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Open Call for Warframe Ability Ideas!


[DE]Helen

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this is my take

Passive 

Unstable unification

every 10 to 15 second the frame emit electric discharge from its frame, this disgrace will shock any friendly or enemy unit within 10 meter range from the warframe.

 

1st ability

Grab and hold

With a max range of 20M this ability let the warframe detach his arm and lunged it self to enemy unit and chock hold it, it then will quickly return itself to the warframe with the enemy on hold, press the ability again to throw the enemy to the direction aim at, any collision will deal impact or blast damage,

 

2nd ability

spectral conflict

maximum range of 7 meter

while active any enemy unit near the warframe will be assaulted by a phantom shadow, this shadow also sometimes deflect incoming lethal projectile,

 

3rd ability

maim

while active any weapon use by the warframe can cause slashing proc on its victim

the 3rd ability main purpose is so that we can have many body parts on the floor, this will be needed for the 4th ability to automatically activate .

 

4th ability 

Salvage operation 

when active any corpse around the warframe will be use as a spare parts for repairing the warframe, this ability will also active automatically if warframe is taking a lethal damage,

warframe will be halted during salvage process for 10 second, During this time you will go into operator mode automatically, also operator damage output will be double, and any kills during operator mode will reduce the repair time,

after 10 sec any buff to operator will be reverted back to normal,

and after repair completion, warframe damage output will be double for 10 second,

 

PS

the reason i go with a lame 4th ability is because maybe the broken frame was lacking in a theme, since its broken i just use repair theme ultimate,

and put in buff here and there, so it can be useful in any mission

 

any input we be appreciated, TY 

 

 

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Broken Warframe:

This warframe should not have traditional abilities, it should be an empty vessel. Here is my idea for a unique warframe that embodies defiance, and represents Tenno that are disembodied from the lotus and no longer want to follow her.

Health 280

Shields 0

Armour 250

Passive Regen 1 health per second.

PASSIVE: Attacking shortly after taking damage restores lost health.
 

1. Dash forward and gain invincibility for two seconds, enemies lose tracking on you. Gain 50% evasion for 10 seconds.

2. Splice your weapon, creating a second clone, literally copying your right hand into your left hand, effectively dual wielding any weapon, doubling attack speed and damage. Use your left hand to deflect bullets and attack with your right. Dual wield existing weapons get doubled into four exhalted arms.
 

3. Display the evil that is within your vital power by using your life essence to deal double damage at the cost of losing health over time. Each successive hit regains back lost damage power and strength from resurrection.


4. Press 4 to die instantly, and resurect with zero health, take infinite damage, but while this is happening your damage is getting weaker and weaker as your mechanical power wains, to get it back see power 3.

The challenge with this frame will be balancing health, damage and evasion. A true berserker, This is a very weapon focused warframe with high weapon damage potsntial as this is what I imagine a warframe that is empty to be. It’s a deprived character, you and your sword versus impossible odds. 

 

 

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I think that we could use a new healer frame, after all we have plenty of attack types and a lot of new buffing types so here's what I think would be cool. 

Passive ability: Heal damaged allies within your affinity radius while taking a percentage of the damage healed as damage to your health. 

First ability: Imbue enemies with your pain, break them both physically and mentally. Send out a short range attack that causes enemies to seek out other non-effected enemies and then explode while dealing a percentage of their health as damage. 

Second ability: Take their pain so they might thrive, shed your armor and/or shields for some duration while granting your squad mates a large amount of healing over time.

Third ability: Grasp hold of their minds and shatter them, as you once were. Expose the enemies around you to the horrors of war and cause enemies within a certain radius to stop fighting and drop their weapons for a brief period.

Fourth ability: You are broken, but can be made whole once more; sacrifice your enemies to be restored. Grant bonus armor, shields, and health to yourself and your allies while damaging all enemies within range of your warframe. (More effective on enemies effected by third ability)

I hope you like it!

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passive.

Each ability have one of base Elemental. Elemental in abilities will combine. each ability will have allways different element(if 1 have heat then 2,3,4 can't have heat). You can cycle with 2nd ability.

