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Open Call for Warframe Ability Ideas!


[DE]Helen

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My concept is based around the void tendrils wanting more parts for the Warframe and getting them from enemies. The abilities' effects vary on how many parts the frame has gathered. The warframe itself is made of 4 beings: The void tendrils and 3 unknown warframes. One serves as a base for some abilities, one was a more support-like warframe which takes over the abilities when less parts are collected and the other was an agressive-style warframe which takes over the abilities when more parts are collected. You can say that the void has made a puppet out of the remains of these three frames. I also think the void tendrils are like the "tree" you see on your orbiter and most orokin tilesets.

 

Passive: (name) can collect enemies for himself making them parts of it. Parts may be collected when performing a finisher on an enemy. There are two states: Disjointed, when up to 15 parts are collected and has a movement speed increase, and Assembled when from 16 to a max of 30 parts are collected and has a health regeneration buff. There will be a UI bar showing the current form of the frame and the number of parts.

 

Lua Matrix: In Disjointed form, (name) projects a stationary barrier of moonlight that increases the status chance and duration of projectiles passing through it as well as granting overshields when hitting enemies through it. Passing through it cleanses all status effects. In Assembled form, (name) turns the moonlight into a projectile with the form of a crescent moon that passes through enemies horizontaly. A short time after hitting each enemy, an explosion on their locations will occur, adapting its damage to the enemy's type of health with a status chance to proc said status of 50%.

Scales with strength and range mods (only the projectile's width is affected by range so the explosion is not too OP). Cost of 25 energy. Note: Multiple barriers can be up at the same time.

I thought of this ability because I thought "if Volt has a shield that increases critical damage, why does no frame increase status chance", and it just feels perfect to have an ability that increases status chance after its recent changes. The other form is an offensive version of the barrier that I think is unique.

 

Void dust and Void strike: In Disjointed form, (name) absorbs 15% of the enemies' health in a cone and shares it between its nearby allies. If this ability hits an enemy with armor, it also strips part of it and shares it with its allies as a temporary buff and if the target does not have armor this ability instead absorbs 22% of the targets' health. This ability grants 1 part per 5 enemies hit. In Assembled form, (name) uses 6 parts to launch a projectile that deals more damage the more status effects the target has on hit and explodes in an area that does 75% of the projectile's damage and makes enemies freak out (since, you know, you are throwing parts of their dead allies at them). 

Scales with range, strength and duration (only the armor buff) on Disjointed form and with range, strength and duration (only the freak out effect) on Assembed form. Costs 50 energy.

This ability is a way of supporting your teammates and getting some parts on the Disjointed form and as a quick damage tool that serves to spend some parts in Assembled form.

 

Overgrowth: (name)'s void tendrils overgrow and reach out to enemies, consuming them when below 30% health and gaining 2 parts. Enemies can't leave the maximum range of the tendrils once they are linked. In Disjointed form, range is multiplied by 1.5 and enemies are slowly pulled towards (name) because of the tendrils being more anxious to get some parts. In Assembled form, enemies become disarmed 2 seconds after they have been initially linked. Note: At base, only 10 tendrils can be up at a time.

Scales with range and strength (number of tendrils). Cast costs 25 energy. Channelled ability.

This is (name)'s best way to get parts and I think it is a cool and thematic way to get parts (consuming enemies when they are weak) and the buff in Disjointed home kind of grants character to the tendrils themselves.

 

Flourish or Famine: In Disjointed form, (name) grabs an enemy and turns it into a "void tree" (the ones I mention in the first paragraph) which uses its roots to prevent enemies from moving, setting them up for finishers, and sends waves of void energy that redirect you and your teammates' bullets to the enemies' heads and buffs all affected tenno weapons with void damage. In Assembled forrm, (name) uses all of its parts to craft the Theriz (an exalted scythe) and keeps it together by using energy. For every part consumed to craft the Theriz after 15 parts, its range is increased by 0.2m. When (name) runs out of energy or stops using the ability, it slams it into the ground and deals slash damage in an aoe based on the weapon's damage. Note: You can only have one tree up at a time, it has a base of 20 roots and even though roots set enemies up for finishers, they can still shoot (they are only crippled).

Scales with range, strength (number of roots and weapon buff) and duration on Disjointed form and with range (slash aoe) and strength on Assembled form. Costs 100 energy on Disjointed form and 25 energy to cast and is a channeled ability on Assembled form.

