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Open Call for Warframe Ability Ideas!


[DE]Helen

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42 minutes ago, DeDraKun said:

Passive: Glitch - instead of a fatal blow there is a small chance to switch health and shield values

If your health is draining you don't have shields..... so 0 health <-> 0 shield you are still dead 😄

it only can be used against slash and toxin i think

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Passive: "Killing enemies gains fuel. When at 100 fuel stored Broken takes 40% less damage from all attacks. 100 stored fuel also alters his appearance by making his veins display a glowing fluid and performing heavy breathing sounds."

Ability 1 called *Twist*       "Broken's arms twist and drop liquid on the ground incapacitating any enemy that stand on it. Broken can move while this is active but cannot attack because of the animation. Can increase the radius of the liquid with ability range mods and the liquid time with ability duration mods. Ability consumes 2.5 energy (default) per second while active until energy is empty or deactivated by player choice. When deactivated the liquid remains up to 6.5 seconds (default). Energy costs can be altered with ability efficiency mods and ability duration mods. Energy comsumption increases by the amount of enemies standing on the liquid while the ability is active. Costs 25 energy default on cast." 

Ability 2 called *Meat Shield*      "Broken erupts tendrils from his hips and legs grabbing nearby enemy corpses and changing them into hardened pieces attaching to different parts of the frame. Each corpse increases Broken's armour (175 armour per body) and can stack 3X. Can increase the amount of corpses with ability strength mods and the armour buff time with ability duration mods (20 second default buff). The armour scale can also be adjusted with armour mods. Broken is immobilised during this ability's animation" Costs 50 energy default on cast.

Ability 3 called *Outburst*      "Requires 100 fuel to activate along with 75 energy on cast, Broken explodes himself apart turning into projectile limbs that each seek 2 targets (2 arms+2 legs+chest+head=12 targets max) and melts enemies on hit (instant kill). Shortly after Broken starts to reattach himself. reattaching requires 4 seconds to complete. If Broken exceeds 100 fuel storage Broken is at risk of self exploding himself and will take 7 seconds to reattach himself and all fuel will be consumed. This can trigger on a scale from 125 fuel storage up to !50 fuel storage (Broken will self explode guaranteed if his fuel goes boyond 150 storage)

Ability 4 called *Tendril Whip*     "Requires 50 fuel storage and 75 energy on cast. Broken casts his exalted whip made of tendrils and will replace default melee weapon while active. Energy consumes 2.5 per second and energy drain will increase over time. The whip comes with a unique fighting stance and can be used to set up tendril traps. These traps can attach to any surface (Walls/ceilings) where enemies can walk into. On contact the tendril will detach and wrap around the target. Target will then explode dying in the process leaves a pool of liquid that lasts for 10 seconds. Requires 25 fuel storage to deploy each trap (Up to a max of 5) and the whip must be equipped. Exalted Tendril Whip can be modded. Whip damage can scale with ability strength mods. Ability range mods can increase the whip's range,trap size and liquid pools.

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First I would like to say that all my Broken Warframe skills are based on the void. As warframes are supposed to be "tools" that channel our void powers converting them in something else, its not strange to think that with this one, these powers are not correctly released.

Passive: Recycle: The only non-void based ability, when the Broken Warframe walks through a enemy corpse, it will get a piece of armour slighly changing its appereance and providing 10% damage reduction per charge up to 50%. Everytime the Broken Warframe takes damage, it will lose 1 stack.

1: Void tie: With the void energy that keeps the Broken Warframe parts assembled, it attracts all the enemies in front of it and only if it has line of sight. Enemies attracted will have reduced movement speed and they are treated as corpses by Broken Warframe passive.

2: Reconstruction: All Broken Warframe parts fall to the ground and it becomes a void entity and its able to drain health, shields, energy and armour of all the enemies next to it. During this ability, Broken Warframe its immune to every damage or status effect but its unable to move. Pressing the ability again will desactivate it.

3: Void disruption: The Broken Warframe starts to emit radial pulses which reduce all enemies resistances even below 0%. Broken Warframe can still move and attack normaly when this skill is active.

4: Void unchained: If the Broken Warframe dies while this skill is active, it will fall apart revealling its true nature. The void. It will become a void ghost like creature. Its movement speed will be increased, it will be able to use all the other skills without energy cost and with increased effects and its weapons will turn into void beams coming from it hands dealing a lot of critical damage and creating little void energy orbs with every kill. It energy will be drastically drained and once it comes to 0, the Broken Warframe will die. However, if it manages to get enough energy orbs, he will be back to life. The more power strength it has, the more void energy orbs will be needed to resurrect.

