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Open Call for Warframe Ability Ideas!


[DE]Helen

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Ability: passively heals around enemy corpses

Gimmick: he has an indicator so that you can see how much armor he has stolen also as his armor goes up he gets more armor on his model

1st ability: (snatch) he steals armor from all enemies in a cone in front of him adding it to himself

2nd ability: (Assimilate) expend x% of armor to restore energy excess goes to shields

3rd ability: (dark gift) expend x% of armor to deal an aoe cc that does dot based on the amount of armor expended

4th ability (titanic hammer) exalted weapon he summons a mass of scraps of scrap for x% of armor which becomes it's damage using his one while the ability is active will send the armor to the hammer increasing it's damage, the ability drains armor instead of energy

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The Broken Warframe looks like a bunch of frame parts being held with Orokin Roots.  being a unique frame

so i was thinking that this frame will have No Original Abilities instead he can use Another Warframe's Ability at the fraction of its full power by feeding him crafted normal Warframe Components. though other Unique frame like Khora, Octavia, Gauss, Nidus, Baruuk, Hyldrin, Gauss, Equinox etc whom has unique Mechanic like Gague or Summon of sorts cannot be used as a sacrifice to power the the said Broken Warframe. maybe his looks will alters with the used parts?

example his ability set

Passive: (Reconstruct)- Broken Warframe gains (x) Energy upon walking around an enemies corpse

1: (Depended on the Fed Neuroptic) Nyx's Mind Control

2: (Depended on the Fed System)

Excalibur's Radial Blind

3: (Depended on the Fed Chassic) 

Frost's Snowglobe

4: (will be set in stone ability)

Overload: Overload the Broken Warframe systems and self destruct throwing the parts everywhere. dealing large heavy AoE damage that will no go through obstacles. but will take some time for the roots to recollect all the parts. you are still able to take damage but decreased a little bit

though you can only take 1 ability from said Warframe to use it on the Broken Warframe . and the parts used will determin the ability slots as well. for example 

Neuroptic will be the 1st Ability

Systems will be the 2nd Ability

and the Chassic will be the 3rd

 

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1: Energy Leech with 20% depending on range and level to the max..

2: Energy Plasma Hit: with a range hit of 5 feet of its original form and increases with level to the max of 30 by 15

3: Energy Restore: with energy consumption of 10% of It's original level and will increase with level to the max..

4: Exalted Blaster: with a arm type blaster that fires at enemies while draining them of health and energy due to the void exposer..

 

Void is your friend Tenno and how will you harness this frames power..

 

Passive Abilities:

 

50% Energy Draw back on near death 

50% Void Exposure Protection Increases with level Depending on Duration..

 

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The Broken Warframe

Passive: Muscle Memories - Whenever the warframe kills an enemy, or an enemy dies near them, they gain a small stacking buff to their next ability cast (about +1% per enemy, capping at +100%). The buff is dependent on which of the three "Fragments" the Warframe is currently empowered by (see Ability 1). Red, the Utility Fragment, grants additional Ability Range. Blue, the Damage Fragment, grants  additional Ability Strength. White, the Defense Fragment, grants additional Ability Duration. These buffs stack with the Warframe's current Range / Strength / Duration, and are consumed upon casting an ability.

Ability 1: Three Fragments - The Broken Warframe is comprised of three sets of pieces from previous warframes, held together to make a whole. The player can cycle through three different "Fragments" (a mix between Equinox's Metamorphosis and Ivara's Quiver in function - Tapping the ability cycles through the three options. Holding down the ability casts the selected option). Each "Fragment" grants an immediate buff to the Warframe when cast, and then provides lasting passive bonus until a new "Fragment" is selected. The "Fragments" can be recasted even if they are currently active, re-triggering the active component, but making no change to the passive component. Passive components are lost upon switching.

- Red, the Utility Fragment. Upon casting grants the Warframe rapid energy regeneration for a few seconds [energy per second scaling with Strength and time with Duration], then passively grants a 25% increased movement speed, jump height, wall latch time, and bullet jump speed [unaffected by Strength].

- Blue, the Damage Fragment. Upon casting grants the Warframe bonus Elemental Damage to all weapon attacks and damaging Warframe abilities for several seconds [number of bonus elemental damage types scaling with range and time with duration], then passively grants a 10% increase to weapon base Crit Chance and base Status Chance [unaffected by Strength].

- White, the Defensive Fragment. Upon casting grants the Warframe emits a massive shockwave the knocks away and down all nearby enemies for a short time [radius of effect scaling with Range and how far they are knocked back with Strength], then passively grants 25% increased armor and shields [unaffected by Strength].

Ability 2: Void Siphon - The Broken Warframe begins siphoning void energy from all around them, damaging every creature caught in its area. The Broken Warframe channels a damaging AOE ability, loosing 25% of it's movement speed while the effect is active, and having a pulse of energy moving inward towards the Warframe that damages, radiates, and occasionally staggers enemies (Like a reverse version and visual of Trinity's Energy Vampire). Enemies killed by this ability restore 25 energy each. [Is a channeling ability that drains energy. Effect triggers every 1.5 seconds, moving from a 20 meter radius inward. Enemies take impact and radiation damage, have a 20% of being staggered, and a 10% of being radiated. Damage and stagger chance scale with Ability Strength. Radius scales with Range. Frequency of pulses is affected by Duration. Channeling cost is affected by Efficiency].

