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Kai

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Posts posted by Kai

  1. So I'm still updating my game and it is quite bothering that Vor's Prize is a prerequisite for accessing most of the contest (From the initial Cetus Access Node, Saya's Vigil, The Quill, etc). For players like me who have skipped Vor's Prize when we were given the option to do so, can we still do these said quests? Or do we have to wait for a repeat Quest Function for Vor's Prize to start things up in the Plains of Eidolon? 

    If there are any veteran players who have yet to finish Vor's Prize and was able to start Saya's Vigil or even access the initial Cetus Node (the one where you spawn in the lake), please clarify it for me.

  2. Atlas / Mag - Magnum Impact

    Mag gathers enemies in a large radius and creates a singularity that drags all enemies to it, forming a large ball while Atlas ascends to the skies before striking the mass ball of enemies.

     

    Oberon / Titania The Golden Grove

    Oberon creates a large tree that constantly heals nearby allies while swarms of razorwings attacks incoming enemies.

     

    Banshee / Octavia - Discord Concert

    Banshee and Octavia plays a concerto of death, inflicting damage and random status effects to all enemies.

     

    Mirage / Ivara - Prismatic Arrow Shower

    Mirage throws a ball of light wherein Ivara fires shattering and sending arrows of light to home on enemies.

     

    Harrow / Trinity - Revelation

    Nullifies incoming enemy damage and allows abilities to be casted without Energy to you and your allies for a duration.

     

    Hydroid / Zephyr Maelstrom

    Zephyr and Hydroid creates a devastating maelstrom that drags and throws enemies around repeatedly.

     

    Limbo / Equinox Divided Solstice

    Limbo banishes a random number of enemies in a large radius while Equinox constantly burns enemies in the material plane while enemies in the rift suffers cold damage.

     

     

  3. Nope, if you have yet to make excellent Captura Shots, you aren't at the end of the road. Other than that, you can try to mix it up by playing with your least used warframes, find something worth while with them (Just used Mesa after 2 years, she's sexy af) and you can try your hands on Kavat/Kubrow Breeding.

    There's still a lot of things you can do in Warframe, have you opened every single Relic you have? Perhaps gather some Arcanes through Raids, there's still a bit more you can do either way.

    • Considering how big Plains of Eidolon is, if you were to estimate how much of the actual game-time would be in there if one were to focus solely on missions/objective/story-aspects centered in PoE, how long will one take to finish it as a Solo Player?

     

    • Given the insanely big playground that's gonna be available, will there be a limit on how much players can spread out? In terms of missions/objectives, is it possible for players within the same squad to have different things to do at the same time?

     

    • Will there be NPCs selling Fireworks in the Cetus Market? Seems like the best place to set one off.

     

    • Will there be objects that can be interacted in PoE that would provide players or enemies an advantage or disadvantage, akin to Prime Interactions with Death Orbs or common ones like exploding barrels and such?

     

    • What type of currency does the merchants of Cetus Market use? Will there be Platinum-priced Items?

     

    • For Affinity Objectives (Hack a Console, Kill X enemies, etc), will it also be available during PoE? 

     

    • Will there be new or familiar mission mechanics present in PoE? (Defense, Interception, etc).
  4. So I was with a friend who just started playing Warframe and we did a Mobile Defense Mission in Mars. During the first defense, Shadow Stalker dropped in, killed me but didn't de-spawned and chased after my friend. After a long game of run and hide (I was using underleveled and unmodded weapons), we were able to defeat Shadow Stalker but proceeded to sit down and de-spawn without leaving anything (No Mods, No Blueprints).

  5. So I recently made a feedback on improving the static / dull - pedestal view while viewing someone's Profile so I figured to play with Photoshop and use my (noobish) skills to see what it may look like.

    Spoiler

    tDoCrJO.jpg

    Spoiler

    FBEhWmg.jpg

    Spoiler

    ejIMrBt.jpg

    Spoiler

    gzujaEi.jpg

    So I would love to hear your thoughts about this!

    EDIT: Forgot to edit the Opacity of the UI for the last 3 pictures, I do apologize for that but that's basically the gist of the idea.

  6. 25 minutes ago, Papilloperative said:

         This is really cool! I was just thinking a few days back "What if we had a frame with just shields and no health, kind of like reverse Nidus or Inaros!" And I never got too in depth with it, but I imagined they would be some kind of Cephalon Warframe. I like your idea a lot better, just a generic digital Warframe. All the synergy revolving around the Code Traces was also a nice touch! It's nice to see a fully fleshed-out idea once in a while as opposed to haphazard thoughts spilled out on a post with no depth behind them whatsoever. I would 100% play this Warframe if they were implemented into the game as he sounds like a solid offense + support Frame.

         Personally I feel like he would be better off being immune to slash and toxin procs, especially considering shields have a set durability regardless of how much you restore them or how fast they recharge. I especially can't see Gestalt faring well against Sentients or late-game heavies who tend to knock out shields relatively quickly. I remember thinking I would give a shield-only frame Either 4000 base shields at rank 30 or 2000 base shields at rank 30 with double the usual shield durability as a passive.But the Code Traces are a pretty fair alternative, so he'd probably be okay to an extent.

