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Open Call for Warframe Ability Ideas!


[DE]Helen

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all the ability's might seem out of place but that's the point since he was assembled from parts of fallen warframes

 

passive: +5% aura strength +5% aura effectiveness 

1st ability: adaptive armor: the broken warframe activates a shield that grants him 5/10/15/20% damage reduction(unaffected by strength mods) and an additional 1/2/4/5% per hit (unaffected by strength mods) capped at 95% for 15/20/25/30s

2nd ability: stasis bomb: the broken warframe lunches a small energy projectile that explodes on impact dealing 25/50/75/100 damage in a 5/10/15/20m radius (unaffected by range mods) and suspending all enemies hit in the air for 10/15/20/25s(not affected by duration mods)

3rd ability: repair protocol: the broken warframe sends out drones to all warframes within 20m healing them for 5/10/15/20% of damage taken over 10s (cooldown of 20s on any waframe affected)

4th ability: rifle of the fallen; the broken warframe summons the weapons of the 3 warfame use to create it. the weapon can chang form with the alt fire changing from a rifle to a shotgun or a sniper

  • rifle stats
Spoiler
  • fire rate: 10
  • Accuracy: 20
  • Magazine Size: 50
  • reload: 0.5
  • crit chance: 20%
  • crit multiplier: 2.3X
  • status: 20%
  • total damage: 100
  • shotgun stats
Spoiler
  • fire rate: 1.7
  • Accuracy: 10
  • Magazine Size: 50
  • reload: 0.5
  • crit chance: 5%
  • crit multiplier: 1.5X
  • status per pellet: 20%
  • pellet count: 7
  • total damage: 100
  • damage per pellet:14.3

uses 2 bullets per shot

  • sniper stats
Spoiler
  • fire rate: 1
  • Accuracy: 100
  • Magazine Size: 50
  • reload: 0.5
  • crit chance: 40%
  • crit multiplier: 3.5X
  • status: 10%
  • total damage: 100
  • zoom: 2x (+35% Critical multiplier) 4x (+50% Critical multiplier)

uses 5 bullets per shot

 

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Passive walk over corpses to received energy and health

Ability 1: hive mind using the tendrils patruding from the body joints lach on to four targets and make them bend to your to become living shields or fight a sentries when they die regain 50 energy 45 health 24 armo drain/cast 30 energy 

Ability 2 : memory lie give the target an ilusion that areas with gaps have walk aways to cross safely and watch as the fall to their doom this ability also as a limit this is broken if the target is touch or harmd by either you or any natural hazards this cost/cast 50 energy to ues

Ability 3 : we remember this ability acts as a damage boost to all fractions but dubbles to sentiens this can be stacked up to five times which can last up to 4 minutes this will cost 60 energy to cast

Ability 4 : we remine this ability allows you to detect the life forms which are the tentacles to leave the Warframe as a component shell with round the area on notice by any enemies detach from the Warframe and move about as a small parasites like creature with tendrils on its back when you find a good place at the tentacles back to the Warframe as a burst of void engine from the frame send enemies flying backwards this will cost 0 energy 

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Passive-Improvise: Broken Frame can Equip the alternate helmets of other Warframes giving it access to the first ability of the corresponding frame.  

1st Ability (If no alt helmet equipped)-Exposed Wires: releases void energy pulses from its body that inflict a(n) Heat, Electricity, or Radiation proc on enemies within range. 

2nd Ability (Toggle)-Loose Ends: When active will fire of portions of its body at nearby enemies, while active emits reduced 1st ability effect that drains additional energy for enemies hit.

3rd Ability-Desperation: Pulls amunition drops to Warframe picking them up When active weapon ammunition is full stores excess ammunition within its body for weapon use or storage increasing armor as more ammunition is collected.

4th Ability-Uninsulated: Releases a large radial pulse of radiation that damages and confuses enemies. If ammunition is stored this ability instead ignites the stored ammunition in its body releasing a radial explosion centered on the Warframe dealing blast damage based on the amount of stored ammunition and staggering/knocking down enemies within range.

 

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PASSIVE-BROKEN PARTS: Each time its health is damaged, the warframe drops parts of itself on the ground, depending on damage receive, losing armor with each piece absent. When a piece is picked (By passing through it), the warfame gains extra armor value for 10 seconds, with the value increasing for each piece picked, replenishing the timer as well, while also stucking the pieces in place (On the warframe) for the duration.

1st Ability-VOID TENDRILS: When activated, tendrils of void energy extend (From the warframe's arms) and swarm on the front, grasping every enemy on their path, damaging, and dragging them in front of the warframe before they let go, keeping the enemies in a downed state (Like when players fall down and need to get up, but the enemies will stay down for more time till they are able to get up), and shredding their armor by a percentage, and adding it to the warframe for 10 seconds. (The ability benefits from range, duration, and strength mods)

2nd Ability-BROKEN SCREECH: Emits a piercing screech for 3 seconds that damages enemies every second, and also causing a bleeding effect on them. Enemies are also stunned in place for that duration (The enemies will react as if hit by Chroma's stunning effigy scream) (Also while active, the warframe will not be able to run, jump in any matter, crouch, use any other ability, or use weapons till the screech ends). (The ability benefits from range, duration, and strength mods)

3rd Ability-FALLEN'S MEMORIES: The warframe extend's a tendril on targeted area. If a warframe is touched by it, memories of the fallen from old times swarms in the mind, causing the warframe to have an increase in ability strength for the next 15 seconds. If an enemy is hit by the tendril, it absorbs the memories of the said enemy, and gives a weapon damage buff to our warframe for the next 15 seconds. (The ability benefits from range, duration, and strength mods)

4th Ability-REASSEMBLE: The warframe extends its tendrils around, reaching for all its fallen parts (Wherever they are or how far, they will reach them). After 2 seconds of waiting, when the parts assemble once more with their keeper, the warframe gains an invulnerability buff for 7 seconds. (The ability benefits from duration)

Personal summary of how i see this warframe bellow:

They say the souls of the broken waframes reside in each piece he holds. The Keeper, ensures to honor their memory by giving them a second chance to fight the enemies that once broke them. Will you honor their wishes till the end, Tenno?

