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Open Call for Warframe Ability Ideas!


[DE]Helen

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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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Ok, my ideas

Passive: slightly heals when allies take damage in a certain radius.

I think this would be fitting like hes using the fragments of his allies to repair himself

Ability 1: they surround the fragments of themselves around an enemy, when others attack him this does damage to the enveloped target.

Ability 2: they fall apart, fragments are scattered, while thy're in this state enemies cant attack then but they cant move.

Ability 3: the warframe can armor up allies at the cost of heath, this would be some parts of them appearing as extra armour on warframes

Ability 4: he separates into multiple warframes, this would be 1 or 2 specter like warframes as you act as 1 other warframe. Energy would drain the longer it's up.

I'm not good with names so feel free to make suggestions in the comnents

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Passive 

Swiss cheese: Projectiles have a lower chance of hitting and instead go right trew while melee attacks have increased damage 

A1: armor absorb 

The frame attacks an enemy ripping there armor of and attaching it to himself lowering his speed 

A2: projectile thrust

The frame violently launching its extra armor at enemy's around them damaging then and piercing trew them

A3: self mutilation 

The frame sheds a lot of extra matter including gained armor making him much faster while also boosting his passive 

A4: broken 

The frame shoots out tentacles from his body in every direction impaling enemy that then get absorbed turning into health, extra health and armor the damage is lowered while A3 active with reduced energy cost and damage is increased by extra armor

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Passive 
Void Focus - Zenurik, Naramon, and Madurai schools as active grant a bonus void damage to weapons, Vazarin, Unairu, and no School grant Tau Defense to the Warframe.

Ability 1
Void Pulse - A spherical blast affects enemies around based on their defenses. Shields electrify the creature inside stunning for a few seconds, Armor is repulsed in a knockback, Resistances to damage reverse to temporary vulnerability, if none is present damage is.lowered.

Ability 2
Void Tendrils - Aim and cast at an area to put Tendrils those slow enemies and cause permanent over time effects based on enemy affiliation. Grineer has their armors melt, Corpus have their shields diminished, Infested loses max HP, Sentient lose resistances and then armor.

Ability 3
Helminth Shard - Use to sink a shard into an enemy and steal an ability known by them at their death. Hold to reset the shard.

Ability 4
Broken Mind - Split the Warframe into 3 presences using each one a weapon (or a simulacrum for the absent weapon) with 2 status at 80% and a third at 140% - Armor, Damage, Fire Rate/Attack Speed. The Melee Shard lose Damage and Attack Speed for Armor. The Primary Shard lose Armor and Fire Rate in exchange for Damage. The Secondary Shard loses Armor and Damage for Fire Rate. If in operator mode no Bonus and Onus is applied. The player can press 4 to jump control between shards or Hold to cancel the ability. Any Shard not being actively controlled acts like a Spectre including all three when in operator mode. (Visually each Shard is composed by the pieces of one color over a void construct made by energy and the tendrils).

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Since it looks like it’s a scavenger From the void

Passive: If you stand still the void tentacles holding the warframe together will start to regenerate/find more parts for the warframe thus regenerating health and a tiny bit of energy

Ability 1: The void accumulates in the fingertips of the warframe and shooting out 5 lasers (Horizontally spread out) that deal damage and reduce sentients ability adaptation. 

Ability 2: Plunge your fingers into the ground and feel for the void, use the void to trap all enemies in place. (Looks like void hands are holding the enemies in place) scales with duration and how much power you have determines what enemies can be held down.

 

Ability 3:Gather the broken remains of enemies to strengthen your own body. Buffs him with more health, damage, shields, something like that.

 

Ability 4: Channel the void to revive all dead allies and enemies nearby to change them onto your side. Maybe this could be like a drain type ability? Just a twist on Nekros but I think it would be fun.

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Passive - Survival of the willest.

a chance on use of operator mode to be unable to comeback into warframe mode unless the operator interacts with the frozen in place warframe and plays a hand gesture game with a 50% possibility of winning, if the operator loses the frame taunts them and becomes an enemy specter for 6 seconds but if they win the frame saddens and then the operator can comeback and they get a worse version of one of the 3's buffs once they comeback and if they tie you can go back to the frame whenever you want.

