weapon Launch: Launches the user's weapon at an enemy 30m away. Does Impact damage before it returns back to the user. Based on Tyl Regor's Knux Launch. Crater Slam: The user slams the ground with their foot, causing homing craters to spawn on enemies within 20m. Based on the Eidolon Ground Slam. Heat Grenade: The user launches a grenade towards an enemy within 12m, causing a 3m explosion on contact. Causes knockdown and Heat status. Based on Blast Grenade from Sargus Ruk and Hyena Ng. Laser Bolt: A single burst fire laser towards an enemy up to 30m away. Causes Knockdown and Heat status. Based on Raptor Explosive Laser Bolt. Missiles: The user launches many missiles, landing in multiple areas in 2m explosions within a 20m radius. Based on Ropalolyst's Seeking Missiles. Cold Cold Shards: Launches two shards made of freezing glass towards an enemy, freezing them for 2 seconds if it hits. Based on Nihil's Glass Shard. Ice Patch: A stomp that freezes the surrounding 10m with an ice floor, slowing and inflicting Cold to anyone who touches it, besides the user. This lasts for 20 seconds. Based on Lech Kril's Ice Slam. Beast's Dome: Creates a dome constantly around the user. Impenetrable, enemies must go inside to hit the user. When inside, enemies have a 50% chance to be inflicted with Cold. Based on Eidolon Gantulyst's Gantulyst Shields, unintentionally a moving Frost's Snow Globe. Electricity Artillery Armada: Buffs nearby allies with 20% extra Electricity damage within a 7m radius. This lasts for 20 seconds. Original. Plasma Grenades: Launches 10 plasma grenades around the user within a 10m radius. Each grenade explodes in a 2m radius after a delay of 1.5 seconds when landing. Each grenade hitting an enemy causes an Electric status when hitting an enemy. Based on the Plasma Grenade Cluster used by Jackal and Razorback. Sentient Beam: Launches a long-lasting beam of Electricity towards the enemy, pushing them back while causing Electric Status. Based on Ropalolyst's Giant Laser. Toxin Wave Clap: Launches a pulse around the user after a single clap, reaching 20m over 5 seconds. Causes Toxin status when hitting an enemy. Based on Jordas Golem Fire Wave. Biomass Spawn: Spawning Sentient-Infested-like cysts, the user shoots 4 around them randomly within a 3m radius. If it's left alone for 10 seconds, it spawns a Sentient. If its health reaches 0 before 10 seconds are over, it deals 3 Toxin statuses within 1m of itself. Based on Mutalist Alad V's Biomass Launcher. Poison Rain: Summons three clouds in the air that rains toxin projectiles for 20 seconds within a 4m radius. Any enemies hit get inflicted with Toxin. Based on Eidolon Hydrolyst's Acid Rain. Magnetic Mag Ray: Fires a beam towards enemies, inflicting Magnetic while moving around. Based on Vay Hek's Propaganda Beam. Pole Mines: Launches three mines towards enemies, attracted to enemies with Shields. Once an enemy or surface is latched onto, it explodes after 4 seconds. Original-ish. Loosely based on sticky bombs. Energy Spikes: The user releases five waves of energy that expand for 15m, stopping nearby allies temporarily if hit. Enemies hit by a wave will get knocked down and be inflicted with Magnetic. Based on Eidolon's Energy Spikes. Radiation Irradiating Rockets: Launches rockets towards enemies within a 12m radius. These blasts cause Radiation Status. Based on Kela de Thaym's Rocket Volley. Radial Barrage: Summons volleys of grenades around the user within 8m of itself, where they explode in a 6m radius when they land. Any explosions temporarily disarm any enemies completely. Based on the Orbs' Rocket Barrage and Loki's Radial Disarm. Radiating Pillars: Summons multiple beams of Radiation from the ground within 25m. Any enemy hit receives Radiation Status. Based on Eidolon Gantulyst's Energy Pillars. New 4ths These are 4th abilities designed for survivability. These are exclusive to the Beasts, and aren't able to be used on any other type of Lich. Summoning Scream: Summons 5 Sentients to the user's location over a period of 5 seconds. Closely based on Eidolon's Summoning