<?xml version="1.0"?>
<rss version="2.0"><channel><title><![CDATA[Follie & Enkaus Feedback Latest Topics]]></title><link>https://forums.warframe.com/forum/2199-follie-enkaus-feedback/</link><description><![CDATA[Follie & Enkaus Feedback Latest Topics]]></description><language>en</language><item><title>Follie's ability shadowgraph</title><link>https://forums.warframe.com/topic/1501565-follies-ability-shadowgraph/</link><description><![CDATA[<p>
	I would like to see just one change to this ability; to have one selection for a random item. Like Cyte-09's resupply which has a randomized option. 
</p>
]]></description><guid isPermaLink="false">1501565</guid><pubDate>Mon, 06 Apr 2026 19:30:48 +0000</pubDate></item><item><title>Shadowgraph and dumb stats</title><link>https://forums.warframe.com/topic/1500022-shadowgraph-and-dumb-stats/</link><description><![CDATA[<p>
	Why ban Follie's stats from affecting her 2?
</p>

<p>
	I get it that they scale with level, and are already pretty nasty at high levels, but it makes her incredibly annoying to mod. She already likes range, and with her ult being almost officially Roar instead of Plein Air, It technically does scale with strength, but it's not great range on her things. Even if range doesn't affect the globe, or the RPG at all, just a little bit of help in some of her abilities (range could affect how many amphors she gets too, 3 is a little low).
</p>

<p>
	Make it scale with half of her stats, it's better than nothing at all.
</p>
]]></description><guid isPermaLink="false">1500022</guid><pubDate>Mon, 30 Mar 2026 17:14:16 +0000</pubDate></item><item><title>Follie can't get energy from her own Death Orbs</title><link>https://forums.warframe.com/topic/1499367-follie-cant-get-energy-from-her-own-death-orbs/</link><description><![CDATA[<p>
	Is there a reason why Follie can't activate Death Orbs she spawned? Most of her Shadowgraphs function slightly different from their real counterparts, so I don't get why this can't be a thing.
</p>

<p>
	She will be able to use it in four years' time when she gets primed anyway, so why not fix it now?
</p>

<p>
	ATM I have to spawn it on a prime in my squad, and the energy bonus is useless when there's none to do it with.
</p>

<p>
	It's not the most urgent of fixes since she can print infinite energy already, but it'd be a useful start-of-mission bonus.
</p>
]]></description><guid isPermaLink="false">1499367</guid><pubDate>Sat, 28 Mar 2026 11:57:25 +0000</pubDate></item><item><title>Enkhaus lacks interaction with elemental ammo pickups</title><link>https://forums.warframe.com/topic/1501495-enkhaus-lacks-interaction-with-elemental-ammo-pickups/</link><description><![CDATA[<p>
	The Enkhaus is not gaining ammo or elemental buffs from Cyte's ammo pickups as expected. Spring-Loaded Chamber works as expected, so the Enkhaus is definitely still reloading like a conventional weapon
</p>

<p>
	I assume this is because the Enkhaus is technically based on a battery weapon to have infinite ammo, and the battery recharge only activates on shooting stained enemies, with a standard reload mechanic added on top. And since battery weapons never functionally reload, Cyte's ammo packs won't interact with them, which is carrying over to the Enkhaus by nature
</p>

<p>
	Obviously I'd like this to be fixed at least for the Enkhaus, and perhaps also buff battery magazines in general to be able to take his ammo packs
</p>

<p>
	Probably also worth noting the ammo refill on shooting stained enemies doesn't feel very reliable if not playing as host, and I am losing ammo more often than expected. It's hard to tell if this is some range-related issue or just host/client being as typically buggy as usual
</p>
]]></description><guid isPermaLink="false">1501495</guid><pubDate>Mon, 06 Apr 2026 10:11:41 +0000</pubDate></item><item><title>Shadowgraph improvements</title><link>https://forums.warframe.com/topic/1501451-shadowgraph-improvements/</link><description><![CDATA[<p>
	Hello everyone,
</p>

<p>
	I make this post to try and get as much improvements possible to the shadowgraph. Some topics here may have already been suggested, but here i go.
</p>

<p>
	 
</p>

<p>
	First and foremost, Some QoL.<br />
	Please allow us to switch the abilities order in the gear wheel, not just the sketches. About a third of the items are very situational, and they should be allowed to be placed accordingly to the player's preference.
</p>

<p>
	<br />
	<span>Now, while I do undertand that Lohk Surge cooldown is long because it is quite a powerfull boost, i do think that 7 mins is too much. Lohk surges in their original game mode are much faster to unlock, since there is a large quantity of them through the map. Having a full squad of Follies is not a popular thing as of now, the the risk of a "quadraboost" at the start of the mission is quite low, and anyways, it shouldn't matter in the cooldown balancing.<br />
	I would tone said CD down to 4 : 30. Not too short, not too long, just perfect.</span>
</p>

<p>
	<span>Speeking of cooldowns, I would also completely remove the lost spirit's one. It's cd in the original mode is pretty much non existant, map traversal appart. Missions have a limited rare loot capacity anyways, and since  this is not a boost in anything, I don't see a reason to restrain this ability, espacially since we love to speedrun. It would also solve the fact that the lost spirit is easy to ... well, lose, amidst the action at high lvl especially.<br />
	<br />
	I would highly suggest to replace the jumpad entirely. In a game where bullet jump is a reality, and where we eventually unlock "void dash"... the jumpad becomes straight up useless.<br />
	I invite my fellow tennos to find its replacement, as of now I don't know what to suggest. Maybe a simple removal would do the trick too.<br />
	Edit : as someone else said in another post, it would be great if we actually had the hovering portraits from Follie's hunt game mode ! </span>
</p>

<p>
	<br />
	<span>As for the Death Orb and Corralizer Armament, they have pretty much the same function, with a lack in damage scaling, especially compared to the Explosive Barrel and Arc Trap (which does the same as them but better and faster). Here again, a replacement or removal would be welcomed (imo). The features (other than dmg) of death orb could be coded into the universal ammo tower.<br />
	Edit : To replace Corralizer, I suggest clones, like in Follie's hunt ! (up to 3 maybe ? 45s cd ? Dmg aura only on them (scaling with strength) ? Duration scales with modded duration ?)<br />
	To replace Death Orb, maybe an exalted weapon ? Or one of those grineer turrets that we can hop in (dmg scaling with strength, ammo scaling with duration (since the ammo pool is pretty much a timer), universal ammo might refill it) ?</span>
</p>

