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Original Warframe Concept: Aldrnari, the Sovereign Flame


zygiulez
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Greetings Tenno, my in-game name is Zyguilez, but I usually go by Zaiea. I'd like you all to meet Aldrnari, my very first original frame design! I've had plenty of ideas for frames in the past, but this is the first time I've actually followed through with one. I've spent quite a while designing this frame, and I was on and off of it a lot, but I finally got it finished within these last few weeks. Aldrnari is a fire-themed frame focusing on melee. Fire has two sides: destruction and life, harming and protecting, which her abilities reflect (or at least I hope they do). Her design was solely based on fire and heat-related elements in the beginning, but over time, I tried incorporating other visual and gameplay elements into her design so as to not make her just another heat-based frame. Her name, Aldrnari, is suggested to mean "the one who nourishes life" in reference to fire, and this also brought in some other bits of Nordic-inspired design. When it comes to her kit, I tried to keep the abilities interesting and interactive but realistic. I also tried to "balance" them as best I can, but I'm sure they need will tweaking. I appreciate everyone who takes the time to read this, and I'm open to any feedback.

Also, I'm no professional, but I have put together a spread of her design - all drawn and made by me. I hope you guys enjoy it and let me know what you guys think!!

 

Aldrnari, the Sovereign Flame

Extinguished by an onslaught of the piercing cold, long past the day she was buried under a landscape of ice. Arising after being icebound for millennia, her everlasting flame burns all the more bright. With the overwhelming might of a thousand suns, incinerate battlefields with valor and viciousness as Aldrnari, the sovereign flame. Destruction is the veil that envelops fire, the nourisher of life. Some die so that others may live; thus exact ruthless retribution to those foolish enough to threaten the flame of life. Eviscerate those who try her patience with almighty strength as her terrifying cries echo the battlefield.

Aldrnari-Sovereign-Flame

Stats:

Health: 250 (750 at Rank 30)

Shields: 100 (300 at Rank 30)

Armor: 75

Energy: 150 (225 at Rank 30)

Sprint speed: 1.2

 

Passive:

Spoiler

Fire Giant. +100% chance to increase melee combo counter on heat status procs. Aldrnari is also immune to heat status effects.

 

First Ability:

Spoiler

Maelstrom Axe. Cost - 25 energy. Aldrnari violently throws her axe, dealing 150/250/350/450 damage evenly split between impact and cold. Enemies within 5/6/7/8m are pulled towards the point of impact on hit.

Hold to heavy attack. Heavy attacks cost 50 energy, deal heat instead of cold damage, have twice the base damage, and consume combo. Heavy attacks also create a 5m radius Maelstrom of Flame on hit, dealing 15/20/25/30% of its total damage as heat damage/s for 5s to all enemies in range. Affected enemies will inherit the highest active heat proc inside the Maelstrom of Flame.

Maelstrom Axes' damage is increased by 20% per heat proc affecting the target. Maelstrom Axe has a 23% critical chance, 190% critical multiplier, 25% status chance, a range of 35m, and a projectile radius of 2.5m. Damage is affected by the melee combo counter and certain melee mods (including mods relating to heavy attacks).

 

Augment: Breath of Life. 1% of all damage dealt by Maelstrom Axe is converted into health for self and allies within 30m.

 

Second Ability:

Spoiler
Spoiler

Fallen Blades. Cost - 50 energy. Helminth ability. Aldrnari beckons the fallen with the flame of life, causing 2 worn blades to rise and aid her in combat. The blades attack within a range of 25m, siphoning 20/25/30/35 health from enemies on hit. Each blade has a 400% chance to proc heat. Blades attack in a sweeping motion, giving them the ability to hit multiple enemies at once.

While these blades are active, Aldrnari has +90% heavy efficiency, but performing heavy attacks will damage them. Each blade can withstand 2 heavy attacks, for a total of 4, before shattering. Recasting while the ability is active will cause all blades to shatter, empowering the next heavy attack with no combo consumption and 1.25/1.5/1.75/2x damage for each blade shattered, including those that were already shattered. 

 

Augment: Hymn of Blades. Maximum blades +1. Become invulnerable for 2.5s when performing heavy attacks. 5s cooldown.

 

Third Ability:

Spoiler

Flame Bearer. Cost - 75 energy. Aldrnari surrounds herself with a blaze of protective fire for 15/20/25/30s, reducing all projectile damage to herself and allies within 8/10/12/15m by 55/60/65/70%, up to cap of 95% at 136% strength. On the other hand, enemies within 8/10/12/15m are set ablaze and take 30/40/60/70 heat damage/s. Enemies set ablaze can be rekindled, with each and every subsequent status proc on affected targets having a 30% chance to also proc heat.

 

Augment: Torch Relay. Allies within range of Flame Bearer create their own copy of the ability as if it was cast by them, lasting for the remainder of the original ability's duration.

 

Fourth Ability:

Spoiler

Logi. Cost - 25% of maximum health. Toggle ability. Aldrnari’s maximum health is temporarily reduced by 25% while this ability is active. Aldrnari burns her life energy in exchange for power, continuously losing 40 health/s and releasing an intense amount of heat.

Dealing damage to an enemy with weapons or abilities will cause Aldrnari to deal extra damage equal to 0.5x/0.75x/1.0x/1.25x the original value as heat damage with 100% status chance to the damaged target and 4 other enemies within 4/6/8/10m of them. If fewer than 4 targets are in range, the damage is distributed amongst the existing targets. Logi has a 0.5s internal coolodown. Health drain and cost not affected by regular mods.

 

Logi comes with 3 mod slots and a set of exclusive mods.

Wild Hunt: While Logi is active, increase melee attack speed by 50%.

Smoldering Fangs: While Logi is active, increase melee range by 3

Reign of Fire: Increase the number of affected targets by 1.

Tunnel Vision: Decrease the range of Logi by 5m. Health drain is also decreased by 10 health/s.

Coat of Flame: Damage is increased by a base of 0.25x, but the health drain is increased by 15 health/s.

Molten Claws: Damage caused by Logi penetrates through 50% of enemy armor, but the cost of Logi is increased by +10% of maximum health.

Shield Maiden: While Logi is active, any fatal damage taken by allies within affinity range is transferred to Aldrnari instead until she is below 200 health.

Vanguard: Allies within affinity range will also receive all of Logi’s effects, with the exception of the Shield Maiden mod, as long as it is active. However, Logi's damage is reduced by a base of 0.5x, and the number of affected targets is decreased by 2.

