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[Warframe] Himiko, The Void Channeler (Changed The Gender)


ErudiusNacht
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In-game Description:

"Having achieved mental and physical balance through discipline and strict codes of honor, Himiko is able to channel the powers of the old gods revered during the Orokin age. Awakened in another warring era, Himiko is eager to serve loyally once more."

 

This frame is basically a flexible and balanced build that can be used either as a Tanker or an aggressive support.

 

Theme: Channels Void energies and materializes them into the ancient Tenno Artifacts that give power to their users. Although the Tenno already has a vague connection with the Void, strict discipline into training the Mind and Body lets Yamato channel these Void energies for lethal and supportive use in combat situations.

 

Portrait Pose: In a melee battle stance holding a Pangolin Sword.

 

Illustration: COMING SOON!

 

Stats:

Health:   100  (300 lvl.30)                  Sprint Speed:    1.00

Shields:  100  (300 lvl.30)                  Polarities:         4 x "
Armor:      50                                                              1 x V

Power:    100  (150 lvl.30)                                          1 x D

Stamina: 8.5                                      Aura Polarity: None

 

Skills:

 

 

1. Kusanagi - A longsword materializes in front of Yamato and he uses it to slash the air in front of him. This creates a projectile slash capable of slicing enemies from a distance. Ranking up the skill increases the range and damage of the sword.

  • Cost to equip of 2 / 3 / 4 / 5 which is then halved by the Polarity slot, rounded up.
  • Damage is 150 / 225 / 400 / 500 Serrated Blade Damage and has a range of 5/ 6 / 7 / 8 in-game meters. These are affected by Power Strength (Focus) and Power Range (Stretch), respectively.

 

2. Yata - A circular energy shield materializes in front of Yamato and she holds it in front of him to block incoming attacks. These attacks are then reflected back to the owner. Ranking up the skill increases size of the shield, the duration of the shield and the percentage of the attack damage returned.Cost to equip of 4 / 5 / 6 / 7 which is then halved by the Polarity slot, rounded up.

  • In this stance, Yamato can only use sidearms as his left hand is used to hold the shield in place.
  • Shield is raised for  7 / 10 / 12 / 15 seconds. This is affected by Power Duration (Continuity and Constitution).
  • Has a cast time of ~1 second and a reuse delay of ~4 seconds.
  • Shield diameter of 0.75 / 1.0 / 1.25 / 1.5 in-game meters. This is affected by Power Range (Stretch).
  • Damage reflected is 24% / 48% / 72% / 96% of damage blocked by skill. This is affected by Power Strength (Focus)

 

3. Yasakani - A series of spheres materializes lined up in a cirlce in front of Yamato and she raises it up with his right hand. All allies within the skill AoE slowly regenerate health and are given additional damage resistance for a brief duration. Ranking up the skill increases the rate of HP regen, level of damage resistance, size of AoE and duration of the skill effect.

  • Yamato is forced to a kneeling position as if to pray and is vulnerable to attacks for the whole duration of the skill.
  • Cost to equip of 6 / 7 / 8 / 9 which is then halved by the Polarity slot, rounded up.
  • Regenerates all team members' health by 15hp per second. This is affected by Power Strength (Focus).
  • Boosts damage resistance by 10% / 15% / 25% / 50%. This is constant and is not affected by any mod.
  • AoE radius of 15 / 20 / 22 / 25 in-game meters. This is increased by Power Range (Stretch).
  • Duration of 4 / 6 / 8 / 10 seconds. This is increased by Power Duration (Continuity and Constitution).

 

4. Totsuka - A large ornamental sword materializes in front of Yamato, she then takes it and makes a battlecry. All enemies are shaken by the battlecry. Enemies within the skill AoE lose the use of special skills, take increased damage, have shield recharge slowed and have their movement speed decreased for a timed duration. Ranking up the skill increases the AoE size and duration of the skill effect.

