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Violet_Xe

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Posts posted by Violet_Xe

  1. 1 minute ago, Ced23Ric said:

    So, this is feedback, right? Or are you looking for a discussion with players?

    I guess a bit of both? I want DE to take notice that they can do more than just you know, charge balls. But also I find creating stuff like this fun and i want feedback to see if i can make stuff like this better. But because it's sort of a conflict between feedback and creating a concept i'm still not 100% sure where this should go, feedback or fanzone. so at the moment i'm posting in general discussion.

  2. 1 minute ago, ChaoticEdge said:

    Reading this all paper...

    this-makes-the-brain-explode-17611661.pn

    lol well yeah that's kinda warframe for you right? As i said at the top though, if you cut out alot of the useless parts that you typiclly wouldn't think about. the warframe becomes much more simple. Also most of my text is just explaining why i did what i did so if you want you can skin or skim over that stuff. The important parts are status, augments, and abilities. But there is some cool stuff in the text if you can find it and I do try to keep it somewhat entertaining. Try being the key word...

  3. Respect to Rahetalius, the second 1000 forma god. "current confirmed 1000 forma gods"  Rahetalius the Ascended Vauban Prime    Dinosaur the Ascended Chroma Prime
    Aaalright, Vauban rework time. I know there is a rework "in the works" but I'd like to give an attempt at giving DE ideas. And actually this inspiration came from my most recent post, Trial V2, where I thought it'd be cool if Vauban could deploy rollers too. That makes sense. So hey, here I am covering Vauban rather than putting up 3 different topics I probably should be talking about... oh well. You will see me credit Rahe alot during this, mostly because he's one of the few players that actually understand Vauban in depth. Honestly Rahe, thanks for posting so much content about him, and thanks to Brozime, Tac, and Life of Rio for also creating videos that I used to help create this. Unfortunately though, I cannot add too many things such as drones like tactical suggested, he would become too strong of a warframe with over 11 abilities.
    This concept will seem really complex, and yes it has it's complex parts. However what you should grasp is that all warframes have a very complex modding system. If you go to any warframe and look at their abilities for the wiki, you get blown away with info. All abilities are actually more simple than they appear. Even Atlas who is prized for being so simple has a massive list of information. 

    WARNING VERY HIGH SKILL CAP REWORK

    My goal is to make Vauban and all of his abilities overall better, but in a skill capped way and keeping him unique. This... wasn't actually that easy... The first thing I have to clarify is that Vauban's survivability is the same as banshee, survive through skill. I also wanted to hammer down the theme of, him being a mechanic or engineer. Next he needs to have some way to assist teams. We've all got it down, Vauban is the KING of crowd control. This is undeniable as he can stun enemies with tesla, hold them into the air with bastille, trip enemies that come too close, and create a massive vortex that does as much damage as his hopes of actually getting a rework soon.
    If I have to say one thing about the guy it's that he feels oh so isolated from his team. By that I mean he has no way to support a team other than cc. He can't boost damage, he can't provide healing, or assist in killing. before this wasn't an issue as every frame held a specialization unique to them and only them. Warframes were highly specialized and dominated their place in the game. However more frames came around and older frames got reworked, he now NEEDS something other than CC. So... whats the best way to keep Vauban the way he is, but also make him feel like he adds to a team? Well CC is a form of support so, make him a support warframe right? I needed to be careful to make him different from the supports like Trinity, Hildryn, Harrow, Octavia, and Equinox and Titanya. I also wanted him to have a wide variety of playstyles. For example he CAN be a support, or he can choose to spend his time on traps by setting up grenades everywhere. Vauban can either be selfish or helpful. However all playstyles for him revolve around defense, scaling damage, supporting the team by debuffs and armor, or using an under rated melee system.

    Another thing, I'll be focusing on following several rules for this, "Vauban willingly sacrifices his own safety in the name of mayhem, use him wisely tenno"
                                                                                                         "This is Vauban, focused and methodical. Vauban creates a deadly environment for his enemies"
                                                                                                         "Well versed in the art of trapping, he is a master of the unexpected"
    I will also be focusing on functionality, traps, flexibility, chaos, support, and crowd control with his own unique way of dealing damage.

    I understand this will be a VERY complex rework for DE to tackle if they even decide to act on this for Vauban's new rework. But i honestly think this gives you a huge amount of playstyle options. I don't expect DE to copy this, or even find it, but I'd like to hopefully direct some attention to that Vauban needs a rework just as badly as Wukong. 

    Ok so again, Quick rundown of what this rework "Mechanic" concept will give Vauban.
    Build Variety / Armor stripping / scaling damage / Overshield and Armor with abilities / Arcane interactions /  More engineer feel / Team play viability / high skill cap / Channeling viability / Transporter

    Vauban Prime
    Armor 50 100
    Energy 225 225 increased to 250 250
    Health 300 300 lowered to 225 225
    Shields 225 300 Increased to 250 325
    Sprint Speed 1.10 1.10

    Passive: Dismantle, Vauban deals 25% extra damage to enemies who are incapacitated or unable to move.
    *Honestly, solid passive DE, now why does VAUBAN of all frames get a good passive and Ember doesn't... beyond me."

    So to start we now have more energy which means quick thinking is now viable for Vauban in case he needs it. Also with this rework he will be throwing more grenades/traps out so he does need the boost. I've also given him more shields because he will now be a more shield and overshield warframe. Shields also interact with his abilities so keep that in mind. Increased shields are also to make him more viable for certain arcanes such as Aegis. Everything else kinda remains the same. He will also have a very high skill cap where players that know exactly how to use him can pull of more elaborate setups and know the most efficient places to put down traps.

    Ability Description    Ability Tips    Augment    Ability Name     {{{{{ABILITY #}}}}}    Me talking   *Tips*

    S = Affected by Power Strength       D = Affected by Power Duration
    E = Affected by Power Efficiency     R = Affected by Power Range

    Warframe Unique Exilus: Engineer If vauban's first companion is robotic, Vauban can take a second sentinel into the mission.

    {{{{{ABILITY 1}}}}}

    Minelayer All mines cost 20 energy
    Ok originally i wasn't going to say how SDER mods would affect these things... but I've got time and sanity to spare, so heyyyyy lets try... -.- I'm going to regret this.
    Rotate between a variety of different traps and grenades that Vauban can place down to damage enemies. By using the mouse scroll wheel, Vauban can rotate between his abilities. This is a much more efficient way to rotate between abilities.
    -Once a mine is exhausted, Vauban can walk over used mines to pick them up for 5 energy.

    Ok so yeah, this is a really cool idea I came up with. I went through several iterations of how you can possibly switch between abilities. Since this is still somewhat clunky i'm interested to hear what options you guys have. I didn't do much research on finding various ways to rotate abilities so what do you guys think could work? imo the mouse wheel saeems to be the most effective and quickest way to switch abilities.

         Tesla 100s duration Vauban throws out a grenade that zaps enemies up to 15 meters for 100 damage with a 20% status chance. For every enemy zapped, Tesla gains .1X damage. If it hits 10 enemies damage is increased to 100%, if it hits 20 enemies, damage is increased by 200% and so on. Tesla that are close together have their damage linked. Damage is capped at X15 or 150% or 150 enemies.
    -Every tesla that is linked increases this cap by 1X
         -For example if you have 5 tesla linked together and each of them are at 15X damage after zapping 150 targets, their new maximum is 20X with 200 enemies zapped.
    -Arc damage starts at 100, after zapping 150 people and the tesla reaches 15X damage, each zap from Tesla deals 1500 damage.
    -Arc damage starts at 100, if linked to 5 more Tesla and all of them zap 200 people to reach 20X damage, each tesla zaps enemies for 2,000 damage.
    -Can be cast while moving without interrupting anything
    -Throwing Tesla on allies grants them 100% chance to not chain lightning to allies
    -When pressing z, Vauban can see who has a tesla on them, and how many
       -Example (Violet_Xe) *Tesla symbol* with an X4 next to it.
    -If Tesla is charged for 3 seconds, Vauban releases three tesla and status chance is increased.
    -When charged, Tesla has a 60% status chance.

    S = Increases or decreases Tesla damage and Tesla status chance                  D = Increases or decreases Tesla duration
    E = Increases or decreases energy drain of mine.                                              R = Increases or decreases Tesla arcing range // every 20% above 100 grants 1 extra arc.

         
         Bounce 100s duration Vauban throws out a grenade that will place a bouncing pad on the ground. walking over bounce causes warframes to lightly jump into the air *unique animation* and gain a 35% speed bonus to dodges, rolls, back flips, and knockdown recovery for 30 seconds. Enemies that walk over Bounce mines are hit for 200 magnetic damage and get rag dolled into the air. 
    -Bounce disappears after 4 uses.
    -Only 5 bounces are allowed to be out on the field.

    -Bounce will rag doll enemies into the air once, after landing they are 1.5X more vulnerable to vulnerable to channeling damage.
    -Can be cast while moving without interrupting anything
    -When pressing z, Vauban can see who is under the effect of Bounce
    -Bounce SHOULD be able to force enemies off terminals, after all it disappears after 4 uses.

    S = Increases or decreases mobility % boost               D = Increases or decreases bounce duration
    E = Increases or decreases energy drain of bounce     R = Increases or decreases bounce radius and the boop from bounce


         Trip Laser 100s duration Vauban deploys a mine which attaches to nearby walls and forms a laser. Enemies that walk into Trip Laser are hit with a magnetic and slash proc. Enemies are also slowed by 15% for every time they trip. Enemies that are hit by trip laser become "tripped".
    -Trip Laser can only knock down enemies once. *This means the "Tip Laser Trick" is gone. I think it's honestly far too good, yes it only works on infested but you can literally halt a defense in place. if needed.
    -After an enemy has been knocked down, they lay on the ground for 2 seconds before getting up
    -Can be cast while moving without interrupting anything
    -Vauban can see all enemies who have been "tripped" through walls with a glowing outline of his energy color
    -R.I.P Trip Laser Trick sorry he's got too much hard cc. But you get a slow.
    -If Trip Laser is charged for 3 seconds rather than thrown, all enemies that are currently "tripped" become effected by radiation. This would be called "Rad Tripping"
       -Rad Tripping costs 10 energy.

    S = Increases or decreases Trip Laser damage and slow         D = Increases or decreases Trip Laser Duration
    E = Increases or decreases energy drain of Trip Laser             R = Increases or decreases range Trip Laser can extend to


         Barrier 60s duration Vauban deploys a mine on an ally. Barrier will give them armor equal to how much damage their shields have taken from max. If 225 shields are lost, 112.5 armor is gained. If 4000 shields are lost, 2000 armor is gained.
    -Barrier does not stack, only effects 1 per player
    -Barrier does not take into account overshield. If a warframe has overshield, there is no armor granted.
    -3000 armor limit maximum, because you're not allowed to be invincible hildryn and mag.
    -If charged for 3 seconds like Tesla and Trip Laser, barrier is applied to Vauban.
    -When pressing z, Vauban can see who is under the effect of Barrier, for how long, and how much armor they are reviving
    -Can be cast while moving without interrupting anything

    S = Increases or decreases armor per shield lost        D = Increases or decreases barrier duration
    E = Increases or decreases energy drain of barrier     R = Increases or decreases barrier cast range


         Concuss 100s duration Vauban deploys a mine with a radius of 18m. Every 15 seconds, Concuss releases a concussion pulse. Pulses have a 25% chance to stagger enemies, strip 10% armor, and deafen enemies all enemies within the pulse. Deafen lasts 8 seconds.
    -Every pulse reduces enemy armor by 8% up to a maximum of 50%
       -50% max is not able to be changed by any mods.
    -Negative duration causes Concuss to pulse more frequently.
    -Enemies hit by concuss have 20% aim reduction
    -Only 3 concuss can be out at one time

    -Can be cast while moving without interrupting anything
    S = Increases or decreases armor stripping and chance to stagger         D = Increases or decreases concuss duration and stagger duration
    E = Increases or decreases energy drain of Concuss                              R = Increases or decreases pulse range and aim reduction


         Shred Vauban throws a 6m explosive grenade that strips 25% armor / 25% shields. All armor/shielding stripped turns into damage applied to everyone within the radius. For every enemy within the explosion, damage is doubled. Enemies that survive are knocked unconscious and lay incapacitated on the ground for 2 seconds.
    -Shred has no multiplication cap.
    -Enemies hit by Shred that survive are knocked on the ground unconscious for 2 seconds. Vauban's passive is good, kill them.
    -Enemies under the effects of concuss take 2X the damage
    -Enemies killed in Vortex by explosive mines cause that enemy to blow up for 100% of their max health, enemies kill by that enemy also explode, and enemies killed by that explode, etc etc

    -Can be cast while moving without interrupting anything
    S = Increases or decreases damage of Shred armor stripping.    D = Increases or decreases time spent unconscious after explosion
    E = Increases or decreases energy drain of barrier                      R = Increases or decreases explosion radius


         Bastille 15s duration Vauban deploys a grenade that raises enemies up into the air. With a radius of 12m, Bastille will slowly drain enemy shields and grant all allies within the Bastille overshield.
    -Only 5 Bastille can be deployed at one time.
    -Enemies Caught in Bastille take increased damage from Vauban cause passive good on this dude.
    -Enemies held up by Bastille before actual encounters will assume a state of unawareness. These enemies will be susceptible to Stealth Damage Multipliers from melee attacks over the ability's duration.
    -Enemies that are lifted up by Bastille have a 100% chance to chain tesla to another person

    -Can be cast while reloading without interrupting
    -Only 10 enemies can be held per Bastille.
    -Power Strength no longer effects how many people can be lifted into the air

    S = N/A                                                                        D = Increases or decreases Bastille duration
    E = Increases or decreases energy drain of Bastille   R = Increases or decreases Bastille radius


         NEEDS AUGMENT Transporter Vauban can charge his throws to cause the mine to have a transporter effect. Vauban can take this transporter to travel to other transporter affected mines. Walking onto a transporter mine facing the general direction of another transporter mine on the map teleports Vauban to the mine Vauban is facing.
    -Takes 4 seconds to teleport to the new mine's location. While teleporting Vauban takes 95% reduced damage.
    -Natural Talent speeds up teleport animation, but does not speed up the Transporter Charge *This is to make it easier to make sure your Transporter is intended.
    -Only Vauban can teleport through these mines.
    -Because Shred is turned into an actual mine with the augment rather than an instant explosion, Shred can also be used as a Transporter.
    -Because some mines have a charge mechanic anyways, Transporter must be held down for 6 seconds. In cases like Trip Laser, Barrier, or Tesla, if you hold it for more than 3 seconds, it switches to Transporter.
    -While near transporter, vauban can see highlights for teleportation locations through walls, this way he knows exactly where he is going.
    -Barrier if charged with transporter allows Vauban to teleport to people with barrier active on them.

       Ok so i've made Vauban really flexible and combined pretty much half his current kit into a single ability and then gave him more. Why? well he freaking needs the help. Plus Bastille is a mine, it shares a model with tesla and the other nades so shove it into that skill. Next we have the fact that he has a unique UI. I purposefully made this annoying to switch on the go. This means he has to know what to use and when. Of course DE could just make it like Ivara where you can switch between the different nades at will, I think it better to limit vauban on this. This is because i've made his nades really REALLY strong if used properly. With the variety of nades he has, he can do a bit of damage, but retains that CC king status.
       Ok so i know alot of people dislike tesla, but seriously it's not that bad. It's actually a really good ability. Many people want it removed however it can pretty much 100% status lock an enemy. I'm not getting rid of it, that being said I did want to make room for another ability, Soooo I added it to his bag of toys and buffed it. Also with the new addition of Wisp... DE, seriously? Shock Mote is literally a fully mobile infinite 100% status shock with increased range and increased targets. you can literally only buff tesla's damage. Come on DE, put it in minelayer atleast and give him something else. 
       Also I know that someone is going to say Tesla is that powerful with this rework? Why!? That's so powerful why would an ability be able to be cast for 100 seconds and deal thousands of damage per second for just 25 energy!? Well, ehem... Saryn, Garuda, Octavia, Mesa, Equinox, Ivara and even Atlas if you mod him right... Need I say anything? They do vastly more damage, can keep it going for longer, and have an aoe scaling ability that shreds anything and everything. In octavias case, 23k dps to all enemies in a 45m radius. which can be tripled with her ult... soooooo, we cool? no? it wasn't made to damage things? well... i wanted you to have a way to build Tesla. If you want to make the literal definition of a minefield, and for it to be effective, then screw it fine. but it'll cost you energy, time, and effort. Go for it. I try to make all abilities viable in some sense. Now if he ends up being too strong, the first thing i'd nerf would be the tesla damage of course. 
       An Argument i'm sure that will come up is, why does Vauban get such a powerful ability like barrier? well for one it only takes effect if the shield is gone. If you get sniped or shot for say 2000 damage, barrier is useless. It requires the one thing that regenerates quickly to have a constant damage on it. Plus with Vauban's overshield focus, this won't really be helping him or his team unless you're a frame that literally destroys their shields. Hildy and Vauban have incredible synergy with this ability. It's also worth noting that this doesn't really make tank frames other than hildryn any stronger. Inaros, Rhino, Nezha, Nekros, Valkyr, Mesa, or other frames much stronger. They have low shielding and rely more on armor/health/damage reduction. Frames such as Zephyr, Frost, Hildryn, Volt, Harrow, and Hydroid benefit from this far FAR more than the normal tanks. Plus it's not like hildy or mag would attempt to keep you at over shield level anyways. 

