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Open Call for Warframe Ability Ideas!


[DE]Helen

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Passive: You are provided with a void gauge, melee attacks increase .50% void energy for every successful attack. The Warframe’s abilities become more powerful when the gauge is full.

Pulverize: Launch a wave of energy that damages enemies from a mid-range distance. When the void gauge is full, the attack turns enemies into vaporized particles.

Lunge: Jump from a long distance and slam down to the ground, damaging and tumbling nearby enemies. When the void gauge is full, the landing attack can become a powerful ground shaker.

Spare Parts: Any leftover drops on the ground are instead granted HP and shields, each and every drop counts.

Transformation: Target an ally on your team and become that Warframe, copying an ally increases your movement and attack speed by half. Copying an ally will also copy their abilities, weapon loadout, and mods. When the void gauge is full, the duration of the transformation is increased greatly.

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The whole theme of broken warframe and the whole way it looks suggests suffering in my eyes. Suffering of a being that was long dead, but was forced to live once again, but not just one, but multiple creatures merged together, suffering together. Void curses and similar action comes to my mind when looking it this beauty. It balances on the edge a lot with its Tears and abilities. It requires to be fed and some skill, but it can end up causing a lot of chaos and damage.

Passive: Torment of reality - It suffers, everyone and everything will suffer too. Warframe can spawn Tears in reality in several occasions that provide AoE buffs AND debuffs. The basic way for a tear to appear is by killing 15 enemies with any source (ability, weapon, etc.). Executions count as 3 kills. Whenever tear happens, it will also have its own single effect on the warframe itself.

Lace tear - Starts to heal quickly but slowly drains shields. Heal 100hp to the player upon activation

Maggot tear - Doubles all energy income from orbs or regeneration sources, doubles damage received. Give 25 energy to the player upon activation (this itself is not boosted).

Spasm tear - boosts damage but also hobbles. Grants also radiation similarly to Saryn toxic boost. Cause a short ranged radiation proc (75%) in a short area.

The debuffs was a wild idea, because I like high risk high reward type of gameplay, but it perhaps may disrupt teamplay, so it may pass or not.

1st ability - Glimpse of hatred: Chooses one enemy and summons a parasite, partially void and partially of the same design like the warframe itself. The parasite will hover over the unit, sucking out its soul/brain, creating a short-lived area of radiation procs (the target itself is stunned). Multiple parasites can exist, but I guess there could be a limit (based on the numbers). If enough enemies die in the area, parasite will hatch a Tear.

 

2nd ability - Catharsis: The warframe breaks down and creates a new body of his own. If any Tear is present nearby, it turn him into a walking tear buff origin while boosting both of its efefcts. It can also devour it to create a temporary long range surge of the effect.

 

3rd ability - Parodies of life: Begins channeling and turns into a portal from which a void creatures of past lives emerge, creating a fast moving area of death and pain. Hands and screaming souls come from the portal and cause damage around him (can maybe even cause gravity shenanigans and ragdoll enemies around) while healing him. Passing a tear will boost this ability, restoring a bit of energy to prolong duration and increasing damage and area for few seconds.

I guess 4th and 3rd ability have mutually switchable places.

 

4th ability - Irony of existence: Will create a temporary area slightly distorted with ocasional shadow of enemy appearing (a visual effect). Whenever an enemy dies within this area they will drop a soul, once Broken picks them, it can fire a Staticor like shot that does large amount of damage and also hatches a tear. The more soul he picks up, the stronger the shot is and longer the tear lasts. The area itself can be an aura or stationary, depends on balance. Why irony? Because killed enemies now basically turn against their former comrades in form of soul shots (in case you didn't notice).

 

Oooh, and a little edit (hope this one is tolerable, cuz I forgot to mention it): when dodging, he could instead of a roll could glitch through reality like a dragged puppet along with the glitching effect, something like Reaper sirens from Mass Effect 3.

 

 

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Passive: Jigsaw puzzle: For each unequipped weapon type (primary/secondary/melee) additional Arcane Slot opens.

1: Energy fluctuation: toggle option with

- draining 1% of health & regenerating 2% of energy per second

- draining 1% of energy & regenerating 2% of health per second

- not possible to turn off just toggle

2) Unstable Void

- depletes shields to recover energy

3) Void Armor

- self cast: for 5/10/15/20 seconds absorbs (protects from) up to 20/40/60/80 damage from each damage recieved. When expiring or when health drops to 1HP heals for absorbed damage.

