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A Shot at Endgame Suggestions "Eximus Epidemic Event"


Violet_Xe
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   Alright so this endgame suggestion is actually more so just a step to making the game more difficult in terms of every day enemies. my previous one "Raid on Nightwatch Corps" was a raid concept. This time I'll be focusing on something that could help construct a midgame, aswell as effect endgame. Something I see often is DE is trying to implement difficult enemies, but they take time to model, animate, etc etc and then make them extremly rare, have a spawn requirement, or placed only in open worlds. So what if we could theoretically skip that but still add in new enemies? well we can. If anyone from way WAY back still plays, you will remember an event called Avalanche Offensive, an old event that introduced the Arctic Eximus to the game. I myself was never there for it but it got me thinking. Eximus are basically minibosses in themselves aren't they?

   This is also a propsal for an event, an event that could alter how the game is played forever and make diversity and modding more important for all factions rather than having a streamlined warframe setup for all factions. Of course that would require more than just eximus, but I can tackle the effects of elements later to balance them out as that would take mods, elemental effect changes, and damage type additions.

   Before anyone says anything I'm well aware that we an mow through enemies with ease, and I don't intend on crushing your power fantasy. I also recognize the "Eximus Epedemic" concept would take lots of work to make. But I feel that it would certainly be possible and would dramatically effect the game in a positive way. I do know though this would certainly be an easier update to push out than something like Fortuna, Railjack, Archwing, Starchart 2.0, Damage 3.0, and Archwing.

---LORE---

Ever since lotus has left us, many transmissions have gone unnoticed and research has been allowed to advance to an unprecedented rate. Factions across the system have made technological advancements in the eximus field. However a massive data leak has mysteriously occurred and dozens of files pertaining to secret projects were picked up by Ordis. Ordis is not the only one however, it seems all of the factions now seek to sabotage one another, and they want your assistance. Even the infested has requested aid, and with the lotus gone you can't rule out the possibility of powerful Infested allies to fight the upcoming sentient invasion. They turned on the orokin, but they seem to like you.

   Pick which eximus technology you find unfavorable, and pick alerts to wipe the technology out. At the same time you will be boosting another technologies research progress. On the other hand you could assist research of an eximus technology you find favorable, but at the same time you will be lowering another eximus project's research. After an eximus technology has hit 0 or hit 100% an invasion mission will start up at the headquarters.
   If your tech is a zero invasion, where the tech is at 0%, you must either recover or erase the technology. If the technology is destroyed then the eximus will not make it's way into the game. If you defend it, the technology is set back to 50% global progress.
   If your tech is a Complete Invasion, where the tech is at 100%, you must either complete or sabotage the technology. If the technology is completed then the eximus will make it's way into the game. If you sabotage it, the technology is set back to 50% global Progress.

   Each eximus technology will grant the tenno a reward upon destruction or completion. But be careful, other tenno's desire to destroy an eximus may go against your desire for the reward you're currently working for. The eximus themselves could also be useful as some drop rare resources you could need later. Any erased eximus research will not be added to the game. Any complete and incomplete eximus research will be added into the game, so if you don't want them, make sure it's destroyed.

These rewards are all completely imaginary and I created them myself. I do not intend on the rewards making their way into the game but I thought it'd be nice to give DE some food for thought if they ever come across this. The idea was to give some concepts for fitting augments that would boost forgotten and lesser known weapons, or weapons that fit the theme of the eximus.

