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Open Call for Warframe Ability Ideas!


[DE]Helen

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Passive:
- resets the Sentient adaptation.
- uses health instead of energy.

1. shoots with a hand, attracting the enemy and sucking out his health.
2. uses the tentacles of the Void grabbing enemies from underground, immobilizing them.
3. explodes into many parts, causing damage over the area and gathers again.
4. exalted nikana of the Void.

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Passive: Cracked battery, On ability cast gain a random 10% bonus to any ability stat. Bonus is rolled again when a ability is used.

1. Shell shards: On activation the warframe shaves 6 irradiated fragments off its form. These fragments will follow the warframe until the ability is activated again, launching a single fragment as a projectile. The ability can be charged by holding the ability key, when charging the fragments will fuse into a single large shard that when fired acts as a hit scan beam that overpenetrates targets. Each fragment consumed in the charge adds additional damage.

2. Dissonant wave: The warframe sends forth a shockwave in an expanding cone in front of it. Foes hit by this wave are staggered and become more vulnerable to warframe ability damage and effects. Afflicted targets struck by Shell Shards explode dealing Shell Shards damage to nearby targets.

3. Void echo: The warframe and nearby allies are given 3 'Echo charges', when a warframe carrying a charge uses an ability the charge will detonate dealing some damage and knocking down nearby foes.

4. Overflow: The warframe continuously radiates void energy from its body slightly damaging nearby foes, while the ability is active nearby allies gain additional power strength and range. The warframes  own abilities are enhanced as well:

1. Shell shard: pressing the ability key now fires a volley of shards, holding down the ability key allows continuous firing of the shards. Buffeting foes in a hail of irradiated fragments. 

2.Dissonant wave: travels faster and hits harder, knocking foes down along its trajectory.

3.Void echo: the explosion is instantly triggered on the warframe and nearby allies, dealing increased damage.

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  1. Broken Pillars (Passive) :  When 3 enemies or more die close to each other in a short duration of time, they will assemble into a broken pillar
    • Broken pillars gradually erode away if not sustained by enemy remains
    • Enemy close to a Broken pillar lose 40% of their movement speed 
    • Broken Pillars cannot be nullified
    • Broken pillars cannot form too close to each other
    • Maximum of 10
  2. Fragmented Shot (First Ability) : Absorb and launch broken pillars at enemies
    • CAST: Launch a broken pillar which explode on impact, dealing toxin damage and blinding enemies (aoe).
    • HOLD: Absorb and stack up to 5 broken pillars close by
  3. Broken totems (Second ability) : Sacrifice parts of his body to create a massive pillars that buff him and allies
    • Cycle between 4 different buff
      • Arm: Give bonus ability reach to allies
      • Leg: Give bonus ability strength to allies
      • Head: Weapon projectile will seek the head of enemies
      • Chest: 1 massive but random weapon stats buff to weapon 
      • Max of 2 Tendril Totem
  4. True Juggernaut (Third ability) : All Broken pillars currently on the map explode and reassemble on the Warframe. The number of absorbed pillars will determine his size, health and damage reduction. *He can grow to be twice as big and bulky as Rhino*
    • Ability cast while under True Juggernaut will be vastly improved based on the number of absorbed broken pillars.
    • Doesn't consume energy but erode away if its not sustained with remains
      • Remains can be obtained by killing enemies
  5. Great Collapse (Fourth ability) : The thread of void energy leaves the Warframe and infest the surrounding ground under every broken pillars
    • HOLD: Enemies close to the broken pillars will collapse on the ground and will suffer slash damage as long as the ability is hold
      • The warframe dismantle and scatter on the ground making him untargetable
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Passive - Heals using broken pieces from enemies and objects

A1 - Disassemble your body turning into a "Ghost/Void" form while creating 2 specters (a melee and a ranged) using your pieces, you can use this same skill to define targets and stances for the specters 

A2 - While in ghost form you can use this ability to teleport and heal teammates in the destination area, while in "normal" form you charge and explode your body, dealing damage with your HP as a bonus

A3 - Your vaccum sucks broken pieces from enemies and objects arround while this ability is active, creating a shield that gives armor and uses you passive to restore HP, in the ghost form this ability is used on your specters

A4 / Ult - While in ghost form you can attach yourself to a enemy, possessing and controlling it and yours specters will follow you, if used while not broken you can attach yourself to a ally giving it armor and damage buffs, you cant control its movements but you can use your weapons from his position.

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Here's my two-cents as a sort of scavenger/tendril-monster/Vlad Tepes Dracula kind of Warframe. Names could and SHOULD be altered as needed.

