(PSN)IncessantDevoir Posted April 17, 2020 Share Posted April 17, 2020 Well the design makes it look like there are 3 different warframes connected through void energy. Maybe the first three abilities can be named after the warframes that were once in development but never finished before being discarded in the void. Maybe he can get a quest with the man behind the wall hint hint. Unstable Void energy focused through the fractured mind of several warframes tied together. Personally, I think this warframe needs to be exceptionally powerful for us to want to synchronize our minds with it. By combining the three of fractured warframes, it has become something so much more powerful. Passive: Yearning of the Void - In an attempt to become whole, fallen enemies disintegrate and get absorbed into you; giving you bonus armor. 10 enemies max. 50 armor per enemy. 1. Rips the torso open creating a void fissure in the warframe that creates a large fissure on the ground in front of you. Enemies are sucked in and take damage over time. When they touch the fissure, they go mad and attack one another. They do not attack you or your allies for a duration. 2. Creates a pool of void energy on the ground that can do 1 of 3 things (you can toggle through it. RNG is not needed for a warframe). Heal warframes that are in it, restore energy over time, or gives a damage buff. Different auras will cover the warframe to indicate which one you're experiencing. 3. Creates a large dome of energy around itself that eradicates all incoming fire and projectiles (this includes infested sludge, gas, etc). Projectiles disintegrate into the light of the void, and enemy armor is stripped by a percentage that is affected by power strength. This stores damage for your fourth ability. Melee is still a thing though, and enemy movement speed accelerates and decelerates randomly. 4. T poses with palms facing forward causing your dome to gradually but quickly expand; causing an explosion of the energy stored upon release of the ability, doing Corrosive damage. (I would say Void, but void damage sucks) Link to comment Share on other sites More sharing options...
Madlor Posted April 17, 2020 Share Posted April 17, 2020 Passive: The dead enemies leave after themselves spare parts. They can be picked up by a frame and strengthen themselves (appearance is changing too). - infected increase HP. - grineer give armor - corpus give shields 1st ability: (Collector) collects parts from dead enemies 2nd ability: (Overload) increase dmg and speed (at the cost of spare parts) 3rd ability: (Can i take it?) can copy any warframe skill (exept ultimate) 4th ability: (Big BOOM) big explosion ( cost all parts) (more parts=more dmg and more radius) Link to comment Share on other sites More sharing options...
(PSN)IceyBerrr Posted April 17, 2020 Share Posted April 17, 2020 Passive: All acrobatics (dash roll etc) will be replaced with a glitch teleport (glitch as even a glitch effect) Ability 1: Void Snare- Releases void energy to ensnare nearby enemies and damage them Ability 2: Shattered Pieces- When casted Shattered Pieces will grant health armor and damage buffs to you and your allies Ability 3: Glitch in the system- While this ability is active consoles become instantly hacked, all machinary (corpus drones robots etc) will have a stagger before becoming hostile Ability 4: Void Surge- Harnessing void energy you surge the surrounding area with void energy restoring health and shields to allies while damaging enemies (this ability is kind of a mix between banshee and Trinity's 4's) Link to comment Share on other sites More sharing options...
lord_omega_zero Posted April 17, 2020 Share Posted April 17, 2020 1 possession : an ability that takes control of a enemy for a specific time 2 Barrier : creates a radiation wall to block projectiles , it reduces effectiveness due to time 3 share armor: it creates a wave that increases teammates armor to 100 for 20 seconds or until depleted 4 nuke dismantled: it creates a pulse of radiation damage that deals damage through time , consuming energy and increase damage with strength and when depleted explodes like a nuke Passive: it becomes a battery when is nearly dead Link to comment Share on other sites More sharing options...
