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Open Call for Warframe Ability Ideas!


[DE]Helen

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I really thought the idea of using the new self-harm changes for this warframe would be a cool idea, so I decided to make the abilities aimed at close range explosive damage. I swear this is not an idea for a memeframe and genuinely think it would be a cool way to have some dumb fun in-game.

 

Passive: On melee kill the player gains a ‘Chimera Fragment’. The warframe starts the mission with 10 fragments and can have a maximum of 50 fragments at a time. The physical appearance of the warframe’s exoskeleton changes to look more heavily armoured and made of more pieces when you have more fragments. If the warframe’s fragments reach 0 the warframe loses all the armour from its physical appearance and becomes the glowing spindly part of the warframe tightly bunched together into a humanoid form. While in this mode the warframe has no shields but also gets a stealth and speed bonus. The more fragments the Warframe has the better its resistance to being knocked back and/or stunned.

 

Ability 1 – Broken Heart: Spend all your fragments to unleash an explosion of void energy from the warframes body. The explosion has a wider radius and deals more damage relevant to how many fragments were spent casting this ability.

 

Ability 2 – Death Beckoning: Glowing void tentacles lunge out from the warframe ensnaring all nearby enemies dragging them towards you as well as dealing a small amount of damage.

 

Ability 3 – Shattered Armour: The warframe’s body is enveloped in void energy that draws its mismatched body parts closely together to protects its delicate insides. This ability can only be activated if the warframe has maximum fragments. The warframe’s armour is drastically increased for the duration of the ability. If you cast broken heart while this ability is active the warframe will explode sending shrapnel charged with void energy rocketing towards enemies just outside the blast radius dealing extra damage on impact.

 

Ability 4 – Reap the Fields: The warframe tears a part of its exoskeleton off its body and transforms it into a scythe of mass destruction. This scythe can be modded in the arsenal and deals explosive damage. This creates an effective way to ‘farm’ fragments.

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passive: energy steal: gain 10 energy per 500 ability damage

1 void tendril: stab with a void tendril impaling enimies

2 broken scythe: slash with a scythe made of broken warframe parts and void

3 rebuild : rebuild yourself in 3 different forms.  attack form: use spare parts to make yourself more deadly and deal more damage at the cost of defense. defense form: use spare parts to increase armor and health. speed fram: drop parts and become more mobile and agile 

4 void wave : unleash a void wave and cause some strage things to happen like enimies being frozen in time and other side effects

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1 - Void Lashes: Strip armor for single targets. Add to your collection of "Junk shards"


2 - Convalesce: Use junk shards to create armor.


3 - Compactor: Use junk shards to weigh down enemies', effectively freezing them in place.


4 - Fragmentation - Junk shards spin rapidly around you, causing slash damage to nearby targets.

3 + 2: Once enemies are frozen, the junk shards pull toward the frame, causing the enemies to be pulled in as well.

3 + 4: After Compactor, Fragmentation surrounds enemies instead of frame, causing crowd control slash damage.

Passive: Self-Revive, expending all junk shards.
 

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I have an Idea for a fourth ability. He could sort of dissassemble himself and send parts of himself swirling all around him, dealing low damage and making it so that ennemies have a chance to miss. If a broken parts system is incorporated in his kit, this ability could also increase his pickup radius. I was thinking the range could be simmilar to innaros' 3rd ability. it would be a toggle ability and it would drain health instead of energy. 

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Ability 1: The Warframe throws bits of his body at the enemy I.E his head. This ability can be switched to a nerfed 1st ability chosen from one of the warframes the player owns by cycling to it. (This follows suit for the 2nd to 4th ability as well) 

Ability 2: The warframe collapses to the ground, pushing all enemies away and knocking them on to the ground. Activate this ability again to stand back up and it pulls everyone together in a large group. Cycled ability also available.

Ability 3: The Warframe splits in half. The top half becomes a turret and the legs get a movement buff and are able to use mele attacks. The player can switch controll between the two parts. Cycled ability aslo available.

Ability 4: Enemies in a radius from this warframe get a radiation proc and turn on each other. Cycled ability also available.

