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

Open Call for Warframe Ability Ideas!


[DE]Helen

Recommended Posts

Broken Warframe concept:
Mikeyma(many forgotten)
( Mikill:Many Gleyma:Forgotten) nordic

After the Myridan was destroyed the essence of all the warframes he had killed permeated the area. Ballas collected this in secret and doing some research fused this essence with pure void energy and the remnants of destroyed warframes.

Passive: one for all, all for one
Covered in the armor of many warframes but true self is the void energy inside and surrounding the armor pieces. While assembled Mikeyma has damage reduction or bonus armor(50% Dr or 500 armor). As Mikeyma attaches armor pieces from his body onto his enemies he loses some to all of this damage reduction/armor but gains ability strength for each armor piece Mikeyma frees from himself. (Up to 50% ability str) Total armor pieces(50: 1 dr or 10 armor gone per armor piece used +1 ability strenth per armor piece used ) armor pieces stay connected at great range with unlimited duration until the enemy dies

1: Void Tendril
Mikeyma detaches parts of his frame and launches them in a cone, leaving a void tendril connecting to each enemy hit and 1 armor piece. Targets that are hit take a small amount of impact damage and due to the tendril are slowed and the enemies release void static that has a chance to stagger other nearby enemies.

2:Void Rush
Mikeyma rushes forward at great speed, so fast his armor can't quite keep up. Any enemies that Mikeyma passes through take impact damage from Mikeymas armor pieces and have a tendril connect to them and 1 armor piece, causing them to be slowed and the enemies release void static that has a chance to stagger other nearby enemies.

3:Void Discharge
Mikeyma releases a powerful wave of void energy doing high damage and causes lingering damage to all enemies in a medium burst. Void Discharge additionally sends a pulse through all void tendrils and any enemy that are connected to Mikeyma takes this same damage and a small cloud covers a small radius around these enemies causing the same lingering damage.

4:Legions Flail(exalted weapon)
(Takes 10 armor pieces and will auto detach from enemies to cover if need be)
Mikeymas armor forms into a a giant ball which he swings around by a void tendril. High damage and range, decent crit, low status. Heavy attack causes an armor piece to attach to all enemies hit and a void tendril to attach as well. This causes them to be slowed and the enemies to release void static that has a chance to stagger other nearby enemies.

Link to comment
Share on other sites

This is (Warframe name) the manufactured, the broken.

Passive: Like a splintered unstable mind (Warframe name here) will try to stand up to the outside force, giving damage reduction to him/herself and allies based on how many parts attached. (max 20% , 5% dmg reduction taken when a piece is separated)

Ability 1): Contriving Void - Like the emptiness within, (Warframe name) will cause (x) amount of enemies in said radius to become confused,dazed,and stunned, tearing their connection to reality for (x) seconds. Enemies affected by contriving void will drop their weapons and wander around like bad ai programming.

Ability 2): New Plan - (Warframe Name) will unfabricate himself piece by piece. Each piece dismantled will act as a projectile of its celestial being, becoming launched at enemies dealing (x) type of damage. Note: If all hands and legs of (Warframe name) are gone , he/she will become a crawling energy-tethered corpse ; thus having to seek out its lost parts before being able to use weapons again. (However, whilst in this state it can use it's 1st ability and all damage will pass through him/her.)

Ability 3): Quondam Detriment - Made from those before him/her, (Warframe Name) will make quick set of conjuring moves with its hands ,(as like say a majestic warlock would cast a spell with movements), summoning one of four choose-able buffs that are able to be picked up by either (Warframe name) or his/her allies: 

Buff one- Gives status immunity for (x) seconds while attacking.

Buff two- Increased companion health for (x) seconds.

Buff three - Increased shield regen for (x) seconds.

Buff four - Ability range increased for (x) seconds.

Ability 4): Spasmodic Glitch - To understand what it truly feels to be fractured they have to be fractured themselves. (Warframe name) hovers slightly above the ground and starts launching pieces of him/herself (dealing aoe slash and impact) until physical form is completely gone = when energy is empty. The damage dealt while in this state will be returned as an (x%) armor buff to (Warframe name) and his/her allies in range. Note: Upon full reconstruction after energy is drained or ability is stopped, (Warframe Name) will deal a radius of damage around its body knocking back all enemies surrounding him/her.

Command this Warframe tenno, for whether it makes or breaks you is within its grasp.

Link to comment
Share on other sites

Pasive:when warframe shields are destroyed he realases a pulse of void energy inflicting moderate void damage to the enemies and recharging 100 of amp energy.And upgraiding his Next ability.operator have adicionaly 250 points of amp energy but widout any ability that regen amp energy only can regen up to 50 and the warframe consumes amp energy to use abilities.If this warframe is exponed to magnetic damage IT loses all of his shield.

First ability:void antimatter:releases a bolt of  void energy that do a little of damage to no sentients but do masive ammounts damage and reset the adaptations for sentients.aditionaly with the upgrade the warframe drops an void charged antimater fragment  that obliterate every sentient in his path and convert no sentient enemies to their corrupted form.

Cost:40 energy but of you dont have energy consumes 75 shield.

Second ability: void chaneling:the warframe  Chanel void energy to slowly convert his shields in to void energy to the operator(100 of shield=10 point of operator amp Emergy) if the operator dont have space to the New energy the warframe recives 100 damage to health per second When chaneling the warframe have aditionaly 500 amor but cant move  aditionaly of tour shield breaks while chaneling the warframe regen all operator amp energy and stop chaneling.with the upgrade the warframe destrois his shields creating a void zone that damage enemies and increases operator amp damage and posibility the operator  to Fire his amp in void mode.

Cost:if IT is upgraded consume  25 energy of its not dont consume energy.

Tird ability:mind voicontrol (void and control):tis ability is a pasive that can be Turned on and of.the warframe consume 5 health per second to control corrupted enemies in a 60 m área.

