Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Open Call for Warframe Ability Ideas!


[DE]Helen

Recommended Posts

Broken warframe : each different broken warframe part  contributes to a specific stat of the warframe ...and the all the parts are in sync due to void energy holding it.

                                  the Red part  of the broken frame: contributes to the warframe health

                                   The blue part of the broken frame: contributes to the warframe energy

                                   The white part  of the broken frame: contributes to the warframe armor  

PASSIVE : depending on the void energy color the abilities  affect the different parts of the warframe( red affects health; blue affects energy ; white affects armor)

  1> Rejuvenate(duration based ability)  the warframe draws the attention of all the near by enemies thereby forcing them to attack it ... the damage taken then will increase the health/energy/ armor depending on the void energy color ( red : health; blue:energy; white: armor)

2>     (duration based ability)  : the warframe's void energy  boosts the part of the warframe which its color matches there by doubling the stats provided by the part .... but doing so cuts down the other two stats down.(If your warframe's health is boosted  by 300 ....energy and armor are reduced by 150 each)

3>   Penance(duration based ability) :  The warframe's void energy debuffs the part of the warframe which its color matches there by decreasing the stats provided by the part ...but instead   provides a buff  for weapons.(red: weapon crit chance increases ; blue: weapon attack speed/fire rate increases; whilte : both crit chance and attack speed increase slightly )

(note : the increase depends on the amount of health/energy/armor is reduced)

**With the use of every ability the void energy grows unstable since it is boosting a specific part  and   the void overdrive counter fills up(similar to baruuk)***

4>  VOID OVERDRIVE: upon using  abilities continuously the void energy becomes unstable and can't hold the warframe together anymore so it is dispersed in blasts of energy waves .....slowly bringing the warframe back to its normal state .... each energy wave reduces the overdrive counters.  The energy waves are pure void energy and they inflict the given abilities  depending on the Focus school of the operator.  (note : depends only on the focus school not whether the abilities are unlocked or not)

(Zenurik: void singularity and void static abilities ; Vazarin : void regen and void aegis ; Unairu: void spines and sundering dash; Madurai : phoenix spirit and phoenix talons;Naramon: Disorienting Blast and Disarming blast ) 

Link to comment
Share on other sites

Passive: Reconfigure

The warframe has a buff based on an elemental damage type, giving resistance to that damage type and causing abilities to deal that type of damage. The buff changes when the warframe uses an ability, cycling through elements in a set order.

(Made from mutiple parts, the warframe has access to multiple elements.)

1st Ability: Wrenching Blast

A tall pillar of energy that travels in a straight line, damaging enemies. Reactivate to reverse the travel direction of the blast.

(a straightforward (and then straight back) damage ability that rewards positioning. The slim pillar makes it harder to hit moving enemies.)

2nd Ability: Desynchronize

Displace enemies, creating unstable copies at their location. The copy can't move or act, but all damage/status it receives is dealt to it's true self. When the effect ends, the enemy is violently moved back to the copy's location, taking additional damage. Hold the ability to end it early.

(The immobile copies make enemies easy to hit, and area damage can even hit the same enemy twice if it's close to the copy. The enemy ignores walls and other obstacles while being pulled back to it's original position, but can still be hurt if it moves through a damaging effect like fire or Unstable Barrier.)

3rd Ability: Unstable Barrier

Convert nearby fallen enemies into a barrier that orbits the warframe. The barrier absorbs damage based on the number of enemies it used. If an enemy contacts the barrier it takes damage and is knocked down, but at the cost of some of the barrier's health.

(A defensive ability that can also be used offensively. Run through a crowd of enemies to kill them, then use them to create a new barrier.)

4th Ability: Catastrophic Breakdown

The warframe explodes, unleashing the energy that holds it together. Charge to increase damage and radius at the cost of more energy. After the explosion the warframe's physical body reforms, gaining increased damage resistance and reduced speed that fades over the duration of reassembly.

(Big, expensive aoe damage. As the warframe reforms, less physical parts makes it harder to hit, but also more difficult to move and interact.)

Link to comment
Share on other sites

Ability 1: Invade

send a surge of disruptive energy out that disables and disorients enemies momentarily, leaving behind a piece of the warframe himself to continually pester the enemy. Additionally for each invaded enemy, a bar builds that indicates a proficiency towards understanding the enemy.
 

Ability 2: Improve
 

Using a fraction of the bar built with invade, the warframe can increase his killing efficiency temporarily by identifying the invaded faction’s weaknesses and adding them to the warframes abilities and weapons. additionally every enemy killed in this state boosts the faction invasion bar by a certain percentage

 

Ability 3: Hard Reset

A wide scale radial burst of energy depleting the invasion bar entirely, significantly de buffs the enemy (lowering levels or reducing additional advantages) and removes sentient resistances (the warframe loses all built up understanding of invaded enemies)

 

Ability 4: Acquisition

An increased version of ability 2 and 3 combined. When the bar reaches maximum capacity (regardless of energy) the warframe transforms all invaded information into killing and defensive prowess. A surge of continuous energy that disorients close enemies while complimenting the increase in killing efficiency. 

 

Passive: Ability one adds a small speed buff relative to the number of currently enemies invaded. Ability two adds a small armor buff based on the number of currently invaded enemies.

