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keikogi

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Everything posted by keikogi

  1. Controversial take here but I don't think any form of damage reduction should apply to overguard given that it seems to be designed as the no mitigation layer of protection. If a frame has a week overguard fix it on the frame and not give it acess to alot of out of kit aid.
  2. Nope , that just promotes spaming at lower levels to get a unbreakable overguard , at higher levels the 1400 overguard per cast is not worth casting time. If kullervo was meant to have a hight risk defense having low overguard and a invunerability mechanic would be a better way to implement that.
  3. The steel path is supposed to be harder. Abilities with enemy level scaling don't get any extra fancy damage so defensive abilities should not get special privileges either.
  4. The easiest fix to kullervo overguard is just scale overguard cap and overguard gained with the levels of the enemies hit by the ability. I'd the scaling per level fallows the same formula that enemy damage scaling ( or a similar formula ) the developers can make sure kullervo guards is never useless or unbreakable.
  5. Forgot to mention the passive is some king of soul gauge , colect enemy souls , tap version of skill spends a portion of the gaige to empower it and hold version uses the entire gauge to summon that weapon user. Edit: the empowering is just more damage , I'm just reclining the garuda blood ball thing with souls for scaling mechanic.
  6. Pretty much , the idea now it , 1 is quick katana slash , the 2 is shotgun blast so strong it pushes the enemies soul out of its body ( soul share damage with the body but only take damage from skills or void damage ) , the 3 is a bow shot that does I don't know and the 4th is I don't know either
  7. It's even closer them , mine is supposed to have a tap and hold mechanics. Tap uses the weapons , hold summons it user and disables the skill. It was supposed to be horse rider frame , than became a necromancer that summons ghost of formar allies including the horse and at last I got the current version of Dax with former teammates weapons stick. Pushing the entire frame on a close quarters combat is the way to go. I will leave just the bow skill as ranged option and it will re related to cc , debuff or some form of damage that can't kill ( like % current hp that can't be over 50% ). I also remenber the doom ethernal shot gun. I'm looking at doom ethernal and uttakill for inspiration given the skill cast nature of their guns. The frame will have at least 3 weapon related abilities, if I make than exalted the frame will be just a loadout , single shot gun , bow and hight impact single swing is that way to go. I'm going for just 1 and I might go as far as to have it on cd after cast. That's a way longer history than expected also quite interesting
  8. I am trying to make a frame based on possessed weapons, as far as theme goes something like a Dax that got its squad wiped out and now use the possessed weapons of its former teammates. I’m going for a dax and as far as melee goes i have a lot of options, primary I got the bow and secondary I had nothing (I first thought about the throwing weapons but they just feel distinctly tenno. The dax and warframe seems to have a samurai vs ninja stick). For utility slots I algo got a lot of choice with the orvius and shield from the hammer dudes in duviri. That early pistol seems like a good idea, especially given its single shot nature fits well for a skill cast. The cross bow also works but the pistol is more visually and thematic distinct from the bow. The wrist cross bow could also work but I feel like the single shot pistol shotgun might be my best bet. Thx for the help I agree that keeping duviri with melee and magical weapons is better than adding a lot of “gun powder”type weapons. A spear gun that fires rays of void energy ( defact magical staff ) is more at home there than any automatic rifle. btw, what the p2020 did to apex legends ? I dont now that game well.
  9. That was a valid point until yareli is water frame but magical girl , and protea is vauban 2 as far as theme is concerned
  10. A bit of an odd question but do you know of any Dax related secondary weapon ? Real Dax or fake Dax of duviri Edit: If there isn't what secondary weapons you fill like fit them ?
