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Open Call for Warframe Ability Ideas!


[DE]Helen

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Short Preface: I would like to ask for the team to see the abilities apart from one another as well as with each other while considering this idea. The idea of adding the synergy with other abilities was to help the team think about how the abilities selected could be combined to create awesome and interesting interaction. It would be cool if everything was selected, but I aknowledge the likeliness of even one being selected is slim to none. I hope whoever reading this enjoy the idea none-the-less.

 

Passive: Reassemble - After not taking damage for a short time, slowly restore health to the warframe.

 

Ability 1: Chaotic Tendrils - Launch a tendril (made of the void plant) at enemies, exploding and dealing either blast, radiation, or gas. Small chance for the tendril to jump to another enemy in range. While Dismantle has active reserves, the chance to jump increases a fair bit. Chance to jump to another enemy increases in power scaling. Cap to tendril jump based off of power scaling.

 

Ability 2: Dismantle (Channel) - Unused ammunition pickups are broken down into raw warframe parts. This would override ammo mutation mods while active. You can reserve a small amount of converted ammo to hold as backup health, or combine with Chaos Tendrils or Void's Embrace to increase the damage and improve effects to the abilities. Reserves max based off of power scaling. Must be channeling for to use reserves.

 

Ability 3: Void's Embrace - Release the void around you. Enemies caught in the area are dealt radiation damage and have a chance to have the status effect applied to them. While Dismantle has active reserves, status chance is drastically increased. The effect persists for a short duration.

 

Ability 4: Mimicry - Become a random warframe, out of a select pool of up to 8 warframes, for a short duration. Minimum 4 other warframes must be selected, unless you do not have 4 other warframes in which case it will be the pool of warframes you own. You may select the warframes you wish to use for mimicry while the warframe is unranked or higher. If no such warframes would exist for whatever reason, you get a pool made up of the three "starter frames" at level 10 with no mods equip. (Mods on the warframes would be based off of configuration A of the warframe you are transforming into in this envisionment.)

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This concept is all about the a group of warframes that had been destroyed while failing to protect their operators, returning pulling themselves together into an amalgemation in one desperate attempt to do right for those they had failed. For one chance to protect the tenno again.

Eulogy
A song of pain, echoing the failures and loss of forgotten Warframes. Four fragments unite for one last chance to make a difference. Their four songs guide their wielder towards victory.

Passive: Tragic Lullaby: For each ally under 25%, Eulogy deals 10% more damage and gains 20% Armor.

1 Dirge of Anguish: Unleash a large circular area where enemies are weakened, taking an additional 25% damage and dealing 25% less damage.


2 Lament of the Forsaken: Drive foes back with a powerful gust of air, knocking foes down and inflicting True damage on the targets.


3 Requiem of the Fallen: With a Rippling song, drain energy and health from enemies within a cone, granting it to allies, even reviving fallen allies within the area.


4: Victorious Anthem: Create an aura of flowing energy, granting all warframes in the area 1 energy per second, and increasing Power Strength by 25%

 

The actual numbers in this are up to the Devs, but I figured I could spit ball a few out.

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Passive: 5% chance on kill to generate a stack of "spare parts"

Ability 1: 25 energy cost to start/2 energy per second channeling for kills to 100%chance generate "spare parts". Spare parts increase Warframe shield linear to spare parts gathered.

Ability 2: Warframe can use stacks of spare parts (up to six placements) with a cost of 20 parts each to provide a temporary shield around a target area (once 3 stacks are used, maximum of 6 stacks, shield is in place between the points). This will lower shield of Warframe since they are using the spare parts that help build their shield. Also, the bigger the area being shielded, the thinner/less effective the shield.

Ability 3: Warframe can use half of the maximum spare parts stacks (if player has enough spare parts) to instantly revive another player, also boosting revived players shield by 10% upon revive.

Ability 4: uses half (or all) available stacks of spare parts to generate a bomb (damage based on the number of stacks used to make bomb) that detonates on enemy proximity or a maximum of 5 seconds.

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Posted on the wrong post, now I feel stupid. Hopefully this is the right place! Original post here!

Heads up; long post!


Foreword:
Given that we have semi-custom modular weapons and companions, this could be our custom Warframe. It is recovered in pieces, and has no abilities as you get it. I expect that this may give your programmers one massive headache, and may need to be modified greatly to be feasible. This is just me throwing an idea out as quickly as I can type.

Cores:
Ability Cores are used to give a Warframe it's power, and are hidden deep within a usual Frame's body. Unfortunately, this one was not finished, and as such has none. Because modern Tenno do not have the same level of technology, this frame's cores are significantly larger, and have to be retrofitted into their back, clearly visible. Cores can represent each of the four primary elements - fire, ice, lightning & poison. Cores are either a reward from missions which can be fused together (like an Arcane, you get them at level 1, and combine them in increasing quantities to reach a higher power.), or can be purchased with excess affinity earned by the frame itself. They can then be able to be inserted into one of four slots on his back. Slot one is his first ability, slot two is his second, and so forth. They represent different methods of applying their abilities, such as a direct projectile, area attack, defensive or crowd control or self/team boost. The usage of four elemental cores gives players the ability to mix and match elements as they choose gives the player a greater degree of customization, making the Warframe feel more unique and also making the frame ideal for anti-sentient combat without encroaching too heavily onto Ember, Frost, Volt or Saryn.

Ability 1:
Ability 1 is a direct application of the first core in the form of a projectile.
No core: The frame releases a directional shock-wave of similar size and range to an Arca Plasmor shell. It deals a small amount of impact damage, and pushes enemies back. Good for getting enemies away from a defence objective.
Fire: The frame projects a fireball which deals initial blast damage, then sticks to a surface or target and leaves a small burning patch which continually deals fire damage. Good for dealing lots of damage to enemies passing through a choke point.
Ice: The frame projects a shard similar to Gara's crystal lash ability, projected from the palm of the hand. Contact causes ice and puncture damage on a direct hit, striking a solid surface causes it to shatter into small ice projectiles with semi-random trajectories. Good for dealing huge amounts of damage to a single target in one shot.
Shock: Similar to Volt's primary ability, but is a continued channel, similar to your typical villain lightning hands. It will slow the movement of the casting frame, but will continually shock the victim, and can chain to others over a small distance, with metallic targets (MOA and Grineer in metal armour) being more susceptible to arcs. Good for isolating a door, but is energy hungry over prolonged usage.
Poison: Launches a globule on an arc similar to the tar MOA projectile. On a flat surface, it will leave a sticky toxic patch, slowing and poisoning enemies. If it sticks to a ceiling, it will drip corrosive damage down onto the targets instead. Good for slowing down crowds or bypassing shielded enemies, with the acid rain perfect for stripping armour.

Ability 2:
Ability 2 is a radial application of the second core in an arc or ring centering on the frame position.
No core: The frame releases a radial shock-wave, like an amplified version of the respawn pulse. Enemies are knocked over and repelled slightly, flying enemies fall out of the sky.  Enemies are also briefly concussed, slowing the rate they get up at. Good to provide a few seconds of peace during a hectic wave.
Fire: Releases a burst similar to an Exmius wave. Enemies are ignited and knocked over, taking fire damage. Good for dealing a fair amount of damage to a crowd of attackers, and giving you a second to escape.
Ice: The frame places their palms on the floor and huge shards of ice burst from the ground in random positions, dealing puncture and ice damage. The spikes remain for a couple of seconds before fading, acting as obstructions similar to Atlas' bulwarks. Shard placement is semi-random, meaning not all shards will hit. Good for hitting hard to get enemies, and obstructing paths.
Shock: Applies an energy spark in orbit around the target, or to a surface. Within range, every pair of sparks will link with beams of electricity, dealing continued damage to any targets that make contact. Arcs will also leap small distances from sparks to enemies. Sparks have a charge level which dissipates when conducting. At zero, the spark disappears. Ideal for carving through crowds, especially with teammates and companions which can carry sparks.
Poison: Vents a cloud of poison gas which will follow the frame, dealing constant Gas damage to all close-quarter enemies. Good for slipping through crowds of enemies.

Ability 3:
Ability 3 is a self, team-based or supportive application of the third core to boost allies.
No core: The frame rapidly regenerates shields when channeled. At maximum, the frame is a beacon for enemies, drawing their fire, and reflecting a small portion of the damage back. This does not interrupt movement or weapon usage.
Fire: The frame sets itself ablaze and gains boosted movement, reload speed and parkour velocity. Slam attacks also leave a small fire vortex. This ability can spread to allies on contact.
Ice: The frame kneels down into a small chrysalis of ice which prevents them from taking fire. During this time, they build up "glacier armour" and "shards". Glacier armour is effectively an additional health-bar similar to iron skin which enemies must chip away at, and shards are loaded into the player's weapons in place of ammunition, dealing boosted ice damage. Allies close to the glacier gain armour and shards, but at a slower rate than the caster. The frame cannot move or use weapons when in the glacier, but can move normally after the glacier channeling has stopped.
Shock: The when making contact with the floor, the frame is "grounded." Grounded frames can slide further, melee faster and move slightly quicker. When in the air, the frame is "live". Live frames gain significantly faster movement, longer aim-glide times, receive a shield regeneration boost and gain a significant velocity, radius and electrical damage boost to slam attacks. This does not interrupt movement or weapon usage.
Poison: The frame rapidly regenerates health when channeled. At maximum, the frame vents a healing gas for allies, healing them instead. This does not interrupt movement or weapon usage.