Block_sendo Posted April 17, 2020 Share Posted April 17, 2020 only got 5 ideas sadly but here we are. a passive where the gore from enemies getting hacked up can be picked up and give the frame increased armor and health for a short time like atlas' rock armor. the frame splits in half front to back to make a large shield wall removing the frames shields but giving them a boost in health. when the frame would get hit his body parts split and move apart out of the way. like baruuks 1 it'll deplete energy and make you completely invincible. would have really cool animations. a power that makes smaller pieces of the frame fly off the main body and maul enemies. like titanias razor butterfly but just way more and instead of the enemies being kidnapped by the butterfly's they fall on the ground stun locked and constantly taking damage. exalted weapon where he rips his limbs off and beats enemies with them in a really flashy manor. not like "oh he can float without legs" but like he flings himself about doing flips and chaining his limbos together, like arms grabbing their hands. and doing generally sick stuff like that. or maybe putting his arms where his legs should be, weird off the wall stuff like that. Link to comment Share on other sites More sharing options...
(PSN)AEShawty Posted April 17, 2020 Share Posted April 17, 2020 The warframe idea ive had for a long time and thought would be cool is a copy cat type warframe and should be named Mimic. The abilities i thouhjt it should have are: 1. Transform {allows mimic to shape shift into an enemy or ally for 30s... 2. Blink {allows Mimic to become transparent to enemy eye for 20s..... 3. {allows Mimic to become one with the enemy target and controls its move set.... 4. DNA {Mimic disburses tiny replications into the area that spreads to each enemy target and causes enemies to implode before detonating Link to comment Share on other sites More sharing options...
LevensteinLTD Posted April 17, 2020 Share Posted April 17, 2020 Passive - Void overflow Weapons used receive a small amount of bonus Void damage. 1 - Void Tendrils(Charge Ability) Covers arm in void energy then launches it towards the targeted area. Targets hit directly by the arms receive damage. Targets around the arm during its travel get hit by tendrils of void energy and get damaged for less than what directly hit targets receive. ->Affected by Ability Strength and Range (except for width of attack) ->Charging for 50% or less will send only one arm and can be done in the air. ->Charging past 50% will charge both arms, disable weapons and will be forced to the ground on release, dealing up to double damage on 100% charge and have double the width. 2 - Void Cloud On cast, will start releasing a cloud of Void energy that linger for 5/10/20/40 seconds. Enemies that walk into the clouds are slowed and receive lowered accuracy for 10 seconds. All bullets that pass into the cloud are attracted to the closest enemy that has been affected by the cloud. ->Affected by Ability Strength, Range, and Duration 3 - Material Assimilation(Toggle) Can reconstruct and reinforce using materials from fallen enemies. Standing near a fallen enemy when the ability is on will heal. When health is full, it will reinforce instead. Reinforcement will absorb 50% of damage received until depleted. Drains 10 energy per corpse. Toggling off will keeps Reinforcement amount. ->Affected by Ability Range and Strength ->Reinforcement functions similarly to Nezha's Warding Halo but relies on being near corpses to charge up similar to Nekros' Desecrate but instead of extra loot, you get more survivability 4 - Void Wave Releases a wave of void energy on cast, dealing damage to enemies and replenishing energy to allies hit. Effect weakens as it travels. Cannot be cast while another wave is active. Effect can occur multiple times on affected target as it travels. -> Affected by Ability Range, Duration, and Strength -> Functions similarly to Nova's Molecular Prime but with the said effects instead. Additionally, instead of traveling until duration wears off, it will travel to a certain range affected by Ability range and the speed it travels at is affected by Ability Duration Link to comment Share on other sites More sharing options...
McRibbles Posted April 17, 2020 Share Posted April 17, 2020 I think this could be the perfect opportunity for a 'Kitframe' taking advantage of the 'cobbled together from parts of other frames' theme. Delegate abilities from other warframes to their selected parts (I.E Wisp 1 is on her systems) and when crafting together 'Broken' or whatever his name may be, the designated parts you use translate to it's moveset, perhaps with some buffs/nerfs here and there so it's, pardon the pun, not too Broken. Link to comment Share on other sites More sharing options...
