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Open Call for Warframe Ability Ideas!


[DE]Helen

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Passive - possibly i think as enemies take damage or allies the warframe gains armor as it takes the fallen pieces gaining based on percentage, maybe even switching between gaining health or armor, but no shields

Ability 1 - switches states, between a more stable connected version, maybe the more it uses it powers the stronger its unstable form gets, but it gets lest resistance to damage  (A glass cannon of sorts)

Ability 2 - in stable form it will shoot out the voidlike tendrils/worms. They will strip enemys of health or armor for the warframe, when unstable the void rips off to kill any enemy in reach much more powerful but no targeting on what enemy it will attack

Ability 3 - you lunge a torwards an enemy and tear into them healing, when unstable it instead will attempt to absorb the enemy lunged upon calming the void within and fully stabilizing

Ability 4 - in stable form you will explode with void energy for moderate damage. While unstable you will momentarily hold this exploded form and the void tendrils will attack all within the vicinity ahd build energy but you will momentarily be unable to go to unstable state

 

Not perfect i know but i like the idea, will definitely need tweaking

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Passive: Void Energy – Warframe abilities use Void energy instead of normal energy; Warframe’s energy gradually replenishes over time

Ability 1: Sacrificial Pulse – Uses the Void energy holding the Warframe together to release a powerful blast of Void energy in a 360° radius around Warframe; automatically procs the Void damage status effect (Bullet Attractor) on every enemy hit but depletes the Warframe's health by 10%

Ability 2: Broken Soul – Shoots a piece of the Warframe’s own body into an enemy, using Void energy to turn it into an allied Corrupted version of itself. Ability effect ends when ally dies

Ability 3: Amalgamation – Uses tendrils of Void energy to collect pieces of nearby dead enemies and assimilate them onto the Warframe; restores a percentage of health or adds a percentage of armor depending on type of enemy

     -5% additional armor from Grineer and Corpus

     -5% restored health from Infested and wildlife

     -5% of both from Corrupted and Sentients

Ability 4: Leakage – Void energy leaks through the Warframe for 1 minute, allowing the Operator to use abilities without requiring Transference; Warframe’s normal abilities are replaced with Operator abilities:

     -Ability 1: Void Blast

     -Ability 2: Void Dash

     -Ability 3: Void Mode 

     -Ability 4: Transcendence (but instead of the Warframe being disabled, the beam is fired from the Warframe’s chest)

      -*For those that have not yet gained access to their Operator, they can only use the Transcendence ability*

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I was worried about this idea, but you guys turned it into something awesome! Now I'm super excited!

As far as abilities go, I really like the energy tendrils holding the frame together, and I think that could be a useful gimmick, with the idea that the energy tendrils can be extended and controlled, which in turn separates his parts like whips. So here are my ideas. For reference, I'll be calling it BW (Broken Warframe).

Passive: Fragile
The more health BW loses, the more he begins to fall apart. This grants him up to 50% Evasion and 25% Ability Range, which is proportional to how much health he has lost. So if he's at 90% health, he has an extra 10% Evasion and 5% Ability Range. If he's at 50% health, he has an extra 50% Evasion and 25% Ability Range. Extra Evasion and Ability Range will not increase further if you go beyond 50% health lost.

Ability 1: Outstretch (25 energy)
BW extends his arm forward 25/40/60/75 meters, and pulls himself to whatever he grabs, whether that be terrain or an enemy. If it is an enemy, he will deal 250/350/500/750 Impact damage to them and knock them down, opening them up for a ground finisher. Outstretch can be improved with Range and Strength mods. (This ability is based on Valkyr's Rip Line and Ash's Teleport.)

Ability 2: Entwine (50 energy)
BW lashes out at an enemy, trapping them in tendrils of Void energy. Any enemy within 3/3/5/7 meters of the affected enemy will be pulled in and trapped as well. While under the effects of Entwine, enemies take 50%/65%/85%/100% extra damage from all sources and spread status effects to all Entwined enemies. (So if you get a Heat proc on one enemy, the Heat proc will then spread to the rest of the Entwined enemies.) Entwine ends when there are no more enemies affected by it, or after 6/8/10/12 seconds. Entwine can be improved with Duration, Range, and Strength mods. (This ability is based on Nezha's Blazing Chakram, Khora's Ensnare, and Nidus's Larva.)

