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Be Part of the Next Community-Created Warframe


[DE]Helen

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Name: Nir
Electrical melee warframe, who can discharge electricity all around him, applying tons of such effects.
Passive: Static Field
Every time Nir uses an ability, he discharges some of the energy into the area around him, dealing little Electricity damage with 100% status chance to nearby enemies once. This effect has 5 seconds cooldown.
1st ability: Stormbringer
Nir begins charging a bolt of electricity in his offhand, constantly draining energy. He can then launch the bolt into enemies, to deal Electricity damage and knock them down. The longer Nir charges the stronger and faster this ability will be, reaching maximum power at 10 seconds of charging. Nir can still use his one-handed melee and secondary weapons.
Min Power - affected by Ability Strength
Max Power - affected by Ability Strength
Max Charge - affected by Duration (reducing time needed to fully charge)
Range - affected by Range
2nd ability: Thunderclap
Nir materializes his mighty two-handed hammer to land a powerful blow in front of him, dealing Impact and Electricity damage. Each enemy hit with this ability reduces cooldown of "Static Field".
Power - affected by Ability Strength
AoE - affected by Range
Damage - affected by Damage stats of "Roaring Storm"
3rd ability: Ball Lightning
Nir creates several orbs of lightning, which circle around him, damaging ranged attackers with a slight chance of electrifying them. Each orb can only deal damage a few times. If "Thunderclap" is used while this ability is active, the remaining orbs will fly into random enemies around Nir, causing weaker "Thunderclap" each.
Orb Damage - affected by Ability Strength
Number of Orbs - affected by Ability's Level 4/6/8/10
Duration - affected by Duration
Lesser Thunderclap Damage - affected by Ability Strength, starting at 20/25/30/35%
4th ability: Roaring Storm
Nir summons his mighty hammer for a short period of time. Each attack activates "Static Field" and also each enemy hit by the hammer itself reduces passive's cooldown. Casting "Stormbringer" will instanteneously launch a half charged bolt in the direction that Nir faces. "Thunderclap" casts faster and the maximum amount of attacks of "Ball Lightning" is doubled for the duration of the ability.
Duration - affected by Duration
Hammer's Damage - affected by Ability Strength and its stats in the arsenal.

 

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22 hours ago, (XB1)Lackinthebox said:

I had an Idea for a bug type frame, sounds weird right but I’m open for critiques. 
 

1) Summons an insect swarm that jumps from target to target that can be used for crowd control and strip armour. 
 

2) You become a parasite and become the enemy that you target. This would be viable for stealth, escaping situations, and can also e a bit of fun. If player dies in said target 50% of current health will be lost.

3) Egg mines that heal you and nearby teammates. Status type depends on what mods are on your melee weapon. Ex. If you have fire status on your melee, the mines will have fire effects.

4) Exalted Beetle. I know this sounds kinda iffy but it was a cool idea in my head. Player becomes a large beetle and emits waves similar to the naramon operator ability back in the second dream and enemies become confused and attack each other. Beetle has sweeping melee attacks to deal with large crowds.

Passive - When player is affected by a status, attacks will slow enemies. Cool spider web effect if you want to but not needed : D 

Thanks for reading Tenno

I think this frame sounds unique. I like the idea

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A spear throwing/using frame. Of all the melee weapon types it's pretty unreal that the only spears in game are nezha's divine spears and gunspears like the javelok and ferrox, but we don't actually have long pointy spears we can stick things with. For skills I'd actually take a different approach and make all skills related to different spear skills on top of the ability to actually equip your spear. Things like a healing sweep, a defensive blocking stance that blocks bullets for allies within range, a radial slam into a juggle. Skills like that that you can use in tighter confines but that also deal most damage to the grunt units, leaving you free to pick off the heavies with your exalted spear

