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Domar, the Imposing, Warframe Concept


General_Durandal
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6 hours ago, ssj782 said:

Ah, I just noticed you're on console. That may be why. It's possible only pc had to go through the hell that was the original tonkor. I'll ask in region. Maybe they'll know.

I asked. Some remember the horrible bouncing of the tonkor, but no one seemed to know if consoles got to skip the hell. I would assume they did, since it got patched out in a week or three. It not only bounced you, it did 50 damage to you as well. I saw quite a few allies that went afk die that way, lol.

If you're talking about the Tonkor Explosion makes you go flying thing,

it's still in the game, I bounce around on them on purpose.

You probably are subconsciously avoiding them without even knowing it.

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1 minute ago, General_Durandal said:

If you're talking about the Tonkor Explosion makes you go flying thing,

it's still in the game, I bounce around on them on purpose.

You probably are subconsciously avoiding them without even knowing it.

No he means that it could bounce other players and no it never made it to consoles.

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But my point is that a warframe shouldn't be able to hinder other frames to that extent. It would simply piss off people, but how about an ability that lets players sacrifice health to gain a buff at will so like he drops stimulant packs that deal a set amount of damage to the user (scales with efficiency) then gives a massive buff to all that use it. Also it says how much damage when someone goes to pick it up.

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59 minutes ago, (PS4)EmilsTekcor said:

But my point is that a warframe shouldn't be able to hinder other frames to that extent. It would simply piss off people, but how about an ability that lets players sacrifice health to gain a buff at will so like he drops stimulant packs that deal a set amount of damage to the user (scales with efficiency) then gives a massive buff to all that use it. Also it says how much damage when someone goes to pick it up.

You just game me a Witch Doctor Warframe Idea! Thanks.

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Lowered Domar's power.

Reduced Intimidation's fear chance.

Requisition has been replaced with Tactics.

  • Power 1: Tactics
  • Tap to switch selected Tactic.
  • Hold to activate selected Tactic.
  • The power stays on till deactivated.
  • All allies are effected within affinity range.
  • Drain: 14/11/8/5 per second (power efficiency and duration)
  • More than one Tactic can be active at a time, but each drains.
  • (so if you have two on, the drain is doubled, three, tripled.)
  •  
  • Tactic 1: Phalanx
  • Allies receive increasing amounts of armor the closer they are to each other.
  • Armor increased by 3/6/9/12% (power strength)
  • for every ally within 3/6/9/12 meters. (power range)
  •  
  • Tactic 2: Cover
  • Damage increased by 8/16/24/32%, (power strength)
  • when hitting enemies that are attacking an ally.
  •  
  • Tactic 3: Fleet
  • Ally movement speed increased by 4/8/12/16% (power strength)
  •  
  • Tactic 4: Ambush
  • When crouching and not moving,
  • allies are partially invisible, and 15/30/45/60% harder to detect (power strength)
  •  
  • Augment: Stratagem
  • Enemies receive a debuff depending on the strategy.
  •  
  • Phalanx, enemy armor is reduced by 10/20/30/40%.
  •  
  • Cover, enemies deal 10/20/30/40% less damage.
  •  
  • Fleet, enemies movement speed decreased by 4/8/12/16%.
  •  
  • Ambush, enemies are highlighted,
  • and seeable through walls 10/20/30/40 meters away.
  •  
  • ~~~~~~~~~~

 

 

Edited by General_Durandal
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  • 3 weeks later...
  • ~~~~~~~~~~
  • Tactic 3: Fleet
  • Ally movement speed increased by 4/8/12/16% (power strength)
  • CHANGED TO,
  • Tactic 3: Reconnaissance
  • Allies within 10/20/30/40 meters, (power range)
  • become 15/30/45/60% harder to detect, (power strength)
  • while crouching and moving.
  • The effect is disabled when not crouching,
  • sprinting, being seen, or using a loud weapon.
  • ~~~~~~~~~~
  • Tactic 4: Ambush
  • When crouching and not moving,
  • allies are partially invisible, and 15/30/45/60% harder to detect (power strength)
  • CHANGED TO,
  • Tactic 4: Guerrilla
  • Allies within 10/20/30/40 meters, (power range)
  • deal 50/100/150/200% more damage, (power strength)
  • to unalerted enemies.
  • ~~~~~~~~~~
  • Augment: Stratagem
  • Enemies receive a debuff depending on the strategy.
  •  
  • Phalanx, enemy armor is reduced by 10/20/30/40%.
  •  
  • Cover, enemies deal 10/20/30/40% less damage.
  •  
  • Fleet, enemies movement speed decreased by 4/8/12/16%.
  •  
  • Ambush, enemies are highlighted,
  • and seeable through walls 10/20/30/40 meters away.
  • CHANGED TO,
  • Augment: Stratagem
  • Strategy becomes extra effective.
  •  
  • Phalanx, while blocking,
  • 10/20/30/40% damage is reflected back at your attacker.
  •  
  • Cover, enemies deal 5/10/15/20% less damage,
  • for each ally attacking them.
  •  
  • Reconnaissance, While crouching, allies mark enemies they aim at,
  • marked enemies can be seen through walls up to 10/20/30/40 meters away, (power range)
  • marked enemies receive 10/20/30/40% more damage, (power strength)
  •  
  • Guerrilla, Allies can also perform back attack finishers on alert enemies,
  • that are targeting an ally, for 50/100/150/200% more damage.
  • ~~~~~~~~~~
  •  
  • Overawe's buffs and debuffs have been strengthened.
  •  
  • Elimination drain reduced.
  •  
  • Parts are dropped in Lua/Moon assassination mission.
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On 6/25/2017 at 0:32 AM, (PS4)EmilsTekcor said:

