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Greysmog

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  1. Well that's probably because most of that stuff doesn't really work as well as you'd hope. I believe Gara's 2 works for the DR, her wall just gets evaporated. Frost feels like he struggles with defending and has to spam a ton if you get a heavy-hitter like a Necramech but is otherwise okay. That being said, they're still really effective, just for different reasons. Gara is insanely helpful with Demolysts and Frost makes Eximus a breeze since Cold still works.
  2. Zeta Themes: Celestial Bodies, Space and 1940’s Retro Sci-Fi Concept Art: (Coming Soon) Gender: Male Summary: Zeta dominates crowds with the wonders of the universe, and reminds his enemies why space is the final frontier. Lotus Tidbit: “This is Zeta, the traveler, the celestial. Zeta is the embodiment of our old dreams past the stars, Tenno. Let’s make them a reality.” Stats: 100 (300 at 30) Health 150 (450 at 30) Shields 150 (225 at 30) Energy 100 Armor 1.2 Sprint Speed Zenurik Aura Polarity No Exilus Polarity Vazarin and Madurai Mod Polarities Subsumed Ability: Quasar Beacon (Range is halved). Progenitor Element: Radiation Special Movement Animations: When performing a Maneuver, Zeta will have the thrusters on his soles activate, producing a small jettison effect. Passive Enemies killed by Zeta are absorbed into a series of 5 moons on his back, growing in size for every kill. When they reach max size (ten kills) the moons orbit Zeta, absorbing damage and converting it into a 6 meter Cold aura that slows enemies down by causing a single Cold Proc for each moon. While not taking damage, the Aura will shut down. Each moon can only cause a maximum of 1 Cold proc per second (for 5 in total) and will not refresh their duration. Passive Augment: Dead Space Once Zeta reaches 5 moons, this Augment now gives a random ally within Affinity Range a single moon. The range of the aura now increases to 10 meters. Meteor Belt (25/50 Energy) Zeta spreads a series of meteors in a circle around himself that deal 200/300/400/500 Impact damage and 200/300/400/500 Blast damage. These meteors act like airborne land mines, exploding when enemies come within a 2-meter radius (or 5-meters for the stationary mines). You can tap the ability to have them stay in one spot or hold it to have them trail behind you (trailing mines also cost 2x as much Energy). Each enemy hit by the blast and/or meteor increases the damage for the rest of your mines by 2x. You can have two sets of this ability active at once, one acting as a field and another following you. When Tap-Cast, you create 7/8/910 stationary mines, while Hold-Cast creates 2/3/4/5 trailing mines. The deploy area of the stationary mines starts at 7/8/9/10 meters while the trailing mines start at 2/3/4/5 meters. Stationary mines last for 10/12/14/16 seconds while trailing mines last for 5/6/7/8 seconds. You can only have a maximum of 20 mines out at once, any additional mines created will immediately blow-up previous mines in the order they were cast. Power only affects the mine’s base damage and active limit. Range only affects the placement range. Duration and Efficiency work normally. Augment 1: Comet Belt The asteroids now have a 20/30/40/50% chance to not be used up on a successful detonation, and if they are not detonated, they will also have a 10/15/20/25% chance to not be used up for a third time. Comet Belt also allows the player to charge up 1 high-damaging comet instead. Zeta loses the ability to place down asteroids as traps. The comet adds 3 ground asteroids to its damage per second, and drains Energy at a rate of 2/3/4/5 per second (stopping once fully charged), having a damaging AoE of 3/4/5/6 meters. Hold-Cast to charge and tap again to cast. Power only affects the Base Damage of the comet at the end of the cast, Duration decreases the Energy Drain cost, Range now affects meteor/comet explosion radius and Efficiency only lowers the Energy cost. Quasar Beacon (50 Energy) Zeta lifts 1 enemy into the air and turns them into an aggro-drawing quasar, suspending them for 7/8/9/10 seconds. The enemy releases a pulse of space dust every second, and any other enemy hit by the dust within a 9/11/13/15-meter radius is slightly pulled towards the target by 0.5/1/1.5/2-meters per second while being suspended themselves (new suspended enemies do not pull anyone else to them and do not release dust). The aggro-draw of the Quasar has no actual range, but is limited to enemy LoS. Once the ability ends the original target will Blind enemies that were Lifted for 3 seconds. Power affects the pull range, while Range and Duration only affect the pulse time and Blind duration. When used while Meteor Belt is active, the trailing mines you have will all target and latch onto the QB target, ignoring their Range limitation (stationary mines are unaffected) and will all explode when the QB ends, or when their Duration expires. Any enemy CC’d by Quasar Beacon will take the full damage of Meteor Belt, regardless of their distance to the target. Augment: Executioner's Beacon Enemies you kill with a Finisher that are blinded by Quasar Beacon now have a 100% chance to explode in a