Hello ! '-'
So.. How do I explain this..
Some days ago, I found a beautiful warframe design, the kind of design that is 100% in the aesthetic style of the game.
The kind of design that absolutely deserves to reach DE, for at least be seriously considered for one sec. It's by Matias Tapia, (see the link to the post below)
So.. Spider themed warframe.. I saw several attempts in Fan concepts.
So I think it's a desired one.
I took it very seriously, because I too would like to see that happening, and this artwork is just stunning, so it tooks me 4 days to elaborate his kit.
I went through several versions, because I started with ideas not necessarily very original, or optimal, but I corrected everything, asked their opinion to many friends who like the game as much as I do, and here is the result.
I know, I know, it's a lot to read, but it's a good sign, it's a complete warframe, it would make a lot of happy tenno if it was done ^^
So, I'll let you read all that, understand it, and imagine yourself playing him, and give your opinion.
English is not my language, so sorry if there are errors or redundancy.
Spider Warframe Temporary Name: Arann Link to twitter
Description in the Codex:
Both predator and guardian, Arann likes to play with his prey.
Do not be fooled by his apparent frail constitution, because once he’s fed with the strength of his victims, there is no way of stopping him.
Health: 75 -> 225 ( lvl 30 ) ( <.< thanks to feedback )
Shield: 50 -> 150 ( lvl 30 ) ( <.< thanks to feedback )
Energy: 150 -> 225 ( lvl 30 )
Functions: Stealth / Control / Powerful and Fast melee / Enemy Debuff (Strip Armor)
Passive: ( I know.. it's a big passive u.u But it's necessary, (and cool) trust me )
Unlimited wall latch time Or 60 sec
Faster bullet jump
Bullet jumping towards an enemy to throw him with a kick, convenient to launch the enemies towards the mural spiderweb.
Automatic invisibility after 3 sec crouching or wall latching. [3 energy / sec]
Condition of invisibility: no damage received (including canceled damage) for 10 sec, no noisy weapon fire, stay crouching or on wall. Jumps from a wall are allowed.
Vital Force gauge:
From each enemy stabbed by his Needles or claws, Arann absorbs the vital force that he uses to quickly regenerate his health at the slightest damage on it.
When his vital force reaches a certain threshold, Arann can take a number of attacks regardless of their violence.
After that, the gauge returns to 0%
Nullified Attacks: [2/3/4/5] - Affected by Strength
1: Acid venom:
Arann spits projectiles burst of acidic venom.
Damage: [50/100/200/250]- Poison || [50/100/200/250]- Corrosive / projectile. - Affected by strength
Reduces enemy max armor by [5/10/20/25%] / projectile. - Not affected by mods
Projectile splash radius: [0.5/1/2/3 m] - Affected by Range
The projectiles of acid have a hight rate of fire, and are launched in burst of 4.
2: Spiderweb spray:
Arann fire a large amount of silk from the palms of his hands.
He can do it in three ways:
He can shoots continuously and (auto) target many enemies in his field of view to block their movements temporarily. ( Similar to Mesa Peacemaker ) - Use of 4 arms
He can focuses on a single target to trap it in a cocoon and then bring it back to him. - Use of 2 lower arms
Or he can spray large amount of silk in front of him to cover ennemies with it in seconds. - Use of 4 arms
Duration: [10/12/14/20 sec] / web or cocoons - Affected by duration
Range: [10/30/50/75 m] - Not affected by mods
Radius of heal on finisher: [4/6/8/10 m] - Not affected by mods
Heal on death of the enemy: 10% max life - Not affected by mods
Heal on interaction: 25% max life - Not affected by mods
Vital force gain: [3/5/10/15%] - Affected by strength
3 modes, switch by tap, use by holding.
Mode 1: Quick control
Energy: 25 on cast + 3 / projectiles
Throws spiderweb to quickly neutralize enemies, (they will be stuck to the ground, in a very vulnerable position).
hold to target all enemies in the field of view.
Mode 2: Predation
Energy: 10 ( it's single-target )
The enemy is quickly pulled towards us once traped and the melee finisher that can be done immediately is multiplied by [2/3/4/5] ignoring the armor.
It's a way to ensure a one shot, as a maneuver of assassination in a context of stealth / dexterity. ( batman / spiderman gameplay :p)
Mode 3: Cocoons
Energy: 25 on cast + 3/sec
Arann throws his silk continuously in front of him to cover the enemies facing him.
