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Open Call for Warframe Ability Ideas!


[DE]Helen

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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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Passive: Riffraff

This Warframe doesn't have armor or shield. From the killed enemies and from...ehmm.. "loot boxes" (sorry, I'm fairly not english) he/she gains debris that give him ferrite armor if collected from Grineer, alloy armor if collected from Corpus and "infected sinew" (or something similar) if collected from Infested. The resultant armor is a weigthed mix of the three. Loot boxes strenghten the armor bonus, but it doesn't results in any specific armor type.

1st ability: Retailation

Shoots debris from his/her "debris pool" in straight line inflicting Impact/Puncture/Slash damage based on the above mentioned "weighted mix". Missed shots can be looted again to regain debris.

2nd ability: Reconstruction

He/Her can shift into three different phases, literally moving his/hers debris to his/her legs, arms or chest giving different bonuses and malus

3rd ability: Roundabout

Create a vortex of debris from his/gers pool damaging enemy. The amount of collectible debris from the killed fellas are doubled: one part goes to the warframe, the other one in the vortex.

4th ability: Reorganize (the circle of life, just to make a rhyme)

At the cost of sacrificing debris, he/she creates some debris-made animal that fight along. The size of the animal is linked to the holding of the key, the type is determined by the above mentioned weighted percentage. Well, the cutiest thing will be the customisation of this animal <3

Anyway, to make mi idea brighter:

You start with a fixed amount (for example 100) of debris divided in 33% Grineed debris, 33% Corpus debris and 33% Infested debris. You killed some grineer, now you have 150 debris: 55% Gri 22,5% Cor  22,5% Inf. Now you have 83 ferrite armor, 33 alloy armor and 33 infested armor. If you use the first ability using 50 debris against some corpus you'll end with 150-50+50 = 150 debris (where 50 is the amount gained from the killed corpus) so now your armor is 22,5% Gri 55% Cor  22,5% Inf.

Also, the "animals" from the fourth ability could be based on our timeline, but I don't know if Tennos knows about dolphin, elephant or deer so the animals could be based on the Warframe faction like Condroc, Kubrow and Kavat for the Grineer, Sawgaws, Horrasques and Kubrodons for Corpus and  Crawler, Boiler and ancient for Infested

 

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1. Cast a ray of light onto an enemy, when this enemy dies, 50% of health spreads in a 15m radius. Can scale with strength and range.

2. Cast a ray of light onto the ground. Allies and self in this area, are granted stagger, status reduction, Also heals- can scale with strength.

3. Pulls all enemies into himself 15m range- scales with range

4. Cast rays of light onto all enemies pulled from ability 3. If an enemy is killed while active, increases health explosive power for each enemy then after- max stacks 5. Can scale with strength.

Passive. Melee damage heal per hit

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Passive: Haywire - health pickups and energy pickups have a chance to give a percent 30-70 more or less then usual.

1: Siphon Grab -Grab an enemy and steal armor/health/ or shield based on a toggle-able choice. 

2: Element frenzy- weapons gain a random buff: fire, shock, electric, toxin, for a time. 

3: Failed recall - switch your health and shield values   

4: Survivors panic- Void tendrils shoot out from the frame and steal health and shield from nearby enemies giving a percentage to nearby allies.

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Passive:

Operator can control warframe in operator mode by the wite stems that stretch from warframe's back to operator's arm

The broken warframe, unlike the Excalibur umbra, doesn't have it's own consciousness. So you have to give him commands and point the targets to attack.

He can't use the abilities in operator modde, only wearpons.

 

Ability 1 Puppet (or Cordyceps))

One of warframe's hands is separated while remaining connected to the body with the help of white stems.

It grabs the enemy by the head (or neck). Then wite stems grow inside the enemy's body capturing his nervous system.

Captured enemy draw enemy's fire  and turns off the terminals.

 

Ability 2 Sprouting spikes

A lot of wite stems sprout from under the ground piercing enemies.

Imposes a piercing status effect.

 

Ability 3 Vampire fetters

Broken warframe divides into parts conected by white stems that braid enemies and suck the life points.

http://ibb.co.ua/image/Avzz http://ibb.co.ua/image/Ah5K http://ibb.co.ua/image/ARDU These pictures show approximately what I meen

 

Ability 4 Void whip

Special werpon of the Broken warframe. The whip made of a white stem that grows on a Lua.

It has increased damage against sentient

 

P.S.

