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Open Call for Warframe Ability Ideas!


[DE]Helen

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1:Void tether: shoot out a void root that roots an enemy in place preventing movement. The enemy that is hit spreads a aoe root area around itself.

2:disperce: the void tethers release the warframe parts. This cause the parts to fly around unrestricted. During this time the warframe takes no damage.

3: void tear: rip a hole in the fabric allowing a void tear to pulsate and deal aoe damage in an area around it.

4: exalted form: tap into the full potential of the void. While activating this ability the void roots cover the frame transforming it into an void a formitable force. (Gain armor, inceased shield regen and an exalted spear)

Passive: void ressonance

Whenever broken frame uses an ability it tappes into the power of the void. Doing this has a chance of activating void ressonance ( short period of encreased health/shield and energy regen)

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I see there are a mix of some organic and  materialistic components in the design , so my ideas would be based by putting them into consideration along with the broken theme. also not making it too overpowered.

Passive: Heals itself at 15% of every salvage/rubedo/other common resources it picks up. If the frame is at full health , increases Armor at 15% of the amount of salvage picked upto 300% of the current armor. (also a great passive as it wouldn't be used in farming squads and be only used for some resources not making it immortal).

1st ability : {Projecticle burst}:

Use the stacked armor buff from passive to shoot out deadly precise bolts to kill enemies.

( Augment MOD : salvage dome) Creates a barrier much like Frost's snow globe instead of shooting projecticles. 

2nd ability : {Assimilate} :

The warframe breaks in the parts and latches on to a nearby enemy , controlling it and gaining its ability and its stats , but can die if the target is killed before the 2 is inactivated by the player. if 2 is inactivated the target nervous system is overloaded damaging it , and if the enemy is killed additionally giving the frame ammo based on the type of weapon held by the enemy (its really cool since how some enemies can deploy shields , others can place traps and stuff ).

(Augment MOD : Armor Assimilate) Increases armor based on enemy armor , instead of giving ammo when the enemy is killed during inactivating 2.

3rd ability : { Bionic Link} :

Shoots tendrils at 2 of the closest enemies transferring any damage taken and also making them puppets aiding the frame ( can improve based on ability strength) , range 5M (can improve on increasing range) , While draining energy (to be set DE , again increasing or decreasing drain based on efficiency).

(Augment MOD : Bionic Drain) returns health based on damage dealt to the puppets instead of transferring damage done to warframe to the puppets.

4th ability: {Desperate attempt}: 

In a desperate attempt to not get broken again , no pun intended 😜

The frame stacks 10% damage to ability strength and weapon damage for every 100 health lost , with a 200% cap limit.

(Augment MOD: Rage attempt) Also heal the frame by 2 with every enemy killed by the frame.

The numbers and stats can surely be decided by the DE , but i would love for at least one of the idea to get picked up 😄

WE ALL LIFT TOGETHER 🙂...

 

 

 

 

 

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If it is “Assembled from the remnants of Warframes destroyed during the Old War and held together by Void energy.” Then the Warframe’s abilities are less likely to be working correctly. This has led to the Warframe ignoring ‘traditional’ powers of its kin and instead made reliant on one thing that the ‘frame can depend on, its weapons. I call it Strelok (Gunslinger in Russian).

This is a weapon focused frame whose abilities augment its arsenal.

·        Strelok does not have an energy pool, instead its abilities are tied to its ammunition reserves of its equipped weapons. Because of this, energy refills current weapon with weapon specific ammunition.

1.      Feeding

·        Short press switches between status percentage, critical chance, critical damage collection mode.

·        Long press activates the previous mode (sustained ability).

·        Whilst active, whenever the player’s weapon achieves the same condition as mode selected, then a supplementary boost is applied to the next time it occurs.

·        Example:

                                                       i.      Status chance mode is chosen, and ability is enabled.

                                                      ii.      Bonus status chance starts at 0% and current weapon has a status chance of 50%.

                                                    iii.      An attack status is applied by the weapon (only by the weapon, damage ticks from bleed or gas have no subsequent influence) the status chance percentage counter is increased.

                                                    iv.      Say the bonus was increased by 1% each time (up to DE to find the balance) the next attack would have a 50% + 1% chance of applying, or weapon status chance plus accumulated bonus.

·        Both critical damage and critical chance modes’ bonus counters are incremented with a critical attack is registered.

·        This ability has an ammunition drain rate for as long as it is active (not sure if it should be per attack where it is used or simply a per-second drain).

·        If a melee weapon is used then the currently active, non-melee weapon’s ammunition reserve is drained.

