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Why No Greek Or Roman Theme Yet?


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I dreamed up this a while back.  Needless to say, I am in favor. :D

Hoplite-theme shield tanking warframe

Greeco/Roman theme, from the days of guys carrying really big shields and fighting in dense formations. A very heavy duty combatant who trades mobility against durability. Focused more on soaking damage, holding ground and taking point on assaults with shield strength, compared to other tanks who focus more on armor and health and intangible “damage resist” values.

 

Stats

175 shield (primary stat)

125 health (secondary stat)

300 armor (secondary stat)

100 energy (dump stat)

1.0 movement

Passive ability: Hoplite ignores an additional 10% damage while blocking with a shield or polearm

 

Abilities

  1. Apsis

Toggle power, 25 energy + 3/second

Creates an elliptical translucent energy barrier just ahead of and to the left of the player, as of a large physical shield being carried.

 

Reduces movement speed by 0.2 while active, and prevents more elaborate forms of parkour. While Apsis is active your armor rating (modified by power strength) is allowed to apply to hits against your shields, as long as the enemy who is attacking you is within a cone of effectiveness in front of you. The cone of effectiveness of Apsis is defined by Power Range, with larger Range values giving wider protection, up to a limit of 180 degrees.

 

  1. Vanguard

50 energy on cast, 5/second + special to maintain

Teleports the player to the location or enemy they are looking at, and enters an immobile defensive crouch.

 

While crouched in this mode, Hoplite is invulnerable to damage and has a heightened threat rating. Instead, spend 5 energy per second, plus 5 energy per 1000 damage, to have incoming attacks from enemies turned into shield points at some fractional exchange rate (modified by power strength). This charging can continue even into overshields. When full overshields is reached or earlier at player’s discretion, Hoplite explodes outward, knocking down enemies within range and regaining his mobility.

 

  1. Paling

75 energy

Creates a defensive fortification of energy spikes, set in the terrain around you in circle with sharp points outward, and a ghostly flag standard in the center. This circle is big enough for you and team mates by default. You can only have a single Paling at any time, but the construct lasts forever (sans nullifiers).

 

Enemies trying to cross the Paling’s perimeter take a puncture status and are momentarily slowed. While you are within the Paling, kills made against enemies “charge” the Paling, shown by the flag standard getting brighter and more solid. As long as the standard is still lit, all players within the circle constantly regenerate their shields at X% per second regardless if they are under attack or not (adds to, but does not prevent ordinary shield operation).  Power strength increases the effectiveness of the charging, power duration increases the amount of time the standard remains charged between kills, and power range affects the size of the Paling.

 

  1. Cohort

100 energy

Creates a number of shadow soldiers to your left and right, dressed as hoplites, in a line formation. A hole remains in the line for the player. Reduces your movement speed by 0.2 (cumulative with Apsis if applicable) while you are “in formation”. These shadow soldiers are equipped with shields and pikes and are immobile by themselves. Shadow soldiers are intangible to all incoming damage (but enemies may still target and try to hit them) and can even be walked through, however enemies that come within reach of the pikes are automatically stabbed by the shadows and take extreme damage.

 

As long as you are within a short distance of your place in the formation, making a personal kill will cause the Cohort to move one step forward, shout aggressively, and stab any enemies who are now within reach from their new position.

 

Power strength affects how much damage the Cohort does, range affects how far they move per step, and duration is how long the entire thing lasts.

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7 minutes ago, Momaw said:

I dreamed up this a while back.  Needless to say, I am in favor. :D

 

Hoplite-theme shield tanking warframe

Greeco/Roman theme, from the days of guys carrying really big shields and fighting in dense formations. A very heavy duty combatant who trades mobility against durability. Focused more on soaking damage, holding ground and taking point on assaults with shield strength, compared to other tanks who focus more on armor and health and intangible “damage resist” values.

 

Stats

175 shield (primary stat)

125 health (secondary stat)

300 armor (secondary stat)

100 energy (dump stat)

1.0 movement

Passive ability: Hoplite ignores an additional 10% damage while blocking with a shield or polearm

 

Abilities

  1. Apsis

Toggle power, 25 energy + 3/second

Creates an elliptical translucent energy barrier just ahead of and to the left of the player, as of a large physical shield being carried.

 

Reduces movement speed by 0.2 while active, and prevents more elaborate forms of parkour. While Apsis is active your armor rating (modified by power strength) is allowed to apply to hits against your shields, as long as the enemy who is attacking you is within a cone of effectiveness in front of you. The cone of effectiveness of Apsis is defined by Power Range, with larger Range values giving wider protection, up to a limit of 180 degrees.

 

  1. Vanguard

50 energy on cast, 5/second + special to maintain

Teleports the player to the location or enemy they are looking at, and enters an immobile defensive crouch.

 

While crouched in this mode, Hoplite is invulnerable to damage and has a heightened threat rating. Instead, spend 5 energy per second, plus 5 energy per 1000 damage, to have incoming attacks from enemies turned into shield points at some fractional exchange rate (modified by power strength). This charging can continue even into overshields. When full overshields is reached or earlier at player’s discretion, Hoplite explodes outward, knocking down enemies within range and regaining his mobility.

