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Open Call for Warframe Ability Ideas!


[DE]Helen

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I do not know if this has already been posted, and with the amount of post and no readily available search function, I'll just submit the ideas I have, hoping it is not a repeat. 

This warframe really seems to me, to be a warframe worth abilities I've been thinking about for a while "Shapechanging". More specifically, this warframe seems to be very fragmented but also capable of high adaptability, I also imagine this warframe stemming from an as of yet unknown "Free roaming" area in the Void; The place whence the Tenno originated from. 

Adaptability
Passive
Having been exposed to the everchanging aspects of the void, Eornheit is capable of adapting to damage on the fly, even utilizing it to great strength. When exposed to an element, this warframe slowly stacks resistance towards this element. For every 10.000 damage received of any single damage within a 120 second timeframe, a cumulative 10% resistance is granted, up to 30% to one element type. This also only applies to one element type at a time, so if another element trumphs the previous one, that is the type granted resistance to, not both. 
Her form also changes to embrace this adaptability; Becoming more transparant with toxin/gas, gaining more burlyness with cold/magnetic, becoming more lean with electricity/corrosion, becoming quadpidal with fire/blast, and hovering with radiation/viral. When no resistance is gained, she defaults back to her original form. 

Embrace of elements
1st ability energy cost: 30
Depending on the current energy, which Eornheit has resistance to, she is granted a capability in accordance to the element; This aura last for 3/5/10 seconds, and it has a radius around Eornheit of 5/10/20 m:
Toxin/Gas: Eornheits form takes on aspects of poison and gas, becoming overall resistant to physical damage(Impact/Puncture/Slash) and procs associated with those. This resistance is equal to 10%/30%/50% according to ability rank. 
Heat/Blast: Eornheits form takes on aspects of explosions and fire, making her emanate an aura that deals 100/300/500 heat + 100/300/500 blast damage every 1/s, with a 5/10/20% status chance of either Heat or Blast. 
Electricity/corrosion: Eornheit erodes her enemies defences, emanating a 100% status chance of corrosion, and dealing 200/500/1000 electricity damage, with a 10/20/40% status chance.
Cold/magnetic: Eornheit slows down her enemies and make them receptible to physical damage. Enemies within her aura are slowed by 10/20/30%, and they receive 20/40/80% more damage from physical damage (Impact/Puncture/slash), furthermore adding a 10/20/40% chance of impact proc. 
Radiation/viral: Eornheit makes her enemies very weak and confused. Every enemy within her aura has a 20/40/75% chance of radiation proc, and their health and attack damage is diminshed by 10/20/40%. 

Elemental feedback
2nd ability energy cost: 50
Eornheit accumulates the element she has resistance from her adaptability passive to into her attacks. Her melee/primary/Secundary weapons gain an additional 50/100/200% damage increase of the element she has resistance to, furthermore increasing the status chance of the weapon by 10/15/20%. This buff lasts for 5/15/30s. 

Agile Adaption
3rd ability Energy cost: 75
Eornheit gains the ability to utilize her gathered elemental resilience into a new movement. This buff lasts for 15/30/60s and depends on Eornheits adaptability passive.
Electricity/corrosion: Eornheit can use the dodge roll to teleport 5/10/20m in the direction she is moving.
Heat/Blast: Eornheits movement speed is increased by 5/10/20%. When Ground slamming she has a 100% chance to inflict the blast proc. 
Toxin/Gas: Eornheit gains the ability to move around with grace. Her bullet jump is 20/40/80% longer, while aim gliding speed is slowed by 10/20/40% more than usual. 
Cold/Magnetic: Eornheits movement leaves a trail of cold, traping enemies in her trail, and also allowing Eornheit to wall latch for 100/300/500% longer than normal.
Radiation/Viral: Eornheits movement becomes very eratic, making her appear three places at once, and lowering enemies ability to hit her. For the duration she has two illusions of herself within 10m of her, and the illusions have a taunting effect on enemies. 

Molecular superiority:
4th ability energy cost: 100
Eornheit becomes able to adapt her form down to the molecule. For 10/20/40s she gains full resistance (30%) from her adaptability passive to all elements, furthermore her other abilities functions as if she has resistance to all elements, being buffed as well. This form also adapts aspects from all of her adaptability passives 

I know this is a rather tall order, but there you have it, my idea of a shapechanging warframe.

Sincerely
Tholkemosad

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My idea for this frame, I tried to make it unique, and have a diffeent viable playstyles, would appreciate any feedback regarding it.

 

Passive ability - Frame has a entropy meter (visible like saryns infection stack meter) that will slowly rise over time. It grants different bonusses at diffeent levels:

Low entropy (0% - 35%) - Frame has constant slow health regeneration and generates armor, up to a high amount, 15 of the armor buff gets removed when he gets hit, but only once per half a second.

Moderate entropy (36% - 70%) - Frame gets bonus ability efficiency and movement speed and an accummulating attack speed and damage buff that rises slowly up to a moderate amount. When a weapon is used this buff gets applied for a short time and the accumulation buff resets back to zero.

High entropy (70% -100%)- Frame constantly looses health, but gets a passive 30% dodge chance and a accummulating power strength bonus that rises quickly up to a moderate amount, and gets applied and reset at the next ability cast. Casting an ability in this state also causes a very small radial blind. 

Ability 1 - Reassemble - 25 energy

Lowers entropy

The frame becomes invulnerable for a short amount of time during which it will regenerate some health. Being shot during this invulnerability will grant a moderate damage reduction against that damage type.

