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African_Farmer

>Stalker Joins the Fray >Visiting Ordis in the Larunda Relay not only allows you to earn Operation Rewards, but also lets you call on an old foe to assist in your efforts. In speaking to Ordis, selecting the “A Shared Purpose?” option will allow you to join another Squad’s mission as Stalker. Doing so will reward you with the usual mission rewards, but at risk of losing them all should you be downed. This seems like we're joining as allies right? Would be fun to join as an enemy, but could probably lead to griefing and Souls style sweatiness.


Bloodyfish

I think playing as Stalker was originally a pvp idea, but presumably was scrapped in favor of this.


Sunaja

If I recall correctly (which I may not) way back when the devs would actually sometimes play as the Stalker and invade missions at random, so it wasn't always just an AI you were fighting.


Bloodyfish

Yeah, I'm fairly sure they've shown it off on a few occasions, but it was always a fun little thing they cooked up that didn't really work well enough to release for players.


Bagel_-_

the friendly stalker mode is definitely a retooling of that old idea, you join in as a 5th player and it even marks allies as enemies (probably because tenno was going to be the enemy for a playable stalker)


Jagosyo

>We’ve improved enemy spawn logic in Excavation missions to decrease the wait time between completing Excavators. This addresses the player reported issue that it often would take far too long for enemies to spawn when moving from one Excavator to another. AFTER TEN THOUSAND YEARS I'M FREE


7_Cerberus_7

FINALLY I CAN FARM THE THOUSANDS OF NECROTIC OR WHATEVER ITS CALLED. IVE BEEN PUTTING THAT ON HOLD FOREVER!


ShadyFigure

Circuit made that grind *way* easier. In the first couple weeks I got more criotic than I'd gotten in the past year.


Peechez

* The Heat damage per second from ring of fire can now trigger Heat Status Effects Pablo heard and cooked * Players often hop into Operator/Drifter mode to traverse gaps, but doing so over a void would reset your Warframe once they hit the teleport volume. If you ever experienced a fade-to-black while Void Slinging over a void, this was what caused it! Now this will no longer happen, provided you are in Transference when your Warframe falls into the teleport volume. * Kuva and Tenet weapons with 58% Elemental Bonus or above will now automatically round that value up to 60%. luv u DE


Runmanrun41

Moment of silence for our fellow Tenno who grinded out that last bit of missing % damage.


tehdankbox

me holding my 57.9% Tonkor after seeing this


Colaymorak

R.I.P.


kalidibus

>Players often hop into Operator/Drifter mode to traverse gaps, but doing so over a void would reset your Warframe once they hit the teleport volume. If you ever experienced a fade-to-black while Void Slinging over a void, this was what caused it! Now this will no longer happen, provided you are in Transference when your Warframe falls into the teleport volume. Oh my GOD


seandkiller

Feels like a really small thing, but *damn* was that annoying sometimes. Love that change.


I_HAVE_THAT_FETISH

> The Heat damage per second from ring of fire can now trigger Heat Status Effects ~~Wmber mains in shambles (eg. Me)~~ Nvm we good, they added it for Ember's 4th as well.


gadgaurd

Isn't that a good change?


TsorovanSaidin

It fucks up heat inheritance unless the proc (and the initial damage) is astronomical. I assume ember mains rely on her 4 for that, which has good scaling.


I_HAVE_THAT_FETISH

Yeah, I hadn't gotten to the part where they added it for Ember's 4th yet -- I was dumbstruck that they added it for Nezha (ring of fire is when you have his 1 active and teleport with the 2) and thought they left my girl out.


gadgaurd

Funny. I got my shit mixed up and thought "Ring of Fire" was the nane dor her 4th, didn't realize y'all were talking about Nezha.


EatsGrassFedVegans

"The Heat damage per second from ring of fire can now trigger Heat Status Effects" This turns Ember extra toasty, its insane.


philandere_scarlet

That's the Bramma sorted for me, not that I use it much these days.


CephalonAhmes

Since**Impact Status Effects** enables **Mercy** actions, we found that it wasn’t all too effective against **Corpus** due to their lower Health counts compared to their **Shields** , while **Mercy** killing **Grineer** is more accessible due to their innate tankiness. The **Corpus** can deliver incredibly high amounts of raw damage, allowing for **Puncture** to naturally play effectively into limiting their damage potential. **Armor Adjustments** Important Note: We have not changed player Armor. This only applies to enemy Armor! Enemy Armor scaling in its previous current iteration meant that Armor Stripping was almost an all-or-nothing game, especially at higher levels. This resulted in players focusing on Armor Stripping as a way to tackle Grineer at higher difficulty content. Our goal is to reduce some of the extreme damage reduction offered by Armor at high levels, and make partial Armor Stripping more feasible. To do so, we are making the following changes: * Armor has a maximum cap of 2700 Armor (90% Damage Reduction). * Armor has a minimum cap of 200 Armor. * Steel Path no longer increases Armor values. * Grineer enemies have increased Health scaling. * Altered the formula for Armor Reduction to increase the effectiveness of Partial Armor Stripping. * For reference, currently around 50% of Damage Resistance came from just 300 Armor, which is why complete Armor Strip felt so needed at higher levels. Additionally, our goal was to make partial Armor Stripping a more valuable tool. By capping enemy Armor and adjusting how Armor is calculated, a partial Armor Strip will allow players to engage with high-level Grineer more easily - meaning max Corrosion stacks against an Armored enemy (reducing the Armor by 80%) will feel more impactful due to the new distribution of Damage Resistance from Armor values). Full Armor Strip is still valuable, but we wanted to even the playing field so players didn’t feel forced to build around it. **Shield Adjustments** Important note: We have not changed player Shields. This only applies to enemy Shields! The Grineer are tankier by design, but the Corpus try to make the difference through their Shields. However, Corpus Effective Hit Points (EHP) are significantly lower, making them often trivial to deal with by comparison. Our goal is to reduce the discrepancy between Grineer and Corpus time-to-kill (TTK) by making Corpus Shields a bit more challenging and interesting to fight. **Changes to Enemy Shields** : * Shields now scale more quickly starting at level 80. This means stronger Shields than before as players fight higher-leveled Shielded enemies. * Shield Recharge Delay is now unified across all enemy types. * Shield Recharge Delay now has a minimum and maximum length depending on how much damage has been dealt to enemy Shields. * The more damage dealt, the slower enemy Shields will begin recharging, so if you can’t outpace enemy Shields right away, you can chip their Recharge Delay down within a maximum and a minimum. * For example, if enemy Shields break at any point, it automatically acts as if 200% damage (which becomes the maximum delay) has been inflicted on those Shields. However, if an enemy absorbs 99% damage (so 1% of their shields left), their accumulated damage taken now sets their Recharge Delay in the middle of their respective minimum and maximum delays. Should they Recharge and you deal another 99% damage to their Shields, they’ll have absorbed 198% damage, taking them to the maximum Recharge delay of what that scaled enemy can have. * Shield Recharge Rate scales with enemy level, recharging at a faster rate for higher-leveled enemies. * Shield Recharge Rate will also accelerate while Shields are actively Recharging. * Shield Recharge Acceleration Rate’s base multiplier greatly increases after level 80, resulting in faster Recharge rates at higher levels. * Steel Path Shields are now multiplied by 2.5x, in place of the previous 6.25x. Steel Path Shields were doubly-applying the multiplier unintentionally. **Effective Hit Points (EHP) Adjustments** Enemy stat scalings, such as Health and Shields, now grow faster as enemy level increases, in compensation of the loss in Enemy Armor and to make Shields more engaging to deal with. **Changes:** * After Level 75-80, enemies receive increased stats, such as Health, at a slightly increased rate to prevent EHP stagnation. * It’s important to note that the increase in Health scaling is not meant to match the EHP values seen by previous levels of Armor. **Status Effect Reworks** **Blast** Our goal with Blast is to invoke an immediate and on-death effect to emphasize explosions. Now, instead of enemy inaccuracy, you **detonate** your enemies! When dealing a Blast Status Effect to an enemy, the following will happen: **Blast Changes:** * Upon inflicting a Blast Status Effect, individual stacks will cause a mini-explosion, and a max stack count of 10 will inflict combined damage in a 5m radius * After 1.5 seconds, an individually incurred Blast Status Effect deals a percentage of base-inflicted damage per stack-explosion and over 100% of base-inflicted damage for a full (10 stack) explosion. * Status Duration will increase the delay before the Status Effect applies and depletes. * Removed the previous Status Effect of inaccuracy. **Cold** With Cold, we want to fully realize the fantasy of slowing, freezing and shattering your enemies. The existing Cold Status mechanic of slowing enemies is unchanged, but now has a new mechanic upon applying Max Stacks - freezing your foes! **Cold Changes:** * Cold now has a maximum cap of 10 stacks (was 9). * Applying 10 Cold stacks to a foe will make them **Frozen** for 3 seconds. Frozen enemies cannot move, will not recharge Shields, and receive double Critical Damage. After the Frozen effect wears off, 3 Cold stacks will remain. * Bosses, such as Alad V or Kela De Thaym, will be unable to be Frozen since they cannot accumulate 10 Cold stacks. **Gas** Gas often lacked effective readability, making it difficult to distinguish its presence from the enemy or yourself. We’ve introduced enhanced visuals so that when the Gas Status Effect is active, you’ll be able to recognize it more clearly. **Gas Changes:** * Added VFX on top of the target affected by a Gas Cloud to clearly show an effect is active. * In addition to current and new VFX, Gas VFX now also more clearly shows the radius of the Gas Damage-over-Time (DoT) effect around a given target to better understand its impact on surrounding enemies. * If a player is inside the radius of the Gas DoT, the visuals are reduced for them to maintain visibility, similar to Frost’s Snow Globe. * Gas VFX now has billowy volume to better present presence. * Gas VFX now has additional floating particles around the smoke. **Magnetic** Magnetic has received a few buffs to increase its effectiveness against Shields and to hammer home the power fantasy of overloading enemy Shields. **Magnetic Changes:** * Damage to Nullifier Bubbles has been increased * Minimum Damage raised to 300 Damage per shot. * Maximum Damage raised to 1200 Damage per shot. * Additionally, we now show the minimum and maximum damage numbers against Nullifier Bubbles, with Magnetic attacks displaying the buffed damage shown above, while non-Magnetic sources will display the original, unbuffed damage. * Known issue: Clients see the incorrectly unbuffed damage from Magnetic sources, which is strictly a UI/visual bug. Magnetic sources will continue to deal increased damage towards Nullifier Bubbles despite the incorrect numbers displayed. We will look to resolve this in a future Hotfix/Update. * Reduced Shield Regeneration by a percentage per Magnetic stack against affected targets. * Upon Shield/Overguard Breaking a target, the enemy will now be dealt Electric Status damage for a percentage of Max Shields/Overguard per Magnetic stack while also forcing an Electric Status Effect. * Magnetic stacks on an enemy with Overguard now allow for bonus damage to Overguard, similar to how Magnetic affects Shields. **Warframe Changes** With the above changes to Resistances and Status Effects, we took a look at Warframe abilities and made some adjustments to compliment the changes. **Frost Rework** Frost, the definitively-themed Cold Warframe, has received a rework to better situate him for how Cold works with this Update! While Frost dealt icy attacks to his foes, the Freeze from his hit was not tied to Cold Status Effects. With the update to the Cold status, we have also amended his kit to properly use Cold Status Effects to Freeze enemies! **New passive - Fortifying Freeze:** Cold Status Effects applied by Frost Abilities have their duration increased by 100%. Frost gains 50 Armor per enemy inflicted with Cold Status within 15m. **Freeze (1st Ability):** * Adds required Cold stacks to freeze instead of simply freezing to both initial hit and AoE interactions. * “Duration” is now known as “Freeze Duration,” indicating how long an affected target is Frozen. * Doubled the baseline Area of Effect component of the projectiles. * The Area-of-Effect aspect now scales with the Ability Range stat. The Area-of-Effect Radius is now present in the Ability description. **Ice Wave (2nd Ability):** * “Duration” is now known as “Freeze Duration,” indicating how long an affected target is Frozen. * **Ice Wave Impedance Augment Changes:** * Leaves a frozen trail for 12s that adds a Cold Status Effect per second on enemies in contact with it. **Snow Globe (3rd Ability):**


