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Däkter, the Shaman - Warframe Concept


General_Durandal
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Name: Däkter

  • Codex: This is Däkter, the Shaman, the Medium.
  • Beyond the coils of reality, his allies stir.
  •  
  • Gender: Male
  • Appearance: Witch Doctor
  • Size: Average
  • Speed 1 (Average)
  • Jump Height: 1 (Average)
  • Agility: Average
     
  • Unranked
  • Shield: 300
  • Power: 150
  • Health: 10
  • Armor: 30
     
  • Rank 30
  • Shield: 900
  • Power: 225
  • Health: 30
  • Armor: 30
     
  • Passive: Sprite Shield
  • Däkter's shields don't recharge, instead gains 2 points of shields for every 1 point of energy gained.
  • Any damage that would bypass shields, damages shields instead of health as long as shields aren't depleted.
  •  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Power 1: Behandeling

  • Cast Cost: 25 Energy (power efficiency)
  •  
  • Tap to cast on target, at feet to target self
  • Leech
  • Throw a hand full of leeches on your target.
  •  
  • Cure all toxic, viral, and radiation procs on targeted ally.
  • Prevents new toxic, viral, and radiation procs for 3/6/9/12 second (power duration)
  • Heal 5/10/15/20 health per proc cured or prevented (power strength)
  •  
  • Cast on an enemy to deal 0.5/1.0/1.5/2 bleed procs per second (power strength)
  • for 2/4/6/8 seconds (power duration)
  •  
  • Hold to cast on target, at feet to target self
  • Steek (Stitch) aka Suture
  • Mend wounds shut, or cripple the wicked.
  •  
  • Cast on an ally to heal 10/20/30/40% of damage dealt (power strength)
  • to them in the last 3/4/5/6 seconds (power duration)
  • All puncture, corrosive, and bleed procs are cured on targeted ally.
  • Heal 5/10/15/20 health per proc cured (power strength)
  •  
  • Cast on an enemy to stitch their limbs together,
  • knocking down and disarming them for 3/6/9/12 seconds (power strength)

  •  
  • Augment: Chirurgie (Surgery)
  • Däkter and allies within 2/4/6/8 meters of an enemy under the effects of Leech,
  • now gain heal 5/10/15/20% of the damage caused by bleed procs on effected enemies.
  •  
  • Steek (Stitch) can now be used on a downed ally to instantly revive them at 5/10/15/20% health.
  • Limit 1 per life. (can only be used once per player, but can be used once again after they revive)
  •  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Power 2: HooDoo

  • Cast Cost: 50 Energy (power efficiency)
  •  
  • Tap to cast in direction, at feet to target self
  • Liquere (Liquid)
  • Splash the area in front of you with a strange warm liquid held in a bottle on your belt.
  • All allies and enemies in the AoE are effected.
  •  
  • AoE cone: 1/2/3/4 meters (power range)
  •  
  • On allies,
  • Cure all heat and cold procs on target ally.
  • Prevents new heat, corrosive, gas, and viral procs for 2/4/6/8 seconds (power duration)
  • Heal 10/20/30/40 health per proc cured or prevented (power strength)
  • Receive 5/10/15/20% less heat and toxic damage (power strength)
  • for 2/4/6/8 seconds (power duration)
  • Receive 40/30/20/10% more electric and cold damage (power strength lowers number)
  • (higher then 200% power strength gives resistance instead of weakness)
  • for 2/4/6/8 seconds (power duration)
  •  
  • On enemies,
  • Enemies are Paniced for 3 seconds, (unaffected by anything)
  • and Receive 10/20/30/40% more electric and cold damage (power strength)
  • for 2/4/6/8 seconds (power duration)
  • For the duration, certain procs are strengthened and lengthened. (effects procs active when cast, and new ones placed after cast)
  • Duration of toxic, radiation, viral, corrosive, electric, and cold procs, is increased by 20/40/60/80% (power duration)
  • Strength of toxic, radiation, viral, corrosive, electric, and cold procs, is increased by 10/20/30/40% (power strength)
  •  
  • Tap to cast in direction
  • Poeier (Powder)
  • Throw a handful of powder that hangs in the air in front of you.
  •  
  • Allies in the powder cloud,
  • are cured of electric, magnetic, toxic, viral, and corrosive procs,
  • and new corrosive, gas, electric, magnetic, radiation, and viral procs are Prevented while inside.
  • They also Heal 10/20/30/40 health per proc cured or prevented (power strength)
  •  
  • Enemies in the powder,
  • are blind and confused for as long as they are in the powder,
  • and 1/2/3/4 seconds (power duration) after they either leave the powder, or the powder ends,
  • Enemies targeting allies inside or behind the powder have their accuracy reduced by 10/20/30/40% (power strength)
  •  
  • Powder Cloud Duration: 3/6/9/12 seconds (power duration)
  • Powder Cloud AoE: 2/4/6/8 meters (power range)

