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Open Call for Warframe Ability Ideas!


[DE]Helen

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Passive - 5% Chance when you get hit by an enemy with a status effect,for example if you got hit with heat,a random warframe part will fly off the warframe and hit the enemy with heat(or whatever status effect you got hit with)it also takes that status effect off the warframe.Only activates 5 times a mission

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Passive: Excess ammo pickups will fill up the Void Gauge. Void Gauge will lead into most of their kit as well as buff power strength when at max.

Fissure (1): Casts a void fissure, stunning enemies and stripping armor. Lasts 10 seconds base. Range 15 meters base. Hold the ability button to cause a small detonation(Costs Void Gauge).

Corrupted Blessing (2): Activates a buff for the team in close range. Corrupted Bleeding(Increased Status chance), Corrupted Hobbling(Increased speed and fire rate), Corrupted Extinguish(Increased Armor), Corrupted Decay(Decreased Armor on Enemies). Every buff will slowly drain the Void Gauge whilst active.

Cleanse (3): Activating will remove all buffs and give him and nearby allies "Corrupted Vigor", which increases damage that enemies take from melee weapons. Consumes one third of Void Gauge.

Execution (4): Summon his Exalted weapon, Corrupted Judgment, a great sword that will inflict radiation damage on enemies. When he has Corrupted Vigor, this great sword will guarantee slash and radiations procs. Consumes Void Gauge to activate and keep active. Heavy attacks will cause fissures to erupt, but it will drain some Void Gauge.

 

Also maybe "Aether" for a name idk.

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First of all I don't like the concept of it "dismantling", for me sounds like copy of hydroid.

I'll use some abilities related to the void.

Passive: You adapt to the enemies resistances, for every enemy you kill you adapt to that kind of resistance. ( if you kill a heavy gunner, 5% of your damage is converted to corrosive,with a cap of 50%), after 7 seconds without killing an enemy of that type, it starts to decay at a rate of 3% per second.

Void power: While in the void you get +10% energy efficiency(being able to go over the cap of 175%).

 

1- Split yourself dashing forward with the energy of the void damaging enemies in the way and healing for a % of health based on enemies hit, then returning to the original location.

2 -Shatter the time-line, paralyzing all enemies within {x} meters for {y} seconds.

3- Summon Aboroflora (those trees from the void) to replenish energy for you and for your team (reduced energy for team) , while near them, broken warframe has no energy cap.

4- Summon a portal bringing back soldiers from the old war(has a cap of soldiers, if any of them die while the portal is active another one comes out), this soldiers have shields and block some of the incoming damage, they also taunt enemies. These soldiers last until they die.

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I get the impression that an Operator had their Warframe desroyed during the Old War. Then through force of will and hatred for the Senients, forged a new Warframe from the broken parts found close to the core of his last Warframe. 

Passive:  15% chance when taking damage to not take damage from that attack (attack passes through the void tendrils holding the Warframe together)

Ability 1: Void Blast.  25 energy. Throws a wave of Void Energy damaging enemies in its path. Passes through enemies. Can charge ability to increase damage to a single target. 

Ability 2:  Split. 50 energy. Splits into three Warframes, each holding one of your equipped weapons. These Warframes stay within a short distance (20m?) from each other. Swapping weapons changes which warframe you are controlling. Activating the Ability again slams the three Warframes together with a Void Explosion.

Abitity 3.  Empower. 25 energy. Empowers the next Ability with increased Void Energy.   Void Blast does a % more damage. Void Explosion has a wider Area of effect. Void Tendrils now burst from all three frames if split and has twice as many Tendrils if not split. 

Ability 4. Void Tendrils. 100 energy.  5 (maybe more) Void Tendrils burst from the Warframe Core seeking out then damaging and stripping Armor/Shields/Resistances from enemies. Each enemy damaged by a Tendril increases your passive by 5% to a maximum of 35%. 

 

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Passive ability: What is broken cannot feel pain. Like adaptation but it's a flat bonus to armor, the more the frame get's damaged the more armor he has (like nidus's stacks but it's armor or brokenness) for example: he has a 500 armor bonus but his damage is reduced by 15% (Just an idea)

 

1st Ability: Shard traps: uses his stack of armor to lay down traps, which are like caltrops and are multiplied (how much there are not how big they are) by how many stacks of armor were consumed. (does punctuation and slows down enemies who step on them)

 

2nd Ability: Splinter dash: The frame breaks itself to propulse forward as a storm of splinters, this is amplified by how much armor he has (or rather how broken) (does punctuation and slash, also stuns enemies)

 

3rd ability: A piece of mine: Tap-> single ally: This works like a buff, the frame breaks some armor off itself to buff it's allies. Hold->  Radius based (like wisp's 1) The armor breaks off completely to buff every single ally around him. (Buffs armor and gives a minor damage boost to physical damage to allies)

 

4th Ability: Kintsugi: Based on how many stacks of armor he has. he strips off all armor to buff his own damage (Abilities and weapon damage) he also gains some sort of shield of broken parts that also buffs his armor. (basically his passive but without the negatives)

 

Kintsugi could be the warframe's name as it's an art form in which you destroy something to make something more beautiful.

 

 

With love, Cy

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Passive: glitch - once, randomly during a 60 second time frame enemies within affinity range will perform random actions or ragdoll. This is not affected by other abilities. 


