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[Warframe Idea] Goblin, The Ambusher


R3b3ll10n90s
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An alternative version of Saming which you can find him in this link.

Goblin is as weak as her name suggests in fantasy world but it's also as unusual as intelligence can be, exception existed. Goblin rely on cunning tactic to turn the tide of battle.

Name: Goblin

Appearance: A small-build female frame wearing Ghillie suit.

Base Stat
Armor: 50
HP: 80 (120 max)
Shield: 160 (240 max)
Energy: 200 (300 max)
Sprint Speed: 1.1
HP/Shield Regen: 12/s (24/s max)

Passive: Sneaking
Crouching for a few second to be invisible. Invisibility will break when: touched by nullifier field, run, jump, firing non-silence weapon, being knocked down or staggered, and stand up. Crouch movement before cloaking don't cancel the effect.

1st Ability: Jaw
Throw a metal jaw on the ground or directly at an enemy which will incapacitate and cause damage over time. Cause more damage on enemy that already suffering status effect or any abnormalities except Jaw's.
Target ground or enemy, one handed, spammable
Damage: 50/60/80/100 slash +25/36/64/100 slash per second [Affected by Strength]
Additional Damage: 33% of total damage and damage over time [Unaffected by Strength]
Slow Effect: 50% [Unaffected by Strength]
Range: 15 meters [Affected by Range]
Duration: 15/18/24/30 seconds [Affected by Duration]
Energy: 30
Augment: Explosive Rigged
Explode after expiration dealing 5/10/15/20% blast damage based on total damage done and stagger the target.

2nd Ability: Click 'n Boom
Mount weapon that is currently wielding with muzzle brake that amplify gun sound to the level that is loud enough to stun and harm enemies (doesn't work with silenced weapon including bows and non-silenced weapon that installed noise reduction mod).
Target self, two handed (upon activation), toggle
Damage: 100/200/350/500 divided equally among Impact, Puncture, and Slash [Affected by Strength]
Radius: 5/10/17/25 meters [Affected by Range]
Stun Duration: 2.5/5/7.5/10 seconds [Affected by Duration]
Energy: 0 (activation) + 25 per shot
This ability don't break invisibility but enemies response to weapon noise. Automatically toggle off when fired a single shot (charging weapon doesn't count).
Augment: Speaker
Grant 20/25/30/35% status chance caused by this ability.

3rd Ability: Drug Dealer
Deploy a small self-traversable gun that fire nano boost dart at allies or toxin dart at enemies automatically (take priority on allies first). Each turret come with built-in cloaking device which will only uncloak itself when touched by nullifier field or taking damage.
Target ground, two handed, cannot be recast until expiration
Turret HP: 100/150/200/250 [Affected by Strength]
Firing Range: 50 meters [Unaffected by Ability Mod]
Turret Limit: 1/2/3/4 [Unaffected by Ability Mod]
Energy: 50
Nano Boost Dart
Heal: 10/20/30/50 per second [Affected by Strength]
Speed: +5/10/15/25% [Affected by Strength]
Weapon Recoil: -10/20/30/50% [Affected by Strength]
Duration: 5/10/15/20 seconds [Affected by Duration]
Toxin Dart
Damage: 40/80/120/200 per second [Affected by Strength]
Speed: -5/10/15/25% [Affected by Strength]
Accuracy: -15/10/15/25% [Affected by Strength]
Duration: 5/10/15/20 seconds [Affected by Duration]
Augment: Wanderer
Install quadruped legs on each Drug Dealers to allow them to move around at 1/2/3/4 meters per second

4th Ability: Nasty Firework
An improvised explosive device, IED for short. Throwing out likes grenade to stick it to some surface and wait for its prey with proximity fuse. The bomb contains an amount of explosive and shrapnel by default. Be advise, shrapnel can fly all over the place and bounce off surfaces. Allies hit by shrapnel get armor buff with each hit.
Target surface, one handed, spammable
Press to throw, and hold to detonate.
Damage: 120/240/420/600 Blast [Affected by Strength]
Shrapnel Damage: 80/160/280/400 divided by 20% Impact, 10% Puncture, and 70% Slash [Affected by Strength]
Shrapnel Number: 8/16/28/40 [Unaffected by Ability Mod]
Blast Radius: 7/9/12/15 meters [Affected by Range]
Shrapnel Duration: 1/2/2/3 seconds [Affected by Duration]
Armor Buff Effect: 10% of Shrapnel Damage [Unaffected by Strength]
IED Limit: 5 [Unaffected by Ability Mod]
Energy: 75
Shrapnel has infinite range and spread in random pattern in all available direction.
Augment: Chemical Mixture
Add 20/30/40/50% Toxin damage and guarantee Toxin Proc.

Edited by R3b3ll10n90s
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  • 2 weeks later...

A 2nd ability that you can only use with certain weapons? Seems odd. And what if you equip a fully auto weapon? 50 energy per shot is incredibly expensive, this ability is in desperate need of a rework.

Really like the idea of the turret ability, it’s unique and would be very viable in a team.

The fourth ability seems like it would be very niche and not applicable to many situations, which is unlike ultimate ablities of a frame, an ultimate ability that requires proximity seems a little underwhelming, especially considering it can inflict self damage.

I really like the theme of the warframe, it seems like an all-rounder commando type frame which would be a really fun addition to the game. But I think some of the abilities are in desperate need of tweaks.

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Update:

2nd ability rework
- Decrease energy consume to 25
- The ability is automatically toggle off when fire a shot

4th ability rework
- Add ability control, holding corresponding button will detonate all IEDs at once.
- Change self damage for armor buff by each shrapnel hit.

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