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Open Call for Warframe Ability Ideas!


[DE]Helen

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Passive: Each unique status effecting enemy gives 5% damage boost to broken frame for individual enemy, while enemy damage is reduced by 5% per status on enemy to broken frame

Ability 1: Stops enemies movement by injecting frozen (cold proc) worms from limb in LOS 5m radius base 15 sec

Ability 2: Toggle between 4 setting emitting element types to weapons and broken frame abilities, triggering a 3m AOE for 7 seconds of either: magnetic, gas, radiation, and puncture (energy drain per second per enemy effected) "double tap to turn on/off ability"

Ability 3: Teleports to enemy performing a "Slash" finisher to absorb their life and emits a healing/ energy pause equal to 10% life of individual frame's max health x number of status during teleport finisher in 7m radius for 10 seconds

  • Healing/ Energy will depend on the elemental energy color one chooses. Colors more red will do 100% heal. Colors more blue will do 100% energy. Any other color will do a 50/50 heal/ energy per finisher. Thus the value will become 5% of healing/ energy x number of status during teleport finisher

Ability 4: Deploys 1/3 set of armor to reanimate dead enemies (Based on the frame color design artwork there are 3 different frame armors in one body, therefore up to 3 reanimated units possible. Each reanimated will do elemental status proc damage in this order; heat, corrosive, lastly viral)

Toggle control similar to Wukong Celestial Twin to target specific enemy.

  • If only one armor set is deployed, it will deal 100% chance heat proc
  • Two armor sets deployed (one gets 50% chance heat, the other gets 50% chance corrosive)
  • Three armor sets deployed (one gets 33.3% chance heat, another gets 33.3% chance corrosive, and last one gets 33.3% chance viral)

Would like a frame that all abilities work together even with the passive and an active game play.

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1. Erase. (25 Energy) Puts a Damage over time to 3-4 enemies for 300 Impact.

2. Dismantle. (5 Energy)(Channel 10 Energy) Fall apart gaining the ability to move on any surface enemies that target you have less accuracy (30%).

3. Evolve. (50 Energy) Gain health and armor from the slain enemies up to 100 stacks to 6 and gives minor health regeneration 100 health.

 Increases with strength

4. Glitch. (60 Energy)(Duration 45 Seconds) Creates an Area of affect around the warframe that boosts Allied abilities (20%) but slows your movement speed (10%).

Passive. Getting hit has a small chance (15%) to blind an enemy.

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Passive (Reconstruct): All pick ups restore percentages of Broken Frame's health. The amount of health repaired can vary either or rarity or relevance to construction. For example for rarity picking up an orokin cell will restore 5% hp whereas picking up ferrite would restore 1% etc. Or if based on relevance to construction some things like alloy plates or circuits would restore more than a neurode. 

or/and Optional Passive (Vacuum): Due to its natural affinity for reconstruction, the Broken Frame naturally attracts pickups to it.

1st Ability (Arm Rocket): Channels void energy into a limb and tosses it dealing AoE damage on impact. The limb will then return to the frame quickly. Can launch two at a time but will be rendered inable to use weapons until at least one arm returns. 

2nd Ability (Ravager Mode): Drops onto all fours re-positioning and molding body parts for more agile movement. Gains evasiveness, increased movement speed, and increased jump height(can hold jump like k-drive to adjust height). 

3rd Ability (Recon Mode): Broken Frame's body drops limp and head detaches. It can fly around like a drone with movement much like Titania and can also hack consoles with its built in Parazon. Left clicking will use its energy blasters on the side of its head scaling with ability strength. It gains new abilities in this form: EMP (stuns all enemies in a radius jamming guns, disabling all tech) Life support (Broken Frame's head releases a pulse of regenerating energy that heals allies of status conditions and restores some hp) Reassemble (Broken Frame's head returns to its body and continues in ground mode) Link (sits its head on the shoulder of an ally and gives them a damage buff or hp regeneration or energy restore or speed boost etc)

4th Ability (Ultimate Upgrade): Broken Frame surges his void energy. The energy that is holding him together goes overdrive and attempts to hold everything together creating a miniature black hole around him. Enemies are sucked in and slowly get dissolved and become part of the broken frame. This steals their armor, shield, and health values temporarily. Broken Frame can choose to store the buff for himself or share it with allies. 

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I'm not exactly sure what the Broken Warframe is, but this idea is based based on the idea that he is an amalgamation of warframe parts. 

 

Passive - Reservoir
-Extra/spare pickups (ammo, health/energy orbs, etc(with the exception of mods/resources, of course)) is added to Broken Warframe's parts reservoir. When he takes damage, he will consume parts from the reservoir to heal himself.

1st Ability - Mirror and Assimilate
- Broken Warframe mirros a random ability from an ally for a limited time. If there isn't a selected ally to mirror, he instead steals parts from enemies to build up his reservoir.

2nd Ability - Self Destruct 
- Broken Warframe uses reservoir parts to implode himself, which deals damage to enemies around him. If there aren't any parts in the reservoir, he uses his health instead. 

3rd Ability - Repair and Destroy 
- Broken Warframe uses reservoir parts to heal/buff allies. If there are no allies within the affinity range, then Broken Warframe throws an explosive projectile instead. 

4th Ability - Exalted Amalgamation
- Broken Warframe utilizes all of it's assimilated warframe parts to create various exalted weapons.

For a primary, a variation of Ivara's Artemis Bow(e.g. Lenz/Bramma-like).

For a secondary, a combination of Titania's Dex Pixia and Mesa's Regulators (something like twin hand cannons,but used as a secondary as is).

For a Melee, a combination of multiple exalted melees (e.g. Exalted Blade, Diwata, Iron Staff, Garuda/Valkyr Talons, etc) to create a barbed twin blade.