Passive: Scavenge: The warframe passively gathers up broken pieces of enemies. Once an enemy is killed, walk over their corpse to attach a small piece of armor. This armor protects the warframe from damage but can be shot off (i.e. Rhino's Iron Skin but smaller amounts and no CC resist).

1) Tendril Smash; Tendrils reach out to strike. Hold button for more range at higher cost. If there's enemies held, smash them as well for more AoE damage spikes.

2) Tendril Impalement; Lash out with Tendrils that impale enemies and reel them closer to the warframe. While impaled, it costs some energy/sec but restores health. Reactivate to pull more enemies, hold to throw them away.

3) Coccoon; Wrap self in tendrils, become immobile and gain VASTLY increased armor while held. While held store damage dealt and lash out with it at the the end of the channel. Using while Possess is active will instantly kill the possessed target by exploding from the inside.

4)Possess; Dissassemble into parts and tendrils, leap into a selected enemy and use them as a puppet. Can use that enemy's weapon, using the warframe's Primary weapon mods. Have target enemy's HP/Armor, if they run out, forcefully ejected and knocked down, but otherwise unharmed. Cannot bulletjump while possessing, but can sprint.

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1. Disassembles itself and body parts seek nearby targets.

2. Using it's Void energy goes into a void state, being immune to all attack and generates energy, takes void energy.

3. Charges up void energy to blast away anybody infront of him, takes void energy.

4. Time melts away as the void takes over, damages all enemies in a range around the broken warframe, the longer the duration of this ability the more it's damage but the less it's range.

Passive: Kills give you permanent speed, but if you get damaged the speed will reset, can stack up to x5 speed.

Void Energy: Every kill gives Void Energy which can be used to fuel abilities, if there is an excess of void energy you start taking damage and you slowly lose your mind, like the other void dwellers.

 

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[ What Can't Be Broken ] - ( Passive ) -  When Broken Warframe collects Energy Orbs, 15% of the restored amount is converted into additional Energy. Melee attacks will convert 5% of the amount of damage dealt into shields. that can be triggered every 2.5 minutes.
When Broken Warframe's Voids' figure deals damage to enemies or when Broken Warframe assists an Allie, he/she sheds a chunk of him/herself that can be reabsorbed to restore Shields by 10%. Upon taking fatal damage, Broken Warframe splits into 4 parts that attempt to recombine. If any Parts remain, he/she will revive with an amount of Health depending on the Health of the surviving Parts. Each part has a percentage of Broken Warframes maximum Energy, shields. This ability can only be triggered every 15 minutes.

1st Ability 
[ One And The Same ]
Broken Warframe  splits him/herself in half and has no control over it. Damage dealt by the Void figure is done in elemental damage ( Electricity ) and Void figures' triggers Broken Warframes Passive. While active, Voids figure sparks damage to near by enemies, marking them and dealing increased damage against those targets.


2nd Ability
[ Borrowed Time ]
Broken Warframe Immobilizes him/herself creating a Barrier that's equal to Broken Warframe's total energy, health,and shields, for a maximum of 45 Seconds or until the barrier is broken, with a 5 meter radius. Allies inside the barrier shooting from within have their bullets accelerated and damage increased. Re-active again to cancel Borrowed Time. If One And The Sames' ability is active, when activating Borrowed Time, gain control of the Void figure, and gaining four new abilities.

[1st]
[ Focused Beam ]
Void Figure channels a beam, depleting Broken Warframes Energy the longer it is channeled dealing high damage.

[2nd]
[ Void Pulse ]
Void figure sparks radius increases, and so does the damage for a set duration. When activated, Energy pulses around him/her dealing damage.

[3rd]
[ Lashing Grasp ]
Void figure rips from Broken Warframes hands, his/her Melee and Primary Weapon. When Void figure dies, or the Barrier is destroyed, or the duration ends.The melee and primary weapon will be where Voids last current position was and can be taken back if still alive or picked up if destroyed. 

[4th]
[ Voids Reside ]
Return to Broken Warframe.

3rd Ability
[ Reciprocity ]  -  Broken Warframe sprouts a link that, when targeting an Allie, it connects to nearby Allies, giving Allies a percentage of his/her shield for exchange for Energy, that can be restored through the damage dealt by the Allie during the duration of the link. The amount of energy restored is equal to 10% of the damage dealt by the current Allies Melee Weapon or 5% of the current Allies Primary Weapon, that when the duration ends, adds to Broken Warframes Total Energy and Shields. The link last for 15 seconds.  If the Link targets an Enemy, it links to nearby enemies, and stuns them.

4th Ability
[ Void Blast ]  - Broken Warframe immobilizes him/herself, sprouting out connectors to his/her surroundings ( ceiling, walls, pumps ect  ) Absorbing energy. During this time, none-elemental Damage received is reduced by 30% and elemental damage received further increases the Energy being absorbed. After 3.5 seconds - Explode, restoring allies Energy to full and enemies taking damage from the blast that's equal to your total Energy, plus the percentage of the damage absorbed during that ( Elemental and None-Elemental Damage ). This ability restores Broken Warframes energy to full.

