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Open Call for Warframe Ability Ideas!


[DE]Helen

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I am getting a somewhat "Ultron" vibe with him, and those energy that bind all the parts together suggest we should use that as part of the abilities to transform or refocus those energy for his ability....

So here it goes...

Passive: As he is the "broken frame" thought might be interesting that as he goes on, his hp and energy deplete slowly throughout the mission, but gain armor in contrast. He can regain these by the usual method of energy and hp orb, or through his ability.

1: Consume - Refocus both his hand's energy into 2 small daggers (small exalted weapon). Enemy hit will be drain of hp and energy to replenish his own hp and energy. While in this form his shield will be reduce by 20% but gain movement and attack speed

2: Blaze - Refocus his energy to form a set of dual pistols. It consume no ammo, but his energy to shot. It shot out a mid size, high speed energy ball that comes with a 3 meter range of energy absorption, and damage type reflecting on energy colour of the frame. Energy absorb will be use to fuel own energy and shield 

3: Surge and Rewire - He refocus all his energy into a large energy surge, rewiring his system with +200% armor but no shield. The energy surge will stunt enemies within 15 meter range for 10 sec. Use the ability again to revert in causing an energy drain within 10 meter range, fueling +300% shield (or overshield) and replenish energy but no armor. All weapons of enemies are malfunctioning for 8 seconds, and enemies within range are drains of all shield.

4: Lancer of Light - Refocus his energy to form a large and long lance on his right hand and a shield on his left (Maybe this is closer to Khora's 2, or maybe its an exalted weapon... not sure yet) Every time he strike and kill an enemy it restore small amount of health to him and others within certain range. In this form his shield is depleted completely, armor and power increase, but at a reduced movement speed.

As he is constructed by different parts of different frames, perhaps his parts could come from an assassin frame, a gunner frame and a tank/paladin frame. The Orokin was perhaps experimenting with a "1 frame do all" project with the sentient energy they were looking into, after creating Mesa, Ash, Rhino and Oberon, but abandon the project after realizing the unstable/imperfect state of frame they created.

His attacks/abilities should also have a +percentage of dmg to sentient as well, since he is (could be) constructed using sentient energy...?

 

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First of all congratulations to Eornheit who was able to turn a quite generic theme into a very interesting looking warframe with an unique and inspired design.

Since the warframe itself is deeply connected to the void, and its limbs are connected by (probably) the same white roots we see in the transference room and on Lua, I have tried to make its abilities connected somehow to them

Passive: Void Overload: if shield-gate activates, the warframe emits a radial pulse of energy that deals guaranteed magnetic procs, briefly slows enemies down and due to its void nature rests Sentients' status resistances, stunning them. It has a cooldown to prevent abuse.

1st ability: Vestiges Call: an ability that summons one the powers of the previous warframes whose scraps (the vestiges) were assembled to create this new model.
There are three powers which can be selected (similarly to Wisp's motes or Ivara's arrows). Only one of these Vestiges can be active, casting another one will disable the previous effect
- 1 Steel Vestige (Warframe's grey components): the warframe gets increased speed and damage reduction for a certain amount of time. This vestige has the shortest duration due to it being more of an escape ability, rather than an attack one
- 2 Blood Vestige (Warframe's red components): Warframe weapons gain additional slash damage for a certain time (basically a slash version of Saryn's Toxic Lash)
- 3 Night Vestige (Warframe's dark components): decreases for a certain time enemies accuracy and sound perception around the warframe

2nd ability: Void tendrils: targetting a crowd of enemies and casting this ability will result in the warframe stomping, unleashing from its body into the ground void roots which then erupt from below the enemies dealing a little amount of damage and knocking them down, while also removing resistances their health class has (for example, slash for alloy armour). Sentients aren't knocked down, but their status resistances are removed.

3rd Ability: Emergency repair: holding down the ability button will result in the warframe sacrificing energy continuously to recover health

4th Ability: System Crack (the true representation of a bug which becomes a feature): the void energy used to merge the vestiges together is unstable: activating this ability will result in the warframe stopping and emitting a blinding flash of light, the HUD is temporarily disrupted (identical to the magnetic proc, but it is only a visual effect, no energy is lost besides the one used to cast the ability, and shields are not affected) and enemies gets damaged by a random status (the starting damage itself is identical, but the status is different for each enemy)


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Health is used instead of energy no energy pool 

Passive Flux as health decreases gain damage resistance gain 10% for every 10% max 90%

 

Ability 1: Flux Barrage: use health to create homing projectiles the higher power the more health cost efficiency doesn't effect cost lower range increases damage and higher range decreases damage 

Ability 2: Flux Release: nullify passive for x seconds gain health regen for all in affinity range the lower efficiency the higher the health regen 10% of damage reduction gain 1 percent more for every 5 efficiency under 100 lose 1 percent for every 5 efficiency over 100 

ABILITY 3: Flux Capacitor: Cannibalize shield to create a damaging field to enemies who enter and creates shield refen and overshield for allies duration increases how large the field is and shield strength increases the damage done in the field 

Ability 4: Flux Void: charge up and release a AOE blast that freezes enemies in place for 2 seconds increases by 1 for every 100 heath used to charge also does damage to frozen enemies the damage over time is increased based on duration getting higher the lower duration is 8000 damage spread out between enemies in area and increasing by 10% for every 10% below 100 duration and decreasing by 10% for every 10% over 100 duration if it hits more than one sentient it also straps their ability to damage reduce for duration of ability

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Passive:when using abilities, it releases vines from its body that empties that attack and spin around its body for two seconds.
if his supply of energy or health is at maximum, then when choosing a sphere of health he increases the maximum reserve of health by N% for 10 seconds, when choosing a sphere of energy, he converts extra energy into extra energy, which allows his abilities to spend half as much energy as initially.