    Minelayer Augment: Trapper, If another trap is placed within 6s of the first, the cost of that grenade/mine is cut in half.
    -Tesla now directly links together creating a sort of gate for enemies that walk through. 
    -Bounce now also gives Higher bullet jumps, triple jumps, and longer slides.
    -Tripped enemies now explode for 10% of their max health upon death.
    -Barrier reflects 1000% damage back to attacker. *This works even on iron skin, warding halo, shatter shield, focus trees, and arcanes*
         -Barrier will not reduce any damage taken. if you're hit for 200 you take 200 damage. Barrier will only cause that 200 to be ramped up and 2000 damage is also applied to attacker.
         -Damage reduction does not reduce the amount of damage that is reflected back to enemies.
    -Concuss now has a 40% chance to stagger baseline and opens enemies up to finishers.
    -Shred now deploys a pressure plate that once walked over explodes in a specific element according to Vauban's energy color. (Red to fire // White to ice // purple to electricity // green to toxin)
    -Bastille has a chance to repel enemies it cannot pick up every 4s. After being pushed away, enemies lay on the ground for 2 seconds unconscious before getting up.
    -Grants access to transporter

    Ok so this Augment is an augment to everything, but I also took a bit of inspiration from Valkyrs augment but... you know... useful. Every nade thrown consecutively means that if you know how to trap quickly and where to place the traps, then you're golden and you save tons of energy. Plus you now have more ways to do damage and everything just gets more convenient. I made this Augment mostly focused on a Trapping play style rather than throw stuff randomly and hope it works. You now think like a trapper 😄

    *During survivals, defense, Defection, or other missions where you need to go from place to place over and over, using Transporter can help vauban get from place to place in times of need. For example, Vauban can be the only warframe to effectivly solo Defection by placing Transporters at terminal A B and C.*
    *Bastille benefits turrets, try to set them up around turret placements*
    *Concuss and Trip Laser are two cornerstone components of his kit, try to have as many enemies affected by these abilities as possible*
    *Concuss with Trapper can help Vauban with a Citadel Steampunk build due to him getting benefits from finishers*
    *Hildryn and Vauban together assist in making their team able to take some serious hits and still survive with Barrier Mines*
    *Place Triplasers and Tesla's near each other to maximize the amount of time tesla can stack their damage and harm enemies*
    *Placing a line of tesla across the map allows tesla to be linked together dealing more damage and also cc enemies in different places*
    *Placing Tesla close to a Vortex greatly helps in boosting damage that Vauban can do to enemies close to his traps*
    *Shred grenades help knockdown enemies letting him finisher enemies for Citadel Steampunk and also give his trait an extra bonus to damage*
    *Spacing out Concuss by 2 seconds each helps as you now have a pulse every once in awhile that staggers enemies. This helps Vauban avoid damage*
    *Having negative duration can cause concuss to become an armor stripping tool.*
    *Bounce is VERY useful in avoiding damage and allows Vauban to move in ways other warframes can only dream of*
    *Charging tesla is a very useful way to instantly stack damage up to a X17 limit, With Natural talent and the change to the ease of energy, tesla can create a literal minefield that can do upwards of 6k damage a second to all enemies that stand in this area of electrical death.*

    {{{{{ABILITY 2}}}}}

    Sentry Turret Drain 50 / Damage 75 35 puncture 35 slash 5 impact / Duration 75s / Tripped Multiplier 2.5X damage / Falloff 70m
    S = Increased turret rate of fire // Increased Tripped damage multiplier
    E = Lower drain cost // More ammo regenerated per second // 
    D = Longer turret life time
    R = Increases the falloff range *Mostly used for PoE and Vallis builds* // Increased turret accuracy // Turrets have a larger cone.

    Vauban stops briefly to deploy a turret. This turret is an automated sentry that mows down all enemies in at 45 degree angle from it's placement. If Vauban or any other teammate is on a turret, it will deploy a frontal shield that blocks all incoming damage from the front. If a warframe is in control of the turret, it gains bonus damage to "tripped" enemies. Warframes with Barrier on them have a small buble form around the turret to protect them from all angles. 
    -Tripped enemies have a *energy color* highlight
    -Turret can only shoot enemies from 50 meters away.

    -Sentry changes energy color based on whoever is in control of it at the moment, if it is on auto then Vauban's energy color is shown.
    -2 Turrets can be placed down at once
    -Turret can be modded in the orbiter with Rifle mods.
    -Turrets have 1 higher threat level than Vauban.
    -Turret ammo works like an Archgun / Cycron
    -Turrets benefit from Vauban's passive as well, dealing increased damage to incapacitated targets
    -Turrets that are mounted by allies gain a firerate bonus.

    Ok so the idea of turret is that it can effectively protect you, and you can do more damage to enemies if Vauban is doing his job right. This is meant to give Vauban a more mechanic feel but also hardcore going into defense frame. Stationary turret Vauban places down which is pretty useless in auto but really REALLY powerful with an operator, as in a warframe operator... a warframe controlling the thing... JUST MOUNT THE DAMN GUN.... k                         -Totally not inspired by Bastion from OW

    Sentry Turret Augment: Sentry Munitions, Turrets have a 10m aura called Sentry Munitions, this augment isn't effected by ANY mods.
    -Turrets can no longer be mounted.
    -Allies under the effect of Sentry Munitions have a 50% larger clip
       -Power strength mods effect this.
    -Allies under the effect of Sentry Munitions have a 50% reload speed increase
       -Negative duration lowers Sentry Munitions reload time.
       -Going over 200% duration causes Sentry Munitions to cause allies to reload slower than normal
    -Allies under the effect of Sentry Munitions have a 50% less recoil (Efficiency mods)
       -Efficiency mods effect this
    -Sentry Munitions causes turret to attack enemies that have been marked by Sentry Munition shots.
    -Sentry turret can attack enemies marked by Sentry Munitions from farther away.
       -Sentry Munitions boosts attack range by 500% on enemies that have been marked.
    -Enemies hit with Sentry Munitions cause sentry turrets to deal 50% more damage to target.
       -Damage boost to Sentry munition targets is able to be boosted by Power Strength


    *Using turrets near vortex and Bastille greatly increases damage output of sentries due to them benefiting from Vauban's passive*
    *Sentries are rapid fire guns, so usually status mods would be effective*
    *Allies can see enemies behind walls and cover if they're on sentries, this allows for ambushes and prediction of enemies*
    *Sentries can be completely unmanned, while it is less effective, this can be countered through maximization of Concuss and Trip Lasers*
    *If Sentries are being used with Steam Engine* They can assist in increasing cool down reduction and they become more useful to Vauban*
    *if built for range, turrets can be used within open worlds which increases his viability for more modern content*

    {{{{{ABILITY 3}}}}}

    Citadel Steampunk Drain 75 / Duration 25s / Channeling efficiency 90% / Channeling Damage 250% / Channeling Damage Boost Per kill 5%
    S = Increases Channeling Damage Baseline // Increases channeling % damage per kill // Increased casting time
    E = Lower drain cost // More ammo regenerated per second
    D = Longer Citadel Steampunk timer. 
    R = Increases range of enemies that are dragged in.

    Vauban vents some anger upon his foes and gains 90% Channeling Efficiency and 250% Channeling damage. With every enemy killed, Vauban deals more channeling damage and finished enemies faster with every kill Sentry Turret also gains a damage boost equal to the EXTRA channeling damage gained from kills.
    -Every kill with channeling gives Vauban an extra 5% channeling damage
    -Infinite scaling to Channeling damage
    -Finishers pull in enemies from 5m away with a magnetic proc
    -Ability can be recast to prevent loss of stacks. You are punished hard for forgetting to cast this.
    -Turrets get a damage boost equal to Vauban's Channeling damage % received from enemy kills. Effect lingers on turrets for 10 seconds.
       -Even if Steampunk Citadel Steampunk is recast within the 10s, the damage will not be saved.
       -No mods effect this effect lingering at all. It always sits at 10s
    -90% channeling does not stack and is not affected by any mods whatsoever. You are not allowed to have free channeling damage, no!
    -Vauban ignores enemy shielding on channeling finishers if they are tripped while Citadel Steampunk is active.

    Ok imma be honest, I just wanted to add a channeling ability. But it makes some sense no? Steampunk is often seen as a weird sci-fi and not the most effective sci-fi right? I mean compared to the usual orokin or XCOM type of future tech, steampunk kinda falls short in appearance. Well channeling is kinda the same way. It's archaic and not very modern due to it not having been updated since . Well I find it a perfect way to reference the Citadel skin and also make Vauban have scaling damage. Combined with a channeling Zaw or channeling weapons, and the correct build, i think Vauban could honestly be the first frame to make Channeling a legitimate way to deal damage. Anyway you look at it, this ability is kinda just a boost to melee weapon damage, just in a very unique way. of course I have been pushing for channeling to be a legitimate fighting style for awhile... 😰 sad times.
    There is actually another reason why Citadel Steampunk is a good idea for Vauban. If anyone remembers, he came released with several weapons. One being the Fraggor Prime, a heavy weapon aka "A WEAPON THAT THE MORTIER SKIN SHOULD WORK ON..." but yeah ok fine that doesn't work on it. Regardless the Fraggor prime has a 1.8X channeling multiplier. So this would encourage you to use Vauban Prime with his actual weapon rather than say a Galatine or atterax. It would also make his melee make sense for the warframe it came out with no?

    Citadel Steampunk Augment: Steam Engine, Every enemy killed by channeling or turrets, the first three abilities all gain 1s to their duration and vauban gains 5% overshield.
    -Finishers increase first three abilities by 2 seconds and grant 10% over shields
    -Steam Engine boost can be increased by duration mods
    -Efficiency boosts overshield% gained

    Steam Engine is meant to be a special way to say Vauban doesn't need to keep spamming his abilities if he's active. If you keep interacting and supporting the team, you get rewarded for your actions. You don't need to recast citadel steampunk as often. Vortex would be the only exception to this because well, that would make the augment for vortex worthless. I can't give you absolutely everything. However with this ability, turrets, mines, and your steampunk keep getting longer and longer, conserving energy if you take an active part in fighting. This solves your little issue of needing to recast abilities such as vortex, tesla, trip laser, sentry turret, and means you can toss out more Shreds.

    *The use of Arcane Trickery or Ultimatum makes you survivable on finishers to help Vauban survive, Finishers can either come from melee weapons, concuss, allies, knockdowns, parries, etc*
    *Think of using Steam Engine as using channeling energy to continuously recast abilities, the channeling cost is minimal anyways*
    *Using Arcane Strike and Fury combined with this makes melee very VERY powerful*
    *Try to avoid losing Citadel Steampunk if it is active due to it being one of his scaling abilities and probably his best source of damage*
    *Low range weapons are recommended for Citadel builds due to the ability being channeling focused. Lots of energy will be lost if you sweep 20 enemies with a whip and they don't die.*
    *Because finishers apply a magnetic proc to enemies, weapons with Condition Overload get a free extra 60% damage*

    {{{{{ABILITY 4}}}}}

    Vortex Drain 100 / Damage 50 / Range 6m to 7m / Duration 12s
    S = Increases damage, pulse damage, and tesla multiplier
    E = Lower drain cost // Lower pulse cost
    D = Longer life time for Vortex and increases time enemies are affected by Bastille radiation
    R = Increases the range vortex drags enemies in and how large the pulse is.

    Vauban Creates a whirling mass of energy that violently attracts nearby enemies, crushing their atoms into a tiny spec of matter. Storing pressure, the Vortex explodes, pulsing damage upon ending or being recast.
    -Vortex incapacitates and rag dolls enemies, increasing Vauban's damage to them because his passive actually works with his kit... a rare commodity it seems.
    -Only 2 Vortex may be deployed
    -If Vortex is deployed inside of Bastille, all enemies inside of Bastille are hit with radiation.
    -1% Damage Tesla deals to enemies caught in the vortex are permanently added into Vortex's DPS.
    -Vortex catches and drags enemies into the center
    -If Vauban holds down 4 while a vortex is already active, all vortex currently deployed will emit a pulse equal to 5X the damage that was stored for 10 energy in a radius of 5 meters
       -If the vortex pulses, that does not mean all the damage that was stored is gone. You still keep the damage, it just gets pulsed.
       -Vauban cannot use the pulse again for 5 seconds after using it. No mods effect this.
    -If Concuss is within an irradiated Bastille, it's range doubles.

    Alright so the point to this was to add some cool interactions with previous abilities and actually make Vortex DO WHAT IT SAYS IT DOES... really it breaks down matter? nope it's like a massive group hug at the moment of me posting this. Soooo Ionize and make the Vortex unstable with teslas, then have it crush your enemies, and make it pulse scaling damage. It's really a simple ability that I just added some functionality to. Vortex is a great ability but too much of a good ability for me to put it into Mine layer. Also it's worth noting that because you have a scaling damage vortex, Perpetual Vortex is valuable now because you can keep it alive which means more damage.

    *Tesla can be placed anywhere, however the most effective place would be within the vortex to increase damage and make vortex actually kill enemies*
    *Perpetual Vortex is useful because if you keep the vortex alive, you keep an ever growing form of damage.*
    *Bastille and Vortex are useful together because it makes enemies that walk inside get hit with radiation, having enemies target the irradiated enemies before tenno or objectives*
    *Vortex can be pulsed in order to crush heavy enemies that refuse to die like ancients, gunners, and techs*
    *Deploying turrets close to the vortex helps due to sentries getting benefits from Vauban's passive, deploying trip wires inside the Vortex also helps boost turret damage output due to "tripping"*
    *Throwing a Shred into a Vortex shreds all enemies within the Vortex. Since it grounds enemies up it's a great way to cause instant damage. You can either pulse Vortex, or throw a shred into the mix.*

    -------------------

    Alright so all in all I attempted to keep Vauban as the King of CC, that's one of his strong points. But I also wanted him to feel more like an engineer so I gave him two extra abilities that feel more like an engineer. One has a more practical approach. Turrets feel like something a mechanic or engineer would put down in the middle of battle. but if were talking trapper, I want to increase damage output if Trip laser is walked over. Trip laser slows and stuns enemies, and while they're down have turrets gun them down. Turrets make Trip Laser viable. The other has a unique damage style using channeling. I may have missed some things such as what mods affect what powers and such, so if you think I kinda missed something that would break him feel to call me out on that. I'll try to change it. I'll also be making edits to this rework in the future if i see any cool ideas or if i think he should get some tweaks to balance his kit as it's entirely possible I over tuned him.

    To finish this concept I want to tell you all the different build that can come from this, or at least the ones I think can come from this. I can't say for sure because I don't have access to Dev tools and I can't see the future so heyyyyy 😄. If he is over tuned, i'd say nerf the damage on Tesla a tiny bit. Feel free to leave feedback, negative, positive, pointless, or constructive. I find all of it useful. If you have your own idea feel free to share it. I'd like DE to have a wealth of ideas when they rework him.

    "Covert Citadel" Vauban- A Vauban that uses Finisher Arcanes, Citadel Steampunk for increased stacking damage, and Concuss to open enemies to finishers obviously using Covert Lethality.
    "Bastion Trapper" Vauban- A Vauban that deploys tripwires to "trip" enemies and mow them down with sentry turrets for increased damage.
    "Trapping Grenadier" Vauban- Trappers wold be Vauban that focus 100% into their mines. Kinda like the Vauban's we have now, Vortex, Bastille, Shred, Concuss, Just now with more to offer.
    "Perpetual Radiation" Vauban- creating a defense of Vortex and irradiated Bastille's around the map to cause chaos.
    "Lazy" Vauban- Throws down mines, vortex, and deploys auto turrets, then afks.... screw these players 😄 jk jk I know someone would do this. But hey you do you. different play styles for diff people
    "Endless Engine" Vauban- A Vauban that has built around trip lasers, tesla, turrets, and steam engine for Citadel Steampunk to create a death machine that racks up damage in a specific area.

    -------------------

    Now I'm gunna talk about my other projects so if you're only here for Vauban you can just skin this. Currently i'm thinking of creating a "Psychic" Nyx, "Fairy Queen" Titanya, or even a Corpus Raid because they said they were reworking a corpus ship next so yeah that's my plans for future posts. Also I was working on a Wukong rework but em, yeah no point in doing that now right hahaha. If I had to pick my favorite topic I'd say I'm torn between creating a Nyx rework, or a a Corpus Raid. At least on a emotional level. I may wait for a bit more raid Feedback before I create another concept but I've got a few fun ideas that are fun little nods to lore and the community. Anyways if you read this far THANKS 😄 really appreciate the read. Also sorry if I sound a tiny bit rude during this, I often wrote this during the night so... apologies if I offended anyone.

    -Note to self, post Saturday after you wake up.

    • Like 1
  4. 19 minutes ago, ThumpumGood said:

    Without us knowing? Like they have to tell us everything they do ahead of time? This is disturbing to me. We play the game because we like the game. Most of us are here til it gets to MR30 and end game can actually be a thing.If it can ever be end game in an MMO that constantly evolves. Raids I miss. I was disappointed they removed them but to be totally honest, it was broken. Farmed them both every night for a long time. Im hoping that since they moved from a format of endless missions that forced them into having to bring nerfs to balance for a set difficulty type mission that they can bring it back with better success.

    Well it's nice to get info about this stuff ahead of time isn't it. Stuff like getting rid of raids, showing off archwing, introduction of lunaro, they all just kinda happened so quickly. We didn't get much of a reason why whatsoever. The reasoning behind why raids were removed was pretty much agreed by the majority of the community *I'm going to assume majority due to a certain forums post* as dumb and pointless.
    Post can be seen in Rahetalius video called "Digital Extremes vs The Raid Community" on youtube. it was a pretty well received post. I can't find it myself though.

    if they simply told us about lunaro beforehand like they did with rail jack then life would be much easier for them. They don't need to tell us everything beforehand but the thing i'm pointing at is, they do some random sudden things that make no sense, and for expansions if the curve ball doesn't go over well then that cool idea is forever half baked and ignored by the devs as well. it's an issue that plagues archwing, it's under developed, there's a lack of archwing missions, and it needed over 4 and probably 5 years for railjack to get it into a playable state? if they simply focused on our feedback of archwing earlier and buckled down, Archwing would be much more of a core componant and far more fun than it is now. We can't like the game if we can't get it to a likeable state. Yes surprise is nice. being suprised by new tile sets, warframes, and such is all good. But we need transparency and communication for massive drops like lunaro and archwing to succeed. it's easier if they show us this stuff before it hits the final stages. Lunaro was pretty much dropped the instant it was shown, no time for feedback or anything. it just dropped. people hated it and immediately ditched it.

