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Kai

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Posts posted by Kai

  1. 1 hour ago, MechaTails said:

    The whip's alt mode could turn it into a cat o' nine tails, with a bonus to Status% or something.

    Sounds like a good idea - perhaps creating another shadow whip for each element slotted into the weapon. Its an idea certainly.

  2. Oh, that's a relief. I'm not the only one. Weird thing though, after trying so many attempts on logging in - it blocked my IP Address. Afterward, after closing and opening Warframe again, a pop stated that your Password has been changed. Did anyone noticed it? It just popped up on the top part of the site itself. I'm worried now and I can't access Support either.

     

    EDIT: Also checked my emails, no updates from Warframes regarding Password Change or something, still able to login normally to Warframe and the Forums.

  3. So with Dual Darksplit-Sword out with its unique mechanic of switching type via stance, I have other ideas for weapons that might be able to switch some aspects or mainly, just some new mechanics within them like Dual Toxocyst and Lesion.

     

    Induco - Infested/Tenno Nikana

    This nikana has been tainted with the infestation, covering its gleaming blade with living tissues. Only a Tenno can return it into its former glory.

    Gimmick: Primarily deals Impact damage. Channeling with the Induco will convert the Impact Damage to Slash Damage (visible through the infestation covering the blade slowly withering away). Sheathing the Induco will cause the infestation to grow back, returning it its damage back to Impact.

     

    Econtra - Corpus/Grineer Staff

    This monstrosity was born when both Grineer and Corpus Battery were attached in both ends of a staff, resulting to dangerous combo that yields devastating yet dangerous blows.

    Gimmick: Primary deals Heat and Shock damage depending on which end of the Econtra hits the enemy. Charging an attack during a combo will either cause the Grineer's End to create a powerful Heat Slam or if used with the Corpus' End, will send a ball of lightning that shocks enemies on impact.

     

    Denuo - Tenno Whip

    This Tenno-made Whip is capable of inflicting pain in a blink of an eye but in the hands of a master, a second shadow is made to strike their foes once more.

    Gimmick: Channeling with Denuo will cause a second whip to mimic the user's combos and attacks with a 2 second delay. This second whip deals full damage and is also affected by the channeling bonuses.

     

    Mandatum - Grineer Sparring

    This battery-charged set of fists and grieves turns lethal impacts into surging energy for the wielder, speeding up their incoming assault.

    Gimmick: Increases the user's attack speed according to their Combo Counter. (1% equal to 5 Hits).

     

    Inyektar - Infested Rapier

    This infested rapier has developed lethal toxin within its blade-like appendage, injecting foes with its poison with each strike. Careful of overdose.

    Gimmick: Primarily deals Puncture and Toxin Damage. Each strike has a chance to apply Toxin Proc and any other proceeding strikes on the same target increases the damage of Toxin for the remaining duration. Finishers has a guaranteed chance to apply the Toxin Proc.

     

    Contego and Concido - Sword & Shield/Heavy Blade Hybrid

    This Tenno-made Sword & Shield allows the wielder to swiftly move between offensive and defensive tactics. When needed, the wielder can sacrifice their option to defend and shifting the weapon into a monstrous axe to chop away their foes.

    Gimmick: Can switch between Sword and Shield Stances and Heavy Blade Stances.

     

    Fuma - Sword/Glaive Hybrid

    Forged from ancient blueprints, the Fuma can swiftly cut down foes with its lethal strike or opened to form a large shuriken that can be thrown from afar.

    Gimmick: Can switch between Sword Stances and Glaive Stances. 

     

     

     

  4. After reading through the list and how people actually want this thing, I'm starting to get an idea of the type of Lurker you guys actually want. My main thoughts on Lurker's appearance was supposedly purely Infested, not an Infested Corpus or Grineer. Akin to Boilers and Ancients that are somehow truly Infested to a degree. But now I have a different idea that you people might enjoy.

