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Open Call for Warframe Ability Ideas!


[DE]Helen

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I can’t decorate it the same but my idea is the sentients have Frankensteined up a frame and resurrected it with sentient energy giving these mixed and match frame parts life with a bit of scrap metal for pip.

Passive: Able to select up to 4 warframes from your inventory, the first passive is maintained and the remaining 3 are used for its (2)

1- Gathering massive sentient energy in its legs and hands ‘Broken’ gains a noticeable speed boost (not near gauss or volt but many people like getting places while solo) and quickens melee speed with a modestly soft melee buff (melee are OP so yes a gentle buff for once isn’t bad) 

2-Rotate or activate at random one of the 3 remaining passives. Only one of these may be activated at once so they either get their own timer pre established by DE for fairness or let us decide for the fun of it 

3-Something kinda like Mesmer skin but a bit less effective as ‘Broken’ is unstable so instead it gets lightening like the Hydrolaust. So either it’s strong and has a timer or it’s weak but drains energy SLOWLY, 

4- Broken Clone- (yes only one I wanna name) stripping off parts of your self you can command either parts that come off at random (half your leg with a movement penalty or arm for accuracy penalty) such as attack with me or defend location. OR the longer you hold the command something similar to the vomalyst come out of ‘Broken’ and same idea. Doing -something- can cause them to explode [augment mod maybe?]

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1 Sonic Boom: send out a sonic boom to an enemy

2 Hush: Silence you and allies within a certain range

3 Whistle: Throw sound grenade somewhere to make enemies alert and be distracted

4 Deafening Roar: Roar to confuse enemies and deafen them also damaging them in the process

 

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1 minute ago, Stijmpie said:

1 Sonic Boom: send out a sonic boom to an enemy

2 Hush: Silence you and allies within a certain range

3 Whistle: Throw sound grenade somewhere to make enemies alert and be distracted

4 Deafening Roar: Roar to confuse enemies and deafen them also damaging them in the process

 

You wanna rework banshee or something?

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Overview:

A frame that uses ability synergies to build armour and health overtime, only to use it inflict massive damage.

Frame naturally starts with low armour and health, using abilities it is able to increase these beyond their maximum with accretion. The aim is to use the ability synergies to increase your health and armour over time. This acquired resource can then be spent to power the emergence ability. A transformational ability the locks down an area and allows the frame to deal massive damage.

Passive - Accretion: Armour and health stripped from enemies by this warframes abilities is added to its own and can exceed natural maximum. A gauge to show armour and health acquired would be useful for the UI.

1. Iron Claw  (armour builder) - Warframe extends its limbs, stretching the void tendrils to their maxmium sweeping in a wide arc, dealing slash damage  and stripping armour from those hit. Move uses one arm, but if cast in quick succession it will reduce energy cost and activate the opposite arm.

2. Void Sunder (health Builder) - Lash out with void tentacles in a large radius around the frame, any enemies hit take void damage, enemies also suffering slash damage will take extra damage which will turn into health for the frame, allowing the frame to exceed its maximum health.

3.Repulsion (Health and armour builder - Duration) -  Fling acquired armour from your frame creating a cloud of shrapnel in your vicinity that inflicts slash damage to any enemies that move into it, activating it again draws the shards back to you stripping armour from enemies and dealing further damage. Enemies affected by slash damage on recall will provide further health to frame. activating recall before duration ends will return more armour, letting it end on its own will lose some of the armour expelled (potentially mitigated by efficiency).

4.Emergence (Health and armour spender) - Break free of the frame, sending the armour and body exploding outwards in a wide ring, revealing the frames true void form and filling the ring with tremendous void power. Gaining new powers and resistance, the frame regularly radiates void and radiation energy, is able to slash out with melee attacks dealing massive damage and is able to surge quickly from enemy to enemy within the ring using its roll move. The frame is unable to leave the ring created, enemies attempting to pass through the ring take damage. Emergence changes the accretion meter to an evanescence, which slowly ticks down to zero, the evanescence meter is based on the acquired health of the warframe, the size of the ring is based on the acquired armour.

Example usage and synergy: Players use iron claw to inflict slash damage and acquire armour to prepare for repulsion, next activating repulsion creating an AOE cloud about them and inflicting slash damage, following up with void sunder which harvest health from any enemies affected by slash, ending repulsion early to inflict further damage on any enemies left standing and stealing a bit more health. This leads up to using emergence to create a danger zone, expending acquired health and armour to take out either a large number of enemies or a single very dangerous enemy. Once emergence ends the frame is left with less armour and health and begins the cycle again. risk vs reward.

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Passive: Fragments - Broken warframe has 10 fragments of its body, each fragment guarantees 10% of armor and extra base life, remove a fragment will discount the life and armor buff but each fragment disassociated guarantees 10% of extra energy.

 

1st Skill: Dispatch - Disassociate a fragment from the passive, depending on the mode, selection wheel like ivara.

Attack Mode:Create a turret (maximum 2), by pressing x on the turret ensures that the turret equips the currently equipped weapon, while staying in the turret area or attacking              enemies the turret will attack enemies based on which is causing the most damage on the broken warframe or the enemy harder to kill at the moment.

- 100% weapon damage

- 5% chance of headshot (scale with strength)

- 5 seconds attacking while Broken warframe does not attack (scale with duration), infinite time in the tower area, attacking resets the time.