Ultimate:the warframe  create a void fisure that transforms enemies to their corrupted form and do masive damage to sentients.when upgraded the warframe destruct himself to unleash the void in a 150 m área for 60  seconds that instakill sentients and corrupt enemies the operator in his zone is in void mode permanently,can Fire his amp in void mode and  infinetly,become invencible.

Ocult pasive:When the warframe use an ability that is empowered yo sentients in a revenant controled enemy empowers the abylity to that enemy.

Stats:

Life: 125

Shield: 200

Armor: -100

 

Link to comment
Share on other sites

Passive: Every time any ammo/resources are picked up the frame gets an armour buff for ten seconds, up to a cap. This is refreshed on every pickup, and can be visually shown by more parts covering the gaps in the frame.

Payload: Vacuums all pickups in an area to the frame. All applicable items are picked up, and all excess ones are shot toward the enemy giving a bonus to the base damage of the ability. Deals damage in an area after hitting an enemy or solid surface. Might also be used to shoot resources towards allies.

Salvage: Void tendrils release the amalgam parts and writhe through the air in a straight line, ripping through enemies and forming a new body out of their composite parts. The vacated shell attracts enemy fire as a decoy but only has as much health as the frame's armour stat.

Detonation: The frame's parts glows wtih an unstable energy, attracting enemy attention. All damage taken until the ability ends is reflected back at the enemy as each piece superheats and is shot back at them. Can be used in conjunction with Salvage to make an escape.

Proxy: Targeting an enemy, the frame will latch around them like a living armor, controlling them and becoming invulnerable for the duration. Damage taken will instead by dealt to the entrapped enemy. Targeting an ally will surrender your movement to them as your shields, health and armour are combined for the duration. Weapons and abilities can still be used facing any direction as you effectively become a turret on their back. When the duration ends, shields, health and armour are proportionally split between you.

Link to comment
Share on other sites

will go into detail on edit because my computer crash and I don't want to lose all my ideas

passive | broken scepter (gain health on kill)

1st send a [name unknown] to fight (send more at a time with mods or rank up)

2nd boost for the team 

3rd invincibility (on a time limit)

that's all I got

 

Link to comment
Share on other sites

Passive: Fractures of ManyWhenever you take damage, there is a 5% chance you will cast a random ability from another warframe. (This passive would have it's limits likely choosing from weaker abilities to avoid anything ridiculous). This applies to your host in Phase Glitch and the chance is doubled. 

1st ability: Unrelenting Grasp: Shoots out one of their hands at incredible speed, dealing initial piercing damage to the target and attaches to them, dealing damage over time until the hand is retrieved. With a long duration and high power, at the cost of losing the ability to use your primary weapon. Must be within 20m of the hand or the hand will return automatically. recast to return hand early. This ability can cast while in Phase Glitch and does 100% more damage. 

2nd ability: Void Linking: mark a single enemy. anyone within a 15m radius of the marked unit will take 50% of any damage they take. Only one target can be marked at a time. While in Phase Glitch the mark is applied to your host instead, increasing the damage to 100% and ignoring any armor.

3rd ability: Delayed Response: For a set period of time all damage you take is taken over 5 seconds instead. (for an example if you would take 500 damage you would instead be dealt 100 damage a second for 5 seconds) While in Phase Glitch this will instead affect the ally you reside in, or when in an enemy will make any other enemy in a 15m radius have an intense desire to attack your host.

4th ability: Phase Glitch: Fully enter either an enemy or ally, a channeled ability with a high cost. While you are in this state you may cast all other abilities with unique bonuses. Press again to blink a distance forward or enter a new host. If your host dies you automatically exit the body. 

Link to comment
Share on other sites

The “Broken Frame”:

Name:  Shatter or pembroke

Description:All health , and no shield. With a health pool similar to inaros.   P.s. The things on the frame look like the roots from lua, so if I mention roots within this description, I am refering to the lua roots.

Passive: No longer rely on energy, but instead consumes health. 

Passive 2: Void concentration build meter: Using abilities will build this meter up to 100%. When you get to 50% Void concentration, you begin to become more susceptible to damage. Though this may seem bad, this is instead to be considered a high risk, but high reward gamble. SInce you take more damage from ‘all’ sources, when you cast your abilities, they sustain an efficiency penalty to their abilities, but acquire a power strength buff to their abilities. As the meter continues to build, the efficiency penalty gets worse to a cap of -30%, while the ability strength buff caps out at 30%.

Ability 1:Scavenge:Pulls an enemy to you(Dead or alive) and melds their body to yours as the roots within the frame take the host and pull it to pieces and patch up any damaged parts of the frame.

Dead:Corpse is consumed entirely and gives the frame a set amount of health(determined by power strength)

Alive:Enemy is pulled to you, the roots leech off bits and pieces to start a health regen bonus for a set duration, and you quickly throw the enemy aside stunning them for 5 seconds. But if the target is at or below 15% health, the ability will treat them as a dead unit and double the bonus.

Ability 2:A roar similar to Excalibur umbra howl, and rhinos stomp. Stunning enemies, and opening them to finishers by releasing a powerful shockwave of concentrated void energy, subjecting them to a shock proc.

Ability 3:*Disclaimer*_Ability is only usable when the void concentration meter is at 50% or above, and using this ability will drain the entire meter, but the higher the meter, the higher the damage*The frame begins to overcharge its body with far to much void energy, he begins to twitch, stutter, and spazz out before levitating into the air, applying a lifted status to enemies within half the max ability range, and then proceeds to collapse to the ground, sending those lifted flying, and damaging all enemies within the max range with arching lightning staggering them, but though the damage is great up close, the damage falls off the further away the enemy is.

