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Open Call for Warframe Ability Ideas!


[DE]Helen

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Passive "reclaim" when taking damage a part falls off another part can fall off after a cool down. Reclaiming a part heals you and your energy, if an ally helps you reclaim a part by picking it up and bringing it to you it affects them as well. If a part has been away from you for too long it will use the roots accompanying it to return to you at high speed, the abandoned part won't heal you upon returning.

1. "Part slam" an increasing amount of parts move to one arm, then using a slam  doing more damage for each part that moves based on power strength. This ability will  pick up fallen parts in the area of the slam.

2. "Root rush" using the roots the Warframe dashes forward, if it colides with a wall the remainder of the dash goes up the wall. The fewer parts you have the further the dash goes.

3. "Root wip" roots lash out from all parts of the Warframe whether there on the Warframe, ground, or held by an ally. 

4. "Detonate" the roots golw with energy causing the parts to shoot out in all directions as well as a shockwave of energy. enemies hit by the shockwave take damage but enemies hit by a part take more damage. Increased parts means increased damage chance. 

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1st ability: Whip, Damage depends on right hand color

2nd ability: Bubble, Damage depends on spine color

                  small bubble (max. 5 m) around the Warframe to prevent and deal damage

3rd ability: Trail, Damage depends on right foot color

                   leaves a trail of Fire, Cold, Radiation, ... or Toxin on the ground wich deals damage to enemys walking over it

4th ability: Explode

                 different Warframeparts explode leaving only those stings in Warframeshape

                 damage around the Warframe

                 Parts must be picked up again befor abilitys can be used again

                 (Hand for Whip, spine for Bubble, Foot for Trail and Head for explode)

 

Passive:   xx% Damage reduction in string form

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This is a tough one but I'm up for the challenge.

One thing I didn't fully understand at first is what "broken" stands for. Is it physicly broken or mentaly broken? Both? I quote the description here both so me and you, my fellow reader, won't have to go back to the first page:

4 hours ago, [DE]Helen said:

Official Concept Art by Eornheit:

Broken_Warframe_Concept (1).png

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

General direction:

I'll call the warframe "Broken" for the moment.
The description suggest it is physicly broken and held together by Void energy. The interesting thing is that is made out of multiple warframes. By this little information, I think the abilities should reflect the idea of "multiple warframes" and have as much synergy between the abilities as possible to reflect the idea different warframes put into one. They don't make much sense when looked at individually, but do make sense when put together.
The theme of "Broken", in my eyes, should come into play not when looking at each abilities individually, but when looking at the warframe as a whole. Broken is made out of muliple warframes, meaning each individual warframe that he is made out of have a different function, not necessarily broken or half working abilities.
Instead of having the warframe representing only the broken aspects or what doesn't belong, he will represent how comepletly different functions can be combined. Being resourceful despite the differences.

Abilities:
Numbers described reflect a rank 30 warframe.

  1. Shared Parts (Passive)
    When reviving an ally or being revived, Broken increase his armor by 100. Stacks to 500.
  2. Liching Hand (Ability 1, 10 energy)
    Broken pulls violently a targeted enemy up to 30 meters and throws him away to the direction the player is aiming at. The enemy takes damage and heals Broken by 20 health.
    1. The player can hold the ability button to grab the enemy and hold him close. While doing so, the player heals 20 health per second but with the cost of 2 energy per second. Releasing the button will launch the enemy and will deal more damage.
    2. Enemies hit by the launched enemy will also take damage.
    3. If Broken have shield, he spends some to deal more damage.
  3. Recycle (Ability 2, 25 energy)
    For 10 seconds, Broken gian double his max shield, have 0.2 seconds shield recharge delay and +100% shield recharge. When time runs out, Broken lose all of his shield to damage enemies around him.
    1. Broken also gain overshield while the ability is active.
    2. When time runs out, Broken is invulnerable for 3 seconds.
    3. Broken loses his invulnerablity if the ability is activated while invulnerable.
  4. Vacuum Ball (Ability 4, 25 energy)
    Broken shoots a ball forward that pulls enemies to it. The ball continues to move in it's launch direction untill it hits a surface and distroied.
    1. Broken can shoot only one ball at a time.
    2. Enemies do not take damage from this ability.
  5. Zeus Bolt (Ability 4, exalted weapon)
    Broken draws an exalted speargun. The speargun shoots a beam of electricity and costs shield to shoot and throw. If Broken have no shield, he uses energy instead.
    1. Throwing the speargun results in an electric AOE damage at the point of impact.
    2. The speargun returns to Broken instanly after throwing and hitting a surface.
    3. Using this ability does not reset shield recharge delay.

