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Open Call for Warframe Ability Ideas!


[DE]Helen

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Well seeing as this is a broken warframe, its passive could be to detect the bugs in the game and the first ability can work like Vauban's traps where you choose the corresponding ability that relates to the colour the passive gives, seeing as issues like going from you operator to your warframe stops you from being able to use your warframe or phase back, no even falling off the map works anymore, the second ability can be a buff which reduces energy consumption to team mate's abilities and buffing the range of the user's weapons and abilities it can be a buff that consumes energy over time, the 3rd ability can be where he uses his shell to create an armor where the pieces morph to reflect a cerain amount of damage and the 4th ability can be used to break himself into pieces rebuild himself and then have a clone follow him which reflects the enemies attacks back at them with x2 damage. 

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passive (hurt me dady): turn all incoming damage into bar meter (bar meter enhances warframe ability's rang, duration, power strength and mana pool)

 

first ability(stick it and run): plant a tentacle in enemy damaging it over time and increasing bar meter

 

second ability(hard choice): rotation ability that change the body part location (for example arms in place of legs) to increase weapons critical chance / weapons damage / weapons status chance / weapons status duration

 

third ability(come here boy): unleash you tentacles on allay or enemy merge with them ( allay share and enhance allay abilities and become immune to status effect while taking damage for allay and your self / enemy recover health, energy or bar meter depending on the enemy

 

forth ability(yes yes oh no): go into overpower state sucking every enemy with in certain range and exploding after a certain amount of time damaging thing around you

*

 

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I originally posted this on reddit

Passive 

Broken Frame's energy bar is divided into 5. When Broken Frame's energy is within the 5th gate, Broken Frame will receive 30% more armor. When Broken Frame's energy is within the 4th gate, Broken Frame will receive 20% more armor. When Broken Frame's energy is within the 3rd gate, Broken Frame will receive 10% more armor. When Broken Frame's energy is within the 2nd gate, Broken Frame will not receive a buff. When Broken Frame's energy is within the first gate, Broken Frame will receive -10% armor. Broken Frame will constantly gain energy at a rate of 
1 energy/s. 

Explanation: Broken Frame is held together by Energy, so when Broken Frame uses abilities, it takes energy from the same Energy that keeps it together

1 - Fury 

BrokenFrame becomes enraged and boosts Broken Frame's and his allies' damage by 30%. On top of that Broken Frame emits an aura that implants the power of the void in foes. Enemies that get implanted with the power of the void will become their corrupted counterpart but will start attacking on the side of the tenno

2 - Reassemble

Broken Frame reassembles it's parts in order to fit the situation. Toggle again to cancel the effect - basically if broken frame has taken a lot of damage due to a specific damage type, it reassembles itself in order to counter that specific damage type but leaves itself open to other  damage types - example, Broken Frame takes a bunch of damage from slash and uses reassemble, it will take significantly less damage from slash but increase damage taken from impact and puncture.

3 - Eruption

Broken Frame erupts in rage and coats enemies in void energy. Every enemy hit will burn and become their corrupted counterpart, but will fight for the tenno

4 - Separate

Broken Frame separates from it's Warframe parts and turns into a warframe of pure void energy, the Warframe parts that are left behind turn into whole warframes and aid Broken Frame for a set time.

What do you guys think?

Edit: Formatting

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Armament Support - Ability

Parts of ones hand(s) and the weapon you are holding drops to the ground and creates a stationary turret(holding said weapon),
doing the same dmg as you would have.

Different weapons make different support turrets.
here are some examples.

