Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Open Call for Warframe Ability Ideas!


[DE]Helen

Recommended Posts

Passive; I like it broken; gain a meter like restraint that fills for damage dealt and damage taken 

 

1. Attach a tendril to an enemy dealing damage and filling up the meter 

 

2. Strip armor from enemies and turn it into health

 

3. Latch on to an enemy combatant and gain partial control or latch onto an ally to grant damage mitigation and be their angry living attack backpack 

 

4. Using the meter all at once gain a more powerful horrifying eidolon eldritch void form to attack enemies using tendrils that pillage random resources(health shield energy) and upon reverting both you and enemies are stunned 

Link to comment
Share on other sites

Ever since warframe was released I've always been waiting for a true shapeshifter frame! 

Here are my ideas. 

Passive: Enemies on occasion mistake you for a leader or high command and start fighting for you instead of against you. 

Ability 1: Mark a target enemy and become an advanced copy of them doing increased damage and improving or decreasing your stats slightly to mimic what their strengths and weaknesses are (example: decrease speed if you choose a heavy gunner or increase speed of you pick a shield osprey).

Ability 2: Heal your wounds recently taken on by enemy fire this can be an instant % effect or an over time slower but toggle able heal. 

Ability 3: Change your shape to fit the tide of battle (think Deoxys from pokemon, and or stance switching) gain armor to become a tank to take just a little more damage, change stances to become more energy efficient, once more to become faster more agile but more susceptible to damage and hold to go back to your neutral form. (NOTE: You cannot use your 1 or 4 abilities while using ability 3)

Ability 4: Choose an ally warframe in your current party and become a copy of them gaining their stats and abilities but keeping your mod sets the same. 

Link to comment
Share on other sites

Passive: On death, fall apart..  % chance to reassemble  similar to Inaros system.

Ability 1: AOE Targeted snare.  Little Red Arms reach up and grab enemies downwards for “X” amount of time.

Ability 2: I would like to see the red arm reach out to either grab enemies (pull towards enemy) or it can latch onto geometry for movement.  Range mods effect this.

Ability 3:  Salvage: broken enemy armor is picked up over time and becomes a Nezha like shield,.

Ability 4:  Break down!  Disassembles himself into machine gun turret, flame thrower, goo lobber, or laser system, you decide on one of 4 elements (no combo elements) for “X” amount of time, all damage is based on range (of type) and direction.  Player’s targets are akin to Mesa’s 4th ability.  

Link to comment
Share on other sites

Broken Warframe

 

Passive: recycle (stacks) separate pool built up from reconstitute (adding armour, health or shields?) stack lost when taken damage

 

Ability 1 Reconstitute: Frame takes armour from the dead reconstituting it for its own needs giving stacks to passive and buffing self and allies with damage resistances depending on the reconstituted enemy. Can be cast on blockade to get stacks back.

Ability 2 Break: Frame violently tears itself apart reducing all incoming damage, when form is released frame will keep resistance to the damage taken while broken for set time (scalable).
casting Tear while broken will periodically pulse damage to surrounding enemies consuming stacks of Recycle 

Ability 3 Tear: using part of his stacks frame hurls a potion of his reconstituted armour at an opponent knocking them back and dealing impact, slash, puncture damage. Depending on the enemy reconstituted depends on the type of damage dealt. Can be cast on a blockade for more damaging effect.

Ability 4 Blockade: frame bends and shapes his recycle stacks into 4 blockades that surrounds target protecting it from all incoming damage.Blockade health scales with stacks.

Link to comment
Share on other sites

Honestly those tentacle things look sick as hell so that was a major focus and I also though they kinda looked like they could work as a gross tentaclely parazon so parazon use became a through line.

 

Passive: Draining Parazon: Parazon finishers would provide him with energy, finisher aminations are quicker and enemies who's health is low enough for mercy kill to have triggered are marked in some way.

 

1st: Unhinged Grasp: He launches one of his arms at an enemy and pulls them towards himself. This leave the enemy open for a melee finisher or if their health is low enough a guaranteed mercy kill.

 

2nd; Unburdened Assault: He drops his armor to gain an increase in his offensive power. When he uses this ability he gets a boost to movement speed and damage output but it comes at the cost of damage vulnerability. The damage vulnerability ramps up over time, after the vulnerability hits a certain point he would lose shield gating. This ability is channeled but only drains energy on the initial cast, when it is decast it has a cooldown where the vulnerability dissipates over time, although shield gating immediately returns.

 

3rd: Unfocused Blast: Originally this power was meant to fire a concentrated beam of energy but it doesn't quite work that way, it instead releases a cone of energy the knocks enemies back, stuns them and makes them more vulnerable to damage. These enemies gravitate towards tendril pools created by your fourth ability.

