Jump to content
Koumei & the Five Fates: Share Bug Reports and Feedback Here! ×

Warframe Theme you would Want to see.


(PSN)samppaH
 Share

Recommended Posts

Here are the follwing warfame concepts i'd love to see DE add into the game!

ARMA - Warframe Fan Concept

Related imageyP2i8a8.jpgNe1mJ6w.jpg0yNzILT.jpg

And finally here is Zephyr! the fan made concept art was better compared the current zephyr we have! 
I'm all in replacing zephyr's warframe design and have hes abilities reworked, This fanmade warframe sounds alot lot better than the one we have in terms of Warframe design and abilities which are superior compared to current zephyr. (credit goes all to Volkovyi and the Liger Inuzuka)

 

 

Arcane Zephyr the Wind Elemental V2 by Liger-Inuzuka

Abilities
Zephyr fires many target-seeking metallic 'feathers' quill-first into enemies dealing high damage, or into one focused enemy while holding right-click, however the quills have a very firm path of travel and thus have difficulty cornering and can be stopped by obstacles (such as walls.) Firing the quills from above using Gale Force guarantees head-shot damage, and pins surviving enemies to the ground unable to do anything for a time.
-Focus increases damage dealt and number of feathers.
-Stretch affects distance traveled by the quills.
-Continuity only affects how long surviving enemies will remain pinned before freeing themselves
___________________________________________________________________________________________________________________________________________
Zephyr literally kicks up a gust of wind in front 
of him like a true martial artist, that hits enemies in his immediate vicinity and sends them flying back, in which their flying bodies will damage other enemies along the way kicking them back in a similar cascading fashion, and so on. As each enemy hits a new enemy in this trickle down effect, the new enemy will receive less damage from the previous in a damage fall off.
- Focus affects the damage dealt to the initial target(s) around Zephyr and overall targets, and decreases the damage fall-off between cascading enemies. 
-Stretch affects how many initial targets Zephyr will kick back in front of him, how far the bodies fly back and how many times the cascading effect will repeat itself before dissipating. 
- Continuity does not affect this ability
___________________________________________________________________________________________________________________________________________

Zephyr forms scythes of wind on his arms and charges forward cutting thru the air in his own wind tunnel for a period of time, damaging enemies in his path while being able to steer in a desired direction. While traveling at a high speed forward, he is unable to corner as well, but can be aimed up and down. If used on a height (like a cliff), Zephyr will glide down to the ground in an arc, unless aimed straight down to quicken the descent. 
-Focus increases the damage dealt, and agility of Glide's cornering.
-Continuity increases the time Glide lasts.
-Stretch does not affect this ability.
___________________________________________________________________________________________________________________________________________

tumblr_muvv806qbs1rbe8a5o3_500.png
Zephyr surrounds himself in a cyclone that shields him from incomming projectile damage. The strong winds around him suck up all projectiles like incoming bullets and rockets and redirect them away from Zephyr. The redirected projectiles immediately shoot out at nearby enemies; alternatively focusing on a single enemy (holding right click to aim) Turbulence redirects all gathered projectiles and shoots them at the specified target and continues to do so as long as Zephyr is aiming at the target and Turbulence is taking in projectiles. However enemies attacking Zephyr with melee will be slowed down as they find it difficult to cut thru such powerful winds, but can still hurt Zephyr.
-Focus affects damage dealt to melee range targets.
-Continuity affects length of time the cyclone is active.
___________________________________________________________________________________________________________________________________________
Zephyr buffs his allies to be guided by the wind regardless of their location, himself included. He and his fellow Tenno (including everyone's Sentinels) have improved accuracy, projectile speed for applicable weapons is entirely removed, firing speed (rate of fire) is increased, fall off damage for shotguns is eliminated, and reload time and holstering time is decreased. All missed shots will now bounce off the first surface they hit, aim, and redirect to the closest enemy, and will continue to bounce off and seek out targets up to a certain amount of times (depending on the mod setup) or until the ability ends. The redirected projectiles during the buff will suffer fall off damage the longer they travel and bounce AFTER the very first bounce.

