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keikogi

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Posts posted by keikogi

  1. 5 hours ago, (XBOX)Exoni Prime said:

    Somebody that doesn't want to rework Loki's passive? Unreal! Aight.

    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.

    5 hours ago, (XBOX)Exoni Prime said:

    Decoy change: nah, just make the decoy completely invincible. If you want to allow it to deal secondary damage sure sounds reasonable but not at 0. It isn't wukong clone levels of broken if that ever became a thing as it stands in one place.

    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.

    5 hours ago, (XBOX)Exoni Prime said:

    Invisibility: honestly yeah just update casting speed too slow for how we play the game.

    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.

    5 hours ago, (XBOX)Exoni Prime said:

    Loki in himself isn't bad because of his abilities, he just doesn't seem to have a use to the general player. Loki is a good frame to prioritize on eximus and to group enemies up for allies, or used to be. With the decoy change I'm sure he will be miles better

    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 ).

     

  2. 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

    • Like 3
  3. 1 hour ago, (XBOX)Fluffywolf36 said:

    ven touch the gimmick in any real way because everyone just puts on multishot.

    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"

  4. On 2023-05-13 at 7:27 PM, (XBOX)Fluffywolf36 said:

    Artist Notes

    Not all this lore was necessary, but it was cool.

    Anyway, I had a wee bit of a breakdown earlier as I realized: on the power scale WF now exists on, it’s hard for me to come up with Grineer weapons.  Five years ago, it would be easy enough for me to come up with Grineer assault rifles and shotguns and the like for rank-and-file. But now, we’ve all got some kind of depleted unobtainium firearm, a chaining beam, explosive weapons, the latest Incarnon guns, etc etc. In addition, when I’m not doing any of that, I’m adding some kind of funny gimmick.

    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. 

    On 2023-05-13 at 7:27 PM, (XBOX)Fluffywolf36 said:

    ndary fire, however, is much more interesting, and it is here in which the Balesk truly shines. It trades the massive damage per second of primary fire for the potential to set up devastating minefields with each shot. 

     

    Shots fired in secondary stick to surfaces and explode upon tapping the altfire key.There’s an additional peculiarity to this as well. When an enemy has been stuck, the rounds will ricochet towards enemies on kills. How exactly the weapon “decides” what constitutes an enemy is unknown, but that’s perhaps best left unsaid.

    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. 

  5. 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. 

    • Like 2
  6. 13 hours ago, (XBOX)Fluffywolf36 said:

    Part of the reason I draw so very many guns is that most of how WF's melee works just... isn't that interesting to me. For guns, you can change fire mode, you can aim for the head, you can add headshot damage arcanes, you can line enemies up for punch-through. But I feel like so much of melee is just "keep hitting B."

    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 )

     

    13 hours ago, (XBOX)Fluffywolf36 said:

    Maybe something that switches weapon type on heavy attacks. But, like, it's not an incarnon form, it just... I don't know, turns from a sword into a

    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.

  7. On 2023-04-27 at 6:46 PM, (XBOX)Fluffywolf36 said:

    Updort: If I can't think of a good Duviri-inspired weapon (I might do melee! who knows lol) by next tuesday or so, I'll post one of the shotguns.

    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 ) 

  8. Regina Bee Frame w/Art

                               

    wfcom23_by_ke1kog1_dfr4obf-pre.jpg?token

    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. 

    Spoiler

    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 the wings to boosts speed. Massively increases bullet jump speed and makes aim glide like Karl’s jetpack. Additionally gives dodge chance based on current movement (doubled on air).

     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.

    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 (no cost )

    Enters a command mode (similar to karl when he presses G) , disabling weapons and replacing the her kit. Upon using a decree regina will leave “command mode”.Decrees don’t buff Regina herself ( she gains no effect from them only her allies and summons)

    1 Royale decree Hunt ( 50 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.

    Sinergy: Allies created by Regina also gain 200% attack speed (firing speed and melee)

    2. Royall Decree Harvest ( 50 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 (50 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

     

     

    Older ARCHIEVED VERSION OF THE KIT.

     

     

    • Like 5
  9. On 2/20/2023 at 9:28 PM, Teoarrk said:

    b4ab3004d2c12de1f5c8724fa6f000b1.jpeg

    (picture for reference. Thanks fluffy for a practical looking reference. source)

    The Quiversaw came from a place of desperation. Melanthius enjoys the safety of a large host of allies, all of which are available at a moment's notice. Such a boon made having a large standing militia a thing of the past, a relic of The Collapse. The Rail Shutdown was a sobering reminder that all it takes for the prospects of a powerful trading colony to dramatically turn for the worst is one really bad day.