I love this ability because it has 2 very different effects and they fit the form that you are into. Flourish sets enemies up for finishers so you can get more parts and Famine is a powerful way to use all of your parts, which creates a really flowy and cool gameplay loop.

 

Overall, I love this concept I have come out with and if I don't mention any numbers it is because I leave them for the devs to decide, and even the numbers that I mention are not final.

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passive:

(Frame’s Name) heals him/her self while reviving Teammates. 

(Frame’s Name) can become sentient when in Tenno form

first ability: Scrapping throw

(Frame’s Name) can throw limbs at enemies using the void to launch them (% of damage to be determined). 
slash and puncture damage
Limbs return after hitting something

second ability: Elemental buff

the energy color of the frame gives elemental buffs to weapon equipped and teammates gets buff in 10m radius (time last to be determined)

third ability:(void channel) he channels energy of the void through himself to enhance his abilities and survivability at the cost of rage stack

forth ability: Turret man

(frame name) can turn into a turret and do void damage (to be determined). Fires void bullets from energy (energy= Ammo)

thanks DE for this frame

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Passive: Broken Warframe has a 20% chance disable nearby cameras, Arc Traps, Grineer Sensor Bars and jam random enemy weapons. 10% chance to automatically deactivate Alarms and Terminals when nearby.

Skill 1 Repurpose: Rip your own arm off and throw it at an enemy, taking control of them for a certain duration. Infecting the target enemy with a virus that upon death releases a radius of Viral damage to surrounding enemies. While this skill is active you are limited to using your Secondary weapon until the skill ends. 

Skill 2 Haywire: Upon casting enemies in the area will begin to randomly shooting in all directions for a certain duration. Robots that die while under these effects will explode causing a radius of blast damage.

Skill 3 Overclocked: Increase the Reload Speed/Attack Speed/Movement Speed for you and your allies for a short duration. Leaves all your movement slowed down up to 40% for 5 seconds when skill ends.

Skill 4 Void Refuge: Plunge your hands into the floor releasing the Orokin Roots through the ground in a large radius. Regenerating allies Health and Shields while draining your own energy (increasing over time) causing up to 5 enemies within range to become entangled in the roots. This skill leaves you vulnerable but increases your armor/health/shields by 35-50% while skill is active.

Just for an extra fun idea. His idle animation could have him grasping his head as if he is fighting a surge of thoughts imprinted from each part he is made of.

(Edit: Changed skill 1's name from Assimilate to Repurpose)

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high risk-reward frame, no specialized role

 

low shield, high health, average armor (not good with ballpark that). no energy bar, the skills are cast from health. costant passive health regeneration at 1hp every 2 seconds

 

Passive: Broken Not Wrong

with the health depleting, proportionally increase range and cast speed. casting an ability cost health. passive regeneration of 1hp every 2 seconds

abilities 1&3 are single activation

abilities 2&4 are to be switched on and off manually, can't be casted under 10% of total hp and get swiched on if life goes under that treshold

 

 

1: The Stinger. stab the left leg into a mid-distance enemy, interrupting their action and causing physical damage and procs [possible augment converting damage and proc into element only]. the "sword&whip" is an exalted weapon

simple damage ability; the ability prevents from moving but can be casted while in the air. life stealing on hit. one hand action. does NOT need a vaid target

 

2: The Wings. extend two metal slab from the frame back that generate a forcefield; reduces all incoming damages by percentage (before defenses) in the area while at the same time slowing down movement speed and increased aggro. the frame itself is immune to damage during the execution, but suffer costant damage. small starting AoE

 

3: The Pincer.  the frame right hand slids under the forearm and the whole part increase in size, before the frame grab the enemy in front of him, permanently disarming it and healing % of max health on top of base lifesteal on hit. log casting time, the damage ability require a valid target in the range, [possible augment, remove increased lifesteal for a permanent armor reduction]

 

4 The Overdrive: the frame activates all function at once, suffering % of total health damage for the duration and inflicting ice elemental damage in an area around it; while in Overdrive, casting the other abilities give them extra effect for as long as the Overdrive itself is active and cost no extra health for the duration and up to a second after that:

-The Stinger gains extra blast damage AoE on the point of impact

-The Wings gest deactivated on casting. activating the ability generate a 1/2/3 second invulnerability burst (unaffected by mods) with all frame and companion in the range affected.

