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Open Call for Warframe Ability Ideas!


[DE]Helen

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Passive:

Gains focus more efficiently and When down a person may use source of void to revive (so another player can revive from far away by shooting the down warframe with void energy)  

Ability 1: Void Weapon

The warframe focus leaking void energy onto the weapon giving it void damage at the sacrifice of all other types of status damage

Ability 2: Void Shield

The warframe focus leaking void energy into it's shield becoming more resistant to all damage types

Ability 3: Desync

The parts of the warframe desync releasing a explosion around the warframe dealing void damage

Ability 4: Oversync

The warframe gains the traits/abilities of the operator for a  limited amount of time

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Passive: Raw Materials
The broken warframe pulls materials found in the environment to protect and rebuild itself as it needs.  It has a Raw Materials meter which is limited to 100, will provide additional armor equal to twice its value, and, at 100, 10 health regeneration/second.  Any time his abilities which require Raw Materials are used without the required amount of Raw Materials, they will cost health instead of the Raw Materials cost at a 10/1 ratio, but will turn off if they would lower him below 2 health.  Any excess ammunition/health/energy pickups will be converted into 5 Raw Materials per pickup if Raw Materials is not currently at maximum.


The current value of the Raw Materials meter is shown cosmetically as a trail of stray pieces floating through the air and following the broken warframe's movements.  It pulls from the colors and textures of the parts that made up the Raw Materials, using the same tech as Grendel's swallowing move.

 

 

1: Shrapnel Missile - 25 Energy, charging consumes 5 Energy/second and 2 Raw Materials/second


The broken warframe pulls stray parts from his Raw Materials trail and himself, swirling around in front of him instead.  After casting this ability initially, it begins to charge and does not limit his movements until released.  If he runs out of Energy or Raw Materials, the charging pauses until both can be supplied.  It becomes fully charged at 10 seconds and stops consuming additional Energy and Raw Materials.


When the ability is cast again, the materials explode in a forward shrapnel 90-degree cone that extends for 8/10/12/14 meters,  dealing 400/600/800/1000 Slash damage and a guaranteed Slash proc.


If the ability is cast-and-held instead, the materials coalesce into a wide ball which shoots forward with 3.0 meters of punchthrough, infinite range, and deals 400/600/800/1000 Impact damage with a wide hitbox and ragdolls the enemies it hits.  When the punchthrough runs out, the ball explodes in a 4/5/6/7 meter radius and deals 400/600/800/1000 Slash damage and a guaranteed Slash proc.


If the ability is not fully charged when it is recast, the ranges, ball width and damage values will linearly scale with the percentage of time spent charging.


Ability Range increases the radius of both AoE effects and the physical width of the ball's projectile, but not the cone's width.  Ability Strength increases the damage.  Ability Efficiency and Ability Duration reduce the Energy upkeep cost.  Ability Duration inversely scales the maximum charge time, but also increases the Energy cost (so a fully charged cast will cost 75 Energy total regardless of the Ability Duration).  Ability Efficiency decreases the Energy cost.

 


2: Persistent Decay - 10 Energy/second

Enemies within 4/6/8/10 meters take 10/20/30/40 Corrosive damage/second , take 20/30/40/50% increased damage from all other sources, and each enemy that takes that damage gives the broken warframe 1 Raw Materials/second.


Ability Range increases the radius.  Ability Strength increases the damage, but not the bonus damage percentage or Raw Material gain.  Ability Efficiency and Ability Duration reduces the Energy upkeep cost.

 


3: Shattering Armor - 50 Energy to start, consumes 2/1.5/1/.5 Raw Materials/second to upkeep 


The broken warframe builds armor from its raw materials. When attacked, the attack is negated and the warframe gains 1 second of invulnerability at a cost of 30/25/20/15 Raw Materials per hit absorbed.  Also, enemies within 2/4/6/8 meters take 50/100/150/200 Blast damage and are knocked down.  The per-second-upkeep cost only applies if the broken warframe's Raw Materials are below maximum.


Ability Range increases the radius.  Ability Strength increases the damage.  Ability Efficiency reduces the Energy upkeep.

 


4: Disassembly Vortex - 25 Energy to start, 10 Energy/second to maintain


The broken warframe charges up a massive vortex while immobile and gains additional threat for a maximum of 10 seconds.  If hit during this state, it loses 25 Energy but negates the hit, gives 10 Raw Materials and increases the effective time that it spent charging by 20% of the maximum duration.


When the maximum duration elapses, Energy runs out, or the ability is manually cancelled, all enemies, corpses, and pickups within 5/10/15/20 meters are pulled with great force towards the broken warframe.  Enemies and containers within the radius take 500/1000/1500/2000 Magnetic damage.  Each corpse or killed enemy has a 20/30/40/50% chance to drop additional loot, give 5 Raw Materials each, and are disintegrated.  If the ability was fully charged, surviving enemies are disarmed.


If the ability ends before the 10 second charge duration would expire, the range and damage but not the additional drop chance are multiplied by the time spent charging over the maximum charge time; e.g. spending 5 seconds charging would result in a 50%-as-wide-and-strong cast.


Ability Range increases the radius.  Ability Strength increases the damage, but not the drop chances or the Raw Materials gain.  Ability Duration inversely scales the maximum charge time, but also increases the Energy cost (so a fully charged cast will cost 125 Energy total regardless of the Ability Duration).  Ability Efficiency decreases the Energy cost.  

