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Open Call for Warframe Ability Ideas!


[DE]Helen

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Passive: On an unending quest to become whole, this Warframe can pick up "essence" from fallen foes, each faction will drop a different type of essence which buffs a certain stat, the bar caps at 100 essence and each fallen enemy can drop 1-4 essence

Spoiler

 

Grineer: +0.75% armour per point, max bonus is +75% (unmodded) armour

Corpus: +3% Shield per point, max bonus is +300% (unmodded) shield

Infested: +1% Damage per point, max bonus is +100% (unmodded) damage

Sentient: +0.25% Tau Resistance per point, max bonus is +25% Tau Resistance when paired with umbral mods, the max resistance is 61.875% (multiplicative)

Tenno (e.g: Stalker, Specters): +0.25 energy per kill and +0.5% Ability strength, max bonus is +25 energy per kill and +50% energy strength

EDIT: UI can look something like this:

unknown.png

all numbers are just general ideas, they will need to be tested and balanced

This also makes the Warframe good in the void where the most types of enemies are present

First ability: "Void Roots": The Warframe uses their innate roots, to restrain enemies, leaving them unable to move, but still able to attack, also provides a chance for enemies to drop their weapons

Spoiler

 

Drain: 25 energy

Range (Radius): 5m

Duration: 20s

Disarm chance: 20%

 

Second ability: "Plunder": The Warframe sends forth a root to steal life energy from an enemy, the Warframe may also gain bonus essence through this, if the target is killed

Spoiler

 

Drain (channelled): 20 energy + 2 energy per second

Heal: 10 per second

Damage: 50 per second

Bonus essence: +50-150%

Synergies: when using void roots on a plundered enemy, void roots deals 500 damage, and the Warframe experiences a burst heal of 30hp per target hit by Void roots

 

Third ability: The Warframe uses some of their essence to buff an ally, can also be used on self to increase maximum health

Spoiler

 

Drain: 50 energy

Essence drain: 20

Duration: 25s

Buff: 50 stacks of whatever buff you choose (e.g Grineer bonus will be +37.5% armor)

Self Buff: +200% health (unmodded)

Which buff you pick can be indicated by which buff is at the top of your bar, so it should use hold to deploy, tap to switch

 

Fourth ability: The Warframe surges it's power systems, doubling the effects of whatever stacks it has, they also gain full knockdown resistance, however after the ability has ended, the Warframe loses some of it's essence

Spoiler

Drain: 100 energy

Essence drain: 45 (randomly chosen from each pool of collected essence)

Duration: 15 seconds

Synergies: Void root's radius is doubled, and Plunder's heal per second is doubled

The idea behind this ability was that after you collect all the essence you become whole and unstoppable

 

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Since it’s broken and made of different parts, I would love to see a kit with Void energy leaks and modularity. A multi-purpose hybrid between frame and operator.

 

Passive: built in Adaptation.

 

1-Reallocate. Tap to instantly cycle power balance between systems: Mobility, strength or defense. Buffs/debuffs scale with power strength.

 

2-Jack of all Trades. Different power depending on Reallocation. Scales with strength, range and operator waybounds.

 

Mobility - Void Dashes, sending outward waves of void energy in its path. Enemies crossed by the frame or shockwave are briefly stunned (no ragdoll).

Strength - Opens up its chest, the operator void beams enemies in a quick 120° angle cone burst dealing Void + heat damage.

Defense - Toggle. Hands emit radial healing pulses. Can’t attack in this state.

 

3-Leakage. Gives himself and allies bonus void damage in melee attacks and damage reduction. Operators get strength and damage reduction buffs. Scales with strength, duration and operator waybound (Zenurik).

 

4-Void explosion. Frame goes into void feedback and explodes, dealing void+slash burst and DoT dmg. 

Operator is ejected for cooldown and reassembly. Scales with range (radius), strength (damage), efficiency (cooldown timer), duration (damage ticks).

That’s it. Thanks!

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Passive - when warframe dying, he can chose - ressurect as usual or be a Void-ghost, who can't fight or collect loot on battleground. But you can enter to 1 teammate body for increase his shields, energy and power. You give +2 to energy and 1% HP/sec restores for teammate and you can using shockwave to near enemys 1 time for 10 seconds. This shockwave will clear your teammate of status. Help your teammates even when you dead!

