Gashabae Posted August 21, 2020 Share Posted August 21, 2020 Everything but Abduction(1) has received a major rework. Loa The spirits of Voodoo. Art By Mokushiroku Fan Art Topic made by Mokushiroku found here. Base Statistics Health - 100 (300 at max rank) Shield - 50 (150 at max rank) Armour - 175 Energy - 150 (225 at max rank) Sprint - 1.15 Gender - Female Passive(s) P1. Finder of Playthings Casting an ability will reveal all enemies within a 30m radius of Loa for 3 seconds (does not stack with radar mods). Revealed enemies can be seen through walls and targeted by her abilities. Casting abilities in quick succession will reset the 3 second proc. P2. Puppet Master - Only active while Loa's doll is destroyed If Loa's doll is destroyed, she can create another by collecting 3 souls. Souls are collected by pressing the interact key, "x" at default, over an enemy corpse. Once all 3 are collected Loa's doll reappears at her side and 25% of her missing energy is restored. P3. Loa’s Thorns - Thrown Secondary When no secondary weapon is selected in the Arsenal loadout, Loa's Thorns become available in the arsenal screen as an exclusive secondary weapon that can be modified separately and equipped for combat during missions. Spoiler Thorns' Statistics Utility Trigger Type - Semi Auto Projectile flight speed - 70 m/s Noise Level - Silent Fire Rate - 1.83 rounds per sec Accuracy - 100 Magazine - 5 rounds per mag Max Ammo - 80 Reload Time - 0.30 s Normal Mode Total Damage - 135 ( 50% 25% 25% ) Critical Chance - 28% Critcal Multiplier - 2.5x Status Chance - 40% Toxin Mode Total Damage - 135 ( 50% 25% 25% ) Magazine - 1 round per mag --- How the Alternate Fire works? The Alternate Fire is nearly identical to the Standard Fire but the Puncture and Impact damage are converted to Gas and Viral. The magazine size is reduced to a single Thorn. To reload Loa takes one of her daggers and stabs it into herself coating it with her toxic blood- this drains 3 health per reload. When thrown into an enemy the daggers remain for 6 seconds dealing 50% of the daggers damage per second as Gas and Viral damage with a combined proc chance equal to the modded status chance. The Standard Fire and Alternate Fire are cycled between each other in a similar manner to the Tiberon Prime but unlike it will force the weapon to be reload when fire modes are cycled. Thorns stats and special ability will be reworked at a later date. Abilities All ability stats are subject to change. Unmodifiable stats will be preceded by an asterisk (e.g. with a range of 25m*). 1. Abduction - 5 energy per enemy Enemies within an 8m radius of Loa will be connected to her offhand via vines. This allows her to drag those enemies around for 3s. Loa receives a small 6.5% power strength buff on her next ability cast for every enemy affected. Upon expiration the vines remain on the affected enemies for 12s providing a 30% slow debuff, capping out at 50%*. Recasting on enemies who have vines on them costs 50%* less energy and resets the slow duration. [Synergy w/ Marionette] While Loa's doll is animated, it can abduct up to 3 enemies contributing to the power strength buff she will receive. The range and duration values mimic Loa's after modding. 1.5 Thorned Grip - Augment The vines used to grab enemies are now covered in thorns. These thorn are used to remove enemy armour at a rate of 12% per second while they are dragged along. Their armour will return when the slow expires and the vines fall off of the affected enemies. Spoiler The connection radius of the initial cast requires line of sight. At least one enemy must be within range and line of sight to use Abduction. The power strength buff does not apply to itself. 2. Scar - 50 energy + 10 health drain (modifiable via efficiency) Loa stabs herself in the gut with one of her Thorns, linking her to a targeted enemy within 55m. This stuns the enemy and coats them in her blood. A maximum of 3* enemies can be linked to her in this way each draining 10 health per second. Each blood soaked enemy is rendered invulnerable and pulls all agro within 8m. Damage dealt to them is stored and multiplied by 5x. Holding the ability key will expire all of the active links dealing the stored damage as Toxin damage within a 8m radius. [Synergy w/ Abduction] Each linked enemy can abduct up to 3 enemies contributing to the power strength buff she will receive. The range and duration values mimic Loa's Abduction values after modding. [Synergy w/ Marionette] Loa's doll will prioritize attacking a blood soaked enemy dealing 50% more damage to them. 2.5 Viremia - Augment NEW Loa will