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Open Call for Warframe Ability Ideas!


[DE]Helen

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Passive can be he gets he gains resistance of status damage afflicted by 75%

1 ability, energy burst. An ability the is a small damge dealer like garas 1 in a way. Going off the sentient energy vibe.

2 ability,energy resevore. He hits the ground and a energy crystal pops out of the ground and gives status damage resistance and energy. And debuffs enemys.

3 ability, a AOE that uses stacks of (something) that can be buffed useing his 2. 

4 ability, he uses a random 4th abilliy from his teamates. If solo then from the last team he was in. 

I don't know if you acually see this but it could probly use some tweaking.

 

 

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Void Grenade- Throws a clump of void energy and does significant damage.

Metal Shriek- Drains Enemies of their armor 

Dismantle- Takes away the warframes armor for increased speed

Repair- At the cost of energy repair the warframe and gain increase armor, shield, and health. 

Passive- Does increased damage with broken weapons (For Example Broken War)
 

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1st ability/ Pack A Punch: User takes resources(like nano spores, morphics and etc) from their surrounding to make one big arm that punches forward dealing damage to enemies from the punch and force(air blast like you see when someone punches with alot of power in animations)

2nd ability/ Ragdoll Physics: User jumps into the air and ''ragdolls'' into the ground making a huge slam in the ground that deals damage to enemies upon impact.

3rd ability/ No Hands!: User throws their hands(or arm) like a projectile that explodes on impact on the aimed enemy, To choose a enemy to aim at there will be a small circle over enemies heads while holding down the 3rd ability, aim and release to launch it. If the enemy moves the projectile will follow after ability is used the hand/arm appears back on the user but small amount of resources will be taken to regenerate the hand/arm

4th ability/ Spontaneous Blast: User channels the void energy holding them together and sends a big blast of void energy to the area damaging enemies in range.

 

Passive/ A Small Boost: Health and armor slighty boosted thanks to the different remnants of old warframes from the old war.

 

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1) Zero teleport (stackable) - swap position with enemy, health of previous become damage to subsequent. (dmg do not stack. 5 is max number of stacks) 

2) Dimensional collapse - AoE, release dimensional pressure with white bright light in large area around him  (stacks earned with zero teleport convert it to damage multiplier for ability)

3) Restoration protocol - change status from broken to fixed 😉

4) Orokin armor - put warframe into energy armor, have opportunity to use only exalted fists and abilities.

passive: taking damage to health reduce warframe armor but increase sprint speed.

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Passive: Warframe mods are only 50% effective.  Base stats are determined by ability selection.

Now there will need to be a change to the Ability screen (since this is where the magic is going to happen).  Each ability will have a slot to place a portrait of a basic warframe you have previously mastered.  You can only use any warframe once.  Similar abilities on different tiers are not allowed (i.e. Snowglobe + Stranglecage).  

Impersonate: Use slotted warframe's first ability.

Mimic: Use slotted warframe's second ability.

Doppelganger: Use slotted warframe's third ability.

Personify: Use slotted warframe's forth ability.

 

If possible, can we change the name to Mosaic.

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Passive ability:

Killing enemies fills your void energy gauge. This gauge has four ranks that improove your powers strength by 30% per rank. Casting an ability will automaticly consume all the ranks reached.

1- Mine:
 

When activated, kill enemies to create a kyst with their bodies which will follows you and generate energy or health orbs each 35 seconds.

It growths by absorbing dead enemies body and generate better orbs but looses mass if not feeded regulary (or starts using energy per seconds... didn't know which one choose, sorry.) 

Radius: +50 centimeters/enemy body absorbed
Orbs rendering per 10 meters of mass acquired: +100%
Maximum radius: 50 meters

2- Canon fodder:

Cover yourself with bones and flesh from dead enemies to increase your armor and mele attacks range.
Armor: +75%

Mele range: +50%

Duration: 30 seconds

 

3- Reminiscences

Drop up to four of your body fragments on the ground which allows you to teleport on whenever you want at each of their locations. Each fragments will get back to you once you teleported on it. If you are too far they'll stay at their place but you will not be able to use them. Your fragments can be destroyed by the enemies and when it's done it returns back to you.
Fragments health: 200
Maximum radius: 20 meters 

 

4- One for all: 

You divide yourself and bring back to life the three differents and autonomous warframes that composes you, which all have their own properties and you become a void energy spectrum. You can not attack or use any abilities wile on this form and must get all your body fragments to cast this ability.

The first warframe follows allies and increase their speed, attack speed and damages. It also drops ammo when taking damages.
The second warframe and heals allies and every 30 seconds establishes a zone that regenerates and increases shields of any one in for 15 seconds.
The last warframe drains and stocks health of the enemies. When there's inough health stocked, it casts pulses that stunt them for 5 seconds and reduces their armor.


Booster frame:
Speed: +25% 
Attack speed: +50%
Damages: +50%

Healing frame:
Health/seconds: 30/seconds
Maximum shield: +30%

Offensive frame:
Health drain: 30/seconds
armor reduction: +15%

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Never posted before im a leisure designer/programmer love that we got the chance to partly make a frame.