As I said before, these abilities does not suppose to look like they belong together, only their functionality
For example: Recycle synergize with Liching Hand and Zeus Bolt by simply providing shield and not by a special synargy with new effects. Vacuum Ball helps Liching Hand and Zeus Bolt by grouping enemies together, allowing the player to hit more enemies at once.

These are my ideas for the broken warframe. Hope you like it.

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Passif : every time you kill an enemy you gain back a small portion of armor

Ability 1 : Void Javelin – a javelin made out of void energy is trown and violently erupt on impact, propaging void roots on a delimited radius, paralyzing and dealind damage to those who touch it.

Ability 2 : Sacrificing shield and bodypart to create fake vomalist who absorb enemy fire before exploding when the duration time is up, the duration depends on the amount of shield sacrificed.

Ability 3 : Mending call – In an attempt to fix itself the frame create a burst of enregy, attracting everthing to him and stealing a percentage of health and armor back.

Ability 4 : In a last resort to take down the enemy he blow himself to pieces in a massive explosion, leaving almost only his void like frame, cutting his max HP in half, during this time he is much quicker and harder to hit.

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I will call him Crappy or Junky cuse hes made of crap.
 

Passive

  • Crappy pick ups everything from the floor even if he doesnt need to increase his junk bar (ammo, enemy bodies, health & energy orbs) ~ Ember Desing Style
  • Crappy junks value cost its not affected by mods.


1 Ability: Crappy has 3 buff options but he only uses 2: each buff spends energy and junk bar (For example: Crappy can buff allies but not himself OR himself but not allies)

  • Health, Shields and Energy: Regen buff (stronger than arcane grace) for yourself or ally  based in Crappy strength and duration mods ~ spend 1/3 junk
  • Junk Shield: Creates an shield based in junk for him or ally - inmune to damage and reflect bullets/attacks (5 seconds) ~ spend 3/3 junk bar
  • Weapons Increase: Crappy buff melee range and aoe pulse for each swing ~ weapon bullets have increased punchthrough.~ spend 1/3 junk


2 Ability: Crappy cast an AoE junk circle around him and damage enemies as they pull towards him (damage based in how close are they) ~ Only energy cost


3 Ability: Crappy explodes doing elemental damage based in mods equipped for each weapon (no cast time can be used bullet/jumping or running) ~ Spend junk and energy


4 Ability: Crappy infuse the floor with his junk and create an terrain which damage enemies when they step on it. receiving full void or impact damage (like eidolons energy pilar) if Crappy leaves the terrain it wil last for 5 seconds and disappear (junk refunded based in duration) ~ spend 3/3 bar and energy
 

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Passive : System Corrupt 
On assassination, there is a chance to corrupt the target, and transform him into a void puppet, until his death.

1st Ability : Void Aura 
Maintained by the power of the void itself, the Warframe emanates waves of void energy ! Corrupting the mind of ennemy close !
Cost 5 energy /s with a range of 15m
Ignore the walls, and inflict 125 void damages per second

2nd Ability : Junk's Repair 
The Warframe takes everything she can on the corpse of ennemys to maintained itself !
Cost 3 energy /s 
Restaure 3% of maximum health /kill

3rd Ability : Mimicking Code
By assimilating numerous of warframes parts, the Warframe can momentaly imitate the power of other Frame or Species.
Range of 30m, can't be recast during utilisation.
By targeting an ally Warframe, for 30s, at the cost of 75 energy, a roulette with the 4 power of the target replace your third power.
The characteristic of these power depend of your Strenght, Range, etc...
By targeting a Grinner, the Warframe gain a bonus of 20% Armor.
By targeting a Corpus, the Warframe gain a bonus of 20% Shield.
By targeting a Infected, the Warframe gain a bonus of 20% Health.
By targeting a Sentient, the Warframe gain a bonus of 20% Energy Capacity.

4th Ability : Root of the Void
By overwrinting his root-code, the Warframe unlesh the power of the void tree inside of her, releasing fearsome attack of roots, determined to use you for his purpose !
Cost 100 energy, with a range of 35m
The whole area is covered of white void root ! At launch, all enemies in the area are trapped by the roots and ther health is drain out over time (250 damage / s).
All allye in the area has a regeneration of energy based on the numbers of ennemy alived and trapped ! Regenerate 1 energy / s / ennemy (trapped and alived)

This Warframe is the demonstration of the immense power of the void, and she's not reckless at use it to corrupt all things and at use everything for his survavibility !

