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Prism - Advanced Warframe Concept


LegendaryNeurotoxin
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Warframe Concept – Prism

 

My inspiration for designing Prism was to make a modular frame that could be used to fill the gaps in any group. In preparation for writing this post, I had two previous designs for Prism. The first was a Warframe that could freely equip any other Warframe's abilities. The second iteration of Prism was to make a Warframe that could use any two abilities from other Warframes, and could pick two of four Prism-specific abilities which fill in attributes rather than providing abilities. The idea continued to morph and reform until taking shape in the way which I have defined below.

 

Table of Contents

I. Introduction

II. Attributes

III. Abilities

IV. Construction

V. Prismatic Damage

VI. Final Thoughts

 

 

 

 

I. Introduction

Prism is a highly modular Warframe, with 16 different Prism-specific mods, of which only 4 may be used at any given time. There are 4 Warframe abilities per level, each has different attributes and properties that help support the ability. Each of these mods grants both attributes and a Warframe ability, but only one mod per level can be equipped at a time.

 

Each set of abilities has a particular focus to it: Movement, Defense, Offense, and Restoration. Each set of four ability groups has attributes which bring the attributes of Prism in line with the paradigms for those roles, allowing them to better fill that role. However, the ability to mix and match attributes and abilities gives players more flexibility with their build.

 

 

 

 

II. Attributes

 

Prism has the absolute lowest base attributes of all Warframes, because the attributes come from both the ability mods and the frame itself.

 

Base attributes are:

Stats  Level 1 / Level 30

Health: 100 / 225

Power: 75 / 150

Shield: 100 / 225

Recharge: 20 / 20

Armor: 10 / 10

Sprint: 0.9 / 0.9

Polarity:

- (Aura)

= x4

- x1

D x1

V x1

 

(Just for reference) Lowest / Highest attributes for Level 30 Warframes:

Health: 225/450

Shield Capacity: 225/450

Energy: 150 / 225

Armor: 10 / 150

Sprint Speed: 0.9 to 1.25

Shield Recovery: 18.8 / 35

 

Attribute Max: No Mods / Movement / Defense / Offense / Restoration

Health 225 / 300 / 450 / 250 / 375

Shield capacity 225 / 300 / 350 / 250 / 325

Shield Recovery 20 / 30 / 22.5 / 25 / 22.5

Energy 150 / 150 / 175 / 225 / 200

Armor 10 / 50 / 150 / 10 / 125

Sprint Speed 0.9 / 1.2 / 0.9 / 1.05 / 1.0

 

To achieve these attribute maximums:

Movement: +75 Health, +75 Shields, +10 Shield recovery, +0 Energy, +40 Armor, +0.3 Speed

L1: +10 Health, +10 Shields, +1 Shield Recovery, +10 Armor, +0.05 Speed

L2: +15 Health, +15 Shields, +2 Shield Recovery, +10 Armor, +0.05 Speed

L3: +20 Health, +20 Shields, +3 Shield Recovery, +10 Armor, +0.1 Speed

L4: +30 Health, +30 Shields, +4 Shield Recovery, +10 Armor, +0.1 Speed

 

Defense: +150 Health, +125 Shields, +2.5 Shield Recovery, +25 Energy, +140 Armor, +0 Speed

L1: +20 Health, +15 Shields, +0.5 Shield Recovery, +5 Energy, +20 Armor

L2: +30 Health, +25 Shields, +0.5 Shield Recovery, +5 Energy, +30 Armor

L3: +40 Health, +35 Shields, +0.5 Shield Recovery, +5 Energy, +40 Armor

L4: +60 Health, +50 Shields, +1 Shield Recovery, +10 Energy, +50 Armor

 

Offense: +25 Health, +25 Shield, +5 Shield Recovery, +75 Energy, +0 Armor, +0.15 Speed

L1: +5 Health, +5 Shields, +1 Shield Recovery, +10 Energy, +0.025 Speed

L2: +5 Health, +5 Shields, +1 Shield Recovery, +15 Energy, +0.025 Speed

L3: +5 Health, +5 Shields, +1 Shield Recovery, +20 Energy, +0.05 Speed

L4: +10 Health, +10 Shields, +2 Shield Recovery, +30 Energy, +0.05 Speed

 

