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Kai

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Posts posted by Kai

  1. How about:

    Molecular Cage: Molecular Prime now follows Nova in a limited range and will prime enemies when entering her radius. 

    Reverse Catastrophe: Molecular Prime now starts at the maximum range, slowly moving towards Nova before collapsing and knocking back nearby enemies.

  2. Just now, Gelkor said:

    Question, what particular Codex art are you referring to, the ones from scanning the Fragments?

    I too am having trouble placing codex art in my Orbiter.

    The Codex Art winners that were previously picked.

  3. As the titled stated, will there be any updates for the Codex Art additions? Also - on that note, will there be fixes on placing your art in your own ship as it seems that most places will render the art backwards (with the back facing you) or just not be able to place it. Was trying to put one in front of the ship (on the glass part), only managed to put 2 then nothing else.

  4. 4 hours ago, WEREsandrock said:

     

    Imo , there is nothing more boring than watching someone play videogames. Only makes me want to play em myself.

    That's pretty much the point. You watch something, you get bored/curious watching the video, you play it yourself. It works.

  5. Just now, PsychedelicSnake said:

    Honestly, I'm surprised that DE is more or less just now starting to really advertise the game, especially with how popular it got without any actual advertisement like you would see in similar titles.

    Indeed and seeing RT and AH also have a large player base, I'm hoping DE can get more new players with this.

  6. 2 hours ago, TheJadrimian said:

    Ooh, some of these are difficult. Arright, I got some time on my hands, here are my guesses:

      Reveal hidden contents

    Evanescence: Equinox – Can't wake up!

    Resplendence: Oberon – since you seem to be a fan of his Feyarch skin~

    Intercession: Trinity – interceding for your team-mates?

    Entrophic: Nova – almost went with Oberon, but eventually took a chance on this being a misspelling of 'Entropic', since that'd be physics-y and Nova has to be in here somewhere.

    Maelstrom: Volt – first thought was Zephyr, but she's not nearly as popular...

    Plague Keeper: Saryn

    Ardent Dancer: Ember – though with Brutal Tide on sparring weapons this could be anyone really. :P

    Cryowalker: Frost

    Stalwart Breaker: Rhino

    Psycheseeker: Nyx

    Blood Marauder: Ash – initially thought Valkyr, but dat edge.

    Polar Puppeteer: Mag – ragdolls everywhere!

    Ingenuity: Vauban

    Fell Watcher: Nekros – he needed to be somewhere, and this title's just edgy enough. :P

    Silver Crown: Loki? This one calls for some explanation.

    Mischievous Wing: Titania – snubbed Zephyr again, this time in favour of the new flying mischief-maker.

     

    Regardless, good to see I'm not the only one who gives oddball names to their loadouts. Here's my set – mostly pretty transparent, but a couple are a little more esoteric:

      Reveal hidden contents

    2cc5737ab2a0a263afec0c710cf4a78b.png

    Bonus! Conclave loadouts:

    44fbc2c65cd6d6c2c8b0bda615af0d83.png 

    Note: Lunaro is just whatever I think I look pretty in today, since it has no gameplay impact. Also, my ego demands I point out that I never actually camp with the Camper build. >:U

     

    Evanescence: Loki

    Resplendence: Mirage

    Intercession: Trinity (Correct!)

    Entrophic: Nova (Correct!)

    Maelstrom: Volt (Correct!)

    Plague Keeper: Saryn (Correct!)

    Ardent Dancer: Ember (Correct!)

    Cryowalker: Frost  (Correct!)

    Stalwart Breaker: Rhino (Correct!)

    Psycheseeker: Nyx (Correct!)

    Blood Marauder: Ash (Correct!)

    Polar Puppeteer: Mag (Correct!)

    Ingenuity: Vauban (Correct!)

    Fell Watcher: Nekros (Correct!)

    Silver Crown: Oberon

    Mischievous Wing: Titania (Correct!)

     

    You got 13 out of 16 Good Job!

     

    ---- 

     

    Now for your Loadout~

    Telespam - Ash

    Farmville - Hydroid

    Hurtz so Good - Mirage(?)

