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Open Call for Warframe Ability Ideas!


[DE]Helen

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Passive: Health regen (Make the same as Nidus so as to not be op)

1: Knife toss; Throws medium sized knives ( Three - Four) at a target

2: MUDA!; ( Punch Barrage) Warframe rapidly punches in front of them

3: Health siphon; Warframe grabs onto a target and drains blood from them turning it into health

4: Time stop; Time stops in an area around the player, while in time stop player can use the first ability to set up a barrage of knives when time resumes ( Players weapons can also be used in the same way) 

 

Yes I know this is just The World from JoJo's Bizarre Adventures, but I thought it would be cool to have a Warframe that could control time. I do not know how this would work for legal reasons getting copyright and such, but uhhh yeah.

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Passive: Salvage.
Enemies killed by abilities (or slash damage) drop valuable salvage. Stacks of salvage are used in some abilities and add to the frame's armor rating.
(Mix of Atlas and Nidus mechanics)

Ability 1: Scrap throw.
The frame picks up junk from the battlefield and throws it with great force. (Puncture/impact damage)

Ability 2: Self repair.
Utilizes salvage to repair the frame. Sacraficing armor for health (and maybe shields).

Ability 3: Build turret.
Using salvage and nearby enemies, the frame builds a sentry turret. Turret is made of enemy armor, weapons, and acquired salvage. Turret type and look depends on enemy. (Max of X or one larger turret on durration timer)

Ability 4: Disassembly (sparring stance/exalted weapon)
The frame uses its sentient tentrils/energy to disassemble itself into a storm of limbs. Punches and kicks have range and detach from the body.


To elaborate:

> Abilities not necessarily in order. 3 and 4 can be changed pending proper balancing.

> Things in () are added ideas that could be possible, but not necessarily part of the base idea.

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These ideas are based off the concept of these being the roots found in both Orokin tilesets like Lua (that provide energy). 

Passive (Somatic Flow): Exposed somatic tendrils generate energy through an aoe created by the tendrils. Energy gained by Broken Frame is more significant than for allies (more important for later). 

1st Ability (Name TBD): Broken Frame launches a limb at foes which moves on it's own and seeks a target (if it misses). This target is punctured by the tendrils of the limb grabbing onto it and spreads tendrils to enemies nearby.

2nd Ability (Name TBD): Broken Frame possesses punctured targets (if aiming at one). If no target is in sight, it detaches multiple body parts that seek out enemies. Possession allows for health and armor to be gained from target. No possession creates a highly mobile but weaker state as only its bare frame remains for a time. 

3rd Ability (Name TBD): Broken Frame channels the forgotten frames lost forms into a single, tied together form (similar to Lephantis). Screams of the 3 serve to immobilize enemies for attack and can be commanded to aim in one direction or 3 (causing weaker effects). 

4th Ability (Name TBD): Broken Frame gathers the energy generated by the somatic tendrils to amass tendrils around it's own body, alike muscle, into a two-legged-behemoth-like form. It can slam the ground ahead of itself with its tendrils or alternatively make a stretchy punch that hits enemies from a distance. Foot slams, depending on strength, can be a staggering aoe or damage aoe. 

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Passive: When casting abilities he separates causing a 50% chance for enemies to miss him

 

Ability 1: Switches between 3 modes for each warframe that is a part of him. One can give bonus health (+100), one can give bonus armor (+100), and one can give bonus max energy (+100). Scales with strength.

 

Ability 2: Cover yourself in void tendrils and gain a damage reduction up to 90% for a period of time

 

Ability 3: Throw your void tendrils at enemies dealing damage over time

 

Ability 4: Slam void tendrils into the ground which come up and sap health from enemies within a certain range (15m?) and then heals all allies within a certain radius (10m?).

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First ability changes gravity so enemys can get thrown at walls or pushed away.

Second ability lift enemy's up making there accuracy lower and fire rate lower.

Third ability open a void rift the starts shooting out projectiles.

Fourth ability throws a black hole out at enemy's sucking them in and then killing them.

Passive: at low health your movement speed gets increased.