Scream. Regenerating Scream: Drains the energy of nearby allies and enemies, healing the user and repairing their shields. Closely based on Eidolon's Regenerating Scream. Sentient Bloom: When in the Downed state, heals quicker depending on how many Sentients are within a 10m radius, increasing by 5% per Sentient and maxing out at 50%. If fully healed by the healthbar, all Sentients in the 10m radius get killed and give 200 Overguard to the Beast for each killed by the ability. Closely based on Eidolon Hydrolyst's Vomvalyst Bloom. Nullifying Scream: When an enemy uses a movement-based ability or uses Void Dash towards the Beast, they will scream. This nullifies Transference and abilities, disabling abilities for 3 seconds. Literally just Ropalolyst's Nullifying Scream. Weapons: Due to some difficulties, there are some things that just seem strange about the current Narmer Weapons. In terms of weapons, we only really have one that's "exclusive" to Narmer, with that being the Narmer Rifle, based on a Sobek. Let's change that, and let's give it an actual name this time. Although, not much of one. Narmer Sobek - Primary Rank and file weapon for Narmer Grineer Troops.The Narmer Sobek adds strength to compromise for any older iterations. The Alternative Fire consumes all current Ammo in the Magazine to fire a targeted blast towards an enemy. Increased Total Damage (350 -> 490) - 73.5 Impact, 12.25 Puncture, 12.25 Slash Higher Status Chance (16.2% -> 27.25%) Higher Accuracy (9.1 -> 10.7) Faster Fire Rate (2.5 -> 3) Increased Reload Time (2.7s -> 3.9s) Alt Fire Damage: 300 Impact (+20 of Progenitor type per Ammo in Magazine) Projectile Speed: 4m/s -> 30m/s Radial Blast Radius: 4m Narmer Grakata - Secondary A rifle made for Grineer Lancers under control of the Veil. The Veil's strength seemed to increase the potency of the original Grakata, alongside Archonic energy. The Alternative Fire consumes all current Ammo in the Magazine to fire a targeted blast towards an enemy. Increased Damage (11 -> 81) - 10.8 Impact, 9.1 Puncture, 7.1 Slash Increased Multishot (1 -> 3) Increased Accuracy (28.6 -> 34.9) Increased Magazine Capacity (60 -> 90) Increased Critical Chance (25% -> 35%) Increased Critical Multiplier (2.0x -> 2.7x) Slower Fire Rate (20/s -> 16/s) Alt Fire Total Damage: 550 Impact (+10 of Progenitor type per Ammo in Magazine) Damage: 225 Impact (+5 of Progenitor type per Ammo in Magazine) Multishot: 2 Projectile Speed: 6m/s -> 60m/s Radial Blast Radius: 2m Narmer Machete - Melee A machete made for Grineer Scorpions under the Veil's control. Archonic energy seems to only amplify this weapon's effects further. Heavy Slam Attacks summon orb projectiles that launches towards enemies once in range. Increased Slash Damage (84 -> 154.25) Increased Attack Speed (0.92/s -> 1.52/s) Increased Critical Chance (10% -> 30%) Increased Critical Multiplier (1.5x -> 3x) Increased Range (2.5m -> 3m) Decreased Status Chance (15% -> 10%) Heavy Slam Attack Projectiles Damage: 700 Slash + 150 of Progenitor type per projectile Projectile Speed: 100m/s Summons 12 projectiles Seeking Range: 20m Projectiles fade after 5 seconds Narmer Dera - Primary A Dera for Narmer Crewmen. The weapon reacts violently when exposed to the Archon Shards, but only slightly changes when exposed to Archon Buds. The Alternative Fire uses all current Ammo in the Magazine to blast a beam towards an enemy that pierces almost all walls. Increased Damage (30 -> 50) - 10 Impact, 37.5 Puncture, 2.5 Slash Increased Magazine Capacity (45 -> 70) Increased Fire Rate (11.25/s -> 13.1/s) Increased Projectile Speed (100m/s -> 120m/s) Increased Reload Time (1.8s -> 2.4s) Decreased Ammo Max (540 -> 210) Alt Fire Damage: 600 Puncture (+16 of Progenitor type per Ammo in Magazine) Beam Reach: 200m Punch Through: Infinite* Beam Duration: 2s Narmer Dual Detron - Secondary A single Narmer Detron is usually used by the Detron Crewmen under the Veil, but Archonic energy seems to make them unstable unless there are two. It is currently unknown as to why. The Alternative Fire uses all current Ammo in the Magazine