         Also would he bleed-out like any other Warframe? Or would Gestalt have some kind of special bleed-out mechanic like Inaros where he can be revived normally or revive himself? Maybe his shields are what's able to contain his physical form, so when they break, he goes into something like "Recovery Mode" or something where he can freely move around as a data mass but cannot interact with the environment, except for hacking terminals. He could invade and hack a terminal (probably on a relative difficulty to the mission) in order to revive himself for 1/2 or 1/4 shields w/ typical revive invulnerability.

         Anyways, overall a really cool idea, dude! I hope Gestalt gets implemented, or at the very least something reminiscent of him!

         -Pap :community:

    Thank you very much for the feedback! While I do think that he should be immune to Toxin or Slash, the fact that Disrupt Status Effect (Inflicted by Magnetic Damage) easily destroys Shields and seeing how few of those can inflict it as compared to Toxin/Slash, I figured it would be much fairer to be immune to Disrupt instead.

    As for the suggestion of a special bleed-out mechanic, I did thought of it but then again - unlike Health which doesn't regenerate, Gestalt's Shields usually recovers quickly provided you can find a nice cover so I figured that I wouldn't give him another passive but instead amp'd his abilities to allow him to quickly maneuver in and out of the battlefield (Data Surge) or give him some breathing space (Compile and Compress).

    While the idea of becoming Gestalt becoming fragments of data that can freely roam around, I can certainly make it work as a special bleed-out mechanic such as allowing him to roam around and collect Code Traces in order to 'revive' himself and dying if he fails to do so. I might just do that as a replacement to his invulnerability mechanic in his passives. Thanks for the idea!

     

    P.S: Any artists there who would like to draw Gestalt are very much welcome to do so!

  7. Right now, viewing another player's Profile seems to be so... static and bland. Normally, you would see the player's currently equipped Warframe (and usually the Operator) standing on a Pedestal. Sure, it looks wonderful but I've been wondering if there's a way we can improve that, change it drastically with the resources we currently have and then it hit me, Captura.

    Why feature a new Captura Button that is specifically made for capturing a scene for your Profile, that way you can show off those awesome moves or just your skillful shots in Captura. Namely you can feature like a full Rotation or a Zoom-Out/In Function that would give that little 'oomp' in your Profiles.

    How does it sound?

  8. "This is Gestalt, the advance. The intelligent."

    "Surrounded by ones and zeroes, Gestalt's unique composition allows him to extract, manipulate and control data of everyone around him."

     

    S T A T S:


    • Health: 0
    • Shield: 550.0 (2200.0 at Rank 30)
    • Energy: 100.0 (300.0 at Rank 30)
    • Armor: 100
    • Sprint Speed: 1.2

     


    • F I R S T    P A S S I V E  -  S T R E A M   S H I E L D 


    • Grants immunity to Disrupt Status Effect. Poison and Bleed Status Procs deals damage to his Shields as normal.
    • Shields Delay is reduced to 2 seconds after not taking any damage.
    • Shield Regeneration Rate is 15 + 10% of Maximum Shield.

     


    • F I R S T    P A S S I V E  -  M E M O R Y   S A V E 


    • Upon taking Fatal Damage, instead of entering Bleed-Out, Gestalt enters Memory Save, becoming fragments of data which allows him to freely move but is unable to perform any attacks or abilities other than Area Scan.
    • While in Memory Save, Gestalt has a Progress Bar which caps at 100%, in which he is revived. Every second, Gestalt gains 2% towards his progress and can be sped up by the following:
      • Each time Gestalt passes through a Code Trace, it is consumed and gains 15% towards his progress.
      • If Gestalt is within 3 meters of an ally, he slowly absorbs their shields and converts it into progress at the ratio of 2% of their Shield is to 5% of progress each second.
        • Allies can still revive Gestalt by using the context action but instead drains their shield rapidly, doubling the rate of conversion.
    • If Gestalt fails to obtain 100% during Memory Save before his timer counts down, he dies.

     


    • A B I L I T Y   O N E  A R E A   S C A N 

    25 ENERGY


    Gestalt scans the surrounding area around him, creating a Code Trace of every enemy in a 10 / 12 / 14 / 16 meter radius. Code Trace lasts for 30 seconds.

    • An enemy can only be affected by Area Scan every 10 seconds.
      • Can be reduced by Power Duration.
    • Does not raise awareness if used against unalarmed enemies.

    Code Trace - A unique pickup that fuels Gestalt and his abilities. Upon walking over it, Gestalt gains 30 / 40 / 50 / 60 Shields and 10 / 15 / 20 / 25 Energy.

    • Code Traces are small orange cubes that has a small data stream swirling around it.
    • Code Traces are left where the enemy was at the time of activation.
    • Code Traces cannot be affected by other abilities or mods that would otherwise displace or modify it.
      • Things such as Sentinel's Vacuum, Chesa's Retrieve, Mag's Pull, Mirage's Sleight of Hand, etc.
    • Code Traces are consumed once Gestalt consumes it by walking over it or using an ability.
    • May grant Overshields.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Area Scan Augment - Physical Code

    Allies can now pickup Code Traces but only receives 30% / 35% / 40% / 50% of the value.