4) Void Unleashed - toggle skill - pulses every second

- costs energy per sec -  damages himself and all enemies in radius while disabling enemy weapons

- interacts with 1+2+3 requires to juggle/manage resources

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Okay so for a passive I'm thinking something along the lines of because this warframe is many fused together he should have something kinda like multiple personality disorder, we Will call it "Many voices" Which periodically scans enemies within 50 meters, scanning enemies counts as a codex scan and will give you a small damage buff against that enemy type for 20 seconds before scanning another target,  his first ability should be called

1.re-stitch in a desperate attempt to return himself to the being he was he gathers parts from enemies due to the stress of being multiple frames he's desperate, gathering parts from enemies strips a percentage of armor or shields and adds a visual indication of which enemy type he's taken from, will look more like a corpus for robbing shields, will  look more bulky like a grineer for taking armor, taking materials from infested will cause him to abandon all shields and instead gain viral status to all weapons and abilities. 

The second ability will be called 

2.broken-justice in an attempt to punish those that destroyed and wronged him he can fire void tentacles to nearby enemies , enemies that are hit by them take massive amounts of puncture damage, and pinning any enemies killed by this ability to the wall, enemies who are killed in this manner have a 25%chance to drop energy orbs 

The third Ability will be called 

3. Deteriorate the warframe begins to stress that none of the parts are his and starts throwing away any parts  he's absorbed from enemies doing a constant aoe around him which will do increasing amounts of damage depending on the longer this ability is active, leaving this active too long makes him abandon all armor and become the void tentacles that hold him together during this period he is unable to fire weapons but instead allows him to cast his other abilities for no energy(excluding his ultimate)  during this ability he slowly decays for 20 seconds until the ability ends. 

And finally for the finale we have his ultimate

4. Whole again 

The warframe accepts his fate acknowledging who he is and transforms into a hulking monster of acquired parts an "amalgamation" While in this state he cannot use any weapons and will instead melee with your massive fists, (you can apply mods to this ability in your arsenal similarly to exalted weapons)and gain massively increased melee damage and increasing his other abilities effects and damage, the way you cancel this ability is with his 3 deteriorate, he relapses become unsure of what he's become and returning to his normal broken state. This concludes my idea. 

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Passive: Semi-Solid - Warframe takes reduced damage from area of effect attacks.                                                                                                                                                            1st ability: Assimilate Material- Warframe absorbs nearby reasources to restore functionality (example, Energy orbs, circuts, oxium restore sheilds  /  Salvage, alloy plate, Morphics restore health.                                                                                                                                                                                                                                                            2nd ability: Assimilate Enemy- Warframe may choose one of four active buffs Corpus- Increased Shields with reduced health / Grineer - Increased Armor / Infested - Increased Health at cost of sheild / Sentient Stacking resistance to status effects.                                                                                                                                                                              3rd Ability: Disconnected- Warframe inreases melee range, weapon reload speed, warframe jump distance and air velocity increased.                                                                 4th Ability : As One - Warframe grafts itself on host to survive, latching unto the target the warframe gains health regeneration, waframe may attack and use abilities as normal. If used on a enemy warframe maintains control of mobility but is slowed, further warframe shares damage taken with host. If used on an ally, warframe loses control of mobility however both warframe and ally receive damage buff and health regeneration.

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In English: 

Passively:
"Emission of the Void": Being in the Operator mode restores the warframe of 0.5 hp / second, hit by the abilities of the Operator in Warframe restores 5 energy. Increased weakness for physical damage taken, increased elemental resistance. Increased Tau ranged resistance, reduced Tau melee resistance. Invulnerable to cut status. With a 10% chance after falling more than 15 meters, it takes damage in the amount of 10% of the maximum level of health.

1 ability: "Emptying the Void": RANDOMLY used one of 3 options. 1) the lightning of the Nether, leaping at 1 enemy in a radius of 1 meter and inflicts 50 damage to each Pusota. With a 20% chance, will remove the Sentient's resistance. 2) An explosion with a radius of 3 meters, causing 30 damage with a blow. With a 20% chance it knocks out a weapon from the hands of the enemy, with a 5% chance it knocks go down, with a 30% chance it removes Sentient resistance. 3) The fire of the Void, from the hand of Warframe, the Void plasma shoots cone, causing 25 Net damage, with a 35% chance removes Sentient resistance, with a 5% chance it imposes the Fire status. consumes 25 energy.

2nd ability: "Netherstorm": limbs detach and weigh on Tentacles woven from Nether. The warframe begins to use these elongated parts of the body as a Melee weapon, and when combining, a beam is fired from a hand at a distance of 8 meters, dealing 120% weapon damage (this value cannot be affected by mods). Deals 150 shock damage, 60 Nether damage. 30% chance of critical damage, 1.9x critical damage multiplier, 35% chance of status. The ability works in the on / off mode, consumes 30 energy / second.