 

DISCLAIMER: I feel like I should say this because I've received comments about it, but no, this is not Liger Inuzuka's work. Everything you see is drawn and designed by me. HOWEVER, I was definitely inspired by Liger's artwork and used them as a reference, which is especially true for the layout and design elements of the page. I was trying to get it to look "professional" and Liger's work was the best reference I had for that, especially when it comes to Warframe art. With that being said, it seems to cause misunderstandings so I will try to reference their work less if I ever make another frame again, which I am not sure I will do.

Also, here are some sketches I did for this frame's design if anyone is curious.

IjxpJCZ.jpg

Edited by zygiulez
Slight changes made to all abilities except passive
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I really like her visual desing. Its outstanding. Try posting it over reddit it might get some attention there.

I also quite like her kit , surprinly packed with new mechanics despite it's simple nature ( not saying a kit being simple is a negative , for the most part it is a positive) 

1 hour ago, zygiulez said:

violently throws her axe, dealing 150/250/350/450 damage evenly split between impact and cold. Enemies within 5/6/7/8m are pulled towards the point of impact on hit.

Hold to heavy attack. Heavy attacks cost 50 energy, deal heat instead of cold damage, have twice the base damage, and consume combo. Heavy attacks also create a 5m radius maelstrom of flame on hit, dealing 30% of its total damage as heat damage/s for 5s to all enemies in range.

Perfectly servisable damage skill with a new twist for the 1 stat stick damage skill

The damage from hear procs is also a neat.

1 hour ago, zygiulez said:

Fallen Blades. Cost - 50 energy. Helminth ability. Aldrnari beckons the fallen with the flame of life, causing 2 worn blades to rise and aid her in combat. The blades attack within a range of 25m, siphoning 15/20/25/30 health from enemies on hit, increased by a base 10 health against enemies affected by heat. Blades attack in a sweeping motion, giving them the ability to hit multiple enemies at once.

While these blades are active, Aldrnari has +90% heavy efficiency, but performing heavy attacks will damage them. Each blade can withstand 2 heavy attacks, for a total of 4, before shattering. Recasting while the ability is active will cause all blades to shatter, empowering the next heavy attack with no combo consumption and 1.25/1.5/1.75/2x damage for each blade shattered,

I really like the new mechanic of recast gives a benefit instead of just a refresh.

These blades need to do fire damage with a garanteed heat proc to help with the fire proc stick. 

1 hour ago, zygiulez said:

Flame Bearer. Cost - 75 energy. Aldrnari surrounds herself with protective fire for 15/20/25/30s, reducing incoming damage to by 55/60/65/70%. Allies within 8/10/12/15m also receive 50% damage reduction for 100% of the remaining duration, even after leaving the radius. On the other hand, enemies within 8/10/12/15m take 75/100/125/150 heat damage/s with 200% status chance. While Logi is active, status chance increases to 400%.

 

The base radius is a bir to hight for the fire damage aura on a melee frame. Maybe it's a better idea to blast out a heat wave per connection of a melee hit so it enforcers the frame going in for the melee damage. Maybe trow in a bigger explosion for charge attacks given that the frame also pushes those 

1 hour ago, zygiulez said:

Logi. Cost - 25% of maximum health. Toggle ability. Aldrnari’s maximum health is temporarily reduced by 25% while this ability is active. Aldrnari burns her life energy in exchange for power, continuously losing 40 health/s and releasing an intense amount of heat.

I finde the max hp reduction a really unique cost but as is the skills would be turned on and forgotten active kind of deleting the point.

Arcane reaper and some efficiency would kill the cost rather easily ( assuming efficiency works on the health cost )

Maybe just double down on the hp reduction and reduce max hp per second so there such a thing as burning to long and deactivation effect like a last explosion or a cold cc.

Also it's a bit odd that this skill only buffs her first skill directly and the rest of the kits it's only buffed thought "argument" , it's either everyone only gets mods or everyone only get fixed benefits. 

1 hour ago, zygiulez said:

Fire Giant. +100% chance to increase melee combo counter on heat status procs. Aldrnari is also immune to heat status effects.

I don't see anything wrong with this but I feel like it could be better. It just reminds me of the older passive in warframe.

 

At last throw in a chage attack wind up speed buff somewhere on the kit to help with her charge attacks angle of the kit.

 

There another thing I wan to touch in,  the one desing as a "stat stick " dependant skill on a melee frame is a bad idea because of modding. You can't mod the melee weapon to be both a good melee weapon and a good stat stick at the same time so here a suggestion 

Passive- deals 30% fire damage on melee attacks ( works like xata wisper as a separate damage stance ). Additionally upon killing a enemy with a fire proc she absorbs that fire on a "fire well" 

1 tap - as is but no melee scaling 

1 hold - spends half of the damage stored in the fire well and deal it as up front damage. 

The 3 could also spend a portion of the fire well to do it as damage.

This change would push her on the rather unique angle of melee caster and would scale really well on late game. The best part is it avoids automation ( you have to kill with melee to feed the fire ) 

 

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2 hours ago, keikogi said:

The base radius is a bir to hight for the fire damage aura on a melee frame. Maybe it's a better idea to blast out a heat wave per connection of a melee hit so it enforcers the frame going in for the melee damage. Maybe trow in a bigger explosion for charge attacks given that the frame also pushes those 

Good point. I do agree that the range might be slightly too high, but I think the fix is just as simple as lowering the range a bit rather than the on-hit melee effect you are proposing. My thoughts on that change are that if the frame needs to go into melee range just to proc the effect, there would be no point in it having any meaningful range whatsoever because you are already in melee range. Since the purpose of the heat procs is to buff the first ability, the unique "ranged" melee aspect of it would be defeated (because she throws the axe). Furthermore, requiring melee hits defeats the purpose of the heat procs in another way; you are already doing damage to the target and they'll probably be dead by then (if not a tougher unit like an eximus). Don't forget there are also primers that are able to apply lots of heat procs in a short amount of time which most people would probably rather do than melee. If anything, I think the heat procs from the third ability are a convenience more than anything. At least, that's what I think. If other people agree with what you're saying then perhaps I'm wrong.

2 hours ago, keikogi said:

I finde the max hp reduction a really unique cost but as is the skills would be turned on and forgotten active kind of deleting the point.

