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Arachne , Spider frame V4 + WIP for the Fusion


keikogi
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Arachna, Spider Themed

arachne_2_1_by_masternomad1234_ddn3ozm-p

Art from @Masternomad here is link to his Deviart page.

https://www.deviantart.com/masternomad1234 

Stats 

Spoiler

 

Health 70 (210 at rank 30)

Armor 750 

Shield 100 (300 at rank 30)

Energy 150 (225 at rank 30)  

Sprint Speed 1.1 

 

Skills

I’ve developed this kit in conjunction with @Masternomad 

Passive

Arachne walks on Wally instead of wall laching

Upon killing an enemy with a finisher (parazon, melee or her first skill ) Arachne gains Venom Blood.

 

1.Shade Walker ( cost 25 energy )

Arachne becomes invisible and equips and empowers her venom blade. The next melee strike will lunge towards the enemy and dealing damage and gathering venom blood. If Arachne strikes from behind she will also perform a finisher after the initial strike , procing parazon mods and gathering venom blood.

Note: using your primary or secondary weapon will dispel the invisibility. 

Details 

Spoiler

 

Deals 1200 damage ( 35% piercing damage 10% Slash 5 % Impact 50% Poison )

20% Status Chance

20% Critical Multiplier

2.0 Critical Multiplier 

Always proc toxin 

Scales with mods installed on the Venom Blade.

 

[Augment Venom dose ]

Adds a dose of an unstable toxin to her Venom Blade. Upon death enemies afflicted blow up dealing 200% of the toxin + gas + viral damage this enemy took.

 

2. Web Weaver ( cost 50 energy )

Arachne targets all enemies in a cone on front of her and sends a heavy stream of spider webs cocooning them. Recasting this skill during a 1-second combo window will result in Arachne dashing towards the target.

Note: Enemies are kept alive for 5 seconds after their hp drops to zero. During this time spiderling , Arachne or Archaria can finish them off to gather venom Blood.

Note: Spiderlings will prioritize cocooned targets and deal double damage to them.

Quality of life Feature: If Arachne is invisible under the effect of Shade Walker , recasting Web Weaver will automatically Strike the target with her Venom Blade.

Details 

Spoiler

Targeting Cone 

Starting with 1/1.5/1.0/2.5 meters

Length 7/10/13/16

Angle 25/30/35/40°

 

 

3. Arachne´s Call ( Cost 25 Venom Blood , unaffected by Efficiency)

Arachne summons a spiderling using the Gathered Venom Blood

Tap- summons a melee spiderling ( caps at 2 )

Hold- summons a ranged spiderling (caps at 2)

Casting this skill while capped out on spiderlings summons an explosive Spiderling Stats.

Spiderlings stats scale out of combination of Archaria Stats.

Spiderling Stats & Skill

 

Melee Spiderlings 

Spoiler

 

strider_melee_1_by_masternomad1234_ddsbi

Health – 50% Archaria 

Shields – 0

Armor – 100% of Archaria 

Movement Speed – 85% of Archaria 

Damage – 15 % of Archaria 

Status , Critical Chance and Critical Multiplier - same as Archaria.

Skills 

Passive 

Guardian – melee spiderling absorb 50% of the damage Arachne and Archaria take.

Charge 

Whenever Arachne cast web weaver melee spiderling will charge the targets.

 

Ranged Spiderling 

Spoiler

 

stinger_ranged_1_by_masternomad1234_ddsb

Stats 

Health – 25% Archaria Health 

Shields – 0 

Armor – 50% of Archaria Armor 

Movement Speed – 110% of Archaria movement speed.

Damage – 25 % of Archaria Damage

Status , Critical Chance and Critical Mutiplier - same as Archaria 

Skill 

Passive 

Neurotoxin – ranged attacks apply a stacking slow debuff. If the slow reaches 100% the enemy will sleep instead.

Ambush 

Whenever Arachne uses Shade Walker all ranged spiderlings will burrow underground. When she reveal herselfld the spiderling will unborrow themself and spray the closest enemy with acid.

 

Explosive Spiderling 

Spoiler

 

Stats

Health – 25% of Archaria Health 

Shields – 0

Armor – 25 % Archaria Armor 

Movement Speed – 130% Archaria Movement Speed

Damage – 100 % of Archaria Health.

Status Chance , Critical Chance and Critical Multiplier - same as Archaria

Passive

Unstable – this unit blows when it strikes spreading an toxin Enzine. Toxic Enzine increases toxin damage and toxin proc tick rate.

 

 

4. Archaria (Cost 100 Venom Blood, Unaffected by Efficiency )

Suspiderlingria, the Spider Matron. Archaria scales out of companion mods. Casting this skill again will fuse Archaria with Arachne. Archaria has her own skill set and will cast them in tandem with Archne.

