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Kai

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  1. Lotus: "This is Altus, the tamer.

     

    Accompanied by his winged companion, Ven, Altus turns the entire battlefield into his hunting grounds. Are you ready, Tenno? 

     

    __A B I L I T I E S__

     

    Exalted Wing Passive

    Atlus starts with a unique Companion, Ven, which is automatically equipped when playing Atlus and replacing any Sentinel or Kubrow equipped. Ven can be equipped with Kubrow Mods to change his capabilities. Increasing Ven's Rank grants access to special moves.

    • Ven has 100 Health, 100 Shield Capacity, 10 Armor and 100 Power. Ven's normal attacks has a base power of 150. Final Health and Shield Capacity are at 250 and 300 respectively at Rank 30.

    • Bold numbers stated above can be affected by Kubrow Mods.

     

    • Ven acts as an airborne allied unit. Like Kubrows, Ven can be revived by any players when downed.

     

    • (Rank 0) - Atlus can mark an enemy target (Default Button "G") for Ven to grab, raising them high in the air before dropping the target and dealing up to 300 / 600 / 1,250 / 1,500 Impact Damage based on the altitude of the drop. Has a 15 seconds cooldown. 

    • (Rank 10) - Performing a Bullet Jump will cause Ven to briefly grab Atlus and extend the distance of travel while dealing 300 / 600 / 900 / 1,200 Slash Damage to enemy units in contact. Has a 10 seconds cooldown.

    • (Rank 20) - Ven will occasionally mark an enemy target, causing Atlus's next attack on the target to deal 80% additional damage. Has a 30 seconds cooldown.

    • (Rank 30) - Atlus can mark a target area (Default Button "G") for Ven to release a rain of sharp feathers in a meter radius, dealing 200 / 400 / 600 / 800 Puncture Damage each second for 4 seconds.

    • Bold numbers can be affected by Atlus's Power Strength, Power Duration and Power Range Mods.

     

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    Aerial AssaultFirst Ability

    Altus causes Ven to charge forward in a line, dealing damage to enemy units in contact.

    • Deals 400 / 700 / 1,000 / 1,200 Slash Damage to enemy units in contact in a 8 meter line.

    • Ven will descend depending on his location from Altus, if Ven is behind Altus, Ven will charge forward but if Ven is ahead of Altus, he will instead charge towards Altus.

    • Bold numbers can be affected by Power Strength and Power Range Mods.

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    Retreat - Second Ability

    Altus temporarily seals Ven in a stasis, healing him while releasing a wave of energy that weakens nearby enemy units.

    • Puts Ven in a stasis for up to 6 / 8 / 10 / 12 seconds while healing 5% of his maximum Health each second and rendering him invulnerable. Drains 2.5 Energy each second activated.

    • While in stasis, Ven releases 3 / 4 / 5 / 6 waves of energy that inflicts a stacking 12% armor reduction against enemy units in a 8 meter radius that lasts for 20 seconds.

    • Bold numbers can be affected by Power Strength, Power Duration, Power Efficiency and Power Range Mods.

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    Bird of Prey - Third Ability

    Altus empowers himself, allowing him to see enemy units that are moving and gaining increased critical chance and critical damage while active.

    • Lasts for 10 / 12 / 14 / 16 seconds. Enemy units that are moving within 10 / 15 / 20 / 25 meters of Altus are outlined by his energy color. This lasts for 3 seconds once the enemy unit stops moving. 

    • Grants additional 15% / 20% / 25% / 30% Critical Chance and 10% / 20% / 30% / 40% Critical Damage for the duration.

    • Bold numbers can be affected by Power Strength, Power Range and Power Duration Mods.

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    Soar Fourth Ability

    Altus temporarily fuses with Ven, granting him increased speed and the ability to fly for the duration.

    • Ven is disabled while Soar is active and drains 7.5 Energy each second active.

    • Grants 20% / 30% / 40% / 50% Sprint Speed and Attack Speed while active.

    • Altus can fly and gains control similar to that of an Archwing but has a maximum altitude of 30 / 45 / 60 / 80 meters base on ground level beneath him.

    • If Ven's Rank is at least 20, Altus himself will mark a random enemy unit that allows him or his allies to attack and deal an additional 80% damage.

    • If Ven's Rank is at 30, Altus can perform his Rank 30 special move by marking a targeted ground (Default Button "G").

    • Lasts for 20 / 25 / 30 / 35 seconds.