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Considering this frame is literally a physical combination of different warframes' parts held together by strings of void energy, I LOVE some of the ideas posted in this thread associating him with Chimeras. Not only the mythical creature, but the actual definition of "An organism composing of many different tissues of different genetic material as a result of organ transplant."

Not only that, but I really think that because of this, this would definitely be not just a PHYSICALLY broken warframe, but a MENTALLY broken warframe, a tragic frame that lacks self identity and wants death but cannot and/or will not die, and is bent on revenge for his cursed existence. Very edgy but I think fits perfectly with this theme and especially his design, and his abilities would reflect this (just some brainstorming, Im not great with numbers or imagining synergy but I'll do my best). 

PASSIVE: Warframe possesses a meter that records ALL damage the warframe receives, including damage done to himself through tormented aegis. Meter is set back to 0 after using reprisal. 

ABILITY 1: CHIMERA

Warframe switches between 3 states, each with different effects.

Armored Anguish: Increased base armor

Energized Anguish: Increased ability efficiency and energy regeneration

Neurotic Anguish: Increased general speed (Sprint speed, bullet jump velocity, ability cast time, etc).

ABILITY 2: TORMENTED AEGIS

Warframe's health pool is reduced to 1 point, but is rendered completely invulnerable to  damage and status for a short time. While in this state, killing enemies allows his health to return to him and nearby allies. Excess health generated in this state is then converted into armor when the ability ends. (Amount of health gained affected by power strength, length of state affected by duration).

ABILITY 3: EXUVIATE

Warframe sheds excess armor and channels it into his weapon, increasing the multishot for guns and combo efficiency for melee. If activated while under the effects on Tormented Aegis, allies gain the effect of current chimera form.

 

ABILITY 4:  REPRISAL

Warframe unleashes a rapid burst of damaging energy around him and around his allies, dealing different IPS damage to all enemies affected depending on the warframe's current chimera form. Strength of Reprisal is not only affected by power strength mods, but how much damage the warframe's meter has collected.

While in Armored Anguish, Reprisal deals Impact damage and knocks enemies down. 

While in Energized Anguish, Reprisal deals Puncture damage and slows enemies' movement and attack speed.

While in Neurotic Anguish, Reprisal deals Slash damage and suspends enemies in the air momentarily.

 

 

 

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Broken warframe needs broken abilities lol

1st : perfectly fine energy blast : BW attempts to fire a perfectly fine, well proportioned and a deadly energy blast akin to how Wisp fires her ult, but when performing the animation he trips forward, his arm slightly snaps and he ends up doing a throwing motion and a big ball of energy blasts out of his palm, acting like a wild dodge ball, homing on enemies, but bouncing off of them each time. ( imagine high speed bouncing ball that randomly homes on enemies, hits them and then teturns to bouncing) Not yet sure what kind of damage type the attack would be tho, possibly random

2nd :harmless self improvement: BW "scans" nearby teammate in an attempt to improve itself, but due to his nature instead creates a bond with the chosen teammate. BW gains +10-20-30% of the players stats like health, shield, armor, ability stats, but in a way similar to nidus, creates a link that in return forces the scanned player to bear his damage. If the affected player loses loses all HP, BW dies in his place.

3rd: Botched Overclocking: BW tries to buff everyone, but because he is broken, he cannot manifest the power the way it intended, so instead the power shuffles all of your stats with one another as long as you stay in close proximity. In a way it does buff you in one area, but hurts you in the other. Example  Normal HP: 850 Sp: 310. Botched overclocking switches it to HP 310 SP 850. Same applies to ability stats  

4th: Now I am the Master: In this state BW performs an aoe scan that scans all nearby warframes. While its an attempt to copy and force thier essence and power into itself to achieve temporary god mode, it instead creates duplicates (specters) of the warframes which look alike, but  are made out of the root stuff in his body. These specters use weapons and abilities of the warfames it copied but they wont last long unless modded

passive: energy leaking: BW is broken, whatever is holding his energy framework is leaking, causing teammates in close proximity to recieve 1,2 energy points  p/s.

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Abilities:

Passive: Shockwave
As soon the Frames armor reaches 0, the Void Energy sends out a powerful blast knocking down and paralyzing the enemy.

