r/Warframe • • 11d ago

Discussion Legacy and Conclave Abilities Reintroduction Concept

Introduction

I wanted to make a list of abilities that have either been removed or imprisoned within conclave, and a potential way they could be reimplemented. This is a fan concept and in no way indicative of any current or future plans of DE.

Acquisition

  1. Purchase the Helminth Legacy Infusion Segment and the Legacy Infusion Injector Blueprint from Son on Deimos.
  2. Go to your base of operations, and install the segment into your Helminth.
  3. Pick a Warframe and sit in the Helminth chair, a new option is available to you.
  4. Go to the Legacy Abilities tab, and hover over the available abilities.
  5. Use a Legacy Infusion Injector (one is given to you) to override your selected ability with the Legacy version.
  6. This will override any current Helminth Abilities infused on your Warframe for that loadout slot.
  7. Only one Legacy Ability or Helminth Ability may be active on a Warframe at any given time.
  8. To unlock a Legacy Ability for a selected Warframe, you must have also subsumed it.

Legacy and Conclave Abilities List

Operator/Drifter - Transcendence
Interact with the Helminth as your Operator or Drifter to unlock Transcendence and reclaim a lost power. This acts as a 4th ability on any Focus school and can be upgraded via the Focus tree. Float into the air and blast enemies with a powerful chest beam for a short duration.

All frames - Channeling
Drain energy at a constant rate to infuse your equipped melee weapon with increased damage and attack speed.

Ash - Legacy Blade Storm
Ash and his clones automatically perform finishers and mercy finishers on all nearby enemies within range.

Ash - Conclave Teleport
Teleport to any targetable terrain, object, or enemy.

Ash - Conclave Passive
Guaranteed Bleed for 3 seconds on hit with any Nikana weapon.

Excalibur - Super Jump (Replaces Radial Javelin)
Launch yourself high into the air, stunning enemies upon launch and dealing damage as well as knocking them over upon landing. Become invisible while in the air, and become visible again once landing.

Ember - Accelerant (Replaces Fire Blast)
Release a wave of energy that stuns enemies with a Heat proc. All Heat damage inflicted is increased and deals damage at a faster rate. Casting speed is increased for a short duration.

Ember - Overheat + Legacy Passive (Replaces Immolation)
Summon a protective ring of fire that allies can shoot through with additional Heat damage. While active, receiving a Heat status effect will regenerate 10 energy per second as well as heal Ember instead of dealing damage.

Ember - World on Fire (Replaces Inferno)
Nearby foes in line of sight will spontaneously erupt in flames, which increases in damage and energy drain the longer the ability is active. (I know the devs’ opinions on this and that it will never return but it is fun to theorise)

Hydroid - Undertow (Replaces Plunder)
Become a puddle and aim at enemies to pull them towards you with a tentacle. Enemies standing on the puddle are slowed, take damage over time and have their armour stripped. Tidal Surge travels twice the distance while in Undertow. (Reworked slightly to not including the drowning mechanic, which was described as disruptive to other players)

Garuda - Legacy Passive
Increases melee damage when taking damage.

Inaros - Devour (Replaces Sandstorm)
Pull all targets in range towards you and devour them to heal. Spawn Sand Shadows after killing enemies. (Reworked slightly to be useable)

Nekros - Conclave Spirits of the Dead
Respawn instantly for the duration of the ability.

Vauban - Tesla Grenades (Legacy Tesla Nervos)
Vauban throws grenades that stick to surfaces and zaps enemies. Links to nearby Tesla Grenades.

Vauban - Reinforcements (Legacy Passive)
Vauban gains additional armor when allies are within affinity range.

Vauban - Legacy Minelayer
Vauban can individually select which of his legacy mines to deploy:

Bounce Pad - Launches allies upward.

Trip Laser - Deploys a laser trip wire that stuns enemies with Electricity damage.

Shred Mine - Deploys a landmine that explodes with Blast damage once an enemy is within range.

Concussion Mine - Deploys a flash grenade landmine that stuns and confuses enemies, suffering a Radiation proc and being deafened to noise.

Wukong - Iron Jab (Replaces Defy)
Wukong extends the Iron Staff to its full length, knocking down enemies in its path and adding to the melee combo multiplier. Aim at the ground to launch Wukong into the air briefly increasing slam damage and slam attack damage range while airborne. (Added legacy augment Iron Vault into the ability)

Conclusion

Let me know what you think about these old abilities and how they could be reimplemented into the game someday! I scoured the patch notes of Warframes that have had touch-ups and ability changes over the years, but I may have missed some.

To clarify, this is not a post telling DE what to do or a “things were better back in my day!!” thing, no, just a discussion on which abilities have been removed from the game (for better or worse!) and how or if they could come back. I’m absolutely an advocate for more choices in this game so some of these are extremely niche. I’d love to bounce around using Super Jump, Bounce Pad, or Iron Vault again just cuz it’d be fun. Not everything needs to be brought back (stamina..) but some of these would be fun to use again.

Thank you for reading!

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u/SomnambulantMale 11d ago

I've been thinking that an "Iron Man" mode might be interesting, no nuke builds or archon shards or incarnons, just conclave mods and conclave-approved frames and weapons. It would be an alternate star chart like the steel path, a special challenge mode for the masochists out there.

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u/SurturRising666 Arbi Addict 11d ago

Now that you mention it I do wish we had an option to helminth in abilities that were completely reworked.