Link to comment
Share on other sites

Passive: Co-opt: Passing over enemy corpses consumes them and the frame recovers a small amount of health/energy/shields depending on enemy type. (2~5?) And adds a small amount to an "Adaptable Matter" meter.

1st ability: Stitch: Consumes a small amount of the "Adaptable Matter" meter to replenish Energy and Ammo to themselves and nearby Warframes, replenishes the barrel first, effectively reloading, and bonus ammo going into player's reserved pool.

2nd ability: Integrate: Consumes a full "Adaptable Matter" meter to grant one of four adaptations: "Integrated Shielding", "Integrated Armor", "Integrated Regeneration", "Integrated Reactor", which would buff Shields/Armor/Regeneration/Damage to themselves and allied frames around them in a meaningful way, these buffs would have no duration, though only one could be active at a time, and they would each come with a unique change to the Warframe visusally. (Similar to Nidus's visual change due to stacks.)

3rd ability: Exploit: Sacrifices the currently Integrated buff for a large effect on enemies within AoE. (Shields would strip shielding by a large percentage, armor stripping armor, regeneration becoming a DOT effect on enemies, and damage becoming a damage weakening effect.) (Common usage would be to wait until you have another full "Adaptable Matter" bar, want to change buffs, and so use your current buff to affect a large group of enemies before applying your new Integration.)

4th ability: Unleash: Toggled ability that multiplies and unleashes the energy tendrils holding the frame together, reaching out to nearby enemies within AoE and dealing damage to them, while active this would strengthen (double?) the value of your Integrated effect, touching enemies would increase the value of any Exploit debuffs affecting them, and damage dealt to enemies would fill your "Adaptable Matter" meter.

Link to comment
Share on other sites

1st ability: Imitate: Copy a number 1 ability from a warframe in your arsenal or on mission (caution may vary from original on cast)

2nd ability: Mimic: Copy a number 2 ability from a warframe in your arsenal or on mission (caution may vary from original on cast)

3rd ability: Parallel reproduction: Copy a number 3 ability from a warframe in your arsenal or on mission (caution may vary from original on cast)

4th ability: Emulate: Copy a number 4 ability from a warframe in your arsenal or on mission (caution may vary from original on cast)

Passive Copy a passive from a warframe in your arsenal or on mission 

Link to comment
Share on other sites

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

As Megan said on Twitter

I push for his name to be Delphic

(Edit) And a Unique limping walk animation, as well as depending the buttons you use to make the void stuffs glow, like you walk and his legs pulse or gleam.(edit)

 

Passive: Reduced or no Bleeding damage. Can act as a weak Energy amplifier/generator for your Operator.

Ability 1.) Ambiguous Deterrent: (I gave up on a name, in the micro chance this is picked please don't actually use this. It could be so much better.)

Exalted Weapons forming from within, an Exalted Rifle/Pistol that can transmog into an Exalted Polearm. Heavy melee attacks have a small chance to leave an isolated Void Storm. Headshots have a small chance to turn an enemy into a Corrupted, or ghost ally similar to Ballista Prime or Synoid Heliocor.

Ability 2.) Integration:

Cycle through the 2nd Abilities of your current teammates. If none available, set to Banshee's Sonar, Revenant's Mesmer Skin OR Gauss' Kinetic Plating, Saryn's Molt, and Nyx's Psychic Bolts OR Excalibur's Radial Blind.

Ability 3.) Cobble:

Holding this ability, position into a meditative stance, unable to attack and generate Energy and Shields for yourself.

(Augment perhaps could turn this into a short range aoe for allies. Get some more supports around.)

Ability 4.) (Ruination) Resurgence:

A massive AOE self destruct that can target enemy weaknesses. (Such as Baruuk's 4 augment or Wisp's 4.) Upon detonation, post-nuke you leave a void ghost to relocate and reassemble.

Link to comment
Share on other sites

Many here seem to prefer the 'non-functional' meaning of broken, but I would rather go for 'fragmented, in separate pieces'. The first concept art certainly helps it, with its combination of Grineer, Corpus and infestation design elements.

Adding in the wiki description of the warframes, "The echoes of their lost selves manifested as intense rage and despair, making them unpredictable and just as likely to turn against their Orokin masters." and the description / speculation about the Grineer ("who were workers for and slaves to the Orokin") and Corpus ("It is likely that the Corpus originated from the "Industrialists" who profited from the Old War and grew into a force that Ballas deemed worth of monitoring").

I would suggest a mimic warframe, able to take on the appearance and abilities of the enemies it is facing. Players would thus be able to play as the Grineer, Corpus or infested, depending on the enemies in their current mission. Their base mimic abilities when aimed at an enemy would transform the warframe into a member of that faction (visually distinct - larger, different hue, etc.) and would replace the abilities with ones taken from the enemy faction. Mimicked abilities would increase in power and nature (dps, protection, control) depending on which of the four abilities of the base warframe was used to trigger the transformation (and depending on installed mods, obviously): 1 - basic enemy units, mostly damage; 2 - protection bubbles, auras, etc. from mid-tier units; 3 - high end unit - nullifiers, bursas, etc.; 4 - possibly some of the bosses' signature abilities, toned down a bit to avoid making them OP.

Passive: Confusion. Some lower- or mid-ranking enemies may briefly forget which side they're fighting on and temporarily join the mimic.