to fire many radiating blasts towards enemies around you. Differences from base Detron Increased Damage (280 -> 450) - 45 Radiation Increased Multishot (7 -> 10) Increased Fire Rate (3.33/s -> 5.50/s) Increased Magazine Capacity (5 -> 12) Decreased Projectile Speed (150m/s -> 120m/s) Decreased Ammo Max (210 -> 48) Alt Fire Total Damage: 720 (+12 of Progenitor Element per Ammo in Magazine) Projectile Damage: 60 Radiation (+1 of Progenitor Element per Ammo in Magazine) Multishot: 12 Projectile Speed: 100m/s Radial Blast Radius: 3m Narmer Prova - Melee Narmer Provas are given to Prod Crewmen controlled by the Veil. The electricity is potent, alongside the Beast's energy. Heavy Attacking spawns 6 electrified orbs that stay in place for a few seconds before exploding. Increased Electricity Damage (76 -> 139) Increased Attack Speed (1/s -> 1.25/s) Longer Combo Duration (5s -> 7.5s) Increased Status Chance (16% -> 25.5%) Longer Heavy Attack Wind-Up (0.7s -> 1.4s) Heavy Attack Projectiles Damage: 500 Electricity + 200 of Progenitor Element Spawns 6 projectiles in the air. Projectile Speed: 0m/s Radial Blast Radius: 8m Projectiles explode after 3 seconds. Narmer Commander - Melee An alternate version of the staff used by Deacons and Ballas, controlling all who dare touches its beam. Heavy attacks fire a beam that controls enemies it hits for a short time. General Information Impact Staff 480 Damage - 216 Impact, 144 Puncture, 120 Slash 1.3 Attack Speed 3.50m Range 25.15% Critical Chance 2.4x Critical Multiplier 25% Status Chance Heavy Attack 760 Damage 0.7s Wind Up 20m Beam Length Controls Enemies for 30s except Bosses 1s Heavy Attack Duration Control is lost once doing Heavy Attack before Control Duration ends Slam Attack 400 Damage 6.5m Slam Radius 210 Radial Damage Heavy Slam Attack 610 Damage 610 Radial Damage 8m Slam Radius Slide Attack 210 Slide Damage Narmer Cadus - Melee A weapon originally from a fallen Tenno when resisting the Narmer forces. Remade, it spikes with power instead of gathering dust, although it overcharged into Corrossivity instead of Electricity. Heavy Slam Attacks leave a corrosive field in the ground that strips enemy armor for 20 seconds. Changed Electricity to Corrosive Damage Doubled Corrosive Damage (60 -> 120) Increased Attack Speed (1x -> 1.2x) Decreased initial Heavy Slam damage and Radial Damage (680 -> 600) Increased Heavy Slam Radius (7m -> 8m) AOE effect added on Heavy Slam Attacks AOE effect timer: 20s Ticks per second: 4 Tick Damage: 45 (15 Impact, 30 Corrosive) Critical Chance: 5% Critical Multiplier: 1.2x Status Chance: 50% Narmer Imperator - Archgun The first Archgun of many Tenno, stolen by Narmer and powered by the Veil. With the modifications from the Beasts, this Imperator now dominates in puncturing through armor and has an alternative setting that makes it a semi-auto beam. Oddly, its regular fire is more accurate in space than on land. Compared to Base Imperator Both Modes Increased Damage (50 -> 200) - 20 Impact, 52.5 Puncture, 27.5 Slash Increased Multishot (1 -> 2) Magazine Size Increased (200 -> 250) Critical and Status Chance Swapped, Status increased (12% Crit, 32% Status) Increased Projectile Speed (220m/s -> 280m/s) Increased Fire Rate (16.7/s -> 18.5/s) Archwing Mode Accuracy Increased (50 -> 80) Faster Reload Rate (50/s -> 75/s) Slower Reload Delay (0.25s -> 0.5s) Land Mode Accuracy Increased (50 -> 70) Slower Reload Time (5.25s -> 6s) Alt Form Semi-Auto Accuracy: 100 Damage: 300 - 55.4 Impact, 150 Puncture, 94.6 Slash Ammo Consumption: 25 per shot Fire Rate: 4/s Multishot: 1 Critical Chance: 12% Critical Multiplier: 2x Status Chance: 32% Noise: Alarming Punch Through: 0m Projectile Speed: 400m/s Rewards: Let's start with what has been the same so far for Liches and Sisters: Conversion. In Converting a Beast, they become your ally. You can trade them, put them on your Railjack, all the jazz we're used to. If they have an Ephemera they will give it to you in your inbox, though this is also done in Vanquishing the Beast as well. Something new would be giving an Amp or Kitgun part