LordPixL Posted April 17, 2020 Share Posted April 17, 2020 Ability 1: Phase Shift Transform into selected enemy and can use their weapons, abilities and passive for 30/40/50/60 seconds with 10 seconds cooldown. Middle mouse click to return to normal form at any time. Damage Multiplier x2 Health Multiplier x2 Ability 2: Void Blast Shoots void energy blast with damage of 1000/1500/2000/2500 for 3/4/5/6 seconds. Effects eidolon / gauntalyst / hydrolyst and can removes sentinel damage resistance type. Ability 3: Void Skin WIll become invulnerable for 3/4/5/6 seconds but also disables weapons, items and abilities. Cannot be dispelled. Ability 4: Nullifying Bolts Remove resistance and silence special abilities of targeted enemy by 10/12/14/16 seconds. Passive: Foresight Can resist 10% damage of any type. Stacks upto x4 times. Link to comment Share on other sites More sharing options...
BenjaminBat Posted April 17, 2020 Share Posted April 17, 2020 4th ability: Manticore/Chimera Mode - Working like a mix of Atlas' "Rumbled" augment and Equinox' ability to switch between two kits, the ability completes all the frames the warframe consists of, turning it into a bulky monster. As it now consists of several functional frames randomly sticking together, his alternate abilities are a unique take on those of other frames. Example stats: Energy Cost (EC): 100 Duration (D): 40s or till deactivated Range (R): sprint speed -0.3, range reduces the decrease; Strength (S): 700 bonus health; 360 damage/shot railgun; 250 damage/hit heavy blade; Other: 300 bonus armor, scales with armor mods Exalted primary: Big Railgun with crit focus and some punch through, fires like the Shedu, preferably also an arm-cannon. Exalted Melee: Burning chainsaw sword, status focus 1st exalted ability: Glitch - teleports the Warframe to a point they are looking at. Holding the ability shows the distance to the target point below the crosshair. On appearance, the warframe generates an electric explosion. Example stats: EC: 2 energy/m D : 10s cooldown before teleportations can trigger the explosion again R: 2 energy/m; 4m explosion radius S: 400 electric damage 2nd exalted ability: Eye of the Sentient (considering that the frame is more sentient looking than Revenant) - Fires a laser at the crosshair for several seconds. The beam generates a lingering cloud of plasma where it hits. Does not block the usage of the frame's exalted weapons. Example stats: EC: 35 D : 4s beam; 10s clouds; R: 2m cloud radius; 0.05m beam radius (would look weird if a very tiny beam would cause really massive couds) S: 200 radiation and 400 heat/s (delivered in ten ticks per second); 350 heat/s [cloud] 3rd exalted ability: Intelligent Artillery - Fires a barrage of rockets that seek out the marked enemies. Aimed like Hydroid's Tempest Barrage. Rockets evenly divide between all marked enemies. Guranteed blast proc. Example stats: EC: 50-75 (depending on whether it is charged) D : None R: 2m-8m mark radius; 2m explosion S: 12 rockets; 350 explosion damage/rocket Link to comment Share on other sites More sharing options...
Pixive Posted April 17, 2020 Share Posted April 17, 2020 I see this as a wandering beast, trying desperately to make itself whole and try to fit in with the rest of its kind (not unlike eidolons). It does this in its own violent ways, trying its best to help its allies and be seen as a worthy kin to other Warframes and Tenno. Passive: Instability The Warframe's incomplete nature causes it to radiate many forms of exotic energy. Gain 10% resistance to a random type of Damage, rotating every 30 seconds. Using Powers causes a small burst of the currently active damage, granting resistance to allies, and damaging enemies. 1: Impart The Warframe's somatic tendrils reach out at a target, stealing some of its armor or shields and attaching it to itself in the form of an ablative shell that attempts to complete the structure of the 'Frame. Accumulated armor and shields is displayed as a meter, as well as visually on the 'Frame itself. Surplus "donations" claimed when the meter is full is left on the ground for allies to pick up, granted as bonus armor or overshields. 2: Soma-Lash Untangle a portion of the Warframe's exposed somatic components, using them to sweep at nearby enemies in a circular motion. Damage dealt to enemies is transferred to nearby Warframes, granting [insert buff here, I couldn't decide]. Damage is dictated by the currently active Instability resistance. 3: Overclock: Lacking safety measures due to its incomplete nature, the Warframe is able to overcharge itself to extremes not seen in a typical Warframe. Uses a portion of Armor, Shields, or Energy (chosen at will) to achieve different effects. 4: Somatic Scream Years of pain and loneliness culminate in a devastating cry, seething with raw somatic power. Roots the Warframe in place as it screams, dealing high DoT and launching enemies foolish enough to get close. Enemies are dealt random forms of damage, including Void and True, rotating as the Scream draws on. Holding 4 while the ability is active causes its ablative shell to be cast off, dealing additional physical damage types. Link to comment Share on other sites More sharing options...
