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keikogi

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  1. Thx I would not have tought of it as well if i did not stumble on the question of who runs fast enought to in universe film gauss prime trailer. I was aware of it but had run out of ideas and did not want flavourless passive. So i just left it open. But i had an idea Budgeting - Moliere uses credits garnered in mission to to fund his artist endeveor. Uses in mission credits to increase the power strenght of the next skill cast , only works on moliere own skills. The way I invisioned the 4 working in engime is not recording actions but recording results for example instead of storing shots fired stored shots landed by allies. Them on recawst the game first autolands the shots the on new valid enemies and them creates a specter to pretend its making the shots. Same goes for cc and buffs and debuffs. This way it looks like the specter are making the same plays as the player originaly made. The rest of the skill have precedents. 1 is atlas 3 but conditional 1 is a variable buff (comon stuff ) 2 copying buff should be easy 2 the theter tecnology is available but i not sure how bad is goind to ( titania max speed flying around is going to be something ) 3 it just stores the killing blow and repeats it and the game already tracks killing blows since it tracks who kills the target 3 its protea 4 but it only rolls back knock downs and dowed states
  2. This war will not be sung by poets nor painted by artists it will be show on its full glory by the combination of sight and sound. 1. Shooting Techinic Tap Still Frame Constantly films enemies in a cone in front of cameraman forcing them in a still frame. (Force enemies to stand still while looking at them) Hold Tracking Shot Given allies within cone a sight a constantly growing damage buff until the next time they deal damage. 2. Looking for the Best Shot Tap Camera man set his speed as the same as target warframe and gains a copy of its defensive buff. Them he gains 30% bonus speed and overguard Note: this is just a joke based on the camera man being faster and more durable than the protagonist. Note: if there is no allly within the line of sight upon cast this skill only gives the overguard and moviment speed buff. Hold Also Theters camera man to the ally forcing camera men to stay within 20 meters and line of sight of that ally. 3. Editing Room Quickly edits the footage for real effect on the battlefield Tap, montage (targets closests enemy to the cross hair ) The killing blow against that enemy is repeated to all enemies of the same type within line of sight. Hold , Reshoot Undoes the last mistake and ally made. Restoring Broken shield, reloading magazines, getting them back on their feet and clearing harmful effects. Can revive allies on a 120 seconds cd per target 4. Full Release Movie Tap Takes up to 10 seconds of footage from all allies Hold Release the stored action of specters of the the filmed warframes that will repeat the same actions with new valid targets.
  3. I don't really care about precise numbers either but I do care about the fundamentals ( how it scales not how much it scales). Right now tha game has 2 forms of skill scaling ( based on weapons )pseudo exalted weapons ( inherit mods ) and full exalted ( has its own mods ). The way you describe sound like it goes off the modded values of the weapons and it sounds a bit on the weird side without a explanation. The randomizer thing is there for 2 reasons , to balance the maximum output of the 4th and to allow him to lazy lodout without issue. The next weapon is a random drawn but you can reroll at any time at no cost so you can easily choose the weapon you want and just stay there so you can always weird the optimal gun for the mission without fiddling with the Arsenal. Most ppl just stick with a gun for a mission when they use 2 its either a primer ( the proposed 4th is rhe best gun primer in the game for the virtue of priming and firing at the same time ) and a utility weapon ( using the book for power str for example , in this case you just can't use them reliable ) It is also a anti incarnoon stacking measure. It makes really hard to keep multiple incarnoon guns on incarnoon form during mouth of madness because the weapon are called at random it makes it incredible laborious to charge 8 different incarnoon weapon and vomit up a stream of boucing explosive rays of void nonsense at enemies. Also any now hitscans incarnoons are effectively impossible to charge up during tbe transformation because there is another weapon killing the enemy first. I had to place this kind of limitation because of the inherent power of firing 2 weapons at the same time. Stuff like priming a enemy with a nukor that armor stirips completely ( archon shards ), places all possible wtatus effects with encumber at the same time you fire a incaronn dual toxocist with a maximum dps build is way to string to allow reliable use. At last I just tought it was funny to spill random bs at enemeis Given that the player can choose the bs that can be possible spewed out.
