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keikogi

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Everything posted by keikogi

  1. 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
  2. I really like her visual desing. Its outstanding. Try posting it over reddit it might get some attention there. I also quite like her kit , surprinly packed with new mechanics despite it's simple nature ( not saying a kit being simple is a negative , for the most part it is a positive) Perfectly servisable damage skill with a new twist for the 1 stat stick damage skill The damage from hear procs is also a neat. I really like the new mechanic of recast gives a benefit instead of just a refresh. These blades need to do fire damage with a garanteed heat proc to help with the fire proc stick. The base radius is a bir to hight for the fire damage aura on a melee frame. Maybe it's a better idea to blast out a heat wave per connection of a melee hit so it enforcers the frame going in for the melee damage. Maybe trow in a bigger explosion for charge attacks given that the frame also pushes those I finde the max hp reduction a really unique cost but as is the skills would be turned on and forgotten active kind of deleting the point. Arcane reaper and some efficiency would kill the cost rather easily ( assuming efficiency works on the health cost ) Maybe just double down on the hp reduction and reduce max hp per second so there such a thing as burning to long and deactivation effect like a last explosion or a cold cc. Also it's a bit odd that this skill only buffs her first skill directly and the rest of the kits it's only buffed thought "argument" , it's either everyone only gets mods or everyone only get fixed benefits. I don't see anything wrong with this but I feel like it could be better. It just reminds me of the older passive in warframe. At last throw in a chage attack wind up speed buff somewhere on the kit to help with her charge attacks angle of the kit. There another thing I wan to touch in, the one desing as a "stat stick " dependant skill on a melee frame is a bad idea because of modding. You can't mod the melee weapon to be both a good melee weapon and a good stat stick at the same time so here a suggestion Passive- deals 30% fire damage on melee attacks ( works like xata wisper as a separate damage stance ). Additionally upon killing a enemy with a fire proc she absorbs that fire on a "fire well" 1 tap - as is but no melee scaling 1 hold - spends half of the damage stored in the fire well and deal it as up front damage. The 3 could also spend a portion of the fire well to do it as damage. This change would push her on the rather unique angle of melee caster and would scale really well on late game. The best part is it avoids automation ( you have to kill with melee to feed the fire )
  3. Either drop the squad energy regen or just make it work every X amount of energy gained. No need for duck tape. Given all drone modding privileges is overpowered , stuff like https://warframe.fandom.com/wiki/Sacrifice is overpowered aff with 10 copies ( even guardian is hilarious at 10 copies ) of it running around and even stuff bad mods like spare parte might actually be op farming method if this frame is good enought at spiting out new drones. It's just not a good idea to allow a frame to get 10x benefit from a category off mods because it limits the desing space for new sentinel mods. It's wiser to have main Drone that has full moding privileges and a bunch of extra drones that only copy a portion of the stats of the main one. It's better to straight up steal resources from enemies because it's a bit clunky on most advancing types of mission ( you don't want to move foward because you vacuum may outpace the drones) , this would be fine as a passive benefit but as an active skill this is a bit awkward Damage way to low to justify Sacrifice of the drones. Garuda can casually trow a infinitely scaling ball of blood on a 10 meters radius and that's not exactly considered a good nuke. Overall the core of the idea is good but the implementation is a bit clunky. You can push more damage on this frame but you must avoid automation like the plage ( the biggest problem of desing a pet class is making sure the pet is both good but ir can't play the game by itself) Here an example of how I did it I made sure the summons would brick if the player wasn't issuing orders but I also went as far as to allow one of the summons to use a fully modable arch gun.
  4. Nah man. I just did not have a good idea. Tought of something to help him with energy economy ( given that in pushing him to spam helminth skill or allies skills ) but I did not find something that fits well. Just sticking to original desing as much as possible the original skill nas hp so making the reworked version have a form of hp is a good goal. Maybe allowing it to store damage damge like iron skin could be a solution too Also even at zero damage it's deceptively strong , current Decoy can proc status buts its a unmoded lex so copying a modded atomos with heat and viral will still remove half of the armor , lock down enemies even at zero damage. Also again current monkey can deal damage but can't it can only mimic wukong own skills. I agree a lot of skills have awkward casting speeds , I went as far as draping 5 amber crystals on some build and most frames I use a lot I try to put at least two. Speaking of casting times finaly had an idea for a loki passive Trickster - when loki cast a skill, a Decoy will perform the casting animation on his place.( if loki is currently invisble this decoy is also invisible ). In this way all his skills would have no animation lock. I'm even going to update the post. There is precedent for invulnerable decoys ( mirage precedent ) ,maybe lowering it's priority would be fine for a completely invuberable decoy. I implemented the mesmer skin hp because it has a minimum duration but it's placement can still affect its durability ( going in line with the current desing ).
  5. Man it's a challenge do desing a sniper rifle in warframe, it's an horde game and the few elite enemies we do have are more vulnerable to brrrrt weapons than to snipers. I'm starting to feel like overguard should also resist sources off aoe damage.