<p>
	<span>Now, as in another post, selecting a graph in the wheel should do just that : select it. The actual cast should be when we tap the ability. If it's a cd ability, then automatically switch back to a no cd one (barrel or arc trap most likely).<br />
	And please, please allow us to keybind the abilities for quicker access to them.</span>
</p>

<p>
	 
</p>

<p>
	<span>Now, about the Sketchbook,</span>
</p>

<p>
	Making our own sketch is pretty fun, but it could be better with these little improvements <span>:</span>
</p>

<p>
	1. Allow layer group selection. This would help in overall scaling and placement of sketches.<br />
	2. Allow true opacity. Some sketches would look much better, removing imperfections caused by the current state of the assets. Maybe make this feature a check box, or ensure that opacity can be the exact same for two or more assets in an invisible way. (I do understand that the current state is made to reflect the flow of paint brush, water colors mostly, but I don't think that's reason enough to forbid true color consistency)<br />
	3. Allow sketch share, the same way mods, builds and item can be shared in the ingame tchat.<br />
	4. Integrate community sketches menu, like we have community fashion frame (those should be revised and picked from a separate instance on the warframe website, but that's another subject).<br />
	5. Add assets ! We love them !<br />
	<br />
	There, that's it for my hot take. <br />
	<br />
	All comments and opinons are welcomed, I only seek improvement.<br />
	<br />
	Godspeed, Tennos.
</p>
]]></description><guid isPermaLink="false">1501451</guid><pubDate>Mon, 06 Apr 2026 03:00:49 +0000</pubDate></item><item><title>Self portrait augment idea</title><link>https://forums.warframe.com/topic/1501481-self-portrait-augment-idea/</link><description><![CDATA[<p>
	With the augment, her self portrait follows Follie around, with slightly reduced range.
</p>

<p>
	Would be nice for missions that aren't stationary. 
</p>
]]></description><guid isPermaLink="false">1501481</guid><pubDate>Mon, 06 Apr 2026 08:04:50 +0000</pubDate></item><item><title>The Enkaus is how all non-battery weapons should work</title><link>https://forums.warframe.com/topic/1500332-the-enkaus-is-how-all-non-battery-weapons-should-work/</link><description><![CDATA[<p>
	With the Enkaus in the game as a non-battery / reload weapon that doesn't have maximum ammo, it just makes it so obvious that maximum ammo as a concept is a relic and doesn't need to exist. 
</p>

<p>
	Battery weapons have long felt "optimal" because they can't run out of ammo. Letting non-battery weapons also benefit from this lets people better choose which game feel they prefer.
</p>
]]></description><guid isPermaLink="false">1500332</guid><pubDate>Tue, 31 Mar 2026 16:18:38 +0000</pubDate></item><item><title>Now that Follie can spawn Lohk Surges in all missions, please make changes to the "No Energy Cost on Abilities..." buff. It ruins shield gating builds and prevents Augur Mod overshield generation.</title><link>https://forums.warframe.com/topic/1500061-now-that-follie-can-spawn-lohk-surges-in-all-missions-please-make-changes-to-the-no-energy-cost-on-abilities-buff-it-ruins-shield-gating-builds-and-prevents-augur-mod-overshield-generation/</link><description><![CDATA[<p>
	The Lohk Surge buff that grants "No Energy cost on abilities and increased Casting Speed" eliminates both the ability to shield gate with Brief Respite and to shield gate &amp; generate overshields with Augur Mods. This buff affects not only Follie, but all other players in her squad. Follie players should not be able to affect a squad member's reliance on shield gating to survive, especially in public matchmaking. Additionally, some equipment in Warframe requires the player to have overshields to make use of it (ex. Cascadia Overcharge, various Incarnon weapons, etc.). Follie can render all that equipment useless.
</p>

<p>
	 
</p>

<p>
	4 possible solutions to this problem are:
</p>

<p>
	The classic Warframe player request: Give players a toggle to opt out of Lohk Surge buffs.
</p>

<p>
	(This would also solve the issue of the "Secondaries have guaranteed red Critical Hits" interfering with the 2nd most used secondary in the game - the Laetum.)
</p>

<p>
	Remove this buff from the list of possibilities, like you did with the infinite ammo and increased fire rate buff.
</p>

<p>
	Make Lohk Surge buffs apply only to the player that activates the Lohk Surge.
</p>

<p>
	Rework this Lohk Surge buff and other similar mechanics - like Zenurik's Inner Might passive - so that they do not interfere with a player's ability to shield gate. Please do this one. Pretty please? 
</p>

<p>
	(Envious Economy and Arcane Steadfast would also be positively affected by this change. The Sharing is Caring Hex Factor would no longer screw over Shield Gaters on every 10<sup>th</sup> cast. And the Envious Economy Decree would also be useful for all frames in Duviri.)
</p>

<p>
	 
</p>

<p>
	Spawning Lohk Surges is a fun aspect of her kit on paper, sure. But, in practice, it gives Follie the power to be more of a troll to her team than an inexperienced Limbo every could. How long until the trolls figure out they have the ability to get teammates killed in Arbitrations, Netracells, EDA, and ETA? And the players that will do this likely won't revive the downed players...
</p>
]]></description><guid isPermaLink="false">1500061</guid><pubDate>Mon, 30 Mar 2026 19:40:37 +0000</pubDate></item><item><title>Follie: Fundumentally Flawed, Poorly Executed yet Overpowered due to dumb scaling</title><link>https://forums.warframe.com/topic/1499476-follie-fundumentally-flawed-poorly-executed-yet-overpowered-due-to-dumb-scaling/</link><description><![CDATA[<p>
	I'd like to start this by saying that <strong>I don't dislike Follie</strong>, however there's <em>several</em> aspects of her that I simply cannot grasp how they made it into the final version of her. I'll first go over my overview/opinions of the kit as a whole and then make my proposed changes (tags only mention the sketchbook but I can't tag everything due to the 4 tag limit). Additionally<strong> if anyone from DE is reading this</strong> (which is the point of making the post in the first place) but you decide halfway through that what i'm saying is of no value, please at the very least read the last paragraph
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<strong>Passive: Inkblot</strong>
</p>

<p>
	Your abilities slow enemies and make them drop energy/health orbs. Obviously it's good, orb generation is always good and additional cc is always welcome, <em>however</em> it just seems unrelated to the kit and more of an afterthought rather than a proper passive that properly sunergizes with the kit
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>Ability 1: Forced Perspective</strong>
</p>