Ability 4:
Ability 4 is a massive release of elemental energy, differing greatly between core types.
No core: The frame begins to build up a huge amount of energy, releasing it on a second cast; knockdown or death as pure Void damage, and also blinding or stunning opponents, opening them to finishers.
Fire: The frame sets itself and huge explosive fireballs burst from the chest, firing on a heavy arc towards the cursor. The player can direct the fireballs, but cannot move for as long as the ability is channeled.
Ice: The player generates a large swirling blizzard. Enemies inside are slowed and take constant cold damage.
Shock: A continued lightning bolt strikes the frame while channeled, with small arcs flying in random directions. While channeling, the ability builds a stored power meter. At max capacity, the stored power stops increasing, but the arcs become significantly more frequent. Upon release, the lightning bolt explodes outwards, dealing the stored ability to all enemies in range. The player is reduced to a slow walk while channeling.
Poison: The frame initially releases a large pool of toxic water onto the floor at their feet, and then small trails of poison drip from them during the ability channel. Enemies touching the pools or in the vapor clouds a small distance above take toxin damage, and allies within the pools are immune to status effects and are slowly healed.

Passive Effect:
The selection of a fifth "heart" core provides a boost to itself and all allied frames. This can initially be based on the choices made in a quest, or found as a rare drop. There are more cores than the four elements, and have positive and negative effects. When ranking up, the positive effect is boosted, and the negative reduced.
No core: Health and energy orbs are slightly more potent.
Ignition: Movement speed is increased. Damage taken is slightly boosted.
Glacier: Armour is increased. Movement speed is sightly reduced.
Capacitor: Fire rate is increased. Reload times are increased.
Toxic: Slight health regeneration. Health and energy orbs are slightly less effective.
Greed: Enemies have improved item and resource drop rates. Ammunition drops are less common.
Arsenal: Ammunition regenerates rapidly for the held weapon. Ammunition drop rates are slightly reduced.
Compassion: Companions gain a boosted maximum health and heal rate. The frame has slightly reduced health if the companion dies.
Hatred: Damage output is increased. Damage taken is greatly boosted.
Shadow: Weapons are silent, the frame is harder to detect. Maximum health is slightly reduced.
Vampiric: Dealing damage heals the frame. The frame slowly loses health when above a maximum of 100.
Pure: The frame deals boosted damage against sentients, Assassination targets and the Stalker. The frame deals reduced damage against all other enemies.

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Passive: Error 404 - Has a 5% chance of avoiding damage from an enemy. When damage is avoided regain health based on the damage that would have been dealt

Ability 1: Retry - Creates a link between frame and up to 3 nearby enemies which sends 50% of damage taken to linked enemies. Costs 60 energy.

Ability 2: Guru Meditation - Frame submerges into the floor draining 20 energy a second and regains 20 health a second while submerged. Is invulnerable while using ability. Use ability again to cancel submersion.

Ability 3: Logout Failed - Forces enemies in a 3 meter radius from target into a stasis which siphons off 5 health a second per enemy for 5 seconds. Enemies are invulnerable while they are in stasis. Reusing the ability will cancel the current stasis bubble. Cost 75 energy.

Ability 4: Blue Death - Summons a blue screen and pushes it 10 meters in the direction that the frame is facing dealing electricity damage to all enemies that is hit and knocking enemies down. Costs 100 energy.

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Key Concept for the following abilities.

  • self-milling "deck".
  • Ejecting, reloading and utilizing parts.
  • this Warframe's passive and active effects are affected by how it is built using other Warframes' parts.
     

ABILITIES 
(note: the focus is on concept and the order/tier/magnitude of abilities are all open to change)

Passive Ability: Greater than the Sum

  • When building the Broken Warframe's Neuroptics, Chassis, and Systems, another Warframe's Neuroptics, Chassis, and Systems respectively are required. Some damage resistance is granted matching the parts used.
  • The Broken Warframe has a custom resource of composite Fragments based on each of the three parts from the other Warframes used to build it. A custom UI displays each Fragment “loaded” one after another, in a queue like a “magazine” with a size up to 9 (Neuroptic-Chassis-Systems-...; or 1-2-3-1-2-3-1-2-3).
  • Fragments may be Ejected in sequence by abilities and inherent its damage type/properties. (ex. using Ember Neuroptics when building the Broken Warframe’s Neuroptics will add a Heat damage type and effect to the first of the three Fragments, and to Abilities that Eject or use that Fragment.) When abilities Eject a Fragment, the next part is instantly loaded in sequence.
  • Any time a Fragment would be picked up, reloaded or otherwise regained, the Broken Warframe recovers a portion of its health and energy. Then that Fragment is loaded at the end of the queue or “magazine”.
  • Taking sufficient damage to health causes the next Fragment to be automatically Ejected and triggers briefly uninterruptible shield recharge.


Active Ability: Jettison

  • After a brief delay, emit 3 explosions every second and Eject 1 Fragment for each explosion toward the closest enemy. Enemies hit by the explosion, and the Fragment, are dealt damage and are more vulnerable to the damage type of this ability for a time.
    • When holding to activate this ability, implosions are caused instead that draw in Fragments and enemies. Enemies are damaged and made vulnerable on each implosion and Fragment they collide with.
    • When used without Fragments loaded, the hold effect is used instead.


Active Ability: Auto-Cannon

  • Eject a Fragment as a damaging, high-velocity projectile toward your crosshair. For the next X seconds, this Warframe vents a powerful stream of gas that damages enemies near you continuously and greatly reduces their accuracy. (Multiple streams can be active at once.) During the streaming effect, this Warframe moves faster and is invisible to enemies further than X distance from you. Additionally, using this ability in the air causes you to quickly launch this Warframe in the opposite direction. 
    • When holding to activate this ability, this Warframe is instead pulled toward the closest Fragment from your crosshair.
    • When used without Fragments loaded, the hold effect is used instead.


Active Ability: Conversion Armor

  • While active, all damage taken by this Warframe is converted to match the damage type of one randomly chosen loaded Fragment and that damage is instead taken as damage-over-time. (Only one Fragment and damage type is chosen at a time.) Whenever the chosen Fragment is Ejected, that damage-over-time is wiped and grants a matching damage bonus that decays over time. Shield recharge is also triggered after a successful wipe (brief and uninterruptible).
    • Taking sufficient damage without Ejection causes a Fragment to automatically Eject, briefly staggering your Warframe.
    • When holding to activate this ability again while active, the conversion is shifted to another Fragment.
    • Damage taken after a part is Ejected is then, again, randomly converted to another single Fragment’s type.


Active Ability: Composite Storm

  • Briefly become a flying, fast moving storm of composite parts, damaging and staggering enemies continuously. (May also cast other abilities.) All currently Ejected Fragments are consumed and create multiple projectiles that seek out enemies dealing massive damage when they explode. Your path leaves a trail of small composite parts that stagger and blind enemies, destroy enemy projectiles, and lingers for a long duration after this ability ends.
    • After this ability ends, completely reload all Fragments in their original order.
    • May cancel this ability early.
       
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Passive: Makeshift - Broken Frame uses whatever is available to fortify himself. Each kill will generate one stack of Parts, up to a cap. Depending on which faction is killed you gain a bonus per stack:

  • Corpus: +10 Shield, +1% Impact Damage
  • Grineer: + 10 Armour, +1% Puncture Damage
  • Infested: +10 Health, +1% Slash Damage
  • Corrupted: Gains the bonus of the uncorrupted version.
  • Sentient: +10 Energy, +1% Void Damage

(Ideally the Warframe would change how it looks depending on the part types he's gathering, and there would be a widget showing the stacks).

1 Skill: Discard/Integrate: Tap (Discard) - Explodes the stack of Parts for Damage depending on the part types (Same damage type as bonuses).

Hold (Integrate) - Integrates the parts into the Warframe healing the warframe, and adding part of the bonus until the end of the mission. (Reduces stack to zero, and permanently adds 10% of the stack's bonus to the warframe, until the end of the mission).

2 Skill: Dissassemble: Suspends an enemy and slowly drains his health for [Duration], healing himself, and gaining extra parts on kill.

3 Skill: Repair/ Enhance: If ally is damaged, drain stacks to heal him, 1 stack per 10 health. If at full HP, Gives the stacks to ally to give the same bonuses as he'd get.

4 Skill: Scavenge: Roots the broken frame for duration of the skill, sends tendrils that immobilize enemies in range (determined by ability range), dealing damage over type proportional to the number of stacks available on cast (damage determined by the stacks as well). When ability ends, integrates the original stacks, sending a healing pulse, and recovering stacks equal to the number of enemies killed x2.

 

 

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Passive - Breakdown

The Broken Warframe has a Stability Meter, as it is still partially assembled. The Stability Meter starts full, is consumed when using abilities, and taking damage; and is regained by using certain abilities and picking up health/energy orbs. When the Stability Meter runs out, or the Broken Warframe runs out of health, it goes into Breakdown. Breakdown gives the Broken Warframe unlimited ability usage, with no energy cost, at the expense of a death timer and no access to weapons. If the Broken Warframe is unable to regain the Stability Meter before the timer ends, the Warframe dies.

