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Open Call for Warframe Ability Ideas!


[DE]Helen

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X, Y and Z values will be used to represent damage, range and duration values respectively, as these would need thorough testing for balance, values are given for "unique" effects, however are still plausible to be modified. Unique effects will be commented if they scale with warframe attributes. Ability names may be considered placeholders.

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Passive: Defeated enemies drop armor fragments, seizing the opportunity, {Warframe} claims these fragments as its own, reinforcing its outer shell.

  • Gain 1% increased base hp and 1 armor per armor fragment seized. This caps at 1000 stacks (1000% base hp, 1000 armor)
  • All factions drop fragments (Appearance may or may not be affected by faction fragments)
    • Corpus (helmets)
    • Infested (chitinous flesh)
    • Grineer (armor)
    • Corrupted (see previous)
    • Sentients (Synthetic armor)
  • Fragments are lost when damaged
    • Fragments have a 0.1 second immunity delay before a new fragment can be lost (Up to 10 fragments can be consumed a second)
  • Fragments deteriorate when not held by {Warframe}

Void Impalement: {Warframe} impales enemies with tendrils of void energy, impaled enemies are then pulled back towards {Warframe}

  • Short cast delay (cast animation, short delay on impalement return also)
  • Deal X% hp damage within Y range (conical).
  • Strikes up to enemies 3/5/7/10 enemies (Scales with strength)
  • Pulled enemies are staggered after cast finishes
  • Cost Energy

Shattering Burst: Resonating waves of void energy temporarily shatter {Warframe}, damaging enemies before reforming. Enemies struck have fragmented armor.

  • Short cast delay (cast animation)
  • Deal X (+X1 based on fragments) damage to enemies in Y radius (360 degrees), enemies whom have their armor shattered drop an additional 3/6/9/12 armor fragments. (Scales with strength)
  • Total enemy armor is permanently reduced by 4/8/12/15%, up to a maximum of 50%  (Scales with strength)
  • Effects repeat on reform, pulling shattered warframe back together
    • Deals half X (+X1 based on fragments) again
    • Armor is reduced on incoming and outgoing for a total of 8/16/24/30%, cap remains at 50%
  • Cost Energy + 10% of collected fragments (min 25, lose all if 25 or below) in the explosion (Scales with efficiency)

Enliven: {Warframe} materializes in a target location, tightly compacting armor fragments to gain increased resistances and status immunity

  • {Warframe} materializes at a select location within Y range (casting at max range if outside of range)
  • Gain 0-15/30/40/60% damage resistance based on armor fragments (0-500 fragments), maxing at 90% damage reduction and full immunity to status effects for Z seconds  (Scales with strength)
  • Recalls armor (following from initial cast position) and draws any armor fragments from within Y range to {Warframe}, fragments which strike enemies shatter, dealing X damage to the enemy struck
  • Holding cast will cast on current location.
  • Movement speed is reduced by 30%
  • Cost energy

Absolution: {Warframe} releases it's armored shell, temporarily becoming a being of void energy

  • Channeled ability, 50 initial cast, 30 per second. (Scales with efficiency and duration)
  • {warframe} floats above the ground with 10/20/30/40% increased movement speed (Scales with strength)
  • Abilities cast 30% faster and have no energy cost (Unaffected by modifiers)
    • Shattering Burst retains this effect for 2 seconds after end of channel
  • Immune to damage and status effects while active
  • Abilities are modified.
    • Void Impalement
      • Conical range becomes radial (360 degrees, sphere)
      • Range increased by 50%
      • Strikes up to enemies 10/20/30/40 enemies (Scales with strength)
    • Shattering Burst
      • Disabled
    • Enliven
      • Blinds enemies on arrival within Y range for Z seconds, opening to finishers
      • Absolution is canceled (armor is recalled)
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Contritum, The broken One

Passive : 

  • If this warframe has no more energy, it use reserve ammo instead. 
  • Upon being inflicted damage, if the damage is at least X (Could be % or flat). A part of Contritum fall on the ground and seek the nearest enemy, it does attack him twice before it explose, this attack inflict Y viral damage. This has 50% chance to inflict status effect. This passive has a cooldown of 2 seconds and can only have 12 body part release. If no target are available within 50m the body part return to Contritum. Contritum regenerate body part every 5 seconds.

(While a body part is moving around, only the frame of the body part is visible. Feet would walk, hand would grip the ground, other part would giggle to get to the target, etc.)