3rd ability: Escaping Rage: Nether energy spills every second from the warframe, creating zones on the floor that slow down enemies, inflicting damage every 0.5 seconds (75 Nether damage, with a 50% chance removes Sentient resistance) and with a chance of 10 % impose a Radiation effect. At the same time, elemental vortices flow from Warframe, inflicting random elemental damage to enemies within a radius of 5 meters (electricity / fire / radiation / void). Warframe is not able to run. Action time: 10 seconds, consumes 75 energy.
Augment mod for 3 abilities: “Energy well”: from enemies that fall into the charged zone, with a 50% chance, a ball of energy falls out with a chance of 75%, with a 25% chance of a health ball (the mods do not affect the chances.)

4th ability: Hollow strands: 10 strands 7.5 meters long are pulled out from Warframe (maximum strands 15, maximum length 15 meters. Strength affects the number of strands, radius of abilities affects the length.) Threads deal 40 piercing / sec damage, 50 Nether damage / second, with a 5% chance, impose a cut status. With a chance of 45% / second, it removes the Sentient resistance (this value cannot be affected by mods). The ability works on / off, consumes 50 energy / second.
Augment mod for 4 abilities: "Vampire Threads": each enemy struck with threads returns Warframe 2% health / second. Damage reduced by 10%.

Warframe Features:
(1 lvl): 75 health, 25 armor, 150 shields.
(Lvl 30): 150 health, 25 armor, 350 shields.

 

На русском: Пассивно:
"Излучение Пустоты": Нахождение в режиме Оператора востанавливает варфрейму 0,5 hp/секунду, попадание способностями Оператора по Варфрейму восстанавливает 5 энергии. Увеличеная слабость к получаемому физическому урону, увеличено сопротивление элемнтарному. Увеличено сопротивления дальним атакам Тау, уменьшено сопротивление ближнему бою Тау. Неуязвим для статуса разреза. С шансом 10% после падения более чем на 15 метров получает урон в размере 10% от максимального уровня здоровья.

1 способность: "Выброс Пустоты": СЛУЧАЙНО используется одлин из 3-х вариантов. 1) молния Пустоты, перескакивающая на 1 противника в радиусе 1 метра и наносит каждому 50 урона Пусотой. С шансом 20% снимет сопротивление Sentient. 2) Взрыв радиусом 3 метра, наносящий 30 урона ударом. С шансом 20% выбивает оружие из рук противника, с шансом 5% сбивает го с ног, с шансом 30% снимает сопротивление Sentient. 3) Огонь пустоты, из руки Варфрейма по конусу выстреливает плазма Пустоты, наносящая 25 урона Пустотой, с шансом 35% снимает сопротивление Sentient, с шансом 5% накладывает статус Огня. потребляет 25 энергии.

2 способность: "Буря Пустоты": конечности отсоединяются и весят на Шупальцах сотканых из Пустоты. Варфрейм начинает использовать эти удленённые части тела в качестве оружия Ближнего боя, а при выполнении комбо из руки выстреливается луч на дистанцию 8 метров, нансящий 120% урона оружия (на эту величину нельзя повлиять модами). Наносит 150 ударного урона, 60 урона Пустоты. 30% шанс критического урона, 1.9х множитель критического урона, 35% шанс статуса. Способность работает в режиме включено/выключено, потребляет 30 энергии/секунда.

3 способность: "Вырвавшаяся ярость": Из варфрейма каждую секунду выплёскивается энергия Пустоты, создавая на полу заряжение зоны, которые замедляют врагов, наносят урон раз в 0.5 секунды (75 урона Пустотой, с шансом 50% снимает сопротивление Sentient) и с шансом в 10% накладывают эффект Радиации. Параллельно из Варфрейма проистекают элементальные вихри, наносящие врагам в радиусе 5 метров случайный элементальный урон (электричество/огонь/радиация/пустота). Варфрейм не имеет возможности бегать. Время действия: 10 секунд, потребляет 75 энергии.
Аугмент-мод для 3 способности: "Энергитический колодец": из врагов, попавших в заряженую зону, с шансом 50% выпадает с шансом 75% шар энергии, с шансом 25% шар здоровья (на величину шансов не влияют моды.)