  • Yamato then handles the sword and charges with melee combat to defeat his foes. His Primary and Secondary weapons fade and vanish. The sword takes the place of his melee weapon for the duration of the skill but is cosmetic only in nature. The sword fades away and all of his weapons reverts as the skill effects cease.
  • Cost to equip of 10 / 11 / 12 / 13 which is then halved by the Polarity slot, rounded up.
  • Skill AoE radius is 5 / 10 / 15 / 20 in-game meters. This is increased by Power Range (Stretch)
  • Skill AoE is a fixed area originating where the skill was cast. Enemies who were outside the skill AoE who goes inside the affected area still remains unaffected.
  • Enemies get a 12% / 25% / 37% / 50% decrease in Damage Reduction. This is constant and is not affected by any mod.
  • Enemies get a 12% / 25% / 37% / 50% decrease in Movement. This is constant and is not affected by any mod.
  • Enemies get a 12% / 25% / 37% / 50% decrease in Shield Recharge Rate. This is constant and is not affected by any mod.
  • Duration of 5 / 10 / 15 / 20 seconds. This is increased by Power Duration (Continuity and Constitution).
  • Medium Grineer lose the ability to throw grenades
  • Heavy Grineer lose the ability to Ground Slam
  • Melee Grineer lose the ability to close distance to you (teleport, Scorpion pull, etc.)
  • Corpus crewmen cannot throw grenades
  • Fusion MOA's cannot launch their flyers.
  • Shockwave MOA cannot Stomp
  • Cameras bug down
  • Corpus Tech cannot launch Ospreys
  • Ospreys do not have special abilities
  • Infested Chargers cannot knock you down
  • Infested Leapers cannot leap attack and can only melee attack
  • Infested Runners get stunned
  • Infested Ancients are staggered
  • Effects vary for each boss. Some bosses are Unaffected. (i.e. Vay Hek can still summon clones because he's just calling for his doubles. On the other hand, Sargas Ruk may lose the ability to pull up his energy shield.)
  • In Duels / Conclave, opposing Tenno can still use skills but loses the ability to block.

Note: you can use skills in combination.

For example, use Yata first then Yasakani. Yata is with the left hand, and Yasakani is with the right hand, so there isn't any conflict.

You can also use Kusanagi while Totsuka is in effect you're still holding a weapon and Totsuka only seals Primaries and Secondaries, not melee and Skills.

Finally, if you're in a team and you play support, you can cast Totsuka, then cast Yasakani as well. Here, the enemies are encumbered and allies are buffed and can defend you easily. This is especially useful in high level defense missions.

 

For the older version see the Version History.

 

 

FYI about the naming

 

First of all, Naruto or manga fans, check your info, Naruto and other manga borrowed names from ancient Japanese mythology and such. I did not borrow anything from Naruto and other mangas. Me and the authors of Mangas borrowed from the original.

 

Now that's outta the way, let's start.

 

EDIT: Renamed to Himiko

 

Himiko is the disputed ruler of the mythological Island of Yamata, the Japanese equivalent of Atlantis. She was thought to have mystical powers that led to her successful rule of the Island.

 

Yamato is the actual old / original name for Nippon or Japan. Fyi, the Japanese do not refer to Japan as "Japan" but they call it "Nippon". Japanese citizens are "Nippon-jin" and outsiders are "Gai-jin".

 

And if you didn't notice, the first 3 skills are named after the Imperial Regalia of Japan. These are namely;

 

1. Kusanagi no Tsurugi - (Sword of Kusanagi) a sword th at controls wind slashes, it represents valor.

 

2. Yata no Kagami - (Mirror of Yata) a mirror used as a distraction by a stripteasing goddess (yes, google it), it represents wisdom / wit.

 

3. Yasakani no Matagama - (Yasakani Jewel/Beads) actually in the form of prayer beads, it represents benevolence.

 

As for Izanagi and Izanami (skill now obsolete), they are the first couple that created Japan. Izanami basically died of childbirth (well you'd die if you were giving birth to a flaming baby god) and went to the underworld. To cut it short, Izanagi didn't want his wife anymore and because of that Izanami swore to kill a thousand people everyday. In return, Izanagi promised to create a thousand and one lives each day to balance the death and give new life everyday. (check the skill)

 

As for Totsuka, it was actually another sword named Totsuka no Tsurugi (obviously, Sword of Tsurugi). It was peerless and was also named Heaven's tail-feather. It was the sword used to kill a huge beast that led to the discovery of Kusanagi in the tail of the beast. The warrior-god first got the beast drunk somehow and managed to kill it with ease.

