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Open Call for Warframe Ability Ideas!


[DE]Helen

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On 2020-04-17 at 1:02 PM, [DE]Helen said:

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

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

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

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

Official Concept Art by Eornheit:

Broken_Warframe_Concept (1).png

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

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

How to submit:

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

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

Guidelines:

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

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

Selecting the Final Abilities:

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

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

 

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Passive: Broken Amalgamation; 30% Reduction to all incoming elemental damage

1. Thief: Steal random parts from enemy creatures to add health/shields to yourself (Augment: Robinhood; provides increased health/shield regen buff to teammates)

2. Fragmentation: Warframe breaks into multiple pieces and pretends to be random debris dealing damage overtime (invulnerable). (Augment: Assimilating Fragment; Parts of the warframe can attach to enemies converting them into friendly units.

3. Machine's Revenge: AoE Magnetic attack similar to eidelon (Augment: Machine's Respite; AoE has chance to return health/shields to all friendly units 

4. Metronome: Warframe uses random 4th ability from ANY other warframe. (Augment:Broken Plethora; ability use no longer costs energy but instead uses health/shields.)

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ABILITY 1 - OVERHAUL- Charge forward grabbing onto the enemie and absorbing their parts to heal yourself

ABILITY 2 - DECONSTRUCT- Send out a blast of void energy strong enough to breakdown all hit by it into their component parts

ABILITY 3 - RECONSTRUCT- Reassemble the parts of enemies killed by deconstruct into allies to fight for you

ABILITY 4 - ASSIMILATE- Draw all the parts of fallen enemies towards you using void energy and merge with then to increase your size, shields, armor and health. ability is stronger the more parts you absorb

PASSIVE - AUTO-REPAIR- Can revive themself if there are enough component parts close by

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Passive if he takes to much damage over time his void tendrils shoot out of his body and absorb life energy from the enemy and can restore life energy to near by frames 

Ability 1 he can make 5 mini void holes like black holes 5 being the max number at max rank it can rip apart enemys or disintegration 

Ability 2 because he is held together with void energy he can extend his arms and grab enemys from a distance or swipe them way 

Ability 3 he can turn in to pure void energy that radiation can hurt sentients if they get too close and slowly kills organic enemys 

Ability 4 the Omega void hole the most powerful ability it takes all your energy to make a super black void that wipes out massive groups but requires high level of energy to make and has a cool down timer so you will probably get to ues it 1 or 2 times max 

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Passive:
Broken Accumulate parts (Red And Blue) with skill 1 and picked drops, this part are used to launch skills 2 and 3, and active 4! 
adding "parts" to your form (To complete him) and providing attack and armor bonuses (like nidus change when staks ) 

reds parts are use to att skils
blue Parts are use to def skills

Skill 1: Who i am? (bad name)

Broken throws energy from the void, with AOE in cone, each hit on enemies (red parts) or caches (blue parts), generates "parts", your own  2 energy bar! 
Consume red parts (cause dmg)  or energy ( just acumulate parts)  

Skill 2: This is me ? (bad name) 

Broken reconfigures its own appearance, being able to move at the same speed as its target,( when consume Blue parts make him undetectable)

Consume normal energy ( detectable ) 

Skill 3: Where am i ?  (bad name)

Broken dismounts itself, creating an AOE that blocks external attacks and deals electrical damage (little) to enemies inside!
Broken cant move i this form! 

Consume Blue parts

Skill 4: It's Me ( Mario😄) (bad name) 

As the exalted weapons (in this case will be its additional parts): Broken activates Its unbroken form, each additional part is revolving around "Broken". 
creating a shield and when you attack those parts they attack together!

Consume Red Parts

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Passive: Haphazard Body: Instead of being downed, enter a void ghost state with full health and shields and brief invincibility (Bleed-out mods are active in this state). While in this state, health drains increasingly over time and will eventually kill the warframe. In order to exit this state, you will need to refill a Haphazard Body meter which is charged from ammo drops, health orbs, and using certain abilities. You can not be revived by squad mates.

1- Absorb: Tendrils reach towards an enemy and drain health and armor from the target while restoring health and Haphazard Body.

2- Reassemble: Disarm nearby enemies, draw in nearby ammo drops, and gain health, armor and Haphazard Body based on the number of enemies disarmed and ammo drops picked up by this effect.

3- Particle Storm: Toggle - Drains health to create a field that surrounds the warframe and has a large chance to intercept enemy fire.