secondary flash of light in 2.5/3/3.5/4-meter radius for 2/3/4/5 seconds after QB has been cast. Enemies take 20/30/40/50% additional Finisher Damage while Blinded. Power only affects the Finisher Damage, Range and Duration work normally and Efficiency has no effect. Crimson Giant (75 Energy) Zeta summons forth a 5/10/15/20-meter orb of super-wide plasma and gravity for 3/4/5/6 seconds, making enemies take more Heat damage the more slowed they are (so a 75% slow is a 75% Heat Damage increase). Enemies will start to smolder, taking 500 raw Heat damage 2x a second, suffering 1 Heat proc for every enemy in the ring once it ends. The Heat Proc itself scales off the total damage the orb did, and if enemies are within the range of Zeta’s Passive, they will suffer an additional 500 Blast damage per second until the ability ends. Power affects the raw Heat/Blast damage and the Slow Duration only affects the duration of the Heat proc. Efficiency only affects the initial cost of the ability and Range works normally. When used while Quasar Beacon is active, any enemy in the radius will now give Crimson Giant 2 Heat Procs instead of 1. Augment 3: Crimson Bulwark Zeta and his allies receive a shorter Shield Regen Delay for every enemy killed by CG. Each enemy takes off 0.2/0.3/0.4/0.5 seconds from your delay for 4 seconds. The kills stack with multiple casts of CG. Power affects the seconds taken off while Duration and Range do not affect this Augment. Efficiency works normally. Proton Star (100 Energy) Zeta charges up and starts to glow as he drains his Energy by 4/6/8/10 every second, giving himself and allies within 5/10/15/20 meters extra base Shields as a one-to-one conversion (10 Energy for 10% extra Max Shields, as an example) up to 200% extra Max Shields. Warframes without a Shield will instead gain 4/6/8/10% of their Max Health as Health instead. Once the ability is canceled, an electric pulse will be sent out, dealing 500/1000/1500/2000 raw Electric damage in the ability radius. Zeta and his allies will have any missing Shields (or Health) instantly replenished to the current max threshold the ability has reached through the pulse. The buff lasts for 4/6/8/10 seconds and cannot give players Overshields. While casting, Zeta can move around and attack, but his Movement Speed will be halved (ability costs are reduced by 50%). Power only affects the damage of the Electric pulse, and Efficiency will decrease the cost and effectiveness of the buff. Duration and Range works as per usual. If the pulse hits enemies affected by Zeta’s Crimson Giant the damage of Proton Star will be added to CG’s total damage (this damage turns into raw Radiation damage and is added at the end). Augment 4: Proton Shockwave Damage dealt by the Electric pulse aspect of Proton Star now builds up a Magnetic “fence” for 2/3/4/5 seconds on enemies, causing them to take an additional 500/1000/1500/2000 Magnetic damage per second that strips enemy defenses by 5/10/15/20% per second. Enemies that have their Shield or Armor completely stripped by Proton Star (or while under its effect) explode, dealing 30% of their overall Health and Shields to enemies within 2/4/6/8 meters as Magnetic damage. Power only affects the base Magnetic damage, Duration works normally, Range affects the explosion distance and Efficiency does not affect this Augment. Binal Themes: Dual-Wielding, Guerrilla Warfare and Action-Heroes Concept Art: (Coming Soon) Gender: Male Summary: Binal is a weapons expert who can hide in plain sight. When you’re out of options, introduce them to your two little friends. Lotus Tidbit: “This is Binal, the unseen, the veteran. Show them what happens when you underestimate a one-man army, Tenno.” Stats: 150 (450 at 30) Health 100 (300 at 30) Shields 100 (150 at 30) Energy 300 Armor 1.25 Sprint Speed Vazarin Aura Polarity Zenurik Exilus Polarity Vazarin and Zenurik Mod Polarities Subsumed Ability: Move Out (No changes needed) Progenitor Element: Impact Passive Gain Ammo Efficiency based on kills. You gain 1% per Weapon Kill and 5% per Ability Kill. This caps out at 50% and disappears after 3 seconds. 50% more Ammo from Ammo Drops (teammates included). Passive Augment: Trap Rounds Whenever Binal and his allies pick up Ammo, a small 1/1.3/1.5/2-meter zone is left behind at the Ammo boxes location and the players location for 4/6/8/10 seconds. Enemies that touch this zone will be locked in place for 3 seconds, but can attack normally. Killing the trapped enemy causes a Blast cloud to erupt from their corpse that causes 1 Proc to occur, dealing 10/15/20/25% of the total damage dealt to them as Blast damage within 3 meters. Any traps within 10 meters of the original target will also simultaneously explode, spreading the damage to all nearby zones within those 2/5/8/10 meters (Blast procs on the same target also stack to a 6 meter range). Power only affects the amount of Procs per zone, Efficiency has no effect, Duration only affects the zone timer and Range only affects the initial zone range. Live Mag (25 Energy) Binal overcharges the rounds in his firearms, causing his rounds to leave behind damaging energy trails. The trails deal 10/15/20/25% of a single round's damage and linger for 2/3/4/5 seconds, dealing damage 2x