Similar to Gauss' meter, this Warframe will have a meter for memory which is filled by taking damage or dealing damage with weapons (which fills meter up faster). As the gauge fills electricity will start shooting out from the Warframe in a 6 meter radius. Once meter hits 100% the area around the Warframe will be set on fire until meter cools down. This also causes self damage.

Warning: if occurs too many times it will cause the Warframe to explode causing 1500 explosion damage in 10 meter radius and instantaneous death.

Ability 1: memory cache - increase or decrease the rate at which the memory is filled. Tap ability key to flush memory, sending out a 360° radiation heatwave, knocking enemies back and possibly setting enemies on fire and/confusing them. Strength percentage  affects rate memory is stored and is directly linked to damage multiplier of electricity, heatwave, and fire associated with memory gauge and this ability action. Strength is also associated with percentage to set fire or radiate enemies.

With each rank gain ability to store memory by holding ability key (up to 3 times) which is additive to the damage output when memory is flushed. 

Ability 2: JavaScript error - enemies within 8 meter radius will have their attribute stats changed randomly. Ability strength will only determine the numerical range that an attribute can be changed to, but still randomly picked.

I.e. if strength is increased to 175% the attribute change would be randomly selected between the range 100 and 175 and reverse is true of anything less than 100. 
Keep in mind that though it may increase enemy armor, it will allow player to deal more damage which fills memory bar faster.

Ability 3: syntax error - enemies within 8 meter radius will have a random status effect applied to either them or their weapon. Strength percentage less than 100 increases probability to weapon, damage percentage greater than 100 increases probablity to enemy. 

Possible addition to this would be to have energy color increase chances of certain element happening, maybe even having two energy colors to create the dual stats such as corrosion or radiation.


Ability 4: host migration - enemies with 10 meter radius will continue to perform last action while running in place for 10 seconds. Damage dealt to enemies will be stored up during those 10 seconds and applied at end of host migration. Ability strength affects damage multiplier
(I think that this could be really interesting with radioactive status effects)

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1. Void rend - an arm dips into the void and grows in length, lashing out at a target and ripping their armor asunder. Enemies hit or killed with void rend drop armor pickups.

2. Uncanny embrace - essence unravels, tendrils unfurl, gripping and throwing the unwary who come within reach. (Toggled ability) 

3. Chimeric imbue - many origins, myriad talents; enhance your weapons with a selectable elemental damage for a duration. (Augment mod: change from primary to secondary damage types)

4. Wrath of the fallen - unleash the vengeance of the dead in a storm of fury and shrapnel. Consume armor stacks to create a massive explosion centered on the Waframe. 

Passive: Sum of the parts - acquire pickups generated by Void Rend to enhance abilities and gain armor. Decays slowly over time. 

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Passive: Memories of the Fallen / The Reservoir - The frame collects and stores health from fallen enemies and extra health orbs in a reservoir. When health is damaged, the reservoir begins to slowly drain (hp/second) to restore the frame's health. May affect nearby allies and the user's companion/sentinel. 

Ability #1: Fragment - The frame bursts fragments from its arm in a short distance shrapnel cone. Procs puncture and minor stagger.

Ability #2: Fracture - The frame releases void energy to loosen its hold on its physical form for a span of time. Increases evasiveness and applies flat puncture damage and small multi-shot buffs to primary/secondary weapons. Allies close enough to the frame may receive the puncture and multi-shot buffs.

Ability #3: Unite - The frame links itself to an ally or briefly to an enemy.

  • Quick Cast on an Ally to heal them a set amount (possibly a 1/4th) from the reservoir. Cannot be cast if the reservoir does not contain the minimum required hp.
  • Hold Cast on an Ally to heal them and stay connected, costing additional energy/second. While the ally remains in range, save the ally from death by granting them a large amount of health from the reservoir. Preventing death breaks the link. Death prevention only works if the reservoir has the required amount hp (possibly 50% capacity or higher).
  • Quick Cast on an Enemy to steal life from the enemy to burst heal the frame and add a set amount of hp to the reservoir.

Ability #4: Critical Mass - The frame's void energy reaches its tipping point. Releases a violent radial burst of void energy, sending out fragments that proc puncture and the enemy's greatest weakness type. Holding the ability drains reservoir health to charge the burst and increase damage output. Enemies who die to the ability restore double health to the reservoir. Subsequent casts on surviving targets do less damage.

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passive: working as intended- the more of your warframes parts that are deployed or activated increases your damage taken and energy drain but drastically increases your power strength. the fewer warframe parts you have scattered and deployed grants you a damage resistance effect.

first ability: scrap parts- your warframe can drop, deploy and activate its scraped parts doing different things.

volts coil- drops a malfunctioned tesla coil shocking and stunning all enemies in its radius. allied warframe have increased reload rate of fire and melee attack speed

mags magnet- magnetizes yourself attracting enemy aggro onto you. this also collects any life and energy orbs, extra ammo and converts it. 

exals blade- shoots a radial sword projectile that damages enemies stripping armour and shield while opening them up to finishers. can be held and charged to release a larger and wider projectile.

second ability: /unstuck- releases all attached warframe parts granting drastically increase movement speed, fire rate, attack speed and shield and health regen. dissables all currently deployed warframe abilities(for yourself only). draining energy per second. recast to recall all parts granting brief invulnerability.

third ability: red text- surrounds your warframe in floating red text that the longer you hold the further it extends(similar to gara shield) that converts incoming projectiles into bubbles that pop after a few seconds releasing energy for you and your squad mates. 

fourth ability: gather- when allied warframes use abilities they have a chance to drop “fragments”. these fragments can be collected and eventually developed into actual functioning warframe abilities upto a maximum of two.