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-Broken Frame-

Assembled from cast-off Helminth cultures and fractured technocyte alloys, [Broken Frame] is a warframe unhindered by Orokin designs, instead created by Tenno themselves. Its powers compliment other warframes as well as operators, its shield system has unique properties, and it is the only Warframe that does innate void damage with its abilities.

This frame has a very dense passive to account for its concept.

This iteration of [Broken Frame] is intended to feel like an aggressive mesh between Hildryn and Valkyr, struggling with wide CC but supporting its squadmates and able to dish out/take lots of punishment.

 

Passive: Void Anomaly

While in [Broken Frame]''s affinity range allied warframes' passive abilities are 50% more effective where applicable (increased energy regeneration in Limbo's Rift, increased slash damage/proc duration for Ash, for example). Additionally, as long as [Broken Frame]'s shields are not depleted, enemies in affinity range take 15% more Void damage (amps, [Broken Frame]'s abilities), and Void status procs gain 30% bonus duration. Lastly, any time an enemy suffers a void proc while in [Broken Frame]'s affinity range, [Broken Frame] gains 50 shields, granting overshields if able.

 

Ability 1: Abrading Touch

[Broken Frame] equips his Exalted melee weapon, a set of sparring boots/gloves meant to represent the volatility of his very essence. While wielding Abrading Touch, [Broken Frame]'s shields gain an additional 35% damage reduction. Abrading Touch's attacks should deal PSI and Void damage, with high status chance, high crit multiplier, and very low crit chance. Standard attack set has long range. Heavy attack set has higher than usual damage. While benefitting from overshields, Standard attacks have slightly longer range, and heavy attacks benefit from a massive crit chance spike. Additional ranks grant a damage multiplier that is affected by Power Strength mods.

 

Ability 2: Void Tear

[Broken Frame] stretches out arms, and in a dervish spin, uses their hands to open a dimensional tear directly into (or out of!) the void. This tear initially reels in nearby enemies with a momentary vacuum, and then bathes them in lethal void energy for the a short duration. Each tic of void damage has a guaranteed void proc. While [Broken Frame] benefits from overshields, Void Tear's pull gains 20% increased range. Additional ranks grant small increases in pull range and significant increases in void damage.

 

Ability 3: Tauhammer

[Broken Frame] siphons off all of his overshields to grant allies in affinity range an additional 35% damage reduction to their shields, immediately set their shields to full, and grant all of their weapons 20% additional damage as void damage. This ability can only be used while [Broken Frame] has active overshields. Additional ranks grant small increases in the void damage bonus. When this ability is triggered, [Broken Frame] can not gain overshields for a short duration (1.2 seconds)

This ability's duration is minimal, but scales favorably the more overshields [Broken Frame] expends when this ability is cast. Ability efficiency mods would reduce the energy cost (this ability would cost energy and drain overshields!), but not affect overshield cost/duration ratios. Negative duration as a result of mods would severely hamper this ability.

 

Ability 4: Void Resonance Cascade

[Broken Frame] targets another ally and forms a link with them with a significant duration that confers several benefits:

--A) If [Broken Frame]'s target is out of their affinity range, it immediately teleports beside them.

--B) A tendril of void energy latches onto the target from [Broken Frame] (as Parasytic Link). It persists for the duration of the ability unless the target leaves [Broken Frame]'s affinity range OR if both [Broken Frame] AND its ally's shields are depleted.

--C) While Void Resonance Cascade persists, [Broken Frame] and its linked allied warframe gain 100% bonus damage to their primary and secondary weapons as void damage, +50% status chance on their primary and secondary weapons, and +50% critical chance on their primary and secondary weapons. Additionally, while Void Resonance Cascade persists, the amps belonging to the operator of each warframe gain +30% base critical chance, +50% base status chance, and +100% critical multiplier. These bonuses all increase by 20% while [Broken Frame] is benefitting from overshields.

All bonuses are rank 3, with previous ranks approaching those numbers. Amp bonuses will not benefit from Power Strength. This ability can only be cast while overshields are active.

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1. Corrupt: detaches the warframes hands sending them out as a sort of pet wich searches for enemys and then corrupt them they deal void damage and will move on to the next target if too far away from the player or if the target dies. 

25 energy

 

2. Void barrier: creates a void barrier around the warframe. This barrier reduces damage done to the warframe and collects it the more it collects the stronger the damage reduction is. Damage done by your 1 ability wil also add to this

50 to cast 5/s energy

 

3. Void blast: release all the damage stored from his 2 dealing aoe damage and corrupting enemy's. Wich results in them being stunned. The stun range will be increased depending on the amount stored. If there is no damage stored and the ability is cast it wil have a standard 500 damage and a shorter stun range

50 energy

4. Mangle: turns the warframe's hands unto void swords Wich deal mainly void and slash damage, however if there 1 is active his hands will turn into guns instead Wich shoots very fast void projectiles Wich deal puncture en void damage.

25 to cast 3/s energy

Passive. Takes less damage from sentient enemy's

 

Health: 100, 300 rank 30

Shield: 150, 450 rank 30

Energy: 150, 225 rank 30

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Passive - Adaptive Force: Frame is broken, yet refuses to break. Instead it adapts to all damage types, granting up to 90% reduction and status effect duration is halved.

Passive Unique Roll - Glitch Blink: By performing a Roll (default Shift ), a Sidespring (A  or D  + Shift ), or a Backspring (RMB  + S  + Shift ), Frame “blinks” - temporarily phasing out of existence while being invulnerable for a split second, then reappearing in the new spot. Similar to Limbo, Hildryn and Wisp in terms of their unique roll movement and how they also have their own passives in addition.