Ability 1: Damage

  • Override the magazine size of the equiped weapon to X, reduce the critical chance to 0% and increase the fire rate by 10-25%. As an additional effect for the duration of this ability the weakpoint of each enemy is changed to the last body part lost (If able). 

(This effect last X seconds, can't be recast when active)
(Example, if you have a braton 45 ammo per mag, if that ability set it to 50. You instead have mag of 50.)
(Example, if your left arm fall off. You would need to shot your enemy left arm to inflict weak point extra damage)

Ability 2: Mobility/Defence

  • Increase your armor by X but decrease your speed by X%. Any allied warframe shooting at you gain this bonus for a duration of 30sec. 
  • This ability function as a passive/active. When you press on your 2, it increase it the armor by 20 and move speed by 5%. When you hold your 2 it decrease it by that amount each 0.5 seconds.

(Move speed isn't affected by mod)
(As example if you increase it to +200 armor, it would decrease your speed by 50%.)
(The fun part, if you go in negative... -200 armor, you would increase your speed by 50%)
(Rolling disable the bonus for ally)
(You can't be shoot by ally while they have the bonus active, no refresh or whateve)

Ability 3: CC

  • Create a cone in front of you for a duration of X second. (Aoe Cone like mag pull)
  • All non-boss unit inside the cone gain random body part (Exept torso and head). Enemy become paralyzed and fall on the ground as long it remain on the cone. 

(Enemy gain a immunity from it after Y seconds.)
(Can't be affected more than than once)
(This cone follow your warframe FOV)
(AoE Cone (Like Mag Pull))
(Body part from a limited pool of body part, could include fluff, snowman or megan.)

Ability 4: Damage/Accuracy/Troll
For a duration of X seconds. Bullet automatically change their course to the last body part released or the body part choosen by your ability 1.

Change the reload to all player in range to a mini game, making it easier to reload (or not).

(Mini game: Like the fishing mini game but during the reload and located in the reload area, you must press R at the exact moment to reload faster. If you fail, it simply reload at the usual speed)
(Only the bullet aimed at the target, any miss remain a miss)

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Passive: Junk Armor

Gains Armor and passive buffs dependent on the type and amount of armor Assimilated from enemies. Shows as an Armor meter.

Corpus: Increased Sheilds

Grineer: Increased Heath

Corrupted: Increased Movement Speed and receives the same effect gained from collecting 10 Reactants.

Infested: Up to 10% Melee Lifesteal and up to 30% base Status Chance increase.

Sentient: Increased Energy capacity and up to 50% Tau resistance

Ability 1: Assimilate

Latches onto an enemy with roots and rips off Armor, Damaging enemy in the process and inflicting Armor Debuff. Ripped off Armor is then attached to Warframe, giving the above effects. (Armor is shone on Warframe as a mixture of armor parts from enemies pasted on haphazardly.) The limit of the amount of armor that can be attached and the damage is effected by Ability Strength.

Ability 2: Debilitate

Damage and inflict Status Ailments to enemies dependent on the type(s) of armor you have attached.

Corpus(Magnetic Damage and related procts.)

Grineer(Gas Damage and related procts.)

Corrupted(Radiation Damage and related procts.)

Infested(Viral Damage and related procts.)

Sentient(Tau Damage and increased damage against Sentients.)

Ability 3: Animate

Deplete Armor meter to create Golems made of Assimilated Armor(will take a fraction of all Armor types Assimilated). Will gain shields and heath based on what armor was Assimilated earlier.

Ability 4: Detonate

Will completely deplete Armor meter to Explode and deal True Damage and all relevant Ailments to all enemies in range of explosion. Damage is dependent upon how full the meter was and Ailments are dependent on all Armor types applied.

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1.- Glitch: Deals damage (minor) and paralyses the enemies in a certain range for a brief period of time but thet remain in a glitched "state" (like Harrow Condemn and Nidus Virulence)

2.- exploit: for every enemy "glitched" the warframe gains a certain buff from a selective wheel, strength/ duration is dependant of enemies glitched (possible buffs: +Damage, Invulnerability, +Health regen, +armor) 

3.- Hotfix: heals every warframe in a given radius while also "glitching" nearby enemies in a smaller radius (does not paralyses the enemies)

4.- DDoS: (channeling ability) creates an aura around him that glitches enemies if they come in contact with said aura (full paralysis) while also dealing electric damage, for every enemy glitched before casting increases the damage dealt by the aura

Passive.- Optimization: reduces reload time of weapons by 10%

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1st: void siphon - creates a short-ranges AOE blast which drains enemies of shields / health. (percentage based att - scale with power)

2nd: binding rage - creates a growing meter, (similar to ember) as meter increases, uses more warframe energy. allows warframe to randomly retaliate bind attacker and cause D.O.T.

