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    Warframe Warframe Weekly Advertisement | Warframe Communities!


    Warframe Weekly Advertisement | Warframe Communities!

    Posted: 04 Mar 2020 07:32 AM PST

    This thread spotlights various public Warframe communities outside of the subreddit!

    Disclaimer: Members of the /r/Warframe moderation team are not involved in the maintenance or running of these communities and don't have positions of authority in them.

    This thread is a placeholder because the Wednesday weekly slot is currently unassigned. Please use this link to suggest a new weekly thread.


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    If you have any suggestions for communities to add to this wiki page, want to report mistranslations or broken links, or want to help with crediting the proper creators, message the moderators!

    submitted by /u/AutoModerator
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    Self-damage is gone and no more. Are we happy now?

    Posted: 04 Mar 2020 11:20 AM PST

    Farm and grind, until it is done

    Posted: 04 Mar 2020 01:14 PM PST

    Capacitance Intensifies

    Posted: 04 Mar 2020 09:38 AM PST

    Found in a World of Light

    Posted: 04 Mar 2020 07:50 AM PST

    my god banshee what are those nails :u

    Posted: 04 Mar 2020 12:08 PM PST

    Blood Queen

    Posted: 04 Mar 2020 04:50 AM PST

    Since Viral will technically be better than Corrosive after the new update...

    Posted: 04 Mar 2020 07:03 PM PST

    Warframe Revised is coming to PC tomorrow

    Posted: 04 Mar 2020 02:18 PM PST

    https://forums.warframe.com/topic/1172318-where-is-2020s-first-mainline-coming-march-5th-to-pc/

    I'm just glad people will stop speculating on shotgun status chance changes tomorrow.

    submitted by /u/Hafo0135
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    Monster Energy Garuda

    Posted: 04 Mar 2020 01:05 PM PST

    I ... Am ... INAROS !!! ...

    Posted: 04 Mar 2020 10:41 AM PST

    Garuda

    Posted: 04 Mar 2020 10:01 PM PST

    More Excalibur sketches! This time I did them in school breakers and not in the math class

    Posted: 04 Mar 2020 02:08 AM PST

    2020’s First Mainline: Review, Revise, Refresh: Part 2!

    Posted: 04 Mar 2020 07:01 AM PST

    2020's First Mainline: Review, Revise, Refresh: Part 2!https://forums.warframe.com/topic/1172232-2020%E2%80%99s-first-mainline-review-revise-refresh-part-2/?tab=comments#comment-11400457

    EDIT: Mainline coming tomorrow March 5th!

    Tenno,

    We are still slated to release this Mainline this week (today on PC, if we're lucky!) but since Friday's workshop, a couple of new or added details have emerged that warrant sharing ahead of launch time.

    Please review Friday's Workshop before diving in here: https://forums.warframe.com/topic/1171232-2020%E2%80%99s-first-mainline-review-revise-refresh/

    CTRL + F Index as follows:

    Warframe Armor BuffsArcane Guardian Rank 5 Details + RemindersOperator Magus ChangesDepth of Status ChangesAura ChangesSelf Damage + AoE WeaponsClosing

    Warframe Armor Buffs:

    The following Armor Values are changing for Warframes:

    Ash: 65 to 100

    Ash Prime: 150 to 175

    Banshee: 15 to 100

    Banshee Prime: 65 to 125

    Baruuk: 150 to 175

    Ember: 100 to 125

    Ember Prime: 125 to 150

    Equinox: 100 to 125

    Equinox Prime: 120 to 150

    Gara: 125 to 150

    Gauss: 150 to 175

    Harrow: 150 to 175

    Hydroid: 200 to 225

    Hydroid Prime: 250 to 275

    Inaros: 200 to 225

    Ivara: 65 to 100

    Ivara Prime: 65 to 125

    Limbo: 65 to 100

    Limbo Prime: 85 to 125

    Loki: 65 to 100

    Loki Prime: 65 to 125

    Mag: 65 to 100

    Mag Prime: 65 to 125

    Mesa: 65 to 100

    Mesa Prime: 85 to 125

    Mirage: 65 to 100

    Mirage Prime: 150 to 175

    Nekros: 65 to 100

    Nekros Prime: 65 to 125

    Nezha: 175 to 190

    Nova: 65 to 100

    Nova Prime: 65 to 125

    Nyx: 15 to 100

    Nyx Prime: 50 to 125

    Oberon: 150 to 175

    Octavia: 125 to 150

    Revenant: 105 to 125

    Rhino: 190 to 225

    Titania: 65 to 100

    Trinity: 15 to 100

    Trinity Prime: 15 to 125

    Vauban: 50 to 150

    Vauban Prime: 100 to 200

    Volt: 15 to 100

    Volt Prime: 100 to 125

    Wisp: 150 to 175

    Zephyr: 15 to 100

    Zephyr Prime: 75 to 125

    Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.

    Arcane Guardian Details + Reminders

    Arcane Guardian

    On Rank 5: On Damaged:

    15% chance for +900 Armor for 20s

    • Arcane Energize will still give energy to toggled Warframe abilities - this has been asked a lot.
    • Arcanes will require 21 Arcanes to reach the new Max Rank of 5. Scarlet Spear will feature a buy-what-you-want shop for Arcanes based on the currency earned in the event. It will launch in March shortly after the Mainline.

    Magus Arcane Changes:

    Magus Accelerant

    • On Rank 5: On Void Blast:
    • Reduce Enemy Resistance to Heat Damage by 65%

    Magus Anomaly

    • On Rank 5: On Transference In:
    • Enemies within 30m are pulled towards Warframe

    Magus Cadence

    • On Rank 5: On Void Dash:
    • 100% chance for +90% Sprint Speed for 12s

    Magus Cloud

    • On Rank 5: On Void Mode:
    • +300% Void Dash Radius for 6s

    Magus Destruct

    • On Rank 5: On Void Blast:
    • Reduce Enemy Resistance to Puncture Damage by 65%

    Magus Drive

    • On Rank 5: On Transference In:
    • Increase K-Drive Speed by 150% for 30s

    Magus Elevate

    • On Rank 5: On Transference In:
    • 95% chance to restore 300 Health to Warframe

    Magus Firewall

    • On Rank 5: On Void Mode:
    • Generate Void Particles every 1s up to 6 particles, each granting 12,5% Damage Reduction for 60s. Taking damage consumes a particle.

    Magus Glitch

    • On Rank 5: On Transference Static:
    • 102% chance to negate Transference Static

    Magus Husk

    • On Rank 5: On Transference Out:
    • +150 Armor

    Magus Lockdown

    • On Rank 5: On Void Dash:
    • Drop a mine that tethers up to 10 enemies in 15m. After 4s it explodes dealing 60% of their Health as Puncture Damage.

    Magus Melt

    • On Rank 5: On Void Dash:
    • Increase Heat Damage in Operator Mode by 20% for 15s, stacking up to 7x.

    Magus Nourish

    • On Rank 5: On Transference Out:
    • Restores 35 Health/s to Warframe

    Magus Overload

    • On Rank 5: On Void Blast:
    • Stun robotic enemies for 3s, which then discharge Electricity Damage dealing 80% of their Max Health to anyone within 25

    Magus Repair

    • On Rank 5: On Void Mode:
    • Heal Warframes within 30m by 25% Health/s.

    Magus Replenish

    • On Rank 5: On Void Dash:
    • 100% chance to heal 30% Health.

    Magus Revert

    • On Rank 5: On Void Dash:
    • Use again within 3s, to return the Operator to their original position at no energy cost, Restores 60 Health. 3s cooldown.

    Magus Vigor:

    • On Rank 5: On Transference Out:
    • +300 Health

    Why: The Operator Magus changes were stated in a simple line in the first Workshop, but we wanted to go into greater detail on these. We have reworked Magus Cloud, since its original design was not popular.