·        Levels:

0. Status chance mode available

1. Critical chance mode available

2. Critical damage mode available

3. Increase in percentage building

2.       Gunslinger

·        Short press cycles between the three weapon types (primary/secondary/melee)

·        Long press switches the weapon with the stored alternative.

o This will be the first Warframe that will allow you to have two primary weapons, two secondaries, and two melee weapons.

o You will set the weapons as normal in the arsenal (how DE chooses to work that in is up to them).

o Example: If you had a Vectis Prime as your primary weapon and used the long press of this power to switch to your chosen alternative it would switch to that gun (in this example, a Baza Prime). However, whenever you use the in-game weapon switch back and forth between your primary and secondary, your Baza Prime will always come up instead of the Vectis Prime until you use the ability again.

·        Levels:

4. Melee available

5. Primary available

6. Secondary available

7. Weapon pairs possess their own ammunition pools

3.       Emergency Reserves

·        A sustained ability that, when activated, redirects damage to the Warframe to the ammunition reserve of its equipped weapon.

·        A power counter, or gauge of some sort, is used to track this damage accumulated.

·        Ability is stopped one of two ways:

                                                       i.      Not enough ammunition to accommodate the damage coming in.

                                                      ii.      Ability is deactivated.

·        When the ability is deactivated in one of the aforementioned ways, the accumulated damage is released.

                                                       i.      Not sure if this should be a radial attack, or simply a damage multiplier on the weapon strike.

·        If a melee weapon is used then the currently active, non-melee weapon’s ammunition reserve is drained.

4.      Training Dummy

·        A training dummy version of the Warframe is deploy in a similar way to how Loki’s Decoy is placed.

·        This dummy is locked into place and take on the weapon arsenal that is currently being unused by the player (Gunslinger is unable to be used whilst Training Dummy is active).

·        The dummy fires in tandem to the Warframe, hitting the same target that the ‘frame is aiming at.

·        The dummy acts as if it has Emergency Reserves ability active regarding damage taken. If it runs out of ammunition it will explode in a radial burst.

·        The dummy only moves when the player attacks an enemy with a melee attack, where the dummy will teleport to the current target where it will stay until repeated.

·        This melee attack is also a way to distribute the accumulated damage on the dummy from its Emergency Reserves.

·        The training dummy is treated the same as if it was another Warframe to the enemy (it does not draw attention like a Lanterned enemy or a Decoy, nor is it ignored either).

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1st Ability - Fragged Melee

When ability is used, Broken Warframe goes into melee mode fist and kicks only. When he punches his pieces from his arms or feet launch forward with void energy like a extension from his hand or foot hitting target. The same pieces retract back to his hand or foot.  

2nd Ability - Broken Skin

Broken Warframe void energy blast out in a Omni 360 direction his Warframe pieces damaging enemies and picking up there pieces of armor to briefly buff his armor stats. While he blast his pieces he is vulnerable to more damage but he reveals a void energy figure. Broken Warframe with no or little pieces.

3rd Ability - Mangled Frame (two part)

1st cast -  causes Broken Warframe to create a mangled Warframe held by void energy from enemy pieces. This distracts enemies. The more enemy pieces around the stronger the mangled Warframe. Frame can melee and follow Broken Warframe. Can only cast one at a time.

2nd cast -  Mangled Warframe explodes dealing damage.

4th Ability - Good to be Broken

Broken Warframe uses void energy to pick up all enemy pieces pulling on to him just like broken skin. He then explodes pieces damaging enemies in Omni direction and spins pieces around dealing damage while slowly pulling cyclone pieces back into him. Broken Warframe then creates up to two Mangled Warframes. (Depends on enemy pieces.) You can then use operator transference to switch to either Mangled Warframe to play as Broken Warframe. After a time the mangled warframes will explode.

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The Warframe image makes me instantly think of EarthWorm Jim - clean lines mixed with the worm.  

Go with the "Tentacle" theme that the picture implies, all those looping coils have to do something right?. Base all the abilities on the projection of tentacles, reaching, ganking, ensnaring, tentacle lashing, leeching, lassoing. Creates a unity between the powers and the design of the frame. One power where one hand gets all big like Akira and he goes around mashing people with his fist, a spray of tentacles picks up multiple enemys and bashes them together, something ganking.....

Anyway, "Tentacles" is a thus unused theme that can carry a 'frame, gives it an identity and can certainly imply that something has gone wrong, a mutation of sorts. If this continues: melting, short circuiting, errant protein folding, 

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Passive: Gains resistance to enemy attacks over time, like sentients but due to this frames experience in war.

