Vegetranic Posted December 2, 2019 Share Posted December 2, 2019 (edited) Here i present to you Archfiend, A warframe i designed to be a risk reward tank frame with damage and survival and support features. Archfiend's play-style and kit is based around the idea that he uses his health bar (Like how Hyldrin uses her shields), meaning he has no energy and his abilities costs his own health to activate. Stats: Spoiler Health: 500 ( 800 at rank 30) Shield: 0 Armor: 250 (500 at rank 30) Energy: 0 Sprint: 0.85 Polarities: Exilus: Aura: Abilities:Passive - Crimson Red Spoiler Archfiend heals for 50% of "over-damage" he deals and has a 50% increased bleed-out timer. (Overdamage being the value of damage that remains after the value of damage is reached to kill an enemy) Archfiend's health costs can not be altered, so Ability Efficiency instead increases this percentage. For clarification: 100% Efficiency = 50% Heal. 120% Efficiency = 60% Heal. So that math is 10% E = 5% H. For a bit of a example. Lets say it takes 2000 damage to kill a Grineer trooper and Archfiend deals 3000 damage to that Grineer to kill him. Archfiend will then heal for 50% of 3000 - 2000. so he will heal 500 health. 1ste Ability : Outburst Spoiler Cost - 5/10/20% of Archfiend's max health Archfiend channels for 1 second in which he can not use weapons. After which he spews red energy in-front of him in a cone for 200/350/500 heat damage. If a enemy is killed with this ability, all enemies within 20 meters and line of sight of Archfiend is feared for 2/5/10 seconds and their armor is reduced by 20/50/80% for 5 seconds. Notes: While in Burning Heart Mode, the damage this ability deals is doubled but the health cost is also doubled. Power strength does effect the damage value but not the armor reduction value. Enemies who are feared by this ability's armor can not be reduced any further until the fear stops. The ability has a heat proc chance of 75%. This value can be altered by Power Strength. 2de Ability : Redirected Rage Spoiler Toggle ability Cost - Drains 1/2/3 health per second from Archfiend Archfiend is veiled in a red glow and enemies take 10/17/25% of the damage they deal to Archfiend as heat damage.(Power strength can slightly increase this value). If this ability kills a enemy, all enemies within 20 meters and line of sight of Archfiend is feared for 2/5/10 seconds. Notes: While in Burning Heart mode, the damage Archfiend takes from enemies is reduced by 50% and enemies take 50% of damage they deal to Archfiend. 3de Ability Scarlet Security Spoiler Cost 10/20/30% of Archfiend's max health : The ability has 2 effects depending if Archfiend activates the ability while there is a ally warframe within 10 meters of him or not. If there is a warframe within 10 meters of him, the following ability activates: For 10 Seconds after activation, Allies within 25 meters of Archfiend heal for all health he loses and additionally Archfiend gains temporary armor equal to the damage he receives.(Up to a Max of 1500 Armor) If there is no ally in radius, the following effect occurs: For 10 seconds, Archfiend heals for 100% of all damage he receives but after the 10 seconds are gone, Archfiend receives damage equal to 50% of the health he healed during the 10 seconds. If Archfiend is in Burning Heart mode, he also deals the damage he deals to himself to enemies within 25 meters as Heat damage. Notes: The initial 10 meter check is not effected by power range but the healing range can be increased. Power strength not only increases the self healing this ability does, but also increases the damage he receives afterwards. 4th Ability Burning Heart Spoiler Cost - 10 health per second. Archfiend enters Burning Heart mode and his max health increases by his total missing health and he is healed to full health. After this ability is activated, Archfiend can't be healed by any means except by his own abilities until this ability ends. Archfiend can recast this ability while Burning Heart mode is active to channel for 2 second and cause a explosion around him to all enemies within his line of sight, The explosion deals heat and impact (40% proc chance each) damage equal to 150% his total missing health.(This percentage can be increased with power strength but power strength also increases the rate at which he drains his own health per second.) Archfiend's max health value then returns to half its original value for 10 seconds after which it returns to normal. Notes: Archfiend can not be staggered or stunned during this ability's channel animation. The ability has a range of 50 meters and this value can not be altered. Archfiend spreads fear and fire across the battlefield. Can you tame this demon and make the rivers run red tenno? Please leave me any feedback you have or changes you can suggest. Edited December 2, 2019 by Vegetranic Improved ending of the document 2 Link to comment Share on other sites More sharing options...
Vegetranic Posted December 2, 2019 Author Share Posted December 2, 2019 Sorry for the messed up layout at the start. Had some issues. Link to comment Share on other sites More sharing options...
Bountyboy312 Posted December 2, 2019 Share Posted December 2, 2019 100 likes right here Link to comment Share on other sites More sharing options...
Vegetranic Posted December 2, 2019 Author Share Posted December 2, 2019 Thank you Link to comment Share on other sites More sharing options...
Mikhael222 Posted December 2, 2019 Share Posted December 2, 2019 *Concept Link to comment Share on other sites More sharing options...
Spyro_Haze Posted December 23, 2019 Share Posted December 23, 2019 (edited) It seems like really cool Frame to tank damage and actually reflect a huge portion on it, really cool and well thought through with the interactions of abilities. The only issue i have: 1 and 2 have fear mechanic which will never proc on higher level content. Since 2 is already very strong it could have it fear removed and 1 could have 50% chance of proccing the fear if enemy still ignited by it is killed by Archfiend. Lets be honest, this damage will never kill a thing, even on Sortie levels. Also passive seems a bit too strong (crit weapons deal so much damage), maybe you could turn it down a little and maybe add a max hp threshold of heal per one kill, 30% seems reasonable to me. Edited December 23, 2019 by Spyro_Haze Link to comment Share on other sites More sharing options...
(XBOX)SirMilkfiend Posted December 24, 2019 Share Posted December 24, 2019 I like it - but 1 and 2 deal very little damage to enemies. Think of a unit under Mind Control and have that deal a quarter normal damage. 1 and 2 should have a way to scale against higher and higher level enemies so they don't become irrelevant. Maybe tie it into overdamage somehow so overkill damage gets added to ability damage. Link to comment Share on other sites More sharing options...
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