    • Bold numbers can be affected by Power Strength, Power Duration, Power Efficiency and Power Range Mods.

     

  2. I Suggest You Read The Quest as Priscus Comes in Two Variations

     

    _____________________________________________

     

    CODEX: Priscus is a Warframe that excels in summoning that can provide support for him and his allies, boosting their personal offense or defense whenever necessary. 

    _____________________________________________

     

    Quest: An Old Friend

     

    Lotus: "I just receive information that the Corpus are deploying an unusual amount of troops in the Void, Tenno, we must find out what they're planning."

     

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    Player will have to perform a Spy Mission in a Corpus Ship Tile Set, requiring only to extract a single Data from one of the computers. After successful extraction, Lotus will inform you that there is a target here that is vital to getting more information, transitioning the mission into a Capture. After successful capture, Lotus will then allow you to extract.

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    Lotus: "The Corpus has found traces of Priscus within the Void... Tenno, you need to track them down immediately and retrieve whatever information they have on Priscus, we cannot let them get to him."

     

    ------

    The Player now has an option to start a unique Orokin Derelict Mission that mixes Crossfire with either Capture, Exterminate or Defense. Successfully finishing Capture will give the player the Priscus Helmet Blueprint. Finishing Exterminate will give Priscus Systems Blueprint and finally, Defense will give the Priscus Chassis Blueprint. Upon finishing crafting these three Blueprints, the quest will continue.

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    Lotus: "Tenno, I have found where Priscus is asleep, the Corpus has him. I need you to extract Priscus safely so we can determine what has happened to him.

     

    ------

    The Player will then have to initiate another Defense Mission in a Corpus Ice Planet Tile Set. 

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    Lotus: "Priscus, he alone had won many battles until that day where he ventured out into the Void. We never heard of him since then, not until now. Ensure Priscus's safety and we might learn more of what happened.

     

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    Here, you will be defending a dormant Priscus covered in Infested tissues, being near Priscus will slowly drain your Health at a low rate but when out of range, the health of Priscus will slowly drain. Upon successfully defending Priscus throughout the waves, it will prompt Lotus to provide you some options.

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    Lotus: "Priscus... the Infested has gotten to him... don't worry Tenno, this Warframe was made to counteract the Infestation. Although we can restore Priscus to his former glory, what will you do Tenno?"

     

    ------

    The player is then given a choice to Extract or Fight, Extracting will give the player Infested Priscus Blueprint while choosing to Fight will turn the mission into a Hijack Mission in which you must guide the dormat Priscus to safety, passing through the Corpus neutralizing lasers that will remove the player's Shields and any Buffs they have. These lasers have to be passed through three times before successfully completing the mission in which the Priscus Blueprint will be given.

     

    Once completed, crafting either Infested Priscus or Priscus will finish the quest.

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    (Infested Priscus)

    Lotus: "Be cautious when wielding Priscus, Tenno, he's powers have been slightly altered by the Infestation but it still serves the same purpose."

     

    (Original Priscus)

    Lotus: "Priscus has been restored to his former self, use his powers wisely Tenno, he used to be more than capable of fighting armies alone. Learn from his past mistakes, so that you would not suffer the same fate as the former did."

     

    Lotus: "This is Priscus, a Master of Summoning.

     

    Priscus is capable of calling out formidable allies from the void to your side to overcome your foes in numbers. Don't fight alone Tenno, Priscus has friends in far places."

     

    ___________________A B I L I T I E S___________________

     

    Strength in Numbers Passive

    Priscus gains additional Armor for each ally in battle while granting his allies half of the damage bonus he receives. 

    • Grants +6% bonus Armor for each additional player in a cell, capping at 18% Armor in a full cell.

    • Grants +4% bonus Armor for each summon or specter active, capping at 22% additional Armor.

     

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    The Pack First Ability

    Summons Void Wolfs to assist Priscus in attacking his enemies, capable of tackling enemies to the ground and opening them up to Finishers.

    • Summons 1 / 2 / 2 / 3 Void Wolfs with 300 / 500 / 700 / 900 Health and their attacks deals 150 / 175 / 200 / 250 Slash Damage. A Void Wolf will perform a Tackle attacks deals 200 / 500 / 800 / 1,100 Finisher Damage every 5 seconds.

    • Void Wolfs lasts for 30 seconds.

    • Bold numbers may be affected by Power Duration and Power Strength.

