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Don - Martial Arts Warframe Concept (Concept Art Withheld)


Donazo
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Don (Dawn) - Martial Artist Frame

 

Stats:

Health (high)
Armour(high)
Shields (very low)
Energy (high)
stamina(very high)
Sprint speed (1.2)
 
Abilities
0 energy - Perfect Posture: (normal, attack, defend) changes stance to focus upon defensive or offensive techniques
 
normal: base stats
defend (drain energy x1.2):
-increases armour rating
-greatly decreases movement speed
-greatly increased shields
-increases stamina
-melee damage reduced
 
attack (drain energy x1.4):
-decreased armour rating
-increased movement speed
-blocking reflects bullets
-reflected bullets have
 increased chance to stun/knockdown
 
0 energy - Lotus Combatives: click 2: (1close,2med,3long) (drains energy x1.2,x1.4,x1.6)
 
close (elbows, fore arm strikes, knees, short range leg sweeps):
-medium damage
-medium critical chance
-x2 attack speed (fast)
 
med(full arm strikes, (punches, palm strikes, knife hands, hammer fists):
-low damage
-high critical chance
-x1.2 attack speed (around normal)
 
long(long range kicks and sweeps):
-high damage
-low critical chance
-high knockdown chance
-.9x attack speed (slower)
 
100 energy - Masters Pride: Bolsters energy replenishment by x%, increases movement speed, transfers all weapons to the void and locks Don into solely the use of unarmed Lotus Combatives.
 
150 energy - Fear of the Lotus: for x seconds channeling while using lotus combatives will allow combative teleportation, resulting in simultanious striking and teleportation to enemies within x meters, and lifesteal (channeling and looking at an enemy and attacking teleports Don to the enemy mid strike)
Edited by Donazo
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I'm all for another melee frame! Overall, though, I think this frame doesn't have enough variety and team utility in its abilities. You need to think of what this frame could do for a team in a really tight situation, besides killing a bunch of dudes, which, honestly, it can't do super well with these mostly non-AoE abilities.

 

The one and two abilities sound interesting, as they're essentially two different energy channeling modes that have each have different stance modes. There aren't a lot of multi-step abilities in the game, which I think is something that needs to be addressed. I think having two of these abilities might be a little redundant, though, and instead maybe both abilities should be combined into one?

 

The three is too similar to the two, aside from the individually useful movement and energy resupply buffs.

 

The four could be just different enough from Ash's four to be fun, in that it would overall be a more 'active' ability, rather than ash's "press 4 to win". You would have to aim the teleports, you would have no clones and could only take on one at a time, albeit very quickly. For the sake of balance, maybe each teleport should have a small energy cost?

 

I would post more suggestions for abilities, but, honestly, they would just be inspired by my own idea for another melee frame, whose abilities I will shamefully plug below :P

 

1. Knuckle Duster

Raw puts a right foot forward, then channels a massive amount of energy into a overhand left punch(see: 1:13) that is so quick, carries so much force, and creates so much friction, the air moved by his fist explodes outward, dealing impact and blast damage. Energy Cost: 35. Stamina Cost: 175

 

This ability inflicts damage by direct contact, and with a cone AoE. The target that's physically hit by the punch gets sent flying backwards, with a heavy dose of impact and blast proc and damage. Enemies that are at least halfway inside the cone get half the impact and blast damage of the direct punch, only an impact proc,  knocked back, and knocked down if they are in the radius of the blast proc. Enemies that are less than halfway in the cone only get impact procced and a quarter of the max possible impact and blast damage. Walls terminate the cone.

 

The length/range of the cone, at max rank, should be around 5 meters, unaffected by range mods. The rate at which the cone widens and the cone's overall area, however, should be affected by range mods. Strength affected by power strength mods, of course. Nothing on duration.

 

The ability can be performed and aimed in mid-air, with reduced damage since Raw can't transfer momentum from his lower body, and with a moderate bump in the opposite direction, since he's unanchored and an explosion is propelling him like a quick burning rocket would. The stronger the punch, the more he is propelled.

 

Oh, and any enemy rockets caught in the cone explode and inflict damage in addition to whatever the ability inflicts.

