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[Warframe Concept] Tyrannus - The Tyrant (4Armed, Open Design, Original, Updated 10/30/15)


Auroreon
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TYRANNUS

The Tyrant (aka the Warrior-Philosopher-King - the Triumvirate)


[Warframe Concept]

Designed to be a Warframe that has the unparalleled ability to provide the leadership needed to achieve any goal. An undeniable force on the battlefield, nothing occurs without Tyrannus' full consent. The design is focuses on active awareness and deliberate player actions. Tyrannus is flexibly effective, skillful, and scales well at all difficulty levels, especially the endgame.


(WIP Concept Art. 3-20-15.)

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INTRODUCTION

A commander and a conqueror, the fate of friends and foes alike lies in Tyrannus' inexorable grip.


[Lotus-styled profile]

This is Tyrannus, the dominator.

Unyielding and unmerciful, Tyrannus commands overwhelming force to seize all beneath his oppressive shadow.

Tyrannus' abilities reign supreme over the battlefield and utterly conquer his foes.

Vice Grip instantly closes the distance to a target, then chokes out the life from it while forcing all other enemies to target the hapless victim.

Subjugate unleashes a powerful conical wave that reflects or destroys all enemy projectiles and forces enemies to their knees where they suffer bonus proc chance and damage from the next damaging hit taken.

Blitz is an overwhelming assault that multiplies the effects of the next action, attack or ability up to 4 times.

The reign of terror has just begun. Reign of the Tenno seizes foes in a dominating aura around Tyrannus, slowing enemy units and projectiles while galvanizing Tenno brethren against overwhelming odds by increasing their damage, health, shields, energy and stamina for every enemy executed.

Tyrannus strengthens his baleful chokehold with the mastery of mods; each ability is affected by Power Strength, Duration, and Range and can be optimized to meet any need.

For Tyrannus, the ends justify the means and none will escape the sovereignty of the Tenno.


BACKGROUND / "THEME"


Tyrannus' theme, in stark contrast with popular themes, is a fundamental yet intangible element of ideology within him that is exerted upon his appearance and environment instead of an outside force dictating him (like the elements). This theme focuses on a coherent, unique play-style and gameplay philosophy rather than aesthetics. He draws heavily from the philosophy of Plato and Socrates which describes an ideal city-state that is ruled by a philosopher-king; an autocracy in which a single individual has all the power yet is a wizened philosopher flawlessly superior in all matters of the state and cognizant of all the intrinsic morphologies therein. A man of action, this ideology also permeates Tyrannus' personal involvement in all military affairs, single-handedly safeguarding his dominion and dominating any enemy presence. A straightforward and sagacious individual, he never pulls his punches and ends all conflicts as quickly as he makes decisions. The manifestation of this normally impossible figure would yield a being with complete confidence who is undaunted by outside forces and acts with immediate and total effects - with no errors or survivors. Tyrannus is the epitome of wisdom, leadership and martial prowess and endlessly pursues the acquisition of power because he alone has the capacity to control it all efficiently. For the Tyrant, the ends justify the means because his ends are the ideal outcomes. Thus, he synthesizes the idea of a warrior, a philosopher, and a king; effectively becoming a one man triumvirate, the warrior-philosopher-king. Fundamentally, he is the uncompromising aspect of authority and embodies the domino by which all other dominos fall.




 

(WIP Helmet + Laurel + Crown.)



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WARFRAME LORE


Tyrannus is a rare breed of Tenno. He is a leader, tactician, and vanguard who commands both respect and fear of the highest
order. One of the first, when he emerged from the void, he was more changed than most: his form and capabilities resonated with his "the ends justify the means, all or nothing" philosophy. Tyrannus is known for his preference for the frontline,
merciless tactics and leadership by example. One of the only Tenno not placed in cyro-stasis, he was lost in a wormhole on a
solo mission at the start of the old war. Needless to say, without Tyrannus, the Tenno lost a major asset. His return marks a
powerful new era for the Tenno.

[?] Fights back through present time to rewrite history as we know it by opening up a revamped story. The wormhole he
returns from is briefly open for the Tenno to enter and change history.