1. Broken Armor

Activate to making a void-armor when you can absorb 15% enemy ammo and dodge 50% of damage (2 energy/sec). Auto-using 20 energy for dodge enemy status. Keep press 1 for using Void-tentacles to catch all near ammo and resourses to attach them on body. After 3 seconds all attached resourses and ammo will be absorb for increase armor to +10 for every loot (max 1500). You collect only 30% of loot by this.

2. Broken legs

After using warframe get lost his legs and the flow of Void transforming to tail. Warframe can crowl and increase his move forward, side, etc. Get +30% movespeed, +50% evasion-speed and x2 high jump . In this form the Waframe can't use main, secondary and archwing weapon, but still can use melee and get bonus +30 attack-speed and +10% damage. Attacks can knock over the enemy.

3. Puppeteer

Use Void-tentacle for catch enemy and hold above ground. Enemy will lost control of his actions - enemy slow flying under ground, follow warframe and lets attack everybody near. You can catch warframes of your teamamtes when their operators get off and they lets fight (warframes will not fly, just lets fight like Umbra excalibur). Cost 3 energy/sec for every catched enemy, 5 energy/sec for allied warframes.

4. Broken Lotus

Warframe transform to flower with petals of Void energy and parts of warframe's bodies (cost 10 energy/second). This construction have +50% resist of damage, fly under ground (like Hildryn) and using main/second attacks to enemys:

Main attack throw the rain of crystallyzed energy of void and cut enemys with ignore resists. Enemys with high ferrite armor making short-time magnetic field with slowdawn, enemys with shield get explode.

Secondary attack use void tentacles for catch nearest enemys (max 5) and suck out their energy and health to restore health and energy of construction. Have little chance to drop health or energy from killed enemys.

When all energy lost, the construct get explode and damage near enemys. The warframe will fall, but after he will reconstruct itself to warframe-form again and will reborn (Teammates and Drones with Sacrifice can't help to ressurect in this time). In resurrecting time you can choose the new stats - this warframe was broken, his body was making with parts of another dead warframes, so the power of Void get you choise of changes: increase armor, health, energy, power, shields or something else. You will dawn something another, but increasing the changed stats. You started the mission as tank? You can transforming to DPS! Or nuker. Or slayer. Change it!

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Empathic warframe the warframe operator has become psionicly focused enabling the following 

     Power 1

Empathic transference link using its overcharged psionic ability the operator links all the members of the current squad taking the highest valued ability of strength shields armour health and augments it with the highest score of one of the squad mates example rhino armor is the highest of the group so both rhinos armour score and the empathic warframe armour score are added to the one warframe that has the lowest say limbo then limbos energy is higher than titania so then limbo score and the empathic warframe lend them their score and titania gets the combined energy level of all three limbo has the same happen with his armour the empathic warframe then becomes incorporeal as long as it maintains the link and can not be harmed but can do no harm it self until it ends the link upon doing so it receives all the scores that were augmented by the link for twice the time the link was in effect wich drains the other titania limbo rhino to zero until that time has elapsed baring any pick ups wich still work normally  

Power 2 empathic knowledge  the empathic warframe reaches out with its mind touching all within it area of effect  letting the operator what their next move will be allowing the warframe to act before they do nullifying any and all attacks even letting it place switch places with the nearest foe this ability even makes it so those affected can not see the warframe after allowing it to perform finishing moves on them at anytime

Power 3 power duplication the warframe targets a squad member or enemy even one such as vore and literally  duplicates their powers and ability but at a augmented level of the warframe or enemy using both sets of scores added together this effect lasts as long as the warframe has energy or until they select a different target or simply cancel it 

Power 4 empathic possession 

Yep does exactly that the warframe becomes incorporeal and takes over the host adding all it is and its operator to the target incase of it being a squad mate it enters the body of the chosen frame but then splits into appearing to be a exact clone but is actually stronger if it is a enemy they are possessed and completely under the warframe control until death if the power ends before that the victim becomes a permanent thrall until killed if not killed they become a clone of their type and are placed in the warframes gear must be used on next mission or they just disappear 

Passive ability any animal like creature the warframe comes across becomes a temporary allie until killed or released by the empathic warframe any npc such as kongzu becomes enamored with you and offers higher rewards for missions and may even tell you things that lead to unimaginable secrets that they will only share with you any companion that follows u that is a non synthetic i.e. kudrow kavat do not lose loyalty or affinity all squad mates earn double affinity and if they have the same weapons and or companions they earn triple affinity on any missions

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Passive 
Shifter : Taking Damage can cause his body parts to change places and adapt up to 25% of the damage he's taking .