Range mods will affect all the skills including the passive but the 4th.
Efficiency, duration and strength will affect all the abilities of the Broken Warframe.
Note: "Dare to kill me now" buff given by pressing 4th is affected by duration. However, godly ghost mode its not. The only way to extend its duration its having a huge energy pool, moreover, efficiency affects half to this mode. So if we have streamline equipped, giving us 30% efficiency, all Broken Warframe skills will have 30% less of energy cost but the ghost mode, only 15%

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1st ability: the broken warframe will extend its energy tentacles on its hand and slam it on the ground inflicting a radiation proc when activated, but when you hold the 1 the slam inflicts a blast proc.

2nd ability: the tentacles on the frame fly out connecting to a total of 10 enemies draining their life force killing them or damaging them greatly.

 3rd ability: the broken frame will burst out all of its limbs wich will strangle and stomp on enemies creating shockwave that inflict a viral proc on all enemies                                                        4th ability: tentacles of energy wrap around the frame turning him into the Juggernaut basically allowing the frame to charge into enemies by pressin the ult button while the ability is active.                                                                                                                                                                                                                                                                       PPAs     

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Concept: the warframes were constructed to contain the void energy the tenno wield, since this is the broken warframe, it makes sense that it would fail at this, instead unleashing the voids power damaging itself in the process due to the tenno's unbelievable power

Intro: tenno, the warframes were made to contain your fury, but not this one, Ratchet (placeholder name) embraces it

Passive: ratchet has a resource known as durability, when full, ratchet gains a 20% buff to health and armor, when depleted, he gains a 35% damage boost on his abilities. His abilities will drain his durability when availible but drain his health shields and/or energy when durability is depleted

1.void siphon- ratchet grabs an enemy and drains them of their life, using them to replenish health and durability. 

2.void stasis- ratchet freezes all enemies in place using the immense power of the void. This will instead drain energy if durability is fully depleted

3.void glitch- ratchet uses void energy to make himself into a kind of ghost, immune to attacks but unable to hurt enemies, this ability will drain shields once durability is depleted

4.void overload- ratchet unleashes all the void energy the tenno can muster, rapidly draining durabiliy to create an aura of destructive void energy (imagine the aura that characters from dragonball generate when they charge up, except this one damages enemies) this ability will rapidly and mercilessly drain ratchet's durability, then his health if used too long due to the massive strain it puts on the frame

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Passive- Scavenge: He gets armor when picking up rescources because he rebuilds himself with it

1st ability-Disguise: He uses an enemy's corpse to replace his other parts to look like the enemy, effectively becoming invisible

2nd ability-Bullet armor: For a set duration the warframe absorbs enemy bullets and projectiles to build an armour out of it, after that for a longer duration the warframe would get damage reduction relative to the amount of projectiles absorbed

3rd ability-repairing tendrils: The warframe uses the tentacles holding him together to repair himself or team members by giving them regeneration, by tapping the ability he would use it on himself and by holding the ability the nearest teammate would be healed

4rd ability-Void overload: The warframe self destructs releasing a giant explosion of void energy, after that he would need a few second to reassemble thus would be vulnurable after using it(so it can't be spammed)

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1. Haphazard blast - Release a blast of unpredictable energy at a nearby enemy. Fires a bolt at an enemy dealing Radiation, Blast, Viral, or Magnetic (or maybe even Void due to the frame's unusual construction, being "held together by void energy"?) damage at random.

2. Deconstruct - Fall apart, becoming harder to hit, and gaining movement speed. Use ability again to rebuild in original form (and regain health?).

3. Reconstruct - While deconstructed, envelop a nearby enemy, destroying them, to take on the damage resistances (and weaknesses?) of a selected enemy and take their weapon (probably should be able to drop this pretty easily so players aren't too restricted by this). (Also take on some of the enemy's appearance?)

4. Reforge - Pick up broken pieces of equipment/resource containers/etc. to increase armor, health, and damage. Use ability again to release reforged pieces in a surge of energy dealing Radiation, Blast, Viral, or Magnetic (or, again, maybe void?) damage (possibly based on what the pieces that are picked up are (Magnetic for Corpus, Blast for Grineer, Viral (or Radiation?) for Infested, Void (or Radiation) for Corrupted (all of course subject to change to more appropriate types per location/enemy))).

