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Open Call for Warframe Ability Ideas!


[DE]Helen

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Broken and made of several parts of other warframes...

 

Passive: You get a random buff that switches every few seconds.

 

1st - Tap to drop a piece of yourself (dealing a small amount of damage to yourself. Each piece that has been dropped will take health from enemies near it and store it. Hold to return each piece to yourself healing yourself for the damage each part has stored and damages any enemies the parts go through to get back to you.

2nd - Tap to go through different weaker versions of other warframes 1st abilities. Hold to cast.

3rd - Cause an explosion that procs (1-3) different types of status procs on enemies around you at once and makes them susceptible to receiving more procs of the same type when further damaged. The types of procs change after every use of the ability.

4th - Removes status effects from enemies around you to heal yourself and your teammates around you for each status proc removed. Also stuns enemies for .2 seconds for each proc removed.

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Passive: Reroute - Warframe can reroute their power to each part separately by holding the ability key, changing its stats while in each state.

1st Ability: Daedalus - parts of a melee-focused warframe. Rerouting it increases melee range at the cost of fire rate. Tapping it will create a void-energy blade in mid-air that floats around the warframe and attacks synchronous with the warframe.

2nd Ability: Olyndicus - parts of a ranged-focused warframe. Rerouting it increases accuracy at the cost of shield regeneration. Tapping it will fire a thin void-energy shot that has innate punch through and continues until it hits the environment.

3rd Ability: Svalinn - parts of a tank-focused warframe. Rerouting it increases armor at the cost of movement speed. Tapping it will project a void-energy wall in front that ricochets incoming fire, while blocking melee attacks.

4th Ability: Identity Crash - The warframe channels all parts at once, splitting into four entities that each move on their own. The melee-focused parts will use the equipped sword or a void-energy blade if not equipped, the ranged-focused parts will use the primary weapon or a void-energy bow if not equipped, and the tank-focused warframe will use the secondary weapon or a void-energy beam if not equipped. The fourth entity will be entirely made of void-energy and will be under control of the player while the other parts will act on their own. The player is unable to attack but touching enemies will make them vulnerable with void-sickness, increasing all sources of damage on them.

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I'm far not creative enough to come up with an entire, well thought out kit but i really like those ideas:

Passive:  Enemies drop body parts he can pick up which give him a stackable bonus stat depending on the faction: Grineer maybe give armor, Corpus overshields, Corrupted something like effinciency/strength and Sentients/Infested bonus void/toxin dmg on abilities/weapons (one of the two buffs for abilities and one for weapons). Those buffs should not be too good as you use them as a resource for your 2.

His 1 should then be a dmg ability which causes enemies to drop body parts. (Either make the ability single target and the drop guaranteed or AOE with a chance of a drop) but either way it should deal enough dmg to AT LEAST kill trash mobs up to lvl 40 easily with the right mods

 

His 2 can cycle trough buffs (similar to grendels 2) which expends the body parts of the type selected to grant a buff to his next ability used (buff strength affected by how many parts you had). His 1 could for example normally be single target and with the buff it gets an AOE together with bonus dmg depending on the buff selected (toxin for infested, radiation/electricity for corpus, etc). This should not cost energy as you already expend the body parts you selected and therefore lose the buffs from your passive.

IF you feel like it would be to monotonous to only get one kind of body parts because you only fight one faction it could just be changed so that every enemy can drop any body part and they're just called "infested body part" or something like that though that would probably be quite challenging to explain lore-wise

His 3 either places a decoy consisting of body parts (design-wise maybe kinda like Equinox' duality augment with the decoy having complimentary armor/body parts or colors to yourself) or infests an enemy with body parts like Nidus' parasitic link but without a radius you can't leave. This decoy pulls aggro and maybe has a slighty damaging aura or anything that makes it worthwhile. It also copies the cast of your next 4

 

His 4 is a rather slow moving but far travelling Shockwave which causes enemies hit to be stunned and become more vulnerable to dmg or lose armor. Enemies hit by both shockwaves (the 2nd one from his decoy) take a big amount of (radiation) damage and if they die they have a chance to drop health/energy orbs or body parts, depending on how useful you want him to be for his team. This ability can also be buffed from his 2 with something like bonus void/toxin dmg for sentient/infested parts used or gaining temporary ability efficiency/strength or energy per enemy hit for corrupted or something along those lines.

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Warframe: Weave 

Weave (place holder name) is very Sentient looking with his Eidolon-like tendrils. Something Eidolons do when damaged is scavenge, as we see with the tree arm. Why not harvest from the enemy? Broken in some previous battle, he (or she, they, etc) must scrap what he can to endure. Forever lost, forever on the hunt to be whole. Sentients must adapt to their surroundings, which is reflected in this kit.

Passive) Segmented

img022_2.jpg

Weave is composed of 5 body parts. Arms, legs, and Torso. When a body segment is detached from the main body for an ability, a cluster of tendrils springs in place to maintain body function (When a leg is detached, tendrils will keep the frame walking).  For every segment missing, Weave can jump higher, as he is lighter.

Ability 1) Striding Snare. 

img022_3.jpg

Toggle the ability to slowly unravel the body as Weave travels. Leaving behind a web of tendrils that snatches up enemies that tread too close. Enemies slain within the web will heal Weave as he absorbs their bodies.  He builds up some of the targets' damage resistances or takes less damage from their faction.