Abilities 

1- Lich : Tentancles comes out of his body imprisoning and transfering enemies life to him and any other player close to him .
Works with strenght, range and efficiency . Duration doesnt changes nothing .
Base stats : 25 incoming life . 3 enemies drained . 15 seconds - This states can be changed ( minus duration ) depending on the mods the player is using.

2 - Shield Boom : While Active , when killed ,  enemies drained by lich , grants broken frame and players close to him shield restauration and overshield

Works with range . range - 5 meters. Overshield : 500 .

3 - Broken Covered : On activation, after his overshield is completely depleted  , his tentacles creates an armor that cover his face , chest and back granting him 300 armor bonus and absorb incoming damage .
Base stats : Duration - depends on energy consumption … Damage that can be Absorbed : up to 5500 , after 5500 damage absorption , the armor still active while the player have energy , maintain the 300 armor , but doesn't absorb damage .
Doesn't cost energy to activate , cost  energy ( 2.5 energy absorption ) while active … Efficiency and duration mods are needed to low energy consumption.

Stats can be changed depending on the mods the player is using.

4 - Nuclear Wave Every damage took while in broken covered is released creating a Nuclear shock wave that knocks down enemies and deals radiation damage 

Nuclear wave damage depends on damage took while in broken covered form , but a strenght mod can add more damage .
Base stats : 5500 damage … AOE : 6 meters 
Stats can change depending on the mods the player is using
Works with strenght and range .

 

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Passive: <broken warframe> can shape itself around the operator, giving the operator additional health, shields and armor equal to the current health, shield and armor of <broken warframe>

1: void rush

<Broken warframe> uses void energy to push itself forwards at high speeds while loosening the bounds between his different parts

could either be a rhino styled dash (length affected by range), or a volt styled speed boost (affected by strength and duration)

Lowers enemy accuracy (affected by strength) due to them not hitting the actual parts, only the void energy

Augment: missed enemy shots count towards the charge of void aura

 

2: partial summon

One of <broken warframe>'s parts flies outwards and forms an aura of void energy around it, restoring it back to its original condition

summons 1 random warframe specter to fight for you for set duration. Recasting the ability allows you to summon more specters up to a max of 5, each with their own duration. (Health and damage scales with ability strength)

Augment: ability uses warframe health instead of energy

3: void aura

The void shield transfers from inside the parts to cover the outside of the parts, providing a protective layer that charges up when taking damage. When charged maximally, it explodes outwards, stunning targets around broken warframe for a short time. (max shield HP is effected by strength, blast range affected by range)

Augment: on ability recast, the accumulated damage will be shot outwards, dealing massive damage to a single enemy (and resetting the charge).

4: Inheritance

<Broken warframe>'s different parts resonate with warframes nearby, imbueing <broken warframe> with power.

Pressing the ability button cycles through the diffrent ultimates (4s) of allied warframes in the mission and holding it activates the selected ultimate, but applying the power strength/range/duration of <broken warframe>

Augment: allows inheritance of exalted weapon mod configurations and ability strength/range/duration from other frames, if applicable.

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First Ability- Void Strike: Sends a blast of void energy at an enemy, damaging them and adding to your Void energy meter.  Also marks the enemy with void damage which causes them to take more damage from...

Second Ability- Void Tear: Using it's bare hands, the frame rips open the fabric of reality, letting void energy surge in.  Creates an AOE where you place it that deals DOT void damage with an effect much like a void fissure in fissure missions.  Enemies hit by the void lightning are staggered for a few seconds.  Adds to your void energy meter.

Third Ability- Linked Corruption: Sending out a void tendril, the frame converts an enemy into a corrupted drone.  The drones gain a static stat boost and access to all their old weapons and powers.  (For example, a bursa wont be so much stronger you would choose it over a shield drone because it would blow up so easily) Can connect multiple drones, but with every drone connected, their stats are reduced so you have to choose between one or two stronger units, or a hoard of drones that are cannon fodder.  Also, when your drones take damage, it adds to your void energy meter, so the more drones you have getting shot, the higher your meter will go, which brings us to...

Fourth Ability- Hold it together: You need to balance your void energy meter once you unlock the ultimate ability. The more your meter builds up, the more void energy begins to leak out of the seams on the frame.  Activating the power will unleash raw void energy, draining the meter.  Tapping it will blast 90 degrees in front of you at very short range, but if you hold down the button, the blast will narrow until focusing into a beam much like the old operator void beam, but with much better aim-ability, damage and distance.