  4. Add a stack limit or at least state one exist. Or decay rate after a certain point. Also here a suggestion important for later on. Maherot can carry 8 weapons and f Swaps to a random weapon. It's a neat passive for a gun platform I would suggest to just add bullets tp the magazine allowing it to Overflow ( have more than the weapon can have normally). It's more in flavour with the name and has a few neat interaction with guns that care about magazine size. The skill is a bit on the weak sauce side of things. For comparison wisp 1/3 of a mote gives attack speed , firing speed and mov speed. This skill only gives 1/3 of these advantages for a way higher cost ( energy cost are mostly meaninglessness and unique cost are usually quite hard to pay ). I would suggest to go ass far as to add a unique secondary buff that add bouncing bullets to normal weapons and a vacuuming effect for aoe ones so the skill is strong enought to justify sacrifice on the damage buff from the passive. I don't understand what you mean by drawing strength from the weapon. Does it use the weapon stats or does it inherit the mods ? Regardless of with one I would suggest this weapon for this transformation. Mouth of madness . Whenever Mouth of madness is opened ( fired ) fire two of the 8 weapons equipped. Can't use alt fires and the weapons is converted to full auto trigger. Reliving the trigger re-rolls the weapons. Overall o like the desing. I feel like the frame need a bit of survivability given kt calls agro to itself but it seens like a neat gun platforms with a unique theme. The gifs are really unique way of showing the skills and help with visualization. Really memorable post and frame
  5. Flora, spread nature’s mercy to all who deserve it. Art Commissioned from Carl Tabora, here the abilities. Passive – Flora can mercy enemies with her tail avoiding the animation lock. She also stores the highest quality fruit and bulbs she picked up. Note: fruit and bulb quality is equal too the enemy hp. 1. Entangling Vines / Ensnarig Roots Tap. Launches vines from her hand immobilizing enemies caught. If three enemy dies while ensnared the nutrients will be absorbed by the vines and used.to make fruits. Note: Fruit restore energy equal to enemy base hp/5. Hold. Stomps the ground propagating vines that slow down enemies moving over them. Enemies killed while slowed will be absorbed by the vines to make a bulb. 2. Propagation (25% current cost hp + 25 energy ) Tap. Cuts her arm and throws it. The severed part quickly grows in a Catatonic warframe that can only mimic casts of entangling vines/ ensnaring roots. Hold. Cuts her own head and throws it . The severed part quickly grows in a warframe. The original body becomes Catatonic instead. 3.Mutate Tap Berry (Cost the currently stored berry and 50 energy) - Mutates the berry into a gas grenade that constantly emits a corrosive and poisonous gas. Gas deal 15% of the berry quality per second with 50% status chance. The grenade has its own hp pool and can be targeted by enemies. Hold Bulb (Cost the currently stored bulb and 50 energy) - Mutate the root into a monstrous snake that spites corrosive venom at enemies. Deals damage equal to 50% of the bulb quality per second with a 50% status chance. The snake has its own hp pool. Note: note the corrosive poisonous gas is based on cyanide and there is a Brazilian plant that naturally produces it. Note: Hp of grenade and snake is equal to the quality of the berry or bulb used. Additionally, whenever they also receive debuff bleed damage equals to 2% of its max hp for 2,5 seconds, this depuff does not stack and new will only refresh the duration. 4. Vine armor Tap - Craft an armor made of vines that invigorate the snake on her tail. After the invigoration the tail will attack enemies on its own by spitting corrosive venom at them. Additionally the snake will execute enemies with gas and poison proc damage higher than their current hp with a 15% of pricing mercy mods. The armor will protect Flora from attacks and has hp equal to the bulb used to make it. Hold – Throw the armor to an ally instead. This version only has the original defensive capabilities. Note: Hp of the armor is equal to the quality of the berry or bulb used. Additionally, whenever they also receive debuff bleed damage equals to 2% of its max hp for 2,5 seconds, this depuff does not stack and new will only refresh the duration.
  6. Voruna can choose between better primed sure footed and better mobilize. Quite a few warframe have passive that are more than 1 mod worth of value. Garuda has pretty much 2 primed universal bane mods for a warframe skills , primary , secondary and melee weapons on her passive. If anything this frame passive is quite tame.