Ability 1 - Tendril Burst: The tendrils burst out of Frame and impale targets, inflicting them with Impair status, restricting them in place unable to move, while draining health (lifesteal) and shields (overshields).

Ability 2 - RNG: Frame channels its powers, casting random buffs to himself and allies in range such as +damage, +movement/attack speed, +regen, +reload/fireate, while casting random debuffs to enemies such as stagger, blind, freeze, weakened, accuracy reduced, armor reduced, confused, etc.

Ability 3 - Hijack: The tendrils leave the Frame making its parts collapse, and implant themselves into an enemy, while the camera then shifts to a 3rd person view controlling the target, all while granting greatly boosted health, speed, and damage to the controlled target. Upon ability expiration or target death, the target explodes for 50% of their health and the tendrils “blink” back to Frame's parts and reform.

Ability 4 - Exalted Tendrils: Frame condenses its tendrils into a terrifying giant melee weapon that can swap forms on command. Cycle through Giant Spear, Giant Hammer, Gunblade, and Giant Whip by holding 4. The spear is the default form, good all around weapon, medium range, speed, and damage. The hammer is the slowest, shorter ranged and does the most damage per hit with an AOE impact. The Gunblade is used like the Redeemer for the fastest but shortest range dagger-like melee attacks and also has the ability to hold melee or heavy melee to fire projectiles at range that have punch-through. The whip has the longest range and is slower than the spear, but hits more targets per attack and can be chained. All attacks from Exalted Tendrils ramp up its damage, and the combo counter does not reset until deactivation. Heavy and charged attacks give Lifted or Impaired status depending on the targets.

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Passive: Enemies in a 20 meter range take extra damage while above 40% health
Ability: On death, enemies give this warframe 5 combo counter and 5% current health damage to the next enemy as IPS, both scaling off of power strength, combo counter scaling off of efficiency

Ability 2: Become invulnerable for 3 seconds, deaths of nearby enemies increase this by .5 seconds, gaining stacking reload speed and heavy attack wind up speed up

 

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Passive - killing enemies accumulates scrap. Scrap surrounds warframe to increase armor. More scrap more armor, maybe make warframe look less broken (similar to nidus)

Ability 1 - break an arm to spew liquid from the tubes surrounding the warframe onto targeted enemies. Enemies effected take damage over time and increase scrap meter. Does not spread. 

Ability 2 - use scrap to replenish health. If health is full, buff damage. Effect varies with power strength. 

Ability 3 - use scrap to create drones. Set amount of scrap needed, effected by efficiency. Can create multiple with scrap. Damage scales with power strength. Drone deploy time effected by duration

Ability 4 - use all scrap available and destroy armor surrounding the warframe. Initial explosion deals damage. After initial explosion, scrap orbits warframe (effected by duration) and protects from projectiles and damages short range attackers. Trigger again to have scrap seek enemies. Armor builds again when ability ends. Scrap does not stop accumulating though. 

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No, this game is absolute trash now and I do not want to see another frame. This game needs FIXED first. Like going through every content from scratch and see what is broken, listen to the players about each mission type, current frames and how the game works, take it on board ans FIX this f'ing game. I have lost a lot of hours due to bugs and rushed content and now losing interest because you don't listen to your players, and you don't FIX existing content.

Further more this game is far better as a story based game which... You've seemingly abandoned with new broken stuff, (baro abandoned, nightwave abandoned, story driven missions abandoned, previously set up threads of story seemingly abandoned) but we got railjack... And more grind upon more grind with never ending randomness trying to get one stupid thing that may take hours to get.

You're basically stuck in a loop of putting out new stuff, pretty much abandoning you're previous features (plains of eidolon has next to nothing to do, same with orb vallis which are great ways to add some real story, but no). Archwings are still a joke, even in railjack because I like the idea of dog fighting but get killed in 20seconds due to imbalance (which the topic of imbalance is another problem in itself). 

Overall I do not want another frame. I want you to FIX your existing stuff and expand rathet than acting like crickets on crack, hopping from one thing to the next forgetting where you've been.

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Hello

This is my suggestion for a new warframe skill set

Passive: 25% poison resist

No shield, only health

Seems this warframe have root, the 4 powers will be bases on this roots.

1-Use a whip root, a root is extended from the arm, a part of damages will be converted on health (impact damage), Enchain will accelerate the attack

2- Throw a bomb of seeds, this abilities preprare the 4, the explosion causes little damages, maybe damage explosion. Infect many ennemies for 1 bomb. An indicator will show the number of ennemies infected. Ennemies are infected a lapse of time. Allies can be infected but no damage for them, we can see who is infected

3-Armor of root, Increase damage resistance and status resistance for a while. 