 

1st ability: The void energy tendril looking things would extend our from the frame(s) and squeeze an enemy. If the damage done is sufficient to kill said enemy, all body parts will be dismembered (to help desecrate and stuff) or could be used to throw enemies around, similar to Valkyr's 1st.

 

2nd ability: The frame will scream and enemies in range will deal less damage and have worse accuracy.

 

3rd ability: The frame targets an enemy, and when this ability is used, the enemy loses either a percentage of health, or set amount (modified by power strength) and however much damage is done per second, the frame gains a percentage of in regeneration

 

4th ability: The frame's parts come further apart, and uses all three abilities at the same time in a constant efficiency based manner. The frames forms of attack will be replaced with pure melee with no weapons. The frame can extend their arms (held together by the void energy) at extreme lengths (10m or so) while utilizing all abilities. Main attacks would be replaced with whip like attacks from the void energy, and impactful strikes from the extended arms (and legs?) while sometimes using the 1st ability in combos. Each limb could do different status effects based on what frame that limb was acquired from. The 2nd ability would become a toggleable ability, able to be left on until out of energy. The third ability would go on the same idea, but instead of being a target an enemy ability, it would become a range around the frame ability.

 

I think a quest should be included, like equinox, but instead of having to farm for the day and night parts, they are included in a quest, or farmable in that quest.

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thinking that it may be primed in 4~5 years... gotta also think that the skills gotta match the prime one, which means "when it was in one piece and not in shambles"

-> my personal view based on the design is that the warframe had some sort of afinity with the void, and so, with this "copy" of its primed counterpart it can hold the parts together using it with nothing but willpower

Passive - not being the original body that it once was, the void is a bit unstable and reacts from time to time with some sort of rejection - from time to time after (ammount of hits or damage cap) the void thrashes around the warframe dealing small damage and knocking back enemies in (n) range.

1 - Assimilation - Damages a selected enemy, the void drains whatever it can find on the creature, mechanic-energy, corpus-Overshield, grineer-temporary armor and infested-health (or use a wheel as every warframe with options is having nowadays)

2 - Reassemble - teleport to said direction, deals dmg and procc impact to enemies and objects in the way

3 - Scavenge - the void pulls "whatever it can find" and creates a layer on the warframe with its own set health, wf can only be damaged after the layer is taken out, gas still passes through

4 - Avatar of the void - the void that holds the frame together takes an offensive state creating dual wielding axes exal - since it channels as an attack the frame body becomes unstable reducing its armor by (ammount) - receiving lethal dmg while in this state, instead of being downed, the warframe create a blast area knocking down enemies and the void start pulling the frame together

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Passive - Field Repair

Broken doesnt regain health from orbs but rather from resources picked up (amount of health restored depends on amount and rarity of the material). This way Broken can overheal up to X% extra HP which decays over time. 

1. Extend

Broken literally rips off its own melee weapon-wielding arm losing 10% of his max HP and slashes enemies in front of him with reduced attack speed but greatly increased damage and reach while knocking down nearby enemies. Additional casts dont cost any health.

2. Twisted

Broken transforms into twisted quadrupedal form loosing ability to shoot but gains additional maneuverability (e.g.: movement speed, attack speed, parkour velocity, etc.). Jump kicks and ground slams deal additional impact damage.

3. Void Transference

Broken Explodes dealing AoE damage scaling with health host leaving his parts behind becoming incorporeal void energy. Such as, he can still move freely or attach to nearby ally increasing his shield regeneration while casting other abilities (1,3 and 4). After ability duration/recasting/losing all energy/straying too far, the mind returns back to its body which regains health based on the ability duration.

4. Assemle

Broken uses void energy to create ally from nearby fallen enemies. Recasting will add more bodies, increasing the size and strength of the abomination, although each additional body from a certain threshold reduces Brokens max HP.  This mass of steel and flesh aids Broken in combat until destroyed or expired/dismissed (holding the key for 4th ability) upon which it explodes dealing damage to surrounding enemies based on the number of bodies it was formed from.

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Ability 1 (Virus) - Infect a target with a virus that inflicts a random status effect. Lasts for (X/X/X/X) seconds and if the enemy dies within the time limit, the virus spreads with the same proc in (X/X/X/X) meters. /Augment/ Cast on allies to grant weapons random status effect. Hold to cast on self. Number of status effects is (X/X/X)

Ability 2 (Hack) - Activate ability that lasts for (X/X/X/X) seconds. While active, defeated enemies will increase a counter. On timer end, grants a random buff to self. Effect percentages are based off of number on the counter. Effects include: Increased Shield Regen, Health Regen, Increased Fire Rate, and Armor Penetration. /Augment/ (X/X/X)% chance to gain additional buff (Probably best to increase the pool of buffs than what I've given?) and (X/X/X)% chance to pass small percentage to allies within (X/X/X)m.