4 способность: "Пустотные нити": Из Варфрейма вырывается 10 нитей длинной 7.5 метров (максимум нитей 15, максимальная длина 15 метров. На количество нитей влияет сила, На длину влияет радиус способностей.) Нити наносят 40 урона пронзанием/сукунда, 50 урона Пустоты/секунда, с шансом 5% накладывают статус разреза. С шансом 45%/секунда снимает сопротивление Sentient (на эту величину нельзя повлиять модами). Способность работает в режиме включено/выключено, потребляет 50 энергии/секунда.
Аугмент-мод для 4 способности: "Вампирские нити": каждый поражённый нитями враг возвращает Варфрейму 2% здоровья/секунда. Урон снижается на 10%.

Характеристики варфрейма:
(1 лвл): 75 здоровья, 25 брони, 150 щитов.
(30 лвл): 150 здоровья, 25 брони, 350 щитов.

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kind of an ambitious idea but still throwing it out there. i'm not good at naming abilities so i won't. This frame switches between the different frames that make up its body and its abilities change as a result. to show this it glows in the color and shape of the would be frame that it is channeling. Also, i have used the void tendrils as a pseudo frame pulling the others together, so it also has a form. also when in the base form (no glow) this frame gets 1/4 of the effects of all forms so for the first ability they would get health, shields, extra armor and energy but the amount is split between all 4 types rather than a concentrated burst of regen.

Passive- dash to switch forms- frame takes on a glow based on one of 4 forms (red, blue, white, void tendrils) or has no glow for normal state

1- medium damage plus regen - dashing punch which regens {health if red, shields if blue, gains temp armor if white and energy if tendrils}

2- A.O.E.- all parts split from the tendrils and release a fairly large cloud of damage {toxic if red, electric if blue, fire if white and slash damage with extra damage to sentients if tendrils}

3- C.C.- tendrils shoot into the ground then attach to each enemy in an area. {opening them to parazon kills if red, stunning them if blue, putting them into lifted status if white and freezing them if tendrils} (in this case the duration of the ability will be cut in 1/4 when in base form but the statuses are more targeted: heavy enemies are open to parazon kills, ranged enemies are stunned, melee enemies are lifted and exilus are frozen)

4- 4 exalted weapons! (greatsword that consumes health if red, gunblade that consumes shields if blue, sword and shield that reduces armor if white, nunchaku that consumes energy if tendrils ) dashing will change the weapon instead of the form and if in base form, the weapon consumes 1/4 of the amount but health, shields, armor and energy.

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So Im new to the WF scene but I got some cool ones._. Passive- Void Energy, passively regenerates energy EXCEPT in unbroken form also leaks void energy doing a small dot overtime. 1st Ability Void leach/Switch, warframe unleashes aoe dmg dealing void tends that strip shield and  regen hp after killing target, In unbroken form switches this ability with another frame enemy frame included. 2nd Ability Repair/Reinforce, warframe consumes energy, repairing shield instead of taking dot for a short period of time, In unbroken form Reinforce weapons dealing more damage and doubles shield for a short period of time. 3rd Ability Brake off/New Found Strength, warframe can brake of limbs to increase movespeed and evasiveness at the cost of max hp stoping at all limbs if all limbs are gone increase dot and cant move, In unbroken warframe finds new found strength temporary increase movespeed and atk speed for a brief period. 4th Ability, Unbroken/Undying will, warframe becomes unbroken removing dot and gaining unbroken Abilitys at at 2/3 hp become broken again. When switch out or losing unbroken warframe becomes undying for 1 second and explodes all shield into a void energy bust doing impact dmg.

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Passive: No energy generation from other sources. Gain two buffs based on last ability used (start with Red and White):

  • Red: Deal small percentage of extra Void damage with ranged weapons. Gain small amount of energy on hit (relative to fire rate or something).
  • White: Take slightly less damage. After reducing X amount of damage, gain energy.
  • Blue: Harder for enemies to notice and reduced enemy accuracy. Deal small percentage of extra Void damage with melee weapons. Gain energy on melee kill. Extra on finisher.

Ability 1: (Red and White) Fire hook from right arm, pulling enemy in, holding onto them and charging them with Void Energy. Primary Fire throws enemy as a void projectile. Melee/Alternate Fire slams enemy into ground, creating large void explosion. Aiming holds enemy in front as a shield.

Ability 2: (White and Blue) Go invisible and increase movement and attack speed. Melee attacks don't break invisibility. Ranged Weapon attacks break invisibility and cause unpreventable stagger.

Ability 3: (Red and Blue) Fire massive blast from right arm backwards, rocketing forward and cutting through enemies with left arm. Can be charged to increase damage. Each enemy hit grants some invisibility. Melee attacks don't break invisibility. Ranged Weapon attacks break invisibility and cause unpreventable stagger.

Ability 4: Gain all passive abilities, double their effects, and increase ability strength. Lasts for X amount of seconds or Y amount of Ability casts, whatever comes first.