4- Ballistic Armor:

On tap: at the cost of health, shoot a large projectile which explodes on recast dealing a large amount of damage and knockdowns enemies.

On charge: deal massive damage to enemies in a large area around the warframe as well as inflicting many slash and puncture procs. Immediately enter Haphazard Body. Unable to be activated while in Haphazard Body.

 

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Ability ideas

1st ability: can take parts off of warframe's in the same group and gains one ability off of its allies and replaces its second ability with that, when this ability is held will reset the second ability back to his own ability

2nd ability: fires a blast of void energy causing enemies to become disoriented and knocked down, this ability gets replaced when 1st ability is used

3rd ability: repair, use parts picked up from enemies to heal yourself gain incread armour if used at full health while still having some spare parts

4th ability: deconstruct, break yourself down to a pile of parts that can shift around similarly to Grendel's ball, when you move into an enemy, break them down and add them to your pile of parts. Uses up all spare parts in order to rebuild at the end of this ability

Passive: after going down you will be rebuilt if you have 10 stacks or more of spare parts.

If no primary is equipped will use parts of himself to create a randomised gun (random stats for fire rate and mag size, damage can be modded as an exalted weapon would normally be)

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(1)tower:is able to summon one spiked tower on one enemy (if button is held it summons multiple spiked towers to kill a group of enemys)

(2)guardian:builds a small defensive spiked wall that can thrust out spikes to damage enemys.

(3)pest:the warframe throws out a piece of itself that will become a moveable automatic turret.

(4)control:the warframe lashes out a tendril that stabs into an enemy allowing the players warframe to have complete control over the enemy.

(passive):while wall latching the warframe digs its tendrils into whatever Surface its on for longer wall latch duration.

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The Broken Frame will use its abilities to add to the next ability such as it's own rebuilding process, and using its enemies as a platform to do so. 

 

Broken Frame Passive (See through) : Has 5-10% chance for anything to pass through it, bullets, explosions, enemies etc. 

 

Ability 1 (Energy Grip) : Uses enemies parts to extend Broken frames reach(range) of melee wepons, with a stacking effect uptill a certain range. Eventually breaking off when no enemies are around to take parts from. 

 

Ability 2 (level up) : When ability 1 reaches max stack, the Broken Frame can be broken apart and rebuilt after a (few seconds of invulnerability) after the frame is rebuilt it will give bonus stats to either: Overall speed boost, shields, heavy armor or Health Regen, being random everytime the Level up ability is used until energy runs out.

 

Ability 3 (Broken Gifts) : Depending on which perk was granted from Ability 2 (such as Armor), the Broken frame will share its gifts with that of the entire squad for a period of time. Each squad member will gain buffs. 

 

Ability 4 (Star Dust) The AOE ability will burst a wide (circular) area of effect, which seems to be infused dust particles of what used to be broken parts, finely imbued with energy as it spreads out and around the player. Any enemy that comes in contact with this dust will suffer various damaging affects, being: Armor shattering, health draining, or random combustion (explosions) from an enemy (also creating a slight area effect). 

 

I look forward to the next Broken frame. And all the ideas put forth by players, gl all! 

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An ability that plays on the void energy that holds it together. The energy leaves the frame and all the parts collapse on to the floor, allowing you to take control of one enemy for a period of time. To take advantage of weaponry, traverse traps or detection lasers or just to hide in plain sight. Duration is obvious, Strength relates to the level of the enemy that you can possess. Possibly there is a choice to detonate a possessed enemy on exit. It may be interesting for the energy to return to the site of the parts to reform - sort of a reverse teleport. I suppose the ability would be called Possess, or overlay something similar.

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TLDR: Fail/Overcharge change for all abilities, most abilities have a sacrifice for their use beyond having a chance to fail. My favorite ones are the passive, the 2, and the 3. Also bare with me the names of the abilities kinda suck.

Passive: The Binds of the Void cause the abilities of [this frame] to be unstable, having a chance to fail (-25% strength) or be overcharged (+75% strength), with the chances changing based on the mods equipped in an unconventional way

  • At 100% strength: 25 and 175, and at 200% strength: 50 and 275

  • Mods have a general trend to boost some OC rate at the cost of increasing the Fail rate of another ability, and decreasing fail rate at the cost of decreasing OC rate. 