    Nevermore - Oberon(?)

    Sneakazoid - Loki

    Ladyboi - Nezha (Of course)

    Mr Sandman - Ober- er.... Inaros of course

    Silent Symphony - Banshee

    Une Baguette - Vauban(?)

  7. Basically, learn to respect the Founders who helped DE and Warframe where it is now. If it wasn't for them, you wouldn't be here or playing Warframe at all. Excalibur Prime was a small token from DE to the Founders who helped them in the early days. Asking for Excalibur Prime to return in whatever form or transaction is an insult for the Founders.

  8. 44 minutes ago, AlphaWolf003 said:

     

    36 minutes ago, R34LM said:

    It does happen. I've had it happen to me, plus they count for Shield of Shadows.

     

    The big issues with Nekros is that he requires specific mods to really function. Despoil and Equilibrium are basically required if you want to sustain him, considering his Terrify costs 75 energy at base for a 2 ability and you will be using 100 energy each time you use SoTD, which adds up easily.

    I think people would be fine with the decay if the cost for maintaining the shadows was heavily reduced. It should cost a small fraction of the base cost to only heal, since you aren't summoning any shadows. You pay another piece of base cost for every shadow you summon. Basically, 1/8 for a heal, 2/8 for one summon, 3/8 for two summons., going all the way up to 8/8 when you summon all seven shadows. SoTD is an energy hungry ability, and the fact that we have to keep using it highlights both the health decay that we have to manage with it and the inefficiency of it all unless you use specific builds. 

    His only required mod for solo build is pretty much Equilibrium since they solve the Energy problem. I also run very efficient Nekros Build, basically having - 

    Corrosive Aura, Cunning Drift, Health Conversion, Stretch, Shield of Shadows, Equilibrium, Blind Rage, Streamline, Despoil and Vitality. It works like a charm.

  9. Just now, AlphaWolf003 said:

    ........................................................................................................................................

    I hope you're joking if that excuses this nerf lol.

    Indeed it was a joke. But look at it this way, Quality over Quantity. I'm enjoying Nekros right now, he can solo very well.

  10. 3 hours ago, derp215 said:

    Well to start, this is a pretty cool idea, I haven't seen any card-based frame concept yet, maybe there are but I haven't seen them. Anyway, question about 1st ability: what does marking enemies do?

    Essentially, the first ability is a 2-part Ability. Press the Ability (1) to throw a card and mark them. Hold the Ability (Hold 1) to deal damage again to marked enemies,

  11. "This is Joker, the gambler. The high roller."

     

    "Taking risks in exchange of reward, Joker's arsenal of tricks will turn any battlefield into a roulette with the odds in his favor. Would you like to take your chance, Tenno?"

     

    Information

    Joker is a High-Risk High-Reward Warframe that relies on his abilities and timing in order to take control of the battlefield. In a squad, he takes on the support crowd-control role by means of inflicting harmful effects to his enemies while granting his allies powerful buffs is used properly. As part of his Gambler-theme, he can also be a detriment to himself if used poorly so players will require complete mastery over Joker in order to fully utilize his potential.

     

    Stats

    Health: 100.0 (300.0 at Rank 30)

    Shield: 100.0 (350.0 at Rank 30)

    Armor: 15.0

    Power: 180.0 (400.0 at Rank 30)

    Sprint Speed: 1.15

     

    Abilities

     

    Passive - Gambler's Charm

    Joker starts with 4 unique Attachments which can be accessed via Auxiliary in Joker's Arsenal. Joker can only equip one of the four Attachments at a time which modifies his stats as well as his abilities.