Seankle Posted April 17, 2020 Share Posted April 17, 2020 Passive-Dealing damage/looting enemies provides spare parts. Spare parts provide random materials/credits at the end of the level if they aren’t used. 1-Machine Learning-utilize spare parts to change weapon damage. Weapon damage can be selected from one of the four basic elemental types (toxin, heat, electricity, cold). Hold to select type like Ivara quiver. 2-Resistance is Futile- active skill, gain damage adaptation. Stacks over time (like adaptation) and resists incoming damage, gains resistance to that damage. Increased ability strength increases resistance amount per shot. Can be recast while active to continue building stacks. 3-Enemy.exe not responding-AOE paralyze/stun. Enemies under this ability are more susceptible to damage will generate extra parts when damaged/killed. 4-Schrodingers Frame- Damage over time. Deals radiation damage- damage based on proximity and if this ability is active, immediate revive for free with a huge AOE burst on death. Link to comment Share on other sites More sharing options...
Dafudge Posted April 17, 2020 Share Posted April 17, 2020 -An ability that temporarily turns his void tendrils into their red, chaotic, counterpart (like the ones surrounding the reliquary key before you pick it up to put it in your railjack). This would give him increased attack speed, increased damage and such. While it's active, the operator's transference signal slowly weakens with the warframe, as it is the side effect of the red tendrils (implied to be dangerous in warframe lore). Once the transference signal is fully weakened, the ability gets turned off and the warframe gets decreased energy capacity for a specific amount of time. To counter that, the following ability: -release an AoE of void damage which is the equivalent of the warframe creating a pulse of blue void energy within the tendrils, decreasing red tendril potency, balancing out the transference connection. This would prevent the operator to get to the breaking point of the transference connection with the warframe while damaging nearby enemies with void damage. Link to comment Share on other sites More sharing options...
(PSN)TheGlassReaper Posted April 17, 2020 Share Posted April 17, 2020 Only one ability idea but when I read this thread in my half asleep state it sounded really cool to me. Void Being: Shed your Warframe pieces in a violent shrapnel-like explosion around you (affected by strength and range mods) and become a form of pure void energy. Gain a massive buff to a trait (maybe gun damage, maybe a whole new void style attack similar to how your operator uses their void beam, I'll leave this up to DE) at the cost of increased vulnerability to damage in this form/severely decreased movement speed, etc. Could be a straight duration or drain on energy/sec. Re-cast the ability to reassemble your frame using tendrils of void energy and end the transformation. Link to comment Share on other sites More sharing options...
(PSN)DK_DarkAbyss Posted April 17, 2020 Share Posted April 17, 2020 Passive: Buffs given to this frame has a 50% Higher Duration. Ability 1 (Link): Fragments of the Warframe breaks off, attaching and tethering itself to close allies with its Void energy to give one (of 3) random buffs; +20% Attack Speed, + 10% Health overtime, +25% Armor (or Overshields). Ability 2 (Chaos): Creates a small Void Shield in front of the frame, adding 20% Multishot to your projectiles, with the buff decreasing overtime. Ability 3 (Repulse): Launches Warframe fragments at enemies causing a knockdown effect, Stripping it’s armor. Ability 4 (Transformance or Sever): Warframe’s body breaks apart into a cloud of floating fragments and Void energy allowing you to pass through enemies, which causes fragments to bounce between/reflect off of enemies, dealing more Damage per enemy hit and increasing its duration minimally. Link to comment Share on other sites More sharing options...
