Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Open Call for Warframe Ability Ideas!


[DE]Helen

Recommended Posts

Passive: Collector

  • The broken warframe gains bonus armor added to their base that stacks with each enemy they kill. Each kill gives 2% increased armor, which scales up to 30% at 15 stacks of Collector, in addition to providing bonus effects with each of their abilities. 

 

Ability 1: Hold Together

  • The broken warframe sends forth the tendrils from its body to latch onto foes nearby. Those hit by this will gradually have their health drained and heal the broken warframe for the duration of the ability. Healing received is increased per stack of Collector, while also removing half of the current held stacks.


 

Ability 2: Unstable Discharge

  • Release a shockwave that deals damage to those around them while also removing any status effect on the broken warframe at the same time. Damage is increased per stack of Collector, while also removing half of the current held stacks.


 

Ability 3: Disassemble/Reassemble

  • The broken warframe dismantles themself and becomes a pile of scrap that can move around for a certain period of time with increased mobility before reforming. When moving in this way, they cannot be damaged, but cannot attack or use any other abilities when in this state. In addition, Collector provides bonus mobility per stack for the duration. Activating the ability again will cause the broken warframe to reassemble themself. This ability does not remove any stacks of Collector.


 

Ability 4: Self Destruct

  • The broken warframe channels energy and sends forth tendrils to latch onto enemies before pulling them close. After pulling enemies within close proximity, it’ll explode and deal damage to all enemies around it. The damage and range of the explosion is increased per stack of Collector, while consuming all stacks and also hurting the broken warframe slightly in the process. 

Link to comment
Share on other sites

Passive - Small chance to absorb projectiles giving regenerating some portion of health and shield.

1 - One with weapon - Infect currently used weapon converting some of its damage output to void damage using energy over time.

2 - One with another - Bocome a perfect copy of a random warframe in range for 30-60 seconds. Works on specters.

3 - One with nothing - Loose stitches becoming floating invulnerable and permeatable bunch of parts. Going trough enemies disarm and stun them. Can't do anything other than simply float in air using your void energy.

4 - Only one - Body explodes and warframe parts try to assemble in one place dragging anything it touched and absorbing it to its body boosting health (infested), armor (grineer), shields (corpus), energy regeneration (orokin) and proc resist (sentient). Absorbed enemies drops from your body every few seconds taking some damage and lowering according boosts.

Link to comment
Share on other sites

Passive : He starts with a bonus health/armor/shield. Each time he dies, a part of his skin crumbles/disappear and he loose these bonuses little by little.

1st ability: He extends his arms to deal damage, and if it kills, he steal the enemy's arm and can use it's weapon.

2nd ability: He open a map of his own (similar than ours) and show all enemies on it.

3rd ability: He cracks himself into another part that will act as a clone, but each time he does, the skin change, showing that he misses some parts. He can absorb what he created to get back to how he was. According to what remains of him (according to passive), he can create up to 4(?) clones.

4th ability: He will explode himself into many parts and reattach to an enemy, attacking him slowly, becoming immune but without the capability of moving until the "host" dies.

Link to comment
Share on other sites

1 - Void Surge

Broken Warframe emits a sudden burst of void energy that debuffs the enemy and briefly confuses their targeting, reducing toHit by a base 20%

 

2 - Void Channel 

In the presence of other Tenno/Warframe: Broken Warframe emits tendrils of raw Void energy that increases their energy regeneration by 20%. When alone, the Tenno tranfers from the frame and given a 500 pt Shield and their Amp damage is increases by 300% for the duration of the ability

 

3 - Shatter

Broken Warframe releases all of the void energy in its frame, causing it to shatter into a heap.  For the duration of this effect, the Broken Warframe will heal and replenish energy at a rate of 1% per second for every enemy within 12m.  During this time, the enemy will attack one another dealing 125% damage to each other (and potentially other players) as the raw void essence of the BF influences and empowers them.

 

4 - Exalted Void Coils

The Broken Warframe manifests two coils (effectively whips) of raw void energy doing a base 50 Impact / 15 Puncture / 50 Slash damage plus a base 50 elemental damage based on the two Emissive colors.  This could be 100 Viral (blue & green) or 100 cold (blue & blue) as an example.  Two stances could exist, (a) one focusing on coiling attacks that focus a higher amount of damage on a cone area directly to the front or (b) a series of spinning attacks that does a more circular AoE all around the Broken Warframe.  As a fun addition, attacking an environmental object while Rocket Jumping can allow the Broken Warframe a brief boost in their upward/forward momentum.

Link to comment
Share on other sites

Passive - Void Anomalies 

Foes who get close to the frame will be affected by the energy of the Void and will have reduced movement speed and attack speed.

Ability 1 - Sinful Discharge

The Broken Frame releases vibes from the Void, in a radial manner, causing panic among the foes and allowing them to take more damage.

The radius of the ability is affected by Range mods.

The damage multiplier is affected by Power strength.

The duration of the panic and rebuff is affected by duration.

Ability 2 - Tartarus Barrage

The Broken Frame concentrates the power of the Void in his hands and shoots explosive missiles in front of him for a short duration, dealing radiation and magnetic damage.

The number of missiles is affected by Power Strength.

The duration of the barrage is affected by Duration mods.

Ability 3 - Void Siphoning

Cycle through for two abilities - Energy siphoning and Health Siphoning.

Energy siphoning - Hold to Convert Health into Energy with the help of the Void.

Health Siphoning - Hold to Convert Energy into Health with the help of the Void.

The conversion multiplier is affected by Power strength.

The health/energy drain per second is affected by Efficiency.

The energy can be converted completely into health.i.e it can be brought to zero.