4-All seeds grow in white roots, ennemies are blocked and can't attack (ennemies can be killed by allies) for a while, a part of damages (Puncture and slash) are converted on health for the warframe. Infected allies will be healed too. No root will grow on allies. Allies can have a random buff: Speed, damage resistance or status resistance

Damage abilities and damage converted depend of the strenght statistic

Whip root has a range, can be increase with mod

The bomb of seed has a radius explosion, can be increase with mod, the duration of infection can be increase with mod too

Efficiency of armor of root and duration can be increased with mod

The radius of seed activation can be increased, an infected ennemie or allie beyond the radius will not be affected by 4. Duration of random buff and immobilization of ennemies can be increased by mod

Hope this skill set can be interesting for you. I'm sorry for my approximate English

Alpharys

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Ability 1- Broken Gun: Shoots magnetic beam that explodes on impact. Charge increases radius greatly but also reduces damage

Ability 2- Fractured Mind: It looks similar to Eidolon Teralyst's Ground Spike but on a smaller scale. It decreases armor and increases damage for every enemy defeated but energy cost increases for every enemy defeat

Ability 3-Glitch: First use doubles shields and cuts power in half and second use doubles power but cuts shields in half. Third use resets buffs and debuffs and if first use duration runs out it will also reset buffs and debuffs. Upon first and second use, ability stuns nearby enemies

Ability 4-Makeshift: Spears an enemy and gains additional effects (Grineer increase armor slightly and turns broken gun into fire weapon), (Corpus increase shield slightly and makes broken gun leave magnetic field for extended time), (Infested increase speed and turns broken gun into a poison weapon that has gas explosion), (Orokin increase energy and broken gun no longer has a decrease in damage on charge), (Sentients increase health and turn broken gun a radiation weapon with more damage and no explosion on impact)

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Hello!

The Crackled Warframe would be able to have for passive, the fact that thoses powers would be equiped augmetion mods, it would be able to equipe any mods of any warframes and would have ten emplacements of mods rather the actual heigts, that would remember the beginings warframes builts.

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While the design bears a striking resemblance to what mine was, I'll go on with some ability ideas...

 

(Eornheit has: void meter which increases with energy. Each void ability depletes the meter.)

Passive: Blessing of the void - Eornheit has a flat base energy/void regen. 

1: Friendly fire - Fires homing lasers that strike each ally before returning to strike Eornheit, staggering him and giving increased ability power and shield max. Void meter greater than 50% removes stagger and increases power and shields and grant allies bonus equal to 50% of Eornheit's. (Each "ally" struck increases the power and shield bonus)

2: Lost in the void - Eornheit can teleport anywhere within X meters. Above 75% void meter, adds a radial blast that disarms enemies within blast radius.

3: Void discharge - Fires homing void blasts that track and strike individual targets. At 100% void meter, deals increased damage and void meter overcharges to 150% 

4: Void Accumulation - Toggle. The void energies in Eornheit summon a void dagger and void gun. Left mouse fires bolts of energy from the dagger and right mouse swings the void gun like a melee weapon. At 100% and above, the weapons act correctly and are given increased power, fire rate, and added magnetic damage. 

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Since this warframe is many types of frame combined then maybe instead of having new abilities the players should be able to pick abilities for the frame to make personalized frames by this I mean take all the rank 1 - 4 abilities and passives and have the player pick a passive from all the passives when they get the Blueprint and then as they get the parts have them pick one ability from ranks 1 - 3 and when they go to forge all the pieces of the warframe together then they have to pick the rank 4 ability and once picked they can't change them. This should give people the ability to make a frame they will love without having to add new abilities into the game.

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Ability 1: Armor Steal: The frame uses its tentacles to latch onto an enemy, doing large amounts of damage, but also stealing the properties of their armor. Each enemy gives a different type of buff EX: Heavy gunners give larger armor bonuses but at reduced movement speed, butchers gives larger movement speed bonuses but reduced armor.

Ability 2: Armor Purge: Expels all current armor from the frame, allowing it to steal different armor. Purging the armor also creates a large AoE explosion with very high damage, the damage also scales off of the type of armor.

Ability 3: Scrap Box: The frame deploys a box filled with scrap metal and parts, it can use this box to create armor, the armor buffs the box gives are randomized between armor, health, shield, and movement/reload speed. Allies can also use the box, doing so refills their ammo and restores health

Ability 4: Junkyard: Can only be used after stealing and purging 4 armor sets (it can be of the same type). The frame recollects the armor pieces and lays it out on the ground around itself. The armor pieces are controlled by the frame's tentacles, it lashes at enemies, blinding them. Holding the ability key switches from a suit preset to a wall preset. The ability can be recast to gather all of the armor around the frame, if the "mech" preset was selected, the frame will either use the armor pieces to create a large suit of armor that can be piloted like a mech, the guns it uses are the ones the frame is using, it also replicates the weapon, increasing fire rate and also making the weapon fully automatic if it was not already. Using the mech preset with large amounts of armor sets stolen and purged causes the mech to have lower movement speed but more armor. The secondary weapon of the frame is mounted on top as an auto turret but with significantly lower accuracy and fire rate. Using the "wall" preset makes the frame use the armor pieces to create a large wall, the wall will become larger with more armor sets stolen and purged before it was created. The wall is created with spikes and poorly crafted auto guns, melee attacks are ineffective and any who try to melee it will take damage from the spikes, the guns shoot at targets farther away.

Passive: Recollection: The frame's tentacles gradually pick up scrap metal around the frame and create armor. This armor lasts for only a short amount of time, but allows the frame to survive most damage. This armor also gives buffs but at a severely reduced amount. The armor does not need to be purged before Armor Steal can be used.