Ability 1: shoots a certain part of the body at the enemy, which for a certain time breaks it into pieces and tears out spheres of energy or health with a probability of N%, the damage depends on the mods on the strength of the abilities, and the duration of the ability depends on the mods for the duration.

Ability 2: a broken warframe can destroy itself into parts and with the help of vines of void penetrate the control panel, breaking them instantly, move between them and set traps for enemies from itself, while its parts begin to attack enemies, signifying their body parts by itself, and controlling them to kill enemies. the ability is streaming and consumes energy, the duration depends on the modes of energy efficiency and duration.

Ability 3:dissolves his vines and becomes shapeless with the ability to move on any surface, while his body parts remain, his body and head will be the center of emptying the vines of the void, the ability to shoot will remain, as his hands will function, his legs will knock the defaulters out of the warframe.

Ability 4:hands move behind their backs and will attack in long-range combat, and places where there were hands will become vines of the void, and they will be able to attack them in medium and close combat in a circular area or directing them to the claw of a specific enemy. Can be used while applying other abilities.

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PassiveVoid Tendrils

Hitting enemies with your abilities will infest them with Void Tendrils. Void Tendrils will deal damage over time and reduce enemy movementspeed and accuracy.
  
Hitting allies with your abilities will infect them with Void Tendrils. Void Tendrils will grant life regeneration as well as a damaging aura in which the Tendrils lash out at close enemies dealing small amounts of damage. 

The Warframe can't be affected by his own passive.

First Ability:

Shoot your right hand at an enemy dealing Impact damage, staggering it as well as infecting it with Void Tendrils.

Shoot your right hand at an ally, infecting them with Void Tendrils with increased effect.

The hand returns after hitting an enemy/ally or a solid object or when flying too far. 

Second Ability:

Throw a part of yourself at a targeted zone which erupts in a small/medium/big radius dealing Impact damage and infecting every enemy and ally with Void Tendrils. The thrown part returns to the Warframe shortly after.

Third Ability:

Become untargetable as you rip yourself apart to siphon health from nearby enemies. Any siphoned health that would heal you is instead divided on your allies. If there are no allies nearby you heal yourself instead. This effect is increased for every infected target neaby. After a set amount of time your rebuild yourself and explode in a medium radius dealing impact damage to any nearby enemy.

Fourth Ability: Rupture all Void Tendrils (removing the passive on affected targets), dealing medium Impact damage to all enemies and granting allies a small burst of shield. Ruptured tendrils on enemies open small Void Portals. Void Portals pull in enemies and explode after a short moment dealing massive amount of blast damage and knocking back any enemy caught in the blast. If there are at any given time during this ability 12 or more infected targets the Effect is increased.

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Just a few exemplary numbers, but i felt some are neccessary to tell the intention.

 

Passive: Periodically loses health until a minimum threshhold (25%) is reached. The lower his health the less damage he takes, up to 50% damage reduction. At full health the decay is paused for 3 seconds.

 

1) Detach - Detaches his left, lower arm and places it at target location or attaches to target ally. Any weapon he held at the time of detaching is kept by the arm and used to shoot enemies in range with 50% increased damage. The weapon becomes unusable for the frame himself for the duration.


Held activation when shields from [Crude Barrier] surround him himself attaches a smaller arm on each shield which deal 50% less damage with the weapons they hold and heal him for a portion of the damage they deal.

Tapping whilst aiming at an enemy in range orders to target it.

The arms so as the weapon return to the frame when the duration expires.

Duplicate weapon(s) are visually different from the original, being imitations.

If he holds melee weapon(s) it will prioritize using the primary weapon before the secondary. Since detached arms cant use melee weapons he needs an exaclted primary substitute to mod in case the player doesnt bring a primary or secondary weapon and basically goes melee only.

Dual whield secondaries will turn into a single handed version visually. Bows would require a slightly altered arm to allow shooting a bow with one "hand".

 

2) Volatile Swarm - Detaches a swarm of 6 drones from beneath his shoulder armor which seek out enemies in range, slowing and dealing damage over time whilst marking them for a duration. On death enemies explode dealing a portion of the damage dealt to them during the duration and spreading all status affects they were under with half of the previous max duration to enemies in an area around them.

Detached arm(s) prioritize marked enemies automatically.

Status effects can spread max twice for 50% on the first and 25% duration on the 2nd spread.

 

3) Crude Barrier - Sacrifices a portion of his legs armor (healthcost) to form 3 shields that rotate around him. Shields absorb 75% of incoming damage, healing him for a portion of the damage blocked afterwards and reduce the duration of status effects on him by 25%.

Held activation whilst targeting a detached arm sends the shields towards the arm, drawing aggro from nearby enemies towards them whilst reflecting a portion of the blocked damage. Can not be used on arms attached to shields from [Crude Barrier] itself.

Held activation whilst targeting an ally sends the shields towards the ally, granting the same protection for half the duration.