 

1. Hex - 25 Energy, ~5-15% Stability Meter, x seconds

The Broken Warframe applies a curse on an enemy. The cursed target deals x% reduced damage, takes x% increased damage from all sources, and procs additional effects on the Broken Warframe's abilities. Casting Hex on a target already affected further increases all effects of Hex, up to a max of 4 stacks, with 4-? times the effect. When the target is killed, the Hex explodes, spreading to enemies around the target, applying Hex and dealing x Void damage over x/5 seconds. Similar to Revenant Thralls, the Hex lasts as long as the initial duration on all targets.

 

2. Repairs - 50 Energy, 15-35% Stability Meter, Immediate

The Broken Warframe pulls from its void energy to make repairs to itself or an ally, immediately charging shields, health, or both, and a brief invulnerability period. While in Breakdown, Repairs required armor pulled from Disintegrate to cast, which then increase the Stability Meter. During Breakdown, Repairs cannot be cast on an ally.

 

3. Disintegrate - 25 Energy + 10 Energy per second, 20% + 7.5% Stability per second

The Broken Warframe takes root and channels its void energy to disintegrate enemies in front of it, slowly pulling enemies towards it and dealing damage per tick. Does Adaptive damage in a cone/beam in front of the Broken Frame. Enemies affected by Hex drop x% armor, which empower the Broken Warframe's next Repair cost in Energy, Stability and shield amount. Can cast Repairs and Hex while Disintegrate is channeling, where Hex is applied to all enemies that are currrently being pulled by Disintegrate.

 

4. Conflagration - 100 Energy, x duration, 30-50% Stability cost

The Broken Warframe brings foes into the depths of the void. Does x% Radiation damage per second, scaling with the Stability Meter. The lower the Stability Meter, the higher the damage. Plants a "Void Sprout" from enemies who die from Hex while Conflagration is active, which grabs enemies and slowly pulls them, dealing constant True damage (like Hydroid ultimate but more stable). Heals the Stability Meter for x% amount of damage dealt.

 

This kit is focused around casting abilities, debuffing and dealing medium amounts of AOE damage, while managing the Stability Meter to deal more damage and survive through tough situations. I thought it would make sense that the Broken Warframe would have a mechanic where it can physically break, and has to repair itself in combat. I also thought it would be cool to have abilities with multiple synergies with themselves.

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[Warframe Concept - Calamity]

The Broken Warframe design is Visually constructed from the parts of three separate warframes, threaded together by void tendrils, that look not unlike those that void structures or are running along the walls of the transference chamber. This overall design suggests to me that each frame that was cobbled together for this warframe, is really being manipulated by the void tendrils to operate as though they were part of a male body plan. With that idea in mind, it wouldn’t be hard to imagine seeing the frame sometimes having difficulty controlling how it directs its energy when using abilities and managing a consistent way to organize all of its parts.

The play style of the frame then should seem a little rigid, there is only so much that a player can control when using its abilities. Infrequently, energy used to cast may run along a different path and accidentally charge one of the other warframe parts attached to the tendrils, charging it and partially activating a latent ability of the warframe the part once belonged to. The void tendrils could also have another issue, leaking power into the environment, and subsequently causing havoc everywhere it went. The tendrils could even model its behavior of the environment, emulating torrents of confusion and feeling dread that the frame’s pieces carry. The frame feels like a disaster, and thus acts like one.


Passive - Void Incandescence 

Spoiler

When the warframe is exposed to a void energy source (void traces, void fissures, Operator Abilities, Amp Void Damage), the frame becomes over charged with void energy and begins to radiate an AoE void damage field with a 2.5 m radius for 3 secs, that deals void damage to all enemies at an amount of 1% of the enemies current Health/sec at a rate of 20 ticks sec. 

Any of the frame’s abilities cast while Void Incandescence is active will trigger both of those ability’s side effects, and end Void Incandescence.

 

1st Ability - Plume of Splinters

Type: Single Press Cast
Duration: 2 Sec

Spoiler

The “white” warframe parts are charged with energy from the void tendrils. The frame then heaves its white shoulder forward, towards the player's aim reticle and projects two damage cones one that opens at 10% from the player that deals puncture damage, one that opens at 45% that deals gas damage. The first cone fires projectiles similar to the Tigris shotgun's spread pattern and range. The second is an AoE with a high status chance, and lower total damage than the first cone.

Side Effect - 25% Chance On Cast - The “red” frame parts are charged during the casting phase, increasing Ground Slam Radius for 10 sec.

Side Effect - 25% Chance On Cast - The “blue” frame parts are charged, during the casting phase, decreasing casting time for 10 sec.

 

2nd Ability - Scalding Typhoon

Type: Single Press Cast
Duration: 15 Sec

Spoiler

The “red” warframe parts are charged with energy from the void tendrils. The frame then stops its red foot, causing an eruption a boiling geyser of fluid while also swinging its red forearm away from its body, appearing to create a swirling coriolis out of the geyser pushing it 3 m out from the frame and quickly growing into a 7 m diameter typhoon.

The typhoon pulls enemies that make contact with it along for a meter in a rag doll state, before they become stopped. The enemy remains in a prone position until the typhoon dissipates, receiving a small amount of heat and slash damage continuously while inside. Any projectiles of AoE damage that enters the typhoon from any source is redistributed evenly to each enemy within it.

Side Effect - 25% Chance On Cast - The “blue” frame parts are charged during the casting phase, increasing melee attack speed and ranged weapon reload speed for 10 sec.

Side Effect - 25% Chance On Cast - The “white” frame parts are charged, during the casting phase, decreasing duration effects on self for 10 sec. 

 

3rd Ability - Putrid Surge

Type: Single Press Cast
Casting Time: 4 sec
Duration: 6 Sec

Spoiler

The “blue” warframe parts are charged with energy from the void tendrils. The frame winds up a full body pushing gesture with the blue hand and forearm. When contracting, a shallow pool of toxic fluid fills 12 m long, 5 m wide in front of the frame, as a 3 m storm surge swells near the frame. Any enemies inside the pool continuously receive a small amount of toxic damage and have their movement slowed. 

After 2 sec of swelling, the frame completes the pushing gesture and directs the storm surge to roll out towards the end of the pool. On impact with an enemy, the surge deals impact damage equal to an amount of base damage + the current total of damage dealt by the pool at the time of impact. Any enemies that make contact with the surge are rag dolled and carried by the wave all the way to the end of the pool, piling them in a central zone when the pool dissipates.

Side Effect - 25% Chance On Cast - The “white” frame parts are charged during the casting phase, increasing the melee weapon’s follow through by 0.5 and all ranged weapons’ punch through by 0.5 m  for 10 sec.

Side Effect - 25% Chance On Cast - The “red” frame parts are charged, during the casting phase, creating a knock-back procc any enemy that makes contact with the frame for 10 sec.

 

4th Ability - Seismic Step

Type: Channeling

Spoiler

The whole warframe begins to radiate out energy, damaging space and time along its path, leaving cracks around the ground along behind the warframe. Enemies that come in contact with the cracks hit by low damage from all 3 damage types, and are subject to a knock-down procc.

Any side effects that are activated from other abilities while Seismic Step is active will remain active as long as Seismic Step is active.

 

I hope someone enjoys this.

Thank you and listening and good luck.

 

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Passive:

Deals more damage to enemies with a higher health percentage than yourself

Movement Ability:

Sliding disassembles the warframe's entire body to slide across the ground, making yourself harder to hit by enemy fire  

 

1: Decompose

Fling a mass of worms at an enemy, dealing damage over time. Can also potentially stun lesser enemies

 

2: Burrow

Disassembles the warframe's body to travel below the ground, making the warframe completely immune to attacks

 

3: Host

A melee attack that takes control of an enemy with a lower health percentage than your own. If the enemy dies, they drop a health orb and you are released. Activating this from a burrow or slide turns it into a leaping attack. Activating from burrow eliminates the health percentage requirement.

 

4: We are Legion

Send worms out to control all enemies in an area as your body parts fall to the ground. Direct control of an enemy is given to you randomly. Additionally, if extra controllers are connected to the console, split screen mode is activated and direct control is given to additional enemies. Once all controlled enemies are dead, the worms return to the body parts.

 

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Passive: Broken Warframe is highly dependent on the Operator for stability and optimum performance.

Spoiler

Energy Leak: On transference out, lose 30% of current Warframe energy.  The lost amount of energy is absorbed by nearby ally Warframes.

  • Energy is emitted in a radial wave centered at the position of the Warframe where the transference occurred.
  • Energy emitted falls off linearly over 9 meters, after which it falls off exponentially over 6 meters.
  • The sum of the energy gained by allied Warframes cannot exceed the energy lost by Broken Warframe.
  • Increasing Broken Warframe energy with Flow or Primed Flow will affect this passive ability. Similarly, it will also be affected by Sorties with energy reduction modifier.
  • Channeled Warframe abilities do not block energy gained from this passive.
  • Does not trigger if energy level is below 15% and the energy is not lost.
  • Does not trigger Arcane Energize or Arcane Eruption.