Ability 2 - Pummel - 50 energy 

Increases entropy

The frame strikes any enemies within moderate distance with moderate damage. Additional effects apply depending on entropy level while activated:

Low - Strip moderate amount of armor from enemies and convert it towards your own armor buff. 

Medium -Jam enemy weapons for a short amount of time

High - Apply a bleed proc that scales with this abilities damage. 

Ability 3 - Disentangle - channeled

Increases entropy

Loose a small amount of health on activation and allow your accummulative buffs from entropy levels to go past their base limits and accelerate the rate at which they increase as long as this ability stays active.

Ability 4 - Weave reality - 100 energy

Casts an aura with small radius and a long duration that surrounds the warframe and causes effects depending on entropy level:

Low - Decrease the armor buff loss from getting shot for every enemy in aura and drain the health of the enemies for yourself, applies the armor and health buff for allies within the aura. 

Medium - Increase damage, movement and attack speed for you and allies within aura and debuffs the enemies with decreased movement and attack speed. 

High - Status effects procced on enemies will remain indefinitely on them as long as they are within the aura, and yours and all allies status chance is sligthly increased. 

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If this hasn't yet been brought up:

a CC ability like Nidus's Larva, but centered on the emanating frame and not a chosen point in space, and lasting only until the enemies reach said frame. Basically a "get over here" for melee frames. 

Basically, this could replace something like Valkyr's ripline, which at this point is just a meme. Some may enjoy spidermaning around but most do not and so this is a dead ability. In fact, this can even replace the ripline on the Itzal, which is pretty useless in actual gameplay. 

 

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Everything could goes wrong.

 

Passive:
When cast ability, 4% chance the effect of ability will be double or halved. (cooldown after triggered: 3 second)
At the same time, the base status of warframe will also be double or halved for 15 second. Can be stacked.


Ability 1: Overclocking (channeling type)
Function up the firearms, increase damage dealt and firerate.
But everytime fire, 0.1% chance will burst barrel, cause decrease damage dealt, firerate and can't cast Overclocking for 10 second.


Ability 2: Infection (hold to disable ability)
Paralyzes a single enemy unit, inflict impact + viral + magnetic status effect 0.75 second per tick.
Spread to another 2 enemy unit nearby if the host is killed, or 3 second passed.
1% chance will inflict same effect on self when cast.


Ability 3: Glitch
Cast a random effect area buff to team, or debuff to enemy.
If enemy affected by Infection, double the effect.
1% chance will blow self up, drain out all tne energy and shield, damage enemy nearby and ragdoll them. Damage depends on the total amount drained.

effect list: speed, armor, damage dealt, freeze, random warp


Ability 4: Error
Can only cast when there's unit affect by Infection, and only works on them.
When cast, every unit will be knock down, and leave a mark on them.
Attacking marked enemies will cause a explosion, dealing 5% their max HP random elemental (include combined elements) damage, and 200% status chance.
When the effect ends, cause another bigger explosion on survivor and dealing 40% their remain HP damage.

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I wouldn't mind a frame with at least one of these abilities. I feel like a ability like Replication would be super fun in a mission, giving the frame variety of use depending on the situation. Of course, that could also make him OP, that's why his passive is attached to it's duration. 
 

  • Passive - As he touches enemies and allies two things happens: the amount of time touching them affects the duration of Replication and the amount of enemies touched affects Disassemble movement speed. 
  1. Penetrate: Shoots his tendrils off towards the enemies in front of him in a AoE (the tendrils are still connected to this body), paralyzing the enemies and gathering them around the frame when the tendrils return. Enemies tries to stand up slowly, feeling confused. Creates a diversion while CCing/doing damage. 
  2. Symbiosis: Latch itself with it's tendrils in a enemy like a parasite, breaking itself apart around it, sucking it's health/doing damage overtime, healing itself and nearby allies. While following the enemy around the frame is immobile and with his core having low chances of being hit. The enemy being latched will attack their allies with increased damage and his movement will be in control of the player. If the frame latch itself in a friendly Warframe it will buff this frame ability strength and regenerate their energy while depleting their own energy. The damage, healing, buff increases greatly as time/energy depletes, making it useful for burst damage or for giving a friendly frame high damage/efficacy. 
  3. Replication: Changes itself and becomes a friendly frame, with the duration depending directly on his Passive. While in this state all of his parameters are buffed/doubled. Short or somewhat long duration, but while transformed he has all of the other frame abilities. If they are doing the mission solo he only gains the parameters buff (or you could make the change to a frame be random). 
  4. Disassemble: Break itself off, starts to gather enemies around the frame core through his tendrils and becomes a monster full of enemy parts. Not only does high damage, but grows in area of effect as the energy is depleted CCing enemies. High range and area of effect, creating a protecting field for allied Warframes, giving them damage reduction. The more enemies it gather initially, the more damage it does. Moves very slowly, like a monster and grabs enemies as they come. His core is vulnerable while disassembled, but with smart use of his Passive he can move around fast enough to live and protect his allies. 
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NAME - Shatter

PASSIVE - Switching abilities gives him 2 seconds of invincibility only his 4th and 3rd abilities stacks with his others.

