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    Warframe Warframe Weekly Riven Thread | Share Your Rivens!

    Warframe Warframe Weekly Riven Thread | Share Your Rivens!


    Warframe Weekly Riven Thread | Share Your Rivens!

    Posted: 25 Nov 2020 07:32 AM PST

    This thread for everything about rivens; builds, rolls, questions, etc.

    Resources:

    This place will be a troll-free environment so that anyone can ask a question without backlash. In other words: negative attitudes will NOT be tolerated.


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


    Comments are sorted by new by default! And remember...

    Rivens can be shared any day of the week!

    submitted by /u/AutoModerator
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    Don't call me self-centered, but I kind of miss this point of view.

    Posted: 25 Nov 2020 04:59 PM PST

    Thought I was playing Warframe not Destiny 2

    Posted: 25 Nov 2020 01:45 PM PST

    Some Infested Weapon Animations in Slow-Motion

    Posted: 25 Nov 2020 06:06 AM PST

    UPDATE: We are no longer losing access to Warframe, and my spouse and I are both so thankful!

    Posted: 25 Nov 2020 08:30 PM PST

    DE has been so focused on making mission types that are as grindy as possible (e.g. vaults) to keep players occupied that that forget that a gamemode should be fun

    Posted: 25 Nov 2020 09:50 AM PST

    Nothing is more fun than shooting a Necramech which uses Storm Shroud so you can instakill yourself with your own reflected damage. No counterplay, virtually no time to react. It's not challenging, that's bad design.

    Posted: 25 Nov 2020 04:40 AM PST

    Anyone feels that Fortuna is not fucking complete?

    Posted: 25 Nov 2020 10:55 AM PST

    DE is DE, and these guys tend to focus on shiny shit when they havent even finished building pre existing shit. Fair enough, but when theres so much content left out?

    Fortuna missions take place in some places all around the map, thats fair but what about

    -The Reflector, whats the point of having that big badass building and its rotating radar if we cant even use it to prolong the temperature periods, tf?

    -The Pearl, its a tantalizing and interesting mystery that for some reason just lays spinning like a golden globe with no resolution.

    -The Starport, its honestly one of the best designed CQC and urban environments in the game and damn good for taking on waves of enemies. So why isn't it, I dunno, utilized?

    -The many pylons and empty facilities around the Vallis. All wasted space I guess

    -The Orb in the pond. I genuinely dont mind it being just a decoration or failed prototype but its never even mentioned once in the game by anyone.

    -The golden Orokin gene forge door next to the crashed satellite thingy. Are we supposed to open it or is it just some kind of interesting looking set piece?

    -The crashed Orokin satellites, you're telling me that such a giant structure isnt utilized more?

    Personal headcanon is that they're all ready to ship out once the Thermia Fractures break the Orb Vallis but alternatively DE seemed to have forgotten all about them.

    Also, anyone notice that the research lab's light beam is not properly aligned to the antennae?

    submitted by /u/Nuerax
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    New dojo decorations. This is a library.

    Posted: 25 Nov 2020 12:40 PM PST

    He took the easy way out.

    Posted: 25 Nov 2020 10:24 AM PST

    Anyone else use the different weapon holsters just to do piercings? Not sure what this type of piercing would be called.

    Posted: 25 Nov 2020 03:07 PM PST

    Can we just block Stalker's email? It's getting spammy when farming bosses.

    Posted: 25 Nov 2020 12:56 PM PST

    Make Thermia Fractures a bounty

    Posted: 25 Nov 2020 01:35 PM PST

    Currently when clicking on thermia fractures, rather than putting you into a specified squad that is doing them, you get put into a random Orb Vallis squad that isn't doing bounties. By making it a bounty that shows when available, you would be able to go into open squads that are actually doing them and not just mining or fishing.

    submitted by /u/Tyr-of-Tears
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    Inaros 80k HP WorldRecord - Squad build

    Posted: 25 Nov 2020 01:40 PM PST

    [Suggestion] Have Stalker's current resists show up below his Boss HP bar.

    Posted: 25 Nov 2020 03:43 PM PST

    When the PolypHog gets stuck for the 50th time

    Posted: 25 Nov 2020 03:33 AM PST

    Why cant we just buy Scintilliant for standing like we can buy Cetus Wisps?

    Posted: 25 Nov 2020 12:31 PM PST

    Find a small, glowing thing floating around a map somewhere. Cetus Wisps and Scintilliant have the same mode of acquisition. Unlike Scintilliant, however, we have the option to buy Cetus Wisps with standing from a syndicate many have more available standing in than they will ever need; from Onkko.

