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Open Call for Warframe Ability Ideas!


[DE]Helen

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How about a "copy cat" themed Warframe?

Passive: For every copy thats killed, you get +10% of max health or energy

Abilities: Copy enemy target armor stats for 15 seconds

              Make enemy look like you while you look like enemy for 8 seconds (confuses enemies into fighting each other while you are left unbothered) (used when fighting a big group (extermination, survival, defense missions)) This can also be useful for "speed missions" when you dont want a fight and need to reach objective. Like Limbo using his "enter the rift" ability

              Make up to 2 copies of yourself that last 15 seconds (Copies can help fight enemies like Wukong or play decoy like Loki)

              For the "BIG MOVE", you make 10 copies of yourself that last 10 seconds, but you cant move. 

 

Im really a SUPER BIG FAN of warframe!! Thanks for the opportunity guys

 

              

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Passive - Void meter increases status chance and duration of all weapons up to 50% and increases status resistance by up to 50%

 

Abilities:

1. Able to cycle through base resistances (Heat, Cold, Electricity, Toxic) X% increases with level up, and each element unlocks per level. (activation cost plus energy/second)

2. Release a Void blast causing enemies within X meters to become disoriented, frame temporarily falls to pieces for X seconds movement is sped up until duration ends.

(activation cost and X seconds of duration)

3. Void energy meter- damage dealt or received (one ore the other not both, DE decides) fills Void meter, as it fills, the more armor the frame gets, once full, release the energy to make frame dismantle and become a shrapnel cloud able to move through objects and enemies, the more enemies he passes through the higher the damage he inflicts, however the duration is also shortened. Can only activate ability if meter is full. (activation cost)

4. While active energy orb pick ups will increase void meter by X%, orbs will not increase energy while active. (activation plus energy per second)

 

Thank you for all that you do DE, and keep up the good work!

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My initial reaction to this concept was how fun the idea of the void energy holding the parts together is, that's why i think it should be the focus of it's abilities. I've attached simple explanations of how each ability fits the theme.

 

For the passive, the warframe knows how to adapt, given it's a reconstructed warframe from old parts.. .

Passive - Armour Knowledge - For every kill, gain a dmg bonus towards that enemy type. For example kill a Moa, gain +0.5% dmg to moa enemies, caps at like 50%, lose stacks on death.

 

It's always nice to have a standard damaging ability suited to the theme of the warframe, in this case throwing a part of the warframe makes great sense.

1 - Weapon throw- Therow your malee weapon in a line. It does the weapons Dmg, weapon type affects the projectile. Eg, two handed throw is slower but wider, daggers are fast but narrow, whips are thrown in an S rather than a straight line etc

 

If the void energy loses grip of the parts, the whole warframe would fall apart, therefore it needs to keep focus to keep it's stability together.

2 - Refocus - Regain shields equal to 100% of your max shields, any excess is turned into healing. 

 

So many parts, do you need to keep all of them?

3 - Part exchange - Drop one part of the warframe (doesnt have to be visual) to make it lighter. Gain movement speed but lose shield capacity for 10 sec, stacks up to 3 times.

 

The Void energy hungers for more parts to add.

4 - Void Grasp - Void energy lashes out of the warframe and damages enemies, pulling parts off them that spiral around the warframe for 5 seconds, armour is increased during this time. Recasting refreshed the duration. Hitting more enemies results in more armour gain and more dmg/s. Moves with warframe.

 

How I envision it working. 

A fast frame where you want to keep the 3 stacked up most of the time, you have extra armour from 4 and a heal from 2 to counteract the shield loss. 4 Dmg aoe helps with clearing fodder enemies, 1 is there for extra dmg where needed.

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Hmm, i like the concept of transforming-frame, warframe that can rebuild himself in the battle. The multi too, which is able to transform into the flying drone, and the turret. The concept art made by Eornheit really fits my idea. If you think about abilities, here are my ideas:

1. Friendly Fire - Warframe releases the roots of the plant that grow from him, and grabs nearby objects such as; bodies, weapons, flying drones. After it draws them to itself and hide behind them, receiving a bonus to, restoration of shields if these are parts of Corpus, a bonus to the amount of HP if these are parts of Grineer, and a bonus to damage in melee combat if it is Infested.