    The Lurker capable of hiding and have a face, a full time nightmare fuel? Here's an idea. So before I edit the first post, I need your opinions:

    The Lurker is in fact, an Infested Desert Skate, with the infestation covering its entire body with infested tissues that is now capable of blending with its surrounding and is no longer limited to just sand. It moves rather slow but is capable of ignoring terrain all through out as it is rather capable of gliding. Additionally, while not mainly chasing you outright with that "face" trick, it will silently position itself where the players are most likely to come (Narrow Corridors, Behind Doors, etc) and if avoided, it will move around and try to re-position itself somewhere in the map (Perhaps a large dark shadow appearing above you regardless if there was a ceiling or not and you will never be able to find it by looking up.).

    and I'm thinking of having the Lurker have a sneak attack like it protrudes teeth on its back which then snaps at the first player that approaches it before shedding its skin and leaving the player trapped until it is defeated.

  5. "Don't run, I will track you down. I can smell the lingering scent of corpses around you. I am here. Get ready to be consumed."

     

    The Lurker is the new Assassin hailing from the Infested Faction. Quite different from the other assassins that provides a Death Mark upon killing a Boss (Stalker) or joining sides with either Corpus (Grustrag 3) or Grineer (Zanuka Hunter). Death Marks received from the Lurker are specific to which Warframe you were using at the time of killing Lephantis, Jordas Golem or a Juggernaut and unlike the other assassins who are nice to inform you ahead of time of their random arrival, the Lurker will not provide you any direct means of its arrival. Only upon entering a mission will the player notice that the Lurker is coming by the presence of ghostly blue vein-like features around their screen which will disappear momentarily.

     

    Like all other Assassins, the Lurker is a dangerous Infested capable of snaring, dragging and slowing down its prey with various organic attacks. As a penalty for losing against the Lurker, the player's warframe will be covered with Nano Spores that will continuously drain their health at the start of each mission. The first time you lose from the Lurker, the Lotus will provide you with a Decontaminator Blueprint (Reusable) that will remove the infestation from one of your warframes as well as giving you some extra Nano Spores for your future uses in the Foundry.

     

    NOTE FOR ARTISTS

    - I intentionally left the appearance of the Lurker as I want to see how our fellow Tenno will perceive an Assassin from the Infested Faction. If you have time to draw and post it up here, I'll definitely place it here so people can get a better idea of the Lurker.

     

  6. Just now, TheTruthHurts said:

    I like it, though it would put another nail in the coffin for Oberon sense he is supposed to be a druid like warframe. This seems like a void druid to me, and thats not wrong. I have 1 question, can you have more then one of the same summon out at a time?

    If you mean by having Shadow Wolf, Void Wing and Rift Heka all out the same time? Yes you certainly can! But if you mean having two Shadow Wolves? or a flock of Void Wing? Sadly no. The summons itself should be good by itself independently, don't really want FPS Drops with your screen is covered with pets XD. 

  7. 3 minutes ago, (PS4)Nyxn607 said:

    I like your idea of this warframe, it reminds me a lot of the druid from Diablo II in a way.  I am not sure that DE would allow a frame that could summon creatures that by your info seem really over powered.  Some of those skills are insane and would be nice to have.  Maybe if you put some numbers to the damage each creature did per hit/skill it would help qualify the validity of this warframe existing in the future of Warframe!

    while numbers certainly help the validity of possibility, it is truly unnecessary for concept though as even I don't know how DE balances their stuff through numbers. Thanks for the feedback though!

  8. This is Dico, the summoner. The gatherer.

    Calling forth creatures long forgotten, Dico charges to battle with powerful and loyal allies, controlling the battlefield in multiple fronts. Heed his call Tenno, you might just get a glimpse of history.

     

    Passive - Summoner's Proficiency and Hunt

    Summoner's Proficiency - Dico gains increased casting speed, decreasing each time a summon is already active.

    Hunt - Whenever Dico or his allies marks an enemy target (default button "G"), any summon near the target will cause them to perform a unique attack.