Reservoir Parts is used for ammunition/melee projectiles otherwise, he would be over powered lol

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Ability 1 Forge Mark  - Mark up to 3 enemies, inflict impact and heat damage over 3 ticks, each with more damage (25, then 2 seconds, 35, then 3 seconds, then 55)

Ability 2 Dismantle - Lose 15% Armor rating but gain 15% extra shields (or other buff)

Ability 3 Void Forge - Marked enemies create an aura that increases Tenno armor/shields while dealing heat/impact damage to enemies based on a percentage of their remaining health or armor

Ability 4 Argon Weld - Create an Argon Hammer out of marked enemies; Gain a damage percentage (or other stat buff) based off their remaining total health

Passive Aboraflora Stitch - Armor rating is proportional to health; if health is at 50%, then armor is 100 percent base. If Health is 25%, then armor is at 50 percent base, and 75% health to 150% armor base.

 

All amounts used for illustrative purposes

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Passive: While in the void or fighting against specifically corrupted enemies, he deals 10% more damage and gains 10% more ability strength. Has Corruption Meter which drains slowly over time, unless Meter is at max capacity, in which case there is a delay before continuing to draining again.

1- High energy cost. Shoots crystal Void tendrils out of his hand towards a single target before branching out to other enemies within a small radius and affecting them also. Restores small amount of energy per enemy affected, drains percentage of their health into you, and builds up Corruption Meter. Cannot fill Corruption Meter while his fourth ability is active.

2- No energy cost. Ability is active for as long as ability button is held down. While active, can not move, is invulnerable to all enemy damage, and focuses all enemies within a certain radius to self, but loses large health percentage per second. After ability is deactivated or his health reaches minimum capacity, percentage of total damage received is distributed as energy to self and allies within range of ability.

3- Percentage of Corruption Meter as cost. Reinforces currently equipped weapon with Argon, granting for as long as the ability's short duration is active one of the following: percentage of ammo efficiency, damage, and projectile speed for primary weapon if currently equipped, same for secondary if currently equipped, or damage, range, and percentage of combo efficiency for melee if currently equipped. Scales with fullness of Corruption Meter. Can not be deactivated.

4- Requires maxed out Corruption Meter to activate, plus energy cost. Blessed by the Void, he unleashes the true power the Tenno hold. If his third ability is active, the buff is kept throughout the duration of fourth ability, and still cannot be deactivated. Fourth ability can also not be deactivated. This ability will grant himself and allies within range one of the following buffs for as long as the ability is active: endless ammo for primary, or endless ammo for secondary, or increased melee damage and combo efficiency, or ability range, or ability efficiency, or ability strength.

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Passive

Physically damaging enemies causes them to drop Scraps of which you can collect up to 100.

First Vacuum Wave (50 Energy)

Press: Attract scraps within 12 Meters, dealing (#) piercing to enemies hit by a Scraps. Each Scrap increases armor by 3%.

Augment: Deals adaptive damage instead of piercing.

Second Scrap Iron Sculpture (0 Energy)

Leave behind half of your Scraps to create a sculpture that is held together by void power with health equal to the Scraps left behind.

Augment: Drops Scraps as the Scrap Iron Sculpture is damaged.

Third Upcycle (0 Energy)

Press: Give 10 Scraps to allies within a 20 meter range, which increases their armor based on the total number of Scraps granted for 30 second (allies can have up to 100 Scraps); increase your own movement, melee, and reload speed per stack granted. Enemies within range also take (#) piercing damage per 10 Scraps.

Hold: Increases Scraps granted by 10 per second up to 30.

Fourth Void Tendrils (75 Energy, 5 to 30 Energy drain)

Channel: Void tendrils rip 1 to 5 Scraps off enemies, stripping 20% to 100% armor. When at maximum Scraps the tendrils instead surround you in 3 meter area of effect dealing (#) adaptive damage for each Scrap that would have been gained.

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Since this warframe is broken, it's chakras are exposed.

 

1. Root.

      with an animation that has the warframe do a spin and a back kick into a chakra of force around thigh height, this will splinter into many pieces and be launched towards the enemy. Upon striking they will suffer impact, and viral damage and be rooted in place unable to move for a duration.

 

2. Heart

     A sphere of force will grow from the chest of the warframe expanding outwards. All allies touched will be granted the condition which prevents health from dropping below 25% for a duration. This does not prevent damage, hence can be staggered etc.. only prevents health from being reduced any further then 25%. Also those affected will see a small increase in the damage they output from the power of this chakra.

 

3. Crown

    Reaching to their head and motioning over their mouth, the warframe will blow and create rings of force from the crown chakra. Looking like smoke rings and being distributed in an arc in front of them, these fiery hot, glowing rings will strip armor and do heat damage burning enemies for a duration.

 

4. Third Eye

   Two fingers touch their forehead and a flourish downwards, the other hand then propels this chakra towards an enemy. This is a single target projectile with punch through, doing high damage, it also gains bonuses for every other entity already affected by any other chakra.

 

Passive.  Enlightenment

 On killing enemies there is a chance to gain enlightenment. There will be a counter showing the amount. This slowly adds a damage multiplier for the remainder of the level making this frame well suited for long engagements.

 

 I wasnt sure if you wanted numbers as I am sure any frame you work on will need to be tweaked. I also didnt include any ideas for syndicate mods.