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    Gigas Second Ability

    Calls forth Gigas, a large void eel-like creature that deals damage to nearby enemies and will occasionally grab multiple enemy units and gathering them in one place.

    • Summons a Gigas 10 meters with 400 / 700 / 1,100 / 1,600 Health. Gigas deals 100 / 150 / 200 / 250 Impact Damage to nearby enemy units, increasing the damage by 2% for each enemy unit in contact.

    • Every 12 seconds, Gigas will constrict up to 4 / 5 / 6 / 7 enemy units in one place for seconds.

    • Gigas lasts for 30 seconds.

    • Bold numbers may be affected by Power Duration, Power Range and Power Strength.

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    Murder Flock - Third Ability

    Priscus surrounds himself with several Void Crows that wildly attacks nearby enemies before manifesting themselves as a giant Void Crow that will attack enemies from above and will grab marked enemies and dropping them from high places.

    • Deals 200 / 400 / 600 / 800 Puncture Damage to enemy units in a 10 meter radius for 6 seconds. Spawns a Void Crow with 200 / 300 / 400 / 500 20% of the damage dealt initially as Health.

    • Void Crow's attacks deals 300 / 500 / 700 / 900 Puncture Damage. Marking an enemy unit (Default: G) will cause the Void Crow to grab the enemy unit and drop them, dealing up to 600 / 900 / 1,500 / 1,800 Impact Damage based on the height of the fall. This may only occur every 7 seconds.

    • Void Crow lasts for 30 seconds. 

    • Bold numbers may be affected Power Duration, Power Range and Power Strength.

     

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    Summon Gate Fourth Ability

    Priscus creates a gate beneath him, draining energy while active and also restores a portion of Energy whenever an enemy unit is killed in the Summon Gate. Active summons gains bonuses while or within radius.

    • Creates a 20 meters radius around Priscus that restores 5 / 10 / 15 / 20 Energy whenever an enemy unit is killed.

    • Void Wolves within the Summon Gate radius gains 20% increased Movement Speed and Attack Speed.

    • If Gigas is active, he will only stay within the radius of Summon Gate and will drag constricted enemies towards the radius. Additionally, Gigas grows 2 meters in length every second while within the radius.

    • If Void Crow is active, it will reduce the time it can grab enemy units by half. Additionally, whenever Void Crow grabs an enemy unit, it will drop it within the radius of Summon Gate at maximum damage regardless of height.

    • If a Summon kills an enemy unit within the radius of Summon Gate, its duration is extended by 1 / 2 / 3 / 4 seconds and is healed by 20% of its maximum Health.

    • Lasts for 10 seconds. 

    • Bold numbers may be affected by Power Duration, Power Range and Power Strength.

     

    __________________________

     

    Lotus: "This is Priscus, the tainted. The enduring.

     

    Priscus's corruption has allowed him to control the a certain degree of the infestation that could help you Tenno, be wary though, his new powers comes with consequences. "

     

    ___________________A B I L I T I E S___________________

     

    Infested Rebirth Passive

    Whenever Priscus kills an enemy unit, he creates a pod that spawns an friendly Infested, occasionally spawning an Eximus Infested. Additionally, Priscus deals +1% more damage for each active friendly Infested made. 

    • Grineer Units will spawn a friendly Charger. Spawning 8 Chargers will cause the next kill to spawn either a Sanguine or Parasitic Eximus Charger.

    • Corpus Units will spawn a friendly Leaper. Spawning 8 Leapers will cause the next kill to spawn either a Guardian or Blitz Eximus Leaper.

    • Infested Units will spawn a friendly variation of the enemy unit killed. Spawning 10 of friendly units will cause the next kill to spawn a Venomous Eximus of the Infested.

    • Friendly Infested will expire after 5 seconds of not being in combat. 

    • Bonus damage received caps at 50%.

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    Tendrils First Ability

    Priscus causes infested tendrils to crawl beneath the ground, dealing damage and spreading the tendrils while knocking them down into the ground.

    • Deals 200 / 600 / 1,000 / 1,400 Toxic Damage.

    • Travels up to 10 meters and will spread in a 8 meter radius upon reaching maximum range or hitting an enemy unit.

    • Bold numbers may be affected by Power Strength and Power Range.

     

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    Bane of Life Second Ability

    Priscus creates a damaging line between two obstacles, dealing damage to enemy units that passes through it while healing Priscus when he passes through.