Ability 3: Tangled Garb (75 energy)
BW covers himself in tendrils of Void energy, granting him immunity to status effects, including staggers and knockdowns, while also absorbing 90% of all incoming damage. While Tangled Garb is active, the tendrils will whip any enemies within 5/6/8/10 meters of BW, staggering them and dealing 150/200/250/300 Slash damage to them. Tangled Garb lasts for 15/20/25/30 seconds. Tangled Garb can be improved with Duration, Range, and Strength mods. (This ability is based on Baruuk's Desolate Hands, Nova's Null Star, and Mesa's Shatter Shield.)

Ability 4: Whirling Lash (100 energy)
BW extends the Void energy holding his body together, and spins around violently, flailing his arms and legs around in a 30/40/50/60 meter radius. Enemies within this radius are dealt 1,000/1,250/1,500/1,750 Slash damage with a 60% status chance. If any enemies in this range are affected by Entwine, ALL enemies in this range will become Entwined right where they are, with a fresh duration of 6/8/10/12 seconds. Whirling Lash can be improved with Duration, Range, and Strength mods. (This ability isn't really based on anything, it's an original idea.)

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Broken frame 

 

Passive - void roots - in an 10 meter area around the frame roots emit from its limbs, there is a small cache that enemies that hit him will be stabbed for a small amount of damage and a stun

 

1 - control - the warframe fires out roots in a cone in front of it, enemies will be hit for a small amount of damage and mind control targets who will have 25% and up damage reduction based on power strength as well as converting damage takin to a damage bonus once they die or the duration ends they will explode dealing stored damage in an area around them

 

2 - root cage - the warframe will cage of an area which cannot be walked through by enemies any enemies trapped inside will be slowly absorbed over the duration leeching their health and sending out healing pulses 

 

3 - rooted shield - the frame extends it roots to form shield slowing it down and giving damage resistance for the duration

 

4 - root parasite - the frame will drop its warframe armour and enter an enemy controlling them and adding extra damage to its gun equal based on strength, this power drains energy

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passive regenerate used parts after killing enemies and build voice energy 

ability 1: Gut Grenade rips a pice of and throws it like a grenade to explode 

ability 2: using void energy turns enemies into the corrupted versions also debuffing them 

ability 3rips the head off and is a homing projectile or remote controled 

ability 4: absorbs  or attach to with voice tendrials the corrupted enemy to use there parts maybe the weapon of the absorbed target ect..

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Passive could be broken capacity where guns have increased ammo capacity . 

1st ability toggled buffs that are elemental so  can add 1 of the 4 base elements to weapons for 20 seconds increased by duration mods 

2nd ability rubber band , all enemies in 15 meter radius stuck in a loop for 10 seconds increased by range and duration 

3rd ability code error , gives 5 metres punch through to all weapons and melee can hit through objects  for 25 seconds punch through increased by strength and duration effects how long it is active

4th ability god mode, similar to valkyrs hysteria the player is invincible while ability is active and guns have infinite ammo all damage dealt returns health energy consumption ramps up the longer it's active 

 

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Passive:  There is a void gauge above the abilities that fills up every time an ability is used or every second the player uses a channeled ability.  When it is full, the broken warframe will explode, dealing damage in a 10 meter radius, but will make him stunned for 2 seconds.  

1st ability: Steal
Use this ability on an enemy to siphon health, and use it on an ally to use his/her 1st ability for a certain amount of time.  This is based on duration.

2nd ability: Hurl
Using this ability will throw one of it's arms to the cross hair and do radial damage before hurling itself towards the arm.  You can not use weapons during this time, but you are invulnerable.  The arm does cling to walls.  Any enemies damaged by the throw take void damage.  This is not a channel ability or based on duration.  The effects are almost instant, with a delay between when the arm hits the surface, and when the broken warframe is hurled to the arm.  

3rd ability:  Dissipate
Using this ability will do a radial explosion of void energy that releases all of the void energy out of himself (getting rid of any charge in the void gauge).  Then he rolls around the tile set as a clump of shrapnel, being able to use his 2nd ability during this time.  Any enemies ran into will take puncture damage.  Left click to mark enemies (capacity of 5), and when the broken warframe goes out of this form, he will form himself around them like an iron maiden and damage them, doing bleed and puncture damage.  This is a channel ability, but the iron maiden part is a single hit (close, open).

