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Open Call for Warframe Ability Ideas!


[DE]Helen

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Il y a 2 heures, LascarCapable a dit :

1 - Invasive Spear. Bludgeons an enemy from a distance with one of the warframe's body parts. Stuns the target and deals damage over time that transfers as health to the user. If the enemy dies, the body part will seek a new target.

2 - Dismantle. The warframe dismantle itself and becomes a mess of body parts on the ground. You can still move around with vastly increased speed, but you also gain the ability to move on walls and ceiling. Loss of precision for enemies who target you. Attacking cancels the ability. You can use other abilities without cancelling that ability.

3 - Anomaly blast. Blasts a wave of energy with strange effects. Repulse enemies strongly while lowering their current level. 

4 - Bury. Generates an anomalous shockwave that buries enemies halfway in the ground. Using anomaly blast on buried enemies will make random items pop off the ground.

I think the passive can be a thing like that:

Body affection: When the Warframe lose/use a part of his body, he got a penality according to the missing body part;

 - Arm missing: Reload time increase and aim decrease

- Leg missing: Movement speed reduce by 2x and jump height decrease.

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Passive-enemies drop body parts that can be used to heal 

1st ability- Control enemies by placing one of the body parts on them. If one of the arms is used,two handed weapons won't be useable

2nd ability- Shoots out an energy blast in a radius of 20m. The energy halfs the enemies health while also healing the warframe.

3rd ability- Body parts can be set up as turrets around the map (let's say that both arms get the primary weapon and kill enemies in a certain area). Body parts can be regained with the help of the passive ability.

4th ability- The frame "sheds" his parts and becomes made up of only energy. He becomes invisible and gets a speed boost.  His body becomes an AI controlled ally ( sort of like Wukong's celestial twin)

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Passive: Unstable Reactor
 Energy passively builds at a rate of 5/10/15 points/sec. Damage dealt and energy build rate increase as energy reaches certain levels.

1: Pressure Charge (Energy Cost at: Low Energy - 25 , Sustained Energy - 35 , Overloaded - 50)
 At Low Energy, Pressure Charge will deal 40/80/100/160 Electricity damage to a valid target with 50% chance of applying status effects.
 At Sustained Energy, it will deal 50/90/110/170 Electricity damage and 40/80/100/160 Radiation damage to a valid target and nearby enemies, with 80% chance of status effect.
 At Overloaded, it will deal 50/90/110/170 Electricity damage, 40/80/100/160 Radiation damage and 200/250/280/350 Void damage to a valid target and nearby enemies, with 100% 
 chance of status effect.

2: Power Surge (LE - 50 , SE - 70 , O - 90)
 A 5/8/12/18 m radius around the Warframe is spiked by heavy energy radiation.
 LE - 100/150/180/210 Electricity
 SE - 110/160/190/220 Electricity, 80/140/180/240 Radiation
 O - 110/160/190/220 Electricity, 80/140/180/240 Radiation, 150/200/250/300 Void

3. Overcharge Inhibitor (LE - 4/sec , SE - 8/sec , O - 12/sec)
 The Warframe radically decreases their Void Reactor's output in favor of increasing shield strength (20% / 35% / 40%/ 60%), boosting movement (10% / 20% /30% / 45%) and reload speed (8% / 16% / 22% / 30%), and regaining health based on energy levels (LE - 100 HP/sec , SE - 150 HP/sec , O - 250 HP/sec)

4. Meltdown (All remaining energy/20 = duration)
 Meltdown deals 50/100/150/250 Heat, 50/100/150/250 Radiation, 50/100/150/250 Electricity, and 50/100/150/250 Void damage in a radius spanning 5/10/13/18 m around the Warframe.

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P: Blank Canvas - All damage dealt by this Warframe's abilities and weapons gain X% bonus Y damage per active status effect on allies and enemies within Z meters, corresponding to the status.

         Example - If an enemy nearby has a corrosive and a puncture status, then abilities also deal a small amount of corrosive and puncture damage.

1: Call to Oblivion - Enemies and allies in a nearby area have their essence copied. The essence is then released, dealing X damage in a cone with Y% status chance. The damage is based on affected enemies and allies' Warframes.

        Example - If a Volt Prime, Excalibur, and a Frost Eximus Grineer Bombard were affected, the damage would be a mix of Electric, Slash, Cold, and Blast.

2: Formless Body - Gain X flat damage reduction and Y% damage reduction. For every unique element that has been dealt to anyone within Z meters in damage, gain +A Health/second and increased damage reductions.

3: Paradox - Toggleable ability. All abilities, including Passive, will treat elements as an alternate element instead.

        Example - If Call to Oblivion were to deal Electric, Slash, Cold, and Blast damage, with Blank Canvas adding Corrosive and Puncture, it would instead deal Toxin, Impact, Heat and Corrosive damage, with an addition of Blast and Slash damage.

4: Shattered Stability - All enemies within X meters are stunned for Y seconds and are scanned for elements. For every single status proc within the ability's radius, apply the same type of status effect to another stunned enemy.

       Example - 6 enemies are stunned. There are 2 enemies with 1 Corrosive status effect each. There is 1 enemy with 3 Heat status effects. There is 1 enemy with 8 Slash status effects. 2 stunned enemies other than the originals are given 1 Corrosive status effect, and 3 enemies other than the original are given 1 Heat status effect. All 5 enemies other than the original are given 1 Slash status effect, and 3 of them are given a 2nd Slash status effect.

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1. Copy - Copying (hold) first ability of ally warframes and uses them as it's own (click). Alternatively (if no allies present) can copy an eximus special ability to use against enemies.