 

4th: Repurposed Cables: Four of his tendril things extend from his arm and he attacks with them. This an exalted whip that functions like a normal whip with two exceptions first the combo counter lengths the tendrils, increasing the range of its attacks. The second exception is when you make a heavy attack you lose 0.5 off combo multiplier and it release four projectiles that lock onto enemies and wrap around them turning them into tendril pools for a set duration. All enemies within its an 8m radius get slapped by spinning tendrils that deal damage based on the first targets health pool and provide a debuff that makes it so mercy kills have an extra chance to happen at 10% health. This works with the mark from the passive and his first abilities guaranteed mercies.

Link to comment
Share on other sites

Broken (placeholder name. other names I considered were Reave, Rive, Shatter)

Passive: Taking damage or damaging an enemy may drop essence. Broken stores scrap within themself, increasing their max health up to a cap.

1st Ability: Broken launches a void spike in target direction before returning. If it hits an enemy, it deconstructs them violently but methodically. Picks up essence along the travel path. Grants health regen and increases damage for a short time. Minimal cast time. Stronger enemies take longer to deconstruct. Scales with Strength and Range.

2nd Ability: Broken launches a tendril in target direction. Upon hitting a surface, Broken will attach himself to that surface for a period of time, decreasing the accuracy of enemies firing towards them. Scales with Duration and Range.

3rd Ability: Broken takes a piece from another frame and applies it to themself. Before the mission (in the arsenal) Broken can select an ability from another frame (from a set list of 1 per frame) to cast. Tapping the ability casts the ability. Holding the ability while targeting an ally frame will copy their ability instead. Holding the ability without targeting an ally will return to the default ability. Gains features based on the frame copying. Ability scales as it normally would on the source frame.

4th Ability: Broken supercharges themself with void energy, slowly losing max health as the ability lasts, but gains damage, fire rate, crit chance and unlimited clip for the duration.  Ability ends if max health is below 50% of starting value.

Thanks to players NyxNotFound and Sylvaky for feedback.

Link to comment
Share on other sites

Passive:

When his HP reaches 0 his body will crumble down and he'll be left with his core. The rest of his body will be purely made of void energy. For 3 seconds he's invulnerable and still able to move around and attack and do anything a warframe can do but then, after the 3s have passed, his "shell" will regenerate and he'll be left in a vulnerable state because his core was exposed,he will be left with only 150 hp (capped) for 5s, before he can regen his hp. This passive has a cooldown of 30s (or 1 minute, the cooldown of this passive will be entirely reliant on balancing purposes, and if DE wants, even no cd at all)

 

1st ability: Shapeshift

Since he is at his base just a core surrounded by broken pieces, he can reshape them to his will with some aid of void energy. Depending on hardware limitations, DE can choose to give him different forms or actions he can make. For example:

-> He can go down on all fours and have increassed mobility (requires new animations)

-> He can lose his legs and turn them into temporary wings and sort of fly like titania

-> He can harden his armor, slowing his movement speed but giving him up to 95% damage reduction

-> He can turn his armor lighter and boost his mobility while decreassing his defenses

-> He can turn his armor transparent making himself invisible

As you can see, there are lots of ways to interpret this ability. Depending on how DE wants to take the ability, it can be a conjugation of ideas, like a power wheel where you can pick between more armor at the cost of mobility, more mobility at the cost of armor and invisibility and the player can swap on the fly. But as I am writing this I can see how this ability could become too powerful, so it's up to DE to just pick 1 of the ideas here. I for one liked the mix of "harden armor at cost of mobility" and "increasse mobility at the cost of armor".

 

2nd ability: Core shockwave

This warframe temporarely exposes his core, accumulates void energy in it and sends a massive shockwave that (up to DE), either cc's enemies and blinds them, or deals massive damage, or even kills anyone below a certain hp treshold (like 30%?)

 

3rd ability: Fragments barrage (the name is lame, can't think of anything else)

This warframe will send fragments of his armor imbued with void energy that will hit everyone within range (kind of like excalibur radial javelin). Now, if DE decides his 2nd skill is about cc, then this skill can be based on damage, such as the idea of killing instantly any enemy below a certain hp treshhold. Incase DE decides the 2nd ability to be about damage, then this skill can be a great cc utility skill that when it hits enemies it forces them into a state of paralysis.