Thanks for the reading, hope you're enjoy my idea !

Aiges 

 

  

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Passive - This warframe can cycle between the three warframes he's made of, emulating one of their themes. One is a tank, one is a support, one is a a caster. Upon switching, gain bonus power strength, armour, and increased energy consumption of abilities for a duration. 

1 - Switches between whichever warframe is currently dominant, decides the rest of the abilities.

(can have a duality-esque augment)

2 - (Toggle, energy drain) Creates an aura of void energy around the warframe. Has different effects based on which warframe is being emulated.

- Tank - gives broken frame and all allies within the radius damage reduction / armor / some other defensive buff, with the allied buff being less effective.

- Support - gives broken frame and all allies within the radius health regen. If their health is full, give energy regen at a reduced effectiveness (say 1/10 of the health regen). The allied buff is more effective then the buff to broken frame.

- Caster - Shoots 2 bolts (maybe modified by power strength?) that do damage (also maybe modified by strength or range). Shoots these bolts once per second (modified by duration), and energy cost ramps up over time. (bolts come out of the void "joints" on the warframe model)

3 - Suppressed Rage. This ability is another toggle, when it is on, stores all kills where the final blow was landed by Broken Frame as a resource. Deactivating gives a buff to Broken Frame, consuming all of the kill resource, with the stats of the ability depending on how many enemies he's killed. Stacks up to 50 kills (or so, maybe based on power strength?). 

- Tank - Upon consuming the kills, gain a decaying shield that absorbs 95% of damage taken into the shield. (not an actual Waframe shield, something more akin to iron skin). Duration of shield (and thus it's decay rate) change based on number of kills. (Could also be the strength of shield)

- Support - Upon consuming the kills, heal all allies in the radius. If their health is full, replenish shields at a reduced rate (say 1/2). If health and shields are full, replenish energy at a reduced rate (again say around 1/10). Number of kills determines the strength of the heal pulse. 

- Caster - Upon consuming the kills, Broken Frame "kamehameha's" in the direction his crosshair is pointing, shooting out void blasts equal to the number of kills consumed. If there are fewer enemies then there were kills consumed, add the "overkill" blasts add damage into the bolts used. The radius of the "kamehameha" is based on power range, and the number of kills consumed funnels into the number of blasts deployed, or the damage of those bolts. (Adaptive damage? Fixed at radiation?)

4 - Unrivaled Fury

- Unable to stick together any longer, Broken Frame releases his bindings, unleashing a large AOE explosion that damages enemies (blast damage?), replenishes' allies energy, and knocks down all enemies that aren't killed by the explosion. This ability has a recharge time, where for 5 seconds broken frame is unable to use his 1, and 15 seconds where he is unable to cast 4 again, because he's re-creating his bindings out of void energy. (cool animation perhaps? Just spitballing)

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Passive: the Broken Warframe scavenges fragments of slain enemies' armor and hard parts and intricately shapes them to fill in lost pieces of his own. Enemies drop 1-5 fragments upon death, even if by another warframe. Has a maximum capacity. Adds armor and shields capacity. Is affected by Recycle's reductions; 3 charges of recycle with maximum fragments results in less maximum shields and armor than no charges of Recycle active and no fragments picked up. One fragment is equal to +1 maximum shield capacity and +1 armor rating. One fragment is destroyed for every (undetermined amount) of damage received. 

Ability 1: Recycle: absorb some of your armor and imbue your weapons with increased elemental damage. Can be activated up to 3 times total, and elements can be combined, stacking to a total of +75% at max ability rank. Consuming armor parts reduces your maximum armor and shield rating by a percent. When a part is removed, it physically removes that part from the Warframe and is replaced by near solid energy. Red (default color) parts represent heat damage buffs, white (default) represent cryo, and blue (default) represent shock damage. The left forearm, right arm, and right shoulder remain static, they are never absorbed. 

Ability 2: Separate: separate completely and dash in direction of the mouse a certain distance. Upon arrival, either by cancellation, reaching maximum range, or encountering a solid object, rebuild, deal area damage and blind nearby enemies. Area damage is affected by Recycle. If no charges of Recycle are active, deals solely Puncture damage. 