Archaria Stats and Skills 

Spoiler

Health – 350

Shield – 0

Armor – 700

Movement Speed – 1.1

Damage – 300 ( 30 % piercing 10% slash 10 % impact 50% Poison )

Critical Chance – 20 %

Critical Multiplier – 2.0 

Status Chance – 25%

 

 Mobility

Spoiler

Due to increased size and different rig this fusion uses a unique movement system 

W,A,S,D - move around 

Shift - run 

Maneuvers ( these maneuvers deal 5 damage and knock down enemies close to the landing point)  

SPACE - Jump 

SPACE Mid Air - Double Jump 

Ctrl + Shift + SPACE - Super jump (bigger jump than usual ) (replaces bullet jump) 

Double Shift - sideways jump (replaces rolling )

Crouch Mid Air - quickly drops down and cocoon an enemy hit. 

Aim Glide - launches a spider web in the direction the player is looking if it hits a wall the fusion will slowly move toward that wall as long as the player hold the RMD. 

Incompatible moviment inputs 

This fusion cannot slide 

This fusion cannot edge grab

 

Weapon 

Spoiler

During the Fusion Arachne equips her Venom Blade.

Venom Blade Stats 

300 damage ( 35% Piercing 10% Slash 5% Impact 50 Poison )

Status Chance 25% 

Critical Chance 20% 

Critical Multiplier 2.0

Unique Passive - whenever this weapons Crits it will proc poison.

This weapon has its own stance Called Widow Dance 

Venom blade stance comprises mostly of sweeping attacks with the spider legs combined with lunges and body slams. 

Move Set 

Neutral- Melee button only - Flurry of hits finishes with Arachne performing a melee finisher with her Venom balde 

Forward Melee - Forward + Melee - Continually swipes her legs moving forward 

Forward Tactical - Chargers forward striking with her fangs them swings with her legs. 

Block - Swipes forwards them slams her own body on the ground creating shock waves that lift enemies up. 

Slide Attack - does not apply 

Charge attack - Prepares a ambush them jumps a huge range to strike an enemy. 

Aerial - Slams down creating an AOE shock wave. 

 

Skills

Spoiler

Passive 

Banquet – the Queen can eat dead cocooned enemies to heal heal herself and Increase her maximum HP. HP increase equals to 50% of HP from the strongest enemy consumed so far.

1. Ambush

Whenever Arachne uses Shade Walker all ranged spiderlings will burrow underground. When she reveal herseld the spiderling will unborrow themself and spray the closest enemy with acid.

2.  Charge 

Whenever Arachne cast web weaver melee spiderling will charge the targets.

3.  Archaria's Call

Summons an explosive Spiderling 

4.  [PH] Fusion 

Combines Arachne and Archaria.

archaria_plus_arachna_fuzion_1_by_master

Combined form skill and stats.

Arachne equips her venom blade ( exalted weapon replacing her melee weapon, comes with a unique stance combining the blade and her spider body ). 

Stats 

Spoiler

 

Health – 100% Arachne health + 100% Arachria Health 

Shields – 100 % Arachne Shield 

Armor – 100% Arachne Armor 

Sprint Speed – 90% of Arachne Sprint Speed.

Energy – 100% 

Unique Passive - whenever this weapons Crits it will proc poison.

 

 

Skills 

Passive 

Frenzee- nearby spiderling have increased Attack and Moviment Speed by 30 % but these spiderlings won't stop to finish off cocooned targets.

 

1. Shade Walker ( Cost 25 energy )

Arachne burrows underground. While undergeound she may move freely. Upon recast or melee strike All enemies in a cone in front of her with Empowered Venom Blade.

Details 

Spoiler

Deals 1200 damage ( 35% piercing damage 10% Slash 5 % Impact 50% Poison )

20% Status Chance

20% Critical Multiplier

2.0 Critical Multiplier 

Always proc toxin 

Scales with mods installed on the Venom Blade.

Strikes enemies in a cone with 2 meters radius and 40° 

 


 

2. Web Weaver ( cost 50 Energy )

Arachne targets all enemies in a cone on front of her and sends a heavy stream of spider webs cocooning them. Recasting this skill during a 1-second combo window Arachne will pull all enemies towards her.

Details 

Spoiler

Targeting Cone 

Starting with 1/1.5/1.0/2.5 meters

Length 7/10/13/16

Angle 25/30/35/40°

 

 

3. Arachne's Call ( Cost 25 Venom Blood unaffected by Efficiency )

Summons 2 Spiderlings.

Tap- Summons 2 melee spiderlings 

Hold – Summons 2 ranged spiderlings 

If there are 2 melee and 2 ranged spiderlings any spiderling summoned over this cap will be explosive spiderling.

 

4. Break up ( no cost )

Undoes the Fusion between Arachne and Archaria.

 

 

 

Archied Version in 12/03/2020

Spoiler

 

Passive

Arachna can walk and run in walls.

Arachna can interact with cocooned enemies to place eggs on then, parazon kills also plant eggs on enemies. After these enemies die , these eggs will hatch into spiderlings.

Spiderlings

Spoiler

 

Spiderling are also affected by the currently active venom, each type of venom will spawn a different type of spiderling.

