Alphawolf009 Posted October 4, 2014 Share Posted October 4, 2014 I'm pretty sure this won't be the first or best shadow or darkness-based frame concept, but I just wanted this put up somewhere that I won't forget the idea. And hey, it's always nice to hear from the community. I have no good art of my ideas of Serus, and honestly speaking the foggy image I have of him is pretty damn unoriginal to begin with, so anyone willing to do any art of that is welcome :p Anyways, the idea is that he's meant to be a versatile guy, with the ability to play support, glass cannon and tank roles, though I'm not sure how well I've thought this through. I thought he'd have: -Slightly higher than average shields -Average speed -Slightly lower than average health (which you might find plays an interesting part of this frame) -Average power -Average armor His four abilities would be: 1) Pitched Black—Costing 25 energy, the ability would throw Serus in the form of a smoky cannonball into a target area. Upon landing, a small amount of damage and stun would be issued to enemies in the radius, and they would be blinded for a duration. The landing would also cause Serus slight damage to his health (see how the health thing is showing through now?). Useful for CC and fast travel. 2)Phase—Costing 25 energy upon activation, and 2 more for every second (not too sure bout the rate), until toggled off. For every second, 5 points of health are also lost whilst the ability is on (once again with the health). When activated, all teammates, regardless of where they are, become intangible and invisible, meaning its an invincibility mechanic and stealth gimmick. Whilst intangible, they can still deal damage and interact with stuff, but enemies cannot touch them and they have no hitbox. So they can run right through a crowd unimpeded and undetected even. Of course, doors and floors still stop them. 3) Malevolent Dark—This one will sound A LOT like shadows of the dead, but hear me out. The ability would cost 100 energy to activate, and would take off half of Serus' remaining health. A number of enemies would have their shadows raised, which would immediately proceed to attack them. Also, any enemies standing in a dark area (like the mirage kind of shadowy area) would have large amounts of damage done to them over time, depending on how long they stay in the shadows. The shadows would expire after a while, but they also attack Tenno (hence the Malevolent) and dark areas slow Tenno movement speed like less potent cold procs. The number of shadows raised is affected how much health was sacrificed upon cast. 4)Gaping Void—Costs 100 energy, and for once deals no damage to Serus, yet. Serus' left hand blows open (or slides open, imagine a really cool bio-mechanical terminator-esque transition from limb to weapon) and spawns a singularity that draws aggro and absorbs all damage dealt upon Serus. During this time however, he is not immune to knock downs and whatever, only damage and procs. He is also confined to melee combat using a katana-like sword of shadows (haven't thought of a snappy name for it) and is unable to cast any other ability during the duration of this ability. Like Nyx's absorb, the singularity takes in all damage, and at the end of its timer spews it all back out. Serus, at this point, will take a considerable percentage of this damage, in health (well, there you have your health reduction), along with any enemies in the radius. And there you have it. Now what I was thinking is that the lower health might limit his abilities (which I'm not sure if its good of bad) so what if shields were reduced and health boosted a bit? I know this concept is full of holes, but I just hoped someone would take a look at it and offer some feedback. Thanks for reading, cheerio, y'all. Link to comment Share on other sites More sharing options...
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