However, the health siphoning stops when the frame’s health is 2.

Ability 4 - Tartarus’s Wrath

The Broken Frame calls upon the Void, engulfing himself with a massive humanoid figure. He gains a giant staff that can deal two sources of damage - Melee and ranged. The frame’s shield capacity is increased.

Ranged shots are similar to the second ability however it fires in semi automatic and each shot consumes 2 energy, along with the drain in the form.

The number of missiles per shot (multishot) is affected by Power Strength.

The Shield capacity scales with power strength.

The staff can be modded and is considered as a melee exalted weapon.

The drain and the semi automatic shots are affected with efficiency.

In this mode, the first and the third abilities can be casted, while the second ability cannot be casted.

Also, in this mode, the power of the passive ability is also reduced.

 

 

 

Finally, thank you DE for giving us such an amazing opportunity!!

Link to comment
Share on other sites

I only had two ideas lmfao 

maybe its 3 can start off with a nidus-esque move where it pulls in nearby enemies but then uses those enemies to create a volt-sized shield that's health is the sum or partial of the enemies dragged in. And perhaps as more strength mods are added on the shield-conglomerate has a higher chance of shooting back at the enemies using the weapons or elemental type of the enemies that the shield is composed of.

Another similar idea is that instead of creating a shield it could create atlas-esque golems, that as their health is drained over time and by enemies is returned to teammates

 

also this community is creative af I'm impressed

Link to comment
Share on other sites

 

I am theming his abilities as if it was 2 warframes that were shattered and are now being held together by something similar to luna's "roots".

 

Passive: Has a 2.5% chance to apply Lunacy to enemies who come within 20m, lunacy will make these opponents become like deployable Eximi, you can't hurt them, and they will fight alongside you for the duration of the mission until they die. They also become shrouded in a white aura, like the weird "roots" on lua. Every enemy that gets affected applies a stack of "Lunar curse" to the warframe capping at a total of 10 stacks.

 

Ability 1: he consumes all current stacks of "lunar curse" to obtain 50 health per stack that scales with power strength, and drains 50 energy base.

 

Ability 2: bulwark: when activated, his red/white pieces of his body project a capsule of energy that stretches across himself entirely. The capsule halves enemy damage at base (able to be increased via power strength), and drains energy based on how much damage is taken, so if you take 50 damage, you'll drain 10 energy, and take 25 damage instead. Strength of damage reduction is weakened by 2.5% per stack of lunacy, so at ten stacks you no longer half the damage but instead take 75% of it.

 

Ability 3: shatterwave: when activated, the blue pieces of his body will emit a 5m radius AOE around himself, this ability will deal around 1000 impact damage, and knock all opponents nearby down. Energy cost per blast would be around 100 base due to high damage and close quarters cc. Every stack of lunacy weakens the impact damage by 5% per stack, meaning at ten stacks you'll do half your original damage.

 

Ability 4: exalted weapon: Lunar whip: summons a tendril themed to luna's "roots" that stems from the bottom of the forearm.

It starts with a measly range for a whip of 1.5m(unaffected by Ability range), damage of 120 (unaffected by Ability strength), with a attack speed of 1.2, with around 25% status and critical chance, with a slightly above average crit multiplier. Similar but slightly higher energy drain to exalted blade.

every stack of "lunar curse" held before activating the ability will consume them all stacks and grant 10% more damage and 15% more range. These values are affected by power strength and range, so 200% strength would give you 20% more damage per stack instead of the basic 10%.

Link to comment
Share on other sites

Passive - By reshaping his body to best use the weapon in hand he negates recoil with ranged weapons and extends range with Melee weapons.

(effects enhanced the more he takes from others)

1. Embrace - In a search to complete his physical form he uses his void tendrils to rip enemies apart and embrace their parts as his own.

(parts gathered stay until manual deactivation of guardian angel and grant small buffs while with him)

Grineer: +Armor

Corpus: +Shields 

Infested: +Health 

Corrupted: +Energy

Sentient: +Damage Mitigation

2. Envy - In a pure rage to have what other warframes have he sends out his tendrils in an area entangling and slowing everything his allies around him as he leeches power from them.

+Power Strength depending on how many allies he entangles.

3. Remorse - With guilt filling whatever insides he has, after using his envy, he severs his tendrils attached to his allies while retaining his buff. The tendrils that remain on his allies buff their armor in an attempt to return what it stole.

(Requires envy to be in use to use this ability. Lasts longer depending on how long envy was active)

4. Guardian Angel - In a hope to rebuild himself and protect his allies from breaking like he has. He uses his broken parts to create wings and ascends to the air. In the air he attacks all enemies in his gaze severing various limbs from them. Upon manual deactivation of the ability he sends all the parts he has accumulated flying in an area around him granting buffs to allies and annihilating enemies.

(strength increases with everything he has taken)

Link to comment
Share on other sites

1.Tendril lash: tendrils holding the frame together lash out in a 360 degree angle around the frame doing slashing damage

2. Elongate: allows the frame to stretch arms for longer range with melee and weapon attacks

3. Explosive reconstruction: Frame explodes, using body as shrapnel dealing slash, impact and blast damage then reassembles itself

4. Feral barrage: Frame goes to all fours, making it harder to hit. in this stance it uses swipe and bite attacks like a kubrow or kevat

Passive: decrease in enemy accuracy against frame by 25%

Link to comment
Share on other sites

Passive: upon death, warframe bursts into a small nova of sentient energy                                                              

Ability 1: blast a beam of sentient energy from your hand, enemies hit take cold damage and be slowed down

Ability 2: imbue weapons of yourself and allies with sentient energy, increasing fire rate and reload speed

Ability 3: release a burst of sentient energy damaging and knocking down nearby enemies, while buffing the Shields of nearby allies

Ability 4: reconstruct your frame to become a true sentient, gain arm cannons that shoot pure sentient energy, and buff the movement speed of nearby allies 

 

Link to comment
Share on other sites

Passive: void's frankenstein:

Receiving lethal damage (after warframe mods that sap energy after hp=0) breaks away 1 part of the warframe body and enters a "downed state". Total of 4 possible breaks, the legs or the arms. Collecting broken parts "revives" the warframe with 50% health and 50% shields and 50% energy. Number of normal revives, compared to other warframes, reduced from 4 to 2 for balancing purposes.

