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[Warframe Concept] Tremor, The Earth / Terraformer Warframe - (10/14) Final Update & Retirement


Archwizard
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Enemies already path around Fire Blasts where possible. If it could be broken easily, it wouldn't make a very good wall, no?

I'm more worried about Tremor players trolling their allies than the reverse.

A maximum is worth considering, but I like the idea of you being able to build Barricades on top of one another to form structures.

Burrow would have a relatively short duration to make up for the invisibility/invulnerability (somewhere along the lines of Smoke Bomb).

Fault Zone uses the same delay mechanic as Chroma's Electric Ward; enough to prevent from overloading the map from someone using Twin Grakata, while still allowing for big hits as frequently as you can dish them out.

Don't really see a point to letting you cancel it, personally. Granting, everybody and their dog things every Duration ability that can lock you out should be cancel/recastable instead, just because the lockout is frustrating. Cataclysm can prevent targets from receiving damage, and deals damage on-cast and once cancelled; Fault Zone deals no instant damage without the augment and amplifies hits they receive, putting enemies at a natural disadvantage while they're in your house. If you leave your house...

Chroma aside, players can't always choose the damage type of other frames either, just the frame itself. You can go into a mission with full knowledge of the tileset you'll be going into, so Tremor can be prepared accordingly. Worst case, damage is damage and status is status.

Mummify will probably take around 5 seconds at max rank. The delay on all of the stacks releasing is to give you more time to set up the next Quicksand pool.

That must be recent... I know Divebomb Vortex causes targets to land knocked down, but last time I used Paralysis, enemies were just stunned for the duration of the pull and dragged a short distance.

Enemies shouldn't be pulled off the ground by Landslide, so they shouldn't "fall out of the air" when it ends (although I hadn't considered what would happen if you put it on the second floor - perhaps I should make it a hemispherical effect). The idea is that the ground warps to drag enemies closer. They should otherwise be released however, unless they were flying.

Enemies do avoid Fire Blast, but if you completely block them off, they'll walk through the Fire Donut as a last resort. what would Enemies do with this barricade? if they're completely blocked off they still need to be able to get past. something like 1250 Health and can't lose more than 10-20% Health per second sounds fine to me.

perhaps. i guess there's worry in both ways.

being able to build stuff is certainly cool, but i'm worried about Performance suicide if there's no limit.

i guess i was pretty vague, my own fault. what i was thinking, is that if the Player 'i am become wall', how do you find your Friends?

how will the Player marker work? how will the 'see friends through walls' glow work?

yes, Fault Zone is generally a good thing to have. it doesn't do instant Damage, which is fine, i like it better than Cataclysm because of that. being able to flip Cataclysm on and off like a Nuke is c.c

it's a small thing, but it's nice to be able to move it if you need to move to a different area. same boat as being able to cast Freeze on Snowglobe IMO. if you need to move it elsewhere, you can.

yeah, Players can't change the Damage Type of their Warframe generally. however, that's also a benefit as well technically, as it's ALWAYS the same Damage Type. never changing.

that's my concern i guess. it changes, but you don't really have any control over it. while other Warframes either have full control, or don't change.

alright, i suppose that's logical, so you can keep it going if you want to.

it's always worked that way AFAIK. it does scale with Power Strength, perhaps when you were testing you had very low Power Strength? i don't know if that would give the expected result though.

all i know, is that when i cast Prolonged Paralysis, all of the Enemies dogpile on one spot on their faces (that i can take with me! :D) and i can freely Ground Finisher all of them to clean up tons of Enemies quickly.

so to be perfectly clear, if an Enemy hits the Mine to trigger the Ability to start, all of the others that were being pulled will stop being pulled?

Edited by taiiat
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Concept's had the name for a year and a half now.

It fits with the naming conventions of other elementals, using a term that indicates a smaller version of whatever element you wield. A wildfire is composed of Embers, a lightning bolt is measured in Volts, a snowstorm begets Frost, an earthquake causes Tremors. Doubly apropos, since every one of his abilities has a relation to the earth moving, as opposed to... what, kicking up rocks?

I still think The Incredibles when I hear Mirage, Homestuck when I hear Nyx, and Half-Life when I hear Mesa. If you think MK, it wouldn't be the first such instance.