 

thank you for your consideration

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seeing as it's a broken warframe the first thing that came to mind as a fourth ability was a massive shockwave of raw power not unlike that of volt but with more of a radiation-type look. if you look at the recent trailer made for warframe the shockwave excalibur does is what i was imagining and about on the same scale. as for the passive i think it would be cool to have an effect similar to ember's immolation but instead of buffing defense it buffs damage of all abilities and instead of starting to drain energy at max it slowly kills you. when i saw the concept drawing i thought of a warframe with the safety off for both killing and it's own wellbeing. if you read all this i appreciate it. i've played warframe almost since release and this is only the second post i've made in any forums so thanks for your time and i can't wait to see how this warframe turns out!   ^-^

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Passive: "Relentless" - Damage is increased by 1% for each status effect applied to the target.

Ability 1: "Overcharge" - A random mod on the equipped weapon is boosted by 15% for 15 seconds. (Drain: 35)

Ability 2: "Furious" - Increases attack and reload speeds by 25%. (Drain: 25 | Drain/Second: 5)

Ability 3: "Spectral Summon" - Summon 2 Vomvalysts to assist in battle, which boost nearby allies' maximum shields by 50%, while also providing a healing aura. (Drain: 50 | Damage: 100 | Health: 2000 | Restoration: 5%/second | Radius: 20m)

Ability 4: "Sentient Eruption" - Erupt void energy in a way similar to the Eidolons; applying magnetic and shield draining status effects to enemies, while healing allies and providing energy. (Drain: 100 | Duration: 20s | Radius: 25m | Initial Heal: 250 | Energy: 75)

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The basic idea of this setup is that it will buff itself at the cost of a negative as it is broken and doesn't function 100% correctly & that it also uses the void that holds it together. Applying power strength will increase the buffs and debuffs except for passive, but Efficiency can also be used reduce the negatives produced by abilities.

Passive- Progenitor: Depending on the energy colour of the warframe it will receive a buff of 3 choices that contain a negative.

(Affects base stats, so eg. if it were to receive 100 health it would have 400 and when modded it will be affected by it (doesn't add +100 onto final value) ).

         Red/yellow/brown/pink- It will receive a buff of +50 armour & +100 health while losing 0.2 speed.

         Blue/purple/violet/aqua/cyan- Gain a buff of +100 shields and +30% shield regen, while getting -50 armour.

         White/grey/green/black- A 0.5 warframe speed increase and +30% melee attack speed/ fire rate increase, at the cost of -75 health and shields.

Abilities

1. Void Ambuscade - The warframe will remove a section of its armour from its arm or leg to throw, when it hits the ground it will immediately cause an AOE which will grab 3 enemies at base and last for 7 seconds.This can be buffed by power strength to grab more, range to grab further away enemies and duration to last longer. The warframe will receive a buff of +0.5 speed but will have a debuff of -20 armour, the effects will last for 7 seconds. The ability will cost 25 energy.

2. Void Radiance- The warframe will break off a void tendril on its body to then throw it at either an enemy or the ground/walls. If it hits an enemy then it will stick on to them while dealing impact dmg and a corrosive proc from being hit, when it tendril has hit a surface it will cause an AOE explosion that will deal void and impact dmg to enemies within the AOE and will cause a blinding effect to enemies in a 10 metre radius. Power strength can increase the dmg done and range can increase the blinding radius and AOE explosion. On cast the warframe will receive a buff to shield regen and speed while gaining a debuff to health lasting 7 seconds.

3. Void Vitalisation- The warframe will have 3 buffs to choose from each with their own negative. All buffs will last 12 seconds at base and the strength of the buffs can also be increased by the amount of enemies caught in void ambuscade.

a) Receive a buff to weapon dmg 30% (at base) while gaining -speed (-0.2) and -health (-50). Weapons will gain void dmg during the buff.

b) Increase weapon attack speed/ fire rate, -armour (-20).

c) Increased shield regen and gain health regen, having -shields (-50) and -attack speed (-20%)

4. Void Transmogrify- An exalted ability, the arms of the warframe will transform into 2 different weapons, they deal void impact and puncture dmg.

The energy colour of the warframe will dictate what weapons will be use in the ability:

Red/yellow/brown/pink- Primary and secondary

Blue/purple/violet/aqua/cyan- Secondary and melee

White/grey/green/black- primary and melee

The primary would have 30% crit and 10% status with semi-auto fire rate

The secondary would be dual with 15% crit and 26% status and would have auto fire rate

The melee stats will change based on the stance it has as it can take the form of any melee weapon type.

When the ability is active the normal weapons that would be used in the mission would be unusable when the ability is active. The weapons will do increased dmg to those enemies that are caught in Void ambuscade and would be able to use amalgam and acolyte mods so they can compete with modern weapons and since the warframe is broken.

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Warframe name: Katki

Passive: Transmutation: Recovers from damage. Due to the fact it has been haphazardly repaired so many times it has developed the limited ability to repair itself.

Ability 1: Synergize. From gathered data of enemy technology it adjusts itself and can mimic other factions electromagnetic signature for a brief time allowing it to appear harmless or friendly.

Ability 2: Retrofit. Can absorb, analyze and channel basic elemental ability damage types used against it for defense, canceling it out with a percentage of equal but opposite energy.

Ability 3: Survival. Appears to become broken while channeling it's resources to emit an EMP pulse that nullifies non-organic technology based weaponry and implants.

Ability 4: Destruct:  Sacrifices armor that atomizes/splinters into fragments of energy waves that damages enemy health.

Duration/efficiency/range/strength can be adjusted to reflect either a regenerative, defensive or aggressive posture.

Exalted weapon: A hammer that smashes enemies into data that synergizes with passive or ability 1/2.

This is just an outline, the backstory can be something like an Orokin reject that was left on the battlefield, discarded but with the help of an operator overcame its own design defects and limitations by modifying/adapting itself to become self aware, reliant on an operator but rogue.