  1. Melee makes a spinning (as if players did a Spin attack?), close quarters, pop up trap (or just ignored when pathfinding so enemies walk into it) 
  2. Bows make a ballista looking turret
  3. Shotgun only shoots when in close proximity to an enemy(based on fall off range)
  4. Sniper shoots far off enemies
  5. akimbo weapons show both the weapons, dual daggers has one blade on opposite ends,
    akimbo guns would be next to each other (or be able to drop them at 2 different locations)
  6. Charge weapons only shoot when fully charged
  7. Launcher weapon lobbs their projectile
  8. Spearguns gets thrown with a chain attached (a delay before wheeling it in)
  9. Thrown weapons get launched from a rail looking thing
  10. Claws turn into a claw trap
  11. (Blade&)Whip and Nunchakus flail wildly
  12. Sword and shield creates a wall(shield) to hide behind while the sword deflects
  13. Rifles are just normal AutoTurrets

AutoTurrets in the game doesn't do much when playing against higher lvl enemies so why not create a warframe that does that better.
Wukong clone is a close example of a ability using your own weapons so it isn't that unfair or game breaking.

The core idea is dropping a turret and the aesthetic of it changes based on what weapon is used

 

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1st: Scrap; lash out with broken Warframe parts dealing damage. Passive steals scrap on death to add to scrap pile

2nd: Upgrade; ensnares target in data sapping cords, using data dependent on the enemy trapped gives buffs Corprus: extra shield & shield recharge, Grineer: extra armor & health, Infested: Healing & Damage Reduction

3rd: System Reboot; using scrap collected heal Warframe and allies within within x radius

4th: Void Overload; sends out wave of void energy dealing Void? damage and knocking down enemies leaving them open for finishers

Passive: Convert; takes extra ammo from around converting it to your current weapons ammo type

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Passive: "Re-assemble": Chance to heal picking up unused ammo

Ability 1: "Makeshift weapon": Pick up unused ammo and throw it with great speed

Ability 2: "Makeshift Shields": Pick up resources to use as shields, (the rarer they are the more shields they give)

Ability 3: "Dismantle": All of your body explodes, leaving you as a random body pice wich boosts speed but lowers health, after some time regen all of your body pices (can also be regenerated by picking up unused ammo and resources)

Ability 4: "Broken gun" Use body parts, ammo and resources to make a gun, (its duration depends on what was used)

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Scorpid/spider type four legged wallwalking scorpid.

passive: come with a special sentinel, "the morph" which is a little melee loating spidery octopus sentient like creature, attaking with tentacles lash, and gain stack of ability power for each nourishment the morph consumed, loose it if the morph is destroyed.

          2 sentinel mods are:

-"merge-attack" as a finisher the morph lash to a target and jump to it target falling on ground disabled, draining nourishment from it, once the target is dead, the morph return to warframe healing it and giving energy.

-share the "Revenge" mod of Shade.

1st ability: "Merge-Morph" transform into" a four-legged fast runner pouncing creep; claws merging and duplicating the melee weapon, while the tail duplicate the primary/secondary weapon.

2nd ability: "Merge-Outside" (toggle drain energy) enable to walk on wall and ceiling as if it was the ground, jumping toggle it off.

3rd ability: "Merge-Within" (toggle-drain) burrow in the surface of environment moving throught it undetected, becoming immune to damage and status, melee attack toggle it off and make you emerge in a pounce attack; any ranged attack make you emerge toggle off aswell.

4th ability: "Merging Assault" enter into a target doing damage overtime and allowing you to attack others around with your tail and claws while using the target as a "human" shield.

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"Assembled from the remnants of Warframes destroyed during the Old War and held together by Void energy." "I would like the idea of a broken Warframe Warframe. It's obviously not put together correctly and it's pretty much the epitome of making a bug a feature."

This tells me a few things:

This Warframe takes on the parts and personality of defeated warframes, this would lead to confusion, regret, anger, and fear. This warframe scavenges to live and nobility and pride are the furthest thing from their mind.

This Warframe has lasted this long on his mismatch body so his primary concerns are survival and self maintenance. It has done so completely alone and would not trust others to tend to his needs though it craves to be whole again.

This Warframe identifies itself more as the glue between the pieces than the pieces themselves and should it need to sacrifice a piece to defend itself  it will do so begrudgingly . This physically manifested void energy is alive and reacts differently to outside energy sources than other warframes. Either that or someone just put a warframe together out of junk and i'm completely on the wrong track.