On abilitis cast all procs cause by your warframe will have extra 1 s of duration

1. Elemental arm

Warframe charges his arm with elemental up to 4 times. Each charge will increase dmg and will add/combine elemental. On realese warframe will lounch his arm (with this vines it would be like jojo, arm will comeback) Increasing range will increase width of ability.

cost first 20 . 2nd/3rd/ 4th +10 . so 50 max

time 0,5s to charge first. 2nd/3rd 0,75s.4th 1s. full 3s

dmg i will leave it to DE 

but it should be something like first charge i x dmg second is +1,25x dmg 3rd +1,5x dmg 4th +1,75x dmg full charge 5,5x dmg 

ad. passive:  Player should have option to change element order for example you can have toxin,electricity,heat,cold and then you 1 can proc depend of charge and element it currently have corrosive&heat with 3rd charge, corrosive&blast with 4th or you can have toxin,electricity,cold,heat and have corrosvie&cold on 3rd or you can have toxin,cold,electricity,heat and have viral&electricty on 3rd.

2. energy wave  

relase elemental energy wave. Procing chosen elemental status around and changing elements of all abilities. 

Energy wave increase dmg of all elemental proc from others soures (weapons). 50% scaling with strength.

base dmg should be low  

cost 25 energy

3. life force leach

shoots with vines catching and damageing enemy. While one enemy is catch by this ability you can relaunch to catch up to 5 enemy.  It procing elemental status.  It will gain hp regen or if warframe hp is full energy regen.

cost 25 first relaunching (same mechanic like rhino 1/valkyr 1) 1,5 sec window

hp drain 15 hp/s per target increse with amount of status on target by 5 hp/s

energy gain 5/s increse with status by 1/s for each status

if target/targets is killed the benefits will stay with you for 5s (so if target level 3 is killed, you still will have 15hp/s for 5 s, or 5 energy/s for 5s if you had full hp when you hit target)

dmg i will leave it to DE. it might be dmg increase to targets.

range i will leave it to DE.

4. Stormy shoulders

Lounch it shoulder which releases cloud of elemental dealing dmg every 0,75 sec procking one status every second proc. The shoulder will folow warframe with 25% of movment speed of warframe. You can have 2 clouds. if cloud meet they will combine into one (elemnts will combine too,if two same element cloud meet then every dmg proc will proc status).

cost 75 per cloud

shoulder will lounch up, you can pick it up to gain armor bonus depending on amount of status proc it cause 25armor/proc max 1500 extra armor (not per shoulder)

radius/time i will leave it to DE. 

ad passive with order set on toxin,cold,electricity,heat your 1 will have toxin ,2 cold ,3 electricity,4 heat. you can use 3 to get energy and proc electricity on 5 targets, use 4 for heat cloud and those 5 targets will have radiation proc, use 1 charge it to 3rd stage and proc viral and electricity which combine into radiation with 4. And you can use 2 to proc cold and change cycle to 1 cold ,2 electricity,3 heat ,4 toxin

 

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1 minute ago, (XB1)CaffinatedKush said:

Broken God = 30 seconds of immortality then 20 seconds of half armor and half health.

Broken charge = 30 seconds of quad damage and then 20 seconds of half damage

I like that, nice extension on my original ideas. I really want him to feel like something that is depraved and disconnected from the Tenno way, something that abandons the power the lotus gives us, and fights without it. Every game needs a depraved class with no abilities that when used skillfully can actually be the best class in the game.

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Ability: Broken Slap

Broken takes an arm off, using it as a temporary melee weapon! The arm will be used until it breaks down, or until the player recasts the ability/equips another weapon.

Alternative #1: The arm has a limited durability (aka number of effective hits that can be given with it); it deals quite some damage (with high impact prox maybe) and can be modded (?). After every successful hit it loses some pieces, that come back to the warframe bringing some temporary bonus (depending on the faction hit). In this way the arm naturally rebuilds itself, so there will be no cooldown when the ability ends and the warframe can instantly go back to full functionality.

Alternative #2: The arm loses pieces as time passes; to sustain this loss, the player has to replace them with enemy parts! Every time an enemy is successfully hit (or killed, you decide of course), the arm will get some more functionality time. The arm will deal more damage as it is functional (maximum damage when its durability is full). Additionally, it could deal a particular prox depending on the faction of the enemy hit.