Arcane reaper and some efficiency would kill the cost rather easily ( assuming efficiency works on the health cost )

Maybe just double down on the hp reduction and reduce max hp per second so there such a thing as burning to long and deactivation effect like a last explosion or a cold cc.

I understand your concern, and I had the same thoughts as well, which is why I specifically stated that the cost of the ability and the health loss is not affected by regular mods. Rather, they can only be modified by the special mods provided for that ability. There are even some effects that increase the health cost in return for armor penetration. And even with a maxed arcane reaper taking an arcane slot, you will STILL be losing health. Arcane grace is another story, but it's a conditional chance activation, which isn't always reliable + it is not exactly the easiest to max. Unless we're talking helminth with gloom or camping using Garuda's alter/Trinity's well, I think the health drain with the max health penalty would still have a decent impact. I think the role of the health drain isn't necessarily to heavily burden the player, but to keep them aware of their health and the need for some sort of healing. The 2nd ability provides healing but it's necessary to break the blades in order to use heavies efficiently, which lowers the amount healed. Currently, with no changes to the health drain and health penalty at 750 base health, you can only sustain the 4th ability for barely 14 seconds without any healing (which forces health mods to be used, greatly increasing the amount of sustained time). But I do like your suggestion of the burning too long causing a deactivation effect. 

 

2 hours ago, keikogi said:

Also it's a bit odd that this skill only buffs her first skill directly and the rest of the kits it's only buffed thought "argument" , it's either everyone only gets mods or everyone only get fixed benefits. 

By this, I assume you mean how I deliberately listed the first ability as being able to activate the 4th ability. This is only because it's the only skill with any real damage in her kit. Other abilities such as the swords and fire aura do very little damage and would clutter overall gameplay if it also activated the 4th ability, especially since they are aoe and affect multiple targets. Other than that, the 4th ability also works with regular guns and melees as well. 

 

2 hours ago, keikogi said:

I don't see anything wrong with this but I feel like it could be better. It just reminds me of the older passive in warframe.

I understand. I thought it would be an interesting utility passive since it allows the frame to gain combo even without melee (or even faster if you combine its effect while using a melee), which would be especially useful in shorter missions or if you have to go out of your way to gain combo. My idea was that it would be a simple but useful passive that would benefit any melee weapon, basically acting as a free relentless combination - but for heat, and it's aoe.

 

2 hours ago, keikogi said:

At last throw in a chage attack wind up speed buff somewhere on the kit to help with her charge attacks angle of the kit.

Good idea. I might just add that to the passive or somewhere else in her kit if I can fit it.

2 hours ago, keikogi said:

There another thing I wan to touch in,  the one desing as a "stat stick " dependant skill on a melee frame is a bad idea because of modding. You can't mod the melee weapon to be both a good melee weapon and a good stat stick at the same time so here a suggestion 

I also agree with this. I think I can just state that it will have its own modding menu rather than relying on a statstick instead, similar to an exalted weapon. This will allow for a good melee weapon in addition to her first ability. However, this also means rivens will not be able to be used. Idk how everyone feels about rivens but they definitely make the pseudo-exalts much more powerful. 

2 hours ago, keikogi said:

Passive- deals 30% fire damage on melee attacks ( works like xata wisper as a separate damage stance ). Additionally upon killing a enemy with a fire proc she absorbs that fire on a "fire well" 

1 tap - as is but no melee scaling 

1 hold - spends half of the damage stored in the fire well and deal it as up front damage. 

The 3 could also spend a portion of the fire well to do it as damage.

This change would push her on the rather unique angle of melee caster and would scale really well on late game. The best part is it avoids automation ( you have to kill with melee to feed the fire ) 

I'm not sure how I feel about the new proposed passive. How should I say this? It feels very limiting and not very useful...it's just more damage on top of more damage in addition to requiring kills when the kit already has damage buffing abilities such as the heat procs and the 4th ability. Although, it gave me an idea to perhaps move the 'more dmg per heat proc' effect from the first ability to the passive which would increase all melee damage rather than just the first ability. This could serve as an alternative to condition overload. I personally don't think automation/casting and forgetting is a huge issue, given how the 1st ability combined with the 2nd ability are pretty active in nature. Briefly deactivating the 4th ability would also give time to heal if need be.

Feel free to point out anything I might be wrong about and thanks for the feedback!

Edited by zygiulez
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9 hours ago, zygiulez said:

ood point. I do agree that the range might be slightly too high, but I think the fix is just as simple as lowering the range a bit rather than the on-hit melee effect you are proposing. My thoughts on that change are that if the frame needs to go into melee range just to proc the effect, there would be no point in it having any meaningful range whatsoever because you are already in melee range. Since the purpose of the heat procs is to buff the first ability, the unique "ranged" melee aspect of it would be defeated (because she throws the axe). Furthermore, requiring melee hits defeats the purpose of the heat procs in another way; you are already doing damage to the target and they'll probably be dead by then (if not a tougher unit like an eximus). Don't forget there are also primers that are able to apply lots of heat procs in a short amount of time which most people would probably rather do than melee. If anything, I think the heat procs from the third ability are a convenience more than anything. At least, that's what I think. If other people agree with what you're saying then perhaps I'm wrong.

there are mutiple enemies group on a given fight so this on melee hit restriction servers to both enforce the melee nature of the skill but it also makes it situationaly stronger because a swing can hit mutiple enemies and send a lot of damage waves. If you also go with my passive idea tham its there to limit aoe nuking

9 hours ago, zygiulez said:

understand your concern, and I had the same thoughts as well, which is why I specifically stated that the cost of the ability and the health loss is not affected by regular mods. Rather, they can only be modified by the special mods provided for that ability. There are even some effects that increase the health cost in return for armor penetration. And even with a maxed arcane reaper taking an arcane slot, you will STILL be losing health. Arcane grace is another story, but it's a conditional chance activation, which isn't always reliable + it is not exactly the easiest to max. Unless we're talking helminth with gloom or camping using Garuda's alter/Trinity's well, I think the health drain with the max health penalty would still have a decent impact. I think the role of the health drain isn't necessarily to heavily burden the player, but to keep them aware of their health and the need for some sort of healing. The 2nd ability provides healing but it's necessary to break the blades in order to use heavies efficiently, which lowers the amount healed. Currently, with no changes t

i play garuda with molt reconstrut so this might bias my view of health cost given that i go from 2 health to full hundreads of time in a given mission