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Passive: accumulates small scraps of enemies up to 5 pieces then the next attack or ability does a extra 15 dmg per piece for a max of 75 dmg.

1st ability: warframe opens up and fully encompasses the enemy then you gain control of the enemy and slowly does impact dmg while draining energy

2nd ability:  both arms join together into a spear like weapon and impales the target doing slash dmg and gives scrap and health. Holding ability button allows for up to 3 targets within the range of the first target to be impaled by the arm .

3rd ability: latches unto friendly player or npc like a exoskeleton increasing the targets health armour and shield and drains your energy but allows for you to use your 2nd and 4th ability while attached

4th ability: arm turns into a cannon or gun that shoots projectiles of pure void energy and mods can be uses to change dmg types and holding ability button allows for a charge shot

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Passive: Earthly spirits-on kills earn stacks 1 per enemy to fill a meter that at max(25) spawn 2 earth spirits to arise and emanate a healing aura of 25 hps and applies a cleanse to any ill effects or crowd control effect from enemies  to self and allies within 20m for 20 seconds.   -    

  Ability 1: Granite Shield-Instant full body rock armor that builds metal spikes while taking kinetic damage that damages with slash effect enemies that get too close and builds to a crescendo (At 500dmg) taken as damage is taken until exploding sending shrapnel back at enemies in 30 m radius scaling down dmg from 200 at 10m 150 at 20m and 75 at 20m.

   Ability 2:Terras Rage: Warframe builds up strength then releases it in 3 colossal fist slams into the ground doing 200 dmg per strike in a devastating aoe display that reaches 30m and lifts surviving enemies into the air stunned for 3 seconds enemies killed while lifted with Wrath of the Ancients abilitycount as 2 stacks for Passive ability                    

Ability 3: Vine snare- launches a vine at enemies, if it lands it will ensnare the enemy and pull them towards warframe and rooting them in place for 5 seconds. Enemies who come within 3 m will subsequently become ensnared. Ensnared enemies are drained of energy 3 per second. 

Ability 4: Wrath of the ancients:Warframe becomes rooted as they become one with the earth as they plunge numerous roots from the tree of life into the ground that travel outward underground(100m) emerging underneath unsuspecting enemies and impaling them into the air while draining health at 25 and energy at 10 per second per impaled enemy. Enemies killed by this ability explode into a ball of light doing 50 dmg in 5 m radius.

                                                      

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A pair frames broken, a sentient shattered... pieced together by the void. Come... see it's power.

 

Passive: Presence

Enemies affected or afflicted with Broken frame's abilities will get a visible shift in appearance; turning slightly metallic. They permanently become corrupted by the Void's energies. While this does not make them particularly friendly to the Tenno, it does makes them hostile to their once allies. it also allows Broken frame (or other Tenno) to get a buff when targeting and slaying these enemies. The buff will alternate between a buff to Power Strength and power range, which scales with Broken Frames Power Strength and how many enemies slain.

 

Ability 1: Claiming

Broken frame calls upon the energy of the Void. He creates a lingering cone of Void energy that deals damage over time which scales with Power Strength. Ability Range extends not just how far forward the energy reaches but also how wide the cone is. Ability Efficiently lowers the cost of the ability while Ability Duration affects how long the Void energy lingers before dissipating.

 

Ability 2: Conduit

Broken frame gathers energy from the Void and casts it at a single enemy, causing them to explode with an aoe slow. Target Enemy takes Void damage which scales with Power Strength, and the Slow Scales with power strength. The range of the AOE scales with Ability Range. The cost of the ability scales with Efficiency, and how long the enemies stay slowed scales with Duration.

 

Ability 3: Threshold

Broken frame summons a curtain of translucent void vines. By tapping the ability, the void vines will be a flat wall that is affected by Ability Range. Holding the ability causes the curtain to arc outwards and become larger with an energy drain, forming a half circle at max cast. How long the curtain lasts is affected by Ability Duration and the drain is affected by Duration and Efficiency. Enemies passing through the Void Vines will be afflicted by Broken Frame's passive and become friendly to Tenno for a duration, which is affected by Ability Duration.

 

Ability 4: Dominion

When the player holds down the ability button, Broken frame falls apart, and plants itself into the ground below it; becoming invulnerable for this portion of the ability. While planted, Broken frame pumps it's Void energy into the ground, and an indicated for how large the aoe can be come spreads over the ground in the player's chosen energy color for Broken frame. When the player releases the button, the ability casts, and a rush of void energy is emitted from Broken Frame in the form of semi-translucent Void Vines forming on the ground, before reforming and losing invulnerability. The amount of time that it takes for the Vines to reach the full reach of the AOE is affected by Ability Duration, while the AOE itself is affected by Ability Range. Once the player releases the button and the energy is released, all enemies within the AOE are impaled on void trees that abruptly sprout out of the ground and entangles and pierces the hapless enemies. Enemies caught in the trees become target-able by fellow enemies.

Further, the area becomes infused with Void energy for a duration (scales with Ability Duration) and becomes hazardous terrain for Broken Frame's foes. New enemies entering the hazardous area become corrupted by Broken frame's passive, and will trip over the vines.