<p>
	Teleport + Cleanse + Short invincibility. Why is there an invincibility button on a frame that provides teamwide Damage Reduction? Movement is already good to have and the small damage it has already opens some combos with barrels, the <em>lingering</em> invincibility seems like it was added to make an OP frame even more OP
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>Ability 2: Shadowgraph</strong>
</p>

<p>
	<a href="https://forums.warframe.com/topic/1495546-follies-2nd-ability-concerns-and-some-ideassolutions/" rel="">I already made a post about it before Follie released</a>, unfortunately it seems that DE somehow failed to adress any gameplay problem, while at the same time also making really weird decisions both in terms of mechanics and theming
</p>

<ul>
	<li>
		3 of the 14 items have mission exclussive uses why would I EVER want to summon a conduit key in any mission that's not disruption? barrels/arc traps are OBJECTIVELY better and they don't even have a cooldown you need to micromanage
		<ul>
			<li>
				In fact those items actively harm the qol of the ability since doing a 360 means you end up on a different item, you may want to summon lost spirit for example, if you start scrolling clockwise it will be on the far left, however if you start scrolling counter clockwise it'll be on the bottom left, and if you do multiple rotations the order gets jumbled even further, reducing the items from 14 to 12 (or less) would solve this issue
			</li>
		</ul>
	</li>
	<li>
		Summoning a different item is a pain
	</li>
	<li>
		Not affected by mods in any way other than energy cost, what's the point of making a build then?
	</li>
	<li>
		Max health scaling that allows you to instakill anything at any level with just 2 casts <strong>regardless of build</strong>, what's the point of making new interesting enemies if follie can unconditionally kill them for 50 energy?
	</li>
	<li>
		Too much overlapping effects, what's the point of summoning amphors, death orbs or even the turret if barrels and arc traps do the same job? Why go through the hassle of swaping the item if you can just spam 1 item?
	</li>
	<li>
		Objective related items, namely life support, power cells, conduit keys and amphors break the game balance by rewarding the player for <em>simply having a specific frame equipped</em>
		<ul>
			<li>
				4 Follies can <em>literally</em> infinitely do a survival by killing 0 enemies and breaking 0 containers to maintain life support, you are only required to kill 1 enemy every 15 minutes to prevent the mission failsafe from kicking in
			</li>
		</ul>
	</li>
	<li>
		This ability is what's supposed to be the "painter" ability since the other 3 abilities are more into the ink/horror theme, however the mechanics do not represent painting in any way except from the 0 gameplay impact icon custimisation. You simply press a button and the thing pops up, there is no process, if shadowgraph is supposed to be what makes Follie a painter then I'm afraid to say that she is no different from an E-Bay reseller selling someone elses art
	</li>
</ul>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>Ability 3: Self Portrait</strong>
</p>

<p>
	Good ability. I think it's balanced for what it does. Only problem that I have is that her 1st ability feels way more fitting as a helminth ability, we already have multiple damage reduction abilities and by removing the passive application it also removes the main reason to use this ability over something like eclipse. It does however create the problem that now 4 citrines who could already stack 4x 90% damage reduction can also stack 4x 75% damage reduction on top of it which can and will trivialise all content
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>Ability 4: Plein Air</strong><b style="background-color:#232323;color:#d5d5d5;font-size:14px;"><span></span></b>
</p>

<p>
	Good idea, bad execution. Armour strip and crowd control is good however the falling provides little to no benefit due to the extremely low damage numbers, while at the same time the floating makes it harder to hit the majority of objects summoned by the 2. At the same time the ragdolling makes it hard to hit headshots, especially with fast firing weapons that fling enemies around
</p>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:center;">
	<em><u><strong>CHANGING STUFF</strong></u></em>
</p>

<p style="text-align:center;">
	<strong>Passive: Inkblot</strong>
</p>

<p>
	I don't think the passive necessarily needs a change, however I will propose an optional change to make it more interactive
</p>

<p>
	Killing enemies affected by the passive charges up a meter, using abilities drains a portion of the meter to grant an additional effect:<br />
	Forced Perspective: ink radius is doubled and skips the initial "diving" animation<br />
	Shadowgraph: Can summon an item that's on cooldown, meter drain scales based on remaining cooldown<br />
	Self Portrait: Allows recasting without draining energy and gives additional duration equal to 2 kills<br />
	Plein Air: Hold the ability button to drain all of the meter and pop all the balloons, increasing fall damage and aoe radius based on how much the meter was charged (let's say 1% meter = 4% increase)
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>Ability 1: Forced Perspective</strong>
</p>

<p>
	Reduce the invincibility duration from 3.5s to 1s (so that it can't be used as consistent survivability)
</p>

<p>
	(Optional) Synergy: Upon exiting from the teleportation follie will pull all enemies within 5m that are affected by Self Portrait or Plein Air
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>Ability 2: Shadowgraph</strong>
</p>

<p>
	<a href="https://forums.warframe.com/topic/1495546-follies-2nd-ability-concerns-and-some-ideassolutions/" rel="">I still stand by what I said in my original post</a>, however here's what was said (summarised) as well as a few new ideas:
</p>

<ul>
	<li>
		<strong>IMPORTANT: </strong>Combine life support, conduit keys and power cells into 1 item that automatically summons what's needed if the mission is survival/disruption/excavation

		<ul>
			<li>
				Even if this is the only change, this fixes the problem with scrolling different directions shifting the items since it reduces them to exactly 12 items
			</li>
		</ul>
	</li>
	<li>
		<strong>IMPORTANT: </strong>All follies in the squad share the same cooldown on the objective related items. As it currently stands those 3 items are bordering automation. Amphors are fine since they are random, have use as grenades and the required amount to fill a crucible already scales with players
		<ul>
			<li>
				Optional: Have objective items start each mission on cooldown
			</li>
		</ul>
	</li>
	<li>
		Give barrels and arc traps a small cooldown (let's say 5s)
	</li>
	<li>
		Increase duration of "persistent" items, such as the Corraliser Turret and Death Orb (either permanent or something long like 2 minutes)
	</li>
	<li>
		Reduce damage of all items to (either to 50% or 33% of what they currently are) but make all items scale their damage with ability strength and range with ability range
	</li>
	<li>
		Create a "shadowgraph loadout" allowing us to bring 4 specific items, the objective items and a random selection item
		<ul>
			<li>
				Optional: Scanning stuff in the codex unlocks additional items to simulate learning to paint them, Dante already has a similar mechanic!
			</li>
			<li>
				Separate Lohk surges to their individual variants, makes it less annoying for short missions and less overpowered for endless missions
			</li>
			<li>
				More info about this on my original post
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>Ability 3: Self Portrait</strong>
</p>