 

if you want to check out the whole myth(s) itself. Refer to any Japanese mythology, folklore or culture reference.

 

Would appreciate any input.

 

Thanks!

 

Version History

v1.0 Original skill set

1. Kusanagi - A sword materializes in front of Yamato and he uses it to slash the air in front of him. This creates a projectile slash capable of slicing enemies from a distance. Ranking up the skill increases the range and damage of the sword.

 

2. Yata - A circular energy shield materializes in front of Yamato and it stays in front of him to block incoming attacks. These attacks are then reflected back to the owner. Ranking up the skill increases the duration of the shield and the percentage of the attack damage returned.

 

3. Yasakani - A series of spheres materializes lined up in a cirlce in front of Yamato and he raises it up. All allies heal slowly (regen) and are given additional damage resistance. Ranking up the skill increases the rate of HP regen, level of damage resistance and duration of damage resistance.

 

4. Izanagi and Izanami - dual effect

 

a. If pointed at Team - Izanagi (life) - Restores Shields for all Teammates within x AoE. Gives 1001 extra health, health stays even if it is beyond that player's HP max but players can only heal up again to their respective limits. Ranking up the skill increases Shield restored, target range and size of AoE from target.

 

b. If pointed at Enemy - Izanami (death) - Drains Shields then Deals 1000 poison damage. Shield Recharge Rate is slowed. Ranking up the skill increases the Shield Recharge Rate cessation, target range and size of AoE from target.

 

 

4. alternate Totsuka - dual effect aura

 

a. Team - Increases Damage and Resistance. Ranking up the skill increases Damage and Resistance increases and size of AoE.

 

b. Enemies - Special skills are sealed, stagger, and decrease Damage Resistance. Ranking up the skill increases the effect duration and size of AoE.

 

V1.5

*Revamped the skills

 

 

v2.0 new stats

*Changed the stats to make it mathematically viable and balanced

*Added more stats and Warframe polarities

*Added shield size ranking for Yata

*Added short time duration for Yasakani

*Revamped Totsuka to make it more balanced and for it to match its' story (slaying a great beast by disabling it first)

 

V2.1 added details

*Rebalanced stats to be, uhh, well, balanced. Did that make sense?

*Added lengthy details for each skill.

 

V2.2

*Rephrased several skill descriptions to clarify skill effects.

*Provided skill effects for skill 4 in PVP

 

V2.3

*Added Theme

*Added Portrait Description

*Added sample skill combinations

 

V3.0

*Renamed to Himiko

*Changed the descriptions to

Edited by ErudiusNacht
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Stats:

Health:   100  (300 lvl.30)

Shields:  100  (275 lvl.30)

Armor:      75 

Power:    100  (150 lvl.30)

First off, you don't have his sprint modifier listed so I'm going to assume tis the default 1.0. Secondly, the progression of stats as you level up is based on fixed formulas--you can't just put in whatever the heck you feel like. Thus, where you have him listed at 275 shields at level 30, he would actually end up with 300 shields. Health and Shields end up triple what they started out, while energy increases by half what it was initially. Can't be avoided.

 

Skills:

 

1. Kusanagi - A sword materializes in front of Yamato and he uses it to slash the air in front of him. This creates a projectile slash capable of slicing enemies from a distance. Ranking up the skill increases the range and damage of the sword.

 

2. Yata - A circular energy shield materializes in front of Yamato and it stays in front of him to block incoming attacks. These attacks are then reflected back to the owner. Ranking up the skill increases the duration of the shield and the percentage of the attack damage returned.

 

3. Yasakani - A series of spheres materializes lined up in a cirlce in front of Yamato and he raises it up. All allies heal slowly (regen) and are given additional damage resistance. Ranking up the skill increases the rate of HP regen, level of damage resistance and duration of damage resistance.