Somatic Overload: On transference in, spend 70% of max Operator energy. For each 7 points of energy spent gain 0.8 second of 200% Warframe energy regeneration from all sources.

  • Does not trigger if Operator energy is less than 70% and all the energy is lost.
  • Does not trigger if Operator lost all his health during transference out.
  • This buff is lost on transference out.
  • Operator energy regeneration is slowed to 20% its speed for the duration of this buff.
  • Each stack of transference static debuff reduces this buff strength by 25%.
  • With max rank Zenurik Void Siphon this buff will last for 15.2 seconds, and without it, it will last for 8 seconds.

 

[1] ?????: ????????

Spoiler

I could not think of a complete idea for the first ability. 😞

I was thinking of something like the Replicators from Stargate-SG1, that will collect flesh and armor from nearby corpses  and build a bigger spider 🤔,such that, the more they collect, the tankier the spider will be.

 

[2] Gimmick: Summon a machine that emits ultrasonic frequencies to attract enemies and reduce their aim accuracy. (30 energy)

Spoiler

Broken Warframe summons a machine in front of him that emits an ultrasonic pulse every 2 seconds over 15 / 20 / 25 / 30 meters radius dealing 20 Blast damage. The machine have 250 / 300 / 600 / 1000 health and 100 / 150 / 250 / 600 armor and lasts for 8 / 14 / 20 / 26 seconds or until destroyed.

  • Pulse status chance falls off with distance:
    • 100% status chance up to 3 / 6 / 10 / 15 meters from the machine,
    • 30% status chance at the end of the range.
  • Damage is not affected by mods.
  • Pulse range and status chance falloff is affected by Ability Range.
  • Status chance is not affected by mods.
  • Health and armor are affected by Ability Strength.
  • Machine duration is not affected by mods.
  • Pulses interval is affected by both Ability Duration and cast speed.
  • The machine has increased threat level, making enemies rush towards it.

 

 [3] Mimic: Scan an enemy and take its appearance, or hold to fuse its parts into Broken Warframe. (Tab cast energy 25 initial + 2 s-1. Hold cast energy 100)

Spoiler

Broken Warframe extends 2 tendrils from his back to grab an enemy target 3 / 4 / 5 / 6 meters away and pulls him in melee range.

  • Tabbing the ability key will scan the grabbed enemy over 4 / 4 / 3 / 2 seconds to create a hologram of his image around Broken Warframe. While this ability is active you will receive 400% / 350% / 300% / 250% increased damage.
    • Scan duration is affected by Ability Duration.
    • Received damage multiplier is not affected by mods.
    • Can only be cast on humanoid enemies.
    • Getting damaged will disrupt the hologram for 3 seconds and consumes 5 energy per hit.
    • Bullet jumping, wall dashing, wall latching, aim gliding, and sliding will disrupt the hologram for the duration of that action and an additional 2 seconds.
    • Jumping, double jumping, sprinting, crouching, rolling, and back flipping will not disrupt the hologram.
    • Using alarming weapons will disrupt the hologram for 3 seconds, and using silent weapons or melee will disrupt the hologram for 0.5 second (in addition to melee swing animation time).
    • Reloading will disrupt the hologram for the duration of the reload.
    • Casting abilities will disrupt the hologram for 3 seconds.
    • Hologram disruption duration is not affected by mods.
    • Enemies of the same faction as the scanned enemy will perceive you as a friendly while the hologram is not disrupted.
    • Sentinels and companions will become invisible and will not attack enemies.
    • Using the Parazon will not disrupt the hologram.
    • Comba and Scrambus disruption auras will disrupt the hologram for 5 seconds.
    • While active and not disrupted, Corpus Security Cameras, Grineer Sensor Regulators, Grineer Motion Detectors, and Orokin Spectators will not detect you.
    • While active, Corpus Laser Barriers, Grineer Sensor Bars, and Grineer Motion Lasers will detect you wither the hologram is disrupted or not.
  • Holding down the ability key will absorb the grabbed enemy into Broken Warframe over 3 / 3 / 2 / 1 seconds, adding its damage resistances and weaknesses on top of Broken Warframe own damage resistances and weaknesses, and take its passive abilities and aura. This ability lasts 15 / 20 / 25 / 30 seconds.
    • Can be cast on all enemy types except bosses and Simaris Synthesis Targets.
    • Absorbing duration is affected by Ability Duration.
    • Duration is affected by Ability Duration.
    • An aura taken from Eximus enemies will affect enemies and provide ally Warframes immunity from the same aura type while in range, this includes Energy Leech aura.
    • Aura range is the same as aura range of Eximus enemies, and is affected by Ability Strength.
    • Passive abilities that can be taken: Shield Osprey, Mine Osprey mines, Arctic Eximus snow globe, Arson Eximus fire blast, Guardian Eximus increased shield amount and regeneration, and Leech Eximus life steal and increased health and shields.
    • Some passive abilities taken will have a cool down period and a condition for triggering, e.g. Arson Eximus Fire Blast on melee heavy slam attack, Mine Osprey mines on bullet jumping, Arctic Eximus snow globe on crouching without moving for 4 seconds, etc.
    • Deactivating this ability before the duration expires will consume 50 x (Duration Remaining / Total Duration) of energy. This happens even for falling out of level bounds or entering a Nullifier Crewman bubble.
    • Must deactivate the ability or wait for it to expire before absorbing another enemy.

 

[4] Implant: Infect a target with a radioactive larva that slowly converts its body mass into explosive material. (50 Energy)

Spoiler

Broken Warframe shoots a radioactive larva that burrows into an enemy target within 10 / 15 / 20 / 25 meters and converts 30% / 40% / 50% / 60% of its body mass into explosive material over 15 / 13 / 11 / 9 seconds which explodes on death in a 3 / 4 / 5 / 6 meters radius with a 50% status chance.

  • Cast range is affected by Ability Range.
  • Body mass conversion percentage is not affected by mods.
  • Conversion rate is affected by Ability Duration.
  • Explosion radius is affected by Ability Range.
  • Explosion falloff is affected by Ability Strength.
  • Explosion status chance is affected by Ability Strength.
  • Explosion damage is not affected by mods.
  • Explosion damage depends on the amount of body mass converted before the target’s death.
  • Body mass is the sum of Armor, max Health, and max Shields.
    • Converted Armor will deal 70% Impact and 30% Slash damage.
    • Converted Health will deal 70% Heat and 30% Corrosive damage.
    • Converted Shields will deal Electricity damage.
  • Armor, max Health, and max Shields will reduce with time as they are converted.
  • Infected enemies will be disarmed and have a permanent Radiation status proc.
  • Can be recast on infected enemies
  • Each additional larva on an infected enemy will double the conversion rate and add a 10% chance of infecting 2 enemies that survive the explosion.
    • Infection chance is affected by Ability Strength.
    • Number of enemies infected by spreading is not affected by mods.

 

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Passive: Scrap Yard- Ammo not picked up will produce a certain amount of scrap, depending on ammo type

1.Multi Tool- Nexus has a tool for every situation they might be in (enemies hit will drop scrap)

Rank 1.Rocket Punch- Send your fist rocketing into enemies to send them flying or aim at the ground to cause a shock wave (Holding increases damage)

Rank 2. Rocket Drill Punch- Spin your fist to pierce enemies (Holding increases number of enemies pierced)

Rank 3.Whip- Grab enemies and whip them around or grab onto surface for a quick recovery or when in a pinch

Rank 4.Taser bomb- Enemies bothering you from afar or to close? No problem, Just fire/lob a ball of electricity to stun them  

2. Reconfigure- After collecting scrap choose from four different buffs for a limited time (damaging enemies while using a buff will cause more scrap to drop and depending on the buffs allies and companies who pickup that scrap will gain the buff. Note:picking up the buff will not reset the buff time limit to full it will only will up scrap meter)

Rank 1.Damage Increase

Rank 2.Weapon Fire Increase

Rank 3.Speed Increase

Rank 4.Armor Increase

3.Critical Overload- Override your enemies weapons/gear (in a radius)

-Overload enemy weapons causing them to blowup in their faces/enemy shields causing them to electrocute enemies (since some enemy weapons are energy based)

-Combined with Reconfigure will either increase or extend the use of the current buff

4.Void Buster (Anonnited Weapon)- Why use a gun weapon can turn fire energy straight from the void?

-Turn Nexus's arm into a cannon that shoot energy straight from the void annihilating his enemies 

-Single fire causes a vortex to suck in enemies dealing damage/ Charged shots if you just want to end things quickly

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Better lucky than late, so here we go.

Assembled from the remnants of Warframes destroyed during the Old War and held together by Void energy. “, I interpreted this description to mean that the white tentacles are the roots of a void tree that have grown to the point of pulling said Warframe remnants together and seeding new life.

 

Abilities: note that I do not consider myself a smart man and will therefore not be providing numbers/costs.

 

Passive: [Fresh Blood]

When [Broken Warframe] is downed killing an enemy will revive them as if revived by a team-mate, this ability has a cool-down.

