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Open Call for Warframe Ability Ideas!


[DE]Helen

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Passive - Fractured Vengeance - Ability damage increased 5% against all Sentient enemies. Increases up to 20% when at max Wholeness*

Wholeness - Wholeness is a mechanic similar to Nidus' stacks, but with more focus on damage rather than survivability. As Wholeness increases, so does the effectiveness of the frame's abilities, increasing its strength exponentially. It also scales and increases the armor and health of the frame. Abilities can expend or gain Wholeness, which will be discussed further. Furthermore, similar to Nidus, when Wholeness increases, so does the appearance of the frame, with it taking segments of armor or flesh from their enemies and welding it onto themselves, creating an amalgam of a frame. It can vary between what faction the frame is fighting against. However, despite this power, there are also drawbacks. The drawbacks include decreased movement speed in relation to the amount of Wholeness, capping at about 65% decreased movement speed when at 100% Wholeness, as well as the loss of certain void abilities, as the void spirit is trapped within the frame, which will be explained further below. Players must balance the buffs with the negatives of wholeness, promoting active and strategic playing. 

Ability 1 - Leech - Sends out a wave of void energy towards a target, leeching a portion of their armor or health and adds to the "Wholeness*" of the frame. This would work similar to Nidus’ 1, with each use of leech increasing the Wholeness mechanic. At 100%, the ability is unusable until Wholeness is expended. This will scale with power strength (for the amount of armor or health is leached and how much wholeness is given per enemy), range (how far the wave will go), and efficiency (how much each cast will cost).

Ability 2 - Void's Reach - The frame hovers within the air and releases tendrils of void energy, grasping any enemies nearby and incapacitating them. Each enemy grasped by the tendrils gives the frame a percentage of Wholeness and decreases the enemies armor or health. This works best in areas with high populations of enemies. When the duration of the ability is complete, all connected enemies are shot out from the frame's position, offering some fun rag doll occurrences. This would, at base, have a large energy cost due to its ability to provide a large amount of wholeness so that Leech can be a more usable tool. It would scale with power strength (same effects as leech), range, efficiency, and duration. This ability is also locked once Wholeness reaches 100%

Ability 3 - Fractured Arsenal - With this ability, the frame gets access to 3 "mini" abilities, similar to Vauban. The first mini ability, Fragmented Javelins, is where the frame leaps up into the air and expends 15% Wholeness in exchange for pointed javelins that increase in quantity for every enemy in its range. The spears are then fired at enemies, causing bleed procs with significant damage to it. An additional elemental proc will occur depending on the faction the frame fights, fire for Grineer, electric for Corpus, and toxic for Infested. This ability will be scaled with Strength and Range. The second mini ability, Bolstering Armor, expends Wholeness towards buffing the armor and health of all allies. The amount expended will be determined by the amount of allies present, 10% for 1, 20% for two, and 30% for 3. This will be scaled depending on Strength and Duration. Lastly, there is Split, where the frame expends 40% of their Wholeness into making a clone, similar to Wukong’s 1. This clone will scale with Strength, utilizing the primary weapon to attack enemies with the weapon’s mods in mind. Duration will also be needed, as the clone lasts for only a certain amount of time before dissipating into the void. Each mini ability can be individually selected by double tapping the 3 button and will share the same flat energy cost of 50, and will scale exponentially in power further for each percent of Wholeness. If any mini ability is unusable, the selection will skip that ability to the only ones that can be used.

Ability 4 - Explosive Fury - If Wholeness is at least at 1%, the Frame is allowed to expend all of its Wholeness into an AoE attack that damages any enemy in its vicinity for an equal amount of damage. Every enemy attacked will also gain the Void Burn debuff, which marks them and significantly damages them further. Any ability that subsequently makes contact with the marked enemy will gain another stack of Void Burn, increasing the damage.This ability’s scales exponentially with the amount of Wholeness the frame has. It also scales with Power strength (increasing the base attack value), range, and efficiency.

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Not an ability idea but i'm putting this in here hoping it'll get seen.

 

Being able to build something multiple times. 

So let's say you want/need to build multiple derelict keys in the foundry, instead of building it and waiting then waiting for a second one there should be an option after you press A/X/Left Click that say how many do you want to build and then the number toggle that pops up when you're trying to purchase multiple things, afterwards it'll take the mats out and build them one at a time and show up the number lets say 4x next to the thing. So you can build a multiple derelict keys whilst doing another mission.

