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ShinNagakure

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Posts posted by ShinNagakure

  1. https://imgur.com/gallery/nNQ2K

    5PhcdzB.png

    WARFRAME DYNAST

    The grappler.  The insect king.  Dynast entraps and destroys his enemies with raw, explosive power.

     

    Health: 150

    Shield: 150

    Armor: 300

    Energy: 150

     

    Passive Ability: Dynast’s power strength increases 1.5% for each enemy within 10 meters if his position, up to a maximum of 15%.

     

    Ability 1: Lariat Rush

    Dynast beats his wings and dashes forward 15/20/25/30 meters, striking all targets in his path for 150/160/175/200 Blast damage.  Enemies who are killed by the impact are ragdolled and thrown directly backward.  Enemies who survive the clothesline are knocked down and become vulnerable to melee finishers.  Enemies within 5 meters behind Dynast at the moment he dashes forward are knocked down from the air turbulence.

     

    Ability 2:

    ON GROUND (Kaiser Power Bomb / Mikado Suplex / Tumbler Slam) - Requires a single target within 10 meters.  Dynast grapples the target and disarms it before leaping 2/3/5/7 meters into the air, then crashing its body back down to the ground for 175/185/200/250 Blast damage.  The impact point procs a shockwave identical in damage and status effect to a maxed Heavy Impact mod.  Holding forward on the movement key/stick during the grapple animation results in a Power Bomb body slam; holding back results in a Suplex slam; holding left or right results in a Fireman’s Carry slam in the appropriate direction.

    IN AIR (Meteor Drop) - Dynast orients his body into a horizontal elbow drop.  Any enemy directly hit by Dynast’s body sustains 175/185/200/250 Blast damage, and the point where he impacts terrain procs a shockwave identical in damage and status effect to a maxed Heavy Impact mod.

     

    Ability 3: Reprisal

    HOLD BUTTON - Dynast assumes a power stance, during which he absorbs all incoming projectile damage, while spending 10 Energy per second the power is channeled.  Melee damage is reduced by 50%/60%/75%/90% during this time.

    RELEASE BUTTON - Dynast assumes a parry stance that lasts for 1 second.  If he sustains a melee attack while in the parry stance, he ignores damage from the attack, and immediately counterattacks that enemy with a concussive headbutt that deals 100/150/250/400 Slash damage.  A successful counterattack replenishes Dynast 25 energy.

     

    Ability 4: Empyrean Driver

    Dynast enters an enhanced “Empyrean” state, unfolds his two hidden arms and sets of wings, then takes flight.  For 10/12/15/20 seconds, Dynast’s speed and heading are fully controllable as though he were in Archwing mode.  During this time, directly targeting an enemy and recasting Ability 4 causes Dynast to fly at great speed toward the target, grapple it, fly upward 5/7.5/10/12.5 meters, then rocket straight down to the ground, smashing his victim down head-first with his signature Empyrean Driver (Izuna Drop).  During the dive, the target sustains 100/125/150/250 Heat damage per second.  Upon impact, the target sustains 1400/1550/1750/2000 Blast damage.  The point of impact procs a flaming blastwave similar to that of an Arson Eximus in its size, damage, and status effects.  Immediately afterward, Dynast regains altitude and can continue flight, and/or repeat the Empyrean Driver as many times as the duration of his Empyrean state allows.

     


     

    I’ve been having a good old time with my maxed Bullet Jump / Aim Glide Zephyr out on the Plains, flying around and Divebombing all the baddies.  It’s pretty much my favorite thing to do in this game. I️ got to thinking about how new Warframes might take advantage of all the elbow room in the game’s open-world areas.  About a week ago, it suddenly donned on me that we don’t really have a grappling Warframe, or an insectoid one.  So I️ decided to combine both themes in this concept, with a dash of pro wrestler flavor.

     

    Named for the Dynastidae family of Rhinoceros Beetles—the strongest beetles in nature, able to lift more than 800 times their own weight—Warframe Dynast is an armored bruiser that focuses on point-blank brawling with an array of holds and throws.  The shockwaves produced by his various slam attacks keep dense enemy mobs off-balance, while his target of choice sustains heavy burst damage.  On open-world maps, Dynast rules with high leaps and Archwing-like mobility, while on claustrophobic ship maps, Dynast bounces enemies off the bulkheads and bowls over whole crowds.  He can also use his body as a shield, absorbing damage and punishing melee attackers who get too close.