  11. I think the best way to do the necromancer ghost stick is make it a solider and not a mage. Something along the lines of carrying the broken and possessed weapons of the former teammates. Tap uses the skill, hold summons the companion to use it and disables the skill. Make the weapon and skill based on Dax from duviri, 1 based on the horse, 2 based on the shielded fat dudes, 3 bow dude and 4 one of the katana guys (small ,big or dual) This also pushes the frame away from nekros withered aesthetic and magic style (magic weapons vs magic dude ). The horse loses the spotlight on this version, but this might be for the best ( avoiding another yareli situation might be a wise idea, especially given how badly the skate board is aging ( bad access to helminth , no access to on switch triggers , limited access to weapons )
  12. I feel like the shrink down is a unessary compromise, just smoothing out the transition between form should be enough for a smooth gameplay experience. I've rode the kaithes in a cave and I don't think a Galeon is much worse. Something as fast or faster than what we have for operators should be smooth enought also costless transformation otherwise the player is estimulated to limitd transitions. Transforming into the hose does not get much value either because horse don't really have that much going for them as far as diferent attacks they can perform. Maybe necromarr of the ghost variant is the best way to go Something more like the nighhaint spooky ghost and spooky solider. Could make the horse stick work for damage given that she can summon a entire cavalry charge and the grounde variant could summon archer and pike man formations.
  13. ghost horse is a angle , might be easier to do, comboy 2 eletric bogaloo angle or knight angle could work. but i really think the armor stick is so cool I was initially trying to go saint seya with a complex horse that turns into armor like the pegasus suit in this video https://youtu.be/iRSMcqlfAtg?t=39 But I supose a ghost stick is easyer to go trought maybe something simpler like this or this when dismounted the head piece could be used as shield , something along these lines and the tail a whip , slaps some of the pieces of the horse armor around the body and call it a day keeps the origigal idea of always stiking together instead of sumoning whenever necessary
  14. Btw given that we got horse in warframe now, I'm trying to make this a thing. Any idea of theme for the horse is armor set stick ? This image is from rell from lol , she has magnetic powers and makes a fancy pailnts horse to move around and than turns it into a set of heavy armor
  15. make the second skill a cone or a chain link ( like volt 1 ) because as it is its the best nuke one the game. loook at vorunas 2 been an absolute meme as far as damage is concerned and it only shares a pool of 5 random status effects the other thing i would change is the 4 ccing trought overguard , as much as i rate overguard i just feel like a continuation of warframe modding away its enemies problem. Armor is both obnoxius and inexistent at the same time.
  16. I would drop the bonus from empyt lodout slots , its like baiting the player player into have less fun by limiting his own hand. Pulverize is a bit of weak sauce , comopare to garuda 1 for reference , same garuada has the double of the damage , same radius , does not need to kill the target and so on. At very least make it so the skill executes like garuda 1 first cast ( mercy range given the kit proposed sinergies with mercy ) Also thrown in impact proc galore to fuel the mercy stick At last as much as it woud be meme , make the 4 scale with target size or hp and make it castable on anything that isnt a boss. I would love to suplex a raknoid or maybe a train in the future
  17. The only thing i would change in this one is the augument for the 3 , just have it drop a copy of the last used tool it already cost a agument slot so getting the portental free cast of the skill is a good upsided but does not slow down the player to roll to the options to drop a thing allies may or may not use. Btw the whole copy stats of the current melee weapon might be a elegant solotion to the power vreep problem
  18. Had a look at this kit and man the whole justice gauge is a bit to restringent and the skills aren't overpowered enough to justify how hard they are to cast. When I play garuda with a skill that hit thought wall with a radius of 25 meters it takes me 10 minutes to get Molt augmented fully stacked so on a opmist point of view this warframe gains 750 justice in 10 minutes with roughly translates to 1,25 justice per second. I know there is the shield gate feature but given that every Chroma complain about his damage buff I don't think it helps that much . I would suggest to have the skill with cd and allow justice to bypass the cooldown so the frame has higher a baseline effecness. About the skills , my biggest gripe is with the exalted hammer. I would just make a generic melee buff and give the frame acess to a unique melee weapon and more importantly a unique melee stance ( stronger than the average hammer stance on purpose to push the frame to use hammers) . I always said the exalted weapons tend to be killed by the slow March of power creep and the incarnoon bs we are getting vindicated my opinion.
  19. I'm a sucker for "gameplay costs " and I love this effect. About the visual, .an I think you nailed the Sirocco visual style.
