<?xml version="1.0"?>
<rss version="2.0"><channel><title>New Adversary Weapons Feedback Latest Topics</title><link>https://forums.warframe.com/forum/2202-new-adversary-weapons-feedback/</link><description>New Adversary Weapons Feedback Latest Topics</description><language>en</language><item><title>Instead of showing up on death, converted adversaries should have a flat chance of helping per mission.</title><link>https://forums.warframe.com/topic/1509172-instead-of-showing-up-on-death-converted-adversaries-should-have-a-flat-chance-of-helping-per-mission/</link><description><![CDATA[<p>
	Dying in this game is very rare once you get a good set-up going, and the missions which lead to deaths most often usually disable revives, leading to your converted adversaries being very rare to come by, which is unfortunate because I enjoy seeing them show up and reminding me of my past battles with them.
</p>

<p>
	Which is why I propose that instead of you having to die once for them to have a chance of spawning they should have a set ~10% chance of showing up per mission you run. And if you're worried people won't like this change then you could always add a setting in the gameplay options to disable the chance of converted adversaries showing up altogether.
</p>
]]></description><guid isPermaLink="false">1509172</guid><pubDate>Fri, 12 Jun 2026 04:05:23 +0000</pubDate></item><item><title>Tennet Diplo Should have an alternate firing for Homing bullets</title><link>https://forums.warframe.com/topic/1508408-tennet-diplo-should-have-an-alternate-firing-for-homing-bullets/</link><description><![CDATA[<p>
	As secondary weapon enjoyer The Tennet Diplo should have a alternate firing for the homing bullet not the scope/zoom button you can't aim glide and shoot because of that homing features in the zoom/scope button that's why Tennet Diplo should have a alternate firing mode were you hold that button and it will lock in to the enemies and once you release that button the homing bullet will fire to the enemies that was lock in
</p>
]]></description><guid isPermaLink="false">1508408</guid><pubDate>Wed, 03 Jun 2026 06:48:20 +0000</pubDate></item><item><title><![CDATA[Steel Meridian NPCs should show Tennos locations of some Kuva Larvlings & their weapons, once per week]]></title><link>https://forums.warframe.com/topic/1501669-steel-meridian-npcs-should-show-tennos-locations-of-some-kuva-larvlings-their-weapons-once-per-week/</link><description><![CDATA[<p>
	<strong>If there are so many Kuva weapons, the whole Kuva weapon system might be overloaded soon.</strong>
</p>

<p>
	<strong>Therefore I am thinking about this solution:</strong>
</p>

<p>
	Once per week, a Steel Meridian NPC (or their leaders) can show our Tennos locations of some Kuva Larvlings &amp; their weapons.
</p>

<p>
	About 6 random locations (Grineer high level missions, of course) will appear in Navigation (with a little red color cover around it, like the current nightmare missions) <u>if</u> our Tennos meet that NPC to ask. If we didn't meet him to ask, these locations will never appear. So there will be 6 random Kuva weapons per week. Players can use this way to avoid spamming (hopelessly) on Cassini, Saturn.
</p>

<p>
	These Kuva Larvlings did something bad to several Steel Meridian members, so the whole Steel Meridian want to retaliate. The reason is clear and players can see nothing wrong from this. Everything is consistent with the lore.
</p>

<p>
	After that, Warframe players can have 6 random Kuva weapons per week to choose directly. If they don't want them, they can ignore them all and wait for next week. If they don't want to do it this way, obviously they can still do it in traditional ways, for example spam Cassini on Saturn until they see the Kuva weapon they need, which might be a nightmare if they only have 1 Kuva weapon left to find.
</p>

<p>
	Our Tennos killed these Lichs for Steel Meridian but asking no reward from them, that's why nowadays the reputation of the Tennos is high.
</p>

<p>
	&gt;&gt; IMO this will help <u>new</u> players a lot to catch up with veteran players.
</p>

<p>
	More <u>new</u> players, more loyal players, then more money for DE, perhaps.
</p>