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My idea is that this broken frame has a very different health dynamic: high energy pool and high shield, but 0 health. It has built in Quick Thinking (without the stagger).

They're already broken, reanimated parts held together by energy - they have no health, just energy.

When reduced to 0 energy they collapse into their various parts. They then have a mechanic something like Inaros - a timer and a chance to leech back enough energy to get back up. 

In mission they can hold 200% of their usual max energy, but any over 100% is constantly depleting whether they're using it or not. Arcane Energise refills would only get you to 100% and do nothing past that.

Passive: All damage to health is done to energy instead, at 25% reduction. Health orbs give energy.

Cannot equip Quick Thinking, Equilibrium, Rage or Hunter Adrenaline (or can but they have no effect).

Abilities

Siphon: throw out a tendril 30m (starting at 10m) that sticks to an enemy and leeches their health for your energy (or overshields if at max). Free but with reduced range when downed. Enemies can snap the tendril by moving too far away or behind a wall (LoS only)

Overload: send your energy into one target, causing a stagger followed after a few seconds by an energetic explosion that removes 50% of their health. Enemies caught in the explosion also overload but with ⅓ of the damage, and their explosion chains on.

Overloading a Siphon target does reduced damage, but causes all the enemies in the explosions to become Siphons too, with range and LoS calculated to the source enemy, not the frame.

Mimic: press and hold while pointing at an enemy or ally to copy one ability or buff, which then becomes the quick press of the same button.

For frames this uses the same ability as the railjack tactical.

All enemies take some damage.

For liches it always takes their 4

Grineer give an armour buff, Corpus shields, Infested speed and Sentients it's as if you equipped Adaptation.

In addition some enemies grant abilities, mostly the same as what they will use as Nekros shadows.

Eschaton: this is a nuke that costs all the current energy (however much that is), but gives energy back for each enemy killed. Visually the frame's broken parts would spread out and an AoE pulse come from the energy tendrils within, expanding like a wave out over 3s. Enemies take damage based on the amount of energy (so using this with low energy will be very risky) with any over 100% doing exponentially more. Enemies that are killed by this wave give energy back (10% per enemy)

Overloaded targets hit by Eschaton immediately explode and take double damage. The stun from the early Overload only effects enemies not hit by the wave yet.

Siphon targets hit take increased damage and if they die give you much more energy (50% per Siphon).

Finally, if Eschaton kills enough targets to get you back over 100% energy that instead does additional damage to any targets inside it and still alive.

 

I think this combination would be interesting to play - it would have a very different energy economy. Balancing will be difficult, and potentially it would need it's own resource (similar to Nidus) rather than having additional energy.

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Cobble, the patchwork frame.

Passive- We All Lift Together. Cobble amplifies the passives of other frames in his squad, allowing all frames to benefit from each other's passives, or a percentage thereof. (Quite powerful, but Cobble himself does not provide a passive, so balanced a bit)

When all by his lonesome, Cobble builds himself into what he needs to be, gaining a buff based on mission type. (Harder to see in spy missions, longer hack time in rescue, more armour in defence, etc.)

1- The Right Tool. Cobble grabs the nearest enemy and hits them for high melee damage. If this damage kills the enemy, Cobble gains a buff based on the enemy type he killed, making him more effective against that enemy type for a time. (Corpus- adds magnetic damage, Grineer- adds 10 percent armour bypass, etc) Augment- Ergonomic Tools, When Cobble gains a buff, he grants it to nearby friendlies for 50% effectiveness.

2- Nothing Wasted. Cobble focuses on his enemy's gear and strips away their useful kit with precision aim. For a short time, enemies hit by Cobble will drop ammo pickups, or rarely a health or energy orb. Enemies can only drop a certain number of pickups, and this ability has a medium length cooldown, to prevent abuse. Augment- Advantageous Assault, If below a certain health or energy threshold, chance to spawn the corresponding orb is doubled/increased.

3- Something From Nothing. Cobble sacrifices his own integrity to save his squad, immediately healing and recharging nearby allies shields by a large amount. This ability has a high energy cost, a long cooldown, and sacrifices all of Cobble's shields and half his remaining health, but may just save the mission in a clinch. Augment- Grafted Parts, Affected allies also gain a brief but significant armour buff when effected by this power, while Cobble gains increased speed and jumping/parkour abilities for a short time.

4- Dust Unto Dust. Built from scraps and fuelled by hope, Cobble sucks in scrap from his surroundings, swelling in size, healing himself and gaining armour, overshields and aggro across a wide range. Cobble moved at 40% speed and cannot jump while in this form, but gains significant protection from damage and the attention of all enemies in the area. Augment- Ashes to Ashes, Cobble overloads his core while enlarged, sending bolts of electrical damage in a wide aura, causing electrical procs to his foes.

There aren't enough strong support frames, and this idea of a frame built from scraps in desperation really lends itself to the idea of a guardian warrior, giving all of itself to save the lives of its creator/allies. This would give Cobble a strong buffing game, heals to compete with the few heel frames that see any use, and a strong thematic push for a desperate saviour type.

If we can shrink Titania, we can make this guy swell, at least to Nox size, or bigger if you are okay with him not passing through doors while his 4 is active. Could also have unique art based on mission tileset, but that may be a little much...

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Broken Boi Idea and Theory of Mechanics - I have a theme that my mechanics and abilities will follow, which is the number " 2 " in regards to the entities within the frame. The idea behind this is that it is a "broken warframe" and with help of your concept art (Which is amazing just by the way), I see Tenno and Void working as one to make this frame a one of a kind. My concept of Broken Boi its going to be a utility and damage warframe that will benefit from an all rounder mod build ( E.g. duration,strength,efficiency,range). The void aspect of broken boi will be the wow factor of its mechanics and abilities. 

