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(XBOX)Magos Xonthos

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Everything posted by (XBOX)Magos Xonthos

  1. I've seen a few comments on Reddit about the upcoming Lunar Renewal skin coming out for Chroma, and I figured now would be a good time to post a Rework Proposal I've been fiddling around with writing up for a few weeks now, going on a month. I tried to keep his power set similar to the current one, but with a level of polish and usefulness that is more accurate to our current standards of play. I leaned more into the 'Elemental Space Dragon' theme rather than the "Dragon Hunter' theme. Hopefully you guys like it. Disclaimer- The purpose of this document is to polish and buff the Chroma Warframe’s ability set to modern gameplay standards. As it stands, Chroma is a very mediocre weapons platform, and has a singular niche within Warframe- killing Profit Taker, and Volt is better at that than he is. This document does not take into account augments, programming time, Helminth, work, or time required to implement, and final numbers are mostly omitted due to this being a general rework with an emphasis on Chroma’s aesthetic of a ‘Space Dragon’ to be retained and fleshed out better. Passive- Dragon’s Ire: Chroma gains an additional Double Jump, and a Bullet Jump reset from that second Double Jump. In addition, the first slot of the emissive color slot can control Chroma’s starting Elemental Affinity for the rest of his power set. When Chroma takes damage from any source, he gains 25% of that damage back as Energy. This applies to both his Shields and Health. Spectral Assimilation- Chroma raises his weapons forward, expelling a torrent of Void laden elemental energy onto them from his maw, imbuing them with the selected Elemental Affinity. Tapping the ability allows Chroma to cycle through Heat, Cold, Toxin and Electric, while Holding the ability casts a duration based buff onto Chroma and his weaponry. This is a non-interrupting one handed cast animation. The Elemental Affinity is applied to his weaponry at a very large percentage, scaling off of Power Strength, and does not combine with any other element, as well as increasing Status Chance massively. Anything struck by Chroma’s weapons while they are affected by Spectral Assimilation have a forced Status proc from his Elemental Affinity applied to them. Elemental Ward- Chroma clads himself in an elemental shroud, the effects of which vary distinctly based on which Elemental Affinity he is currently set to. This is an interrupting upper body cast animation, with a drain over time. Fire- Chroma increases his max health, applies a scorching heat effect around him, and provides health regen. As enemies deal damage to Chroma, the Health Regeneration ramps up proportionally- the stronger the enemies, the fiercer and higher the regeneration grows. Every time Chroma heals to full health, a small Heat wave is released that forces a Heat status proc on all enemies within LoS and Range. Cold- Chroma clads himself in ablative layers of frost and ice. This ice causes a small slowing area, and additional base armor for Vex Armor to scale off of. As enemies strike Chroma, additional layers are built up, 1 by 1, until the next attack is negated and the layers shatter, releasing a radial freezing burst that hits all enemies within LoS and Range, applying a number of Cold Status procs based on Power Strength. The stacks begin growing again shortly after the radial burst goes off. Toxin- Chroma begins emanating a poisonous mist and bog around him, flowing onto the surrounding area. This applies forced Toxin Status effects upon all enemies in range. As Chroma takes or deals damage, the pool grows in size. When enemies affected by the toxic miasma die, they refill a portion of Chroma’s equipped weapons from reserves, and are much more likely to drop ammo upon death. Electricity- Chroma unleashes a violent storm around him, sparking off of walls, enemies, and himself. Increase the base speed of all attacks and animations by 20%- Casting Speed, Sprinting, Rolling, Reloading, Melee swing speed, etc. As Chroma takes damage, arcs of lighting reach out to his attackers in retaliation, while the speed multiplier applied to his abilities temporarily surges, doubling in intensity. Vex Armor- Chroma manifests an ablative layer of energy that grows stronger with damage taken, and damage dealt. Vex Armor is an upper body only, interrupting, re-castable duration based ability. Taking Damage to Shields or causing damage will cause Armor to increase. Taking damage to Health, or killing enemies, will cause Damage to increase. Chroma’s damage formula should either remain as large as it is, or be allowed to be multiplicative with base damage mods. Enemies slain by Chroma that were affected by Elemental Ward or weapons buffed by Spectral Assimilation add 5 seconds to Vex Armor’s timer, capping out at 60 seconds. Draconic Union- Chroma either roars in defiance towards his foes, or sheds his pelt- calling upon his draconic visage to subdue and frighten his enemies. Draconic Union is a two fold ability. Tap the ability to have Chroma bend forward and roar outwards, his dragon wings unfurling as he does so. Enemies within Range are stunned for a set duration, have their armor reduced significantly, and drop double the amount of credits upon dying. This debuff lasts until the enemy dies, but the stun has a max duration. Hold casting Draconic Union causes Chroma to shed his outer pelt, imbuing his wings with a mind of their own. This is a full body interrupting casted ability, but does not have a duration, instead lasting as long as the effigy has Health. Chroma's effigy is separately moddable with its own health and mod set, and has his own powers affected by Chroma’s current Elemental Affinity and active abilities. Immediately after being summoned, and every 15 to 20 seconds, the effigy will roar outward. This effect is identical to Chroma’s normal tap ability. Chroma can still tap cast Draconic Union while his visage is active. It also duplicates Chroma’s active Elemental Ward effect, applying the buffs and effects to all allies within Affinity Range. Any damage the effigy takes or deals applies to Vex Armor, and Vex Armor’s buffs apply to it as well. The effigy will breath and radiate a torrent of elemental energy around itself, the damage of which is based on Chroma’s Elemental Affinity and any primary weapon mods he has equipped. The effigy will patrol and move quickly around Chroma, and if Chroma moves out of Affinity Range of it, it will teleport to him.
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