    • Deals 300 / 600 / 900 / 1,100 Slash Damage and stores 12% of the damage dealt into the line.

    • Up to 3 Bane of Life lines may be active at a time.

    • When Priscus passes through a line, he consumes the line and is healed by the stored damage.

    • Lasts for 20 seconds or until passed by Priscus.

    • Bold numbers may be affected by Power Strength and Power Duration.

     

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    Bomber - Third Ability

    Creaters a volatile Bomber Infested that detonates after a few seconds or when killed, heavily damaging enemy units in a radius.

    • After 4 seconds, deals 500 / 800 / 1,200 / 1,500 Impact Damage and knocks down enemy units in a meter radius.

    • Only one Bomber Infested may be active at a time.

    • Players may attack the Bomber Infested early to detonate them immediately. Attacking with a weapon with Elemental Damage will infuse that Element on explosion.

     

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    Overlord Fourth Ability

    Priscus allows the Infested to take over temporarily, leeching life from surrounding enemy units while giving a portion to his allies.

    • Grants an Aura that steals 12% / 17% / 23% / 30% of maximum Health from enemy units in a 20 meter radius every 2 seconds.

    • Allies are healed by 10% of the health stolen by Priscus.

    • Lasts for 10 seconds.

    • Bold numbers may be affected by Power Strength, Power Duration and Power Range.

  3. With Kubrows being near godlike with their ability to be revived by their owners, our poor Sentinels stays in the dust until their owner dies and revives. Along with that, Kubrow has the ability to match up with Warframes given the proper mods, rendering Sentinels to near useless... so here's a system that might able to bring them back to the game with a bit more flavor and uniqueness.

     

    Lotus: "These Sentinels were more that just companions, they were made with a much far better potential, the ability to become weapons of great power that only a you can use. Draw out their potential Tenno, you won't regret it."

     

    Sentinel Armament

    The Sentinel Armament System allows a player to equip their respective Sentinel to gain access to a unique ability for a short duration once per mission. Each Sentinel features three unique abilities that can be used but only one can be used at a time, these are Mods that are installed like any other mods as well as increasing a Sentinel's Mod Capacity to a degree.

     

    ______________

     

    Carrier

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    Blowback

    Creates a Vacuum Shield in front of the user, absorbing incoming enemy bullets and storing them for a short duration. After reaching maximum capacity or at the end of the duration, the user fires a single shot that deals all the stored damaged in a straight line. Has innate Punch Through and can inflict Damage Types and Elemental Damage that were absorbed (e.g: Impact, Slashing, Corrosive, Cold, etc).

     

    Forced Vacuum

    Creates a powerful vacuum around the user that briefly stuns enemy units and forces them to release a random item from their respective drop table. 

     

    Berserk Gatherer

    Carrier gains ten times his Health and five times his Shield for the duration. Instead of pulling items, the Carrier will instead charge towards the item at increased speed, dealing Impact damage to enemies in contact and upon arrival as well as knocking them down.

     

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    Dethcube

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    Howitzer

    Launches a missile at a targeted area the player's target reticule is pointed dealing heavy damage to enemies and allies in the area.

     

    Barrage

    Dethcube faces upward before spinning wildly, releasing several projectiles that deals damage in a large area around him.

    Imagine that Security Eye in the Moon Puzzle

     

    Deth from Above

    Dethcube flies high while facing downwards, shooting a continuous stream of laser that deals heavy damage to enemy units on its path.

     

    ______________

     

    Shade

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    Hanged Man

    Shade creates multiple copies of itself before flying above enemies and grabbing them, suspending them in the air for a duration.

     

    Shadow Shuriken

    Shade becomes invisible before flinging himself to the closest enemy, bouncing against enemies and obstacles and dealing Slash damage to enemies in contact.

     

    Hidden Blade

    Shade infuses himself with the user's weapon, treating all kills dealt as Stealth Kills for the duration.

     

     

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    Wyrm

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    Guardian

    Instantly restores the user's Shields. If the shields break during the duration, Wyrm releases a powerful blast that deals Puncture damage and knocks down nearby enemies while replenishing the user's Shields for a lesser amount. This may occur multiple times, each with lesser shield, as long as it is within the duration.

     

    Curator

    Creates a field around the user that reduces incoming damage. Enemy units that enters the field are charged by Wyrm, dealing heavy Impact damage and knocking the target away.

