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Open Call for Warframe Ability Ideas!


[DE]Helen

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Passive - Data Collector: Collect Data from enemies to fill up an internal reserve for use with abilities. Max Data: X

1st Ability - Integration: Become a clone of the targeted enemy copying there abilities and weapons as well as bypassing security systems and dealing 200% extra damage.  Data cannot be collected while Integrated.

2nd Ability - Reassemble: Channeled ability (no constant energy cost) consume all gathered Data on taking fatal damage healing you back to full and increasing your armor by 100% for X seconds but receive a De-Buff (Overflow) preventing the collection of Data for X seconds. 

3rd Ability - Exchange: Consume X Data to gain X energy.

4th Ability - Emulate: Choose 1 ability from any owned Warframe at max rank.  Only changeable in the arsenal.  No change in energy cost or strength.

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to begin I am sorry for my bad english and hope you can read it without problem.

is it possible to think that this warfame work like a symbiote? because if this is the case I think that could be nice to imagine him like a venom, upgrade from ben ten, ...

 

is passive is (survival of the fittest):

would not have health bar only an bar for energy , shield and a bar for his hunger, to recharge the hunger bar you need putrescarre point, when this one his low you will have a countdown before you died (if an enemy shoot on you with this timer you died to). When it is full you will have a bonus armor from the putrescarre point (like an atlas with is rock) the putrescarre repair the broken warfame and create an armor that reduce 75% of damaged and 5% of his speed but when you go under the 1/4 of the bar the armor disappear and become an broken warfame again. the putrescarre point would be drained each time the player do an action or be hit by an enemy except when the player use a power or an weapon like rifle and shotgun.

for his abilities:

first ability (fusion): merge your warfare with an enemy to gain putrescarre point and transform him in ally (you can only have two ally but do this power anytime you want)

it will drain 15 per target 

second ability (absorption): this time absorb one of your enemy and make it an armor, the enemy will give you passive from their different species for examples:

grineer: boost of armor 20% by absorption (can change with the power of the warfame).

corpus: boost of shield 20% by absorption (can change with the power of the warfame).

infestation: boost of life max 20% by absorption (can change with the power of the warframe).

 sentient: your damaged are not affect by their ability to adapt.

and this ability could have a duration of 30s and if you get the wrong enemy press again the button to throw the enemy away. this power drained putrescar point but just need 25 energy point to activate

third ability (plague): the warfame become a  cloud of smoke that move really slow like a hydroid puddle and when the enemy go inside the are suffocating and give point of putrescarre for the player. after the end of the smoke the enemy keep the effect and can propagate the effect to the other enemy.

it will consume 10 energy per second

fourth ability (symbiotic link): the player merge this time with an other player and boost his stat by 100% (can change with mod)the two warfare become one.While on the other player you can still played by deploying structure by using putrescarre point:

the first structure would be like an helminth charger.

the second structure  would be a drone.

the third structure would be like turret that can walk and shoot spike like the boltor.

the last structure would be like a turret on the shoulder of the player having a passenger that shoot like a cannon.

the player caring the other player cannot fell but if the life fall to 0 the two are in agony and need a friend to get healed them. if you fell to 0 putrescarre point you are eject from the other player

this power don't drained energy while the warfame are not under his 1/4 of his hunger bar and then consume 25 energy per second

I hope that you will like it  what I think

have a nice day.

 

 

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You will make this like the Eidolon Gantulyst. Exactly. In every way, health pool, armor, shield stats. All of it. Including for the requirement of enemies to grind up their time to get the best in slot Amp, in order to actually damage this warframe before it kills them.

Abilities from Eidolon for our new warframe:

1. Ground Smash. If you've seen it, its probably taken you out of the fight.

2. Super God Ray. Because its cool, and this would be a good DPS ability.

3. Summoning Scream. Because this kind of ability is going to be clutch. Who doesn't need a massive swarm of vomvalysts to come and help?

4. Gantulyst Shield. Defensive and survival ability. If its deemed too over powered, sub in Regenerating Scream, but allow it to affect the warframe less, and more for the rest of the part & summoned vomvalyst drones would be some sweet synergy.

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Passive: In a panic to put themself back together the warframe collects body parts on the field (restores 25 health).

 

Ability 1: Arm detaches from elbow and swings from the tendrils in a radius around them. Dealing damage and stunning enemies for a brief period. If melee is equipped deals additional damage, can proc melee status and/or crit. 
 

Ability 2: Release a tortured scream of confusion. Allowing their passive to gain double the amount of health and enemies run away in fear. 
 

Ability 3: Using the pieces of enemies they’ve collected and their own energy the warframe creates a twisted double of his foe (reduced health and damage) but, upon death it explodes with corresponding weakness of that enemy.

 

Ability 4: Channeling: The warframe sheds their broken parts and becomes incorporeal (passing through enemies causes true damage of x amount) can pass through objects on map and has a slightly higher movement speed. Heals over time. 

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Passive - Singularity:  This frame consists of void energy. A portion of the damage dealt is converted to void damage.

 

Ability 1 -  Left Arm of the fire godess:

Conjures a aoe circular field of fire around him that slows and burns his victims.

The aoe follows him for 3 seconds before staying at the same position for another 3 seconds.

 

Ability 2 - Right Arm of the water God:

Fires a sphere of highly rotating water at his enemies. If it comes in contact with his first ability it causes a huge explosion.

 

Ability 3 - Legs of the thunder god:

This ability charges the frame with electrical current. It increases his movement speed.

While this ability is active and his second ability is used, the water sphere is charged up with an intense electrical current. Any enemies hit by this lose a portion of their armor and are briefly stunned.

 

Ability 4 - Void Recepticle:

For a number of seconds the frame is clad in an aura of void energy. It becomes immune to any debuff, displacement or status ailment.

Furthermore, void recepticle charges up a ultimate attack over 6 seconds. Every enemy sacrificed within these 6 seconds will empower this attack. 