4th ability:  Legion
Using this ability breaks apart the broken warframe into 5 separate figures (similar to Mirage), each figure having only 20% health (I imagine the figures in row with the player, like a firing squad, but that's just me).  Each specter (uniform to the players actions) will cast the same abilities that he does (Steal siphons more health, Hurl now throws 5 arms, and the iron maiden part of Dissipate has a capacity of 25), and each specter will also shoot whatever the broken warframe shoots.  This is a channel ability.

 

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Personally i feel that due to the lore of it being made from broken frames and held by void energy, his abilities should have a randomised element to it, keeping in true warframe RNG style. Every ability when cast will have a chance of presenting itself as either a buff or an active action. Void damage will be done passively to any damage type.

 

Ability 1 -- Blitz-- (the warframe siphons kinetic energy from the void to speed up or just straight up travel short distances through the void)

49% chance to boost movement and attack speed by 40% for 15s

49% chance to blink in the direction of camera by 10m.

1% chance to activate both effects, 1%chance nothing happens.

 

Ability 2 -- Fortify (the void energy reassembles each broken part of the warframe to fit together better, boosting armour or returning it to its former alignment to heal itself)

49% chance to gain 300 armour for 20s

49% chance to heal 50% max hp instantly

1% chance to activate both effects, 1%chance nothing happens.

 

Ability 3 -- Extension (unpredictable surges in void energy saturates the warframe or reaches out to its allies)

49% chance to double all current buff strength and duration on yourself.

49% chance to share your buffs with allies in affinity range.

1% chance to activate both effects, 1%chance nothing happens.

 

Ability 4 -- Void Storm (breaking off expendable parts of itself, the broken warframe uses them as shrapnel to protect itself or fire off at enemies)

49% chance to add multishot to current equipped weapon (combo counter chance for melee) at the cost of your own hp.

49% chance to turn into a swirling vortex of broken warframe parts and void energy for 25s that deals physical and void damage to enemies nearby at the cost of your own hp(You can still fire your weapons during this effect.)

1% chance to activate both effects, 1%chance nothing happens.

 

The percentages of activation are up to staff at DE to balance. Negative power strength will tip percentage towards active skills. Positive power strength tips percentage of activation towards buff skills. Percentages cap at 70/28 respectively.

Edit: added some descriptions

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  1. Echo of the past: Remember a random Warframe power (limited pool to avoid redundancy/incompatibility), replacing this ability. 0 energy.
  2. Beyond the flesh: Interlace your body with void energy. +300 max health, attacks deal 50% additional void damage with 100% status chance. Chains to nearby allies upon cast. 35 energy, 15m range, 40 seconds duration.
  3. Empty Shell: Forget the past (reset 1), instantly regain 30% max health, and reduce damage taken by 60% for 20 seconds. Also applies healing and half the damage reduction to allies affected by Beyond the flesh. Instant cast, 50 energy, requires an active Echo.
  4. Void incursion: Break apart the boundaries of space, causing the void to spill into your surroundings. Small void sources are constantly being created within the targeted area, pulling close enemies towards them, then evaporating. Foes in the affected area take increasing (scaling) cold damage over time with a 50% status chance. 16m radius, permanent until cancelled, 25 energy + increasing energy drain (max 15 per second)

Passive: With strange aeons, even death may die. Upon receiving lethal damage, become invulnerable for 1.2 seconds. Recharges on full health.

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Passive - Transference Bypass 

  • Every time your operator transference back to your warframe, you gain +30% Void Damage to all your Warframe abilities for a very short period of time.

1st Ability - Combustion 

  • Costs 30 energy 
  • Whips out a void tentacle that latches into an enemy.
  • Killing other enemies around charges up the tentacle.
  • Upon full charge, the latched enemy combusts into pieces, dealing area of effect damage (Blast damage).

2nd Ability - Lethal Copy 

  • Costs 60 energy 
  • Randomly copy a utility-type 2nd ability of a Warframe. (Like Ash's Smoke Screen or Nekros's Terrify or Wisp's Wil-O-Wisp)
  • Any stat (Duration, Range, Strength) of this random ability is 2x stronger than its original form. 
  • Can be repeatedly casted up to 3 times. 
  • Does not restrain your movement in any way while casting it.

                        But something ain't right.

  • Upon casting the ability for the 3rd time, your shields and energy drop to 0, creating an explosion that deals area of effect damage based on the capacity of shields and energy you have at that time (Magnetic damage).
  • If your 1st Ability - Combustion is deployed during the cast of the final 3rd charge, your shields and energy do not drop to 0 when exploding.