- The Pincer casting time is greatly decrease and killed enemy explodes for Aoe damage and blast proc

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Passive: Starts with very low stats. 100/100 HP/Shield, 50 Armour, 50 Energy. Unaffected by Mods. Instead, During missions, Any enemy killed within affinity range will give you bonus', up to a cap of 3x the modified HP/Shield. (1320 HP/Shield if a max ranked Vitality/Redirection is applied, same for the other two stats) Capping out at 50 Enemies killed. Every 100 Damage to HP/Shields removes a stack.

 

Ability 1. Toggle Aura that slowly saps stacks from nearby enemies, dealing a low % of their HP/Shield/Armour degrading per second. Shooting effected enemies speeds up the effect of the %.

Ability 2. Expend 20% of current stacks to instantly CC enemies not blocked by cover in an AoE around you with parts of their fallen or absorbed allies, as well as making status effects proc twice each time they're proc'd. (Depending on amount of stacks consumed.)

Ability 3. Expend 50% of current stacks to augment all allies current weapon, and self to increase the two highest stat investments of the weapon. (Status, Fire-rate, Critical Chance, Multishot, Reload Speed, BASE damage)

Ability 4. Expend 100% of current stacks, and for a time, prevent any energy cost, HP cost, Shield cost, as well as prevent allies, and self from being damaged at all for the duration, but all of the HP/Shield/Energy costs happen at once after the effect wears off. Non lethal. Any HP/Energy/Shield gained however is doubled. (Ally takes 8,000 / 740 HP, Picks up 10 HP orbs, Ability ends, ally is now at 501 HP)

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--passive--
picking up hp when at max boosts your armor
--tear--
attacks an enemy and takes parts of them which repairs him (adds armor) armor cap depends on the armor you have and gained armor decreases over time
--breakdown shot--
a shot that takes armor to use it can be charged to take more armor
--transplant--
you give armor to a teammate
--scatter--
breaks the frame down into pieces that attack every enemy in sight (amount of pieces depend on the armor)

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Passive - Broken, not destroyed

If health is below 15% received damage is reduced by 20%.

1 Ability - Hearth of action

On activation gives to the warframe or random squad member a charge for [duration], that will make him or warframe invulnerable if armor or shields are down.

Augment: Last one standing

Nearby enemies become stunned if charge is used.

2 Ability - We are one

For [duration] weapon deal +30% damage

Augment: Killed by many

Enemies hit by this ability have additional chances to be open for parazon kill. If killed by parazon, warframe gains temporary (10 sec?) damage buff based on [strength] helpful against foes with similar HP type (Alloy armor etc). If enemy was hit with [Void traces] restore 5 energy.

3 Ability - Void traces

Mark enemies in [range] with void, granting them the ability to deal x2(or more, based on [strength]) damage, but the longer they live, the more HP you will regen. If enemy is not killed till the end of the [duration] void in him explodes, dealing [strength] damage do nearby enemies.

Augment: No time to die

Void traces are applied to one enemy, but he becomes invulnerable and deals x8(or more, based on [strength]) damage. After ability ends, that enemy is open for Parazon attack for 3 sec. If killed during that time - all squad members within [range] gain 10% current health of the warframe.

4 Ability - Newerending battle

For [duration] every enemy hit with melee restores HP(or ammo if HP is full).

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Just saying, any chance of having a Warframe that can summon a "Fighting Spirit" to fight for them?  You know, a "Fighting Spirit" that you control to fight for you in your stead?  I mean, it doesn't need to do stuff like stop time, or turn non-living objects into living objects, but maybe give it the ability to turn whatever the spirit touches into a bomb?  Wait, then it would have no weaknesses.  What about making it summon into the form of a controllable aircraft?

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Passive: You can channel abilities to by consuming health making them more powerful and every kill you get restores 30 hp

 

Ability 1: Shrapnel blast

You shred your own frame to create a ball of shrapnel the deals puncture and slash by channeling you deal more damage and more projectiles are added up to 30 any hits made will return Armour

 

Ability 2: Whiplash 

Expend some energy to create whips of void energy that lash out at enemies you can hold this ability to give it increased power while draining health and making the tentacles on his body become smaller

 

Ability 3: shield of whips 

The tentacles on his body grow larger and act on their own attacking enemies around the channeling grows the tentacles extending their range and damage 

 

ability 4: Dex Blast rams

Pull from your body a pair of shotguns that upon impact of an enemy spawn void tentacles that bind them by channeling this ability you turn the shots explosive and increase their damage and fire rate

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Name: Siren (Parthe'nope)
Origins: In the Derelict there’s a ship graveyard. Originally Siren was there luring ships to their demise.
Type:  Tanky/support with burst damage. 