Ability 3 (Overload) - Burying your arm into the ground, you spread your part around you. Enemies caught within (X/X/X/X) meters are subject to torment as you slowly take over their flesh. Deals (X/X/X/X) damage/second and causes killed enemies to explode. (X/X/X/X) drain/second. /Augment/ (X/X/X) % chance at extra loot on enemy death OR Have explosion chain to other enemies within (X/X/X) meters. 

Ability 4 (Glitch in the Void) You know, instead of the Matrix? Using the Void, you create a space where you become Invincible while within the given range. (X/X/X/X) meters for (X/X/X/X) seconds. Allies have a (X/X/X/X) % chance to have damaged reduced by (5/10/15/20) % (Too high?) /Augment/ Enemies within your Glitch take (X/X/X) damage/second.

Passive - Gain 1 extra revive. On revive, all enemies within 5 Meters is inflicted with Virus.

All Xs within () are based off an increase in Ability Ranks 0-4 or Augment Ranks 0-2.

After some thought, these abilities don't seem to match up with the Warframe's appearance, but I think these will suffice. These seem pretty solid, but as stated in the thread, change what you will as necessary.

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1st ability: Roots come out of the body of the frame or the ground to pierce several nearby enemies. Makes damage over time and restores health. 
 

2nd ability: The frame dismantles itself and takes control over an enemy. Dismantled parts will lay over an grineer for example. While you are playing as an enemy your damage is increased and you wont be attacked by other enemies. 
Dismantled parts can also be attached to teammates to increase damage and armor for example. While attached to a teammate 1st and 3rd ability can be used. If you are out of energy you can drain energy from your teammate.
 

3rd ability: The Frame transforms into a stationary turret that shoots small energy balls. If this ability is used while attached to a teammate it becomes a mobile turret on the back of the teammate.

4th ability: Hands of the frame are directed into the sky to create a large energy ball above the frame. You cant move while casting. Hold button to increase size, damage and explosion radius of the energy ball. These stats will increase faster when the 1st ability is active at the same time. This ability should be very strong so maybe the frame itself takes more damage from enemies while casting. Teammates can protect you, so you can cast longer to make the most out of this ability.


Passive: Every x seconds x % of an energy shield are restored which can neutralize some of the incoming damage.

sry for typos or language

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I want to start by saying a big "Thank you, I love you" to Eornheit.
This design is just simply perfect, and offers so much possibility to hang on to the lore of the game, and to imagine its abilities.

Many thanks also to DE for this kind of opportunity, directly involving the community.
There are really too few developers like you ^ ^


So.. For this vision of the Broken warframe, I would call him Trey, (a thing having three of something, in particular) but honestly, I don't think it would make a good name, someone else will find a much better name ^ ^.
I will also consider it's a male warframe.
I know, there are pieces of female warframe, but the general look seems male to me, and also his posture. Plus, Nova, the precedent community made warframe, is female, so, time for a male 😛
Sorry if there are strange english mistakes, it's not my language ^ ^'

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

“ held together by Void energy ”
I would like to think that this means that this warframe would have a strong relationship with the operator.
I will therefore suggest powers having a direct link with the operator, and the void energy.

“Assembled from the remnants of Warframes destroyed during the Old War”
It is clear for me, that the body of this warframe is composed of pieces from 3 warframes.
The red one, a fairly classic, technological warframe.
The blue one, a light, stealthy warframe.
And the white one, a strong, resistant warframe.
Therefore, this warframe could have varied abilities, attached to these styles.
Each new warframe, is supposed to bring something new to the game. It is not necessarily in the powers, but there must be at least one new element recognizable.
This warframe being on a rather original theme, we must go to the end, and dare to do something really exotic.

The most exotic element here is undoubtedly this set of void energy cables.
We have never seen them used in this way.
This is the perfect opportunity to attribute to them, or to define more clearly, what they are capable of.
It is because of their presence that I suggest an important link with the operator.
Their appearance suggests a certain elasticity, but it does not seem to me sufficient to envisage powers of projection of tentacle of long range.
However, we have already seen these cables move, so it would not be impossible that they could at least catch certain things close to them.

All the values indicated are simply there as an example, and to symbolize the way I see things, but obviously, they can all be changed, I am sure that the warframe will keep its resourcefulness.