After 6 seconds he may recast this ability to fire off a beam of pure void energy.

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Pssive:
-When attacked by an enemy, causing HP to fall below 2%, a ghost is generated at the location, and the body is teleported to a random location 5 meters away.

Iinitiative:
Ability 1) Back to the past:
-The enemy returns to the position where it was 1/2/4/6 seconds ago, and takes damage according to the movement distance. (Moving distance [m] x200 cutting damage)

Ability 2) LOHAS:
-Movement speed reduced by 47/33/24/11% for 5/10/20/30 seconds, reducing damage from enemy attacks by 47%.

Ability 3) One-way street:
-An invisible transparent wall is produced at the gate, and the enemy has a 28/34/41/53% chance of failing to pass the gate for 5/10/20/30 seconds.

Ability 4) Infinite loop:
-Enemies in the range fall into the ground and appear and fall from the air for 2/4/6/8 times, causing 301/498/741/1013 impact damage per drop. (Each enemy is affected only once)

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Passive:           Increase of all properties(duration, power, damage, etc.), at the same time for all 4 active abilities by 0,1%/second, so the more powerful you become when the time pass by

 

Ability 1: Warframe hack: (1)   When the battle starts you get a random ability from the players in your party ( the probability to get one of them is equal distributed between all abilities so if you have in party just 1 player each ability have 25% chance to become yours for that battle, and if you have 3 players in party each ability from there 12 have 8,(3)% chance to become yours for that battle) but if you do not have any player in party or you play in solo mode you get a random ability from all warframes available in game with equal probability of getting them. If a player enter in the middle of the battle in your party your Ability 1 refresh and you will get 1 of his abilities (same for the next players that enter in party after the battle starts). If a player leave battle and you have his ability you will still keep it but, if another player comes in his place your Ability 1 will refresh again. All your 4 abilities get a 5% permanent (in that battle) increase of all there properties( duration, power, damage, etc.) every time you cast your Ability 1(Ability 1 increases own properties by casting it)  . Energy cost for casting is always 20 and for that skills that drain energy the added cost in energy is always 1/sec + 1/enemy affected( if is the case).  

                                        (2)     An alternate function would be to only get abilities from the warframes of players only if there are any in party. As much time as you do not have players in party  Ability 1 is initial inactive, and become active and permanent (until the end of the battle) buffs properties(duration, power, damage, etc.), by 5%/cast,  of your 2,3,4 abilities, once you have them cast activated. Ability 1 buffs at the same time all your abilities that are cast at some point in time and refresh the timers for them

 

Ability 2: Enemy hack:             Is an ability in 3 phases and you remain all the time mobile and attack with Ability 1 (if it exists as an attack ability) and with your weapons.. If you press ability key once, the enemy in your target is pulled in front of you with it's back to you, it's body becomes transparent and downsized to a torso of your warframe. From that position attack enemies in it's range with all his skills, cast on you his protective ability or aura buff which will buff you, your companion and any party members and companions in 30 meters from you. While you exploit the ability or the aura of the hacked enemy , he dose not receive damage, but you do.  If you press second time the Ability 2 key, consecutive of after a while, the hacked enemy will not support you with buffs but makes you invincible by receiving damage instead of you until he dies. You can chose to enter in phase 3 by releasing enemy from hacking, before he dies, by pressing the 3rd time the Ability 3 key or you can stop in phase 2 and let him protect you and die in your place. If you chose to enter in phase 3, and release him before he dies, you can start again  the fist step of this ability , hacking again buffs from the same enemy you have released if you want that or any other enemy. You can hack any enemy except bosses. Energy cost is 20 and only for phase 1 of Ability 2. Initial duration for Ability 2 is 30 seconds. (2) The buffs of Ability 1 influences at the same time both phases of Ability 2, meaning properties of the buffs and the health, shield and armor of enemy hacked by you.The Ability 1 cast, when Ability 2 is active, also reset the timer and increase the duration for Ability 2.

 

Ability 3:Turret:                       Warframe transforms in a fix turret, taunting all enemies in 30 meters, immune to any spatial displacement (knockdown, etc. ), with  a spherical shield(initial diameter 3 meters) immune to any projectiles from weapons and explosions. You still remain susceptible to elemental and melee damage. Taunting enemies extends for the hole duration of the Ability 3 and give protection for party players by forcing enemies to attack you, and immunity to your companion for the hole duration of the Affinity 3. Only for the duration of this Ability 3, and if you have players in party , you get random weapons(primary, secondary, melee) from the party members and you, with an equal probability for all weapon in each category(primary, secondary, melee). If you do not like the outcome you can reset by recycling weapons (default F key) and stop when you are satisfied (ex. you want a melee weapon and recycling weapons until you get in melee what you wanted). If you exit on demand from Ability 3 by pressing again Ability 3 key you will equip again only your weapons. If your frame do not utilize Ability 3 and you aim toward your companion and activate Ability 3 , your companion will benefit from spherical shield and remain immobilized and immune to all damage for 20 sec. Ability 3 applied to companion benefits from ability 1 boofs too.  Initial duration for Ability 3 is 30 seconds. Energy consumption for casting Ability 3 is 20. (2) The buffs from Ability 1 increase the diameter of the shield, increase weapon damage, increase health regeneration, personal shield regeneration and energy regeneration with the percent specified for each cast of Ability 1. 

 

Ability 4:Weapon hack:            Weapons that you have initial equipped or those obtained from Ability 3. are modified from wires in your warframe in such a way that they get extra buff for elemental damage which is cycled (default mouse button 3)and have, initial, the same amount of damage for all types of elemental element (ex. 600). Hacked weapons do not consume ammunition but pick ammunition to increase elemental damage and warframe elemental resistances, 5%/cartridge, suitable to the color of the ammunition picked as follows: yellow increase damage and resistances to toxic, mauve increase damage and resistances to electric , blue increase damage and resistances to cold, red increase damage damage and resistances to fire. If you fire weapon in allies with Ability 4 activated you give them buffs for respective elemental damage and resistances. Initial cost for casting Ability 4 is 0 but only  when you use weapons energy is drained 1/second if you stop shooting energy stops draining but Ability 4 remain active and can be used anytime .  