Ability 4:Exalted weapon:Dual whips. “Ravage your enemies with these twin exalted whips that extend from the palms with a quick flash of light. These whips may not seem all too menacing to the enemy, as they appear to be strings of light that drag along the ground behind the frame as he/she/it moves. But these whips can be swung up and over, or out and around at the enemy while ethereal blades jut out of the anasumming whip, giving it as deadly of an appearance as the manifested ferocity of the void itself.” The way these weapons block the frame will spin them both forming a technical shield in both hands. Creating a defense that blocks all incoming damage at a whooping 180 degree blocking angle,  as well as a slight block to vertical damage.

-As the void concentration meter builds up. After reaching 50%, The exalted whips will gain a range, and status buff that continues to build until the void concentration meter caps. And the combo will be easier to build as well. In addition, a weaker form of the mod weeping wounds could be tied to the weapon in accordance to the meter. 

Ability Exalted Weapon stance:

Name:...

Description: Attacks will start out relatively slow, but with each successive hit, the next attack is guaranteed to be faster than the last.

 

love:ZABB13

My friend who conspored with me to make this XNeinSteiNx

#Xbox rules

Link to comment
Share on other sites

Broken Frame Ability Ideas:

 

Passive: 

-Melee Strikes have a 50% chance to spawn a void tendril “Whip” after the attack, dealing True damage in a 180 degree arc in the direction of the initial strike.
-Melee Range is increased by 2m if no Primary Weapon is equipped.

 

1st Ability: Shatter Strike.

-The Frame launches itself forward at an enemy, headbutting it. The rest of the body will launch out due to the sudden movement, peppering enemies in range with body parts.

-After a moment, the void tendrils holding the Frame together launch out, reassembling the Frame and yanking all enemies hit into each other.

 

2nd Ability: Void Tap. ()

-The Frame throws itself around an enemy, latching on to the victim and burrowing void tendrils in, sapping the enemy of its resources.

-After activating the ability, the Frame will latch to a nearby enemy, sapping a buff from the enemy, depending on the enemy.

Grineer: The Frame melts and drains the enemie’s armour at a low rate. (%10 of armour drained from the enemy is gained on frame, capping at 1500.)

Corpus: The Frame burrows though the enemies shields, draining them at a considerable rate. (50% of shields drained given to the Frame. Can Overshield, at a 25% rate instead.)

Infested: The Frame’s tendrils absorb life from the enemy. (25% of health drained is given to the Frame. If at max health, 10% of health drained is given to allies in Affinity range.)

 

-Damage directed at the Frame has a 75% chance to hit the latched enemy as well.

 

3rd: Anchoring Swarm.

-The Frame sheds its crumpled exterior, tendrils burrowing underground for a moment, springing up to tie enemies in place, the shed parts beginning to zip around and strike the planted enemies.

-After activating the ability, the player clicks on several targets to mark them for attack, after a few seconds, the tendrils lock selected enemies to the ground, shed parts beginning to fly around and attack marked enemies, dealing scaling IPS damage, spread equally between the three types.

 

4th: Ethereal Prion

-The Frame separates itself from its broken body, taking an ethereal worm-esque form, slithering through the air, to consume and attack enemies from within themselves as their body continues their streak of havoc.

-The exits its body and enters a separate mode while the actual body still moves and fights (similar to Wukong’s Twin)

-The Ethereal Form of the frame is able to fly (Cloudwalker style, NOT Archwing).

-Upon contact with an enemy, the form burrows into them, causing the enemy to be turned to gibs for the cost of some energy.

-Every enemy killed in this form replenishes the health of the normal body, while the normal body is able to pick up energy orbs and other forms of energy for the other form to use to kill.

 

(Of course, i'm no game dev, so stats are all up for debate.)

Link to comment
Share on other sites

On 04/23/20 at 12:48 AM, (NSW)Xaenogen said:

Passive

Copy-Kavat: Gains a random Frame's passive at the start of a mission. The passive is only revealed when its effect activates. All of this Frame's powers and weapons strip sentient damage resistances. 

Ability One - Limbshot - 0 energy

The Warframe removes a random one of its limbs and uses it as a throwable projectile(like Condensed Thermis canisters). Allies can pick up limbs from the ground and throw them as well. Holding a limb restricts the holder to one-handed actions. Each limb removed has various effects. One arm: One-handed Actions only. The second arm gets shot off from the body if picked and removes all actions requiring hands. The loss of one leg cuts the Frame's movement speed in half and changes its walking/running animations into hopping on one leg. The loss of both legs requires the Frame to crawl forward. This is similar to Bleedout, but with no timer leading to death and movement in all directions. The loss of all four limbs makes the Frame unable to move or cast abilities. The Frame is NOT immune to damage in this state and will not enter Bleedout, dying immediately if fatal damage is taken. Allies can bring thrown limbs to the inert Frame to repair it, returning any functions related to that limb. The Frame will automatically vacuum parts within 2m and will re-attach them on contact.

Ability Two - Confusion - 50 energy

The Frame travels through the Void and seemingly teleports behind a target within 30m and performs a Back Finisher on them. If the target is unalerted, it is instead a Stealth Finisher. The Warframe then returns to its position the same way. The Warframe is invisible for the duration of the ability and for 5 seconds after the ability ends. Survivors of the ability is inflicted with a guaranteed radiation proc.

Ability Three - Void Tendrils - 5 energy/sec

The Frame unwinds its Void Tendrils from itself and uses them to grab a nearby enemy and immobilize it dealing Void/True DoT. This ability lasts as long as the button is held down, and renders the Frame immobile. The ability deactivates if the Frame runs out of energy, gets knocked more than 10m from their target, the target dies, or the ability button is released.

Ability Four - Reshaping - 100 energy

The Warframe randomly picks a Warframe in its line of sight that is not the same as itself, specter or player, and connects to it through the Void. This connection allows the Warframe to copy that Warframe's appearance, abilities, health, shields, armor, and mods. These copied items replace the Frame's own during this ability. This copied state lasts for 30 seconds before it destabilizes and reverts the Frame back to its original form, with a cooldown of 10 seconds.