 

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REASONS FOR EDIT: Added titles, made text look fancy for those sweet, sweet views, put info in the role section and altered placeholder ability names to be a bit more fitting to their functions. Left abilities the same though to avoid breaking any rules. Overall, just made the post look nicer and allowed it to give a better idea of where he would fit into the game. Role and theme has a load of information as to why these abilities and their functions were chosen, so it is not necessary to read it unless you are curious about why different features exist. I would recommend this, however, for anyone interested in an in depth explanation, as this frame was designed to use core gameplay mechanics that are seen moderately sparsely throughout gameplay (Tl;Dr, I did it for theme and synergy to be enjoyable and accessible for as many players as possible, not just fitting the theme of "tank", or "stealth", but rather allowing rapid switching between tactics, and to make use of things such as ground slam, which are rarely seen. Additionally, it is designed to work well as a solo frame, but also to have great team potential)

Abilities:

Passive: Black Spot - Shatters [PH]FrankenFrame's body on bullet jumps, dealing greater damage and applying low grade physical damage procs and bestowing one void scar. [PH]FrankenFrame is invisible while shattered, and can bullet jump twice before touching the ground, though he takes a very brief period of time to regain the shatter ability afterwards (Long enough to ensure stealth is broken, but not long enough to fully break movement). Attacking while in air will break the cloak

1st Ability: Void Surge - [PH]FrankenFrame surges the void energy holding him together in a flash of light, staggering nearby enemies, granting them one void scar each and stripping armour, while granting overshields to him and nearby allies. Every enemy death caused by Void Surge will restore x energy to [PH]FrankenFrame

2nd Ability: Tendril - [PH]FrankenFrame lashes forth an energy tendril. Should this strike an enemy, he will be pulled to the enemy's location, damaging them and forcing them to generate a burst, granting players one of four buffs, depending on the mode chosen by the user: Adrenal Spike, Thermal Shift, Blast Charge or Iron Strike. Duration depends on number of Void scars active on the enemy

    Adrenal Spike - Bonus movement speed on enemy kill for x seconds

    Thermal Shift - Melee attacks guarantee ice procs on enemies, while ranged attacks deal additional heat damage. Added heat damage depends on number of enemies frozen

    Blast Charge - Primes Warframes, triggering a Void Surge at the location of the player on the next ground slam

    Iron Strike - Adds stacking bonus critical and status chance to all weapons for x seconds on melee kill

3rd Ability: Possess - Reaching into the mind of the last scarred enemy, he takes control of their form for a brief period of time, while his body collapses to mere components, waiting for it's host. When possessing an enemy, [PH]FrankenFrame will only have access to that entity's arsenal, stats, abilities and movement features, and unless he was seen entering them, will go undetected until they begin attacking. More scars will equal more duration in that body, however some enemies are more resistant to possession, requiring more scars to initiate it. Activate again to warp to any scarred enemy being faced by the player, or back to the Warframe. Enemies left will have a radiation proc placed on them, lasting longer the more time the enemy was possessed for. Should the enemy die during a possession, the player will return to the Warframe and take x damage. Finally, while out of the frame, it will act as an electrical trap and bullet magnet

4th Ability: Aura Burst - Detonates all void scars on enemies, dealing high damage, and forcing them each to drop one health orb, one ammo drop or one resource from the current location. Resources follow exaggerated rarity tables (Argon crystals are much rarer than normal, while ferrite is more common) in order to prevent using this ability in high level content to get free rare items

Role and theme:

In this ability set, I wanted to make a frame that didn't just act like it's theme, but followed a form that matches it. I wanted to cater to multiple different play styles at once, with functionality in stealth, crowd control, support play, high damage, movement, and even looting, allowing for well rounded gameplay for the average player, however also allowing it to be incredibly easy to spec into one specific play style, giving a frame that is adaptable to any circumstance, depending on how the user wants to play, fitting the theme of the frame being an amalgamation, in which all abilities are built to have some form of synergy with each other.

As this is not in a vast number of frames currently in game, I wanted [PH]FrankenFrame's passive to play into his abilities as a required thing to get the full effect, similar to how Limbo works. This is why I made the addition of the Void Scar to the passive, it is an alternative to the first that has greater precision, however less alternate functionality, allowing the player to switch between the two scar creation types at rank 0 - many frames have many ways to play, this by extension would have a lot of them represented. To further represent the theme, I wanted to play more into his theme of being multiple fused frames, and the instabilities that would exist within them. I considered that such a volatile frame would not hold together under the extreme stress of motion that most frames withstand, hence the passive's function, allowing for greater bullet jump damage than other frames, and the ability to leave weak procs. Additionally, however, if he is broken his form is the void ghost left behind, meaning he would have no real mass, which is the reason behind the additional bullet jump, and the invisibility. However, he of course must reform after this. As a result of these choices, he is similar to Wisp in regards to the airborne invisibility, though has greater mobility and less stealth, balancing him against her.

For Void Surge, I wanted a balance of simple offence and defense. This acts almost as a shotgun version of the bullet jump, where multiple targets can be scarred at once, allowing a group of enemies to be primed for an Aura Burst to, or to be staggered to get the player out out fast when on low health. This also provides a shielding boon, meaning the player can move into a crowd of enemies to protect themselves, or can act supportively towards a Hildryn player. While simple, this ability has a lot of utility that plays into the others well, and doesn't follow the formula for most frames of a mid level unidirectional damage burst. The energy restore feature has been balanced very simply: in the description of the ability, I made reference to restoring energy on enemy death, not on affliction, and nowhere inside the description did I mention it dealing damage. This is due to it not being a damage power, and thus it afflicts very little, meaning the enemies struck all have to be on low health to gain the restore.