The longer the trail is maintained the more undone Weave's body becomes and the slower he travels to expand the web. Coming to a halt eventually. Toggling the ability again, Weave detaches himself from the web, which will make the web slowly decay end to front. 

Ability 2) Relinquish 

img023_2.jpg

Free a part of Weave's body for it to become a minion of widowing intent. Powered by tentacles, it crawls on the ground seeking enemies to grab and drag toward Weave or his web. They are very fast. The more body parts roaming for victims the shorter Weave's web can be, as he has less body for Weave to weave his weave.  

Ability 3) Scavenge

img020.jpg

Within a radius around Weave, he blooms tendrils to collect dead bodies. They are gathered to make a Necropolis Pillar. Allies within vicinity get a buff based on the majority faction within the Necropolis Pillar. The amount of collected bodies determines how strong the buffs can be. Leaving the radius will have the buff briefly linger, similar to Oberon’s grass.

Buffs per faction:

-Grineer will give bonus armor

-Corpus will buff shields

-Infested will give health regen

-Void Enemies will give increased energy regen

-Sentient enemies will give a soft Adaption effect, that could cap from 10% or 20%. (Warframes already have huge amount of possible damage resistance sources)

-Non-affiliated/Other will yield a genial buff, perhaps reload speed.

 

Ability 4) Assemblage

img021.jpg

Absorb nearby webs, body segments, and Necropolis Pillars to create a husk shell around Weave. Made from the flesh of the fallen, Weave has become closer to what he once was.  The shell has its own health pool that degrades over a time, similar to Nekros’ shadows. The health and damage of the shell scales with the amount of bodies absorbed and mob level. Requires a minimum amount of bodies from webs and Pillars to construct.

The shell would buff Weave with armor and parkour speed. Performing a melee slam attack would create a huge tendril aoe, with its damage type adapting to the enemy similar to Revenant’s 4. After 5 aoe’s, with the last one being extra powerful, the shell dies. Visually, Weave regains symmetry to signify he’s closer to becoming whole again.

 

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All Names are just made up and can be changed to whatever

HP/Shields/Energy - Unknown???

Passive Ability- Corruption - Broken Warframe uses Stacks gained from Energy/Health Orb Pickups to determine the ability to utilize their abilities. This can have a realistic cap of 30

1st Ability - Void Shot/Void Seeker - X Frame utilizes the stacks of energy orbs gained from pickups and uses them in this ability. In a directional beam similar to Wisp's 4th but as a quick Burst, and can be fired at a target to do an adaptive damage type depending on the enemy similar to Revenant. This ability can be Held down to active a small seeking version, similar to Nyx or Ash's seeking shurikens, Range is unaffected similar to mentioned abilities. This ability also has a status chance % similar to Garuda's 4th. Power of this ability is dependent on power strength and the enemy levels, similar to Vauban's Flechette orb.

2nd Ability - Void Rush - X Frame uses the stacks of Health orbs gained from pickups and uses them in this ability. As a self buff, enemies killed during a duration period will have an increased chance to drop Health or Energy Orbs for each 1/5th of health they loose while under the assult of X Frame. (If a unit has 100% health and is killed by only damage from X Frame, then they will have a greater chance to drop a Health / Energy Orb). 

3rd Ability - Void Sustain - X Frame uses the stacks of Health orbs gained from pickups and uses them in this ability. X Frame utilizes the void energy within to go to the void, able to interact with enemies affected by Limbo as well. This provides a % Heal over time similar to Oberon, and for every 20% of max health healed, a void pulse emits from X Frame stripping sentient of nearby resistances and applying them to X Frame for a Duration effect, Similar to adaptation, but can stack with adaptation. This effect also grants allies 50% of the resistances X Frame gained within a range and for 50% of the duration. This resistance effect can also apply to Defense points. (Resistance is only gained from sentinent enemy types, and if fighting against normal enemies, it will do nothing)

4th Ability - Void Overhaul - X Frame uses ALL stacks of Energy Orbs and Health Orbs picked up by the player, and depending on how long they hold the ability down, the duration and power will be prolonged (similar to having more shields on Harrow when casting Harrow's 2). The ability grants X Frame an alternate form, allowing access to all abilities with no cost for the duration. This ability also applies a unique visual effect of void tendrils reaching out to touch nearby enemies to do a % of health damage over a duration/range. The Tendrils kind of function like Hydroid/Khora does, seeking out enemies to grab and subject to its power. The Alternate form also increases shield recharge rate, movement speed, and attack speed. Armor is unaffected. 

*Scaling and balancing will need to be looked at, but most of what has been mentioned here is similar to other frames, but not enough to take away from other frames, but also allowing for that uniqueness that is a new frame.

With the unique passive, which allows for players to be required to always be looking for that next drop or using "Void Rush" and search for enemies to engage with, this frame will be one that is always interactive in the game, requiring players to provide skillful insight when using their abilities. The negatives of the passive will force players to take on a new role on the battle field, instead of the Stand around afk/energy pad type, this player will need to be out there, being the initiate of the fight, going up close and personal.

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My theme for Eornheit's abilities is essentially the constant rebuilding and destroying of Eornheit's body. I picture this frame as always being at odds with his mismatched parts, however, mixing parts has its benefits when you can get them all working at full power.
 
1. Biopsy - Eornheit launches seeking cables in a frontal cone that strips enemy flesh and metal (resistances) and adds them to his frame for a short period of time.
 