  20. adding the procs would create exponential scaling , good change. good changes yep okay change I quite like the final result quite neatly packed kit that scale well but not still requires the player to play the game. Also centering the basic kit around heat proc made her really synergistic without requiring the usual bandainding with this skill does x if the enemy is also affected by Y skill. She also opens up a few new modding avenues.
  21. Nah projectile only is 95 ( mesa presedent) , she even get free bombard missile defletion for reasons. Zephyr arguably has 100% DR for projetiles. I suppose de allows this because stuff like aoe damage , lingering effects , eximus skills and the occasional melee teleport unit can still get you. But use the cap you think it's right. Exactly, I was just using more flowery language than straight up game language. But it does apply a miniscule amount of initial damage for the sake of thematic cohesion , because the enemies are set a blaze it has to do initial damage on the range of 10 to 50 damage a second.
  22. You might make it into prime time. One of my concepts got there once You can also try twitter but idk what you use your profile for so there that. Kinda feel like your post could have went a way futher , maybe the timing of the post wasnt that good ( reddit is all about getting to first on hot and upvots increase really fast when you get there ) . I felt it was similar but just tought it was me thinking fancy coats are liger territory. I really feel like any fan concepts has to walk on the tight rope of looking too much like a style that exist in warframe and not looking like a warframe. There are even tool to analyze that https://dashboard.laterforreddit.com/analysis/ this one to be precise i dont really see a reason to have a maximum duration on channel skill. No need for a compromise. If you think 100% uptime is reasonable for this buff its fine , most buffs in warframe are up all the time. I just personally like "gameplay" cost or unique resourse cost more than dealing with the standard energy cost or the occasional health cost ( gorumand grendel and garuda). I'm just putting it there so it sets up the one easily. I'm assuming they work like xaku guns and attack on sight , so the blades would attack as soon as you see and enemy and by the time you cast the 1 there are 10 procs on the enemy boosting the damge of the skill by 200%. it meant to take the damage the would have done and deals it on the aoe. about it being overloead its about is loaded as gara 2. gara too is more anoying to set up but has permanent damage while this one has a lot of damage fast but burns out quick. The damage reduction for allies is not really that good. The self protection ( i'm assuming it caps at 90%) its a 10 times boosts at survivability to self , the allies buff is 50% so it's only a 2 times boost in protection. So here my sugestion for a complety reworked version that does synergizes better with her fire proc stick Flame Bearer - Aldrnari surrounds herself with a blazing hot flame melting away enemies projetiles (reduce incoming damage from projectiles capts at 95% ) and setting enemies Ablaze. Enemies set ablaze by this flame can be rekindled by any status effect ( whenever there is a status proc , there is a chance of forcing a fire proc ) Augument Torch Relay – Allies inside Aldrani aura will also emit a copy of it ( copy last until the original flame goes out ) This version doubles down on the fire proc stick and makes the kit work even without modded fire damage anywhere. Also makes allies able to help her without using fire mods and allow even their skill to feed the fire This version can probably go back to 15 meters radius because it just debuffs enemies and its initial damage can be set to Think of this effect as a mix of arcane incumber and hunter munitions , it proc on any status effect (instead of a crit ) and proc fire (instead of slash ) Note: just a not on the wording , allies inside the aura also take reduced damage from projectiles , if you dont want the effect to be to stong you can make the effect get a fall off from its point of origin.