 

My ideas are

1. Decending spears 

Attack path type: Cone

Spears form and fall directly from above all enemies and stick into the floor and stick them in place, high initial damage.

Causes: Bleed damage

Duration: 15 seconds at max level 3

 

2. Intake: Obsorbs a set number of damage, then sends it back out as an area attack. Can charge to increase range.

Causes: Impact Damage

 

3. Decomission:

Attack type: Area

Disable enemy weapons and drops enemy armor 90% for 10 seconds at max level

 

4. Explosive Treachery.

Attack type: Single enemy

Turns one enemy on all other enemies, also increases enemy attack to 1 hit kills to regular enemies for 10 seconds, possessed enemy explodes at the end of the cycle/ if killed before end of cycle.

Explosion causes high Blast damage

 

Passive: Uplift

When explosive treachery is active, Decending spears and Intake output damage is multiplied by 0.25 by each possessed enemy kill and held for 60 seconds.

 

 

 

 

 

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this is not original abilities this more like mixing the abilities of the other warframes 
it will build like modular weapons (ie. zaws or kitguns)
so it will be like a chimera
the design of the chimera will depends on the parts you use to build 
so disign wise it doesn't really fit the design concept shown
so i doubt this will be chosen
but i'll shoot my shot anyways

so it goes like this
mixing the parts of other warframes like mesa neuroptics, ember systems, saryn chassis 
will give you the ablities of the said mixed warframe parts 
but the way you get the abilities of the warframe will depend on what part you use
like for example with neuroptics will have the first ablity , the systems will have the second and third abilty, and the chassis will get the fourth ability
but the passive will be the only unique like if the warframe gets hit it will gain a small health regen and if it uses an ability it gain a small energy regen something like that

we can also have alad v make the chimera warframe bucause he knows some senteint technology

 

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Leach {1} On Tap consumes x amount of energy , The void energy grabs enemies and drains their health in exchange for stacks {on hold ability consumes stack for energy} Makes ability self reliant.

Power strength affects amount of enemies that can be consumed

Power duration affects the amount of stacks gained

power efficiency affects the energy cost of the ability 

Stacks convert to energy is a set amount

 

Gambeson {2} consumes x amount of stack and give damage reduction

Power strength affect percentage of damage reduction

Power duration affect haw long the ability will last

 

 Armour corruption {3} Strips enemy armour in a certain radius around the frame and drains energy{how longer the ability is active the more armour it will strip}

Power strength affect how fast the armour is striped and the range

power duration and efficiency affects how much and fast the energy is drained

 

Juggernaut / Behemoth {4} Drain stacks stacks and becomes bulkier frame that gains a set of for new abilities and gains { increase health by set amount, increase stack capacity by a set amount} NOTE Weapons can still be used

Power strength affects how much health is gained in juggernaut form

 

{Passive} In juggernaut form on enemy kills grants a X amount of stacks

 

Juggernaut Abilities

Void Spear {1}Slams Ground and impales an enemy's with a void spear while dealing void damage for a set amount of time {Note the impaling lasts longer then the damage proc} Consumes stacks

Power strength affects the amount of enemies are impaled and it also affects how much void damage will be done

Power range affects how far from the frame enemies will be impaled

Power duration affects how long the enemies will be impaled and it also affects for how long the damage proc will last

 

Bless {2}Consumes a set amount off stacks and gives a set amount of armour to allies {allies have to be in range}

Power range affects the radius of the buff given to allies

power strength affects the amount of armour given

Power duration affects the duration

 

Void Storm {3}Shoots a high power beam that powers up for x sec that consumes x amount of energy

Power strength affects the damage of the beam

duration affects the multishot of the beam

power efficiency affects the energy cost of the ability

 

Sacrifice {4} Deactivate juggernaut and loses 10 % stacks and deal blast damage and bushes enemies away

Base stacks are 100 

Juggernaut stacks are 200

 

Other Concepts

Abilities

  • {1}Detaches an part of its body that transforms into a flying drone (Like itzal Ult) that can be controlled or AI
  • {4}Transforms into a rail gun (must stay stationary)
  • {3}Strips armour in a radius around the frame for a set duration for a set range
  • {3}tethers enemies like (Magus Lock down Just bigger radius and more tethers) 
  • {3}Puts down a health bubbles that heals over time (Consumes stacks)
  • {4}Brings enemies to half health no exceptions for immunity on use on a enemies{Consumes all stacks}
  • {4}Hase an exalted Arc gun 
  • {3}Consumes Stacks to create a clown of void energy
  • {2/4}The void energy jumps out of the Frame (Leaving the frame behind )and binds in enemies making it possible to take control of the enemy and the player can play as the enemy 
  • {2} Sleeps enemies in a certain area
  • {2}creates tethers that pulls enemy in the void and drains armour
  • {4}consumes stacks and becomes bigger, bulkier frame  

 

Passives

  • Gain X amount of energy on kill
  •  Has health re gen 
  •  Has energy re gen
  • Using abilities increases the damage to cap
  • Strips armour as abilities are used in a caped range
  • more damage taken scales armour to a cap
  • On high damage void energy leaves the armour in pursuit for to rebuild it self (By consuming enemies)
  • Gain health back by consuming enemies
  • Close to death causes a nova like explosion that procks a status effect(armour becomes unstable)status effects (Blast,Heat,Magnetic)
  • Loses armor and becomes a void orb
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Passive - internal hemorrhage 