    • Minum percent is 0, and the maximum percent is 50

  • Abilities can have their own additional fail and overcharge effects, that which are baseline and cannot be altered, only how frequent/infrequent

 

1 - Void Ball: Launches a ball of energy dealing Void damage as it flies past enemies, bouncing off surfaces and enemies. Comboing this increases the chance for it to Overcharge

  • F/OC is 5%/5%

    • Overcharge: Damage becomes 85% Void and 15% True

    • Failing causes the ball to fizzle and the ability rendered unusable for half the duration of the ability. 

2 - Conversion: Tap to swap between two different abilities; Speed and Tank. Hold to cast

  • Both have a base 5% Fail and 10% OC, but can be changed independent of each other 

    • Most common to boost at the cost of the other

  • Speed - Lower armor and disables shield gating, gains speed boost, high evasion, and allowing for [the frame] to change the direction of momentum during aim-glide once

  • Tank - disables most maneuvering techniques to just a slow walk or run, gains armor and shield boost, adaptation to damage, and allows 50% of this to carry to allies

    • Cannot be recast while active, however cycling is still available

3 - Break Free: Tap to swap between 3 different summons, at the cost of losing access to its respective ability. 

  • Fail/OC is at 10%/10%, for the summoned unit’s associated ability it is 15%/15% at base.

    • Failing on cast makes the summoned unit’s F/OC of 20%/5%

    • Overcharge on cast causes the F/OC to become 5%/20%

  • Offence - loses 1, general attacker unit

  • Priority/Dispersion - loses speed half of 2, prioritizes VIPs (Nullifier Bubbles, Ancient Healer, Energy Leach, Bombards, etc.), if no VIP is in range, will distract enemies 

  • Tank - loses tank half of 2, defends objectives and targeted players (similar to Venari Heal)

    • Cannot be recast while ability is active, however cycling is still available

4 - Guardian of the Void: Embody the binds of the Void and become a stationary Tree, or a stedfast Ent

  • F/OC of 0%/5%

    • Fail: Ability fizzes, causing a knockdown. Duration is still maintained and cannot be recast

    • Overcharge: Ability refunds energy spent and lasts 25% of the duration

  • Tree: Allows direct directed and AoE support and sniper-like use of the 1, trading bounce for speed and precision

  • Ent: Allows for speedy strikes and shotgun-like use of the 1, trading bounce for speed and coverage with 3 orbs

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Passive: Truly Adaptive - this frame can only be affected by one status effect at a time and cannot be ragdolled

1: Spike - 50 - a shard of void energy is thrown in a straight line (passing through all objects and walls) for a set range, enemies hit by this take 150 damage of a randomized damage type, allies hit gain 25 energy.

2: Siphon - 50 - <warframe name> tears a rift in the wall between realities creating a pulse that siphons hp and shields at a rate of 25 dmg/sec to enemy units in a 30m radius for 15 seconds; at the end of the duration the total hp and shields taken by the siphon are restored to allies within the radius.

3: Rescind - 50 - <warframe name> creates a 5x5m barrier which absorbs incoming fire for 20 seconds; at the end of the duration the total amount of damage absorbed is fired directly forward for a set range (passing through all objects and walls) in a randomized damage type. There can be up to 4 of these active at once.

4: Reform - 150 - <warframe name> reforms itself into its 3 predecessor frames (using void energy for the missing pieces) for a set duration; at the end of the duration the two Ai controlled Frames are teleported back to the player controlled one and reform into the original frame in a fantastical explosion of void energy creating a 40m radius knockdown/stagger and setting <warframe name>’s HP and Shields to 75% of their max value.

Frame 1 can use the first ability, the primary weapon, and is controlled by the player. The player can choose to teleport to either of its Ai counterparts by aiming at one and pressing the 4th ability button again or teleport them to the player by holding the button. It has 100% of the max HP and shields but 50% of the armor of the original frame.

Frame 2 can use the second ability, the melee weapon, and is an Ai. It has 100% of the max HP and armor but 50% of the max shields of the original frame.

Frame 3 can use the third ability, the secondary weapon, and is an Ai. It has 100% of the max shields and armor but 50% of the max HP of the original frame.