- 5 meters range of the tower (scale with range)

Control Mode: Creates a control tower at the target point, will slow enemies in the area (maximum 6),
- 40% slow (scale with strength)

- 0.8% armor / shield drain (scale with strength)

- range 8m (scale with range)

Support Mode: Creates a support tower that when pressing x an ally can grab it

- extra strength 20% (scale with strength)

- gains 100 health (scale with strength) for each fragment that Broken has, 50% of the effect for half fragments.

5 energy cost

2nd Skill: Disruptor path - Dash in one direction, causing damage and knocking down nearby enemies, hitting an ally leaving you and him invulnerable and restoring shield and over shielding him, hitting an enemy and killing him, earns a fragment that gives 50% of buffs in life and armor and does not discount the energy buff, cannot be used as a fragment.

- damage 400 slash (scale with strength)

- kills the enemy with less than 40% health garante a half fragmet

- 15m dash

- 5m knocking down range (scale with range)

- 500 cured over shield

- 300 healed life

- 2s invulnerability (scale with duration)

25 energy

3rd Skill: Overclock - There is an overclocking of his skills and paralysis in the surrounding area

- 40% attack rate for attack mode

- smash enemies in an area for damage equal to removed armor or shield times 5 (scale with strength)
 for control mode

- regenerates life 45% (scale with strength) life per second for the broken warframe and all with support module for support mode

9m paralysis area(scale with range)

15 energy

4th Skill: conveyance - Connects with all nearby allies with a fragment grabed or fragment of the broken warframe given:

- adaptation effect 40% base 10% base per tick damage

- a bonus of +1 weapon penetration additive (scale with strength)

- a bonus of +1 critical base damage additive (scale with strength)

- a bonus of +30% of damage taken by allies discounted in life (if you have more than 4 fragments and energy if you have less than 4 fragments, 240% efficiency)

- Kiliing a enemy: 10 health + 1.2 (scale with strength) and 5 1.8 energy (scale with strength) per enemy killed by you or connected allies.

- 5 meters range (scale with range)

2 energy per second + 0.5 per ally.

 

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Passive: while split, all components receive a portion of his max health and are immune to status. 

  -All components must be destroyed to put him into bleedout

  -when he separates, all pieces start at maximum health regardless of how much health he started with

  -when he reforms, he heals for 25% of his max health if none of his pieces were destroyed and 100% if none of them were damaged

 

1: Seperation - Tap to use 25 energy to disarm a target and hold them in place for 5s. Hold to use 5 energy to mark a target (up to 6 marked at one time), release to split yourself apart and drag all marked targets to the ground in front of you, causing them to receive 45% increased damage. If more than one target is dragged, all targets are slammed together, dealing 500 impact damage per target dragged and stunning them for 3s

  -if one target is dragged, it’s a one handed action.

  -if two targets are dragged, it’s a two handed action

  -if more than two targets are dragged, it’s a full body channel

  -each body part separated from the main body gains 25% evasion chance

  -needs line of sight to mark, but marks will last for 5s once enemies leave line of sight

  -if marks are removed in any way including death, refund the energy used to mark

 

2: Decomposition - Use 50 energy to disassemble and Reassemble around an enemy, adding their base armor or shield value (as defined in the codex; similar to how shattering impact does) to your base armor or shield value degrading at a rate of 2%/s. Hold to disassemble completely for 3 energy per second. In this state, move at .3m per energy (energy per m affected by efficiency; m per energy affected by duration) at a speed of 30m/s (affected by duration). While stationary in this state, remain completely invisible. 

 

3: Forced Quake - use 75 energy to send pieces of yourself into the floor, making the ground underneath in a 40m area unsteady, dealing 2.5% health per second of enemy max health as true damage, reducing enemy accuracy by 40% and staggering them every 4s for 20s

  -does not need line of sight

  -pieces used for this ability does not activate the passive

 

4: Nanoscopic Swarm - use 100 energy to break your pieces into atomic size and move forward in a wave that knocks down enemies and leeches half of their maximum health (unaffected by strength; affected by armor, affected by shields), healing you and allies caught in the wave by 10% of the damage done. Enemies that survive have their guns jammed and aura effects disabled for 12s.

  -drain of 30 energy per 5m travelled (affected by duration, efficiency, and range) 

  -speed of the wave depends on range

  -amount of pieces affected by health

  -each piece contains 5-10 health (inversely affected by strength)

  -size of the wave depends on current maximum health

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Passive: Randomly cast a teammates frames ability, just not the way you hoped.

1. As a Father of a Young son who has started watching Big Hero 6... Shoots a fist, or 2 at an enemy, but must be within x distance to pick it back up, maybe a leg and need a teammates retrieval up to 20 seconds.

2. Super Mag (lol yes) turns frame into a giant magnet "collecting" non energy projectiles to heal, well sort of.

3. Mimic will turn Broken into a mirror image of a fellow frame.

4. The Hawking (in dedication of Stephen Hawking) Broken turns into a swirling void hole and after a duration blows up.

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A few ideas that might've been done already, but oh well

Passive 1: Hitting the Broken Warframe with any Operator's (Amp)/(Void Blast)/(Void Dash) increases both the Broken Warframe's and Operator's (Damage)/(Damage Reduction)/(Speed & Fire Rate) by 15%, respectively, for 15 seconds. Can stack up to 3 times (won't refresh) with repeated shots.

Passive 2: Since the Warframe is held together by Void energy, its Health is its Energy pool. Being able to both survive and cast abilities requires careful synergy of its Abilities:

Ability 1: Void Shrapnel. Parts of the Broken Warframe explodes off in all directions, dealing 100 Puncture and 100 Void damage (hold for a charged, more damaging & farther-reaching explosion). Enemies struck by the shrapnel are marked. Dealing damage to a marked enemy grants the attack +25% flat Critical and Status chance; any damage dealt refunds 15% lifesteal to the Broken Warframe. (Synergy: Allies linked with Void Meld struck with Void Shrapnel are healed for 15% of their health.)