Grineer enemies:

  • Ability 1  - transform into a light Grineer unit, granting the following abilities: 1) short teleport (Grineer Flameblade); 2) ground slam (Grineer Powerfist); 3) grappling hook (Grineer Scorpion); 4) return to the base WF form
  • Ability 2 - transform into a medium Grineer unit, granting the following abilities: 1) boost armour of the WF and its squad (Elite Lancer); 2) launch rollers (Grineer Scorch); 3) Equip shield, possibly with aoe effect to benefit the squad (Elite shield lancer); 4) return to the base WF form
  • Ability 3 - transform into a heavy unit, with the following abilities: 1) launch rockets with aoe stun / knock-back (Grineer Bombard); 2) summon kavats / kubrow, depending on player's pet (Drahk master / Hyekka Master); 3) toxic sludge (Nox)l 4) return to the base WF form
  • Ability 4 - possibly some lower-ranking boss abilities, not to be too OP

Corpus enemies:

  • Ability 1 - transform into a light Corpus unit, granting the following abilities: 1) deploy Ratel (Sniper crewman); 2) deploy attack drone (Fusion Moa); 3) Shockwave (Shockwave Moa) - faster-spreading than the Corpus version, dealing damage and knock down; 4) return to the base form
  • Ability 2 - medium Corpus unit: 1) nullification aura (Scrambus) - disrupts shields, paralyses robotic units; 2) deploy shield Osprey (Corpus Tech); 3) protective bubble / projector drone (Nullifier crewman); 4) return to the base form
  • Ability 3 - heavy Corpus unit: 1) Heavy artillery (Drover bursa); 2) nullifier projectiles (Isolator bursa); 3) deploy energy barricade, affected by mods - e.g. range, duration (Denial bursa); 4) return to base form
  • Ability 4 - possibly some boss abilities, like spawning a mini-Zanuka, plasma grenade cluster (Jackal), lead storm (Hyenas), etc.

Infested enemies (abilities would have to be modified, otherwise enemies would be immune):

  • Ability 1 - transform into a light infested unit, with the following abilities: 1) charge (Infested charger); 2) chain lightning (Electric crawler); 3) explode (Volatile runner), dealing large aoe, but not harming the warframe; 4) return to the base form
  • Ability 2 - medium infested unit: 1) Launch tar - damage and slow enemies (Tar-mutalist moa); 2) launch swarm of corrosive particles - or whichever element the player's primary is modded for (Swarm-mutalist moa); 3) Spawn maggots - again, depending on the chosen elemental damage (Brood mother); 4) return to the base form
  • Ability 3 - heavy infested unit: 1) Damage reduction and healing aura (Ancient healer); 2) Health and armour draining aura (Ancient disruptor); 3) Elemental aura (Toxic ancient); 4) return to the base form
  • Ability 4 - possibly some boss abilities, e.g. juggernaut's launch quills, phorid's sonic scream, Alad's infested barrier, etc.

Sentient enemies: that would probably be too OP, so instead select randomly one of the three factions above.

Just to keep with the spirit of a warframe mimicking others, the warframe's design could be developed from the concept art to give it a look shifting between semi-transparent and reflective, mirror-like; with infested tubes or sinews (or whatever they are) constantly moving and writhing, holding the amorphous warframe in a stable form using Grineer gear and Corpus exoskeleton.

 

Link to comment
Share on other sites

Passive: uses the scrap gathered from defeated enemies and uses it to prevent malfunctions, making it whole again. the more scrap also adds more armor to the frame. pretty much Nidus passive (100 - 200 scrap equaling same value of armor etc. not changeable via mods). 

malfunction effect: duration based abilities can sometimes stop completely (small chance), damage based deals slightly less damage, health based it has a lower value and so on.

the first 3 abilities: since there are noticeably 3 different deceased frames used; the red could be a tanky damage dealer (Nidus, Inaros, Rhino etc) the white can be more defensive based (like Frost, Limbo etc), and the purple can be more a support or a crowd controller (Nyx, Ember etc) . the first 3 abilities sport 1 from each of the frames, and can be changed via ability wheel. the idea was to have a very versatile and "can" be used in almost any situation. this is where the malfunction mechanic kicks into gear, early game this frame will be an absolute piece of garbage/work, with little to no reliability whats so ever giving the impression that it is literally broken. but late game where it has maxed its' scrap it can be a reliable role taker in any situation. 

the ult (4th) ability: although each frame is broken and shattered (literally) the frame instead sports abilities provided by the void allowing the frame to adapt when times become desperate 

void pulse: huge AOE but very little damage and disorients both the player and enemies stunning them. Max passive: smaller AOE but much more damage while gaining invulnerability for now free enemies (ability can also be channeled for more damaged but is extremely energy hungry). think of the Eidolon pulses or "energy spike" visually but really a Banshee sound quake had a baby with Revenants' danse macabre (uses strength, range and/or duration)

void haven: creates a small but fragile bubble around player. Max passive: creates a larger bubble and sports much more health making a tough bubble around the player (side note that the bubble also is fixed to the player and mobile, pretty much a mobile fortress) bubble also now brims with void energy, regenerating energy to team mates and damages enemies (very minimal so they don't rely on it) drains energy over time (uses range and strength). pretty much Frost bubble and cataclysm had a baby and now has legs

void mend: slow and weak pulses of the void that restores small amounts of shield. Max passive: faster and stronger pulses that restore more health AND shield. pulses are also fixed to the player even while mobile (uses range and strength). Trinity victim but mobile and on self

now the drawback for balance: although each ability is interchangeable it uses the built up scrap in order to change, and the ult costs ALL built up scrap and energy effectively resetting the frame back to square one. but lets out a blinding flash of void light stunning enemies for 10 seconds (this value cannot be changed with mods). the idea for this to encourage players to play specific roles, but allows the ability to change if it becomes desperate (host migrations, all other players leave, or the support is really bad). 