 

2. Double Jump

Double Jump, as in he uses both feet to jump...and it also enables him to double jump. Using the same physics behind Knuckle Duster, Raw lifts both his feet off the ground, knees to his chest, and then stomps downwards with enough speed, force, and friction to explode the air below his feet, while also propelling him into the sky at high speed. This ability can also be performed in mid-air, but with reduced height reached. There is also damage reduction during the high speed travel. Energy Cost: 35. Stamina Cost: 175

 

When you double jump straight off the ground, you get the most height and speed, but do the least possible damage with a radial (affected by range mods) impact proc and some impact damage. When you double jump mid-air, you create a cone AoE below you which works exactly like the knuckle duster cone AoE, in terms of damage type, amount, procs, range, even down to the direct impact mechanic. That's right, you can 'goomba' enemies with double jump, but then you'll only be damaging one enemy.

 

Double jump, when performed in mid air, is aimed downwards within a 45 degree cone, but you will be propelled in the opposite direction you are aiming.

 

Exactly like knuckle duster, double jump is affected by strength(damage and jump height) and range mods (cone shape, like with knuckle duster).

 

3. Binding

The exposure to absolute zero temperature has altered the physics of the chains and wraps attached to Raw. He can channel energy through them as if they were part of his body. They might as well be. With Binding, Raw quickly unravels his chains and wraps and sends them flying outwards. Like fishing lines, they catch onto enemies, and then pull them into very close range of Raw, then unwrapped for him so he can do what he does best. Enemies are stunned while they are caught by his chains and wraps, but then freed once brought into close range. Energy Cost: 60. Stamina Cost: 150

 

The wraps and chains also seek out any squad mates in their range. Instead of pulling them in, though, they will briefly attach, only so Raw can transfer a temporary max health buff, melee damage buff, and melee speed buff. The number of squad mates buffed, however, will subtract from the max number of enemies that can be caught.

 

At base rank, Binding sends out four wraps and six chains (one wrap from each forearm and foot, one chain from each forearm and leg, chain from waist and chain from neck.). At max rank (3), Binding sends out ten wraps and seven chains (two from each foot, three from each forearm, one additional chain coming from the waist).

 

Enemies caught by Binding are marked to have 50% chance of dropping a health orb on death. Marked enemies killed by standard or quick melee have 50% chance of dropping two orbs.

 

Binding can be performed mid air, however enemies will retain their momentum when released from binding and get flung all over the place.

 

Binding is affected by power mods (number of bindings and strength of squad buffs) duration mods (time that the buffs and marks last), range.

 

A visual effect of binding, if you didn't figure, is that Raw's uncovered, badly damaged and worn warframe is revealed, though only for a moment.

 

4. Unbound

Raw unwraps everything and lets his body breathe as it overflows with energy that ionizes air from every nook and cranny of his battered frame. The freedom and unrestrained power he enjoys in this state grants him greater speed than ever before, to the point where he can dodge the majority of bullets. His power is also increased by the exposure of the old gaps in his frame, and further increased by new gaps. Furthermore, Raw is still able to use his other abilities, but with increased strength and range (that is also scaled inversely to how much HP raw has), but he does not recharge stamina. In fact, if he runs out of stamina in this state before the duration is over, he will start to bleed health until the ability is deactivated. Otherwise, at the end of the ability's duration, Raw will automatically rewrap himself. Raw is immune to procs while Unbound is active. Energy Cost: 100. Stamina Cost: 200

 

In this state, Raw also channels energy through his unwrapped chains and fabric. If they make contact with enemy units while flailing around, they will inflict an electrical proc and some damage.

 

Unbound gives Raw a significant reload speed buff, but reloading will briefly slow down his movement, as will shooting.

 

Meleeing will also freeze his movement, but his attack speed will be very high and all his attacks will red crit with boosted status chance, but increased stamina cost per swing. You also can't channel any more energy into your melee.

 

Unbound is affected by strength and duration mods.

 

Otherwise, running will have high damage reduction, sprinting slightly higher, acrobatics the highest. And it's all because he's dodging the majority of damage. I think the best way to visually render this would be to have a flickering shader effect over the warframe model, with some kind of hard static-y motion blur-ish distortion around the edges, so that it looks like Raw is blinking in and out of existence, but really he's just moving so fast you can't even see it. You're not quite invulnerable, but you can nearly be if you zip around fast enough. Good luck hitting anything like that, though.

