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    Warframe Warframe Weekly Tunes-Day | Share and Request Mandachord and Shawzin Songs!

    Warframe Warframe Weekly Tunes-Day | Share and Request Mandachord and Shawzin Songs!


    Warframe Weekly Tunes-Day | Share and Request Mandachord and Shawzin Songs!

    Posted: 05 Nov 2019 07:32 AM PST

    This thread is for sharing, discussing, or requesting Songs for our two musical instruments: the Mandachord and the Shawzin. Songs can be shared or requested any day of the week.

    Want to present your newest musical masterpiece or maybe just find someone to create one for you? Fear not, all you Octavia mains and Shazwin heroes. This is the right place for you!


    If you wish to just view top level comments (i.e. songs or requests) add ?depth=1 to the end of the page url.


    And remember...

    Songs can be shared or requested any day of the week!

    submitted by /u/AutoModerator
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    They called me mad, they called me crazy, but im keeping my word and doing it, even if it kills me!

    Posted: 05 Nov 2019 02:38 PM PST

    Guys im so happy. Today I hit MR28!

    Posted: 05 Nov 2019 01:52 PM PST

    tenno skoomer

    Posted: 05 Nov 2019 05:51 AM PST

    An idea for a Corpus version of the Kuva Liches

    Posted: 05 Nov 2019 11:57 AM PST

    First off, I really like the potential of the system, with some tweaks it could be some really good endgame content. also buff the kuva ogris pls it's worse than the normal one

    So I was thinking, what if there was a Corpus equivalent of Kuva liches? A straight 1:1 copy ("kuva liches but it's Corpus") would be boring, so I brainstormed some ideas:

    A bounty is placed on your head by the CEO of a Corpus subsidiary. Kill him? The Board of Directors will just elect a new one in his stead. Instead of fighting an individual, you're fighting a corporation, and you've gotta hit them where it hurts: their bottom line. This means sabotaging ships, stealing data, destroying their production lines, etc. Instead of killing Thralls, you're gathering intel on critical areas to their business, and then pulling off challenging heists/hit-and-run attacks to weaken their stock.

    But note that powerful bounty hunters will come and try to claim that sweet cash for eliminating you. They will hound you as you fight against this corporation. Kill them for cash, or spare them for intel.

    Once their stock is low enough, the CEO will lift the bounty on your head and will let you choose a bribe to get you to stop: either one of their cutting-edge experimental products (gear like weapons, unique moa parts, etc), or a resource cache containing a hefty chunk of rare resources.

    Anyhow, this is the kind of stuff that I've been spitballing as I've been grinding out Liches. What do you all think?

    submitted by /u/InvaderM33N
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    Hello from Russian community. In honor of the last Prime I decided to draw Atlas stickers. Boxers don't need a neck i think.

    Posted: 05 Nov 2019 02:29 PM PST

    Me and my friend cosplaying the Mario brothers

    Posted: 05 Nov 2019 01:58 PM PST

    when people get a paycheck and forget the consequence

    Posted: 05 Nov 2019 08:06 AM PST

    “You know man sometimes it’s just hard”

    Posted: 05 Nov 2019 06:03 AM PST

    Freeze frame bonus: Ember's flaming comets come from portals to the Fire Dimension

    Posted: 05 Nov 2019 09:30 AM PST

    The Old Blood: Hotfix 26.0.4

    Posted: 05 Nov 2019 08:53 AM PST

    Source!

    It's been 5 days since the launch of Old Blood and we've got our hands full with some great player feedback so far! As of yesterday afternoon 15,000+ Kuva Lich's have been Converted and 85,000+ have been Vanquished; you've been putting in that work! To keep everyone in the loop, we're working on some bigger picture mechanics for the Kuva Lich system coming soon:

    • Stockpiled Kuva Weapons: Receiving a better duplicate Kuva weapon after you've put work/Forma into an existing one can feel rather disappointing. With that in mind, we're working on a "duplicate consumption" mechanic where you can combine 2 of the same Kuva weapons, thus transferring its buffs while preserving your Forma and Exilus investment, ergo relieving you of your inner turmoil.
    • Larvling Lich creation will be truly opt-in. Some people want to see the world drown in Kuva and others just want to live a Lich free life! For those that don't want to be hounded by a Kuva Lich, we're changing the way Larvlings are killed in order to attain a Kuva Lich. Larvlings will have the same pre death setup as Thralls, except the Mercy action is only available to the player who damaged them last. At that point you either walk up and press X to initiate the Mercy (required for Kuva Lich creation), or just walk away and leave them to eventually die on their own after 15 seconds, thus opting out of Kuva Lich creation.