every second. These trails deal raw weapon damage, can only proc IPS at 50% of the rounds current Status Chance as well as Damage and will only proc the most prominent IPS stat. The trail itself stops at the end of the actual projectile's Travel Distance, and the trails have a 2/3/4/5-meter width. When you run out of bullets, the total amount of damage all of your trails and rounds have accumulated for that mag pool into a grenade (only direct hits from the bullet or trails add to the damage pool). Binal can hold 3 grenades; you throw them by Hold-Casting. The grenades deal raw Blast damage and can proc (1 guaranteed Proc per grenade). Power only increases the trail damage and the Blast Procs per grenade. Duration only affects the Blast Proc duration. Efficiency just affects Energy cost and Range affects the width of the trail. Augment 1: Status Mag Rounds that are overcharged by Live Mag now leave behind a much wider 5/7/8/10-meter trail, gaining the ability to proc Elemental Status Effects but can no longer proc IPS effects. The most prominent Status Effect on the weapon is added to the trail. Trails now deal 50% less damage per second. The highest Elemental Damage on your weapon of choice will now be added along with the Radiation Proc on Live Mag’s grenades. While using this Augment, the Status Chance of your trail will be increased to 25/50/75/100% at base. Power only affects the raw damage of the trails, Duration works as per usual, Efficiency has no effect and Range works as intended. Hidden Sights (50 Energy) Shrouding himself with translucent energy, Binal turns invisible while aiming his weapon for 4/6/8/10 seconds and immediately uncloaks when he stops aiming. Aiming for an extended period also has Binal create a 2/3/4/5-meter ring that slowly spreads by 2 meters per second out to a full 7/8/9/10 meters, shrinking by 1 meter while not aiming. When at its maximum size, Binal will also receive a 2/3/4/5% Weapon Damage buff per second for every second the ability is active (the cap is whatever the abilities’ Duration is). Allies who make contact with the ring also turn invisible and receive the damage buff. Power only affects the damage buff, Duration only increases Hidden Sights duration, Range affects the invisible ring range and Efficiency only reduces the ability cost. While this ability is active, any weapon you or allies fire while using Live Mag becomes Silent. Grenades thrown by Live Mag will also Sleep enemies who have been hit by at least 2 grenades for 3 seconds. Augment 2: Rejuvenating Sights While Hidden Sights is active, any allies within the radius will have their Health restored by 2/6/8/12 points per second. Hidden Sights’ Base Duration is also increased by 50%, making it 15 seconds. Power buffs the health amount, Efficiency affects the health per second, Duration only affects the base ability timer and Range does nothing. Move Out (75 Energy + 5 ED) Binal now gives himself benefits for every Maneuver he performs. Aiming buffs Accuracy by 2/3/4/5%, crouching gives a 2/3/4/5% chance for missed bullets to be refunded back to the magazine, rolling buffs Reload Speed by 2/3/4/5% and Bullet Jumping buffs Fire Rate by 2/3/4/5%. Each Maneuver adds another 2/3/4/5% to their respective type, and the values go up to a cap of 50%. Maneuver’s that you don’t perform within 5 seconds will cause you to lose their respective buff. The ability is a constant drain. Power affects the base value of a Maneuver, Duration buffs the ability and buff timers, Range does not affect it and Efficiency decreases the direct cost only. While Hidden Sights is active, 50% of the benefits will be given to allies in the ring, and the drain will go up by 25% for every Player in it. Players that perform a Maneuver will refresh that Maneuver's timer for themselves, but not for others. Augment 3: Stocked Out After maxing out a Maneuver’s specific buff, Binal and his allies will receive a Dodge buff that goes up by 2/3/4/5% per maxed buff for 6/8/10/12 seconds. The buff only applies to each ally individually, and caps at 5/10/15/20% for everyone at base. Allies that perform Maneuvers will now refresh that specific Maneuver for everyone within range. Power increases the cap and percentage for a maxed buff, Duration increases the buff timer and Range/Efficiency has no effect on this Augment. Double Trouble (100 Energy) Going all out, Binal makes a copy of his current Firearm, wielding one in each hand for 6/8/10/12 seconds. Weapons that are Dual-Wielded already or that are held with both hands (Archguns and Bows) will cause Binal to grow another set of spectral arms to carry the duplicate weapon. This ability only creates another copy of the weapon and its Damage Mods to double the raw damage, it does not double-stack Mods like Crit Chance or Status Chance. Doubling his Magazine Size and Ammo Reserve, Double Trouble will drain 1 point of Energy for every shot missed while giving 2 Energy for every kill (the “missed shot refund” in Move Out also has a chance to cancel out the Energy drain for that shot if it occurs). Power actually increases the Energy on kill and the loss on a miss, Efficiency only affects the loss on a miss, Duration works as usual and Range affects the range of the pull. While