a little side note i thought up, the name for the frame could be something similar to Kintsugi, the art of repairing broken ceramic with gold or platinum. The warframes being the ceramic and the orokin/void as the gold/platinum. with this the frame could be quite useful especially for future missions (especially with railjack, raids and open world) where there are multiple mission objectives and are random (defense, sabotage, etc).

 

Link to comment
Share on other sites

My ideas are based on the fact, that the new WF has bodyparts from every different fraction in the game and as you can see in the picture the parts are hold together with this kind of Orokin tendrils.

Name idea for Broken Warframe: Serax(is)

Passiv: After loosing a bodypart you gain movementspeed at the cost of more vulnerbility. After throwing parts away you can collect them again from dead enemys and based on the fraction of the enemys you gain a little boost on shields (Corpus), armor (Grineer) or life (Infested).

 

First Ability Throwing Body: Throws a random bodypart at an Enemy, dealing impact dmg in an area of effect that knocks enemys down.

Second Ability Body Changer: You can switch between the fractions of Corpus, Grineer and Infested to gain a great boost on shields, armor and/or life.

Third Abilitiy Tendril carpet: Like the Ice Wave of Frost, Serax sends out a wave of Tendrils. They are dealing a little bit of dmg but for a duration of time they are laying on the ground. When ememys are on the carpet they are hold in place and cant move but they can shoot at you. The carpet sucks a little bit life from them to grow wider by itself.

Ultimate Golden Era: Serax graps an enemy with his Orokin tandrils and iflicts them with it. After a short time tendrils are growing out of the inflicted enemy and they are hitting on the ground to deal dmg to other enemys. (After inflicting the target with it the enemy stays at his position and cant move at all. The ability looks like a tree that grows out of the enemy and needs the life of it to grow.

Link to comment
Share on other sites

(Passive) fractured- shoots out small lightning damage

 

Abilities 

 

Quickfix-within a 6 m radius enemies have a 35% chance to drop health orbs for you and your team( range can be increased )

 

Mangal- strips 7% of armor or shield off enemies (this can be aimed and can remove 5% shields off of Allies if hit so be careful) this do not kill

 

Jigsaw- sacrifice 15% of shields for 10% more damage to enemies

 

Void cannon- transform his or her arm to an arm cannon that shoots void energy(or magnetic) at the cost of 11% of health

 

Maybe we can call him or her Levigate the Broken

Link to comment
Share on other sites

Passive: Reject, Each ability used raises your rejection meter by 1/4 and each enemy killed with an ability or while affected by one raises void rejection meter by 1

 

Ability 1: One for all. There are four selectable buffs that help you and your team. Casting them impares/breaks a part of you

Buff 1: break a leg, the warframe breaks its legs temporarily to debuff enemy movement and fire rate and buff ally movement speed and fire rate at the cost of movement speed on self.

Buff 2: Broken arms, the warframe breaks its arm to increase weapon strength for allies and self at the cost of reload speed and lower recoil control.

Buff 3: Heartbreaker, the warframe sacrifices half its health for armor.

Buff 4: Broken defence, the warframe pulses void energy through its self destroying its shields but knocking back opponents and giving energy and health in the process from each pulse (hold for continuous pulse max four pulses before shields are gone).

(Note: Debuffs to self will last the remainder of the duration, and gives a 1/2 rejection stack per ability used) (optional,recasting buffs 1-3 will give double the effect but double the debuff time on self)

ABILITY 2: Oposing minds, the warframe creates a void endused elusion on opponents making them drawn tward the area wich opposing minds was casted holding them in place for the duration. Sinergy with one for all, casting buff 1 at a group of enemys will pull them downward, buff 2 will cause opponents to be lifted, buff 3 will cause opponents to become projectile shots ejected in the opposite direction of the warframe, buff 4 will cause a mass shockwave scattering opponents and blinding them. Synergy with void rejection: Casting void rejection on opposing minds will cause void tendrils to emit from the illusion in a focused area around the illusion.

ABILITY 3: (uses rejection stacks)lonly howl, the warframe lets out a lonly apathetic howl causing enemies in range to feel sad and apathetic causing high level enemies to attack otheres, causing mid level enemys to colapse to the ground in a stun, and low level enemys to go as far as to kill themselves.

ABILITY 4: Void rejection, (uses no energy) (higher count of rejection stacks means more damage from tendrils)use 10-15 stacks of the voides rejection to cast a line of sight void wave twards enemies rendering the warframe unable to move, enemies caught in the wave are impaled by a void energy tendril, the tendril will stick around for a duration after casting it, sinergy with ability 2: Casting opposing minds on void rejection will cause tendriles to move enemies to the illusion forming a mass of enemies, from there all ability 1 and ability 2 combos can be performed with double the affect and damage.

