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Open Call for Warframe Ability Ideas!


[DE]Helen

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Waframe's look: 4 armed warframe that cannot carry guns but 4 melee weapons

Passive: increased melee range by 15% cannot slide attack (no maiming strike)

1st ability: lunge to target and deal 115% of primary melee weapon {affected by power}

2nd ability: Increase armor by 1% for each status afflicted to any enemy (can be refreshed for half of the dmg reduction built up w/cap of 50%)

3rd ability: increase status chance up to 15% for whole group {affected by effeciency}

4th ability: bladestorm [Toggled]: you spin continuously dealing area of effect damage to all those within 5m of your character {affected by both power, range, and effeciency}

 

this would also encourage the use of healing return and life strike

mods on one melee weapon does not affect the other melee weapons

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If these haven't been said before. I haven't looked, so I figure they already have. Good luck DE with the development!

 

Passive - Spare Parts -  Parazon kills (and a small chance for regular weapon kills) grant random buffs as parts are collected (guns/moa parts/drone pieces). Robots - Move/parkour speed, Sentients - adaptive damage reduction, Corpus hats - temp extra max shields, Grineer shoulder plates - temp extra armor, Infested tendrils - Viral Proc AoE (minimal or no damage)  (or something. Maybe balance would suggest different enemy types give different buffs instead of enemy races?)

Skill 1 - Hijack - Deal slight AoE damage and gain a stack of passive, 1 stack randomly based on what was hit

Skill 2 - Compress - Remove buffs to throw a chunk of junk at the enemies. Can pick the junk back up for a scraps buff which does nothing but act as ammo for 3 and 4

Skill 3 - Retrofit - repurpose buffs and gain a short term massive boost - Armor to health regen, Shield to shield regen, Adaptation to random element damage on hit (single type at cast? based on adapted damage?), Move/Parkour speed to combat stats like Melee Range and combo duration, and reload speed, Viral AoE turned into bonus Gas damage

Skill 4 - Rebuild - Cables emerge and reorganize parts of the Warframe, immobilizing during the cast, then when finished uses the spare parts (buffs from the passive and the Retrofit skills) creating an amalgam that will assist the team by emitting the absorbed buffs for a duration. Extra Scrap is converted to Amalgam duration and bonus health

 

 

Or skillset two

Passive - Generate cores (Junk/Scrap/Tokens) as time passes, or as dropped parts of enemies are processed. As cores are gathered, Max Shields increase as movement decreases to a limit. 

Skill 1 - Cabling - Channeled - Attach cables to nearby targets, siphoning damage from the skill as recovery (health, armor, shields stolen) for the Broken Warframe, and converting kills on linked targets by any damage source into cores at a small rate. Enemies are not interrupted by this linking, and it will break if distance exceeds skill range

Skill 2 - Transmute - Emit a waste cloud that does gas damage to enemies. If an enemy is linked via Cabling, Transmute generates a core

Skill 3 - Expel - Discard cores (up to a limit) and deal massive damage to targets nearby, removing Broken Warframe's negative status effects and granting them to the explosives.

Skill 4 - Refine - Convert cores (up to a large limit) into Damage. More cores convert into more damage. One buff for each of the four basic elements will be active at any time. (based on 4 toggleable types that can stack and combine onto the Broken Warframes weapons - Fire, Cold, Lightning, toxin. Think Hystrix. Give the elements the opportunity to merge with other damage types for combined damage like Radiation, Corrosive, Viral, Gas, Magnetic, Blast) For added shenanigans, let this skill affect the other three skills.

Refine could even pulse a section of cabling with energy for each element active, like Right arm for fire, left arm for ice, right leg for lightning, left leg for cold. I'm sure just about any art designer could make that better and cooler too. Passive could have a belt with tokens or orbs that fills up as they are collected.

 

Good luck and thanks for all the fish!

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Broken Warframe:
The definition of being "broken" is the physical seperation of a physical entity, but can also be elaborated with the emotional idea of longing to be whole again. As he is made out of different parts of fallen Warframes during the Old War, his skills are centered around restoring himself, to be whole.

"To take a piece of something to be whole again."

Passive:
Tethered Pieces

Broken (temporary alias) is created from many different parts bound together by void energy. He starts off relatively fragile but each enemy he kills gives him a stack counter that boosts either Health, Armor or Shields. Visually grants him an armor piece on his left shoulder relative to the last enemy he killed. The counter and the armor piece resets every time you go down. The more he grows, the more tanky he gets.

Grineer: Grants additional % Armor per stack, up to 50% (+ Grineer shoulder pauldron)

Corpus: Grants additional % Shields per stack, up to 50% (+ Roa armor pieces)

Infested: Grants additional % Health per stack, up to 50% (+ Infested Chitin Plating)

Sentient: Grants additional % damage reduction per stack, up to 20% (+ Sentient armor piece)

1: Living Splinters (Can be charged)
Broken fires a cone of fragments from his own body, dealing Slash damage and marking enemies. Reactivating the skill recalls those pieces and stuns enemies, regenerating Broken's health based on the number of enemies hit. Charging the skills increases the range and width of the skill.

2: A Part Of You (Targeted ability)
Broken disassembles and reassembles within an enemy, killing it and restoring shields. If used on an enemy marked by Longing Hunger, Broken also gains a temporary damage reduction / immunity. If used on a boss or special enemies, you will teleport to its location and deal Slash damage instead of executing it.

3: Lingering Void (Can be charged)
Broken charges void energies within himself, releasing it in a energy field and taunting everyone inside it, but siphoning their health for %/sec. Charging the ability further increases the AOE and the health siphon. Broken rapidly regenerates energy and shields while in the field and restores health with every kill.