[Warframe acquisition or launch event story?]
An anomaly is detected in the void that registers a unique Orokin energy signature. Corpus and Grineer forces are scrambling
to claim it for themselves. The Lotus places an ultra-high priority mission order to discover the source and recover it before
the other factions can claim or damage it. It is hinted that this may be a major hint to the mystery of Orokin and the Tenno. A
new coordinate is revealed outside of conventional space.
A unique Orokin derelict fleet is discovered in good condition and... not so derelict. There may still be Orokin or Tenno on
board. As the Tenno mobilize to the source, they must battle both the Grineer and the Corpus as well as some Infested. The
ships are discovered to have somehow fallen out of a time-altering wormhole. The defensive measures activated to protect the
ships seem to be the efforts of someone at the helm since it is soon discovered that they are all being controlled by a single
being. Based off a few received and intercepted transmissions, the entity on board the flagship seems to think they are at war
(an ancient war) and are adamant about defending the ship at all costs - against ALL outsiders. The entity refers to itself as a
leadership figure like a general and threatens all would-be invaders, including the Tenno players.
Players must battle past several Corpus and Grineer points, including survival missions on board either faction's doomed
ships (destroyed by the entity) that culminates into a final defense mission to gain a one time entrance into the Orokin Ship.
Archwing play?
Orokin defenses (and some Infested?) are hostile on board and a mysterious, blurred, cape-clad figure emerges to battle (in a
style similar to Stalker) once or twice disappearing only after leaving players in a dire circumstance they must survive. Even the
ship itself is not spared damage from the entity. The entity remarks insightfully about the Tenno but is adamant on defense,
refusing to be tricked. Upon an encounter or two, the entity engages protocols to wipe out all forces in the surrounding space
by sacrificing itself and the ship to supercharge its Warframe and destroy it's secrets (Orokin refuge destinations, other
sleeping Tenno?). In order to exit the ship and discover the secrets, the Tenno must find the vault/reactor room and recover the
passcode from the entity who is defending the ship's treasures and channeling its power overload.
Upon reaching the vault/reactor, the entity reveals itself to be a Tenno equipped in an unknown Warframe but is utterly
convinced that the Tenno players and their Warframes are an illusionary ploy and initiates combat. The Tenno's Warframe is
revealed to be Tyrannus. The Lotus stresses her surprise and the dire circumstance that the Tenno players are in by fighting the
Dominator. The Lotus expresses her doubt as she says: "Fight to the death if you must." Tyrannus uses some of his actual
abilities (modified for a boss battle) and forces teammates to revive each other.
At the close of the encounter, the Tyrannus clad Tenno comes to his senses when he recognizes the honor and valor the Tenno
players fought with and concedes the battle. Although the self-overload is not reversible, he gives players access to a data
core they must extract with before turning to hold off the onslaught of the other factions and ship defenses single handedly. A
timer counts down to the ships inevitable self-destruction. As the players make their way to extraction, Tyrannus makes a few
interesting, lore related transmissions. This includes his admittance of failure in going off on a lone quest to prevent
catastrophe yet becomes trapped in time and unable to assist in the concluding battles that have decided history. His
apparent sacrifice ensures the sacred knowledge (including the blueprints for the Tyrannus Warframe) is left in the right
hands. Could be slightly melodramatic.



 

ABILITIES (WIP)

Overview


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VICE GRIP [25e] [Target: Unit] [Power/Duration/Range]
Vice Grip instantly closes the distance to a target, then chokes out the life from it while forcing all other enemies to target the hapless victim.
[Details] Teleports/dashes to a target and channels an effect that lifts them up in stasis into the air. The lifted unit takes damage per second and has full aggro in the AoE, forcing all surrounding enemies to attack it. While channeling, Tyrannus' shields and health are restored a bit every second. Channeling means a state in which one must maintain an effect and may not act otherwise or else the effects will end.
[Mod Card]: Teleport to and choke an enemy as their allies are forced to turn on them.
[Optimization]:
- [Power] Affects damage over time. (Health/Shield drain? Number of enemies taunted?)
- [Duration] Affects lift time. (Also affects Health/Shield drain duration.)
- [Range] Affects maximum dash/teleport distance.
[NOTES / WIP]