The void energy contained within this broken warframe leakes energy giving energy to nearby players and energy orbs give double to this warframe 

First ability - construction link

Extends his arm attack a target dealing damage and a random effect and taking either armour health or sheilds depending on enemy type and adding it to the broken warframe

Second ability - hallow fragments

This is a time duration effect were killing enemies will drop fragments giving more protection to the point of completely the warframe shell which will stop damage up to 95% until time is up and the warframe become broken again

Third ability - potent emege

Attaching a link between this broken warframe and another warframe the next ability the other warframe would use becomes this ability for a duration of time

Four ability - void dismantle

Charging a blast of void energy within the warframe at the cost of health and sheilds the warframe break open its core unleashing a massive amount of void damage in an area of effect clear all other warframes of satus effects also replenishing energy  

On 2020-04-17 at 6:02 PM, [DE]Helen said:

Community-Created-Warframe-Header-alt-blue.jpg

We’re calling upon the Warframe community to create the next Warframe! You can stay up-to-date on the design phases in the official Community-Designed Warframe thread.

Community artist, Eornheit has created the official Warframe concept art based on the Broken Warframe submitted by eaterofstorms!

We need four Abilities and a Passive to complete the community-designed Warframe. Share your ideas with us! The Warframe team will be using your ideas in-game.

Official Concept Art by Eornheit:

Broken_Warframe_Concept (1).png

The Dev Team has expounded eaterofstorms’s Broken Warframe theme. Use this description to inspire your Ability ideas!

Assembled from the remnants of Warframes destroyed during the Old War and held together by Void energy. 

How to submit:

In this thread, share a description of 1-4 Warframe Abilities and a Passive. Base your ideas on the Broken Warframe theme and Eornheit’s concept art!

You may include values with your Ability ideas, but please keep in mind that these values might be changed by the Dev Team later in the design phase.

Guidelines:

  • One submission per player. Be sure to include all of your Ability ideas in one post!
  • 1-4 Ability ideas and 1 Passive idea per player.
  • Ability ideas can’t be changed after they are submitted. You may edit your post to make small changes like fixing typos. "Reason for edit" will be reviewed.
  • If there are duplicate submissions, only the one that was first posted will be considered - we’ll be watching!
  • Ability ideas must be original. Your submission can be from a post you made elsewhere as long as it’s your own!
  • Abilities might be slightly altered by the Dev Team as needed to ensure consistency with Warframe’s overall design. 
  • Do not reserve spots in this thread.
  • Only post submissions in this thread.
  • Submissions that do not follow these guidelines will not be considered. 
  • Chosen Ability ideas become property of Digital Extremes.

We understand that we can’t avoid duplicate submissions, so please do your best to submit ideas that have yet to be presented, and we’ll do our best when sorting through to ensure there is a fair opportunity for all!

Selecting the Final Abilities:

Call for submissions will close on Thursday, April 30 at 1:00pm ET.

The Warframe Team will review all submissions to select the community-created Warframe’s Abilities! We may mix and match submissions from multiple players. Please keep in mind that we might make small changes to Abilities to ensure the community-created Warframe is consistent with Warframe’s overall design.

 

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Hello Everyone! Today i make this post to present an idea regarding the new upcoming Broken Warframe! An opportunity to further increase the fun-value of this wonderful game! I post this topic here because i'm unsure whether or not this kind of post belongs and or is eligible for the submission of the broken warframe post. 

TLDR summarization:

To summarize the idea shortly: Give us the option to further customize the Broken Waframe with more existing warframe parts to mix and match. Similar to the Kitgun and Ostron weapons in concept perhaps. Each body part determines what abilities you gain from the existing waframes.

Further Detailing.

Still here? Great! Then let's get to the juicy part. So what do i mean by "mix and match" existing warframe parts? Basically, I think im not alone in saying that it would be cool to for example: Have a Loki with the arms of Atlas and legs that of Limbo, all body parts connected via these void energy tendrils. Or simply the idea of "frankensteining" existing warframes. I think it's something that would be really fun to explore and something that would open up a whole new world to fashion-framing. However this idea can go two ways. Which are....

Should each body part determine existing warframe abilities to the Broken Warframe or should it remain purely a cosmetic thing?

What do i mean with "determine existing warframe abilities"? Well basically if i would pick frost´s arms to add to my broken warframe, would the frame be able to use frost´s 1st ability? Sure it could be a concept fun to explore and open up further possibilities for many multiple fun builds. However i imagine that it would take a whole lot more work from the coding and designing department to implement both the mechanics of customizing the appearance AND the abilities of the broken warframe. This is of course a problem that could lead to bugs and balancing issues but would most certainly increase the play-value.

When it comes to balancing. A solution could be that the abilities themselves are weaker in duration and or power. Which makes sense since it shouldn't be able to compare to the same caliber as the real thing. Perhaps this frame is a very power-inefficient frame or has lower armor than the rest due to its broken nature? If the case where to be that it would become to difficult to implement this, then perhaps the frame could stick to a more void focused theme to its abilities and only leave the body parts as a cosmetic option only.