Ability 1: void knight (energy only)

Void tendrils emerge from the arm to infect 1 target enemy, forming a void link. A total of 3 void links may be made. The links allow the warframe to slowly siphon life from the enemy and convert into additional void energy (a mix of trinity and nidus). (Analogous to over shields, but for energy. Also, additional void energy decays over time when there are no void links present.) If the enemy is killed by the void link, the enemy becomes a void body specter that uses the enemy's body parts (a bit of nekros ability) and becomes the warframe's melee defender, they only attack those who are hostile and prioritise targets closer to the player. They switch out to melee only with their original health points that decay over time. A total of 5 void knights or void clones (from 4th ability) are allowed at any one time.

Ability 2: (Re)Pulse (void energy first, then normal energy)

Similar to eidolon's energy spike ability. Difference is the choice between each pulse pushing the enemy away as they are slowed (like old banshee ulti but non lethal) or pulling the enemy closer as they are staggered (the opposite effect and also non lethal). This ability is a toggle ability due to relatively long intervals between pulses and low energy consumption. The effects also scale with distance. The push is obvious, but the pull has stronger effects from the exterior than the interior. The stagger/slow effects on the other hand are uniform.

Ability 3: a-void-ed (void energy first, then normal energy)

Leaves behind the husk of warframe parts as a decoy (similar to saryn), revealing the naked void body that looks like a twisted orokin energy specter (the translucent blue floating people found in void missions). while the void body is naked, its is untargetable and cannot use weapons, however, abilities can still be used. The body parts return to the void body one by one as they get damaged or recalled by reactivating the skill. The right hand always return first followed by the left arm. Once both arms return, weapons may be used and the void body is target able again.

Ability 4: upcycling (void energy only)

Uses siphoned void energy to create additional naked void bodies (clones) with own health (a mix of wukong and equinox). This skill is not duration based. These clones collect parts from fallen enemies to become target able and uses enemy weapons that are randomly picked up. A total of 2 clones may be made. This ability can be charged to increase void energy consumption to increase the clone's base stats.

Link to comment
Share on other sites

13 hours ago, [DE]Helen said:

Community-Created-Warframe-Header-alt-blue.jpg

We’re calling upon the Warframe community to create the next Warframe! You can stay up-to-date on the design phases in the official Community-Designed Warframe thread.

Community artist, Eornheit has created the official Warframe concept art based on the Broken Warframe submitted by eaterofstorms!

We need four Abilities and a Passive to complete the community-designed Warframe. Share your ideas with us! The Warframe team will be using your ideas in-game.

Official Concept Art by Eornheit:

Broken_Warframe_Concept (1).png

The Dev Team has expounded eaterofstorms’s Broken Warframe theme. Use this description to inspire your Ability ideas!

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

How to submit:

In this thread, share a description of 1-4 Warframe Abilities and a Passive. Base your ideas on the Broken Warframe theme and Eornheit’s concept art!

You may include values with your Ability ideas, but please keep in mind that these values might be changed by the Dev Team later in the design phase.

Guidelines:

  • One submission per player. Be sure to include all of your Ability ideas in one post!
  • 1-4 Ability ideas and 1 Passive idea per player.
  • Ability ideas can’t be changed after they are submitted. You may edit your post to make small changes like fixing typos. "Reason for edit" will be reviewed.
  • If there are duplicate submissions, only the one that was first posted will be considered - we’ll be watching!
  • Ability ideas must be original. Your submission can be from a post you made elsewhere as long as it’s your own!
  • Abilities might be slightly altered by the Dev Team as needed to ensure consistency with Warframe’s overall design. 
  • Do not reserve spots in this thread.
  • Only post submissions in this thread.
  • Submissions that do not follow these guidelines will not be considered. 
  • Chosen Ability ideas become property of Digital Extremes.

We understand that we can’t avoid duplicate submissions, so please do your best to submit ideas that have yet to be presented, and we’ll do our best when sorting through to ensure there is a fair opportunity for all!

Selecting the Final Abilities:

Call for submissions will close on Thursday, April 30 at 1:00pm ET.

The Warframe Team will review all submissions to select the community-created Warframe’s Abilities! We may mix and match submissions from multiple players. Please keep in mind that we might make small changes to Abilities to ensure the community-created Warframe is consistent with Warframe’s overall design.

sorry in advance for my bad English

my idea is about breaking or scavenge broken enemy parts to use in many different ways  

passive:  whenever an enemy dies there is a 15% chance of dropping armor or weapon piece 

 each armor piece gives 0.5 armor with a maximum of 100 stucks    each weapon piece gives 1% accuracy and 0.5% reload speed maximum stucks 100

1st ability : deal a low dmg on an enemy but he will drop an armor or weapon piece  depending of what he drops he either loose maximum % of armor or shield (if armor)  or destroy the weapon he is using forcing him into melee

2d ability : he can use 5 stucks of armor to heal himself and get a temporary passive boost      or use 5 weapon stucks to get ammo and pounch through

3d ability : he uses 25 stucks of both armor and weapon to deploy 1 turret he created (like octavia with the song) the turret targets a nearby enemy   or a warframe can sit on it and use it

4th ability : slowly consuming stucks and energy to create a  powerful but slow mecha armor with the turret gun as It's weapon

Link to comment
Share on other sites

13 hours ago, Fabpsi said:

Hi there Spaceninjas^^

Please Keep the Topic "Broken" in mind. The following ability ideas are meant to show how something can be broken/bugged in any online-game out there.