  6. My goal was to mordenize loki a bit but stick to his kit and theme as much as possible. To aconplish that his switch teleport was reworked to allow for a lot of situational utility and his 1 was buffed in durability and utility. The passive was also reworked to allow for a faster play style doing away with animation locks from skills Passive Trickster Loki quickly deploys a Decoy to perform the casting animation of any skill in his place. Note: think of loki casting saryn molt ( no casting animation ) and then the copy left behind performs the casting animation of the skill loki is performing 1. Decoy Changes Has 10 charges of mesmer skin like hp. Uses the player secondary but its damage is set to 0. It's able to copy casts of radial disarm or any skill helminth skill ( but it's damage is set to 0 ). Note: If loki is currently disguised as a warframe , the Decoy is also a copy of that warframe and may cast its helminth skill doing 0 damage ) Clarification: the copied weapon can proc status like currently loki can ( no-one notices because it's a low chance on a unmoded lex or lato ). Damage status effect will deal 1 damage like current. 2. Invibility No changes 3. Switch Teleport Changed to Trickery Targeting an enemy Swaps position with the target enemy them disguises loki as the target and the enemy as loki. Loki can hold 3 to cast an enemy skill ( if available, for example if you swap places with a bombard loki will perform the slam they do ). Copied move damage is set to 0. Firing weapons or damaging enemies breaks this disguise. Targeting an ally Turn the target ally invisible than teleport to his position. Loki disguises himself as the allied warframe. Loki can hold 3 to cast the helminth power of the warframe he disguised as. Casting a skill from loki ( except hold 3 ) breaks this disguise. 4. Radial Disarm No changes Edit: reworked the passive
  7. The problem isnt everyone putsw multshot, The problem is multshot is hilariosly good. 100% mulshot doubles both the damage and utility (status and whatever on hit effect the weapon has ) so the only desing space that does not benefit from multshot is an effect that always applies on the first hit and even them multshot and reduce arcuracy can be used for better "aoe"
  8. Grinner kinda need to pivot to the kuva faction because hight armor and big boom just doest cut it anymore. A bit weird that the kuva weapons are light on gimmicks but at least the inclusion of kuva allow for some leway for bs. I hope the weapon is generous with its trap limitit becasue the castanas and aegrit kinda suck at it becuase of low maximim rojectiles out count.
  9. Reworks are necessary to update old frames but the are two big hurdles to overcome when making them. First, on the player base side Reworks tends to be controversial because often they involve removing stuff from the kit and force heavy changes on builds players spend hours on. Second, on DE side reworks tend to cost a lot of resources for little return on engagement (players already had the reworked gear) and chance of backlash. If the rework was tied with a piece of gear DE cold solve both problems. How would they work lore wise? Well, Lavos lore pretty much says warframes can change power set so it’s easy to explain away how each “incarnoon” adapter changed a warframes. How would it work in a game? It’s easier to show one than try to explain how its done so, here a example of a frost incarnoon adapter. Malleable Ice Adapter for frost, re flavors his skills as Ice Weapons (like subzero) Much like incarnoon adapter it will have 5 evolutions with choices on all tiers except the first. Tier 1, Changes the Passive Changes Frost Passive to proc cold once per second in enemies in a 10 meters radius from him, can’t add another proc if the enemies are already slowed. Note: Unlike the incarnoon system there is, in principle no mandatory transformation here, for some warframes it could be a transformation ( like for Valkyr a rage bar ) but not necessarily. Tier 2, Changes the first Skill Ice Glaive Freezes bounces up to 5 times. Sinergy: Restore energy per enemy hit (if the enemy had a cold proc on it) Ice Spear Freeze blows up on impact freezing nearby enemies. Enemies frozen this way shatter (are executed) if they drop below 30% health. Tier 3, Changes the second Skill Ice Fist Leaves a cold trail that slows down enemies Ice Claws Enemies it is dragged towards frost (changes the animation to ice claws moving backwards) Tier 4, Chances the third skill Ice Shield Adds a Hold cast allows frost to make a small mobile snow globe. Ice War fan Adds a damage push back (away from the center) effect inside the snow globe. Tier 5, Changes the fourth skill. Ice hammer Enemies frozen by this skill shatter if they drop bellow 30% Ice Whip Adds 5 meters of base range. Making reworks like this would avoid all back lash from failed reworks because the old frame exists untouched and adds a layer of versatility to the rework allowing the player to pick what he wants to change.
  10. Had my hopes for duviri melee , it has more levers to pull but unfortunately spam e still the best because it has the highest synergy with decree. There no much point on a parry when you are surrounded by 4 enemies and you are better off just running and spaming Sirocco. I do appreciate the attempts to add comterplay to enemies ( the whole shoot to interrupt ) ( I wish there was more off rhis in warframe , like icon from shoot , sword icon for melee hit and black hole simblo for operator attack so DE could desing strong enemies that players can interact with ) What about a weapon that behaves differently on quick melee and melee equip. Could de a neat way to implement that , the quick melee version could be a more off get off me tool or sustain tool while the full melee version more of a damage beast.