Spiderling

Melee- pounces on enemies and hit them, each attack has a chance to lowers enemy armor.

Ranged- shoots venom, this venom, each attack has a chance to paralyze enemies

Explosive-pounces an enemy and explodes knocking down  

Spiderling Stats

Spiderling stats are based on Arachna stats and the enemy used to spawn them.

Heath= Enemy HP

Damage= 5% Enemy HP (100% for the explosive spiderling )

Shields= 0

Armor= Arachna Armor

Movement Speed= 1.5 Arachna Movement Speed

Behavior

Spiderlings will react to Arachna skills mimicking Arachna behavior

Whenever Arachna cast her 1, the spiderlings will become invisible as well.

Whenever Arachna cast her 2, the spiderlings will target cocooned targets until all cocooned targets are dead

Whenever Arachna cast her 3, the spiderlings will pounce towards the closest enemy

Spiderling Types

All spiderlings are born melee spiderlings. Arachna can change their type by casting skills on them.

Explosive spiderling are created by casting web cannon on spiderling

Ranged spiderling are created by casting Venom Blade on a spiderling.

 

 

1. Venous Stalker (25) - Tap (Neurotoxin); Hold (Cytotoxin)

Arachna conceals herself and increases her bullet jump. Invisibility last for 3/5/7/9 seconds but breaks as soon as the player melee strikes or fires his gun. Bullet jump increases by 10/15/20/25% also last for 10 but will not end as soon as the player breaks stealth.

Spoiler

 

 Animation- snap her fingers and the sacks change to the color of the activated venom, while the buff is active the sacks keep pulsating. For a few seconds after the activation venom drips from the glands.

Design Note: Each venom supports a play style neurotoxin helps run and run slyles and cytoxin supports casters.

 

 

2.Web Canon  

Targeting terrain (10 energy)

Arachna launches a spider web threads towards the target terrain/wall them she will quickly dash towards that wall. Dash speed scales with bullet jump speed.

Targeting Allies (10 energy)

Arachna launches a spider web threads towards the target ally them she will quickly dash towards that wall. Dash speed scales with bullet jump speed.

Targeting enemies (10 energy + 5 energy per target, caps at 8 targets)

Arachna launches web threads at enemies in a cone in front of her. Encases targeted enemies will be cocooned (counts as immobilization, same cc as Harrow’s 1) .

Note: If Arachna cast this skill on a enemy cocooned enemy she will dash towards that enemy

Targeting spiderling (10 energy)

Arachna launches a spider web threads towards the targeted spiderling forcing it on a cocoon. The cocooned spiderling will turn into a explosive spiderling.

 

3. Venom Blade (Tap- targets closest target to the Crosshair) (Hold- Targets Self)

Aranhe lunges as the target and stabs it with her venom blade, may target allies or enemies.

Enemy:

Arachna will pounce towards the enemy and strikes the target with her Venom Blade dealing 300 Piercing damage + 700 Toxin damage (scales with mods equipped on the melee weapon) and causes a guaranteed toxin proc. Additionally, Targeted enemy has his internal organs converted into corrosive sludge. Upon death this enemy will blow up dealing 150% of His MaxHP as Toxin damage on a 10 meters radius. This attack uses parazon animations (if available otherwise the frame will fall back into using dagger animations) and if it kills the target it counts as mercy kill (meaning it will trigger both parazon mods and Arachna’s passive).

Synergy: Casting this while invisible will add finisher damage to the attack (finisher damage equal to the amount of missing HP on the target).

SynergyTM: casting this skill on a cocooned enemy will double its damage.

SynergyTM: During the dash from web canon this skill has Increased range (by 3 times) and damage enemy on the path to the target.

Targeting an ally

Arachna will pounce towards the ally and strike the target with her Venom Blade. The venom has unique effects on warframes strengthening them. The target warframe will receive reduced damage by 50% (unaffected by mods) and Increases the target attack speed by 30/37/45/50% and firing speed by 30/37/45/50%.

Spiderling

Arachna will pounce towards the ally and strike the target with her Venom Blade. The spiderling will quickly mutate into a ranged spiderling.

 

[PH] Rage Virus (argument)  

Spoiler

 

Arachna adds a virus to her venom blade further buffing allies and turning enemies into berserkers.

Details

Allies

Allies also receive, upon killing an enemy heal for Enemy Base HP (affected by power strength )

Enemies

Enemies hit will berserk, he will drop his ranged weapon, receive the speed buff from venom blade and not be able to deal or receive damage from warframes or drop below 1 hp for 15 seconds. At the end of the duration, the enemy will receive all the damage he suffered from warframes.

Spiderlings

The ranged spiderling created has a chance to turn enemies into berserkers by attacking them.

 

 

4. Spider queen

Arachna summons the spider queen from the underground. Spider Queen will react to Aranhe skills mimicking Arachna behavior

Whenever Arachna uses her 1, the queen will burrow underground, as soon as Arachna reapers the queen will unborrow

Whenever Arachna uses her 2 the queen will attack cocooned enemies. Attacks against cocooned enemies have lifesteal.

