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  1. Yesterday
  2. Update #26: The Old Blood is on track to be the largest update so far of 2019. It’s not coming this week, but we’re close! The ravenous Grendel and vengeful Kuva Lich are coming with this Mainline Update alongside Melee Phase 2: Technique and revamped Vauban and Ember. You can read up on some of what’s coming in this news post: https://www.warframe.com/news/the-old-blood We currently have 26 pages of pure Update notes, and 23 pages of Melee Stat Changes. 49 Pages total as of writing, and there’s a depth to many new features. For those seeking a detailed preview, we’re dedicating tomorrow’s Prime Time Stream to the Dev Build to walk everyone through what to expect. There’s a LOT to go over! We will put the highlights in writing for those who don't tune into streams. We know this Update has a ton of new and changing content, so we’ll be looking to work together with everyone’s feedback in mind after you’ve played The Old Blood. To set realistic expectations on how we are going to be supporting the launch of Update 26, we’ve put together a brief table of the two tracks we’ll be working on. Bug track. Because it’s a mainline, we have to fight fires! The majority of day 1-2 Hotfixes will speak to obvious bugs and issues, major impediments in design, and more. Redtext is already working on their material. Feedback track. Because so much is changing by design, we want to be clear on how we’re handling your feedback and where we’re reading it. The majority of week 1-2 Hotfixes will speak to feedback. We have all been playing with the current version of Melee for months, the current version of Ember for years, and so on. We want to combine feedback and stats together to iterate. To be a part of the feedback conversation after launch, please be constructive and clear, and most importantly, patient. There’s nothing wrong with first reactions - but relearning takes time. We are especially interested in feedback from players who have taken time to understand The Old Blood. BUGS FEEDBACK Obvious Bugs and Issues Kuva Lich Major Impediments / Design Issues Warframe Changes Melee Phase 2: Technique (Our Sources: forums / megathreads / reddit / social / videos and streams / diagnostic tools) (Our Sources: stats + forums + targeted feedback megathreads/ reddit / social / videos and streams) We invite you to be a part of both tracks after The Old Blood launches: informing us of bugs or/and writing detailed experiential feedback. Working with you is what will make the following weeks great. The team here at DE is hard at work and looking forward to sharing this Update with you. It’s all just around the corner! Hope you’re ready to devour.
  3. Last week
  4. As Arlo’s story comes to a close, it’s time for Nightwave: Intermission to take over the airwaves. During Intermission II, you can earn fan-favorite rewards from both Nightwave: Series 1 and the first Intermission! Rank Rewards include: 150 Intermission II Creds 2000 Endo Weapon Slots x2 200 Ducats Arlo's Flame Decoration 50 Intermission II Creds Kuva x 20000 Wolf Salute - Emote Orokin Catalyst Orokin Reactor 50 Intermission II Creds Kuva x 20000 Napalm Grenades (Augment) 3-Day Affinity Booster Eidolon Ephemera 50 Intermission II Creds Exilus Adapter Ancient Scrawl Liset Athari Skin Wild Frenzy (Augment) 50 Intermission II Creds 3 Forma Bundle Ayatan Anasa Sculpture 50 Intermission II Creds Arcane Energize Aura Forma Warframe Slot Saturn Six Syandana Umbra Forma Saturn Six Armor Bundle We’ve also made changes to Nightwave based on your feedback! Removed the “Guild a Modular Weapon” Act Reduced the “Forma” Act requirements from 3 Forma to 1 Reduced the “Silver Grove Specter” Act requirements from 3 kills to 1 Kuva is now always available in Nora’s Offerings Intermission Change: Intermission II has 30 Ranks with 30 additional Prestige Ranks similar to Series 1 and 2; the first Intermission had 15 Ranks without - Prestige Ranks; each Prestige Rank grants 15 Creds You’ll need to earn Intermission II Creds to buy items from Nora’s Offerings! Creds from the first Intermission and the first two Series can be sold for 5,000 credits apiece if you have any lingering in your Inventory. Nightwave: Intermission II will only be available for a limited time. Good luck, Dreamers.
  5. We have a fix for this in the next deploy!
  6. Neo T2 or death today on http://twitch.tv/DE_BadHorse
  7. We're back with another Devstream, and this one comes with a lot of assets and gameplay, so buckle in! Learn more about the Kuva Lich system, our plans for Melee Phase 2, Update 26, and more in our overview here: https://www.warframe.com/news/devstream-132-overview
  8. I didn't have enough Endo on my public account to max rank it ¯\_(ツ)_/¯ wanted to keep the test apples to apples though.
