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Open Call for Warframe Ability Ideas!


[DE]Helen

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Passive : Loosely Assembled
- Rather than becoming Bleedout. It will shoot out a wave of Void energy to knockdown nearby enermies and fully recovered itself. This ability can only trigger once per 5 minutes. Otherwise it will enter Bleedout normally.
- The Void energy wave will also reset any adaptation from The Sentients.

Ability 1 : Debris
- Attack the enemy with it's scatter debris. Explode on contact with the enemies or any surface.
- Stunning enemies in range of the explosion for a short duration.

Augment - Living Debris
- The debris will deal damage-over-time on the contact enemy and will not explode.
- If no enermies are in contact. It'll fly back and regain the energy used.
- Enemy will also suffered 'Confusion' status effect after the stun.
- The debris will seek another nearby target if the host dies while its still deal DOT damage.

Ability 2 : Assimilate Wave
- Shoot out a wave of energy to knockdown enermies in front of itself.
- Steal a portion of damage to repair itself. Give itself Health and Shield.
- The damage will ignore a portion of enermies armor.

Augment - Assimilate Storage
- Also give itself a Overshield when the shield is full.
- While Overshield is active. The damage will increase.

Ability 3 : Substance Fuse
- Create a gun that deal 4 base elemental damage.
- The gun will cycle each bullet with difference element.
- When created, the gun will have 100 ammo and no reserved.
- Each reload cost 25 energy.
** Mod have no effect on main element damage **
** It's function should be close to 'Imperator' **

Augment - Selective Fuse
- Cycle the gun elemental damage with alternative fire.
- Increase the ammo to 150.
- When reload while having more than half of the ammo left on magazine. Only cost 15 energy.

Ability 4 : Overcharge Rig
- Overload the Warframe with void energy.
- Both Health and Shield will recover even while suffering any damage. Shield will boost to Overshield when Max.
- The damage and range of the Warframe ability will significantly increase.
- The damage received will significantly decrease.
- Nearby enemies will receive a wave of void energy. Dealing damage and knockback.
- If this ability is maintance over 30 second. The Warframe will enter deteriorate state. Both health and shield will slowly drain instead of recovering. And will forcefully deactivate the ability within 30 second after the deteriorate begins.
- This ability use a lots of energy. If the energy is depleted, it'll also forcefully deactivated.
- This ability will enter Recharge state after deactivated and needed another 30 second before it can be reactivate.
- Deteriorate state is 1 minute. While it's active the Warframe will only received half of any health/shield recovery. Including natural recovery. It cannot activated this ability again until the deteriorate state is clear.

Augment - Prepared Rig
- Decrease the recharging time of the ability to 20 second.
- Deteriorate state will only last 30 second. Also received 75% of any Health/Shield recovery.

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1. The warframe throws out its void tendrils grabbing multiple enemies in front of it and slamming them into the floor while clumping them together.

2. The warframe picks up broken pieces of armor from dead enemies, raising its armor.

3. The warframe bursts its bonus armor off itself hitting enemies and stunning them.

4. The warframe wraps itself around an enemy allowing you to play as that enemy until it dies.

Passive the warframe wraps itself around the operator, increasing the operators armor

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Broken warframe’s ability’s and passive

Passive: oppon losing shields the broken warframe will release an 8 meter pulse of glitching energy that will severely decrease enemy aiming, status chance, and damage. 

Abiltiy 1: Glitch. The broken warframe will traverse a short distance at a very fast speed ignoring all terrain and glitching enemies. Glitched enemies will be open to finishers.

Ability 2:  excess code. The broken warframe will release a number of glowing, intertwined wires that are aimed at an enemy, impaling them and dealing puncture and shock damage. All enemies in the way of the wire will b impact stunned and take slash damage.

Ability 3: rewrite releases a stunning debuff on contact with enemies they’re weapons Damage types will change, for better or worse.

Ability 4: circuit breaker. After targeting up to 12 enemies, broken warframe will release wires from the ceiling and puncture enemy bodies along with continuously shocking them. Nearby foes who enter your glitch zone will will suffer low constant shock damage and will have either a magnetic, or radiation Proc inflicted lasting for 8 seconds after they either leave or the ability ends. Recast to inflict both Procs on enemies and deal a massive mixture of both damage types

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Affinity Amp (Passive): +25% boost to weapon affinity when wielding 2/3, 50% boost when only 1/3.

#1 Regeneration Reservoir: hold to convert energy into health when not full, shield when health is full but shield depleted, and limited overshield (cap) when health and shield full.