---CORPUS EXIMUS------GRINEER EXIMUS------INFESTED EXIMUS---

Tenebrous Eximus- This Eximus will only be given to the Elite units. Tenebrous Eximus force all allies using shields within 20m to have Tene Shielding *Can see effects of tenebrous shielding at the bottom*. Enemies under the effects of the Tenebrous Eximus show black shields instead of blue
All Osprey / All Nullifiers / Sniper Crewman / Corpus Tech

(Completed- Tenebrous Eximus added / Plinx Augment +Every bullet in reserve adds +12% heat damage to the weapon +When over 50% ammo gain 25% status duration)
(Destroyed- Tenebrous Eximus is not added / Tenebrific Redirection Companion +Pets now use Tenebrous Shielding +300% Shields

Imperium Eximus- Grants -75% critical chance allies within 12m, However they are 5.5X more vulnerable to channeling damage. Enemies affected by the imperium Eximus glow red.
Bursa / Phase Moa / Corpus Tech / All Comba / All Scramba

(Completed- Imperium Eximus added / Primed Killing Blow / Bo Augment +90% channeling efficiency cap +Impact damage reduces enemy armor by 8, 26 while channeling)
(Destroyed- Imperium Eximus not added / Primed Focus Energy)

Holo Eximus- Holo Eximus have above average movement speed. They create holographic versions of their allies to distract tenno. Holo Eximus will not count to combo counter, and will count as misses instead of damage. Holographic enemies look exactly like the real one, but only damage shields and upon death they emit a blinding pulse *much like alad v's flash bang* Holo Eximus attacks will ignore damage reduction.
Prod Crewman / Corpus Tech / All Comba / All Scrambas

(Completed- Holo Eximus added / Ferrox Augment +Spear throw is now a hologram, so you keep the real spear +Enemies caught by the spear are also copied as holograms to draw enemy fire)
(Destroyed- Holo Eximus is not added / Holographic Rounds Assault Rifle +ignores 35% armor -35% damage vs shields)

Void Eximus- Void Eximus have a unique disruption aura, preventing anyone within 25m from using operators. When attempting to swap out into operator mode, the warframe instead is temporarily stunned in a feedback loop. Void Eximus drop void traces.
Elite Crewman / All Comba / All Scramba
(Completed- Void Eximus added / Staticor Augment +At max charge while aiming, staticor will use ammo to rapid fire explosions in a 6m radius for 1/2 of the charge damage as radiation damage)
(Destroyed- Void Eximus is not added / Transference Gambit Warframe+The more charges of transference static you have the more attack speed you have

Revamped Shock Eximus- Shock Eximus provide 100% resistance against shock elemental attacks and provide 25% extra electrical damage. Enemies that come within 5m of the eximus slowly take 5% of their max hp per second. Shock Eximus cause a static screen effect to anyone within 18m. This static can grow if the eximus is not dealt with quickly, blocking vision and making Irritating sounds.
Same as normal corpus shock eximus

(Completed- Shock Revamp is added / Serro Augment +Every enemy hit from the Serro chains a lightning bolt to another enemy nearby dealing 120% of the original damage as electricity)
(Destroyed- Shock Revamp is not added / Electrical Storm Melee +60% Status Duration +60% Electricity damage against enemies with no shields)

Revamped Guardian Eximus- Guardian Eximus have 650% shield capacity with 50% damage resistance. They grant 200% extra shields and 25% damage resistance to allies within 15m. Guardian eximus emit a pulse every 8 seconds that recover 25% of nearby allied shields.
Same as normal corpus guardian eximus

(Completed- Guardian Revamp is added / Sigma and Octantis Augment +Guarding will turn 50% of shields lost into armor +Shields recharge 30% faster +Parry Finishers grant 400 armor for 12s)
(Destroyed- Guardian Revamp is not added / Talon Rounds Secondary +150% damage vs shields -25% damage vs flesh

Revamped Blitz Eximus- Blitz Eximus will run up to enemies and emit a powerful AoE shock wave which pulses 5 times rapidly, emitting fusion waves on the ground that travel up to 20m at rapid speeds. Blitz Eximus will explode for their max hp in a 4m radius upon death.
Same as normal
(Completed- Blitz Revamp is added / Arca Titron Augment +20% slam attack radius per charge +15% critical chance for every enemy caught in slam attacks +1 charge gained every 2 basic attacks)
(Destroyed- Blitz Revamp is not added / Primed Handspring)