 

4th skill: True form

This is actually an interesting idea I had when I thought about his passive. His 4th skill allows him to activate his passive on purpose, except this is a bit different. It's a toggle so it'll have an energy drain. Basically he shatters his "shell", his body and remains the core with the void energy body, and his body fragments will surround him in a sort of shield like gara's splinter storm. Except the orbiting fragments will behave like revenant's shield. There'll be a number of shards orbiting him and every time he is hit, the shard will absorb the hit and disappear. To regain 1 shard he has to kill 5 enemies (or 10, or 20, all up to DE's balancing).

During this state of void energy body with core and orbiting fragments, he'll have enhanced movement and attack speed (fixed). But he'll also have increassed damage that goes up as time passes in this form. The downside is that the more time he spends in this form the more unstable his core gets and the more energy per second it takes to keep this form active. The numbers are up to DE on this.

Oh, and his 1st skill is unavailable during this skill (he can still use his 2nd and 3rd skill).

 

If there is any questions about the skills, or if I wasn't clear, feel free to ask and I'll try to more precisely explain my idea.

Link to comment
Share on other sites

Passive: Deceased enemies with severed limbs can be "scrounged" (picked up) to increase armour by up to 3,500 [Much like how Atlas receives his stone armour] [Please PLEASE make him a beefy boi] Upon death BF explodes in a hail of shrapnel.

 

1: Lacerating Lunge: BF lunges towards enemies with an "arm blade" made from his own hulking mess of a body (imagine the blade thing from Prototype 1/2 if that's possible) However HOLDING the button unleashes a swirling AOE attack capable of hitting enemies in a 360 degree radius [These attacks have guarenteed Slash damage/procs as this is the main way BF will be earning his armour] [Each enemy killed with this ability adds to a damage multiplier to be used on the NEXT enemy. So and and so fourth (caps at 8x]

 

2: Junk Rat: BF can switch between 2 "drones" made from the broken armour and severed limbs of fallen enemies. 1 drone buffs Shields and Health and the other increases weapon swap/reload speed and buffs damage output. Pressing 2 will switch between them and holding it will "create" and deploy them. Holding the button when one is already active will detonate in a catastrophic explosion [The drone is thrown (much like Vaban's balls) in case players just want a high powered frag grenade]

 

3: Suffercate: BF can send pieces of his armour hurtling towards enemies ( in a ~30 degree radius) that latch onto enemy faces and begin to suffocate them. Once on the enemy is stunned (evidenced by them trying to remove it) and from here BF can the crush the enemies' skulls with a controlled implosion WITH said armour. Any enemies near the victim are hit with Puncture damage as pieces of the victim's skull fly across the room

 

4: Pillage: BF can strip the armour off enemies in the surrounding area and hurl it RIGHT back at them initiating a Puncture proc. Any enemy that survives will have their armour strippped by half and are stunned for a short period [Effect is multiplied by every friendly player ABSENT form the session]

Link to comment
Share on other sites

1st Ability: Pulls enemies in with a void blast giving a chance to quickly attack the enemy pulled in.

2nd Ability: When this ability is used a set of armor (other warframe/tenno parts) is made around the tenno that will give %10 resistance to enemy attacks.

3rd Ability: This ability makes the tenno partly invisible when the tenno disassembles and moves around with warframe parts dragging around on the ground.

4th Ability: This ability will release a powerful nova blast that will knock enemies around and deal a massive amount of damage.

Passive: When shot by enemies there is a %20 to dodge or reflect bullets.

Link to comment
Share on other sites

Passive: Instability 

Broken warframe's body is filled and held together by an endless supply of volatile Void energy, causing its structural integrity to degrade throughout the course of a mission under strenuous conditions i.e. Continuous firing of weapons, Casting abilities in rapid succession, Taking large instances of damage etc. The Instability is measured in a resource bar in the bottom right like Nidus mutation stacks or Baruuk's restraint. As Instability increases, Broken warframe's movement and fire rate increases, but weapon accuracy decreases by a noticeable amount. (say 20%)

 

Ability 1: Reroute (Assault, Bulwark) Cycled ability like Vauban's Minelayer or Ivara's Quiver. Ability is duration based.

By rerouting its void energy from one part of its body to another, Broken warframe can adapt itself to specialize in dealing with the current threat. Assault mode grants a moderate weapon damage and movement speed buffing aura, but sacrifices his Casting speed by a huge extent (-50%). Bulwark mode grants a damage reduction aura, but sacrifices his ability to Bullet jump or Dodge.