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while i can't think of a specific 1st-4th ability i will suggest her having an ability to use the void roots/tendril and pulling or picking up pieces from enemies, granting different defensive buffs
example: use said ability on a Grinneer, get a bonus to Armor based off of Ability Strength, or from Corpus, you'd pull bonus Shields or could even pull bonus health from Infested enemies. and then maybe have an ability to take the stacked parts collect and scatter-blast them like a Drakgoon forward, dealing a hefty amount of flak to any enemy that was unlucky enough to step into the blast cone. 

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1) Assimilate: Render flesh and steel from an adjacent enemy and incorporate it into your frame. Gain a bonus that differs from enemy race (grineer armour, corpus shields, infected health, sentient Tao resist). If the enemy is killed gain an additional primary damage bonus. Bonus can stack up to amount effected by power strength (have a min amount), lasts for duration after last stack application. Visually your frame will start to incorporate enemy components.

2) Impersonate: veil yourself in the skin of the enemy. This skill consumes the last stack of assimilate to decide what enemy race you appear to be. While active that enemy race and security will not target you as a threat so long as you walk through sensors and don't attack the enemy. Power duration will decide length, will need to assimilate again to get a stack to consume for impersonate.

3) Arm turret: remove an arm from your frame and place it on the floor or wall to auto attack enemies in its range. The arm will have a basic attack turret or your unequipped secondary weapon (which becomes inaccessible while active). Maintain with energy per second.

4) Void beast: the void roots holding you together grow to a gigantic length changing into a whip claws. Uses health per second to maintain, killing foes with claw whips and assimilate will provide some healing. While active will lung at enemies you target with assimilate. Impersonate cannot be used while active. Arm turret will gain a damage boost if active but claw whips will gain a damage penalty. This ability can kill you.

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Passive: Pick up pieces of fallen enemies (fortifications) and add them to yourself, taking the largest aspect of that enemy (so, armor for Grineer, shields for corpus, health for infested, etc.) This is manifested in various visible stacks on the screen.

 

First ability: Flesh wound

Remove the warframe's right arm with its left and use it to beat enemies. Holding the button throws the arm, which grabs enemies and steals their greatest aspect (see above).

Holding it steadily drains energy a la exalted blade, Artemis bow, etc., while flinging it consumes a set amount. Throwing it causes it to boomerang to 2 additional targets.

Second ability: Sap

Send out a grounded pulse of void energy that resets immunities on ground-based enemies and roots them to the spot, with minor damage.

Third ability: Fortify

Consumes a set amount of fortifications. Adds some of the fortifications to the warframe, enhancing the greatest aspect of the last enemy hit to the warframe. While active, will continuously add fortifications from hit enemies. Bonus from sapped enemies.

Ultimate: Supercharge

Warframe consumes a set amount of its fortifications and temporarily adds them to the warframe, increasing health, armor, shields, and damage. Forces the warframe to use its super-charged fists, while aiming will throw a piece of the fortifications at the enemy. Think like Voltron.

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Passive: Enemies killed by void damage will have a x % chance to drop 'void fissure' (not the in-game resource, but warframe's own resource meter, similar with Nidus). The number of accumulated fissures enhances the warframe (values must be definitely change for balance):

20 collected fissure: +x % energy regeneration/sec

40 collected fissure: +x % health regeneration/sec

60 collected fissure: +x armor

80 collected fissure: +x% armor penetration bonus from void attacks (or any void related damage buff)

above 80 collected fissure, it just cycles back and improve previous buffs:

100 collected fissure: improved % energy regeneration/sec

and so on... It can be capped (or not, for those having fun doing long survival runs)

1st Ability: Imbues your weapon with void energy. Equipped weapon grants +x % void damage. After the ability ends, the equipped weapon overheats and cannot be used for x seconds.

Enhanced: Grants more void damage. Weapon no longer overheats.

2nd Ability: Releases slow-moving void energy tendrils radially outward from warframe's location. Any enemies caught within the radius will be locked in place for x seconds and will be more susceptible to void attacks (+x% bonus void damage). Using your warframe ability near a locked enemy will alert the energy tendrils of your void energy, also locking you in place for y seconds.