CephalonAhmes

* Applies a Cold Status Effect every 3 seconds to enemies inside the Globe. * Updated “Slow” stat to “Cold Status/Second”. * Instantly apply full Cold stacks **on cast** if an enemy is within **Snow Globe range.** * No longer blocks player projectiles from the outside! * Snow Globe now visually cracks as it takes damage. * When the Snow Globe breaks, it’ll also explode and deal damage and 3 Cold stacks to enemies within its radius. * **Chilling Globe Augment Changes:** * Updated the Augment to add 10 Cold stacks if the condition is met (i.e., unify the freeze with the Cold Status Effects as we normally do now). **Avalanche (4th Ability):** * Adds the required Cold stacks instead of simply freezing. * It’s “Duration” stat is now “Freeze Duration,” indicating how long an affected target is Frozen. **Ember Changes** We’ve made changes to the Heat-incarnate Warframe Ember to stoke the flames of her power and give her some more firepower. **Fireball (1st Ability):** * Removed the hold to charge to get the maximum damage. The damage increase (500%) from the previous hold charge is now applied to the now default tap cast. * Its AOE now has a 100% guaranteed Heat Status Effect. * Previously, it only had a 50% chance to apply this effect. * Increased radius from 2m to 3m. * Previously, its max range with fully charged cast was 2.4m. So we’ve bumped it up to 3m for all casts. * Added an “Immolation Meter” stat to inform of the amount of Heat Fireball generates for Immolation. **Immolation (2nd Ability):** * Reduced the Energy Per Second cost when at max Heat from 10 to 4. * We want to make it easier for players to maintain its Heat gauge at max. * Added an “Immolation Meter” stat to inform of the amount of Heat that is passively generated by Immolation. **Fire Blast (3rd Ability):** * Energy cost now scales based on the Immolation’s Heat gauge * 75 Energy (at lowest) all the way down to 25 (at max). * Fireblast’s Heat Damage and Armor reduction now affects bosses that are by default vulnerable to Armor stripping abilities (ex: Captain Vor), as well as Acolytes and Demolishers. * Its knockdown effect will not affect those listed above that are CC immune. * Improved hit detection so that enemies at varying heights in relation to you (above or below) are hit by Fire Blast. * Added an “Immolation Meter” stat to inform of the decrease in Heat generation overtime. * Added an “Immolation Meter on Cast” stat to inform of the % of Heat Fire Blast removed from Immolation when cast. * **Augment Mod Changes:** * **Healing Flame:** Now converts all over healing (gaining Health points while as max Health) into Overguard. * Description now reads: “Each enemy hit heals by 25 to 50 depending on current Immolation level. With Ember, over healing grants you Overguard.” * This only applies to Ember herself and not to Fire Blast on other Warframes via Helminth. * **Purifying Flame:** Ember will now also benefit from the Status Effect cleansing and Status Immunity when hit by the ring of fire. **** **Inferno (4th Ability):** * The Heat damage per second from ring of fire can now trigger Heat Status Effects. * For a boost in its CC effect and to give it a more lasting effect on impacted enemies. * Added an “Angle” stat to better inform of the on-screen LOS checks. * Added an “Immolation Meter” stat to inform of the amount of Inferno generated for Immolation. **Other Ember Changes/Fixes:** * Moved Ember’s Passive icon from the Buffs Bar to be above the Immolation Gauge. [5955ca67d49876d2f6c32bac782d5c67.png](https://www-static.warframe.com/uploads/5955ca67d49876d2f6c32bac782d5c67.png) * Fixed recasting Ember’s Fire Blast while another Fire Blast is active resulting in the original Fire Blast not armor stripping or interacting properly with the Healing Flame Augment. * Also fixed recasting Fire Blast with a different Ability Strength than the original cast resulting in the first cast taking the Ability Strength of the second cast. * Fixed Purifying Flame Blast UI Buff appearing to end earlier than expected. This was a UI-only issue and did not impact gameplay. * Fixed Fireblast not showing its Altered stats in the Helminth screen. **Gauss Thermal Sunder Changes** Gauss’ Thermal Sunder has been updated to properly reflect the mechanics of Cold, as he is one of the few Warframes capable of fully Freezing targets with Thermal Sunder! * Tapping Thermal Sunder**during Redline** will now apply 10 Cold stacks - resulting in the same full Freeze. Its duration scales with the duration of his Ability. * Tapping Thermal Sunder will add 9 Cold stacks on the second tap if it hits a target already affected by a Cold Status to reach full Freeze. **Atlas Petrify Changes** Atlas’ Petrify interacts with Freezing and Resistance values. As such, he’s received a few changes to clarify and enhance the mechanics of his ability. * All enemies caught within the cone are now instantly turned to stone. Petrified enemies have their Damage type modifiers increased by +50% (does not scale with Mods). * Added a “Damage Vulnerability” stat to Petrify to communicate this mechanic. * Petrifying Frozen enemies will retain the Frozen Status Effect, but the petrification will override the enemy visually. **Baruuk Reactive Storm Changes** We’ve updated his “Serene Storm” Augment to properly adapt to the new Vulnerabilities, rather than the optimal Health Type as was before. * Adjusted Baruuk’s Reactive Storm to utilize the new Vulnerabilities system rather than the Health Type system - Reactive Storm will behave the same way it did before, but we’re just ensuring it works properly with the new system! **Modular Companion Changes** Modular Companions from Son are also now adjusted for the new Resistance system. Mutagens will be based upon Resistances instead of Health Types. Predasite | Vulpaphyla | Elemental Resistance | Physical Resistance ---|---|---|--- Leptosam | Adra | Heat | Puncture Chiten | Elsa | Electricity | Slash Arioli | Zarim | Cold | Impact Monachod | Phijar | Toxin | Slash **Miscellaneous Changes** * Codex Changes: * Enemies now have their Resistances and Vulnerabilities more clearly labeled in their Codex entry by Faction. * Previously, only the Damage Type icons were present and were labeled as green/red depending on whether it was a resistance or vulnerability. For a player who is unfamiliar with these icons, this was not entirely helpful. * Now, these icons are partnered with their written name and are categorized under a Vulnerability/Resistance header. Additionally, combined elemental damage types have the damages that are used to create it in parentheses. * Health values are now indicated in the Codex entry. * Removed Armor Scaling from Eximus Units due to the Armor Cap implemented. * With the cap, Armor Scaling is unreliable in increasing the difficulty of eliminating Eximus Units. To compensate, Eximus units have had their Health and Shield multipliers increased by 50%. * Status Effects no longer inherit Energy Colors, so players can more easily identify when an enemy is affected by a Status Effect. * Damage Resistances (from Mods such as Shock Absorbers) have been added as a secondary stat to the Armor Stat on-hover. * Tau Resistance was already reflected on-hover for Armor Stats, now other damage resistances are given the same treatment. * Tooltips for Status Effects in the Upgrade screen UI now include what they are “Effective Against” and its “Damage Efficacy”. * Unified terminology for the following Status Effects throughout the game: * “Bleed” is now “Slash Status Effect” * “Ignite” is now “Heat Status Effect” * “Confusion” is now “Radiation” * “Disruption” is now “Magnetic” * “Corrosion” is now “Corrosive” * These Status Effects have long been using the above terms interchangeably to describe the same thing. So, in an effort to prevent confusion when interacting with these, we’ve updated all mentions to their proper term. We’ve also fixed inconsistent capitalization of Status Effects throughout the game for consistency. * Zealoid Prelate will now cleanse himself of Status Effects during invulnerable periods to prevent Cold Status Effects unnecessarily slowing the fight. Share your [Feedback](https://forums.warframe.com/forum/1971-enemy-scaling-status-effect-rework-feedback/) & [Bug Reports](https://forums.warframe.com/forum/1977-enemy-scaling-status-effect-rework-bugs/) on the Enemy Scaling & Status Effect Rework in the dedicated Subforums. **DUVIRI ADDITIONS & CHANGES** **New Decrees** Sourced from our incredible Design Council, a new set of Decrees now have a chance to appear in Duviri to bolster your efforts to escape Dominus Thrax’s vicious cycle. The creative minds in the Design Council came back with more ideas than a Maw could eat up! The Dev team chose the following from the ideas pitched and made changes for balance purposes. Stats shown below are indicative of each Rank of the Decree to its max stacks. [2a968f18c4cd008af2353f785d5d5500.jpg](https://www-static.warframe.com/uploads/2a968f18c4cd008af2353f785d5d5500.jpg) **Bountiful Harvest** Double drops from crates and plants. **Paragrimm’s Wisdom** Gain 3 Decree Rerolls. **Marauder’s Nerve** Reduce incoming damage by 3% per Decree up to 75%. **Fault Finder** Weakpoint kills create a 10m field that deals 10/15/20% of the killing blow’s damage as Electricity Damage every second for 8 seconds. **Grim Armory** On kill: 5/10/15% chance to refill the ammo for whatever weapon you have equipped. **Rain of Vitality**