Finally a fully functional slapping warframe! 😍

SLAP LIKE NOW

Slapping broken frame pic (pasteboard)

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Passive: gone but not forgotten: when knocked down instead of a knocked down state it shatters like a shrapnel grenade and causes area damage in 90 meters dealing 70% of armor, after that the warframe is resembles and determined how much damage was delt is given back as health max is 30% min %5 and if none are there its a instant death, there will be a cooldown of 3 min then in a knockdown state if killed during cooldown. 

1 salvaged arsanel: throws a peices of the warframe at the enemy , this cause radiation also if enemy is killed within 3 secounds gain 50% energy back.

2 scripting : able to break apart and attach to robotic enemys and able to control for energy the state cause 70% of taken damage to the enemy being controlled , dosent work on sentinels,  bosses,or humanoid beings drains by 20p/s.

3 metalic affection: able to cause a magent to pull enemy wepons or metalic enemy into a cluster and blast outward like cone.

4:the 1st shell: the warframe break apart and attaches to the tenno this increases all states of the the tenno, in this state the tenno can bullet run and wall run, damage is 1000% more than normal state of the tenno, gain shield to state of armor, if knocked down causes super passive to go off at range of 150 meters and 360% armor damage.(this ability is if you place it is a misson)

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Passive - Reassemble

On being downed, gets a puzzle (kind of like corpus locks) that if solved in time (can't use ciphers) picks himself up.

Time shortens each successful use, reset by death, unchanged if revived by any other means.

 

First Ability - Extra Parts

Body parts become projectiles. Similar to throw primaries, you can collect them to get them back faster or eventually they come back on their own. While body parts are not attached, max health is reduced.

Extra Parts Augment - Not that one!

Last body part thrown is the head, perspective stays with the head. Immediately after throwing the body rushes to retrieve the head.

 

Second Ability - Reconfigure

Short press:  Reconfigure Arms

Arms reconfigure into legs, movement speed increased to parkour speed, contacting enemies affects them as if you bullet jumped through them. Affected by bullet jump/parkour mods. Cannot aim, use weapons, or aimglide. Carried objects are carried in Broken frame's mouth.

Long press: Reconfigure Legs

Legs reconfigure into arms, you become a stationary... thing. Primary weapon, secondary weapon, and melee weapon all out and work at the same time. The weapon in use is the weapon controlled by the player, the other two weapons auto-aim and auto-fire to the enemy nearest the player's reticle.

Reconfigure Augment - I am Weapon

Mounts melee weapon to chassis, cannot use melee attacks (including in Reconfigure Legs).

Adds 50% of melee damage to bullet jump. Enemies that melee attack the player receive 50% player melee damage back. Both instances raise the melee combo counter.

 

Third Ability - Scavenge

When killed, enemies can be hacked, the drop table is rolled again with drastically increased drop rates. The body disintegrates. Stacks with boosters. Desecrated or otherwise removed bodies cannot be Scavenged. Likewise, Scavenged bodies cannot be Desecrated.

Scavenge Augment - Expert Scavenger

Can use Ciphers on enemies using Scavenge on.

 

Fourth Ability - Just Broken

All affinity that would be gained by this player is instead forwarded to all other players in affinity range as bonus affinity(Not divided),

Channeled ability (but costs no energy), squad energy restores do not work (like other channeled abilities). Is not affected by affinity boosters. A player can receive this bonus from multiple broken frames, but broken frames do not "pass along" (thus infinitely multiplying) other broken frame's bonuses.

Just Broken Augment - ... and not getting better

All health orbs, energy orbs, and ammo picked up grant 25 affinity instead of health, energy or ammo. (Works with mutated ammo).

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sigh, here we go again

1. Extend the tendrils of the hand and grab an enemy from afar (like valkyr ripline) leech small amoutns of hp/energy and armor
    Extend the tendrils of the hands and swipe across (like gara held 1), leeches hp/energy/armor based on the enemies hp bar colour

2. Shoot tendrils out of his right hand, cone shape, short range, high damage

3. Channel energy into the tendrils, as energy is channeled slowly increase max health up to 300%, energy cost increases over time
    If hit a burst of energy will be send back into the attackers direction, low damage but knocks down enemies in range

4. Channel health into the tendrils, they will spread out a few meters (3-4 mabye) from the frame and deal extremly high contact damage
    While this is active increases the damage of 1 and 2 aswell

Passive: If hit by an operator amp heals for 25% of the projectiles damage.