MaruLABS Posted April 17, 2020 Share Posted April 17, 2020 Passive: Rooted Flesh When standing still, fills up his flesh meter, which restores health and grants resistance to knockback and blast effects. As his flesh meter fills, his body fills in to a more healthy looking frame, and flesh and bones will spread over the area by his feet. Moving will decay this meter. 1st: Nested Hand Opens up pores in the flesh, releasing flying insects of flesh and bone wings which attack enemies. Damaging enemies with this ability while standing still greatly increases the fill rate of the flesh meter. 2nd ability: Tormenting Cage Stomps his foot, causing a burrowing line of his flesh which leads to the nearest enemy in front of him, impaling them for meager damage. The target becomes invulnerable and siphon away damage from the warframe until it moves. The more damage going through to the victim(s) fills the flesh meter. 3rd: Hanging Tree Can Stomp again, sprouting a spiny column which unfurls fleshy vines which ensnare enemies and draws them to the trunk, damaging them over time. Draws from flesh meter instead of energy 4th: Visceral Cemetary Standing still creates an ever-spreading area of effect that when reaching an enemy, swallows them partially into the ground, and siphon away their health to the warframe. This ability depletes the flesh meter immediately, and the ability will grow farther and last longer for how much it was filled. Link to comment Share on other sites More sharing options...
(XBOX)Zero Ice 583 Posted April 17, 2020 Share Posted April 17, 2020 Passive: As the warframe picks up resources, it slowly gains more health and armor(resets after mission) First ability (salvage): The warframe can siphon parts from robotics (rollers, turrets, moas, etc.) doing damage to the robotic, and giving the player more ability strength for a short time Second ability (overheat): As time passes a heat bar fills, when the ability is used, the heat accumulated dischares as heat damage in an aoe around the warframe Third ability (split): (energy drain) the warframe splits into a specter that fights along side the player for the duration of the ability, but the player has decreased health, armor, and shield during the ability Fourth ability (override): Any robotics the first ability was used on are summoned as specters to fight along side the player for a period of time (max of 12 specters, and turrets will spawn on the ground) Link to comment Share on other sites More sharing options...
(XBOX)FREAKISHxJESTER Posted April 17, 2020 Share Posted April 17, 2020 To shorten what i said because I don’t know if it went through the warframe seems like a “Legion (we are one type)” so haven’t abilities that seem completely different would be a refreshing change as long as it fit the void/broken theme of the frame and then you could mod it differently for a new experience at anytime maybe mod it for a support ability or a crowd control dmg build or even a good strong single target ability for a freedom to choose but not have to limit use of the frame would be a good change of pace especially if it has abilities that seem varied and wide but coexist like the community that made the frame since it’s made of different pieces of frames long ago Link to comment Share on other sites More sharing options...
SQLOwns Posted April 17, 2020 Share Posted April 17, 2020 Fits the theme, and excellent design from a gameplay perspective. Also, would be relatively easy to implement. Passive - Lag Switch - Chance to gain invulnerability for T seconds when Health reaches 0. Ability 1 - [DE]Buff - Deal X% more damage to enemies and receive X% more damage from all sources for T seconds. Ability 2 - HitReg Fail - 100% evasion for T seconds. Also, could be cool to be able to pass through enemies and objects. (Possible augment) Ability 3 - Tic Rate Fail - CC that causes enemies within R meters of Warframe to shake/glitch sporadically for T seconds. Affected enemies take X% more damage from all sources. Ability 4 - Crash To Desktop - Enemies within R meters of Warframe fall through the map and die. X - Scales off Ability Strength T - Scales off Ability Duration R - Scales off Ability Range Link to comment Share on other sites More sharing options...