 

Note:      Ability 1, Ability 2 and Ability 3 can all be enabled and disabled, in the same time or separate, each adding there buffs to weapons and warframe. If you disable Abilities 3 and 4 the buff remain and  enabling them again in any spot on the map you just continue adding buffs from where you where when you disabled them.

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Alright might as well try for this.  I'm not a math person.  I just have some ideas that I think are kind of interesting

Passive:  Scavenged shell

Being comprised of patchwork armor, this warframe will fill the gaps in its armor with whatever pieces it can find.  Kills made with this frame give it bonus armor, up to a set amount of stacks.  Subsequently, heavy damage received makes you lose stacks of this makeshift armor.

First power: Brutal Maul. Small area of effect, increased area of effect and damage with scavenged shell stacks. Frame gathers up broken and jagged pieces of itself onto an arm and swings it with force, using void energy as a tether as it flings a makeshift wrecking ball.

Second Power: Tenacity.  Activated buff.  Damage to scavenged shell stacks replenish the health over time to self and allies.  Scales with duration.

Third power:  Bulwark of the broken.  Expend all stacks of scavenged shell to create a makeshift railgun with a certain number of stacks equating a certain number of rounds.  Allies can use this turret, and it will use their weapon mods.

Fourth power:  Shattered.  The frame's armor breaks down, only the bizarre energy skeletal system remains and enters a frenzied state. During this state, armor is reduced, movement speed and Melee attack speed increases considerably, melee attack uses root like threads of energy to skewer enemies, kills replenish health and energy.  When the duration expires, the frame returns to its original state with scavenged shell stacks based on amount of enemies killed.

Like I said I'm not a math person.  You show me a warrior who is broken and yet continues fighting, it gives me this image in my head of a tenacious, but crafty soldier who makes use of his or her environment.

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How about we do an Equinox kida approach? Where the frame can circle between 3 different frames as seen here:

Credit goes to Oomatu_Art

Passive:

- Seer Form: + 10 % Movement speed and +15 % Agility

- Rampart Form: + 5 % Armor & 5 % Health

- Arana Form: + 10 % Ability Strengh

 

First ability:

The Broken Warframe can cycle between each forms (Seer, Rampart, Arana). Takes some time and energy to assemble frame.

Note: The player has to invest some time to fix this frame so swapping should not be too fast.

 

Second ability:

- Seer Form: Toggle: Enemys take more dmg

- Rampart Form: Toggle: You take less dmg

- Arana Form: Toggle: Little void spiderlings crawl out debuffing and hurting enemys

 

Third ability:

- Seer Form: increases the enemy radar for whole squad

- Rampart Form: deploying x amount of covers/walls

- Arana Form: ensnare and brutalize several enemys (to get energy)

 

Fourth ability:

- Seer Form: Toggle: allows to prevent death of squad, gives every frame x amount of healt on the blink of death (very little amount, just to survive the killing shot)

- Rampart Form: Toggle: increase the armor and shield amount for the whole squad by a lot (also covers/walls give a dmg boost)

- Arana Form: Toggle: create a huge void net that slows down enemys + create more void spiders

 

 

Side note:

The abilities where created from the lore entrys the artist created:

SEER: Blessed with the gift of foresight, Seer was a skilled and agile warframe, able to predict the actions of her opponents. Ultimately, this was her downfall, as her foreknowledge of the Orokin's demise was found... unsavory. She was dismantled for study.

RAMPART: Rampart was praised as a fierce juggernaut and wise stragetist. His abilities allowed him to observe and oversee battles, deploying cover and weapons to pinned down allies. He ultimately met his end to the Myrmadon, which overpowered and shredded him apart.

ARANA: Spider-Queen, web-weaver- Arana used her void strings to ensnare, tangle, and brutalize unsuspecting foes. Fond of vivisections and fascinated by death, her actions against Orokin rebels were deemed inhumane... even for the Orokin. She was eventually recalled and scrapped, and her void strings utilized for Frankensteinian experiments.

 

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1 - Plunges their peg leg into the ground sending out void tendrils that hold enemies in place and absorbs a small about of Energy from each victim. Enemies will stay trapped as long as the player doesn't move (looking around and shooting is fine), once the player moves enemies will stay trapped for a couple of seconds.  

2 - Uses its void tendrils to become one with its weapons, buffs weapon damage, fire rate/attach speed, punchthrough and range but has a high energy cost.  

3 - Uses the broken bodies of defeated enemies to buff their armour. The more enemies the higher the buff. 

4 - Launches void tendrils out in all directions grabbing a handful of enemies and pulling them into the warframe, they then become auto-firing turrets shooting in a 360 degree area around the warframe. Lasts for a set duration and is affected by power and duration mods. 

Passive - When 'downed' the frame will break into several parts, if the player (now controlling the head walking around on void tendrils) can collect all the parts before the 'downed timer' runs out they get a free rez (Similar to Inaros but more active). 

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Citation

 

"The broken One" 

sound like a failed orokin experiment, which was thrown away, sent to trash....

And now, he rises again, rebuilt himself from other races leftover. but obviously, he could not have access to what the others warframe had, like top-end generators, void shields and other luxury equipment... So what was left ? his spark. his own life.

 

Thème: Health points dependant.

Passive: "broken one" has no shields, no energy. Instead, energy orbs and enery regeneration give back HP.

1: Scrap mastery:  use own's health to refil weapons ammunition

2: Now it's mine : Drain (shields/armor) to ennemies in a radius to give back HP

3: blood for bullets : Drain own HP to increase (DMG/Fire rate/Crit chance) from ranged weapons (continuous)

4: Broken resilience : (Usable only in bleedout state) "broken one" can crawl faster and still fire his primaries. bleedout time doubled.