This was an idea for a different warframe concept i had and i think nows my chance to get the abilitys in at least and i am okay with any of them in

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Passive:

When your warframe health takes damage (triggered at lost of 20% of your health pool) will drop one of your body part (Which you can pick it up by walking pass it) Which body part drop is totally random but each part you dropped you reduce 5% of mobility and 10% of your total health in exchange you gain 10%-12% damage reduction and 10% of your overall damage (Ability included)(Can't lose more then 5 body part)

(Note: If you lost one of your hand you'll be unable to use some weapon , if you lost your leg your parkour speed will be reduce , if you lost your head your vision will go a little bit blurred also your shield capacity will reduce to 50% , if you lost your shoulder plate your reload speed and weapon swapping speed will be slower , if you lost you body armor your overall armor will be reduce by how many armor piece you lost)

(Note 2: This warframe got a small shield pool and a large health pool)

1st Ability:

(Can't think of a name yet) You summon back all you lost body part , and gain temporary weapon damage bonus , health regen and moving speed bonus 

 

2nd Ability:

(Still can't think of a name yet)Depend on which body you picked up,temporary turn it to an exotic weapon (Head , Hand and Leg only)  Head will turn into meteor hammer each time you hit an enemy you generate a small radius of radiation blast . Hand will turn in to a laser weapon which mainly deals slash and heat damage (Also the weapon got a life steal bonus of 0.5% of the damage you dealt to enemy  . Leg will turn into a shoulder cannon that deals massive amount of damage per shot but got a very slow firerate and will overheat after each 3 continuous shot (When weapon overheat you'll deal extra heat damage and extra blast radius but in exchange the weapon will not be usable for a very long cooldown) Each weapon can only be used for 15-20 sec before returning to your body

(Note:reclaim the part you use as a exotic weapon you can get certain buff Head will gain you extra power strength and efficiency , Hand can gain extra reload speed and melee attack speed , Leg will gain you 35% of parkour speed and moving speed bonus)

 

3nd Ability:

(Sorry I'm bad at naming)You'll generate a large life stealing aura that will drain enemy's health to your ally via the cable?root? on the warframe's body also giving them a 5%-10% damage reduction

(Note:This ability will not apply on yourself)

 

4th Ability:

Disassemble : You release all your component at once causing a huge explosion surround you and also turning all the part into auto seeking missiles that will constantly searching target to destroy , mean while can move at a root? cable? form that got 99% damage reduction and you can move with 50% extra moving speed  but you can't attack or use other ability on that state (Nor use item)(You can still jump or bullet jump but other parkour ability will be disabled)

(Note: ability is not a switch on and off ability , you can choose to end this ability earlier to reclaim all your body part or just let the ability timer get to 0 to claim back 50% of your body part again the body part you claim back is totally random)

 

Sorry for my bad English , but I really want a warframe that is fun to play with but not too overpower and overuse 

 

 

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On 2020-04-17 at 12:48 PM, ExterminatorOfWeebs said:

Yeah, I would like if you guys could rework/change Loki's passive which I personally find a bit lame. So, I was thinking if you warframe devs could make it so that Loki's passive can like climb on walls and roof for a certain period of time or something in that realm. This is just an idea I had the other day that I hope you could take into consideration 🙂

 

The ideas are for the new warframe...

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So, I decided to get bit away from the cookie cutter "damage, defence, utility that's barely used, nuke" set of abilities by making an exact set of those abilities in a different order. I wanted to make the powers reliant on out-of-combat tweaking, ie the stuff you do in the Arsenal. Also included some passive damage mitigation to make up for the lack of a dedicated defence power, stun is a great "oh bollocks" power and a fly is good mobility but you require some way to ablate the damage for higher level stuff. Some energy regen for others is a nice backup, making Brokenframe even more viable for teamplay. Also, wanted to be constantly using abilities, which requires some method of internal energy regen since this is a caster frame.