  •  
  • Augment: Vitalize
  • The mysticality of his powder and liquid is improved.
  •  
  • Liquere (Liquid) now heals allies for 1/2/3/4% max health per second while under the effect.
  • Liquere (Liquid) now harms for 1/2/3/4% max health per second under while the effect.
  •  
  • Poeier (Powder) now makes allies that get inside become invisible for 2/4/6/8 seconds
  • (or for as long as they are inside the powder)
  • Poeier (Powder) now make enemies inside the powder mindless allies for 2/4/6/8 seconds.
  • (or for as long as they are inside the powder)
  •  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Power 3: VooDoo

  • Cast on Target.
  • Create a VooDoo doll of the target enemy or ally. (bosses included)
  •  
  • Cast cost 75 energy (power efficiency)
  • Doll Health 100/250/400/550 (power strength)
  • Max Doll Number: max 1/2/3/4 out at once (unaffected by anything)
  • Casting while at max dolls out destroys the oldest one.
  •  
  • Enemy doll,
  • redirects 15/30/45/60% damage (power strength)
  • and procs dealt to it, to enemies that share it's type within 3/6/9/12 meters (power range)
  • (Seeker Doll directs to Seekers, Captain Vor Doll redirects to Captain Vor)
  •  
  • Ally Doll,
  • redirects 10/20/30/40% of health damage, (power strength)(max 80% damage redirect)
  • and procs dealt to allies sharing it's type to it'self in 3/6/9/12 meters.
  • (Mag doll redirects damage from all Mags in range)

  •  
  • Augment: Myst
  • A thick mist exudes from the Doll's mouth.
  •  
  • Mist Spread: 0.4/0.6/0.8/1.0 meters a second
  • Max Mist Spread: 3/6/9/12 meters
  •  
  • Enemies in the mist have accuracy decreased by 10/20/30/40% (power strength)
  • and the duration of effects from Behandling, HooDoo and Seance is extended by 10/15/20/25%.
  •  
  • Allies in the mist have all healing effects from Behandling, HooDoo and Seance increased by 10/15/20/25%,
  • while the duration of Behandling, HooDoo and Seance effects are extended by 10/15/20/25%.
  •  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Power 4: Séance "a meeting at which people attempt to make contact with the dead, especially through the agency of a medium."

  • Cast on self, toggle-able
  • Meditate, contact the beyond, summon spirits both benign and benevolent to your aid.
  • While active Däkter sits on the ground in place as spirits swirl around him.
  • Däkter can't move while it's active.
  •  
  • Cast Cost: 25 Energy (power efficiency)
  • Drain: 25/20/15/10 energy per second (power efficiency and duration)
  • Number of spirits: 1/2/3/4 (power strength)
  •  
  • Spirits swirl around him up to 10/15/20/25 meters away (power range)
  •  
  • Allies that spirits pass through are healed for 100/150/200/250 health (power strength)
  • and are cured of 1/2/3/4 random procs. (power strength)
  •  
  • Enemies that spirits pass through are dealt 100/200/300/400 damage as Finisher damage (power strength)
  • are dealt 1/2/3/4 random procs (power strength)
  • and are panicked for 1/2/3/4 seconds (unaffected by anything)
  •  
  • Däkter's power strength in creases by 2/4/6/8% per second, (stacks up to 200%)
  • but power Power Efficiency is reduced by 4/3/2/1% per second (stacks up to -75%)
  • for as long as Séance is active.
  • Once it's deactivated, the bonus to Power Strength, and reduction to Power Efficiency is removed.
  • (if you have 175% efficiency from mods, 100% would be the minimum efficiency can be reduced to)

  •  
  • Augment: Haunt
  • The spirits break their shackles,
  • and can roam freely within a 15/30/45/60 meter area around Däkter.
  • Healing to allies is reduced by 70/60/50/40%, damage to enemies is reduced by 50/40/30/20%.
  • Allies that pass through them now receive a 5/10/15/20% speed boost for 2/4/6/8 seconds.
  • Enemies that pass through them now become fearful for 2/4/6/8 seconds.
  •  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Quest: From Beyond

  • Uncover the Forgotten History of the Sentient War against the living tower, as well as the remains of the Warframe that defended it.
  •  
  • The Ostron have stopped venturing into the living tower,
  • they encountered something terrifying, and wish for the Tenno's help in getting rid of it.
  •  
  • Mission 1: Investigation
  • Tile set: Living Tower Interior
  • Explore the inside of the Tower and find out why the Ostron became so fearful.
  •  
  • Wandering through the tower, find the occasional dead Ostran, some burn marks, and other things.
  • Eventually you run into some Vomvalysts that have gotten into the Tower, which are fighting beings made of energy.
  • Help the spirits kill the Vomvalysts, then report back to Konzu.
  •  
  • Win condition: Kill 20 Vomvalysts.
  •  
  • Konzu speaks to you of an old tale about a Shaman who communed with the dead, and with them fought the Sentients in ancient times.
  •  
  • "But how did the Vomvalysts get into the tower in the first place? I need you to find out."
  •  
  • Mission 1 Reward: Däkter Blueprint
  •  
  • Mission 2: Extermination+Sabatage
  • Tile set: Subterranean Living Tower Interior
  • Explore the Subterranean reaches of the tower, and kill all the Vomvalysts there.
  •  
  • The Subterranean areas are infested with Vomvalysts, and an equal amount of spirits are fighting them.
  • You need to find where the Vomvalysts are coming in from and destroy it, then kill the Vomvalysts that are still inside.
  •  
  • Mission 2 Reward: Däkter Neuroptics Blueprint
  •  
  • Mission 3: Excavation
  • Tile set: Subterranean Living Tower Interior
  •  
  •  
  •  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Thaylien Helped with major rebalancing with build 2.1

Edited by General_Durandal
Tweaking
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46 minutes ago, General_Durandal said:
  • If the bottle hits someone, it will shatter on them,
  • drenching them, and healing heat and gas procs in the process.
  • The liquid is harmful however,
  • and can cause toxic and corrosive procs every second.