PASSIVE:
Small chance (maybe 10%?) to "break" an Ability. It will not activate. Instead, the energy cost is halfed and you will receive 1 out of 4 random passive buffs/effects.

  Reveal hidden contents

1. Pre-Reload:  (30% Chance to activate) 
Seems like the next time you reload your weapon, it will have double it's original magazine size! 
(That's how reloading a weapon a 2nd time before it needs a reload works, right?)

2. Balancing 1x1:  (30% Chance to activate) 
Changes Health & Shield values. Gain increased Shield reload speed and small health restoration for a certain amount of time.
(Shield was blue and Health was red, right? Or was it the other way around? Anyway, we need more balance & that's the correct way!)

3. Fashionframe:  (30% Chance to activate) 
Your Warframe will partially look  like a different Warframe you already own for a certain amount of time. You also get the same passive as the Warframe you look like during this time! 
(All of your Warframes are sooo pretty, look at this one for example!)

4. Dragonkey: (10% Chance to activate)
Applies a random dragonkey-effect to you for a short period of time.
(I did unequip the Dragonkey before this mission, right....right?!)



ABILITIES:
1. Phase-Fail:
Target a small area. The player vanishes from the current location and will appear/teleport somewhere inside the targeted area. If there are enemies inside that area, they might get damaged if you land/get stuck inside of them!
 

2. Glitch Walk:
The Warframe is able to glitch through most of the objects in the enviroment, even walls and can go outside of the normal map for a few meters.

While out of bounce/ inside an object: 
The Warframe is not able to attack/dmg/affect Enemies&Allies inside the regular map. It is basically some sort of "safe space" if you do not want to get hit for a moment / if you want to travel faster.
While inside the normal map:
Enemies won't be able to target you correctly and have a higher chance to miss you as a target. Touching an enemy might cause them to fall out of the map for a few seconds and dmg them at the same time! (They will appear above their original position at the end, slamming on the ground)

*² Small chance that you will buff a random ally instead. Energy cost & duration is halfed.

3. Bugged Out/Looper:
Every enemy around you in a radius while being in your active line of sight suffers "real-life-lag".
The enemies are unable to move away, looping in their animation....Furthermore half of the dmg dealt during this time might be dealt again if the timer runs out.

4. Error:
The Warframe fails & explodes, dealing damage around it while splitting apart in multiple Warframe-parts. 
If an enemy gets hit by such a Warframe-part, they will receive extra damage or get stuck at that part for a few seconds. Afterwards, the Warframe will  assemble at the origin of the explosion. During that assembly-time, each part will deal a random status-dmg around itself in a sphere until they are all back together.

That's it! Hope you like some of the ideas.
Cheers,
Fabpsi~

^^^These are great ideas particularly glitchwalk but this is redeeming like novas creation. I have 3 acc. 2 pc and 1 xbox and have been around with warframe since update 2.0 ish and all the other ideas have made me cringe up until this gender persons post. We have to go beyond what we already have something that brings back all the old players because theres a new way to play and and break the game. Something that has multiple ways to play and is of course still broken and has that bugframe touch

Link to comment
Share on other sites

Passive, Patchwork: Whenever an enemy dies near the warframe it gains a small bonus to heath, armor, and shields, as it incorporates bits and pieces of fallen foes into itself. This bonus can stack repeatedly up to a cap based on the base value of its health, armor, and shields (higher the base, higher the cap) and decays over time.

Ability 1, Lash Out: The warframe attacks with the tendrils holding it's body together. Subsequent uses in a short period will cause a combo attack, starting with more forward focused attack and ending with large, sweeping arcs. Hitting enemies with this ability stacks Patchwork and pickups touched by the tendrils are automatically collected

Ability 2, Void Leash: When pressed the warframe shoots a tendril at an enemy, continuously draining its health and causing enemies to attack it. Multiple leashes may be active at once. When held the tendril attaches to a wall or ceiling, pulling the warframe to it, from which point it may cling or hang from the position until jumping off at the cost of a very small energy drain.

Ability 3, Shrapnel Burst: The warframe explodes into pieces, consuming all stacks of Patchwork and dealing damage to all enemies around it based off of its combines health,armor, and shields at the time of casting. It then reforms itself, remaining invulnerable as it does.

Ability 4, Possess: The warframe sheds it's pieces and latches onto an enemy, taking control of it and multiplying its stats. When the duration runs out or the ability is activated again. the pieces reassemble around the enemy, instantly killing it, healing the warframe and maxing out it's Patchwork buff

Link to comment
Share on other sites

1: danger:  forces enemies within a certain radius to attack the warframe with reduced accuracy (In the case of 2+ such warrames in the group, the one with the higher power parameter will attack)

2:rampage: increases the speed of running, parkour, melee attacks

3:bond of the abyss: strengthens the body of the warframe with the energy of the abyss increasing its resistance to damage up to 95%. Restores x health over time.