    Also broken? now that's something i wanna hear about. do you mean broken bug wise? or something else? I'm a bit tired atm so I kinda need a pointer in the right direction as to what you mean by broken. I'm assuming you meant something in this line of text but it's unclear what you mean.
    " I'm hoping that since they moved from a format of endless missions that forced them into having to bring nerfs to balance for a set difficulty type mission that they can bring it back with better success."

    Also I... I've never heard someone talk about MR 30 before. as in they're in it till 30 is hit. That really threw me for a loop 😄 but hey to each their own for what they consider the end of the game. I'd be interested in talking to you about the in depth reasons why you feel that MR 30 is the end of the line. but eh another time. 

    • Like 1
  5. *This is a Repost of something I put to General Discussion. This place may be more fitting and i was told to post this here so, eh, i guess here you go fanzone. I wanna see people's opinion on this raid concept*

    Before I say anything, I want to clarify that this will be for experienced players only. No really, this will actually be difficult. This will take inspiration from WoW raids where you have alot of people wailing on a boss so expect the main guy to be BULLET SPONGE 110%. This is also an attempt at creating an Endgame concept. I think I'm on the right track but eh it seems like it'll be a contraversial topic because "make it solo friendly" and "bullet sponge isn't difficulty" I want to explain two things.

    One, yes bullet sponge isn't difficulty, I know that, but I made them bullet sponges to prevent lower ranked players from getting into here, to make it so only players who know what they're doing can get in, and making people think more before they go into the raid. The health and armor values are meant to make people work together to fight a boss or miniboss for a signifigant amount of time rather than popping them in the head once with a lanka or tigris. I mean lets face it, that's exactly how everything went until the wolf decided to show up. We pop them in the face and their body was deleted from existence. Also remember there are 8 people total. You have alot of possible damge output. 1,000,000 damage shouldn't be much of an issue for 4 people. So I want to reveal something to you, the wolf had around 1,000,000 health if you take into account armor with damage reduction at lvl 70. A single person erased that with the dual ichor in less than 5 seconds. The Hydrolyst has around 5,000,000 health at lvl 60 with a decent amount of shields and armor. You can still solo that easily. Bosses for raids should be several times harder than the Hydrolyst atleast due to there being 8 people.
    Again the bullet sponge for these enemies is NOT to make them difficult. the difficulty will be in teamwork, organization, completing objectives, and fighting unique enemies.

    Second, this game IS NOT a single player game. It's a muiltiplayer game. I understand why DE is trying to make the game solo friendly because it means a wider audience and more money, but for the love of all that's holy it's a game based around groups. We have clans, an incredible community *even if it's a cult*, supportive friends, amazing devs, and many team based missions and game mechanics. Want examples? railjack requires a pilot, gunner, mechanic, and an "interceptor" who goes into enemy ships. You've got double doors, self explanitory. We have enemy spawn rates, more people more enemies, survivals get easier and your kills per second go higher meaning more LS. Some arcanes like Arcane Pulse and augments for warframes let you support allies. ALLIES. PEOPLE. We have massive relays where people can gather and show off fashion and another specifically for trading and ayatan. Now we also have Disruption, the most modern version of forcing people into a team co operative setting. Divide and conquer allows you to get the rewards the quickest. Lastly we had the old trials which required team work and trust. The trials were one of the most fun things to do because it's more satisfying. Oh yeah and the game on steam is labeled a CO OP and MULTIPLAYER game. So yes this is meant to be done in teams.

    Trial V2 Assult on the Nightwatch Nightmares

    (8 Person Squad)

    Mission 1 LvL 80 {Saturn}

    Darvo has scouted that there is a larger than normal army and tighter security around the planet of Saturn and he must get to Kroni Relay. He contacted you to clear out the abnormally larger than average formation of soldiers. Unfortunately Darvo cannot scan to tell the tenno what lies in wait for them as the grineer capital ship seems to be carrying valuble Cargo. Perhaps you can secure it and help Darvo out at the same time. Ordis thinks it's a trap, but get's called a broken cephalon. Darvo believes the heightened security is not only for the ship but because the Wolf of Saturn Six had recently broken out.

    Upon infiltrating the ship, Kuva soldiers are already on high alert and were waiting for the tenno. Ordis called it, it was a trap and the worm queen or some other figure knew that darvo would contact a tenno to help clear the way. 

    The Mission will Start as an Exterminate, you must kill 430+ Grineer Troops in order to complete the mission. Kuva Guardians have a higher chance to spawn and enemies have a higher eximus chance. Every 50 enemies killed, 2 kuva manics spawn and hunt down the tenno.
    After killing 340 enemies a squad of Kuva Manics lead by an Elite *Nightwatch* Manic with 2,000,000 Health and 5,000 Armor. This manic is 10% larger than normal and can summon more manics to fight by their side. At half Hp the Manic will teleport away to the Kuva Throne room and must be killed. He is now surrounded by Kuva Manic Bombards and a platoon of nightwatch soldiers. he now also starts to create fake copies of himself.
    Manic can cast invisibility on itself like loki, but with red energy. This makes him harder to see. *While invisible the target marker from players disappears*

    Ordis is amazed that grineer troops are utalizing warframe technology and immedietly contact factions from across the system for assistance. Both in figuring who stationed the troops and in how the troops can use technology that exceeds their scientists.

    REWARDS: 5000 Kuva / Anasa Sculpture / 3 Detonite Injectors

    Mission 2 LvL 90 {Sedna}

    The Mission was planned by a member of the Steel Meridian. This member noticed that the the grineer troops were trangley already alert and that the Kuva Troops were not located on the fortress like they should have been. Someone with high authority planted that trap and they want Information. For this mission the squad is randomly split into 2 groups. One group must distract Kela De Thaym and provide cover for the second squad.

    To complete this, for as much as the factions hate eachother, the Perrin Sequence, Steel Meridian, and Red Veil work together in order to complete this mission. All factions benefit from this interaction. Ergo gains credits to supply to the Myconians, Steel Meridian can take Kela down a peg, and the Red Veil can purge the grineer.

    Squad Alpha is lead by Ergo Glast who bargains credits to wager in the Rathuum that the tenno would beat Kela's Executioners. Kela willingly takes the offer for entertainment purposes and releases ALL of her executioners into the arena. The 4 tenno must survive until the second squad has completed their mission. If they have not reached 50 Executioner kills by the time Squad Beta has hacked all the spy terminals, they must do so.
    Squad Beta is sent to an Elite Spy Mission with 2 Red Veil operatives and 2 Steel Meridian operatives. In this spy mission Ciphers are not allowed. The squad must hack 5 terminals around the mission. If alarms are tripped even once kela will catch wind. be careful. Each terminal now has an even more complex hack to them, These spy vaults have a special lock to them where they must hack the terminal twice. After this is complete the tenno must extract safely.

    During this mission the squad is of course broken in half. Both sides must work together to complete the goal. Be careful about tripping the Alarms though. While tripping alarms will not directly cause the mission to fail, Kela will notice. If kela notices, she'll start playing dirty. She cannot call you out as cheaters because that would tarnish her show. A squad of manics will appear in the spy mission to make the mission harder. At the same time Kela will occasionally drop nukes in the Rathuum that instantly down players. It's best to not get caught during the spy mission at all.
    Tripping alarms means both triggering the vault alarm, and also if an enemy triggers the alarms normally.

    *Warframes that excel in spy missions such as limbo, loki, and ivara make spy vaults easier*
    *Warframes that can easily deal with executioners are prefered to prevent giving points to Kela's side*

    REWARDS: 100 Rathuum Points / 150,000 Credits / 10,000 Extra syndicate Standing for your syndicates.

    Mission 3 LvL 100 {Ceres}

    From the spy vaults, the Steel Meridian and Perrin Sequence have worked together to crack the information wide open. They figure out that a large platoon of Enemies will be going after the Wolf of Saturn Six who is on the move around Ceres. The Wolf apparently has been attacking Nightwatch facilities recently and his next target is on Ludi. He needs to Hijack an experimental fomorian core for unknown purposes. The Nightwatch will be there to defend this core as well as a Nightwatch Commander. Capture them and prevent whatever the Wolf is Planning. But if the nightwatch are now on Ceres, could Vay Hek be responsible?
    During this mission Vay Hek, Kela, and the Flamblade all talk and argue with each other while you fight it out.

    The mission starts off as a normal Hijack Mission. However you see Saturn Six fujitives fighting with normal and nightwatch soldiers. You're also greeted by a nightwatch Flamblade who taunts you over transmissions saying you took the bait. This Flamblade is apparently the commander. The squad cannot hope to extract the core while the Wolf is still around and must search for the wolf.

    To start the wolf is hiding like any Acolyte would, he's making sure he can't be seen and will spawn after someone finds the room he's in. He then appears with a roar and must be killed. The wolf is currently lvl 110 and surrounded by his fugitive friends. He must be defeated and forced to retreat.

    After the wolf is defeated, the nightwatch have already surrounded the player and 100 troops wait outside. The tenno must break out and kill all of them. In order to escape the room they're currently in there are four panels the players must remain standing on for 30 seconds. The second panel will then light up and another person must stand on the next panel for 30 seconds. All while the first person doesn't leave their panel.* This must be done until all 4 panels are completed.
    When the second Panel is activated, Goarth the Executioner was sent by kela de Thaym in agreement with the Nightwatch Commander. He spawns at level 120 and must be killed before the third panel can be stood on. The current two panels must remain with players on them. After Goarth is slain, the tenno can complete the remaining panels and leave the room.

    *LoR panel shipyard. Same thing as LoR where you stand on panels in a certain order to open the door* During the second Panel room, the Flamblade reveals himself and starts to rapidly teleport around hitting players. With 5,000,000 health and 5,000 armor. the flamblade is accompanied by a lvl 110 Garesh from the Rathuum. Garesh can be killed, but the Nightwatch Flamblade Commander will only retreat upon death.

    Flamblade commander is 3/4 the size of troopers *as nightwatch flamblades have trooper armor*
    Flamblade commander randomly teleports.
    Flamblade commander causes all players to switch places at random with another player *Loki's switch teleport ability*
    Flamblade commander places radiation traps which explode affect players with radiation for 15 seconds.
    2 Players are teleported to a different tile where they must fight to survive against lvl 100 nightwatch enemies alone until the Flamblade is killed. After he is killed, the 2 players rejoin their friends to fight on.
    Flamblade commander will continue to teleport more enemies into the mission until he is captured. This puts the core at a significant disadvantage.
    Flamblade commander deals 100% toxin damage rather than heat damage. *Tenno aren't the only one's who prepare to fight their enemy, he knew shield frames would be used to push the core*
    Flamblade commander will focus down warframes with higher amounts of shields

    After leaving the room they must hijack the fomorian Core. This part is pretty much the exact same as the LoR, but now during the first part nightwatch troops swarm the core. The Flamblade Commander reappears, fully recovered and must now be captured before the end of the mission. At the same time you must protect and continue pushing the core to it's destination. The commander will be captured like any target in capture missions.
    Now during the third part, all three of the Gustrag Three appear aswell as Vay Hek himself to prevent the core from being taken. At the completion of this mission, the Nightwatch Leader reveals himself via transmission and talks strangely politely for a grineer while also being condescending

    *It is advised to have crowd control warframes for this mission. In particular nova would allows you to slow down all enemies and easily kill them. It also slows down the flamblade commander and makes him easier to kill*
    *Warframes with defensive abilities such as frost, gara, limbo, khora, vauban, and other frames that are kings of defence and have crowd control baked into their kit make the core safer and enemies more manageable*
    *Warframes allies with high threat levels or warframes with taunts such as a guardian derision nyx are great options to draw fire to yourself rather than the core*
    *It is advised to capture the Flamblade commander as soon as possible due to him spawning in more enemies. This prevents enemies from swarming the core more than normal.*
    *Warframes that cleanse status affects such as nezha, oberon, Avalache augmented frost, and other status ignoring warframes greatly help ignore status from radiation traps*

    REWARDS: *New Mods* / 5 Orokin Cells

    Mission 4 LvL 120 {Mars}

    Judging by the Flamblades information, he only knows half the story and only knows that he was told to defend the core. Vay Hek was cooperating with *Nightwatch* the grineer Nightwatch Leader. The tenno now go alone to face off against Vay Hek with a fomorian ship sitting above their heads. *Usual LoR Vay Hek Fight* but instead now the Nightwatch Leader interfears and throws one of his own into the ring to protect Vay Hek.

    Thing to note is Vay hek will have 20,000,000 health and 8,000 armor after being forced into vulnerability

    During this mission a special unit spawns to make life a little bit harder.  While the tenno run around charging batteries to blow up vents. Nightwatch Hyekka Masters line the outside of the battle sight and snipe down at enemies with vulkar rifles. Unlike other enemies, these ones will not have laser sights. They each have 200,000 health and 1,000 armor. These snipers lay down fire and make it almost impossible for people to stand on panels without proper organization or cover to prevent their gunfire.
    Hyekka Masters have the ability to summon 30 hyekkas into the battle from the center of the map. These kavats hunt down tenno.
    Hyekka Masters do not have lasers that give away their position

    Executioner Vay Molta was also ordered to protect Vay Hek from the tenno. During this battle she zooms around and has a light 250,000 health, but 25,000 armor. She's capable of blowing up her opponents and rag dolling them off points. If she ever gets low on health she attempts to heal herself.

    *Attacks that ignore or strip armor are VERY effective against Vay Molta shutting her down almost instantly.*
    *Warframes such as frost, atlas, and other cover deploying warframes are useful in blocking sniper shots.*
    *Crowd Control warframes would slow down Vay Molta and slow down the rate of fire from Hyekka Masters.*
    *Warframes with high energy pools such as loki or limbo can charge batteries easily*
    *Trinity would assist in keeping energy levels at a maintainable level while also healing team mates*

    REWARDS: 1 Random Riven Mod / 5 hour Resource or Affinity booster

    Mission 5 LvL 150 {Derelict} First Half

    Information found in Vay Hek's Terra Frame showed that this was the hideout of the Nighty. *Nighty will be the placeholder name of the Nightwatch Leader* To find Nighty, the group must first survive while defending a Volatile Fomorian Core that will blow up the Derelict Ship where the Nightwatch make their command. Apparently during the Gradevus Dilemma, Not all tenno had been handed over to the tenno. Sargus Ruk and Nighty had formed a shady deal and several dozen warframes were sent to Nighty for testing. In return, Nighty offered Sargus Ruk experienced training and better weaponry to Sargus Ruk's troops in the future. Nighty has since been toying with warframe weaponry and abilities to create the most lethal troops imaginable. The most high ranking troops have not only access to a vastly superior arsenal and some even have been modified with warframe abilities such as invisibility, teleportation, and power of dimensions. Nighty has recently been producing contraptions that mimic specters and mind control. Destroy Nighty before research gets too out of hand.

    The Nightwatch are flooding into the room and have cut off life support hoping to kill the tenno that way. Life support capsules spawn within this large Derelict Tile. The % of LS is the % of Max hp your warframe will have. so if Nidus with 1000 hp has 50% life support, he will only have 500 hp.
    Every minute of the survival, 3 Nightwave manics will spawn and hunt down the tenno.
    Every minute of the survival, the fomorian core must be hacked in order to prevent an EMP. EMP will give magnetic procs to everyone and nullify ALL abilities active on the field.
    Fomorian Core will rapidly drain nearby tenno of shields in order to charge it's explosion and must have drained over 30,000 shields in order to blow up properly.
    Area outside of the main defense point is bathed in radiation that will only affect warframes. 10dps but will be affecting you with radiation meaning your team can damage you.

    *Shield Restores and Defensive frames are useful for Core Defense*
    *Hildy or mag greatly speeds up the shield process.*
    *Loki, Ivara, Wisp, and Zephyr, and Titanya, are good picks to avoid radiation. This is because they can either stay latched onto a wall, can float in the air, or place ziplines to walk over the radiation. of course warframes such as Nezha with warding halo also can avoid this radiation proc with warding halos on you and team mates. if you want to fight outside of the defense area these are the warframes to go for*


    Nighty has 25,000,000 health / 1,000,000 shields / 10,000 armor *nighty is not affected by status*
    Nighty can teleport around and floats in the air making melee weapons obscelete. If Graxx Mesa is alive with shooting gallery she must die as she prevents you from shooting.
    Nighty regenerates 1% of his shields after a graxx is killed
    Nighty gains 1,000 armor for every graxx enemy currently alive
    Nighty has a red nullifier shield that prevents warframe abilities from hitting him, however weapons can still pass through this shield.
    Nighty is unable to be hit by finishers
    Nighty will occasinally release a red flash bang (Like Alad V) and removes 100% of tenno shields.

    *Warframes that can tank damage or distract nighty are great for distracting this grineer leader.*
    *It is advised that the squad breaks into two groups. One would be focus on destroying side enemies and graxx troops, the other fights Nighty Directly*

    Mission 5 LvL 150 {Derelict} Second Half -BOSS FIGHT-

    After 15 minutes the life support is back on. But the tenno must now defeat Nighty. Nighty is a grineer nullifier that has 8 copies of the warframes being used as specters. These specters must be killed before Nighty can be harmed. 
    Each enemy specter has 100X the HP and Shields of the person they are copying. Killing that specter will down the player there is a copy of. Killing all specters at once is a BAD idea.

