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[Warframe Concept] Yuna - The Totem Summoner (Truly Unique Playstyle) *long Read!*


Luminati07
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ff10_3-bgrender_a.png

 

 

(Note: The above picture serves no purpose other than to show my source of inspiration)

(Note #2: Yuna isn't the actual proposed name. I just chose that because I couldn't think of another. If you have a suggestion, I'd love to hear it)

 

This is the fifth in a series of Warframe concepts inspired by Final Fantasy/Dissidia. Don't let that throw you off, these aren't just FF abilities thrown onto Warframe concepts and posted on the forums.

I only used FF as inspiration, My concepts are purely my own thoughts, and I just use Dissidia as a way to show my vision for the animations.

 

That being said, here's my other concepts:

https://forums.warframe.com/index.php?/topic/121039-warframe-concept-jecht-the-brutal-berserker-truly-unique-playstyle/'>Jecht - The Brutal Berserker (Inspired by Jecht from Final Fantasy X)

https://forums.warframe.com/index.php?/topic/124150-warframe-concept-janus-the-combat-specialist-truly-unique-playstyle/'>Janus - The Combat Specialist (Inspired by Cecil from Final Fantasy IV)

https://forums.warframe.com/index.php?/topic/122890-warframe-concept-magister-the-vengeful-soul-truly-unique-playstyle/'>Magister - The Vengeful Soul (Inspired by Gabranth from Final Fantasy XII

https://forums.warframe.com/index.php?/topic/124271-warframe-concept-nomad-the-peerless-blade-truly-unique-playstyle/'>Nomad - The Peerless Blade (Inspired by the Warrior of Light from Final Fantasy I)

 

Also, here's an idea for a login diorama that was inspired by a cutscene from Dissidia. Give it a read, it has the potential to be awesome. https://forums.warframe.com/index.php?/topic/124774-idea-for-a-new-login-diorama'>Link

 

The idea behind all of my concepts is to bring something new to the table, and put forth some extremely unique playstyles.

Something different to the mold of 1 primary, 1 secondary, 1 melee, 4 powers.

 

Anyway, enough of that. Let's start with this concept.

 

This concept is inspired by Yuna from Final Fantasy X.

For those that haven't play FFX, Yuna is a summoner.

 

For obvious reasons, that sort of thing wouldn't work in Warframe.

I really wanted to make a concept that was inspired by Yuna, and a light bulb appeared in my head. (But, I'll get to that later)

 

Let's begin.

(Quick note: This concept gets a little complex, so it's going to be a long read)

 

Stats and information

Name: Yuna
Gender: Female
Description: Yuna is a very unique Warframe.

She doesn't have much power on her own, but when she calls down her support from the heavens, she becomes extremely versatile, and able to adapt to any situation.

 

 

HP - 50 (150 at rank 30)

Shields - 125 (375 at rank 30)

Armour - 0

Power - 200 (275 at rank 30)

Speed - 1.1

 

As you can tell, Yuna's HP is very low, her shields are a bit higher than average, but her max energy is very high.

This is because of her reliance on powers.

 

Basic concept

Alright, this one is a bit complex, but bear with me.

 

Obviously, I couldn't bring the whole "Summon massive monsters to destroy everything" into Warframe.

The idea is this:

Yuna has three sets of powers.

In order to use any of these powers, she must call down "totems"

 

Each of these totems will grant access to a set of powers, and will also grant auras to allies in the vicinity.

For now, I'll call these totems Offensive, Defensive and Support.

 

When you first spawn in, your first 4 abilities are 

1. Call down offense totem

2. Call down Defense totem

3. Call down support totem

4. Ultimate.

 

So, what does that mean?

When you call down a totem, your abilities change.

If I call down the offensive totem, my abilities are changed to this:

1. Offensive skill 1

2. Offensive skill 2

3. Offensive skill 3

4. Recall totem

 

Understanding yet?

Each totem will grant you 3 different abilities, with each set being suited for a different situation.

 

I know that probably sounds complicated as all hell, but here's a simplified version

 

Step 1: Call down offensive totem

Step 2: Skills 1-3 change to offensive powers

Step 3: Press 4 to recall totem if you need to call out another totem

Step 4: Rinse and repeat

 

I hope that makes sense. But it'll be clarified more in the powers section.

 

 

Alright, before I get to the next section.

When you have no totems out (IE, when you spawn), your skills are:

 

Power one: Call down an offensive totem. 

