<?xml version="1.0"?>
<rss version="2.0"><channel><title>Update 39: Isleweaver Latest Topics</title><link>https://forums.warframe.com/forum/2157-update-39-isleweaver/</link><description>Update 39: Isleweaver Latest Topics</description><language>en</language><item><title>Tomorrow we'll know how if DE has been checking or abandoned player feedback boards</title><link>https://forums.warframe.com/topic/1470888-tomorrow-well-know-how-if-de-has-been-checking-or-abandoned-player-feedback-boards/</link><description><![CDATA[<p>
	<br />
	Petty large-font edit for a lot of blind people who somehow miss this part:<br />
	<br />
	<strong>I AM HAPPY WITH THE VALKYR REWORK; ME FINDING ROOM FOR IMPROVEMENT DOESN'T MEAN I DON'T LIKE IT.</strong>
</p>

<p>
	<strong>I AM HAPPY WITH THE VALKYR REWORK; ME FINDING ROOM FOR IMPROVEMENT DOESN'T MEAN I DON'T LIKE IT.</strong>
</p>

<p>
	<strong>I AM HAPPY WITH THE VALKYR REWORK; ME FINDING ROOM FOR IMPROVEMENT DOESN'T MEAN I DON'T LIKE IT.</strong><br />
	<br />
	<br />
	Original post:<br />
	<br />
	So the new update drops tomorrow with code that went to cert days if not weeks ago.  This in turn takes me to the Valkyr rework from a couple of months ago as there are dozens of Valkyr feedback threads that will be closed tomorrow when the Isleweaver forum is archived.<br />
	<br />
	I am personally satisfied with the rework, with my main gripes being that I think base Paralysis should have a higher range and that she can't function at all while using an Archgun due to her being unable to melee and all of her abilities (And passive) requiring melee hits to function (A problem not shared by other melee Exalted frames like Baruuk, Excalibur or Wukong as all of their non-exalted abilities and passives work when not using melee).<br />
	<br />
	Yet, there are dozens of requests for improvement while DE have been quite silent about her rework as if they'd rather not talk about it.  It will be interesting to see tomorrow if DE have just been working in silence (Additional Valkyr changes, whatever they may be) or if they just moved on pretty much on the spot while opening feedback forums out of courtesy rather than to gather honest player sentiment to action on. <br />
	<br />
	Only a couple more hours to know.
</p>
]]></description><guid isPermaLink="false">1470888</guid><pubDate>Wed, 15 Oct 2025 03:03:09 +0000</pubDate></item><item><title><![CDATA[Recoil / screen shake > Motion sickness || FIXED NEXT UPDATE]]></title><link>https://forums.warframe.com/topic/1458647-recoil-screen-shake-motion-sickness-fixed-next-update/</link><description><![CDATA[<p>
	Hello after the patch where you "fixed" recoil bug with screen shake setting, now I get bad motion sickness with almost all weapons, like Dex pixia, Angstrum, Boar, Burston, Cedo and pretty much all I tried without heavy "recoil" reduction. In my opinion, this is not "recoil" but falls in the screen shake category, seeing how big the camera movement is.
</p>

<p>
	It feels like my screen is shaking, it's nauseating and <strong>YES SCREEN SHAKE IS OFF IN THE SETTINGS</strong>.<br />
	<br />
	<strong>UPDATES:</strong>
</p>

<p>
	<strong>25/09 <span>: </span></strong>
</p>

<p>
	<b>FIXED IN NEXT PATCH :  (</b>"While weapon recoil was restored to its original state, the conversations that occurred after its return made us look closer at its accessibility for those prone to motion sickness. With that in mind, we are making the following changes for Tenno with the<span> </span><strong>Screen Shake Toggle turned off</strong>: 
</p>

<ul style="background-color:#ffffff;color:#353c41;font-size:14px;">
	<li>
		Removed screen movement when firing guns.
	</li>
	<li>
		Added a diamond to the Reticle, which will be representative of Gun Recoil patterns.
		<ul>
			<li>
				The original reticle dot will remain stationary.
			</li>
			<li>
				The new diamond will move to indicate recoil patterns when the gun is being fired."<b>)</b>
			</li>
		</ul>
	</li>
</ul>
<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedauthorid="1943322" data-embedcontent="" data-embedid="embed8406129127" src="https://forums.warframe.com/topic/1469410-dev-workshop-damage-attenuation-and-quality-of-life-changes-devstream-189/?do=embed" style="height:214px;max-width:100%;"></iframe>

