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Kai

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Posts posted by Kai

  1. 1 minute ago, maj.death said:

    If you're in your operator you don't have any of your frames buffs tho. So when you finish the Siphon you NEED to be in your frame to get the frames resoruce boost. So you kinda need a group.

    I'm doing it solo at the moment, but will try that.

  2. Just now, maj.death said:

    So.. when a smeeta casts a new ability it only replaces the old one on the UI... I mean.. i've gotten resource boosts STACKED.

    It didn't worked for me, oddly. 

  3. So I've been farming Kuva Siphons for the sake of Kuva, given their random rate of spawning in the tileset, I made sure to bring my Smeeta Kavat in hopes of getting the double resource buff from its Charm. After waiting for a few good minutes for it to give me a 120 second buff, I rushed towards the Kuva Siphon and the moment I entered, it switched my buffed to a 10 second energy refund buff (with a good 110 second left from the double resource buff)... I'm going to eject my Kavat into the dark cold space for this (most likely have by the time I'm done with this post).

     

    So may I ask, DE, why would you allow the Kavat to re-cast its Charm while an active one is already on-going? Why not allow it to stack on top of each other (extending the duration if its the same buff), or just make it simply that the Kavat won't re-cast its Charm while an active buff is going on. In addition, the Charm Buff of giving a Rare Resource DOES NOT WORK. I have seen it multiple times where Charm triggers with no duration and if I were to check my Progression Tab (or even look down to see the loot I've gained), none.

     

    I know that Smeeta is purely random, but the moment you get the buff you want, it would most likely to switch it to another one which becomes incredibly frustrating.

  4. 8 minutes ago, Rhekemi said:

    There's a tendency to limit Madurai to damage (which is a little boring). Even the set of new features you list are a little on the short end for Madurai. Buff Madurai. Think about creative damage, support damage, utility damage. Not just straight damage. I can already do that with warframe abilities and weapons.

    Otherwise, these are good ideas.

     

    While I indeed thought about that, these suggested features are mainly for the Operator and not for the Warframe or Abilities, which is mainly the reason I provided a Madurai Operator more damage output to set them differently from the other schools and closer to their aspect of dealing damage. Although I am planning to see if I can add a Operator + Warframe Combo (wherein specific conditions triggered by your Operator/Warframe will allow your Warframe/Operator to perform a special Void move).

  5. Honestly, the Riven Mods are honestly good and I personally like them. It reminds me of Borderland's randomized gun stats. The only thing I don't like though are Kuva Siphons being random which makes Cycling the Riven Mods a bit difficult (with the number of Kuva Cost increasing with each Cycle). Perhaps, on top of the randomized Kuva Siphon Spawn, you can add a Kuva Siphon Alert at set intervals during the day (akin to Nitain).

  6. 4 minutes ago, Rounpositron said:

    The problem I encounter a lot is that I can't even stop for a second to see the Kuva cloud without dying.

    Is it just me or does all hell break loose every time we get near a Siphon? Grineer forces seem to multiply, making it even harder to dash through guardians (Operators are flimsy af).

    Use a Loki, just stay invisible until you hear the Kuva Siphon ring then look for it before going into your Operator and dashing through the cloud then going back to your warframe and turning invisible again.

  7. Warning! If you have not finished The War Within, I highly suggest you leave this thread and complete the mission. If not, read on!

     

    So right now, I have been thinking that with all the cool things that our Operator can do, they seem to be a lackluster outside of Kuva Siphon Missions and doesn't really serve anything else... so here I am to propose something that might change that and bring new things to the table in terms of interaction and play!

     

    For what we currently have, our Operators are capable of performing a Void Blast (E), Void Walk (Ctrl), Void Dash (Ctrl + Space), Void Beam (LMB) and Transference (5). As well as having 5 Focus School that we can freely pick, the main idea is that upon activating a specific Focus (Holding 5 during a mission), your Operator gets empowered and some of their abilities gets a slight modification with some awesome perks that can be used outside the Kuva Siphon Mission.

     

    Madurai - Destructive power in its purest form

    • Void Blast and Void Beam deals 50% of the damage from Phoenix Gaze.
    • Void Beam lasts longer and deals increasingly more damage the longer it is held.
    • Triggering a Transference to return to your Warframe now emits a Heat Nova in a 6 meter radius. This has a 30 second cooldown.

     

    Vazarin - Control within the realm of impossibility

    • Void Walk now lasts twice as long.
    • Void Dash can be performed twice in succession and will now stuns enemies that you pass through for 4 seconds.
    • Void Blast can now be held to project a barrier that nullifies incoming shots.
    • While in Operator Mode, your movement speed is 80% more faster.

     

    Naramon - Eyes with extraordinary insight

    • Void Walk now reveals enemies through walls and obstacles.
    • Void Dash will reveal Weak Spots on enemies that you pass through.
    • If forced to return to your Warframe while in Operator Mode via damage, creates a Radiation Nova in a 6 meter radius. This has a 20 second cooldown.
    • Triggering a Transference to enter to your Operator grants you a 6 seconds Invisibility. This has a 30 second cooldown.

     

    Unairu - Unparalleled fortitude to withstand the tide

    • Operator gains additional 50 Health.
    • Void Blast now restores 10 Health for each enemy struck.
    • While using Void Beam, the Operator is immune to Crowd Control effects and will continuously drain 5 Health from enemies.
    • While in Operator Mode, if they were to take fatal damage and be returned to their Warframe, they instead recover all of their Health and gain a 2 second Invulnerability. This has a 60 second cooldown.