     

    First Ability - Shadow Wolf

    Dico unleashes a Shadow Wolf from the deepest of space, bearing its umbral fangs to waste foes into nothingness. The Shadow Wolf is quite agile and can maneuver around terrain and perform wall-jumps towards his prey and will occasionally drag enemies knocked down towards Dico with frightening speed.

    If an enemy is marked for the Hunt, the Shadow Wolf becomes cloaked in darkness and will start stalking his prey, pinning them down upon close range and dealing heavy damage with a single bite. If the marked target dies from the Shadow Wolf, he becomes empowered - gaining an increase in health, size and damage as well as becoming invisible momentarily.

    • Augment - Shadowless Leap
    • Performing a Bullet Jump will briefly apply invisibility to Dico and upon landing, silents Dico's attacks for a duration. If the Shadow Wolf is active, the invisibility persists upon landing for a few seconds.

     

    Second Ability - Void Wing

    Calls forth Void Wing, a great winged beast to circle the skies around Dico. The Void Wing flies with unbound territory, shifting through unknown spaces that would defy reality so it can drag her enemies to nowhere. Void Wing prefers to attack enemies who would dare attack Dico from the air and will periodically swoop down to strike enemies on the ground with her void-infused talons at blinding speed.

    If an enemy is marked for the Hunt, Void Wing will swoop down and grab the target with her claws, lifting them up before dropping them from a terrible height, regardless if there were any form of boundary from above. If the marked target dies from the Void Wing, she becomes empowered - gaining an increase in speed and damage as well as causing her swooping attacks to drag enemies towards her destination - usually in cliffs to inflict fatal damage.

    • Augment Feather Rain
    • Marking the ground instead of an enemy target will prompt Void Wing to circle the area briefly before unleashing a torrent of void feathers, dealing Radiation and Puncture damage and knocking down enemies caught. Shares the same cooldown as the Void Wing's Hunt Attack.

     

    Third Ability - Rift Heka

    Lures out a Rift Heka from a different space to charge at Dico's enemies. The Rift Heka is a slow yet towering bruiser possessing four arms, utilizing brute strength to pound enemies to the ground as well as grabbing nearby foes with its other hands to slowly crush them in his grasps. The Rift Heka will occasionally create a Rift Space around it, preventing enemies caught and within its grasp unable to escape.

    If an enemy is marked for the Hunt, the Rift Heka will grab the target with its right arm before raising them in the air for Dico and his allies to shoot freely while simultaneously crushing the target with his hand. If the marked target dies while within grasp of the Rift Heka, it becomes empowered - gaining an increase in health and armor as well regenerating his health overtime for a brief duration.

    • Augment Hekaton Slam
    • The Rift Heka will now occasionally perform a powerful ground slam with all his arms, dealing Impact damage in a large radius around him as well as inflicting Bleeding to enemy units already within his grasps. 

     

    Fourth Ability - Merge

    Dico temporarily fuses with one of his summon, granting Dico the ability of his loyal ally for a duration. Depending on which summon he merges with, he is granted varying abilities:

    • Shadow Wolf Dico dons the pelt of a Shadow Wolf, granting him increased attack speed with his melee attacks as well as granting brief invisibility each time he kills an enemy unit with melee. Additionally, Dico's sprint speed is doubled and wall attacks are guaranteed critical hit.
    • Void Wing Dico covers himself with the feathers of the Void Wing, granting him increased damage while in the air as well as causing his bullet jumps to travel twice the normal distance. Additionally, Dico gains more time while Aim Gliding as well as lower descend speed.
    • Rift Heka Dico sprouts two temporal arms behind him, akin to that of a Rift Heka. Each temporal arm wields a phantasm of Dico's holstered weapons and will independently attack enemies of their own. If Dico is only equipped with two weapons, both temporal arms will wield the same copy of the holstered weapon while wielding only one weapon will cause both temporal arms to wield the same copy of Dico's currently equipped weapon.