Ability 2: Decimate (Non-target ability)

On cast, send out 3 waves of Void energy that home in on enemy targets, dealing Void damage. With each consecutive cast, Casting speed for this ability and the AOE + damage of the waves increase. (Designed as the spammable ability to rack up his Instability)

Ability 3: Afflict (Targeted ability, Melee range)

On cast, inject an enemy target with unstable Void energy, rendering them invulnerable and stun locked (as in the animation that plays in Void fissures), until the ability is recasted. Within the duration, any damage taken by the target will be amplified and stored. Upon recast, the target implodes, pulling in all enemies within the implosion radius before exploding, dealing Void damage in a spherical AOE. (and yeeting the bodies outwards, very important detail)

Ability 4: Stabilize (Cast and hold ability) Ability is duration based. Functionally similar to Inaros Scarab Swarm

Casting and holding the ability key when the Instability bar is fully charged will drain Instability, and once fully drained, will cloak Broken warframe in a sheen of pure Void energy, rendering him into a 'complete' form. While he is in this form, he benefits from all of the positives of Reroute and suffer none of the negatives, given that Reroute is active. Decimate sends out 6 waves instead of 3, and Afflict no longer requires a recast. (Afflicted targets are no longer invulnerable and will implode after being killed instantly.)

 

Link to comment
Share on other sites

Passive: passive depends from the faction you adapted to. Be it dmg increase to that specific faction and decrease to others,or dmg decrease/increase respectively. Since you adapted to one faction you should get something negative while fighting other factions,so there's reason to adapt to other factions.

Skill 1: Void Mark: one enemy gets market with your void energy and any hits vs that enemy,be it your or party members deal increased dmg to that enemy and after that enemy dies,void energy returns to you,with that enemy strength,adapting you towards its faction. Giving dmg reduction,damage towards that faction.
         Consecutive executions of marked enemies: grants bonus dmg per execution to that faction up to x amount for x amount of seconds.

Skill 2: Unstable form/Stable form(toggle skill): Unstable form doubles your damage bonuses from void mark skill but if you stay in it for longer then like 15 seconds you unleash yourself,If you do not have energy to use unleash skill you do reduced damage and rebuilding time is increased significantly. Stable form: You do normal damage without risks.

Skill 3: Void Grasp : you are able to semi control void energy that is binding you together,this lets you throw part of that energy towards enemies,binding them in one place and reducing their armor. Long range with small few meter radius of effect

Skill 4: Unleash : broken explodes, trowing parts of executed enemies and void particles around dealing x damage ( increased by x consecutive executions of marked enemies) in medium range and after explosion broken frame needs a  second or two to rebuild itself,getting immunity during that time( ur scattered in pieces,so duh) but not able to do anything either.

Looking at this makes me feel this frame should be able to adapt to any situation there is.
I mean its broken yet it's working,in my mind it's combined most likely from different pieces of different organisms/mashinery from different factions.
Id say make primary dmg type of this frame void but obviously thats not gonna happen,well radiation looks next decent reason. I mean this boi doesn't look safe to be around,nor does it look sane or rational.
sorry if i wrote something badly,English is not my primary language 😅

stay safe everyone 

Link to comment
Share on other sites

This is what first came to mind to me after seeing his design.

Passive - Sinew: Each Stack increases Frame's Vitality, Armor, and Power Strength by 2% (locked). 60 stacks max

Ability 1 - Reconstruct: Pulls up to 1/2/3/4 enemies within 8/10/12/15m (ability range) reducing their armor and shields by 10/20/30/40% (locked) for 8 seconds (ability duration) dealing 80/160/240/320 void damage (ability strength).
Enemies killed by this or during the debuff duration apply 1 stack of sinew and restore 4% max vitality (locked).

Ability 2/3 - Assimilate: Spend 10 stacks to bond with ally frame for 10/20/30/40 seconds (duration), gaining their element as bonus 30/40/50/60% Weapon Damage and 10/20/30/40% power strength (ability strength).
Targeted Ally gains benefits from frame's sinew stacks, restores vitality from frame's 1 ability and all damage taken is split between the 2 frames

Skill 2/3 - Deconstruct: Latch onto an enemy, deconstructing them to gain 1 stack of sinew per second (capped at 10 and locked animation like Inaros devour). 
Enemy damage taken during this is reduced by 90%, but take 50/100/150/200 damage as finisher damage per second (ability strength).
Enemies killed during this explode with void energy dealing 250/300/350/400 damage within 8m (ability range) and restoring 20 energy (ability strength) to nearby allies.

Skill 4 - Dismantle: Spend 20 stacks of sinew to erupt with void energy, afflicting enemies within 8/10/12/15m (range) causing them to take 20/30/40/50% increased damage taken (ability strength) for 10 seconds (locked) and dealing 800/1000/1200/1500 void damage (ability strength) and an additional 100/200/300/400 void damage (ability strength)  per second of its duration.

