• Breaking News

    Warframe Garuda's new Augment, Blending Talons will have no benefit as Garuda's Talons are currently bugged (and have been for months).

    Warframe Garuda's new Augment, Blending Talons will have no benefit as Garuda's Talons are currently bugged (and have been for months).


    Garuda's new Augment, Blending Talons will have no benefit as Garuda's Talons are currently bugged (and have been for months).

    Posted: 06 Nov 2020 03:47 PM PST

    During today's home devstream, Rebecca showed off a few new augments, themed around weapon synergies. One that stood out to my friends and me was Blending Talons, the new augment for Garuda. It adds additional combo counter chance to Garuda's Talons when hitting targets affected by Bleed.

    This is an issue because while Garuda's Talons can equip Blood Rush, Weeping Wounds, and the Gladiator set, they do not actually benefit from them. Your crit and status will not increase with your combo counter. This obviously means that there's no benefit to using Blending Talons; you're sacrificing a mod slot for a secondary ability that does not work.

    This hasn't always been the case, though. Garuda's Talons used to work properly with all combo-scaling mods until Update 28.0: The Deadlock Protocol. After that update, they began to have the bugged interaction with combo-scaling mods. This change was undocumented, which is what leads me to believe that it was not intended; especially since it was paired with base stat tweaks that were intended to buff the weapon.

    Some people argue that this is because they count as Exalted Weapons; however, Exalted Weapons simply cannot equip Acolyte mods in the first place. The new augment, the undocumented change, and the weapon's past functionality lead me to believe that Garuda's Talons are intended to benefit from combo-scaling mods.

    This change has been noticed and brought up many times on the Forums and Reddit (1 2 3 4) in the past. I hope that the release of this augment can bring attention to this bug and lead to a quick resolution. If not, I guess someone can make a meme heavy attack build with it instead.

    TL;DR

    Blending Talons increases combo counter. Garuda's Talons can equip Blood Rush and Weeping Wounds, but they are bugged and do not actually increase crit or status as combo counter increases. Thus, Blending Talons offers no benefit.

    submitted by /u/-NICHE-
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    Chroma's new adjustment proves that DE ran out of paint

    Posted: 06 Nov 2020 02:58 PM PST

    Here's a cleaner look of the briefcase rocket launcher from syncrasis.

    Posted: 06 Nov 2020 12:38 PM PST

    Apparently MR 30 Blessing changes Relay Statue to the Blessers Warframe

    Posted: 06 Nov 2020 09:01 AM PST

    I drew Mesa Prime in mechanical style.

    Posted: 06 Nov 2020 03:56 AM PST

    Necramechs are not getting vacuum.

    Posted: 06 Nov 2020 04:54 PM PST

    She’s no kuk mastu. But she’ll do

    Posted: 06 Nov 2020 07:20 PM PST

    Man, fuck the Glassmaker investigation part

    Posted: 06 Nov 2020 02:36 PM PST

    I skipped the 4 other investigations because they were slow and boring, now I HAVE to do it for the unique nightwave reward which is after months of potential tweaks to the system and it's still SLOW and BORING.

    - Why do you move so slow?

    - Why is the FOV so narrow?

    - Why does the pulse around you doesn't do anything?

    - Why is there no indication that you're near a clue?

    - Why are the clues so goddamn weird objects that can just blend in the background?

    - Why do you MOVE so SLOW

    I don't even mind "hidden object" puzzles, because I don't need to spend 30 seconds to check a corner. They had months to tweaks things. Could have made it "hard but fair", I wouldn't have complained, but right now it's a painful slog. I play games to have fun. Where is the fun? Where is it?

    submitted by /u/Drifter_san
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    Stupid sexy Grinner, dont pose like that!

    Posted: 06 Nov 2020 09:18 AM PST

    Glaive Revisit Workshop

    Posted: 06 Nov 2020 10:32 AM PST

    Source

    Greetings Tenno!

    Warframe currently offers 22 different classes of melee weapon for players to choose from, but Glaives hold a special place in the game's history. First introduced in Digital Extremes' 2008 title Dark Sector , Hayden Tenno's unique and vicious playstyle captures the hearts and imaginations of many.