Energy cost - 25

 

Power two: Call down a defensive totem

Energy cost - 25

 

Power three: Call down a support totem

Energy cost - 25

 

Power four: Ultimate

Energy cost - 75

 

 

Now, those four are the mod cards you equip. Leveling them up will increase the level of all the following skillsets.

That being said, each mod card has five levels, rather than three.

 

After you have called a totem, your skill set will change to that totem type.

 

Another note, these abilities originate from the totem, not from yourself.

This means that totem placement is key. 

 

Each totem will also emit an aura to buff nearby players.

 

(Remember, each mod card has 5 levels. Meaning the proposed damage numbers will have 6 parts. Mod levels 0,1,2,3,4,5)

 

Ability set one - Offensive

This totem is all about killing stuff.

Constant totem aura - Allies in the vicinity will be granted with slightly increased gun damage.

Damage buff for allies within the aura is 1/2/3/5/7/10 percent

Aura colour is red.

 

Power one

Blasting aura

Energy cost - 25

 

Emit a blast of energy from the offense totem.

Deals light damage, and knocks back any nearby enemies.

 

Power deals 100/150/200/250/300/400 damage to enemies, and knocks them back a considerable distance.

 

Power two

Eruption

Power cost - 50

 

Emit a giant shockwave from the ground underneath the totem.

Your classic nuker. Deals heavy damage, but no knockback or additional effects.

 

Power deals 200/300/500/650/800/1000 damage.

 

I know that seems very powerful, but remember, you cannot aim this wherever you please. It originates from the totem, not your hand.

 

Power three

Deathly Flurry

Power cost - 75

 

Streams of energy are summoned around the totem, these will spin around with great speed in the AoE, dealing heavy damage to enemies within the circle. (assuming the streams hit them)

 

6 streams within the circle, each will do a full lap 6 times

Each stream will deal 25/50/70/90/100/100 damage, meaning each stream can do 600 damage. 3600 potential damage, assuming an enemy happens to be unlucky enough to be hit by each one.

 

It's hard to explain this one, here's a video to...Kind of show what I mean

 

Skill is at 2:10 of the video.

Direct link - 

 

That kind of effect. So, the energy streams move extremely fast.

 

Power four

Recall totem

Energy cost - 15

 

Recall the totem.

This sets your skills back to the original set (the totem summoning set).

This allows you to recall a totem, and call forth a new one.

 

Ability set two - Defensive

This skillset is all about debuffing enemies.

Constant totem aura - Increases the defensive power of ally shields slightly. (armour for shields)

Amount of damage taken by your shields is reduced by 2/4/6/7/10/12 percent

Aura colour is blue.

 

Power one

Enervation

Energy cost - 25

 

Enemies within the AoE have their movement speed slowed considerably.

Your basic slow ability.

 

Power slows enemies down by 20/25/30/35/40/50 percent.

 

Power two

Sharp Decline

Energy cost - 50

 

Enemies within a large radius have their damage reduced.

 

Power decreases enemy damage by 10/15/25/30/35/40 percent.

 

Power three

Cripple

Energy cost - 75

 

Enemies within a very large radius will have their susceptibility to knockdowns and stuns increased by a huge amount.

Enemies have a chance to be knocked over from normal bullets and melee attacks by a certain percentage.

 

Enemy stun susceptibility increased by 20/25/30/35/40/50 percent

Melee attacks that would usually stagger have a 10/15/25/30/35/40 percent chance to knock enemies down instead.

Bullets have a 2/3/4/6/8/10 percent to stun enemies, regardless of your current stun % chance

Bullets have a 1/2/3/4/5/5 percent chance to knock enemies over.

 

Power four

Recall totem

Energy cost - 15

 

Recall the totem.

This sets your skills back to the original set (the totem summoning set).

This allows you to recall a totem, and call forth a new one.

 
Ability set three - Support
This skillset is all about buffing you and your allies

Totem aura - When the totem is called, it hits the ground and gathers energy.

When an ally on low HP enters the AoE, the totem will send out a healing wave.

 

This means that it doesn't activate until a player is low on HP.

Flat heal of 75/150/225/330/375 HP.

 

No constant aura.

 

Power one

Empower

Energy cost - 25

 

Allies within the AoE are granted with a damage boost.

 

Ally damage is increased by 2/4/6/10/12/15 percent.