I'd like to have a special qwest for this warframe

Some thing like: Stalker captured my landing ship and all my frames. Now I need to find or assemble a new one to defeat him. Maybe Little Duck help me. She know a lot about sentient maybe about orokin technologies to. Or I can find any information in Balas's vitruvian. It would be cool to fight the Stalker's operator, he's olso tenno

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If the theme is a warframe that makes bugs a feature, I feel like many are missing the point. Hopefully the abilities and passive I have thought of help make sense of that.

Passive: Buffering- % chance to evade while stationary

Reasoning: When you're buffering, you're basically a sitting duck, but you're not all full *there*, if you know what I'm saying. You're still kinda loading in. So sometimes enemies will shoot right through you. Once you're able to start moving again, you're probably no longer buffering, so only when you stand still. Which is probably to say, haven't moved in the past few seconds.

1: Reconnecting... - The frame targets an enemy or ally with a void tendril. The tendril stays connected to them for x seconds, and has a casting range of x meters and will stay connected up to x meters. If the target it an enemy, they'll take some puncture or electricity damage from having a wire stabbed into them. While the tendril is up, regardless of whether the target is an enemy or ally, any enemies that walk through the tether will take damage, and perhaps become entangled in it for a moment? Cords tends to be tricky like that. If the target is an ally, having been connected to the frames High-Speed friendship boost, they'll get a movement and attackspeed boost. The frame gets it too, regardless of who they connect to. Affected by duration, range, strength, and efficiency

Reasoning: Every frame ought to have at least 1 damaging ability, usually on their 1 so they're set to go from the get-go. This frame seeks to get back on the internet, alas, warframe has no ethernet ports. Doing the next best thing with their tangled mess of cables, they'll run circles around (literally) their foes, catching them with their cord and clotheslining them for electric/slashing damage. I think this would be a very fun ability for the frame to build around. Bonus, if you use it on an ally, they can ALSO strategically move to catch enemies on the tether, and you can work together to get lots of foes killed. I'm just not sure if the cord should stay attached to an enemy corpse or not. I'd like to say, yeah, perhaps so, so even if they die too fast, you can still get good use of the ability.

2: No Clip- Buff applied to self. ignore walls, enemies, and terrain for x seconds, if you're in terrain when it ends, safely shunted out to nearest opening. Affected by duration and efficiency. Perhaps still needs SOME limitations, but I like to dream big.

Reasoning: Oftentimes, unexpectedly falling through terrain or running into something and getting stuck is very annoying. This frame uses it to their advantage when they want to, to get to places faster. Good for them making the best of a bad situation! This may let them maneuver better for their 1 to get the most use out of it. Or maybe they'll just be a very good stealth frame by bypassing everything.

3: Lag- activate to channel, Slowing nearby enemies, increasing nearby ally duration, reactivate to rubberband back to where you were when activated but turning off buffs/debuffs. Also applies when you run out of energy, oops. Affected by duration (cause channeling), efficiency, and strength (strength of slow/buff). Maybe also affected by range if it's an aura that moves with you.

Reasoning: No one likes lag, it slows things down, makes everything take longer, and messes up your movement. This frame is using it to influence nearby enemies and allies with the best parts of lag as they so choose. Has potential to still rubberband you back quite a ways if you're not careful with it, but in some situations, perhaps that's a good thing, no?

4:

I don't have a 4 in mind, exactly. Frankly, I feel I *may* have overloaded the rest of the kit elsewhere. If some part of the 1 could be moved to the 4. or the abilities could be shifted around some, it might feel more balanced. But I think the idea is solid, and with some speed somewhere in the kit, I hope the 1 isn't too clunky to use whilst parkouring around. I at least feel as though I'm on-theme, though!

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Passive : Deals more damage to corrupted ennemies

Ability 1 : Glitch --> gives random bonus like when a relic is opened

Ability 2 Missing part --> throws one of his body parts and the part takes control of the ennemies or gives a speed boost to allies

Ability 3 : Abomination --> warframe parts reassemble in a spider-like creature that walks faster and steals life from ennemies

Ability 4 : Dismantling corpses --> kills ennemies and loot twice in a certain area

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Passive ability (Incorporate): Picked up ammo when all weapons are fully stocked will be 'consumed' into the warframe, healing anywhere from ~5 (Rifle ammo) to ~25 (Arch gun ammo) health of the frame and granting a temporary bonus armor points (could be fixed or dependent on the ammo type)

1st ability (Seized Light): The frame stomps the ground with their right foot, sending the 'tendrils' into the ground and dragging the targeted enemy waist deep into the ground/small Void portal placed under their feet. Other enemies who come too close can also be dragged inside.
If an enemy is killed while under the influence of the ability, they have a higher chance of dropping a health orb.