    Similarly, we also have more Necraloid standing than we will ever need, given how common orokin matrices are and how little Loid has to offer. So why cant we just buy Scintilliant for 5k standing per piece like we can buy Cetus Wisps?

    I am not sure if this only applies to me since I actually have a visual disability, but I find seeking them out in vaults extremely tough too since a) when being in a vault you usually have different stuff to worry about but more importantly b) they are very hard to spot and the noise they supposedly make is inaudible.

    Given this and the fact, that they are actually quite commonly used in blueprints, I have yet to craft the Quassus despite having dropped ~100 blueprints for it.

    submitted by /u/MinimalPerfectionist
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    Please give us the option to change back to old nechramech hover binding

    Posted: 25 Nov 2020 06:18 PM PST

    The button to hover in a mech is now right click meaning you can't aim in the air. I read the patch notes and this was to fix an issue on controllers. Can we get an option to change it back for keyboard users?

    submitted by /u/The_Lord_Of_Spuds
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    A poorly written rant: fighting enemy bonewidow is the worst gaming experience I’ve had in years

    Posted: 25 Nov 2020 05:23 AM PST

    My prior experience of fighting this poorly designed, barely working, thick as fuck metal crotch was on PTC. Back then everyone was given their own bonewidow for testing purposes, so in order to not waste my time fighting the mechs and get right to the new bounties, I've equipped it. Does anyone remember OG Mass Effect? When you're playing as a solider with a shotgun, and stumble across another solder with a shotgun, you both close the distance, activate Immunity (crazy damage reduction) and proceed firing each other in the face until the ability ends, not capable of doing any meaningful damage. Yeah, fighting bonewidow with a bonewidow felt exactly that.

    But I thought to myself – clearly, it can't be that sloggy when you're fighting one with your warframe, a more mobile unit, which is capable of reaching enemy's vulnerable points through it's agility. Fuck me in Javlok capacitor I was so wrong.

    So today I thought that it might be fun to try out the new mecha archweapons. Surely, there is some fun in using them that can make up for how clunky they are in the ground combat. The parts required drop only from the last vault bounty with 5% chance… But I can at least try to get them; so I went to the vaults, and the first mech I've encountered was a bonewidow. It's hard to imagine, but it felt even worse than fighting the previous mech variant.

    At least the previous one, with all it's bullshit untelegraphed, unexplained and counterintuitive mechanics can be cheesed with a warframe with equally bullshit abilities. But this schlong-swinging golden twat, it's borderline non-functional. It's abilities aren't that terrible as the instakill granade launcher, but the hitboxes and the behavior, what kind of manure-drenched pile of potato peels is that?

    It looks like the arms have fucky hitboxes; sometimes it takes one shot to blow them up, and sometimes I can't do any damage at all. What in hell is that? How I'm suppose to locate a tiny weak spot in this homogeneous visual goo, and then shot it when this can of rotten salmon keeps running in circles, flying, and spin those shitsticks of its like a high on crack raccoon with rabies?

    But turn out, that shooting the arms off is just the preamble for the real clownfest, because, when armless, this fossilized ballsack will just moonwalk ad infinitum! Do you remember the problem I've had with hitboxes on its arms? Fucking forget it! You can hit them, sometimes! Hitboxes on the body are far, far worse. Those glowy armpit nipples that take less space on the necramech's modell than a fresh colony of yeast takes on a petri dish, those void-powered buttholes, they can't be hit from the front! Even though you can see them! It won't take any damage from a glancing hit, no, you need to stand from the side or the back of the mech in order to have any chance of inflicting damage! The front side is invulnerable!

    Now tell me, how does this mix with the fact that the goddamn mech without arms WILL BE FACING YOU ALL THE TIME? It doesn't even need any time to turn around because it doesn't depend on any animations, ensuring you will never be able to circle it fast enough! The only chance for you to hit it is if it decide to attack infested, your teammates, or your companions (with a possible scenario of all of the above not being present), or to ram you. What kind of shit flooded hell is that??

    I know this isn't helpful, but holy fucking hell it's infuriating! After two iso vaults I've had to shut down my PC and stare at the window for a while, and I can't remember when was the last time a game managed to piss me off like this. I don't know whether it's time for another long break from warframe for me, I'm not going back to the vaults it the foreseeable future, that's for sure.

    submitted by /u/kohour
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    Deimos: Arcana: Hotfix 29.5.4

    Posted: 25 Nov 2020 02:10 PM PST

    Source

    Deimos: Arcana: Hotfix 29.5.4

    DirectX 12 Beta Support:

    We are pleased to bring you beta support of DirectX 12 this week!