    Stay tuned!

    Melee Phase 2 Changes & Fixes:
    We have some cherry-picked fixes for Melee today while we review the larger feedback picture.

    Kuva Lich Phase 2 Changes & Fixes:
    With 5 days of feedback under our belts, we have a substantial number of changes to the Kuva Lich system rolling out today. There will be more to come this week that are a bit more developer intensive.

    • Mercying a Thrall now has a 5% chance to drop 500 Kuva or a Requiem Relic, adding another reward vector in the steps that are required to Vanquish/Convert a Kuva Lich. Requiem Relics play a very key part in the Kuva Lich system, and our goal with this change is to conjoin the Thrall hunt on (what is currently) normal mission modes with your eventual Requiem Relic hunt.
    • Increased the drop chance of each Requiem Relic in Kuva Siphon missions from 30% to 50%.
    • Tweaked the Requiem Murmur discovery requirements for each hint to reduce initial ramp-up:
      • Instead of each Murmur requiring the same amount of Hints, the first and second Murmur require 60% of what they used to, with the last Murmur requiring 140%.
    • Excess Murmur progress now carries over to the next Murmur to allow for faster Murmur discovery.
    • Known Requiems that you discover from using your Parazon on your Kuva Lich are now immediately visible on the UI as a permanent known Requiem.
    • Requiem Mods and Relics can no longer be Taxed by your Lich.
    • Ingame Murmur popups now show progress, in the form of a progress bar, from your previous Murmur discovery. This progress bar will not be displayed if you've solved all the Murmur hints.
    • Testing a Requiem on a Lich now advances Murmur progress by roughly 10x more than a Thrall on average.
    • A transmission will now play when a Kuva Larvling fails to spawn.
    • Tweaked Murmur display in Lich screen to be clearer.
    • Added vocals for Kuva Larvlings as they wait on the ground for that sweet Parazon.
    • Added a number next to Lich attempt history so you can tell the order.
    • Updated Lich name text to make certain letters more distinguishable.
    • Lich's rank will now update immediately from a failed attempt, so you can see the new rank right away during a mission.
    • Alerts and Kuva missions now include a 'Reward Already Received' entry if you replay one you've already completed.
    • Removed unintended sounds from Kuva Ephemeras.
    • Kuva Tonkor reload speed decreased from 1.7 to 1.5 seconds.
    • Fixed End of Mission screen not showing all recovered Kuva Lich items (Ephemera, Kuva Weapon Blueprint, etc). Each case we looked into "The Lich didn't return my (X)" showed that items were returned in all cases, just the UI was bugged.
    • Fixed Nekros' Shadows of the Dead being able to spawn as Kuva Thralls.
    • Fixed Liches in Codex using current Lich's name in subtitles, and other inconsistencies.
    • Fixed Kuva Larvling spawning in mission where everyone in the squad already has a Lich.
    • Fixed Kuva Larvling transmission appearing before the Larvling has spawned.
    • Fixed incorrect transmission playing at Kuva Larvling spawn.
    • Fixed Excavation Power Cell Carriers and Capture Targets spawning as Thralls, rendering the mission uncompletable.
    • Fixed Sensor Regulars in Grineer Spy missions and deployed Latchers being able to spawn as Kuva Thralls.
    • Fixed Lich weapons showing unicode immediately after being claimed.
    • Fixed Thrall music potentially playing at the same time as Kuva Lich music.
    • Fixed missing Lich portrait and transmission in several situations.
    • Fixed Kuva lich being affected by Out of Sight Mod.
    • Fixed vanquished Liches coming to assist.
    • Fixed being able to spawn more Thralls than intended per mission.
    • Fixed Requiem mods showing [PH] text when Trading.
    • Fixed an issue where Liches would stop playing their finisher animation immediately after starting it.