#2 Focus Fire: tap to select from Primary, Secondary, or Melee, hold to boost damage for a duration (only one can be active).

#3 Double Down: tap to select from increased drop chance for Ammo, Health Orbs, Energy Orbs, hold to generate effect for a duration.

#4  Burst Bubble: AOE follows the Warframe that increases in both damage and drain as enemies die.

Augment Mod for #4 increases loot drops for enemies killed by bubble (works alongside Nekros, Khora, Hydroid, etc.).

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Passive: enemies outside 10 meters of [Broken Frame] have decreased accuracy while enemies within 10 meters of [Broken frame] take increased damage from powers.

1st ability Assimilating aura: (single target) absorb one nearby enemies armor/shield will cause an aura around [Broken Frame] that gives increased regeneration to energy and health for a period.

2nd ability Assimilation glitch: all enemies withing range are violently grabbed and pulled towards [Broken frame]. enemies affected by this skill have their armor/shield decreased while [Broken Frame] gains increased armor.

3rd ability Disassemble: striping itself apart [Broken frame] launches parts of himself at enemies, enemies hit by ability are damaged by a percentage of [Broken Frame]’s armor value while having their own accuracy/ armor/shield values reduced.

4th ability Shambles: [Broken frame] removes all armor from himself and radiates an aura that draws all enemies within range to attack him. Upon deactivation, all damage dealt to [Broken Frame] is converted (via percentage) to and aura of increased armor, damage, and power strength to himself and allies.

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Ability 1 Corpse Launch: warframe uses void energy to throw an enemy’s corpse as a weapon at other enemies

Ability 2 Monstrous Playground (hold cast button for larger radius at the cost of more energy): warframe builds a dome of void energy that dismembers corpses, gives allies damage resistance, and strips enemies of armor or shields if within the radius of the dome  

Ability 3 Stitched Together (cycled ability): pieces of enemies’ corpses can be either stitched to warframe and allies to cover and heal wounds or can be stitched together with void energy in order to form an ally that absorbs damage to deal more damage and lasts for a short while

Ability 4 Murderous Delight: warframe calls upon the pent up rage of the dead warframes within him and deals extra damage, moves faster, slows enemies, and has overshield if within murderous playground

Passive: the more the warframe kills in a rapid succession the more damage he does, if the timer runs out damage buff is lost 

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10 hours ago, [DE]Helen said:

Official Concept Art by Eornheit:

Broken_Warframe_Concept (1).png

 

So my idea is that this frame is an amalgamation of three destroyed frames: Eclair, Hiem and Incenda. (Eclair is a french word for lightning, Hiem derives from the Latin word for winter and Incenda is a variant of incendia.)

Passive:

Void Mist: Void damage heals Codename:Broken by X%

Abilities:

Incenda's Blaze: Codename:Broken infuses itself with flame aura for X seconds, inflicting Heat status on enemies within Y range. Codename:Broken and its nearby allies has their Melee damage increased by Z%

Eclair's Rage: A raging tempest erupts, dealing damage around Codename:Broken for X seconds, inflicting Electric status on enemies within Y range. Codename:Broken and its nearby allies has their Ranged damage increased by Z%

Hiem's Armor: Codename:Broken is coated with frost, becoming immune to status effects. Provides X% damage reduction, but each status effect removes Y% of the frozen coat, reducing its potency. Cast again to shatter this frozen armor, inflicting Cold status on enemies within Y range.  If armor is shattered while Incendia's Blaze is active, enemies are lifted up in air by N seconds. If armor is shattered while Eclair's Rage is active, enemies are frozen solid instead. 

Return of the Fallen: Codename:Broken channels void energy, splitting itself into its three predecessors: Eclair, Hiem and Incenda. Each of these three frames has their respective abilities constantly active (Incenda's Blaze, Eclair's Rage and Hiem's Armor) Each split frame takes their respective body parts from Codename:Broken and the rest is filled with ghostly void energy (like floating ghostly figurines seen on some Void missions) Each of these split takes one weapon from Codename:Broken, Incenda uses the Melee weapon, Eclair uses the Secondary weapon and Hiem uses the Primary weapon equipped on Codename:Broken. One of the frames can be actively controlled by player while the other two are controlled by AI (similar to specters or Umbra) Player can switch between frames by tapping the respective ability for each frame while tapping 4 deactivates Return of the Fallen, unifying three frames into Codename:Broken back again. Split frames are invulnerable to damage but susceptible to CC (stuns, cold etc.) except Hiem, whose armor makes him immune to such effects. Ability is channeled and has a cost of N energy per second. 