4: Unbroken (Duration-Based)
Broken's ferocious will to be whole causes the void tethers between his parts to tighten and pulls the different parts together, fully completing the physical frame for a duration. During this duration, Broken's weapon/melee deals 50% more damage, his skills costs 50% less energy and health will never fall below 1, storing the damage that would have killed him into a stockpile counter.

When the duration ends, the stored damage is released, dealing slash damage and stunning nearby enemies. The stored damage is also converted into a armor shield (similar to Rhino's armor skin) and Broken's health and shields regenerates rapidly (maybe %/sec?) while the shield is active.

 

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Not sure how it would work, but I had an idea of a reverse chroma 4th ability where the broken warframe becomes a symbiotic suit of armor for an ally warframe. It would attach your character to the ally to help them on the battlefield. You would still have complete camera control and could use your other abilities, but your movement would be tied to your host. Also, Your now defunct movement keys allow you to toggle between 4 separate buffs. Pressing W activates a movement speed buff, A activates an Armor buff, S provides energy regen, and D gives health regen. You could also do some interesting things like redirecting a portion of energy costs or damage taken from the host onto the broken warframe. I'm not sure how far this would go, but I just thought a symbiotic theme would fit the whole void motif it's got going on. Two tenno heads are better than one. I don't know, I'm just putting in my thoughts. 🙂 Cheers

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For the Broken Warframe:

 

Malleable - contort your body to the ground on all fours (like a spider!) to gain increased armor,  running speed, and the ability to climb walls *and ceilings?*. Ram enemies to gain more health.

[Energy drain: cannot use Puppet Master ability and visa versa]

Scrap - Sacrifice health to give energy to allies OR sacrifice energy to give health to allies *both will give armor??*.

[activation ability]

Puppet Master - entangle an enemy and take control of them, boosting damage output. Energy Drain. The ability will end when the target victim dies or you run out of energy.

[Energy Drain]

Scavenger drone - Place down a drone to loot bodies of health, armor, ammo, and energy *loot drops?*. the drone will remain until it is destroyed *detonation will cause damage based upon how much was looted*.

[Activation ability]

 

Passive: Adaptable - The Warframe can't level up. Instead, it gains stacking permanent resistance to anything that damages it to a max (e.x. When it gets radiation damage it will gain slight damage immunity based upon the radiation damage received, even after mission, this effect stacks to better combat whatever the player is playing against). Resistance is treated like leveling but can be reset at any time and can reach max level quickly. *placing a forma requires multiple resets at max resistance?*

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Well what i'd like to see ability wise / passive is,

1. Able to use the tendrels as a weapon and maybe cause a void rift within the host which then causes their body's to get sucked into the void inside out

2. To be able to break apart /re-assemble itself and either play dead or move about out of enmy sight for sneaky game play or the enmy thinks your random parts on the ground.

3. Possibly take the shape of any kind of animal with lore to warframe of course

4. Able to take over a hosts body to move and talk the way they do but after some time the body starts to degrade down and the tendrels starts coming out of the hosts body and then lumps of flesh peals off exposing the broken frame underneath. (broken frame creates a new body while under the flesh of his enemies) , (this came to mind for like sneaky game play cause the enemy wont be able to tell till flesh peals off or you attack them and then it could cause confusion if your around alot of enemies to your advantage possibly) 

Passive : Able to pick off a living or dead enemies parts and make it a part of your body for a limited time then it falls off and fades away ( i know its very gore driven but think about the blood splatter or machine parts flying as you rip into the enemy and this could cause some to act feared / stunned for a brief time depending on what you can possibly take from the enemy types if this is possible it'd be fun to see).   

Hope you enjoy these possible idea's 🙂

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I like the Broken Frame idea, and it could nicely tie into Ivara's Leverian where her warframe siblings were all destroyed by the Myrmidon.

Stats: (at max rank)

500 Health, 100 Shields, 100 Energy, 0 Armor

The low amounts would be compensated by the passive...

Passive: Incorporate

The broken frame seeks to be whole again. They gather scraps among the battlefield to incorporate to themselves. Ammo Capacity is doubled (but starts with the same amount of ammo). Ammo drops also restore health, grant armor, and grant energy capacity temporarily. 

Gain 15 health per pick up, 25 Shields (up to 500),  25 Energy Capacity (Up to 300), and 50 Armor (up to 500). Is reset upon a timer that increases when ammo is picked up. Around 5 seconds per pick up, up to 1 or 2 minutes. 

Ammo capacity is doubled to ensure that ammo is not wasted when it isn't necessarily needed. It would also carve a nice niche for the frame with low ammo-capacity and allow a method of ammo-assistance without worrying about mods or companions. All of these amounts ideally scale off of mods.

Ability 1: “Salvage” 25 Energy

“Send forth a fragment of yourselves to plunder enemy weapons”

Disarming Tendrils shoot forth and collect weapons

Each weapon is incorporated into his own

Damage, reload, fire rate/attack speed, multishot, status chance, and ammo efficiency is buffed. - If some of these buffs have to be cut i'd prefer that status chance be left alone. 

“Why status chance”? - it’ll synergize with their 3rd ability

Buff can stack, so the buff may start out small such as +5 damage and +2 status chance etc etc.

Whatever the numbers, I think that the ability should have a reason to be cast over and over again, not just be a cast and forget. As such, it should scale slowly and progressively become very powerful.

Ability 2: “Envelope” 50 Energy

“Broken Frame returns to what it was, rubble and abandoned debris. Broken Frame rushes towards an enemy in this broken state, ready to assimilate what they can of the enemy. Strips armor and breaks shields to grant damage resistance"

Broken Frame disassembles and surrounds an enemy. The ability auto targets akin to Excalibur's slash dash. If no targets, it will bound forward exactly like slash dash so that it can function as a movement ability.

For every enemy Golem targets, they strip some armor and shields (say 50%) to incorporate into themselves to grant damage reduction (or restore health)?