Tendril was inspired by the Leverian entry for Ivara, in which two unknown frames perished alongside her in combat. This, combined with the theme of multiple frames destroyed in the old war, suggests a lot of frames were completely lost to time; yet if [PH]FrankenFrame is comprised of these, he would surely retain some functionality from them. However, a lot of suggestions, and in fact, my own thoughts at first as well, say that it should take another frame's ability, so there would have to be a way to balance this, as doing that removes a lot of synergy from the kit, and confuses the purpose of the frame. My solution was to make use of a menu, similar to Vauban's, in which there are four selectable "lost frame" abilities. I did not want this to become a massive damage source, however, and I wanted them all to function similarly, again, like Vauban, who has four unique "Sub abilities", but each come from the deployment of a grenade, affect a specific area, etc, etc. To do this, I chose to design a framework for how the abilities would trigger, settling on a grappling hook. This would be similar to Valkyr's, however would provide no mobility by attaching to the environment, and would instead pull the player towards an enemy. When reaching them, the impact would deal some damage, before then triggering the selected buff from the wheel in an AoE that can benefit squadmates, in the style of Trinity. However, once more, Trinity's enemy buff towers last for a duration and provide health or energy, while [PH]FrankenFrame's only triggers one burst, with the duration being applied to the buff itself, and having that duration be determined by the number of scars on the enemy: a target with 3 scars will have much higher duration than one with none. Each of the buffs is designed to make the player use gameplay features they may not often employ. Adrenal Spike incentivises use of the movement system to its full extent - swooping in, gaining movement speed, backflipping to get back into the crowd, and continuing to kill to maintain the buff. Thermal shift causes weapon switching mid fight - slowing enemies up close before then burning them; and the stacking heat damage with every melee attack makes the player time their attacks right to last within the buff duration, meaning they try to find the balance that they want between keeping enemies CCd, or dealing high heat damage to them. Blast Charge causes ground slams to be used more often, allowing scars to be rapidly spread between enemies, meaning Aura burst has a greater effect, but requiring squad co-ordination to make it reach the best targets, and Iron strike allows the users to gain a small but growing status and crit buff to all sources, but if ranged attacks are wanted, then melees must first be reached faster, meaning for Eidolons, players will be using melee on Vomvalysts, before then switching and using that combat outside of the fight to aid them, bringing in multiple new factors that must be considered to get the most out of the frame. This ability is what makes [PH]FrankenFrame a good support - he can buff, but buffs in ways that makes users think about their strategies, and allows lesser used features to become unique opportunities that perhaps players wouldn't have considered

Possess is a feature often suggested by many, including within this thread, but there is always one major problem with this: How can you keep the gameplay fluid while doing so and not limit the player? The War Within did this well, with a brief possession of an enemy, but that is only in one location. The community has been asking for this for a while, and I believe that this system would be an effective way of avoiding limitations while making the enemy feel realistic, and without making the game too easy. This ability possesses the previously scarred enemy, meaning the player has to choose who they wish to possess via bullet jumping, requiring precision, unless a random enemy is selected. This would not be used for general combat scenarios - While possible to do so, that is not the intent of this. The true intent is to aid in stealth infiltration. This is a duration based ability, not range from the main body, left as broken pieces. What this would do is give the arsenal of weapons and abilities available to that enemy to the player, along with their same stats. Take, for example, a corrupted heavy gunner. Here, the player would have moderate movement speed, and access to a high power Gorgon and Sheev. They would lose the ability to perform most parkour maneuvers, preventing abuse of the power, and would lose their abilities, however would gain in other departments, such as gaining the greatly enhanced health and armour of the gunner, plus her ability of the Seismic Shockwave. Some emotes would be disabled, however gear items would remain, and additionally, some abilities would be given to the unit upon possession. For example, the Gunner would become capable of throwing a hand grenade, or (If stealth has not been broken) could command troops to congregate around her. Security measures such as cameras or laser drones would not be set off by a possessed enemy, and other units would see the player as one of their own and would not attack, until the player breaks stealth, either by attacking, or by leaving the body. Recasting the ability sends the player into a new enemy being looked at if they have been scarred, however this does not refresh the duration, meaning players do not spend long in the restricted state. Additionally, recasting without looking at an enemy would send the player back to the frame, to allow a quick return. Upon return, the possessed unit will be inflicted with a radiation proc, allowing for a fast way to cause chaos and make a unit attack, though as it is only one target at a time, this will not bypass Oberon's or Nyx's use. Should the player die in another body, they will take damage and return to the frame. This is in order to create a risk reward system, where they have limited time to infiltrate an encampment or room, perform a task and get out without being seen - if they are caught, they will likely die, and if they run out of time, they lose the element of surprise, however if they are fast enough, it eliminates security systems from worries. Heavier units would require more scars to possess, in order to create an exchange system - heavy gunners and bombards are obviously more valuable than lancers and ballistas. Finally, to provide multiple uses for this ability, the body of the frame once exited will become an electrical trap, allowing nearby units to be CCd until the possession ends, and also becoming a bullet attractor. This magnetic property is balanced, however, by the fact that the player will be inside the skin of another unit, and thus cannot put in hundreds of Exergis rounds to wipe out an entire swarm, only the weapons of the enemy. However, should an ally fire in, then they can deal more damage, by making the squad work together as a team to achieve a massive clearing of low grade enemies. This is comparable to Saryn, however, once more, the fact that it works only if the squad works together rather than apart differentiates it, and allows for better co-ordination, at the cost of some damage