Just wanted to point out that gas doesn't proc gas, it procs as toxin, which was covered by ability 1.

Reading the 1st ability, each one working against or with its own flavor of proc, the first thing I thought was they are just begging to be combined into a single sub-ability.  Separating them via effects to heal specific procs would just get tedious if not outright confusing.  For allies and self anyway, one misclick and you think you are healing toxin but you have the slash one selected and it is wasted.

Having the entire thing bulleted also me a little confused as to which bits are for allies and which are for enemies.  Or does

54 minutes ago, General_Durandal said:

Every slash proc replaced heals some health.

also heal enemies with slash procs?  Which leads to replacing slash with puncture.  I cannot imagine who would wish to do that on enemies, slash ignores armor and shields.  I would personally never want to replace unheeded damage over time with a puncture proc.

I love the 3rd ability, voodoo dolls are awesome.

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20 hours ago, Xekrin said:

Just wanted to point out that gas doesn't proc gas, it procs as toxin, which was covered by ability 1.

Reading the 1st ability, each one working against or with its own flavor of proc, the first thing I thought was they are just begging to be combined into a single sub-ability.  Separating them via effects to heal specific procs would just get tedious if not outright confusing.  For allies and self anyway, one misclick and you think you are healing toxin but you have the slash one selected and it is wasted.

Having the entire thing bulleted also me a little confused as to which bits are for allies and which are for enemies.  Or does

also heal enemies with slash procs?  Which leads to replacing slash with puncture.  I cannot imagine who would wish to do that on enemies, slash ignores armor and shields.  I would personally never want to replace unheeded damage over time with a puncture proc.

I love the 3rd ability, voodoo dolls are awesome.

I thought a gas proc was a cloud of gas that deals toxic damage to the target and enemies around it.

 

Yeah, but if cast on an enemy with no procs they can cause some serious status damage.

Like, if they have no toxic procs, throwing leeches on them makes them bleed pretty good with no healing benefits.

With stitch, if they have no slash procs they would get a hefty - to damage output.

But I do have to come up with a better setup.

The hud doesn't support two separate powers that have multiple selections.

This guy is a Witch Doctor, so i'll be getting rid of the potions.

But what to have instead?

I've been reading a lot on witch doctors to help make this guy, and there really isn't a whole lot to be used.

I guess he could have a zombie dust power, but other frames already have powers like that.

And I have no idea what his ult would be, or his passive.

His passive was going to be a mist that comes from his mouth, and can confuse enemies,

but thats one of his 1st powers, so that was out the window.

 

The removal of procs and replacement with others is meant for healing players.

One power gives toxic, but cures heat, one gives bleed but cures toxic, one gives puncture but cures bleed,

using them together can give some hefty heal/proc healing over time.

Not to mention that during the duration of each you're practically immune to those procs.

 

But you can cast the powers on enemies, and if they don't have the procs that power cures, then they get only the bad with non of the good.

But, if you cast more than one of the powers on one guy, then he'd get healed, I see what you're saying.

Well, you don't have to cast more than one on enemies.

But I can see stitch making him endgame enabled, since he could just give enemies big -s to damage output pretty fast.

 

 

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  • 4 weeks later...
  • Added power 1 Augment: Vitalize
  •  
  • Added Power 2: HooDoo
  • Creates a mist that covers 10/20/30/40 meters, (power range)
  • for 5/10/15/20 seconds, (power duration)
  • enemies in the mist receive a random proc every 16/12/8/4 seconds, (power duration)
  • allies in the mist a cured of a random proc every 16/12/8/4 seconds, (power duration)
  •  
  •  
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  • 2 weeks later...
  • 2 weeks later...
  • 3 weeks later...
  • 2 weeks later...
  • 3 weeks later...
  • 2 weeks later...

Increased Armor.

Major Tweaks to Power 1.

Added power 2 augment,

  • Augment: Myst
  • The mist is thinned, and now hangs in the air instead of along the ground.
  • Enemies that stay to long in the mist become mindless, and will attack anything.
  • Enemies that become mindless have a chance to become an ally.
  •  
  • Mindlessness trigger: 24/18/12/6 seconds
  • Mindlessness Duration: 3/6/9/12 seconds
  • Mindless Ally chance: 6/12/18/24%
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  • 3 weeks later...
  • 2 weeks later...
  • 3 weeks later...

Increased Séance's Drain.
Reduced Séance's AoE.