In a few seconds they are completely locked in solid cocoons in which they struggle in vain.
Enemies trapped in the cocoons take x2 damage from the Acid venom, which will reduce their armor 2 times more effectively.
Each trapped enemy takes multiplied damages like a finisher and their deaths trigger a short radius heal.
Each trapped enemy ( by Mode 1 or 3 ) is available to interact for Arann, and the other Arann of the group.
The interaction consists of a more effective heal and a gain of vital force for Arann, by stabbing the enemy with his lower arm's claws. ( Invincible during the interaction )
3: Great spiderweb:
Arann fire a particularly sticky and heavy silk net.
The cone of silk will carries who are in its path, and stick to where it lands as a wide spiderweb, then traps all those who touch it after that.
Duration: [5/10/15/20 sec] / spiderweb - Affected by duration
Cone angle: [30°] - not affected by mods
Length of the net when released: [2m] - not affected by mods
Radius of final spiderweb: [4/6/8/10m] - affected by range
Maximum number of distinct spiderweb: 4 - not affected by mods
Deploys large spiderweb on the ground, on the walls, or ceilings.
The projectile will carry enemies on its way, especially convenient to affect the flying enemies who would not take foot in the spiderweb.
The enemies walking on it will be strongly slowed during their 1st steps, then will be totally immobilized in a state of panic. (Similar to having Nidus larvae on them)
If they are downed on the spiderweb they will be unable to get up.
The enemies pushed back to the spiderweb on the walls will remain stuck and completely neutralized.
Acid venom can be used on the spiderweb to allow it to reduce the armor of all enemies currently immobilized by it.
(25% armor reduction per Acid venom projectile, so 100% in a burst of 4)
It also adds the poison and corrosive damage of Acid venom over time, applied every 3sec.
Great spiderweb can be launched on an area where there are enemies trapped in web (by Spiderweb spray Mode 1) to refresh their duration.
Great spiderweb launched on enemies already immobilized by a great spiderweb, refreshes the duration of it, and produce Impact damage.
[350/400/450/500 impact] - affected by strength
Use the aim in the air being directly below a spiderweb, allow us to be suspended by a finer silk thrown by the lower hands.
Balance movement possible, jump to get out.
Arann releases his secret weapon. 4 deadly poisoned spikes from the top of his forearms. The mobility of Arann is upgraded, and it will be easy for him to paralyze his preys one by one, or to make a carnage, according to his mood.
Energy: 25 on cast + drain [3/s] + 5 / dash
Duration of immobilization by the venom: [5/10/20/25 sec] - affected by duration
Damage multiplier after the dash: [x2 / x3 / x4 / x5] - not affected by mods
Armor Reduction granted by the Acid venom: [10/15/20/25%] - not affected by mods
Damage granted by Acid venom: [50/100/200/250]-Poison || 50/100/200/250]-Corrosive
Vital force gain on stabbing after dash: [2/3/4/5%] - affected by strength
Dash range: [3/5/8/12m] - not affected by mods
4 long poisoned spikes come out of Arann's 4 forearms. ( they retract when he uses weapons )
Arann's roll is replaced by a very fast dash that can be spammed, going from enemies to enemies. The dash automatically stabs the enemy on contact, injecting a venom that immobilizes it for some time. 5% of the vital force is also absorbed from the enemy at that moment.
The enemies take multiplied damage on the 1st melee attack which directly follows the dash.
If a finisher is executed on an enemy affected by the Acid venom, the spikes gain an acid buff, granting an armor reduction property for each attack for the rest of the use of Needles.
Stat of Needles:
Attack Speed: 1.75
Block resist: 80%
Crit Mult: x2
Crit Chance: 25%
Status Chance: 25%
Summary of synergies:
Acid Venom + Spiderweb spray (mode 3):
The cocoon absorbs the acid, the enemy in the cocoon has his armor reduced by 50% per acid projectile, which also have their damage x2
Acid Venom + Great spiderweb:
Venom spreads on the spiderweb, reducing enemy armor by 25% per projectile.
The poison and corrosive damage of Acid venom will tick every 3 sec to each enemy currently immobilized.
Spiderweb spray + Great spiderweb:
The great spiderweb deployed over the enemies prisoner of web or cocoons, reset the duration of it.
