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Everything posted by keikogi

  1. I think the core idea is good the kit is bad because most likely it will age like milk ( it´s the tendency for exalted weapons ). The passive is really good I would only sugest to change it to a headshot bonus. I think I have an idea on how to takcle this idea but Idk if it will work ( changes to the passive so it shuts down the ability to equip melee weapons in return you get extra gun slots ) and similar to aphelios ( lol ) the skills the frame has depend on the currently equiped weapon but idk if it can work( the idea includes hud changes 1,2,3,4 chooses weapons equiped , skill casted using the f). If something comes out of it I will notify you.
  2. I struggle (a lot) with coming up with distinct silhouettes for weaponry, especially revolvers Revolvers are kind hard to make a unique siloute for a revolver because most of the desing is kinda off fixed(most of the mechanical components of the gun are visible and part off the siloute ) and deviating from it just makes the gun not look like a gun, so it ends up looking like a toy. even pistol in general have quite a bit of leway because of the hidden compontes give more leway for changes on the chassi. for example this pistol was made This is a good line up also out off the enmitic weapons thing , whats the diference from a gauss weapon ? looking foward to it the chance to miss is what makes the weapon balanced because it caps the effective fire rate and incentivizes skill. If you want to be particulary kind making it a loose 1 or 2 stack at time ( like the gun arcanes ) it could find a midle ground but I utimetely think the all or nothing is the best aprouch. There shouçd be some gerar thats strong on the merits off the player and not the mods. Depends the lore angle you aprouch it. If you go for entrati that one fits perfectly. If you go for the corpus one i think this one fits better with the whole granum executive look Since we do know the corpus still use tablet ( the gameplay from the corpus dude on tenocom ) mayve even have some more nonsensical feature for a gun like touch screen triger pull or other such nonsense. these weapon would be powered by specter particles so thats why it can repeat a player headshot The last angle you can go is a mutalist gun or infested gun, give the gun a visible heart like the dual ichor. make the heart beat faster each head shot, if the heart reaches a certain fire rate the gun phisicaly tranforms and gais aim bot capabilities. If the players stops headshoting the heart slows down also i do agree , pandero prime is paintifully normal
  3. glat to know I´ve helped. Also neat color scheme reminds me off the anniversary guns but the sutler use of purple made it more elegant. I also like it´s simple visual goes really well with the old stick off the tenno ( use really basic gun but pushed to their absolute limit with good materials and desing ). The small key chains things also git it a lot off visual flair and recoginalible siloute. The weapon also has it´s own "combo" counter and it does a really good job a rewarding precision to the point its acutally worth it to aim before taking the shot because at max stacks this weapon looks like a beast. I like the idea off rewarding consecutive headshots and it gave me an iteresting idea for a corpus gun ( specter particle nonsense). What about a pistol that stores headshots. Each head shot you do gets stored , alt fire your frame goes mesa for a secont and headshots as many times as there where headshots stored. What do you think ?
  4. You have to right click the image , the pop up apear , choose copy image address and than paste the image address here
  5. You can display the image here. Go on imgur, right click the image, choose copy image address than paste on the text editor here. about the frame I can't say much because I can't see. The image resolution is to low to read.
  6. Remove the 5% evasion all together or allocate the power budget to get it all the way to 50%. As a 5% evasion it's not noticeable to the point most ppl would not even notice it exists. Also change the wording the health gain to 1.5% per second ( unless you intend it to only proc after 2 seconds) When designing a skill that affects both allies and enemies its best to make the effect related but opposite. If it slows enemies it speeds up allies , if it damage enemies it heals and so on. Just so the effect seem related. A rather interesting form of cc but It might need a quite a bid more charges. I'm not sure if I understood it correctly This skill ridiculously overpowered. It's better invisibility with is one off the strongest defense in game with a lot of extra upsides. The silent weapon requirements are trivial to beat since hush is a exililus mod and the health drain is trivial to offset with operator arcanes or a simple side strike mod. The madness effects seems redundant I would rather apply it as a synergy with the 2nd skill. Something like inside absolute darkness the shadows created by touch of darkness can leave the ground and fight as specters frightening all enemies inside off the lake off darkness. The rest off the skill is fine and a really like the synergy with the 1. The visual is where this concept shines. You nailed biomechanical warframe look .
  7. looks good. Delivers the theme and works well in game. There always room for improviment but I don´t see anything that needs change.