 

2. Hand's of Help  - Warframe lets go of himself vines that serve him as extra hands, with which he whips his opponents, knocking them over and driving them away from himself automatically. Bullet-jump becomes taller, and also allows you to climb the walls like a sneaky-spider and stay on them for a very long time.
 

3. Locking Vines - Warframe when you press the button, Warframe calls out roots from his legs that rush to the ground and fix Warframe in place, preventing opponents from knocking Warframe down. After Player releases button, roots from the ground, in the zone marked by the player, and entangling opponents with them and slowing them down. While the opponents are trying to get out, the roots begin to suck out vitality from them, directing them into the shields of Warframe.

 

4.Back to Roots -  Warframe to disassemble into parts and rebuild into a stationary turret. The turret is immune to attacks from the front, but can be damaged from behind. The turret spends energy for activation, and for shooting, but not for the duration of the activity. The turret shoots with sharp segments of the roots that cause damage and stick into opponents and sprawl on neighboring 1/3/5 opponents. Opponents in which the root got paralyzed and become peddlers, and opponents in which the root sprouted from the peddler take piercing damage and slow down, and after death explode causing piercing and cutting damage

 

The End: As you can see, my vision of this warframe is a bit not so close to the roots 😉. But the concept art made so good that i Immediately inspired it, and introduced that the "broken warframe" It can be much more interesting than just a bunch of strange abilities that no one will ever use because they are made for fun. I believe that, on the contrary, a broken warframe assembled by vines of orokin fits perfectly with my abilities, I hope you liked this idea. Bye😙

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1st: Disassembly- Warframe unbinds its various parts and collapses. It moves about in this state, able to climb any surface and not set off alarms. Cannot be harmed, but can't attack either.

2nd: (can't think of a name) A cycled power that draws on the powers of the warframes to make up the Broken Warframe.

3rd: Division- Separates into its component Warframes. Summons AI copies at the cost of armor and/or health.

4th: Completion- An Exalted Warframe. The Broken Warframe is made whole with its first three powers replaced with new powers.

Passive: Recycle Uses resources, ammo, and corpses to heal itself. Gains bonuses based on what is gathered up (ex: Ammo grants explosive armour, Corpus buff shields, Grineer grant armour, Infested buff health)

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Passive: Energy Pickups grants a bonus 5% Ability Strength which lasts for 5 seconds. This Passive stacks to a maximum of 30% extra Ability Strength. The timer resets for every energy pickup collected.

This Warframe has no Shields.

 

1.) Assimilation: Violently disassemble your body and float around the battlefield for a short duration as a ball of light and swirling metal. Steal Health and Armor from every enemy hit to grant yourself a Health and Armor buff when the ability ends.

 

2.) Mask of the Void: Tear off your face and force an enemy to wear it, taking control of their body and granting them access to your health and Armor buff. While active, any damage taken is redirected to your slave.

 

3.) Summoning Circle: Create a temporary ring of fire that surrounds the battlefield. Any enemy caught inside the ring and any enemy that dares to enter have half of their health stolen from them, while a Void Phantom, bearing their stolen health, rises from the ground to attack them. The longer the enemy remains inside of the circle, the more Void Phantoms are summoned to attack them. When the enemy dies or leaves the circle, the Phantoms attacking them return to the embrace of the Void.

 

4.) Eldritch Rage: Harnesses the full might of the Void within this Broken Warframe. Plant your feet and unleash a torrent of Void Tendrils that violently shreds apart anything around you with slashing damage. Energy is consumed exponentially the longer this ability is active.

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Passive: Fractured: This frame's head, torso, and limbs have seperate health values. Picking up resources and unused ammo heals hp. (hp bar split into 5 segments if legs break, speed is reduced, if arms break, less weapon damage, torso breaks, ability strength down. Can only be killed if the head breaks.) 

1: Turret: Frame places his leg in front of him, turning it into a sentry to shoot at enemies. hold the key to recall legs. Legs have a long duration, returns automatically once duration is up.

