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Open Call for Warframe Ability Ideas!


[DE]Helen

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(name)

Diritum

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(Passive)

{dismemberment.} enemys killed by melee have a 1/4 chance to drop limbs wich can be used to empower, heal or rebuild the warframe.

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(Ability 1)

{amputative throw}. the warframe detaches his arm and launches it at the reticle, dealing damage and briefly stunning the affected enemy. can be charged to deal greater damage and increase stun time. albeit at a cost, warframe will be locked to secondary and melee weapon until the arm is reclaimed or replaced via the passive.)

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(ability 2)

{consume.} the warframe will consume a part of himself to gain 3 different buffs 

(buff 1-Digestion) the warframe gains armour for every cast of the buff.(consumes 20% of HP.)

(buff 2-strengthen) the warframe gains increased power strength for every cast of the buff.(consumes 40% of HP.)

(buff 3-hasten) the warframe gains increased speed for every cast of the buff.(consumes 35% of HP.)

((in post i realised these might no be the best drain values, so they are up for change if needs be))

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(ability 3)

{entangle.} the warframe surges forth its tendrils, ensnaring enemies where they stand and increasing critical chance per enemy entangled { critical chance buff caps at 5 enemies, 10% chance increase per enemy entangled, Leading to a 50% increase in critical chance.}

((in post-post i yet again realise my choice might have been a bit off. so yet again they are up for change))

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(ability 4)

{consumptive impalement.} tendrils burst forth from the ground, impaling enemies within range. enemies impaled spawn health and energy orbs periodically. de-activating the ability slams enemies into the ground dealing damage, enemies killed by the slam spawn limbs, enemies not killed are inflicted with a bleed effect.

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1. Radial Radiant:

Optional description-

Let loose of the nearly unbearble void energy and burst your enemies' minds, if not their bodies.

Details-

250/500/800/1000 (depends on the abillity rank) of radiation damage

Radius of 2/4/6/8 (depends on the abillity rank) meters 

100% of radiation status effect

It will be nice if the enemies who were killed by the abillty will burst

2. Demolishing Disable:

Optional Description-

Disable a a part of the warframe's body, charge it with void energy, and throw it as a hand grenade and blow your enemies

Details-

The player would press and hold the abillity, then aim and release the button in order to throw the "hand grenade"

200/400/650/800 (depends on the abillity rank) explosive damage

Explosion radius of 1/2/4/6 (depends on the abillity rank) meters

3. Enlightning Blight:

Optional Description-

By scratching and scattering a bit of (enter the frame's name), you can blind and reduce your enemies shields. The closer the enemies are, the longer duration of their blindness and higher the reduce of their shields.

Details-

The blindness will start before the powder will hit the enemies, because of its spark (which comes from the void energy within it). It will make the abillity more realistic if the blindness won't affect enemies who didn't look at the direction of the player during the time the powder was in the air. The fact that the powder affects closer enemies better than distant ones is added for the realism, as well. Like in reality, there is a higher chance that a bigger amount of powder will hit closer objects, than it will hit more distant ones (after it is being thrown and spread). I leave the stats for you, I do believe you will make better decisions with this abillity's stats.

4. Stealth Shifting:

Optional Desceiption-

Morph into worm-like to hide right in your enemies' sight. Using this form prevents you from hitting your opponets, but touching them will damage them. You also may shoot one part at a time in order to disable cameras, silently.

Details-

The transformation back and forth will take energy, but staying in the worm-like mode won't. When an enemy will be damaged, other enemies nearby will notice and the player will be detected, until getting out of sight. When the player will shoot a part of himself (as part of THIS abillity) it will move by itself until it returns to the player and reassembles with him, only then he will be allowed to shed a part of himself, again.

I wanted to add that the parts shed from the frame will be replaced (of course), which can be explained by the fact that he may move other parts of himself to replace the missing ones on the outside

Passive:

If it dies, it will return, with lower stats and another frame's abillities.

 

 

 

 

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Name: Glytch

Passive: Upon depletion of the war-frame's shield your systems malfunction and teleport you to a random location within 15 meters and give a random buff for the duration of the cool down. Cool down of 15 seconds

Ability 1: (Error 32513) Stop enemies dead in their tracks by hacking into enemy systems and freezing them in place for 6 secs

Ability 2: (Salvage) When used your war-frame collects remnants of dead enemies to bolster its armor. Lasts 40 seconds

Ability 3: (Collective) Call upon the war-frames you are comprised of, borrowing their abilities. This ability will activate a random tier 3 skill from another warframe.