active, the effects of other abilities will be doubled. This gives Live Mag a 2x multiplier to all of its effects and 6 grenades while doubling Move Out’s buff caps for allies and Binal. Hidden Sights also now only requires 1 grenade to proc the Sleep effect for 6 seconds. For clarification, the “missed shot refund” will only have a 100% chance to apply to one weapon, making the drain for missed shots now 0.5 instead of 1. Augment 4: Double Hoarder Double Trouble now has a 4/6/8/10% chance to refill your Magazine after a kill. While DT is active, you now have a 10-meter aura that also gives 50% of the effect to your allies (so the chance stays the same but allies only have half of their mag refilled). Missing with DT now drains 7/8/9/10 Energy per shot at base that can’t be reduced or increased. Power affects the chance for a magazine return, Range affects the aura range, Duration has no effect and Efficiency has no effect. Amphora Themes: Mechanical Summons, Defensive Emplacements, Entrati Weapon Mechanics Concept Art: (Coming Soon) Gender: Female Summary: Amphora is a life-draining relic who brings powerful machines to the front lines. Setup your defenses and shred through your foes with your own custom Necramech. Lotus Tidbit: “This is Amphora, the archaic, the entombed. Take the power you need to ascend with your allies.” Stats: 150 (450 at 30) Health 30 (90 at 30) Shields 200 (300 at 30) Essence 500 Armor 1 Sprint Speed Aura Polarity No Exilus Polarity and Mod Polarities Subsumed Ability: Quietus Vapor (Range is halved) Progenitor Element: Heat Passive Amphora does not have an Energy bar like most Warframes, instead, she has an “Essence” bar. The bar fills up by 10% per second on its own, healing 5% of her maximum Health per second. Whenever Amphora kills an enemy with her abilities (or finishes off an enemy affected by an ability), she receives 2.5% of her Essence bar and 2.5% of her maximum Health per kill. To cast her abilities, Amphora requires the normal Energy values (25, 50, 75, 100) as well as a constant Essence drain (2, 3, 4, 5), but no longer has a Duration limit on any of her abilities. Any abilities or items that restore Energy do not work on Amphora. Due to her Essence bar, Amphora is completely immune to any Energy-draining effects. Any healing Amphora receives is also distributed to her machines. Passive Augment: Shared Style While using this Augment, Amphora’s Passive no longer heals her Health (or her machines). Instead, Amphora will receive her Shield back with her previous values, allowing her to gain Overshields. The Energy part of her Passive now starts at double its normal value and can be Modded, but limits the effect to a 5-meter range around Amphora. Power affects the Energy percentage, Duration has no effect, Range affects the Energy refill range and Efficiency does nothing. Pneuma Drones (25/50 Essence + 2 ED) Amphora summons 2 drones to her side that have 1/1.3/1.5/2x her current EHP stats (so double Shields, Health and Armor) pooled together for both of them. One drone deals Electric damage with its 2-meter beam, chaining the damage to all enemies within an 2/4/6/8-meter radius (stays above Amphora only). The other drone shoots a 100% Punch-Through Heat beam at 1 enemy with a 2/3/4/5-meter radius (attacks enemies hit by the first drone in order of proximity, but can be overridden by Tap-Casting the ability again on a target). Both beams deal 200/300/400/500 damage 4x a second, the beams do not reload, and they gain a 2/3/4/5% increase to their damage for every kill. The Electric drone has a 25% Status Chance, while the Heat drone has a 100% Status Chance. Both Status Effects last for 6 seconds. If both drones attack the same enemy, they will deal an additional 200/300/400/500 raw Radiation damage 4x a second to the target. Hold-Cast this ability to reset the drones Health and Shields for double the Essence, but doing so will also reset the drones damage multiplier. Power only affects the base damage of both beams and the Drone’s EHP multipliers, Duration increases the Status Proc duration and the ability drain, Range only affects the beam radius of both drones while Efficiency works normally. Augment 1: Angel Drones Amphora’s drones now build up excess Health for Amphora by having 0.3/0.5/0.8/1% of their total damage converted into a pool. When the excess Health reaches Amphora’s maximum Health, Amphora will be revived if she dies, causing her drones to explode dealing 20/30/40/50% of their lifetime damage and knocking down enemies within a 2/3/4/5-meter radius. The revive will then go on cooldown for 10 seconds. Power only affects the bonus lifetime damage explosion, Duration has no effect, Range affects the radius of the explosion and Efficiency buffs the percentage of the damage converted into a pool. Quietus Cloud (50 Essence + 3 ED) Amphora covers an entire 10/12/15/20-meter area with a vampiric cloud. The vapor drains enemy Health with True Damage by 1% of their current HP every second, healing Amphora’s Health and anyone else’s nearby by 0.5% of their total Health per second (this also includes Amphora’s machines). Enemies that enter the cloud will suffer a short 2 second stun but will not be able to be affected by said stun