(All the sub-frames have the passive of the original and have 100 energy upon creation)

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Passive: Void Instability
 Using abilities 1/3/4 drains [Broken's] stability meter.
 Stability regenerates at a slow rate (1%? a second, and only starts 1? second after casting an ability)
 Visually the "void tendrils" holding the frame together become more pronounced as Stability scales down, possibly with more of them "bursting out" of the body.
 If an ability would reduce Stability below 0% when used, then it can still be cast but you take direct health damage based on the amount of "negative" stability you would generate.
 As Stability scales down from the following stats scale:
 - Shield Capacity scales down from 100% to 20%
 -  - "excess" shield is converted into overshield when capacity is lowered, and overshield is "consumed" to refill normal shields when stability goes back up
 - Shield Regeneration and Armour scale down from 100% to 0%
 - Sprint Speed scales down from 100% to 75%

 ("Lore Reasoning": Unstable void tendrils become exposed in order to restabilize, but doing so interferes with the defenses and movement of the frame)

[Broken] Has lowish health, medium Armour, and highish shield capacity
 This is to give the frame stats that make them decently durable with high stability, but very fragile with low stability

 

1: Void Lash (One-handed cast, like Volts shock)
 Void tendril lashes out from an arm and on impact / on reaching maximum range creates a small explosion of a random damage type (with 100% status chance).

(Idea behind this ability is just a simple somewhat generic damage ability, that has utility by merit of the 100% status proc despite being somewhat inconsistent in damage type)

 

2: Void Purge
 Detaches and fires off unstable void tendrils in a radial spread.
 Enemies within the AoE are tangled up in the tendrils, being immobilized for a short duration and inflicts weak damage ticks on the targets while immobilized.
 Damage, Range and Duration of This ability scales up with lower Stability
 Cannot be recast while still active, and still has a timer even if it didn't hit any enemies.
 Unlike other abilities doesn't drain stability on use, and instead increases it, and also doesn't have any delay before stability regeneration.

(a way to regenerate your Stability, as well as a CC option. The prevention of recasting, is because this is not intended to let you be able to instantly return to maximum stability on demand, but to recover some of it quickly)

 

3: Void Remnant (Three Cyclable Abilities like Ivaras Quiver)
 3-1: Reactive Barrier (red?)
  Generates a wall in front of the frame, wide enough to block most doors and narrower corridors.
  Reduces the damage of any hostile attack that passes through the barrier by 50%(?), the amount any attack is reduced by is stored for "retaliation"
  Has 6(?) "retaliation" charges, whenever an enemy approaches within a short distance of the barrier, a charge is consumed, and 50% of the currently stored damage is released in an AoE shockwave with a 50% status chance.
    (The shockwave also has 100 Blast damage added to give it a guarantee to at least do some damage if none was absorbed.)
    (If 100 Heat damage is stored, then the shockwave will do 100 Blast and 50 Heat damage, and then have 50 Heat damage stored for the next activation)
  Shockwave has longer range than the trigger range, to allow for it to potentially hit multiple enemies.
  Barrier despawns on running out of charges.

 3-2: Triage Field (blue?)
  Deploys a circular field that heals all allies within it at a rate of 10% of their missing health once per second, has a battery of healing charge that is used up when healing anything, despawns on running out of energy.
    (Each Pulse of healing will always heal at least 5 health, just to make it reasonable to top off lower amounts of damage)
    (More Rapidly heals low-health targets, as they are "high priority" but slows the healing the closer to maximum health a target is)
  If anyone takes health damage while stood in the field, then it gains more healing charge based on the amount of damage taken, at a rate of 50%
  Enemies within the field take 10% of their current health as slash damage with every healing "pulse" with a 20% status chance, this damage also drains the healing charge of the field.

 3-3: Volley Drone (white?)
  Deploys a void construct that follows behind your shoulder.
  Whenever you hit an enemy with an attack, the drone will lock onto it and fire a volley of energy bolts that detonate in the area surrounding the target. (Deals Impact damage, 30% status chance)
  It takes the drone ~0.5 seconds to lock on and fire, and it has a 2 second delay before it can fire again.
    (lock on time is to make it so the drone should only fire on enemies that aren't already dead)
  Has a limited number of volleys that it can fire, but for every time an enemy that has had a volley deal damage to it dies, the drone gains another volley.

("Recovered" abilities from the three frames that [Broken] is composed from)
(Ability Stats not modified by lower Stability)
(When each ability is used, only the relevant parts of the frame would glow/light up, as they are what is focusing the ability)
(only one of the three can be active at a time (possibility for an augment that allows multiple to be active at the same time?) anything previously cast would despawn on recast)

 

4: Void Overcharge (Toggled ability)
 Overcharges [Broken's] systems to release uncontrolled bursts of void energy.
 Generates detonations of random damage types around the frame (which have 100% status chance)
 Stability constantly decays while this ability is active.
 Damage and Range of the detonations scales up with lower Stability.
 If Stability reaches 0 while this ability is active then [Broken's] systems overload and unleash a rapid barrage of even stronger explosions, and [Broken] is briefly left immobile while they recover.
 