2. Absorbtion - Toggleable radial ability, that heals by 1% per cut body part lying around. Every heal costs energy. Parts not dissolve, but can heal only once.

3. Golem - Assembles golems from all parts in radius to fight as allies. Each golem lives 30 sec (fixed time). They weak, but numerous (1 golem per 5 parts). Up to 12 golems can exist at once.

4. Gargantua - Assembles living enemies to a giant carcass around warframe so they become it's shield and weapons (up to 8). Every attached enemy becomes a puppet: absorbs incoming damage and attacks their allies with their weapons. The carcass itself floats around warframe and due to it's size restricts bullet jumps and rolls (only bullet jumps and rolls).

Passive - Can set another's warframe ability on 1 from start. Only from aquired warframes. Also energy pool raises warframe armor up to 200% total (example: 150 with empty pool and 300 with full).

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Passive - When he get damaged his body parts drop on the ground and collecting them restores some of HP.

 

Ability 1 - Void leak

Create leak in warframe body that heals allies which walks in it.

 

Ability 2 - Broken light

Emits light under warframe body parts which blinds near enemies for few seconds.

 

Ability 3 - Living interior

All warframe parts detach from his body and start flying around him creating shield.

 

Ability 4 - Great purge

Unleash your true void power. Warframe body will catch enemies and kill their minds, making them living shield.

 

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Suggestion contains spoilers for people that have not finished The Second Dream quest yet.

Spoiler

 

The Sentient War Frame

Passive: first generation of warframes, 50% extra damage to sentients, getting hit by any sentient damage prevents operator mode for 2 sec and deals max HP damage (that can't be regenerated) to the warframe (for the rest of the mission).

It has 0 revives, If the warframe has 30% remaining of its max starting HP, the operator can get out and use the repair action on the warframe to try to repair some of the damages, if it reaches 0 HP without being repaired it breaks down, ejects the operator, and stops working until the operator does the repairs.

Using warframe abilities reduces max energy, If the warframe has 20% of its max starting energy, the operator can now use the repair action on the warframe to try to repair some of the damages, if it reaches 0% of its max starting energy without being repaired it breaks down, ejects the operator, and stops working until the operator does the repairs.

If the operator dies while the warframe has 0% maxHP remaining without doing the repairs it counts as dieing w/o any revives left and the mission failes.

 

Ability 1: Void cannon - Launches a single shot of massive void damage 

*5% max energy reduction/use

 

Ability 2: Flawed Void siphon - channeling, warframe gains void mode, void dash, void blast and Transcendence but it gets broken apart by the void energies 

2% max hp and max energy reduction/sec while channeling

 

Ability 3: Void adaptation - buff 30 sec duration, while 5 or more sentient enemies in 8 range of warframe, gain damage resistance to damage types received recently 

*20% max energy reduction/use

 

Ability 4: The last stand - channeling: makes warframe invulnerable to all damage, 50% bonus outgoing void damage, 20 energy regen/sec

*5% max hp and max energy reduction/sec

 

 

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Passive: Void Shield

Has a chance to cause confusion when attacked by melee enemies.

 

First ability: Spectral Surge

Propels the warframe forwards leaving devastation in its wake, harming enemies in its path and making them more vulnerable to damage.

 

Second ability: Void Strike

The warframe rips open a rift to the Void, harming all who dare go near the rift. Causes confusion (Void Madness)

 

Third Ability: Armor Thief (stand-in name)

The warframe sends out the tendrils of void energy on its body, stealing strength and armor from nearby enemies.

 
Last ability: Vengeance

Spectral warframe fragments rise out of the ground to attack enemies. When a fragment is destroyed, a radial explosion will occur. This will deal void damage.

(Similar to Nekros Shadows of the Dead but number of fragments summoned are increased by warframe ability strength.)

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Passive: Void Amalgam

- When hit with void damage (Operator/amp attack) gain stacking armor buff (5x) until hit 

- Upon taking damage equal to 15% of your total health (shields & health) dispel all remaining stacks in a radial burst knocking down all enemies within 10m

1st Ability: Command: Outreaching Slash / Conical Outburst

- Tap the ability to slash an enemy dealing % max health (scales wth ability power) and heals the {Frame}

- If the enemy dies absorb damage to add to next cast of the ability (can not stack)

- Hold the ability button to perform a cone shaped strike dealing 10% of your total health to every enemy in the area

2nd Ability: Command: Drain

- On cast {Frame} puts hands to ground (similar to Banshee's 4) and creats a ring around it's self (scales with ability range) entangling all enemies within draining 1% max life from enemies and either giving to themself or to allies

- On end of cast all enemies within the ring for at least 50% of the abilites duration are left stuck in place for entire ability duration

- {Frame} gains 25/55/75% Damage reduction and status imunity (Rank 3 only)

3rd Ability: Command: Entangling Grasp / Command: Enhance

- {Frame} hugs it's self (like Harrow's 4) and bursts out with void tentacles (max of 20) entangling all enemies in range

- On ability cast on entangled enemy {Frame} assimilates entangled enemies into void vein flow and increases stats based on faction (Grineer: Increased armor [Max of 2,000] Corpus: Increased attack/fire speed [Max of 50%] Infestation: Gains stacking Health bonus [Max of 500] Corrupted: Increases base damage of all weapons [Max of 50%])

- Command: Enhance effects are shared with allies within 10m (scales with range)

4th Ability: Command: Obliterate (Channeled ability)

- {Frame} wraps itself in void energy and explodes absorbing all damage taken and multiplying it by 2/3/5x (scales with Power strength)

- Any enemy that is entangled within the explosion is automatically assimilated into Command: Enhance stacks

I know having faction exclusive buffs is wierd but this is a stranged frame idea so I think it fits

 

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This frame does give off a sort of sentient vibe at first glance. But since it is using void energy to hold his parts together, I’m picturing a little bit of a void ability kit. Such as:

Passive: taking fatal damage he can use the void energy to pull his pieces back together and revive himself one time. Passive resets after every self revive. Also enemies killed by him would drop parts for him to collect.