- [?] Also restores nearby allies' health and/shields.
- [?] When used, dashes quickly with i-frames and no collision to target. Fades out and in? Strong grabbing sounds.
- [?] 1 second before this ability would end, the victim is tossed away with aggro still on it. (Or slammed down?) During this second,
the player is no longer channeling and free to move.
- [?] Player may cancel channeling and prematurely initiate the ending sequence by performing another action such using another
ability, firing a weapon or a movement is issued(?).
- [?] Target remains alive with aggro for the complete duration, including the ending sequence. Dies immediately after if it took enough
damage.
- [?] Damage is fixed but heal is percent based?
- [?] Heals when the unit dies or takes damage.
- [blitz Interaction] Up to 3 extra units near the primary target are lifted with aggro placed upon them and drained. Other taunted enemies will attack the closest lifted unit.
- [?] Interaction with Reign of the Tenno Projectile slow? Argument for tapering projectile slow.
- [?] New ability augmentations?



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SUBJUGATE [50e] [No Target: Crosshairs] [Power/Duration/Range]
Subjugate unleashes a powerful conical wave that reflects or destroys all enemy projectiles and forces enemies to their knees where they suffer bonus proc chance and damage from the next damaging hit taken.
[Details] Knocks down all enemies and reflects or destroys all incoming projectiles in a
wide cone front of Tyrannus. Enemies also receive a debuff: The next time enemies affected by this ability
receive player based damage, they suffer a burst of bonus damage and 100% proc chance matching the
elemental type of the damage received from the player.
[Mod Card]: Dominate enemies and their projectiles with an unyielding wave of force.
[Optimization:]
- [Power] Affects burst damage. Proc chance? Chance to reflect projectiles?
- [Duration] Affects knockdown time and debuff duration.
- [Range] Affects cone length and (width?).
[NOTES / WIP]


- No target required; Aimed at crosshairs.
- [?] Sends forth a wide wave that moves very quickly and only stops on surface collision.
- [?] There is a reflect chance, else the projectile is destroyed.
- [?] Extra damage and elemental proc is the same type as incoming damage.
- [?] Debuff instances stack. This allows the damage bonus to trigger multiple times, once per damage instance, on a target with stacks of the debuff. (Such as when Subjugate is used multiple times before the debuff is procced or via Blitz.)
[blitz Interaction] Up to 3 extra waves of Subjugate are targeted at nearby enemies and evenly distributed among them with priority on those closest in proximity. A target may be targeted more than once if there are few enough.

 

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REIGN OF THE TENNO [10e/second] [No Target: Radial] [Power/Duration/Range]
The reign of terror has just begun. Reign of the Tenno seizes foes in a dominating aura around Tyrannus, slowing enemy units and projectiles while galvanizing Tenno brethren against overwhelming odds by increasing their maximum damage, health, shields, and energy for every enemy executed.
[Details] Summons a large circular field that follows Tyrannus, decreasing enemy movement and projectile speed while increasing allies' maximum health, shields, energy and damage based on the sum of the allies and enemies present inside the field plus the number of enemies killed by allies inside the field.
[Mod Card]: Command an offensive and defensive aura that also grants kill streak bonuses to all nearby Tenno.
[Optimization:]
- [Power] Affects movement and projectile slow magnitude? Killstreak maximum?
- [Duration] Affects the duration of the field.
- [Range] Affects the field's area of effect.
[NOTES / WIP]


- Health, Shields and Energy are slightly restored in this fashion due to preservation of % current life/shield/energy out of the maximum.
- [?] Enemies are staggered upon first entering the field including if they were within the boundaries when activated.
- [?] Include Armor and Speed?
- [?] Kill count is increased by kills made by allies inside the field regardless of where the enemy died?
- [?] Maximum health/shields/energy are increased by a percent OR fixed integer?
- [?] Restores as well. Based on percent or fixed integer?
- [?] Minimum values.
- [?] Projectile slow starts very high and tapers over time. Starts at 100%?
- [?] Killstreak maximum.
- [?] If this ability is used while it is still active, the duration is refreshed and the kill streak is preserved.
- [?] Enemies entering the field produce a brief but distinct sound and lighting effect.
- [blitz Interaction]
-- [?] Does not interact.
-- [?] Does interact, increasing the AoE by 25-75%.