    The Technocyte required a practical and furthermore improvised solution. Of all the designs that were made using materials readily available, the Quiversaw was the solution that was chosen. Rotary motors, saw blades and repurposed mining drills were cobbled together in a perfect union of rough, dirty and crazy enough to work. Forward units found the early Quiversaws worked best when they fired wildly in enclosed areas, the blades catching anything in the firing line with metal shrapnel from bouncing discs and impaling anything left behind with rapidly spinning metal. After the end of the defence, the initial design was iterated upon, getting adjusted by the original designer, a Kothian engineer by the name of Ilya Pons. The end result is a weapon that is glaive thrower designed to take on all kinds of Infested targets, with powerful motors that only announce the firing of a projectile with a sudden whirr of it's twinned flywheels. The accuracy and durability of the discs has been optimised to make target priority more practical, with an overdrive function that allows the weapon to expend the entire magazine in a fraction of a second in a pinch.

    Adoption outside of Melanthius is mixed. Without established infrastructure made to support the maintenance of the weapon, each buyer would need to learn how to repair the weapon themselves, or buy a new one when it started to fail. The Syndicates have the resources to do the maintenance in house, however Melanthius has maintained that Ilya and by extension themselves own exclusive rights to the blueprint for the sake of trading advantage. Owing to it's niche advantages to more regular shotguns or grenade launchers, the Quiversaw maintains it's position as a powerful, unique showpiece export among the many others coming from the workshops of Melanthius. 

    Stats

    you made a saw launcher , seems quite good. , the alt fire seens interesting.  Mag is probably gonna love this 

     

     

    • Like 1
  10. 4 hours ago, Teoarrk said:

    For Honor definitely was designed for 1v1's and was at it's best (at least initially) when you were fighting someone within the same weight class in an open area with no traps. Only, that wasn't most matches. Ironically, the ones without honor were the average player. 

    Don't blame the player blame the game. Stuff like the raider running grab ( the viking guy with the two handed axe ) effectively tells the player base ganking is a endorsed tactic by the developers.

    4 hours ago, Teoarrk said:

    really hated blade alone. They should not have done what they did to the melee system, but they did anyway. 

    It was doomed from the start, wrong goal. To be fair it was only recently DE started to endorse weapon switching and comboing. 

    4 hours ago, Teoarrk said:

    Or, dare I say it, those nullifier drones from Law of Retribution. It would be great seeing Grineer have more tools in their arsenal, as long as they give them more potential  to stick around for more than 1 hit. I'll give Tyl this much, Manics get i-frames so they last 2. 

    The og maniacs where stronger than bosses , I will give him that. The used to have multiple health gates , health regenation , pretty much garanteed slash procs on their strikes and a one shot back stab move. Seems like the lab sabotage really #*!%ed with the quality and quantity of regor works.

    I generally dislike nulifiers just because they answer everything. Bullets - blocked ; melee - good lucking meleeing without buffs ; damge powers - blocked  ; debuffs - purged. Using a shield to protect a object - dont let a nulifier rouch it .Regardless of the player strategy the nulifier is the highest priority unit the corpus arsenal.

    The answer off a faction should be more spread out so the priority targets shift depending on the warframe being played.

    The grinner need at the very least a unit the clears debuffs and status so than can actually use their armor. Hopefully also a way to deal with buffs so they have a chance to rat thought a tank defense before lvl 1000.

    4 hours ago, Teoarrk said:

    My issues with it are threefold.

    1. The payout for running the mission is terrible.
    2. It requires one or two dedicated runners and it does little to change itself up from being a regular defence beyond needing you to run through a corridor ever so often.
    3. It's mobile defence with a tiny sprinkle of Void Flood added without encouraging all 4 players to move at once. 

     

    4 hours ago, Teoarrk said:

    The payout for running the mission is terrible.

    Probably on purpose to stretch its life until duviri

    4 hours ago, Teoarrk said:
    • requires one or two dedicated runners and it does little to change itself up from being a regular defence beyond needing you to run through a corridor ever so often.
    • It's mobile defence with a tiny sprinkle of Void Flood added without encouraging all 4 players to move at once. 