  9. Seen a few replies concerned about the change of Range Mods to weapons such as the Cassowar. With that in mind, I made the following for you to see how things look side-by-side. PLEASE BEAR (NO PUN INTENDED) IN MIND: That things may yet change. This is how it currently appears in the new Melee system. THE SETUP: Cassowar - Prime Reach 7/10 (120% on Public / +2.9 on Dev Build) - Stance Mod - No other Mods or Damage / Range Boosters
  10. After investigation, the notes were incorrect to state that Uranus/Ur Rotation C had Axi Relics, as it actually has just Neo Relics now (public drop tables are correct). Amended: *Uranus/Ur Rotation A Rewards now drop Meso Relics, replacing Lith Relics Rotation B Rewards now drop Neo Relics, replacing Meso Relics Removed Axi Relics from Rotation C Rewards, it now only has Neo Relics Added Neo C1 Relic to Rotation B and Rotation C rewards
  11. A few folks have mentioned this, so just to quickly address: After the initial ask, the idea is that Warframe powers that are based on the combo counter will still get that benefit, but there will be some balance adjustments, as getting higher multipliers on the combo counter is much, much easier to do now. As of this point, I have no further details on that interaction, sorry!
  12. As an answer, Guardian Derision will still have it's Taunt mechanic, yes.
  13. Channeling efficiency will got to combo efficiency (you will spend less Combo Counter to perform Heavy Attacks), and Channel Damage becomes Heavy Attack Damage... so that thing is going to hit like a truck, and then hit often, I would assume.
  14. The dead shall rise again, and their vengeance will be swift and merciless. In The Old Blood update, take on the Kuva Lich, your personal villain; trample your prey as the ravenous Grendel; cleave through flesh and bone with the robust Melee Phase 2 rework; utilize Vauban and Ember’s revamped Ability Kits; and collect a smorgasbord of new Gear and Customizations. DEVOUR THE WICKED AS GRENDEL Like a predator, Grendel barrels in to feast on the cruel and corrupted. Despite his fearsome appearance, Grendel is a noble spirit whose generosity is matched only by his insatiable hunger. Visit the Leverian to begin your hunt for Grendel. Passive Each enemy consumed grants bonus armor. Feast Swallow an enemy whole and store it in Grendel’s gut. Not satisfied? Keep eating, but beware -- each foe in Grendel’s belly slowly consumes energy. Hold to vomit out stored enemies covering them in toxic bile. Nourish Consume the enemies in Grendel’s gut and nourish nearby squad members with a radial buff. Regurgitate Violently puke out a bile-soaked enemy from Grendel’s gut, turning the consumed into a toxic projectile. Pulverize Engorged from feeding, Grendel curls into a ball and sends any enemies in his path flying. YOUR PERSONAL VILLAIN We maggots live — not long… We hope. More life. Work. Kill… maybe Queens notice. Maybe they share. The old blood. Tenno, you are not the only one with the gift of resurrection. The most worthy Grineer soldiers are receiving the power of Kuva. Strike these Kuva-Spiked Grineer down and they shall rise again, stronger and more ruthless than before. Their goal? To take you down. Land the killing blow on a Kuva-Spiked Grineer, and their death triggers their rebirth into your Kuva Lich. Your Lich will claim territory in the Origin System, using their influence to build a following of loyal Thralls. Track these lesser beings down and gather intel on the Lich's whereabouts. Your squadmates may help you in the process, but only you can give your Kuva Lich its final taste of fear with the Parazon ⁠— the hidden blade of the Tenno. Be warned: If you manage to defeat your Lich, another may rise to take its place. We are maggots. But… eventually… even maggots... can fly. MELEE CHANGES: PHASE 2 Building on the Melee changes from earlier this year, Phase 2 introduces devastating new combat techniques, smoother combos, the return of manual blocking and more! Heavy Attacks Phase 2 introduces new Heavy Attacks for all Melee Weapons. These attacks are slower but deal a mighty punch. String them together with your default Melee Attacks to create a symphony of destruction. Mid-Air Madness Melee attacks now work in mid-air! Now you can live out your gravity-defying ninja combat dreams. Lift and Juggle Certain Melee attacks can now lift enemies into the air, leaving them exposed to follow-up attacks. Attack them in mid-air to keep them juggled and trapped in a world of pain. Combo Maker The Combo system received a wide array of changes, including more intuitive combos for Melee Stances, a Combo Counter rework and smoother combo transitions to keep your flow going. Melee Rebalance We gave Melee Weapons their long-awaited rebalance pass, which includes Melee Weapon stats, Melee Mod rebalances and more. Return of Manual Blocking and Melee State Thanks to your feedback from Phase 1, manual blocking and a full Melee-only attack state have returned! Learn more in our official Dev Workshop. VAUBAN & EMBER REVISITED This update delivers two highly requested Warframe reworks ⁠— Vauban and Ember! Vauban’s Kit allows for crowd control on the go and introduces a suite of new offensive capabilities, including the devastating Orbital Strike. Ember’s Kit synergises around her new Immolation Meter, which grants her some much-needed survivability and increases her firepower. We hope these changes strike a balance between adding exciting new features and facelifting