  7. You can post images here by copying the image address and them paste it on the text editor
  8. This one has a pinch of enemy stand I like the overall visual my only problem with it is there only 1 instance of back stabing and instead of 7 like kulervo but slaping seven swords would overload the desing. Kinda a big deal becasue of the seven crimes of kullervo
  9. Getting hit is not a reliable mechanic ( see chroma struggling to get his buff ).I would not make a frame that is based on taking damage unless it can taunt even the dead (have a skill that can taunt body and soul of an enemy so the enemy soul keeps attacking after your allies killed the body ). I would just move these buffs to the passive and call it 12 labour's Using the in-game tracking he could get 12 quest each missions (using the riven unveiling system ) and get a buff that last until the end of the mission force each completed labour. 1. labour's kill 10 eximus enemy 2. Stay undetected for x seconds 3.revive allies x times 4. Stay shieldless for x seconds 5. Kill an enemy with more than 700 base armor, health or Shield And so on
  10. Had a really similar idea a few weaks ago. About yours yours I would chage the ultimate to allow the player to somehow choose thought gameplay what he gets from each step. Having up to 10 seconds on each step to allow the player to choose what he gets from each step. For example I'd the player does not attack during the refine process he gets a way higher moviment speed buff and no attack buff. I really think that to deliver on the smith theme the player has to be able to customize on the fly what he makes. About the rest of the kit I would just change it to a tap or hold ( way faster ) and either fuse the crit and status or just drop the hp. It's better to just choose between attack and defense than choose between two flavors of attack and a half-assed defense.
  11. The green ones kind rimended me of my old qilin warframe ( basicaly a dragon horse ) here the kit you might get inpiration for your own Qilin frame Since DE started the trend of doing almost same theme diferent sex frame ( yariel and protea ) , here my totaly not a dragon frame to corret the wrongs of anemic breath and create a new suport frame with a strong buffs that requires constant player engagment to keep it up ( it efectevely requires the player to constatly hit their skills on enemies to charge it up) Passive - Omen of the Heavens – hitting enemies with skills grants heavens favor charges ( charge gained equals to enemy base hp/100 rounded down). Heavens favors is used to cast improved version of her skills, improved versions can't generate favour. Note: only works once per enemy. Meaning if you fire a lighting Breath at a group off enemies it will generate favour but a second one won't. 1. Heavenly path (tap )(25 energy) – Incresese Quilin moviment speed , allows her to ran trought enemies( dealing damage and a impact proc ) running on air.Aditionally, Qilin gains 75% dodge chance while moving. Last for 50 meters. 1.1. Heavens Gate ( 25 energy +25 favour ) – Teleports towards the closest ally (from crosshair ) ( range unlimited ). Them cast hevenly path on Quilin and her targeat ally. 2. Judgment (tap) (50 energy) – Summon 10 stone guards to restrain enemies (guards sprout behind enemies and on a radius around the crosshair). Guards disarms enemies and throw away their ammo (chance to drop ammo packs). Note: guard will restrain a single enemy and will crumble if this enemy dies. 2.1. Heavens Sentence(hold) (50 energy +50 favor ) - First cast Judment. A pot falls from the heavens, them all guards throw the restrained enemies into the pot. Damage done to the pot is evenly distributed to all enemies inside. Synergy - Hiting the pot with either Lighting Breath or Heavens Wrath will set it on fire. Enemies inside take damage equal to 25% of the damage of the breath attack per second until the pot vanishes. 2. a Royal Retinue – after thr guard releases his prisoner ( either due to the enemy demise or being thrown in the pot) the guard will pick up the confiscated weapon and fight. Note: uses a the same weapon as the enemy and Damage scales with enemy level 3. Lighting Breath (tap)(75 energy) – Fires lighting bolt dealing 500 damage. Bounces up to 7 times them bounces back to Quilin. Upon receiving back the energy Quilin will emit a energy regen (energy regen equal to 2* Number of enemies hit ) for 7 seconds. Note: Cannot recast wile emiting the aura Note: It´s an exalted weapon , modded separetly 3.1. Heavnes Wrath (hold , may hold as long as you can )( 75 * t energy + 25*t favor ) – Charges up a massive ball of holy fire dealing 750*t damage and healing 250*t hp on a 7*t meters radius. Note: as far as modding is concerned, counts as the same exalted weapon used for Lighting Breath 4. Blessing of the four guardians ( availible after spending 100 favour , after casting starting counting the favour from 0) Summon