3rd: blinding disassembly - increases the rate of increase on the meter, and creates AOE blast of body parts, must cast ability again to reassemble warframe to continue fighting.

4th: void 1000 cuts - meter must be 50% or high to use - depletes void meter to zero, and slows rate of meter increase. creates a void energy cone of damage from the warframe. in an arc the warframe is currently facing. bleed damage / slash proc capable. heals party by 25 - 50% of total damage taken by enemies inside the cone of effect. (except this frame)

passive ability - void focus -  energy pickups grant 1.5% and 20 health also

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Passive: Continuity: Being damaged has a chance to drop Void Energy. Picking that up will regain health and Energy.

1. Void Branch: Releases a Void Branch to damage or trip enemies in its path.

2. Reservoir Strength: Increases ability and weapon damage while draining energy.

3. Void School: Click 3 to swap between schools each giving a different stat boost for a period of time.

4. Reservoiric Energy: Summon a mass amount of Void Branches out of his hands (i assume its a male) and whip everything in your sight.

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Passive: Fragmented - Exposed void branches offer greater flexibility which grant bonus stats (STR, DUR, EFF, RAN) - The more damage the warframe takes the lesser the bonus.

1st ability: Void Warp (PurpleBodyParts) - One handed channeled ability - Energy projected through BrkFrm's hand is supposed to move and manipulate the object and its shape but due to instability it is used to disarm and/or contort limbs of multiple targets in a wide cone - if 3rd ability is off: slightly damage and disarm targets after X seconds - if 3rd ability is on: deal a decent amount of damage, disarm immediately and stun the enemy for a few seconds.

2nd ability: Concentrated Barrage (RedBodyParts) - One handed ability - shoots a rocket from his hand/leg/back with one of three effects that cycle automatically after each successful cast 1. Imploding Blast  |  2. Electric Field  |  3. Gas Can - If 3rd ability is active: shoot rockets quicker and with slight homing capabilities at a discount to energy.

3rd ability: Overcharge (WhiteBodyParts) - Channeled ability - overcharges void circuits to temporarily increase the potency for rest of his abilities - buffs other three abilities - uses both energy and health as fuel.

4th ability: Scrap Armor - Two handed ability - Using all the abilities at his disposal BrkFrm sends out a barrage of explosive rockets which tear armor and flesh off enemies and convert it into a guard for the exposed Void branches - grants damage reduction to yourself and to nearby allies while permanently lowering enemy armor - if 3rd ability is on: larger range, more rockets (damage), stronger armor reduction as well as one free cast of Concentrated Barrage.

 

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passive: field repair. something like inaros sarcophagus, but with ressources, dropped by enemies (or from containers).

or

we already have warframes without shield and energy pool. it's time to bring a warframe without health! because he's already broken, you know 😄 so - the frame will have the largest energy pool and innate effect of quick thinking mod. if you have lost all your energy & shiled  - you die

1 - void energy breach. nothing fancy, just a very powerfull blast of the void energy. costs health instead of energy or casts a random debuff onto the warframe (if we choose the second version of the passive). since "it held together by the void energy" such breach should have deadly consequences... for the warframe himself, primarily...

2 - hotfix. if you are nearly dead after using the first ability) removes all debuffs and status effects, restores some shields. an idea for the ability's augment: it should affect your (nearby) allies too.

3 - overlocking: it's all up to you, which setup you prefer - a lot of armor, but poor damage output or a ton of damage, but a squishy frame. i think, there should be a wheel with 3 or even 4 options. there are parts of at least 3 different frames at the concept, so lorewise it should be about which of the parts get more energy. i see the white "tank" frame parts, red... damager one's, maybe and the femenine-loking greyish parts. so visually it should look like an energy effect on the corresponding part of the frame. what about the effects... maybe,  "white" option is for +armor - spead&damage, the "red" one's for + damage - shield and the  "grey" variant is for + spead&energy efficiency - armor&shiled. the first ability could be affected by the buff - the "white" version could stripe armor of targets, the "red" ability could get chain effect and the "grey" one could get stun effect (or other control additional effect). oh, how can i forget about it - the 4 option of the wheel - turn off the overlocking) it could have a black icon, for example.