    • Still unaffected by their own abilities or mods that would otherwise displace or modify it.
    • Does not affects Gestalt's own Code Traces (similar to how pickups works), using his abilities does not affects a Code Trace for an ally.
     

     


    • A B I L I T Y   T W O  -  C O M P I L E  &  C O M P R E S S

    50 ENERGY


    Press to toggle between Compile and Compress. Hold to activate.

    • An indicator will be shown on the ability to check how many Code Traces are within range.

    Compile - Gestalt pulls all Code Traces in a 8 / 9 / 10 / 12 meter radius towards him, dealing 200 / 300 / 400 / 600 Magnetic b Magnetic Damage to all enemies in contact with a Code Trace.

    • An enemy can receive damage multiple times provided they came in contact with two or more Code Traces.
    • Code Traces are consumed upon activation, restoring Shield and Energy.

    Compress - Gestalt charges all Code Traces in a 8 / 9 / 10 / 12 meter radius, causing enemies within 3 / 4 / 4 / 5 enemies to be pulled towards it. If an enemy is within range of two or more Code Traces, they receive 100 / 200 / 300 / 400 Magnetic b Magnetic Damage, doubling the damage for every Code Trace beyond the initial two.

    • Code Traces are consumed upon activation.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Compile & Compress Augment - Reinforce & Crash

    Compile - Grants 10% / 20% / 30% / 40% Damage Reduction for 6 / 7 / 8 / 9 seconds. Grants additional 3% / 4% / 5% / 6% Damage Reduction for every Code Trace pulled.

    Compress - Code Traces now explodes after 2 seconds, dealing 25% / 50% / 75% / 100% damage to enemies in a 3 meter radius.

     


    • A B I L I T Y   T H R E E  -  U P G R A D E  &  D O W N G R A D E 

    75 ENERGY


    Gestalt targets a single ally or enemy, causing all Code Traces in a 5 / 6 / 7 / 9 meter radius of the target to be absorbed by them. Applying Upgrade to an Ally and Downgrade to an enemy for 9 / 10 / 11 / 13 seconds.

    • A minimum of at least one Code Trace must be within range of the target in order to activate.

    Upgrade - Applies the following:

    • Fully reloads their currently equipped Primary or Secondary Weapon.
      • Does not use Ammo from their current Ammo Pool.
    • Grants them additional 50% / 60% / 70% / 80% Fire Rate and Attack Speed.
    • Increases their Magazine Capacity by 10 and 5% Channeling Efficiency for every Code Trace consumed by the ally.
    • Enemies killed by the ally's weapon will drop a Code Trace.

    Downgrade - Applies the following:

    • Reduces enemy's Damage by 20% / 25% / 30% / 40%.
    • Reduces enemy's Accuracy by 15% / 30% / 45% / 70%.
    • Reduces enemy's Armor by 10% for every Code Trace consumed by the enemy.
    • Will drop 3 Code Traces upon death.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Upgrade & Downgrade Augment - Copy & Paste

    Applying Upgrade or Downgrade on a target will apply the opposite to closest target within 8 / 10 / 12 / 14 meters.

    • If casting Upgrade on an ally, the closest enemy unit within the range will have the effects of Downgrade and vice versa.
    • Code Traces is still consumed by the initial target and the opposite effect will apply as if they have consumed the same amount of Code Traces.
      • E.g: Casting Upgrade on an ally with 3 Code Traces will grant 30 Magazine Capacity and 15% Channeling Efficiency and the closest enemy unit will have 30% Armor Reduction.

     


    • A B I L I T Y   F O U R  -  D A T A   S U R G E 

    100 ENERGY


    Gestalt turns into a cluster of data and surges forward, dealing 600 / 800 / 1000 / 1200 / 1400 Magnetic b Magnetic Damage to enemies in contact. Gestalt may re-cast this ability within 3 second window for no energy cost, up to 2 times.

    • If Gestalt passes through a Code Trace using Data Surge, in addition to gaining Shield and Energy, he also deals an additional 300 / 400 / 500 / 600  Magnetic b Magnetic Damage to further enemies and may re-cast the ability for an additional time.
      • The additional re-cast is added to his base count.
    • Range of 9 / 10 / 11 / 12 meters.
    • Chain window is affected by Power Duration and cannot fall below 0.5 seconds under any circumstances.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Data Surge Augment - Data Unlock

    Passing through an ally grants their currently equipped weapon 25% / 50% / 75% / 100% Elemental Damage based on the weapon's Energy Color for 6 / 7 / 8 / 9 seconds.