Ability 1: [Nutrient Grasp]

[Broken Warframe] targets an enemy binding them in a cocoon of white roots, while bound the target is steadily drained of health restoring energy to [Broken Warframe] and nearby allies, other enemies can free the target by attacking the cocoon with melee attacks being the most effective.

Ability 2: [Lay Roots]

[Broken Warframe] embeds its feet in the ground becoming unable to move but gaining two Boons, Boon 1: heavy resistance to knock-back, Boon 2: strong but not fast health regeneration, this ability has a cost to both activate and deactivate.

Ability 3: [Gift of the Void]

[Broken Warframe] blesses an ally’s weapon with Void energy increasing its damage and making it more effective verses sentients, however the weapon blessed is random, [Broken Warframe] can hold the ability to bless itself.

Ability 4: [Spirit Grove] or alternatively [Yggdrasil]

[Broken Warframe] summons an intangible and semitransparent Void Tree that continually summons specters of [Broken Warframe] equipped with weapons from your current load-out, each new specter costs a small-ish bit of energy, all specters disappear when [Broken Warframe] cancels the ability.

 

And there we go, hope these abilities sound as fun to you as they do to me.

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"Together we stand strong"/ "divided I destroy"

passive: [broken] has a bar with unity at one end a purity on the other. As abilities are cast depending on the selection it will more the bar one way another as it moves towards unity [broken] will gain health/armor/shields, power duration and power range at the cost of power strength, power efficiency and movement speed and visa versa. all ability have two forms that tend cost energy for the unity version and a mix of energy and health for the purity version. (this can also work as a parts counter with similar buffs and debuffs and an parts cost to unity abilities)

 

Ability 1: Adsorb/Divide:

      Adsorb: take an enemy corpse or [broken]'s turrets/minions  and add it to [broken] this gives a significant boost to unity and give and (a probably flat) armor/heath boost

      Divide: take a part of [broken]'s and set it up as a turret/minion

Ability 2: Suppress/Yield

     Suppress<channeled>: [broken] crates an arena that debuffs enemies that go trough it and causes them to be prioritized by [broken]'s turrets/minions enemies that die in this zone grants some armor/health to [broken] at the cost of some energy (giving energy to the killer is an interesting idea)

     Yield: [broken] taunts the enemy using some armor to reduce the next couple of attacks

Ability 3:Give/Take

     Give: [broken] gives a buff (and energy)  to an ally (or maybe target if the drain is high enough) that gives a temporary drain of health/armor to boost [broken]'s health/armor (could overcharge turrets/minions to high levels to break afterwords)

     Take: [broken] leaches energy from target enemy at the cost of health/armor

Ability 4: Compact/Unbind:

     Compact: [broken] releases an implosion that damages and draws enemy (loot, probably not) closer and gains some armor/heath depending on the number. Allies in range cascade this effect but they gain the buffs and [broken]'s turrets/minions have extended range but less recovery.

     Unbind: [broken] rush trough an enemy causing a small explosion of half its armor dealing massive damage.

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Passive: When the Warframe dies, It will drop it's physical body. When this action is complete, the void energy will explode and damage all surrounding enemies with blast, radiation, and impact damage.

Ability (1) Arm of War- 

Warfame will shoot it's arm at the desired target. The arm will follow the target until it either runs out of time (5 seconds), or explodes on impact. Thus making blast/impact damage. Can start the explosion early, by pressing the button again.

Ability (2) Dash of War - 

Travel afar with this ability by increasing your speed by twice the amount of it's original state. Warframe leaves it's physical body and travels in it's void form. Travel lasts 4 seconds. When this action has expired, the warframe will pull objects from the ground to rebuild itself.

Ability (3) Amour of War- 

Pull the enemies helmets off and make a set of armour around yourself. This will heal your shields, any over healed shields will be converted to over shields. This ability can be stacked up to 3 times.

Ability (4) Typhoon of War-

Float in the air in style while using the enemies' weapons spin around you and your allies for 7 seconds. You are invulnerable for 3 seconds and enemies around you are blown away from you, and your allies.

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Base Health: 75

Base Shields: 200

Armor: 100

Energy: 125

Sprint Speed: 1.15

 

Passive – Adaptive Armor: He fills his Adaptive Power Bar by taking and inflicting damage to enemies. He gains up to 90% damage reduction by filling the bar.

Ability 1- Shockblast: briefly stuns and reduces resistances of all enemies in a wide cone in front of him. The blast deals impact damage and if his bar is above 75% it deals adaptive damage instead.

Ability 2 - Syphon: Extends his energy tendrils to an enemy to syphon their Health and replenishing his own shields by a max percentage. (can generate Overshields) The Adaptive Energy bar is being drained while this ability is channeled, and he gains damage immunity.

Ability 3 – Armor Charge: Fills the Adaptive Energy Bar for 25% over the course of 10 seconds. Gains a movement speed and attack speed buff which decays over 10 seconds. (charge time is effected by duration mods. Charge time effects Adaptive Energy Bar percentage gain.)

Ability 4 – Adaptive Discharge: Completely empties the Adaption Energy bar to deal damage in a radial explosion. This damage changes depending on the enemy’s weakness.

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Broken Warframe Ability Concept

 Here is my submission for the ability ideas for the community made Warframe.

 When referring to the Broken Warframe I will use “Broken” and ‘his’ as a placeholder.

 Being based of a mish mash of discarded and lost Warframe parts and held together by what looks to be Somatic Fibres and Void energy I came up with abilities inspired by the Dev Team’s description and Eornheit’s Concept Art. The basis for the abilities I came up with is that “Broken” is a versatile frame that utilizes a balance of offence, defence, crowd control, and support abilities. This idea came from the part of the description (Assembled from the remnants of Warframes destroyed during the Old War) this lead me to the thought that it has systems and properties giving it a versatile set of skills, utilizing void energy to power said abilities (and held together by Void energy).

 

·         Passive Ability

The Void energy that holds “Broken” together provides energy regeneration at a rate of 5 energy every 10 seconds. (Change values/time to balance it out).

 

·         Ability #1 Hand of the Void ‘Sometimes the abyss reaches back’

 “Broken” summons and clawed, ghostly hand from the ground, that charges forth striking enemies and pulling them along in its path. At the end of its path it slams down damaging and knocking down enemies in its radius. Hold to have the hand burst up from the ground and grasp an enemy, crushing and siphoning their life-force to “Broken”.

Mechanics

-Ability Strength should affect damage.

-Ability Range should affect size of hand and how far the grasp can be cast from “Broken”.

-Ability Duration should affect length of the hands path of travel, and how long enemies are held in grasp.

-Hand can deal damage twice to an enemy, first when hitting an enemy in the path and second on the slam. I think the damage should be impact.

-Grasped enemies take damage and restore a percentage of “Broken’s” health.

-Maximum enemies grasped should be 3.

-Players can Press 1 again to trigger the slam early if desired?

-Energy Cost 25?

Visuals

A visual I had in mind for this ability was “Broken” sweeping his arm upward for the press cast. For hold cast his arm could raise similar to Oberon’s during Reckoning but instead of going back down it stays raised and his hand closes into a fist as if crushing something in it.

Reasoning

 Initially I thought a tentacle or tendril slam styled ability, but with Hydroid being the king of tentacle slaps and it just not feeling like it fit with the frames theme I decided to go in a different direction. Thus, this idea came into existence. Sticking to the hand motif I came up with an ability that gives hard crowd control, while its alternate use provides some sustainability for when you get beaten down and need a pick me up after a close call or during a long engagement. Plus, I think it would look VERY cool.

 

·         Ability #2 Somatic Weaver ‘Weave your own fate’

Weave the Somatic Fibres in your frame into to harness the erratic power of the Void into one of four selectable methods.

1.      Resonance: Knit Somatic Fibres over “Broken” and an ally in range, amplifying their Warframes abilities for a period.

Mechanics

-Resonance provides a flat bonus increase to ability Strength, Range and Duration of 15 or 20% at max rank to “Broken” and chosen ally. This value should not be changed from what it is set at as it could lead to a very unbalanced ability.

-Ability Duration should affect the abilities uptime.

-Ability Range should increase the distance Resonance can be cast on ally. Distance between the two players does not cancel ability.

-This ability can be recast onto another ally increasing their abilities. This allows the player using “Broken” to choose the best person to amp up in the situation.

-Energy Cost 25?

 

2.      Warding Conflux: Construct a pillar of Somatic Fibre to safeguard allies in its influence, creating a mesh weave on the ground. Mitigating damage and rooting enemies.

Mechanics

-Only 1 type Conflux should be active at any time. Either Warding or Burst.

-Could have a maximum of 1 or 2 Confluxes active at any time.

-Should provide a damage reduction buff to “Broken” and all allies in the area of effect.

- Should root some enemies that walk onto the mesh. Root duration should be a flat unchanging value of 6-8 seconds

-Ability Duration should affect abilities uptime.

-Ability Strength should affect the amount of damage mitigation.

-Ability Range should affect the Confluxes area of effect.

-If “Broken” uses Ethereal Walker in its area a percentage of his absorption barrier also applies to allies.

-Energy Cost 50?

 

3.      Burst Conflux: Construct a pillar of Somatic Fibre to attack enemies in its influence, creating a cable weave on the ground. Creating energy geysers and energizing allies.

