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

Open Call for Warframe Ability Ideas!


[DE]Helen

Recommended Posts

Operators choice frame: A frame specifically that can do the same as an operator but enhances the operator after every transference kinda like stacks but in a different way and the same in vice versa. Imagine an unlimited stack on stack frame to operator operator to frame. Maby a special ability called void unleashed.

Link to comment
Share on other sites

This concept is that the warframe is actually a manifestation of a monster that lurks in the void.

This warframe wouldn't have energy, but rather use its decaying body to supplement its powers. 

Passive: Try and Try and Die again

Enemies that die nearby have their organs harvested to heal the warframe when the bodies contact the warframe.

Upon going down, the warframe breaks into multiple pieces, these pieces can be controlled to target an enemy. If the enemy dies while a part is attached to it, the warframe will rip itself out from the enemy, reviving itself. This can only be used 3 times per mission

 The idea that the warframe wasn't broken once but has died many times and almost is obsessed with finding a way to make it whole. Helps with health drain on 2nd, 3rd and 4th ability.

1st Ability: 

A tendril extends from the warframe at the target. The tendril pierces all targets it hits, targeting the enemies organs with a pulse of void energy. This procs a slash proc and stuns the first enemy hit. After a delay, tendrils erupt from the target damaging nearby enemies. If the original target was killed during the bleed or by the first attack, more tendrils erupt and pull in all enemies. Tendril damage scales with enemy level.

Harvests organs from enemies at range and heals for 50% more.

The void tendrils that hold it together also are used to find new suitable parts to harvest. Helps with health costs.

2nd Ability: Hallowed Thrift Shop

Creates and aura round the warframe that causes all bodies around it to erupt. The warframe will pick up these 'spare parts' and use them to provide buffs.

Collecting arms increases attack and reload speed, and increases range of 1st ability.

Collecting legs increases movement speed, and jump height slightly.

Collecting torsos increases armour and 3rd ability area of effect

Collecting heads increases shields. 

Each spare part 'rots off' after a certain amount of time.

The idea that the warframe not only rebuilds itself from warframes parts but also other enemies.

3rd Ability: Volitile Explusion

The warframe breaks itself apart, throwing 'blood' in a large area around it. Enemies hit are feared and run away. Allies who hit these enemies heal for a portion of the damage they deal up to a cap of 3% of their max health.

Enemies covered in blood that are hit by the 1st ability are pulled towards the warframe and deals extra damage on the eruption. 

The idea that the warframe has collected parts that it has no need for and as such throws them away, helps with health costs and gives better surviviability to allies and against later enemies.

4th ability: Horror of the Void

Sends forth a mulching blast of twisting void energy, enemies are blinded by the blast and those hit are thrown away by it.  When the blast collides with an object it summons all dead bodies that were uncollected by the warframe and creates a monstrousity that the warframe becomes. The create is 'melee'  as it uses bites to deal damage. its health at a slowly increasing rate. Primary fire is replaced with a lunging bite that has 30% to proc bleed. Secondary fire causes the monster to burrow under ground, this slows the decay and can be used to knock up enemies upon resurface. 3rd ability becomes an acidic spray which along with its normal effects, reduces enemy armour and accuracy.

The creature created gains power from all collected and non collected body parts nearby, gaining increased health and size from torsos,  heads grant the monster a decaying shield that prevents early decay, legs grant the monster more speed while sprinting and arms grant more range and damage on its bite and allow the monster to dig faster. 

Upon the monster either decaying, dying or being recast, it melts away into the floor leaving a trail where it was that slows enemies and has a chance to cause radiation. 

The warframe isn't just a warframe, it is a horrific monster from the void itself that just hides itself inside a warframe until it has enough resources to rebuild what was lost to it.