<p style="text-align:center;">
	<strong><em>The nightmare of Cassini (on Saturn) will no longer trouble many players, too.</em></strong>
</p>

<p style="text-align:center;">
	<strong><em>Yes, anyone who played Cassini a lot to find Kuva weapons will truly understand it.</em></strong>
</p>
]]></description><guid isPermaLink="false">1501669</guid><pubDate>Tue, 07 Apr 2026 15:33:48 +0000</pubDate></item><item><title>The elemental % bonus should never have had a range that goes down to 25%.</title><link>https://forums.warframe.com/topic/1502665-the-elemental-bonus-should-never-have-had-a-range-that-goes-down-to-25/</link><description><![CDATA[<p>
	Especially considering so many of the newer adversary weapons mainly got the bonus elemental % as their main buff, compared to the original releases which got actual buffs along with that bonus %.  It going as low as 25% has never felt good.  When you consider how long you left it weighted to roll toward the bottom, that makes it even worse.  When you also consider how much better Coda acquisition is vs how much of an unrelenting, tedious, egregiously boring slog Kuva and Tenet adversaries have always been, considering they are just star chart missions on repeat, that makes it downright criminal that they can still roll this low.<br />
	<br />
	Despite your changes to make it pure RNG instead of weighted RNG, and despite how much I have disliked most of this update, I was still playing.  Right up until I decided to go against better judgement and rolled a Ghoulsaw lich, and got a 28%.  I haven't had a single desire to play since then.  I have to run potentially hours to get rid of this thing now.  And then run hours to get the % up to a reasonable number, considering that's the main bonus the Kuva variant got.  I don't want to run hours upon hours of basic star chart missions just to get a meh weapon that's slightly less meh.  <br />
	<br />
	I think the minimum bonus should be moved up.  Drastically.
</p>
]]></description><guid isPermaLink="false">1502665</guid><pubDate>Sun, 12 Apr 2026 02:44:50 +0000</pubDate></item><item><title>If you releae something that requires 5 forma</title><link>https://forums.warframe.com/topic/1500915-if-you-releae-something-that-requires-5-forma/</link><description><![CDATA[<p>
	Then it shouldn't just be MR fodder. <br />
	<br />
	Which is what all three of these  are.  
</p>

<p>
	They are horrible, horrible weapons.<br />
	<br />
	I hate them, and I hated having to forma and level them, knowing I was only doing it for MR reasons.
</p>
]]></description><guid isPermaLink="false">1500915</guid><pubDate>Fri, 03 Apr 2026 06:57:11 +0000</pubDate></item><item><title>Tenet quanta..again!</title><link>https://forums.warframe.com/topic/1499373-tenet-quantaagain/</link><description><![CDATA[<p>
	The passive says "Shooting the cubes triggers a larger and stronger explosion".
</p>

<p>
	 
</p>

<p>
	But the explosion range is 0.5m(0.5 m is larger compared to others?) , and even with the Primed Firestorm mod it will increase to 0.72m, which is still not enough to cause damage to a larger area. The explosive damage itself is very low, but the weapon's passive claims it's a strong explosion, contradicting what the passive says. Therefore, I humbly ask that you, the team, be a little more careful when releasing variant weapons, that you be a little more meticulous, because this variant could have been a little more enhanced in its radius, and the cube damage is quite low, making the weapon generally only good for single targets. If that was your intention, I don't know...
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">1499373</guid><pubDate>Sat, 28 Mar 2026 12:52:34 +0000</pubDate></item><item><title>modified ghoul saw stance</title><link>https://forums.warframe.com/topic/1503443-modified-ghoul-saw-stance/</link><description><![CDATA[<p>
	the current stance is not great but can be tolerable if you remove both forward combos , normal forward combo is horrible and the forward block attack is a bad meme , can we have an alternative stance without them or add the hold block combo to the default stanceless combo ?
</p>

