<?xml version="1.0"?>
<rss version="2.0"><channel><title>QOL and NPE Improvements Feedback Latest Topics</title><link>https://forums.warframe.com/forum/2203-qol-and-npe-improvements-feedback/</link><description>QOL and NPE Improvements Feedback Latest Topics</description><language>en</language><item><title>This is why security bypass feels bad...</title><link>https://forums.warframe.com/topic/1505662-this-is-why-security-bypass-feels-bad/</link><description><![CDATA[<p>
	security bypass spawns behind a locked door. Guess I'll run several hundred meters through several tiles to retrieve them
</p>

<p>
	<img alt="sPykvb7.png" class="ipsImage" data-ratio="54.86" height="875" width="1595" src="https://i.imgur.com/sPykvb7.png" />
</p>

<p>
	they aren't up here.
</p>

<p>
	<img alt="Xt6GGSX.png" class="ipsImage" data-ratio="55.18" height="879" width="1593" src="https://i.imgur.com/Xt6GGSX.png" />
</p>

<p>
	or up here
</p>

<p>
	<img alt="IjXOXAZ.png" class="ipsImage" data-ratio="55.49" height="885" width="1595" src="https://i.imgur.com/IjXOXAZ.png" />
</p>

<p>
	They spawned inside of a wall...
</p>
]]></description><guid isPermaLink="false">1505662</guid><pubDate>Wed, 06 May 2026 10:41:17 +0000</pubDate></item><item><title>Eidolon bounty should start a separate instance at nighttime</title><link>https://forums.warframe.com/topic/1507516-eidolon-bounty-should-start-a-separate-instance-at-nighttime/</link><description><![CDATA[<p>
	It's old content that most people either dread, or skip entirely at this point.  I feel like it would make it a little easier to form a group for if it was a permanently available bounty, that always starts at night.  Not static, keep the timer running to daytime, but it would be so much easier to go, "Hey, anyone free for Eidolons?", and just be able to do it.  Or say, "We almost had it that time, wanna try again?", without waiting an hour or more.  That day/night cycle, hour long timer it's attached to just kills group making.  If Saya's Visions can start at night, why not Eidolon bounties?
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">1507516</guid><pubDate>Sun, 24 May 2026 20:40:06 +0000</pubDate></item><item><title>Host Voting system</title><link>https://forums.warframe.com/topic/1509196-host-voting-system/</link><description><![CDATA[<p>
	Lately, I have been having a lot of people leave halfway through missions without explanation, and I am usually the host when this happens. I stay in South Africa and have decent internet, so I don't know why that would be too much of an issue. But I digress.<br />
	So I devised an idea for a host voting system, where the host could be voted out, and a new, better host could be found for all the players in the current party. So a simple menu option to vote to move hosts, where the host and other players will receive an on-screen notification stating that host migration is commencing in 10, down to 0. And once that has been done, the host migration takes place, the new host is selected. And done. <br />
	<br />
	 
</p>
]]></description><guid isPermaLink="false">1509196</guid><pubDate>Fri, 12 Jun 2026 12:32:21 +0000</pubDate></item><item><title>Sound cue if selected buff is about to expire</title><link>https://forums.warframe.com/topic/1509193-sound-cue-if-selected-buff-is-about-to-expire/</link><description><![CDATA[<p>
	<strong>When you go into the menu during a mission and press middle mouse button on one of the buffs you currently have, the game would play a sound cue when that buff has 3 seconds left on the duration.</strong>
</p>

<p>
	It would be useful to maintain things such as arcane Ice Storm, Trinity's Champion's Blessing or basically any buff that takes time to accumulate but can be lost instantaneously.<br />
	A few things to consider:<br />
	- Only one buff could be marked for sound cue. Any more and I think it would just get drowned in the chaos or cause panic attacks from the amount of warnings (anxiety enthusiasts could mark Primary Merciless lol);<br />
	- The mark would not persist among builds or missions to avoid unnecessary complexity of such feature. Just load into the game, get the buff and mark it in the menu and it will stay marked until the end of the mission (maybe make it persist across host migrations?);<br />
	- The mark would only work on buffs that have a timer. so no marks on stuff like blood rush for example;
</p>

<p>
	If it were implemented as described above, I could see further development of it in the future:<br />
	- Make the warning duration customizable;<br />
	- Make a persistent mark per loadout. That would be a huge effort requiring the game to list all buffs in the arsenal so that it could be chosen. Maybe make it with a workaround to just mark the buff during a mission and the game would remember it for this loadout? Any change in the loadout would require setting the mark again;<br />
	- The marked buff could get some cosmetic change on the UI. Maybe make it bright green and put it below reticle so that I wouldn't have to search for it across twenty other buffs a single Octavia is giving me.<br />
	Those extra improvements could be nice, <strong>BUT</strong> I only want a sound cue. Even if this feature wouldn't get further development I would be glad to have the warning to keep my crits on Trinity. <span>:)</span>
</p>
]]></description><guid isPermaLink="false">1509193</guid><pubDate>Fri, 12 Jun 2026 11:45:36 +0000</pubDate></item><item><title>Railjack Host Migrations</title><link>https://forums.warframe.com/topic/1509179-railjack-host-migrations/</link><description><![CDATA[<p>
	I have noticed that occasionally I'll join a Railjack mission and the host will leave during the transition to a new mission and if it makes me the host, I'll get stuck in that loading screen. Can't quit, can't select navigation. 
</p>
]]></description><guid isPermaLink="false">1509179</guid><pubDate>Fri, 12 Jun 2026 07:09:12 +0000</pubDate></item><item><title>In game player marketplace</title><link>https://forums.warframe.com/topic/1509094-in-game-player-marketplace/</link><description><![CDATA[<p>
	A in game menu where players could list and sell their items by platinum. Listing costs a fee of credits, by every 1 platinum, multiply by 100.
</p>