teleport into a targeted enemy. During this time she is invulnerable; however, her health will continue to drain at a rate of 10 health per second. All of her abilities can be used with an exception to Marionette. Pressing any of the movement keys will cause her to exit her victim. The capped number of enemies is reduced from 3 to 1*. [Synergy w/ Finder of Playthings] Although not a direct synergy, this allows her to teleport through walls regardless of line of sight. This could be a viable alternative to more traditional methods of traversal. Spoiler Linked enemies will explode once the cap of 50,000 damage is reached. The links formed are not visual seen in the same manner as Nekros' Shield of Shadows, Nidus' Parasitic Link, or Trinity's Link are. With each additional enemy linked to her, Loa will stab an additional dagger into her gut. Up to 3 daggers. 3. Idol - 75 energy Three twisting vines emerge from the ground creating a single pillar. Enemies killed within 12m of the pillar are sacrificed as their souls are absorbed by it. Idol requires 20* souls to be satisfied. Once filled the Idol will begin to glow allowing any ally to press the interact key, "x" at default, worshiping the Idol and receiving its blessing. This resets the collected soul count back to 0. The blessing increases maximum energy by 75%, provides 3 energy regen, and increases cast speed by 25%*. The blessing lasts for 30s. Allies can only receive one blessing per Idol use and the Idol lasts until all ally Warframes have been blessed once or the ability is recast at a new location. [Synergy w/ Abduction] The three vines that form the Idol will grab 3 enemies contributing to the power strength buff Loa will receive; however, the vines will not drop these enemies and they will continue to contribute to the power strength buff until Idol expires. The range value mimics Loa's Abduction range after modding. If the enemies who are grabbed are bellow 25% health, they will be executed. If one of the three vines has their enemy killed and Abduction is used, the vine will find a new enemy to grab. [Synergy w/ Marionette] Loa's doll is invulnerable while in the Idol's radius and receives 25 health regen. [Synergy w/ Puppet Master] If Loa's doll was destroyed and it needs to be revived, she can use the collected souls from Idol rather than manually collecting them herself. Spoiler The twisting vines are metallic in appearance. The increase to maximum energy is additive, meaning an unmodded blessing works as well as a Rank 2 Flow or Primed Flow. These three enemies grabbed will be raised up out of reach of most melee strikes to prevent them from accidentally being killed. 4. Marionette Tap - 25 energy Loa has a doll at her hip that will mold into a targeted enemy. All enemies of the same type within a 25m radius are 100%* more susceptible to damage from Loa and her doll. Hold - 75 energy Loa's doll grows to the size of a Warframe as transparent ethereal vines appear animating the doll. Loa cannot change how the doll looks once animated. The doll remains hidden until it enters combat, causing all enemies of the same type to be targeted by their allies. The doll's defensive stats are 2.25x Loa's and its armour is equal to hers. The damage dealt by her doll scales off of the weapon most applicable to the doll's current form. All status procs inflicted upon Loa are negated and applied to her doll. Upon death the doll explodes knocking down all enemies within 15m. Holding the ability key again will shrink the doll back to normal size and placing it back onto Loa's hip at no additional cost. Depending on the enemy type her doll is molded into, Loa will receive a buff upon her doll's animation. All buffs are modifiable by power strength. Ranged units - 50% reload speed and 50% fire rate. Melee units - 30% melee combo efficiency and 50% swing speed. Heavy & Summoning units - 150% armour increase and 15 health regen for companions. 4.5 Blind Diversity - Augment This augment will be reworked at a later date. All enemies within the susceptibility range of 25m that do not look like Loa's doll are blinded for 8s upon animation of the doll. Spoiler Marionette's tap ability has an infinite cast range. If the doll is molded into a melee enemy, the damage dealt by the doll scales off of the equipped melee weapon mods. If the doll is molded into a ranged enemy, the damage dealt by the doll scales off of the equipped primary weapon mods. Updated abilities due to suggestions received from Keikogi. Thanks for reading! - Good Luck, Have Fun - Link to comment Share on other sites More sharing options...