1: Disposed Shot:
The Frames Void Energy reaches out for unused ammo laying around, which stacks up. Pressing the Ability key switches between the different ammotypes. Holding down the ability key releases the effect. The strength of the effect depends on the amount of stacked ammo.
    - Pistol Ammo - Void Energy uses bullets as shrapnells, sending them out of a blast in all directions.
    - Shotgun Ammo - Void Energy sends slugs in a spreaded blast in one direction from the position of the Frame
    - Rifle Ammo - Void Energy forms a barrage with bullets on a area you aim at.
    - Sniper/Bow - Void Energy sends one concentrated shot in one direction from the position of the Frame

2: Escape Apart: 
Disassemble itself at the current location. Enemies get attracted of the parts laying around and will examine them while the frame is assembling himself at the point you aimed before. The enemies attracted before move on after a certain time or react when shot at.

3. Shield Gathering:
Void Energy reaches around for enemy armor parts, creating a shieldwall around the Frame. The more armor pieces stacked, the stronger the shieldwall.

4. Composed Wrath:
Void Energy reaches out for parts of fallen enemies, patching and holding them together as explosive "marionettes" going for the enemy. In range, they explode doing AOE damage. Effect depends on the parts the "marionettes" have been made of (Blast damage with Viral, Electricity, Gas, Radiation, Corrosive)

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Broken Warframe

Abilities concepts made for Broken Warframe's open call by Cereegolas.

1.) Assamble/Disassemble - When activating(assamble): In a specific range grabs any part from the field like loot, dead corpse's armor, any near object parts,etc. When these objects/parts coming with high speed to the warframe it damages everything in the line. Visually shows that how everything sticks to the frame. Depending on the items taht stick to the warframe it will give him some bonuses.
Like bonus armor,health,damage even resistance to a specific element. Range mods = bigger ability range. Strength mods = better  + values in armor/health, etc. Duration mods = lowers the mana drain.
                         - When deactivating(disassemble): Every object that was stuck on the warframe will cast off like when Gara's mirror is destroyed by Gara's Q. It damages every anything which is in the line. When out of energy it is casts automatically.

2.) Reassamble a dead unit - Reassambles a dead unit. The reassambled unit's health will decrease over time. If Broken Warframe receives a fatal blow this unit will sacrifice himself saving Broken Warframe's life and receives a few seconds of immunity ,of course just in that case if exists this unit. 
There will be 2 types of cooldown. IF this unit dies normally then it happens nothing and it can cast instantly on another dead unit, but if it saves Broken Warframe's life then this ability will be nerfed for 5 minutes. This value is fixed, duration mods won't affect this because if it does then this warframe would be almost immortal.
Nerfed reassamble a dead unit - Works the same way but the reassambled unit can't save Broken Warframe's life just fights alongside him.

3.) You are a part of me - It "steals" another's warframe ability(He is not really "steals" becuase Broken Warframe contains parts from every warframe,so he can use the selected warframe's ability). For being less complicated lets say it can "steal" just from warframe's in the same mission. Like making an exact copy of that ability.
Usage example: When this ability is used, transparanted icons shows up with the friendly warframe's icons with numbers under it. Let's say we have a mesa,nidus,excalibur teammate. So if click 1 then selects mesa, if 2 then nidus,if 3 then excalibur.
After that the selected warframe's abilities appears from 1 to 4 and the same way can select an ability. After that when we use the third ability it will cast the chosen ability selected by us. 
There comes a problem what if we want to select another warframe's ability. Well,in my opinion it can be held just like limbo's rift exit -> clicking Shift. When Shift is clicked the ability resets and we can choose another warframe's ability. Anyone who thinks that "stealing" another warframe's ultimate is too overpowered...it makes the warframe more like BROKEN :)).
But if DE wants then the stolen ability's dmg/duration/range can be nerfed. Or another idea: we can select just from the 3 basic ability.
There will be some problem i can see already, like what happens if we play solo. Well in this case the game will select randomly three warframe with their abilitys. Or what will happen if we choose Titania's ultimate...but i bet that everything will come out well after some testing.

4.) Swarm - Broken Warframe splits into many parts(pieces) which deals damage to any nearby enemy over time(huge damage). During this period can't move but it becomes hard to hit,we can say that only AoE damage is effective against it. I mean the base location cant be moved. Those parts will move automatically to the enemy and attack it,depending on the base abilty range and range mods.
Any other ability becomes uncastable. The energy drain is huge. If it was used during when Assamble (1) ability is active then it becomes more dangerous and fatal but the energy drain icreases too. When runs out of energy or cancels the spell returns to the normal form. The Assamble ability (1) resets without being casted the deactivate. I mean the disassemble part wont happen. Those objects/parts which was stuck on Broken Warframe before using 4th spell will be just simply dropped near the restored warframe.

