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

Warframe Concept: The Enforcer


chaotea
 Share

Recommended Posts

The Enforcer

 

Designed as a ‘gunman’ theme, similar but different to Mesa in the same was that both Banshee and Octavia are similar sound based themes but with different implementations.

Unlike Mesas cocksure gunslinger, The Enforcer (Name pending) is imagined as a heavy build male Warframe, like rhino. Thinking (if it was human) grey steaked temples and beard kinda look / grizzled detective who doesn’t get worked up but is calm and methodical. Kind of like Decker from Bladerunner.

 

Now whether this is ‘OP’ or not is questionable. I do take balance and synergy into account. However as this is more a general concept and not a full design document I will avoid specifics in stats, and if given they are more general ideas to give shape to the concept than concrete stats.

 

The Enforcer has an exalted Pistol. It’s a large heavy pistol like the Lex, and is held in an open under arm holster.

Most likely a Warframe focused on health with minimal shields. Less armour than might be expected, relying on abilities for damage mitigation.

 

Note: Will give a brief summery after the abilities to explain how I see it being used

 

Passive: Every kill or assist The Enforcer gets charges a meter by 1. The Battle Hardened meter can hold 100 charges max. The Enforcer gains 0.5% increased Crit Chance and 0.5% Status Chance (including Exalted Weapon) per charge stored (additive to base).

 

Ability 1 (Energy Cost - 0): Exalted Pistol

The Enforcer equips his Exalted pistol. On first cast it is auto loaded with a full magazine. When Emptied it is reloaded. Both of these cost energy for each bullet loaded. Default max magazine is 10. Default energy per bullet is 0.3 (So 30 energy for a full reload. Again, just example numbers, but it seems reasonable). Magazine size can be altered by mods. If reloaded by any effect such as abilities, it costs no additional energy (does not benefit from any ‘stowed’ bonuses). Killing enemies effected by Shrapnel Grenade restore 1 bullet to magazine for free. Kills with the exalted pistol give an additional Charge to the Battle Hardened meter.

Strength effects Damage of Pistol, Range effects Accuracy, Duration effects reload speed, Efficiency effects energy per bullet.

 

Ability 2 (Energy Cost - 50): Flack Jacket

The Enforcer drapes himself in an energy field that provides 1% damage resistance for every charge in the Battle Hardened meter (up to 90%). While standing still the field provides knockdown immunity (may not include self-stagger from explosives). Allies in close proximity gain these benefits. Base Duration is 40 seconds, kills with the exalted pistol or shrapnel grenade while active adds 5 seconds to the duration.

Strength effects damage resist per charge & duration increase per exalted kill, Range effects ally shared effect distance, Duration effects base ability duration, Efficiency effects energy to cast.

 

Ability 3 (Energy Cost - 75): Bounty Cash in

The Enforcer, on activating the ability, consumes 50% of his current Battle Hardened charges. For each charge consumed The Enforcer gains a 0.1% weapon damage increase (x10 for exalted weapon). The ability can stack the buff through multiple casts, and the buff lasts until extraction. The damage buff increased damage delt by all the exalted pistol and shrapnel grenade, but doesn’t increase strength.

Should The Enforcer be caught in a nullifier, or similar situation which prevents or cancels abilities, the buff will remain, but will not be in effect until abilities are able to be cast.

Strength effects damage increase per charge, Duration effects % of charges consumed per cast, Efficiency effects energy to cast.

 

Ability 4 (Energy Cost - 0): Shrapnel Grenade

The Enforcer throws a grenade in front of himself in an arc. On land the grenade explodes after 0.5 seconds. The explosion damages all enemies for a set amount of damage (500). Up to 6 random enemies caught in the blast are hit by shrapnel, doing the same damage again and inflicting a slash proc. The grenade is additionally deal 0.5% (up for debate) of the enemies max health as damage for every charge in the Battle Hardened meter.

After cast the grenade has a 30 second cooldown before re-use. Kills with the exalted pistol decrese this timer by 1 second.

Strength effects base damage of grenade, Range effects AoE, Duration effects bleed status duration, Efficiency effects energy per cast.

 

-----------------------

 

That’s the concept. While the aim is to create a frame that could scale indefinitely in high level content, ive tried to do so in a manner that doesn’t make it so it can ramp up too quickly.

  • Like 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...