    A lot has changed in the twelve years since that game was released: Warframe has gone through many major reworks, including complete melee overhauls, and the addition of a "Glaive + Gun" combo system. With several overlapping systems at play, Glaive gameplay was no longer consistent, working differently depending on how it was used. This revisit intends to combine these two modes, preserving and enhancing the best parts of both.

    Many of these changes focus on enhancing the unique gameplay options that a Glaive can offer. We'll start simple with throwing mechanics, and work our way up:

    Heavy Attack (aka Glaive detonation) will now do more damage, more consistently! Damage numbers have been increased, and the area-of-effect falloff has been removed, meaning max damage no matter what part of the explosion hits an enemy. This should help encourage use of Glaives' unique detonation functionality; another option to compliment swinging and throwing the weapon, allowing for massive bursts of damage when needed.

    "Hold throw" mechanics now apply in Equipped Melee mode! When we added the ability to wield a Glaive alongside any one-handed secondary, we introduced a new system for throwing Glaives that was quicker and more intuitive. This modern system for both ground and air throwing has been applied to pure melee mode, making Glaives consistent no matter how they are used.

    GIF 1.mp4

    In "Glaive + Gun" mode, players must use the melee key to detonate the Glaive while in flight. With only the Glaive in hand, the alt fire button is no longer reserved for your secondary weapon, which allows for added flexibility - press alt fire for a Heavy Attack detonation, or tap melee for a simple recall.

    Glaive throws can now be performed while sliding! Tap to perform a regular spin attack, or hold to throw. An added level of flexibility to the Glaive playstyle.

    GIF 2.mp4

    Throw melee inputs can be "queued up", one after the other! Also known as "buffering", this means if you are holding a melee input as the Glaive returns to your hand, you will start charging another throw as soon as possible. With this change, a smooth gameflow emerges: throw a Glaive, hold melee as it returns, catch, release, repeat.

    GIF 3.mp4

    Glaives can now be thrown multiple times in a single jump! Limitations to this type of throw have been removed to allow more chained throws.

    With all of these improvements, Glaive throwing and detonating should become a more prominent and viable way to use these weapons. But we're only getting started!

    Another feature that makes Glaives stand out from other melee weapons, is their ability to be wielded alongside a one-handed secondary. This "Glaive + Gun" mode is also getting a couple upgrades:

    Melee stance combos are now available in Glaive + Gun mode! Using a weapon combo will no longer restrict your melee options and movement, making Glaives even more deadly.

    GIF 4.mp4

    Glaive + Gun mode now utilizes melee auto blocking when not aiming or firing! This feature introduced in recent melee system updates will now also apply to the weapon combo mode, offering the benefits of actively equipped melee while still keeping your secondary at the ready.

    With all these changes combined, we hope Glaive gameplay will feel more fluid, fun and unique. To encourage exploration of these new mechanics, we are also making changes to Glaive Modding options, improving old Mods and introducing new choices for players to try!

    For example, the Glaive Mod Power Throw will be getting a major revision...
    Old: +0.6m Punch Through
    New: +2m Punch Through. On Consecutive Throw: +100% Throw Damage (up to maximum 3 stacks)

    This Mod will now be great for players who embrace the "catch and release" playstyle introduced by the changes to melee input queueing.

    We also have two new Mods coming, to help modify your playstyle even further…
    Volatile Rebound: 100% Chance to explode on Bounce (Disables Punch Through)

    GIF 5.mp4

    Volatile Quick Return:-4 Bounce. +100% Blast Radius. 100% chance to explode on Bounce (disables Punch Through).

    GIF 6.mp4

    Unlike a Heavy Attack, the explosions from these Mods do NOT consume your combo counter. Equip Volatile Rebound to inflict as much chaos as possible from a single throw, or Volatile Quick Return for rapid targeted strikes.

    We hope you're as excited for these changes as we are - coming soon to a public build near you!

    Thanks everyone!


    This action was performed automatically, if you see any mistakes, please tag /u/desmaraisp, he'll fix them. Here is my github

    submitted by /u/CephalonAhmes
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    Sometimes, when i feel sad, i like to look up at the galaxy and write something in the stars.

    Posted: 06 Nov 2020 05:40 PM PST

    Time for a purge...