I still think it's a cool concept after this time, but I would really like it if he had an element that would allow allies to reduce particular stats to raise others. Also maybe have an ability that causes additional effects based on the damage types that are done.

Thanks!

Like, more power strength, but less power range, temporary buffs?
Hmm...
I might be able to do something with Overawe lie that.
Next time I work on him i'll try some things out.

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  • 2 weeks later...
On 2/1/2017 at 5:39 PM, Dwolfknight said:

 

  Reveal hidden contents

Passive: good


1st: inevitable trolling
2nd: not bad
3rd: maybe not have them incapacitated? otherwise, it's a good ability
4th: WAAAAY TOO OP!!!

 

The concept has changed and evolved a lot since my original reply, here is what I think of it currently

His basic stats could still use some armor, in the 200 to 250 would be a good amount for him, his passive should have a maximun amount of stacks, I would say around 50 giving him 250% total (just to make sure its not exploited)

His first abillity is a pretty good, but I would recommend, since reconnaissance is only active while crouching, that it becomes a invisibility or 100% "harder to detect"

His second is also pretty good. Nothing to talk about this one

His third I don't think the afk extra damage is needed since we already do so much damage but ok, also remember that finisher damage is a 2.5x multiplier against all faction, I would recommend that you raise the drain cost to something people would not want active at all times like most togles are, of course lowering the activation cost if there is any.

About the augment, I don't think anything should be able to go through invulnerability states, maybe in pvp but not pve, I suggest something like innate punch through on everything (around 2 to 5 meters) or the ability to always do the highest multiplier the creature has as a hitbox for example moas have a 2.5 on her head hitbox.

His 4 all I can say is  this would be a good intruduction to dual wield, not the glaive+single but the 1h sword+single which I assume rapiers count as a single 1h sword, that would also mean you would not need to hold block to aim as you would be always aiming, tap block/aim to parry could still work, the secondary fire could still switch stance and/or be a toggle channeling for both saber and revolver, since we don't get channeling for dual wield.

All in all it's a really good concept and it came a long way,not many concepts get this far and I hope this makes into the game he would fit right into my mesa+excalibur loadout, not joking, I do have one, can't remember the name and I am nowhere near a pc.

~
Domar build 2.5

Increased Armor to 200, but reduced power to 80/120.

Increased Reconnaissance crouch detection from 15/30/45/60% to 20/40/60/80%.
(if power strength would make the % go to 100+ they become invisible)

Decreased 3rd's damage conversion from 30/60/90/120% to 20/40/60/80%.
Changed drain from 20/15/10/5 to 25/20/15/10.
Added a cast cost as-well.

Added "with non-auto-fire guns" to Execution.
~

Thank you for your feedback!

With his 3rd's augment, if his gun can punch-through X meters of metal, it should be able to punch-through Kill's helmet no prob since it's not even one foot thick.
Now, if Krill's armor had some sort of magnetic barrier that was the reason projectiles bounce off of him, then that would be harder to get past.
Some magnets have to be super cooled be most powerful, so I could actually see that being the reason he has the coolant on his back.
Ruk however actually has a part of his face showing, so he shouldn't have full invincibility on his head even when in armor mode.
Vay Hek's mask is only metal though, so punch-through alone should enable head-shots even in armor mode.

Added "with non-auto-fire guns" to Execution, so you couldn't just bring a boltor prime and kill any boss in seconds.

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