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About FlashExe

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  1. Here's my concept for Elite Thralls, along with several ideas for specific units as well.
  2. This is an attempt to not only improve the depth of combat within Warframe, but it's also an attempt to flesh out the Lich system a bit more by providing a middle-ground between standard enemies and bosses. Essentially, Elite Thralls are new unit types, each of which possess a pair of abilities or passives to give them a general theme as well as capabilities that compliment either their other abilities, their weapons, or other members of their faction. Currently listed below are 8 different ideas for these Elite Thralls, 3 of which are Grineer, 2 are Corpus and 2 are Infested. Grineer: Hunter: Commando: Fissure Miner: Corpus: Templar: Shield-mancer/Priest: Infested: Cannibal: Frenetic: In order to maximize the influence of these Elite Thralls, I would also like to suggest a change to the current way thralls spawn in. Instead of them being random spawns that occur over the duration of the mission, I would suggest that they spawn in as a group during key mission points, similarly to how syndicate hit squads spawn in, with the warning message coming from your particular Lich. For endless missions, it could happen on wave 5 of defense, or after 2.5 minutes of survival. For mobile defense it could be at the final defense objective. For capture and rescue missions it could be when the target is captured or freed, respectively. By grouping thralls and Elite Thralls together you could provide players an exciting burst in the intensity of their combat, especially on higher difficulties. The more your Lich levels up, the more likely an Elite Thrall (or even more than one) will spawn in you mission's thrall hit squad. Of course, with these units obviously being tougher they should reward players with a couple extra murmurs on kill, and maybe the relics they drop could be of exceptional/flawless quality as well. Thoughts?
  3. Concept for a slightly different take for a stealth frame.
  4. Here's a quick forum post for a warframe:
  5. Name: Whatever DE decides to call it. For the ease of this post I'll call him Steve. This is a stealth frame. Health: Moderate-Low Armor: Low Shields: Moderate-Low Passive: +30 Enemy Radar Abilities: Transform: Target an enemy and transform into a base unit type of that faction: (Grineer Lancer, Corpus Crewman, Infested Leaper). When in this form, Steve will not alert enemies to his presence. All of his weapons will be sheathed, but they can be drawn out by aiming down sights. Drawing your weapons, performing parkour (not sprinting), using your 3rd and 4th abilities, or interacting with consoles, lockers, etc. will alert all enemies who see him. While this ability is active Steve's second ability will change. Transform will use a small amount of energy and have a moderate duration which can be refreshed by pressing 1 on any enemy unit at any time (though he will change forms if the target is from a different faction). Holding 1 will end the ability early, blinding any enemies within a small radius. Range mods will affect the radius of the blind. Duration mods will affect how long this ability lasts, as well as how long the blind lasts. Call-out/Misdirect: While Transform isn't active, target an enemy. That enemy along with all those in close proximity will be marked and they will receive increased damage. This will also grant Steve and his allies sights on them through walls. While Transform is active, target a location. All enemies near Steve will redirect their attention, moving to the designated location and then they will proceed to search the area. Call-out/Misdirect will use a small amount of energy, have a moderate radius and a moderate duration. Range mods will increase the area under which enemies are affected. Duration mods will increase the duration of the de-buff from call-out, and they will increase how long enemies will spend searching the area for Misdirect. Exalted Mines: Toss out a mine (maximum of 3) which can later be detonated by holding 3. Exalted Mines can stick to walls, and they will use a small amount of energy per mine. These mines will only disappear if they are detonated or if the maximum count is exceeded. These mines are an exalted weapon, and they will use secondary weapon mods. Status, critical, and damage mods will all work as expected. Multi-shot will increase the damage of the mines, but it won't lead to more being tossed out. Magazine capacity mods can increase the maximum number of mines that can be deployed, and reload speed mods will multiplictively reduce the energy cost of mines. For the warframe, strength mods will increase the damage done, and range mods will increase the explosion radius. Duration mods will increase status effect duration. Intel Disruption: Activate to cloak yourself and pause all mission objective timers for a short duration. This duration will be represented as a depleting bar, which gradually accelerates over time. As Steve kills enemies the bar will replenish, extending the ability's duration. Stealth kill multipliers will also contribute to the time gained. If Steve is hacking a console, the bar depletes at half its current rate. This ability will cost a large amount of energy, have a short duration, and it will have a cool-down period equal to twice of the duration for which it lasted.
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