Restoration: +150 Health, +100 Shields, +2.5 Shield Recovery, +50 Energy, +115 Armor, +1.0 Speed

L1: +20 Health, +25 Shields, +0.5 Shield Recovery, +10 Energy, +15 Armor, +0.025 Speed

L2: +30 Health, +25 Shields, +0.5 Shield Recovery, +10 Energy, +25 Armor, +0.025 Speed

L3: +40 Health, +25 Shields, +0.5 Shield Recovery, +10 Energy, +35 Armor, +0.025 Speed

L4: +50 Health, +25 Shields, +1 Shield Recovery, +20 Energy, +40 Armor, +0.025 Speed

 

 

 

 

III. Abilities

 

Below are the descriptions of each ability, as well as the attributes they provide.

Each has a focus on offense, defense, or mobility, and the attributes provided are reflected by the type of ability it is. Every level of each mod provides the same amount of stats, and only amplifies the effect of the ability itself. This allows an advanced player with a high-level “-“ aura to begin using unranked versions of the four “=” mods they want immediately and get the full benefit for attribute improvement. Attribute improvements increase the base stats, not the modified stats from general Warframe mods. +% increases are added together before being applied, so 100 with two +25% will be 150 instead of 156.25.

 

Anywhere that “Prismatic” damage is represented, the attack being performed equally inflicts every damage type on the target. Armor Piercing, Blade, Bullet, Electricity, Explosion, Fire, Forcefield, Freeze, Impact, Laser, Physics, Poison, Serrated Blade. Prismatic does not inflict knockdown, stun, or stagger, but is capable of applying any other debuff type.

 

Level 1 Abilities:

Engage – Straight line charge, attempt to stun / stagger / knock over / knock back targets. Leaves behind a light trail (similar to Trailblaze) which damages nearby enemies with Prismatic damage for a very short period of time. Range: 3 / 6 / 9/ 12. Charge damage: 100 / 200 / 300 / 400. Trail damage: 50 / 100 / 150 / 200.

Attributes: +10 Health, +10 Shields, +1 Shield Recovery, +10 Armor, +0.05 Speed

 

Rainbow Glare – Blast enemies in a 180 degree frontal radius, and attempts to inflict every elemental and incapacitating debuff, including stun / stagger / knockdown. This may instantly kill enemies (not bosses) within their last 2.5% / 5% / 7.5% / 10% health. This does not inflict any direct damage, but can apply damage over time effects and other effects. This ability occurs at the time it is used, and does not linger in an area. Range 3 / 6 / 9 / 12.

Attributes: +20 Health, +15 Shields, +0.5 Shield Recovery, +5 Energy, +20 Armor

 

Spectral Blast – Release a prismatic projectile which explodes in a radial pattern on impact. This projectile travels very fast in a straight line, detonating for 37.5 / 75 / 112.5 / 150 Prismatic damage.

Attributes: +5 Health, +5 Shields, +1 Shield Recovery, +10 Energy, +0.025 Speed

 

Shining Resolve – While this ability is active, melee attacks made on enemies by Prism restores health of nearby allies. The amount of health restored is 2.5% / 5% / 7.5% / 10% of the damage inflicted, and the radius is 3 / 6 / 9 / 12 meters.

Attributes: +20 Health, +25 Shields, +0.5 Shield Recovery, +10 Energy, +15 Armor, +0.025 Speed

 

Level 2 Abilities:

Eclipse – Instantly teleport backwards into temporary stealth, leaving a prismatic hologram that taunts and reflects damage on melee attackers for a 1 / 2 / 3 / 4 seconds. Taunt range for the hologram is 2.5 / 5 / 7.5 / 10 meters. The hologram will reflect 12.5% / 25% / 37.5% / 50% melee damage as Prismatic damage. The blink effect is edge aware and will not put Prism over an edge or through a wall behind them.

Attributes: +15 Health, +15 Shields, +2 Shield Recovery, +10 Armor, +0.05 Speed

 

Radiant Armor – Envelopes the Warframe in a prismatic shell which fends off damage and reflects melee damage on attackers. Incoming damaged is absorbed until 250 / 500 / 750 / 1000 damage has been sustained. 12.5% / 25% / 37.5% / 50% of melee damage received is reflected to the attacker, and the unreflected damage is absorbed by the Radiant Armor. Debuffs can only be applied to Prism through melee attacks while this is active. Against players in Duels and other PvP, this only reduces incoming damage instead of completely nullifying it, but still reflects and mitigates the same amount of melee damage.