Whenever Arachna uses her 3(targeting an ally), the queen will pounce towards a target and bite it dealing heavy toxin damage.

Whenever Arachna use her 3 (targeting an ally), the queen will buff herself and spiderlings (75% damage reduction)

Arachna can tap 4 to fuse with the queen. Holding 4 will dismiss the queen (Simaris will thank you) . 

The fusion will sacrifice mobility for durability and CC. Essentially is a shift from mobility assassin to CC tank. Current Pitch During the ultimate the spiderling cap is raised to 8 (or change the spider queen to raise the cap to 8 and this combined form just inherits the benefit)

Spoiler

 

1. Burrow

Burrows underground and moves quickly for 9 seconds. If you recast this skill or use a melee strike Arachna will unborrow and know down all nearby enemies.

2. Web Bomb

Thrown a dense ball of webs, upon contact it will be blown up cocooning all enemies caught in the blast radius. Additionally, it will create a eb dome that will slow down all enemies trying to pass through.

3. Venom Blade

Targeting allies

Same as old

Targeting enemy

Swings twice with her blades damaging all enemies on small cone in form of her. Frist hit happens with the needle blade and reduces armor and the second hit deal heavy damage.

4. Switches back.

 

a

 

 

 Any feedback on these skills are welcomed.

 

 

 

Edited by keikogi
Update, streamlined the old kit , added wips and numbers , added moviment and combos
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I hope they make a spider frame in the near future - it would fit so well with the world. I think the passive intrigues me the most. Would be cool to have on the player's screen a static perspective as you would on the ground (gyroscopic comes to mind) as the frame climbs the walls and ceiling, but on a teammate's screen or in captura, you'd be able to see all the legs attached from the back to the ceiling or to a wall. 

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On 2019-10-23 at 10:04 AM, Venteus said:

I hope they make a spider frame in the near future - it would fit so well with the world. I think the passive intrigues me the most. Would be cool to have on the player's screen a static perspective as you would on the ground (gyroscopic comes to mind) as the frame climbs the walls and ceiling, but on a teammate's screen or in captura, you'd be able to see all the legs attached from the back to the ceiling or to a wall. 

I was surprised that upon close inspection the passive has the most gameplay implications out of the skills. Even dough it is the simplest design. It gives you immunity to melee attacks and gives you a better angle to score headshots. The rest of the kit is just a few new ways to do more damage and CC, the ultimate is the only new mechanic, but I did not flesh it out.

Any suggestion as far as kit concerned? I will rework this warframe after the kuva lich update drops because the venom blade used on her 2 was meant to be a parazon. But it was impossible to design it before I knew how parazons work.

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On 2019-10-21 at 1:33 PM, keikogi said:

Arahna can walk and run in walls.

I see this suggested a lot but how would this feel in-game to run on walls? The controls. Would the whole screen flip? Would you  be able to run up the while while shooting? When you run into a wall, do you abruptly flip onto the side of it? Do you have to avoid touching walls if you do't want to walk on them? Do you have to juimp onto them for it to trigger? 

The best thing I can think of is unlimited wall latching with the ability to walk along the wall you're latching to.  

 

On 2019-10-21 at 1:33 PM, keikogi said:

Neurotoxin- Increased melee by 45/60/75/90 % damage. Last 30 seconds.

Cytotoxin- Increased secondary and primary damage by 45/60/75/90 %. Last 30 seconds.

Unstable Toxin- Increased skill damage by 30% (this is not power strength, it just increases the damage of the skill)+

You can just merge the first two together. It won't be overpowered since it only buffs you and not your team. Add another effect to keep it at 3 toxins or reduce the other abilities down to 2 toxins as well (Cytotoxin seems underwhelming in the other abilities and I'd never pick it). 

If I may suggest, get rid of cocoon (you'll read why later) and add it as a defensive ability here as Cytotoxin, in addition to the changes I suggest in cocoon's section. Move this ability up to the 75 energy spot. Make Stalk or Spider Webs (probably webs) your first ability and reduce its cost to 25 energy. If you did this, also remove the need to be turned into a cocoon first. 

On 2019-10-21 at 1:33 PM, keikogi said:

Stalk (20 energy + 2 energy/s)

Arahna crouches and becomes invisible, jumping or attacking will break the stealth (skill must be recast to regain stealth).

Cost is a little too cheap. I would look at Ivara who has multiple ways of losing energy while using her Prowl: attacking, being attacked, walking, standing still all cause different amounts of energy drain. Another way is to increase the energy drain the longer you're in it (like Valkyr's Hysteria) if the idea is to only be in it for a short amount of time to execute people.  