2: Bomb: Frame tosses his torso. It draws enemy attention and stores damage taken. When duration ends, or if the button is held, the torso blasts out the stored damage, amplyfied by power strength.

3: Barrier: Deploy arms infront of the frame,  unfolding into shields for him and his teamates, arms have 75% damage resistance while deployed as barriers. Arms can be deployed seprately with a button tap, while holding the button with no active barriers will deploy both as a bigger shield. Long duration. Can be recalled by holding the key if at least one arm is deployed.

4: Hijack: Frame clings his self to targeted enemy, taking control of it. enemy being controlled will have increased damage based on ability strength. Ability has duraton and drains energy while in use, frame cannot take damage; controled target does. tough enemies can shake the frame off, cutting the ability short. (heavy units have 2/3 of base duration, sentents have 1/3 base duration. basic and heavy control duration scales with mods, sentent control does not.) can be ended early by pressing button again, controlled target explodes if killed, or when ability ends. Abilities 1 2 3 cannot be used during this ability, deployed limbs immediately return when this ability is cast. Instead, abilities 1, 2, and 3 become abilities that the controled enemy has, if applicable.

(final notes: names clearly are placeholdery. Im bad with names. The deployed limbs are only the armory looking parts, the tentacley parts stay behind as a sort of skeleton so the frame can still move and attack. Tentacle skeleton can be hit. Inflicting 10% of taken damage to the head.)

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Passive: Gain more ability power the more you fill the energy bar. (The void energy also glows brighter)

(1) Rocket Fist: Due to being a “Frankenstein’s monster” among warframes, you can freely detach your fist, the void energy a string connecting it to you. It deals damage to first enemy hit, and retracts a second later.

(2) Grab: In melee, you stun the opponent for some duration. When used with Rocket Fist, it draws the enemy in melee with you, but if your Rocket Fist kills the enemy, it “steals” a stat. For Grineer, it steals armour. For Corpus, it steals shields. For infested, it steals health regen. For corrupted, it steals health. We take what we can get.

(3) Scrap Metal: Convert unused ammo into health and armour for a duration. While in this state, shields are down, as they get in the way of fixing yourself up.

(4) EMP: (Hold to cast) Your energy is drained to set off a surge of void energy that damages enemies and disables guns/robotics - for a duration - in a certain radius. The damage and duration of the stun (maybe range?) increase the longer one holds to cast. The shock of a burst can push enemies away if the are too close to you. "Like that piece of junk would self destruct! Oh, wait, it's about to blow..."

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Passive: gains energy for every kill

1: assimilation: can absorb an enemy or object for a small buff

2: reorganize: can switch between 3 modes- offense: buff to weapons and ability strength, defense: buff to armor health and shields, speed: buff to movement speed and immune to staggers and knockdown

3: application: wrap your body around an ally giving them damage mitigation and becoming their own personal weapons platform

4: deconstruction: form your arms into a superweapon that fires a single large projectile. The projectile will detonate and cause massive damage upon contact and will radiate damage to anything near it while in flight

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My thought for a broken frame is a modular warframe with base buff abilities that you can sacrifice parts to gain power and scavenge from the dead to keep yourself together.

 

Passive: Spare Parts. adds a new tab (like radiant weapons) that has 4 slots where you can slot in spare warframe Systems to swap out abilities for other warframes. limit of one ability from a warframe.

 

1. Siphon: stabs a void tendril into an enemy lashing them to the ground with tendrils growing out of them. this converts the targets health into a energy field in a radius, 

 

2. System Reroute: a buff/ de-buff that drains an attribute to gain another. This ability takes the top end of that attribute until recast to dismiss the ability or nullify. (tap to dismiss hold to drain)

   a. Shields > Armor

   b Health > damage

   c Energy > Power Strength

 

3. Scavenge: absorbs bodies around the frame gaining  buffs to the top end of health, shields or energy depending on the attributes of the bodies with diminishing returns.

 

4. Sacrificial blast: All current buffs are converted to a Aoe blast around the frame that depending on the buffs and magnitude expended determines the effect.