If you don't drain your energy, eventually your frame will drop to it's knees as it begins to shake putting you in an animation lock as it rises into the air with a primal scream as excess void energy bleeds out in a large 360 degree ball of growing, pure void energy.  Think the blast in Akira if you want to visualize it.  Once the light fades, your frame's body parts are strewn across the area and takes a few seconds to reassemble itself, it's void meter completely drained.

The idea of the ultimate is in most cases, you want to drain your meter to keep it from reaching critical levels but at times you might wish to "Go out with a bang", even if you're animation locked for a few seconds.  I don't think this should actually down the frame, because it might be too frustrating to players not up to a challenge.  Ideally, I would like to see your operator standing where your frame was after the light fades and pulling the frame back together as they transfer back into the frame, but that's probably a bit much and would only be seen for those who have completed The Second Dream.

 Passive- Void Battery: Standing near your frame in operator mode will half your operator's void and amp energy usage.  (If it's not too overpowered.  You might have to tinker with the numbers)  And because the battery works both ways, reviving the broken frame as an operator will take half as long!

 

I think this set of powers synergize well and plays with the whole "Being held together by void energy" theme, incorporating what we've seen so far about void fissures.  While it would be cool to have some touches of The Man in The Wall playing into things, that might be stepping on Harrow's toes and would definitely be stepping on upcoming quest spoilers, no doubt.

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Hiiiii here's a kit I made up.

Overview: I'll call him Chimera because it suits him. Chimera's moveset revolves around him reaching 0 health and surviving for powerful outcomes while staying true to his 'broken' theme.

Passive: Chimera has one of four (maybe more) randomly decided passives that resets on him reviving or "reassembling" himself. This is showing how one of the warframes Chimera is made from is taking dominance over the others. Overtime this passive decays in power to encourage Chimera reaching 0 health and resetting to a new passive. This is represented visually by Chimera's armour degrading and breaking off until he has only void tendrils underneath.

+++ Rift Peek - by dodging Chimera enters the rift for 5 seconds. Overtime this weakens to 4, 3, 2 seconds until he cannot enter the rift at all.

+++ Lifeforce - if Chimera has any stacks of 'Reassemble' (his ability 1) all attacks he does drain a portion of his health to inflict more status effects. If he has no stacks his attacks drain enemy health to restore his instead. Overtime this weakens to no effect until passive reset.

+++ Unstable Warrior - Chimera's weapons gain a random damage multiplier of anywhere between 0.75× and 2× applied for every instance of damage. Overtime this degrades until attacks only deal 0.75x damage.

+++ Split - Chimera has a constant spectre companion of himself. This companion's max health decreases overtime until he succumbs and passive needs to be reset.

+++ Fluctuate - ability strength is randomised on every cast from -25% to +50%. Decreases overtime until only -25%

Ability 1 - Harvest - a constant AOE focused on Chimera that strips enemy corpses for valuable parts he adds on top of himself. Applies buff based on enemy faction and heals a little health per corpse. Also harvesting enough enemy corpses grants a stack of Reassemble which counts as a revive on dying. When dying this way a special animation is played where the parts of Chimera come back together as if by magnetism and he can freely move during this. At max stacks health drains continuously to encourage dying. AUGMENT: having any stacks at all drains health with 1 being very mild and max stacks draining health very quickly. For every stack weapon damage increases.

Ability 2 - Osmosis -breaks down Chimera's 3 lowest ability stats in half and adds that to his highest. For eg. I have 150 pwr strength 100 duration 100 range 100 efficiency. Duration range and efficiency are weakened by 50 percent and 150 percent is added to ability strength. REVISED - Recycle - spends health to power up your current passive and extend it's duration in case you have gotten a passive you wish to keep AND hold ability button to spend all health in one go to apply your current passive as a limited buff to your teammates. Visuals: armour comes apart and hovers on Chimera while casting. - AUGMENT: spending all health boosts the riven disposition of your equipped weapon increasing power of rivens on it. When cast temporarily halts the lifedrain of Harvest.

Ability 3 - Mitosis - self duration based buff. on reaching 0 health Chimera spawns a copy spectre of himself. When this spectre dies it spawns 2 smaller copies. When they die they spawn more and more smaller and smaller until ability expires and they all explode. If the Split passive is active then the Split spectre counts as a canditate for Mitosis meaning double the posse. AUGMENT: only one copy spectre is spawned from dying, this spectre retains your previous passive and applies it to you in the form of an aoe buff as long as you are near it.