 

As for the health-to-damage & ability buff scaling, the buffs, without power mods and with the ability at max rank) should be insignificant to mild at full to half health. Once you get below half health though, things start to get interesting, slowly at first, then very very quickly once you get under a quarter of your health. You could run and cast binding to get some health back, or you could try and clear the rest of the room by having your health bar go down as little as possible, until unbound is over and hopefully whatever you have left is enough to recover.

Edited by Brucely
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I'm all for another melee frame! Overall, though, I think this frame doesn't have enough variety and team utility in its abilities. You need to think of what this frame could do for a team in a really tight situation, besides killing a bunch of dudes, which, honestly, it can't do super well with these mostly non-AoE abilities.

 

The one and two abilities sound interesting, as they're essentially two different energy channeling modes that have each have different stance modes. There aren't a lot of multi-step abilities in the game, which I think is something that needs to be addressed. I think having two of these abilities might be a little redundant, though, and instead maybe both abilities should be combined into one?

 

The three is too similar to the two, aside from the individually useful movement and energy resupply buffs.

 

The four could be just different enough from Ash's four to be fun, in that it would overall be a more 'active' ability, rather than ash's "press 4 to win". You would have to aim the teleports, you would have no clones and could only take on one at a time, albeit very quickly. For the sake of balance, maybe each teleport should have a small energy cost?

 

I would post more suggestions for abilities, but, honestly, they would just be inspired by my own idea for another melee frame, whose abilities I will shamefully plug below :P

 

1. Knuckle Duster

Raw puts a right foot forward, then channels a massive amount of energy into a overhand left punch(see: 1:13) that is so quick, carries so much force, and creates so much friction, the air moved by his fist explodes outward, dealing impact and blast damage. Energy Cost: 35. Stamina Cost: 175

 

This ability inflicts damage by direct contact, and with a cone AoE. The target that's physically hit by the punch gets sent flying backwards, with a heavy dose of impact and blast proc and damage. Enemies that are at least halfway inside the cone get half the impact and blast damage of the direct punch, only an impact proc,  knocked back, and knocked down if they are in the radius of the blast proc. Enemies that are less than halfway in the cone only get impact procced and a quarter of the max possible impact and blast damage. Walls terminate the cone.

 

The length/range of the cone, at max rank, should be around 5 meters, unaffected by range mods. The rate at which the cone widens and the cone's overall area, however, should be affected by range mods. Strength affected by power strength mods, of course. Nothing on duration.

 

The ability can be performed and aimed in mid-air, with reduced damage since Raw can't transfer momentum from his lower body, and with a moderate bump in the opposite direction, since he's unanchored and an explosion is propelling him like a quick burning rocket would. The stronger the punch, the more he is propelled.

 

Oh, and any enemy rockets caught in the cone explode and inflict damage in addition to whatever the ability inflicts.

 

2. Double Jump

Double Jump, as in he uses both feet to jump...and it also enables him to double jump. Using the same physics behind Knuckle Duster, Raw lifts both his feet off the ground, knees to his chest, and then stomps downwards with enough speed, force, and friction to explode the air below his feet, while also propelling him into the sky at high speed. This ability can also be performed in mid-air, but with reduced height reached. There is also damage reduction during the high speed travel. Energy Cost: 35. Stamina Cost: 175

 

When you double jump straight off the ground, you get the most height and speed, but do the least possible damage with a radial (affected by range mods) impact proc and some impact damage. When you double jump mid-air, you create a cone AoE below you which works exactly like the knuckle duster cone AoE, in terms of damage type, amount, procs, range, even down to the direct impact mechanic. That's right, you can 'goomba' enemies with double jump, but then you'll only be damaging one enemy.

 

Double jump, when performed in mid air, is aimed downwards within a 45 degree cone, but you will be propelled in the opposite direction you are aiming.

 

Exactly like knuckle duster, double jump is affected by strength(damage and jump height) and range mods (cone shape, like with knuckle duster).