  11. What about a single shot cross bow with the siroco perfert reload mechanic. SIngle shot mag , perfect reload gives aoe explosive shot , full reload fires a tree trunk down the lane. Instead off the perfect releoad being used for a straight up better shot make it a aoe vs anti elite shot. About melee desing space, its probably the widest melee desing space given that the weapons of duviri are straight up magical bs. You coulkd make for exaple the first "power weapon " n warframe , stikes consume operator energy , no energy weapon has the big suck, with energy the weapon is amazing. edit: a few opther ideas is a gunblade that uses ammo (operator energy ) , a sword and shield that protects the user while holstered ( consumes combo ) , good old beam sword ( fate saber stick ) , a whip that summons duviri wild life , a deavy scyfe that summons a grim reaper esk figure ,(this one is more off a seeking projectile instead of proper summon ) . You can get away with a lot of bs due to duviri nature . You can even make a weapon that has its own secondary buoilt in ( like drifter melee )
  12. Regina Bee Frame w/Art art by Carl_tabora After getting hands on the Karl command system I tough we can finally have strong summons that won’t automate the game. This frame is insect queen that supports both her summons and allies. I will add numbers of latter because the is a bit on the experimental side. I've also experimenting a bit on making a support warframe that's does not benefit from her own buffs. Passive – chitin plating – Regina has a unique shield made of chitin, chitin shield does not regenerate over time. Instead, the shield is entirely replaced every 20 seconds, affected by recharge delay mods and recharge speed mods. Each heallth orb picked reduces the timer to recharge the chitin shield by 1 second and increases the current shield by 100. 1. Bees (25 energy) Fires a wave off bees that will constantly bite enemies constantly stunning and dealing damage to them. Bees deal 50% of the target toxin procs.. (calculates the reaming damage form toxin procs and deals half of it). Note: bee consume the toxin procs on enemies and increase their own damage output. 2. Flight (50 energy) Engages her wings to boost manuverability increasing parkour/aimglide by 40% and replacing the aimglide with a flight mode similar to karls jet pack. Aditionally gives 0-50% dodge chance based on current speed , doubled on air. Note: works like the deadly momentum decree but it starts at 50% instead of 0. 2.1 Recon Flight (augument) – damaging enemies while flying marks them. This Mark increases damage the enemies take nad hightlights them trought walls. 3. Ovipositor (75 energy) Dashes forwards and stabs the firs enemy hit with her ovipositor. Upon death, the enemy will burst upon, and one-off Regina progeny will come out. If there is no knight currentle sumoned Summons a massive insectoid (infested necramech body) armed with a infested copy off a arch gun. Arch gun has limited ammo and can only be receive ammo from Roayl Decree Harvest. Note: Only 1 warrior may be active at any given time. Note: Knight can pick up loot for regina and will receive it from Royall Decree Harvest Note: Target priority is enemy affected by digestive enzime , enemy marked by royal decree hunt and at last closest enemy from the knight If there is no knight currentle sumoned Summons a small bee drone that attacks enemies marked by royal decree hunt. Otherwise they will break conatainers and open lockers. Note: up too be 8 drones may be active at any given time 4. Royal Decree (25 energy) Regina coats her weapons in digestive enzimes and prepares to issue and order to her allies ( replaces regina 1,2,3 and 4 with the skills below). Regina digestive enzimes react with poison eating away enemy armor. Regina orders only affect allies ( companions , warframe , her summons , specters , defense target , ghosts summoned by weapons ...) Note: Armor strip math , allow the poison damage to damage enemy armor ( 1 point of pre mitigation toxin damage reduces total enemy armor by 1) . 1 Royale decree Hunt ( 25 energy) Marks all enemies in a 10 meters radius as preys. All allies get 50% more poison damage against marked target (works like xata Wisper buff as a separate damage stance). Upon a successful hunt (all enemies, marked got killed) , the hunters will keep their buffs against any targets until they kill 20 targets off their choosing. Note: Also buff damage done by skills Sinergy: Allies created by Regina also gain 200% attack speed (firing speed and melee) 2. Royall Decree Harvest ( 25 energy) Marks a area of 15 meters radius for 15 seconds, all enemeis that die within this area have their loot automatically colletec and have a forced chance off 50% to drop either ammo , health or energy orb. Note: excess loot will not be collected, meaning if your ammo, energy or health is full the drops won’t be automatically collected. 3. Royal Decree Reiforce (25 energy ) Command allies to rush to the curremt objective and guard it. Gives Moviment speed when moving towards the current objective or regina. Aditionally the allies gain knock downad and back resistence around the objective or Regina. Synergy: Allies Summoned by Regina are teleported to her location. 4. No Decree ( no cost ) Leaves command mode without issuing an order Archived Version of the kit. Older ARCHIEVED VERSION OF THE KIT.
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