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The Samurai Warframe: Yasuke


(PSN)Vexx757
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Passive: While running, he is able to knock down enemies in his path.

Health: 200

Shield: 75

Armour: 350

Energy: 100

Sprint Speed: 1.00

Spoiler

Samurai Warframe Renji by Aaronj-cSamurai Warframe Renji Back by Aaronj-cSamurai Warframe Renji Side by Aaronj-c

 

 

1st ability

Sends out a slash wave that damages and de-buff enemies in its path.

 

Energy: 25

Strength:

Damage - 600 slash

Slash Vulnerability – 30%

 

Range: 15m

Spoiler

·       Enemies hit will be vulnerable to slash damage and will receive a slash proc.

·       The cross wave will expand the further it travels up to a max of 10m width.

·       Visually he temporarily summons dual swords to perform the animation.

·       Enemies will stagger for two seconds.

·       Can be used in the air and while sliding.

·       Dual sword colour and slash wave colour is determined by chosen energy colour.  

 

2nd ability

Yasuke let’s out a battle cry that enhances himself and ally’s melee weapon`s effectiveness.

 

Energy: 50

 

Strength:

Sprint speed – 25%

Slash damage – 30%

Attack speed – 20%

 

Duration: 30 seconds

 

Range: 15m

 

Misc:

Melee range – 1m

Spoiler

·       Each time enemies are killed, your melee range increases by 1m up to its maximum of 10m

·       When a certain number of enemies are killed, you will receive different buffs;

-        5 enemies killed will give you 25% sprint speed.

-        10 enemies killed will give you 30% increased slash damage.

-        20 enemies killed will give you 20% attack speed.

·       While you can increase the duration of the ability, you cannot increase the individual buff durations.

·       One buff will not override the other buff, you can have all 3 at once.

·       When receiving buffs, you will visually see holographic armour start to appear on Yasuke`s arm and allies affected which is also a visual indicator. The armour will start from your hand, (5 kills) lower arm (10 kills) then top arm, (20 kills) when the duration runs out, the armour will disappear.

·       When the ability duration runs out, the other buffs won`t disappear until the duration for them runs out but the melee range buff will disappear.

·       Yasuke and allies can only gain these buffs by using your melee weapon.

·       These buffs will not carry over to your guns.

·       This is an upper-body animation.

·       There will be an indicator of each buffs on the top right of the screen.

·       The arm armour`s colour can be changed by chosen energy colour.

·       (Synergy) Attacking enemies affected by the 1st ability will take more damage.

 

3rd ability

Yasuke summons holographic armour that protects him from damage. When held he will deploy it in front of him turning it into a barrier wall.

 

Energy: 75

 

Strength:

Damage Reduction 60%

Damage Absorbed 40%

 

Duration: 25 seconds

 

Range:

Aggro – 15m

Spoiler

·       You can choose to either press the ability to get armour mode or hold it to deploy a barrier wall. 

·       Pressing the ability again will make him place the armour on the ground creating a barrier in front of him protecting him and allies from enemy`s attacks.

·       Casting the ability will pull enemy aggro for 5 seconds

·       When switching from armour to barrier mode, it will reset back to the full duration.

·       The damage absorbed in armour mode will carry over to barrier mode increasing his and ally`s damage that passes through the barrier.

·       Enemies that either attack it (melee enemies) or enemies that run through the barrier will take damage based on the damage absorbed and will be ragdolled.

·       Casting the armour is a one-handed animation while the barrier cast is a full body animation.

·       Armour/barrier mode`s colour is determined by chosen energy colour.

·       (Synergy) While using the 2nd ability, you are able to block all damage and reflect it back at enemies when blocking with your melee weapon. The damage absorbed from the armour and the mods on your melee weapon will determine what and how much damage is reflected.

·       (Synergy) if you shoot the 1st ability through the barrier, it will do more damage. (damage absorbed from 3rd ability plus 1st ability`s damage)

 

4th ability

Yasuke summons one of three powerful weapons from his weapon arsenal.

Spoiler

Samurai Warframe Renji weapon arsnal by Aaronj-c

 

Energy: 20

Drain –  -5 sec

 

Strength: 300

Spoiler

·       The performance of the weapons is based on mods you equip onto it.

·       In your arsenal, equipping a two-handed katana, dual sword or a polearm stance mod will determine the weapon he will use in missions.

·       The weapons have its own stance despite equipping stances on it.

·       Each weapon has a unique perk;

-        The two-handed katana has a 30% increased charge speed and pressing the secondary fire can make him lunge at enemies dealing critical damage on hit.