<p>
	<strong>07/08 : Update from [DE] Violet regarding this issue</strong>
</p>
<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedauthorid="8459201" data-embedcontent="" data-embedid="embed9103858790" src="https://forums.warframe.com/topic/1459447-option-to-disable-screen-shake-not-working/page/3/?do=embed&amp;comment=13367230&amp;embedComment=13367230&amp;embedDo=findComment#findComment-13367230" style="height:332px;max-width:100%;"></iframe>

<p>
	 
</p>

<p>
	<strong>OLD <span>:</span></strong><br />
	We have different message from the support, some saying this will stay and is part of the game, others saying the devs are working on a fix. Since DE does not seem willing to take a public stance on the matter the only thing we can do is wait. <br />
	<br />
	Here are the different replies given to us :
</p>

<p>
	---------------------
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="background-color:#ffffff;color:#333333;font-size:15px;text-align:left;">Thank you for letting us know! I will pass this information along to the rest of the team to look at. </span>
		</p>
	</div>
</div>

<p>
	---------------------
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="background-color:#ffffff;color:#333333;font-size:15px;text-align:left;">I'm sorry to hear you've been having trouble with the screen shake. This was the result of a fix for another bug, but we've been made aware that it's affecting players negatively. I've passed your complaint along to the team for them to review further. I would also encourage you to check the forums to report your experience as well.</span>
		</p>
	</div>
</div>

<p>
	---------------------<br />
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="background-color:#ffffff;color:#333333;font-size:15px;text-align:left;">"From our previous update, there was an ongoing issue that disabled the recoil of weapons when disabling the Screen shake feature. We would like to remind you that this is not intended and was considered a bug. </span><br style="background-color:#ffffff;color:#333333;font-size:15px;text-align:left;" />
			<br style="background-color:#ffffff;color:#333333;font-size:15px;text-align:left;" />
			<span style="background-color:#ffffff;color:#333333;font-size:15px;text-align:left;">With that said, this bug has now been fixed, and what you are experiencing is the innate recoil of the weapon that you are using. Please be aware that turning off the screen shake feature will not necessarily remove the Recoil mechanics of the weapon in-game.</span><br style="background-color:#ffffff;color:#333333;font-size:15px;text-align:left;" />
			<br style="background-color:#ffffff;color:#333333;font-size:15px;text-align:left;" />
			<span style="background-color:#ffffff;color:#333333;font-size:15px;text-align:left;">We hope this information clears up everything on your end.</span><br style="background-color:#ffffff;color:#333333;font-size:15px;text-align:left;" />
			<br style="background-color:#ffffff;color:#333333;font-size:15px;text-align:left;" />
			<span style="background-color:#ffffff;color:#333333;font-size:15px;text-align:left;">Regards,</span><br style="background-color:#ffffff;color:#333333;font-size:15px;text-align:left;" />
			<span style="background-color:#ffffff;color:#333333;font-size:15px;text-align:left;">Warframe Support Team."</span>
		</p>
	</div>
</div>

<p>
	---------------------
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="background-color:#ffffff;color:#353c41;font-size:14px;">Thank you for getting back to us.</span><br style="background-color:#ffffff;color:#353c41;font-size:14px;" />
			<span style="background-color:#ffffff;color:#353c41;font-size:14px;"> </span><br style="background-color:#ffffff;color:#353c41;font-size:14px;" />
			<span style="background-color:#ffffff;color:#353c41;font-size:14px;">We appreciate you bringing this to our attention. As of right now, we do not have enough information about this issue.</span><br style="background-color:#ffffff;color:#353c41;font-size:14px;" />
			<span style="background-color:#ffffff;color:#353c41;font-size:14px;"> </span><br style="background-color:#ffffff;color:#353c41;font-size:14px;" />
			<span style="background-color:#ffffff;color:#353c41;font-size:14px;">Rest assured, our Development team is already working on a fix for this problem.</span><br style="background-color:#ffffff;color:#353c41;font-size:14px;" />
			<span style="background-color:#ffffff;color:#353c41;font-size:14px;"> </span><br style="background-color:#ffffff;color:#353c41;font-size:14px;" />
			<span style="background-color:#ffffff;color:#353c41;font-size:14px;">To see when this bug gets fixed, please keep an eye on the Update notes posted in the forums:</span><br style="background-color:#ffffff;color:#353c41;font-size:14px;" />
			<a href="https://forums.warframe.com/forum/1892-update-notes/" rel="" style="background-color:transparent;color:#0072ef;font-size:14px;">https://forums.warframe.com/forum/1892-update-notes/</a><br style="background-color:#ffffff;color:#353c41;font-size:14px;" />
			<span style="background-color:#ffffff;color:#353c41;font-size:14px;"> </span><br style="background-color:#ffffff;color:#353c41;font-size:14px;" />
			<span style="background-color:#ffffff;color:#353c41;font-size:14px;">Thanks again for taking the time to bring this to our attention!</span>
		</p>
	</div>
</div>