Passive: Reborn
As it has pulled itself together using the Sentient's own energy against them, Brokenframe has inherited some of their resistances and grants them to others. However, the Void is anathema to the Sentients, so Brokenframe utterly relies on balancing its power to keep from tearing itself apart.
--AOE Adaptation lite, which does/does not not stack with Adaptation (depending on how broken the ability is 😉 ). Value depends on how close the levels of Power Strength, Duration, Range and Efficiency are to each other. For example, identical values give the best results. Starts at a low percentage. perhaps as low as 1%, climbs to 75%. Affects all in Affinity range at half Brokenframe's value, capping at 30%. Leaving Affinity range or not taking damage slowly decays the value.

Ability 1: Severed
Brokenframe fires one of it's limbs as a projectile to either drag an opponent closer (with a fired hand) or push them away (with a fired foot).
--Speed depends on pStrength, Hold/Ragdoll length on pDuration, distance fired on pRange, cost by pEfficiency. Hold button to grab, tap to give 'em the boot. Choked enemies will float in front of Brokenframe and be opened to frontal finishers, whiile punted ones will be ragdolled and opened to ground finishers.

Ability 2: Sundered
Using Sentient energy, Brokenframe sends forth the original versions of itself in all directions, harrassing, distracting and damaging enemies in a cone.
--Increases from cone to arc to circle depending on PRange, goes Harass (reduced accuracy) to Distract (short Stun and reduced accuracy) to Damage (and the former two) based on pStrength, duration of effect on pDuration, cost by pEfficiency. Also gives access to all sorts of different skins for the "originals" for later Tennogen.

Ability 3: Unmade
Rejecting its own Sentient energy by sending a pulse of Void energy through itself, Brokenframe shatters into an almighty explosion that does Void damage DoTs (three ticks pers second for 10 seconds) over a large area. Any fellow Warframes are given a pulse of raw Void energy when they stand in the Void flares. Resets Sentient adaptations. While Unmade, Brokenframe's parts whirl through the air.
--Damage effected by pStrength, DoT number increased by pDuration, radius by pRange, cost by pEfficiency. Energy regen to allies, damage to enemies. can fly relatively slowly (ie at a run, not at a Cloudwalker pace) but Brokenframe can still be damaged while doing so. Tapping the the ability button again ends the power prematurely to stop mitigate player annoyance.

Ability 4: Unbowed/Unbroken
Once the Sentients claimed it for themselves, now they are free. When Unbowed, Brokenframe becomes completely immune to status effects and gains energy each time they reject a status effect. When Unbroken, Brokenframe constantly drains health from enemies in a short radius and increases all their Power levels (pStrength, pDuration, pRange, pEffeciency) by a set amount but at a high constant energy drain.
--Stance, toggle from one to the other and always on, costs energy to Unbroken, automatically swaps to Unbowed at 0 energy. When Unbroken: amount of health leeched increased by pStrength, radius of health leech increased by pRange, energy drain reduced by pEfficiency. When Unbowed: amount of Energy leeched increased by pDuration, Amount of increase in power levels depends on how close they are to each other.

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4th ability- Confractus Armor: This said frame absorbs the energy holding its piece together and targets an allied player, latching onto their warframe, the energy absorbed then is transferred into the frame, buffing its armor and shield strength, while then the energy is released towards enemies, when energy released hits an enemy the strength of the armor diminishes slightly, and piece by piece, the warframe is built back up into its original form, if this is cancelled, the armor pieces will fling off of the warframe like shrapnel, going to the spot where the ability was casted, reforging the frame, enemies hit by the armor while its returning will be damaged. 

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Shatter- a grand amount of slash damage is applied to the enemy. Enemies that die from this burst into multiple pieces 

 

Sew- if aimed at enemies they receive a % of your damage

 

Amalgam- dead and dieing enimies are meshed together to form a bing held together with void energy 

 

Blend- armor, health, and shields of allies blend together to boost each other’s stats

 

(Passive) Patch job- severed body parts feed his health

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Passive : returns the damage received with a multiplier of 1x, the more the armor increases, the more the returned damage is important,

and the more it has health the more it decreases.

(added 100% armor increases the multiplier by 1x and added 100% health decreases the multiplier by 0.25x.)