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I feel like this Warframe should be more dependable with other warframes

1-can copy the first abilities of any other enemies/allies  ability and keeps same energy drain (after use or during use)

2-warframe can save the last used ability to use again (could be limited )

3-warframe slightly increase buffs that other enemies/abilities  give 

4- The Warframe can use the fourth ability in any Warframe with lower damage 
 

(in solo all the abilities can be copied from enemies)

passive- if Warframe copy’s a buff in use it can be multiplied

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Passive & ability names can be changed, I'm not attached to any of them. My ability lineup has a lot of stuff (partially to put some ideas out there) but suffers heavily from energy drain. The idea is that the Warframe has to work to maintain its energy and can burst at the right time or when in dire situations. Efficiency will not decrease energy drain or the cast cost for abilities two, three, and four but will instead increase energy siphoning. However, duration will still decrease drain and the cast of one, two, and three. Damage reduction caps at 50% when using third ability.

 

Passive: Energy Wraith

Energy-based damage takes more shields and less health. Kinetic-based damage takes less shields, more health, and impacting bullets grant bullet stacks. Both grant minimal energy proportional to part of received damage. Melee attacks drain energy (2 except during fourth ability) but become infused with void energy resulting in slight aoe and increases elemental procs (causes slight channeling energy to be present). When the frame runs out of energy, all bullet stacks will be lost, shields will decrease, and armor will fall off (this decreases the frame's armor drastically). 

 

Ability One: Marionette - Costs 25 energy

The Warframe shoots out tendrils from its right arm towards enemies in front of it (this disassembles the arm and tendrils will extend the armor off the arm). Quick casting will hold enemies in the air as the Warframe drains their health for energy (lasts 5 seconds). Attacking while active will slam the enemies into the ground. Holding the cast will instead drag opponents towards you and strip armor. Allows for finishers. Weapons can not be used during this ability but second ability can still be used. 

Fourth ability will increase amount of enemies held/dragged, increase range, increase armor strip, and increase the aoe of slamming enemies into the ground. 

 

Ability Two: Aegis Shell - Costs 50 energy, drains energy, and costs 50 energy on hold recast w/o bullet stacks. 

Warframe will take apart other armored sections and form a shield on it's left arm (melee shields will be covered in tendrils instead). The Warframe will be able to fire its secondary or melee while this is active but damage can only be mitigated/absorbed as slight energy while aiming/blocking. Normal recast will end disassemble the shield, but holding while aiming/blocking will break apart the shield, attach tendrils to enemies in front of itself (staggers enemies), and ejects all absorbed bullets via the tendrils at high speeds. This will force a slash and puncture proc (proc number increases with less enemies and more bullet stacks). If there are no bullet stacks, the Warframe will instead expel its own energy forcibly into the opponents (aoe), procing magnetic and radiation. If the Warframe runs out of energy, the shield will instead remain but fall apart in 4 - 5 hits. The rest of the armor still ejects.

Fourth ability increases proc damage & amount, removes secondary/melee only limitation, and removes cast & recast cost. 

 

Ability Three: Insatiable Hunger - 50 energy

The Warframe breaks apart and reforms around an enemy. Shields still take damage but the Warframe will use the enemy's healthpool. The Warframe's arms will reassemble and protrude of the enemy allowing for ability usage and weapon usage. Grants energy while slightly draining enemy health and damage reduction (10%). Recasting will hit the enemy with an energy blast then the frame will reform itself. 

Fourth ability will cause a third arm to sprout allowing for the primary, secondary (dual wielding weapons will spin around the frame instead of aiming w/reticle), and melee to be used at once. Aiming will trigger the melee while attacking will fire both the primary and secondary. Melee will trigger an aoe slam with the melee (or heavy blast for gun blades). The first ability will disable primary and secondary usage while active. The second ability will still passively block incoming damage from another tendril but at an increased drain. Also removes self-damage stagger. 