True, true, I'm just pointing it out there. Tremor has had a big comeback because fans wanted him back for so long lately, and he's been around longer, so I just threw it out as a suggesting since MK has been around longer. There are several terrain related names, I'm just saying Tremor to me is original to MK. Edited by (XB1)Typhon00
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-snip-

 

-   I believe we were still debating whether or not targets should be able to jump over Barricades; I can't find a note on the matter...

-   I suppose 8 Barricades is a fair limit.

-   Markers would work the same way it would for players who are wall-running or in Undertow.

-   Casting Freeze to cancel Snow Globe is more in the same boat as canceling Cataclysm to prevent enemies from becoming invulnerable. Fault Zone provides no downsides to Tenno, so there's no need to cancel it beyond "I moved", to which I would point to my philosophy of not mindlessly spamming ultimates in the first place.

-   Like I was saying, if you know the tile you're going to, it's functionally the same as bringing a Fire elemental to a Grineer mission, etc. It's only really an element to concern yourself with if you swap tiles on Invasion or Orokin Sabotage missions.

-   I'll have to reconsider how Landslide works. I was actually just considering removing it, but I suppose the ability to attract enemies into traps is still a powerful utility.

-   Yes.

 

True, true, I'm just pointing it out there. Tremor has had a big comeback because fans wanted him back for so long lately, and he's been around longer, so I just threw it out as a suggesting since MK has been around longer. There are several terrain related names, I'm just saying Tremor to me is original to MK.

 

Eh. I like sticking to the naming conventions, and if I were to ask for alternatives I'd get mostly "Terra" (a feminine name, which would be great for a gender-swap but would spit in arch111's face as far as the effort he's put into the concept so far), or deities (which don't fit the naming convention of other elementals). Or "Gaia", just for a double-whammy of each reason.

 

Sure there are terrain-based names, but the whole point of Tremor is that he's beyond any one kind of terrain, bringing the ability to change any of them with him.

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Well, as names go.

HYDROID

EMBER

TREMOR

FROST

Looks rather neat, don't you think?

Plus, say them outloud and it is the dominating R that bind them together.

It still bothers me that Tremor is already used by a character with the same abilities and powers. I love the idea if terrain based Warframe in the game, but the name bothers me alot because I'm a fan of MK, and the name Tremor has been with them far longer. I just think it be more meaningful it you developed a different terrain based name that can be associated with only Warframe, something neat and Earthy to it, like Quake, Tomb, or some other name

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tremor_scindo_by_gaber111-d94kp2j.jpg

QKKex5g.png

Warframe Profile: Tremor

This is Tremor – the terraformer, the saboteur.

The embodiment of pragmatism, Tremor’s preferred battleground is the underground.

Tremor’s abilities allow him to transmute surrounding stone and metal, physically reshaping the battlefield as he sees fit:

Barricade creates a solid wall of minerals, which can be used as cover from incoming fire, a launching pad against enemies, or a platform for fellow Tenno. Melee strikes can launch the stone, which will shatter on impact with enemies for additional damage.

Burrow merges Tremor into the floor and walls, removing him from combat to place his traps in secrecy and safety, as well as increasing Tremor’s movement speed.

Quicksand marks the ground in contact with Tremor while active. Once deactivated, all areas marked by Tremor collapse into sandpits, inescapable to any foes who attempt to cross.

Get ready for The Big One, Tenno. Fault Zone makes the area sensitive to tectonic shifts. Any attacks within this field, even those against the Tenno, can be amplified into damaging quakes to strike additional enemies.

Tremor’s territorial control can be expanded with the use of mods. A Duration mod will benefit all of Tremor’s abilities, while a Range mod will increase the area affected by Barricade, Quicksand and Fault Zone. With the addition of a Strength mod, Barricade and Fault Zone can become more devastating weapons.

Our enemies may reach beyond Earth, Tenno, but Tremor reminds them to fear the rumbling beneath their feet.

Stats, Abilities and Augments:

Theme: Ground and Elemental Stone

Roles: Stealth Trapper / Area Denial / Defensive Support

Health: 125 (375 at rank 30)

Shields: 125 (375 at rank 30)

Armor: 150

Power: 100 (150 at rank 30)

Speed: 0.95

Aura: Vazarin (20px-Vazarin_Pol.svg.png) - Perfect for Rejuvenation while Burrow is active

Polarities: 1x Madurai (20px-Madurai_Pol.svg.png), 1x Naramon (20px-Naramon_Pol.svg.png)

Passive - Increased Traction:

- Extended wall cling timer

- Hostile knockback/push/pull distance is halved while on the ground (disabled while airborne)

- Tremor cannot be rendered airborne by hostile push or pull effects while on the ground or clinging to walls

Barricade: Tremor draws forth a wall of stone at the target location. The wall can be launched at enemies.