4: abyss whip: creates a whip weapon( chance of status 0%, critical chance 40%, crit damage 2.2 Tau damage increased by 23%. Slow speed, high damage. physical types of damage are missing)

passive:rage and anxiety: the higher% of health, the greater the damage done, the lower the% of health, the less time it takes to restore the shield when empty

 

Link to comment
Share on other sites

First off my view of the Broken frame is like Frankenstein, a being made from body parts from several other beings.

Passive: Activating abilities increase ability range by 10/15 (Logic: Broken frame spreading out it's parts to increase range)

Ability 1: Bind: Uses his arms to bind enemies.

Visual concept - Arms rip off from torso, only being connected by tendons/vine like things, uses either the tendons or arms to bind enemies.

Affected by duration and range, maybe also power strength, duration affects time of cc, range affects initial casting range or area of cc from targeted point, strength could affect damage done by tendons/arms during the course of the duration.

 

Ability 2: Grave Collector: Collects the body parts of fallen foes and uses them to give him/herself buffs, maybe the squad as well. The buffs could include faster reload, faster weapon switching, faster melee attack speed. Also gives buffed players damage reduction by a percentage, for example 50%. (Logic: Broken would be using body parts from fallen, not his own, thus any damage done to those body parts would not affect him/her).

Visual concept - Extra limbs would be stuck to his/her body, i.e. like the extra arms on the Hindu goddess Kali.

Interactions - The number of body parts picked up would be displayed by a number on the ability portion of the screen, the higher the number the more enemies affected by hi/her 1.

Affected by range, maybe power strength and duration as well. Range would affect body part pickup range, duration could affect duration of buffs and or duration of body parts usage (body part usage could also be limited by integrity of the part, taking a certain amount of damage would destroy the part), strength could affect the value of the buffs and also the integrity of the picked up body parts (if the integrity mechanic is used).

 

Ability 3: Constrictor: Uses his tendons/vines to target an enemy, squeezing it's life force out, healing Broken and nearby allies by a percentage or a flat amount. If the enemy is under a certain health percentage the enemy would die after ability animation is finished (basically like Garuda's 1)

Visual concept - Tendons/arms would fly out from his body and grab then pick up enemy and then a squeeze animation would play which would kind of blow the enemy up.

Interactions - Casting on enemies cc'd by his 1 would reduce casting cost by a percentage and also allow him to cast it on multiple enemies at once. Casting on enemies while his 2 is active would allow for a faster casting animation, and increase the killing threshold percentage of the ability. (Logic: the extra body parts allow him to squeeze enemies faster and harder)

Affected by strength and range, strength would affect heal amount/percentage , range could affect casting range or ability range or healing range.

 

Ability 4: Behemoth: Collects a massive number of enemy body parts and uses them to make him/her self a giant monster with numerous limbs. Will require a casting threshold, a certain number of body parts need to be collected beforehand. The size will depend on what the game is capable of and what the tilesets will allow as well as general sense. Would give Broken a health and or armor boost by a flat number or percentage. Ability would reduce/restrict parkour usage but could increase movement speed. (Logic: the extra limbs would mean faster movement but the extra size and weight would mean less/restricted parkour usability)

Visual concept - Linked image below. (It's Envy's true form, from Fullmetal Alchemist)

https://i.pinimg.com/originals/b3/63/fe/b363feb437dd4f82cbcf095224e1a378.jpg

Interactions - Casting while his/her 2 has max number of body parts acquired will reduce the threshold for the ability.

Affected by duration, or maybe strength. Duration could affect the time of the ability or strength could affect the acquired body parts integrity, said integrity would follow the same rules as 2, higher strength means higher integrity and thus more playable time in his/her 4.

 

Link to comment
Share on other sites

Broken Frame Ability Concept - Working name: "Asura"

I designed this frame's abilities to be as distinct as possible from other frames, utilizing the idea of building and re-configuring parts combined with empowering yourself with void energy. A main focus of this frame is on utilizing your various equipped weapons as a part of the abilities and turning your Warframe into a weapon itself. I've named and themed its signature weapon Asura's Kavacha off of Hindi mythology and armor. I felt that a warlike aggressive Warframe with the ability to utilize multiple arms lent itself to this naming theme.

Preface/Dictionary - Helpful reference guide to certain terms or themes throughout the abilities

Spoiler
  • "Selected weapon" - this is the weapon which you are currently weilding and is not holstered. 
  • "Spectral copy" - this refers to a weapon which is in use by one of your abilities. Visually this would appear similar to the Pyrana Prime's spectral copy in akimbo mode, however, this visual effect would be applied to the weapon in use. Or perhaps some other variant of this visual effect. Maybe something more akin to the elemental effects on  melee weapons
  • "Launch an arm" - Void energy explodes from your arm and fires the non-void energy components of your arm at a surface. Upon impact with the surface, void energy activates and restructures your launched arm into the appropriate ability's effect. After a short animation, your restructured arm parts float in air, suspended by void energy. 

Stat Recommendation:

  • Asura would likely have an above average energy pool to support their multiple toggled high cost abilities

Passive: 

  • While both arms are attached, you have full hp and gain bonus armor.
  • While your left arm is unattached, lose maximum HP/armor, but gain movement speed
  • While your right arm is unattached, lose maximum HP/armor, but gain access to your legs as a melee weapon. 
    • weapon would likely be armored greaves or boots
    • Stance is based on taekwondo/capoeira/karate/etc focusing on kicking
    • Working name: "Kavacha"
  • While both arms are unattached, gain bonus energy efficiency (or some other stat)