<p>
	This creates a new credit sink that will keep credits flowing making players want to farm credits late game for high value items.
</p>

<p>
	Players having more platinum tends to spent more in the market, buying new items or from the games market.
</p>

<p>
	It's a quality of life for players to spend more time playing and less waiting for buying.
</p>
]]></description><guid isPermaLink="false">1509094</guid><pubDate>Thu, 11 Jun 2026 04:24:37 +0000</pubDate></item><item><title>Riven Buff idea to fit late game progression</title><link>https://forums.warframe.com/topic/1509165-riven-buff-idea-to-fit-late-game-progression/</link><description><![CDATA[<p>
	HEAR ME OUT... I know rivens are the most versatile mods in the game, BUT... considering how strong and unreal these new arcanes and warframes have been these recent updates, what if you could mod a riven to have, for example, a specific blast% AND the other combinations, in one modifier space.. 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">1509165</guid><pubDate>Fri, 12 Jun 2026 01:35:11 +0000</pubDate></item><item><title>Issue with the operator switch upon entering La Cathedrale</title><link>https://forums.warframe.com/topic/1509141-issue-with-the-operator-switch-upon-entering-la-cathedrale/</link><description><![CDATA[<p>
	Currently, if you enter La Cathedrale you will be forced to be the adult operator. This itself is fine but the decision to force a switch that is not reverted later is very annoying. There are plenty of places in warframe which simply restrict you to one version or the other that it feels very strange that in this side area this isn't possible and instead a forced change of the default is used instead. I think highlighting which version is allowed to enter makes sense but the implementation is creating an annoyance which violates the players choice for the game as a whole. I feel like it should either restrict you or somehow revert back to your original choice upon leaving as otherwise it feels like someone else is making that decision for me of who I should play. It's a small QoL but has been an annoying one for me for quite a bit. 
</p>
]]></description><guid isPermaLink="false">1509141</guid><pubDate>Thu, 11 Jun 2026 16:39:41 +0000</pubDate></item><item><title>Spy Missions, Defection Missions, Hijack missions.</title><link>https://forums.warframe.com/topic/1508792-spy-missions-defection-missions-hijack-missions/</link><description><![CDATA[<p>
	It seems like all of these game modes are avoided by the community like the plague because of how the missions feel to play and in some cases the heighten chances of failure for even a single mistake. 
</p>

<p>
	For example, this weeks Archon hunt includes a Spy mission that I have run several times and seen people quit DURING the mission because an alarm is tripped. Giving you an impossible short amount of time to hack the console locked away behind other puzzles, with a 0%  wiggle room or even 1 spy point to drop. 
</p>

<p>
	 
</p>

<p>
	Defection missions get left AS SOON as the objective is met because between the AI crewmates getting stuck on the environment during transport, they ALSO CONSISTENTLY lose health even if you nuke the entire room. Meaning they can kill THEMSELVES if they happen to path the wrong way. This essentially FORECS players to run frames like Trinity rather than playing the game in a way that would be more enjoyable for them. 
</p>

<p>
	 
</p>

<p>
	Hijack missions are similar, in the way that to move the payload you need to stay by it which is boring, while it also drains your defenses. This means on higher difficulties a stray shot can just take you out if you want to move through the mission at a reasonable pace. 
</p>

<p>
	 
</p>

<p>
	Obviously, not everyone has these issues and there are work around and ease of life things for each situation, but part of the fun of this game and makes me NOT think about the grind is how fun it is to PLAY it. Missions where you just stand around for time to tick by are the least fun missions to play, which is why I am so happy they added the Speed Boosters to defense missions. Now I enjoy long runs of defense missions as I have something to run around looking for instead of standing around waiting for enemies to give me oxygen back. 
</p>
]]></description><guid isPermaLink="false">1508792</guid><pubDate>Sun, 07 Jun 2026 16:51:32 +0000</pubDate></item><item><title>please add and option to sort by incarnon level in the Arsenal</title><link>https://forums.warframe.com/topic/1508887-please-add-and-option-to-sort-by-incarnon-level-in-the-arsenal/</link><description><![CDATA[<p>
	in the weapon swap screen there is a drop down for sorting by; Name, rank, forma count, usage and focus lens.<br />
	<br />
	please could you add another for Incarnon evolutions
</p>
]]></description><guid isPermaLink="false">1508887</guid><pubDate>Mon, 08 Jun 2026 15:21:17 +0000</pubDate></item><item><title>Drop rates and "farming" changes - suggestion</title><link>https://forums.warframe.com/topic/1509042-drop-rates-and-farming-changes-suggestion/</link><description><![CDATA[<p>
	In the Shadowgrapher Update we've received changes that make hunting for weapon and warframe parts more forgiving (e.g. Braton Vandal and Lato Vandal parts having a change to drop in each rotation of Elite Sanctuary Onslaught). Is there a chance to get such changes for other items? Currently Vandal and Wraith weapon parts and blueprints obtained solely from invasions seem to be one of the most frustrating to get given the constant rotations and low chance of appearing. Could we get some changes to invasion rotation tables or maybe a different method of getting those weapons entirely? 
</p>
]]></description><guid isPermaLink="false">1509042</guid><pubDate>Wed, 10 Jun 2026 14:38:44 +0000</pubDate></item><item><title>The direction some augments are going need to change</title><link>https://forums.warframe.com/topic/1508970-the-direction-some-augments-are-going-need-to-change/</link><description><![CDATA[<p>
	It's undeniable that at its best augments can be really strong and really make a kit, but it's frustrating that some augments feel more like outright upgrades towards existing abilities, in the sense that if you are quite literally being weaker if you don't equip them. Take Razor Mortar or Cathode Current for example. If you are playing Caliban or Gyre without these mods, you are quite literally losing out on power and effectiveness if you do not choose to equip them, effectively wasting mod slots that could have went towards more desirable stats for your Warframe in general.
</p>