    • Elemental Damage provided are based on the following colors:
      • Red, Magenta, Brown, Orange and bright Yellow hues grants Heat b Heat Damage.
      • Blue and Purple hues grants Electricity b Electricity Damage.
      • Green, Lime, Teal, and dark Yellow hues grants Toxin b Toxin Damage.
      • White, Grey, Black and some faded colors grants Cold b Cold Damage.
    • Passing through a Code Trace first before an ally grants additional +30% Elemental Damage. Only applies once.
    • Passing through an ally already affected refreshes the duration.
    • Only applies to the weapon equipped at the time they were affected. Switching weapons removes the bonus.

     

     

  9. "This is Raven, the messenger. The misfortune."

    "When things goes wrong, watch out for Raven, Tenno, for he is nearby."

     

    S T A T S

    • Health: 200.0 (500.0 at Rank 30)
    • Shield: 50.0 (150.0 at Rank 30) 
    • Energy: 125.0 (350.0 at Rank 30)
    • Armor: 50
    • Sprint Speed: 1.2

     

    A B I L I T I E S - (Power Strength / Power Duration / Power Range applies to Bolded Numbers)

     

    First Passive - Misfortune

    • While Raven's Health is above 50%, his Health is constantly drained at the rate of 1% per each second. The drained Health is then converted to Energy.
    • Raven's Abilities allows him to send out Shadow Wing to leech from his enemies, returning 20% of the damage dealt as Health.

     


     

    First Ability - Omen

    Raven sends out Shadow Wing against a target, inflicting 100 / 150 / 200 / 250 Slash b Slash Damage and an Omen. Shadow Wing then seeks out additional targets, for up to 3 / 4 / 5 / 6 more enemies before returning to Raven.

    Omen randomly inflicts one of the possible three effects against an enemy.

    • Jam - Affected enemies will have their ranged weapon jammed and will stand in place in an attempt to unjam the weapon over a 4 seconds.
      • Melee fighters will suffer a 2 second stun instead.
    • Stigma - Affected enemies will have 100% chance to become inflicted with a Status Proc. Lasts for 8 seconds or the next 3 Status Procs.
    • Marked - Affected enemies receives 20% more damage for 6 seconds.

    Shadow Wing's initial targeting is 25 meters and will seek out enemies in a 8 meter radius around the each target. Shadow Wing can only attack a single enemy at a time and will not attack same enemy during the course of the ability.

    Omen Augment - Ominous Flight

    Shadow Wing now flies around Raven for 8 / 9 / 10 / 12 seconds, seeking out an enemy in a 25 meter radius every 1.5 seconds.

     


     

    Second Ability - Flickering Shadow

    Raven disperses into multiple Shadow Wings, becoming Invisible for 6 / 7 / 8 / 10 seconds and gaining 10% / 15% / 20% / 25% increased movement speed. Deals 200 / 250 / 300 / 400 Slash b Slash Damage to enemies within a 6 meter radius of Raven upon activation and once more at the end of the duration.

    Can be prematurely ended by re-activating the ability.

    Flickering Shadow Augment - Cleansing Feathers

    Removes all Status Effects on Raven upon activation and has a 40% / 50% / 60% / 70% chance to inflict any Status Effects previously affecting Raven to enemies struck.

    • May re-inflict the Status Effect to enemies already affected if they are within range when the ability ends.

     


     

    Third Ability - Ill Will

    A manifestation of Shadow Wing perches on the targeted enemy for 9 / 11 / 13 / 15 seconds. If the target dies during this time, they have 50% / 60% / 75% / 100% chance to drop additional loot and a new manifestation perches on a new enemy within 20 meters of it with the remaining duration. If a nearby target is currently inflicted with Omen, the manifestation will prioritize perching on them.

    In addition, each time the target dies during Ill Will, the manifestation picks up their loot and will bring it to Raven. It will only pick up the drops of the target's and will not pick up any other loots nearby.

    Only a single manifestation may be active at a time. Lasts until the end of the duration or if there are no enemies nearby for the manifestation to perch on.

    Ill Will Augment - Burden

    The manifestation now causes ranged targets to suffer from 20% / 30% / 40% / 50% Accuracy and melee targets are slowed by 10% / 20% / 30% / 40%. Enemy who dies while under the effects of Ill Will increases the duration by 0.5 / 0.75 / 1 / 1.25 seconds.

     


    Fourth Ability - Harbinger

    Raven becomes one with Shadow Wing for 10 / 14 / 18 / 22 seconds. As the Harbinger, Raven's Health is doubled and becomes instantly healed. During this time, he gains the following effects:

    • His Misfortune Passive drains at a rate of 3% each second but grants all allies within Affinity Range the same energy gained by Raven.
    • Grants Raven 40% / 50% / 60% / 70% increased Casting Speed.
    • Crow Wave - Each enemy killed during Harbinger grants him an additional stack of Flock. Every 3 seconds, all stacks of Flock is consumed and triggers a Crow Wave, sending out crows to attack enemies in 10 / 11 / 12 / 14 meter radius equal to the number of stacks of Flock, dealing 300 / 400 / 500 / 600 Slash bSlash Damage each second for 2 seconds.
      • Raven has a minimum of 2 / 3 / 3 / 4 stacks of Flock at any time. Enemies killed by a Crow Wave will also provide a stack of Flock.
      • Enemies may be affected multiple times provided they are within range before the next wave.
      • If there are less enemies than the number of stack of Flocks consumed, the excess stacks are refunded back to Raven.
      • If at any point the ability ends while there are still remaining stacks of Flock, it will be consumed and trigger the Crow Wave.