Using this as my guide i've come up with this kit design. All names will be dumb puns intentionally, and can be changed at will by DE cause they don't suck at it like i do.

Warframe: Cobble - I may be referring to them with all sorts of pronouns since I have no idea what this warframe and it seems sort of appropriate for a mismatch frame. 

Stats at level 30: 921 Shields (chosen to show the borderline random amounts of shields of mismatched body parts, this number can be changed to anything between 500 to 1000ish), 50 max health though the mission is started with 10, 100 armor (instead applies to shields), 0 energy (This warframe will not need energy and will instead risk health points to cast abilities. Removed completely to prevent prevent issues with Quick Thinking and Flow.)

Passive:  

Repurpose: This warframe has assembled himself from pieces which do not fit together perfectly and so has traded their mobility and physical stability for alternate forms of self defense. This frame gains bonuses to shield recharge delay instead when equipped with sprint,bullet jump, knockdown, or aim-glide mods at .1 seconds reduction per point of mod capacity of the mod in question. This affect caps at complete removal of the shield recharge delay while shields remain or 2 seconds delay when shields are completely drained. Armor and health mods, stats, and buffs instead apply to shields (at reduced effect). All forms of healing except his own instead effect his shields (at reduced effect).

Powers:

1. Handicraft: Cobble launches forward their left hand/arm. This hand is treated as a attack-able section of Cobble and takes with it a portion of your max shields and health (no shield recharge) that can be killed separately. The hand will travel forward a set range or until colliding with a wall, intractable object, or enemy. If it hits a enemy the hand will continue forward pushing that enemy until it reaches the end of the range limit or it encounters a wall. All enemies hit by the thrown enemy will be pushed down/back/outward and dealt damage. The hand will continue to completely immobilize that target until that target is killed the hand is killed or the ability is recast to return the hand which will refund the health cost. The hand will deal percent health damage per second to the target as long as it is attached  "stealing" 1hp per every 10% of the targets health that is drained that will be brought back to the main body only if the hand survives the trip.  Should the target die from any source of damage the hand will steal some health and return. If no enemy is hit the hand will gather and return with all loot objects in its path on the floor within a small aoe range. If a intractable target such as a downed ally or hack able panel is hit the hand can complete those interactions over a set amount of seconds as if it was Cobble interacting with it himself. A hand that passes through a laser grid or camera FOV will also interact and be treated as a warframe as well. If the hand is killed the health cost is lost and the ability to cast this ability is lost for 3 seconds as "the health is transferred from the main body to repair the arm". If the main body travels around any corner the hand will return automatically. All effects of this ability increase if it is in a close range to the main body.

2. Blindfire: Cobble leaves his right arm floating at his current location. This hand is treated as a attack-able section of Cobble and takes with it a portion of your max shields and health (no shield recharge) that can be killed separately. The arm will control and fire your primary or secondary equipped weapon at enemies within its LoS. The arm will have reduced accuracy against enemies that are not within LoS of the main body.  If the hand is killed the health cost is lost and the ability to cast this ability is lost for 3 seconds as "the health is transferred from the main body to repair the arm". If the main body travels around any corner the arm will return automatically. All effects of this ability increase if it is in a close range to the main body.

3. Electric Slide: Cobble launches his main body along the path of one of his other abilities to reunite with one of his arms. When either his 1 or his 2 is deployed and his 3 is toggled on the main body will break down into its separate pieces and travel along the path of his still connected arm toward the end location of the deployed piece. During this time the main body gains a large amount of evasion rate that will fade a few seconds after the body reconstructs at the other end. If both arms are deployed the priority for travel will be towards the 1 and then the 2 unless the 1 is recast. Either that or just make it travel toward the one closest to your aim reticule or behave like a zip-line. When the 3 is toggled on whichever arm you travel to does not stop what it was doing but will instead regain the ability to regen shields due to your close proximity. If the ability is held the main body will instead remain broken down and maintain its evasion though the deployed arms will not regenerate shields. This channeled form has increased aggro over the arms. If the main body passes through enemies within a aoe range he will strip enemy armor and gain overshields and health for any deployed arms and the main body. If no arms are deployed you just gain the evasion and may move and bullet jump normally but you cannot use your weapons while channeling though you may deploy either your 1 or 2. You are immune to knockdown in all forms of this ability.