Augments:

Limb Shot Augment "Loyalty" - Limbs return to the position the Frame was at when they were thrown after 10 seconds

Confusion Augment "Secrecy" - Removes radiation proc but the target and nearby enemies are unaware of any damage caused by this ability. Corpses are converted into health orbs and nearby enemies do not notice the death.

Void Tendrils Augment "Supremacy" - If the ability is disabled before the target dies, The target recognizes your mercy and fights for your cause until they die. (Similar to a specter or Nyx's Mind Control) 

Reshaping Augment "Humility" - Reshaping grants a random buff to the target who was copied, but causes the caster to only have 90% of the copied values.

This is my account, I posted the quoted text under the wrong one. I felt the need to clarify in case there's an issue with relating this post to me.

Link to comment
Share on other sites

Ability 1: Upheaval - Void roots extend from [Broken Warframe] and quickly whip around in a circular radius to knock enemies down and sap health/shields/armor from enemies hit. Enemies are either slowed or blinded when damaged by Upheaval. Successive casts of Upheaval increase its damage and radius up to 3 times.

Ability 2: Supersaturate - Imbue [Broken Warframe]'s weapons with a random element that inflict a random debuff upon enemies. Supersaturate is a duration-based ability that adds the [Supersaturated] buff to all of your weapons.. Every time you miss an enemy with a primary/secondary weapon, a bullet is added to the magazine. EX: 1 shot missed = 1 bullet added ; 5 shots missed = 5 bullets added. Shots that hit enemies do not add bullets to your magazine.

Ability 3: Spatial Dissonance - [Broken Warframe] wreathes itself in Void energy, disabling all collision with enemies (as in being able to walk through them) and gaining damage reduction. When an enemy is walked through, threads of Void roots latch onto the enemy, slowing them and significantly reducing the damage they deal to you. Synergizes with Upheaval (Ability 1) ; an enemy ensnared with threads of Void roots take increased damage from Upheaval and [Broken Warframe] saps increased amounts of health/shields/armor.

Ability 4: Ensever - Expel your fragmented exterior and become a creature of pure energy; [Broken Warframe] sheds its exoskeleton to reveal its inner body of Void roots. Gain an aura of a random element that changes to another rapidly. Void roots rip through any surface to pierce through enemies, inflicting high damage and holding them in place based on where your crosshairs are pointed. Ensever is a channeled ability. While Ensever is active, all of your other abilities gain bonus ability strength. The longer Ensever is channeled, however, the more susceptible to enemy fire you are; [Broken Warframe] takes increased damage from enemies the longer it's channeled.

Passive: Unknowable - Gain a random buff from a pool for [x] number of seconds. Gain a resistance to a random damage type or element for [x] number of seconds. Gain a weakness to a random damage type or element for [x] number of seconds.

Link to comment
Share on other sites

Passive: Health orbs have a higher chance to drop from enemies OR can use health in place of energy when energy runs out

1st ability: Warframe dismantles itself and crawls into an enemy. While inside, you are unable to attack and lose your advanced movement capabilities, but you take no/reduced damage and are considered invisible if cast unalerted. Recasting will absorb the possessed enemy, healing the warframe and granting a small armor buff.

2nd ability: Warframe flings a piece of itself that explodes on contact, dealing damage and staggering enemies. Can be charged.

3rd ability: Warframe reconfigures itself for a duration, altering its stats

Agility mode: Movement speed and reload speed are increased, but armor is reduced

Tank mode: Armor and power are increased, but movement speed and fire rate are reduced

Support mode: Releases a stationary cloud of nanites, which negates some enemy damage and reloads weapons

4th ability: Warframe explodes into a ball of whipcords and jagged parts, damaging enemies within a radius. Casting the first ability will pull an enemy to you, or move the ball if it hits a wall. Casting the second ability will damage and leech heath from nearby enemies.

Link to comment
Share on other sites

Ability 1: Scavenge (Constructed from Scraps)

·         One handed cast

·         Collectables are pulled into Frame and absorbed (still gains the general effect of picking up items as well as activating the below)

·         Frame gains an aura of Ammo Efficiency when Ammo Drops absorbed

·         Frame gains an aura of Melee Combo Efficiency when Health orbs absorbed

·         Frame gains an aura of Energy Efficiency when Energy orbs absorbed

Ability 2: Bullet Attractor (Void Status)

·         Creates bullet attraction bubble on self (long range), causing enemy attacks which enter area to be drawn to hit the caster

·         Allies inside Area of Effect become Invisible and gain Status Immunity

·         Gain some Damage Reduction (max 90%?) and Status Immunity while ability is active

·         Drains Energy over time

Ability 3: Sacrifice (Railjack Void-drive)

·         Instantly Teleports to location in straight line and leaves a destructible object behind

·         Casting ability again teleports again (to newly aimed at location) and detonates the destructible left behind

·         Object left behind is targeted by enemies and will prematurely detonate when destroyed

·         Holding the ability button down detonates the destructible without teleporting

Ability 4: Martyr (Frames Fallen in Old War)

·         Frame Explodes creating a large radius blast centered on self, triggers void susceptible effects e.g. cycles Profit-taker shields resets Sentient immunities etc

·         Instantly drops frame to 2 HP

·         Becomes temporarily invulnerable + invisible (short duration void mode)

·         Gains life steal for duration of invulnerability

·         Invulnerability Automatically ends if max HP is reached

Passive Ability:

·         When downed, gives allies in affinity range 5s of invulnerability

Link to comment
Share on other sites

1. Reassemble: Frame moves its armor pieces around to switch between forms. one form is more resistant to damage (tank) the other gives it more weapon damage (dps)

2. Void Punch: Frame extends its arm 15m punching and knocking out enemies. damage bonus if wielding fist weapon.

3. Void Field: Tendrils burrow into the ground and create an area of effect that damages enemies.

4. Disassemble: Frame dissembles its body parts and attacks multiple enemies

Passive: frame can resemble himself when killed if he is not damaged any further.