the 4 guardians(azure dragon , vermilion bird , white tiger and black tortoise ). These beasts will spend the next 10 seconds judging who is worthy of their blessing. A player cannot be chosen by to guardians at the same time. First the azure dragon will chose the player that did the most damage with skills and grant them 25% power strength, 25% casting speed and 75% pure poison damage to skills (pure poison damage is a second stance off damage equaling 75% of the total damage done ). Additionally azure drake will store all poison damage dealt and release it as breath attack when the chose player cast their ultimate. Last 30 seconds. Second the vermilion bird will choose the player that did the most weapon damage and grant them 50% Fire Rate, 50% reload speed and 75% pure fire damage to weapons ( arch guns, primary and secondaries ). Additionally, the vermilion bird will store all fire damage done by the player and release a fire shock wave dealing the accumulated damage when the chosen player reload. Last 30 seconds. Third the white tiger will choose the player that did the most melee weapon damage and grant them 50% attack speed, 50% charge attack efficiency and 75% physical damage (evenly split IPS) to melee weapons. Additionally, the white tiger will accumulate all physical done. Upon charge attack all the stored damage will be released in a wind shock wave. Last 30 seconds. At last the black tortoise will pick the reaming player and give him increased shield gate duration, increased shield recharge rate and 75 % pure cold damage. Additionally, the black tortoise will sto2re all cold damage done and release it upon shield gate. Last 30 seconds.
  12. I like the overall direction but personally I would not gate the buffs behind the combo effects ( just a personal naming convention I call combo any conditional component off a skill only accessible thought another skill cast. I call synergy any skill that just happens to easily fulfill the other skill Condition ( be it number of status effects , gathering enemies , enemy mid air , facilities a head shot ). If I were to gate them o would make the symbiotic Slime some kind of tamagochi that the player has to feed to keep alive and well. Here my take on your take Passive - true omnivore- Slime has no armor but can consume any exesive drop ( excessive munitions , health drop , energy drop ) to gain overguard. Overguard gain scales with current enemy level ( scaling similar to the formula for enemy damage. This barrier decays. This barrier is tracked by a unique hud element to prevent confusion with the decay. saprotrophism - hurls a have of caustic smiles that digests enemies into health , energy and ammo drops. Drop rate scales with the enemies health , shield and armor respectively. Note: enterely new skill based on the absorbing the stuff lying around stick. 2. Cerate -cost half of the current barrier. Brust with a have of smile that will quickly solidify into a protective layer for all allies hit. Gives overguard equal to the barrier spent. Note: just removed the healing in favor of bigger overguard given that healing is already covered by the drops. 3. Lethal progeny edit ( %o f current barrier ) Divides herself leaving multiple small smiles that will seekout enemies or allies to attach too. Smiles attached to enemies feedupon elemental energy increasing in size and periodically blowing up showering enemies in status effects. Smiles attached to allies feed upon excessive drops and grant buff based on how well they were fed ( whatever buffs you want to shove here) Edit: Thinking of it might as well make the buffing version a comapanion that rolls around the ally and buff them and react to their behavior like becomeing a translucent wall when the plyaer aims dowsight. Shoves slimes into their barrel belt feeding the gun. given that their hp woul also scale with the barrier that scales with enemy level they would have no issue surviving 4. As is. Flavour wise I just tought it was missing that growing smile that eats feeling so reworked the passive. It had a lot off digestion ( acid ) but no absorbing. Them I rolled the 1 and 3 functionality into just one skill , moved the energy support to the new 1. The conditional buffs where rolled into the tamagochi thing ( helps to sell the whole living thing for the supporting smile ). The ult did not change it all because I saw no need for any change ( the synergies would need to be reworked but that's it)
  13. The jagged edges on the blades a bit odd for a sentient weapons. About the expanding projetile that effectively becomes a wall of damage I think it's fine ass long as it doesn't have infinite punchthrough ( if it has its just silly). It's really good on open maps like the circuit , open worlds and a few tiles sets but the weapons is mostly contained by the map and I think that is good desing ( having a weapon that varies on effectiveness mostly based on the map its being used ).