Sinergy with ability 3: Casting lonly howl on void regection causes enemies on void tendrils to take extra damage

 

(Thank you for reading and or considering)

Link to comment
Share on other sites

I'm not sure if people want a Warframe with "Broken" themed abilities or "Broken" as in something someone put together with broken pieces.
So I'll go with the latter.

I feel like, if someone woke up without any memories, learned that their body was sewn together with different people' body part, that was broken into pieces,
They might want to figure out what happened before, "Who am I?" "Why was I brought to life?".
That's why I'm going with the "Scanning and using the 'knowledge' to its and its allies' advantages" stuff.

I might change the names for the abilities, but here are the abilities that I have in mind

Ability 1 (Survey)

 

mG058Zm.png

Ability 2 (Incognito)

 

smRIaZX.png

Ability 3 (Xerox)

 

O15G4Jm.png

Ability 4 (Sanctify)

 

87zobOz.png

Passive (Adaptation)

 

Y1lp4Y5.png

Edit: Rearranged the photos, cause it wouldn't make much sense if you see Passive before Ability 1
Edit 2: Added names for the abilities.
Edit 3: Added some details on the reasons I went with these.
No major changes, never changed the details on abilities

Link to comment
Share on other sites

Passive: Cloak: when frame doesn't take damage for 20 seconds it will become invisible but can take damage from traps.

1th Ability: Marker - warframe will creat a marker where its standing.

2nd Ability: Teleport - warframe can teleport allies to the set marker destination.

3re Ability: Link - warframe will toxic gas which will make enemies to suicide. 

4st Ability: Void - warframe can steal other frame ability and use it for himself and energise it (but the ability stolen can't be casted by alley)

Link to comment
Share on other sites

Passive:  scavenger, moving over dead enemies grants  temporary health regeneration and a stacking armor bonus 

Ability 1:  unnamed, tendrils of void energy sprout from their back while this ability is active the tendrils grant damage resistance and autonomously attack nearby enemies dealing void damage

Ability 2: shrapnel burst, creates a concussive blast that knocks over enemies and  deals extra slash damage based on current armor bonus (this  consumes  armor stacks given by passive)  

Ability 3: power amp, unleash a pulse of powerful void energy grunting increase power strength to your allies

Ability 4: reconfigure, enter a quadrupedal hound like form. While in this form they run at higher speeds and attack with powerful jaws.

 

 

Link to comment
Share on other sites

My one of ideas about warframe 🙂

The sixth new frame:Chaos 

Passive: Over time, the prototype of his frame is exposed and his armor decreases to a lower limit, giving the same effect to enemies within a 30-meter range.

It was sealed because it was too dangerous, but one day it wakes up.

(1)Leviathan (Leviathan reduces armor value regardless of friend or foe and fills his own armor value) (2)Tarascon (Tarascon reduces his own armor value and increases attack/move/load speed during the duration of the effect) (3)Nidhaegg (Nidhaegg keeps increasing his attack power by decreasing the health of allies including himself during the duration of the effect * can be reset by re-inacting) (4)Uroboros (Uroboros transforms into a deformed monster while consuming energy and wipes out the path without a trace * can be reset by re-inacting)

thx

translated by DeepL translation

Link to comment
Share on other sites

Passive: Overclock - Enemies have a chance to drop new parts for the broken frame to Overclock his abilities with. Depending on what parts they drop, he can buff his abilities for a 30 second duration (buffs will be listed in abilities). There are 4 different parts each assigned to an ability. Only one of each part can be on the map at once and they will disappear once they are a certain distance away (this is so that parts don’t end up on the other sides of maps and always stay in a certain vicinity of the frame.

 

1st Ability: Disassemble - The broken frame takes off one of its limbs and throws it at an enemy. That enemy becomes controlled by the limb and becomes an ally for the Tenno (up to 4 of these at a time since he has 4 limbs). Each limb lost will be replaced by energy tendrils forming the shape of the limb (if possible), and each limb lost removed some of his armor. The damage that these allies do is affected by the mods on your weapons (enemies with primaries have your primary mods on them, ones with melee have melee mods, etc. Or there could be a moding section for their weapons like exalted weapons have in the arsenal) and they do double damage. The allies can’t be killed by teammates, and don’t get healing from teammates, but do receive damage and other buffs. Enemies that were disarmed before being   Controlled will regain their original weapon. If the ally dies the limb will return to the frame. There is also a duration on how long a limb will stay on someone and a upfront energy cost when putting the limb on. 
The part buff for this ability is that the duration of the enemies getting controlled for increase by 30 seconds and the damage they do increases further.

2nd ability: (not sure of name) - a channeled ability, where the frame slows movement, attack, and fire speeds for all enemies in line of slight of him (represented by either energy lines coming from the frame like magus lockdown or energy tendrils coming from the ground their standing on). Killing the enemies effected by this gives all your allies and you energy (you get the energy even when you have channeled abilities active, teammates don’t when they have channeled abilities active). 
Part buff from passive: Tendrils also latch onto allies giving them passive energy regen, and enemies affected by it take double damage.