old favorites. Read the Dev Workshop for the full details! TITANIA DELUXE Like a moth to a flame, bewitch your friends as Titania Deluxe. Includes Deluxe Skins for her Dex Pixia and Diwata Exalted Weapons, a Gunblade Weapon Skin and a set of Titania Armor. TENNO REINFORCEMENTS Engorge yourself on this feast of new Gear and Customizations, fit for a voracious predator. Grendel Collection The full collection includes the Grendel Warframe; the Grendel Glutt Helmet; the Masseter, an unusual crankshaft-style Heavy Blade; the Sumbha Syandana; and 3-Day Credit and Affinity boosters. Grendel Glutt Helmet Dinner is served. An iconic helmet for Grendel. Sumbha Syandana A most curious syandana and one favored by the gallant gourmand, Grendel. Masseter Grendel's signature weapon.Tear and chew through enemies with this unusual crankshaft-style Heavy Blade. Vasca Kavat A drinker of life, this Kavat prowls the Plains upon dusk. Vasca includes two exclusive Mods: Vampiric Bite and Transfusion. Vampiric Bite allows her attacks to bypass armor and steal health for her master, while Transfusion allows her to sacrifice some of her health to raise her fallen master while in bleedout. Tigris-Themed Companion Armor Adorn your most-worthy Kubrow and Kavat in this sleek armor of Tenno origin. Double Space Ninja Entries Every day you complete one mission in-game between October 25 and October 27, you’ll get an additional entry in our Become A Real Space Ninja Contest! One lucky Tenno (selected at a later date) will win $250,000 towards a trip to space. Click here for full contest rules and guidelines! ADDITIONAL UPDATE HIGHLIGHTS Pexilus Mod Slot: An extra Mod Slot for primary and secondary weapons, exclusively for Utility Mods! Three additional purchasable Upgrade and Appearance configs, meaning you can expand it up to 6 total per Warframe and Weapon! Let the feast begin, Tenno.
  15. Hotfix 3: Behind-the-scenes changes for the upcoming Nightwave: Intermission and something spooky! Missed Change: Disruption Relic Reward Changes: Based on some great player feedback we’ve shifted Relic types around per Rotation for some Disruption nodes to better balance the reward vs length of time you’re dedicating to the mission: Sedna/Kelpie Rotation A Rewards now drop Meso Relics, replacing Lith Relics Rotation B Rewards now drop Neo Relics, replacing Meso Relics Rotation C Rewards now drop Axi Relics, replacing Neo Relics Uranus/Ur Rotation A Rewards now drop Meso Relics, replacing Lith Relics Rotation B Rewards now drop Neo Relics, replacing Meso Relics Rotation C Rewards now drop Axi Relics, replacing Neo Relics Lua/Apollo Rotation A Rewards now drop Neo Relics, replacing Lith Relics Rotation B Rewards now drop Axi Relics, replacing Meso Relics Rotation C Rewards now drop Axi Relics, replacing Neo Relics Jupiter/Ganymede Rotation A Rewards now drop Meso Relics, replacing Lith Relics Rotation B Rewards now drop Neo Relics, replacing Meso Relics Rotation C Rewards now drop Axi Relics only, Meso Relics have been removed Mars/Olympus Removed duplicate Lith Relic from Rotation A Rewards Rotation B Rewards now drop Lith Relics, replacing Meso Relics Rotation C Rewards now drop Meso Relics, replacing Neo Relics
  16. Hotfix 3 is now live! Behind-the-scenes changes for the upcoming Nightwave: Intermission and something spooky! Missed Change: Disruption Relic Reward Changes: Based on some great player feedback we’ve shifted Relic types around per Rotation for some Disruption nodes to better balance the reward vs length of time you’re dedicating to the mission: Sedna/Kelpie Rotation A Rewards now drop Meso Relics, replacing Lith Relics Rotation B Rewards now drop Neo Relics, replacing Meso Relics Rotation C Rewards now drop Axi Relics, replacing Neo Relics Uranus/Ur Rotation A Rewards now drop Meso Relics, replacing Lith Relics Rotation B Rewards now drop Neo Relics, replacing Meso Relics Rotation C Rewards now drop Axi Relics, replacing Neo Relics Lua/Apollo Rotation A Rewards now drop Neo Relics, replacing Lith Relics Rotation B Rewards now drop Axi Relics, replacing Meso Relics Rotation C Rewards now drop Axi Relics, replacing Neo Relics Jupiter/Ganymede Rotation A Rewards now drop Meso Relics, replacing Lith Relics Rotation B Rewards now drop Neo Relics, replacing Meso Relics Rotation C Rewards now drop Axi Relics only, Meso Relics have been removed Mars/Olympus Removed duplicate Lith Relic from Rotation A Rewards Rotation B Rewards now drop Lith Relics, replacing Meso Relics Rotation C Rewards now drop Meso Relics, replacing Neo Relics
  17. Greetings, Close-Combat Tenno! This rather lengthy Dev Workshop will cover the overall progression with our Melee Rework and some of the changes that you can expect to see when Phase 2 is released in Update 26. Update 26 brings change to Warframe - it iterates on the game and Melee is no exception. For months Phase 1 has been in your hands, and it’s time for Phase 2. What follows is a detailed overview of our design direction and intentions with this new Phase. We want you to know how your use of melee and feedback on the systems have helped form Phase 2, and how some changes are included to allow for a more cohesive Melee experience. Our tools made Spin attacks optimal at the cost of the more interesting Melee system, and we’re trying to rectify that overall. Previously we made several changes to the Melee system (as detailed in the Melee Rework Phase 1 Dev Workshop thread) including: Introducing a new quick-melee attack Full VFX overhaul on elemental damage types Aimed Slam Attacks instead of impacting directly below an airborne player. While select changes are to be rolled back (yes - see below before you react), the rest of the system served as a good foundation for this much more expansive Phase 2. Please bear in mind that these changes are not set in stone, and some aspects of the new Melee system will be tweaked during the usual QA process. There are some more features being added later on, introduced in Melee Rework Phase 3 at a later date. So what is covered in Melee Update Phase 2? THE GAMEPLAY 1 ) The Return of Equipped Melee and Manual Blocking! 