Revamped *GLACIAL* Eximus- Glacial Eximus will create a bubble of frost that cannot be shot through unless a weapon as a 2.0 punch through or higher. Glacial Eximus have 50% extra hp and shields. Glacial Eximus grant allies within 15m 100% cold immunity, 25% cold damage, and infuses ally shields with ice granting status immunity until the shield takes 1 point of damage.
Same as normal corpus arctic eximus

(Completed- Glacial Revamp is added / Glaxion Augment +Enemies hit by the Glaxion's beam are slowed by 70% with guarenteed cold procs +Slows enemies 3m from target by 15%)
(Destroyed- Glacial Revamp is not added / Freeze Dance Warframe +Upon casting an ability, freeze enemies that are within 5m from you for 12 seconds -10% power efficency)

Revamped *AEGIS DRAIN* Eximus- Enemies within 15m are drained of 8% shields per second. A blue line is attached to enemies who are affected by the Aegis Drain. the line attached directly to the Aegis Drain Eximus *like Garuda and Hildryn* % shields drained from enemies is turned into % over shielding based on their current shields for the Aegis Drain Eximus and allies within 10m. 
Same as normal corpus energy drain eximus
(Completed- Aegis Drain Revamp is added / Falcor Augment +Falcor only deals shield self damage, Shield self damage makes energy for your warframe +90% projectile speed +25% Slash)
(Destroyed- Aegis Drain Revamp is not added / Ultra Shield Restore>>global shield pulse)

Chroma Eximus- Chroma Eximus boost speed by 15% and completely cloak all allies within a 15m radius, sometimes shimmering blue.
Charger Exclusive
(Completed- Chroma Eximus is added / Torid Augment +Deals 2% hp of every unit caught within the cloud as damage +Cloud grows in size by 50% over 8s +Enemies in cloud are paralyzed)
(Destroyed- Chroma Eximus is not added / Chromatic Step Sparring +On finisher gain 2.5s of invisibility +80% finisher speed +Ariel attacks while invisible auto preform finishers

Dominus Eximus- This eximus will take control of the enemy that kills it for 12 seconds, or until an ally downs them. Dominus Eximus are slightly smaller than normal and will release red gas. These eximus are exceptionally rare *so you're not overrun by mind controlled tenno and your objectives die instantly*
Crawler Exclusive

(Completed- Dominus Eximus is added / Paracyst Augment +Alt fire no longer drags enemies, but bloats them with volatile spores causing them to detonate for 500% weapon damage in a 5m area)
(Destroyed- Dominus Eximus is not added / Brainwash Djinn +Djinn's can release an 11m pulse brainwashing enemies into fighting each other for you +Djinn deals 120% more dmg to brainwashed)

Colossus Eximus- This eximus is 3.2X larger than it's normal counterparts and has 1250% the hp, 10% extra speed, and innate 40% physical damage resistance. This enemy will roar much like the juggernaut, but differently to broadcast the spawn. This enemy can roar in a 25m radius, granting all allies incredible damage reduction like the ancient healer.
Boiler / Ancient / Charger / Crawler / New 2019 infested guy
(Completed- Colossus Eximus is added / Ether Sword Augment +75% damage to infested +80% channeling efficiency +100% chance cause slash on infested)
(Destroyed- Colossus Eximus is not added / Blood lust Secondary +80% reload speed and -40% accuracy for 3 seconds after reload)

Aeternum Eximus- This eximus brings enemies back to like after they are killed 3 times if they die within 15m of the Aeternum Eximus and grant 20% physical damage resistance. *extra deaths are far less likely to drop items again, but they can drop items. If an ally within 15m takes damage from an elemental status effect, they gain 1s of invincibility.
Ancient Healer / Brood Mother / Swarm Moa / New 2019 Infested guy
(Completed- Aeternum Eximus is added / Phage Augment +Lasers now hunt down targets while not aiming +160% multi shot)
(Destroyed- Aeternum Eximus is not added / Immune System +Wait 5 seconds for a charge up to 5 charges. Charges will be consumed automatically and block status effects, not damage)