[Primer: the "chance" is applicable to some form of user manipulation, a not necessarily positive passive makes him even more thematically attached]

 


1 - The blind watchmaker argument/The watchmaker argument.

Tap - () spins his upper body once while using his melee, inflicting radial melee combo building damage that does the same exact instance of damage as a non-forward E combo(stance's matter) hit of your weapon and with the same hit range(can't use dual handed melee) and staggers enemies within 15 meters(can refresh).

Hold - () split the upper body and an attached hand from all of the body and wind the upper body anti-clockwise with increasing difficulty until a point then rotate the upper body clockwise on release and do 30 rotations, can use none dual handed secondaries in this state but not primary or melee, with each rotation he staggers but with a range of 10 meters, can consume indefinite energy.

[Primer: the use of secondaries is allowed with a gating of the inability to use any dual weapon and the inability of usual use of melee and primary weapons overall, dual weapons are disallowed as there's one hand that swings and one hand that detaches and is standalone, also sounds such as; clock sounds, ticking, winding toy sounds might be a cool addition. the speed of rotation may scale with strength and negatively with duration, and it may not scale with efficiency]

 


2 - Ethereal motivation/Ethereal amotivation.

Tap - to designate a 6x6x6m area and make it metaphysical terrain for 6 seconds, can be done while doing other actions, if the duration ends and () is still in the metaphysical designation they are pushed violently, cannot be cast while in the metaphysical designation and can only designate one area at a time, restrictions and inflections may apply to allies.

Hold - to designate the size of the area in which enemies are effected by "Ethereal amotivation", the longer you hold the bigger the area but slower you make actions, () saps the void energy around him making the area appear black and white including (), making enemies if they get exposed to it for long stationary for some time and opening them to finishers while also reducing their health by a maximum of 20% and their armor by 40% as well as shields by 40%, after designation hold again to end designation.

[Primer: depressing music, different walking animation. it may not scale with strength to speed up the shred]

 


3 - Reciprocation machine/The end.

Tap - to collect enemy armor parts and corpus masks and sentient fallen parts and broken containers in 5 meters, each collected part increases your health maximum by 10 indefinitely and slows you by 50% for 5 seconds and enemies that get collected get broken and repeat the last action they did indefinitely and have their alertness reset while also being unable to be alerted, costs no energy.

Hold - After ??? ability casts be able to use this ability buffs 50% of your squad with either jitter or litter for 10 seconds jitter gives up to ????% firerate to primary weapons and infinite magazine and auto-fire and up to ????% efficiency and makes it so there are no animation locks to abilities litter gives up to ????% multishot to secondary weapons and infinite magazine and auto-fire and up to ????% range and abilities have no animation locks.

[Primer: laughter, insanity, random visuals, "?" denotes randomization but it might be a little applicable to user manipulation. the tap may scale with efficiency for increased health gains]

 


4 - No 4th/Broken ability.

---------

[Primer: this area of design denotes either of two roadways, 1. further thematic attachment by being correlated to having "No 4th", 2. more thought space coverage by being correlated to having a "Broken ability", the latter isn't the one that gives further thematic attachment as a lot of his abilities denoted above have acquired being broken in some way or another]

 

Last primer: "()" denotes whatever the frame will be called, I think instead of naming usually, more bias should be made, the context only requires it after all, this is the only "broken" warframe, all others are thematically "complete", a naming scheme like how "SCP's" are named might be interesting to use.

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My contribution to the Broken Warframe concept:

 

Passive- Compile

Excess Ammo, Health, and Energy (The bit not consumed, like if your reserves can hold a maximum of 48, you are at 40, and pick up 10) is converted into scrap, which amplifies armor and shield progressively. However, the frame's limbs can suffer damage and break, lowering armor greatly.

 

Ability 1- Remake

Broken Warframe converts an amount of its current scrap supply into a new limb, which will add one of four properties to the other abilities depending on scrap content.

Large amount of energy in the scrap will cause the limb to create a magnetic aura, drawing in items from farther and causing a offensive abilities involving it to deal magnetic damage.