3rd Ability -  Allocated Sync

  • Costs 40 energy 
  • Any ally inside affinity range connects with you for a reasonable period of time.
  • Every time you recast this ability, you and allies that are synced together emit an energy pulse wave that lifts enemies up suspended into the air.
  • You and synced allies gain movement speed which scales over how many times you casted Allocated Sync.

4th Ability - Missing Number

                     "I was not meant to be, but here I am."

  • Costs 100 energy 
  • Your 1st, 2nd and 3rd ability randomize to an unknown ability slot between 1 - 2 - 3 with their ability icons blurred out.
  • After selecting only 1 of the 3 random abilities, the ability will be casted and also immediately cast your warframes original next ability.

(If the random ability you casted happens to be Allocated Sync, no other ability will be casted.)
(If the random ability you casted happens to be Combustion, you will immediately cast your Lethal Copy and then after that your Allocated Sync.)
(Abilities casted during Missing Number do not cost energy) 

- Basic Gameplay Scenarios -

At the start of a mission you will begin with Allocated Sync to provide you and your allies useful buffs. 
Use Combustion to an enemy and immediately cast Lethal Copy to kill enemies around to charge up Combustion.
Preserve maximum energy and shields before using the final charge on Lethal Copy for the most damage output.
Missing Number can become a deadly combo if you setup your passive before using it.

- The Idea Behind the Abilities

I wanted to create a strong Warframe, but if not played correctly it will end up punishing the player.
I consider the element of RNG to the 4th ability to be fitting to the theme of a bug/error. 
The passive can be an interesting twist in the game, since warframes do not use Void damage (aka True damage).

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Sorry for the bad English, my native language is Portuguese.

Passive: (Protective Aura)
-If the character has emergency levels of life and energy, an aura will be activated around him, allowing the absorption of 100% of the damage for 7 seconds. It takes 120 seconds to be reused.

Skill 1: (Virologist)
-The User can infect an enemy, as become an ally until the end of the ability or until the infected person dies, with a duration of 50 seconds. Injection Energy Cost: 35.

Skill 2: (Predator)
-For each opponent killed by the character, the user increases the damage reduction by 5% and is stackable up to 10 times. Energy cost per second: 5.

Skill 3: (seismic waves)
-The User places his cables below the ground, perforating a surface, causing great tremors, causing immobilizing them in an area of medium size. Energy cost: 55.

Skill 4: (Friendly Help)
-The Character will expel positive  effects, increased health, speed and damage for a period of 30 seconds. Energy cost: 75.
 

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Some spoiler related material involved with the inspiration of my ability ideas so read at your own risk.

Passive Void Residue: Taking damage will leave void residue on the floor that will damage enemies and stays until stepped on by an enemy or the player goes out of range of the residue.
(Will require a maximum amount allowed to be around at a time of course but the idea is like nezha's fire step but built into a passive and isn't really area of effect but rather singular target)

  Power 1 Void Wager: Consuming energy you have a chance at getting a crazy random effect that could be good or bad the buffs would be in relation to increase in armor health or shields maybe damage temporarily or temporarily decrease those things out of bad luck (Only affects the player that casts)

Spoiler

the void gives and the void takes away, its rng and might sound like a troll but thats why it would actually have a good chance at being either good or bad for the player.

  Power 2: Void Infuse: Blanket the floor around you with a void like mist that once stepped on by an enemy it will form itself around that enemy slowly draining its life force, if the enemy dies the players get a orb that replenishes health for a short period of time. (The enemy will can still be shot and die from other means but the orb on allies and the player is only if the last hit is from the ability) If the enemy is still alive after the ability duration has ended it will be in a weakened state for quite some time. Also if allies kill the enemy inside before the duration or the health drain kills the enemy then the area around the enemy/ability will explode. (This ability is activation and automatically places itself whenever there's no blanket but the power is active) 

Power 3 Broken Desire: From old warframes past you attempt to cast an ability that once existed but is cast only some what leaving behind abstract, sharp like floating energy. (Thinking duration based and can summon more than one.) Whenever you shoot inside them the bullets inside will bounce around rapidly along with having increased kinetic damage and if no enemy steps inside to take the hits, the bullets will find a way out and shoot towards the nearest enemy but won't always hit one.