- Barricades have a wide length, a shorter height and a slight depth. At minimum rank it is tall enough to provide cover to a crouched Tenno, while at maximum rank it can cover the hat of a standing Limbo. The scale of a Barricade is affected by Power Range, in the same manner as Electric Shield.

- Barricades act like environment objects, blocking movement and line of sight, and allowing Tenno to climb and stand on it, parkour across it, or cling to it. Barricades block projectile fire from both Tenno and enemies, but can be bypassed with Punch Through.

- Barricades do not have hit points.

- Can be summoned standing upright on floors, or parallel to the ground out of vertical surfaces.

- If aimed on the ground, Barricades are summoned perpendicular (lengthwise) to the caster's line of sight (in other words, the long side covers you, rather than the short side).

- If cast while aimed at a target, the Barricade is summoned under them, lifting them up. When summoned horizontal to or under an enemy, they are immediately launched as per Bounce. This deals heavy Impact damage, affected by Power Strength.

- If a Tenno dive-kicks or melee attacks the long side of a standing Barricade, the wall will continuously move forward (away from whichever side was impacted to launch it) and shatter on impact with the first surface or entity it meets, dealing Impact damage/status in a radius. Impact is affected by Power Strength and Range.

- If cast on a ceiling, the wall will immediately drop and shatter on impact with the first surface or entity it meets, dealing Impact damage and knockdown in a small radius. Impact damage is affected by Power Strength and Range.- Allies standing on or clinging to a Barricade sent into motion can remain attached to it in-transit, allowing them to ride it to the destination.

- Enemies who are charging (ie Ancients, Shield Lancers, Manic Grineer) will not attempt to circumvent a wall made after they began charging; they will crash into it and be knocked down.

- Barricades can be stacked on other Barricades, BUT all stacked Barricades break if the "base" moves or ends duration, falling and dealing damage in a radius around the original position of the "base".

- Cannot be cast while airborne, but can be cast while wall-clinging.

- Unalerted enemies will investigate Barricades summoned within line of sight, a la Undertow, but will not be alerted by this. Similarly, they will investigate Barricades that have been dropped from the ceiling, as if the Barricade was summoned on the floor.

- Alerted enemies may attempt to use Barricades as cover, a la crates.

- An unlimited number of Barricades may be active at once.

- One-handed cast; Tremor uses the Pull animation.

- Unless dropped, a standing Barricade is affected by Power Duration until launched (if Duration ends while the Barricade is in-transit, it will continue to travel until it strikes a surface). Base Duration is comparable to Electric Shield.

Burrow: Tremor fuses into a surface and travels under enemies.

- While Burrow is activate, Tremor and his companion are considered invisible, intangible, and out of line of sight, with no collision against enemies. His movement speed is increased by up to 50%, unaffected by mods.

- Tremor drops datamasses/power cells and cannot use weapons or inventory items, interact with objects, pick up loot, or revive allies while Burrowed, but can use other abilities with reduced cast time.

- Tremor is immune to any area-based hazards and will bypass lasers while Burrowing, but is also unaffected by beneficial area-based effects and buffs applied by allies within the area (ie Roar, Hallowed Ground, Team Restore totems, etc).

- Tremor can bypass Barricades without moving them. If a Barricade is directly above him when Burrow ends, it shatters on the spot.

- If Tremor moves toward a connected perpendicular surface, he can freely climb and turn upon that surface as if wall-running with unlimited stamina.

- When Burrow ends or is deactivated, Tremor is forcibly propelled a short distance away from whatever surface he’s on, a la wall-running.

- Shield regeneration, Energy Siphon and Rejuvenation auras will remain active while Burrow is active.

- Tremor is still affected by Eximus auras while Burrowing.

- Two-handed cast; if standing, Tremor literally dives into the floor upon activation, as if into water.

- Burrow cannot be cast while airborne, but can be used while sliding, wall-clinging or knocked down; in such a case, Tremor simply sinks into the nearest surface.

