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Open Call for Warframe Ability Ideas!


[DE]Helen

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ok so I came up with something on the fly. might be interesting...

passive - INSTABILITY: enemies that take damage drop shards depending on their primary health pools. Armoured targets drop shards that increase armour, shield targets drop shards that increase shields, fleshy targets drop shards that increase health. increases can stack X times and deplete after X seconds. Shards can be picked up by allies for reduced effects

1 - LATCH: hits a single target, does X damage and the target drops X shards
2 - HOTSWAP: Allows the frame to swap their health/shield/armour values. Press to swap in rotation pattern - roation can be set in Arsenal (eg health -> armour, armour -> shields, shields -> health)
3 - BIND: Creates an area around him that spawns Orokin tendrils that entangle enemies. X enemies within X range are entangled and held stationary. Entangled targets take X damage per second and drop X shards for duration. enemies that die drop 2X shards
4 - CATASTROPHE: Hypercharge shards to explode. Shards on the ground cause X damage (Cor dmg for armour, Mag dmg for shields, Viral dmg for health). Collected shards still active provide double the effects for half the duration. Enemies that die from the blast drop 2X shards

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The idea is, each ability has a random nature, Offense, Defense or Utility. Each has a 1/3 chance per casting.
This represents the red, blue and white (respectively) Warframe parts and their latent power, as well as their misfunctionality.

Passive: Triality
Each ability cast has one of three effects, depending on the nature of the ability.
Offense: Receive a damage buff for a number of seconds.
Defense: Receive overshields for a number of seconds.
Utility: Receive a movement speed buff for a number of seconds.

1st ability: Void Bomb
Offense: Throw a projectile dealing void damage in an area on impact.
Defense: Throw a projectile that strips armour in an area on impact.
Utility: Throw a projectile that stuns enemies in an area on impact.

2nd ability: Release Energy
Offense: Creates a blast of energy dealing void damage in a radius around you.
Defense: Creates a cylindrical barrier of void energy in a radius around you.
Utility: Creates a blast of energy that knocks down enemies in a radius around you.

3rd ability: Enhance
Offense: Deals void damage in a radius around you for a number of seconds.
Defense: Reduce incoming damage to self and allies in a radius around you for a number of seconds.
Utility: Slows enemies in a radius around you for a number of seconds.

4th ability: Chaotic Discharge
Offense: Call upon an exalted void beam (weapon) dealing massive damage, while channelling.
Defense: Gain a reduction to incoming damage and status immunity, while channelling.
Utility: Cast abilities at half their usual energy cost, with increased strength and range, while channelling.

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Passive: Adaptation- The warframe converts damage from enemies to more damage for him.


Ability 1: Shatter - The warframe breaks apart into pieces and latches onto different enemies stunning and damaging them leaving only a tiny part of himself with reduced health, shield, and armour taking energy over time.

Ability 2: Rust - The warframe starts losing armour as his strength grows stronger.

Ability 3: Restoration - As the warframe damages enemies, he gathers parts from them and repairs himself getting shield and health.

Ability 4: The warframe breaks apart of himself and makes a gun shooting fragments of his parts latching onto enemies and leeching power from them.

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Passive : Random +50 strength,+50 duration,+50 efficiency,+50 range / copy of the skill

1st ability : copy the first ability of an ally

2st ability : copy the second ability of an ally

3st ability : copy the third ability of an ally

4st ability : copy the fourth ability of an ally

Ex: We are Limbo, Broken, Ivara and Mesa. I can copy 1st of limbo(Banish), 2nd of limbo(Stasis), 3rd of Ivara(Prowl) and 4th of Mesa(Peacemaker) the order could be different ; and because of the passive and the fact that we copy 4 skills, we can have a maximum of +200 strength,dur,eff or range , or we can have a combination(+100 str,+50str,+50 range, etc...)

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Whenever I say stance mod I mean the regular stance mods you can have on your Paracesis, Glaive or Redeemer and so on. The feature of this weapon being to chose freely how to play it and not to force players to chose, encouraging a wide variety of builds and play stiles.

 

Passive – Mangled Warrior: Depending on which stance mod is equipped in his exalted weapon's stance slot, his exalted weapon takes on the appearance and characteristics of the equivalent weapon type, including changes in stats.

The appearance would always have a broken War as its hilt/base. The rest of the weapon would be a distorted combination of other destroyed weapons tugged together.

(since the abilities depend on the exalted weapon, it is unlocked right when obtaining the warframe)

 

First ability – Unstable Strike: A basic attack depending on the current weapon type, each of them emitting a small aoe burst at the end of the animation. (for example: a sword would have a basic slash and for a hammer it would be a regular strike, meaning the first idle attack of each stances attack combo, maybe with some follow ups, and whips would of course have more range than a dagger for say)

 

Second ability – Tendril Flesh: The tendrils holding his body together grow around his limbs protecting him from most of the incoming damage. While active these tendrils will whip around and attack nearby enemies, causing them to flinch. This ability runs on a timer depending on the modded duration of the frame. Different weapon types of the exalted weapon might add different effects to this ability.