P.S. My idea is aimed at using mechanics and abilities in unison with each other to gain the full potential of the warframe, another motive is to make a frame that uses all abilities and not just one.

Passive - Once taking 90% of max shield damage increase Base health by 50% for a few seconds. Taking Damage to health will cause the frame to grow resistances to damage type taken up to 50%. Passive only works once shields have been regenerated to maxed.

Ability 1 - unraveled ground, void bonds coursing through the frame will be used. Broken boi will fall to the ground into a kneeling state, as hes void bonds leave the body and tunnel into the ground, the void bonds will then exit the ground and grab units in a AOE (grabbed a few at a time but quick succession to finish animation), once all units are grabbed, void bonds will again submerge into the ground causing The units to be slammed into the ground. Units will be stunned/knocked down for a short time frame.(Special interaction, Up for debate: If both ground and air units are present, air units will be grabbed first and slammed causing ground units to be suspended into the air. Then suspended units will be grabbed second and slammed into the ground.)

Ability 2 - Sentients screech, The frame will cry out in pain and anger, causing ALL units in range will have their armor, shields and any builtup resistances to be permanently reduced by X% of its maxed value. Value can be increased with strength mods up to a max of 100% (allowing this will cause the modder to use a good amount of strength which will in turn sacrifice other stats). The cry sound will be very similar to the Wolfs SENTIENT hybrid howl (https://warframe.fandom.com/wiki/Wolf_of_Saturn_Six). I envision the cry as to be the void and tenno crying in unison like wolf and sentient.

Ability 3 - Void rip, The frame will tear in half (not fully) as two entities are tying to break free (struggling). The void bonds in the frame will stop the frame from completely splitting as the bonds will hold the two half together as they cry out in pain. Once the halves have successfully torn, the void bonds of the warframe will pull each half towards each other will great strength, causing the warframe to get an "adrenaline surge". This surge will buff Movement speed, Casting speed, melee attack speed and reload speed (physical enhancements) BUT it will NOT increase gun fire rate as guns are mechanical/ electrical, etc and logically cannot be buffed through physical enhancement). This buff will last for a little bit of time and CANNOT be recast UNTIL the buff has ended/ Stopped). The buffs are focusing on all other abilities and the physical aspect of the frame, not equipment, the casting animation will take a little bit of time and NOT be fast (cannot buff cast time of itself)

Ability 4 - Void Whips, exalted weapons born from the warframe itself. Void bonds extended out of the warframe hands, he then grips the singular tendrils in each hand and using them as whips. Dual wielding void whips. Whips will be modded in unison BUT one whip will deal STATUS CHANCE and the other whip will deal CRITICAL CHANCE AND CRITICAL DAMAGE. Going for a hybrid exalted weapon. Whips will be slow like the great-sword "Gram Prime", as they as are heavy and thick making them do a good amount of damage.

Warframe synergy - Ability 1 will cause crowd control and give you enough time to cast your 3rd ability. Ability 2 will help with damage increases for your exalted whips and other team mates. Ability 3 will increase casting times of abilities 1, 2 and 4, it will also buff 4th attacks speed and allow the warframe to move around easier. Ability 4 will be buff by ability 3 and do more damage to enemies under the effect of ability 2. There are more synergies  yes but these of the main ones and show 4 abilities are better than 1.

Edit: Hes name, i was thinking of Callos. Derived from the surgical procedure "Corpus callosotomy". Definition is from wikipedia "is a palliative surgical procedure for the treatment of medically refractory epilepsy.[1] In this procedure the corpus callosum is cut through in an effort to limit the spread of epileptic activity between the two halves of the brain."

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Passive: Broken warframe starts with full armor and a complete body but as it takes damage it loses pieces and armor but gains mobility. Able to collect broken parts of enemies and allies to gain scrap stacks

First ability: repair body to increase armor and regain health while consuming scrap stacks

Second ability: construct turret using scrap stacks

Third ability: unleashes scrap in an explosion out of the frames body dealing AOE damage. Power uses scrap stacks and then armor from body when scrap stacks are empty

Fourth ability: use all scrap stacks to merge into your warframe to bulk up warframe. This massively increases armor and melee strength but heavily reduces speed. 

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Im thinking at Dr Manhattan, he had to learn to reattach himself in different lvls of layers, because ha had been "broken" by the intrinsic field experiment. Back in the present he is able to create and disintegrate anything he wants... as the poor Rorshach noticed by himself... Sooo, I think as a broken warframe reattached by himself I find pretty logic to have this power, disintegrate any enemy he could find. 

 

Hope you all find it coherent, thx ^^ 

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Passive:When dying, the body turns into energy. It is attached to the nearest teammate within 30 meters. The teammate gets a buff bonus. After the adsorption lasts for a period of time, it automatically resurrects. During the teammate killing the enemy, you can reduce the resurrection time. If the teammate connected to you dies, you will transfer other teammates. If there is no transferable target, you will die immediately.

 

1st ability: Throw an energy spear forward. The energy spear will automatically explode after landing for a period of time, causing explosion damage to enemies in the range. If the enemy hits, it will explode immediately. Press the skill key again to manually detonate the energy spear.(Throwing energy spears is similar to throwing JAVLOK and FERROX.)

 

2nd ability:When activated, he will gain the perspective ability and can see the target behind the obstacle. During this time, he can use the first ability to penetrate the object and hit the target.

 

3rd ability: Create an area centered on oneself. The movement of the enemies entering the area becomes slow. After a period of time, the enemy completely loses the ability to act. Controlling the number of enemies can reduce your damage.

 

4th ability:Summon a large amount of energy spears from the designated location to fall from the sky. The energy spears will explode after a period of time. If the enemy hits when it falls, it will immediately detonate. Press 1st ability to manually detonate the energy spear. Can deal additional damage to enemies within the 3rd ability.