Passive: Depending upon which of the abilities that are personal to the warframe which are set as the active abilities this warframe receives a buff. For every secondary ability selected and if the warframe it was selected from is in the party that player's warframe receives a buff if the ability is selected as the active ability.

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passive: void well: for each kill accumulate void energy in body to use for ability.

1- converter: hold to convert normal energy to void energy in seconds.

2- void blast: use void energy in body to attack enemies around him in limited radius. different damage to enemies: grineer get health damage and armor reduction, corpus shield reduction and damage, infested only get damage, sentient get slowed and damage also their damage resistance get null. uses void energy

3- reverse time: warframe get back to before being broken become whole again get armor, health, attack speed, cc, cd buff or any other buff DEV think. it uses normal energy.

4- void mode : phase out to void mode get invulnerability for limited time or till out of void energy(can't decide) do +50% attack to normal enemy +100% to sentient enemy.as i said it uses void energy.

 

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Now im thinking about one of those enemies from Dead Space, that when damaged enough they disassemble and every limb starts slithering around and attacking.

Or just ignore everything and make it a ZawKitFrame, but thatd be boring imo

Passive: HP can go into the negatives, becoming immune to status and crits while in the negatives. Dies at full maximum negative HP.  

1st ability, dunno. Something emphasizing the broken limbs or different parts would be cool. A 'rocket fist' punch where the fist flies to distant targets then returns would be silly but within reason. 

2nd ability: Jump the barrier between Life and Death by flipping between negative and positive HP. releases damaging burst based on HP lost, releases healing burst based on HP gained. 

3rd ability, dunno.

4th ability, what the Dead Space enemy does lol. Limbs fall apart and they all attack, any enemies they kill, they socket themselves into the limbs and control the dead enemies to make allies. The Tenno would be in control of the head. The Head can control any enemy it kills, being able to use any weapons or abilities the enemy had (controlling Grineer, 1st ability, throw grenade) the Head can quickly swap hosts like parkour lol. Only the head takes damage, and is protected from damage while it has a host.

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Passive [Be broken] - Warframe has destruction circle [sth like baruuk]. Depending on circle level, he gets damage reduction but getting hits empties the bar, incrise damage taken. Avoiding the damage slowly restore the bar.

1st Ability [Recycling] -  Warframe reduce enemys' armor around him and add  some % of it for myself for short period of time. If passive bar is empty, refill it, using taken armor  [add % is based on skill lvl, and can be improve by strenght, range and duration]

2nd Ability [Scrap wave] - Warframe sends a scrap spikes into enemys in front of him and dealing damage. While being hit, enemys are stun for brief period of time. Spikes lasts in enemys for some time, and ability can be recasted to pull them back, applying bleeding to all enemys on the line of fire. [Can be improved by ability strenght for damage, duration for bleeding time, and range for better distance.

3rd Ability [Indestructible] - [If the ability is enabled at the time of death, it protects from it and uses all its energy to restore the same amount of health. Requies a minimum of 30% of maximum energy.] When activeted, use energy to run. All near allies get additional damage boost to enemys' armor, and every shoot restore some of thier shield. Do not work for you [Only passive] [Death protection cannot be improved. Allies boost can be improved by strenght for bigger shield restoration and damage to enemys' armor. Range improve radius of ability.}

4th Ability [Melt] - Warframe summons powerful flamethrower that deals 2x damage to armor. When activated skill drains the energy, and reduce warframe speed. [Strenght improve damage bonus dealt, and efficiency reduce drain of energy]

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Passive:

  • Mods are useless on the frame, except warm coat , antitoxin, diamond skin and insulation.
  • Attacks operator when you go out to it.

1 ability RNG-force - When switched on a randomized algorithm chooses between health boost(to 50000 ehp), health nerf (go down to 2 ehp) , jumping sideways (99% damage reduction bot only when jumping) or become invulnerable but unable to move, all for 20 seconds.

2 ability True Ninja - When switched on a randomized algorithm chooses between:

  • Everyone becomes invisible but you(your team too, the enemies too).
  • You fall trough the floor and can use the space between the map to move freely but can't interact with anything.
  • One of your limbs falls of and you are able to use it separately(you have to mod each limb, including the head, the mods work on them only)


3 ability Puppet of Puppets - when switched on the body breaks into 6 different pieces for 30 seconds(head, limbs and body).Random algorithm switches you from part to part to control while every other part takes a mind of it's own and attacks and confuses enemies.(all of the limbs are modded)

4 ability (ultimate) Reminiscence : When switched on a randomized algorithm brings with void energy one of the warframe parts to it's previous glory in full strength.

