(XBOX)AD Exceed Posted July 13, 2019 Share Posted July 13, 2019 *SIGH* Feels good to be back, breathing this fresh forum air. Got a concept for you readers that might tickle a few fancies. I would like to present to you, what is in my humble opinion a trapmaster warframe done right (or at least better than the one we have now...) This is Archimedes, The Artificer. Be forewarned, there will be some weird things here... So, to begin;Statistics at Maximum Ranking:Health: 100Shield: 100Armor: 500Energy: 250Sprint Speed: 1.2Passive: Risky Business-- Every trap that does damage builds Elusive meter. This meter is a timer for a total current health x8 multiplier for as long as at least one trap or ability is active. For the purposes of this passive, Vital Denial is considered a trap.The entire meter decays without use with a timer that is equal to the longest ability duration in the kit, times 3.5. When being used, it decays in real time and cannot be increased again until it empties.1st; Vital Denial: Shoot out a scatter of palm sized cells that fly outwards in the shape of a conical shotgun blast and attach to any enemies they come into contact with. These cells will sap the cellular energy from living organisms and store it. Health stolen from robotics is converted into energy and stored as well. Pressing the ability again will recall them and all acquired resources (health, or energy) will be given to Archimedes. If in a squad, the cells will fly and stick to any allies within 40m and share health and energy gathered with them. Includes sortie tenno operative objectives. When latched to an enemy, the draining of their cellular energy makes them sluggish, slowing all of their actions by 50% (static).Range: 20mDuration: 10 secondsStrength: 4% enemy health leech per second Energy stored has diminishing returns on investment, so that the ability does not completely refill the energy bar every single time it is used. That seems too easy.2nd; Seismic Repeater: Shoot out a mine from Archimedes' palm that, upon contact with a surface, that creates an area of disruption around it. Enemies in this area will be hit by a series of seismic waves every second that run along the ground and stagger, leaving them open to finishers and temporarily disarming them. While in this area, finishers are performed 15/22/29/36% faster.Duration-- 9 secondsRange-- 24mDamage--350 per wave; 2 per second3rd; Sapping Barrier: Throw a circular coil that creates a small blue, transparent barrier upon impact with a surface. Can cycle using the ability button to select a barrier shape, with choices Dome or Cube. After the base duration for the barrier has expired, the barrier can be kept active by siphoning the warframe's shields and energy simultaneously. However, the energy drain will start high and gradually taper down as the barrier becomes more stable and efficient. The barrier has no health and grows in size by absorbing damage. Every 1000 damage absorbed will increase the size of the wall by 10%. The bigger the wall, the more shields and energy it takes to keep active. Enemies cannot bypass or enter the shields. Press and hold while barrier is active to cause the barrier to explode, afflicting every enemy within a 25m range with acute radiation poisoning, stunning them in the process.Range- 15 meters capped at 30mDuration-- 10/13/16/19 seconds Drain-- 18/16/12/10 per second and -15% for every 3 seconds the barrier is being fed4th: Contained Bombardment: At the position the reticle is focused on, materialize a tetrahedron shaped, multplying explosive that , after pulling all enemies within 50 into the 35m explosive radius, mexplodes with void energy once, dealing damage, then splits into 4 more void explosions that deal 4 instances of damage and these 4 will carry guaranteed corrosive statuses per explosion; and those 4 will split into 16 more explosives that do 16 instances of damage, covering double the range with every split to a maximum of 45m. (Only the quadruple explosions guarantee corrosive statuses. All the others only do damage)Range per explosion: 15mTotal Range of Explosive area: 35mDamage per explosion: 0.5/1.3/2.1/2.4% total enemy HP + 350 damageDuration: 6 seconds********Made it this far? Awesome! I check the forums several times per day, everyday as best as I can, so leave a reply with your thoughts on the concept and any potential improvements that can be made to it, and we'll talk about it! Thanks for Reading.********* Link to comment Share on other sites More sharing options...