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:moon:Passive :moon:

  • Broken Aura/ Deconstructed Mimicry:
    • Broken Aura: Small radius Aura able to do the following:
      • Disrupt Camera/ Laser Detection - appearing as a blur.
      • Auto Detect Enemy and Loot in a Small Range 10m radius.
      • Broken/ Dead Sentinel Companions are Deconstructed and reconstructed every 300 seconds.
    • Deconstructed Mimicry: Mimics another frames passive at 70% efficiency. - Requirement, frame must be owned.
      • Synergies with the 4th Ability

:moon:Abilities :moon:

  1. Debug Self 
    • Cycle through 5 active abilities - Like the arrows of Ivara:
      • Arm Blasts: 5 MP per Use. Like Dash wire arrow, or just blast the enemies with a flamethrower or a Laser Beam.
      • Regen Pack: Consumes 80% of MP on Use. 
        • Utility based Ability: take one for the team, generates a mini tower that generates Health and MP for people around it for 5 seconds - Regenerate 30 Hp/ Sec. 30 MP per Second.
      • Blaze Mode: Increases movement and attack speed for x-seconds.
      • Other side walker: Walk through the other side, like the banishment of Limbo, except you banish yourself - you cannot be attack, but you cannot attack as well, movement speed decreased by 10%.
      • Fluid Sword:  Use your mangled spinal fluids to generate a tough resilient melee weapon. This melee weapon can be configure on the Arsenal taking 3 distinct forms.
        • Finger Blades. Blades grow out of the finger. Think of the female Wolverine, or like treat the hands as a dagger.
        • Arm Blade: The Arm is covered with sharp looking fluid - Red arm transforms into a liquid like blade - 1 Handed Sword/ Machete.
        • The Spine: Takes a spinal shape weapon, use it like a 2 handed weapon - Galatine/ Reaper Prime/ Bo.
  2. Deconstruction
    • Set yourself a blaze into pieces, siphon the life out of the dead bodies around you, leaving a decoy in your wake (Your metallic body) as your body fluids quickly get away and reform itself from a far, healing you in the process and magnetizing the loot around you. - Think of Regenerative Molt + Vacuum.
  3. Shock n Stab
    • Aoe Attack: by stabbing yourself with your Fluid Sword, you stagger the enemies around you for a few seconds at a certain range, remove their shield, and deal the element you configured for your Fluid Sword to the enemies around you (Base value same with Volt Aoe/ Limbo Cataclysm).
  4. Bugged Mimicry
    • Copy one single active ability of a Warframe you currently have in your arsenal and use it at 80% of it's efficiency -  Toggle ability.  Possible to increase it to 3 abilities - able to cycle through them like the first ability, BUT once you make a selection you can't change it for 45 seconds

:moon:MOD Augments :moon:

  1. Debug Self: Other walker becomes stealth, draining x% of MP per second.
  2. Deconstruction: Heal yourself even if there are no dead bodies around you. Like Regenerative Molt? | or, as you are bleeding out, suck the life of the enemies around you until you stop bleeding and are able to use deconstruction. - Absorb 20% of the health of the enemies around you, caps at your HP - stops absorbing once you are back up.
  3. Shock n Stab: Add aoe Life steal - and - usage changes from MP to Health.
  4. Bugged Mimicry: 100 % Efficiency - selection penalty changes from 45 seconds to 20 seconds.

 

 

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This idea was uplifted with the amazing artwork for Broken Warframe. It looked to me like it had a part like a symbiosis type of slime creature. You know the type Venom is from marvel comics. From concept art was told Void energy. So i thought about calling that his soul just for explanation purpose. Hope you understand what i meant with it as i explain his abilities:

Passive - If downed or killed in solo mode (no teammates in public match) Broken Warframe breaks into 4 fragments around the room it was downed. Fragments must reunite with the lingering soul. For each fragment that is not destroyed by the enemies while reaching the soul it regains %Health, Max regain = 60% of total HP. Each part connecting to the soul causes a smal discharge around the warframe to stagger enemies. Your job is to move this fragment(body part) with x amount of HP of total HP but no armor/shield. You gain ``control`` of the furthest fragment to move around with x% speed of the warframe total sprintspeed, while the other parts move passively 30% slower towards the soul for reunion. If failed you must use a revive! Going operator and back to the warframe needs 2-3 second to gain the ability to use the warframe movements and abilities. (* picking up his parts to be able to walk you know *)

Ability 1 - Frag[ments] - Throw parts of soul to designated place for an explosion that deals impact/magnetic, that zone lingers around for x time to deal radiation dmg. Max 4, they reload during x duration Consumes 40 energy. (no matter the efficiency) (duration mods shorten the time you reload to throw more)

Ability 2 - Divisa - Place your current armed weapon with left arm to the designated spot for x amount duration. Primary-secondary-melee. This will be a turret of dependable adaption with the weapon. Activating it again or timer runs out it will cause a whiplash towards you, enemies caught at this line will be pulled towards you and get magnetic damage and impact after the pull is completed and the arm is attached to the warframe. Consumes 40 energy. (no matter the efficiency) But durations can make it stay out longer and haunt those foes for you.