On 2019-10-21 at 1:33 PM, keikogi said:

Spider Cocoon (Hold, 50 energy)

Arahna covers herself on spider cocoon, the cocoon is invulnerable. Arahna leaves the cocoon as soon as the player releases the key. The Cocoon absorbs all damage it takes. When Arahna leaves the Cocoon, she receives a web armor that absorbs 75% of damage she takes and has HP equal to 1000 + 2.5 x Damage taken by the Cocoon. The web armor dissolves over time losing 1% of it’s Maximum health per second (inversely affected by duration).

This is way too strong, increasing both damage reduction and health by quite a lot. Either of those alone would be good enough. I would increase the drain from 1% to 5% and make it not mod-able or make it so only one of the effects happen. 

Seems like an interesting warframe. You're kinda over doing her abilities. She basically has 6 different abilities. 1 through 4 and then cocoon for a completely different unrelated effect and then Fusing with her Queen which I'm guessing is also going to be a completely unrelated effect. 

Edited by MuscleBeach
Clarified suggestion
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2 hours ago, MuscleBeach said:

see this suggested a lot but how would this feel in-game to run on walls? The controls. Would the whole screen flip? Would you  be able to run up the while while shooting? When you run into a wall, do you abruptly flip onto the side of it? Do you have to avoid touching walls if you do't want to walk on them? Do you have to juimp onto them for it to trigger? 

The best thing I can think of is unlimited wall latching with the ability to walk along the wall you're latching to.  

It is literally just that she can walk and run on walls as if she was in the ground , the only resteitions would be if the wall is to uneven you would not be able to do that. It would be wise to add some trigger so she does start walking on a wall as soon as you touch it.

2 hours ago, MuscleBeach said:

You can just merge the first two together. It won't be overpowered since it only buffs you and not your team. Add another effect to keep it at 3 toxins or reduce the other abilities down to 2 toxins as well (Cytotoxin seems underwhelming in the other abilities and I'd never pick it). 

Originally they were part of the same skill but I tough invisibility , buffs and summoning spiderling. Was to much for a single skill. So I just fallowed equinox ptecedent and gave her a " form shiffiting skill with a buff atached ".

2 hours ago, MuscleBeach said:

(Cytotoxin seems underwhelming in the other abilities and I'd never pick it). 

I was to concerned that armor reduction is such a universally good effect and might have low balled the numbers. Also it removes base armor not armor. Thats a important difference.

2 hours ago, MuscleBeach said:

Cost is a little too cheap. I would look at Ivara who has multiple ways of losing energy while using her Prowl: attacking, being attacked, walking, standing still all cause different amounts of energy drain. Another way is to increase the energy drain the longer you're in it (like Valkyr's Hysteria) if the idea is to only be in it for a short amount of time to execute people.  

The stealth breakes if you attack it is essentially a way to reset enemy armor them pounce and use venom blade. It has movement restrictions you will keep croching unless you are wlaking on web.

2 hours ago, MuscleBeach said:

This is way too strong, increasing both damage reduction and health by quite a lot. Either of those alone would be good enough. I would increase the drain from 1% to 5% and make it not mod-able or make it so only one of the effects happen. 

It does not increse health it is the same mechanic as warding halo without the aoe damage around the player. It Also deacys its own health meaning it effectively has duration. 

2 hours ago, MuscleBeach said:

Seems like an interesting warframe. You're kinda over doing her abilities. She basically has 6 different abilities. 1 through 4 and then cocoon for a completely different unrelated effect and then Fusing with her Queen which I'm guessing is also going to be a completely unrelated effect. 

It is my consistent problem , I usually oveedesing them streamline later.

Thank you for the feedback. I will take it into acount when I reworker after the kuva lich update drops because her 2 is meant to be unique parazon.

Edited by keikogi
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36 minutes ago, keikogi said:

Originally they were part of the same skill but I tough invisibility , buffs and summoning spiderling. Was to much for a single skill. So I just fallowed equinox ptecedent and gave her a " form shiffiting skill with a buff atached ".

I meant merging the effects of Cyto and Neuro toxins together on this ability so you get melee and gun damage bonus in one cast. 

39 minutes ago, keikogi said:

I was to concerned that armor reduction is such a universally good effect and might have low balled the numbers. Also it removes base armor not armor. Thats a important difference.

The effect is good. Armor stripping is always good. The reason it's weak is that you will have 1 spider, who attacks 1 enemy. It's not really doing much. My Kavat erases an enemies armor in one hit using Swipe (i think) and I don't notice it at all. I recently removed the mod off the kavat because it didn't make a difference to anything.

Also, I miss spoke. Cyto toxin is only bad with the spiders.

44 minutes ago, keikogi said:

The stealth breakes if you attack it is essentially a way to reset enemy armor them pounce and use venom blade. It has movement restrictions you will keep croching unless you are wlaking on web.

Right, which is the same as Ivara's Prowl which has many more restrictions to energy. It's not the biggest deal because warframes can already spam whatever they want as much as they want but in theory it needs some more energy restrictions to keep it in line with the abilities that are currently in the game. 

47 minutes ago, keikogi said:

It does not increse health it is the same mechanic as warding halo without the aoe damage around the player. It Also deacys its own health meaning it effectively has duration. 

