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Chroma Rework idea


THEONAM

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1.     Spectral scream: Exhale a deep breath of elemental destruction. Tap to cycle through elements, hold to cast. The chosen element applies to all of Chroma's abilities.
 

a.     Heat: Breathes out a large fire ball that covers foes in fire stripping armour. The ball can be charged for 3e/s

 

b.     Cold: Chroma sends out an icicle that breaks apart and covers enemies in ice freezing them in place and making them vulnerable to damage 10 energy cost
 

c.      Electricity: Chroma sends out an arching electrical blast that increases in damage foreach enemy hit 3e/s
 

d.     Toxin: Chroma slows down greatly and loses the ability to shoot but creates an expanding toxic cloud around himself and becomes harder for enemies to fire at. Enemies caught in the cloud will lose health slowly and those killed in the cloud will have increased health and energy drops. Chroma can still attack using his pelt’s claws. 25e to cast, 10e/s to expand the cloud to its maximum range. Once the ability is deactivated the cloud will slowly decrease in size.

                                                    i.     Augment: After burn. Each element will have a multishot effect applied to each of them creating 5 of each elemental scream but for an increased energy cost

 

2.     Draconic inspiration (Elemental ward): Chroma lets out a roar giving allies near by a temporary buff that changes depending on his elemental alignment
 

a.     Heat: Gain a health bonus and 10 regeneration per second for the duration of the buff
 

b.     Cold: Gain an armour buff that reflects damage dealt back to the attacker
 

c.      Electricity: Gain a shield bonus along side a recharge time reduction and shield regeneration buff
 

d.     Toxin: Gain a damaging aura along side a reload and holster speed bonus

                                                    i.     Augment: Prism ward. Elemental ward will give all buffs for only 50% of their normal strength

 

3.     Vex armour: Chroma curls up and drains his shields and then health for an armour and damage buff costing 75 to initiate 20e/s to channel the ability. The ability can be recast to reset the duration

                                                    i.     Augment: Everlasting Vex: Allies that near chroma while vex armour is active will receive the buff for the remainder of the duration whenever not within the range

 

4.     Effigy: Chroma Separates himself from his pelt letting it run wild for a limited time gaining a speed boost but loosing armour in the process

a.     Pelt will fly around chroma in a limited radius roaring and concussing foes opening them up to finishers

b.     Foes killed directly by Pelt will drop credits and endo. The amount being affected by ability strength.

c.      If chroma performs a finisher on a concussed enemy he will release a restorative pulse with range equal to Pelt’s flight range. The pulse will restore all ammo, 50 energy, 200 health and 100 shields to all allies within range

                                                    i.     Augment: Frenzied Effigy: All allies will gain a pelt that hovers over them that concusses enemies every 10 seconds. Concussed enemies will drop energy and health orbs when killed.

 

Thought's

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7 hours ago, THEONAM said:

1.     Spectral scream: Exhale a deep breath of elemental destruction. Tap to cycle through elements, hold to cast. The chosen element applies to all of Chroma's abilities.
 

a.     Heat: Breathes out a large fire ball that covers foes in fire stripping armour. The ball can be charged for 3e/s

 

b.     Cold: Chroma sends out an icicle that breaks apart and covers enemies in ice freezing them in place and making them vulnerable to damage 10 energy cost
 

c.      Electricity: Chroma sends out an arching electrical blast that increases in damage foreach enemy hit 3e/s
 

d.     Toxin: Chroma slows down greatly and loses the ability to shoot but creates an expanding toxic cloud around himself and becomes harder for enemies to fire at. Enemies caught in the cloud will lose health slowly and those killed in the cloud will have increased health and energy drops. Chroma can still attack using his pelt’s claws. 25e to cast, 10e/s to expand the cloud to its maximum range. Once the ability is deactivated the cloud will slowly decrease in size.

I dont enjoy the “hold for bonus effects at cost of energy” thing. I enjoy the other effect ideas, but it never feels good if an ability is only good if you use extra energy and time to make it good, as opposed to is just being good. 