Link to comment
Share on other sites

Passive: Inexorable - Immunity to first X self-revive penalties. +X to ability strength for each used Self-revive

1 - Grasp - Flings an animated arm at the target which grabs onto them for effects depending on what it hits
Enemy target: Slow effect, Recurring confusion chance.
Allied target: Damage reduction

2 - Call of the Void - Salvage the remains of those whose die in your Grasp. Gain buffs for targets that die while under the effect of Grasp or at short range (Perhaps add Energy refund for Grasp here?):
Enemy target: Timed damage buff of type related to enemy group
Allied Warframe: Persistent buff (ie no time limit, doesn't reset on revive), boosts ability strength. (Also get this effect if you are downed during the effect)
Other Allies: No effect

3 - Partswarm - Forms a swirling mass of parts tearing apart foes within. Area based damage over time effect, consumes corpses for increased damage.

4 - Void Destabilization - Unleash the stabilizing void energy in a single massive explosion of void energy. AOE burst damage effect, Drains HP similar to Inaros's Scarab Swarm for increased damage.  Effect centered on self, Grasp targets, and Partswarms; Effect can overlap with itself for extra damage. All ongoing Grasp and Partswarm effects removed.  
Augment opportunity: Final Destabilization - Removes the safeguard preventing all HP from being used, grants bonus damage if all HP is used.

Link to comment
Share on other sites

Void Paranoia (passive) - Organic enemies too close to the Broken Warframe will be affected by its Void components and will have a chance to start attacking each other and Sentients will receive a percentage of extra damage when attacked

Past life - The Warframe remembers how some of its own parts were once used and can choose between two buffs: primary weapons critical chance and melee weapon attack speed.

Black mirror - The Warframe realeses Void energy to nullify matter and steal a percentage of enemy armor or mimic half of the armor of another Warframe.

Event horizon - The Warframe uses its health pool to create and sustain a Void zone which cannot be left by the Broken Warframe and in which enemies too close to the edge gets absorbed and slowed. For each enemy killed in the zone the Warframe will receive a percentage of health back and the zone will increase in size. The health cost will increase depending of how many enemies remain alive in the zone and how vast the zone is. Other Warframe can interact with enemies affected and will receive a speed bonus when inside the area.

 

 

 

Link to comment
Share on other sites

Passive: Repair Points

  • Gain Repair Points for every sec you got no shield points.

Skill 1: Assimilate

  • Successful kills with finishers will allow your Warframe to use the victim's body/sec equal to your Repair Points.
  • Undetected kills will still remain as undetected.
  • Hold 1 to forcibly perform a finisher.
  • Does not drain Repair Points.

Skill 2: Front Guard 

  • Summon a Buckler to deflect frontal assault (Slightly similar to Volt's Shield when he presses X on it)
  • Summoned Buckler drains all your Shield Points and is equal to your Shield Points. 
  • Your Shield Regen is withhold as long as the Buckler is up.

Skill 3: Crash Gear

  • Dash & Crash forward showering your pieces to enemies only for you to reassemble at the very end of its range.
  • Gives you Repair Points for every enemy you hit with your pieces.
  • All enemies that you hit will be rag-dolled to your new location the moment you get there with damage amplified by your Repair Points.
  • If the Front Guard is active, no enemies are rag-dolled to your location. Keep the Repair Points.

Skill 4:  Limit Break

  • Split into two. You, as pure, Health and an AI as pure Shield with your current weapon intact to fight for you.
  • Hold 4 to order the AI to Assimilate to Allies to increase Damage by the amount of Shield it has and CritDamage multiplied by the amount of your Repair Points.
  • Hold 4 to order the AI to Assimilate to Objectives as Overshield by the amount of Shield it has and Invulnerability/sec by the amount of your Repair Points.
  • Hold 4 to order the AI to Assimilate to Enemies and control them (similar to how Assimilate works).
  • Drains Repair Points back to zero.

(edited for spell checks)

Link to comment
Share on other sites

Hmmn. Let's see. A broken warframe, a husk of scrap parts bound together by pure void energy. That... Makes me wonder. We've never had a warframe with no health before, but this seems a prime opportunity to try and put a kit together based around that idea. So no health, high energy pool, and a built in Quick Thinking as the passive.. Then abilities to manipulate energy, possibly. The goal of the kit is to try and bring the idea of the Void, and the idea of being an unplanned gestalt of broken 'frames; to use some small elements of how the Operator works for the Void while utilizing the power-cycling mechanic for different warframe pieces.

