Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Small Helminth Concept (New Abilities based from Enemies)


(PSN)LeBlingKing

Recommended Posts

TL;DR: With this subsystem of a subsystem in place, you'll be able to siphon the abilities of certain enemies, and use them against them.

You guys know how Simaris will specify an enemy that he wants synthesized? It'll basically be like that, but for Helminth.

Helminth will have what it calls Cravings, and it will pull from a limited list of cravings that it has in order to satisfy them. Once Master accepts the task, Helminth will inject the current Warframe with a Bioaccumulative Cyst. Once that Warframe targets and kills the specified amount of enemies, the Cyst will mature. Master can then bring the Warframe's cyst over to Helminth, who will absorb the information and, after a few hours of learning, have a new ability ready to subsume into any Warframe.


Cravings can be satisfied by both enemies and bosses. Boss Cravings require less kills to mature the cyst, but take more time to learn. Enemy Cravings require more kills to mature the cyst, but take less time to learn.

Not all abilities FUNCTION the same as their enemy counterparts, but will at the very least carry some inspiration. Take numbers with a grain of salt.

ENEMY CRAVINGS (Requires 20-50*Mastery Rank enemy deaths to mature Cyst, 8 Hours to learn information)

Spoiler

"SEISMIC SHOCKWAVE"

Channel Void energy into your fist and strike the ground, knocking enemies down and away from you. Hold the ability button to increase the radius.

Enemy: Heavy Gunner (random type)

The Warframe pounds the ground, dealing 200/250/350/400 Impact damage in a 5 meter radius uncharged, and dealing 400/500/700/800 Impact damage in a 10 meter radius fully charged (affected by Power Strength and Power Range, respectively), dealing a 100% guaranteed Impact proc along with knockdown.

"PLASMA GRENADE"

The Warframe conjures up and tosses a grenade that explodes after a moment, dealing Blast and Heat damage. Ability can be pressed again to manually detonate, but the damage increases if the detonation is timed.

Enemy: Lancer (random type)

The grenade deals up to 10% of enemy's maximum Health right next to the grenade of which quickly falls off to about 2% at the ends of its 10 meter blast radius, with a 25/50/75/100% guaranteed proc for both Blast and Heat.

"ENERGY SHIELD"

The Warframe conjures a singular, large rectangular aegis that follows where the Warframe looks and moves.  

Enemy: Shield Lancer

The shield will have [(500*Max Energy Capacity)*Maximum Enemy Level] hitpoints, which regenerate 1% per second when inactive. You cannot wield weapons while it is active, but bullets/projectiles shot through it by allies will have their damage increased by +10/20/30/40% (Power Strength).

"AURA OF THE ANCIENTS"

Enemy: Ancient (random type)

A wheel ability that triggers an aura with a 15 meter radius (Power Range):

The Healer: the Warframe grants 20% Damage Reduction and a continuous 2% health/sec regen aura to allies in range

The Disruptor: the Warframe slows all enemies in the aura by 50%, having a 25% chance to disarm and 25% chance to jam weapons

The Toxic: Warframe is 50% more susceptible to damage, but grants a constant Toxin proc to enemies in range.

"LATCHER DEPLOY"

Enemy: Seeker

The Warframe deploys 10 Latchers that seek out and latch onto enemies, staggering enemies they're latched on to. Enemies will try attacking their comrades in an attempt to get the latchers off, dealing damage. The latchers will explode, dealing 250*Enemy Level Blast damage to the enemy it's latched onto.

"VOID WARP"

Enemy: Manic

Target an area and use the Void to delete the space between your Warframe and the targeted area, flash-stepping and allowing you to teleport.

Press the ability button to trigger a field where your reticle is pointing, and either press the ability again to teleport to the location or hold the ability to cancel.

"SELF-DETONATION"

Enemy: Oxium Osprey / Volatile Runner

The Warframe overcharges itself with Void energy, exploding and dealing damage to self and enemies within range, {[(Maximum Energy * 5) + 50% health] * 2/5/7.5/10} Void damage to enemies in a 15/20/25/30 meter radius, along with 49.9% health to self.