Passive.) Scavenger - Well for this passive we need a new item named "junk" or something similar. Broken Warframe will receive junks.He knows that everything is useful even the junk. The drop rate (%) is up to the DE, the assamble ability (1) can boost slightly the drop rate. These junks can be used to craft any resources, but really ANYTHING. Of course rare resources like tellurium needs a huge amount from these junks to be crafted => more grind hehe 🙂

 

Sorry for my bad english and misspelling. I hope that you guys like it. I had to think few hours for this concept. Probably it is a bit overpowered but the numbers can be always lowered.

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Theme: Broken frame.  The remains of the fallen from the Old War do not lie silent.  Their ghosts reach across the chasm of time, and long to once more drive back the sentient threat.

 

Passive: Void repair.  

The warframe heals damage while the player is in operator mode.

 

Ability 1: Field Extension

The strength of all weaponry is increased by a power strength dependent value for a duration which can be influenced by power duration.  The in-game explanation is the tendrils of void energy are physically extended into the equipment.

Augment: Void Corruption

10/20/35/50% of the damage of the weapon is converted into void energy.  Any status procs. create a small radial fire blast.

Augment: Void Capacitance

Allies within a variable range will have an extra 20% void damage added to their weapons while this power is active.

 

Ability 2: Rend

Leap toward an enemy, knock them down, and perform a finisher.  Leap distance is determined by power range, and the finisher will provide a blinding cloud of debris for 2 seconds.  

Augment: Messy Salvage

Leap no longer provides the player with a blind, but will instead provide 20/30/40/50% of the enemy's HP back to the player upon completion of the finishing move.

 

Ability 3: Fall to Pieces

The frame sheds its components and becomes a nearly intangible void energy construct for a period of time.  During this period the frame may not utilize conventional weaponry, but should it come into contact with enemies it will disrupt their nervous systems, inducing a radiation proc.

Augment: Meltdown

The player no longer can interact with enemies, but upon cast the enemies within a given radius are blinded for 2/3/5/7 seconds.

 

Ability 4: Payback (channeled) 

The warframe sheds its broken pieces, becoming immobile.  In response tendrils of void energy shoot out, covering an area with damaging streamers of void energy.  Damage caused in this area heals the frame.  Area of coverage is influenced by power range and damage caused is influenced by power strength.

Augment: Battery

Payback's area of effect is increased, but instead of damage healing the warframe it buffs teammate damage and armor.

 

 

 

 

Explaining the concept:

The passive is meant for some endurance.  Assuming the rate is low enough, it effectively functions as a built-in rejuvenation aura.  The point here is not to be a tank, but to take some hits and be able to get back up.  When the fighting gets bad you pop into operator, and have just enough time there to make the frame viable (without need for an arcane).

Power one is a straight buff, with the augments doing something unique.  It does tread on operator territory, but is a trade-off if you are going to be going against a faction which one elemental combination could do better against.  The alternative augment makes the frame less self centered, and more team focused.  I see this as also allowing for eidolon hunts with people actually being able to chip away at shields with guns, rather than the current question of "which amp is best" having only 1 or 2 solutions.  It would make this frame part of a meta, but the low transfer means you couldn't just buff a Chroma to the moon and one shot everything.

Power two is meant as a play on Valkyr, given that a frame torn apart in a war probably bears some animosity to its targets.  The augment forces you to decide between healing and hit-and-run, with the potential to synergize with some arcanes to liven up the possibilities. 

Power three is a basic invisibility, with a casting time and a price such that you cannot attack.  The augment is designed as an "oh crap" button, largely functioning as an area denial and reset.  It's envisioned to reset a horde, and allow you to slink away wounded but not dead.

Power four is meant as a mirror to three.  Instead of running away you stand your ground (Akira style).  The difference is that you can decide to either be an AOE healer/damage or an AOE buffer/damage.  If the team supports you it's an opportunity to lock down a large area and turn a bad situation good.  If there's no team you can still pull this to heal and get out of a difficult situation.

 

So what about balance?  This one is built into the powers.  There's two focusing on range and two focusing on strength.  You can tailor builds however you want, but there's no incentive to max a single stat.  This will have to be balanced on stats as well.  Given the passive healing if you have an operator form, it makes sense to lower shields, increase energy, and keep health and armor slightly above the baseline given a lack of other buffing powers.

Health: Slightly above average.