Link to comment
Share on other sites

Passive: Consuming Growth, The Growth on The Broken Warframe is alive and now an extension of the warframe, it can seed it's self on enemies ripping their armor apart for it's host, this causes a loss in Armor to the warframe more it spreads the Growth but also letting the warfame become more agile, increasing it's movement speed until the growth is recalled 

Ability 4: Overgrowth, The Broken Warfame Casts out The Growth in all directions causing all enemies to have the growth violently tear away at their armor causing moderate damage to enemies and leaving them vunerable as it strips their armor away (This would cast where The Broken Warframe is temporarily imobile while casting the ability, losing a ton of armor temporarily for a huge return)

Ability 3: Restorative Sapling, The Warframe casts a chunk of the growth down which grows into a small tree giving Nearby allies Health Regeneration and temporary Armor (AoE Heal Area and Armor buff to allies but The Broken Frame loses armor and can't gain the armor buff ) 

Ability 2: Growth Recall, The Warfame calls the Growth back to it's body and gaining armor based on how many enemies were aflicted by Growth, (any enemies killed  with Growth aflicted on them causes the growth to automatically come back)

Ability 1: Tendril Lash, The Warframe uses The Growth to extend it's arms in a sweeping attack infront of itself, leaving Enemies hit with growth on them (It would be a large cone directly infront of The Warfame,)

 

Notes: Restorative sapling would give allies a growth on them healing them and acting as the temporary armor,  The Growths damage in my mind is puncture based, a visual effect could be shown where the growth shrinks the more it spreads.

Link to comment
Share on other sites

Passive- Taking damage to health has a chance to apply electric, poison, slash or puncture proc

Abilities 1-3 use health rather than energy

1 Shrapnel- fling pieces of self at enemies at the cost of health, can charge for greater aoe and health drain (ability strength based) 

2 Modify- swap between greater armor at the cost of speed, greater critical chance at the cost of status chance, greater speed at the cost of armor or greater status chance at the cost critical chance (power strength based) 

3 System Surge- grant nearby allies greater melee speed/fire rate and status chance at the cost of health (duration based, drains health over abilities duration) 

4 Self repair- become immobile and recover health and remove buffs/debuffs, hold for quicker recovery with greater energy drain

Link to comment
Share on other sites

Idea 1, passive: Recover .5% health and 0.5 shields per status proc.  Idea 2. An ability that lifts a targets and applies a random status in an aoe (So like trinity's Energy Vampire  but a random status effects each pulse) . Idea 3.  A teleport blink style ability that applies status procs. Idea 4. Slam lifted targets causing them to take damage based on the number of different status effects on them. Idea 5. An Aura ability that lifts enemys and gives damage reduction per enemy lifted.

Link to comment
Share on other sites

2 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.

Ability 1. Siphon - Warframe uses one of its arms to punch into the chest cavity of enemies to steal the electrical energy from enemies. Organic targets replenish Health and Synthetic targets replenish Shields.

Ability 2. Ocularus - Warframe deploys stationary device that reveals enemies on Map and marks High Threats like Eximus Units.

Ability 3. Nano Spike - Warframe sacrafices Health and Armor to deploy a stationary spike that the Warframe can use to bolster Damage and Shields per impaled enemy. This ability can stack 3 targets but only 1 Nano Spike can be placed at a time or until hostile forces destroys the Nano Spike.

Ability 4. Hybrid - Impaled enemies on the Nano Spike can be fused and reconstructed into a large machanical creature to decimate nearby threats with a cannon on one arm and a blade like weapon on the other. When the Hybrid drops below 50% Health the limbs will detach and become a seperate unit to ensure balle efficiency at all cost. This will continue until the Torso remains. At that point the Hybrid will slowly desolve, giving back a portion of Health to Allies and a Nano Spike if damaged.

Passive - Bleedout creates deadly radiation around the Warframe and spreads out the longer the Warframe is down.

Link to comment
Share on other sites

PASSIVE
Broken warframe has a 25% chance to collect bits of dead enemies and add it to his body as armor.
 

1st ability
Broken has 3 seperate forms he can change to according to his will.
1) Armor body
-bits of Broken realign to form an armoured shell at the cost of speed

2) Mobility
-realigning again, Broken gains boosted speed at the cost of reduced armour and shield capacity

3) Balanced
-normal stats of Broken

 

2nd ability
Puppeteer. Broken sheds of all of his collected warframe parts and leaches onto a targeted enemy in a tendril-like form, controlling the enemy's movement and attacks.

 

3rd ability
Tendrils supporting Broken's body will attack, sweeping and impaling enemies with a 100% chance for an elemental damage.
(Each elemental type has 25% chance)

4th ability
Broken sacrifices all of his stolen armor from his passive for bonus damage and explodes in all directions, falling apart and impaling enemies before collecting himself back up.
Each piece of Broken returned has a chance to bring back a percentage of stolen armor.
 