  • A mighty sword master that can cut trough enemies with true damage, ignoring all defenses, but can do only 10 swings before it has to turn off.
  • A seductive siren that makes every enemy in 30 meter radius fight for her, leaving her vulnerable to all attacks in the process.
  • A beast master that unleashes a set of 10 kubrows(10 levels above current enemy level) that fight for him with ferocity, until 50 seconds run out, then they turn on him and his allies.
  • A demolitions expert warframe that can blow up entire rooms with a bramma-kind of explosions that deal similar damage but causes vast quakes that hinders sight.
  • A hypnotize type warframe that confuses everyone in sight for 20 seconds including fellow tenno if they are caught in the line of sight.
  • A juggernaut type warframe - you are invincible for 20 seconds but can only use fist weapons that deal damage like khora's 1(depending on the mods on your melee).
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So I wanna stick to the general topic of broken frame so I concocted a few ideas 

Tardo is my preferred name for him so that's what I'm going to call him until his actual name is released (tardo is Latin for lag)

Passive gains 50 armour for each trojan charge picked up from enemies "hacked" by trojan max stack of 15 (can be changed for balance purposes).

Has a timer in bottomed right above his abilities to 'track' much time he's going to have for his 4th ability max of 60 seconds (can be changed for balance purposes) 

1st ability Trojan 25 energy (+efficiency bonus) (has 5 charges duration or powers strength based)

Target a single enemy within 15/30/45m (range affected) and they take damage (I'll leave damage numbers to the professionals) and then after a few seconds the enemy "shuts down" and then "reboots" and they are turned friendly but can still be killed by you or allies, once they get to a specific range of other enemies 1/3/5m (range affected) they spread the trojan to the other enemy this cycle can be done as long as the original still has charges (can be changed for balance purposes) or the affected enemies die drops a collectable charge that gives boost to aromor.

2nd ability dismantle costs 5 trojan charges (can be changed if deemed necessary)(channeling ability)

For each trojan charge used in this ability cast this grants +5% bonus damage to trojan affected enemies with a base increase of 25% (can be changed for balance purposes) this also dismantles nearby enemy guns (disarming them) and attaches itself to to grant a shield passive boost and bonus shield recharge rate ( you can deal with numbers, I'd probably make it to powerful) 

3rd ability recreate - 15 trojan charges (can be recast for a secondary effect) (can change cost for balance or fairness) 

 1st effect - Change trojan charges to into micro bots that attach themselves to enemies max of 3/enemy that drain 10/15/20 (can be changed for balance purposes) (increases if target by 50% if target is affected by trojan) health a second to allies in range 10/20/30m (should be adjusted) gives additional health if 2nd ability is active

 2nd effect - reactivating this ability will cause the bots to explode dealing (appropriate) amount of puncture and electrical damage and affects enemies in a 5/10/15m range (should be adjusted) and enemies hit have their weapons dismantled (disarmed) and attach to you if dismantle is active granting additional stacks for each enemy affected, enemies affected by trojan take increased damage.

4th ability negotium procurator - 100 energy (efficiency bonus) (duration based of timer) can be recast multiple times

Enemies in range of ability 25/50/75m (could need adjusting) affected by trojan turning them to allies and slowly kills them (damage up to what seems fair) (power strength%) and resets charges for trojan and other abilities increases efficiency of "hacked" enemies (% based of your decision) everyone affected by his dismantle gain increased shield/health and reload speed (% based on power strength trojan charges and what is deemed fair).  While this ability is active Tardo gains evasion 10/15/20% (can be changed for balance purposes), while this is active able to pick up trojan charges to increase timer.

 

I believe these are suitable abilities for a "broken Warframe" it was quite enjoyable to work off his concept and I can't wait to see which ability set he gets because they're all pretty great

 

 

 

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Ability 1: Expelling part (or "Rocket punch" for simple, just send a part of your body like a rocket and hit a target. It stucks for x sec dealing void damage. An augment could add an explosion to it or a chain reaction).