 

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BLITZ [100e] [No Target: Self-buff] [Power/Duration/Range]
Blitz is an overwhelming assault that multiplies the effects of the next action, attack or ability up to 4 times.
[Details] The next eligible action, attack, or ability is empowered. If an ability is cast, it is free and its effect is greatly multiplied. If an attack, melee or ranged, is made then weapon damage is multiplied by 2/3/4x for 1/1.5/2 seconds. (See Special Interactions for more info. Alternative effect: consumes all energy to overload Warframe and enter a state for a duration in which all actions and abilities are multiplied.)
[Mod Card]: Empowers the next eligible action by multiplying its effect.
[Optimization:]
- [Power] Affects the damage of the extra actions. (starts at 100%?)
- [Duration] Affects the duration of the extra actions. (starts at 100%?) OR, affects
cooldown?
- [Range] Affects the range of the extra actions. (starts at 100%?)
[sPECIAL INTERACTIONS]


- Eligible actions:
A. Ranged weapon attacks. Extra shots are targeted at the cross hairs and do not consume ammo.
B. Melee weapon attacks. Extra strikes target the closest enemies in range. (Or not eligible?)
C. [?] Jumps. Up to 4 times the distance traveled.
D. Abilities. Effects vary and depend on the ability mod used. Some may not be eligible.
- [Vice Grip Interaction] Up to 3 extra units near the primary target are lifted with aggro placed upon them and drained. Other taunted enemies will attack the closest lifted unit.
- [subjugate Interaction] Increases the cone size from 90 degrees to 180/270/360 degrees. (Also increases burst damage proc by 1.5/2/2.5x?)
- [Reign of the Tenno Interaction]
-- [?] Is not free. Increases the magnitude of kill streak bonuses by 1.5/2/2.5x.

[NOTES / WIP]


Up to a total of 4 times the effect. Blitz executes the extra attacks/effects differently depending on the action.
- Effect lasts for 10s or until an action is used.
- Instant cast without interruption or backswing.
- [?] Increases the energy cost of next ability by x%. Low energy cost for this ability if so. What about other actions, for balance?
- [?] Charge model. Blitz adds a charge every second and all charges are consumed on eligible actions performing extra actions based on the number of charges. (Up to 3 extra?)
- [?] Self stacking model. Using Blitz while it is still active adds 1 extra action that may stack to a maximum of 3 and refreshes the
duration of all stacks. The next eligible action consumes all stacks and performs that many extra actions. Blitz does not interact with itself. If adopted, reduce Blitz energy cost by swapping it with another ability mod (25e?).



 

STATS (WIP)


 

[HEALTH] 100

[sHIELDS] 100

[ARMOR] 150

[POWER] 100

[sPRINT SPEED] 1.0



 

This is my first concept submission here, but I am no stranger to design. WIP FYI. This idea has been over a year in the making! I welcome any discussion about this and new concepts so just comment or PM me! BBcode is annoying and limited - all my designs are drafted outside in PDF form. They are much prettier and neater too; I'll list link them below later.

Edited by Auroreon
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I said this on reddit, but the design is awesome, and the theme is probable the most interesting I've seen so far. Plus, all the abilities seem useful and fun.

 

I really think this one deserves a look at by the developers, even if only for inspiration!

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I said this on reddit, but the design is awesome, and the theme is probable the most interesting I've seen so far. Plus, all the abilities seem useful and fun.

 

I really think this one deserves a look at by the developers, even if only for inspiration!

Thanks for the continuous support. I'm glad to have inspired such compliments. This Warframe is more than just another idea for a frame - its a philosophical vector that I hope to communicates the need for a new mindset when approaching new and existing gameplay additions. In other words, really unique and versatile tools for the player to make the most of and be inspired by.

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He's WAY too strong, otherwise I actually rather like his abilities.

His 1 is an AoE CC.