Passive: Will of the Void
 - This warframe has no health; Damage taken once shields are depleted drains Energy instead with 200% efficiency.
 - This warframe enters the void when crouched, accessing the Operator's Void Mode to become invisible and intangible for 2 Energy per Second
 - When not using an ability or crouching, this warframe regenerates 5 Energy per Second

Ability 1: Scattered Armaments
 - Holding the ability key allows this warframe to cycle between three options for the power, swapping between armaments and abilities from the remains of the warframes it's built from and causing a visual change; the current armament is an energy and emissive colored shadow situated on the side of an arm etc when not in active use by casting the power.
- Casting the ability performs an action with the current Armament, and leaves the Armament in place for a short time if it hits a wall or floor. Each Armament can be individually placed this way once, and all three can be active at the same time with long enough duration.

- First Armament; Sanctifier's Spear - This armament sits on the outside of a forearm as a sharp-looking short spear, and on cast the warframe thrusts the arm forward to fire the spear out in front of it to cause Puncture and electricity damage to all enemies in a cone as the spear blasts forward with Punch-through. On impact with a surface, the spear stays embedded and becomes a conduit for lightning, pulsing blasts of electricity damage in an AoE for a short time.

- Second Armament: Bruiser's Bulwark - On the opposite arm, a large fractured shield shimmers in to place on the outer forearm. Casting the power as the warframe raise the shield and dash forwards a short distance to deal Impact damage to enemies hit, then plant the shield down on the ground for a small AoE burst of Impact and Heat as splinters fly off. The Bulwark remains where it is planted, growing in size to be a shimmering shield for a short time; blocking bullets, dealing heat damage to enemies who pass through, and providing damage reduction to nearby allies.

- Third Armament: Arcanist's Axe - On the thigh, a handheld throwing axe sits with sigils carved on the head. When activated, the axe flashes to the hand to be thrown in a target direction, dealing Slash and Radiation as it passes through enemies. When it impacts a surface it covers the nearby area in a spread of glowing sigils and runes, providing a small power strength bonus to nearby allies and dealing Radiation damage to enemies who step on the surface.

Ability 2: Reave
- Cast off status effects, your Reclamation armor, and cut the warframe's natural armor down by a percentage to restore energy. The the better a Reclamation shield is before Reaving it, the better the return and buff. You and nearby allies are given an amount of energy and faster movement, better reload speed, and longer aim glide time as void energy crackles around your frame and weapon. But this ability is a costly tradeoff, as it makes you more vulnerable. (Allies are not debuffed, but gain the bonus buffs at half strength)

Ability 3: Reclamation
 - This ability roots the warframe in place briefly as the Orokin conduit tendrils drill into the ground and spread, and a blast of Void energy expands in an AoE to damage enemies and destroy nearby crates, etc. After a brief moment of expansion, the direction reverses and the energy wave comes crashing back to the warframe do deal a second wave of damage, stagger enemies, and vacuum items and pickups to the warframe. The warframe absorbs and reclaims scattered bits of armor and ammo, ripping chinks of matter from the ground and nearby surfaces to rebuild itself. Dead enemies, ammo pickups, and containers broken by the power wave contribute to a damage reduction buff as the converted ammo forms a shield around the warframe, animated by Void energy. This damage reduction aura degrades as it is shot or damage away, working as a reverse Adaptation mod.

- This ability deals Void damage like the operator's attacks, resetting Sentient defenses (but also requiring a ground cast)

Ability 4: Wraiths' Fury
 - This ability rapidly channels energy to split the Warframe into pieces, the three primary broken warframes each splitting off to rampage briefly as specters while the ability is channeled. All physical pieces of the three constituent waframes step away, with translucent void energy forming the missing pieces of each figure colored after the primary color channel of that set of pieces. (The concept art looks like three different warframes broken into bits and cobbled together over Orokin conduit vine plant things, so I'm imagining the pieces of those three warframes simply stepping away as shades as the vines let go.)

- The player stays in control of the warframe, left with the contorted mess of vines around a central core, able to fight as normal but unable to use Scattered Armaments, as the three shade warframes are currently fighting with them. The shades will be using the activated powers of their Armaments, charging around the battlefield and engaging enemies rapidly. The idea is to allow the player to briefly unleash the pure ferocity and anger of a full squad of warframes that were defeated in battle but are back for vengeance briefly. Void energy radiates from the central core, whispers and scattered words and sounds of the battles these four fought rippling through as the echoes fight.