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Passive - Attract

Every time an enemy die near to you, you have a 25% change of gain one of his body members, this parts stays floating around you, for each part you gain +X of HP

Skill 1- Possesion

You can destroy an weak enemy to gain barrier exactely like his life + his barrier, gaining his bonus effects, like the nule fire dome, and gaining all his body members

Skill 2- Death zone 

You create a circular zone around of you, stealing life from the enemies that die in that area, this zone stay for 10s, and make you immune to take an instakill one time in 20s, for each enemy that dies around you,healing you 10% of his life

Skill 3- Eyes of the dead

You can target that skill in a creature that you can see, dashing on it, causing a lot of damage, if the enemy die you have 2 sec to dash in another enemy without casting the hability again, for enemy that dies in 1 cast of that skill high the damage of the skill in 25%

Skill 4 - Cursed Body

You creat an area that the parts of bodies that you have attracted with your passive, attack nearby enemies, the arms shoots with the weapon from the enemy that it was, the foot kick enemies casing you weapon damage and heads stay headbutting the enemies, during for 10s, before that all the body parts broke and you loose all the buffs from them, each anemy that dies for Cursed body has a 100% of drop a member part that desappear in the end of the skill, for each 20 parts that you gain with this skill you gain +5 s of this skill

 

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This Frame being parts of many Frames has an adaptive passive that hints at it's origin, and abilities that echo both its broken status and the general powers that can be found in other Frames such as damage, heals, crowd control, and buffs. This Frame's unique feel comes from how these abilities manifest. Things such as having an element of randomness, or inflicting its own pain onto others, show the Frame's background. While other abilities and the passive display just how this Frame is strong enough to stand shoulder to mismatched shoulder with its allies.

Passive

AdaptiveProcess: Regenerate whatever the last pickup grabbed was. (Health, Energy, or Ammo type)

FlavorText: These cobbled together systems refuse to stop, going so far as to use supplies found in the field to maintain maximum effectiveness.

 

Ability 1

Reassembly: Self or Targeted aoe heal, tap for target hold for self. Augment: Aggressive Construction, enemies within the aoe take damage equal to healing done.

Flavor Text: After so much time spent slowly repairing itself in the Void <Name> has become quite proficient at both self repair and can extend this ability to effect to allies as well.

Ability 2

Energy Surge: Beam style attack of a random energy type 0 (can effect eidolons) cost to activate eliminates getting a bad energy type cost is per second only.

Flavor Text: Channeling a flood of void energy through its systems <Name> erupts with a beam of destructive energy, which part catches the surge the strongest imparts its own powers to the beam released.

Ability 3

Somatic Webbing: Large long lasting aoe stun/knockdown. Damages enemies invulnerable to status effects.

Flavor Text: Tendrils of Void infused Somatic fibers attach to enemies in an area flooding them with centuries of pain either rendering then incapable of acting or manifesting damage directly.

Ability 4

No Weak Frames: Buff all stats at long range. (Range is the same as Trinity's Blessing) Buff cost is all energy and 50% of max health. Thenbuff includes a 25% heal for <Name> so long as the Frame survives the casting

Flavor Text: Being made from the scraps and broken shards of its fallen siblings <Name> knows all too well that there are no Frames so Fragile as to fall easily. <Name> temporarily boosts allies and itself to their utmost capacity.

 

 

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Passive: Doing sudden ”violent” movements(ex: melee, dodging, bullet jumping, hard landing) will cause the warframe to expand outward slightly, dealing damage to nearby enemies/terrain. If an ability is cast within 10s after, this will give it a slight strength increase(capping at 15%).

Doing several of the same actions will not keep reactivating this passive, but alternating actions will, reactivating the passive will stack the effect, and refresh the time.
(ex: dodging six times consecutively will only activate this passive once, but alternating dodging and melee for a total of six times will activate this passive six times)

 

1:

The “Void cords” extend out(scales with ability range) and attack an enemy dealing W/X/Y/Z damage(scales with ability strength) and gives the enemy a debuff that temporarily strips 50% of armor and/or shields for X/Y/Z/15s (scales with duration). Additionally if casted on self(hold ability button) or allies, this will grant a buff that gives 25% extra max armor and shields for X/Y/Z/30s (scales with duration).