Reifnir Posted April 17, 2020 Share Posted April 17, 2020 Note: The kit relies on this warframe's availability being post-Sacrifice. Possible lore backing - collecting parts of Warframes destroyed and lost in the void that have retained some slivers of their abilities, memory and personality. Yes, it's a broken Umbra, essentially. Passive: Wrestling for Control - Whatever personality fragments still residing in these parts don't like being controlled. Every 60 seconds (counter visible!) this warframe forcefully expels the player into Operator form, triggering a damaging blast of Void energy in a radius around the warframe with a guaranteed Void status proc. If it procs while Break Off or a Paradigm (see below) is active, those abilities are force-cancelled, refunding 120% of energy spent by those abilities. When it procs, it adds a stack of recollection (max 1) (see below). 1st Ability: Break Off - detaches his upper torso from his lower body. Mechanics: Detached torso is a flying object (Cloud Walker controls) connected to his lower body by a tether (tether length scales off Ability Range) so you cannot move too far away from your legs. Torso retains the use of whatever weapon you had equipped before casting Break Off. Holding the ability while separated button snaps you back together, pressing the ability button while separated orders your legs to move to that spot. Yes, separately from you. Channeled ability, energy cost scaling off Efficiency and Duration. While detached, legs have greatly increased damage reduction. 2nd, 3rd and 4th abilities cannot be cast while detached, but any Paradigm buffs previously active do carry over to the flying torso. 2nd ability: Paradigm Shift - a quiver-type ability, temporarily allowing one of his three aspects to take priority. Additional Paradigms are unlocked as ability ranks up. Mechanics: Paradigms have an energy cost and duration (scaled according to corresponding mods), need to be cast to take effect, only one can normally be active at a time. Recasting while active not possible. Void Vanguard Paradigm - initially unlocked. When activated, grants overshields equal to modded shield amount (only on cast!) and increased movement speed and damage. onuses scale off Ability Power. Dispense effect (see below): completely drains affected enemy shields and/or strips some armor, slowing and reducing their damage for the duration of the debuff. Salvage Paradigm - When activated, instantly heals 50% of modded HP. For the duration, a cleansing wave courses through the warframe every 5(?) seconds, removing any hostile procs and healing some 10% HP. Cleansing wave frequency is not affected by duration, on-cast heal is not affected by strength, but the amount every wave heals is affected by strength. Dispense effect: inflicts enemies with every single status proc that was removed by currently active instance of Salvage Paradigm and reapplies them every 5(?) seconds for the duration. Wraith Paradigm: When activated, becomes invisible and invincible (gray HP bar) for 2 seconds on cast and then enters a Stealth mode with inverse-Prowl mechanic - you're invisible only as long as you're running. While Wraith Paradigm is active, jumping height and parkour speed are enhanced (bonus scales with power Strength). Dispense effect: Blinds affected enemies (just blind, no finisher opener) and increases their incoming damage by a percentage. 3rd ability: Dispense - eject most of Warframe's body mass in an explosive act of controlled self-destruction, dealing Void damage to enemies in a large radius and affecting them differently depending on which Paradigm was active while casting (if any). Casting Dispence halves the warframes max HP (stacks with Viral, so careful on those Viral Sorties!) for 10 seconds (unaffeted by mods, dispense cannot be recast while the debuff is active). Void blast damage and range scale off Power Strength and Range. Affected enemies suffer corresponding Dispense effects depending on the currently active paradigm, affected allies gain copies of Paradigm buffs. 4th ability: Release Recollection - Cast, on duration. Requires a stack of Recollection to cast. While active, suppresses his passive, blocks operator mode and disables manual use of all other abilities. Activates all available Paradigms at the same time, gains a flat 90% damage reduction (before armor) and adds bonus Void damage to all weapon attacks - Primary Secondary and Melee. Yes, you should be able to wreck Eidolon shields and cycle Profit Taker immunities with that. Cannot be recast or nullified. On expiration, causes a spectacular self-destructive blast of hyper-Dispense and leaves the warframe at 2hp and 0 energy, disabling any incoming healing or energy regen for 10 seconds (unaffected by mods). Yes, it's an enrage ability that is likely going to have you killed. P.S.: I realize this will probably be a nightmare to balance, but then again... Who needs balance in Warframe as long as it's fun, right? ^^ Link to comment Share on other sites More sharing options...