<p>
	It's #*!%ing ridiculous that I have to waste two mod slots on Lavos just on mandatory augments for his 1 and passive. It's not like Ophidian Bite does much apart from healing, and Valence Formation is just a flatout 'hey we just made his passive way better'. Volatile Recompense for Kullervo is similarly egregious, and even get me started on Infilitrate for Ivara - her kit is clearly geared towards tackling spy missions, yet the ability to be invisible and go undetected in Prowl is offered through an <strong>AUGMENT</strong>. The list goes on, but I won't delve into specifics.
</p>

<p>
	There is zero argument towards not using these kinds of things, at that point all of these should be outright added to the base kit to make way for more augments that could offer <strong>alternative </strong>methods of play rather than just 'look, we made things stronger'. Take Cataclysmic Gate- it changes Wisp's Sol Gate from a beam to an AoE single use attack. This is the direction augments <em>should go</em>, instead of being things you equip on to simply make an existing ability even stronger. I know one mod slot isn't much of a detriment to most of you here, but it feels wasted that we have to give up mod slots just because DE isn't willing to add some of these outright upgrades into the base kit themselves.
</p>

<p>
	As for the counterargument that "It's going to be too overpowered!", Warframe is literally a game where the power ceiling only gets higher and higher. This is not an issue at all, and it's certainly not worth a mod slot. 
</p>
]]></description><guid isPermaLink="false">1508970</guid><pubDate>Tue, 09 Jun 2026 13:47:27 +0000</pubDate></item><item><title>Feedback on Random Loadout Content (Deep Archimedea, Circuit, etc.)</title><link>https://forums.warframe.com/topic/1508982-feedback-on-random-loadout-content-deep-archimedea-circuit-etc/</link><description><![CDATA[<p>
	Dear DE team, Hey Pablo,
</p>

<p>
	I wanted to write this post as constructively as possible, without sounding offensive or anything like that. I absolutely love the content you release for this game—you guys genuinely changed my life.
</p>

<p>
	The goal here is to talk about a specific type of content that many love, but others really dislike.
</p>

<p>
	I am referring to Netracells, Deep Archimedea, Duviri (The Circuit)—essentially, any mission that enforces a random arsenal.
</p>

<p>
	The core concept is actually very cool and fun, but in most cases, it requires loadouts and squad compositions that many of us simply cannot acquire or form.
</p>

<p>
	It is a recurring complaint among players that this content practically forces you to play in a squad. Playing solo requires highly specific builds and strict synergies between our Warframe and weapons. In other words, the game ends up punishing solo players. Most of the time, you cannot progress without buying or building weapons chosen by the game, or being forced into public matchmaking with random players, who often hinder more than they help.
</p>

<p>
	It is important to highlight that, just like me, many players don't have friends to play with, or they are almost always offline. This situation gets even tougher when you deal with social disorders (social anxiety, autism, etc.). As someone on the spectrum, making friends isn't easy for me, and I am usually forced to play solo. And public squads, as I mentioned, rarely help.
</p>

<p>
	Apologies for the rant, but I am really trying to enjoy this content and I just can't. I can't play with the Warframe and weapons I actually want, which prevents me from testing new builds and synergies. The game forces me to play with Warframes I dislike (or don't know how to play), otherwise, I miss out on decent loot.
</p>

<p>
	The game doesn't need to treat players this way. Take "The Hollows" (The Seven Crimes of Kullervo / Steel Path) as an example. It is challenging content without necessarily demanding "hyper-specific" gear. It gives me the freedom to test the limits of my builds and play with what I love. I can even complete it solo.
</p>

<p>
	Do you see my point? There is no need to punish players who don't own every single weapon and Warframe, or who haven't built everything. In fact, you don't even need to remove this mechanic from the game—just adapt it to make it much more fun.
</p>

<p>
	Look at Arbitrations. Every rotation, we get the option to choose specific Warframes and weapons that receive a buff. This is incredibly fun because I can still play with whatever I want, but if I choose to bring a "buffed" character, the game rewards me for it!
</p>

<p>
	That is exactly my proposal. Instead of making everything strictly randomized and locked, why can't we play with our choice of gear "without buffs," while the random options get extra strength and health? This would still encourage the community to try different things, without taking away the option to opt-out.
</p>

<p>
	In that sense, the choices would look like this:
</p>

<ul>
	<li>
		<p>
			<b>1 Free Warframe choice</b> (No buff)
		</p>
	</li>
	<li>
		<p>
			<b>1 Random Warframe</b> (+200% Ability Strength / +500 HP)
		</p>
	</li>
	<li>
		<p>
			<b>1 Random Warframe</b> (+200% Ability Strength / +500 HP)
		</p>
	</li>
	<li>
		<p>
			<b>1 Free Primary Weapon choice</b> (No buff)
		</p>
	</li>
	<li>
		<p>
			<b>1 Random Primary Weapon</b> (+300% Damage)
		</p>
	</li>
	<li>
		<p>
			<b>1 Free Secondary Weapon choice</b> (No buff)
		</p>
	</li>
	<li>
		<p>
			<b>1 Random Secondary Weapon</b> (+300% Damage)
		</p>
	</li>
	<li>
		<p>
			<b>1 Free Melee Weapon choice</b> (No buff)
		</p>
	</li>
	<li>
		<p>
			<b>1 Random Melee Weapon</b> (+300% Damage)
		</p>
	</li>
</ul>

<p>
	Anyway, as I said before, I hope you receive this feedback in the best way possible, because you know we love every unique idea and update you bring. The main goal here is just to allow more players to participate in and enjoy this game mode.
</p>

<p>
	Thank you for everything,
</p>
]]></description><guid isPermaLink="false">1508982</guid><pubDate>Tue, 09 Jun 2026 16:58:06 +0000</pubDate></item><item><title>Kuva Weapon Valence Bonus Percentage Rolls Are Still Terrible</title><link>https://forums.warframe.com/topic/1499071-kuva-weapon-valence-bonus-percentage-rolls-are-still-terrible/</link><description><![CDATA[<p>
	You said----
</p>