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Passive:
Devour- Get the drop of killing enemies
Sentient: increase the sentient resistance of warframe and damage to sentient
Corpus: recover warframe shield
Grineer: increase warframe armor
Infested: recover warframe hp

Ability 1:Break down-target on the enemies
Sentient: reduce resistance
Corpus: reduce shield
Grineer: reduce armor
Infested: reduce hp

Ability2: Extract-target on the enemies
Sentient: add radiation damage
Corpus: add magnetic damage
Grineer: add corrosion damage
Infested: add virus damage

Ability 3: Fusion-close to enemies and devour them
Replace enemy units and use enemies weapon and skills. The enemy will not notice until you fire to them.

Ability 4: Separate-Separate into 4 part, 3 part control by AI
part1 use the volt Ability1
part2 use the mag Ability1
part3  use the Excalibur Ability1
those 3 part maybe can customer by the user
part4 use shoot laser using void energy control by the user,
it may connect to the Amp and give special effects.

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Passive: Unstable Circuitry - Every 20 seconds, cycles between 5 different stat buffs randomly; 10% Max health increase, 10% Max Shield increase, 25% Max Energy increase, 10% Armor increase, or a "critical mode" that instead lowers all of these stats inversely in return for an ability stat increase across the board (Duration, Efficiency, Range, and Strength) by 20% each.

You can get these effects consecutively after eachother, kind-of like the smeeta kavat, but at a guaranteed chance every 20 (or so) seconds.

Ability 1: Shift - Broken Warframe will immediately switch their passive type, changing to a new one at the cost of energy. You cannot however, switch off of critical state, nor can you use this for two passive states twice in a row (meaning you'll have to wait for the next 20 seconds to use this again). If this ability is used during critical state, Broken Warframe will instead gain a Movement Speed increase until your passive state changes.

Ability 2: (Working Title, I have no idea tbh) - This ability changes depending on the state of your passive, and each with a completely different effect upon use

Max Health: Seeking void spines will shoot out from Broken Warframe, attaching to nearby enemies and leeching health from them, giving it to Broken Warframe over time (10 seconds base). These can stick around even after Broken Warframe changes types.

Max Shield: Broken Warframe becomes imbued with electricity, causing nearby enemies to be electrocuted upon getting close (5m, affected by range) to Broken Warframe. If more than 4 enemies are affected at a time, the enemies will overload and burst into flames, causing guaranteed heat procs. Also increases Shield Regen speed, and decreases Shield Recharge delay while active. Ability ends when Broken Warframe changes types.

Max Energy: Broken Warframe will cast a wave of energy forward to do damage. Size and power dependent on your current energy count (not max energy). 

Armor: Absorbs incoming damage while active, causing attacks that do less than 3%(?) of your max health and shields combined to be completely nullified. Duration will last until the armor buff passive goes away, and upon ending will grant damage reduction depending on how many hits you take, up to 75%, for 15 seconds (affected by ability duration).

Critical: Void tendrils will spew from Broken Warframe, causing up to 6 targets per cast to be completely stunned and take 50% more damage from Broken Warframe (affected by ability strength). Stun ends when the Broken Warframe exits critical state, but enemies will still take more damage from Broken Warframe's attacks for 10 seconds (affected by ability duration) after being casted, regardless of passive state.

Ability 3: Shattered Skin - Broken Warframe's body becomes volatile, causing their melee attacks (within 5m flat, no gundblade shenanigans) to absorb the defenses of the foe. After 8 seconds, a defensive aura of metal and plating surrounds Broken Warframe, shielding them from damage at certain angles. More enemies killed during the first phase of the ability will grant more protective plating around Broken Warframe, up to 10 plates around him, protecting from gunfire. Aura lasts 15 seconds.

Ability 4: Void Surge - Broken Warframe will sacrifice their Energy, Health, and Shields slowly over time until Void Surge is activated once more to cause a large burst of Void Energy, causing massive damage and causing status effects dependent on Broken Warframe's current passive state. Also procs void status no matter the passive state.

HP - Slash (+Void)

Shields - Electricity and Magnetic (+Void)

Energy - Radiation (+Void)

Armor - Blast and Impact (+Void)

Critical - Heat, Corrosive, and Puncture (+Void)

Broken Warframe can continue to channel Void Surge even if their health reaches critical levels. The ability will stop charging once you hit 50 HP, but can be released whenever you choose. Health, Shields, and Energy can be restored during this time by orbs or other warframes, but will only increase the damage with diminishing returns after your maximum HP, Shields, and Energy have been used up.