Link to comment
Share on other sites

I'd kind of like a Warframe that hurts itself to deal damage

1. Curse: when activated you curse up to 5 enemies (at a time) and link them you yourself

2. Prickle: when activated you stab your melee weapon into your body and damage cursed enemies

3. Faith: when activated your faith in the tenno gods (gave you a new look like it makes your colour scheme dark?) Gives you bonus damage to cursed enemies and half of that damage to your melee weapon

4. Intimadate: when Believe is active you Intimadate all enemies into trying to kill you 

passive: would be that each time you kill an enemy you get your full HP back and if you hurt them you get a percentage of your HP back (this only works for the abilities.)

                                     - By: Fall_Deathknight

Link to comment
Share on other sites

Anabiosis (a bringing back to consciousness; reanimation after apparent death.) The broken, and the reforged.

Broken (Passive): Warframe has no working shield capacitor and therefore has no working shields. Cannot receive overshields. Power normally reserved for shields is reallocated to warframe energy pool. Warframe also has no health pool, instead warframe relies on energy to bind itself together. Warframe is immune to energy depleting debuffs.

Scavenger (Ability 1): (Consumes energy) Warframe lets out a pulse of void energy dealing damage to enemies in an aoe around the warframe and vacuuming resources in the aoe effect. Warframe gains resource “junk” based on damage dealt and resources sucked in. Junk passively generates as well, albeit at a slower rate.

Reallocation (Ability 2): Warframe phases out of existence (void mode)(time spent in void mode consumes energy) and breaks down all scavenged components to atomic base allowing warframe to reallocate available resources. Consumes junk, Ability has 3 possible effects, press to toggle effects, and hold to consume junk.  Strength of effect affected by how much junk is consumed.

Effect 1: Allocates junk to legs increasing speed. The more junk consumed, the stronger the effect is, junk allocated to legs depletes at a steady rate relative to distance traveled.

Effect 2: Allocates junk to arms to increase damage. The more junk consumed, the stronger the effect is, junk allocated to arms depletes at a steady rate relative to time spent attacking.

Effect 3: Solidifies the junk that is consumed into armour that acts as a secondary health pool, damage is dealt to junk armour before energy at 85% damage reduction. (Shield gating mechanic works with junk armour.)

 

Desperation (Ability 3): In an act of desperation, the warframe borrows from its own base components, decreasing speed, and damage dealt by 25%, but gaining energy. Reallocation (ability 2) can be used to repay the component debt (as in bring damage dealt and speed back up to 100%)

 

Reforged (Ability 4): Consumes flat amount of junk to activate, costs energy per second as channeled ability as well. Other abilities are still available. Warframe reforges itself into a “strike suit”. Legs are replaced by boosters and warframe gains the ability to fly. Camera zooms in to a first person view. All weapons are replaced by exalted weapons. Strike suit has its own health pool, which is consumed after junk armour is consumed. Once health pool is depleted strike suit is automatically disabled.

Exalted Genesis Cannon (Primary): Holding Left click will start winding up the mini-gun, fire rate starts slow and gets faster, has overheat mechanic, long reload time, infinite ammo. Pressing Right-click will charge up an energy blast, when cannon is fully charged, release key to unleash a beam of compressed void energy.

Exalted homing missile launcher (melee). Pressing quick melee button shoots out singular missile that homes in on nearest enemy. Keeping Melee button held down will activate targeting system, allowing suit to quickly target up to 24 enemies and when melee button is released sends out one missile per target, same enemy can be targeted a maximum of 8 times.

Exalted Side Arm-Infinity: Left click is now a semi-automatic high powered void blast, each click unleashes a ball of void energy to targeted area, ball explodes in a small aoe on contact. Right click is now a smaller, constant beam, has overheat mechanic.

Tap 4 again to disable Strike Suit.

Hold 4 to activate “Last stand” mode. Last stand mode overcharges every single weapon on the strike suit causing them all to fire constantly at the same time. During “Last Stand” all movement is disabled and player can only pivot from single spot. Last stand consumes junk at a steady pace and will automatically disable strike suit when junk runs out. Tap 4 while last stand is activated to deactivate early and return to normal warframe.

 

P.S. I'm not great with names, but I'd probably rename junk to something less...abrasive sounding. I also don't really have any specific numbers, as that would require a lot of testing and playing around with things.

Link to comment
Share on other sites

Passive: Entrance

Enemies below 20% health will become entranced by your frames broken nature and lower their weapons to offer themselves to you (effect similar to Djiins Fatal attraction/Titanias lantern)

First Ability: Vivisection

Send out multiple Void tendrils to rip apart enemies to add their armaments to your incomplete figure. Instantly kills entranced enemies, increasing yeilds and regenerating small amounts of health. Corpus robotics increase maximum shield capacity. Grineer ferrite increase base armor. Infested sinew bolsters max health. Tau frames increase all 3 at a mitigated level, but boost your attack. Scavenged parts can be chipped off your frames, executing a radial void blast in retaliation when fully expended.(void blast effects based off focus percs)

Second abilityVoid Mass

Warp your figure into a crumpled mass of void and body parts and hurl yourself forward in an arc, grasping at enemies in your path with void tendrils and adding them to the mass. Press ability button again while in Void Mass to latch a void tendril onto walls and ceilings to swing the mass and gain increased momentum. Crashing the mass straight into obstacles will cause you to explode and send pieces of yourself, as well as enemies caught in the mass flying and damaging enemies around you. Enemies damaged by flying pieces will be bathed in void light, becoming unkillable for a short time but will guarantee Entrance effect when near. 

Third Ability: Trisection

Accept your broken nature and divide yourself into three seperate beings of armor and void. Vivisection level before activating will be split across you and your 2 clones. Clones will attack enemies autonomously from you, splitting apart your arsenal and comendeering each one of your weapons. Target one clone and hold ability button to transfer conciousness into said clone. Each clone will activate vivisection alongside you, targeting enemies to bolster their own defense. If a clone is killed in battle, revive it by expending one clones vivisection yeilds to create a new clone. If you are possessing a clone that is killed, conciousness will forcibly be transfered to either remaining clone left. 