Large amounts of health will bolster the frame's health by (40/55/70) and cause health pickups to be more effective. Damage done with this affected limb causes minor health stealing. 

Large amounts of excess ammo will bolster the frame's armor, increase weapon clip size, and deal extra impact damage upon ability use.

 

Ability 2- Transmute

Broken Warframe takes a chunk of scrap (20/35/50) and converts it into health. Hold to turn the chunk into a projectile lobbed in the direction you aim while releasing, dealing (200/350/500) impact damage. If this chunk hits an ally, it will apply the scrap effect to them, bolstering their shields and armor.

 

Ability 3- Detach

Broken Warframe lobs a body piece of its frame at an enemy, applying a debuff and constant damage over time to the enemy it strikes. Press to toggle which piece, hold to aim currently loaded piece. For every piece lobbed, a certain amount of scrap is lost and armor takes a hit.

Cycle 1- Leg Piece: The plating on a leg launches forward, wrapping itself around an enemy's leg. This enemy suffers permanent slowed movement until they die.

Cycle 2- Arm Piece: The plating on an arm launches forward, wrapping around an enemy's arm. This enemy will permanently fire upon his allies and suffer fire from his allies until they die.

Cycle 3- Chest Piece: The plating on the chest piece launches forward, wrapping around an enemy's chest. This enemy will no longer fire, but instead their ammo, armor, shields, and health are converted into scrap, which is launched from the afflicted enemy in the same manner as transmute projectiles. Standing near this enemy will instead have them transfer this scrap to you. This lasts until death.

 

Ability 4- Search and Destroy

Broken Warframe lobs its head at a targetted enemy, seizing control of them (This will not work on bosses or other unique enemies). The frame's body will operate autonomously, but much less smoothly. Meanwhile, the player gains control of the selected enemy, including exclusive abilities. for example, you may be able to use a Heavy Gunner or Shockwave MOA's shockwave ability, or generate the defensive aura of a controlled ancient for your allies to benefit from. However, the enemy will lose health rapidly as the head cores them out and converts it all to scrap pickups on the ground. Once the enemy dies or the frame's energy runs out, the afflicted enemy will rise into the air as the rest of the frame slowly comes together around it. After everything is in place, the pieces will quickly jut out, grab any enemies, and pull the into the center around the afflicted enemy. All enemies killed by this are converted directly into scrap, and those that survive have a massive armor debuff and drop scrap pickups.

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There are lots of good ideas here already. Here is what I thought about when seeing the Warframe:

"Assembled from the remnants of Warframes destroyed during the Old War and held together by Void energy"
-> Defeated on the battlefield, but not ready to die. Pure will and void energy keep this Warframe alive and by gathering parts of fallen camerades it rebuilt itself.

 

Passive

"Will of the Broken" or "Rebuild"
Held together only by your will to endure and to defeat your enemies, there is not much that can kill you.
Getting killed will not kill you, instead you will become a whirling cloud of void energy, void tentacles and broken armor parts. Unable to do anything and immortal until reformed yourself. Reacts similar to Quick Thinking but does not use up energy but has a cooldown instead.

 

Ability 1

"Instability"
Explode into void energy and sharp armor parts damaging enemies around you and then reform yourself again. Does more damage while Assimilation (2nd ability) is active. Removes any debuffs from yourself. Can be used while staggered.

 

Ability 2

"Assimilation"
Attack an enemy with void energy/tethers, ripping off parts of their armor to add it to your own. Receive damage reduction for some time.
Could add some visible armor to the warframe while active, making it look more "complete" while still looking put together.

 

Ability 3

"Relentless Void"
Call forth void tethers in a target area that forcefully grow through the enemies, rendering them immobile. While standing near them, you and your allies will slowly regenerate energy (maybe around the amount that Energy Siphon grants).

 

Ability 4

"Release"
Let your will free and become pure destruction. You become void energy while your armor/body parts surround you in a deadly whirlwind that damages enemies. Your damage done is increased and you are immune to status effects while channeled. Will not be effected by the energy regeneration of Relentless Void (3rd ability), but receives a further damage buff while in it's vicinity.