Ability 2: Void Meld. Casting links the Broken Warframe to all nearby Warframes within 30m. Leaving the cast radius breaks the link, but the Ability can be recast, resetting all buffs. Linked teammates receive +3 Energy/s and a +15% Efficiency bonus to casting Abilities. Linked teammates casting any Ability grants the Broken Warframe 10% Health refunded and a +5% Damage buff, stacking up to 10 times while the Ability is active. Enemies within a 10m radius are briefly staggered on cast; enemies with a 5m radius of linked teammates are staggered upon being linked.

Abilities 3 & 4: idk lol

Why you should care: A weird combination of a glass cannon and a self-/squad-buffer. Also buffs Operators, giving their in-mission usefulness a boost, as well as makes the Broken Warframe potentially interesting for Eidolons. 

 

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Should be a mix of crowd control and Tenno support based off of looks and lore. 

Passive: Like Umbra, would be able to fire a weapon and fight when in Tenno form, but the warframe would be unable to move, use any ability or melee (So only Primary and turn)

1. Transference Stem - Creates a branch of Aboroflora  (I think that's what it is called) that would give a buff to all Tenno for more heath, energy regain and some speed at a base range of 50 meters. Duration would be 10 seconds [30 Energy]

2. Rebuild - Can grab an enemy at 20 meters an pull them back, making them a part of the warframe, adding bonus heath and the enemy will shoot out of the warframe (The shots would come out of the warfame's body) When the extra heath is fully gone, the captured enemy with die. A base of two enemys could be captured at once. [Energy cost: 30 to 50 per enemy]

3. Parted - Falls down into many pieces covering an area of 10 or more meters, you would be unable to move but enemys that walk over you while in this state would take 500 or more damage a sec. Standing on top of this while in Tenno form would give a damage boost. [Energy cost: 65]

4. Reclaimed - Gives him a random exalted weapon. For balancing reasons, none of the exalted weapons would have mods on them, or if they did, only 3 mods could be on a build. [Energy cost: 150 or higher for summon, and normal drain for the weapons]

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Passive: When the Energy reaches 0 the Orbs explode into pieces that bind enemies they hit to the ground/wall

1: Gathers void energy in his hand and gives it to his ally boosting their Ability Power for a duration (Single target, Cannot stack)

2: Type "Drain Energy Per Second" Uses the Orbs with the left hand creating a small shield of void energy, that deflects all projectiles back at enemies enhancing the damage they deal (During this mode, Bows and Two Handed Melee are not usable. Primary Guns are usable but gain significant recoil, secondary remain normal, and only One Handed Melee can be used)

3: Uses Orbs to shoot beams of void energy that bind enemies to the ground/wall

4: Type "Drain Energy Per Second" Creates 4 Orbs of void energy behind his back, creating a shockwave on cast, knocking nearby enemies down and binding them to the ground (A thought was that his "tentacle" like body parts in his back tore off, still connected and gathered at his shoulders creating the orbs, but looking at the art, it wouldn't make sense doing that)

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Passive: “Temporary Repair” or “Patience”

The frame improves certain actions when not under stress.

For example:

- When you have not taken damage for a while, you build up damage resistance, which weakens after taking some damage.

- When you have not been moving/jumping for a while (hacking consoles etc), you gain parkour and sprint speed that decays after moving.

- When you have not been attacking for a while, you gain attack-speed/fire-rate for weapons, which decays after attacking.

- When you have not cast an ability for a while, your next cast gains strength/damage the longer you wait (with a cap).

 

The idea that under stress the bonuses break apart until “repaired” again, the frame is limited by its broken nature.

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Passive: The void energy in the body is used to initialize the sentient's tolerance.
Ability 1: Absorbs nearby enemy's HP or shield and converts it into void energy.
Ability 2: Part of the enemy's laser gun is absorbed and converted into its own energy.
Ability 3: Consumes void energy and causes allies' attacks to have a void attribute.
Ability 4: Releases a deadly amount of void energy to the surrounding area, causing great damage to the enemy.

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Passive: Animatis (which is latin for animate)

When this warframe dies, it drops its parts and becomes the void energy that it once was before it occupied the shell of the warframe parts. While in this mode the bleed out timer starts where the parts were left. The player now has the opportunity to revive itself by running through two ally players to animate itself and then returning to the parts in the animated form to revive the parts left on the floor. The player can only revive the parts on the floor once the player has run through the recommended number of allies. If playing solo the player has to run through a number of enemies to animate itself before attempting to revive the parts.

Fourth ability: Synaptogenesis

The player can press four to rotate through the warframes different forms (each form is assigned to a different warframe part). The first ability will be assigned to the one warframe part, the second ability to the second warframe part and the third ability to the third warframe part. Depending on which form the fourth ability is on, that corresponding ability will gain bonus stats as well as bonus effects. Along with these passives the fourth ability is also able to be activated. There will be a meter that needs to be filled before the active of this ability can be used. The meter can be filled by using the warframes other abilities. Once the meter is filled the fourth ability can be activated to animate the warframe form which has been selected for a certain duration. This opens up that forms other abilities granting the player the ability to play as one of the warframes that it is made up of. An example of this would be say the first ability is linked to the white warframes parts, if the fourth ability has the first ability selected the white warframes form is selected. Once the fourth is then activated the void energy animates the rest of the white warframes parts and now the player is able to use the white warframes new second and third abilities.