    The DirectX 12 driver should look graphically alike to the standard DirectX 11 driver, but the new driver exposes several optimizations we can use in the future. Even though Warframe's DirectX 12 support is still in beta, you should notice slightly faster rendering on most graphics cards and faster rendering on multi-core systems!

    Please keep in mind that several optimizations are still in the works. For example, the new driver does not yet support the shader cache that's automatic in DirectX 11 drivers. This difference means that as you play, the DirectX 12 driver must convert shaders from a generic format to versions optimized for your specific model of graphics card. Depending on your system, this process could appear as micro-stutters the first time a shader is needed. Other games work around this process by forcing massive shader compiles in their launchers. We hope to avoid that as we work on a different solution.

    We also hope to hammer out some bugs during our initial beta test of the DirectX 12 driver. To that end, we're keenly interested in having crashes reported if they only occur in the new driver. If you can reproduce a crash consistently in the DirectX12 driver but can't reproduce the same crash in DirectX 11, please report the WAR-# in this thread. Learn more about reporting crashes here.

    We're also interested in knowing what looks different with DirectX 12 enabled. Differences likely signal a bug, so if you find one, please send F6 screenshots to Support. Learn more about capturing screenshots here.

    How to Participate:

    Simply enable DX12 in your launcher settings!

    Necramech Changes & Fixes:

    • 3 Polarity slots, Vazarin/Vazarin/Madurai, have been added to Bonewidow. This was an oversight on our part, and should have come with Bonewidow on launch, similar to Voidrig.

      • If you've already Polarized those slots, we'll move your chosen Polarity to a Universal slot. IF you've Polarized all 9 slots you'll be given a Forma.
    • Necramech summoning is now more forgiving on the Cambion Drift. You should experience less 'Invalid Launch Point' on slopes, inclines, etc.

    • Bonewidow's Meathook ability will no longer skewer Deimos Ashens and Deimos Saxum due to breaking throwing functionality and overall wonkiness.

    • Enemy Voidrig Necramech Storm Shroud ability no longer provides immunity, but instead provides damage reduction for the duration of the buff.

    • Fixed a crash when joining a mission where a squadmate was casting Voidrig's Necraweb ability.

    • Fixed a crash during an Isolation Bounty when fighting Bonewidow who casts Firing Line.

    • Fixed inability to use Bonewidow's Exalted Ironbride after melee attacking during the equip animation.

    • Fixed Bonewidow's Exalted Ironbride becoming invisible after Transferring in and out of Bonewidow.

    • Fixed deactivating Bonewidow's Exalted Ironbride while Shield Maiden blocking resulting in your active weapon to display as "Pugil", and you will still be holding the Ironbride in your hand. This prevents you from both firing your gun and shield bashing until you release your block and allow the de-equip animation to play.

    • Fixed inability to summon a Necramech on shallow Cambion Drift Exocrine.

      • This also allows you to summon a Necramech along the shorelines of lakes in Plains of Eidolon and Orb Vallis!
    • Fixed ability to move around other players Vacuumed items by the Necramech. Your Vacuum should only affect pickups for yourself.

    • Fixed Necramech's not displaying when searched in the Inventory screen.

    • Fixed numerous script errors when casting Necramech abilities.

    Cambion Drift Excavation Changes & Fixes:

    • Endless Excavation now requires fewer Excavators to be cleared in the Endless Bounty variant for a full squad (from 5 to 3). This makes each round a little quicker and allows for enemy escalation to increase a little faster.

    • Added 5s invulnerability period to Excavators when deployed.

    • Increased time between Excavator deployments from 3 to 5s and added an extra 3s on the first Excavator to give players more time to prepare for the encounter.

    • Fixed reward banners for Endless Bounties not showing the correct bonus icon for previous stages.

    • Fixed some bad Excavator placements in the Cambion Drift.

    • Fixed Excavation arrival transmission not playing.

    Glaive Changes & Fixes:

    • Alt fire will now also Heavy Attack the Glaive in Glaive+Gun mode. The original design intent was to reserve Alt Fire for the Secondary weapon, but a scenario where Secondary Alt Fire is needed while Glaive is in flight over Heavy Attack is extremely low. Bringing parity to Heavy Attack input in Dual Wield and Melee Equipped modes is far more important. Thank you so much for all the excellent feedback!