2: 

The void cords reach out, lock on to, and drag in 3/5/7/9 enemies, deals W/X/Y/Z damage and stuns them for X/Y/Z/10s (scales with duration).

Synergy with 4: Will replace current enemies in the orbit with some of the ones dragged in, the enemies that come out of the orbit are stunned for ability two’s duration.

 

3: 

The void cords wrap around the warframe and render it invisible as well as give it a speed boost (scales with strength) and a damage percent increase(scales with strength) for X/Y/Z/15s.(scales with duration).

 

4: 

The void cords reach out, and drag in 1/2/3/4 enemies and place them in orbit around you and under your “control” for X/Y/Z/30s (scales with duration). You cannot command where the enemies go, nor will they act under their own A.I., instead they will circle around you at a set distance and attack any enemies they can. Enemies will agro onto the orbit rather than you, however if you are damaged, 25% of the damage is redirected and distributed evenly to the enemies in the orbit.
Casting the ability again while active will refresh the enemy count if any have died, but this will not reset the duration. Holding the ability will cancel it.
If there are enemies still in orbit by the time the duration is up or if the ability is canceled, the enemies will be dropped and dealt damage as well as stunned for 3s.

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My Abilitys for Broken Warframe will mostly Revolve around his body and orokiny "stuff"

Passive: Leech Any enemys that are foolish enough to get close to broken frame have there Armor(enemys that have alloy or ferrite armor)and Shields(if Corpus) (only 1 type at a time) and Some health Leeched from them and given to broken warframe to boost health, armor, shields for a time. 

 

1st Ability: Broken warframe uses a part of his body to unleash a deadly targeted attack (number of enemys affected scales with range or Strength) each select able  piece  of Broken Warframe does a different ability  (ideas:elemental attacks with each piece doing a different element or emmisive color determines element and each piece doing different style of attack) 

 

2nd Ability: Exalted weapon Broken Warframe Shoots pieces of his self as a Shotgun of sorts (shooting either pieces of himself or he generates pieces of the ropes that hold him together and shoots them,the gun can come from his arm or he can just generate it using orokin power turning anything into a weapon even an enemy xD) it will probably be like a Drakgoon Shooting sharp bolts of Ropes or maybe energy.To Add Another Element to This  the bolts will come from a gauge which you increase by affecting enemys with abilitys the more gauge you have the more damage it will do After its depleted the gun will explode into a thousand pieces doing bleed dmg to enemys in range (maybe make an augment where it changes  Damage type xD)

 

3rd Ability:A: Void Pulse Broken warframe sends out a pulse of void energy that Forces Enemys to pulse out blue  waves that removes their built in resistences and armor and dmg resistences over time, the pulses then get absorbed by the team with every thing the enemy lost armor health and some dmg resistence (and shields if corpus)

3rd Ability: B:Sundering Smoke: Broken Warframe Breaks a Part of his body to Blast out smoke (color can change with energy color ) like tiny nanomachines that seeks enemys and goes into their body absorbing their armor and removing some damage resistences over time  (basicly ability A but Different delivery ) and then the smoke is absorbed by team mates gifting armor health or over shields if the enemys are corpus 

B ability sounds More unique and more like him :D

 

4th Ability: Halting Vines: using the Power of the void and the orokin Broken warframe  reaches into the ground and makes Ropes Erupt out of the ground and tie up every enemy in range This Removes half of their armor (or health) and team mates that go near one of the enemys affected get bonus armor (or a random buff) If 5-6 enemys are affected by Halting Vines broken warframe gets a random buff after casting(ideas: bonus armor,health,being able to cast leech on some enemys for a short time,energy using the enemys like Death orbs in orokin tilesets, ability strength, etc)

PS: if you Guys go with the whole emissive color for the 1st ability then emissive can probably affect other abilitys

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I could see a kit revolving around tearing pieces off of enemies to add to yourself for various stacking buffs, which you could then expend for some more immediate effects.

 

Passive: Base stats start out low, but stat mods offer bonus flat increases to ability stats and ability mods vice versa for base stats.