Ability 3: Rearrange: cycle through exalted primary, secondary, and melee with tap, hold to equip. Drains small increments of energy per incendiary bolt, increased amount of energy for melee strike, and a further increased amount of energy per cryo grenade. Primary "exalted weapon" is your right arm, hefty and reinforced to absorb the recoil of incendiary bolts, remeniscent of the high caliber machine guns of old. Secondary "exalted weapon" is your right shoulder, a high velocity, low arcing cryo grenade launcher. Melee "exalted weapon" is your left hand, slender and unobstructing for precise, rapid electrical strikes. Not categorized as exalted weapons, it's an ability. Uses ability mods to alter the individual stats; +duration=+fire rate; +efficiency=-cost to attack; +range=-spread for primary; +explosion radius for secondary, +attack range for melee; +strength=+damage

Ability 4: Scatter: split apart into three entities based on the parts you're comprised of, and remain ethereal while your parts gain consciousness and wreak havoc. While ethereal, move faster, remain undetected, and take -50% damage from all sources except damage over time, which is negated. Able to interact with mission objectives, terminals, and able to revive teammates. Red entity uses the "exalted primary, " white entity uses "secondary exalted," and blue entity uses "exalted melee."

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Being the "broken" warframe, I think his functionality and abilities should have a seemingly broken/inconsistent feel to them, it would make for an extremely interesting dynamic for the game play. The warframe itself's memory chips are damaged, and thus its memory of combat protocol and its own abilities are a wild card whether it performs them correctly or broken.

 

Passive: The Broken Warframe's abilities all have the chance to either be a "working" ability or a "broken" ability, this is a 50% chance on cast and cannot be altered. After casting a "working" ability, heat and electric damage dealt on the warframe also gives a passive buff to boost the effect of the next successful "working" ability, which is lost if your next cast is "broken". After casting a "broken" ability, radiation and magnetic damage taken by the player also gives a passive buff to boost the effect of the next "broken" ability, which is lost if your next cast is "working".

 

Ability 1: Molten EMP - 'a tactical grenade' 

"Working" functionality - on a successful "working" cast, the warframe throws a grenade that sticks to enemies and surfaces, and detonates after 1-2 seconds, dealing heat damage to surrounding enemies. Successfully shooting the grenade before its detonation enhances the damage and also causes shrapnel, dealing a puncture proc to surrounding enemies.

"Broken" functionality - on a successful "broken" cast, the warframe detonates the grenade on itself, staggering surrounding enemies with an impact-like effect. This batters radioactive dust from the warframe, leaving a cloud that deals radiation damage/proc to enemies who enter it.

 

Ability 2: Repair Mites - 'self defense initiative'

"Working" functionality - tiny robotic spider-mites crawl on the warframe, granting enhanced shield recharge and increased armor. When the warframe takes damage these spider-mites get destroyed, zapping close range enemies for electric damage.

"Broken" functionality - the spider-mites leap off their master in desperation to protect him, jumping onto enemies and burrowing into their bodies. This causes corrosive, magnetic, or slash damage depending on the enemy-type the spider-mite digs into, then a self destruct after inside the enemy causing additional damage.

 

Ability 3: Core Charge - 'Energy stabilization'

"Working" functionality - the cords entwined in the warframe glow brighter and the warframe pulses fields of energy around him, knocking back enemies and causing impact and magnetic(or electric?) damage.

"Broken" functionality - the core overcharges itself, causing the cords entwined around the warframe to burst open and have a mind of their own, violently whipping enemies and dealing slash and corrosive(or radiation/heat?) damage. 

 

Ability 4: Memory - 'Exalted Weapon'

"Working" functionality - the supersoldier unveils a semi-automatic rifle, with each successful kill granting a morale buff, further enhancing damage. Each shot that misses a target lowers this morale buff. Every time the warframe takes damage, this buff is also lowered. Bullets deal Puncture and electricity damage innately.

"Broken" functionality - the warrior unsheathes the rifle by the barrel, swinging the stock end wildly like a berserker with an axe. Each kill grants a rage buff, further enhancing damage. Each time the warframe takes damage, the buff is also enhanced. Each second the warframe does not hit a target AND does not take damage lowers the buff. The "axe" deals slash and heat damage innately.

 

I love the idea of this warframe and I'm very excited to see what abilities are considered, whether they be mine or someone else's!! 

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Passive - Reassembly: When some of the parts is missing, void energy consumes near bodies to complete it self. Each part giving 10% of damage reduction for a base of 30% (3 parts in total). This warframe has no armor but increasing armor % increases damage reduction percentage and allows to have more parts added to the warframe max of 9 parts with 90% damage reduction at +200% armor.

1st - Broken canon: Use void energy to shut one of the remaining body parts, that explodes on contact applying blast proc. Loses 10% damage reduction and cannot shut if no remaining parts available.