     

    • Augment Amalgamation
    • Dico can now fuse with two of his summons, granting both abilities to Dico while active. This can be done by re-activating Merge with another summon closes to the player's target reticule. 

    ----

    Summoning Mechanics and Merge

    - Having an active summon will drain Dico's energy per second per summon.

    - If a summon dies, the ability will go on a 15 second cooldown.

    - Summon(s) benefits from Health and Shield Restore.

    - Summons has a leash range in which they can move around with a minimum of 15 meters, increased by Dico's Power Range.

    - Activating Shadow Wolf, Void Wing or Rift Heka while the summon is already active will cause them to stop performing any actions and will move towards Dico before which dispersing upon reaching him.

    - Merge applies to the closes summon within the player's target reticule.

    - Summons can be seen by the player through walls and through obstacle, taking on the player's energy color.

    - Dico can still naturally gain Energy while any summon is active.

    - Each summon's unique attack (Shadow Wolf's Pin Down, Void Wing's Grab, Rift Heka's Grasp) has a cooldown of 30 seconds and will not perform their unique attack even if a marked target is near them but will perform their unique attack as soon as it is on cooldown has refreshed.

     

     

     

  9. 4 minutes ago, BlackDiamondAce said:

    This seems like a great idea, but my caveat is sometimes the first time getting a prime is a chore in itself, wether weapon or frame, so three prime frames may be asking for a lot when this is your reward, a different 4th ability for some frames.

    That may be the case but it does generate something to look forward to for players whose trying to get themselves some Prime Warframes.

  10. "You may know who you are but deep inside you have forgotten your most important ally, Tenno. Seek them out, fix the bond that was once lost."

     

    Quest: Chained Memories

    Warriors of old, forgotten with time. Pass their trial and unlock the secret you once knew.

    Players are able to unlock Chained Memories once they have gained access to at least 3 Primed Warframes. Initiating the quest will prompt Lotus that it is time to learn more to seek out Cephalon Simaris in a relay to access their memories. Once there, they will be able to access a new area via Simulacrum, the Trial Room.

    Once inside the Trial Room, the player will be prompted to pick either from Excalibur, Volt, Mag, Loki, Ember, Frost, Ash, Trinity, Nyx, Saryn, Rhino or Nova to perform their Trial. Each Warframe will have a unique setup and condition for the player to test and can only be performed once upon succession. Failing the trial will lock your memories for that warframe for 24 hours before you can attempt it once more.

    Succeeding in a Warframe's Trial will unlock an alternate 4th Ability for the respective Warframe, allowing players to switch it from their Arsenal Tab -> Warframe -> Abilities (Where you view the numbers of your Warframe's Abilities).

    -----

    Excalibur's Trial The Sword Alone

    The player will be equipped with a random Rank 30 Sword, Nikana, Heavy Blade or Machete Weapon from their arsenal. They will be spawn in a small bridge where level 1 Infested will start charging towards the player, scaling as the player progresses through the bridge, up to level 50 Infested. Upon reaching the end of the bridge, the player will unlock an alternative 4th ability for Excalibur and Excalibur Prime.

    Excalibur's Memory - Origin Blade

    Excalibur manifests 4 / 5 / 6 / 7 blades of light that automatically seeks out nearby enemies, inflicting 400 / 500 / 600 / 700 Slash and Puncture Damage to enemy units struck. Performing melee combos will prompt all blades of light to position themselves around Excalibur, mimicking his movements and dealing damage to enemy units nearby. Drains 10 energy per second as long as it is active. 

     

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    Volt's Trial Last Lightning

    The player will be equipped with a Hobbled Dragon Key (regardless if they have it or not) and will spawn in a wide open space. Upon moving out the starting circle, a timer will appear counting down from 30 seconds. Players are to seek out another circle (visible via yellow ring in a distance) before the timer runs out. Once the timer reaches 0, bolts of lightning will struck the player, failing the test if they do not reach a circle in time. Players are to repeat this 3 times and upon completion, unlocks an alternative 4th ability for Volt and Volt Prime.