 

4. Izanagi and Izanami - dual effect

 

a. If pointed at Team - Izanagi (life) - Restores Shields for all Teammates within x AoE. Gives 1001 extra health, health stays even if it is beyond that player's HP max but players can only heal up again to their respective limits. Ranking up the skill increases Shield restored, target range and size of AoE from target.

 

b. If pointed at Enemy - Izanami (death) - Drains Shields then Deals 1000 poison damage. Shield Recharge Rate is slowed. Ranking up the skill increases the Shield Recharge Rate cessation, target range and size of AoE from target.

 

 

4. alternate Totsuka - dual effect aura

 

a. Team - Increases Damage and Resistance. Ranking up the skill increases Damage and Resistance increases and size of AoE.

 

b. Enemies - Special skills are sealed, stagger, and decrease Damage Resistance. Ranking up the skill increases the effect duration and size of AoE.

-Kusanagi is a good skill, easily balanced compared to other 1st's.

 

-Yata is an equally good skill, potentially harder to balance but so long as you don't overpower it a good idea

 

-Yasakani is a little more questionable. Generally, healing effects should be minor so as not to steal from Trinity's role. Thus, if this ability were much better than a temporary rejuvenation aura it probably wouldn't work very well. If you then consider how powerful damage reduction is, the duration of this ability must be relatively short, meaning a temporary rejuvenation is probably alright for balance purposes. So long as you're ok with this ability being relatively brief for a buff, it's a good skill.

 

-However, both of your suggested ultimates are entirely too powerful. No frame has an ultimate with such vastly different effects, and while differences and novelties are good... your two effects are far far far too powerful to combine in a single ability, even an energy-costly ultimate. In order to make this a fair ability, for Izanagi and Izanami the numbers would have to be well under the 1000's you've quoted especially if you want to keep the shield effects, and for Totsuka all effects would have to be relatively minor. At that point, most people will declare the ability crap and prefer you'd stuck to a more balanced single effect. Given that you already have the third ability regenerating health--and Trinity's role as a healer is really to be infringed upon as little as possible--I suggest focusing the ability on nerfing enemies near Yamato. Perhaps taking the skill-disabling and armor reducing aspects of Totsuka and combining them with an amplified aspect of Izanami, namely that of the disabling shield regeneration. The staggering aspect of it is probably too powerful, but by removing some of the more threatening aspects of enemies you can keep Yamato's variable focus in his ultimate.

Edited by Siubijeni
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Thanks for the great input!

First off, you don't have his sprint modifier listed so I'm going to assume tis the default 1.0. Secondly, the progression of stats as you level up is based on fixed formulas--you can't just put in whatever the heck you feel like. Thus, where you have him listed at 275 shields at level 30, he would actually end up with 300 shields. Health and Shields end up triple what they started out, while energy increases by half what it was initially. Can't be avoided.

 


-Kusanagi is a good skill, easily balanced compared to other 1st's.

 

-Yata is an equally good skill, potentially harder to balance but so long as you don't overpower it a good idea

 

-Yasakani is a little more questionable. Generally, healing effects should be minor so as not to steal from Trinity's role. Thus, if this ability were much better than a temporary rejuvenation aura it probably wouldn't work very well. If you then consider how powerful damage reduction is, the duration of this ability must be relatively short, meaning a temporary rejuvenation is probably alright for balance purposes. So long as you're ok with this ability being relatively brief for a buff, it's a good skill.

 

-However, both of your suggested ultimates are entirely too powerful. No frame has an ultimate with such vastly different effects, and while differences and novelties are good... your two effects are far far far too powerful to combine in a single ability, even an energy-costly ultimate. In order to make this a fair ability, for Izanagi and Izanami the numbers would have to be well under the 1000's you've quoted especially if you want to keep the shield effects, and for Totsuka all effects would have to be relatively minor. At that point, most people will declare the ability crap and prefer you'd stuck to a more balanced single effect. Given that you already have the third ability regenerating health--and Trinity's role as a healer is really to be infringed upon as little as possible--I suggest focusing the ability on nerfing enemies near Yamato. Perhaps taking the skill-disabling and armor reducing aspects of Totsuka and combining them with an amplified aspect of Izanami, namely that of the disabling shield regeneration. The staggering aspect of it is probably too powerful, but by removing some of the more threatening aspects of enemies you can keep Yamato's variable focus in his ultimate.

