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Omega-Shadowblade

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Everything posted by Omega-Shadowblade

  1. Who's being aggressive? All I asked was if you read the post. You mentioned something they outlined in the main post. Then I said that people find the game very easy and play for the thrill of numbers go up. I didn't have anything to say on the steel path part. They're gonna have to figure out how that works as they make it. as for incentive to learn, it would boil down to preference. Do they want to get bonus damage from using effective types? or are the status effects enough that its worth the damage decrease. Take slash right now for example. It actually has damage down vs. armor but its status makes it very effective regardless. As for weakness vs. resistance I'll say this: making bullet sponges isn't fun. I don't think people would be happy if it suddenly became you HAD to use certain damage types or you're shooting yourself in the foot.
  2. Did you read the part where they are simplifying enemy health types? The irregularities you mentioned will certainly be going away. Also hate to break it to ya but a lot of people find even the current system easy. The power fantasy of mowing down tons of enemies is the appeal to them. And people not wanting to learn Meta? Good for them, that means they're playing how they want.
  3. Yes, I'll clarify my point then. Because average armor (not challenge runs) had begun to enter the point where its in that 90% limbo even with partial armor strip. It just becomes a mess to work with. The objective is to keep armor below that 90% so that its always more manageable to calculate and respond to. It'll make it easier to handle future changes to damage types.
  4. I think the objective is that armor had reached a point where the average armor was within the realms that was making fighting against it an all or nothing endeavor. It doesn't matter if you're removing 90% of the armor, if that 10% remaining still provides 90% damage reduction then the effort in removing that 90% of the other armor was meaningless. once your in that 90%+ dr range things scale too fast. The objective is to put armor below that range so that its easier to manage all aspects of damage.
  5. I believe that refers to the fact that there will always be an initial amount of armor for enemies that had armor even on lower levels because armor should feel like it does something. Armor strip will be unaffected. Basically new players will learn early that armor is something to take note of.
  6. It took me a bit to understand it too, but i think I get it. The current effect of cold vs bosses won't actually change i.e. you still get slowdown and increased crit damage. You just can't get the full freeze and the DOUBLED bonus. (they mentioned on the actual steam that the effect doubles when they enter the full freeze state) Overall its just a poor choice of words.
  7. In the original LoS writeup it was mentioned that enemies rendering on screen would be considered in line of sight.
  8. I think you're putting a placebo effect on yourself. This is pretty much how Pillage has worked before. I'm not seeing any difference.
  9. Looking closely, its still there but it rotated 90 degrees? how the heck did that happen?
  10. iirc the research progress for the deep archimedia can be done over multiple runs so you can always do a setup with at least one good piece of gear then come back with a different combo to get the other research points.
  11. I think old purple was crit damage on shields iirc
  12. In an effort to improve my skills and be more comfortable in putting my work out there I decided to show this work in progress design with this 3d model. Currently this is still early in the process and should be treated as such. The basis of the concept is as follows: What if a void angel became a Warframe? Naturally the end result cannot be as large as a proper void angel, so the design has to shift to accommodate. Additionally part of the design philosophy was that if a void angel were a warframe it would probably be more on the humanoid side than the twisted forms the angels take so while it would still look recognizable, it would overall have a smoother design than the angels. Here is the current state of the 3D model. Made from scratch within the Zbrush program. The working title is Seraph, The Renegade Angel. Additionally as part of the process I came up with a set of abilities to match the warframe's theme. No values are provided as I don't have anyway to check how it would play out in game. Passive: Void linked This frame provides a small amount of natural energy regen to itself and allies due to its void nature. Power 1: Angelic Rush Seraph becomes intangible and rushes forward before detonating. Knocking down enemies in range and leaving behind a cloud that deals radiation damage. Inspired by the move where the void angels hide before unleashing a sudden strike. Power 2: Sinner's Cage. Seraph unleashes energy within a forward facing cone, trapping enemies within void growths and stripping away defenses. Inspired by the move that traps the player's warframe in a cage made of void growths. Lower duration than similar abilities like harrow's but has more potential due to stripping away defenses. Power 3: Radiant Ward Seraph summons 2 dimensional orbs in order to deflect damage. While orbs are active they provide damage reduction to Seraph. Holding the power button while in possession of an orb launches it to create an field that provides damage reduction to all team members who enter the zone and give an additional source of heat damage to all weapons while in the zone. Creating a zone removes an orb and thus reduces Seraphs passive damage reduction. recasting the power summons new orbs, but despawns active fields. Inspired by the operator portion of the fight where the angel summons orbs to defend itself. Power 4: Judgement Seraph marks an enemy. Energy gathers around the target briefly before a massive laser fires down from above, dealing heat damage over a period of time. During this time the laser will follow the marked enemy, doing more damaged based on how many enemies are currently being hit by the beam. Should the original target die, the beam becomes stationary for the rest of the duration. Inspired by the void angels ultimate attack during the operator phase. Additionally I came up with a signature weapon to go with this warframe. This weapon follows the original concept of the incarnon weapons of ceremonial weapons gaining new purpose from the void. New Incarnon weapon: Lux: This ceremonial flare gun was kept on the zariman should the situation arise in the case of disaster upon arriving to Tau. No rescue came, but the void's influence has made this tool's fire burn all the brighter. Type: Secondary. Primary damage type: Fire/blast. This weapon functions similarly to the tonkor, being a single chamber launcher with a quick reload. When fired the Lux launches a flare that buries into what it hits dealing heat damage for a few procs before detonating in a larger area. Incarnon form: Contrary to most incarnon's this weapon only provides a single shot for its incarnon form. A new projectile is fired, when impact occurs it generates a small sun that drags in enemies and deals intense heat damage within the range over the course of a few seconds. Don't miss. If you have taken the time to read through all this and made it to the end. Thank you for your time and I hope you enjoyed my little fan project. For this project the goal is to eventually finish the warframe itself, an alt-helmet, and possibly even the signature weapon. Now enjoy this phantom face that appeared in the head model without me realizing as I was working on this.
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