First Ability: can use the void energy to grapple enemies and pull them toward him for closer attacks.

Second Ability: can use the void energy to drain enemies and gain buffs based on the enemy faction. Corpus increases his shields. Grineer increases his armor. Infested increases his health. Sentients take more damage while granting him Tau resistance.

Third Ability: creates void roots into the ground that can drain a little of all enemy health nearby to replenish his own and allies nearby. Different enemy faction types provide resistance buffs to certain physical damage. Recast to grant physical damage buff based on enemies that were affected. Grineer = puncture damage buff. Corpus = impact damage buff. Infested = slash damage buff. Etc. etc.

Fourth Ability: can use the parts gathered to expand himself into a larger more void energy form to pummel his enemies. Uses Fist type melee attacks. 
 

I’m not very good with names. Also this kit may be a bit OP depending on the numbers. Which is where I leave the rest to DE to balance out. I hope this helps in some way. And I apologize if any of the abilities listed are somehow identical or similar to others before me. 

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Has a lot of Health and zero Energy resulting in using health instead of energy 

 

Passive: 

Energy orbs are Converted into health and health orbs grand a temporary Armor buff 

 

First Ability: Reconfiguration (a switchable Ability)  

First Buff: He will strengthen his arms to reduce recoil and increase Melee Damage  

Second Buff: He will strengthen his legs which grands him increased sprint speed and a stronger bullet jump  

Third buff: He will strengthen his grip which grants him increased wall latch duration  

Forth Buff: He loosens his joints increasing his melee range and speed  

 

Second Ability:

He consumes all his shields increasing his Armor for X amount of seconds 

 

Third Ability:

His Arms Will detach from his body and will remotely attack enemies around him this ability has life steal  

 

Fourth Ability: Disassembly & Reassembly 

He will let an impulse out of his inner which results in him falling apart and stunning him in the process but he will not be seen by enemies in this state reaktivating this ability reassamble him

 

 

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3 hours ago, [DE]Helen said:

Community-Created-Warframe-Header-alt-blue.jpg

We’re calling upon the Warframe community to create the next Warframe! You can stay up-to-date on the design phases in the official Community-Designed Warframe thread.

Community artist, Eornheit has created the official Warframe concept art based on the Broken Warframe submitted by eaterofstorms!

We need four Abilities and a Passive to complete the community-designed Warframe. Share your ideas with us! The Warframe team will be using your ideas in-game.

Official Concept Art by Eornheit:

Broken_Warframe_Concept (1).png

The Dev Team has expounded eaterofstorms’s Broken Warframe theme. Use this description to inspire your Ability ideas!

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

How to submit:

In this thread, share a description of 1-4 Warframe Abilities and a Passive. Base your ideas on the Broken Warframe theme and Eornheit’s concept art!

You may include values with your Ability ideas, but please keep in mind that these values might be changed by the Dev Team later in the design phase.

Guidelines:

  • One submission per player. Be sure to include all of your Ability ideas in one post!
  • 1-4 Ability ideas and 1 Passive idea per player.
  • Ability ideas can’t be changed after they are submitted. You may edit your post to make small changes like fixing typos. "Reason for edit" will be reviewed.
  • If there are duplicate submissions, only the one that was first posted will be considered - we’ll be watching!
  • Ability ideas must be original. Your submission can be from a post you made elsewhere as long as it’s your own!
  • Abilities might be slightly altered by the Dev Team as needed to ensure consistency with Warframe’s overall design. 
  • Do not reserve spots in this thread.
  • Only post submissions in this thread.
  • Submissions that do not follow these guidelines will not be considered. 
  • Chosen Ability ideas become property of Digital Extremes.

We understand that we can’t avoid duplicate submissions, so please do your best to submit ideas that have yet to be presented, and we’ll do our best when sorting through to ensure there is a fair opportunity for all!

Selecting the Final Abilities:

Call for submissions will close on Thursday, April 30 at 1:00pm ET.

The Warframe Team will review all submissions to select the community-created Warframe’s Abilities! We may mix and match submissions from multiple players. Please keep in mind that we might make small changes to Abilities to ensure the community-created Warframe is consistent with Warframe’s overall design.

Rank 30:

250 shield

400 health

450 armor

20% tau resistance

 

Passive - each time you get hit or hit an enemy you get 1 token.  Every 10 tokens stacked, a field that moves with you is generated, which increases health and armor by 20% and and tau resistance by 20% at first stack (10 token per stack) (maximum 100 tokens, 40 seconds per token)

(360º degrees, 30 meters influenced by power range, takes all allies within range)

 

First ability - enters a glitched mode to be able to accumulate tokens at the cost of 75% of your energy;  each hit given to the enemies will have you stack 10 more tokens.