Ability 4 - Implosion -a channelled 2 part ultimate where Chimeta rapidly drains health to suck in enemies. On health reaching 0 either via ability or enemy Chimera explodes dealing level scaled damage with the visual of a small nuclear blast. Maybe visual for sucking in enemies be his white tendrils grabbing and pulling. REVISED - Obsolescence - Charge up a reticule marking every enemy that appears in the circle on your screen, every enemy marked is cursed. When you reach 0 health they ALSO reach 0 health and their bodies are torn into multiple pieces for Harvest to take parts from. AUGMENT: Reinvention - instead of killing foes capturing a teammate in the reticule replaces this ability with their fourth ability for a duration. Only copying the teammate ultimate only costs 25 energy. The ultimate you copy is normal energy cost.

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(damaged goods ) an attack wear he breaksoff his limbs and uses them as weopons( the missing limbs gets replace with the tentacles )

 

(Crumbled king)he can create half sized army of himself from one of his broken off limbs and if u use it again the created one creates one from itself from it's broken limbs

(???)

And another where he breaks his chest off as a shield or the intire frame slitely breaks and floats around itself as a shield .

(Breaking and entering)

Passive (he can break through any terminal with out hacking )

 

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Passive: when the frame takes a hit over a certain amount of damage it falls apart to avoid the damage then reassembles itself with a brief invulnerability.

ability 1: GRAPPLE: the frame throws one of its arms while the tendrils are attached to either bring an enemy closer or it laches to a surface to get to a better vantage point.

ability 2: TENDRIL GROWTH: the tendrils grow drastically in size to both increase the size of the frame and bolster the frames armor. (Note: can not use weapons in this form you just go around punching enemies due to the size increase.)

ability 3: TENDRIL WHIP: the frames tendrils grow in length to be used as a whip.

ability 4: POSSESSION: the parts of the frame fall out of the tendrils allowing the tendrils to find a host to take control of.

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1. Heist: steal weapon from enemies and make it flies / float around us and shoot the all the enemies
2. Override:  hacking / controlling enemies tech and disable all their system [for the whole map as long the duration does not run out] (alarms, laser, cctv, etc..; lockdown in corpus ship tileset still enable if player breaks its window)
3. Strip drain: hold the enemies and absorb their armor, givin' us bonus armor from enemy's whole armor we drain
4. Double Trouble: divide our self into two pieces and can control those pieces [each can use all abilites beside fourth one] (less health, same amount of armor, infinite duration should be good)

Passive: [adaptive] immune to status, plus give enviromental hazzard depends on what he deals with (such as fire in sabotage mission will burn nearby enemies as long he lives or falls into the pit will reset his passive)

(pardon my english) 

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This is my idea of a nidus warframe without the infested/curroption. 

The warframe starts incomplete(missing parts) using the first ability it can synthesis its own parts and can be adjusted through special upgrade modules/or different blueprints/parts in the forg on the warframes ship and further by installing special mods in the arsenal menu. 

Passive: 

holding space bar will charge the warframe jump to a damaging teleport the more time the teleport is charged the higher dmg and chance to cause a status type damage/ or a buff, charging (holding space in mid-air) while off ground will only increase the teleport distance and distorts enemy targeting. 

1st ability: 

One press: Warframe will empower the charged jump/teleport with one press

Holding press: will consume energy in exchange of building the  warframe's frame, (similar to nidus stacking since its kinda looks like nidus but more eidolon) the more energy consumed the more every status from shield to armor health, dmg gets buffed 

2nd ability:

Causes a repetitive shock wave/or a light like a becon  of radiation that stacks to enemies with a timer (less time faster stacks), when the time ends stacks pile and explode. 

3rd ability: 

Its simple... throwing grenades 

4th ability:

The 4th ability scales with the power/ completion of the warframe's frames the more complete its the more perks the 4th ability has 

Upon activation the jump charging becomes supercharged, larger effect radius, and other players gain a percentage of the buff your warframe gained, and its time related( duration) 

 

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1-Void lash - (Togle ablility) Void energy cables sence enemies nearby and from the warframes body reach to them to knock them down or grab them and launch them in to the air.

Alternative ability- 1-bomerang - Launch his arms as bumerangs to knockdown enemies and nullifies especial enemies abilities for a short duration.