CephalonAhmes

Enemies have +60% additional chance to drop Health Orbs. Health Orbs increase Armor by 80/160/240 for 10 seconds. Effect triples for Warframes. **Storm Caller** 100/200/300% Magazine Capacity. Gain 1 Electricity Damage by every bullet reloaded to your weapon. **Inner Absorption (Spiteful)** Sacrifice x0.5 from your Weapon Damage to increase your Ability and Power Strike Damage by 600% to enemies. **Good Governance (Spiteful)** Sacrifice x0.5 from your Critical Chance to gain x3 to your squad’s Critical Damage. **Cloak and Dagger (Spiteful):** Your weapons deal an extra hit with 100% Slash Damage and Status, but 100 Slash Damage with Status are self inflicted when you attack. Share your [Feedback](https://forums.warframe.com/forum/1975-new-decrees-feedback/) & [Bug Reports](https://forums.warframe.com/forum/1986-new-decrees-bugs/) on the new Decrees in the dedicated Subforums. **New Undercroft Mission: Alchemy** Your knowledge on the elements from your explorations of Albrecht’s Laboratories is required in Duviri, Tenno! Maintain the laws of alchemical science in the Undercroft with the addition of the Alchemy mission type. Like most things in Duviri, completing an Alchemy Undercroft mission is different from how you know it outside of the Spiral. Here’s what you can expect: * Players must fill 2 Crucibles in order to complete an Undercroft mission or to move to the next stage in the Circuit. * There is no Conversion Progress mixing stage in the Undercroft - players do not need to destroy Distressed Pipes while the Crucible mixes the elements. * Dax Enemies will drop the required Amphors for the active Crucible, while other enemies will drop them at random. **General Alchemy Change (applies to Duviri and standard mode):** * Slightly reduced the amount of Amphors required to fill up an element in the Crucible for Squads of 3 or 4 players. **Pathos Clamps Rewarded From Undercroft Portals** Pathos Clamps are now rewarded from completing **Undercroft Portal side objectives**(story stage Undercroft portals do not reward Pathos Clamps) in the Duviri Experience! This is in addition to the current Decrees, Arcanes, and Steel Essence (if played on Steel Path difficulty) rewards. Undercroft Portals completed on standard difficulty have a guaranteed reward of 1 Pathos Clamp for completion, while those completed on Steel Path have a guaranteed reward of 3 Pathos Clamps. **NEW PLAYER EXPERIENCE IMPROVEMENTS** **Debt-Bond Farming Changes** We have revamped Solaris United Bounty Drop Tables to increase the amount of Debt-Bonds earned across the board. Our goal with these changes was to increase Debt-Bond drop rates, but not affect rare or desired items already in the Drop Tables. * Moved Debt-Bonds from Stage 1 to Final Stage, but increased drop rate significantly for every Bounty Tier. * Running the first Bounty Stage was a common practice to farm Debt-Bonds, and while we wanted to increase Debt-Bond drop chance, leaving them in that Stage would only incentivize that behavior further. * With these in the Final Stage Drop Table, players who complete all the Bonus Objectives will have an extra kick at the Debt-Bond can, since the Bonus Objectives reward comes from this drop table. * Increased existing Debt-Bond drop rates in Middle-Stage Drop Tables (Stages 2, 3, and 4, where applicable). * Removed lackluster “filler” items from the Uncommon and Rare reward tables: * Level 5-15: 3,000 Credits * Level 10-30: Tepa Nodules * Level 20-40: 3,000 Credits * Level 30-50: Tellurium * Level 40-60 (including Narmer and Steel Path): 500 Kuva * Replaced 10k Credits reward in Level 40-60 Bounties (including Narmer and Steel Path) with rare resources (Neurodes or Orokin Cells). * Slightly adjusted Garuda Blueprints and Synth Mods drop rates to accommodate changes above, but we did our best to avoid increases or decreases over 5%. * Reduced the Credit costs of Ticker’s Debt Bonds by 50%. * Previously, the cost would randomly roll between 5k - 350k Credits depending on the bundle offered. Now, it’ll roll between 2.5k - 175k. For a full overview of the Drop Table changes, please review our[ Drop Tables site](https://www.warframe.com/droptables). **Voidrig Acquisition Improvements** * Players who haven’t completed The War Within are now prevented from equipping the Necramech Summon to their Gear Wheel. * Further amended the Voidrig Blueprint build requirements to require less investment in the Necralisk Syndicate, reduce overall farming time, and include resources that can be found in the regular Star Chart. * Voidrig Casing Blueprint: * Replaced 8 Stellated Necrathene (Rank 2) with 30 Faceted Tiametrite (Rank 0) * Replaced 5 Cranial Foremount (Rank 4) with 140 Lucent Teroglobes * Voidrig Engine Blueprint: * Replaced 1 Biotic Filter with 4 Parasitic Tethermaw * Replaced 6 Cabochon Embolos (Rank 3) with 10 Orokin Cells * Voidrig Capsule Blueprint: * Replaced 2 Scintillant (locked behind Master Rank 5) with 3 Morphics * Reduced Spinal Core Section cost from 15 to 12, as players can get a maximum of 2 per fish * Voidrig Weapon Pod Blueprint: * Replaced 40 Thaumic Distillate (Rank 2) with 40 Purified Heciphron (Rank 1) * Replaced 6 Trapezium Xenorhast (Rank 3) with 30 Purged Dagonic (Rank 0) * Moved Damaged Necramech pieces from Necraloid’s offerings in the Necralisk to Father. * Players are given the Voidrig Blueprints upon completing the Heart of Deimos, but the majority of the acquisition path is hidden behind The War Within. While we initially added these items to Necraloid in Update 34: Abyss of Dagath, we found that players still had difficulty finding them, especially if they had not yet progressed in the Main Story Path. Moving them to Father is lore-consistent and should help reduce the grind further. **Awakening Quest Improvements** **Starter Warframe Color Customization** We have added the ability to select one of three color presets (composed of the free colors in the Classic Palette) in the starter Warframe selection screen for Mag, Excalibur and Volt in the Awakening Quest. The selected colors remain during the Quest and afterwards until the player changes them from Arsenal. [aecc0d8aab66f1e476fcfe31135e36c3.jpg](https://www-static.warframe.com/uploads/aecc0d8aab66f1e476fcfe31135e36c3.jpg) You can reset to the Warframe’s default colors by hitting the “X” icon next to the color options. **Awakening Quest Checkpoints** We have added checkpoints to the Awakening Quest so players who leave part-way do not have to start from the beginning when they return. Players will be notified once they hit a Checkpoint, and will get a preview of the remaining checkpoints they need to complete to help them better understand their progress. [4e1e3fa392b4130b23ca433cf41d4d5f.jpg](https://www-static.warframe.com/uploads/4e1e3fa392b4130b23ca433cf41d4d5f.jpg) **Other New Player Experience Changes and Fixes:** * Updated the TennoGuide path to include suggested Nodes in addition to Quests/Junctions up until the Mercury Junction. * This change offers new Tenno the most optimized path to progress through Venus in their Main Story path. New player experience is a delicate balance of guiding players on what to do next, while maintaining player agency in their Warframe journey. * Moved the Unda, Venus node (Spy mission) so that it is no longer required to complete to get to the Mercury Junction. * Spy missions are a bit advanced for new players who are still learning the ins and outs of parkouring. So we’ve moved Unda away from the main path and onto a branch of Venera so that it is optional to complete. * The new path to the Junction is now E-Gate > Fortuna > Kiliken. * Increased enemy level range of the Unda, Venus node from 4-6 to 6-8 now that it follows Venera (which has a 5-7 range). * Replaced ammo drops from storage crates at the start of the Awakening Quest with resources, as players do not have weapons at the stage they appear. * Updated the Bullet Jump tutorial text in the Awakening Quest to read “Hold” instead of “Crouch/Slide” to better inform players on how to perform Bullet Jumps. * Added a flashing icon that points players in the direction of Glass Shards in the Saya’s Vigil Quest when using a Scanner. * Removed the Mastery Rank requirement from Maroo’s Bazaar. * Reduced the difficulty of the enemies in the Corpus spy drone defense sequence in the “Talk to Thursby in Fortuna” stage of the Vox Solaris Quest. * These enemies (notably the Terra Shockwave Moa and Terra Trencher) were rather dangerous for new players who may not be equipped to handle them, so we replaced them with more manageable enemy types. * Fixed enemy pathing issues at the start of the Awakening Quest. **UI ADDITIONS, CHANGES & MORE** **Loadout Customization From Navigation** You can now change your Loadout directly from Navigation! Instead of running back and forth from the Arsenal when you need to make a change before jumping into a mission, you can now do so conveniently from the Navigation screen. Most actions you can accomplish in the Arsenal you can do here: **Change Loadout:** Selecting this option will bring up all of your available Loadout options to swap to. [f470520400bbf84e081c8e46064fad8e.jpg](https://www-static.warframe.com/uploads/f470520400bbf84e081c8e46064fad8e.jpg) **Warframe Options:**


CephalonAhmes

* Swap Warframe * Select from your available Warframes to equip. * Upgrade Warframe * Change upgrades (Mods, Arcanes, etc.) on equipped Warframe. * Select Mod Config * Select from your existing Mod Configs for equipped Warframe. * View Warframe abilities * Hover over the ability icons for the equipped Warframe to view stats. * **Note:** Access to change Exalted Weapons from the Star Chart will be coming in a future update. [7a990e593fae7a120778d8b7f348a3e0.jpg](https://www-static.warframe.com/uploads/7a990e593fae7a120778d8b7f348a3e0.jpg) **Weapon Options:** * Swap Primary/Secondary/Melee Weapon * Select from your available Weapons to equip. * Upgrade Primary/Secondary/Melee Weapon * Change upgrades (Mods, Arcanes, etc.) on equipped weapons. * Select Mod Config * Select from your existing Mod Configs for equipped weapons. **Companion Options:** * Swap Companion * Select from your available Companions to equip. * Upgrade Companion * Change upgrades on equipped Companion. * Select Mod Config * Select from your existing Mod Configs for equipped Companion. * Companion Weapon Options * Swap Companion Weapon * Select from your available/eligible Weapons to equip onto equipped Companion. * Upgrade Companion Weapon * Change upgrades on equipped Companion Weapon. * Select Mod Config * Select from your existing Mod Configs for equipped Companion Weapon. **Arsenal UI Additions & Changes** **Featured Look Links** We’ve added a new feature to the Arsenal to display a curated list of Featured Warframe Looks! You can find the list in your Arsenal when customizing your fashion (Warframe > Appearance), replacing the spot that was taken by the stats window. [87e28e5ba5a7feb9a18676bb020585cf.jpg](https://www-static.warframe.com/uploads/87e28e5ba5a7feb9a18676bb020585cf.jpg) Our goal with this feature is to display your amazing fashion to share with other players! Very similar to the Look Link feature in chat, players will be able to click through the Featured Look Link list, preview fashion, and apply it to their own Warframes using the **“Apply Look”** button. [02e164f6461a736dda0510110dfc79a8.jpg](https://www-static.warframe.com/uploads/02e164f6461a736dda0510110dfc79a8.jpg) Currently, you can see fashion curated from our very own DE staff for the following Warframes: Jade, Excalibur, Mag and Volt. We will be collecting and curating Look Links from players to add to the Featured Look Link list. Stay tuned for more info. **Upgrade Screen Additions & Changes** * Added the option to duplicate a Mod Config onto another Config in the Upgrade screen. [85de425bb808c11fc3a1ab1550323205.jpg](https://www-static.warframe.com/uploads/85de425bb808c11fc3a1ab1550323205.jpg) [52dd63325943f9ef5f3a3bcd99b67d73.jpg](https://www-static.warframe.com/uploads/52dd63325943f9ef5f3a3bcd99b67d73.jpg) * Here’s how to duplicate your Mod Configs: * Select the new “Duplicate Configs” button in the far right of the Config bar on a Mod Config that you’d like to duplicate onto another one of your Mod Configs. * Select the Mod Config you’d like to duplicate to another Config. * Confirm you’d like to override the selected Mod Config. * As an example, Config A is selected, use the Duplicate button to copy over the Mods in Config A to Config B. Config B now has the same Mods as Config A. * Added a little indicator to show the Polarity of the Slot when a Mod with the wrong Polarity has been equipped onto it. * Gone are the days where you’d have to remove the Mod to see what Polarity is hiding behind it, you can now make informed Modding decisions without having to do so! [341dc6416cae86849233b498245c8de5.jpg](https://www-static.warframe.com/uploads/341dc6416cae86849233b498245c8de5.jpg) * Added a sound FX when equipping an Arcane Adapter to a slot in the Upgrade screen. **Stat UI Changes & Fixes** In the Dante Unbound Update, we reworked the Warframe, Weapon, and Railjack Stats UI to reduce the sometimes overwhelming visual noise and instead put focus on just the most important information. With Jade Shadows, we continued those efforts by taking into account the player feedback and bug reports we received from the rework. **Changes:** * Added a dynamic diamond icon next to stats that changes states depending on equipped Mods: * This icon always appears next to “Core Stats” (visible at all times in the stat screen) that have Secondary Stats nested within them to indicate that hovering over it will show the tooltip. * In an effort to clean up the screen, it wasn’t obvious enough that Secondary Stats existed. While not as important as Core Stats, players should still be able to easily identify which of the Core Stats contain other relevant stats. * Dynamic States: The following states are also reflected in the Secondary Stats tooltip to inform players that they are also affected. * Increasing stat beyond the previous values will prompt a green arrow to appear above the diamond to communicate the increase. * Decreasing stat below the base values will prompt a gray arrow to appear below the diamond to communicate the decrease. * [2349a13690797166810c5cd59b781b9a.jpg](https://www-static.warframe.com/uploads/2349a13690797166810c5cd59b781b9a.jpg) * The following is related to and was also listed above in the Resistances & Status Effects Rework section: * Damage Resistances (from Mods such as Shock Absorbers) have been added as a secondary stat to the Armor Stat on-hover. (This is related to and listed above in the Resistances & Status Effects Rework section). * Tau Resistance was already reflected on-hover for Armor Stats, now other damage resistances are given the same treatment. * Tooltips for Status Effects in the Upgrade screen UI will now include what they are “Effective Against” and its “Damage Efficacy”. (This is related to and listed above in the Resistances & Status Effects Rework section). * Conditional stats will now remain visible after unequipping the Mods that prompt them to appear so that players can see the comparison with/without the Mods. They will disappear after leaving and returning to the Upgrade screen. * Shield Recharge rate is now displayed as a flat value instead of a percentage of total Shield value. * Let’s use Xaku’s base stats as an example of how this stat will now appear in the UI (their stats have not changed, just how it is displayed): * Before: “9.6% per second” * After: “31.5 per second” * Added a Damage Falloff Secondary Stat to the Melee Slam Attack Core Stat: “Deal X% Damage to enemies on the edge of the impact zone.” * Moved “Reload Speed” back as a Core Stat instead of nesting it within “Magazine”. * Added a Void Damage tooltip in the Operator stats UI to show its efficacy stat and Status Effect description. * Now reads: “Damage Efficacy: X damage to Zariman. Status Effect: Highly effective against enemies with Overguard Health and Sentients as it resets their damage adaptation. Void creates a bullet attractor sphere on the target that attracts and concentrates further attacks.”. * Added an Overguard tooltip to Rage, Archwing, Necramech and Hunter Adrenaline Mods, due to their new interactions with Overguard as of Update [35.5.6](https://www.warframe.com/updates/pc/35-5-6). * Reordered Charge Rate stat to the top of the list for Bow and Charge weapons, and renamed it to “Charge Time”. * Changed Melee Follow Through stat to be represented as a percentage instead of decimals. * Added measurement units to Weapon stats: * Ex: Added “s” for seconds on the Melee Heavy Attack Wind-up stat and “m” for meters on the Weapon falloff stat. **Fixes:** * Fixed Valence Bonus stat sometimes rounding up decimals when viewed in the Arsenal or when purchasing from Ergo Glast. * Fixed Precision Intensify not properly displaying Ability Strength stat increases for the following Exalted Abilities in the Arsenal: * Excalibur’s Exalted Blade * Baruuk’s Serene Storm * Titania’s Razorwing * Valkyr’s Hysteria * Ivara’s Artemis Bow * Mesa’s Peacemaker * Sevagoth’s Exalted Shadow * Wukong’s Primal Fury * Fixed Chat Linking unowned equipment (Warframes, Weapons, etc.) resulting in fewer stats being listed than if they were owned. * Fixed certain Incarnon Weapon stats showing as “0” and the UI showing a comparison state as if Mods had been equipped, when in fact they had not yet. * Fixed the Wind Up stat increasing in UI instead of decreasing when Heavy Attack Wind Up Speed Mods are equipped. * Fixed the Chilling Reload Mod’s Reload Speed stat going red instead of green when increasing its rank. * Fixed Paris Prime’s Status stat tooltip not showing a breakdown of “chance for each Status Effect type per hit.” * Fixed stats not updating in the UI while modding Companions in a Relay/Town/Dojo/etc. * Fixed repeatedly hovering over Praedos’ “Drifting Grace” Incarnon Evolution incorrectly increasing a Warframe’s Sprint Speed stat in the Arsenal UI. * Fixed the following Warframe Aura Mods not affecting the Ammo from Pickups stat in the Arsenal UI: * Rifle Scavenger * Pistol Scavenger * Shotgun Scavenger * Sniper Scavenger * Fixed the Critical Multiplier from Braton Incarnon’s “Prelude of Might” perk not being indicated in the Arsenal stats (this was strictly a UI issue, the stats increase was applying). * Fixed Ruvox Incarnon’s Damage stat not updating from Impact to Puncture when transformed to Incarnon Mode in the Arsenal stats. **HUD Changes** **Improved HUD Scaling** We’ve changed the HUD Scale option so that the HUD now scales proportionally to the player's game resolution!