 

 

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A broken warframe that looks like it is held together by the trees from the void screams to me as something that wants to be whole, like Revenant, but... not?

I could see his passive being something like a growing evasion buff? The more damage he sustains, the harder it becomes for enemies to hit him, as if pieces of him are being knocked off from the damage.

His first ability could have him call forth a blast of void energy, dealing mainly impact damage and a small portion of void damage (essentially, I think it seems dumb to have a void energy themed frame like this and not have it do void damage just because it's normally reserved for **spoiler**, with the idea behind this attack being that it's like a punch in the face made of void energy. And also ranged.)

As a second ability, perhaps he could travel along a straight line, splitting apart into his subsequent parts, damaging enemies along the way and healing for a portion of the damage dealt as he steals some of the life force of the enemies hit, replenishing his health (and possibly energy, with a mod?).

Third ability could have him shoot out a tether-like ability, attaching a silvery root/branch to an enemy and stealing their health and energy to replenish himself. The enemy can still attack and move, but can't leave a certain radius of the Warframe.

Final ability could have him send out tendrils of void tree roots, rooting enemies in an aoe around the cast point, dealing void damage over time, healing the warframe for the damage dealt.

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Passive Idea

1.) Junkyard Unusable ammo pickups (scrap parts) are worth energy and/or armor.
Design Notes

  • Conflicts with using ammo mutation.
  • Could apply to any pickup without consuming the resources. Value varying with the rarity of the pickup. (EX: Rare resources like Argon are worth 50 energy. Uncommon are worth 10 energy. Common resources are worth 5 or less energy.) First ever passive augment mod?


Ability Ideas

1.) Missing Pieces  The Warframe’s structure is incomplete and circuits transmitting recoil have been omitted. While active, this ability removes a percentage of recoil. Recasting this ability can be done any time during its duration as a 1 handed action. 

Design Notes

  • An ability that directly buffs select weapons and mod/riven combinations.
  • Recoil reduction should not go negative (adding recoil)
  • It might be better as a consistent 100% recoil reduction, thus not scaling with strength.

Mod Scaling

  • Percentage of reduced recoil could scale with Ability Strength up to 100% and never fall below the base given by the Warframe’s Level.
  • Ability Duration increases the active time.
  • Ability Efficiency reduces cast cost.

Augments

  • 1.) Unlocks the ability to go well over 100% (maybe even to 400%) recoil reduction and the buff is divided between all frames within a range when the ability casts.
    • Is not an aura because gaining and losing recoil as you move around the map would be a jarring experience.
    • If the ability is changed to not scale with Ability Strength, set it to a balanced amount for each (100% reduction for all 4 players sounds good to me).
  • 2.) Switch the reduction from recoil to forced movements like staggers, knockdowns and hard falls.


2.) Rummage The Warframe strips itself of mechanical parts, sending them into a spherical maelstrom with a ~10 meter radius at level 28. While the Warframe’s armor is statistically and cosmetically removed, all damage taken by any friendly entities (including itself) within the sphere’s range is reduced by the Broken Warframe’s armor rating multiplied by an amount scaling with Ability strength.  Enemy weapons/attacks within or passing through the sphere have the same damage reduction applied to them once. Firearms and melee attacks made within the sphere add impact damage to the damage with a significant status chance.

Design Notes

  • Can not recast while the ability is active.
  • Breaks objects in the environment like containers that could drop ammo.
  • Increases damage and armor bonus when collecting passive ability. Resets at the end of the ability
  • Other Frames gain the same bonuses while standing in its radius
  • Could be a cylinder with ground effects similar to Rhino’s Stomp. 

Mod Scaling

  • Ability Range increases the sphere radius.
  • Ability Efficiency lowers cast cost.
  • Ability Duration increases the sphere’s duration.
  • Ability strength Increases the multiplier on the damage reduction.
  • Armor mods increase the warframes armor before adding the abilities multiplier.
  • Ability Strength increases the amount of bonus impact damage and the chance for it to proc the impact stagger.

Augments

  • 1.) Remove the bonus weapon damage. Instead the sphere itself does damage and staggers/knocks back/impact procs enemies that come in contact with it.