    The unit selection really magnifies these problems. The newest unit on this mission is the nulifier ( a unit created 7 years ago ). Run a mobile defense on the zariman. It's way better than your usual mobile defense just because the enemy unit selection is better. I really thing de need to update rhe spawns on old tile set ( at least on stealth path if the unit would be to strong for a new player ). It would do wonders for the usual gameplay and its not a costly measure to implement. Sending constant waves of rathun and index guys at the player would be welcome measure on the steelphat.

    It's a problem rhe has only grown on warframe given that most of warframe play hours happen on the start chart and most of the new enemy desing only applies to the newest content island.

    4 hours ago, Teoarrk said:

    would love to see a Tyl Regor / Nef Anyo cross factional event. Seeing a cross faction event on Deimos and OV would help make them feel less one note. It's only plains that has a relevant occasional event after all. 

    I would love to see a event on deimos. The place does not have much in the way of active defenses so it would make sense for the occasional assault on it. The way it looks deimos is eris with treasures inside ( no real defenses but a incredible dangerous place to be in ).

    4 hours ago, Teoarrk said:

    would honestly want them to do the Old War Grineer thing. It would be a good chance for us to see how much Grineer have fallen and make us understand how much they've lost

    The implied thing given regor Visuals ( presumably the least rotten Grineer, and his looks sugest very little mechanical prosthetics) and considering the lore of the worker used as basis for the grineer ( dude just killed a sentient with shovel ) they should be very strong at least physically). But that trailer that shows the OG grineer sugest they were just current grineer with his face 

    1536182232_open-uri20180905-5748-1y9e30p

    4 hours ago, (XBOX)Fluffywolf36 said:

    That's... hmmmm. That's an interesting concept, actually. The Loyalty Gene, at least going by the strength of Grineer like Khal, Clem, and Cressa, (and Cressa looking... moderately healthy?) seems to be comorbid with a lot of the worst degeneration we see in the Grineer. 

    Probably just a issue with it being the most copied and pasted gene. The genes used to make a independent thinking grinner are not used a lot on all due likelihood.

    4 hours ago, (XBOX)Fluffywolf36 said:

    It'd make sense if the most intelligent, command-level Grineer are those who both lack the loyalty gene and follow the queens.

    Frankly speaking , the 4 comanders we know ( Kela the than,  regor , ruk and hek) don't sound like they simp that much. Regor is loyal to the grineer not the queens. Hek sounds like a opportunistic climber , he is loyal to himself. Kela is probably loyal to them given their direct hand on her creation ( hard to know I'd it is a gene or simple indoctrination). Ruk I think is loyal to the queens but I don't recall his voice lines

    4 hours ago, (XBOX)Fluffywolf36 said:

    thanks =D

    ....It bothers me a little how the game says "oh, they're allies with Red Veil" but Red Veil seems so... unhinged... especially with the time they devoted themselves to Wally, and the way they wanted to vivisect Kavor defectors... that I genuinely couldn't imagine Cressa being okay with all of it.

    Syndicates are a thing DE did not really tought thought. We probably would be better of with just 2 or 3 ( we effectively only have 2 since a player can easily acess half of the syndicates).

    4 hours ago, (XBOX)Fluffywolf36 said:

    The TKB-022 is, without exaggeration, the most unambiguously Warframe weapon I know of in real life, and it only gets more bizarre once you look at the internals. The other three spots in the top 4 go to the LeMat revolver (the shotgun... goes through the cylinder. Whaaaaaaa-) one of the TKB-022's relatives (the TKB-011)...

    1541986792183473853.jpg\

    and the Neostead.

    Neostead13-1.jpg

    (the Neostead is funny because you barely have to do anything to make it fit this game lol. It's bullpup! It's got two magaazines that are over the barrel

    These guns are 1 paint job away form warframe gun

    • Like 1
  11. 5 hours ago, Teoarrk said:

    didn't want to do dodge rolling because thats already a mod dependant action. Blocking barely has any interaction so I went with it. It definitely isn't ideal, but the idea with these bosses is that these melee attacks will have indicators to show what can be blocked and what can't, sort of like For Honor link.

    I played a bit of for honour , probably the best mechanic I've seen for duel style gameplay. Idk how I feel about that game , seens like it was desined for duels and made into a team game.