    After all specters are defeated, Nighty becomes vulnerable and now constantly summons in Nightwatch versions of all graxx skins which he aquired during the gredivus dilemma and had modified. All graxx units provide Nighty with an extra 1,000 permanent armor. Kill them to prevent Nighty from getting more insane damage reduction.
    Graxx enemies have 1,000,000 Health, 1,000,000 shields and 3,000 armor. They also have a small platoon of nightwave soldiers surrounding them that fit their theme. Excalibur has flamblades, Frost has bailiffs, etc etc.
    -Graxx soldiers are capable of being hit by finisher attacks and are affected by warframe abilities-

    At 50% health Nighty will deploy several more shadow specters which must be killed before he can be damaged further. This time though graxx warframes and nightwatch enemies are still fighting you. At 50% Vor and lech kril are summoned.
    At 25% Health, he does this again and summons Sprag and Venkra to attack the tenno. Nighty is invulnerable until these two are killed.

    *CC is valuble here due to enemies having ways to CC you, damage you, and control your abilities. Graxx enemies specialize at making you vulnerable despite survivability so play careful and prioritize killing graxx opponants.*

    -Graxx Nyx uses chaos, friendly fire with chaos. Swaps graxx enemies to look like allies and actual allies now look like graxx.
    -Nova TWINS use Molecular Prime, slows tenno down and makes them vulnerable *nova spawns in groups of two as Gnova and Graxx Nova, nighty gains 500 armor from each and they're half as tanky as other graxx warframes.
    -Ember uses WoF, damages all people with fire eruptions. *Can be very annoying by constantly knocking down tenno and fireprocs meaning they cannot regenerate shields*
    -Limbo uses Cataclysm and banish. Must roll to exit void from banish.
    -Mesa uses Shatter Shield and Shooting Gallery, damage reduction and prevents use of guns. Desecrate also prevents people from going into the downed stage by removing their body.
    -Nekros can use Fear and Shadows of the Dead, brings back dead graxx allies and causes tenno to lose control of character for several seconds.
    -Mag uses shield polarize and pull. Polarize removes all shields of tenno and pull will stun and give magnetic procs to all tenno hit by pull. Polarize also restores 30% of nightwatch and graxx enemies. *KILL HER BEFORE NIGHTY CAN BE RESTORED*
    -Vauban uses gernades and Vortex, pulls enemies in and can annoy enemies with traps. Graxx Vauban also deploys all sorts of rollers.
    -Valkyr uses hysteria, war cry, and ripline. Ripline drags a tenno to the graxx with a stun, Warcry slows all tenno down, Hysteria makes her unkillable
    -Saryn uses Spores, toxic lash, and miasma. Miasma halves health of all tenno, toxic lash lets her ignore shields, spores strips armor and damage reduction like halo, iron skin, and shatter shield.
    -Hydroid can drown and trap tenno in puddles. Must damage puddle to have hydroid transform back. *If all 8 players are trapped hydroid instantly releases them all*
    -Atlas will hunt down and punch tenno to death, stunning and sometimes killing them. *Atlas can gain massive amounts of armor, killing him sooner means he won't be an issue to kill later.
    -Zephyr can summon tornadoes, use turbulence making only melee viable vs her, and uses air burst which ragdolls tenno if hit by them.
    -Frost can freeze two tenno in place that must be broken free by other players via avalanche and can create snowglobes. If frozen allies are invulnerable but if not set free in 20 seconds will shatter and instantly die.
    -Harrow allows enemies to 1shot you with higher critical chance with covenant. Harrow can also heal allied nightwave, including nighty. harrow can also chain you, making you invulnerable but must be broken out of chains by ally melee attack.
    -Volt will shock tenno with lightning bolts, halving their shields. 
    -Chroma will give extra armor and damage to nighty and will stick close to Nighty.
    -Rhino can use stomp to knockdown all tenno on the map at random. 
    other graxx enemies are kinda obvious in terms of what they would do. Graxx enemies will be added based on future graxx skins. The idea to ass draxx skins I think is cool as it's techiclly a new enemy but also a reused asset. Also let's be honest, having enemies like this on the map is DIFFICULT to the extreme.

    *Finisher warframes such as valkyr, banshee, Excalibur, Inaros, Ash, Equinox, Ivara, and other warframes that open enemies up to finishers make dealing with graxx warframes easy.*
    *Another option is to use Executing Dash to open them up to finishers*
    *Banshee would have a special interaction. Based off conclave banshee would silence graxx soldiers preventing them from using abilities. VERY useful.*
    *Nova can slow graxx down with molecular prime, this is very useful*

    After Nighty is forced to retreat, Tenno have 2 minutes to extraction or they will be blown up along with the derelict ship. Just to make it better, the ship flys out and you get to see the derelict ship explode to end the raid.`

    REWARDS: Graxx specter! / 200,000 Credits / Guarenteed 1 new weapon piece / 5% chance for a nightwatch skin / 5% Nighty Articula / 10% Orokin Catalyst or Reactor / 1 Random Arcane

    NIGHTMARE MODE

    Mission 1 LvL 120 {Saturn} -NIGHTMARE EFFECT-

    During Mission One, Enemy total is increased to 570+ Enemies.
    During Mission One, Eximus Stronghold Effect
    During Mission Cryo Hazard

    Elite Nightwatch Manic 3,000,000 health / 6,000 Armor
    -Now summons an extra 2 Nightwatch Manic Bomabrds
    -Only headshots harm him

    REWARDS: 8,000 Kuva / Anasa Sculpture / 3 Detonite Injectors / 1,000 Endo
     

    Mission 2 LvL 130 {Sedna} -NIGHTMARE EFFECT-

    Increased nukes during Rathuum.
    Elite Nightwatch Manic appears during Rathuum. *No second phase*
    Massive Boost to vault security with extra lasers and drones.
    Vaults drain warframe energy by 5/s

    REWARDS: 150 Rathuum Points / 250,000 Credits / 10,000 Extra syndicate Standing for your syndicates / 1,000 Endo / .5% Argon Scope
     

    Mission 3 LvL 140 {Ceres} -NIGHTMARE EFFECT-

    Wolf now adapts to damage.
    Players are drained of energy 20/s while standing on pads and cannot cast abilities
    Fomorian Core will instantly blow up if it touches lightning on rails
    Fomorian Core has a nullifier Shield on it that prevents warframes from using abilities while inside this bubble.
    While transporting Fomorian Core, while outside Dargyns and Dregs will attack the core.
    Flamblade Commander now has 8,000,000 health and 6,000 armor

    REWARDS: *Nightwatch Mod* / 5 Orokin Cells / 5 Tellurium / 10 *Nightwave Credits*
     

    Mission 4 LvL 160 {Mars} -NIGHTMARE EFFECT-

    Same stuff as LoR Nightmare
    Hyekkas now explode upon death dealing 100% of their health in a 2m radius. Suicide Kavats.
    Molta now has 1,000,000 shields. *Magnetic or toxin helps bypass this* 

    REWARDS: 1 Riven mod, you can pick category. 5h Rare Resource, Affinity, or Credit Booster


    Mission 5 LvL 190 {Derelict} -NIGHTMARE EFFECT-

    Nighty 75,000,000 health / 2,000,000 shields / 10,000 armor *nighty is not affected by status and takes 50% less critical damage*

    Fomorian Core requires 50,000 Shields and also drains energy if the warframe has any.
    Elite Nightwatch Manic spawns every 5 min *No second phase*
    At 50% and 25%, Nighty will not only deploy boss specters, but also deploy the copies of the 8 tenno warframes again. This totals to at most 10 targets needed to be killed.
    Graxx now grant Nighty 2,000 armor per Graxx alive.
    Graxx now spawn more frequently and now have 4,000,000 health, 2,000,000 shields, and 4,000 armor

    If any player goes dies/respawns, Nighty regenerates all his shields

    *Upon death in nightmare, Nighty has a 2% Chance to drop "Energy Armor"

    REWARDS: Graxx Specter / 250,000 Credits / Guarenteed 1 new weapon piece / 10% chance for a nightwatch skin / 10% Orokin Catalyst or Reactor / 1 Random Arcane / 1 Pet Arcane / Nightwatch Ephemera

    ----------------------------------
    Ok so I just wanted to throw together an Endgame opinion. Yes I know exactly what someone is gonna say WTH WHY DO THEY HAVE SO MUCH HEALTH. Well I want to put it this way. We are REALLY powerful right? We also hate invincibility so I wanted to make it feel less like you can never damage these enemies that are MEANT to be difficult. On the flip side you do little damage to these enemies and you NEED to be prepared with restores, specters, and the best mods possible. As for the reason why they have tons of health, I wanted to bullet sponge. yes many people hate the idea of bullet sponges however I really wanted to make this feel like THE boss. I mean all bosses we have at the moment we can solo and pop in two to six hits if you build right.

    The concept for this actually came from WoW. I remember that often you fight bosses in WoW for 20+ min at a time. Well if were going to be doing a Raid, it's gotta be one of the hardest bosses. So lets make it about a 30min fight. yes it's long, yes it has a lot you have to do to get there, but... the rewards are well worth it IMO. if you run this once a day you make progress in almost everywhere for the game. It appeals to everyone right?

    Rivens and Kuva= Riven Traders and Riven Clans now can trade even more rivens and farm kuva while doing it.
    Rathuum Points= Kela Farmers can gain points without actually breaking away from the farm, enough points to fight Kela 2-3 times.
    Credits= Index Farmers can run this and still get money from it while getting everything else.
    Graxx Specter= Cool trinket to let you summon another ally, A thing special to this raid. This tempts people to play this.
    1 Weapon piece= well this one is weird because I want Nighty to have a special Grineer Weapon. That would mean you have a unique weapon for this raid which is always a +
    Booster= To increase value further down the line if you're playing warframe after this raid.
    Arcanes= A unique Pet Arcane to make different pets more viable and to give them even more reason to exist
    Skins, Articula, Ephemera= just a cool collectors item that matches the Theme
    Nightwave Credits= To allow players to have another way to gain this currency without actually having to do Nightwave, but of course at a price.
    Nightwatch Mods= To be specific i want some more mods to come from this raid. That way we have even more variety to the game. Also these mods would be valuble to the market due to difficulty
    Anasa and Endo= Specificly to allow players a way to farm endo. Lets be honest in the time it takes for players to complete THIS raid, you could farm about 21k Endo from Rathuum.

    Of course the optional reward is tantalizing aswell, who wouldn't want an Argon scope am I Right? So I made it a 6 spy vault exclusive with a low chance. I mean you wont be running this mission specifically for Argon Scope unless you're insane, it's just a nice little chance to get the mod. Of course the little boosts with the potatoes are also cool to get but not guaranteed. I think this gives you a sizable reward for how difficult I made this raid suggestion. What do you guys think about this?

    -----------------REWARDS------------------
    Fair warning, these rewards are all completly made up and really are just extra food for thought. You just viving you an Idea of why you would run this raid. You know, because you need something useful to farm right?

    MODS

    Energy Armor (Warframe or Melee)
    300% of energy used while channeling is transformed into armor for 15 seconds. Stacks and refreshes if another ability is cast. Armor cap of 1,000

     

    NIGHTWATCH SET
    Charge attacks release a shockwave that travels for 5 meters in a cone which opens enemies up to finishers (Up to 10 meters)
    Only required 3 Nightwatch mods to hit max set bonus

    Nightwatch Negligence (Warframe)
    At 50% health, Enemy accuracy is reduced by 40%
    (Set buffs up to 75% Health)

    Nightwatch Hazard (Warframe) *Exilus*
    40% Fire resistance  40% Toxin Resistance
    40% Ice Resistance  40% Electric Resistance
    (Set buffs all resitance to 80%%)

    Nightwatch Charge (Melee)
    Charge attacks have 20% more range
    Charge attacks deal 100% more damage
    (Set buffs up to 40% more range and 200% more damage)

    Nightwatch Ricochet (Sniper)
    While crouched and looking down the scope, sniper rifle shots bounce to another enemy nearby dealing 55% damage done to original target
    (Set buffs set to 110% damage)

    ------------------------------------

    PET ARCANES

    Arcane Undying
    Companion has 85% chance to ignore lethal damage and become fully restored
    *Does not stack with tek assult*

    Arcane Precept
    If a companion uses a precept skill, Warframe gains 20% efficency for 10 seconds

    Arcane Status
    All enemies that are affected by precepts lose 50% armor and Shields

    Arcane Phantom
    Killing an enemy that your companion has attacked cloaks companion for 5 seconds.

    Arcane Sacrifice
    If the warframe takes fatal damage, the companion has a 100% chance to take that lethal damage in their owner's place.
    *with Nidus, companion will take all lethal damage. Undying will not proc unless companion is either dead or down*

    Arcane Reaver
    Companion releases a 30m pulse that causes all enemies in the area to have a 25% to drop double the resources upon death
    *Enemies hit by Arcane reaver cannot be reaved again*
    *Life support will not be dropped from this*

    Arcane Predator
    Companion has a 10% chance to instantly kill an enemy with it's next attack. 5 second cool down.

    Arcane Cleaver
    Companions attacks now have 40% chance to cleave in a cone of 4 meters

    Arcane Revenge
    100% chance to re spawn your companion if you kill the enemy that had killed your companion

    Arcane Protection
    20% chanc that upon being harmed, companion gains armor equal to 50% of it's max Health for 18 seconds

    Arcane Magnet
    Enemies killed by companion drag all enemies within 15 meters to the point of death

    Arcane Status
    Companions deal 100% more damage per status on enemy

    Arcane Bloodlust
    After killing an enemy the companion has attacked, companion gains 200% attack speed for 8 seconds

    Arcane Efficiency
    After casting an ability, All of companions cool downs are reduced by 25%

    Arcane Svalinn
    When warframe is affected by status proc, companion will increase shield regeneration by 100% for 10 seconds.

    ------------------------------------

    Anyways feel free to comment on the reward list ideas, revamped raid concept, and enemy difficulty. Again I have to stress this, this is not meant to be easy or for medium players. It would be for the players who know what they're doing and are 100% decked out and ready to screw someone up. I believe 100% DE can make endgame. There's a reason raids and dungeons have always been the center of it, and that's because they work if done right. Anyways if anyone's got stuff to say on it i'll gladly accept it and try to critique it for the next raid suggestion or tweak this one. Endgame is a sensitive topic so i wanted to take a shot. Here's my suggestion.
    On another note, i'll be taking all suggestions into my next attempt at creating another raid idea. Just cause i've got nothing else to do at the moment in game. Seriously I'm playing hide and seek in captura with my clan 😄 Also I know i said i'd work on Wukong for the next rework concept after Overheated Ember, however it sounds like DE's got a wukong in the works so me saying anything would be pointless. I also 100% guarantee they've got ideas for Vauban soooo yeah I decided to do this. Anyways I know the bullet sponge idea will get some hate but i honestly think it's the only way to get the Raid feel with difficult enemies rather than pop one shot Vay Hek. We've all done it once or twice...

    • Like 1
  6. 4 hours ago, Zilchy said:

    I am an endgame endurance player and this is just brilliant. Please post this in feedback and hopefully it gains the traction it deserves. This is the best posted suggestion I've seen in years.

    Thanks 🙂 glad to hear you like the idea. Although i'm kinda new to the forums, would I just copy paste everything into feedback? or is there some way to switch what category this conversation can be seen under?

    Also does this stuff go into the feedback area by default? I put the concepts I create under general discussion because i'm not sure where else they should be, like fanzone? feedback? or other places?

  7. 3 hours ago, xV3NOMx said:

    The problem is there are too many complaints about the game's difficulty or grind from other Players, then the game gets nerfed to satisfy them while the rest of us suffer. This is evident with how many Players complained about how well [Ash] & [Ember] used to easily kill enemies with their fourth ability or Players using [Telos Boltace], [Tonker], and [Synoid Simulor] weapons can easily wipe out an army of enemies while others watch. 

    [ I have personally seen how many changes have been made to Warframe in effort to satisfy the Players who whine too much about certain game mechanics that others take advantage of, and it is disturbing.]

    In my opinion, I wish the Developers disable Players from being able to purchase weapons and warframes from the Market to escape the grind. Instead, allow the Players to only trade for them or gain them genuinely and to stop the "holding hand" methods. 

    [Players who purchased Wisp from the market, already are complaining about the warframe while the new update has been released less than one day (24 hours).... Go figure!]

    Actually I'm all for buying frames from the market. DE wants them to complain about this stuff on day 1. It's part of their feedback loop. Every game has this, people who are willing to instant buy the frame get the worse experience, and help to develop the frame by pointing out bugs and fixes. Without this in the game we would have a couple huge issues only being found several days after release. I get where you're coming from, but I don't think the weapons and frames should be taken out. It's also a way for them to get money from people who willingly support the game. Yes there is some predetory things about it but they're working on that, and yes there are the annoying braggers saying "I've got this hah you don't" but eh yeah I honestly support the instant purchase. it makes players that wait to build it have the more enjoyable first experience. 🙂

    If you want examples of this, Hydroid, Oberon, and Nezha reworks all needed feedback and were improved upon from com feedback. I think the same happened with a few warframes on release but i can't remember which ones >.<

    Yes I agree with you on the first topic. the solution is DE needs to buckle down and just say no, screw it, were not nerfing this. Maybe come to a compromise, but not nerf to death. Ember got nerfed to death, Ash blade storm is kinda pointless because equinox now has a better blade storm ult than what ash had in vanilla, plus it can heal. The only thing DE needed to do was make it so we can kill people who are being attacked by clones and everything would have been fine. DE not only tries to bend to the majority, but go even beyond to impress us which in some cases works, but we don't want it all the time. DE just needs to have more confidence in their work and not nerf things to death.
    Tho Telos boltace was broken 😄 i'm guilty of using this one and i agree 100% with the nerf to it. I actually really like the new passive as it helps some frames so hey I'm on the side of the new Boltace. More interactive and fun. Tho I still use kronen prime over that. yet... no crippling whip nerfs yet huh? Tonkor tho, that hurt me a ton. My bomber zephyr is gathering dust at the back of my ship.

