Jump to content
The Lotus Eaters: Share Bug Reports and Feedback Here! ×

[Warframe concept] Ammut, the Eater of Hearts


(PSN)OmegAmorbis

Recommended Posts

I've always found Ammut to be an intriguing and unsettling concept in mythology; a chimeric entity from the underworld that eats the hearts of the unworthy. My frame incarnation of her is a big, lumbering beast with good damage and survivability, along with a bit of cc and mobility. As the original Ammut is a blend of multiple creatures, I could see this version having a similarly amalgamated appearance, possibly another infested experiment? Anyway, here goes:

 

Description: A terrifying presence in any engagement, Ammut uses her immense physical strength to tear through the battlefield and devour the hearts of the wicked.

 

Stats (at level 30)
Health: 375
Shields: 150
Armor: 450
Power: 225
Speed: 0.90

 

Passive: Heart's Boon - Using certain abilities allows Ammut to steal the hearts of enemies. Ammut can hold up to 10 at once and for each heart she takes, her max health and armor are increased by 50 and 150 respectively. Bonus health and armor are reset when hearts are consumed.

 

1. Cull (25 energy)

Spoiler

A series of three attacks which can be chained together, with efficiency increasing on each attack. Ammut first slams the ground with one hand and then the other, each one pulling enemies towards her (similar to Exodia Hunt) or knocking them down if they're close enough, before finally clapping her hands together and crumpling anyone in range. Damage of the final attack is based off power strength and equipped melee mods.

Duration: 1 second (combo window)
Range: 8/10/13/15 meters (1st & 2nd attack pull radius)
             3/3/4/5 meters (1st & 2nd attack knockdown radius)
             3/3/4/5 meters (3rd attack crumple radius)
Strength: 100/150/200/250 Impact (1st & 2nd attack)
                250/400/650/1000 Impact (3rd attack)


2. Ambush (50 energy)

Spoiler

Ammut submerges into the ground, becoming an intangible shadow. She can move more swiftly in this state and is immune to damage, though enemies can still perceive her. Activating the skill again will make Ammut burst out of the ground, triggering a finisher on a targeted enemy within the shadow's radius and stealing their heart in the process. This also recovers a a percentage of Ammut's health. All other enemies within the radius are knocked down.

Activating Cull while Ambush is active will cause Ammut to emerge and use Cull's final attack. If Duat's Fire is active while using Ambush, Ammut will create a fiery explosion when she emerges.

Duration: 6/8/10/12 seconds
Range: 3/4/5/6 meters (shadow/knockdown radius)
             5/6/8/10 meters (explosion radius w/ Duat's Fire)
Strength: Life steal on finisher: 15% of max hp
               300/500/750/1000 Fire damage (explosion damage w/ Duat's Fire)


3. Duat's Fire (25 energy + 3.5 energy per second)

Spoiler

A channeled ability which lights the ground around Ammut ablaze, dealing constant fire damage and gradually stripping armor from enemies that remain within it. Targets that die wthin the flames have a chance to grant Ammut a heart.

Range: 4/5/6/7 meters
Strength: 200/300/400/500 Heat damage per second
                5/6/8/10% armor stripped per second
               15% to gain heart on death


4. Will Of Ma'at (100 energy; alt cast 25 energy)

Spoiler

A close range swipe attack. The attack is guaranteed to steal a heart from the first target hit, with a decreasing chance to steal additional hearts from other affected targets, killing them in the process. All other enemies hit by the attack are paralyzed for a short time. 

Enemies who have their hearts stolen have a chance to leave behind a spectral version of themselves which persists for a time and is immune to damage. These specters have no weapons, are non hostile to players, and generate a 6 meter aura which has a chance to briefly paralyze enemies within it. Specters will actively seek out the first enemy that comes into contact with their aura and remain near them until they die. Up to 5 specters can exist at a time.

Holding the ability will cause Ammut to consume all hearts in her possession, gaining a buff to her ability damage depending on the amount.

Duration: 5/7/9/11 seconds (paralysis duration)
               8/12/16/20 seconds (specter duration)
               3 seconds (specter paralysis duration)
              15/18/21/24 seconds (buff duration)

Range: 2/2/3/4 meters
            6 meters (specter aura)

Strength: 200/300/400/500 Impact/Slash
               25/50/75/100% chance to gain heart from first target; additional heart chance decreasing by 40% with each subsequent target
               10/15/20/30% chance to create specter
               1/2/2/3% ability damage increase per heart consumed


Feedback is welcome as always, and I hope you like the idea for this one!

Edit: Made a few changes based on feedback and added ability costs.

Link to comment
Share on other sites

1 hour ago, (PS4)OmegAmorbis said:

Health: 400

If these are stats at Warframe rank 30 then it should be 3x stats at rank 0. That would make the base health 133.3.

1 hour ago, (PS4)OmegAmorbis said:

Passive: Heart's Boon - Using certain abilities allows Ammut to steal the hearts of enemies. Ammut can hold up to 10 at once and for each heart she takes, her max health and armor are permanently increased by 50 and 150 respectively. Bonus health is capped at 100% and armor at 500%.