keikogi Posted August 21, 2020 Share Posted August 21, 2020 The abilities are interesting, but they are weak. 20 minutes ago, Gashabae said: Tap [Enemy Debuff] - 25 energy Enemies receive a small slow debuff increasing the more they move. Once the slow reaches 100% there is a short duration before the strings break. Single target CC sucks because any enemy worthy of single target cc is immune to it. 20 minutes ago, Gashabae said: . Scar - 50 energy Tap - 5 health per second Loa stabs herself in the gut with one of her Thorns leaving a trail of blood in her wake- this drains some of her health. Enemies who come into contact with the trail take a portion of their health as Toxin damage per second. Pressing the ability key again will remove the dagger causing the trail to evaporate. Hold - 1% health per second Loa stabs her doll granting a small amount of damage reduction per enemy of the same type as her doll- must be within a determined range. Holding the ability key again will remove the dagger. [Synergy w/ Marionette] The hea Mixed feelings about this one is a mix of worse forewalker + generic DR. DR is good and I like the fact there a bit of thought involved. 20 minutes ago, Gashabae said: Steel Wires - 75 energy Loa attaches strong wires to herself or her doll, which ever is animated, increasing their sprint speed at the cost of parkour velocity for a short duration. Strings from Compel cannot be placed on her while this is active. Pressing the ability key again while the duration is counting down will extend two wires from each of her arms while spinning pushing away all enemies within range- this deals a small amount of Slash damage and costs 15 energy. Again this is bad speed with an non scaling aoe at the end. 20 minutes ago, Gashabae said: 4. Marionette Loa has a doll at her hip. Tap - 25 energy Loa's doll molds into the targeted enemy. All enemies of the same type will take additional damage from her abilities and receive extended status effects. Hold - 100 energy Loa's doll expands to the size of her frame and she shrinks to the size of her doll. Wires appear animating the doll and placing it into Tenno control- the doll cannot change how it looks while animated. The doll is hidden from enemies until it enters combat but when this happens enemies will attack the doll and any enemy that looks like it. The doll's health pool scales off of Loa's health and shield but cannot be regenerated by any means. Its armour is equal to Loa's. Upon death the doll explodes blinding all enemies within range for a moderate duration- this requires line of sight. Holding the ability key again will shrink the doll back to normal size reanimating Loa and placing her back into Tenno control. Depending on the enemy type her doll is molded into it will receive a buff. Ranged units - 25% ranged weaponry buff + 20% fire rate. Melee units - 1.5 meter melee range buff + 20% swing speed Heavy & Summoning units - 100% armour increase + 10 health per second for companions. This one is intriguing. Depending on how it works as far as still having access to your skill and quality of the weapons available. Link to comment Share on other sites More sharing options...
Mokushiroku Posted August 21, 2020 Share Posted August 21, 2020 Voodoo warframe, huh... That's definitely got my mind thinking up some interesting designs. Link to comment Share on other sites More sharing options...