(Duration 15 seconds, infinite range)

 

Second ability - sacrifice 15 tokens (it does not require energy) to receive 50 energy and give 10 energy to your allies (50 meters)

(scales on power strenght and power efficiency)

 

Third skill - use 40 tokens (it does not require energy) to create an area that heals the health of all allies inside (80 per second, duration 15/20 seconds, range 50 meters scalable on range)

 

Fourth Ability - Summons sentients based on the raw numbers of tokens owned (25 tokens per sentient).  (Duration 40 seconds, cost 100 energy)

They will offer you support with different skills:

 

Uracyst - hits enemies with a sentient beam creating radiation zones around them (20 meters, 10 seconds, 20 damage per second).

(500 shield, 1500 health, 500 armor, affected by buffs)

 

Eltilyst - defends the sentient allies by staying in their midst and hitting anyone within reach with an electric wave (5 meters per sentient, duration 5 seconds, damage 1200 per electric arc * each enemy hit)

(800 shield, 600 health, 200 armor, affected by buffs)

 

Giuklyst - for each enemy afflicted by radiation (within 15 meters) the armor of the allies in range increases (50 per enemy, non-scalable)

(Infinite duration, 50 meters) (0 of shield, 800 of health, 2000 of armor, influenced only by his own Buff)

 

Efterlyst - all allies within the radius of the ability (10 meters) have 90% protection from magnetic damage and their effects are canceled, also for every 25 tokens all allies obtain 10% resistance to status.

(Range 30 meters, infinite duration, non-scalable) (600 shield, 1000 health, 400 armor, buffable)

 

Recasting the ability summons back the fallen sentients and restore their health and their skill's duration.

Holding down the skill key all remaining allied sentients are killed and 30 tokens per sentient (100 energy) are recovered.
 

I leave all the unwritten values to you to balance the warframe

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3 hours ago, [DE]Helen said:

Community-Created-Warframe-Header-alt-blue.jpg

We’re calling upon the Warframe community to create the next Warframe! You can stay up-to-date on the design phases in the official Community-Designed Warframe thread.

Community artist, Eornheit has created the official Warframe concept art based on the Broken Warframe submitted by eaterofstorms!

We need four Abilities and a Passive to complete the community-designed Warframe. Share your ideas with us! The Warframe team will be using your ideas in-game.

Official Concept Art by Eornheit:

Broken_Warframe_Concept (1).png

The Dev Team has expounded eaterofstorms’s Broken Warframe theme. Use this description to inspire your Ability ideas!

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

How to submit:

In this thread, share a description of 1-4 Warframe Abilities and a Passive. Base your ideas on the Broken Warframe theme and Eornheit’s concept art!

You may include values with your Ability ideas, but please keep in mind that these values might be changed by the Dev Team later in the design phase.

Guidelines:

  • One submission per player. Be sure to include all of your Ability ideas in one post!
  • 1-4 Ability ideas and 1 Passive idea per player.
  • Ability ideas can’t be changed after they are submitted. You may edit your post to make small changes like fixing typos. "Reason for edit" will be reviewed.
  • If there are duplicate submissions, only the one that was first posted will be considered - we’ll be watching!
  • Ability ideas must be original. Your submission can be from a post you made elsewhere as long as it’s your own!
  • Abilities might be slightly altered by the Dev Team as needed to ensure consistency with Warframe’s overall design. 
  • Do not reserve spots in this thread.
  • Only post submissions in this thread.
  • Submissions that do not follow these guidelines will not be considered. 
  • Chosen Ability ideas become property of Digital Extremes.

We understand that we can’t avoid duplicate submissions, so please do your best to submit ideas that have yet to be presented, and we’ll do our best when sorting through to ensure there is a fair opportunity for all!

Selecting the Final Abilities:

Call for submissions will close on Thursday, April 30 at 1:00pm ET.

The Warframe Team will review all submissions to select the community-created Warframe’s Abilities! We may mix and match submissions from multiple players. Please keep in mind that we might make small changes to Abilities to ensure the community-created Warframe is consistent with Warframe’s overall design.

Passive: malfunction: when the free gets damaged/proc it has % chance to explode doing impact damage to nearby enimies

Ability 1:  Shrapnel burst: Frame shoots parts of himself out in a large spread exploding on contact 


Ability 2: break down: frame places pieces of itself in a radius around it with each piece acting like a landmine


Ability 3:Scavenge: frame uses pieces of scrap metal to fix some of it's broken parts giving the frame armor and health regeneration  


Ability 4: perfect fix: the frame is restored to its former glory and gets incredible power getting stat buffs and getting an exalted weapon
 

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Whilst developing these ideas I focused on the concept that the Warframe, due to it's state, uses words like "we" and "our" when referring to itself. Also, the Warframes abilities may reflect the fact that it is made of previously capable bodies of power and draws on said powers. Meanwhile, the Void attempts to protect the fragile personalities of the Warframes that have been disturbingly resurrected in this patchwork state after their demise.

Passive: Void Binding - "The Void binds us and guards our fragile state."

- Damage taken first reduces the Warframe's energy. Damage to energy prevents status effects. Any damage taken when the Warframe has no energy reduces the Warframe's Shields and Health like normal.

Ability 1: Voided Vengeance - "The Void brings us and we bring vengeance."

-Cast to releases many vines of void energy that grasp nearby enemies and pulls in their essence, draining a percentage of their life and stunning them. Any life drained is used to replenish the Warframe's energy. If the Warframe's energy is full, the ability instead restores the Warframe's Health. Casting this ability is free whilst within a Safety Bubble. The number of  enemies that the ability affects determines a multiplicative effect that increases the amount of energy or health that gets replenished.

Ability 2: Assimilated Attributes - "We pull on our strengths like the strings that pull us together."