Ability 4: (Overload) Over load your war-frame, stunning and damaging all enemies within a 10m radius for 10 secs

 

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So thinking of this frame as doing self repair without a manual

1 dismantle lift an enemy into the air vigorously removing.useful bits from their body gaining a duff based on enemy type corpus shields/over shields  grinear armor infested expanded life pool sentient adaptability to damage

2 rejection the frames system rejects the. Recent upgrades in an explosive blast centered from the frame damaging enemy’s in the blast radius

3 flash of inspiration if used on an enemy the frame upgrades on of his arms with a powerful version of the enemy’s weapon type

if used on a allied frame gain access to one of that frames skills for a duration

4 simulacrum using spare parts create a short lived duplicate that mimics all of your abilities 

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Broken Warframe Abilities
1. Scavenged Assault(charge) - All vanquished enemy ammo (within range) is collected (charge up vacuum) and then blasted out like a blunderbuss, the ammo types determine buffs to accuracy(sniper)/blast(shotgun)/critical(pistol)/damage(rifle)
2. Scavenged Defense(charge) - All vanquished enemy armor (within range) is collected on your body giving armor buff but decreasing mobility
3. Master of none - On mission start one randomized ability from the starter frames Mag/Volt/Excaliber  Crush/Speed/Exalted Hammer
4. Imperfect by Design - A meter builds up every time you Scavenged Assault or Scavenged Defense, when the meter is full, tapping 4 causes the warframe to morph a golden Orokin arm weapon (think the Angel Arm from Trigun), whereas holding 4 charges up perfect golden Orokin armor that absorbs elemental damage into energy buff, and ips damage into health
Passive - Crosswired - Energy pickups give additional energy but cost health, Health pickups give additonal health, but cost energy

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Decompose (energy cost 25 per limb): The warframe throws worms from his arms or legs that eat up to 3 foes, one per time. Temporarily replace the limbs with worms until their limbs return. Upon return, the warframe parts grant extra health and armor. Can throw up to 4 limbs.

Parasitize (energy cost 75): Invade the body of an enemy. The warframe can controls de host's body to attack and interact. Once the host dies, the warframe leaves the body.

Incubate(energy cost 100): Expel eggs in the air that enter the body of the enemies. After 3s, thr larvae control the body of the enemies while dealing damage per second to them.

Myiasis (energy cost 50) : The larvae leave the armor and move as a single mass towards a target to devour it. Once the enemy is dead, the horde grows and divides in two and devours two enemies. By killing them, the two hordes grow and divide into two... The horde can continue to divide and devour up to a total of 64 cumulus (clusters). Each cluster can survive up to 10 seconds without a host. Enemies affected by the ability try to pluck the larvae so they don't attack. Cumulus clouds can absorb orbs of energy. If a cumulus dies, a surviving cumulus can be divided to complete the total cumulus, this has an energy cost. The warframe cannot be moved during the ability. The survival time of a hostless cluster can be improved with power duration. Damage can be enhanced with power strength. Only the initial cost of the ability can be improved with power efficiency. Each cluster has a radius of perception of 3 meters that can be enhanced with power range. 

# clusters    Energy cost    Total energy cost    Damage per cluster    Total damage
      1                   50                       50                       100.00%                 100.00%
      2                   10                       60                         75.00%                 150.00%
      4                   20                       80                         56.25%                 225.00%
      8                   40                     120                         42.19%                 337.50%
    16                   80                     200                         31.64%                 506.25%
    32                 160                     360                         23.73%                 759.38%
    64                 320                     680                         17.80%               1139.06%
 

The warframe need 300 of base energy...

Or some like this...

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Ability: Disassemble into multiple parts, size depends on range %, fly around kind of like a helicopter rotor blade and hitting enemies within range (able to move around). Every enemy killed stacks damage (I guess kind of like Nidus stacks). 

Passive: Gain a random Warframe's passive.

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(I had these ideas written down for quite a while.  Thought they'd fine use in this forum.  Did some research, and decided to make names, crafting recipes, and abilities/mechanics)

Idea 1:

Warframe Idea:

 

Name: Tanda

Category: DPS and Support

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Stats (Unranked):

Armor: 200

Shield: 20

Health: 80

Energy: 100

Sprint Speed: 0.95

 

Stats (Rank 30):

Armor: 200

Shield: 100

Health: 450

Energy: 250

Sprint Speed: 0.95

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Blueprint Conditions: Tanda’s blueprint can be found by defeating a special enemy known as “Wanderer” that will occasionally spawn in Orb Vallis during the warm time, and The Eidolon Planes during the day.  Tanda’s neuroptics, chassis, and systems can be found by completing the mission “Oblivion” in the void, which is “Wanderer’s” assassination mission.

 

Tanda’s Blueprint Requirements:

  1. Tanda’s Neuroptics * 1 

  2. Tanda’s Chassis * 1

  3. Tanda’s Systems * 1

  4. Orokin Reactor * 1

(Costs 25,000 Credits.  3d to make)

 

Tanda’s Neuroptics Requirements:

  1. Smooth Phasmin * 3

  2. Nano Spores * 2,000

  3. Marquise Veridos * 5

  4. Nitain Extract * 3

(Costs 10,000 Credits.  12h to make)

 

Tanda’s Chassis Requirements:

  1. Alloy Plate * 2,000

  2. Eidolon Relic * 2

  3. Esher Devar * 5

  4. Orokin Cell * 2

(Costs 10,000 Credits.  12h to make)

 

Tanda’s Systems Requirements:

  1. Glowing Sentient Core * 5

  2. Pyrotic Alloy * 5

  3. Marquise Veridos * 5

  4. Maprico * 50

(Costs 10,000 Credits.  12h to make)

 

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Abilities:

 

Passive (Warden’s Protection): Increases armor and health by 25% for all warframes (does not stack).