 

3rd Ability: Energizing zone - The broken frame begins absorbing damage from enemies, after a short time the frame turns the damage that would have been dealt by the enemies and creates a damage, health regeneration, or damage reduction buff for himself and all teammates and the controlled enemies from his first ability. The strength of the buff is based on the damage absorbed. If no damage is taken the buff has a base value. When absorbing damage, all enemies attack him. The ability cannot be used when one of the buffs is active already. The ability has an upfront energy cost on cast.

The part buff from the passive for this ability is that it applies all the buffs at the same time on ability cast, or if one buff is active then all the rest of the buffs are activated. If the buffs end and the 30s from the part buff isn’t over, the ability can be refreshed to give all three still.

 

4th ability: Energy Overload (Exalted weapon)- The broken frame begins overflowing with energy, using that excess energy to fire a homing beam from each hand that chains between enemies. The weapon can only be activated if he is above 50 percent energy. The beam also has a condition overload effect, more status affects on enemies makes it do more damage. 

Part buff from passive: Enemies within a certain range begin to take small amounts of damage and get radiation status effects.

Link to comment
Share on other sites

Passive: the more health it has the more damage and shield it gains. Can increase this affect with health mods.

1- demolishing swing: spin a whip around the frame while the whip is made of void energy around the frame damage and knock back nearby enemies.

2- bodly transfer: conscience transfer your conscience on to an ally's body and see from there from there warframe shoulder while increase there movement and attack speed or hold it to also possess enemies giving them extra damage and health. Hold to go back to warframe near last controlled target.

3- void creation: create an arch gun type gun out of void energy on the ground has ammo recharge large mag and active again to shoot out void tendrils to stun and slow enemies in a foward direction hold this ability to deactivate it.

4- void husk: become engulfed in void energy tendrils wrap around you making you a larger entity covered in void energy Gain amour, health, damage, and shield to reduce damage teamates take you are 65% more likely to be targeted than your teamates because you are seen as more of a threat.

 

Link to comment
Share on other sites

Passive- alter form based on what's being absorbed and have stacks that increase based off buffs from second and third ability. Stacks used to reduce damage.

First ability- (blink) teleport to target area and gain a damage buff for a matter of seconds.

Second ability- (harvest) and AOE effect that drains recently dead enemies to add a temp buff based off of the enemy drained. (Damage- Infested, Armor- Grineer, Shield- Corpus, smaller percentage of damage armor and shield- Corrupted). Also gaining a stack point for every few enemies harvested.

Third ability- (symphonic leech) much like overshield but absorb  small portion of health from defeated enemies which is either used to heal missing health or then added as a bonus temporarily boosting health.

Fourth ability- (dismantling wave) burn all stacks to deal a mass AOE of damage multipled based of how many stacks are used.

Link to comment
Share on other sites

#1 sentient blast: arm turns into one of those sentient cannons (tazer lookin ones and is like a mega man type arm cannon) and shoot three blasts that do damage or charge it and do 1 blast that adapts to a weakness and uses that element. 

#2 merge: blink/dash (like what sentiments do) into an enemy with the exalted weapon (ability 4) and stick the sword into their chest and possess them and it drains energy for each second inside that enemy. Catch: you will have the health of that enemy and when enemy is killed you will hop out and take half of the damage the victim took. Can only do it on lackies or exemis units and gain the ability of them that will show up on the bar below and recast to come out and do some damage pulling the sword out. (Ability str. Helps with health of the victim)

#3 improvise: let out a pulse that flashes 4 times and drains enemy shields or armor depending on faction and give it to the player. 

#4 half of whole: take out half A broken symbilyst shield and whole a sword that unleash attack on foes. Block to charge up elemental damage and on your next improvise use (ability 3) will expell that first status effect to hit the shield onto foes around you.

Passive: killing an armored unit gve a small chance for more armor killing health units give a small chance to give some health and shielded units have a small chance to give 50 energy. Like 20% 

I like tanks lol

 

Link to comment
Share on other sites

Unlimited Reassembles - this Warframe does not revive. it is reassembled. The "revive limit" does not apply (kind of similar to Inaros) 
Once "killed", it becomes dismembered, and parts must reunite to revive.
Dismembered state is not dead, as the broken frame remains able to use abilities to help it revive. 
Player can control its parts for them to rejoin. Other players helping with the "revive" ability will act like a vaccuum to bring the pieces together faster.
It should easily dismember itself, or be dismembered. Parts would move by themselves to attack and/or reassemble. 

In dismembered state, the abilities would work themathically similar, but adjusted to being split to pieces. Dismembered parts would crawl towards each other to reassemble, unless commanded otherwise. 

Since it is broken, it siphons or copies powers from the environment. Itwould be able to clone powers from other frames on the party, or from enemies, and use enemy corpses to help itself reassemble and attack. 

Another unique: This warframe can copy abilities with its 4th (read Assimilate below)). It can also equip any Warframe augment mod for any ability in its Exilus slot. This causes that ability to become the default ability cast by Ability 4. Player can still Assimilate other abilities during gameplay. To dispel an Assimilated ability and go back to the default exilus-provided, player can hold ability 4 for double the time required to cast the ability to release the Assimilated ability, going back to the default (or no ability).

Ability 1 guns akimbo - can create a temporary ethereal copy of another party members weapon - or steal an enemy's weapon, and dual wield, or triple wield, or quadruple wield with the equipped weapon. (it's broken, it can grow arms). Cycle to select whether to copy/steal primary, secondary, melee or arch-gun. When dismembered, it would make the member closest to an enemy or corpse to pick up a weapon and start shooting. Can be multi-cast.