2 ) Dodge Cancelling and Tactical Dodging THE COMBOS 3 ) Stance Changes, Combos and You! 4 ) Smoother Combo Transitions 5 ) Combo Counter Rework THE TOOLS 6 ) Changes to Slam Attacks 7 ) Goodbye Channeling, Hello Heavy Attacks and Lifting! 8 ) Weapon Stats, Mastery Limits and General Melee Changes 9 ) Mod Rebalancing / Functionality 10) Exalted Weapons 11) The Screens: Arsenal Changes THE TECHNICAL BITS 12) Aim Assist 13) Sticky Fingers when Equipping Melee! THE FUTURE 14) Channelling 2.0 AKA “Rage Mode” and Future Plans! As you can probably tell, this Dev workshop is going to be a bit of a lengthy one, so make sure you sit comfortably, drink a nice cup of Greedy Milk and get ready to read all about how you can better turn your enemies into salsa with your favorite melee weapon! THE GAMEPLAY 1. Equipping Melee and Manual Blocking! One of the bigger changes added to the Melee Rework: Phase 1 was the addition of fluid swapping between melee and Primary / Secondary Weapons. However, some players preferred the ability to manually block, making some of their builds less easy to manage. While we restored manual blocking for players playing ‘sword alone’, it wasn’t quite the same. The good news is that both functions are back! Holding the weapon swap button will equip melee fully again, and the aim button will manually block when in this mode. Holding the Weapon Swap button while Exalted Melee is in play will also lock you into Exalted Melee mode! Check out a clip of this in action from the Devstream! We also have redesigned the utility of blocking: Blocking will now prevent 100% of damage, with a blocking angle that is dependent on the melee weapon equipped. All successful Blocks will also add to the new Combo Counter! In the above example, sword and shield weapons (such as the Silva & Aegis) have a blocking angle of 70 degrees, centered on the front of the player, where as a dagger weapon (such as the Dark Dagger) will only have a blocking angle of 45 degrees. (Previously all weapons had a locked blocking angle of 45 degrees upon the introduction of Auto Blocking.) 2. Dodge Cancel and Tactical Dodging One of the older and larger complaints of the melee combo system has been the animation locks. Completing 7 step combos feels great, but the animations completely lock you into the movements. We are introducing two new ways to put more control in your hands: Dodge Cancel - Allows a player to activate a dodge any time during a melee attack to end the combo immediately and dodge out of the way. Tactical Dodging - Dodging while blocking now performs this Tactical Dodge, keeping the distance short, and allowing you to remain within melee range. This is an effort to not break the flow of combat after cancelling out of an attack, but also if you need to make a quick escape! Here is a clip of Dodge Cancel and Tactical Dodge in action! THE COMBOS 3. Stance Changes, Combos and You By far, the biggest change you will see in the new Melee system is the alterations made to Stances, as well how Combos interact with one another. In the old (current) system, Combos are an effect of button presses, all leading into a chain of animations. In Melee Rework Phase 2, attacks are buttery-smooth and adaptable! This rework of Combos applies to every Stance, not just the weapon types. For example, Tempo Royale (a Heavy Weapon Stance Mod) will still have different Combos than the Cleaving Whirlwind Stance, even though both Stances fit the Heavy Weapon melee type. The difference now, is that both share a design that uses common movements and attack types. We also wanted melee attacks to feel more intuitive. For example, if you are aiming down the sights of a primary weapon or blocking incoming fire, and then hit the melee button, you most likely want to get in close! If you are not inputting a movement key while meleeing, it’s usually a sign you want to finish off your target. We wanted the new Combos to reflect that that existing movement, and so the new inputs reflect that situational awareness. In most cases, the following improvements can be applied to any given Stance Mod equipped to a weapon (not just individual weapon types!): Forward Combo (Forward + Melee) - This allows you to attack without initially interrupting movement with the first 1-3 swings (depending on the weapon Stance). The last attack in the sequence will loop seamlessly into the first, so that you can keep a level of mobility while attacking. Forward Tactical Combo (Forward + Block/Aim + Melee) - This move is usually a distance-closing opener, bringing you closer to the enemy and getting you within range to continue a harder-hitting string of attacks. The beginning or end of this combo can have a slam effect, allowing you to control the enemy, and during the mid-point of the combo, attacks will be large and sweeping, allowing multiple