The ultimate of [PH]FrankenFrame is designed for two purposes: DPS and resources. It is the final goal to reach with Void Scars, and is how they are removed from enemies. Solo players are capable of sending many scars out via use of bullet jumps and Void Surge, and thus can deal damage to a lot of enemies, though as it is not scaling it will likely only clear trash enemies, while leaving heavy units alive. The purpose of this is to provide an ability that can provide the player with some breathing room if there are too many units around, without nuking every last one out of existence. Additionally, however, it can force drops of health, ammo, or resources, with each scar generating one drop, and each one inflicting damage. Due to this, more scars can be placed on higher value targets to deal higher damage, for example, a heavy gunner with a large amount of scars can be detonated, though lancers require far fewer to die. This feature means that players can target enemies that are unlikely to die, and turn them into makeshift health towers who can remain stunned, enhancing squad survivability, or using blast charge among squad members to build up large stacks of scars among a wide array of enemies, before detonating them all, however requiring good player coordination to make it happen. This ability also does not provide energy, as such a large energy burst would crash the economy of it, and would render abilities such as Aegis Storm, Energy Vampire and Rift Walk completely redundant in that regard. Additionally, exaggerated resource tables provide a route for veterans to get their hands on swathes of common resources that are no real issue to farm, and simply makes it easier, while for new players who use it, it does not enhance their ability to get argon crystals and control modules, due to the rarity of these dropping from this, meaning progression through the game doesn't completely break down

Potential Plays Styles

Stealth - For spy missions, bullet jump through weaker enemies to use Possess on them near the vault, while using cover to mitigate the effects of the shatter recharge. After hacking into the vault, return to the frame. Requires high duration and range

CC - Jump into the middle of an enemy group, use Void Surge to stun enemies and afflict them with marks, switch into one using Possess, stunlocking those remaining with the electrical trap, and allowing the player to use the enemy's weapons against the rest of the crowd, such as grenades or rockets. Or, make use of Thermal Shift to freeze those close by

Support - Tail squadmates and use Tendril on nearby enemies to provide buffs. Then, use Aura Burst to provide health and ammo

DPS - Make heavy use of Aura Burst, with max range and strength, mixed with Iron Strike and Blast Charge to provide constant ammo, and giving rapidly switching buffs

Movement - In open areas, with max range, use Tendril on Adrenal Spike mode, mixed with the additional bullet jump given to achieve high speeds

Looting - Work with the squad, giving them access to Blast Charge to spread marks as far as possible to high health targets, whereupon Aura Burst can be used to create a large resource boon

Summary

Overall, the point of this frame would be to provide the user with many options as to how it functions, making it possible to use abilities for multiple purposes (E.g. 2 can be used as a buff tool, or a mobility boost, 1 can be used defensively for overshields, or offensively for Aura Burst), and causing on the fly strategy changes to become incredibly easy, making the gameplay feel incredibly fluid, without breaking it to the point of being a nuclear powerhouse that cheeses every last mission node in the star chart, and without replacing other frames for their roles; Nobody will be using this over Trinity for support, but in the event of a "Change of plans, ignore your original objective", this frame will be the first to be prepared to make the switch from running fast after a capture target, to high crowd DPS. The passive has some influence over abilities, making it be used more than those of many other frames, the first can be used for multiple features and does not follow the usual formula, the second plays into the theme, allows for more uncommonly used features and styles of gameplay to be used and provides added mobility and support, the third is a feature many people have requested for a long time and allows for an entirely new form of stealth and CC gameplay, and the fourth increases is strength as more players work together, making teamwork a squad priority. These features were all added to try to bring every part of Warframe's gameplay to life, not just the ones seen on the surface, and weren't chosen just because the abilities would look cool, but for the amount of functionality and complexity they can provide with very little difficulty in getting to grips with the frame. Hope you like ^_^

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Can't Break what's Already Broken

When bleed-out duration expires, Eornheit is revived with 25% of health with 1s invulnerability.

 

Spare Hands

Throws a set of disembodied limb that attaches to the first surface (or creature) that it touches.   The limbs has poor aim but are highly aggressive.  Eornheit can give his weapon to the limbs.

Holding down the ability destroys the most recently created limbs, and a maximum of 2 sets of limbs can be created at one time.

 

You Complete Me

Cast this power on another warframe to make it the host.  The very next power the host uses become usable by Eornheit for a limited amount of time.  The host's power modifiers is used to calculate strength, duration, etc. of the borrowed power rather than Eornheit's modifiers.

 

Aggressive Assembly

Eornheit reaches out with his void tendrils to grabs nearby corpses, and weapons.  Creating a juggernaut with the corpses' health/shield and firing all captured weapons automatically to enemies in range.  Eornheit then wiggles out of the juggernaut and is free to move about.

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Passive Ability: Chipping away- When you have no shield a % of damage is negated

Ability 1: Sweeping cold- The warframe uses the void that holds it together to sweep in front of itself (Similar to a held gara 1st) Disarming enemies and stunning them for 3 seconds

Ability 2: Sapping aura- An aura is placed in a 10m radius (Affected by range) that saps energy from enemies within this radius and slows the enemies by 5%(?)

Ability 3: Embrace the void- The warframe sheds its shell for a set duration where it is invulnerable to attacks and can dash through enemies. Each enemy dashed through gives health back to the warframe and slightly buffs stats.

Ability 4: Storm of Salvage- The warframe takes all of its body parts and whirls them around itself, this ability makes the warframe immoble but invincible for the duration. Enemies that are caught within the storm have their armor stripped. When ability is either canceled or has run its course the parts come back to the warframe and increase their armor by an amount dependent on number of enemies caught in the storm.