Armor: Slightly above average

Shields: Below average

Energy: Above average

 

 

If I might also suggest...I've listened to the youtube video regarding the future (https://www.youtube.com/watch?v=fhe57hFoIsU).  I'm really tempted to ask for something stupid here....so bear this in mind.  Right now the anomaly sucks.  You grind it to get the Shedu bits or the shards for the cosmetics.  I've got both, so could give a crap less about it now.  This being said, and assuming railjack revisited is successful, it'd be great to introduce one more tile into every single anomaly, with three shatterable containers.  The containers would drop one part for this frame guaranteed.  The other two containers would drop a second part, a bit of war, an anomaly shard, or at 1% an umbral forma bp.  I'm seeing:

20% - Warframe neuroptics

20% - Warframe chassis

20% - Warframe systems

15% - War Blade

15% - War Handle

9% - Anomaly Shard

1% - Umbral Forma BP

This gives us an 8% chance of getting the frame in one go, a 98.01% chance of not getting a forma bp, and a 49% chance of not getting anything for War.  It'd offer a constant grind, a reason to go back, and you wouldn't have to deal with the current insanity of having them as legendary drops from a very rare spawned container.  It'd slot into lore, be time gated and level gated enough that people could appreciate the passive by the time it's earned.  I know this isn't being asked for, but it seems like a real win-win with the concept of the broken frame being pieced together and wanting sentients from the old war dead.  The sentients shattered it, and then went all Alad V and Valkyr style experimentation.  It'd be some interesting mirroring of bad decisions from people who really should know better.  Hint-hint, it'd also slot along well with the whole Ballas story.

 

Is a 1% chance too high?  I see it as low but acceptable.  There are 3 umbra mods, and not all frames would benefit from even two of them.  As such, with 50% of players actually getting at least one drop after 35 runs, you're looking at a month or so worth of grind 2-3 times a day to have a couple of forma bps.  42 frames in the game....it'd still be a stupid long haul to get enough to equip your frames with an umbral forma.  Stupid long, but still better than the 3 we have been able to earn in about a year now.

 

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Passive: Animation equipped (None,Noble,Agile) change your skills effects (something like putting different pieces on the warframe, but i wanted to keep most of the fashion frame unchangeable) 

 

1- Throw a part of the warframe forward, if hits a enemy explodes and applies an effect depending of passive; if hits a surface, the part stays there for some seconds as a trap, if a enemy gets close the trap explodes an apply an effect depending of the passive:

*None-  Enemies hit drop Health Orb/Energy Orb/Ammo.

*Noble- Deal radiation damage to the enemies hit. (50%*power strength proc chance)

*Agile- Enemies hit get 10% of their Health stolen and heal yourself by the same amount.

 

2-  Dashes forward, deal damage to enemies hit and applies an effect depending of the passive:

*None- Weapons of enemies hit drop where you stopped. (like how titania makes enemies drop his weapons, but more like you stole it and dropped on the ground)

*Noble- Regenerates energy per enemy hit.

*Agile- deal melee damage(atual melee weapon) to enemies hit.

 

3- Pull all enemies around, stealing pieces of them to use it yourself; gain temporary buffs according to the passive: (simple because i think the rest is already complicated enough)

*None- Extra armor

*Noble- Extra shield/overshield

*Agile- Extra health

 

4- (Consume constant energy)The void energy holding your pieces together becomes unstable affecting everyone around. the effect change according to the passive:

*None- Health regeneration to allies and constant puncture proc/damage reduction to enemies.

*Noble- Extra radiation damage to allies and enemies take more damage.

*Agile- Damage taken reduced to allies and slow to enemies.

 

sorry if my english is bad

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Name: Syntalyst.

Discription: A broken frame reformed by sentients shattered pieces, Syntalyst is a broken frame that can desemble and move at incredible speed.

Passive: Any elemental damage will do weak damage to Syntalyst.

1st: Blinding Screech - Syntalyst will do a blinding screech and blind enemies for 10 seconds, and will make Syntalyst and allies abillitys stronger and last 2x longer.

2nd: Summon - Syntalyst will summon either a Battlelyst or a Conculyst from the ground and will attack enemies.

3rd: Tau Armory - Syntalyst's right arm will resemble into any sentient weapon.

4th: Desemble - Syntalyst will detach all limbs and will be appeared to enemies dead. Syntalyst will move 4x speed than its regular speed. And will resemble back when used again.

(To get Syntalyst, He will be dropped by Conculyst's and Battlelyst.)

Drop rate:

Chassis: 20%

Neo: 15%

Systems: 10%

 

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Passive: Gains Random regeneration ie: Health/shield/energy, depending on damage dealt/taken.                                                                                       1st ability: Sends out a tendril to latch onto an enemy, turning them into an ally. Every enemy in proximity will then be "infested" with this tendril in range. 2 spread max. Holding the 1st ability button down will "eat" the affected enemies leeching health or shields.  Costs health to cast                                                                                                                                                                                                                                                                                           2nd ability:Activates a boost to any damage by 2x (for both frame and enemies) but gains high life steal movement speed in return.                                                                                                                                                                                                                                                                                       3rd ability: Glitchs out and explodes, dealing damage to itself, and surrounding enemies. Range is high by default, frame reassembles itself afterwards based on duration.                                                                                                                                                                                                                                                                                                                                                                                                                                                                    4th ability Disables the use of 1 random ability to overclock itself, becoming a "fixed" frame. Invulnerability for a fixed activation time, then buffs self, squad, and takes away negatives from abilities while active.