Skills     

Passive: The more enemies around builds armor and health in stacks that slowly decays as enemies lessen.  

1. Shriek: Enemies in a circular radius are struck with radiation damage, sapping health in correlation to the passive stacks. (augment mod to allow sap to be shared with team)
2. Resonance: Toggle ability that replenishes mana to the group, is immune to damage during song, but cannot do anything while active.
3. Sirens Song: Causes enemies to be drawn in and attack her with lowered attack speed. 
4. Maelstrom: Releases all stacks of that have been built, doing mass damage. Hold to enhance the storm, but at the cost of sacrificing natural armor, to give a percentage of health to return percentage of damage done as health and armor to team. (second part could be a great augment mod)

Related Additions:

Melee Weapon: Tuning Fork.

Appearance: Trident.

Classification: Polearm. 

Specialty: Built in life steal. High Damage. High Crit. Low Crit. multiplier. Low Status Chance/ 

 

Companion: Atargatis Kavat

Acquisition:  Infected by song by a body of water.

Mod one: Infatuation:  Heals owner over time. 

Mod two: Overprotection: when owner takes damage, Kavat gains damage buff and attacks that attacker with increased damage percentage. If attacker is killed by pet, percentage chance to give increased damage buff to owner. 

 

 

Note:  "Sirens Song" should be editable,  like Octavias. After all, every siren is unique.

 

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1.Mine: You detatch an arm that buries itself. While activee you can only use one-hannded weapons or a 2 handed melee at half damage. When an enemy passes close to the arm, the arm pops out and attatches itself with tendrils to enemies within 10 feet making the enemy go beserk (BESERK enemies attack everyone around them with a 5% increase to its stats, disolves over about 20 seconds) and holding them in place.

2.Disorder: Uses part of your body to enhace weapons. When weapons normally applly a status effect they willl first try to apply a beserk state on target. While active beserked enemies that die drop energy and heath at higher rates. Is a drain ability.

3. Parasitic overload: If tapped, all beserked enemies explode and deal damage to everyone around them. If held, all beserked enemies expllode out as tendriills and try pirece enemies to hold them in place.

4.Absoption: Absorbs all tendriled enemies within range to get a boost to all stats for each one for a minute. 

Passive. Sap: For each beserk enemy gain 1% health regen. For each tendriled enemy gain 1 energy per second

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ability one- reinforce: when this ability is used the frames armor is increased by 200%.

ability two- wrap: the frame will shoot a tendril of void energy this will wrap up one hostile and hold them in place whilst doing 10 radiation damage this will also lock the frame in place and drain 25 energy per second.

ability three: void root: the frame launches a seed like projectile out of its core or palm and in 2 seconds the seed will bloom and entangle hostiles in a set area supplying the frame with health regeneration(amount of regeneration is determined by the amount of hostiles entangled. the more hostiles entangled the more the hostiles health will drain. the higher the level of the hostiles the more health will drain. ex a level 15 will take more damage then a level 10) this will lock the hostiles in place and slowly drain health and will only entangle enemies on bloom will only disappear when all entangled hostiles are dead.

ability four- break down: the frame will fall apart and release four tendrils of void energy to damage enemies (like hydroid's tentacle ability) the tendrils will drain 50 energy per second.

passive- split personalities:has a 5% chance to regen energy or health or get a buff to shields or armor for 5 seconds.

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Hopefully this gets seen xD

Passive ability:
Increases the damage & survivability of the warframe based on NIghtmare / Void stacks. Granting the further use of abilities.

Damage is granted by the Nightmare stacks,while Void stacks grant survivability to the frame,health and armor (Max a 100 stacks)



First ability (1):

Nightmare howl: Causes the enemies within range to be affected by fear,increasing their response time to actions and makes them run in fear for a few seconds
(Note that duration would not affect this,efficiency & strenght would,reducing the energy and increasing the amount of targets that can be feared/CC'ed,

Base duration being decent-ish at 4seconds (which is still enough to kill just about anything within the game)). 

Nightmare form duration 8seconds

Void form duration of 4seconds,while increasing the range of the ability by 50%
 

Grants 4 nightmare stacks per target affected

Second ability (2):
Void reach: Pulls the enemies into the melee range,stunning them for a 3 seconds after the pull brings them into the Warframes melee range.
(Modified by range, strenght and efficiency while the duration of the stun would cap at 5 seconds stun) 

Grants 4 void stacks per target affected.