     

    Solar Flare

    Engulfs Wyrm in flames, receiving Health damage each second but dealing Heat damage in a large radius, drastically increasing damage against an enemy unit the longer they stay around Wyrm.

     

    ______________

     

    Upcoming - Djinn, Helios and Diriga.

    ______________

     

     
  4. there's still the fact that his ultimate involves creating damage-dealing copies. Since each of the specters has a weapon and can act independently of you, they will be drawing fire from enemies and dealing damage to enemies, similar to mirage. The comparison can't be avoided, though I don't think it's a bad thing since it fits his theme. 

     

    Speaking of theme...

     

    Since IRL Gemini is based off of twins, shouldn't his 4th ability ability create a single copy so that there are two of him? Makes more sense thematically. The clone could have a full weapon set or buffed stats to compensate for the loss of another clone and to better differentiate itself from Mirage (though doing the whole 2 frames in one is thematically similar to Equinox).

     

    Although these specters act on their own, not own command like if Mirage shoots, they shoot. These specters can also die which will result to a lower health recovery upon end of the duration. 

     

    As for the theme - I did thought of that ability since it was originally one of the concepts I had before Equinox came to Warframe. Along with many other. Gemini basically stemmed out of Origin which is one of the Syndicate Frames I made here -> https://forums.warframe.com/index.php?/topic/381894-warframe-concept-idea-syndicate-warframes/

     

    EDIT: Got an idea, gonna change the name.

  5. cool, but i think it would function too similarly to mirage

    That's where you are wrong good sir, if you were to compare Gemini's Doppelganger to Mirage's Hall of Mirrors, they have totally different functions. As Mirage's Hall of Mirrors creates illusions that deals damage and helps enemies misfire - Gemini's Doppelganger creates Specters (if you tried one of those) that basically expands his gameplay, allowing you to cover a wide range of area if necessary through it. Although Doppelganger is more effective once you have decent Primary, Secondary and Melee equipped but otherwise, all are capable of killing enemies independently.

  6. This is Legion, the infinite. The army.

     

    Outnumbered Tenno? Don't worry, Legion is more than enough.

     

    _________________________________________

     

    Splitting his individuality, Legion is a versatile warframe capable of evening the odds through their tricky and overwhelming ability to cover ground and increase their overall power.

    _________________________________________

     

    Dual ForcePassive

    Grants +20% Damage while wielding Dual-Handed Melee Weapons and +25% Magazine Size to Dual-Handed Secondary Weapons.

     

    _____________________

     

    Double-Up First Ability

    Upon activation, causes Legion's next Primary or Secondary Shot to fire twice, with the second shot not costing Ammo  or causes Legion's next Melee Attack to strike twice with the second strike gaining increased damage. 

     

    _____________________

     

    Shadow Walk - Second Ability / Toggle

    Upon activation, Legion leaves a clone in his destination while draining energy each second active. Once de-activated or upon reaching maximum range, Legion switches position with his clone and causing it to explode, dealing Impact damage to nearby enemy units around the clone.

     

    _____________________

     

    Cluster Net Third Ability

    Legion throws a bomb that detonates after a few seconds, netting a number of enemy units, preventing them from moving or attacking for a few seconds. If the number of enemy units netted becomes 3 or less, they are pulled at the center.

     

    _____________________

     

    Doppelgangers Fourth Ability

    Legion divides himself, creating 2 specters of Legion with a percentage of his health, armor and energy to wield his Secondary Weapon and Melee Weapon while leaving the original Legion to his Primary Weapon. These specters are capable of casting abilities as normal. Pressing the Weapon Switch Button,will allow the player to switch control between all 3 Legions for the duration. 

     

    At the end of the duration, all specters will converge to the Legion currently being controlled and restoring a percentage of health equal to the remaining health of the specters. Specters of Legion can also pickup Health and Energy Orbs as well as Ammo in which it will be given to the Legion currently being controlled.

  7. With each strike of the drums, the sound of the beat, the rhythm filled me. I sat down as I watched him play his notes. So full of life and power yet, increasing as he continued to play. As he struck the final note, I stood up, approaching him with intent of protection yet he declined. He knew the war was coming but would not retreat from his brothers as he knew they couldn't do it without him. His determinations were strong yet he knew the outcome of the battle. 

     

    I held his hand, urging him to flee. He took out a single drum and played a note, a promise that he would return. The hour has arrived, letting go of my hand as he walked away from me. His drums dancing around him, initiating the music and signaling the start of the fight. I fled to my safety as I saw him join the others before heading towards the battlefield. The war with the Sentient.