2nd ability (Sacrifice): The warframe sheds some of its parts, coating allies within range (including companions and specters) with a layer of protection that provides some health and armor, while also providing a decent amount of health regen and giving them the ability to gain the frames passive. The frames health and armor are reduced while allies are within range. The ability is channeled but the energy drain will NOT increase, only the health and armor reduction will (multiplicative).

3rd ability (Void Dismantle): The frame will open a massive fracture between the location and the Void at the aiming reticle within a certain distance. 'Tendrils' (like the ones on its body) emerge from it and grab a couple of enemies within their reach, dragging them to the fracture. Each enemy grappled will be slowly consumed by the Void/subjected to ticks of True damage. Only a certain number of enemies can be held at one time, but if one dies, the tendril can grab another one. Completely consumed enemies will drop a special armor orb upon death which temporarily increases the armor of the frame who picked it up. If there are alive enemies when the ability ends or when the ability key is held, the enemies will be violently tossed away and dealt Impact damage upon hitting the first surface they encounter.

4th ability (Breaking Point): The warframe erupts with Void energy, dealing Void damage to enemies within range (this can cleanse Sentient resistances) while shedding all their parts and revealing the 'Void energy skeleton' that holds them together. Them and their allies within range become immune to all forms of damage and stagger effects (knock back, knockdown, self-stagger) for some time. A percentage of the damage ignored during this phase is converted into a large 'secondary shield' (Like Iron Skin but still ignored by Toxin damage) and an even larger armor boost, both of which are shared amongst all allies in range at the end of the phase (NOT divided, so if everyone collectively receives 1000 damage, everyone will gain the buff like they received all that 1000 points of damage). Additionally, affected allies gain a damaging aura that permanently strips the armor (if they don't have armor or reached a strip cap [maybe around 70-80% removed] then their shields) of nearby enemies by a set percentage of their TOTAL value per tick. This dealt damage is also converted into the shield and armor buff, but it can only restore it, it can't add extra after the invincibility phase. Allies who leave the area still retain the buff, but it will degrade on its own if they do. The buff also comes with a decent healing based on the allies total health. (Can affect all allied units, except Nyx's mind controlled enemies)

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This design focuses on having a fragile shield-based frame which relies on debuffing enemies. Its abilities and survivabilty can be complemented by the operator. Its damage output is focused on cycling hard-hitting weapons and attacking single targets to propagate effects to groups of enemies.


Passive: Feed the Void
The warframe gains shields/overshields when hit by an operator amp, which also provides a buff to the next shield gate triggered.

Ability 1: Despair Transmission
Enemies in a certain radius of the warframe have their attack range and fire rate reduced, but will be less likely to take cover. status effects applied to them will have increased duration. Enemies killed under this effect will grant nearby operators increased amp regeneration for a short duration.
Synergies: the extra amp regeneration helps restore warframe shields through the passive, or apply extra damage through Mark of Ruin.

Ability 2: Improvise
Jury-rig the warframe's shields, depleting them to buff the warframe and its allies' equipped weapons and operator amps for a moderate duration. The next single attack performed with each of these weapons will discharge bonus radiation damage (or void damage in the case of amps) based on the amount of shields spent.

Ability 3: Mark of Ruin
Debuffs an enemy, making it take extra damage from direct (non-AOE) sources, from radiation damage, and from void damage (e.g operator amps) damage types. If the target is killed while marked, the mark and all status effects (with 125% of their respective remaining duration) transfers as a projectile to the nearest enemy.

Ability 4: Nemesis Conduit
Supercharges an enemy for a very short duration, dramatically increasing its defences, movement speed, fire rate and damage dealt (basically temporarily turning it into a miniboss). If this enemy is killed before its supercharge expires, it is turned into a conduit for a moderate duration. All direct and void damage dealt to the conduit is redirected to nearby enemies, chaining between them [possibly converted to electricity damage?].
The conduit gains bonus effectiveness based on how much damage was dealt to the supercharged target, how much supercharge remained when it died, and which other debuff effects were applied. The conduit is stationary, and its duration increases for each enemy it kills. Shooting the conduit triggers the warframe's passive ability (with a 30 second cooldown), even for allies. Shooting the conduit with an operator amp does not cost any ammo.
Synergies: Radiation damage from Improvise, and increased status duration from Despair Transmission will make it more likely for the supercharged enemy to pick fights with their allies. Mark of Ruin will also dramatically decrease the time needed to take it down, ensuring that a stronger conduit is created.