enemies to be hit. Neutral Combo (Melee button only) - Hard hitting, movement-free attacks to allow a player to destroy their target. The last attack can either have a knockdown effect, or throw them into the air and hold them there, if one set of strikes does not finish the job. Neutral Tactical Combo (Block/Aim + Melee) - First hit will likely be a longer thrust or throw of a weapon to increase range. Further attacks will be hard-hitting, and will often finish in a ragdoll effect or a Lifting Attack, as opposed to a knockdown or stagger. Lifting attacks are detailed in Section 7 of this workshop. Air Combo (Melee while Jumping) - Perform a combo in the air without sacrificing movement. Hover Air Combo (Back + Melee while Jumping) - Holds the player in place while the combo completes, and overrides the slam attack angle to keep the action going! Pro Gamer Move Example: Use the first, opening attack in the Forward Tactical Combo (Forward + Block/Aim + Melee) to close the distance on the target, then transition into either a Neutral Combo (Melee Only) or a Neutral Tactical Combo (Block/Aim + Melee) to finish off the target. 4. Smoother Combo Transitions In the old system, only the first follow up attack inputted would remain in ‘memory’ and would execute at the end of the initial attack animation. Any kind of input entered after the initial follow up was ignored until the next attack had started. In the new system, the next attack is being constantly updated, depending on the last input received. This allows for last-second decisions on combo changes to occur immediately after the first attack has finished. No more waiting for a combo attack animation to end before you can start spamming the attack button again! Embrace the fluidity! 5. Combo Counter Rework The Combo Counter will be getting a new functionality pass. Rather than just providing flat bonuses to damage, the Combo Counter will now also act as an expendable resource for new heavy hitting combat: HEAVY ATTACKS! This will replace channeling's key binding, and Section 7 below covers those changes. This counter will be increased in a more granular and rapid way, and can be built by using melee attacks, blocking damage, radial damage from Slam Attacks and hits from a thrown weapon (such as the Glaive). As an expendable resource the Combo Counter should be easy to replenish, and the changes made should reflect how easy you can acquire and spend the Combo Counter resource. In addition, the ‘heaviness’ of an attack will have a measured difference on the amount of Combo Counter it increases. As a general rule, lighter, swift attacks will give lower additions to the Combo Counter than slower, heavy attacks will. Swing for the fences, Tenno! A SIDE NOTE: as a result of this new Combo Counter system, certain Mods are changing, but there are also some Mods whose stats will remain untouched, such as Body Count, as it retains the same functionality. The Mods that will see some changes are listed below, in Section 9. THE TOOLS 6. Changes to Slam Attacks The ragdoll effect of the Slam Attack is being removed (with some weapon-specific exceptions *cough*JatKittag*cough*), however it is being replaced with an effect that will push enemies back or knock them down, giving the player some breathing room, and setting the enemy units up for follow-up attacks. Melee Rework: Phase 1 introduced the global use of ragdoll effects on Slam Attacks, so this is the second item to be rolled back, and replaced with a better way to rain down death from above! A .gif shows this off better than words alone, so enjoy a visual of what to expect: 7. Replacing Channeling with Heavy Attacks and the ‘Lifted’ Status Channeling will be saying its final farewells in the Melee Rework: Phase 2 update, and instead is being replaced with a new form of Heavy Attack, as well as a new Lifted status effect. As we said before, Channeling Mods will also be changed to support this new system, as well as providing a larger pool of utility to choose from in your builds. These are the changes planned: Heavy Attacks (Alt-Fire for Melee) - Heavy attacks can now occur at any time, simply by pressing the Alt-fire button while you have melee equipped or in your hand. This costs all of your Combo Counter (affected by Mods), so make sure you lay down the hurt! If you don’t have any Combo Counter active, you will use a Heavy Attack, but it will not benefit from any damage bonus from the Combo Counter. Heavy Slam Attacks (Jump + Alt-Fire for Melee) - This new Slam Attack will create a new effect on targets, known as the LIFTED STATUS. When a target is Lifted, it is held suspended in the air, allowing a player to follow up on attacks while the target is held helplessly aloft. Again, if you do not have any Combo Counter active, this will act as a Heavy Slam attack without a damage bonus, and minimal Lifting Status. Here is a clip of this in action! 8. Weapon Stats and Mastery Limits With this new change, there is a broad-sweeping review of Melee weapons and how they function with the new system. Expect the following changes to all melee weapons across the board: Mastery Rank - Weapons will be reviewed to make sure their function and power are aligned with an appropriate Mastery Rank, similar to passes made on Primary and Secondary weapons. Full details will be in the Update Notes! Base Damage - Since the Combo Multiplier will apply to Heavy Attacks only, the base damage of all melee weapons is going to significantly increase. Expect to see some big numbers! Full details will be in the Update notes, but every weapon is going up. Base Range - Along with damage, range is also being increased to make sure you get the most chop for your buck. While base range is being increased, Range Mods are going to have a different calculation applied to them. This is detailed in Section 9. Mod and Arcane Channeling Functionality - As mentioned above, any Mods or Arcanes with functionality tied to Channeling will have their stats altered to increase Lifted Status, Heavy Attack damage and Combo Counter modifiers. 