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    Warframe Warframe Weekly Moments | Good Luck? Bad Luck? Share Your Experiences Here!

    Warframe Warframe Weekly Moments | Good Luck? Bad Luck? Share Your Experiences Here!


    Warframe Weekly Moments | Good Luck? Bad Luck? Share Your Experiences Here!

    Posted: 03 May 2021 08:00 AM PDT

    This thread is for sharing your Warframe experiences and good or bad luck. Experiences can be shared any day of the week!

    Whether you praise the Void or curse RNGesus, everyone here can sympathize; share any experiences that you've had in Warframe that you want! You can also freely share things that are listed as "disallowed posts" here.


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

    Experiences can be shared any day of the week!

    submitted by /u/AutoModerator
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    he is fast

    Posted: 03 May 2021 11:28 AM PDT

    Fun Fact: You can put the Deimos Jugulus to sleep with the Tranq Rifle as long as you are invisible

    Posted: 03 May 2021 10:43 AM PDT

    Today's sortie in a nutshell

    Posted: 03 May 2021 09:33 AM PDT

    Monday morning and I'm not feeling nearly as ambitious as this enemy marker wants me to be

    Posted: 03 May 2021 11:03 AM PDT

    Teshin: "Skinny Vauban isn't real, he can't hurt you." Skinny Vauban:

    Posted: 03 May 2021 05:28 AM PDT

    Got a visual bug (?) while playing Mag. Could we get this as an ephemera DE? It looks amazing

    Posted: 03 May 2021 07:06 PM PDT

    Blacksteel's Guide To Warframe Passive/Archwing Interactions In Space Combat

    Posted: 03 May 2021 07:46 PM PDT

    Hi all! I was doing some theorycrafting for Archwing builds because I'm a huge nerd like that and I couldn't find any solid resources for which Warframe passives affect Archwings, so I decided to make one. Without further ado, here is Blacksteel's Guide To Warframe Passives In Archwing Space Combat:

    Please note that this is a guide for space combat only and playtesting was done primarily on regular Archwing missions as well as some Railjack. For each frame I will list whether it was tested on Archwing missions (AW), Railjack missions (RJ), or both (AW+RJ). Some of these frames may function differently in open world or aquatic zones.

    General Notes:

    -In space combat, all functional Warframe passives with ranges appear to have their ranges quadrupled. The passive effects listed below take this into account.

    -Some Warframes have passives with multiple effects, only some of which apply in space combat. The passive effects listed below for each Warframe are the entirety of the benefit in Archwing mode.

    -------------------------------------------------------------------------------------------------------------------

    Warframes With Passives That Apply In All Space Combat:

    Ash

    • Tested In: AW
    • Effect: Slash procs from weapons and abilities do 25% more damage and last 50% longer
    • Notes: None

    Atlas

    • Tested In: AW
    • Effect: Immune to knockdowns
    • Notes:
      • This appears to apply to all terrain collisions
      • This passive does NOT negate collision damage. It is very easy to accidentally kill yourself through repeated collisions

    Banshee

    • Tested In: AW
    • Effect: All weapons are silent
    • Notes: None

    Ember

    • Tested In: AW
    • Effect: Gain 5% Ability Strength for each enemy within 200m with an active Heat status
    • Notes: None

    Equinox

    • Tested In: AW
    • Effect: Health Orbs also restore 10% of the refill amount as Energy and Energy Orbs also restore 10% of the refill amount as Health
    • Notes:
      • Restoration amount is based on the refill value of the orb, not the amount of health/energy actually restored. E.g. if Equinox's Archwing picks up a Large Energy Orb, which restores 50 Energy, but was only 10 Energy away from being full, her passive will still restore 5 Health.
      • Cannot collect Health Orbs while Health is full or Energy Orbs when Energy is full

    Gara

    • Tested In: AW
    • Effect: While in light, chance to blind enemies within 48 meters for 10 seconds
    • Notes:
      • It is not always clear what counts as being in light

    Gauss

    • Tested In: AW+RJ
    • Effect: Bonus Shield recharge rate and shield recharge delay reduction for every point of battery stored in his gauge, up to a maximum of 120% for recharge rate and 80% for recharge delay when the battery is full.
    • Notes:
      • In Archwing missions Gauss's battery will always count as being at 80%, granting 96% Shield Recharge Rate and 64% reduced Shield Recharge Delay
      • In Railjack missions the effect uses Gauss's current Battery charge
      • Movement while in Archwing generates Battery charge