Ability 2: Void jump (he jumps to target point or to rocketed part for extra damage. It deals a small void energy AOE. An augment could add void shielding if you target an ally or instant res). 

Ability 3: Hostage/Void absorption (hold an enemy with his void-tentacles and use'em as a shield. Could have a set value or a scaling value. Basically, I'm thinking in Grendel and Nezha with this ability. Could also be used with a specter and sacrificing it. An augment could help you catch more than one enemy).

Ability 4: Mimic/Void echo (Copies an ally last ability. Could be used on Specters. If you target an non-Eximus enemy, it copies a trait of them (overshield for corpus, extra armor for grineer, gas aoe for Infected, Adaptation for sentient).

Passive: Void Rupture (Huge AOE explosion of void energy upon death).

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Passive: This warframe is allowed to increase the operator’s amp by being five meters of the warframe  

 

Ability 1: Void step 

teleports player to where ever the crosshair is located threw the void (per ability use)

 

Ability 2: Meditate 

Allows the warframe to gather energy back but render its ability to move (___ per second)

 

Ability 3: Void shot 

This ability allows this warframe to shoot a void bullets out of his hand doing void damage and slowing lower ranking enemies  (energy drain per shot)

 

Ability 4: Void burst

This ability drains the warframe’s health as it rain down void particles around the warframe (__ damage per __ health)

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The abilities are themed on the psychic pain of one who has seen his brothers-and-sisters-in-arms severed and demolished beyond ever being made whole again. He is a shadow of himself, held together by the echoes of sundered camaraderie. He is Void congealed around the shared experience of a Tenno seeing the butchering of three souls.

Please be careful not to cut yourself on the edge.

Passive: Recurring Nightmare: using a revive grants permanent 10% damage reduction, stacking with each revive.

1. Dissociation:

  • Broken Frame has a 3 component frames, determined in the concept art by color channels 1-3. We'll call those Dissociations. We will call the Broken Frame itself the Anchor.
  • Push-and-hold to summon a Dissociation, which is a ghostly reconstruction/void-energy manifestation of the broken frame. Tap 1-3 to cycle between Dissociation 1-3. 
    • Appearance-wise, each Dissociation is a ghostly energy being save for the component parts; e.g., if summoning Dissociation 2, the summon appears solid over the face, neck, right arm, left shoulder, and left foot. The inverse is true for the Anchor; e.g., if summoning Dissociation 2, the rest appears solid except for the parts above which appear ghostly.
  • Dissociation 1 takes your primary (i.e., you cannot use it while it is summoned). 2 takes your secondary. 3 takes your melee. You cannot summon them without the corresponding weapon. They do not have abilities.
  • Summoning a Dissocation reduces your maximum HP by 33%.
  • You may summon only 2 at a time.
  • Summons inherit 33% of your max HP, 100% armor, and 100% shields. 
  • If receiving fatal damage, the subsequent summon of that Dissociation receives 10% damage reduction, capping at 3 stacks.
  • Dissociations teleport back to the Anchor if leaving a 40m radius--they cannot wander far. 

2. Anchor:

  • Channeled ability. Regen HP for yourself and your Dissociations. If you and your Dissociations are at max HP, restore energy to nearby allies.
  • Push-and-hold to un-summon your Dissociations, returning the Anchor to max HP.

3. Mourning Wail:

  • Anchor tears at himself, exposing raw Void to the world. Deals radial damage around the Anchor and each Dissociation. Damage scales with inverse of Anchor's current HP (i.e., less HP Anchor has, more damage is dealt).  
  • Costs HP to cast. Can kill the Anchor.

4. Indignation:

  • Channeled ability. Kills the Anchor makes explodes the victim, dealing radial damage around the victim that scales with 50% victim max HP. Enemies killed this way explode, dealing 25% of the initial victim's HP as damage. Enemies killed thusly explode for 12.5% of the initial victim's HP as damage. Firing at corpses explodes them as well, dealing 50% victim HP as damage, but not chaining.
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1st ability:arm boomerang

use the arms of the warframe to throw like boomerangs (one or both)and hit X amount of targets for X damage (or for a fifth of your armor rating because it's one of 5 limbs)

2nd ability:glitch field

random status feild for random status effects

3rd ability:junkpile

turn into a pile of parts that move around and tear apart enemies that come in contact with it for parts(parts amount is equal to the amount of enemies health and parts increase armor by X points per part until you form again and do damage to all nearby enemies and gain the armor buff for X seconds).