 

 

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Broken Warframe Concept

 

Name;Tangram

200.gif

 

Some very openhanded lore and backstory

A Warframe is usually bioengineered out of a single person,We have seen a Warframe made out of two people(Equinox).Tangram was an experiment of necessity or an accident of the Void's random nature.Tangram is made out of 7 different parts,7 different people and lots of Void Energy.It is the first frame with a multiple personality disorder,each part of 7 trying to gain control in the search of a construction of a new identity,a new self.

 

Passive Ability:Mercurial

Every time Tangram is rearranged into one of its 7 identities it gains a different bonus.

Identity 1:25% Ability Strength

Identity 2:25% Ability Range

Identity 3 25% Ability Duration

Identity 4:25% Ability Efficiency

Identity 5: 50% Extra Health

Identity 6: 50% Extra Shields

Identity 7:25% Extra Sprint Speed and Parkour Velocity

 

1st Ability: Glitch or Void Walker

Cost: 25 Energy at Activation,2 Energy drain per second while active

Harness and Siphon the Power of the Void through Tangram's body.You exist partially between the Void and our Reality.While active enemies and detection mechanisms are unaware of you.However you still take damage from traps and energy barriers.Every time you activate or deactivate the ability enemies in a range of 5 meters are momentarily stunned and opened to finishers.

 

2nd Ability:Rearrangement or Void Patchwork

Cost: 50 Energy

Harness and Siphon the Power of the Void to rearrange yourself,allies or enemies.

Cast Rearrangement on yourself by simply keeping the ability button pressed.You will be instantly healed and switched to one of your 7 different identities.Tangram's identities' rotation is standard and not random.

Cast Rearrangement on an ally. Instant Health and Shield restoration.

Cast Rearrangement on an Enemy. The enemy's matter will be broken up into 7 energy pieces and the enemy will be stunned in this state for 5 seconds.If you destroy the enemy through the use of your weapons while in this state you will unleash a 10m radial explosion dealing 500 Blast and 500 Void Damage at Base.

 

3rd Ability: Magic Dice or Puzzle Box

Cost: 75 Energy

Harness the energy of the Void to trap enemies on an Energy Cube(Dimensions roughly those of Mag's Magnetize at Base).Enemies can move freely inside Magic Dice/Puzzle Box but cannot exit the Cube until the ability runs out.Enemies inside the Cube will be taking damage depending on Tangram's dominant identity.All damage fired at your Magic Dice/Puzzle Box will be converted to that particular damage type at a multiplier based on Ability Strength.Base duration of your Dice/Puzzle Box is 10 seconds.You can have 2 Magic Dice/Puzzle Boxes active at the same time.

Identity 1:Slash

Identity 2:Puncture

Identity 3:Impact

Identity 4:Heat

Identity 5:Cold

Identity 6:Electric

Identity 7:Radiation

 

4th Ability: Paradox Portal or Sphinx's Paradox

Cost:100 Energy

Harness the energy of the Void to open a portal to the Void at a 20m radius around you(base,affected by range) that shatters the fabric of space and time.Enemies that step into this area will be confused and slowed(affected by ability strength) at the perimeter(20 to 10m) and will start experiencing random gravity and temporal disorders near the epicenter(floating,ragdolling) at a 10m radius around you.Nullifiers' bubbles can not dispel the portal but Nullifiers will be immune to the portal's effects unless their bubble is burst.

 

Ability Synergies:

Casting Glitch/Void Walker inside Paradox/Sphinx removes the Energy drain over time.

Casting Rearrangement/Void Patchwork on yourself inside Paradox/Sphinx will create 3 new distinct composite identities that grant you 3 of your passive abilities in the following 3 new rotations(Identity 1,4,7) (Identity 2,5,7) (Identity 3,6,7)

Casting Rearrangement/Void Patchwork on an ally inside Paradox/Sphinx will restore their energy as well.

Casting Rearrangement/Void Patchwork on an enemy inside Paradox/Sphinx.Enemies affected by the explosion inside Paradox/Sphinx will be rearranged triggering a chain reaction.

Casting Rearrangement/Void Patchwork on an enemy inside Magic Dice/Puzzle Box.Enemies affected by the explosion inside Magic Dice/Puzzle Box will be rearranged triggering a chain reaction.

Casting Magic Dice/Puzzle Box on enemies inside Paradox/Sphinx will trap them into a stasis inside the Cube in the state they were in(floating,confused etc but completely halted,frozen in time and space).If you have one of the 3 new identities active,enemies will take damage that corresponds to the status types of the new identities.If you have kept one of Tangram's basic 7 identities,the damage multiplier will be doubled.

Casting Rearrangement/Void Patchwork on an enemy inside Magic Dice/Puzzle Box inside Paradox Sphinx.Enemies affected by the explosion inside Magic Dice/Puzzle Box will be rearranged triggering a chain reaction and cast another Magic Dice/Puzzle Box at half the size of the original automatically at the area of effect at no Energy Cost.A box within a box within a box infinite chain reaction effect as long as you can keep killing the rearranged enemies within.

 

And some random lyrics to the theme

"You raise the blade, you make the change

You re-arrange me 'till I'm sane

You lock the door And throw away the key

There's someone in my head but it's not me"

Hope you enjoyed this thought experiment at a truly broken frame Tenno!