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Passive - Take reduced damage from all sentient attacks / 15%-30% more damage against sentient lifeforms (increases with strength)

Surge - release energy and cause vents to form on the floor around the casting spot and deal radiation or fire damage

Withdrawal - spawn down a clone that stays in place and draws enemy fire/ cast again to teleport to the clone and cause -a plasma shockwave on arrival 

Absorption - activation of this ability causes the user and/or anyone near to absorb damage for a short time and release it through bursts of energy that slowly deteriorates enemies

Eidolon - summon small orbs (up to 3) that circle the player and can grant overshield, attack, and health regen based on damage taken (status type inflicted upon player can take part in which ability is chosen)

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okay well I will try this:

Passive: regeneration: while in battle can regenerate a % of health and only works with kills done and not bosses 

Ability 1: debris barrage: Firing a barrage of fragments and other things puncher/impact

Ability 2: Dismember travel: Can travel (very similar to Wukong) across the battlefield  

Ability 3: Debris Shield: Creates a field around him of debris enemies hit takes damage as well give extra protection slash/impact damage

Ability 4: Swirling Debris: Creating an area of flying debris doing slash/puncher/impact damage  

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1. Haunting Steel: Transforms into a giant sword that swings around swiftly in a circle, then a large spear that embeds itself into the floor, casting shrapnel around, then a massive hammer that slams the ground. These don’t do great damage right up front, but deal high status (bleed, weaken, and knockdown for slash, puncture, and impact damage respectively) damage with 100% chance.

2. Tenno Focus: Temporarily ramps up movement speed, attack speed, and fire rate with a bonus that scales with the amount of enemies under status effects.

3. Elementalist: Temporarily buffs status damage and chance for this frame and allies. Elemental damage now gradually strips armor for the duration of the ability. Buff scales with number of enemies under status effects.

4. Lash: The tendrils holding this frame together lash out at enemies, attach to them, and tie them to the floor, immobilizing them. This ability deals good void damage over time (DoT). Void DoT scales with enemies under status effects. Additionally, the pieces of the frame will then fly to and attach themselves to (kinda like a magnet does) these locked down enemies, draining a portion of the void damage inflicted each second, healing the frame.

Passive. Share the Love: Status chance and damage are increased by 15% for this frame, 5% for allies. Crit damage and chance increased by 10%, 5% for allies.

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Passive: Down-time->while the frame is not in combat the shields and energy will repenish at a higher rate than in combat. non-combat: 50 points to shields per sec and energy 3 points per sec, while in combat the amount is lower shields 10 points per sec and energy 0.25 per every 3 sec

Ability 1: coolant leak- spray coolant at foes in front of you damaging them with Cold and radiation damage. due to it being the frames coolant it will cost 10 energy to use as well as 10 shield.
Ability 2: Hack-job Repair- fix 200 points of health over time (buff/de-buff fixes the warframe but makes you immobile while doing repairs, base-200 points over 10 sec, affected by efficency and stretch mods.) energy cost-25 points
Ability 3: Core leak-irradiate the area around your warframe (base 10 meters, radiation x per-sec) (lose 10 points of shield for every sec it is active) Energy cost-50 points
Ability 4: catastrophic failure-sacrifice all shields and energy to create a blast that electrifies and irradiates all around. Base radius 25 meters (will not activate unless there is both energy and shields. full shields and energy provide the least damage. for best outcome in damage full energy and low shields will provide the most damage) this is kind of a last resort

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My vision for the broken warframe is one which is confused and raged as to what’s happening, at the same time harnessing the void and best of warframes which make it up. The presence of void energy within the warframe itself make it more effective against sentients. He is a jack-of-all trades type warframe. (It can also be a she!)