    • King of Hearts - Increases Base Health to 150.0 (450.0 at Rank 30) but reduces Sprint Speed to 0.95. Focuses on Sustenance in battle.
    • Queen of Clubs - Increases Base Shield to 200.0 (600.0 at Rank 30) but reduces Base Health to 70.0 (240.0 at Rank 30). Focuses on defensive Crowd Control in battle.
    • Knight of Diamonds - Increases Base Armor to 200.0 but reduces Base Power to 100.0 (300 at Rank 30). Focuses on offensive Crowd Control in battle.
    • Ace of Spades - Increases Base Power to 250.0 (500.0 at Rank 30) and grants +10% Casting Speed but reduces Base Shield to 80.0 (200.0 at Rank 30). Focuses on amplifying overall damage output by Joker's abilities.

    Choosing not to equip Joker will place his stats and abilities as default.

    _________________________________________________________________________

    "Draw launches energy card on enemies, dealing damage to enemies and marking them. Fold to return all cards from marked enemies to deal further damage."

    First Ability - Draw and Fold

    Press the ability to cause Joker to Draw, throwing a card on an enemy within 10 / 12 / 14 / 16 meters, dealing 50 / 150 / 350 / 400 Slash damage and marks them for 8 seconds.

    Hold the ability to cause Joker to Fold, retracting all cards from enemies marked in a 25 meter radius, dealing 200 / 250 / 300 / 350 Slash damage to the target as well as to other enemies on the way back to Joker. Enemies may receive damage multiple times if multiple cards passes through them.

    If the user is equipped with one of the Gambler's Charm, it will cause Draw and Fold to do the following:

    • King of Hearts - Heals Joker by 20 for each enemy killed upon using Fold. If the card passes through an ally, they are also healed by the same amount and may be healed multiple times if multiple cards passes through.
    • Queen of Clubs - Stuns enemies for 4 seconds and grants Joker additional 50 shield for each enemy affected upon using Fold. Shields gained may Overshield Joker.
    • Knight of Diamonds - Causes Draw to launch three cards instead, with the two cards homing on nearby enemies around the initial target. If there are no additional targets, the other two cards will home on the initial target as normal.
    • Ace of Spades - Allows an enemy to gain up to 3 marks from Draw, dealing thrice the damage on the target and on its way back upon using Fold.

    ----

    Notes:

    • Mark is visually denoted by a playing card symbol with the user's energy color on top of the enemy. If the user has Ace of Spaces Attachment, multiple marks will cause 2 or 3 stacked playing cards, glowing if they have reached max stack.
    • Bold Numbers can be affected by Power Strength, Power Range and Power Duration.

    _________________________________________________________________________

    "Bluff Dice creates a dice that diverts enemy attention, keep it rolling to create an explosion or fail to suffer the consequences."

    Second Ability - Bluff Dice

    Joker throws an energy dice in the air that attracts enemy fire for 6 / 9 / 12 / 15 seconds. Damage inflicted by enemies to the dice causes it to roll faster, gaining 40 / 60 / 100 / 120 damage for each second it is active. If the dice reaches the end of the duration, it explodes in a 8 / 10 / 12 / 15 meter radius, dealing the accumulated damage as Blast damage to all nearby enemies.

    If the dice stops rolling before it reaches the end of the duration, it will emit a 10 meter nova that may apply Magnetic Proc on Joker and his allies if they are within radius.

    If the user is equipped with one of the Gambler's Charm, it will cause Bluff Dice to do the following:

    • King of Hearts - Causes the dice to emit an 8 meter radius healing nova that restores 50 Health to Joker and his allies for every 3 seconds that has elapsed on the Bluff Dice's duration.
    • Queen of Clubs - Causes the dice to emit an 12 meter radius wave that disarms nearby enemies after half of Bluff Dice's duration has elapsed.
    • Knight of Diamonds - Allows Joker to attack the dice to move it towards the general direction.
    • Ace of Spades - Reduces the duration of the Bluff Dice by half but doubles the damage stored per second.

    ----

    Notes:

    • Dice will start to emit a faint glow and hum if it is about to slow down and stop rolling.
    • Re-casting Bluff Dice does not trigger the explosion nor the Magnetic Nova.
    • Bold Numbers can be affected by Power Strength, Power Range and Power Duration.