9 hours ago, zygiulez said:

By this, I assume you mean how I deliberately listed the first ability as being able to activate the 4th ability. This is only because it's the only skill with any real damage in her kit. Other abilities such as the swords and fire aura do very little damage and would clutter overall gameplay if it also activated the 4th ability, especially since they are aoe and affect multiple targets. Other than that, the 4th ability also works with regular guns and melees as well. 

is just a matter of simetry , its like if equinox switched form but her 3 was the same on both forms , its odd. if you goal is just to buff her damage output even given her a skill damage buff ( think of roar but just for skill damage ) would be more elegant

not really necessery but the kit feels more cohesive

9 hours ago, zygiulez said:

also agree with this. I think I can just state that it will have its own modding menu rather than relying on a statstick instead, similar to an exalted weapon. This will allow for a good melee weapon in addition to her first ability. However, this also means rivens will not be able to be used. Idk how everyone feels about rivens but they definitely make the pseudo-exalts much more powerful. 

its a current game problem not your frame desing problem. I just really dont how to aproach the current modding landscape with two forces pulling on completly diferent direction. 

9 hours ago, zygiulez said:

understand. I thought it would be an interesting utility passive since it allows the frame to gain combo even without melee (or even faster if you combine its effect while using a melee), which would be especially useful in shorter missions or if you have to go out of your way to gain combo. My idea was that it would be a simple but useful passive that would benefit any melee weapon, basically acting as a free relentless

 

A bit weird on my part but I read it as the sibear passive additional combo chance on enemies affected by heat. I've read your concept late at night so missed a few things. Made a quick test on the simulacrum and this passive probably allows her to skip the melee weapon all together as a way to build combo. ( tested ot with an atomos amd a magazine dump does 100 procs of heat per enemy and hits like 4 enemies per beam so its a full combo )

9 hours ago, zygiulez said:

I'm not sure how I feel about the new proposed passive. How should I say this? It feels very limiting and not very useful...it's just more damage on top of more damage in addition to requiring kills when the kit already has damage buffing abilities such as the heat procs and the 4th ability. Although, it gave me an idea to perhaps move the '

Very limiting , yes but that is the point of that one. The point is melee to fuel high aoe damage. Trust me even with no expecializied modding this makes her skill do hight damage. Here the math 

30% of your total damage creates a proc thar deal 90% of total damage of that melee hit is stored. Also due to this way of working it store the pre mitigation. So if you are running around with your incarnoon ceramic dagger your 1 million damage charge attack hit will be store and than you can use it on a aoe skill. With expecialized set ups with bane mod priming and stuff like that her damage skills could be pushed really far and the best part is you can't automate the play style because the skill are aoe but you can only fuel them by going in.

edit: it can be pushed way futher by having fire damage on the weapon itself and with bane mods on your secondary for priming

9 hours ago, zygiulez said:

personally don't think automation/casting and forgetting is a huge issue, given how the 1st ability combined with the 2nd ability are pretty active in nature. Briefly deactivating the 4th ability would also give time

Trust me I've played this game since update 7 and the nerf hammer comes quicker for a fire and forget frame than a God of infidelity scaling aoe true damage. For example Excalibur radial javelin has a Los check because of farming ( really old strat at the dawn of nulifiers ) but garuda balls don't have one ( despite way higher damage output ). Even stuff like equinox 4 never got hit by a ner hammer while stuff like absorb got nerfs because you could automate infested mission with a dual nix strategy 

Edited by keikogi
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11 hours ago, keikogi said:

is just a matter of simetry , its like if equinox switched form but her 3 was the same on both forms , its odd. if you goal is just to buff her damage output even given her a skill damage buff ( think of roar but just for skill damage ) would be more elegant

not really necessery but the kit feels more cohesive

I sort of understand what you mean, but I'll just remove the extra heat status increase from the 3rd ability while the 4th ability is active so that it only affects the 1st ability. I just don't see it in the same way you do. For some reason, you seem to view it as similar to equinox changing forms, thus altering abilities. But the way I see it, it is just the mechanic of the 4th ability. After removing the extra heat status to the 3rd ability, it would not alter any of the abilities at all. You deal direct damage with any weapon, and it deals an extra instance of damage to the affected target and 4 other targets in range. I don't necessarily even have to mention the 1st ability in its description, but I wanted to be clear that the 4th ability would affect it - just as Mirage's eclipse would affect exalted weapons. And I also disagree that a simple damage buff would be better because it isn't the same thing. Firstly, the 4th ability gives a small aoe mechanic, spreading weapon damage to other targets. Second, if less than 4 enemies are in range, single target damage goes up significantly. And lastly, it is another seperate damage instance like Xata's whipser. Although, I might be misunderstanding here. Just to clarify, are you talking about the ability itself or the mods that can alter the ability? Because if you are talking about its exclusive mods, it in no way affects her other abilities. The changes mainly alter the 4th ability itself other than the universal buffs to melee weapons (which do not affect the first ability because attack speed and attack range have no effect on pseudo-exalts).

 

11 hours ago, keikogi said:

30% of your total damage creates a proc thar deal 90% of total damage of that melee hit is stored. Also due to this way of working it store the pre mitigation. So if you are running around with your incarnoon ceramic dagger your 1 million damage charge attack hit will be store and than you can use it on a aoe skill. With expecialized set ups with bane mod priming and stuff like that her damage skills could be pushed really far and the best part is you can't automate the play style because the skill are aoe but you can only fuel them by going in.

You have piqued my interest with the passive. However, it's not much of a passive if it specifically only affects her first ability. Sure, we can make it buff the damage of her other abilities as well, but those abilities aren't even designed to do dps in the first place. The option would then be to have it affect all her abilities in different ways, which I do not find to be desirable in this case as it overcomplicates her kit, especially since a passive like that requires abilities to be designed around it - not the other way around. In addition to that, a passive like that would require me to remove the extra damage per heat proc effect from her 1st ability. This is because there would simply be WAY too much damage going on. And removing the heat proc effect would render the heat procs from the 3rd ability useless. The frame would be able to buff her 1st ability dmg into oblivion from loads of heat procs that give +20% dmg each, her 4th ability giving an extra 1.25x instance of damage without any strength mods when Xata's whisper only does 0.26x at base, heavy attacks (which doubles the base damage, benefits from heavy attack mods like killing blow and 2x effectiveness from crit chance mods, combo, deals even more damage per second on top of the initial hit with the maelstrom of flame aoe, AND heavy attack damage is also increased by 2x for each blade shattered on her 2nd ability), and it can also crit. There are already way too many damage modifiers. Adding yet another damage-buffing passive only catered to that ability on top of all of this is just insanity, overkill, and outright unbalanced. That is what I meant by it being damage on top of more damage. Although, now that we have been discussing the passive, I am starting to feel like the current passive isn't cutting it either so I'm still open to ideas.