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passive: the effect of health and energy orbs are reversed

#1 Leech: drain things from the enemie to try and repair your self (grineer gives bonus armor-corpus give bonus shield-infested give bonus health-sentient give damage reduction)

#2 Discard:  Discard your broken body and travel acros the land and gain a new body from the void (discard heals depending on time spend in it and lose buff from 1 slighty faster when in it)

#3 Failure: when the gained fixes from leech dont fit your needs you release them and send the parts flying in an direction (like grendel 3 but bigger area and damage type changes depending on enemie that you leeched)

#4 Broken rage: With his desire to make those who made him like this suffer he throws his arms away and latches on to enemies and drain them or throw them with masive force (drain refils health and makes 1 buff stronger, throw has explosive effect on impact)

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I wanted another weapon specialist, that would aslo be unique from press 2 buffs and do huge amount of damage, so there it is.
Passive (name placeholder): Every ability has a chance to malfunction, draining % more energy and adding an additional effect.

First ability (name placeholder). Charges your equipped weapon with increased slash, impact or puncture damage. Malfunction: overdrives the weapon, making its shots chain electricity damage around the target.
Second ability (name placeholder): Adapts the warframe and its squad for combat, providing additional armor to all squad members in an area. Malfunction: Overheats all squad members' weapons to do additional electricity damage.
Third ability (name placeholder): 
*Blinks forward. Malfunction: blink overdrives the warframe, dealing electricity damage around him on impact.
or
*Increases the velosity of bullet jump (channel ability, each bullet jump costs small amount of energy). Malfunction: bullet jump does an electric shockwave, dealing damage and koncking down enemies.

Ultimate (name placeholder). Upon cast makrs all visible enemies for eradication. On second cast, attacks them with the equipped primary weapon. Malfunction (on the second cast only): sights break, the warframe does electricity damage around itself and fires rapidly with increased damage and fire rate for a few seconds. (That ability doesn't cost ammo the the equiped weapon).
(There can be two augments for that skill, one that decreeses the chance of the sights breaking and another that does the opposite.)

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Base stats: HP 225 max rank

Shield 0

Armor 100

Energy 100 max rank

Passive: Broken link

operator infuse his abilities with frame in order to keep it together resulting in mixing stats and abilities.

HP 225 + operator HP

Shield 0

Armor 100 + operator armor

Energy 100 + operator energy

0.25% affinity gain as focus

 

Abilities:

  1. Void Blast – Blast enemy dealing void damage and gaining void shield cap @ 50% max HP.

    Void Shield benefits from armor damage reduction

  2. Shatter Shield –Shatter void shield and causes slow down or time stop if shields are @ max capacity

  3. Corrupted Void Dash – dash to target location opening void fissure pulling out 1 corrupted specter to your aid for fix duration

  4. Transference overload – frame brakes, locking you in operator mode for fix amount of time. All frames/companions in affinity range gain buff from your primary focus school

Madurai – increase physical / elemental damage

Vazarin – damage immunity 3 sec / heal % per sec

Naramon – increase critical chance / critical damage

Unairu – increase armor / knockdown / stagger immunity

Zenurik – increase max energy / energy regeneration

Transference overload is build up by casting abilities or maintaining corrupted void dash specter. Can't be cast with transference static debuff.

 

 

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Name: Arbiter
Built from the fallen frames in the old war, held together by pure void energy, only Tenno with the absolute clarity of intent and absolute conviction can maintain the transference signal between the operator and frame - constantly battling the florid assault of potentials, probability and outcomes that dipping ones consciousness in and out of the void provides.
Once mastered, a Tenno utilizing this frame, or rather, utilizing the closest thing to the void, is able to witness and perceive the quantum nature of existence, simultaneously witnessing and sensing all things in the moment, all moments, now, then and before.

[Gameplay]
Arbiter players will have to constantly battle for balance between two different meters, Arbiter's Flow gauge, and his Insanity gauge.
His flow represents his concentration, whilst the insanity represents his increasing loss of focus.

 

Passive: Quantum Flow / Event Horizon
As Arbiter builds flow, he comes closer and closer to becoming a pure conduit to the void itself, Once maxed, Arbiter can only contain the void for a short period of time before he involuntarily dissolves into a massive void gateway, like liquid-smoke he dissipates outwards as void-tunnels protrude the terrain, consuming the existential plane, and all of it's mathematical possibilities. In This state, arbiter can press dodge-roll to rush forwards as a void-tunnel, creating oceans of void along his path, this deals damage to enemies and summons forth void-tunnels that burst upwards out of the ground akin to snakes and run parallel with his ingress. Other player's Operators who stand within his void ocean have their weapons dramatically altered and buffed.
Arbiter cannot be harmed in this state.


1: Quantum Exchange:
Arbiters control of the void allows him to transfer his chaotic internal noise and paranoia into enemies - This requires Insanity charge to use
(Arbiter rushes forward and falls onto the floor on his hands and knees as void tendrils fire out of him and myriad internal-voices whisper, this causes enemies to become stunned, if the player holds the button, he continues to push insanity into the minds of enemies around him, causing massive damage) -Insanity -Energy

2. Void Collapse
By expending sanity, and glimpsing deeper into the void, Arbiter can collapse the existential fields of enemies around him, causing them to permeate Flow energy, it quickly charges Arbiters Flow meter, but costs sanity and causes increasing hallucinations
+Insanity -Energy

3. Absolute
With a flash, Arbiters void-sight brings to him an epiphany of total awareness, as he sees the possibilities, they become absolutes, this ability will randomly buff, heal, kill or invoke a number of random effects; their positive or negative outcomes depend on the ratio between Arbiters Flow and Insanity meter, whichever meter is lowest - this ability will increase, whilst simultaneously decreasing the other. By witnessing the absolute truth, balance can be achieved.
-/+Insanity  -/+Flow

4. Void Sublimation - 20s
By achieving balance between Flow and Insanity within a factor of 10, when used this ability will reduce both gauges by 50 whilst also freezing any further insanity or flow accumalation and will summon two small void tunnels that will slither and snake throughout the environment, passing effortlessly between objects and damaging enemies they pass through. Arbiter will loose the use of his ranged weapon during this form, however by clicking the mouse, the void tunnels quickly speed up and home in on the players mouse pointer, swirling, snaking and writhing around rapidly, causing great damage on whatever subject should be under the cross hair. Clicking drains energy, but the sublimation state can be maintained indefinitely by using the [Perfect Sublimation] augment.
e.g Flow is 55 but Insanity is 50, void sublimation will still be usable.