2. Fuse - Eornheit has three empty sockets in which he can "lock-in" the resistances harvested from Biopsy's targets. Holding down the Fuse ability causes Eornheit to eject the harvested mass from his chest as a mortar grenade with a large blast radius. Ejecting the mass resets the sockets for re-use. Alternatively, if this abilities timer runs out without being reactivated the mass of flesh and parts fall off Eornheit and spill to the ground over a few seconds acting as caltrops that deal damage and slow enemies that walk over them.
 

3. Ablation - Eornheit reconstitutes a portion of incoming artillery into an ablative exoskeleton that reflects damage as a localized Aura of heat and corrosive damage to nearby enemies. The reflected damage and range grow the longer and harder Eornheit is hit. The ablative plating ultimately fails and is ejected as a secondary AOE that deals explosive and slashing damage. Ablation can be ended early to accelerate the armor's ejection.

 
4. Coalescence - Eornheit uses his void energy to temporarily force incompatible parts into perfect harmony. This ultimately begins to break down the warframe's structural integrity causing slow but exponential health drain, when Eornheit reaches <20% health coalescence ends. While Coalescence is active Eornheit other abilities deal prismatic damage (all elemental damage types) and gain additional attributes.
 
Additional Attributes 
Coalesced Biopsy - This ability will now also return a percentage of health and has 100% punch-through. 
Coalesced Fusion - Eornheit now overclocks his sockets to stack up to 6 target's resistances harvested with Biopsy. The ejected mass now explodes then implodes shortly after rag dolling targets and pulling them towards the epicenter. 
Coalesced Ablation - This ability becomes channeled and the ablative armor isn't ejected until Coalesced ends. 
 
Reactivating coalescence ends bonus effects but slight health damage continues for a short time taken as overheating damage. This dot can be negated with parkour and bullet jumping to cool off the overclocked parts.
 
Passive - Brute force - Eornheit's constant struggle to force his incompatible parts to work in unison has become an expert in overwriting security protocols. (Bonus to hacking terminals and chance to cause nearby turrets to target allied enemies.)   
 
Other Stats - I feel like Eornheit should have a relatively quick sprint speed, since he is missing so many parts he is rather light weight. On that note, I don't think with the abilities I've proposed that Eornheit should be inherently tanky, however the proper use of his abilities will make him quite survivable.
 
For those of you that read this, thank you :) looking forward to what everyone else comes up with.
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Passive - When dying, the warframe would burst into void energy, killing any enemy in a 15 meter radius immediately. 

1st ability - The warframe strikes an enemy with void energy, causing them to be asleep and gain invincibility. Any damage the enemy takes is stored and released in an AOE blast when the ability is recasted. ( AOE affected by Power range)

2nd ability - The warframe lowers the void energy in itself, causing it to lose its humanoid form and become a bunch of moving scraps, while in that state, he can move 3x faster and CC any enemy that touches him. (Channeled ability). He cannot damage anything while in scrap form or be detected, not by spy lasers or enemies. (CC is affected by duration)

3rd ability - The warframe explodes, sticking a warframe part to  any enemy in range, causing them to fall and stick to the ground. recasting the ability on an affected enemy would cause the warframe to teleport to that enemy, kill it and rebuild itself. The warframe cannot damage or be seen by enemies until he recasts the ability. (Affected by range and duration)

4th - The warframe touches the ground, causing the void itself to infect the area, while standing in the infected area, the Warframe and it's allies get a healing over time, damage and loot buff, enemies on the other hand get grabbed by void tendrils and are stuck in place for the duration of the ability. (Affected by duration)

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Passive: Whenever B.W. picks up an item (wether it be ammo, energy or materials) he will add a stack to his "Scrap" counter(up to a cap). Materials picked up will be categorized and will differentiate between:
Organic - such as Nano Spores for Infested, Plastids for Grineer or Neurodes.
Metals - such as Alloy Plates, Tellerium or Ferrite, Ammunition pickups falls into this category.
Composites - such as Control Modules, Polymer Bundles or any resource that cannot be classified as solely metallic or solely organic, Energy and Health Orbs fall into this category.
Each material type will also have its own counter that will be used for "Assimilate" and "Augment".

1: Toss
B.W. Channels a projectile (with punch through and multi-shot properties) and throws it in the reticles direction, consuming a % of the scrap counter. the amount of scrap and energy consumed, damage, size of the projectile, multishot, aswell as punch through amount will depend on the lenght of time the ability was channeled for, the damage is further boosted by the amount of Composite materials collected.

2: Assimilate
B.W. chooses one of the materials types and assimilates it, depending on the material type,he will gain different effects:
Organic - Restores his own health by a % depending on how much Organic material he collected
Metals - Icreases his own Armor by a % depending on how much Metallic material he collected
Composites - Restore Shields by a % depending on how much Composite material he collected and temporarily raise their innate damage resistance.

3: Augment (Toggle)
While active B.W. will consume stacks of scrap to boost his weapon damage, the damage boost will depend on the amount of Metallic material collected.

4: Rolling Stampede
B.W. uses his scrap to turn into a ball for a set amount of time, he will start rolling and incorporating any enemy it collides with. When the ability runs out of time, the ball will explode, ragdolling any enemy incorporated and dealing X amount of damage which will scale off of the max health of all the enemies incorporated (I'm aware of the similarity with Grendel's 4 but considering the theme, I felt like katamari damacy-like ability would suit him), the damage is further boosted by the amount of organic materials collected.