<p>
	<a href="https://imgur.com/a/uTP6GgD" rel="external nofollow">https://imgur.com/a/uTP6GgD</a>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">1503443</guid><pubDate>Fri, 17 Apr 2026 14:41:46 +0000</pubDate></item><item><title>coda bubonico.</title><link>https://forums.warframe.com/topic/1500998-coda-bubonico/</link><description><![CDATA[<p>
	I tested the Bubonic Coda and noticed it has different visual details, but that doesn't matter much. What's different are the sound effects. The original Bubonic has cleaner gunshot sounds, and the second shot in an area sounds very much like something organic being launched. Whereas in the Bubonic Coda, the primary shot sound is more shrill and sonically tiring. The second shot also sounds different from the original. Why didn't they preserve the original sound?
</p>
]]></description><guid isPermaLink="false">1500998</guid><pubDate>Fri, 03 Apr 2026 18:21:21 +0000</pubDate></item><item><title>Feedback on Tenet Quanta - from a long time Quanta user.</title><link>https://forums.warframe.com/topic/1504361-feedback-on-tenet-quanta-from-a-long-time-quanta-user/</link><description><![CDATA[<p>
	I was hyped when I heard the Quanta would get a Tenet variant - it's been one of my favourite weapons in game from the start, and was one of the first weapons I aimed for because I thought it looked cool, along with the Ether Reaper and AKJagaras.<br />
	<br />
	But having now got it, maxed it, and done a few missions with it, I'm extremely disappointed with its performance compared to the Quanta Vandal.<br />
	The Tenet adversarial weapons have, thus far, all been sizeable upgrades over their non-Tenet counterparts, because they're harder to acquire and max out. But the Tenet Quanta doesn't feel like that.<br />
	At best, this weapon is a sidegrade, much like the Opticor Vandal was, at worst it's a flat out downgrade compared to the Vandal thanks to the lower status chance and significantly lower Riven disposition, it doesn't even have a unique Tenet effect. <br />
	<br />
	Personally, I'd like the Quanta to either have an enemy "linking" effect like the Glaxion does, turn it into a rapid fire assault rifle like the Flux Rifle, or make the Quanta secondary fire 'cubes' linger for a period and electrify enemies that get close, perhaps you could grow the cube by firing more cubes into it, like the Simulor. <br />
	<br />
	Whatever is done, it needs something to make it superior to the Vandal.<br />
	 
</p>
]]></description><guid isPermaLink="false">1504361</guid><pubDate>Sat, 25 Apr 2026 16:25:44 +0000</pubDate></item><item><title>Coda Bubonico still blocks reticle in hip-fire mode</title><link>https://forums.warframe.com/topic/1501963-coda-bubonico-still-blocks-reticle-in-hip-fire-mode/</link><description><![CDATA[<p>
	See title. I cannot see the centre of my screen or my reticle while hip-firing this weapon. ADS is a little better with the changes though.
</p>
]]></description><guid isPermaLink="false">1501963</guid><pubDate>Wed, 08 Apr 2026 19:15:35 +0000</pubDate></item><item><title>Kuva, Tenet, Coda Weapon would be good</title><link>https://forums.warframe.com/topic/1502274-kuva-tenet-coda-weapon-would-be-good/</link><description><![CDATA[<p>
	Kuva Weapon 
</p>

<p>
	Primary - Grakata Kuva
</p>

<p>
	Secondary - Marelok Kuva
</p>

<p>
	Melee - Jat Kusar/Tonkkatt 
</p>

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

<p>
	Tenet weapons 
</p>

<p>
	Primary - Ambassador Tenet 
</p>

<p>
	Second - arca scisco Tenet 
</p>

<p>
	Melee - Kreska Tenet 
</p>

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

<p>
	Coda Weapon
</p>

<p>
	Primary - Phage Coda! 
</p>

<p>
	Second - Zymos coda 
</p>

<p>
	Melee - Mios Coda 
</p>

<p>
	---------
</p>
]]></description><guid isPermaLink="false">1502274</guid><pubDate>Fri, 10 Apr 2026 02:36:53 +0000</pubDate></item><item><title>Please remove Coda Bubonico's spool-up mechanic (AKA, the fire-rate windup).</title><link>https://forums.warframe.com/topic/1505050-please-remove-coda-bubonicos-spool-up-mechanic-aka-the-fire-rate-windup/</link><description><![CDATA[<p>
	It makes the weapon feel like a downgrade compared to its regular variant:
</p>