    I really feel like blocking is not used because it's clunky ( the whole swords alone update kinda doomed melee in warframe because it tried its best to push melee away from gunplay instead of trying to integrate both. Seems like blocking as pushed as the feature to incentive having the melee weapon out but it also made blocking awkward . It also push unnecessarily fancy animations that push for massive attack speed builds to smooth out the gameplay. We still have problems due to this desing decision ( like the whole can't blocking while aimglide and the valkyr looses invincibility while aimgliding )

    5 hours ago, Teoarrk said:

    I really want to say yes to something like this. The weapon Ruk used while fighting the Emperor was an Orvius in a disc launcher. It wasn't stated by name since I forgot the name at the time and also because ... You know what, I think I'll do a choose your reward thing for the different weapons and the players can grind out the other options in the post quest invasions. The Sawcon will be added to the list.

    Tough it was some king of super mire when I read . But the grineer did have acess ti the obvious so it makes sense  

    6 hours ago, Teoarrk said:

    Yeah I don't know about Tyl. When he was reintroduced as a mad scientist, I expected him to be a massive Grineer w. Restored Grineer on the horizon, all manner of things. But instead, all he has done has been monologuing. I do not like that. I just want the man to do something, anything of merit beyond being Alad V without anything to his name. He should at least create one unbungled Grineer to show that he is more bite than bark.

    Even if he had made the ghouls ( the biggest #*!% up on the grinner arsenal ) I would call it a w. But man the only units he has to his name is the maniac a unit the doesn't exist ( I don't even know I'd the still spawn ). I just wish the grinner at least had a medic unit that can purge debuffs and grant imunitty to that debuff so the grinner could not be foderized so easily. Give him the sealab aesthetic make him swole. That all it was needed.

     

    6 hours ago, Teoarrk said:

    And he has to come back to give dialogue during the most boring mission type that has been introduced in a while. Bad show, really.

    It's defense 2. I think it a improvement but the unit selection of corpus and grinner ( I don't think I've seen a single elite spawn , scrambus , manics or bursas ) and diferent colour. Also the grinner never invade the corpus side and vice versa to the bridge does not fell like its really there.

    I think it's a neat idea but the unit selection and the forces not bleeding over on the other side ruim the premise. I really feel like regor should just hire the corpus to attack you when on the corpus side ( I don't think the corpus give much of a shiet over the jeans ). He could smack talk than and just say he is paying x amount of money and them a elite corpus unit spawn ( some of the corpus railjack and fortune bs ) so the corpus side you be way harder fighting the grinner and mercenary corpus at the same time. It would help his characterization ( he has a axe to grind with the tenno ) and the corpus ( it's a mercenary faction , if you pay I'm your ally ).

    6 hours ago, Teoarrk said:

    Yeah for real. It was like he was changed by committee. 

    I think he was changed when there was that story leak , did not even read it but this sounds like the kind of event that forces rewrites for the sake of being diferent.

     

    • Like 1
  12. 2 hours ago, (XBOX)Fluffywolf36 said:

    Ballas was... fine... but seeing more orokin villains, especially because they are responsible for so much that is terrible within the Origin System? That, we need. I'm feelin' downright inspired to finally get back to one of those two quests I forgot about.

    I feel like Ballas lost quite a bit on the final stretch. The whole amalgam balas sounds like a trick that was pulled to fool the players not the tenno ( in universe). It felt a bit out of character for him. He could fool the tenno without resorting to it, he did not gave any praise to the sentient to justify a desire to be a hybrid , it did not sound like he was simping for lotus and at last it did not sound like he found that form pretty.

     

    • Like 1
  13. 2 hours ago, Teoarrk said:
    • Dire Extrication: Short range cone attack that comes out in waves. Being hit by one of these waves will force you out of your Warframe and deal 400 Void Damage to it over 5 seconds.

    • Wild Swipes: Swings it's forelegs at the player 5 times, dealing 100 Slash damage per swing with a 50% proc chance. Blocking this attack nullifies this status chance.

    • Crushing Pounce: Jumps at the player, dealing 300 Impact Damage. If the player is blocking, a QTE will play out where a player success leaves the Hunter prone and vulnerable for 6 seconds.

    • Swat: Uses it's back dendrites to ground an bullet jumping/ aim gliding player, dealing 250 Puncture Damage. If the player does not recover in time, unleashes a 5 metre aoe, dealing 500 Void Damage at the epicentre and 125 at the edge.