The idea behind synaptogenesis was to give this warframe features of the brain. As the brain does specific tasks the neurons connected to that path become stronger. In the same way the more this warframe uses its abilities the stronger its connection becomes with the rest of the warframe that each of those parts belongs too.

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- absorbs griners and gives armor and movement speed, corpus: shield and energy, plague: dmg and life

- one skill would be that a hot steam begins to flow out of the body and depending on the color of the energy, they would inflict such a dmg max to 2m range, such as a dmg inflicting shield

- ult would look like by clicking 4 you break your arm and it turns into a rifle shooting bolts and holding four also breaks your arm but then turns into such a whip and the base would have 3.5

passive ability - red gives 15% strength, blue 15% efficiency, yellow 15% duration and 15% range some other shade

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Passive: Draft,due to it being an earlier frame,the frame had a tendency to fall apart thus giving the makers helping it by allowing it to put itself back together and pull itself apart each time resetting it's health and shields and dealing area damage,it activates thrice before dying automatically.

1st skill: scuttle

The frame part splits apart to several tiny pieces and scuttles across a surface the user can guide and will attack and leech the health and energy of whom they pass through

2.sentry

The frame rips a piece off his stomach which he then can use to possess any troop he flings the piece onto (sorta like teshins hoop)

3.dissolve

The frame splits into two smaller pieces which then runs into nearby troops and implode and split to form 4 and thus until forming a maximum of 16 and when the frame reconvenes it has a speed boost

4.Explosion

The frame explodes throwing it's part all around and instantly impaling nearby troops with it's shards all around,the shards then possesses multiple enemies at once and the user then can use their weapons,eg 10 possessed grineer troops attacking something,after possessing they explode and the pieces reconvenes dealing (1) scuttle damage along it's path

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Hello DE

I think that a good idea would be to give the community a warframe which both challenges their ability and rewards them for their bravery.

I think a good idea would be to give this warframe abilities which match the theme of it being a broken warframe. What is more broken than a warframe whose abilities are randomized at the start of each and every mission?

Using this broken warframe would be challenging since it's passive would consist of the fact that the player never knows what each of his or her abilities will be. RNG will choose from the other warframes and give the first ability from one frame, the second one from another, the third from a different warframe and the third from another different one.

Playing using this warframe, as a passive, would grant more loot (twice as much?). Equipping a single dragon key would add an additional 25% more loot. Equipping all four would give 100% more loot.

This challenging game play is truly broken and rewarding. It also encourages people to play with all the warframes in the game since to even stand a chance at using this warframe properly, you should be familiar with all the warframe abilities and synergies in the game.

You could also make it so that in order to unlock this warframe, you should have (in the past) used all the non-prime warframes in the game at rank 30. 

The veterans always complain about how easy the game is. I complain about loot. This, if everyone else loves it, would serve as warframe's legendary difficulty mode which you can even tweak further with dragon keys for better loot. Diablo, Victor Vran, Borderlands and other games reward you with better loot for facing top tier difficulty missions. You could even make it so that equipping all keys makes you get a single life (no revives). Getting a Riven from the sortie whilst using this warframe, or getting Vitus Essence from arbitrations, should be no different, even if it means giving the player Riven slivers.

Yours Sincerely 

GRS John 117

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"Assembled from the remnants of warframes destroyed during the Old War and held together by Void Energy"

For me this new Frame should be of the close combat type. I see him as a space Frankenstein type berserker who intends to overpower all in his path...and I plan to make him loose some blood for it...Guys, please make sure that you give him a big health boost because his 4th is leeching blood 🙂

Passive -  "held together by Void Energy". Ok, lets do it like this, the warframe receives additional Armor depending on the amount of enemies in close range, lets say up to 4 enemies for a total of Number armor gained. Once he reaches the max, so 4 enemies, sparkles from void energy will begin to show around him, like ephemera. At this time he will receive the effect of the Retribution Exilus Mod with a 100% proc electricity chance when shield is struck. Can be only the status proc and no real electricity damage. I think that such a passive suits him.

Ability 1 - Exalted Weapon: Void Braker - Heavy-Blade-Sword. For me, someone who got accembled by different parts needs a BIG sword to take off some steam...I wish to see a Heavy-Blade as an Exalted weapon if possible of course. It may drain Energy per second, like other Exalted weapons, and it will deal standard melee weapon damage. An extra reward for it can be on Finishers: it can deal additional Void Damage to the enemy or another good idea is that it can add an additional "mirror/portal" to Ability 3.   

Ability 2 - (Quick kung-fu panda moves/animation) + Frame burrows hands and feet in the ground at current point. Void liightnings from that point, in a bubble AOE ground model, travel to all unlucky enemies in range. When a lightning touches them, they get staggered/stunned with spikes/spears/thorns of void energy sticking out of them. My view is not void energy spikes exactly but something more like the glowing Luna trees, maybe you can do go for thorns, it's up to you guys 🙂 The spikes/thorns can do additional damage to other enemies that happened to be in close range when a void lightning hit them or they can add additional Armor/Shield/HP to the the warframe when he touches/passes through them. Would be nice if this will also work for allies.