 

Health : 450(@0) - 1575(@30)

Shield : 0

Armor : 300

Energy : 150(@0)-225(@30)

speed : 0.9

 

1st ability : create an area of 3/6/9 / 12m hanging 5/10/15/20 second where each damage taken by the allies is redirected to him, up to 12.5 / 25 / 37.5 / 50%.

 

2nd ability : he increases his armor when he takes damages, has 10 points of armor for every 100 damage taken, usable as long as he has energy.

 

3rd ability : removes all of his accumulated armor to transfer it to the allies, in the form of a shield tanking every hit, of a value corresponding to the armor (more or less like the iron skin ?), in a zone of 10/15/20/25 meter, he therefore regains his initial armor.

4th ability : stores 200/400/800/1200 of damage to his health once the damage is stored, he has 10 seconds to release power in order to create a wave of health that will share equally all the damages taken in regeneration, for the allies in the radius of 20 meters around him.

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Considering the broken Warframe is multiple Warframes mixed together and with a lot of void energy holding it together, I believe that this frame would suit as an all-rounder, namely a damaging 1, a CC 2, a buffing energy drain 3, and a wide range debuff 4, so here's my ideas:

Passive: On taking a status proc, add that same damage and status proc chance to the next use of your first ability (stores one effect only). (I imagine that a Warframe like this would be able to duplicate the effects caused by enemies, and duplication is a very well known type of bug/glitch)

1st Ability: Launch a shard of Void Energy, dealing X True/Void damage on contact, and dealing additional X True/Void damage to all enemies in a small area of effect from the release of energy when the shard collides with any entity. (I'm saying True or Void because adding Void damage to this Warframe, while thematically consistent, would cause a major unbalancing against Sentient enemies, a topic of major concern given current story-line trends, while True damage is used for some other Warframe abilities)

2nd Ability: Project a cone/wave of Void Energy in front of you, stopping all enemies in range from moving for about 7 seconds. The enemies would be affected by a stagger effect as they freeze up, but with extra void-energy glitchy visuals. (Glitches often cause NPCs to be unable to act normally. How many times have you taken advantage of a glitch in the code of a game that causes the enemy to stop moving/following you to get free hits in?)

3rd Ability: Project a sustained field of void energy around you that prevents allies from taking status procs (either entirely or a percentage), and granting a chance for allies that stay in range of you to not be hit by enemy attacks. (Sometimes in some games, we swear that an attack we made definitely hit that one guy, just before he one shots you with a shotgun or something. You think its lag, or wonky hitboxes, but you aren't sure. Why not gain the benefits of that for yourself?)

4th Ability: Unleash a large amount of stored up Void Energy, creating a wide-range area that is 'glitched' which causes radiation, corrosive, and magnetic damage (small/moderate amounts frequently, with a low status chance, think like Oberon's Hallowed Ground but debuff focused). This would last about 30 seconds depending on game balance. (This would disrupt large numbers of enemy forces like many 'nukers', while still allowing the player/allies to actually fight the opponents, which is one of the main issues with said 'nuker' frames)

For the first three abilities, I looked at the areas of the frame, the red sections looked to me like a damage focused warframe (1st ability), the darker sections looked like a manipulator frame like Limbo (2nd ability) and the white sections looked like a tank/defender frame (3rd ability). The 4th ability is more focused on the void energy, as it makes sense that the void energy that holds this Warframe together would course through enemies and disrupt them instead.

Thank you for reading my suggestions,

~Australiumfish

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Passive Ability

Panic- During an alarm phase, every kill made by Broken Warframe that is witnessed by an enemy drops the witness enemy's speed and accuracy by 2% (stackable up to 25 or 50%) until level alarm is disabled. Benefits reset once alarm is turned off. Affected enemies eyes will shine with Warframe's energy colour when affected.

Ability 1- Harvester: Tendrils reach out in a cone shaped area and "harvest" enemy body parts from all enemies within the target area, attaching them (visibly) to the "exposed" parts of the Warframe's body for additional armor. Once damaged, the parts fall off and are left behind. If the targets survive, no parts are pulled but target receives heavy damage. If Warframes armor is already "full" enemies are pulled apart.