 

Power two

Tempered Armour

Energy cost - 50

 

Allies standing in the AoE have their armour increased by a certain percent.

 

Allies armour is increased by 15/20/30/40/50/60 percent

 

Power three

Energy of regeneration

Energy cost - 75

 

Allies within the AoE are given an aura that will regenerate several stats.

Slight HP regeneration, slight energy regeneration and shield recharge delay is decreased.

 

HP regeneration increased by 0.5/1/1.5/2 percent of your HP each second.

Energy regeneration increased by 0.5/1/1.5/2 percent of your max energy per second.

Shield recharge delay is decreased by 5/10/15/20/30/35 percent.

 

Power four

Recall totem

Energy cost - 15

 

Recall the totem.

This sets your skills back to the original set (the totem summoning set).

This allows you to recall a totem, and call forth a new one.

 

Ultimate

Aaaalrighty. Time for the big guns.

You may have noticed that none of the individual totems have an ultimate.

To use your ult, you must recall any totems, which brings you back to your original skillset.

Press 4 for the ult.

 

Heaven's Lament

Energy cost - 75

 

Call down all three of your totems in a triangle around you (some distance apart from each other)

^ = totem, o = you.

                          ^

 

                          o

 

                ^                   ^

 

Your skillset has changed again.

 

This will grant all three of the constant auras from before, but they will be upgraded.

(These effects are granted on top of the normal auras from before.)

Offensive totem - When the totem lands on the ground, it sense out an explosive blast, dealing moderate damage to nearby enemies.

Defensive totem - When the totem lands on the ground, it will restore nearby allies' shields by 50%.

Support totem - When this totem lands on the ground, it will instantly revive any downed allies in the vicinity. This will only activate when an ally is downed. Not when everyone is alive.

 

Those 3 new effects are granted in addition to the previous auras. Meaning the defensive totem will restore your shields by 50% and give you that damage reduction to shields.

 

Skills 1-3 now become a combination of all the powers from your individual totems.

Meaning, pressing one will cast Blasting Aura, Enervation and Empower all at once for the cost of 25 energy.

Pressing two will cast Eruption, Sharp Decline and Tempered Armour all at once for the cost of 50 energy.

 

Again, each skill originates from the totem, not from you.

 

Leveling up the ult mod card increases the duration.

 

Heaven's Lament lasts for 10/12/15/20/25/30 seconds. But, there would also be a cooldown so you can't spam it. That'd be utterly broken otherwise.

 

Other notes

My vision for the totems is something similar to the Relics from Dragon Nest.

 

When you call them, they come crashing down from the sky/roof a couple of metres in front of you.

Scratch that.

You call down the totems where your crosshair is.

That means you can call an attack totem where a cluster of enemies is, and set off the powers.

Call the support totem right near an ally if you need.

 

It's much more versatile and safe (Especially seeing how this Warframe is extremely squishy), when you can call totems down at specific locations, rather than having to run up to a group of enemies to summon the offense totem.

 

The Ultimate, however, would still call them down in a triangular area.

 

 

There we have it, my long &#! concept.

 

For those who read all this, thankyou so much.

It was a blast to write, and I think it'd make for an awesome playstyle.

 

I know it was probably a chore to read, but I will appreciate any feedback.

 

*Edit*

What would summoning these totems look like?

The idea I had for this would be a mix of Dragon Nest relics, and Meteor from Final Fantasy XIV ARR.

 

With Meteor, a massive black hole opens up in the sky/roof, and a gigantic meteor is summoned from within.

That's the idea for these totems. (Just not on a massive scale).

 

So, a black hole/void would open up in the sky/on the roof of wherever you are, and the totem would come crashing down.

Black_Mage_Limit_Break_Meteor_XIV.jpg

 

That's the only similarity to meteor. The totem comes from within the black hole/void/whatever.

 

The only similarity to Dragon Nest is the fact that these totems should come crashing down.

In FF XIV, that meteor comes down relatively slowly. In Dragon Nest, relics are called down extremely fast, and they have a pretty good sense of impact.

 

Using FF XIV as another example.

Check 2:30 of this video for a rough idea of what I mean for the totem.

Direct link - 

 

Remember, I'm not talking on a massive scale. The totems wouldn't be that big. Maybe a little taller than a Tenno.

 

So, in short.

1. Black hole/circular void/whatever opens up above the location you targeted.

2. Totem is conjured from that hole, it descends from the darkness.

3. Totem crashes down fast to the floor.

 

In ships, I think it'd be ideal for these black holes to open up on the roof, not mid-air.