(the time window could start with 30 seconds for max. level ability)

 

Third ability – Supporting Gear: Depending on the selected exalted weapon type, a buff is given to nearby allies. A sword and shield would give a fixed increase to their armour, a hammer grants increased damage and as an homage to the earlier combo of Inaros and a dagger with covert lethality a dagger would grand health regeneration, either over time or as a burst heal.

 

Fourth ability – Mangled Patchwork: Depending on the equipped stance mod you summon a mangled version of this weapon's type. Each with a different set of moves and effects. For example hammers emit giant pulses of energy, knocking down surrounding foes, while a heavy blade might create waves, cleaving through enemies along side the weapon.

(I had the stalker in mind when I came up with this ability. When he swings his War he also creates these energy waves and I would like to see that on a warframe)

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Passive: Broken Fragments are a resource that drops from you when you take damage, and when you pick them up he will gain a meter that helps him gain The UnBroken State which gives him access to 2nd traits of his abilities. also when the meter is full and he is downed he will revive and cause an AOE that turns enemies into a Broken State.

1st ability: Broken Arts: with this ability he summons small broken close ranged weapons (swords, hammers and others) that then targets enemies and causes them to be in a Broken State which reduces their stats and lets them drop Broken Fragments

(Meter 25% full) UnBroken State 1st ability: UnBroken Arts: with this ability various weapons are summoned to the battlefield in an Unbroken State that immediately seek out enemies and continues to attack until they fall.

2nd ability: Broken Shot: with this ability the Broken Warframe summons large and small long ranged weapons (pistols, snipers and cannons) that aim to strike a enemy into a Broken State which boosts damage from your primary and secondary weapons and lets enemies drop Broken Fragments.

(Meter 50% full) UnBroken State 2nd ability: UnBroken Shot: this ability Summons long ranged devastating weapons in an Unbroken State which allows them to fire and deal damage at a much faster rate.

3rd ability: Breakdown: this ability breaks you down to Broken Fragments and causes an AOE effect that will increase allies stats which then reconstructs you into your normal state before you took damage.

(Meter 75% full) UnBroken State 3rd ability: UnBroken Resolve: with this ability you charged straight into the enemy at high speeds, breaking them into Broken Fragments and giving you immunity in front of you for as long as you are charging towards them.

(Meter 100% full, both abilities will deplete the Meter)

4th ability: Broken Blade: this ability can only be activated when the Meter is full in which you reach into the ground and pull out a Broken Blade that turns enemies you defeated into Broken Phantoms that will provide support and take damage for you and your allies.

UnBroken State 4th ability: True Unbroken State: this ability make you whole and gives you the power to throw yourself into enemies in the form of THE Broken Blade when you do certain Movesets. this ability also maximises your stats giving you your full potential that you've always dreamed of and allows you to generate a shield of energy when guarding (the animation will probably be the warframe calmly lifting one hand and generating the shield to show their confidence in their power). (also just a note when Broken Blade active, primary and secondary weapons are striped from you, allowing you to guard using Mouse button 4 until the ability is deactivated or the Meter is depleted).

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So looks dope here are my ideas for its abilities:

Ability 1/Void Leech: Fires three scrapes of  with void energy but also drains health the longer the ability is charged the more health is drained topping off at 200 health drain to triple the Ability damage. Heals 40HP upon kill.

Ability 2/Hollow Light: Summons condensed void energy in a singular spot that pulls enemies towards it the condensed energy then shoots out the enemies as a projectiles.

Ability 3/Repulsive Combustion: A 10 meter large void explosion that deals high damage and pushes back enemies. Enemies killed by explosion explode after death in a 3 meter radius.

Ability 4/Amalgam’s Wrath:The frame becomes surrounded by void energy and going berserk it goes on all fours and uses tentacle like appendages coming from its back to attack near by enemies during this state the frame drains its health for each attack gradually becoming stronger the lower the frames HP gets an initial 5% boost when below 90% health then a 10% boost at below 80% health then a 20% boost at below 60% than finally a 50% boost at below 40% health. Each kill regenerates 30 HP at base unmoded form.

Passive/Emerging energy:The frame has no shields but heals itself nearby allies in a 5 meter radius.

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This warframe for now i shall name it, Alucard as this gives me the resemblance of the game that i played a long while ago called Castlevania lords of shadow 2, also his LEFT ARM TO HAND just looks like Alucard's hand. 

Ability 1: Tendril smash: latch to one pull many to than one and Explode at/from centre(Prototype 2 tendrill ability). must scale with enemy by percentage so that it can atleast do some CC just like revenant's 3rd ability. 

Ability 2: Absorb and redirect: Alucard and Aliies gain a protective shield that will absorb and amplify the damage for certain duration, also reflected damage should hit enemies causing them to bleed overtime.

Ability 3: i am out of ideas for this one.