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Passive: changes all damage types of abilities for teammates to void damage but decreases energy efficiency

(does not include venari or exalted weapons, however does include buffs such as saryn’s toxic lash)

1: (Ancath Protection) Body parts from nearby corpses coat your warframe up to a max of 10 parts, every part gives 15 armour and a full stack gives 150 with a bonus of 25, this totals at 175 armor bonus. With this, you also gain a small version of the enemy type’s resistances and weaknesses. The parts break off after a certain amount of damage like rhino’s iron skin.

2: (Discombobulate) Your Warframe shatters their left arm periodically to enhance your current weapon, this gives +% void damage and allows for reset of sentient resistances on said weapon. 
 

3: (Systemic Overload) The void energy holding your Warframe together releases dealing high damage to all nearby enemies with bonus damage to sentients, however the energy needs time to rebuild inside your Warframe, this means the frame’s move speed is reduced by 75% and melee speed by 50%

4: The body parts of the frame all detach and act like a mixture of Khora’s Venari and Nidus’ maggots. While the parts are shedded, you are left as a sort of void ghost/Energy cloud. All your weapons deal +% void damage, this is calculated after the discombobulate ability. You also have a small radius around the ghost which deals tick void damage to enemies. The energy drain, however, is very intense. If the energy count reaches zero it automatically preforms his third ability, Systemic overload, however with more severe speed reductions.
 

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Passive : the void tendrils that hold together the frame can be used to maipulate enemy orpses or body parts. the void tendrills are holding togehter the frame, so players cant just spam abilities as the cast of most of them requires a tendrill of the main frame to keep active, reducing the ammount of usable tendrills for other abilities. the ammount of total tendrils scales with either health or ability strenght. the open tendrills can be either assined to an active ability to increase its efficiency or strengh or be keept in the warframe to be used for ability casts. any kind of machinery (moas, drones etc.) could  get a slight stat boost, as machinery is easyer to controll than living (or dead) flesh. 

1st ability: the frame is able to manipulate the bodies and body parts of fallen enemies to create minions/ contraptions. the damage and health of those minions scales of the level of the used corpse and the ammount of assinged tendrils. contraptions can range from traps that can, root enemies, damage them or stunning them. the contraptions duration and damage scales of assined tendrills (duration) and the level of the used enemy parts (damage). after the contraptions or minions die, the used tendrills return to the main frame after a short delay.

2.ability : the frame can utilize enemy corpses to gain additional armour, as he attaches parts of enemy armour onto himself. the attachment uses up  one tendrill per attached armour piece. the amount of armour scales of the enemy entirely and can not be increased trough modding. the more armour you attach to the frame the more unstable the armour gets. if a limit of maximum armour pieces is hit they fall off leaving the frame vulnerable (the ammount of maximum armour pieces scales with ability power). to prevent vulnerability after the armour pieces fall of, the player can blast of  the entire attached armour as soon as the armour becomes unstable. the blast off armour deals a bit of damage and staggers all hit enemies, allowing the player to prepare himself for enemy fire.

3. ability : the frame can use fallen enemies and a tendrill for himselve and each buffed ally to grant their weapons additional stats such as viral dmg if a infested has ben used, explosive for grineer bombers, impact for regular grineer lancers, radiation for ancients... the strenght of the buff depends on the level of the used enemy. and the duration of the buff on the ability duration. i shold also mention that this ability should not be able to be improved by using several tendrills.

4. ability : idk, i think some raw damage woudnt hurt, maybe with a way to get more body parts or utilize living enemies as corpsed for abilities.

sry for any gramatical failures, i´m german

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Passive: When killed, has a 15% chance to explode, dealing damage to enemies in radius and then reassemble with % of health, when any key pressed.