    Volt's Memory - Bolt Prominence

    Volt charges a ball of lightning before throwing it out in a straight path. The ball moves slowly and passes through enemy units, dealing 600 / 800 / 1000 / 1200 Electricity damage to those in contact. Those initially struck by the ball becomes charged for 10 / 11 / 12 / 13 seconds, causing enemy units struck by Shock or in contact with his Speed or Electric Shield to receive half of Bolt Prominence's damage and refund 30 Energy back to Volt.

     

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    Mag's Trial - Filling the Will

    The player's energy will be capped at 50 Energy and will spawn in a large room leading to a maze. Players are simply required to find the exit of the maze with exactly 50 Energy. Inside, there will be level 1 Energy Leech and Parasitic Eximus enemies that will not attack the player and can only be found in the dead ends of the maze. Additionally, there is exactly 4 Energy Orbs randomly scattered within the maze, restoring the player back to 50 Energy upon pickup. Upon completion will unlock an alternative 4th ability for Mag and Mag Prime.

    Mag's Memory - Fraction Orb

    Mag conjures a magnetic orb that causes enemy units nearby to receive 800 / 1000 / 1250 / 1500 Magnetic damage. If an enemy unit dies from the magnetic orb, their body will be contorted and primed with the same magnetic force as the original, launching them 6 meters away from the orb and causing them to deal 400 / 500 / 625 / 750 Magnetic damage to enemy units around them. Initial orb lasts for 10 / 12 / 16 / 20 seconds with all other body orbs lasting for half the duration.

     

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    Loki's Trial - A Trickter's Felony

    The player will spawn in a tight room where the only way is up, creating more space as they ascend. Players are only tasked to simply ascend where there will be a floating platform on top. But as the player starts ascending, the makeshift pillars they walk will start to descend. Additionally, there will be a fixed line (visible as lasers beneath the player) as the player makes their ascend, trailing the player roughly 10 meters beneath them and touching these lasers will fail the player. Upon completion will unlock an alternative 4th ability for Loki and Loki Prime.

    Loki's Memory - Essence Shuffle

    Loki switches essence with an enemy unit, transferring Loki's remaining health and shield percentage to the targeted enemy while transferring the target's current health and shield percentage to Loki. If the target is an eximus unit or an ancient, Loki steals their aura for 10 / 12 / 15 / 20 seconds.

     

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    Ember's Trial - The Sin of Fire

    The player will spawn in an open space filled with level 1 enemies that will not move nor attack the player. The player will be under a special buff that will proc Heat effect to enemy units in contact. The player is tasked to reach the exit without killing or setting more than 5 enemies in fire. Upon completion, the player unlocks an alternative 4th ability for Ember and Ember Prime.

    Ember's Memory - Meteor

    Ember starts charging up, gaining 10% sprint speed and 200 / 400 / 500 / 600 base Heat damage per second as she gathers heat around herself. Upon contact with an enemy or falling from at least 10 meters height, she deals 400 / 600 / 800 / 1000 Heat damage in a 8 meter radius around her impact. Constantly drains 12 energy each second active.

     

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    Frost's Trial - The Cold Cares

    The player will spawn in an open space with thick fog and a heater beside them. The player is tasked to reach the exit with a shield value of 50% and above. There will be multiple heater randomly scattered around the trial and being away from a heater for more than 10 seconds will apply a Cold proc to the player and will decay their shield by 10%. Note that shield regeneration will not apply normally, only being near a heater will restore a small percentage of their shield per second. Upon completion will unlock an alternative 4th ability for Frost and Frost Prime.

    Frost's Memory - Blizzard

    Frost summons a storm that constantly follows him, leaving trails of ice that applies Cold Proc to enemies following. Nearby enemy units constantly receive 400 / 600 / 800 / 1000 Cold damage when near Frost and will freeze for 3 seconds if they receive at least 3 damage instances from Blizzard. Additionally, Frost restores 3% of his shield percentage each time an enemy is shattered while frozen.