Added, Séance Augment,

  • Augment: Haunt
  • The spirits break their shackles and can roam freely within a wide area.
  • They will seek-out enemies to harm and allies to heal.
  • The amount of damage and healing they deliver is increased by a %.
  •  
  • Roaming Range: 9/18/27/32 meters
  • Attack Increase: +10/20/30/40%
  • Heal Increase: +10/20/30/40%
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  • 2 weeks later...
  • 3 weeks later...
  • 3 weeks later...
20 hours ago, General_Durandal said:

Any ideas for power 2?

I have some ideas to discuss about self-bumping your thread over and over... Just edit the first post...

Well, overall your character craft seems better than your mechanic craft. You're running into a consistent problem with your ideas that is effectively 'This is too much RNG in a bad way'. In many cases you're literally going to be relying on the enemy to actually do something before you have a positive effect on your allies.

Simplify, streamline, focus each aspect of your abilities into doing something specific and doing it well, and then consider inter-ability synergy. The abilities that cure procs have only seconds to work in (because the longest a proc lasts in this game is 9 seconds on allies), and the ones you want to stop are even shorter. You don't want to be fiddling with a Quiver/Minelayer style of ability when your main objective is support, not tactical placement. There's also the issue of understanding how some game mechanics work, but we'll get to those.

What's good about your abilities, as you've described them, is the conversion of one thing to another, and the way abilities change when you cast them on an ally or an enemy. The deliberate difference is actually really good.

It's just too bitty, to specialised, I think you need to make it more general.

And please don't mind me, I'm just throwing this edit together off the top of my head.

Passive; Sprite Shield. Damage that would normally bypass shields is dealt to Däkter's shields instead, until shields are depleted. (The problem you'll find with energy regen based anything in this game is that with the upcoming removal of Zenurik you won't have consistent regen, and more importantly once your energy is full, you are technically not gaining any energy, so no shield regen).

1. Behandling. Smash a potion bottle on yourself, allies or enemies to heal or harm. On allies, Behandling's potion heals by a small amount and cures all negative status effects currently affecting allies, and then converts all incoming statuses to benefits instead for a duration. (The healing gives benefit whether there's damage coming in or not, making it still worth casting when allies are not in direct danger, while the next bit is more important:) If allies affected by Behandling would receive a negative status effect, its effects are reversed, Bleed procs heal them instead of harm, Impact procs increase knockdown resistance temporarily, Puncture procs increase damage by a percent instead of weaken. (I'm debating what effects the Elemental damage types should have, if any, because more than this would be very powerful). Base duration is 5/10/15/20 seconds.

On enemies Behandling's potion deals minor damage and then increases the effects of all statuses they receive, increasing duration of staggers and knock-downs, damage per second on DoT status types, and percentage of effect on health/armour stripping. (This will be rather good for anyone who plays with status, reducing an enemy's armour by 35% per proc rather than 25%, health down 60% instead of 50% from viral, that sort of thing.) Base duration is 5/10/15/20 seconds.

Augment; Vitalise, exchanges the base healing/damage in favour of boosting all positive/negative effects on allies and enemies.

2. Suturing. Mend wounds or cripple the healthy. Cast on yourself or allies, Suturing heals all damage received in the past 3/4/5/6 seconds.

Cast on an enemy, Suturing binds their limbs to prevent movement and disarming them for 3/4/5/6 seconds.

Augment; Speedy Sewing. Cast on a downed ally to immediately revive them at 20/30/40/50% health, casting on allies now Slows by 20/30/40/50% instead of disabling them.

3. Voodoo. Cast on yourself or a target to create an instant Voodoo doll copy. You can have 1/2/3/4 Voodoo Dolls active at once. Cast on yourself or allies to redirect incoming damage and status procs to the created voodoo doll until its health is depleted, base health is 150/300/450/500 affected by mods, and damage redirect is 10/20/30/40% affected by mods (for balance, you shouldn't be able to reach 100%)

Cast on an enemy to create a doll of the specific enemy type, damage dealt to the doll affects all enemies that share a type with the original target in range of the doll, base range 15/20/25/30 and damage dealt to each enemy is 50/60/70/80% of damage inflicted to doll affected by mods (meaning that with high strength you can reach over 100% damage).

Augment; Hoodoo. Voodoo dolls exude mist. Enemies affected by a doll have accuracy decreased and the duration of effects from Behandling, Suturing and Seance is extended by 25%. Allies affected by a doll have all healing effects from Behandling, Suturing and Seance increased by 25%, while the duration of Behandling, Suturing and Seance effects are extended by 25% (While the previous augment idea was good, it had definite over-laps with things that Däkte's abilities already did. So instead I thought it should boost those abilities.)

4. Seance. Meditate, contact the beyond, summon spirits both benign and benevolent to your aid. Channeling this power, Däkter draws spirits out of the ether, one after the other, and projects them outwards. Spirits will swirl around in a range affected by mods, base range of 15/20/25/30m, and will pass through allies and enemies alike. Allies passed through by a spirit will be healed for 100/150/200/250 health, affected by mods and receive a 5/10/15/20% movement speed buff.

Enemies passed through by spirits will be dealt 100/200/300/400 damage as Finisher damage (1000 is way, way, way too high my friend...) and any surviving enemy will Flee for 4/6/8/10 seconds.