ABILITY 1- SWIFT- Shatter calls on former pieces of himself and becomes faster giving himself a boost in speed and crit chance while in this form he will drain energy slowly

ABILITY 2- BREAKER- Shatter regains his former strength and endurance he gains knock down immunity and a damage buff he will slowly drain energy while in this form

ABILITY 3- GUARDIAN- Shatter summons his mighty armor granting nearby allies and himself an armor buff as well as 15% of all orbs and ammo picked up by him

ABILITY 4- BROKEN FURY- Shatter summons his all his former might gaining a building buff of attack speed and damage resistance while drawing in all nearby enemies this ability will drain energy over time

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If y’all are looking for a new Warframe design I mean we have Inaros and Nidus and Hildrin(<- I don’t know how to spell) why not an all Armor frame? The frame would have all yellow hp and it’s abilities could have to do with drawing enemy fire. The yellow hp could be his passive which makes him immune to certain status effects or more resistant to them and additionally he takes less damage from provoked enemies. He could be like a support tank to draw all the fire from his teammates who would have a self heal. His first ability could be a 10-15m stun which also provokes enemies. His second ability could be a heal to allies in his radius and the heal increases with the amount of enemies around him also provoking the enemies in this radius. His third ability could be like a frost bubble that’s more like a shield but can be increased to a circular shield with mods and any enemy that goes through the shield is provoked. In this circle allies have more armor or receive buffs. His fourth and final ability would be like Inaros’s fourth ability but in a different way by taking damage you gain armor up to 500 and then release it all into enemies dealing major damage to heavier targets and anything that survives is provoked. 

Skinny frame but gets bigger when fourth ability increases. Has cool rib cage and full back made of metal because that’s just cool.

Passive (Armored): Takes Less Damage from status effects and provoked enemies

Ability 1(Insert super cool name for an ability like “Provoking Screech”): Stuns enemies for 2 seconds and provokes enemies in its radius (10-15)

Ability 2(Cool name): Heals allies over time (large energy drain) and provokes enemies in radius (10)

Ability 3(Another dope name): Summons a Shield that’s is 90 degrees and creates a semi-circle where allies armor is buffed inside (Has 750 health at level 3)

Ability 4(Flak Jacket): When activated the ability takes in rounds from the enemy and creates armor around the frame(500 max). When re-activated the frame releases all of the rounds that were taken in dealing more damage to heavy enemies.


Weapons:

Long Skinny Sniper:

Has 3 rounds per magazine and deals blast damage. Is Bolt Action

Slash Damage And Blast Damage are main damage 

Has high Critical Chance and High Critical Damage but very bad status chance with a slow reload. Sniper is mainly a Huge Damage Sniper.

40% Crit Rate 3.5x Crit Multiplier 6 Second reload Total 10% Status Chance

Secondary Pistol: 

Pistol has high damage and decent magazine with slow reload. Standard Status and Crit stats. Pistol fire 2 bullets per shot and multi shot modifiers are 2x as effective.

(Insert Big Damage Stats) 3 second reload and 25-30 round magazine

Just a reliable but unique type of pistol nothing special.

Fi’tso

A heavy Ninkana that acts like a normal Ninkana. Is a larger version on the SkiaJati. Has normal attack speed high crit chance and high crit damage. Acts like the SkiaJati just bigger with more damage. 
 

Unique Aspect: Can combine the SkiaJati and the Fi’tso. Has super cool animation where it takes the SkiaJati from hip as normal and takes the Fi’tso from back with really cool animation on spam of melee button.

The swords have low attack speed but highest crit rate of melee in game and unique 3 attack heavy attack. The Finisher should activate Invisability and should cut the enemy into 3. 

Introduces extra Umbra mods for Shield Rifle Damage Mod and Pistol Damage mod

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idk bruh just make it so you craft his parts from other warframe parts, and he gains the ability of it, so,

passive can be simple,bonus  energy regen when warframe energy colour is blue, bonus health when red, armor and shields, all based on energy colour for more customization

chassy = first ability of warframe who owns chassy 
systems = second ability of designated warframe
neuroptics = third ability of  the warframe

ult should be really plain and weak to balance out the fact that you are going to make a busted frame, so let someone else decide that 

and THAT is my un-creative idea on how to make a busted (overpowered) warframe

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Warframe abillities:

Passive: Finisher attacks rip a body part from the victim and consumes it for bonus health, armor, or other buffs. Consuming multiple parts will build up a stacking system which is reserved for the player to decide between random/specific buffs or to bolster the effects of the Frame's 2nd ability.

1st Ability: Randomized elemental attack resembling that of Ember's Fireball or Volt's Shock. (Each applying one of the available elements: electric, fire, cold, radiation, magnetic, corrosive, etc.) Guaranteed 100% status chance on successful hit.

2nd Ability: Consume the stack built-up by the passive ability to create a dead totem of yourself that becomes embedded in the ground. The totem will corrupt the surroudning area with a randomized element. (For example: Radiation causing friendly fire, magnetic pulling enemies in, gas and etc.)

3rd Ability: Adapt the element on your currently equipped weapon and cast that on your next ability with enhanced effects. Ability will buff other party members in one of two ways depending on weapon builds. Party members will be buffed from a random pool of elements if primary, secondary, and melee weapons all have alternate elements on them. Single choice of elements spread across all weapons evenly will bolster the party-buff even further but will only effect one other party member. (Much like Mesa's shooting gallery function.)

4th Ability: Body parts dismantle and fall to ground, allowing a ghostly apparition to roam freely (in an invulnerable state?), applying 100% status chance effects to enemies which have been passed through. Quick dashes towards/through enemies consumes more energy/passive-stack. Consuming a full stack (from passive ability) during 4th ability would allow for dismantled body parts to act as glaives. (Which can be modded just the same as Ivara's Artemis Bow or Valkyr's Talons.)