 

(Originally posted in wrong topic at https://forums.warframe.com/topic/1173031-be-part-of-the-next-community-created-warframe/?do=findComment&comment=11541042)

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Passive: "When you kill an enemy, you regain a small amount of shield."

Ability 1 - "Spare Parts"
"Steal the armor of your foes with a blast of explosive energy, dealing blast damage. Armor stacks increases your damage against enemies of that faction, while also granting you bonus defense against enemies of the same faction. (can be used with split)"
Ability 2 - "Deadly Reach"
"Extend your arm out and hit a surface. When the arm collides with an enemy or surface, it creates a shockwave that launches enemies away. If this ability hits a surface, the warframe flies to the surface that was hit."
Ability 3 - "Split"
"Split in half, allowing your other half to fight along side you, while also becoming unstable and shocking enemies who get to close to you."
Ability 4 - "Unleashing Void"
"Create a void rift in the area that shoots out beams of void energy for 30 seconds, homing in on every enemy withing a (x) radius and dealing void damage. When the ability expires, it's followed by a giant explosion that deals blast damage to any enemies that were affected by the attack."

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Passive: Old surge (boost allies and pets/companion damage output by 5%) max level 15%

1st ability: Destruction: massive damage

2nd ability:half guard: cuts damage taken by 15% (max Warframe level by 25%) <~~ because its broken

3rd ability: All out blitz:charges at enemy (when slams into wall extra damage) can take multiple enemies with if in path.

4th ability: Unity: Sucks everything to user and Makes warframe whole (gains armor,strength and speed buff) until energy goes to 0.  Uses souls of fallen enemies to become whole. The more the merrier.

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Passive "Reinvigorate": Status effects applied by enemies last 40% of their base duration, 40hp returned on status expiration
The purpose of this passive is to provide survivability in the near suicidal gameplay patterns of this warframe, passive only applying to enemy procs is relevant for 3rd ability

1st ability: "Reshuffle": Turn on to make all enemy damage have 50% status chance on you. tap to switch between affecting IPS and elemental, hold to turn off (Maybe 0% status of the opposite type?). Drains energy over time.
Used to force status effects on self reliably without high status weapons or enemies.

2nd ability: "Reject": Return all status effects on warframe to nearby enemies (20m) with increased lethality. Removing status like this counts as expiry.
Helps heal warframe and stop death when hindered by a lot of status, cast should be near instant.

3rd ability: "Return": Apply status effecs on all nearby enemies (20m again?) onto self with duration based on ability duration.
Used to gather status on self for mass heals or status proliferation when combined with 2, cast should be near instant, does not remove status off enemies to not be annoying.

4th ability: "Reimagine": All effects of status are reversed, duration based. (30s?) Slash procs give life, viral gives DR to life, Chill speeds you up, etc.
Used with 3 to provide big buffs for warframe. Duration based to avoid having two drain sources and to add danger to it running out. Not recastable.

Gameplay plan: The main idea was to make the warframe be very dangerous to it's owner if used improperly. High lifepoint enemies can be used as status piniatas to then pull the status off them and throw it off to all nearby enemies. Weapon status types can be chosen with specific buffs in mind. (magnetic can give shield DR when combined with 4 and 3 after procing an enemy, etc) This makes weapon choices potentially very important as they can be used alongside warframe base stats like armour to aid survivability.

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Here is what I imagine the frame to be like. I think I took it towards a more ethereal design, but I wanted to incorporate some abilities that utilized the void energy that binds the warframe together, while also keeping with the broken/undead theme.

 

Ghastly resilience: Gains soul power (similar to baruuk's restraint meter) as the warframe deals damage. As the meter fills, movement speed and damage resistance are boosted. Said meter is used to power the warframe's abilities. Also, as a cosmetic effect, the white void tendrils wrapped around the warframe grow more lively, some of them breaking free of the armor and wiggling around while others will begin to pulse the chosen energy color more rapidly. I imagine them glowing like the transference trees when the meter is empty, but more dim.

Void Battery: The warframe summons tendrils from the void to wrap around a selected enemy, sapping their life energy from them to restore the warframe's soul power more rapidly. Said tendrils will tighten their grip on the enemy as the soul meter fills, dealing more damage.

Reassemble: The warframe sends out void tendrils in a radial aoe, stealing armor from any enemies, living or dead, to restore lost health and temporarily boost damage resistance. The damage done by this ability scales with the health of the enemies around the warframe.

Void Echoes: The warframe summons a void-copy of itself (up to four, when at max level) to draw enemy fire and deal damage, at the expense of soul power, and will act entirely independently from the original warframe (meaning the player has no control over the void-copies' behavior). Works in conjunction with "From the Void," converting the void-copies into savage "revenants" that will tear apart enemies, ferociously.