Gashabae Posted August 21, 2020 Author Share Posted August 21, 2020 1 minute ago, keikogi said: Single target CC sucks because any enemy worthy of single target cc is immune to it. This ability is actually meant to target all enemies within a small radius of the reticle location... Quote 1. Compel Loa targets a small area at the reticle location attaching strings to all units within it. but I can see where the confusion was. It would essentially work like the updated Limbo Banish (not sure how large the range should be though). 2 minutes ago, keikogi said: Mixed feelings about this one is a mix of worse forewalker + generic DR. DR is good and I like the fact there a bit of thought involved. I was playing around with the numbers and if the % toxin damage was say 10% of the targets health and the fourth ability granted 2.5x multiplier to enemies who her doll is molded into that would be a decent amount of damage with the added benefit of having no drain when the doll is animated. It's totally mb though since I don't have any stats atm. You're right that it's a bit too similar to Fire Walker so I might change how it works mechanically. 5 minutes ago, keikogi said: Again this is bad speed with an non scaling aoe at the end. Helminth ability 👀 Fr though I'm not too sure about this ability when I conceptualized it. Might rework it or just replace it at a later date. 7 minutes ago, keikogi said: This one is intriguing. Depending on how it works as far as still having access to your skill and quality of the weapons available. Ty! This was kind of the bread and butter of her kit and it was fun to conceptualize. Again stats would help so I'll be working on those. Link to comment Share on other sites More sharing options...
Gashabae Posted August 21, 2020 Author Share Posted August 21, 2020 3 minutes ago, Mokushiroku said: Voodoo warframe, huh... That's definitely got my mind thinking up some interesting designs. Yup, it's relatively untapped as far as concepts go. Give the theme a try! Link to comment Share on other sites More sharing options...
keikogi Posted August 21, 2020 Share Posted August 21, 2020 29 minutes ago, Gashabae said: This ability is actually meant to target all enemies within a small radius of the reticle location... It is fine them, nothing special but as far as first abilities are concerned it is fine. I usually make 1 abilities straight up good instead of decent and in retrospect that was a good decision given the helminth system. 29 minutes ago, Gashabae said: I was playing around with the numbers and if the % toxin damage was say 10% of the targets health and the fourth ability granted 2.5x multiplier to enemies who her doll is molded into that would be a decent amount of damage with the added benefit of having no drain when the doll is animated. It's totally mb though since I don't have any stats atm. You're right that it's a bit too similar to Fire Walker so I might change how it works mechanically. Im not a fan of % health damage (but I’m huge fan of % health to execute enemies , not currently used in warframe but feels really good but is not that powerful). There a good reason for it , % health damage can´t be allowed to be good otherwise the players can completely ignore the game scaling ( already happens in warframe , revenant but the point stand ). Perssonlly I would just replace it. Goes to stab yourself and perfords the good old swtichuru with the target enemy. Same animation , goes to stab self at the last second swap places with an enemy. 29 minutes ago, Gashabae said: Helminth ability 👀 Fr though I'm not too sure about this ability when I conceptualized it. Might rework it or just replace it at a later date. No need to bother with helminth nonsense when designing skill, you can just give a neutered version of something as per precedent given by DE( some abilities are different on the jhelminth either having lower numbers or straight up differente mechanics ) 29 minutes ago, Gashabae said: Ty! This was kind of the bread and butter of her kit and it was fun to conceptualize. Again stats would help so I'll be working on those. If you are looking for mechancis for it I would suggest having a look at this Persephone. It is my plant frame idea. It has two different form , small nymph and big treant. Both have similar kits but theirs skills are quite different, You could use a similar mechanic. Link to comment Share on other sites More sharing options...
Mokushiroku Posted August 21, 2020 Share Posted August 21, 2020 17 hours ago, Mokushiroku said: Voodoo warframe, huh... That's definitely got my mind thinking up some interesting designs. I gave it a bash; posted as a new thread, so it wouldn't be buried here. Link to comment Share on other sites More sharing options...