Ability 3 - "As we have a broken warframe...who survived the Old War!...lets give him a revenge type skill." This will be a type of shield+return damage, it may be for a specific duration or the "portals" can disolve 1 by 1. When activated, a number of "bubling circles/lava like orbs/glass like mirrors" of void energy surround the frame. They can have an animation like Baruuk's Elude when projectiles pass through him. The "mirrors" will be like points of total protection and will give the ability of Nova's Work Hole to teleport bullets/projectiles/arrows/w.e. which have entered in them. Kind of like small portals or black holes that take the bullet/projectile/arrow and shot it out. You can make the teleported stuff to hit other enemies with for ex. 100% accuracy but maybe this makes the skill too powerful. The direction can be random for start, that one is also on you guys 🙂 Also if an enemy is hit by a teleported bullet/etc they can loose a % of their armor. You can probably synergize this skill with Ability 2. If an enemy was hit by a void lightning and a mirror of Ability 3 touches a thorn/spike of Ability 2, you can have one skill refreshing/negating the other. The mirrors dissapear but Ability 2 is activated with half cost or no cost, or the thorns/spikes of that enemy are taken in by the mirrors ending Ability 2 and they now burst out from the warframe doing damage to close enemies.

Ability 4 - "Let's bring his fallen felllow tennos of the Old War back to life!Rise heroes of the past!Avenge us!" Well at least to some point...we can't just have a bunch of holograms doing damage. Once activated, you may have a double action skill: Action 1 - Light beams of void energy burs out of the warframe in all directions(like Mirage's Prism but this time the frame will be the disco ball) with a damaging/flash (may may blind enemies but maybe it becomes too OP..) This will be the call of the fallen fellow tennos, the warframe becomes the portal for their souls... Action 2 - After Action 1, in an AOE bubble around him which moves with him, flying ghosts(heads/helmets only + void energy dust tails(like a comet)) of warframes which can pass through enemies(also through walls) and do damage to them(not the walls..). Another way is if they are not doing any damage, they can maybe disarm the enemies or infuse them with fear. This skill will drain health from the warframe, because as we all know souls need energy to stay in a realm...right?! The higher amount of souls, the higher health drained/leeched per second. As an extra reward, each enemy contacted by a flying ghostly comet can give specific amount of energy to the warframe for use on other abilities(for ex. the exalted weapon on Ability 1). To go into synergy again, the flying ghosts can increase their damage or the energy refill from enemies affected by Ability 2 or 3. You may also put a double duration on the blinding part of Action 1, if it blinds, on enemies which were previously hit by Ability 2 or from a teleported bullet/projectile/arrow from Ability 3.

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For the sake of description, I'll be referring to this frame as "Mercury".

Exalted Weapon "Trismegistus"
Mercury can reconfigure their body to form three different exalted weapons, each tied to their own ability for quick usage. Each of these exalted weapons share a singular core known as the Trismegistus Crucible, which draws from the Primary Mod pool, including all subclasses except for Shotgun.

Passive - Obliviate
25% of damage dealt by Mercury's abilities are converted to Void damage against targets with at least three different statuses applied to them.

1 - Seething Volley (Right Arm)
Fire a charged projectile sniper shot that deals a large amount of damage to a single enemy, then continually burns them afterward. If the enemy dies to damage dealt by Seething Volley, they burst, dealing additional damage to nearby enemies.

Adaptive Burst: Mercury marks a single enemy at long range, applying the Void status effect Bullet Attractor and increasing the damage they deal to that target by 200% for the next 3 seconds. If a marked enemy dies, the mark reapplies to the next closest enemy, prioritizing lower health targets.

2 - Tenebrous Jet (Left Arm)
Fire a continuous precision beam that deals a small amount of damage every 0.25 seconds, additionally receiving a damage boost for every 2 seconds of sustained hits on enemies, to a maximum of 3 damage stages overall. This boost lowers by 1 stage for every 3 seconds without hitting enemies.

Adaptive Burst: Mercury creates a field of void energy at the target location, causing all enemies within its bounds to share a percentage of any damage dealt to individual units, as well as increasing the chance that they will drop energy orbs on death.

3 - Core Fracture (Abdomen)
Fire seeking energy missiles at the nearest enemies in close range, 9 missiles every second while held, as well as slowing your movement by 30% and making you immune to enemy based movement impairing statuses while channeling.

Adaptive Burst: Projects a wave of void energy that applies a shield to all allies within moderate range. The shield depletes by 5% every second, but regenerates by 10% each time the shielded ally deals ability damage to an enemy.

4 - Adaptive Burst
Depending on the form of Mercury's exalted weapon Trismegistus, Adaptive Burst has one of three effects as listed on each of their basic abilities. Each of these abilities share the 4 key, but have their own separate cooldown.

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Passive - small chance on taking health damage to lose a piece of themselves that can be picked up to restore a portion of their shields.

 

(1) - Anguish - they let out a horrible wail that stuns nearby enemies, and deafens ones further out so they aren't alerted to gunfire. Small chance for enemies under either effect to drop health orbs when killed.  During Penance (4), the range and duration of the stun is increased, and the drop chance of health orbs is greatly improved.

 

(2) - Pariah - taunts enemies, gaining a stacking armor buff for each enemy under the influence. At the end of the duration, shunts off the added armor, sending it tearing into nearby enemies. Allies in range of the armor shunt have a portion of their shields restored. During Penance (4), the amount of armor gained for each taunted enemy is increased as well as the amount of shields restored to allies.

 

(3) - Shard of Regret - places a piece of themselves that becomes a beacon that heals allies in the vicinity over time and increases their armor. Holding the button centers the beacon on themselves to have it follow their movements, but doing so lowers the range and strength of the buffs. During Penance (4), the range, healing rate, and armor buff are increased.

 

(4) - Penance - Returns them to a portion of their former glory, instantly restoring a small portion of self and allies' shields as well as blinding nearby enemies.  For the duration, the effectiveness of their other abilities and their armor is increased. Nearby allies also benefit from their restoration, gaining boosted damage and power strength.