Enhanced: Enemies affected by the ability will be dealt x void damage/sec. No longer locks you in place.

3rd Ability: Enhances the warframes abilities. After activating the ability, the next ability used will be enhanced. (see Enhanced section for each ability). Using this ability costs 'void fissures' (again, to be balanced).

4th Ability: Void energy overloads the warframe, enhancing its abilities and other warframes within x meters (Similar to what is happening when you pick up 10 void fissures to enhance your warframe. It can be Ability Strength, Efficiency, Range, Duration or combination of them). After the ability ends, your warframe will experience transference static for x seconds and the operator will be cast out of the warframe. You cannot cast warframe abilities during the transference static.

Enhanced: Overloading with void energy is more optimized. Slightly lower bonuses but your warframe will not experience transference static at the end of the ability.

 

P.S. Since it is a broken warframe, I thought of incorporating some flaws on its abilities but at the same time, a way of overcoming those.

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I was inspired by the worm-like tendrils coming out of the warframe and thought of the burrow mechanic. The idea of this warframe is to tank for allies and objective and then escaping underground. The warframe is "broken" in the sense that he collects broken part of the enemies for his own sake but also literally breaks himself apart to help his team.

The Warframe is fights in 2 states, burrowed and unburrowed and his abilities changes based on his 2 states.

Passive - The Warframe does not use energy and is instead granted 100 stacks at the start of the game with no mods equipped at level 30.

Enemies of different faction that are killed by allies or the warframe, drop body parts that the warframe can collect and wear, granting stackable stats with no caps. Mods that grant increased energy (flow) instead grant the warframe a starting amount of stacks in the orokin faction. (Grineer - Armor/ Corpus - Shield/ Infestation - Health/ Orokin - Mixture of armor, shield and health/ Sentient - Damage) 

1A. Glint Strike (Unburrowed) - consume 10 stacks to slash the area in front of the warframe to damage enemies. When hold and released, sacrifice more passive stacks to heal the warframe and recharge shields. Damage of this ability scales with power strength but heal is based on stacks used and amount of enemies hit.

1B. Heightened movement (Burrowed) - no cost, dashes a small distance towards the direction of the directional key pressed.

2. Burrow - The warframe burrows underground, removing all buffs and debuffs while gaining significant movement speed and damage reduction. In this state, the warframe cannot parkour, jump, shoot and melee. (Primarily used for movement)

3A. Linkage (Unburrowed)  - consume 15 stacks to link a portion of passive stacks to the ally target.

3B. Spiked passage (Burrowed) - like nezha 1, consume 15 stacks to leave a trail of spikes behind the warframe, dealing damage to the enemies.

4A. Titan Roar (Unburrowed) - consuming 20 stacks, the warframe lets out a loud cry, attracting and taunting enemies to hit him. Grants the warframe damage reduction and allies in range increase power strength and the next use of one ability at no cost.

4B. Paralyzing slash (Burrowed) - consuming 20 stacks, dashes out of burrow state in a straight line and hitting all enemies in its path. Enemies struck have their abilities and gun disabled and can only use melee.

Combination of skills can be effective in different situation use as using Titan roar (4A) to taunt the enemy and then going into Burrow (2) to have the enemies chase him. Or using Linkage (3A)  on an ally and using Glint strike (1A) for healing and survival.

The ultimate combination would be to burrow (2) underground with spiked passage (3B) and move towards a large group of enemies with heightened movement (1B) then followed by Paralyzing slash (4B) to strip enemies of their guns and Titan Roar (4A) to taunt the enemies and leaving them open for allies to kill. The warframe can then use Glint strike (1A) to recover himself or simply burrow away. However because stacks does not recharged like energy, the players should only do this when they are confident of retrieving stacks back.

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this look makes me think parts of other warframes were used to make it, so i feel like along with the other parts, it would require a chassis, neuroptics, and systems from another frame as a base of how to put this frame's parts together. have this determine the 2nd, 3rd, and 4th abilities. for example, if i wanted energy vampire like trinity, i would need to use a trinity chassis in making the broken warframe chassis

Passive: void roll: dodge rolling will grant +10% void damage to melee weapons for 5 seconds.