Revamped Caustic Eximus- Caustic eximus grants 100% fire immunity to all allies and ignites enemies within 10m for 2% of their total defenses per second. Fire aura is shown by a low flaming circle on the ground. Caustic Eximus can release a fire nova that knocks back enemies and ignites them for massive fire damage. Caustic Eximus grant 25% heat damage to all allies under their effects.
Same as normal Infested Caustic Eximus

(Completed- Caustic Revamp is added / Tysis Augment +Leaves a trail of fire and detonates with heat damage on impact in a 3m radius
(Destroyed- Caustic Revamp is not added / Infested now will move 25% faster while on fire / Purifying 
Scorch Secondary +50% heat damage +50% status chance +25% damage to Infested

Revamped Sanguine Eximus- Sanguine Eximus have 450% extra hp than their normal variants. Sanguine Eximus will steal life from any enemies within 15m. Your screen pulses red when your life starts being drained. This life steal aura causes enemies to leave an enraged red trail of energy behind them. Killing an enemy heals enemies currently affected by the eximus for 40% of their max hp.
Same as normal Infested Sanguine Eximus

(Completed- Sanguine Revamp is added / Cerata Augment +Channel throws cause the Cerata will spin around you blending enemies until recalled. +Recall explodes for damage dealt within 7m)
(Destroyed- Sanguine Revamp is not added / Increased Parasitic Eximus spawn rate / Vengeful Aura +Status your allies are hit with turn into a status aura for your whole team, damaging enemies)

Revamped Parasitic Eximus- Parasitic Eximus affects all enemies within 15m, causing all abilities to cost 2X as much energy and drains 2% operator energy per second. Unlike the Energy leech eximus, this eximus will not have a direct link, but rather causes the warframe to take on an "infested" appearance. *Nidus infestation effect but different color, but again no link effect* All energy drained is turned into % BufferHP for the parasitic eximus itself.
Same as normal Infested Parasitic Eximus
(Completed- Parasitic Revamp is added / Hema Augment +Drains energy for ammo instead, but uses HP if no energy is left +Generates energy on head shots)
(Destroyed- Parasitic Revamp is not added / Parasitic Relationship Warframe +450% benefit from energy orbs but you lose 3 energy per second +Energy Drained is reserved as backup health)

Revamped Venomous Eximus- Venomous Eximus will apply a viral proc to all enemies within 15m. the longer the effect is active on a tenno the slower they will become and the more toxin damage they will take. Venomous Eximus causes all allies within 15m to deal guaranteed toxin damage. Venomous Eximus provide 100% immunity to toxin and viral damage to all allies under the effect of their aura.
Same as normal Infested Venomous Eximus
(Completed- Venomous Revamp is added / Acrid Augment +90% toxin damage +25% toxin damage per toxin type element on target)
(Destroyed- Venomous Revamp is not added / Crippling Toxins Secondary +Toxin damage slows enemies by 25% and causes target to panic)

Armis Eximus- Armis Eximus cause all allies within 15m to never go below 20% of their max armor and gain immunity to staggers, and panics.
Hyekka Master / Heavy Gunner / Commander / Drahk Master

(Completed- Armis Eximus is added / Primed Armored Agility/ Sheev Augment +750% damage to eximus units +300% damage to enemies with eximus buffs)
(Destroyed- Armis Eximus is not added / Halikar Wraith)

Telum Eximus- Telum Eximus ignore damage reduction and can pierce through 25% armor. Telum Eximus grants allies within 10m of it the ability to ignore 25% armor.
Ballista / Hellion / Seeker / 
Eviscerator
(Completed- Telum Eximus is added / Paris Augment +Puncture attacks deal 70% critical more damage +consecutive attacks against the same enemy deal double damage)
(Destroyed- Telum Eximus is not added / Sniper Rifle Mod +head shots without aiming down sight ignores armor and shields)