 

4) Unstable Overgrowth -  Passive: Excess health regeneration/healing whilst at full health is stored in a pool with a maximum equaling 50% of his max health. when using abilities that cost health this pool is used before actual health.

Active: Instantly restores all detached arms/armor at the cost of 33% of the maximum stored health pool. Weapon(s) held by arms turn into duplicate versions (imitations with different visuals) and the original returns to the warframe, usable again.

For 12 seconds [Detach] can be used to place up to a maximum of 4 arms of which the 4th will remove the frames lower left arm and original, currently held weapon again. Arms on shields from [Crude Barrier] count as 1.

For 12 seconds [Crude Barrier] can be used to create up to 9 shields without sacrificing parts of his body, retaining the max of 3 circling ones per ally though.

For 12 seconds [Volatile Swarm] detaches 3 additional drones.

 

 

Greetings~

 

 

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Idea for 3rd ability:

- Gathering: When used on an enemy, broken warframe attracts the bodies of all enemies (alive/dead) within the vicinity onto itself creating a sort of armor.

 

Reason for Edit:

To remove this

- - Mimicry: Can copy 1 random ability of any squad member's warframe abilities for a short duration of time

                    -  Except for abilities like Rhino's iron skin which lasts until iron skin is completely gone

 

 

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22 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.

passive : every kill you do has a chance to drop a part of the enemy in the ground (5 - 10% rate drop)

1 ability : start collecting parts from the ground (max 100, ability drain per sec, the parts drop from the passive)

2 ability : you can use the parts to regenerate health or shield 

3 ability : make a big golem out of the parts ( cost only parts, and you can create max 8 golem)

4ability : the broken form. in this form the parts stuck on your armor and can take damage till the parts destroyed

 

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I feel like this warframe should be incredibly aggressive, like it keeps replacing body parts to continue to kill. Kinda like Frankenstein's monster. I like Cyclloid's Idea's, though I would change his 4 to this:

The roots in the warframe's body lash out and grab onto nearby enemies to heal the warframe. Every enemy-type has another effect associated to it: greneer give extra health, corpus also restore shields, corrupted restore energy, sentients give damage reduction and infested give status immunity, or something like that.

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Passive - Adapts to damage giving you a 5% damage reduction to any damage type you are taking 

 

Abilities

Transform - Transforms its right arm in to a cannon 

Mimic - Blend into your surroundings by copying an enemy appearance. Breaks appearance on end of ability or attacking enemy.

 Puppet master - Shoots out strands of its body and latches it onto enemies to control them and make them fight for you.

Radiant Reach - Creates a circle barrier where you are frozen for the duration of the ability but provides increased healing, damage reduction, and reduced energy consumption for any ally in the circle. Each ally in the circle provides you with increased armor and healing. Enemies that step into the circle are proc with radiation. 

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Passive: Gains Bonus damage but lower accuracy for arms and movement speed for legs, the more limbs are missing the higher the bonus damage

Ability 1: Re-connect all lost limbs causing a blast of void energy that disorients all enemies into shooting each other

Ability 2: Detach Left  leg and grows exponentially in size, Stomping  enemies in an AOE, Dealing a lot of damage and knocking enemies down for  x seconds

Ability 3: Detach right arm and grows exponentially in size, Grabbing enemies in an AOE, holding onto them and dealing damage in waves (by squeezing) (lose your left arm for x seconds

Ability 4: Lose all limbs and send them flying in a flurry,  Damaging any enemies in a radius around you, Limbs fly off and onto your body giving you really high bonus damage

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I get serious rag doll vibes with this frame or a kinda maggot infested look. But I think a rag doll broken frame would be cool as it could function as an offense frame which could have different stretched out / broken limbs.(warning probably not realistic at ALL when it comes to actually making it but I just thought it would be a fun idea^^)

1st ability (Faulty) : One arm disjoints, stretches out and does a ranged sweeping attack while also grabbing health / energy orbs.

2nd ability (corruption) : where the frame detaches pieces of itself behind ( sacrificing armor(scales)) which then it attaches itself to enemies, which then does a lethal explosion killing surrounding enemies(strength of explosion scales depending on how much you sacrifice. Your speed and evasion will also increase as the scaling increases).(becomes more loose and chaotic as you lose more pieces of yourself :( )(explosions on command)

:( 3rd ability (rejected) : it is an increased armor and health buff for the frame itself and surrounding team members which is visualized as your frames head on the floor with stretchy strings / tentacles coming out of it grabbing bodies and creating the buff. Your headless frame will also gain an increased damage buff as the headless frames  little stings or tentacles will go a bit chaotic on nearby enemies. (this one is weird but this frame is going through some stuff)(If the frame is nearby its head, the head will latch it self back on again or if far away the head will explode and gradually reform onto the frame again)(only one head so a good buff please).

4th ability (Disparage) : A full on being of destruction that just destroys everything in its path, it has extra limbs,(extra damage and armor) it grabs everything in its path and destroys it  and absorbs energy / health from enemies. It can grab and destroy things with massive ranged sweeps and attacks .Hardly recognizable as its has multiple disjointed limbs and strings / tentacles  from inside just going nuts on everything (invincibility for 15 seconds)(also its creates a screech stunning nearby enemies). you can also scale it with rejected and corruption which then your detached pieces will also go nuts as well.(I love this one i'm sorry)

Passive : if you are on the brink of death and you have detached  pieces instead of dying you will form from a detached piece and slowly gain your body back from killing enemies.(you are fragile in this state)  

(you are able to check your scaling with a little diagram of your frame showing how many parts are detached)   

This is crazy but enjoy^^.