 

3.) Vile Deconstruction The Frame deconstructs its mechanical parts, sending them to the cursor location within range. After a short delay of unrestricted movement and invincibility the void circuitry left behind flies into its body, dealing damage to any enemies in the way and ragdolling them to the sides.

Design Notes

  • The delay before transportation should not be changed by mods as to not conflict in unsatisfying ways with other ability builds. 
  • If Rummage is active when casting this ability, the sphere is sent to the target location.

Mod Scaling

  • Ability range increases the maximum targetable distance.
  • Ability Strength increases the damage dealt in its wake and the force behind the ragdolls.
  • Ability Efficiency reduces the energy cost to cast.

Augments

  • 1.) Removes the delay before traveling to the target location, instead the entire Frame barrels towards that location at a slower (but still fast) velocity.


4.) Refurbish The Frame plants its foot in the ground. Arteries of void energy seen weaving throughout its body extend like roots, weaving in and out of the ground towards (a large number) enemies within range. These 'roots' attach to each enemy and drain their life force (Health directly); dealing damage continuously while also rooting/stunning the targets. The drained life is given to the warframe as health in a percentage for each enemy tethered. Channeling costs energy per enemy tethered. When recast or when energy runs out every living enemy and the corpses of the drained get rag dolled and pulled by their ankles into melee range, laying prone at the Frame’s feet.

Design Notes

  • I like seeing every enemy hit by effects like Volt and Equinox 4th abilities. Lots of numbers, too.
  • Rummage increases survivablity while this ability is active.
  • Follows design themes of other 4th Warframe Abilities.

Mod Scaling

  • Damage output would scale with Ability Strength. I don’t think it would be necessary to increase the percentage damage as health with Ability Strength as increasing output would effectively do that while also being more offensive.
  • Ability Duration/Efficiency affect energy drain per second per enemy.
  • Duration could increase the number of targets hit (if not ‘all of them’ by default)
  • Ability Efficiency reduces initial cast cost.
  • Ability Range increases the radius at which enemies can be targeted.

Augments

  • 1.) An augment to make it a singular cast for more damage, less health and instantly pull enemies to your feet.
  • 2.) Another augment to increase the percentage of health from damage, but also lets it tether to and heal other players while active.

 

Hope you liked it 🙂 Go ahead and comment with any inconsistencies to fix or questions/valid concerns.

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passive ability

scattered remnants = each ability leaves a scattered remnant that will boost health or shield depends on what ability is used

1st ability: wandering hand = one of the warframe hands detach and clings to an enemy causing the debuffs and can pull enemy to the warframe/ drops health boost remnant.

2nd ability: sentry hands = one of the warframe hands detach and act as a sentry using the current primary weapon load out, the warframe can still use secondary and melee/ drops fire rate boost remnant.

3rd ability: sacrificial hand = one of the warframe hands detach and will look enemy within the proximity and detonate, if the enemy is killed it will drop shield boost remnant if not it will cause slow de buff to the enemy.

4th ability: cast off = cast off reveals the true nature to the warframe, increasing speed and ability power. in this form the warframe damages enemy around by emitting energy around its body. the warframe cannot attack in this form but the closer the enemy to the warframe in this form the greater the damage it will receive. it will be like a walking Tesla coil.

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Passive:when the warframe bleeds out and dies it blows up into 5 pieces dealing damage to any enemy with in range of the blast. After dying, the warframe will attempt to reform itself. If the parts are killed, the resurrection fails. Has a moderate cooldown, but allows to cast the 1 while resurrecting to help the process. Additionally, it self-repairs, regenerating a % of health each second.
 

ability 1. Ricochet-  (for a certain amount of time)this Warframe creates a giant dome and disassembles Into pieces scattering across the dome and bouncing off parts of the dome and damaging enemies.

ability 2.  Ghost mode- this warframe goes into a ghost like state boosting sprint speed, becoming invisible, and phasing through lasers, cameras sight, and enemies.It can also cause damage to enemies and cameras.(this ability gradually drains energy).

ability 3- energy pulse-(for 30 seconds(unranked) fire the warframes arm killing the max capacity of 5enemies(unranked(arm can be controlled). When capacity is at max it retracts. When theAbility is activated again, when targeting your ally it gives them a 25% energy increase. If energy is maxed it gives the ally random buff like 5% armor increase or 25% health increase or 15% damage increase or 25% shield increase.

ability 4-reassemble-(gradually drains energy) reassemble your body to turn into one of 3things: 1. Target an ally and turn into a suit of armor. This will give the ally a % increase in armor, shields, and health. This will also give your ally a cannon on the right arm added with a low reload speed. 2 it disassembles it’s legs and configures them into wings. 3 configure your arms into two blasters and shoot enemies down.( to make it cool make the Animation of the ability activation  look like the parts are flying around the warframe) 

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Passive: Overloading core (the Warframe picks up excess energy and stores it into a meter, this meter gives a buff to power strength and range. The meter will drain health over time. The higher the bar, the larger the drain is).