    Harrow

    • Tested In: AW
    • Effect: 200% maximum Overshield capacity (i.e. 2400 maximum Overshield)
    • Notes:
      • AFAIK the only way to gain Overshield in Archwing is using Squad Shield Restores

    Hildryn

    • Tested In: AW
    • Effect: Energy Orbs restore 25 Shield and reset Shield Recharge Delay (i.e. Shield immediately starts regenerating). Shield Gating damage immunity lasts for 3s
    • Notes:
      • Shield does not block Toxin damage
      • Overshield does not have pseudo-gating
      • Cannot collect Energy Orbs when Energy is full

    Ivara

    • Tested In: AW
    • Effect: 80m radius Enemy Radar
    • Notes:
      • Stacks with other sources of Enemy Radar

    Mesa

    • Tested In: AW
    • Effect: +50 health when no melee weapon is equipped
    • Notes:
      • Requires no equipped melee weapon, not no equipped Arch-Melee weapon
      • Bonus is additive (i.e. it does not scale with +% Health mods)

    Mirage

    • Tested In: AW
    • Effect: 50% faster maneuver speed
    • Notes: None

    Nekros

    • Tested In: AW
    • Effect: Gain 5 health whenever an enemy dies within 40m
    • Notes: None

    Nova

    • Tested In: AW
    • Effect: When knocked down, create an explosion that deals 250 Blast damage and knocks down enemies within 24m
    • Notes:
      • Knockdowns from terrain collision trigger this effect

    Nyx

    • Tested In: AW
    • Effect: Enemies targeting Nyx are 20% less accurate
    • Notes: None

    Protea

    • Tested In: AW
    • Effect: After casting 3 abilities, the next ability gains +100% Ability Strength
    • Notes:
      • The UI element that tracks this is not visible while in Archwing

    Revenant

    • Tested In: AW
    • Effect: When Shield is depleted, releases a radial blast that knocks down nearby enemies
    • Notes: None

    Saryn

    • Tested In: AW
    • Effect: Status effects from weapons and abilities last 25% longer
    • Notes: None

    Trinity

    • Tested In: AW
    • Effect: Commences revival of allies in bleedout 25% faster and from 50% further away.
    • Notes: None

    Valkyr

    • Tested In: AW
    • Effect: Recover from knockdowns 50% faster
    • Notes:
      • This includes knockdowns from terrain collisions

    Xaku

    • Tested In: AW+RJ
    • Effect: 25% chance to ignore weapon attacks and 25% reduced AoE damage taken
    • Notes:
      • Does not affect Toxin damage and procs
      • The Vast Untime is removed when Xaku enters Archwing mode, so he cannot gain the increased effect of his passive while in Archwing

    -------------------------------------------------------------------------------------------------------------------

    Warframes With Passives That Apply Only In Railjack:
    (These are passives that interact with mechanics only accessible while not in Archwing)

    Baruuk

    • Tested In: RJ
    • Effect: Gain up to 50% damage reduction as Restraint meter decreases
    • Notes:
      • The strength of this effect is based on Baruuk's current Restraint while not in Archwing

    Grendel

    • Tested In: RJ
    • Effect: Gain 50 Armor for each enemy swallowed with Feast that is currently being digested
    • Notes:
      • While in Archwing mode and digesting at least 1 enemy, Feast's Energy drain applies to the Archwing's Energy pool.
      • Bonus is additive (i.e. it does not scale with +% Armor mods)

    Nidus

    • Tested In: RJ
    • Effect: If dealt lethal damage while having at least 15 stacks of Mutation, sacrifice 15 stacks of Mutation to restore 50% of Health and gain 5s of invulnerability
    • Notes:
      • Nidus loses all stacks of Mutation without his passive triggering if he is dealt lethal damage with fewer than 15 stacks

    Wukong

    • Tested In: AW+RJ
    • Effect: Special, see below
    • Notes:
      • Wukong's passive does not trigger in Archwing. If Wukong dies while in Archwing mode, he will not be revived and he will not consume one of his passive charges.
      • If Wukong receives lethal damage while not in Archwing and his passive is triggered, the buff granted by his passive will apply to Archwing mode.

