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A New Warframe with new mechanics


Power_Is_Everything
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Floresca: She has the body frame of "Saryn"  except she has a vine that wraps around her left leg, then goes around her waste, then goes around her right arm. Then two flowers bloom on her shoulder, with a crown of flowers around her head. She also has a dress and high-heel, with the high-heel being similar to "Saryn because I like women in high-heel who are able to literally walk in a room and do some damage. She is meant to be support but, aggressively coating the battlefield in layers of status to help her allies and her purpose is to maintain that status to gift her allies the advantage of an even playing field. The customization of this warframe will also come from your mods that list and involve status effects in a myriad of ways. yes, I like women who know how to sting really hard, and are capable of doing it, so I made her to be a force to wipe entire civilizations of buffs and stat boosting enemies and still want cuddle with "Ordis" in the orbiter.

During the Orokin War against the sentient, she was responsible for the healing and support of the planet Earth, while the warframe were out putting in work and losing respectively. Eventually the war made its way to Earth and she began to take support in the front behind others. Most notable she was their supporting "Chroma" with his elemental power as he began brutally making pelts out of the sentient corpses, because "Chroma" was and still the most dangerous and biggest threat behind "Excalibur Umbra" when it comes to "Sentients". Ask the Eidolons as they have stories in their halls of memory computing data, that they echo across each other across the stars. That, or go to "Plains of Eidolon" with a max strength "Chroma" and a "Rubico Prime" and see the work that it puts in. I could make a whole story behind this and tie it in with "Chroma" but I  ain't got time for all that, even though I could make time for it.

Rank:30
Health: 300
Shield: 300
Armor: 150
Energy: 300
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Passive Ability 1: Pollenation: Your weapon "Status Chance" can now go over 100%, 
and if it does then your weapon will have an addition chance to inflict the status more than 1 time.
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Active Ability 1: Florescense: Floresca uses life energy to coat her weapon in flowers, 
increasing the base status chance of all of her weapons while the ability is active.
Floresca then boost the base status chance of allies for the duration,
while her allies are in a certian radius of Floresca.

Drain: 25 Energy
Strength: 50% status chance
Duration: 30 seconds
Range: 25 Meters

Augment: Flowering Pod: Enemies Killed will spawn a flowering pod for the duration of the ability Florescence,
then the pod will deal damage equal to the [Ability Strength: Status Boost x 10] per second,
(meaning Ability Strength: Status Boost 50% x 10 = 500 damage per second),
Then the flowers have a Radius that is [Ability Range: Radius / 2],
(meaning Ability Range: Radius 25 Meters / 2 = 12.5 meters range),
Then flowers will have a 100% chance to inflict status to Floresca's depending on what Floresca weapon had,

meaning if Floresca killed with 1 or more element, then the flowers will have all the elements, 
then flowers will be able to status with all the elements it spawned with, but only does 1 tick per second.
(Note: Only Four "Flower Pods" can be active and need to finish their duration, and Flower Pods can over-lap their damage and status effects but only the parts of their radii that actually overlap.)
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Active Ability 2: Flower Power: Floresca uses flower power from her flowers to increase the "Status Duration"
for each indivudual stautus that is affecting each indivudual enemy within a certain radius of Floresca,
while this ability is active the enemies within the same certain radius have the "Status Duration" Increased
for each status affecting them for the ability duration,
and when the ability ends enemies within the same certain radius will keep their increasd duration
and enemies outside of the same certain raduis will not keep their increased "Status Dureation" that never affected them.

Drain: 50 Energy
Strength: 5 Seconds (of increased status duration)
Duration : 30 (the ability remains active)
Range: 25 Meters

Augment: Cross Pollination: If an enemy is close enough to another enemy,
then they will share the status effects of one another, except status they already have.
The range they need to be in of each other is the [Ability Range / 5], meaning [25 Meters / 5 = 5 Meters].
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Active Ability 3: Flower Scent: Floresca will spawn a flower that will produce a sweet scent,
Then all enemies within a certain radius will stop attacking and flock toward the flower,
the flower will have certain amount of health that it will disperse to the enemies healing each enemy,
this applies during the duration of this ability or until the flowers health runs out.