Sorry, I miss read it. I thought it's damage reduction plus increased warframe health. I take back what I said about its stats. I do think it should be its own ability and not merged into your first ability like I previously suggested. 

1 hour ago, keikogi said:

t is my consistent problem , I usually oveedesing them streamline later.

That's a good approach :)

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18 minutes ago, MuscleBeach said:

I meant merging the effects of Cyto and Neuro toxins together on this ability so you get melee and gun damage bonus in one cas

 

It is 3 different toxins because the artist want a spider ling trowing venom, another one biting and a the best one blowing up on people faces so I tough of a way to implement each one on a different play style melee, ranged and caster. He even has a WIP on how they will look.

28 minutes ago, MuscleBeach said:

The effect is good. Armor stripping is always good. The reason it's weak is that you will have 1 spider, who attacks 1 enemy. It's not really doing much. My Kavat erases an enemies armor in one hit using Swipe (i think) and I don't notice it at all. I recently removed the mod off the kavat because it didn't make a difference to anything.

Also, I miss spoke. Cyto toxin is only bad with the spiders.

My bad, I was indecisive between 8 or 4 spderlings . I probably forgot about placing the number on the page. Because their weapon is tied to the all the nonsense that will be associated with the spider fusion on my word document that info was placed on the section that would come later to this forun. (gonna take a while the artist has been busy and I only going to try to explain her ult if I can show the art).

Also since the armor striping effect is associated with base armor, each sipider lining might be a small sarpa. Going to be carefull with that.

29 minutes ago, MuscleBeach said:

Right, which is the same as Ivara's Prowl which has many more restrictions to energy. It's not the biggest deal because warframes can already spam whatever they want as much as they want but in theory it needs some more energy restrictions to keep it in line with the abilities that are currently in the game. 

If I recall correctly Ivara breaks the stealth but she does not need to recast the invisibility. In my case she has to recast (20). To be fair I might need to be more lenient by removing the need to recast but increase the energy per second.

29 minutes ago, MuscleBeach said:

That's a good approach 🙂

Thx

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53 minutes ago, keikogi said:

My bad, I was indecisive between 8 or 4 spderlings .

Oh, that makes a much bigger difference haha.

54 minutes ago, keikogi said:

If I recall correctly Ivara breaks the stealth but she does not need to recast the invisibility. In my case she has to recast (20). To be fair I might need to be more lenient by removing the need to recast but increase the energy per second.

You are correct. if that's how it works then that might be good enough. 

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8 hours ago, (PS4)NinjaBlitz99 said:

Hhhmmm, out of curiosity does she have a second form or something for example when she uses her 3rd or 4th ability do energy-like spider legs spring from her back? Obviously not a big deal if she doesn't and probably isn't helpful but I think it'd be a nice touch.

For her 3 there is no visual changes at all but for her 4 she changes her body.

I cant show it because I don't have the artist permission (he did a sketch on how is going to look like) but using her ultimate would change her to the waist down, she would become something along these lines.

images?q=tbn:ANd9GcQM2DR3vRbkWQVCp_VQDnv

Edited by keikogi
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2 hours ago, (PS4)NinjaBlitz99 said:

nice, though I worry how that would effect movement and her animations for things such as bullet jumps/wall running.

There is no point on worrying about that, if it was impossible to implement I would shy away but being just hard and having a lot of quirks to iron out is not good enough reason to abandon a potentially awesome Idea.

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On 2019-10-25 at 12:55 PM, MuscleBeach said:

You can just merge the first two together. It won't be overpowered since it only buffs you and not your team. Add another effect to keep it at 3 toxins or reduce the other abilities down to 2 toxins as well (Cytotoxin seems underwhelming in the other abilities and I'd never pick it). 

If I may suggest, get rid of cocoon (you'll read why later) and add it as a defensive ability here as Cytotoxin, in addition to the changes I suggest in cocoon's section. Move this ability up to the 75 energy spot. Make Stalk or Spider Webs (probably webs) your first ability and reduce its cost to 25 energy. If you did this, also remove the need to be turned into a cocoon first. 

Ended up somewhat fallowing your suggestion. The invisibility is part of her 1 now but the staby blade is its own skill that can both target enemy and allies.

Shuffled stuff around a bit and made the venom blade work as a parazon.

Edited by keikogi
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This is under Venom Blade:

On 2019-10-21 at 1:33 PM, keikogi said:

Neurotoxin- places the target into paralysis (sleep status)

Cytoxin- reduces the target base armor by 350.

Unstable toxin- target blows up dealing 140% of his Hp as toxin damage upon death.

Nerutoxin isn't useful because they will be dead since melee mods makes this really strong. Which means Cytoxin is only useful at higher levels (which is still really good). Which means Unstable Toxin is the best option for most of the game.

Neurotoxin needs to do more. Maybe have them take increased damage and movement/attack speed slow? 