AndouRaiton Posted July 13, 2019 Share Posted July 13, 2019 Review time: Passive: trap damage increases the meter, but by how much; the amount of damage it did or just a set amount per attack. Also is that health multiplier before or after mods? 11 minutes ago, (XB1)DarkRepulser205 said: The entire meter decays without use with a timer that is equal to the longest ability duration in the kit, times 3.5. When being used, it decays in real time and cannot be increased again until it empties. Ouch, that's a pretty hefty penalty, but i guess that's the point. 1st: I think it might be a good idea to let it be effected by gravity, so you can chuck it above you and have it land on yourself. Also, 4% hp per second is a bit too good, considering that's PER ORB maybe lower it to like, 1% per second. also, as i mentioned in Gaia, add some default damage for use in lower levels. 2nd: I think this might be a bit too powerful; just chuck one out in every spawn point, bring a CL dagger and you can kill everything regardless of level, and as they are continually staggered, they can't shoot at you and any new enemies just end up in the same situation. To make this a little less overkill, switch the finishers to knocking them to the ground, so they are open to ground finishers (which do less damage than normal finishers) but give it a buff that ground finishers deal 20% affected by power strength, more damage. Also, reduce the amount of waves to 1 every 5~6 seconds (buff base duration to minimum 12s) so that enemies can have someway of fighting back. 3rd: Might want to change Dome to Sphere so it can cover lower ground. So instead of Limbo's Cataclysm which shrinks and gives energy (cause rift) this grows but costs energy to maintain. Quick question, that duration how long it can be active if you don't feed it energy? If so when you do feed it, does the countdown pause (as in will continue from where it was once you leave) or does it make the duration infinite (like Wisps reservoir buffs and continue from max duration once you leave)? Also, when first placing the barrier, do the enemies that would be in there stay there or be pushed back, cause if they stay there you can use this to trap certain enemies for a little while you do something else. 4th: Firstly, i think the last (16 bombs) should inflict corrosive procs, not the lot of 4, as it would help strip armour better, remember it takes quite a lot of procs to completely strip enemy armour. Secondly, how much does it cost to cast? Overall, lots of CC like Vauban, but has great damage potential, unlike Vauban. I still think those health and shield stats are too low; if they are 100 at max, how small are they unranked. Honestly i believe they should be 300 min, like every other squishy frame, or maybe make the health 200 and shield 300 so you can actually feed your shields to the barriers. Link to comment Share on other sites More sharing options...
(XBOX)AD Exceed Posted July 13, 2019 Author Share Posted July 13, 2019 4 minutes ago, AndouRaiton said: To make this a little less overkill, switch the finishers to knocking them to the ground, so they are open to ground finishers (which do less damage than normal finishers) but give it a buff that ground finishers deal 20% affected by power strength, more damage. Also, reduce the amount of waves to 1 every 5~6 seconds (buff base duration to minimum 12s) so that enemies can have someway of fighting back. You know you have done your job as a warframe well when you have to give the enemies a fighting chance! 5 minutes ago, AndouRaiton said: Ouch, that's a pretty hefty penalty, but i guess that's the point. Wording here could have been better. What I meant was that the meter takes that long to full decay to 0. I'll change that in a bit. 6 minutes ago, AndouRaiton said: Firstly, i think the last (16 bombs) should inflict corrosive procs, not the lot of 4, as it would help strip armour better, remember it takes quite a lot of procs to completely strip enemy armour. Secondly, how much does it cost to cast? Firstly: yeah, that would make a bit more sense. Secondly, 100 energy, like most fours. 7 minutes ago, AndouRaiton said: Might want to change Dome to Sphere so it can cover lower ground. So instead of Limbo's Cataclysm which shrinks and gives energy (cause rift) this grows but costs energy to maintain. Quick question, that duration how long it can be active if you don't feed it energy? If so when you do feed it, does the countdown pause (as in will continue from where it was once you leave) or does it make the duration infinite (like Wisps reservoir buffs and continue from max duration once you leave)? Sphere sounds like a better option. Without feeding it the duration is as listed and after mods. When it is fed energy, the duration resets and the barrier works solely off of being fed. The duration will restart from the top after the feeding stops. 10 minutes ago, AndouRaiton said: I think it might be a good idea to let it be effected by gravity, so you can chuck it above you and have it land on yourself. Also, 4% hp per second is a bit too good, considering that's PER ORB maybe lower it to like, 1% per second. also, as i mentioned in Gaia, add some default damage for use in lower levels. But the way the ability works is that once you're satisfied with the amount of resources sapped from enemies you can recall the orbs and they stick to you and replenish you and you allies (if you have any). Having it land on you before you get a chance to sap enemies defeats the point of the ability. And as for the PER ORB, sure, i'll compromise at 1.69% hp per second (decimals scale better, trust me). Default damage, sure! 13 minutes ago, AndouRaiton said: Also is that health multiplier before or after mods? Well it says "total current health" so yeah, after mods. It would be weak otherwise. Shields could stand to go up some more (not like they'll last long anyway....) Link to comment Share on other sites More sharing options...
SenariousNex Posted July 13, 2019 Share Posted July 13, 2019 An Archimedes is already a term in Warframe. Link to comment Share on other sites More sharing options...
(XBOX)AD Exceed Posted July 13, 2019 Author Share Posted July 13, 2019 1 hour ago, SenariousNex said: An Archimedes is already a term in Warframe. Did some research into the lore. Actually the term you're looking for is "Archimedean". It's kinda like "Christ" and "Christian", you know? Archimedes and Archimedean, different but related. And since Archimedes was the architect of the Gods, building and rigging is kind of his thing, which is why it's the perfect name for a trap-master frame. I would, however, love your opinion on the concept itself! Thanks for even reading it! Link to comment Share on other sites More sharing options...
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