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Passive: void plate - Increase armor from fallen enemies 

1st ability: phase - pass through enemies shattering armor % and dealing damage.

2nd: void emergence - bluffs allies within range +fire rate +movement SPD

3rd: Megnetospere - create a void storm (aoe) slowing and dealing damage. 

4th: void cannon - warframe transforms arms into cannons channeling energy 

 

 

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Passive ability: void siphon; when he hits an enemy with his abilities he drains health and shields from the target proportional to the damage dealt.

Ability 1: void lance; he builds up void energy into a powerful lance that pierces any enemy directly infront of him dealing dmg to each one it goes through. The longer the charge the more powerful the lance but the more energy it takes to use.

Ability 2: Void Blast; a short range blast of void energy that damages and knocks /launches back any enemy within a radius around him. Charging the ability increases range and knockback but increases energy drain.

Ability 3; Void shield; a defensive ability that knocks back melee attackers and bends ranged attacks away from him. Charging the ability increases the duration but also increases the energy drain.

Ability 4: Void Rift; A massive AOE attack that cause a storm of void energy that damages any and all enemies in the field and detonates when deactivated. The longer it remains active the stronger the final blast. Has a continuous energy drain.

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Since this frame is made of fragments of other frames, I thought of abilities based on an amalgamation of shattered minds and bodies instinctively trying to become whole again. Also, I'll be calling this frame "Splinter" in these abilities because it seems to fit.

 

Passive: Scrap Steel

Splinter temporarily reinforces himself using spare materials.

Unused ammo drops are converted into a stacking armor buff that decays over time.

 

Ability 1: Broken Body

Splinter breaks off a piece of his body, which begins moving around to attack enemies.

Summons a Shard minion, which chases enemies and lashes out at them with void tendrils. Splinter can have up to 3 Shards active at once. Visually, a fragment of Splinter's body would be removed, and the gaps would be filled in with void energy. When Splinter casts his 2nd or 3rd abilities, any active Shards also cast a weaker version of that ability.

 

Ability 2: Assimilate

Splinter lashes out at a nearby enemy with a void tendril, binding it and draining its life essence to restore his own.

Splinter attacks a nearby enemy with a void tendril. That enemy is immobilized and dragged behind Splinter as he moves. He can hold up to 3 enemies, and each enemy caught in the ability increases Splinter's life regeneration. All damage on victims is stored, and dealt to the enemy when the ability ends.

When this ability is used, any active Shards use the ability as well, although they can only hold one enemy each.

 

Ability 3: Shriek

The many voices within Splinter cry out at once.

Splinter releases a piercing scream, terrifying enemies and cracking their armor at close range.

When this ability is used, any active Shards use the ability as well with reduced range.

 

Ability 4: Shattered Soul

The broken souls that make up Splinter break apart from each other, splitting into three separate bodies.

Splinter splits himself into three separate bodies, and the player can cycle their control between each of them individually. Visually, the white, blue, and red segments of his body split into individual bodies, with void energy filling in the gaps. Tapping the key switches which body you control, holding reassembles the clones into one frame again.

Each body will attempt to use a different weapon from the weapons the player has equipped.

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The warframe in the concept art appears to be comprised of four different properties (white, red, dark grey, and void energy tentacles.) So I believe that every power in its kit should represent each property. The void energy tentacles appear to be the foreign element that is holding all of the other properties together; the white part looks more robust and armor like than any of the other parts; the dark grey is sleeker and stealthier than the other properties; and the red part seems stronger and more mechanical than every other part.

This warframe should have a pickup item (similar to Atlas’ rubble) called SCRAP (to keep the idea that this is a warframe made from salvaged parts). It gives armor and health. It stacks like nidus’ mutation; the higher the stack the more damage resistance. SCRAP isn’t effected by mods like vacuum or fetch, and only this warframe can obtain it.

PASSIVE: Every X amount of SCRAP stacks causes you to emit a pulse that gives you energy. (Again this is keeping with the idea that this warframe is an unstable salvage of various parts and void energy).

ABILITY 1: This ability would come from the void energy. Warframe disassembles and becomes a violent chaotic storm of parts. In this channeled ability it controls similar to inaros’ sandstorm while causing damage to enemies in its radius and attracting SCRAP. When the ability is deactivated the warframe quickly reconstructs.

ABILITY 2: This Ability would come from the white part of the frame. Warframe flings off the white portion of itself at an arched trajectory similar to the trajectory that vauban’s grenades travel when thrown. This portion then reforms into on indestructible stationary decoy that draws the enemy’s attention. When the decoy is out, the warframe has reduced armor but increased movement speed. The decoy remains for a duration or until recalled; when recalled or when the duration runs out the decoy comes flying back to the warframe at a high speed causing enemies caught in its path to be ragdolled and pulled along with it until violently colliding and reuniting with the warframe. Enemies caught in the collision's radius become more susceptible to damage.

ABILITY 3: This Ability would come from the dark grey arm of the warframe. Casts an elongated shadowy arm (it is cast in the same way of trinity’s energy vampire i.e. your movement is halted until the shadow hits its target) once it reaches into an enemy, multiple shadow arms spread outwards from that enemy towards enemies nearby it. The shadow arms violently rip SCRAP off of all effected enemies.