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As a passive ablility- Agony: Damage that the warframe takes reminds it of the several deaths its various selves have endured. It builds as a meter up to 100. The more agony built-up the more melee damage the frame does. As a first ability- Dismember: Hurls a limb forward damaging all enemies in its path (damage increased with agony). As a second ability- Internalize: Consumes agony to restore health, repleneshing the void energy that holds it together. As a third ability- Project: For a limited time, damage done to the frame creates pulses of void energy that damage all enemies within range. As a fourth ability- Wrath and Ruin: Unleashes up to 5 featureless void-wraiths of the warframe's past that will act on their own and attack nearby enemies with utter ferocity. 1 wraith is summoned for every 20 agony that the frame has built-up.

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Since he is a mixture of both void energy and other warframes he can also be a mixture of types eg lighting water or ice like out current frost/volt 

1.lighting base / railgun /25 energy 

Summons lighting pins from his fingers which damages and stuns enemys 

2.water base /silk reduction / 50 energy 

Summons a water base armour which there for reduces damge and or removes status effects 

3.ice air base / hail storm / 50 energy 

Summons and tornado of ice which shoots out ice spears / sickles 

4.reaper / exalted weapon /75 energy 

Depending on energy colour blue ( lighting) red (fire) white (ice) eg summons a reaping sword to cut down his enemys and cause heavy statues effects 

Passive. When using this frame Mods with statues effect have a chance to be doubled 

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Passive: The Soul of War - when health below 45% the frame will increase damage of weapon and ability by 15% and armor increase 20% if kill enemy it will get stack and stack max is 8 

1 stack will increase 10% damage and armor stack will lost when die,health 80%+ ,when use 4thskill. when health below 20% it will get lifesteal from doing damage ( weapon , abilty ) for 10s

1st ability: Void Blade - frame will create a energy sword flying around him and shoot it (can explode) to the enemy  the enemy will get slash dmg and slow it will homing to the enemy if enemy is near (max enemy is 15) and can shoot on the ground . Hold the skill button will make a charge void blade will enlarge a size of sword but it will not homing it will shoot straight with the aim and will explode when hit ground or enemy the charge void blade will make more damage but consumed more energy and if the enemy not die it will stun enemy for 10s (can increase by power duration) the shockwave of explode can increase range by power range and the shockwave cause a stun effect

2nd ability: Energy Barrier - frame will created energy sword around him and other frame that in the range of skill and it will reduce damage by 30% and reflect damage to enemy 10% of damage and buff damage by 25% (can increase by power strength) for 1 min (increase by power duration) 

3rd ability: Bloodthirsty - frame sacrifice 70% of it health to increase it armor for 45s (increase by power duration) and it will increase the maximum of The Soul Of War stack from 8 to 14

and increase movement speed and attack speed and it will show the enemy aura 

4rd ability: Fate Star - frame unleashed the true power of itself . It will equip a dual void blade use like a melee with high damage and frame will have a wing like a energy sword appear at the back 8 wing 4 left 4 right and it will automatic created a energy sword and shoot to enemy in the range (damage and range increase by power range and strength) energy sword will cause effect penetrate armor of enemy . this skill can turn on/off ( like the exalted skill ) this skill will consumed stack all of it if more stack it will make more damage 

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To all the red squiggly lines beneath my words. I am Australian, Spelling is different here but basically metre = meter, armour = armor, colour = color And the rest are names

All numbers and ability levels are from when the warframe is at level 30

Passive:  Void connection:

Constant healing rate of 15hp/s

While the operator is out of the warframe, the frame will meditate and continue to be a target for enemies and absorb damage and build resistance up to 80% of the damage type dealt to it (adaptation basically). The resistance can only be gained while the warframe is meditating and the operator is out and only lasts 30s. When the operator dies the warframe will receive maxed resistance to the damage type that killed the operator.

1st: Tendril Siphon:

Drain: 25

"Summon tendrils that materialize from seemingly nowhere and entangle them in place"

when the ability is activated the warframe sends out a singular void tendril from it's arm hitting where the reticle is pointed  and sparking the ground with a mini void fracture (like from fissure missions, The range of the arm tendril is 20m). The ground nearby in a 3m radius then sprouts the tendrils and grips every enemy in the area stopping them from moving or shooting and dealing 300 puncture damage. The tendrils then force them to drop an item with a 15% drop chance but will have a 50% chance of dropping ammo or an energy/health orb. Then the tendrils seep back into the ground and let the enemies free (the enemies are trapped for 3s)

Notes:

The damage happens at the same time the enemies drop items. The radius is effected by range but the range that the arm tendril reaches is effected by duration(the further away the ground is the more time the tendril takes to reach it. The damage and drop chance is effected by strength. The duration that the enemies are trapped is effect by duration. If the ground is that the reticle is looking at is further away than the range of the arm tendril, the tendril won't spark a mini fissure and you'll get 20 energy back

2nd: Reconfigure:

Drain: 25

Toggled ability (works like Equinox's 3)

Energy/s: 5

"The void tendrils enhance the parts of the fragments of the warframe allowing for the most suitable fragmented frame to enhance the warframe's actions"

after the activation time a record of what the warframe does the most is recorded and put into effect by applying buffs to enhance what the warframe is currently doing (basically if you have this active and you keep bullet jumping your bullet jumps will become more powerful over time)