Ability 4:(Right arm)Void whip. Exalted Whip with just destructive combos. in air look down- roll and smash the whip then pull the whip from ground massive frontal damage.

normal E combo is area wide sweeping attacks. forward E: whip chaining like left shoulder to front then right shoulder to front.

Passive: when performed a Roll gives a temporary speed and armor bonus. 

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1. Shattered armaments each kill in melee increases armor upto 60% resistance.

2. broken sights while aiming in primary enemies are slowed and the player\warframes movement is increased by 2 to 1

3. sheathe a radial 360 burst that effect enemies in a 20m area effect causing all enemies to holster ranged weapon attack the warframe in melee

4. acceleration increase movement speed for 5 seconds and grants immunities to damage for 5 seconds.

Passive second wind: resets mission timers and counter once per mission

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What if as you level up the warframe you get a special kind of forma recipe that corresponds with an ability slot that when installed in another warframe grants this one that ability and that slot that the forma is in becomes a negative for that warframe or a none polarity

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Passive ability- All abilities are 20% stronger in the Void

Ability 1- Detach: Detach your right arm and throw it at an enemy, with a 100% chance to inflict a radiation proc

Ability 2- Separate: Each of your body parts separate, making it much more difficult to land attacks, while also increasing movement speed

Ability 3- Sap: Using void energy, an aura is created that consumes energy from nearby allies, in return, increasing their damage by 50%. This ability works with the 4th

Ability 4- Overload: The user overloads themself with void energy, causing a large aoe explosion. This ability does more damage with the amount of energy used to charge. After using the ability however, the user will be unable to more for 5 seconds as the frame recharged void energy to hold itself together again

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Passive (Amalgam): Warframe collects parts of slain enemies and adds them to itself, parts collected change based off enemy killed. (Grineer= increased Armor, Corpus = increased shields, Infested = health regeneration, Sentients = damage resistance) 

 

Ability 1 (Shatter): Warframe breaks itself apart into spearlike projectiles and flings them at enemies. Damage changes based upon absorbed parts from passive ability. (Ability also decreases passive buff when used but gains increased damage the higher the passive buff is.)

Ability 2 (Dismantle): Warframe “falls to pieces” creating a pile of scrap on the floor which enemies ignore and slows enemy movement. Activating the ability a second time creates a “bear trap” effect damaging all enemies within the abilities radius and adds to the warframe’s passive. (Damage dealt is also affected by the warframe’s passive)

Ability 3: (Enhance): Warframe attaches parts of itself to nearby allies, enhancing them base off the currently active passive effect. (Higher passive bonus = greater bonus given; Armor, shields, health regen, damage resistance)

Ability 4: (Ex Machina): Warframe becomes a sentient cloud of parts gaining increased damage reduction, enhanced movement, and damage output. Enemies inside this cloud take constant damage from various parts dealing slash, impact, and puncture damage types as well as increasing the warframes passive as parts of themselves are stripped away, adding to the Warframe itself. While allies inside the cloud benefit from increased damage absorption/deflection.

 

Warframe name: Deus (pronounced: ˌdāəs)

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My own recommendation for the Warframe powers would be:

Passive: Each kill increases health by a small amount maybe 2 to 5 points per kill, like the health increase in a nightmare mission - As the Warframe prowls the battlefield, it absorbs components from the fallen to repair itself.

Ability 1: Adapt - When active, applies resistance to incoming attacks, similar to the sentient adaptation.  For each level, is would adapt to 1/2/3/4 damage types at a time, and the amount it resists would increase 20%/40%/60%/80% for 30s.  Mechanically it would work something like sentient adaptation.

Ability 2 - Assimilate - launched a fragment of the Warframe's body which hijacks the nervous system or computer controls of enemies, converting them to your side.  In terms of game mechanics, it might have them act as specters.  It would effect 2/4/6/8 units at a time per level, for 1 minute or until death.  whichever comes first.

I think it should interact differently with sentients, maybe stunning and doing damage instead as it is a void power, but that is up to the DEs.  

Augment mod would cause enemies to explode on death or on ability timeout.

Ability 3 - Shred - allows for flight (similar flight mechanics to Titania's Razorwing, may make it easier to code) by splitting the Warframe into its parts, and the parts either act as a swarm of buzzsaws on contact, or the individual parts are still connected by the void cables and act as a razor wire net, shredding any enemies on contact.  Those not immediately killed would be knocked down for ragdolled away with some damage.  They could also be pushed, but I feel that would be far to easily exploited or turned into some sort of troll ability.  Damage taken while this ability is reduced by maybe 50%. Time would be 1 minute, or until energy runs out depending on balance issues. 

As the parts are small, this would allow the Warframe to bypass laser barriers (parts move around laser beams).  It would NOT however allow it to bypass detection by cameras, motion detectors or enemies.  Players would have to use normal stealth skills to get past those.

An augment mod for this could apply a camouflage effect to the parts, allowing to stealth in a similar manner to Loki's invisibility.

