Tarta97
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Posts posted by Tarta97
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Sorry for my choice, I thought that creating an identical new post could create problems.
If this thing is so unbearable for your majesty, I can edit the post. 😊 -
Hi all, I want to share my Nekros rework concept.
Feel free to share your personal rework too, I like to see a friendly exchange of ideas and opinions 😉
Sorry if I re-post here but I had the doubt that I had written in the wrong place😅
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My Nekros rework idea
I hope someone will share his opinion and ideas 🙂
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2 minutes ago, Jivy said:
i know but i mean like just a basic bar to show how much health each unit has
I'm afraid that in this way the HUD will be too messy, but can't say until we don't see it.
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53 minutes ago, Jivy said:
i kinda wish with shadows of the dead you would be able to see how much health they had in your hud instead of trying to find and see how much health they have for recasting purpose and to keep it active
I agree but the problem is that each unit have different health.
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Hi guys,
As Nekros main I want to share my rework idea.
I know, there are a lot of warframe that require a rework (I'm waiting for Vauban) and Nekros is really fine at the moment, this is only a concept that I share for fun, to see other opinion and maybe for a future when DE wont to revisite Nekors passive gameplay in one more "active".
I won't take any merits, some of these are ideas of other people that I liked and revisited.
Forgive me for my dumb english, I hope that you all will understand what i wrote 😆
PASSIVE:
Nekros regenerates 5 points of health to him and his shadows any time an enemy dies within 10 meters of him or get killed by a shadow.
Nekros can mark enemy thanks to his ability, marked enemies take 25% more damage from Nekros shadows.ABILITY
For the first ability I have 3 different concepts:
1.1) SOUL PUNCH
Separate and throw away the soul of an enemy, he remain unconscious until the soul return to his body:
- Enemy soul gain +20% movement speed and can only be hit by shadows;
- Soul don't have armor or/and shield, if the soul get killed the enemy get killed;
- Shadows priorize the soul as target;
- Only 3 enemy at time can be affected by this ability (to prevent spam);
- Soul movement speed is not affected by ability strength;
1.2) SOUL PUNCHThrow the enemy away and inflict damage equal to 30% of the enemy's current health, do it on a shadow to make it explode:
- % in not affected by power strength;
- The explosion deal damage to all enemies in 15m radius equal to shadow remaining health;
- Mark enemies damaged by the explosion;
- Radius of shadow explosion is not affected by power range;
- When thrown the enemy can take damage from impact with field/walls and other enemies (like current Soul Punch);
1.3) POSSESSIONNekors take control of an enemy, the minion threw away his weapon and attack his companions furosily:
- The possessed minion go melee and lost 5% health/sec;
- The possessed minion gain 50% movement speed, 25% attack speed and 30% resistance to knockdown;
- Enemies damaged by the possessed minion get marked;
- At the end of the ability the enemy regain his weapon;
- There only can be one possessed enemy at time;
- Possessed minion can be damaged by allies;
- If the possessed minion get killed by an ally, Nekros gain half of the energy spent to cast the ability.
- Possession duration is affected by ability duration;
- Possession range is affected by ability range;
- Additional movement speed, attack speed and knockdown resistance are not affected by ability strength;
- Health decay is not affected by ability duration / efficiency;
Energy cost: 25 | Duration: 20 sec | Range: 10m | Cast time: 1,5 sec. | Cast restriction: ground only - two handed ability | Number of enemies affected: 1
AUGMENT
PANDEMONIUM: at death, the enemies that have hit the possessed minion have a 60% chance to become possessed but the possession duration is halved.
- % not affected by power strength;
- 60% chance is applied separately for every enemy;
- Possession on death have unlimited range;
- Thanks to this augment you can have more than 1 possessed minion, but you can't use Possession until all minions are dead;
2) TORMENT:
At the call of Nekros the hands of the dead came out from the ground and immobilize all the enemies in range:
- Enemies blocked by this ability are marked;
- Enemies killed while blocked by this ability have a 50% chance to give double loot when desacrated by Nekros;
- Enemies killed while blocked by this ability will be added to the pool of enemies that Nekros can summon;
- Number of enemies blocked is affected by power strength;
- Duration is affected by ability duration;
- Range is affected by ability range;
- Can't stack (otherwise current "Terrify" ability) but can be deactivated recasting the ability;
- Deactivate the ability haven't any cast time and can be do in air;
Energy cost: 75 | Duration: 15 sec | Range 25m | Cast time: 1 sec. | Cast restriction: ground only - two handed ability | Number of enemies affected: 15
AUGMENT
PERPETUAL TORMENT: enemies affected by Torment will draw enemy fire to them, if killed by enemy will spawn a shadow seeking vengeance that remain until the "assassin" get killed (or if the shadow die), shadow summoned in this way attack only his "killer".