<p>
	<br />
	1. it makes Coda Bubonico's fire-rate slower than the regular.
</p>

<p>
	2. Holding to shoot is a terrible idea, it will burn up your ammo quickly and would have to wait for it to charge back up again.
</p>

<p>
	3. I am able to use Critical Deceleration on the ordinary Bubonico because it doesn't have this mechanic, so I do not have problems with it. Using Critical Deceleration on Coda Bubonico, however, makes it super slow.
</p>

<p>
	4. Despite the spool-up, you still have to use a fire-rate mod just to make it comfortable to play with. Ordinary Bubonico does not have this issue so you can equip it with a more useful mod.
</p>

<p>
	 
</p>

<p>
	If they have to include an additional Coda feature, the spool-up is not the one. Please just replace it with something else or just get rid of it completely.
</p>
]]></description><guid isPermaLink="false">1505050</guid><pubDate>Fri, 01 May 2026 12:40:58 +0000</pubDate></item><item><title>Toggle Details suggestion + Forma issue</title><link>https://forums.warframe.com/topic/1504791-toggle-details-suggestion-forma-issue/</link><description><![CDATA[<p>
	Simple explanation:<br />
	- Add "Toggle Prime Details" option to coda weapon to hide visual additions(Speakers, cables, tech stuff) and additive sounds. <br />
	Example: Toggle details on Coda Bubonico would keep the skin but remove the additional speaker and the awful new dubstep sounds added to it (Seriously, this ruins the weapon for me and I don't want to use it. Bubonico/arm cannons are my favorite weapon series)<br />
	<br />
	It would be nice as well if the Kuva, Tennet and Coda weapons had a skin option to use the original skins if you've owned them similar to how prime warframes can use their stock mesh.<br />
	and PLEASE. I am BEGGGING YOU. Add a system to fuse/transfer stock weapons to Adversary/Primed weapons so I don't have to use another 5 forma on the weapon when my stock already has 8, a lua lens and omni forma on it.<br />
	<br />
	Final note; If this can't be done/is trivial then please I beg you, at least remove the dubstep sounds from the bubonico and keep the original sounds. PLEASE. I havent heard one good comment on the weapon and the sounds make it unusable for me. Also the tips of the weapon's merged mesh aren't weighted to the moving parts.
</p>
]]></description><guid isPermaLink="false">1504791</guid><pubDate>Wed, 29 Apr 2026 00:47:11 +0000</pubDate></item><item><title><![CDATA[I feel bad whenever I see new Kuva & Tenet weapons now - Please dont make more]]></title><link>https://forums.warframe.com/topic/1501339-i-feel-bad-whenever-i-see-new-kuva-tenet-weapons-now-please-dont-make-more/</link><description><![CDATA[<p>
	If RNG (<span style="background-color:#0e1113;color:#b7cad4;font-size:14px;">Random Number Generator</span>) is bad, it's quite a nightmare for players who had all Kuva &amp; Tenet weapons maxed (like me) to find only 1 more Kuva / Tenet weapon. Because in this case, I dont need other Kuva / Tenet weapons, I only need the new one. This week, I ran about 11 times per day to find the new Kuva weapon, but yeah, right now I still cannot see it, as if it's not even exist in this game.
</p>

<p style="text-align:center;">
	<strong><em>Please dont make more Kuva &amp; Tenet weapons.</em></strong>
</p>

<p>
	<u><strong>SOLUTION:</strong></u>
</p>

<p>
	<strong>Ergo Glast is a genius, he is the one who created the mighty Ambulas, he can help the Tenno to upgrade weapons, obviously.</strong>
</p>