 

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Fracture (Broken Warframe)

Passive: Can 'upgrade' certain stats for 30 seconds. Energy/health/ammo pick-ups grant 25% more energy/health/ammo, as well as energy/health/ammo regen.

Ability 1 - Interpose: Fracture interacts with a console in a given room. Afterwards, Fracture controls any electronic systems in that area for 45 seconds.

Ability 2 - EMP grenade: Frature takes components dropped from enemy kills, and auto-manufactures up to 4 EMP grenades. The grenades can be used at any time and knock out any devices in a 10 meter radius.

Ability 3 - Reap: Fracture can pick up bits of scrap to boost his armor. The armor is ablative and caps at 1500, though it can be refreshed by picking up more scraps as you go. This ability does not cost energy. (There should be a separate icon on Fracture's hud denoting the amount of armor he currently has)

Ability 4 - Barrage: Fracture reconfigures into a cannon. In this form, Fracture can fire bits of his armor (10 armor per shot) as projectiles. If Fracture has any EMP grenades, he can add those into a shot for greater effect.

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Introduction:
Based on the theme and amazing concept art, it seems like The Broken Warframe resembles the resilience and undying nature of the Warframes in general, and wasn't formed by the Tenno or Orokin but by the Warframes themselves. It is a formation of fallen Warframes that shouldn't be alive yet are too persistent to let go of the honour and ideals of their former Tenno masters. Thus, they collectively called upon the void to grant them power and reassemble them into a unified form to continue their fight. So, the below ideas are made with this perspective in mind.

Passive:

Undying Bond:

  • Revive a downed allied Tenno or companion from afar by hovering your cursor over them and holding the revive button.
  • Reviving allies through the usual method is 50% faster.
  • The ranged revive animation involves the downed ally being wrapped by the Warframe's void energy.

Abilities:

Ability 1: Void Tendrils (CC)

  • When used on an enemy, Void Tendrils grow rapidly from the Warframe's arm which then detach to constrict the enemy and chain to any other hostiles within a small radius from it for a short amount of time.
  • The chaining mechanics would be similar to the Kuva Nukor's.
  • Casting is similar to Revenant's Enthrall.
  • Constricted enemies receive damage per second.
  • Each constricted enemy will immediately increase the Warframe's "Absorption" meter that remains after constriction ends.

Ability 2: Resilience (Defensive & Offensive)

  • When activated, tendrils grow and fortify the Warframe's body thus increasing the Warframe's damage resistance significantly for a limited duration.
  • Activating the ability consumes the "Absorption" meter if any.
  • The higher the meter, the higher the percentage of damage resistance when Resilience is activated.
  • Activating the ability again before the duration finishes will release a wide deadly AOE blast of void energy from the Warframe's body, towards the direction it's facing, while knocking down surviving enemies. (Damage also relies on the amount consumed from the "Absorption" meter when it was first activated, consumes energy, ends Resilience's damage resistance)

Ability 3: Warriors of Old (CC, Defensive, & Offensive)

  • When used, the Warframe divides and detaches its parts thus summoning 2 allied Warframes for a duration of time.
  • One summoned Warframe wields its own signature melee weapon while the other wields its own signature pistol.
  • Damage done by summoned Warframes depend on Ability Strength alone.
  • The main Warframe's amount of Health, Armor & Shield will affect the summoned Warframes'.
  • Summoned Warframes receive Resilience's damage resistance.
  • Damage done by Void Tendrils will heal the summoned Warframes.

Ability 4: Annihilator (Offensive, Exalted Sniper Rifle)

  • Assembles a powerful sniper rifle that fires the Warframe's void energy with precision.
  • 1 shot per magazine.
  • Activating Resilience again before its duration finishes, while the exalted weapon is drawn, will charge the exalted weapon instead and grant a wide AOE damage for the next shot. The charged shot is capable of hitting multiple enemies as the bullet travels pass them without directly hitting said enemies (range of the AOE is affected by the amount consumed from the "Absorption" meter when Resilience was first activated, consumes energy, ends Resilience's damage resistance upon charge). For the sake of balance, the AOE damage should be fairly weaker than the direct shot and Resilience grants no extra damage to the direct shot. 

Note:
All abilities are usable when the "Absorption" meter is 0. My idea of including a counter or a meter is to correlate and complement each ability with one another without limiting the usage of any ability (E.g. Baruuk not being able to use Serene Storm at all on full Restraint).
 

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Passive: Undead

No longer being conventionally 'alive', the frame isn't affected by the majority of hazardous environments, natural or otherwise. (The frame doesn't take damage or status effects from any kind of passive hazard, regardless of if it came from an enemy or not - for example, they are not affected by the cold floors of Orokin towers, but are still affected by Death Orb lasers, and are affected by a Hyekka Master's flame grenade exploding on them, but not by the firey area it creates after the fact).

 

1: deformed stride (25 energy). A movement ability, the frame disassembles and launches towards the targeted location or in the targeted direction, reassembling when they arrive. Any unfortunate enemies caught in the wake take 500 slash damage with a guaranteed proc.

2: Limb Sentry (30 energy). The frame rips off their left arm and places it in their position. The arm then scuttles around a small area, attacking any enemies that get near, dealing damage and stunning them which plays the 'panicked' animation (as they should do for getting attacked by a severed limb). The ability lasts for as long as it is out, but the player cannot use their primary weapon or carry the datamass (as it is carried in their left hand). They can still use melee weapons and secondary weapons (although dual pistols will only have one carried, similar to datamass carrying)

3: Pointed ground: the frame spreads tiny pieces of themselves over the ground, dealing damage and slowing any enemy that crosses them. Up to five locations can be placed, or they can be stacked together to deal greater damage.