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I have devised an extensive kit concept for this frame. For Science.


 Passive:Last Line of Defense:

Spoiler

Scraps (my working name for Brokenframe) gains 1 energy per 100 points of void damage it is exposed to, whether it actually takes damage or not (e.g. friendly operator amps and abilities restore energy.) For damage taken the postmitigation value is used, for other (e.g. allied) void damage no mitigation is calculated. Also regains 1 revive up to a maximum of 4 per 10 minutes, with void damage inflicted through Warframe abilities reducing this to as little as 5 minutes. In order of strength, ability 4 speeds up revive regen the most, followed by 3, then 1, and 2 generally speeding it up the least. Total Ability Strength and Range (after mods and buffs) are scaled from 100% to 50% at full to no revives left, as a penalty for being able to regen revives. Being downed while reviving a teammate/companion or within 5 seconds afterwards should grant Scraps a free automatic revive.

 Ability 1:Merge:

Spoiler

 

5 Energy: Lunge at target enemy or ally (including defense objectives/etc.) On successful contact, Scraps voidtethers to the target and partially merges with it. While merged, Scraps is invulnerable unless otherwise specified. Reactivating the ability, running out of energy, or pressing jump with forward held ends the channel and forcibly ejects Scraps into a jump diagonally up and away from the enemy in the direction Scraps' view is facing; making an air (bullet) jump after this detachment jump is possible and Scraps gains 75% damage reduction for 2 seconds on detachment; 75% damage reduction is also granted during the initial lunge. Lunge can be used without a target as a movement ability but is 50% faster with a target. Length and speed of lunge should be generous.

 While merged with an invulnerable enemy (whether a boss or not,) all modifier keys are ignored until the invulnerability drops, and the channel cost drops to 0.1 Energy per second with Scraps remaining invulnerable as well, but no health or energy stolen/gained and no damage dealt to Scraps or the enemy.

 While merged with an non-invulnerable enemy, in addition to any other effects, all post-mitigation damage that would have been dealt to Scraps' attached body parts is instead 100% redirected to the merged enemy as true damage.

 While merged with an ally with no modifier keys held:Scraps spends .25 energy per second, the ally gains 75% damage reduction modified by power strength up to 95% (not 90%,) target shield regen delay counts down twice as fast, target shield regen is quadrupled. Adds overshields only to frames which have no shield.

 Hold 2 or move forward while merged with enemy:Scraps spends 1 energy per second, target loses 5 health plus 1% of the enemy's current remaining health (ECRH) per second to heal Scraps by the same amount; no mitigation or damage typing is applied. Damage redirection is doubled and heals Scraps.

 Hold 3 or move back while merged with enemy:Scraps spends 10% of maximum health per second and 100 enemy health plus 10% of ECRH per second to restore 1 energy plus 5% of maximum energy to Scraps per second. Damage redirection is quadrupled but costs Scraps 1 health per instance of redirection and does not heal Scraps.

 Hold 2 or move forward while merged with ally:Scraps spends 1 health per second to heal the ally by 5 health plus 5% missing maximum health per second and apply an armor buff of 10 per second to a maximum of 300. When not being added to, the buff loses 5 armor per hit taken and 1 armor per second, but cannot be reduced while this ability is actively adding armor.

 Hold 3 or move back while merged with ally:Scraps spends 5 energy per second to restore 7.5 ally energy and 10% of ally shields per second, forcing shield recharge (no delay) and constantly enabling shield gating while active. Adds overshields only to frames which have no shield. Ally gains 100 Ability Strength and 200 Ability Range while channeled.

 

 Ability 2:Void Empowerment:

Spoiler

25 energy plus 2 energy per hit:Envelops weapons in void energy. Melee attacks gain substantial range due to a combination of being wielded with a void tentacle and void energy extending the business end(s) of the weapon(s). All weapon attacks gain a 25% void damage small area of effect on every hit.

 Ability 3:Void Orb:
 

Spoiler

50-100 energy:Fires a charged (e.g. like Fireball) slow-moving spherical vortex of void energy that does relatively little direct damage (void, of course) but is absolutely huge with long duration and range at maximum charge and pretty violently drags enemies into it but does not prevent them from acting. Damage is dealt over time in contact with the orb. Contact with the orb refreshes a debuff that increases void damage taken by up to 100% for 2 seconds. Projectiles and hitscan attacks passing through the orb are nullified. On hitting a solid surface the orb rebounds precisely in the direction it came, potentially bouncing back and forth along a set path. Holding 3 while active will redirect the orb towards whatever Scraps is pointing at for no cost, quick cast will recast a new orb. Only 1 orb can exist per player at a time.

 Ability 4:Void Storm:

Spoiler

 

10 energy per second plus special according to debuff (see below):Scraps literally explodes into a massive, violent cylindrical vortex of semi-controlled void energy, roughly Gara 4 size.
 

 Activating this ability refreshes a debuff that reduces Scraps' armor by 75% and movement speed by 25% for 20 seconds, and if the debuff was not already active, also takes half of Scraps' current health. The debuff also causes Scraps to lose 1 energy per second for the duration, and nothing about the entire debuff is affected by Ability stats. The ability costs 100 energy to activate if the debuff was not active and 10 if it was, and these costs are affected by Ability Efficiency, as is the base 10 energy per second, but not the debuff's additional energy leak. The debuff cannot be removed by any means other than death, end of mission, and normal time expiration; not even ESO Zone transitions.

 Scraps can move the storm while this ability is active. Sprinting weakens all effects by 25% while in motion. An equivalent to rolling is also possible and reduces effects by 75%; these reductions are visible as the storm being less intense.