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Name: Homunculus

Passive - “Spare parts”: Killing enemies with a melee weapon grants a stacking armor bonus, stacks last for x seconds. Ammo pickups also heal health.

Ability 1 - “Seize”: Homunculus detaches his arm, launching it and latching itself on a targeted enemy. Enemy is affected by an Impact damage over time with high status chance. Activate the ability again to teleport yourself to the enemy. 

Ability 2 - “Short out” (toggle): Homunculus’s shield module fails removing his shields and the ability to regain shields while activated, but grants him a speed buffing aura and an electrical field surrounding him. Speed buff lingers on allies for a duration after leaving the aura.

Ability 3 – “Epigenesis”: Homunculus imbues an enemy with a seed of his void essence, paralyzing the target and making it invulnerable. While tethered to the target, Homunculus siphons energy and ammo from the target. If Homunculus dies while Epigenesis is active, he will explode dealing Slash damage in a radius around himself and respawn from the corpse of the affected enemy with 50% health.  Any damage dealt to the affected enemy is dealt in full when Homunculus spawns from it.

Ability 4 – “Break Down”: Homunculus’s Void energy overloads his systems, scattering his parts (losing his armor stacks) and exposing his void energy. While in this energy state, Homunculus’s abilities are imbued with gas damage and nearby enemies take Gas damage over time. Deals a large gas area of effect damage over time when the ability ends with the radius and damage over time being based on how long the ability was active.

Notes: When I first heard of the Broken warframe theme I was immediately inspired by one of my favorite books of all time, Frankenstein (by Mary Shelley). So, I tried to keep a little of that Frankenstein theme but I also threw in some alchemy vibes with the name as well since the thought of creating life is very much in tune with that. Names of the abilities are based on mechanical and biological themes since warframes are arguably a combination of the two. The idea for Gas damage came from one of my clanmates, @Prince_El-Ahrairah, whom expressed an interest for a warframe with gas damage since there aren’t any of those yet, and I thought it would be cool to explore that as well.

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His first ablities should be were he wipes out a tendrils at the enemies and get them cover in warframe parts crontrolling them but on sentients it has shorter duration.  Second should be he dissembles and convers his enemies parts doing a stealth kill and if there are no enimes he would be invisible with all his parts on the somewhat like hydroid .Third should be were he call on more warframe parts and gives himself 200+ armor and when taps it again the parts will shoot out doing radition damage to surroding targets.Fourth should be were he someone two others versions of himself to help fight player will have melee other clone will have secondary and third will have primary and the each sanding on what player switches to. Passive more enemies he kills more armor he gets from his third. 

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I don't know if others had the same ideas, forgive me in that case...

Passive: Speaking of a re-assembled warframe, you can modify, before the mission, the base values of armor, energy, health, sprint and so on between certain values...

1: Attack: Create an exalted primary weapon (eventually could be a modular one with the modules picked before mission)

2: Defense: The pieces engulfs a enemy and rearrange themselves over... All the damage the warframe takes is done to the enemy inside.

  • synergy with the 1st: the weapon become stronger and take some enemy weapon stats (could be simply based on faction)

3: Utility: The warframe leave a piece on the ground. If it is killed, instead of going on bleedout state, he return where he left the piece (with a mechanic similar to old Wukong's defy). Using again the ability return the piece to the warframe.

  • synergy with the 1st: The weapon remain in the old spot for x sec and go to a killing spree...
  • synergy with the 2nd: when the enemy inside is killed, the warframe explode and activate the 3rd to teleport away...

4: Ultimate: The warframe re-assemble itself in a new destructive form;

  • synergy with the 1st: the weapon is archgun style;
  • synergy with the 2nd: more enemies can be engulfed;
  • synergy with the 3rd: the cost of 3rd ability is eliminated (the warframe is full of spare parts);
  • if 2nd and 3rd are activated, the explosion is bigger
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This isn't a fully formed idea but I think abilities that augment existing actions could be really useful & Each one is based on an amalgamation of existing warframe themes & powers in utility and visuals. This perfectly fits his theme, broken parts of old frames coming together to form a new whole. I'm bad at naming things...

1. Polarising dash; a toggled ability, whenever you are looking at a target, regardless of distance pressing melee will throw the frame towards the enemy dealing normal melee damage with a moderately sized armor stripping aoe. (influenced by mag's polarise for armor strip + ash teleport/excalibur dash for melee from afar)

2. Erratic shield; a defensive ability with some small form of damage reduction. A reversal of Wisp's breach surge. When hit the frame will release a breach surge projectile at random enemies, with a reasonable damage multiplier so it's reliable into high level missions. Alternatively it should disarm/make the enemy unable to fire. He should be covered in a shimmering layer of electricity (inspired by volt)

3. Psionic bombardment; A moderately sized area of effect crowd control ability. It persists in one location for a set period. This is a mix of Nyx's crowd control & aesthetic with ember's meteors. Enemies in the area are hit with an initial wave slamming them to the floor. Then bombarded with etherial projectiles that progressively flatten them into pancakes. I'd suggest a slight bit of damage or debuff to accompany this.