- Burrow is affected by Power Duration, but can be prematurely deactivated (a la Rift Walk).

Quicksand: Tremor destabilizes the ground he walks on, causing it to give way beneath enemies who attempt to follow.

- Quicksand is toggleable, consuming Tremor's energy over time while toggled on.

- While Quicksand is toggled on, any contact Tremor makes with the ground traces an energy-colored path along his route. When Quicksand is toggled off or energy runs out, the path traced activates to become a sand trap for a period based on Power Duration.

- Enemies who walk/run across the activated sand trap will get their feet caught in the ground, staggering them as they try to pull themselves out and immobilizing them until the Quicksand hardens again.

- Enemies can still attack while immobilized, and most movement effects (ie knockback, Bounce, Ripline) are reduced to stagger. Enemies who suffer knockdown within Quicksand have reduced recovery speed until Quicksand ends. Switch Teleport can free foes.

- Enemies have a reduced turning radius while immobilized by Quicksand, and are unable to aim backwards; Tenno directly behind them are functionally invisible.

- Allies who stand within the sand trap are also immune to all knockback, push and pull effects, but not knockdown or other statuses. If pushed or pulled onto the sand trap, the Tenno gains traction and moves no further, but will not instantly recover from any knockdown effects.

- Can be cast while airborne, but has no effect until Tremor lands.

- Quicksand may be toggled on while Duration is active, but any of the Tremor's active Quicksand will be cleared and replaced once the effect is toggled off.

- Can be toggled on without interruption, a la Speed. One-handed cast when toggled off; Tremor snaps his fingers, similar to Contagion.

- Quicksand may be toggled on for as long as energy allows, with no maximum Duration.

- Power Range affects the width of the Quicksand.

Fault Zone: Tremor creates invisible fault lines. Any damage dealt within the field releases a miniature quake.

- Tremor draws energy from the ground and slams it back down, lining the ground with energy-colored cracks in a massive circle affected by Power Range.

- Whenever an ally or enemy receives damage while standing within Fault Zone, the damage is duplicated and stored, similar to Chroma's Electric Ward. Once a minimum amount of damage to the target is stored or the target dies, an expanding shockwave similar to a Shockwave Moa’s attack will erupt from their current location, dealing a percentage of the total damage received to enemies it strikes, affected by Power Strength.

- If the affected ally or enemy receives a physical or elemental status within Fault Zone, the resulting shockwave has a 100% chance to inflict the same statuses received to surrounding enemies.

- Fault Zone deals no initial damage and will not alert enemies who enter its boundaries, or who were within its boundaries upon activation. Being struck by a shockwave will still alert affected enemies.

- Fault Zone will release shockwaves caused by any damage source, including status effects, except Fault Zone itself.

- Fault Zone will not apply to airborne targets, neither releasing shockwaves nor allowing them to receive damage from them.

- Fault Zone can release multiple shockwaves from a singular damage source, i.e. a group of enemies caught within Fire Blast will each release their own shockwave of Heat damage.

- Shockwaves released by Fault Zone will use the same damage types as their damage sources, in the same ratio as their contribution to the total damage; primary elements will not combine, i.e. being hit by Ice Wave and Fireball will not release a Blast damage wave, but one of 64% Cold and 36% Heat damage.

- Shockwaves can inflict headshot damage if the target is knocked down.

- Maximum radius of each shockwave is affected by Power Range.

- Maximum duration of Fault Zone is affected by Power Duration.

- Two-handed cast; Tremor draws in energy like the start of Overload in "The Prophet" trailer, then slams it down like Ice Wave.

- Cannot be cast while airborne, but can be cast while wall-clinging.

- Fault Zone cannot be recast while active.

Augments (Available from Steel Meridian and New Loka):

Wave 1 – The Terraformer

Plateau: Barricade can be cast while airborne to call forth a pillar for Tremor and his allies to stand on.

- The pillar instantly rises up from the ground under Tremor to his current height, independent of Power Range. Summoning the pillar stops all of Tremor's aerial momentum, allowing him to stand on it.

- Diameter of the pillar is based on augment rank, but not Power Range.

- Base duration is affected by augment rank and Power Range, shorter than a normal Barricade.

- Activating Burrow on the Plateau will initiate hasty descent to the bottom of the pillar.

- As with Barricade, Tenno may parkour around, atop and across the Plateau.