     

    I watched over them, sending ships to evacuate the injured while some continued to fight. It started strong, the music of his drums filled the battlefield, surging each of his brothers and sisters with power to overcome their enemies but when the beat stopped, one by one they fell to their foes. 

     

    As everything came to a stop, the conclusion of the war, many have been slain yet I can hear him but none were his. I tried to look for him in hopes that he might still be alive but as my search continued, the sound slowly faded away. I believe he is still out there yet decades has passed and not a single sound. But I still believe he'll rise once more to signal and aid the upcoming war.

     

     

     

     

    __________________

     

     

    CODEX

    Taiko combines the power and rhythm of his attacks to empower his allies and weaken the morale of his foes. When Taiko starts the beat, follow his lead and you’ll surely defeat your enemies.

     

    Lotus: “This is Taiko, the enduring and the beacon of hope. “

    “He stands in the frontlines, empowering his allies with his music. Can you play the rhythm, Tenno?”

    __________________

    Taiko is a drummer-themed Warframe. Utilizing a unique stance to start his drums, he controls the battlefield through means of music, strengthening his allies while crippling his foes, all while attacking.

    BASE STATS

    ·          Health: 125 (350 at Rank 30)

    ·          Power: 100

    ·          Shields: 50 (150 at Rank 30)

    ·          Armor: 600

    ·          Sprint Speed: 1.1

    ABILITIES

    PassiveEcho and Defiance

    Taiko’s gains bonus 5% Power Range and is affected by the multiplier from his Combo Counter. Additionally, Taiko cannot be interrupted while performing Melee attacks.

     

    War Drums 25 Energy | Drains 2.5 Energy per second active

    Taiko unleashes his four war drums to strike his foes and start the march. Granting him a unique stance and overriding the stance of the currently equipped melee weapon. Completing a Combo will trigger the effects associated with it.

    ·          Normal Attacks deals 60 / 100 / 140 / 200 base damage within 3 meters. Wall Attacks, Slide Attacks and Aerial Attacks deals 120 / 200 / 350 / 500 base damage for each strike. Slam Attacks deals 200 base damage.

    ·          While in War Drum Stance, Combos can be chained to trigger effects much quicker. (e.g: First Step to Rhythmic Crush to First Step to Eternal Surge, etc).

    ·          Bolded Numbers can be modified by Power Range, Power Strength, Power Efficiency and Power Duration.

     

     


    ·          First Step: (E, E, E, E)

    o    Grants additional 10% / 15% / 20% / 25% Attack Speed to Taiko and his allies.

    ·          Rhythmic Crush: (E, E, Pause, E, E)

    o    Grants allies a stacking 3% / 4% / 5% / 6% chance to proc Impact damage on their attacks. Performing Rhythmic Crush again increases the chance and refreshes the duration up to a maximum of 5 times.

    ·          Isolated Beat: (E, RMB+E, E, E, E)

    o    Causes enemy units that are isolated within 4 meters to receive 7.5% / 10% / 12.5 / 15% additional damage from Taiko and his allies.

    ·          Eternal Surge: (E, E, Hold E)

    o    Eternal Surge can be maintained for up 4 seconds. Stores 40 / 60 / 80 / 100 damage for each second Eternal Surge is maintained and causing Taiko and his ally’s next attack to deal the stored damage. Up to a maximum of 200 / 240 / 320 / 400 additional damage.

    ·          Swift Note: (E, Slide + E) or (E, Wall Dash + E)

    o    Drags all enemy units within 3.5 / 4 / 4.5 / 5 meters of Taiko during Swift Flow.

    ·          Lord’s Exclamation: (In Air + E)

    o    Slows all enemy units within 25 / 30 / 35 / 40 meters by 30%..

    ·          Last Music: (Knockdowned Enemy + E)

    o    Causes all enemy units within 10 / 15 / 20 / 25 meters to deal 10% / 15% / 20% / 25% 30% reduced damage.

    Drum Charge 30 Energy

    Taiko walks forward while slamming his War Drums in front of him, dealing heavy damage while blocking incoming enemy fire.

    ·          Deals 120 / 200 / 340 / 500 Impact damage with each slam. Lasts for 4 seconds.

    ·          Taiko’s movement speed is reduced by 20% while Drum Charge is active and the radius is 5 meters.