 

On 2019-10-21 at 1:33 PM, keikogi said:

Cocooned enemies suffer the effects of the toxin currently active.

Once again, Neurotoxin. What's the point of sleeping them if they're cocooned already?  

 

Forum submit my response while typing for some reason... still have more to read.

Edit: Finished feedback. 

Edited by MuscleBeach
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4 hours ago, MuscleBeach said:

Nerutoxin isn't useful because they will be dead since melee mods makes this really strong. Which means Cytoxin is only useful at higher levels (which is still really good). Which means Unstable Toxin is the best option for most of the game.

Neurotoxin needs to do more. Maybe have them take increased damage and movement/attack speed slow? 

You can still buff yourself using the toxins, just need to hold 2 to stab yourself and get the buff. Neurotoxin gives a attack speed buff and that is usefull regardless of level. 

Edit: forgot to add the information that she can hold to target self on the actual post. 

4 hours ago, MuscleBeach said:

Once again, Neurotoxin. What's the point of sleeping them if they're cocooned already?  

The effect is the same because that's the effect of the venom , 2 is a single target nuke that also happens to carry a strong debuff as well and spawn a spiderling l. The AOE version of the debuffs are weaker as well (half strength) . Also the point of the cacoon is the SynergyTM it dobles the damage of the 2. 

But you made realize a small problem her to count as a parazon kill not a mercy kill. If I swapped it to a mercy kill it would proc the parazon mods effect, witch would be really interesting but would make the sleep effect redundant ( there is a parazon mod the causes blind , and both blinds and sleep force the application of the stealth damage multiplier). I will consider swapping the sleep for a receives bonus melee damage and change the wording on the 2 to count as a mercy kill becasue single target skills suck in warframe so procing parazon mercy effects and spawning a spiderling might be enough to make it good.

Edit: also is a bit odd the neuro is the only toxin that can't be affected by power strenght. Gonna think about this. 

Edited by keikogi
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Upon reflection I realize @MuscleBeach was right ali along the best way to do this is just two toxin types. I will dial thing back to just neurotoxin and cytotoxin ( takes the place and effect of the old unstable toxin )

The rework will be along these lines.

1. Tap for Neuro , hold for cyto. The invisibility stays the same

2. Casting on an enemy , as is now but it will count as a mercy kill ( meaning it benefits from parazon mods ).

2. Casting o allies will have the buffs changed to 

Neurotoxin- adds attack speed and fire rate.

Cytotoxic - adds skill damage.

3. The hold version will have its cost incresed to 75 and thr radius ajusted accordingly ( so the limited cast is morr meaninfull feature ). Also the toxin debuff will be.

Neuro - enemies receive incresed damage 

Cyto - enemies blow up upon death 

I will add the clarification that casting her 3 does not break the invisibility , casting her 2 does ( the ally cast does not break thr invisibility but the enemy cast would because mercy kills are considered finishers and as far as I'm concerned finishers are melee strikes ).

I only need to figure out how to handle the spiderlings my current version works something like this. All spiderlings are born as small melee units ( size of mite raknoid ) after eating dead cocooned enemies they will upgrade to the spitting spider spiderling and the explosive spiderling.

 

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On 2019-11-21 at 10:04 AM, keikogi said:

Cytotoxic - adds skill damage.

Does this mean adds Power Strength? 

 

On 2019-11-21 at 10:04 AM, keikogi said:

I only need to figure out how to handle the spiderlings my current version works something like this. All spiderlings are born as small melee units ( size of mite raknoid ) after eating dead cocooned enemies they will upgrade to the spitting spider spiderling and the explosive spiderling.

Unless these are suppose to be really strong, I think you can just start them at full power. If you want to go the upgrade path, maybe connecting it to ability 4 would be a good idea. While ability 4 is active, you create stronger versions of the spiders. I wouldn't want to wait for them to eat dead enemies. 

 

Overall, I like the direction you went with this, even where you removed armor reduction. Increased damage works on all factions and leaves room for Armor Reduction in Ability 4 or Augment mods (or adding them into the spiderlings). 

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12 hours ago, MuscleBeach said:

Does this mean adds Power Strength?

No, I really mean skill damage. A bit odd but already exist in the game. All the elemental damage arguments ( venom dose , fireball frenzy , shock trooper ... ) and Rhino Roar increase damage skill but they also increase weapon damage. I just want to create a simple skill damage mutiplier. There are 3 reasons do that. 

1. A power strength bonus would create a weird gameplay of using cyto toxin, increase your power strength them use the Neuro toxin and self buff with the increased power strengh overwriting the power strengh buff.

2. It is a stronger mutiplier because it stacks mutiplycatively with power strengh.

3. It's new.

12 hours ago, MuscleBeach said:

Unless these are suppose to be really strong, I think you can just start them at full power. If you want to go the upgrade path, maybe connecting it to ability 4 would be a good idea. While ability 4 is active, you create stronger versions of the spiders. I wouldn't want to wait for them to eat dead enemies. 