Inspiration picture for 4th ability:

 

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This isn't a typical post like they wanted. Instead of the typical design a passive and abilities. Instead I have an idea for a framework for his abilities which also provides a way to include multiple ideas from the community into a single frame.

As we know this warfare is built from wreckage of the old war. And we also know that a lot of warframes were lost in the old war.

What I'm proposing is a great way for the development team to introduce to us a lot of lore and different frames without having to fully design each every one.

For the broken frame they should implement a new mechanic. After building the frame we should be able to pick and swap the parts he is built from. These parts would each correspond to one of his 4 abilities and/or passive. Also optionally these parts would change the appearance of the frame. To unlock these parts it could either be a part of the main unlocking quest line or as side quests. This would provide a frame that can fit multiple playstayles and incorporate many community ideas.

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Passive- after using slash based weapons and walking over a dead body cut into pieces gain buff depending on what faction you go up against

corpus- lose shield gating but gain double shields for x amount of time

infested- speed buff for x amount of time 

grineer- amour buff for x amount of time

First ability Disassemble- after casting ability frame becomes parts on the ground which move around at an increased speed and whenever u touch an enemy they’re stunned for x amount of time

 Second ability Fissure- opens a void fissure spawning 1-5 friendly corrupted units lasting x amount of time

 Third ability Unbroken- after casting the frame becomes more compact but unable to move once u run out of energy or recast ability frame goes back to normal size and all enemies in aoe are stunned for x amount of time

 Fourth Ability Exalted Dual Broken War- after casting two broken wars are made from the void energy in the frame the swords don’t take energy but health visually the void energy flowing around the frame get dimmer over time and if it gets too dim you die and cannot be revived 

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I have an idea for the next Warframe  abilities for all warframes since we have ships ,Odonata,the skateboard thing why not make Tenno Robot like a Tennozord were we can customize our own  Tennozords  and take control in battle against all of our enemies I bigger size and name our Tennozords . and with other Tennozords you can combine them into one big Tennozord to take down powerful foes in space or on land or in the open world environment . Each Tenno can choose there abilites with the Tennozords  with the way they went them to be . as far skins go it be like future cars , dinosaur's, Animals, or mystic beings . weapons can have primary weapon like a laser strike rife or whatever primary guns you have in your inventory , melee weapons could be like different types of swords , swords with shields , staffs , almost any melee weapons that is in the game or creative weapons. When players form a bigger Tennozord each tenno has to work together to control the big Tennozord  but when ur playing it solo only you can control your Tennozord.       

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Shuffle damage type - damage to enemies, dmg to warframe.

Disrupted - enemies are alerted but cannot exactly locate warframe.

Assimilation - enemies in the area bond into one single boss with appropriate stats.

Magazine pull - pulls all ammunition from enemies in range and distributes it to squad.

...im not picky about specific details - I just think they're great ideas. Thanks.

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Passive: Scavenger

Enemies drop additional loot (i.e. 30%). Broken generates a unique resource when gathering drops (mods, resources, blueprints, etc.) called Spares. Broken constantly regenerates health and energy based on the number of Spares it has generated. Using abilities also generate Spares.

Ability 1: Void Amass

Broken gathers scraps with energy of the void to strike enemies in a small area, making them unable to move for X seconds and dealing small void damage.

Ability 2: Quick Assemble

 Broken improvises and creates a temporary enhancement that lasts X seconds. (press to use, hold to select which one).

  • Temporary Plating:     Broken gains a bonus to armor and shields.
  • Improvised Boosters: Broken gains a bonus to critical chance and fire speed.
  • Rocket Hammer:        Broken gains a bonus to movement speed and melee damage
  • Personal Prism:          Broken camouflages itself, becoming invisible to enemies.

Ability 3: Remnants Dash

Broken disappears and reappears to the target location. A void is created between both points lasting for X seconds, dealing damage to enemies and knocking them down.

Ability 4: Ascendancy

Broken unleashes the void powers holding the Warframe parts together, becoming a being of light. Broken receives buffs based on the number of Spares it has generated. During this transformation Broken's Spares are unleashed and float around it, dealing constant damage to enemies within X area.