- Shadows summon by this augment have the same bonus and health decay of shadows summon by Shadow of the Dead;
3) DESECRATE:
Make the augment "Despoil" the main ability.
AUGMENT
GRAVEYARD: enemy desacrated have a 30% chance to summon a shadow that fight with you for 15 second.
- Not affected by power duration;
- Shadows summon in this way have same multiplier and health decay of shadows summon by Shadow of the Dead;
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% not affected by power strength;
4) SHADOWS OF THE DEAD:
Same as now plus:
- Shadows deal effective damage agaist the enemies of same type, Example: Elite Lancer is weak against radiation damage ➡️Elite Lancer Shadow now deal radiation damage;
- Update AI (the all game need that);
- You can chose between 3 combat style for your shadows (like Ivara "Quiver"): Escort ➡️ shadows follow Nekros and defend him - Offensive➡️ shadows go search and attack enemies - Defensive ➡️ if there is an objective to defend the shadows will defend it, otherwise they maintain the current position (still cover if possible);
- Shadows will priorize marked enemies in line of sight (no more shadow that shoot to walls);
- Maybe more shadows based on power strength like the old days (sweet dream) or simply increase the base number (7 to 10 maybe?);
Thanks you all for yours time.
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Hi, lately I have noticed that the "mortos syandana" are bugged if used on nekros prime, resulting incorrectly positioned.
Below are some screenshots:
EDIT: Unfortunately from the screenshots you see badly but in other words the problem is that the hooks of the "mortos syandana" on the shoulders are flying
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Same problem.
I have all the requirements to start the mission but nothing appears to me.
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FIX NEKROS
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Nekros still bugged....
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When using 4 of Nekros, the 7th minion created by this will be spawned in a distant map area by remaining there without moving until the end of the skill.
If you reuse the ability to create new minions that will replace the dead ones will also be spawned away and remain locked.
Re-use the 4 to call the minions around Nekros will not respawn those that have been spawned away. -
I noticed that the 4 of vauban is bugged ... Basically when they start to be too many enemies to 4 do not aspire more, even using multiple vortex simultaneously.
often at least one or two javelins of radial javelin excalibur missing the target assigned to him, or at least do not do anything (I speak of enemies that have no effect or strange objects type nullifer greneer with shields, as simple lancer).
Spero che questi problemi verranno risolti
Grazie
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now I smoke balls like a beast with anger: that S#&$ is that the four of exca can not hit multiple enemies with obstacles ahead ???????? But for what @(*()$ reason?!?! that S#&$ is this?!?! But what makes me furious is that Warframe "touch a @(*()$ button and won or are immortal" type Rinho ash or not you made a S#&$, indeed, iron skin has also been enhanced, as if it were not strong enough to his Rinho!obviously also applies for MagI feel deeply taken for a ride
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are bugged the rings
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Excalibur Pendragon elmet is bugged, please fix this
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and now I have noticed that even the rings of the helmet pendragon excalibur are bugged ..... are literally detached from the head
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the helmet shroud of nekros is buggy, I do not mean the rag that passes through the body but a black thing that appears in the face, making the helmet a ****
please fix the problem
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you are right but you can see that 'bugged because if you do it on a small group of enemies die almost everyone except maybe 1 or 2I'm talking about then kind of weak enemies lv 10
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the 1st of Excalibur is bugged, now I'll explain: I made my excalibur on the strength power (blind rage lv 8, intensify max, arcane Pendragon Elmet) and now my 1st should do more or less damage 1000.well, since here we are.The problem occurs during use, in fact, it frequently happens that the enemies do not die but remain a more 'mid-life, as well as to lv 13!! and as if that were not enough often you are stopped by the enemies (even very weak) as if I went up against a wall ...I am sure that Excalibur is not the only one having problems with these skills, then politely ask if you can solve these problems or at least make a small revision to the ability 'of warframePS: I'm very happy that you put the 4th of nekros as before
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with the latest update of the 4 Nekros sucks. The shadows are really sucks completely made of a color without the black accents. Please let put back the shadows of the dead as before
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with the latest update of the 4 Nekros sucks. The shadows are really sucks completely made of a color without the black accents. Please let put back the shadows of the dead as before
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