 

There are three distinct builds possible from the inception.


Event Horizon; This build focuses harvesting flow by using Void Collapse then dealing damage with Quantum Exchange and decreasing his insanity, until he eventually reaches 100 Flow, in which moment, he will burst into his Event Horizon form for a base of 10-15 seconds.

Absolution: This build focuses on low damage and high efficiency in order to maximize positive effects from the Absolute ability. it plays as a support

Perfect Sublimation: This build focuses on the augment which allows the endless use of Void Sublimation. It in essence sacrifices the rest of Arbiters kits in order to be in control of two unique void-tunnel 'pets' that deal damage


Flow provides no direct benefits in of itself except for the enabling of his passive - Event Horizon
Insanity causes increasing debuffs and damage for the player. The player is debilitated with voices, hallucinations and eventually damage from a high insanity bar [IMPORTANT: Going into operator mode DOES NOT allow the player to escape a high insanity meter]


EDITED TWICE IN ORDER TO REARRANGE SOME TEXT, NOTHING ADDED OR REMOVED.

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Passive: the Parts Manager, the Broken Frame uses 2 separate counters for Parts he gains to build himself. Can have up to 11 / 13 / 16 / 20 Active Parts. Each Active Part held adds 10 armor to the Broken Frame. The Active Parts held are "webbed" to Broken Frame's form with the void energy that runs around his body.
- 5 / 6 / 7 / 8 Reserve Parts can be held in Reserve Parts.
- As soon as Active Parts get consumed Reserve Parts replace them becoming Active Parts.


1st ability: Disassembles a limb (effectively Active Part 0) or Active Part to latch onto enemies to destroy for parts. Latched enemies are restrained and on death they return and add one part to the Broken Frame's Parts Manager. A latched enemy is stunned and damaged for 4 ticks. Enemies are under the effects with a Part latched for 15 / 20 / 25 / 30 seconds and can be targeted within 24 / 28 / 34 / 40 m.
- Latched enemies take elemental damage, with the element being randomized between Heat, electricity, radiation, and magnetic. Damage amount is not random being 50 / 65 / 80 / 95 on 4 ticks (380 damage total).
- For Each Active Part in the Parts Manager the Broken Frame latches 1 more enemy within 12 / 15 / 18 / 20 meters of the target; 0 Parts = 1 enemy, 1 part = 2 enemies, 2 parts = 3 enemies, 3 parts = 4 enemies... 20 parts = 21 enemies. While an enemy is latched, they are using an Active Part dropping the counter by 1Parts used return on death. You can cast the ability only as long as you have 0 or more Active Parts available to use.
- Example at Rank 30: 10 Active Parts in the Part manager. 1st ability is cast and 7 parts (the limb or Active Part 0 + 6 Active Parts) are used on 7 enemies, up to 4 more enemies may be targeted using remaining 4 Active Parts. If one of the 7 enemies is killed while under the effects, 6 (1 part returned + 1 part harvested) more enemies may be targeted with a second cast of his 1st ability.  Let's say another 6 are targeted. Then all 12 under the effects are killed, 20 parts will be returned to the Active counter, 4 parts will be in Reserve.
- If 20 enemies are targeted using all Active Parts, Reserve parts cannot be used by this ability.


2nd ability: Restores the Broken Frame's health consuming the parts (Both Active or Reserve) in the Part Manager, consumes 10 / 8 / 6 / 5 parts to heal up to 70% / 80% / 100% / 125% potential total health restored.
- Only consumes parts if the health is missing.
- Healing is instant, only uses Reserve Parts if it requires more Active Parts that are already in use by his 1st.
- Example: 50 of 100 health missing would require 50% healing so it would take [((% to heal)/(potential% total health restored))*(# of parts consumed for potential restoration)] (rounded up)= 8 / 5 / 3 / 2 parts to heal back to 100 heath.
- Example 2: 95 of 100 health missing consumes 10 / 8 / 6 / 4 parts to heal back to 75 / 85 / 100 / 100 health.
- Example 3: 25 of 100 health missing consumes 4 / 3 / 2 / 1 parts to heal back to 100 health.


3rd ability: Catabolysis is performed. Burns away, or catabolizes/consumes, all Active Parts from the Part Manager to push the Broken Frame's physical limits beyond their normal max: restore energy, increase sprint speed, bullet jumps, flat critical chance, reload speed, holster speed, melee attack speed, knockback/knockdown recovery/resistance.
- This places incredible strain on the Broken Frame and will drain 16 / 14 / 12 / 10 health per second as long as the ability remains active.
- Returns 1 / 2 / 3 / 4 energy per second with each part consumed adding 2 seconds to energy restoration time.
- Other buff percentages are based on how many parts are consumed and last for 20 / 25 / 30 / 40 seconds.
- This ability can be decasted while active to stop health drain, however no parts are returned.
- Reserve parts replace Active Parts consumed but cannot be used for this ability
- Parts are consumed on activation, so they can be gained back by using his 1st while this ability is active.


4th ability: Unleashes and consumes all Active Parts stored in the Parts Manager to break apart his enemies, tearing away at them. Deals large amounts of damage, temporarily stunning the enemy and can cause major debuffs to enemies including blinding, armor reduction, slowed mobility, and disarming enemies.
- Damage rate and chance of effects is dependent on number of Active Parts in the Part Manager when used.
- Enemies take elemental damage, with the element being randomized between Heat, electricity, radiation, and magnetic.
- Lasts for 10 / 14 / 16 / 20s. Cannot be recast or decasted while active.
- Reserve parts replace Active Parts consumed but cannot be used for this ability.
- Parts are consumed on activation, so they can be gained back by using his 1st while this ability is active.