4th ability:Amalgamball

splitoff and gather living and no living parts to create a ball that moves and gathers more stuff getting bigger and doing more damage the more things you collect until your to big to move around anymore(because of too much mass or something)gives statuses and buffs to yourself depending on what parts you pick up

passive ability:repair

collecting resources heals you for x amount.

 

hope you enjoy my ideas 🙂

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1st ability - The warframe can replace parts of itself with fallen enemy parts to give itself buffs/certain abilities of those enemies (e.g healing from ancient healers) for x amount of time

2nd ability - A piece of the warframe "infects" an enemy and Turns them into a minion for X amount of time, when time expires the enemies explodes causing damage to nearby enemies

3rd ability -  you can replace most of your parts with a dead enemy which causes other enemies (that haven't seen you yet) to mistake you for their own allies 

4th ability - This ability allows the warframe to piece together a monstrosity which fights for you using the body parts of fallen enemies, the more enemies you kill, the longer it lasts but the higher the energy cost (effigy 2.0 i guess) 

Passive: Every X amount of time, those worm-looking parts on its body goes off and weakens an enemy, these weakened enemies drop X more loot than normal when killed 

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Passive: parts cache: whatever resource is most commonly found on the node this warframe is on becomes spare parts along with recieving the material. More spare parts=more armor and shield. Health remains indifferent

 

FIRST ABILITY:BLUDGEON: The warframe expands x of the part cache to create an exalted hammer out of spare parts. This hammer can be edited in the arsenal. Remains for x amount of time, scaled by power duration and damage is added by power strength.

 

SECOND ABILITY: SHARE PARTS: The warframe holds this ability to give armor and shields to an ally(companions included). This drains from the parts cache. The allies shields and armor buff last forever but can not regenerate(i.e if shields are knocked out they won't regain the shield buff it will go to the normal modded amount of the ally's shield and if armor is stripped it reverts to the ally's modded armor plus remaining amount of buff)

 

THIRD ABILITY:SHELL OUT: The warframe holds this ability to lose armor, shields, and parts from parts cache to gain movement speed and attack speed. Ability lasts forever and boosts are scaled with power strength. As parts regain in the parts cache, the effects are reversed.

 

FOURTH ABILITY:SELF-DESTRUCT: The warframe, once it has gained x amount of spare parts, sacrifices all of its armor, shields, and parts from the parts cache to cause a MASSIVE, far reaching, high damage explosion. Damage scales off of warframe's modded armor, range from the warframe's modded shield, and the parts cache is divided by two and then added to the explosion's range and damage. After the explosion, the warframe is left only with health, no armor or shields. Armor and shields can be regained by collecting spare parts for the parts cache.

 

I look forward to seeing what you guys at DE name this Warframe and I hope you will consider this request!

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From the Looks and theme, i would base him around the cables and screws keeping him together like space-ductape. My Version of him is a fun cc Frame , with some survivability and good dmg.

Passive: Enemies can try to excape any CC abilities of # brokenframe.  Trying to excape from any of #brokenframe abilities, enemies  have a 50% Chance to suffer a bleed proc based on his melee weapon Damage, a 25% Chance to  double the cc duration and a 25% Chance of escaping succesfully. 1 Escape Chance per ability cast  per enemy.

Ability 1: GET OVER HERE. OR DONT. #Brokenframe shoots one of his Fists at an enemy. Still attached via an electrified cable, the fist holds on to the first enemy hit. AS Long as attacheds, the enemy and all enemys who come in touch with the cable, suffer an electricity proc. Moving away from the enemy too far, Ragdolls it and pulls it along with you.

Dissables weapons that Need 2 Hands.

Synergy: During 4th ability, The Tentacles are used and both Hands can be used.