- Activate this ability and Toggle to increase either the total Energy, Shields or Health of the Warframe and it's allies by a percentage. Percentage increase is based on current stats, NOT base stats. Only one Assimilated Attributes buff can be active at a time.

Ability 3: Safety Bubble - "We're safer together. Stronger, together."

- Cast to produce a large bubble of void energy that is centred on the Warframe. Stepping in the bubble increases the attack speed and damage resistance of the Warframe and it's allies. Any enemies that step in the bubble are slowed and take increased damage. The damage resistance buff also applies to the Warframe's energy pool. Buffs and debuffs apply as a percentage of the targets current stats, NOT base stats. Multiple Safety Bubbles can be active at a time.

Ability 4: Disembark - "We exist together, until the boundaries of your realm, and the Void."

- Cast to project the ethereal personifications of the component Warframes as tangible beings. Behaving independently, each projection exhibits its own personality on the battlefield whilst you continue to your fight like normal:

Projection 1: Remains in place to produce a soul tearing scream, reminiscent of the pain it has endured, that stuns all enemies in range.

Projection 2: Maintains a distance from the enemy and channels its remaining power into dangerous explosive projectiles that it hurls forth whilst content with its fate.

Projection 3: Leaps into the crowds and rips and tears into the bodies on the enemy, seemingly joyful in the opportunity to express itself.

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passive: scatter parts: has a chance of dropping a "part" when taking damage or casting abilities, the parts will drop near the frame and attach to enemies that walk over it, each time the frame drops a part it gains 1% damage reduction, up to 60%

1st ability: void tether: the frame shoots a void tether that stops on the first enemy hit, causes a small explosion that knocks down enemies and leaves a part behind

2nd ability: structural instability: the frame disassembles itself lounging in the direction of a enemy,leaving a part behind and reassembling in its location and dealing % max health damage to it, if the target had a part attached to it, the frame heals a bit and can recast the ability for half of the energy in the next 3 seconds, recasting the ability increases by 10% the chance of dropping parts for 30 seconds, this effect stacks

3rd ability: magnetic parts: while on, consumes a amount of energy per second, killing a enemy that has a part attached to it causes a small explosion with 100% magnetic proc recovers the part and drops another part

4th ability: recall: the frame activates all scattered parts causing massive explosions that increase in damage & range with the amount of parts scattered and recover all the parts regenerating 1% of health per part recovered

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Thank you for reading this post, hereafter we refer to the warframe as "Broken"

 

JIGSAW (passive); Broken's body is made up of loosely held together pieces. His health is increased by X% of his base health. When damaged he begins losing pieces. As pieces fall away his tendrils gain more freedom to move about, increasing ability range, but decreasing damage. Additionally his movement speed is increased while missing pieces. Health granted by this passive cannot be regenerated except by recovering his missing pieces.

SALVAGE (1). Broken's tendrils shoot out in a sphere centered on the warframe, spearing enemies and stealing armor, health and shields from enemies hit. If broken is missing pieces, he also recovers them. 

REGROW (2); Broken burrows into the ground and moves forward a short distance, leaving behind a tangled mess of tendrils that draws enemy fire and roots those that attack it 

BURNOUT (3); Broken overclocks his shields causing them to constantly regenerate up to his maximum overshield cap. At the end of the duration his shields explode dealing damage and knockdown in a radius based on the amount of shields he has when the ability ends. If Broken has any pieces remaining from JIGSAW they are expended to increase the damage 

RESTORATION(4); Broken becomes enshrouded in void energy and restored to his full capacity. All missing pieces are restored, He gains damage reduction and all abilties function at his maximum damage and Range. He also continually regenerates the health granted by Jigsaw.

 

Thank you!

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Passive: Scrap, defeated enemies drop scrap that stack buffing impact, slashing, puncturing and piercing damage for all weapons. Scrap stack also buffs ability damage, with some abilities decreasing the stack. Ammo that is not picked up is turned into scrap. Scrap is a secondary form of energy, thinking much like a bar that fills up when you kill things and decreases when you use abilities.

Ability 1: Dismantle - Broken Warframe shatters into pieces. This ability turns the warframe into a storm of shrapnel that deals impact, slashing, and piercing in a 360 degree radius for a duration of time. During this time, you cannot move and become invulnerable, allies and enemies shooting into the storm increase its damage. Enemies are buffeted by jagged pieces of scrap, if enemies die within this chaos they have a chance to drop health, energy, and ammo. After you reactivate or the duration of the power runs out you reassemble pulling all afflicted enemies who survived in towards you and stunning them. Initial activation causes explosion damage to nearby enemies. Elemental damage changes depending on what malfunction Faulty Wiring causes. This ability costs energy.

Ability 2: Faulty Wiring - Faulty wiring changes the type of elemental damage this warframe deals with abilities and weapons. There are 4 malfunctions picked at random when activated.  Does not cost energy to activate.  If you reactivate this ability within the duration of a malfunction you will have to wait the remaining duration of the recent malfunction before activating the ability for another malfunction.

Malfunction 1: Surge - In this mode the warframe has a malfunction with its energy all attacks will deal electric damage, enemies shields will drain if they get close. When this malfunction is active your shields slowly drain. This buffs allies shields.

Malfunction 2: Overheating - This malfunction has overburdened the warframes neuro-optics and a fire breaks out. All attacks deal heat damage, enemies standing to close will become burned. This also inflicts heat damage to the warframe. This buffs allies cold resistance.