    Eh sorry if this seemed a bit scattered, i'm kinda sleepy and hungry atm. But point is DE needs to buckle down if they want any sort of endgame content. Soem cahnged like telos boltace, and keeping market stuff yeah that's good. Keep it. it helps the game grow. But nerfing wolf, stalker, destroying trials, and such should not be a thing. Also I notice this a lot. You all need to start jumping to the defense saying " No No No that's a terrible idea don't do this!" seriously I posted this on one of my largest wall of text ever "What we want, Both DE and us." and uh, ALL of the community needs to voice their opinion. If you're in favor of or nerfing something when they talk about it. I loved the reaction to the Itzal nerf idea, everyone said no, how about you do this to fix the problem, and I mean everyone talked about it. Why don't we get this more often? Please do this more often and maybe we can actually start chipping away at DE giving us proper endgame without it being taken away from us. Anyways i'm off to bed for nows. ba bye for a couple hrs.

    • Like 1
  8. 2 hours ago, xV3NOMx said:

    Best comparison of how Warframe will be a complete "Open World" game would be "Star Citizen" meets "The Elder Scrolls: Skyrim."

    [ The upcoming "Railjack" update is the start of a series of updates to enable Players to travel from planet to planet from their spacecraft. Eventually, each planet locations will connect and become "Open world" to explore similar to "Plains of Eidolon" and "Orb Vallis".]

    Just in case you are not familiar with what the "Railjack" update is here is a video link  :https://www.youtube.com/watch?v=NGpJICoghnQ.

    I don't think that's entirely what they were going for with railjack. I also don't think any more than 1 or 2 more open worlds will be made. Maybe an infested orokin open world, and maybe way down the like sentient, but just no. Open worlds take far too much resources away from the current game. We shouldn't be thinking about an open "origin system" like that for quite awhile. Also Railjack I imagine came from a game mode DE was talking about awhile back. There was a devsteam *forgot which* where they talked about a morphing ship that allowed you to explore nodes deeper into space and further away from planets. You would need archwing and also people on mounted turrets in order to defend it. I think that's where railjack was birthed from.

    Also in no way do i think a complete open world would ever be an endgame as we've seen with the orb mothers and eidolons which can be beaten by a solo person multiple times in under an hour and that's not where DE wants to go with the game. Form their pattern of building concepts, Open worlds will be ditched soon, they'll go back to polishing core mechanics, and then throw the next curve ball. Railjack is not an endgame, open worlds most likely won't be endgame, and the "open origin system" idea would take FAR too much time. 

    Your words of "There will be no endgame" is what I think is holding this Endgame content back. at least one of the reasons anyways. You could be 100% right that DE may have no intent to create endgame. But I deny that, they have been trying to deliver us that content we desire so much but then the content flops like ESO, gets Meta'd to hell like Eidolons, or get's outright nerfed like the wolf. Or in raid's case removed from the game. If they didn't want to give us this endgame content, they wouldn't be trying so hard to say This will be the endgame you all want, this is what will satisfy that urge to fight tough opponents. Well.... it never once works because some part of the community becomes too vocal and says "nerf stalker the second dream's too hard I can't kill the guy who's meant to specialize in hunting warframes" or "I can't kill this lunatic wolf guy, he has too much health nerf please or i'm done!". As soon as the most kitted our players get something worth their time, it gets taken away because other's don't like it when that content wasn't made for you in the first place. DE can make endgame, they've come close several times, they just needed to expand on the concept of raids more. Better rewards and more ways to make them challenging. It's not that hard to make and if we push hard enough DE will finally get it right. I don't think players care if it comes in the form of raids, or Arbitrations, or anything, as long as it actually counts as endgame content. DE has tons of freedom here.Your line that says "There will be no endgame" is only true if you want it that way. We the players have a big say in how this game shapes itself.

    Just a side note, Do you know how much I enjoyed fighting the wolf because he was worth my time? an enemy that finally put me in my place? I loved the wolf so much I fought him for 2 hours on a defense mission with my melee terrible melee because I ran out of ammo. I created my own dodging system to counter the guy. Transference out and in as soon as he started to swing his hammer and attack until I needed to transference back in and out of the frame to avoid the next attack. I enjoyed that. because he was the ONLY enemy in the entire game that gave me a difficult time since shadow stalker 1.0, the shadow that was strong enough to kill you three times over. Granted if I brought better gear he would have died sooner but guess what, for once my entire squad decided to start talking and came together behind a common goal, and decided to fight until they were dead or had to leave. That felt amazing.

  9. 1 hour ago, Qmiras said:

    had a nightmarish flashback at WoW raiding, very well thought and explained but I think the player base is not as dedicated as WoW one...

    There's people complaining about nightwave ffs....I wish there was something in game like what you proposed, but I find it difficult to imagine without a big and violent player base change of mind.

    Yeah I can def see players getting mad that this content would be "too hard" but i wish DE would finally just for once buckle down and say no, were not nerfing this. You're too strong" Thought they would do that with the wolf but eh, nerf happened then he got void stalked.

    of course for people lt hat don't know what they're doing this raid could take up to 2 hours right? but in no way shape or form are enemies so tanky that they actually are like WoW bosses which can take up to 40 min just to kill the end guy. I only meant by, hey WoW characters are broken af, lets make some tough enemies to fight that take time and teamwork. but there is a very loyal and dedicated raiding community... if they're still out there. Entire clans were built for the raids, so i imagine the same would occur again and there woluld be a vocal part to stand against nerfing stuff like this. right?

    • Like 1
  10. Ok so this topic will be tackling small little issues that I think would make this game better. nothing serious like my other topic "What we want, both DE and us." This one will be a sort of playful small tidbits that would make the game more enjoyable. 

    Also to note I will be posting my "Mechanic" Vauban rework around this weekend. After that I may work on either New Enemy ideas, A sentient raid, or retyping my accidental deletion of the  "Eidolon" Revenant rework concept. It honestly depends on what I'm feeling. But oh well this is what we've got for now. And yes I know I just released the Nightwave raid, but I wasn't intending to release this about 2 weeks ago, it kinda just got pushed back cause I was working on Revenant, then I was stupid and shut down my computer without saving the msg and I kinda took a blank on making forum post topics. So no more topics for awhile 🙂

    Octavia Mandachord Flexibility
    Ok so we all have experienced the awesomeness that is octavia... no not the killing she does. The fact you can create your own music. Well something that always bugged me was how the Mandachord worked. It only gave you a small disc you can rotate around to play a looping track. Well I've got several suggestions for this that make Octavia much more enjoyable to play on a musical level.

    • First up we have Octavia's Soundtrack. I believe we should be able to play a warframe background soundtrack to our songs. Songs we have scanned should be able to be equipable not only to our ships quarters, but octavia's mandachord as well. While we have our music running, all around octavia we should have a background music on our abilities. the fourth ability doesn't have any music attached to it, so add the background to that one. If you're still unsure what i'm talking about. You have the notes your playing and then also music behind that from somachord tones.
    • Second, We should be able to pick which notes are what. By that I mean every single note on the mandachord should be able to be picked from a different instrument sound. This means we can have plogg, Horos, and Alpha instruments on a single layer of music. I suggest this change because it allows us to create more diverse songs and it lets us have cool little switches in our music. Plus we may want to blend the instruments to create cool sounds and songs.
    • Lastly, I suggest we have a larger Mandachord. Or to be specific, an endless Mandachord. Imagine our mandachord is like a scroll rather than a disc. I want our bandachord to be able to extend on for minutes on end with a unique beat and song all the while. What i mean is, stop the loop and let us make our song however long we want. If we get this change, we can actually make songs like Megalovania, Poker Face, etc etc with ease and have them sound like the original song rather than some cropped out loop of the music. Now that's musical creativity right there.
    • Oh yeah, one last thing. Tenno volume songs should come prerecorded in the mandachord, just to make it that much nicer. Tenno volume winners should get something ingame. It would be a cool little award to those who work hard. For example I've wanted "Warcry" from valkyr tenno tunes vol 1 for awhile on my Octavia. The neat feature of the Tenno Vol tunes is that their background music would be the only one with ingame sound effects. Don't tell me it wouldn't be cool having a warframe singing dream a dream. 😄

    Cephalon Simaris Lore
    I dunno about you guys, but hunting down those targets gave me something to do for awhile. And I loved it. I remember also the targets giving us valuble insight to orokin tech, the sentient, and the infestation. I'd love it if we got more of that. 

    Conclave Syandana
    Dear god help me 😭 I got tricked. When i saw that syandana in conclave I made up my mind. Without reading the wiki, watching any videos, and without a care in the world, I was blinded by that glorious syandana. Then I got it... and it turned off a week later, wait what? Why does this thing turn off! I don't want to have to run conclave that many times. Conclave isn't the focus of the game and there's no real reason to play it. Warcraft gives out a special mount at certain ranks of PvP now. Why can't we have a nice permanent syandana, that we work about a month for btw, as a nice piece we can keep on us. Seriously it was so good I replaced my pyra prime and the energy wing syandana for that when it worked. It was beautiful. Please fix it. Some of us work hard for this stuff, from your constant gating and lack of updates to pvp we should keep it in it's "powered" state all the time just cause we braved the conclave. Then it would be a serious bragging right and hell we deserve to brag about that :D... maybe... not really 😞 those of us who have it have no life. send help. please.

    The Radiant and Relic Flood Issue
    DE, can we please get some good fixes to this system? I've got some suggestions that would patch this up and help players out a ton in figuring out what relics they can use. Here are the following

    1. Make a filter box that we can check or uncheck. This box hides vaulted relics so we don't accidentally use them when we don't want to. Combined with a filter bar, this would make the relics easier to handle. How many times must we suffer the screen where we can onyl see 6 relics a screen, and we have 40 relics to sift through. Heck even with a search bar it's getting chaotic. Plz filter box.
    2. Next, let us bookmark some relics. This will open a seperate tab to relics that we have bookmarked. With a total of three different bookmarks and three different tabs which we can rename, we can now have perfect organization. For example. Red Bookmark DO NOT USE // Blue Bookmark RADIANT THESE // Yellow Bookmark TRACE FODDER
    3. Third, I'd like for us to be able to re use relics. Or to be preciseise, if a relic has been refined in any way, let us reuse it ONCE if it's an endless mission by sacrificing all traces earned. This gives incentive to use radiant relics on endless missions because you can roll the relic twice.

    Arbitratio- "Connection to the host has been lost, you will be returned to the multiplayer menu"
    Servers? Please? official servers?  Come on, at least for arbitrations right?

    Make the game more solo friendly
    Alright I know, for people who read my posts i'm usually "screw solo players" but hey hey listen... Listen. DE has a way to help out solo players but they for some reason don't employ it. By that I mean DE doesn't give starting players or solo runners any help, even though they can. If anyone noticed, during Index and Rathuum, you get... 3 ally specters? wait what? why weren't they there to help me on that one mission back then? No seriously if someone is running solo or just a player doesn't get players in their mission by bad luck *We all have had that experience am I right?* then 3 specters will fill for the squad that ditched you. This makes the game easier for you. I'm sure the solo content creators would appreciate this.
    To be honest the only reason I put this here is because I sometimes hop into a mission expecting a team... and don't get a team. I'd greatly appreciate this.

    Separate Armor Customization
    DE, we've asked for this so much. You gave it to the syandana, now give it to our armor. plz. I can't tell you how many times I couldn't use the Hulta arms or the grineer head just because they didn't match my armor set. I know I can make it look cool but because the mapping is different, It just won't fit. Please let us customize our armor separately. You've got nothing to lose from this right? it's just a small change.

    Useless Warframe Passives
    Ok so... Why do these exist exactly? Poor hydroid would benefit more from say... 10% Increased damage with Tridants? eh? that's more useful that say spawn a tentacle. I mean you can't even work that into hit kit if you reworked him to hell and back. I atleast made it so Ember's on fire trait can work. Nova prime knocks down enemies when she is knocked down. Ok? so then can she knock down enemies within 20m to guarantee that she won't die? nah it's a small explosion. Ok so then can we make it a 10m explosion that knocks down enemies and affects enemies with molecular prime? or maybe upon being knocked down Nova gains all her nullstars back? Lets move Inaros, how many times has this coffin come in handy? in sorties or what not. Inaros is all about not dying. So make inaros have true damage when he's downed. That way he is guaranteed to get back up if he isn't lazy. Congratz, he finally has a useful death trait. Next let's advance to frost. Frost should get by default 10% extra ice damage to any weapon with ice damage on them. why? it's not useless that's why. If you get hit by a melee unit at sortie level. you're DEAD. they freeze sure, maybe, but you still die. Or maybe lets say all enemies that attack frost are instantly frozen. not even a % chance they freeze, make it so all enemies that hit him freeze. Or maybe give him a coolant leak, all enemies within 8m are slowed by an ice status. Like sentinels. Also make Wukong actually have a reason to use staff weapons. Give him a 30% damage boost to Staff weapons like the bo. 

    More Ordis and Tenno Lines
    I know this may seem like I'm asking for a lot. But I don't think adding in say 200 different voice files would... ok yeah it may be somewhat difficult. But seriously DE, can we get more operator nd ordis lines. They're integral to the warframe game, and more lines wouldn't hurt. Maybe ordis and the tenno commenting on Nora Night, like "How... does she know?" or something like that. Making new lines would make the game feel less repetitive. Maybe even add in cool easter eggs for some bosses like if you're fighting vor like "Didn't... Didn't I kill you before, like twice?" Make the game have some cool ideas.

    Ordis the Guide
    Ok so this is something I talked about on a previous post, but I seriously think oridis is the PERFECT new player helper. At the start of the game, at the end of Vor's Prize, have orid say "Operator the system needs you, however during your time asleep you may have forgotten crucial information. Come to the back of the ship and talk to me, I'll fill you in on any questions you may have" And ordis shows up at that little glass circle at the back of the ship like the cute little cephalon he should be *the opposite of simaris*. You have ordis tell you about how modding works, how specific mission types work, he can tell you about specific factions, different parts of the ship, etc etc. He can give you your goals like saying "Oh by the way operator, to progress through the star chart, you will need to clear junctions. Aim to complete these junctions and grow into the great warrior you were known for in the past" Also a chit chat option would be cool with ordis, just a casual talk with your cephalon. It gets you more attached to the guy.

    Easter Eggs
    Yes i'm aware we've got a fair few of the eggs. However what I mean is like, lets say dark sector easter eggs. Hidden somewhere in the lephantis room would be a Dark Sector Sewer Shop. Another Idea would be to maybe have a secret room hidden within the void where we can see a character from your canceled game. Maybe place a rocket league car and ball on the top of one of the lunaro towers, because you have a warframe cross over thing for the antenna for the cars in that game.  Cool little things like that.

    Weapon Exilus
    Ok I really REALLY want these. A true option slot. Weapons should have an exilus, like let's say were running with weapons that have unique mods? kunai and other ones that can explode upon contact, make that an exilus. or maybe fast hands, Cautious shot, Combustion Beam, Terminal Velocity, etc etc. These useless mods we usually ignore should be used in an exilus slot to allow us to have unique minor shifts in how we fight. I think this would really help diversify modding builds, but only if the right mods are turned exilus. Sinister reach for example is too good of a mod to simply be labeled exilus. 

    Impact Damage
    Ok DE, really Impact sucks. Either make impact procs cause shielded enemies to become 1X more vulnerable to future damage per impact proc, or make shattering impact a baked in effect of impact hits. Because it needs help more than fire procs. Wukong uses impact so yeah... he needs some reason to exist other than... existing. Plus i'd ike to come back to my Bo Prime sometime in the future, it looks awesome. 

    Cosmetic Restraints
    I'll be perfectly honest yes I am one of the people who say stop focusing so much on appearances. But if you ARE going to, at least give us more freedom with it. We can color literally everything, have dozens of healmets to go through, and probably trillions of combinations for every single frame. However I and others have been running into a consistent issue since about update 18ish, at least to my knowledge anyways. If anyone recalls in the olden days of warframe, you had 4 revives per warframe. This led people to create multiple warframes with identical mod sets just so they could have 8 12 16 revives on their favorite warframe. Well, I've made 3 banshees... Because customization. I now create multiple warframes because I don't have enough space to create all these really cool looking warframes. If we gained more space to create fashion frame on, the fashionistas out there would enjoy the game more. I have 2 ways to do this.
    -Option 1, let us buy another cosmetic slot for that specific warframe for the low cost of 10 plat. It helps you out, and it helps us out. It's cheap and not too hard to gain.
    -Option 2, Let us save up to 10 different color sets on a warframe and let us go back to that save whenever.