On outdoor maps, it'd be awesome if these black holes were created very high up in the air. Imagine how amazing it would look if you saw one of these totems crashing down from a fairly substantial height.

Edited by Nugget_
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Hmm, cool concept.

 

Some thoughts:

 

-how do you call down abilities from the totems? what button has to be pressed?

 

-totems are static and their summoning cost is a bit high. As they don't do a lot if you don't sink more energy to call their abilities. This is going to be awesome in defence, meh in Survivals and sub-optimal everywhere else just like Banshee and Vauban (probably worse, as either can maybe make themselves useful).

To counter that, I suggest to decrease dramatically the totem-summoning energy cost, to 10 or even 5. After all you are paying energy to get the abilities out of those totems too.

 

-you have a typo in the Support totem, the armor booster should not boost enemy armor.

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Hmm, cool concept.

 

Some thoughts:

 

-how do you call down abilities from the totems? what button has to be pressed?

 

-totems are static and their summoning cost is a bit high. As they don't do a lot if you don't sink more energy to call their abilities. This is going to be awesome in defence, meh in Survivals and sub-optimal everywhere else just like Banshee and Vauban (probably worse, as either can maybe make themselves useful).

To counter that, I suggest to decrease dramatically the totem-summoning energy cost, to 10 or even 5. After all you are paying energy to get the abilities out of those totems too.

 

-you have a typo in the Support totem, the armor booster should not boost enemy armor.

1) That's the slightly complex part.

At first. Abilities 1, 2 and 3 call down totems (with 4 being the ult). Once you've called down a particular totem, those skills change that totem's skillset.

If I call down the offense totem with 1, then skills 1, 2, and 3 become the offensive totem skills.

 

2) Fair points. I might go back over the concept and try to modify that a bit.

 

3) Ah, thanks for letting me know :)

At least this shows that you actually read the entire concept! Much appreciated

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FFX was kind of a terrible game. Tidus is the worlds whiniest protagonist. But still kind of an interesting idea. 

That's a matter of opinion. I happened to love FFX.

But, this thread isn't about which Final Fantasy game is best/worst. Let's keep it that way. :)

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That's a matter of opinion. I happened to love FFX.

But, this thread isn't about which Final Fantasy game is best/worst. Let's keep it that way. :)

Did someone call a which FF is best FF war? Because my response is only this, Batman could beat Iron Man! 

 

Jokes! :D 

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-totems are static and their summoning cost is a bit high. As they don't do a lot if you don't sink more energy to call their abilities. This is going to be awesome in defence, meh in Survivals and sub-optimal everywhere else just like Banshee and Vauban (probably worse, as either can maybe make themselves useful).

To counter that, I suggest to decrease dramatically the totem-summoning energy cost, to 10 or even 5. After all you are paying energy to get the abilities out of those totems too.

 

I've toned down the power cost to 25. It's sitting there for 2 reasons.

1. Yuna's power pool is extremely high. 25 power is like peanuts to her.

2. Each totem gives a buffing aura, so some kind of power cost makes sense.

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2. Each totem gives a buffing aura, so some kind of power cost makes sense.

Depends from what numbers you decide to give to this minor buff. Without numbers I have no idea. (there are no numbers stated in description).

 

I still personally  think that anything above 15 it too much for the totem alone, as it's likely a one-trick launch and then rush forward for non-defence/MD missions

Edited by bobafetthotmail
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Depends from what numbers you decide to give to this minor buff. Without numbers I have no idea. (there are no numbers stated in description).

 

I still personally  think that anything above 15 it too much for the totem alone, as it's likely a one-trick launch and then rush forward for non-defence/MD missions

Yeah, I'm still going through all of my concepts and refining them a bit. Especially this one (it's my favourite).

The idea is for the buff to be worthwhile, not something like 1% increased damage. 

 

I'll go through and edit it all in a bit. Gotta cook dinner.

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not hurrying you or anything. Take your time, i'm getting notified of changes to this thread (new posts).

Given a rough idea of the power the auras should generate.

Offensive totem grants a maximum of +10% damage.

Defensive totem gives a maximum of -12% damage reduction to shields.

Support totem gives a maximum of 1.5% HP regeneration per second.