that has the imbuement of the Beast's Element, something you'd be unable to receive if you Vanquish them instead. Though to balance this, this would only be the Prisms and Chambers for what component is given, and none of the Deimos exclusive Chambers can be imbued, as Deimos was never controlled. Though this could be extremely random. In Vanquishing the Beast, you get their weapon and Ephemera if available, but also two other items: an Archon Bud and their Head. The Head is self-explanatory, it's a cosmetic item that can be put on Warframe Helmets and takes its basis off of the colors of the Warframe it's on. You can only get one of each animal but it's something new that gives more options if you want to go for an Archon themed Warframe or pretend to be the Beast you killed. This would also mean you could have the Head on future Liches and Sisters, if you want to go that route. The Archon Bud, on the other hand, has two possible paths. The first is as a randomized Archon Shard, giving a variety of buffs but randomly, all focused around the specific Progenitor Element. The other path is a buffing path to already existing Archon Shards, including Tauforged Archon Shards, though would probably only be a 50% boost to one category that cannot be changed or added onto, so one Bud per Shard. Personally, I'd go the randomized path, limited to 3 possible buffs per Bud. Here are some possibilities we could use, starting with the general buffs able to be given for any Archon Bud: General Buffs Increased Armor +75 Increased Health +75 Increased Shields +75 Increased Energy Max +25 2.5 Health regenerated per second 0.5 Energy regenerated per second Melee Kills give 20 Overguard. Max 200, cap scales with Power Strength. 20% Extra Energy filled on Spawn. 5% Ability Strength 5% Ability Duration 5% Ability Range 5% Ability Efficiency Impact Primary deals 15% extra Impact damage Secondary deals 20% extra Impact damage Melee deals 25% extra Impact damage Bullet Jumps deal Impact in a 3m radius Warframe gains 50% automatic Impact Adaptation Health Orbs give 10% Impact Adaptation for 20s Energy Orbs give 20% Impact Adaptation for 10s Hard Aura deals 20 Impact damage every second within 4m of the player Gain 4m Heavy Impact as a Passive Ability. Stacks additively with Heavy Impact and Rhino's Passive. Abilities are imbued with 10% extra Impact damage Heat Primary deals 15% extra Heat damage Secondary deals 20% extra Heat damage Melee deals 25% extra Heat damage Bullet Jumps deal Heat in a 3m radius Warframe gains 50% automatic Heat Adaptation Health Orbs give 10% Heat Adaptation for 20s Energy Orbs give 20% Heat Adaptation for 10s Flame Aura deals 20 Heat damage every second within 4m of the player Gain 5% Ability Strength when enemies are on fire within 20m of the player. Stacks additively with Ember's Passive. Abilities are imbued with 10% extra Fire damage Cold Primary deals 15% extra Cold damage Secondary deals 20% extra Cold damage Melee deals 25% extra Cold damage Bullet Jumps deal Cold in a 3m radius Warframe gains 50% automatic Cold Adaptation Health Orbs give 10% Cold Adaptation for 20s Energy Orbs give 20% Cold Adaptation for 10s Freeze Aura deals 20 Cold damage every second within 4m of the player Melee attacks on the player has a 10% chance to freeze enemies. Stacks additively with Frost's Passive. Abilities are imbued with 10% extra Cold damage. Electricity Primary deals 15% extra Electricity damage Secondary deals 20% extra Electricity damage Melee deals 25% extra Electricity damage Bullet Jumps deal Electricity in a 3m radius Warframe gains 50% automatic Electric Adaptation Health Orbs give 10% Electric Adaptation for 20s Energy Orbs give 20% Electric Adaptation for 10s Shocking Aura deals 20 Electricity damage every second within 4m of the player Increased Sprint Speed by 50%. Abilities are imbued with 10% extra Electricity damage. Toxin Primary deals 15% extra Toxin damage Secondary deals 20% extra Toxin damage Melee deals 25% extra Toxin damage Bullet Jumps deal Toxin in a 3m radius Warframe gains 50% automatic Toxin Adaptation