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What Would You Think Of... A Gambler Warframe? (Read Before Posting)


Archwizard
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HAHAHAHA

 

I can imagine him and his abilities being ALL RNG.

 

Accessories? RNG, you don't get to pick, always randomizes colors.

 

Abilities? There's a chance it might be another Warframes ability, or not work at all.

 

Sentinels? Oh look it's now suddenly a floating Grakata, what are the odds?!

 

---

 

But in all seriousness, that would be a cool twist!

 

A Casino frame. Test your luck and make enemies die begging for more because what they gamble costed them their lives.

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I've had a somewhat relevant idea rolling around in the ol' noggin for a while now but haven't fleshed it out enough to put in the concepts section. Mostly themed around on-critical-hit special effects, with crit chance and damage multiplier manipulation thrown in for synergy. Equinox (with Rest and Pacify/Provoke) pretty much brought along a few powers I wanted to see; seems like a decent time to get my ideas for this on paper and see where it leads. :>

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But in all seriousness, that would be a cool twist!

 

A Casino frame. Test your luck and make enemies die begging for more because what they gamble costed them their lives.

 

So what you're saying is, a CC skill that literally makes enemies ask you to

 

acb.jpg

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Here's my ability list I just thought about for 'im:

 

Skill 1 - Lottery: When cast, enemies around are under "confused" state, there will be numbers popping up on enemies' heads, enemy with the highest number "wins" and auto-receive 4000 damage with a random proc of any status, enemy with the 2nd highest number receive 1000 with a random proc of any status ; 3rd enemy with highest number receive 500 with a random proc of any status (based on elemental color?). Will have a minute or two of cool down time to prevent spamming.

 

Skill 2 - Heads or Tails: Gambler flips a coin on his hand, if the result is (head: enemies will take 50% more damage) ; (tail: enemies will take 10% more damage - Gambler plays a silly facepalm animation if it's a tail). Will have a minute or two of cool down time to prevent spamming.

 

Skill 3 - Dicing: Gambler summons a massive dice onto the battlefield and it will "attract" enemies to it, when there are enough enemies around in its area of effect, it will start spinning (the enemies who were/are in the area of effect won't be out of the effect even if they runs out of its radius), depending on the result (1: no effect) (2: stun all enemies around) (3: random elemental proc to all enemies around) (4: -50% armors) (5: -50% shield) (6: -50% armor and -50% shield + an area bleed damage proc). Will have a minute or two of cool down time to prevent spamming.

 

Skill 4 - A Game: Gambler "plays" a game with the enemies around him. In under <duration>, they must be able to kill Gambler, during this duration and the ability is active, Gambler takes 50% more damage, with reduced shield and armor, the enemies that are in effect/in the area, will be more aggressive and deals 50% more damage as well, and their priority will be to hunt down/kill Gambler, if they are able to kill Gambler during this duration, they "win" and receive no effects. If they lose and can't kill him after the duration runs out however, they will take more damage, reduced armor/shield--50%?), random proc, along with a guaranteed bleed proc, and each suffer 2000(maybe more... or less?) slash damage PERMANENTLY (except for the slash damage which will only happens once, or after every minute). Can't recast if the enemies under this ability are not all dead.

Edited by AlphaWolf003
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Yeah, i suggested this a while ago.

Basically he has one of each power type.

First is a launching ability (like fireball) that randomly hit for one status effect.

A random debuff on enemies.

A random buff on allies.

I dont remember the last but i think i suggested that he cast a random ultimate from any warframe. Or one from the people in the party.

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Since WF is about RNG I think you're missing a huge opportunity here :

 

Abilities that buff RNG or percentage chances on weapons, abilities and mods would be cool.

 

eg.

- an ability that doubles the critical or status chance of any weapons with in an area

- an ability that increases the % drop rate of enemies in the area

- an ability that decreases the status chance of proc's against players in the area

 

Any ability that relies on RNG could be affected.

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Gamblerframe ultimate:

 

25% chance to deal 3000 finisher damage to all enemies within 20 meters

25% chance to get 99% damage reduction for 15 secs

25% chance to kill all enemies within 20 meters

25% chance to kill self

Edited by EmptyDevil
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This sounds interesting I like the idea of this frame,

Maybe his #4 ability could be the ability to use another Frames #4 (at random of course). So for example you would use Gambler's ultimate and maybe one time you'll end up performing Ember's World on Fire and the next time you use Nyx's Absorb.

Idk, seems like it'd be pretty cool to me

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His ability rates are influenced by number of enemies around/in-sight or health/energy/ammo remaining. More enemies around, or the more dire the need, the Better chances of getting the more appropriate possibilities, and Jackpot rates are rise.
Jackpot Effect occurs when the rarest of the outcomes occur, resulting in a shower of credits influenced the amount of energy used and blinding enemies within a radius influenced by the amount of energy used.

Ability 1) Roll. 25 Energy. Variable range.
Activates a random power from this list
*Increases (own) weapon damage by 50%
*Inflicts radiation status on X closest enemies
*Restores 25 Energy to team
*Inflicts Low damage on enemies in large radius
*inflicts medium damage on enemies in medium cone
*inflicts high damage on enemies in medium line -Jackpot Effect-

Ability 2) Deal. 50 energy. Infinite range.
Activates a random power from this list
*Spawns 8 (influenced by power strength) mine osprey mines, friendly to the squad, around each teammate
*Spawns large amount of ammo around self, types are random.
*Spawns two energy orbs in front of each teammate
*Spawns three health orbs in front of each teammate
*Spawns 1 Shield Osprey Phantom in front of each teammate. Stays for medium duration.
*Spawns all of the above around each teammate -Jackpot Effect-

Ability 3) Spin. 75 energy. Variable range.
Picks up (W) enemies in (X) range and spins them around the player for (Y) Seconds, then activates one an ability listed below. (W) and (X) are random, though they scale inversely from each other.
*Inflicts medium damage, inflicts magnetic status.
*Inflicts medium damage, inflicts radiation status.
*Inflicts large damage, inflicts fire status.
*Inflicts medium damage, inflicts toxin status.
*Converts (Z)%(influenced by power strength) of the enemies to fight for the squad (similar to Nyx mind control) for a short period of time
*Keeps enemies spinning, rising into the air around the caster for an extended period of time, taking damage over time. (similar to Zephyr's Tornado) -Jackpot-

Ability 4) The House. 75 Energy. Channeling.
Casting summons the last 20 enemies you've defeated as corpses. Each has an individual 25% chance of exploding, checked every second. Enemies killed by the explosion within the first 15 seconds are converted to explosive corpses for free. Past the initial 15 seconds, each corpse converted into an explosive corpse consumes 5 energy.
Upon explosion, has 25% chance to drop a health orb, 25% chance to drop an energy orb, 25% chance to drop ammo, 25% chance to deal increased damage. Two outcomes cannot occur at once.



As you can see, The House always wins.

Edited by VocalMagic
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Um, no random powers.  That's just silly.  You need to be able to KNOW what will happen.  I've played games where you got a random effect and it doesn't work, heck I used to LOVE playing Gnomes with Rods of Wonder in D&D, most fun ever.........but not in a video game.

 

It wouldn't take long for people to get sick of having to revive because you burst out Viral damage in an Infested defense 6 times in a row.

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