(XBOX)Alraune3616 Posted April 17, 2020 Share Posted April 17, 2020 Passive: Distribution. Picking up an energy orb individually grants nearby allies 25% of that energy orb. Ability one: Shards. Channel your void-like soul into an identical image of the Broken Warframe to aid you in battle. Tapping on the ability whilst active will allow the player to switch between the Broken Warframe and its void-like image. Either upon the death of the image, or upon time running out, damage absorbed by the image will pulsate in a short radius. Ability two: Void Pact. Channel void energy into a companion-like “spirit” who will pocket you from incoming damage, as well as slow down enemy fire. Cast again to reflect damage out as opposed to harvest it. When the ability runs out, harvested damage will pulsate around the Broken Warframe for a short while. Ability three: Spiritual Division. Leave behind the physical body of the Broken Warframe, and strike forward in an untrackable void-like form. In this form, enemies cannot sense your presence. When the ability runs out, the void-like form will explode in a short radius, stripping shields off of any enemies caught in the blast, before returning to where the player’s Broken Warframe was left. Ability four: Exalted Scabbard. The Broken Warframe exalts 3 void-like images of itself, which, after a short delay, individually copy the moves and attacks of the player, with a base attack of 25% extra damage per image. Each image has a 1 second, 2 second, and 3 second delay respectfully. Link to comment Share on other sites More sharing options...
Klimatika Posted April 17, 2020 Share Posted April 17, 2020 Some stats will be needed: Health:125 Energy:75 Passive - broken spirit. You will gradually louse health when not attacking, but every kill provides 2hp and every 10 kills will provide 1 energy. If your energy reaches 0 you will die but if health reaches 0 you wont die but your energy will start draining at a 5 energy per second. Flow and Primed Flow do nothing on this frame. (First ability stops the health drain). First ability - shattered soul. When this ability is on you will take double damage, but the negative effects of the passive and other abilities are disabled. (3 energy per second) Second ability - giving what remeins. Releases an energy pulse that heals nearby teammates to full health and energy at the cost of your health being reduced to 0. (10 Energy to cast; First ability makes you louse only 3/4 your health). Third ability - braking down. Release a wave of energy that damages (void damage) enemies cought in it and has a 50% chance to inflict rad procs, at the cost of lousing 40 health. (25 Energy to cast; First ability makes it not consume health and makes it have 100% chance to proc rad). Forth ability - giving up. Your health and energy become 0. You will directly die, meaning you wont be downed and will have to use a revive. All teammates in the area gain the following buffs for a period of 120 seconds (0 energy cost; 180 seconds if the first ability was active when the forth was cast): False promises of Valor - doubles all damage inflicted to enemies. False promises of Hope - when health reaches 0, restore it back to full and dispell this buff. False promises of Purpose - Energy orbs grant 50 energy instead of 25. False promises of Endurance - gain + 275 max health for the duration of the buff. Link to comment Share on other sites More sharing options...
sword_of_hell Posted April 17, 2020 Share Posted April 17, 2020 The first picture "broken warframe" reminded me alot of INK..so I'll put that as my theme PASSIVE: 15% chance of applying blindness on enemies attacking it 1: PIERCE. Creating a liquidish spear made of ink and throws them towards its enemies with a chance of blinding some enemies 2: INK SWAMP. Creates a layer of ink on the floor slowing down the enemies and slowly hurting them. Allies and its self walking on that floor might get extra attack damage 3: INK SPLASH. Splashing a wave of Ink on enemies faces blinding and hurting them. does 30% more damage on enemies walking on the INK SWAMP 4: SHADOWS. Creating clones of its self made out of ink(max:3) with its primary weapon and have a chance of blinding and slowing down the enemies with their shots Link to comment Share on other sites More sharing options...