4 - transference signal lost! warframe is gone mad (got a large damage buff) and kills everything around him. operators's thrown out of the warframe. if operator dies or the energy pool is empty, the ability will be terminated. basically, it's the initial idea of lua lenses. if we want a little bit more control - the warframe should prioritize the targets with the void status effect on them, so we could "mark" the targets with our amp.

so the basic ability rotation of the frame should be like this: buff yourself with 3, spam 1 till got too many debuffs, cast 2 for removing them. if you see a boss or just a strong enemy, mark him with 1 and go to the ultimate for its damage buff. time to time choose another mod with 3.

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Passive: Unstable Circutry = Minor damage increase as health gets lower

 

First: Field Repairs = strip an enemy for spare parts, regain health

 

Second: Overload = supercharge systems, take damage for increased speed [rate of fire and movement(shield then health)]

Augment: Short Circuit = start sparking, stunning enemies in a small radius

 

Third: Void Siphon = Siphon off void energy binding the broken frame, pay health to regain shield

 

Four: Void Form = Leave behind the broken pieces of your frame, becoming a ghost of void energy and possessing a nearby enemy. Reconstruct at your former location when ability ends, enemies don't notice the broken pieces of the frame.

Augment: Sentry = the warframe remains active and attacks enemies but doesn't move, uses primary

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First Ability:  chimeras blood

- warframe alternates between 3 auras (like euqinox form change or titania tribute)

-cold blooded: warframe focuses void energy into the white parts of ita body and releases an aura that slows enemies in an area

-warm blooded: warframe focuses void energy into the red parts of ita body releasing a health regen aura

-Old blood: warframe focuses void energy into the blue parts of its body and refills energy (or shields you choose) in an aura around it

 

Struggling to come up with other abilities so the first ability it all i got for you

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Passive: Broken armor, your armor is directly tied to a meter, each time you take damage to your health, the meter increases, up to a max of 75% damage reduction

Ability 1 ‘brutal expulsion’: you expel parts of your shattered body in a 5m explosion around you that deals a base damage of 125 slash, and a 50% chance to proc slash, this will use up 5% of your armor meter, and 10 energy
 

Ability 2 ‘endure’: you cause your body to collapse, and you take damage equal to 25% of your max health, and directly to your health, this also builds the broken armor meter twice as fast, this will use up 50 energy

 

Ability 3 ‘spinal ripple’: you rip the spinal cord of your body out and lash it underground creating a cone of bone spikes in front of you, reaching out to 15m, this deals an initial 200 piercing, then they are impaled for 5 seconds, and take 25 slashing each second

 

Ability 4 ‘gaunt’: you forgo any warning and shed any built up armor and convert it to raw power, when you do this, your sprint speed multiplied by 2.5, you get a 50% extra global damage, -25% recoil, +50% fire rate, and you regenerate 20% of your health, this lasts for 15 seconds, allies gain benefits of this buff in a 15m radius, but only gain half the benefits, this will consume All of your built up broken armor, but requires you to have the broken armor meter at a minimum of 50% full

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Hmm, I dont have 4 ability ideas, but I'm definitely liking some that I've read so far!!

My idea for his passive could be "shock" related (Bc his wires are exposed) And it has a chance to shock / stun enemies within 10m. If stnding in water, it can extend the radius of shock and increase damage.

1st Ability Idea -- Throws one of his limbs out to strike an enemy, its still attched via cable, so maybe there can be a sub/ hold ability where he swings his limb thru a crowd and causes enemies to become knocked down. Maybe give a chance for enemies to become "lifted"?

2nd Ability Idea -- Reassembles himself into a "human" sheild. He can cast other abilities while in this form. Maybe allies get sheild recharge buffs, possibly gain over-sheilds that last infinite time / until damaged... He could gain a "rage" like buff where all damage done to him while in this form turns to a % of energy?