 

Let me know what you think of those, and if you have a better idea of what the numbers should be, I'd love to hear them. :)

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<insert stupid gif> I see what you did there.  :)

 

That's basically a deployable Aura mod. Is relatively balanced (will be completely OP in defense and MD, but for mobile missions it's balanced by the fact that the totem itself is static and the team is rushing around 99% of the time), but it's still a bit not flashy enough imho. It just adds flat numbers.

Also, HP regen this way is sub-optimal just like the Aura even if you spam them like crazy. Damage comes in spikes, and a flat regen rate is not the best way to deal with that imho.

 

I'll go out on a limb and try to pull other abilities that might be interesting while technically recycling mechanics we have already, for the sake of trying to brainstorm.

 

Hmmm. What about the old idea about how the damn shield-replenishing gear should work (not mine, it's well-known afaik): like an Osprey it adds X shields to people in range and regenerates this shields normally for the time of its duration. Possibly with the same blue beam between the player and the totem.

 

Also, what about a minor Bullet Attractor effect on enemies in the Offensive totem? Maybe with an osprey-like red beam that hits all enemies in a certain radius.

 

As for the Support one I would try to give it Something like Trinity's Well of Life, that converts damage you deal to mobs in a certain radius into health. Since this is multi-target, the percentage of conversion should be kept lower.

Or make it a one-time auto-resurrect or auto-heal. That is if a player gets downed in its range, the totem raises him and then disappears, or something similar to the Sentinel's regen, that detects when you are low on HP and Bam! gives a HP boost (once).

Edited by bobafetthotmail
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<insert stupid gif> I see what you did there.  :)

 

Hehe

 

That's basically a deployable Aura mod. Is relatively balanced (will be completely OP in defense and MD, but for mobile missions it's balanced by the fact that the totem itself is static and the team is rushing around 99% of the time), but it's still a bit not flashy enough imho. It just adds flat numbers.

Also, HP regen this way is sub-optimal just like the Aura even if you spam them like crazy. Damage comes in spikes, and a flat regen rate is not the best way to deal with that imho.

Good point in the first part. They're pretty unoriginal, just a simple numbers buff. I'll definitely go back over them to try make them a little more unique.

 

My idea behind the HP regen was to give health regen after you've survived an attack, rather than used during.

So, you finish a wave, are low on HP, and call down the tower in preparation for the next waves.

 

 

 

Hmmm. What about the old idea about how the damn shield-replenishing gear should work (not mine, it's well-known afaik): like an Osprey it adds X shields to people in range and regenerates this shields normally for the time of its duration. Possibly with the same blue beam between the player and the totem.

 

Also, what about a minor Bullet Attractor effect on enemies in the Offensive totem? Maybe with an osprey-like red beam that hits all enemies in a certain radius.

That shield idea is interesting. Sounds better than my boring damage reduction.

I'd rather not use the Osprey line graphic though :P I can't stand the blue beams.

 

I had actually thought of a bullet attractor effect in my OP, believe it or not.

But, I decided against it, because it's Mag's realm.

 

 

As for the Support one I would try to give it Something like Trinity's Well of Life, that converts damage you deal to mobs in a certain radius into health. Since this is multi-target, the percentage of conversion should be kept lower.

Or make it a one-time auto-resurrect or auto-heal. That is if a player gets downed in its range, the totem raises him and then disappears, or something similar to the Sentinel's regen, that detects when you are low on HP and Bam! gives a HP boost (once).

I'm liking that instant HP boost idea

Call down the totem near an injured ally, green aura flows out, instant heal.

 

Definitely sounds like it'd be very useful, especially in tense situations when you need a save...

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glad to have helped you with my brainstorming. If you need any more feedback, post again when you modify the OP. :)

I've modified them slightly. About to go to bed, so it's nothing major. 

 

Just changed the support aura to a flat HP recovery.

But, I also added some stuff to the ult skill.

 

Check it out and let me know what you think.

 

I decided against the Well of Life effect, seeing as that's Trinity's skill. I didn't want to steal it :P

 

I'll go through it again tomorrow and add some more unique stuff.

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First of congrats on the concept.  However, I am a bit confused cause why would a ninja be using totems in the first place.  Use of totems would mean being static for a period of time, and in this fast paced game the only place that a totem using frame would be handy is M defense and Defense missions.  Please understand I am not trying to bash your creativity, just feel this is a bit out of place.