Ability 4 - Harvest - The Warframe will split, sending its void cables into the ground  where they will then spring back out ensnaring or impaling nearby enemies doing some damage and pinning them in place while draining their health to heal self and any allies in the effected area.  Area of effect would be 3m/6m/9m/12m.

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The Broken Warframe - "Legion" 

Passive: Incorporeal

Rolling, sliding and bullet jumps turn Legion's body into a swarm of flying body parts. During those actions, Legion takes (50?)% less damage. Encountering an enemy corpse during any of those actions makes Legion pick up some parts and consume the corpse, restoring some health.

Ability 1: Void Leash

Extend a Void Tendril in a direction and pull an enemy to you. Deals small amount of Radiation damage and leaves the enemy pinned down for a few seconds so you can follow up with a finisher.

Augment mod: Void Breach (or Greedy Pull, but that's taken iirc). Gain an additional Void Tendril for every (30 or 50)% increase in Ability Power, up to a total of (maybe 5) Tendrils. The Tendrils would pull enemies in a cone instead of a line in front of Legion.

Ability 2: Ensnare

Make your Void Tendrils travel through the ground and emerge in an area in front of you. Enemies who enter the area are slowed by (?)% and take small amount of Radiation damage per second. If an enemy is killed while in the Ensare area, Legion recovers some health.

Augment mod: Target Practice. Enemies are rooted in place instead of being slowed and take (?)% increased projectile damage instead of Radiation.

Ability 3: Forced Control

Transform into a swarm of body parts and latch onto a target enemy. While in this state, Legion takes 90% reduced damage, letting the controlled enemy take the brunt of it. Legion takes control of enemy movement and can shoot Void Lasers as a primary (similar to operator) and use Void Tendrils for melee sweeps. (Normally equipped Warframe weapons are disabled. You can't have a tiny Infested Crawler swing around a giant hammer like the Jat Kitag or make an Ancient fire a Soma for... Reasons. Had to include the Void Laser primary because of melee only enemies. Or who knows, maybe taking control of enemy weapons wouldn't be so hard to achieve. Bosses should be immune to this). Lasts (?) seconds or until the controlled enemy is killed.

Augment mod: Symbiosis. Legion can latch onto allies with this ability too. The ally retains control of their movement and weapons and Legion can still fire Void Lasers and swing Void Tendrils, but both Warframes receive only 40% damage reduction.

Ability 4: Conscript / Hive Mind

Become part of the Legion. Void Tendrils extend from Legion and infest the minds of nearby living enemies. The enemies are forced to fight on Legion's side and have (?)% increased damage dealt and (?)% reduced damage taken. If a controlled enemy is killed while under the effect of this ability, they will explode and deal (?) Radiation damage after 3 seconds. Lasts (?) seconds or until all controlled enemies are killed.

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  • Cloven
    • Prelim - A lot of what makes Cloven a cool and synergistic frame is in the ability notes, and said abilities are at max rank. Also feel free to change any of the names I chose, as that’s not my strong suit.
    • Stats:
      • Health - 125 > 375
      • Shield - 100 > 300
      • Armor - 275
      • Energy - 150 > 225
      • Sprint - 1.1

 

  • Passive) Backflow - Cloven’s shields are defective and never regen once broken. Instead, all shield regen turns into health, and all overshields turn into overhealth.
    • Overhealth has no cap, but every hit point past 1,200 will decay similarly to how Saryn’s Spores do when there are no targets left.
    • Only things that give overshields now (or that mention overhealth), can give overhealth. Everything that healed before (or gave a fixed amount of shields like Mag’s Polarize), heals, but they don’t overheal.
      • Based on performance, this can be changed to make all healing/shielding sources overheal.

 

  • 1) Extremity - Cloven rips off his left side to melee enemies with. This has built in life-steal, and the closer he is to his target, the faster he can throw his side again. But at the end of every cast, Cloven will damage himself for a portion of his current health.
    • Stats:
      • Energy - 25
      • Duration - n/a
      • Strength - 400 damage || 15% life steal
      • Range - 7m radius || 15m cast range
      • Miscellaneous - 35% of max health as self damage || 3% of self damage converted to energy (4x from overhealth damage)
    • Notes:
      • Self damage dealt is based on your current health, not your max health.
      • The ability regens energy based on the damage you do to yourself, increasing for damage done to overhealth. This effect works during toggled abilities.
      • Damage has no falloff, but obeys line-of-sight.
      • Even a max range cast is very succinct, and the velocity of the scythe scales in proportion to the modded range.
      • The damage is boosted by melee mods. This can either be based on your current equipped melee like Khora, or as its own mod-able exalted weapon.
      • Visually Cloven’s arm, shoulder, and a sliver of his side and leg turn into a large scythe that deals damage in a sphere from the point of contact.
        • The self damage happens when Cloven fails to catch the scythe, causing it to impale him and permeate through his body to its correct position.
    • Weapon Stats:
      • Critical chance - 35%
      • Critical damage - 2.5x
      • Status chance - 15%
      • Damage types - 70% slash, 15% impact, 15% puncture

 