Ability 2- Thrash: Pulls distant enemies closer and bashes them against any/all nearby surfaces in the room. Chain up to four enemies. If enemies survive they will be dazed for 10 seconds and they're sense of direction is inverted.

Ability 3- Short Circuit: System overload causes the Warframe to explode causing enemies to attack each other for a limited time. During this time, the Warframe's movement is reduced while it's systems reset.

Ability 4- Paroxysm: Tendrils violently lash out in all directions wrapping around and crushing all enemies. Ability button can be repeatedy tapped to further constict enemies until they "pop" triggering all dismember points at once or until energy runs out.

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Passive - Incorporation: Assimilated enemies grant buffs to (Broken Warframe) until Assimilate Duration Expires

- Grineer; Armor Buff. Unstable cloned cells causes (Broken Warframe) to occasionally release a small clone of itself (or just a small humanoid mass of void tendrils) weilding something similar to Valkyr's Exalted Claws... affected by the mods of the currently equipped melee weapon, and damage scaled down to 50-75%)
- Corpus; Maximum Shield Value (not Overshield) increased. Gains access to a protective bubble similar to that of the Nullifiers, whose range is directly linked to the condition of (Broken Warframe) Shield Value. (bubble takes damage, shield goes down....shield goes up, bubble grows, etc...)
- Infested; Maximum Health Value increased. Grant's access to a healing aura that can radiate out to heal teammates.
- Sentient; +4 Energy/Second. Gains the ability to Adapt and gain temporary resistances to different Damage Types.


Ability 1 - Assimilate: (Broken Warframe) "Vacuums" fallen enemies, breaking them down to rebuild itself for a time, healing a percentage of health as well as gaining buffs through the Incorporation Passive.

Reactivation will cause (Broken Warframe) to "Vacuum" the air for dead cells (basically just replays the animation) to reset the active Duration, without self-healing, regardless of whether or not bodies are present (although if bodies are present, new buffs will be applied, depending on enemy type and (Broken Warframe) will self-heal)

(Will obviously need to be revisited if and when new enemy factions are ever implemented. Gaining buffs related to said enemy factions)

Ability 2 - Purge: (Broken Warframe) Rapidly ends Assimilates Duration, resulting in (Broken Warframe) shedding all Incorporation buffs and reducing him/herself to a mass of Orokin Void Tendrils and (Broken Warframe) Parts with increased movement speed for a short time before recombining into a functional (Broken Warframe)

Ability 3 - Severance: (Broken Warframe) sacrifices a portion of Health (cost.. 0 energy) and leaves behind a small mass of tendrils that quickly grows into a small tower (Severance Node), creating a fixed point for allies to benefit from buffs currently in effect through assimilate at the time Severance is activated. Severance Nodes CAN be consumed via Assimilate to quickly reapply buffs if Assimilates duration has expired as well as self-heal

(if a new buff(s) is gained after activation, Active Severance Nodes will NOT apply the new buff(s) unless reactivated within a certain distance of said Nodes)

Ability 4 - Evolution: Pauses Assimilates Duration as (Broken Warframe) expands tendrils outwards, damaging enemies. Affected enemies automatically trigger the application of Incorporation buffs of faction-types damaged by Evolution, regardless of whether or not the damaged enemies died and Assimilated into (Broken Warframe) however, Enemies that Die from Evolution or dead bodies encountered by evolution tendrils are Assimilated, and refresh Assimilates Duration.

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passive: 'the symbiotic'
while you have no latched partner: +20% sprint speed
while you have a latched partner: 
    +5hp/s for self and partner
    only your partner can pick up items to affect both of you, but can still be healed from abilities
    each 3 seconds spent latched generates 1 'tear'
    each kill by your latched partner generates 3 'tears'
    every 2 kills by yourself generates 1 'tear'
    follow your partner through rifts
each 'tear' gained increases your own strength by 4%, up to 48% extra ability strength