 Allies within the storm can reach up to 200% their maximum energy regardless of source as overenergy and also gain 1 energy + 1% maximum energy per second, 100 Ability Duration and Range, and 50 Ability Efficiency and Strength. All bonuses including the ability to gain overenergy last up to 5 seconds after losing contact with the storm. Overenergy remains after leaving the storm until used. All energy effects work on operators including the caster's, giving a purple operator overenergy bar, operator energy gain from ALL SOURCES is quadrupled within the storm, and all operator void damage originating from within the storm (e.g. amp, blast, etc) is doubled.

 Enemies take up to 400 void damage (at the storm's center) per second, lose 50% movement speed and 25% accuracy, and are slowly dragged toward the center while in the storm. These effects cease immediately on loss of contact with the storm.

 5% of all postmitigation physical and elemental damage, but not void or true damage, dealt to anything within the storm (allied or not) is dealt to all enemies within the storm (including the original recipient if an enemy) as void damage; Scraps also takes: (Damage/(Damage+Maximum Health+CRH))*CRH, but this cannot reduce Health below 2, is mitigated as void damage and triggers the passive as postmitigation void damage. The formula effectively scales damage into a semi-proportional % of remaining health.

 Nullifier bubbles cause this ability to consume double energy while in contact (per bubble in contact, exponentially) but fail to disable it and take 1 hit per second due to the sheer ferocity of this ability's overpowering void onslaught. Correct-type Scrambus and Comba effects deplete 100 energy, once, adjusted for Ability Efficiency and Duration.

 Abilities 1 and 4 can directly transition to eachother, 3 can be cast as normal. Ability 2 can be cast on allies only while this ability is active and in this case has a base duration of 60 seconds, an energy cost of 50 and no per hit cost.

 

 Notes:
 

Spoiler

 Scraps (at least with these abilities) should be considered a strongly anti-boss frame and squad-support frame as specializations. The 4 is meant to be used strategically in bursts combined with the 1, followed by recovery periods waiting out the debuff with the 1 or in the absence of enemies. High per second and initial energy costs are meant to pressure brief, decisive usages or frequent swapping to energy-draining 1s to sustain it, lending eraticness to the (very potent) benefits to allies as it comes and goes in the constant effort to have enough energy to keep it active. After all abilities have been balanced, solo damage output potential should be respectable (especially against sentients) but no Saryn, but the potential for boosting squadmates' damage output and endurance (especially energy) should be remarkably potent, ideally making this frame at least a situational alternative to Energy Vampire that trades some of Trinity's sheer healing and tankyness for damage output and buffing; while this ability set can avoid a lot of damage and imbue one ally with substantial tankyness at a time, it's less able to just sit there and draw/absorb fire away from the entire squad the way a true tank would, and the quasi-channeled nature of the 1 is a major balancing factor. Maximum energy should be extremely high and speed/armor/health/shield should be respectable with no huge weaknesses except perhaps shield, since the 4 already imposes severe penalties to armor, health and speed. Ideally these abilities should be on a frame with a quest that is squad-friendly and more puzzle and void-damage oriented than basic combat-oriented. The operator amp and abilities should figure strongly in progressing to get these abilities/this frame, but ideally the mote amp should be sufficient. I absolutely love the idea of a void-themed, operator-friendly frame. Themes I'm trying to include are being a last-ditch squad-support frame desperately cobbled together when things went terribly wrong during the Old War, a real survivor focused on keeping its side combat-ready in the worst of circumstances and turning the tide with only a few allies left. A shattered frame held together with void energy and duct tape, and capable of regenerating self-revives to endure desperate attempts to revive allies, seems to fit. As a viciously anti-sentient frame, not only should most or all of the void damage strip sentient immunities, but a single default Umbral slot would be very appropriate. How about a motto? "Battered, broken, but never truly beaten." "This is Scraps, the line-holder, the martyr reborn. A bottomless well of uncompromising determination in which to drown all foolish enough to push us to the brink."

 

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Passive: resource pick-ups have a chance to turn into another resource from the same planet.

1-Mimic: this ability turns into a randomly chosen ability from another frame. (Mimic does not consume energy but the ability mimicked does).

2-Rejuvenation: open a mobile portal to the past, fixing your frame and changing enemies. (Gain upgraded damage for 60 seconds when you get back to the future)

3-Wisdom: gain a specific buff based on your actions, these buffs can stack (gain upgraded crit chance for each enemy killed, upgraded crit damage for each headshot and gain upgraded multishot for enemies killed within a short amount of time).

 

4-Alpha-link: latch to a targeted enemy, mixing your bones and flesh with it, allowing you to control it, when alpha-link ends the enemy suffers a massive amount of damage

WHILE IN THE PAST:

Corpus have REDUCED shields due to primitive technology

Grineer have AUMENTED health due to NOT devolving

Passive: chance to double the amount of resources you get from pick-ups

1-Fatal Coronation: each enemy gets all of their buffs removed and gets 1 random Status Effect, Hold this ability to have one enemy getting 5 debuffs, 2 of these being their weakness. (It can be used on allies, giving all allies 2 random buffs and removing effects or giving 1 ally 4 buffs and removing effects)

2-Aging: get back to the future, with your default abilities and enemies (gain upgraded armor for 60 seconds when in the past)

3- Enhanced plating: similar to wisdom, but buffs resistance instead of damage (constant light damage {Machine guns} buff shield and shield recharge, heavy damage {snipers, explosions} boost Armor, Status effects {Heat, Toxin, etc} boost health and give health regeneration).