Ability 3: Impaling Coils - The Broken Warframe untangles and unleashes the void tendrils that hold their right arm together, rapidly extending them forward to impale and immobilize enemies. The Broken Warframe briefly charges up then sends out void tendrils in a line in front of them. If a void tendril hits an enemy, the enemy takes piercing damage, is immobilized and stuck to the tendril. The tendrils can pierce and affect multiple enemies within the area. After the ability has been cast, and the tendril has fully extended, the tendril remains and the player can wildly swing the tendril around, smashing impaled enemies into the terrain or other enemies, dealing impact damage to impaled enemies and struck enemies alike. Deactivating the ability recalls the tendril, releases the impaled enemies, and reassembles the right arm. [Channeled ability, disables ability to use two-handed weapons while active, but not single-handed weapons. Has low piercing damage, but high impact damage upon slamming impaled enemies into other enemies or the terrain. Tendril length is affected by range, damage by Strength, and channeling cost by Duration and Efficiency.]

Ability 4: Old Memories Made New - The Broken Warframe does not have a unique forth ability, but rather memories of other Warframe's forth abilities. The Broken Warframe will show the icon of a random Warframe's forth ability (such as Frost's Avalanche, Mag's Crush, Hildryn's Aegis Storm, etc...), which the player can cast. The Broken Warframe will then cast that shown forth ability, using the casting animations, visuals, and any unique rules of the Warframe that forth ability is associated with. After the shown forth ability has been cast, and its duration / channeling has finished (if applicable), a new random forth ability will be shown. There is no order to which the random forth ability happens, so it is possible to get the same random forth ability twice in a row. (Forth abilities that use Exalted Weapons, such as Excalibur's Exalted Blade or Titania's Dex Pixia, will cast with a bonus +300% Ability Strength to compensate for the fact that they are otherwise unmodded.) [Each forth ability follows the rules and mechanics designed for it, so each is affected by Strength, Duration, Range, and Efficiency in its own way.]

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It's a broken and buggy frame made from parts of other frames. 🤔

Passive: A random chance of things not working correctly. Anything could be diminished, amplified, maximised or not work at all. Pickups, damage, abilities range, running speed, jump height, anything. Implementation details left to developers, be it per mission, per action, each amount of seconds, etc.

1. An energy attack of random element each time it's used.

2. Random buff. It aplies a random buff to a random target. Could be an enemy, whole team, self, nearest player, companions.

3. An area of effect ability where everything in the area is transported to a random location inside the area, be it enemies, allies, players, pickups, etc. including itself.

4. An ability each time it's used results in a random warframe ability. Which abilities are available to use would be developers decision.

 

 

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Ability 1 - Absorption - Press to shot out a void tendril, hold to shoot out multiple tendrils; upon the first enemy to be hit is pulled back in and absorbed by the warframe. The player then receives a stacking buff (both time of buff and buff effect stack) depending on the faction the player absorbed. If Grineer a is absorbed gain a stacking armor buff if Corpus gain overshields if Infested gain stacking health pool if Orokin is absorbed gain a small buff for each. Sentients cannot be absorbed instead will have their damage resistances stipped.

Ex. Grineer
Single enemy absorbed buff last 10s gain plus 50 armor stacking.
Multiple Enemies Absorbed 3s per enemy plus 10 armor per enemy stacking.

Ability 2 - Void beam - Warfame shoots a beam out of their hand which can be controlled by players cursor the beam staggers enemies and leaves a trail of the floor and on walls. After 2s the trails detonates, a blast of massive void damage and damage based on enemy weakness occurs in the path the player created with the beam.

Ability 3 - Transfer - The warframe breaks down and latches itself onto another player's warframe acting as a shield for the other warframe. The player can only their secondary and still use their first two abilities while latched on to another player at a reduced cost. When the player dies they explode off the other player knocking down enemies in a radius. (the other cannot die in this state if that wasn't clear)

Ability 4 - Repair - Target another friendly warframe and take their fourth ability. If the ability is an exalted weapon the player will be able to use if for x duration. If the ability is, for example, Ember's Inferno the player gets x amount of charges. If the ability is like Wisp's Sol Gate (an ability that constantly drains), use once but at a reduced energy cost. If playing solo the player fully heals and regains shields instantly and gains 3 seconds of invincibility for the consumption of 75% of their total energy.

Passive - Poor connection - When downed, the operator if forced out of warframe but can self revive. If the operator is downed player dies and must revive.

