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Open Call for Warframe Ability Ideas!


[DE]Helen

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Oh Nice art !

Allrighty then i see this warframe as a broken frame so basicly "What could go wrong" right

so all ability should give random results ^.^ in my opinion it would be amazing to have him highly unstable and unpredictable and would use resources around him to try to rebuild himself.

1 - Improvised projectile : area aiming ability that throws all laying around resources ( x meter radius) to an area ( can be used to move resources around)

   Possible results are random linked to the nature of what resources was thrown ( double drop on enemy killed by this ability ).

   - High amount of damage 

   - Crowd control : Frozen like ability that makes all enemies focus on this target in X meters  

2 - Snagging: Support ability that dismantle the frame and latch to the closest ally or enemy ( depends on RNG) While in this mode you can melee , shoot and other but the host moves instead of you.

   Possible result

  - Latched onto an ally and give them an armor and health buff and half of the damage done to your host is done to you instead. If Rebuilt  then 100% of damage are redirected to you.

  - Latched onto enemy and they lose health slowly. All damage made to you is dealt twice to the host

 

3 - Alchemy : transform all unpick-able ressources around your frame (ammo/orbs that can't be picked because you are full) and transform them into something else.

4 - Rebuilt duration based ability 

      consume all corpse , resources and ammo in a radius.

    Depending on the nature of what was absorbed result will vary

   Possible result

   - Add energy regen , ammo regen , shield regen and health regen aura to the frame 

   - Add large armor buff , damage type resistance buff and an aggro passive that will cause all enemy in a certain area to attack you

 

Passive 

This frame share all is resources and other drops aside form energy and health with all the other frames in the squad at the end of the mission if not already taken. ( basically taking the higher number of both characters )

dont throw rocks its my first real try to something like this ^.^ 

 

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Ability 1- Suck the life force of an enemy to increase speed for 10-15 seconds 

Ability 2- Plant a tree that grows fruits that when taken regenerates health over time (regeneration may vary)

Ability 3- Make the weather around the player (10m radius) sunny. It increases health regeneration of fruit and dazes enemies.

Passive- Overflow. Pack more ammo then you can carry

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Passive: same as limbo but with a x chance to fail (has to be low, x<10% since we use roll a lot), if it fails stagger and create an aoe explosion of an Xm radius (has to be large) knocking down enemies in range

Ability 1: also same as limbo with the same catch as the passive

Ability 2: create an area (scales with range) (can be a wall-like area similar to volt's shield, can be the standard circle around the player) that will change a portion (scales with str) of the health type of enemies that pass through it. (ie if they have ferrite armor its turned to proto shields or fossilized health and vice versa).

Ability 3: cast against a wall to create a vortex that sucks (scales with str and range) players and enemies to the other side of it (due to how some tiles generate, this could mean the "other side" is the last room of the map). if there is no "other side" create a vortex to a bottomless pit. going through in this case would cause the entities to reappear in front of the vortex (similar to if players fall out of bounds; enemies could just ragdoll to save animation effort)

Ability 4: deals "massive" damage (scales with str) and knocks down all enemies in the rift with a random damage type.

 

a few things,

1 i think its about time for more use of the rift mechanic (this would also allow for inter-frame synergy)

2, given that its "broken" it should have some rng mechanics, of which even if you get the poor/poorest outcome the player isnt really punished (ie the aoe knockdown covering for the stagger)

3, animation effects will play the biggest role in making this kit appear "broken" ie. ability 2's lighting flickering across the aoe and effected enemies having special particle effects on them; ability 3 being in the shape of an inter-dimensional rift; and if the passive or ability 1 fails the frame falls apart then is put back together within the stagger duration just to name a few ideas animation wise.

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Passive: Enhances abilities when damaged.

1. Throws a piece of their body towards.

2. Combines his parts to create figures that attack enemies.

3. Damages an enemy to the point where they explode into multiple parts.

4. Copies a Warframe's abilities depending on the party (can cycle depending on amount of people/the ability copied to be decided) or if solo, cycles through 4 predetermined abilities

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Oh man this is going to be fun ❤️

 

Passive: Can equip a second loadout (Primary, Secondary, and Melee weapon)

Rolling with the idea of the warframe being of many parts to create the whole, their kit revolves around this theme


1: Reconfigure - Cycle between loadouts, regenerating % ammo per second for the unequipped weapons.