 

For the stats, yeah, kinda messed that up, imma change that.

 

I'll be updating the skills, especially since I really did feel the ultimates were OP after writing it. Thanks and hope to get more from you guys!

Edited by ErudiusNacht
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Version 2.0:

*Changed the stats to make it mathematically viable and balanced

*Added more stats and Warframe polarities

*Added shield size ranking for Yata

*Added short time duration for Yasakani

*Revamped Totsuka to make it more balanced and for it to match its' story (slaying a great beast by disabling it first)

Edited by ErudiusNacht
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Stats:

Health:   100  (300 lvl.30)                  Sprint Speed:      1.1

Shields:  100  (300 lvl.30)                  Polarities:         4 x "

Armor:      75                                                              1 x V

Power:    130  (195 lvl.30)                                          1 x D

Shield Recharge: 20                           Aura Polarity: None

What possessed you to change the stats? They were good before. Where before your problem was overpowered skills, now you have overpowered base stats. Average health and shields... above average armor... I have no idea what possessed you to pick 130 energy a base, but I object entirely AND it's above average (but at least you got the final number right, so that's... alright-ish)... Shield recharge is no longer a stat but the same for every warframe... and above average sprint speed.

Everything is above average or average. You look at the other warframes, and only ONE has stats the even come close to rivalling that--Ash. And he was designed for solo play, and doesn't have any direct buff skills (that's not to say he's not a team player, he's just more tactical than power-based for multiplayer. It balances his above average stats). Your Yamato has powers that are too good to warrant stats that are better than even Ash's... Put back the original stats and keep the new powers, you should be alright (although depending on the magnitude of each effect, slowing the enemies might be a little too much).

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Average in all stats (now that's a well-rounded frame)... skills no longer seem blatantly overpowered... there are a few things I'm hesitant on but I don't need to get into a bunch of nitpicky detail... mainly, removing J3's main offense is not fair. I know you dislike him--that's been made clear by your numerous derogatory references to him--but it's simply not fair. Also, if those damage multiplication affects team-mate attacks as well, the damage amp might need a slight nerf. And finally, 25 meter radius for the ult is perhaps too big... ult's are mostly maxed at 20 meters, and the 'aura' aspect of this one might justify it being more like 15 meters.

Still, overall it's a good idea and now worthy of my +1 :P

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Average in all stats (now that's a well-rounded frame)... skills no longer seem blatantly overpowered... there are a few things I'm hesitant on but I don't need to get into a bunch of nitpicky detail... mainly, removing J3's main offense is not fair. I know you dislike him--that's been made clear by your numerous derogatory references to him--but it's simply not fair. Also, if those damage multiplication affects team-mate attacks as well, the damage amp might need a slight nerf. And finally, 25 meter radius for the ult is perhaps too big... ult's are mostly maxed at 20 meters, and the 'aura' aspect of this one might justify it being more like 15 meters.

Still, overall it's a good idea and now worthy of my +1 :P

 

Thanks a lot!

 

There's actually no damage increase buff in any of the skills. There is a damage reduction increase in skill 3 for allies and a damage reduction decrease for enemies in skill 4. You're right though, after reviewing the range for the ulti, I changed it to max 20 meters but it's not an aura more of a skill AoE.

 

Starting from skill 2, Yamato is further burdened by trade-offs:

Skill 2 forces him to use sidearms as if he's carrying a datamass.

Skill 3 immobilizes him.

Skill 4 forces him into melee only.

 

As for j3, yeah, I hated him ever since I started, back then when ancients looked liked him. As a newbie not knowing anything much yet, he killed me with his fart so many times. For now, I'm just sticking with the actual community term for him (farting golem, actually I think a dev coined the term). But I guess that IS enough though.

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There's actually no damage increase buff in any of the skills. There is a damage reduction increase in skill 3 for allies and a damage reduction decrease for enemies in skill 4. You're right though, after reviewing the range for the ulti, I changed it to max 20 meters but it's not an aura more of a skill AoE.