-Focus affects the power of the buff on all accounts, and decreases the fall off of the redirected projectiles. (And maybe the amount of times the missed projectiles will continue to bounce off of surfaces)
-Continuity affects how long Tail Winds last.
-Stretch does not affect this ability.
___________________________________________________________________________________________________________________________________________

tumblr_muvv806qbs1rbe8a5o1_500.png
Zephyr launches himself into the air and is airborne for a period of time. During this time Zephyr floats above the ground at a specific height and the player can control his movement via the WASD keys, or thrust forward and aim the direction with the mouse. Each keystroke Zephyr will thrust in that specific direction until the abilities timer is out; down, forwards, backwards, left, and right. Or the player can not press any direction and only hover in place. Melee is impossible during flight, but flight sharply increases speed and firing rate only for Zephyr himself. Great for managing large open tile sets, rushing to downed teammates, reaching loot and secrets, or gaining tactical advantage for firing from above. Note: If the player uses Gale Force on higher ground then flies over terrain where the ground is lower and thus is suddenly 'higher' than before, Zephyr will slowly glide down to the specific height.
-Stretch increases distance covered with each single thrust in a direction.
-Continuity increases the time spent airborne before landing.

Synergies
-Using Tornado in flight during this ability greatly increases range in all directions.
-Using Turbulence during this ability allows Zephyr rain down the collected projectiles aimed wherever you please without having to focus with right-click. The abilities(s) now heavily draw in aggro to benefit from many enemies' bullets.
-Using Glide during this ability increases flight time, speed, and damage of Glide, while eliminating Glide's restrictive agility. However there is still a cap on the height achieved.
-Using Gust Kick during this ability allowed Zephyr to target enemies all around him instead of just directly in front at a longer initial range, and eliminates the fall-off damage.
-Using Aeriel Strike during this ability almost eliminates flight-time of the quills, and guarantees head-shot damage from above.
___________________________________________________________________________________________________________________________________________
Zephyr vacuums the air out around him for a period of time and chokes out caught enemies with damage over time, causing them to be stunned while gasping for air before dying shortly after. Enemies entering Last Breath's range while it is in effect will also be caught, however incoming projectiles can damage Zephyr while he is caught in the casting animation. When Last Breath dissipates, Zephyr gets an immediate shield buff and recharge equivalent to how many enemies were killed in the area of effect. If he has taken damage before hand, Zephyr will regain the lost shields plus the buffed shield amount in nearly an instant. Uniquely, when Zephyr uses Last Breath in a Survival mission and an Oxygen pod is in the ability's area of effect, the air and oxygen stolen from the killed enemies will replenish the team's overall Oxygen storage. However Zephyr will not receive the shield buff or recharge as all the air went to the pod. All enemies are effected by Last Breath EXCLUDING all Moas, Ospreys, Rollers, and Regulators.
-Focus affects the damage dealt to the choked enemies.
-Continuity affects how long Last Breath lasts and how long Zephyr is caught in the casting animation.
-Stretch affects how far Last Breath's bubble reaches in all directions.
___________________________________________________________________________________________________________________________________________

tumblr_muvv806qbs1rbe8a5o5_400.png
Zephyr's 4th ability, or special attack. Spinning around Zephyr summons a mighty tornado that pulls in enemies into his spiral; enemies caught in the spiral are dealt high damage per second. Zephyr can also slowly move in a direction while using Tornado. If enemies are not killed by the time the tornado dissipates, they will be thrown in a direction. Enemy projectiles are treated like the ability 'Turbulence' in that they are sucked in and redirected. Note: Tornado can be used in the air, and in fact can pull in and damage enemies from below in a cylindrical hit-box above and below Zephyr.
-Focus increases the damage dealt to enemies caught in the tornado.
-Stretch affects the distance tornado can pull in enemies from, and how large the radius is of the Tornado. It is possible for far away enemies to only be pulled in and tornado dissipates before they even reach it.
-Continuity affects the amount of time Zephyr is casting the tornado. Also increases the amount of time the player can control how much the tornado travels.