4: Macabre Grenadier: the frame tears a piece from itself and throws it, where it explodes on contact, dealing a large amount of damage and several guaranteed procs to all enemies in range. However, the damage type is semi-random - it's pulled from a list. As the frame uses it, damage types are eliminated, until all have been used, at which point it resets.

 

As an easter egg, each damage type has a corresponding Warframe part that serves as the 'grenade'.

Impact: Atlas's fist (stone explosion)

Slash: part of Garuda's talon (more pieces act as the explosion)

Puncture: a shard of Excalibur's sword (radial javelin explosion)

Heat: part of Ember's headdress

Cold: Frost's nose horn

Toxin: a piece of one of Saryn's shoulderpads.

Electricity: Volt's shoulderpads.

Magnetic: One of Mag's forearm plates.

Corrosive: Inaros's hand (a scarab swarm burst, which apparently deals corrosive damage?)

Viral: One of Nidus's horns from his mutated form.

Blast: one of Gauss's aerofoils.

Gas: one of Saryn's spores (tried to avoid a repeat, but there really aren't that many bioweapon frames)

Radiation: Oberon's foot.

 

rarely, once the full list has been elinimated, void or tau damage can be used before the reset, dealing double damage but no proc. These use a void key or a sentient core respectively.

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Broken Frame abilities

x = whatever value DE decides

1) Pilfer:

Use void energy to strike an enemy and deal x amount of damage.

Pilfer adds bonus armor to Broken Frame for x amount. This also has a chance to add one or multiple cosmetic armor piece(s) to Broken Frame from whichever faction was attacked (corpus, grineer, corrupted, infested, etc.)

2) Script Error:

Broken Frame falls to pieces and has a chance to drop x amount of
- all ammo types or
- energy orbs or
- health orbs

This ability will cost whatever is dropped. E.g., if the ability drops ammo, the cost to cast the ability will be the players own ammo in x amount. Dropping energy will cost x amount of energy and health will cost x amount of health to cast.

All drops have an x chance of dropping more than the original casting cost

If the frame has neither ammo or energy the ability cost will consume health

3) Yield:

become vulnerable (massive health and shield debuff to Broken Frame) - damage dealt to enemies by all squadmates is captured. Damage dealt is applied as an armor buff for all squadmates while also stripping enemy armor in x range.

- armor stripping increased by power strength as well as vulnerability to Broken Frame

4) Culling:

Enemies erupt with void energy from their chest. This causes enemies within range to become stunned and suffer duration based health loss for x amount of damage. Enemies affected by "culling" that are killed by the caster or a squadmate will cause the enemy to implode; pulling enemies towards the death area

Killing affected enemies also has a chance to increase duration and spread to enemies not originally in range of the abilities first casting radius


Passive: Pass Through

Broken Frame has a 2% chance for projectiles to miss him completely from passing through the gaps in his armor

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Passive: Sacrifice health/shields for using abilities after running out of energy

Wallhack: see/shoot enemies through walls

Rubber Band: Teleport back in time/space to a random spot anywhere you were at in the last 5-30 seconds

Sticky Keys: Channel type beam attack that continues to fire until you are out of energy (can continue to fire if at 0 energy and can control on/off only when draining health as per passive)

Wololo: Convert enemy(ies) into a different faction temporarily. (possibly affects drops? 😉)

 

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passive corruption

every enemy killed adds a small amount to a corruption bar


ability 1 disassemble
all the parts fall to the floor and you move around as void tentacles with incresed speed and enemys lose all agro lasts x amount of time

based on duration

ability 2 new host
when disassembled and you use this ability you will gain new pieces for you to use

the pieces are random and give random effects like increase shooting speed, shot accuracy , jump hight and the effects % are based on strength

ability 3 void rift
tears a rift infront of the player that acts like a shiled any thing shot into it gets absorbed by the void and converted to an amount to the void bar

ability 4 void corruption
if void bar is full this ability can be actvatied
 
the broken warframe screams out and multiple void portals open in the area with void tentacles whiping around from inside of them that deals damage

the floor is covered with black muck that slows and deals damage

and all enemys near the broken warframe attack each other

and the warframes tentacles start to whip at nearby enemys 

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My idea for the Broken Frame's powers is very detailed, so I'll split this into two sections: Ability Screen Descriptions, and Detailed Information. Ability screen descriptions are my way of giving a broad description like an in-game description, while detailed descriptions are more akin to the wiki descriptions. I see this frame as a warframe that has embraced its current form, and uses its broken body to utilize powers that it never could have while whole. I envision Wraith Form as visually akin to Skyrim's Storm Atronachs. Likewise, Reconstruction dash separates the energy from the actual body, but keeps that aesthetic. I see the tendrils as being made of pure energy, as such, they can alter their appearance based on their needs. The values are approximate placeholders to give an idea of the intended functionality. X's are there simply because I couldn't think of a good appropriate baseline for the given value. Frame's kit is meant to be about fractured abilities that were forged around his issues, turning his shortcomings into his best qualities.

Standard Description:

Passive - All Falling Apart: Frame Explodes on bleedout. Recover his pieces from the battlefield to revive for free.