  8. I like it but here a few nitpicks I would make the armor a pick up at the center of the explosion so the skill is "slower" (takes more effort and time use). to prevent silly stuff from hapening picking a new shield would replace the old one if it was stronger. I also would remove the base line shield all together , no armor no shield. Also reducing its radius to 8 meters so it does not fight on the same niche as larvae ( since it tags enemies with a strong passive , reduces defenses and generates "a shield so its only fair it´s quite a bit worse a grouping )
  9. The idea is good but it's damage frame that does not scale its damage. My main suggestion is make the passive scale with the hp of the enemy you killed so later in game it would be remarkable strong depending on numbers. For the second skill I would sugest tap for a small blast ( a bullet jump like range) and hold for massive blast covering massive distances The third just sounds like worse iron skin , maybe give it a movement speed penalty but increase its power
  10. To random to be used with purpose by the player. It's kinda like Gara passive its strong but so unreliable the people don't even consider it when playing Frankly single target skills are inherently weak but I like the direction. I would add a short dash for reliability ( 3 to 10 meters lunge ) , a finisher component ( deals x finisher damage per x missing health ) and make it so it generates more energy than it consumes. Sounds like a lot but it really isn't the only component that's actually good is he energy regen the rest is just there to facilitate it. I would limit the damage buff to melee strikes and his own skills for the sake of a stronger identity You either make a werewolf frame that starts as human and than transforms into a werewolf or you make a werewolf that already transformed. You should not do a werewolf that transforms into a werewolf at full moon. If you want a transformation skills it so the frame starts as a human ( with a human like kit , the human can be anything a cleric a knight a hunter a poet a black Smith) and than transforms into a wolf ( with another kit a lá sevsgoth shadow ) or you just make a werewolf with a exalted weapon.
  11. Amazing. Try posting it on reddit but do it on a hight trafic time.
  12. I think revenant is the splitting point here. To this ducking day people haven't reached a consensus on what he is supposed to be. Kora had a strong identity but she was stripped off it during development due to fundamental inbalance between physical damage types. I really think they just wanted a janpanse idol Frame and went with the first good art on that theme that came to their desk was chosen. I think it would have been wiser to make a light frame based on the idol nonsense since you could given even more flair and a literal spot light for the frame. I did frames starting from a skill I wanted into the game and from a theme I wanted on the game. Both methods are perfectly viable but they require multiple drafts to make the whole package fit together. A lot off the recent Frames and mechs feel like the first draft off a kit and not something that was refined. The only Frame that felt really cohesive was sevagoth and gauss , the rest either has a problems in lore cohesion ( protea random rewind skill necessary for the whole granum nonsense, the rest off her kit is so mundane in nature ( shield generator, turret , supply depot ) and her last skill is almost mystical in nature , if the rest off the kit was more exotic ( like a black hole turret , a shield reminder instead of recharger and a recharger that reminds your magazine in time ( recuperate x% of the bullets you spent on the last Y seconds ) the rewind 4 would make more sense ) or in kit cohesion ( Grendel redundant skill ( 1 and 3 spit enemies function) , extremely energy hungry frame that can't generate energy by itself ( buffing energy gain still requires another energy engine) and 4 th that requires a argument to bi mild amusing ) You can make a gravity frame these days . Just throw in 1 skill gravity anchor changes your personal gravity towards the target terrain or enemy if it was a terrain your personal gravity will be in its direction for X seconds. This is an amazing mobility skill allowing you to fall in any direction and slam attack your way into enemies. 4 skill Black hole , makes a small black hole that feeds on nearby matter. Black hole deal damage scaling with its current mass and reduced by range from center. Black hole eats the body of nearby dead enemies increase its mass by the enemy HP. You got yourself a solid damage and mobility core to build the cc around. Fair enough, probably could use a grace time after the trick ends . Generally speaking its just a good idea to keep whatever the player base thinks it's good after s rework more for calming down the mob than any proper desing reason. I'm not a fan off the gain crit while doing X because they try to hard to enforce a play style. Edit saw that the passive is back as part off the active , It's a reasonable way to implement it.