Augment; Haunt. Healing to allies is reduced by 50%, enemies that are affected suffer a 50% slow and a Panic proc instead of Fleeing.

Overall...

I really like the idea, I really like the basis of the abilities you've brought to the table, I just think that in terms of actual warframe abilities, you could smooth it all out so that the effects are clearer cut between positives and negatives, enemy effects and ally effects.

I also think that the 2 I came up with might fit in really nicely and give us that second off-healer next to Oberon that people seem to want.

The conversion of procs to benefits on us, the emergency restorative powers of Suturing versus its enemy disabling, the damage mitigation or damage spread of Voodoo, and the dual nature of Seance as a healer and a CC... I really like where this frame could go.

So... tell me what you think?

Edited by Thaylien
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Passive is a bit too useless. Especially with how there's absolutely basically no shield regen. The passive actually nerfs his already low survivability. I'm also not getting the theme of this Warframe. Why mainly shields. It's not like he has abilities that really help his shields, unlike Harrow or Mag. If you want to see a shield frame, this is really how it should be done, especially with the comment I left on the post below.

 

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~

11 hours ago, Thaylien said:

I have some ideas to discuss about self-bumping your thread over and over... Just edit the first post...

It's not finished yet, and don't want it archived before it is.
The "bumps" contain the changes I've made in the last time working on it.
Yes, some times it's one minor change, but it's hard to have great ideas 24/7.

A lot more conversation below,

~

11 hours ago, Thaylien said:

Well, overall your character craft seems better than your mechanic craft. You're running into a consistent problem with your ideas that is effectively 'This is too much RNG in a bad way'. In many cases you're literally going to be relying on the enemy to actually do something before you have a positive effect on your allies.

11 hours ago, Thaylien said:

Simplify, streamline, focus each aspect of your abilities into doing something specific and doing it well, and then consider inter-ability synergy. The abilities that cure procs have only seconds to work in (because the longest a proc lasts in this game is 9 seconds on allies), and the ones you want to stop are even shorter. You don't want to be fiddling with a Quiver/Minelayer style of ability when your main objective is support, not tactical placement. There's also the issue of understanding how some game mechanics work, but we'll get to those.

Well, it's based more on real life Witch Doctor medical practices,
so leeches, stitching, and liquid concoctions mostly, also salves, which are rubbed onto the area.
I knew it was pretty iffy, by far his worst power do to the short window usage, and clunky handling.
Really couldn't think of a better way to implement leeches and stitching though.

~

11 hours ago, Thaylien said:

What's good about your abilities, as you've described them, is the conversion of one thing to another, and the way abilities change when you cast them on an ally or an enemy. The deliberate difference is actually really good.

Thanks.

~

11 hours ago, Thaylien said:

It's just too bitty, to specialised, I think you need to make it more general.

And please don't mind me, I'm just throwing this edit together off the top of my head.

Don't mind you? So I should ignore you?
You mean that as don't get angry or something.
I'm not angry,
the reason I have so many unfinished frames,
is because I want other people to throw in their two cents.

~

11 hours ago, Thaylien said:

Passive; Sprite Shield. Damage that would normally bypass shields is dealt to Däkter's shields instead, until shields are depleted. (The problem you'll find with energy regen based anything in this game is that with the upcoming removal of Zenurik you won't have consistent regen, and more importantly once your energy is full, you are technically not gaining any energy, so no shield regen).

This was on purpose to make him easier to kill.
If his shields did refill on their own then he'd be the most unkillable frame around,
since he could get over 4000 total shields do to mods. (8000 overshields)
It's also why he has a measly 30 health and armor, anyone can one-shot him if he has no shields.

~

11 hours ago, Thaylien said:

1. Behandling. Smash a potion bottle on yourself, allies or enemies to heal or harm. On allies, Behandling's potion heals by a small amount and cures all negative status effects currently affecting allies, and then converts all incoming statuses to benefits instead for a duration. (The healing gives benefit whether there's damage coming in or not, making it still worth casting when allies are not in direct danger, while the next bit is more important:) If allies affected by Behandling would receive a negative status effect, its effects are reversed, Bleed procs heal them instead of harm, Impact procs increase knockdown resistance temporarily, Puncture procs increase damage by a percent instead of weaken. (I'm debating what effects the Elemental damage types should have, if any, because more than this would be very powerful). Base duration is 5/10/15/20 seconds.

On enemies Behandling's potion deals minor damage and then increases the effects of all statuses they receive, increasing duration of staggers and knock-downs, damage per second on DoT status types, and percentage of effect on health/armour stripping. (This will be rather good for anyone who plays with status, reducing an enemy's armour by 35% per proc rather than 25%, health down 60% instead of 50% from viral, that sort of thing.) Base duration is 5/10/15/20 seconds.

Augment; Vitalise, exchanges the base healing/damage in favour of boosting all positive/negative effects on allies and enemies.

This sounds a little too powerful for power 1.

Heal + cure all status + reversing extra status effects while under it's effect for allies.
Damage + status power boost + status duration boost for enemies.

Will be moved to power 2 for Build 2.1.

Stitch or Leech should be power one.
Maybe both at a time, tap for 1, hold for 2.

How do you think Leech should work?