Reroute: The Warframe begins to reroute excess energy towards it's weapons, giving itself a buff to critical and status chance as well as regaining health lost from it's passive with each successful shot.

Void leak: The Warframe leaks deadly void energy, causing enemies in a 10 meter radius to become afflicted with a damage or armour debuff (selected at random) while giving energy to allies. This ability reduces the overload meter.

Collector: A systems failure causes the frame to spasm and stop moving, daring enemies to attack it, damage done to the Warframe while in this state is converted into energy, filling the overload bar. If the overload bar is already at maximum, damage dealt will be converted to allies in the form of an armour buff.

Void blast: the Warframe exposes it's core to vent all the excess energy, creating a massive explosion. Enemies killed by this ability drop energy orbs, while those that remain alive are blinded for 15 seconds.

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**CHECK THE 4TH** 

1. Emits a powerful blow of void energy, damaging and disorienting regular enemies while removing resistances from sentients.

2. Crumbles into pieces, while still able to move slowly (creepy animation hmm?). Every part is pulsing with a different elemental explosions. Able to climb ceiling in this form. Mechanic is kinda like Hydroid's puddle.

3. Slams the ground, allowing his parts and tentacles to go underground, erupt at a distance, grab enemies and slam them into the ground. Hold to channel more energy and scale the range.

4. Disassembles to rebuild his broken bodyparts to full with their "ghosts", forming a cocoon for the operator, which is beginning to perform his focus' ultimate ability (one of these they've used to have before), while also dealing damage around himself and removing resistances from sentients.

Passive: once in a *cooldown time* can survive lethal amount of damage. Instead of dying warframe is falling apart while transfering operator out. You can rebuild him using your amp or void beam, but then you'll suffer transference static.

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Passive:

Has 0 base shields.

The lower the Warframe’s health, the higher it’s bonus power strength. At full health, it gets a slight reduction to power strength.

It can inflict self-damage with weapons and cannot be healed by allies.

When the player walks over a dead enemy, pieces of the enemy are absorbed and used to buff the players armor temporarily. (maybe shown visually by a void energy tendril snaking out of the warframes foot and touching the corpse?)

Ability 1:

Launches a leg forward, keeping it attached with void energy.

The leg sprouts void tendrils, which slams the enemy into paste and absorbs the remnants, providing a buff to the frame with its strength based on the target’s remaining health.

Buff: either armor or extra damage.

Ability 2:

The frame expands the void tendrils and causes them to cover more of its body and absorb some damage. (or get thicker, if under the effect of ability #4)

These tendrils grant damage reduction but drain energy over time.

Ability 3:

The Warframe breaks apart and sends its body parts flying in all directions leaving the player in control of a glob of void tendrils on the ground.

The tendrils latch onto enemies and suck their life force, healing the frame. (damage calculation should be done based on the frames health before the void tendrils heal)

If parts of its body hit a wall, they split into two parts and fly off at an angle (parts that have already split cannot split again)

after a few seconds, it reforms, dragging enemies within the radius towards it and applying a random proc (corrosive, magnetic or viral) to each enemy.

Ability 4:

Snaps itself in half and kicks the top half of his body forward, where it shatters into sections based on the color zone/shapes (red, white, blue, from the concept art)

these parts form into 3 separate companions that attack enemies, prioritizing the ones with vulnerabilities towards its attack type (one has impact, one puncture, one slash).

These companions cannot be damaged by enemies because they latch onto an enemy before dealing damage, when the enemy dies, they seek a new target.

While the top half of the frame is away, its body is replaced with the weird void tendril things that bind its body together in the concept art.

While half its body is away the warframe’s health ‘locks’ (cannot take health damage) and it is given a temporary shield (affected by adaptation mod) the shield dictates the ability’s duration, when it runs out, the ability ends.

When the shield runs out, the companions split apart and return to the frame, damaging enemies on the way.

The warframe recovers a percentage of the damage dealt by the body parts during their recall and gains health.