<p>
	---------------------
</p>
]]></description><guid isPermaLink="false">1458647</guid><pubDate>Wed, 25 Jun 2025 16:21:00 +0000</pubDate></item><item><title>Coda motovore still does lower damage at higher impact% (Seemingly rollover)</title><link>https://forums.warframe.com/topic/1468583-coda-motovore-still-does-lower-damage-at-higher-impact-seemingly-rollover/</link><description><![CDATA[<p>
	Continuing from
</p>
<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedauthorid="6006048" data-embedcontent="" data-embedid="embed7381737794" src="https://forums.warframe.com/topic/1446985-coda-motocore-bug-that-occurs-in-certain-builds-%E7%89%B9%E5%AE%9A%E3%81%AE%E3%83%93%E3%83%AB%E3%83%89%E3%81%A7%E7%99%BA%E7%94%9F%E3%81%99%E3%82%8Bcoda-motovore%E3%81%AE%E3%83%90%E3%82%B0/?do=embed" style="height:218px;max-width:100%;"></iframe>

<p>
	Coda motovore rollover bug is still here as of Caliban Prime: Hotfix 39.1.3
</p>

<p>
	Light attack 84 damage no crit at 2809% impact to 1.5k damage no crit at 2269% impact (% impact from mods+riven, removing any impact mod has the same result. With 60% impact valance bonus)
</p>

<p>
	Still 0 damage with slam but at least dots seem to be applying with proper damage.
</p>
]]></description><guid isPermaLink="false">1468583</guid><pubDate>Tue, 09 Sep 2025 21:56:40 +0000</pubDate></item><item><title>Tridolon Bug</title><link>https://forums.warframe.com/topic/1470914-tridolon-bug/</link><description><![CDATA[<p>
	I'm not sure how long the game's had this bug for, but earlier on, when I was doing a Tridolon with randoms as part of the Tridolon "Cull" Bounty in Cetus, my group was unable to summon the Hydrolyst as the final part of the Nightwave challenge. <br />
	<br />
	I'm not entirely sure what caused it, as the bounty was started from Cetus, and I was the only player unable to place their Radiant Eidolon Shard into the Gara Toht altar. I've never experienced this glitch before, but I have seen other players suffer from it. This meant that I was unable to complete the run, and now have to wait for the next nighttime cycle in the Plains of Eidolon to complete the Cull. Very annoying, and I hope DE can find a solution soon.
</p>

<p>
	To replicate, simply start the Tridolon 5,000 rep bounty from Konzu in Cetus at nighttime, capture the Eidolon Teralyst and Gantulyst and the bug may occur. I don't know whether it's due to a desync issue or connection or simply lag, although I had no major issues with ping during the mission, and all the other players reported no major issues on their end.
</p>