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Passive: Shattered Mind; this warframe has a peculiar quirk with transference, as when you enter kiddo mode, you can cast ability one and two as well as keep your melee weapon equipped

Ability one: Void rupture; Break the  space around you as your frame shatters one of their arms against itself, causing an explosion of void light. In kiddo mode this will have kiddo roar in pain like umbra and fire a seeking void ball at enemies (both give energy based off of damage dealt)

Ability Two: Shattered But Unbroken; the frame coats itself in void light, shining like a corrupted enemy, and gaining extra health and damage resistance (according to power duration, you will see why in ability three). In kiddo mode, the same thing will happen, but based on power strength.

Ability Three: Jade Sunder(reference to the jade light); The frame dashes to the nearest enemy, exploding in light dealing void and radiation damage, and giving the frame extra weapon damage and power efficiency based on enemy armor, and stripping said armor.

Ultimate ability: Voidcaller; The frame takes in a massive amount of void light, growing in size and massively increasing health, shields and armor, as well as all types of damage. The increase is based off of power duration as well. However, in this mode you lose all of your weapons and attack with exalted melee fists and beams from your arms which have turned into void cannons. (This ability is channeled but the drain is based on power duration, and the exalted scaling is based off of strength)

 

Hope you like the suggestion!

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Its not exactly an ability idea, but what if you were able to construct the broken frame using various parts like kitguns or zaws, i know this idea has been suggested countless times, but this mechanic would go perfectly with the broken frame. The parts you use don't have to be what defines everything about the frame, but they should allow the user to have some influence on how their broken frame plays and maneuvers generally.

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Passive:

The more energy you have stored up, the faster you move. 

Broken meter. Each ability has two outcomes, the correct ability and a broken unintended version. The meter determines how much of each to apply. Using abilities/ taken damage reduces the meter.

 

 

1. Correct 0% broken - Cast on enemy, damaging enemy will then pull in nearby enemies for 100% of distance to target. Ability will then apply to these targets. Broken meter will reduce the amount the enemies travel to target enemy.

100% Broken version - Cast will pull apart the enemy targeted, stunning enemy due the pain, revealing weak spots and dropping spare parts on kill that can be used to raise the broken meter. Ability will also spread to nearby targets. Broken meter will determine the chance of spare parts dropping. 

 

At 50% broken meter example - damaging enemy will partially pull enemies in for 50% of distance, with a reduced 50% chance to drop spare parts, stun the enemy and show weak spots. Ability spreads enemies pulled in.

 

 

2. Correct 0% broken - toggle to Increase innate shield damage reduction from 25%, for all players. Broken meter determines how much of an increase.

 

100% Broken version - shields slowly decay, releasing energy that applies a magnetic proc to enemies and increases the chance of an energy orb dropping. Broken meter determines rate of decay and chance of both m noagnetic proc and energy orb dropping.

 

At 50% broken meter example - Shield damage reduction increased by 50% of possible value, with a 50% of normal chance for an energy orb and magnetic proc. As it's a toggle ability, changes to broken meter will effect values in real time.

 

 

3. Correct version - Toggle ability increases chance a health orb will be dropped on death by nearby enemies. Broken meter determines chance.

100% Broken version - ability applies a slash proc to nearby enemies. Broken meter determines chance of slash proc.

At 50% broken meter example - A chance of either a 50% chance of nearby enemies dropping a health orb on death, or a 50% chance to receive a slash proc. As it's a toggle ability, changes to broken meter will effect values in real time.

 

 

4. Correct version - Cast ability that fires a projectile that explodes after a delay. Broken meter determines the amount of damage.

 

100% Broken version: projectile instantly implodes pulling enemies in over a wide area. Broken meter determines range of pull.

 

At 50% broken meter example - projectile implodes first, pulling in nearby enemies over 50% range, then explodes for 50% damage value.

 

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Seeig how its kinda frankenstein, i see the posibility of dismanteling itself and attach his parts to an ally, combining your health and shields with him and shooting from his location
maybe also share strength range and that kind of things would be amazing but maybe a bit too much.

The other abilities could be just things that dont have to do ones with each other, making it so it looks like the abilities of the original warframes he is made of

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First, sorry for my poor english, some word/name can be not used very well.

My ideas of power for the Broken Warframe (BF) turn around "parts" that compose the warframe.

 

Passive :

Broken warframe is composed of 5 parts, each one with his own pool of life. Each part is randomly hit by enemies (only one part can be hit by AOE damages). When a part reach 0 life, it become destroyed, if the 5 parts are destroyed BF will be downed. Overkill a parts don't damage other parts.