<p>
	Adversary Weapon Changes:
</p>

<p>
	The bonus Valence Bonus percentage roll on Kuva Lich and Sisters of Parvos Adversary Weapons is now properly randomized! <br />
	Previously, the roll was weighted towards lower values, meaning a lot of progenitor runs for slim chance at a high percentage Valence Bonus. <br />
	Now, it is entirely randomized to give players equal chance across the bonus range. 
</p>

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

<p>
	This can piss off!
</p>

<p>
	I was delaying my kuva sobek because I have only gotten a 26% and a 25% for a total of 28%.  Waste of my time.
</p>

<p>
	I was hoping that with the QOL changes that were coming this would be better.... nope.  I just got a 26%!
</p>

<p>
	 
</p>

<p>
	Kuva weapons can piss off.
</p>

<p>
	At least with the coda weapons I can just collect the currency and wait for a decent roll, not even looking for a 60%.  I just know that when I combine my 28% with my new 26% I will end up with like 30% or something.
</p>

<p>
	The percentages were annoying but the real problem was with how they combine.  I now have to spend my time completing this bastard before I can even try for another and hope and pray for a decent percentage.  I don't know if I even want to bother with another.
</p>
]]></description><guid isPermaLink="false">1499071</guid><pubDate>Fri, 27 Mar 2026 14:54:38 +0000</pubDate></item><item><title>Improve the Incarnon system by letting you pick 2 of any of the currently available ones each week, instead of doing the rotation system.</title><link>https://forums.warframe.com/topic/1508917-improve-the-incarnon-system-by-letting-you-pick-2-of-any-of-the-currently-available-ones-each-week-instead-of-doing-the-rotation-system/</link><description><![CDATA[<p>
	Right now, if you miss the window for getting the Incarnon you want, you have to wait a solid <em>two months </em>for it to rotate around again, and with even more Incarnons getting added, that time is just gonna get longer and longer. Letting us pick 2 of any of them each week would really help cut down on the frustration, especially if all of the new Incarnons are getting added into the same rotator, in which case you'd have to wait a whole six months to be able to get them all.
</p>
]]></description><guid isPermaLink="false">1508917</guid><pubDate>Mon, 08 Jun 2026 20:58:56 +0000</pubDate></item><item><title>Daily Focus Limit</title><link>https://forums.warframe.com/topic/1507819-daily-focus-limit/</link><description><![CDATA[<p>
	Good day,<br />
	I am coming to you today with an issue I have with the daily focus limit...<br />
	Currently in the game due to the new operator weapons there is quite a big grind for focus, and the daily limit makes that grind more painful than it should be.<br />
	The main issue being the daily lock especially, making you feel bad for missing even one day of focus grind, and some days are a bit more of a problem... Logging in for 30min to grind it out when you have a focus farm build ready or a couple of hours if you are doing it the circuit route, and any other way to farm it out asap isn't always achievable...<br />
	I have a few suggestions regarding this predicament.
</p>

<p>
	1) stacking limit up to a certain amount of days, if you played WoW it would be similar to how they treat or treated conquest limit that would overflow to the next week if you didn't use it up.<br />
	In this example let's say the limit is 10 days, if the daily limit for my MR is 400,000 focus, assuming I did not farm it out, the 2nd day limit would be 800,000, up to 4,000,000 on the 10th day 
</p>

<p>
	2) Weekly limit instead of daily - the weekly limit would be set based on the MR of the player when the week starts (unless it's not too much of a hassle to code for the current MR which would actively increase when MR goes up), this would also align with other weekly lockout things to accomplish
</p>

<p>
	3)Unlimited - Honestly at this point in the game I can see this as an option, considering the millions of focus a player needs just to even reach weapons unlock and the multiple trees, spending hours to grind it out is not too dissimilar to farming out your void traces when they are all used up (took me 100 hours with double drop on resources, yeesh)<br />
	<br />
	Thank you for your attention to this matter
</p>
]]></description><guid isPermaLink="false">1507819</guid><pubDate>Thu, 28 May 2026 12:42:46 +0000</pubDate></item><item><title>Archon Shard Trader/Balanced Weekly Exchange</title><link>https://forums.warframe.com/topic/1508825-archon-shard-traderbalanced-weekly-exchange/</link><description><![CDATA[<p>
	Can the Drifters camp have a Archon Shard Trader? Like where the Tracker is... 
</p>

<p>
	<img alt="snsUr6R.jpeg" class="ipsImage" data-ratio="56.94" height="870" width="1528" src="https://i.imgur.com/snsUr6R.jpeg" />
</p>

<p>
	The limit would be one trade per week and you can trade (two or three cant decide) tauforged for one base colour tauforged (red, yellow, blue,) of your choice. (or non tauforged for same rate.)
</p>

<p>
	I can't remember when the tracker shows up in camp while leveling with Kahl, but It should be only available after getting max level with Kahl. (more incentive besides the based mods to level with him)
</p>

<p>
	The RNG aspect of archon shard colours from the EDA, ETA or netracells is such a pain for the unlucky ones out there. With the trade being limited to once a week its like a pity Archon trader for those who keep consistently getting one colour of archon shards multiple weeks in a row.
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">1508825</guid><pubDate>Mon, 08 Jun 2026 02:43:03 +0000</pubDate></item><item><title>Idea of improving mecha mod set mark visibility</title><link>https://forums.warframe.com/topic/1508645-idea-of-improving-mecha-mod-set-mark-visibility/</link><description><![CDATA[<p>
	Now mecha set icon almost transparent and often get lost around other visual effects.
</p>

<p>
	This has already been discussed here with various solutions.: 
</p>
<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedauthorid="1431346" data-embedcontent="" data-embedid="embed9996798466" src="https://forums.warframe.com/topic/1354165-mecha-mod-set-mark-visibility/?do=embed" style="height:214px;max-width:100%;"></iframe>