Ability 3 - Symbiosis - The infestation parts (soul) of the warframe becomes loose which makes enemy fire go through it. You gain a x% evasion to all incoming damage. Melee damage towards you are x% less. But you lose x% speed. Consumes 40 energy to start and x energy per second. (matters the efficiency with efficiency mods and duration mods for the x energy per second consumed)

Ability 4 - Soul Charge - The soul gets charged and becomes an elongated part of his limbs as he performs martial arts combat techniques that procs magnetic and radiation dmg as status of 100% also procs slash/puncture/impact depending if you do the combos that do one of those IPS`s. This also gives his melee +8range as max and can not get more even modded with more range. This is his sort of exalted ultimate. Also not performing the complete combo of 1/3 combos he has to deal dmg, Broken warframe is staggered for 1 sec. So timing is essential not just spamming E. You need to time it, HOW? Well his soul will light brighter depending which emissive color is put. The longer you combos are up the more dmg you will deal and the longer you can stay in this form. Each perfection combos landed (x amount of well timed hits on enemies will give attack speed and combo multiplier which also speeds up when to strike next time. Also the multiplier does not go down by time only lower with not well timed hits, well timed hits that do not make contact to enemies will cause you to lose that small x amount of the multiplier of combos. Yes! And even heavy strikes are involved for keeping the combos up (also do more dmg). Max combo multiplier is same as the current melee 2.999999....... 12x is max while gaining those 220 hits for that 12x multiplier does not mean 220 individual well timed hits on target(s) you gain some extra ``points for doing some well timed combos that kill extra, how much? x amount per kill added to that combomultiplier. You also get bonus for each stage of keeping your Soul Charge since this consumes x energy per sec. Bonus like gain no energy cost use of ability 1-2-3(ability 1 is now stronger because its charged up),(ability 2 is now adding magnetic/radiation% dmg status, and loadout melee gains +8range aswell), (ability 3 gives you an x amount of time then it fades off) , Depending on your combos you get rewarded or punished. Consumes 50 energy to start and x energy per second. (matters the efficiency with efficiency mods and duration mods for the x energy per second consumed) (restores x energy per kill or combo well performed) (energy orbs are only absorbed for energy restorations others like ``squad energy restore`` or warframe abilities that aid for energy are nullified) You are on your own!

As a last notice about the damage type it does as explain above, i wonder if it fits well if that is redone with void dmg since he is hold together with void energy and from the story so far only the operator holds void powers that are just amplified with the AMP. I hope you have fun with it! I took inspiration from Warframe concept art and the marvels Venom symbiosis creature.

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passive: 

Robotic trust: If a robotic companion is equipped, when {warframe name} dies, the robotic companion will revive/rebuild him.

1st ability:

Salvage: salvage the weapon of a dead enemy to boost your firepower by 0,5% for 30 seconds. Can be stacked up to 50 times.

Consume 20 energy.

2nd ability:

Residual elements: develop an aura around the warframe to add a bonus in electricity/toxic/cold/heat to his allies' weapons up to 25% and above to 10m.

Consume 50 energy at activation.

Effects are visible on the warframe parts when activated.

3rd ability:

Remote resonance: While aiming at a warframe, {warframe name} will transfert and get back some energy to force the activation of the target's 4th ability on itself.

Consume amount of target's 4th ability's energy.

4th ability:

Complete: attach itself to waframe to become its live-exoskeleton, reducing the warframe speed by 50% but increasing its abilities strength by 50%. All damages aimed at the warframe will be sustained by {warframe name}. {warframe name} will stick to the warframe and add 2 extra arms to shoot at the ennemis (allows user to play). Consume the energy.

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Somehow I want a lore for this Warframe since it's Broken, Fallen Warframes parts, Void energy...I imagine it was made by a LOST tenno, the child was lost inside the corner of the void that noone knows and able to find. He/She lost consciousness because His/Her Warframe broke so bad during the War and somehow/something hit through the Warframe and Damage the Tenno. Somehow He/She awake by him/herself and realise he/she is alone,broken mind, fill with anger...etc. Finally found a battlefield, Knowing that time passed and the War is over, gather pieces of fallen Warframes that used to be his/her comrade. By him/herself, assambled the Warframe that helps him/her find the way/ someone alive. Lol just my imagination anyway.

Here is my idea.

No shield Warframe because it’s Broken. High Health and Armor. 

Passive:

Self: Increase double Armor when doing mission alone. While in squad, armor increase by X per Warframe.

Attach ally Warframes with Void-link,the link broke at maximum range of 50m

(OPTION 1)which further improve one of that Warframe ability (the improved skill for the Warframe is specific, not random), the improvement could be different between Warframe, one could gets more Duration, other gets Strength..etc.

(OPTION 2)Sacrifice  (X * Number of Warframe)/2 Health to provide that amount of Health for Ally Warframe within range

(OPTION 3)Just a Link for further buffs from the skills below.

Skill 1 v.1:When active:

75% Damage received will be stored at “Rage pool”

 Warframes within link range will received half of the damage, the other half is transferred to Broken, Broken won’t get damaged but instead store that Damage in “Rage pool”

-Skill cost: Nothing but now the skill has 20s CD with the Duration is 18s (The number is fixed)

            -Strength amplify the Stored damage: x1 at 100% Str, more Str,higher Mutiply

Skill 2 v.1:Passive skill:

Everytime Rage pool reach 25/50/100/125/175/200/250/275(%), Broken releases a Void wave that scan the whole room.

Linked Warframes and Broken get 100/200/300 (%) Speed (every speed included) buff when Rage pool reach 100/200/300% (no mod affect this)

Enemies within range will be staggered and open up weakness, 10% more damage received for 10s.

            -Skill cost: Nothing

            -Strength and Duration mods

Skill 3 v.1:Passive skill:

Everytime Rage pool reach 75/150/225/300(%), Broken damage increase by 75/150/225/300(%). Linked Warframes get half of the buff.

-No mod affect the skill

Skill 4: Usable when Rage pool reach above 150%

Unlease the Rage, Transform into the monster, break the link, change 1-3 skills.

Passive: maintain the buff from  Skill 2 and 3 v.1(unchange even when the pool decrease)

Rage pool decrease overtime, damage receive still increase the Rage.

Double the Armor, receive 50% more damage.

Unable to use normal weapons, Right Hand change into a Sword/Blade (Long big blade ….Zero). Left hand change into a hand canon (similar to Megaman gun…). LMB shoot the gun and Melee using the Blade with unique stance.