    • Shunt: throws it's weight into a sideward jerk, hitting the player for 300 Impact Damage and knocking them from their feet. 

    • Baleful Roar: Roars, dealing 50 True damage every 0.5 seconds for 5 seconds. 

    • Kill: Winds up an attack from all dendrites, dealing up to 1000 Void Damage. This can be blocked or interrupted by dealing enough damage to the hunter's face.

    I like the idea off using the blocking mechanics but unfortunately the blocking mechanics will feel bad. Herr how it goes , press e to swap to the melee weapon , than wait a until the boss does the attack. Given that the first swing is not a parry the player has to wait around for the attack ( with is lame , because the player is playing the waiting game ). I wish using a dodge roll without a direction input was a invincible parry so this kindechanic could be widely used widely. Maybe switch it to just the player is looking at the attacking part of the body ( this also has its own problems given this would be the only place parrying works like this)

    3 hours ago, Teoarrk said:

    Damage reduction: 70%. Boss adapts to a damage type every 7 seconds. If the player attacks the boss with damage of that type, they will heal the boss for that amount. This heal can increase the bosses maximum health to the amount of damage dealt.

    Allowing a player to accidentally heal a boss can be really bad for the community.  It's like the eidolon time gating was probably intended to help match making but ended up sparing the most toxic sub community because instead of loosing a few minutes because of noob on the squad the player looses an entire 3 cap and has to wait 1 hour to go another round.

    It's better to just make an attack that stores imunitty damage than launches a portion of the stored damage back at rhe player so the player only sets himself back for messing up the boss mechanics .

    3 hours ago, Teoarrk said:

    1,000,000 credits

    20,000 Endo

    A 3 day Affinity Booster. 

    Post quest content will be unlocked - Plague Uprisings. These are invasions in the same style as those used in the quest. Another video reminder of what that will look like. 

    Big ass quest usually reward the player with either a new weapon or a new customization system. What about a new weapon here my suggestion 

    Sawlade launcher from utrakill , you can say it's the recovery ruks weapon. And if you want to trown a bit of extra faction hate make rhe weapon have a inate bane effect ( the bullets thing thr grinner have agaist infested) 

    About the story,  quite good overall. 

    Also Tyl Regor is alive on warframe current lore,  yay. But man does Tyl reform sounds incompetent,  literally has done nothing bit making himself sexy. The Chad alav V , made the zanuka , made the muralist strain , mind controlled a warframe , made the amalgans. The Virgin Tyl regor hasn't finisher the tubemen project,  doesn't even produce a meaningful number of maniacs even his retarded cousin has more powerfull grinner units in the form of the complete train wreck of ghouls. De really did the man dirty despite his fans.

     

     

     

    • Like 1
  14. 1 hour ago, (XBOX)Fluffywolf36 said:

    Honestly, I only started statting things cause I realized that the numbers were just as likely to make a gun interesting as the gimmick. ...Aaaaaaaaaaaand because sometimes the numbers accurately reflect an aspect of the real-life gun I based it on, like the Neostead's 12-round capacity or the LeMat's 9-round cylinder.

    I don't think numbers are useless on the feel of the gun. For example Fire rate, mag size and reload speed are probably the first thing the player notices when he takes a weapon out of the foundry. What I'm trying to say is it does not matter much if an opticor like weapon has a 1000 or 2000 base damage for the feel of the gun. It does affect its balance a lot but not the feel ( it can affect the feel if tha base damage is so low it can't one shot even low lvl stuff)

    Edit: I'm also aware crit and status channe can be used to push a weapon on desing niche but what in trying to say is 35 and 40 crit chance are both crit weapons,  no need to for a spread sheet to make sure is not overthrowing the current king 

  15. On 2023-02-13 at 4:36 PM, (XBOX)Fluffywolf36 said:

    Well, there it is right there lol

    Stats for anything besides weapons are something I normally just brush off, cause it's much easier for me to come up with an ability that isn't (too) broken than it is for me to try and crunch the numbers. 

    Respect, though. That stuff's hard

    I gave up on number balance a long time. I think DE does not even care that much about it. It mostly tries to prevent automation of the game. Stuff that clearly op like the laetum exists and the tenet envoy an arca plasmor are more likely to be hit by the nerf hammer because they are more likely to be abused on afk or low effort strategies.