    ·          The War Drums itself will block incoming enemy fire but will move itself vertically, leaving short periods of window to be vulnerable in certain places.

    ·          Taiko can still perform Melee Attacks while Drum Charge is active. Attacking while Drum Charge is active will re-position his War Drums, allowing him to block incoming attacks in other directions.

    ·          Bolded Numbers can be modified by Power Range, Power Strength, Power Efficiency and Power Duration.

     

    Second Set 10 Energy

    Taiko exchanges the effects of his Combos while in War Drum Stance.

    ·          Requires Taiko to be in War Drum Stance in order to activate Second Set.

    ·          Bolded Numbers can be modified by Power Range, Power Strength, Power Efficiency and Power Duration.

     


    ·          First Step increases Taiko’s Melee Counter by x0.25.

    ·          Rhythmic Crush will instead give a chance to inflict Puncture damage.

    ·          Isolated Beat grants allies that are 4 meters away from each other bonus 300 / 400 / 500 / 600 Armor.

    ·          Eternal Surge will recover 1 / 1.4 / 1.8 / 2.2 Health each second maintained.

    ·          Swift Note now ignores unit collision and restores 2 / 4 / 6 / 8 Energy per enemy unit in contact.

    ·          Lord’s Exclamation taunts enemy units to attacking Taiko.

    ·          Last Music will now instantly restore 10% of Taiko and his ally’s shields.

    Final Beat 50 Energy, Drains 10 Energy per second

    Taiko slams his War Drums around him and stands ground, rendering him immune to crowd control effects and granting him increased Armor. While active, Taiko will periodically release a powerful sound blast around him while aiding his allies.

    ·          Deals 300 / 800 / 1,100 / 1,500 Impact damage upon initiating and grants additional 20% / 30% / 40% / 50% Armor while active.

    ·          Every 3 seconds, Taiko releases a wave that deals 200 / 300 / 400 / 500 Impact damage within 20 meters. Each enemy struck by a wave contributes to hit Melee Counter which persists for 6 seconds after ending Final Beat.

    ·          While active, grants his allies +50% revival speed and temporary immunity to crowd control for 5 seconds upon reviving an ally or being revived.

    ·          Taiko cannot move while Final Beat is active.

    ·          Bolded Numbers can be modified by Power Range, Power Strength, Power Efficiency and Power Duration.

     

     

    __________________

    Upcoming Updates: Concept Quest that expands more on Taiko’s Background. Number and Concept Refining. 

     

  8. i would have named their ultimate's after their specific radial effects

    Steel Meridian: Justice

    Arbiters of Hexis: Truth

    Cephalon Suda: Entropy

    The Perrin Sequence: Sequence

    Red Veil: Blight

    New Loka: Purity

     

    Got your suggestion, added something new to Terra's (New Loka's) Final Ability, Earth's Purity. Something supportive in that matter.

  9. "Agile and calm, Agito features acrobatic movements in the battlefield, he swiftly dodges and leaps around fights while keeping his offensive capability at maximum."

     

    Health: 100

    Power: 120

    Armor: 60

    Shield Capacity: 100

    Sprint Speed: 1.65

    Stamina: 225

     

     

    Physical Description:

    Agito is about average height with a sleek body, unique to his own is that his own body is a fully customized for offensive purposes. Featuring bladed elbows and sheen. The special thing about this warframe is that it has a built-in Syndana, appearing like five flowing blade that is both sharp and flexible. 

     

    Unique to this Built-in Syndana, if Agito is equipped with an another Syndana, the five flowing blades changes accordingly, taking on the traits of the Syndana while retaining the five flowing blades in his back.

     

    Unique Maneuvers:

    Whenever Agito performs certain Maneuvers, he performs it differently with added bonuses:

     

    Sprinting: While Sprinting, Agito can shoot his primary or secondary weapon with reduced damage and accuracy.

    Rolling (Back, Front or Sideways): Whenever Agito rolls, his Syndana covers his entire body, granting him a chance to reflect incoming bullets back to nearby enemies.

    Sliding + Melee: Whenever Agito slides his Syndana twirls around him, dealing damage to nearby enemies alongside his Melee Attack.

    Divekick: Divekicking is much faster and his Syndana covers his footing, dealing Puncture Damage to the first enemy hit.

    Front Flip: Front Flipping causes Agito's Syndana to twirl around him vertically, damaging enemies beneath him.