Passive: Void Reach/Revenge

Due to the fact that it is a multitude of parts and practically hollow, held together by void-tentacle-duct-tape, the warframe can store ammo exceeding the maximum value of weapons inside it. It can also store extra health orbs and convert them to an extremely small amount of bonus armour (no duration limit, but gets depleted when taking damage, similar to how overshields work). In the same way, extra energy orbs can also be converted into a very small amount of shields/overshields. Note that these conversions apply only to extra orbs dropped by enemies. Energy/health from other means, such as ally abilities, utility items, or the new energy/health mods such as energising shot, arcanes, etc. do no count. The tentacles can also can also extended outwards to collect dropped resources, enabling Broken Warframe to have a larger innate vacuum than other warframes. Upon death, the warframe channels its confused rage and void energy to cause an explosion dealing high “true damage” in a medium to large radius around the spot where it died. A patch of shimmering void energy appears in the blast radius, dealing low void damage over time at the same time shrinking at a fast rate. The void damage immediately strips any sentient resistance.

 

Ability 1:Elemental Discharge

Tap to cycle through the different base elements heat, cold, electric and toxin, and hold to discharge a ball of the same element, causing the respective elemental damage and leaving a damage dealing patch of the respective elemental type for some time. Recast on the same patch to refresh the patch timer, as well as enhance the damage upto a certain limit (if same element is recast) or modify the damage (if a different element is cast, the two elements combine to leave a patch of the combined element type such as corrosive, gas, blast, etc.)  Damage scales off strength, size of the patch off range, and time of patch by duration.

 

Ability 2:Expanse of The Void

The semi-solid void tentacles dissipate into a large cloud of pure void energy for some time, with the parts of the warframe coming apart and flying about within the cloud. Very high movement speed when in this state. The cloud can freely move about in all directions. Enemies caught in the energy cloud are blinded for a set duration due to the sheer brilliance of the void-light, while getting buffeted by the parts flying about. The damage caused by the parts scales off strength as well as the current armour value of the warframe (taking into account the passive. Damage is equally distributed between impact, puncture and slash. Size of the cloud cannot be modified, while the time which can be spent in this state is determined by duration. Sentients caught in the cloud have their resistances stripped if they stay in the cloud for x seconds, but receive highly reduced damage from the parts flying around. The warframe is immune to damage and/or debuffs in this state, but its shields will not recharge, and it cannot pick up resources, energy orbs and health orbs. It also loses its bonus armour and overshields (from the passive). However, buffs granted by allies, and energy/health from restore items will still have effect.

 

Ability 3:Tentacle Overdrive

The warframe loosens up, but still maintains its basic structure and its void tentacles extend, flapping about vigorously. Enemies in a small radius are damaged, while allies who pass through the same radius have their movement speed, fire rate, melee attack speed, reload speed, and shield recharge rate boosted by a percentage for a set amount of time. The Broken Warframe itself does not get these buffs, but receives reduced damage due to enemies having a hard time hitting the expanded warframe. A small chance of reflecting and amplifying all incoming damage back to the enemies by whacking the incoming damage with the tentacles, is present, with a cooldown which has a set duration. The damage amplification, percentage chance of activation, as well as the buff percentage for the allies is determined by strength, the ability duration as well as the buff duration for the allies is determined by duration, and the area of effect for the buff and damage is determined by range.

 

 Ability 4:Surge Overdrive

The warframe surges with elemental energy, and releases a large blast of high elemental damage over a large circular radius, bypassing any physical barriers and damaging any enemy in that area. The element is determined by the active element in Elemental Discharge. Element mixing cannot occur. After the Surge, the Broken Warframe acquires all the buffs from Tentacle Overdrive, but at a reduced percentage. 

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1. He was confident, had technologies, tactics and controls but was wrong. War is chaos and chaos cannot be controlled. His technologies failed, his tactics failed, he failed.

Void tentacles activate the red parts. Warframe throws a disk that flies in a straight line. When the disk reaches maximum range or hits the wall, it explodes, pulling  enemies and paralyzing them for x seconds. You can press 1 again to make the disk explode earlier.

2. They said she was good, she went out of every mission without a scratch, nothing was too dangerous for her. Now they don't say that because luck has only left her once and now she is dead.

Void tentacles activate the black parts. Warframe receives a buff (for x seconds) that gives him x% chance to ignore the damage of the bullet that hit him. (explosions do not count towards this). When buff is active, Warframe receives reduced explosions damage by x%.

3. He really believed that what he was doing was right. Each defeated opponent assured him in this. He fought fiercely until he reached his limit and was destroyed.