    One of the main reasons I suggest this is because, this helps you out a ton DE. if you increase the amount of fashion slots we get, people will spend more time looking to create unique and awesome looking frames. This means they spend more time in the orbiter coloring and looking at stuff like tennogen, deluxe bundles, color palates, alternate helmets, armor, and more. It's undeniable Fashion is something people spend hours on, heck I spent 3 and a half hours trying to make a decent Astolfo Nezha. Let me tell you how much plat I would have to spend to recreate that nezha I made.
    //Buy Classic Pallet 75 plat  //Buy Corpus pallet 75 plat  //Buy Twilight Pallet 75 plat  //Buy Orokin Pallet 75 plat  //Buy Tenno 2 Pallet 75 plat  //Buy Storm Pallet 75 plat  //Buy Smoke Pallet 75 plat
    //Buy Valintine Pallet (Playtime)  //Buy Halloween pallet (Playtime)
    //Buy Syrinx Shoulders 50 plat //Leg Plates 35 plat  //Buy Imugi prime accessory chest $60
    //Buy Repala Syandana $6.00
    //Ephemera (Playtime)

    That is in total, 610 plat, about half a year of playtime, and $66 dollars US. And that's only what players would need to buy to recreate my colors. All the while they are customizing they see these amazing tennogen and other amazing gear that they can add to their frame to make them look better. Adding more customization slots can only benefit you, unless i'm missing something? Please give us more customization slots. it would also benefit people like Hydroxate who build their channel off fashion frame.

    -----------

    These are currently the cool little additions to the game I think would help us out. They solve some minor pressing issues, assist in making this world feel a little more alive, make relics easier, and make octavia feel more like a musical frame. Anyways That's all I've got, reactions anyone? Also anyone have any special addition's they would like to add? I know there's probably a few things I missed. Also any complaints to these additions?

    • Like 1
  11. 33 minutes ago, ThumpumGood said:

    We get a lot of new content. The game is constantly evolving. 

    Also this part here, I want to talk about this more, but after that i'm not gunna speak on it since i'm kinda derailing from the current topic. We do get a lot of new content and the game is evolving. I agree 100% but... is it really going in the way warframe should be going? DE reb said that they occasionally throw curve ball content. Lunaro, Archwing, Cinematic Quests, Prime Trails, Railjack, Open Worlds, they're all different concepts that DE threw at us without our knowing. They're great yeah, but in the end half baked Ideas they don't get around to polishing. The game is only half evolving. How many people play archwing on a daily basis compared to even invasion missions, which aren't usually on the top of player's priority list. Probably more would go to invasion.

    Also I love pretty much all that DE has done, but I don't like the open world. i do't mind them being placed in, but for those of us who haven't farmed the standing for PoE or Orb Vallis because we just don't find open world content fun... we've sat her for 2 years with far less content than those who enjoy the other content. I'm a very patient person and i'm willing to wait for quite a long few years, and i'm happy with any content produced because it helps DE, but in the end I do need my slice of the pie eventually. We who have nothing else *fun* to do, have been dry for quite awhile. Even content creators are suffering now.

    Anyways that's the end of this little derailed convo, I'm looking for feedback on the raid concept i've got to hopefully improve on the idea for the future. I don't want this to sound rude, but it's kinda hard to convey sympathy and understanding via text. If you're tired of hearing this stuff on the forums, the simply ignore it and don't read it 🙂 simple as that. But if you're angry that content creators are talking about it, I can't do anything about that, sorry 😞

  12. 2 minutes ago, ThumpumGood said:

    We get a lot of new content. The game is constantly evolving. They havent express moving passed MR 30 so starting to create endgame content at that point makes sense. With as many frames still need Prime version, I can see MR going passed 30. but until they put test booths passed 30, Im going to use that point. Evolving content from the low end user to the guy that has everything is smart. It gives everyone new things to check out. Which is why I hate the word endgame. I've yet to see an MMO that isnt continually pushing new content or even harder content. So endgame is a single player thing. The game ends with a bang. Most MMOs hang on well passed their popularity. DDO, Asheron's Call, etc, etc. I've watched the timelapse of player populations in the most popular games and very rarely has Warframe dropped below 12 in the rankings. They've been in first place a lot.

    My thing is this- DE has a great record of keeping people's interest and putting out great content. I dont think they need much from us in the way of *end game* ideas. Im pretty sure they have mapped out point a to point b and get to play around with the trip there. DE devs actually play. You dont see that much. So they have a vested interest in keeping the game alive beyond just a job. I make take issue once in a while, but I generally side with them being smarter about this game than us.

    And before you ask, one of the things they finally did something about was to put abilities access on the upgrade screen. Another is making it so people with lives have access to alerts 24/7 instead of being at the mercy of the rotation by implementing nightwave. But those are for another topic.

    I do know that Devs play frequently, infact they play stuff we don't have access to most of the time. Testing and Devrooms allow them to use content that we don't actually have access to. If i had access to that I could do so much fun testin, buuut I don't have that 😞 oh wells. But MR 30 was just an arbitrary number they created, yes we will get ther eventually, but we'll get past MR 30 as well, if the game survives long enough even MR 40. You can use that reason all you want not to create endgame content, but MR doesn't mean anything.

    Also the point of creating some form of sustainable content is kinda helpful. It means they can focus less on continuously creating content that we get bored of after a couple days, and instead we farm something like a raid for a month, maybe two months. This means they can focus more on stuff that matters like your quests, warframes, primes, and more. Also I get that the content droughts are kinda DE's new way of advertising, but at the same time, it hurts alot. We have nothing to do during these droughts. And if they really wanted to end the game by MR 30, why would we have railjack? Railjack is entirely different from what we normally have and will take tons of resources to complete. WHile they develop that, we have nothing to run.

    Also yeah they do have a good way of keeping interest, otherwise I wouldn't be so hooked on the game. And even if they did have some sort of map planned out, which atm I doubt they do, then all we can do is give them ideas. Irrelevant ideas but ideas that can spark inspiration to make content more interesting. If they did have endgame plotted out, then they would have made it already, why do i think that? well DE said they'll give us endgame content. Sorties, Eidolons, SEO, Arbitrations, these were all apparently honest attempts at making sustainable content. And yet they all flopped and became simple easy 1 man runs. Saryn can solo SEO if used right, Eidolons can be triple capped in a single night by a solo player, Sorties are well... pretty dang easy. Lastly Arbitrations do have some lucrative rewards now in the form of Archguns, but there are only so many arch guns in the game to farm. We've got nothing to do and if this is the pattern that DE keeps going with, then it's doomed to fall off at some point. They need sustainable content sometime in the near future, and by that I mean of course within 1 or two years. They've got time no pressure atm.

    I don't deny that DE has a better idea of how to keep the game alive then we do. But again that doesn't mean we can't have some fun and give them ideas in the process. I don't see the reason in not posting about this stuff, especially when we've got nothing else to do. After all this game has been built off communication and DE's relationship with the community. But I ask you this, If DE always knew what was better for the game, would we have lunaro? would we have Defection being abandoned completely? What about infested Salvage, that's a thing. They have content that has no reason to be played. Yes the devs usually know what's better for the game, but sometimes they miss. 

    Remember, This isn't me saying DE DO THIS, or DE DO THAT, just me having some fun on the forums putting a cool topic looking for some constructive feedback. And hey maybe DE could take this into consideration if they wanted. I've got no grandiose ideas that this is what warframe needs and now.

    Don't know what the nightwave stuff is about tho 😕 can you explain why that's on this topic, or is that just a completely different topic that you derailed on. if so don't worry I often do that too 🙂 

  13. On 2019-05-15 at 12:45 PM, Chipputer said:

    This is the stuff I like to see suggested.

    Though I disagree with ending the scaling on damage at 80. I'd bump it up to at least 100. If Sortie 3 has taught me anything it's that I never need to take my Oberon's Renewal any higher than 170% strength as long as I keep on moving.

    I'd also like to see the enemies become more aggressive at higher levels and utilize cover even more often. I'd love to see priority enemies (think Bombards, Nullifiers, etc) become rally points much in the same way a Nullifier bubble already is.
    Hek, they could even implement a thing where enemies rallied behind a priority target will focus on the player the target is already focused on and killing the priority one will cause them to scatter and seek cover immediately.

    There's actually an enemy AI pattern to use cover more often. Did you know nightwatch AI is actually more advanced than normal soldiers? In my research for my concepts I actually saw that when looking around for cool and tough units. Nightwatch even use elemental weapons that shred shields and armor more efficiently than other frames.

    Also enemies do sometimes rally to important targets. Did you notice how enemies often move in squads and groups within eximus snowglobes and nullifier shields? it's actually quite annoying as Tactical potato pointed out. The 4 worst enemies to come across together usually hand together cause the nully keeps them together with his AI. Billy the bombard, The Ancient Healer, Crewman Shotgun to the face, and the Sniper Nulli. An impossible group to kill at higher levels cause you either die to explosives or the shotgun before you can even enter the bubble to kill the group. Often time I actually think I see enemies gather around Arson, I mean i'm pretty sure it's coincidence but eh. never know.

    Personally i'd like to see more of this int he future like you. Would make the game more challenging. And the idea that higher level enemies use this more is like a training level. Never saw that idea before. I only ever suggested raise the enemy AI.

    Also another cool little thing I learned, Reavers are rude little pieces of.... well yeah they actually sacrifice lower class soldiers. Reavers won't engage without people in front of them. AKA they use nightwatch lancers at meat shields and distractions. DE can do these AI tricks, they just haven't put them to practice in normal missions yet.

  14. 3 minutes ago, ThumpumGood said:

    Im so tired of the word endgame in relation to Warframe. When MR gets to thirty, THEN we can talk about endgame. Why 30? Well, Every weapon, frame, pet etc except for Paracesis is lv 30. There are 30 MR test booths at the relay. So we know at some point, MR30 will be a thing. AFTER we get there, end game can begin. Until then... just enjoy the ride...ok?

    I don't really feel like that would be healthy for the game would it? DE would have to keep revamping and creating new content we blow through in a few days. MR 30 is still a ways off too. Plus MR doesn't really mean anything in the grand scheme of things right? Just a cool sigil to put on your frame and a shiny badge to wear around for me. I mean yeah usually higher MR means a more experienced player and MR below 5 means new player, at least for me anyways not to be offensive or anything.
    I mean I know where you're coming from in terms of being tired of hearing about endgame, but I honestly feel like if we throw enough ideas into each other and bring DE's attention to the topic, they would have a massive array of ideas to pick from. I myself have kinda grown tired of hearing it as well and even some youtubers like Mogamu and Rahetalious have outright said it's never coming. given up. But I don't wanna give up hope for it just yet 🙂
    Also remember I'm kinda doing this while waiting for the Jovian update so, I don't have much else to do other than hop into the forums to post random concepts. But hey if this isn't up your lane why not check around for concepts? Anyways i'm just trying to help out the community out here with some cool ideas. You should try it out too, it's actually quite fun to brainstorm some quirky ideas 🙂 I had a ton of fun trying to balance my imaginary rewards into the game and create fun sets and unique bosses.

    • Like 1
  15. 23 minutes ago, Midas said:

    This post deserves so much attention you clearly have a good understanding of enemy leveling and how certain frames obliterate enemies. (I’m talking to you Revenant and sonar banshee). Player’s utilizing the gear wheel (octavia specter for squish) and warframe comps. I am very impressed and never have I seen someone in my six years on the forums with this level of masterful knowledge on this game. I support this! Digital Extremes, I highly suggest you follow this example of trials for your game to remain popular.

    Thanks for the honorable mention ❤️ I try to go a bit into the weird playstyles for my concepts. Glad this one struck home for some people 🙂

    • Like 2
  16. A quick addition to the list, I wanted to add something rahetalius actually said in a more recent video regarding the PRIME TRAILERS.

    An idea I never actually considered was to keep the prime trailers, but in some special way. We all know these take quite some time and we have yet to get one for the more "recent" frames. A different studio could actually handle these trailers with some input from DE animation directions and some voice acting. I believe this would help solve both our desire for Prime Trailers, and also let DE create more content for us to use.

    This will be added into the base article 

    • Like 2
  17. I don't feel like Endgame is impossible. it just needs to be done correctly and have a special set of rules to apply to it. They need to be rewarding, challenging, and have replay ability. So i'll chop down my own topic into why Endgame is possible.

    • Rewarding can be done in a variety of ways and there are tons of suggestions for rewards.
    • Challenge can actually be done, I've come up with quite a few suggestions in my own thread. But to give you an idea, proper minibosses and putting pressure on more than just your warframe. This an be done by putting you in a defense mission with special conditions or make you run through a sequence of missions fighting different enemies making you use all forms of warframe content. Kinda like trials.
    • Replay ability is relatively easy to achieve if you make the "raid" or whatever you want to call endgame fun. Fun is relative so it should be applied differently to different audiences. Fun is 100% necessary but you can also make mission modifiers, like nightmare effects or hazards.

    It is totally possible, DE just needs to have the ability to take care of this endgame content, give incentive to the player for running the mission, and keep the thing fun.

    Also endgame isn't a small portion of the community at this point. There are now casuals who started 1-2 years ago reaching the point where they're either burnt out or don't know what else to do. Lots of players need a source of endgame, it's just a small amount of people are asking for it. Rahetalious for example has given up completely on endgame because DE just doesn't seem to get around to it ever. They promise, but never give. They can, but can't decide on what they want to do. That's DE's Dilemma. Do they make stuff single player friends because that's where the money comes from? or do they supply endgame to keep us invested in the game for longer.

    As for an endgame builder, didn't we have that on the table at one point? You know clans that can choose the lvl of their mission and what enemies spawned? DE kinda just left that somewhere on the back burner and we've got no clue where that went. I mean I know what you're talking about as a "builder" but seriously we had that at one point didn't we? does that count?

    Lastly if were alking about power creep and power houses. It's simple but long term what DE needs to do. Slowly patch old weapons into a more playable state. Which might actually be a good content idea. We have so many old weapons that need to be buffed or reworked into a more reasonable state. i mean who here even uses convectrix? no, how about the paris prime? the hind? Mayhaps the glaxion? Akzani, Castanas, Kunai, Tysis, Furax, Sarpa, Shaku, Sydon, Magistar, Ether Reaper, Bo... We have lots of weapons that could use a unique passive and cool playstyle right? why not have a Revival Update where a ton of weapons get cool new passives? thats a big batch of content and lets them balance some weapons into the meta. Overtime they could lower the power of say the tigris, saryn, amprex, etc etc. That would work  for a balance issue right? yes it may take 2-3 big updates, but it would help make endgame content more challenging and varied due to the slew of new viable weps right?

    I honestly 100% believe raids are the way to go for endgame without people leaving afterwards. Theres a reason why Destiny, WoW, and other grind games have found themselves on the Raiding doorstep. Of course there may be other ways, but Raids would be the easiest. it may require patch after patch, but it's what DE needs as the simple endgame. It just needs to be handled carefully. And thats where DE falls at a disadvantage over companies like blizzard who have a massive team. Yet it's not impossible.

    Also it may be worth adding a legitimate leaderboard. I know some players are competitive in some places such as the "Suda Swing" with octavias anthem and Sancuary Onslaught. So if a raid were to be the way to go, how about adding a fastest completion time? the people or clans at the top get a special reward maybe like hey everyone in this clan gets 1 riven if you're in the top 10 clans. Reward given out once every 2-3 weeks.

    I've actually created a post on endgame, I know i really shouldn't plug or self advertise. But I think I've got something that counts as sustainable content for endgame. If any of you care to check it out, you can look for it on my profile. I'd actually like feedback on my work as I'm looking to be posting rework concepts, raid concepts, game tweaks, and other things in the future for the forums. I'm hoping to include more raids involving sentient, corpus, and infested factions. >>>Still DONT stop posting here, this is a great thread to talk on :D<<<

    Hopefully I can contribute more to this conversation a bit later, but atm i need to dash. Will reply at a later time so sorry If i can't get back to you quickly.

  18. 1 minute ago, DreisterDino said:

    Wow...seems like you put some thought into it 😁

    I like the concept and i think it could provide some good fun for squads, and it will even be challenging (although some people dont get tired of repeating how warframe never can be challenging). The broad variety of missions you have included makes sure that the squad have to make a lot of compromises regarding their Loadout choices if we cannot swap our Loadouts like it was it the old Raids.

     

    I am kinda amazed how a few very simple design choices can make sure that we can't take the easiest way possible through a mission.

     

    I only see one Problem right now, and that is the length of this Raid...

    I imagine this will take something around 1 hour to complete, and that might be too long. (i personally think everything up to 1 hour is acceptable though)

     

     

    I dont think you have to apologize for using bullet-sponges 😛

    When people say "bullet sponge isn't difficulty" they are right, but on the flipside difficulty probably cant exists without enemies that can take many hits.

    So we need some sort of sponges, because without them you could come up with the coolest mechanics of all time, it wouldnt matter if everything dies instantly.

    Bullet Sponge + interesting mechanics = difficulty

     

    Yes the intent of this was to indeed have something like a 1 hour raid. However if you get really good and take the right frames to speed up specific parts. I imagine people could complete this in 40ish min if they really try. An example being Volt can help super speed the exterminate and Limbo can pretty much bs the spy part with some practice. They can even help later of with defense and cc. So length shouldn't be an issue for say a clan made with the intent to crush this raid to bits.

    • Like 1
  19. Just now, AlphaPHENIX said:

    DE may have taken our 8 player Booben runs, but they won't take our specter army!

    Lol, kinda funny. I'm actually currently working on a Vauban Rework idea as well as a few other projects while I wait for Jovian. I know they'll all go ignored but heyyyy i'm bored 😄 We do dumb stuff like specter armies, Volt races, Captura hide and seek, and clan decoration while we wait for the content to come soontm

    • Like 1
  20. 1 minute ago, AlphaPHENIX said:

    While I personally appreciate getting another specter to add to the gear wheel, now that we are not limited to 12 slots, I sadly haven't seen all that many tenno use specters. Though I would lie if I said that haven't seen any, and not just the shield drones from Suda either.

    So hopefully it will enligthen more people to the ways of having AI buddies to lockdown an Interception node when playing solo.
    Legit, this one time on a syndicate mission: two Red Veil oppratives, Clem and my Equinox specter with a Sancti Tigriss; put them on the second most annoying Inteception node in the game (Europa, node C), didn't need to go check on them once!