     

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    Ash's Trial - Shadow of Light

    The player will spawn in a maze with patrolling level 1 enemies, scaling as the player progresses. The player will be under constant invisibility. The player is tasked to kill at least 20 enemies via stealth attack but by doing so removes the player from invisibility for 6 seconds before returning back to invisibility. Being spotted by an enemy will immediately fail the player but if they succeed in this trial, they will unlock an alternative 4th ability for Ash and Ash Prime.

    Ash's Memory - Assassin's Instinct

    Ash activates his instinct, granting him the ability to see enemies through walls and floor in a 15 / 17 / 20 / 25 meter radius. Enemies seen by Assassin's Instinct can be targeted and affected by Ash's Shuriken and Teleport and will have 0 Energy Cost while active. In addition, performing parkour (Wall Latch, Roll, Handspring, etc) will briefly grant invisibility and 100% Critical Rate and Damage to Ash for 5 seconds. Constantly drains 20 energy while active.

     

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    Trinity's Trial - Mender's Dilemma

    The player will spawn in a large room where there will be 6 specters in downed state with a 30 second countdown. The player will simply need to revive these specters (maximum of 3) while enduring the onslaught of incoming enemies ranging from Grineer to Corrupted that will try their best to pull you or knock you away from these specters. Upon successfully reviving the required amount of specters will unlock an alternative 4th ability for Trinity and Trinity Prime.

    Trinity's Memory - Divinity

    Trinity roots herself to the ground, preventing her own movement while increasing her armor by 100% / 110% / 125% / 150% for the duration and a 8 meter aura around her. Allied units within her aura cannot enter downed state nor die and instead all damage received by her allies within radius are converted to health for Trinity. Overhealing Trinity will grant nearby allies bonus damage at a ratio of 1% per 400 damage. Constantly drains 15 energy while active.

     

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    Nyx's Trial - Battle Within

    The player will start in a closed dome room and a 3 second countdown will begin. Upon reaching 0, pillars will start to rise from the ground acting as covers as specters will start to spawn and engage the player. These specters has the same setup as your currently equipped warframe. There will be a minute timer where you need to either survive until the timer reaches 0 or kill all specters (8 specters in total). Upon successfully completing the trial will unlock an alternative 4th ability for Nyx and Nyx Prime.

    Nyx's Memory - Spectral Projection

    Randomly manifests one of your Loadouts as a specter for the mission, complete with weapons. The specter's health is directly linked to Nyx's Energy and will directly deplete her energy if the specter takes damage and also the stats used by the specter's abilities are taken from Nyx herself. Lasts for 10 / 12 / 15 / 20 seconds. The specter created through Spectral Projection will always be the same upon future usage on the same mission. 

     

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    Saryn's Trial - A Spore's Dream

    The player will spawn in an earth tile-set. An enemy charger will spawn nearby and will always track down the player and on this charger is a single spore. There will be other infested chargers spawning within the area and the goal is to guide a spored charger near the extraction point. The spore will definitely kill the charger overtime so players will be required to kill the spored charger to infect others before moving on. Upon successfully completing the trial, the player unlocks an alternative 4th ability for Saryn and Saryn Prime.

    Saryn's Memory - Deadly Bloom

    Creates a deadly flower in the targeted point with 600 / 800 / 1200 / 1500 Health for 10 / 14 / 16 / 20 seconds. Enemies within 8 / 10 / 12 / 15 meters constantly take 300 / 400 / 600 / 800 Corrosive damage each second. Enemies affected by Spore and dies from the flower will spawn another Deadly Bloom from their corpse with the remaining duration of the original flower. Additionally, amplifies Toxin and Viral damage taken by enemies when near the flower by 20%.