4. Overgrowth, his void tendrils (things that hold his body together) break off and expand, sharing his passive & erratic shield to warframes in affinity range - for a  duration. Upon cast Enemies close to "broken" or affected frames will be impaled on these tendrils (Nezha's divine spears). Impaled enemies have increased drop chance. (so there's a bit of nekros in there too, but requiring more player investment than the set and forget desecrate, so it should be fun/balanced).

Passive; Every minute in mission his passive will switch to that of another warframe - maybe pick 3 or so that are useful but not too game breaking; like Atlas' knockdown immunity, Hydroid's melee tentacles (but visuals replaced with those void tendrils), Garuda's damage increasing as health lowers & Banshee's silenced weapons. I'd suggest those but it could be any others.

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Passive Ability: The more damage you take the faster you move based on % of missing health.

Ability 1 - Chaos Bolt - Choose between 3 different damage types based on the primary secondary and tertiary colours of the Warframe.

Ability 2 - Void Fissure - Opens a void fissure (channeled?) that buffs nearby allies with increased damage armour health and shields lasts for x seconds after moving away from the fissure

Ability 3 - Chaotic Void - Turns the frame into a chaotic void fissure that sucks in nearby enemies slowly killing them dealing x% life damage per second but drains energy per second per enemy caught. If cancelled early enemies are charmed for x seconds.

Ability 4 - Surge - Apply a DOT effect based on the 3 damage types from the 1 ability.

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When things come apart, they want to be made whole again. This is the primary thought which guided my vision of the BROKEN WARFRAME's ability kit. To be on the edge - high risk, high reward - with its COHERENCE mechanic.

Preliminary notes:

1. Whenever "BROKEN WARFRAME" is mentioned in any of the descriptions, assume it's replaced with the Warframe's actual name (to be revealed at a later date).
2. All numbers are placeholders and at max ability rank, but I will try to keep them as balanced within the context of current game mechanics as possible. I've researched the numbers on mods and other Warframes' abilities to make sure it's comparable.


PASSIVE ABILITY: "COHERENCE"

Description: "BROKEN WARFRAME struggles to remain whole, being ravaged by the same Void that binds it, constantly losing Coherence. As its Coherence depletes, BROKEN WARFRAME grows desperate and its abilities become more ferocious."

There are multiple parts to this mechanic, but they are all related to BROKEN WARFRAME's unique COHERENCE METER - a gauge of its ability to maintain the stability of its corporeal shell, its "wholeness" - shown by a unique HUD element above its abilities. The meter depletes passively by 2.5% per second and additionally by 0.3% for every instance of damage received by the Warframe, meaning it takes 40 seconds for the metre to fully deplete without taking any damage. I think this is a fair number to keep the player on the edge, and they will have ways to replenish it.

Deep dive into Coherence mechanics, in no particular order:

1. "Grows desperate" is more than flavour text. When Coherence reaches below 50%, BROKEN WARFRAME's movement, casting, reload and melee attack speed increase by up to 20%, 50%, 60% and 30% respectively, depending on how low Coherence is.

2. Abilites (except 3) get magnified effects, multiplicative with mods. I will specify them in notes below each ability.

3. When Coherence reaches zero, BROKEN WARFRAME enters "Decoherence" - a critical state, - which is indicated on the HUD by the Coherence Meter spazzing out and a debuff icon besides the minimap. While Decoherence is active, its current health is continuously depleted by 25% per second and its accuracy and melee follow through are reduced - however, all bonuses that depend on Coherence level act as if it's at minimum value, i.e. maximum bonus. Decoherence ends when BROKEN WARFRAME reaches above 50% Coherence.

4. Coherence acts as a weak built-in Quick Thinking - if BROKEN WARFRAME's health is depleted, Coherence takes damage instead. However, damage directly to Coherence drains it ten times as hard - 3% per hit.

5. When both health and Coherence are depleted, BROKEN WARFRAME enters a unique bleedout state - it falls apart, leaving behind the wisp of Void energy that kept it together. However, the wisp remains tethered to the remains and thus cannot move. Every second it projects a radial 15-meter wave that deals 10 Impact damage with a guaranteed Impact proc (stagger). When revived, BROKEN WARFRAME recollects itself and Coherence is reset to 50%.

WHY? For 1 and 2: this is the "meat" of Coherence, the risk-reward. While the bonuses to general gunplay are not too strong, its the bonuses to abilities where it gets real. The 50% threshold is there to induce the "on the edge" feeling I want people playing this frame to have, as is the constant health drain (3), which prevents people from being at maximum power state for long periods of time. For 4: to make sure that Coherence has a benefit besides offensive, and on the other hand intentionally crippling the effect to make it not 100% reliable. For 5: I feel this is really nice cherry on top of the cake of Coherence, since the only way it's different from normal bleedout is you're unable to use weapons (which I don't find particularly important, especially with the tradeoff of having a 100% stagger AoE so you can somewhat protect allies as they revive you) and it gives so much more flavour to the 'Frame. Coherence reset to 50% to bring it to the beginning of the "desperate" phase as described in 1.


ABILITY 1: "SALVAGE"

Description: "Tendrils of Void energy burst out towards enemies, siphoning their shields and violently tearing away armor and flesh to be incorporated into BROKEN WARFRAME. Tap to guide the tendrils in aim direction in a long-range, narrow cone, or hold to lash out at enemies in a small area around. Restores Coherence, while tendrils grow hungrier and deadlier with low Coherence."