Power 4 Void Root: Void roots burst out of the warframe striking into enemies, leaving them and the warframe immobile thus dealing damage over time to enemies ramping up more as enemies unaffected shoot the warframe or its roots. If the warframe loses all health during void root, void root will be disabled consuming all energy which will then restore the warframe to full health and cause a extremely powerful void blast. (Was thinking just a press ability and not activation but maybe a charged to help people not accidentally press it) 

Spoiler

I think they are called aborraforms? the white plants we see around lua or in the void and they probably seem harmless or are they?

 

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Passive: chance: Random boost ability from all team and sentinels or pets. Up to 150% more

Power 1)
"Break & Attach"

Press once: Break
armor/body parts break loose to gain
+ speed & + attack speed
 ÷ armor & ÷ attack dmg.

Press second time [by holding it down]:Attach
attach enemy body parts and armor and it's own armor/body parts again.
(the more enemy body parts fits to the frame the better dmg. and armor it gets)
(armor & dmg. degrades over time)
+ armor & + attack dmg.
÷ attack speed & ÷ speed

(speed and attack speed normalize over time)

 

Power 2)
"Snatch & Consume"
Press once: Snatch
Snatch the nearest enemy's and use them as human shield
(the enemy's can still shoot/melee the victims of the this power until they die from friendly fire.)
+ shield
Enemy dies from friendly fire, drops 50/50 change health orb per enemy

Press second time [by holding it down]:Consume
Consume the victims to gain health and ammo
+ health
Enemy dies from this power gives 50/50 change energy to team and the frame per enemy.

 

Power 3)
"Invasion"

(Power spread by swinging the arm and spread the liquid parasite)
(if the liquid not attach the enemy, it will be on the ground until enemy steps over it and get invaded.)
(Controlled enemy get hive mind like and twisting movement.)
(Random change it spread [max 2 times] of the same controlled enemy, stops infecting when react 20 enemy or more, infection can transfer when defending the frame or get attacked)

Gets control of enemy's mind with worm like parasites invading the enemy body's and surrounds the frame and defending it.

- Pistol and rifle "or other weapons" based enemy's shoots where the frames shoots until they run out of clips {single clip only}) until the the way-point get used.
- Melee based enemy defend the frame. until the the way-point get used
When using way-point on enemy: Marked enemy get attack all at once by all infected enemy's

(Breaks the power of the controlled enemy's, if they kill the marked enemy or die trying)

 

Power 4)
"Solid snake & Liquid snake"

Turns the frame in two 

Magnetic frame body parts:
Holding rifle and pistol at the same time.

More shooting choice between left and right mouse click
- left click rifle fire
- right click pistol fire
holding E during this power blocks enemy attack [frames holding the riffle front and pistol closer the body with crossing arms {new blocking animation needed} 
+ more fire rate on both weapons and dmg boost.
÷ frame moment is slowed.
÷ less blocking angle.

Liquid formed frame:  {design needed if solo} or gets random copy frame from the team frame looks.}
Holding melee and pistol at the same time.

- left click melee attack
- right click pistol fire
combo on close quarter combat during this power {combo and animation needed}

holding left blocks enemy attack, enemy melee attacks or bullets but can still use pistol.
½ blocking ½ fire rate of the pistol.

+ more blocking angle.

Hold 4 to activate the power.
press 4 once to control with one to use.
Hold 4 to end the power and merge the 2 frames
{ if the pistol is single its gets thrown around with one you controlling, unless there is a, dual pistols or throwable objects such as aklex or kunai etc }
{the not controlled frame gets glitching and weird body movement and random attack on enemy}



 

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During the Old War a warframe squad was ambushed by sentients while they were transporting a strange void relic. The last team member was left to die after its squad was torn apart by the sentients. Just before he died the relic activated. The relic begin to replace all his destroyed parts by merging him with the parts of his dead teammates. Now the four defeated warframe stands again merged together.

You seek to gather parts and resources to restore the bodies of you and your teammates.

Passive:

Every detached part lowers the health and shield of the core frame but also strengthens the main stat of the still merged parts. At one detached part the buff is 15% while at two its 30%

Main stat of each part:

  -blue parts: ability efficiency

  -red parts: ability power

  -bone color (?): ability duration

The grey and white parts make up the core frame and can't be detached.

 

1st ability: You are able to detach parts of yourself to make them fight alongside you or to provide support in battle.

 A quick press cycles between the parts and a long press detaches the selected part.