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Passiv- Volatile Void-> just because the void keeps you together doesn't mean it will try the same to those who try to disassemble you = Damages enemys when they Harm you % (increases with strength) or when abilitys are used for a small part

1. Ability - broken generators-> a sortiment of faulty and broken generators for different uses = a. cloaking field makes every ally AND enemy invisible as well as removes Aggro but increases damage taken for all

b. faulty shields that reduce incoming damage and collect it to give out as a damaging wave. if not used again in time harms the frame (potentialy lethal)

c.this generators defect cause it to heal the frame at the cost of the surroundings health with no regard for any allies well being but can be inversed to use his own health to heal everything in the area (incapable of killing and upper limit to drain of allies health)

2. blurred lines -> during the job of throwing this Warframe together so many areas of expertise and field of technology where used nobody knows what is for what anymore = mixes Health energy and shields to a single value and applies effects for each on them (i.e. shield regen energy regen health regen) for a short time before separating them with a discharge stunning enemys in the area

3.silent corrosion -> by all means this frame should not be able to withstand these voidenergys in the way it does due to the nature of its reliance of something inherently dangerous and mysterious = (toggle ability)  spreads the void energy to corrupt and corrode enemys and bestroyable object in a growing area not showing any signs until deactivated or it would kill what is within its reaches (shows a new color on the enemy health bar how much dmg it would deal if it is full instantly kills the enemy without leaving a corpse i.e. no second looting)

4. fragments story -> each part could be of a different warframe forgotten in time or even never recorded but the void heard them and grants them a second chance to do what they never could  united as one= allows the use of every weapon at once (melee strike while shooting do not move you) allowing your pistol melee and even archwing weapon to all fire combined (augment possibility = allows the other weapons to target on their own as well as fire but increases energy cost for this ability by atleast 20%)

 

i know those abilitys don't realy fit together or make much sense as a kit but it is a broken warframe literaly scrapped together from whatever Warframe parts could be found and somehow fit without causing further damages to the components (hopefully) there are a few ability sinergie's existing in it but i think some people have better ideas

 

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Passive: Stockpile. Interacting with corpses gives Eornheit one stack; amount gained can be increased by efficiency. Every 5(?) stacks, Eornheit gains another limb, and every extra limb carries the weapon Eornheit is currently using at reduced stats. Max stacks probably at 15(?), and then strength could boost the stats of the limb's weapons and duration could increase max amount of stacks. Melee weapons are instead given extra range rather than more hits. I don't think these extra limbs should have 100% of Eornheit's weapon stats, even with strength and all. So maybe cap the damage from these limbs to be about 50% or so.

Skill 1: Panic. Orders a limb to dash forward, staggering all enemies that the limb passes through and dealing radiation damage and status proc. Hold the skill button to order all available limbs to dash forward, increasing the horizontal range of the skill and possibly the damage output for enemies hit more than once.

Skill 2: Absorb. Generates a field around Eornheit, size scaling with range. The field reduces enemy bullet speeds and damage, and these effects increase with strength. Negative Strength will increase bullet speeds but lessen the damage reduction of the bullets. Every bullet has a 50%(?) chance of being absorbed by Eornheit, adding to his ammo reserves or current magazine if not full. Proc chance increases with strength. Maybe not 50% since that might end up becoming 100% with enough strength. That could be fine if it's given an energy uptake that is a little more difficult to manage.

Skill 3: Replace. Order a limb to replace an enemy's limb with itself, losing one of Eornheit's limbs and swapping the enemy's current weapon with your own, duration scaled based on ability duration. The limb will forcibly attack the enemy, similar to radiation procs, but this now prevents the enemy who has their limb swapped from hurting Eornheit and his allies. The enemy currently affected will take significantly less damage from all sources, and their damage output is slightly less than Eornheit's damage, but can be increased using ability strength.

Skill 4: Synthesis. Gathers all limbs to modify the currently held gun with the mods of the other gun in the arsenal. Primary guns are now modded like the secondary gun and vice versa. Ability strength increases the potency of the mods swapped, duration increasing the duration of this change. Melee weapons instead create weaker waves that travel and deal radiation damage to enemies; wave lifetime increased by duration and power by strength. Limbs cannot shoot from Eornheit's Passive since they are being used to modify the currently held weapons. The idea behind this mainly was from my own question: what if primary weapons could use secondary weapon mods and vice versa. I was unsure about the melee applications of this skill when making it, however. I did not want a melee weapon to shoot the weapons currently held.

 

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Broken and void based. So it's missing something, mobile, and glitchy.


Ability 1: Detach / Rejoin
Arms and weapon detach from the body, You can’t change weapons for the duration. Without your body slowing you down you gain increased move speed, reload, fire rate and are floaty. Your body is still vulnerable, maybe takes extra damage. It becomes Rejoin after you detach pressing it again teleports and snaps the arms back into place. A short delay before you can get back to business. 

 

Ability 2: Void’s Embrace
Give you and your allies either a large buff to a random stat OR a small buff to all stats. 
+Damage %, damage reduction, movespeed, Crit damage, Crit chance, Status Chance.
Could add a refresh feature to stack random large buffs

 

Ability 3: Fill the Void
Copy a friendly warframes ability, cycle through allies on press, it has a picture of their frame above the ability, hold to confirm. Each frame will have a specific ability to copy chosen for balance/logic reasons (no abilities that require another part of their kit to function for instance some abilities require their frames passive). No exalted weapons can be copied. Or perhaps it's an approximation of the copied warframe as Grendel would be hard to use just one of his abilities so it might need to have a unique approach that combines two of his abilities into one simple ability.