Gashabae Posted August 21, 2020 Author Share Posted August 21, 2020 10 hours ago, keikogi said: Im not a fan of % health damage (but I’m huge fan of % health to execute enemies , not currently used in warframe but feels really good but is not that powerful). There a good reason for it , % health damage can´t be allowed to be good otherwise the players can completely ignore the game scaling ( already happens in warframe , revenant but the point stand ). Perssonlly I would just replace it. Goes to stab yourself and perfords the good old swtichuru with the target enemy. Same animation , goes to stab self at the last second swap places with an enemy. I'll change how the damage is applied bc that % execute sounds like a great idea and how it works mechanically since leaving a trail is pretty similar to Firewalker as you pointed out. I'm not quite sure what you're getting at as a replacement for the ability. Isn't that just Loki's Switch Teleport? 10 hours ago, keikogi said: It is fine them, nothing special but as far as first abilities are concerned it is fine. I usually make 1 abilities straight up good instead of decent and in retrospect that was a good decision given the helminth system. 10 hours ago, keikogi said: No need to bother with helminth nonsense when designing skill, you can just give a neutered version of something as per precedent given by DE( some abilities are different on the jhelminth either having lower numbers or straight up differente mechanics ) I don't think her first is all that bad since it can increase power strength with the alternate ability but her third is definitely in need of a rework. 10 hours ago, keikogi said: If you are looking for mechancis for it I would suggest having a look at this Persephone. It is my plant frame idea. It has two different form , small nymph and big treant. Both have similar kits but theirs skills are quite different, You could use a similar mechanic. I've done something similar with a different concept Seraph so I'm not too sure if I want to go up that route again. He doesn't technically have two forms but he has two sets of abilities. It's an excellent idea it's just a, "been there done that," kind of thing and I wanted to do something else. Link to comment Share on other sites More sharing options...
Gashabae Posted August 21, 2020 Author Share Posted August 21, 2020 9 hours ago, Mokushiroku said: I gave it a bash; posted as a new thread, so it wouldn't be buried here. Oh lol, I thought you were talking about kit designs. I had no idea you were going to draw her. Anyhow it looks great! Link to comment Share on other sites More sharing options...
keikogi Posted August 21, 2020 Share Posted August 21, 2020 1 hour ago, Gashabae said: nds like a great idea and how it works mechanically since leaving a trail is pretty similar to Firewalker as you pointed out. I'm not quite sure what you're getting at as a replacement for the ability. Isn't that just Loki's Switch Teleport? It is but I was ropping you would create a in theme effect on the enemy forced to suicide. Don´t know anything about voddo to sugest anthing new 1 hour ago, Gashabae said: I don't think her first is all that bad since it can increase power strength with the alternate ability but her third is definitely in need of a rework. That´s kinda of why I´ve only higlighted the first effect. I don´t mind diferent cast on tap and hold , I don´t mind skill that have diferent effects on ally. But it is weird to have mild cc tap , buff on tap ally and better cc and self buff on hold.What | mean by bad cc , if an enemy is within your line of sight you dont want to cc them after steps , you want to cc them right now so the option to just drag them around imediatally is superior cc on top of power str buff. If I were you I would just laod the power sr gain on the tap version and remove the hold version. 13 hours ago, Gashabae said: Hold - 100 energy Loa's doll expands to the size of her frame and she shrinks to the size of her doll. Wires appear animating the doll and placing it into Tenno control- the doll cannot change how it looks while animated. The doll is hidden from enemies until it enters combat but when this happens enemies will attack the doll and any enemy that looks like it. The doll's health pool scales off of Loa's health and shield but cannot be regenerated by any means. Its armour is equal to Loa's. Upon death the doll explodes blinding all enemies within range for a moderate duration- this requires line of sight. Holding the ability key again will shrink the doll back to normal size reanimating Loa and placing her back into Tenno control. Depending on the enemy type her doll is molded into it will receive a buff upon animation. Ranged units - 25% ranged weaponry buff + 20% fire rate. Melee units - 1.5 meter melee range buff + 20% swing speed Heavy & Summoning units - 100% armour increase + 10 health per second for companions 1 hour ago, Gashabae said: I've done something similar with a different concept Seraph so I'm not too sure if I want to go up that route again. He doesn't technically have two forms but he has two sets of abilities. It's an excellent idea it's just a, "been there done that," kind of thing and I wanted to do something else You are creating something fairly mild of a really good idea. If the tranformation has no access to anything new it is mild buff with a visual overhaul. As it is is just a fairly mild self buff , the end reuslt is probably weaker tham wisp motes while you could create something interesting like for each facction there are two dolls. Tap on the ultimate will use the doll skill , hold will dismiss it. On open world maps targeting a massive enemy will summon the second massive version of the doll (size of necromech ). Thats why I directed you there due to the fact that you are using a doll yyou can explore even more diferent forms like flying on top of Raptor when targeting a corpus unit , using a giant doll grineer like a necro mech and so on. I used the plant frame idea but he most leway I can get with diferent forms is warfrmae syzed nymph form and necro mech sized Treant. This idea has far more lewy for diferent forms and diferrent abilities. Due to the multude of foms it would be wise to have just 1 skill per form to prevent overloading the plaayer with info. Link to comment Share on other sites More sharing options...