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                                                    i.     Augment: After burn. Each element will have a multishot effect applied to each of them creating 5 of each elemental scream but for an increased energy cost

 

 

Same thing, why is energy cost increased? It instantly makes the mod less desirable 

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2.     Draconic inspiration (Elemental ward): Chroma lets out a roar giving allies near by a temporary buff that changes depending on his elemental alignment
 

a.     Heat: Gain a health bonus and 10 regeneration per second for the duration of the buff
 

b.     Cold: Gain an armour buff that reflects damage dealt back to the attacker
 

c.      Electricity: Gain a shield bonus along side a recharge time reduction and shield regeneration buff

So we getting rid of the electricity shock reflect? That makes me sad :( 

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d.     Toxin: Gain a damaging aura along side a reload and holster speed bonus

                                                    i.     Augment: Prism ward. Elemental ward will give all buffs for only 50% of their normal strength

 

3.     Vex armour: Chroma curls up and drains his shields and then health for an armour and damage buff costing 75 to initiate 20e/s to channel the ability. The ability can be recast to reset the duration

I dislike vex armor becoming a drain since negates energy sources like zenurik. Also 20e/s is insane. Mesa’s 4 is only 15 e/s base!

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                                                    i.     Augment: Everlasting Vex: Allies that near chroma while vex armour is active will receive the buff for the remainder of the duration whenever not within the range

 

4.     Effigy: Chroma Separates himself from his pelt letting it run wild for a limited time gaining a speed boost but loosing armour in the process

a.     Pelt will fly around chroma in a limited radius roaring and concussing foes opening them up to finishers

b.     Foes killed directly by Pelt will drop credits and endo. The amount being affected by ability strength.

c.      If chroma performs a finisher on a concussed enemy he will release a restorative pulse with range equal to Pelt’s flight range. The pulse will restore all ammo, 50 energy, 200 health and 100 shields to all allies within range

                                                    i.     Augment: Frenzied Effigy: All allies will gain a pelt that hovers over them that concusses enemies every 10 seconds. Concussed enemies will drop energy and health orbs when killed.


 

Idk, seems kinda gimmicky to me I guess.  It goes from a stationary turret to a mobile one? Seems off for a frame thats supposed to just be unkillable and such. 

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Thought's

Yea

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On 2021-05-09 at 3:05 AM, (PSN)CommanderC2121 said:

So we getting rid of the electricity shock reflect? That makes me sad :( 

I didn't say that I was just too lazy to type that part out. But no all of them keep the damage reflect 

 

On 2021-05-09 at 3:05 AM, (PSN)CommanderC2121 said:

I dislike vex armor becoming a drain since negates energy sources like zenurik. Also 20e/s is insane. Mesa’s 4 is only 15 e/s base!

and what do you mean by negates? but I didn't know that about mesa's 4

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9 hours ago, THEONAM said:

I didn't say that I was just too lazy to type that part out. But no all of them keep the damage reflect 

 

and what do you mean by negates? but I didn't know that about mesa's 4

When an energy drain is active, you can only gain energy directly from things like Rage/HA, energy orbs and void death orb energy pulses. Sources like energy pads, EV trinity and zenurik no longer give energy while the drain is active. 

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  • 2 weeks later...

I feel like this makes Chroma a real all rounder, definitely useful for farming mats similarly to Khora, Nekros, Hydroid, or Atlas, but with that he also doesn't have any real... specialty.  It would definitely feel weird for any teams to have a Chroma on the team and not really know what role he is geared to play as.

That all said I think this would be a great warframe for Solo play and general use, I approve of the reworks.

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  • 5 weeks later...
  • 5 weeks later...

Hello guys, i would like to give my ideas to a chroma rework abilities that i hope DE will see and may take some ideas from it or even change few things to fit their convinience......So lets begin and please read until the very end !!!