 

3. Binding

The exposure to absolute zero temperature has altered the physics of the chains and wraps attached to Raw. He can channel energy through them as if they were part of his body. They might as well be. With Binding, Raw quickly unravels his chains and wraps and sends them flying outwards. Like fishing lines, they catch onto enemies, and then pull them into very close range of Raw, then unwrapped for him so he can do what he does best. Enemies are stunned while they are caught by his chains and wraps, but then freed once brought into close range. Energy Cost: 60. Stamina Cost: 150

 

The wraps and chains also seek out any squad mates in their range. Instead of pulling them in, though, they will briefly attach, only so Raw can transfer a temporary max health buff, melee damage buff, and melee speed buff. The number of squad mates buffed, however, will subtract from the max number of enemies that can be caught.

 

At base rank, Binding sends out four wraps and six chains (one wrap from each forearm and foot, one chain from each forearm and leg, chain from waist and chain from neck.). At max rank (3), Binding sends out ten wraps and seven chains (two from each foot, three from each forearm, one additional chain coming from the waist).

 

Enemies caught by Binding are marked to have 50% chance of dropping a health orb on death. Marked enemies killed by standard or quick melee have 50% chance of dropping two orbs.

 

Binding can be performed mid air, however enemies will retain their momentum when released from binding and get flung all over the place.

 

Binding is affected by power mods (number of bindings and strength of squad buffs) duration mods (time that the buffs and marks last), range.

 

A visual effect of binding, if you didn't figure, is that Raw's uncovered, badly damaged and worn warframe is revealed, though only for a moment.

 

4. Unbound

Raw unwraps everything and lets his body breathe as it overflows with energy that ionizes air from every nook and cranny of his battered frame. The freedom and unrestrained power he enjoys in this state grants him greater speed than ever before, to the point where he can dodge the majority of bullets. His power is also increased by the exposure of the old gaps in his frame, and further increased by new gaps. Furthermore, Raw is still able to use his other abilities, but with increased strength and range (that is also scaled inversely to how much HP raw has), but he does not recharge stamina. In fact, if he runs out of stamina in this state before the duration is over, he will start to bleed health until the ability is deactivated. Otherwise, at the end of the ability's duration, Raw will automatically rewrap himself. Raw is immune to procs while Unbound is active. Energy Cost: 100. Stamina Cost: 200

 

In this state, Raw also channels energy through his unwrapped chains and fabric. If they make contact with enemy units while flailing around, they will inflict an electrical proc and some damage.

 

Unbound gives Raw a significant reload speed buff, but reloading will briefly slow down his movement, as will shooting.

 

Meleeing will also freeze his movement, but his attack speed will be very high and all his attacks will red crit with boosted status chance, but increased stamina cost per swing. You also can't channel any more energy into your melee.

 

Unbound is affected by strength and duration mods.

 

Otherwise, running will have high damage reduction, sprinting slightly higher, acrobatics the highest. And it's all because he's dodging the majority of damage. I think the best way to visually render this would be to have a flickering shader effect over the warframe model, with some kind of hard static-y motion blur-ish distortion around the edges, so that it looks like Raw is blinking in and out of existence, but really he's just moving so fast you can't even see it. You're not quite invulnerable, but you can nearly be if you zip around fast enough. Good luck hitting anything like that, though.

 

As for the health-to-damage & ability buff scaling, the buffs, without power mods and with the ability at max rank) should be insignificant to mild at full to half health. Once you get below half health though, things start to get interesting, slowly at first, then very very quickly once you get under a quarter of your health. You could run and cast binding to get some health back, or you could try and clear the rest of the room by having your health bar go down as little as possible, until unbound is over and hopefully whatever you have left is enough to recover.

Maybe youre right in that the multi step could use some tweaking, but I think having that actually gives it more versatility rather than redundancy. As different combinations of attack and defense stances with different lotus combatives could form different strategies and movements. As for helping teammates that is true and I will edit it perhaps a third stance under the first ability could focus on helping the team, maybe an increased aggro when using defense long range stance would help teammates? aswell as the knockdown block reflection making very effective and unique CC opportunities.

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Lol, I like the reverse psychology being used, "I actually already have awesome concept art for this, but I'm not going to show it!"

XD it was partly cause I wasnt finished and partly cause >.> <.< Shh idk how to upload a picture LOL

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