Gameplay balance : no shield and not to much armour. A junk warframe is not tough but can be easily repaired. Life boost and heal via external sources (other WF abilities, aura, life steal, etc) work for 1/3 (something like that) of the original value, but applies to all parts (to ovoid overpowered boost from abilities like Wisp reservoirs). Parts must have around 25-30 base life for each one (total 125-150 base PV at rank 0)

 

1st Ability : Gathering

 

Gather  dead  body parts : Each X corps gathered (between 5 and 10 I think) a spare part is created, can store X part (I think 1 or 2 must be max).

Global use of spare parts :

- Automatically replace a destroyed parts

- Use them for abilities 2, 3 and 4

How the skill gather corps (don't really know the better one)

toggled ability that gather enemies parts around BF, work similar to Nekros despoil (x energy/dead body).

or

Aspirating in an area like Grendel 1st ability

 

2d Ability : "customization" (not realy a good name)

Use a spare parts or one of the BF own parts to create a defensive buff  for allies.

For BF, convert one of his own parts to buff him (destroyed at the end of the buff)

Buff are related to the presents faction mission

Shield buff when Corpus or Corrupted are present (allies or not), flat bonus and maybe regeneration bonus, so BW can gain a shield bonus (and another shieldgatting protection)

 Armour buff (flat) when Grineer or Corrupted are present.

Life buff (and may be life regen) when Infested or corrupted are present

Damage adaptation resistance when Sentients are presents

Parts are destroyed at the end of the buff.

Technical suggestion : One target cast or multi cast in AOE but with the equivalent amount of parts used. The 2d possibility make it simpler to cast to boost all teammate.

About the type of buff : If multi faction may be making a rolling abilities (like Ivara quiver) .

For logical reasons it is better to have the corresponding buff of the corresponding faction only if this faction is in the current mission (not necessarily the dead you have gathered). You use what you gather. But for gameplay reason may be offering the possibility to have all the bonus choice everywhere (not the best one for me)

 

3rd Ability : "empowered"

On allies : Use a spare parts or one of the BF parts to creat an offensive buff

On BF : convert one of his own parts to buff him (destroyed at the end of the buff)

A enemies weapon parts is fixed on the WF allies (may be to kubrow/kavat/MOA too). 2 buff choices : Melee wepon or Range Wepon. An allies can be have one max (or may be more, must be determinated and balanced)

The fixed weapon shoot or strike automatically any alerted enemies in range ( X meters for melee, Y meters for range Weapon). The weapon are used until destroyed/depleted ( a % decrease when the weapon is on use, and stop when unused)

Parts are destroyed when % reach 0.

About weapon type, for logical reasons the weapon type must match present faction. Like assault riffle for Grineer/Corrupted, Detron like for Corpus/Corrupted, Infected projectile for Infected/Corrupted, Laser beam for Sentiens. The damage must be approximately the same for all of them (just small differences  depending of the firing type : auto for assault riffle, shotgun for detron, beam for sentients). They are randomly choose between present faction.  (and for melee buff it's easier, sheev for grineer, stick for corpus etc)

 

about cast : Global or individual I don't realy know, but always 1 parts per target.

 

4th Ability : Frenzy Scavenger

Unleash all remaning parts except the last one. Each unleashed parts clings on enemies, and one max per enemies. Enemies affected are panicating and fire everywhere around. Unaffected enemies try to help or destroy the part and gather around the affected enemies (work a bit like khora 4). At the end of the duration the unleashed part explode dealing AOE damage.

During the effect, BF gain some boost, damage reduction, speed, attack speed (or others ideas). The buff is reduced by 25% X second (5 base, ore other but not too much) after a parts is gathered (by the 1st ability).

During effect, the 1st Ability is buffed, and need less dead bodies to gathered a parts.

(so you can live dangerously with only one parts but a good buff, or recover rapidly missing parts)

 

Long pressing 4th ability during effect  detonate all externals parts (attached to allies and the parts that was unleashed by the 4th ability cast)

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Passive: similar to Baruuk's restraint, abilities would be centered around managing "stability". Some things, like ability strength/range, would increase as it becomes less stable, other things, like ability efficiency and maybe health will decrease with stability. Visually, I think it would be cool if the frame behaved similarly to Nidus, where changes in stability would affect the frame's appearance.

1: A small, passive stability increase. It would be tied to some sort of team-wide buff, but I'm not sure what that buff would be. I think it'd be cool to have a warframe centered around efficiency, since I don't think there's anyone that does that yet, so maybe this could grant increased efficiency to teammates in a certain radius. Again, not sure.