abilities:
1) 'tendril latch' - costs energy to use (low cost)
    lets you latch unto your ally or wall/object with your tendrils and give (ally) buffs, using 'tears' to set their effects and duration (burst healing/damage resistance/extra status chance/parkour speed/etc.)
    you physically attach to your partner during this(not like a backpack), perform a 'roll' while latched to leave your partner
    drains energy while latched, starts to drain armor if you run out of energy
2) 'emulate' - costs tears to use (low cost)
    creates a holographic ally that can follow you and uses your primary weapon, but does not attack unless you latch unto them and expires quick if left alone
    you cannot use your primary during this
    can be activated again while your hologram is alive to increase its duration alive by using 'tears'
3) 'utter' - costs 'tears' to use (medium cost)
    if not latched, causes enemies nearby to ignore you for a duration
    while latched, enemies within affinity range targeting to your latched partner are dealt puncture procs for a duration (can be stacked)
4) 'showstopper' - costs all 'tears' to use (everything)
    forcefully pulls you away from your latched partner and using the remaining 'tears', enemies within line-of-sight of your partner are pulled towards you by your tendrils and are dealt damage for the duration.  overextending this ability lowers your armor slowly but is slowly restored when deactivated.
    each 'tear' consumed increases % damage to all enemies
    each enemy killed from this ability drops a ammo pickup
during the ability, you can move around but at half speed and cannot parkour (ability can be ended early by holding down the ability key
can be activated again to pull in more enemies(uses energy)
you cannot latch to your old partner for at least 30 seconds after using this ability

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Being the case the frame is made out of several pieces of other frames and held together by void energy, i think the abilities should keep the idea of the variability of those pieces powers seemingly working against each other, energy leakage and manipulation of various forms of energy.

Passive

The void energy leaking at the seams of this broken frame can absorb other types of energy to regain power. This ability allows the frame to gain a bit of energy from any status effect it is afflicted with.

1 Power

A quick tap makes the frame project a mishapen chaotic energy in front of it, causing damage and inflicting all 4 basic elemental procs to enemies caught in it. Holding the ability button causes the frame to focus its power with both hands adding a bit more damage and one by one the rest of the combine elemental procs.

2 Power

A quick tap makes the frame cast a radial area of effect that steals and holds elemental status ailments from enemies and allies alike, once it has afflicted itself with status ailments, holding the ability button causes the frame to shed off all status ailments as a ball of chaotic energy trap, sort of an enviromental hazard or ...

3 Power

Tapping the ability button cycles 3 different area of effects, players can choose to cast a radial, a wide cone or a linnear long path area of effect. Holding the ability button causes the frame to shoot chaotic energy in the desired shape, such attack causes damage and imparts all stolen status ailments to enemies caught in the area of effect.

4 Power

The frame tries to channel a 4 ability that is no longer there, instead it causes a surge of void power that leaks at the seams, void energy sparks fly around it, in an area around the frame, enemies hit by such sparks are briefly stun and may be corrupted by it. The frame and allies in the area of effect gain a bonus on power strength and weapon damage.

 

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The Broken Warframe

Passive: Increased Tau resistance and gain damage immunity for a short duration once health and shields are below 50%

 

1st ability     Abyssal Grasp: Left arm extends towards enemies, dealing damage to them in an area, stripping enemy armor.

(explanation) void tendrils within the arm cause it to extend for attacks, slamming into them.

2nd ability    Void Rift: Open a tear in reality, leave your foes in disarray.

(explanation) press 2 once to cast a rift, a 2nd time to open a connection. The rift can be shot through, think of it as a portal gun, but it doesn't have to stick to walls.

3rd ability     A Forgotten Past: Make a blast from the past, transforming into one of the frame's full components, grants a specific advantage based on damage being received. 

(explanation) If concepts for the frame's other parts are made, then each transformation can be a frame which was used to construct this broken warframe. 

4th ability     Paradox: For every melee weapon in the player's arsenal, a copy can be summoned behind them, acting as a cannon. Open a void rift, launching weapons towards enemies and deal damage according to the combined strength of every modded weapon.

(explanation) press once to cast, hold ability to draw out more weapons for an attack, when ready: press again to release, every weapon will find a target, if it doesn't kill them, it locks them in place for a duration.