Fourth Ability: Covetous Greathammer

Deny your broken nature and violently assemble all your parts into a mangled greathammer, lashing out at all that are whole. Combines all 3 vivisection values from you and your clones to bolster your greathammers damage and increase its melee combo efficiency. Weild this hammer as a being of pure void and resist all status effects whilst gaining increased movement speed and vastly bolstering your health based on vivisections, however health cannot be replenished untill death. Dying while weilding the hammer will end your carnage and trigger a Void Mass explosion, sending pieces flying and returning you to base health and shields. Blocking with your hammer completely mitigates all damage from every angle, but quickly chips away at its frame lowering its vivisection bonus untill it falls apart, returning you to normal. 

 

      So yeah this is my broken boi. I feel I might have made him a little toooo tanky, but the whole point of this build is to carefully keep you and your clones standing and getting those vivisection bonuses or else youll all fall apart. If you arent paying attention you can die very quickly. It comes with a few failsafes, like the void blast when the vivs run out, the conciousness shifting and the Void Mass explosion when greathammer runs out. There would be timers on the failsafes just so people wouldnt abuse the mechanics and stay immortal or something

     The vivisection yeilds are based on enemy levels, so he can scale better with difficult content. He starts out fairly fragile in the beginning, so its important to entrance enemies and vivisect them to make him buffer so he can get his other abilities going. There could even be a visual indicator how strong his defence is, I.E. with no vivisections hes hobbling around and bits of him are slipping off and with high vivs hes standing tall and balanced with more of his body covered with bits and pieces from enemies. He could vivisect enemies right off the bat and get small amounts of defense, but his 2 will be the easiest way to bolster his defense, since he can just hurl himself into a group and make them vulnerable to be entranced, as well as crowd controlling them so they could be picked off. If he trisects himself with no vivisection bonus beforehand his clones could die very easily, since they go off on their own without his say. 

   Hes also a lot about mobility and presence in the meta game before he unleashes his hammer. His 2 hurls him across rooms and plains, and his 3 can basically switch teleport with any one of his clones near him. People are gonna have to get used to using one weapon at a time though, but since his clones are always engaging enemies i feel with some markers above them you could know which clone has which weapon. Kinda like a moba where you comandeer specific units at a time, switching between multiple units that serve different roles. Of course you could hold off on the clones and purely build up one of him to max defence and work off that, however his hammer will be not nearly as powerful as a hammer with 3 stacks of vivs.

     The whole point of the build is to boost his 3 trisected selves defense as high as possible (wont ever be 100% cause enemies will be chipping away at their vivisections) so he can combine it all to get that sweet sweet  greathammer revenge, unleash carnage, and start the process over again. Really want to make the greathammer his moment of true power, which is why I included the melee combo efficiency buff so he could use tons of heavy attacks too. Built correctly he could potentially reach 100% efficiency and be heavy attacking fools left and right. To make the ability more unique and worthwhile, you could add special abilities to the greathammers heavy attacks, such as a Wolf Sledge ranged throw or a Twin Basolk rift strike to further increase his mobility while in this mode. The movement speed buff i felt was necessary cause it wouldnt make sense to use his 2, which is his main form of mobility as a mangled glob of parts, when he has an assembled hammer. His health pool will scale off his vivisections, cause he needs to now be able to survive with practically no defense apart from his hammers radial block, which will only last so long untill it breaks. He can wreck a fool, but if he stays idle he could be shot down without a moments notice; all the more reason to harvest as many mobs as he can to boost his health as high as possible. 

    Lemme know what you guys think or if you have any questions about the build! I designed this guy with mostly high level content in mind, but hopefully hes straightforward enough to understand the mechanics and build around them. With two different ways to tank, high defense with his clones and high health with his hammer, and a clear goal to his buffs, i feel this would be a really fun frame to run with. Ive always been a fan of mobile tanks, Gauss being one of my favorites rn, so I hope this guy is pretty decent in that regard :)

Link to comment
Share on other sites

The Eornheit Warframe, as it was later classified, appears to have been, conceivably, the literal last bulwark against the advancing sentient threat during the downfall of the Orokin Empire. A total of 93 isolated studies, 632 correspondence, and sixteen subpoenas verify that at least eight Orokin-Blessed temples concluded that any number of remaining parts from a singular operator's Warframes could be repurposed.

"After a catastrophic feedback incident, a group of priests learned that an unfortunate operator's will and duty had been imprinted into the half-sentient flesh of these Voidspawned djinn. So half the temple was slaughtered before the Dax could detain or eliminate the frames. Now those pieces have yielded profitable findings and results.

Attached is the 'Dax Exit Tactics' manual, updated with the new protocols; also attached: complete combat effectiveness report, complete psychological profile (et al), and an exhaustive list of what we could not determine without the assistance of an operator, a Dax Geshin, or a Void Priest. While we are confident in the ability of any officer being able to repurpose slain Warframes to hold defensive lines, we have not had an opportunity to observe the consequences under the secret nature of the testing. Please be advised: all combatants are advised to vacate the immediate area before activating the Eornheit Protocol.

Warframe description:

Eornheit, Eater of Storms

The bastion. A mad warrior with no thought left. Here thrashes the last remnants of an entire civilization, bending the battlefield to his will.

This broken frame, this skeleton of cobbled hopes and dreams and fears....

Passive: Aura mod slot cannot be polarized, instead aura effect is increased by 25%.

Abilities:

Eornheit does not have an energy pool. Because of the nature of its construction, and intended opponent, it pools ability resources from direct combat: melee and close-range weapons scale best, lowering as target distance increases. Energy accumulated per hit. Additionally, energy mods and consumables don't work on him, as he draws his power from the Orokin capacitors that store energy from contact with an enemy.