2st - Void occupation armor: [Broken warframe] attaches his body parts to a host and sneak its void energy inside the host’s body, if it's an ally heals him over time, if it's an enemy it takes damage over time. While possession remains [broken warframe] use their weapons and abilities but can’t move freely, the host will move half speed if it’s an ally and remain still if it’s an enemy. When being attacked each one takes half of the damage. Recasting the ability will make [broken warframe] leave the host and return to normal state. (energy consumption/sec)

3st - Outburst: Burn all the remaining body parts with void energy to detonate in a huge void explosion. Does more damage the more parts are consumed this way. Loses all damage reduction.

4st - Void Reaper: Let all the bodyparts behind (static) and the void energy comes out of the warframe. Exalted mode with a scythe that does true damage ignoring all defenses, loses energy if damaged and if energy runs out it returns insight the body.

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Passive: Enemies drop shards upon death. Shards grant you different buffs based on which faction you are fighting. Picking up Infested shards grant you status resistance, Corpus shards grant you over shield and energy regen, Grinner shards grant you armor.

 

Malfunction: This ability stuns nearby enemies. This ability is affected by range and duration.

 

Adaptation: Your Warframe adapts and absorbs up to 3 different types of damage. Once this ability ends, all absorbed damage gets released and damages nearby enemies. This ability is affected by range and duration. 

 

Fragmented: You summon sentients to aid you during battle.  Each sentient is health linked and shield linked with your warframe.  Also, you can choose where you want them to be.  Damage done by sentients is affected by Strength.

 

Terminate: This ability gives you an exalted sniper rifle with secondary and primary firing mods. Primary Fire: Semi automatic, chains enemies together and has a very high critical chance and multiplier. Secondary Fire: your gun turns into an explosive weapon that deals status damage. The chain-link is affected by duration and the status effect inflicted is based on your emissive color.  

 

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Passive: Reassembly- On becoming downed, the Warframe enters a similar state to Inaros, allowing the frame to damage enemies for a self-revive. If enemies had parts attached to them, the parts recall and decrease the damage needed for the revive/automatically complete a portion of the revive

1: Deconstruction Leap- the Warframe aims at at point on a wall/floor, throws its upper half towards the initial target. Once the upper portion reaches the destination, the lower portion follows and when it contacts the upper half it creates a small CC. The ability also damages anyone in the path of travel.

2: Binding Grasp - the Warframe shoots out tendrils/parts attached to the tendrils of Void energy, latching onto nearby targets (affected by ability range and duration) and slowly draining the enemies health while giving its teammates an energy recharge buff and itself a heal. This allows it to be combo'd with its 3.

3: Pain and Gain (channel) - the Warframe spends its health to give allies and itself a damage buff (buff is affected by ability strength). It can recharge health while the ability is active through its 2.

4: some type of exalted weapon, maybe a hammer made from other frame parts?

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Passive: Sentient war veteran: Resistance to sentient damage.
Ability 1: Some sort of dash imbued with void energy.
Ability 2: Mid range void laser Aoe.
Ability 3: Void damage buff to own weapon and/or team mates weapons.
Ability 4: Massive Aoe where void tethers expand from the warframe and latch onto targets removing buffs from them as well as dealing void damage over time

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Passive: When he takes damage his connectors start to break, making his void energy unstable and he increases power strength/range but decreases efficiency

ability 1: cycle ability similar to vauban's mines. 
1st: extend connectors and stab enemies with them sapping their health and giving it back to you
2nd, 3rd, and 4th cycle: hit an ally with the 1 to grant a copy of their 1 to you. You can copy each allies 1.

ability 2: channel: disconect connectors, leaking void energy to create a damaging aura around you, drain health while active

ability 3: attach connectors to weapons, increasing their damage and giving the ability to reset sentient resistance due to the void damage injected in them

Ability 4: becomes overloaded and encased in void energy draining health and energy while active. but increases all other stats to him and allies around him

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Passive:

Void infusion: Broken Warframe (BW) draws upon void energy (up to 100) to infuse his abilities and himself. On bleedout, if enough void energy is stored (75), Broken Warframe (BW) can reassemble itself over 5 seconds. While at 0 void energy, BW starts to loose health, slowly accelerating. While at full void energy, excess amount of void energy can be used but is quickly decreasing as overflowing void energy dissipates. Spending void energy and amp energy by any operator within affinity range grants void energy to BW.