 

Looking forward to the broken warframe's final unveiling! For the Tenno!

 

- Legendary_VHX

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Ability 1: Surge. Harness The Power Of The Void By Letting Void Energy Envelope Your Warframe. Tendrils Holding Frame Together Begin To Swell And Flow Faster. Receive an Armor, Damage and/or Power Strengh Boost. Kinda Like Chroma

Ability 2: Disassembly. Crumble Into A Pile Of Parts, & Become A Entity Of The Void. Enemies Will Be Drawn In To Investigate Pile Of Scrap. Player As Entity Floats Around Undetectable. Unavailable To Use Weapons. Able To Use Other Abilities. Does Damage To Enemies On Contact. Duration Based Ability.

Abilities 3 and/or 4 should take inspiration from the different warframes that this one warframe is comprised of. This would include making these other frames with a loose idea attach to them, for inspiration to be drawn from.

Passive: Reassemble. On death, drain Energy to reassemble yourself. Kinda Like Nidus Except With Energy & A Nice Animation

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Theme: Void-leash manipulation

1st Ability: Reach Out. Broken frame sends out his hand on a long void energy tether, dealing damage to enemies and either punching them away (tap) or pulling them towards you (hold). Increased level allows Broken frame to split his hand into several grasping fingers and grab/push additional foes in a narrow cone.

2nd Ability: Bola. Broken frame sends out a Bola-like void energy line that tangles up enemies (launches a wave-like projectile which when it impacts delivers an AoE tangle effect).

3rd Ability: Borrow. Broken frames sends out a leash to borrow from enemies and allies. Using the ability on an enemy drains one of their stats to boost your current and maximum stat of that type (shield for corpus, armor for grineer, health for infested). Sending a leash towards a warframe provides a void energy link that gives bonus damage depending on the warframe. The Broken frame gets energy depending on the other warframes type (similar to Kuva system. So Volt = Electricity. Loki = radiation) while the other frame gets a damage bonus based on whatever element bonus Broken frame gets in the Kuva system.

4th Ability: Hands of Death. Broken frame turns his arms into long whip-like tentacles, an exalted weapon with long reach that strikes wide and staggers opponents. Activating Borrow while the Hands are active gives them the ability to steal from whatever they hit. Activating Reach Out while the Hands are active gives bonus damage to Reach out based slotted melee mods.

Passive: Reassembly. Broken Frames unusual construction allows him to get back up (well, reassemble back up) much faster than a conventional warframe. Broken frame has a 200% faster knockdown recovery.

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Passive: Ultimate revenge. In a last breath, we take control of the enemy who killed us for 5 seconds.

1. The warframe disassembles to take control of the selected enemy. For a while, we can kill and move the grineer/corpus/infested/corrupted. The skill ends when the enemy dies from allied fire or when the duration of the power ends.

2. Draws some of the energy from the void to protect itself according to a percentage of damage reduction.

3. The warframe sacrifices part of its components (thus its health points) to buff the allies in the vicinity with damage from the void.

4. The warframe calls the Void's energy to mix it with his body to create a storm that slows down nearby enemies.

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Ability 1: undead

Warframe drains health and energy from all nearby enemies.

Ability 2: bloodlust

Warframe gains speed and melee boost while attacking individual enemies.

Ability 3: hypnotised

Warframe cast a spell to make one enemy reset an triggered alarm, if no alarm than enemy fights like a companion until dead.

Ability 4: future sense 

Warframe gains the ability to see enemy through structures and walls while active.

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Based on the concept.

Passive: Whenever the broken Warframe casts a spell one of 3 buffs has a chance to occur. (Or the buffs could rotate after every spellcast)

Buff 1: Instantly gets [X]% of max Energy replenished.

Buff 2: Heals allies and self by [X] amount per second over [X] seconds

Buff 3: Grants 50% of current shields as overshield over [X] seconds. (Including already applied overshield)

 

 

Ability 1: Some type of flamethrower that chains between enemies similar to Atomos with [X] energy drain per second used.

Ability 2: A water based ability. Maybe something as simple as creating spots of water that boost energy Regen or health/s for allies that passes through.