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Just changed the support aura to a flat HP recovery.
Dunno, I still think that making it conditional (i.e. trigger the hp boost when it senses that a player is going too low on HP, like the Regen ability of Sentinels is a better thing.
As you wrote it's just a weaker Blessing and imho requires too much micromanagement on top of the micromanagement already required for a totem-launching frame like this. (need to keep constantly an eye on the health panel of the team, then waste seconds to find where the F*** they are, and cast a totem in an area where they are going to receive the buff)

 

But, I also added some stuff to the ult skill.

The Support totem effect is broadly useless as there are very high chances that you aren't going to cast three totems in a triangle formation just to rise people.

 

If you make it auto-triggered (it auto-rises people that go in bleedout in its radius while it's active, still taking the same time that would take doing it manually)

 

More importantly, the whole Ultimate is complex and it gives you a zillion of very different buffs/effects, and that is confusing. I also think that triggering all totem abilities is a bit OP and might be outright useless for some of them.

 

One possibility is that the three totems allow you to cast the abilities from the frame, and that as long as you are inside the area, you can cast only the most useful four abilities from the three totems, maybe with a reduced cost.

 

Or simply make the ultimate a meta-totem powa, and give it a separate set of powers of its own that look less like a porridge of all her powers combined.

Dumb example:

Calling 1 (attack totem) triggers a blast of energy in the triangle's area

Calling 2 (defence) triggers a blast of shield buffs or a slow-down effect in the triangle (akin to Frost's snowglobe), or raises shield walls ala Vauban or anti-bullet stuff like Frost

 

and so on and so forth.

 

First of congrats on the concept.  However, I am a bit confused cause why would a ninja be using totems in the first place.  Use of totems would mean being static for a period of time, and in this fast paced game the only place that a totem using frame would be handy is M defense and Defense missions.  Please understand I am not trying to bash your creativity, just feel this is a bit out of place.

Vauban. Frost. And anyway if the totems are cheap and spammable enough (like Vauban's Tesla) the issue is significantly reduced as you can make a mini-defence every time you encounter a bunch of heavies (or stuff that isn't insta-roflstomped by the team anyway).

 

A frame like this would be significantly more useful and fun if the enemy AI is upgraded to "slightly less &#036;&amp;*&amp;*#(%&amp;" and actually does some weak attempts at fighting back cohesively.

Edited by bobafetthotmail
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Dunno, I still think that making it conditional (i.e. trigger the hp boost when it senses that a player is going too low on HP, like the Regen ability of Sentinels is a better thing.
As you wrote it's just a weaker Blessing and imho requires too much micromanagement on top of the micromanagement already required for a totem-launching frame like this. (need to keep constantly an eye on the health panel of the team, then waste seconds to find where the F*** they are, and cast a totem in an area where they are going to receive the buff)

 

The Support totem effect is broadly useless as there are very high chances that you aren't going to cast three totems in a triangle formation just to rise people.

 

If you make it auto-triggered (it auto-rises people that go in bleedout in its radius while it's active, still taking the same time that would take doing it manually)

 

More importantly, the whole Ultimate is complex and it gives you a zillion of very different buffs/effects, and that is confusing. I also think that triggering all totem abilities is a bit OP and might be outright useless for some of them.

 

One possibility is that the three totems allow you to cast the abilities from the frame, and that as long as you are inside the area, you can cast only the most useful four abilities from the three totems, maybe with a reduced cost.

 

Or simply make the ultimate a meta-totem powa, and give it a separate set of powers of its own that look less like a porridge of all her powers combined.

Dumb example:

Calling 1 (attack totem) triggers a blast of energy in the triangle's area

Calling 2 (defence) triggers a blast of shield buffs or a slow-down effect in the triangle (akin to Frost's snowglobe), or raises shield walls ala Vauban or anti-bullet stuff like Frost

 

and so on and so forth.

 

Vauban. Frost. And anyway if the totems are cheap and spammable enough (like Vauban's Tesla) the issue is significantly reduced as you can make a mini-defence every time you encounter a bunch of heavies (or stuff that isn't insta-roflstomped by the team anyway).

 

A frame like this would be significantly more useful and fun if the enemy AI is upgraded to "slightly less &#036;&amp;*&amp;*#(%&amp;" and actually does some weak attempts at fighting back cohesively.

 

I read over your last post about 20 times, and somehow I missed the part where you said that the heal/revive should detect when an ally is nearby, and then activate the healing effect.

If I'd seen that before, I would have made it like that... Definitely going to change that now.