    Can be prematurely ended by re-activating the ability.

    Harbinger Augment - Death Follows

    Crow Wave no longer triggers in intervals but instead, re-activating the ability at anytime during the ability allows Raven to manually consume all stacks of Flocks at the time and trigger the Crow Wave.

    In addition, each time Raven triggers Crow Wave, he will always start with 0 stacks of Flock regardless if there are any excess stacks.

    • Having this Augment equipped prevents Harbinger from being prematurely ended and removes his minimum stacks of Flock.
    • May be performed multiple times during Harbinger.

     

  10. 1 hour ago, NovusKnight said:

    at first this sounded like a semiclone to Nyx, but it's surprisingly interesting. It seems a bit in the mindset of an illusionist, in a sense. I like it. I also like the fact that this is mostly cc/utility, but actualy requires you to play the game cleverly, as opposed to "press 3 and all foes will fight each other". It'd be nice to play a frame like this.

    Thank you very much for the feedback!

  11. "This is Cypris, the beauty. The temptress."

    "Turning foes against their own, Cypris creates internal turmoil while she walks away in grace and poise."

     

    S T A T S

    Health: 80.0 (240.0 at Rank 30)

    Shield: 80.0 (240.0 at Rank 30)

    Energy: 175.0 (280.0 at Rank 30)

    Armor: 50.0

    Sprint Speed: 1.1

     

    _____________________________________________________________________________________________

     

    A B I L I T I E S

     

    Passive - Grandeur

    Depending on her Color Scheme, Cypris gains the following benefits:

    • For each Warm Color, enemies suffers a 7% less Accuracy when attempting to attack Cypris.
    • For each Cool Color, enemies deals 10% less damage with their Melee Attack against Cypris.
    • For each Neutral (White, Black or Gray), Cypris gains 5% increased movement speed and attack speed.

     

    _________________________________________________________________________

    First Ability - Allure

    Cypris tempts an enemy to join her side with a 25% / 30% / 35% / 40% chance of success, failing refunds half the energy cost. If the target is below 50% health, the chance of success is doubled to a maximum cap of 100%. Allured enemies are fully healed and deals additional 10% / 15% / 20% / 25% more damage.

    Every 12 kills done by Cypris or her Allured enemies causes all active Allured enemies to be fully healed and gain a level.

    Maximum of 3 / 4 / 5 / 6 enemies can be Allured. Lasts for 20 / 25 / 30 / 35 seconds.

    • Does not notify the enemy of Cypris' presence if it fails.
    • Allured enemies will follow Cypris and will attack if Cypris attacks or is attacked.
    • Allured enemies has a higher target priority for enemies than Cypris.
    • Allured enemies no longer take damage from Cypris nor her allies.
    • Allured enemies cannot level up more than 10 levels when they were affected.
    • Re-casting Allure on an enemy already affected refreshes the duration.
    • If at already max number of Allured enemies, casting Allure on an enemy successfully will cause the oldest Allured target to be stunned for 2 seconds.
    • Currently does not affect Bosses and enemies who does not belong to either Corpus, Grineer, Infested, Corrupted or Wildlife Factions (e.g: Stalker, Sentients, etc for obvious reasons).
      • Also does not apply to enemies that can normally be controlled via certain conditions (e.g: Bursas, Wildlifes under the effects of Oberon's Passive).
      • Also does not apply to enemy Eximus.

    Allure Augment - Succumb

    Allure now becomes an Area of Effect with a 3 / 5 / 7 / 9 meter radius around the initial target. Targets around the initial one has half the chance of success and will no longer heal them.

    _________________________________________________________________________

    Second Ability - Fulfill

    Cypris fills an Allured enemy with energy, causing them to explode upon death dealing 100 / 150 / 200 / 250 + (50 x Enemy Level) in a 4 / 5 / 6 / 7 meter radius. Cypris may hold Fulfill to direct affected Allured enemies towards the player's reticule and if an enemy is present upon arrival or upon colliding against an enemy on their way, they will detonate.

    Damage is based on the Allured enemy's Faction: Corpus deals Impact b Impact Damage, Grineer deals Puncture b Puncture Damage, Infested deals Slash b Slash Damage and Corrupted / Wildlife deals all 3 damage types (divided evenly).

    • While holding Fulfill, the player may choose to un-hold the ability to stop the Allured enemy from detonating.

    Fulfill Augment - Parting Gift

    An Allured enemy who dies while under the effects of Fulfill has a 60% / 80% / 90% / 100% chance to drop 1 / 2 / 2 / 3 of the following Pickups:

    • Health Orb
    • Energy Orb
    • Omni Ammo Pack
    • Affinity Orb

    A single Allured enemy may drop multiples of the same Pickup.