Spiderweb spray (mode 1) + Great spiderweb + aim glide:
A good way to quickly capture many enemies is to gain height to have a better view of the area.
Hanging from a spiderweb on the ceiling is a good way to get a clear view of the area to use the spiderweb spray
Combo: Acid Venom + Spiderweb spray (Mode 1 and 3) + Needles:
When an enemy is imprisoned in a cocoon, and he’s affected by Acid venom, the cocoon becomes soaked with acid.
An interaction to execute the special finisher will impregnate the Needles with additional poison and corrosive damage, as well as an armor reduction ability of 25% per attack.
How to play Arann:
Arann is fast, but only has a weak shield, and a basic health.
However, he has good base armor, which allows him to engage the fight without fear.
Above all, he has the ability to feed on the vital force of his prey, for an accelerated regeneration process.
He can even gain a temporary invincibility if he reaches a certain level of vital force.
His priority will therefore be to increase his vital force by feeding on his captured prey's vital force.
So, start by capturing one or more enemies with the spiderweb spray.
Then go draw their vital force by interaction. 10% vital force per enemy, affected by his power strength. That ensures his most basic survivability.
To handle situations where the enemies are more numerous, the great spiderweb come into action.
Fairly durable, these web allow Arann to take his time to eliminate enemies at his own pace, while they should be weakened by the acid that has spread on the web.
For a more direct approach, the Needles are the best choice to rush and do carnage.
These 4 spikes hit fast, and rushing towards the enemy with a dash guaranteed a stab with crippling venom, which allows you to choose which enemy you wants to neutralize for a time rather than continue to attack him.
Arann specializes in assassination, the weakening of enemies, and crowd control.
He's not going to erase waves of enemies all over the room.
That said, well used, his abilities will allow him to easily control the situation throughout the room.
His ability to reduce the armor of enemies is effectively not affected by his power strength, this could be considered too advantageous.
That said, this is justified by the fact that it's his specialty, and the damages of his powers are relatively weak and have no scaling.
A total of 1000 of poison and 1000 of corrosive damage, in a complete burst of 4 projectiles for a 1st ability, we saw worse, knowing that some projectiles can miss their target.
The 500 impact damage of a synergy of his 3rd ability is also rather anecdotal.
The weapon of his 4th ability has statistics that may seem too high.
But it is a short-range weapon, which again, is not likely to erase the enemies of the room like a Saryn.
Needles are an assassin's weapon that must have the statistics needed to quickly kill one enemy at a time by chaining quickly. The mechanic of the vital force gauge.
This is something that might seem too powerful at first sight.
- 500 armor. Mods to increase the armor will be useful.
- 150 shield, mods to increase shield will be fairly useless.
- 225 health, mods to increase health will probably be useful.
It's basically a warframe that is not afraid to take damage, but who has to be careful.
Arann quickly regenerates his health by tapping into the vital force gauge. So this gauge acts as a great health reserve, similar to that of Inaros.
This gauge goes from 0 to 100%, so there is a balancing to find to define how many percentages are consumed for healing a certain amount of health. Maybe this can be affected by mods.
The vital force absorption that Arann can perform is at 10% per enemy at base.
With 200% power, it would be 20% per enemy. In this case 5 enemies are needed to reach 100%
But Arann will gradually increases this percentage, he can be hurted in the meantime, and thus lose some vital force.
Once at 100%, the gauge disappears, replaced by a minimum of 5 invulnerability charges.
If he is affected by any damage on his health, (not the shield), whether it be 1 or 1 million, a charge is consumed, and the damage cancelled.
All charges are instantly lost in contact with a nullifier.
(But are not lost in case of a fall, or vehicle use)
When Arann has no more charge, the gauge reappears, at 0%.
This mechanism makes Arann a tank, but a temporary one, which must continually maintain his level of vital force if he is in a dangerous situation.
So, what do you think about it ? 8,...,8
Of course, if DE picks him one day, I'm okay with all the ability tweaks they want, all of these stats are just my personnal vision of "balanced".
I'm a Mastery Rank 27 player who has complete the vast majority of the game, so I just want what it's better for the game, not a nuker, but an enjoyable character that brings lot of fun ^ ^ I will conclude by quoting Matias:
"It sounds interesting and, personally, it's odd that in a game about ninjas(in space) there's no spider frame yet."