The existing loadout is pulled into the body of the frame by the vines, and the new weapons are pulled out after. The ammo regeneration acts as an incentive to cycle loadouts frequently, and enables for more gimmicky builds.

 

2: Cannibalize - Sacrifice Health equal to the missing ammo in your equipped weapon to refill the magazine (one handed action)

Visually you see energy pump through the connective vines. This skill is designed to interact with Remnant as a risk/reward ability

 

3: Chimeric Lash - All damage is converted to a single damage type, cycling between damage types on each hit with increased status chance.

A bit chaotic in nature but will compliment Condition Overload nicely, and should fit the theme well

 

4: Remnant - Deploy a stationary turret using a weapon from your unequipped loadout (based on what weapon you are holding). The turret will fire at your reticle when you fire. Maximum of 3 turrets (# Scales with mods)

Visually the weapons are held up by the same vines that connect the warframe's pieces. This ability is where the real fun comes in, opening up huge build synergies and incentivizing cycling loadouts with Reconfigure.

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Passive: Self Adjusting - Stores status effects (immune to them)

1: Long reach - launches energy tentacle draining health and energy from target. 

2: Blow off - Drops armor to increase speed

3: Reforge - Grabs armor from surrounding enemies and applies to sell while decreasing speed

4: Power Surge - release aoe wave of energy holding body together to apply random status effects stored to all enemies in range (maybe would cost health)

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Though broken, this Warframe gives me an electronic feel, so here are my suggestions based on that:

1. Surge: Release an electrical shock that temporarily stuns enemies

2. Brain Hacking: 50/50 chance to either control target/let it fight for your squad for a short time or deal shock damage

3. Short Circuit: Cause an enemys' weapon to malfunction and shoot uncontrollaby

Passive: Reassemble: You try to rebuild yourself on death while slowly bleeding out (similar to Inaros passive)

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I've been thinking that a great and simple passive would be to be allowed to equip two primary weapons.

I can't tell you how many times I've been in a match with my Ignis wraith only to come across a boss fight where I really wish I had Vectis Prime equipped to shoot the weak spot!

You could double tab F instead of one press to switch to the secondary Primary weapon.

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1. Void Step: blink forward doing puncture and radiation damage to enemies in the path.

2. Glitch in the System:  When active panels with in x meters of the frame have a chance to explode for electrical and magnetic damage when used by an enemy instead of doing their intended task(example someone trying to set off an alarm instead gets the fate of a Starfleet redshirt at a control panel).

3. Gravity Well: Pulls enemies x meter radius into melee range of the frame(would synergize well with 4)

4. Core Vent: Power plant is overloaded and then vented into the area around the warframe doing thermal and void damage.(could swap void for radiation if one thinks a frame having a 4 that resets sentients is too strong)

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In order to create a flow I think the passive would include manipulating parts, ammo, pieces of armor to “assemble” himself. The more complete/or incomplete allows for changes in the abilities. 
 

Passive: Assembly/Disassembly 
Able to morph scrap, excess ammo, and severed armor into pieces of armor for the Warframe. 

Ability 1: Integration

Warframe integrates nearby aforementioned metal parts into Warframe armor. If full armor it could add a temporary layer like a weaker rhino or revenant skin. Once over 100% excess should deteriorate at a rate depending on how much extra was acquired.

Ability 2: Fracture 

Warframe sacrifices a small amount of its armor to make it explode in aimed direction to “break” armor and destructibles and deal a small to moderate amount of damage and stun for a moment. This would be used to try and generate more armor for integration.

Ability 3: Conversion

A channeled ability that allows the Warframe to “consume” the armor into a buff for damage. Could have additional benefits like a conversion to ammo or energy for yourself and allies. Essentially “recycling” scrap into useable items.

Ability 4: Sacred Heavy weapon

Warframe uses a portion of the armor integrated to create a heavy weapon (like arc weapon). Uses remaining armor as ammo. Can be modded using arc wing primary mods and in order to sustain its output the first 2 abilities can be used while it’s active. This should have limited mobility when active. 

lower armor would be higher movement speed similar to Chroma.

 

 

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Possible Modding Feature:

When modding for ability stats each stat affects something else.

Example: If modded for increased Duration it would

- Increase Duration on the first ability

- Increase Strength on the second ability

- Increase Efficiency on the third ability

- Increase Range on the fourth ability

Alternatively it could

- Increase Duration on the first ability

- Decrease Strength on the second ability

- Increase Range on the third ability

- Decease Efficiency on the fourth ability

I think this would provide some interesting builds and it makes sense thematically because he wasn't put together properly so the wires don't go where you think they would. This is permanent and does not change on a mission to mission basis. Maybe don't include efficiency for gameplay mechanic reasons.