1 - Restructuring: Casual cast switches <frame name>'s so-called "Fragment Priority" between 3 types: damage dealer (white parts), healer (blue parts) and summoner (red parts; these are classes of destroyed frames he consists of). But, <frame name> remains in his current form. To take new form, player must long-cast the ability.
When long-casted, <frame name> divides into different floating fragments that are still connected with that void tendrils, becoming a shatter cloud for a few seconds. Cloud moves in direction Frame moved when casted ability, with same speed (player can't control the cloud), dealing damage to enemies it hits and casting a debuff on them that increases incoming damage for a while (radius of cloud can be changed by mods). When timer goes 0 or player casts ability again, parts get together, becoming a whole frame again with updated Fragment Priority. Enemy who remains in point of reassembling will get collossal damage and tear apart on death.
Fragment priority changes 2 and 3 abilities effects and <frame name>'s abilities stats for some amount of time, increasing one characteristic for 20% and decreasing two others for 10%: ability strength for damage dealer, ability radius for healer and duration for summoner.

2 - Uniqueness: Ability effect depends on current Fragment priority:
Damage dealer - throws energy spear at target enemy, dealing physical damage of all 3 types with 50% status chance for each of them. Spear then divides and targets 4-5 nearby enemies with 100% effect.
Healer - gives <frame name> and all allies in radius health regeneration and damage resistance for some amount of time. If long-casting, <Frame name> becomes some kind of passive beacon, sacrificing his health through time and giving allies in radius the same buff with 5x efficiency.
Summoner - summons flying drone for a while that shoots enemies and has ability to instantly restore all shields for tenno in some radius (has cooldown, of course). <Frame name> can spawn more drones (maximum is 3).

3 - Overload: <Frame name> starts accumulating void energy. If killed in 5 (maybe 10) seconds after activation, triggers his passive (explode with damage dealing and ability to recover; damage is based on void energy that was accumulated). If death didn't happen in time, <frame name> temporarily increases passive chance to 30% and gets an aura that simply damages enemies in radius (releasing accumulated energy). Aura can't be deactivated and player can't use ability again while it's active.
Explosion and aura have additional effects depending on Fragment Priority:
Damage Dealer - simply deals more damage. Wher recovered, <frame name> gets weapon damage buff.
Healer - damage dealt to enemies turns into healing for allies in some radius around them. <Frame name> recovers with full health.
Summoner - parts of <frame name>, that was scattered around, turn into floating static turrets which attack enemies. Turrets can be killed by enemy, in that case they become common Frame's parts. If enemy is killed by aura, they become shadow for some amount of time. When <frame name> recovers, he also recovers his companion if they were killed. If were not, companion gets a damage buff.

4 - Spread out: <Frame name> divides into 3 bodies which consist of their unique parts - DD, healer and summoner. Player controls the one that Fragment Priority belongs to, others become specters. <Frame name> and every specter have 40% of original health and shields. When player gets lethal damage, controlled body is being destroyed and they get control on specter who have the highest health-shields numbers.

While ability is active:
Restructuring's long-cast effect is replaced by simple switching between 3 bodies (can't switch to dead one; is energy-free).
Using Uniqueness will cause all bodies cast their nominal abilities at the same time (DD will cast it on first enemy met, even if some time will pass).
Overload works only on <frame name>, not specters. While destroyed, can't switch to another body with Restructuring.
Normal re-casting of Spread Out will make specters simply disappear, returning normal maximum health/shields stats for player and recovering 100% of them. Long re-casting will make specters explode, dealing damage to enemies near them. In that case player will also return normal maximums, but current stats will remain on same level as before re-casting.

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I think is better make him can mix up Warframe capabilities and makes it better for example he can use ice and heat in the same time(forst+ember) like that shouto in anime buko no hero Academy and he can mix between saryn ,oberon and hydroid i mean make him can use grass like oberon and anime will take gas damage like saryn and grass takes enemy or stop them like this make his ability mix between warframe is better for broken warframe ^^ 🥀 

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Broken of body but not of mind.  This is Gomi, the rebuilt.

On thing I like about the Warframes is how they take something of a half turn on traditional rpg roles.  That made me want to do this as a mechanic and support role rather than a broken weapon.

Abilities

Passive: Reuse.  Traditional energy gain instead restores shields.  Unused ammo pickups are converted to energy at a very low ratio.  With void energy use burnt out by the Sentients, Gomi focuses on chemical and mechanical sustenance.

One: Reduce.  Fires built in flak cannons to deal slash damage in a short range cone.  Keeping the first ability simple, a way to generate kills simply yet thematically.

Two: Recharge.  Float upwards and draw static energy from surrounding enemies.  Recharges shields and reduces damage taken for 0.5 to 3.0 seconds (may be held).  Nearby enemies are pulled, disabled and lifted.  After the effect ends affected enemies are smashed to the ground for impact damage which scales with channel time.  Provides a breather, light crowd control and radial damage.