ABILITY 4: This Ability would come from the red arm. Red arm transforms into a really big exalted gun. (It has a charge trigger like the Lanka). It fires a large energy ball that explodes on contact, heavily damaging and knocking down enemies. The gun consumes SCRAP instead of energy (so this abilty cannot be activated until you have enough SCRAP). You can cast ability 1 but it will cancel ability 4; you cannot cast ability 2 but you can manually recall its decoy if it was out before you activated the 4th ability; activating ability 3 will cancel the 4th ability as well. Enemies effected by the really big gun drop SCRAP when killed (though they won’t drop as much as the 3rd ability). If you charge for too long you will overcharge the gun; this causes the warframe to blow up in a huge damaging explosion unleashing all of your collected SCRAP as deadly shrapnel. X% of your health will be depleted. Moments after the explosion, the warframe rebuilds itself. When rebuilding you cannot move; you do not take damage during and shortly after the rebuilding process, however the 1st ability can be activated to interrupt the slower rebuilding process of the 4th ability.

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Passive ability: Instability: If their health is higher than energy, health transfers to energy gradually, and vice versa. If their health reaches 0, their body parts shatter, pierce enemies around them. Enemies are stunned until the body part falls out of them. If there's no enemy/less enemies than the number of their body parts, the rest of the body parts just fall on the ground. To revive, aim and concentrate on body parts to gather them(similar to Inaros' revive), or teammates can hep by collecting them(similar to reviving allies in the Arbitration)

First Ability: Feasting Fist: Penetrate an enemy's chest with their fist(red one), consumes the target's HP to replenish energy. Costs HP to cast.

Second Ability: Grasping Grab: A hand(blueish one) disappear from the warframe and reappear on the head of targeted enemy. Stuns target and cold damage&slow around the target.

Third Ability: Overclock: While active, their shield keep regenerates despite being hit. Consumes energy per second.

Fourth Ability: Convergence: Threads comes out of the warframe that pulls and stitches enemies around, to make a ball of flesh. The ball can move at slow speed, hovering on the ground, and can add more victims. Damage(both from enemies and teammates) to the ball shared to the enemies in the ball and reduced amount of the damage to the warframe. When deactivate or warframe's hp reaches 0, the ball explodes, damages survived enemies and enemies around the ball. Consumes energy per second.

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Here's my take on Broken-Frame's abilities based on the artwork. I'm going towards a more "Frankenstein stitched up" version

 

Passive Part Replacement: When the frame reaches critical health levels, they will replace any damaged parts with any body parts available nearby i.e. severed enemy limbs to restore health.

1st Ability Extend: The frame fires their arms and grabs the first enemy they hit, pulling them into close range. Holding the ability button will instead fire their arms and does blast/impact damage on contact, a literal rocket punch.

2nd Ability Reconfigure: The frame rearranges their body to fit the situation for speed, defense or balance formation. In speed formation they have increased movement and attack speed, but sacrifice armor/shields. In defense formation, the frame gains more armor and health, but sacrifices their ability to sprint. Balance form is the frame's default form, however when swapping to balance form from another form will grant them a temporary buff based on the previous formation.

3rd Ability Puppeteer: The frame extends the void string that keeps him together and ties up his enemies into a ball. Activating his ability again will throw the ball at his desired location, dealing damage to the thrown enemies and anyone in the area.

4th Ability Armorskin: The frame breaks down to its basic pieces, and attaches them onto a friendly ally target. Although the frame loses control of movement, he is able to use his abilities and weapons freely. The ally who is armed with the frame gains all the benefits of the frame's Reconfigure, and any damage that would be dealt to them will transfer to the Broken Warframe instead at a reduced amount.

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I liked the idea of this warframe thriving off the comunity.So i decided to play with a ying and yang idea of both a helpful symbiote, and a destructive parasite, gaining strength in numbers, whether they be friends or foes. I wanted to come up with abilities that play off of each other while also effecting allies and enemies that this warframe comes in contact with.  Hope you like my ideas! 

 

Passive: (As One) {Broken Warframe} Gains armor/ and ability strength increasing with each friendly/enemy unit within a 15 yard radius persists for 3 seconds when all units leave the radius.

Ability 1: (Parasitic Reach) Tendrils reach forward out of {broken warframes} arm dealing damage and augmenting your weapons  with the damaged units energy type. {broken warframe is healed for 80% of damage dealt

Ability 2:(Grasping Carapace) {Broken Warframe's} body sprouts many tendrils out of its back striking the nearest enemies within melee range. lasts 30 seconds.

Ability 3:[toggle] (Leach scouts) Leaches leave {Broken Warframes} body every second and Attach to nearby units. Allies are granted {Broken Warframes} (As One) Passive while a leach persists on them. Enemies take damage over time. returning damage dealt to {Broken Warframe}. Drains energy per second

Ability 4: (Ultimate Symbiotic Parasite) {Broken Warframe} Becames the Ultimate Symbiotic Parasite for the next 20 seconds

.Releasing a burst of energy damaging all unites within  a 30 yard radius and granting the following benefits. 

All health gained from {Broken Warframes} abilities give energy for 100% of healing done for 20 seconds

Grasping Carapace's Tendrils Increase in range dealing extra damage to units it hits. for 20 seconds

All Active Leach Scouts are burst Burst granting allies the same energy type granted from parasitic reach. for 20 sec

 Enemies: If an enemy unit dies while under the effects of a leach scout, {Damaged Warframe} gains health and energy from the fallen unit.