-        The dual swords have a 20% increased attack speed and enemies affected by slam attack will open them up to finishers.

-        The polearm has a 20% increased damage to slide attacks and can ragdoll enemies on slide attacks.

·       Without a stance mod equipped, you will use the dual swords by default.

·       Each weapon has its own standing and running animation.

·       This has an upper-body animation.

·       The colour of the weapons is determined by chosen energy colour.

·       You can also use any 4th ability variant to help you gain buffs from 2nd ability.

 

Edited by (PSN)Vexx757
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49 minutes ago, (PS4)Vexx757 said:

1st ability

Sends out a slash wave that damages and de-buff enemies in its path.

 

Would be more interesting if the hitox was diferent for each exalt3d weapon equipped.

51 minutes ago, (PS4)Vexx757 said:

let’s out a battle cry that enhances himself and ally’s melee weapon`s effectiveness

The increased range is never going to fly but the tiered buff mechanic is interesting.

59 minutes ago, (PS4)Vexx757 said:

Renji summons holographic armour that protects him from damage. When held he will deploy it in front of him turning it into a barrier wall.

DR skill that works as a deploable shield. Interesting because thr japanese deployed wall shields

1 hour ago, (PS4)Vexx757 said:

4th ability

Renji summons one of three powerful weapons from his weapon arsenal.

It is a damage stick. Thats my opinion on just about every exalted weapons unless the weapon weapon itself os quite creative and wpuld not be considered a weapon if it was not an ability too. A few examples are an exalted book or an exalted drum.

As far as formating is concerned I would adice you to display the front of the art upfront , the rest of the perspectives under spoilers tabs.

 

 

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7 hours ago, (PS4)Vexx757 said:

 

Well for his Fourth I can picture the first sword being a two-handed Nikana with really long range. 

His passive ability I picture a buff where melee draw speed(first swing while primary/secondary equipped) and damage is greatly enhanced. Maybe the critical damage.

His first ability I’m picturing Slash Dash but more of a slash swipe where the range of the blade extends greatly and swipes multiple enemies. Also affected by the Fourth ability. 
1). Dual-handed Nikana - a simple long range swipe but with greater damage.

2). Dual Nikanas - shorter range but greater casting speed allowing to be spammed into a combo.

3). Pole - short range throw like a glaive that spins around the frame before returning. It’s natural length(which can be enhanced by Reach) makes up for it short throwing range. Each hit counts towards the combo multiplier.

His second ability I’m picturing being replaced by his third while his third is his battle cry but it enhances movement speed while wielding and swinging melees. Each enemy hit could increase the range a little but I was thinking more like each hit increases his critical chance(additively) to a certain point. Basically making it very hit a critical strike for melees. Maybe slash status 100%

Up to DE for the numbers cause they have to make sure it’s balanced. But samurais are known for their quick and sharp swordsman skills. And the abilities I’ve chosen are based on that fact plus a bit more synergy. 
 

If it makes you feel better about my opinion, I always used the Kensei from For Honor. Lol

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  • 2 weeks later...
  • 1 year later...

Like already told here's my opinion about your concept. (I didnt read the other post btw., sorry if I missing an important information in it.)

 

First please use next time the available text options. It makes your concept much easier to read and what is more important it says that you were here at least once and know how things works. I were so fine and did it in the quotes to show you how it could look.

 

Am 6.3.2020 um 14:56 schrieb (PSN)Vexx757:

1st ability

Sends out a slash wave that damages and de-buff enemies in its path.

Stats:

  • Energy: 25
  • Strength:
  • Damage - 600 slash
  • Slash Vulnerability – 30%
  • Range: 15m

 

extra information's:

  • ·       Enemies hit will be vulnerable to slash damage and will receive a slash proc.
  • ·       The cross wave will expand the further it travels up to a max of 10m width.
  • ·       Visually he temporarily summons dual swords to perform the animation.
  • ·       Enemies will stagger for two seconds.
  • ·       Can be used in the air and while sliding.
  • ·       Dual sword Colour and slash wave Colour is determined by chosen energy Colour.  