Link to comment
Share on other sites

this isnt technically abilities, buuuut

i think it'd be neat if you actually used other warframe parts in it's construction and based on WHAT you used it modifies the abilities and stats of the frame
everyone would have a unique version of the frame tailored to what they like
like using a mag part would have higher shield and add magnetic, but have lower health and armor
using inaros would have no shield, but high health and armor and maybe added life steal to an ability

each part could effect an ability, for example
chassis for 1
neuroptics for 2
systems for 3
and all 3 effect the last ability in some way as well as changing stats

it'd also fit with the "Assembled from the remnants of Warframes destroyed during the Old War and held together by Void energy." description

Link to comment
Share on other sites

Passive: the frame leeches health out of dying enemies in a 10m range

1st ability - detach: the frame can fire one of its arms into a chosen direction and when it hits an enemy it will launch said enemy and will knockdown any enemies that are in the launched enemies way. The frame can only use secondary weapons whilst this happens.

2nd ability - biodegrade: the frame's tentacles can each latch onto an enemy to regain a percentage of health and energy for every enemy that is attached to the tentacles

3rd ability - deconstruction: the frame disassembles itself to form a wave of shrapnel which deals slash damage to any enemy that is hit. The frame is limited to moving on the ground and jumping in this form.

4th ability - fusion: the frame can absorb the essence of enemies killed which will result in the frame gaining bonus armour and health. A meter will appear on the side of the screen and when its filled the player can choose to exchange their armour and damage buffs for a large aoe explosion. The meter is filled by killing enemies and energy is continuosly drained whilst the ability is active.

Link to comment
Share on other sites

PASSIVE: CORRUPTED OPTICS
Every enemy is highlighted (similar to how Simaris scanner highlights but uniquely in this frames case) after you killed X amount of the same enemy, they no longer are highlighted but you do extra damage to them (it resets every mission)

1st Ability: LEARNING PROCESS
Aim at a teammate and copy his first ability to use yourself

2nd Ability: VOID DISCHARGE
Activating the ability lets you store the energy you spent on abilities cast for the next X amount of time, after storage time finishes, you can activate again to add the stored energy as a percentage void damage element to your next attack. (for example, if you store 200 energy while the timer was active you would add 100% void damage to your next attack. Energy stored to % ratio would be 2:1, meaning for every 2 energy spent, 1% damage is stored)

3rd Ability: ANOMALIES
Enemies in a radius get affected by anomalies (debuffs), like weapon jamming or getting knocked down, or getting blinded, or falling asleep, or getting their accuracy dropped down, or slowed, or getting rooted. On the same note, teammates get totally random buffs only for strength range efficiency and duration. This ability deals no damage and increasing strength only increases the enemies affected and the power of the buffs. While this ability is active, no other ability can be cast from you


4th Ability: REASSEMBLE
Casting the ability, all your parts drop on the floor and your void tentacles enter the enemy you aimed at killing him from inside out, upon return to the spot your parts were dropped, you blind enemies around you and your shape is different (different parts in different places) giving you a different buff/debuff together (speed buff/lower fire rate) (armor buff,less health) (parkour velocity/less armor) (fire rate buff/lower speed)

Link to comment
Share on other sites

Broken warframe

Passive
While using a modular weapon the warframe gains 15% extra ability strength, up to 45% (if primary modular weapons are add to the game, if not, only 30%)

1st ability: Modular shifting
The warframe can shift through the energy of their body parts, applying buffs depending on the shift.

Assault shift (red body part): The warframe and allies gain 50% weapon damage and 50% recharge speed.

Resistance shift (grey body part): The warframe and allies gain 200+ armor points and 50% resistance to knockdowns. 

Support shift (blue body part): The warframe and allies gain 15 health/s regeneration, and energy and health orbs are 50% more effective.

2nd ability: Holographic hazard
The warframe will project an holographic image that will draw enemy fire. With this ability the warframe can deploy an energy shift in the Holographic image to produce an AoE attack that will last for 10 seconds.

Assault shift: It will produce a 10 meter radius of slash damage pulses.

Resistance shift: It will reduce 20% armor/shield capacity of the enemies within 15 meters.

Support shift: It will drain enemies health per pulse and make it drop extra ammo loot upon death in a 10 meter radius.

3rd ability: Stunning Riot
The warframe can launch a granade that stun enemies for 5 seconds in a 10 meter radius. Launching it over a shift placed in the holographic image will enhance the effects and make it last longer.

4th ability: Broken Mayhem
Using this ability will cause the deployment of the 3 shifts, applying to the allies and itself the respective bonuses. Use the first ability to shift through the modular parts deployed. The second ability can be used twice, meaning that you can deploy on the holographic images the other two shifts, but also they will automatically attack the nearby enemies. In that case the assault shift will hold the primary weapon, while the Resistance shift will use the melee waepon, and the Support one the secondary weapon. While this ability is active, Stunning Riot will no enhance the effects of the shifts, but it will increase their movement speed. This ability costs 20 energy/s and the health/shield capacity of the warframe is reduced.