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I don't know if this post will even get read this far back in the thread... but if it does, here's my thoughts:

Since the description of the Warframe is that it was put together out of many different pieces, my theme revolves around adding pieces to itself, adapting, and disassembling itself again.

Passive: Adaptation: The Warframe has the unique ability of changing itself depending on what kind of damage it receives. For example, if an enemy hits it with Heat damage, it can now use Heat damage in its abilities (weapons are still separate). The only exceptions to this are special damage types like Void and Tau. In order to facilitate control over this, the player will have a small pool of recently taken damage types they can use, that they can swap between similar to Ivara's arrows. The currently selected damage type will not be overwritten unless the player swaps it out and takes damage again.

Abilities:

  1. Release: Releases a piece of itself similar to Helios. This will launch toward a targeted area and create a shockwave at the point of impact, dealing knockdown in its immediate vicinity. The piece will then remain in place for the ability's duration, or until the player calls it back by pressing the button again, dealing continuous AoE damage around it. This attack deals Radiation damage by default, with the added effect of taking Adaptation into account. For example, If the Warframe has Heat damage stored, the AoE will also do Heat damage with a guaranteed Heat proc. Quick tapping the button will swap the damage type from the pool, prior to casting. This ability can be charged by holding the button down, and will consume any armor that has been caught by Capture to deal bonus damage and extend the range of the AoE.
     
  2. Capture: The Warframe extends a tendril from itself towards the selected enemy and grabs it. Enemies near the impact get knocked down. The initial hit will do Impact damage, while the grab will quickly deal DoT to the enemy based on Adaptation's stored energy type, or Magnetic damage by default (similar to Hydroid's tentacles.) The grabbed enemy will be unable to attack for the duration of this ability, but the Warframe can freely move around. If the enemy is killed by this attack (either from the attack, the player's guns, or the player's allies), the Warframe will "add" the defeated enemy to itself, represented as a new piece of armor floating on the Warframe. Similar to Garuda's Dread Mirror, this ability has an Instant Kill threshold, allowing you to instantly Capture an enemy if they are significantly weakened (let's say around 30% HP). Each piece of armor captured by the Warframe adds additional Armor to the Warframe, up to a max of 4? times.
     
  3. Watchful Eye: After the Warframe has added pieces to itself from Capture, it can redirect one piece towards an ally, which will follow them for a set duration and act like a Sentinel. It will slowly regenerate the ally's health and target enemies near the ally with lasers, dealing Adaptation's current damage type when the ability was used. If the Ally takes lethal damage while this ability is active, the damage will instead kill the Sentinel (this can only happen once every 90 seconds, similar to Phoenix Renewal). If the player doesn't target an ally, the Sentinel can instead follow the player.
     
  4. Dismantle: The Warframe will split itself apart violently, releasing a large amount of Void energy from itself along with the pieces of itself. This creates a large explosion at the position of the Warframe, dealing Radiation damage with bonus damage from Adaptation applied. The pieces of the frame will then go flying towards any nearby enemies it can find, dealing heavy amounts of damage as they fly from one target to the next. Damage that is taken by the Warframe (or what's left of it, the skeleton of tendrils) is redirected to the pieces increasing their damage. Extra pieces obtained by Capture further increase the damage this ability does by increasing the number of flying pieces, but are lost when the ability ends. The Warframe then calls the pieces back and rebuilds itself.

The gameplay flow would revolve around the player capturing as many extra pieces as they can, and then choosing what to do with the captured pieces. The Warframe will be versatile and be able to crowd control, support allies, or deal large amounts of damage. It could be fun seeing how players manipulate the Adaptation mechanic, like purposefully breaking LN2 containers to gain Ice damage.

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This is a very interesting idea for a Warframe. I hope that you do see this and if you do that’s good enough for me. I’m just excited to see what this will become and how it will be different to what we have now.
 

I just think it would be cool that if you enter operator mode the Warframe’s different pieces would fall apart and lay on the ground in a pile. Just thought it could be a cool and interesting effect. Since the operator isn’t using its transference energy to connect to the warframe, the warframe wouldn’t have enough energy to hold itself upright.

 

passive: can pick up enemy remains and make them into his own body for use later

 

ability 1: part of his body breaks off ( loses amour or health) and will attack enemies until it is recalled or is destroyed

ability 2: a detached body part will latch on to an enemy (slowly damaging it) and force it to fight for you until it is called back by ability 1, the enemy dies, or the body part is destroyed
 

ability 3: Warframe’s body parts can be set on the ground and used as deadly traps that can stop enemies in their tracks

ability 4:Warframe will emit a large void blast that will damage enemies and stun then for a few seconds. This can drop off body parts but they can be picked back up if dropped  

 

Any concerns to my knowledge about the amount of parts to level of health might be answered here.

 This Warframe would be able to drop and pick up different parts off the battlefield. He would start off with a default amount of parts of just the Warframe. Any extra parts picked up would add amour to the frame and any amount less than the starting amount will cause a maximum health loss until parts are put back. A maximum part amount would be needed though if this idea were to work

 

 

Thank you for your consideration,

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I would like to imagine this Warframe would have a name like "Enigma" - fitting for a frame that could change or adapt to its surroundings and might be hard to understand due to his changing appearance. (I'll use this name as a placeholder for future reference).