twice. The cloud causes enemies to have a 50% chance to drop 1 Large Health Orb on death, and a 25% chance to drop a Large Energy Orb. Power only affects the heal, Range only affects the radius, and Duration/Efficiency affects the Essence drain. After 5 ability kills Amphora will gain an Essence Orb, an orb type that halts Essence and Energy Drain effects for 2 seconds. While Pneuma Drones are active, having the cloud active will give the drones a 50% Dodge buff. Augment 2: Enervating Cloud The vapor now has a slowing effect, reducing enemy movement and attacks by 10/15/20/25% at base, with the slow starting at 2/3/4/5% and scaling up every second. While using this Augment, the chances for any Orb on enemy death is doubled (Essence Orbs are unaffected). Power only affects the Slow cap, Duration works normally, Range has no direct effect and Efficiency isn’t counted in. Battle Cairn (75 Essence + 4 ED) Amphora quickly constructs a mounted turret platform that has no direct EHP, but that can take 10/15/20/25 hits at base (percentage of Health restored is instead given back as hits). Amphora and her allies can use the turret as long as it is still operational. The turret blocks projectiles and explosions with a 4x/6x barrier in the front while being used but will only block 50% of the hits it would normally take from anywhere else (this shield also doesn’t protect against melee damage). If used for too long, the turret will overheat, taking 3 seconds to fully cool off. When not being controlled, the turret will keep its shield activated. The Primary Fire’s stats scale off of your currently equipped Primary Weapon Mods. The Primary Fire on the turret is a set of two 50% Accurate Hit-Scan machine guns that scale with enemy level. They deal 50 Impact, 90 Puncture and 60 Slash damage. It has a Crit Chance of 50%, a 2x Critical Multiplier and a Status Chance of 50%. It has a base Fire Rate of 10, a base Magazine Size of 100, a 2 second Reload Time, a Multishot value of 1, a Punch-Through value of 1 and Infinite Ammo. Power affects the base damage of the turret, Duration affects the Essence drain, Range affects the size of the shield and Secondary Fire range and Efficiency works normally. While Quietus Cloud is active, the turret will have its cooldown timer halved and all miscellaneous actions (turning, entering and exiting the turret, zooming-in, etc.) will all be increased by 50%. Augment 3: Cairn Duo Amphora is now capable of summoning two turrets at once, dividing their stats in half at base (so damage, shield size, etc.). These two turrets otherwise function as normal. Duration, Power, Efficiency and Range work normally. Exalted Kurgan (100 Essence + 5 ED) Amphora summons her own special Necramech to the battlefield, called Kurgan. Kurgan comes crashing down to the battlefield on cast, knocking down any enemy within an 2/4/6/8-meter radius of his landing zone (Amphora’s cast location) and dealing 1000/1200/1500/2000 Blast Damage. Amphora immediately takes control of Kurgan after his landing, transferring into him and becoming invulnerable while Kurgan is being used. Kurgan is a special Necramech, so he only comes with his own special Archgun, known as the Dual Pall. These weapons are a set of powerful 100% accurate semi-auto Projectile pistols that scale off of Archgun Weapon Mods. They deal 100 Impact, 300 Puncture and 100 Slash damage. They have 100% CC, a 4x CD, a 100% SC. They have a Magazine Size of 10, a 1 second Reload Time (that recharges 10 rounds per second), a Multishot value of 2, Infinite Punch-Through and Infinite Ammo. Kurgan himself scales off of his own Necramech Mods, and only his Power affects the damage of the Dual Pall. Kurgan also comes with his own separate Essence that recharges at the same rate that Amphora’s does, as her Passive also applies to him. He has 100 Shields, 800 Armor and 900 Health at base. He has 1 Sprint Speed, 200 Essence, a , a and two polarities. Kurgan also comes with his own set of Necramech Abilities. While inside of Kurgan, all of Amphora’s abilities will have their drains halted. This does not apply in reverse, but all abilities that affect Amphora (Pneuma Drones, Quietus Cloud) will now be transferred to Kurgan while she is within him. Once Amphora runs out of Essence, she will be kicked out of Kurgan. When piloting Kurgan, you can see Amphora’s personal Essence bar below the Necramech Stamina Bar. No Mods directly affect Kurgan himself, but Power affects the impact blast damage, Range affects the knockdown radius, Duration affects the Essence drain and Efficiency has no effect on the ability. Kurgan Ability 1: Shared Agony (25 Essence + 2 ED) Kurgan roars, making his enemies share his pain in a 6/8/10/12-meter radius. Enemies that damage Kurgan within the radius have any status procs they cause redirected back to them. As enemies enter the radius, Kurgan receives an Armor boost per second that starts at 1 per second and caps out at 25/50/75100, each enemy adding another 0.5. Any allies that also come into the radius receive the Armor bonus and the status immunity. Power affects the armor amount per second and the cap, Range affects the ability radius, Efficiency and Duration affect the Essence drain. Kurgan Ability 2: Bury Them (50 