<p>
	Replace the helminth ability with Forced Perspective, that's it
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>Ability 4: Plein Air</strong><b style="background-color:#232323;color:#d5d5d5;font-size:14px;"><span></span></b>
</p>

<p>
	If shadowgraph scaling with ability stats isn't made, lower the height enemies float at so that there isn't anti synergy with half of the shadowgraph's items
</p>

<p>
	If passive changes aren't added, increase the fall damage so it's actually worth using 
</p>

<p>
	Floating enemies do not fling around when shot
</p>

<p>
	Increase armour strip from 50% to 65%, lowering strength requirements thus increasing build variety
</p>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>A MESSAGE TO DE</strong>
</p>

<p>
	I understand that you want to experiment with new stuff and make something because you liked it conceptually, "the idea of it", however some of the recent implementations appear to be more of a testament to the stubborness of wanting something that was conceptualised to be added rather than it being added for the sake of the players. Tauron strikes, Follie's hunt and Follie herself (as outlined with this post) are all some recent examples where, even though I like them, there are some obvious fundumental flaws with their implementations. If this drop in quality/playtesting is caused due to some deadlines that are not made public then I feel most of the community would rather prefer a delay (similarly to how Coda Liches were delayed to properly finish them) instead of releasing an unfinished update. You can only make first impressions once and bad first impressions can have some ever lasting impact, the most noteable example of this being Railjack and how even after 7 years of it's release there's still people that dislike it due to the initial impressions of how buggy/clunky it was
</p>
]]></description><guid isPermaLink="false">1499476</guid><pubDate>Sat, 28 Mar 2026 19:56:00 +0000</pubDate></item><item><title>Follie "Lost Spirit"  Shadowgraph. - Target priorities.</title><link>https://forums.warframe.com/topic/1501383-follie-lost-spirit-shadowgraph-target-priorities/</link><description><![CDATA[<p>
	So, I think many people would agree with me that the Lost Spirit should prioritise actual loot (that can be hard to see, ie Nightmare Tatters) over things like undiscovered canvas/paint that barely/don't move from their set spawn locations. Sure the paint spawns randomly on the plinths, but they're always in the same place. And sure the canvases spawn in different rooms, or different parts of the main chaimber, but they're always <em>RIGHT THERE</em>, it's not like there's a massive map for things to spawn in. So rather than getting run around the entire relay just to be brought to an inkblot someone else picked up while you were following the spooky ghost, it should always take you to something you can actually <em>collect</em> first, and only when there's none of those left in the area should it target canvas/ink.
</p>
]]></description><guid isPermaLink="false">1501383</guid><pubDate>Sun, 05 Apr 2026 17:04:12 +0000</pubDate></item><item><title>Life Support Capsule Synergy recommendation</title><link>https://forums.warframe.com/topic/1501337-life-support-capsule-synergy-recommendation/</link><description><![CDATA[<p>
	*MISSED OPPORTUNITY*
</p>

<p>
	Please can we make Follie's shadowgraph Life Support Capsule work with Kuva harvester power cell? That would be a really cool synergy &amp; as the capsules are on cool down anyhow it wouldn't be too over powered. Just seems like a missed opportunity.
</p>
]]></description><guid isPermaLink="false">1501337</guid><pubDate>Sun, 05 Apr 2026 11:43:04 +0000</pubDate></item><item><title>Follie's tendrils are a bit much</title><link>https://forums.warframe.com/topic/1498655-follies-tendrils-are-a-bit-much/</link><description><![CDATA[<p>
	An option to hide her ink tendrils would go so hard ngl
</p>
]]></description><guid isPermaLink="false">1498655</guid><pubDate>Thu, 26 Mar 2026 16:59:58 +0000</pubDate></item><item><title>follie's balloons fly up too high</title><link>https://forums.warframe.com/topic/1501267-follies-balloons-fly-up-too-high/</link><description><![CDATA[<p>
	when enemies are under the effect of her 4th we cannot reliably gain the multijump effect due to the balloons yeeting into the ceiling.
</p>

<p>
	a good way to currently counter this is to cc the enemies with another ability, however it would be nice if there was a shorter cap on the height that the balloons soar to.
</p>
]]></description><guid isPermaLink="false">1501267</guid><pubDate>Sun, 05 Apr 2026 02:19:52 +0000</pubDate></item><item><title>"Sketchbook"  to store favourites of previous Shadowgraph drawings (+ general QoL for Shadowgraph usage)</title><link>https://forums.warframe.com/topic/1501263-sketchbook-to-store-favourites-of-previous-shadowgraph-drawings-general-qol-for-shadowgraph-usage/</link><description><![CDATA[<p>
	So Im absolutely loving everything about Follie, Ive been playing her almost exclusively since the very hour she launched, her kit is so unique and fun that I only find myself wishing for very minor QoL changes that arent going to even greatly impact how the frame plays:
</p>

<p>
	The meat of the post: <strong>Id love to see a sort of "Sketchbook" added, where I might be able to store and quickly swap between previous Shadowgraph art icons. </strong><br />
	This would give players a lot more flexibility in their creativity "limit" so to speak, as I for one have already made what I will consider my "permanent" icons for 12/14 of the ability options, leaving me only 2 icon spaces to mess around with until I finalise the icon designs for those as well. It just feels like I'll be losing a lot of work put in to existing icons if I just delete and rewrite an icon, so having the option to "store" an icon in a type of "Favourite Sketches" menu similar to favouriting colours in typical fashion frame would honestly just allow me and others like me to just mess around with it.
</p>

<p>
	Definitely not a top-of-the-chart fix or addition to be done, but I would like to see this considered before Follie sets into this area where "she doesnt need changes and wont get attention until an augment or skin comes along" as many frames have happen (looking at Voruna animation waiting until her Prime, years after launch)
</p>

<p>
	Secondly, Im kind of just shoehorning this in here because I believe other threads have probably(?) recommended this but I cant find the exact thing:<br />
	<strong>Let me change positions of- or outright remove- Shadowgraph options.</strong><br />
	Things like the Conduit Key, Power Cell, and Life Support tower are all great tools to have and Im always happy to have them when Im running these mission types, but the issue is that theyre ONLY useful for these mission types, meaning outside of those missions it feels like there is some level of "clutter" present, which also applies less so to Amphors since they can at least deal a lot of damage, but are far from my first pick, or the most offensive of the options: the jump pad.
</p>