Nightmare form 6/10 seconds duration stun and 20% disarm chance,forcing the enemies  to fight with their melee weapon

Void form 3/5 seconds duration stun with melee weapon range buff to the warframe itself.

Third ability (3)

Emerging Tide: Sends out Tendrils from the frame to a target in range,
Causing part of the damage taken to be transfered to the target instead as a stacking DoT  while the Warframe gets an armor,health and speed buff.

Channeling would send out tendrils to multiple enemies within range,granting 50% of the single target value for each enemy affected.

Not affected by the duration,the tendrils stay until the target dies as long as the Warframe is in range, Higher strenght would transfer higher % of the damage taken by the Warframe.

Nightmare form forces the Tendrils to leave the their targets,causing them to take %hp damage and immobilize them for 3seconds

Void form Tendrils burst out of their targets,exploding and dealing minor damage to the target but leaving behind a weak spot,causing the Warframe to deal 3 times higher damage to the enemy while hitting the weapon spot (with a primary/secondary). While Melee would grant % lifesteal bonus

Fourth ability (4):

Nightmare Empowerment / Void empowerment
Consumes all the Nightmare or Void stacks (depending on which is higher and grants following benefits to the Warframe and abilities) (Requires 50 stacks of any to be used). Duration of 25seconds, Can use the same one multiple times in a row

Nightmare stacks grant higher damage and range to the weapons,while granting a "Shadow form" to the frame itself,making it stealthy with higher movement speed and doubled ability crowd control duration.

Void stacks grant health,health regen and armor to the frame,making it more bulky & tougher to kill,while surrounding the frame with Void energy. Causing enemies to take damage from Void Energy (aura itself) and higher damage from melee weapon. Reducing their armor the longer they are exposed to the aura up to 60% with 10% per second.

"Shadow form" would be affected by duration, range and speed, while the "void form" would be affected by Strenght Armor and Health

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Passive
Warframe has a meter that builds up as abilities are used and "Unstable" effect spreads. As meter builds up, Broken Warframe will start losing either 10 Health, Shield, Energy, or Armor. This will also affect its enemies and teammates if Ability 4 is activated


Ability 1 : Disassemble
(25 Energy) Drains at 1-2 energy per second for each missing limb
Warframe attacks with one of its limbs then shoots out said limb afterwards. Void Energy will be left behind as a replacement
(Order of limbs shot : Left Arm, Right Arm, Left Leg, Right Leg, Chest, Head)
Increases Strength gradually of this ability as numbers of limbs left to shoot reaches closer to zero.
Broken Warframe can also dodge bullets as they lose limbs
Limbs can be picked up
Hold the ability to recall the last limb shot at half energy cost
[Fun Optional Quirk, if you use this ability again when you have no limbs to shoot, the warframe will launch itself into an enemy then will need to be revived]

Ability 2 : Scramble Systems
Toggle ability (Drains 1-3 energy a second, drain decreases with Increased duration)
Gain the ability to receive a random buff or debuff every 5-7 seconds (Increases with Duration)(About 50/50)
Buffs :
Sprint Speed increase
Heal Broken Warframe
Grant Shields/Overshields
Increase Weapon Damage
Debuffs :
Any of the 4 Dragon Key debuffs
(You can not receive a buff/debuff if you've received one from this ability)
If teammates are present, the buff pool will be an ability from teammates abilities as a buff at half of teammates duration and strength at base
As the warframes meter build up, this can double duration and strength of the random buff/debuff at Max meter
(This ability only affects Broken Warframe)

Ability 3 : Unstable 
(Base Duration of 10 seconds)
Cast on enemy to give them the "Unstable" effect.
Make enemy take more damage and build up Meter when target is killed. Spreads to surrounding enemy at a 2-3 meter range(Increases with Range) but will have half of its strength and duration on target.
Also has a cooldown that increases (yes increases) with duration

Ability 4 : Void Interference
Broken Warframe will now have an circle around them with a base range of 20 meters (Range of this ability will decrease as the Range stat increases)
Enemies and the warframe will have the "Unstable" affect. Any enemies that have received the spread version of "Unstable" will then get the full version if they run into the circle The affects of "Unstable" will increase as Broken Warframe's meter increases
Also affects teammates and will grant those teammates access to the pool of buffs/debuffs if Ability 3 is activated

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ultimate ( or 4):

Imperium: The broken warframe dismantle itself and lay on the floor, if a enemy is close enought, the player can tap the skill again to charge at the enemy, rebuilding itself on the enemy and controling him ( the enemy is going to act like the warframe itself, and the broken warframe will act like the anexes that we place on our warframes, like armor, syandana, etc), after the duration runs off or the enemy is killed while the ability is active, the frame explode the enemy with a AOE attack, that staggers enemies surrounding for a moment, then the warframe rebuilds itself.