    Optimizations:

    • Fixed a crash when selecting a loadout if your loadout name contains HTML characters such as "<" in the name.
    • Fixed a loss of functionality when petting a mature Kubrow.
    • Fixed a Client crash related to performing a finisher on a Kuva Thrall/Lich.
    • Fixed loss of functionality if an enemy attempts to activate an alarm on a previously hacked panel.
    • Fixed a crash related to ragdolls.
    • Fixed cases of a game hang on the End of Mission screen if you were retrieving your stolen items from your Kuva Lich, causing you to relog to escape the screen.
    • Fixed massive hitch when the Lich shows up to assist.
    • Fixed script error when the game checked if an ally Lich should spawn.
    • Fixed script error if the Kuva Lich takes an invalid item.
    • Fixed script error that could occur at End of Mission due to the Lich Tax.
    • Fixed script error that could occur when exiting hacking.
    • Fixed script error that could occur when initiating a hack in high-level missions.
    • Fixed script error in squad UI when loading into a mission.
    • Fixed script error when using mouse wheel to scroll through loadout.

    Parazon Mod Changes & Fixes:

    • Untraceable will now refresh it's 18 second invisibility buff if it activates while already active (ie hacking another terminal within the 18 second window).
    • Increased the Runtime Sprint Speed buff from 50% to 75%, and the Duration from 10 seconds to 15 seconds.
    • Increased the Hit and Run duration from a 12 second to a 15 second Parkour speed boost on Mercy.
    • Live Wire now only Shocks enemies who are aware/alerted within 24 meters, thus not ruining your stealth gameplay.
    • Fixed Untraceable invisibility buff triggering when you fail and abort a Corpus hack panel.

    Vauban Changes:

    • Hot off the feedback train with more to come as we dive deeper:
    • Increased the casting speed of Vauban's Tesla Nervos' and Orbital Strike.

    Changes:

    • Removed the [PH] Orbiter Scene from the Captura Scene screen. It will return at a more appropriate date 😉
    • Nyx's Psychic Bolts infested movement speed debuff is now affected by Power Strength.
    • Grendel's missions now start with a HUD call out for 'No Mods Mode'.
    • Removed some scratches and grime on the Kuva Lich Armor metallics to allow a more consistent material for Accessories.

    Fixes:

    • Fixed the Operator not being able to Void Blast in mid-air.
    • Fixed ability to equip certain Fur Patterns on Vasca Kavat hybrids (Infected Kavat bred with a normal Kavat) that result in broken textures. This follows suit with the pure Vasca Kavat.
    • Fixes towards cases where Grendel would swallow his allies. Sometimes you just get real hungry ya know...
    • Fixed another case of NPCs aiming at targets they can't see.
    • Fixed Titania Empress Skin not using the correct wing mesh during Razorwing and missing the flapping animation.
    • Fixed NPCs getting stuck and not animating on emplacements (Turrets, etc).
    • Fixed Exilus UI prompt showing 'weapon' text when installing on a Warframe.
    • Fixed excessive Syandana clipping on Grendel.
    • Fixed Exilus Weapon Adapter not being Chat linkable.
    • Fixed not being able to move Vasca Floof after placing in your Orbiter.
    • Fixed Legendary Core inbox message not being sent to accounts that are MR3.
    • Fixed Oxium Osprey lens flares showing when swallowed by Grendel.
    • Fixed Magnetic proc sounds being audible mission-wide.

    Hotfix 26.0.4.1

    Fixes:

    • Fixed Thralls dropping Requiem Mods instead of the intended Requiem Relics on Mercy (added to Thrall droptable in Hotfix 26.0.4). We've also removed the 500 Kuva from the Thrall droptable. With less rewards to pick from means a better shot at that Requiem Relic!
      • Players who received Requiem Mods or Kuva while the Thrall drop was incorrect will get to keep them. Santa came early!
    • Fixed Thrall drops being Taxed by the Kuva Lich.
    • Fixed the Vasca Kavat Starter Kit not displaying how many Vasca Imprints you already own.
    • Fixed UI overlapping when opening a Chat link while in the Relic Refinement screen.
    • Fixed Warframe's appearing backwards when viewing a Moustache diorama in the Market.
    • Fixed a loss of functionality in the End Of Mission screen due to invalid items trying to be Taxed by the Kuva Lich.
    submitted by /u/Xenris
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    A potential solution to Kuva Liches not really being 'liches': Let us kill our Liches and make them stronger every time they die, before making them kill us at their highest rank.