The idea is to have a theme of a bit of a continually building frame since there's room for more parts that also gets caught up in chaos due to the mangled nature of the parts coming together. So he has this armor and damage building and falling mechanic along with self damage and healing, with a chaotic slew of buffs and debuffs at his disposal. Although there is chaos, there remains enough predictability to keep it practical.

Handling specific questions: If 20 Parts are in the Part Manager and you cast his 1st, 21 enemies will be using parts. After you have killed 10 you will have 20 parts again, what happens to the extra? Some will go into reserve any extra beyond that can't be used though. The extra parts can come in handy if you use another ability while his 1st is still active for example spending all parts on his 4th will swap the parts in reserve to up to 8 active parts that you can use to recover parts using his 1st, heal with his 2nd, or boost movement and damage with his 3rd. Remember that using the parts with abilities 2, 3, and 4 consumes them meaning they don't return so there's not any chance the counter will use more than 20 active parts for his abilities with active timers. You can't use his 3rd or 4th as effectively if you're already using his 1st so there's kind of a rhythm to playing him. Obviously if in testing he needs the reserve parts to be available for his 3rd and 4th while using his 1st that can be changed along with specific numbers. The 2nd can use them for the sake of emergency healing which seems a lot more balanced to me.
- Does his 3rd buff the damage of his 1 and 4? I'd say yes since it drains health, but it'd need testing to figure it out I think.

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Broken Warframe: Truncus

Disintegrate (First) 
Use the void energy holding your frame together to tear your enemy apart dealing (350/600/850/1100) damage. If the target survives they suffer a (10/20/30/40)% penalty to their armor as well as a guaranteed radiation, heat, electricity or magnetic status effect. The status has a 75% chance to affect enemies in a (3/5/7/9) meter radius around the initial target. Enemies weakened by Void Latch has a 25% chance to drop an energy orb. 

Assemble (Second) 
Spare parts can be found anywhere on the battlefield if you know what to look for. Each enemy killed in a radius of (4/8/12/16) meters increases health regeneration by (10/15/20/25) for a maximum of (100/150/200/250) per second for your Warframe. Enemies killed by Disintegrate while this ability is active increases the health regeneration growth by an additional (10/15/20/25) per second. If you would suffer a killing blow while this ability is active your remaining energy will be completely drained and your health fully restored. You gain a 25% Tau resistance while this ability is active. 

Void Latch (Third)
You use void energy to weaken and adapt to your enemies. Void tentacles from your hands latch onto the (3/4/5/6) nearest enemies in your field of view (90/120/150/180)° within a (10/12/14/16) meter distance. The void tentacles deal (200/225/250/275) radiation damage per second to each target and has a (50/60/70/80)% chance to afflict the target with either a radiation, heat, electricity or magnetic status effect. Your teamates gain a (10/15/20/25)% damage bonus against the affected enemies. Void tentacles will automatically latch onto new targets once the original target dies. Any enemy killed while under the effect of this ability has a 25% chance to drop an energy orb. You cannot move or use weapons while channeling void energy. 

Shattered Memories (Fourth)
You are plagued with tormenting memories from those who died during the war. You use their suffering to create a massive void explosion dealing (1300/1650/2000/2350) damage in a (12/16/20/24) meter radius around your frame. All enemies are knocked down, suffers a (20/25/30/35)% penalty to their armor and is afflicted with the heat, electricity and magnetic status effects. Each teamate caught in the blast receives a 50% resistance to heat, electricity and magnetic damage and status effects for (15/20/25/30) seconds. If Assemble is active while using this ability your teamates will receive the Tau resistance and health regeneration bonus for the full duration of the buff. This ability does not stack with any other Warframe passive ability and damage resistance cannot exceed 90%.

(Passive)
Constructed from the remnants of the different Warframes found on the battlefield gives you a 50% permanent resistance to heat, electricity and magnetic damage and status effects. 

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The general idea I was going for here was like an zipping exploding stretch armstrong utilizing the energy from their links/tendrils and armor to travel and deal damage, accruing armor from their enemies to further empower themselves. While also leaving bits of themselves behind. 

The abilities are all focused around the first.

Ability 1: The construction of tendrils around their arm unravels forward, gauntlet clashing with the first object hit dealing initial damage. Enemy or terrain. The gauntlet then creates a tether between the object and warframe. The tether deals pulsing damage to anything touching. If reactivated the warframe attempts to reconnect to their gauntlet traveling towards it at incredible speeds. To go forward though they must leave something behind. Their leg brace is left behind at their previous location creating a new tether. This can be continuously reactivated, alternating limbs and zipping forward.

(While there is a tether and the "brace" is away the warframe would have an energy/tendril limb, or you could be really goofy and have them limp. Limbs would auto retract based on range thresholds, snapping and leaving a tether behind. This ability needs a fairly decent range for interactions. If it attaches to an enemy and it dies, should probably fall to the nearest terrain. This ability should be fun to spam for movement, so the speed of the "ejections" should be pretty quick.) 

Ability 2: The Broken is comfortable with leaving things behind, during their travel between the tethers/limbs they cease all movement causing an overload of energy. Sending the shrapnel of the broken's armor all around them, dealing damage then quickly reforming. Leaving all tethers behind to continue their pulsing damage for a duration before they run of out external power. As the Broken recollects themselves the broken parts of the enemies are absorbed increasing its own armor.

(The number of enemy's hit would give the Broken additional armor temporarily, this abilities damage should also have added scaling based on armor stolen. If no enemies are hit the Broken would lose armor. Maybe have a gauge for this. Higher armor enemies give more. The radius of the shapnel blast should be determined by the distance between the two tethers. Ideally this ability shouldn't be usable without any links out just to prevent spam.) 