 

11 hours ago, keikogi said:

your 1 million damage charge attack hit will be store and than you can use it on a aoe skill

Imagine if we added even more damage onto the ability with her passive on top of everything I just mentioned. Also, 1 million stored damage would NEVER make it past DE 😂

 

11 hours ago, keikogi said:

there are mutiple enemies group on a given fight so this on melee hit restriction servers to both enforce the melee nature of the skill but it also makes it situationaly stronger because a swing can hit mutiple enemies and send a lot of damage waves. If you also go with my passive idea tham its there to limit aoe nuking

11 hours ago, keikogi said:

The point is melee to fuel high aoe damage.

I think this alone could serve as a good solution instead. The whole idea of your passive is to "melee to fuel high aoe damage." Then having the activation effect of the heat procs on the 3rd ability be tied to the melee attacks would do just that. We can adjust the % of damage increased by heat procs if need be. Single-target damage would still be higher with a heat primer, but that's to be expected. Aoe dmg should not do more dmg than single target dmg in most circumstances. 

Furthermore, instead of adding another damage buff, perhaps her passive could apply heat procs twice on application? This would not add another damage modifier, but increase the effectiveness of the existing one (1st ability deals more damage per heat proc on the enemy) and buffs the aoe portion due to melee attacks being able to proc heat with the 3rd ability. Single target damage is also increased due to heat primers applying way more heat procs. How does this sound? I think these would make a pretty good change.

Edited by zygiulez
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21 hours ago, zygiulez said:

Imagine if we added even more damage onto the ability with her passive on top of everything I just mentioned. Also, 1 million stored damage would NEVER make it past DE 😂

Man, in warframe damage abilities are balanced around how easily and how fast the spit out their damage , not the total output. Case in point

this bs right here is on the game and people are more concerned over saryn and mesa because their damage is faster.

 

btw the radius of the nuke is like 25 meters

The thing is garuda rarely gets 95% of the damage done on a mission because her damage requires setup.

The other thing you have to remenber when desing a damage ability is , you what also deal 1 million damage , the next ceramic dagger swing that has no energy cost and probably faster "casting time".

21 hours ago, zygiulez said:

sort of understand what you mean, but I'll just remove the extra heat status increase from the 3rd ability while the 4th ability is active so that it only affects the 1st ability. I just don't see it in the same way you do. For some reason, you seem to view it as similar to equinox changing forms, thus altering abilities. But the way I see it, it is just the mechanic of the 4th ability. After removing the extra heat status to the 3rd ability, it would not alter any of the abilities at all. You deal direct damage with any weapon, and it deals an extra instance of damage to the affected target and 4 other targets in range. I don't necessarily even have to mention the 1st ability in its description, but I wanted to be clear that the 4th ability would affect it - just as Mirage's eclipse would affect exalted weapons. And I also disagree that a simple damage buff would be better because it isn't the same thing. Firstly, the 4th ability gives a small aoe mechanic, spreading weapon damage to other targets. Second, if less than 4 enemies are in range, single target damage goes up significantly. And lastly, it is another seperate damage instance like Xata's whipser. Although, I might be misunderstanding here. Just to clarify, are you talking about the ability itself or the mods that can alter the ability? Because if you are talking about its exclusive mods, it in no way affects her other abilities. The changes mainly alter the 4th ability itself other than the universal buffs to melee weapons (which do not affect the first ability because attack speed and attack range have no effect on pseudo-exalts).

I will be rather blunt with what I'm trying to get at , if you can be "super sayan "all the time you kind a forget the base line and as is a simple life strike and gunblade can make her super sayan all the time. That's why deing wise my favorite buff on the game is gyre cathod grace becasue there is a genuine risk of it not being up all the time and the risk is related to gameplay not the modding screen. That's why i sugested the hp removal mechanic because you cant add it back with modding and eventually the player has to return to base. 

21 hours ago, zygiulez said:

ou have piqued my interest with the passive. However, it's not much of a passive if it specifically only affects her first ability. Sure, we can make it buff the damage of her other abilities as well, but those abilities aren't even designed to do dps in the first place. The option would then be to have it affect all her abilities in different ways, which I do not find to be desirable in this case as it overcomplicates her kit, especially since a passive like that requires abilities to be designed around it - not the other way around. In addition to that, a passive like that would require me to remove the extra damage per heat proc effect from her 1st ability. This is because there would simply be WAY too much damage going on. And removing the heat proc effect would render the heat procs from the 3rd ability useless. The frame would be able to buff her 1st ability dmg into oblivion from loads of heat procs that give +20% dmg each, her 4th ability giving an extra 1.25x instance of damage without any strength mods when Xata's whisper only does 0.26x at base, heavy attacks (which doubles the base damage, benefits from heavy attack mods like killing blow and 2x effectiveness from crit chance mods, combo, deals even more damage per second on top of the initial hit with the maelstrom of flame aoe, AND heavy attack damage is also increased by 2x for each blade shattered on her 2nd ability), and it can also crit. There are already way too many damage modifiers. Adding yet another damage-buffing passive only catered to that ability on top of all of this is just insanity, overkill, and outright unbalanced. That is what I meant by it being damage on top of more damage. Although, now that we have been discussing the passive, I am starting to feel like the current passive isn't cutting it either so I'm still open to ideas.

 

I kind need to redo the passive and rework to fit the whole kit. Somthing like storing the heat procs themselves instead of the damage so the quantity of heat procs is a more resonable number to change the unitlity of skills and the damage of the procs for the damage skills. 

21 hours ago, zygiulez said:

I think this alone could serve as a good solution instead. The whole idea of your passive is to "melee to fuel high aoe damage." Then having the activation effect of the heat procs on the 3rd ability be tied to the melee attacks would do just that. We can adjust the % of damage increased by heat procs if need be. Single-target damage would still be higher with a heat primer, but that's to be expected. Aoe dmg should not do more dmg than single target dmg in most circumstances. 