Frenzy Eximus- Frenzy Eximus will get exponentially stronger in speed, attack damage, attack speed, and damage reduction the more allies that die around it. Allies within 8m gain these buffs as well. Frenzy Eximus are obvious by their glowing red fiery attacks and eximus effect. Upon dying the Frenzy Eximus will become invincible, fight for for 8 seconds, then die. After, they will proceed to summon a manic bombard into the mission.
All light units

(Completed- Frenzy Eximus is added / Twin Viper augment +20% damage per status on target +kills grant full clip / Viper Augment 20% damage per critical hit without reloading clip up to 200%)
(Destroyed- Frenzy Eximus is not added / Frenzy Melee +Finishers grant 15% casting speed for 15 seconds up to 60%)

Strike Eximus- Strike Eximus will run up to enemies, emit a loud charging sound, and slam the ground, releasing a 10m explosion which ragdolls grounded players. Rag dolled players lose all their shields. Upon death they explode within a 4m radius dealing 100% of their max HP as blast damage to everything nearby.
All Lancers / All Light Units / Heavy Gunner
(Completed- Strike Eximus is added / Heat Dagger Augment +120% Heat damage +Finishers cause enemies to explode in a 4m radius dealing 75% of their Max HP as Blast, rag dolling enemies)
(Destroyed- Strike Eximus is not added / 
Ultra Ammo Restore>> Global ammo restore)

Kuva Eximus- With recent developments created within the Kuva Fortress a new eximus rises, a byproduct of the new kuva lich project. If this eximus is hit at all with any ability, they can use it later. Upon their death, they gain access to all abilities used on them prior to their first death. *augments not included*
Kuva core enemies only

(Completed- Kuva Eximus is added / Kuva eximus drop kuva / Broken Sceptor Augment +now desecrates enemies in a 3m radius instantly for both orbs / 35% attack speed after desecration for 9s)
(Destroyed- 8500 Kuva cache / 1 Kuva siphon on Kuva lich ships)

Revamped Arson Eximus- Arson Eximus can create a bubble of flames 7m large. Enemies 3m from the bubble are ignited for 5% max hp per second. Upon breaking the bubble will cast out a fire nova, igniting all enemies caught by it for 2% of their defenses per second. All allies within 15m are 100% immune to fire damage and gain 25% heat damage.
Same as normal Grineer Arson Eximus
(Completed- Arson Eximus Revamp is added / Jat Kusar Augment +60% critical damage on burning enemies. +120% chance to cause an additional fire proc if an enemy is already burning)
(Destroyed- Arson Eximus Revamp is not added /
Grineer no longer panic when on fire / Javlok Wraith)

Revamped *ARCTIC* Eximus- Arctic Eximus will create a bubble of ice around them 5m large. Arctic eximus slow enemies within 18m from them, progressively making them slower the closer they are to the eximus up to 35%. Rather than a globe, Arctic Eximus can cast avalanche, which freezes all enemies in place. (spam X to escape the ice)
Same as normal Grineer Arctic Eximus

(Completed- Arctic Eximus Revamp is added / Sibear Augment +50% chance to freeze on hit +Frozen enemies detonate on death freezing enemies and dealing 40% max health as cold damage)
(Destroyed- Arctic Eximus Revamp is not added / Arctic Aura +30% cold resistance and +25% cold damage to all companions)

Revamped Leech Eximus- Leech eximus have 400% more health than their normal variants and heal for 15% max health for every shot landed on an enemy. Leech Eximus deal an extra 4% Max HP per shot reguardless of damage reduction if they are at max HP. Leech Eximus will sacrifice nearby allies within 8m in order to completely recover their health bar.
same as normal Grineer Leech Eximus

(Completed- Leech Revamp is added / Dual Toxocyst Augment +Head shots grant an extra 1.8s to frenzy timer, 16s max. While above 10s regenerate 3% HP per second)
(Destroyed- Leech Revamp is not added / Leeching Vitality +280% Health +Drain health from companion to heal yourself / Grineer gain 5% extra HP)

Revamped Energy Leech Eximus- Drains 5 energy per second from enemies within 15m of the eximus. Energy drained is turned into bonus armor for the energy leech eximus.
Same as normal Grineer Energy Leech Eximus.