     

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    Rhino's Trial - Breakthrough

    The player will spawn in a closed narrow hallway with indefinite number of enemies already spawned. The player is simply tasked to pass through and reach the end regardless of methods. Upon completion will unlock an alternative 4th ability for Rhino and Rhino Prime.

    Rhino's Memory - Rampage

    Rhino enters an animal-like state that empowers his abilities and causes him to knockdown enemies within 5 / 7 / 9 / 12 meters whenever he takes damage equal to 10% of his maximum health. Lasts for 10 / 12 / 16 / 20 seconds. 

    • Rhino Charge and will inflict twice the base damage if Rhino strikes a wall or object at the end of his dash and will briefly stun enemies for 4 seconds.

    • Damage received while Iron Skin is active will heat up Rhino, granting him 1% Power Strength per 2% Iron Skin Health lost. If Iron Skin's Health is below 50%, melee attacks done by or against Rhino has a chance to inflict Heat proc.

    • Roar will now inflict panic to enemy units within 10 meters, reducing their armor by 10%.

     

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    Nova's Trial - Unstable Variation

    The player will spawn in a large room where there will be enemies primed by positive and negative Molecular Prime, slowing down and speeding up enemies within the room. The player is tasked to kill 80% of the enemies through the chain explosion from Molecular Prime. The player has 3 tries before they can fail the trial. If successful, the player will unlock an alternative 4th ability for Nova and Nova Prime.

    Nova's Memory - Spatial Collapse

    Nova creates an unstable space in a 5 / 7 / 8 / 10 meters around her with antimatter for 10 / 12 / 14 / 16 seconds. Enemies within the unstable space are slowed down by 20% while Nova and her allies gain 20% movement speed. Upon re-activation or at the end of the duration, enemies within the unstable space are knocked away from the space while enemy units outside and within 3 meters near the antimatter wall are forcefully dragged to the center of the space, enemies affected receive 300 / 600 / 800 / 1200 damage

  11. So right now, people are taking Draco as a problem (while some consider not) but nonetheless, it is certainly a grind spot for people to level their Equipment. My solution doesn't stop the problem but certainly helps it but means of the following:

    1. All Arsenal Equipment (Weapons, Warframe, Sentinel/Kubrow, Archwing) can now store excess Affinity once it hits Rank 30.
    2. Equipment now has a faded Forma icon on the top right corner that gradually fills up as it stores more excess Affinity.
    3. Once the Forma icon is full, it will glow gold to denote that once the weapon has been Forma'd, it will automatically start at Rank 30.
    4. This can be done multiple times as the Forma icon will have a multiplier like x2, x3, etc. Denoting that once it has been Forma'd twice or thrice will start at Rank 30.

    Why is this a solution? It basically allows players to bring their equipment to ANY missions and gain Affinity as normal.

    ---

    As for Convergence, people seem to complain how it spawns hard or during unnecessary times. So my solution for this one is rather simple. Upon picking up a Convergence, it will not automatically apply to the player but instead store it in their Gear (at the very center of the wheel). This way, players can use it if needed or otherwise, prevents unnecessary problems with Convergence. Do note while the player has a Convergence in their Gear, it will not spawn again until the Convergence has been used.

  12. 47 minutes ago, Syln said:

    Great idea, want a desert decoration now thanks to you :p

    My Inaros would feel right at home.

    46 minutes ago, Soldier1312 said:

    Some japanese-styled decoration would be nice. You know, in Edo armor style. :P

    My Loki-style Edo and Ash would love this. Lanterns and what not.

  13. Just like what we got during Christmas, the Festive Decorations that makes the upper deck of our Orbiter have piles of snow and dangling ornaments. Why not make more decorations to make the inside of our ship a bit comfortable? Perhaps make a forest themed decoration set that has vines dangling around, small shrubs and a flowing water on the ground. An ocean themed decoration with the orbiter filled with water (about a feet) so you can make little splashes and enjoy your time with some shells sticking out the walls.

     

    I mean, why not stop with Christmas Decoration? Make some awesome new ones that can be bought to make things... livelier.

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