Enveloping enemies affected by 1 will grant bonus stats - maybe a full armor strip and a health restore or granting overshields?

Ability 3: ”Homogenize” 75 Energy

“Broken Frame has mastered reconstruction, of itself and others, in an attempt to be whole again. Fuse enemies to each other, their health, armor, and shields conjoining to create a single mass of vulnerability. Damage and status procs dealt to one target affects all others within the mass.

It gathers like Khora's ensare. Also gathers pickups to himself. Affixes to a specific enemy. Target an enemy and others, within a radius, will gather to it like magnetize.

Damage to one target carries over to other targets, along with status procs. So, applying a gas proc to a bombard will also affect an osprey.

E.G: Say a Grineer Scorpion, Bombard, and a Corpus Osprey are all affected. Their base health is totalled, and each enemy now instead has that base health. The bombard has the highest armor rating, so it’s armor is now applied to the Osprey and the Scorpion. The Osprey's shields are now applied to both the bombard and Scorpion. They can all still shoot at you and damage you normally unlike magnetize

Ability 4: “Machinate” 100 Energy

“Sometimes the parts are greater than the whole. Broken Frame disassembles themself, and shares their boon of strength with other Tenno. In their weakened state, they assimilate the damage of enemies into themself"

Any buff applied to Broken Frame at the time of casting is mirrored onto other players but is slightly weaker (50% of original buff?). During this time, the broken frame is left weakened and their passive’s bonus, along with other buffs from their 1st and 2nd ability, are halved in length  (maybe even completely reset?), along with the timer being brought down (maybe 30 seconds?). However, damage taken during this time is absorbed into themself, and damage taken contributes to the passive.

Buff includes broken frame’s passive, so fellow players will also have bonus shields, armor, and energy capacity. Aswell, if his 1 and 2 are active, other players will have better weapons and DR. Buff is applied BEFORE the passive is reset, so fellow tenno reap the full rewards.

Absorb stage is akin to Harrow’s 4, where its damage contributes to a bonus during a time. Absorption stage is affected by duration.

Ideally, buffs from other frames are also reflected, and stacked. E.G: Mesa’s “Shooting Gallery” buff is applied to Broken Frame. Broken frame casts their four, reflecting it back onto Mesa and other players.

For solo players, it offers a method to quickly build the passive and offer a grace period in dodgy situations.

 

Overall I wanted to tie a bunch of identities to this frame, so it's a bunch of mangled ideas from other frames like khora nidus and excalibur. However it ends up, I'd love to see how it looks!

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How about a passive the gives the warframe random abilities based on the warframes that the player has?

For example:
1st Ability(offensive): Chance to use the 1st ability of any warframe that the player has(eg. Saryn's Spores or Ember's Fireball).

2nd Ability(mobility skill): Chance to use 2nd ability with mobility of warframes (eg. Wukong's Cloud Walker).

3rd Ability(Toggle): Chance to use one toggle skill of any warframe of the player (eg. Nekros' Desecrate or Hildryn's Haven).

4th Ability(AOE): Chance to use an AOE ability of a warframe the player has(eg. Volt's Discharge or Rhino's Stomp)

Passive: Eonrheit can also copy passives of the warframes that the player has(eg. Wisp's invisibility while airborne). Only 1 Warframe passive is copied per mission.

Just an idea xD

Since the game has a lot to do with RNG, why not go all the way with RNG?  

 

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Name - Archon . Desinged to envoke feelings of arcaism and ascendance.

While thinking about this warframe i was trying to find some design space that hadn't yet been filled. I also didnt want to fall in to the overpowered trap and make an obvious fanfic killing machine.

Theme - broken warframe, tinkerer, engineer, problem solving it's own survival and effectiveness with limited resources. Gaining a deeper understanding if how warframes work and their relationship with void energy. 

Mechanics philosophy  - choice and compromise in real time. A self and team buffer that allows for clever and impactful plays that always have a drawback or effect that temporarily effects game play. 

Base stats would have to be in a very average range. Maybe even on the low end. 

Passive - systems optimisation. Weapon type being wielded in hand effects stats. Long range weapons, such as snipers and whips, decrease armour and buff sheilds. Medium weapons such as rifles and polearms would increase health and movement speed and reduce shields. Short range weapons,  shotguns and single swords would increase armour and damage and reduce shields and health.

This would mean different set ups could create different stances and allow certain stats to be boosted at different times depending on need. Carrying a medium range secondary would allow you to switch weapons to buff your health to avoid death by a heat or toxin proc. Once it was finished you could switch back to your sniper primary and rebuff your shields. 

Ability 1 - Hostile Salvage - bio mechanical tendrils shoot forward from Archon,  latching onto enemies, they stun and do damage over time. If an enemy dies while a tendril is attached the warframe gains a buff depending on enemey type. Either shields, armour or health, depending on what was that enemies primary source of protection was. The maximum of this buff is 50% of base.  This buff has no time limit but can be spent by a later ability. 

Second ability- systems link - Archon buffs all nearby warframes (not including self) giving a small boost to power strength, duration, range and efficiency. 20 at base. Archons second ability is then replaced by the 2nd ability of the nearest warframe. With the stats of the warframe the ability was borrowed from + buffs. This can then be cast by Archon for the duration. For solo play this could be randomised for all abilities or simply a self buff. 

Ability 3 - systems reset. Archon sacrifices all his buffs from his one to heal, instantly revive and grant full damage immunity to nearby warframes including self. The time this lasts is based on the amount of buffs collected. 

Ability 4 - void overload - Archon focuses raw void energy through his broken systems. He becomes a cloud of broken parts held together by that energy. The operator can be seen in the midst of the swirling debris. Archon doubles in size and his attacks are replaced by blasts of void energy. Huge damage increase and movement speed. When the ability ends Archon returns to normal size but void energy still flows through him. He gets a buff to all systems as though repaired that lasts for the same time as he was in his large form. This buff matches the max values given by his passive. 