His 2 is basically a 4.

His 3 is simple, but sounds abusive.

His 4 is the best part about him. I LOVE the progressive strength gain.

Another thing is that he doesn't look organic enough. Warframes generally have a flexible organic look to their armor.

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He's WAY too strong, otherwise I actually rather like his abilities.

His 1 is an AoE CC.

His 2 is basically a 4.

His 3 is simple, but sounds abusive.

His 4 is the best part about him. I LOVE the progressive strength gain.

Another thing is that he doesn't look organic enough. Warframes generally have a flexible organic look to their armor.

Thanks for the feedback! It is very welcome and great for a WIP concept. Balance is a tough thing yet its mainly numbers and a for DE to get caught up in.

 

Its a common comment to hear this is particular concept is OP. Yet there is a sense of balance and imagination shouldn't be limited by the numbers; those are tweaked consistently like current Warframes. Versatility is key here as well as unique gameplay via powerful ability to are best use reflexively.

 

Mod optimization is how its balanced and most of the initial values are limiting. Focusing on Range would decrease the potency for the CC but allow to affect more enemies, and vice versa.

 

1.) Vice Grip is mobility, CC and utility.

Though, he has to optimize for each to be the most useful. 

Duration for CC time.

Strength for damage/recovery.

 Range for mobility/CC range.

Its also important to note that he must channel this ability for the CC come to full effect, severely limiting his DPS so it's less suitable to use as CC for solo-play yet gives him a way to aid allies. 

 

2.) Subjugate is broad AoE CC and provides an action for long range combat. It lacks major damage but is his initiation tool. Which is great when running through narrow corridors but less useful in defense or time you are surrounded. It affects a cone in front of him, so accuracy and how you aim it are key. I'd imagine the animation would be quite a drawback on this one with a substantial backswing. Again, this ability is highly reactive to mods. 

Duration for CC knockdown time.

Strength for damage and reflect chance.

Range for CC AoE range.  

 

3.) Blitz is simple! Yet it will fit any way you like it. More shots? Longer jump for escape? Quadruple effect of an ability if you can spare the energy? Helps a support build or a DPS one, or any other!

 

4.) Reign of the Tenno? Its gold. I love it too. There are endless possibilities on what bonuses are given, yet the damage is the greatest incentive for allies.

 

As for lacking a more "organic" look, please refer the to the top right picture of the collage with the portrait of the helmet. That's the direction the final concept is heading and it really adds that biology in the texture and structure.

 

Thanks again, I'm looking at balance daily.

Edited by Auroreon
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I'm worried this frame could be a bit much of a Mary Sue, but for it's sheer originality I love it. Having to actually fight the original wielder is a wicked awesome idea I can get behind.

His abilities are versatile yet they resonate with an aggressive playstyle full of control. Originality is a hard mark to hit, so I'm relieved to have achieved that, thanks!

How better to showcase and empower the image of a such a powerful new Warframe than the one who made it so? The Warframes are more than just armor or weapons - they are the legacy of an individual's will manifested unto reality.

Edited by Auroreon
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If I understand this right, you want to make a frame with a strong personality and ideology. I think that is really cool. However the abilities have to be really spot on flavor wise to reflect this personality in game. My issue is with his fourth abilitiy: it seems too passive. The way it is now, Mag waves her arms around for a bit while Tyrannus is nearby and everyone gets a buff as long as the ability is active. What I think would be preferable is something like this:

Mark for Death

5/10 energy

Tyrannus identifies a dangerous enemy asset and orders his allies to destroy it.

On activation Tryannus points to an enemy (and maybe makes an awesome sound effect), that enemy begins to glow with Tyrannus's energy color and takes % more damage from all sources, the mark lasts X seconds or until the enemy dies. When a marked enemy is killed by a player, Tyrannus gains one morale/inspiration point for Y seconds. The morale points apply a buff to allied mobs within an innate X meter radius. The points stack, but retain their own individual durations i.e. adding more stacks does not refresh the duration of previous points.