4. Trance Formation: Activate the repressed warframe powers of many long dead warframes. Your main body spreads further apart into the vague shape of a titanic warframe. Any all 3 body parts pulse out long range blinding flashes of light, medium range aoe electricity arcs, and  short range miniature magnetic anomalies. This abilities will drain health over time to maintain as you damage your borrowed bits by channeling excessive energy. You move slower while channeling this ability.

 

 

 

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how about a warframe with the ability to borrow abilities from warframes you already own so that you have the capabilies to custome make a warframe to your liking by using other warframes in your arsenal already and slowly customizing you play style to how you want it instead of the one warframe choice that has only its abilites. Put it in a quest so that its not easy to just get and watch as people enjoy getting a new warframe that fits to their liking and brings in new plays to come and enjoy a warframe that they feel they could get close to because its their own twist of a character. Customization brings more people to a game and I think that this could be benefitional. If it does get added could you name is Metafly or something with meta in it. thank you for reading this and taking my suggestion if you could.

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Passive: Void Aura

Due to how its being held together with void energy which is fully exposed to the world, it emits a void aura which adds void dmg to abilities and weapons. Not sure on how much in amount it adds, probably a set baseline percentage thats based off of power strength.

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Passive: (Stay right there!) If around an enemy after X seconds, nether tentacles will grasp the legs of said enemy, rooting them in place and dealing minimal damage

1: (Not ready yet!) Tears a hole in reality, creating 3 treant/sentient minions to fight in your stead, each using your weapons.

2:(Not quiiiite...) Large area root/ensnare. Buff for minions per enemy ensnared.

3:(Almost!) Minions grow in size and increase damage output.

4:(Okay, I'm ready!) Minions converge on you increasing your damage output and allowing you to use your weapons again for a limited time.

 

 

When I saw the frame I immediately got a sentient/tree vibe, so I went with it. Not sure if I'm the only one who feels like minions would be fun, but I hope it's enjoyed! Fight on, fellow Tenno!

~Kiryyn~

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Passiv: "Implant Rejection" Each time broken frame use one of his/her 3 abilities, a short anomaly make his/her differents parts more instable between them. That effect make him/her more strong (damage réduction) and powerfull (more power for weapons or abilities)

Abilities: (each of them came from a different part of his/her anatomy, and when he/she activate one, the concerned part is highlighted)

              1- "Reinforcement"(blue part of the warframe): Give to broken frame more shield and armor. For defined time

              2- "Blood rush" (red part of the warframe): Give him/her more damages to weapons and activate life steal. For defined time

              3-"Focus" (white part of the warframe): Broken frame gain more speed and reduce the chances to be bumped. For defined time

              4-Exalted Weapon: "Void Whip", Bronken Frame extend his void energy through his arm which creat a whip. (potential radiation damages)

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passive: walking over enemy corpses consumes them and grants energy

1st ability: throws parts of its body at enemies causing impact damage

2nd ability: latched onto an enemy and drains them granting a buff depending on which enemy is drained (corpus for shield buff, grineer for armor buff, and infested for health buff)

3rd ability: jump to a nearby enemy and detonate causing a large blast with a small wait time to put yourself back together (affected by knockdown recovery mods)

4th ability: the entire body breaks apart releasing your energy towards enemies untill all energy is drained or stopped prematurely

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Hello All, 

Passive ability - The tendrils/energy “interact” with broken weapons making them gain 100% damage and range when used by this Warframe. (e.g Broken War and Broken Scepter)

 

1 Emanate - Spikes/bars sprout from the ground being held together by the tendrils/energy. It would be an omnidirectional wave attack with the Warframe as the epicenter. This would deal impact damage and stagger/stun (CC) the enemies. The spikes/bars are made out of junk/pieces; so after the attack, they will break apart and stay in the battle field.     