Ability 3:  Eager to collect and redistribute all existing tethers as well as the Broken lash out with additional energy/tendrils, quickly ripping armor from enemies or contributing to allies. Weaker enemies are not ready for this sudden jolt, potentially knocking them over.

(Fairly self explanatory, another method for building armor as well as cc and party utility)

Ability 4:  The Broken Harnesses their inner energy reserves maintaining and distributing additional energy to forgotten tethers. While toggled this ability continuously drains energy based on the number of tethers out, all tethers created by their first ability are left in place after transit and any created from ability 2 are also left powered. All tendrils grow in size, slow those affected, pulse for higher damage, and constantly strip armor locally, tethers still attached to the Broken still provide him the benefits. Using Ability 2 during this effect also causes the "forgotten" tendrils to erupt based on the armor collected. 

Passive:  Touching left behind tendrils/tethers, collects any stolen armor that tendril may have as well as recover some of the energy spent to create. If using a gauge for collected armor, lower armor increases speed and higher increases damage.

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passive

Every ability cast gives frame a state (A,B,C,D) wich can be consumed by other abilities giving them additional effects that can be redirected one time to other abilities.

Base options: 1->2 | 1->3 | 2->1 | 2->3 | 3->1 | 3->2.

Upgrade options  3,1 -> 2 |  2,1 -> 3 |  1,2 -> 3

An option can be used to upgrade same ability only once:

[1-> 3] -> 1 and ( [1-> 3] -> 1) -> 3 are working. { ( [1-> 3] -> 1) -> 3 } -> 1 is not working, getting previous version  [1-> 3] -> 1 instead.

ability 1: gunshot (range, strength)

Frontal (40m, range) cone (45 degrees, flat) area deals 2500 damage (strength) to all enemies with 100% status slash effect.

with (B) buff: each target hit suffers from "ability 2" cast effects.

with (C) buff: deals additional damage equal to current equipped weapon damage (with all buffs from 3).

with (D) buff: adds additional 2500 viral damage

Example B: 2 -> 1: adds 10% armor deplete (same as aura). 4,2 -> 1: adds 10% armor deplete and deal 7% of health damage.

Example C: 4,1(damage 2500 slash, 2500 viral) - > 4,3 (get multishot, slash, viral buffs) -> 4,1 (damage 2500 slash, 2500 viral + weapon shot [got multishot, slash, viral] )

Gives passive buff (A)

ability 2: armor transfer (range, strength, duration)

20m (range) aura that depletes enemy armor by 10% per second (strength). If there are any enemies in range, frame stacks armor for up to 100 armor per second (1000 armor cap). Can be recast (no channeling). Lasts for 25 seconds (duration).

with (A) buff: all enemies in range also receive 30% of "1st ability" damage every second

with (C) buff: increases frequency of 2nd ability based on multishot from 3rd ability.

Example: 4,1 (damage slash + virus) -> 4,3 (weapon multishot + slash + virus) -> 4,1 (slash + virus + weapon dmg) -> 4,2 (7% health dmg + slash + virus + weapon dmg ) - > 3,2 (deals effects from 1 per second to 3 per second)

Gives passive buff (B)

ability 3: reinforcements (strength, duration)

adds 150% multishot to primary/secondary for 10 seconds (strength, duration).

with (A) buff: adds additional 100% damage for each status casted on 1st ability

Examples: 1 -> 3: gives +100% slash. 4,1-> 3: gives 100% slash and 100% virus. 1 -> 4,3: gives +100% slash and +100% duration. Additional weapon damage from 3,1 is not transferred to new 3 cast.

with (B) buff: each shot receives "ability 2" bonus (armor deplete, health loss).

Gives passive buff (C)

ability 4: transerrance

improves next ability cast. Does not consume passive buffs (A,B,C).

Gives passive buff (D)

For 1: adds viral damage

For 2: increase energy cost by 100%. Enemies inside aura also lose 7% of health per second

For 3: increase duration by 100%
 

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A Metamorphosis abilities(Passive).

1st Ability- Whips piercing through enemy coming from his hand.

2nd Ability - Activating this ability make bullets passing through him, reducing damage on his health.

3rd Ability -  He consume his health to increase energy.

4th Ability - Organic tenticles coming out from the soil when punching it.

 

 

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Passive: Broken (name) : While in energy form this warfame will have free abilities but will have his armor , shied and hp greatly reduced . (or anywhere in between)

1. Possession: Energy leaves ur warframes body to posses an enemy , gaining limited control of it . If possessed enemy dies warframe will reform on the enemys spot . Possessed enemy has increased stats (% increase ) Possesing an enemy will give u a body part ( up to cap) which will inscrease his stats . At x body parts waframe stats will be back to normal velues , at X max he will gain additional bonus stats.

2. Malfunction : Activate ability to gain a random boost for urself and ur teammates ( Dmg , Armor , Energy reduction cost , movements speed ) . U can  gain multiple boosts  from a single use but they  will have reduced strength. Bonuses duration is paused while possessing an enemy .

3.Unstable : Toggle on to create a zone around  ur waframe that deals aoe dmg . Will instantly consume possessed target.

4.Grotesque : Warframe transforms into  a giant amalgamation of warframe parts and wild energy . While in this form Unstable is automaticly toggled on , has increased dmg and has no cost. Maximum cap for body parts is increased . Malfunction  will provide all buffs at maximum value  and possesion will instead deal heavy dmg  to an enemy and give u x ammount of body parts. Ability req. Maximum body parts to be used and will consume body parts for its duration.When ability expires ur warframe will be back in his energy form. This form has limited mobility and has its own  exalted wepon to use .

weapon ; Big canon type wepon that is moded with mele wepon mods . (smtng like redeemer). Has a mele attack and range attack.