I wrote this in a rush on my phone. Hope it makes sense. 

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Passive: [the old ways]this ability would allow the frame to regenerate health slowly. Or [scavenge] the frame would be able to dismantle a fellow squad mates dead body and either gain one of there ability or gain more health, shield, or armor (for that mission).

1st ability:[exterminate] this would release a blast of void energy that would deal radiation damage.

2nd ability:[accelerate] this would make any damage buff on an enemy multiply dealing higher damage /  any buff a squad member has will make it better.

3rd ability:[dismantle] this ability would dismantle the enemy's in front of the frame and if its use again would reassemble the enemy making them one of its own puppets.

4th ability:[rearange] it rearange's its arms and makes it into cannons and would shoot explosive void blast at enemy's causing blast and radiation damage. 

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Admitedly not the most interesting but most focused on a theme.

Ability kit made based on the theme that this may be a warframe made from dozens of other broken warframes

Passive-When their shield pool is depleted, pieces of their plating falls off which can be picked back up to regain a portion back of their shield. Allies can also pick it up to benefit from it and additionally warframes that don't have shields that pick it up will gain a temporary shield pool of their own.

1)Dysfunction-cause a unit whether control panel, enemy or whatever has a function to dysfunction. Using the ability on control panels instantly turns off alarms and makes that control panel temporary unable to turn on alarms. Using the ability on an enemy will silence their abilities or auras( for example: exilus units will have their auras dispelled temporarily and nullifiers won't be able to use their nullifier bubbles for a certain amount of time). If unbroken will is active if it has a shield a large portion of that will be depleted while also disabling shield recharge and reduces armor.

2)Scrap-Corpse of enemies or breakable containers can be consumed to become a part of them. Either healing them if they have missing health or giving them extra armor if their at max health which can stack. If unbroken will is active the corpse taken their dismembered limbs will fight alongside them connected by transference.

3)Self Reflect-Copy the last ability they were hit with (can be bomboard rockets, nullifier bubbles, team buffs that affect you like trinity's bless and etc.) If not hit by anything what you dysfunctioned is whats taken. if Unbroken Will is active the range of the taken abilities will be increased. 

4)Unbroken Will-Draw in the power of the broken warframes before them which makes them whole. Unallowing their health to go below 1 while also enhancing the effects of their abilities.

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passive: when damaged 10% chance for a part of the frame falls of and make a clone of the broken frame help you fight for 10 seconds.                                                                  

ability 1: mimic: this ability causes the broken frame to become a similar shape of the enemy by rearanging its parts in a correct way. this will prevent the enemy from attacking you unless you attack. in addition if you mimic a sentien you gain its powers like the lazer beam. this ability cant be used on bosses, eidolons, profit taker, etc. 

ability 2: dismantle: this ability will cause the broken frame to go berserk (because if the dark past he had) and jump towards targeted enemy ripping its limbs of and attatching them to himself giving him an armour and health boost. this ability cant be used on eidolons, bosses, etc.

ability 3: illumination: this ability causes the void holding the parts of the frame together to glow blinding nearby enemies while giving him a 100% damage boost.

ability 4: reforge: this ability causes the broken frame to tear of a part of his body and turn it into and exalted sniper rifle. this ability causes him to lose 25% of his armour while active.

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Background:
$Broken was an experimental frame build towards the later stages of the orokin wars and was never quite finished before the Orokin disappeared. He contains a highly unstable, experimental void reactor that, despite its enormous power output, seems to be more of a liability in his unfinished design than a benefit. But those willing to walk the fine line between calculated risk and greed may be able to tap into vast amount of raw, destructive power.

Quote

"Ready to burst. One bump, and it's oblivion." -Alad V

Passive: Maintenance
$Broken has become proficient in efficiently using materials to keep his ever eroding systems sustained. Pick ups like health and energy orbs and ammunition provide increased effect.

1st ability: Field Repairs
Activate auxiliary scanners and field repair nanites for a brief time on use. While Field Repairs is active, enemies killed will drops batteries that restore a small amount of shield when collected. While the reactor is overloading, enemies will drop broken armor pieces instead which will restore a small amount of health when collected.
Stat effects: Efficiency: Reduces cost, Range: No effect, Duration: Increases buff time, Strength: increases amount of shield or health restored (eventually reaching a softcap through logarithmic scaling)

2nd ability: Containment Shielding
$Broken activates his emergency containment shield, granting him immunity to radiation damage and an amount of damage reduction. This ability can be toggled on and off and slowly drains energy while it is activated.
Stat effects: Efficiency: Lowers drain, Range: No effect, Duration: Lowers drain, Strength: increases damage reduction (up to a cap)

3rd ability: Unstable Infusion
$Broken taps into the energies produced by his reactor, empowering his weapons in unpredictable ways. At the cost of small amounts of energy per shot or melee attack (scaling with rate of fire: slower weapons consume more energy per attack) his weapon attacks inflict additional, random status effects. This ability can be toggle on or off at will.
Stat effects: Efficiency: Reduces cost per attack, Range: No effect, Duration: No effect, Strength: Increases status chance, possibly even surpassing 100% for a chance of multiple stacks per attack

4th ability: Reactor Overload

Quote

Do you feel that? Consequence brushing consequence. Already, the future shifts her expression." -Quill Onko