<p>
	 
</p>

<p>
	I hope to see some improvement. Thanks
</p>
]]></description><guid isPermaLink="false">1508645</guid><pubDate>Sat, 06 Jun 2026 00:46:41 +0000</pubDate></item><item><title>Orbiter Decoration QOL</title><link>https://forums.warframe.com/topic/1508284-orbiter-decoration-qol/</link><description><![CDATA[<p>
	Is it possible to create a simulator sandbox of the orbiter only for decoration testing?
</p>

<p>
	I am trying to decorate my orbiter but i don't really know how to start, i go to YT channels or another community sites but not always i get something that i want or i try a deco but at the end it doesn't fit what i was thinking, and that was a waste of time, resources or reputation.
</p>

<p>
	I think it would be a good QOL improvement it DE adds a sandbox of the orbiter, it can be with simaris like the simulacrum. The features I’d like to see are: where you can get a particular decoration, how much space it takes up in the orbiter, and maybe the amount of reputation or materials it costs. I mean, we can dream, right?
</p>
]]></description><guid isPermaLink="false">1508284</guid><pubDate>Mon, 01 Jun 2026 22:05:35 +0000</pubDate></item><item><title>New game mode idea</title><link>https://forums.warframe.com/topic/1508442-new-game-mode-idea/</link><description><![CDATA[<p>
	I would love a game mode that’s extremely hard not the normal mass quantity of enemies getting tougher but overall just slaughter. <br />
	 
</p>

<p>
	What I picture and it could even be some of the favorite maps you have is more limited mobs but super high level. Requiring teams to be built and focused on the skills. More like a rpg in that regard. <br />
	 
</p>

<p>
	There already are frames that could be used more effectively built for support and some that supreme single target damage output as well as crowd control. This could be for some evolution or even more interesting would be for specific weapons or gear. With cosmetics mixed in. <br />
	 
</p>

<p>
	This would help remove some of the constant grind with a million monsters regardless of the game mode. This would be amazing and the randomized levels wouldn’t require much changing. 
</p>
]]></description><guid isPermaLink="false">1508442</guid><pubDate>Wed, 03 Jun 2026 13:15:03 +0000</pubDate></item><item><title>Soaktron update needed if summer event is coming back</title><link>https://forums.warframe.com/topic/1508363-soaktron-update-needed-if-summer-event-is-coming-back/</link><description><![CDATA[<p>
	<strong>TLDR:</strong>
</p>

<p>
	<strong>Suggested changes:</strong>
</p>

<ol>
	<li>
		Make the projectile speed the same as the max pressure projectile speed from the old Soaktron
		<ul>
			<li>
				That should give back the range and make it easier to hit targets
			</li>
		</ul>
	</li>
	<li>
		Reduce the reload time to 2-2.1s with perfect reload at 1-1.2s
	</li>
	<li>
		Give the perfect reload an actual benefit. I think of the perfect reload as over pumping the Soaktron so the extra pressure in the tank should give some benefit. With the reload time change it won't feel as bad for missing the perfect reload with only 2s to complete the reload, but to make the Soaktron worth using you can add one of the following:
		<ul>
			<li>
				perfect reload give crit chance buff or head shots always crits until next reload
				<ul>
					<li>
						crit headshot is always one shot kill from what I remember, so this rewards getting headshots
					</li>
				</ul>
			</li>
			<li>
				perfect reload gives more damage until next reload
				<ul>
					<li>
						generally just makes it stronger for easier killing but nothing special
					</li>
				</ul>
			</li>
			<li>
				perfect reload give increased projectile speed and fire rate above projectile speed/fire rate change above (1) until next reload
				<ul>
					<li>
						lets you shoot further without needing to lead the target and the increased fire rate will make it feels like you are a hose in you hand. No need for precise aiming. Just go in Rambo style and hold down the trigger.
					</li>
				</ul>
			</li>
		</ul>
	</li>
</ol>

<p>
	----
</p>

<p>
	The changes to the Soaktron's functionality last year made it almost unusable. During the first years event, my record was between 65-70 kills while solo. Every other year I am able to get at least 60-65 kills using only the Soaktron while solo. Last year after the Soaktron changes, I was struggling to get 30 kills most of the time using only the Soaktron while solo.
</p>

<p>
	<strong>What worked with the old Soaktron vs problems with the updated Soaktron:</strong>
</p>