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Just using my imagination.. lol 

1- Shadow step: She mutes herself and gains speed; Every enemy she/he runs past gets knocked down for about 3-5 seconds.

2- shockwave: She/He emits a pulse that shocks enemies and blows then back.

3- Sound spear: You can either attack or throw it, if you attack with it, it will ofc attack one person at a time, if you throw i, it will act as an arrow but without the pull back and u can hit a enemy or hit the ground around then enemy and it will have radial radiation damage.(had a separate upgrading thing).

4- Sonic cannon: She/he summons a giant cannon that shoots sound waves that give off radiation and electric damage. 

Passive: Damage done to (Name) Echo gets absorbed and let out in a slam attack.

 

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Taking the “warframes held together by the void” concept. I thought it would be pretty cool to encorperate three seperate feeling abilities that harness the power of the three warframes that make up this one.

1: Void Spear: throws a spear javelin style that spears through enemies and explodes with void light on impact with an object. The explosion then implodes, bringing any enemies still alive, and items, back to the point it hit. 

 

[this was made with the “red frame” in mind. By looking at the design, especially the face. It has a very Knight like appearance. I wanted to have an ability which captured the strong and powerful look of the red pieces]
 

2: Screech: Summons the vissage of the ropalolyst’s head which performs it’s Nullifying scream. Which disables any enemy unit abilities (ex: nullifier bubble, drones, bombard rockets) and stuns ALL enemies in range
 

[this was for the white bits. Based on the feet, i realized that tese pieces looked very sentient, and decided that it would be fun to include a “summoner” sort of aspect for this frame, using the attacks of the sentient eidolons for his own]
 

3: Void blessed: grants all your weapons Void Damage for a duration allowing sentient enemies to be harmed
 

[for the final frame, the blue one, i knew it was a more fragile and lithe frame. I decided to use a hacker theme as i know this was another popular concept. Void damage is a rare damage type, and with the frame being held together by the void, it makes sense the void would corrupt each ability.]

 

Ult: Growth flux: the tendrils on your warframe grow, giving you increased armor and overshields. The tendrils also shoot up in an area around the warframe (where first cast) creating “trees” that damage enemies near them and reflect projectiles when they are hit.

 

[For the last ability, the void has taken over, and the frames themselves are lost to the voids corrupting power. Seeing how the void has corrupted other frames such as revenant and harrow, but to a more peaceful degree, i wanted a more vicious side to the void, showing its truly destructive power]

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1. Entangling Trap
Throw a trap infront of you that will entangling all nearby enemies, constantly dealing small amount of damage and making them unable to move. Lasts for a few seconds.
(Damage and Duration can be buffed by mods). 

2. Junk Turret
Summon a stationary turret made of broken Warframe parts that will equip and use your secondary weapon to attack nearby enemies. Lasts until destroyed or 30 seconds.
Activate again to despawn the turret and regain your weapon. (Duration and Health can be buffed by mods).

3. Emergency Parts
Consume all stacks of "Spare Parts" to heal yourself with 150 Health per stack. (Heal amount per stack can be buffed by mods).

4. Mech Suit
Equip yourself with a Mech Suit made of parts from other Warframes. Mech suit lasts until the mech suit is destroyed or 60 seconds. The Mech Suit's health is based on your maximum Health and Shield, but still uses your Armor value. During the use of the ability you also have infinite magazine size for your primary weapon (you still need ammo though). This comes at a cost of becoming bigger and reducing your sprint speed by 50%. (Mech Suit Health and Duration can be buffed by mods).

Passive
Gain a stack of "Spare Parts" every 5 second, up to a maximum of 10 stacks. Each stack increases your base Armor value with 50.
Every time you take damage, regardless of amount, you lose one stack of "Spare Parts". (Cannot lose more than one stack per second).