 

  1. Paling

75 energy

Creates a defensive fortification of energy spikes, set in the terrain around you in circle with sharp points outward, and a ghostly flag standard in the center. This circle is big enough for you and team mates by default. You can only have a single Paling at any time, but the construct lasts forever (sans nullifiers).

 

Enemies trying to cross the Paling’s perimeter take a puncture status and are momentarily slowed. While you are within the Paling, kills made against enemies “charge” the Paling, shown by the flag standard getting brighter and more solid. As long as the standard is still lit, all players within the circle constantly regenerate their shields at X% per second regardless if they are under attack or not (adds to, but does not prevent ordinary shield operation).  Power strength increases the effectiveness of the charging, power duration increases the amount of time the standard remains charged between kills, and power range affects the size of the Paling.

 

  1. Cohort

100 energy

Creates a number of shadow soldiers to your left and right, dressed as hoplites, in a line formation. A hole remains in the line for the player. Reduces your movement speed by 0.2 (cumulative with Apsis if applicable) while you are “in formation”. These shadow soldiers are equipped with shields and pikes and are immobile by themselves. Shadow soldiers are intangible to all incoming damage (but enemies may still target and try to hit them) and can even be walked through, however enemies that come within reach of the pikes are automatically stabbed by the shadows and take extreme damage.

 

As long as you are within a short distance of your place in the formation, making a personal kill will cause the Cohort to move one step forward, shout aggressively, and stab any enemies who are now within reach from their new position.

 

Power strength affects how much damage the Cohort does, range affects how far they move per step, and duration is how long the entire thing lasts.

I love this idea. All tank no too much damage not too much power jux a true tank. Yes finally someone knows what a hoplite is.

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8 minutes ago, Suncake said:

Greek mythology has to do something with Atlas.

Atlas supposed to be a titan. He uses a gorgon gaze and powers Gaia is supposed to use. Now if they had him throwing big boulders, quaking the ground, and Growing in size like a demigod like 7 to 8 feet tall not 300 feet tall then were talking.

Edited by (PS4)ImmaTrueSpartan
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ecaI don't care if we have a frame with similar themes. Peoples are butthurt because they have no fantasy and cannot imagine how the said frame could work. 

Also if they want to add Greek and Roman themed frames then they can add - Legion, Hoplite, Gladiator, Myrmidon, Peltast, Some of ancient gods and so on. Also they can use norse mythology and make the norse gods we have already one as Loki but this not a reason to not have more. Odin, Thor, Fenrir, Udyr, Freya etc.

Use your imagination and their skills. Noone said Zeus cannot be in the game because we have already a ligthning frame as Volt, because a power theme can be play a lot more way.

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5 minutes ago, (PS4)ImmaTrueSpartan said:

Atlas supposed to be a titan. He uses a gorgon gaze and powers Gaia is supposed to use. Now if they had him throwing big boulders, quaking the ground, and Growing in size like a demigof like 7 to 8 feet tall not 300 feet tall then were talking.

Add his passive - he can't be knocked down. Even if it's inaccurate, he's still based on the greek mythology. Remember that there's a lot of other nations with their own tales which aren't implemented in Warframe in any form.

Edited by Suncake
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2 minutes ago, Trichouette said:

Do you even press 2 ?

I know that ability is garbage but still...

Atlas gaze ability could be useful in a different way and if that skill removed from him and given to a medusa themed frame. That would be more fit to that female frame and atlas can given another ability which introduce more brawling for his theme.

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2 minutes ago, Sziklamester said:

Noone said Zeus cannot be in the game because we have already a ligthning frame as Volt, because a power theme can be play a lot more way.

True story. Besides, the amount of Flash-themed volts is through the roof.

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Just now, Sziklamester said:

Atlas gaze ability could be useful in a different way and if that skill removed from him and given to a medusa themed frame. That would be more fit to that female frame and atlas can given another ability which introduce more brawling for his theme.

I said "2" and not 3, but I agree.

And yeah atlas suffer from the "badly advertised frame" concept that DE loves to use.

"atlas will be a brawler" > he only has one ability related to brawling (and maybe the golems... that makes 2)

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4 minutes ago, Trichouette said:

But "artemis" is. Plus as the other guy said we have "atlas"

Its jux a bow and Atlas is the titan of strength that Zeus couldn't match up to. So atlas was tasked to hold Olympus away from Mankind. If they would have made him as he really is i would of been amazed then. But he is good though actually my favorite frame because I like brawlers. We actually need a real ancient Greek warrior frame. Like that hoplite in the post above. And some weapons too like shield and spear, falcata even though there's one in the game but a falcata is a short sword that's wielded with a shield, and hoplite accessory armor.

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28 minutes ago, Trichouette said:

But "artemis" is. Plus as the other guy said we have "atlas"

Yeah thats kinda right Atlas actualy share the passive of the giant Antaeus if i'm not mistaken. Strong as long as he touch ground.

Edited by trunks013
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