<p>
	Hope that helps!
</p>
]]></description><guid isPermaLink="false">1470914</guid><pubDate>Wed, 15 Oct 2025 12:37:57 +0000</pubDate></item><item><title>Remove (or cycle) dead coop content from nightwave</title><link>https://forums.warframe.com/topic/1470761-remove-or-cycle-dead-coop-content-from-nightwave/</link><description><![CDATA[<p>
	Nightwave is one of the only fun things to do in this game for me and I find it infuriating that I keep being given the tasks like "kill hydrolyst" "kill profit taker" and "kill the exploiter orb". All of those things are super dead coop content that you just cant find any player for. Not in a day, and not even in a week. The only thing I found 1 (one) player for was profit taker and that took me 2 weeks in recruitment chat. So just get these things out of the equation please, theyre just blocking NW progress.<br />
	<br />
	EDIT: It might be better to cycle or "roll" the events for creds or kuva rather than downright remove them. Just in case someone actually wants to do those things.
</p>
]]></description><guid isPermaLink="false">1470761</guid><pubDate>Mon, 13 Oct 2025 07:19:10 +0000</pubDate></item><item><title>Help me to fix Sevagoth's Exalted Shadow Armor</title><link>https://forums.warframe.com/topic/1470032-help-me-to-fix-sevagoths-exalted-shadow-armor/</link><description><![CDATA[<p>
	<strong>Sevagoth's Exalted Shadow's damage resistance is a complete spaghetti code. </strong><br />
	Ever since Sevagoth's Prime release, players finally noticed that the damage the Shadow takes is very inconsistent with its displayed armor value. At first we thought the Shadow was just taking the Armor from the warframe Sevagoth, but after an entire night of testing, it's worse than that!<br />
	Here is an entire chart that displays the test results I did on both Sevagoth and Shadow taking damage from an Eviscerator Lvl 4 (they deal exactly 100 Slash damage, great for testing incoming damage). <br />
	<br />
	<span style="background-color:#2e3035;color:#ffffff;font-size:16px;"><a href="https://imgur.com/gallery/sevagoths-shadow-armor-tests-EhtVIRO" rel="external nofollow">https://imgur.com/gallery/sevagoths-shadow-armor-tests-EhtVIRO</a></span><br />
	<br />
	<br />
	Here's the breakdown, when taking damage: <br />
	<strong>instead of 475, the Exalted Shadow behaves as if it has 180 armor (37.5% DR) at base, but the mods equipped like Steel/Umbral Fiber see an imaginary number of 172 armor</strong>. This means that, when equipped with a single max ranked Steel/Umbral Fiber, the Shadow behaves as if it has "180 base + 172 steel fiber bonus" = 352 armor (53.99% DR). <br />
	<br />
	This seems consistent when equipping an entire umbral set, boosting the Umbral Fiber bonus to +180%. So the math goes...<br />
	180 bugged base armor + (172 imaginary armor * 1.8 Umbral Fiber bonus) = 489.6 armor (62.01% DR), and the Eviscerator dealt 37 damage instead of the intended 18 damage. <br />
	<br />
	It also works when only equipping two umbral mods, giving Umbral Fiber a bonus of +130%, math... <br />
	180 bugged base armor + (172 imaginary armor * 1.3 Umbral Fiber bonus) = 403.6 armor (57.36% DR), and the Eviscerator dealt 42 damage instead of the intended 21 damage. 
</p>

<p>
	<br />
	------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
</p>

<p>
	I thought I was getting onto something, but then I tested Arcane Guardian (+900 flat armor) and Health Conversion (+1350 flat armor). I thought the 180 bugged armor would be added to their flat armor bonuses, but it behaved completely inconsistent too. Results: <br />
	<br />
	With <em>Arcane Guardian</em>, <br />
	the damage from the Eviscerator was expected to be 21, but it dealt 35, and the intended should be 18.
</p>

<p>
	<br />
	With <em>Health Conversion</em> at 3 stacks,<br />
	the damage from the Eviscerator was expected to be 16, but it dealt 26, and the intended should be 15.  <br />
	<br />
	One more thing to add, Arcane Battery:<br />
	No matter what mods I used or abilities that amplified armor, like the cold version of Elemental Ward, this arcane always worked correctly in every scenario, so this means the arsenal can indeed see the correct value of 475 armor intended for Shadow. 
</p>

<p>
	<strong>Conclusion: It's not the armor, it's the health damage resistance code.</strong> <br />
	Shadow is not taking the armor from Sevagoth, but something in the code it's messing with damage dealt to the health of Shadow. Shields worked fine. <br />
	Some leads could be that in-game, the Shadow tends to behave like an ally player more than the player itself. It used to spawn Void Angels in Archimedia missions when dying, just like a regular player (thank you for fixing it!) but also it ignored focus schools from the main player (again, thank you for fixing it!), maybe there is something else in the core code not "seeing" the Shadow and its health damage resistances. <br />
	<br />
	I believe this bug has persisted ever since his base release back in 2021, so this bug has persisted for around 4 years.<br />
	Anyways, I'm sure you have heard of this bug plenty of times before and I wish to help with anything to get it fixed, I'm sure it's a complicated one and maybe that's why it isn't fixed yet. <br />
	Hope this also helps some Exalted Shadow players out there too!<br />
	 
</p>
]]></description><guid isPermaLink="false">1470032</guid><pubDate>Wed, 01 Oct 2025 20:49:07 +0000</pubDate></item><item><title>All Light-Emitting Ephemeras Bugged on Articulas since Techrot Encore Update</title><link>https://forums.warframe.com/topic/1468347-all-light-emitting-ephemeras-bugged-on-articulas-since-techrot-encore-update/</link><description><![CDATA[<p>
	Hi all. Ever since techrot encore, this has been happening and I've been trying to bring this to DE's attention. I've even gone as far as mentioning it on other social media to no avail. If you're reading, please boost this and definitely share if you're having this issue; thank you!
</p>

