Blacque Posted April 8, 2014 Share Posted April 8, 2014 (Only a few changes have been made to this post. To see the original and to see more details about the changes please visit the original post at: https://forums.warframe.com/index.php?/topic/207510-mad-genius-or-just-plain-stupid-you-decide/#entry2427772 ) Every post I make starts off with how incredibly in love I am with this game. This will be no different. Oh how I love Warframe. The most fun you can have grinding in any game ever. Super powered ninja space wizard for the win! So with that said this is my contribution in the form of crazy ideas that I would be more than willing to donate toward if the DE ever paid a lick of attention to my random ramblings (see: https://forums.warframe.com/index.php?/topic/207446-the-dojo-a-true-tenno-environment/#entry2427411 for a prime example) Shameful plug aside I'm a huge fan of the Tenno Lore and the potential for role playing and story telling. I missed out on the story time and lament it for my head is full of various Tenno stories that the other voices enjoy listening to from time to time. So without further ado...aduie? Adew? So without further nonsense! I present to you my ideas for future frames. An Actual Freaking Ghost-Frame. Nekros and Nyx have the gambit on cc mind control ressurection and such. Soul Punch might turn a soul into a projectile but Ghost Frame is here to turn crowd control into a joyous occassion full of confusion and mystery. Let's explore. Warframe Profile: Phantasm Shields: 400 (at 30)(Down to 250) Health: 350 (at 30) Armor: 65 (at 30) Sprint Speed: 1.4(Down to 1.2) Stamina: 70 This is Phantasm, elusive, mysterious and frightening. Where other Tenno manipulate the tide of battle with conventional and unconventional tactics; Phantasm manipulates the enemies of the Tenno directly. Combining stealth gameplay plus direct control of enemy targets, this warframe is constructed for players interested in using their enemies as pawns to achieve her goals. Phantasm is fast and discreet, using her elusiveness and direct control to protect herself and destroy her opponents before the opposition realizes that their own numbers have been compromised. Skills: #1: Ghostly Wail : Phantasm unleashes a surge of synthetic protoplasm that mimics the biological structure of her enemies, enhancing her own and her team mates Shields, Armor, or health total by X%. Targets struck by Phantom Hide find their own defensive statistics lowered by a matching percentage. (duration based) #2: Phantom Hide: Phantasm obscures herself in a heavy layer of synethetic protoplasm, causing projectiles and attacks to pass through her delivering a % of the damage as well as causing enemy accuracy to drop. While in this state Phantasm is more difficult to detect, causing traps, as well as laser doors to not effect her. (duration based) #3: Possess: Phantasm possesses a target enemy and siezes control of them for X number of seconds. During this time she may act as a normal unit to delve deeper into a secure area, or slay nearby opponents with a template of skills mirroring that of the possessed target. Phantasm may not cast another Tenno skill while in this form but the possessed target gains all bonuses affecting Phantasm before possession takes place. 4: Phantom Menace: Phantasm unleashes a haunting wail that stuns all enemies in a radius. Targets in this state are 'haunted' and will band together behind any possessed target and defend it until death. During Phantom Menace, Phantasm may cast Possess at half cost on any 'haunted' targets. Targets that are not haunted may be possessed at full cost. Targets that are possessed while haunted will detonate dealing X damage with X chance to haunt additional targets. The idea behind Phantasm is situational awareness as well as selecting prime targets for possession. Buffing the team and yourself as well as receiving buffs from other team mates is the name of the game. This provides Phantasm with a very good amount of potential damage that she can deal while in another body. Having a possessed body last longer, is one less target that is attacking the team, more aggro drawn directly to this body, protection for Phantasm (as she is not taking the damage directly) and a source of damage to help. This also adds another gameplay element as players can use other skills aside from the standard 4 like a Heavy Grineer's Ground Slam, or an Ancients knock down attack. Phantom Menace is meant to be a chainable crowd control with a chance to continue haunting a few targets at a time for easier possession. While it will never be a continuous chain due to energy restrictions and targets dying before Phantasm can get to them it's a sufficient way of supporting the team in a direct manner. The drawbacks to Phantasm will be a lack of enemies as well as boss battles as bosses will be immune or highly resistant to Possession. I would suggest that possession on bosses not work, without bosses being 'haunted' first, and possession causing a DoT effect for its duration as oppose to giving direct control of the boss to the player. Phantasm's other draw back is being exposed to direct damage as she must be within a certain radius to possess. Possession is not a long range skill and she must be within x meters (perhaps 5-10) to successfully possess a target. Please provide comments, tweaks or further ideas and as always spread the word and maybe the Devs might take a liking to the idea and put something in the cooker. Our next contender. Warframe Profile: Muramasa (Changed to Masamune: Gender now considered female(?)) Shields: 300(at 30) Health: 300(at 30) Armor: 300 (at 30) Sprint Speed: 1.3 (Down to 1.1) Stamina: 100 The Tenno being masters of blade and gun have learned to excell at both. Naturally there would be one who chose one to excel at over the other. That one was Muramasa and he is the reason that in this day and age of rockets, bullets and laser weaponry the Tenno are still feared in close quarters combat. Masamune is the master of fluid, elegant melee combat. Every non projectile weapon in his hands is an instrument of beautiful destruction. The blade, the staff, the hammer. All of these are combined with an uncanny grace and discipline that makes them exceedingly dangerous in her hands. Masamune is used best when thrust directly into the middle of combat to draw the attention of enemy fire. Swapping between her stances, while maintaining