 

Ability Fourth: Void Burst - No cast cost, heavy energy drain

The Warframe will no longer reserve energy but will instead expel all of it rapidly. Tendrils will overlap armor, protrude from the frame, and the chanelling emissive will be active on the frame (if you plan on giving it one) and melee emissive will max. The mode by itself will reduce recoil, increase fire rate, grant all weapons slight aoe or increases aoe with no fall off, increases melee damage, increases jump, increases energy siphoning, increases energy damage & bullet stack gain/damage from abilities & passive, slam attacks have drastically increased aoe, slam attacks expel bullets, and protruding tendrils will fling absorbed bullets passively, hit enemies will pieces of its body, and steal enemy armor for the frame. Recasting will expel all armor forcibly and end all abilities while staggering the frame (with invincibility). Running out of energy will give a 1 second grace period before all the armor is ejected. An augment could grant energy when cancelled even during the grace period. 

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1st ability
Extendable arm, (random name)
An arm stretches, allowing you to move, grasp and bring an enemy to you giving the possibility of execution, grasping the "void tree" and continuing to hold on to it restores energy.

2nd ability
"absorption" ( random name)

The chest opens and ramifications harpoon the first enemy within range of action absorbing it and based on its faction takes buff (Infested: Life, Corpus: Shields, Greener: Armor), adds a new energy bar that fills in  based on enemy type (Corpus: picking up anything, Infested: taking damage, Greener: dealing damage)

  (only 1 enemy at a time)
(Fragments of the enemy will be added to his body based on the type of enemy absorbed).

3rd ability
"void tree" (random name)
Placing your hands on the ground, plant a tree that impales enemies within range, dealing damage and restoring life.


4th ability
"rage" (random name)
  when the bar of the 2nd ability reaches the Max, the buffs increase and an armor is created with the ramifications of his body, the parts of the absorbed enemy disappear, and he gets a melee weapon that punches the space creating fractures in the space itself possibly dealing void damage in an area similar to the range of action of inaros' dessication ability, this ability eliminates the 2nd ability bar.

Passive
At the moment of death all enemies are blocked as if time stopped for a few seconds

Sorry for the possible errors, I used Google translate

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Passive:  Accumulation - Each ammo pickup increases armor by 1(resets every mission)

Ability 1:  Preventative Maintenance - Increased shield and health regen rates at the cost of slowly reducing armor

Ability 2:  Supply Run - Disarm all enemies in an AOE absorbing their weapons and giving ammo to allies and self

Ability 3:  Field Strip - Remove a percent of accumulated armor to gain increased melee/weapon handling(stacks with each use, resets on death/down)

Ability 4:  Planned Obsolescence - Create an AOE of scrap and void energy dealing more damage the longer it's active at the cost of moderate progressive armor loss

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SCRAP   Passive: dead enemies drop parts, witch you can collect, they give a small amount of hp and scrap point/s, scrap points are used to activate his 3rd and 4th abilities (just like Nidus) scrap is divided depending on the enemy factions Grineer , Corpus, Infested and Sentients

CORPSE BOMB ability 1: Lets you detonate the scrap on the ground to deal damage and lower the armor of enemies hit 

HELPING HAND ability 2: lets you deploy your arm with the secondary/primary weapon as a turret that consumes 1 ammo / 2 shots

FIELD UPGRADE ability 3: select a pile of scrap G /C /i /S and consume some of it to gain a buff G-armor/ C-shield /i-health or regeneration/ S-status resistance , you can target another warframe to give it the buff

SCRAP CANNON  ability 4: a charge shot that the more you charge it the more scrap it uses , and it fires an explosive shot that groves in size with scrap used

 

 

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Armor 600

Energy 0

Health 1000

Shield 0

Sprint Speed 1.25

 

Passive:

Fortune Mode: Increases all allies power strength by 15%.

Misfortune Mode: Decrease enemies armor by 10%.