~

11 hours ago, Thaylien said:

2. Suturing. Mend wounds or cripple the healthy. Cast on yourself or allies, Suturing heals all damage received in the past 3/4/5/6 seconds.

Cast on an enemy, Suturing binds their limbs to prevent movement and disarming them for 3/4/5/6 seconds.

Augment; Speedy Sewing. Cast on a downed ally to immediately revive them at 20/30/40/50% health, casting on allies now Slows by 20/30/40/50% instead of disabling them.

I like the mechanics of this.
This is how Stitch will work, but for his first power.

~

11 hours ago, Thaylien said:

3. Voodoo. Cast on yourself or a target to create an instant Voodoo doll copy. You can have 1/2/3/4 Voodoo Dolls active at once. Cast on yourself or allies to redirect incoming damage and status procs to the created voodoo doll until its health is depleted, base health is 150/300/450/500 affected by mods, and damage redirect is 10/20/30/40% affected by mods (for balance, you shouldn't be able to reach 100%)

Cast on an enemy to create a doll of the specific enemy type, damage dealt to the doll affects all enemies that share a type with the original target in range of the doll, base range 15/20/25/30 and damage dealt to each enemy is 50/60/70/80% of damage inflicted to doll affected by mods (meaning that with high strength you can reach over 100% damage).

Augment; Hoodoo. Voodoo dolls exude mist. Enemies affected by a doll have accuracy decreased and the duration of effects from Behandling, Suturing and Seance is extended by 25%. Allies affected by a doll have all healing effects from Behandling, Suturing and Seance increased by 25%, while the duration of Behandling, Suturing and Seance effects are extended by 25% (While the previous augment idea was good, it had definite over-laps with things that Däkte's abilities already did. So instead I thought it should boost those abilities.)

A better setup for sure.

~

11 hours ago, Thaylien said:

4. Seance. Meditate, contact the beyond, summon spirits both benign and benevolent to your aid. Channeling this power, Däkter draws spirits out of the ether, one after the other, and projects them outwards. Spirits will swirl around in a range affected by mods, base range of 15/20/25/30m, and will pass through allies and enemies alike. Allies passed through by a spirit will be healed for 100/150/200/250 health, affected by mods and receive a 5/10/15/20% movement speed buff.

Enemies passed through by spirits will be dealt 100/200/300/400 damage as Finisher damage (1000 is way, way, way too high my friend...) and any surviving enemy will Flee for 4/6/8/10 seconds.

Augment; Haunt. Healing to allies is reduced by 50%, enemies that are affected suffer a 50% slow and a Panic proc instead of Fleeing.

Some good stuff here.

~

11 hours ago, Thaylien said:

Overall...

I really like the idea, I really like the basis of the abilities you've brought to the table, I just think that in terms of actual warframe abilities, you could smooth it all out so that the effects are clearer cut between positives and negatives, enemy effects and ally effects.

Thanks.
Everything you've shared has been helpful.

~

11 hours ago, Thaylien said:

I also think that the 2 I came up with might fit in really nicely and give us that second off-healer next to Oberon that people seem to want.

Very much.
I combined all your ideas with some of my current stuff, to make him still like I imagined,
but with the interesting/somewhat balanced mechanics you shared.

~

11 hours ago, Thaylien said:

The conversion of procs to benefits on us, the emergency restorative powers of Suturing versus its enemy disabling, the damage mitigation or damage spread of Voodoo, and the dual nature of Seance as a healer and a CC... I really like where this frame could go.

Thanks!

~

11 hours ago, Thaylien said:

So... tell me what you think?

I think you have a ton of great ideas, which I've implemented into Däkter.
Not 100%, made some things weaker, switched some effects around, added other stuff.

Tell me what you think of Build 2.1 Däkter.

~

Edited by General_Durandal
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Build 2.1

Typing, writing, grammar tweaks,
and a lot of other stuff,

 

~

Major changes to power 1.

No longer a toolbelt type power.

Tap for Leech
Hold for Steek (Stitch) Suture

  • Cast Cost: 25 Energy (power efficiency)
  •  
  • Tap to cast on target, at feet to target self
  • Leech
  • Throw a hand full of leeches on your target.
  •  
  • Cure all toxic, viral, and radiation procs on targeted ally.
  • Prevents new toxic, viral, and radiation procs for 3/6/9/12 second (power duration)
  • Heal 5/10/15/20 health per proc cured or prevented (power strength)
  •  
  • Cast on an enemy to deal 0.5/1.0/1.5/2 bleed procs per second (power strength)
  • for 2/4/6/8 seconds (power duration)
  •  
  • Hold to cast on target, at feet to target self
  • Steek (Stitch) aka Suture
  • Mend wounds shut, or cripple the wicked.
  •  
  • Cast on an ally to heal 10/20/30/40% of damage dealt (power strength)
  • to them in the last 3/4/5/6 seconds (power duration)
  • All puncture, corrosive, and bleed procs are cured on targeted ally.
  • Heal 5/10/15/20 health per proc cured (power strength)
  •  
  • Cast on an enemy to stitch their limbs together,
  • knocking down and disarming them for 3/6/9/12 seconds (power strength)

  •  
  • Augment: Chirurgie (Surgery)
  • Däkter and allies within 2/4/6/8 meters of an enemy under the effects of Leech,
  • now gain heal 5/10/15/20% of the damage caused by bleed procs on effected enemies.
  •  
  • Steek (Stitch) can now be used on a downed ally to instantly revive them at 5/10/15/20% health.
  • Limit 1 per life. (can only be used once per player, but can be used once again after they revive)

~

New power two takes some abilities from old power one.