 

Ability 4: Void collapse
Explode for X damage in Y area, after the Frame parts held together by the void collapse onto the floor. Now you are pure void energy for a few seconds, looks like Wisp’s wil-o-wisp but controls like Wukong's cloud. Can’t shoot or activate other abilities and start glitching, gain +25-75% more chance to ignore damage, 15-50 second cooldown depending on how strong it is when finalized.
Also there are Glitch void spikes randomly dealing Z damage while glitching surrounding the player alternatively its not random and you just press ability 4 again having a few charges of glitch spikes to cast. Reassemble the Warframe back to normal when glitching ends. 

 

Passive: Glitch  

25% chance to ignore damage taken, and 3% when dealing damage trigger glitch. When triggered reduce voids embrace cooldown. Could also trigger a mini void glitch spike.

 

The idea is all here, the numbers are up in the air and need testing. Took me awhile to figure this out but I am proud of it.
 

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If warframe is broken then abilities should be broken. 

Abilities

Pasive - Broken - every ability has a buff and debuff to the warframe - but buff mostly is much bigger than debuff .

1.  ( broke and leave )Atack an enemy with a broken energy weapon. xx% chance of making an enemy broken - unable to attack / shoot for x seconds ( enemy can still move )

-{3}- (Restore) You can instatly restore your parts to get off all of negative status efects but because of the broken parts - you clean yourself of all buffs too. Deals area of effect damage when abillity is used.

2. (Adapt) Change your broken parts to armor , Health and shield mode or Damage mode. Armor mode makes you have more armor but makes you slower. Health and shield mode gives you more of hp/shields but reduces shield recovery . Damage mode gives you xx % more damage and xx % multishot But reduces your firerate and reload rate by x %

4. ( adaptability overdrive )Gets into extreme mode - realeasing atacks of every atribute / status efect towards an enemies,makes enemies broken , damaged. Killed enemies explode - dealing damage type that the enemy killed was weak to .After use - warframe replaces its parts - doing so He is unable to use any abilities for xx amount of time.

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Passive: Lost Brothers - Ability effectiveness increases with proximity to other players.

Ability 1: Violent Reclamation -  Throw your arms forward and take armor from an enemy. High chance of severing limbs if fatal, otherwise steals some armor and adds a nice void armor piece to the warframe.

Ability 2: Incomplete Memories - You can switch between three personality's. The ability is effected by damage taken and will decay back to a base effectiveness over time. Honor - You produce an pulsed aura that replenishes shield periodically. Vengeance - you personally gain slash buff to your attacks. Anguish - Produce an aura that has a chance to stun enemies.

Ability 3: Fragmenting Clarity - The amount of void armor pieces you've gained changes the effectiveness of this ability. You can explode and armor pieces fly off as projectiles embedding in others. Enemies struck can be turned into temporary allies. Enemies can also just take damage instead. Allies can be struck, but not damaged. Both enemies turned ally and allies will be buffed relative to the personality chosen. Honor buffs shield stats, Vengeance adds damage, and Anguish adds stun to all attacks.

Ability 4: Eternal Dept - Mangled constructs of frames and void energy reach out from the ground attempting to tear apart enemies in an area. It's basically an AOE version of Ability 1. Body parts everywhere. 

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Aitvaras, Broken Warframe.

Switch: Not inheriting any powers from the salvaged ones – Aitvaras’ confusion of what it is grants it the ability to alter attributes at random. These are predetermined by estimated calculations changing the statistics as if the said Warframes’ systems were to function at all (Cannot go below Aitvaras’ base attribute number).

Exist: While its shields are down, Aitvaras will tighten the fabric that which holds it whole, gaining hardened armour for as long as it needs. However as the time passes by hull damage is inevitable (Shields are disabled during this ability).

Stitch: Being nothing but a frame sewed together, Aitvaras will continuously heal those around it for a short amount of time. However these effects do not mend the wounds permanently (Lowest health of affected units will be set to 1 if enough damage is done during the ability).

Confuse: Conflicted, Aitvaras will send a penetrating signal to the nervous systems of those around, transferring what it feels like to be wrong. Some will run away, some will die off – willingly (Lethality chance is higher for lower ranked units).

Collect (Passive): Void energy may seem stable, up until it’s not. Aitvaras’ core system will collect parts from enemies that have been eliminated by it. These parts will amplify the next ability – or when upon reaching a certain threshold, by it’s unstable nature, will cast a random ability.

  • Switch has much precise calculations – resulting in favourable numbers.

  • Hull damage caused by Exist will be fixed upon release.

  • Stitch heals will hold out longer after ability is turned off.

  • Confuse will gather runners together to form a body of easy targets.

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Passive- The lower your health the more damage you give.

1st ability - Stitch

Just like how his body is put together, he stitches random enemies together in a cluster. Similar to how nidus uses his ability to gather enemies in a ball. This would vary in shapes depending on how many enemies it stitches together. 

2nd ability - Replace 

Killing enemies grants replaced parts on warframe which adds armor maybe even gain resistance to certain status effects depending on faction.

3rd ability - incomplete anger

AOE attack using void energy to repulse enemies away from you. Gets stronger the closer to death you are. 

4th ability - Restored Grace

Restores this warframe to it's original form, similar to how titania gets smaller, restores this warframes past self for a time having the void, and it could look like how the elf king in shadow of mordor mirrors you. With this new form is more health, armor and a heavy weapon. In my opinion not many people know the true joy and advantage a heavy weapon can give you especially new players so one like this can help them realize having one can make the difference. 