<ul>
	<li>
		Reload (Old)
		<ul>
			<li>
				Felt like 0.5-0.7s per pump. With 3 pumps for a full pressure, that's at most 2.1s. But most of the time I would get a kill in a few shots and pump it once to stay on full pressure while seeking the next target. Maybe I would need 2 pump sometimes, but that's only 1s of not shooting the enemy. In that time, I'm acquiring a new target anyway.
			</li>
		</ul>
	</li>
	<li>
		Reload (New)
		<ul>
			<li>
				I think it was 5s if I didn't hit the perfect reload timing and it was still close to 2-2.4s if I did hit the perfect reload time. Coupled with the fact that I need to spend a lot more shots to kill an enemy (more on that below), I am spending a lot of time reloading.
			</li>
			<li>
				The perfect reload does not reward the user in any way. There is no benefit to successfully completing the perfect reload. The reduced reload time is not a benefit. It is a requirement to use the Soaktron effectively because failing to complete a perfect reload has such a heavy punishment.
				<ul>
					<li>
						The perfect reload acts as more of a skill check, and if you fail it you are punished with a long 5s reload. 5s is an extremely long time for a reload especially in a fast paced game like Warframe. 
						<ul>
							<li>
								For comparison CS2 machine guns reload in 5.7s. The Strun, which each individual shot is reloaded separately takes 3.75s to reload from empty, A water gun should not take nearly that long to pump. 
							</li>
							<li>
								The best case in the new Soaktron vs the worst of the old is 2.4s to 2.1s. But the old reload is mostly 0.7s when killing efficiently. I.e. the new reload is more than 3x slower in most of the time.
							</li>
						</ul>
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li>
		Projectile Speed/Range (Old)
		<ul>
			<li>
				Speed/range is determined by pressure level. Staying at maximum pressure (3) is fairly easy by reloading (pumping) between kills
			</li>
			<li>
				Max pressures allows me to kill enemies at range and not need me to lead enemies as much. Leading the enemy is not really necessary for enemies under around 15m when at max pressure.
				<ul>
					<li>
						Only exception is the really fast grinneer. Max pressure is needed when trying to hit him effectively and leading shots are needed starting around 10m 
					</li>
				</ul>
			</li>
			<li>
				I can still shoot and kill enemies about half way across the map (from the side of the center island with the refill station to the orange truck/vehicle on the other side) at max pressure. That's around 50m (?)
			</li>
		</ul>
	</li>
	<li>
		Projectile Speed/Range (New)
		<ul>
			<li>
				Feels like the projectile speed is set to the lowest pressure from the old Soaktron stats if not slower.
				<ul>
					<li>
						I need to lead shots a bit when the normal slow grineer are under 5m. When they are further than 5m I need to lead more and start accounting for drop off.
					</li>
					<li>
						The fast grineer is basically impossible to hit unless you're right up in his face, and then I still need to lead my shots by a lot. Anything past 1-2m and I'm just getting lucky if I hit him.
					</li>
					<li>
						I can aim glide and shoot forwards but my aim glide speed is faster than the projectiles from the Soaktron. So I would get to the enemy slightly before my shots start hitting. 
					</li>
				</ul>
			</li>
			<li>
				The range is considerably lower. I would say the max range is around 25m, and that requires you to aim up quite a bit to even reach that far. 
				<ul>
					<li>
						The target is nowhere near the center of my screen if I'm trying to shoot that far so I'm not really seeing what I'm aiming at plus there is a 2-3s projectile travel time to shoot 20-25m. Together that makes the Soaktron unusable at long distances.
					</li>
				</ul>
			</li>
		</ul>
	</li>
</ul>

<p>
	The new Soaktron is pretty much unusable past 10m, under 5m it is still okay for the slow grineer, and under 1m for the fast grineer. But at all ranges I still need to spend more ammo to kill the target because of the slow projectile speed leading to many miss shots. It takes nearly a full magazine and more sometimes just to kill one grineer. This leads to needing to reload a lot more. Combine this with the perfect reload being longer than a full 3 pump reload in the old Soaktron, I am spending a lot of time just reloading the new Soaktron and not killing the grineer.
</p>

<p>
	<strong>Suggested changes:</strong>
</p>

<ol>
	<li>
		Make the projectile speed the same as the max pressure projectile speed from the old Soaktron
		<ul>
			<li>
				That should give back the range and make it easier to hit targets
			</li>
		</ul>
	</li>
	<li>
		Reduce the reload time to 2-2.1s with perfect reload at 1-1.2s
	</li>
	<li>
		Give the perfect reload an actual benefit. I think of the perfect reload as over pumping the Soaktron so the extra pressure in the tank should give some benefit. With the reload time change it won't feel as bad for missing the perfect reload with only 2s to complete the reload, but to make the Soaktron worth using you can add one of the following:
		<ul>
			<li>
				perfect reload give crit chance buff or head shots always crits until next reload
				<ul>
					<li>
						crit headshot is always one shot kill from what I remember, so this rewards getting headshots
					</li>
				</ul>
			</li>
			<li>
				perfect reload gives more damage until next reload
				<ul>
					<li>
						generally just makes it stronger for easier killing but nothing special
					</li>
				</ul>
			</li>
			<li>
				perfect reload give increased projectile speed and fire rate above projectile speed/fire rate change above (1) until next reload
				<ul>
					<li>
						lets you shoot further without needing to lead the target and the increased fire rate will make it feels like you are a hose in you hand. No need for precise aiming. Just go in Rambo style and hold down the trigger.
					</li>
				</ul>
			</li>
		</ul>
	</li>
</ol>
]]></description><guid isPermaLink="false">1508363</guid><pubDate>Tue, 02 Jun 2026 19:34:30 +0000</pubDate></item><item><title>Vampyric Liminus in Temporal Archimedea need adjustment</title><link>https://forums.warframe.com/topic/1508317-vampyric-liminus-in-temporal-archimedea-need-adjustment/</link><description><![CDATA[<p>
	It has happened to many times, you start a mission driving down the street on a motor cycle and you and everyone in the squad dies instantly because they drove over a Vamypric Liminus that spawned out of no where before the objective even starts. Or you try to get off the bike and either the slow dismount animation plays, or some invisible hitbox staggers the warframe after dismounting forcing players to die. 
</p>

<p>
	These game modes already have the problem with random instakills, often from Toxin Procs, making Dante and Frost basically mandatory to help everyone avoid nonsense deaths and better the odds of success.
</p>

<p>
	ETA this week has Vampyric Liminus on the 3rd stage after Survival and Defense. They spawn before  you even activate Kalymos. I loaded in first and drove down the road, i saw them and tried to get off the bike, but hit nothing and it forced the slow dismount. All i could do was watch myself die. A second player spawned in late and drove over me with a motorcycle, and died. I wouldnt be surprised if the objective and down teammate waypoint contributed to their inability to see in a mission that was already foggy. A third player tried to pick me up and died before the geologically slow spawn of my Dante Specter and Health Restore to take effect. 
</p>

<p>
	Here is the Fix.<br />
	<u><strong>Liminus are only active while Kalymos is hunting. </strong></u>
</p>
]]></description><guid isPermaLink="false">1508317</guid><pubDate>Tue, 02 Jun 2026 09:14:17 +0000</pubDate></item><item><title>Help veterans keep new players unspoiled</title><link>https://forums.warframe.com/topic/1508210-help-veterans-keep-new-players-unspoiled/</link><description><![CDATA[<p>
	<br />
	is it possible to have a symbol by the name of players that have not yet completed second dream/sacrifice? 
</p>