 

Ability 2: SHORT CIRCUIT #Broken Frame Buffs himself.. at least he tries. 50% Chance to gain increased Speed, Dmg and armor. If the buff fails,srews loosing up and are dropped wherever he moves for a few seconds. Enemies moving through the sharp screws suffer puncture and Slash procs, as well as reduced movement Speed. Cant be used while active.

Synergy: During 4th ability, the tentacles grab srews, throwing them at enemies  (line of sight)

 

Ability 3´: RECYClE:  TOGGLE: #Brokenframe uses Various loot Drops to enhace himself. Those Pickups are fully altered, so ammo pickups gant no ammo while active,and mods are not rewarded upon Mission end. Costs no Energy to Keep up.

Pistol Ammo: X Bonus Armor for Y seconds. Armos stacks,  Durations is refreshed.

Shotgun Ammo: X Bonus Heat Damage with all Weapons for Y seconds. Dmg stacksDurations is refreshed

Primary Ammo: X Bonus Blast Damage with all Weapns for Y seconds. Dmg stacks.Durations is refreshed

Sniper Ammo: X Bonus random-elemental Damage with all Weapons AND Abilities for Y seconds. dmg stacks.Durations is refreshed

Common Mods: Heal X% of max. Health per second for Y seconds. Amount stacks,  Durations is refreshed. 

UNcommon mods and up are unaffected  and behave normal.

 

Ability 4: DONT MESS WITH THE ELDERLY aka Exalted HentaiMode  (similar to the vectors in Elfenlied)

#brokenframe manifests a handfull of Cables/strings  that break through his back, mentally Controlling their Actions.

While active, constantly drains Energy and some Health and reduces movement Speed . 8 Tentacle-like cables manifest on his back and  extend to deal  Damage based on melee Weapon to enemies within medium range. Ocassionally enemies are grabbed and thrown at other enemies , ragdolling everyone hit. The cables also have a Chance to deflect bullets, reflceting Damage with X boost to the projectiles damage.

Finally the tentacles also have a Chance to Auto hack near consoles (internal CD)

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How I imagine it from the concept art, it is a combination of best salvageable parts of destroyed frames. Grey-ish white being an unspecified defense frame, blue being a mage-type AOE damage or support frame (chose first for ability example), red being a weapon damage dealer frame. With "best salvageable" in mind, potentially high energy costs on all abilities (as they might all be 4). Also, with the fact that parts are salvaged, every ability has something that would lead the initial warframe to be destroyed.
Since at the concept art we see only 3 distinct warframe parts, first ability and passive are part of the void energy that binds it all together.

Passive: Deals void damage based on own hp (or shields or effective hp) (current or total) around itself. Might have good radius but with damage falloff. Sentients highly susceptible.

1. Anti-sentient simple damage ability. In the context of new war, would be useful. Reforms the passive aura into a beam like a basic amp or a wider cone. Damage is (passive ability's damage + static amount) * ability strength, ability is channeled. Also removes falloff of the passive from the damage dealt.
2. Damage reduction. Mechanically speaking, being tanky is pretty good in the game. Grey-white parts give off a hardening field around the warframe, which reduces incoming damage. Recast-able, reaches cap of 95% reduction with a bit of strength, but reduces effectiveness the more instances of damage you take like so: every 10 instances of damage in 1 second reduce the damage reduction by 5% after 3 seconds, with the amount of instances needed to proc the reduction and time to reduce effectiveness (10 and 3 in the example) being affected by ability duration.This can also either affect allies in range or be cast on allies.
3. Something that boosts our weapons damage output up to a cap. As I see it, while active, picking up ammo increases damage of a weapon/all weapons (while potentially increasing ammo consumption at thresholds ?). Also not channeled, 1 channeled ability per warframe is enough.
4. AOE/wave clear. A swirling of elemental energy starts to appear at the point of choice, resulting in big explosion of elemental energy (damage types of heat, cold and electricity) 1.5 seconds later, damaging enemies inside and blinding enemies both inside and unlucky enough to look at the explosion. Also blinding unfortunate players that had Bloom HDR and Adaptive Exposure turned on. Caveat of a long enough cast time to make it a bit clunky to use, like 1.5 seconds, included.