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Passive - Assimilation: the broken frame assimilates spare parts from fallen foes, gaining extra health the more he assimilates (kept track of in a supplementary gauge similar to Atlas’ rubble)

Ability 1 - Scrap Adversaries: the broken frame strips the targeted enemy for parts, permanently reducing their armor, health, and shields, as well as assimilating the pilfered parts.

Ability 2 - Salvage: drudge up more parts for assimilation from nearby corpses, as well as forcing them to roll their drops again. Hold cast to instead consume parts, healing yourself and nearby allies.

Ability 3 - Automize: use assimilated parts to create a drone that follows the broken frame, tethering enemies to itself and keeping them close by for later assimilation. (Exalted sentinel)

Ability 4 - Repurpose: unleash all assimilated parts to release a wave of scrap that deals physical damage with a high status chance to all nearby enemies, and knocks them back. Deals more damage and has stronger knock-back the more parts are used. Hold cast to instead shroud yourself and allies in scrap armor, greatly reducing damage taken until the armor’s health is depleted. Armor health increases with parts spent.

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4th ability mimic: this ability will allow the warframe to mimic the 4th ability of anyone in the squad if solo a random 4th will be chosen for the duration of the mission.

3rd ability disguise: this will allow the warframe to disguise as the highlighted enemy (attacking will disable this ability)

2nd ability in need: all pickups on the ground will be transformed into any pickups the user need (like ammo for there equipped guns energy and health)

1st ability grasp: this will cause a floating orb to appear sucking all nearby enemies. Enemies in the orb will take 25% more damage

Passive: the more warframe in a squad will add damage resistance

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Passive: Null and Void
Can't regenerate energy through normal means.  Body adapts to incoming damage and regenerates energy based on the percentage of damage mitigated.

1. Raincheck
Toggled Ability: stops energy generation to channel passive energy gained for a damage boost, enemies that hit him are marked with a damage reduction debuff.  Boosted by Ability Strength and Duration.

2. Return to Sender
Releases seeking bolts of energy that seek out debuffed enemies.  Based on absorbed energy through 1.  Boosted by Ability Strength and Range. 

3. Insufficient Funds
Possess a targeted enemy, targeted enemy gains his passive and buffs, but drains health to heal warframe.  Hosted Enemy Damage boosted by energy absorbed through his 1.  Boosted by Ability Strength(damage buff to host enemy), Range and Duration(slows drain but slows heal).

4. Charge Reversal
Energy stored from his 1 arcs to nearby corpses and blows them up.  Affected by Ability Strength and Range.

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This is for a Broken Warframe who detaches his body for the sake of supporting connections to his allies, or even create a curse on his enemies.

 

1st - Attachment: Attach himself to the closest target within 3/6/9 meter radius, going over the target and stay. Allies are prioritized automatically, so when they are within his radius, he will attach himself to the closest ally, sharing 10%/20%/30% of shield and armor. At this state, he will receive 70% of damage taken by the attached ally. If none, he will attach to the closest enemy (excluding quest targets and bosses), damaging the attached enemy by 10/20/30 per tick, although he can still able to receive damage from the enemies, except by the attached enemy, which only receive 50% of it. He is unable to move since he will follow the target's movement, although he can still able to rotate the camera and attack.He can reactivate the ability to enter manual selection of target for next attachment, being the fire button as activation of the ability. He can cancel this anytime by pressing this ability twice. When the attached target dies, he will go back to his normal state. Costs 25 Energy , with 15 for reattachment cost.

 

2nd - Detachment: Detach his upper body, able to move freely within 20/40/60 meter radius from his lower body that is being sentient. He gains +10%/+15%/20% attack speed / fire rate in this state, but his armor from upper body will be 30% of his armor, being 70% from his lower body. When the upper body's HP reaches to zero, he will come back to his normal body from the lower body's position, with 50% health loss. If the lower body is destroyed, he will be in his normal state again, having his health damaged by 70%. When he is attached to ally and this is activated, he will also gain the same sprint speed of his attached ally with additional +15% gain, and the attachment effects will be still intact. If he is attached to an enemy, he will have an effect where all of his attacks will also damage the attached enemy by 10%, and the attachment effects will be also still intact. All of this have the radius, so when he leave the radius, he will go back to his normal state again, even though he is attached. This ability can last up to 6s/8s/10s. Costs 25 energy with 5 per second. Can be deactivated by double tapping it or going to Reattachment phase. If deactivated without any attachments, the lower body will go back to your current position.