     

    EDIT  - Finally got the artwork uploaded!  More artwork to come, including (hopefully) ability animations!

  2. A good suggestion from a reddit user about Power 1:  attach subtle stat shifts to each Formation.  That way players who have only unlocked Power 1 will at least be able to use it to adjust their strengths/weaknesses to the given situation.

     

    Thoughts on that?

  3. vFeg3yx.jpg

     

    Hey, everyone!  I'm back again with a new Warframe fan concept: ARCANE, the Purging Light!

     

    ARCANE is a light/crystal-themed Warframe (insert Crystal Light pun here) modeled after the look of a wizard or warlock.  The idea is that ARCANE prefers to weaponize light energy to mount a devastating offense, and he does this by projecting photons though his Didacts (transforming crystal lenses).

     

    It's been brought up over at reddit.com/r/Warframe that when players unlock ARCANE's Power 1, it really doesn't help them until they level up enough to unlock Power 2 and onwards.  That's kind of an oversight on my part.  I've been slaving away at this design for a few days straight now, so I'm gonna take a break from my computer before coming back and trying to work out a solution to the Power problem.

     

    Hope you folks like it!

  4. Hi, everyone! I previously submitted a fan design called ARMA. Initially, it was meant to be just a personal portfolio piece, but thanks to the Warframe community's enthusiasm its popularity grew well past anything it really deserved. In addition to all the hype surrounding ARMA, there were of course several valid criticisms of my design's appropriateness for the Warframe universe. So I'd like to give it an honest shot this time, and I want YOU to help!

    Post a comment listing one option from each of the categories below (THEME, ANIMAL, POWERS), and based purely on popular vote, I will design a new Warframe around the winning selections. The goal is to create a Warframe that will be both fun and a solid candidate for inclusion in the game.

    THEME:

    - Knight

    - Gladiator

    - Modern Soldier

    - Sabateur

    - Martial Artist/Fighter

    - Yojimbo

    ANIMAL:

    - Wolf

    - Lion

    - Boar

    - Arthropod (insect, arachnid, etc.)

    - Reptile

    - Aquatic (fish, crustacean, cephalopod)

    POWERS:

    - Kinetic/Concussive

    - Darkness

    - Blood

    - Earth

    - Wood/Nature

    Vote away!

    -------------------------------------------

    Preemptive FAQ (will be updated if necessary):

    Q: "Why isn't *X* idea/theme listed here?"

    A: These are the ideas that interest me most right now. Feel free to suggest other themes, but there's no guarantee I'll be interested enough to use them.

    Q: "Someone's already done a *X* type fan design."

    A: I'm just moving forward based solely on what is present in the actual game. Any similarity between my ideas and anyone else's is purely coincidental. Until it officially becomes part of the game, I consider any idea (or variation thereof) up for grabs.

    Q: "Will you be posting a bunch of progress images like you did with ARMA?"

    A: No. Once the winning categories are determined, I'll design and finish the Warframe completely before posting anything again. This also means that I will have sole creative input on the design iteration process this time around. You pick the themes, I'll take it from there.

    Q: "What about weapons/equipment/Archwing stuff?"

    A: If there's enough demand for these things, I'll whip up designs for them, too.

  5. Hi everyone!  I'm sorry I've been away for a while; work and paid projects have really eaten up my time lately.  But I was shocked come back to see that the ARMA concept is still hot here on the Warframe forums!  I want to thank you all for your interest, your enthusiasm, and for keeping this idea alive and well.  I promise, I haven't forgotten about ARMA, and updates to his artwork/stats are forthcoming!

     

    You guys are the best.  Cheers!

  6. Thanks a million for featuring my ARMA fan concept!  Originally I was just planning to crank out this design for my professional portfolio and call it good, but the response from both the players and the devs has been amazingly positive, so I'm gonna keep pressing forward and expanding upon the design.

     

    Warframe players, Digital Extremes: you guys are the best.  It's a real treat to be a part of this community.  More ARMA goodies to come soon!

  7. EruIpWH.png

     

    EDIT: I fixed an issue with the line art, and scaled down the image resolution to something much more appropriate.