4-Dissipate: enemies create a clone of themselves, with lowered stats and size (Each entity, {including both enemies and clones} has 1/4 of their stats, including health, armor, shields and damage, but they will keep the same loot tables).

 

 

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You know how things get broken and wiggly when trapped in Hydroid's Tentacles, or Garuda's Blood Altar? How about something with that property, (The, "Bethesda enemy closed in a door," style ragdoll jiggle,) so that those can be fixed/removed on the other frames without removing them from the game entirely?

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This kinda ended up being a broken frame from the outside but making up for that with will and spirit power manifested by your energy Tentacles. With the will power of this frame it is able to hold itself together and also lash out damage as well as Support allies.

1: The warframe shoots out tentacle-homing-missiles to every enemy and friendly warframe in a radius around him if you hit a warframe the tentecle worm will repair its Systems (heal him and remove Status effect). If there are 20 enemies he shoots 20 missiles. 1 enemie 1 missile. They attach to enemies and mark them (so you can see the enemies clearly that have a little tentacle worm in them). Every marked enemie takes damage over time and the damage is split across all the marked enemies. You also loose health for every worm because they are also what hold your warframe together.

2: Call your tentacles back riping out a part of the enemies body (that gets consumed by the worm mid flight turning it into tentecle energy?) and flying back to you. This action decreases the armor of every marked enemy and removes the mark. The ability has a Chance to crit, if it crits the worm hit a vital part of the enemies body and it gets marked by a Different Mark that shows the enemy is vunerable (see passive). Everyone between you and a marked enemie gets knocked down if hit by the flying tentacle coming back to you. Once the tentecales reach you they heal you and give you overshield. Tentacles that have attached to allies cant get pulled back they are on a timer and just die after a while (that means health spend to help allies with your 1 wont come back to you with your 2).

3: Leave your physical body behind dropping all your parts to the floor and becoming a beeing of pure energy and spirit only your tentecales are there to make up your body. You become invisible. You cant use any weapon in this Form besides a spiritual copy of your melee weapon. You can still use abilitys but your armor will decrease to basically nothing. Being in this Form will increase the crit Chance of your 2 but your passive will be disabled.

4: You empower yourself and concentrate on your spiritual part for x second.(While active you start kinda floating like Nyx in her 4. You can still move around like normal tho.) While in this Form you suck energy from every marked enemy in a ring around you and drain theire will so that your 1 gets a healing and damage multiplier and your 2 gets a multiplier to the armor shreding the multiplier could work like melee multiplier so you have to keep it up by hitting good ults. At the end a energy wave will move from your Position in all directions and expand in a Ring shape (like the wave from a stone dropping into water) stunning enemys around you and marking them as vunerable range will depend on how much energy you sucked in from enemies.

passive:  after taking damage or dealing damage your willpower will decrease for 3 seconds (so whenever your in combat) this means that you loose health because your will is the only thing Holding you together. But also Whenever you hit a vulnerable enemy that lost the will to live you will Deal x%of theire Max health as Bonus damage. If the enemy Marked as vulnerable is beneath 30% health you will execute it. Adittionally you heal for part of the damage done by taking the last bit of theire willpower. (this passive will be inactive before you can use your 2 and your 3)

 

 

 

Ok i know this sounds a bit complicated but i think with some tweaks it could Turn into a very interresting warframe where you have to drop out of stealth to quickly make use of your passive and Deal high damage but to survive the time outside of stealth you have to use your 2 correclty and use the passive vulnerbility marks fast to heal. I also think this could be a frame modded in a variety of diferent ways.

Sry for all the writing mistakes i wrote this on my Phone and it constantly auto corrects me but sadly in my home language so its a pain to write this i will hopefully be able to edit this on my PC soon.

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  • Passive – Revives faster and can revive other warframes at a faster rate. Reduced status duration. To reflect the transient nature of outward physicality to the broken warframe.
  • Ability 1 - Requisition: [Survivability/Engine] Mark an enemy and attempt to rip it apart. If it dies while marked this way, Requisition incorporates enemy parts with the warframe to gain scaling armor, overshield, and/or health buffs. Buffs may be partially shared with nearby allies [as a balance option, sharing may require an Augment and/or feature reduced effects]. If feasible, acquiring parts would visually fill out the frame from wiry to heavy, ideally using faction-specific visual elements. These would ablate as their buffs are used up or when Disposed of.
  • Ability 2 - Disposal: [Damage] Instantly shred a requisitioned part, launching shards forward in a burst of debris. Disposal sacrifices a part to launch a cone of close-range blast damage and longer-range Slash projectiles, with status effects. Damage scales with requisitioned enemy level or max health. Minimal or no energy cost with no cast time, but Slash projectiles have travel time and disperse with range.
  • Ability 3 - Dissociate: [Utility] Break into constituent parts and fling yourself forward in a burst of void energy, quickly traversing a wide gap while any requisitioned parts pelt enemies as they catch up to your displaced warframe.
  • Ability 4 - Fugue: [CC] Channel to dismantle your warframe entirely, becoming pure, immobile void energy manifesting a spatial cyclone or aura. This effect prevents the approach of enemies and projectiles in range and marks enemies in a somewhat larger range for Requisition. Bodies of marked enemies join the cyclone and expand it with damaging effects while increasing ongoing energy costs. Ending the effect rebuilds the warframe on the spot. [May end with a radial Disposal effect if balance requires preventing gathering Requisitioned parts this way.] The name Fugue alludes to this disembodiment as well as the mounting “voices” joining the cyclone.
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