- When the Plateau is summoned, enemies directly under Tremor will receive damage (unaffected by Power Strength) and be propelled as if a Barricade was summoned under them. Allies directly under Tremor will be brought to the top of the Plateau with him.

- When the Plateau expires, it crumbles to deal Impact damage and knockdown in a radius, affected by rank, Power Strength and Range a la Barricade.

- Unlike standard Barricades, the Plateau is not affected by dive-kicking.

- Barricades may be stacked on the Plateau, provided Tremor is standing.

- Only one Plateau may be active at a time. Recasting Barricade while airborne will simultaneously destroy and replace the active Plateau.

Quantum Tunnel: Burrow will create a passage for allies upon Tremor's exit.

- Upon the expiration or cancellation of Burrow, a two-way Wormhole is formed from the location Tremor activated Burrow to the location Burrow ended.

- There is a short travel delay between entering and exiting the Quantum Tunnel, during which time the Tenno is treated as having entered stealth and the camera tracks in a straight line from one endpoint to the other (regardless of Tremor's actual route). No other actions may be taken during this delay. Closer Quantum Tunnel endpoints will reduce this delay.

- Allies who use the Quantum Tunnel are propelled away from the exit in the same manner which Tremor is propelled out of Burrow.

- Unlike Wormhole, a Quantum Tunnel may not be used by enemies, but is still invisible to them.

- Number of charges before the Quantum Tunnel collapses is affected by rank.

- Maximum Duration is affected by rank and Power Duration.

- Limit one Quantum Tunnel at a time. Activating Burrow will not close an active Quantum Tunnel, but exiting Burrow will remove all active charges from an existing Quantum Tunnel upon creation of a new one.

Enveloping Sand: Quicksand caps damage taken by allies based on how long they stand still within it.

- While allies stand within an active sand trap, they gain a buff that reduces the maximum amount of damage they can receive per second, similarly to Nullifier bubbles.

- Every second allies stand still within Quicksand, mitigation increases by further restricting the cap on incoming damage.

- Every second allies move within Quicksand, mitigation decreases at half the rate of the above.

- This effect is applied before all other forms of mitigation, allowing damage to be decreased further.

- Overlapping Quicksand will not alter the rate at which this effect accumulates.

- The effect is cleared if the target leaves Quicksand, or if Quicksand ends.

- Base damage cap and multiplier are inversely affected by rank and Power Strength.

Quake Storm: Fault Zone deals damage to enemies who enter the field, based on the current tileset.

- When Fault Zone is created, an instance of damage is dealt to all enemies within the field, similar to Fire Blast. Enemies who enter after activation will also receive an instance of damage.

- The damage type is split between Impact and an element based on the current tileset:

--> Infested Ship/Derelict: Viral

--> Corpus Ship: Electric

--> Corpus Outpost/Arctic: Cold

--> Corpus Gas City: Gas

--> Grineer Galleon/Asteroid: Heat

--> Grineer Shipyard/Laboratory: Corrosive

--> Grineer Desert: Blast

--> Grineer Forest: Toxin (Karma for the Cicero Toxin)

--> Orokin Tower/Moonbase: Radiation

--> Tenno Dojo/Simulation: Magnetic

In the case of Orokin/Derelict Sabotage and Invasion missions, the damage type will change based on which end of the portal or bridge the Tenno initially cast from.

- Damage is affected by rank and Power Strength.

- Damage dealt has a high status chance, and will initiate shockwaves from Fault Zone.

- Enemies will be alerted by the damage dealt by Quake Storm.

Wave 2 – The Saboteur

Quartz Barrier: Barricade is now made of crystal, refracting elemental attacks that strike the wall into damaging beams.

- Elemental attacks must be dealt to one of the long sides of the wall to activate this effect.

- The beam fires out of the opposite side from which the wall was struck, perpendicular to the length of the wall itself.

- Beams from Quartz Barrier can activate other Quartz Barrier beams.

- Quartz Barriers will count as an additional enemy for the purposes of Fault Zone.

- Power Strength affects the percentage of damage transferred into the beams, Power Range affects the maximum range of the beams.

Eruption: Exiting Burrow dislodges nearby debris, dealing damage and stagger to surrounding enemies.

- Effect activates regardless of if Burrow was deactivated prematurely or Duration ended.