Ability 1: Command - Assault

  • Launch your right arm with your selected weapon. After impact, your arm creates a spectral copy of your selected weapon.
  • Command Assault adapts to your selected weapon and attacks enemies within range with your weapon.
  • Recast to reposition your arm to a new location. 
  • Energy Cost: a scaling energy toggle, low cost while no enemies are in range, higher cost while enemies are in range and being attacked
  • Weapon adaption:
    • Firearm: the arm remains stationary and fires the weapon and reshapes itself to fire your weapon with your ammo.    
    • Melee: If current weapon is a melee weapon, your arm patrols the radius attacking nearby enemies within attack range. 
  • Augment (Attrition):
    • Enemies killed have X% chance to drop a health and/or energy orb 

Notes:

Spoiler

Menu/Modification Note: May need a special menu for players to customize the targeting/firing AI so that certain weapons can use heavy melee attack or alt-fire etc. Instead, perhaps have differing AI based on the selected weapon

Design note: Some thought went into the following alternate ability. Rather than using your currently selected weapon: upon being impaled into a surface, your arm becomes a swarm of blades that swarm enemies nearby where your arm impales. It can be repositioned as well. Deals more damage the fewer enemies are in the area.

Ability 2: Command - Control

  • Launch out your left arm, tethering and disarming enemies within an X meter radius of your arm with void energy for Y seconds.
  • Tethered enemies cannot leave the radius while under the effects of the tether. 
  • Tethered enemies within range of Command Assault take Z times more damage from your Command Assault and are prioritized for targeting.
  • Recast to reposition your arm to a new location; this breaks any currently active tethers.
  • Energy Cost: single cost per cast/recast with a duration of active tether region 
  • Augment (Unbreaking Control)
    • Tethers no longer break on recast and currently tethered enemies are pulled to the new location. Tethers can only run out of time if not recast in time

Notes:

Spoiler

Design Note: some thoughts went in the direction of instead of throwing your left arm to be impaled into a wall/floor, you throw your head. It just sounded silly and fun but is mostly an animation/design change rather then mechanic change but it felt cool enough to mention

Ability 3: Command - Recall

  • Press to recall targeted arm to your body or hold to recall both arms to your body. 
  • For each arm recalled, regain maximum health lost from the arm being out.
  • Recall stores % of the energy consumed while arms are unattached.
    • Upon successful recal, Asura regains a % of energy used by the arm(s) recalled.
    • Arms which are returned to the body due to running out of energy do not refund energy or heal, only return maximum health 
  • Energy Cost: free to cast
  • Augment (Explosive Recall)
    • Upon reattaching an arm to your body, explode dealing damage in a radius scaling with energy regained.

Notes

Spoiler

Visuals note: I figured the targeter for single arm recall would be similar to Wisp's teleport to target Reservoir via Breach Surge

Energy regain and healing felt like it would be an important thing to consider for an aggressive frame like this. Either you can continue to overextend your Commands at the cost of energy with more energy regained the longer they stay out or you can emergency pull them back early to heal up. The combination of the two may be too strong.

Ability 4: Spectral Armaments

  • Overload your void energy to create spectral arms, allowing you to fight with a spectral version of your selected weapon. You hold your spectral weapon with void energy arms. You may fire or attack with this weapon (whether gun or melee) as normal, dealing bonus damage with your weapon. 
    • Selected Weapon used by Spectral Armaments can be swapped between the remaining weapons not in use by Command Assault
  • While overload is in effect, your void tendrils flares out, knocking back enemies which get close to you. (X amount of enemies at a time, Y distance back)
  • Energy Cost: Toggled ability with constant energy drain
  • Augments:
    • Crossfire: 
      • When attacking the same target your Command Assault is targeting, your spectral arms attack twice, with the second shot attacking another nearby enemy in attack range
    • Transcendent Form
      • While Spectral Armaments is active, instead of knocking enemies away, your Spectral Armaments also attack nearby enemies who come into range (the normal range of tendril attacks)

Notes

Spoiler

Design Notes: If only one weapon is equipped in the arsenal, no other weapon could be selected by Spectral Armaments since Command Assault being in use is a prerequisite for Spectral Armaments being in use. In this circumstance, Asura's Kavacha can become the selected weapon for Spectral Armaments. 

General design notes which I think might be important to keep in mind for implementation 

  • If you run out of energy your Command - Assault returns to your body without refunding energy or health, however, returns maximum health.
  • If your left arm is currently unattached while you try to interact with a datamass or other object, energy tendrils grab it and hold it against your body instead
  • If an arm is required to complete an interact animation, alternate animation perhaps with leg, head, or energy tendril from center of body(?)
  • For parazon, perhaps a custom parazon finisher could be made with legs or an energy tendril based off Spectral Armaments.
  • Perhaps as displayed in the concept art, you throw out your forearm and keep the upper part of the arm, leaving a tendril to act as an arm for interactions/parazon etc.
  • Although a custom animation set and combos would be required for the martial arts associated with the leg attacks, I was thinking this would be something along the lines of Garuda's Talons.
  • In the event of a Sortie or other weapon restricting weapon use, Spectral Armaments would use Asura's Kavacha as the selected weapon.

Authorship Notes:

I worked on the design with some input from my clan mates and good friends: Soul_F0x, BleachedRainbows, FiskyBlack, IzoRei and Speckeltail.

Future update notes and edits section:

  • Possible art for Command Assault may be sketched out and added to this design later next week
  • Further general design notes may be added as I think of possible problematic interactions with not having arms in the game, however, no further ability or augment changes will occur. This is a pretty complicated one and if questions arise I may need to clarify certain abilities.
Link to comment
Share on other sites

Ok so I get a somewhat obvious sentient vibe from this frame, but there is already a sentient frame (Revenant). I'm not complaining, just stating a fact. Maybe a slight change for it could be that it's made up of parts from not only other Warframes but maybe stuff from each of the factions (Grineer, Corpus, ect..). The chassis, neropict, and systems could all be combos of frame parts (and find some way to toss the boots from fishing I'm there). Anyway, just some ideas, now for abilities!