1st ability - mimic, use on an enemy to take their appearance, fooling them into thinking you one of them. alternatively use on an ally to copy then use their first ability

2nd ability - the 2nd ability of whatever warframe's chassis was used as the base for the chassis

3rd ability - the 3rd ability of whatever warframe's neuroptics was used as the base for the neuroptics

4th ability - the 4th ability of whatever warframe's systems was used as the base for the systems

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I want a Nuclear themed Abilities (specifically a walking nuclear reactor) for the Broken Frame- a Damage Mitigation Tank with capabilities of crowd control focusing on Aura's and AOE Buffs and debuffs. He will need to be at the thick of the action or next to his teammates to be used effectively (like Harrow). He has no shields but his health is subpar to Inaros.
 

Passive- an Innate Energy regen But the way his Energy Bar works is an inverse of Gauss. He needs to control how much he gains and vents out his energy otherwise he will 'break apart' in the sense he goes through a Nuclear Meltdown so maybe give him on his UI a Geiger Counter that displays energy Regen which accelerates upon taking damage since it will make him 'Unstable' and in danger of 'breaking' again.  If he goes into his ultimate 'Meltdown' there is a time limit where he needs to let go of his energy soon or undergo a variant of the Meltdown where after the end of 'Meltdown',The Broken Warframe 'breaks' once again and has to waste a Revive Token to get back up to the fight.

His abilities control his Energy Bar or exploits its increasing destabilization

1. Molten Core - (Increases Geiger Counter Energy rate) gives an Aura that is like an in between Barruk's Evade and Frost's snow globe that literally negates enemy projectiles and blunt enemy melee attacks. However his movement speed is decreased to the point that he cannot sprint, jump or slide.

 

2. Radial Restructuring - (Increases the Geiger Counter energy rate but decreases Energy Bar) An AOE Continous Heal that also removes status effects with bonus heals to every different status effects removed. Also provides an Armor Boost to Broken Frame too.

 

3. Leak - (Decreases Geiger Counter Rate and decreases Energy Bar) - a fairly standard AoE that gives radiation and slow's enemies down. Also gives an a radial Aura Damage Boost to nearby teammates.

 

4. Meltdown - (Only at a set amount of Energy can this ability be activated or the Energy bar is at the limit) Release a Radioactive Cloud that strikes down with a mix of Viral, Magnetic, Radiation and Gas. Decreases enemy armor and shields. Knocks people down at the first layer of the radius, staggers them at the second layer. The damage burst decreases with range.

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18 minutes ago, (XB1)RogueWorrior01 said:

1st ability: Modify - modify allows the warframe to change the parts that it is made up of. Cycle trough three modifications that change the warframes stats.

.                              modification 1 ~ this modification increases the warframes ability stangth at the cost of decreased health.

.                              modification 2 ~ this modification will increase the warframes shields at the cost of decreased ability range.

.                              modification 3 ~ this modification increases the warframes energy pool at the cost of decreased armor.

2nd ability: Pulse - pulse is a discharge of void energy that knocksdown enemys and applies a bleed status lasting for a short deration.

3rd ability: Replenish. ~ replenish calls upon the power of the void to heal all allies and remove up to 2 status effects.

4th ability: Wrath ~ calling upon the void this warframe unleashes its wrath, fulling its self full of void energy till it erupts in a massive explosion.

Passive ability: Mend ~ mend allows the warframe to slowly heal while attacked. Mends healing is spead up when the warframe has not been attacked in a set amount of time.

 

 

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Passive - Missing Parts. Decreases enemy accuracy against warframe. The more HP lost, the less accurate enemies are. Various parts that "break off" visually replaced by tentacle energy

1st Skill - Seek Part. Energy tentacle shoots out and binds target in crosshair causing them to panic for X seconds. If target is killed during the bind, a "part" is taken and added to a reservoir (UI element that keeps track of number of parts with a 10 part number limit). Added part also applies buff to warframe depending on target's faction. Grineer increased armor, Corpus increased Shield, Infested increased HP, Sentient increased Energy (Corrupted Drones count as Sentient?). Buffs will take effect only while their parts are held in the reservoir

2nd Skill - Assimilate Part. Consume oldest part from reservoir losing buff gained from part. Heals Z% of missing HP, cannot be used to heal fully