Those are all my ideas lol, thanks for reading ^3^

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Passive: System Update- gains 25% resistance to last damage type 

1: Sort circuit- Release a wave of magnetic or electric damage to near by enemies. Drain 25 energy. 5 meters unranked, 15 meters at rank 30. Does 15 damage unranked, 75 damage at rank 30. Effected by range, power strength 

2: Scraped- warframe  disassembles it self into 5 parts, 4 of the parts will go around and attack enemies while player controls the last part. If the part that the play controls is destroyed the player goes to the next part until all are destroyed, upon destruction of last part the war frame will reassemble or use ability again to reassemble. Drain 50 at rank 3, 15 at rank 30. Effected by efficiency and power strength.

3: Repairs- Warframe sacrifices energy for health or health for energy. Tap ability button to switch, hold ability button to activate. Sacrifices 5 energy/health pers second for 5 energy/health at rank 5, 10 energy/health per second at rank 30.

4: Salvage- Warframe will salvage an ability from target enemy or another player. Example if a player Rhino is targeted warframe will randomly gain one of Rhinos abilities, if an enemy like a Nullifier is targeted warframe will produce a nullifiers bubble that effects enemies. Unranked last 10 seconds. At rank 30 lasts 30 seconds. Drain 100 at rank 10, drain 50 at rank 30. Effected by duration, efficiency, range and power strength.

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Passive: Shattered body- Each time he uses just one ability, it becomes more and more unstable (This can have effects like increasing or decreasing ability strength, range, etc or even killing him) eventually, the ability will stop working, but using another will fix the broken one.

Ability 1: void corruption- Creates a clone out of an enemy like Wukongs 1.

Ability 2: Void blessing- (Frame name) casts a buff that can heal, provide energy, or enhance crits.

Ability 3: Singularity: (Frame name) casts a black hole that sucks in enemy’s and strips their armor. The black hole then explodes dealing fire damage and creates a sphere like Limbos cataclysm/Frosts snow globe.

Ability 4: Void form- Freeing himself from his shell, he gains a void form. Able to fly, phase through walls, and use a beam weapon that homes in on enemy’s that behaves like a Nukor on steroids. Abilities are weakened but are not effected by his passive.

 

I wanted for this frame to be a mix up of support, tank, and crowd control to help fit into his theme better. Good luck everyone, hopefully this frame doesn’t have people begging or it to be reworked day one of release.

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Passive: Stack 50 light balls to boost your armor or stack dark balls to gain damage buff.

Ability 1: (Ray of light) Allows warframe to use Ray of light to burn the enemies and heal both and warframe and allies.

Ability 2: (Midnight Wraith) Allows the warframe to grow shadow arms that strip the enemies armor.

Ability 3: (Dark Vortex) Sucks enemies into the Vortex that increases damage per second per enemy.

Ability 4:  (Shadow Summon) Summons shadow allies to fight along side you (Max 3 Shadows)

 

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Let's go back to the source on this one : Eaterofstorms' original concept was not only a broken warframe, but "the epitome of bugs that became features".
So let's run with that, using Warframe's own history of bugs-that-became-features as inspiration.
Most of these are useless in a new warframe because they're already features in the game, but there's a few that stand out for a laugh while still potentially useful

So, celebrating the long and crazy road behind us, in no particular order : 

- Oversized Sword. Does what it sounds like. Either summons an oversized sword (like the infamous Zenistar bug) OR supersizes your melee weapon for deadly (and comical) effect.

- Copter. Basically grants you limited flight, either through adding a fast-chaining Slashdash-style ability or by allowing your melee attacks to refill your double-jump gauge. Probably the latter since we already have Zephyr.

- Invert. Think the fast Nova (or as I like to call her, Gova) bug but on a massive scale - reverses the effects of bonuses and penalties on Warframe abilities, either on a specific warframe or on the whole squad (I'll let DE figure that one out). Suddenly corrupted mods aren't quite the drawback they used to be. Watch your squadmates intentionally make terrible builds in the hopes of getting supercharged! 

- Propulsion: Like a Sonicor on steroids or various well-known ability combinations, send enemies flying like a Skyrim giant. Would probably be more fun as an ultimate, rather than a single target ability. For extra fun, enemies yeeted out of the level could leave Team Rocket-style stars on the skybox.

PASSIVE: Every time you run through a door, fall through the floor and out of the level (maybe some bugs are best left behind us)
Like the Dragon Keys, the broken warframe can equip multiples of something usually restricted. Prooooobably not mods. But please let it be mods.