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    CUFTKj2iSESFJ0PSZWs70w.jpg

    Absolute troopers! (Not of the ''storm'' variaty)

     

    I've actually seen a recent spike in specs. Well in some cases. And while running some kuva survivals I've seen plenty of people use em. It all started when the wolf guy came around and I started building specs to tank the hits for me. but then I got thinking and saw some other cool ideas. Did you know, trinity specs are very useful. They give you energy back, heal you, and also fight enemies then tank for you 😄 .

    Nezha- Free firewalker status cleanse
    Nekros- Free desecrate
    Trinity- Heals and Energyu

    Broberon- Healing and Armor
    Octavia- Energy regen from abilities
    Mesa- occasional CC from shooting gallery.

    there are actually tons of fun uses for these frames 🙂 I never realized how useful they could be. Of course they still aren't as popular as say a Ancient Healer, but hey it's another body. Plus it means you can add another to the warframe Army. I myself haven't done this, but I think it's possible to have an army of 50-60 undead/specter/follower minions walking with you in a 4 player mission. 4 Nekros, all specters, syndicate mission followers, rescue target, and of course Clem Clem. I know some players would love to goof off with them even if they don't take specs seriously.

    • Like 1
  21. 1 minute ago, Ver1dian said:

    Really nice idea, I love it.

    Only thing that I'm wondering is, how would the community see something like that. At one hand, everyone will farm the *excrement* out of it for a month and then continue with the usual: no endgame/trivial..etc. On the other, if it's made with WoW-like raid lock outs I fear most would lose it.

    Well the idea is that yes it does have rewards that are one time uses right? however some rewards are things you can ONLY get from this. and others of course hold value to vets.

    First we've got Graxx specs, you can only get them here. They're unique specters and allow you to have yet another ally out on the field. Really useful in the right missions.
    Two, we have Rivens and Arcanes, stuff traders can sell to players for plat. Rivens and Arcanes are very valuble. Entire clans were built around farming arcanes when trials were actually a thing, so, that should be a sustainable form of endgame reward for that type of player.
    Three, incase you ever wanted to farm Credits, we have an option in this with rewards where you can gain 650k credits in under an hour if you run it properly. It has challenge and gives you MUCH more than just credits.
    Four, we know nightwave will be a thing DE wants to continue with. So, if you have a 100% chance to get nightwave credits without running these weird side quests, people farm it reguardless to progress. heck you could even say it grants you nightwave standing.
    Five, it gives you 100% guarenteed resources that you may or may not need, these resources range from kuva, to orokin cells.
    Six, we have a way to get resource boosters now, something players would LOVE to get their hands on. So that should make people want to run this every day.
    Seven, you get syndicate standing, this is always relevant as it helps you out in getting new content from syndicates and gives you relic packs if you save up.
    Eight, it's different from the normal missions and requires some semblence of teamwork and co operation with one another while also breaking the mold with minibosses.

    You may notice that i'm primarily using rewards to keep people playing this over and over. Well, rewards are the reason why people play it over and over besides it being fun.

    Reaperhunter put it best, For there to be endgame, you need to meet 3 conditions.
    1. Difficulty, 100% yes on this
    2. Replay Value, Well this may not have too much replay value but if you add say, 4 other raids, you now have many raids you can run and all are different in their own way. Or you can have a special modifier where the mission sort of changes. Like lets say sometimes Stage 1 has a cryo leak/fire hazard/magnetic bubbles etc etc. Also this mission is chaotic as it is so getting bored of it would certainly take awhile.
    3. Rewards, Rewards are 100% in DE's hands here. Infact Rewards are the main issue DE have with most of their releases because they gate content. This means you can only get a certain amount of content in x amount of time. However let's say that you can only run this once a day. Well you farm this a ton, get unique arcanes daily, and can make some good plat off this too. 

    If all three conditions are met, you have endgame. You have difficult content guarding top tier ENTICING loot which doesn't get boring.

    • Like 1
  22. Just now, AlphaPHENIX said:

    This one...I kind of like this one...
    Oh and good use of coloured text.

    Thanks. I tried using colored text to put attention to things saying yeah, you can ignore this and ignore this if needed. I was working on this for so long I wondered, yeah how can I make sure people can quickly know which part of the text they're in. I know! color 😄

  23. Before I say anything, I want to clarify that this will be for experienced players only. No really, this will actually be difficult. This will take inspiration from WoW raids where you have alot of people wailing on a boss so expect the main guy to be BULLET SPONGE 110%. This is also an attempt at creating an Endgame concept. I think I'm on the right track but eh it seems like it'll be a contraversial topic because "make it solo friendly" and "bullet sponge isn't difficulty" I want to explain two things.

    One, yes bullet sponge isn't difficulty, I know that, but I made them bullet sponges to prevent lower ranked players from getting into here, to make it so only players who know what they're doing can get in, and making people think more before they go into the raid. The health and armor values are meant to make people work together to fight a boss or miniboss for a signifigant amount of time rather than popping them in the head once with a lanka or tigris. I mean lets face it, that's exactly how everything went until the wolf decided to show up. We pop them in the face and their body was deleted from existence. Also remember there are 8 people total. You have alot of possible damge output. 1,000,000 damage shouldn't be much of an issue for 4 people. So I want to reveal something to you, the wolf had around 1,000,000 health if you take into account armor with damage reduction at lvl 70. A single person erased that with the dual ichor in less than 5 seconds. The Hydrolyst has around 5,000,000 health at lvl 60 with a decent amount of shields and armor. You can still solo that easily. Bosses for raids should be several times harder than the Hydrolyst atleast due to there being 8 people.
    Again the bullet sponge for these enemies is NOT to make them difficult. the difficulty will be in teamwork, organization, completing objectives, and fighting unique enemies.

    Second, this game IS NOT a single player game. It's a muiltiplayer game. I understand why DE is trying to make the game solo friendly because it means a wider audience and more money, but for the love of all that's holy it's a game based around groups. We have clans, an incredible community *even if it's a cult*, supportive friends, amazing devs, and many team based missions and game mechanics. Want examples? railjack requires a pilot, gunner, mechanic, and an "interceptor" who goes into enemy ships. You've got double doors, self explanitory. We have enemy spawn rates, more people more enemies, survivals get easier and your kills per second go higher meaning more LS. Some arcanes like Arcane Pulse and augments for warframes let you support allies. ALLIES. PEOPLE. We have massive relays where people can gather and show off fashion and another specifically for trading and ayatan. Now we also have Disruption, the most modern version of forcing people into a team co operative setting. Divide and conquer allows you to get the rewards the quickest. Lastly we had the old trials which required team work and trust. The trials were one of the most fun things to do because it's more satisfying. Oh yeah and the game on steam is labeled a CO OP and MULTIPLAYER game. So yes this is meant to be done in teams.

    Trial V2 Assult on the Nightwatch Nightmares

    (8 Person Squad)

    Mission 1 LvL 80 {Saturn}

    Darvo has scouted that there is a larger than normal army and tighter security around the planet of Saturn and he must get to Kroni Relay. He contacted you to clear out the abnormally larger than average formation of soldiers. Unfortunately Darvo cannot scan to tell the tenno what lies in wait for them as the grineer capital ship seems to be carrying valuble Cargo. Perhaps you can secure it and help Darvo out at the same time. Ordis thinks it's a trap, but get's called a broken cephalon. Darvo believes the heightened security is not only for the ship but because the Wolf of Saturn Six had recently broken out.

    Upon infiltrating the ship, Kuva soldiers are already on high alert and were waiting for the tenno. Ordis called it, it was a trap and the worm queen or some other figure knew that darvo would contact a tenno to help clear the way. 

    The Mission will Start as an Exterminate, you must kill 430+ Grineer Troops in order to complete the mission. Kuva Guardians have a higher chance to spawn and enemies have a higher eximus chance. Every 50 enemies killed, 2 kuva manics spawn and hunt down the tenno.
    After killing 340 enemies a squad of Kuva Manics lead by an Elite *Nightwatch* Manic with 2,000,000 Health and 5,000 Armor. This manic is 10% larger than normal and can summon more manics to fight by their side. At half Hp the Manic will teleport away to the Kuva Throne room and must be killed. He is now surrounded by Kuva Manic Bombards and a platoon of nightwatch soldiers. he now also starts to create fake copies of himself.
    Manic can cast invisibility on itself like loki, but with red energy. This makes him harder to see. *While invisible the target marker from players disappears*

    Ordis is amazed that grineer troops are utalizing warframe technology and immedietly contact factions from across the system for assistance. Both in figuring who stationed the troops and in how the troops can use technology that exceeds their scientists.

    REWARDS: 5000 Kuva / Anasa Sculpture / 3 Detonite Injectors

    Mission 2 LvL 90 {Sedna}

    The Mission was planned by a member of the Steel Meridian. This member noticed that the the grineer troops were trangley already alert and that the Kuva Troops were not located on the fortress like they should have been. Someone with high authority planted that trap and they want Information. For this mission the squad is randomly split into 2 groups. One group must distract Kela De Thaym and provide cover for the second squad.

    To complete this, for as much as the factions hate eachother, the Perrin Sequence, Steel Meridian, and Red Veil work together in order to complete this mission. All factions benefit from this interaction. Ergo gains credits to supply to the Myconians, Steel Meridian can take Kela down a peg, and the Red Veil can purge the grineer.

    Squad Alpha is lead by Ergo Glast who bargains credits to wager in the Rathuum that the tenno would beat Kela's Executioners. Kela willingly takes the offer for entertainment purposes and releases ALL of her executioners into the arena. The 4 tenno must survive until the second squad has completed their mission. If they have not reached 50 Executioner kills by the time Squad Beta has hacked all the spy terminals, they must do so.
    Squad Beta is sent to an Elite Spy Mission with 2 Red Veil operatives and 2 Steel Meridian operatives. In this spy mission Ciphers are not allowed. The squad must hack 5 terminals around the mission. If alarms are tripped even once kela will catch wind. be careful. Each terminal now has an even more complex hack to them, These spy vaults have a special lock to them where they must hack the terminal twice. After this is complete the tenno must extract safely.

    During this mission the squad is of course broken in half. Both sides must work together to complete the goal. Be careful about tripping the Alarms though. While tripping alarms will not directly cause the mission to fail, Kela will notice. If kela notices, she'll start playing dirty. She cannot call you out as cheaters because that would tarnish her show. A squad of manics will appear in the spy mission to make the mission harder. At the same time Kela will occasionally drop nukes in the Rathuum that instantly down players. It's best to not get caught during the spy mission at all.
    Tripping alarms means both triggering the vault alarm, and also if an enemy triggers the alarms normally.

    *Warframes that excel in spy missions such as limbo, loki, and ivara make spy vaults easier*
    *Warframes that can easily deal with executioners are prefered to prevent giving points to Kela's side*

    REWARDS: 100 Rathuum Points / 150,000 Credits / 10,000 Extra syndicate Standing for your syndicates.

    Mission 3 LvL 100 {Ceres}

    From the spy vaults, the Steel Meridian and Perrin Sequence have worked together to crack the information wide open. They figure out that a large platoon of Enemies will be going after the Wolf of Saturn Six who is on the move around Ceres. The Wolf apparently has been attacking Nightwatch facilities recently and his next target is on Ludi. He needs to Hijack an experimental fomorian core for unknown purposes. The Nightwatch will be there to defend this core as well as a Nightwatch Commander. Capture them and prevent whatever the Wolf is Planning. But if the nightwatch are now on Ceres, could Vay Hek be responsible?
    During this mission Vay Hek, Kela, and the Flamblade all talk and argue with each other while you fight it out.

    The mission starts off as a normal Hijack Mission. However you see Saturn Six fujitives fighting with normal and nightwatch soldiers. You're also greeted by a nightwatch Flamblade who taunts you over transmissions saying you took the bait. This Flamblade is apparently the commander. The squad cannot hope to extract the core while the Wolf is still around and must search for the wolf.

    To start the wolf is hiding like any Acolyte would, he's making sure he can't be seen and will spawn after someone finds the room he's in. He then appears with a roar and must be killed. The wolf is currently lvl 110 and surrounded by his fugitive friends. He must be defeated and forced to retreat.

    After the wolf is defeated, the nightwatch have already surrounded the player and 100 troops wait outside. The tenno must break out and kill all of them. In order to escape the room they're currently in there are four panels the players must remain standing on for 30 seconds. The second panel will then light up and another person must stand on the next panel for 30 seconds. All while the first person doesn't leave their panel.* This must be done until all 4 panels are completed.
    When the second Panel is activated, Goarth the Executioner was sent by kela de Thaym in agreement with the Nightwatch Commander. He spawns at level 120 and must be killed before the third panel can be stood on. The current two panels must remain with players on them. After Goarth is slain, the tenno can complete the remaining panels and leave the room.

    *LoR panel shipyard. Same thing as LoR where you stand on panels in a certain order to open the door* During the second Panel room, the Flamblade reveals himself and starts to rapidly teleport around hitting players. With 5,000,000 health and 5,000 armor. the flamblade is accompanied by a lvl 110 Garesh from the Rathuum. Garesh can be killed, but the Nightwatch Flamblade Commander will only retreat upon death.

    Flamblade commander is 3/4 the size of troopers *as nightwatch flamblades have trooper armor*
    Flamblade commander randomly teleports.
    Flamblade commander causes all players to switch places at random with another player *Loki's switch teleport ability*
    Flamblade commander places radiation traps which explode affect players with radiation for 15 seconds.
    2 Players are teleported to a different tile where they must fight to survive against lvl 100 nightwatch enemies alone until the Flamblade is killed. After he is killed, the 2 players rejoin their friends to fight on.
    Flamblade commander will continue to teleport more enemies into the mission until he is captured. This puts the core at a significant disadvantage.
    Flamblade commander deals 100% toxin damage rather than heat damage. *Tenno aren't the only one's who prepare to fight their enemy, he knew shield frames would be used to push the core*
    Flamblade commander will focus down warframes with higher amounts of shields

    After leaving the room they must hijack the fomorian Core. This part is pretty much the exact same as the LoR, but now during the first part nightwatch troops swarm the core. The Flamblade Commander reappears, fully recovered and must now be captured before the end of the mission. At the same time you must protect and continue pushing the core to it's destination. The commander will be captured like any target in capture missions.
    Now during the third part, all three of the Gustrag Three appear aswell as Vay Hek himself to prevent the core from being taken. At the completion of this mission, the Nightwatch Leader reveals himself via transmission and talks strangely politely for a grineer while also being condescending

    *It is advised to have crowd control warframes for this mission. In particular nova would allows you to slow down all enemies and easily kill them. It also slows down the flamblade commander and makes him easier to kill*
    *Warframes with defensive abilities such as frost, gara, limbo, khora, vauban, and other frames that are kings of defence and have crowd control baked into their kit make the core safer and enemies more manageable*
    *Warframes allies with high threat levels or warframes with taunts such as a guardian derision nyx are great options to draw fire to yourself rather than the core*
    *It is advised to capture the Flamblade commander as soon as possible due to him spawning in more enemies. This prevents enemies from swarming the core more than normal.*
    *Warframes that cleanse status affects such as nezha, oberon, Avalache augmented frost, and other status ignoring warframes greatly help ignore status from radiation traps*

    REWARDS: *New Mods* / 5 Orokin Cells

    Mission 4 LvL 120 {Mars}

    Judging by the Flamblades information, he only knows half the story and only knows that he was told to defend the core. Vay Hek was cooperating with *Nightwatch* the grineer Nightwatch Leader. The tenno now go alone to face off against Vay Hek with a fomorian ship sitting above their heads. *Usual LoR Vay Hek Fight* but instead now the Nightwatch Leader interfears and throws one of his own into the ring to protect Vay Hek.

    Thing to note is Vay hek will have 20,000,000 health and 8,000 armor after being forced into vulnerability

    During this mission a special unit spawns to make life a little bit harder.  While the tenno run around charging batteries to blow up vents. Nightwatch Hyekka Masters line the outside of the battle sight and snipe down at enemies with vulkar rifles. Unlike other enemies, these ones will not have laser sights. They each have 200,000 health and 1,000 armor. These snipers lay down fire and make it almost impossible for people to stand on panels without proper organization or cover to prevent their gunfire.
    Hyekka Masters have the ability to summon 30 hyekkas into the battle from the center of the map. These kavats hunt down tenno.
    Hyekka Masters do not have lasers that give away their position

    Executioner Vay Molta was also ordered to protect Vay Hek from the tenno. During this battle she zooms around and has a light 250,000 health, but 25,000 armor. She's capable of blowing up her opponents and rag dolling them off points. If she ever gets low on health she attempts to heal herself.

    *Attacks that ignore or strip armor are VERY effective against Vay Molta shutting her down almost instantly.*
    *Warframes such as frost, atlas, and other cover deploying warframes are useful in blocking sniper shots.*
    *Crowd Control warframes would slow down Vay Molta and slow down the rate of fire from Hyekka Masters.*
    *Warframes with high energy pools such as loki or limbo can charge batteries easily*
    *Trinity would assist in keeping energy levels at a maintainable level while also healing team mates*

    REWARDS: 1 Random Riven Mod / 5 hour Resource or Affinity booster

    Mission 5 LvL 150 {Derelict} First Half

    Information found in Vay Hek's Terra Frame showed that this was the hideout of the Nighty. *Nighty will be the placeholder name of the Nightwatch Leader* To find Nighty, the group must first survive while defending a Volatile Fomorian Core that will blow up the Derelict Ship where the Nightwatch make their command. Apparently during the Gradevus Dilemma, Not all tenno had been handed over to the tenno. Sargus Ruk and Nighty had formed a shady deal and several dozen warframes were sent to Nighty for testing. In return, Nighty offered Sargus Ruk experienced training and better weaponry to Sargus Ruk's troops in the future. Nighty has since been toying with warframe weaponry and abilities to create the most lethal troops imaginable. The most high ranking troops have not only access to a vastly superior arsenal and some even have been modified with warframe abilities such as invisibility, teleportation, and power of dimensions. Nighty has recently been producing contraptions that mimic specters and mind control. Destroy Nighty before research gets too out of hand.