As I already stressed it maters more how fast and easily the damage is aplied than how much damage, Another case i can raise is mesa peace makers where buffed damage wise after launch ( like they could fire at any target on line of sight of mesa instead of the reticle we have now ) 

 

21 hours ago, zygiulez said:

Furthermore, instead of adding another damage buff, perhaps her passive could apply heat procs twice on application? This would not add another damage modifier, but increase the effectiveness of the existing one (1st ability deals more damage per heat proc on the enemy) and buffs the aoe portion due to melee attacks being able to proc heat with the 3rd ability. Single target damage is also increased due to heat primers applying way more heat procs. How does this sound? I think these would make a pretty good change.

its a good idea but lets go back to the orginal idea , here my break down on changes for each skill 

Passive 

as is 

1. Tap as is 

    hold is treated as charge attack ( she both has enougth  combo generation and effiency to afford the combo use and could get somo use of the charge attack mods). 

    flame mailstorm shares the heat procs of all enemies hit ( on impact if there where to enemies 1 with 10 heat procs and another with 100 after the impact both will have 110)

Edit: it's better to just spread the procs from the main target to avoid exponential scaling on a second cast so in the example both enemies would have 100 procs after the first cast.
    

she is already has a charge attack angle migh as well embrace it 

 

2.  Fallen Blades 

add a 500% status chance so they can help set up the number of fire proc stick 

Edit: the status chance is for the blade swings themselves not the charge attack buff

3. Flame bearer 

Radius Reduced 

killing an enemy inside the damage radius wil absorbt the heat proc and dish it out on the next 3 seconds.  ( this portion of the aoe cant proc heat to prevent damage scaling off the roof  limited duration overheat effect like 3 seconds of hight damage pulses) 

 

4. dunno 

 

it works , it scales well and doesnt go on a new tangent , she  has a rather powerfull combo of using her 2 to proc heat , 1 to create a strong proc and the 3 to S#&$ it out on aoe. 

 

btw saw it over reddit people seen passionate over it.

 

 

 

Edited by keikogi
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10 hours ago, keikogi said:

The thing is garuda rarely gets 95% of the damage done on a mission because her damage requires setup.

Exactly, the reason that amount of damage is justified is because it is not convenient or practical. I really do not want the frame's core kit and abilities to be like this - an inconvenient set-up playstyle like that is not practical outside of solo endurance runs, which is a very specific portion of the game that most players do not do. Not to say that kind of thing would be impossible to do with her current kit either. 

 

10 hours ago, keikogi said:

will be rather blunt with what I'm trying to get at , if you can be "super sayan "all the time you kind a forget the base line and as is a simple life strike and gunblade can make her super sayan all the time. That's why deing wise my favorite buff on the game is gyre cathod grace becasue there is a genuine risk of it not being up all the time and the risk is related to gameplay not the modding screen. That's why i sugested the hp removal mechanic because you cant add it back with modding and eventually the player has to return to base. 

While I understand why you like that ability, I personally do not because of that specific mechanic. The mechanic basically doesn't matter if the enemy density is high, giving you nearly 100% uptime anyway, especially true on missions where you are actually killing things. On the other hand, you are punished with a long cooldown for other situations like boss fights, nullifiers, or even just accidentally falling out of bounds. It's just a matter of QOL. Also, you have to compete with squadmates for kills. It just makes the game frustrating. I don't agree that all abilities should be made inconvenient for the sake of "active gameplay." And that's just the thing, mechanics will be received differently by different players.

Life strike and a gun blade also restricts your arsenal choice. Even with a regular melee, life strike takes up a mod slot and requires heavy attacks, which the 2nd ability provides efficiency for, but also at the cost of the blades themselves, leaving you with less life regen from them. This also encourages active use of the 2nd ability as it only has 4 total uses. Life strike will also work without combo, but then that weakens her 1st ability. Additionally, life strike heavy attacks require you to hit enemies, which is really not that different from gyre's cathode grace, except instead of needing enemy kills just to sustain an ability, you only need to hit them. And once again, regular mods do not affect the health drain and cost of her 4th ability, only the exclusive ones, which also usually weaken the ability in exchange for better health economy and vice verca. Arcanes help with the health loss, but they aren't able to completely counteract it. Molt reconstruct would probably be one of the better ones,  but the point is that healing arcanes are less effective in general and it forces you to at least use one arcane slot to regen health. There are many ways to regenerate health, and the point of the health cost and drain isn't to heavily burden the player to the point where even arcanes aren't enough. Would it be wise for Nekros' despoil augment to drain more health because "he can keep it up indefinitely"? No. However, maybe we can include a maximum time the ability can be active, needing at least a recast every once in a while. Perhaps something like 20-30s.

 

10 hours ago, keikogi said:

Passive 

as is 

1. Tap as is 

    hold is treated as charge attack ( she both has enougth  combo generation and effiency to afford the combo use and could get somo use of the charge attack mods). 

    flame mailstorm shares the heat procs of all enemies hit ( on impact if there where to enemies 1 with 10 heat procs and another with 100 after the impact both will have 110)
    

she is already has a charge attack angle migh as well embrace it 

 

2.  Fallen Blades 

add a 500% status chance so they can help set up the number of fire proc stick 

 

3. Flame bearer 

Radius Reduced 

killing an enemy inside the damage radius wil absorbt the heat proc and dish it out on the next 3 seconds.  ( this portion of the aoe cant proc heat to prevent damage scaling off the roof  limited duration overheat effect like 3 seconds of hight damage pulses) 

Heat procs being shared by the maelstrom of flame is a good idea. I don't quite understand why you want to move the heat procs to the 2nd ability though, especially when they would be more unreliable in spreading heat to enemies you want. I don't understand how the 3rd ability works either. Absorb heat procs and turn them into aoe damage? We don't need more aoe since her 1st ability already has some aoe, and heat procs themselves do not do a lot of damage, unless you mean it absorbs damage done to enemies affected by heat procs? I think that's too overloaded. You have to remember this ability also grants huge damage reduction to herself and allies, which is already really strong. I don't know why you are fixated on adding more damage. Do you genuinely not think her kit already has enough? I liked your previous idea about fire procs spreading on melee attacks rather than just instantly applying on the 3rd ability much more. 

Edit: in response to "btw saw it over reddit people seen passionate over it."

Yeaaa, it definitely seems to have gotten more attention over there. I had to do some explaining about the similarities with Liger's work in the beginning tho. Also, thanks for all the feedback and ideas you're providing.