 

2 Latch - Press the ability button and the “junks” (from Emanate or Coalesce) laying around the battlefield would latch onto the enemies and making them unable to move for some time. If the player press and holds the ability, the “junks” would latch onto the Warframe instead and act as an extra layer of protection. The longer the ability is held, the more protection is gained.

 

3 Recondition - You get three options to cycle through for this ability: Power Strength, Health, Energy. Depending on how many enemies are affected by Latch is the percentage of the buff you get. If Recondition is activated while having the parts latched onto the Warframe, the Warframe will gain damage adaptation capabilities.   

 

4 Coalesce - The tendrils/energy latched on enemies would connect with one another and make all of the enemies come crushing into a singular point. Unlike Nidus and Vauban, this would be a single high damage dealt at the moment of singularity of the enemies being pulled in. This would leave a trail of junk from the fallen/crushed enemies which the Warframe could use to perform Latch once again if so desired.

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The Abilities would be based on Void Energy WITH Physical Energy.

1 - Void Slash (Dash towards the enemy with an exposed Void Blade)

2 - Void Shield (Parts of it's body starts to orbit the body actin' as a shield that damage enemies that enter it)

3 - Void Quake (Step down to create a area of Void energy, knocking back enemies)

4 - Void Tendrils (Many Void tentacles emerge from the ground, holdin' enemies in place as well as damagin' 'em)

Passive - Devoid Void (Due to it's Void energy, it has a great chance of ignorin' elemental damage)

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Good Day DE and fellow Tenno. I hope you're all staying healthy and strong during the times.

 

So I like the idea of having all these different parts being allowed to separate and reform and then be used for different purposes

 

1st ability: A possible buff ability, where some of the parts can be attached to friendly warframes and provide buffs. By cycling through different parts giving different parts you can decide what can be used to buff a specific warframe. The other option being that it can also be used on enemies as a debuff. 

2nd ability: An aoe attack that discharges the void energy in the broken warframe to unleash a devastating blast with the broken warframe as the epicentre.

3rd ability:A slightly different aoe attack, but using the tendrils to extend the broken warframe's arms and spinning like some sort of beyblade XD (this might be the joke ability, still cool tho).

4th ability: The idea of being able to remove all the parts from the main body and taking over a different body sounds really cool. So for an example, you hit the button and aim at a target, if its a viable target then it will use the tendrils/tentacles and merge the parts to the new host. What this grant for the warframe, I'm unsure as of yet.

Passive: Honestly I have no real idea what its passive would be, but it could perhaps link towards charging these abilities, or collect void energy. Very similar to Gauss's battery in a sense.

 

The idea that the broken warframe is just barely being held together sounds really cool and being able to take over its victims also sounds like a great concept. Perhaps as a bit of lore, it could be that it is a bit unstable (not in the mental capacity, but more the physical), and that the abilities are a result of its instability.

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Passive:Root
As [Broken Warframe] is a collection of parts held by void energy, physical damage is a secondary concern to its structural integrity:
[Broken Warframe] drains energy to stop lethal damage with %150 efficiency (Innate Quick Thinking, probably a bit weaker)

1st Ability: Exploit
Consumes all enemy corpses in 20m to give [Broken Warframe] a temporary Buff stacking in effectiveness with each corpse consumed (Mode cycling like Titania, etc.)
Reconstitute: Gives a 30% Armor buff for each corpse for the duration and instantaneously heals for 50 HP per corpse.
Expedite: Gives a 10% Move speed and 5% attack speed buff for each corpse
Siphon: Grants 1 energy/ sec regeneration per corpse consumed
Artillerize: Grants 20% damage and reload speed to non-melee weapons per corpse.

(I have a feeling this might need a cap to keep some modes from getting out of hand, not sure if base numbers should be effected by Power strength and have a hard cap built in, or if there should be flat numbers for corpse consumption and a cap that scales with power strength; lots of knobs to turn!)