<p>
	Was recently in ESO with some very low MR players and was extremely concerned that I’d spoil them if I started leveling my amp. I know this game has thrived for many many years but I’ve always been impressed by players doing a decent job keeping that first secret to themselves. <br />
	 
</p>

<p>
	I know we are getting a ton of new players and wouldn’t want to ruin the experience for them at all ( having just watched my friend finish the sacrifice it’s too good to spoil!) 
</p>

<p>
	thanks
</p>

<p>
	tortlesquad 
</p>
]]></description><guid isPermaLink="false">1508210</guid><pubDate>Sun, 31 May 2026 21:53:58 +0000</pubDate></item><item><title><![CDATA[(QoL & NPE Overhaul): Interconnected Endgame, New Eximus Types, Raids, Exploration, Orbiter & Dojo Building & More!]]></title><link>https://forums.warframe.com/topic/1506891-qol-npe-overhaul-interconnected-endgame-new-eximus-types-raids-exploration-orbiter-dojo-building-more/</link><description><![CDATA[<p>
	<strong><img alt=":community:" data-emoticon="" src="https://media.invisioncic.com/Mwarframe/emoticons/community.png" title=":community:" />Dear Digital Extremes &amp; WF community<img alt=":community:" data-emoticon="" src="https://media.invisioncic.com/Mwarframe/emoticons/community.png" title=":community:" /></strong>
</p>

<p>
	After spending an extensive amount of time playing Warframe, I wanted to share some of my personal thoughts and suggest community-driven ideas regarding the various styles of content in the game.
</p>

<p>
	<u><strong>(Disclaimer)</strong></u><strong>: </strong>
</p>

<p>
	<strong>---&gt;</strong><u><strong>There is SPOILERS read at your own risk!!!!</strong></u><strong>&lt;---</strong>
</p>

<p>
	 
</p>

<p>
	<strong>[Index]:</strong>
</p>

<p>
	<strong>Title - (Interactive Dojo, Orbiter &amp; Dormizone)</strong>
</p>

<p>
	<strong><a href="https://forums.warframe.com/topic/1506891-qol-npe-improvement-feedback-interconnected-endgame-loop-concepts-interactive-dojoorbiter-building-expansions/#findComment-13545604" rel="">1.  (Orbiter Vending &amp; Hydroponics Terminal)</a></strong>
</p>

<p>
	<strong><a href="https://forums.warframe.com/topic/1506891-qol-npe-improvement-feedback-interconnected-endgame-loop-concepts-interactive-dojoorbiter-building-expansions/#findComment-13545655" rel="">2.  (Exploration Overhaul)</a></strong>
</p>

<p>
	<strong><a href="https://forums.warframe.com/topic/1506891-qol-npe-improvement-feedback-interconnected-endgame-loop-concepts-interactive-dojoorbiter-building-expansions/#findComment-13545682" rel="">3.  (Raids &amp; Trials - Endgame Mapping)</a></strong>
</p>

<p>
	<strong><a href="https://forums.warframe.com/topic/1506891-qol-npe-improvement-feedback-interconnected-endgame-loop-concepts-interactive-dojoorbiter-building-expansions/#findComment-13545745" rel="">4. (Sentient Faction Streamline)</a></strong>
</p>

<p>
	<strong><a href="https://forums.warframe.com/topic/1506891-qol-npe-improvement-feedback-interconnected-endgame-loop-concepts-interactive-dojoorbiter-building-expansions/#findComment-13547035" rel="">5. (Defence Reworks)</a></strong>
</p>

<p>
	<strong><a href="https://forums.warframe.com/topic/1506891-qol-npe-improvement-feedback-interconnected-endgame-loop-concepts-interactive-dojoorbiter-building-expansions/#findComment-13547574" rel="">6. (Sanctuary Overhaul)</a></strong>
</p>

<p>
	<strong><a href="https://forums.warframe.com/topic/1506891-qol-npe-improvement-feedback-interconnected-endgame-loop-concepts-interactive-dojoorbiter-building-expansions/#findComment-13547831" rel="">7. (Resource Exchange Vendors)</a></strong>
</p>

<p>
	<strong><a href="https://forums.warframe.com/topic/1506891-qol-npe-improvement-feedback-interconnected-endgame-loop-concepts-interactive-dojoorbiter-building-expansions/#findComment-13548402" rel="">8. (Steel Path + &amp; Eximus Element Types)</a></strong>
</p>

<p>
	<strong><a href="https://forums.warframe.com/topic/1506891-qol-npe-improvement-feedback-interconnected-endgame-loop-concepts-interactive-dojoorbiter-building-expansions/#findComment-13548493" rel="">9. (Eidolon Hunts &amp; 3rd Orb Mother)</a></strong>
</p>

<p>
	<strong><a href="https://forums.warframe.com/topic/1506891-qol-npe-improvement-feedback-interconnected-endgame-loop-concepts-interactive-dojoorbiter-building-expansions/#findComment-13548625" rel="">10. (QoL &amp; NPE - Resource Icon Streamline)</a></strong>
</p>

<p>
	<strong><a href="https://forums.warframe.com/topic/1506891-qol-npe-overhaul-interconnected-endgame-new-eximus-types-raids-exploration-orbiter-dojo-building-more/#findComment-13551103" rel="">End - (Thanks for reading!!!)</a></strong>
</p>

<p>
	<strong>Nef Anyo must be crying seeing this index!<img alt=":clem:" data-emoticon="" src="https://media.invisioncic.com/Mwarframe/emoticons/clem.png" title=":clem:" /></strong>
</p>

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

<p>
	<u><strong>(Interactive Dojo, Orbiter &amp; Dormizone)</strong></u><strong>:</strong>
</p>