Which body parts and how many body parts do you have access to?

There is a simple answer to this really. You can only access the body parts of frames in which you own. For example, if you only have a Rhino, Excalibur and a hydroid, you should only be able  to access those frame´s body parts unless you go out to gather more warframes to further increase the variety of choice.

What about the skins?

Id say that the frame itself does not have the possibility to have its own independent skins. However we could add an additional function to the loadout mechanic and say that when you select body parts to your broke warframe, you select the parts from the warframes in your list of loadouts. If the parts belonging to that certain frame in that loadout has a skin actively equipped in that loadout. The same skin carries on to the broken warframe when equipped.

What about body parts from Prime warframes?

Id say you can not equip body parts from prime warframe until we get the prime version of the Broken Warframe. I know, its tough love and it breaks my heart as well but it makes sense though.

Conclusion:

To round up. I just want to empathize the big opportunity this concept could bring to the game. It's something that would with guarantee increase the fun-value of the game and hopefully keep more players invested in this wonderful game. Will it be hard to implement? Most likely but is it worth it? My friend, i fully believe this would make things more fun in warframe. But what do you guys think? Did i miss something to bring upp? Please leave a comment and let's start a discussion on this subject! 

Pros:

-Higher fun value to the game as a whole.

-Increased customization.

-Increased variety of builds.

Cons

- Would take more effort and time to implement

-might become very buggy

-might become unbalanced.

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Given the theme "broken" and the concept art I cant think of anything but a Frankensteinish monster i.e lab experiment gone wrong.

Passive: Lashing Leeches. 5m AoE area around the frame that passively leeches life from any enemy within range. 2 health per second per enemy, uneffected by modifiers. Counts as void damage versus sentients so resets resistances. Based on the tentacles/leeches in his concept art, will come back to that same thing again with his #3 skill.

1. Dreadnaught: A rush attack similar to Rhino's charge but with the lock on mechanics of Garuda's dread mirror. Needs a clear path to the target, deals full damage to the target directly hit and opens it to finishers, enemies within ?/?/?/? meters suffers electric damage with ?/?/?/? status chance. Damage and status chance improved with strength mods, charge distance and AoE effected by range.

2. Unbrideled Rage: AoE buff that increases critical damage for self and allies and gives the caster a 0.5/1/1.5/2% life leech melee buff for the duration. Critical damage effected by strength, AoE size is effected by range and the whole skill is effected by duration.

3. Nowhere to run: Unleash a frontal cone of Leech Tentacles to pull in enemies and stun them briefly. Attack deals slash damage with a ?/?/?/?% status chance. Damage increased by strength mods, range and angle increased by range mods. Counts as a melee attack for synergy with the life leech of his #2 skill and the damage increase from his #4. Counts as void a void damage attack versus sentients.

4. Rampage: Channel skill that grants up to 90% damage reduction and increases melee damage and movement speed.

Just a simple, broken, misunderstood and angry monster.

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When I think of a Broken Warframe, I think of it like a machine that constantly tries to rebuild itself, but always ends up going back to being broken as it can’t find parts that “fit” – a idea that is reiterated by the Eornheit’s concept as the entire warframe is composed of white tendrils that give him stability and form but look perfect to strip parts from enemies.

Passive – Feasibility Analysis

“Broken Warframe” is always looking for compatible parts on fallen enemies. Dead enemies drop a Viable Part;

Starts mission without Shields, having to build them with your third abillity;

Viable Parts are stacking enemy parts (arms, legs, weapons, whatever) that, before given use (3 Ability), get dragged around by the White Tendrils on Broken’s body (I thought of they looking like a Syndana, or like Atlas Stone stacks)

 

First Ability – Protocol: Immobilize
Sends White Tendrils to entangle enemies. Entangled Enemies are immobilized and have reduced Shields and Armor.

 

Second Ability – Protocol: Collect
Tendrils on “Broken Warframe” and on Enemies start attacking on a Frenzy, dealing damage to enemies and making them drop Bonus Viable Parts.

Third Ability – Protocol: Unstable Reconstruction
Consumes Viable Parts to (same "rotation based" style as Ivara's Arrows):
1- Reconstruct Defenses: Gain bonus armor, but losing HP makes you lose stacks
2- Multiply Tendrils: Abilities that use Tendrils strip more armor/shields and have bonus range, but using those abilities halve the current Multiply Tendrils stacks.
3- Reconstruct Shields: Rebuild Shields, but using shield gating halves the stacks.