Three: Repurpose.  Consumes nearby corpses to enable more efficient salvage.  An alternate corpse consuming frame ability that provides the same 58% extra loot chance with a high chance for extra ammo and no chance for additional health, energy or affinity orbs.

Four: Redistribute.  Channel gained salvage (energy) rapidly to heal self and allies while also providing bonus armor.  Based on affinity range.

Augments

Volatile Cascade:  Enemies killed by Reduce explode dealing radial slash damage.

Fully Charged:  For a brief period after casting Recharge melee and ability damage is increased.

By Any Means:  Repurpose consumes ammunition from equipped weapons rather than energy.

No Remorse:  Rather than healing allies redistribute creates a vortex of shrapnel that shields Gomi and deals high damage to nearby enemies.  It remains a toggle ability but range is no longer based on affinity distance.

Thank you for the contest and consideration.

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Passive: Once health goes down to 50% (w/wo mods) the Warframe will reach out towards dead/alive enemies pulling parts of thier armour off for itself. (Note armour falls off over time) 75-100% amour buff, dmg reduction up to 30% for a short duration.

Screech: Enemies in an affected area are stunned for a few seconds by a void energy cry. Enemies suffer accuracy penalties up to 25% at max lev. Screech also has a chance to inflict a bleeding proc up to 25% at max lev.

Relic: The Warframe resembles various weapons of old (a meter will build up with shrapnel and various armour picked up) and plunges them into enemies using it's void tendrils. Max dmg 1,000 void energy

Not 4 abilities but rather 2 random abilities that could be used, and a passive that may be a bit over board.

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This kit is designed around synergy except for Ability #2. The numbers may need some tweaking though.

 

Passive – Fragment Replication: Fragments are a resource used to manage or enhance certain abilities. Fragments are gained by using Ability #1 on enemies. Up to 10 fragments can be carried at any time, and each fragment increases base health by X percent. (I’m not sure what the final health values or stats are but the goal here is to reach around 450 to 500 base health with all 10 fragments before mods are calculated)

 

Ability 1 – Phantom Limbs: “The warframe launches disembodied limbs which seek out and attach to nearby foes, siphoning their life force into the warframe.”

Enemies killed while affected by Phantom Limbs will generate 1/2 of a fragment but using a finisher will grant a full fragment. Upon death, enemies explode dealing 25% of any damage they took in a 5-meter radius.

Note: Enemies are continuously stunned by this ability and susceptible to finishers. This ability DOES NOT consume fragments. Having additional fragments will increase the number of enemy seeking limbs (up to 10).

  • ·         Ability strength increases the amount of health siphoned.
  • ·         Ability duration increases how long enemies are siphoned.
  • ·         Ability range widens the targeting cone’s area of effect (like Frost’s Ice Wave), and the explosion radius.

 

Ability 2 – Disembodiment: “The warframe becomes a rapidly spinning mass of limbs which propels itself towards the enemy, sending them flying.”

Note: In a nutshell, this is basically Psycho Crusher. The warframe is invincible during this attack.

  • ·         Ability strength increases damage inflicted.
  • ·         Ability range increases the damage radius.
  • ·         Ability duration increases the distance you travel during this attack.

 

Ability 3 – Amalgamation: “The warframe cannibalizes a fragment to create supplementary protection against incoming damage.”

Consuming a fragment grants 50% damage reduction for 20 seconds.

Note: Additional armor should start to cover the warframe as a visual effect.

  • ·         Ability strength increases damage absorption (capped at 90%).
  • ·         Ability duration increases how long damage absorption is active.

 

Ability 4 – Forgotten Ones: “The warframe consumes 3 fragments, creating a flying specter (with no legs) which closely follow the warframe and attack enemies.”

Note: Up to 3 specters can be in play simultaneously, and they remain in play until death. Specters have 1/3 of the warframe’s total health at the time of their summoning. Specter health should scale with enemy damage during a short invulnerability period (like Frost’s Snow Globe or Rhino’s Iron Skin). The specter’s attacks should also scale with enemy level (like Vauban’s Photon Strike).

3 different specters are available to choose from.