Commentary: More operator-warframe interaction and operator build variety based on amount of void energy spending.

1st Ability: Shadow binding: Beams void energy through enemy, chaining to 3/5/7/9 closest enemies within range, binding them for 5/10/15/20 seconds. All linked enemies take 10/15/20/25% damage any of linked enemy takes. Doesnt trigger off of itself. Grants 0.5/1/1/1.5 void energy for each linked enemy. Can be channeled to consume void energy bar extending void binding range and number of targets draining 20 void energy each second.

2nd Ability: Reassembly: Dissassembles to the parts and throws himself forward reassembling itself at the end point, dealing 100/150/200/250 impact damage with guaranteed proc on start and end of the cast. Grants 4/5/6/7 void energy. Can be channeled using 10 void energy per second to increase duration and ragdoll/pull enemies and his own parts into himself, creating vortex. While channeling, you gain direct control over your movement with +25/40/55/70% speed and deal half damage to enemies every second.

3rd Ability: Void Empowerement: Aura, which gives you 1/1.25/1.5/1.75 void energy/sec for 5/7.5/10/12.5 mana/sec and grants a buff based on amount of current void energy The more void energy you have, the more mana drained each second. Hold to cycle buffs.
Density: +40 - 125 base armor
Reassemly: +5-35 health regen
Hydraulics: +25 - 60% attack speed/fire rate
Core: +10 - 45% ability strenght

4th Ability: Eye of the Abyss: Tearing the fabric of reality, BW spends all his void energy to create a void rift. The more void energy spent, the more radius and duration it has. Void rift grants 15/20/25% damage reduction to BW and his allies as void energy envelops them, while slowly pulling enemies inside the zone towards the center. Each enemy that died inside void rift is pulled into void, granting void energy to BW. Abilities, cast by BW are echoed through the rift for 50% duration on closest enemy.
Can be held to channel void energy into the rift, increasing its radius drastically and overcharging it to creating a massive IMplosion for 1250/1750/2250 void damage with 100% proc, increased by 3/4/5% for each point of void energy spent, pulling/ragdolling enemies in and overflowing the area with loose void energy, slowing enemies by 15/25/35%.

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passive - the frame will emit a base void energy aura that transports bullets and incoming damage to another point of time (simillar to the lua spy) as the frame takes more damage it breaks more allowing more enrgy to emit causing the chance of this event happening to increase with a max cap of 60% when under 10% health (does not account for shield) when at 100% health you have a 10% chance to transport the damage.

Ability 1 - siphon - the frame reduces it's current Health and transfers it into overshield at 50% efficiency (can't scale with strength) upon the overshield breaking the health is returned at the same value of overshield lost can not be casted when under 10% Health.

i.e when using 100 health you gain 50 overshield, when overshield is lost you gain 50 health back.

the ability will still cost energy to cast

Ability 2 - disorient - when ability is active (duration based) any enemy within its range will gain a lowered accuracy of a base 10% (scales with strength) (base range of 10m scales with range) ability costs energy to activate

Ability 3 - manipulate - duration based, increases damage every time damage is transported or a bullet from an enemy misses, this will reach a cap that scales with strength and has a base cap(maximum) of 60% extra damage

Ability 4 - magma arrow - the frame will begin charging an arrow that will consume more energy as it charges and also gets stronger eventually capping out. after the arrow is fired the arrow will explode upon collision, the explosion will leave a remnant of "magma" this "magma" is embraced by the void and any warframe or tenno that walk into the magma will gain a buff for 10% chance to send damage away (buff does not scale with strength however does with duration) and any enemy that walks into it has a heat proc afflicted to them and them standing in it will also double the damage of the proc. this ability can scale with duration and can also scale with strength and range (however the biff will not) it should also be able to scale with enemy levels as the ability would lose value otherwise.

costs

1 - 20

2  - 65

3 - 75

4 - 100 - 175

finally i think that the frame idea could use a bit of tweaking to stats (not a professional) and that i hope you see this and consider it as i think the idea would be something different and not seen before. also sorry for poor grammar and any wrong spelling.

Thank you for taking community feedback DE.

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Passive: Integrity overload - warframe can overload its abilities to boost its power at the cost of its integrity (this is shown by the use of an integrity bar. fluff reasons: this is the warframe attempting to manifest the abilities of the original warframes). once the integrity bar reaches 0 (starts at 100), the warframe becomes unable to use the overloaded version of each of these abilities. each overloaded ability costs 20% of the bar, with each regular version giving back 5%

1)  Energy Ball / Crimson Blast: the warframe manifests a ball of energy which it hurl at the target location, dealing damage in a small AOE. this ability can be quickcast. Overloading the ability causes an AOE centred on the warframe, dealing damage and triggering a radiation proc on all enemies hit.