From the Void: The warframe shrouds itself in void energy and summons its exalted dagger, becoming immune to all damage as it strikes its enemies with lightning speed. Any enemies the warframe kills while this ability is active will explode in a small blast of spirit energy. This ability will constantly drain the soul meter.

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At last, I finally finished my idea. (I was working on it since the art work was announced, the abilities were designed immediately after the winning theme got announced).

I have to admit, I did rush through it (more noticeable near the end, where the deadline was approaching), but it has been a nice experience.

 

now for the actual post itself: I have to admit, I was not a fan of the theme (although I made a pretty elaborate concept for it). In fact I was talking with my girlfriend about this contest (she is not a gamer at all) referring to this theme being a meme which can't win (look where we are now, perhaps I should start saying that I won't be a millionaire or something). However, Eornheit did an incredible job for the art. So much of a job that many of the keypoints of the frame were identical to what I had in mind (the big right shoulder piece), which made this project a lot more motivating than what I originally had in mind.

When the theme got announced, I recall Tactical Potato's video on what Broken could mean. I took some inspiration, he deserves some credit to be totally honest. His abilities and gameplay follows many concepts or definition that could be linked with being broken, regardless of the definition used. His core gameplay could be resumed as: an endless cycle of trying to be full, only to be broken quickly after. The frame is spiritually broken, he chases after a paradox, something that can never be obtained (just like how people chases after pleasure to be happy). To achieve this gameplay, the warframe follows 3 core mechanics: Scraps, fixate and charged. These 3 concepts are essential to his gameplay, being the building blocks after which his entire play style is molded after. Of course, the player can adapt this playstyle to whatever preferences he/she/they has/have. Dainsleif is supposed to be an on-the-spot adaptive frame, trying to push the player into using everything it has to offer in any (with some exceptions) situations.

Dainsleif is also a fitting as a name (in my personal opinion), since the frame is an object of destruction with some major drawbacks if certain conditions are not able to be fulfilled. Since the theme is being broken, I wanted the abilities to be different than what the game currently offers. In order to achieve this, I placed restraints and conditions in order to gain more benefits out of the ability. The third ability, as an example, sacrifices the frame's shield and requires the user to stay alive during its cast to achieve the desired effect, which is to gain a charge that will boost the frame's fourth ability. There is also a secondary effect to the ability that is triggered if the condition could not be met, which is to revive the frame. Here, both the restraint and the condition is survivability. Many of the frame's abilities will follow a similar philosophy.

 

Now my babbling is over, enjoy.

3anmmkcx2uv41.jpg* 10 different version of fourth ability, 13 different abilities in total (Edit to correct a factual mistake)bp1dx4p53uv41.jpg

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Nagano_Sempai or Nagano_Senpai

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passive:

no downed state, instead one shatter into parts, core part at place of death 
and teammates have to bring parts back for instantaneos revive
picked up parts grants buffs

1st: give

share parts of yourself through throwing
buffs friendlies, hurts foes

+20% DMG and rotates through: heal/fire, energy regen/electro, extra armor/cold

2nd: take
 

teleport to a part and reattach, 
resulting in elemental wave of last combined parts (rad, blast or mag)

3rd: share

unleashes void energy from all parts with a explosion

hold for self destruct uses up all energy for extra damage

4th: prosper

piggyback ride  on target with upper body half
becomes one hitbox with target + sidearm equipped 
buffs friendly Warframes: +50% DMG, adds half of own shield and armor

received damaged is shared: 50/50 with friendlies, 10/90 with foes

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On 2020-04-26 at 12:49 PM, Snowcaloid said:

Broken Warframe

Theme: The broken Warframe is made of multiple warframes welded back together by void energy. Since 3 minds have to fight over the control and also fight together for the sake of surviving, the warframe's actions appear to be hysterical and mad.

Passive - Unbound consciousness
When Broken suffers lethal damage, his consciousness is transferred to another Broken. (Due to this he should have no shields and regenerative HP instead)

1 - Break and reconstruct
Broken rips the target enemy using kinetic force, bursting them with high amount of adaptive damage over 1-2 seconds. If they die, the kinetic force blasts their parts around them, dealing the same damage to nearby enemies. Then, the parts reconstruct into a Broken. The Broken is like a specter of Broken that has it‘s health drained depending on duration mods. When the Broken specter casts Break and reconstruct, instead of creating another clone, the particles fly back to it, healing it.