Passive: Void’s Regeneration
When health drops to 0, the Tenno exits the warframe. Enemies killed near the warframe, within 20 sec, will be catched and absorbed by the cables, to regenerate the physical integrity of the warframe.
When team members are present, the tenno does not come out automatically, but this is still possible manually.
Since this passive only works if we have advanced in the scenario, I suggest another part of passive, almost without prerequisites.
Permanent energy regeneration: 1.5 / sec +0.3 / sec for each unlocked focus school.

  • Stat:
    • Health: 100
    • Shield: 100
    • Armor: 100
    • Energy: 300
    • Speed: 1.2

Pretty fragile isn't it ?
Don't worry, he has the means to improve this initial state...
300 energy, this is not new, look at Wisp. And Trey will consume a lot more energy than Wisp ^ ^'

I ) War's awakening:
Trey uses his right hand to generate a ray of explosive energy. (Think Iron man ^ ^, his right hand seems made for that.)
The 1st shot opens a combo window, each consecutive shot will cost a little more energy, for more damage.
You can go mad with just this power, and consume all your energy, but the damage will not disappoint you if you do so.
If the button is held, he uses his left foot to take support, in order to charge forward, and slice enemies with the edge of his left hand.
If he was in the air, he will trample the target area and consume no energy to charge immediately afterwards.

  • Stat:
    • Cost: 25.
    • Combo window: 1 sec
    • Additional cost: +??%
    • Damage: +++ Fire, ++ Explosive
    • Charge cost: 35
    • Trampling damage: +++ Impact, +Effect: briefly hang enemies in the air, like a strong melee slam
    • Range (Radius): 3m
       

 

II ) Stealth's awakening:
Trey uses his energy to awaken the abilities of the stealth pieces of which he is composed.
He can then make himself invisible when he is crouching or wall latching, and generate small ethereal platforms under his feet to take support in the air, so that he can again: jump, double/bullet jump, roll in the air, aim glide.
It is when he is supposed to no longer be able to jump in the air, that the jump button will provide the support platforms to allow him to continue.

  • Stat:
  • Cost: 35 + 2.5/sec
     

III ) Guardian's awakening:
Trey channels his energy to summon an energy spear from the elongated outgrowth of his left thigh.
This spear is an exalted melee weapon, but is not moddable.
Its power depends on the advancement of the operator.
It can also be launched like a javelin, for a potentially devastating effect.
(Hold the key for that)

The guardian's awakening is also an opportunity for Trey to see the abilities of his most resistant parts activated.
For each enemy killed by the spear, a value increases, call it “life force”.
Reuse the skill key, and Trey will plant the spear into the hole above his right shoulder pad, in order to transfer the accumulated life force into his system.
His armor, his health, and his shield, starting rather weak, are then greatly improved.
The spear is normally absorbed at this time, but if the key is immediately reused during the transfer animation, it will not disappear and the skill will continue.

Trey will also generate a protective aura at close range.
Depending on the life force value currently in the spear, the aura will provide armor and health regeneration to nearby allies, but not to himself.
The radius of its influence also depends on the stored life force.

  • Stat:
    • Cost: 50 + 2.5/sec
    • Spear:
      • Puncture: ++
      • Slash: +
      • Void: +++ and ??? Additional damage for each focus school unlocked.
      • Crit chance: 10% + 10% / focus school unlocked
      • Crit mult: x3 + 0.2 / focus school unlocked
      • Status: 20% + 10% / focus school unlocked
      • Speed: 1.0 + 0.2 / focus school unlocked
    • Aura:
      • Range: 5m + 1m /10% energy invested in Void Awakening.
      • Heal: 20/sec
      • Armor: 100 + 40 / 10% energy invested in Void Awakening.
    • Stat gain by transfer:
      • Life force by kill: 100
      • Health: 50 / ?? life force. Max: + 400
      • Armor: 10 / ?? life force. Max: + 400
      • Shield: 50 / ?? life force. Max: + 400

These stats are injected into base stats, so actual values can be recalculated by mods.


IV ) Void's awakening
Trey awakens the Void energy in his cables, these are covered with discreet ethereal flames.
The flames annihilate most of the projectiles, and cause significant void damage within a radius of half a meter.
A very short trail of void flame is left on the ground behind Trey.
In this state, Void damage will be added to all of Trey's signature equipment, as well as to his offensive powers. These bonuses will depend on the progress of the operator.
If the operator exits Trey while this power is active, he will be protected by the flames of the void, a protection of some value, his damage will be improved, and the energy cost of his powers will be reduced.
This effect has only a short range, but it also applies to the other operators present. ( cumulative effect with several Trey ? )
The effect persists 10 seconds after the operator has moved too far from Trey.
This ability can also be used by holding the key.
In this case, Trey will channel his energy as much as he wants.
The more energy he consumes to awaken his power, the more the effects will be amplified, both in their strength and in their duration.
If Trey has channeled most of his max energy into the Void awakening, then he can brutally release this energy, in the form of a small Void Storm.