 

The ult is something I'll probably have to go over. But, I do actually like the effect of the 3 towers abilities activating at once.

 

It's definitely OP, but pretty situational. The cooldown is there to actually make a Warframe that doesn't just endlessly spam "4" and win.

 

Bedtime for me.

 

Thanks again for the feedback, it's been awesome. I'll go over the concept again tomorrow.

Edited by Nugget_
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First of congrats on the concept.  However, I am a bit confused cause why would a ninja be using totems in the first place.  Use of totems would mean being static for a period of time, and in this fast paced game the only place that a totem using frame would be handy is M defense and Defense missions.  Please understand I am not trying to bash your creativity, just feel this is a bit out of place.

Somehow I missed this post. Oops.

 

I know that having static totems would change the pace of the game quite a bit. But, if I'm totally honest, that's the point.

Like Bobbafetthotmail said, there are other examples of other warframes with abilities like this. (Vauban, Frost etc)

 

She would be extremely useful in defense/perhaps survival to an extent.

But, she can also be a fast-paced Warframe.

 

Running along, call down your offensive totem, use a skill, recall totem, keep running.

Obviously that's not as easy as other Warframes just pressing 4 and moving along, but it's still possible.

 

I do get what you're saying. But, it's a different playstyle for different kinds of players. I, for one, would play the hell out of something like this. While, someone else may not.

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This is just a suggestion but, concerning the static nature of this warframe, you could make it so that the totem follows the warframe similar to that of a sentinel? or to expand on this, set a radius around the warframe and the totem could move around this area until an enemy is in "sight"  (can be hit by your totem's skills), OR you could have the totem pole teleport to the warframes destination when prompted, maybe have another command or replace one of the existing ones?

 

Essentially:

 

1)Sentinel-ish pattern of movement

   1a)Set a radius of possible movement (Until an enemy is within range)

 

2)Teleport to Warframe upon command (could be an additional skill or replace one)

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This is just a suggestion but, concerning the static nature of this warframe, you could make it so that the totem follows the warframe similar to that of a sentinel? or to expand on this, set a radius around the warframe and the totem could move around this area until an enemy is in "sight"  (can be hit by your totem's skills), OR you could have the totem pole teleport to the warframes destination when prompted, maybe have another command or replace one of the existing ones?

 

Essentially:

 

1)Sentinel-ish pattern of movement

   1a)Set a radius of possible movement (Until an enemy is within range)

 

2)Teleport to Warframe upon command (could be an additional skill or replace one)

That would actually make more sense but still would be a little out of place.  I dunno people are coming up with some good ideas though as to how to make this work.

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This is just a suggestion but, concerning the static nature of this warframe, you could make it so that the totem follows the warframe similar to that of a sentinel? or to expand on this, set a radius around the warframe and the totem could move around this area until an enemy is in "sight"  (can be hit by your totem's skills), OR you could have the totem pole teleport to the warframes destination when prompted, maybe have another command or replace one of the existing ones?

 

Essentially:

 

1)Sentinel-ish pattern of movement

   1a)Set a radius of possible movement (Until an enemy is within range)

 

2)Teleport to Warframe upon command (could be an additional skill or replace one)

Eh, I appreciate the idea, but I'd prefer if the totems were static, tbh.

 

I've changed around the "other notes" section.

Give that a read and tell me what you think.

 

Basically, instead of totems being summoned a few metres in front of your character, they will be summoned to your crosshair's location.

Meaning, you can summon a support totem to a far away ally, or an offensive totem right next to a group of enemies.

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DRAGON NEEEESSST i love playing as the priest so relics are BEAST

 

back to the topic, you could still have them crash down through the roof :P, and that idea seems more viable as a warframe skill

 

 

MOAR WARFRAMEZZ :DD

Edited by Daidaiiro
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DRAGON NEEEESSST i love playing as the priest so relics are BEAST

 

back to the topic, you could still have them crash down through the roof :P, and that idea seems more viable as a warframe skill

 

 

MOAR WARFRAMEZZ :DD

Heh. I played as a Priest as well. Though, I never got that far in the game. I think I got to level 24.

 

I've added a new section to my OP to describe what the summoning animations would look like, along with some pics/videos.

 

Basically, a black hole/void/whatever opens up on the roof / in the sky, and the totem comes crashing down from them.

 

Like this, just on a smaller scale. And, you know, a totem instead of a meteor.

208cb1cd4e7118aed3c72def269e0689.png

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