Numbers of abilities and values optional. Flavor optional. Really just wish the core idea is implemented, not the specific mechanics or values - but then again, a lot of cool ideas in this thread already, so here is me hoping for a both interesting warframe and a really good one mechanically speaking.

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Passive - utilize the parts of your fallen foes in a effort to complete your form, adopting traits from the enemy and having the passive ability to cause organic enemies to run in fear of the amalgam of warframe and fallen foe that you are. Grineer parts provide increased armor and increase the overall size of your warframe amalgam. Corpus parts provide increased shielding and shielding regeneration bonuses that radiate to allies similar to how arcane aegis operates. Infested provide radial immunity to toxin, gas, and viral effects while also drastically increasing the speed of your warframe amalgam. Orokin provide all the buffs dependent on what pieces the warframe amalgam has picked up as well as giving increased ability power for each pure orokin body part (like from drones and spheres). Sentients apply their adaptive defense and cause the warframe amalgam to lose friction and move more effortlessly on the ground and in the air. bonuses and effects should scale on max health, max shield, max armor and efficiency of the warframe amalgam

 

1st ability - tendrils of void energy reach out from the warframe amalgams exposed joints and attach themselves to the parts of fallen enemies on the battle ground, pulling them to the amalgams broken form to give it a sense of completion. range and amount of parts collected scale off of range and warframe size. energy cost = 25

 

2nd ability - violently spins around using its void tendrils and the attached appendages as lethal weapons that rend enemies asunder and allow for the collection of new pieces. Appendages explode dealing void energy to all nearby enemies and leave them open for unique void finishers. damage dealt increase with power and less friction. energy cost = 25

 

3rd ability - the void tendrils latch onto nearby enemies that then rag doll behind the warframe amalgam that have their life force directly connected to the amalgam increasing stats based on what enemy was connected. The stats taken increase with efficiency and power. energy cost = 100

 

4th ability - cede all foreign elements collected in a radiant explosion that is so violent that it briefly tears a rip into the void causing its energy to spew out and viciously rip and tear anything its energy can touch, pulling them back into the void rift. Size of and effective radius/damage of rift is dependent on collected parts with power and range. energy cost = 50 + 10 for each attached limb or enemy used. 

 

 

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Passive  Yearning to be whole: Has no sheilds. Start with halved Health and Armour stats, collect stacks by killing enemies, up to 500 stacks (like nidus) with 5 times health and armor. Abilities consume stacks to empower effects, and being damaged will reduce stacks. Increase in size slightly with stacks and capping at size of Titanic Rumbler (size of augmented atlas golem)

1st Ability Siphoning Spear: Hurl a Spear of void energy. Target hit would be connected to The Frame, dealing damage with multipliers towards enemies, recovers health and gradually increase stacks. Killing enemies during connection will not yield extra stacks. Can be linked with multiple enemies at once. Passive empowers ability by hurling multiple physical spears along with energy spear, where physical spears will completely stun enemies hit. Hold ability to charge ability with stacks

2nd Ability Instability: When cast, The Frame begins to disassemble. Parts float on air linked by only void energy, vibrating as if about to explode. Implement skill check where flame will suddenly shine, player should recast ability at the moment of the flash, which results in a burst of void energy and shrapnel damaging enemies within range. Recasting ability before flash leads to reduce in damage, while recasting ability too late leads to consuming extra stacks. 

3rd Ability Empathy: Sacrifice armor for ally, ally covered by patchwork of armor (kind of like revenant's mesmer skin), does not take damage until stacks are used up. Targeted ally also gains damaging aura where void energy that holds the armor together lashes out on enemies nearby. After casting this ability, The Frame gains speed buff as well as attack speed. Hold down ability to increase duration.

4th Ability Cries of The Fallen Ones Resonate with the wailing within, several waves of ephemeral energy burst forth from The Frame (kind of like eidolon scream), consuming 50 stacks and or hold down ability to sacrifice 100 stacks, chunks of parts erratically crash into the enemies and explode, when killing enemies return 3 stacks

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with high armour and sheilds but very low hp.

passive: picking up items and rescorces from the ground, including credits grants this warframe slightly incressed health for a short duration with stack caps.