<p>
	<strong>Even his underlings can do that too. Just let players pay to have upgrade for those weak old weapons.</strong>
</p>

<p>
	<strong>High costs high upgrade, it's OK, still better than (hopelessly) finding one more Lich.</strong>
</p>

<p>
	<b>Just do it to see how bad it is. Run 1 mission many times but still useless, it's quite a nightmare.</b>
</p>

<p>
	<em>Keep killing a lot of Kuva Larvling but still cannot see what I want, holding hope &amp; then break it instantly, that's why I think it's a nightmare ...</em>
</p>
]]></description><guid isPermaLink="false">1501339</guid><pubDate>Sun, 05 Apr 2026 11:48:28 +0000</pubDate></item><item><title>Fire-rate windup on coda bubonico is obnoxious. You want to tap an enemy 2-3 times real quick? No, very slow startup. Rinse and repeat for each enemy. Might as well be nerfed fire-rate</title><link>https://forums.warframe.com/topic/1502802-fire-rate-windup-on-coda-bubonico-is-obnoxious-you-want-to-tap-an-enemy-2-3-times-real-quick-no-very-slow-startup-rinse-and-repeat-for-each-enemy-might-as-well-be-nerfed-fire-rate/</link><description><![CDATA[<p>
	Bubonico primary fire is a narrow shotgun not some large scale thing. For these types of situations, you are probably gonna shoot individual targets one by one, not stand back and spray with the shotgun falloff and spread and you probably aren't going to spam the fire either. No you spray the alt fire to prime enemies then you give each one a headshot or 2 before they die. So what does this mean when a weapon with these properties gets a spool mechanic? It means it got a fire rate nerf. Yes it is faster than normal Bubonico when fully spooled but atleast half the time you may not need to fire that much.
</p>

<p>
	Horrible design decision. Get rid of the spool on this weapon.
</p>
]]></description><guid isPermaLink="false">1502802</guid><pubDate>Mon, 13 Apr 2026 02:08:57 +0000</pubDate></item><item><title>Coda Bubonico, really hard to see</title><link>https://forums.warframe.com/topic/1497951-coda-bubonico-really-hard-to-see/</link><description><![CDATA[<p>
	am i the only one having an hard time aiming with this weapon? a lot of the screen is covered with he tendrils and the rest of the weapon, it's pretty hard to aim, and it's also hard to see the sight
</p>
]]></description><guid isPermaLink="false">1497951</guid><pubDate>Wed, 25 Mar 2026 19:33:20 +0000</pubDate></item><item><title>Kuva GHOULSAW is missing "Accuracy" and "Headshot Kills" stats</title><link>https://forums.warframe.com/topic/1501759-kuva-ghoulsaw-is-missing-accuracy-and-headshot-kills-stats/</link><description><![CDATA[<p>
	basic GHOULSAW has Accuracy and Headshot Kills stats in the profile/myprofile/equipment menu. Kuva GHOULSAW is missing these stats. 
</p>

<p>
	I verymuch love and appreciate the Kuva GHOULSAW, Thank You DE.
</p>

<p>
	 
</p>

<p>
	<a href="https://forums.warframe.com/topic/1501758-weve-had-kuva-ghoulsaw-yes-but-what-about-ghoulsaw-incarnon-genesis/" rel="">https://forums.warframe.com/topic/1501758-weve-had-kuva-ghoulsaw-yes-but-what-about-ghoulsaw-incarnon-genesis/</a>
</p>
]]></description><guid isPermaLink="false">1501759</guid><pubDate>Wed, 08 Apr 2026 03:16:16 +0000</pubDate></item><item><title>Thoughts on Coda Bubonico</title><link>https://forums.warframe.com/topic/1501642-thoughts-on-coda-bubonico/</link><description><![CDATA[<p>
	Feels powerful, and I love the status potential especially with Primary Crux, but the user experience is also quite clunky. The biggest offender is the spool up, followed closely by the timing for the reload delay mechanic. So far these are my suggestions for what would improve the feel of this weapon:
</p>