Passive:

Every 30 seconds in mission receives a random buff / debuff between -15% and +50% to a random stat for 10-30 seconds. It could be to Health, Armour, Shields, Energy, Movement Speed, Ability Strength, Ability Duration, Ability Range or Ability Efficiency.

- The buff / debuff could apply to either fully modded values or to base values.

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Yeah, I would like if you guys could rework/change Loki's passive which I personally find a bit lame. So, I was thinking if you warframe devs could make it so that Loki's passive can like climb on walls and roof for a certain period of time or something in that realm. This is just an idea I had the other day that I hope you could take into consideration :)

 

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Passive: Critical Failure - Doubles the bleedout time.  While in a bleedout state weapons deal double damage (Able to use primary and secondary weapons).  Hitting an enemy self-revives by 5%, killing an enemy self revives 15%

 

Ability 1: Power Sink - Draw all resources within (range%) (You gather the resources drawn in at a lesser rate than on offer due to converting them to buffs)

Drawing in:

Ammo - Multishot % per ammo

Health orb - Armor % per orb

Energy -  Power Strength %

Resources - Increases ability duration per resource gathered.

Endo - Increases Sprint speed

Mods - Increases base weapon damage

Ability 2: Null Wave - The broken warframe erupts with unstable void energy in an expanding cone outwards.  Enemies hit by the cone have a small random debuff effect (Including: knock down, Weapon jam, radiation proc,or parazon opening.  Debuffs do not stack but refresh if hit again, debuff randomly applied) .  Exilus enemies hit by it have a chance to loose Exilus status, has a chance to disrupt nullifyer bubbles.

Ability 3: Sacrifice (Cycle ability) - The broken warframe cuts exposed tubes to leak the chosen fluid on the floor trailing behind it and pooling when stopped.  Allies who move into the puddles will gain that resource that the Broken warframe is sacrificing, Enemies who move through the fluid will get a debuff, and the broken warframe gets a slight replenishing debuff.  While the ability is active the Broken warframe is constantly loosing the chosen resource, it can be stopped by cycling, tappng 3, or loosing all of said resource.  If the resource is health and the ability causes a downed state double the duration ontop of the passive.

Health (Red fluid) - Broken warframe trails red fluid behind him and is loosing health constantly, restoring health to allies.  Enemies who step into it will get a red glow/sheen to them and will drop health orbs on death. All of broken warframes attacks have a small % of lifesteal.

Energy (Blue fluid) - Broken Warframe trails blue liquid behind him and is loosing energy  constantly giving allies an energy per second buff by standing in it.  Enemies who move through it glow with a blue sheen and drop an energy orb on death.  Broken warframe gets a small 10 energy per kill.

Shields (White/purple fluid) - Broken warframe trails a white/purple puddle behind him and is constantly loosing shields,  Allies standing in it have increased shield recharge and can get overshields by standing in it.  Enemies who stand in it glow white/purple and drop omni-ammo upon death.  Broken warframe has a chance to gain shields instead of decrease on hit.

Ability 4: Combat Adaptation - The broken warframe overloads the systems and emits a field (Much like mags bullet attract) that draws fire within range.  When hit by a status effect it does not proc, but is banked, each successive proc of elemental or primary type increases the bank, the broken warframe takes more damage from the banked types of damage the higher the percentage.  The Broken Warframe deals increased weapon damage and has overall higher status chance with every elemental proc, and higher crit chance for primary damage types (primary damage types being slash, impact and puncture.) If the Broken warframe goes down while Combat Adaptation is active, the Broken warframe explodes in a range % for double what was banked, applying all banked procs on enemies, halves the down state time, but every enemy killed in the blast gives the broken warframe 10% revive total.

 

 

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I personally would like to see a shape shifting Warframe. Like a kubrow could be a tank like the huge Kubrows you can get. A kavat for more stealth options and possibly a bird type for support play. The fourth ability being a channeled summon of all his forms. The passive changing with which form he has like increased armor and health regen as a tank with a passive aggro gain. The kavat makes him harder to detect while the bird has increased movement speed. This tied to his first ability with cycling which form to take. Each form changing the other two abilities to that animal. His fourth summoning specters of his forma with a channeling cost. Increasing per ability the specters cast. 

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