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Passive- The more abilities that are active gain 15% attack speed / fire rate

Ability 1 Encapsulation- Drains Energy and Player health to increase weapon damage (Dev chooses percentage)

Ability 2 Render- Kills while Encapsulation is active adds 5% critical chance for every 10 enemies killed

Ability 3 Devastation- For each critical strike, enemies within a 5 meter range takes half the original damage

Ability 4 Vengeful Dead- Enemies killed while all abilities are active, their bodies will slow down anyone still alive in a 5 meter range for each body

Devs will choose drain for each ability and its duration so these abilities arent broken

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PASSIVE

Begins a buildup of broken fragments of enemy armor, robotics, and bone. Energy is replaced with this meter. Has a passive regenerate of 1% every three seconds.

ABILITY 1: Harvest

Requires a bare minimum of 1% meter per dead enemy. Within your line of sights, all dead enemy corpses disintegrate and leave behind parts that can be picked up to fill the Fragment Meter. Dead enemies effected leave an explosive corrosive trap to other enemies.

ABILITY 2: Fragmented Shield

Use up 20% of your Fragment Meter to surround an ally or a defense target with a shield of the pieces. Strength increases the damage reduction and Duration depends on Fragment Meter output. Cannot be casted onto self.

ABILITY 3: Transform

The Warframe breaks and transforms into multiple things, depending on what you toggle.

  • Toggle 1,  Behemoth: Requires 75% of Fragment meter. Turns the Warframe into a walking tank. Health is doubled along with increased weapon damage. The Warframes movement is hindered, however. No longer able to bullet jump and moves 50% slower. Duration depends on the players build, can be canceled any time.
  • Toggle 2, Lightweight: Rapidly decreases the Fragment meter, but increases speed on everything from reloading, sprinting, melee swinging, ect.
  • Toggle 3, Biped Bullet: Makes your Bullet Jump incredibly lethal. Bullet Jump range is doubled passively with no mods, but you may only Bullet Jump straight and consumes 10% meter every Bullet Jump. Can be toggled on and off at any time. Bullet Jump mods can effect this ability.

ABILITY 4: Destroy

Release a strong AoE that causes all enemies around to shatter and break. Bits of the enemy can be picked up for  the Fragment Meter. Any surviving enemies have their armor stripped. Can be held down to increase the range and damage of the  AoE but consumes more of the Fragment Meter. Dead enemies from this ability can be stacked with Ability 1 for more Fragment Meter.

My idea of this skill set is to create a sort of tactical way to play this Warframe. I'm sure I'm not the first one with some sort of "meter" idea, but I hope it's unique. The consumption of the meter was by my best guesstimates, as you don't really know how it works till it's actually tested. 

 

 

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Passive: You have the ability to choose any ability from any warframe to place in any slot you want, not limited just to one. The abilities would be changed in the warframe customization section, the abilities would come just from the warframes you have, for example you would be able to use 3 first abilities if you choose so. You can just use one 4 ability. You can change these abilities whenever you want. Maybe you can just change the abilities when the warframe is max ranked.

Permuta: The warframe change between his abilities to the chosen abilities.

Debilitate: The warframe removes a % of enemies resistance in an area around him, scaling with power strength.

Stasis: The warframe puts a enemie to sleep for unlimited time. This enemy will have a area around him in which enemies that come close to it sleep, these enemies won't have that area and the sleep only lats 10 seconds.

Gaze into the void: The warframe casts 2 beams of void energy from his hands. This would do more damage to sentient enemies and the ability would have some amount of healt % damage, to keep damage consistent and scale around higher levels.

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Passive: Chaos - All Damage done to him has a 10% chance of random affect, of healing him 20 health, charging his shields 20% faster, or a small speed boost, all damage he does to enemies has a chance for a small random damage proc

Power 1: Fill the Void - Breaking enemy armor to repair himself, increasing armor and max health, when he is damagd to a point he will return to his default max health and armor (kind of like overshields), and reduces damage resistances of enemies

Power 2: Broken World - Breaking reality to an extent and to an certain distance causing damage done to enemies to be given an extra random damage proc while in the AOE

Power 3: Abomination - He will grab multiple enemies and break them into smaller pieces, to which he will empower those pieces into piecing together a new being with his will and the new ally will fight for him for a limited time

Power 4: Devastator - He will extend his tentacles into lashing out and impaling all enemies in a 16m range and absorbing 10 health for each enemy killed

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What a great idea!