<ul>
	<li>
		Either remove the spool-up or give it a spool-down period like what the Kuva Kohm has. It's almost <em>painfully</em> slow when you're trying to tap-fire to conserve ammo, kind of making fire rate mods mandatory just for QoL.
	</li>
	<li>
		Increase ammo regeneration to 12/s, matching the regular Bubonico at 3 seconds for a full recharge from 0.
	</li>
	<li>
		Increase the time between the start of a recharge from 0 and when the player can next fire the weapon (maybe until 3 or 5 ammo has regenerated) to make the reload-delay-bypass mechanic a bit more forgiving in terms of reaction time. Given its fire rate, magazine size, reload time, and spool-up time, being able to increase its uptime with attentive play like this is quite rewarding; it just needs a bit more wiggle room to feel consistent.
	</li>
</ul>

<p>
	I'd also like to add that if you math it out, assuming it takes 5 shots for the spool-up to reach the maximum fire rate, Coda Bubonico in its current state has just under 59% uptime in the absolute best-case scenario, factoring in time lost to the spool-up period compared to a flat fire rate and the recharge duration but <em>not</em> the reload delay since the spool-up incentivizes unloading the whole magazine in one go. It drops to just under 52% if you only shoot 35 rounds since then the reload delay kicks in, and of course it gets even worse the less you shoot beyond that since the spool-up time and reload delay become the dominating factors. Think about that; you're only getting to use this thing just over half of the time you're holding it if you manage your trigger habits <em>perfectly</em>. Primary Crux and magazine size mods of course provide a massive increase to uptime, but at that point they feel mandatory and more like they're <em>fixing</em> the weapon instead of <em>adding to</em> it. The increased ammo regen I've suggested bumps this up to 64.6% at base (still less than the 75.8% for the regular Bubonico), and the other suggestions just make it a bit easier to maintain that.
</p>
]]></description><guid isPermaLink="false">1501642</guid><pubDate>Tue, 07 Apr 2026 10:05:40 +0000</pubDate></item><item><title>Using the right requiem mod and still I failed to Mercy Kill my Kuva Lich because of this bug</title><link>https://forums.warframe.com/topic/1501366-using-the-right-requiem-mod-and-still-i-failed-to-mercy-kill-my-kuva-lich-because-of-this-bug/</link><description><![CDATA[<p>
	I figured out that the 2 requiem mods are wrong, thus I am using the 3rd requiem mod to Mery Kill my Kuva Lich.
</p>

<p>
	<strong>However, after I stab my Lich, it's still state that I am using the wrong mod, as we can see in the photo below:</strong>
</p>

<p>
	<a href="https://imgchest.com/p/5xy2xd6q84l" rel="external nofollow">https://imgchest.com/p/5xy2xd6q84l</a>
</p>

<p style="text-align:center;">
	<em>Maybe this is a bug ? I am not sure</em>
</p>

<p>
	<strong>(right after I stab my Lich and fail it, I go to my Arsenal in order to check my requiem mod. Then I took this photo instantly)</strong>
</p>

<p>
	If the 2 mods are wrong, obviously the 3rd mod must be the true one. But yeah, still cannot work. Still fail it.
</p>
]]></description><guid isPermaLink="false">1501366</guid><pubDate>Sun, 05 Apr 2026 15:22:41 +0000</pubDate></item><item><title>The downsides of Kuva/Tenet adversary system</title><link>https://forums.warframe.com/topic/1501162-the-downsides-of-kuvatenet-adversary-system/</link><description><![CDATA[<p>
	In short, the RNG mechanics can turn this buggy mess into an incredibly long and tedious experience. The bugs should have been solved many years ago - and the time for another tweak to the grind of those mastery-fodder grade weapons is due as well. 
</p>

<p>
	 
</p>

<p>
	To start with, it is not a system designed for larger amounts of weapons. Each addition prolongs the grind to spawn a larving with the desired weapon. At this point, we are at roughly one hour if you are not lucky enough. (while still finishing the missions to avoid repetition)
</p>