9. Mod Re-balancing and Functionality Changes Since the base damage of melee is being buffed some notable Mods are getting a balance and/or functionality pass. With the wide amount of changes happening to Channeling and Heavy Attacks, some Mods have had to be reworked into other systems or have had changes to the way their damage scales. For full transparency, some of these are nerfs to specific Mods, but we felt these were necessary to truly allow Phase 2 to be treated as a new beginning for melee. Our intention is to create engaging melee and Modding variety, which is not possible when there is a one-best loadout or single Mod that can kill almost anything in the game. We love killing things effectively, but we also want the combat to be engaging and feel powerful. Spin attacks still exist, but the repetition of them is something we’re trying not to force you to use. To reiterate: Select tools made Spin attacks optimal at the cost of the more interesting Melee system, and we’re trying to rectify that. At the moment, the current list of mods and their proposed changes are listed below. Amalgam Organ Shatter - Will be changed from Charge Attacks to Heavy Attacks. Blood Rush - Will now scale differently, using a stacking multiplier based on the Combo Counter, raising (X)% per Combo Counter tier (something much easier to achieve in Phase 2). We will provide the final % pending more testing. Condition Overload - Now stacks at a maximum of 3 Status Effects, however damage is being increased from 60% to a higher percent to balance the change. Final % to come. Corrupt Charge - Adds a large amount to the Combo Counter, but significantly reduces the time it takes for the Combo Counter to drain. Covert Lethality - Is being removed from Dagger Weapons and is now being applied to a new system that is shipping alongside Melee Rework: Phase 2 (hint: Parazon). Dispatch Overdrive - Increases player movement on a Heavy Attack hit. Enduring Affliction - Increases the Status Chance on enemies suffering from the Lifted Status. Enduring Strike - Increases the Combo Counter when hitting Lifted enemies. Focus Energy - Add Electrical damage to an attack, as well as increasing Combo Counter generation. Focused Defense - Adds an additional 20 degrees to a weapons blocking angle. Gladiator Mod Set - Adds a multiplier with the Combo Counter up to 60% for the whole set. Guardian Derision - Will add more to the Combo Counter for blocking hits. (Note: The Taunt mechanic is still in place.) Killing Blow - Pure, unadulterated damage buff to Heavy Attacks. Life Strike - Heavy Attacks will now regenerate Health. Maiming Strike - Changes from an additive buff to a stacking buff, but base functionality increased to a Significant % of the old version to balance the change. Final % to come soon. Quickening - Increases Melee Speed, but lowers the chance to generate Combo Counter on a hit / block. Reach / Primed Reach - Will now increase range in a way that has been normalized. In the previous incarnation, long-range weapons were getting too much of a benefit, while short-range weapons were barely seeing any increase at all. Reflex Coil - Increased Combo Point Efficiency when using Heavy Attacks. Spring-Loaded Blade - Will now provide a maximum of 3 additional stacks of Melee Range. True Punishment - will still increase Critical Chance, but has a chance to not build Combo Counter on a hit / block. Weeping Wounds - Increases Status chance in a Stacking Multiplier, increased to 60% at max level. Again, some of these changes are subject to review and are still being finalized. We are sure that as Melee Rework: Phase 2 rolls out, there will also be additional balance passes as usability and effectiveness are used (or abused). 10. Exalted Weapons As expected, all melee-based Exalted Weapons will also receive the Phase 2 functionality treatment, gaining access to the combo changes. For those of you who may have missed it, Wukong’s Exalted Iron Staff has already had this functionality implemented (with the exception of the new Heavy Attacks and changes to the Slam Attacks), so if you want a preview of the Combo system, you should check out the Monkey King! 11. New Screens: Arsenal Changes! Part of Update 26 involves a change of the Arsenal Screen, and how information is displayed. In the current system, your Arsenal screen looks something like this: In Update 26, this screen is being reorganized to include Loadouts, Companions and Vehicles in tabs, while also giving more information about a weapon when selected. See the work-in-progress example below: As you can see, new stats for Heavy Attacks and Heavy Slam have been added, with channeling statistics removed. Please note, the stats in the above screen may not represent the final numbers, as we go through the usual balance passes. THE TECHNICAL BITS 12. Selective Aim Assist Aim assist can be a help or a hindrance depending on what type of attack you wish to perform. While the current system either applies to all or none (on or off), the new system will have more intelligence on aim assist on a per-attack basis. As a general rule under the new system, Aim Assist will be disabled for almost all attacks in the Forward and Tactical Forward Combos, and enabled for most of the Neutral and Tactical Neutral Combo attacks. Of course if you don’t wish to use aim assist at all, you can disable it from the settings menu as normal. 