2nd Ability: Parity
(One-handed ability) Target enemy shares X% of damage dealt to it with all enemies near it for the duration.

(Does not mitigate the damage dealt, if you do 100 damage to the target, you do 100 damage to those in range, but obviously you can't spread more damage than the target's max HP)

3rd Ability:Entangle
Seed the ground with Void tendrils for a duration, slowing enemies in the radius by X% and increasing their chance to drop health and energy orbs. Corpses consumed by Exploit in this zone count for twice as many corpses for Exploit's buffs.
(I imagine this ability has a pretty generous range, something akin to Oberon's Carpet, but unlike Oberon's, no spamming multiple zones.)

4th Ability: Sever Essences
(Channeled Ability): Reconstitute [Broken Warframe]'s disparate elements from pure void energy, for the duration you lose the use of each weapon you are currently not wielding and create two specters wielding your other weapons. (i.e. If you're holding your melee weapon when you activate this, you create one specter that uses your Primary and one using your Secondary, and you can only use your melee until you stop channeling, and so on with each slot)
While Sever Essences is active, gain a buff based on which weapon slot you are actively wielding:
Primary: +100% Power strength
Secondary:+100% Ability Duration
Melee: +100% Ability Range

(I imagine that if you use this with the Archgun out, I guess it should treat it as a Primary and you wouldn't get any special interaction other than that, if you have your fishing spear or scanner out...maybe please just don't do that :P)

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Passive : Enemies accuracy is decreased the further away you are from them.

1st Ability, Corruption : Enemies lose signal of where you are and are unable to shoot, if you attack the ability stops.

2nd Ability, Breakdown. Heals nearby allies sacrificing an upper body part, the more you lose the weaker you become. 

3rd Ability,  Void Assemble. Switch between body parts to create weapons with them, every time an enemy is damaged your weapons  increases in fire rate/speed (depending if its melee or guns) 

4th Ability, System Error. Become a truly broken frame by transforming into a quadriped dealing critical amounts of void damage from your claws, guns on your back automatically shoot enemies. Killing enemies increases duration, any enemies you run over join to your body increasing armour. If your health is below 10% you return to your normal state. But as you transform back, void energy continues to damage enemies. Energy will continue to be drained until the void energy has returned to you.

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BROKEN WARFRAME ABILITY DESIGN

Armor: 575   Shield: 1125   Health: 250   Energy: 300

Passive Ability: Immune to Magnetic damage and status effects, Magnetic damage refuels energy

 

1} (Energy Drain: 25)  SINGULARITY MAGNET:: Create a floating singularity, materializing from your hand, that pulls all enemies within range of 10m for 15 SECONDS also inhibiting enemy weapon use, maximum of 4 singularity magnets active simultaneously

 

2} (Energy Drain: 100)  ARMOR OSMOSE:: Become incorporeal wielding the essence of the void targeting a SINGULARITY MAGNET to absorb armor per enemy stacking an Armor Osmose Meter up to 10 stacks of 10, also draining enemy armor 18% per enemy

 

3} (Armor Osmose Drain: 10 stacks/puncture)  VOID ARMOR:: Release ARMOR OSMOSE radial blast 50m Puncture explosion 75% enemy damage reduction per enemy punctured for 12sec, stacks that look like small shards of metal with some transparency orbit the warframe circumference at a total of 10 stacks of 10 orbiting at once, 100% chance to seek out nearby enemies to puncture totaling 10 enemies at full meter

 

4} (Energy Drain: 25)  MAGNETIC ENSEMBLE:: Perform one of four actions on enemies inside SINGULARITY MAGNET

A) Ammo supply drops from enemies restoring 75% ammo of all weapons equipped 

B) Energy orbs drop from each enemy

C) All enemies take radiation status effect causing confusion for 12 seconds

D) Radial blast all enemies causing knockdown for 24 seconds

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Passive: killing an enemies Grant's a percent chance to gain a stack of scrap, killing enemies with abilities doubles the chance of gaining scrap, the more scrap you have the more armor you get