    Wall Run + Melee / Jump + Melee: Agito's Melee Attack is much faster and in addition his Syndana surges around him, dealing damage to a small area around him.

    - (NEW! )  Edge Attack: If Agito is about to fall against any height, pressing the Melee Button towards a nearby ledge (if possible) will cause Agito to grab it and perform a small radial attack with his Syndana as he climbs back to a platform.

    (NEW! )  Bunny Hop: Jumping on top of an enemy and pressing the Jump Button again will cause Agito to jump once more using the enemy as a leverage, dealing Impact Damage.

     

    Abilities: 

    • Reversal: Agito quickly slides around an enemy, momentarily confusing them and re-positioning Agito openly to assault an enemy from behind.

     

    • Somersault: Agito jumps forward a set distance, twirling and dealing damage to enemies beneath and around him.

     

    • Needle and Weave: Agito launches his Syndana around him, dragging up to 5 enemies towards him, dealing damage and momentarily stunning them.

     

    • ​Exhilarating Performance:  For a set duration, Agito gains increased damage base on his stamina, the lower his stamina the higher the damage bonus. If Agito's stamina drops to 0, he instantly replenishes it but immediately ends Exhilarating Performance.

  10. I love a few of your ideas, namely the life force frame and earth frame (unfortunate that impact is such a bad damage type), though getting frames from syndicates would be a bit odd, and Blood Pact seems a little weak/limited for a 4th slot ability.

     

    Going bowling for Grineer sounds hilarious and awesome, and making your own walls anywhere you choose sounds great. I would say make the Pillar and "Fin" each sweep across or otherwise hit a slightly larger area during their animation before they set up as cover, and not take damage to their health before their animation finishes (but still catch the bullets that try to pass through them).

     

    Mug would be even more amusing if you actually stole and used the enemy's weapon for a short time (like one or two magazines worth of ammo for it, or a set time limit) with some kind of damage bonus, so you're really being resourceful when mugging them. Though this wouldn't work so easily, since many of them would have to work very different from your gun, and you want to make sure it's actually a bonus to use it and not giving you a weaker weapon. Golden Transmutation seems a bit underwhelming as a 4th slot for a so-called survivalist frame.

     

    I left the numbers intentionally but yeah, I'll add those in. As for Golden Transmutation - for my definition of a survivalist is doing anything to survive, meaning - you can grab health if you're low on health or energy of your choosing, possibly a low drop... I'll add in something that might be nice for it. Stay tune!

  11. As the topic states, a lot of people are being confused on how HARD or how EASY a map is to them regardless of your current ranking, each Node states a level (22 - 25 as an example), just how exactly can people gauge their ability to finish the mission? It is too confusing and there is no actual level in Warframe, just Ranking base on how much Affinity you have gained throughout the game. Why I would like to suggest is to change it into something more user-friendly, for both veterans and new players.

     

    Namesake of the topic, changing Level Rating to Conclave Rating will allow players to get an idea on how hard the node will be, this can be easily changed seeing how Stratos Missions are implemented.

     

    Basically, base on your equipment, your Conclave Rating is calculated. Each node have a set Conclave Rating and base on your current Conclave Rating, it will show up as either Very Easy, Easy, Average, Hard, Extreme.

     

    Difficulty is based on the following:

    - Very Easy: 50%-99% below your Conclave Rating.

    - Easy: 25%-49% below of your Conclave Rating.

    - Average: 24% below or above your Conclave Rating.

    - Hard: 25%-49% above of your Conclave Rating.

    - Extreme: 50%-99% above your Conclave Rating.

     

    As an example, we have (A) Node, (B) Node and © Node with my current Conclave Rating being 400.

     

    (A) Node has a Conclave Rating of 200.

    - If I were to enter (A) Node which is exactly half of my Conclave Rating, the Node will show up as VERY EASY in my interface allowing me to find the mission easy alone.

     

    (B) Node has a Conclave Rating of 600.

    - If I were to enter (B) Node which is more than half of my Conclave Rating, the Node will show up as HARD in my interface, allowing me to take caution when I face it alone or I can take pre-caution and get a friend to help me.

     

    © Node has a Conclave Rating of 380.

    - If I were to enter © Node which is around my Conclave Rating, the Node will show up as AVERAGE in my interface, allowing me to choose to take it either way.

     

    As for Void Missions and Derelict Missions, the Conclave Rating will not be shown as they scale overtime with the mission time, especially for Survival, Defense and Interception Missions.

     

     

     

     

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