$Broken disables the safety on his experimental void reactor, causing it to overload and slowly burn life instead of energy and creating a deadly aura of heat and radiation damage around him that does more damage the closer enemies are to him. All other abilities will also cost life instead of energy while the reactor is overloading. $Broken shares the benefits of Unstable Infusion with allies in range of Reactor Breach while it is active. $Broken's reactor levels keep rising the longer this ability is active, increasing the damage done by the aura and increasing the effect of Unstable Infusion while also increasing the rate at which life is burned. When the ability is deactivated, the reactor goes into a momentary shutdown as it cools off, putting Containment Shielding, Unstable Infusion and Disengage Safety on a short cool-down. Finally, should health reach zero while Reactor Overload is active, be it from the drain or through enemy fire, the reactor will go into meltdown and $Broken will die in a spectacular explosion that deals heavy blast, heat and radiation damage in a large area. He cannot be picked up by team mates when dying like that, forced to use a revive instead.
Stat effects: Efficiency: Lowers drain, Range: Increases range of radiation aura, both for damage and buffing allies with Unstable Infusion, Duration: Lowers the buildup of reactor levels (negative duration will accelerate the build up!), Strength: Increases the aura damage and damage of melt down (could also affect Unstable Infusion for allies, needs testing)

Design notes:
- if possible, Unstable Infusion should involve some kind of effect where $Broken's weapons become tethered to him with some of his many cables and glow slightly, showing they are connected to his reactor
- as the reactor levels increase during Reactor Overload, the effects should be visible on the frame: heat vapor trails appearing around him, metallic parts starting to glow from heat, some of his reactor shielding and other parts starting to melt away, leaving footprints of molten metal, maybe even destructible objects around him starting to melt, etc.
- his field repair nanites will always vacuum in the dropped batteries and armor scraps, whether he has an active companion or not

Gameplay notes:
The concept here is obviously a risk/reward play style. In his non-overloaded state, $Broken can still perform as a decent frame with a classic energy economy, focus on shield defense and some extra damage through Unstable Infusion, offering a somewhat safe play style for most situations.
However, activating the Reactor Overload changes things dramatically. He will now provide a big buff to his team and potentially gains some big damage himself, but instead of sitting back like some other supporters, he must go all out and jump to the front line to make the most of his bonuses and, most importantly, sustain himself against the ever increasing self-burn while also becoming more effective and dangerous the longer he keeps it up. It will eventually reach a point where it becomes unsustainable even for the best builds and players with the goal obviously being that skilled players want to optimize their build and play style so they can keep Reactor Overload going for as long as possible, always balancing on the brink of meltdown and hopefully managing to shut the reactor down in time before that happens.
There is also potential synergy with other frames, as frames that can heal him will allow him to push his Overload even further while those providing forms of damage reduction may allow him to disable the Containment Shielding, easing the drain a bit.

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Passive ability : Entrench, Warframe can lock down its body parts creating creating energy fields.  Activating passive recalls all limbs to torso.

1st ability : *useable twice, on 3rd press it recalls legs to torso *  Leg detatches torso and morphs into energy field generator,buffing allow movement speedand releasing a damaging field against enemies.

2nd ability : " ^ " place arms on the ground granting attack speed increase to allies, and attack speed debuff to enemies.

3rd ability "  Player Locks torso down becoming a emplaced and controlled turret,  If deployed near or withing fields of other limbs, get granted buffs, and increased shields.  Turret controlled damage chains lightning through targets.

4th ability " Critical Mass : While in turret mode upon activiation warframe attacks from turret mode also arch lightning from all limbs and torso turret  X number additional enemies,  doing damage causes over heating Upon reaching critical mass, Torso turret explodes doing damage in large radius.  Reducing warframe shields to 0 for short duration and slowing movement and attack speed.  Augment mods granting different element type.

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Passive - Getting struck by the operator with void energy temporarily empowers the warframes abilities by 10% in all cattegories(Range, Strength, Efficiency, Duration) for 5s

Ok taking in the idea that the warframe is made out of hypothetically all warframes I have a bit of a fun idea that might also be a bit overpowered.

1st ability: Almost any 1st type ability of a warframe (Shuriken, Smite, Fireball) exceptions: Grendel 1st, Garuda 1st (she needs claws), All of Nidus's abilities, Saryns Spores etc.

2nd ability: Almost any 2nd type ability of a warframe. Exceptions: Sonar, Nidus kit, other super strong abilities.

3rd ability: Almost any 3rd type ability of a warframe

4th ability: Almost any 4th type ability of a warframe (Exalted Weapons are excluded)

You cannot have two abilities from the same Warframe, ex: Can't have antimatter drop and Molecular Prime.

Choosing an ability from a Warframe also carries some of the Warframes stats over, if you use Banshees Silence you will also get your health and armor lowered.

Choosing an ability that specializes in healing will lock out some other options from being used. Ex: If you choose Bless as your 4th, you won't be abble to use other healing abilities and you will also get locked out of crowd control powers such as vortex. If you choose a damage buff ability like vex armor, you won't be abble to take a second buffer ability (exception: Warframe Augments such as Shocktropper).

One example of a full kit:

1st Condemn

2nd Pillage

3rd Vex Armor

4th Inferno (Minus Embers Heat Gauge)

My current itteration of it limits the Warframe from going too crazy such as:

1st Spores

2nd Nidus's 2nd (My memmory failed me)

3rd Volt Shield

4th Molecular Prime

The general idea however is to have the Warframes abilities be modular similar to kitguns.

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Passive: Bugged damage

X percent chance for an enemy attack to fail to deal damage to the warframe, also X percent chance for the warframe's attack to fail to deal damage

 

Inspiration: glitches causing damage to fail to register

 

Ability 1: Grapple

the Warframe launches one of its arms forward, still connected to the frame by a braided tendril of energy.

If the arm hits an enemy it quickly reels the enemy back towards the warframe, stunning the enemy for a few moments and leaving them close for the warframe to attack.

If the arm hits the ground/an ally the warframe is quickly reeled in towards the arm, impacting the location hard and setting off a small shock wave that knocks down surrounding enemies

 

Inspiration: Based around the physically broken frame it works as a mobility skill as well as a basic damage skill.

 

Ability 2: you can't see me, oh wait you can!