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Code name: Painter
The painter uses ink instead of energy.
Passive: Ink stain. When an enemy attacks a painter in close combat, he spills the ink and it blinds the enemy for 1 second.
The 1st ability. Replenishment. The painter takes out a brush and plunges it into the enemy, thereby replenishing the stock of his ink.
The 2nd ability. The ink pattern. The painter draws a pattern in the air and wraps it around himself. The pattern on the painter's body absorbs up to 90% of incoming damage. The more damage the painter takes, the faster the pattern evaporates, thereby reducing the damage absorbed.
The rate of evaporation can be changed by a mod for Power.
Amount of damage absorbed, 90%, 60%, 25%, 5%.
3rd ability. The ink trap. The artist creates ink pools in a certain radius. Enemies approaching such puddles will be immobilized and will gradually sink into the puddle.
The standard duration is 20 seconds, the Standard radius is 15 meters. Number of held mobs in one pool, 5.
You can change the duration of the mod for the duration, Radius, you can change modes on the radius. The number of mobs held can be changed by force mods, but no more than 10 in a single pool.
4th ability. Great painter. The painter takes out his canvas and spending all the accumulated ink transfers all the opponents in the viewing area to the canvas. Enemies in the canvas take gradual damage, at a rate of 20% of their maximum health. The canvas exists for 10 seconds, after which it disappears and throws all the living out. Discarded mobs will be glued to the surface with ink for 1 second.
The more ink used, the stronger the effect.
Damage, can be changed by mods for strength, but not more than 50% of damage. The duration can be changed by mods to the duration, but not more than 30 seconds.
The duration of immobilization after ejection cannot be changed.
Resource costs for abilities: 1-25 energy, 2-80 ink, 3-150 ink, 4 - all accumulated ink.
Stats. ( rank 30 )
Armor-150
Energy-100
Health-400
Shields-350
Sprint-1.0
Ink - 300

P.S. For wrongs sorry, its Google translate )

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The durid style warframe that could transform into a kavat or a kubrow or even take the form of the various animals of cetus or fortuna. Another one could be the warframe that resurrects other warframes and can create clones of said warframes. Lastly I'd love to see the warframe that was themed about the pure powers of the void,

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A warframe in which whose landing craft was destroyed in the middle of a mission on an planet under siege by both the Corpus and the Grineer. Over the course of the prolonged mission the warframe sustained critical damage tearing off limbs and chunks. The tenno being quite resorceful began salvaging parts from his former landing craft, corpus proxies and Grinner armor and tech. Even using the environment around them to repair their warframe. When they finally took over a communication relay to contact extraction after conducting Guerrilla warfare for months, their warframe was completely different. Almost no parts of the original frame remained. Becoming an archaic mishmash of Tenno, Corpus and Grinner tech with the versatility and deadliness of all of them.

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Ok so I’ll leave the name TBD but the idea is this. With Nidus’ deluxe skin I have wondered what if we have a spare pair of arms. Now i think that a warframe that could switch weapons a mod fight would be extremely versatile so a passive would be increased holster speed. The first ability would be a cycling one where you can switch your melee’s or secondary or primary’s depending on what you equip in your arsenal and I don’t have any clue about second abilities but the forth. Kinda like garas fourth but this one would summon arms And I mean a lot of arms to “push” enemies and deal greater damage the closer the enemies are to you a cc that can deal high amounts of damage. A third ability would be damage reduction where the warframe will Summon hands to deflect bullets heading toward the player and have 90-95% DR and store the damage to a cap to be released in the players next shot. Thank you de for screening this and I hope you all have a great day. Stay safe and be clean. 

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I personally love characters who set bees of their foes, like in bioshock you encounter some guys thinking they can mess with you then you just show them that you are their worst nightmare with "BEEEEZ!" and then beat them to death.

 

So my vote is on a Beeframe

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My idea would be for a Warframe similar to Shen and his Spirit Blade, from League of Legends. Essentially the Warframe would be permanently tethered to some object (be it a weapon, something akin to Octavia's Resonator, or just simply a condensed area of void energy or whatever). The Warframe would cast it's abilities not from itself, but from the tethered object, which could lead to some (imo) neat gameplay depending on the moveset. 

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How about an Alchemist-style warframe?

The appearance would be vaguely D&D/fantasy-inspired. Have visible pouches and/or vials that have elemental effects like with weapons. A hat/hood and long coat would be preferable.

He/She could throw flasks of chemicals we could mod for different elements and environmental effects like sticking to enemies and burning, freezing the floor to knock down oncoming enemies, or even eating away at electronics.

Deconstruct enemies into energy, ammo, or a larger amount of resources. Transmute enemies into a buff or armor/shields.

Unleash a cloud of acid to break down armor and debuff enemy health.

So many choices.

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On 2020-03-06 at 2:00 PM, (PS4)San3_Psycho_ said:

Maybe a Warframe with the ability to manipulate plants could finally have a place in Warframe. It’d be cool to see a Warframe based off of an ent. Abilities could involve smacking an enemy with its arms by converting them to a mass of vines, stomping the ground to emit a radial wave of splintered roots, planting a healing seed onto allies that regenerates health, and his final have the ability to grow a layer of ironwood armor that is stacked like Rhino’s Iron Skin, but you can recast it to deploy that armor onto allies evenly. 
 

Edit: It would make more sense if it only had health, probably floating in between Nidus and Inaros.