Gashabae Posted August 21, 2020 Author Share Posted August 21, 2020 54 minutes ago, keikogi said: That´s kinda of why I´ve only higlighted the first effect. I don´t mind diferent cast on tap and hold , I don´t mind skill that have diferent effects on ally. But it is weird to have mild cc tap , buff on tap ally and better cc and self buff on hold.What | mean by bad cc , if an enemy is within your line of sight you dont want to cc them after steps , you want to cc them right now so the option to just drag them around imediatally is superior cc on top of power str buff. If I were you I would just laod the power sr gain on the tap version and remove the hold version. Don't mind me, just going to steal this suggestion lol. In all seriousness that sounds much better than having a third tap+hold ability. Ty! 55 minutes ago, keikogi said: You are creating something fairly mild of a really good idea. If the tranformation has no access to anything new it is mild buff with a visual overhaul. As it is is just a fairly mild self buff , the end reuslt is probably weaker tham wisp motes while you could create something interesting like for each facction there are two dolls. Tap on the ultimate will use the doll skill , hold will dismiss it. On open world maps targeting a massive enemy will summon the second massive version of the doll (size of necromech ). Thats why I directed you there due to the fact that you are using a doll yyou can explore even more diferent forms like flying on top of Raptor when targeting a corpus unit , using a giant doll grineer like a necro mech and so on. I used the plant frame idea but he most leway I can get with diferent forms is warfrmae syzed nymph form and necro mech sized Treant. This idea has far more lewy for diferent forms and diferrent abilities. Due to the multude of foms it would be wise to have just 1 skill per form to prevent overloading the plaayer with info. Her fourth has a few benefits: Protection from lethal damage since her doll dying doesn't do anything to her. Damage buff / status duration buff to the enemy type her doll is molded into (what it actually buffs is tbd since her abilities need reworks as far as damage numbers). Dispersed agro since enemies will target anyone who looks like the doll (this doesn't directly protect any allies/her doll). Free damage from her Scar since the health drain only applies to Loa if she is animated (as discussed the damage/methods of damage will be changed). That said I'm not quite grasping what you are going for in the case of the doll. Your Persephone concept is quite clear cut which I like but if I'm understanding you correctly the suggested change would go along the lines of... Quote 4. Marionette [Updated] Loa has two? dolls at her hip. Tap - 100 energy Loa's doll molds into one of two possible forms depending on the enemy targeted upon use and the faction she is currently fighting. One form is the size of her frame with <insert benefits/form description> and the other the size of a necromech with <insert benefits/form description>. Wires appear animating the doll and placing it into Tenno control. Each form has a custom ability. Hold - n/a Dismisses the ability shrinking the doll back to its normal size. Loa grows and is reanimating placing her back into Tenno control. I'm just wondering how many possible forms would there be? (2 per faction; Grineer, Corpus, Infested, Corrupted, and Sentients - 10 unique forms with 10 unique abilities?) What would they look like/be based off of within each faction? (Would one form be a lancer and the other say a Nox? Or just have the Grineer aesthetic but not be based off of any one unit?) I could be, and probably am, misrepresenting your suggestion but this is just me trying to let you know what I'm perceiving it to be. Please do correct me though. Link to comment Share on other sites More sharing options...