    Posted: 05 Nov 2019 10:56 AM PST

    https://en.wikipedia.org/wiki/Lich

    If you've played or seen the Kuva Lich system or read through this sub a few times recently, you may have noticed that the 'Lich' part of Kuva Liches makes absolutely no sense in its current state. The original idea was to make us kill the Liches over and over until we find a way to kill them permanently, yet DE decides to pull a switcheroo at the last moment and make the Liches kill us over and over (which technically makes us the liches). So it got me thinking of a potentially easy solution to this whole system:

    just switch the animations around lol

    Why not just switch it around and make it so that our Liches die if we get our Requiem mods wrong, and they level up and get stronger with each death (maybe learning new resistances and slowly dropping old ones to encourage a change of tactic?) and only at their highest rank would the tables be turned and they would be able to kill us (if we still get our Requiem mods wrong ofc), since they're at their peak and there is no way for them to level up anymore?

    It would make much more sense both from a conceptual and gameplay standpoint, as it's a progressive system where the Lich grows stronger by learning, and not just a juggernaut right from the get-go. It probably doesn't take a complete technical overhaul too as DE just needs to flip it and use the Tenno finisher animations for the first 4 ranks of the Lich, and they can still use those badass Lich finisher-on-Tenno animations on the highest rank, so they won't have to dump those assets they've worked so hard on. Everybody wins (?)

    "But what if I don't want to kill my Lich and level them up? What if I just run away from them, like a lot of players are already doing with the current system?" Well, remember how in Shadow of Mordor, the Uruk captains remember and taunt you if you run away from them in a previous fight?

    While I would like to see Liches taunting us for running away, I'd also like to see more risk involved: spread the Lich's influence farther across the System if the Tenno runs away from a Lich. That way, it seems as if the Lich is spreading the news to others that the Tenno are cowards, thus persuading more people join the Lich's ranks. It's one way to solve the problem of people not fighting their Liches, especially in pubs which can become really disruptive if a Lich is left alive for too long. Frankly, with the current system punishing Tenno running away by leveling up their Lich is just not enough of a deterrent.

    With the announcement of Murmur progress on unsuccessful Lich attacks, this new system could be a sort of parallel progress between the Tenno and the Lich; a race to see which one can defeat their opponent before their opponent beats them. Will the Tenno reveal all the Murmurs and find the right Requiem order before the Lich becomes too strong? Or will the Liches finally reach their final form and break the Tenno? Find out on the next episode of Tennoball Z It would make for a fresh new perspective on the Kuva Lich system while not being too much of a complicated rework (merely swapping the animations between the Tenno and the Lich finishers, but that's just a terrible oversimplification.)

    Edit: Formatting and a few text additions.

    submitted by /u/4CETHETICS
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    Short story of random Tenno and his Tonkor-wielding Kuva Lich

    Posted: 05 Nov 2019 12:56 PM PST

    Mag be packin on some more armor than I remember...

    Posted: 05 Nov 2019 04:24 PM PST

    Please ALWAYS stab your Kuva Liches!

    Posted: 05 Nov 2019 12:24 PM PST

    This is an appeal to everyone who plays in pubs.

    Even if you have no mods on your Parazon and you know you're going to fail, please do it.

    Yeah sure the meta was letting your Lich live and thralls would spawn left and right, but now that's changed. It still does that, sure, but when you stab him/her you and EVERYONE else gets roughly 10x the murmur, thus progressing that bar faster than before!

    Don't care about that murmur? Please do it anyway so you don't block other people's Liches from spawning because they might already have all the mods!

    Please don't be that guy.

    EDIT:

    Okay, so I've been getting a lot of backlash (as per expected) so I'd like to address some things;

    First, I'm not trying to force people to play the game MY WAY, I'm trying to ask for people to play the game AS IS INTENDED. Since the devs are rewarding us for trying to kill it even without any mods, it's more than accurate to say that we are supposed to try and kill it so it gets stronger.

    It's not selfish of me to ask for it to be played as it is designed so everyone can benefit. It is selfish though to refuse in playing it like it's supposed to for self-benefit.

    Second, preventing other Liches to spawn is hoarding. As I said above, the game is clearly designed to be played a certain way. Of course you can ignore that and play it like you want to, but do keep in mind that when you join a PUBLIC GAME, it's more likely than not that the majority will be playing as it is intended, and you will be halting.

    If you're not prepared for a high level Lich and/or don't want it progressing, please don't play it. It's useless trying to prevent it from levelling because it will either way and you'll just be losing time.

    These are my final thoughts. I can see some agree and some who don't. Keep it sensical though.

    submitted by /u/crispyzig
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    *Slaps top of Seer* This bad boy can fit so many statuses in it.

    Posted: 05 Nov 2019 08:08 PM PST

    Lich not dying, but killing you with the right sequence.