What do you mean by "permanent"? As in independent to the amount of hearts Ammut currently has? Either way the increase to health would cap out at 100% after only 8 hearts and the increase to armour would cap out at 500% after a total of 15 hearts? Wouldn't it make more sense for them to both cap out at 10 hearts and allow it to fluctuate when used by Will of Ma'at? 

1 hour ago, (PS4)OmegAmorbis said:

Wandering Spirit - Enemies who have their hearts stolen by Ammut have a 30% chance to leave behind a spectral version of themselves which persists for 30 seconds ... [that] generate a 10 meter aura which has a chance to terrify enemies within it...

No one likes the terrify status effect and in this case the user has no real control over when it happens making it that much more frustrating. What could replace this is a 'paralysis' status effect (different than her fourth) which would cause enemies to cower in fear for ~3 seconds (they don't run away). This could inside affect enemies who are in radius at all times (might be too strong and would require a decreased radius) or one enemy per Spirit.

1 hour ago, (PS4)OmegAmorbis said:

1. Cull

A series of three attacks which can be chained together. Ammut first slams the ground with one hand and then the other, each one pulling enemies towards her (similar to Exodia Hunt) or knocking them down if they're close enough, before finally clapping her hands together and crumpling anyone in range. Damage of the final attack is based off power strength and equipped melee mods.

Duration: 1 second (combo window)
Range: 8/10/13/15 meters (1st & 2nd attack pull radius)
             3/3/4/5 meters (1st & 2nd attack knockdown radius)
             3/3/4/5 meters (3rd attack crumple radius)
Strength: 100/150/200/250 Impact (1st & 2nd attack)
                250/400/650/1000 Impact (3rd attack)

Love this ability! Kind of wish the third attack was a ground slam with both hands with more weight behind it to end of the combo but that's just a personal nit pick. I'm also not at all familiar with the lore behind Ammut so the clap might have some relevance there. Keep the clap or don't, it's a great ability either way!

1 hour ago, (PS4)OmegAmorbis said:

2. Ambush

Ammut submerges into the ground, becoming an intangible shadow. She can move more swiftly in this state and is immune to damage, though enemies can still perceive her. Activating the skill again will make Ammut burst out of the ground, triggering a finisher on a targeted enemy within the shadow's radius and stealing their heart in the process. This also recovers a a percentage of Ammut's health. All other enemies within the radius are knocked down.

Duration: 6/8/10/12 seconds
Range: 3/4/5/6 meters (knockdown radius)
Strength: Life steal on finisher: 15% of max hp

You could add an interaction between her first and second ability.

"If Cull is used while Ambush is active Ammut exits Ambush and immediately executes her third Cull attack pulling all enemies to her. Enemies within radius are still knocked down by this."

Some effects could be dropped but the basic idea is bypassing the 3x cast of Cull to get the third effect incentivizing the use of both abilities together. What that would mean for the % life steal... no idea. Really it's up to you.

1 hour ago, (PS4)OmegAmorbis said:

3. Duat's Fire

A channeled ability which lights the ground around Ammut ablaze, dealing constant fire damage to enemies that touch it. Targets that die wthin the flames have a chance to grant Ammut a heart.

Range: 4/5/6/7 meters
Strength: 100/150/200/250 Heat damage per second
                50% status chance per second
               15% to gain heart on death

This kind of feels like a secondary effect to an ability not the primary effect. Maybe reduce the base range and tack on something else? Again I'm not too familiar with the lore so I couldn't provide a valid addition.

1 hour ago, (PS4)OmegAmorbis said:

4. Will Of Ma'at

A close range swipe attack. The attack is guaranteed to steal a heart from the first target hit, with a decreasing chance to steal additional hearts from other affected targets, killing them in the process. All other enemies hit by the attack are paralyzed for a short time.

Charging the ability will cause Ammut to consume all hearts in her possession, gaining a buff to her ability damage depending on the amount.

Duration: 5/7/9/11 seconds (paralysis duration)
               15/18/21/24 seconds (buff duration)
Range: 2/2/3/4 meters
Strength: 200/300/400/500 Impact/Slash
               25/50/75/100% chance to gain heart from first target; additional heart chance decreasing by 40% with each subsequent target
               1/2/2/3% ability damage increase per heart consumed

The ability doesn't seem like it'd be worth using beyond the alternate cast. Granting an additional 30% damage to 500 when her first scales off of melee mods (which is great) with a base of 1000 damage makes it kind of irrelevant. Not to mention the 30% also applies to her first making her fourth that much more worse in comparison. You also haven't provided energy costs but looking at the ability and its stats it feels like an alternate first ability, not a fourth. 

If you do end up replacing this with something else I'd steer away from a competing damage ability given that her first is already so strong. In the case of her Duat's Fire and Will of Ma'at they could have some type of synergy to her Cull in a similar fashion to other pseudo-exalted weapons.