Health Orbs give 10% Toxin Adaptation for 20s Energy Orbs give 20% Toxin Adaptation for 10s Venomous Aura deals 20 Toxin damage every second within 4m of the player Melee kills restore 10 Health. Stacks. Abilities are imbued with 10% extra Toxin damage. Magnetic Primary deals 15% extra Magnetic damage Secondary deals 20% extra Magnetic damage Melee deals 25% extra Magnetic damage Bullet Jumps deal Magnetic in a 3m radius Warframe gains 50% automatic Magnetic Adaptation Health Orbs give 10% Magnetic Adaptation for 20s Energy Orbs give 20% Magnetic Adaptation for 10s Magnet Aura deals 20 Magnetic damage every second within 4m of the player. Jams enemy weapons. Pulls in resources and ammo when needed within 4m. Stacks additively with Mag's Passive. Abilities are imbued with 10% extra Magnetic damage. Radiation Primary deals 15% extra Radiation damage Secondary deals 20% extra Radiation damage Melee deals 25% extra Radiation damage Bullet Jumps deal Radiation in a 3m radius Warframe gains 50% automatic Radiation Adaptation Health Orbs give 10% Radiation Adaptation for 20s Energy Orbs give 20% Radiation Adaptation for 10s Radial Aura deals 20 Radiation damage every second within 4m of the player. Always inflicts status per tick so enemies are likely to target each other. Enemies are 15% less accurate when targetting the player. Stacks additively with Nyx's Passive. Abilities are imbued with 10% extra Radiation damage. Did I just use the same list and added one extra thing for the exclusives? Yes. Did I put in nerfed versions of already existing Shards and put them in the general category alongside some other things? Also yes. Perhaps I give myself too much power. Randomization leads to some crazy effects and sometimes makes things too good. But the grind is the grind, thousands of hours to be poured into this game and a thousand more just for these. In this state, I propose a 6th slot in the Archon Shard Infusion selection, specifically made for Archon Buds. As well, being able to see the buffs you could receive from the Shards and Buds you have from your inventory would be a nice quality of life change, should this Archon Bud system be implemented. You could easily use the Buds on regular Archon Shard slots if you are focusing on a full Archon-like build for your Warframe. With this in mind, should these mix? My answer is only for the base elements, as it would be really detrimental to have Fire and Radiation on and only get Radiation out of it, since there are only 7 elements to choose from. But I probably wouldn't be balancing these, as I am way too unbalanced. Most likely, it'd only be flat increases put in after all the damage. End Note Might be a bit rushed on a dime, but hey, personally like it and I wanted to share it. In all seriousness, this actually took the better half of a week and I'm still writing as I'm posting this. If any of you guys have ideas on new Narmer weapons that could actually work, feel free to leave them down in the replies. It'd be nice to see the concepts you guys make. As well, leave any criticism you got for this if you wanna, I'd love to hear your thoughts. Anyways, that's all from me for now. See y'all whenever next time is.
  8. Hey so this is an inside joke between my brother and I about how hellish selling Warframe Rivens would be, stuff being sold for 1000+ Platinum for not even a good mod for a Warframe very underutilized because it's bad. But I am a freak, so how about we get this started? The mistake of a lifetime. Acquisition How about Archon Hunts or Arbitration for getting these things? Both aren't accessible to new players but both would give quite the laugh, all that grinding for a chance Riven, might not even be good in the long run. But eh, that's why people like me exist, to roast myself. It's pretty simple for endgame players but how long would it take to make something good? Probably not long now that I think about it. Traits All the traits you'd expect: Energy Max Armor Health Shield Capacity Shield Recharge Sprint Speed Ability Duration, Range, Strength, Efficiency Casting Speed