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What about a transformer-like Warframe,

1st ability: Buff, element steal: steals an enemy's element affinity and add it to his weaponry

2nd ability: Buff: element steal group: steals an enemy's element affinity but gives it to his allies weapons

3rd ability: Transform Siege Tank: transforms himself into an immovable Cannon Sentry which he can control to shoot

4th ability: Transform Siege Cannon: transforms himself into a powerful cannon that other warframes can pickup and shoot (cannot shoot by itself)

passive: Identify weakness: identifies an enemy's weakness and augments himself accordingly (auto augment)

 

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Hello there! first time poster, hope you like the submission. Given i'm not yet familiar with how damage scales in the game compared to ability cost, i've decided to be as generic as possible with these abilities, choosing not to provide any numerical values.

Warframe focus: Tank. This warframe is well-suited to withstand punishment and thrives in the heat of action.

Passive - Modular Structure 
[Framename]'s body is split into multiple parts and each can act independently if detached. [Framename]'s health bar is divided into 4 separate segments. If a segment is dealt enough damage to be brought to zero, no damage carries over to the next segment (same mechanics as shield gating) and [Framename] spawns a swarm of defensive semi-independent Scatterdrones that home in onto nearby enemies, dealing modest piercing damage. Drones disappear after a short time (affected by duration) and multiple can spawn if more health segments are lost.

1 - Unstable Detonation (activated)
[Framename] shatters a part of its body, losing a health segment and sending the pieces flying in a cone (angle affected by ability reach), dealing slashing damage to all enemies in the area (scales with max health of the frame and with enemy armor). Enemies killed with his power have double the chance to spawn health orbs, or are guaranteed to spawn an additional orb if they were affected by [framename]'s Modular Structure drones.

2 - Scavenged Carapace (toggled, drains energy while active) (think of a Acanthaspis Petax for reference)
[Framename] sends multiple living metal tendrils in a moderate radius centered on itself, dealing a small amount of piercing damage to all enemies in the area and pushing them back a number of meters proportional to ability range. All corpses in the area are impaled and gathered onto [framename]'s body as a protective layer of armor, granting increased armor proportional to the level of the enemies and, partially, the number of corpses (with diminishing returns). 

3 - Damage Dissipation (toggled, has an initial cost but doesn't drain energy unless the frame is in pieces)
When it activates this ability, [framename's] body prepares to absorb incoming damage by crumbling into a swarm of independent parts. The next time any source of damage exhausts one of its 4 health segments, [framename] explodes, releasing three times as many drones as it normally would. The player can then control  [framename]'s pieces as they roll and slither onto the ground, a state in which [framename] is immune to damage. This constantly drains energy -  reactivating the ability while in ragdoll causes [framename] to be resurrected with the same animation as a normal revive, stunning nearby enemies without, however, restoring health nor energy.

4 - Repurposed Weaponry (exalted weapon) (toggled, drains energy while active)
[Framename] disarms all enemies within a  very small radius, plus all those affected by its [modular structure] drones. In doing so, it summons its Clashgun, an exalted automatic shotgun which envelops its arm. The Clashgun gains additional multishot and increased spread the more health segments [framename] is missing. Using [framename]'s Damage Dissipation while the Clashgun is active doesn't dispel it - when the warframe is "revived" the exalted weapon is automatically resummoned. 

Synergy: The strategy behind this warframe's use is simple - activate ability 3 and 4, dashing into a large group of enemies. On self-detonation, arise from the dead, stun all nearby enemies and recover lost health by using ability 1, buffed by the abundant presence of scatterdrones. After the group has been slain, a quick tap of ability 2 buffs the armor value high enough to withstand the next wave.

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Quick note: In order to unlock its potential it will need to relay on another warframe
 

Passive: When invisible make your first shot do increased damage

First Ability: (Void displacement) Emit a small shockwave of void energy paralyzing nearby foe’s (Range is increased if a Banshee is on your team) 

Second Ability: (Ammo Reserve) On kill foe’s will drop 60% more ammo (can be increased to 80% if Nekros Desecrate is active)

Third Ability: (Uproot) Entangle enemies with the power of the void and cause vines to grow around them siphoning ammo for your whole team (Duration can be increased if Ivara is on your team) 

Fourth Ability: (Long-barrel) Summon an exalted sniper that can pierce shields and has a high critical multiplier at the cost of critical chance (Long Barrel does not take energy, but ammo can be dropped for it by Ammo Reserve) 

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Warframe Name: Ragnar

Passive (Ullr’s Teachings)

Raised in the teachings of Ullr this Warframe is proficient in bows and throwing weapons.             

Bow and throwing weapon damage bonus: +X%

                (Sniper) Rifle & Pistol weapon damage: -(x0.5)X%

 

Ability 1(Runic Visions)

Consumes a rune that grants the user Heimdallr’s sight clearly marking the most dangerous enemy type to them and their fellow Tenno, Eximus.

Highlights all Eximus enemies in a colored outline that can be seen through walls up to a certain range. (All types of Eximus)

Energy cost: 30 Energy

Base Duration: 10 seconds

Range: 25m

 

Ability 2(Path of Bjørn/Ulf)

Switch between two passive stances that grant bonuses to your Warframe or your allies.

Path of Bjorn(Bear Stance): Go into battle alone gaining the strength of a raging bear. Remove all shields and armor on your warframe only, but greatly increase life steal on melee hits & kills.

Base Lifesteal Per Hit: 2 health

Base Lifesteal on kill: 15 health

 

Path of Ulf(Wolf Stance): Lead your pack of fellow Tenno granting them movement speed and a damage buffs depending on how many allies are in the range of the stance on activation of the ability. Sentinels and spawned allies from gear do not count towards the buff.

 

Movement speed buff: 5% + (x5% per ally in the radius during activation of the ability)

Damage buff: 2.5% + (x3% per ally in the radius during activation of the ability)

Energy cost: 100

Energy drain: 2.25 energy per second

 

Ability 3(Raid/LØRDAG)

Attack and plunder with the might of the spring seasons opening the waters, but do not forget to wash on Saturdays!!!