For a short period of time the warframe becomes unnoticeable to enemies , letting the player move around undetected and positioning themselves. When the timer runs out there is a bang and all nearby enemies are alerted and their attention and attacks are focused towards the warframe. For extra broken you could add a degree of random to when the timer ends, varying it by a few seconds either way.

 

Inspiration: An unpredictable ability, based around the idea of the game glitching and having there be a delay between the enemies seeing the warframe and them reacting to it

It would synergies well with ability 4, attracting enemy attention so that the damage taken for ability 4 builds up faster

 

Ability 3: Glitch field

Warframe projects a field around it which causes enemies and objects to glitch repeating their last action, running on the spot, firing at the same point, repeatedly reloading, doors not opening for enemies things like that.

 

Inspiration: A crowd control skill based around things that enemies do when the game starts to lag but with a degree of random that befits its nature as a glitch. Gets enemies stuck in place and mostly nonthreatening/unresonsive but activate it at the wrong moment and you could have an enemy unit stuck repeating/spamming an action that backfires on the warframe (like a seeker stuck continuously spawning latchers)

 

Ability 4: Error Lag (you died)

A charged ability, The warframe freezes on the spot and taking damage from enemy fire (perhaps with some degree of damage reduction decided by ability strength). Then when the ability is released the warframe detonates scattering its parts and dealing (base damage+absorbed damage) and staggering/stunning nearby enemies. 

Then after a few moments appearing to be dead the warframe begins to reassembles itself healing itself for a set amount in an animation similar to being revived (perhaps even have it set that other players can speed this up by helping to "revive" the warframe.

 

This one is based around the issue where the game lags, and whilst you're lagged/frozen  you take a lot of damage and die without being able to do anything about it. 

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Well i'm not going to give all abilities and passive, but this warframe HAS to have a specific ability. More similiar to nidus "Larva" or Vauban "linking orbs", this ability uses the void energy that links all parts together as a CC for this ability. The main point is to give the player free playstyle with this ability, limited only by imagination. Link enemies at wall, to roof, between them ecc. But to use it u enter a modality like ash's ulti and need to mark enemies and location to link them (if no wall/roof ecc place is selected as final mark, enemies will collapse all together like nidus larva). Would be great to give this ability a kind of sub-menu with more selectable effect (always according with this " link-stuff theme". I know that is not much to work on but believe me, this game needs this ability somehow, now or in future, this game needs to give players more "DIRECT CONTROL". 

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Warning before you get into this, my Thoughts and Discussion are pretty wordy. I try to do them with all my concepts now. They'll hopefully provide insight into my ideas and thought porcesses if you're interested in reading those parts awell. Otherwise , hope you entoy the ability concept.

Thoughts on Lore and Theme

Spoiler

 

I pictured the Broken Warframe as fitting lore wise into Ivara's leverian entry with the three mentioned Warframes having been destroyed by the jade Light, or as we learn eliminated from history itself. I pictured the Broken warframe as being those three Warframes having survived on the other side of wherever the Jade Light sent them. Now having somehow survived in a reality beyond time itself we have an amalgam of the three Warframes, wielding the null zone on the other side in much the same way Limbo wields his own parallel dimension. An eldritch Warframe which seems to defy the natural world having put itself together through desperation and clawing its way back to creation out of sheer determination and spite. So my original thoughts were really a sort of parallel to Revenant's theme where a Vampire theme got sort of subverted in the lore by being overtaken by the Eidolon with the Sentient theme taking prominence but with clear inspiration from the Vampire remaining. I wanted elements of the three destroyed warframes to remain alongside the wider theme of this new Warframe that was made from the three with new powers. It turns out that was hard. I basically had to think of three themes that could have concievably come together and how their themes would mesh, which also had to explain how they broke back into creation and survived and then I needed cool abilities that could be taken from the themes and adapt them to the "Broken/Glitch" theme. It was an absolute pain so I gave up. I stuck to the basic idea after that, glitches, broken game systems. So y'know, that terrible memey theme description that definitely won the contest on merit, not because it was funny...

This was what I came up with. My priorities of this kit were to make references to glitches or game mechanics even if they were fairly oblique. I wanted the Warframe to be able to perform in lots of different directions akin to Nova who can act as CC, tank damge through her 1, deal damage with her 2 and has mobility in her 3. In theory this Warframe should never stray too far from the current meta and always have something to provide to gameplay in any mission.

 

*

Passive: Pixilated Form

Spoiler

10% chance to enter pixel state on being hit resulting in the player being invulnerable to damage for 1.5s.

1: Disconnect

Spoiler

 

The enemy and nearby enemies are frozen in place and unable to move or attack. Enemies take increased damage while frozen.

If a frozen enemy is killed then the effect reactivates from around the location the enemy died at 50% duration.

A subsequent kill results in halved duration again after which the effect does not persist.

 

 2: Null Zone

Spoiler

 

The Warframe drags the Null Zone beyond the Jade light into reality.

While inside this Zone the player and allies gain 25% Damage Resistance. (up to a maximum of 50% resistance at 75% power strength)

A few seconds after entering the zone enemies are teleported back outside it and dealt damage (radiation, void, magnetic, your pick really. Alot of people seem to like Void damge as part of this concept.)

While in the zone, the player’s chance to proc Pixilate increases by 1% every 5s (affected by duration) to a maximum of 30% chance. Leaving the zone completely removes the buff and you would have to regain it from scratch.

 

3: Afterimage

Spoiler

 

Warframe becomes invisible for a short duration. An afterimage is left behind which stays in place but mimics Warframe actions such as running, firing or jumping while remaining in exactly the same place.

The afterimage can be targeted by enemies but takes no damage and taunts enemies.

At the end of the ability or on recasting the Warframe returns to their original location at the start of the ability.

If the Warframe strays too far from the location of ability cast they are teleported to it and the ability ends.