Passive: "Breaking/Repairing"

The frame loses armor slowly as it takes damage but can receive X amount more per kill (maybe it gets bulkier/skinnier based on armor %) Up to a% higher than it's base, with it's cap increased by strength ÷ duration (or something like that).

Ability 1: "Self-dismemberment" (25 energy cast, -5 per sec. Cost reduced by duration/efficiency)

The frame slightly detaches its own arm, connected by it's binding tendrils (based on design). Increasing melee reach by b% of ability range at the cost of health. But if armor bonus (from passive) is > base armor, lose bonus armor instead of health.

Augment 1: "Stay Healthy"

Uses armor instead of health (amount determined by efficiency)

 

Ability 2: Scrap it (0 energy cast. Costs 25~50 armor. Cannot be cast if armor is < 50)

Throws parts of itself at the enemies, randomly dealing blunt or slash (based on whether the part throw is sharp of not). Does not cost energy to cast, rather it takes, randomly, 25~50 armor per throw. Cannot be cast if armor is < 50.

Augment 2: "Smaller Scraps"

Thrown scraps cost only 25 armor at the cost of damage.

 

Ability 3: "Conflicting Codes" (75 energy cast. Cost reduced by efficiency)

The frame glitches creating a random elemental attack.(elements ranging from; cold, heat, electric, gas, or blast)

- either a radial burst effected similarly to Limbo's cataclysm or shooting from the front like Croma's breath attack.

Augment:" ERROR CODE: Ability Not Found"

"Conflicting Codes" will cost less per cast, however, it will repeatedly auto cast until user runs out of energy.

 

Ability 4: "Last Resort" (100 cast + all armor at moment of cast. -5 energy and X armor every second. Cast/energy loss reduced by efficiency, armor loss per sec reduced by efficiency)

As a last resort, the frame puts all it's armor into it's arms (or maybe a single arm [effected by stance change as an exalted?]). It replaced its current melee weapon and smashes it's enemies (maybe similar to Knux?) Dealing large amounts of impact damage. Damage is increased based on amount of armor before cast. It slowly loses parts (losing armor/sec) and loses a large amount per hit. 

Augment 4: "Smaller Army"

Casting will take 50% of the users current armor and 50% less energy (armor loss rates remain the same as without the augment)

Anyways, I'm scrapping together this idea at 15 after midnight, I honestly would love it, not sure how it would effect the meta, but the frame feels pretty broken to me.

Link to comment
Share on other sites

These abilities capitalize on the frames ability to use other lifeforms as components of itself and the unstable void energy it uses to do so.

1) sentinel: using the remaining consciousness of frames used in it reconstruction a sentinel is created.                                                                                                                                (Faction specific bonuses: infested give toxin damage, grineer fire damage, Corpus electricity damage, sentient ???/void damage) 

2)chain-link: the frame latches on to upto 4 enemies (individual casts) sharing damage dealt to frame with attached enemies. Each enemy defeated whilst attached is absorbed into frame for x duration ; (Faction specific bonuses: infested give Hp regen, grineer armor, Corpus shield recharge and shield amount, sentient damage resistance.)

3) Chain reaction: the frame uses up absorbed frames to buff %weapon damage for self and team:                                                                                                                                           (Faction specific bonuses infested give status immunity, grineer give ???, Corpus give reload speed, sentient give crit damage). 

4) Catalytic chain: frame unleashes a flurry of void tendrils pulling all enemies within X metres to the frame linking all enemies in a bundle. Once together the frame unleashes a powerful blast of unstable void energy dealing X amount of base damage and additional damage for 2% of effective HP of each enemy.

- Augment idea: frame instead uses void tendrils to gain power from fellow frames and companions to launch a single tendril at one enemy for massive damage 10x base damage with additional + 2x for each frame and additional 1.5x per companion. 

Passive:each enemy absorbed alters 1st/2nd/3rd abilities and increases HP by 200

Link to comment
Share on other sites

Passive: built from three different warframes, this frame will have three different health/shield bars ( 1 low shield high health/armor, 1 high shield low health/armor, 1 mid for health/armor/ shield) each will have reduced overall values compared to normal frames, if one is destroyed automatically switch to another (destroyed health/shield bars must be revived by ability). Different health bars, have additional power buffs: low shield high health/armor would give xx% additional power strength, high shield low health/armor gives xx% additional power duration,  mid for all gives xx% power range

Ability 1: switch to different health bar, by uncoupling parts and spinning in a vortex, while swapping out parts. Knocks enemies down, deals low damage, low to moderate range.

Ability 2: launches void root to nearby corpse to assimilate weapon into the frame as a shoulder mounted turret (weapon depends on faction of enemy), weapons do not deal large amounts of damage, but are good at dealing status effects and knockdowns, uses a large duration for ability. (grineer: grakara - high amounts of impact procs for staggers, corpus: dera - high amounts of puncture procs, infested: ancient arm, knockdown and drags enemies to you, Sentient: Aerolyst parts - heals frame and nearby allies) 

Ability 3: launch void roots at enemy, which into body dealing XXX true damage and revives 1 Health/shield bar, damage scales with power strength, and lunge range scales with power range, large cast time

Ability 4: Destroys current health/shield bar, and sends Void roots into the ground and to burst out under enemies impaling them dealing high puncture damage, and inflicts them with XXX% damage vulnerability, 

Link to comment
Share on other sites

passive: power of the fallen- when a teammate is bleeding, gain 25% increased armor for each bleeding teammate until they are revived. when a teammate is dead, gain 25% damage bonus for 20 seconds

1st ab- first aid: activating this ability instantly revives a teammate granting them 50% increased armor for 10sec. costs 50 energy

2nd ab- passive assist: place down a beacon, that releases 3 waves over 10 seconds, each wave reduces enemy's health, shield and armor, separately, by 5% each. range based. cost 75 energy or 25 energy per wave

3rd ability- prime assault: summons 9 shards of the void that act as homing missiles. hitting an enemy with a shard corrupts them, dealing 500 damage and reducing their armor by 15%. costs 7 energy per shard.