All skills cost nothing.

Skill 1 v.2: Charged the Canon for 3s. Unable to use gun during the charging time. After finishing, hold it until using LMB to shoot.

                        Shoot a big long Void energy beam the pierce through everything, no armor can stand the beam, deal massive damage. Enemy survive will then suffer from the Void burning until dead (not heat burn or such thing, unique status for Broken only).

Skill 2 v.2:Slam the Sword on the ground (just like Excalibur’s 3 animation)

                        Launch a cone-shape Void energy Thorns from Broken place toward on the ground,damage enemies inside and mark them.

Skill 3 v2: Throw the Blade hand at the location, the Blade then split into small daggers with the chain attached to them with the Blade, seek out enemies in range and gather to the Blade location.

            Enemies that have the mark will split the Dagger even further and gather more enemies and received more damage.

INACTIVATE Skill 4: The longer Broken is in Rage stage, the longer the debuff, at maximum of 15s.

            Debuff: Halve every skills (including Passive) effects for the duration

            Buff: Restore Health depend on the leftover Rage. Allies damage dealt heal Broken (Broken can’t heals himself with this buff). Duration depends on Debuff.

 

 

Explain about the “Rage pool”: the percentage amount in the Skills description is different from the damage stored when receive damage. It’s like the milestone, with the XXX amount of damage received, the % increase by 1 or 2 or something like that. So that using Broken in low-level mission will slowly fill up the Rage since they are too weak to deal damage to Broken. The Rage pool start to count faster in mid-higher level mission or high level enemies.

Because Broken, as you describe it as a Warframe assambled from parts of Fallen warframes and Void energy after the old war so I want to make it so UNIQUE that there will be nothing like it exist after, because it has on/in it the part of every frames that join the battlefield so it holding some stregth of this and that Warframes, you can see it in the skill desciption that there are something similar but also different from other Warframes.

 

Hope DE can see this and thanks for reading! Sorry for the long text and for my English if there is any mistakes, please bare me!  

 

 

 

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Passive: Warframe's abilities will revolve around a mechanic called "Remnants". These Remnants will passively give the Warframe innate % damage resistance. Warframe starts with 100 Remnants and are lost upon taking damage or casting certain abilities (1 Remnant is lost per hit taken). When 25 Remnants are lost, damage resistance goes down by a determined % and damage output goes up in return (75, 50, 25, and 0 Remnants are the points of which this happens; Warframe will also lose parts visually, leaving only void branches. As Warframe regains Remnants, parts will come back.). Remnants can be gained in several ways, including killing enemies, reviving teammates (or making use of their scraps upon their expiration. Muahaha!), and use of an ability to be mentioned. Remnants also generates passively at a rate of 1 Remnant per 10 seconds. 

Ability 1 (Reenergize): Warframe summons void branches to ensnare enemies and siphon health to convert into energy. (This is the one ability unaffected by Remnants.)

Ability 2 (Shrapnel Surge): Parts of the Warframe will break off and envelop the targeted area in a cloud of Warframe parts and void energy. Enemies that pass through will take slash proc damage. Allies that pass through will heal for a determined amount of health and gain bonus damage. Effects can be amplified by holding the ability up to a limit. Base power uses up 10 Remnants and can be powered to use up to 50 Remnants for stronger results.

Ability 3 (Reassemble): Warframe channels void energy in a siphoning cone, stripping armor, shields, and health from enemies to heal Warframe. This ability also allows the return of Remnants with an amount determined by target (e.g.; Heavy Gunners gives more Remnants than Lancers, Ancients more than Chargers, etc.)

Ability 4 (Void Discordance): The void energy holding the Warframe together becomes undone, transforming it into a humanoid figure made of void energy and branches. The (now separated) Warframe parts whirl around in a surrounding malestrom of energy that does AOE damage. Enemies caught in the area will be afflicted with DOT that procs a random status effect every second (wanted the random status effects to tie in to the Warframe's lore, being that it's made of other Warframes). Warframe parts will also seek out random enemies to impale. The Warframe itself (now made of energy) can blast enemies with waves of void energy while flying around. Casting this ability will use all Remnants available and consume energy per second. Strength is determined by number of Remnants on hand at the time of casting the ability; it also scales with the passive. The Warframe parts that seek enemies will return to the player with Remnants stolen from targets to be added once the ability ends. 

This took a bit to come up with. I wanted to fit the theme, while keeping the abilites viable for high levels. It was definitely fun coming up with and I look forward to seeing other ideas, which ones get used, and if some of mine makes it.

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Passive:

Void Walker: Restores health, shield & energy while in Operator mode to nearby Warframes and deal 10-20% more Damage upon returning for 4-7s

Ability 1:
March of Doom: Extends a wave of ravenous and deadly troops from the void! [Mechanics: Consumes first 20 enemies hit to fill meter for no energy cost. After 20 consumes, further uses drain energy and shoot larger, more intense squads of 5 elite eximus versions at the cost of 5 from the meter, until 0. These Troops do not disappear until death.]

Ability 2:
Become The Void: You are nowhere and you are everywhere, where will you go? [Mechanics: Disappear into nothingness and traverse through the battlefield, emitting a visage of terror to your enemies along the way, dealing stealth damage, while healing and restoring energy to {Warframe}]

Ability 3:
Void Demons: Summon Void Demons to fight or defend. [Mechanics: Summon a void entity Hydrolyst and Profit Taker Orb to act according to toggle; 1) Stay in location and project a shield over the location which consumes all gunfire and projectiles from within. OR 2) Grow in size and engage hostiles with increased damage for team]

Ability 4:
I AM THE VOID: Coat a large area in Void Energy. [Mechanics: Recolor influenced space of void energy which increases attack speed, reload speed, movement speed, bullet jump speed, and transforms enemies into eximus void allies upon death which have additional team bonuses. The more enemies transformed into allies, the more vicious the battlefield becomes, intensifying bonuses and adding more with time]

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Ok, I was really looking forward to this, I have been working hard hopeful this is the one. My first time trying this. Anyways, to the point. My ability are base off Warframe not a glitch or a bug.