Attributes: +30 Health, +25 Shields, +0.5 Shield Recovery, +5 Energy, +30 Armor

 

Bright Vulnerability – While active, attacks which hit enemies will cause the hit zone struck to glow with prismatic energy. Anyone may strike this hit zone to deal additional prismatic damage, and the added damage is relative to the combined weapon damage inflicted. The total amount of damage inflicted by a weapon to the target zone, after resistances and other mitigation, is increased by +100% / +200% / +300% / +400% in the form of Prismatic damage. Once applied, the vulnerability lasts 10 / 12 / 14 / 16 seconds. The ability to apply vulnerability lasts on Prism for 15 / 20 / 25 / 30 seconds. Vulnerability exposure lasts even if the ability itself has ended for Prism. (((The effect is similar to Banshee's “Sonar” ability, but is selectively applied by the player.)))

Attributes: +5 Health, +5 Shields, +1 Shield Recovery, +15 Energy, +0.025 Speed

 

Bioluminescence – Nearby enemies glow from their bodies with prismatic light, which blinds them and turns their body into a temporary healing conduit if slain. The radius of this effect is 4 / 8 / 12 / 16. The ability lasts 15 / 30 / 45 / 60 seconds, and any enemy killed while the ability is applied will create a healing conduit (beam of restorative light) that restores 2.5 / 5 / 7.5 / 10 health per second until the ability runs out. The blinding effect inhibits enemy aim and maximum range. Enemy accuracy is reduced by 5% / 10% / 15% / 20%, and Warframe visual detection radius is reduced by 12.5% / 25 / 37.5 / 50%.

Attributes: +30 Health, +25 Shields, +0.5 Shield Recovery, +10 Energy, +25 Armor, +0.025 Speed

 

Level 3 Abilities:

Ionic Zipline – A straight line of energy is created between Prism and where they are targeting. At either end of this line is a node which must be attached to engaged the Ionic Zipline. When a Warframe touches a node, they are enveloped in energy and transported across the Zipline, and can attack and be attacked while riding the line. Simultaneous travel in both directions is possible. Enemies who come close to the Ionic Zipline are damaged and knocked back. Warframes can also jump off the Zipline at any time. This is especially useful in the Orokin Void to access treasure and avoid obstacles. The distance is 8 / 16 / 24 / 32. The duration is 10 / 20 / 30 / 40 seconds. The player may have up to 1 / 2 / 3 / 4 ziplines active at one time. Enemies within 1 meter of the zipline receive 25 / 50 / 75 / 100 damage and get knocked back a distance of 1 / 2 / 3 / 4 with a possible stagger or knockdown.

Attributes: +20 Health, +20 Shields, +3 Shield Recovery, +10 Armor, +0.1 Speed

 

Diffraction – For a period of time, holograms are created that follow every action taken by Prism. Enemies will attack these holograms, reflecting melee damage and reducing incoming projectile damage that passes through them. 12.5% / 25% / 37.5% / 50% melee damage dealt to holograms is reflected as prismatic damage. 20% / 40% / 60% / 80% projectile damage is reduced for passing through a hologram. Holograms last for 5 / 10 / 15 / 20 seconds, and taunt enemies attacking the player within a 5 / 10 / 15 / 20 meter radius of the player. 1 / 2 / 3 / 4 holograms are created to surround Prism.

Attributes: +40 Health, +35 Shields, +0.5 Shield Recovery, +5 Energy, +40 Armor

 

Photon Focus – Prism and all allies within a radius of 6 / 12 / 18 / 24 gain prismatic damage on attacks and increased resistance to debuffs. Prism and allies gain 8% / 16% / 24% / 32% damage increase in the form of Prismatic damage, and unlike Roar this can be affected by Focus mods. All debuffs have a 5% / 10% / 15% / 20% chance of being nullified if they would have otherwise affected the targeted Warframe. This lasts 10 / 11 / 12 / 13 seconds.