<p>
	Its no secret that some of the Shadowgraph options are simply stronger or more useful than others, I try to use everything to the best of my ability and would say I have relative success with using 90% of the tools available rather frequently; but honestly, the only time Ive used the jump pad was when I was levelling a bunch of gear and didnt have the Nokko mushroom subsumed on to bounce up and down as a distraction.
</p>

<p>
	Just a simple change to <strong>make the Shadowgraph function more closely to the Gear wheel so I can reposition and remove certain tools</strong>, or even if we see a "Mission Helper" ability that acts as a universal tool access that automatically adapts to your mission, combining the drops for disruption, survival, excavation, and alchemy into one thing similar to the Universal Gemini Skin emote.
</p>

<p>
	I hope to see anything come of this in some shape or form
</p>
]]></description><guid isPermaLink="false">1501263</guid><pubDate>Sun, 05 Apr 2026 01:28:44 +0000</pubDate></item><item><title>Bind follie's shadowgraphs to keys. NumPad or Alt+Number</title><link>https://forums.warframe.com/topic/1500182-bind-follies-shadowgraphs-to-keys-numpad-or-altnumber/</link><description><![CDATA[<p>
	The same way we can bind our Gear Menu to keys, let us also bind shadowgraphs to keys, especially numpad keys.<br />
	Follie would be a bit easier if we can bind all her shadowgraphs to numkeys, so i can just press Numpad 2 to her arc traps.<br />
	<br />
	<strong>OR Alt+ number keys, like Alt+3 for thermion RPG.</strong>
</p>

<p>
	Thank you!<br />
	<br />
	Edit: Additional Let us move them around, like let me move the deathorb or lohk to her 4th ability.
</p>
]]></description><guid isPermaLink="false">1500182</guid><pubDate>Tue, 31 Mar 2026 01:59:31 +0000</pubDate></item><item><title>Ability QoL Changes</title><link>https://forums.warframe.com/topic/1500211-ability-qol-changes/</link><description><![CDATA[<p>
	There is currently no individual option to switch between inverted and standard ability input (hold) for Follie, so her 2 just takes whatever the default is set to. Additionally an option to right click and cancel the wheel would be pretty useful as it still spawns in whatever selection you hover over, so you just end up stuck having to use the ability.
</p>
]]></description><guid isPermaLink="false">1500211</guid><pubDate>Tue, 31 Mar 2026 04:54:11 +0000</pubDate></item><item><title>Follie design is horrible exectuted and awful to look at it</title><link>https://forums.warframe.com/topic/1500524-follie-design-is-horrible-exectuted-and-awful-to-look-at-it/</link><description><![CDATA[<ul>
	<li>
		I understand that there are many groups of people with divided opinions about how Warframe models are designed and their overall appearance. I also understand that Warframes are connected to the plague and that their design is based on that. Some people have different tastes—everyone can dislike or like something, and we have the right to do so.
	</li>
	<li>
		However, we have to admit that the design of Follie is simply ugly. I understand the concept of horror dripping with ink, irregular "shapes," and the "painter" concept, but it seems to me that the vast majority of players would agree that it’s better to play a Warframe you can actually look at. Let’s be honest: no one wants to play a Warframe that is ugly.
	</li>
	<li>
		I understand that ugliness is part of the artistic sphere and that you can create things both beautiful and ugly. But when it comes to gameplay and the experience of it, it’s far more enjoyable to play something that at least, in some way, pleases the eye.
	</li>
	<li>
		Before a wave of criticism hits regarding my opinion, I want to remind everyone that a forum is exactly a place where you can post negative comments and share your own opinions based on your thoughts and observations.
	</li>
</ul>

<p>
	It looks like a highly abstract, organic,mechanical form,more grotesque and "alien" than conventionally attractive. It's a type of Warframe from the horror,biomechanical genre, deliberately balancing on the edge of aesthetics and unease,many players might find it "ugly," but for fans of dark designs, it's fascinating but for me its just not enjoyable 
</p>

<p>
	I can’t wait for a deluxe skin or a TennoGen skin that will somewhat make up for it and reconcile this design discourse for other players.
</p>

<p>
	 
</p>

<div>
	<div>
		<div>
			<div>
				<div>
					<div>
						<p>
							Of course, I don’t think every Warframe has to look like a Greek god or be a goddess of beauty—there are plenty of Warframes in the game that are irregular, grotesque even. But this particular one really discourages me from even wanting to get it; its appearance is very off-putting (speaking for myself, not for everyone—I want to emphasize that).
						</p>
					</div>
				</div>
			</div>
		</div>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">1500524</guid><pubDate>Wed, 01 Apr 2026 14:47:51 +0000</pubDate></item><item><title>I'd really love to remove the ink effect on follie (except of course when abilities are used/active)</title><link>https://forums.warframe.com/topic/1501209-id-really-love-to-remove-the-ink-effect-on-follie-except-of-course-when-abilities-are-usedactive/</link><description><![CDATA[<p>
	this image has captivated me. I love her design (love her shape, the variety is very appreciated), but I'm never a big fan of the dress like elements all the newer female frames and skins seem to get (base hildryn is a masterful design to me). It's obviously central to her entire theme, but making it an auxiliary and then visible during abilities instead would be incredible.
</p>

<p>
	<img alt="tv8oi0N.png" class="ipsImage" data-ratio="141.54" height="1029" width="727" src="https://i.imgur.com/tv8oi0N.png" />
</p>

<p>
	shooting the shot. had to try.
</p>
]]></description><guid isPermaLink="false">1501209</guid><pubDate>Sat, 04 Apr 2026 19:59:55 +0000</pubDate></item><item><title>Follie visuals are bad for me - it picks everything I hate in this game</title><link>https://forums.warframe.com/topic/1501141-follie-visuals-are-bad-for-me-it-picks-everything-i-hate-in-this-game/</link><description><![CDATA[<p>
	So let's start with obvious: weight. <a href="https://forums.warframe.com/topic/1490688-first-impressions-of-follies-appearance/page/13/#findComment-13494288" rel="">I wish to turn it off</a> (link moved from suggestion to general discusion and merged into whole big topic.... GREAT!). If it was only this it would be ok.
</p>

<p>
	Moving parts is another thing. I rarely use Syandanas because they move A LOT. I hate floating clothes &amp; such flashing my screen constantly. Follie's things does this (Grendel's ball does this). Can we have option to turn it off (or remove it)?
</p>

<p>
	To avoid constant flashing from "moving parts" (above) I've colored my Follie blackish. I changed Energy (only one) color into different colors and it colors her "moving parts". Make it 2 channels:
</p>