Ability 3: You shoot out a electric ball in a straight line that sticks to the first surface or enemy it touches. For a duration the ball sits and stuns nearby enemies within it's range.

Ability 4: Summon a tornado around yourself that pulls in nearby enemies and suspends them at the center.

 

All abilities reacts to one another. So of u shoot the flamethrower at existing water spots the turn into steamclouds that dissorient enemies within. Shooting a electric ball at the cloud makes it explode in lightning dealing dmg and stunning/knocking back opponents hit by it.

Aiming the flamethrower directly at a electric ball makes it explode in a electric and fire shockwave that's deals blast dmg and flings away enemies.

The tornado also would react in this way. Shoot fire at it and it turns to a glorious flamenado of death that burns away armor.

Put a water spot under the center to make it rain, healing allies and replenishing energy.

Fire a electric ball at the tornado to make it shoot electric thunderbolt at enemies paralyzing them and stripping their shields.

 

So these are my suggestions but the concept of having abilities work together like this have endless possibilities.

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Although i believe it happened to others, i actually wrote the "Lost Broken" Warframe Concept on my drawing board on date 17 April 2019 xD i just noticed as i do photos of my whiteboard to keep track.

if u don't believe that 😄

dwSPF8S.jpg

So here are the propositions, i'll of course expand on it ( i have another warframe but female suggestion that i'd much rather see, no matter)

passive: Innate Ammo mutation for every gun ... boring yes, but also very usefull, opening the way for build with increased firerate instead of damage in normal gameplay

Alternatively, although it would be too similar to monkey-man have that if the health would drop to zero, he loses 1 Max part of the body for a duration, punishing him so he can launch fewer parts at enemies nad has less DR

 

1 Launches pieces of Armor against enemies, ( synergy with 2nd) he can launch 6 Parts Max. On kill health the part flies back to him and health is restored, if full restores energy or gives energy efficiency.

targets take more damage and are incapacitated. it would be cool if the targets just shoot randomly, a hidden Random proc like Loki's would be sufficient.

2 (Channelling) Him and Allies in Range Gains 90 percent damage reduction , based on how many parts he has he loses 10 perc. DR , gains sprint speed. when all 6 parts are attatched he has just 30 DR but 60 perc bonus movement speed

3 Orb or barrier, that is a thing that i carry for a while, an Orb or barrier that makes weapons AOE and Block incoming damage. Unfortunately Overwatch actually implemented it but i think that WF can add a twist on it

4 ( I litterally have no clue!) this should be his nuking ability if this frame has to be used by most players, but i really hate that of all warframes, So i'll say something different

Know Equinox that is like 2 warframe sets of abbilities in one?

Good, now why not, as many of the community gave such good proposals, not make his/her ultimate switching bewteen forms  ??? 😄

He is a mix of 3 frames so, he would have 3 sets of abilities all different from one another

In Contrast with Equinox, that she switches with her 1st, in this case the frame will need to have FULL Energy, Expend it all and a Damaging Explosion with an effect relate to the warframe it's changing in taking place

TO oRGANIZE it should be

-RObo frame ( Tanky, Support, Slow)

-Female Frame ( Mobile, CC Focused)

-Energy Frame ( Nuking, Damage, Buffing)

If the state we see the frame in the concept art is his normal useable form ( different from equinox that the form we see is just a transition) then this mechanic can work like this wither

- He can cycle to different "Ultimate Forms", he can bring that frame back to life, controlling it and gaining those special set of abilities specific to each frame.

in this case then, it would be 3 abilities for each form Normal, robo, female,Energy-dude.

 

Lots of work, i know 😞

 

sprint speed: Normal , too fast and the frame feels weightless in my opinion

energy: lower than normal. Abilities should NOT be spammable and on the contrary being cast few times but having big effects on gameplay

Armor: ALLOT! really .... invisibility is silly so his way to stay alive is to tank shots... i want him to feel like a zombie, not caring for bullets

Health: Normal. I want players to focus on DR and Armor, not health. to nullify damage as much as possiblem not just increase how many shots you can take with more health.

 

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