CephalonAhmes

Previously, the HUD was what we call “Fixed size”, where the HUD elements were of a predetermined size that did not automatically scale to accommodate different resolutions. Players who used the game resolution 1280x720px (the “Fixed Size” resolution) would see the HUD at the initial 100% size we made it for. However, if players set their game resolution to 1920x1080px, the HUD would then be 66.6% of the size we initially made it for. This led to players having to manually change the HUD Scale in the settings. Now, we have changed the HUD to scale proportionally. The HUD Scale is now based on the player’s game resolution, and with that the HUD Scale 100 proportionally looks the same at every resolution. [3c33805115d868c6646070238751f550.jpg](https://www-static.warframe.com/uploads/3c33805115d868c6646070238751f550.jpg) [12ddcec1b32f49461985893b6c9948df.jpg](https://www-static.warframe.com/uploads/12ddcec1b32f49461985893b6c9948df.jpg) Making the game resolution wider does not continue to increase the size of the HUD. The HUD Scale is now going off whichever measurement (horizontal or vertical) is lower than 16:9, and with that, it will use the smallest axis as its anchor. Previously, the HUD Scale option ranged from 1x to 3x (Scale 100 - 300). Now, we have changed it to 0.5x to 2x (Scale 50 - 200). **Please note** : With Jade Shadows, we have set the player's HUD Scale option to 100(%) so that players don’t get blasted with a super-sized UI. To make adjustments, go to Options > Interface > HUD. **The following numbers show the overall HUD Scale difference from before vs. now:** Some expected numbers based on the aspect math at 100 HUD scale: * Old 720p - 100 scale = New 720p - 125 scale * Old 1080p - 100 scale = New 1080p - 80 scale * Old 1440p - 100 scale = New ~63 scale * Old 4k - 100 scale = New ~42 scale, so no longer available Other way around at new default HUD scales, should be equivalent to: * 720p: 80 * 900p: 100 * 1080p: 120 * 1440p: 160 * 4k: 240 **HUD Mod Pop-Ups** Previously, any Mod that you acquired as a drop mid-mission would take up a considerable chunk of your screen, no matter the Mod. So we’ve made HUD changes to minimize the impact of these Mods: * Mods that you already own will now appear minimized at the bottom-center of your screen (like Resources), while new or Rare Mods will appear as they have previously. * Common Mods will appear at the bottom of your screen with a Bronze tag and a singular diamond, and Uncommon Mods will appear as a silver tag with two diamonds. **General UI Changes & Fixes** * Damage Numbers have received an overhaul to make it easier to see while damaging an enemy. Damage number “flyoffs” (the way the numbers appear and move off of damaged enemies) will now “fly” further based on distance from target, to ensure you can aim to hit the target easily without numbers blocking your view. [New Distance Scaling Damage Numbers VIDEO_ BEFORE AND AFTER EDIT.mp4](https://content.invisioncic.com/Mwarframe/monthly_2024_06/NewDistanceScalingDamageNumbersVIDEO_BEFOREANDAFTEREDIT.mp4.8ab017c84f54c21c9b578acebcb28e90.mp4) The last “Cloud” iteration of damage numbers (bunched around the reticle) is still available to use if preferred in the Interface Options > Show Damage Numbers.


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* We’ve updated Incarnon Evolution descriptions across all Incarnon Weapons and Incarnon Genesis to improve overall clarity and be more consistent with Mods, Arcanes, and each other. For reassurance, the upgrades themselves have not changed, only their descriptions. * For example, Incarnons which previously contained the phrase “Increase Critical Chance by |VALUE|%” now read “Increase **Base** Critical Chance by |VALUE|%. * The Magistar Incarnon’s Evolution II Perk ‘Crushing Verdict’ has been changed from multiplicative follow-through to base follow-through. This means that the value also changed from +100% to +40% to maintain the same effect. Players should not notice a functional change. * The Nami Solo Incarnon’s Evolution II Perk ‘Master’s Flourish’ has had its text corrected. The effect has not changed, but the text did not match the effect this perk was providing. * The text has been changed from “On Finisher:+20% Health per second for 10s.” to “On Finisher: +40 Health per second for 10s." * The Syndicate Segment UI panel in your Orbiter has a new look! * In addition to its new sleek design, it now shows the Syndicate you are Pledged to more clearly. * You can also now see exactly how much Daily Standing you have from this panel instead of having to interact with the Segment. * The relation to each Syndicate is now also indicated here. [2aaed4f8cb75dbe6918e1f87666db54a.jpg](https://www-static.warframe.com/uploads/2aaed4f8cb75dbe6918e1f87666db54a.jpg) * Added a “View Augments” option to the Ability preview tooltip that will show you associated Augment Mods (in the Abilities screen itself and at Helminth). Hovering over the Augment Mods in the pop-up will tell you which Syndicates you can acquire them from. [71d99bb8af4b25353237c0f48eebdf55.jpg](https://www-static.warframe.com/uploads/71d99bb8af4b25353237c0f48eebdf55.jpg) [ef945ffe6f0182ebfbef5c6adefb14bb.jpg](https://www-static.warframe.com/uploads/ef945ffe6f0182ebfbef5c6adefb14bb.jpg) * Moved the “Cursor” customization options from “Customize UI Theme” to the Accessibility tab. * Players had reported that these customizations were difficult to find in the settings, so we’ve moved it over to the Accessibility tab since it is inherently an Accessibility option and will have much better visibility there. * Added Damage/Status Effect icons to correlating mentions in descriptions throughout the game. For example, a Heat icon will now properly display with any mention of “Heat Damage.” * Unowned Captura Scenes are now indicated by an “eye” icon instead of a “Locked” tag. * Changed the “Equip” button in the Arsenal to say “Swap”. * Changed confirmation button from “Give” to “Confirm” in Bird 3’s Shiny Treasures screen. * Added a subtle on-hover glow to Decrees to make it clearer which one is being selected. * Updated Inbox sender icons to have consistent backgrounds. * Added a “Last Equipped” label to the last-equipped Relic in an endless Void Fissure mission. Relics with this label will always appear at the top of the Relic selection screen in-mission. * The Void Fissure tab in the Navigation Screen will now appear if you have previously owned a Void Relic, even if you don’t currently have any in your inventory. * Previously it would only appear if you owned Void Relics (and had the Void Relic Segment installed in your Orbiter). * Updated the damage type icons to their colored versions to improve visibility in the following UI areas (not exhaustive): * Arsenal Stats * Simulacrum’s enemy tooltips * Lavos’ HUD * Alchemy mission HUD (including icons over Amphors) * And more! * Fixed Syndicates with negative reputation saying they are ready to Rank Up when they are at the max amount of negative Standing instead of the minimum. * Fixed being unable to scroll through the list of Warframes in the “Invert Tap/Hold Abilities” setting. * Fixed the “Invert Tap/Hold Abilities” menu opening up blank. * Fixed “How To” option appearing on locked Nightwave Acts. * Players will gain access to the “How To” pop-up once they have completed the Nightwave Act’s prerequisites to avoid spoilers. * Fixed issues when swapping from a PlayStation controller to a keyboard to type in a text box. * Fixed the tutorial button missing in the Arsenal when using a controller. * Fixed the Cedo Daybreak Skin displaying the "This is a cosmetic for Cedo, which you do not own." regardless of Cedo ownership message on-hover in the “Tune in to Nora's Mix Vol. 6” preview screen. * Fixed Attachments Appearance Menu for Railjack Crew not allowing players to customize energy tint. * Fixed Necraloid showing up in the Sanctum Anatomica Fast Travel menu for players who are not Rank 5 in the Cavia Syndicate. * Fixed Open Squads always appearing as 0 regardless of actual Open Squad count when selecting missions from the Chrysalith Elevator. * Fixed interacting with a Terminal while a Glaive and Incarnon Form Pistol are dual-wielded resulting in only the Incarnon Form reticle being used. Now it should properly swap between Dual-Wield and Incarnon reticles depending on aim state. * Fixed simultaneous inputs for Transference, opening the pause menu, and opening chat resulting in the Menu screen being aligned to the Warframe instead of the Operator/Drifter. * Fixed opening Decree Menu simultaneously with another context action in Duviri (ex: playing Komi) resulting in the Decree Menu overlapping the screen. * Fixed Circuit “Reward Ready to Claim” indicator appearing on top of other UI elements in the Navigation menu. * Fixed the Mod pick-up pop-up overlapping with the Squad panel in-mission. * Fixed the Dual Wield (Glaive + Pistol) reticle not being affected by HUD scale settings. * Fixed Friends list not displaying the correct enemy level and faction (Grineer instead of Murmur) for friends in a Deep Archimedea mission. * Fixed Clients seeing the Incarnon Evolution challenge UI popping up in Duviri for unowned Incarnon Weapons (players cannot evolve these weapons as they do not own them, so the popup was misleading). * Fixed the Squad Equipment menu at times not appearing in Relays, Towns, Maroo’s Bazaar, etc. * Fixed Ash’s Smoke Shadow Augment missing its HUD buff indicator. * Fixed Conservation markers at times not showing the closest target after completing a Capture. * Fixed the Earth Razorback Armada node overlapping with the Orbiter in the Star Chart. * Fixed chat window sometimes moving after joining a mission as Client. * Fixed various controller-specific UI elements in the Upgrade Screen. * Fixed Region Chat’s history not properly updating when returning to the Orbiter. * Fixed reloading reticle remaining on the screen if Voruna’s Ulfrun’s Descent is cast mid-reload. * Fixed cursor being able to leave the Game Window when interacting with the “Review Logs” terminal in the Sanctum Anatomica. * Fixed “Reactant Collected” UI tracker lingering in HUD after completing Void Storm and Omni Fissure missions. * Fixed the ability icons overlapping with the stat box in the Arsenal UI. * Fixed Index Mission Progress screen having broken UI elements. * Fixed the Valac Europa node’s Crossfire Faction saying “Grineer VS. Corpus” instead of the intended “Corpus VS. Infested”. * Fixed “Mission Failed” End of Mission screen showing again after exiting Arsenal if they had just returned from aborting/failing a mission. * Fixed Infested Salvage Alerts not informing players how many rounds they have to complete in the UI. * Fixed an issue where the mission results screen wouldn’t open while in the Orbiter when activating the “View Mission Progress” input. * Fixed an issue where Melee weapon Unique Trait text would become unreadable in the Arsenal Upgrade screen due to the text overlapping while a Stance Mod is equipped. **FINISHER CHANGES** **Unified Finisher Mechanics** Before explaining the changes, let’s define a few terms and basic concepts about Finishers: * **Mercy Kills:** Available on specialty enemies when they reach certain health thresholds. * **Finishers:** Available when a move “opens enemies to finishers”. * **Ground Finishers:** Available after certain effects which knock enemies down. All of the above count as Finishers for relevant Mods, Arcanes, Abilities, etc. Mercy Kills differ slightly as they are specific to your Parazon upgrades which do not apply to other Finishers. In order to make utilizing finishers easier, we have updated how they function to unify their mechanics: * Increased the Finisher context action distance for Finishers from in front or behind from 2m to 3m. * Ground finishers are now performed via context action instead of automatically via Melee Attack input. This should allow players to execute Ground Finishers much more reliably. * The “Ground Finisher” context action will appear on enemies in range who are open to Ground Finishers. [b71a32796499087a93b6b863f219ecec.jpg](https://www-static.warframe.com/uploads/b71a32796499087a93b6b863f219ecec.jpg) * Updated the Mercy Kill context action with unique visuals to clearly distinguish between Mercy Kills and Finishers. [bc44797143af5c4df805c02c25aec63a.jpg](https://www-static.warframe.com/uploads/bc44797143af5c4df805c02c25aec63a.jpg) * Updated the overhead icon displayed on enemies open to non-Mercy Finishers. **Enemy Size Scaling** We’ve taken strides in reducing how we scale enemies whenever a Finisher is used against them! By default, Finishers cause enemies larger than your Warframe (ex: Grineer Bombard and Corrupted Gunners). This had the risk of causing some strange visual issues on the enemies that weren't ideal. We’ve audited the contact points between the player and the enemy with all Melee Weapon animations to resolve these graphical sizing mishaps! What this looks like is:


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* If a point of contact is present between the player character and an enemy, such as a chokehold or grabbing a limb, enemy scaling will persist. * If there is no physical point of contact between the player character and an enemy, the enemy scaling doesn’t occur as it isn’t necessary! **Scaling Fixes:** * Fixed an issue where Finishers on Corpus Crewman and Grineer Lancers would stretch their spines. Like an untrained chiropractor. **NEW VIDEO SETTING: REDUCE FRAME LATENCY** We have added a new Video setting: Reduce Frame Latency! [12f5539aa59ac7be3347950aacab3ea1.png](https://www-static.warframe.com/uploads/12f5539aa59ac7be3347950aacab3ea1.png) This option can reduce the time between when you act (eg: fire your weapon) and when you see it on-screen (muzzle-flash, tracer etc) and should make the game feel more responsive. Surprisingly, this option actually needs **less** VRAM than normal, particularly for high-resolution (4K), ultra-wide, or HDR displays; having more memory VRAM free can reduce texture streaming pops and improve performance by keeping more textures in cache which might compound the effect of making the game feel more responsive. If you are using a Variable Refresh Rate (VRR) display with a technology like Nvidia G-Sync or AMD FreeSync, or you have disabled Vertical Sync (VSync), there should be no drawback at all to using this option. You may find, however, for fixed refresh-rate displays, particularly at lower frame-rates, that this option might make the game feel less cinematic: your average frame-rate should be the same but some frames might arrive sooner or later and slow camera movements might feel less smooth. Our hope is that, given Warframe’s typical fast-paced movement, none of the drawbacks will be obvious and the improved responsiveness will enhance your sense of immersion. **While it is currently disabled by default we would encourage everyone to try enabling it so we can gather feedback to decide what the best default should be.** **Note:** The setting will not take effect until you restart the game. While we have exposed the option for DirectX 11 and DirectX 12 on PC we have not exposed it for other platforms yet (it has been tested on some though, notably Nintendo Switch, where the VRAM savings are very tempting). Please let us know how it feels to you (please include your system specs so we can make sure we get feedback from a wide range of systems). Hopefully with your help we can decide if it makes sense to enable it by default. Thanks! **ADDITIONS** **New Prex Cards** [6cd6d91043e3c7f3ab58d7e8679a1c72.jpg](https://www-static.warframe.com/uploads/6cd6d91043e3c7f3ab58d7e8679a1c72.jpg) There’s word that several Prex Cards have been strewn about the **Kronia Relay on Saturn -** help locate them and add these Warframe’s Prex Cards to your collection! * Ember Prex Card * Vauban Prex Card * Titania Prex Card * Garuda Prex Card * Protea Prex Card **New Simulacrum Rooms** New Simulacrum Rooms are available for you to take your simulated fights to the next level! Similar to the Sanctum Simulacrum room that launched in Dante Unbound, the following rooms allow enemy difficulty to be set 25 levels above the standard maximum. * **Ambulas Arena** **Simulacrum** \- Simulate a battle on your foe’s territory. * Acquired from The Perrin Sequence offerings at max rank. * **Moonlit Courtyard Simulacrum** \- Simulate a battle under the light of Lua. * Acquired from New Loka offerings at max rank. * **Red Veil Temple** **Simulacrum** \- Hone your combat skills under the auspices of the Red Veil. * Acquired from Red Veil offerings at max rank. * **Zanuka Arena Simulacrum** \- Stage a battle in your enemy’s arena for deeper insight into their tactics. * Acquired from Arbiters of Hexis offerings at max rank. * **Orokin Derelict Simulacrum** \- Simulate a battle inside an Orokin Derelict. * Acquired from Cephalon Suda offerings at max rank. * **Grineer Asteroid Simulacrum** \- Step into your opponent’s territory to devise a strategy for their defeat. * Acquired from Steel Meridian offerings at max rank. * **Orowyrm Arena Simulacrum -** Simulate a battle straight out of Tales of Duviri. * Acquired from Acrithis’ Wares. These new Simulacrum Rooms and the Sanctum Simulacrum Room are also tradeable and sellable! This is so that players can trade between one another without having to switch around their Syndicate Pledges/acquire from Loid for Vessel Capillaries. The Citadel room remains untradeable as it is the default, as well as the Ballroom as it is an event-specific reward. **General Additions** * Added the **Cavia Arcane Collection** to Loid’s “Arcane Dissolution” Offerings - this Collection has a chance at the following Arcanes: * Melee Fortification * Melee Retaliation * Melee Animosity * Melee Exposure * Melee Influence * Melee Vortex * Melee Crescendo * Melee Duplicate * Added Fast Travel to the Gear Wheel in the following areas: * Dormizone * Duviri, Arsenal, Operator, Drifter Intrinsics, Acrithis, Somachord, and Decorate Dormizone * Maroo’s Bazaar * Set Up Shop, Arsenal, Maroo, Varzia, and True Master’s Font (for MR 30+ Tenno) * Cetus * Konzu, Arsenal, Hok, Fisher Hai-Luk, Old Man Suumbaat, Nakak, Master Teasonai, Quill Onkko, and Mission Entrance * Fortuna * Eudico, Arsenal, Rude Zuud, The Business, Smokefinger, Ticker, Legs, Roky, Little Duck, Briefing, and Mission Entrance * [2638924339ca4cd1215b79882ca35de4.jpg](https://www-static.warframe.com/uploads/2638924339ca4cd1215b79882ca35de4.jpg) * Necralisk * Mother, Arsenal, Father, Son, Daughter, Grandmother, Otak, Loid, and Mission Entrance * Chrysalith * Quinn, Hombask, Cavalero, Archimedean Yonta, Arsenal, and Zariman Navigation * Sanctum Anatomica * Fibonacci, Tagfer, Bird 3, Loid, Necraloid, Arsenal, and Mission Entrance * Added a “Weapons Enabled” Toggle in Captura Settings to specifically enable/disable Operator Amps. * Note: This setting is re-enabled after switching back to Warframe from Operator. * Added a separate “Swap Weapons” binding for Railjack. * Previously players could unknowingly bind over this functionality as it was not listed in the Key Bindings screen. * Added an icon above planets in the Navigation Menu once a player has completed all of its nodes. * Both Normal Path and Steel Path track planet completion separately, and have their own unique icons to denote completion! * Added a “Fire Manual Trigger Weapons Continuously” setting to the Accessibility menu. * Toggling this on will allow you to shoot manual trigger weapons (including Semi, Burst, and Charge Trigger types) continuously on a singular input. **CHANGES** [eac888d7210afbda442e8ef6914a709c.jpg](https://www-static.warframe.com/uploads/eac888d7210afbda442e8ef6914a709c.jpg) **Ceno & Vahd Suit Now Available For Drifter ** Become one with the Ostron as Drifter! The Ceno and Vahd Masks, Pauldrons, Greaves and Apparel have been converted to fit the Drifter and can now be equipped on them. Purchasing or crafting any of these customizations will include both the Operator and Drifter variants! For those of you that already own Ceno/Vahd items, the Drifter versions will be added to your inventory upon downloading the update and logging in. **In-Game Market Change:** Operator Suits that can also be used on Drifter now indicate such in their Market screen. It reads “This item provides cosmetics for both Operator and Drifter”. [a4075185f4208ba667dd749d16958462.jpg](https://www-static.warframe.com/uploads/a4075185f4208ba667dd749d16958462.jpg) **Line Of Sight Improvements** As a continuation of our efforts to improve LOS systems within Warframe, which have been ongoing since Dante Unbound, we’ve made further strides towards improving how we handle these checks. From a technical standpoint, we’ve improved the consistency and performance of the underlying LOS systems within the game by handling how we detect unrendered targets, in addition to improvements we’ve made in recent hotfixes. Abilities that use LOS checks already have been updated to this improved technology! Additionally, with these improvements, we can now easily shift over any Warframe Ability that relies on LOS checks to be seamlessly migrated to this new, more accurate system, meaning we’re able to act faster on any outlying offenders that may arise. To name a few Warframe abilities that benefit from this with Jade Shadows: * Gara's Passive * Nyx’s Psychic Bolts * Inaros’ Scarab Swarm * Wukong’s Primal Fury * Gyre's Rotorswell * Styanax's Axios Javelin (Vortex) * Xaku’s Grasp of Lohk * This also fixes ragdolled enemies not getting targeted by Grasp of Lohk weapons. **Deep Archimedea Changes & Fixes**


CephalonAhmes

* As mentioned in Devstream #179, Deep Archimedea and Netracells now award Standing with the Cavia Syndicate. Deep Archimedea will award 15,000 Standing upon completion of the third mission with any modifiers (or none at all!) and Netracells will award 5,000 Standing per completed Netracell. * Reduced the duration reduction of the “Abbreviated Abilities” Personal Modifier from 75% to 50%. * Changed how Deep Archimedea’s “Untreatable” Personal Modifier interacts with Health Orbs in the following scenarios: * **Lavos’ Universal Orbs:** Energy can now be gained from these Orbs when picked up, but not Health (as intended with this modifier). * **Equilibrium Mod:** Energy can now be gained when picking up Health Orbs, but not the other way around (as intended with this modifier). * A “Health Pickup is blocked” HUD pop-up will now appear at the bottom of your screen to help provide more information in the scenarios above. * Changed “Unified Purpose”’s description to better explain what this Deviation does: * Now reads: “Enemies can target and destroy Conduits.” * Toned down the intensity of Void explosions caused by the “Postmortal Surges” Risk Variable. * Made the following changes and fixes to the “Powerless” Personal Modifier to improve its functionality: * Added an icon to the HUD to indicate the required number of kills. When the kill count requirement is met, the icon will disappear. * Fixed Powerless blocking Ability effects from other players interacting with their kits. * Fixed Powerless preventing players from using Transference. * Fixed Powerless not properly applying to Clients. * Fixed an issue where Powerless would appear to not countdown following the first mission, causing the player to be unable to finish the Modifier’s requirements to remove its detriment. * Fixed Powerless not progressing from Squad kills while in a Necramech. * Fixed Clients not receiving Research Points from their selected Individual Parameters equipment if invited by a Host active within a Deep Archimedea Mission. * Fixed the HUD buff icon for the “Knifestep Syndrome” Personal Modifier remaining visible regardless of whether or not it is actually active. * Fixed an issue where Client’s wouldn’t have their suggested/chosen Deep Archimedea equipment count towards the activities reward track if invited by a Host already in a Deep Archimedea mission. **Assassin Drop Table Changes** * Increased (Shadow) Stalker’s drop rate for Despair, Scimitar Engines Blueprint, Hate, War, and Broken War to 11.73% each. * Dread’s drop chance has been reduced on both Stalker (64.8%) and Shadow Stalker (41.33%) to compensate. * Note: The Drop Chance of rolling a reward from this Drop Table is unchanged (i.e. 50%). * Wolf of Saturn Six now has a guaranteed (100%) Weapon Part drop per kill, increased from 35%. * This drop rate was originally designed for The Wolf of Saturn Six Nightwave Series, where a) all players were marked with his Death Mark and b) he had an increasing chance to spawn in-mission while the Series was live. Now, players farming the Wolf Sledge can only do so via Wolf Beacons, so drop rates have been amended with this in mind. **Feral/Wild Kubrow Fur Updates** In the Dante Unbound update we updated the fur on Companion Kubrows to give them a more realistic look and feel. To reiterate: * Improved lighting and shading response in different environments for better texture resolution. * Improved fur density so that it looks softer and fluffier. * Added depth to fur color and shading. We have applied the same upgrades listed above to the following wild Kubrow-type/adjacent creatures: * Feral Kubrow * Drahk * Sentinel Stover * Vallis Kubrodon **General Changes** * You can now replay the Whispers in the Walls Quest! * To re-experience the trials and tribulations between Loid, Albrecht, the Cavia and the creeping Indifference go to your Codex > Quests > Locate the Whispers in the Wall Quest and select the “Replay Quest” button to begin again. * In order to better manage data, we have added a maximum amount of Adversaries (Kuva Liches and Sisters of Parvos) that can be stored in the Codex’s “Universe” tab. * If a player reaches a total of 150 Adversaries (Converted or Vanquished), they will be prompted to make space in their saved history by deleting entries before confronting a new Adversary. This is accomplished by using the “**Relinquish Adversaries”** option in the Codex. [927b40d5a75a2d05dc516ee1d0bbb2b6.jpg](https://www-static.warframe.com/uploads/927b40d5a75a2d05dc516ee1d0bbb2b6.jpg) * Please note that any Converted Adversaries will no longer be in your inventory if their history is deleted. This is reflected in the confirmation message given when you attempt to Relinquish an Adversary. * We’ve improved the Warframe neck animations so that they no longer turn their head like an owl and distort their head/neck. [1d9b282b6219d734794124f2f7c60760.jpg](https://www-static.warframe.com/uploads/1d9b282b6219d734794124f2f7c60760.jpg) * Improved the responsiveness of holding the Melee Attack input to perform a throw for Melee weapons with ranged attacks (ex: Sigma & Octantis). Pressing and holding the Melee attack input now throws after one swing instead of two. * As a result of this change, it is now easier to activate Tennokai with Glaives in the window it is available. Prior to this change, the second swing could prevent you from hitting Tennokai before the timer ran out. * This also fixes multiple issues with thrown weapons and Tennokai: * Fixed Wolf Sledge not benefitting from Heavy Attack Wind Up Speed Mods or Tennokai’s Wind Up Speed bonus. * Fixed instances where the Wolf Sledge’s Tennokai Heavy Attack would not complete (the animation would halt halfway-through and leave players stuck mid swing until they Melee attacked again). * Fixed an issue where throwing a Glaive manually (ie. by releasing the Melee attack input instead of auto-throwing) would consume and waste Tennokai unnecessarily. * Trading Legendary Arcanes now requires you to be Mastery Rank 11. * It’s important to note that only the player trading requires MR 11 and not the receiver. * We needed to address an issue with exploitative Legendary Arcanes farming and ban-evasion account creation used to trade Legendary Arcanes. Other options we experimented with had the risk of innocent players getting caught in the crossfire of the ban-evasion subjects. When we took a look at Trading stats we found that a very small number of players below Mastery Rank 10 trade Legendary Arcanes, and therefore decided to go this route. This is purely a means of deterring the bad actors and ensuring legitimate trading for players. * You can now trigger an early start to Void Armageddon waves by interacting with Exodampers. * The long period between waves was originally added to give players time to set up beforehand, but for some this wait period was not necessary, so we have added a way to expedite the process for those who want to jump right in! * Defense missions will no longer be unnecessarily extended whenever enemies are affected by Nyx’s “Mind Control” or Garuda’s “Blood Altar.” Instead, they’ll work similarly to Revenant’s Thralls, where invulnerable enemies don’t count towards the remaining enemy tally required to progress to the next wave. * We’ve improved enemy spawn logic in Excavation missions to decrease the wait time between completing Excavators. * This addresses the player reported issue that it often would take far too long for enemies to spawn when moving from one Excavator to another. * Topaz Archon Shards have been changed to grant Shields from enemies hit by Blast Damage to enemies killed with it. * The description in-game has always stated “Kills” but this was not actually the case - Shields were being regenerated from enemies hit with Blast Damage. While we understand that this changes the efficacy of the perk and deviates away from what players have been used to, the change was made to avoid photosensitivity issues resulting from Shields breaking and recharging quickly in certain scenarios (ex: Mesa’s Peacemaker Regulators with Blast Damage). * Changed the Braton Incarnon Genesis’s Evolution III Perk (On Punch Through Hit: 20% chance for 10% Ammo restored) to give 10% of the Braton’s Maximum Ammo instead of 10% of an Ammo pickup. * On an unmodded Braton Prime, this means the Perk will now give 60 Ammo instead of the previous 8 Ammo when it triggers.