Mechanics

-Only 1 type Conflux should be active at any time. Either Warding or Burst.

-Could have a maximum of 1 or 2 Confluxes active at any time.

-Energy pulses through the Somatic Cables on the ground unleashing energy geysers damaging enemies in its area of effect.

-Geysers could split damage over multiple targets and deal more damage to single targets in the geysers.

-Geysers could prioritize groups of enemies over single targets or vice versa.

-Energy Geysers could do radiation damage and apply its status effect.

-Allies could gain energy regeneration and/or a movement speed boost.

-Ability Duration should affect ability uptime.

-Ability Strength should affect damage of geysers and conflux buffs.

-Ability Range should affect the Confluxes area of effect.

-If “Broken” uses Ethereal Walker in its area he releases a damaging nova on exit of immune state.

-Energy Cost 50?

 

4.      Negation Pulse: Send Somatic Fibres into the ground and release a debilitating wave of energy that nullifies and disrupt enemy tech and abilities for a time.

Mechanics

-Should jam robotics and weapons of enemies in range.

-Negation Pulse could pop nullifier bubbles, negate enemy abilities (Grineer Commander, Corpus Sniper Rattel spawner) and Eximus unit auras to those in range.

-Allies hit by the wave could have negative status effects removed.

-Should have a high energy cost to compensate for its powerful effect or nullify other active Somatic Weaver abilities on cast to make it a more strategic card to play.

-Ability Duration should affect how long enemy abilities are disabled.

-Ability Strength should affect how long Eximus unit auras are down.

-Ability Range should affect how far the wave travels.

-Energy Cost 75?

 

Visuals

 When any of the Somatic Weaver selections are active “Broken” could have fibres coming out of a point on the back of the neck where the shoulders and spine meet. The Fibres spreading and fade out. Resonance could appear as a nervous system of woven the back over the Warframe or as an overlay cloak on the Warframe. Warding Conflux and Burst Conflux should have distinct differences in the pillar design and patterns on the floor to differentiate to two different Confluxes. Negation Wave could appear as a pulse like Mag’s Polarize effect but more focused in spreading over the ground and not an expanding bubble.

Reasoning

Cycling/Selectable abilities are a wonderful additional to Warframe, they give a unique element of depth to the gameplay. With such a unique frame and theme tied to it, it seemed criminal not to give him an ability that takes advantage of such a cool system. Somatics are used in conducting Void energy, if my information is correct. So, it stands to reason that with the help of a Warframe and Void juice the fibre can be used to create phenomena other than just Transference. I think the abilities themselves are awesome but if it doesn’t line up with the lore change the name and whatever you have to DE. As for Negation Pulse and the nullifier bubbles I personally have a love/hate relationship with them, I thought a frame that disrupts them for those who purely hate them was a good idea for when they feel like ruining some Corpus shmucks day.

 

·         Ability #3 Ethereal Walker ‘Tread the path most feared’

“Broken” becomes ethereal, allowing him to phase through enemies, gaining immunity to damage, and a burst of movement speed for a short time. During this state he cannot attack or use abilities but creates three phantoms that attack enemies. Upon exiting his immune state, he gains a temporary armor buff and a damage absorption barrier. His phantoms also explode, their damage over the duration applying to his barrier. For every enemy phased through his barrier gets stronger.

 If used while in the range of Warding Conflux allies gain a percentage of the absorption barrier, while in the range Burst Conflux he creates a damaging nova on exit of immune state.

Mechanics

-Ability Strength should affect phantom attack and explosion damage. Absorption barrier accumulation rate via phasing. Buffs to armor and movement speed.

-Ability Range should affect explosion radius and phantom attack range.

-Ability Duration should affect length of time immune but not the armor buff as I think it would make him too tanky for too long.

-Base duration of ability should be short 4-5 seconds. Players can press 3 when ethereal to exit early if desired. Armor buff should last for 10 seconds, while absorption barrier lasts indefinitely until it is depleted, or Ethereal Walker is recast.

-Barrier amount should reset every cast for balancing reasons. I feel a continuously accumulation barrier would encourage spamming and possibly permanent immunity to being downed and make him unkillable, defeating its intended purpose which is to mitigate damage that could down “Broken”. A hard cap on the barrier could punish wise and strategic players.

- Three phantoms felt like a good number. They should do a reasonable amount of damage, so they are not wiping out the enemy completely and providing a ridiculous barrier value. Phantoms should melee and could engage the enemy with a dash via line of sight. This ensures a good barrier value can be built up and distance between “Broken” and enemies is less of an issue.

-Energy Cost 50?

-Warding Conflux bonus should be around 25% of his total barrier also applying to allies I feel this is a reasonable amount. Barrier is applied when “Broken” gets his and the value is also reset on a new cast of Ethereal Walker. Burst Conflux nova should be based on the Burst Confluxes damage. This lets the two abilities have good use together on missions like Defence and Interception.

Visuals

Visually “Broken” becomes a ghost like apparition that moves normally he should not need any special floating animations as he is ‘walking’. Phantoms could be just creepy, spooky, energy spectres from the beyond with claws. Originally, I thought they should be clones of him with one of his main appearance colors (one colored his primary, secondary, tertiary) but I felt like it could be a coding nightmare.

Reasoning

 I felt “Broken” should have a survival tool, playing to his void-like nature I came up with an ability for him to be able to get out then dive right back in, but with more utility with the phantoms and buffs. While an ‘OH CRAP’ button this ability also works strategically if you have the energy to spare. It also synergies well with the Hold version of Hand of the Void to recuperate some lost health and not have to worry about losing it to incoming damage if you are low.

 

·         Ability #4 Phoenix Cannon ‘You are not broken, you are tempered’

 Concentrate the raw power contained within ‘Broken’ and unleash a chargeable, searing beam that incinerates enemies and heals allies. Leaving burning, scorched earth in its wake, burning enemies that walk upon it while allies are renewed.

Mechanics

-Phoenix Cannon deals a high amount of Heat damage.

-Beam is wide and has infinite punch through. Distance it travels should be capped.  

-Beam can be charged to deal increased damage and healing.

-The beam could apply multiple applications of Heat status equal to how long it has charge (i.e. full charge inflicts five instances of Heat status), or it could shred enemy armor.

-Only 1 line of scorched ground should be active.

-Scorched ground burns enemies and provides a health regeneration bonus to self and allies.

-Ability Duration should affect scorched earth uptime.

-Positive duration values could allow the beam charge faster; negative duration value does the opposite?

-Ability Strength should affect overall damage and healing of beam, it could also affect health regeneration and burning values of scorched ground which could be an unchanged stat.

-Ability Range should affect width of scorched ground.

-Energy Cost 100, +(x) per second charging

Visuals

“Broken” is stationary, focusing energy (maybe a symbol appears behind him with tips that flare when fully charged, like exhaust pipes) and unleashes a wide beam from his hands about torso length that pierces enemies. It is a straight forward visual.

Reasoning

 This ability is a little bit of a throwback to Focus 1.0 where I started when drawing inspiration for his abilities. This is an homage to Phoenix Gaze and Mending Tides. I felt “Broken” should have a nuking ability because of his relation to the Void, while the healing is a part of his versatility and a reference to his body being a collection of different Warframe parts working together. It is a half a death ray.

 

Possible Augment Mods

There are so many good ideas for his abilities I am just going to leave that to the awesome Dev’s.

 

 I know this entire thing is overkill, but I could not help myself!

 Included in my submission are some concepts I asked my wonderful sister to draw to help visualize what I wrote on here. This entire thing would not be possible without her as her input helped bring this to life!

 I hope you all enjoy what I have contributed, as much as I enjoyed reading everyone’s ideas! This frame is going be awesome!

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THE VISIONARY

This idea is based on the Broken Warframe reconstructing itself using material gathered from enemies. The warframe has no armor and no shields to start with. At first, I thought about body horror but the concept of this warframe jealously pilfering parts from its enemy to remake itself into some terrible, awesome visage led me to see it more as deranged artist, a la Sander Cohen. 