2-Conection - chosing an aly to dismantle yourself and become one with them giving them all your health, shield and a low amount of power stenght. as your body is connected to your aly your arms are able to use weapons that are dual, like aklato. this conection drains your energy in the proces. ( arcanes or energy orbs will only work on your aly, if he gets down/die the same hapends to you )

3- Overflow - For a limited time you conect your current weapon with void cables and the weapon and  the gun is capable of shoting faster stronger and reload faster, the ability has time limit but each shot conssumes shield than after the shield is over uses energy.

4-Arsenal- Activating the arsenal one of the weapons will require you to your foot will create roots in to the ground and you will be imobile. You can chose between guns your arms can create/morph/transmutate/transform in to:

1º- you have the minigun that shots fast but deals lower damage, it has penetrating rounds that can go trough walls, you moove slower and you cant bullet jump or jump very high with the minigun.

2º- shotgun, acts as any other shotgun, alt fire is a slug shot that can make enemies inplode if they are at a % health if not just do high damage

3º- granade louncher, devastate your enemies with plasma granades, altfire combines all granades in to one and  launches a big one with all the dmg combined (stationary) 

4º Beam laser, with your two arms together form a laser gun that does MASIVE damage to enemies in its path at the cost of a large amount of energy, alt fire creates a ball that depleetes overtime and damaging enemies that passes by.

Atention using arsenal will consume the wrframe energy very quicly so its not a ábility to use forever.

EDIT: i forgot to add a passive i hope it´s ok
Passive - leaves a trail of void energy leaking from his body that can proc electricity on oenmies that stand on it, alies that stand on it gain energy regeneration for a short duration.

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If the warframe is both mentally broken and physically 


Passive what ever damage insane enemies do heal the him

1st ability

Leap on to enemies and cut them with exalted weapon broken dagger breaking armour 

2nd ability

Maniacal laughter

Buffs attack speed if you use the first ability while this is active the enemy which is affected by the first ability goes insane and starts attacking everything he sees except the warframe because he is now horrified of it and runs away from it 

3rd ability

Sends daggers every where damaging and causing a bleed affect if an ally gets hit by a blade there damage is increased for a certain amount of time if maniacal laughter is active all enemies hit have a chance at going insane 

4th ability

Exalted dagger leaps from enemy to enemy shanking the with his exalted broken dagger enemies have a chance at going insane 

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Passive: Body decays gradually losing mass and strength but has increased movement speed capped at 30%. When touching corpses, it gains mass and strength which is capped at 30% extra.

Ability 1: [Lua Loom] eject a thread links targets to each other with a maximum of 6 targets linked per ejected thread. Linked targets will share damage dealt and status effects inflicted on any of them. STR scales damage % shared. RANGE scales with the length of the links. DURATION scales with time the threads last.

Ability 2: [Kinstugi] open up his larger shoulder to spill out a viscous fluid around him. Allies will be healed over time, enemies will stagger and eventually fall if they touch the fluid. STR scales with healing. RANGE scales with area of effect. DURATION scales with time it lasts.

Ability 3: [Entropy] frame emits waves of magnetic, heat and radiation damage which mass over time. Cannot be activated if bonus mass is 0. STR scales with damage. RANGE scales with distance around the frame. DURATION scales with the cost of mass/time cost of activation

Ability 4: [Host Migration] Reloads the mission forcing Host Migration.

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Passive. Take all passive from all other warframe (in match with you no passive other wise it's a broken warframe  )

1. Triumph ) receive a buff shield buff  to operator and constantly regenerate health 

2. Blood hound) reassemble warframe with sentient energy into a ruthless hound that does sentient damage and gains reduction in damage for every type of attack induced 

3. Release) link to warframe and constantly regenerate void energy max range 60m maybe less 

4. Break.) Release a wave of void energy damaging and linking to all enemies taking control of them while in operator form. For every enemy linked operator gains damage reduction.. up to 10 and 100% damage reduction

 

 

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I think you should for the first 3 assign any 3 abilities from any of the other warframes that the  account holder has. Then the fourth a massive anomaly blast that depending on the amount of forma you put on depends how much of a blast you want to deal then with a finishing pet or sentinel a or moe dealing that final blow

 

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Passive - Gain 15% max Health/Shields/Armor for each unique warframe in affinity range (however if say, Frost and Frost prime are present, only one is counted).

1st Ability - Needle - Launches a void tendril from head directly in front of Broken Frame. Gains n% modded Armor/Overshields/health per enemy struck. Grants STACK per enemy pierced (1 per target).