 

It would be amazing to give this warframe something similar to nidus when he gets the sacs to 10 it changes a bit. Here the amount of energy changes the look of the warframe or the more you get damaged the more torn up the warframe gets. 

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The Theme is broken frame which was joined together by void. 

Passive : Deal extra damage to sentients and has extra resistance from them. Since it's a creation of void it deals less damage to corrupted enemies and take extra damage from them. Health and energy can be recharged by operators void blasts. 

Ability 1: Leeching 

Drains friendly/self shield to increase weapon damage for self. Increases with each level as 125%/150%/ 175%/ 200%.

Ability 2: Re-Reoute

Reroutes internal void energy to 3 different sub choices.

Select 3 choices are available

1. Void Armour - an Armour from void which increases the defence greatly reducing speed and shield capacity.

2. Void Veil - An void cloak which reduces the detection range of enemies does not grant complete invisibility. Greatly reduces shield and health for the duration. 

3. Void surge - Increases speed greatly and reduces shield and armour for the duration. 

Ability 3: Corruption

Corrupts nearby enemies into thier corrupted counterparts. 3/ 5/ 7/ 9 enemies at 0/ 1/ 2/ 3 level. 

Ability 4: Shield turrent.

Turns self into a immobile shielded turrent with 360 degree fire angle and massive damage. 

All nearby warframe including selfs shield regeneration is slowed down (Shield recharge rate and delays mods will come in handy here). 

Drains energy from nearby frame if self energy runs out. So that it can run uninterrupted.

In case of energy drained out shield and health are consumed for continuous usage of  ability.

 

 

 

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Warframe Name: Vice

Passive: regenerates health slowly over time and is immune to toxic gas. When health is below 20% regeneration speeds up x2.

Ability 1:(Void Thorns) Upon activating this ability, the warframe retracts its body releasing thorns made from void energy. Up to 5 enemies are hit at a time. These thorns weaken enemies armor and deal minimal damage. Mod Augment allows the thorns to pierce aditional enemies upon hitting the first and deals marginally more damage.

Ability 2: (Vine Grab) Similar to some Grineer troops and Ancient Healers, This Warframe grabs a hold of the targeted enemy. While hoding blocking button the warframe quickly grounds itself and shoots out it's forearm extending from its bicep and latches onto an enemy. The warframe then reels arm back in to punch enemy with the opposite hand. If the blocking button is not held, the warframe is pulled toward the enemy initiating a kick. This attack deals very small radial damage and 2s of toxic gas to surrounding enemies. Mod Augment increases the radius and time of toxic effect.

Ability 3:(Tendril Trap) This ability summons a clone of the warframe. This clone lets off a hallucinogenic gas that attracts enemies to attack it away from the player. After a couple of seconds the clone lashes out and enemies in the small vicinity are sucked into its body where Void Spikes suddenly jut out of the clone and damaging nearby hostiles and trapping enemies inside, trapped enemies slowly return energy to the player. Mod Augment increases radius of attraction and damage.

Ability 4:(Toxic Release) This ability summons dual whip-like void swords that elongate. These weapons sprout thorns made out of Void energy. When the player uses the melee button the warframe swings its arms in a circular motion dealing massive amounts of damage and releasing toxic spores into the air. Used in conjunction with Ability 2 will drain all energy, and the warframe will fall apart, while its vine parts are absorbed into the ground. The warframe grabs all enemies that were highlighted and drags them under the ground killing them. If used with Ability 3 more clones are summoned. Mod Augment toxic gas spores and clouds heal team members.

Clearly this warframe would be super overpowered, but balancing damage, energy usage, and timeings could fix this.

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Passive (reboot) : every 10 seconds, 50% chance that a nearby enemy gets confused and attacks other enemies for a limited time.

First ability (trojan) : spawns a wisp (or something more fitting with the theme) that attracts enemy attacks, when destroyed, it explodes and damages nearby enemies.

Second ability (DDoS) : sends out an attack on all enemies in a radius around the warframe.  the attack causes all enemies to stop, and take continuous damage over a period of time.

Third ability (disk read error) : all enemies on screen get swapped for a different random enemy of the same lvl.  example: grineer can change into corpus or orokin.

Forth ability (Blue screen of Death) : despawns surrounding mid to low tier enemies (unless mission critical, like capture target or something).

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I think for the first ability it should be like all the tap to change abilities, but it would change the form of the frame. If you select 1 type as an example I'll say a tank mode, this will make the frame have some parts change and probably make the frame bulkier and you could change stuff to make it speedy but vulnerable ect.2nd ability would be a cc that would sprout broken frame parts from the walls and floors to grab nearby enemies and hold them in place.3rd ability would dismantle part of the frames hand to send out a little drone that attacks nearby enemies for void dmg. And the 4rth ability would be a buff that depending on what your 1rst ability is set to would heal, apply armor,ect to your teammates.

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Passive : Collector Gain 5% status resist against the enemy depending on the enemy type . Maximum 40%. Lasting for 6s. 

1st ability : Stolen arms  = have the ability to amplify fire rate of weapon,can be change between 3 type of hand

Quote

(i would love to see different animation on the hand when u change between the type of hand)

  • automaton hand : amplify primary firerate to a certain percent
  • slim shooter hand : amplify secondary fire rate to a certain percent
  • ninja hand : amplify attack speed

2nd ability : Hacked = 4 Enemy will become ally for a certain period of time and explode after 10s.