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passive: 30% evasion. animations works just like parasite the anime where energy tendrils will deflect the damage

1st ability: Cast a wave of energy tendrels just like harrows condemn but in 360 degrees. enemies inflicted by void energy are subdued to ground open for ground finishers. works just like baruuks Lull

2nd ability: dismantles itself and transforms into stelthier form just like dishonored 2 shadow walk. While active brokenframe gains additional speed just like wukongs cloud walker and still being invisible able to pass through lasers. can walk on ground only. jumping is disabled. duration based ability

3rd ability: Instantaneosly release tendrels from its body like prototypes devastators ultimates doing high damage in AoE. can be spammed.

4th ability: equips dual weilding whips of void energy as its exalted weapons with 15m range. energy drain ability

 

Synergies:

while 4th is active and in 2nd shadow walk form. All enemies can be killed by unique finishers by pressing melee.

enemies effected by 1st ability can be 1 shot using 3rd ability on subdued enemies.

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Passive: The Void Ignores. Melee attacks make by this warframe ignore % of enemy armor.

Ability 1. Void Shell. Reduce half of all melee and ranged damaged this warframe would receive, the void shell restores 1% energy every time it reduces damage taken.

Ability 2. Void whips. Two tendrils of pure void energy extend from this warframes arms, damage dealt by this warframes exalted weapons, restores 1% health per hit.

Ability 3. The Void Consumes. A AOE centered on this warframe roots enemy`s in place, while rooted this warframe drains life and energy shields from them giving this warframe a health and damage boost based on the enemy level.

Ability 4. Void Blast. A enemy hit by void blast has their current health reduced to half and panics them, robotic enemy`s lose power for a short time, and turn off their shields.

(A large blast of unknown energy hit the Grineer Bombard in the face and for a split second everything went dark, but that second felt like a live time, he felt like he was floating in a empty space, but then a pain,which turn into the worst pain he had ever felt as his life force started to drain away, and in that moment as he stared into the void he felt something staring back into his very soul, and then he was back, exhausted and in pain but all he wanted to do was run to get away from what ever that was.)

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1st ability: Void Chanel : This ability adds a new element onto your melee weapon, void damage. If the 3rd ability is active it adds more damage to the axe and blade.

2nd ability: Void Link: It enhances the void damage from all sources by 30% ( this includes the melee weapons affected by Void Chanel and the void damage dealt by the operators,with or without the amp.) and if the 3rd ability is active it enhances the damage from the axe and blade by an additional 130%. This ability works even if the frame is left without the operator.

3rd ability:Assemble: Broken Warframe creates a blade from a part from his body(from the blue part of the original skin) and an axe from another part of his body(from the red part of the original skin). It does mainly void damage, followed by slash and puncture.He wields this weapon like an dual melee weapon in honor of the fallen Dax soldiers from the Old War.

4th ability:Unleash: Broken Warframe disassembles himself and creates 2 other warframes from his parts. (a blue one, from the blue parts, and a red one, from the red parts. These colours are from the original skin of this frame.) Broken warframe and the 2 frames are held together by void energy. The blue frame will receive the primary weapon of Broken Warframe and the red frame will receive the secondary weapon, Broken Warframe having only the melee weapon. However, Broken Warframe can choose not to use the melee weapon and instead shoot concentrated beams of void energy, dealing only void damage. If the 3rd ability is active, then the blue frame will receive the blade from the ability and the red frame will receive the axe from the ability leaving Broken Warframe with all his weapons but he can still choose to use void beams. ( the 2 minions receive their respective weapon if Assemble is active)

Passive: Broken Warframe transforms all the void damage from his melee weapon, exalted weapon(the axe and blade), and from the beams of energy from Unleash into true damage if the target doesn't have a natural weakness to void damage.

The 1st, 3rd and 4th ability scale in damage with the melee mods applied on your melee weapon.

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Based off of the incredible design from Eornheit this is what I came up with;

1st Ability: Activate (Red Frame Parts) and watch them set ablaze, strike your enemies down with the fist of (Red Warframe Name), collect the ashes of the foes you have smited for an armour duff for (X) duration. [Augment: Tectonic Wildfire, smite the ground sending a growing rippling wave of fiery rocks, enemies killed by this leave behind pools of ashes for BOTH you and your allies to collect for armour buff.]

2nd Ability: Activate (Purple Frame Parts) and cast a rune directly in front of you targeting the enemies your facing, watch them as they begin to shake & convulse rapidly (like a buggy animation. Did I say buggy? I meant feature) until their essence is removed from their bodies in the form of an orb/wisp of energy that seek out you & your allies that replenishes your energy by a small amount. (Nothing crazy just like the same amount as a energy drop, 25, maybe less depending on how many enemies it affects and if you or your allies get more than one wisp seek you out {randomised}) [Augment/s: Selfish Harvest, the wisps only seek you out. Selfless Harvest, you get nothing & your allies get more.]

3rd Ability: Activate (White Frame Parts) and emit an AOE healing aura, however due the fact this frame is only partial of each of the frames it made up of, the healing dished out comes from your own health pool. During this ability you are NOT impervious to damage, so use it wisely as enemies can still kill you. Upon using up your health to brink of death (1HP), this ability deactivates, you gain immunity to all damage for (X) duration. [Augment: Vampiric Fibres, the aboroflora/somatic fibres holding your being together drink the blood spilled by your weapons as you kill enemies during the duration of immunity.]

4th Ability: Discard all parts exposing the true form of this void energy being, in this form you emit pulses of void energy that when it reaches enemies they become primed with the Void Status Effect. This means that all enemies will have the Bullet Attractor aura, this can result in a chain reaction of damage if enemies are close enough together. This ability also nullifies any damage resistances on sentient enemies. [Augment: Chromatic (Aura?), energy colour changes the status proc of this ability.]

1st, 2nd & 3rd ability names should be the names of the parts of the original Warframes this one is made of.

Passive: Every time you get a kill, there is a very small chance that you will randomly change form to have all the parts of either 1, 2 & 3 warframe, empowering their respective ability. 

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