 

3rd - Connectivity: He has 3 modes of activation that can manually adjust (similar to Vauban's manual selection of his traps), that affects the area within 3/6/9 meter radius. (Costs 75 energy, with 5 seconds of effect). He will be static in position (or on attached target) but vulnerable to damage while in this manner.

Lifelink - links to enemies that leaches their HP by 2%/4%/5% per tick and heal himself. If he is attached to an ally, he will give it to the ally instead. If he is attached to an enemy, he will damage the enemy instead.

Karma - links to enemies that steals the damage by 10%/15%/20% , increasing the chance of Critical Hits to self. If he is attached to an ally, he will give it to the ally instead. If he is attached to the enemy, he will increase the chance to charm the attached enemy instead.

Energizer - links to enemies that buffs them with Slow, increasing the attack speed and sprint speed of self. If he is attached to an ally, he will give it to the ally instead. If he is attached to the enemy, it will increase the chance of making the attached enemy sleep instead.

 

4th - Strife Line: Links one nearby enemy, charging it by 2 seconds. When charged, enemies within 2/4/6 meter radius of the linked enemy will take 30/50/60 damage, and the enemies who are affected with this damage will spread this effect, increasing its damage by 10/20/30 every time when they pass it to others. All enemies who were already took damage from this ability will not be affected anymore from the other connection spread, unless it is a new Strife Line cast. It cannot be activated again unless the link stops spreading. If he is attached to an enemy, the spread will start at the attached enemy first, with the charge time being only a second before the detonation, although the next spread will have normal charge time. Costs 100 energy.

 

Passive: Depending on the target of his abilities, it can create effects of either allies or enemies. If the target/s are allies, it will give 5% lifesteal effect to all nearby target allies for 2 seconds. If the target/s are enemies, it will disarm nearby target enemies for 2 seconds.

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Contest Entry:

Broken Warframe Ability Concepts:

Ability 1: Connexus (Latin for joined) Energy Cost: 25:

The Warframe expels a void energy tendril from its left hand to latch onto an enemy and wrap around their chest, constricting them of all movement. The tendril then breaches the enemies anatomy. Depending on the faction of the enemy, you will gain a different effect/buff. Connexus lasts 15 seconds at base and can be improved with Ability Mods. For example Intensify would affect how much you gain from the victim and Stretch will increase the distance you can be away from the victim. (Base Range: 8 Meters.)

Grineer: Gain 5 Health every 3 Seconds and 5 armour every 5 seconds. Corpus: Gain 5 energy every 3 seconds and 5 shields every 5 seconds. Infested: Gain 5 Toxin, Viral or Gas resistance (Random) every 3 seconds (allowing you to gain the same resistance multiple times or different resistances each time.) Sentients: To balance the ability against the Sentients, The only units who can be affected by Connexus are: Amalgam enemies (Sentient/Corpus Hybrids) Vomvalysts and Battalysts. If you attempt to use Connexus on any higher ranking unit, the unit will sever the cable, leaving a 5 second cool down on the ability and staggering the Warframe(so that the warframe can regenerate the lost limb.) Gain 5 armour every 3 seconds and 5 Tau resistance every 5 seconds. (All resistances gained last for 30 seconds after the ability has been used. You are not immune whilst tethered to an enemy making the ability a high risk high reward. The longer your tethered the more buffs you will get.) 

Other enemies that are unaffected by Connexus: Infested Juggernaughts, All Assassinate Targets, Kuva Liches, Eidelon(s), Orb Vallis Orb(s), Assassins (Stalker, Shadow Stalker, Grustag Three Etc.), Acolytes.

Augment Mod: Mobile Tether: You can now move around at will whilst using Connexus. Passive ability becomes active when you're stood in place.

Ability 2: Manifestation, Energy Cost: 50:

The Warframe places their right hand on the ground, releasing a void energy tendril into the architecture, tunnelling toward enemies in a forward attack formation (A cone like radius from the Warframe.) Any enemy within the attack radius/cone will be impaled from beneath as the tendril splits and erupts from underground. If the victim does not die from the initial attack, they will be flung from the tendril. The Warframe is immobile whilst performing this ability. The Animation should take no longer than 7 seconds. Manifestation can be improved with Ability Mods. For example Intensify will increase the damage of the tendrils and Stretch will increase distance and radius of the ability. (Base Range: 15 Meters.) 

Augment Mod: Ravaging Culmination: For every enemy impaled and/or killed, the next time you cast Manifestation you will deal 1.5x Damage at base.