    The Nightwatch are flooding into the room and have cut off life support hoping to kill the tenno that way. Life support capsules spawn within this large Derelict Tile. The % of LS is the % of Max hp your warframe will have. so if Nidus with 1000 hp has 50% life support, he will only have 500 hp.
    Every minute of the survival, 3 Nightwave manics will spawn and hunt down the tenno.
    Every minute of the survival, the fomorian core must be hacked in order to prevent an EMP. EMP will give magnetic procs to everyone and nullify ALL abilities active on the field.
    Fomorian Core will rapidly drain nearby tenno of shields in order to charge it's explosion and must have drained over 30,000 shields in order to blow up properly.
    Area outside of the main defense point is bathed in radiation that will only affect warframes. 10dps but will be affecting you with radiation meaning your team can damage you.

    *Shield Restores and Defensive frames are useful for Core Defense*
    *Hildy or mag greatly speeds up the shield process.*
    *Loki, Ivara, Wisp, and Zephyr, and Titanya, are good picks to avoid radiation. This is because they can either stay latched onto a wall, can float in the air, or place ziplines to walk over the radiation. of course warframes such as Nezha with warding halo also can avoid this radiation proc with warding halos on you and team mates. if you want to fight outside of the defense area these are the warframes to go for*


    Nighty has 25,000,000 health / 1,000,000 shields / 10,000 armor *nighty is not affected by status*
    Nighty can teleport around and floats in the air making melee weapons obscelete. If Graxx Mesa is alive with shooting gallery she must die as she prevents you from shooting.
    Nighty regenerates 1% of his shields after a graxx is killed
    Nighty gains 1,000 armor for every graxx enemy currently alive
    Nighty has a red nullifier shield that prevents warframe abilities from hitting him, however weapons can still pass through this shield.
    Nighty is unable to be hit by finishers
    Nighty will occasinally release a red flash bang (Like Alad V) and removes 100% of tenno shields.

    *Warframes that can tank damage or distract nighty are great for distracting this grineer leader.*
    *It is advised that the squad breaks into two groups. One would be focus on destroying side enemies and graxx troops, the other fights Nighty Directly*

    Mission 5 LvL 150 {Derelict} Second Half -BOSS FIGHT-

    After 15 minutes the life support is back on. But the tenno must now defeat Nighty. Nighty is a grineer nullifier that has 8 copies of the warframes being used as specters. These specters must be killed before Nighty can be harmed. 
    Each enemy specter has 100X the HP and Shields of the person they are copying. Killing that specter will down the player there is a copy of. Killing all specters at once is a BAD idea.

    After all specters are defeated, Nighty becomes vulnerable and now constantly summons in Nightwatch versions of all graxx skins which he aquired during the gredivus dilemma and had modified. All graxx units provide Nighty with an extra 1,000 permanent armor. Kill them to prevent Nighty from getting more insane damage reduction.
    Graxx enemies have 1,000,000 Health, 1,000,000 shields and 3,000 armor. They also have a small platoon of nightwave soldiers surrounding them that fit their theme. Excalibur has flamblades, Frost has bailiffs, etc etc.
    -Graxx soldiers are capable of being hit by finisher attacks and are affected by warframe abilities-

    At 50% health Nighty will deploy several more shadow specters which must be killed before he can be damaged further. This time though graxx warframes and nightwatch enemies are still fighting you. At 50% Vor and lech kril are summoned.
    At 25% Health, he does this again and summons Sprag and Venkra to attack the tenno. Nighty is invulnerable until these two are killed.

    *CC is valuble here due to enemies having ways to CC you, damage you, and control your abilities. Graxx enemies specialize at making you vulnerable despite survivability so play careful and prioritize killing graxx opponants.*

    -Graxx Nyx uses chaos, friendly fire with chaos. Swaps graxx enemies to look like allies and actual allies now look like graxx.
    -Nova TWINS use Molecular Prime, slows tenno down and makes them vulnerable *nova spawns in groups of two as Gnova and Graxx Nova, nighty gains 500 armor from each and they're half as tanky as other graxx warframes.
    -Ember uses WoF, damages all people with fire eruptions. *Can be very annoying by constantly knocking down tenno and fireprocs meaning they cannot regenerate shields*
    -Limbo uses Cataclysm and banish. Must roll to exit void from banish.
    -Mesa uses Shatter Shield and Shooting Gallery, damage reduction and prevents use of guns. Desecrate also prevents people from going into the downed stage by removing their body.
    -Nekros can use Fear and Shadows of the Dead, brings back dead graxx allies and causes tenno to lose control of character for several seconds.
    -Mag uses shield polarize and pull. Polarize removes all shields of tenno and pull will stun and give magnetic procs to all tenno hit by pull. Polarize also restores 30% of nightwatch and graxx enemies. *KILL HER BEFORE NIGHTY CAN BE RESTORED*
    -Vauban uses gernades and Vortex, pulls enemies in and can annoy enemies with traps. Graxx Vauban also deploys all sorts of rollers.
    -Valkyr uses hysteria, war cry, and ripline. Ripline drags a tenno to the graxx with a stun, Warcry slows all tenno down, Hysteria makes her unkillable
    -Saryn uses Spores, toxic lash, and miasma. Miasma halves health of all tenno, toxic lash lets her ignore shields, spores strips armor and damage reduction like halo, iron skin, and shatter shield.
    -Hydroid can drown and trap tenno in puddles. Must damage puddle to have hydroid transform back. *If all 8 players are trapped hydroid instantly releases them all*
    -Atlas will hunt down and punch tenno to death, stunning and sometimes killing them. *Atlas can gain massive amounts of armor, killing him sooner means he won't be an issue to kill later.
    -Zephyr can summon tornadoes, use turbulence making only melee viable vs her, and uses air burst which ragdolls tenno if hit by them.
    -Frost can freeze two tenno in place that must be broken free by other players via avalanche and can create snowglobes. If frozen allies are invulnerable but if not set free in 20 seconds will shatter and instantly die.
    -Harrow allows enemies to 1shot you with higher critical chance with covenant. Harrow can also heal allied nightwave, including nighty. harrow can also chain you, making you invulnerable but must be broken out of chains by ally melee attack.
    -Volt will shock tenno with lightning bolts, halving their shields. 
    -Chroma will give extra armor and damage to nighty and will stick close to Nighty.
    -Rhino can use stomp to knockdown all tenno on the map at random. 
    other graxx enemies are kinda obvious in terms of what they would do. Graxx enemies will be added based on future graxx skins. The idea to ass draxx skins I think is cool as it's techiclly a new enemy but also a reused asset. Also let's be honest, having enemies like this on the map is DIFFICULT to the extreme.

    *Finisher warframes such as valkyr, banshee, Excalibur, Inaros, Ash, Equinox, Ivara, and other warframes that open enemies up to finishers make dealing with graxx warframes easy.*
    *Another option is to use Executing Dash to open them up to finishers*
    *Banshee would have a special interaction. Based off conclave banshee would silence graxx soldiers preventing them from using abilities. VERY useful.*
    *Nova can slow graxx down with molecular prime, this is very useful*

    After Nighty is forced to retreat, Tenno have 2 minutes to extraction or they will be blown up along with the derelict ship. Just to make it better, the ship flys out and you get to see the derelict ship explode to end the raid.`

    REWARDS: Graxx specter! / 200,000 Credits / Guarenteed 1 new weapon piece / 5% chance for a nightwatch skin / 5% Nighty Articula / 10% Orokin Catalyst or Reactor / 1 Random Arcane

    NIGHTMARE MODE

    Mission 1 LvL 120 {Saturn} -NIGHTMARE EFFECT-

    During Mission One, Enemy total is increased to 570+ Enemies.
    During Mission One, Eximus Stronghold Effect
    During Mission Cryo Hazard

    Elite Nightwatch Manic 3,000,000 health / 6,000 Armor
    -Now summons an extra 2 Nightwatch Manic Bomabrds
    -Only headshots harm him

    REWARDS: 8,000 Kuva / Anasa Sculpture / 3 Detonite Injectors / 1,000 Endo
     

    Mission 2 LvL 130 {Sedna} -NIGHTMARE EFFECT-

    Increased nukes during Rathuum.
    Elite Nightwatch Manic appears during Rathuum. *No second phase*
    Massive Boost to vault security with extra lasers and drones.
    Vaults drain warframe energy by 5/s

    REWARDS: 150 Rathuum Points / 250,000 Credits / 10,000 Extra syndicate Standing for your syndicates / 1,000 Endo / .5% Argon Scope
     

    Mission 3 LvL 140 {Ceres} -NIGHTMARE EFFECT-

    Wolf now adapts to damage.
    Players are drained of energy 20/s while standing on pads and cannot cast abilities
    Fomorian Core will instantly blow up if it touches lightning on rails
    Fomorian Core has a nullifier Shield on it that prevents warframes from using abilities while inside this bubble.
    While transporting Fomorian Core, while outside Dargyns and Dregs will attack the core.
    Flamblade Commander now has 8,000,000 health and 6,000 armor

    REWARDS: *Nightwatch Mod* / 5 Orokin Cells / 5 Tellurium / 10 *Nightwave Credits*
     

    Mission 4 LvL 160 {Mars} -NIGHTMARE EFFECT-

    Same stuff as LoR Nightmare
    Hyekkas now explode upon death dealing 100% of their health in a 2m radius. Suicide Kavats.
    Molta now has 1,000,000 shields. *Magnetic or toxin helps bypass this* 

    REWARDS: 1 Riven mod, you can pick category. 5h Rare Resource, Affinity, or Credit Booster


    Mission 5 LvL 190 {Derelict} -NIGHTMARE EFFECT-

    Nighty 75,000,000 health / 2,000,000 shields / 10,000 armor *nighty is not affected by status and takes 50% less critical damage*

    Fomorian Core requires 50,000 Shields and also drains energy if the warframe has any.
    Elite Nightwatch Manic spawns every 5 min *No second phase*
    At 50% and 25%, Nighty will not only deploy boss specters, but also deploy the copies of the 8 tenno warframes again. This totals to at most 10 targets needed to be killed.
    Graxx now grant Nighty 2,000 armor per Graxx alive.
    Graxx now spawn more frequently and now have 4,000,000 health, 2,000,000 shields, and 4,000 armor

    If any player goes dies/respawns, Nighty regenerates all his shields

    *Upon death in nightmare, Nighty has a 2% Chance to drop "Energy Armor"

    REWARDS: Graxx Specter / 250,000 Credits / Guarenteed 1 new weapon piece / 10% chance for a nightwatch skin / 10% Orokin Catalyst or Reactor / 1 Random Arcane / 1 Pet Arcane / Nightwatch Ephemera

    ----------------------------------
    Ok so I just wanted to throw together an Endgame opinion. Yes I know exactly what someone is gonna say WTH WHY DO THEY HAVE SO MUCH HEALTH. Well I want to put it this way. We are REALLY powerful right? We also hate invincibility so I wanted to make it feel less like you can never damage these enemies that are MEANT to be difficult. On the flip side you do little damage to these enemies and you NEED to be prepared with restores, specters, and the best mods possible. As for the reason why they have tons of health, I wanted to bullet sponge. yes many people hate the idea of bullet sponges however I really wanted to make this feel like THE boss. I mean all bosses we have at the moment we can solo and pop in two to six hits if you build right.

    The concept for this actually came from WoW. I remember that often you fight bosses in WoW for 20+ min at a time. Well if were going to be doing a Raid, it's gotta be one of the hardest bosses. So lets make it about a 30min fight. yes it's long, yes it has a lot you have to do to get there, but... the rewards are well worth it IMO. if you run this once a day you make progress in almost everywhere for the game. It appeals to everyone right?

    Rivens and Kuva= Riven Traders and Riven Clans now can trade even more rivens and farm kuva while doing it.
    Rathuum Points= Kela Farmers can gain points without actually breaking away from the farm, enough points to fight Kela 2-3 times.
    Credits= Index Farmers can run this and still get money from it while getting everything else.
    Graxx Specter= Cool trinket to let you summon another ally, A thing special to this raid. This tempts people to play this.
    1 Weapon piece= well this one is weird because I want Nighty to have a special Grineer Weapon. That would mean you have a unique weapon for this raid which is always a +
    Booster= To increase value further down the line if you're playing warframe after this raid.
    Arcanes= A unique Pet Arcane to make different pets more viable and to give them even more reason to exist
    Skins, Articula, Ephemera= just a cool collectors item that matches the Theme
    Nightwave Credits= To allow players to have another way to gain this currency without actually having to do Nightwave, but of course at a price.
    Nightwatch Mods= To be specific i want some more mods to come from this raid. That way we have even more variety to the game. Also these mods would be valuble to the market due to difficulty
    Anasa and Endo= Specificly to allow players a way to farm endo. Lets be honest in the time it takes for players to complete THIS raid, you could farm about 21k Endo from Rathuum.

    Of course the optional reward is tantalizing aswell, who wouldn't want an Argon scope am I Right? So I made it a 6 spy vault exclusive with a low chance. I mean you wont be running this mission specifically for Argon Scope unless you're insane, it's just a nice little chance to get the mod. Of course the little boosts with the potatoes are also cool to get but not guaranteed. I think this gives you a sizable reward for how difficult I made this raid suggestion. What do you guys think about this?

    -----------------REWARDS------------------
    Fair warning, these rewards are all completly made up and really are just extra food for thought. You just viving you an Idea of why you would run this raid. You know, because you need something useful to farm right?

    MODS

    Energy Armor (Warframe or Melee)
    300% of energy used while channeling is transformed into armor for 15 seconds. Stacks and refreshes if another ability is cast. Armor cap of 1,000

     

    NIGHTWATCH SET
    Charge attacks release a shockwave that travels for 5 meters in a cone which opens enemies up to finishers (Up to 10 meters)
    Only required 3 Nightwatch mods to hit max set bonus

    Nightwatch Negligence (Warframe)
    At 50% health, Enemy accuracy is reduced by 40%
    (Set buffs up to 75% Health)

    Nightwatch Hazard (Warframe) *Exilus*
    40% Fire resistance  40% Toxin Resistance
    40% Ice Resistance  40% Electric Resistance
    (Set buffs all resitance to 80%%)

    Nightwatch Charge (Melee)
    Charge attacks have 20% more range
    Charge attacks deal 100% more damage
    (Set buffs up to 40% more range and 200% more damage)

    Nightwatch Ricochet (Sniper)
    While crouched and looking down the scope, sniper rifle shots bounce to another enemy nearby dealing 55% damage done to original target
    (Set buffs set to 110% damage)

    ------------------------------------

    PET ARCANES

    Arcane Undying
    Companion has 85% chance to ignore lethal damage and become fully restored
    *Does not stack with tek assult*

    Arcane Precept
    If a companion uses a precept skill, Warframe gains 20% efficency for 10 seconds

    Arcane Status
    All enemies that are affected by precepts lose 50% armor and Shields

    Arcane Phantom
    Killing an enemy that your companion has attacked cloaks companion for 5 seconds.

    Arcane Sacrifice
    If the warframe takes fatal damage, the companion has a 100% chance to take that lethal damage in their owner's place.
    *with Nidus, companion will take all lethal damage. Undying will not proc unless companion is either dead or down*

    Arcane Reaver
    Companion releases a 30m pulse that causes all enemies in the area to have a 25% to drop double the resources upon death
    *Enemies hit by Arcane reaver cannot be reaved again*
    *Life support will not be dropped from this*

    Arcane Predator
    Companion has a 10% chance to instantly kill an enemy with it's next attack. 5 second cool down.

    Arcane Cleaver
    Companions attacks now have 40% chance to cleave in a cone of 4 meters

    Arcane Revenge
    100% chance to re spawn your companion if you kill the enemy that had killed your companion

    Arcane Protection
    20% chanc that upon being harmed, companion gains armor equal to 50% of it's max Health for 18 seconds

    Arcane Magnet
    Enemies killed by companion drag all enemies within 15 meters to the point of death

    Arcane Status
    Companions deal 100% more damage per status on enemy

    Arcane Bloodlust
    After killing an enemy the companion has attacked, companion gains 200% attack speed for 8 seconds

    Arcane Efficiency
    After casting an ability, All of companions cool downs are reduced by 25%

    Arcane Svalinn
    When warframe is affected by status proc, companion will increase shield regeneration by 100% for 10 seconds.

    ------------------------------------

    Anyways feel free to comment on the reward list ideas, revamped raid concept, and enemy difficulty. Again I have to stress this, this is not meant to be easy or for medium players. It would be for the players who know what they're doing and are 100% decked out and ready to screw someone up. I believe 100% DE can make endgame. There's a reason raids and dungeons have always been the center of it, and that's because they work if done right. Anyways if anyone's got stuff to say on it i'll gladly accept it and try to critique it for the next raid suggestion or tweak this one. Endgame is a sensitive topic so i wanted to take a shot. Here's my suggestion.
    On another note, i'll be taking all suggestions into my next attempt at creating another raid idea. Just cause i've got nothing else to do at the moment in game. Seriously I'm playing hide and seek in captura with my clan 😄 Also I know i said i'd work on Wukong for the next rework concept after Overheated Ember, however it sounds like DE's got a wukong in the works so me saying anything would be pointless. I also 100% guarantee they've got ideas for Vauban soooo yeah I decided to do this. Anyways I know the bullet sponge idea will get some hate but i honestly think it's the only way to get the Raid feel with difficult enemies rather than pop one shot Vay Hek. We've all done it once or twice...

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