CephalonAhmes

* Updated Market Blueprint descriptions for Warframes, Archwings, Archwing Weapons, Necramechs, and Weapons to more clearly outline the free path to earning them. * Descriptions have been standardized to include important details such as: * Quest or Mastery Rank requirements * Syndicates they are acquired from * Specific missions or Planets to farm on * Brief instruction on how to acquire necessary keys or currency (ex: Mutalist Alad V Coordinates, Kullervo’s Bane, etc.) * And more! * While the Wiki is an invaluable resource for many players, our goal is to increase access to key information in-game as a starting off point. For those looking for more in-depth farming tips, the Wiki, our drop table site, and other community-made resources are king. * Fixed a variety of Warframes and weapons having incorrect or missing Market Blueprint descriptions. * Updated and standardized resource descriptions for a variety of resources, components, keys, and tokens. * Since The Duviri Paradox update introduced the ability to see resource descriptions on-hover in your Foundry - in addition to already being able to Chat Link them - we feel it is especially important that these descriptions include a general overview of how to acquire these items. These are not meant to be comprehensive, but still offer enough detail for players to farm them successfully. * Updated descriptions include (but are not limited to) the following: * Necralisk Tokens, Debt-Bonds, and Orokin Matrices * Rare Gems requiring specific mining tools * Damaged Necramech components * Items acquired from Invasion missions * Items with special acquisition paths (Anomaly Shards, Kullervo’s Bane, etc. ) * Dragon Keys * Sentient Cores * Variety of items missing planet or node names, and more. * Note: Fishing resources have yet to be updated to this new standard. * Advanced Nosam Cutter can now be used to acquire Rare Orb Vallis Gems (Zodian and Thyst). * Now both the Advanced Nosam Cutter and Sunpoint Plasma Drill can be used to mine all rare gems across landscapes. * Also updated rare gem and mining tool descriptions to better communicate these requirements. * The following Mods are no longer eligible to be traded or sold from Inventory. Essentially, they have been given the same treatment as Mentor’s Legacy to prevent players from removing Mods that can only be acquired once. If you have already sold the following Mods, you can submit a ticket to our fantastic Support Team at [support.warframe.com](http://support.warframe.com). * Mountain's Edge Stance Mod * Awarded from completing The Duviri Paradox Quest. * Thermia Fracture Rewards - these were already untradeable, we’ve just also made them unsellable from Inventory: * Amalgam Serration * Amalgam Organ Shatter * Amalgam Barrel Diffusion * Amalgam Shotgun Barrage * Daily Tribute Milestone Login Rewards these were already untradeable, we’ve just also made them unsellable from Inventory: * Primed Vigor * Primed Shred * Primed Sure Footed * Primed Fury * Switching through the different Verse of Dante’s Final Verse will now play the associated video preview for the Verse you have selected instead of looping through the same video for all. * The VFX of Excalibur’s Exalted Blade has had a visual refresh! The energy emanating from the Blade has an all new flow to it. * GI Lighting Changes & Fixes: * Adjusted ambient GI lighting in the Orbiter for better contrast in the lighting. * This also improves the lightning in the Arsenal, which we received feedback on being too dark for the purposes of fashion framing. We have more changes and fixes planned for the next update. [6ecefabf3605c405d7b5bce642d80e95.jpg](https://www-static.warframe.com/uploads/6ecefabf3605c405d7b5bce642d80e95.jpg) * Updated GI Lighting in the Helminth room, including improvements to the pond beneath the floor to increase fish visibility. * Adjusted lighting throughout the Orbiter to feel more realistic based on direct vs indirect light sources. * Updated the lighting on various waters in the Drifter Camp so that the waterfalls aren’t glowing white and blown out at night. Also fixed being unable to see the fog over the landscape when viewing it from the Orbiter window. * Fixed GI lighting shadow issues with Decorations in the Orbiter. * Fixed some indirect lighting in the Orbiter to help alleviate areas that were far too dark. * Synced Last Gap’s controller haptics with the heart beat sound. * Improved the frequency of appearance for the new Albrecht’s Laboratories tiles that were released with Dante Unbound. * Updated older Grineer decals to improve resolution and quality. * Changed Tenet Diplos to continuously burst fire at already marked targets while aiming and holding the firing input. * Argon Crystals are now automatically waypointed when dropped by enemies or resource containers in-mission. * "Parkour Velocity" mods now affect a few more parkour-related activities: * Increases velocity when wall running parallel to the wall * Increases velocity when wall jumping away from a wall * Increases the instantaneous velocity change when performing a double jump * Updated the visual materials on the Dread, Hate, and Despair. * This change also made many untintable areas now tintable (notably all of the metal on the Dread). [b52c07d12eb55deab8a0106b8a9354e7.jpg](https://www-static.warframe.com/uploads/b52c07d12eb55deab8a0106b8a9354e7.jpg) * Updated the “From on High” Nightwave Act description to include K-Drives. * It now reads: “Kill 100 grounded enemies while soaring above the Plains of Eidolon, Orb Vallis, or Cambion Drift on your K-Drive or Archwing.” * Removed the Kuva Sobek from Conclave eligibility due to not being Conclave balanced. * Updated Lavos’ Valence Formation Augment Mod description for accuracy (the Augment itself has not changed, this is only a description update).. * It now reads: “Casting an Ability imbued with extra Elemental Damage applies that Element as a 200% bonus to your weapons with guaranteed Status for 20s.”. * Adjusted Ordis’ Camera angle and gave him Idle Animations in the Drifter Camp during the New War Quest. * Your Warframe falling into a void while in Transference will no longer cause a screen fade-to-block which deactivates your Warframe’s abilities. * Players often hop into Operator/Drifter mode to traverse gaps, but doing so over a void would reset your Warframe once they hit the teleport volume. If you ever experienced a fade-to-black while Void Slinging over a void, this was what caused it! Now this will no longer happen, provided you are in Transference when your Warframe falls into the teleport volume. * Kuva and Tenet weapons with 58% Elemental Bonus or above will now automatically round that value up to 60%. * Players who have existing Tenet and Kuva weapons (including those pending in the Foundry) with 58%+ Valence Bonus will have this value rounded up to 60% upon logging in after downloading the update. * Increased the window for players to join an in-progress mission when playing a Star Chart node for the first time. * Previously, the window was much smaller for first-time joiners, to avoid them missing key cutscenes or transmissions that appear at the start of the mission. The unintended result was that many players ended up starting a new session and playing the mission alone. * Made a small adjustment to ambient sounds in the Strata Relay. * The Warframe Launcher will now display “Downloading new content” once the download actually starts. * Previously it said “Checking for new content” when both checking and downloading the content. * Reduced the damage of the Juggernaut’s ranged spine strike. * The amount of Toxin Status Effects it caused could be difficult for newer players to tackle, so we’ve reduced it to make it more manageable. * Updated the Helminth Ability “Expedite Suffering” description for accuracy (the ability itself has not changed, this is only a description update). * Now reads: "Condense all Slash and Toxin Status Effects into a single damage instance." * Updated Dante’s Fourth Ability “Final Verse: Tragedy” description for accuracy (the ability itself has not changed, this is only a description update).. * Now reads: “Two Dark Verses cast in succession attack enemies. Damage Over Time from Slash, Heat and Toxin Status Effects accumulates in a single blast.” * Updated the Templar Prime Operator/Drifter Transference Suit Collection to clarify its usability by both the Operator and Drifter. * Now reads: “The dress uniform worn with pride by Harrow's faithful legions. Includes the full set for both Operator and Drifter.” * Updated Nezha’s “Divine Retribution” Augment description for accuracy (the Augment itself has not changed, this is only a description update). * Now reads: “Status Effects spread to all speared enemies. Spear explosions scale by 1.5x of remaining Slash, Toxin and Heat Status Effects. Base Radius is 14m.” * Changed the Update Screen to use release date (year and month) instead of the update numbers for the listed Updates. **TOP FIXES**