<p>
	- 1st colors that moving parts
</p>

<p>
	- 2nd color abilities (1st paintings, 2nd effects, 3rd statue color, 4th baloons).
</p>
]]></description><guid isPermaLink="false">1501141</guid><pubDate>Sat, 04 Apr 2026 12:00:58 +0000</pubDate></item><item><title>What does Lost Spirit find?</title><link>https://forums.warframe.com/topic/1500447-what-does-lost-spirit-find/</link><description><![CDATA[<p>
	Has anyone tried using Shadowgraph to summon a Lost Spirit?  If so did it find anything at all for you?  Does it do anything?  I set Follie's energy to a dark purple, so this may be my issue, but I went into a origin system sabotage with Follie hoping to use Lost Spirit to find the three secret caches, and each time I cast Lost Spirit, it appears, says "Follow Me" and then simply disappears.  I thought maybe I was too far away from anything for the Lost Spirit to find, so when I found a cache on my own, I stood outside the room and cast Shadowgraph to summon a Lost Spirit, and same thing.  It spawns, says a few words, and immediately fades away and didn't zoom into the next room where the cache is located.
</p>
]]></description><guid isPermaLink="false">1500447</guid><pubDate>Wed, 01 Apr 2026 04:03:50 +0000</pubDate></item><item><title>Follie and Chest Attachments</title><link>https://forums.warframe.com/topic/1500967-follie-and-chest-attachments/</link><description><![CDATA[<p>
	Can we get a re-assessment of how chest attachments work for Follie, please? Most if not all?
</p>

<p>
	Due to the bodice she wears that emphasizes her, ehem, <em>assets</em>, there's a huge gap between where chest armor currently rests and actually meeting her sternum.
</p>

<p>
	Which means nearly every single chest armor you attempt to put on her, you can see the... pegs? spokes? connector rod things? that are supposed to guide the armor to the point of connection with the chest. And half the time, <em>even that part doesn't connect. Because her tits are too huge</em>. They give ample enough room that you could fit your whole hand under, which kinda defeats the point of the connectors if they <em>don't actually connect</em>. 
</p>

<p>
	Even with chest pieces that just connect on one side like the Conquera Ribbon, you can see that the chest armor rests very low, making the underside of the connector peg visible from a side profile. Even my Focus Badges hover.
</p>

<p>
	The only chest plates that don't look like they bizarrely hover on her are Arachna whose connectors are absurdly low so they actually hit underboob, and ones that conceal the <em>entirety of her gazongas</em> like the new Fend-RX Chest Plate or the Kuva series..<br />
	It just leaves me asking what chest armor was actually <em>tested</em> on her when the point of attachment was decided for her, because this point of attachment makes 90% of available chest pieces look bizarre. Everything else <em>hovers</em>.
</p>

<p>
	The Elixis Latron and Galvanik Chest Plates looks like they were designed to perfectly contour to her chest, but instead they're too far forward.
</p>

<p>
	For Follie, might I recommend the Trinity treatment of having some central chest pieces rest closer to her clavicle and <em>maybe</em> shrinking or having an angle adjustment, instead of trying to hover 2 inches in front of her breasts? The only chest pieces I can see this being an issue for are ones with ribbons, since the tassels might clip if they were any higher, but even those rest too far forward. Just... something?
</p>
]]></description><guid isPermaLink="false">1500967</guid><pubDate>Fri, 03 Apr 2026 15:35:26 +0000</pubDate></item><item><title>The fun Follie frame part. And can we have it more developed.</title><link>https://forums.warframe.com/topic/1500969-the-fun-follie-frame-part-and-can-we-have-it-more-developed/</link><description><![CDATA[<p>
	I like the idea of leaving your own mark in the game, and the sketchbook looks like a REALLY FUN and ENGAGING part of warframe.<br />
	Could it be possible to allow us to make these ability icons into the stuff we could possibly use as glyphs? I think it would be interesting to see what people come up with.<br />
	And the limitation of 16 sprites is too little, I know it's probably to reduce the clutter, but you could amp it up to at least 30, 50-ish?<br />
	I mean we already have fashion frame and ikea frame so why not add art frame.
</p>
]]></description><guid isPermaLink="false">1500969</guid><pubDate>Fri, 03 Apr 2026 15:55:02 +0000</pubDate></item><item><title>Everyone here talking about death orbs giving the energy refills from follies shadowgraph are really, really missing out</title><link>https://forums.warframe.com/topic/1500919-everyone-here-talking-about-death-orbs-giving-the-energy-refills-from-follies-shadowgraph-are-really-really-missing-out/</link><description><![CDATA[<p>
	Have any of you used the universal ammo? Because its a lil misleading
</p>

<p>
	 
</p>

<p>
	The ammo pickups grant a <strong>full energy bar refill. </strong>Yes, your entire energy bar. And for your teammates who pick them. And through channeled. The death orb energy refill is more neat than useful considering this exists, gives multiple refills, refills your ENTIRE energy bar and has the exact same cooldown.
</p>

<p>
	Do some testing yall, its fun.
</p>
]]></description><guid isPermaLink="false">1500919</guid><pubDate>Fri, 03 Apr 2026 08:07:12 +0000</pubDate></item><item><title>I love Follie! I also like the strange visual connections between her and the Zariman.</title><link>https://forums.warframe.com/topic/1500890-i-love-follie-i-also-like-the-strange-visual-connections-between-her-and-the-zariman/</link><description><![CDATA[<p>
	Those purple lights in follie's hunt? Those are zariman light variants! Her ink looks suspiciously similar to the metallic void corruption on the zariman. She's even got a corralizer armament! She's so zariman coded it's crazy! It almost feels like she was initially conceptualized around the time angels of the zariman came out because I could totally see Follie's Hunt taking place aboard the zariman tileset easily! Granted, the lore ties her directly to Vesper Relay now.
</p>

<p>
	Only criticism I have is the Defense cryopod capsule. I'm a big fan of prime warframes getting prime details in their abilities over their normal versions. She shouldn't be using a golden cradle as Follie Not-Prime, she should be placing down the warframe cryopod we see in defense missions and the golden cradle should be reserved for Follie Prime. Admittedly, it's difficult to give this treatment to the other parts of her shadowgraph, there's no tenno version of a death orb for example (there used to be in the old dojo 1.0 three way connector, but the differences between it and the prime version are colors only). I also understand there's probably resource limitations in the game to consider. It's probably easier for all Follies to load the one model and texture thing instead of different model and texture versions. So I assume when Follie Prime hits in like 3 years, there's going to be some alternate way to designate visually her ability differences from the normal version.<br />
	<br />
	 