Malfunction 3: Coolant Leak- Is your refrigerator running? If not your warframe just had another malfunction. This malfunction causes your all warframes attacks deal cold damage. Enemies are slowed, when they approach you. If they get to close they will be frozen. The warframe is also slowed, becoming less resistant to impact damage. This buffs allies with heat resistance.

Malfunction 4: Meltdown - Your potato has malfunctioned becoming toxic. Your warframes reactor begins to destabilize, at first it releases toxic damage, after a short duration gas fills the surrounding area, then radiate all enemies in the area.This malfunction drains health. This gives allies a health/energy regen buff.

Ability 3: Stall - Your warframe stalls, stopping in place and becoming unable to attack for a short duration. During this unfortunate malfunction of your systems, power is redirected to you shields causing you to buff not only your shields but your resistances as well(a duration buff, the longer you are immobile the longer the duration, the buff only takes effect after your are no longer immobile.)Also puts up a wall of scrap in a cone shape that, when ran into by enemies deals damage, if enemies die they drop extra scrap. When wall is shot at by allies and enemies it becomes reinforced. The wall has no duration, it has armor for health based on the amount of scrap stacks gained from the passive. When ability 1 is used near wall it shatters it adding to the chaos buffing allies armor and puncturing enemies. This ability uses energy, as well as diminishes all scrap stacks gained via passive. Wall gains the current malfunctions damage type from ability 1. If ability 4 is activated before this ability the wall will gain a random damage type, this effect stacks with ability 2 current malfunction damage type combining any two of the 4 types(heat, cold,toxic, electric) into their respective forms (explosive, gas, radiation etc).

Ability 4: Murphy's Law - Anything that can go wrong will go wrong(Toggle). As long as this toggle is active, you cannot gain scrap stacks. Your weapons have malfunctioned! Your weapons will deal random damage and status types, all weapons gain a % status chance. These damage types combine with any active malfunctions from ability 2. Damage changes upon deactivation and reactivation of this ability. As long as this ability is toggled on it drains scrap stacks, and costs energy for the initial activation. This power deactivates when you run out of scrap stacks or if you manually deactivate it.

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only Ideas I have for 2 abilities

1 drone: sends out a flying drone to use to attack enemies from up high and can collect items and hack terminals for the warframe. cannot fly as far away from the warframe as it wants. player operated.

2 possess: warframe is able to pull itself apart and attach to an enemy and control them, having access to their abilities and stats. ability remains active until energy drains or until the host dies.

 

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Passive: "Strings of the Void" - "Broken Warframe" uses parts of fallen ally or enemies to construct himself into a whole. (The passive can show as a meter like Ember's and will have a single or multiple levels, like Nidus the "Broken Warframe" appearance will change and look more whole than broken)

Ability 1: "Deconstruction" - While this ability is active the enemies you damage will fill small parts of your "Strings of the Void" meter for the cost of your Shields and Over Shields"

Ability 2: "Construction" - Empty part of your "Strings of the Void" meter and attach close enemies to you that will reinforce your health.

Ability 3: "Voidroots Puppet" - Use part of your "Strings of the Void" meter to take over an enemy body and cover it with the roots of the void to make him an ally, when the enemy die they will refill small portion of your "Strings of the Void" meter.

Ability 4(Ultimate): "Complete Void" - Empty your "Strings of the Void" meter wholly to upgrade into a better state, if your "Strings of the Void" meter isn't full it will still empty wholly but it will shoot ally's and enemies parts everywhere and damage any enemy who stands near you.

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These abilities are centered around collecting armor while engaging in battle to become one of the remnant frames, assuming they aren't any of the existing frames.

Passive: Reconstruct
- Void tendrils will atomically break down nearby corpses for armor while making the Warframe "whole".
- Damages to health will break off a portion of collected armor.

Ability 1: Repossess
- Take the enemies weapon, whatever it may be. This disarms the enemy while temporary replacing your weapon with the enemies', utilizing your mods and affected by power strength.
- Collect armor in the process while reducing the enemies armor.
- Hold down the key to break down the current weapon for armor.

- Use it on an ally to get a copy of their weapons with higher base stats (power strength), but using your mods.
- Holding down the key will just destroy the weapon without accumulating armor.

Ability 2: Repurpose
- Toggle. Lock armor rating, while preventing passive armor pickups.
- Accumulates stress when damaged or performing parkour maneuvers. Cools down overtime or when using Repo.
- Releasing the toggle to perform an eruption around the Warframe, breaking its armor and dealing damage to enemies while the tendrils seek additional sources of armor.
- Void tendrils will grab and pull enemies towards the Warframe while stripping their armor, adding it to the Warframe itself.
- More stress = more damage and range.
- Too much stress causes armor to decay or break apart, making the void energy holding the frame together unstable.
- Hitting enemies with a melee in this state will strip their armor while dropping armor pickups, which can be picked up when Repurpose is toggled off.

Ability 3: Recollect
- Use a portion of collected armor to activate an ability from one of the remnant frames, whatever they may be.
- Hold to cycle abilities.
- Using this will lower stress.

Ability 4: Remember
Awaken the memories of one of the remnant frames, and become it for a limited time.
Abilities will change, reflecting the awakened frame.
The Warframe selected is determined by the accumulated stress "from reliving the Old War."
Armor rating determines how effective or complete they are.

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Passive - +1.0 Energy per second

Ability 1 - Essence Fusion [Single Target, Affects enemies]: The same force that unites [Broken Warframe]'s various parts, turned on their opponents.
Connects the target with their surrounding allies. Damage dealt to the Target's health (post-reductions) is also dealt to any linked units as True Damage. If the initial target dies early, they leave behind a void ghost which can be damaged in much the same way, but lasts for the remainder of the ability's duration.