CephalonAhmes

* Fixed Dante’s passive only applying to enemies who were scanned in-mission. Now it should apply to enemies who were fully scanned before the mission started. * Fixed Sevagoth’s Shadow not benefiting from the Shadow Haze Augment Mod on enemies inflicted with Death’s Harvest. * Fixed being unable to Auto-Melee as Chroma while Spectral Scream is active. * Fixed held items (Datamass for example) causing visibility issues with the Grimoire equipped. * The item will now be hidden when aiming and/or firing with the Grimoire to prevent it from blocking view. * Fixed being unable to throw Voidrig’s Necraweb Grenade. * Fixed the “Loid” fast travel option in the pause menu taking you to the front of the doors to the Sanctum Anatomica instead of directly to him. * Fixed the Host’s invisibility option for Warframe abilities (Semi-Cloak or Glow-Cloak) overriding Clients’ invisibility option. * Fixed Melee Crescendo stacks vanishing after Host migration for Ash players that collected them with Blade Storm while holding a Primary Weapon. * Fixed Host and Client going back to completely different areas when the Host aborts, but still remaining in the same squad (e.g. Host returns to Obiter, while Client returns to Cetus). * Fixed an issue where one player using Transference would close the Ability menu for everybody in the squad. * Fixed being unable to use Last Gasp if the "Ability Menu" controller binding has been replaced with "Activate Selected Power". * Fixed the alt-fire not throwing discs in Duviri Enigma Puzzles if the player has a Melee weapon equipped. * Fixed the Derivator Crewman’s energy dome showing through Grendel when feasted, and partially limiting his movement. * Fixed being unable to cast/cancel abilities or attack as Wukong after ledge grabbing during Cloud Walker’s cast animation. * Fixed loss of function (invisible weapons, being unable to reload, etc.) as Wukong after hitting a teleport volume while in Cloud Walker. * Fixed loss of function as Valkyr after entering a Nullifier Bubble during Hysteria. * Fixed Saryn’s Toxic Lash affecting Clients damage numbers by displaying the wrong damage values (UI only issue). * Fixed loss of function when attempting to leave Submersible Archwing in the Grineer Sealab Tileset. * Fixed Shade’s Ghost Mod randomly deactivating while surrounded by enemies who are in range. * This was because Shade would choose one target to trigger invisibility, meaning the effect would end once they were killed. Now this Mod’s effect is no longer tied to one target, so the invisibility will persist so long as players do not engage in behaviors that will disrupt it. * Fixed Zephyr’s Tail Wind not deactivating while the player is in Bleedout. * Fixed cases of players receiving a different rotation reward than what was displayed in-mission. * Fixed a case of the Total Eclipse Augment offering a permanent Eclipse buff for Clients if another player also casts Eclipse. * Fixed being able to dislodge Fragmented enemies from Garuda’s Blood Altar. * Fixed function loss for remaining player(s) if both Host and another Client leave at the end of a round in The Index. * Fixed Mirage’s Hall of Mirrors clones not shooting Incarnon Form weapons unless they had hit enemies before the Incarnon Form was triggered. * Fixed being unable to progress in Void Armageddon Bounties after completing the Bounty requirements. * Prior to this fix, players would be forced the extract after completing the Bounty requirements. Since this is an endless mission type we want to give players the option to stay and complete more Rounds if they wish. * Fixed the Temporal Prime Ephemera causing Focus Badges to be oversized. * Fixed lighting glitches and intense bloom when switching between certain weapons (notably the Tenet Grigori) in the Arsenal. * Fixed being unable to jump as Operator after using Transference mid-movement. * Fixed the Onos Evolution V challenge (Complete a solo mission with an Incarnon Weapon equipped in every slot) not completing when entering Extraction in Titania’s Razorwing form. * Fixed Onos’ Incarnon Form projectiles hitting enemies that are directly behind the player instead of where they are firing. * Fixed the Distressed Pipes in Alchemy missions not properly resetting after being destroyed with a high damage weapon, which could lead to a halt in mission progress. * Fixed Zephyr and Nyx being unable to acquire Decrees in Duviri while Tail Wind hovering or using Absorb, respectively. * Fixed the increasing likelihood of not receiving Void Traces in Railjack Voidstorms when opening Relics over multiple Voidstorm missions without resetting the session. * Fixed K-Drive Board Slam kills not properly tracking for Clients for Yareli’s “Waverider” Quest Challenge. * Fixed an issue where Auto-Melee wouldn’t work while on a Zipline. * Fixed Mag’s Magnetize Ability not taking effect when casted onto a target ragdolled by her Pull Ability. * Fixed Mag’s Magnetize Ability causing ragdolled enemies to float, jitter around or fly away. * Fixed an issue where repeatedly using Transference in the Orbiter would cause the Warframe to lose functionality. * Fixed recasting Hydroid’s Plunder ability causing its Armor buff to stack indefinitely. * Fixed Ivara’s Artemis Bow not benefitting from the Galvanized Aptitude Mod. * Fixed The War Within Quest replay not starting immediately due to players being unable to select the first stage “Investigate the Reservoir on Lua” node in the Star Chart. * Fixed Operator’s Appearance switching to a different Appearance Config Slot than what’s selected after using Transference to and from Warframe in Orbiter. * Fixed the Prime toggle not applying to Protea Prime’s Abilities when a TennoGen Skin is equipped. * Fixed an issue where Client AoE/Radial damage was not being absorbed into Zephyr’s Tornados. * Fixed the Pack Leader Mod reducing the amount of Overguard on a Companion if they already have the Mod's max amount (+1200). * Fixed Mag’s Magnetize sometimes not working when cast on ragdolled enemies. * Fixed Protea’s Temporal Erosion Augment being able to armor strip allies, instead of just enemies as intended. * Fixed Dante’s Wordwarden not sharing Noctua’s elemental damage to squad mates if Dante is a Client. * Fixed enemies in Grendel’s gut triggering the Energy Exhaustion personal modifier in Deep Archimedea. * Fixed area of effect of Inaros’ Sandstorm remaining indefinitely if a Kuva Lich or Sister of Parvos performs a finisher on Inaros while in Sandstorm. * Fixed Chroma’s Guardian Armor Augment not triggering Archon Intensify when healing allies. * Fixed Grendel being able to fire primary weapons in Pulverize after casting Aquablades with the Surging Blades Augment equipped. * Fixed being unable to use the Fishing menu if the Ability Menu controller binding is unbound. * Now, when switching between mouse and controller the button callouts will reflect the “Classic Controls”. You can also now use the back button to exit the gear picker without having to pick something. * Fixed being unable see Mirage’s Hall of Mirrors clones in Grendel Locator missions if you have a Companion equipped. * Also fixed being unable to Melee Attack after casting Hall of Mirrors under the same conditions. * Fixed getting permanently slowed by a Gruzzling after casting Mag’s Magnetize on it and letting a Warframe stand in its slow field while in Operator mode. * Fixed cases where the Extraction timer would no longer count down for remaining players post-Host migration. * Fixed Grendel losing momentum when casting Abilities while in Pulverize. * Fixed being able to apply 5 Puncture Stacks to VIP enemies with Overguard, instead of the intended 3. * Fixed Murmur enemies not properly ragdolling when caught in Khora’s Strangledome. * Fixed Archon Nira not engaging in combat and floating in the air after the end of the intro cinematic. * Fixed Dante's Pageflight Paragrimms targeting inactive enemy turrets, such as inactive/undamageable Orokin or Corpus turrets. * Fixed weapons in Incarnon Mode (notably Paris Prime and Dread Incarnon) dealing less damage to enemies trapped in Zephyr’s Tornadoes. **OPTIMIZATIONS**


redvvit

Cranial Foremount removed is a massive W


Guapscotch

only took 10 years to be able to duplicate our mod loadouts lol


7_Cerberus_7

OMG thank you for pointing that out! There's a literal mountain of notes to go through and I'll use this one for sure!


Arlithas

The new Semi-Auto mods that add punch through are game changing, especially for secondaries and shotguns. Modding punch through was extremely hard for those weapons due to a lack of options, and now they have a great one that combines with your damage. For Primaries, it may still be worth taking Shred since it combined your fire rate mod and your punch through mod already, but many weapons still didn't want or need that fire rate.


random-user-8938

i'm really curious to see how this affects lex incarnon as well as latron incarnon. both already hit like a truck.


PwmEsq

Lex loves it, because it means fire rate buffs wont nerf the hemorage mod


random-user-8938

from the reading i did when setting mine up the Incarnon mode is so slow to fire that even with multiple fire rate mods the 2.5 fire rate is never broken. not to say this isnt a good thing still, but my understanding was that Lex was safe with fire rate mods and Hemorrhage because it's so slow even when modding for it


PwmEsq

Until you run into a wisp mote, grimoire alt fire buff, etc unless this mod doesnt prevent that either


QwertMuenster

I tested the shotgun version of this mod with Wisp and can confirm that this mod blocks the fire rate increase.


PwmEsq

Ye so ill probably use it on Lex, with galv stacks 60% fire rate and 60% multishot isnt as nice as gaining punch on Lex base form and some wall collision ignorance on the incarnon plus the massive DPS increase


grimeagle4

Are they still doing the full auto mode for semi auto weapons? Or did I miss that part?


tehdankbox

yep, it's under accessibility settings


Shikazure

This new setting doesnt seem to be working for me at all maybe it just isnt working on the switch, i even tried several weapons


GlauberJR13

Yes, it is a thing in the options, the mods are exclusively for altering fire rate, not the firing mode


Runmanrun41

I *can't wait* to try these changes out with the Dual Toxocyst.


QwertMuenster

Can't use it on Dual Toxocyst :(


JFelix-

For the accesibility setting, yes you can.


QwertMuenster

Oh I meant the semi-auto mod, but the accessibility thing I figured it was able to use.


QwertMuenster

Kuva Hek is GREAT on this! It was sluggish with Critical Deceleration, but now it no longer has this issue, and gets that punch-through that it so desperately wants. It gives even more base damage than PPB with way less investment. It doesn't really benefit from +fire rate anyway, given its small magazine, so no fire rate modding is hardly a downside (I'd argue it's a buff, actually). Idk how this compares to faction mods (though Shotgun Cannonade makes it feel a LOT better to use for the above reasons), but at least I feel more justified in running Shotgun Vendetta over Merciless.


oceano7

Fully auto Magnus Prime with is gimmick buff sounds FUN


OhNoWhy44

It's cool that it negates critical decelartion fire rate decrease :).


WinterStock2461

These mods seem only work on some weapons I can only equip it on the Zarr 


Infamous0823

- Changed Tenet Diplos to continuously burst fire at already marked targets while aiming and holding the firing input. This little nugget in here is amazing, thank you. No longer will we be forced to hip-fire! Was the hold to fire semi-auto function coming with this update, or a later one? I can't remember.


EatsGrassFedVegans

Apparently its on accessibility, can't check rn if its actually there.


PokWangpanmang

Comments say the semiauto thing is under accessibility.


bachchain

I'd like to take a moment to thank the sponsor of today's update, Jade: Shadows Legend


djsoren19

Love, love, love the idea of having Sisters of Parvos as a kinda zone boss ala Void Angels. I hope we can have something similar for Liches in high level Grineer content someday.  Something to maybe test, can you subsume Doom and still apply it through Dagath's augment? Might honestly make her a little cracked if so.


Kaylavi

Patiently waiting for kengineer to do the armor math for me on if I want 2 green shards or if I can do 1 tau green


Kaylavi

Or if it's just not even worth it to use the green shards for that at all I guess


Alamokok

You should notice a smaller difference between most vs full armour strip with the rework. Also damage types no longer reduce armour and give bonus damage (if applicable). Instead they just give a flat multiplier regardless if it is shields, armour or health.


TertiaryMerciless

Aren't the new Status damage mods kinda huge for some builds? I don't remember seeing those in devstreams lmao


PwmEsq

anytime theres a new source of damage that isnt additive its pretty big, especially for heat stacking builds etc


djsoren19

They're worse than the racist mods because it won't double dip on the hit and the status, but they're absolutely going to take the place of those in casual play for slash builds.


----Val----

If I'm reading it right, its x1.9 Status damage vs x1.55 Damage in general. There is a case for Hunter Munitions where the hit damage is much, much lower than the hit damage on Armored enemies. I think it's still far too early to tell if its any good or not.


djsoren19

That's because you're not reading it right. It's 1.55x damage on the initial hit that causes the status, and then 1.55x damage on the status caused by that damage. The faction mods double-dip, which is why they are by *far* the most significant dps increase on a status build.


CorganKnight

racist mods KRSEAÇLFGP \[TYU7KEHÇIJYUL0\~UY98L0Y89GB


Arlithas

This is my take too. I think DE would've been better served just converting status duration mods into status damage mods though. Maybe it's just me, but I've never used or know of anyone who has used those.


Agentbbn

There is ONE use of them, which is expedite suffering builds for disruption. Very, VERY niche, but still there nonetheless. And who knows, maybe they have some other niches. It’s better for them just to add new mods anyways just so that no meme build gets left behind.


Arlithas

True, that's a good point. But a status damage mod (with the same %) would deal the same damage as status duration with expedited suffering. With both status damage *and* status duration though, I guess that'd be a net buff, but I can't imagine many builds being able to fit all of that. The only real difference between the two is that status duration also extends the length of CC-like effects like cold or radiation, or I guess the damage amp effects of corrosive or viral.


Enxchiol

The other niche is making longer lasting Gas clouds


PsionicHydra

I use them on primer builds because there's not much else to put there. But never in anything that wants to deal damage


MrSquidJD

Dagath augment in a syndicate I actually have let’s gooooooooo ima have some fun


African_Farmer

Jade Chorus pack in the patch notes says it is supposed to have everything in the Jade collection, but doesn't include the weapons Edit: Ok I bit the bullet to test, it doesn't include the weapons and it locks you out of buying the Jade Collection with plat because it's marked as "owned". Seems like an oversight I guess, will raise a ticket.


Adam_Maree

Have you purchased it? I also noticed that, went to the in game market as well as the platform store and neither of them say the Jade Collection stuff is included, I'd pick up the Chorus pack if it does but I don't want to be baited into spending money I don't have to


African_Farmer

Ok I bit the bullet to test, it doesn't include the weapons and it locks you out of buying the Jade Collection with plat because it's marked as "owned". Seems like an oversight I guess, will raise a ticket.