13. Sticky Fingers when Equipping Melee! Another common issue in user feedback was the unequipping of Gear Items (like the Codex Scanner), or dropping the ‘football’ (usually a pickup for Mobile Defense or Sabotage Missions) when equipping melee or using a melee attack. This has now been changed so that you will no longer drop items or unequip Gear Items when either equipping melee or using a Melee Attack! THE FUTURE 14. Lastly: Channeling 2.0 AKA “Rage Mode” There has been a lot of discussion around this addition, and while it will not be included in the Phase 2 update, there is a lot of work being put into its application. This system is very special and we want to make sure that it is not just a cool addition, but that it has roots in Warframes lore, and a story behind it. This is something we want to implement with a lot of in-game fanfare and details will become available as progress is made. For now, that’s it! If you have any feedback on these proposed changes, please feel free to respond to this thread. Remember that feedback should be concise, constructive and civil. If there is something you don’t like, remember to tell us why, and what you would like to see instead, or if there is something you like the sound of, remember to tell us why you think it will help and how you would like to use it! Thank you for reading this wall of text and expect to see Phase 2 arriving SOON™ EDIT: Seen a few replies concerned about the change of range to weapons such as the Cassowar. With that in mind, I made the following for you to see how things look side-by-side. THE SETUP: Cassowar - Prime Reach 7/10 (120% on Public / +2.9 on Dev Build) - Stance Mod - No other Mods or Damage / Range Boosters
  18. Great question! Five people from the same Clan can submit different rooms they decorated. If you'd prefer to keep it all in the same post to represent your Clan, you could also have one person submit and credit each Clan member. Just list the in-game aliases of each contributor - that way nobody will miss their prize if your submission wins. I'm adding this line to the contest rules for clarity! If multiple Clan members contributed to a Dojo submission, please list all of their in-game aliases in your post
  19. We're investigating Uranus/Ur only dropping Neo Relics!
  20. Hotfix #3 Behind-the-scenes changes for the upcoming Nightwave: Intermission and something spooky! Missed Change: Disruption Relic Reward Changes: Based on some great player feedback we’ve shifted Relic types around per Rotation for some Disruption nodes to better balance the reward vs length of time you’re dedicating to the mission: Sedna/Kelpie Rotation A Rewards now drop Meso Relics, replacing Lith Relics Rotation B Rewards now drop Neo Relics, replacing Meso Relics Rotation C Rewards now drop Axi Relics, replacing Neo Relics Uranus/Ur Rotation A Rewards now drop Meso Relics, replacing Lith Relics Rotation B Rewards now drop Neo Relics, replacing Meso Relics Rotation C Rewards now drop Axi Relics, replacing Neo Relics Lua/Apollo Rotation A Rewards now drop Neo Relics, replacing Lith Relics Rotation B Rewards now drop Axi Relics, replacing Meso Relics Rotation C Rewards now drop Axi Relics, replacing Neo Relics Jupiter/Ganymede Rotation A Rewards now drop Meso Relics, replacing Lith Relics Rotation B Rewards now drop Neo Relics, replacing Meso Relics Rotation C Rewards now drop Axi Relics only, Meso Relics have been removed Mars/Olympus Removed duplicate Lith Relic from Rotation A Rewards Rotation B Rewards now drop Lith Relics, replacing Meso Relics Rotation C Rewards now drop Meso Relics, replacing Neo Relics
  21. We love when Warframe horrors send chills up our spines. The screeches of nearby Infested, the flickering lights of an uninvited guest, Rap… tap… tap… This Hallowe’en season, we want you to embrace the fear by turning your Dojo or your Orbiter into a haunted house! How to enter: Decorate your Dojo or your Orbiter like a haunted house. Submit images or video of your haunted house in this thread for judging! Prizes: 1st place – Atlas Prime Access! 2nd place – 1000 Platinum! 3rd place – 750 Platinum! 4th place – 500 Platinum! 5th place – 250 Platinum! Dojos and Orbiters will be judged separately, which means there will be 5 Dojo and 5 Orbiter winners (permitting enough entries of each)! Need an example? Rules: One submission per player. You must choose one category: Dojo or Orbiter. Make it your best! Submission must be your original work Submission must be appropriate for the community forums If multiple Clan members contributed to a Dojo submission, please list all of their in-game aliases in your post Images cannot be photoshopped, edited, or manipulated Do not reserve posts in this thread Submissions that do not follow these rules will be disqualified Winners will be chosen based on the quality of their haunted house. Make it spooky! This contest starts now until Thursday, October 31 @ 1:00PM ET! ALL PLAYERS FROM EACH PLATFORM CAN PARTICIPATE Show us your worst, Tenno!