  • 2) Jumble - Cloven turns into a pile of body parts. Granting him a chance to ignore damage and unlimited double jumps. While motionless, Cloven gains the ability to hover.
    • Stats:
      • Energy - 25
      • Duration - Unlimited
      • Strength - 40% chance to ignore damage
      • Range - n/a
      • Miscellaneous - n/a
    • Notes:
      • Activating Extremity while in pieces causes you to reave forward up to the max range, damaging enemies in your path. Aiming Extremity at the ground causes you reave much faster, and for an unlimited range, similar to a ground slam.
      • Causes you to be unable to damage yourself while active.
      • Ignored damage just does 0 damage, similar to blocking.
      • While there are no movement inputs you will immediately stop if you are midair.
      • Toggling between modes is very quick.
        • Toggling the ability, attempting to attack, or casting Impulsion will undo the ability. All other inputs leave you in piece form.

 

  • 3) Pervasion - Cloven highlights enemies around him, improving his abilities’ capacity to target them. Highlighted enemies are instilled with a sense of incompleteness, causing them to suffer status procs and occasionally damage themselves.
    • Stats:
      • Energy - 25 || 3 per second
      • Duration - 5 seconds between enemy self harm || 3 seconds between status procs
      • Strength - 300 damage || 50% enemy self harm chance
      • Range - 22m
      • Miscellaneous - 2x status proc rate while overhealed || 50% revived health || 1% damage during ability 2 || 1 energy per enemy per second (2x while overhealed)
    • Notes:
      • Enemy self harm rate and status proc rate scale inversely with duration.
        • The enemy self harm damage in minimal. The listed damage is what causes the status proc.
        • Highlighted enemies have a chance to stop attacking every few seconds to damage themselves (probably the “hold their head” type CC).
        • Status procs favor those that are more effective against that enemy type. While overhealed, status procs happen more often.
      • Highlighted enemies can be affected by and damaged through terrain by Extremity and Impulsion.
      • Dying with this ability active causes you to inhabit a random highlighted enemy, reviving if the enemy is killed or after 8 seconds. If there are no enemies, you inhabit an ally, reducing their accuracy and reviving after 5 seconds.
        • You revive with 50% of your max health and no invincibility period.
      • While Jumble is active you instead damage to yourself for 1% of the damage, and status proc yourself (excluding magnetic). In its place you now drain energy from highlighted enemies, the amount increases if you have overhealth.
      • Extremity has unlimited punch through while Pervasion is active, and deals damage at each point of contact, similar to the Ignis.
        • The cast time is still reset after the first point of contact, allowing you to recast before the “afterimage” of the previous one finishes dealing damage.
        • While Jumble is active, your reticle will encircle highlighted enemies behind terrain. Allowing you to reave through terrain to them.

 

  • 4) Impulsion - Cloven releases a burst of Void energy, stealing a body part from each enemy, and adding a portion of their health and shields to himself as overhealth. Damage taken to overhealth deals damage to affected enemies, causing a slash proc.
    • Stats:
      • Energy - 100
      • Duration - 30 seconds
      • Strength - 25% chance to steal additional body part
      • Range - 22m
      • Miscellaneous - 20% of total enemy health and shields as overhealth || 100% of damage dealt to overhealth as damage
    • Notes:
      • Either leg causes enemies to constantly “take a knee” similar to one of the initial animations caused by Nyx’s Mind Control. Either arm disarms the enemy. Head turns them into thrall. Torso transfers status procs to that enemy (applies retroactively too).
        • Enemies always have at least one body part stolen, but there is a chance that more than one is stolen.
      • Overhealth is based on the total health and shields of enemies, not the average total health and shields.
      • Any damage taken to overhealth will deal damage to enemies. This does not include the natural drain from overhealth above 1,200.
      • Impulsion obeys line-of-sight, except against highlighted enemies from Pervasion.
      • Recasting the ability undoes the previous cast, but all overhealth is kept.
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Passive: Reconstruction 

Abilitys use scrap and Bodyparts within range to amplify theyr Effects, and increases the number Targets that can be affected. The Amount of scrap carried with the Warframe increases Armor and Health, when being destroyed the scrap will blow enemys away and the Warframe tries to rebuild itself with enough scrap in the area.

Ability-1: Reinvention                                                                                                                                                                                                                                                                        Sends the core of the Warframes Body from one Location to another, while around the previous Location the Scrap gets blown off damaging enemys and pushing them away, then the Core will be involnrable untill enough Scrap is found to rebuild itself, allowing to use carried Weapons again.

+REINVENTION can be used to take over Enemy bodies while draining them and avoiding the use of collected scrap, and instantly rebuilding the Warframe once the host dies.                                                                                                                                                             

Ability-2: Void reforgement                                                                                                                                                                                                                                                          Scrap gets formed into missing recources like Ammunition, Energy, health or additional Armor for himself and allies.                                                                                                                  Using this ability focused on an enemy that target will be torn apart and adds up the carried Scrap.                                                                                                                                                         

Ability-3: Newfound Purpose                                                                                                                                                                                                                                                      The Warframe can send its own bodyparts current used Weapons, functioning as turrets on placed Allies and Enemies, while buffing Allies by the type of weapon that is mounting them.     Melee: Increases the Damage dealt for allies, Main weapons: increased firerate, Secondary: Increased reload and Parkour speed.