SALVAGE is this Warframe's bread and butter, both it's main defensive and offensive tool. Expect to be using this one often.

* Deals 250 base damage (50% Magnetic + 50% Puncture) + 10% of enemy's maximum HP True damage + 100 enemy armor stripped. Values are increased by up to 3x at minimum Coherence (750 + 30% + 300). Base damage and armor strip is affected by Strength, while percentage of enemy's max HP true damage is not.
* Depending on enemy's health type, restores 25 Health/Shields/Overshields; if enemy has armor, grants 100 bonus armor which stacks up to a cap of 1500 and decays at a rate of 50 armor per second. Values increased up to 2x at minimum Coherence (50, 200), including armor decay rate (100/sec). Health, shield and armor bonuses are affected by Strength; decay rate is inversely affected by Duration. None of these effects apply if used during ANNIHILATION. Allies affected by SHELTER receive 50% of those benfits, excluding armor.
* 24 meters range + 30 degrees angle cone in tap mode, 12 meters radius in hold mode. Both affected by Range - cone degree capped at 45.
* Enemies hit by the ability are staggered. If Coherence is below 50%, enemies are ragdolled in the direction of BROKEN WARFRAME. If used during ANNIHILATION, they are pulled into the core, or into the area of effect if the cap of 10 enemies is reached.
* Spreads the effect of IMPAIR between enemies and refreshes its duration.
* Coherence restored by 10% base + 6% per enemy hit, unaffected by Strength or Efficiency. If used during ANNIHILATION, Coherence is not restored.

Notes: 1) Tendrils are the same as the ones that hold the Warframe together. 2) Base damage + True damage allows it to clear trash mobs as well as scale into high levels. Hesitant on the numbers, though. 3) The severe armor drain promotes the idea that this is not necessarily a tank Warframe, though it can withstand damage through restoration. 4) Base Coherence restore means you can still get some Coherence back even if no enemies are present. Think of it as... pulling the material from the environment to repair itself, I guess?


ABILITY 2: "DISLODGE"

Description: "BROKEN WARFRAME comes apart momentarily, propelling its Void energy core towards the destination. Splinters of its body soon follow, striking unwitting foes in their wake and energizing the core, the blow intensifying at low Coherence. Depletes some Coherence, but does not use Energy."

Primary mobility tool that also fuels SALVAGE and FORLORN WAKE.

* Deals 200 base damage (50% Magnetic + 50% Impact) to and staggers enemies, and restores 10 Energy to BROKEN WARFRAME per enemy struck, which is increased by 50% for IMPAIRED enemies and 200% for SHELTERED allies. At below 50% Coherence, stagger becomes ragdoll. At minimum Coherence, damage is increased up to 3x (600). Damage is affected by Strength and Energy restore is inversely affected by Efficicency.
* Travels in direction of aim up to 12 meters, affected by Range, and keeps some momentum upon recollection. Invincible during travel.
* Depletes Coherence by 6%, or 3% if used during ANIHILATION.

Notes: 1) Visually, the Warframe sheds its body parts, the energy core is propelled forwards, and then the Warframe recollects itself upon reaching the destination, all in a swift movement. 2) Inverse Efficiency ensures that you need to hit at least 3 enemies to be able to cast SALVAGE regardless of your Ability Efficiency stat, while Coherence cost punishes you for using it without thought.


ABILITY 3: "FORLORN WAKE"

Description: "BROKEN WARFRAME draws memories from the remains of comrades felled long ago. Tap to change memory, and hold to remember.
RAGE: A past Warframe's sheer RAGE intensifies BROKEN WARFRAME's destruction and malevolence, enough to make enemies flee in fear.
IMPAIR: Muscle memory of the IMPAIR technique places a carpet of energy vines that trap unsuspecting foes. Vines propogate between SALVAGED enemies and bolster the energizing properties of DISLODGE.
SHELTER: As a friend did before, BROKEN WARFRAME SHELTERS its ally in a coat of energy vines, which diminish harm and collect nearby corpses to repurpose as Health. Reinforce the vines by DISLODGING through allies, restoring Energy to BROKEN WARFRAME, or share a portion of your SALVAGE."

As you've seen so far (and will see below), this kit doesn't sound like it's too friendly for general gameplay, being very ability-heavy. This is where I believe FORLORN WAKE fits in - it provides utility that doesn't require active ability use though still interacts with the kit synergetically, and plays around with the "mentally broken" aspect of BROKEN WARFRAME.

* Shared aspects: all abilities last for 25 seconds, have a 10 meter range, affected by their respective Ability stats. No additional effects from Coherence.
* RAGE: Increases all outgoing damage by 15%. An enemy within range has a 15% chance per second to run away in fear for 10 seconds. Damage buff, fear chance are affected by Strength, while fear duration and proc frequency are affected by Duration (frequency is affected inversely).
WHY? I feel like a simple damage buff is too boring, so I decided to add a mild CC aspect.

* IMPAIR: Traps enemies for 10 seconds, affected by Duration. SALVAGE spreads the effect between enemies and refreshes duration. DISLODGE restores 50% more Energy when hitting trapped enemies, unaffected by Strength or Efficiency, and doesn't ragdoll them.
WHY? While not the most effective CC ability, it promotes using abilities 1 and 3. Also, for clarity: 25 second duration refers to the carpet, while 10 seconds refers to the duration of enemies being trapped.