  • Name: HooDoo
  •  
  • Cast Cost: 50 Energy (power efficiency)
  •  
  • Tap to cast in direction, at feet to target self
  • Liquere (Liquid)
  • Splash the area in front of you with a strange warm liquid held in a bottle on your belt.
  • All allies and enemies in the AoE are effected.
  •  
  • AoE cone: 1/2/3/4 meters (power range)
  •  
  • On allies,
  • Cure all heat and cold procs on target ally.
  • Prevents new heat, corrosive, gas, and viral procs for 2/4/6/8 seconds (power duration)
  • Heal 10/20/30/40 health per proc cured or prevented (power strength)
  • Receive 5/10/15/20% less heat and toxic damage (power strength)
  • for 2/4/6/8 seconds (power duration)
  • Receive 40/30/20/10% more electric and cold damage (power strength lowers number)
  • (higher then 200% power strength gives resistance instead of weakness)
  • for 2/4/6/8 seconds (power duration)
  •  
  • On enemies,
  • Enemies are Paniced for 3 seconds, (unaffected by anything)
  • and Receive 10/20/30/40% more electric and cold damage (power strength)
  • for 2/4/6/8 seconds (power duration)
  • For the duration, certain procs are strengthened and lengthened. (effects procs active when cast, and new ones placed after cast)
  • Duration of toxic, radiation, viral, corrosive, electric, and cold procs, is increased by 20/40/60/80% (power duration)
  • Strength of toxic, radiation, viral, corrosive, electric, and cold procs, is increased by 10/20/30/40% (power strength)
  •  
  • Tap to cast in direction
  • Poeier (Powder)
  • Throw a handful of powder that hangs in the air in front of you.
  •  
  • Allies in the powder cloud,
  • are cured of electric, magnetic, toxic, viral, and corrosive procs,
  • and new corrosive, gas, electric, magnetic, radiation, and viral procs are Prevented while inside.
  • They also Heal 10/20/30/40 health per proc cured or prevented (power strength)
  •  
  • Enemies in the powder,
  • are blind and confused for as long as they are in the powder,
  • and 1/2/3/4 seconds (power duration) after they either leave the powder, or the powder ends,
  • Enemies targeting allies inside or behind the powder have their accuracy reduced by 10/20/30/40% (power strength)
  •  
  • Powder Cloud Duration: 3/6/9/12 seconds (power duration)
  • Powder Cloud AoE: 2/4/6/8 meters (power range)

  •  
  • Augment: Vitalize
  • The mysticality of his powder and liquid is improved.
  •  
  • Liquere (Liquid) now heals allies for 1/2/3/4% max health per second while under the effect.
  • Liquere (Liquid) now harms for 1/2/3/4% max health per second under while the effect.
  •  
  • Poeier (Powder) now makes allies that get inside become invisible for 2/4/6/8 seconds
  • (or for as long as they are inside the powder)
  • Poeier (Powder) now make enemies inside the powder mindless allies for 2/4/6/8 seconds.
  • (or for as long as they are inside the powder)

~

Many Minor changes to power three VooDoo.

  • Cast on Target.
  • Create a VooDoo doll of the target enemy or ally. (bosses included)
  •  
  • Cast cost 75 energy (power efficiency)
  • Doll Health 100/250/400/550 (power strength)
  • Max Doll Number: max 1/2/3/4 out at once (unaffected by anything)
  • Casting while at max dolls out destroys the oldest one.
  •  
  • Enemy doll,
  • redirects 15/30/45/60% damage (power strength)
  • and procs dealt to it, to enemies that share it's type within 3/6/9/12 meters (power range)
  • (Seeker Doll directs to Seekers, Captain Vor Doll redirects to Captain Vor)
  •  
  • Ally Doll,
  • redirects 10/20/30/40% of health damage, (power strength)(max 80% damage redirect)
  • and procs dealt to allies sharing it's type to it'self in 3/6/9/12 meters.
  • (Mag doll redirects damage from all Mags in range)

  •  
  • Augment: Myst
  • A thick mist exudes from the Doll's mouth.
  •  
  • Mist Spread: 0.4/0.6/0.8/1.0 meters a second
  • Max Mist Spread: 3/6/9/12 meters
  •  
  • Enemies in the mist have accuracy decreased by 10/20/30/40% (power strength)
  • and the duration of effects from Behandling, HooDoo and Seance is extended by 10/15/20/25%.
  •  
  • Allies in the mist have all healing effects from Behandling, HooDoo and Seance increased by 10/15/20/25%,
  • while the duration of Behandling, HooDoo and Seance effects are extended by 10/15/20/25%.