Drain: 75 Energy
Strength: 1,000 HP, then each enemy is healed by 5% of the health per second, divided by the number of enemies
Duration: 30 seconds
Range: 25 Meters

Augment: Flower Nutrients: Each enemy killed will refund the health the flower gave them,
then produce on "Health Orb" that can be picked up by you the player or your team members including NPC.
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Active Ability 4: Flower Wither: Floresca uses her Flowers to increase status damage for each enemy affected,
Enemies within a certain radius of Floresca will be coated in Flowers Blooming
Then when they leave the radius the flowers will wither and cause the status damage to increase,
This will apply for the duration of this ability as long as they are out of the same specific radius.

Drain: 100 Energy
Strength: 5%
Duration: 30 Seconds
Range: 25 Meters

Augment: Withering Petals: when an enemy dies while affected by "Flower Wither" and outside of the radius, 
Floresca will gain 5 energy, and if she does the Flower will spread to a nearby enemy one time with half strength,
If the enemy this flower petal spread has no status then this does not apply.

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Honestly, what you really want is a status rework. Several status procs aren't exactly good, and proccing them more than once does literally nothing in certain cases. For her first ability, you said she uses her "life energy", do you just mean normal energy or health life energy? And again, status chance boosts aren't too particularly important. For her second base, status duration also isn't particularly important. For her third ability, an ability that lures enemies together sounds good in theory, but in practice it might be a little buggy with enemy AI, however the part about healing enemies isn't very appealing. For her fourth ability, it sounds similar to Saryn's Spores, just not as useful. I understand that it's intended for support, but her 1st ability is just a buff, her 2nd ability is just a buff, her 3rd ability is a crowd gatherer with a negative effect of healing the enemies, and her 4th ability is a little bit of damage, which I'm interpreting as a rip on Saryn's 1 that costs substantially more energy with not nearly as much effect. It's a neat concept, but not uh... "interesting" enough I guess with the abilities.

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sounds too me like it's too dependant on Status: some of us like Crits too you know.

as the Tenno above mentioned, what would likely be better is a full status rework, where Stacking Procs results in new effects, for example multiple Fire procs  on an enemy make them leave a trail of fire wherever they go that can affect other enemies, or Magnetic (the most useless proc of all) could create a magnetic anomaly that pulls in nearby enemies. those are just off the top of my head, I bet if the devs sat down and brainstormed over this we'd get some insanely good Procs that would stand out, even from other games with elemental damage systems.

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Ability 1) This ability is completely pointless unless you are using a status based weapon, with the current state of status compared to crit, it's pretty much pointless.
Ability 2) Increased Status Duration?! If something you are trying to kill is surviving the base 8 seconds status duration then either a) You are playing with your kill. b) You are too inefficient.
Ability 3) A terrible CC while healing the enemy? You'll need to explain the idea behind that one.
Ability 4) So you have to use your 3 and then use 4 to get increased damage, decent concept, nothing really new.

There is two major flaws, first your 1 "consumes" life energy yet you haven't added a way for you to sustain that, before you say you put it in an augment that doesn't matter. The point of a frame is to be viable without and augments are there to compliment the frame. 

The second major flaw is this whole frame is based on having a status weapon. 

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What I got from the post : OP likes strong women in high heels.

Nothing wrong with that. 

What else I got

OP is suggesting a frame that focuses on spreading status depending on weapon elements, 

Nothing wrong but would be too useless or useful depending on weapons themselves. 

Nothing wrong just very niche. 

OP is also suggesting an ability that heals enemies..... 

Get outta here with that weird concept. Why would you heal enemies? That's worse than useless, that's counter productive. 

 

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When you inflict status with "Floresca" she will overwhelm the enemy overtime, then she also can spread her status, with her abilities, then if the enemy is alive longer they can gain more status effects that you inflict upon them, then you can also have the enemies be carriers and if you have the augment the flower will be healed. Remember the enemies are charmed by the flower, then you can cause more status to spread to them, then you can control them with the flower, in addition to that you can stack and stack more than one fire/toxin/electric etc. status due to "Floresca's" Passive Ability: Pollination, which treats you "Status Chance" stat as "Multi-shot" for status effects meaning you can inflict more than one individual instance of a status at a time from the same proc. You will control the battlefield through status affliction and charming. Eventually the enemies charmed will be overwhelmed causing them to spread their status through the whole field and wipeout the wave clean, through some build up. It allows way more mods to be used like "Hunter" arch-type or even other obscure mods that can be completely useful (like the one mod that has a chance to inflict status, in addition to other status upon you getting a critical hit) to make the game warframe more versatile. The point of her is to be on the from line staying out of the way just barely enough to reach the enemies and wear them down quickly and matriculate to have whole other way of playing warframe that requires active use and ability customization through involving the weapons directly with the warframe itself to tie them into each other as in in a tandem.