Raid: Channel your inner Fafnir and pillage the surrounding area in a set radius for “gold”(credits) and have an increased chance to drop a health orb. The more credits you collect you gain a damage mitigation buff that is doubled in Path of Bjorn or can be given to your allied Tenno in Path of Ulf.

Health orb drop chance: 15%

Damage Mitigation: 0.5% at 500 credits (scales to 55% at 100,000 credits maximum)

 

Lørdag: Lower your primary and secondary weapons and cleanse yourself of filth greatly increasing all regeneration. You are unable to attack with your primary, secondary, or amp in this stance but gain shields health and energy continuously.

 

Not allowed to use Primary, secondary, amp, and sentinel weapon is disabled.

Regeneration on Health, shields and energy: 1.5 energy per second. (2.5 energy per second maximum with mods)

Energy cost:75 energy

Ability Effect Uptime: 10 seconds (can be increased with duration)

Cooldown: 75 seconds (cooldown is reduced with efficiency to 20 seconds maximum)

 

Ability 4(Skegg Øxes, Hilda, Ødger, Njal)

Before going into battle, visit your arsenal to choose your legendary weapon best suited to your play type.

Skegg Øxes(Battle axes): Leap into the battle field with two norse inspired battle axes.

                                Increased melee damage: 100%

Hilda(sword and shield): Become a shield maiden and hold the shield wall with your tenno brethren.      

Replace heavy attack with a block that can be held a the cost of draining energy. Upon release deliver a devastating small aoe shield bash knocking all enemies in front away.              

Energy drain: 5 energy per second

                Shield bash aoe: 5m

Ødger(spear and shield): Rally your tenno behind you and fight with piercing range and good defense.

                Path of Ulf buff: triples the buff to all ally tenno in the set radius.

                3x buff range: 20m

Njal(Heavy blade): Wield the blade of frost giants granting an increase in range on melee attack.

                Melee range increase: +20% range

Energy Cost to Cast: 25 energy

Energy per Melee swing: 2 Energy

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Passive ability: Reconstruct - When knocked he will create a void dome

Abilities:

Void halt - Freezes enemies in their track, and if killed it will release a pulse freezing enemies around it

Failsafe - Deploys clones of the warframes in his team with 50% More damage and health

void wave - Deploy a drone that will release waves of void energy, killing an enemie will turn them into a spirit replenishing your energy

Awakening - He will release the souls of every warframe and channel a strong beam of energy, if a warframe soul is killed it will reduce the total damage

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How about,make the warframe itself as the void energy thing that's bonding the parts togeather as it's"shell"?and if he's bonded by"void"energy,that means he's a anti-sentient frame?so here's my concept:

The shattered souls of those Warframes that was defeated by the Sentients was put together by void energy,now they are desperate for vengeance

(Any Veil Proxima missions has a small percentage to drop the 3 different parts of the broken warframe)(there's the place where the old war is happening,so there should be parts remaining there)

Dur:affected by ability duration

Eff:affected by ability efficiency

Rng:affected by ability range

Str:affected by ability strength

passive:Reduceing damage by body parts attatched to the warframe(less parts=more dmg reduction)

1st ability:Shell Strike(damage/range affected by Rng and Str)

shooting out/throwing a random part(arms,legs but not torso and head)from the warframe covered in void energy with a few void tentacles connected to it(shell range can be affected by ability range)and the empty space which is where the shell throw/shot out will be fill up by void tenticles and form that limb(arm,leg,etc),the parts will hit where the warframe is aiming at and deal damage to enemies on it's way,(you will move towards the location if you hold the ability button),the parts has 25%/50%/75%/100% chance to remove sentient adaptations,the parts will return to the main body(can only have a certain amounts of shell parts detached before they returned to the main body)

Augment:

(if Shell Strike kills an enemy before return,then after the part return,the warframe will get a buff that last 8/12/18/24 seconds determined by the type of enemy it killed)

2nd ability:Void Overflow(buff increase persentage,energy/health gain and duration affected by Str and Dur)

the warframe transfer 80%/70%/65%/50% of it's energy(tap)/health(hold) to gain a damage/speed(energy)armor/health(increase hp cap)(health) buff that last for 10/14/22/26 second,and also gain a 0.2/0.5/0.8/1.2 energy(tap)/17/23/28/32 health(hold) per second buff.

Augment:combined overflow

(combine to transfer both health and energy but the amount needed to actavate the ability was halfed)

3rd ability:Void Pulse(damage/range/duration affected by Dur,Rng and Str)

the warframe send out a wave of pure void energy that last 3/5/7/9 seconds,dealing damage,stunning enemies and completely remove sentient adaptation that was in it's affected area

Augment:blinding pulse

(the pause will blind enemies for 1/2/4/6 seconds,and you will deal more damage to the enemies you blinded )

4th ability:Shell Spectre(health/dmg multiplIer determined by Str)

the warframe disconnects all of it's shell parts connected to the tenticles and burst them all out in a R meter radius,knocking back enemies around it and dealing S% damage to them,then the parts merge in front of the warframe a become a spectre sort of thing,and the spectre thing is able to use the weapon the warframe is holding before casting the ability,while the ability was activated,the warframe itself was filled and covered in pure void energy and can do basic parkours,but cannot use emotes,gear items and the weapon holding before casting(after the ability is over,the warframe wil use it's tenticles to dismantles the spectre and fill up the warframe)(if you cast shell strike while you're actavating shell spectre,instead of you shooting/throwing the shell parts,the spectre will do that instead,but if the spetre is using weapons,then he can't use the weapon untill the part that's holding the weapon was re-attached to the spectre )

Augment:savior spetre

taking fatal damage when shell spectre is on will let the parts return to the main body to give the warframe invaunable for 2/3/4/5 seconds instead of bleeding out,but have a cooldown of 180/150/120/90 seconds cooldown.