Toggle on/off skill. Void tentacles activate the white parts. Each bullet hitting the enemy provides Warframe x shield. After collecting x the number of shields (reaching the limit that this skill can provide), the armor explodes, dealing damage and providing the Warframe fire rate buff for x seconds. The buff strength depends on the number of enemies hit by the explosion. After the explosion, the skill draws energy and starts the shield loader again.
 

4. They were not ready and failed but are now reborn thanks to the power of Void. Now they know the war, now they are ready and soon they will prepare everyone for what will come ... War.

Warframe creates an aura saturated with energy of Void for x energy / sekunda. Void whispers and shows enemies the memories of the fallen slowing enemies (the closer the enemies are the sources, the more slow they become) and revealing their weaknesses. Enemies receive a stack of debuff every 1 sec, that increases the damage they receive until they reach a cap (power increases the value provided by the stack, not increasing the cap).

Passive 3 in 1

x% increased headshot damage (red part ) ( low value)

X% increased movement speed close to enemies ( black parts) (low value)

the shield takes x% damage less (white parts) (low value)

After activating a specific skill, the passive buff value is increased to x for x seconds. Only one buff can be strengthened. When the 4th skill is active, 3 buffs can be strengthened.

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For my own sanity I'm just gonna refer to Broken frame as "Eos." Lord knows I wanted to give the frame warframe ability cards like the old days. I'm sure most have already suggeted more reasonable abilities like an adaptive passive, so I'm just taking the chains off on this one incase it inspires something.

 

 

Passive (Scrap Modulation):

  • Eos gains bonus mod capacity and 2 slots. Energy is converted to grant EOS a passive scrap armor(a la Iron Skin). 
    • Scrap armor takes armor into account for Effective Health
    • Excess mod capacity increases starting and maximum scrap values
    • When scrap armor fully breaks Eos gains brief invulnerability and it loses half its maximum value
    • Mods in the two new slots are considered "Broken," but otherwise function as other mod slots. 
    • Each ability outside of assimilation can be charged draining more scrap for bonuses.

 

 

Ability 1 (Assimilation):

Eos sacrifices health to send a Void Parazon Vineworm at target Enemy or Ally. 

  • Enemy hit is stunned and has a percentage of its effective health stolen and transferred to Eos' passive scrap armor capacity; If the enemy is below a threshold they are instead executed and dragged into Eos, multiplying the bonuses.
    • Enemies can only be targeted once
  • When an ally is hit, Eos becomes a make-shift replica of the ally mimicing their passive and active buffs for a duration
  • Scrap trees can be consumed with assimilation to salvage partial scrap and detonate trees early
  • Assimilations threshold is improved when enemies are inside of Scrap Garden


Augment (Living Colony):
Parazon Vineworms constantly deal reactive damage overtime and automatically execute applicable enemies in an increased range granting Eos bonus health and power strength in addition to scrap (Can no longer be cast on allies). 

 

 

Ability 2 (Volatile Alteration):

Eos shifts scrap into adaptive, exposure or sentry form to protect allies, debuff enemies or provide support respectively. This ability automatically activates once unlocked.

Eos nullifies negative status effects with a void pulse that infllicts them on nearby enemies instead; Whenever Eos deals ability damage it is non-adaptive/Void.

Adaption: Drains shield to grant Eos an aura that grants armor

  • Regenerates Scrap Armor
  • Allies maintain the armor bonus for a short period after leaving
  • Decays Exposure and Sentry stacks

Sentry: Drains Scrap armor to grant Eos and nearby allies Scrap Sentinels

  • Regenerates Health
  • Allies gain a percentage of Scrap armor and a Scrap Sentinel when entering the range this increases while within the radius, but decays outside of it
    • Scrap Sentinels fire a long range laser that deals reactive and void damage
    • Scrap Sentinels have innate radars, Link-critical, Link-status and vacuum
    • Scrap sentinels are lost to the player when their scrap armor reaches 0
    • Eos can mod Scrap Sentinels with "broken" forms of most robotic abilities in the arsenel (Thing like Djinns ressurection wouldn't make sense, but it's Fatal attraction or Shade's ghost could offer unique versitility)
  • Decays Adaption and Exposure stacks

Exposure: Drains Health to give Eos an aura that causes enemies to take increased damage

  • Regenerates Shield
  • The damage multiplier increases over time
  • Decays Adaptive and Sentry stacks

 

Augment (Creeping Stockpile):
This ability increases in radius when enemies are killed in range and only sacrifices a portion of stacks when changing forms.