Ability 2 - Void Carapace [Self-Target, Channelled]: Void Energy crystalizes to form a temporary defence.
Damage dealt to [Broken Warframe] instead depletes their Energy pool with 300% Efficiency [Does not scale w/ mods]. In addition, also grants +50% Ability strength and -50% Ability Efficiency [Values scale with Ability Strength]. Will automatically activate with 0 cast time to prevent death.

Ability 3 - Twisted Integration [Single Target, Affects Enemies or Ally Warframes]: [Broken Warframe] repairs itself, using whatever is nearby as a blueprint.
On target Enemy unit: [Broken Warframe] is healed X health. Grants the Integration buff for Y seconds: Units of the same type as the Integrated unit will treat [Broken Warframe] as an ally, sharing auras etc. I.E. Integrating a Grineer Bombard will cause any other Bombards to ignore [Broken Warframe], but any other units (Heavy Gunners, Lancers, etc) will attack [Broken Warframe] as normal.
     Ability Synergy - Cast Integrate on a unit Affected by Essence Fusion to also integrate any linked units.

On target Ally Warframe: [Broken Warframe] and the Target Warframe are both healed for X health. Grants the Coalesce Buff: Temporarily replace Twisted Integration with one of the Target Warframe's Abilities (Grants the same ability that is used for Ability Kinesis in Railjack) for Y seconds. When the buff expires, Twisted Integration is returned to the 3rd Ability slot.

Ability 4 - Void Storm [Self Target, Affects enemies and self]: Unleash the full, all-consuming force of the Void on [Broken Warframe]'s opponents.
[Broken Warframe] creates a localised Void storm, dealing 10 damage (50/50 split between True/Void damage) to each target In a large Area [Base 20m]. Damage dealt (Post-reductions) is granted to [Broken Warframe], and to allies at 50% effectiviness. If [Broken Warframe]'s energy meter is full, excess Energy is stored as a Buff. The storm cannot be deactivated by any means (Nullification, /unstuck, jumping of a map edge). When the duration ends, the storm becomes unstable. If there are enemies still in the AoE, Stored excess energy is channelled into each enemy as Void Damage. If there are no enemies in the AoE, or there is still excess Energy when all enemies are killed, the remaining excess is instead channelled into [Broken Warframe].

If this self damage is lethal, [Broken Warframe] skips the downed state, and cannot be revived.

      Ability Synergy - Void Carapace will automatically activate if too much excess energy has built up, preventing death. (Assuming no Nullification)


 

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The team at DE had been tossing this idea around for a bit now, and maybe this is the place to implement it: a Warframe whose parts you choose yourself. Along with the ability to build the look, to go along with this theme, you should also be able to heavily customize the abilities, and I think I've found a relatively simple way to do this.

First, some story. We don't know everything about the Planes of Diviri just yet, but it seems to be an area we become stranded in somehow without our Warframes. Have it be the quest where we are stranded, where build and assemble our own Warframe to survive. This gives players an attachment to their custom frames. (But hey, story’s not the important part here.)

Second, Abilities. As this Warframe is a relatively barbaric frame due to it being assembled in a harsh wilderness essentially, we base its abilities around the weapons you equip on it to fill in its abilities. For example, we have Excalibur's Exulted Blade, where we can add elemental mods to it to change the element. Or how we change the cosmetic energy colors on Chroma and that changes the element of his abilities. Now, take this concept, and use it to apply the mods put on our weapons (primary, secondary, and melee) to apply it directly to abilities.

 

Abilities

Passive: To Ashes - Absorbs the bodies of those it kills to regenerate health.

Ability 1: Free Hand - Pressing 1 causes his red arm to launch out in a fist, striking an enemy for void damage, but more importantly, teleporting you to the place where the hand landed. Does not need to be targeted at an enemy to work, can be used for general mobility. When the fist connects, it connects from above and punches them into the ground. If not too demanding, maybe when the move is used, and the hand disconnects from the frame, the frame "dies" and ragdolls over, but when the hand connects, it reconstitutes/regrows itself out of the hand. (This would be a hell of a task technically I'm sure, but just throwing it out there lol.)

Ability 2: Akimbo - Pressing 2 causes a second set of vine-like arms to sprout from the Warframe, which equips either your primary or secondary (the one you currently aren't using.) The weapons it fires only does so at 10% fire rate. However, the more kills you rack up with it, the faster you and it kill enemies, the faster it fires (up to 100% fire rate.) Kills you contribute to add 3% fire rate, kill which your new hands get contribute only 1% (So as to discourage afking.) This is a channeled ability.

Ability 3: Hand-over-Hand - Pressing 3 causes another vine hand to launch out from your person, holding your melee weapon, and basically makes it a sentient killing machine within 5m. Holding 3 turns it into a deflection ability, where the hand twirls the melee weapon at incoming fire, reflecting it back at the enemy, and also giving said enemy the status effect rolls of the given weapon for each shot reflected back at them. Pressing 'e' returns the melee weapon to your hand deactivates the ability.

Ability 4: All-Encompassing - When activated, the ability targets all enemies within range, slowing them. Each enemy within the zone is barraged with fire from your primary weapon, much like Xemnas’ big laser attack in the end of Kingdom Hearts 2. (All shots fired are not spawned at once, they are spawned separately for the sake of performance.) This another channeled ability.