Ability 1 - Arm Bolt: Launch shards of Frame’s right arm as piercing bolts at the cost of maximum health. Recall the shards to restore maximum health, and heal by the same amount.

Ability 2 - Reconstruction Dash: Burst forth from Frame’s body in a magnetic explosion as he takes on an ethereal form. After the dash, guide Frame’s body along the path to heal it, or ram it into enemies at the cost of some of that restored health.

Ability 3 - Essence equilibrium: Use Frame’s fractures to its advantage by draining one of the Frame’s essence to regain another, while radiating the sacrificed essence as a damaging aura around it.

Ability 4 - Wraith Form: Radiate a mass of energy while Frame’s arms and legs disassemble and orbit its body. Fight with special exalted enhancements to his limbs. His legs become ground-slamming melee weapons, while his arms function as a blunt, explosive magnetic shot, and a sharp viral shot.

Detailed Description:

Passive - All Falling Apart: The Frame Shatters on death into 5 pieces in random directions up to X meters away, dealing low blast damage in its radius. During bleedout, Frame can control its head like a roller to collect his body parts in the order of torso, arms, and legs; each refreshing the bleedout timer when recovered. When all parts are collected, the body revives at no cost. Other players can revive Frame from the head in any state.

Enemies will try to stop Frame from recovering, with a X% chance to take fallen limbs that increases by X% with each recovery state. Enemies with limbs can only use melee weapons. Attack enemies to make them drop Frame’s limbs.

The head gets a 30% movement speed buff while in bleedout. Ramming enemies causes a stagger that has a 50% chance to make them drop Frame’s limbs if they are carrying any. Stagger attack as a head causes a 1 sec. Reduction of speed by 15%. When the torso is added, Frame’s speed buff is reduced to 5%. The stagger gains added knockback and damage, with a 100% chance for enemies to drop held limbs. Arms increase the speed buff by 5% additively per arm. The stagger becomes a knockdown, with an added chance to disarm ranged enemies. Legs increase the speed buff by 10% additively per leg. After a 4/3/2/1 second delay, the frame revives. The delay is the actual ‘revive,’ and as such, Frame cannot be revived through any means during this time.

Ability 1 - Arm Bolt [costs 5 energy, 5% Max health; Max 2/3/4/5 active projectiles]: Tap to fire bits of Frame’s right arm at the cost of max health, dealing piercing damage and shock damage. The projectiles have infinite punch through on bodys. Hold the ability to recall the shards, returning lost max health and healing by the percentage regained. Fragments cannot be summoned while in a nullifier bubble. Press interact to manually reclaim parts.

Ability 2 - Reconstruction Dash [Initial cost 25 energy; drains 12 energy per second (6 if stationary)]: Burst forth from the Frame’s body, dealing magnetic damage equal to X% of Frame’s shields, consuming them as the body collapses and Frame takes on an ethereal form. Move with X% increased speed, recast to pull Frame’s body along the path, restoring 5 health per meter traveled. Hitting enemies deals X impact damage and knocking down the struck enemy, while taking 3 damage per enemy hit.

Energy drain ends, and shield regeneration begins when the body returns. Recast costs no energy. Ethereal form takes no damage, and the body takes reduced damage from enemy fire when moving, and none while stationary. If the frame takes fatal damage mid-flight, death will only occur if health isn’t restored by the time it returns to the Ethereal Form. The body is immune to nullifier bubbles, but the Ethereal Form’s ability is automatically recast at up to 100% extra ability cost.

Ability 3 - Essence Equilibrium [Costs 0 energy; drains 4 Energy/Shields/Health per second; restores 4 Shields/Health/Energy per second; aura deals damage equal to cost]: Use Frame’s fractures to its advantage by draining one of the Frame’s essence to regain another, while radiating the sacrificed essence as a damaging aura. Drain Energy every second to restore Shields and release a Shock aura with X% status chance. Drain Shields every second to restore Health and release a Magnetic aura with X% Status Chance. Drain Health every second to restore Energy and release a Toxin aura with X% Status Chance.

This ability shrinks nullifier bubbles when they are in it’s aura. Does not effect special bubbles, (ie, nullifying conduits), but the ability still functions in them. Frame can kill itself from health drain. Health drain does not trigger Rage/Hunter Adrenaline.

Ability 4 - Wraith Form [Initial cost 35 energy; drains 18 energy per second]: Radiate energy while Frame’s arms and legs disassemble and orbit its body. Deals radiation damage on contact with the energy mass. On melee strikes, Frame slams its feet into the ground, emanating a blast based shockwave that knocks enemies out of melee range. Melee kills restore shields. On primary fire, Frame launches its left arm in a closed fist that does impact damage on contact, followed by a magnetic burst. Using primary fire again in mid-air detonates early. Kills with the magnetic burst restore energy. On secondary fire, sends the right arm as a piercing projectile that deals additional viral damage. Has infinite punch through on bodies, but needs to be recalled by pressing alt fire again. Kills with the viral damage heals the Frame. Limbs must return to Frame before being used again.

Fun note: Wraith form unintentionally became a amalgamation of Frame's three other abilities: Arm Bolt's use of weaponizing his body directly, Reconstruction Dash's use of an energy form, and essence equilibrium's regenerative effects. Also, I so very badly wanted to name Arm Bolt as "Hand Cannon."