<p>
	<strong>Articulas don't display light-emitting ephemeras properly.</strong> This goes for <em>any </em>ephemera that emits light against its environment -- Especially the Vengeful Flame and Jade Light Ephemera (and its preceding variants). These ephemeras emit light just fine on displays, warframes, drifters, and companions in relays, missions, captura, etc.; However, the articulas do NOT emit light against surfaces like their corresponding loadout does. Here is an example.
</p>

<p>
	<b>My warframe has a blue ephemera and you can see beneath it where the light reflects as blue. The articula to the right replicates this loadout, except the light reflected is green.</b><br />
	<br />
	<img alt="image.png" class="ipsImage" data-ratio="56.25" height="720" width="1280" src="https://i.postimg.cc/gcMCqLF6/image.png" />
</p>

<p>
	<b>Now, we change the energy color to red. For the warframe, all surfaces reflect the energy light properly. The articula still reflects <em>green </em>energy against surfaces in spite of the ephemera being red.</b>
</p>

<p>
	<img alt="image.png" class="ipsImage" data-ratio="56.25" height="720" width="1280" src="https://i.postimg.cc/Hk1BQTxy/image.png" />
</p>

<p>
	<strong>Now moving on to the Vengeful Flame ephemera. The articula as you can see shows NO effects. But for the display and the actual warframe, all is well.</strong> <img alt="image.png" class="ipsImage" data-ratio="56.25" height="720" width="1280" src="https://i.postimg.cc/htKZkSBq/image.png" />
</p>

<p>
	<strong>The display as you can see in the photo below is an exact replica and it emits red light against surfaces, just like the ephemera is supposed to do.</strong>
</p>

<p>
	<img alt="image.png" class="ipsImage" data-ratio="56.25" height="720" width="1280" src="https://i.postimg.cc/WbLH7GYz/image.png" /><img alt="image.png" class="ipsImage" data-ratio="56.25" height="720" width="1280" src="https://i.postimg.cc/LXgxt5zj/image.png" />
</p>

<p>
	<strong>Here is a final screenshot showing what the articulas are doing: </strong><br />
	<img alt="image.png" class="ipsImage" data-ratio="56.25" height="720" width="1280" src="https://i.postimg.cc/wBCGbDxw/image.png" />
</p>

<p>
	<strong>Please help!</strong>
</p>
]]></description><guid isPermaLink="false">1468347</guid><pubDate>Sat, 06 Sep 2025 22:13:32 +0000</pubDate></item><item><title>Let Warframe Specters keep the appearance they were given when assignded</title><link>https://forums.warframe.com/topic/1469851-let-warframe-specters-keep-the-appearance-they-were-given-when-assignded/</link><description><![CDATA[<p>
	It always bummed me out that when I summoned my specters, that they only got summoned in the default skin and color scheme for that frame...
</p>

<p>
	What If I want to have a Specter assigned to a Gemini skin I can pretend I'm out on a date with my Protoframe of choice? Or if I want to have my Bright Hazard Yellow and Orange Void-Skinned Rhino running around with my Kuva Ogris? It would be so peak...
</p>

<p>
	Better yet would be if we could just assign a Loadout to each Specter type in the Specter Screen instead of having to build new ones to change them.
</p>
]]></description><guid isPermaLink="false">1469851</guid><pubDate>Mon, 29 Sep 2025 13:31:58 +0000</pubDate></item><item><title>Bug in normal/sp Circut where if you get host migrated, youre put back in with no mods on warframe, weapons, or have any decrees.</title><link>https://forums.warframe.com/topic/1470895-bug-in-normalsp-circut-where-if-you-get-host-migrated-youre-put-back-in-with-no-mods-on-warframe-weapons-or-have-any-decrees/</link><description><![CDATA[<p>
	(Playing on PC) Ive been running the circut these past couple of weeks but the last 2 ive noticed that if I happen to get host migrated, once I rejoin im left with no mods ( as in you can feel that the warframe is doing no damage compared to the damage you where just doing prior to being host migrated) and the warframes abilities are reset back to its standard four abilties if I was using a warframe that I had subsumed an ability onto. Same goes for the weapons which become modless, and the decrees arnt in effect either. Sometimes it goes back to normal if I do another round, but most of the time it stays that way and it's a bit annoying when youre in the higher levels of the circut and suddenly youre by yourself and left with a warframe and weapons that have been reset to their factory settings, and you cant really do much at all.
</p>