     

  16. On 2023-02-13 at 7:05 AM, Teoarrk said:

    prayer was shared by those that still lived during those days:

    O Tenno,

    Light of the old ways,

    We are wretched, we are broken,

    We need your shining blades.

    The light fades,

    But out there you shine,

    Save us, free us,

    O divine.

    The prayer is rather interesting. People usually treat the tenno casually in game ( that can somewhat be explained away with enought contact humanity would not really bat an eye to anything ). But to the average guy on the solar system the tenno the info the have first hand is something like this

    I was talking with a corpus supplier and he ended up talking about that one time the tenno invaded a ship he was working on data vault security and suddenly a rhino busted out of nowhere , stomped the ground with such force everything was sent 10 feet into the air. Them somehow his team was left suspended in air while the monster casually hacked the security opening the reinforced doors to enter the vault and steal the data. By the time that thing  left they had their footing back and shot everything at it to no avail. The aberration just left , not out off fear, it just did not value anything else on the ship.

    Or the second option 

    Did you hear about it ? The tenno destroyed a murex.

    The general public probably doest know much about warframes except whatever the occasional corpus survivor tells them and what Nora broadcasts. So they probably feel a degree of awe towards the tenno.

     

  17. On 2022-09-18 at 10:56 PM, (XBOX)Fluffywolf36 said:

    add a mechanic that lets you use it while sprinting, but who cares about sprinting anymore

    I do , and just about any other power adcited wisp player, Volt players and the occasional gauss enjoyer 

    On 2022-09-18 at 10:56 PM, (XBOX)Fluffywolf36 said:

    Sort of. It's probably not gonna be as devastating as landing an aimed shot, but it'll lead to some genuinely funny moments as it improbably bounces off a wall and hits another Grineer in the stomach. I have this belief that ricochets in first-person (and third-person) shooters aren't fun unless something's holding your hand. 

    Thr only place I can see a non assisted ricochet mechanic make sense is a 2d stealth game. Because the player could use clever shots to take out a guard or something.

    On 2022-09-18 at 10:56 PM, (XBOX)Fluffywolf36 said:

    this is not my favorite version, the barrel is a little... off. Yes, the holes aren't... entirely a destiny reference :P

    Tought the were just a destiny reference.

     

    • Like 1
  18. 18 hours ago, (XBOX)Fluffywolf36 said:

    So I ran some numbers, and apparently with a Secondary Deadhead arcane, the Estampida would be able to do 7.2x damage on headshots.

    On the one hand, this sounds broken and the game has power-creeped into the upper levels of my original weapons scaling. On the other hand, I do not actually care. This sounds baller.

    It's not aoe damage , it's fine.  It goes as far is to require people aiming.

    It's not even good against most bosses because a lot of times the weakspot is not the head.

    BTW given that the weapon has no alt fire and ricoshots , have you considered a coin alt fire. Played quite a bit off ultrakill and man the coin is the best alt fire I ever seen on a game. I can't quite explain everything about the coin but here a essay on ricoshots. And yes it takes thar much time to explain coins, the video is not overly long.

    Edit: current desing is good , I would say even beautiful on its simplicity it's a revolver that hits really hard, and if you are accurate it will fix you ocossional missed shots. I just can't miss a chance to preach ultrakill gospel. Don't let the graphics fool you. That game is amazing. 

     

     

     

  19. I'm a man of controversial takes. It was not even close to the flak I got from the energy one.

    BTW @(XBOX)Fluffywolf36 and @Teoarrk. Finally that old idea of the bee frame went somewhere.

    Long store shirk bee frame speaks bug and g does not mark anything. Instead it activates "commander mode" ( the Karl order thing , to allies or calling air strikes ) 

    Basic kit is mostly suportyy stuff that spams the summons if the requirents are met ( going for the wasp style of plating eggs inside enemies so I have a excuse for level scaling ).

    Pressing gives the player invisibility and disables weapons and the player gets to bark orders to his allies and summons. Like fire at that group of enemies , your summons must fire at tham and your allies get a buff while firing at them.

    The basic gist of it is that.

    I need to see all Karl missions before going any further because I need to see the limit of the  ew command system.

    • Like 1
  20. 25 minutes ago, (XBOX)Fluffywolf36 said:

    You do present a bit of a dilemma. Do I want to make a powerful frame too accessible, or do I want to make players feel rewarded for getting this far? 