</p>
]]></description><guid isPermaLink="false">1500890</guid><pubDate>Fri, 03 Apr 2026 03:59:14 +0000</pubDate></item><item><title>my silly, biased feedback on Follie</title><link>https://forums.warframe.com/topic/1500880-my-silly-biased-feedback-on-follie/</link><description><![CDATA[<p>
	as someone who WILL main Follie (bought her pack first minute), heres my very biased opinion on her as someone who doesn't like base weapon-reliant frames (&amp; someone who mains Nokko &amp; Jade, but a Valkyr main at heart since before rework) and as an artist myself. this post may be edited with time as i play more  (as seen).
</p>

<p>
	beware this is from someone who is NOT big on meta and plays for fun - these thoughts are <em>mostly </em>on the fun part than the balance part of her and also contain mostly personal opinions.
</p>

<p>
	 
</p>

<p>
	<strong>overrall design: </strong>while i see a lot of people disliking her design i am an immense fan ever since she was first teased. i love her default helmet, i love her alt helmet and the whole vibe of it, i love the color &amp; detail placement, i wholeheartedly love her arm/leg tendrils! i LOVE her body good lord i love women! genuinely just ADORE everything about her design and there's nothing i'd <em><u>personally</u> </em>ever change, i think it was a huge spot-on design. it's just a bit funky to try and change her ink colors (for things like her 3 or the arm/leg tendrils) since the first energy color slot stays VERY dark even if you use a bright color (this was probably intentional though? not sure) &amp; i don't like how the purple tint in her ink persists even if you change the color of the ink (may be a visual bug or oversight).
</p>

<p>
	<strong>p. Inkblot:</strong> while orb passives/abilities arent bad, being just that itself honestly doesn't actually fully match her. the slow itself is nice, but the passive still reads as a bit underwhelming as it is. it's just... there, boringly so. i really like <a href="https://forums.warframe.com/topic/1499476-follie-fundumentally-flawed-poorly-executed-yet-overpowered-due-to-dumb-scaling/" rel="">@/AGgammer's take</a> on her passive and would love something like it. Follie reads as an extravagant frame, get my girl her extravagant passive (half joke).
</p>

<p>
	<strong>1. Forced Perspective: </strong>the sole ability i have honestly almost no problem with. the invincibility is great (Valkyr/Nokko main likes their invincibility who could've guessed) and the range is both great and funny, but it's REALLY easy to fall off the map with this 1 and god knows how much i've done so already. 
</p>

<ul>
	<li>
		though i like this ability, when announced i 100% thought she'd have something like the splatoon squid swim (of submerging in ink and running around submerged) if you first hold the ability instead of tapping it. hell to code and to use but this wouldve been silly as an ink frame thing.
	</li>
	<li>
		the Inkblot applying from it is also quite... well it's there, yeah. i've used it plenty of times but theres no big reason to use it as opposed to her 3 or even Enkaus altfire, so this really just turns her 1 into a teleport ability. thats why something like the above or really any other add-on/change onto this ability would be nice. but i like it anyways as just a cleanse/tp and there's no real problem staying as is.
	</li>
	<li>
		theres a delay to cast/recast this ability (not talking about the animation) that drives me insane, though i dont know if its a bug or intentional. it may be here for balance but the delay is quite<em> too </em>big when frames like Uriel or Nokko do it seamlessly.
	</li>
</ul>

<p>
	<strong>2. Shadowgraph:</strong> i have my biased 2 cents on this one but doesnt go that far from what was already said by others. i REALLY like the idea of this ability, i love just being 'random bulls### go', i love the varied utility but its also <em>quite </em>clunky to use. i myself also enjoy that the items scale off enemy level instead of build and i'd love to see more frames touching this in the future, but i see why some dont since it makes for an op as hell ability (but hey again Uriel and Nokko are right there /joke dont come for me) &amp; make it seem like building is not worth it (though i don't personally see much of that).
</p>

<ul>
	<li>
		others have already stated the problem with the gear wheel; its pretty annoying stopping mid fight to scroll a whole wheel just to choose an item. i feel it would be better if you could rearrange the wheel yourself or put keybinds onto it, or preferably both options. plus what others said of removing/adding items you want.
	</li>
	<li>
		the model of her spawned items could've had a bit more work onto them than just "the same model as og item, but with an ink overlay over it" - as such, unique models for her items would be really REALLY nice. <u>SPECIALLY</u> for lost spirit good lord that kid is ugly.
	</li>
	<li>
		i love that we can do our own icons, though i'd love if we could actually DRAW them or even upload our own images - but i know how this would be absolute hell to code &amp; its probably something they already thought of/tried to.
	</li>
	<li>
		i half agree with @/AGgammer's <a href="https://forums.warframe.com/topic/1499476-follie-fundumentally-flawed-poorly-executed-yet-overpowered-due-to-dumb-scaling/" rel="">post</a> that the life support, conduit keys and power cells would be better combined into a single item that automatically summons whats needed depending on mission; i feel the life support could have a niche use outside the survival mission, but as far as i've tested the healing it gives is just too atrocious for that.
		<ul>
			<li>
				from that same post, i personally dont agree on having/choosing a small loadout from the shadowgraph for every mission. i myself ENJOY having a lot of options at hand, i just think the current gear wheel system doesn't do this idea real justice at all &amp; most options are the same thing but worse or better.
			</li>
			<li>
				powercells are also quite useless as an option since you already spawn a ton of them in that mission; but i can get their Very niche use, i guess.
			</li>
		</ul>
	</li>
	<li>
		the duration on spawned items is a biiit small, specially the lohk surge and death orb. i can get <em>why</em> for the lohk surge effect, but its so small its almost not worth it having it be there on the first place. but alas, balance and all.
	</li>
	<li>
		it baffles me we can't reposition the objects after putting them. my death orbs always get stuck inside things and then dont actually work, and i then have to wait a whole 30s to recast just to then be able move it. this also encompasses the problem that we can't see well where the things we place will land/ACTUALLY be placed.
	</li>
	<li>
		i'd love a painting quick-time event for this ability other than tap-and-instantly-cast in order to actually dwelve into the "painting an item" aspect. tap the button and tap it 1-3 more times with a quick animation of her painting the item to life, i dont know man. the current spawn is just... lifeless, really. it doesnt show <em>'this is the painter ability</em>' at all for me. would this QTE way get annoying quickly? probably. but i just want anything really to show more of the 'art' aspect, even just the painting animation would do it for me.
	</li>
	<li>
		the end feeling i get with this ability is that we have a lot of stuff to choose but also nothing at all. my vibe is that its too... idk, technical? and not that actually art or creative-wise to use.
		<ul>
			<li>
				i would really like if she could create platforms. thats the side note opinion. i wanna make platforms. lemme make platforms. would it break the game? probably yeah. would it be insufferable to code? absolutely. but i'd love platforms!!! she already has a balloon godammit!! lemme make platforms over death pits!!! move the balloon from her ult over here as a spawnable platform!!!
			</li>
			<li>
				let us actually draw on stuff in the map! i dont know! merely as a fun bit of her kit really, lemme just draw over the walls or something. shes an artist that doesnt DRAW at ALL!!! c'mon! (i know people would use this for atrocious reasons if it was free-draw but let me be mad okay LOL. idk man, make Follie have a small pool of her little drawings that the code chooses from! it would already be neat! i'd love to have arrows to point at stuff too, it'd be funny! we have glyphs yeah but this is the <em>Artist </em>frame!!!)
			</li>
		</ul>
	</li>
	<li>
		another vouch: <a href="https://forums.warframe.com/topic/1498213-shadowgraph-complete-feedback/" rel="">this post</a> also states a lot of good and actually insightful QoL for this ability (apart from the already double vouched one above, even if i dont fully agree with some takes).
	</li>
</ul>