 

  4: Bypass

Spoiler

 

The player deals 25% of their damage as additional true damage, ignoring armour and shields. (affected by Power Strength)

The player has the chance to deactivate enemy defences or special effects on hit (percentage chance affected by power strength). Effects ignored/disabled include but might not be limited to:

·         Nullifier bubbles (which are burst, but can still reform)

·         Ancient’s damage absorption ( may also apply when hitting enemies protected by the ancient)

·         Toxic Ancient aura

·         Disruptor Ancient effects

·         Nox damage reduction

·         Bursa shield barriers at the front of their bodies are disabled.

·         Eximus auras or effects

 

  *

Discussion on the Abilities

Spoiler

 

Not a whole lot of synergy here. My priorities for the kit were allowing the Warframe to fulfil lots of different roles and referencing gaming mechanics or glitches where I could. Being able to do a lot of different things is important so that like Nova the Warframe will always be somewhat relevant whether it’s through CC, damage, defence, mobility or stealth. Nova being the sister to this Warframe has defence, crowd control, damage and mobility as part of her kit in various forms. As a result while she's not always the most powerful warframe she always has something to offer in a mission and I wanted to repeat that feat.

In theory this frame can fulfil most of the potential roles in the game (excluding mobility) with the right build which is good considering this frame like Nova in being a community creation should never be too far outside the meta.

The Passive I felt was an interesting tank tool. It’s unreliable obviously, but if you were swamped by a lot of different enemies attacking at once you wouldn’t be instakilled and could tank them while whittling them down which is nice. Being able to buff it via the 2 seemed fair, especially as it has a fairly long wind up attached to the buffs.

The primary is a variation on a time stopping idea I’ve had on other projects. I might have not included it if the term “disconnect” didn’t make it a fairly fitting ability for this theme. Obviously the inspiration was in "disconnecting". The Warframe causes enemies to temporarily disconnect so to speak.

The 2 is a fairly blunt defensive tool providing positioning-based crowd control and playing off of the idea of game boundaries and how you might be teleported back to a “safe” area”. I thought a positional defensive buff and a personal defensive buff would make for a decent secondary benefit to this ability. The range shouldn't be too high to really dominate with the cc effect unless you went full out on range. The real power would be in the defensive buffs to the team. It’s a powerful defensive tool that should synergise with other defensive Warframes like Frost or Limbo.

The third ability is primarily a stealth tool. To stop it being just another Loki stealth it has a range limit, but also has the capacity to teleport you to your original location which would be pretty cool for spies. If you were confident in your ability to complete the spy in the time limit you effectively give yourself via modding you could do the vault and then teleport back to the start. Personally I’d feel pretty baddass being able to do that. I also see this as being one of the better "glitch" themes for an ability with the player's image seemingly frozen in palce while they are still able to move around.

The ultimate was inspired by things like god mode etc. I didn’t want it to be too powerful so I didn’t give it defensive buffs. It’s all offence with powerful enemy power disabling effects which is a unique effect and would allow this Warframe to be an incredible asset if used properly. True damage is always nice as well. I don't know if you'd want some sort of disabling aura of some sort or to include the effect with autoattacks. You could take it either way. Allowing the Warframe to disable enemy abilities, even situationally would be interesting and powerful. By forcing the effectiveness of this ability to rely entirely on power strength the player is forced to balance power strength with range and duration on the other abilities or risk missing out on this powerful part of their kit.

The overall kit could be built in a bunch of different directions. You might prefer range and duration to use the 2 and 1 as crowd control or you might want power strength to max out your damage. Making your range too low means your use of the 3 might be limited but a high duration and range might in turn see you being able to use that ability for spies effectively. Essentially I think this kit offers motivation to build in multiple different directions to best harmonise a build to a given role and mission or for one’s personal playstyle. This is what I think a lot of more recent designs have aimed towards. I’m just frustrated I couldn’t fit decent synergy into it.

 

Overall I think it fits the theme, has decent lore and I like the 4 and 3. Less keen on the other two abilities for various personal reasons. Still, it’s a working concept that fit my goals going in. Hopefully some people will like it or be inspired.

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Bit of a strange take here based on other posts, but I imagine a Warframe cobbled together from spare parts wouldn't really function as a unique Warframe at all.  Maybe this frame could be an opportunity to create a frame that is strictly a battle-suit for the Operator, loosely harnessing pure Void Energy that is unfocused and chaotic without the aid of a functioning Warframe to shape it into abilities.  This would also give players additional reason to invest in Amps, Focus, and standing with The Quills, since right now to me those areas of the game seem rather niche.  Furthermore, I think it would be unique to have a frame that lets the Operator be the main focus of gameplay without relying on popping in and out of Transferrence.  Some players have really delved into customizing how their Operator plays, so it would be nice to give them a nod!

 

Passive: Cracked Chassis

When the Warframe's shield is depleted, there is a radial burst of void energy, damaging nearby enemies (nearly identical to Ability 2, but costing no energy).  Deals additional elemental damage/status based on the Operator's primary Focus School if applicable.  

 

1: Void Spear

Fires an enhanced version of the Operator's Void Beam, dealing bonus elemental damage corresponding to the Operator's primary Focus School if applicable.  The ability's "shape" could also change, based on Focus School or perhaps based on the Amp equipped on the Operator, ranging from a scatter-shot salvo or Catchmoon-like burst to a precise, piercing beam. 

 

2: Void Rupture

Functioning much like an on-demand version of the passive, this ability is a radial burst of void energy enhanced with elemental damage corresponding to the Operator's primary Focus School.  

 

3: Void Charge

An enhanced version of the Operator's Void Dash, this ability rends the Warframe's path with crackling Void Energy, dealing Void Damage as well as additional elemental damage corresponding to the Operator's primary Focus School.  This effect chains to nearby enemies and alters the surface underfoot, creating a zone of Void Energy that deals continuous damage to enemies who stand on it.  