You might want to rephrase this then:

  • Enemies take increased 12% / 25% / 37% / 50% more Damage. This is constant and is not affected by any mod.

Might be a bit nitpicky, but taking increased damage is a vastly different mechanic than reducing their armor. This makes it sound like the buff effect on Nova's ult. And ok, the ultimate's phrasing led me to be unsure if the debuff aspect were applied as a one-time thing (the melee limit makes it seem like the debuff is an aura that accompanies the sword, but that might just be me that thinks that). In that case, I think the 20 meters is a good range.

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You might want to rephrase this then:

Might be a bit nitpicky, but taking increased damage is a vastly different mechanic than reducing their armor. This makes it sound like the buff effect on Nova's ult. And ok, the ultimate's phrasing led me to be unsure if the debuff aspect were applied as a one-time thing (the melee limit makes it seem like the debuff is an aura that accompanies the sword, but that might just be me that thinks that). In that case, I think the 20 meters is a good range.

 

You're right, it should be rephrased "damage reduction", not take "50% more damage". IMO (correct me if I'm wrong) damage reduction pertains to armor and taking damage is irrelevant of armor scaling. Thanks for the heads up.

 

As for the 20 meters, I'll rephrase it indicate that it is a fixed location originating from the spot where it was cast.

 

V2.2

*Rephrased several skill descriptions to clarify skill effects.

*Provided skill effects for skill 4 in PVP

Edited by ErudiusNacht
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with the way things are in warframe, rhino is all you really need, and even then, the endgame stuff makes using skill not very helpful unless its utility based or support based. while some of the skills you posted seems nice, it seems unbalanced in the fact that it looks like a jack of all trades type of warframe, and the DEs usually have a set theme/role for a warframe.

 

theres also no theme to this warframe, for something so well though out....

like what power type is it based on?

Edited by VoidWraith
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Yamato... and here we loose all the Korean and Chinese players.

 

You do know that the word "Tenno" is the Japanese term for their Emperor?

 

 

with the way things are in warframe, rhino is all you really need, and even then, the endgame stuff makes using skill not very helpful unless its utility based or support based. while some of the skills you posted seems nice, it seems unbalanced in the fact that it looks like a jack of all trades type of warframe, and the DEs usually have a set theme/role for a warframe.

 

theres also no theme to this warframe, for something so well though out....

like what power type is it based on?

 

My initial concept here is to create a frame that can be built / modded into a variety of ways just like Excalibur and Ash.

 

Currently, My Excalibur has

A) load-out for "general increase all stats" - Flow, Rush, Redirection, Vitality, Quick Rest, etc

 

B) "Run like Hell" - Rush, Marathon, Redirection, Fast Deflection, Quick Rest, etc

 

C) "Stand Up and Fight" - Vigor, Redirection, Vitality, Steel Fiber, Focus, Flow, etc (+Pendragon Helmet)

 

Note: if you're wondering how I got all those point-eating mods in, please note that I started playing before the Aura mod system was in place. Back then you had to Forma your frame to get more points through polarization. Look at the upper right corner and see that my Excalibur has 5, yes five, Formas. I actually don't need the +points an aura gives to equip the maxed mods that I want. LOTS OF WORK...

 

A) load-out for "general increase all stats" - Flow, Rush, Redirection, Vitality, Quick Rest, etc

fDIGC17.jpg

 

B) "Run like Hell" - Rush, Marathon, Redirection, Fast Deflection, Quick Rest, etc

RLnyJRX.jpg

 

C) "Stand Up and Fight" - Vigor, Redirection, Vitality, Steel Fiber, Focus, Flow, etc (+Pendragon Helmet)

TgnQx70.jpg

 

 

My Ash has several builds as well, like for general use, stealth play, and jutsu mode (more like Focus+Flow + Streamline, spam Bladestorm).

 

I meant to create this particular frame so as to encourage that kind of creativity again since frames nowadays become "Build, Rank and Sell" since their builds are so generic. I mean all Novas' more or less would have Flow, Streamline, Focus, Constitution, Continuity, and Stretch. Right? So I hope with this frame, players would play around with their mods a little bit more.