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Passive - when killed your warframe will fall into a pile of debris automatically pulling out you tenno to revive the void holding the parts together, if tenno goes down then you musr be revived normally

Ability 1 - sharpnal charge - break body into pieces and send them flying toward enemies causin slash and puncture damage and then reform where the pieces land

Ability 2 - void control - turn upto 3 enemies around you into void enemies which figt for you

Ability 3 - Augmentation - Split body and augment yourself as thier armor... If on enemy you control thier body and use their gun slowly hurting them, if the dont die you exploed off the causing damage to the enemies around, if on ally you become thier shield using you own health with shoulder turret you control (you have no ability to move when ally other than to aim the turret, you can only cancel the ability, if your health runs out while armor you must be revived)

Ability 4  - call of the past - Temporarily Call spectres of old to aid you in battle the higher the level the more spectres but warframes hevily present during the old war such as loki, rhino, vabaun etc using the weapons that they come with

 

Forgive my grammer and spelling, im dyslexia

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                    Passive: Omni-directional mobility gear

(Since This Warframe is broken its missing any muscle mass in his right leg and left hand (its kind of visible on the initial concept art too ! so it seems appropriate) ) he has trouble doing advanced acrobatic maneuvers henceforth he uses his own movement device to make advanced jumps or movements in the air that are different from bullet jump and such This gives him 5 different unique mobility quirks! 
For example quirk one he can stop any forward air movement instantly by simply pressing S walking backwards key this does not include falling movement it only includes forward acceleration which literally just brings it to a full stop instantly!
quirk two slower fall acceleration (this isnt really gliding its just his falling accelerates slower so he can jump from a wall to wall more efficiently or go from point A to B imagine like having invisible wires attached to every wall in every direction he is just riding a specific vector within a three dimensional coordination system!! Its not exactly visible feature its just the way his movement gear works and helps him move around easier)!
quirk three He has 4 forward dashes that replace his bulletjump (are a lil longer than a bullet jump not by much tho) they can all be spent one after another and can go in every direction up down right left since he cant really perform a normal jump because of his leg condition...it has small cooldown after the 4 dashes so you cant abuse it to fly.
quirk three remember when I said he is riding a vector? well he is literally doing it! its not really flight its more like having total control of which direction your going while in the air! for example Wukong in cloudform can go in any direction as long as your pressing forward and it accelerates him in that direction... well Broken Warframe can simply look at the direction he wants to go while he is in the air from the inertia of his dashes.. and he just steers his movement toward the direction he is aiming! 
quirk four its just a super hop... you hold spacebar he does a quick charge up on his left leg muscles and he lifts off like.. maybe 20-30 meters forward hulk style in a arching direction performing sort of a superjump using his single leg and movement device! You can also see exactly where he is gonna land with sort of a ghostly landing pad thingy! Also since he cant really perform a wall latch with a single hand he can sort of use his mobility gear to propel himself toward the wall which gives him similar effect to a wall latch!

don't worry tho all these movements means he is essentially unable to bulletjump but he has an augment that gives him back his bullet jump capability and maybe more than that like longer wall latches! Also yea he walks slow... not really encumbered slow but like you need to dash at least once per 20 meters or so of normal walking with other warframes in single direction if that gives you an idea how slow...
                    Ability 1: Exalted Modification: Munitions&Scope&Magazine&Barrel&Stock&Edge etc
This ability is sort of a multi-buff depending on what is the lowest stat on your weapon ! it "fixes" it using a temporary nano-solution !You could say it "exaltifies your weapon by upgrading it? (not sure how this overpowered buff would be handled by the devs Maybe as a special status proc that automatically buffs your current weapon after using your 4 or a energy drain per shot that can be activated multiple times or duration buff or diferent buff every reload the values should also be just additive stat boosts to weapons for example if the crit/crit multiplier is the lowest stat of a weapon it should then give you additive crit boost that works very well with the current mod setup.. sort of like further balancing your mod setup depending on what your going for there is always that one weapon in Warframe that has every single cool stat modded but it still needs further increases to be actually usable This gives chance for very interesting build variations for example you could increase every single utility stat the weapon has and forego damage mods and let this ability balance imbalance created from those modded stats.. for example if every single aspect of your weapon is buffed by way of mods excluding damage this ability would buff your overall base damage!