  1. ·         Red specter: Fires a burst of 8 slow explosive projectiles which home in on enemies. These projectiles deal radiation damage and have a high status chance.
  2. ·         Blue specter: Rapidly fires bursts of 4 fast-moving projectiles which are capable of pinning enemies to walls (like the akbolto). These projectiles deal slash damage while having a decent critical and status chance.
  3. ·         White Specter: Carries a large energy sword which cleaves through bunched up enemies with sweeping attacks. This weapon has a reach of 6 meters, has a very high critical chance, and counts towards your melee combo meter.

·

  •         Ability strength increases the damage of all specters.
  • ·         Ability range increases the explosion radius of red specter projectiles, the flight speed of blue specter projectiles, and the reach of white specter’s sword.
  • ·         Ability duration increases the speed/fire rate of all specters.

 

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These are just ideas and they're not in any ability order. Leaving that up to you guys.

Copy - Able to copy an ally's ability at 50% of it's original ability strength

Repair - Heals itself by taking an enemy's spare parts



 

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Maybe have a lore quest based on 3 legendary old war warframes with different abilities (a melee, a healer/(de)buffer, and a cc mage type) sacrifice themselves on a pivotal battle on Lua. Their legend is forgotten until one day their remaining parts are discovered, scavenged and bonded together on some special lua void machine. So 3 abilities relate to each of the 3, the 4th is like a synergy one

    1. Hand detaches as a projectile, moving like an impact glaive stunning, bouncing between and damaging multiple enemies before returning to Broken Warframe.
    
    2. Broken Warframe absorbs health and shields from the dead bodies around it over time. More bodies = more absorbed. Toggle on and off.
    
    3. Broken Warframe stamps its foot, sending void energy tendrils into the ground to emerge and pull enemies around it (either towards frame or) to the ground, wrapping around them to damage them over time while leaving them open to finishers
    
    4. Broken Warframe sends out 3 spectral versions of the 3 legendary frames who attack surrounding enemies with boosted speed and strength. (Either with same loadouts as frame or based on their lore abilities). Broken Warframe can still move and fight in a weakened slower state however aggro is drawn away from it by the spectres.  Ability can be toggled off to call the spectres back.

Passive: boosted stats for Broken Warframe when either on Lua or in Void missions. 
 

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Passive: Limbs used regenerate at a rate of 1 per 20 seconds. Rate boosted when Predation is used, for every body part absorbed and refills a portion of the Consume Meter. (Consume Meter allows for 4 limbs to be consumed initially. Predation can boost this rate as can certain mods. Amp Mod would allow for 10 limbs to be consumed)

1st: Autosarcophagy: Consume a limb to restore 25% shields and health. Hold to feed target teammate limb and have them recover 15% shields and health. Maximum health is reduced until limb regenerates. (Uses 35% of the Consume meter initially. Needs number tweaks for balancing)

2: Predation: While active, after killing and severing an enemies body parts, absorb the enemy limbs to restore your own health and energy or shields while holding to select option from a wheel(1 severed limb is 1 energy, 10 health, or 10 shields. Can be boosted with mods. Only one choice selectable at a time.)

3: Parasitic Symbiote: Hold to select from 4 choices. Tap to activate.

1)envelope a friendly with your frames limbs and boost shields, armor, and energy capacity and restore some health on initial melding for both frames. Lasts for 10 seconds and you lose control of your frame during this ability. (Timer cannot be extended. Cannot miss)

2)Partially envelope each ally to boost shields, armor and energy capacity with a small health restore. Lasts for 10 seconds ( The team one is reduced to 33% of what it is to boost one teammate and this rate cannot be boosted by mods. Timer also cannot be boosted. Cannot Miss)

3)Envelope an enemy to drain the life from them, dealing initial Puncture Damage and then restoring missing limbs, health, shields, and a small amount of all allies energy while dealing viral damage. Lasts for 10 seconds or until enemy dies (timer cannot be boosted and allies must be within a certain range. Enemy must be in reticle to be targeted)

4)Partially envelope all nearby enemies within 5 meters, dealing initial Puncture damage to drain life from them all, restoring missing limbs, health, shields and allies energy at a much faster rate (based on enemies effected) with reduced amounts of restoration, while dealing viral damage. Massive energy drain upon usage and drains energy while active. Deactivated upon all enemies dying or energy depletion (Allies must be within certain range to receive energy. Only enemies in front of you, within a ranged arc, are effected. Arc cone and range can be increased with range boost mods)

4: Chimera: Absorb any nearby beings, within 5 meters (excluding allies), into your frame for increased damage on melee and thrown weapons, reduced damage to all types of attacks, increased resistance to statuses, decreased speed, and increased health, shields, and energy capacity. Full heal to shields and health upon use. While active, the Consume Meter changes to the Amalgam Meter and drains at a rate of 4% per 1 second (drain rate can be boosted with mods) and abilities 1,2 and 3 change to the Following:

1: Collider: Using your new giant limbs, rapidly clap your hands in front of you to smash enemies caught between them and send enemies in front of them flying from the shock wave. Can use in rapid succession.