2 - Living artillery
Broken rearranges the parts of his arm, creating a massive void arm cannon. His next aiming attack uses it to create a devastating explosion that deals damage that scales with his currently equipped weapon. (By aiming he can see the affected area, has long range and scales with ability range) Animation is sped up with holster speed.

3 - Adaptive rampage
Broken disassembles his links, becoming immune dashing rubble that damages all enemies it goes through. Afterwards, reassembles himself and gains X% resistance to the damage type the struck enemies dealt.

4 - Imitator
Gains a wheel with all (owned?) warframes. After choosing the warframe, he can press one ability (1, 2, 3 or 4) to gain from that warframe. For X seconds, Broken rearranges a part of himself into the target warframe's, making Imitator become the target ability. Other Brokens (from 1) gain the same ability as well. Can cycle into the same warframe only every 3rd time. The Warframe wheel can be adjusted like Octavia's Mandachord.

(Broken has 3 exalted weapons: Exalted Omnirifle, Exalted Omnipistols and Exalted Omniblade, which can be modded to grant power to imitated Exalted-Weapon-type abilities.)

Being a programmer myself, I can say that Imitator would invoke the good practice of making abilities independent of their warframes.

I like this one

 

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Passive

Self Mend: Destroying objects or killing enemies fills in the negative space on the warframe, completing its broken state. There is a meter that fills but will drain as you take damage. As the meter fills it increases your armor rating so its easier to sustain it. Once complete you retain the full armor bonus permanently. However, in this complete state you can use portions of the armor aka your parts to alter the effects of your abilities. This will deplete a portion of your meter and cause you to refill it to regain your full armor bonus. Ability 1 drains the meter 25%, ability 2 by 50%, ability 3 by 75%, and ability 4 by 100%. Channel energy when using abilities to consume your parts/meter to enhance your abilities. You can enhance abilities with parts so long as you have enough parts to do so, this means you do not need a full meter in order to enhance ability 1, for example.

 

Ability 1

Fracture: your frame glitches and your are pushed backwards in time by 3 seconds. This repositions you, negates any damage or status effects applied within the 3 second window, and replenishes energy consumed within the 3 second window. Cast again within 2 seconds to negate the energy cost of this ability, but this will reverse the repositioning effect of your initial ability cast. This means you will visually glitch backwards then forwards, gaining all the benefits of casting the ability while negating its cost, but if used to get out of harms way then it will reposition you I to harms way once again. Channeled, grants a 2 second invulnerability window. Again, channeling consumes 25% of your parts meter.

 

Ability 2

Depletion: Drain your entire parts meter instantly, enhancing your allies with increased damage, speed, and armor of 25% temporarily. This does not benefit you. Channeled, can only be channeled with 50% meter minimum, increases ally enhancements to 50%.

 

Ability 3

Power Theft: This ability allows you to use the 3rd ability of another warframe within your collection, assigned from your arsenal prior to entering a mission. You can assign a primary, secondary, and tertiary ability this way. Channel, must have 75% parts meter, switch your 3rd ability to the next in rotation. This is as if discarding parts in order to gain new ones to allow for different ability usage.

 

Ability 4

Shutdown: your warframe drops to one knee with head down as if out of power and aggros all enemy fire. Upon shield depletion, release a kinetic pulse that shreds enemy armor and shields as well as knocks them down and deals damage. After a short delay a reverse pulse gathers enemy armor and applies it to you. This completes your warframe, fills your parts meter. Channeled, requires a full meter, release a second kinetic pulse with increased range and damage after a short delay following the reverse pulse. This will leave your parts meter completely drained.

The idea behind the passive is to give a sense of building yourself since you are a broken frame. As your frame fills out, you become stronger.

Ability 1 can synergize well with other abilities or can act alone strategically. This concept fits well in the fact that the warframe is broken and all its systems are not functioning properly but you can use it to your advantage.

Ability 2 works well for your team but not yourself. However, combine it with ability 1 to keep up on team enhancement as well as keep yourself repositioned out of harms way.

Ability 3 is a searching for ones self. The broken warframe wishes to be complete and learns from other frames and thus uses collected parts to structure itself in the way of another frame that it admires.

Ability 4 works well to keep fire against the team controlled while dishing out damage, and with the sacrifice of parts/armor, even more damage while leaving enemies vulnerable.

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Ability One: Strapnel: Warframe let's off a radial explosion depleting it's shields and dealing damage equal to the amount of shields lost and buffing allies shields by a percentage used.

Ability Two: Mirror: Warframe copies a secondary ability either from other warframes in the party or from loadouts selected for specters. Ability acts as it normally would for it's original Warframe as far as buffs and damages may go.