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Passive
[Broken Frame] gains 50% damage reduction for 20 seconds when health drops below 15% 
[1] Scales based on power duration)

1: Remove Redundancies
[Broken Frame] takes 25% more damage for 8 seconds. Damage dealt to [Broken Frame] for this duration empowers them, granting up to 75% damage reduction for 20 seconds if they take damage equal to or greater than their maximum health.
[1] This is intended to be [Broken Frame’s] main defensive tool. While it at first seems counterintuitive, as it by default makes the frame take MORE damage, that is offset by converting that damage into damage reduction. 
[2] Damage reduction is affected by power strength, up to 90%. Increased damage taken is NOT affected by power strength.

2: Somatic Pylon
[Broken Frame] sacrifices 10% of their maximum health to set down a pylon for 10/15/20/25 seconds. While active, pylons heal allies for 2/3/4/5% of their maximum health and shields per second. Holding the ability key detonates all active pylons, dealing 200/400/600/800 Slash damage to enemies within 10 meters per pylon active. Pylons automatically detonate at the end of their duration, dealing half the damage they would if triggered.
[1] This is intended to be [Broken Frame’s] main raw damage tool. Void Link is powerful against single targets but lacks crowd control abilities. By scaling damage based on number of pylons, this creates a strong risk-vs-reward consideration where more pylons amplify both damage and healing while simultaneously making [Broken Frame] much easier to kill.
[2] Ability Efficiency does reduce life sacrifice.
[3] When a pylon detonates, the % of maximum health it reserves is restored.
[4] I realise the phrase “sacrifice” might be somewhat confusing so let me offer an example: before casting, the frame has, for example, 800 maximum health. After casting, the frame has 720 maximum health.

3: Void Link
[Broken Frame] extends their void tendrils to up to 1/2/2/3 enemies within 10/13/16/20 meters, linking them for 15/20/25/30 seconds. If any linked enemy is killed while linked, all other linked enemies are killed.
[1] This is intended to be [Broken Frame’s] “situational but powerful” tool. It’s not particularly good for crowd control and would take some getting used to, but offers quick kills against tough targets if used well.
[2] I’m thinking of a line cast, something like Nidus’ Virulence, only with a set number of enemies it can affect.
[3] Won’t affect bosses (no instakilling Profit-Taker).

4: Reconstruct
[Broken Frame] disassembles themself, gaining the effect of their passive. [Broken Frame] then reconstructs themself based on each distinct nearby enemy and allied frame, gaining 5/10/15/20 maximum and current health, armor and shields for each enemy and allied frame type within 30 meters for 20 seconds.
[1] As the “Ultimate Ability” of the frame, I wanted this to most closely represent the theme. It offers strong defensive bonuses for a relatively short duration, but is reliant on the player paying close attention to their surroundings to get the most out of it. Gaining the effect of the passive is ultimately unimportant, but felt thematic.
[2] (When I say “enemy type,” I mean each distinct type of enemy and ally, e.g. Lancer, Crewman, Charger, Bombard, etc. Each different frame would count as a distinct ally type.)
[3] Should have a counter or meter to show how many types of enemies and allied frames are within range.

 

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On 2020-04-17 at 10:02 AM, [DE]Helen said:

Community-Created-Warframe-Header-alt-blue.jpg

We’re calling upon the Warframe community to create the next Warframe! You can stay up-to-date on the design phases in the official Community-Designed Warframe thread.

Community artist, Eornheit has created the official Warframe concept art based on the Broken Warframe submitted by eaterofstorms!

We need four Abilities and a Passive to complete the community-designed Warframe. Share your ideas with us! The Warframe team will be using your ideas in-game.

Official Concept Art by Eornheit:

Broken_Warframe_Concept (1).png

The Dev Team has expounded eaterofstorms’s Broken Warframe theme. Use this description to inspire your Ability ideas!

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

How to submit:

In this thread, share a description of 1-4 Warframe Abilities and a Passive. Base your ideas on the Broken Warframe theme and Eornheit’s concept art!

You may include values with your Ability ideas, but please keep in mind that these values might be changed by the Dev Team later in the design phase.

Guidelines:

  • One submission per player. Be sure to include all of your Ability ideas in one post!
  • 1-4 Ability ideas and 1 Passive idea per player.
  • Ability ideas can’t be changed after they are submitted. You may edit your post to make small changes like fixing typos. "Reason for edit" will be reviewed.
  • If there are duplicate submissions, only the one that was first posted will be considered - we’ll be watching!
  • Ability ideas must be original. Your submission can be from a post you made elsewhere as long as it’s your own!
  • Abilities might be slightly altered by the Dev Team as needed to ensure consistency with Warframe’s overall design. 
  • Do not reserve spots in this thread.
  • Only post submissions in this thread.
  • Submissions that do not follow these guidelines will not be considered. 
  • Chosen Ability ideas become property of Digital Extremes.

We understand that we can’t avoid duplicate submissions, so please do your best to submit ideas that have yet to be presented, and we’ll do our best when sorting through to ensure there is a fair opportunity for all!

Selecting the Final Abilities:

Call for submissions will close on Thursday, April 30 at 1:00pm ET.

The Warframe Team will review all submissions to select the community-created Warframe’s Abilities! We may mix and match submissions from multiple players. Please keep in mind that we might make small changes to Abilities to ensure the community-created Warframe is consistent with Warframe’s overall design.

I want a zombie warframe. Impossible to kill, tombstone mud stink

 

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