2: Some sort of shielding ability. This could either restore shields/grant overshield (or some other shield related thing), or could act more like Frost's bubble and be just a straight barrier of void energy with a set amount of duration/health. This could be cast on teammates, objectives, allies, or the user. Each cast will drain a set amount of stability.

3: A sort of AoE crowd-control that blinds enemies in a given radius. This will also gain back a large amount of stability while also granting a temporary boost to those items, like efficiency and health, that are negatively affected by instability. The less stable the frame is when cast, the larger the crowd-control effect and the greater the stability gain and buff.

4: Seeing as the broken frame is comprised of parts of multiple different warframes, it'd be disappointing if they weren't utilized in its kit to some degree. This ability summons specters based off of the three ish original frames whose pieces now comprise the broken frame. As a neat design idea, the corresponding pieces of the broken frame could split from the main frame and become part of the specter, like the old warframe is projecting itself through the pieces. They'll each have access to one ability, which I'm leaving open-ended, and the user will be able to cycle through them before casting. Stability will be drained for as long as the specter is active (a large enough drain that casting alongside the 1st ability will still result in a net negative). Pairing the stability drain with an energy drain would make sense on its own, but could be difficult to manage if paired with the 1st ability, so energy cost could potentially be averaged instead of additive when both are being used at the same time.

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Broken Warframe
 

Ability 1: Full Assembly

After casting, kills stack armor by (???%) percentage. Headshot kills increase stack by (???%) stacks up to 150% ; Extra kills increase duration of buff for 2s. Decreases by 1 every second. 

 

Ability 2 : Void Resupply

Latch onto enemies increasing movement speed or allies decreasing weapon recoil. Enemy armor decreases as ally armor increases while attached. Enemy kills while Void Resupply is active count toward collected void energy for Self Destruct.

 

Ability 3 : One is All

Drain all armor stacks for a damage buff of (???%). Any nearby allies in radius receive an increase in efficiency and casting. 

 

Ability 4 : Self Destruct

Decimate foes with a wave of collected void energy making you invulnerable for (???/s).


Passive : All is One

Void energy collected is transferred to allies for a brief increase in speed, fire rate and energy regen. Enemies killed by void energy transfer status affect to nearby targets, decreasing health and armor over time.

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Logically I would imagine the powers would stem from the 4 warframes it was created from. The first power "Sonic Scream" when used blasts a cone of AOE damage, based on strength and range, the more range the wider the cone. The Second power, Bladed Wings, when this power is activated sentient energy wings sprout from the warframe and is able to levitate in place with limited lateral and forward and backward movement, and is able to fire bladed feathers, this power's duration is based on consumption of energy the higher duration modded the less consumption of energy, range also enhances how far the bladed feathers can shoot. The Third power Sentient Energy Field, like frost's globe absorbs damage but at a certain point blast out that damage but stays intact and begins absorbing damage again the fields duration depends on duration mods. The fourth power Armorall The body of the broken frame becomes ferrite armor, as a visual example like Doomsday in Superman, how long the armor last is based on strength mods.

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Passive - "Scavenger"  Tenno starts with 0 armor and increases with each kill (Double bonus for robot kills)

1. "Recompile" Tenno can teleport/jump out of danger by breaking down to component pieces and reassembling at a distance away.

2. "Deconstruct" Warframe disassembles making it invulnerable for "x" seconds. Components hover loosely apart during buff.

3. "Recycle"  Tenno buffs team mates with armor bonus (based on total kills) for "x"seconds

4. "Shrapnel" Warframe casts off hundreds of collected bits of debris doing damage in all directions. 

cheers.

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First of all, i'm not really good at naming thing so if you guys choose my ideas please name it for me ?

Passive : energy orb will gain more than regular, shift to dash at short distance, damaging enemy in the way, stealing small mount of energy

1 - make a enemy fat and explode with void energy : you beam some kind of energy into a enemy body, damaging them you will be immobilize while damaging the enemy you will suck in some health back while gaining some armor for 5s if enemy dies before 5s he will explode like a grenade damage nearby enemy

2 - a boom then suck in : fire a blast of void energy making enemy knockback then suck them into a spot at where you are standing

3- a buff to your weapons : a buff will be cast making your weapons melee and guns add some damage while 

4 waves of void energy : firing waves of void at every direction, damaging them overtime

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Passive
“Gimmie a minute… or 10”
This warframe has an untapped ability to increase gun and melee damage, however not straight away.  The longer this warframe is in a mission the more damage the warframes weapons do.  (Il just pop in a suggestion – 1.5% every minute to a max of 100%) 

1st. “I’m almost invisible” 
Visual Description:  intermittent invisibility, invisibly flickers between invisible and visible. Takes a moment to activate and sounds like a broken machine struggling to start up. 
Effect Description:  when cast the warframe is invisible, well sort of. If they stay still the invisiblity will remain longer but will cut out every now and again for a quick moment if moving the time that the warframe becomes visible is increased.  The invisiblity will always have a reflective shield but only reflects ranged damage when warframe is visible.  This does not stop melee and does not stop being damaged.  The shield offers a small damage reduction   this will be an energy over time drain ability. 