Link to comment
Share on other sites

The Warframe has parts of other frames so why not give it altered abilitys

Passive- On ability Cast Warframe Will Receive Buff/Debuff (does not stack)

1- Right hand of Energy -cast-
Warframe will cast a bolt of energy at target Dealing Low Electric damage
The bolt will seek out up to 2/3/4/5 new targets with diminishing damage
Enemy hit with Bolt will either float, be knocked down, fall asleep, or lose all armor and shields
When heart rift is active Damage is changed to Void

2- Left Hand of Contagion -Cast-
Warfame will cast 3 viral Spores on a single enemy which will inflict the viral status and absorbed status continuously
Shooting inflicted enemy will cause the spores to absorb 5% of the inflicted damage
Shooting spore will explode it and spread.
killing enemy will cause the spore to spread at half range
spores spread will keep Absorbed damage
DOES NOT DEAL DAMAGE ON CAST OR WITH STATUS PROCS
all spores have separate duration
Duration time is low
When Heart Rift is active spores regenerate on enemy

3- Tendrils of Life -Channeled-
Warframe will grapple a single enemy pulling them towards them and will be held in place
When a enemy is tethered the warframe will regen their health at fast pace
when at full health warframe will regen shield at same speed, but does not ignore shield recharge delay
Tethered enemy will take x% true damage every second
if tethered enemy dies to Tendrils the warframe absorbs them and gains a armor buff
Tethered enemy is immune to outside damage sources
Warframe is susceptible to damage and will have increased agro
Ability will have no cost when Heart rift is active

4- Heart Rift -Channeled-
Warframe will open a rift to the void within himself
While active all other ability will be enhanced
Warframe will gain a static 50% damage reduction 
all weapons will gain x% of void damage

Link to comment
Share on other sites

Passive: Broken

The warframe release ''broken residues'' from time to time. If an ally picks them up they gain a small weapons buff, increasing their damage and multishot by 20% for 12 seconds longs. If the Broken Frame picks them up, he also regains some health

Ability 1: Unarmed

The frame shoots of its arm/hand, hitting the closed enemy. Upon impact the blow is hard and powerfull enough to also damage any enemy behind the first struck enemy, dealing 50% of the damage. Any dual wielded gun/pistol has damage reduced by 50% (you only have 1 hand after all)

Ability 2: Thine own flesh

The warframe restructures himself, gaining armor, health and shield, but losing movement speed and it's passive in the process

Ability 3: Loose strings

The string holding the warframe together gets released striking every enemy in X radius. During this the warframe falls in pieces, stopping the warframe completely, and making the frame itself vulnerable to damage

Ability 4: Unbreakable

The warframe breaks up in multiple pieces, which spin around like a tornado. During this the warframe can move at a lower speed, is completly invulnerable, can fly, and damages any enemy it comes in contact with. The ''Broken'' passive, becomes more active during his ult, releasing broken residues more frequently

Link to comment
Share on other sites

Passive - Cannibalize: On enemy kill, receive a buff that regens 1% of vitality per second for 10 seconds, stacks up to 10 times.

Ability - Weaver: Expend your own vitality to send tendrils of void energy in a radius around you to apply regeneration to any allies in the area, does not regenerate self with this power. Augment mod for this ability could additionally remove any status effects.

Ability - Trapped Souls: Warframe taps into the rage of the spirit of one of it's component warframes and launches a part of that spirit in a line from the warframe, hitting any enemies in the path for Cold damage and causing fear for a short duration. Augment mod could allow it to be charged to do a cone attack as an alternative to tapping it for a line attack. 

Ability - Absorb: When this warframe has a status effect applied to it, it may use this power to absorb the effect, and channel it into a buff for itself and it's companion (beast or robotic). Available buffs are: Increased shield regen, Increased armor, Increased evasion, or Increased energy regen. Augment for this ability could turn it into an aura, affecting any allies within a radius.

Ability - Furious Detonation: Warframe shatters itself into it's component pieces, inflicting I/P/S/Blast damage on all enemies within a radius, damage is increased based on current warframe vitality 25%/50%/75%/100% for x2/x3/x4/x5 damage. After detonating, warframe reassembles itself with void tendrils over 3 seconds and reforms at 10% of max hp with 15% of max shields. 