"RATEL DEPLOY"

Enemy: Sniper Crewman

The Warframe deploys a Ratel Pad that lasts for 15/30/45/60 seconds (Power Duration) that spawns 1 Ratel every 3 seconds for a maximum of Ratel units active at once. The Ratels distract enemies while also proccing Electricity to all foes in range. 

"SPAWN PODS"

Enemy: Boiler

Summon 5 Infested spawn pods that each spawn 1 of 3 things: (40%) a Volatile Runner that scales with Enemy Level, (40%) a set of 15 Maggots that leech health from enemies they stick on, (20%) and a Helminth Charger whose health rapidly decays but damage and speed is bolstered.

BOSS CRAVINGS  (Requires 2-5*Mastery Rank enemy deaths to mature Cyst, 24 Hours to learn information)

Spoiler

"ESSENCE OF LEPHANTIS"

Boss: Lephantis

Another wheel ability:

Duellum - triple scythe-arm swing horizontal - deals Fire and Slash damage

Corporis - poison grenade fan launch

Antiquorum - sticky bombs that knocks enemies down

"KNUX BEATDOWN"

Boss: Tyl Regor

Replaces currently equipped weapons with an exalted pair of Kunx archmelee.

 

Link to comment
Share on other sites

sounds great and would love to have (maybe it could also give some helminth standing too), mind if I give a few ideas too? (no numbers because those are difficult)

 

ENEMY CRAVINGS

Spoiler

"Rising Smash"
enemy: Shockwave MOA
the warframe charges up and stomps onto the ground, releasing a slowly-expanding shockwave that bounces enemies into the air for a second before dropping them onto the ground, dealing weak impact damage while keeping them on the ground for 2 seconds

"Noxious Air"
enemy: Mutalist Osprey
the warframe shudders before releasing a large cloud of toxic air around itself, dealing toxic damage to enemies that enter it while having a rare chance to inflict either viral or corrosive damage as well.


"Bursa code: Active"

enemy: Isolator Bursa / Drover Bursa / Denial Bursa
a wheel ability with 3 different effects:
Nullifying Grenade: the warframe tosses a small grenade, upon impact with the floor it will create a small bubble, any enemy inside the bubble will have their guns locked while inside it and will be unable to use their 'special skills' (Heavy Gunner/Shockwave MOA's shockwave, Seekers can't throw out latchers, etc)
Grenade Swarm: the warframe releases a cone of 15-20 small grenades infront of itself, these will explode naturally after 5 seconds or if an enemy gets within 1-3 meters of one, in which case all the grenades explode to deal low blast damage
Flashbang: the warframe tosses a flashbang forwards, after a couple seconds (after landing), it will explode and blind any enemy within a 15 meter radius

 

BOSS CRAVINGS

Spoiler

"Weapons: Online"
enemy: Ambulas
the warframe leaps forwards and creates a shockwave that knocks enemies away and, after a second releases a large spinning laser around itself, at the same time releasing weak homing missiles that stun enemies they collide with.

"Pack Howl"
enemy: Hyena LN2 / Hyena NG / Hyena PB / Hyena TH  (would require 16-20 since each of the boss hyena's can give it)
a wheel ability that toggles through 4 different effects:
LN2 Chill - the warframe releases a cone of ice infront of itself that instantly freezes any enemy that touches it while dealing minimal cold damage
NG Scorn - the launches a grenade on a set trajectory, upon collision with an enemy or the floor, it creates a burning patch that lights any enemy that enters it on fire, the burning patch lasts for roughly 10 seconds
PB Wall - overcharges the warframes shields, providing small overshields while negating any damage the warframe receives for roughly 5 seconds
TH Stun - warframe releases a large ball of electricity forwards, this is roughly the same size as Mutalist Quanta's alt-fire, and travels in a straight line for a set distance, any enemy that enters it is stunned and inflicted with a magnetic proc


"Orokin Beam"
enemy: Captain Vor / Corrupt Vor
the warframe pulls out an orokin key and holds it up, this key then releases a golden-beam that tethers to each nearby enemy, dealing medium flinching damage while they are in line-of-sight of the key, this continues for 2-3 seconds (warframe is immobile during this but has high damage reduction) before the key is put away

 

not the best idea's for your concept but hopefully they are good enough.

But I love your ability and wish it was in the game, it'd mean there's a few more unique abilities to add, because the new helminth ones aren't all that good in my opinion.

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...