    Depth of Status Changes

    Our original Workshop said the following:"In further additions, previously unstackable Status Effects (Puncture, Cold, Magnetic, Radiation, Viral) will now have stacking effects. We'll have more information on this later as it develops!"|

    This Part 2 serves to provide that information. In a way,the Status changes are much bigger than just 'give >100% Status meaning'. While getting 2 Status Effects on a single shot is a novel change, the way Status' will now Stack is likely going to be more noticeable:

    We have made substantial changes to not only adding stackable Status Effects to those Status' without it, but also changing some existing:

    Type

    Stacking Behaviour when a duplicate Status Effect Occurs:

    Slash

    • Each Slash Status has its own duration, but now we only show a maximum of 10 damage numbers in the HUD, damage is unaffected, but reducing how many damage events we show helps with performance

    Impact

    • Repeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (from Stagger to full Ragdoll). EDIT: We are reviewing how Ragdoll feels and may change pending feedback. EXPECT AN UPDATE TODAY ON THIS NOTE!

    Puncture

    • The first Puncture Status Effect has an enemy deal 30% less Damage. Subsequent Puncture Status add +5% weakening, leading to up to 75% (capped). Each Puncture Status has a duration of 6 Seconds.

    Cold

    • The first Cold Status Effect deals 25% slow. Subsequent Cold Status Effects deal +5% slow for a total of 70% slow at 10 procs. Each Cold Status has a duration of 6 seconds.

    Heat

    • No Change.

    Toxin

    • See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds.

    Electric

    • AoE Electric Damage that is part of the Status Effect can now reoccur while the target is still under the stun animation of another Electric Status Effect.

    Blast

    • AoE Impact that goes through enhanced stages of Crowd Control and Knockdown with repeat Status.
    • Grants the Blast Status Effect to all enemies in radius.
    • Blast Status reduces enemy accuracy by 30% base. Subsequent Blast Status Effects add +5% innacuracy for for 75% total at 10 stacks. Each Blast Status has a 6 second Duration.

    Corrosive

    • The first Corrosive Status Effect strips 26% Armor. Subsequent Corrosive Status Effects strip 6% more Armor, leading up to 80% Armor removal.
    • Each Corrosive Status Effect lasts 8 seconds.Note: Corrosive was the only Status with infinite Duration and 100% Efficacy toward a defensive stat. This was necessary to some based on how Armor Scaled. We feel our rebalancing efforts need a differently behaving Corrosive to balance out all Status overall.

    Radiation

    • The first Radiation Status Effect has an enemy deal 100% Damage to allies. Subsequent Radiation Status adds +50% damage, leading to up to 550% (capped). Each Radiation Status Effect has a duration of 12 seconds.

    Magnetic

    • New Status Effect entirely: enhanced Damage! First Magnetic Status Effect deals 100% additional Shield damage, subsequent Magnetic Status add +25% for a total of 325% (capped). Enemies under a Magnetic Status Effect cannot regenerate Shields. Magnetic Status Duration is now 6 seconds.

    Viral

    • New Status Effect entirely: enhanced Damage! First Viral Status Effect deals 100% additional Health damage, subsequent Viral Status add +25% for a total of 325% (capped).Note: Before Viral would halve a target's health pool and simply refresh the duration. Now it deals 2x Damage to Health, and can scale up to 4.5x Damage on repeat Status Effects.

    Gas

    • The base duration of a Gas Status Effect now matches Slash for 6 seconds.

    Why: The inclusion of enhanced or different stacking of Duplicate Status Effects is one to refresh the appeal of Status. Our long-term goal with this change is to build upon this series of changes to allow Status to impact bigger threats like Liches and Eidolons and not just have blanket Immunity.

    Faction Aura Changes

    There are 3 Auras that target specific Factions:

    Infested Impedance, Corrosive Projection, and Shield Disruption.

    We are rebalancing the faction Auras to not completely bypass our rebalancing effort. More importantly though, with the complete Enemy defenses rescale these Auras (mostly Corrosive Projection) will not be as necessary as they were.

    Why: We think being consistent is key. Passively removing 100% of an enemy's defenses is not an interesting choice, and we were completely inconsistent in this regard with Auras (i.e the efficacy of 4x Corrosive Projections vs 4x Shield Disruptions). Expect these Auras to reach somewhere in the 60-80% Range when 4x are equipped as we are still testing.