Maybe have the plant's look based on the tileset.

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On 2020-03-09 at 1:15 PM, SpiritForger said:

🌍Gravity based Warframe would be amazing.❤️

Can increase gravity so enemies can't move (kinda like Limbo's Stasis) and can create a huge black hole that you can feet energy/matter into to increase it's size and strength.

this sounds like it could evolve into a really cool idea!

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Name:

Abyss (Subject to change)

Gender Theme:

Male

Power Thematic:

Gravity

Appearance Design:

For the skin itself, very akin to sleek & riveted knight's armor. Tetsuya Nomura's armor designs can be used as a loose inspiration. His feet can also end in a sharp point, similar to Jehuty from Zone of the Enders. Perhaps some cloth tassels coming off either his hips or his arms, with a unique cape Syndana that can come in a pack or just sold separately.

For the "mood" his appearance should give off, something vicious and intimidating. Almost evil or villainous, looking as if he possesses powers never seen before.

Lore:

A forgotten invention of Orokin and Sentient technology combined together, the creator unknown. Abyss was almost ready for use before the Orokin caught wind of its creation, swiftly executing its creator and banishing Abyss to [DEV'S CHOICE].

Idle Animations:

Essentially a male Wisp in function, floating both during the idle animations and when walking/running. Both Noble and Agile animation sets include arm(s) quivering with power, similar to Nova's Noble. Noble animation can have him floating with his back straightened, looking calm and kingly while channeling power through his arms. Agile animation can have him leaning slightly forward, with his arms and body more aggressively "clenched" to kill. How the animations look while holding weapons can be addressed later.

Passive:

Projectile shots/bullets have slight homing properties. Hitscan bullets do not. (Subject to change)

Meter:

Law of Motion

Gravity meter that fills up to a cap. Affected by all 4 of his abilities, explained below.

1st Power:

Meeting

Pulls a single enemy directly in front of Abyss, putting them in a stunned/disoriented state for a bit. Can either A. Open them up for a melee finisher, or B. Not open them up and simply leaves them wide open for melee combos and/or close-range weapon shots, like shotguns [DEV's CHOICE]. Holding the ability button forces the enemy to be stuck into the ground, all limbs splayed out, while double-tapping the ability flings the enemy away into a ragdoll state. Idea is to let Abyss pick out high priority targets himself and dispatch of them quickly, or simply remove them from battle temporarily. Fills the Law of Motion meter slightly.

2nd Power:

Catalyst

Lifts a single enemy into the air with one hand, closes hand to crush them, then opens hand to have them explode in a small-ish radius. Primarily single-target damage with some quick CC by way of either Impact or Blast from the explosion. Idea is Abyss quickly inverting and forcibly expelling the gravity in their bodies to rip their innards apart from the inside, while using the gravity expulsion to knock other enemies nearby down. Fills the Law of Motion meter greatly, getting a boost to meter gain the more enemies are affected by the blast.

3rd Power:

Distortion Field

Distorts the gravity around Abyss' body, similar in appearance to Baruuk's Elude, but without the non-attacking restriction of its effects. Deflects most hitscan, projectile, and melee attacks, but drains the Law of Motion meter rather fast. This gives Abyss the option to use his 1 & 2 -- when his 3 isn't active -- as a constant secondary armor to upkeep, or to risk not using it to power up his 4.

4th Power:

Black Hole

Briefly lifts up a crowd of enemies (similar in animation to Bastille or Reckoning), then violently creates a singularity to spawn a black hole, sucking all enemies lifted up & nearby upon creation. Different from Vortex in that the black hole becomes an object that can be shot at by any Tenno, powering up the violent explosion of the black hole upon the end of the ability's duration. Enemies killed by the ability's damage are ragdolled outward violently, while enemies that survive are thrown out downward, slowed by their body being wrapped in a heavy gravity field. Law of Motion must be filled in order to use this ability.

Due to the potential high strength output through mods & Tenno weaponry that can buff Black Hole, the duration of it is fixed to the meter and cannot be extended by refilling through Meeting and Catalyst as Black Hole is active, though those skills can still be cast independently. There is also a forced cooldown period after the ability ends regardless of meter gain afterward; duration mods seek to reduce this forced cooldown.

Stats:

High energy & shields, medium armor, and low health. (Subject to change)

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Theme: Scribe warframe

General synopsis: Knowledge is power. Especially for a Tenno.

Possible acquisition: Through obtaining knowledge, you obtain the necessary information to rebuild the scribe. Collect information and gain knowledge through codex scans of enemies, object, etc.

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