Slide Friction Physical Resistance Elemental Resistance [except Tau] Stagger Resistance and Recovery Knockdown Resistance and Recovery Bullet Jump Distance Aim Glide & Wall Latch Duration Parkour Velocity Status Duration on Self Airborne Resistance Enemy and Loot Radar We have almost anything. Missing properties include set bonuses like the Carnis and Auger sets, specific abilities like Adaptation, Equilibrium, Energy Conversion, Augments bonuses, and of course Aura exclusive abilities. With this in mind, making a set be: +52.4% Ability Duration +100% Energy Max +17% Slide -59.3% Health would be funny on a Warframe designed for health like Grendel, or better yet, Nidus, but this would more likely go onto Zephyr with these kind of stats. Of course, there are always limiters, that's what the Archon Shards do. There are limiters to Warframes without Energy or Shields, and the Rivens could accommodate for that - both positively and negatively. So no, you won't be getting a negative energy debuff for Hildryn or Lavos, as that wouldn't work and make them more powerful than they should. Of course with new Warframes, probably starting off as a 3 isn't a bad idea and adjusting it as time goes on to make things clearer wouldn't be the worst idea. Disposition Community perception, like always. If a Warframe is seen as very powerful, it will get a low Riven disposition. If a Warframe is considered very weak, then it'll get a higher one. Primes will often have a lower disposition than the main counterpart, when made, so if Volt has a Riven Disposition of - let's say 3, so ~1x, Volt Prime would probably get a 2, or ~0.85x. Impact I could almost skip over this part, like you guys know how busted Warframe Rivens would be if they were actually implemented if you were intelligent enough unlike me at the moment. But let me give you a rundown: It'd be an utter disaster if this were to be implemented, more in the "too good to be made" way. It'd be busted, counterable by any mods you have, and with how much Forma gets used on a daily basis obviously it's going to make some already great Warframes even stronger and would need a drain of 24 or something at max rank. That is why I don't recommend this path and is why I'm only making this for laughs - because it's absurd. It's fun, either way. It's a great way to let off some steam after a long day. Anyways, that's all from me. If you want this in the game, I'll need to ask if you've gone to power creep central. Jokes aside, love you all, hope you guys have a good day, whenever you're reading this. I am going to go sit on top of my Railjack in space. Unless that's already been patched out, in which, sadness.
  9. Hello, I am back. It hasn't been a full month since I made a comment on remaking this concept, but, here we are. Let's start, shall we? Lore The Emissary of Eris has been...reborn, per se. Ever since growing his flock, he has no need for the shell of a child he has made himself to be. Whether he can speak or not, I won't be the judge of that. The Infestation is a hivemind, looking for ways to spread. The Emissary's Zealot strand allows the enhancement of the main body while still keeping the consciousness, unlike the rest of the strands that we know today, where they are simply mindless, but will always have the goal of killing others and expanding. The Followers of the Emissary, or Legionpins as their beta name, are expanding on the Zealot strand, mutating with the body's scars into strength, leaving your Warframe's mark on them, both in body and in mind. Acquisition Getting a Follower of the Emissary is a choice between three: Dark Sectors, Invasions, or Zealoid Prelate. Dark Sectors will depend on the mission type, and there is a prerequisite for each one, before the subject spawns. Excavation will require you to attain 300 Cryotic. Defense will require you to go past Wave 5. Survival will require you to survive 8 minutes. Defection will need you to have 4 Defectors survive, solo or not. And Disruption will need 2 Conduits to survive, solo or not. In Invasions, you will need to kill at least 50 