 

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 Power of the Void  flows from you to this warframe 

 

Passive: The Power of The Void (Buff) gain 0.3 energy pre second and 5% void damage on all weapons

 

Power 1 Void blink Cost: 25 (Blind and travel) He blinks like the operator, each blink blinds enemies near opening them for finishers. leave a trail of void energy that damages enemy

 

Power 2: Void lift Cost: 50 (Cone) lift enemies in the air (like old zenurik) siphoning enemy armor , health and shields form them. Gain shield form enemy shield. health from enemy health. Damage buff(Void damage) form enemy armor  

 

Power 3: Void Blessing.Cost: 50 (Support, aoe) Allies gain his passive and his Void lift  buffs when near him (range is affected by Affinity radius) , allies get heal per second passively

 

Power 4: Void Storm Cost: 25 (Large AOE (More that 50 meters) and drain power) Let the void out on to your enemies. Summon a Void storm that founds you. Enemies do less damage.  slowed (caped at 5%). The storm is violent and void lightning is common that will damaging enemies. Enemies are sometimes stun. Gain damage reduction and increase sprint and movement.   

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Passive: All equipped weapons, primaries and secondary have a % of extra multishot added or equipped weapon exilus mod has universal                              polarity. 

1st - Switch between HP or Shield to take damage (ex. when selecting HP the damage would go directly to HP, and the Shield recovers                               faster, creating an overshield or increased armour if shield is selected) also warframe energy color changes depending on what is selected.

2nd - Give extra armour to squad by attaching broken pieces of metal to squad mates (similar to rhino's iron skin or nesza warding halo with                      different animation) value reduced w/ squadmates affected and reducing sprint speed slightly.

3rd - Void tendrils latch on to enemies and steal HP or Shield depending on what is selected by 1st ability, warframe moves and enemies are                     stationary (tendrils have range), when ability 1 has shields selected and affected enemies run out of its shield they move and attack other                 enemies, when ability 1 has HP selected and affected enemies run out of HP they become filled with void energy and run to the                                   nearest enemy and blow themselves up dealing AoE damage ragdolling and staggering enemy units.

4th - Warframe wraps around an enemy allowing it to controlled by the player and use its abilities (energy or time limited).

When this warframe is ragdolled or killed it gets scattered in its pieces the void tendrils reach out and put him back together.

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Make a frame that is made by obtaining its blueprint and any other 3 frames.  Now heres the kicker each of the other parts would determine an ability and the BP would determine ultimate ability and would be its own seperate ability.._making it look different based on parts would be awesome but not necessary at first.     

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Passive: Wonky Assembly - On damage chance to receive a random minor buff

First - Broken Hand - Launches a severed hand at an enemy that latches on causing impact damage and the enemy to panic as they try to remove it.

Second - Battlefield Repair - Rips parts from fallen and living enemies in a small radius to repair himself. Less effective against living foes and most effective on robotic.

Third - Ancient Dust - Expunges millennia old toxic dust from his parts in a cone. Causes toxin damage while reducing enemy fire rate and accuracy.

Fourth - Mass Glitch - A radial attack that causes enemy equipment to malfunction. Weapons randomly discharge and explode, shields fail, and robotic enemies attack random targets.

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Passive - Damage to shields increases base critical chance and damage up to 25%, damage to health increases base status chance and duration up to 25%.

Ability 1 - Broken warframe throws his body parts at enemies shortly stunning them (or disarming) and finishing with dash thru them with void energy for energy steal. (Not a dps ability, rather cc)

Ability 2 - Torso splits from the body rolling around like octavia's mallet, absorbing damage than returning to warframe and giving him ability to cast again for 1 ball of accumulated destruction which he can throw back at enemy for aoe explosion. Damage absorbed = damage dealt back. Scales with duration, power strenght and range.

Ability 3 - Pulse which decreases enemy shields and armor, but it return, increases enemy damage and speed in equal %. Scales off of power strenght and duration.

Ability 4 - Choice of masive aoe cast, saryn miasma type, but with ability to choose between 4 elements (fire,ice,cold or toxin). This ability would last 6-8 seconds, depending on pasive and status duration. Each enemy affected by chosen element would add 1% of the same element to weapon equipped. Max 20 % and max weapon buff duration after 20 seconds.

Idea of broken warframe is that he would have different warframe parts, but not quite functional like from original and with a little twist.

I do apologise if my text wasn't correct, English isn't my primary language, but Warframe is all I play. ❤️

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Multiple personality:(passive)the frame has a bar of instability that can be filled when it takes damage and will grant him a random elemental buff when its filled for a short amount of time
1.Distorted mind: you can shot a beam of energy to an enemy to grant him a little damage buff
2.Unstable:you can send a wave of energy around you to attract the enemies to you
3.Different origins: the frame uses an enemy trying to become whole again stealing some of its parts to gain a different buff according to the faction for a certain amount of time
4.Broken parts:when the frame reaches a certain amount of instability stored on the bar of instability you can use this ability to make the frame explode dealing damage to the enemies and heal you and teammates around you based on the number of enemies hit by it(this will reset the bar to 0)

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1st ability: (Tar Mutalis't Moa) acidballs:launch globs of mucus to create puddles of thick tar, which damage and slow enemies 

2nd ability:(X-Weapon):After kills,character heals

3nd ability:(Hunter's howl) call one headhunter to helping "x" sec etc.Stalker,Grustrag Three (1 of 3),Zanuka...

4nd ability: (flesh&meat) bite to regenerate to health


 
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