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Ability One (Medal of Honor): Create a steel cage around an ally or companion, decreasing incoming damage done to them and increasing ability damage while decreasing ally speed. The cage will also be affected by abilities used by Tanda.  Using this ability on the same ally will remove the Medal.

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Ability Two (Warden’s Call): Ring the Judgement Bell, creating a small wave of energy.  Allies in range gain a firing speed and weapon damage increase (including exalted weapons).  Allies affected by “Medal of Honor” will send out a shockwave that shocks enemies and stuns them for a short time.

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Ability Three (Justice’s Call): Ring the Judgement Bell, creating a small wave of energy.  Allies in range gain increased max shield and max energy.  Allies affected by “Medal of Honor” will emit steel thorns that cause bleed upon damaging an enemy for a certain period of time.

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Ability Four (Judgement’s Call): Ring the Judgement Bell, creating a small wave of energy.  Allies in range gain increased ability range and ability efficiency.  Allies affected by “Medal of Honor” will create an elemental field around them that will trigger a certain element based on their energy color.

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Tips:

 

Tip 1: “Medal of Honor” will stay on allies, even if the ally goes out of Tanda’s range.

 

Tip 2: “Medal of Honor” can be attached to as many allies as you want, but will increase its energy consumption for every ally affected by it.

 

Tip 3: The offensive abilities of “Warden’s Call”, “Justice’s Call”, and “Judgement’s Call” will trigger on allies, even if they are outside of the Judgement Bell’s Radius.

 

Tip 4: “Warden’s Call” can be used to buff exalted weapons, even if the exalted weapon is not being used at the time.

 

Tip 5: “Warden’s Cache” is a mod for “Warden’s Call” that doubles the clip size of all weapons affected by its supportive ability.

 

Tip 6: “Justice’s Call” increases an ally’s Max HP and energy, which also includes the HP and Energy the warframe has by that same amount.

 

Tip 7: “Justice’s Blessings” is a mod for “Justice’s call” that also grants HP and energy regeneration while allies are affected by the ability’s supportive effect.

 

Tip 8:  “Judgement’s Call” increases ability strength and efficiency by 20% of Tanda’s own ability strength and efficiency.

 

Tip 9: “Judgement’s Verdict” is a mod for “Judgement’s Call” that also increases warframes’ ability strength and duration by 20% of Tanda’s own ability damage and duration.

 

Tip 10: “Warden’s Call”, “Justice’s Call”, and “Judgement’s Call” can be cast multiple times, which resets its duration, but does not increase the buff’s strength.

 

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Factions with Tanda’s mods are New Loka and The Steel Meridian.

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Idea 2 (This one has its own charts for frame of reference):

 

Warframe Idea:

 

Name: Kali

Category: DPS

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Stats (Unranked):

Armor: 150

Shield: 50

Health: 120

Energy: 120

Sprint Speed: 1.10

 

Stats (Rank 30):

Armor: 150

Shield: 150

Health: 360

Energy: 200

Sprint Speed: 1.10

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Blueprint Conditions: Kali’s Blueprint are found by reaching Max Rank with The Quills, and completing The Quills mission “Searching Shadows”.  Kali’s parts’ blueprints are found at random by killing Teralysts in the Plains of Eidolon during special bounties.

 

Kali Blueprint Requirements:

  1. Kali’s Neuroptics * 1 

  2. Kali’s Chassis * 1

  3. Kali’s Systems * 1

  4. Nega-Eidolon Cell * 5

(Costs 25,000 Credits.  3d to make)

 

Kali’s Neuroptics Requirements:

  1. Smooth Phasmin * 3

  2. Nano Spores * 2,000

  3. Nega-Eidolon Cell * 1

  4. Cetus Wisp * 4

(Costs 10,000 Credits.  12h to make)

 

Kali’s Chassis Requirements:

  1. Alloy Plate * 2,000

  2. Eidolon Relic * 2

  3. Nega-Eidolon Cell * 1

  4. Exceptional Sentient Core * 5

(Costs 10,000 Credits.  12h to make)

 

Kali’s Systems Requirements:

  1. Glowing Sentient Core * 5

  2. Iradite * 50

  3. Marquise Veridos * 5

  4. Maprico * 50

(Costs 10,000 Credits.  12h to make)


 

Nega-Eidolon Cell Requirements:

  1. Orokin Cell * 1

  2. Cetus Wisp * 2

  3. Forma

(Costs 5,000 Credits.  1h to make)

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Abilities:

 

Mechanic (Chaos): Use Chaos Gauge to change the properties of certain abilities.  Chaos Gauge will fill up while in battle (being attacked and attacking). But not over time.  While out of combat for 5 seconds (not attacking or being attacked by enemies), Chaos Gauge will decrease by 1% every 1.5 seconds.