- Damage is dealt in two simultaneous waves of equal effect. One deals Impact damage, the other deals Blast damage.- The Impact wave has 100% status chance.

- As with explosives, the Blast wave's damage and status chance is reduced by the target's distance from the effect; deactivating Burrow closer to targets will inflict more damage and increases the chance to ragdoll them.

- If Burrow ends or is deactivated while Tremor is precisely under a target, the target is flung as if by Bounce.

- Maximum damage of each wave is affected by rank and Power Strength.

- Effect radii are affected by rank and Power Range.

Mummify: Enemies trapped in Quicksand are slowly turned to stone the longer they remain within.

- While an enemy is within an active sand trap, they gain a stacking slow debuff every second. This debuff affects attack speed as well as movement speed.

- This slow may stack to 100%, causing a stony Freeze-like effect on the enemy for the remainder of Quicksand. This visual effect will only occur if Mummify reaches 100%, unaffected by other slows.

- The slow remains as long as the target is trapped within Quicksand. When Quicksand ends, stacks of the debuff wear off one at a time, affected by Power Duration.

- Overlapping Quicksand effects will not increase the potency or speed of stacking.

- Slow is affected by rank only.

Landslide: Fault Zone will draw in enemies prior to activation.

- Casting Fault Zone places a landmine under Tremor, which constantly pulls enemies towards it similar to Vortex. When an enemy steps on it, the Fault Zone field is created.

- Landmine is comparable in size and activation to Bounce.

- Distance of pull effect is based on rank and Power Range.

- Pulling effect continues until and ceases upon the activation of the Fault Zone.

- Pulling effect does not knockdown or ragdoll foes, a la Prolonged Paralysis.

- Enemies passing within range of Landslide will have their flight disabled for a period affected by rank, but not Power Duration.

- Fault Zone can be recast as long as the landmine remains untriggered, removing the previous mine and repositioning it.

- Unalerted enemies will not be alerted upon entering the pull radius, but will investigate the mine, similar to Undertow. Alerted enemies may suffer knockdown if they try to run.

Additional Art Assets by arch111

Note that the following images are quite large for this forum. Among the community, arch111 is notable for his ability to accurately convert concept drawings into 3D models; these are a few of the many generated during the concepting process (which, I might add, is never over!). If you want to see more, check out his deviantArt gallery!

tremor_tpose_sketch_01_by_gaber111-d8hte

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tremor7_b_by_gaber111-d8mw0aa.jpg

tremor_uniformconcept_wip01_by_gaber111-

tremor_terraformer_by_gaber111-d911993.j

tremor_modelprogress_by_gaber111-d91g5f0

Weapon Assets

Keras, the Pilebunker

- Designed by GunsDownGrace

- One-handed heavy melee weapon; attaches directly to the forearm, a la Shield weapons

--> Drill is driven forward during Charged punches and the final hit of combos; drill then spins, but needs to be reset between swings

--> Finishers involve driving the drill into the target (Stealth: lower spine, Parry: under jaw), then revving the drill and tossing the target

--> Stances may involve striking with other limbs for reduced damage while drill is being reset

--> Blocking wields the pilebunker like a shield

- Damage distribution: High 18px-Puncture_b.svg.png Puncture, mid-low 18px-Impact_b.svg.png Impact, low 18px-Slash_b.svg.png Slash

--> High Charged attack damage, but slow swing speed

--> High critical damage, average critical chance, low status chance

- Low swing range (on par with fist weapons), but deals a short frontal cone on Charged attacks that ragdolls corpses

- L-bar folds up when not in use

- Increased Ground Slam radius and damage

Commentary

This is my second attempt at creating an Earth Warframe concept. As it's been a year since the release of that thread, I didn't feel the need to kick a dead horse back to life, just to show behind-the-scenes updates.

As I have difficulty drawing a straight line with a ruler, for these past few months I've been teaming up with artist arch111 (Perhaps you've seen his work?) to deliver the best possible version of Tremor to my fellow Tenno. Today, I feel secure with Tremor's design both visually and in terms of gameplay, and he's finally ready for his grand unveiling!