EDIT : (that Zenistar image is NOT mine, I just found it on google)
 

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Passive: Moving over severed body parts (i.e. arm severed by slash damage) or bodies in general will restore health

Ability 3/4: attracts and absorbs nearby dead bodies. Temporarily increases shields for corpus bodies absorbed, health for infested, armor for grineer (low cap), and provides effects similar to that of warding halo when absorbing sentients. 

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Passive: Unused Ammo on the floor can be picked up as “scraps” as this counter goes up it increases Armor and Damage for abilities. Scrap counter will drain .5s

rifle ammo—20

shotgun ammo—20

pistol ammo—5

Sniper/bow ammo—10

Heavy ammo—30

Energy orbs—50

health orbs—50

finisher kills—100


1—Broken waves: Send out waves of broken pieces nocking enemy’s down. Damage is increased by amount of scraps are held

2—Growing Cracks: Upon activation make enemy’s become stunned for a certain amount of time. Enemy’s near stunned enemy’s also become stunned

3—Disassembly:(energy drain) Break yourself more and crawl around with a speed boost. Toutching allies gives them a attack boost. Toutching enemy’s causes slash damage. You become undetected while this ability is active opening enemy’s up to finishers. Coming back together drains a small amount of scraps

4—Scrap Shredder: Draining scraps while charging a shot directed in one direction dealing slash and impact damage.             1 scrap=10 damage

(Charged attack but still drains energy to cast the charge longer charge more energy lost)

 

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Have to say, I like the Sentient-like look to it - It looks like someone tried to forcefully fuse Warframe with Sentient Tech and with trees from Lua. That gives few ideas for abilities...

1st Ability: Grab

  • Extend the energy tendril from roots from Warframes arm (like Infested Ancients or Grineer Slashers) to Grab enemy and pull them to you and does damage while triggering a health regeneration.
  • Health Regeneration increases based on Warframe Power and Duration.

2nd Ability: Leech

  • Summon Energy Roots around the enemy target which do damage to them on activation and drain health from them over time for sometime until they run out of time or target dies.
  • Gets better with Continuity and Power mods..

3rd Ability: Void Bolts

  • Move the Aerolysts use; Take a moment to charge up energy before releasing 4-7 (depends on Warframe Power) blasts which seek into closest enemy front of you, and after few meters or once they come in contact with enemy, explode for some Tau or Radiation Damage.
  • Gets better with Range and Power mods.

4th Ability: Unstable

  • Warframe separates itself into 3 Spectres (Astral copies with one or two part from the actual Warframe) and copy weapon you had equipped on activation. After this two copies will act like Specters for set period of time before vanishing and returning Warframe back the way it was.
  • All 3 bodies will do 50 % less damage than the Warframe when it was whole, and have less 50% Less HP.
  • If Spectres die, ability ends on its own and returns Warframe back into one entity with Half of the Health.
  • Ability cannot be cancelled once used; Instead, player can switch between 3 parts when ability is used again during its duration.
  • When dying, Spectre releases weak AoE burst which grounds enemy for a moment or pushes them back.
  • Gets better with Duration, Power and Range mods.

Passive: Adaptation

  • After taking a type of damage gain 20% resistance towards the damage type for 20 seconds.

 

I hope Signature Weapon it gets is a secondary weapon.

 

 

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With the broken theme, I think it should revolve around the idea of fixing itself over time. It would be a large jamble of warframe parts. It has forgotten its past, and through battle, it begins to remember, imbuing it with rage and power as it remembers those who have wronged it. 

The passive is called "A Shattered Past." Killing enemies, casting abilities, completing objectives, etc will each gradually rebuild the warframe's memory. As you begin to remember your past, you are slowly fueled by rage, increasing ability stats and your movement speed. This could also enhance defence, depending on what you want :). Once the meter is full, the warframe radiates with energy,  providing a window of time where all of your abilities gain increased power and effects, as long as you can keep the meter maxed. However, as to not let this go on forever, the warframe's memory is spontaneously wiped after a set amount of time with the bar maxed. It can be refilled as many times as you wish. 

The first ability is called "mnemonic entanglement." I chose to call it mnumonic because mnemonic devices are used to help remember things. Using this ability will cast out a large tentacle-like appendage that grasps a targeted enemy. Using the ability again will entangle the enemy in place, preventing them from moving and slowing nearby enemies. However, if you do not recast the ability, looking around the room will thrash the enemy with the direction you are looking, smashing into enemies and knocking them down. At full memory, mnemonic entanglement grabs multiple enemies at once and applies a small amount of radiation damage. Casting this ability restores a resonable amount of memory.