    Posted: 06 Nov 2020 05:51 PM PST

    When you're waiting on your trade partner to load in

    Posted: 06 Nov 2020 04:45 PM PST

    With Chroma Gaining A New Cycle Mechanic It's Time We Review how Cycle Mechanics Work And Update Them To Be Less Clunky

    Posted: 06 Nov 2020 12:28 PM PST

    So I think most people here have used a cycle ability in Warframe whether it be Minelayer on Vauban or Quiver on Ivara. Yet without fail these abilities always feel like they come out clunky sine you have to slowly scroll the wheels to select the power then you have to actually use the power you want. While this sounds pretty fast on paper, in game it's just too slow to really function well when most other abilities are instant without needing to scroll for the right now. Such as on Grendel it can be a pain to keep your buffs running since it takes so long to constantly switch between buffs and then use them with such a short base buff duration. Or trying to lay down a bunch of traps with Vauban just becomes tedious.

    So there are multiple ways to go about fixing these abilities I feel. My preferred method would take some tweaking with the UI and how abilities function but I think would provide enough customization to be the least burdensome on a player.

    On any of these cycle abilities there's is without fail one or two of them that are either useless or just kind of underwhelming. I suggest being able to remove extra abilities from the cycle wheel so you have less to scroll through. And if you end up with just two abilities on the cycle wheel then it becomes a tap/hold power like Protea's first ability which not only has good utility but doesn't feel burdensome to use.

    The other more popular method I see thrown around is having a gear menu type interface pop up when you hold the button to switch abilities. This would let you quickly select which ability you wanted to cycle to like the gear menu, though in this case I would like it to be a bit smaller so you could quickly snap your mouse or controller in one direction and switch to one of the abilities popping up.

    A third way of going about this and the easiest but least effective way of fixing this would be letting you bind the specific cycled abilities to a hotkey instead of just binding the main ability button to it. So say I could bind Grendel's Nourished Energy buff to the 7 key, Nourished Armor to 8, etc. This would be limiting for console players though as they don't really have too many buttons to spare and doesn't address the issue of the whole cycle ability section being awkward to manage.

    Anyways, I'm not really sure how much the Warframe community at large cares about this issue as posts along these lines rarely gain much traction but it has always been a thorn in my side since I want to use these abilities but they feel too clunky to use. On a final note though, can we be allowed to change tap/hold preference on a frame by frame basis instead of something in the settings menu?

    submitted by /u/Croewe
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    OK...this is my problem with this Nightwave Episode. Why the hell did they make the items look so damn similar? I failed this damn thing 3 times because I couldn't see a difference between the choices and thought it was all glitched. I finally went in and grabbed screenshots to see why.

    Posted: 06 Nov 2020 01:55 PM PST

    Teralyst Shuffle

    Posted: 06 Nov 2020 08:51 AM PST

    a few old drawings

    Posted: 06 Nov 2020 10:54 AM PST

    Home [DE]vstream #8 Discussion Post

    Posted: 06 Nov 2020 11:00 AM PST

    Here's where we'll put the recap and the month long discussion!

    join us RIGHT NOW https://www.twitch.tv/warframe

    edit: stream over! archived here: https://www.twitch.tv/videos/793964311

    We will be covering our in-development topics - from when you can expect Update 29.5: Deimos Arcana, to diving into some very exciting imminent news ;). We'll be going over a complete summary of what to expect in Deimos Arcana, along with a first look at some upcoming 'Corpus Queenpin' new weapons and details!

    submitted by /u/apostroffie
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    Late "Happy Halloween" by Lust Huntress

    Posted: 06 Nov 2020 05:59 AM PST

    Thanks game, very cool...

    Posted: 06 Nov 2020 09:52 AM PST

    Herr Arbiter of Hexis

    Posted: 06 Nov 2020 11:29 PM PST

    I did it I finally did it

    Posted: 06 Nov 2020 06:36 PM PST

    I finally convinced my friends to play Warframe it went so well maybe even to well now they told their friends from primary about it and now it's just a chain. I feel good about myself.

    submitted by /u/MrTunaFishCakes
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    Remember Pets 2.0?

    Posted: 06 Nov 2020 09:01 AM PST

    Yeah me neither. Thanks Sheldon!

    submitted by /u/epicbaconmode
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    Back to the start with you

    Posted: 06 Nov 2020 04:15 PM PST

    u/Proto1225

    Posted: 06 Nov 2020 07:04 AM PST

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