Ability 3: Mimic: Energy Cost: 75:

Similar to Connexus, the Warframe expels a void energy tendril that wraps around an ally's Warframe. The tendril then breaches your ally Warframe's carapace allowing your Warframe to "Mimic" one of their abilities at random. Recast Mimic to use the siphoned ability. (The sprite of Mimic should change into half of the ally's ability sprite on the left and half of the original sprite on the right.) Just like Connexus you and your ally are immobile whilst using MimicAbility Mods can improve Mimic. For example Stretch will increase the distance you can be away from your ally to cast the ability and Streamline will decrease energy cost. (Base Range 8 Meters.) 

Augment Mod: Impersonation: Siphoned abilities are 2x more powerful and Mimic costs 25 less energy.

Ability 4: Whispers from the Void: Energy Cost: 100:

Your Warframe uses it's void tendrils to create a fracture into the void, overcharging it's connection, releasing a pure void energy projectile in a cascade like attack (Similar to Excalibur's exalted blade projectiles.) This ability is charged. Recasting or running out of energy will release the projectile. Movement speed is decreased substantially whilst using Whispers from the void. (Because of the overcharge of the void, your operator appears latched onto the Warfame's back. They would appear "invisible"/in void dash mode like in the Apostasy Prologue and Erra quest. The Operator is not visible to other players whilst using this ability. Ability Mods can improve Whispers from the void. For Example Intensify will increase the damage of the cascade and Stretch will increase the distance the Cascade will travel before dissipating. (Base Range: 20 Meters.) 

Augment Mod: Rippling Whispers: Whispers from the Void becomes and Aura Ability. Instead of Overcharging the void rupture, The Warframe stabilises it, allowing multiple smaller projectiles to be fired. Movement speed is increased by 10% at base.

Passive Abilities:

The Socket on the back of the Warframe allows for allies to connect with your Warframe whilst using Connexus, allowing them to gain the same buffs as you. (They may use secondary weapons in their available hand to defend themselves and you.) Once The Warframe's health is depleted, it disassembles itself, alluding all enemies into thinking you have perished granting you enough time to heal 50% of your health. Disassembly can only happen 3 times in a single mission.

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The roots on him sort of reminds me of the roots in the Tenno control room where focus is changed, so for a passive, maybe it could be dependent of the players primary focus. Kind of like chroma’s color. Also in that way, maybe his abilities might be decided by what parts are put in to his blueprints, like chroma’s were. Frost helmet might give him globes and a saryn system might give him molt or spores.

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Passive: Aria -Whenever the warframe sings it gradually restores Health to allied warframes

1st Ability: Soprano-Warframe sings in a higher tone and amplifies the damage of allied warframes in a radius

2nd Ability: Contralto-Warframe sings in a lower tone lowering the damage dealt by enemies in radius

3rd Ability: Soubrette-Warframe sings softly. Attracting enemies towards it leaving them witless

4th Ability : Cadenza- Warframe sings magnificently. Leaving enemies in a radius stunned and taking increased damage from all source from allied warframe

This is the best thing i can come up with that resembles a warframe the sings. I know it sounds crazy but i do wish to see and singing warframe or anything that has musical skills like Octavia 

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Passive

Parts of it's body fall off, that in turn makes it harder to hit based on health amounts (I.e. 80% health shoulder piece falls, 60% health left leg white piece, 40% right hip, 20% right foot, each part reducing damage by 5%) the pieces that fall off float around the frame on transparent strands of void energy and reattaches when healed and places where parts have broken off are connected by void strands.

1st Ability: Void Bind

sends tendrils from it's hand that spread from enemy to enemy suspending them and dealing 8 damage p/s| Drain: 25

2nd Ability: Siphon

 Steals health or shield from selected targets that are bound/binded (Steals 10% health on button tap and 10% shield on hold 7 targets max)| Drain: 30

3rd Ability: Unravel

Sheds it's armor and becomes strands of void roots/tendrils that soar through the air dealing Tau damage which is amplified by 8% if it hits bound/binded enemies| Drain: 8 p/s

4th Ability: Catastrophe

The frame loses control of it's physical form turning into an unstable mass of void energy and tendrils lashing out slicing, grabbing enemies and crushing them for 10 secs dealing 40 dmg each slash and crush.| Drain: 50

Edit: this isn't really tampering with the ability since it was my first idea for it but i just didn't put more detail, for the third ability it would function in a way similar to wukong's cloud walker but a bit faster if that's cool.

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