Ability 2 body snatch - Invades the body of an enemy. Acts as an invisibility of sorts, as enemies will perceive him as an ally - unless he attacks. Enemy possessed takes continuous damage, and additional damage the more the player moves, as warframe has unnatural strength that rips the possessed body to parkour etc. When body snatching and not dismembered, gradually heals while dealing even more additional damage to enemy. Can jump out of the enemy's body at will, at no energy cost. If the player was fighting enemies while in the possessed body, enemies will still see the released victim as a radiation-status enemy, until the radiation status wears off. 
When dismembered, it would command the dismembered part closest to an enemy to latch on the enemy and command it to run around collecting other warframe dismembered parts. Can be multi-cast in dismembered state to bring parts together faster.

Ability 3 the thing - Body parts starts growing the frame into a monstrosity, drawing all enemy aggro towards itself.  Warframe draws bodies close by towards itself, using them to grow more parts, gaining max HP, healing it and gaining damage bonus. Warframe becomes unable to heal and gain shields passively, but can consume bodies to heal and increase its stats multiple times, up to a cap. The monstrosity grows and takes damage until it dies, exploding in multiple pieces, dismembering the warframe. Explosion can be forced by holding the ability button, which consumes the remaining HP over time, which increases the range and damage of the explosion. Once it explodes, it dispels alarms and aggro, as enemies believe the Warframe was destroyed. 

Ability 4 assimilate - can assimilate an enemy to create an ultimate ability, or copy Warframe ultimates on team. Click to Assimilate, hold to cast. Assimilating a common gun-wielding enemy will assimilate its weapon, and casting causes a nontstop stream of gunfire from multiple extra arms. A rocket-launcher or AoE enemy will create an AoE hail of missiles/projectiles targeting enemies.  A melee enemy will create multiple arms to parry incoming damage in all directions, and continuously attack enemies that come in range.  It can copy enemy boss attacks as well. 

Cosmetic unique: can equip any warframe's helmet.
Bonus cosmetic goal: Add body proportion sliders to allow the player to resize the warframe to be more or less bulky, fat, slim, round or flat. This should be cosmetic and not affect hitboxes. Make it more The Sims-like to fashionframe.
Bonus cosmetic goal #2: allow the player to mix and match body parts of any  Warframe or skin the player owns. 

Link to comment
Share on other sites

This design sorta reminds me of an Eidolon (specifically the Tetralyst), so I tried to make it's abilities sort of a fusion of the Tetralyst and a sentient. And because The Broken Warframe is made from old warframe parts and void energy, I tried adding some random aspects as well. I got the idea for the 4th ability from the portal mechanics in the Lua spy missions.

 

Passive (Innate adaptation)= The Broken Warframe adapts to constant damage just like a sentient. However, innate adaption's damage reduction resets when they are hit by a different enemy or source of damage.

 

Confusion= Send a sweeping shockwave from your warframe's hand. This has low range and does medium damage, but inflicts the radiation status effect on enemies hit.

 

To Battle (or "Summon")= Always uses 50 percent of the player's max energy to cast, regardless of mods. Call in a mini vomvalyst-like creature that can attack for you, kind of like an Eidolon has. They act like sentinels and defend the player, but don't take damage. You can only summon one at a time and you can summon up to five if you cast the ability 5 times. If the player gets downed, the mini vomvolysts can revive the player IF they had 5 summoned prior to being downed. The mini voms sacrifice their lives in the process of reviving your warframe. If the player is downed with less than 5 mini-voms, the player won't get revived and the mini voms break apart and fall to the ground, resetting the player to zero mini voms again. The player can still be revived by normal means, but the will start at zero mini voms all over again.

 

Nuke= 2 abilities. The first is a destructive, radial energy wave that does massive damage and knocks enemies down. The second variant does less damage causes energy spires to burst underneath all enemies in range, and leaves patches of residual energy on the ground that enemies take damage from walking over. There could be an ability scroll wheel to switch between the two abilities, kinda like Ivera's quiver ability.

 

Retreat= Time travel. Rewind time for yourself only. You are invincible for the duration of the rewind, but you drain energy the further you go back. As your warframe retraces its steps, it's health will also change back to what it was previously, regardless of if it was lower or higher than when you started the rewind. The furthest you can rewind back is 30 seconds (10 seconds real time). This ability has a cool-down after being used to prevent exploitation. If you run into something like a locked door while rewinding and can't proceed, the ability stops.

Link to comment
Share on other sites

The Broken

 

Passive: We are legion

The first thing we learned was how to knit broken things back together... 

When reviving targets, the Broken breaks down into a writhing mass that is invincible, cannot be interrupted, and revives at twice the usual speed. The Broken also enters this state while downed, being a larger area where other Tenno can revive it. While in this state, the Broken places an area effect centered on itself that grants life regen and bonus armour to allies that enter it for a short time.

1 - Empathic Connection

We know how to make disparate parts work in unison towards one goal... 

You link all Warframes within affinity range. Whenever they would suffer damage, you suffer half of it for them. Damage transferred by this ability is further reduced.

Linked Warframes benefit from each other's passive abilities. If too difficult to program, then: Whenever you suffer damage in this way, linked Warframes gain a brief damage boost. 