Attributes: +5 Health, +5 Shields, +1 Shield Recovery, +20 Energy, +0.05 Speed

 

Illumination – A prismatic sphere with a radius of 5 / 10 / 15 / 20 is created where the ability is used, and any damage inflicted on enemies within this sphere restores 2.5% / 5% / 7.5% / 10% damage inflicted as health and energy to that ally. Enemies within the sphere are blinded and have a difficult time finding their way around or aiming at players, but the effect does not compound with Bioluminescence. This ability lasts 5 / 10 / 15 / 20 seconds.

Attributes: +40 Health, +25 Shields, +0.5 Shield Recovery, +10 Energy, +35 Armor, +0.025 Speed

 

Level 4 Abilities:

Trailblazer – Prism and all allied Warframes within a radius of 5 / 10 /15 / 20 have their sprint, wall-run, wall-climb, slide, and air-slide speed doubled for a period of time. Sprinting during this time leaves behind a trail of prismatic plasma, which inflicts 100 / 200 / 300 / 400 Prismatic damage to enemies in 1 / 2 / 3/ 4 meters of the trail for every second which they remain in the trail. The ability lasts 3 / 6 / 9 / 12 seconds, and the trail will remain until the ability has ended for Prism and allies. This does not compound with Volt's Speed ability, though the melee effect of the Speed ability should still persist even if Trailblazer overrides it.

Attributes: +30 Health, +30 Shields, +4 Shield Recovery, +10 Armor, +0.1 Speed

 

Prismatic Simulacrum – A column of prismatic light is placed where the ability is used, creating a space for many holograms to contain enemies and deflect their attacks. The ability is created in a 5 / 10 / 15 / 20 meter column with a radius of 2 / 4 / 6 / 8 meters. All forms of incoming damage are reduced by 5% / 10% /15% /20%. Incoming attackers are held in place by holograms, which inflicts 25 / 50 / 75 / 100 damage every second. This ability lasts 3 / 6 / 9 / 12 seconds.

Attributes: +60 Health, +50 Shields, +1 Shield Recovery, +10 Energy, +50 Armor

 

Solar Flare – Blast all enemies in a large radius for heavy damage, while guaranteeing the application of every possible debuff other than damage vulnerability weak points. This deals 600 Prismatic damage at all levels, and can be affected by Focus. Damage over Time debuffs do a combined maximum damage per second that is no greater than the initial damage when applied. The range of this ability is 14 / 16 / 18 / 20. Debuffs last for 2 / 3 / 4 / 5 seconds.

Attributes: +10 Health, +10 Shields, +2 Shield Recovery, +30 Energy, +0.05 Speed

 

Heavenly Glow – Prism emanates a powerful glowing aura that saps health, energy, and shield from enemies and provides it to Prism and their allies. This inflicts 50 / 100 / 150 / 200 Prismatic damage per second as it drains enemies, and it restores health, shields, and armor for affected allies at a rate of 5 / 10 / 15 / 20 / 25 points per 100 damage inflicted. Enemies who get within 2.5 meters of Prism are blinded for 3 seconds. All enemies within a 4 / 8 / 12 / 16 meter radius are affected by this damage, even if they are above or below Prism. There is no limit to the amount of enemies which this can drain at a time. This ability lasts 6 / 7 / 8 / 9 seconds.

Attributes: +50 Health, +25 Shields, +1 Shield Recovery, +20 Energy, +40 Armor, +0.025 Speed

 

 

 

 

IV. Construction

 

This is an advanced Tenno frame, using everything we know about Tenno, Orokin, Grineer, Corpus, and Infested technology and research.

It can only be built with a hefty amount of crafting components of each one. The idea is that the expensive crafting cost will not necessarily create exclusivity, but it will make acquiring the frame meaningful for anyone who is willing to go through the time and effort to actually make this. This frame also cannot be acquired through boss grinding or void raiding, and requires a clan and dojo to create. (((Also, DE can charge more Platinum than any other frame on the market if they really want.)))

 

Helmet – Fieldron Research – Requires 3 Fieldron, 500 Rubedo, 2,500 Polymer Bundle, 10 Neural Sensors, and 50,000 credits to construct.