    • Alt Fire will Heavy Attack at any point during a Glaive's flight. Before, when a Glaive auto recalled after reaching its distance limit, it could not be detonated during its return.

    • Fixed Glaives sometimes orbiting around you after recall. As reported here: https://www.reddit.com/r/Warframe/comments/k00a5e/return_of_glaive_orbit/

    • Fixed cases of consecutive Glaive throws failing.

    Changes:

    • Bounty objectives (on all Free Roam missions) are now enabled 5 seconds after the Bounty vote concludes, allowing players to reach the encounter area and start the objective before all the preamble transmissions complete. The arrival objective transmission will interrupt the preamble if the objective is started before the preamble completes.

    • Updated the Baurahn Prime Ephemera so the dragon bodies will take the Accent tint color, giving you further customization options.

    • You'll now be placed just outside the Necralisk gate upon loading into the Cambion Drift from the Star Chart. We found that due to spawning so far away from the Necralisk was resulting in an inability to join Cambion Drift sessions from the Star chart.

    • Nora's volume slider will now also affect the transmission in / out sound.

    • Stalker and Acolytes have been given the fancy "boss Health bar" treatment!

    • Updated tooltip message for Energy while in Arsenal to read "Used to cast Abilities" instead of "Used to cast Warframe Abilities."

    Deimos Delicacies Bounty Fixes:

    • Fixed Deimos Delicacies Bounty crashing after a Host migration during the Dig Up Fungal Polyps phase.

    • Fixed Deimos Delicacies Bounty crashing after a Host migration during the Polyp-Hog Juggernaut death animation.

    • Fixed progression stopper in the Deimos Delicacies Bounty where the Polyp-Hog Juggernaut would stop at a Fungal Polyps spot but not dig it up.

    • Fixed a potential edge case progression stopper where the Polyp-Hog Juggernaut stops if you're out of range or dead when the Polyp-Hog Juggernaut got into the Fungal Polyps radius.

    • Fixed the Polyp-Hog Juggernaut waiting 15 seconds between arriving at the Fungal Polyps and the action being enabled.

    Fixes :

    • Fixed some crashes that could occur during a Gas City Sabotage mission.

    • Fixed a crash related to a Host migration occurring during a Pit Monster encounter.

    • Fixed Arlo's Light not casting light when carried in the Zealoid Prelate boss fight on Deimos.

    • Fixed Naramon's Disorienting Blast permanently breaking pathing of Disruption Demolyst / Demolishers.

    • Fixed Nidus' Virulence not benefiting from Volatile Maggot / Strain Maggots.

    • Fixed Melee Heavy Attacks not functioning for Sigma and Octantis, Cobra and Crane, and Wolf Sledge.

    • Fixed objective markers disappearing after a Host migration during the Cracks in Deimos Bounty.

    • Fixed missing arrival transmissions during the Infested Research Bounty.

    • Fixed scaling Decorations/objects in the Dojo teleporting to and from last position placed.

    • Fixed Infested K-Drive parts not staying connected during tricks.

    • Fixed rare cases where underground chambers were protruding through the Cambion Drift landscape.

    • Fixed the Ranulyst Syandana clipping through numerous Warframes.

    • Fixed Foundry Blueprints that require a Lens as a component having the Lens icon appear squished.

    • Fixed Nihil's Oubliette appearing through the Orbiter walls.

    • Fixed pulling out your Pistol after hotkeying the Scanner while in your Orbiter.

    • Fixed a bug where you could hear some vehicle sounds while in the Arsenal.

    • Fixed '[PH] Mod Combo Count Chance' appearing for Garuda's Blending Talons Augment.

    • Fixed a script error related to saving Solaris United Agents in Orb Vallis.

    • Fixed a script error when Vor spawns in the Void.

    • Fixed a script error that could occur when playing a Hive mission.

    **Please note that we're investigating a fix for losing Necramech Affinity if a Host migration occurs.*


    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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    Fixing Bonewidow 101

    Posted: 25 Nov 2020 08:19 PM PST

    Fixing Bonewidow 101

    I have been playing a lot of Bonewidow recently, in my personal opinion i find it to be extremely fun to use; clearly it has many issues and i wouldn't recommend using it during something like Eidolon hunts as the damage is not comparable at all, but its such a fun character to play.

    So, how would i "FIX" it?TLDR: More of everything.

    1) Meathook.