  • Atlas - Landslide + Petrify = bonus damage
  • Gara - Shattered Lash + Mass Vitrify = aoe damage
  • Khora - Whipclaw + Ensnare = bonus damage
  • Khora - Whipclaw + Strangledome = dispersed damage

The added power strength is nice but it doesn't feel like a synergy because it effects all abilities. I'm not suggesting you remove it but maybe add some weak interaction to Will and a stronger one to Duat. Having an interaction between two specific abilities allows for ability combos making the frame that much more fun / interactive (look at Gara's 2,1,4,1,4,1,4... combo or Ember's 2,1/4,1/4,1/4,3).

This makes me want to read up on Ammut and I probably will.

 

P.S. Plz add energy costs.

TL;DR Passives needs some work but are a good start. First is amazing. Second is great. Third is a bit bland and could benefit from some additions. Fourth's primary effect seems very underwhelming and becomes overshadowed by her first + fourth alternate effect.

Link to comment
Share on other sites

2 hours ago, Gashabae said:

If these are stats at Warframe rank 30 then it should be 3x stats at rank 0. That would make the base health 133.3.

They are rank 30 stats, and that is something I never knew actually. I'll adjust her health to 375 then I think.

2 hours ago, Gashabae said:

What do you mean by "permanent"? As in independent to the amount of hearts Ammut currently has? Either way the increase to health would cap out at 100% after only 8 hearts and the increase to armour would cap out at 500% after a total of 15 hearts? Wouldn't it make more sense for them to both cap out at 10 hearts and allow it to fluctuate when used by Will of Ma'at? 

To your second question, the answer is yes. I wanted Ammut to have decent enough health to start with, but be able to beef up over time with hearts. Since there are multiple incentives for using the heart stealing mechanic, I thought it would be fine if the health and armor boost capped out early and then didn't fluctuate even if you consumed them. Your suggestion makes using the buff from consuming more of a risk/reward situation, which is definitely not a bad thing. I'll have to consider some adjustments.

2 hours ago, Gashabae said:

No one likes the terrify status effect and in this case the user has no real control over when it happens making it that much more frustrating. What could replace this is a 'paralysis' status effect (different than her fourth) which would cause enemies to cower in fear for ~3 seconds (they don't run away). This could inside affect enemies who are in radius at all times (might be too strong and would require a decreased radius) or one enemy per Spirit.

I actually agree on this. Paralysis sounds like a good alternative as well. I actually did almost reduce the range before I posted this, so I think I'll go ahead and do that.

2 hours ago, Gashabae said:

Love this ability! Kind of wish the third attack was a ground slam with both hands with more weight behind it to end of the combo but that's just a personal nit pick. I'm also not at all familiar with the lore behind Ammut so the clap might have some relevance there. Keep the clap or don't, it's a great ability either way!

The clap has no lore relevance, I just like the idea of it, lol.

2 hours ago, Gashabae said:

You could add an interaction between her first and second ability.

"If Cull is used while Ambush is active Ammut exits Ambush and immediately executes her third Cull attack pulling all enemies to her. Enemies within radius are still knocked down by this."

Some effects could be dropped but the basic idea is bypassing the 3x cast of Cull to get the third effect incentivizing the use of both abilities together. What that would mean for the % life steal... no idea. Really it's up to you.

I like this idea as well. I'm always in favor of good ability synergy. Gonna add this later on.

2 hours ago, Gashabae said:

This kind of feels like a secondary effect to an ability not the primary effect. Maybe reduce the base range and tack on something else? Again I'm not too familiar with the lore so I couldn't provide a valid addition.

This is mostly to reinforce the idea of Ammut as a close range mauler. I didn't specifically highlight this in the description, but the idea in my head was that this could potentially strip armor off of enemies, particularly with high power strength, hence why there's a status chance attached to it. I do see what you mean about it feeling like a secondary effect though. As for lore, Duat is the name of the Egyptian underworld and Ammut is apparently sometimes depicted standing next to a lake of fire. This ability is the closest thing I could think of to represent that with, so yeah.

2 hours ago, Gashabae said:

The ability doesn't seem like it'd be worth using beyond the alternate cast. Granting an additional 30% damage to 500 when her first scales off of melee mods (which is great) with a base of 1000 damage makes it kind of irrelevant. Not to mention the 30% also applies to her first making her fourth that much more worse in comparison. You also haven't provided energy costs but looking at the ability and its stats it feels like an alternate first ability, not a fourth.

Funny thing about this is that I almost flipped this skill with her first, precisely because it felt a bit underwhelming for an ult. The alt cast is ultimately part of why I kept it as her ult, and with Ammut's role in mythology being to devour the hearts of those deemed impure, having that be what her kit builds towards felt kind of appropriate. As for the damage, it's there just because it feels like it should be, but it's not meant to compete with her first at all. It's mostly just a way to gather hearts more quickly than any of her other skills can, and to potentially create more specters from her second passive as well.

Also, as to your final point about adding energy costs, yeah I probably should. For some reason I always got a bit lazy about it, even though I already put in a fair amount of work on these ideas so it wouldn't hurt to do a little more. Thanks for all the input though!

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...