The second ability is called "Deja Vu." Casting this ability grasps at the warframe's past memories, bringing back forgotten war strategies and enemy weaknesses. Scaling on ability range, the area around you glows with glyphs and sigils that spell out your past tactics in a forgotten language. In this field, enemies are more susceptible to damage. Finishers are significantly easier to preform, and your movements become unpredictable to the enemy, making it less likely for them to hit you. At full memory, you gain increased ability range, and the effects of evasion are provided to your teammates. Casting this ability restores a reasonable amount of memory.

The third ability is called "Fissure." The warframe crouches down with energy waves ahd tentacles entering the ground, shaking the air around you with power. Then, a totem composed of broken warframe parts protrudes from the ground. Different totems can be summoned to create different effects. Tapping the ability will cycle through four different totem types: Vitality (heals people near the totem over time and leeches life from nearby enemies), Stronghold (provides armor and increased shield regeneration for those near the totem), Sonar (reveals enemies through walls and slows them), and Shadow (makes those near the totem almost invisible and increases movement speed). Normally, only two totems can be up at a time, but at full memory, all four can be up. Casting provides a small amount of memory.

Finally, the fourth ability is called "Radial Discharge." The warframe unlocks memories it never knew it had, and it looks forward through time to learn of future memories, empowering you. Casting this ability creates a radial discharge of energy and light, blinding nearby enemies and causing them to drop their weapons. The light is so powerful that it applies a noticeable amount of radiation to all affected enemies. Also upon the fast, tentacles shoot out, grasping up to five enemies in close proximity and providing a boost to all stats, scaling on how many enemies are grabbed. The grabbed enemies cannot move or attack, and they float around the warframe as it moves. Activating the ability again hurdles one of the grasped enemies to a target location, producing a smaller and less effective version of the radial discharge. However, this smaller one creates an explosion that deals significant damage. Over time, if you do not throw them, the number of enemies that are grasped fades away, so you must choose to save them for the stat boosts, or throw them for damage. This ability does not generate much memory; however, its effects (both stat boosts and damage) are increased if activated with full memory. Also, at full memory with this ability activated, you create a mind bond with your allies, providing them with a smaller amount of your stat boosts. The amount scales with strength. Though, your allies must be somewhat close to you to make the bond.

And that's my off-the-top-of-the-head ability ideas! Much love <3 

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4th ability: Shogun(15 energy per second no mods attached) - The Warframe embeds itself in tenno energy in the style of a “Perfect Warframe” it will be a melee and range style ability. The melee would be a great uchigatana (waste no energy when used) that takes the essence of the enemy it kills and convert it to health which can be dispersed to other frames in the squad. The range will be an enchanced Daikyu(each shot waste 10 energy) that turn the enemy into energy that allies can pick up. 
 

3rd ability: Field of Heaven(cost 40 energy and last 30 seconds) the ability is a field that recovers health, energy of allies and boost self damage by 200%(100% for allies thats in the field) the more allies in the field the higher the % of your damage boost will be(adds 300% is maxed depending on squad size)

 

 

2nd ability: Amaterasu( uses 20energy) The warframe have the ability to cast an area (10 meters  Diameter to start) in an enteral fire. Aiming the ability off the enemy it will only burn for 30 seconds. if set on enemy it wont disperse until the enemy is dead.  
 

 

1stAbility: Raijin(cost 10 energy each use) the ability to summon a thunderbolt from the sky attacking enemies near  the enemy you struck for 2000, the damage is divided into the other enemies if casted as a group attack.

 

 

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Passive: when shields run out, warframe releases a blast of void energy (due to the damage being done to the void energy holding it together)

Ability 1: Takes one of its body parts, charged with void energy, and flings it into oncoming enemies, dealing physical damage (slash or puncture or something) to enemy hit and void damage to enemies within a certain radius. Leveling the ability would increase radius of blast and damage done.

Ability 2: summons a spectre of one of the warframes it was pieced together from. The spectre could either be a random selection or toggled like vaubans traps. The warframe has abilities that it can use and will last for a certain amount of time before disappearing with a blast of void energy.