<p>
	Then you continue to decode your Lich/Sister - which is a buggy mess. You are expected to collect the clues and then attempt a stab, but in reality, if you happen to be close to your lich when he is downed, the attempt is often performed automatically - regardless of your intentions or whether you even have any requiem mod slotted. (Plus, the order of down - stab - down - stab - down - stab is not enforced. For example, you can end up trying all your requiem mods on the first downing - up to the first incorrect one.)
</p>

<p>
	Adding Requiem Ultimatum to the Riven Sliver Shop is an amazing QoL; it would be even better if the liches would reliably respond to it and could not just... not bother.
</p>

<p>
	And the worst part - if you want a decent valence bonus, you have to go through the ordeal many times. At the very least, please, let us feed in any Lich/Tenet weapon regardless of the type. (e.g. Tenet Tetra into Tenet Quanta) That would remove the initial one-hour grind for the subsequent hunts for the valence bonus.
</p>
]]></description><guid isPermaLink="false">1501162</guid><pubDate>Sat, 04 Apr 2026 14:40:58 +0000</pubDate></item><item><title>Kuva Ghoulsaw didn't fix the stance mod having low multipliers</title><link>https://forums.warframe.com/topic/1499675-kuva-ghoulsaw-didnt-fix-the-stance-mod-having-low-multipliers/</link><description><![CDATA[<p>
	Kuva Ghoulsaw would potentially be a nice novel weapon if its stance wasn't so bad. The damage multipliers on the stance are bad compared to pretty much every other stance mod in the game. In the two screenshots below, the first screenshot is of the damage multipliers of Butcher's Reverly and the second screenshot is for Clashing Forest. Staves aren't usually considered to be that amazing of weapons, but even in this case we can see that an uncommon staff stance mod can have upto 3x higher <u><em>multipliers per second</em></u> depending on which combos are compared to one another.
</p>

<p>
	Outside of the 400% slash proc finishing move of the neutral saw combo (after almost 5 seconds of bad animations), the rest of the combos are just completely unusable. Fixing the stance now would allow any potential new weapons in the same category not be bad on arrival.
</p>

<p>
	<img data-ratio="49.65" width="1003" alt="a196a6061a6708756a0c9b276bc5feee.png" src="https://i.gyazo.com/a196a6061a6708756a0c9b276bc5feee.png" />
</p>