Chassis – Mutagen Research – Requires 3 Mutagen Mass, 500 Plastids, 2,500 Nano Spores, 10 Neurodes, and 50,000 credits to construct.

Control System – Detonite Research – Requires 3 Detonite Injectors, 500 Salvage, 2,500 Ferrite, 10 Gallium, and 50,000 credits to construct.

Blueprint – This takes all 3 frame components, 3 Forma, and 105,000 credits to construct.

This costs 500,000 credits total, if every part has to be built from scratch.It also costs a pile of resources.

 

This requires at least Mastery level 5 to construct. (Maybe as high as 7... or 8!)

 

 

 

 

V. Prismatic Damage

 

More explanation is needed for the Prismatic Damage type.

The purpose of Prismatic damage is to split damage amongst every damage type available in the game, as well as having a slim chance to inflict various status effects on enemies. This is different than other frames that exist, as it is designed to exploit vulnerability by sacrificing maximum power for a type of attack that can get through enemy defenses with ease. This helps with higher level content, and gives players a better chance to take down exceptionally difficult high-level enemies.

 

For every 100 prismatic damage, the following damage is inflicted per damage type:

Armor Piercing 8

Blade 7

Bullet 7

Electricity 8

Explosion 8

Fire 8

Forcefield 8

Freeze 8

Impact 7

Laser 8

Physics 8

Poison 8

Serrated Blade 7

 

Additionally, each debuff dealt by these damage types can be applied independently, with a 1% chance for each to be applied for every 100 prismatic damage inflicted.

 

 

 

IV. Final Thoughts

Looking back at it, these powers and attributes could honestly be used to create 4 separate Prismatic-based Warframes that don't need the ability mods equipped to get their attributes.

 

The appearance of this Warframe should be as androgynous as possible, looking neither male nor female. I honestly don't get why frames are gendered to begin with.

 

I went with Shield Recharge and balanced Health and Shields for Movement. The point is to avoid shots and get cover when needed, and to use speed to help mitigate bursts of incoming damage. It doesn't get all the way to 1.25 maximum speed though. (Gotta save something for Prism Prime, right?)

 

Defense is designed to have giant amounts of Health and Armor, in order to maximize tanking ability. It is meant to be comparable to Rhino, but with a trade-off that Prism can be knocked down or staggered by melee attacks, while also reflecting melee damage when any is sustained.

 

Offense I wanted to call the “Wizard” build. The idea is trading durability for raw damage output and buffs / debuffs that help players make enemies die quickly. A bit of additional speed and shield recovery help the Offense build survive, while the large Energy pool gives room for more capacity and sustained ability usage.

 

When DE comes through for E3 next year, we should all drive 15 minutes to Little Tokyo and eat at Tenno Sushi. Yes, it really exists.

 

Restoration was tricky because there aren't a bunch of “healer” frames to reference for concepts and balancing. I wanted to go with stuff that hasn't already been done in Warframe, but that wouldn't be too far outside what players would expect to see and be able to utilize. The main goal was to make sure there were not too weird or only situational, and to make sure that none of them actually involve healing and energy orbs.

 

Level 1 abilities are meant to be quick and situational. A straight-line charge that can catch enemies who aren't hit with a little energy trail, a frontal debuff wave that can temporarily debilitate a group of enemies, a missile of prismatic damage to clear small enemies and inflict quick damage on targets behind cover, and Shining Resolve works as a participation-based healing ability where players can stick together and gain healing benefits from melee attacks delivered by Prism.

 

Level 2 abilities are meant to be defensive / survival oriented. Eclipse is a variation on a classic MMO wizard blink with a nice little trap for neraby enemies, Radiant Armor is basically Iron Skin Jr., Bright Vulnerability will help an Offense build slay enemies much faster (dead enemies = stay alive longer), and Bioluminescence turns enemies into a source of potential healing while inhibiting their offensive capabilities.

 

Level 3 abilities are meant to be more of a unique build-defining ability. Ionic Zipline can be used defensively or to control enemies, on top of being an Orokin Void favorite for tricky loot zones. Diffraction is another defensive ability, which can be paired with Radiant Armor to further increase survivability and devastation of melee attackers. Photon Focus adds pure attack power to everyone, and gives them a better chance to fend off debilitating debuffs, further aiding the ability to take down top-level enemies. Illumination is meant to be paired with Prismatic Simulacrum or other area crowd control abilities from other frames, allowing the team to stay closer together and reap the rewards of their tactical superiority.