  • Stat:
    • Cost: 100
    • Channeled cost: 100 + 25/sec
    • Duration: 20 sec + ( 1 / 10% energy invested )
    • Reduction of incoming projectiles: 5% / 10% max energy invested.
    • Void damage bonus: 100 / focus school unlocked + 40% / 10% max energy invested.
    • Range (operator buff): 10m
    • Operator protection: 500 + 100 / 25 % energy max invested
    • Operator damage multiplier: x2
    • Reduction of operator's powers cost: 10% / 10% energy max invested
    • Void Storm:
      • % of Energy required: 80%
      • Radius: 10m
      • Duration: 30 sec
      • Damage: Void +++
      • Probability of completely annihilating a randomly chosen enemy in the area: 10% / sec
         

Comment:
It is obvious that this warframe is fragile when he arrives on a mission.
His most effective means of protection is the Void's awakening, which will only allow a few projectiles to pass. Enemies in close combat will be interrupted by the flames.
But it’s an expensive power, so we don’t necessarily use it at the start of the mission.
To make himself less fragile, at a lower cost, Trey can use the Guardian's awakening.
Taking life force from the first few enemies should be fairly quick to accomplish.
Once a good defense has been established, it will be difficult to stop him.
Vertical escape and the invisibility of Stealth awakening will also be good assets to take cover in the event of a too great danger.
The counter attack could then very well come from a distance, with the War awakening.

So, here is a warframe whose power evolves at the same time as our operator unlocks his potential.
This is particular, I know, I have already collected opinions, and they are honestly mixed, but generally interested.
New warframe always brings something new, but it also sometimes brings the opportunity to rework something, even if only slightly and later. ( Shield gate and Hildryn for example ^^ )
Clearly the future of Warframe has some surprises in store for the operator, I'm just taking the lead in trusting the future of the game in its ability to make the operator more accessible and interesting to play.

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These are my entries for the ability ideas of the Broken Warframe

Passive Ability: Reconstruct
Gain health from the corpse that are found on the field.
Gain shield from the loots that are found on the field.


4th Ability: Prometheus
The ability name is based on the Frankenstein; or, The Modern Prometheus is a novel written by English author Mary Shelley.
Splits into three Warframes
- Each warframe will use one of your weapons (Primary, Secondary and Melee) Choosing which one to control as 'main' upon activation will be assigned on the arsenal.
- In duration, companion will be disabled
Red Warframe: 'Toughest' among the three but the slowest
Blue Warframe: 'Fastest' among the three but has the lowest defense
White Warframe: The balanced among three but has average stats

1st Ability: Omnipresent Link
- When Prometheus is deactivated

Release a burst of damage in an AOE
- When Prometheus is activated
Jumps to the closest Prometheus Warframe to use and control as main and 
release a burst of damage in an AOE to the Prometheus Warframe you jumped into.

2nd Ability:  Modular Remnants
- When Prometheus is deactivated

Grabs an enemy with tentacles from a short distance, deals damage.
- When Prometheus is activated
Depending which Prometheus Warframe is selected as 'main'.

Red Warframe: stomps that pulls enemy from a short distance, deals damage.
Blue Warframe: dash in a short distance dealing damage on it's path.
White Warframe: pushes an enemy away from a short distance, deals damage.
*note: only the Prometheus Warframe that you are using as 'main' will case the 2nd Ability


3rd Ability: Primero / Triada
Primero

- When Prometheus is deactivated
One a AOE, damage all enemies around the Broken Warframe
And on a smaller AOE, depending on which Prometheus Warframe is selected as 'main' on the arsenal will proc an effect:
Red Warframe: Enemies will have their shields depleted
Blue Warframe: Enemies will be slowed
White Warframe: Enemies will have their armor stripped

Triada
- When Prometheus is activated
On a AOE, damage all enemies on the radius between the Prometheus warframes.
And on a smaller AOE around each prometheus warframes will each proc an effect.
Red Warframe: Every enemy near within the radius of the Red Warframe will have their shields depleted
Blue Warframe: Every enemy near within the radius of the Blue Warframe will be slowed
White Warframe: Every enemy near within the radius of the White Warframe will have their armor stripped

 

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Passive - When operator transfers out of the frame the frame falls apart and crumples to the ground.  Operator gains a boost to their own void energy.