 -red: When detached it acts as a long range sentinel. It has a wider movement range than a regular sentinel.

 -bone color: When detached it takes the form of a kubrow-like creature. It acts as a guardian. It can jump at enemies to cause stagger in a small radious.

 -blue: When detached it becomes an unstable reactor. Every x seconds it releases a pulse around it that restores a small amount of energy and it also starts a shield recharge (it has a    cooldown). Every x pulse also zaps nearby enemies with electric damage.

  If there are no warframes in its effective range then the frequency of the electrical discharges is higher.

  If there are no enemies in its effective range then the frequency of the pulse is higher instead

 

2nd abilityYou can recall detached parts with this ability.

 A quick press cycles between the parts and a long press recalls the selected part. There is a recall all parts option.

 

3rd ability: Power surge

 Buffs detached parts for a duration. Boosts progress gain for your resource bar while active.

 

4th ability: For a short duration you can restore the bodies of you and your teammates so that they can wreak havoc on the battlefield. They act as specters and assist you in battle.

 This ability only consumes energy at activation. For the rest of its duration it consumes your resource bar. 

 You can gain progress for your resource bar by killing enemies, picking up resources and credits or by kills made by a detached part (this gives bonus progress).

 Activating this ability first recalls all detached parts. It also disables the 1st and 2nd ability for the duration.

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Abilities 

Morphing or transforming into an enemy or animal

Possession taking manuel control of enenemies

Mutation enemies become beasts that fight along tenno 

Sacrifice mutated enemies are absorbed and frame grows and summons a dragon which is flown or controlled either by possession or riding it

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1st - Assimilate
Active - Transform your right hand to an auto rifle(exalted weapon so you can mod it), uses all ammo type you have to fire. Ammo consumption scales with efficiency. When you get down while the skill is active, you will use this instead of your secondary.
2nd - Void Shield
Active - Use 20% of your current health to protect yourself of harm. Armor value scale on maximum health used, depletes slowly as enemy hits you. Skill deactivates when armor value reaches 0. Has visual gauge on the side.
3rd - Restructure
Active - Spend all ammo and drop a sentinel on the ground that protect a 15/20/25/30m radius. Allies stepping inside the area have their health and ammo regenerate slowly
Passive - Resupply - Built-in ammo converter that converts 50/100/150/200% more ammo to your current equipment and gives you 50/100/150/200% increase maximum ammo capacity
4th - Full Form
Active - Use all of current energy to restructure your frame to its full potential, increasing ability strength, range and duration (abilty scales on how much current energy spent with 5/10/15/20% efficiency). Gives Assimilate 100% increase weapon damage (scales with enegy spent as well) but cost 50% more ammo per shot

Passive - Sentient origins
Slowly regenerate health and shield even while under-fire. Gets damage reduction like adaption but up to only 2 damage types and 50% reduction that last for 20 seconds when no damage taken and have the 3rd damage type completely nullified but only last for 10 seconds at a time.

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Passive : 5-10% chance for bullets to pass through the frame

1:seize - the frame grabs and enemy with void tendrils(the ones holding his body together as shown in the concept art) and swings him from side to side.

2:Disperse - The frame will attack in a radius around himself with his tendrils,all enemies caught in the radius will be stunned and have one of the tendrils attached to them. After 5 enemies are attached to the frame void energy will be sent from the frame, making the enemy's body parts fly all over the place.(maybe even some heal to allies could be applied)

3:Integrate - The frame releases void tendrils and collects pieces of armor and body parts from nearby enemies,integrating them into himself.This gives him armor and shields/damage reduction for x seconds.After the duration is up the pieces get thrown in all directions

4:Devastate:The frame crafts his exalted weapon by using his own armor and the void tendrils.The exalted weapon is a secondary which upon kill will start fixing the frame.Once fully fixed the frame can kill all enemies in a radius and will then break down again going back to his broken form

Would also love if the frame had a weird walk cycle,like the parts he's made of weren't supposed to fit together and once fixed can have a normal walk cycle

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Passive:- I am not sure with it but anything to do with good amount of toxic damage

Ability 1:- Releases or shoots a projectile or series of projectiles which are the parts of the warframe dealing damage

Ability 2 :- when damage taken the warframe can take the parts of the enemies nearby which heals the warframe and damage the enemies

Ability 3:- The warframe releases a black mist or fog or gas from the gaps in its body with awesome visual effects which traverses to a distance killing or damaging the opponents from its toxicity.