1st ability: (Toggle) (Hold to switch forms)

Health Drain 10

Health Per Enemy 3

Radius 20m

Fortune mode: Enemies drop extra loot based on the number of kills that were made within the radius. (Stacks up to 100%)

Misfortune Mode: Enemies are slowed based on the number of kills that were made within the radius (Stacks up to 100%)

2nd Ability: (Click)

Health Drain 30

Radius 20m

Duration 22s

Fortune Mode: Form a blood pact with all nearby allies. Heal all blood pacted allies by 4% health for each enemy you kill.

Misfortune Mode: Form a blood pact with all nearby enemies. Decrease all enemies health by 4% for each enemy you kill.

3rd Ability: (Click)

Health Drain 100

Radius 7m

Duration 15s

Fortune Mode: Create a pool of blood. Increases armor by 50% and health regen by 8% while standing in the blood.

Misfortune Mode: Create a pool of blood. Any enemy that touches the pool of blood will fall and take 800 radiation damage and will turn on his allies.

4th Ability: (Click)

Health Drain: 650

Radius 25m

Duration 25s

Fortune Mode: You and all allies Gain 50% Armor and Speed plus an additional 1% for each kill you make. (Max 100%) 

Misfortune Mode: You and all allies become invincible for 7 seconds. Inflict damage to all enemies based on the ammount of damage you and your allies would of taken x5.

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Passive: While bleeding out the Broken Warframe can revive itself by stripping armour off of enemies to repair its frame using its void energy

Ability 1: Void Spike: The void energy within The Broken Warframe is shot out into an enemy dealing light damage and impaling them

Ability 2: Corruption of the void: The Broken Warframe sends void energy into a target and corrupts them making them an ally for a short period of time

Ability 3: Repair: The Broken Warframe uses its own health or shields to heal an ally or grant overshield (The Broken Warframe uses its void energy and it's own frame to repair damage made by enemies patching up the allies warframe)

Ability 3 2nd Idea: Reinforce: Using its own armour the Broken Warframe grants allies damage reduction or an armour bonus for a small amount of time (The Broken Warframe can send and attach parts of itself to an ally using the void energy)

Ability 4: void burst: The Broken Warframe concentrates its energy and releases it creating a small field of void energy that will deal damage to enemies and strips sentients of all resistances and grants allies energy over time (The void energy within the Broken Warframe is redirected into the core of its shell and the build up of void energy is released into a field) 

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Passive:

Pain for Power

On Damage gains a set amount energy.

1. Contraria

Gains a random Warframe 1 power for the duration of the mission.

2. Selenium

Cycle through and select 1 of the 4 armor types 

3. Parazon Paradoxum

Parazon shatters doing AOE damage,destroying loot crates,unlocking, and hacking systems.

4. Operandi Forte

Causes Transference turning the Warframe into a  sweeping force projectile that explodes on impact, invincible while in this version of the opertator form.

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Passive: With no parts attached the warframe moves and attacks faster with melee. With parts the warframe is bolstered with less weapon recoil and a percentage multishot added.

Ability 1: The warframe scans enemies in it's current surrounding and acquires vital information to win the battle gaining small resistances to enemy damage types and weapon buffs to enemy weaknesses.

Abiliity 2: The warframe leaves behind a husk of the parts it had accumulated distracting enemies who will then try to scavenge their armor or weapons back. Cast again to detonate the husk disorienting enemies and leaving them open to finishers.

Ability 3: Tendrils launch out in every direction from the warframe latching on to enemies and tearing off parts of their armor and weapons lowering their armor rating. The tendrils then return and assemble the removed parts onto the warframe boosting it's armor.

Ability 4: The warframe explodes into a whirlwind of scavenged parts dealing damage to all enemies in the area scaling off of the level of the enemies the parts were scavenged from. If a husk is present on the battlefield it will also explode. Using Ability 3 again while ability 4 is active will stop the ability and immediately reassemble the exploded parts before they can be destroyed.

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I have idea  for the 4th ability .
Upon activation warframe creates 2nd pair od hands and he can wield two melee weapons or primary and secondary weapon at the same time
you can change your main hand, weapon you will aim with or you will use heavy attack. with your melee
(general grievous in warframe)

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Passive:

He has no shield, only health, and takes 10% more damage than the others. (as this frame is broken).

Every 3 seconds he takes damage will drop a body part.

The volume of that part would base on the damage taken in these 3 seconds. The passive has 1 second of cool down.