My thought process with this warframe focuses around the 'broken' aspect, appearing with an eerie, spindly demeanor that harnesses massive latent power. Enigma would be more of a technical Warframe and a bit of a glass cannon, requiring the player to use his abilities on enemies to progressively grow stronger while maintaining his survivability, much like with Nidus's Mutation gauge. When Enigma loses Health, his Fragment Gauge will also deplete, so making sure Enigma keeps his shields up is very important!

 

With that in mind, here are some ideas for abilities I feel would be fitting for this frame:

1) Ethereal Talon - Enigma stretches a fragmented claw of void energy and warframe parts to grab an enemy at a distance and strip them of their armor. If the enemy has already had their armor stripped, the enemy will explode in a burst of pure void energy inflicting radiation damage, causing an AoE that topples nearby enemies and builds Enigma's Fragment Gauge by 4 points for each enemy struck. (affected by power strength and range mods)

2) Unholy Aether – Enigma fragments his body into a swirling mass of void energy and warframe components. Enemies caught in the cloud will be inflicted with a % of radiation damage, have their health gradually sapped and armor stripped. Each enemy caught by this ability will add 3 points to Enigma’s Fragment Gauge (affected by power strength, duration, and range mods).

3) Fabricate – Enigma controls the energy of the void to warp enemy equipment into powerful upgrades. This is a single ability with 3 toggleable parts. The difference with this ability (opposed to Ivara’s Quiver or Wisp’s Reservoir) is that while all three parts of the ability can be used separately, they are intended to be combined for an overall buff. Using this ability will consume 50 points of Enigma’s Fragment Gauge. When all three parts are combined, Enigma will emit void energy around himself, buffing all nearby players with a 15% increased status and critical chance.

- Effulgent Core: Increases Enigma’s health by 30%

- Astral Barrier: Increases Enigma’s shield by 30%

- Harbinger’s Seal: Increases Enigma’s armor by 30%

4) Decimator - Enigma will redirect Warframe parts on his body onto his arm to create a massive arm “cannon,” – the Decimator – capable of firing giant lugs of void energy inflicting heavy amounts of radiation damage. Enigma becomes much more susceptible to damage in this state, as much of the void energy holding his body together becomes exposed. For this reason, ensuring the player focuses their Fragment Gauge points on Fabricate is crucial. (affected by power strength, duration, and range mods)

Passive: Volatile Remains – Any enemy killed by Enigma’s abilities have a chance to remain after death as explosive corpses, dealing radiation damage to any enemy who walks too close.

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Possible Names (Google translate used in some, so grain of salt required): Turrim (Latin for Tower), Pars (Latin for Segment/part/piece), Kyosugi (Based on Japanese method of fixing broken things with gold. But instead of gold, void), Compound (Triple entendre; Multiple parts, mixture of elements, multiplied effects)

 

Intention/Inspiration: Caught between the chaotic power of the Void and the its own former strength, this warframe balances itself on a knife’s edge between the two, expending the energy holding it together for increased destructive power or hoarding it for its own survival.

 

At rank 30:

Health: 300

Shields: 450

Armor: 150

Energy: 100

 

Passive: Integrity; 5 notches (with half notches, so you have 10 half-notches total), start at 150% power strength, +0/+0 health/shields. Each whole notch added is -10% power strength, flat +100/+100 health/shields (After calculations). Half notches do not increase/decrease stats, only ‘integer’ notches do so.

 

Rend: A shotgun style short range ripline that auto targets up to 10 enemies in a 5/6/7/8 meter, 90O cone (increasing range decreases cone angle) in the direction the camera is facing that removes a flat 70/80/90/100 base armor from the grabbed enemies similarly to the Shattering Impact mod. Each enemy grabbed increases integrity by one half-notch and grants 10 additional base armor (before mod calculations). Armor bonus decays by 1 armor every second (affected by duration). Grabbed enemies will be held in front of the player as a meat shield, held together by a  barrier made of void tendrils. This Void barrier is the actual shield, rather than the rag-dolls, and its health is generated by combining the remaining health and shields of the grabbed victims (object based health now, similar to Snow Globe/Tectonics). As the shield takes damage, it equally applies to every rag-doll, and as individual rag-dolls take enough damage equivalent to their original remaining EHP, they will die and be dropped from the shield. This shield lasts for 15/20/25/30 seconds or until health hits 0 and the final rag-doll is released. Holding a recast will crunch the bodies together for 70/80/90/100 damage per body, evenly divided between the three physical damages; this damage is also affected by Ability Strength. Following the crunch, all rag-dolls will then be thrown forward, damaging enemies in the path similar to the way arrows carry bodies and damage others in their path. Collision damage per rag-doll is equal to the total crunch damage, after Ability Strength. Ability costs 5 energy per enemy caught.

 

Distort: Hold to place a max of 1 beacon at cursor, tap to teleport to beacon (do not have to be aiming at the beacon to teleport to it) Beacon can be placed and teleported to within a 20/30/40/50 meter range (unaffected by power range). Moving further away than this distance removes the beacon. Beacon lasts for 5/10/15/20 seconds. Placement of the beacon emits waves (like Wisp’s 3) centered on the warframe and beacon that slow enemies and speed allies within 5/10/12.5/15 meters by 7.5%/15%/22.5%/30% for 4/6/8/10 seconds. Teleporting to the beacon removes the beacon and temporarily jams enemy weapons within 4/6/8/10 meters of the beacon’s location and blinds enemies within 4/6/8/10 meters of departure spot. Blind does not open to finishers. Recasting placing the beacon removes the first beacon. Costs 30 base energy to place the beacon and 10 energy to teleport.