  14. Incus the Black Smith Warframe This frame is based around creating unique sets of armor and weapons for his allies and his own use. These weapons grant long lasting buff to allies but the armor are a bit hard to craft. Incus has to "mine" the ore, craft the armor/weapon and then refine it one at a time. To compensate the labor involve the weapons and armor have no duration and are not lost when the tenno falls on a pit but they do have limited durability. Also, it’s the first frame that allows allies to change loadout mid mission. This frame is a infested warframe, has no shields and its based on the "skin tought as sword steal" stick ballas says about warframe. More o less he infest enemies to Harvest their skin to craft weapons. This is a rough draft so no numbers. Passive Blacksmith pride – Incus refuses to use lower quality melee weapons produced by the orbiter forge. Instead, he will carry out 3 weapons blueprints for inspiration on his missions. Before forging a melee weapon, he will just use his hammer fist as weapons. Metalskin – Smith has no shied but can absorb ore generated to create a protective layer of metal. This ore can also be siphoned to make armor and weapons. Note: This layer has no hp limit but decay Note: This layer has a unique hud element to show its current value Note: The weapons used as inspirations are modable and the crafted version will have these mods instaled. 1 - Percussive test (cost 25 energy) – Smith dashes forward and punches forward to test the durability of the enemy metal or his own. Hitting an enemy will destroy its armor and weapon. Note: air cast performs an ground slam , this ground slam can shatter the armor created by Fitting test ( if its equipped on an enemy). Slam radius scale with high. 2. Gift of Metal (cost 50) – fires infested nails that insect enemies with a variant of the helminth strain. This strain quickly turns enemies into statues of bimetallic substance. Sinergy: Hitting an enemy turned into a statue with percussive test shatters the statue. Note: Destroyed statues drop ore that can be absorbed into the metalskin. Note: Biometalic skin gained is based on the enemy base hp mutiplied by the enemy damage scaling mutpiler for its level. 3. Fitting test - Sacrifice 50% of his current metal skin to make symbiotic armor then throws its it at an enemy to test it. Enemies receive overguard equal to the cost and become stuck in position. The armor will adapt and evolve based on what Incus does while it’s on an enemy . After the enemy dies the armor will lunge at the closest ally without an armor set and grant it over guard and the damage resistances. Evolution table Getting hit with Percussive Test: trims out unnecessary parts of the armor increasing the speed of the final user. Getting hit with gift of metal: Grows muscle like structure on the armor increasing the striking power of the user. Getting hit by any weapon used by smith – adds to 2 immunities based on the highest damage done. Up to 3 upgrades may be chosen and the same upgrade can be chosen multiple times. Note: Performing the ground slam version percussive test on this armor shatters it spreading shrapnel dealing damage equal to its initial hp. Note: Buffs last until overguard breaks 4. Forge and trial Starts forging a weapon based on one of his inspirations or allies’ weapons. The initial weapon forged has increased damage but can be upgraded further with use. The first 3 charge attacks of the weapons will harden it in unique ways depending on the “anvil”(first enemy hit ) used to refine it. Normal enemy – gains elemental damage based on the highest proc count on the enemy Enemies affected by Gift of Metal – Increases the range of the weapon. Enemy affected by Fitting Test – Gives the weapon increased fallow trough Note: Casting this skill with finished weapon in hand will drop the weapon and any ally may pick it up. If the dropped weapon is a copy of an ally weapon it will replace the allies weapon immediately. Note: Gear will like interface allows the player to choose the weapon to craft. Note: Weapon has durability and its based on the metalskin spent, Math for durability under development.
  15. You can post the image here directly , copy image address than paste on the text editor. About the visual a bit on the odd side with the armored look but you could add a knightly subtheme on the kit to make sense of it.
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