It's great. It works as an low level enemy cleaner and in higher levels it sustain usable as a debuffing ability. The thing that the wave expands the further it goes does it also make bit strategical. In sum is it easy and good.^^

 

Am 6.3.2020 um 14:56 schrieb (PSN)Vexx757:

2nd ability

Yasuke let’s out a battle cry that enhances himself and ally’s melee weapon`s effectiveness.

stats:

  • Energy: 50
  • Strength:
    • Sprint speed: 25%
    • Slash damage: 30%
    • Attack speed: 20%
  • Duration: 30 seconds
  • Range: 15m
  • Melee range: 1m

extra information's:

  • ·       Each time enemies are killed, your melee range increases by 1m up to its maximum of 10m
  • ·       When a certain number of enemies are killed, you will receive different buffs;
    • -        5 enemies killed will give you 25% sprint speed.
    • -        10 enemies killed will give you 30% increased slash damage.
    • -        20 enemies killed will give you 20% attack speed.
  • ·       While you can increase the duration of the ability, you cannot increase the individual buff durations.
  • ·       One buff will not override the other buff, you can have all 3 at once.
  • ·       When receiving buffs, you will visually see holographic armour start to appear on Yasuke`s arm and allies affected which is also a visual indicator. The armour will start from your hand, (5 kills) lower arm (10 kills) then top arm, (20 kills) when the duration runs out, the armour will disappear.
  • ·       When the ability duration runs out, the other buffs won`t disappear until the duration for them runs out but the melee range buff will disappear.
  • ·       Yasuke and allies can only gain these buffs by using your melee weapon.
  • ·       These buffs will not carry over to your guns.
  • ·       This is an upper-body animation.
  • ·       There will be an indicator of each buffs on the top right of the screen.
  • ·       The arm armour`s colour can be changed by chosen energy colour.
  • ·       (Synergy) Attacking enemies affected by the 1st ability will take more damage.

10 extra meter is broken, especially if it's considered that most melee weapons have thanks to primed reach a range of ~5m. The killing enemy part is also not so optimal, because it's "descaling". The stronger the enemies become the weaker does this ability become. (let's forget the part that melee is so broken that it kills lv. 9999 enemies.) Not sure how I should think about the amount of buffs, because three buffs is quite a lot.

What do you mean with, that your alias has to use YOUR melee weapon?

 

Am 6.3.2020 um 14:56 schrieb (PSN)Vexx757:

3rd ability

Yasuke summons holographic armour that protects him from damage. When held he will deploy it in front of him turning it into a barrier wall.

stats:

  • Energy: 75
  • Strength:
  • Damage Reduction 60%
  • Damage Absorbed 40%
  • Duration: 25 seconds
  • Range:
    • Aggro – 15m

extra information's:

  • ·       You can choose to either press the ability to get armour mode or hold it to deploy a barrier wall. 
  • ·       Pressing the ability again will make him place the armour on the ground creating a barrier in front of him protecting him and allies from enemy`s attacks.
  • ·       Casting the ability will pull enemy aggro for 5 seconds
  • ·       When switching from armour to barrier mode, it will reset back to the full duration.
  • ·       The damage absorbed in armour mode will carry over to barrier mode increasing his and ally`s damage that passes through the barrier.
  • ·       Enemies that either attack it (melee enemies) or enemies that run through the barrier will take damage based on the damage absorbed and will be ragdolled.
  • ·       Casting the armour is a one-handed animation while the barrier cast is a full body animation.
  • ·       Armour/barrier mode`s colour is determined by chosen energy colour.
  • ·       (Synergy) While using the 2nd ability, you are able to block all damage and reflect it back at enemies when blocking with your melee weapon. The damage absorbed from the armour and the mods on your melee weapon will determine what and how much damage is reflected.
  • ·       (Synergy) if you shoot the 1st ability through the barrier, it will do more damage. (damage absorbed from 3rd ability plus 1st ability`s damage)

I love the idea, but before I go further I'm not sure if I understood you correctly:

Spoiler

armor mode:

  • Just a normal damage reduction skill
    • damage reduction= 60%
  • absorbs damage
    • absorption= 40%
    • Absorbed damage gets carried over to barrier mode
  • increase enemy aggro in the first 5s
    • 15m
  • Reflect all damage when second ability is used and the player is blocking with his melee weapon
    • reflection damage is affectey by:
      • absorbtions amount
      • melee mods

Barrier mode

  • A damage reducing shield which will stand on the floor
    • damage reduction= 60%
  • increase his and the damage of allies.
    • damage increase is affected by the absorption amount
  • resets duration, when player switch from armor to barrier mode.
    • reactiavte the aggro affect for 5s
  • Enemies who touch the barrier gets ragdolled and get damage
    • damage depends on absorbed damage
  • Reflect all damage when second ability is used and the player is blocking with his melee weapon
    • reflection damage is affected by:
      • absorbtions amount
      • melee mods
  • Using the first ability on it increase the damage of the wave.
    • damage= 1. ability damage+ third ability damage

The biggest problem is the fake exalted weapon. I don't have to explain how they are limiting the player mod and weapon options. Then there's the thing that damage reflection can easily become broken (octavia and necremechs are a great example). But other than is the ability very good.

