Monday, December 14, 2015

Warrframe - Trait System ideas

After watching a few Mortal Kombat gameplay, I've seen that they have this "trait" like or perk or focus system, so when you choose your champion, you have 3 variants of that champion, one focus on one thing and one on another.

Don't take me for a Mortal Kombat expert, not a fan of fighting games such as that.

Now I think this'd be cool if Warframe has this as well. Well, for Warframes of course.

So that each Warframe, can be used for multiple purposes and not just one or two role per frame anymore (support, crowd control, etc).

So, for example, Nekros (I love Nekros, Nekros rework please :'(), he's now only popular as a farm frame right now. Although there is another use to him, he is a great defense support Warframe, with his Shadows of the Death ability, he can spawn max 15 Shadows(?), and they, can be the bait for target practice instead, of shooting at the pod.

Not just that, they're great at killing too when they focus fire, but a shadow Butcher takes no shit from nobody. The only downside of that ability is the duration part. I'd very love for it to be a permanent summon instead of duration based, and can only be re-cast if all Shadows are dead or Nekros "deactives" it. And Shadows of nullifiers die when they get into an original nullifier bubble, why??????? It'd be cooler if it makes a catastrophic explosion on contact instead.

But enough about my rant and whiny complains and cry for Nekros' rework or buff.

How does one apply this, I'd take Nekros for the example.

So upon claiming Nekros after crafting him, the player will be given the option to choose (maybe there's a cooler way to implement this and more immersive than letting the player point and click at one he wants), between, a Combat Nekros, a Nekromancer Nekros, a Support Nekros. Or just call it Aggressive, Summoner, or Support.

Each "trait" would have its own unique abilities (or maybe unique ultimate ability, I'd also very much like that each trait has its own unique appearance). So for example, a Combat Nekros, would be combat based (obviously).

Kombat Nekros:

Ability 1: Soul Punch (keeps from the original Nekros right now), enemies hit by this will experience reduced armor/shield.
Ability 2: Stolen Strength (Nekros consumes the soul of his confirmed killed enemies, the more enemies he kills, the more souls he consumes, the more strength he gets, max 200% damage buff, for a period of time).
Ability 3: Graveyard (Nekros turns the environment around him to his advantage, into a dark room, enemies in this area will be stunned (maybe grabbed by hands growing out from below, or grabbed by a reflected shadow of the enemies), and more vulnerable to attacks (takes 25%/50% more damage), have a chance to inflict panic, confusions onto enemies, drains his energy in the process, or it could be duration based).
Ability 4: Reaper (Nekros turns into a Reaper, his appearance changes, his weapons, a giant Scythe, held in one hand, with each kill with the Scythe, Nekros gains more strength (similar to Ability 2), but if Nekros stops killing for ~4 seconds, the strength buff resets to 0, his energy drains until he deactives this ability and he will have to starts over if he wants to keep going in this form and stops the energy drains).

Passive effects:
+ 20% damage for all weapons + into warframe's strength.
+ 15% more armor.
+ 10% efficiency.

Nekromancer Nekros:

Ability 1: Soul Punch (keeps from the original Nekros), but with each enemies hit by Soul Punch, when killed, they will be in the #1 priority list of spawn when Nekros use his summon ability.
Ability 2: Stolen Souls (Nekros consumes the soul of his confirmed killed enemies, and gets their health (depends on the type of enemies, if enemy is a grunt (butcher, crewmen, etc), then one grunt heals 25 health. If enemy is a heavy type (heavy gunner, corpus tech, bombard, etc), then it heals Nekros by 100 points per heavy, it will be drains from the last 10 enemies he killed).
Ability 3: Hellish Servants (Nekros summons 1/2/3/4 skeletals. Each skeletals wield their own unique weapons (two handed axe, sword and shield, etc, this should be made customizable by Nekros, let Nekros players choose what weapons to equip on the Skeletals, but not guns, only melee).
Ability 4: Souls' Conqueror (Nekros summons the last 20 enemies he killed, however, he cannot use his 3rd ability while this is active, cannot re-cast this unless he deactives it himself or all of them killed, and it will remove these Souls from the pool for the 2nd ability, they are not duration nor energy drain based, will stay up until death or deactivation by Nekros, his Shadows will of course still receive buffs as SoTD was before, but slightly less as to keep it fair and balanced).

Passive effects:
+ 20% energy efficiency for all abilities.
+ 20% more energy.
+ 5% health.

Support Nekros:

Ability 1: Soul Punch (keeps from the original Nekros), but with each enemies hit by Soul Punch, drains their health/shield/energy (Customizable)  and gives them to his teammates.
Ability 2: Stolen Rights (Nekros consumes the soul of his confirmed killed enemies, and gets their memories, all enemies will be revealed on the mini map, and reveals each enemy's weaknesses (similar to Banshee's Sonar ability)).
Ability 3: Hall of Suffering (Nekros covers the environment with a dark, terrifying atmosphere, inflict panic on the enemies (like Terrify does), expose them to their weaknesses (take 25%/50% more damage from the elements they are originally weak against)), enemies in the area of effect will have a chance to drop a second loot upon death. Energy drains/or duration based.
Ability 4: Restless Death, or Hell's Punishment (Nekros makes killed enemies to take more damage for him, maximum of 90% damage reduction, until the health of the original enemies he killed is drained, for a maximum of 10/15/20 enemies to be used, from the last 15 he killed). His allies receive a 30%/40%/50%/60% damage reduction buff as well.

Passive effects:
+ 20% more energy.
+ 15% more efficiency.
+ 20 enemy radar.
+ 1 energy regen/second.

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