1st ability : [scrap you!] the warframe pulls scrap debris and other loose items including enemy weaponry to itself to patch and repair damage to itself and bolstering armour temporily. this scales with power strength with just how much it can take and off whome

2nd ability : [missing parts] the usual cluster of scrap around this frame isnt just random scrap its the origional frames former squad. this is an ability like ivara quiver or titanias buffs where it can be rotated to do diffrent things

  • Blue: (the base of this warframe was designed to work with the white tendrils you see in the orokin tileset) it will lash out with two of these vines in a cone, low damage but it shoves all enemy from either side into a line slamming them together knocking all enemys down.
  • Red: (was an attempt, to make a "rocket based" frame) small rockets from the hand pop out reveal themselves pushing the first forward into punching the targeted enemy, detaching if it has to. and reattaching.
  • White: (an attempt to make a protective frame) deployable shield: a bit like the one an halo, or even a more metallic one. just a small bit of deployable cover.

3rd ability : [scatter/regroup] the warframe scatters its parts falling into a pile of scattered peices on the floor unable to move, but laying out a net of electrical lines that deal electrical damage  between the parts that shock enemies. When recast it will reassemble itself pulling all enemys that are shocked and pulled to the the location at which you reassemble,

4th ability  : [trashing dash] breaking apart into the lashing tendrils the hold its parts together it, this writhing mass of void energy and orokin tendrils rolls forward leaping forward lashing randomly and wildley knocking enemys away, throwing them aside, dealing the rarley used "void" type damage

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I think since the warframe is made of broken pieces of other frames from the old war then its ability can be like to copy said frames from the old war or most specificly the main three frames: Volt, Excalibur, and mag, 

Its passive is that when the broken frame dies it can use some its energy to build himself back together. 

1st ability(Push and pull): very similar to mags the broken warframe has the ability to either pull the enemy closer or to push him or anyone around the frame away.

2nd ability(lightning Rod): can be thrown or used as a melee weapon that pulls the enemies to the rod and shocks them causing them to be stunned. If used as a melee it throws bolts of lightning that causes the enemies to get a stun affect.

3rd ability( Magnetic field): when used summons a field that friezes the enemy in place while electricty strikes them.

4th ability(Triumvirate laser): when activated combines all three powers of the light(excalibur), lightning(Volt), and magnetism(mag) into a void laser that pulls the enemies into the laser. if any enemies dont get pulled the electricty coming off will cause them to get a stun effect.

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Passive

Integration

Increased Health & Armor with other Warframes present in mission (+5%, +10%, +15%, 20%)

ABILITY 1

Damaged Core - The Warframe's core overcharges and releases a wave of electricity. Holding will charge a more devastating blast. Robotic enemies affected return a certain amount of Shields.

ABILITY 2

Sundered Dash - The Warframe shatters into floating parts and Void energy and dives forward, punishing enemies with radiation and battering them with Impact damage. Surviving enemies when killed release an additional wave of radiation.

ABILITY 3

System Overload - Overcome with damage and enraged the Warframe catches fire and drains energy to prevent lethal blows. Contacting enemies sets them on fire. Melee is changed to unarmed sparring attacks that gain damage based on equipped Melee. Using Sundered Dash during this mode changes the damage to Fire and leaves a trail in its wake.

ABILITY 4

Integral Force (Placeholder) - The Warframe releases a stomp suspending enemies, freezes them midair, then crushes them with deadly force. Any survivors are left immobilized.

 Well these are my ideas, if even one gets used I'd be happy to contribute.

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Passive (Weathered By Blood) For every enemy within x~ range, regenerate (enemy * 0.5) health per second.

 

Ability 1: Summon a piercing spear from the ground, impaling and incapacitating x enemies. Hold to increase spears and area of effect.

Ability 2: Root yourself, giving yourself bonus armor, shield regen, and status chance, while also being immune to knockdown.

Ability 3: Break apart your frame, reducing your total health, but giving you and nearby allies bonus speed, health regen, and damage resistance.

Ability 4: Unleash the void energy holding your frame together. Improved ability strength and shields while active. Synergy: Spears absorb armor from impaled enemies while active, gain increased fire rate while rooted, ally benefits increase.

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