Fourth Ability – Protocol: Assemble
Broken tries to assemble itself, consuming viable parts for bonus damage, but blows up and, according to active third ability buffs (that get cleansed), does the following:
->Blowing up with Reconstruct Defenses throws Shrapnel at enemies, dealing slash damage and procs;
->Blowing up with Multiply Tendrils entangles surviving enemies and gives "Broken Warframe" bonus viable parts
->Blowing up with Reconstruct Shields grants allies Overshields;

 

Protocol: Assemble makes you lose all buffs from Unstable Reconstruction
 

Explanation:

My idea was to make various cycles of abilities that you would always use, like Harrow demanding you to use Thurible -> Condemn -> Penance or Nidus using Larva -> Virulence -> Parasitic Link/Ravenous. Broken’s is similar in the sense that you will use Immobilize -> Collect -> U. Reconstruction -> Assemble as a Base Cycle, but I wanted other possible cycles that make you either debuff enemies while dealing damage (Immobilize -> Collect -> Multiply Tendrils -> Repeat) or making you be able to tank high level content (Immobilize -> Collect -> Reconstruct Armor/Shields -> Repeat).
The idea of the Warframe working on Cycles of Abilities comes from the concept that he spent so much time trying to rebuild itself it doesn’t even know what it was before being broken. So, I made so that he can tank, do damage and debuff according to the player’s need.

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Name: Raze

Passive. Unstable Reach:
As time goes on their body becomes more unstable increasing the range of their abilities.

1. Haul and Scavenge - costs energy:
Detaches an arm to pierce a target with it and pull the enemy close, causing puncture damage. If killed by/during the pull the enemy's body is weaved into the Warframe's body, providing them with a buff depending on the enemy. Can also be used to grab surfaces and pull themselves to it.

Augment. Replicating Grasp:
Can be used on allies to clone certain active abilities for themselves, i.e. If Nova has null star active he gets their own. Doesn't pull allies, doesn't stop the ability on allies.

2. Dismantle - drains energy:
Collapses into a pile of stationary parts, ridding themselves of status effects. Enemies woven into them are used and dismantled into ammo, health or energy. While like this enemies ignore the Warframe but if they walk over the pile they are caught in the void energy that holds the Warframe together, taking damage over time. If enemies die from this damage they are woven into the Warframe when it reforms.

Augment. Trap Burst:
Instead of damage over time, the damage is saved and delivered to enemies in one go as the Warframe reforms.

3. Hand cannon  - drains energy:
Winds their primary weapon into their arm so they are able to wield their primary weapon alongside a one handed secondary or melee weapon. Imbues the weapon with void energy for extra damage. Unable to be disarmed by enemies when this is active.

Augment: Energy Refinement:
Enemies killed by the Warframe's hand canon are immediately dismantled for energy.

4. Explosive Shatter - costs energy:
Explodes, sending their body parts flying before the void pulls them back together again. This causes blast damage to enemies from the initial explosion and further damage depending on the Warframe parts that hit them. White: Puncture, Red: Impact, Grey: Slash (from the concept art). If they have enemies weaved into them, these also cause damage dependant on their enemy type, i.e. Arson Eximus: Heat, etc. The enemies are expelled after this and they lose their buffs from the enemies. The Warframe evades damage during this ability but may self damage?

Augment. Power Vacuum:
Loot is pulled towards them as they are reformed.
 

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The Broken Warframe ability concepts.

Flavor text and ability explanations are present to give DE themes to play around with, as well as to inspire players with new ability ideas. Reading the flavor text is not necessary in order to grasp the gameplay presented through these abilities.

 

These abilities are based on the concept that the warframe is already broken and destroyed. It is always harder to break something a second time. Because of this I opted for a more tanky approach to the abilites. I also wanted to give the abilites a berserker/juggernaut feel since every warframe has a certain personality to them, so being composed of multiple different is bound to make you insane/crazy, or simply lose that sense of self, giving the frame a more crude and direct aproach to combat. These abilities are based on the assumption that the frame has high hp and energy, either low or very low armor, and no shields (like Inaros and Nidus).

 

Passive: Whenever enemies get damaged by you or dies, they have a chance to drop Fragments, which can then be picked up by the The Broken Warframe. Picking up Fragments grants bonus armor. For every instance of damage The Broken Warframe receives, they lose a set amount of the bonus armor (gained from Fragments).

This passive is inspired by the parts sentients sometimes leave behind whenever they die. A fun interaction would be to allow this frame to pick up those leftover parts as Fragments.

 

Ability 1 - Harvest: Dash to an enemy and tear them apart, dealing damage and ripping out Fragments. (Counts towards the passive)

Though not necessary, the dash shows a relentless/ruthless nature to go along the tearing a piece of your target for yourself. This can be further shown by the implementation of a combo system similar to the ones found in Rhino's, Atlas' and Valkyr's first abilities, increasing the damage and decreasing the ability cost with each cast within a small window, capping at a point.

 

Ability 2 - Assimilate: Expend Y amount of bonus armor (gained from Fragments) and restore Y amount of health.

Although this warframe gains a lot of bonus armor through Fragments, they will still recieve damage. So no matter how tanky, they can still easily die to a group of rapid fire enemies. Assimilate is there to make this warframe just a bit harder to kill, while playing with the replacing old parts with new ones concept.

 

Ability 3 - Void Roots: Afflict and ensnare a target with void energy, slowing them and making them more susceptible to damage from any source. These void snares spread to nearby unafflicted enemies, granting them the same debuff and extending the duration of this ability.