~

Many Miner changes to power 4, Séance

  • Cast on self, toggle-able
  • Meditate, contact the beyond, summon spirits both benign and benevolent to your aid.
  • While active Däkter sits on the ground in place as spirits swirl around him.
  • Däkter can't move while it's active.
  •  
  • Cast Cost: 25 Energy (power efficiency)
  • Drain: 25/20/15/10 energy per second (power efficiency and duration)
  • Number of spirits: 1/2/3/4 (power strength)
  •  
  • Spirits swirl around him up to 10/15/20/25 meters away (power range)
  •  
  • Allies that spirits pass through are healed for 100/150/200/250 health (power strength)
  • and are cured of 1/2/3/4 random procs. (power strength)
  •  
  • Enemies that spirits pass through are dealt 100/200/300/400 damage as Finisher damage (power strength)
  • are dealt 1/2/3/4 random procs (power strength)
  • and are panicked for 1/2/3/4 seconds (unaffected by anything)
  •  
  • Däkter's power strength in creases by 2/4/6/8% per second, (stacks up to 200%)
  • but power Power Efficiency is reduced by 4/3/2/1% per second (stacks up to -75%)
  • for as long as Séance is active.
  • Once it's deactivated, the bonus to Power Strength, and reduction to Power Efficiency is removed.
  • (if you have 175% efficiency from mods, 100% would be the minimum efficiency can be reduced to)

  •  
  • Augment: Haunt
  • The spirits break their shackles,
  • and can roam freely within a 15/30/45/60 meter area around Däkter.
  • Healing to allies is reduced by 60/50/40/30%, damage to enemies is reduced by 50/40/30/20%.
  • Allies that pass through them now receive a 5/10/15/20% speed boost for 2/4/6/8 seconds.
  • Enemies that pass through them now become fearful for 2/4/6/8 seconds.

~

Edited by General_Durandal
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4 hours ago, General_Durandal said:

Tell me what you think of Build 2.1 Däkter.

Now this seems a lot more streamlined. Still more bitty than I would do, and still more reliant on enemy RNG than I would prefer (the status effects enemies can deal are divided quite sharply, where about 80% of enemies weilding elemental type weaponry can proc fire, only Eximus can proc cold, magnetic and electric and toxic procs only come from infested auras or gas clouds, almost none can proc corrosive and only void lasers or hazard fields can proc radiation... meanwhile, all enemies can proc puncture, slash and impact, so it's a little unbalanced when you focus purely on the elemental status types)... but overall it's much improved from the original and you now have that fourth ability you were looking for, so my job is done here, I'll move on to poke holes in somebody else's rework XD

Thanks for taking the time to read through my thoughts, and I'll see you next time!

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16 hours ago, Thaylien said:

Now this seems a lot more streamlined. Still more bitty than I would do, and still more reliant on enemy RNG than I would prefer (the status effects enemies can deal are divided quite sharply, where about 80% of enemies weilding elemental type weaponry can proc fire, only Eximus can proc cold, magnetic and electric and toxic procs only come from infested auras or gas clouds, almost none can proc corrosive and only void lasers or hazard fields can proc radiation... meanwhile, all enemies can proc puncture, slash and impact, so it's a little unbalanced when you focus purely on the elemental status types)... but overall it's much improved from the original and you now have that fourth ability you were looking for, so my job is done here, I'll move on to poke holes in somebody else's rework XD

Thanks for taking the time to read through my thoughts, and I'll see you next time!

Well, I have a logical mind, like things realistic, or at least as close as possible.
That's why non of his powers just cure all procs.
Would stitching a wound closed stop electrocution, or Leeches cure your magnetism?

When dealing with real life VooDoo, people usually only focus on the skeptical spirit/zombie stuff.
Witch Doctors where mainly medicine men and women, that used very old forms of medical procedures.
Which is why Leech and Stitch are important.
Everything else for the most part, is the more skeptical stuff.
Poeier, is a take on the VooDoo Zombie powder.

Don't forget about Nightmare effects, or Sortie effects.
Sometimes all the enemies deal extra elemental damage. (radiation being the most anoying)
His first can make you immune to radiation procs for x seconds,
and you get healed for each proc that get's prevented.
Map with constant Heat proc effect? Splash your team with his 2nd and you're immune for a while.

He's very useful at negating some nightmare effects like that.

Thanks fore the help!
I added you to the bottom (credits) since I implemented your ideas.

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13 hours ago, General_Durandal said:

Don't forget about Nightmare effects, or Sortie effects.
Sometimes all the enemies deal extra elemental damage. (radiation being the most anoying)

I didn't, even with those, the sources of actual Status effects are rare. Lots of Corpus weapons are base Electric too, but only Eximus units shock you with the Status, and even then we aren't subject to the actual 'electrical stun' of the proc. That's one of the key reasons that Elemental power based warframes won't ever get elemental resistances, because the actual damage/status types are incredibly biased.

But hey, all I said was that it wasn't what I would have done.

Something to keep in mind, though, is that no matter your own mindset on a matter may be set, game design is always based on the in-game effects and not on the reality. It's why shotguns have fall-off damage that's not based on the actual range or spread of pellets, why a magnetic wave can fracture non-ferrous armour and so on.

Keep refining on this, there's still room for improvement, and I'll check in later to see where you get to.

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