Link to comment
Share on other sites

Time Frame: reverse time for psuedo healing, time lock to stun enemies, slowing/stopping nearby projectiles, slow an enemy to speed yourself up etc.

Heavy Weapons Arsenal Frame - lazerz, rocket launcher, gauss cannon, and exalted minigun?

Doppleganger Frame - can steal enemy or ally's abilities/passives and/or take the form of an enemy for non-invisible invisibility.

Titan Frame: abilities related to mass and gravity, a 4th channel ability that significantly increases your size with various buffs - and a debuff to speed/mobility - kinda like reverse dex pixia.

 

Out of the box:

Season Frame: 4 different ability sets - the ability set that is active is dependent on the current season.

Adaptive Frame: 4 different ability sets, or one set that works 4 different ways depending on which enemy type you are fighting (corpus, infected, grineer, corrupted)

Link to comment
Share on other sites

41 minutes ago, Edelsid said:

If I'm not mistaken some time ago DE said something about a scribe frame. I find it interesting - a frame that is all about the power of words, maybe orokin language.

Yeah, I could also imagine having an "exalted pen", which lets you draw in the air with your mouse-movements, creating floating symbols (with Orokin / Tenno style, customizeable?). Then, when the symbols are launched (with secondary fire or after some duration), these drawings become like slicing lasers or something with various effects. Very interactive, no?

Also, I'd like a something that'd be a mix of a Spiderframe / Puppetmaster / Mimic
TLDR:
Passive; Wallcling/Wallrun = Invisibility
#1 - Mimic = Copy the 1st ability from other Warframes, or the main special power of enemies (like Scorpion's Grappling Hook etc)
#2 - Hangman (or Strangleweb?) = A conical blast which lifts enemies up and damages them over time (stronger on unaware enemies), in a similar fashion to Zenurik's active. Holdcast to blas on your #3 and/or #4 targets instead.
#3 - Possess = Fly forward continuously. Hitting a wall = Autowallcling. Hitting an enemy, take control over it!
#4 - Puppet Army = AoE LoS-restricted ability which converts a limitted amount of enemies to fight for you.

Have a basic idea for that here (outdated though): https://forums.warframe.com/topic/807051-anansi-the-spider-puppetmaster-mimic-frame/

 

Link to comment
Share on other sites

48 minutes ago, Azamagon said:

Yeah, I could also imagine having an "exalted pen", which lets you draw in the air with your mouse-movements, creating floating symbols (with Orokin / Tenno style, customizeable?). Then, when the symbols are launched (with secondary fire or after some duration), these drawings become like slicing lasers or something with various effects. Very interactive, no?

 

Yeah, quite. It may be too much work for some people tho - why draw symbols when you can press a button?)

I've imagined it more like a frame that can write a word and it will have a real impact in the world - like maybe bind enemy to place or place a debuff or something. Like you know how when Nyx uses mind control there is an orokin word "Obey" floating around this enemy? Kinda like that. Imagine all the visuals.

Would be a cool theme for Arbiters quest frame too.

Edited by Edelsid
grammar
Link to comment
Share on other sites

I'd really like to see:

A Warframe who functions around creating an arena for themself. Depending on how her ult works, Glassframe may fit this role.

A quick frontline fighter who focuses on melee combat and ally support. Stuff like "dash to and buff/shield an ally".

A Warframe who combines a berserker theme (Valkyr) with a stack mechanic (Nidus).

A Warframe whose powers function around playing with the physical terrain. This would work well with a spider-themed frame, spreading threadlike powers to traverse the mission, inform herself of danger and ensnare enemies.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...