P.S.pls make something like"you can't break what's already broken"as the discription sort of thing for this warframe

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Following a broken theme of it trying to rebuild itself:
1 -  - Grabs an enemy telekineticly and rips off armour/flesh/shield capacitors and whatever it takes off it repairs itself and heals (ranged increases the amount of enemies/str increases damage, efficiency increases healing, duration increases duration enemies are CC'd for an overall parts acquired)
2 - -  Turns all nearby ammo and Enemy weapons (Disarms enemies) into protective plates increasing armour (str increases armour given like rhino, range increases area like mirages 2)
3 - - Bring forth the broken powers of the void into a scattering beam of void energy the more you repair yourself the more concentrated the beam and less scattered (like a Phage on steroids into something similar to a wisp ult, maybe make it like a shotgun shot to save a copy and paste from wisp)
4 - - Rupture all acquired parts in a cataclysmic explosion sending void covered sharpnel and parts in every direction and telekinetically return them after several seconds, like a grenade going off then putting it rewind, leech the life force of enemies killed or damaged by the returning shrapnel to heal yourself and others for damage dealt. (Could even have it like a Gara 4 where it expands out and remains as a defensive field, press again to return it)
Passive - Ammo/material and part pickups grant overshields and additional armour. Life force leeched grants health regen or healing.

Cant think of names sorry.

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This is my first post in here, just sharing my thoughts and imagination that in my bloody brain

A semi damage semi support and mediocre utility male warframe.

PASSIVE
This warframe has a max 100 BLANK of charges
His skils allows him to play around with BLANK charges
BLANK obtained will not deplet over time
Starts off with 5 BLANKs and replenish 1 BLANK per second, capped on 15 BLANKS

1st skill

Void Whip (25 energy on activation)

-          Void energy leaks from the body and form whips

-          Amount of whip formed based on skill level

-          Armor, Duration, Efficiency, Range dependent skill

-          Activate on click, activate again to off the skill, only consume energy on activation

-          Each enemy hit by whip will gives 1 charge BLANK , consecutive hit will not gain new charges except for the [Emptiness of Void] which will refresh the duration

-          Enemies staggered on the first 5 hits of [Void Whip]

(Just like whips but hit like truck, maybe, hopefully)

2nd skill

Grab of Void (50 energy on activation, consume energy per second)

-          Strength, range, efficiency dependent skill.

-          Have to activate 1st skill beforehand.

-          Whips from first skill gets the ability to extend and grab.

-          Click (enemy)  Grabbing enemies will pull the enemies near, get 1 charge BLANK per enemy.

-          Holding (enemy)  Grab enemy and pulling self and meet at the centre and the whip will spin and deal damage toward grabbed enemy, get 1 charge BLANK per enemy.

-          Click (wall/floor)  No effect.

-          Holding (wall/floor)  Pull himself toward the wall and hold onto it and,

A)      Gain the ability to bullet jump from the side wall

B)      Gain damage reduction while sticking to the wall

C)      Aim at enemy and releasing will launching itself toward enemy while bullet jumping and spinning toward the location (optional: and slam on the ground after finishing the range. No slamming action available while airborne but available for other action or hitting another terrain.)

D)      Alter the damage into slash based and extra HUGE damage (based on emissive colour eg. chroma) with extra LONG range of damage ( excluding the slam damage)

E)      Gain 2 charges of BLANK per enemy that get hit by this combo skill

( Imagine the WOLF guy from a popular NINJA ANIME ? yeah, almost that kind of feel but mixing a little with concept of frog jumping when tether on the floor in order to spin toward but in a cool way)  

 

3rd skill

Void Alters (3 charges of BLANK per buff, long buff duration)

 

-          Consumption of 3 BLANK is fix on all level, but buffs unlocked based on level

-          Range, Duration, Strength dependent skill and certain other mods

-          Team Buffs, only 3 can be activated at the same time, each newly cast buff will replace the first buff (casted buff will only replenish its cooldown)

-          Buff does not stack upon recast or from the other players of same warframe

A)      Flow of mind (Void energy engulfs mind)
– increase strength, dealing more damage of [Grab of void] and weaponry

B)      Resist of quake (void energy engulfs body)
– resist knockdown, staggered, or self staggered
– increase armor (higher damage [Void whip] and self armor)

C)      Blink of lights (void energy covers arms and legs)
– increase attack speed and movement speed of all sort (action time frame for wall hold will reduce and higher speed of spinning = more damage) [undirectly buff Grab of Void

D)      Presence of none (void energy unleashes from him)
- able to heal allies in range considerably amount based of enemies in radar (based on mods affecting [enemy radar] ) per second and SUNK enemies souls in range into void, making them vulnerable for finishers

( Just buffs which need players to understand the situation and pick the right buff at the right time)
 

4th skill

Emptiness of void (consume 10 charges BLANK)


- ability to alter void energy and become void itself
- duration, range, strength dependent skill
- unable to attack through weaponry, only [void whip], bullet jumping and [Grab of void] still interact-able
- a void hole, pulls enemies in range, self-centered ability and pull enemies behind the viewing of the players (so no blocking sight happens)
- self invulnerable upon activation and increase movement speed
- fixing of 30 enemies affected at max level
- dealing ice damage to enemies in void hole
- enemies will be released after the duration finishes


( Keep enemies in a small hole like Grendel but will pull them in like vortex while still able to move and do damage )

 

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  • Passive: Telehacker: 10% chance to automatically hack control consoles within 10m without touching them, resetting Alarm levels to normal. Success chance increases to 25% and Range increases to 30m if currently Assimilated. (See abilities)

 

  1. (Simple attack) "Slapgrab" The warframe extends one arm up to 10m (at max rank, affected by range) and forcefully grabs an enemy's weapon, disarming them and dealing up to 75 impact damage (at max rank, ability strength). If the warframe does not currently have a ranged weapon equipped (in the applicable slot, primary/secondary), it will steal the enemy's weapon and use it until the magazine is empty. (Such as an unmodded Karak or Detron, if the enemy Slapgrabbed was using one for example.) (You cannot steal an enemy's Melee weapon though.)