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Passive:Phoenix Protocol: on "death" explodes into pieces temporaly stuning near enemies, leaving only his "tendrils", Unable to attack or use abilities, no shields or armor and extremely low health, it gets back to normal after 15 seconds or after recovering all its pieces (pieces recovers parts of the broken frame maximum Shields,armor, health and energy) (pieces can be recovered by allies, giving them smal amounts of health and energy) if killed in this state... well... he dies normaly... like most other frames

 

Abilities:

?# Offencive Deffence: Buffs Damage and Armor/Shields (self + allies)

3 stage buff

Stage 1- 1st buff

Stage 2- 1st buf gets weaker and 2nd buff gets stronger

Stage 3- 2nd buff

hold to switch whitch buff is the first

 

4# Exalted ErR0r: reconfigures its arms pieces in a Arm Cannon (shedu like) the cannon also works as a melee weapon (axe, hammer or Sword and shield whatever fits better)

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Passive - Rebuild Meter - meter that builds and drains when certain skills are used. The higher it is, the more damage reduction Broken gets and the more Broken's appearance looks restored/repaired.

1. Nanite Drain - Deal damage and strip armor from an enemy over time. Builds Rebuild Meter.

2. Deteriorate - AOE that heals allies and damages enemies.Drains Rebuild Meter to enhance range/intensity.

3. Energy Surge - AOE that restores energy to allies, but not to self. Enemies caught in the blast receive radiation damage. Drains Rebuild Meter to enhance range/intensity.

4. Nanite Tendrils - Toggle. Nanite tendrils stretch out from Broken and attach to nearby enemies, damaging and slowing them. Drains Rebuild Meter to enhance range/intensity.

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I was thinking because he is broken that the "tendrils" could be seen as roots and htought the frame could be like a sentinel of nature so I was thinking a animal connected type abilities.

Passive: Animal Friendly- Bolster pets, do some kind of health/armor/shield buff to all party pets.

Ability 1: Condroc's Harvest- A condroc flys out striking enemies, and also pulls extra loot and or health/energy.

Ability 2: Bolarole's Plating- A Bolaroles spawns for X seconds aggroing enemy fire and enhances team armor.

Ability 3: Horrasques's Pestilence- A Horrasques appears doing an area of toxing damage, also toxin damage will be given or enhanced to team weapons.

Ability 4: Virminks's Aid- A Virminks spawns and remains out causeing X energy drain per second until 0 energy, Lets out a roar that summons multiple condrocs that deal damage and pulls loot, also by scent makes enemies appear through walls withing X meters of Virmink.

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Passive: Viability Testing Platform Can equip any Warframe ability augment. Equipping a different Frame's augment replaces his corresponding ability slot with the augment's ability. Enemies killed with a foreign damaging ability will drop Core Components. Additionally, gain 50 base Health, Shields and Armor for each augment equipped.

1st: Rebuild [10 energy] Deconstruct and reconstruct yourself in the place of a dead enemy, losing aggro and staggering enemies next to the spawn location. Activating within 1 second of killing an enemy spawns you at that enemy's location, and accumulate Core Components. Activating with no valid target will proc the ability on the next killed enemy.

2nd: Reallocate [15 energy/kill] Toggle: While active, killed enemies drop pieces of their armor as Core Components. Teammates can pick up Raw Material for temporary boosts in armor rating. Each enemy killed drains energy.

3rd:  Recombinance [75 energy] Break down to the void synapse, and insert it into a target enemy, taking control of them entirely. You've all been itching to play as a Scorpion, admit it. Reactivating leaves the enemy, reducing their armor and acquiring Core Components. If the enemy dies while being controlled, Warframe is ejected and staggered.

4th: The Prototype [0 energy] After accumulating 100 Core Components, activate to replace all abilities with random Warframe abilities. Each ability can be used once, at no cost, before reverting to the original ability.

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Warframe Name : Clyth

Abilities

 

1. Topo Man - Clyth releases one of its Topo Men that make up her body. Topo Men will follow and aid Clyth in battle for a short period of time

 

2. Topo Aid/Topo Leech/Topo Consume

Topo Aid - Clyth sends a TopoMen to attach itself to an near by ally and add sheilds for a short period of time.

Topo Leech - Clyth sends a TopoMen to attach to an enemy , injecting that enemy with clyths energy and over time turning that enemy to a TopoMen. Both TopoMen return to Clyth adding to her Topo Count.