<p>
	<img data-ratio="49.55" width="1003" alt="1c60e2badf7dd4972e0403349fbb8906.png" src="https://i.gyazo.com/1c60e2badf7dd4972e0403349fbb8906.png" />
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]]></description><guid isPermaLink="false">1499675</guid><pubDate>Sun, 29 Mar 2026 10:26:11 +0000</pubDate></item><item><title>I dread every single time you add new Kuva or Tenet weapons.</title><link>https://forums.warframe.com/topic/1501118-i-dread-every-single-time-you-add-new-kuva-or-tenet-weapons/</link><description><![CDATA[<p>
	Just to get it out of the way:  "you don't have to grind them."  You don't have to play either.  And what DE wants is for people to play.  Which means they should want us to want to grind new gear.  And I cannot stand it when new Kuva or Tenet weapons get added.  I <em><strong>HATE</strong></em> Kuva liches and Tenet sisters.  I hate this whole grind so much I cannot properly describe how much I hate it even disregarding this site's absurd profanity filters.  It is an awful layer cake of grind and RNG.  Just grind on RNG on grind on RNG stacked high enough to rise out of whatever hell it was baked in.<br />
	<br />
	I don't mind Coda farming.  It's not great.  Certainly not my favorite, but at least I can make progress.  Lich progress is random.  You can have all your mods known, order known, lich fully enraged and still not see them spawn for multiple missions in a row.  You get nothing from those missions at that point, other than maybe relics I don't need more of.  Just spinning wheels, trying not to be mad or log off because the only way to guarantee progress is a consumable item.  It's a slow, tedious, slog of nothing that gets you nothing in the end but the weapon.  With a Coda lich I can do the calendar grind, pick up hex standing items, get arcanes for vosfor, etc.  Liches is just star chart missions on repeat.  The same ones in the same maps that I already have memorized.  And the only reward at the end of that slog is the weapon.<br />
	<br />
	And the grind doesn't stop there because these all have this stupid 5 forma requirement, even if they don't need that many forma.<br />
	<br />
	And that's not even the worst part.  I am <em><strong>permanently</strong></em> burned out on this dumpster fire we're calling content because not only did you think it was a good idea to set the range from 25% to 60%, but for <em>years now</em> you've had it weighted toward the bottom.  And you thought you were throwing us a bone when you decided to not make it weighted toward the bottom.  That's not even close to good enough for how tired and boring and annoying liches are.  Because you can pretend to make the RNG better all you want.  I still rolled a goddamn 28% bonus on my ghoulsaw.  I don't even want it anymore.  I am so done with getting screwed like this, because there's no way to increase that bonus other than running another of the exact same lich multiple times until this garbage bonus is finally worth something.  I don't even want to run this one.  And I got screwed so hard on this stupid bonus that it's either going to just stay trash, or I'm going to have to slog through multiple runs.  I'd rather not play, than fight my way up this diarrhea coated water slide.  You could literally give me a second lich that would guarantee it hits 60% after 2 liches and I would still rather just not play than have to run this twice.   I am so unbelievably tired of liches.  It should not go as low as 25%.  That has never been okay.  After so long of you screwing us with it being weighted toward the bottom, the base % should have moved up by a mile.  <br />
	<br />
	That, or all this mess needs to be removed and replaced with the Coda Lich mechanics.  That way I can just not engage with the BS until the bonus % is actually reasonable.
</p>
]]></description><guid isPermaLink="false">1501118</guid><pubDate>Sat, 04 Apr 2026 08:52:27 +0000</pubDate></item><item><title>DE, can we stop with the mastery fodder already?</title><link>https://forums.warframe.com/topic/1498841-de-can-we-stop-with-the-mastery-fodder-already/</link><description><![CDATA[<p>
	I believe we already have enough mastery fodder, and adversary weapons especially shouldn't be added to that particular pile.
</p>

<p>
	While the Bubonico is fairly decent, the Quanta and Ghoul Saw are just carbon copies of their originals and lack any kind of distinguishing feature outside of the additional element. Why exactly would anyone use these over some of the better designed weapons, especially over something like incarnons or adversary weapons with unique mechanics/mods? Most of the recent regular weapon additions have had more thought put behind them, this just feels like you're ticking boxes down a checklist.
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]]></description><guid isPermaLink="false">1498841</guid><pubDate>Thu, 26 Mar 2026 22:54:01 +0000</pubDate></item><item><title>+Gore Chance as a unique passive for (Kuva) Ghoulsaw?</title><link>https://forums.warframe.com/topic/1500202-gore-chance-as-a-unique-passive-for-kuva-ghoulsaw/</link><description><![CDATA[<p>
	Kuva Ghoulsaw does already dismember pretty decently, but it'd be pretty cool if it had +Gore Chance(Amalgam Ripkas True Steel) on a Unique Trait so it can *really* start sawing bodies in half. Could also be retroactively applied to the normal Ghoulsaw if DE felt like it<br />
	<br />
	Also buff Butcher's Revelry pls
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]]></description><guid isPermaLink="false">1500202</guid><pubDate>Tue, 31 Mar 2026 04:38:28 +0000</pubDate></item><item><title>Still can't see</title><link>https://forums.warframe.com/topic/1501056-still-cant-see/</link><description><![CDATA[<p>
	Looks like DE removed the tendrils from the aim down sight view but the speaker is literally in direct line of sight of the aiming recticle. 
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<p>
	Besides that the weapons great. Just can't fully see what I'm shooting at most of the time lol
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]]></description><guid isPermaLink="false">1501056</guid><pubDate>Sat, 04 Apr 2026 00:10:21 +0000</pubDate></item></channel></rss>