              [Note:  Bosses are immune to the disarm part of Slapgrab. they only take the Slap damage.]
              [Augment potential: "Slapgrab Return" When empty, the stolen weapon is thrown at the nearest target instead of simply dropped, dealing 25 damage if it was a secondary weapon, or 50 if it was a primary weapon, plus 10% of weapon's base damage. {affected by ability strength, damage type is based on the weapon in question}]
     
  2. (Mobility, Held) "Arc" The warframe becomes a living bolt of electricity and jumps from enemy to enemy, dealing 150 Electricity damage per hit (max rank, ability strength) and stunning enemies affected, jumping up to 20 times (max rank, range/duration) before reassembling at the new position. If used while Assimilated, the Assimilated host will be released and the last enemy hit will become the new Assimilated host upon ability release.

              [NOTE: This ability is Held, meaning you can chose to stop Arcing early by releasing the button, jumping less than the maximum number of times. However, doing so does not reduce the cast cost since it is not Channeled.]
     
  3. (Stealth, Channeled) "Assimilate" The warframe wraps its whole body around a single enemy within melee range and assumes manual control of the target, piloting it like a living mech and sneaking past other enemies unnoticed as one of their own, sharing the Assimilated host's health with yours. Attacking other enemies while Assimilated will still alert them to your presence however, causing them to return fire until the Assimilated host is killed or released. (Energy drain/second is increased by taking damage, similar to Ivara's Prowl, and affected by ability duration/efficiency)

              [Note: When I say "assumes manual control of the enemy", I mean it quite literally. You see from the Assimilated host's point of view, walk as them, run and jump as them, aim and shoot as them, etc. If the Assimilated host has a special ability, such as throwing grenades, performing ground slams, shield bashing, etc., and DOES NOT have a melee weapon equipped, that action will be controlled by the melee button while Assimilated. If the Assimilated Host is disarmed or otherwise only has a melee weapon, the melee button will instead perform melee attacks as it normally would. Exception here being things such as Scorpions and Drahk Masters. Their Special abilities are their primary fire button. ALSO: Assimilating an enemy DOES NOT change their faction to be allied with the tenno. if the enemy's special ability summons further abilities, such as a Corpus Tech summoning a Shield Osprey, that summoned enemy will NOT be allied to the tenno faction either. ADDITIONALLY: Performing the other warframe abilities is still possible while Assimilated without releasing the Assimilated host, with the exception of Arc. For example, if you currently were in control of a Grineer Butcher, and you used Slapgrab on a Grineer Heavy Gunner, your Assimilated Butcher would now temporarily have a Gorgon as expected. Bosses are immune to Assimilate.]
     
  4. (Ultimate) "Lockdown" The warframe intentionally triggers lockdown in the area for 30 seconds (duration), locking all doors and trapping enemies inside with it while causing them to panic, while increasing damage output of the warframe and nearby allies by 150% (max rank, strength) until all enemies within 30m (range) are killed or the duration expires normally. If all enemies within range are killed before duration expires, it will return 10 energy (efficiency) for each second remaining. Doors are unlocked when ability expires if they werent already locked before using the ability.

              [Note: During Lockdown, the lights in the area go dark, similar to Stalker's entrance for a spooky effect. If the warframe is in control of an Assimilated host while using Lockdown, the damage boost will be shared with the host. If the Assimilated host is released however, the released enemy will not keep the bonus. Also, since the Assimilated host does not change faction to become an actual ally, they too must be killed to release Lockdown early.]

 

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My idea is based on using the 3 separate frames used in its making to make its abilities. Also, not good with naming abilities, so i will just be putting a description. Im also not good with values and numbers, so (x) will take the place of any number values to be filled in later, if any of my ability submissions are picked.

Abilities1-4

1st (red part): Throw a spear or lance in a line of enemy targets for x amount of pierce/slash damage, causing knock down and bleed proc for x seconds, healing the warframe for bleed damage dealt over time.

2nd (white part): void tendrils pull enemies in all enemies within x meters of warframe causing knock down and slow. Alies within the radius get an armor buff for x seconds based on number of enemies pulled in.

3rd (blue part): throw out x number of energy blasts dealing x amount of damage and electrifying enemies. Restores shield based on electric damage dealt over time. 

4th (all): The void energy surges through each piece used in the making of the broken frame. In the red hand, the spear/lance is summoned, and is used as melee/thrown weapon. In the blue hand a large, round, energy shield is formed. And the white parts glow causing the void tendrils wrap around the body acting as armor. In this form there is an increases to max shield, max health, and max speed for the duration, which is either based on energy drain or for a set duration.

Passive: Based on the last ability used, a buff is given for x seconds after the ability is cast.

1st ability - gain an increase of x% to all weapon damage.

2nd - gain an increase of x% to armor.

3rd - regen x% of energy every x seconds for the duration of the passive.

4th - All boosts are gained and are doubled for the duration of the ability.

Thank you for your time, and i hope you liked my ideas.

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On 2020-04-18 at 2:00 PM, (XB1)FEARLESSWOLF118 said:

Passive: On shield depletion time gets slowed for n short time.                                                                                                                                                                                                                                                                                                                                                                                                                                                                        1st ability: Time steal - Steal an enemy's time witch would cause them to die of ageing.                                                                                                                                          2nd ability: Clockwork - Speed up time flow witch grants attack and projectile speed buff                                                                                                                                       3rd ability: Reverse time - Turn back time fully restoring allies health and shields.                                                                                                                                                     4th ability: Time zone - Summon a giant clock witch freezes enemies time                                                                                                                                                     

I don’t think you understand the theme of this warframe, my guy.