Ability Three: Doppelganger: Warframe disguises itself as a copy of a random enemy in the current mission, dealing damage to the copied target is multiplied incrementally for each of the enemy killed. Ability also gives all teammates in range a damage buff to copied enemy type.

Ability Four: Rip: warframe goes berserker, while attacking and targeting enemies it tears them apart and gains buffs to health, armor and power strength with each enemy slain and draws the attention of all enemies within a certain radius. All allies get Silence to primary and secondary as well as increase to either status or critical chance depending on highest majority being used.

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

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

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

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

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

Official Concept Art by Eornheit:

Broken_Warframe_Concept (1).png

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

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

How to submit:

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

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

Guidelines:

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

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

Selecting the Final Abilities:

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

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

Passive: Increased resistance to elemental damage.   Ability 1: Cures all negative effects on self an squad.   Ability 2: Grant overshields (equal to 50% of your max shields) to nearby allies. Ability 3: Infict status damage upon nearby enemies (energy color/emissive energy color determine damage/example:orange+green (fire+toxic)=gas. Ability 4: Restore health of yourself and nearby allies by 50% of your max health.

 

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Looking at the frame and reading the description of the theme made me think of it like it was a transformer. The idea i had was that each of its abilities would be various parts shifting around giving it an altered look. The idea behind the passive was that as it kills enemies the Broken Frame takes bits and pieces and adds them to it's body healing itself and restoring energy.

Passive: Scrap Collector- As the Broken Frame kills enemies they drop a shattered piece of armor or bone. Each restores 10 health and 5 energy to Broken Frame when collected.

Ability 1: Bastion- The Broken Frame slams harden plates over its most vital areas causing a shock wave around itself, damaging and staggering enemies in a radial burst. Each enemy hit boosts the Broken Frame's armor.

Ability 2: Phalanx- The Broken Frame exposes its core flooding its form with increased power, blasting everyone in a cone with energy. Enemies in the cone take Radiation damage, allies in the cone have their energy restored.

Ability 3: Blitzkrieg- The Broken Frame sheds its heavier parts in an area around it, boosting its speed (movement, reload, attack and fire rate). Enemies in this area are slowed.

Ability 4: Reconfigure (toggle)- While active, the Broken Frame gains bonus shields, shield regeneration and boosts its abilities.

  1. Bastion Reconfigured- As long as the armor buff lasts, the Broken Frame reflects a percentage of damage dealt based on power strength.
  2. Phalanx Reconfigured- Enemies caught in the blast temporarily take increased damage based on power duration, allies are healed based on power strength.
  3. Blitzkrieg Reconfigured- Reactivating the ability causes the parts to explode dealing blast damage to each enemy in the area of effect based on power strength (this ends the slow).
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Passive: When damaged, the warframe’s parts gradually separate allowing enemy fire to pass through. Affected enemy fire is boosted with void damage and can only damage other enemies.

1-Sunder: Launches a spare part at a target. The launched projectile deals damage specific to the enemy (like Danse Macabre) and will continue to target enemies with the same weakness for a short time. (e.g. if the initial enemy’s shield is depleted, it will target another enemy’s shield.)

2-Power Tap: Uses the eclectic nature of its parts to supplement ally abilities. Boosts efficiency, range, strength, and duration. Possibly a channelled ability. (If too overpowered, could be cycled.)

3-Selective Memory: Select an ally to adapt its fourth ability. Hold to cast adapted ability. After three uses, ability is reset.

4-Rupture: The warframe lets go. Void energy erupts from within covering a huge area. Parts are launched toward enemies as in ability 1.  Enemies in range of the blast are damaged and receive the bullet attractor status effect. 

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Survival Mode(passive): +80% armor, +80%movement speed,+80% Lifesteal when health drops below 20%

Ability: reconstruct: Convert energy into health. (If health is full,  energy will be converted to armor.) It would be cool if the animation for this ability shows the warframe's body reconstructing. 

Ability: Dismantle: Dismantles a dead enemy's armor to incorporate into the warframe. You will gain that enemy's damage resistance. Activate this ability again to drop the dismantled armor.

 

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Hi, first of all:

Yes, I am not a native english speaker, so you may expect MUCH grammar errors. (yes, im not good at making jokes either)

Secondly:

I'm not good at giving names to things as well, so all the skills names are just for the sake of knowing which skill, or bonuses, I am talking about.

For the skills, I took the inspiration from the 3 classical classes on RPG: the warrior, the thief and the mage. As Broken Warframe is assembled from the remnants of warframes destroyed […] I found it would be cool if he could have his ability inspiration based on that.