Since the release of Zephyr, I've been pondering the opposite values of our resident Wind elemental. While Zephyr's abilities focus on maximizing her effectiveness from above her opponents, an Earth elemental should be more in-tune with the ground. I for one prefer to play frames with their own identity - not just someone who throws stones and copies Iron Skin. For this reason, Tremor's abilities focus on three principles:

1) Altering his terrain. Warframe has a real niche for somebody who can change the battlefield - not simply making Snow Globes and rings of fire, but adding physical platforms to parkour and giving his allies the literal high ground over enemies. Tremor's intended role can be stated to be area denial. (Naturally, I also wanted to prevent players from trolling with him, which is what spawned the stone-throw mechanic on Barricade!)

2) Tactile transmutation; he must be in-contact with some surface to use his abilities. (I felt this was more reasonable of a limitation than amplifying his weight.) The ground is both his shield and his weapon, and in space, there isn't a lot of raw "earth" to work with; instead, Tremor can use his abilities to alter metal (refined earth) as well as stone. "Why can he tunnel into walls in Galleon-class warships?" Orokin-brand space magic: he transmutes himself.

3) Scalability. The issue with a lot of early Warframes is that they lack utility or scalability into end-game. When I wrote Tremor's abilities, I focused on their mechanics first; their numbers were the least important part of the design process.

Zephyr's main strength is her mobility. When thinking in opposite terms of her, I had to focus on how Tremor would get around without having to leave the ground; traditional Earth elementals are slow movers, but Frost has already taken the "traditional" niche. As a result, Burrow was the first part of Tremor's kit to come into existence. Since I was still worried after Oberon's release, I wanted to be sure that all of Tremor's powers interacted with each other and created synergy with other Warframes; synergizing with Burrow required that all of his skills became stealth viable.

I've always believed that a Warframe's first skill should be both the tonal summary and cornerstone of that kit; it's the most important part of the design process. Too many Warframes have first skills that deal damage and contribute nothing else to the kit, so I wanted something whose mechanic was a constant rather than its numbers, in the vein of Decoy. Barricade was heavily inspired by Avatar the Last Airbender; earthbending didn't simply conjure the element like wielders of fire or air could. Every attack or barrier required that the stone be drawn from somewhere nearby, causing the most property damage out of all elements and reshaping the battlefield on-the-go. This principle became the backbone of Tremor's kit. In creating a method to raise the earth, I wanted the equal ability to lower it to directly disadvantage foes as well, spawning what would eventually become Quicksand in succession.

When I started working on Tremor's ultimate, I made the mistake of thinking of it purely from an offensive angle. I initially wanted Tremor's ultimate to be a persistent earthquake, but Banshee already claimed that. Fault Zone came into being when I considered, of all things, Cataclysm: Limbo manages to influence the entire battlefield in his favor with one ability, which had hardly any direct offensive implications. If I wanted to call Tremor a "terraformer", I needed a skill that wouldn't simply put Tremor on the literal high ground, but the tactical one as well - something that would give some payoff to his particular CC and defensive mechanics. Instead of one earthquake, the skill would create a multitude from the vast number of damage sources employed on the battlefield, amplifying simple attacks into Molecular Prime-level nukes and causing enemy assaults to backfire (so long as you remain up-close, fitting with Burrow).

In terms of visual design, I didn't want to go with an overtly "tanky" look, as that would simply bring Rhino to mind; Tremor can have above-average durability, but his skills are more tactical and pragmatic in nature, like the classical rogue archetype. I've worked with arch111 to make a Warframe who visibly invoked stone or crystal, but with the same subtleties as other elemental Warframes relative to their elements.

Presently, we're working with the idea that Tremor is affected by the environment as much as he affects it, which will hopefully be reflected in future concept art.

First off, love the idea of an earth based warframe. Really think it completes the circle for elemental warframes.

But, I do feel uncomfortable with the use of Tremor as his name. While I am all for the idea and would totally use it in the game, would have any other ideas for a name? Quake, Tomb, something that's more original.

Tremor to me sounds from Mortal Kombat, and as an opinion, I think it could make your idea much cooler if you something more original for him. Not to insult, merely as a criticism

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If Tremor where to come with a weapon i think he should wield two Enormous hammers

 

koFjjxP.jpg

 

I just drew these, the hammers themselves are made out of fractured earth, hence the name, each one dealing absurd impact damage, with the same Smashing effect of Jat Kitaj. This is just a thought.

 



i spelled Tremor* wrong on there but, tell me what you think?

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Well, as names go.
HYDROID
EMBER
TREMOR
FROST

Looks rather neat, don't you think?