  23. Man, in warframe damage abilities are balanced around how easily and how fast the spit out their damage , not the total output. Case in point this bs right here is on the game and people are more concerned over saryn and mesa because their damage is faster. btw the radius of the nuke is like 25 meters The thing is garuda rarely gets 95% of the damage done on a mission because her damage requires setup. The other thing you have to remenber when desing a damage ability is , you what also deal 1 million damage , the next ceramic dagger swing that has no energy cost and probably faster "casting time". I will be rather blunt with what I'm trying to get at , if you can be "super sayan "all the time you kind a forget the base line and as is a simple life strike and gunblade can make her super sayan all the time. That's why deing wise my favorite buff on the game is gyre cathod grace becasue there is a genuine risk of it not being up all the time and the risk is related to gameplay not the modding screen. That's why i sugested the hp removal mechanic because you cant add it back with modding and eventually the player has to return to base. I kind need to redo the passive and rework to fit the whole kit. Somthing like storing the heat procs themselves instead of the damage so the quantity of heat procs is a more resonable number to change the unitlity of skills and the damage of the procs for the damage skills. As I already stressed it maters more how fast and easily the damage is aplied than how much damage, Another case i can raise is mesa peace makers where buffed damage wise after launch ( like they could fire at any target on line of sight of mesa instead of the reticle we have now ) its a good idea but lets go back to the orginal idea , here my break down on changes for each skill Passive as is 1. Tap as is hold is treated as charge attack ( she both has enougth combo generation and effiency to afford the combo use and could get somo use of the charge attack mods). flame mailstorm shares the heat procs of all enemies hit ( on impact if there where to enemies 1 with 10 heat procs and another with 100 after the impact both will have 110) Edit: it's better to just spread the procs from the main target to avoid exponential scaling on a second cast so in the example both enemies would have 100 procs after the first cast. she is already has a charge attack angle migh as well embrace it 2. Fallen Blades add a 500% status chance so they can help set up the number of fire proc stick Edit: the status chance is for the blade swings themselves not the charge attack buff 3. Flame bearer Radius Reduced killing an enemy inside the damage radius wil absorbt the heat proc and dish it out on the next 3 seconds. ( this portion of the aoe cant proc heat to prevent damage scaling off the roof limited duration overheat effect like 3 seconds of hight damage pulses) 4. dunno it works , it scales well and doesnt go on a new tangent , she has a rather powerfull combo of using her 2 to proc heat , 1 to create a strong proc and the 3 to S#&$ it out on aoe. btw saw it over reddit people seen passionate over it.
  24. there are mutiple enemies group on a given fight so this on melee hit restriction servers to both enforce the melee nature of the skill but it also makes it situationaly stronger because a swing can hit mutiple enemies and send a lot of damage waves. If you also go with my passive idea tham its there to limit aoe nuking i play garuda with molt reconstrut so this might bias my view of health cost given that i go from 2 health to full hundreads of time in a given mission is just a matter of simetry , its like if equinox switched form but her 3 was the same on both forms , its odd. if you goal is just to buff her damage output even given her a skill damage buff ( think of roar but just for skill damage ) would be more elegant not really necessery but the kit feels more cohesive its a current game problem not your frame desing problem. I just really dont how to aproach the current modding landscape with two forces pulling on completly diferent direction. A bit weird on my part but I read it as the sibear passive additional combo chance on enemies affected by heat. I've read your concept late at night so missed a few things. Made a quick test on the simulacrum and this passive probably allows her to skip the melee weapon all together as a way to build combo. ( tested ot with an atomos amd a magazine dump does 100 procs of heat per enemy and hits like 4 enemies per beam so its a full combo ) Very limiting , yes but that is the point of that one. The point is melee to fuel high aoe damage. Trust me even with no expecializied modding this makes her skill do hight damage. Here the math 30% of your total damage creates a proc thar deal 90% of total damage of that melee hit is stored. Also due to this way of working it store the pre mitigation. So if you are running around with your incarnoon ceramic dagger your 1 million damage charge attack hit will be store and than you can use it on a aoe skill. With expecialized set ups with bane mod priming and stuff like that her damage skills could be pushed really far and the best part is you can't automate the play style because the skill are aoe but you can only fuel them by going in. edit: it can be pushed way futher by having fire damage on the weapon itself and with bane mods on your secondary for priming Trust me I've played this game since update 7 and the nerf hammer comes quicker for a fire and forget frame than a God of infidelity scaling aoe true damage. For example Excalibur radial javelin has a Los check because of farming ( really old strat at the dawn of nulifiers ) but garuda balls don't have one ( despite way higher damage output ). Even stuff like equinox 4 never got hit by a ner hammer while stuff like absorb got nerfs because you could automate infested mission with a dual nix strategy
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