Topo Consume - Clyth's energy consumes one of her connected TopoMen Adding +5 ability Strength per consumption (max 10)

 

3. Topo Sentry - Clyths TopoMen turn Into An Immobile Sentry Turrent , Shooting TopoMen At Enemys.

 

4. Clyths Frenzy - Clyth over accelerates its energy allowing Clyth's TopoMen to burst free and run rampant dealing massive damage to enemys during the burst. Clyth is now in control of one TopoMen while this ability is active and the rest would be AI.

 

While Useing Clyths Frenzy Clyth Has A  New List Of Abilities!

 

Frenzy Mode Abilities

 

1. Frenzy Train - All TopoMen regroup and form a line behind Clyth's Controlled TopoMen . Clyth Then Encases the line with her energy makeing so anyone you run into with the line of TopoMen will take damage and be pushed aside.

2. Frenzy Focus - Clyth can mark an indevidual enemy. all released TopoMen will focus that enemy damageing it until its defeated.

3. Frenzy Defend - Clyth commands 2 TopoMen to defend a marked area. TopoMen will only engage enemys in that area.

4. Frenzy Overload - Clyth calls all TopoMen Still Alive And Form A Circle and Accelerate Clyth's Energy between Each other which causes an Huge Explosion killining all TopoMen Except The One Clyth Controlled And Forceing Clyth To Leave Frenzy And Return to Clyths Original Form.

 

Passive Ability: For Every TopoMen Count Clyth Gets +5 Armor

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passive - strange anatomy: using parkour will reduce enemy accuracy more than it would averagely do

 

1st - corpse decoy: make a decoy from and enemy corpse which draws enemy aggro. using the ability again on a corpse decoy will cause you to wear the decoy. wearing the decoy will shift the aggro onto you as well as provide some defensive buffs.

 

2nd - play dead: imitate death to fool your enemies to loose aggro while also gaining a some health back on cast. there is a maximum duration you can play dead for but you can get back up faster by using the ability again.

 

3rd - scavenge: buff for you and team mates in range that increases the amount of ammo gained from ammo drops as well as the amount that heath and energy orbs provide.

 

4th - phantom limbs: from the frame's shoulders grow spectral void arms. you are forced to equip your melee while the void arm equip your current primary and secondary (only one secondary if you are dual wielding). these void arms target and fire automatically in a cone based on where the player is facing.

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Passive: Spare Parts = Defeated enemies drop 1-3 spare parts each. (max hold: 100)
- Parts are automatically picked up within a radius dependent on range stat.
- Spare parts can only be dropped by those who died from your attacks.
- These are used for the 4th ability.
- If holding parts on death; increase bleed out duration.
- If holding the maximum 100 parts on death; consume them to ignore death and gain invulnerability for a few seconds.

> This passive is to power your 4th ability weapons and also act as a backup plan for a possible death. The balancing idea is that you can choose to save parts for a free revive, or use them whenever you want to power your 4th if you have enough. Balancing how many parts enemies drop will be something that needs testing since different missions have different enemy amounts and densities but I feel 1-3 will be a safe starting point. I wanted to make a way for the passive to affect all abilities but was worried it would be a bit much for the time being.
 

1st Ability: Flashback (cyclable, tap to cycle; hold to use) Only 1 can be active at a time.
1: Engineer = Increase critical chance.
2: Blacksmith = Increase armour.
3: Scout = Increase critical damage.
4: Hidden Knowledge = Any/all status effects slowly destroy enemy armour. (maxing out at X%)
Augment: Academy = Apply all abilities of "flashback" at half the power.

>> The first ability took inspiration from Vauban's trap selection skill, however only 1 can be active for the Broken Warframe. The augment is to give you all options at the press of a button but only at half power. These can be use in conjuction with the 2nd, 3rd and 4th abilities at any time.
 

2nd Ability: Medical Reconstruction
- Dismantle all body pieces around central void energy to start regenerating health. (health regen is based on strength stat)
- While in this mode, you move faster but attacking will cancel the ability early. (duration is based on duration stat)
- Projectiles have a chance to reflect back to enemies.