2nd Ability - Assemble - Two void tendrils appear at 90* frontal angle (180* cap modded) and converge in front of the Broken Frame (visually like Convectrix but more fleshy/voidy), pulling enemies withing range and line of sight along with them. Causes very short enemy stun.

3rd Ability - Sow - Enemies feet are sewn in place by void threads in a 360* around Broken Frame. Gain % of energy per affected enemy killed. Enemies cannot move but can still attack with ranged, or melee if close enough. Affects n number of enemies. Grants STACK per enemy killed.

4th Ability - Unshackled - Broken Frame's parts break apart, floats with arms spread (like tenno did before), frame taking on a pure Void Form which uses n stacks per unit of time. In this form frame takes reduced damage from all sources, reduces armor/resistance values all enemies in range (no LoS required), affects their accuracy. Forgoing physical form the frame uses an exalted multi-tendril weapon (like augur of ebrietas (bloodborne) + waves of void light) which attack from center of frame per user command, adapting to enemy damage type. Attacks in front of frame. If killed in this form, frame returns to broken physical form and resets all stacks to zero.

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He looks like he’s built from spare parts so of other warframes so you should let us equip the powers of other warframes 

pick any warframe passive 

1- equip any warframes 1

2- equip any warframes 2

3- equip any warframes 3 

4- equip any warframes 4 

this would allow us to have a massive Amout of different builds and kits or you could have us build him out of different warframe parts (Excalibur neuros, octavias systems etc) and whatever we build him out of determines his kit

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Passive: Skilled Looting: All item drops (enemies, looting, etc) have a 20% chance to drop a health orb in addition to the normal drop item

1. Local Search: Parts drop off the Broken Warframe and roam within 7/12/14/20 meters and highlights nearby enemies

2. Uncontrolled Release: Fires a sphere of body parts which explodes as a shrapnel grenade after hitting an object. 

3. No Return: The Broken Warframe can contribute part of itself to hold 1/2 doors closed, at a cost of 50% speed reduction/ 25% health reduction. 

4. Spare Parts: For 3/5/7/10 seconds, every enemy killed contributes 4% of its armor to the Broken Warframe, and 2% of its armor to fellow squad mates within affinity range.  The armor decays at a rate of 10 armor/s. 

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Passive: He does not use health or shields like normal Warframe, but depends on Void energy. Casting abilities costs him void energy out of this pool. Every kill restores a very small percentage of his energy levels.

1st: He summons an orb of energy that hovers stationary. All damage done to the orb is instead done to the warframe. (Can only have one orb active, does not have a duration)

2nd: Creates a field where all enemies standing in it takes damage equal to a percentage of the damage the warframe takes before calculating resistances.

( The first 2 powers work together to create a place where the warframe tanks all the enemy damage and he returns it)

3rd: He sacrifices half of his current energy to make an expanding shockwave that puts enemies into stasis, the more energy sacrificed, the longer the shockwave will go.

4th: Creates an aura that gives him and whoever is close enough a  mark of some kind for every enemy the warframe kills, granting 5% weapon damage boost while the ability is active. It will be a drain on your energy while active, and has a cap of 100 marks

The idea is to tank damage, kill enemies, can CC when needed, and gives a damage buff to his team, and you have to manage all of that, without dying.

 

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Possible Inaros rework...
 

Ability one: Gathering sands

Inaros gathers energy from surrounding enemies... damaging them in the process and filling up his "energy" bar. Inaros cannot gather energy from "energy orbs". This skill actively drains Inaros's health instead of energy.

Ability two: Scarab Armor

inaros heals himself and gets an armor buff while channeling. Inaros cant use weapons or skills while channeling.

Ability three: Sandstorm

Inaros toggles a Sandstorm slowing and damaging enemies with chance to blind them. Sandstorm actively drains Inaros's health instead of energy. (this ability can be active while "Scarab Armor" is channeling".

Ability Four: Ascension

Inaros channels Ascension thus increasing his maximum health pool (health pool cannot exceed more than X2.5 times the previous max amount) ex: "base health 5000  with maxed Ascension no more than 12500 health". This ability actively drains Inaros's "energy". Ascension progression of Inaros gains taunt, decreased armor by % armor and increased damage taken aura (damage taken and armor from Inaros).

Possible formula:

((Base armor + mods + arcane + other warframe buffs) - Ascension % debuff (0-60) depends on progression) + Scarab armor.

Passive: The way of the ancients

Inaros's abilities gain power from his health pool. The more health he has the more damage he does.