3 different buffs:

Aggression:

When aiming, melee attacking, shooting, and using other abilities the recoil decreases, the attack speed increases, the weapons' multi-shot increases. The buff is further amplified by the amount that these actions have been performed over all the other actions

Evasion:

When jumping, bullet jumping, double jumping, sliding, and sprinting the jump power increases, the bullet jump velocity increases, and the sprint speed increases. The buff is further amplified by the amount that these actions have been performed over all the other actions

Preservation:

When taking damage, melee blocking damage, getting revived, reviving, healing and getting healed the armour increases, the shield recharge delay decreases, the shield recharge rate increases, the healing when getting healed increases, the amount that you heal increases, your revive speed increases.The buff is further amplified by the amount that these actions have been performed over all the other actions

Notes:

The buff amount is effected by strength, positive duration will increase the amount of time the buff takes to build to full potential, negative duration will decrease the time needed.

3rd: Dormant copy:

Drain: 0 - 100 Energy / 150 Shields

"The warframe uses the power of the last eximus unit to be trapped by Tendril Siphon to activate the Dormant warframe abilities inside itself"

Depending on the last eximus unit trapped by Tendril Siphon the Ability will be:

Arctic: Frost's Snow globe (White)

Arson/Caustic: Ember's Fire Blast (red)

Shock: Volt's Speed (Dark blue)

Venomous: Saryn's Toxic Lash (green)

Blitz: Banshee's Sonic Boom (Purple)

Parasitic/Energy Leech: Hildryn's Pillage (Black)

Guardian: Baruuk's Desolate hands (Light blue)

Leech/Sanguine: Trinity's Well of life (pink)

Notes:

The ability that is copied at the start of the mission when the warframe hasn't used Tendril siphon yet is decided by it's energy colour. The stats that the broken frame has will carry over to the copied ability. If 2 or more eximus units were caught in the Void tendrils then whichever eximus unit was closest to the epicentre of the mini void fissure will be chosen. The energy colour of all the other abilities are the same as the Broken warframe's colour scheme.

4th: Argon armoury:

Drain: 25

Channeled ability (works like Titainia's 4) 

Can only be activated on the ground

Energy/s: 5

"The warframe uses the connection to the void to forge the missing parts out of pure argon crystal imbuing additional mod ranks and ranks to the warframe"

After a brief charge up time a shock wave will be unleashed(heavy impact wave) and pure argon will envelop the warframe's body filling in all the gaps in the warframe's body increasing it's health, damage, and sprint speed while also giving the warframe a melee weapon of it's own. made out of Prisma.

Notes:

The buffs are effected by power strength. The Exalted Prisma weapon will have the same mods as the current melee weapon equipped(unless DE really wants to expand the arsenal screen). The type of melee weapon is decided by the current ability available by Dormant copy.

Frost's Snow globe: Hammer

Ember's Fire Blast: Whip

Volt's Speed: Dual swords

Saryn's Toxic Lash: Dual daggers

Banshee's Sonic Boom: heavy blade

Hildryn's Pillage: Sword and Shield

Baruuk's Desolate hands: Nikana

Trinity's Well of life: Nunchaku

 

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I'll leave ability names up to y'all if they're used.

PassiveBoosts operator damage and/or health, armor and/or energy regen. (buffs operator)The frame is held together by void energy and is probably radiating tons of it, the operator can use it to bolster themselves.

1st Ability: The broken frame can cast this on an ally to give them a spark of void energy. The spark will lash out at nearby enemies, stunning them and dealing decent, scalable damage. (Percentages) Hold down the ability to cast on yourself. -It could work like Mesa's shooting gallery and switch between allies.-

2nd Ability: The frames pull in surrounding void energy to significantly increase health regen and armor. An augment could extend this buff to allies. (For a more support route)

3rd Ability: The frames summon void braches to cover their surrounding, it's basically Oberon's hallowed grounds but it is a low amount of void damage that scales up the longer an enemy is in the field. An augment for this would change the damage to whatever energy color is chosen, like Excalibur's chromatic blade.

4th Ability: The void energy overcharges itself and releases what is essentially a supernova. That's all. An explosion, but with a void energy look. An augment for this could stun enemies for a long time instead of dealing damage.

These abilities are much more focused on the void holding together the warframe parts. Honestly, they aren't the most original and I'd like to see something unique from this frame. If there will be a story quest, please relate the broken parts to the myrmidon.

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passive: instead of using energy, warframe will utilize its body parts as a resource. You have 6 body parts, and can allocate them to different abilities, activating ones that are most helpful in your current situation (similar to the "active acionic" system shown in tennocon 2018) All energy orbs will now increase the ability strength of your next cast. Considering all following abilities inherently have infinite durations, each body part allocated to an ability may decrease max health by a small amount. 

"Proficiency"-1st ability-2 body parts: while using primary and secondary weapons, gain perfect accuracy, instant holster, and reduced (or removed) gun recoil. All shots will remove ammo from ammo reserves instead of the magazine. While using melee, gain unlimited melee combo counter duration

"Lockdown"-2nd ability-1 body part each: throw a body part on the ground, creating a small circle that stops non-flying combatants passing through. Used to block passageways. Hold 2 to have all body parts deployed to fly back to you

"Breakdown" -3rd ability-1 body part each: warframe removes a part of itself and arms it with its current primary or secondary weapon (based on which one is equipped) . Using said weapon becomes impossible as it is now in the hand of the drone. Can summon up to two drones. Drones can levitate and folow you as a sentinel would. Drones are impervious to all damage but getting shot at stuns them temporarily. 