Link to comment
Share on other sites

Passive: Busted
"Everything is wrong with this Warframe."
(a) Attacking enemies continuously will reduce their level (does not apply to bosses).
(b) Attacking Sentients with the same damage type will make them more vulnerable to it (does not apply to bosses).
(c) HP orbs give energy instead of HP, energy orbs give HP instead of energy.
(d) Locked lockers near the Warframe have a chance to unlock themselves.
(e) Nullifier bubbles will short circuit and pop when the Broken Warframe enters them.

Ability 1: Eldritch Pull
Target the ground/wall. Tentacles will erupt from the targeted point and drags enemies toward it.

Ability 2: Grab
Target an area. All enemies in the area will be rooted in place by energy tentacles for the duration of the ability. Synergizes with Eldritch Pull by keeping the pulled enemies rooted to an area. Sets up the enemies to be nuked using Transmute or crowd-controlled using Lag.

Ability 3: Lag
Enemies in the targeted area will repeat the last action that they did for the duration of the ability.

For example, if they were firing at you at the start of the ability, they will keep firing at the same location (where you used to stand on) for the duration of the ability. If they were running straight, they will keep running straight (even if they hit a wall) for the duration of the ability.

Ability 4: Transmute
Make all enemies within the targeted area have the Warframe's current HP/shield values. Fully heals the Warframe.

For example, if the Warframe's current HP/shield is currently 100/200, make all enemies in the area have 100 HP and 200 shield. Enemies that normally don't have shield gain overshields if the Warframe's shield is not zero.

Link to comment
Share on other sites

Broken Warframe Ability Ideas:  

I got the idea for the following abilities based on the tendrils swarming the Broken Warframe in the concept art.  I figured using those as a basis for its abilities would make for a fun Warframe whose abilities matched the visuals of the design.  I wanted to make a fun support Warframe that has abilities that work from each other similar to Saryn.   

Passive: Scout: Gain a +1 to enemy radar for each enemy affected by tendrils.  

Ability 1: Tendrils: Cast on a player or enemy. All units within a small AOE will be affected by tendril growths on their person.  Enemies affected by tendrils will receive some damage over time.  Players affected will receive "tendril skin," providing a set 75% damage reduction (at max rank) that lasts as long as the tendrils live.  Tendrils will have health that acts as a weaker version of Rhino's Iron Skin.  Can be self cast as well.  

               Potential Augment: Enemies killed while affected by tendrils will explode and enemies within a certain range will become affected by tendrils.  

               Range affects AOE distance from cast point.  Strength affects base health stat for tendril skin and base damage per second to affected enemies.

               *Note* Ability strength should affect tendril skin's base health enough to allow players a chance to buff their tendril skin at high levels without worrying about it instantly dying from one hit.  This would allow for better build variety on the frame overall.  Alternatively, a base 5s invulnerability on tendril skin to allow players a chance to increase its health by taking advantage of ability 2 would be a possible option.  

Ability 2: Constrict: All enemies affected by tendrils will be constricted, holding them in place and preventing them from attacking for a duration.  Damaging constricted enemies adds to the health value of tendril skin for all players who currently have tendril skin active.  

               Strength affects how much health is added to tendril skin based on damage done to enemies affected by constrict.  Duration affects time enemies are constricted.

Ability 3: Tension: Players affected by the tendrils gain attack speed and damage for a duration.  This effect will disappear if their tendril armor is destroyed or the duration of the ability runs out.   

               Strength affects speed and damage buff amounts.  Duration affects length of time the buff is active.  

Ability 4: Exalted Whip: The tendrils surrounding the Broken Frame will leech out and form a Tendril Whip that replaces the Warframe's melee weapon while active.  

 

Good luck to everybody and I'm excited to see the end result of the next community Warframe!

Link to comment
Share on other sites

1. Broken blast/ Tears a chunk out of the ground, shatters it and throws the pieces forward

2. Spare parts/ drains enemy armor,shields to replenish the warframes

3. Fissure/ Summons a void fissure that delivers x number of friendly corrupted units to aid the tenno   OR     Corruption/ "Corrupts" a target enemy unit making it friendly to the Tenno with a max "corrupted" unites of X or a damage over time ticker on the "corrupted" units

4.Flurry/ for X duration, you only use melee, both your secondary and primary become active at the same time, attacking enemies for you

Passive. Fragile power/ Lower health = more power

Link to comment
Share on other sites

Passive ability : Name(Reconstruction) The warframe will seek to repair itself through the corpses of it's fallen enemies gaining a limited amount of temporary armor if at max hp, or if it's hp is damaged it will gain a small amount of hp back instead of armor.