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Passive Tendrils of the Void

Warframe in Agony Form passively regens energy

Warframe in Triump form passivly heals

 

Ability 1

Agonizing Triumph

Ability toggle-Warframe switches personality s

Triumph Personality- Warframe lets out a triumphant cry inspiring near by warframes and self with armor/health buff possibly at max 30 second duration(modded)

Agony Personality

Warframe lets out a haunting void tinged cry that slowly spreads and infects nearby enemies causing them to take a chunk of damage to themselves that they inflicted on said warframe

 

Ability 2

Piercing Shard(Agony Personality)

Warframe sends out chunks of own armor laced together with void energy that upon impact slowly threads into the enemy and causes them to take a set amount more damage.

Mending Shard(Triumph Personality)

Warframe sends out the soft tendrils of void energy to bestow a H.OT (heal over time) to teammate or self if no teammate is present

Ability 3

Breath of the Void (Agony Personality)

Warframe releases void energy from body into a selected area or charged and released from where warframe is standing.(affected by mods,range,etc) Enemies who step into area or are in area when ability is cast slowly start to go mad from the voids whispers and begin to kill each other. Warframe is given a damage buff against enemies affected by the voids whispers.

 

Voids Caress

(Triumph Personality)

Warframe lets out ability similar to Breath of the void in how ability is cast. However, if Teammates or Warframe is in the area, (area could move with warframe maybe or cast on teammates) Teammates take less damage from enemy projectiles or attacks while under the effect of Voids Caress when they leave the initial aoe(Set time)(possible weapon damage boost as well)

 

Ability 4

Void Soul

(Agony Form)Warframe lets out the void harnessed within sending pieces of armor from self out in a barrage of shards maiming enemies around warframe, after set time shards detonate leaving behind a DOT of void damage

Serenity Soul(Triump Form)

Warframe sends out own armor to nearby allies healing them by a set amount and making them impervious to status effects for a short time.

 

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The idea behind these abilities is that the warframe itself is a living creature created by the Void from Transference root and built it's own body(kind of like Ultron but obviously not as pretty). It doesn't have everything that normal warframes have, so it has to steal what it is missing from enemies to compensate.

Passive: Since I thought it would be cool for the frame to be alive, I think it would also make sense for it to have Umbra's passive and become a specter while not being controlled by the player.

1st Ability: Lashes an enemy or enemies with his arm/tendrils dealing damage to target(s) and "breaks" their armor. This also steals bits of the enemy's "broken" armor and applies an armor buff to the player(and maybe buffs allies too?).

2nd Ability: Creates a spire/tree made of the same roots(Transference root I'm assuming) that hold the warframe together. The tree lasts for a duration latches onto enemies restricting their movement and maybe applying a debuff of some kind. If you kill tethered enemies the tree generates energy for you. This ability can be deactivated(or detonated?) early which leaves whatever the debuff is lingering for a short period. Enemies affected by this debuff look like they have roots wrapped around their torsos   

3rd Ability: The player can use Transference to leave their body and possess any enemy affected by the debuff from their 2nd ability. You can also "Transfer" between any enemy that is affected by the 2nd ability's debuff(body hopping essentially) but the energy cost increases with each body transfer. Each body you possess has a timer as well, if it expires the enemy dies and you return to your warframe. The timer can be refreshed by Transferring into another one. While possessing an enemy you attack with root tendrils as melee weapons and have increased attack speed. Also while in this state everyone's Transference is strengthened creating a buff to all warframe abilities for all players(including yourself). 

4th Ability: Steals weapon parts from enemies within a radius disarming them. The parts are then used to create a large arm cannon that fires some form of raw void energy as an exalted weapon. The more enemies that are disarmed on the initial cast the stronger the exalted weapon is. 

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The concept of these abilities is making do with what you have, and in times of war, what you have is a lot of dead people.

 

Passive: Uses health as energy. On death, enemies sometimes drop a resource (remnants?) that heals the Broken Frame by a small amount. Nearby warframe deaths also drop a larger form of this resource that fully restores the Broken Frame's health.

 

Ability 1: Sunder

Reach out with the power of the void to tear apart enemies apart. Overwhelm enemies in front of the Broken Frame with an internal surge of repulsive void energy, dealing void+slash+magnetic damage to health and armor. Enemies killed via this ability are ripped to pieces as if they were cut apart. Corpses are also affected, being instantly torn apart. Deals more damage to enemies captured by Scrounge.

 

Ability 2: Scrounge

Void tendrils reach out from the Broken Frame in search of parts to make itself whole. Nearby enemies are captured by these tendrils and are held hovering near and slowly rotating around the Broken Frame and take void+slash+magnetic damage over time. Corpses and corpse pieces are also captured in this way. Every captured enemy and/or corpse piece adds a stacking evasion chance to the Broken Frame. Every evaded attack is redirected to a random captured enemy, if available.

 

Ability 3: Incorporate

The Broken Frame makes use of its grisly finds. Any captured corpses are consumed, healing the Broken Frame, restoring its body pieces lost through Reject, and applying a temporary, stacking ability strength and armor buff that deteriorates over time. Any captured enemies take void+slash+magnetic damage, and are consumed like a captured corpse if they are killed in the process.

 

Ability 4: Reject

The Broken Frame forcefully expels parts of its own body and any captured enemies and corpse pieces to deal void+slash+magnetic damage to enemies. Parts of the Broken Frame's body and any enemy and corpse piece captured by Scrounge are launched away from the Frame, homing towards nearby enemies, distributing themselves evenly. The Broken Frame is then left without a significant amount of its body pieces and a matching percentage of its armor, increasing in magnitude with subsequent casts.

 

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