<p>
	 
</p>

<p>
	Also on specific instances ive noticed that if this happens in a void flood, the collection orb seems to fill up twice as fast (and wont let you collect any more) but only fills up half of what a full orb would fill. This has also happend on survival and defense but I didnt notice changes to the mission itself there as a result of the host migration.
</p>
]]></description><guid isPermaLink="false">1470895</guid><pubDate>Wed, 15 Oct 2025 04:37:45 +0000</pubDate></item><item><title>Ephemera should link to shield.</title><link>https://forums.warframe.com/topic/1470894-ephemera-should-link-to-shield/</link><description><![CDATA[<p>
	I think ephemera should be linked to shield, it would be awesome if they had a break animation and a reform animation. Think of the Protovyre, Emergant and Apex as a a type of "armor", honestly looks that way to me, it looks like a visible over shield. So I honestly believe it would be great if there was something like that for ephemera.
</p>
]]></description><guid isPermaLink="false">1470894</guid><pubDate>Wed, 15 Oct 2025 03:52:47 +0000</pubDate></item><item><title>Nekros shadows prevent defense rounds to complete</title><link>https://forums.warframe.com/topic/1470882-nekros-shadows-prevent-defense-rounds-to-complete/</link><description><![CDATA[<p>
	Had it multiple times today on Belenus/void.
</p>

<p>
	Might be related to raised corrupted fusion moas releasing their drone.
</p>

<p>
	The round completes if the nekros player lets the shadows die.
</p>

<p>
	Seen reports of this since 2017 <span class="ipsEmoji">😅</span>
</p>
]]></description><guid isPermaLink="false">1470882</guid><pubDate>Tue, 14 Oct 2025 23:17:56 +0000</pubDate></item><item><title>Add the mission start timer to public matchmaking</title><link>https://forums.warframe.com/topic/1470774-add-the-mission-start-timer-to-public-matchmaking/</link><description><![CDATA[<p>
	Too many times have I been dragged against my will into a random mission just because I made a slight miss-click and there happened to be a squad ready at the moment. Can we please have a mission start timer for public matchmaking just like solo matchmaking does?
</p>
]]></description><guid isPermaLink="false">1470774</guid><pubDate>Mon, 13 Oct 2025 14:56:30 +0000</pubDate></item><item><title>after 1h + gameplay found random bug that can ocur</title><link>https://forums.warframe.com/topic/1470822-after-1h-gameplay-found-random-bug-that-can-ocur/</link><description><![CDATA[<p>
	once the 2 Gigabyte game cache is full there is a random chance due to game seems to handle both tenno players and enemies data as references to invert load apply the stats.
</p>

<p>
	mean the tenno get that stat that the enemies should have and the enemies get the stats that the tenno should have. this is happening due to the reference handling is glitching out during the following situation game cache full aka the 2 GB limit  aka 1+h of game client activ is reach and now invert load applies the reference data.
</p>

<p>
	 
</p>

<p>
	when that happens the only proper choice is to shutdown and reboot the game client to fix it.
</p>

<p>
	 
</p>

<p>
	also the gamecache limit of 2 GB is a general limit no matter of platform used.
</p>
]]></description><guid isPermaLink="false">1470822</guid><pubDate>Tue, 14 Oct 2025 04:41:37 +0000</pubDate></item><item><title>Please give us separate Exalted weapons for different versions of the same Warframe or give us a way to reset an item to it's original state and forma count.</title><link>https://forums.warframe.com/topic/1470825-please-give-us-separate-exalted-weapons-for-different-versions-of-the-same-warframe-or-give-us-a-way-to-reset-an-item-to-its-original-state-and-forma-count/</link><description><![CDATA[<p>
	Okay, so I have some mental issues, I can't stand having any of my formas being not Omni-formas I literally bought new copies of old warframes that I still have just to have a forma count that matches with omni-formas used.
</p>

<p>
	A second Mesa, Hildryn, Gara etc. However the new versions of the frames share their old exalted weapons which have normal formas used on them, so the omni forma count will never match,
</p>

<p>
	Please either make new frames have a separate exalted or sell us an item that will reset a frame or weapon or item to it's original state, forma count and polarities.
</p>

<p>
	I will gladly pay for this priviledge. I know that very few people care about this like I do, but the few that have OCD or whatever would gladly pay just to be able to have things match their weird and entirely arbitrary internal aethetic.
</p>

<p>
	I just want to have a forma count that is only omni-formas on my current exalted weapons and it is completely impossible in the current state.
</p>

<p>
	I know this sounds crazy but I've made a second copy of almost every frame I could get my hands on just to make this match but the exalted ones will forever haunt me if you don't save me.
</p>

<p>
	I'm quite literally almost begging you for a new way to waste my platinum.
</p>

<p>
	Please, just sell a item reversion to it's original state, polarities and forma count.
</p>

<p>
	I would quite literally buy 10 of them now even if you charged 150p each. Although ideally they would be more reasonably priced.
</p>