 

4: Ghost of The Old War

This ability causes the Warframe to shed its broken pieces, making them orbit around a core of blinding, pure Void Energy.  This would be a toggle ability, likely with a rather hefty rate of base energy drain.  Nearby enemies are blinded and seared with Void Damage, plus elemental damage corresponding to the Operator's primary Focus School.  Bullet jumping executes a Void Charge without costing energy.  Using the melee attack button while sliding emits a free Void Rupture.  Primary fire becomes bolts of Void Spear.  

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Gortis, The Broken Frame 300 hp 300 armor 300 shields at max rank

Passive: Adds X amount of bonus Armor (Grineer) ,Shields (Corpus), Health (Infested) or all three (Corrupted) to allies in affinity range depending on enemies in mission played.

1. Falcon Punch- Do a falcon punch damaging enemies in line of X meters (Modified by range) for 10/30/50% hp dmg (Capped at 50%) and slice them to pieces (Slash damage).

2. Emergency protocol- Absorb parts of enemies to buff hp,shields,armor or all three (depending on bodyparts) with a 50% chance for bonus loot.

3. Reassemble-Start spinning whirlwind of body parts which does 3/4/5% slash dmg per second to enemies in X meters (modified by range) 1/2/3 energy per second toggle (down to 1e/s with max efficiency)

4.Void roots - Place hand on ground and unleash roots of void entangling enemies in X meters and sucking lifeforce out of them. After 5 seconds of Channel empowers your next ability by 50%  (1 does 75% dmg , 2 have 75% chance for bonus loot ,3 have 7.5%hp dmg per second and 50% more range for 50% more energy)

 

This is all subject of [Adaptation] (pun intended) and hoping we can make very fun frame to play with.

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Passive: Void (Gost) Kavat, which can revive fallen allies every X seconds

Void Tentacles:
Press: Shoots out X Void tentacles from the chest of the WF (cone area), each enemy hit by a tentacle gets entangled for X seconds (The Void Kavat attacks entangled enemies)
Hold: The tentacles move fast in a straight line after release the WF gets pulled to the destination

Void Explosion: The Void Kavat runs to the targeted area and explodes in a void bubble expanding for X seconds, damaging all enemies it touches (sentients loose there ability for adaptation for x seconds). The Void Kavat needs x seconds to manifest itself again.

Void Bubble: Creates a bubble around the WF (X meters,  X seconds) where a damage reduction (maybe stagger resistance) is applied, per other WF or Ped inside the bubble +20% reduction (Every time the Void Kavat enters  the bubble a energy replenish pulse released)

Void Rift: WF can place up to X (e.g. 5) Void rifts on any surface where enemies get sucked in (up to X Enemies per Rift), they are kept in void until time runs out and take damage over time. The Void Kavat enters the rifts and does damage to enemies caught inside (he can use any rift active, as means of entrance or exit)

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Passive- loyalty

From the strong partnership between warframes during the old war, all players in the squad, besides the broken warframe, will receive a 15% boost in how much energy they can hold

 

1st- focused wave

The broken warframe will punch the ground sending out a 360 degree wave of void energy tenderals (going up and down through the ground following the terrain) seeking out enemies wraping around them holding them in place both dealing damage and draining health from them, healing the broken warframe.

 

2nd- glimpse

The broken warframe will summon a void tree thing that you find in the void but instead of a full tree, it’s like a Broken trunk stump sort of thing, a unique power in which you have to defend, turning the ground around the stump into a buffing area similar to oberon’s hallowed ground ability but in a 360 circle around the stump, the area will buff damage and speed (fire rate, reload, and melee speed) but slows you and other players down inside it slightly.

 

3rd- timeless

The broken warframe adjusts itself by tightening itself and then releasing a burst of void energy creating a large-ish sphere around yourself, de-saturating color in the sphere to a somewhat black and white. The sphere doesn’t act as a barrier but something more akin to limbo’s stasis and cataclysm ability, but instead of stopping time, it slows down hostile projectiles and enemies, but increases your projectile speed and damage inside the area (this also works for other players).  This sphere will be attached to the player, as in staying around the player not stationary in a single spot like frost’s bubble or, again, limbo’s cataclysm

 

4th- Eternal soul

The Broken warframe breaks apart, leaving behind the pieces of warframes it has gathered, becoming the athearial form resembling one of the warframes in which it has parts from, (interchangeable looks between forms)

the first form (derived from the blue parts) will be primary, the warframe will use a sort of cannon shot from the hands, firing a large beam similar in looks as the opticor.  

 

The second form (derived from the blue parts) will be melee, turning the hands into sort of energy blades.  

 

The 3rd form( derived from the white parts) will be secondaries, being rapid fire (plasma pistol looking crescent 🌙 gun) shooting from both top and bottom barrels, firing blade like crystal darts that upon killing an enemy will pin an enemy to a surface like the way bow projectiles do.  

 

When the ability has ended, the camera will return to the dropped body parts and re-assemble doing a small shockwave to ensure nearby enemies don’t get the drop on you.  This ability also “boosts” the other 3 abilities as well. The ways in which they are “boosted” is up to the devs.

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Hi everyone, after nearly 1400 days of loging in my opinion it is a challenge bild new ability frame in the game however coul be suprise . The idea is very simple each ability based on existing abilities like copy and paste with rules 1- copy from any frame firs abilities, 2-from any 2 etc . Example if player like Frost "freeze" and Excalibur "Radial Howl"  , Nekros "Desacrate" or last Ember "Inferno" that is individual player Frame build but dont think like going to mission and destroi everything including map No .! Maybe it isn't good idea but in the game u never know what other will show you and what can you expect from scuad members ._.  Thank you and se you in the game ._. 

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