Except for the 4th ability, He can only interacts to the body parts that are dropped over 10 seconds.

 

1st:

when this skill is activated, his energy will SLOWLY be drained.

His tentacles will grab his dropped body parts, and take them back to his body.

He will recover an amount of health each time the body parts reach him base on the volume of the body parts.

He would also gain 5% of damage multiplier, 5% of armor, and 5% of movement speed for 1 second by each body parts grabbed.

Buffs can be stack up up to 4 times. It takes time for the tentacles to grab the body parts, and the range is limited.

 

2nd:

He let his tentacles damage himself and spread his body parts out.

Enemies nearby will take damage and gain a random Debuff.

The damage is affected by the volume of the body parts

They would also have a chance to drop body parts. If yes, the enemy will decrease 5% of health and armor.

 

3rd:

He let his tentacles link one of the dropped body parts and transfer it to a new body.

Then he will dump his old body and turns to the new one.

The old one explode a few seconds later and teleport enemies to it. Then it will drop body parts.

The health of the new body is based on the volume of the new body part.

 

4th:

He spread his tentacle to all the body parts and controls them. Each of the body part that has a tentacle targets an enemy, flies to them and deal damage.

Then the tentacle splits a body part from the enemy and target another enemy. The enemy will decrease 5% of health and armor.

If the Tentacle cannot target any enemy in its range, it will goes back to him with the body parts and recover a small amount of energy.

The damage and the energy is affect by the volume of the body parts.

Also if 1st ability is activating, half amount of the body parts go to 1st and the rest go to 4th.   

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It's essentially a pile of things that can somehow keep itself together. Falls apart easily. Physical comedy.

1 - DEPLOY ARMS: Literally throws an arm with your equipped gun/melee. Can attach to the environment, an enemy... or yourself. Up to 2 at once.

2 - DEPLOY LEGS: Detaches legs, the legs run around independently and acts as an active decoy. Likes to kick.

3 - PROCESSION: Brings life to objects and bodies. The object follows (think The Sorcerer's Apprentice) until any enemy comes nearby, then it makes a line for it and bashes itself into the enemy.

4 - Have you ever seen that one death scene in Dead Space where the little necromorph head tendrils itself into Isaac's gaping neck hole and takes control of his body

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PASSIVE (Upgrade)
Broken: When you have no pieces (0 shield, 300 health, 100 armor, 150 energy).
Perfect: When you store a certain amount of pieces (CAP: ~700 shield, ~700 health, ~300 armor, ~50% damage reduction, 150 energy).

*In the broken form it is like the chroma after using Effigy and perfect form it is like the chroma without Effigy (Visual).

Piece is a pickup item unique to him that drops from enemies YOU deal damage (not affected by grab mods like vacuum and fetch). Piece restores Health and energy when picked up; Each piece stored increase your max shield, health and armor; If you store enough amount, you becomes Perfect.

*If you have pieces stored, taking damage will cause them to fall.

1: (Dismantle)
Cost: 25 energy (Energy Drain skill).
You disconnect your arms and they fly chasing (hoaming) nearby enemies to deal damage (you start holding your weapons with void energy, since now you don't have your arms, visual change). *The arms pass through enemies doing damage and keep coming and going (Illustration, imagine that the dragon is your arms).
If Hold (requires Perfect and consumes some pieces): Throws its pieces in all directions for low damage (animation like Saryn 4), so those pieces are temporarily alive on the ground looking for nearby enemies to attack them with void causing high damage (AI like infested crawler).

2: (Recycling)
Cost: 50 energy.
It dismounts itself by moving parts of its body away, then pulls all nearby enemies to where you reassemble. Illustration (Red=Enemies, light purple=parts, purple=warframe)
If Hold (consume some pieces): Attaches a body part to an ally causing the part to received damage in its place (The part can heal the ally by collecting pieces).

3: (Finders keepers, losers weepers)
Cost: 50 energy.
Steal part/pieces from nearby enemies by decreasing their protection (armor if grinner, shields if corpus, health if infested) and distribute these part/pieces to allies, granting temporary defensive buffs (25 seconds? It looks a little like Hildryn Pillage).
If Hold (consume some pieces): Donate your own pieces to grant temporary ofensive buffs (damage and  ability strength) TO ALLIES (25 seconds?).