Inaros has his own "energy" pool.

 

Gathering sands: range, dps.

 

Scarab Armor: 2% health per/s and 300 armor. +1% health and 100 armor for every 2000 health.
 

Sandstorm: range, damage, intensity FX wise 😉 and blind chance.

Ascension: Rate of his health growth (to be noted this must be slow build up through the mission).

 

Excuse my grammar, English is not my native language.

 

TNX!

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Passive-while the warframe is being damaged it loses parts, with each part lost the warframe gets a speed boost, parts regenerate after a set amount of time

1-charge-  some pieces from the warframe fly toward the target dealing damage, after a small amount of time the warframe charges too, while blind is active the warframes charge will stun enemies in blinds range

2-seek- pieces of the warframe fly towards enemies, when the parts hit they disarm enemies, the parts return after a set amount of time (a small amount of parts, activates passive speed boost)

3-blind-  the warframe charges up its void energy, when the ability is recasted the warframe releases the stored energy and stuns opponents for a set amount of time, the longer the energy charges the more range the blast will have

4-multiply- the warframe breaks itself apart and turns into 3 separate warframes each with lowered shield, health and armor stats, the player can control 1 warframe at a time while the other 2 are controlled by ai, each separate warframe will have a buff while the player is controlling it (the warframes can be maybe color coded so it will be easier to distinguish between them)

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Passive: Junkyard - the Broken Warframe gets a Junk meter, which is filled up when picking up ammo, energy/health orbs, resources, or Mods. The more Junk the Broken Warframe has, the more his Ability Strength is increased, but using abilities drains Junk. (NOTE: abilities can still be used even if the Broken Warframe has no Junk)

Ability 1: Scrapper - the Broken Warframe coats his fist in layers of spare parts and delivers a punch that deals massive damage, but has a long build-up. During the build-up animation, the ability key can be held to charge Scrapper up, boosting damage even further by using up more Junk than a tap, as well as adding a small blast radius. Enemies hit with this ability have triple the chance to drop loot (pentuple if Scrapper was charged), while ammo, energy/health, and resource pick-up amounts are doubled if it was a charged cast (NOTE: Junk from these pick-ups is also doubled). Scrapper costs 25 energy (50 when charged). (NOTE: just like Atlas' first ability, uses of Scrapper in rapid succession create a three-part combo, the last punch of which is accompanied by a charge forward)

Ability 2: Riveter - the Broken Warframe's rivets and bolts come loose, releasing shrapnel in all directions (NOTE: the shrapnel behaves similarly to the Drakgoon's projectiles). The shrapnel bounces when it hits a wall and seeks nearby enemies. Enemies hit by shrapnel are staggered, and suffer a Bleed proc, in addition to permanently receiving increased damage from all other sources. As long as the ability key is held, Riveter will be recasted at fixed intervals with a lowered energy cost and increased Junk cost, but if the Broken Warframe's Junk meter reaches zero, these subsequent casts will damage the Broken Warframe's health and apply a temporary armour debuff. Riveter costs 50 energy for the initial cast and 20 energy for every subsequent one.

Ability 3: Dismantler - the Broken Warframe falls apart into a pile of rubble, with the exception of his arms, which float in their usual position. In this state the Broken Warframe is immobile and invincible, but he can use Scrapper and any of his ranged weapons (NOTE: the last punch from the three-part combo Scrapper has will not retain its forward charge). Dismantler can be cancelled at any moment by pressing the ability key again. As long as this ability is active and the Broken Warframe's Junk meter is not at zero, his health, energy, and ammo are slowly replenished at the cost of JunkDismantler costs 50 energy on initial cast and 3 energy per second (if the Junk meter is empty).

Ability 4: Bodymaker - the Broken Warframe sacrifices a portion of his ammo, health, and Junk to form up-scaled spare parts around his body. The longer the ability key is held, the greater the sacrifice and the ability become. Bodymaker increases the Broken Warframe's movement speed, parkour velocity, melee damage, and armour, as well as halves the energy costs from using Scrapper and Riveter, while Junk costs are fully removed and these abilities' damage and range are boosted (NOTE: Junk is not drained over time when using this ability). Bodymaker can be cancelled by pressing the ability key again (which will boost resource pick-ups for a duration while the spare parts detach and become a Specter) or by casting Dismantler (which will replenish a large portion of the ammo/health/Junk sacrifice). Bodymaker costs 75 energy on initial cast and 7 energy per second.

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