"entanglement"-4th ability-all available body parts: cycle between 3 different effects. When the ability is activated, your warframe will receive that buff, while all teammates receive both of the unselected buffs, but at a quarter of the normal power. All available body parts are consumed, each one increasing the buff strength for all teammembers (using x body parts makes all the values x times higher). The effects are as follows:

A: immunity to all status effects and staggers/knockdowns + small amount of damage reduction

B: increase to both critical chance and status chance of all weapons, as well as 1m of punchthrough (or 1m of range in the case of melee weapons) both values are unchangable by power strength

😄 increase to movement speed, slide speed, aim glide duration, wall latch time, and bullet Jump velocity

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Hey,

Here some small thoughts about the abilities. I hope there isn't something similar already

Have to say this frame is considered to have a smaller shield and some bigger hp

Passive:
Killing an enemy has a small chance to drop some body parts. Collecting those body parts result in a small explosion knocking enemies back. Using finishers will guarantee the drop

1. Life leash:
Creates a leash to an enemy. When the leash breaks the life force is drained. The leash grows stronger with time it exist and drains more life. Recast the ability or get out of range to breaks. 
Targets affected by "energy burn" are automatically bond when casting "life leash" 

2. Scout 
Reduces the frames energy level. While reduced energy enemies have a higher chance to stay unalerted

3. Sacrifice:
Sacrifices one of four limbs to throw an projectile of pure energy. The projectile explodes on impact leaving enemies with an "energy burn".
Limbs regenerate with health restored.
Has at maximum 4 stacks, one for each limb

4. Old War
Return energy from past battles to regain lost strength. Strengthen own armor and shields along with those of nearby allies. During "Old War" slaying enemies adding battle focus. "Battle focus" providing a small damage boost and reload speed. The more stacks of "battle focus" the greater the buff. 

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Passive: Perpetual Reconstruction: This frame has weak innate health regeneration, and negative status effects time out much faster for them. However, they are also more vulnerable to knockdowns: when they are knocked down, the warframe literally comes apart in pieces on the ground, and it takes longer for them to get back up.

1: Glitch Movement: Ability drains energy while active and makes the warframe's movement appear more jittery and irregular. Can cycle through a few different options:

  • Gravity: Jumps and bullet jumps are more powerful, aim glide and wall latch last much longer, warframe falls more slowly.
  • Friction: Sprint speed, slide speed, and dodge speed are all increased. Evasion is increased.
  • Density: Can in some cases teleport through solid surfaces onto the other side. Weapons also gain innate punch-through.

2: Void Overload: Temporarily power up the warframe's broken core, causing bits inside their body to glow brightly and unleashing a somewhat unpredictable attack that damages all enemies in a particular area over a short period of time.

  • Inflicts randomized damage type(s) and status effects or other debuffs(?).
  • Applies randomized small to moderate +/- percent multiplicative modifiers to the ability's effective ability strength, duration, area of effect range, and efficiency with each casting. Ability should be somewhat more powerful on average but the exact effects are unpredictable.
  • It would also be very cool if certain parameters of the ability's appearance were randomized with each casting.

3: Scrapheap Augment: Tentacles consume nearby corpses and use them to rebuild the warframe, granting temporary buffs to health, armor, and/or shields. The amounts of health, armor, and shield boosts gained depend on the amounts of each enemy type you consumed.

4: Breaker: Toggle ability that rapidly consumes energy. The frame enters an alternate state where the rules apply to them differently and they are just a little bit out of step with reality. This ability is almost like an exalted weapon, except the focus isn't on any weapon, it is on the warframe itself. Various actions and the warframe's own abilities work a bit differently, and in general the frame becomes more reliant on its abilities. The breaker state has the following altered effects:

  • Immune to knockdown and status effects.
  • Normal movement is penalized, however the frame gains new options for movement using Glitch Movement:
    • Gravity: The warframe flies/hovers at a slow speed in place of their normal movement.
    • Friction: Running is replaced with just sort of sliding across flat surfaces like a chess piece, very rapidly. Evasion bonus still applies.
    • Density: Attempting to move in any direction teleports the warframe a short distance in a straight line instead of normal movement. Punch-through bonus still applies.
  • The frame is out of sync with opponents, and takes progressively less and less damage from enemies that are further away (dropping to full damage negation at far enough distances), but also deals reduced damage with weapons to enemies that are further away. Void Overload does not share this range limitation, has improved randomized statistics, and deals some Void damage in addition to other damage types.
  • Energy is used in place of health, with a generous conversion ratio dependent on ability strength. Scrapheap Augment extracts energy from corpses instead of benefiting health, armor, or shields.
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Passive - every time you kill a enemy from different faction you get a certain percentage buff relating to that faction.
Grineer- you will get Armour buff.
Infested - you will get get Health buff.
Corpus - you will get Shield buff.
Orokin - you will get Energy buff.

When you die your frame will explode and throw out his part everywhere you can control another enemy to grab those parts and rebuild you self but will die if the enemy your controlling dies too. Other warframe can grab those parts to rebuild you quicker.

