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Playable Character Design Doc - A Heavy Metal Themed Warframe

Download and view the Design Document in its original format:

Disclaimer: This Design Doc was made in mind that whoever reads it has a base understanding of the game Warframe. All numbers and values are subject/welcome to change, and meant to be representative of a Level 30 Warframe.


Overview

Metalhead is a Warframe concept with heavy metal music thematic. Some of Metalhead’s abilities draw inspiration from Octavia’s kit by using the Mandachord system, with an edgier twist.

Design Objectives

· Introduce a new Warframe that makes use of the Mandachord.

o Use of the Mandachord in Metalhead’s kit should be familiar, yet different enough to justify its existence.

· Draw inspiration from Octavia while creating a distinct gameplay identity for Metalhead

o Octavia specializes in buffing allies, Metalhead specializes in debuffing enemies

o Do things Octavia can’t do: Strip armor, Tank, Aggro enemies, Status Effects


Abilities


Passive : HARVESTER OF SORROW

When Metalhead kills an enemy affected by Hellstring, they gain 1 Hellish Energy and 35 Overguard. Hellish Energy is used to cast more powerful abilities.

  • Hellish Energy is a unique resource to Metalhead, the amount of Hellish Energy stored is indicated by a counter on the player’s HUD, above the ability icons.

  • Metalhead gains 1 Hellish Energy when he kills an enemy that was affected by Hellstring.

  • Hellish Energy cap is 100. Increased/decreased by 4th Ability.


1st : ART OF SHRED


Metalhead summons the Hellstring and plays the Melody of the Mandachord. Hellstring damages and applies status effects over a cone in Metalhead’s vision.

  • This ability has a duration that starts at cast.

  • While active, deals constant damage and Status procs with it’s respective stats (see below). Think like a passive auto-firing beam weapon.

  • Hellstring can toggle between dealing Heat damage or Cold damage by holding the casting input.

  • Metalhead is constantly playing the Hellstring. They can perform all actions as normal (bullet jumping, rolling, cast other abilities, etc). However when shooting, they hold weapons with only one hand. o With animations/actions that require two hands, the Hellstring floats and follows next to Metalhead.

  • Uses the Melody (purple) section of the Mandachord.


Flavor Text / Game Description: Metalhead summons his vicious Hellstring and performs a deathly melody, dealing constant damage to enemies in its wake.

Energy Cost: 25 Duration: 15 sec Vision Cone: 30° Range: 15m

HELLSTRING STATS

Damage: 200 Heat / Cold Fire Rate: 15 attacks/sec Status Chance: 100% Projectile: Hit-Scan

Mod and Misc Interactions

Strength Mods: Hellstring’s Damage are affected by Strength Mods. Range Mods: Vision Cone and Damage Range are affected by Range Mods. Mandachord: Mandachord’s Melody affects the Fire Rate and Status Chance. - Higher cadence increases Fire Rate but decreases Status Chance. - Lower cadence decreases Fire but increases Status Chance.


2nd : WAR ENSEMBLE

Metalhead creates (npc) clones of himself playing other instruments. A bass player that follows Metalhead around debuffing enemies, and a drum player that remains static in place providing crowd control in an area.

  • Has two modes, tap cast and hold cast. They both share a duration that starts at cast.

  • Recasting the ability on any mode refreshes the duration for both modes. o Recasting Mode 1 simply refreshes the durations. o Recasting Mode 2 generates a new clone on a new position.

Mode 1

  • Tap casting creates a Metalhead clone playing bass. The clone follows Metalhead around, much like an NPC ally. o Uses the Bass instrument of the Mandachord.

  • Applies debuffs to enemies in a cone of vision. o Uses the same range / vision cone stats as the Hellstring.

  • Reduces Enemy Accuracy.

  • 1st Ability is active: Enemies drop double ammo.

  • Drummer is active: Enemies drop more Energy/Health orbs.

  • 3rd Ability is active: Enemies give double Hellish Energy.

  • 4th Ability is active: Enemies die with an AoE Heat explosion. Deals 666 damage, with 66% status chance.

Mode 2

  • Hold casting creates a Metalhead clone playing drums, at the point where the player reticle is pointing. The clone is stationary. o Uses the percussion instruments of the Mandachord.

  • The Drummer clone creates radial shockwaves from its point of origin on each beat.

  • The shockwaves reduce enemy armor/shield by 15% - 40%, based on Percussion tempo.

  • The shockwaves travel outwards at 15 world units / sec.


Flavor Text / Game Description: Metalhead creates infernal clones to amplify their hellish song. Casting other abilities increases the debuffs on enemies.

Energy Cost: 50 Hellish Energy Cost: 3 Duration: 30 sec Bass Range: 25m Drum Range: 20m Defense Reduction: 15% Enemy Accuracy Reduction: 35% Energy/Health Drop chance: 50%


3rd : HAIL TO THE KING

Metalhead compels enemies to frantically run towards him and attack him. Enemies collide with each other creating AoE explosions that spread Heat procs to other enemies.

Think of a reversed Nekros’ Terrify.

  • Has a duration that starts at cast.

  • On Cast, Metalhead generates 300 Overguard.

  • Explosions deal 6 Heat procs on enemies caught in the blast.

  • If 1st Ability is active: Enemy kills add 2 sec to duration.

Flavor Text / Game Description: Metalhead compels enemies to frantically run towards him and draw fire.

Energy Cost: 50 Hellish Energy Cost: 6 Range: 40m Enemy Compel Duration: 10 sec Enemy Speed: 150% Explosion Damage: 666 Heat Explosion Blast Area: 3m


4th : DISASTER PIECE

Creates infernal speakers/amps and creates a pentagram of fire on the floor below Metalhead. Enemies within range suffer from the effects of Hellstring and Bass, regardless of the cone of vision or line of sight. Enemy kills in this state add to Art of Shred’s duration.

  • Has two casting modes, Tap and Hold.

  • On Mode 1 cast: o Increases the Hellish Energy cost of abilities by 5, and Ability Strength by 10%. o Increases Ally Ability Strength by 5%, capped at +50%. o Abilities that don’t have a Hellish Energy cost now have one.

  • On Mode 2 cast: o Decreases the Hellish Energy cost of abilities by 6, and Ability Strength by 10%. o Decreases Ally Ability Strength by 5%, cannot decrease below an ally’s original Strength score. o Cannot remove Hellish Energy cost from Abilities.

  • If Art of Shred is active: On cast, resets Art of Shred’s duration and freezes it until this ability’s duration is finished.

Energy Cost: 100 Hellish Energy Cost: 10 Duration: 10 sec Hellish Energy Cost Increase/Decrease: 5 Ability Strength Increase/Decrease: 10% Ally Ability Strength Increase/Decrease: 5%

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