Gashabae Posted August 23, 2020 Author Share Posted August 23, 2020 Updated the effects on Abduction and Loa's Scar due to suggestions received. Doll's Scar has been updated but will more than likely receive some tweaks at a later date The use of strings/wires has been substituted for vines to help match the visuals given by Mokushiroku (thx for the art). Link to comment Share on other sites More sharing options...
Gashabae Posted August 25, 2020 Author Share Posted August 25, 2020 Added a total of 4 synergies. Abduction + Loa's Scar = abduction range increase Abduction + Doll's Scar = additional vines from clones Loa's Scar + Marionette = controlling the doll while loa inhabits an enemy (allowing for active movement while using an otherwise stationary ability) Doll's Scar + Marionette = clones remain in either form (they can only be increased in number or sustained while Loa's doll is animated) Abduction received an augment. Thorned grip = armour strip. Doll's Scar received an appropriate update and will likely remain the way it is with very minor tweaks. Link to comment Share on other sites More sharing options...
Gashabae Posted August 30, 2020 Author Share Posted August 30, 2020 Added stats for all 4 abilities and accompanying augments. New Fourth Augment On 2020-08-20 at 8:46 PM, Gashabae said: 4.5 Blind Diversity All enemies within susceptibility range that do not look like Loa's Doll are blinded upon animation of the Doll. If there are more than 4 of these enemies they will also be pulled towards her accompanied by a Knockdown status effect. Link to comment Share on other sites More sharing options...
Gashabae Posted October 20, 2020 Author Share Posted October 20, 2020 Added the "target through walls" to Finder of Playthings(P1). See hidden content below. Spoiler P1. Finder of Playthings Casting an ability will reveal all enemies within a 30m radius of Loa for 3 seconds (does not stack with radar mods). Revealed enemies can be seen through walls and can be targeted by her abilities. Casting abilities in quick succession will reset the 3 second proc. Abduction(1) stats were changed. Scar(2) is completely reworked. Idol(3) replaces Flailing Vines(3). Flailing Vines was a Temporary Ability and was meant to be removed. Marionette(4) is completely reworked. All synergies are new. Spoiler This was a huge rework, and in hindsight, I probably should have made a new topic instead of updating the original. Link to comment Share on other sites More sharing options...
(PSN)jimmylv3 Posted October 21, 2020 Share Posted October 21, 2020 The Idea of a Puppeteer themed frame would be interesting. Some of its powers do resemble current frames that are already in the game, but are slightly modified, which tweaking and adjustments are standard for fan-made projects anyways. Only time will tell if Loa, The Baroness of Marionettes, will become the next community-designed warframe alongside Nova and Xaku. Link to comment Share on other sites More sharing options...
Gashabae Posted October 22, 2020 Author Share Posted October 22, 2020 On 2020-10-21 at 1:04 PM, (PS4)jimmylv3 said: The Idea of a Puppeteer themed frame would be interesting. Some of its powers do resemble current frames that are already in the game, but are slightly modified, which tweaking and adjustments are standard for fan-made projects anyways. Only time will tell if Loa, The Baroness of Marionettes, will become the next community-designed warframe alongside Nova and Xaku. I can see what you mean in terms of abilities that resemble current frames, but you have to remember that this isn't uniquely found in fan-made projects. Take Xaku's Accuse, Nyx's Chaos/Mind Control and Revenants' Enthrall, they all boil down to controlling enemies actions to differing extents and for differing reasons (synergy wise). The same could be said for invisibility, clones, and other easily categorized abilities. For those reasons, her 2nd and 4th probably aren't overly "copy paste" for DE's standard. In any case, I might put some more work into those two abilities just to fully cement them as originals. Her 1st and 3rd are unseen in Warframe... unless I'm missing something? I just make concepts for fun so whether this becomes the next community-designed Warframe or not isn't really on my radar. I appreciate the sentiment. Ty! Edit: Looking over her 4th again, I think it's significantly different than other clone/spawn abilities. Her 2nd may need a bit of work though. Link to comment Share on other sites More sharing options...