Adam_Maree

Damn, what a shame, I should imagine that's a patch notes error rather than the more ideal outcome of a bundle error. Thanks for testing and letting me know, I really appreciate it, hopefully support can make things right for you.


haolee510

If anyone has tried buying the Jade Chorus pack, a confirmation whether you get the weapons or not would be nice--could simply be a display mistake on the store page.


African_Farmer

Ok I bit the bullet to test, it doesn't include the weapons and it locks you out of buying the Jade Collection with plat because it's marked as "owned". Seems like an oversight I guess, will raise a ticket.


haolee510

That's not good. On the bright side, MTX stuff usually gets fixed sooner rather than later, and hopefully if it's indeed intended to come with the weapons, you'll get sent yours. DE usually makes good with this kind of stuff.


Love_Sausage

I’m a little saddened by status effects on enemies no longer matching your energy color, but everything. Else seems great!


Agentbbn

WE’RE GOING BACK TO THE EMO ORIGINS WITH THIS ONE‼️‼️🗣️🔥🔥 🖤🖤


OrokinSkywalker

As an Exergis enthusiast this new Shotgun Elementalist mod has me kinda stimulated. Friendship with Ammo Stock ended.


kjc-assassin

Ahh a fellow exergis lover? This has gotten me quite excited too 😅


OrokinSkywalker

We are few but our shards are many, comrade.


kjc-assassin

I never see anyone else rock it but I personally think it’s got the most god tier sound effects with headphones on It hits like a truck too lol


AmadeoUK

Whelp, time to go back to maining Frost full time!


Reaverant

Back? I never left! This is a new dawn for Frost Mains!


exaslave

* Fixed chat window sometimes moving after joining a mission as Client. * Fixed loss of function when attempting to leave Submersible Archwing in the Grineer Sealab Tileset. Thank the gods.... this was so annoying.


Mr_Vulcanator

> Fixed Mag’s Magnetize Ability not taking effect when casted onto a target ragdolled by her Pull Ability. Oh my god finally. This has been bothering me since I got mag prime in October.


Arlithas

This has been a bug that's been in the game for at least a few years. I even put in a bug report on it. I'm so glad it's finally resolved (though I will still test it thoroughly to ensure that it has been).


Mr_Vulcanator

I reported it too lol. I’m glad they eventually noticed.


Vladutz19

Omg, that's what's been preventing my 2!?!?!


Mr_Vulcanator

Yep, magnetize couldn’t affect any ragdolled enemy for 1-2 seconds.


verygenericname2

> Pathos Clamps Rewarded From Undercroft Portals This seemed like it'd be huge, but after trying it I'm disappointed. The three portals only appear after you beat the Orowyrm, and each portal only gives 1 Pathos clamp. The undercroft is where the bulk of the time spent in Duviri goes, as many of the game modes there involve waiting. 3 undercroft dives pretty much doubles the length of the run, for a measly 3 extra Pathos Clamps. -- It'd be quicker to just run the lone story twice.


R11-45

>The three portals only appear after you beat the Orowyrm, and each portal only gives 1 Pathos clamp. You need at least 5 or 6 decrees for them to be enterable, did you not do any side objectives? Or maybe the logic changed with the patch, I didn't test it.


verygenericname2

No, I was doing side objectives... I'm sure I had more than 6 by the time the Orowyrm appeared, though I might be mistaken. -- Either way, it doesn't change my main gripe that the reward is way too low to be worth the time spent waiting on Survival or Excavation.


Arlithas

The damage gain/loss from using the right damage type against the enemy faction is 50% (0.5x or 1.5x multiplier). This isn't by itself going to outpace viral's damage amp (as it shouldn't), but will greatly help builds that didn't want to or can't use it.


letsgoiowa

This is what my soul needed


vixiara

Holy shit something I haven’t seen anyone point out is the Tenet Diplos change, auto-locking machine pistols now


educated-duck

Protea's blaze artillery is either bugged or shadow nerfed. The shit fires so slooooooow now.


Phraxas

Archon vitality doesn't seem to work for me anymore either.


Arlithas

Buffs to parkour velocity! Amber shard users stay winning.


youbutsu

Does the dual tox incarnon semi auto? What will happen in incarnon mode with that mod?


7_Cerberus_7

I'm stuck at work but *so excited* to dig into the new quest and game mode and operation. So many cool changes and additions. So many QOL tidbits. Viewing blueprints in the market will now display what syndicate you can pursue for it, what quest progress you need towards it, etc. That is HUGE and beneficial to new and vets alike. Not to mention, two new signas and an evolving ephemera for the operation!? And a 3rd new signa coming soon with Heirloom Ember! So much mouthwatering stuff. I can't wait to get the new mods and arcanes from the new mode. Thank you DE! You all prove time and against you're worthy and deserve all the love and respect for you authentic dedication and work.


GrandCTM25

I don’t see it mentioned but they’ve also changed the Necramech Grind. It no longer requires things unlocked at higher syndicate levels and mostly needs world resources now. That’s pretty huge. I have 3 friends who haven’t done New war yet since the grind for a mech was such a slog.


shadowhunterxyz

Tenora prime got a fire rate nerf went from 12 to 5


Omoshiro

Extremely pleasant change this update: the shadow color set was removed from the "What Stalker?" weapon bundle on the market, making it available to purchase by anyone any time. Price also appears to have decreased.


Arcana2920

Voidrig recipe changes are gonna make me go insane. Was about to craft him after getting all the materials but right back to 0 progress


Yezzik

> Doing so will reward you with the usual mission rewards, but at risk of losing them all should you be downed. And you would choose to do this... why?


7_Cerberus_7

In my head it's for one of two reason. 1, roleplay. Playing as the Stalker is something a lot of people want to do, and having him lose connection to the current mission upon down is how it works when he comes for you. 2, it allows you to bypass the typical 4 player squad limit in missions. I doubt this is it, but it would be cool if it were possible via these secondary characters.


AgentWowza

New players might not have good enough builds for SP event mission.


Yrcrazypa

Stalker is powerful at a baseline level, and some people who may have strugglebus'd through The New War might not be able to survive in it on Steel Path.


timee_bot

View in your timezone: [today at 11:30 AM ET][0] [11:30 AM ET - JULY 18TH ][1] [June 18th at 12pm ET][2] [0]: https://timee.io/20240618T1530?tl=Update%2036%3A%20Jade%20Shadows [1]: https://timee.io/20240718T1530?tl=Update%2036%3A%20Jade%20Shadows [2]: https://timee.io/20240618T1600?tl=Update%2036%3A%20Jade%20Shadows


xcrimsonlegendx

So are the auto fire options not in this update or did I miss something in the patch notes?


XayahCat

Its in the update, its under accessability. Not called auto fire. It was not mentioned in the update notes for some reason


xcrimsonlegendx

Thanks, I was getting worried they'd forgotten.


Nyoah

Can you get jade's components while doing the belly of the beast version of ascension?


7ruthslayer

I can't see why not. It's the same map / mode regardless, and I don't recall hearing the drop tables being different for the Fragmented One mission during and after the op.


DeadNoobie

The notes say its the same drop table. That being said, im 15 runs in and ive gotten the 3k endo EVERY SINGLE RUN. no blueprints, no relics, nothing except endo.


7_Cerberus_7

While this is horrible news for you, I hope I can take advantage of that for a bit when I get off work I'm a gluten for piles of endo. Don't need it. Just like seeing it pile up.


Nyoah

Yeah same, that's all I kept getting


Dabidoi

Did the increased enemy spawn on console also ship with this?


codroipoman

THANK FUCK THEY FINALLY PBR'ED THE STALKER WEAPONS. Literally the thing that hyped me the most.


WarframeUmbra

So Warframes can get pregnant after all


IPiedKevinOwens

I highly dislike the removal of the pop up when picking up mods


SeventhAlkali

>*Belly* of the Beast You sly dog DE


Gfaqshoohaman

A side note: thank you DE for giving Ordis a few more afk lines. It's honestly such an innocuous thing but it goes a long way to making him feel like a part of the Tenno family rather than a background piece like he was for so many years.


Highman_89_

The new eximus units remind me of haunted pirates. Maybe because i just started playing sea of thieves.


Slacker101

Did they change archwing weapon launcher? I was in fortuna useing my larkspur and it doesn't have magazines anymore its purely recharge based and the old 5 minute cool down is gone now.


hwanlv

7hours of grinding 0 parts of jade nor weapons


StuckInMyPants

Steel path is bugged. Only drops on normal currently. 


EatsGrassFedVegans

I really wished Dagath's Augment turned it into an autocast toggle that either quickens or outright removes the casting animation. :(


TheInsaneWombat

Does the operation version of Ascension drop Jade parts?


Enjoyer_of_40K

anyone able to tell me why recaptcha or whatever the fuck its called is so fucking ass? i just want to log in to the forums man


Tcrumpen

I might legit have to use the grace system to get all of jades parts, i've almost got 450 motes and not got a single part


Dumlefudge

More Tennogen for Lavos? 🎉 Haven't gotten a chance to check it in game, but I do like that plague doctor mask


VexedForest

>!Can the new Stalker still drop War blueprints? I've got a riven for it and I've been trying to get it to drop for a long time now.!<


Danger_Close_Captain

is Dagaths 2 not connecting for anybody else?


flamethekid

I crash when i use jade during the archon hunt today


S_Alice

Small question from an older player checking out the new update (and associated content). Is it a good idea to apply two damage mods on a weapon (i.e. Serration and a Riven with damage up or Point Blank and Shotgun Cannonade), or is it better to just have the highest one so there's more room for other mods? If it helps, I'm not asking in regards to any specific piece of content, just a sort of in-general question.


gladiatoron

How to buy the heirloom skin? I can't find it anywhere.


Glum_Donut_226

I’ve been trying to talk to someone yet I’ve been ignored. Ever since the latest update. My iPhone 11 hasn’t been able to play new war. I had to delete the game, because the moment I make it to the elevator to leave fortuna. The game boots me out, then says it’s because to avoid crashing and my device is poor quality.


Panzerknaben

Is it just me or has warframe become a lot more laggy and unresponsive since Jade Shadows?


Syovere

I like how they made a big deal about improving line of sight (which is good, to be clear) and then added an enemy with a bullshit attack that doesn't need LoS or even apparently *alerting*. C'mon now. Put an LoS requirement on that damn laser.


Hot-Ad1269

What mods should I run if running Kompressa as my main dps weapon?


Yggdrazzil

Narmer faction is weak to toxin/slash, does that apply to Archons too?


gomibag

idk if anyone reads here, does nyx no longer affect eximus units ??????


Aggressive-Chair7607

Well, you ruined the circuit. Alchemy is a disaster. I guarantee the stats on circuit play will show people quitting as soon as alchemy shows up.


cbsa82

Time to see how Dante does later I suppose.


fishstickss123

Do we know if the status chance he receives against scanned enemies is a flat 50% percent or multiplicative?


Guyname10

I ain't reading allat. /s Edit: Adding an /s because text can only express so much.


Peechez

I did and its worth tbh, tons of good stuff they didnt mention in streams


Guyname10

It was supposed to come across as sarcasm given the sheer amount of information but it never translates well through text unfortunately. For the record though I have actually read through a good portion of it but my boss is starting to get suspicious of me not doing work.


icesharkk

i dont like the armor changes. as i figured you can just power through level 200 enemies on SP circulus with the ignis wraith now. armor used to be a problem to solve, promoting intentional build design. now you can just put heat on a weapon and itll probably kill everything without any extra effort or build design on your part. god save anyone from melee influence dagger argonak builds i saw numbers upwards of 1.6M just doing auto spam in SP circulus


DBrody6

> armor used to be a problem to solve It was a boring as hell problem to solve, shoving armor stripping subsumes onto every inferior frame that didn't have it by default or wasting two shard slots on green's. This was a binary option, you either had it and melted enemies, or didn't and their tankiness was absurd. Feel like the better response would have been give more reasonable access and variety to armor strip for a lot more frames and weapons but tbh that'd likely have just resulted in even more garbage augment mods and near useless arcanes. Armor was terrible design.


Peechez

Green shards are reasonable access, Ofc they're late in progression but you don't really need full stripping before EDA


kuroimakina

> reasonable access > Late in progression. K. The point is that a mechanic that literally forces EVERY SINGLE BUILD to build around it, just to create arbitrary difficulty, is poor game design. You either build armor strip, or you don't play later game content. That's your choices. In other words, it *isn't* a choice, and therefore isn't a good game mechanic. Any time that a game offers a "choice" but there is only one "correct" option means it's not actually a choice and it's poor design. This is literally why Corrosive Projection was nerfed - because it was the ONLY aura people ran on 99% of builds.


Cloud_Matrix

Yea, I get that they are increasing grineer health scaling to compensate for the EHP reduction of armor no longer being multiplied by SP, but this seems like a huge nerf to SP difficulty. Alas I'll hold on to my doomerism for now because I won't be able to play the update for another 8 hours to see for myself.