Essence + 3 ED) Kurgan smashes the ground, causing all enemies within a 2/5/7/10-meter radius to stumble and be pulled directly to him by 10-meters per pull. Enemies that are pulled have their defenses stripped by 5/10/15/20%, and Kurgan will repeat this attack up to 3 times, stacking the defense reduction by 5/10/15/20% each time. If an enemy has their defenses fully stripped and is hit again, they will also receive a 5/10/15/20% damage vulnerability debuff for every remaining hit. Power affects the defense reduction amount and the damage vulnerability, Range affects the radius, Duration and Efficiency work normally. While using Bury Them, enemies can be affected by Shared Agony, giving you the Armor buff at 2x the rate. Kurgan Ability 3: Dead Ringer (75 Essence + 4 ED) Kurgan rings a death bell, sending spheres of essence into the air for himself and allies within a 12-meter radius. The spheres protect Kurgan and his allies, adding 10/15/20/25% Damage Reduction per sphere. As Kurgan (or the affected ally) attacks enemies, the spheres pulse with every death, rewarding you with 10/15/20/25 Shields for every kill and allowing you and allies to gain Overshields. Power affects the Shields given and DR, Range affects the cast range and Duration as well as Efficiency work normally. When using Bury Them, the spheres created by the bell will continually appear and attach to enemies that have their defenses reduced, causing them to take a single Radiation Proc every second during the Bury Them cast. Kurgan Ability 4: Final Throes (100 Essence Cost + 5 ED) Kurgan starts to deal grievous damage to himself, losing 25% of his total Health per second. He fully heals himself before this occurs and becomes immune to any incoming damage. While in this state, Kurgan can only cast Bury Them, and will detonate after his Health hits zero. While his timer is counting down, enemies within a 2/3/4/5-meter radius will be forced to attack him while others outside of this range will run towards him as long as they’re able to see him. Based on the number of enemies you pull to you; you will multiply the damage of the blast by 0.5x per enemy (even if an enemy dies, as long as they’ve entered the field, they will add to the multiplier). The blast deals 2500/3000/4500/5000 raw Radiation and Blast damage (split evenly between both), and leaves a large patch of Heat that deals 1000/1500/2000/2500 Heat damage per second (this is also multiplied) for 1 seconds for every enemy within the actual explosion radius, 2/5/7/10-meters. These damage types cannot Proc. Power only affects the base damage of the ability, Duration only increases the Essence drain, Range only affects the detonation range and Efficiency affects the percentage of Health lost per second (and therefore the seconds to detonation). After Kurgan finishes this attack, Amphora will reappear at whatever previous state she was in before entering Kurgan, but any active benefits Kurgan had will disappear with him. While Final Throes is active, any enemies that have a Dead Ringer orb on them will take a Proc of Final Throes’ damage for each orb currently on the field. Augment 4: Auto Mech Whenever Amphora summons Kurgan, she no longer instantly enters him, instead having him attack like a Specter would. Kurgan is vulnerable to damage during this time period, using his abilities while not draining any of Amphora’s Essence or his own in the process (though he will shut down after his Health reaches zero). Hold-Casting will cause Amphora to override the Augment and enter Kurgan. When his autonomy does end, he will always cast Final Throes. Duration works normally while Efficiency and all other modifications have no effect.
  3. I'm personally hoping Blast just becomes a more universal debuff option. We already know some stuff is off the table, like; - Secondary explosions like Acid Shells - Separate procs like Impact - Strong CC like knockdowns Since DE has already said no to all of these, why not just make Blast better at softening up Shields and Armor while dealing higher damage to Health? Blast now reduces the effectiveness of Armor and Shields up to say 75% right off the bat. So you'd gain 25% higher reduction than Heat while losing out on the DPS, it now combines better with Toxin or Electric as well as Corrosive, and maybe consecutive procs increase the chance to stagger enemies. This would also mean making other combined elements generally useful against more factions, like making Magnetic increase the Status Chance of all other Status Effects. It has its specific use, and a more universal use, and it's the main difference between good elements and bad ones. Radiation already has multiple uses as an example, it should probably just have a buff similar to Viral but only for Armor, and have it so the enemy damage buff is just baked in instead of needing to be scaled. Make it great against Armor, neutral to Health and weak against Shields. Want to improve Gas? Well just have the clouds last for a set duration after the enemy dies, remove the weird ten stack limit and make it benefit properly from elemental mods. Gas is strong against Health, neutral to Shields and weak to Armor. Now it makes you want to use stuff like Electric and Cold to compensate.