    -------------------------------------------------------------------------------------------------------------------

    Warframes With Passives That Do Not Apply To Archwings:

    Excalibur

    • Tested In: AW
    • Notes:
      • Does not apply to any Arch-Melee weapon, including the ones categorized as swords

    Garuda

    • Tested In: AW+RJ
    • Notes:
      • Shows the icon for her ability, which appears to be based on the lower of Garuda's Health and the Archwing's Health, despite having no effect

    Inaros

    • Tested In: AW
    • Notes: None

    Lavos

    • Tested In: AW
    • Notes: None

    Limbo

    • Tested In: AW
    • Notes: None

    Octavia

    • Tested In: AW
    • Notes: None

    Sevagoth

    • Tested In: AW
    • Notes: None

    Titania

    • Tested In: AW
    • Notes: None

    Vauban

    • Tested In: AW
    • Notes: None

    Volt

    • Tested In: AW
    • Notes: None

    Wisp

    • Tested In: AW
    • Notes:
      • In addition to not working, Wisp appears to cause a graphical glitch with Itzal's Penumbra - the skill will still work, but it does not show the Archwing as invisible.

    Zephyr

    • Tested In: AW
    • Notes: None

    -------------------------------------------------------------------------------------------------------------------

    Warframes With Passives That Are Not Applicable To Archwing Gameplay:
    (These are passives that interact with mechanics only accessible while not in Archwing that do not provide any benefit while in Archwing mode)

    Chroma

    Frost

    Hydroid

    Khora

    Loki

    Mag

    Nezha

    Oberon

    Rhino

    -------------------------------------------------------------------------------------------------------------------

    There you have it folks, a complete list of how Warframe passives affect Archwing space combat. Finally, after lots of playtesting here are my Top 5 Picks For Best Archwing Pilot:

    5) Trinity
    Her passive isn't as exciting as some of the other ones, but it is incredibly helpful in group play. Especially since precise maneuvering is not the Archwing's strong suit.

    4) Nidus
    His passive only works in Railjack and takes some setting up, but as the only functioning avoid death mechanic on the list it's hard to pass up.

    3) Hildryn
    While she didn't take the #1 spot, Hildryn has been the go-to Archwing pilot for a lot of people for a long time, and with good reason. More than double the standard invulnerability window from Shield Gating coupled with gaining flat Shield and immediately starting to regen on Energy Orb pickups (which are extremely common drops in AW missions) makes Hildryn virtually indestructible.

    2) Protea
    I was floored when I found out that her passive works in Archwing mode. With a grand total of 20% increased Ability Strength available on Archwing mods (or 55% if you have the Prime version), a 100% increase to an Archwing ability's Ability Strength is insanely powerful. Personally I'm a fan of jumping in Itzal with her and summoning a cloud of 22 Fighter Drones, and that's just one of the possibilities!

    1) Gauss
    Not who I would have expected to top the list, but his passive is Just. So. Freaking. Good. He's not reliant on anything external to make Shield regen delay essentially negligible AND make Shield regen stupidly fast. Hands down my top pick for Railjack because combined with Superior Defenses if you can avoid taking damage for 0.3 seconds you will start regenerating 20% of your Shield per second, no gimmicks required. In a game mode full of enemy fighters and devoid of Archwing-accessible Energy Orbs no one holds a candle to Gauss on survivability.

    Finally, I have one last honorable mention: Atlas. If you're like me and hate being constantly knocked down by collisions with terrain in cramped, winding Archwing maps, Atlas is your guy. Sure, you may die from repeatedly running into walls, floors, protruding beams, nuclear reactors, and whatever else they fill those missions with at supersonic speeds, but you'll do it standing up!

    I personally play-tested every Warframe to make this list, but I do make mistakes and I only refuse to admit that offline. If you see anything in this guide you believe is incorrect, please post here or otherwise contact me so I can look into it. Thanks for reading!

    submitted by /u/blacksteel15
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    You know the Orokin were an advanced species

    Posted: 03 May 2021 11:20 AM PDT

    Because they found life so trivial and unchallenging that inside all their spaceships, they had columns randomly shoot up and block your path. They made walking around difficult to prove how sophisticated they were.