3rd Skill - Ram-part. Consumes oldest half of reservoir parts to create a floating wall of various bits around warframe blocking damage. Wall HP and coverage based on number of parts consumed

4th Skill - Part-henogenesis. Consumes 10 parts from reservoir to create a spectre-like golem possessing a unique weapon and whose stats are based on the composition of parts used to create it. HP, Armor, and Shields are based on average level of targets from whom parts were taken. Grineer parts will provide more armor, Corpus - shields, Infested - HP, and Sentients - Status Resistance. Weapon is an arm-cannon type whose stats depend on reservoir constituents. Weapon's Impact, Puncture, Slash stats based on number of Corpus, Grineer, and Infested parts consumed (Sentients inflict Void damage?). All numbers scale with average level of parts used. Only 1 golem can be deployed at once. Golem can be ordered to self destruct, inflicting area damage and discarding all used parts in the process. Self destruct damage is W scaling with warframe abil strength

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Passive: Personas

"Broken Frame" consists of 3 frames,
each with their own fighting style. When combined with all 3 gain shield, armor, health and knockdown recovery speed. Separately they fight as allies, remaining active in combat. 

When combined:
Red + Blue = +melee damage +attack speed +every 10th punch is lethal

Red + White = +health +armour +knocked down enemies are terrified 

Blue + White = +movement speed - status duration on self +attack animations are 2.5x faster

"Red Frame" was an elite fighter, known for his deadly punches.

"Blue Frame", swift and cunning. She quickly moves around the battlefield and devastates enemies with a short range blast.

"White Frame" was what you might call bulletproof. A tough brute that literally throws his enemies away. 

1 - Boon

"Broken Frame" targets a persona. Targetted persona gains damage for 5 attacks.

2 - Embodiment

While combined with all 3, hold to disperse frames. You'll then have 3 seconds to choose which frame to take control of. When controlling a persona, activate again to combine with another persona or hold to combine all 3.

3 - Marque

While controlling; 
"Red Frame" - melee enemies with powerful punches. +"Blue Frame" - Punch is followed by a blast.

"Blue Frame" - blast enemies with a short ranged single handed blast. +"White Frame" - Blast enemies just before throwing them.

"White Frame" grab and throw nearest enemy. +"Red Frame" - bash enemies using grabbed enemy before throwing them.

When combined with all 3, burn, thrash, and throw and enemy in one go.

4 - Combined Efforts

While controlling; 
Red + Blue - Dash

Red + White - Tackle

Blue + White - Additional movement speed for duration 

When combined with all 3, teleport to an enemy within range

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Passive: when your shields are depleted,release void energy in a 15 meter radius making enemies take 30% more damage while shields are down

ability 1 (manifest) - choose one of the 3 manifestations to become the shattered warframe. blue-increase shields and slow down enemies,red- increase health and deal more damage,white-increase armor and send a knockdown shock wave towards the enemy after its duration

ability 2 (harden) - fill up the holes on your warframe adding extra defense to your current form or manifestation. blue- shields take 10 damage regardless of how hard it hits, red - any damage on health will amp armor by 10 every bullet it tanks (stacks up to 500), white - generate a void shield around you blocking up to 15 damage (functions as amesha charges or revenant's mesmer skin)

ability 3 (void tendrils) place down a void trap that will erupt 15 tendrils to grab the enemy and then slam them to the ground dealing 1500 impact damage in a 10 meter radius.

ability 4 (inner rage) - channel your inner rage by casting abilities. once its ready, combine the three warframe manifestations into a symmetrical hybrid tank-class warframe. boosting health shields and armor significantly while draining energy as its active. you punch enemies dealing 1000 impact damage,slam the ground for 500 impact and knocking enemies down, your 1st and second ability will change into a void boulder and a void hole. 

ability 1 (rage mode) void boulder - grab the ground and smash it into debris while your void energy holds it together into a boulder throwing it will bounce once and breaks apart the scond it hits the ground a second time

ability 2 (rage mode) void hole - channel void energy to make an unescapable vortex, pulling enemies into devouring them, they can also be used as ammunition for void boulder

possible augments:

ability 1: manifestations will duplicate as additional allies but will take half of what they possess