 

Actually, for more creativity concepts, please check out my mod concepts:

https://forums.warframe.com/index.php?/topic/113605-trade-off-offset-mods/?view=findpost&p=1318329

 

As for the theme, that's actually a very good point about the theme. When you mentioned it, I was stumped for an answer. Thinking about it now, the theme would be Chi or Chakra achieved through meditation. Inner Energy if you will. To better picture him better, his portrait would showcase him using a Pangolin sword.

 

EDIT:

*Added Theme

*Added Portrait Description

Edited by ErudiusNacht
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Yamato... and here we loose all the Korean and Chinese players.

 

 

 

@Altey: On a side note, I've read some of your posts and you're just spamming the forum with your one-liners. Please contribute in a more constructive way to the community.

 

You guys do understand that the word "Tenno" itself is a Japanese term / title for the Japanese Emperor. This plus the fact that Tennos are "ninja", directly states that they're of descent of some Japanese influence. The mere term "Orokin" can be read as "Golden Path" in Japanese (Kin="gold", Oro = "Path"). So all this time, we were playing a Japanese influenced game.

 

SO WHAT?! It's fun, enjoyable and free. Saying we lose Korean or Chinese players actually sound a little racist to me. Please remember that the gaming world is border-less and that only we can choose who we want to be.

Edited by ErudiusNacht
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Update:

Added some skill combos that might work for you guys. You might wanna come up with some of your own, or better, you can come up with the skills of currently implemented frames that can complement Yamato. Thanks! Still working on Illustration though, but it's not what you're thinking right now.

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  • 2 weeks later...

Not bad, I see you've made some improvements since I was here last. The idea of tying powers to a specific hand is rather interesting... reminds me kind of how some of the Chimera frame's abilities that Vangaurd and I made cancel each other out if used wrong... it promotes thought behind your combos, and makes for a more solid character.

 

The one problem I see, and this is entirely not your fault, is that now that the Berserker warframe has been announced... well, one of her current tentative abilities locks her to melee. I can't see anyone being in a rush to give that ability to more than one frame, even though beyond being locked to melee they're different abilities with different niches. It just won't be a popular limitation.

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Not bad, I see you've made some improvements since I was here last. The idea of tying powers to a specific hand is rather interesting... reminds me kind of how some of the Chimera frame's abilities that Vangaurd and I made cancel each other out if used wrong... it promotes thought behind your combos, and makes for a more solid character.

 

The one problem I see, and this is entirely not your fault, is that now that the Berserker warframe has been announced... well, one of her current tentative abilities locks her to melee. I can't see anyone being in a rush to give that ability to more than one frame, even though beyond being locked to melee they're different abilities with different niches. It just won't be a popular limitation.

 

Yeah, actually, I've been busy lurking in the boards. Especially now that I'm 600+ hours of gameplay already. LOL. Even got a fanfiction thread up to book 5 already (https://forums.warframe.com/index.php?/topic/116120-warframe-origins-a-light-novel-updates-weekly-10212013-chapter-5-is-up/).

 

And yes, Berserker really does take the game into another spin. IMO, this is why they released the new latest mods, especially Reflex Guard, Parry and the Glaive mods. I think it was somehow orchestrated into laying the groundwork both for Damage 2.0 and Berserker. But then again, that's just good old skeptic me.

Edited by ErudiusNacht
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Eh could well be. Honestly, I'll admit my heart does greatly desire Reflex Guard :P I am seeking it, seeking it... all my thought is bent on it. But the game is like "DE, he must never find it." (LOTR quotes ftw)

 

I want to make a auto-block Trin build. Mightn't be all the good but it sure would amuse the heck out of me to fight Vor like that. Reflex Guard, Parry, maybe shield flux to get me some additional stamina... and of course reflection to turn back the damage even more than Link already does ^-^ Add in a Blessing, if I have the energy, and even the little bit of damage that gets through link is negated. Now, i just need them to fix the damage outputs. Currently, I'm pretty sure you don't actually reflect as much damage as it says, cause I'm pretty sure 80% of a level 60+ moa's damage is higher than 18....

Edited by Siubijeni
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