 

Break: Prevents use of all enemy’s special abilities other than use of guns/melee for a timer in a 7/8/9/10 meter area around the player. This will include Eximus auras (sans their resistance bonuses), Infested Ancient auras and grappling hooks (as well as from Scorpion/Bursa), Corpus Nullifier field deployment, heavy unit ground slams, possibly Lich abilities (I’d like it to negate their abilities, but I’d understand if it didn’t), etc. This ability will have no initial Integrity cost, but will consume 1 half stack of Integrity per negated enemy ability. (Example, a nullifier could not deploy a nullifier drone, but one that was already deployed would be unaffected.The attempt to deploy would consume a single half stack. An ancient’s aura would be turned off once it entered the field, consuming one half stack, aura resumes if the ancient leaves the field.) Costs 50 base energy.

 

Tear: Spawns an void electrical storm at the player’s location that lasts for 10/15/20/25 seconds, randomly shocking 1/1.33/1.66/2 targets in the area per second (inversely affected by duration, i.e 200% duration means 4 targets per second) within a 7/8/9/10 meter radius. Enemies are hit for a random tick of 150 Fire, Ice, Toxin, Electricity, or Void damage+status. Allies are immediately zapped upon entering the field, giving increased energy regeneration and changing their magazines to a recharging mode similar to the Basmu, i.e. they still reload when the magazine is emptied, but if they wait without emptying it will completely refill. Magazine recharge rate is affected by power strength. Requires at least 1 Integrity to cast, but can be charged to expend additional Integrity stacks to gain +1 meter range per Integrity used (gain per Integrity is affected by power range). Spending Integrity on Tear decreases maximum Integrity based on the amount spent, while it is active. Cast ability again to cancel existing storm. Optional: Operators within the area of effect have infinite void energy (because, you know, void storm).

Suggester's Note:

I like the extra resource stuff that frames like Gauss, Baruuk and Nidus have, but I wanted to differentiate from them by giving it distinct units with noticeable effects, instead of Gauss’/Baruuk’s non-definite type, or Nidus having to stack so much that each individual stack’s effect isn’t noticeable. Another way I intended to differentiate is that in those other cases you always want the bar to be going in one direction, whether that be ‘down’ in Baruuk’s case, or ‘up’ in Gauss’ or Nidus’. Here, there are benefits for either direction, meaning play style has to be kept in mind while modding. 

Rend takes its inspiration from the tendrils in the art, I imagined them lashing out to grab and ensnare enemies, salvaging parts (armor) from them and using them for protection.

Distort plays more toward the glitch side of things, and how we really don’t have a warframe that can freely teleport in space. Loki can only teleport to places where an ally/enemy is, and while you can place the decoy in a lot of places, you still have to aim for it, and it's a switch, which can be cumbersome. Ash/Garuda can only go to where something already is, and Wisp has to have already visited a spot to teleport there. I applied the Distort's other effects the way I did because you could cast the beacon near an ally to give them a boost or cast it in a group of enemies to stall them. If you're teleporting into a group you're jamming them as an opening gambit and blinding them if you're escaping.

We also don’t really have a warframe that focuses on stopping enemy abilities and I figured something as chaotic as the void would be able to do that, which is where Break comes in.

Since the warframe is ‘held together by void energy’, I figured it would be able to expend some of that to create a pseudo-corruption buff at the cost of its own survivability in the form of its Integrity. I decided to make the warframe able to control its range when casting Tear because its passive already messes with power strength, and not many frames can control their own power ranges on the fly, off the top of my head I can only think of Octavia, who only has 2 options for mallet (big and small) that's dependent on another ability.

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1 - I love the concept of being built by dismantled Warframe parts, which means we could customize it from different parts farmed across the galaxy. We could customize his 4 basic powers based on what parts we have gathered. No exactly the following mentioned abilities but as an example, my ability one could be Ash, two Nova, the three Loki, and so on, based on what parts I have gathered (farmed) so not only through mods but also parts his built would be customizable. If this concept is adopted only his passive would be universal to all players. His passive should increase power ability based on the synergy of parts equipped, that would limit a super offensive or super defensive build but working as an incentive for a more balanced parts build. Also would be time saving for our beloved DE coders that could re-purpose abilities already in game, but in other frames/enemies. If this concept is adopted this broken warframe could see new replacement parts being added to the game from time to time, renewing the interest of player to farm the new found used upgrade somewhere in the galaxy.

2 - I can see this broken Warframe building up his abilities based on parts taken from enemies in missions, like Nidus stacks, he would have to build himself through the mission, upgrading himself with parts from killed enemies. The longer the mission, the stronger he gets by upgrading himself from parts or abilities from higher-level enemies.

I hope my ideas could contribute for the development of a great frame.

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PASSIVE: Senient kills drop extra energy orbs

1. YEET: Ragdoll enemies

2. VIRUS: Launch a piece of yourself on an enemy, resets enemy stats to base mission lvl, drains health

3. CLICKBAIT: Incoming dmg drains energy, stacks with quick thinking, etc. 

4. DDOS: Freeze enemies in x radius for x duration, enemies affected by 2.Virus have resistances/armor stripped 

 

 

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1: Void blast- blast of energy that throws enemies back and deals damage

2: Sacrifice-sacrifices a bit of shield to turn into a projectile

3:Black hole- creates a small black hole that absorbs projectiles

4:Cable whip- loose cables extend from the body and hit enemies in a certain radius forcing them back

Passive: gains shield quicker

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