Health: 400 Shield:400 Armor:220 

Passive: "ÆTHERBOUND" 50% Ability Cost Reduction (Cannot go below 0) only while in contact with the void. So during void missions, during void fissure missions once youve gathered all reactant that cycle, or even in limbo's void rift, and possibly even other applications. 

Ability 1. Tether: Send tendrils from your body through the ground and/or walls to bind enemies for a duration. Causes guaranteed slash proc only to sentients.

Ability 2: Flash: All tendrils explode dealing damage based on power strength. If no tendrils are binding enemies, a small bright flash from Broken's body tendrils will pull enemies toward you based on range.

 Ability 3: Construct: Broken's tendrils glow, causing all defeated enemies within range to be created into void trace, eidolon shards, or other void related item drops. (kinda similar to nekros' desecrate, but instead of increasing drop rates, they drop void items with no chance for regular drops while active)

  Ability 4: Æther Shell: Create a Bubble(Like frost) that causes enemies to become overcharged with void energy, increasing there movement speed and attack damage, but they take damage relative to the increase in speed and dmg, scaled by your ability strength. Bubble size is determined by ability range. 

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Pasive: (Fragmented One) Every time you kill an enemy you accumulate shards. You can accumulate 10 shards. They reset every time you use an ability
 

1st Ability: (Throw Shards) The more fragments you have, the more hits you cause on the enemies. radioactive damage.

2nd Ability: (Repair) Use the shards to heal yourself and eliminate negative effects. The more shard, the more heal.

3rd Ability: (Energy Bind) Linking a number of enemies with an energy rope caused all damage you do to be divided among all linked enemies. Each shard links 2 enemies.

4th Ability: (Shredded) Shards revolve around you at high speed, damaging your enemies. The more shard, the more radioactive and impact damage.

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Create a female Warframe

Name: Nexis

Abilities:The Power to Control (Space) (Time) and (Matter)

Ability 1:Slow down time for a duration of seconds.

Ability 2:Telekinesis-Pyrokinesis.

Ability 3:Pocket Dimensions=Able to Create a Singularity pulling in all enermies until exploding into a massive shockwave.

Ability 4:Stealth Mulnipulation:Able to take the form of an enermy for a duration of time.

From TpunH1N1

 

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Passive - Losing 5% of your health will break off a part of the warframe, these parts will seek out enemies and explode, doing damage to enemies scaling off of power strength and enemy level. You move faster with lower health.

1 (25 energy) - Break off 2/4/6/8 parts of the warframe at the cost of 10% health. (scales with strength)

2 (50 energy) - All parts of the warframe that are broken off target players within 10m/20m/30m/40m and heal them for 25/50/75/100 health. If they can't find players who are missing health, they instead grant an overshield to the nearest player. (scales with strength and range)

3 (25 energy, 5/second) - Killing an enemy breaks of 2 parts of them (corpus helmets, grineer masks, weapons, parts of sentients, something from infested, etc). If the enemy had shields, they do magnetic damage, if they had armour they do corrosive, if they had neither they do viral. 30/60/90/120% status chance. (scales with strength)

4 (100 energy) Heals you to full. Every part within 10m/20m/30m/40m is pulled into you and converted into 40/80/120/160 armour that lasts for 8/16/24/32 seconds. (scales with strength, range and duration)

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Passive: The more [Warframe] is damaged, it starts breaking apart. For every 25% of health lost, ability power for ability 2, 3 and 4 for is increased by 25% respectively. When at 0% health, [Warframe] bursts into pieces, any piece can be interacted with by a teammate to initiate revival.

 

1: Sacrifice: 10 Energy and 10% Health: Damage an enemy for X00% of health sacrificed + X% for every 10 Enemy levels and gain X% damage resistance under when under 25% health for X seconds.

2: Break: Quickly cast a projectile that deals X damage + X per 10 enemy levels extra damage in an area and glitches enemies. All glitched enemies suffer from 50% reduced accuracy and randomly (30% per second at base) freeze in place for X seconds.

3: Rewrite:  3 energy and 2% Health per second: Increase weapon and ability damage by X% for every cumulative 10% of maxiumum health damage [Warframe] loses, when active for more than 10 seconds, reduce all damage when under 25% health by X% and removes health and energy cost for X seconds, retain passive bonuses during that time even if at 100% health.

4: Propagation: 15% health and 100 energy: Throw a singularity that shortly pulls in enemies and the violently erupts to drain their matter and regenerate [Warframe]. Deals extra damage to glitched enemies and spreads glitched state to any enemies in the AoE if one glitched enemy is included in the blast zone. Glitched enemies killed X seconds after the eruption will spawn a clone of [Warframe] for X seconds (Max X clones) that autonomously attacks enemies.

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