                    Ability 2: Trajectory Fixation & Trajectory Trace
Trajectory Fixation description: Since our Warframe is missing an arm and a leg function his recoil is very unstable so he ricochets the bullets in their trajectory which allows you to shoot multiple enemies at once by aiming between them it also works  by itself but on a lower scale(only 2 enemies and only 20% of your max magazine shots) it doesnt really "complete aim bot your aim":(the scale of "fixation" becomes incredible upon entering range of Omni directional snap and it reroutes every single bullet on the enemy's weak spot altho the damage is only dealt after the duration of CC is over because your bullets are special and are affected by Ability 1!)
Trajectory Trace description: This is the exact opposite of Fixation in fact it helps you foresee enemy shots(not really visibly) but figuratively it changes the direction of the enemy bullets to the side of your Warframe (to the left and right this means if somebody is standing right behind to you to your left or right they will get shot by the bullets your ricocheting unless they are standing perfectly behind you then you act as a shield to them!) only works if your facing the enemy from the front if your shot from behind your actually attracting bullets (incompatible module with 4th ability if the enemy shoots you while your 4 is active you become a bullet sponge and attract all bullets toward you since your movement  modification device is attached to you) Only one version of Ability 2 can be active at any given time so choose wisely what you buff with!

                    Ability 3: Trace-clash
He quickly draws his melee weapon if he has one and bashes the enemy in front of him to the ground with it (guaranteed impact proc on enemy in a small aoe around him)
if Ability 1:Edge is active for your melee weapon it causes finisher procs instead)
if casted during Trajectory Trace from range while aiming at an enemy he performs a  frontal cone melee attack in front of him
if casted during Trajectory Fixation procs part of your 4th ability at 50% effectiveness on a single enemy from a far and it instantly applies the %debuff instead of waiting If this is casted during 4th ability he does the same except this time there is a impact proc around every single enemy affected by your 4th ability if two enemies are too clumped near each other the aoe procs your debuff at 100% effectiveness instead!

                    Ultimate 4th ability: “Omni-directional Snap” 
His mobility gear releases every single strand of nano wires it has and it envelops the entire room quickly like a gaseous plague! (its an AOE disarm of sorts and a debuff enemy defenses/ %health) Every nano-wire attaches to an enemy restraining their mobility at the cost of Broken Warframe's mobility but it cuts down enemy's weakpoints making them weaker by a big percentage margin once the restraint duration runs out This is probably big effective health reduction debuff of sorts that only affects defensive aspects not damage of the enemy! Restraint is a CC that disables enemies from changing the direction they are facing and aiming at.. this essentially means they cant aim at you and shoot you from other directions than the direction they were facing before the CC was initialized the enemy still keeps shooting frantically! X low duration CC and X % health major debuff 
+ Strength increases % effective health debuff but negative Strength increases the CC duration instead maybe? Also Range mods dont affect it since it its targeting like a gas filling up a room so almost has no blindspots but its limited to one big room only!!

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Passive - The frame is about hoarding. Orbs of all varieties and ammo pickups are more efficient, with automatic ammo mutation properties

Mechanic - Scavenged armor. Stealing things with Scavenge causes you to bulk up, acting as ablative hitpoints and enhancing your other abilities 

1 - Gadgetry. Exploit your inherently splintered nature and lash out your telescoping parts. The more scavenged parts you've stacked onto yourself the more hitboxes/range you can whip out.

2 - Scavenge. Those tendrils aren't for show; leap onto something and start stripping it for parts. Tear chunks off enemies (alive or dead) and use them as ablative hitpoints, or steal Corpus shields, or borrow power/buffs/something from allied Warframes.

3 - Scrap Trap. Spend ablative hitpoints to craft shrapnel bombs, either proximity mines or a big spiky contraption to bash heads in with

4 - Legacy. The Warframe parts what so graciously made up your body until now reanimate with new life. This spends all your ablative hitpoints to buff up the drones you've just unleashed. If you've Scavenged from allied Warframes, the drones get the buffs/powers you've borrowed. In a pinch, Scavenge your drones for free to get your armor and hitpoints back. Perhaps this could be done while you're downed to save yourself?

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Passive:

Taking damage builds up a damage multipyer. 

Ability 1:

Fires parts of his body that deal damage based on power strength and armor.