Edited by zygiulez
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18 hours ago, zygiulez said:

Edit: in response to "btw saw it over reddit people seen passionate over it."

Yeaaa, it definitely seems to have gotten more attention over there. I had to do some explaining about the similarities with Liger's work in the beginning tho. Also, thanks for all the feedback and ideas you're providing.

Edited 15 hours ago by zygiulez

You might make it into prime time. One of my concepts got there once 

You can also try twitter but idk what you use your profile for so there that.

Kinda feel like your post could have went a way futher , maybe the timing of the post wasnt that good ( reddit is all about getting to first on hot and upvots increase really fast when you get there ) . I felt it was similar but just tought it was me thinking fancy coats are liger territory. I really feel like any fan concepts has to walk on the tight rope of looking too much like a style that exist in warframe and not looking like a warframe. There are even tool to analyze that

https://dashboard.laterforreddit.com/analysis/

this one to be precise 

 

18 hours ago, zygiulez said:

Life strike and a gun blade also restricts your arsenal choice. Even with a regular melee, life strike takes up a mod slot and requires heavy attacks, which the 2nd ability provides efficiency for, but also at the cost of the blades themselves, leaving you with less life regen from them. This also encourages active use of the 2nd ability as it only has 4 total uses. Life strike will also work without combo, but then that weakens her 1st ability. Additionally, life strike heavy attacks require you to hit enemies, which is really not that different from gyre's cathode grace, except instead of needing enemy kills just to sustain an ability, you only need to hit them. And once again, regular mods do not affect the health drain and cost of her 4th ability, only the exclusive ones, which also usually weaken the ability in exchange for better health economy and vice verca. Arcanes help with the health loss, but they aren't able to completely counteract it. Molt reconstruct would probably be one of the better ones,  but the point is that healing arcanes are less effective in general and it forces you to at least use one arcane slot to regen health. There are many ways to regenerate health, and the point of the health cost and drain isn't to heavily burden the player to the point where even arcanes aren't enough. Would it be wise for Nekros' despoil augment to drain more health because "he can keep it up indefinitely"? No. However, maybe we can include a maximum time the ability can be active, needing at least a recast every once in a while. Perhaps something like 20-30s.

i dont really see a reason to have a maximum duration on channel skill. No need for a compromise. If you think 100% uptime is reasonable for this buff its fine , most buffs in warframe are up all the time. I just personally like "gameplay" cost or unique resourse cost more than dealing with the standard energy cost or the occasional health cost ( gorumand grendel and garuda). 

18 hours ago, zygiulez said:

I don't quite understand why you want to move the heat procs to the 2nd ability though, especially when they would be more unreliable in spreading heat to enemies you want.

I'm just putting it there so it sets up the one easily. I'm assuming they work like xaku guns and attack on sight , so the blades would attack as soon as you see and enemy and by the time you cast the 1 there are 10 procs on the enemy boosting the damge of the skill by 200%. 

18 hours ago, zygiulez said:

We don't need more aoe since her 1st ability already has some aoe, and heat procs themselves do not do a lot of damage, unless you mean it absorbs damage done to enemies affected by heat procs? I think that's too overloaded

it meant to take the damage the would have done and deals it on the aoe.  about it being overloead its about is loaded as gara 2.  gara too is more anoying to set up but has permanent damage  while this one has a lot of damage fast but burns out quick.

18 hours ago, zygiulez said:

You have to remember this ability also grants huge damage reduction to herself and allies, which is already really strong. I don't know why you are fixated on adding more damage. Do you genuinely not think her kit already has enough? I liked your previous idea about fire procs spreading on melee attacks rather than just instantly applying on the 3rd ability much more. 

The damage reduction for allies is not really that good. The self protection ( i'm assuming it caps at 90%) its a 10 times boosts at survivability to self , the allies buff is 50% so it's only a 2 times boost in protection. So here my sugestion for a complety reworked version that does synergizes better with her fire proc stick 

On 2023-06-06 at 9:11 PM, zygiulez said:

Flame Bearer. Cost - 75 energy. Aldrnari surrounds herself with protective fire for 15/20/25/30s, reducing incoming damage to by 55/60/65/70%. Allies within 8/10/12/15m also receive 50% damage reduction for 100% of the remaining duration, even after leaving the radius. On the other hand, enemies within 8/10/12/15m take 75/100/125/150 heat damage/s with 200% status chance. While Logi is active, status chance increases to 400%.

 

Augment: Piercing Flame. While under the effects of Shield Bearer, melee attacks are empowered with 70% armor penetration.

Flame Bearer -  Aldrnari surrounds herself with a blazing hot flame melting away enemies projetiles (reduce incoming damage from projectiles capts at 95% ) and setting enemies Ablaze. Enemies set ablaze by this flame can be rekindled by any status effect ( whenever there is a status proc , there is a chance of forcing a fire proc )

Augument Torch Relay – Allies inside Aldrani aura will also emit a copy of it ( copy last until the original flame goes out )

This version doubles down on the fire proc stick and makes the kit work even without modded fire damage anywhere. Also makes allies able to help her without using fire mods and allow even their skill to feed the fire

This version can probably go back to 15 meters radius because it just debuffs enemies and its initial damage can be set to 

Think of this effect as a mix of arcane incumber and hunter munitions , it proc on any status effect (instead of a crit ) and proc fire (instead of slash )

Note: just a not on the wording , allies inside the aura also take reduced damage from projectiles , if you dont want the effect to be to stong you can make the effect get a fall off from its point of origin.

Edited by keikogi
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8 hours ago, keikogi said:

Flame Bearer -  Aldrnari surrounds herself with a blazing hot flame melting away enemies projetiles (reduce incoming damage from projectiles capts at 95% ) and setting enemies Ablaze. Enemies set ablaze by this flame can be rekindled by any status effect ( whenever there is a status proc , there is a chance of forcing a fire proc )

Augument Torch Relay – Allies inside Aldrani aura will also emit a copy of it ( copy last until the original flame goes out )

This version doubles down on the fire proc stick and makes the kit work even without modded fire damage anywhere. Also makes allies able to help her without using fire mods and allow even their skill to feed the fire

This version can probably go back to 15 meters radius because it just debuffs enemies and its initial damage can be set to 

Think of this effect as a mix of arcane incumber and hunter munitions , it proc on any status effect (instead of a crit ) and proc fire (instead of slash )

Note: just a not on the wording , allies inside the aura also take reduced damage from projectiles , if you dont want the effect to be to stong you can make the effect get a fall off from its point of origin.