    _________________________________________________________________________

     

    Third Ability - Protective Flush

    Joker generates 4 towering energy cards that circles around him for 10 / 14 / 16 / 20 seconds, blocking enemy fire. Each card has a 300 / 400 / 600 / 800 damage threshold that will detonate after 3 seconds upon reaching the given limit, dealing 20% of the damage absorbed in a 5 meter radius around Joker as Blast Damage. This will affect both Joker, allies and enemies.

    Flush can be activated again while facing a card, causing it to be launched 8 / 9 / 10 / 11 meters away before exploding in a 5 meter radius upon reaching maximum range or upon enemy or terrain collision, dealing the full damage absorbed by the card to nearby enemies.

    If the user is equipped with one of the Gambler's Charm, it will cause Flush to do the following:

    • King of Hearts - Reduces self-damage and damage inflicted to allies to 10% if Joker fails to launch the card.
    • Queen of Clubs - Cards launched will now pass through enemies as well dragging them with the card. 
    • Knight of Diamonds - Increases base explosion radius to 8 meters. This applies to both failing and succeeding to launch a card.
    • Ace of Spades - Grants an additional 200 damage threshold for each card. Cards gradually stores damage on its own with a rate of 20 damage per second.

    ----

    Notes:

    • When a card is about to reach the damage threshold (70% - 99%) it will start to blink, signally the player of the card's imminent explosion.
    • The cards rotate around Joker in a counter-clockwise rotation. Players can simply turn to carefully watch his cards.
    • With each card gone, the rotation of the card becomes faster.
    • Bold Numbers can be affected by Power Strength, Power Range and Power Duration.

    _________________________________________________________________________

    "Raise the stakes and reap your reward with All-In, Tenno. Joker creates an arena that traps his foes, isolating and forcing them to play his deadly games. 

    Fourth Ability - All-In

    Joker creates a 20 / 22 / 24 / 26 meter arena that prevents entry and damage from enemy from coming in or out for 8 / 9 / 10 / 11 seconds. While in the arena, Joker and all trapped enemies drains 5% of their Health each second. In addition, Joker converts 60% / 70% / 80% / 90% of the drained health as damage to his abilities and equipped weapons as long as he is within the arena.

    Enemies killed within the arena has 50% / 60% / 80% / 100% chance to drop additional loot as well as a Health Orb. The last enemy to be killed in the arena has 50% chance to drop a Rare Loot or Mod.

    If the user is equipped with one of the Gambler's Charm, it will cause All-In to do the following:

    • King of Hearts - Reduces Health Drain from Joker to 1% per second. Instead of granting additional loot,
    • Queen of Clubs - Enemy shots from the outside will be re-directed to enemies within the arena.
    • Knight of Diamonds - Joker's Primary and Secondary Fire gains a +1.2 Punch Through against enemies and will also bounce off the arena's walls.
    • Ace of Spades - Joker gains Energy equal to the amount of Health drained from him by the arena.

    ----

    Notes:

    • Joker and his allies may freely pass through the arena but if Joker leaves the arena, it immediately ends the ability.
    • The arena does not follow Joker.
    • Bold Numbers can be affected by Power Strength, Power Range and Power Duration.

    _________________________________________________________________________

    _________________________________________________________________________

    Augments

    Draw and Fold Augment - Full House

    Using Draw 4 times within 6 seconds causes Joker's next Draw to unleash 5 cards that homes on enemies.

    • Affected by Power Duration.
    • Each card is affected by Gambler's Charm Knight of Diamonds and Ace of Spaces Auxiliary. 

    _________________________________________________________________________

    Bluff Dice Augment - Double Bluff

    Ability can be re-activated again to switch places with the dice and immediately detonate it, harming enemy units.

    _________________________________________________________________________

    Protective Flush Augment - Shuffle Flush

    Hold to gather all accumulated damage from each card before evenly distributing the amount. This may be done multiple times.

    _________________________________________________________________________

    All-In Augment - Jackpot!

    Enemies killed within the arena has 50% chance to drop twice the credit amount, 40% chance to drop thrice the amount of credit and 10% chance to drop ten times the amount of credit.

     

     

     

     

     

     

     

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