    Posted: 05 Nov 2019 05:57 PM PST

    Converted Liches do barely any damage, and don't stay for very long.

    Posted: 05 Nov 2019 11:07 AM PST

    I decided to convert a lich because I thought he looked cool and the name was nice. He spawned one time after a few hours of playing, and was not able to really kill anything just maybe a few lancers. It then left about 2 minutes after saying its job was done. Excuse me, what? They already have a low spawn rate as it is, at the very least he could stay until the end of the mission or do some real damage. As they are right now, I wouldn't rate them better than a specter because at least those stay until they die. If anything, give us a beacon that lets us call them or something or buff their damage or really ANYTHING. Come on DE, make them the companion we've always needed. A true ally. Not a downgraded specter. Please.

    submitted by /u/The_Taco_Tamer
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    Requiem Mods and Relics can no longer be Taxed by your Lich

    Posted: 05 Nov 2019 09:51 AM PST

    Thralls dropping the mods might be accidental, but it made the whole thing better

    Posted: 05 Nov 2019 11:07 AM PST

    At least for now we don't suffer with layers of RNG to get a single mod. Honestly, I think it's way better this way.

    submitted by /u/Koreldraw
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    The best changes turned out to be bugs

    Posted: 05 Nov 2019 11:21 AM PST

    I was so happy about Thralls dropping kuva and mods, felt so motivated, suddenly liked the Lich system. This evening was a real emotional rollercoster.

    submitted by /u/MadChild2033
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    Allow for us to have all pets active, deprecating this stasis system

    Posted: 05 Nov 2019 01:26 PM PST

    It's pretty annoying to have to switch my pets when I need different, say kavats. For eidolons, I prefer an adarza, but that means I have to manually put my current pet into stasis, then pull the adarza out, and once I'm done, it's the exact same procedure except opposite. It's inconvenient to need to go through this procedure so often.

    We have different configs (A, B, C) for mods, weapons, colors, operator outfits, even sentinels. Why are pets exempt? Is it because they are alive and need care? Last I checked, our operators are also alive, yet I see no instance of them eating, sleeping, or needing injections to keep their health up.

    Please just remove the stasis system and treat pets like any other companion, and let us equip whichever one whenever with ease.

    submitted by /u/FrontearBot
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    Status procs are inconsistent in the new update.

    Posted: 05 Nov 2019 04:20 PM PST

    Status procs are inconsistent in the new update.

    While playing in this new update, I started to notice that status procs felt off. Weapons that normally would proc status very reliably, such as my Tombfinger, weren't doing so at all. It seemed like bad luck at first, but as I kept playing I grew more convinced that something was wrong with status procs. So to test this properly I went into the simulacrum with the following Tigris build:

    https://preview.redd.it/w9o2xvscjyw31.jpg?width=1920&format=pjpg&auto=webp&s=95d954988aa6613d3f553fdcd30d9188af2c155e

    This build results in 100% status before multishot, which means that every individual pellet has a 100% chance to proc status. It is mathematically impossible for this weapon with this build to fail to proc a status (unless the target is status immune).

    My first test subjects are level 160 corrupted units, which is a tad overkill, but I needed to be sure that they wouldn't die instantly.

    https://preview.redd.it/tldq17wzjyw31.jpg?width=1920&format=pjpg&auto=webp&s=52dee1f0bdc8453df79a75beb46076a68dae95dd

    As we can see in this image, every pellet did its job and proc'd a status. This is expected behavior for the weapon.

    To make sure I could 1-shot the second set of targets while removing any other variables, I used the same enemies but lowered their level to 10.

    https://preview.redd.it/apz790yekyw31.jpg?width=1920&format=pjpg&auto=webp&s=124b6a0dc318466c227518921032706c46eb5acd

    This fairly gruesome image shows what should be impossible: a hit that doesn't proc status.

    Okay, but who cares if the target is already dead? The big reason is that mods and arcanes that activate on status proc are now highly unreliable. This change makes it very difficult to proc status using high level gear, which is very annoying. It became a big problem when I was playing Chroma, since I couldn't get that Growing Power boost for Vex Armor--fellow Chroma enthusiasts will know how frustrating that can be. I couldn't find anything regarding such a change in the patch notes for any of the 26.0 updates, so I'm pretty sure it's a bug.

    submitted by /u/TheNeuronCollective
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    I'm still not sure how to answer this question.

    Posted: 05 Nov 2019 03:48 PM PST

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