+Changing to a weapon that currently Mounts allies will reequip them, but take the buffs away from the ally untill it is not in use by you anymore.                                                                                                                                                               

Ability-4: Breath of life                                                                                                                                                                                                                                                                      Builds an Entity out of scraps, powered by the Warframes Void Energy.                                                                                                                                                                                         Using VOID REFORGEMENT and NEWFOUND PURPOSE the created Units can become powerfull and Independent, evolving into valuable Members in the mission.

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The idea is that the warframe acts somewhat like Nidus which uses stacks but in a very different manner. It would share similarity with Nidus in the fact that there will be visual cues that will indicate the amount gathered. I see this warframe like how Iron Man deploys his armor but imagine if the armor's just from parts around (doesn't mean it should look ugly tho)

 

Passive: Scrapper - siphons parts from enemies killed to patch damaged parts little by little, hardening the parts making them more durable (3 armor and 5 hp per kill over a few seconds because they stack should suffice)

 

1st ability: Haymaker Charge - uses the scraps accumulated (not consumed) and transfers them on his arms and legs and starts charging, dragging around enemies hit until the duration ends or the warframe hits a wall, crushing its victims. The charge can be maneuvered to an extent (enemies dragged will receive an initial damage and a final damage if it connects with a wall, if the duration ends, enemies will be sent flying until they hit a surface or falls off the map, they will take damage if they hit a wall). The damage increases the more stacks available.

 

2nd ability: Wounding Metal - Consumes half of its stacks to deploy shrapnels around its body that revolves around it at a very fast rate, rending enemies that gets too close. When deployed and Haymaker Charge is used, the shrapnels will deal double the damage to enemies hit while charging (the shrapnels deal stacking slash damage and becomes more deadly and applies more slash stacks the closer the enemy gets).

 

3rd ability: Piercing Metal - uses accumulated scraps and unleashes them in all directions, piercing through enemies and deals slash damage. The more stacks used, the greater the damage and area covered. If Wounding Metal is active, this ability uses the deployed shrapnels instead of using from the stack. The force is powerful enough that the materials can pass through multiple enemies with ease. Killing blows will pin the enemies to walls.

 

4th ability: Reconstruct  - Juggernaut/Demolitionist - the warframe transforms into a heavily armored type, boasting increased survivability, or it can transform into what is essentially a mobile canon, using all accumulated materials in its arsenal to lay waste. Both forms increase the effectiveness of certain abilities.

Juggernaut - increases health pool and damage reduction, increases the effectiveness of its passive, increases the duration and damage of Haymaker Charge, slam attacks using hammers and heavy blades gain increased range and damage, cannot be knocked down and does not flinch from explosions (warframe transforms into something like the Hulkbuster suit. idea was inspired by the the concept art and the material connecting the neck and shoulder. It looked like something a beefy frame would have like Atlas).

Demolitionist - increases damage, duration, and area of effect of Wounding Metal as well as it's damage proc speed, increases range, damage, and amount of shrapnels produced by Piercing Metal and melee weapons become augmented by small but sharp metal parts, increasing the chances of a slash proc (warframe becomes bare bones since it now uses everything in its arsenal to increase its damage output. It didn't have that much meat in it in the first place so reducing its survivability lower than the base form isn't essential).

 

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Ability 1 :Collapse

- strips the amour or shield of an enemy, (kinda like a debuff for enemy). For a period of time. Or it can be permanent removal of amour or complete removal of shield. 

Ability 2: Rebuild

- The striped armour or shield from the enemy becomes his own. Also increases his strenght  (basically a buff where the armour reduced from enemy can become his) for a period of time. 

Ability 3:  Re-arm

- can restore allies shield or removes debuffs/negative status from them.  

Ability 4: Salvage

-hits enemies with a blast of corrosive status.  Hmm radius increases as per ability level?  

Passive: Overgeared

every armour it gains from enemies decreases his movement speed

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I am going to base abilities off the frame’s void bonds as a ‚unintended feature‘ concept. Frame was made in a hurry but revealed a very useful side effect in the construction method itself.

 

Passive – Bond Break: Upon being downed, the frame explodes as the void bonds holding it together break, causing a large, flashy AoE ragdoll blast that pushes enemies away and leaves the frame in pieces over a small area. Area causes movement speed debuffs to enemies with void bond tendrils pulling at them as they cross. Allies can rezz the frame from 3x further away. Secondary weapon is wielded by void bond tendrils; warframe cannot move in this state. You could even throw in a rebuilding animation during the rezz period.

·         The blast is not intended to cause damage. It only clears the air for revives and feels thematically appropriate considering the 'void bonds' concept if you imply they work in some way like chemical bonds, where energy gets released when a high-energy bond breaks.