Rank

Chaos Gauge fill when hit

Chaos Gauge fill when attacking/kill target

Unranked

.25% gauge fill per hit

.50% when attacking.

1% on kill.

Rank 10

.50% gauge fill per hit

.65% when attacking.

1.5% on kill

Rank 20

.75% gauge fill per hit

.80% when attacking.

2% on kill.

Rank 30

1% gauge fill per hit

.95% when attacking.

2.5% on kill.



 

Passive (Blood Craving): Highlights certain enemies seen by you within 20m.  Eliminating highlighted targets will give a 2% attack power buff for a short time (stacks up to five times).

Rank

Enemy count

Time to mark new targets

Unranked - Rank 9

3 Enemies

6 seconds - 7.5 seconds

Rank 10 - Rank 19

6 Enemies

2 seconds - 3.75 seconds

Rank 20 - Rank 29

9 Enemies

1 seconds - 2.812 seconds

Max Rank (30)

12 Enemies

0 seconds - 1.875 seconds


 

Ability One (Chaos Missile): Locks onto an enemy and rocket yourself towards them, sending you airborne upon hit and knocking them back.  Successive uses will cost 5% Chaos Gauge, but will increase the damage of all successive attacks (does not stack).

Rank

Energy cost

Distance

Airtime

Damage

Chaos Damage

Unranked

25

6m

1 second

70

  • 3%

Rank 7

25

9m

2 seconds

150

  • 6%

Rank 14

25

12m

3 seconds

230

  • 9%

Rank 21

25

15m

4 seconds

310

  • 12%












 

Ability Two (Chaos Aura): Release a small amount of Chaos energy to summon four extra arms.  While active, this ability will drain energy every second.  The arms will block melee attacks at a certain chance, and will attack nearby enemies around you.  Press the ability again to cancel.  Holding the ability will consume 10% Chaos Gauge per second and plant you in place while increasing the arms’ range and attacking anything around you sporadically.

Rank

Energy cost

Energy drain

Deflect Chance

Damage and Range

Chaos Damage and Range

Rank 3

50

8 energy per second

15% chance

175 Damage/

3m range

250 Damage/ 5m range

Rank 10

50

6 energy per second

30% chance

250 Damage/

6m range

500 Damage/ 10m range

Rank 17

50

4 energy per second

45% chance

325 Damage/

9m range

750 Damage/

15m range

Rank 24

50

2 energy per second

60% chance

500 Damage/

12m range

1000 Damage/

20m range















 

Ability Three (Chaos Fury): Rush forward and grab an enemy off the ground, slamming them into the ground and knocking down all enemies in a small radius and causing damage.  Repeatedly press this ability to drain 20% Chaos Gauge and continuously slam the enemy into the ground with each press.  Attack range and attack damage increase with each slam.

Rank

Energy cost

Rush distance

Initial Slam damage

Initial Slam radius

Chaos Slam damage multiplier

Chaos Slam range multiplier

Rank 5

75

6m

200 damage

8m range

+10% initial damage per slam

+1m per slam

Rank 10

75

8m

300 damage

14m range

+15% initial damage per slam

+2m per slam

Rank 15

75

12m

400 damage

20m range

+20% initial damage per slam

+3m per slam

Rank 20

75

15m

500 damage

26m range

+25% initial damage per slam

+4m per slam












 

Ability Four (Bloodthirst): Allow the Chaos to overwhelm you, losing access to your weapons and gaining a massive buff to attack speed, attack power, and movement speed.  Abilities used during Bloodthirst cost half the energy to cast, and half the Chaos Gauge amount to upgrade.  During Bloodthirst, armor and shield are halved.  If HP reaches zero in Bloodthirst, the ability will immediately end, and the remaining percentage of Chaos Gauge will be returned to you as Health.

Rank

Chaos Gauge Drain

Attack Damage Boost

Attack Speed Boost

Movement Speed Boost

Rank 10

-3% Chaos/second

+10% to melee attack power.

+5% attack speed boost

+50% speed boost

Rank 16

-2.5% Chaos/second

+25% to melee attack power.

+15% attack speed boost

+75% speed boost

Rank 27

-1.5% Chaos/second

+40% to melee attack power

+25% attack speed boost

+100% speed boost


 

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Tips:

 

Tip 1: As your rank increases, more enemies will become affected by Blood Craving more often.  Use this to constantly sustain pressure while in a fight.

 

Tip 2: Chaos Missile’s distance can be upgraded with range mods, while the size of the explosion can be increased with strength mods.

 

Tip 3: Using Chaos Missile while using Chaos Aura will increase the Missile’s overall size, and will deal more damage on the first impact by 5%.