    And don't even get me started on their decorative death balls.

    submitted by /u/dukerustfield
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    Halfway there after exactly 444 hours :D

    Posted: 03 May 2021 05:34 AM PDT

    This apparently was a perfect capture

    Posted: 03 May 2021 10:29 AM PDT

    "Ability deactivates upon Transference" is not a good trend, especially for Necramechs

    Posted: 03 May 2021 11:08 PM PDT

    Visualize the following upon pressing 5:

    -Rhino sheds his 3m+hp Iron Skin (ditto for Nezha's Warding Halo),
    -Chroma loses his maxed-out Vex Armor,
    -Octavia loses all metronome buffs and turns visible,
    -Revenant's Mesmer Skin deactivates,

    Because this seems to be an anti-fun mechanic DE is starting to dabble in whose only conceivable purpose is to disrupt gameplay.

    The three current offenders are with both Necramechs and Sevagoth:

    Sevagoth's 4 relies on a Baruuk-ish meter to stay up - pressing 5 deactivates the Shadow and summons Sevagoth to the spot before popping the Operator out. It gets more annoying when considering the Shadow starts off with low energy (incentivizing a Zenurik dash from the operator) and if the meter dips below the 75% activation range the player is forced to fill it back up to recast.

    Necramechs have it worse because:

    1. Not only do their protective abilities lose all buffered health from the invuln period (Storm Shroud, Shieldmaiden) they can't regain the spent energy through any way other than energy orbs,
    2. Mechs CANNOT interact with objects and the player (especially if solo) is forced to 5-out to hack consoles, pick up power cells, click on friendship doors, etc.
    3. Voidrig is squishier than Bonewidow and can't self-heal beyond a mod, making Storm Shroud all the more important.
    4. If the player is really so desperate to deactivate Storm Shroud/Shieldmaiden, they can already be manually deactivated by pressing 2 again anyway making the whole 'deactivate on transference' thing pointless at best and a hindrance at worst.

    What's even more baffling is that Storm Shroud originally stayed on while transference was active back when Heart of Deimos was new, but then it got inexplicably patched out around Deimos Arcana in a stealth nerf.

    DE, could you please not do this?

    submitted by /u/Warbreakers
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    It took my entire dojo discord 1.5 hours and 153 tries to guess this dojo decoration (audio advised)

    Posted: 03 May 2021 10:20 PM PDT

    An expansion to converted Kuva Liches and The Crimson Branch

    Posted: 03 May 2021 03:47 AM PDT

    With Kuva Liches able to crew Railjacks, as well as the upcoming Sisters of Parvos having a (seemingly) much more interesting reward in the form of Hounds, I've been having a think about how converted Liches could be reworked and improved.

    AT CURRENT

    Converted Liches provide a mediocre and random support role, they show up, do basically nothing and then leave. The main reason to convert a Lich is not to gain a personal companion but rather to trade them to other players who want specific Ephemera or Kuva weapons.

    Similarly, The Crimson Branch is a glorified Trading Post where all you can trade is Liches. The room serves no other purpose and is a repeat of what plagued the Helminth room for so long: cool room, does (basically) nothing.

    PROPOSED REWORK

    I'll be splitting these ideas up into GAMEPLAY and FASHION as I think both are equally important to Warframe.

    GAMEPLAY

    • Right out of the gate and something DE is already aware of: Liches on call, couldn't be a simpler change, don't make it random.

    • One of the major issues with Liches currently is players having very little control over the strength of a Lich's weapon. While the element and weapon can, through some wiki searches and planning, be reliably chosen, the percentage bonus is random. Furthermore, it is impossible to boost the bonus after Conversion, even though we can boost it on our own Kuva weapons through Valence Transfer.

    • It would be fairly straightforward (concept-wise, I have no idea how hard this would be to program) to enable Valence Transfer for Lich weapons. If I have 3 spare Kuva Nukors I can toss them to my Lich and boost their Nukor, simple.

    • This does however still present the issue of needing a separate Lich for each possible weapon and element (theoretically at least, in practise you'd likely only want the top weapons). I also personally would prefer having a few Liches that are "mine" ones I have a history with, rather than have 10 or 20 to swap between. The simple solution? Let Liches swap weapons once they've been converted, using the same system the Railjack Crew uses now, but limited to Kuva weapons.