PASSIVE: AVARICE

  • The frame collects material upon killing an enemy with a melee attack. Finishers provide the most material. The material gathered provides both shields and armor; the amount of either is determined by enemy type. The following are examples
    • Corpus kill = 15 shields, 5 armor
      • Armored corpus units such as bursas would provide more armor than shields
    • Grineer Kill = 5 shields, 15 armor
    • Infested = random amounts
    • Sentient = equal amounts
  • The armor and shields gained are not affected by mods (at least, not yet) though a mod loadout that prioritizes the capacity of one material type could influence the gains
    • Loadout with STEEL FIBER and no REDIRECTION (or a maxed out FIBER and a non-upgraded REDIRECTION) will see more armor gained than shields from all enemies. Let's say in the case of an armor based loadout without REDIRECTION:
      • Corpus kill  = 15 shields, 11 armor
      • Grineer Kill = 5 shields, 21 armor

ABILITY 1 : HARVEST and Cycle Body parts

  • Cycle Body Parts
    • Cost = 0
    • Similar to Vauban's cycling of mines
    • The player chooses a body part to focus on which will be the sole benefactor of material gathering until another body part is selected or it is maxed out
    • Different Body Parts require different amounts of material to max out.
      • Arms = 125.0
      • Legs = 125.0
      • Head = 75.0
      • Torso = 175.0
    • The material total is based on the combined values of armor and shields gained
      • Arms = 125 (105 shields, 20 armor)
      • Legs = 125 (30 shields, 95 armor)
      • Head = 75 (37.5 shields, 37.5 armor)
      • Torso (In progress) = 64 ( 17 shields, 47 armor)
    • Each time the warframe maxes out a body part, makeshift armor forms around it. The armor looks meager, loose and held together by those Tenno tentacles, Tennocles. The left leg, right arm, and white pieces on the current design are unaffected and remain exposed
    • Dying removes all progress
  • HARVEST
    • Cost = 25
    • Streamlines the process for gathering material
    • Decent damage ability
    • Can be used to create separation
    • A melee ability that uses the warframe's left arm that rips material from enemies it hits without the need to kill, though if the attack kills, then bonus material is awarded. Enemies may also trip after getting hit, allowing an escape if necessary
    • The attack hits in front of the warframe in a cone of a 90 degree angle with the attack mostly hitting the left side of the warframe
    • Appearance: The warframe's arms stretches out, with the tendons barely holding it together, and the hand forms into talons. The attack starts from the side to the front of the frame

ABILITY 2: MIMICRY

  • Cost = 75, 
  • Casting time = 5 seconds
  • The ability does not alarm
  • only affects humanoid enemies
  • A stealth and self-preservation type ability
  • The warframe pins an enemy and inhabits them, as if wearing them like a skin, for a short duration. The warframe loses its usual mobility for that of its host but it is able to pass through senors without triggering alarms and hacking becomes much easier 
  • While inhabiting a host, health recovers and the warframe cannot be hurt. The host, however, can and ,upon death, explodes and sends shrapnel flying at enemies. Reactivating the ability within the host produces the same effect. The warframe is ejected but has a brief second of invulnerability
    • Hosts are weaker when being controlled and can be targeted by other Tenno
  • When the ability ends, the host collapses and the warfame emerges with a material bonus based on how long they were in the host. Let's say:
    • 10 seconds in a grineer host nets you 10 bonus armor or shields points based on how your mods are arranged
  • The host's survival at the the end of the ability is dependent on the strength of your melee weapon's finisher strength
  • Enemy behavior changes depending on whether the attack occurred undetected
    • Detected: Nearby enemies have a chance to panic and become unarmed as a result
    • Undetected: Enemies are wary of they're ally's strange behavior and become alarmed if they get too close to the host and if the host is in their line of sight so 
      • if (close && LOS) then hostile
  • Appearance: A sort of reverse John Carpenter's The Thing scenario where the warframe quietly assimilates itself with its prey

Ability 3: MOLD

  • Cost = 50
  • This ability takes the currently selected body part and, if the material is maxed out, transforms the makeshift armor into something more practical but also hinting at a more terrifying visage
  • As is the case with the maxed out material appearance, the right arm, left leg, and white armor pieces remain exposed 
  • The transformed parts each have a different effect
    • Transformed Arms = +25% melee damage
    • Transformed Legs = +30% movement speed, easier landings
    • Transformed Head = +100 max energy
    • Transformed Torso = +15% max health
  • Full Transformation or Reformed State:
    • Transforming each of the these parts allows mods to affect the armor and shield capacity of the warframe
      • The total material for the warframe is 500. Let's say its split evenly between armor and shields.  Now add in maxed out REDIRECTION and STEEL FIBER
        • Shields = 200 + 440% = 800
        • Armor = 200 + 110% = 420 (Are these right? i think they're right. I'm not exactly the math bouyee i used to be)
    • Dropping to 0 health doesn't kill the warframe. Instead, it reverts back to its default state but left with a hunger to return to that form. For a limited time, the warframe earns 100% more material after losing its Reformed State
    • Unlocks upgraded abilities
  • Appearance: In its Reformed state, the warframe's Tennocles form into musculature and ligaments. On the tennocles is the armor that the warframe molded into intimidating features. The new additions clash with the still exposed parts of the warframe. It's reformed but still broken. The warframe teems with void energy and an ethereal glow. Its head resembles that of a vengeful specter.

Ability 4: FLAK SECCO/CANVAS (could not decide on a name)

  • Cost = 100 energy and 20% of all current material
  • Ranged radial ability
  • The warframe launches a wave of shrapnel that hits surrounding enemies
  • The ability can make enemies open to finishers
    • the more material that is used the better the chance that an enemy is open to finishers
  • Enemies that are hit are slowed and more likely to get hit by critical damaged.
    • Effect lasts for 5 seconds
  • Lastly, enemies under the effect of FLAK SECCO drop material regardless of the method used to dispatch them
  • Appearance, the warframe tears at its body and flings its arms outward, sending a wave of shrapnel 

REFORMED ABILITIES ; When fully transformed, abilities are upgraded or changed

  • Material change: As standard material is no longer necessary, the frame now collects MOLDING CLAY
    • MOLDING CLAY has a maximum of 1000
    • Every time the player's health is damaged, a percentage of that damage is dealt to the CLAY meter
    • Mods that improve abilities increase the max MOLDING CLAY needed
  • Cycling Body Parts is disabled
  • Ability 1: HARVEST/COLLECTOR
    • The warframe now uses both arms and the angle of the cone is now increased to 200
    • Damage is increased and in addition to CLAY, enemies could drop orbs
    • Appearance: the arms start in front and spread outward toward the back
  • Ability 2: VANITAS MIMICRY
    • Cost = 75
    • sustained ability
      • upkeep = 2 energy per second
    • Whereas standard MIMICRY had the capability of being quiet, VANITAS is used to attract attention
    • Similar to MIMICRY, the target is pinned by the attack but now the target is being assimilated and is loud about it
      • enemies are more likely to redirect focus onto the Broken Warframe to end the the horror unfolding before their eyes
        • the terror effect is still applicable
    • The target is contentiously kneaded into a viscous substance and converted into MOLDING CLAY
    • Any damage dealt to the player is redirected to the target
      • if the target dies the warframe has a brief period of invincibility
    • The warframe still receives health during the process  
  • Ability 3: MOLD becomes SCULPT
    • Cost 50 energy and 50% of maximum CLAY meter
    • Creates a sculpture of a set of armor
    • It can act a decoy against enemies or reinforcement for an ally Tenno
      • If a Tenno interacts with it, they receive a bonus to armor or shields equal to 50% of the Broken Warframe's CLAY meter depending on which one is their weakest link
      • The reinforcement lasts for a base of 15 seconds
  • Ability 4: FLAK SECCO/CANVAS becomes MAGNUM OPUS
    • Cost: 100 energy and the end of the REFORMED STATE or 100% of the CLAY meter
    • The warframe releases a large explosion of void energy that strips all armor and/or shields from enemies and has a higher chance of making them vulnerable to finishers.
      • Invincibility when cast
    • Appearance: The Broken warframe drops to its knees before it releases a large explosion (think slave knight gael). What appears to be anguished souls leave its body and hang in the air for a brief moment, appearing similar to a depiction of death and war before rapidly descending and barreling towards the enemy.

NOTE: Not entirely sure about the numbers I put down, they were mostly placeholders. I know nothing about balance, I can barely walk in a straight line  

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Warframe ability idea

 
Passive: each time it sheds its worms it generates energy and health for squad 
 
Ability one: Webbing
Warframe throws forward string of worms that bounce target to target holding enemies in place while leeching health for frame 
Augment: reversal costs health instead of energy to cast and generates energy 
 
Ability two: Reconfigure 
Warframe is able to transform into last enemy killed using worms to move body parts. Can’t be detected by scanners
Augment: invulnerable lasers will no longer affect when transformed but movement speed is halved
 
Ability three: Dig
Warframe digs a hole to another location and can’t be damaged under ground. Shield and health are restored while digging 
Augment: collapse tunnel dug will collapse and trap enemies who are walking over it
 
Ability four: cocoon
Warframe goes into a webbed cocoon  while throwing worms all around, enemies infected by worms are immediately radiated and start attacking their allies. When ability is released worms attack brain and enemies die. 
Augment: Swarm upon ability release warframe gets a armor and damage buff of 300% for 20 seconds
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New Ideas for Broken Warframe Theme:

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

 

Passive
movement/sprint speed is based on shields and shield boosts; the higher shields on the frame, the higher the movement speed... because maybe the shield amount reflects the amount of void force used to hold the frame bits together... and the better they are together, the quicker they can move together... so with max redirection/vigor/and overshields etc... maybe it gets up to 1.75 or 2x speed!? that would benefit from other frames powers as well... so with no shield booster, it is at a low .75 base speed... every 100% increase of shields could be a 25% increase on speed... so with a full redirection (440%), it would be as fast as Loki... or so.

 

1) An attack power similar (or 1.25x stronger than, because of void energy duh...) the other elemental frames powers (ie ember, frost, saryn, oberon, etc.) to be available based on one of the colors of the frame (like chroma and excaliber powers...)!  this is to match the idea that it's a patchwork theme...


2) void tendril slap attack that works similar to Gara's shattered lash... (this could be very similar to any plant frame idea...which would still be nice in the future...) and could do damage based off of a different color of the frame... or not. ...color idea the same... to match the patchwork theme...