Passive- gains 3% of energy overtime when fighting enemies

(Ability 1) Root Spikes :- This ability is base off the void roots thats holding her body together. So basically, This ability has three rows of void spikes that she stomps the ground and they come from out the ground in order. Causing puncture and slash damage. Includes a multiplyer {AKA: like nidus stomp

(Ability 2) Broken skin:- This ability has her roots glowing giving her Immunty and speed and allows consoles to auto hacked. (like a cipher built in...)

(Ability 3) Fellow Return:-  This ability causes her to make clones of herself. That when enemies walk through it or by. Latching on too. It takes control of that enemies and give the enemy a mark over there head. Making them fight as a Ally.

(Ability 4) Energy synthesis:- This ability Sets a range of void Branches courseing from the ground. Causeing damage and replenishing energy overtime. Leaving body parts around the area and bolting Branches courseing out the body parts dealing damage. When First ability is combined with the Fourth ability. 

Thanks hopeful if I get pick I would like to visit tennocon. But thanks to Corona I cant go because they say it may last to "2022" {Wow! Anyways thanks Warframe community} 

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This idea of abilities based on DE :

Quote

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

   Warframe assembled from parts have some errors, so those error like reconstruction of DNA mutation. Result is forward down. Great warframe to deal massive amounts damage for end game content.

  This warframe should be fun to play, hard to master . But each abilities synergy good.  Base stats suggestion 100 for each stat and movement speed 0.85 . Slow and very high damage.

     Passive - Damage increases by 5 % for each killed enemies up to 50 % more . Increase last 20s and extended by 3s with additional kills.

   Ability #1 - Discovery -  Pulse to radius of 10/20/40 meters  to  detect enemies and attract toward self. Enemies loose -10% / 20% / 30% armor  affected by pulse for 30s. Cost 25 energy.

    Ability #2 - Adaptation - Warframe adapts to each damage type exist in game , reduction of damage from 5% up to 40%/ 60% / 80% , depend on detected enemies count . Every single enemy generates 5% , excess increase duration by 5s. Duration 15s.

Buff type ability. Can be shared. Cost 50 energy.

    Ability #3 - EON Blast - Blast pulse of energies damaging enemies by 50/75/120 damage and increased for each enemy hits by 5% increase additionally. Depends on detected enemies count.  Cost 70 energy.

    Ability #4 - Atomic Explosion -  Deal damage to enemies in radius of 40 meters by damage equal to  Health +armor + shield maximum amount damage sum + primary and secondary   total damage 20% - equal to final damage. Explosion of blast + radiation damage types under each detected enemy. Cost 90 energy.

 

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Passive 20% chance to reflect projectiles back to the enemy

Ability 1. Rubber punch, the warframe swings his arm to deal target damage

Ability 2. Caged, you select a enemy to be put in the frames style like cage to were their being absorbed to restore shield , health , or energy

Ability 3. Leg sweep, this ability has the leg grow larger and sweeps in a horizontal attack infront of the warframe and can stretch out.

Ability 4. Frontal assault, this ability increases the passive from 20% to 45% and has the warframes arms grow larger, and can use there fists, the attack can stretch to targets that are out of arms reach 

 

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Passive- is able to half afects like viral and toxin 

1st ability- (dismantle) warframe is able to make a copy of themselves to attack (tap to summon) and hold to call back all damage done by copys turns into oversheilds 

 

2nd ability- (revenge) stores damage done to warframe for a time period when countdown ends reflects all damage done in an explosion 

 

3rd ability- (mercy) activate to start storeing damage (like equinox) and apon reactivation sends out healing for all allies 

 

4th ability- (clean copy) able to take form of a teamates warframe and use said warframes abilities (drains energy overtime)

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Reconfigure : Swaps between 4 modes with different abilitys and passives.

Like one could be a healer with an exalted bladed tonfas who tethers to all  teamates and heals based on melee damage. passive heals more based on combo counter.

Another could be a tank that has closerange aoe gas and blast damage based on damage taken and has a enemy provoke ability meter.

A glass cannon mode with low armor and health where it drops a parts of it self that turns into primal creatures and seeks the highest health enemies and latches on and drains health and turns it into damage for the frame to summon stronger beast that attack all enemies. passive could be lurk : Smaller in size makes it harder to see and hit.

A pure defense mode places surrounding see through castle walls that absorb damage on a meter that reaches a certain threshold then turns molten and melts onto nearby enemies who explode and emit a  knock down shockwave that sends energy to nearby allies passive could be barricade enemies are drawn to the hum emitted from the walls 

Base passive could be broken:increased energy efficiency, and When any configuration takes fatal damage revert base form

 

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Hello and greetings,

                How I took the broken theme was a form that is in a state of repair and degrade. Trying to repair itself but unable to. I hope you enjoy the suggestion.

(Passive) Scrap Heap: Harness the broken form of enemies lending their strength to your own. Though that which was will never be again.

                On kill enemies drop scrap that can be picked up to charge a three tier gauge. Tier 1 takes 10 scrap, Tier 2 takes 15 scrap, and Tier 3 takes 20 scrap. To charge tier 3 you will need 45 scrap in total.  Tier 1 gives 10% Power Efficiency, Tier 2 gives an additional 5% Power Efficiency and 5% Power Strength, and Tier 3 gives an additional 5% Power Efficiency and 10% Power Strength. At Tier 3 you would have 20% Power Efficiency and 15% Power Strength in total. Abilities that use Scrap Heap Tiers make them fall to the previous Tier unless otherwise indicated. Tier 3 to Tier 2, Tier 2 to Tier 1, and Tier 1 to Tier 0.