    Its really about being the proper frame to be in a certain place. lets put every on 5  categories.  Power , versatility,  difult to play , difficulty to build and resouce requirements to craft ( where the frame parts , how hards is to get them ).

    Ideally speaking every frame Power x Versatility x Difult to play is around the same ball park but frames with hight difficult to build and reaouse requirements should be placed away from new players and frames with low dicult to build and build should be close to new players. 

    Our spartan boy does not quite have the total power x versatility to be the daily driver of a veteran but has enormous dificult to build ( a mounth longs grind to get all parts ) . I would go as far as to preach stynex as a a starter frame and give the expert's fleeting expertise and a couple duration mods so the player gets to have fun on the star chart.

    44 minutes ago, (XBOX)Fluffywolf36 said:

    what

    Internal talk , I've proposed a while ago a universal combo mechanic instead of the arcane combo count for primary , arcane combo count for secondary and the melee combo count. This wall of text right here. The tl DR is , every weapon has a chance to generate combo on hit. Primary and secondaries use their combo to use a " especial issue magazine " ( a number of bullets will have fancy pants features such as a arrow working like that arrow Excalibur fires on the trailer exploding a ship ) and melee weapons get "incarnoon forms " ( increased attack speed , range and other minor stuff )

     

    54 minutes ago, (XBOX)Fluffywolf36 said:

    just doesn't feel fun to fight an enemy with DR. Once, someone summoned the Wolf of Saturn 6 into a Steel Path mission. he took like 20 minutes to kill because our weapons felt like they were doing no damage.

    The biggest problem with them is how many formulas DE tries forgets and leaves them on the game. My tenet envoy works fine on steel path but tickes sisters but it works okkish on archon. It also works okish on thr jugulus enemies with scaling DR. My gripe with the system is just hoe arcane it is. As far as the player is concerned the enemy just has alot of armor because that is what the game UI tells me when I see a yellow bar that takes no damage.

    I can see how this ruins games , in fact let me show the nail in anthems cofin. Due to arcane systems in game , the  best weapon on the game was the lvl 1 defender. The equivalent would be if in warframe the best weapon for boss killing was the mk 1 baton 

     

    1 hour ago, (XBOX)Fluffywolf36 said:

    just doesn't feel fun to fight an enemy with DR. Once, someone summoned the Wolf of Saturn 6 into a Steel Path mission. he took like 20 minutes to kill because our weapons

    The wold is a enemy that feels more like a gameplay experiment than an enemy. Somehow a lot off people one-shot it on steelpath despite his ridiculous EHP.

    • Like 1
  21. 47 minutes ago, Teoarrk said:

    Hey Kei, glad to see you again.

    Note book broken and took a while until the pieces of my PC came. 

    Not gaming beast ( vega 8 gpu )but quite the work horse 

    53 minutes ago, Teoarrk said:

    Theres a lot of good weapons out there right now and Tenet Envoy is certainly one of them. I was focusing on my K.Tonkor and of course the Sporelacer. I want to get ahold of the Aegrit at some point because it is extremely powerful to the point where it outdoes the Bramma.  Secondly yeah they need to have a joint system for the weapon arcanes, seems silly to not have it at this point. I hope that is something they address in the not too distant future.

    I was focusing on the envoy because on wisp it plays even more brain dead then the bramma , defacto full auto launcher with huge blast radius and decent ammo economy. I think it got away because it by nature pushes a more hybrid style of play. 

    The aegrit seems like the closest we will get to a grenade.

    But indeed I think they had to do a more case by case scenario. What worries me is they did not take the opportunity to fix the bad ammo economy weapons like security dual cestra , they just threw in a generic increase on the base drop that might even be a nerf when you cannot for thr primed ammo mutation. Where is the 100 ammo per pick up on secura dual cestra. Also this is kind of why people have become toxic to reworks because the usually fail to address thr bottom , they just nerf the top.

    1 hour ago, Teoarrk said:

    Welp, thats one of my favourite things to do with the guy. I hope they reconsider their decision.

    They won't. They even realised a post on the fóruns explaining it. They might change minds when people mass feed him to the helminth or just replace his 4 in mass.

    1 hour ago, Teoarrk said:

    Yeah the DR system is kind of scuffed and arcane knowledge unless you know what you're looking at. They need to homogenise the system for their important bosses, else it'll just feel like dealing damage is yet another puzzle solved at the arsenal screen.