1st ability:Name(Diminishing Return) The warframe sacrifices a part of itself to channel the hidden power's within itself to gain a random element applied to all damage it deals at the cost of it's armor(The longer it's in use the more armor is lost, but this can be lessened with duration).

2nd ability: Name(Dissonance) The warframe's mind is in a constant state of disorder, so it sends off void infused bits of itself to nearby enemies so they can experience it's pain letting it be at ease for a short moment which slowly damages and reduces the accuracy of the affected enemies at the cost of a chunk of the warframe's max hp.

3rd ability: Name(Vengeance) The warframe lets forth a blast of blinding void energy that scorches enemies leaving the warframe's armor and speed reduced.                             

4th ability: Name(Rebuke) The warframe becomes immobile/immovable as it charges a wide scale all out attack the damage it takes during this time is added on to the damage of the attack, and once the attack is released spikes of void energy will lash out towards it's nearby foes(the warframe will gain more from it's reconstruction from the enemies killed.).

Link to comment
Share on other sites

Passive - Overclock. 

Broken warframe can maximize a stat at the cost of another.
Increasing health lowers shields by the same amount.
Increasing shields lowers health by the same amount.
Increasing armor lowers damage by the same amount.
Increasing damage lowers armor by the same amount.


Ability 1. - Broken Cog.

Activating this ability causes the armor of the frame to become brittle when damage is taken armor fragments shatter off creating aoe shrapnel


Ability 2. - The sum of our parts.

Broken warframe can recollect the shrapnel armor fragments gaining increased overshields and armor for a duration

Ability 3. - Malfunction.

Broken warframe malfunctions setting off an emp, disabling shields and nulifier bubbles as well as eximus auras for a short duration.

Ability 4. - Ghost in the machine.

Broken warframe sheds its shell leaving behind its armor and infesting an enemy host, while infested the player assumes control of the target with a draining energy cost.
On death, the parts of broken warframe return to the new location.

Link to comment
Share on other sites

Passive:sort of like inaros passive except he revives by sucking armor off enemies or corpses. 

Ability 1: scrap assemble, where he would slap a void tentacle against enemies and strip their armor to use to power his abilities. Much like nidus he would need armor stacks to use abilities. 

Ability 2: Using armor stacks, using one or three, can shotgun blast enemies with shrapnel bouncing off walls and floors, using three stacks would cause a heated blast from 10-12 m. 

Ability 3: Using five armor stacks would apply armor to him, 100 armor for each stack, and can be charged with excess armor stacks to acheive up to 3000 armor at 30 stacks used. 

Ability 4: Void tentacle spasm, where depending on how much armor you have stacked up, void tentacles would strip your armor and shoot forward smashing enemies to cause impact and puncture with more damage for each armor stack used. Cost maybe 15-20 stacks initially with charging applied adding knockdown and a heat proc. Armor would return reduced by 5% for every stack used. 

Link to comment
Share on other sites

Passive: each time Broken uses his ability, he gain +5% Ability Strength and enemy's accuracy to him would decrease but he become vulnerable. Those buff & debuff fade out when he use his 4th.

1st: Aim enemy and tap to reduce and randomize their health/shield/armor stats like 500/100/300 to 50/500/200 & gain a charge. Hold to consume the charge and gain damage reduction. this reduction would offset by his passive.

2nd: Shoot himself; Fire his deadly parts (void tree, blood and limbs). If those miss, those remain stuck to the surface for a while. Those would trap enemies, make them vulnerable and give Broken their strength.

3rd: Overcharge his void power so that his energy would replenish rapidly for a while. Allies in range would gain Ability Strength buff. But, his entity would collapse gradually; he lost his energy rapidly at some point in time. At last, he emits a large amount of his parts that behaves similar to 2nd.

4th: Shout aloud suddenly and rush frantically while scattering his volatile parts around the path. Then those (& parts splashed by 2nd/3rd) make a huge magnetic/radiative explosion.