<p>
	I do realise that this is probably only a problem for a subset of weirdos in legend ranks or something like that but please, there's got to be a market for this item with other crazy people like me.
</p>
]]></description><guid isPermaLink="false">1470825</guid><pubDate>Tue, 14 Oct 2025 05:38:27 +0000</pubDate></item><item><title>Stop forcing players to constantly move</title><link>https://forums.warframe.com/topic/1466147-stop-forcing-players-to-constantly-move/</link><description><![CDATA[<p>
	It started with Jadelights and has only gotten worse since. If you want to revive other players, you're almost forced to switch to Operator Void Mode. With the current Elite Temporal Archimedea, this sadly isn't even an option, and it adds another modifier damaging players who stand still. I've had two entire squads wiped in that mission when they were just trying to revive a fallen player.
</p>

<p>
	I understand this was initially done to combat afk players, but honestly, I never experienced this as a problem myself, and it just drove away clan mates who often took the liberty of tabbing out when we were in a gameplay section that dragged out for no discernible reason. It's seriously starting to work to the game's detriment by now.
</p>
]]></description><guid isPermaLink="false">1466147</guid><pubDate>Wed, 13 Aug 2025 22:55:14 +0000</pubDate></item><item><title>Thousand Days Emote</title><link>https://forums.warframe.com/topic/1470812-thousand-days-emote/</link><description><![CDATA[<p>
	I’m just curious if this (Thousand Days Emote) is still being added to the game for those of us that have reached this milestone? I remember it was stated that it was being worked on, just haven’t heard anything about it in several months now.
</p>
]]></description><guid isPermaLink="false">1470812</guid><pubDate>Tue, 14 Oct 2025 00:37:12 +0000</pubDate></item><item><title>Mecha mod set bug (I think)</title><link>https://forums.warframe.com/topic/1470810-mecha-mod-set-bug-i-think/</link><description><![CDATA[<p>
	Call me crazy. But sometimes mecha doesn't activate. The enemy with the mark will die but the mark stays, floating where the enemy was last before death and not spread status effects.<br />
	<br />
	I hope I am not the only one cause this sucks.
</p>
]]></description><guid isPermaLink="false">1470810</guid><pubDate>Mon, 13 Oct 2025 23:21:43 +0000</pubDate></item><item><title>Piercing navigator not adding crit</title><link>https://forums.warframe.com/topic/1469447-piercing-navigator-not-adding-crit/</link><description><![CDATA[<p>
	Piercing navigator is currently not adding crit chance as intended and also is displaying a bugged number in the top corner where your buffs are displayed, typically displaying a higher number than the augment can even give you while not giving you that number. This bug has been in the game for a while but before it only affected melee projectiles, now it affects all projectiles.
</p>
]]></description><guid isPermaLink="false">1469447</guid><pubDate>Wed, 24 Sep 2025 02:56:38 +0000</pubDate></item><item><title>tennogen bundles</title><link>https://forums.warframe.com/topic/1470806-tennogen-bundles/</link><description><![CDATA[<p>
	There were/and still are, ads and art for the last drop of tennogen materials as bundles, yet there were never bundles. I didnt buy the tennogen because it seemed like an oversite and that it might likely become available in bundles that would let me keep a little bit more of my money. I t never happened so i started to purchase the items slowly, so as to support my tennogen makers. I see the next group of tennogen is also advertised as available in two different bundles. What expectations should I have? I brought this up in region chat a few times and no one had a bit of advice on it. I  didnt see any posts about it either with a quick look through forum topics
</p>
]]></description><guid isPermaLink="false">1470806</guid><pubDate>Mon, 13 Oct 2025 21:11:21 +0000</pubDate></item><item><title>Stuck in Operator mode after Warframe died</title><link>https://forums.warframe.com/topic/1468763-stuck-in-operator-mode-after-warframe-died/</link><description><![CDATA[<p>
	As I am writing this, I'm currently stuck in a Plague star mission in my operator form. This happened directly after my Warframe died while I was in Operator mode. After trying to re-enter my Warframe the game would not let me but did allow me to enter my Necramech. I ended up dying in Operator mode because I thought to myself, "Maybe it'll reset it!" turns out it leads into a larger bug. I'm now unable to jump (and void sling), open chat, or press ESC. I'm also completely invulnerable and enemy targets do not attack me at all, it's as if I don't exist. I'm not really sure if there's a way to solve this outside of leaving Plains of Eidolon (but I can't leave squad!) or closing the game! Here's to hoping this bug doesn't happen to anyone else!
</p>
]]></description><guid isPermaLink="false">1468763</guid><pubDate>Fri, 12 Sep 2025 08:58:21 +0000</pubDate></item><item><title>Chroma's 4 not activating Arcane Hot Shot</title><link>https://forums.warframe.com/topic/1470805-chromas-4-not-activating-arcane-hot-shot/</link><description><![CDATA[<p>
	So I am not sure if this is a bug, but for some reason when using heat on Chroma's 4, it does not activate any stacks of Arcane Hot Shot, it does for Cascadia Flare so i am not too sure what is going on. His 1 however is able to activate it when assigned to heat.
</p>
]]></description><guid isPermaLink="false">1470805</guid><pubDate>Mon, 13 Oct 2025 21:01:22 +0000</pubDate></item><item><title>Oraxia unarmed in Steel Path Cavia bounties</title><link>https://forums.warframe.com/topic/1461394-oraxia-unarmed-in-steel-path-cavia-bounties/</link><description><![CDATA[<p>
	Running Steel Path Cavia Bounties (specifically disruption) Oraxia starts the mission unarmed. Whenever I've encountered this before, I could transfer out and melee back in to fix it. This does not work without a melee weapon equipped. I tried this with Mesa without a melee equipped, but she went in armed. Back in with Oraxia, unarmed and unable to melee transfer back. Went in with Oraxia and a melee equipped, still opened the mission unarmed, but was able to melee transfer back to arm myself again.
</p>