 

Passive:

MULTICORE:

Grants bonuses that are activated as per the last ability used, remains until another CLASS ability is used:

  • Warrior Class Core: Grants [VALUE] health regeneration per second.
  • Thief Class Core: Grants [VALUE] % more duration to wall latch (addition, not multiplicative). Gives flat [VALUE] additional movement speed.
  • Mage Class Core: Grants additional [VALUE] energy for energy orbs pick ups, and shield regeneration.

 

Broken Warframe has 3 CLASS METER to be filled /charged. One of each above class already mentioned: Warrior, Thief, Mage. Continue reading to know about them.

 

1 – GREAT SHIELD:

Pressing the skill button: Broken summons an energy GREAT SHIELD and holds it to block all incoming damage costing energy for the time it is active.

  • Press the skill button again to stop it.
  • Energy cost is based on [Efficiency] and [Duration].
  • All blocked damage is absorved and stored as a [WARRIOR BUFF]. It also converts damage into points that contributes to fill the [ARSENAL METER].

Holding the skill button: Converts the stored [WARRIOR BUFF] to use it similar to the ADAPTATION MOD. [Duration] affects how long this “ADAPTATION MOD BUFF” lasts.

  • Broken can use the INVISIDASH to dash forward while he is holding the GREAT SHIELD, this will make him to cause IMPACT damage and STUN enemies for few seconds based on [Ability Strenght].

 

2 – INVISIDASH:

Pressing the skill button: Broken turns itself invisible and dash forward in the cursor direction ( gets immune while in the animation). If Broken touches a wall he will latch to it.

  • Has a chance of steal loot from enemies that is touched by INVISIDASH.
  • [Range] affects the distance travelled.
  • [Duration] affects how long the invisibility lasts.

Using the skill converts distance travelled into points that fills the [THIEF METER].

Holding the skill button: Broken consumes the current stored [WARRIOR BUFF] to create energy blades that floats around him. They cause SLASH damage to enemies that touch them. Hold the skill button again to release all energy blades; they will seek enemies causing PUNCTURE and SLASH damage with high critical chance based on [WARRIOR BUFF].

  • Damage is influenced by: [Ability Strenght]

ALL OF THEM CAN BE CAST IN MID-AIR.

 

3 – ELEMENTAL CASTER:

Pressing the skill button: fires 3 elemental projectiles orbs (one of each: fire, ice, electric) in the cursor direction. Orbs that hit enemies causes direct damage while orbs that hit the environment transforms each into:

  • FIRE ORB: A wave of magma is created and it travells forward inflicting FIRE damage;
  • ICE ORB: a Ice puddle that will transform into a ice pillar inflicting ICE and PUNCTURE damage with a chance of causing ICE elemental status effect;
  • ELECTRIC ORB: creates a trail of Electric energy that spreads like a spider web (It don't need to be literally a spider web, its just for reference). It will inflict ELECTRIC damage and stun enemies inside or nearby of it (that is because the orb can hit the ground or the wall.).

 

Holding the skill button: Broken consume the [WARRIOR BUFF] to create a turret in his shoulder out of this “void tentacles” that shots elementals spears (one of each: fire, ice, electric) on nearby enemies based on [RANGE]. Consumes energy for the time it remains active - energy cost is affected by [Duration] and [Efficiency]

 

Spending energy using this skill fills the [MAGE METER] .

 

4 – TRANSCENDENCY:

All passives turns active simultaneously. Consumes energy for every second it is activated until the energy is fully consumed or duration ends.

Consumes all CLASS METER that is fully charged, spending fixed [VALUE] energy as cost for every CLASS METER consumed. Can be cast again to consume additional subsequent fully charged METER to create addional bonuses or to extend current ones.

  • Consuming [ARSENAL METER] generates boost [VALUE] to all damage inflicted by Broken similar to the “BANE OF” mods but universal. Damage multiplier [VALUE] is affected by [Ability Strenght].
  • Consuming [THIEF METER] causes Broken to automatically wall latch into the air, just like if the air was an invisible wall, whenever it press the AIM GLIDE button. All wall latch, parkour and movement MODS and ARCANES total values are doubled.
  • Consuming [MAGE METER] causes all enemies that is inflicted by FIRE, ICE or ELECTRIC status damage to have a chance to explode by [VALUE] chance, the more the target is inflicted by FIRE, ICE or ELECTRIC the more the target is prone to explode. Also gives [VALUE] % status duration for FIRE, ICE and ELECTRIC damage caused by Broken.

:)

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