 

Am 6.3.2020 um 14:56 schrieb (PSN)Vexx757:

4th ability

Yasuke summons one of three powerful weapons from his weapon arsenal.

  Unsichtbaren Inhalt anzeigen

Samurai Warframe Renji weapon arsnal by Aaronj-c

 

stats:

  • Energy: 20
  • Drain: -5 sec
  • Strength: 300

extra information's:

  • ·       The performance of the weapons is based on mods you equip onto it.
  • ·       In your arsenal, equipping a two-handed katana, dual sword or a polearm stance mod will determine the weapon he will use in missions.
  • ·       The weapons have its own stance despite equipping stances on it.
  • ·       Each weapon has a unique perk;
    • -        The two-handed katana has a 30% increased charge speed and pressing the secondary fire can make him lunge at enemies dealing critical damage on hit.
    • -        The dual swords have a 20% increased attack speed and enemies affected by slam attack will open them up to finishers.
    • -        The polearm has a 20% increased damage to slide attacks and can ragdoll enemies on slide attacks.
  • ·       Without a stance mod equipped, you will use the dual swords by default.
  • ·       Each weapon has its own standing and running animation.
  • ·       This has an upper-body animation.
  • ·       The colour of the weapons is determined by chosen energy colour.
  • ·       You can also use any 4th ability variant to help you gain buffs from 2nd ability.

It's boring and has no use. Why should someone use this ability. Normal melee weapons are stronger (<- which is actually a game balance problem) and don't cost energy. The katana might be interesting with the forward dash. The dual swords sounds interesting at first, but having the option to slam and only being able to attack one enemy with a finisher, instead of hitting multiple enemies at once with a "floor-finisher" is actually a downgrade.  Polearm slide attack ragdoll is useless and he already has his first ability for CC. Being limited to only one weapon out of three per mission is also not a good option.

 

Am 6.3.2020 um 14:56 schrieb (PSN)Vexx757:

Passive: While running, he is able to knock down enemies in his path.

Why? Is there a reward when he make himself the work to run trough enemies instead of just killing them? His fourth ability is useless, but this passive is just bad. You have here a samurai concept, but it seems that you don't want to use it.

I'm not a history teacher, but aren't samurais known for killing themself when the did a mistake. Use this. Let's say that deactivated shields is the "mistake", but killing the player would be unfair. So we have to switch this up, by giving him an other penalty when his shield go down, but as long as his shields are alive he gets a super buff.

It's just a bad quick idea, but this is with what I would think could work:

Spoiler

Passives:

Bamboo shields: Shield is affected by Yasukes armor value.

Senpukko blood pool: Every slash tick increase the sbp. (6 slash ticks/ slash proc). The higher the sbp does become the stronger does his abilities & armor become. If Yasukes shields are down gets the blood pool reduced to 0.

 

1. Ability:

Sends a sword wave to his enemies. The sword wave inflict a guaranteed slash proc. Damage= damage of exalted weapon*sbp.

 

2. Ability:

Increase his running speed, melee speed, and melee damage. The buff gets multiplied with the amounts sbp.

 

3. Ability:  

Damage reduction armor which can be used as a separated shield. blocking increase the damage reduction to 100% and reflect every damage. sbp points increase the shield gain, while blocking.

 

4. Ability:

Use his exalted weapon Tessaiga (two handed nikana). Holding the second fire button let Yasuke quickly dash forward and inflict damage to enemies he hits. Base damage of tessaiga gets increased with every sbp.

 

Like said, just a quick thought.

 

 

In sum: 3/10. First and third ability are really good, but the second, fourth and especially the passive kills your concept. Next time play much more with passive ideas and use it for the other abilities. Focus on one thing, but make this great and not only good.

Edited by ES-Flinter
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On 2021-05-13 at 6:28 PM, Indecor1 said:

This idea is rly cool but why the first 3 abilities remind me warframe abilities like 1st excalibur 2nd valkyr 3rd volt.

Lol

The idea is really cool

I got the idea of the 1st ability from another game, I can`t remember what that game is called but that game is dead now.

The 2nd ability is based on reaching a threshold which there are other wf that have this but not as good as my idea of it.

And the 3rd is like Volt`s 3 but it`s more useful DE has done it with Garuda so I don`t see why I can't, the important thing is, is the ability good? and I believe it is.

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