 

Tip 4: “Toxic Rocket” is a mod for Chaos Missile that will allow it to ignore 50% of armor and gives toxic properties on hit.

 

Tip 5: Chaos Fury can be cancelled on the first hit by rolling after the slam.  Use this to cause immense CC and damage to multiple enemies in a small area.

 

Tip 6: “Consumption” is a mod for Chaos Fury that allows it to summon spikes from the ground by using extra Chaos Gauge during the attack.  The spikes will grow in number and damage as more Chaos Gauge is spent.

 

Tip 7: Bloodthirst ignores CC and flinch, but still takes the damage from the attacks.  Use this to power through heavy waves of enemies and exterminate them as quickly as possible.

 

Tip 8: “Secondary Instinct” is a mod for Bloodthirst that creates an extra copy of Bloodthirst.  While in Bloodthirst, the clone will target enemies affected by Blood Craving.  Use this to more quickly dispatch groups of enemies while keeping up your attack buff.

 

Tip 9: Attacks in Bloodthirst mode are converted to Slash and Viral.

 

Tip 10: Cancel bloodthirst early to convert the remaining percentage of Chaos Gauge into Health.  If you get low on health, or are in danger, this can be used to run and recover more of your health in an instant.

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Factions with Kali’s mods are Red Veil and The Perrin Sequence.

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(I am open to any critiques or suggestions for both of these ideas.  Thank you for your time!~)

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Augmentation: gain damage and movement speed buff for a certain duration.

Ensnare: ensnare enemies on range with void roots that erupts from the ground, stealing energy overtime.

Bind: The warframe tightens itself with void energy growth. consumes energy to negate incoming damage (a form of invincibility)

Yggdrasil: summons a tree of void energy that regenerates health of nearby allies, while enemies within radius had their armor decreased by 75%

Passive: upon death, consumes 100 energy to revive instantly, reassembling itself.

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my idea for the ability is you can choose the parts from other warframes and what ever body part you choose it will take that ability of that warframe but no prime warframe body parts can be used and what every warframe part's you have on it will randomly generate the passive with the different body parts

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I want the frame to have a unique gimmick/UI like how Ember has a unique gauge. This frame's unique UI is a head counter, arm counter, and leg counter. It counts how many (enemy) heads, arms, and legs you've "acquired". Head counter starts at 1, arms and legs at 2 each. Your frame's head, arms, and legs can be destroyed/lost and a void silhouette/tendril replaces the missing limb, so you will still be able to act as normal and use your weapons regardless.

This frame can pick up limbs off the ground just by running by it, mods like Vacuum doesn't affect the limbs however. The cap of how many limbs you can collect is pending. Collected limbs would probably appear on the frame (loosely) attached to tendrils, **and would assimilate into the frame to match its appearance, so no random Grineer or Corpus arms and legs making you look like a fashion disaster

**or you can scrap this if people would prefer the crazy look

Also, this frame would have no shields, but has tons of armor/damage reduction depending on the number of limbs the frame has. Your default number of limbs will have you at your base armor stat, your head taking 30% of the armor, arms 15% each, and legs 20% each. Your limbless state (where you have no limbs and head, replaced by void tendrils/energy) have no armor. Any extra limbs would simply add a reduced amount of your base armor stat, perhaps heads at +15%, arms +7%, and legs +10% each.

 

Passive: Cleanly dismembers body parts off an enemy regardless of what weapon is used as long as the attack is aimed at a head or limb and it kills the enemy. You can still cause slash damage regularly on a dead enemy to cut their limbs off like always.

This will be useful for this particular frame's kit.

 

1st ability: Disembody - Tap to throw your arm forward to wherever your reticle is aiming, the arm returns to you if you hit an enemy. If you hit a limb and kill the enemy then your arm will grab it and take it for yourself. You can also aim at a dead enemy's limbs, or any dismembered limbs off the ground to take for yourself. If your aim is true then you will have no problem gathering limbs from anywhere.

Hold to charge up a barrage of limbs to a max of three levels (depends on your ability rank). Level 1 throws all your arms, Level 2 throws all your arms and legs, Level 3 throws arms legs heads and then your chest, wherever you hit will be your new location, basically acting as a way of traversing. If you miss hitting an enemy with your Level 3 then you will just end up with your default amount of limbs. Of course the more limbs you've collected, the more hits you will deliver with this ability. You cannot grab limbs doing this.

 

2nd ability: Assimiliate - Absorb all the extra limbs into your body to heal your health and gain damage reduction from the extra limbs' armor temporarily depending on your ability duration. You can recollect limbs while the damage reduction is still in effect to add on even more to your tankiness.

 

3rd ability: Parasite - A void tendril bursts out of your chest. If this hits an enemy then the enemy will appear having a tendril wriggling around "swimming" across their body, causing minor viral damage over time, armor reduction, and a pseudo-radiation effect where the enemy can cause friendly fire.