Visual: At each Tier the broken form of the Warframe is patched from bits of Grineer armor, Corpus tech, Infested sinew, and/or more completed parts of the Warframe itself covering the gaps that are missing. The restored parts fall off/disintegrate when an ability uses a Tier of Scrap Heap. With each loss of Tier the Warframe lets out a disheartening noise increasing in dread the higher the Tier..

(First Ability) Fragment Cannon:  Extend a broken hand to fire a beam of deadly void energy.

                Quick press to fire one beam at enemies consuming no Scrap Heap Tiers. Press and hold to consume a Scrap Heap Tier. Tier 1 adds an additional beam hand, Tier 2 adds one additional beam hand, and Tier 3 adds two additional beam hands while converting all beams into frontal cones. Each additional hand deals 25% of the main beams damage with a total of four additional hands at Tier 3.

                Visual: Main hand extended with the additional hands forming out of the void energy infesting the Warframes arm. As if there are several hands making/trying to make the same gesture.

(Second Ability) Void Tendrils:  Extend the entwined void energy in your Warframe to snap and break distant foes.

                Quick press to deal slight damage and knockback a distant enemy consuming no Scrap Heap Tiers. Press and hold to consume a Scrap Heap Tier. Tier 1 replaces the knockback effect with a stun, Tier 2 adds AOE damage stun centered on self, and Tier 3 adds AOE damage stun centered on target.  So at Tier 3 the slight damage is applied around your Warframe and distant target with the AOE stun effect centered on both. The distant AOE damage stun could have a slight travel delay with the stun erupting from the Warframe then the target.  

                Visual: The void energy lashes out at the target with tendrils for quick press and Tier 1. Tier 2 the target is hit by void tendrils and void tendrils lash out from the Warframe, and Tier 3 the void tendrils lash out from the Warframe and from the affected target.

(Third Ability) Stitched Effigy: The same void energy holding your form together impales another entwining around and through the broken form bestowing your curse for a temporary ally.

                Quick press to raise an enemy corpse momentarily for a brief period consuming no Scrap Heap Tiers. The corpse gains a melee attack with a scrap like claw erupting from its form and can draw enemy fire. The Stitched Effigy attacks enemies around it but is unable to move. Only one Stitched Effigy can be made at a time and upon another creation the oldest one crumbles.  Press and Hold to consume a Scrap Heap Tier. Tier 1 increases the health of the Stitched Effigy, Tier 2 increases the damage of the Stitched Effigy, and Tier 3 allows the Stitched Effigy to use the weapon it had in life along with the scrap claw melee attack. So at Tier 3 the effigy has the scrap claw attack, increased health, increased damage, and can use the weapon it had in life.

                Visual: The forms model is stationary/stuck looking for quick press, Tier 1, and Tier 2. With Tier 3 the effigy is trying to move around while twisting its form but is unable to move from the tendrils that entwine it. The scrap claw has void tendrils forming the base of the model with scrap bits applied to the joints.

 

(Fourth Ability) Shattered Eternity: Regain what one has lost to only loose time and time again forever unto eternity.

                This ability consumes the current Scrap Heap Tier locking the bar in its place. Fragment Cannon, Void Tendrils, and Stitched Effigy can be fired at the current Scrap Heap Tier with no reduction from the bar for a brief time gaining all of the corresponding Tier abilities applied to them. When the effect ends the Warframe lets out a maddening scream of longing as void energy erupts from their form dealing AOE damage to enemies around them reducing the Scrap Heap Tier to 0. Scrap cannot be gained/generated while this ability is active. The damage of the AOE increases with Scrap Heap Tier.

                Visual: Shattered Eternity applies a shimmering Warframe model outside the broken form made out of void energy. The model can be one of the Warframes in the current mission with you or it could be something more unique to the frame itself. At each Tier the form is more completed than the last. Tier 1 could be an arm and leg, Tier 2 more parts extending from Tier 1, and Tier 3 fulling covering the Warframe.

Thank you for taking the time to read the submission.

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Passive

Devours enemy corpses to stabilize its form. 

Collect armor/health/damage charges based on enemy kills in different forms.

Each charge increases the corresponding stat

 

#1 Form change 

(press to choose hound form or behemoth form depending on charges available; hold to revert to normal)

 

Normal form

A biological and mechanical amalgamation requiring scavenging of parts from other life forms to stabilize itself. It devours the dead for health charges. Armor charges decay over time.

 

Hound form

Transforms into a feral beast of pure melee and speed. 

Devours the dead for damage charges. Health charges decay over time.

Melee button - slashes with its claws and tendrils in a large radius around it (Valkyr Claws)

Shoot button - Teleports behind target (Ash Teleport)

 

Behemoth form

Transforms into a lumbering juggernaut equivalent to a walking artillery fortress.

Devours the dead for armor charges.

Damage charges decay over time.

Melee button - bull rush a short distance. (Rhino charge)

Shoot button - Fires shoulder weapons  alongside primary weapon fire (Mesa’s arm guns)

 

2 Assimilation

Directly devours a living enemy to restore health. Adds charges based on form taken

 

3 Replication Primer

Incapacitate enemies nearby by self destructing and infects them with its tendrils. Consumes a percentage of each charge

 

4 Replication

Infected enemies become a copy of each form hunting and rampaging through uninfected enemies. Consumes a larger percentage of each charge. Charges accumulated by the copies are absorbed by the original.

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