Ability 4:- Releases a surge of energy with a terrifying sound effects and visual effects that decapitates or disfigures the enemies body instantly killing them

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Idea for 4th ability: Summons a arm cannon/sniper hybrid, that locks you in place with bi-pod attached to ground. Each shot is a guaranteed one shot kill at the cost of 100 energy or more (based on power strength). if under 100% power strength weapon will de spawn. Weapons has massive knock back of 20 meters on fire. Weapon will NOT oneshot bosses (but will do 1/4 of bosses health) or penetrate nullifiers bubbles. Weapons has punch through but no aoe effects.

Ability Augment: Bullets now separate into 3 bullets (only 2 times) and ricochet around room (only 6 times) at a higher cost of energy. (with each successive separation bullets will deal 1/2 as much damage as the first shot.(more power strength means more damage per separation.))

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Passive - Unstable

When hit, the Warframe's max health decreases and fragments break off of it. Picking up dropped fragments increases the Warframe's max health. The less max health the Warframe has left, the more health will be replenished when picking up fragments, also the Warframe will be harder to hit/have more armor/have decreased base energy cost for abilities.

The more damaged the Warframe is the more exposed its void tentacles could be.

The Warframe's shield are broken and can only be replenished by picking up health orbs.

 

1st ability: Overhaul

(60 energy cost) (higher than usual energy cost assuming that energy cost will be reduced when the Warframe is damaged) 

Grabs an enemy with one of its tentacles and integrates it with itself. The Warframe will gain a certain buff depending on the faction of the enemy.

Grineer: doubles (+100%) base armor

Corpus: increases shield gating duration by 0.6 seconds

Infested: +50% bonus damage to weapons

Sentient: increases power strength (+40%, not affected by power strength)

At the end of its duration the target is released. The ability does not deal any damage to the target.

 

2nd ability: -

(85 energy cost)

The Warframe dashes forward. During the dash enemies in a 5m radius are grabbed by the Warframe, will stick to it and will be incapacitated (for 15 seconds). When grabbed enemies will drop a fragment. Range increases when max health is low (Fragments should not automatically be picked up when dashing).

 

3rd ability: Void Radiation

(40 energy cost, 4 energy per second)

The Warframe leaks void energy causing enemies (in a 10m radius) around it to drop health/energy orbs. Range increases when health is low.

 

4th ability:  Detonate

(150 energy cost)

The Warframe explodes, dealing massive damage in an area around it. Damage and range do not only scale with power strength/range but also its current health. The Warframe loses 70% of its current health and breaks off fragments of itself when exploding. Deals damage to target affected by the 1st and 2nd ability.

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(( idk how well they fit but hope someone likes them also sorry for my spelling ))

(( hope my idea fits in with the broken theme ))

passive] broken banner ] you get a slowly building buff to you and your allies the buff effects everyone in the squad regardless of range but it falls off with range and its effect may be broken  (( thinking a thing like ember has now but this one builds for each kill so idk what a good cap would be and thought it would be cool if you can use the banner as a weapon like garudas claws as i don't think we have a weapon that is a flag in the game as the flag piece could just be a sigil you own or your player glyph ))

1st power] fling ] you can fling your arm to grab a target then eather pull it to you or pull your self to it depending on if you hold it or not (( idea is a to have a power to close in ))

2nd power] leaching field ] you turn on a field that slowly leachs energy health and shields from targets in range and its range grows based on your banner charge and its leaching effect falls off over range (( thinking its a low damage power but big range and fast hits ))

3rd power] broken boost ] you use your broken nature to give a boost to the damage of the weapon you have equipped but it also may have a random side effect

4th power] broken armor ] you absorb near by items attaching them on to your self as a suit of armor to take 90%-99% of the damage for you but you move slower as a side effect

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I'll be honest,. this will be slapdash and thought of as I'm typing it, so just bear that in mind:

passive: Rebuild: after death or being downed, you gain a large power strength and HP boost on revive (numbers TBC). when you are broken down, you build yourself back up, and make your enemies pay!

1st ability: Fragment: the frame casts pieces of himself forward at extremely high velocity (can be animated to use pieces of hand), dealing an assortment of phsical damage, with different pieces being sharp (slash) pointed (puncture) or blunt (impact dmaage). this ensures reliable damage against resistant enemies. the pieces automatically return to you after casting, so you can think of it as Helios' Deconstructor, but as a warframe power.