2) Blink/Aetherium: the warframe briefly enters the void only to appear in another location. overloading the ability causes enemies to lose up to 40% accuracy whilst the warframes speed is increased

3) Void Pulse/ Null Shield: the warframe emits a pulse of void energy, stripping enemies of there Armour (multiple casts do not stack), whilst increasing allies shield recharge speed. overloading the ability creates a bubble surrounding the warframe (starts at 100%). any allies wholely within the bubble receive damage reduction and there shields are refilled by X amount. once the bubble reaches 0% (affected by how much damage was mitigated by the bubble) it detonates knocking down nearby enemies

4) reconstruct: the warframe attempts to reconstruct itself to regain lost integrity. during this time, all the warframes regular abilities can be cast for free, and the overloaded abilities can be cast for no integrity cost. this is a channeled ability that uses any expended energy to increase the integrity counter (affected positively by duration and negatively by efficiency)

 

i feel like this warframe should be built around the idea of the miss-matched pieces offering a portion of there power, whilst also conveying the cost of doing so. this isnt a warframe that was built from the ground up, but a frame that was never meant to be, and is making use of what it can

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Passive - Unstable Matrix - Broken Frames Health and Shield cannot be increased beyond current max, can not gain overshields, also does not have energy and instead uses part of health and shields to fuel abilities, however as Broken Frame is in a constant state of emergency repairs, health and shields are constantly regenerating, mods increasing health and shields instead increase the regeneration rate.

1) Temporary Measures - Void Tendrils rip the weapon/component from targeted enemy and attaches it to the frame temporarily replacing primary weapon with new weapon that has been overcharged with void energy, once it runs out of ammo, it is thrown at the target and violently explodes dealing the weapons damage type.

2) Adapt - deploy stationary defensive barrier that adapts to first X damage types used against it.

3) Reconfigure - changes body parts around to buff attack speed / damage / critical chance (hold key to switch)

4) Unstable Exalted Weapon - Once a powerful Energy Auto-cannon, is now unstable and damaged, Primary Fire spews forth toxic and radioactive stream tendrils that latch onto nearby enemies while the secondary fire unleashes a void globule that leaves a patch of radioactive sludge were it hits.

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I am warning you now, I am not good at naming things so I'm just giving these basic names so it is easy to understand. I am just calling the broken frame "The Frame".

This kit is based off of the idea that The Frame's abilities are malfunctioning, but those malfunctions are used as a benefit. These ideas also use The Frame's body parts as weapons by throwing them around so that The Frame can literally throw himself at enemies. The gameplay style I am going for is a frame that can target groups of enemies with debuffs, then close the distance and engage with a survivability buff. 

Passive - Abilities that hit enemies apply a stack of either "Marked" (75% chance) or "Malfunctioning Mark" (25% chance). Every enemy affected by "Marked" increases The Frame's shield and health regen slightly. Enemies effected by "Malfunctioning Mark" do not buff The Frame, have increased move speed, and are taunted to attack The Frame.

1st Ability "Mass Mark" - Cast out a wave of energy that either applies "Marked" or "Malfunctioning Mark" on enemies it hits and applies an impact proc.

2nd Ability "Quick Strike" - The Frame throws out a body part to hit enemies in an area dealing damage (one handed cast). Enemies that have "Marked" take 2 blast status and 2 impact status. If an enemy with "Malfunctioning Mark" is hit by the area damage, all enemies take triple the normal amount of damage and number of status procs. The thrown body part can be picked up to refund energy.

3rd Ability "Vibrating Body" - The Frame pushes more energy into its body parts, causing him to take 30% less damage and allowing him to move and attack faster. These buffs are doubled if within 15m of a "Marked" enemy and tripled if within 15m of a "Malfunctioning Mark" enemy. 

4th Ability "Full Body Tackle" - The Frame launches all of his body parts at the target location, leaving behind the energy cords that were holding him together (which are controlled by the player). In this energy form The Frame can not directly attack enemies and must collect his body before attacking. Re-entering his body will refresh the duration of "Vibrating Body". At the target location, enemies are knocked down and take damage. If they had "Marked" or "Malfunctioning Mark" on them, they take extra damage.
 

While I was working on this I tried to visualize how the abilities would work and look like, and figured I'd write them down. Enjoy!