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Passive: abilities don't use energy but have cooldown's and abilities have a chance to malfunction either resetting the cooldown or doing health damage to the warframe (I think it would 'add a very interesting element making the warframe feel like its broken) (I also don't think any cooldown should be over 30 seconds and if it malfunctions and does health damage the cooldown should only be half to make it not feel totally terrible to use when it fails)

1st ability: (Scavenge) (I would say it should be his only one without a cooldown) A toggle similar to nekros desecrate that drops scrap from killed enemies (with a chance of it malfunctioning and dropping some kind of damage effect weather it be a gas or radiation cloud or fire on the ground) the scrap that drops should put a stacking heal over time on yourself or allies as well as having a chance to give armor or energy as well

2nd ability: (Ramshackle Tesla) you use all your stacks of scrap to build a Tesla in front of you  it has a large radius the more scrap consumed the longer duration and if you pick up more scrap you can shove it into it to increase duration (if you do it right I think you could be able to have up multiple Tesla's probably capping at 3-4) and allies can choose to add scrap to them as well

3rd ability: (Stasis Barrier) for x time you create a barrier around you catching all projectiles fired at you and after the duration is up for every x projectiles caught you gain a stack of scrap

4th ability (Unstable Rift) Consumes all of your stacks of scrap to form a new power core eject the old one out of your chest creating a large ball of chaotic energy dealing random damage types in a large area around it and restoring energy to allies and stunning you for x seconds while you reboot

 

 

all ability names are placeholder

Notes: If you take one thing away from this post I would want it to be the passive I think it would really sell the whole broken theme. I also think the first ability is good however I do think it is a bit too much like desecrate I think if you take the passive that has a chance to do damage the kit needs something to sustain itself I really like the idea of it feeling like your constantly trying to keep the frame from falling apart from its own abilities. I also think this would be a good opportunity to add another no shield frame as it would fit the theme. I think any ability that would have a cooldown should have a way to linger that is why I added the scrap mechanic so your not just sitting on cooldowns waiting to do something I think a kind of turret ability could also work well with the scrap system that way instead of it just being a set and forget you actually have to upkeep it again I like the theme of all your abilities feeling unstable like there barely being held together an active passive play style somewhat like octavia but with upkeep. Abilities 2-4 were mainly just there as an example for what I think could work.

PS, keep up the good work DE

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Ability 1: Disassemble- Tenno frame parts fall to the ground and either move within 35-45 seconds or unable to move, but is similar to cloak ability.

Ability 2: Possession- Tenno frame possesses enemy no damage to tenno but to the possessed enemy. Able to depossess enemy cool down for 15-25 seconds to repossess.

Ability 3: Clone- Similar to Wukong's ability. 

Ability 4: Mechanical Kraken: Similar to Hydroid.

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Passive Ability: SANCTUARY
-Can dash to enter the rift like Limbo does but becomes invisible, and regenerates energy and health in the rift

1st Ability: PARASITIC SIPHON
-Transfers enemy armor, shield, and/or health within radius for a certain time
a) Rank 1 to 10
1% per enemy within 10 meters for 10 seconds
b) Rank 11 to 20
2% per enemy within 15 meters for 15 seconds
c) Rank 21 to 30
3% per enemy within 20 meters for 20 seconds
-affected by strength, range, and duration mods
-cannot affect enemies outside the rift
-gains overshields

2nd Ability: CHAOTIC RAGE
Absorbs damage to fill the "damage meter" and releases all that damage in a radial burst or a wide beam
-tap for an expanding radial burst
-hold to channel to a beam from the chest but really wide like that of Wisp's 4th ability) until the meter is drained

3rd Ability: MORPH
Can use another warframe's full ability including exalted weapons for 90 seconds
-tap to rotate and hold to select 2 owned warframes for this ability in the arsenal menu; Both unselected beginner warframes (volt, mag, and/or excalibur) at max rank will be the default selection.
-aim and hold to scan a fellow warframe or a specter to temporarily use their warframe ability and mods loadout.
-will stack effect of the same mods from selected or scanned warframes. Otherwise, will default to currently equipped mods on the "broken warframe".
-affected by current duration mods
-90 seconds cooldown

4th Ability: BACKUP PROTOCOL
For 20 seconds, the broken frame will
a) instantly replenish shields, health, energy and doubles armor
b) summons the 2 selected warframes from the 3rd ability to fight as specters that will use their specific weapon loadout m
c) doubles damage, attack/movement/reload speed, fire rate, critical/status chance, and ammo/magazine capacity for the broken frame and all warframes within a 50-meter radius.
-60 seconds cooldown

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passive: +50% armor against greener, shields against carpus, health against infested and adaptation against sentience

 1: split apart and take control of 5 targets and control one and cast on controlled targets to swap (channeled)

make a special forma from a warframe to get there 2 3 or 4 using a part of that frame a forma farite and salvage

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Passive: Gains 100% bonus to aura.