* SHELTER: Grants 20% Damage Reduction to ally and restores 25 Health to them per corpse consumed, both values affected by Strength. DISLODGING through SHELTERED allies doubles the Damage Reduction, refreshes SHELTER'S duration and gives BROKEN WARFRAME 200% bonus Energy. SHELTERED ally within SALVAGE range gets 50% of the restorative benefits that BROKEN WARFRAME receives, excluding bonuses related to armor. Synergy bonuses are not affected by Strength.
WHY? Scratch my back and I'll scratch yours - helping out allies also rewards you with 30 Energy at base, in addition to the unorthodox healing mechanic.


ABILITY 4: "ANNIHILATION"

Description: "Break apart the corporeal shell and unleash the Void within. Become a maelstrom of twisted, corrupting Void energy, spreading a blight that erodes victims' defenses and their very existence. The maelstrom is most violent at low Coherence. SALVAGED enemies are pulled into the core. Breaks down Coherence at an accelerated rate instead of using Energy. Unusable during Decoherence."

An altered gameplay state that is also BROKEN WARFRAME's maximally powerful ability.

* BROKEN WARFRAME's parts spin violently around the Void core that the player controls. Player can move freely in any direction, although at a slower pace. Unable to use weapons and FORLORN WAKE.

* Has 4 damage components:

1) The primary AoE around the Warframe deals 1000 damage per second (33% Corrosive + 33% Magnetic + 34% Impact) to enemies within an 8 meter radius, diminishing down to 50% (500 base) at its edge. Guaranteed Impact status (stagger) + 50% Corrosive/Magnetic status chance depending on enemy resistance type. Enemies within radius are slowly pulled towards to core without being ragdolled. Damage and status chance are increased by up to 3x (1500–3000, 150%), radius by up to 1.5x (12 meters) and pull strength by up to 2x at minimum Coherence. Damage and status chance are affected by Strength and radius by Range.

2) Using SALVAGE during ANNIHILATION does not provide any of its restorative benefits (no health/shields/armor), however it reduces Energy cost by 50% and instead of staggering enemies it ragdolls them and pulls them into the core where they remain until death or deactivation of ability. Only up to 10 enemies can be pulled in such manner; enemies that are pulled beyond the cap drop to the ground and regain their footing.

3) Enemies struck by the AoE receive additional 100 Adaptive (Corrosive/Magnetic/Viral depending on resistance type) damage per second and deal the same amount of damage to other enemies within a 3 meter AoE for 10 seconds with a 30% status chance and receive 20% more damage from all sources. Damage, status chance and bonus damage are affected by Strength, while duration scales with Duration. AoE is not affected by Range. No low Coherence bonuses.

4) On deactivation, BROKEN WARFRAME recollects itself, dealing 250 Impact damage and ragdolling all enemies within 8 meters with 50% falloff (125 damage minimum). Damage increased up to 3x (375–750) and radius by up to 1.5x (12 meters) at minimum Coherence. Damage and radius affected by Strength and Range respectively.

* Using DISLODGE during ANNIHILATION cuts its Coherence cost by 50% (6% -> 3%).

* Corpses of enemies killed by ANNIHILATION or its Void Blight (3) are disintegrated. The effect is purely visual - the corpses remain for purposes of FORLORN WAKE.

* Invincible while channeling, however increases passive Coherence drain to 6% per second, unaffected by Duration or Efficiency. Not usable during Decoherence.

Notes: 1) Impact damage due to enemies being yeeted flying limbs at, duh. 2) Disabling SALVAGE's restorative effects during ANNIHILATION ensures that the player cannot remain in it indefinitely, and is encouraged to use it as an offensive instead of defensive tool despite the invincibility provided. 3) The enemy-sticking AoE component, - the corrupting "Void Blight," - encourages targeting groups of enemies to maximize damage.  4) Deactivation ragdoll gives the player some breathing room to readapt to regular gameplay. 5) Inabilty to use during Decoherence encourages sparse use, which I feel is counterbalanced by its power.

This was quite a read - Notepad++ tells me it's 14,200+ characters as of writing this sentence! Nevertheless, I hope you took your time to read it, cause it sure took me quite a bit of thinking to write it out. If none of this gets noticed or actually implemented, I hope it at least inspires other people!

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Passive – Deal 25% more damage to sentients (because he is part void)

Replace – A void copy of your warframe will be stationed where you cast the ability, when taking fatal damage, your warframe pieces will be pulled together by the void copy and gain 3 seconds of invincibility to prepare yourself again

Void pull – Your warframe pulls parts of the environment from around you to form a protective shield, when cast again, the debris flies at all angles, dealing impact damage to enemies who may be in the vicinity

Corruption – Your warframe can spin through what they may corrupt for either themselves or another player, you can choose between primary, secondary, melee or warframe. The effect will last 30 seconds, can be increased with mods (uses corruption buff from fissure missions)

Assemble – Parts of your warframe come off to assemble a handheld void cannon that deals void damage to all enemies, armour is halved, can be modded in the arsenal

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Passive - Warframe gathers broken parts of fallen enemies and uses them for his own protection. Dead enemies killed by any mean(or maybe only from this Warframe) have 100% or less chance to drop scrap parts visible only to this warframe(broken warframes on the team have their own scrap parts). This scrap parts MAY be pulled towards the broken warframe(visually with his tentacle bindings) even if the pet doesn't have vacuum mod(and that pull may have even bigger radius then vacuum). Those parts can stack up to around 5-10 times. Upon recieving instance of damage warframe looses 1 stack and may get short invulnerability. This instance of damage may be blocked with some % or entirely. Stacks may provide warframe with armor buff or/and shield regeneration buff. Passive may additionally make warframe's armor value to be effected on shields(this may disable base 25% damage protection on shileds). This last thing may be his whole passive.