(Completed- Energy Leech Revamp is added / Gammacor Augment +2.0 Punch through +80% dmg -55% range +causes enemies to 100% catch fire +Gammacor uses energy for ammo at 0)
(Destroyed- Energy Leech stays the same / Ultra Energy Restore Blueprint>>Global energy restoration)

---NEW HEALTH TYPES---

TENEBROUS SHIELDING- Tenebrous shielding prevents any status proc from applying until the shields have been broken. Much like armor, tenebrous shielding will turn the blue shielding to a different color, black. The only status effect that works to counter the shield is fire and magnetic. Only these status effects can apply on the shield and gain a +50% damage. all other damage types suffer a -25% to damage. Tenebrous shielding will affect normal and over shields.

BUFFER HP- Buffer HP is simply an extra layer of health that must be hit through before you can hit the real health. This buffer health will not gain any benefits from armor, rather it's simply an extra boost of baseline HP  before you can get to the armored health. Buffer HP is the same health type as the current enemy.

This is an example of how the damage bar would look. Health is at the very left, but it can be covered by armor, making it Armored Health. the Buffer HP will be placed AFTER the Armored Health so it gains no damage resistance unless another eximus or ability is causing it. then comes shielding which applies after all health. Overshielding then follows normal shielding. Tenebrous Shielding augments all existing shields, overshield included, to gain the tenebrous status immunity.

(Health)<>(Armor)<>(Buffer HP)<>(Shielding)<>(Overshielding)<>(Tenebrous Shielding)
thus the armor values would take place like this.
(Armored Health)<>(Buffer HP)<>(Tenebrous Overshielding)

   Now I do have reasons as to why I gave specific factions the eximus I did, as I have some sense of what should the factions should focus into thematically. After all if they are different factions then different weapons, warframes, and damage types should naturally be more effective against those factions.

  Armis Eximus- By forcing permanent armor, 4 corrosive projection, and corrosive projection as a whole becomes less valuable. this raises other auras to popularity, if not but a little. By making them unable to be panicked and staggers, safety nets that rely on these brief moments of pause are now gone, punishing those frames. Saryn and Equinox being among them.
  Tenebrous Eximus- With status immunity until shields are removed, saryn cannot dominate sanctuary and pure element beam weapons suffer. Fire being effective also brings heat into viability to help ember out that much more and improve fire as a whole.
  Parasitic Eximus- By draining operator energy instead of warframe energy, the mass hordes of infested prevent your operator invincibility with void mode while also letting you have more freedom with warframe abilities.
  Aeternum Eximus- By bringing enemies back to life, the infested become better resource farms, xp farms, and also hits nuke warframes such as equinox. This also makes dark sectors better. If you can't nuke enemies, then you need to focus on CC as well, bringing warframes such as nyx, nova, frost, and vauban more viability.
  Blitz and Strike Eximus- Causing an explosion = to 100% of their health makes tanks be more careful and forces players to not spam melee as that would blow them up as well.
  Dominus and Kuva Eximus- These eximus make you question if bringing powerful aoe abilities to a mission is a good idea, as they can easily be used against you if you're not careful.

There are reasons to every eximus I've created, but I can't go too in depth in the main post as this is already long enough. Please ask if you're curious so I can clarify what each eximus does.

   Anyways what do you guys think about this? would it help construct endgame and mid game? are the eximus I suggested a bit too strong? would it add more difficulty to the game while opening up some room for warframe diversity? What do you think of the event? I personally love the idea of more eximus because it's a huge time saver for DE rather than making a whole new enemy. I'd also like some suggestions as to what the ups and downs would be to destroying or completing research for these eximus or if you think the one's I have are good. If you're going to talk about endgame, I'm curious how would you implement it into the game? Because from what I've gathered so far Endgame needs to be created in baby steps.

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