    _________________________________________________________________________

    Third Ability - Pressure

    Cypris empowers her allies in a 10 / 12 / 14 / 16 meter radius around her, granting them 10% / 15% / 20% / 25% increased damage, 20% / 30% / 40% / 50% Attack Speed and Fire Rate for 8 / 9 / 11 / 14 seconds.

    • Pressure works on a charge system and may hold up to 5 charges at a time.
      • A single charge is gained each time an ally or companion (your's or an ally) is downed or if an Allured enemy dies.
      • Three charges is gained if an ally, Companion (your's or an ally) or a Sentinel (your's or an ally) dies.
    • Re-casting Pressure does not stack the effects but refreshes the duration.

    Pressure Augment - Promote

    Hold the ability and target an Allured enemy to spend three charges and turn it into a random Eximus for 25 / 30 / 35 / 40 seconds and increasing their level by 10. May only promote a single Allured enemy at a time

    • Energy Leech / Parasitic Eximus instead regenerates Energy to allies.

    _________________________________________________________________________

    Fourth Ability - Grace

    Cypris causes all enemies in a 18 / 20 / 22 / 26 meter radius to revel in her presence, pacifying and reverting their alertness to neutral for 4 / 6 / 8 / 10 seconds. During this time, enemies will not attack, start roaming and is considered un-alerted for the duration. If an affected enemy dies or receives damage equal or more than 50% of their health while Grace is active, this immediately ends the effects of Grace.

    • Even if an enemy who is not affected by Grace enters the radius, they are will not be affected by it nor will it increase the alertness of already affected targets.

    Grace Augment - Poise

    Turns Grace into an Aura around Cypris for 8 / 9 / 10 / 12 seconds, applying the effect to enemies who enters her Aura. Her Aura is half the range of Grace. Drains energy each second active.

  12. "Douse the flames that sleeps."

    BmndXbg.jpg

    Me as Hydroid (with a Ceramic Dagger).

    Harrow as Harrow (who WILLINGLY helped me in the contest).

    DISCLAIMER: Harrow is not hurt (nor wet) during the taking of the shot.

  13. Just now, AlphaPHENIX said:

    This looks familiar, any way sence it's an RNG frame, it's also automatically a meme frame, so let me fix the stats for you.

    Health: 140.0 (420.0 at Rank 30)

    Shield: 140.0 (420.0 at Rank 30)

    Energy: 150.0 (360.0 at Rank 30)

    Armor: I am the Juggernaut ****

    Spring Speed: Sanic 

    Thank you for the useful advice, I'll ignore it.

  14. "This is Fortuna, the eccentric. The lucky."

    "Bringing her deck of cards into the battlefield, she tips the favors to her side through various whims and tricks."

     

    Fortuna

    Health: 80.0 (240.0 at Rank 30)

    Shield: 80.0 (240.0 at Rank 30)

    Energy: 150.0 (300.0 at Rank 30)

    Armor: 50.0

    Spring Speed: 1.25

     

    A B I L I T I E S

    "Fortune smiles upon you."

    Passive - Favor

    Killing 13 enemies causes Fortuna to draw a special suit card from her Void Deck, drawing either a Spade, Heart, Diamond or Club.

    • The drawn suit card remains active until Fortuna uses an ability or kills another set of enemies.
    • Using an ability when Favor is active will use up the drawn suit card but will not reset the kill count required to draw another suit card.
    • Different drawn suit cards may stack on top of each other if used with other abilities.
      • Using a Heart suit card on Draw and a Spade on Card Wall.
      • If a suit card is currently being applied on an ability and is re-used, it will either apply a new suit card if Favor is active or go into default.

     

     

    "A single card will decide your fate."

    First Ability - Draw

    Fortuna throws 2 / 3 / 3 / 4 Void Cards that homes on enemies. Each card deals 75 / 90 / 110 / 140  Slash bSlash Damage. If used while Favor is active, it applies the following:

    • Spade - Deals Electricity b Electricity damage instead and has a 30% / 40% / 50% / 60% chance for each card to deal Critical Damage as well.
    • Heart - Deals Heat b Heat damage instead and has a 40% / 50% / 60% / 70% chance for each card to explode on hit, dealing the same damage in a 2 meter radius around the target.
    • Diamond - Deals Cold b Cold damage instead and has a 50% chance to freeze enemies on hit for 2 / 3 / 4 / 5 seconds.
    • Club - Deals Toxin b Toxin damage instead and has a 50% chance to heal yourself equal to the damage dealt and lower the enemy's damage by 10% / 20% / 30% / 40% for 4 seconds.

    Has a 60 meter targeting range. Multiple cards may home in a single target.

    • Bolded Numbers can be affected by Power Strength and Power Duration.

     

    "A card that decides whether you live or die."