·         The passive is also connected to the concept of the frame being super-space-ninja-duct-taped together.

 

Ability 1 – Fracture: Costs health to cast. Shoots a part of the frame as a projectile that causes an AoE blast upon impact. Enemies within the blast receive a small amount of damage and the Fractured status effect. Warframe receives a percentage Evasion buff for every enemy under the effect of Fracture up to some maximum, as the frame's implied volume gets smaller. Enemies killed while under the effect of Fracture restore health to the warframe. Recasting Fracture pulls all enemies affected into a ball centered around the frame before removing the Fractured status and dropping them to the floor as ragdolls; recast could cost no energy.

·         This creates a specialized frame-specific status effect and counter that can be used by other abilities.

·         The pull and drop sets enemies up for some good melee action. Not giving health on pull allows other health regain effects, i.e. arcanes or weapon mods, to shine.

·         You COULD have the Fracture health restore be a burst like Nezha’s Blazing Chakram OR have that as an augment.

·         The frame's visuals could change into a more of a void bond being as more enemies become Fractured.

 

Ability 2 – Scatter Wave: Warframe disassembles itself and travels as a wide cloud of parts for a distance and reassembles at the end of the movement. Any enemies hit receive 1 random status effect from the pool of available status effects on one equipped weapon; weapon selection would be on a tap selector. Power strength steps up effects to a maximum of third step. Enemies under the effect of Fracture receive double-stepped status effects, regain the warframe health and removes the Fracture status effect.

·         Synergy with 1 and 4.

·         This ability could also inflict damage based on the mods of the selected weapon like Landslide, if the frame requires a specific damage-dealing power. Fractured enemies could receive more damage for synergy.

 

Ability 3 – Rebond: Upon cast every enemy affected by Fracture is dealt some attribute damage and then the Fractured status effect is removed. Attribute damage (health, armor, shields, adaption?) is tallied and added as bonus defenses on top of the Warframe‘s normal defenses (armor is added, health would become ‚overhealth‘, shields overshields, adaption could directly siphon target‘s current resistances).

·         Synergy with 1 and 4.

·         The frame could be Shieldless considering this ability. I would prefer it because I find the Shieldless frames and concept interesting to play and mod for.

 

Ability 4 - Atomize: Channeled. Continuously drains health while active. Activates a buff that affects all weapons as the warframe adds its own mass to the weapons' attributes. Projectile weapons gain multishot and punch-through, melee weapons gain increased range, follow-through and a chance to inflict any random status effect from the elemental/combo/physical pool. For every enemy currently affected by Fracture all hits receive a percentage to inflict Fractured AND the Atomize weapon buff gets stronger.

·         Synergy with all other abilities.

·         By having the Fractured-on-hit percentage the first ability is not rendered useless but more as a prerequisite for Atomize‘s effectiveness. The Fracture recast mechanic is also a strategic CC effect with great damage potential in melee, though it sacrifices the Evasion buff and does not heal the warframe.

·         By not giving any lifestrike effects the Fracture health restore effect becomes a useful survival mechanic.

·         This buff could affect allies in a radius OR that could be an augment.

 

 

The playstyle with this setup is a tactical utility tank. The Fractured power synergy allows tactical use of the Fractured counter, for health regain, CC, enhanced defenses or weapon buffs. Note that the Fractured status would of course not contribute to Condition Overload or Healing Return.

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passive - don't need magazine, your weapons use energy. if your energy is empty, you use shield.

1 - use the shadow of the void and deal demege in a area over time. dark void sneaking under the earth to ne next enemy on make a area demege field.

2 - use the life from the enemys to get energy. like a vampire.

3 - leave the armor, get a damage aura, increase speed and shield but armor is 0

4 - self distruction, kill all enemy but you die

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Passive:

“Glitch Burst Vulnerability” (Parazon finisher).

Once every 30 seconds, “broken frame” has a 10% chance to short circuit both himself and enemies, opening them up for Parazon Finisher.

The 5 meter radial energy burst drains 25 energy from shields and energy.  If either are depleted, damage comes directly off of health.

1.  Stuns broken frame for .5 second, disrupting movement.

2.  Enemies caught in the burst take 100 electrical damage with 100% chance at  4-second stun.

3.  Enemies caught in the burst have their “circuitry” (all enemy types, organic or inorganic) scrambled.  10 impact damage with 100% chance at 4-second vulnerability for Parazon finisher.

NOTE:  Passive is affected by power strength and Duration and Range mods.

Power:  “Happy Accident”:

In initial design, this power was an attempt to augment the effectiveness of whatever weapon was equipped by Broken Frame by increasing Status and Crit chance.

1.  Rank 1/2/3:  5%, 10%, 15% increase to CC/Status Chance for 10/20/30 seconds.

2.  The “Broken” aspect of this power is that it INVERTS Status Chance and Crit Chance of the  weapon equipped, creating an entirely new universe of possibilities for the player (I.e. “happy accident”). 😊 Crit-centric weapons become Status-centric and vice versa.