4th ability- reconstruction: summons a random warframe specter, to aid in battle. the specter is permanent, and will disappear only at death. costs 100 energy

 

 

Link to comment
Share on other sites

1st skill: shoots energy in a cone-like area, loses a portions of health (hold to focuses the energy to 1 bigger energy.) Use again to explode and drain health based on the damage. Enemies hit are knocked. | Augmented: shoots more energy projectiles at a wider radius

2nd skill: uses void energy to mend nearby allies at the cost of his shields (toggled.) | Augmented: any status proc on allies is transferred to him instead.

3rd skill: taunts nearby enemies, gains a huge armor boost. | Augmented: no longer gains armor boost, but receives a damage resistance (just like dem sentients.)

4th skill: augments the next skill casts. | Augmented: emits a shockwave that deals damage and status proc based on his current status effect. Grants him another augmented skill.

Passive: 10% of damage received are converted to energy, and 10% of energy used heals him (both health and shield.)

Nobody will read this anyway  ¯\_(ツ)_/¯

Link to comment
Share on other sites

Passive: any enemy attacking you has a small chance of "glitching out" causing it to shoot in a random direction, run into walls etc

1st ability: does a small aoe blast that you can cycle between it using a random non elemental type and a random elemental dmg type 

2nd ability:  A self buff that can give you a random amount of extra health,armor or shields that you can choose from with a small chance of affecting allies.

3rd ability: is a large AOE centered on the frame that cause all enemies to get hit with a random damage proc of any type

4th ability: randomly uses another warframes ultimate ability.

 

Link to comment
Share on other sites

As this warframe seems to be comprised of bits held together not just by void energy but by whatever those void tree conduits are, (the medium through which Transference is utilized and that has been canonically shown to be able to rapidly grow into its assigned configuration) there is a lot to work with here.

To that note, I’ve gone more with the “mentally broken” concept rather than the scrap salvage idea I see fairly frequently, while still keeping elements of both.

For the purposes of the post I’ll use Jinmenju as a placeholder name, which is a tree in Chinese mythology that bore fruits resembling human faces, which here represents the treelike aspect of the Void conduits as well as the lingering presence of a plethora of Tenno/Warframe personalities crowded into a single body.

Passive – Discorporate
Jinmenju is held together by void energy. He possesses an inbuilt [Quick Thinking] and when left without an operator disassembles into his constituent parts, creating a stationary storm of debris that batters opponents within range.
(potential idea of a warframe without Health whose durability is based solely on shields and energy, with improved protections to Energy similar in style to Hildryn’s enhanced gating. I can't imagine anyone complaining about getting protections from magnetic procs. Anyone.)

 

1st Ability – Void Pulse
Jinmenju unleashes a blast of void energy from his body with a high/guaranteed status proc chance. (Simplicity itself, with a unique twist of allowing the bullet attractor status to be capitalized on by creative players)

 

2nd Ability – Crystal Garden
Shards of splinters erupt from Jinmenju’s conduits, embedding within foes and swiftly growing into small void tree saplings. These siphon vitality from their hosts, streaming it to Jinmenju (and other warframes?) when he is in range to replenish Health/Energy (Depending on choice of concept). Hosts that die are assimilated into Jinmenju's form, their bodies used as additional armour.
(A sustain and possibly team-buffing ability that encourages allies to keep in the fight and allows each player to either leave a host alive for the buff or kill them)

 

3rd Ability – Psychic Scream
Transference energy floods Jinmenju’s form, blasting out and staggering foes in a radius back. Foes affected by Crystal Garden are additionally blasted for percentage based damage as their minds are shredded by the overload of neural activity. Percentage is reduced for elite units and moreso for bosses.
(A CC ability that synergizes with Jinmenju’s 2nd, granting percentage scaling that allows the warframe to perform well in higher level content without being wholly dependent on sufficiently meta weaponry)

 

4th Ability – Lotus Tree
Partially named after the mind-trapping tree of yore, and possibly a vindictive allusion to Natah’s betrayal, Jinmenju’s final ability overgrows his void conduits in a full body immobilized casting, rooting in place and becoming engulfed in the form of a giant crystal tree, becoming highly durable (either through Damage Reduction, armour boosts or by the void conduits granting cover) and pulsing out buffs and/or debuffs, slowly consuming the minds of enemies within range who gradually become slower as time goes on, until they stop acting altogether (sleep or stun effect, roused as per normal rules but will begin slowing down again, starting the process over). In this form, Jinmenju is immobile, but can still cast other abilities with increased ability range (and Strength?). Using Transcendence while channeling Lotus Tree may have an alternate effect instead of the debris storm from Discorporate.
(An ultimate ability similar to Soundquake in how it's channeled. Turns the warframe into a kind of stationary fortress granting a mixture of ability synergy, CC that is neither useless nor so ironclad as to be all-or-nothing in effect, and a truly unique and memorable pinnacle of the theme around their powers).

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Guest
This topic is now closed to further replies.
×
×
  • Create New...