Ability 3: harvest soul - sacrifices an enemies soul to the void, using the resulting void energy to strengthen its armor and shields, perhaps creating a secondary shield like iron skin

Ability 4: annihilation - warframe explodes its pieces in all directions, each piece dealing damage to all enemies they pass through (pieces have very high punch through) the void energy (no longer being used to contain the warframes body parts) is used to create a large blast which deals a very high amount of damage to all enemies. After a second or two, the pieces shoot back together, reforming the warframe, and once again dealing damage to all enemies they pass through. Extra void energy stored by ability 3 strengthens the blast.

If yall like these ideas at all please tell me!

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So, recently DE has been playing with new gauges and such management in the game. Gauss, Ember rework, proc stacks. 

Let's use what we already have and apply it to this Warframe

Passive: Scavenger. This warframe uses whatever is at hand, not only does it have an inbuilt ammo mutation, but it can convert ammo that it has already picked up. Ammo pick ups also generate a slight bit of health

Ability 1: Scarcity: You know how to pull things together. Hold to drain ammo from your current weapon and release to spawn a temporary sentinal with slight vs cum and enemy radar capabilities. Stats are determined from the amount of ammo drained. Fully drain your ammo to equip the sentinal with your weapon. The sentinal can take damage from enemies but it can heal by picking up ammo. However it looses max health as it attacks. Hold again to destroy the sentinal and recall all ammo and weapon. 

Ability 2: Sacrifical: You know how to take yourself apart too. A multi-option ability, pick a body-part,or part of your aboraform, and detatch it from you. Removal lowers max health until the body part is reclaimed. Each part does something different.

Aboraform: Throw it down or throw it to an ally. On the ground it takes root and spreads slowly per casting speed with a maximum diameter dictated by range. It heals all allies on the root system and will spawn an occasional energy orb flower that cannot be shared. Flowering speed increases with root coverage. Can take damage. 

Throwing at an ally or self grants them energy regeneration. Throwing it at an enemy consumes them faster than root spread, upon consumption it returns to the player or last ally it was cast upon with energy. 

Left Arm: Cast at the ground it falls apart and becomes a tangled is a land mine waiting to strangle enemies, CCing them and causing damage. Cast at an ally or self it lashes out at enemies that get too close, dealing damage and causing them to falter. Negates all hooking attempts by the enemy. 

Right Arm: Cast on an ally or yourself it takes the target's last used weapon and starts to use it. Does not stop target from cycling weapons, it merely hands then back and uses a new one. Cast on the ground it takes your current in hand weapon and becomes a turret. 

Ability 3: Sanctify: You are not unclean. Send out a pulse that heals and removes all debuffs on yourself and all allies in range. Grant health regen, energy regen, and temporary status immunity. Heals temporary sentinals. 

Ability 4: Scourge: Remember what you were. While you are more than just the sum of your parts you are still made of them. Break yourself down and move as a pack, missing pieces made up for with void energy and attack as you truly are, as one. 

 

EDIT: If it's not obvious I intended for the second ability to also use ammo pickups in some form--a gun shooting for free is odd.

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Love the concept art by Eornheit. Look forward to having this one day.
Apologies if these have all been covered already but I deliberately didn't ready any other submissions after reading the rules. Will do so after clicking submit and probably regret my entry.

Here's my submission.

1 – Unfurl – The void energy holding the parts together becomes loose. At the expense of mobility reach is greatly increased while active. As limbs stretch wildly swinging towards foes.

2 – Ragdoll – Void energy vanishes and Warframe parts crumple to the floor. All Enemy agro is lost. A void form is present but invisible to enemy hovering above frame parts till another ability is cast or Ragdoll is cast again returning frame to life. (Reforming creates a larger void pool from the passive ability potentially linked to how long the void form was held for)

3 – Seize/Donate – The “Mask” portion of the frame is attached to target enemy or ally. On an enemy it will drain energy till they die or the ability stops. On an ally it will donate your energy to it until ability is stopped or energy runs out. (potentially makes head portion vulnerable. Visually mask is upside down on enemies, placed correctly on allies)

4 – Void possession – Void form leaps to target enemy and takes them over. Enemy abilities and weapons used increased strength by Warframe strength etc. If used after ragdoll all other enemies remain unaware their ally is possessed till they attack.

Passive – Seeping void – Weaving the void to hold together a makeshift war machine is no easy feat.
When abilities are cast the void seeps out creating small pools of void energy that can damage foes.

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