    Self Damage + AoE Weapons

    In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player's part. The Weapons include:

    Kuva Chakkurr

    Opticor

    Opticor Vandal

    Battacor

    Simulor

    Synoid Simulor

    Ferrox

    Astilla

    Shedu

    Kuva Seer

    Cyanex

    Staticor

    Pox

    Tombfinger

    Granmu Prism

    Exard Scaffold

    In the original Dev Workshop, we said:

    As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.

    This is no longer accurate after continued testing. What we are doing now is:

    No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.

    Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that's conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game's most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.

    Closing

    This post serves as an expansion to the big picture changes coming in Mainline - please ensure you review the original post! We really are changing a lot of the accrued staleness to Warframe's systems to refresh the Modding and gameplay. We will have 15+ Feedback Threads open after the launch, as well as dedicated Bug reporting threads. See you then, Tenno! We are very excited for the whole package of revisions.

    EDIT: Changed Blast effect.
    EDIT2: Added note about Impact effect.
    EDIT3: Mainline coming tomorrow March 5th!

    submitted by /u/Neomonk21
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    Radiation buff makes hallowed ground into a super version of nyx chaos

    Posted: 04 Mar 2020 04:06 PM PST

    Before: Already augmented, slightly smaller range removes status procs from tenno and deals minor damage per second to enemies in the effect

    After: how enemies deal up to 550% of their damage to allies who are now much weaker than they where before. They might actually get a whole 2 kills.

    submitted by /u/GrandEmperorPride
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    Keep blast procs the same as they are currently, but give the proposed blast proc (reducing enemy accuracy) to impact instead

    Posted: 04 Mar 2020 12:17 PM PST

    Having blast procs knock down enemies is ok because in most cases, you have to mod for blast damage in order to get any of it on your weapon. In other words, you choose to give your weapon blast damage if you want some crowd control. Impact on the other hand is incredibly common on weapons and there's no way to get rid of it. Because impact procs stagger or knockdown enemies, it can often be a hindrance, like when trying to aim for headshots for example. Changing impact procs to instead reduce enemy accuracy would mean that impact procs never actively hinder you, and crowd control status procs will mainly be an opt-in option for those who want it.

    submitted by /u/GoldPhos
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    Speedy boi, by me

    Posted: 04 Mar 2020 09:43 AM PST

    Dance of Trinity

    Posted: 04 Mar 2020 09:27 PM PST

    The Final Frontier

    Posted: 04 Mar 2020 11:32 AM PST

    Railjack's vacuum range should be increased with the upcoming update

    Posted: 04 Mar 2020 02:09 PM PST

    One of the most infuriating mechanics is the really limited item pickup range, coupled with it can take minutes to get to where some things are. The new update is making getting into Railjack much easier, and many new players are probably going to get their feet wet with Railjack this week- and I think it'd be beneficial to address that in some way before update ships out.

    submitted by /u/CorerMaximus
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    Really Weird Glitch I encountered in the Dry Dock using the little hover transporter

    Posted: 04 Mar 2020 07:07 AM PST

    My General Grievous fashionframe

    Posted: 04 Mar 2020 09:33 AM PST

    Venka Prime doesn't allow Combo Counter mods to scale for more than 11x, despite being able to reach 13x Combo Counter.

    Posted: 04 Mar 2020 08:57 PM PST

    Angry jellyfish

    Posted: 04 Mar 2020 04:52 PM PST

    If we're gonna have self damage recovery, we should also have normal knockdown recovery

    Posted: 04 Mar 2020 12:28 PM PST

    This is actually an idea I've had for a long time, but with the introduction of recovery from self damage I thought it would be cool to add a skill factor to getting knockdown. I mean, 90% of the time I die in Warframe, it's because I've been knocked down.

    Of course knockdowns aren't a problem for armored frames like Gauss, rhino, Nezha etc, but we need something to balance out for the non-armor frames.

    I mean we're super agile ninjas who fly at super speeds and do backflips, why do we get knocked down and take our sweet time getting up. Hell, even heavily armored grineer get up faster.

    submitted by /u/TheXenianRedditor
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