This part can be optional depending if it's too OP: If the enemy is killed during this parasitic state with their limbs intact then the tendril will take over its host body and be your ally. Since the tendril cannot live away from its host for too long the ally will be with you for as long as it lives, which won't be forever.

If you shoot the parasite effecting the enemy/ally then the body will burst, dismembering all of its limbs for you to collect.

 

4th ability: Legion - Your body bursts apart, all your body parts orbit violently around the epicenter which is a mass of void energy and tendrils. Any enemy unfortunate enough to approach you during this state will be sucked in similarly to Nidus' Larva, bludgeoned with zero prejudice from the orbiting accumulated limbs. If the enemy dies within the Legion then they will be ripped apart and assimilate into the Legion, potentially increasing its size, limb count, and deadliness. You will not be able to move during this, but perhaps a future Augment Mod will fix that...

Press the ability button again (or run out of energy) to explode, making limbs and bodies fly everywhere, the explosion's damage and range depends on how many bodies and limbs were inside the Legion.

You will be left with zero limbs, but you can quickly gather some from the massacre you left behind.

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Passive: Void Stacks
    Gets empowered via void related attacks/ abilities, i.e. Void Dashes, Void Blasts, Reactant Boosts, and Certain abilities. Stacks to 50?
    May get ~30% more bonus from Reactant buff

1st Ability: Void Sap
    (Drain) Saps the life of nearly enemies (Similar to Nidus Link) dealing damage, and slowly causing Void Stacks to grow. (Affected By armor, Bypasses Shields, Nullified by Disruptor Ancients)

2nd Ability: Deconstruct/ Reconstruct
    Warframe can cycle through Body parts, and disconnect one. This would limit the Warframe's physical abilities like walking, or using two handed weapons (Cycle GUI would be similar to Titania's Tribute cycle). Set out parts would act as traps that cc and damage enemies. Holding down ability would recall parts to Warframe. (Affected By armor, Bypasses Shields, Nullified by Disruptor Ancients)

3rd Ability: Void Surrender
    Similar to the void and fissure, would allow Warframe to "Corrupt" nearby enemies, for cc and a little offense. "Corrupted" Enemies get slightly higher dps based on Void Stacks

4th Ability Void Shatter
    Warframe drains all Void Stacks to release a powerful blast, doing impact and true damage. More Stacks = More Damage and Range

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Passive : (Collect scrap) Armor removed from enemies (like from corrosive procs or shattering impact for example) drop on the ground and can be picked up by the warframe.This can  look as simple as the particles that mag creates when she strips armor, or the rock pieces that atlas picks up. Could also change the look of the frame's armor like Nidus when picked up. The picked up armor scraps should stack to a limited amount.

 

Ability 1 : (Disassemble) The frame breaks itself apart and travels a short distance (much like wisp's travel or a short teleport) and damages enemies it passes through. Damage type can be effected by melee weapon used. You could also have this strip some armor from those hit. This ability just costs energy.

 

Ability 2 : (Purge Junk) The warframe sheds some of it's own armor, giving to a all warframe's within range. This only removes the frame armor from what it has picked up from enemies, not base armor. Amount gained by teammates based on ability str, distance based on ability range. This costs the armor stacks instead of energy.

 

Ability 3 : (Repair) Toggle ability. Makes the armor picked up by the warframe repair some damage to health rather than to add armor stacks.

Other suggestions have been made that this ability could just allow you to heal from the stacks you have, but still pickup dropped armor.

 

Ability 4 : (Self Destruct) This causes the warframe to shred all it's armor and damage all enemies around it. Damage based on amount of armor stacked and ability str.

 

The idea of a broken warframe just gives me the idea of a frame that works with armor like hilde works with shields.

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Passive: Enemies that are killed have a chance to drop scraps of there armor which can be picked up to increase your armor by a flat amont. The boost is permanent but each ability consumes armor. (stacks up to 300 armor and adds the frames set armor plus mods)(the frame will also use energy)

1. Scrap Cannon: You fire bits of armor as a projectile that pierces through multiple targets in a line. If you hold down the ability it fires a cone of scrap that slashes instead. (this ability uses armor)

2. Void Mine: You throw unstable void energy on the ground or walls which can be detonated by reactivating the abilty. The blast can also launch you at high speeds through the air. (this ability uses energy)

3. Reinforce: You can give an ally a flat armor increase for a short duration by throwing them armored plating. This armor can be stacked twice and resets the duration when applied again. (this ability uses armor)

4. Shrapnel Storm: You let loose your powerful void energy and all of your current armor in a violent flurry of metal and cosmic death. (this uses all armor and it drains energy a sec)

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Passive-Warframe can heal by using steel and items laying around such as ammo and energy.

Split-Warframe splits apart with various types of damage such as bleed,puncture ect. to any enemies that get close.Reactivate to emit a blast that stuns enemies and pull all pieces together.

Max Steel-When out of shield warframe can plunge it's arm and bounce it's part off of enemies and terrain.Can be mixed with Split to make a shockwave and knockdown enemies.