    Second Ability - Card Wall

    Fortuna surrounds herself in a wall of cards with 400 / 600 / 800 / 1200 Health, blocking incoming damage. If used while Favor is active, it applies the following:

    • Spade - Reflects 20% / 25% / 30% / 40% of the damage dealt on the Card Wall back to the attacker.
    • Heart - The Card Wall explodes upon being destroyed or re-using Card Wall, dealing 300 / 400 / 500 / 600 + 90% of the Card Wall's Health as Heat bHeat damage in a 8 meter radius.
    • Diamond - While the ability is active, applies a 8 / 10 / 12 / 14 meter slowing aura to enemies.
    • Club - Each time the Card Wall loses 10% of its Health, it releases a Toxin b Toxin Nova in a 3 meter radius, applying Poison to all nearby enemies for 6 seconds.

    Prevents Status Effects while Card Wall is active.

    • Bolded Numbers can be affected by Power Strength, Power Range and Power Duration.

     

    "There's only two things in life, losing and winning."

    Third Ability - All In

    Fortuna stacks the odds in her favor, granting her 6 / 7 / 8 / 9 stacks of Luck. Performing certain actions consumes a stack.

    • Picking up Health and Energy Orbs consumes a stack and doubles the amount of Health / Energy recovered.
    • Performing a Bullet Jump consumes a stack and grants a moment invulnerability.
    • Performing a Head Shot consumes a stack and automatically reloads your weapon when your current magazine is at 50% or below.
    • Killing an enemy with a Melee Channeling consumes a stack and increases your Combo Count by 10.

    Lasts for 12 / 14 / 16 / 18 seconds or until all stacks are consumed. Cannot be re-activated until the ability ends.

    • Bolded Numbers can be affected by Power Strength and Power Duration.

     

    "When all else fails, rely on luck."

    Fourth Ability - Open Hand

    Fortuna marks all enemies in a 12 / 16 / 20 / 24 meter radius, randomly assigning each enemy with a suit card, appearing above their head. When Fortuna or an ally kills 3 marked enemies, they gain a bonus for 8 / 10 / 12 / 14 seconds depending on the combination of suit cards obtained. 

    • All Spades - Grants all attacks 50% / 100% / 150% / 200% Electricity b Electricity damage and 50% increased Fire Rate, Attack Speed and Movement Speed.
    • All Hearts - Grants all attacks 50% / 100% / 150% / 200% Heat b Heat damage and 50% / 75% / 100% / 125% Status Chance.
    • All Diamonds - Grants all attacks 50% / 100% / 150% / 200% Cold b Cold damage and 80% / 100% / 120% / 140% increased Armor.
    • All Clubs - Grants all attacks 50% / 100% / 150% / 200% Toxin b Toxin damage and 10% / 15% / 20% / 25% Life Steal.
    • Two Spades + Hearts / Diamonds / Clubs - Grants all attacks 70% / 80% / 90% / 100% Radiation b Radiation / Magnetic b Magnetic / Corrosive b Corrosive damage.
    • Two Hearts + Spades / Diamonds / Clubs - Grants all attacks 70% / 80% / 90% / 100% Radiation b Radiation / Blast b Blast / Gas b Gas damage.
    • Two Diamonds + Spades Hearts / Clubs - Grants all attacks 70% / 80% / 90% / 100% Magnetic b Magnetic / Blast b BlastViral b Viral damage.
    • Two Clubs + Spades Hearts / Diamonds - Grants all attacks 70% / 80% / 90% / 100%  Corrosive b Corrosive / Gas b GasViral b Viral damage.
    • 1 of any - Grants 50% increased damage.

    Upon obtaining 3 suit cards, the effect assigned above activates immediately and the duration starts. Re-activating Open Hand re-assigns the suit cards to already marked enemies. In addition, the suit cards obtained through Open Hand applies to Fortuna's Favor. Applying two or more effects if there are more than one Suit Cards.

    • Bolded Numbers can be affected by Power Strength, Power Range and Power Duration.
  15. On 8/5/2017 at 11:45 PM, robxiong said:

    Just a few things I been wondering and thinking how cool would it be if we could? I realize some of these could be a bit of a stretch, but just some thoughts I think would  be rather interesting to see.

    • Have a sentient as one of our sentinal companions
    • Switch between our companion and our warframes during play
    • Be able to pick up and use enemy weapons temporarily during play (until ammo runs out, or game ends, or melee weapon breaks etc.)
    • Cross breed companion types (sentinals and pets, katz and dogs etc)
    • Have more than one faction gang up on tenno in missions (Not crossfires, but in collaboration)
    • Stalker needs some new weapons, he's been using and dropping the same old stuff since day 1 (Exception of war)
    • Craft mini stalkers (Like the bombards tenno's can craft. I'd def craft a bunch of those things ;))

    1.) 

    Spoiler

    SentientCarrier02.jpg

    (Sorry for the folks who keeps saying no. lol).

    2.) Having control of your Companion while leaving your warframe (which is less-likely to kill itself) vulnerable, I really don't find it amusing.

    3.) This was talked about in the previous Devstream although the outcome was unknown (prolly years ago). Things such as the Helion's Jetpack and the Comba's rollerblades were the ones that was mentioned.

    4.) Was allowed before (Katbrows) due to a bug which resulted into abominations.