     

    Zenurik - Purge any advantage they find

    • Void Blast now emits in a 4 meter radius around you and temporarily removes 80% of the enemy's armor. The enemy recovers their Armor within the span of 4 seconds.
    • If your Warframe is under the effects of Status Proc, entering Operator Mode will cause allow your Void Blast, Void Beam and Void Dash to inflict the same status proc.
    • Void Beam can extend up to 10 meters. If it hits an enemy, the beam splits into nearby enemies around the target.

     

     

     

     

     

  8. Spoiler

    During the Purge Phase, I can't get out of the Transference room, door leading outside won't open. My Sentinel keeps killing me and I can't do anything else but to watch the endless cycle. I can't do anything else and I'm stuck, forcefully terminating the Warframe Program and re-opening it only sends me back to this part... Literally not allowing me to play.

     

  9. Just as the title states, will there be a possibility of more Hotfixes? I'm stuck in one of the loops in the War Within Quest which renders Warframe unplayable (literally). The bug has been reported already, just waiting for updates and hotfixes... but seeing its the weekend, should I just hope for Monday?

  10. We all heard about implementation of Shield Gate which essentially provides players a little breathing space once their shields goes down and not see both your health and shields go down in a single attack from a high-leveled enemy (280 to 400 maybe?). So here I am to suggest a different way of implementing them, via mods, which provides a variety of flavors and capability to possibly cater to every player possible. But like certain Eximus Mods (Like the Bullet Jump Set), you can only equip one Shield Gate Mod and the effects will require the player's shield to be fully restored in order for it to activate once more.

     

    So first off, we have the flavorless yet versatile set of Shield Gate Mods.

     

    Quote

     

    Energy Refresher 

    • -20% / -30% / -40% / -50% / -60% Shield Capacity. +60% / +70% / +80% / +90% / +100% Shield Recharge. Upon Shield Depletion, grants a 1.5 seconds Invulnerability.

    Expanded Sanctuary

    • -40% / -35% / -30% / -25% / -20% Shield Recharge. Upon Shield Depletion, grants a 3 seconds Invulnerability. 

    Escape Mechanism

    • -20% / -30% / -40% / -50% / -60% Shield Capacity. Upon Shield Depletion, becomes Invisible for 8 / 9 / 10 / 11 / 12 seconds and grants a +20% / +25% / +30% / +35% / +40% increased Sprint Speed.

    Stunning Shatter

    • Upon Shield Depletion, stuns all enemies within a 6 / 8 / 10 / 12 / 14 meters for 4 / 4.5 / 5 / 5.5 / 6 seconds.

    Power Absorb

    • Upon Shield Depletion, grants a 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds Invulnerability and converts 20% / 22% / 25% / 27% / 30% of all incoming damage into Energy for the duration.

     

     

    Now we have the flavorful Shield Gate Mods that presents a more offensive asset to players.

     

    Quote

     

    Ifrit's Caress

    • Upon Shield Depletion, grants a 2 / 2.25 / 2.5 / 2.75 / 3 seconds Invulnerability and converts 50% / 60% / 70% / 80% / 90% of all incoming damage into a 8 meter Heat Nova at the end of duration.

    Frostguard

    • Upon Shield Depletion, grants a 2 / 2.25 / 2.5 / 2.75 / 3 seconds Invulnerability and converts 50% / 60% / 70% / 80% / 90% of all incoming damage into a 8 meter Cold Nova at the end of duration.

    Shock Conduit

    • Upon Shield Depletion, grants a 2 / 2.25 / 2.5 / 2.75 / 3 seconds Invulnerability and converts 50% / 60% / 70% / 80% / 90% of all incoming damage into a 8 meter Electric Nova at the end of duration.

    Venomous Shield

    • Upon Shield Depletion, grants a 2 / 2.25 / 2.5 / 2.75 / 3 seconds Invulnerability and converts 50% / 60% / 70% / 80% / 90% of all incoming damage into a 8 meter Toxic Nova at the end of duration.

    Chaotic Break

    • Upon Shield Depletion, grants a 2 / 2.25 / 2.5 / 2.75 / 3 seconds Invulnerability and converts 50% / 60% / 70% / 80% / 90% of all incoming damage into a 8 meter Radiation Nova at the end of duration.

    Central Explosion

    • Upon Shield Depletion, grants a 2 / 2.25 / 2.5 / 2.75 / 3 seconds Invulnerability and converts 50% / 60% / 70% / 80% / 90% of all incoming damage into a 8 meter Blast Nova at the end of duration.

    Viral Outbreak

    • Upon Shield Depletion, grants a 2 / 2.25 / 2.5 / 2.75 / 3 seconds Invulnerability and converts 50% / 60% / 70% / 80% / 90% of all incoming damage into a 8 meter Viral Nova at the end of duration.

    Rustic Spread

    • Upon Shield Depletion, grants a 2 / 2.25 / 2.5 / 2.75 / 3 seconds Invulnerability and converts 50% / 60% / 70% / 80% / 90% of all incoming damage into a 8 meter Corrosive Nova at the end of duration.

     

     

     

    So currently, that's what all I have at the moment. Feel free to suggest or provide your opinion :D

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