 

First ability: Polygon.

Shoots a projectile that morphs and contorts into a different shape. When it impacts it explodes up to three times depending on distance traveled. The first will do basic impact. The second does puncture. The third does explosive. Those who survive all 3 will see reduced models looking blocky and will attack anything on site. (Low damage but cc)

Second ability: Corrupt.

They use their void energy to make a cloud around then that deals damage over time (True damage). While in the cloud allies gain damage reduction and bonus damage and the broken frame cannot move.

Third ability: Reform.

While in their second this ability becomes usable. When used the frame takes the cloud in their body and explodes it outwards in a small ring knocking anything within the cloud, that can be, and a few meters outside down. Every enemy hit gives the broken frame a slight armor boost.

Fourth ability: Error.

When the frame uses this ability they'll drain all energy. Each point of energy can add up to 5 seconds of duration. This ability will give the broken frame the ability to freely cast any of their abilities and use any weapon without reloading. It also procs. the polygon's ability to lower the poly count of anything nearby.

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Passive: Corrupted Essence. Due to Eornheit being an unstable combination, it's energy is unstable as well and has caused a leak that enhances the speed of things deteriorating. All enemies in a 10m radius have reduced armor.

Ability 1: Shatter. Eornheit sends a surge of energy through it's arm, the energy's instability causes a shotgun like blast to erupt from the arm. Afterwords the shrapnel that once was it's arm reforms back into its arm like nothing happened. Basically a shrapnel boomerang blast.

Ability 2: Reform. ...Or at least try to. Eornheit takes bits and pieces of it's enemies to attempt to give itself some shape. But due to it's energy, the shape Eornheit worked on forming melts into an acidic mess of a puddle. Eornheit damages nearby enemies and gets armor out of the exchange. Once it's duration is up it creates a puddle that deals toxic damage.

Ability 3: Frankenstein's Regret. Much like his monster, brought back to life and broken, became reborn with a strike of lightning. Eornheit surges energy through it's systems causing a charge powerful enough to blast enemies nearby and come back to life. When Eornheit is bleeding out (and only when it's bleeding out) A lightning blast damages and knocks back all nearby enemies with the benefit of reviving itself in the process. This does come with a big cooldown in the process.

Ability 4: Galactic Collapse. Eornheit channels the void energy in it's body to create an contain a small black hole, all enemies are sucked in that are nearby. While being sucked in, the destruction of the internal bodies of the enemies are contaminated due to the radiation of space. However, Eornheit's containment capability isn't great. Thus causing the black hole into itself causing an implosion to blast away all enemies nearby and all the few that were inside the black hole while it was still stabilized. Eornheit creates a black hole that gives nearby enemies radiation damage and sucks in said enemies as well. Then proceeds to collapse, after about 3 seconds of being created, blasting all enemies even near it back.

Obviously balance the things that are needed. Just the base ideas for the abilites

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Passive: he has a constant energy drain and when his energy runs out he will become a faster pile of parts that cant shoot but he can still use his abilities and u can choose if his 2, 3 and 4 takes health or energy

1: u can change to a pile of parts at vill this doesnt cost

2:takes either 50% of health or all energy to shot a bounch of parts that when hit someone makes them fly in the opposite direction and stuns barely damages anything and makes smaller health orbs drop where enemies was

3:flings parts outward in all directions shoves away enemies and damages them takes upp all loot in the area and doubles health orbs costs 3% of health per item or x energy

4:controls all enemies in range (maybe 5 meters) this takes 1% of health per second per enemy or 10 energy a sec per enemy

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Passive: energy regen over time (similar to regen aura at reasonable amount)

Abilities:

Piercing thrust: Frame's right arm reassembles to a sword arm preforming excalibur's radial javelin.