Ability 1 - Warframe let go of his parts to affect enemies and help teammates with his void "tentacles"(i'll call them bindings). His body parts may be flying straight or in an ark, spreading his bindings on everyone around. When affected this binding may need time to start working. On landing this projectile may create some additional effects. When fully affected, targets of this ability may spread this bindings to another targets around them. Affected allies may have buffs on them(all suggestive): decrese their damage taken or just direct damage not from explosions; bindigs with 100% or less chance may catch enemy projectiles around teammates and neutralize them(this may work only if the projectile miss); bindings help allies to reload faster; bindings allow allies to hold onto walls indefinitely; increse shield regen rate; if ally spread binding to a new unaffected enemy target this target may drop a scrap part that give a broken-warframe's passive stack to an ally. Enemies affected may have debuffs on them: slowed; decresed accuracy; shield(or even heath or armor) drain to allied affected targets. This warframe may have passive buffs just as his allies when at least 1 target is affected or icrease buff effect from 0% to 100%(or X%) depending on amount of targets affected. Holding ability button will activate all bindings. If certain amount of enemies are gathered near each other - they become tethered in a group, slowly of fastly getting pulled in the center. Damage inflicted to one of tethered enemies may be affecting other group members with % decrease. Enemies isolated from each other gets stunned by growing bindings and potentially disarmed, and may have increased damage taken. After some windup tethered groups explode, dealing great damage that may grow with amount of enemies affected in a group(amount of which depends on warframe's power %) and maybe throwing all enemies around. Allies may have their buffes removed instantly or stay for some duration, they may have instant shield regen and/or (damage explosion and/or stun wave around them). Those bindings(while still not activated) may have a duration limit. Using this ability may also decrese warframes shield or health, or make him recieve more damage than usual for each part thrown for some time or until bindigs are activated. If warframe has passive stacks, 1 stack of it will be consubed and there will be no debuffs on user.

Ability 2 - Warframe disassables itself, sucking all his/her bindings inside his/her parts and after some windup all parts swiftly group up, creating an explosion around warframe that affect enemies using line of sight with damage, short length stun and possible debuffs. After explosion warframe will have a short stagger effect that can be shortened or nullified in exchange for passive stacks. During animation warframe can fly with increased or decreased speed similar to Wukong's cloud walker. While in deconstructed state, warframe has 100% or less evasion chance. Holding ability button will make warframe use this ability on loop until the button is relesed/button pressed again or energy is fully drained. Each use in a row will drain more energy, deal much more damage, inflict longer stun and longer stagger on the user.

This is what i came up for now. Maybe if i'm allowed to add ideas through redacting and if i have nice ideas, i will add them here.

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Passive: (Junkyard) Enemies killed causes them to drop Metal parts and scrap,

 

1st ability: (Void sphere) Activate: launch a Void sphere to the target location drawing in near by enemies and moderate distance scrap

 

2nd ability: (Translocate) Enter the void gaining short term invisibility and movement speed (similar to wukongs 2), Activate when arial to teleport to target location (mouse pointing direction) /// any scrap passed by will be sucked up by the void ///

 

3rd ability: (Upgrade protocol) Use Scrap to upgrade your current weapon and give it a temporary random buff (fire rate, damage, multi shot, reload speed, status chance, Crit chance)

 

4th ability: (Fortify/schatter) Activate: Create a Void vortex around your warfare to draw in nearby scrap and form it into a protective layer around (broken warfare name) protecting him from all damage but consuming scrap when taking damage. Reactivate ability to Schatter the void vortex and create a devastating blast of scrap damaging all enemies in a radius and causing bleed damage.

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passive: he has 2 shield and 2 health bars. one for his core-head segment, one for the rest of his body. he takes damage based on where he gets hit. running out of 1 of the health bars makes him unable to use abilities, running out of both health bars makes him die like a normal frame.

 

1: he can replace one of his parts with a part from the enemy which give him bonuses: bonus shield if its corpus, bonus health if its infested, bonus armor if its grineer.

     ammount of bonus scales with power strength, duration based and scales with duration mods. can press again to refresh with a new part or to drop the part.

 

2: he leaves one of his arms on the ground which uses the weapon he had currently equipped. the arm remains stationary and works like a wukong clone.

can recast to regain the arm and the weapon. arm is invulnerable. duration based.

 

3: 3in1 ability. can not be cycled which one to use. he is built from 3 different frames, each giving him a different effect but you dont know which one you will get. this is basically a self buff that lasts a long time

slender part: increased melee, reload, holster and casting speed, increased shield regeneration

thick part: increased health, armor, melee damage

3rd part: decreased weapon recoil, increased max shield

using this ability increases the void energy flowing through the frame momentarily which causes a flash of light that blinds enemies.

 

4: his parts become loose, except for his head and core. his parts orbit him in a sphere dealing damage to his surroundings and gets increased chance to dodge incoming attacks while he slowly floats wherever.

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