    5.) Possible but it would most likely result in a flustercluck.

    6.) Stalker (or at least Shadow Stalker) has new weapons, BPs for War and Broken War. We honestly don't want a single unit having a bloated pool.

    7.) No. Acolytes, maybe. Captured ones.

  16. ORBITER ARMAMENT SYSTEM

    "Support incoming Operator!" - Ordis

     

    Introducing the Orbiter Armament, a completely new system that provides support to you from your Landing Craft during a mission. Replacing the Air Support Charges that one usually equips in a mission as well as removing the limitation of having a specific Landing Craft equipped in order to use those fancy support from Ordis.

     

    Orbiter Armament

    • A player who has unlocked the Orbiter Armament Segment for their Landing Craft can easily access and call for support during a mission by opening their Gear Menu and hovering over the Orbiter Arm which is located above the Wheel.
    • There is no limit on how many times you can use the Orbiter Armament function although each usage causes a cooldown which varies depending on the Orbiter Armament used as well as any modification added.
    • May only equip a single Orbiter Armament at a time, a single Armament Modification and one Universal Modification.

     

     

    List of Orbiter Armaments

    Override - "Guess whose in control now!"

    Ordis overrides all forms of security in the mission. This disables lockdowns, resets alarms as well shutting down security cameras and turrets the moment it is activated. In Rescue or Spy Missions, Override will pause the timer for 5 seconds when it is used.

    If enemy machinery are present in an 8 meter radius around the user upon using Override, they will also be temporarily stunned for 3 seconds, removing all of their Shields during the time they are stunned.

    • Cooldown of 1 minute and 30 seconds.
    • Enemy Machinery are the likes of MOAs, Ospreys, Bursa, etc.

    Override Modifiers

    • Bubble EMP - Consoles, Security Cameras and Turrets now emits a 3 meter bubble for 8 seconds that inflicts 300 Magnetic Damage every second to enemies. When the user or an ally enters a bubble, it restores 50% of their Shields.
      • Shield restoration may only occur once per bubble per player.
    • A.I Hijack - Enemy machinery that are now within 10 meters of the user and their allies becomes hacked, becoming allies for 12 seconds.

    ---------------------------------------------------------------------------------------------

    Med Pod - "Vitality restored!"

    Ordis drops a Med Pod in the targeted area that lasts for 30 seconds. Any player may interact with the Med Pod, becoming temporarily invulnerable while inside while restoring their Health at the rate of 10% per second. Grants a momentary invulnerability upon leaving the Med Pod similar to reviving or being revived.

    • Cooldown of 2 minutes.
    • Only a single player may be inside the Med Pod at a time. Multiple Med Pod may exist at a given time.
    • Players may freely exit the Med Pod after at least 2 seconds has elapsed upon entering it. Players will be ejected upon being fully healed by t

    Med Pod Modifiers

    • Refresher - The Med Pod now restores 10 Health to all players in a 4 meter radius around it each second. If a player is inside the Med Pod, the percentage Health restores to the player is also applied to the Health being restored outside.
    • Energizer - The Med Pod now also restores 10% Energy to the player inside each second.

    ---------------------------------------------------------------------------------------------

    Carpet Bomb - "Clearing the area!"

    Ordis rains down multiple void missiles in a 8 meter (3 meter wide) linear path towards the player's crosshair for 3 seconds. Rains down 12 void missiles each second, dealing 200 damage in a 2 meter radius on impact.

    • Cooldown of 2 minutes.
    • Multiple Carpet Bombs may occur in a single instance.
    • Damage dealt ignores all forms of armors.

    Carpet Bomb Modifiers

    • Elemental Onslaught - Changes damage dealt by each missile to 400 and now deals elemental damage based on the Orbiter's Energy Color.
      • Follows the same mechanic as Chroma and Chromatic Blade.
    • Radial Rain - Area of effect now changes to 4 meters around the player and follows them for 5 seconds.

    ---------------------------------------------------------------------------------------------

    Sentry Turret - "Providing Cover Fire!"

    Ordis sends down a Sentry Turret with 300 ~ 800 Health and 100 ~ 200 Shields depending on the mission level. The Sentry Turret automatically fires at enemies, dealing 50 ~ 200 depending on the mission level damage every 0.5 seconds. Lasts for a minute or until destroyed.

    • Cooldown of 2 minutes.
    • Multiple Sentry Turrets may exist at a time.
    • Immobile by default.

    Sentry Turret Modifiers

    • Safe Haven - Removes the Sentry Turret's Shields but instead creates a 4 meter bubble with 400 ~ 1,200 Health that protects all allies inside.
    • Mobile Turret - Converts the Sentry Turret into a Roller Turret but decreases the Health and Shields by 10%.

     

     

  17. Trinity can practically save you an enemy by spamming Well of Life on an enemy (prefer. Shield Ospreys as they do nothing). Even with a Nova, Speed or Slow, keep up your Well of Life and even if there are multiple enemies exploding around it, chances are it'll be alive. 

     

    Another thing is to mark an enemy so your allies knows which one to keep alive before the round ends.

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