Spare parts: This is a weapon wheel similar to Vauban/Wisp except its a frame wheel in the aspect of it being stolen warframe abilities. The wheel consists of a buff (Rhino's Roar), a trap (Equinox Rest), a defense (Volts shield), and a damage (Gauss thermal Sunder or something equivalent to Vauban's Flechette Orb).

Void pull: Using the power of the void within the Broken Frame pulls all enemies into a summoned area this would visually look like Vauban's magnetic pull but function like Nidus's larva.

 Cannon: This attack functions as an exalted weapon, Broken Frame's right arm reassembles to an arm cannon similar to Mega Man. The cannon will shoot blasts of void energy slowy draining his energy during use. Primary weapon mods would be applied and the blasts would be like a shotgun round more specifically the arca Plasmor.

This can realistically be applied and possible as all animations are from other frames previously built (Copy/Paste) the only unique aspect is the arm cannon and the right arm reassblement upon activation. The frame is made of spare parts and void energy i dont see how this could not be possible. Btw the Frame wheel is an example all abilities can be swapped with some other frames ability and i do not think it would make any sense to have a Prime "Broken Frame" just food for thought.

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Passive:

Name: Arms race

Ability: The damage stacks when hitting an enemy

1st: 

Name: Fallen knight

Ability: One arm would form a shield to protect the warframe while the other arm could only use melee weapons

2nd:

Name:Stretch.

Ability:It stretches its arm/s to pull an enemy closer to the warframe. (If the enemies are closer it can grabe up to 3 enemies) 

3rd:

Name: Reassemble

Ability: Once the warframe dies it could reassamble itself again. (Done only once per mission) 

4th: 

Name: Molotov splash

Ability: The warframe would throw some of its parts out (turning it to a flaming projectile weapon) and would explode when an enemy hits it. (It will sacrifice some of its health) 

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Passive Ability: Passing dead enemies will produce an orb randomly, that will fill either of the 2 gauges this warframe has. (ex. a red orb will fill the red gauge, that will be consumed by his abilities).

Ability 1: Vital Strike - strike an enemy with a whip-like energy veins dealing puncture damage and pulls the enemy towards you. (Just like what scorpions and ancients do us). [consumes energy + red gauge]

Ability 2: Neuron Disengage - pounces an enemy to inject something to it. Dealing viral DPS, and will cause the enemy and run and will explode when the duration ends. [consumes energy + blue gauge]

Ability 3: Manifest - Divided into 3:

1. Entangles enemies together. Staggering them, losses accuracy. [consumes health + blue gauge]

2. Binds enemies to a nearby dead body. Dealing corrosive DPS. [consumes shield + red gauge] 

3. Bonus slam attack damage. Slam attacks will create stepping mine that deals impact damage and will throw enemies into air. [consumes energy + blue & red gauge]

Ability 4: Self Destruct - To detonate itself dealing wide blast damage, after which will protrude these energy veins into pulling enemies towards you. 

[consumes whats remaining in the gauges and depending on it is damage this ability deals]

I didn't put numbers since I may be overpowering this new frame, and I hope it makes a cut for this game.

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Ability 1: Buddy system: give 1 of 3 parts/buffs to allies each has different buff. Buff 1 gives a damage increase. Buff gives armor or percent reduction. buff 3 gives energy over time or some utility buff. The caster will only be able to remove 2 parts at a time keeping the last one. On hold all parts will be returned (see passive)

Ability 2: spare parts: Use libs like whips hitting enemies this will take a small percent of their max armor/shield/health and increase buff % on you and nearby allies 

Ability 3: Deconstruct: Like something from a horror film you disassemble yourself into a swarm of parts and move quickly across the ground enemies that you pass through get rooted by the white roots you are made of. recasting pops you back to normal.

Ability 4: Fatal error: Violently explode dealing massive AOE damage. After exploding parts will slither to any nearby allies that you have casted you first ability on and you will be reconstructed on their back popping off after the reconstruction animation is complete. If you use this without casting your 1 first you will reconstruct in the same spot. 

Passive: balancing act: As you give away parts and lose there buffs the parts you still have will gain higher percentages for there buffs.

notes: All buffs are stronger for allies than they are for you so sharing is caring. 

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