 


Ability 3 (Scrap Garden):

Eos roots scrap from the ground to form a field that grants allies increased movement.

Adaption: Enemies are knocked down on cast and take puncture damage overtime

Sentry: Enemies are highlighted through terrain and take radiation damage over time.

Exposure: Enemies lose armor and take slash damage overtime.

  • This ability must expire before it can be recast

Augment (Scrap sand):

The field increasingly slows enemies overtime; enemies have a chance to drop extra loot.

 


Ability 4 (Overgrowth: Havenwood/Dethblossom/Umbral Ivy):

Eos plants its limbs to bloom a Havenwood, Dethblossom or Umbral Ivy scrap-tree. 

Havenwood: While in Adaption form, Eos plants its right leg into the ground. As Eos' leg quickly reforms, a scrap-tree that absorbs damage and status effects for allies in range blooms. When the tree expires it drops health orbs that scale based on damage absorbed.

Dethblossom: While in Sentry form, Eos tars off its face plate and plants it along with its right arm into the ground. As Eos' arm and face plate quickly reform, a scrap-tree that can be interacted with as a turret (Think a scrapped Cunning Drift Security Eye style Orb tree) blooms. When the tree expires, it disarms nearby enemies.

Umbral Ivy: While in Exposure form, Eos plants its left arm into the ground. As Eos' arm quickly reforms, a scrap-tree that roots and links enemies in range blooms. Linked enemies share damage and status effects. When the tree expires it deals damage based on the rooted enemies killed.

 

  • When planted in Scrap Garden the trees bolster extra range and expand scrapyards effect radius.
  • Only two trees can be present at a time, planting another will dismantle the oldest

Augment (Junkyard):
Eos can bloom a higher amount of scrap-trees at reduced range, effectiveness and cost. Equally, Havenwood will heal overtime, but no longer drop health orbs, Dethblossom will shock nearby enemies but no longer disarm and Umbral Ivy will deal damage overtime but no longer explode.

 

 

 

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My idea since its a broken frame n it seems to have 3 different type of old war warframe parts it should have 3 different personalities. 

1st ability the warframe should hold his head n give off 3 different color pulses at once 1 to stun the infested 1 to disarm the graneer 1 to turn the corpus against each other all 3 stops the sentiments in their tracks 

2nd ability fazing thru alarms beams enemies and door 

3rd ability defense the warframe splits into 3 different frame back to back to back spinning shooting corrosive, blast and magnetic from their hand 

4th ability old war exalted knight the warframe have a confusing weapon setup a sword in one hand an axe in the other and a shield on his arm made from the void energy..... each weapon represents a different personality 

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-----In no particular order or actual well thought out names-----

Passive: Adaptiv [not sure about the name]. Change states depending on what you're doing. when you attack you lower youre defence and, but enhance youre attack. When you run you lower your hp, but become faster. I think you get the gist. uses energy while holding and a bump in energy when fierd

1st abilaty: [basically the gravity gun from gmod]. Grab a physical object (dead body, crate, and maybe just drag a rock from the ground or a piece of metal from a ship), make it float and repel it in the direction your looking.

2nd ability: Uneversal EMP. send out an EMP that shuts down both technological and biological.

3rd ability: Rhino ram. Resemble in to a more beefy version (uses energy while in form). running speed increase and damage and stagger the enemies when run into.

4th ability: Drain. Latches on to an enemy and leeches the life from the enemy, also gains an temporary boost to stats depending on hoe strong the enemy is.

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Passive Ability: Cold Blooded: Body adjusts and changes colour as per the environment, heat and frost absorption (and reuse), and resistance (30%)

Ability 1: Hunter: Allows the Warframe to detect enemies within a 200m radius and puts them on the radar for 15 seconds.