3rd ability : Reassemble = Hacked ally will explode to deal some damage and then will later take the form of broken frame and all the stats and weapon of broken frame.

4th ability : The Void = Broken frame will be covered in void energy and wields 2 cannon which posses aoe damage.

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Fully modular abilities. I don't even care if it gets new abilities, but being able to choose a loadout of abilities from other frames would be awesome. A budget system would be ideal, ie you could choose four 1's if you wanted. Obviously only one 4/ult for balance reasons, but preferably don't restrict it to a one to one choice of abilities.

For full transparency off the top of my head I would take desecrate, Mesmer skin, landslide, and maybe reservoirs.

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Passive: Upon fatal damage, This warframe explodes into parts in  an AOE burst dealing damage to  surrounding enemies. Enemies that are hit by the parts will be slowly pulled back in until they are pulled back towards the center of the explosion healing and reforming the warframe's body.

1 Arm Spear: Propel your arm forward, after the first enemy is hit you can tap it again to pull the enemy in and consuming it for health or use 2 for a separate effect.

2 Salvage:  after hitting an enemy with your 1 you can chose to salvage that enemy for parts.  You can store up to 2 arms, 1 torso and 2 legs. You will have to kill multiple enemies as the parts won't be in perfect condition, so they will have their own little stack meter like nidus' stacking on his 1. These stored parts will be consumed once you activate your 3rd ability.

3 One Frame Army: Depending on which body parts u have stored. It is toggleable like wisp, grendel, and titania buffs

Torso: You receive an armor buff

Legs: You get a movement speed/parkour velocity buff

Arms: You receive an extra set of arms that equip your side arm at the same time as your primary (or vice versa)  increasing your damage output.

4 Over ride: You hijack an enemy and gain their stats on top of yours. Hold again to detonate the enemy dealing their current health as damage.

 

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Passive: Already Broken
When broken warframe is downed and posseses scrap, upon the bleedout timer running out its remaining scrap will instead decrease by 50% (minnimum of 1) and the bleedout timer will reset. Broken warframe may also self revive for an initial cost of 3 scrap however the cost of doing this doubles everytime it is used in a single mission.

First Abillity: Integrate Components (25 energy)
Broken warframe salvages parts from dead enemies within 1.5m in order to augment its construction, doing so provides one of three buffs (selectable like tribute), only one buff may be active at a time with no limit on duration. This abillity also grants +1 scrap, a special rescource used to cast other abillities.

  • Integrated armor: Gain an additional 100 armor (The 'Grineer' buff)
  • Integrated chassis: Gain an additional 100 hp/maxhp (The 'Infested' buff)
  • Integrated projectors: Gain an additional 100 shield, and additional shield recharge rate (The 'Corpus' buff)

Buff amount scales with abillity strength
Gathering range scales with abillity range
Casting cost scales with abillity efficiency

Note:
Frame specific rescources are always interesting, range is there to make it something you have to actually harvest (though relatively quickly) and so the abillity can scale with more than one stat rather than just abillity strength.

Second Abillity: Emergency Repair (3 scrap)
Broken warframe makes use of its stored scrap in order to perform emergencey repairs on itself expending scrap and gaining a buff healing 5% of its hp per second for 5 seconds.

Health regeneration per second scales with abillity strength
Health regeneration duration scales with abillity duration
Casting cost scales with abillity efficiency to a minnimum of 1 scrap

Note:
The idea with the scaling here being that you can build for a short burst of fast healing or a longer period of lesser healing, or both because we all know someone is going to do that.

Third Abillity: Capacitor Overload (1 scrap every 10 seconds)
Broken warframe discharges excess energy in an area around itself striking all enemies within 5m and inflicting electrical procs while gradually consuming scrap in order to replace components damaged by the overload. If no scrap is available the abillity may still be used however it will instead begin draining health at an increasing rate.

Damage scales with abillity strength
Area radius scales with abillity range
Rate of scrap consumption scales with abillity duration and abillity efficiency

Note:
A short range but fairly powerful toggle stun abillity that would be great for a melee build as well as defense against close range attackers. I think a nice augment for this would be one that replaces the scrap/health cost with a regular energy one, call it 'Controlled Discharge' or something along those lines.

Fourth Abillity: Overhaul (All current scrap, requires at least 1 scrap)
Broken warframe integrates all its stored scrap at once taking on a crude and powerful form; gain 500hp/maxhp and 10% bonus damage for every point of scrap used when casting this abillity. There is no timer on this abillity however once an increment of 500hp is lost it cannot be regained and the 10% of bonus damage tied to it dissapears. Scrap cannot be gained while this abillity is in use and it cannot be recast until all additional maxhp has been lost.

Health and damage buffs scale with abillity strength.

Note:
Sort of an ironskin type abillity with a more dynamic mechanic, so long as you never lose more than 499hp in one go you can feasibly keep a strong cast running indefinetaly giving it a strong synergy with percentage based healing effects, probably want to implement a cap on this one of say 10 scrap/stacks so pepople don't horde 100 scrap and end up with 50k hp. and a 1000% damage bonus. An augment increasing the cap but adds a scrap cost over time (with the buff reducing by one stack every time scrap is consumed) could be an interesting option 'Unstable Enhancement' could be a good name.