Plus, say them outloud and it is the dominating R that bind them together.

 

Don't forget ZEPHYR.

 

The parallel between those two is a big part of why I find Tremor to be a perfect name for him. He's her equal and opposite.

 

(Personally I was hoping Hydroid would be named "Vapor" just to continue that.)

 

-snip-

 

Not changing the name, for the third time you've asked. It's not the first time two characters or objects from separate franchises have shared names, and not even the first time they've shared powers.

 

Frankly, upon examination of MK Tremor's abilities, all I'm seeing is exactly the kind of brute I was trying to avoid with this concept. It wouldn't even look like DE lifted one character from the other - just two people with a similar element, using an equally cliche name, as can happen with most elemental characters.

 

I mean, they've even had a fire-haired ghost named Ember in Danny Phantom, years before Warframe. You'll manage as we all have.

 

If Tremor where to come with a weapon i think he should wield two Enormous hammers

 

I just drew these, the hammers themselves are made out of fractured earth, hence the name, each one dealing absurd impact damage, with the same Smashing effect of Jat Kitaj. This is just a thought.

 

Yeah, people have been saying he should wield dual-hammers for a while now. I've been focusing more on giving him a sabotage-based playstyle which the pilebunker would complement better, but when someone says "Earth frame" there will be some natural expectations.

 

Of course, having him wield two Fragor-sized hammers would be... only possible in Archwing, so I suppose "Fracture" could be a release alongside him for that game mode.

Edited by Archwizard
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Of course, having him wield two Fragor-sized hammers would be... only possible in Archwing, so I suppose "Fracture" could be a release alongside him for that game mode.

 

Now you got me thinkinga bout a Tremor archwing.

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Not sure why. No other frame has their own Archwing (similarities to existing kits notwithstanding), and if anything an Earth frame is the least likely to get a dogfight-based skillset.

 

I think each archwing is like a frame. Itzals pretty defs Loki. Odonata reminds me of Volt. Maybe Ember for Elytron.

 

And a Tremor-style archwing could summon meteors.

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And a Tremor-style archwing could summon meteors.

 

... I'm intrigued, but still think I'll wait until there are more Archwings to consider one based on Tremor. Meteors/Asteroids would get to make up one ability, which leaves a whole lot of the kit open.

Edited by Archwizard
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So I was thinking about the primary and secondary for Tremor.

 

You said the primary would be a mine launcher and secondary some kind of bouncing gun, right? But now we have the Adhesive Blast mod for Tonkor and Penta, so either one of them could be a mine launcher now.

 

Maybe it would be a good idea to switch the two? I figure a sustained fire weapon might be more powerful than a semi auto gun.

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But now we have the Adhesive Blast mod for Tonkor and Penta, so either one of them could be a mine launcher now.

 

Except that the mines they toss only last about 6 seconds before detonating on their own.

 

At any rate, making the mine launcher a secondary would just have it competing with Castanas, which innately has sticky properties.

 

How about a kind of Quake/Shockwave-gun? That staggers enemies in a radius, possibly like the Shockwave Moa effect? Maby even jutting up sharp rocks around it that do impact damage?

 

Hmm... now you've got me thinking, what about a pistol version of the Anti-Moa weapon?

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Except that the mines they toss only last about 6 seconds before detonating on their own.

At any rate, making the mine launcher a secondary would just have it competing with Castanas, which innately has sticky properties.

Hmm... now you've got me thinking, what about a pistol version of the Anti-Moa weapon?

Yeah, that sound really good. Should be really good for groups of enemies, and benefit both solo and teamplay.

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But the anti-moa weapon bounces off enemies and lands on walls. Isnt that the opposite of what you want, to shoot around the obstacles he makes?

I think more like the effect of the moa, but more like seismic shockwaves that stagger and knock over.

The aoe ring expands from the point you shoot, no bouncing, the explosion in immediate and allows for multiple such "rings".

A reload-delay per charge make sure you cannot spam this to much.

Edited by arch111
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We have reached a crossroad, my friends.

Tremor has been successful in influencing DE to create a rock-themed warframe! Thats great news.

On the other hand our work is kind of done. Or is it?

Without spoiling anything, Tremor and the brawler, he is a Earth Mage really, have very little in common in terms of Powers.

So should this concept keep growing, and maby give them ideas, or turn this concept into a new warframe, a female maby?

How do you feel about all this?

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