Ability 2: Speedkill: Slows down time for 7 seconds, and increases sprint speed.

Ability 3: Snakeskin: Allows the Warframe to exchange appearances and abilities with an enemy, moving all focus to the enemy for 15 seconds.

Ability 4: Misfortune: Allows the Warframe to see actions of every enemy 5 seconds into the future and act accordingly.

 

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1st Ability: Abstraction. When cast on an enemy, any or all positive status effects will be taken from the enemy and re-applied to the casting warframe.  If cast on a squad member, any or all negative status ailment will be removed from the squad member and re-applied to the casting warframe.

2nd Ability: Colapse.  Sacrifice your shields, positive status effects and 15% of your health and armor, along with one random negative status ailment if present, to cause an implosion in front of you, damaging enemies in close proximity and pulling in enemies from further away.

3rd Ability: Break & Fortify.  On casting, the shields of every enemy within a certain distance are dropped by 25-50%, while the armor of all enemies in a cone in front of and behind the caster are dropped by 50-75%.  When cast again within a few seconds, the shields and armor lost by the first casting is re-apllied to the squad, each receiving 25% regardless of squad size.

4th Ability: Polarize (channelled).  Reverse the effects of enemies' positive status effects and squad members' negative status ailments, for a boost in squad survivability as you drain your energy, while also increasing the drop rate of armor shards (see passive below).  Only affect those in close proximity to the caster.

Passive Effect: Passively cast an aura that gives enemies a chance to drop armor shards that all members of a squad can pick up, with a significant increase in drop rate during Polarize.  For those playing as Atlas, these armor shards will be rubble instead.

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Posted in the wrong thread before. Posting here now 🙂

Passive: Destabilized - Due to the unnatural setup of the frame, Armor is higher than normal based on Shield size. However Shields take more damage as a result of improper framework. Shields will regenerate faster than other frames but won't last as long.

Ability 1: Distortion - On cast, cause a large Cone of a unpredictable typing in front of you which will cause status proc on anything not immune to it. Damage will be entirely random based on the Typing and the enemies inflicted by it.

Ability 2: Encapsulation - First Cast (40 Energy) forces shields to expand outwards into a sphere that will absorb hits for reduced damage. All allies within will gain Shield regeneration within the sphere but the caster is Immobilized in this state with a glitching model. On second cast (10), if shields are still active the Sphere will detonate and damage based on remaining shields. All Shields will be lost.

Ability 3: Conduction - Toggle, Lose energy over time to improve shield regeneration rate. Allows for Over-shield as long as it is active. Over-shields active while this is off will deteriorate overtime.

Ability 4: Infusion and Diffusion - Casting this will immediately convert all remaining energy (minimum of 100 to cast) into shields (1 energy for 5 shields) for 10 seconds. During this time mobility will be increased by a certain % (Cannot be improved with Strength mods) and Jump Height will Double. At the end of the duration, all shields will become unstable and explode into a mixture of random damage typing (Damage is based on Strength and remaining shields) into the surrounding area.

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Passive:siphon, stand near a dead body of a fallen foe and a tendril will pierce the body leeching health and energy till the body is gone(I can’t think of balanced numbers)

ability one:send a concussive blast that will slowly drain the foes health and distributes it to nearby allies as shields (if there are no shields needing replenishing half of the value shields could’ve been will be converted to energy)

ability two: send your tendrils out and attach to allies. While attached they will have slow energy regen and (frame name here) will take 25-50% of the damage but if (frame name here) takes damage Directly that dmg is reduced based of power strength 

 

ability three: release a cloud of void energy that will slow,disorient, and dmg enemies (hold to cast onto the ground for a stronger slow effect without disorientation and dmg)

 

ability four: cast your void tendrils into a void gun that has 3 different fire modes (automatic,beam, launcher) each using different amounts of energy (doing this will cause the parts of this broken frame to float around instead of walking) killing enemies with this ability will cause a miniature 3rd ability and release a small energy wave giving 50 energy (not sure if this is balanced so I’ll leave it up to you to balance cause I’m not good at designing things)

 
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