Sounds good. Although, the projectile dmg reduction will have to be capped at 90% like everything else in the game. Just to clarify, by "setting enemies ablaze", I assume you mean the skill would apply a unique debuff on enemies (the new status mechanic), rather than a regular heat proc. If that's the case, I don't see where the comment about "its initial damage" comes into play. Unless you mean it inflicts a unique debuff along with doing some initial damage, which I don't think is necessary because the initial damage would probably be very low considering how many sources of damage she already has.

Edited by zygiulez
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55 minutes ago, zygiulez said:

Sounds good. Although, the projectile dmg reduction will have to be capped at 90% like everything else in the game

Nah projectile only is 95 ( mesa presedent) , she even get free bombard missile defletion for reasons.

Zephyr arguably has 100% DR for projetiles.

I suppose de allows this because stuff like aoe damage , lingering effects , eximus skills and the occasional melee teleport unit can still get you.

But use the cap you think it's right.

55 minutes ago, zygiulez said:

assume you mean the skill would apply a unique debuff on enemies (the new status mechanic)

Exactly,  I was just using more flowery language than straight up game language.

But it does apply a miniscule amount of initial damage for the sake of thematic cohesion , because the enemies are set a blaze it has to do initial damage on the range of 10 to 50 damage a second.

 

Edited by keikogi
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2 hours ago, keikogi said:

Nah projectile only is 95 ( mesa presedent) , she even get free bombard missile defletion for reasons.

Ah, didn't know it was 95% for mesa. 

 

2 hours ago, keikogi said:

But it does apply a miniscule amount of initial damage for the sake of thematic cohesion , because the enemies are set a blaze it has to do initial damage on the range of 10 to 50 damage a second.

Makes sense.

Ok, so in short, the changes I have made so far are as follows:

1st ability: (Added) Affected enemies will inherit the highest active heat proc inside the Maelstrom of Flame.

Instead of adding all existing heat procs as you had suggested, I made it so that enemies will instead inherit the highest active heat proc inside the Maelstrom of Flame. This is to prevent excessive aoe damage, as this would surpass single target damage the more enemies there are. However, this change will bring the aoe portion to be just as strong as single target damage.

2nd ability: (Changed) Health siphoned changed to 35 instead of 30. but no longer increases on enemies affected by heat procs. (Added) Each blade has a 400% chance to proc heat.

Siphoned health is no longer increased by enemies affected by heat because the ability itself actively procs heat. Instead, the amount of health siphoned has been slightly increased. The blades have a 400% chance to proc heat instead of the suggested 500% because I thought it was slightly too much, especially considering other methods of applying heat procs, as well as the extra chance to proc heat on enemies that are set ablaze. Furthermore, strength would also have an effect on this.

3rd ability: (Changed) 90% damage reduction to self and 50% to allies is changed to only apply to projectile damage. Damage reduction cap changed to 95%. Allies will receive the full effect with no less efficiency, but no longer retains the effect outside of its range. Instead, that mechanic is moved to the ability augment. (Changed) Enemies within 8/10/12/15m no longer take 150 heat damage/s with 200% status chance. Enemies now take 70 heat damage within 15m, setting them ablaze. 30% chance to proc heat with every subsequent status proc on enemies set ablaze, similar to secondary encumber.

Survivability has been significantly reduced by these changes. This is justified considering her high damage output. The job of proccing heat has been moved to the 2nd ability instead of the 3rd. However, proccing heat is made even more efficient with the addition of ablaze on this ability.

4th ability: (Added) Added an internal cooldown of 0.5s.

This is to prevent the ability from over-excessive activation.

Edited by zygiulez
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11 hours ago, zygiulez said:

1st ability: (Added) Affected enemies will inherit the highest active heat proc inside the Maelstrom of Flame.

Instead of adding all existing heat procs as you had suggested, I made it so that enemies will instead inherit the highest active heat proc inside the Maelstrom of Flame. This is to prevent excessive aoe damage, as this would surpass single target damage the more enemies there are. However, this change will bring the aoe portion to be just as strong as single target damage.

adding the procs would create exponential scaling , good change.

11 hours ago, zygiulez said:

2nd ability: (Changed) Health siphoned changed to 35 instead of 30. but no longer increases on enemies affected by heat procs. (Added) Each blade has a 400% chance to proc heat.

Siphoned health is no longer increased by enemies affected by heat because the ability itself actively procs heat. Instead, the amount of health siphoned has been slightly increased. The blades have a 400% chance to proc heat instead of the suggested 500% because I thought it was slightly too much, especially considering other methods of applying heat procs, as well as the extra chance to proc heat on enemies that are set ablaze. Furthermore, strength would also have an effect on this.

good changes

11 hours ago, zygiulez said:

3rd ability: (Changed) 90% damage reduction to self and 50% to allies is changed to only apply to projectile damage. Damage reduction cap changed to 95%. Allies will receive the full effect with no less efficiency, but no longer retains the effect outside of its range. Instead, that mechanic is moved to the ability augment. (Changed) Enemies within 8/10/12/15m no longer take 150 heat damage/s with 200% status chance. Enemies now take 70 heat damage within 15m, setting them ablaze. 30% chance to proc heat with every subsequent status proc on enemies set ablaze, similar to secondary encumber.

yep 

11 hours ago, zygiulez said:

4th ability: (Added) Added an internal cooldown of 0.5s.

This is to prevent the ability from over-excessive activation.

okay change

 

I quite like the final result quite neatly packed kit that scale well but not still requires the player to play the game. Also centering the basic kit around heat proc made her really synergistic without requiring the usual bandainding with this skill does x if the enemy is also affected by Y skill. She also opens up a few new modding avenues.

Edited by keikogi
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Scholars have noted that aldrnari corresponds to a form in Old English that is preserved in tenth-century manuscripts and is thought to denote ‘lifesaver, refuge’ or even ‘the one who saves life’. The Old English noun ealdornere/aldornere is attested only in oblique cases (accusative/dative) but would be ealdorneru/aldorneru in the nominative. Aldrnari in Völuspá is a loanword from Old English. The form was adapted grammatically into Old Icelandic. The word aldrnari is in keeping with Pétur Pétursson’s interpretation of Völuspá in light of Christian visions of the Apocalypse.

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