Metal Replicate-Warframe can make a copy out of steel like loot crates and item cabnits and can be mixed with Max Steel to make the copy explode and leave healing steel.

Steel Overdrive-Warframe can make a huge magnet out of a steel wall and pull up metal spikes to impale enemies,allies can touch spikes and erase negative status effects.

 

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Given this image, I have a few ideas.

NOTE: I'm running off the idea that this Frame is going to be a bit of a glass cannon, heavily reliant upon his (likely high) shield. 

Passive: Unstable. When elemental damage is taken, a small percentage of it is added to your abilities, with damage and status chance increasing the more elemental damage is taken. (Player is given a gauge displaying what damage types are stored, and how much of them)

 

Ability 1: Void Lash (single-cast damage, low cost)

Using the strange powers of the void, lash a tendril towards foes, dealing a set amount of damage as well as having damage and status increase based on Instability. 

 

Ability 2: Spatial Tear (single-cast damage, high cost)

Rip the space around you, dealing damage and teleporting enemies hit. 

 

Ability 3: Elemental Refresh (utility, medium cost)

Remove all status effects on yourself or allies, and absorb them for X period of time. These are then added to the Instability gauge.

 

Ability 4: Catastrophic Overload (Single-cast damage in wide area, situational damage)

Generate a surge of Void energy, draining your entire Instability gauge and adding it all to the damage dealt.

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Passive: Open Circuit - Damage done has a chance to cause void sparks to fly out, stunning nearby enemies. The lower the health the frame has, the higher the chance for sparks to fly out.

Disassemble - Enemies hit will lose armor and shield, which will be gained by the frame. Can stack up to 5, 8, and 10 depending on ability level, number of stacks can be increased by ability power. Energy drain per stack.

Shockwave - Warframe sends void energy forward in a cone shape, stunning enemies. Enemies affected by disassemble take 1.5 extra damage, while Disassemble stacks add damage power to Shockwave.

Wire Trap - Warframe throws wires out of itself and connects to an enemy. The enemy then pulses with void energy, damaging and slowing other enemies. Enemies hit by the void pulses multiple times are stunned for a few seconds. Wire trap can wrap more enemies depending on level.

Reconstruction - Consume stacks of Disassemble to restore the Warframe to its original glory. The Warframe consumes all stacks and gains a bonus to weapon damage, ability damage, armor, health, and shields. After Reconstruction ends, the Warframe explodes, causing void damage and automatically casting Wire Trap on nearby enemies     

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This is my idea:

Ability 1: Void Wave

Void wave launches a ball of void energy forward and explodes on contact. It does radiation damage to any who survive.

Ability 2: Protectorate

Broken envelopes himself and allies in a void barrier that protects them from damage.

Ability 3: Sacrifice

Broken sucks the life from nearby enemies and heals himself and his squad.

Ability 4: Broken summons the void and sheds his armor. White void tree-vine- things (whatever they're called) come out of walls and the ground to wrap around enemies and suck them of health and energy. Broken himself becomes a ball of pure void energy as it moves around and lashes out with voidal-flares. Anyone who survives is ridden with radiation.

Passive Ability: Broken is immune to status effects and sentients can't adapt to his abilities.

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Ability #1: Firing his arm turning it into a "Death Grip" grappling hook that pulls enemies within melee distance while in lift status.                                Ability #2: Opening a broken doorway between paradoxes " Broken Doorway" allows you to travel mass distances instantly. Doors has to be opened between distances for instant warp.Note using #1 to pull enemies through your doorway does a heavy dose of radiation from molecule reconstruction.                Ability #3 : Gathering the debris of destruction into a "Shrapnel Squal" using fallen tenno to have revenge using their death as a massive grenade of tenno justice. Note projectiles travel through "Broken Doorway has chance to proc slash.                        Ability #4 Fractured Identity: Being pieced together has your frame confused with an amazing ability to randomly receive one of your squad mates 4th ability,with the final 4th in this ability personalize 4th for you triggers a countdown to self destruct of nuclear capabilities that the timer must reach zero uninterrupted or is cancelled 

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Here is an ability set for a frame focused around the wall latch mechanic. His lore could have something to do with magnetism, similar to Mag.

 

First Ability

wall lash: throw out a lash which will pull the frame to the location where it lands. Once latched the frame may stay latched without falling at the cost of energy per second.

Second Ability

hand hold: the frame creates a hand hold on walls which any frame may grasp for the duration or health of the ability. It also takes the attention of enemies.

Third Ability

Shield leeching: the frame leeches a percentage of all shields lost by enemies within 5 meters of itself.

Fourth Ability

Reverse polarity: a blast radiates from the frame which damages enemies with magnetic damage and throws them. Enemies effected are stuck to objects with which they collide.

Passive

When the frame is wall latching in the dark it is invisible. When the frame is wall latching in the light it's damage is increased.