Cuggur Posted April 17, 2020 Share Posted April 17, 2020 I would go for a warframe made with 3 different set of parts (Red, Blue, White parts coming from a warframe focused on melee/tankiness, abilities/status, guns/speed respectively) as in the concept art. Each warframe has their own short names that combines into the name of this warframe. for simplicity (and to avoid naming them) I'll refer to them as Red, Blue and White Passive - Ammo conversion, every third picked up energy orb releases a wave of energy that briefly staggers enemies and opens them up to finishers, picking up health orbs also restore shields 1) Swapable (like Ivaras arrows or Wisps reservoirs) and Energy drain ability : Channel the expertise of Red / white to gain additional armor and health regeneration / fire rate and reload speed. Taking damage / dealing damage fills up a meter that increases the effect further. When the meter is full you gain additional melee damage / gun damage. You are only allowed to use melee weapons / primary and secondary weapons while this ability is active. Switching aspects causes you to loose half the charge in the meter. 2) Channeling the powers of Blue, you target an enemy for x seconds thats tracks status effects that the enemy has. When the affected enemy dies or the ability ends, the target bursts with energy and all enemies around x meters of the target gets affected by all the status effects on the target. If the ability ends with the targets death it also deals damage based on the maximum health of the target. 3) RedBlueWhite disassembles and moves with increased speed as a ball of void energy for x seconds. During the ability it is invulnerable. Coming into contact with an enemy deals a small amount of damage and any sentient enemy hit gets their adapted resistances reset. 4) Energy drain ability: RedBlueWhite disassembles and each of them gain their original form through void energy (like floating body parts that is completed by energy into a silhouette of their former self) Red and White is AI controlled and you control the Blue. Red uses the energy version of its trusty hammer and White uses the energy version of its high accuracy, high crit semi-auto rifle or its high fire rate, high status machine pistols. As Blue, you shoot an unstable energy beam (kind of like Wisps 4th ability but single target) with your left mouse button. The beam itself deals moderate damage but crackles periodicaly with elemental energy when in use and inflicts status effets in a cone in front of you. While this ability is active you can use your first ability to make Red taunt enemies x meters around it or make White switch weapons. If both White and Red or Blue is destroyed the ability ends and RedBlueWhite reassembles. And something I had in mind for its story but I don't know if it fits the lore: 3 friends, 3 warframes. All destroyed and 3 tenno is forced to defend themselves. 2 of them (operator of Red and white) dies fighting. Standing among the dismembered parts of their warframes and surrounded by sentients, the operator of Blue pulls together the parts of the warframes and binds them to his/hers void form and turns into the warframe to defeat them. Link to comment Share on other sites More sharing options...
Merthazite Posted April 17, 2020 Share Posted April 17, 2020 I like this theme. :) I didn't read every idea here, but I hope I doesn't suggest that, that has be suggested. And I'm sorry if something is hardly understandable, English is not my native language.Passive : Broken Parts - Every 10th enemy killed, project a missing part of body, giving you a set amount of Armor/Health/Energy_regeneration. Every part disappears after 20 seconds. Max stacks : 5.First Ability : Binding Void - Bind an Enemy (Doesn't work on Bosses/Assassination targets), deal a constantly void damage till time is out, or victim is killed. Use it as host to create a small creature. Can't have more than 1 summoned creatures. (A creature/An animal (or something) from the past. It have 0.5x HP of the warframe). (It turns the soul of it's victim into something else, like it was tearing about, screaming and crying. Just to let this "something" out.)Second Ability : Unbearable Darkness - Toggle ability. Cast an area of horrid void energy. Enemies within trying to stand against it, yet sometimes they start to scream. They get small amount of damage every second. If enemy is killed right in the area of Unbearable Darkness, they got consumed and grant small amount energy to nearby warframes.Third Ability : Crumbling Turret - Use 2 Broken parts to create a turret that have health constantly going down. It deals void damage to one random picked enemy. Only 1 turret can be alive. (He's trying to project the old memory, which is not bad, but also not good. While trying to protect something... Something precious from someone... )Fourth (Ultimate) Ability : Nasty Memories - Channel void energy for 1 - 10 seconds. Summon an abomination. Size, Health, Armor and other stats are based on time that was channeled. (This warframe remembers something from the past, horrific yet he can't fully remember, mixing his memories from random times.) Link to comment Share on other sites More sharing options...
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