2nd ability: swift separation: works similar to the 1st ability, but instead you break down and move your entire frame through the enemy, acting both as a forward attack and a teleport ability to go from one place to another. I really like the idea of the enemy saying "you have to go through me!" and then you literally do it. 

3rd ability Power Shards: a multiple in one ability like Wisp's Motes or Vauban's Minelayer: you can choose to create one of 3 Power Shards, each with a different ability: let's call them Energy Shard, Reinforce Shard and Volatile Shard. these shards can be used simultaneously like Wisps, but instead of being placed in an area, they automatically follow you or your allies/enemies, depending on who you target.

- the Energize Shard contains powerful energy mixtures, would add electrical damage to allies' attacks and give them extra power efficiency, and can be cast onto yourself. casting it on an enemy electrocutes them and jams their weapon.

- the Reinforce Shard is made of extremely hard material gives an armour bonus to you and allies. casting it on an enemy reduces their armour.

- the Volatile Shard is essentially a floating proximity mine. if an enemy gets too close, it explodes and deals devastating damage to nearby enemies, but does NOT stagger or injure the player or allies. cast it on an enemy to launch the Shard like a Grenade towards them.

4th ability - Chaotic Blast: with enough energy, this warframe is pushed beyond it's limit to the point of self destruction. when activated, the frame begins to discharge powerful bolts of unstable energy from it's entire being, in multiple directions each energy bolt exploding in an AoE on contact with enemy or surface. if left active for long enough, the frame will explode, reducing you down to critical health, but the AoE is devastatingly powerful. this also synergizes with his passive: should you go down or die, you come back stronger. 

numbers would have to be scaled as per DE's decision. I based this off the assumption that the frame will be using it's broken pieces and the volatile energy holding it together as it's means of killing enemies and defending itself. this was basically just something thrown together. any feedback or response is welcome!

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


Passive: Chromatic-Energy Disorder, changes energy-colour/type every few (20-25) seconds to a randon element.

1. Ability: Handbomb, cost 25, throws the own arm towards the enemy causing an discharge on impact.
    Damage on impact 1300, enviromental damage 1000 (random passive element), radius 7m, cooldown 8s (can be bypassed by picking up your arm)
 
2. Ability: Redirection, drain 5/s, uses energy to boost a certain aspect of Broken Warframe
    2.1.Energetic Legs, Movementspeed/actions +35%
    2.2.Power Surge, Ability Power +35%
    2.3.Weapon Overcharge, adds 35% damage to Weapons (changes with passive element)

3. Ability: Root, toggle, roots yourself into the ground making you immovable, forming a shield around you and replenishes energy for you and your team
    Activasion till rooted 2s, unrooting 1s, Energy gain 10/s, radius 4, shield health 6000

4. Ability: Darkvoid Pulse, cost 100, overcharges enemy weapons but causes them to deal more damage but can misfire and explode, melee hits trigger misfire more accurate
    Activation radius 25m, duration till max range 4 seconds, damage multiplier for enemy's x3, chance to misfire 50%/ melee hits 85%,
    enviromental damage 2500 (uses passive element), explosion radius 5m

 

Unique Perks for Broken Warframe:

Spoiler

Has a 10% chance to boost fire rate/attack-/reload speed 20% for 10 seconds on movement actions (Bullet-/Doublejumps, Slides, etc.),
Has a 5% chance to just fall over while performing movenent actions.

Best Regards
Nakimato

PS; I hope there are not too many spelling mistakes *-*

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Brokenwarframe ability's idea

Passive: after taking 90% damage you will glitch out making your warframe take no damage for 5 seconds.

2. Ability: you punch your fist into a glitch in space in the ground making a enlarged dismembered fist come out the other end flying in front of you damaging all in its path,  you then can interact with it if you are quick and ride it like a K drive until out of energy

3.ability: after activating a timer will count down, timer is based on duration, takeing damage will increase your energy pool total by 10% of the damage energy pool will revert to normal once you hit your original cap,  wile taking no damage or little damage by the time the timer runs out will increase your hp pool based on power str.

4. Ability aka the mangle: pressing 4 when looking at enemy  will  make you throw a dismembered hand to steal there weapon holding it in void space the number of weapons you can steal is capped by your range, holding 4 will fire all the weapons you have collected in a aoe around you for a duration or until clips empty resetting the total weapons you have collected.

 

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