Not really, I just want to keep.3 types of spiderling because the explosive ones have low life expectancy , so if I don't thrown in the melee ones with the kit of the cyto toxin she will not have spiderlings available most of the time.

Since I going with the Idea of working base kit ( all skills works regardless of having a venom stack available -[the skills have worth while base effects like DR and immobilization ]) maybe I could make ot work like this: whenever you use the parazon either on a live enemy , or using your 2 ; or using it on a dead cocooned enemy one spiderling ( melee one ) will spam from that corpse if there were venom charges avalible , arahna will consume 1 charge and a additional spiderling( spiderling type determimed by the type of venom ) will spam. Spiderlings are slitly bigger them a mite raknoide. 8 maximum spiderlings , 4 maximum for Each type.

12 hours ago, MuscleBeach said:

Overall, I like the direction you went with this, even where you removed armor reduction. Increased damage works on all factions and leaves room for Armor Reduction in Ability 4 or Augment mods (or adding them into the spiderlings). 

Yea I think the current direction is way better. Simplifies things a bit and makes the skills more universally usefully, the fact that armor is incredibly strong should not warp warframe desings to the point everyone has armor reduction ( I still kinda mad for the loss od the fire damage buff for the armor stripping , the skill lost so much flavor because DE reduses to adress armor since the start of the game ).

Thx for the feedback this desing improved a lot over time. 

Edited by keikogi
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Updated the kit, removed the unstable toxin and streamlined the kit. A few name changes and bit of shuffling of effects around. Soon I will update the post with the spiderling scaling. I will also create an alternative version with out the choose venom thing and just have a skill to summon the spiderlings directly.

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On 2019-11-28 at 8:41 AM, keikogi said:

Updated the kit,

I like the changes you've made. 

On 2019-11-28 at 8:41 AM, keikogi said:

I will also create an alternative version with out the choose venom thing and just have a skill to summon the spiderlings directly.

I was also thinking that it's odd only one ability can summon spiderlings. If not the alternate skill then maybe the Queen will passively summon some? 

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7 hours ago, MuscleBeach said:

I like the changes you've made. 

Thanks man

7 hours ago, MuscleBeach said:

I was also thinking that it's odd only one ability can summon spiderlings. If not the alternate skill then maybe the Queen will passively summon some? 

Not really because the spiderlings are have a quite specific purpose. Let me explain.

Master nomad wants her to be a summoner and assassin , with makes sense for a spider (lay eggs and ambush). But these are probably the most problematic classes to design. Here are the problems

1. Assassins suck because disposing of high value targets has low value in a horde shooter, furthermore all enemies worth assassinating are skill immune.

2. Summoners lend themselves to afk play styles(if the summons are able to do some damage by themselves ) , summon them go make sandwich.

 

So I thought of a way to solve both problem.

 

First The assassin problem

 

What if I gave the player a extra reward for killing a target? What if the reward was better for higher value targets ?

So I thought if the skill proced parazon mods it would reward the player quite a bit. If the player also spawned a spiderling of the corpse even better. To guaranteed  both scaling and stimulate proper target prioritization the spiderling stats scale out of the maximum health. Right now I thinking of something along these lines

Health: Enemy max HP

Damage: % Enemy max HP

Shields: 0

Armor: Arahene

Speed: Arahene x 1.5

I think it is both funny ( the spiderling gets traits from both his “mother”and “father”) and effective the spiderlings are never useless but they wont delete low level enemies.

 

The summoner Problem

 

The spiderlings are strong but the explosive one will suicide a few seconds after being born, working similarly as a situational   nuke. How I am going to control both the ranged and the melee spiderling ? It is simple they will deal low damage unless they are targeting a cocooned enemy. This way I push some synergy and combat afk gameplay at the same time. I did not bother to mention that because unless I’ve showed people saw the spiderling scaling they would dismiss that as a unnecessary note ( no reasonable amount of bonus damage would make rumblers scale, so people would think the spiderlings are on the same boat)

 

My goal for the spiderlings and the queen is they will fallow Arahen orders and example. If she cast her 1 , everyone will vanish. If she cast her 2, all spiders will focus the cocooned targets. If she uses her 3 all spiders will pounce towards the closest enemy. If the queen is active the spiderlings will receive increased movement speed increasing their effective dps. So I don't want mutiple skills creating them if these skills could control them instead. 

Edited by keikogi
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On 2019-11-29 at 1:42 AM, weeaboopotato said:

The entire kit is brutal and horrifying to imagine I need this in game like right now

Wait until you see the visual for the venom blade. I saw a WIP but it will only make its way here when it’s ready. Hopefully before the end of the year.

 

Added a Initial mock up for the spiderlings stats, I will do a spread sheet to calculate their DPS so I can properly balance them later.

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Nerfed spiderling damage , added cocooned targets take increased damage from spiderlings

Added a section about spiderling behavior section and reworked the queen abilities.

Also I will experiment with the alternative form of scaling using enemy level similar to Vauban’s

Edited by keikogi
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