                              Passive :

Chroma could keep the fact that he has a second double jump. (it might be great with the use of a sniper or the strongest bows) but he could also have the ability that no other warframe will have and it is to be able to have self-damage on its own because now no one use chroma because of the fact that we can't get a high porcentage with vex armor without it.

                            1st Ability :

The same old spectral scream we have always know with of course the ability of choosing a element between fire, ice, electricity, and poison but it has way more punch (so we keep the 100% statut) And it has a synergy with the 2nd ability that i will explain soon.

                           2nd Ability :

Same old elemental ward with the effects that are provided by the elements ( fire give more health, ice give more armor, electricity give more shields, and poison has a chance of dealing poisoning to ennemies ) BUT lets talk about the synergy i've imagined !!! So my idea is based on the fact that  we can have now a fire breath but having at the same time a ice shield, correct ? So why not fuse the two differents elements. Let me explain, if at some point in a mission you need more armor then you can change the element to ice, cast the ice armor and then change the element to fire and so combine the elements and making a more powerful breath that deal explosive damage (blast) and there is 6 combination in total and if you had the same element in both abilities it just make the elemental breath even more powerful and thank to my idea chroma will be able to deal with every kind of foe and to use that combined element ability you only need to press one more time the 1st ability button after chose the elements like a normal spectral scream cast.

So let me explain my vision of this synergy and all combined elements of what it should looks like but of course they keep their advantage like Corrosive still strip ennemies armor by 25% or even more if we use vex armor and etc... :

Heat + Cold : Blast -> Release multiple fire stream that froze anything it touch and then the crystals explode after few seconds.

Electricity + toxin : Corrosive -> Release acid puddle on the path of Chroma where it aimed.

Heat + Toxin : Gas -> Release and spread clouds of gas that have a high chance to poisons anyone who dare breathes them.

Cold + Electricity : Release some sort of sphere made with ElectroMagnetic Pulse the disrupt the ennemies shields.

Heat + Electricity : Radiation -> Release a nuclear beam like Wisp more or less but with less graphics details than wisp. 

Cold + Toxin : Viral -> Release spores in the air that goes randomly around chroma and infect any foes to close to him. 

                           3rd Ability :

Typicaly a huge buff to vex armor so it still gives an enormous damage stacks to his abilities, weapons and like elemental ward, he shares it with fellow tenno on his team but with something new.......We all know that chroma transforms the damage he recieve into energy that make him stronger but my guess is where does all that energy go after the time limit, did it simply vanish ??

So my idea is that chroma could store all the energy he would amass during that time period and when he reach the limit, he focus all of the porcentage he got into a energy orb (with the size of an hand) on the palm of his right hand and then break it by clench his fist, this will create an huge burst so to say a massive explosion that will do void + current element of spectral scream damage. Or it can be something other than that, DE will be the judge of the final decision ;) 

                            4th Ability : 

For the ultimate, i have thought that we could keep the name effigy but change the whole ability by making chroma turn himself into a dragon. This ability, even so will be really good at apparence could make all of his abilities have a great range  so we can share even more buffs to far allies on the map and because vex armor boost only the damages not the range.

 I know there will be size problems so i think that on this form, chroma should stand on his arms and legs like an horse and will be big enough to still passes doors but bigger than his human size. In apparence, his wings will always been active. His claws, horns, tails, arms , legs and his neck will grow and gets bigger and sharper during the time limit and because of the fact that he can't use his weapons but only his abilities, and his signature melee weapon will be his tail. And with the different skin chroma has, he could transform into different types of dragon, for exemple a chinese dragon like with the dinasty deluxe skin but i understand that it will take an huge effort from DE to make all those dragons forms.

I really hope that you guys enjoy reading my ideas on this topic, and if so, don't hesitate to take and share those ideas so DE could saw them and maybe (in my dreams) they will apply and add them to the game so we can all enjoy chroma, the elemental dragon frame, once again !!!

(Ps: if you want to take my idea and call them your own I don't mind at all, you can even upgrade them at will. All I wish is to see one day those new power be given to chroma, my favorite warframe. )

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