  22. Atlas Prime: Hotfix 25.8.2 Nightwave Changes: The following Acts for future Nightwaves have been changed based on player feedback: The ‘Polarized’ Act has changed from 3 Forma to 1 Forma. The ‘Grove Guardian’ Act has changed from killing 3 Silver Grove Specters to 1. Disruption Relic Reward Changes: Based on some great player feedback we’ve shifted Relic types around per Rotation for some Disruption nodes to better balance the reward vs length of time you’re dedicating to the mission: Sedna/Kelpie Rotation A Rewards now drop Meso Relics, replacing Lith Relics Rotation B Rewards now drop Neo Relics, replacing Meso Relics Rotation C Rewards now drop Axi Relics, replacing Neo Relics *Uranus/Ur Rotation A Rewards now drop Meso Relics, replacing Lith Relics Rotation B Rewards now drop Neo Relics, replacing Meso Relics Removed Axi Relics from Rotation C Rewards, it now only has Neo Relics Added Neo C1 Relic to Rotation B and Rotation C rewards Lua/Apollo Rotation A Rewards now drop Neo Relics, replacing Lith Relics Rotation B Rewards now drop Axi Relics, replacing Meso Relics Rotation C Rewards now drop Axi Relics, replacing Neo Relics Jupiter/Ganymede Rotation A Rewards now drop Meso Relics, replacing Lith Relics Rotation B Rewards now drop Neo Relics, replacing Meso Relics Rotation C Rewards now drop Axi Relics only, Meso Relics have been removed Mars/Olympus Removed duplicate Lith Relic from Rotation A Rewards Rotation B Rewards now drop Lith Relics, replacing Meso Relics Rotation C Rewards now drop Meso Relics, replacing Neo Relics Optimizations: Minor performance improvements when killing Infested Crawlers. Fixed a script error/loss of functionality if you fail to complete a trade in Maroo's Bazaar. Fixed possible UI lock-up when attempting to contribute to incomplete Solar Rail Research (currently disabled). Changes: Swapped a duplicate Axi P2 Relic in numerous Interception mission drop tables with the correct Axi A6 Relic. Swapped duplicate Relics on Rotation A of some Interception missions and replaced with correct Relics (Neo Z3 and Neo C1). Fixes: Fixed sometimes being locked out of spawning your K-Drive if you fail to spawn it due to being too close to the Plains of Eidolon boundary. Fixed players being left floating if they were standing on an Excavator or a Capture Case when it is destroyed. Fixed Hexenon and Orokin Cell drops from Amalgams appearing as Mods. Fixed red emissives on the Venus Terra Moas. Fixed some UI screens not having correct icons/textures displayed after a level transition. Fixed a spawn point in the Corpus Ship Onslaught tileset. Fixed a level hole in the Corpus Outpost tileset. Fixed wonky plant spawns in the Grineer Shipyards tileset. As reported here: https://old.reddit.com/r/Warframe/comments/dfk69f/de_fix_when/
  23. Thanks for tuning in! Platinum Winners: Atlas Prime Access Winners: Fan Art Recap: Warframe Inktober! See you tomorrow for Devstream #132!
  24. We're done tinkering for now! Thanks for your patience. ---------- Dear PC Tenno! Tomorrow, October 18th at roughly 9AM ET, we will be doing 20 minutes of Server upgrades! During this time PC Chat will most likely be unavailable, but the game will remain unaffected. We will be monitoring just in case! Thanks!
  25. Hey Tenno! Like mentioned in the other thread there might be two issues at play here. The first one is that Hexagon and Orokin Cells have the wrong pickup model for Amalgam enemies (generic mod model), this issue will be fixed in the next Hotfix. We are still investigating if the Amalgam special mods stopped dropping again.
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