This ability serves two major purposes: Grant The Broken Warframe a bit of CC, of course, but also take a break from the bonus armor thematic. Gaining and spending armor with every ability would simply make the abilities too much alike, and turn the bonus armor into another ressource to manage closely alongside energy, making it harder to synergies the abilties together properly.

 

Ability 4 - Abstract Dissolution: (toggled channeled ability) Shed your broken body and take on a form of pure void energy, creating a lethal cloud of swirling warframe shards around you. Every second, expend a % of your current bonus armor (gained from Fragments) to deal continuous damage to enemies in a radius scaling from the amount of armor spent each second. While this ability is active, you gain a bonus to your movement speed and your Fragments pick up range is extended to the range of this ability. You may still use abilites while Abstract Dissolution is active.

This ability plays into three things: The "We" theme that comes into play from being made of multiple different frames, the disassembling aspect of that also comes with being made of multiple parts, and the void energy that ties everything together. Looking at Revenant's arm, we can see energy can take a bodily shape, which would allow The Broken Warframe to sustain themselves with the void energy tying everything together while they unleash a maelstrom of steel upon their enemies. The "We" component is heavily inspired from Starcraft II Archons, beings of energy created by the fusion of two protoss. Since The Broken Warframe is already fused and has the energy playing into it, why not play into it a little further? The movement speed comes from being freed of your own crafted shell, and you can still pick up Fragments and tear off pieces of your enemies with Harvest to add to your swirling metal of death.

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If nothing else at least consider the 4th ability.

 

Passive:no shields, but has a natural health recharge that starts whenever an enemy is damaged by any of your abilities and will remain until you have full health,hit by nullifier field, or have any damage over time effect. Additionally mods that affect shields instead affect health and armor via 50 50 split (+/-100%shields=+/-50% health +/-50% armor--+/-100%shield recharge rate= +/-50% health recharge rate)and stack with normal health and armor mods. Additionally in the absence of energy health may be used to cast abilities, but costs double the energy cost and can kill you (also warframe begins to have visual effects if health is used for over time abilities).

 

Ability 1: Burrow

You dig underground avoiding all damage while draining energy (1 energy per second when sitting still--5 while moving--double with caustic touch), and move slightly slower (movement speed is decreased by 15%). While under an enemy/group of enemies you can either cast your ability again, you'll launch out of the ground, and all nearby enemies will flee while you get stealth finishers for the next 5 seconds, or you can hold the ability which will show a mass a limbs reach from the ground and drag all enemies within a 4 meter radius underground where they cant do damage and take % damage for the 10 seconds they are under (3% health per second). Any enemies that die from this add a flat armor buff to all squad members within a 20 meter radius that lasts for a set time (+100 armor per enemy killed up to +1,500 armor and lasts 20 seconds), the time only resets if you're not already at the max armor buff. All enemies killed with this ability or with the acid trail (including those that die within a short period after touching it) restore 50 energy each.

 

Ability 2: Caustic Touch

You drain enemy armor with each melee attack and whenever you bullet jump near an enemy, but your energy slowly drains. Armor stripped is permanently gone (bosses can only have 40% of their armor removed at max), and if used with burrow you will leave behind a trail of shreded bone and armor coated in acid that deals 60% of its damage as slash and 40% as corrosive and status chance is 20% and can't be changed (trail maxes at 40 meters long before oldest end starts to disappear and lasts for 12 seconds after you leave your burrow and does not increase with duration). If used while pulling enemies underground with burrow a puddle of the acid soaked bone and armor will appear where each enemy was pulled under (enemies take no armor damage but instead take double damage over time).

 

Ability 3: Detonate

Using the void energy in you you proceed to go critical while pulling in enemies and objects for a half second before detonating. All enemies drawn in will scatter with the explosion along with any ammo not picked up leaving just a scattered pile of warframe parts near where you were, and does increased damage per energy used (ability costs 50% current energy and drains 20% max health when energy is used and double when no energy is used which can kill you if no enemies were killed and you have 10% max health or less). If used with caustic touch you deal extra damage as corrosive. If used while burrowed the ground starts to crack with bright light before erupting around you (the following doesn't happen if used while burrowed). You can then move as the scattered parts and gain back stealth while also moving slightly faster, but energy drains over time (enemies can still spot you but at a drastically reduced range and not when you sit still--+20% movement speed--5 energy used per second). In this form you can't jump or shoot, but you can climb over obstacles/move on walls and you can do a melee attack that tears apart enemies killed by it. Lastly you can "reassemble" your body at any time while keeping stealth if out of sight.

 

Ability 4: Undead Toll

The warframe begins to get over whelmed in void energy making its head begin to glow with void fire. Additionally its head will start to look more like that of another warframe (can be changed by changing warframe head piece in the warframe customization screen), and the torso, arms, and legs get cloaked in void energy that makes them look like different parts from different current warframes. After this process, the warframe lets forth a scream made from the voices of multiple vengeful warframes. From there you'll take over and can shoot void flames, from both hands, that do fire damage and a small portion of void damage so no one (even sentients) can resist the pain these warframes felt when they died. You can also switch to melee which covers your hands in void flames. Burrow can't be used while active. Caustic touch does normal effects. Detonate costs no health and instead shows the warframe concentrate void energy near its chest till it hits critical levels then the warframe disappears followed immediately by the void energy detonating. After that the warframe reappears.