Link to comment
Share on other sites

Passive: 

While sprinting occasionally drops energy orbs for teammates, while taking damage occasionally drops health orbs for teammates, on use of 4 occasionally drops affinity pickup for teammates.

1: reconstitute 

An aura for broken frame while killing enemies allows it to pick up materials from enemies to repair itself. 

2: retrieval

Enemies damaged by broken frame are drawn towards it and take increased damage.

3. scavenge

Enemies killed by allies or companions of broken frame have doubled drop rates.

4. compress 

Broken frame pulls in surrounding enemies and fuses them into one mass that for a short period has an increased critical and status chance.

 

Mostly working off the idea of it trying to continually piece itself back together as it fights and that as it fights pieces occasionally fall off.

 

Link to comment
Share on other sites

the design here is based on the broken war and sentients so why not create somthing that is actually like one of the newer Sentients. My Design is based around the ability of Sentients to regenerate and return stronger.

Passive: Sentient Wounds: Whenever this Warframe is applied with Damage, he gains a 20% Resistance to the source of the Damage for the next 10 seconds (stacks up to 3 times)

1. Energy Salve

Cost: 35 Energy at Base, Drain while Charging is 6 Energy per Second 

The Warframe has two Options: either charge an Energy ball and release it for a big AOE explosion, The Damage of the Attack is based on 50% of all incoming damage. The Explosion will blind enemies for 5 seconds and apllies Radiation on all Targets hit

 Abilities AOE explosion will scale with Range for Explosion Radius, and Strenght for the Percentage amount of Damage for Charge (maximum of 75 Percent Damage Charge) 

Radiation and Blind Procs scale with duration for duration of Proc

Reduced Moveent speed while charging is reduced by 50%, and you can't jump while charging, but the ability can be activated Midair

it doesnt absorb damage, it just scales with it

2. Broken Weapons

Cost: 40 Energy each

Accesible by cycling through small wheel

You can choose out of 3 different sidearms, literal SIDEARMS, the Warframe grows a shortlived Arm for 10 seconds which hold one out of 3 different weapons/items 

     1. release  an barrage of 7 homing energy bolts which will blind freeze enemies and strip Armor (amount of Missiles and Armorstrip based on Ability Strength)

     2. A Shield which has a 5 meter Base Radius and scales with Ability Range, when the Duration (Which Scales with Duration) ends, any damage done to the shield will be given as Armor to all People within the Shield (capping at 300 Armor)

      3. 3 Grenades which can be placed by casting the Ability during the Duration, after the End of the Duration (scales with duration, all mines will implode, drawing all Enemies within Range(scales with Ability Range) to them, causing a Knockdown and a Fire Proc on all Enemie affected by the Ability

Only one weapon can be active at any time

3. Beakon of Hope

Cost: 50 energy

Spawns a small Beakon for 10 seconds (scales with Duration) which will grant 5 energy and 15 Health/Armor per Second as well as ulimited ammo to any player in the Area of effect (5m which scales with Range)

 There can be up to 3 Beacons active at any time 

You can't place a beakon within the range of another beacon which will be highlighted by Bright line with small effect (steam maybe)

4. Sentient Rage

Cost: 50 energy, 15 Energy Second/30 Health per Second

Gains 4 Extra Arms which hold 2 modable Sentient Beam Cannons (basically an exalted Opticor) with a 3 second chargeup between shots which are fred random at nearby enemies, and an modable exalted lance and shield similar to the design of an Symbalyst with the shield being quite large and blocking damge, and the lance having a very high range but an very slow attack speed (Idea would be 5 meter range but an 2.0 attack speed)

Should all Energy be Consumed, then the Ability will leech extensive amounts of health

If Health falls below 50, attack speed is doubled and charge time is halfed for beam cannons

If you die while Sentient Rage is active, there will be no revive available

 

 

      

 

 

Link to comment
Share on other sites

Passive

Once per mission, when broken warfrane goes down to 0 health, instead of being downed it switches to broken mode. Visually, some of his limbs fall of, and maybe he shows some open circuits or something. While in this mod shields are disabled, primary weapons are disabled but speed is increased and warframe deals extra electricity damage. Can't use operator (may cause some issues, not sure about this one).

Don't know about active abilities or how they change in broken mod but It's just an idea. This may allow players to have the choice mod for the broken mod and go down intentionally at the start of the mission, or they may mod for the normal  mod and use the broken mod as survivability.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Guest
This topic is now closed to further replies.
×
×
  • Create New...