A1) Assuage: When activated, Eornheit breaks off pieces of himself, flinging them at friend and foe, alike, mitigating - and sharing - the damage he receives with all wearers of his broken body. Allies attached share damage equally; distributing up to 80% of all damage received (and no less than 50%) to attached enemies. Fewer attached enemies means more damage dealt to them. Activate again to extract a percentage toll from all enemies and replenish your Void energy.

A2) Ruin: Eornheit lets out a tormented battle cry. Persisting enemy bodies within the radius explode with Void energy, damaging those still standing, and replenishing his energy. All destroyables (barrels, crates, etc.) Are destroyed as well, adding to the carnage. If Assuage is active, any remaining pieces return to him, extracting a shield and/or energy/health toll on the wearers.

A3) Sum of My Parts: (Solo) can use the 3rd ability of 4 randomly selected Warframes. Cycle to select. (Team/multi) can use the 3rd ability of any teammates from whom an Assuage toll has been extracted. Cycle to select.

A4) Protocol: once Eornheit's Orokin Void-capacitors have reached their limit (max energy capacity), he can fulfill the duty for which he was made; depletes energy, expending that energy, he advances in a blind rage - releasing the storm - using whatever weapon is available (currently equipped) as a melee instrument of Void-infused death and destruction. If an enemy falls, he'll jump to the next, and the next, and the next....

###

I imagine the 4th ability being reminiscent of Valkyr, in an animated scene, except if he's got a rifle in hand, he grabs it by the barrel and uses it like a club (2-handed sword animation), a pistol like an ax (hatchet/shiv animation); it has a timed limit (buffable by duration), in which the character autonomously engages any enemy within sight (operably reminiscent of Mesa's Revoker: point and shoot, but in this case, point and warp/jump/dash).

Also, the name is obvious, but if our esteemed artist and user don't mind, I think they for quite nicely with the player-written lore!

Thanks for consideration, thanks for reading!

Link to comment
Share on other sites

Passive: Allies in affinity radius have energy regeneration based on their maximum energy.


Dominate: Gaze into the enemy mind, assert dominance and enthrall them.

    Enemies affected by Dominate will switch sides and fight for the you.
    Enemies affected by Dominate will explode upon death, dealing %x of their life as XXX damage.
    Enemies affected by Dominate will have %x increased damage and %x increased health.
    
    (Ability Duration modifies nothing)
    (Ability Efficiency modifies the energy drained per second per thrall)
    (Ability Range modifies the explosion-upon-death radius)
    (Ability Strength modifies the %life and %damage increased)
    
    (Total number of Dominated thralls are limited to 2)
    (XXX Damage is determined by the Emissive Color of your Warframe)
    (Spent energy per Dominate cast is 50)
    

Shackle: Chain enemies with the powers of the Void, drain them of their grace.

    Enemies affected by Shackle will be chained in place, open to be inflicted damage.
    Enemies affected by Shackle will drop a random orb per status affecting them upon being hit.
    Enemies affected by Shackle will have %x increased health.
    
    (Ability Duration modifies the duration the enemy is chained in place)
    (Ability Efficiency modifies the energy spent on cast)
    (Ability Range modifies the radius the orbs can drop in)
    (Ability Strength modifies the strength of dropped orbs)
    
    (Total number of Shackled enemies are limited to 2)
    (Random orbs are Health, Energy, Ammo orbs)
    (Enemies cannot drop more than 2 orbs per second even when hit more than 2 times)
    (Orb strength means the amount of health/energy/ammo gained from one orb pickup)
        example    (25 energy per orb = %100 strength)
            (30 energy per orb = %120 strength)
    (Spent enery per Shackle cast is 50)


Assemble: Recall your Dominated thralls, let them protect you.

    Your Dominated thralls will be pulled back to you, surrounding your sides.
    Thralls will take %x of the damage you were supposed to take.
    Thralls will explode upon death, damaging enemies in x-radius.

    (Ability Duration modifies the amount of time your thralls will protect you)
    (Ability Efficiency modifies the energy spent on cast)
    (Ability Range modifies the x-radius)
    (Ability Strength modifies the %damage your thralls will take instead of you)

    (x-radius should be melee range)
    (Thrall-explosion might or might not also damage you, I'm not sure which one)
    (Spent enery per Assemble cast is 75)


Unleash: Become one with the Void, become many with the Sol.

    Drain the life force of your thralls, detonating them on command and buffing yourself.
    Drain the life force of your shackled enemies, doubling the amount of orbs they drop.
    Drain the life force of other enemies in x-radius, inflicting %XXX damage per second with guaranteed status proc.

    (Ability Duration modifies the duration of the status procs on enemies)
    (Ability Efficiency modifies the energy drained per second while you are Unleashed)
    (Ability Range modifies the x-radius)
    (Ability Strength modifies the %XXX damage and the buff from your detonated thralls)

    (Detonated thralls buff your health and energy regeneration)
    (X-radius should be melee range)
    (XXX Damage is determined by Warframe's emissive color)
    (Spent enery per Unleash cast is 50)

    Your Warframe's parts are pulled away from each other but are linked with the white (or golden) roots of the Void.
    This would look very sick, with the Warframe parts dangling all around.

    I wanted XXX Damage to be Void damage but it wouldn't be fair to Operators since they are the only source of Void damage.
    

Link to comment
Share on other sites

Passive: a gain metal effect or something of the sorts like scrap.

Ability 1 Sunder: hit enemy's with an aoe of scrap giving a slash proc and removing about 50 armor per hit, cost 50 scrap to cast.

Ability 2 Fortify: cast to give nearby allies and yourself 25 armor for 25 scrap and 35 energy over a short duration, effect can be stacked and will persist until either scrap or energy depletes.

Ability 3 Supply and Demand (SD): allows the consumption of either; ammo for scrap (primary), scrap for energy or vice versa (secondary), nearby dead enemies ragdolls for scrap (melee), everything for scrap (codex/ synthesizer). Whichever is currently being held is what determines the effect.