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passive: enemies drop scrap on death and you pick it up to to fill your scrap gauge, which is used to fund some of your abilities. the more scarp you have in your gauge, the higher your armor. (not meant to behave like nidus stacks, more like Gara's splinter storm or Atlas ruble gauge) Scrap also has a universal vacuum just for the scrap so gameplay doesn't suffer too much if your pet dies.

1st: Scrap Spear: channel scrap you have picked up into a spear/ harpoon and hurl it at enemies. It has increased damage and punch through the more scrap you channel into it by holding down your first (kinda like ember's first).

2nd: Rooting Tendrils: Shove one of your hands into the floor and sprout out void tendrils that root enemies and makes them drop more scrap on death.

3rd: Scrap Swarm: Spend scrap and some energy to spawn a swarm of micro bots and scrap targeted on you that heals your allies when they stand in it or grants them over shields, and hurts enemies with slash procs. The more scrap and energy invested, the greater the heal, damage, and area.

4th: Jury-rigging: Choose one of the four base elements for weapons and then apply that to your weapons. lasts as long as you have scrap for the ability to spend.

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I think for the final look he/she should be made up of maybe junk from throughout the solar system. Maybe some Grineer parts here, some Corpus parts there... etc. This could show that he’s a broken Warframe not quite up to par with the others look wise, but he/she is making due. For abilities and passive I’m thinking this:

Passive - Metal Sound: Invulnerable to any electric or magnetic proc, but gets a boost of some kind if hit by any of those procs.

Ability 1 - Sharpshooter: When this ability is in use On Headshot kill, this Warframes buffs reload speed and weapon handling speed for a short period

Ability 2 - Shockwave: The Warframe punches the ground sending out a wave that staggers enemies and does impact damage to those who are in close proximity to the Warframe. 

Ability 3 - Grenadier: Throws a grenade made up from the parts of his body. Damage goes off from the amount of magnetic and electric procs the Warframe has been hit by and will give that damage right back to the enemy depending on how long the ability button is held. The longer it is held the more damage and size of the grenade, and more energy required.

Ability 4 - “Destroyer”: This Warframe forms a massive hammer from his armor, revealing the incomplete body hidden beneath all the junk he/she is using for armor. This makes the Warframes armor stat decrease while the hammer is in use, but holding down the ability button allows you to dictate how much armor you want stripped off for the hammer. More armor used equals more damage but more energy used over time. 

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1. Rocket/Sucker Punch: to me, the big red arm and the cobled to together style is BEGGING for some inspector gadget ass hyjinks! When you fire your arm you can only use your secondary(maybe melee but that would be tricky with duel weapons) like when you grab a data thing in moblie defence, and your arm fires off and latches on to dudes(kinda like nidus's 3) and starts wailing on them, comes back when their dead.

2. Void Repulse: This would be an aoe centered on your frame which would over charge on void energy and discharge, doing knock back and disabling sentient resistance. This would synergise with the Rocket/Sucker Punch and have the energy discharge from the arm as well.

3. Grapple Arm: I mean come on! This an must have ability for the big arm, tenticle frame. You can drag enemys into melee range and (if possible) be able to switch and go to enemys. This would also synergise well with Void Repulse since you can bring more people into the aoe or bring the party to them.

4. Void Cannon: Similar the the operators void beam the Void Cannon is frame weapon(similar to excalibers sword or Mesa guns or Barrukes Dukes) Eornheit's arm would go full megaman buster with a charge blast and all! I think all void type abilitys should use void as its damage type, which might be OP but I feel its time to have a frame that does(if there already is, don't @ me).

Passive: Void Adaptability or Void (color) Shift: Void Adaptability would be just like sentient adaptabily, if maybe nerfed a bit. If thats a no go there's Void Shift, which functions just like Chroma's passive of changeing the elements of the void type attacks. This also covers if having the frame use void damage is a no go.

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Broken Warframe name idea Aether/Aither: The god of the sky, which the ancient Greeks considered to be “blue ether” that represented heaven. Aether’s mists were able to fill the space between the transparent mists on the ground and the solid dome that made up the sky.

Broken Warframe Abilities: Damaged in the Old War when he was unable to control the overwhelming power of the Void. Pieced back together by fragments of his shattered body, held together by the fabric that once torn his body apart.

Passive: Void Root-Inherit your Operator active focus, passive ability.
Ex: Active Zenurik school will give you the passive to grant additional energy over X seconds.

1) Warped Soul (Cast ability): Traverse in small burst through void rifts and ambush foes.

  • All parkour movement is replaced with teleport (Bullet jump, roll, back-flip, etc) for X seconds.
  • Enemies lose track and cannot target you after a teleport into the air for 1 second.
  • Parkour abilities are more effective.
  • Aerial kills and accuracy(headshot and weakpoints) shots regenerates energy.
  • Would be cool if he left mist in his previous location before teleport.

2) Partial Medium (Cast ability): Anchor the void to create a medium between allies and foes.