     

    Hi everyone!

     

    I'm Travis Harris, a production artist, illustrator, animator, and a founding contributor to Warframe.  I've pretty much just lurked around the official forums up until now, but I have been fairly active in the http://reddit.com/r/Warframe community.

     

    Since I just finished up my degree in computer animation, I've been working on ways to beef up my portfolio, and I thought coming up with a cool Warframe concept would be a nifty idea.  I've been sharing the design process with the reddit community, and it seems to have generated quite a lot of hype, so I figured I'd share it here with you guys and the fine folks at Digital Extremes.  I have a few progress posts up, for those who are interested in the design and development process for ARMA:

     

    1. http://imgur.com/FG2adej

    2. http://imgur.com/3Vi5BPC

    3. http://imgur.com/Q1EuQaw

    4. http://imgur.com/MD7XOEF

    5. http://imgur.com/bhnL6zh

     

    The themes at work in this design are "dark knight", "bull", and "void".  I figured since we have a paladin-type character in OBERON, the game could use a dark knight-type character as his counterpart.  Instead of light, righteousness, and justice, ARMA's motivations are darkness, punishment, and retribution.  ARMA's gameplay style revolves around high risk/high reward abilities that require you to balance health management and offense.  He excels at close quarters combat, reducing enemy effectiveness, and crowd control, favoring melee over ranged encounters.

     

    I've also developed an abilities list for the character (with the help of some awesome redditors), but do take it with a grain of salt; I didn't exactly spend a lot of time thinking about things like gameplay balance and whatnot. ;)

     

    GORE

    - ARMA lunges forward, goring a single target with his horns, dealing Puncture damage and launching it into the air in a ragdoll state (similar to the second strike of Decisive Judgement’s E > Hold E melee combo)

    - Simultaneously, ARMA projects a forward volley of barbs in a cone-shaped pattern, knocking down frontal enemies, dealing Piercing damage and causing Weakened status to all enemies in range for 4/6/8/10 seconds.

    - Damage dealt is based on the amount of health damage ARMA has sustained, multiplied by 1.25/1.5/1.75/2

     

    SANGUINE SPEAR

    - Impale single enemy with thrown Void energy spear; affected enemy takes heavy Puncture damage and Weakened status on impact

    - If enemy is killed on impact, its body is ragdolled and thrown backward (similar to Boltor/Despair kills)

    - If enemy survives impact, it can still move and attack, but remains impaled for 5/7/9/11 seconds, during which time its movement and actions are slowed by 30%

    - While the spear remains in the enemy, it continuously drains the enemy's health and transfers 60%/70%/80%/90% of it to ARMA

    - If impaled enemy's health is completely drained, it dies

    - If impaled enemy dies, the spear dissipates

    - If ARMA strikes impaled enemy with a melee attack, the spear fractures and explodes, dealing AoE Blast damage to surrounding enemies and knocking them down

     

    VOID HAND

    - ARMA casts a frontal Void energy shield that captures incoming enemy projectiles

    - Shield remains up until manually deactivated; drains energy while up

    - While the shield is up, ARMA is immobile but can rotate

    - Once deactivated, the shield forcefully throws all captured projectiles in the chosen direction, dealing damage to any enemies/objects in the projection path

     

    BLITZ

    - ARMA becomes sheathed in Void energies.  While active:

    - Blitz constantly drains ARMA’s health and energy at a moderate rate

    - ARMA's movement speed is increased

    - All enemies who physically contact ARMA while he is sprinting, sliding, somersaulting, or wall running receive Blast damage and are knocked down; enemies who are killed as a result of this damage are ragdolled

    - All enemies who strike ARMA with melee or projectile attacks receive 60%/80%/100%/120% reflected damage

    - Blitz stops once deactivated by the player, or once energy reserves are depleted, or once ARMA’s health reaches 5 or less

    • Like 3
  8. Seconded.  At times, my melee will not function for some random period of time; sometimes it stops working for the duration of the mission.  Just now I was using Valkyr and Glaive, and early on in the mission my Glaive disappeared entirely, and I was not able to perform any type of melee attack for the rest of the mission.

     

    I'm not entirely certain, but the bug seems to be triggered during sprint/slide/crouch maneuvers.

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