>> Here is the "oh crap!" ability whenever you are in a bad situation and need to regain your health(and/or composure). Some inspiration taken from Wukong's cloud walker ability but you will not be able to fly around anywhere you want, you will however have a chance to reflect bullets as an added bonus on top of extra movement speed.
 

3rd Ability: Tendril Discharge/ Void Impale (both attacks work in a radius affected by your range stat)
a) Tendril Discharge = If you are touching the ground, after a short charge time; release multiple void tendrils in all directions that impale enemies.
- Deals 'puncture' damage.
- Enemies that survive will suffer from slower movement speed.

b) Void Impale = If you are airborne, dive bomb the ground with void energy and on contact with the ground, erupt powerful void spikes that impale enemies.
- Deals 'slash' damage.
- Enemies who survive will get a 'slash' proc.

>> I definitely had the most fun writing out this ability. If you are on the ground you can release your void tendrils to target any enemies near you. And if you are airborne, dive to the ground and erupt void spikes that impale anything unlucky enough to exist near you. I can see this ability being extremely useful at max range, especially in defense style missions. To top it off, both attacks leave an effect on those who survive.

4th Ability: Ancient Armaments (cyclable depending on your part count, tap to cycle, hold to use)
- Weapon attributes are based on Warframe stats; power stat for more damage/ range stat for AOE radius etc...(unless the weapons are deemed as exalted and are separately customizable)
- The guns are shapeshifted into your left arm.
- Must have 'spare part' threshold met before available for activation.
- These weapons use your 'spare part' count for ammo instead of energy.
- You CANNOT pick up spare parts while these weapons are in use.
- Enemies killed by these weapons DO NOT drop spare parts.


25 parts: Void Launcher = Grenade launcher style gun; medium dps, good for CC.
- Alt-fire consumes 5 parts to launch a bigger projectile with very large AOE.

50 parts: Overlord Rifle = Anti-tank cannon style weapon; very high single-target damage.
- Requires very short charge time to shoot.
- Bullets penetrate targets until a wall is hit.
- Alt-fire consumes 5 parts to launch a charged shrapnel blast. (similar to shotgun)

75 parts: Devastation Cannon = A forbidden weapon from a hidden armoury lost since the war, never used and never tested.
- Launches a cylindrical beam of void that tears through all matter.
- Range of beam depends on Warframe range.
- This weapon greatly reduces movement speed. (maybe 50%?)
- Requires a sacrifice from the wielder in the form of gradual health loss that increases the longer you have the weapon equipped.
- Can and will eventually kill you no matter how much health regen you have to counter the health loss. Health drain can be quelled(not negated) depending on your Warframe's efficiency stat.

>> And here we have the reason you've been saving all those parts from enemies, BIG F*#@ING GUNS! This one was a challenge to create in terms of balancing parts accrued vs reward and could probably use a couple more tweaks but lets get into it either way.

First up is the Void Launcher, a grenade launcher that fires void explosives with an alt-fire to make certain you're hitting everything in a 10 kilometre radius(maybe not that far).

Second is the Overlord Rifle (picture a massive version of the Barret 50.cal but attached to your arm). This thing does insane single-target damage with a low-mid crit chance but a very high base crit multiplier. The alt-fire will charge a ball of void energy at the tip of the muzzle then explode in a shot gun like fashion.

Third is the Devastation Cannon (alternate names include: Existence go bye bye, Insta-kill from black ops zombies and Die: The Gun). This thing is as dangerous to you as it is to enemies so yeah, be cautious. It fires a beam of void energy and does high dps, while also draining your health in order to keep the weapon maintained. The point is to use it only when you know you're able to otherwise you will just be dying and losing your spare part stacks. Come to think of it you could just negate the health drain with constant invincibility from other frames, so maybe while using it you're unable to be affected by invincibility buffs? Something to just be tested for I guess.

A quick sidenote: since this Warframe uses many parts from other frames, maybe DE could implement a way to change the model from either Male or Female depending on player preference? Just something else to add to the uniqueness in the frame.

Cheers for reading all the way through.               - Angels Morgue

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