Gashabae Posted November 3, 2020 Author Share Posted November 3, 2020 Added an augment for Loa's second ability. On 2020-08-20 at 8:46 PM, Gashabae said: 2.5 Viremia - Augment Loa will teleport into a targeted enemy. During this time she is invulnerable; however, her health will continue to drain at a rate of 10 health per second. All of her abilities can be used with an exception to Marionette. Pressing any of the movement keys will cause her to exit her victim. The capped number of enemies is reduced from 3 to 1*. [Synergy w/ Finder of Playthings] Although not a direct synergy, this allows her to teleport through walls regardless of line of sight. This could be a viable alternative to more traditional methods of traversal. Reworded some ability descriptions to be more streamline/easier to understand. Link to comment Share on other sites More sharing options...
phantom_hillbill Posted November 6, 2020 Share Posted November 6, 2020 On 2020-08-20 at 6:46 PM, Gashabae said: Passive(s) P1. Finder of Playthings Casting an ability will reveal all enemies within a 30m radius of Loa for 3 seconds (does not stack with radar mods). Revealed enemies can be seen through walls and targeted by her abilities. Casting abilities in quick succession will reset the 3 second proc. P2. Puppet Master - Only active while Loa's doll is destroyed If Loa's doll is destroyed, she can create another by collecting 3 souls. Souls are collected by pressing the interact key, "x" at default, over an enemy corpse. Once all 3 are collected Loa's doll reappears at her side and 25% of her missing energy is restored. P3. Loa’s Thorns - Thrown Secondary When no secondary weapon is selected in the Arsenal loadout, Loa's Thorns become available in the arsenal screen as an exclusive secondary weapon that can be modified separately and equipped for combat during missions. Reveal hidden contents Thorns' Statistics Utility Trigger Type - Semi Auto Projectile flight speed - 70 m/s Noise Level - Silent Fire Rate - 1.83 rounds per sec Accuracy - 100 Magazine - 5 rounds per mag Max Ammo - 80 Reload Time - 0.30 s Normal Mode Total Damage - 135 ( 50% 25% 25% ) Critical Chance - 28% Critcal Multiplier - 2.5x Status Chance - 40% Toxin Mode Total Damage - 135 ( 50% 25% 25% ) Magazine - 1 round per mag --- How the Alternate Fire works? The Alternate Fire is nearly identical to the Standard Fire but the Puncture and Impact damage are converted to Gas and Viral. The magazine size is reduced to a single Thorn. To reload Loa takes one of her daggers and stabs it into herself coating it with her toxic blood- this drains 3 health per reload. When thrown into an enemy the daggers remain for 6 seconds dealing 50% of the daggers damage per second as Gas and Viral damage with a combined proc chance equal to the modded status chance. The Standard Fire and Alternate Fire are cycled between each other in a similar manner to the Tiberon Prime but unlike it will force the weapon to be reload when fire modes are cycled. Thorns stats and special ability will be reworked at a later date. love the three passives thing. this is the type of thing that got me into making a warframe! Link to comment Share on other sites More sharing options...
Gashabae Posted November 7, 2020 Author Share Posted November 7, 2020 Thanks. Just an fyi, the Thorns are a secondary brand version of Garuda's Talons so I can't fully take credit for it conceptually. Best of luck with your first concept! Link to comment Share on other sites More sharing options...
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