<p>
	It's really only a problem because there's no point in carrying a melee weapon with Oraxia when she's unable to use one while her 4 is active. Suppose I'll just carry a melee regardless until it's fixed.
</p>
]]></description><guid isPermaLink="false">1461394</guid><pubDate>Sat, 05 Jul 2025 04:25:02 +0000</pubDate></item><item><title>I think Specters should be a 1 minute build instead of 8 hours</title><link>https://forums.warframe.com/topic/1470784-i-think-specters-should-be-a-1-minute-build-instead-of-8-hours/</link><description><![CDATA[<p>
	Not sure this would be a popular change or not. However with how useful they are for New Players who want to get a hang of things playing Solo I always thought they should be something that is built quickly in the Foundry instead of taking a long time.
</p>

<p>
	Can keep everything else with all the Specters such as the materials required to build them and stuff like that exactly the same. Just think they should be a quick 1 minute build in the Foundry instead of 8 hours. Simple as that.
</p>
]]></description><guid isPermaLink="false">1470784</guid><pubDate>Mon, 13 Oct 2025 17:52:53 +0000</pubDate></item><item><title>POM Navigation Menu inconsistency</title><link>https://forums.warframe.com/topic/1470787-pom-navigation-menu-inconsistency/</link><description><![CDATA[<p>
	Consistency is a QOL item.
</p>

<p>
	Several updates ago, navigation screens had the quick loadout config menu added on the left side. When in orbiter, backroom, dojo, or relay navigation, there is a hot key to jump to that menu (for Xbox it is “X”). However, the POM computer’s navigation has set that same hot key (“X”) to opening the menu to adjust “settings” (like the desktop background image) and there is no hot key to jump to the config menu.
</p>

<p>
	This is so inconsistent, and pretty inconvenient. Everywhere else uses the hot key to jump to the config menu. By far, the equipment configuration change is the more used element of that screen. Settings for the POM itself can easy be something you have to actually click on.
</p>

<p>
	PLEASE PLEASE PLEASE fix this. Nearly every time I open the navigation for 1999 when I try to open the config due to muscle memory, I end up opening some 99.99% unused setting pop up.
</p>

<p>
	Of all the things in that screen, being able to jump to the config menu is one that needs a hot key and yet it doesn’t.
</p>
]]></description><guid isPermaLink="false">1470787</guid><pubDate>Mon, 13 Oct 2025 18:07:25 +0000</pubDate></item><item><title>PC: Omnia Fissure Conjunction Survival No Extraction Point</title><link>https://forums.warframe.com/topic/1470513-pc-omnia-fissure-conjunction-survival-no-extraction-point/</link><description><![CDATA[<p>
	I encountered a bug where no extraction point was marked or could be found on the map during a Omnia Fissure Conjunction Survival Mission on Circulus(Lua) Node on Steel Path after 5 minutes and opening 1 relic. No extraction point was ever highlighted or prompted even during the 15 minute mark. I was forced to abort/fail mission as there was no way to leave the mission.
</p>
]]></description><guid isPermaLink="false">1470513</guid><pubDate>Wed, 08 Oct 2025 23:02:34 +0000</pubDate></item></channel></rss>