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12 minutes ago, _C00KIEZ_ said:

How about,make the warframe itself as the void energy thing that's bonding the parts togeather as it's"shell"?and if he's bonded by"void"energy,that means he's a anti-sentient frame?so here's my concept:

The shattered souls of those Warframes that was defeated by the Sentients was put together by void energy,now they are desperate for vengeance

(Any Veil Proxima missions has a small percentage to drop the 3 different parts of the broken warframe)(there's the place where the old war is happening,so there should be parts remaining there)

Dur:affected by ability duration

Eff:affected by ability efficiency

Rng:affected by ability range

Str:affected by ability strength

passive:Reduceing damage by body parts attatched to the warframe(less parts=more dmg reduction)

1st ability:Shell Strike(damage/range affected by Rng and Str)

shooting out/throwing a random part(arms,legs but not torso and head)from the warframe covered in void energy with a few void tentacles connected to it(shell range can be affected by ability range)and the empty space which is where the shell throw/shot out will be fill up by void tenticles and form that limb(arm,leg,etc),the parts will hit where the warframe is aiming at and deal damage to enemies on it's way,(you will move towards the location if you hold the ability button),the parts has 25%/50%/75%/100% chance to remove sentient adaptations,the parts will return to the main body(can only have a certain amounts of shell parts detached before they returned to the main body)

Augment:

(if Shell Strike kills an enemy before return,then after the part return,the warframe will get a buff that last 8/12/18/24 seconds determined by the type of enemy it killed)

2nd ability:Void Overflow(buff increase persentage,energy/health gain and duration affected by Str and Dur)

the warframe transfer 80%/70%/65%/50% of it's energy(tap)/health(hold) to gain a damage/speed(energy)armor/health(increase hp cap)(health) buff that last for 10/14/22/26 second,and also gain a 0.2/0.5/0.8/1.2 energy(tap)/17/23/28/32 health(hold) per second buff.

Augment:combined overflow

(combine to transfer both health and energy but the amount needed to actavate the ability was halfed)

3rd ability:Void Pulse(damage/range/duration affected by Dur,Rng and Str)

the warframe send out a wave of pure void energy that last 3/5/7/9 seconds,dealing damage,stunning enemies and completely remove sentient adaptation that was in it's affected area

Augment:blinding pulse

(the pause will blind enemies for 1/2/4/6 seconds,and you will deal more damage to the enemies you blinded )

4th ability:Shell Spectre(health/dmg multiplIer determined by Str)

the warframe disconnects all of it's shell parts connected to the tenticles and burst them all out in a R meter radius,knocking back enemies around it and dealing S% damage to them,then the parts merge in front of the warframe a become a spectre sort of thing,and the spectre thing is able to use the weapon the warframe is holding before casting the ability,while the ability was activated,the warframe itself was filled and covered in pure void energy and can do basic parkours,but cannot use emotes,gear items and the weapon holding before casting(after the ability is over,the warframe wil use it's tenticles to dismantles the spectre and fill up the warframe)(if you cast shell strike while you're actavating shell spectre,instead of you shooting/throwing the shell parts,the spectre will do that instead,but if the spetre is using weapons,then he can't use the weapon untill the part that's holding the weapon was re-attached to the spectre )

Augment:savior spetre

taking fatal damage when shell spectre is on will let the parts return to the main body to give the warframe invaunable for 2/3/4/5 seconds instead of bleeding out,but have a cooldown of 180/150/120/90 seconds cooldown.

P.S.pls make something like"you can't break what's already broken"as the discription sort of thing for this warframe

 

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31 minutes ago, Pineapple3114 said:

Quick note: In order to unlock its potential it will need to relay on another warframe
 

Passive: When invisible make your first shot do increased damage

First Ability: (Void displacement) Emit a small shockwave of void energy paralyzing nearby foe’s (Range is increased if a Banshee is on your team) 

Second Ability: (Ammo Reserve) On kill foe’s will drop 60% more ammo (can be increased to 80% if Nekros Desecrate is active)

Third Ability: (Uproot) Entangle enemies with the power of the void and cause vines to grow around them siphoning ammo for your whole team (Duration can be increased if Ivara is on your team) 

Fourth Ability: (Long-barrel) Summon an exalted sniper that can pierce shields and has a high critical multiplier at the cost of critical chance (Long Barrel does not take energy, but ammo can be dropped for it by Ammo Reserve) 

The main problem with this is the need to rely on other frames to unlock its actual potential. This should never be a thing. First of all, it really discourages solo play, which is favourable for many people. Secondly, with the details you provided, you could only use this frame to its full potential if the team consisted of Ivara, Banshee, and Nekros; why would this be a thing? Not only are you massively limiting yourself, you’re also limiting other people with what they can play just to maximise this frame’s potential (which is not even that strong to begin with). Now let’s discuss the abilities:
The passive is the worst part, you mentioned increased damage on a single shot when invisible; okay, but there’s no way this frame can turn itself invisible, so this is just pointless. There isn’t really an issue with the first ability, very simple but plausible (other than the need for Banshee to make it good).
The second ability confuses me, you’ve essentially made a worse version of Nekros’ desecrate which is buffed by Nekros. But why would you use this worse version if you already have a Nekros on the team?? Utterly pointless. 
The third ability has some potential, the idea of crowd control void vines is very interesting, but the siphoning of ammo is a little useless, it’s very rare that you run low enough to warrant using this ability for ammo replen. Also, again with relying on another frame for full potential, this is bad design. 
The fourth ability is the best of a bad bunch, it does have some potential. But I feel as though you got confused in the statistics. You mentioned that the weapon has high crit-damage but low crit-chance. Why? This is VERY poor design for an exalted weapon. An exalted weapon should be powerful given that it is an ultimate ability, whereas this weapon’s power is completely diminished by the low crit chance, it wouldn’t be able to utilise its strength as the frequency of its availability is too low.

Edit: The purpose of this reply isn’t to belittle your concept, just to highlight the issues so you can change it, and it’ll have a higher chance of being selected. Hope I wasn’t too harsh.

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