This addresses two issues. 1. It puts Tyrannus in an active role, commanding his allies to kill certain enemies. 2. The innate aura better suits his legendary status. For example, take Volt's speed; Volt is not naturally the fastest frame, but with speed active, his is considerably faster. Loki however, is naturally faster, and doesn't need an ability to be fast. With that in mind, consider Rhino's roar. Rhino can activate an ability to be a leader and buff his team. I think Tyrannus should be more like Loki; he should naturally be more of a leader than frames like Rhino and not have to use an ability to be able to inspire his team.

Where would this go? Probably the third slot, certainly not his ult. He should have something flashy for his ultimate, but I'll leave that to someone more creative that me. I would put it the third slot. Not that I dislike his third ability (Tyrannus goes HAM and kicks premium &#! is a cool ability), but it doesn't really fit with his Leader of Tenno theme.

Sorry if that sounded dismissive; that is not my intent. I'm just trying to make a great idea a little better.

also I love the art :)

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If I understand this right, you want to make a frame with a strong personality and ideology. I think that is really cool. However the abilities have to be really spot on flavor wise to reflect this personality in game. My issue is with his fourth abilitiy: it seems too passive. The way it is now, Mag waves her arms around for a bit while Tyrannus is nearby and everyone gets a buff as long as the ability is active. What I think would be preferable is something like this:

Mark for Death

5/10 energy

Tyrannus identifies a dangerous enemy asset and orders his allies to destroy it.

On activation Tryannus points to an enemy (and maybe makes an awesome sound effect), that enemy begins to glow with Tyrannus's energy color and takes % more damage from all sources, the mark lasts X seconds or until the enemy dies. When a marked enemy is killed by a player, Tyrannus gains one morale/inspiration point for Y seconds. The morale points apply a buff to allied mobs within an innate X meter radius. The points stack, but retain their own individual durations i.e. adding more stacks does not refresh the duration of previous points.

This addresses two issues. 1. It puts Tyrannus in an active role, commanding his allies to kill certain enemies. 2. The innate aura better suits his legendary status. For example, take Volt's speed; Volt is not naturally the fastest frame, but with speed active, his is considerably faster. Loki however, is naturally faster, and doesn't need an ability to be fast. With that in mind, consider Rhino's roar. Rhino can activate an ability to be a leader and buff his team. I think Tyrannus should be more like Loki; he should naturally be more of a leader than frames like Rhino and not have to use an ability to be able to inspire his team.

Where would this go? Probably the third slot, certainly not his ult. He should have something flashy for his ultimate, but I'll leave that to someone more creative that me. I would put it the third slot. Not that I dislike his third ability (Tyrannus goes HAM and kicks premium @$$ is a cool ability), but it doesn't really fit with his Leader of Tenno theme.

Sorry if that sounded dismissive; that is not my intent. I'm just trying to make a great idea a little better.

also I love the art :)

Hey Bab8s, thanks for such insightful feedback. I like the way you think. The more ideas the better, and thats exactly the way I give feedback too.

 

Strong personality and ideology that is exemplified in unique gameplay? Yes, that is definitely a goal.

He's a leader by example and takes all matter in his own hands without depending on anything else while never holding back at all. As such, he leads by the strength of his powers rather than idly.

 

About his 4th ability, Reign of the Tenno:

1.) It is less reflexive than this other ability but this because they other ability already demand so much attention and reflexes.

2.) Reign of the Tenno is intended to be a more persistent and "passive" effect that supports the group.

3.) It's a more "active" passive effect because you have to be killing things at an efficient rate to make full use of it. So the more skillful you and your team is, the more powerful the effect. 

4.) Thematically, Tyrannus' mere presence on the battlefield overcomes all odds, directly debilitating enemy forces (movement and projectile slows for anti-swarm, anti-range) and augmenting allies unto untold strength (more health, shields, energy and damage). This makes any battle with Tyrannus a legendary "one to remember" conquest. By the end of the battle, your team will have more stats and damage than they did before (temporarily). This is furthered by compelling the player and their team to rack up kills quickly and work as a group.

5.) I strongly disagree that Tyrannus' 4th "ultimate" ability needs to be a flashy, brief effect. This is against his core theme because he is a "all or nothing" character and never holds back. One to always overkill because that's his nominal state. He is persistently and undeniably influential on the battlefield at all times. So, a long term aura that both harms enemies and helps allies is perfect for a one who is always leading the way. 