Players must learn how to/anticipate mod weapons to use this glitched buff.

 

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From the awesome looks of this frame, it seems like the kind that would be able to take things around the environment and assemble itself to become a menace or to disassemble itself for more positive stat increases and that deal-io. Also will used the name Tinker to describe it.

Passive - Shielded Shockwave: When Tinker's Shield is depleted, he unleashes a shockwave that does damage equal to the amount of shield he had lost between being at full to depletion.

Ability 1 - Assembly:  On toggle, Tinker begins to take various non-living items from the terrain (i.e broken containers, unused ammo pickups, etc.) and stockpiles them into his body, reducing his movement speed by X% for each item, but increasing his damage resistance by X% per item, and costing X energy/sec per item. Toggling the ability again flings all attached items towards enemies in an Xm radius and deals X damage per item.

Synergy: Can be used when Corpse Pact is active.

Ability 2 - Disarm & Destroy: When used on an enemy, Tinker will take the weapon out an an enemy's hand and attach it to his body, thus disarming the enemy. The weapon does base enemy weapon damage with an X% damage boost and only has 30 ammo (Grineer guns), 60 ammo (Corpus guns), 5 ammo (Special Grinner guns), and 100 ammo (Corpus Tech guns). Tinker can only have 2 guns attached at a time.

Synergy: When at 10 items attached via Assembly, Tinker can hold 2 more guns. Can work when in Corpse Pact.

Ability 3 - Corpse Pact: When used on a corpse, Tinker will fuse his body with a corpse of a dead enemy, reducing targeted range and grants the ability to pass through enemy-based lasers (Grineer -> Grineer, Corpus -> Corpus, Grineer -X-> Corpus, etc). Tinker will use X% of the corpse's maximum health to sustain the costume and costs X energy/sec to keep the costume. When released from the costume, Tinker will knock down enemies within a Xm radius.

Synergy: When Disarm & Destroy is used, Tinker will quickly break out of the costume and ram into an enemy, steal its gun, and hop back into the costume knocking down that specific enemy.


Ability 4 - Disassemble: When used, Tinker will break down into 5 pieces and reform into smaller versions of him, each dealing X% less damage and having X% less shield, armor, and health, while gaining X% movement speed and attack speed. When one of his pieces dies, it goes back to reforming the larger Tinker. Each piece that isn't player controlled is AI controlled and uses the same weapons as your loadout. When Tinker is reformed, he is healed by each piece that returns without being killed, and if all piece were killed, he is reformed at 5 health and 3 second immunity.

Synergy: When Assembly is active, every 5 items adds another piece. Cannot use Disarm & Destory or Corpse Pact.

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Passive: SCRAP: this warframe was almost completely destroyed in the Old War, it has learned to fix itself from salvaged scrap material. EFFECT: corpse are assimilated to gather a new resource (called scrap) that can fuel the other ability. This consume the corpse, making [nekros] sad.

 

1st ability: FIx-It. The warframe heal itself, team mate in close range are also healed but it cost scrap

2nd ability Salvaging nanite: launch a projectile forward, an enemy touched is stunned for a few second and suffer minor damage. If the enemy is killed before the end of the stun, he left more scrap and a small buff randomly choose among (+hp, +armor, regen, +damage, +fire rate). The projectile could have a small AOE to be able to affect a crowd (chain reaction and even contagion if spread at death?). Team mate could also use the buff.

3rd ability:Brooding: after gathering enough scrap, this warframe can spawn an add that jump on the closest enemy and stick on it to damage it and stun it until either the add or the mob die. Mod killed while stuck by the add will increase it duration but left not scrap. With some stat increase and if focusing on killing the mob feeding the add, one should be able to get 3-4 adds lasting for the whole mission on a combat heavy mission (exter, survival, etc...)

4th ability: Past Glory: by spending half its stock of scrap, the warframe can temporary bring itself back to his prime (duration depend of scrap used) giving itself big buff to HP, armor, speed and regen. Eventually a full heal is included. Alternative, instead of using half of all the scrap, choose the amount of scrap depending of how long the button is pressed. VISUAL EFFECT: semi transparent panel come complete this frame by taking the place of the missing part.

 

 

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Passive Ability

Scan- Constantly scans the enemy and allies for information on weaknesses, strengths, abilities, and how to help allies if need be.

Ability 1- Void Freeze- Makes a copy of the enemies that is frozen from this ability. The copied enemy uses all the knowledge from the paticular enemy to fight for you for a set time.

Ability 2- Void Hush- When active this ability makes you and your allies invisible and harder to detect.

Ability 3- Void Control- Takes control of enemy minds with in a certain radius to make a makeshift torrent. Example they seek out the defense objective surround it and shoots at any enemy that attacks it.

Ability 4- Void Summon- Takes a piece of itself to act as a catalyst in order to bring back a fallen allie that runs out of revives in that mission or recall a downed or killed controlled enemy. 

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