    • But Liches are more than their weapons (or should be), they have Warframe powers, something unique to them, specific to how they were created. And they're disappointing, weak enough that even at Sortie level anything but fodder will easily survive. The solution? It's in their name, Kuva. We have hoards of the stuff, why not expand the Crimson Branch and let us boost our Liches by pumping them full of Old Blood. Super charge their abilities, perhaps even augment them, give us ability trees for Liches, allow them to use Helminth abilities, the possibilities are endless. This could also be a good use for Kuva for those players who dislike or don't engage with the Riven system.

    FASHION

    • Just as important as gameplay (at least to me) is fashion, and we have zero control when it comes to Liches, all we can influence is a basic color scheme and possible Ephemera, as well as the body type our future Lich will have. And the head that adorns their shoulder.

    • All the various armors, accessories and coloration is up to chance. Now, this does have a certain element of fun, it's cool that Liches are varied and (fairly) unique when it comes to looks, I'm by no means against that. But I would also like to give my Lich a change of clothes once in a while, a new helmet, a cooler cape, maybe one of those cool Kuva eye patches. Some with Ephemera, my very first Lich has been with me since the system released, but he has no Ephemera, and it wouldn't feel right to replace him just because the new guy looks cooler.

    • The solution, and also a completely new reward loop for Liches, is to make vanquished Liches drop (some of) their armor. If I face off against a Lich and manage to best them, why not let me tear those armor pieces off to present to my loyal companion? Have this new helmet, that blood will clean right off in no time!

    • Same with Ephemera, our pets can equip them, why can't the beings they originally came from? Limit it to their respective element if need be but why not let me clad them in fire or ice?

    • And this can be expanded upon for other areas of the game, maybe it's a little weird that my buddy still has my severed head on his shoulder, but what if I let him wear the Stalker's head instead? The Jackal's head? Vay Hek's? Another reason to go back to some bosses you may have last fought years ago.

    And where would all this Fashion and equipping happen? Why in the Crimson Branch of course, the room already specifically tailored for Liches, the concept of them is so cool, and I really would like more control over our wrinkly buddies.

    submitted by /u/0Howl0
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    Longloid...

    Posted: 03 May 2021 11:56 AM PDT

    Somehow I got 2x Argon Crystals drop on Earth while playing the "Gift of the Lotus" Alert

    Posted: 03 May 2021 10:16 PM PDT

    May the 4th be with you all. Versions of the other lightsaber colours on IG: @empyreancap

    Posted: 03 May 2021 04:22 PM PDT

    I report literally every person who just sits afk during bounties and missions. It's astounding how many players do this.

    Posted: 03 May 2021 11:00 AM PDT

    I'm not even sure if it's something they action but honestly it should be. I'm tired of people joining missions and intentionally saying AFK through the whole thing. It happens on almost every bounty, and every other defense mission.

    submitted by /u/Str8Faced000
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    Garuda's passive needs fixed

    Posted: 03 May 2021 04:56 PM PDT

    Garuda's passive of being able to use her talons as a melee weapon when no melee is equipped doesn't work for mastery rank ups, event alerts, alerts, sorties etc. Is it too much to ask for Garuda's talons to count as a equiped melee weapon.

    submitted by /u/Iisdepressed
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    Not sure if this has been posted before but I bugged out in the Void and this is Sevagoth without his Shadow

    Posted: 03 May 2021 12:46 PM PDT

    Is this worth including in the build?

    Posted: 03 May 2021 11:12 PM PDT

    A slight adjustment or augment for Nyx's Psychic Bolts

    Posted: 03 May 2021 06:20 PM PDT

    We all know that nyx needs some work, and that one of her best abilities is psychic bolts. However, a lot of people hate the limit on the number of bolts she spits out, while I'm sure some see it as a form of balance (since it's a VERY good defense strip). As such, I offer the following compromise: the limit of bolts is kept the same, but when an enemy still affected by a bolt is killed, the bolt will jump to the closest enemy within a smaller range than the initial cast. if there are no enemies in that range, the bolt dissipates.

    submitted by /u/minkymy
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    Infected Moth Lair. (Work in progress)

    Posted: 03 May 2021 07:01 PM PDT

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