Ability 2:

Reduces armour and movement speed greatly for a short duration to gain a burst of both crit and status chance.

Ability 3:

Turns sheilds into a number of volitile void mines covering a small area.

Ability 4:

As the ability button is held down lose energy at a rapid rate wonese out of energy will drain life instead. When button is released all the charged energy is blasted from within creating a large explotion dealing radiation damage With 100% status chance.

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(Ability 1)Ammo Sacrifice. Exchanges ammo for health and energy (self). 

(Ability 2)Sacrificed Strike. Exchanges shields to damage (self).

(Ability 3)Core Sacrifice. Exchanges 50% HP to Shields (self).

(Ability 4)Sacrific Ritual. -50% ammo/shield/health/-30%speed

to revive and grant allies health/energy/shield/damage

+30% attack/reload/sprint speed within affinity range(Takes 5s to finish)

[passive] When taking damage the lower your HP higher the reload/run/attack/revive speed up to 25%

 

If someone posted something similar then i didnt know and i apologize.

 

 

THE RITUAL HAS BEGUN NO STOPPING IT. 

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Passive: Spare parts - killing enemies, looting containers give you parts that fuel your skills.

 

1st ability: Fistful of Scrap - short range heavy damage cone, damage increases the more scarp you have - uses energy

 

2nd ability: Upgrade - Uses parts to upgrade highest ability stat Self/others (if multiple stats are same bonus is divided between),

if used on turret sends drone to repair & upgrade it.

 

3nd ability: Turret - send drone to location and it builds long range rapid fire turret, hold ability to build short range mobile turret - use upgrade ability to give them more arsenal

 

4nd ability: Broken discharge: - uses all your scrap and energy, more you have more effective ability is.

Speed up timer on timed missions (% of used scrap), disarm enemies weapons & skills, random high status chance element explosions, duration (% of used energy).

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Sticking with the "built out of the remnants of those fallen in the old war" idea and the whole "broken warframe" ambiguity I have thought about how a warframe that has survived that war, using the parts of other, older, warframes who have lost the battle, would probably be one of the most clever warframes in history, learning what worked and what didn't work for his allies and his enemies, broken in many ways this warframe learned from those in the old war, long before any updates, those parts and that intelligence kept him alive all this time.

 

P. Passive: for a warframe that has survived this long and is in such bad shape, it is essential to get out of danger extremely quickly, dodge-rolling reconfigures the warframe's body parts to allow it to run on four legs and reach high speeds with incredibly high parkour agility, jump strength and bullet jump distance, perfect for tactical retreats, direct target interception and stealthy ambushes, also very nimble on rough terrain, capable of "slipping through" and around obstacles without getting stuck and losing momentum.

 

1. Parasite: opens its entire body and throws tendrils towards targeted enemy, pulling itself towards the enemy and wrapping itself around it to use him as a living armor, reducing the warframe's incoming damage to almost none until the victim dies from enemy/friendly? fire and on death give damage immunity for a few seconds for the player to run away, if the ability is held then the player will leach the health of the victim, tap the ability button again to let go of the victim.

 

2. Scavenger's instinct: killing and looting its enemies quickly, this warframe makes sure that the enemy never takes him by surprise, this toggle ability outlines or marks all enemies in a railjack-sized room with a very noticeable shape and color while drastically increasing warframe's speed and agility.

 

3. Tethers and jagged parts: as a survivalist with the pieces of those who have fallen in the old war, this broken warframe has learned that those who are smart know when to run away and those who actually survive are the the ones that make sure that they are not being followed, by tapping the ability button the warframe will throw a complex 3 dimensional rope maze that attaches itself to all nearby walls like an expandable self-adjusting barricade that lasts for a good while, enough time to run far and heal a little or enough time for the backup to arrive, like an "Octopus ink" kind of trap made out of those tendrils on the warframe and jagged warframe pieces from the fallen, entangling or slowing to a crawl all enemies that touch them, and dealing small lingering damage, holding the ability button will pull all enemies in a big radius towards the warframe to a melee distance for as long as the ability is held dealing little or no damage to the enemy but completely immobilizing them, the player can or cannot attack the enemies but the objective is to group up the enemies into a very compact space.

 

4. Critical Meltdown: Toggle ability where the warframe readjusts its components to generate a massive radius of radioactivity, heat or void damage that quickly kills enemies with gradually higher damage per second as they get closer to the warframe, the warframe can use this ability while moving and sprinting in any form, even when the speed buff is active turning it into a moving incinerator.

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