    Ok, lets face it. Meathook is neither a Hook nor an useful ability, its there for the memes only. Meathook should not just have a more important functionality it should also have to be a big part of the play style of the Bonewidow.

    • Meathook should have an arch, around 250" from the Left side of the mech and overlapping on the front of the Player. This attack would send enemies flying off their feet.
    • For every enemy hit with Meathook, Bonewidow steals 10% - 20% (affected by Strength) of enemies' max HP to and transfers them to Shieldmaiden health's
    • Meathook should be usable during Shieldmaiden.

    Quick sketch I made demonstrating this.

    2) ShieldMaiden

    I think this ability lacks a lot of indications of which areas it is protecting and goes a bit against the idea of a front-line fighter, to fix them i would suggest following changes.

    • Shieldmaiden should have two functionalities, when the player is using any arch-gun and is not aiming the shield only protects half of the Bonewidow's area. But during aiming it doubles (2.3x) the range area to from 100" to 230" on the front (Affected by range).
    • Shieldmaiden should increase the armor rating of the necramech by 200 (affected by strength) when not aiming, and 400 (affected by strength) when aiming at the cost of 10%-20% (affected by strength) of movement speed. *Only during aiming.
    • To all enemy units that approach the shield they will get the Cold status effect with no damage, slowing them down by 30% - 50% around 2m - 10m (affected by strength and Range) from the shield.
    • When Shieldmaiden and Ironbride are active the protected areas are determine if you're holding Right click or not.
    • Remove ability cool down.*

    https://preview.redd.it/d2eoy70s9h161.png?width=1920&format=png&auto=webp&s=9d6ece80b12f054d86ea203e80a7cf78c8c5e1f3

    https://preview.redd.it/j7ge8u8u9h161.png?width=1920&format=png&auto=webp&s=10fa091be7bad90f13ea2a11f84e09a2e95e4710

    For ALL ENEMY necramechs: Once Shieldmaiden is broken the Necramech is stunned for 5 seconds where it no longer targets the player. The player is not affected by the cold status effect.

    3) Firing Range

    Firing Range needs a lot of changes and functionality, i have, at this moment, only used it ONCE.

    • Firing range needs double the range and reach further back from the necramech, almost 200" - 230" (affected by range) to pull enemies from all around.
    • The laser barriers should not stop parallel of each other, instead, they cross. Pushing all enemies closer into the player's melee and Meathook ranges.
    • Firing Range now deals cold status effect for 10s - 25s (affected by duration) as well as stunning enemies for 5s (affected by duration)
    • Enemies affected by the cold status effect of Firing Range have increased chance of dropping energy orbs by around 30% - 45% (affected on strength).
    • Casting Speed increased by 30% (or more TBH)
    • 5s cooldown on use.*

    This allows Bonewidow to either kill enemies using melee or hitting them with Meathook.

    4) Ironbride

    As fun as Ironbride is, it is lacking on very important things, Damage and Damage scaling.

    • Combo multiplier has to apply to Ironbride, instead of rising heavy attack damage it rises either Critical Damage or Critical chance (right now I'm undecisive on which one would be better).
    • Base damage increases from 1500 to 3500 scales with strength and arch-melee mods. This is for it to feel ATLEAST a bit similar to the Voidrig's 4.
    • Recovery time from Ironbride's E -> E -> E combo should be greatly increased as to not stall the player in place.

    The idea of a front-line fighter is to be able to strike as many opponents as hard as possible but at the same time to be capable of surviving such attacks. So to increase the damage out-put and most importantly the long term survivability of the mech is very important.

    Right now it feels like you are swinging a massive log of wood rather than using a blade designed for heavy combat.

    Reality vs, Expectations

    Some of the changes i suggest might not be exactly what you might think the mech needs, but the increment on survivability and damage out-put would be greatly appreciated in general. The mech feels like its lacking a purpose and i believe it should be endurance, To focus mostly on the mech's survivable capacities would fit better on a machine such as this.

    If anyone would like to add or change something they are free to do so, even if so happens someone from DE is reading, i hope through discussion we can get a consensus on what role this mech could have. Thank you for checking my Ted Talk, have a good night every body, see you Soontm.

    submitted by /u/XailentBV
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    Gara Kaleida

    Posted: 25 Nov 2020 09:02 AM PST

    I love hitting the 32-bit integer limit

    Posted: 25 Nov 2020 05:18 PM PST

    It's no melee, but the Bubonico is pretty fun and decently good!

    Posted: 25 Nov 2020 10:06 PM PST

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