 

Marked for Death. (Or Execute or Condemn or Elimination Order or Command Kill?) 

I love your idea.

It would really incentivize a target (weakened and bonus effect) and, along with a nice particle effect, players would naturally "follow the order". 

However, Tyrannus is more than just a leader - he's a warrior and a philosopher. So, he would go beyond simply giving orders (standing back and marking targets) and actually lead by example on the frontlines because he is powerful enough to handle any situation alone yet ideally his efforts would facilitate additional facets of power that choose to follow him (other Tenno). The theme of being the primary vector for all decisions is prevalent throughout the design. Yet, I am very confident with his current ability set - so I'll note this ability idea well.

However, I like your idea so much, I am currently trying to integrate the "marked + bonus on kill" effect as the debuff of either Vice Grip or Subjugate or both. The bonus will likely be minor health/shields/energy restore for the team. Could be random, or a single bonus given to the killer, etc. More reiteration! :)  

 

A profound leader of the Tenno such as he can not only "talk the talk", but also "walk the walk". His one-of-a-kind personality, philosophy and unique abilities (like his power to beget even more power, for himself and his team) is the hallmark of a Sovereign well worthy for the Tenno. 

 

And don't worry, I took your reply with great enthusiasm! Keep it coming! Thanks so much.

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I would kill to have an actual knight-frame in the mix (sorry Oberon, I love you too).

It definitely seems like Tyrannus is heavily incorporating "knighty" aesthetics into the final concept. Though, he's a bit more than just a warrior! I'll keep everyone posted as the concept evolves.

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I'm really liking how the inner lines stream and connect like multiple rivers in a graceful yet chaotic way. As far as abilities go, I will say they might be a bit too much on the strong side. Other than that, keep at it. I would like to see this developed further.

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I'm really liking how the inner lines stream and connect like multiple rivers in a graceful yet chaotic way. As far as abilities go, I will say they might be a bit too much on the strong side. Other than that, keep at it. I would like to see this developed further.

 

Did you get a chance to look at the Aesthetic Guide PDF?

https://www.dropbox.com/s/0j8lcvgq45bi6px/Tyrannus%20Aesthetic%20Guide.pdf?dl=0

I'm glad you enjoy the layers of lines that exsenuate the anatomy and maintain the appearance of agility.

 

Probably the greatest number of comments have been about how powerful and valuable the abilities are. I think this is perfect from a design point of view because player can easily see and understand the usefulness of Tyrannus' abilities. Balance is largely a dance with numbers such that I believe the developers will take care of that. A strong concept that is unyielding in uniqueness, creativity and utility is the primary goal. I'll definitely continue to evolve the concept and share more ideas regarding its development yet I believe the design is flexibly solid now.

Edited by Auroreon
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  • 2 weeks later...

I am quite glad to see this concept has already taken off.

As the artist behind his design, I want to point out that what is posted is various WORK IN PROGRESS artwork that I am actively still working on.

Please withhold your final judgements on his aesthetics or at least take them with a grain of salt.

However questions about his abilities and overall play-style can be answered by the client.

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Thanks for the support guys!

Can anyone give me some feedback on the abilities?

I like the concept, as for feedback, the only real huge problem I have is with ViceGrip.

 

For being the first ability it seems MUCH too strong. For it's entire duration, Tyrannus is effectively immune to damage since he's no longer being targeted. With a fleeting expertise build, it would be way too easy to spam this, kill everything and never, EVER take damage.

I'd like to see it nerfed just a little. Maybe instead of 100% aggro attention on the target, the target takes a portion of the damage inflicted to Tyrannus, while Tyrannus takes reduced damage. Lemme explain how that would look with some numbers.

Let's say an enemy hits Tyrannus with an attack that does... 50 damage. Just as an example.

The victim he's currently gripping would take 25-ish. And Tyrannus would only take 10 or 5-ish.

Augment the numbers however you see fit, that's just a very vague example of what I'm trying to suggest here.

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