1st Ability Animation Ideas: Energy cords holding The Frame's pieces together pulse or writhe to send out the energy wave

2nd Ability Animation Ideas: Throw a piece of The Frame's arms or torso, leaving behind a energy "ghost" of the piece until it is picked back up

3rd Ability Animation Ideas: After a short animation, The Frame's body parts start to vibrate or shimmer. The effect would increase if marked enemies were in range

4th Ability Animation Ideas: Energy form and body parts violently separate, launching the body parts and pushing the energy form backwards.

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Passive: 

     Broken Plates: Take 20% more damage to health. Take 20% less damage to shields. Electricity damage restores shields and energy -if- shields are active

Abilties:

  1.      Glitch (Single Target, repeating): tendrils of energy lash out at the target, stunning and dealing large amounts of magnetic DoT (Damage over Time). Nearby enemies take Magnetic DoT and are temporarily pulled closer to the target, but are not stunned. The tendrils of energy remain attached to the target until Eornheit's energy is fully drained or the warframe cancels the ability, attacks, is incapacitated, or takes any other actions besides maintaining the connection. This ability also triggers Eornheit's shield regeneration at its default rate
  2.      Discharge Rocket (AoE, Conical, Front): In a burst of energy, Eornheit is thrown forward by the blast, displacing and dealing impact + electricity damage to enemies in front of him. Eornheit then stands and reassembles.
  3. Glitch (Buff...?): Eornheit gains an increase to shields and temporary resistance to damage, but creates a magnetic field around itself similar to if they were attacked with Mag's Magnetize ability, although Eornheit doesn't take DoT from it. Nearby bullets are pulled to Eornheit and nearby enemies take electricity damage. This ability lasts until Eornheit runs out of energy, is incapacitated, or cancels the ability.
  4. Old War Flux (AoE, Spherical): The Void Energy holding Eornheit together is suddenly discharged, throwing back, stunning, and dealing (void? tau?) damage to surrounding enemies. This ability consumes the remainder of Eornheit's shields, but deals a % increase in damage relative to his remaining shields. Due to the void energy holding Eornheit together being discharged, Eornheit crumples to the ground, before the energy recollects and the warframe reassembles.

My one concern here is whether any of his attacks should do void damage, and if so how much, since it is a signature/unique damage type after completing The War Within. Although it may be a flavor piece, it may be more optimal to make it look like void energy for Old War Flux but have it deal a different type of damage, such as electricity or magnetic. 

 

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Passive: Energy Leak
Enemies right next you will take small amount of tick damage and randomly get staggered. 

1st Skill: Overflowing Strike
You charge your next melee attacks with your energy and once you hit an enemy it does stronger tick damage than the passive while slowing down enemies. 

2nd Skill: Root Pillars
With a stomp of your right foot you release pillars made of your roots that are charged with void energy. If an enemy touches them they get knocked back while also reviving damage. 

3rd Skill: Absorption
With this skill active any damage type is absorbed and you collect stacks for every damage type done while the ability is active. This eventually can grant immunity to that kind of damage depending on the number of stacks of that damage type. After the stack has been at max for a while  the number of stacks will start to decay. 

4th Skill: Dissembling Discharge
You will begin to disassemble yourself and release a harmful cloud made out of void energy. This skill can as well be enhanced depending on the amount of stacks of the specific damage types absorbed earlier by the 3rd ability.

Skin Idea: Tree
It's a tree, just a normal tree holding a gun. 

Credits: 
hummelbua (my bf)

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Warframe-themed Warframe. The emobiment of the game itself.

Passive: Power Creep
For every 5 minutes spent in a mission, your power STR and weapon base damage go up by 5%

1st ability: Absurd Scaling
Temporary scales your armor and/or shield by the same % the enemy you are facing has it scaled up from base.
Alternative: scales your armor/and or shield to the lowest values among all enemies within 10m radius (unaffected by mods).

2nd ability: Poor Connection
Temporary makes all the damage you receive apply over time. 25/15/10/5% per second. 
Side effect: Causes delay of entering Operator Mode by 2 seconds.

3rd ability: Islands of Content
Creates 1/1/2/3 temporary areas on the map which can't interact with any other area on the map in any shape or form. Blocks enemy movement, all gunfire and all abilities. Can be collapsed at any moment by recasting within the existing island.

4th ability: Host Migration Failed
Wipes out all drops (for the caster only) within 8/10/12/15m radius and deals 100/200/300/300 * (items destroyed) * (absurd scaling gained)/100 to all enemies within range.

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