1: Extends arm forward to impale enemies, hold to tear pieces off to add to yourself at the cost of a longer cast time and/or additional energy. Depending on whether damage was dealt to health, shields, or armor, gain a stack of Salvaged Health, Salvaged Shields, or Salvaged Armor, which provide bonus Max Health, Max Shields, or Armor, respectively. Ability Strength increases damage dealt and possibly benefits of each stack, Ability Range increases... well, range; Ability Duration increases duration and/or maximum number of total Salvage stacks that can be held at a time.


2: Tap to cycle between Salvaged Health, Salvaged Armor, or Salvaged Shield; hold to consume one of that respective stack (if any) to trade their buff for an immediate benefit:
    Salvaged Health- Restores health at the cost of bonus max health
    Salvaged Shields- Restores energy at the cost of bonus max shield
    Salvaged Armor- Restores ammunition at the cost of bonus armor
Ability Strength increases returns for each buff, duration increases duration of buff. Range probably has no effect unless benefits are offered to nearby allies as well, either as a part of the base ability or an Augment.

3: Toggle to drain energy over time to restore energy of allies within radius, as well as increase ability range and casting speed and add bonus Void damage to all abilities. Ability Strength increases bonus Void damage and amount of energy restored to allies, Ability Range increases energy restore radius and ability range bonus, Ability Duration reduces energy consumption rate.

4: Consumes all stacks of Salvage to eject a mass of sword-flesh spikes and Void energy tendrils in a cone in front of him- either from his chest or from his arm Akira-style- impaling and dealing Finisher damage to all caught within, range and damage scaling with the number of stacks used regardless of type. When this mass withdraws, each enemy struck grants the Warframe a new stack of Salvage for each health type they possess, and enemies killed while impaled (either by the attack itself or the efforts of allies) also grant their respective benefits for consuming a stack of Salvage of the appropriate type. Ability Damage increases damage dealt, Ability Range increases width of cone, Ability Duration increases length of cone.

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I'm not sure about any of the abilities, but since this is a bunch of different warframes, what if you could choose which broken part you use to assemble the warframe, so you could choose from a bundle of abilities and stats?

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Idea based on containment and the side effects of not being properly built to contain void energy.

Passive- Heals a set amount after healing warframes and gains +15% to a random stat (power strength, duration, efficiency, range) for 60 seconds.

 

1. Hibernation- In order to recoup loss of void energy due to being an inadequate containment warframe, the warframe stops functioning in order to heal. Hold ability similar to Inaros' 4.

2. Void lance- The warframe fires a beam with infinite punch through straight forward in a cylindrical path, to increase power, hold. It costs health to increase strength.

3. Breach containment- The warframe gains an "Aura" in that energy tendrils seep from it and attack nearby enemies and randomly push them back or bring them closer. If active prior to activating Unleash Phantasm, it carries over but increases health loss during phantasm.

4. Unleash Phantasm- The void energy (phantasm) leaves the broken warframe on the floor and flies similarly to Titania's 4. During this time it gains the abilities to fire  energy waves that damage and knockback enemies, blink back into the warframe, and melee energy tendrils. However, because it has no protective vessel, health is slowly lost over time. If it dies, it teleports back to the warframe (similar to operator death) and continues but with the warframe having minimal health.

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Passive: Darwin's law

Killing enemies will drop "parts" that he can absorp to channel abilities and gain resistances based on which faction the parts belong to as well as how many he has.

(strenght of all abilities scales with amount of parts hold and or used)

1. Ability(ies) - Break/Reforge:

Break: After channeling, perform a crush via airvibrations with his hand, that shatters enemies in a cone-area before you, dealing damage based on units weakness + staggering them once. note: cone-angle shouldn't scale with range, distance should

Reforge: Hold 1 to perform a duration-based AOE around you, healing you and allies, as well as granting shielddamage-resistance, at the cost of around 10-20% of parts hold.

2. Ability(ies) - Scrap/Tune-up

Scrap: Target an enemy and rip a part of him. Enemie will take around 10-50% max health damage in slash and get stunned for a short duration. Usable against dead enemies for increased partgain. - note: maybe low energy cost?

Tune-up: Hold 2 to give  attackspeed, firerate and bonusdamage for the faction you have the most parts of to you and allies. Should cost around 10-20% of parts.

3. Ability - Wartotem:

Create a statue, made out of parts (consumes about 5-10%) that fears trespassing enemies for a moderate duration and slows them afterwards. note: maybe a max of 4-6 totems based on range and duration

Channel 3 while targeting a wartotem to dissemble and reassamble with its parts at the targeted totem.