  4. While I do agree with most of these suggestions, I'm not sure I'm a big fan of how you've balanced Magnetic and Blast. To begin with, Void damage is more focused around taking out Overguard and the suggestion for Blast would probably make more sense if it applied to Void damage instead. Now Void damage easily overpowers Overguard with each successive stack, and anything else you use would be dealing extra damage similar to how Viral functions. You would help out Operators and the whole "pop in and out" gimmick DE was trying to emphasize instead of duct taping the effect to Blast. Plus if you apply this effect to Blast, it especially becomes a worthless Element again once an enemies Overguard is removed. That makes more sense for the element you're going to pull out rarely that already is neutral to everything else (and that you can't even mod for), not the damage type that's going to struggle against Armor and Shields once that Overguard is gone. For the effect Blast might want to receive instead, it might make more sense to go with Heat and Cold as your examples. If Heat reduces Armor and Cold screws with Shields, why not make it a universal reduction option? I'm with you on the idea of making it not a frame rate killing option, so I would also like a different concept other than "secondary explosions". Blast can now just reduce enemy defenses, Shields or Armor included, and deals extra damage to Health. Now it functions as an in-between for Corrosive and Magnetic, helping you kill things like Sentients with their mixed health types but to a lesser degree than the more focused Corrosive and Magnetic builds. If you limit it to Overguard as well, there's the issue of it sucking since Overguard isn't a legitimate health type that overwrites enemy health types that would persist after its removed, that would cause a lot of issues. As for Magnetic specifically, I feel like this again isn't enough of a reason to warrant using Magnetic in general. If anything, your suggested buff makes more sense for Radiation, as it is the anti-enemy special gimmicks Status Effect. It would honestly be pretty nice if Radiation turned off everything the enemy could do to you other than just shooting you, but anyways, would you consider something like Magnetic causing a disruptive effect in an AoE? Looking at Electric and Cold again for inspiration here, Magnetic does extra damage to Shields, and maybe you can make it increase the Status Chance of other procs, helping out Toxin builds, improving it's function against Armor with Heat and being an alternative to Viral.
  5. It might be fun looking into that as a balancing suggestion though. Maybe Blast is a great option for taking out a specific unit and dealing additional Blast AoE damage when they die, similar to Acid Shells scaling (just obviously fix Toxic Lash and stuff like it). More Procs would be something like extra range, similar to Gas, so you might even want to consider Status Duration. Give me a reason to build for that DE seriously. So that way you want to focus on weaker units like a Lancer to more easily wipe a room, or weaken a tougher unit and then blow them up to spread your damage out better. As long as Blast was more for Health and weaker against Armor and Shields I could totally see it being viable with more Status-focused builds. It makes sense with the faction it's supposed to be good against (the Infested) and makes it so Blast needs help to really clear rooms. Making it so they have to die also removes any strange invuln exploits, and buffs allied enemy units like Nekros' Shadows of the Dead. It like like DE actually suggested this already with an early version of Blast before it was changed, but it was obviously overtuned. If it scales off of enemy base Health just like Acid Shells, and you make it so it only scales off of Blast damage itself (not all damage accrued, literally just the Blast damage itself on the weapon), it should be fine. Especially since there's stuff like damage falloff built in. Keep the stagger, make sure the range doesn't get out of hand, and you're done. If scaling with enemy Health is too much, just make it deal a % of your total Blast damage on death to nearby enemies. "Blast: Our goal with Blast was to invoke an immediate and on-death effect to emphasize explosions. Now, instead of Enemy inaccuracy, you detonate your enemies! When dealing a Blast Status Effect to an Enemy, the following will happen: When Status is applied, deal a percentage of damage after a certain timeframe. Each Blast has its own timer, and goes after a second. Accumulated Blast stacks incur on-death explosions using their combined damage from when initially dealt and forcing Stagger to affected (within explosion radius) enemies. Radius of triggered explosion via death may grow in radius per stack."
  6. It's why I'm curious how DE is going to balance the Health, Shields and Armor categories. They would need to really incentivize using correct elements by buffing their positives AND negatives. Like 90% extra damage or 90% less damage across the board. I shouldn't be using Viral and Heat for every faction with Armor, and we still can with these suggestions. I'm going to assume it literally means just one Health category, one Armor category and one Shield category. If that's the case, balancing should hopefully be much easier. I'm just really waiting to see what DE is going to do before coming to any conclusions, but at least from what's been shown, I don't think there's enough meat here. If it is just limiting the categories I'm not sure what this is actually going to change. The good news is the Faction resistance actually doesn't change if you remove all Armor or Shields from an enemy, so in theory, Corrosive/Radiation/Heat would be best for Grineer again. Viral would basically only be used as a setup proc instead of a straight up damage option. More steps in the right direction.
  7. The biggest issue with the ammo rework is just that Blast sucks as an element currently. If the buff they give it is significant enough, I'm sure literally knee-capping the ammo for those weapons would make more sense. I'm not sure what they mean by "blastier", but I'm hoping it's just something useful and not something utterly bonkers. Maybe try making Blast work better with Corrosive for instance by having it actually blast away enemy defenses. If Heat reduces Armor by 50%, why not just make Blast reduce it and Shields per proc. As a sort of in-between for Heat and Cold.