Link to comment
Share on other sites

Passive: As a mash of parts from various frames, this frame is capable of integrating enemies into itself. This frame gains a slight buff based around what enemies have died within a certain radius based on those enemies characteristics. These buffs last for a set amount of time and is refreshed when another of that enemy dies in the radius. For example, a bombard gives a boost to armor, shield drone gives a boost to shields, infested charger gives a bonus to melee damage. The frame also has stacks similar to nidus that improve the strength of these buffs.

Ability 1: Void entropy: consumes all buffs supplied by the frames passive and creates an aura of entropy with base range similar to that of the passive. This aura decays enemy health by 1% per buff absorbed per second, and caps at 10 buffs. Excess buffs are turned into stacks.

Ability 2: Void disruption: Enemy weapons suddenly fail, as well as their technologies. Disables corpus robots and grineer rolleres, while jamming ranged weaponry. Also destroys the nullifier bubble weakspot, opening them to follow up abilities.

Ability 3: Void plating: Consume a stack to gain void plates that act as damage reduction based on stacks. Enemies killed in the passive radius grant stacks, but stacks are drained while this ability is active.

Ability 4: Void anomaly: The frame uses the equipped opperator amp in an exalted and mod compatible form (type of mods based on prism), consuming a stack every [x] seconds. Duration of all abilities and buffs is doubled while this ability is active.

Link to comment
Share on other sites

Passive:

-when player gets down, warframe "explodes" with kinetic energy, pushing all hostiles away

1. Void limb: broken warframe attacks hostiles with tentacle and gets armor buff, every enemy hit by it gives bigger armor buff for broken warframe

2. Sacrfice: removes his armor buff to give selected ally the armor buff. If broken warframe doesnt have armor buff, then it uses its own armor, after that broken warframe gets bad effect for its armor , what can be fixed by hitting enemy with void limb.

3.corrupted mind: Broken warframe shatters into parts and flying towards selected enemy, then its void plants from its parts intangle the enemy and corrupting its mind so it could control it.

4. The predator: Broken warframe would expand its void plants, turning itself into spider like creature and using them to walk on walls and cellings, abillitys are a bit changed for this mode.

Void limb: instead of hitting, broken warframe would pull a prey towards him and steal the prey's health

Sacrifice: it would use its health to give allys lifesteal effect to their weapons

Corrupted mind: the void plant would grab a hostile and turn him into broken warframe's sentry.

 

Link to comment
Share on other sites

Passive - Unstable Fragments

Whenever Eornheit gets damaged by a certain threshold or casts an ability, parts of him drop on the ground. After a few seconds Eornheit can pick these parts to heal a percentage of his shield and health. If he doesn't pick up his parts, these parts explode and deal damage depending on his max hp. Eornheit's parts aren't affected by vaccum. Parts that are dropped are limited by a certain amount.


1st Ability - Disassembly (Radial offensive ability)

Eornheit uses his detachable parts to attack enemies around him dealing bonus damage depending on the target's remaining hp. If the target doesn't die to this ability, Eornheit gains a stack of "Fragments" which will increase Disassembly's damage. If Disassembly kills the target, a stack is consumed which will decrease its damage but will reset the ability's cooldown. Eornheit also has chance to drop Unstable Fragments whenever he casts this ability.

2nd Ability - Bio Booster Armor (Self Buff / Consumes Energy per second/ hold button to switch between two buffs/ has a generous cooldown between switching modes, Deactivates 3rd Ability)

Eornheit activates one of his Bio Booster Armor Protocol to manipulate his HP and Shields.

Bio Booster Health - Turns a large portion of his max shields into max hp (e.g. 100 hp / 100 shield before buff to 170 hp / 30 shield after buff) while at this state he takes reduced melee damage but has reduced status resistance and has increased status duration.


Bio Booster Shield - Turns a large portion of his max hp into max shields (e.g. 100 hp / 100 shield before buff to 30 hp / 170 shield after buff) while at this state he takes reduced projectile damage and gains additional status resistance and has reduced status duration.

Eornheit also has a chance to drop Unstable Fragments whenever this ability is active.


3rd Ability - Weaponize (Self Buff / Duration / Deactivates 2nd Ability)

Eornheit unleashes a weapon which depends on what school the operator has equipped. This replaces the corresponding weapon he has equipped. 