4. Ability - Apex Predator:

constantly consumes parts

Gain Parkour-valocity, shieldgain on kill, Damage and shieldrecharge-rate based on amount.

Also gain additional bonuses based on what faction's parts he holds most of:

Grineer: gain damage resistance; Break strips armor; part-gain of Scrap increased

Corpus: abilites cant be deactivated (through nullifier for example); Break stuns robotics for around 5 seconds; Reforge grants shieldrecharge-rate in addition

Infested: energy can't be drained; break ignores healer and disruptor buffs; scrap restores energy

corrupted: break destroys nullifier bubbles on hit and ignores healer buffs; stronger bonuses for Apex Predator- and Tune-up-buffs

sentient: become immune to cc; shred sentient resistances on hit; tune-up ads a portion of flat void damage

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Passive: Arcane Shielding - Ability use charges a meter based rhino like shield. The shield blocks knockdown and a small percent of DR scaling with the meters strength, The shield only drains once knockdown but the shield would only give a very small amount of DR over all.

1st Ability: Primal Shock - The warframe channels raw energy into a limb. If aimed at the sky he will blast seeking bolts into the sky using an arm,knocking enemies to the floor. If aimed at the ground he will use a leg to blast the ground, sending a high reaching wave of energy that holds enemies in the sky and that buffs allies Tau resistance.

2nd Ability: Rupture - The warframe will charge a large explosive of energy in his palm. Once charged it will violently release causing a soul piercing blast that sends the warframe flying back into a self blast animation, the extreme blast will send crowds ahead of the warframe out of their bodies and making them vulnerable.The souls will claw they're way back into the body but if the warframe can mitigate the blast using their passive they will be able to freeze the souls out of their body using his 1.

3rd Ability: Rooted Donation - The warframe throws a spear to the location of the cursor, the spear erupts with long reaching roots those of which deal a small amount of damage, the damage is stored and can be received as energy to any ally that is near the spear. If the energy is not received it will deal a heavy amount of damage in the range of the roots.

4th Ability: Void Inherent - The warfame holds energy to his core and charges himself with his energy, the act ripping and pulling the frame out to its pieces. Once all his energy is drained he will send the stardust and energy from the void itself in a massive explosion around him, the stardust will spread throughout the level incinerating the bodies of enemies and forcing only their souls out to fight. Only sentient amalgam and knox plating can withstand, but at the cost of any destructible parts being broken and disabling sentient resistances forever.

 

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I think the idea of broken warframes parts assembled by void energy should evolve with abilities exploiting this energy with parts and particles. I would like to use often in abilities effects of making a parts and particles from enemies and decreasing their armor, so shorten it to P&A.

1. Shot void energy ball to one enemy which damage target, P&A. Hold to charge and ball will explode on touch effecting all enemies in area (adding blast damage).

2. Cell can use on enemy or ally:

 - Catch an enemy into cell made from particles. When time is up cell explodes with blast damage, P&A. Hold 2 to squeeze all cells with caught enemies (piercing damage), P&A. Crashed cells become particles.

- Cover an ally with cell made from particles which increase armor. Hold 2 don't affect on ally's cells!

3. Warframe partly dismounts and become a whirlwind-on-legs using self-particles and particles in area (channeling ability). Warframe can move in whirlwind form, but slower, attaching all particles in area. Enemy particles (like bullets, rockets, grenades) have a chance to attach to a wirlwind. Enemies in area have all types of IPS damage from particles, P&A. In the whirlwind form warframe have synergy with all other abilities even transition to energy ball form (whirlwind explode). When energy out or press 3 again Warframe return to it's normal form.

4. Self-explode dismounts warframe into particles damaging all enemies in big area (IPS and blast damage), P&A. Tenno is capable to move with flying energy ball (archwing style) left from warframe (channeling ability). Ball is fast, invincible and capable to going through enemies with void damage, P&A. In the ball form warframe have synergy with all other abilities even transition to whirlwind form (parts and particles move to the ball and spinning, partialy forming warframe). When energy out or press 4 again warframe will assemble again around a ball, damaging enemies again (inverted explosion, IPS and blast damage).

Passives:

- Parts and particles in area around warframe will attach to increasing armor and later will use with abilities like self parts or parts and particles around.

- Particles fired to warframe have a chance (relays on power) to attach without damage.

- I hope it's possible to synergize with Mag abilities to make them good pair.

Special:

- I hope it's possible to synergize with [DE]Helen to make us good pair. 🥰

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