  13. Frankly speaking, I can´t shake off the feeling yariel is form over function to an extreme. Why does she has rotating blades when she can´t use melee while using her defensive skill. It would look good on the concept art. Why does a frame has all it´s defense on a mobility skill that can do more harm than good, because it looked good on the art and we did not want to program a smoother trasition to k drive. Why does she use slow bubles to cc , because it looks cute. Shoving the dr here overloads the passive a bit given that it would be wise to preserve the crit one given that it is the only thing really good about yariel right now I think it would be wiser to make it buble beam instead. just to keep the custesy flavor Love this one but given the common complains about stat sticks and the precedent for mutiple exalted things on a frame just making this a exalted weapon seens like a good idead ( i know the precedent is stat stick since the skill does not equi the glaive ) Frankly i think i simple recast to throw would fit the skill better and hold to skip the initial spining phase all together Neat
  14. It's the skill that gave origin to the frame. I like the idea off loaning ammo health and energy and paying interest on it. The third skill is just a reference to nef ago nonsense off giving unto the Void and the void give it the void takes away nonsense. It would be neat of there was an actual in universe origin for that. Since if someone had actually traded with the void people would be more eager to believe his religion. The forth skill is the most obvious one to have, originally it was more mundane in nature . The revive passive was more like a trauma team coming to revive you , commissioning bombardment and so on. When it came to the first skill I was already grasping for straws and I reflavored and reporpuse a trial skill from an old dragon priestess frame. The passive is pretty much a band-aid for the first skill work opmally
  15. Could work of the transition is smooth enought. But it indeed would make anyone that even remotely dislikes yariely not even equip her for fashion points. Maybe bidding it to the slide would be wiser since it's avoidable while playing. Also make sure to allow merely to equip k drive mods. It's weird it's worse than your usual k drive. Pretty much tan into the fundamental issue of railjack guns don't use mods and I want the miniature railjack to have all features off a normal railjack and plexus support. Thx
  16. Good luck. I literally did a k drive frame before and can't quite figure out how to fix yariely without effectly creating a new frame. Really think the problem was a the very conception off the skills not the execution. I've been fairly inactive here too. The last thing I did was a money frame with esoteric financial powers ( going into health debt ) , investing on allies performance ( to beat a market goal ) , buying time and so on. Never actually finished my miniature railjack frame
  17. I think you went to far with the carrier rework since it is far to reliable off a loot increase. Unless you are using the strat odd caminpg and writing for the smeetha buff it has a way better loot wield. The 10% damage reduction seems fairly useless frankly. Most people would not even notice it's existence. On character desing it's it's better to avoid minor side buffs because they are mostly seen as white noise. They do help the character to be viable but are not part off what makes the character the character. It's better to negate a attack on hight cooldown than provide 10%damage reduction all the time.
  18. Added the accessit , it's pretty much a reverse Shotgun since it deal more damage the further away the enemy is. Slight changes on the four. Friends now also buys back mechanical pets and the package now creates a short duration blind.
  19. Best I can do is holographic pink skirt.
  20. Im kinda off confused why This is mercenary and not solider themed since themed. Since they don't quite fit for a mercenary. Why would a mercenary fight beyond death. He is literally not payed enough for this shiet. The death denial mechanic works generally well for a warrior but A there need to be a good enought reason to refuse to died and B there should be no self heal just can't drop below 1 HP since there no source for the healing. Why does a pike line does slashing and not slash and not piercing damage. If is for scaling purposes I guarantee you a 350 slash proc won't make a skill good . If you where looking for scaling something like does 700 piercing damage and forces a bleed proc ( equal to enemy missing health) when the enemy leaves the pike line would make more sense. Since you know the pike pierced on impact and left a bleeding wound once it was removed. Perfectly servisable but the weird reload reduction stat ( the game only deals with skipping reloads all together or increasing their speed , never reducing their duration )serves no purpose just allow instantaneous reloads at the cost off 10 energy. Also increasing head shot damage is a more interesting stat than critical chance. Why would a mercenary give particular care for a banner. He serves under the banner that pays the most. Personally not a fan off exalted weapons on kits. They tend to age badly due to the slow March off power creep eventually making them worse then normal weapons. Also they tend to make 1/3 of their player arsenal obsolete by their very nature.
  21. genuinaly sorry tought it acutally mixed with the base. After the kuva weapons I just assumed extra elements on a weapon where coded as a the last mod on a build and gave the weapon base damage as well. Been a while since the last time I really paid atention to a build. Just used any variation off viral + slash or fire.
  22. zakti has to instances off damage like every launcher on the game. First on impact deals phsical damage. Second the explosion does gas damage. So with a fire mod , on contact does physical + fire , on explosion just gas. Quoting from the wiki While the weapon's innate Gas damage does not apply to the dart - only the explosion - combining Heat or Toxin mods can be used to apply it to the dart impact itself.
  23. It's easier but it not necessarly better. It's more like adding another set off legs to a centipede. Does a new legal help the centipede to move forward ? Yes. Is the old broken leg still weighing the centipede down and its wounds fester? Also yes.
  24. Each player getting the rare item of his owm relic would be a good reward.
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