 

Level 4 abilities are meant to be so useful that players will be able to make their group succeed despite the worst of odds based on the ability they choose and how well they use it. Trailblazer is basically parkour lightcycles with no self-death consequence, just run extra fast and it will cook anything that tries to chase you. Prismatic Simulacrum is a powerful area crowd control ability. Solar Flare is a powerful burst of damage paired with debuffs, giving everyone nearby a chance to back out and take a breather, or simply annihilate lesser foes while weakening heavier ones. Heavenly Glow turns a few nearby enemies into passive restoration for allies, and a large mass of enemies into a source of life-sustaining aid to help the team survive.

 

Some of the names of the abilities might be kinda silly, but they serve the purpose of sounding different and not using the same word twice for any abilities.

 

"Engage" ability is what I decided to go with instead of Warp Speed or Light Speed. Maybe a bit of a Star Trek reference there... 

 

This is the kinda frame Alpha Squad uses when we run Survival missions.

Edited by LegendaryNeurotoxin
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Ichinose from bleach and Tekkaman came to mind several times when you described the ability mods.

I have to say many of these mods seem fairly impractical and unnecessary unless you wanted to make each mod "evolve" with rank. Rainbow glare might be worth it to see for the sheer number of memes it would spawn. I'm already picturing Cyclops from the X-Men combined with dramatic hamster and My Little Pony. lol.I'm not sure if you included this ability as an excuse to give thousands of online games an epileptic anime type experience. If so, it needs more speed lines. If nothing else the Brony factor would change the game up a bit.

 

Level 2 abilities seem useful. I'm not sure how many cloned levels I've been on where I thought "this could be improved by an extra zip line or two". Trailblaze sounds cool, and so do most of the level 3 and beyond abilities.

 

I have to say unmodded the standard abilities are pretty week for such a Warframe that would be so difficult to obtain. Also the sheer manufacturing process sounds far to time and recourse consuming to ever catch on.

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I have to say unmodded the standard abilities are pretty week for such a Warframe that would be so difficult to obtain. Also the sheer manufacturing process sounds far to time and recourse consuming to ever catch on.

Anyone who has the resources to get a frame like this probably has the fusion cores to make it incredible very quickly. One idea I left out was giving this frame 2 Aura slots, so it would have a distinct advantage over all other frames.

 

Beyond that, the nature of prismatic damage makes it more powerful than anything else. It averages damage across the different damage types, allowing it to harm enemies anywhere they are vulnerable and inflict guaranteed damage. This allows it to scale better against higher level enemies. 

 

All stats and properties are temporary, of course. DE has people for this sorta thing. They may decide Prismatic should only be split between fire, freeze, shock, poison, and laser. They could increase the attributes considerably, more than any existing frame. They could split this into 4 different warframes and make an entire multi-chapter section about the prismatic vortex out in the void.

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Anyone who has the resources to get a frame like this probably has the fusion cores to make it incredible very quickly. One idea I left out was giving this frame 2 Aura slots, so it would have a distinct advantage over all other frames.

 

Beyond that, the nature of prismatic damage makes it more powerful than anything else. It averages damage across the different damage types, allowing it to harm enemies anywhere they are vulnerable and inflict guaranteed damage. This allows it to scale better against higher level enemies. 

 

All stats and properties are temporary, of course. DE has people for this sorta thing. They may decide Prismatic should only be split between fire, freeze, shock, poison, and laser. They could increase the attributes considerably, more than any existing frame. They could split this into 4 different warframes and make an entire multi-chapter section about the prismatic vortex out in the void.

Dual layered Auras Does sound pretty bad &#!. I'm still trying to find my first though.

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Wow...If this isn't on the design council, it really should be...

 

Thanks :)

 

I'm trying to come up with an art concept to pair with it. Something constructed to appear as if it were made of light-emitting metal, with multiple polished hard surfaces that swirl with prismatic energy. When Radiant Armor is in use, these surfaces would glow brightly, and (tech allowing) the prismatic light patterns would be emitted onto nearby objects, making walls and fog effects look like a fancy light show. 