The answer your looking for: It let's you stack and wipe out the field. Go re-read the abilities and then think about what would happen to an enemy with every status on your weapons stacking over and over, and then can spread, and then does damage damage relative to your weapon multiplied by the number of status, then leaves a flower for "Area-of-Effect" and then gives enemies those same status effects the flower spawn with and all these abilities can overlap and stack.

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3 hours ago, Power_Is_Everything said:

When you inflict status with "Floresca" she will overwhelm the enemy overtime, then she also can spread her status, with her abilities, then if the enemy is alive longer they can gain more status effects that you inflict upon them, then you can also have the enemies be carriers and if you have the augment the flower will be healed. Remember the enemies are charmed by the flower, then you can cause more status to spread to them, then you can control them with the flower, in addition to that you can stack and stack more than one fire/toxin/electric etc. status due to "Floresca's" Passive Ability: Pollination, which treats you "Status Chance" stat as "Multi-shot" for status effects meaning you can inflict more than one individual instance of a status at a time from the same proc. You will control the battlefield through status affliction and charming. Eventually the enemies charmed will be overwhelmed causing them to spread their status through the whole field and wipeout the wave clean, through some build up. It allows way more mods to be used like "Hunter" arch-type or even other obscure mods that can be completely useful (like the one mod that has a chance to inflict status, in addition to other status upon you getting a critical hit) to make the game warframe more versatile. The point of her is to be on the from line staying out of the way just barely enough to reach the enemies and wear them down quickly and matriculate to have whole other way of playing warframe that requires active use and ability customization through involving the weapons directly with the warframe itself to tie them into each other as in in a tandem.

The answer your looking for: It let's you stack and wipe out the field. Go re-read the abilities and then think about what would happen to an enemy with every status on your weapons stacking over and over, and then can spread, and then does damage damage relative to your weapon multiplied by the number of status, then leaves a flower for "Area-of-Effect" and then gives enemies those same status effects the flower spawn with and all these abilities can overlap and stack.

A better mechanic instead of healing according to me : when enemy is under the flower scent influence he temporarily becomes an ally (or neutrally aggressive like chaos or revenant thralls) and focuses attacks on other enemies, when it receives fatal damage it turns into a husk (the husk gain health but the enemy is dead) which can still receive status effects. 

If your purpose of healing is to create a synergy with the earlier abilities to have carriers there are better ways than healing enemies.

I am still opposed to the idea of any ability that heals enemies. 

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I've absolutely sought out mechanics to heal enemies in other games before.
Trinity is good for this: Her 1 allows for a very similar set up if you're playing with Saryns or stacking Combo counters.

While there are some tactical advantages, it's also jarring and bothersome to other players.. so, use with caution.
 

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2 hours ago, kapn655321 said:

I've absolutely sought out mechanics to heal enemies in other games before.
Trinity is good for this: Her 1 allows for a very similar set up if you're playing with Saryns or stacking Combo counters.

While there are some tactical advantages, it's also jarring and bothersome to other players.. so, use with caution.
 

It is in exchange for literally charming all of the other enemies, however the augment completely negates that, also your other abilities can take advantage of that.

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2 hours ago, 0_The_F00l said:

A better mechanic instead of healing according to me : when enemy is under the flower scent influence he temporarily becomes an ally (or neutrally aggressive like chaos or revenant thralls) and focuses attacks on other enemies, when it receives fatal damage it turns into a husk (the husk gain health but the enemy is dead) which can still receive status effects. 

If your purpose of healing is to create a synergy with the earlier abilities to have carriers there are better ways than healing enemies.

I am still opposed to the idea of any ability that heals enemies. 

Fair enough, you still brought up a valid point, or at least brought forth some supporting factors to your claim.

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