 

Ability 1 - Shoots a short  range / wide cone void burst that has a garuntee impact status proc

 

Ability 2 - Aborb all unused pick ups from the area (ammo, health, energy, etc) filling a consumable gauge.  As the gauge fills it gives a boost to the overall health/armour/shield/movement speed of the frame.

 

Ability 3 - The frame breaks down into parts and can move around the room (floor/wall/ceilings) to get around.  Does not agro enemies or trigger alarms.  Unable to attack while in this state.  Ability consumes gauge from second ability not energy.

 

Ability 4 - The operator transfers out of the frame and hovers in the air.  The parts of the warframe circle around the operator drastically boosting the operators abilities. The fuller the health, energy and gauge from ability 2 the bigger the boost to the operators energy, health/armour, and damage.

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Broken Warframe abilities 

 

Passive: Ethereal Split-

The Broken Warframe is a delicate construct of three lost frames combined into one and tied together with the power of the Void to make perfection.  This precise balance of Void infused Warframe parts grants the Broken Warframe an high evasion rate negating %35 of all incoming attacks.

 

1: Elemental Split-

The Broken Warframe can rotate between status damage types (Radiation, Magnetic, Corrosive) that will be applied to each attack (ranged and melee).

 

2: Shattered Focus-

Being made of three beings, it's hard to say what might happen, on cast the warframe has a %33.33 chance to apply one of the following self buffs.  Only one buff can be active at a time.  Recasting will remove the previous buff with a randomly selected new buff.

Foresight (increases evasion by %50), Strategist (grants the ability to see enemies within 70m and weak spots), Void Strings (Void damage is infused into the Broken Warframes attacks and stuns enemies hit by attacks).

 

3: Void Breach-

The broken warframe radiates void energy around itself stripping armor and shields from nearby enemies.

When fighting orrupted or Eidolon units, this ability drains the void energy from them healing the broken warframe in the process.

 

4: Void Gate-

The broken warframes taps into the energy of the void to open a gate/fishur, summoning recreations of its former bodies to fight by it's broken side.  Each summoned warframe deals its respective damage type that is %100 greater than the Broken warframes power strength.  The summoned frames are not immortal but have health multiplied (1.5/ 1.8/ 2/ 2.2x health multiplier based on ability rank) by the Broken Warframes health. This ability inflicts self damage to the Broken Warframe as a continued cost of keeping its Void Spectors active.

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well i know i cant use my abilities that i listed previously from my other warframe idea (cough*Dulatem*cough) so i decided to come up with some new ideas.

by the appearance of this frame you can see remains of unknown parts, seemingly of sentient design. Another noticeable feature is the white plant like vines commonly seen on lua or the operators ship. This immediately makes me believe that maybe to countless tenno assassinated by the shadow stalker was studied by the sentients and then reproduced to create a tenno/sentient amalgam capable of things that sentients cant even attempt. this is the basis of thought i will keep in mind with these abilities. (I used the three modes based off of how the three starters work Excalibur,Volt,Mag as i thinks it adds new ideas and concepts of this frame yet it makes for a somewhat nostalgic reminder of the tenno's beginning, with crazy spinoffs of what makes this warframe unique)(and my favorite <3)

passive - flux

the broken frame gains passive adaptive dmg reduction(only 15% for 4s)(is reduced to 5% when using adaptation or when buffed with DR) and gains adaptive bonuses to equipped weapons depending on how much it is used. (ie:melee goes faster. dual secondary is fire rate. single secondary gets accuracy.primary gets dmg)(gets reset upon using another weapon.does not reset upon swapping by accident or auto blocking)

1st ability - poly-morph 

change between three forms. tactician, blade dancer, bastion. tactician gives increased range and efficiency. blade dancer grants more dmg and speed(movement and melee). bastion gains higher shield pool and more armor slight health regen

2nd ability - enhance

tactician: hoses down enemies with an electrical beam through enhanced guns(auto weapons use beam. semi auto enhances shots.charge releases a blast). blade dancer: empowers melee weapons granting 50% chance for doubling on hit dmg(ie: one swing for 100 dmg and 25% status can get a second in hit effect re rolling crits or status chance which then grants another swing that could do 200 dmg and proc) bastion: absorbs incoming damage and creates an over shields barrier around the broken frame. (ie: 1000 dmg gets absorbed then multiplied into a bubble around the broken frame which drains on overshields gained from this ability to protect allies inside the bubble)

3rd ability - precept-4TK,DEF.T4C(this could use a better name)

tactician: generates a wave of energy stunning enemies or jamming guns. blade dancer: charges a circle radius and upon release the blade dancer attacks all enemies inside it for increased damage(uses equipped melee)Bastion: channels into an area allowing Bastion to intercept enemy fire and convert damage taken into a health wave(if used solo bastion will hold a shield and block dmg at the farthest reach of the area(useful for defending objectives???))