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When i read the inital title for this thread i dived in asuming anything with the name Prism would have powers based on light manipulation, then i read your post... wow sounds complex and interesting, i get the feeling it would almost be considered THE endgame frame since it can from what i read basicly do anything depending on loadout, im not sure if this universal approach to skills and dammage types is a good idea because unless the abilities were significantly weaker when compared to traditional frames there would be no point in using any of the others.

 

Interesting none the less.

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When i read the inital title for this thread i dived in asuming anything with the name Prism would have powers based on light manipulation, then i read your post... wow sounds complex and interesting, i get the feeling it would almost be considered THE endgame frame since it can from what i read basicly do anything depending on loadout, im not sure if this universal approach to skills and dammage types is a good idea because unless the abilities were significantly weaker when compared to traditional frames there would be no point in using any of the others.

 

Interesting none the less.

The concept is based on a "weaker before prismatic" model. They are designed based on abilities that already exist, with some of the damage and effects toned down, but with the addition of prismatic damage and debuff application. 500 Fire Damage may still do more to low level Grineer than 500 Prismatic damage, but against highly-resistant foes in the 100+ level range, 500 fire damage might not even do as much as 300 prismatic damage. All the while, 500 prismatic damage is pretty much guaranteed to apply 1 to 2 debuffs on the target.

 

Prism should be comparable to other frames for lower level content, but it is in higher level content that it truly excels. Aside from the ability for Prismatic to penetrate defenses and affect vulnerabilities, there is a high level of synergy between the different ability combinations, as well as the ability to fit Prism with any set of 3 Warframes and configure their abilities to fill any gaps in the group. Apart from being a bit less powerful before prismatic damage is factored in, the effects of Prism's abilities are very useful, and they can all be improved by mods that increase power / duration / range. 

 

You are right that this would be closer to and endgame Warframe. When we run Survival missions, I'd like to think the lone Tenno operative looting the place is using Prism, using Ionic Zipline and Trailblazer to move fast and get around without much hindrance. 

Edited by LegendaryNeurotoxin
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You have earned a cookie. Enjoy thy cookie.

 

Just a quick thought but maybe add in an ability that essentially 'radar pings' enemies by using light (refraction...? reflection...?) which also causes 'optimization' of prismatic damage, adding 20% or so of whatever the target is weakest to within prismatic's damage spectrum. The idea would be more like this...

 

100 Prismatic + (100*0.2) as highest damage type from prismatic

 

It would feed your design, give it support abilities, and give it a little extra kick for nasty situations. Energy wise... probably 75-100 given the dps change that might occur.

 

 

Your design is significant and hopefully DE will place this to the design council so we can vote it though. Hopefully they'll give that chance to put it through a little better then they gave us with Nova, since it was pretty out of our hands and mostly in the DE's, then council takes the heat. Honestly leaves me with the feeling they used us as a scape goat.......

 

Either way, nice job on the design and abilities, it looks good. Have another cookie.

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You have earned a cookie. Enjoy thy cookie.

 

Just a quick thought but maybe add in an ability that essentially 'radar pings' enemies by using light (refraction...? reflection...?) which also causes 'optimization' of prismatic damage, adding 20% or so of whatever the target is weakest to within prismatic's damage spectrum. The idea would be more like this...

 

100 Prismatic + (100*0.2) as highest damage type from prismatic

 

It would feed your design, give it support abilities, and give it a little extra kick for nasty situations. Energy wise... probably 75-100 given the dps change that might occur.

 

 

Your design is significant and hopefully DE will place this to the design council so we can vote it though. Hopefully they'll give that chance to put it through a little better then they gave us with Nova, since it was pretty out of our hands and mostly in the DE's, then council takes the heat. Honestly leaves me with the feeling they used us as a scape goat.......

 

Either way, nice job on the design and abilities, it looks good. Have another cookie.

Thanks, I do like cookies!!

 

I like your suggestion of additional Prismatic vulnerability. This could potentially be a way to further Prism's effectiveness against highly-resistant enemies.

 

At this point I am waiting on the damage system overhaul, to see how it affects damage types and resistances among the various enemy types. Prismatic damage could already end up being way more powerful than everything else by the time Prism would be ready for implementation. 

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