3) drop tendrils into the ground to self/AOE heal for a short period of time... maybe holds enemies within a certain radius as well while the effect is in place  ...void tendrils... healing land/ground/etc... and/or can slowly drain health from the enemies that are held with the tendrils.


4) void energy AOE pull in (similar to magnetize but much larger radius, but pulls towards frame and does void damage... or magnetic or whatever...) this could be a near transparent void tendril look... and goes along with the theme... or could do damage type based on another color choice...while active, damage taken can be mitigated to some degree... then when the first part of the power is over, the frame redirects the highest damage type it received during that time over a period of time. 15-45secs.  maybe it even stacks up to 2-3x.

 

DE, if you made it to this page of frame ideas, you NEED to know, WOW, we appreciate you guys!  Even though some of us whine a lot!

Thanks for keeping up the hard press for new material and keeping us involved!

 

-Another Loyal Tenno

 

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Tried to to build abilities that worked with the idea of Broken Frame being an amalgam of different parts of different frames while also being held together by void energy. This could mean that some of the abilities deal inherent void damage which would be good against sentients specifically but it could easily be other types of damage. So I specifically haven't specified any damage types or numbers since I don't know what would actually affect balance for the frame or general gameplay.

Taken different effects, abilities and mechanics from different frames and tried to build an amalgamation of them to make somethings that works. Realise that some of them could have easily been from frames that haven't been introduced into the game yet but really had fun trying to merge different ideas from frames that already exist in game.

(got inspirations from, limbo, garuda, mirage, wukong, excal, trinity and others)

Passive: Void Synergy. As Broken frame is held together by void energy I think an interaction with Operator. leaking void energy can give them a boost to abilities within a certain range or bump to energy regen. Or the frames abilities can be buffed when interacting with void abilities from the operator. 

1. Corral: Casts in a small area of effect locking enemies within it's boundaries. All enemies trapped will have health siphoned through void tendrils that reach out to near buy allies. 

2. Shimmer/flicker: Broken Frame falls out of phase with themselves making the connections to each part fall out of sync. This results is broken frame becoming more ethereal and therefore taking less damage with his looser bonds. it also gives a slight damage buff as the different phases result in echoes/ghosts that repeat any action taken with a slight delay.

staying in this state makes Broken Frame more unstable overtime so the ability time is limited. Staying in an unstable state would drain health as the bonds holding the parts together eventually break down. 

However this also feeds into their 3. Having ability 2 active will buff the effects of 3. The closer to the limit the 2 is the more it buffs the 3. 3 acts as a way to cancel the 2 as well. 

3. Growth and Decay: Broken frame Bursts apart, components flying in every direction held together by a spherical void energy mesh. Having to their themselves apart to achieve this, Broken Frame takes a substantial hit to health on activating 3. This sudden expansion traps all enemies within the void mesh immobile and unable to run. This state cannot be held however causing Broken Frame to immediately implode back into is default state. As their parts snap together, the shrinking of the void mesh pulls all the trapped enemies to the domes centre dealing further damage and replenishing energy to Broken Frame as well as any allies that were within the radius of the void mesh. The amount of energy recovered scales with the number of enemies caught within. 

4. Void Storm: Broken frame consumes a considerable amount of energy per second to re-enforce their void bonds. Tapping into functions from the scraps they are built upon Broken Frame themselves become a weapon(exalted). With the bonds between its parts now malleable, Broken frame is a storm of fluid and chaotic whip like attacks, using its arms and legs pummel the enemy. Heavy attacks throw a limp a set distance, acting as an anchor to teleport Broken Frame to that position. Teleport causes a radial blind/stun on completion. 

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Passive:

Broken Frame is composed of pieces from 3 different Avatars forced together by void energy
Using one Broken Frame's first three abilities will leave behind a fragment of their respective Avatar
Holding "x" over a fragment after X seconds will consume the fragment filling a bar of the Passive Meter with that Avatars fragment
Charged Avatar fragments are collected immediately on pickup
The Passive Meter can hold any combination of 3 Avatar Fragments
Broken Frame gains passive benefits from the Avatars for each of their fragments added
 
Avatar of Determination: 
1/3: Armor increased by 200
2/3: Passive 2% Health Regeneration
3/3: 100% of Maximum Shields converted to Maximum Health and gain 40% Damage Reduction
 
Avatar of Zealotry:
1/3: Maximum Energy increased by 200
2/3: Passive 1% Energy Regeneration
3/3: Lethal Damage drains Energy with 300% efficiency and gain 25% Ability Efficiency
 
Avatar of Grace:
1/3: Sprint Speed increased by 50%
2/3: Parkour Velocity increased by 75%
3/3: Reload Speed increased by 50%, Fire Rate increased by 35%,  Attack Speed increased by 25%, and Gain 50% Evasion
 
Ability 1:
Broken Frame summons the armor of the determined for the next 10 seconds, when taking damage half is taken immediately and the other over the next 10 seconds
On expiration Broken Frame and nearby allies gain a health regeneration buff for 20 seconds based on the amount of damage taken while the armor is active
Will drop an Avatar of Determination fragment on armor's end
If X amount of damage is taken during the ability the armor is destroyed staggering Broken Frame and dropping a Charged Avatar of Determination fragment
 
Ability 2:
Broken Frame channels the zealot's fury, draining X energy a second and is rooted in place
When the channel ends Broken Frame fires forward a wave of damaging energy and drops an Avatar of Zealotry fragment
The wave is Xm by Xm, deals X damage, and travels at X m/s for X seconds, size and damage are increased while channeling
If X% of maximum Energy pool is consumed during the channel Broken Frame fires the wave immediately, is staggered, and drops a Charged Avatar of Zealotry fragment 
 
Ability 3:
Broken Frame goes invisible, leaving behind a spectral decoy
Decoy lasts for 20 seconds and has the same defensive stats as Broken Frame
 
Broken Frame's other 2 abilities are also cast on the decoy if active
Invisibility breaks when Decoy expires dropping an Avatar of Grace fragment 
If the decoy is killed invisibility is ended early and Broken Frame is staggered dropping a Charged Avatar of Grace fragment 
 
Ability 4:
Requires full Passive Meter
Duration of 25 seconds
All Benefits from Passive Meter increased by X%
Channeling the Avatar that makes up the majority of the Passive Meter, Broken Frames other 3 abilities gain new effects depending on the Avatar
  Avatar of Determination: Ability 1 has no damage absorb cap and while the armor is active 50% of any damage a nearby ally takes is redirected to Broken Frame instead
  Avatar of Zealotry: Ability 2 can be channeled as long as Broken Frame has energy and it's damaging wave will gain a fire, electric, cold, or toxin status proc every second it is channeled
  Avatar of Grace: Ability 3's decoy becomes invulnerable and now has aura of X meters that will attract enemies, slowing enemies as they approach putting those to sleep that get too close
If no single Avatar makes up a majority of the Passive Meter instead the void energy holding together the Avatars consumes Broken Frame
  Avatar of Chaos: Broken frame periodically phases in and out of combat, frequently executing random nova's that can either blind, lift, knock back, sleep, confuse, pull in, or slow nearby enemies
Passive Meter is reset on expiration
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Okay this ones abit weird but i feel like it fits the design for frankenframe so here it goes

 

Passive-the warframe has a meter over his abilities that charges with each time the frame takes damage giving passive energy from 0 energy at empty to 3 per second at near max. At maximum charge the warframe gives off an electric aoe stunning enemies around them and breaking the warframe down to pieces for a few seconds.

First ability-the warframe punches forward launching their arm forward at a target before pulling the arm back via the energy connecting all the bits. On a hold use you use the arm to grab a target stunning them and pulling them to you.

 

Second ability-the warframe uses an ability to draw enemy attention while also putting up a partial damage shield around it. This is a sustainable ability and cant move while using it.

Third ability- brokenstein lays prone as what apears to be broken parts restoring health and lowering its agro to nearly 0.

Fourth ability- brokenstein pulls in out of nowhere other warframe parts as additional arms that auto attack everything around them.

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Passive: Collective: The warframe receives rotating buffs from the warframes that it is made up of with a cooldown in beetween (e.g. extra damage, extra reload speed, extra armor). These buffs are shared within the affinity range.

1st ability: Ego: The warframe alters the dominating personality, dealing a conic burst of the corresponding damage type (e.g. radiation, magnetic, blast) and applying a self-buff that alters the nature of the other abilities while its active.

2nd ability: Combat trauma: void tendrils spread radially to crowd control enemies. Broken/Collective personality - damage taken by the enemies increases the warframe's armor. Ego personalities - enemies take extra damage proportional to Strength.

3rd ability: Assembly: Broken/Collective personality - The warframe takes body parts from the field to heal itself. Ego personalities - the warframe takes ammo drops to increase its damage for a short time (proportional to amount of ammo drops and, maybe equipped ammo mutations). 

4th ability: Nightmare: The warframe shares its nightmares with the surrounding enemies, applying an increasing damage over time effect (scales with duration, strength and range) Broken/Collective personality - applies heat. Ego personalities - each personality applies its own elemental damage over time effect.

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