4th ability - Assimillate

tactician: reveals a near endless gaping cavity inside the frame housing an extremely dense energy core. This core then charges a massive blast of energy with infinite punch through capable of going through stages. Blade dancer: speeds up into a nearly invisible blur simultaneously summoning blades of energy that whirl in a maelstrom attacking nearby foes (kinda like mesa's peacemaker but not quite like it). Bastion: pushes beyond his/her normal limits and holds a beguiling orb of energy that attracts all damage in a nearby vortex steadily growing as it increases in damage until the vortex pulls in the very enemies that once attacked it rupturing in a massive shock wave.  

 

I hope these abilities make sense for a frame that appears to be so modular. i really hope this works out because we have never gotten a frame like this!!╰(*°▽°*)╯

if this does not work out then GG to the lucky person's ideas that get chosen  [this will also be me however>>>(┬┬﹏┬┬)]

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Diy frame. Build your frame from 4 different part from already exiting frames. You can get the abilities from the parts you choose, but those abilities doesnot work as good as original frame abilities. For example you could take ember head. Frost chest. Nidus legs and atlas hands so yoor abilities should be something like. Fireball, frostcube, stomp, and stonewall. I dont remember the right names sorry, but the idea what part you take from what frames determines your abilities you will have. Remember tho they don't work as well as original parts. Or perhaps they can scale on how many similar frame parts you use on your diy frame.

So.. Whatsya think? 

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1st ability: (corrode) parts of the warframe brake off and shoot up to 7 nearby enemies and does toxic damage.

2nd ability: (shatter) the warframe absorbs damage done for 3sec and releases it back to the senders, [tip: warframe is invincible while this is active]

3rd ability: (soul thief) warframe wraps it’s tendrils around an enemy and steals 50% of their health. Also damaging and stunning anyone near the victim.        [tip: if a friendly is near the victim, they receive a percentage of health as well]

4th ability: (Void Beast) the warframe morphs into a animal like hybrid. His melee replaced, fingers and toes turn to claws, can now triple jump, moves 2x as fast, and guns replaced, shoots void energy from its hands. [tip: teammates receiving damage irritates you, making you do 10% more damage for every 200 damage they receive]

PASSIVE: when the warframe gets hit, enemy has a 15% chance of turning into a slave protecting you.

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Passive: void energy - (broken Warframe) builds energy charges from hitting targets with ability’s that provide unique bonuses.(each charge takes 5 hits). With each charge (broken warframe) ability damage is increased by 3%. Maximum of 100 charges. If (broken warframe) is downed with more than 10 charges then 10 will be consumed and activate void eruption. 

1st: void blast - (Consumes 25 energy) blast enemies in front of you (45 degree angle arc) for up to 20M dealing 50-100/75-150/100-200 damage (damage is the enemies weakness) based on distance, pushes targets away (Knocking them down), and gain void energy charges. Hold to consume 3 energy per second and do AOE based on time held up to 20M. (Starts at 10M increase by 1M per second held).

2nd: Void armor - (consume void energy charge) (broken Warframe) creates void armor that that mitigates all incoming damage and reflect a percentage back to the attacker 33%/66%100%. Each hit consumes a void energy charge. Hold to target allies to grant them void armor consuming (broken warframes) charges.

3rd: Separate - (consume 100 energy)(broken Warframe) splits into 2 separate warframes (only one player controlled) each piece a different part of the warframe That uses Unique weapons to attack enemy’s. (Melee weapons that are upgradeae) Has 20%40%60 of (broken warframe) HP and shield, lasts until killed, and each hit they do generates a void charge. (When void blast is cast each other warframe also casts void blast). Recast to consume half energy to heal minions. 

4th: Void Eruption - (consume 5 void energy charges) (broken warframe) explodes dealing 250-500/500-1000/1000-2000 damage (damage is the enemies weakness) based on distance up to 20/25/30M, pushes targets away (Knocking them down), and gain void energy charges. Area becomes charged and enemy’s take 100 damage per second in the area for 15 seconds. (Broken warframe) and allies gain energy regeneration 25 energy per second.

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