Ability 4 Junkyard: creates an area that slowly drains enemies health, armor, or both, while slowly increasing allies ammo (doesn't work for self) and armor while in the effect. Cost would probably have to be around half of max scrap capacity and a good chunk of energy just to keep it going.

 

These are just rough ideas if you have a better version of any of these I would hope you would submit it.

Link to comment
Share on other sites

Abilities

  1. Causes enemies to be parylized for a time.
  2. Calls out a staff that creates knockdown affect with damage created from epicenter of ground effect.
  3. Summons 1 or two orbs out that add random affects of corrosion, viral, gas or blast damage. Type is designated by energy color combination according to the damage type relation.
  4. After casting ability on a target, warframe becomes identical clone of targeted enemy killed for a duration.

Passive

   Killing enemies has a chance to build stash of grenades which can be thrown or held until a counter reaches 0. 

Link to comment
Share on other sites

LascarCapable had a good idea about one of the abilities so the credit goes to him for dismantle ability.

When I see this frame what pops to mind is a frame that is crude and robust with low health and armor. So he has to sneak around and get the drop on enemies.

1 Dismantle see LascarCapable post - https://forums.warframe.com/topic/1185933-open-call-for-warframe-ability-ideas/do=findComment&comment=11509491

2.Disembodied - he can create multiple copies of himself but unlike lilies decoys they are armed only with melee weapons and have low health and no shields. This could slow players something similar to radial blind but instead of blind effect it causes a new effect terrify. Terrified enemies potentialy drop their weapons

3. Grave Robber - Grave Robber allows him to scavenge the dead for weapons, ammo, or energy.  This would only work on bodies not yet dusted.

4. Haunted Howl - This would give him a buff to armour and health but at the cost of shields. It's a sustained ability and does massive damage. For this reason I see it as good for crowd control. But the ability is cancelled if you activate another ability. Operator mode also can not be used when active.

 Passive - terrified enemies get a 50% debuff to all weapons and plus 10-30% (max rank) damage to infested.

 

Link to comment
Share on other sites

Passive: 

Bullet jump allows for the warframe to change its gravity to allow it to walk on walls and the ceiling. If your allies are near you then their gravity changes as well.

 

First ability: Gravitational Force

Pushes enemies in front of you away in a brutal fashion, if any enemies are in the way they also get hit

 

Second ability: Graviton Field

Places a gravity field around you that pushes away enemies that are near you

 

Third ability: Gravity canon

Turns your arm into a canon that expends energy

 

Fourth ability: Black Hole 

Shoots a massive black hole that pulls in enemies and damages them 

Link to comment
Share on other sites

I was thinking that the creator of the warframe could have tried to copy Silvana's work with the Transference and so they'd end up having some shoddy connection to the void instead of how Silvana's whole shtick turned out, so I tried basing some of the abilities off of a loose idea that the warframe could end up having some direct connection to the void on its own. I dunno I suck at this kinda thing so here are the abilities.

1. Restrain - instant
Void tendrils sprout from the ground around the warframe, latching onto the enemy, slowly sapping their health and keeping them from moving.
(aoe ability around the warframe in a circular shape, similar to frost bubble or nidus' carpet)

2. Consume - instant
Activate to offer your prey to the void (enemies caught in first ability)
Deals damage while also giving stacks of armour to warframe.

3. Rebuild - instant
Absorb stacks of armour in order to heal yourself and allies, or hold down the ability button to give all your armour stacks to your allies instead.

4. Fracture - instant active
Warframe slams fist into the ground, erupting the surrounding area and filling the air with void energy, buffing own and ally's armour as well as replenishing energy based on how many enemies who were restrained are killed (restrained by first ability).

Passive: Ability strength increases by 3% according to how many enemies are near the player - strength increases up to a maximum of 21%
e.g. 
3% for 5 enemies
6% for 10 enemies
9% for 15 enemies, etc.


Not exactly too confident with this one but I'm excited to see what ideas will make it for this frame, can't wait to farm this guy, asymmetric designs have always been something I like 
: >

Link to comment
Share on other sites

Passive:

Incompatible - Frame and operator are unable to properly link. The frame can not use it's energy pool and thus the operator must use their own abilities. The frame will display a standard energy pool of 500, when the standard pool is full a death will eject the operator. The operator must survive for X seconds for the frame to repair itself back to a 1HP state. The frame will self heal when the operator is not inside. 

(In the event the player can not use the operator this simply means a death)

(The frame will also display the operator energy pool, which it uses for it's abilities)

Abilities:

1. Void punch - Directional Attack - The frame uses the operator ability void blast to punch a foe.

2. Void Walk - Constant Drain Toggle - The frame tries to use operator void mode, but may still take damage. 

3a. Focus - Toggle - The frame switches between Focus schools.

3b. Focus - Timed Buff - The frame will gain a buff based upon the active focus school, only one active at a time.

  • Madurai - Gun Damage
  • Vazarin - HP Regen
  • Naramon - Melee Damage
  • Unairu - Armor Buff
  • Zenurik - Efficiency Buff

4. Void Hole - Constant Drain Toggle - Fires a void blast in a given direction that sucks enemies in. Basically a no damage mix between Vauban's Bastille and Mirage's Prism

 

Link to comment
Share on other sites

Instead of new abilities, how about abilities from current warframes. Chroma was created using specific warframe parts. With this new warframe, let the Tenno decide what "warframe part" they want to use to build it for a variety of ability outcomes and appearances. One Tenno might build with Excalibur, Rhino, and Ember and it would look different with different abilities than a Tenno building with Loki, Mirage, and Frost.

It can be completely randomized to keep the grind on 😉

Finally, have a warframe build shop. Maybe secret doorway in the orbiter, on Fortuna, or just any relay.

Link to comment
Share on other sites

Archived

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

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