her Zen Auras, allows her to maintain her damage and survivability while cleaving and smashing her enemies asunder. Skills: Aura's are abilities that surround Muramasa and those nearby. Aura's may be expanded and may be stacked over Stances for greater effectiveness. Aura's cost X energy and end after its conditions are met. Stances are abilities that last until they are canceled via the casting of a different stance. A stance consumes X energy upon being cast and that amount remains taken from the energy pool until it ends (dismissed) or another aura is recast. IE: If Muramasa has 250 energy and Offensive Stance costs 50 Energy to cast, that 50 Energy will not be restored until Offensive Aura is canceled, or until Defensive Aura is equipped instead. #1: Disciplined Assault: (Aura) Melee weapons deal X% more damage and strike +1 additional enemy (Up to 4). Enemies dispatched under these conditions restore stamina and provide a speed boost to movement and swing. This aura ends and must be recast after 10-30 enemies have been dispatched. #2: Offensive Stance: Attack Speed is increased and damage is increased by X%. Each enemy slain restores X amount of energy. While parrying during Offensive Stance, Muramasa will perform a Executing Strike which will deal standard Execution damage plus 100% proc. Targets killed this way produce an energy orb. #3: Defensive Stance: Armor is increased by 80% and enemies slain restore X% health. While parrying during Defensive Stance, enemies are knocked down and if slain produce a health orb. #4: Storm of One Thousand Blades: (Aura) Muramasa uses all of his focus to enhance his speed and martial ability. In this state all enemies appear to be slowed to Muramasa alone. Each strike is an execution and all damage is reflected back towards its source. Each strike offers 100% proc damage. Muramasa can not be knocked down, bounced back or otherwise stunned as all effects are reflected back. Movement speed is enhanced while in this state and enemies slain in this mode restore stamina. Strikes to a single target will jump to X number of additional targets regardless of weapon type. Muramasa is meant to be a true melee frame. Jumping into battle and taking control of the environment through slaying large numbers while toggling her stances to make up for her low shields and high likelihood of being damaged. Being mobile and able to engage in high risk situations is Muramasa's best asset. Playing her offensively to help clear a room and then defensively to help support the group while providing the occassional healing orb to aid the team. Since her #4 skill is an aura, using a stance with it could yeild a heaping amount of energy or health orbs depending. Being in the thick of battle and fine tuning your rhythm to mitigate damage, draw attention, slay as well as heal is Muramasa's appeal. Muramasa may lack a great deal of effectiveness initially against bosses that rely on ranged weaponry. However with a bit of polish and support, defensive aura and a few choice mods could easily help turn the tides in various fights. These were the ideas of an idle madman. Please leave comments, thoughts, suggestions. These are just frames that I'd loooove to see pop up in the game, especially since so much is going to be popping up in the future. Thanks as always and take care. Link to comment Share on other sites More sharing options...
Seanjuju Posted April 8, 2014 Share Posted April 8, 2014 (edited) Phantom Menace, bro.....noooe I'll read the rest later Edited April 8, 2014 by Seanjuju Link to comment Share on other sites More sharing options...
Blacque Posted April 8, 2014 Author Share Posted April 8, 2014 Yeah it was an obvious joke and kind of a way to redeem Star Wars by making it something awesome. Link to comment Share on other sites More sharing options...
Nkomo-Sama Posted April 8, 2014 Share Posted April 8, 2014 I love the second frame...the first one is cool but the second one... Some feedback Keep it a he. Muramasa is fine. Overall he is a bit overpowered but if DE made him tommorow I would play until everyone starts crying he should be nerfed... power 1. This skill might benefit from a timer or a lower kill count to fit in with the limitations of all the other Tenno 2. and 3. These are great and would benefit from having an energy drain effect once cast...35-50 energy...2 energy every second...and possibly a timer... this way a player is driven to mod accordingly and are forced to be strategic with their stances... 4, Awesome kinda like volt's old speed effect... I would only recommend a timer.... The tenno are strong but they are not perfect there is a trade off between strengths and weaknesses. Link to comment Share on other sites More sharing options...
Blacque Posted April 9, 2014 Author Share Posted April 9, 2014 The biggest trade off for Muramasa/Masamune is the fact that he/she would never be getting the insane kill count of most other frames due to not using AoE weaponry and being forced to close distance. An energy draining effect to sustain the stances would be a good addition and could hinder 'chain stances' throughout levels. Also the swapping of the stances will always keep the total energy that the frame has at a constant low meaning it's a juggle between doing enough damage to kill (especially at higher levels) to get the health/energy buffs and staying alive. Over all I think it's a good idea that you've added and I would love to see more critique and maybe acknowledgement by the devs but that seems unlikely. As far as the gender is concerned with Hydroid being a male frame, 2 female frames would once more balance out the roster with a clean 50/50 split so I don't care either way, though I demand Phantasm remain a lady, as it fits! Thank you very much! Link to comment Share on other sites More sharing options...
Nkomo-Sama Posted May 26, 2014 Share Posted May 26, 2014 Dude don't you dare give up on this idea! if you can find an artist in the community see if they can flesh this out for you if you cannot draw it on your own. I still believe that this is a GREAT idea. I just thought about it and wondered about the progression of it...Now that I read it again the first one is pretty cool too. Drum up some support! Let region chat know about it...Good luck and Muramasa/Masamune is a dude. Definitely a dude. Link to comment Share on other sites More sharing options...
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