2nd. “I hope I can Control this”
Visual Description:  one arm over the head to charge a large ball of energy.  Player will be presented with a gauge or timed button.

Effect Description:Hitting within the time will charge the ability correctly and fire it in a line in front of the warframe and hits all enemies in its path causing massive damage.  If the player fails to charge it correctly the ball will explode in the warframes hand knocking it back onto the ground.  The warframe will be momentarily stunned but as this is uncontrolled energy the energy ball will do even more damage and the blast will be a radius out from the warframe. 

3rd “ Attack Me Quick”
Visual Description:  Radial wave of melodic energy.  Makes a haunting, metallic, melodic sound and looks like a dense wave of energy. 


Effect Description: this wave that bursts from the warframe will travel out in a radial wave.  When the wave makes contact with an enemy the enemy has a small time window to hit the warframe with a damaging attack.  If they are successful the wave has no effect., if they fail the wave will cause the enemy to become stunned for a short period before instantly becoming confused and attacks its allies. If the ability it cast and hits an already confused enemy, that enemy will be more susceptible to damage.  This effect will have a duration and the wave will have a certain max range. 


4th “ I feel perfect”
Visual Description: some sort of visable change to warframe feature or a glowing aura. 


Effect Description:  takes a moment to start up but when it does the warframe becomes temporarily perfect.  1st remains invisible and has no intermittent issues, 2nd can be cast with no negative control issues and 3rd will apply the effect even when warframe is damaged.  I would say this will want a limited time. 

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Passive: Scavenger: Walking over dead enemies gathers a new resource, which your abilities then make use of. (There is a separate meter for this resource)

Ability 1: Void Grapple: Shoot a grappling hook from the warframe's robotic arm, which draws him to the direction where he grappled.

- Grappling an enemy pulls them towards you and also siphons their health and and energy

Ability 2: Construct:use the resource gathered from your passive to create a small "Construct" robot which has three variation that you can switch between.

-Repair Construct: create a stationary machine that fixes/ heals you and fellow warframes. (uses resource from passive)

-Beast Construct: create a chimera beast which has robotic components but is also semi-organic and void-like (uses resource from passive and also energy)

-Pulse Construct: create a stationary machine that sends pulses every few seconds that deal damage, knock enemies, and pushes enemies away.

Ability 3: Tuning: use resources from passive to increase your max shield and fill your shield. Doings so makes the warframe bulkier and slower. Using the ability again, takes the pieces from your passive off of your warframe, making it faster and slimmer, but lowering the max shield.

Ability 4: Use the resources gathered from your passive and make them spin around you. Using the ability again makes shoots them in all directions and the rebound off of surfaces, hitting enemies and doing damage. (the ability uses energy depending on how long the resources gathered from your passive spin around and protect you, and stops draining energy once the ability is used again and shot out in all directions. If you run out of energy, the resources stop spinning around, defending you, and but they don't dissapear and you keep them in your meter.)

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Frame name: Siphon

Passive: Gain +10% extra shields on ammo pickups depending on primary weapon type used.

 

Skill 1: programming rounds

Hack into enemy weapon systems with data piercing rounds, chaining damage to nearby enemies while increasing shields of nearby allies by +25% when damaging affected targets.

 

Skill 2: informative ordinance

Send a cluster strike of ordinance on an area of enemies, increasing ammo pickup and decreasing enemy accuracy by 30% for 12 seconds. Ammo pickups by allies increase siphon's shields by +15%. 

 

Skill 3: sustained marksmanship

siphon prepares for an all out offensive increasing primary weapon status chance and status duration by 20% for itself and allies. Enemies killed have a +25% additional ammo drop for the primary weapon type currently equipped to siphon. Each enemy killed by allies will drain siphon's energy.

Skill 4: shield surge

Siphon prepares a last resort tactic depleting all of its shields to knockback and immobilize all enemies in the area with impact damage, creating overshields for all allies for 25% of damage siphon' deals. All enemies affected by shield surge increase all allies primary weapon accuracy and status chance by an additional 10%.

 

Always wanted a frame that increases primary weapon status chance. 🙂

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