2: Centrafuge: extend your arms out and pierce multiple enemies within 8 meters, then begin spinning like a top to drain them of their life, restoring health and shields, while dealing viral damage from draining. Collision with anything in the environment deals additional Impact damage to all enemies. Cannot move while abilitiy is active. Hold the button down to keep spinning and pierce any new enemies foolish enough to walk up to your frame.

3: Phagocytosis: While active, drains energy but every melee kill made restores the Amalgam Meter by a small amount and further boosts all Amalgam buffs by a much lower rate than the initial transformation does. Also extends out small tendrils to pull in recently severed limbs (within 3 seconds) for an even smaller buff boost. Both of these boosts can stack. If energy is depleted, ability is turn off and Amalgam meter is immediately drained by 50%.

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Broken Warframe Abilities

Passive

The Broken Warframe receives additional 5% to the duration and strength of its abilities for each time it is breaking the game for itself or other players, stacking up to 1 time.

1.       Migrationist

Creates a truly unique experience that only the humble member of the community has an honor to experience that now can be given to the entire squad by causing host migration for each member except you.

Drain: 25

Radius: 50m

Duration: 10s

Damage: Immeasurable

2.       As Intended

Causes a multiplication in a magnificent manner of all dealt to and received from enemies damage by a random number within a set range that never stops to amaze and surprise the player.

Drain: 50

Duration: 23-13

Damage increase: ≥200-341

Damage reduction: ≤100231

3.       SoonTM

Launches a bright beacon that signals back to the orbiter a command to launch a devastating laser strike from the orbit on the placement of the beacon, catching enemies completely off guard and absolutely ionizing their bodies.

Drain: 75

Radius: 50

Duration: Soon

Damage: 5000

Range: 100

4.       Crita-acriata

Delivers the final and fatal blow to the integrity of the enemy plans, state of the game and your mental health by crashing the game and closing the launcher, in order to prevent further attempts of launching it.

Drain: 100

Damage: Mental

Augments

Selfie

Migrationist Augment: causes Migrationist to create a host migration on self only.

Holy Integer

As Intended Augment: while active, allies within 10-21mbenefit from As Intended.

Sooner

SoonTM Augment: causes a SoonTM  orbital strike to appear sooner.

Freed

Crita-acriata Augment: Crita-acriata now uninstalls the game completely freeing you from the slavery of the broken game.

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There are a lot of ideas out there already. Didn't read them all so hope I'm not too similar to something already there.
Passive - Autonomous reload: Reloads weapons when unequipped. Melee does not prevent reloading.

Ability 1 - Unload: Increase fire rate for a short duration.
Ability 2 - Stretched Limbs: Increase your melee range for a duration.
Ability 3 - Rattle: The guns of fallen enemies begin firing sporadically, distracting nearby enemies and peppering them with shots.
Ability 4 - Duel Cognition: Don't know how possible this is but... Tendrils equip your secondary weapon and fires them with your primary. Whats a few more pieces. Drains energy and prevents zoom in. (Also wow scrolled up after typing this all and saw somebody with basically the same idea.)

Hoping for it to be a more gun focused frame. Focused on synergy with melee or swapping weapons while you reload the other weapon. Considered putting a more defensive ability for ability 3. Didn't feel like an already mostly destroyed frame should be too defensive. Makes me think of a glass cannon. Some survivability would make it more playable though.

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1st ability: arm hook, the frame uses void energy to launch his arm off to any target and once it hits its mark it will drag it towards the frame and take high impact damage

2nd ability: void kick, the frame uses the void energy in its leg to launch a powerful kick

3rd ability: home at last, the frame creates spectres of all the frames it’s made of

4th ability: void overflow, the void energy holding him together pushes all the pieces of the frame out, making the frames body shoot of in multiple directions and after a few seconds comes back to continue the fight.

passive: shield of the void, when hit the frame has a chance for the void energy to create a shield to take the hit for them

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