2 - Tendril

We are more than mended components... 

Tap to cast: Stab forward, your tendrils extending to lance through enemies in a line and drag impaled enemies towards you. 

Hold to cast: Charge up this ability to lash out your tendrils all around you instead. 

3 - The Forgotten

We remember vestiges of the old war and those who fought in it... 

You call forth the vestiges of forgotten Warframes (and sentients...?) to help you and your allies for a brief time. Each member of the group gains a random buff for the duration.

Ability can be recast, but doing so re-randomizes the buffs for each person. 

Alternatively: can cycle buffs and select which one applies to group. 

The Guardian - bonus armour and status immunity

The Assassin - bonus weak point and critical damage

The Soldier - bonus fire rate and reload speed

The Invader - builds damage resistance against incoming damage types

(possibly more if random) 

4 - Unmake

Try as we might, we cannot forget what it is like to be broken or how to break others... 

With a maddened howl, The Broken summons a writhing mass of void tendrils centered on itself, which burrow into enemies and tear them asunder. It deals rapid damage over time to enemies in the area and strips their armour. The Broken gains health regen and bonus armour for each enemy that dies in the area, for a short duration. 

 

Link to comment
Share on other sites

1. Ability - Cursed Bonds (Energy Consumption: 50, half when BROKEN SHRAPNELS is active)
The Tendrils from the frame’s endoskeleton shoot out toward (range 14 meters) an enemy and spread out to hit other targets in the proximity and disarm them by breaking their weapons. Hit enemies are marked for 5 seconds (capped at 10). Damage is influenced by ABILITY STRENGTH and tendril length is influenced by ABILITY RANGE. Range of the spread Tendrils is 60% of base range.
Every hit enemy restores 2 energy while BROKEN SHRAPNELS is active.

2. Ability - Viod Tendrils (Energy Consumption: 50)
Tendrils spread from the frame to players in 5 meters (influenced by ABILITY RANGE, capped at 20) for ABILITY DURATION (20 sec base, influenced by mods) once they come close enough and detach again once they go out of the ability’s range.
Players affected by the tendrils get an exoskeleton that supplies them with an elementary damage buff. The buff will always be the weak secondary element of the faction that was last hit by CURSED BOND.
Buff strength is influenced by ABILITY STRENGTH (30% base).

3. Ability - Reassembly (Energy Consumption: 75)
The frame breaks off [the white] parts of his exoskeleton, making them float around him for 20 seconds.
Incoming damage is reduced by 60% (influenced by ABLITITY STRENGTH) and 45% will be redirected to marked enemies within 10 meters (influenced by ABILITY RANGE, capped at 30).

4. Ability - Broken Shrapnels (Energy Consumption: 0 + 3/sec)
Right arm turns into a number of shrapnels that fly around the frame when standing and trail behind when he is moving.
The left arm turns into an exalted beam weapon. Enemies hit by the beam will actively be attacked by the shrapnel swarm.
A fraction of the damage caused by the swarm (base 1500 physical/second) increases the frame’s armor up to an additional 500 for 15 seconds (influenced by ABILITY DURATION).
The ability consumes 3 energy/second (influenced by ABILITY EFFICIENCY), the range of the beam is influenced both by mods on the weapon and ABILITY RANGE (base value 20 meter), the damage the swarm deals is influenced by ABILITY STRENGHT.
Shields are disabled while ability is active.

Passive Ability
When his shields are down, Cursed Bond gains 50% life-steal.

Link to comment
Share on other sites

Passive - Rebuild -

Broken frame colelcts parts from the fallen, granting him a temporary bonus stat for 1 minute, stacking.
Stats broken can gain depends on part added to him. Health/shield/armor/energy/sprint/ability range/str/efficiency.

1 - Encorporate

Broken casts an ability from another random warframe (with the appropriate energy cost. The ability then ability cycles to a new ability selected.

 

2 - Dismantle

Broken strips into his 3 parts. Himself becoming pure void energy and functioning normally. His parts will form their own warframe and assist broken by casting his 1 - encorporate.

3 - Assimilate

Broken (has to be in void form from Dismantle) inhabits the body of selected target, granting broken access to their weapons, abilities and movement, additionally, all other enemies will be taunted to attack brokens Assimilate target. Broken takes no damage in this form, instead takes 10% health damage when the target dies.

4 - Sever

Broken violently unleashes a vaccuum force of energy, ripping armor, weapons and limbs from enemies (all of which he can passively pickup from rebuild)

Depending on parts taken this applies debuffs to enemies.

Arms - Increased recoil and chance to disarm/

Leg- accuracy debuff, and movement speed slow (with limp)

Corpus shield generators - Lower shields.

Armor - Weakspot damage multiplyer similar to banshee's sonar.

Etc

Hope you enjoy it, it was fun to make, i cant wait to see what will happen, everyone has good ideas!
 

Link to comment
Share on other sites

Passive - sentient don't built up resistance 2 his attacks or remove built up resistance

1 - he can attached to other enemies and control / heal him self

2 - rotate elemental damage type and combine with the weapon damage type

3 - attract or repel enemies by using energy vine

4 - able to mimic other warframe abilities

 

 

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Guest
This topic is now closed to further replies.
×
×
  • Create New...