  8. At the very beginning of his discussion, Pablo outright stated he won't be touching Viral and Slash, as these changes are focused on bringing up other Status Effects first. Which is totally fair, you can't really justify nerfing Viral or Heat when there aren't nearly as strong options currently. The hope however is that they realize some of the top elementals still need to be reigned in at least partially, but that all depends on what's getting buffed. If enemy health is increased significantly (which doesn't seem like the case with how Pablo was explaining it), then you probably won't have to change them at all. It's why I'm holding off on real constructive feedback since everything is so vague. We don't know the full process so I'm mostly waiting to see what's actually confirmed.
  9. You have to remember this is about Cold as a proc you'd use over others like Viral or (potentially) reworked Blast. I guess what I'm expecting is; Heat: Has heat inherit outright nerfed or adjusted in some fashion. Currently it seems a little too easy to spread en masse, but I'd leave it alone for now and look at the other base elementals first. It's definitely the most likely to be changed. Electric: Hopefully gets adjusted to have inherently higher range to maybe 5-6 meters, 3 meters is dog water and forces you to rely solely on grouping abilities to fulfill its core function. If DE buffs it to be stronger against Armor in general I'm sure it'll be fine. Toxin: Hard to say really, if you take away its ability to just completely ignore Shields with raw damage and procs it's completely useless. You might be better off just investing Corpus health across the board, and then removing base damage ignoring Shields as well, so it's not such an obvious pick. Cold: Honestly the most I'm expecting to happen with Cold is the actual Freeze duration getting reduced. Slowing enemies to a crawl already happens anyways, and they've already established the Freeze can be ignored by certain enemy types like Bosses so I don't think much will change. Cold is a raw damage Element so I'm willing to bet it and Radiation for instance will be getting looked at to help them keep up with AoE or DoT statuses. I would say it just really depends on what the breakdown between Armor, Health and Shields actually is for each element. That's mostly what I want clarification on personally and it'll make balancing it all much easier.
  10. The only issue is DE has already confirmed they're not going to touch the glaring issue that is Viral on the Devstream. I'm going to assume they won't be touching kind of busted stuff either like Heat Inherit or Toxin just ignoring Shields in general, but we'll have to see. Now the changes aren't finalized to be fair, but I don't really see this changing much if Armor and Health still work the same. I'm still going to be picking Viral in 99% of cases, because it's just easier to stick with that then constantly flip-flop around. Considering Toxin and Slash aren't being addressed either, and can still just totally ignore an enemy's defense with Viral that just adds 550% extra Health damage, it's mostly going to be gimmicks or proccing Arcanes then actually using the elements for their intended purpose. I'm hoping Pablo is actually considering tweaking the meta stuff as well, because I do actually want more reasons to run Blast or Gas over Slash and Viral. If DE does something like making Armor and Shields a literal health class, so you have to get rid of it to benefit from Viral, that would already go a long way. We have plenty of strip options after all. Maybe buff the upsides and the downsides, so if you aren't using the correct element your damage tanks, but using the proper one melts stuff, making raw DPS like Radiation or Blast better as well.
  11. Yeah you would probably have to adjust ragdolls to be a bit more limited, something like making enemies just fly a shorter distance or make it so they smash their head into the pavement, stuff like that. Either way, if I was able to play Rhino or Voidrig and casually just snap a guys spine in half due to their sheer weight and size, I would very much enjoy that. Make some improvements so it's balanced and more consistent, then just call it collision damage, and you're done.
  12. If DE wanted to keep ragdolls, they totally could as long as ragdolls actually did something. Have an enemy hit a wall at Mach 3? Well they take a ton of True Damage, but nothing that can kill them outright. You then tie the ragdoll damage to the force inflicted, and the damage decreases the further away an enemy is and the longer it takes for them to hit a surface. Just make it so it can almost kill an enemy, and don't allow Viral to boost it like it currently does with Frost's Snowglobe. You'd still have to kill them directly, and now weapons that ragdoll have a stronger usage case. Now you keep the disruptive aspect and have less issues with killing things. Snowglobe kind of has this as a mechanic, but it's not properly balanced and could use some fine-tuning. As for Lifted, just make it freeze an enemy in the air for a very brief period. It really doesn't need the weird physics tied to it when it probably should be acting more like Vauban's Bastille portion of Vortex than Titania's Spellbind. It feels awful on Bonewidow as an example since you just fling enemies out of your range.
  13. I imagine if DE just increased the vacuum range she got from Mods, but made it more so loot very slowly got dragged to her over time you could keep it. I would still personally prefer a Magnetic damage buff she gets for every ability she activates that lasts for a few seconds instead, as I do find it weird the Magnetic Warframe doesn't have the ability to deal Magnetic with her weapons. Maybe tie that to her 2's secondary mode?
  14. I think it just makes more sense to nerf Toxin first, see how Magnetic performs, and then adjust both accordingly. I don't think Magnetic needs buffs at this point. Toxin should work like Slash, where only the proc actually ignores the defense in question by default. DE might want to buff Corpus health as well to make it less desirable or combine better with Magnetic, so you can't just brute force them with Toxin. Start small, see how it works and go from there.
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