enemies before they will spawn. This has to be you that kills them, any of your AI allies that kill the infestation will not count, however you can kill steal from them. For people in groups, however, this will be a collective kill count, so if you and a friend each get 25 kills, then the subject will be able to spawn. Zealoid Prelate's Lantern immunity phases are the key for spawning on Deimos. This is a random chance thing, and might end up taking multiple attempts of the phase, so this is generally unwanted. But, here's the rundown: During the Zealoid Prelate's immunity, while searching for the Lantern, or Arlo's Flame, the subject has a high chance to spawn, generally in the same room as the Zealot holding the Lantern. Just like the Zealot, the subject would not have immunity like the rest of the Infested, but have a weakness to the Lantern when it is being held by the player, receiving double the damage. So if you're strong or tanky, there isn't a need to worry. However, if you're neither, the Lantern is an option so you can add to the flame itself for the extra kills. Design The design of these folks will be dependent on three of the Infested: Chargers, Ancients, and Brood Mothers. The prerequisite for the design is dependent on the Zealot type you killed out of three forms: Baptizer, Herald, or Proselytizer. Each are respectively assigned to their form and will get their own special ability for their form. Each form stands on both legs and each wear the Progenitor's Warframe Helmet as a head. Chargers are over the Grineer head, placed upside-down like it, Ancients are over the tendrils, with said tendrils seeping out of it, and Brood Mothers have it at the tip of the design. For Elemental Uniqueness, I decided the best way for these would be Syandanas instead of Ephemeras, and if you've noticed, that is what is on each of the Lich designs [though the Brood Mother got the short end, admittedly]. The design is based on the Ancient's crown on each. I thought "why not make it a Syandana, make it a bit more fun?" Though, the fun is only as fun when it either moves or doesn't. Also the thought of an Ancient without its crown is funny to me. Functionality This is how they will function: At spawn, they will take over the planet you spawned them at, which automatically allows them to take your items but we'll get to that later. The nodes on the planet will become Follower Infestation nodes, functioning exactly the same in level as a regular Lich or Sister would. When on a planet they control, the Follower will take Resources and Mods, around 0.4% per node. Whenever the Follower levels up when failing their combo, they will spread the Infestation to other planets while also still remaining on the one you tried to fight them in. When they level up through clearing out all of their current nodes, they will move to a random planet away from you. There are 4 "planets" they cannot enter: The Void, Kuva Fortress, Dojo, and Zariman. Thralls spawn as Zealots, there isn't much to say. It is a unique spawn, but they're not difficult to take care of, so somewhere in between Sister Hound and Lich Thrall for Murmur gain and rage. Every Infested Lich will have heavy amounts of Armor and Health, in exchange for no Shield. They will also be unable to have their Armor stripped from them. All Infested Liches have the Infested Flesh Health type and the Infested Sinew Armor type. Impact abilities are mimicking Whipclaw, Shatter Shield, and Maim. Heat abilities are mimicking Immolation, Blaze Artillery, and Photon Strike. Cold abilities are mimicking Lantern, Enthrall, and Final Stand. Electricity abilities are mimicking Arcsphere, Radial Blind, and Discharge. Toxin abilities are mimicking Ophidian Bite, Virulence, and Shadows of the Dead. Magnetic abilities are mimicking Tidal Surge, Prismatic Gem, and Riptide. Radiation abilities are mimicking Smite, Lycath's Hunt, and Radial Disarm. Weapons As seen above with the designs, there are some Zealot weapons already being made in sketches, but I do have some other things to go over before we continue: There