  • Initial cast mitigates debuff and status effects from self and nearby allies.
  • All Buffs can be shared between all nearby allies(including companions) with X% efficiency. Lasts for X seconds. Buff applicable only once.
  • When enemies outnumber self+allies, gain +X% extra strength and damage for each enemy within area. Buff is shared with nearby allies with 100% efficiency.

3) Void Spark (Cast ability): Temporarily open a pocket Void and subjugate your foes to pure Void energy.

  • Create a void tear, up to 3, each lasting X seconds.
  • Enemies passing into the void tear will have their elemental resistance stripped.
  • Enemies in the void tear will continuously be subjugated to random elemental status which deals 10 dmg while inside area of effect.
  • The Void tear implodes and deal 1,000 void damage to nearby enemies.
  • Hold the ability key to implode all Void Tear.

4) Divine Form (Channel Ability): Disassemble and fuse with your Operator and wear your Warframe's exoskeleton as a suit of armor.

  • Combine your operator active focus ability and Warframe ability. Inherit all focus trees passive you've unbounded.
  • Primary and secondary weapon is replaced with exalted operator amp.
  • Void blast every time you perform a heavy attack with melee weapon.
  • Warframes bullet jump is replaced with operator void dash.
  • Dying while channeling ability will force the operator out and disables the ultimate for the rest of transference static debuff duration.
  • All operator ability uses the Warframe's energy pool. It does NOT regenerate similar to the operator energy pool.
  • Disables Operator and Void mode.

Extras:

Spoiler

Augment ideas:
1) Resonating Tranquality: Allies can regenerate energy with aerial accuracy shots. Energy Regen is shared. -Aerial non-accurate kills no longer trigger energy Regen.
2) Impartial Medium: Gain half of what you normally receive in strength/damage, other half is applied to shield and health Regen.
3) Death By Glamour: Only able to create 1 void tear. Enemies will be mesmerized and drawn toward void tear. Imploding void tear will damage and blind nearby enemies.
4) Tenno PhD: Holding ability key allows you to cycle through your unlocked focus tree.

Signature Weapon ideas:

Sunlight Javelin: A primary gun that shoots fiery javelins.

  • Starts as a handheld device, no bigger than a tennis ball.
  • Full charge should take about 1 second.
  • Charge the device to make it grow into a full length crackling fiery javelin.
  • Strucked enemies will glow yellow and visible through walls.They take damage over time for a short period of time.
  • Full charged javelin will shock recipient and nearby enemies.
  • Could utilize the fishing spear or speargun animation?

Mjolnir: A hammer weapon yielded only by the worthy.

  • Weapon cannot be disarmed by enemies.
  • Ground slams and heavy attack summons lightning to strike targeted enemies.
  • Hammer can be thrown with heavy attacks in a similar manner to Glaives.

 

First time designing Warframes ability. Ability 1-3 are meshed together to try to fit the broken void theme, where he is damaged or broken by an exuberant amount of void energy. Thought it was appropriate that a broken Warframe ultimate ability can have his body broken and utilized as an exoskeleton suit to "beef up" the operator for hands-on field work.

Would greatly appreciate others' feedback or comments.

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Passive : Every pickups are 25% more effective, and gives 5% of the warframes current missing energy.

1st skill: An energy draining, channeling ability AoE that stuns/roots enemies until the channel time wears off, energy runs out or when the warframe is interrupted.

2nd skill: An energy draining, channeling ability that damages the enemies in massive aoe around the warframe. The damage is low but slowly rises at it goes on.

3rd skill: An energy draining, channeling ability that gives an ally damage/regen buff. This ability stacks addictively. This ability can also be casted on the warframe itself.

4th skill: As a "broken" warframe, it can dismantle itself and leave a temporal "copy" of itself behind, casting the spell of what the warframe was casting until it dies or reaches its time limit. The warframe also teleports/dashes at a targeted area, dealing damage at the targeted area too.There are limits to how many "copies" of itself it can make with rank 1 being 2, rank 2 being 3 and rank 3 being 4. Everytime this ability is casted, the warframe loses a fraction of his max hp and shield, and gains them back seperately as each "copy" dies, or runs out of time. All spells are refreshed from its cooldown after casting ability and can be used again. All energy spent by the "copies" are linked to the warframe, meaning the energy drained/draining also affects the warframes current energy.

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Passive: Volunteer

Infested tendrils, dripping with void energy, constantly reach out in search of fresh corpses and body parts. It takes whatever parts it needs to make itself whole again, providing small heals and charges for its abilities.

 

1: Divider

With a howl, pieces of the warframe tumble to the floor, then scramble off to damage enemies, slightly damaging the frame. Enemies killed have a chance to become allied for a short, violent time. Volunteer provides new/returns old pieces scrounged from it’s victims. (shameless Dead Space reference)

 

2: Hunger

Warframe disassembles and reassembles on an enemy, crushing them to death and consuming them.

 

3: Fixed

Uses Volunteer charges to provide a temporary weapon damage and armor boost

 

4: Broken

Rapid Unplanned Disassembly occurs, releasing tendrils of void energy which strangle enemies as superfluous parts are released from the frame. Volunteer charges become shrapnel and provide a damage boost.

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