 

Edit: Fixed typo
Edit: Fixed typo again, I should proofread before posting
Edit: See above

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Areta- just a concept name because I didn’t wanna just say "this warframe" in the description in the ability’s its basically just broken off the word "broken" in Japanese which is "Kowareta" 

Passive - Adaptive Defense 

while In combat with different enemy factions Areta will adapt to the surrounding enemy’s.

Against Grinner- Under 50% Health Areta will gain 300+ Armor.

Against Corpus- Under 50% Health Areta will gain 300+ Shields.

Against Infested- Under 50% Health Areta will gain 15% Health Rate.

Against Sentients- Under 50% Health Areta will gain 30% Proc Evasion Chance.

 

1st- Broken Protection- Areta splits a part of its self casting it onto an ally giving them a chance to evade incoming damage in return Areta will take 25% of the damage that would of harmed its ally.

 

2nd- Defiance- Areta's left arm shoots out at a singular enemy impaling them After words the tendrils exploded out of the impaled enemy and cling onto near by enemy’s slamming them all together afterwords the first impaled enemy is shot back towards Areta bringing back his arm and allowing Areta to slam the enemy’s that got grabbed by the tendrils.

 

3rd- Proficiency Hyperflux- For Melee Areta losses up the tendrils in his arms allowing him to swing his melee further then normal (This overrides the equipped stance mod) For ranged weapons Areta loads his ranged weapons with a custom on the spot made magazine that gives the weapon Extra Multishot.

 

4th- Shattering Burst- Areta De-constructs it’s self to form a broken sphere then tendrils on the inside of the sphere shoot out towards nearby enemy’s stripping them of their primary defense and applying it onto Areta's ally’s.

 

And that concludes My concept Ideas for the broken Warframe thank you for reading. 🙂

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Kit theme is nitro boosted frame that cycles between other frames abilities(or completely getting rid of abilities ,for a benefit), heavily reliant on his passive mechanic of NITRO management. This is a hybrid of Asphalt 9 nitro mechanics and my much older (before apostasy prologue) vastly simplified idea for a MR30 only frankenframe that would be the only modern Ballas made frame in the whole lore, thus lacking any possibility of prime.

Passive: Neuromotoric Intense Tactical Reflex Overdrive

His NITRO meter charges with each enemy killed, jump, roll, aim glide duration, melee slam, slide distance, reload, weapon swap, wall latch duration, shield damage taken and energy used.

NITRO meter will be displayed and consumed exactly like nitro in Asphalt 9 in 4 intensities increasing power and decreasing duration, when holding or toggling shift it accelerates all run, cast, glide, slide, roll, fire rate, melee attack(includes heavy wind up) and reload speed in a diminishing aura, including pets, at the same time slowing down enemies and their projectiles up to 75% when 1m close in shockwave. Primary secondary and heavy weapon equip/swap is instant in 2nd tier up. NITRO is unable to be gained while consuming. Its a sort of hybrid between race car and max payne. It also needs audio cues and glow intensity in the orokin glow tree parts or just similar to old channel to show the active nitro level. Shockwave has aura of fast moving sparks parks flowing in the opposite direction of movement around the frame or straight up when still.

Maximum power shockwave nitro will show enemies through walls in full energy color fill in 30m radius to maximize the intense short buff's effective use.

Is it overpowered? No, it depends on balance, I could have tossed in tanky stuff in the benefits but that doesnt fit the nitro theme.

Abilities are random  selected from other warframes you own for each slot, eligible as long as they dont depend on any meter or built-in counter to cast or that are just for increasing counter(grendel 1), or they stay at 0 if they do. On consuming a full NITRO in shockwave an ability is cycled in or rerolled in sequence, this skips the leveling process for unlocking level 0 abilities when he's new or after forma as well(they do still need the ranks for higher levels). with all 4 abilities full shockwave will reroll the 1st ability etc. Casting new ability in slot replaces any remains of the previous(this might need to become on reroll for code logic).

To minimize wasted build potential he has a ability deck tool where, for 2 mod drain abilities can be selectively disabled in each pool for each config slot. Ability preview in arsenal will have a local only config preview and randomize option to not leave the ability section blank when modding, meanwhile the warframe equip sceen will preview random eligible abilities.

We don:t need abilities where we are going.

BECAUSE passives cannot be modded, disabling an ability slot for 12 mod cost will gain 25% more NITRO duration, meaning an empty frame with 2x the nitro duration (works like efficiency not like extra volume of gauss meter).

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Broken Warframe Ability Ideas

 

Passive: Critical mass.

The frame has 3 meters that form a triangle shrouded in void energy with the operator symbol in the middle. Health, Shields, and armor in different colors.
These meters fill up from abilities, pick ups and heals etc and cap out at certain limits related to the frame's basic amounts. These represent surplus stores of materials and energy it uses to keep itself operational.

Health meter is increased when health is healed but normal health is full. When this has contents the frame radiates 2 HP healing per second to allies that need it, draining the same amount from the meter while having 4 HP a second self healing from the meter.