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Alot of my ideas stem from thinking about the idea of Stein (Frankenstein)
passive: nothing goes to waste, body parts of dead enemies can be picked up and used to regain lost health (or shield)

ability 1: outstretch. the warframe uses its energy to reach out with its parts attacking with its current melee (or just its arms if no melee is selected) at a much increased range
 
ability 2: disorganise. just as the name suggests the warframe disassembles itself and moves at high speed, staggering enemies and regenerating its health before reforming(overshield can be gained if you acquire parts of dead enemies)

ability 3: accord. the warframe gives a part of itself to help another, bolstering the target at the expense of health & armor.

ability 4: shambles. The warframe creates a state of total disorder around itself tearing down enemies until all that remains are parts.
 

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I feel that this Warframe was assembled by someone we haven't met yet. Possibly by a party in the Duviri Paradox world, who gathered together Orokin remnants to make a last-ditch defender against Sentient forces in the Void. The Warframe's most distinguishing feature is his 'string' that's holding him together, and is also the source of his powers.

Passive - Dust to Dust

The Warframe gains health and energy by walking over the bodies of the fallen. Nearby allies also gain this benefit.

Ability 1 - Morning Star

The Warframe skewers an unfortunate enemy in front of him with his string, and whirls him around like an ancient flail. Hits on other enemies add to the melee combo counter. Hits on other enemies have a chance to drop health and energy orbs. The skewered enemy is invulnerable until the ability is activated again, at which point the enemy is hurled as a projectile in a given direction. Alternatively, his 2nd ability can be used to end this ability. 

Ability 2 - Leap / Charge (whilst Living Shield is active)

The Warframe tenses his body and leaps forward at a shallow angle. He leaps further than a bullet jump if no other abilities are active, and jumps can be chained together up to a certain number of jumps. Any enemies hit during this movement are stunned and open to finishers. If his 1st ability is active at the time, the tethered enemy is slammed into the ground which knocks down all surrounding enemies. If his 3rd ability is active, the movement is grounded and does not go so far, but all enemies hit during the movement are added to the shield.

Ability 3 - Living Shield

The Warframe grabs an enemy with his string and holds them in front of him. If this enemy comes into contact with another enemy, that second enemy is also grabbed by the string. This can continue until there are a significant number of enemy units in front of the Warframe, blocking the vast majority of any incoming fire. The Warframe can fire one-handed weapons through a gap in the shield. Activate the ability again to scatter the enemies out in a blast of energy. Alternatively, activate the 4th ability.

Ability 4 - Walking Necropolis

The Warframe punches the ground, causing tendrils of string to pop out of the ground at various locations and grab enemies. These strings pull on each other to drag the stricken enemies together and assemble into a hideous, broken imitation of a huge enemy soldier. The creature attacks by flinging constituent members of itself at other enemies, with bone-crunching thuds. The creature is not-quite-solid in nature, allowing it to squeeze through many of the corridors present in the game. The creature's existence is time limited, but until the time is up can grab other enemies with string and pull them into itself. As an alternative casting condition, the 3rd ability can be turned into this by pressing 4 during 3's active phase. It explodes when the timer is up.

 

 

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Passive:

   Using abilities creates a frailty debuff, affecting both armor and shields equally by -3% per frailty point.

 

 

Ability 1:

   Extend:     25 energy, drains 3 energy/second                         12 frailty debuff per cast, 0.2 frailty debuff per second

 Void energy holding Eornheit together stretches out, and its body becomes stretched out. Enemy attacks have a 5%/6.33%/7.67%/10% chance to miss, and melee range is increased by 1/1.33/1.67/2 (both scale off ability range).

 

Ability 2:

   Void Lash:     35 energy                                                              5 frailty debuff per cast

 Void energy extends out from Eornheit's arm to form a whip, and Eornheit swings it once in front of it, and swings it 360o around itself in the opposite direction. Whip reaches 3/4/5/6 meters, dealing 400/450/500/550 slash damage per hit. 

    Idea for augment; Void Lash's range can also be affected by Extend.

 

Ability 3:

   Solidify:         50 energy                                                               No debuff

 Eornheit solidifies his form, removing all frailty debuffs on him. 

    Idea for augment; Eornheit recovers 5 health for each 1% of frailty debuff removed.

 

Ability 4:

   Void Blossom:     100 energy                                                          20 frailty debuff per cast

   Eornheit sacrifices gathered energy to empower void energy contained inside of it, releasing a large blossom of void tendrils that stretch outward to deal 700/800/900/1,000 puncture damage, over 5/6.5/8/9.5 meters.

    Idea for augment; Void Blossom's range is also effected by Extend.

 

 Though Eornheit is made up of void energy and I based these abilities around it, it didn't seem fitting to make all of it's abilities deal void damage, because that would leech from some of the gameplay in having to switch between almighty children from space and mechanical suits from who knows where. If you were looking for abilities that would make this the go-to Warframe for the New War, the damage types can be fitted to any appropriate damage type, even if it isn't quite void damage.

 

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