are three types of Zealot weapons: Grineer Zealot, Corpus Zealot, and Infested Zealot. While Infested Zealot weapons are for every planet, and they are the ones that have the most unique weapons with no alternatives, Grineer Zealot and Corpus Zealot are dependent on the planet that the Follower is being attempted to be spawned into, essentially forcing differing planets to be used for specific weapons. Grineer Zealot weapons appear on Earth, Mercury, Mars, Ceres, Saturn, Uranus, and Sedna. Corpus Zealot weapons appear on Venus, Phobos, Jupiter, Europa, Neptune, and Pluto. Let's get to the list so far, shall we? Grineer Zealot Zealot Miter + Expanded Magazine + Expanded Ammo Max + Increased Charge Rate + Multishot - Lower Accuracy - Lower Disposition Zealot Stug + Increased Fire Rate + Decreased Reload Time + Increased Damage + Increased Projectile Speed - Lower Disposition Zealot Javlok + Increased Damage + Increased Magazine Size - Decreased Ammo Pickup Zealot Kesheg + Increased Attack Speed + Increased Combo Duration + Increased Status Chance - Slower Heavy Attack Wind-Up Zealot Margott - Unique Hammer A weapon made of multiple Grineer limbs. Whether this is a punishment to the Grineer who tried to face the Zealots, it might be best to not know. Mainly does Impact 0.72x attack speed 32% Critical Chance 3.0x Critical Damage Corpus Zealot Zealot Scisco + Higher Accuracy + Increased Ammo Max + Decreased Reload Time - Lowered Magazine Capacity Zealot Ambassador + Increased Damage + Puncture & Slash Damage types added - Only Automatic - Lower Fire Rate Zealot Ohma + Increased Damage + Slightly Increased Range + Larger Block Angle - Slower Attack Speed - No natural Electrical Damage Zealot M. Osp - Rifle Primary A MOA's head and an Osprey's wings that were ripped off and fused into a weapon. While it works, it is concerning how much it does, and what it means for the factions. Does mostly Puncture 100% Accuracy 2.77 Fire Rate 32% Status Chance Alarming Noise Level Infested Zealot Zealot Voroks - Dual Whips A set of Infested Dual Whips made by the Emissary of Eris. The tendrils comprise themselves of conductivity of the elements. Zealot Koren - Heavy Axe An axe made of Infested tissue, likely leftover from dead Infested units. Despite this, it remains oddly sharp, slicing anything it comes across into pieces. Zealot Recoze - Dagger A dagger made of Eris crust, mixed with Infested and Zealot tissue. It's said that this dagger originally was meant to kill the Emissary, but now this is simply a decoration to him. Zealot Gravil - Polearm A polearm that the Emissary might have used before, while they were individuals, now a gift to his children. It gives a heavy current as its light weight keeps the wielder light. Final Confrontation In the final confrontation, the Follower will retreat to Eris Proxima, wishing to take care of the Tenno within their lord's sight. However, they are glad, whether they win or lose, to see their lord again. All or nothing, they will fight to make sure the Emissary is still alive. However, there's no one to protect the Follower. It's truly a test of faith. In Vanquishing, you will get their weapon and, if they have one, their Syandana, with the weapon in your Foundry, ready to claim. When Converting, you are essentially showing them mercy, enough for them to trust you to not go after the Emissary, and rekindling what they once were: allies. They will join you and, if they have one, gift a Syandana to you, matching theirs. For those unaware about Series 2, before Zealots were a thing, they were Devotees, an AI ally that will revive the player and their companions. This extended to the Zealots following Episode 3. Final Thoughts It took a while, but hey, I got time. So, I've looked over a lot of Infested Lich concepts. A lot more than I'd admit, but I'd stay silent most of the time. I don't really have any one I'd consider my favorite. I went and did one in September, but this is my revamp and I'd say I'm pretty proud of this one. Hope y'all had a good read.
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