Ability 1: launch a piece of scrap at an enemy slowing and damaging enemies over a period of time, holding the ability will consume the scrap instead to repair yourself (costs scrap)

Ability 2: use the tendrils binding you together to snap at the enemies around you, holding the ability will extend its effect (cost energy)

Ability 3: leave a pile of sharp scrap on the ground enemies who walk onto the scrap will take damage constantly with a percent chance to cause blead and reduce armor (cost scrap)

Ability 4: Become a mangled mass of scrap and tendrils grabbing enemies and tearing them apart adding their scrap to your pile, using your first ability will launch a cluster of scrap and doubles the range of your seccond and third ability, every 5 enemies killed will garentee scrap (cost energy)

I imagine this warframe being fast and squishy but becomes really tanky when gaining enough scrap, allowing to change between what type of playstyle your using.

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Passive - Unstable Void - when killed, physical Warframe parts fall to the floor, but the Void component grows unstable and a Void explosion will hit all enemies within range. 

 

1 - Weak Echo - A single target ability, resets any resistance the target has built up.

 

2 - Touch of the Void


Broken Frame can bestow Touch of the Void to ally units. Press 2 to cycle through the options, hold 2 to cast. Each type can only be active on one ally unit at a time.

 

  • Speed of the Void - parts of Broken Frame’s leg armor break off, orbiting the ally, giving increased movement and attack speed. 

  • Strength of the Void - parts of Broken Frame’s arm armor break off, orbiting the ally, giving increased attack damage.

  • Heart of the Void - part of Broken Frame’s chest armor breaks off, orbiting the ally, giving increased armor values and health.

 

Broken Frame receives inherent damage reduction for each Touch it bestows upon an ally.

 

3 - Shattered Chorus - The voices all Broken Frame’s component parts scream in one, discordant voice. Nearby enemies take increase damage for a duration.

 

4 - Shared Fate - Void energy wraps enemy units within X meters of Broken Frame, mimicking the same positions as on the Frame itself. Enemies are CCd, and take damage over time. Upon recast, enemies with 10% or less of their health remaining are torn apart and executed. 

 

The Broken Frame is also torn apart, become invulnerable to damage, and self-repairing two seconds later, gaining energy for every enemy unit killed.

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Broken Warframe abilities

Hotfix
 Using this ability changes your Warframe's passive ability. It has three passive abilities to switch between. One, enemies are unable to identify the Warframe as a Tenno quickly, detection takes longer. Two, there is a small chance the Warframe can glitch and ignore damage (5ish%). Three, there is a  chance a glitch may duplicate any item (not resource) picked up during a mission (20%)

System Patch
The energy tendrils reach out and grab the target, pulling it closer and breaking the enemy down on a molecular level. Absorbed enemies reinforce armor or shields depending on their own defenses.

Error code
Your Warframe critically fails, causing you to simulate death. While your living state is suspended, your source code can possess a nearby enemy, controlling them for a limited time (able to pass through scanner Gates/cameras/or by other enemies without raising suspicion. Can only hack or stealth kill while possessing) or you can immediately respawn on a teammate.

Anomaly
On use, time begins to run backwards reversing the movements of enemies and npc allies, and restoring previously lost health or shields. Use again to end the effect. (Target must be alive to be affected, cannot be used to undo death. Does not affect other players)

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Idea 1

Passive: Mimicry - Use 4 abilities from warframes owned.

1st-4th ability - chosen by user (abilities turn to void dmg)

 

Idea 2 

Passive: Obsolesence dump damage incoming reduced by x percent

1st ability - rocket punch/void cannon. shoots an arm/void shot to do dmg (fist/cannon is an exalted weapon)

2nd ability - berserker - increases enemy speed and possibly attack rate doesn't distinguish between friend/foe (lore of naramon ten zero)

3rd ability - void field. buffs void dmg and regen rates, also damages nearby sentients

4th ability - randomly chooses 4 warframes and makes them into void shadows. The void shadows use one ability each

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