Ability 1- Injection
Activate this ability to shoot out a straight tentacle line from within your arm and inject it into a enemy, the more enemy it passes through the more damage the next hit does. You can also swing this tentacle to slam injected enemy to other non injected enemies,

Example (WFA)----(E)10*---(E)20*---(E)30*--->

Ability 2- Meltdown
Activate this ability and build up damage point from enemies to a total 100%, Activate again to implode and send out your innards to infect your enemy and have the ability to control one of them till your frame rebuilds and Your allies will also gain a buff relating to faction enemy.

Ability 3 - Tear and Construct
Tear your enemies apart and use they limbs to create a Articula minion that will provide support.
You can can Customize Articula minion with its own version of mods which are slightly reduce version the original ones and have it look like any Warframe or other Articula.

Ability 4 - Replicate
When doing mission with other warframes, you can replicate their frame by selecting the ability on them, which will provide your frame a botch version of the selected warframe and have a botch version of their 4th ability. If playing solo the 4th ability becomes random and permanent for that mission.

Examples (1) - if a Excalibur is selected you can use exalted blade but instead of it shooting energy wave it shoots random electric sparks when a enemy is hit it spreads to another enemy within range

Example (2) - if a Mesa is selected instead of aim bot shooting, you shoot a beam which do more damage the more the reticle is on target but will have crazy recoil when used to long.

Example (3) - if Saryn is selected instead of infecting everyone in range, you leak out gas that does more damage when your close to enemy
 
Example (4) - if Ivara is selected instead of shooting direct arrows, you shoot random explosive arrows.
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So it may not be the best idea but hear we go

Its a “designer” frame you could put some settings on it giving it a broken feel you could put warframe abilities using warframes you own like excals exalted blade without the energy waves the abilities you choose all also have a certain draw back it gives the feel of a broken clunky barely stable frame but its abilities still works its pasive would be after a kill or a certain criteria its power strength would sky rocket off of duration 

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An adaptive Warframe.

Passive: System Reroute: Damage Taken improves the Warframes matching Damage type by 10% for 8 seconds for abilities and weapons.

 

1: Relinquish: Single Target, Duration. The Warframe imbues itself with a hostile host mimicking the targets abilities.

Depending on the target grants a buff. Most corpus will grant expanded shields, Grineer will grant overarmor like Rhinos iron skin. Certain mobs will grant more exotic buffs like Ancient healers and Nullifiers, will grant the Dmg reduction or Nullifier bubble.

 

2: Advanced Species: Toggle: Debuff. Radius.  Slow your perception and increase reaction time. Enemies within range are slowed by %. Effect enhanced while Amplify is active.

 

3: Symbiosis: Radius Ability. Lash out with tendrils connecting to all nearby enemies to you, a % if Damage Allies deal to one or more connected enemies is dealt to all connected enemies. % of Damage taken is redistributed to connected enemies. Effect enhanced if enemies are effected by Advanced Species or Amplify is active. 
 

4: Amplify: Buff. Duration. Dmg, Attck Speed, Reload Speed, RoF and Critical Damage is Increased by %. But Damage Taken is also increased buy %. Positive effects enhanced while Symbiosis is linked to your enemies. Negative effects Decreased if Advanced Species is active.

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Passive: Every time the warframe is hit, there is a 20% chance for it to pulse with void energy causing the attacker to take 10% of the damage inflicted.

1. Void shock: The warframe pulses the ground with void energy causing a shock wave knocking over enemies and stripping armor in a 20m range.

2. Disassembling Entanglement: The warframe disassembles itself and wraps around the targeted enemy inflicting damage overtime and removing armor. If the enemy dies before ability ends, an explosion of void energy hits enemies in a 15m radius stripping armor.

3. Seismic Punch: The warframe forces all of its void energy into one arm and punches to create a giant shockwave that travels 10m.

4. Void Surge: The warframe overloads its body with void energy which gives it more shield and increases its damage massively, also buffs allies within 15m range with extra health and shield for double the duration of Void Surge.

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Passive: when hit by or damaged by void energy, recieve % of damage as energy

First Ability: Increase the distance between all parts held together by void energy, gaining 90% evasion(or damage reduction) from ranged attacks.

Second Ability: Throws an arm at an enemy to deal damage and also put a debuff on them that increases damage from all sources, can be stacked. This can also be thrown at a terminal to remotely hack it or a button to push it.

Third Ability: Create a bubble around itself granting itself and all allies inside(or passing through) increased armor and attack speed and movement speed. This bubble can also be made stationary but if the broken warframe moves out of it it will not last very long. If bubble stays connected to the broken warframe enemies who come into contact with it will get stuck on the edge of the bubble and be turned into appendages to the bubble basically. Can be used as protection against other enemies.

Fourth Ability: Channel void energy through her arms making two void energy whips that can slice and cut through enemies with ease, the broken warframe uses these whips with extremly high speed and sometimes only seems like a flurry of light moving past.

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Passive - reassemble

Upon first death per revival the warframe is reassembled with half max hp and or shields (if it has shields) this is an optional ability that can be activated when dead

1- shifting

The individual plates of the frame shift around reducing damage or on a rare chance parts are separated and the bulled goes through the gap missing the frame.

2- absorb

The frames roots extend to the in range selected enemy (with crosshairs) and pull it in, dealing damage and healing the frame once grappled. If the enemy dies its parts will be combined inside of the frame giving the frame bonus temporary health (and temporary shields) depending on the type of enemy.