Shields Meter rapidly takes overshields to fill itself to it's maximum when shields are overcharged. When shields are in the meter when shield gating activates on self or an ally within 15 meters the shields are expended to restore them by half with a 5 second cooldown per ally/self.

Armor meter is increased by defeating enemies in close proximity and gradually decays in a similar way to atlas rock armor, but is also chipped off in small bursts when taking damage to health.

 

Ability 1: Assimilate
Single target ability. Sends a void based energy tendril to a target and siphons their health, armor and shields every second to bolster the frames own or to add to critical mass stores. The drain isn't 100% efficient. So around 200 health damage dealt from the ability might restore 100 HP for example.

Enemies killed while tethered melt away in a similar way to how channeled kills would work.
Amounts stolen are charged into the meters where possible.


Ability 2: Dispersion
Tap to switch between highlighting health, shields or armor meter. Hold to cause a nova effect based on the charged meter consuming some energy.

Health Meter: Health is dispersed to provide allies and self with a damage shield on the buff bar (similar to iron skin or frost avalanche augment shields) equal to the meter's amount, multiplied by an amount related to strength. The shield remembers it's starting health: when destroyed or after 60 seconds whichever comes first, the extra health explodes off their targets causing that damage in an area, stunning.

Shield Meter: Enemies in the dispersion area take and are procced by electric damage equal to the shields amount multiplied by strength. Allies also have their shield regeneration speed increased for 60 seconds equivalent to a percentage (1-100% at max level base) dependant on how full the meter was.

Armor Meter: Armor is purged as a sharp shrapnel explosion causing puncture damage equivalent to stored armor and a strength multiplier while also being procced. The blast has a crit chance dependant on how full the meter was. Enemies can be pinned to walls by the damage and are staggered otherwise.

 

Ability 3: Fragments
Damages the broken frame by half it's current HP to produce a specter with triple the equivalent HP damage taken (similar balance method to wuclone). The spectre has no weapons but can uses assimilate periodically, and will mirror with 33% strength any dispersions you cause while attempting to remain relatively close. (two overlapping dispersions combine their effects together for targets they overlap)

Press X on it to give it your currently equipped weapon, losing that weapon but making the spectre use that weapon. Up to 2 spectres can be made, able to hold your two other weapons.

When it dies the spectre transforms into void energy and returns back to the player frame bringing it's weapon with it.

Hold X to dispel existing spectres and return their weapons while restoring health again equal to a third of what it had left on dispel.

 

Ability 4: Archon Assembly
Single target ally ability. The broken warframe's energy tendrils blast away into a flow of void energy as the parts of the frame detach and swirl around the target ally or enemy. after a second or so the broken frame becomes a suit of armor for the allied tenno while being represented as a small star of void energy like a halo over the ally.
While in this form the frame rides along with the ally and can use all abilities from this location. The frame can also shoot weapons and melee in any direction but cannot influence the movement of the allied frame.
The two frames share health and shields but have separate energy, with armor between the two combined, and if one goes down, both go down and are split up.

If an ally is downed this can be cast on the ally to immediately revive and surround them and share your health and shields in the process to bring them back up.

If you have no allies, or if you choose, you can instead possess a summoned warframe spectre (not a fragment), this will keep your current weapons and melee, but give you full control over the spectre as a warframe, transferring mods from the broken frame to the spectre frame. The spectre will also assume the health and shields of the broken frame and while possessing it you have access to all it's normal abilities at reduced energy costs, but not it's ultimate which remains Archon Assembly so you can dispel back out. Upon being downed as the spectre the spectre will be killed and you left in the downed state.

If cast on a fragment you simply absorb into the fragment and switch places but are refunded 75 of the 100 energy cost.

The ability does not cost extra energy to maintain and energy restored from pick ups and abilities affects the two frames together providing energy from the possessed frame also to the archon broken frame, but every 10 seconds the damage taken by you+the combined frame will increase by 10% with no cap. Until you return to normal. At which time the damage reduction from the void cross talk will go away by 10% every 5 seconds.

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Passive (Reforged): This Warframe has no shield and if this Warframe was to be downed or defeated instead cast 1( A being of the void) for no cost and gain a Reforged stack until the end of the mission. Reforged Stack: Lose 10% Max Health Per Stack. At 5 Reforged stacks, of the Warframe would be downed they lose all stacks of Reforged and cannot use the passive cast of 1 to revive. 

1 (A being of the void): Enter a meditation state  during which the player switches to operator mode and deals bonus damage with their amp and void abilities and the Warframe regenerates all health. 

2 (Remember The War): Weapon and ability damage from this Warframe and allies deal bonus damage to sentients and ignore sentient damage resistance. 
 

3 (A losing battle): Deal damage to target enemy, if that enemy was a sentient gain a stack of Uncertainty. (Uncertainty: the Warframe Moses 15% max energy per stack of Uncertainty. Stacks up to 5). 
 

4 (A noble sacrifice): Deal damage to all enemies within a large radius. This attack deals 10% more damaged per stack of Reforged and Uncertainty on the warframe. If the warframe was at 5 stacks of Uncertainty and Reforged when this ability was cast. This ability instead deal 300% more damage in a large radius and the warframe becomes downed. If a warframe were to be downed by this effect they cannot activate their Reforged Passive revive. 

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