Naramon - Greatsword Arm (default stance Tempo Royale)
Zenurik - Arm Cannon (similar to a Arca Plasmor but has high fall off, each attack emits a pulse that increases Energy regeneration)
Vazarin - Pole "Arm" (blocking damage generates charge, unleashing the charge will heal you and your allies' HP and will also give a buff that reduces Shield recharge delay)
Madurai - Arm Minigun (Brrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrtttttttttttttttttttt)
Unairu - Tower Shield Arm (blocks projectiles and melee attacks and absorbs their damage. Can unleash the charge to damage all enemies in front of you)

4th Ability - Eornheit Project (Self Buff / Replaces 2nd and 3rd Ability once casted / Energy per second / Operator cannot perform Transference)

A canceled project that lets the Operator physically merge with Eornheit allowing freedom of use of their Void Abilities while having the protection of a Warframe at the same time.

Eornheit becomes the exoskeleton of the Operator, this will change Eornheit's 2nd and 3rd ability depending on the Operator's equipped school. At this mode, the Operator can use Void Dash and Void Blast but not Void Mode except if the school equipped is Naramon in which instead he cannot use Void Blast. This will also allow the Operator to use the designated ability even if he hasn't learned the skill yet but it is on its lowest level.

Naramon - Void Stalker / Executing Dash
Zenurik - Voltaic Blast / Lightning Dash
Vazarin - Guardian Shell / Protective Dash
Madurai - Flame Blast / Blazing Dash
Unairu - Unairu Wisp / Crippling Dash

Link to comment
Share on other sites

I don't have full ability ideas but I always wanted a warframe with all pure, or more fitting in this case, one pure void energy ability. I would love this warframe to be the only one to use the void energy damage type. Having so much parts missing, one of the ability channels would be unaffected by any energy output modifiers. Perhaps someone could come up with something for me? haha 

Link to comment
Share on other sites

1. Transfusion - The frame is able to steal the life energy from opponents and gives it to itself. (I'm not sure if this should increase it's health or simply give it energy, but either would work)

2. Energy Manipulation - The frame can either strengthen the energy which holds its limbs together, increasing its tankines (either amour, health, or shields) while reducing power strength, or infuse the energy into the user's weapon/abilities, increasing their damage while decreasing the tankiness of the frame.

3. Exalted Blade Whip - Because he's a combination of frames, I think the exalted weapon should also be a combination of weapons, possibly a bladed whip. This would be a combination of, let's say Excalibur's sword and Khora's whip, where a normal attack would act like a sword and a heavy attack would be the weapon acting like a whip.

4. Dismember - All of the limbs of the frame separate, and launch themselves at surrounding enemies.

Passive: Unsynchronized - As the frame is a combination of several others, every mission, it has a random chance to have the passive of one of the warfarmes used to construct it. (This would work really well if it was obtained via quest, as we could see the different frames being combined here.)

Link to comment
Share on other sites

My idea is fairly simple:

I think almost everyone in this game had a moment in which they said to themselves "This frame is so cool, if only it had an ability X instead of Y."

Enter the Broken Warframe.

Instead of it being a frame with fixed abilities, it would be a warframe which can have any combination of abilities from other warframes. How would this work? During construction of the Broken Warframe, you would sacrifice parts of other warframes to harvest their abilities and add it to this warframe. This would allow players to shape it to their own playstyle and generally make it their own. Possible balance issues could be resolved by nerfs of specific ability combinations.
 

Link to comment
Share on other sites

Passive-Spliced Spirit: After casting an ability gain a chance to receive one of 4 small (20%?) additive buffs (bonus to Parkour Velocity and Movement Speed, bonus to Armor and Knockdown Resistance, bonus to Shield Recharge Speed and Shield Recharge Delay, bonus to Ability Casting Speed and Ability Efficiency) for a duration. Multiple buffs can be active at the same. The Passive is not affected by Strength and Duration. 

1st Ability-Volatile Blast: The Warframe shoots a blast of Void energy from its right hand. The blast's Damage can consist of up to 3 random Elemental Damage types (including both singular and combined) with an X percent Status Chance. Charging this Ability consumes more Energy, but adds 2 additional Elemental Damage types to the blast's Damage pool and increases the Status Chance. This Ability is affected by Efficiency, Range and Strength (this stat influences both the Damage and the SC). This ability has self-stagger. 