Only one enemy can be combined like this at a time. Absorbed can be activated again to heal and replenish temporary health and shields

Over time of taking damage the pieces are seen to deteriorate till the temporary hp is gone so will be the enemy’s parts

3- overexert

The frame gains extra movement speed, fire rate, shield recharge (speed and delay), and rise is shield capacity. All for the cost of health overtime

Pressing the ability toggles the ability

When deactivated the extra shield capacity will go

4 – drain

the frame hits its hands against the ground, the roots that hold it together from its feet and hands extend into the ground, resurfacing at the feet of enemies in a given radius, going through them dealing piercing damage and then draining life force that heals the frame. New enemies that enter the radius after the ability is activated also get pierced.

the cost to perform this is some health and energy per second of being active.

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Passive: Missing Pieces (aka, “You Cannot Break What is Already Broken”)
Gain up to 30% damage reduction, proportional to BrokenFrames missing health.

Ability 1: Scatter (aka, “My Body is My Weapon”)
BrokenFrame throws five small pieces of himself in a short-ranged arcing shotgun pattern in front of him. On impact, these pieces detonate for a small amount of damage, very briefly stunning/blinding enemies. Each cast costs 10% Health. Hold to increase range and cost. One-handed ability (Imagine Firecrackers).

Ability 2: Leech (aka, “Your Body is My Shield”)
BrokenFrame releases a portion of its void energy (temporarily sacrificing a large amount of its current shields) to seek out and sap health from nearby enemies. Activate again to gain increased maximum health and shield recharge rate for self and allies. The more health that is sapped from the enemy, the greater the returned benefit.

Spoiler

Deals 100 radiation or flat damage per second. (Radiation thematically fits with most frames' weaknesses, as well as affinity to robotics and armor type. Alternatively, make it flat damage to more parallel void neutrality, but not introduce benefits against sentients). Duration-based. Can deactivate early, but at the cost of animation cast/recovery time. This ability does not heal / return red health.

Ability 3: Rebuild (aka, “My Mind is Awake, and Spirit Alive”)
While this ability is active, BrokenFrame repurposes the fallen bodies of its enemies, healing itself with each enemy killed in the area around it. The closer the enemy is to BrokenFrame when it dies, the more health is returned/regenerated over time. Allies who take health damage within the area of effect also increase BrokenFrames healing, but at a very reduced rate.

Spoiler

Up to 30 health / second (moddable), per enemy killed. 5 health / second per ally health damage instance (not moddable). Toggle. This ability does not heal allies. 

Ability 4: Reveal / Volatile Visage (aka, “The Void Awaits”)
BrokenFrame explodes its own body, revealing its ethereal form, and forcing its pieces apart around it. Upon doing so, BrokenFrame becomes immune to damage and status effects for a brief moment. After the initial explosion and as this ability stays active, range, damage, and frequency of damage increase over time, as BrokenFrame’s body parts crackle, spread further, and become more volatile. BrokenFrame’s core / ethereal form will also become more vulnerable, take increased damage, and drain more energy the longer the ability continues.

Spoiler

Initial explosion deals moderate damage and knockdown to enemies nearby. Damage over time starts low, and eventually slightly exceeds the initial explosion. Range effects initial explosion area. Time / ramp up increases maximum range and damage increase (similar to Molecular Prime and Cataclysm mechanics). Duration-based or toggled. Ramp up is capped. Severely limits mobility, and becomes unable to use other weapons or abilities (Similar to how Garuda channels Seeking Talons). Suffers explosive stagger effect on deactivation (moddable/optional, but would love the aesthetic theme). This ability excels in small or closed rooms/defenses when paired with frames like Limbo or Frost, but is extremely vulnerable to snipers and open areas.

 

BrokenFrame:

As it is held together by void energy, it is primarily a shield-based frame, but with interesting health-based synergies as it manipulates its own body, bewilders the enemy, and sows chaos across the battlefield.

I imagine this frame as a remnant of a spiritual, scholarly, and poetic tenno. Though it was torn apart by the sentients and consumed by the void, its strong willpower was able to keep its consciousness alive.

Like much of Warframe’s lore and stories, it recognizes and remembers the importance of sacrifice. While it may no longer have a body to sacrifice itself, it will pick up the pieces of it’s fallen brethren and enemies alike, and continue the war regardless.

 

 

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( I'll be referring to the warframe as frame)

Passive idea 1: 25% more void damage 

Passive idea 2: Each consecutive hit does more damage but at the cost of defense 

Ability 1: "Resolve" Frame rips off its arm doing 50 HP dmg and 35 Shield dmg and throwing it at foes doing 50% void dmg and 50% impact dmg 

Ability 2:"Shattered Souls" frame pounds on its chest rumbling the earth Stunning enemies briefly as well as shattering your warframe sacrificing 45 percent of your HP and Shield to do 10x damage scaleing with how low your health is in addition the shards will surround you doing 55% slash 45% void dmg making you a damage cloud so to speak

Ability 3 "Ghastly Snare" Frame breaks it self into pieces however moving 5 ish feet forward and reassembling it self how ever if am enemy is where frame is when it resembles they will be crushed and killed instantly 

Ability 4:"Broken Visage" frame is barely holding on to its pieces roaring in agony forcing some(half) of the operator to come out and the operator start putting their hand on their head and then in a final booming roar they both stand up side ways right hand up shoots a beam of pure tenno energy for as long as you have energy (keep in mind this would happen in no more than 6.5 seconds)

 

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