    The biggest problem is , it's a puzzle the game does not tell you it exist. 

    That's why I like to say I'm fighting thr game developer at this point. The game never tells me that's why I not doing damage. It's not like the enemy has a verdant green health bar to denote its hp is diferent from the rest of the enemy's.

    1 hour ago, Teoarrk said:

    get that it will be fun, but after a certain point it gets pointless to keep increasing the numbers.

    Weirdly wnought I'm going for that build more for comfort than big numbers go brrr. I just don't like to mold vigor dance every time I want to cast a proper pillage on my wisp. So I'm going for a couple of red shards so I only need to to de maduray dance every 20 seconds or so.

    • Like 1
  22. 2 hours ago, Teoarrk said:

    First off, the AoE nerf. While I welcome changes to the meta, I think that a screwdriver should have been used instead of a hammer. There are some weapons that were not in the big boys category that have been hurt a lot more by the changes then the big three these changes were created to nerf. Some other weapons have also slipped through the cracks like the Sporelacer. While I like my pocket Bramma, I also don't think it needs 130 rounds of ammunition base and an 11 round magazine.  These changes also do not address the biggest reason why people adopt these weapons in the first place - that the greatest measure of success in Warframe is having a split second time to kill and as many enemies need to die per second as possible. Now players that used to use the strongest of the AoE weapons have moved on to abilities to maintain a high kill per second or weapons that are otherwise unaffected by the nerfs. This needs a second pass, but on a case by case basis.

    They didnt even fix the problem, tenet envoy seems  to be the new king. In fact, I think it gort buffed becasue due to weapon switch speed buff allows it to actlly use its unique reload mechanic. 
    This allow me to segway into the weapon switch buff, weapons switch works well now but the game still fights itself because youy cant keep to arcane merciless up no mater how hard you try, the lack of just a universal combo mechanic really showed itself. The onty pratical use of a side weapon is a primmer for the condition overload like effects. 
     

    3 hours ago, Teoarrk said:

    Styanax is a fun Warframe. He is a bit squishy, but his kit is very well balanced and he can fulfil almost every role you would want in Warframe. He has a cheap, spammable group tool, a health restoring armor strip, the first taunt ability in the game that also grants his team shield regeneration and a stupid, assault helicopter in Vietnam style ultimate. All of these things together make him a blast to play. Well worth your time if you want a jack of all trades frame.

     I quite enjoyed him but i reallky think he is avaivalible at the wrong time, by the time you get stynex his best use is helminth food. It a really biginer friendily frame and it does not indroduce bad habbits on the play style. 
    About the attack helicopter part, its dead. He has to touch grass to recast it. Idk why they made an air bombardiment skill if they dont want people to play an attack helicopter. Its not like the could make the ghoust do anything from area denial , turrets , defense , self buff  , cc , nuking enemies tagged by other skills. 
     

     

    3 hours ago, Teoarrk said:

    The Archon Sortie - Now that we've had two of them, I can say with a fair degree of certainty that while they are not hard, they do require an expert knowledge of buildcraft and for a player to be well aware of what weapons they are bringing with them. If it was impossible for them to be two shot, I would invite the possibility of them to have more mechanics to really challenge a players game sense and reflexes.

    archons are just another instance of fighting the game developers. Idk why warframe has mutiple scaling dr formulas. Sisters seem to benefit from hight rof weapons , archons seens to benefit from hight brusts. As muchh as i think scaling DR is a necessary evil at this point i would like it to at least be consistent across the board. It just leaves me bafled most of the time. 

    3 hours ago, Teoarrk said:

    The final thing I will touch on in this post is the archon shard system. I don't care much for it. I made the segment for my helminth, but have not interacted with it as I don't see the need. Mods already provide more than enough juice to make frames powerful. Throw in arcanes and subsumed abilities and only the worst performers are howling for more. Don't care, if a frame would need this much juice to compete, it needs a rework, not this.

    it will make some broken builds possible because it allows some power str break  points to be reached saving a mod or arcane slot. But for the most time trowing a couple of yellow shards for casting speed will be the bigest diference the players will feel when using it. 

    For example wisp can now reach 400% power str with just madurai buff , so she gets a extra arcane slot to play around with. Given that archon strech works well on her she just might be able to afford to run the broken combo of combat disciple and arcane avenger 

     

    • Like 1
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