2nd Ability-Hallowed Hide: The crystal Void branches (I assume that's what's depicted in the concept art) holding the broken body parts together expand, engulfing the Warframe. This Ability grants X percent Damage Protection and has a 100% chance to reflect enemy projectiles. Enemies hit by the reflected projectiles have an X percent chance to be blinded, disarmed or knocked down. This Ability is affected by Duration, Efficiency and Strength (this stats influences the Damage Protection value and the chance of a crowd control effect being applied on an enemy). 

3rd Ability-Seizing Growth: The aforementioned Void branches extend for an short duration, surrounding the Warframe in a field of energy that captures a percentage of the Damage dealt to it. After the field is gone, the captured enemy Damage is converted into temporary bonus Status Chance for the currently equipped Weapon. This Ability is affected by Duration (this stat influences the duration of the energy field and the bonus SC period following it), Efficiency, Range and Strength (this stat influences the amount of the Damage absorbed and the amount of bonus SC granted by the Ability).

4th Ability-Reprisal: The Warframe's spliced body parts detach from each other as the tendrils holding them together retract to the center of its torso, forming an orb of Void energy that explodes, releasing enemy-seeking projectiles. The initial explosion and the projectiles deal up to 4 Elemental Damage types with an X percent Status Chance, similar to the 1st Ability, but in addition to the 3 random ones they always deal an instance of Void Damage. This Ability is affected by Range (this stat influences the initial explosion and the homing projectiles) and Strength (this stat influences the Damage and SC of the explosion and the projectiles). After casting this ability the Warframe is put into a stagger animation, needing a few seconds to recover.   

Synergies: If cast while Seizing Growth is active, Volatile Blast, Hallowed Hide and Reprisal gain bonuses to their Status and crowd control effects; Reprisal's stagger animation is shorter if the ability was cast while under the effect of Hallowed Hide

 

Link to comment
Share on other sites

1. “Void Touch” - Offensive

[Single Use] Shatter your “Corpse Armour” to deal high amounts of slash damage to the enemy. Always splits the enemy on kill to generate more body parts.

[Active Ability] If no “Corpse Armour” is active your void tendrils reach out to connect with the enemy. Damage dealt to one connected enemy is split to all others connected.

 

Strength: More damage (Single Use)

Range: Radius of the shatter and radius for connected enemies

Efficiency: Energy drain (Active Ability)

Duration: Energy drain (Active Ability)

-------------------------------------

2. “Corpse Armour” - Defensive

Scavenge body parts from defeated enemies to gain “Corpse Armour” (An absorb shield styled like body parts covering the Frames vulnerable body).

 

Strength: Higher absorb shield

Range: Scavenge Range

Efficiency: Less energy cost per body part scavenged

-------------------------------------

3. “Milk of the Void” - Support / CC

You spill some “Milk of the Void” on the ground (using your Health as Energy). Enemies are overwhelmed by the Void (confused) when entering the zone attacking friend and foe. While standing in the zone yourself you slowly regenerate your “Corpse Armour” (if active) and the team gets an ability strength buff.

>>Limited to 3 zones

 

Strength: “Corpse Armour” regeneration value and ability strength buff amount

Range: Radius of the zone

Efficiency: Health cost

Duration: Uptime

-------------------------------------

4. “Volatile Puppet” - Ultimate:

[Single Use] Damage every enemy in range. You regain health for every enemy hit.

An enemy killed by this initial damage will become a “Volatile Puppet” (Limbs attached styled like the Warframe). These “Volatile Puppets” are in a frenzy and only melee attack. When they are killed/expire they explode with a % of their original max HP.

 

Strength: Initial Damage of the AOE and “Volatile Puppets” melee power

Range: Initial Damage Radius (does not effect Puppets death explosion range)

Efficiency Energy cost

Duration: Maximum life time of a “Volatile Puppet”

-------------------------------------

5. “Witness the Void” - Passive:

Enemies killed by the player (any weapon, ability or Volatile Puppet) have a low chance to become a “Mangled Volatile Puppet”. These “Mangled Volatile Puppets” rush the enemy to explode (dealing a lower % of their original max HP compared to “Volatile Puppet” – Ultimate)

 

Link to comment
Share on other sites

Archived

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

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