<p>
	<strong>3. Self Portrait:</strong> personally not that big a fan. giant lady? awesome, but it doesnt quite fit thematically for me. i love damage reduction just not a fan of the overrall vibe. i get the 'statue' idea for the artist bit but....... eh. okay. i Guess. i dont hate it, i quite like it, i can live with it, but just eh-okay to me. i like the giant ink pool too.
</p>

<ul>
	<li>
		no big opinion on it being the helminth. i think the 1 being the helminth would be a bit much considering the range (unless reducing it as the side effect) and it deffo can't be her 2 as it's what makes Follie be unique as a frame.
	</li>
	<li>
		this ability specifically puts Follie as a very protect-one-place frame - it makes her weird to run on frenetic missions like extermination, but theres no real big problem in this as different warframes for different things ada ada. just a bone to pick.
	</li>
	<li>
		its also very weird to see the actual whole range of this ability, specially because it has weird collisions and doesn't cover some parts of the map/objects at all sometimes (already said by other users). improving the inkpool visual/physics as a whole would be great because its a tad hard to see in general.
		<ul>
			<li>
				*edit. realised the ability HAS a marked corner to it im just blind LOL.
			</li>
		</ul>
	</li>
</ul>

<p>
	<strong>4. Plein Air:</strong> no offense at all to those who concepted it, but i personally hate whatevers happening here. it really doesnt fit into ANYTHING on the theme/vibe or her kit as a whole to me. just random balloons??? whar?? not only does it obstruct the gameplay of other players and the whole Shadowgraph itself, its just really not that fun &amp; random as hell here - nothing says 'painter' for me. does it say 'whimsy gal'? sure it does, but not the whole rest of her. and while that can be fine, the gal could sure have a single whimsy ability as a treat, this one isn't that fully great. i often dont use it at all even with that whopping 100% armor strip because its just disruptive.
</p>

<ul>
	<li>
		the armor strip is great thematically (atleast for me, when i think of an ink frame) and generally, but the balloons are just Not. theyre cute, sure, super cute, but dont belong here atleast as an ultimate.
	</li>
	<li>
		the flying doesn't even apply to Eximus (with overguard) and i'm pretty sure a lot of other similar enemies, so really - what IS the use of this ult in most late-game? yeah its funny to see enemies floating, yeah 'duh just break the overguard', yeah Follie could use a crowd control in her kit, but still i'd much prefer any other ult than this one.
		<ul>
			<li>
				i'm also talking specifically about the flying, as im not sure if the armor strip still works for overguard Eximus &amp; similars. even if it works, my opinion stays much the same.
			</li>
		</ul>
	</li>
	<li>
		if staying with the balloons it'd atleast be better if they weren't that high up in the sky. it's funny, but gets out of the range of the own Shadowgraph's items &amp; makes it hard for a lot of teammates (and yourself) to play along it specially in weird maps.
	</li>
	<li>
		there's just no reason to use her ult over any of her other abilities or even plain weapons EVEN if with a full-on 100% strip. her ult would be better as a team/self buff, just the strip or just anything else, really. it ended up as a funny ability, and really just that.
	</li>
</ul>

<p>
	<strong>Enkaus: </strong>personally no much problems with it. i like the altfire (though i spent a while to discover it existed) and love just any type of execute (would love to see a frame with this in the future), i think the weapon synergizes well with her kit. im also a BIG fan of weapons that dont use actual ammo because i-dont-like-ammo-good-lord-end-all-ammo. also love the design of it!
</p>

<ul>
	<li>
		imo its a bit slow? i dont know if its because im not used to it but it was a bit clunky to use. still, i can get used to it. its a free execute i wont complain yes DE give me more. (though sometimes the thing just stops firing. bug? not used to beam weapons or Enkaus in specific? they all are just like this? dont know, enlighten me if needed, never tried)
	</li>
	<li>
		they REALLY lost the chance to also give Follie a big brush/pencil meelee and this is one of the things im most sad about. no big brush? for the big artist? really? c'mon........
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>my overrall end opinion:</strong> Follie's kit as a frame and her release in general was <strong>VERY</strong> underwhelming &amp; in the end she's not <em>that </em>fun to play.
</p>

<p>
	i really dont like her mission (thats me on ANY mission that forces us on Operator, but hers is specially annoying to do even if not really 'hard'. its just NOT fun at ALL to do, it stops being 'scary' and turns into annoying real quick - its not 'ohh look at me in my most vulnerable form running from scary monster' its 'please just LET ME WALK for ONCE' with all the slow and not even having the Operator dash) and her kit could be way more leaning on the artist/ink bit. and i'm still sad about the brush meelee! yall gave Jade three weapons atleast give us this!!
</p>

<p>
	but again, even with all this i <em>will </em>be maining Follie as i LOVE the Shadowgraph &amp; her design good gracious i love women, but as many here i'd die for atleast some changes on her kit SPECIALLY regarding Shadowgraph (and personally, her ult).
</p>
]]></description><guid isPermaLink="false">1500880</guid><pubDate>Fri, 03 Apr 2026 02:51:40 +0000</pubDate></item></channel></rss>