4: (The Void Calls)
Broken (consume some pieces): Shooting with your weapons has a chance to feed the void increasing your health and shield pool (30 seconds?) *(The intent is to be a skill that would cause him to take more damage while in the weakest form, but I saw after posting that it was not a good idea and I suggest it to be a skill that summons an EXALTED ALLY mob made of pieces, that could be build like a warframe or companion).
Perfect: The void energy gets stronger in you, charges void energy into your body and weapons, granting immunity to crowd controls, adding 10 void damage to YOUR attacks and increasing YOUR ability strenght and efficiency (30 seconds?); When finished you lost all pieces and your health goes to 50 *(The intent is to be a skill that makes you very powerful momentarily but you get hurt in the end).

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Passive : Ammo Scrap

Excessive ammo types will stack upon reaching a threshold, granting a buff. Pistol, Rifle, Shotgun, and Special/Sniper ammo drops will give a specific buff based on ammo type such as accuracy, recoil, casting speed, parkour velocity, multipliers, etc

 

I've seen a lot of posts regarding a "scrap" mechanic for the warframe. I don't think we need another mechanic of Atlas’s rubble and Nidus’s mutation stacks. Also add upon being able to use underused auras like the Scavenger auras to skew the buffs and how ammo drops are volatile in-game.

 

Ability 1 : Rip and Tearline

The Frame's hand shoots its arm out, connected by Void resin (or tendrils), and grabs an enemy. Tapping or holding the ability will give a different effect. This ability does not interact with the terrain, will only cast when an enemy is being targeted, and can be casted in the air/

Tapping the ability on the target will pull them towards you, shielding you from gunfire, tapping the ability again will throw the target dealing damage in an area based on enemy health. Melee slamming will dunk to the ground.

Holding the ability will make you charge into the enemy, dealing damage based on target’s missing health around the target upon collision.

Functions similarly to a mix between Excalibur’s Slash Dash, Valkyr’s Ripline, and Gauss’s Mach Rush.  Being a frame made up of salvaged parts, it seems fitting that it would have abilities that are a mish-mash of other frames.

 

Ability 2 : Target Link

The Frame sends tendrils to a target enemy, causing it to link with nearby enemies.Damaging a linked enemy will redirect a portion of that damage to nearby connected enemies.  Modding for duration creates more tendrils to link more targets.

The damage a connected enemy receives is affected by the distance between the original target and the linked target. At base unmodded range, a connected enemy may receive 50% applied to the original target. High modded range would distribute less damage due to the distance, mitigating room clearing exploits.

 

Functions as a combination of Trinity’s Link and Nidus’s Parascitic Link. A baleful link ability that improves AoE, especially of single target weapons, instead of acting as DR abilities or allied support, in the case of Nidus. 

 

Ability 3 : Decoy Bomb

The Frame creates a bomb after dashing a short distance. The bomb stays for a duration and attracts enemy gunfire, charging it, before exploding around it. Allies cannot charge the bomb.

Using Rip and Tearline will allow you to throw/grab the bomb and detonate the bomb prematurely

Using Target Link will drain health and slow enemies down to charge the bomb.

 

Functions like a mix between Octavia’s Mallet,  Nova’s Antimatter Drop, and Penta’s Tether Grenades. A  CC ability with synergy with the Frame’s other abilities

 

Ability 4 : Headlock

The Frame sends his head to attach itself to an enemy or ally through its channeled duration.

Attaching to an enemy will allow you to take control over it, becoming much stronger. Casting abilities while taking control of an enemy will have different effects.

Casting Target Link will target yourself (the controlled enemy).

Casting Decoy Bomb will force you out of the enemy, dropping the bomb inside of it. Killing the enemy will detonate the bomb.

Attaching to an ally will add a portion of your stats to your ally (with exception of energy). You may shoot your weapons and cast your abilities as a spectator while your ally controls the movement.

 

The idea of a “Broken Warframe” for me is a Frame should be able to detach parts of itself, but also complete its broken state by attaching itself to other things. A compiled playstyle of efficient, elusive, and full of combo potential.



 

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