<p>
	<strong>• Interactive Dojos:</strong>
</p>

<p>
	I would love to see the ability to place fully functional Orbiter modules into the Dojo. Allowing players to place a movable Foundry, Mod Station, Star Chart, Relic Refinement station, and Arsenal alongside more interactive objects like the Ludoplex would give clan architects the opportunity to create truly interactive worlds.
</p>

<p>
	<strong>• Co-op orbiters:</strong>
</p>

<p>
	When you invite someone to your orbiter and launch a mission you should both return to the orbiter the mission was launched from. Similar to Relays Also players who don't own the orbiter should be able to interact with the mod station and arsenal giving veterans a better opportunity to guide baby Tenno.
</p>

<p>
	To prevent Spoilers lock the "Door" for anyone who doesn't have:
</p>

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

	<div class="ipsSpoiler_contents">
		<p>
			- Spoiler Mode -
		</p>
	</div>
</div>

<p>
	<strong>• Dormizone Endgame Command Center:</strong>
</p>

<p>
	Transform the Dormizone into your personal high stakes war room by housing the Void Key Matrix/Atlas console in the center of the Vista suite.
</p>

<p>
	Instead of clicking standard menus in the Orbiter, veterans physically step up to a holographic Zariman table to slot in Blank Keys, inject resources to roll chaotic modifiers, and open portals across a shifting Void map.
</p>

<p>
	It would turn getting to the Zariman and buying the vista suite key into a monumental endgame goal for Tenno. This gives a massive, mandatory gameplay purpose to a gorgeous, underutilized space perfectly splitting the game flow between.
</p>

<p>
	day-to-day maintenance <strong>(Orbiter)</strong>, clan socials <strong>(Dojo)</strong>, and endgame launch operations <strong>(Dormizone)</strong>!
</p>
]]></description><guid isPermaLink="false">1506891</guid><pubDate>Sun, 17 May 2026 21:37:59 +0000</pubDate></item><item><title>So me and my girlies stared this game... (first impressions and feedback)</title><link>https://forums.warframe.com/topic/1507047-so-me-and-my-girlies-stared-this-game-first-impressions-and-feedback/</link><description><![CDATA[<p>
	So my group of 4 were looking for a new game to play together after getting burnt out by LoL and DBD. It was huge hassle, one friend likes old fantasy story heavy rpgs, I like modern scifi and actiony games... We were considering MMOs and I suggested this after seeing some cool fashionframe tiktoks and they were actually game. I was not prepared for my new obsession to hit me this hard this fast.
</p>

<p>
	So here's a summary of our first week with the game going in blind and some personal feedback from my part. DISCLAIMER: I'm probably a very different gamer than the intended audience for Warframe, so my opinions might be very strange
</p>

<p>
	<strong>GAMEPLAY:</strong>
</p>

<p>
	This game is insane. I'm in love with the combat. It's like Bayonetta meets Doom. Very action-heavy. I know this game is primarily looter shooter, but I've been playing it like a hack and slash. I recently finished fire emblem warriors and thus set mapped melee controls to that. I LOVE how I can play both on the switch anywhere doing single player and then on pc with the group. Very grateful for the cross-save function. LOOOOVE the movement abilities.
</p>

<p>
	However, I do get turned off when the game gets too fps. One friend is also turned off by that and she hadn't played a fast-paced combat game like this before, so it took a bit for het to get used to. We both prefer going melee, but were quite disappointed by the lack of non-firearm weapons early on. I took the katana-bow-kunai combination. She started with the staff, but ended up disliked it. I found you can immediately buy the other weapons without crafting in the market, EXCEPT THE SWORD. What gives?
</p>

<p>
	We're really looking forward to using whips, tomes and sabers, but feel like the game just keeps throwing 100 guns at us. I thought this was a ninja game... (The guns are great, just wish there was more variety).
</p>

<p>
	- I wish you could aim while holding the melee weapon. Then once you press shoot it swaps to gun.
</p>

<p>
	- Weapons should immediately come with at least 1 stance... wdym no combos :(
</p>

<p>
	- The game through so much new vocabulary at you all the time, often I have no clue what it's referencing to. I appreciate the lore, but like can't the mod categories just be a bit simpler like "stance/elements/offence/etc."
</p>

<p>
	- The mission maps are way big this early. I kept getting lost. The marker is bad at leading you when there's multiple floors. Sorry for being a scrub x_x
</p>

<p>
	<strong>EARLY TEAM EXPERIENCE/COOP:</strong>
</p>

<p>
	After the fabulous introduction and tutorial and getting to the galaxy map, this is where the experience turned sour. The progression in this game is quite unclear. We didn't realise there's story missions and open world till day 2. After some clunky and ridiculously easy missions on Earth, we got to Fortuna and after an extremely entertaining cutscene, we hit a hurdle. This is where everyone else quit but me. The missions constantly kept swapping from solo to coop, much to our frustration, as the game kept disbanding our group every other second. We had little idea when the game wanted us to split or keep going. We immediately started a clan and dojo, but turns out you can't even build any rooms this early...
</p>

<p>
	Only when I unlocked the k-drive and showed it to them, were they interested in coming back. This game isn't just running through tight corridors? There's an open world and vehicles? There's flying and space battles? OMG! We got so excited. So me and 1 other kept pushing through the janky missions to progress the story. (other got busy with a project this week). LOOOOVED the act 1 storylines, but the missions were rough. A few of them make sense narratively to play solo, but why couldn't we do the basic missions together?
</p>

<p>
	Now I'm between Act 1 and 2, frustrated how long it's taking to get to the next main story chapter. Yesterday I got so frustrated because I was dying on the newer levels and there was clearly a lot to go through and thought why am I playing, if I'm not having fun. But these weren't even the biggest frustrations... (cont.)
</p>

<p>
	- I was so grateful once I realised there is a yellow suggested mission on the map menu. Wish I saw it earlier and understood the story path better.
</p>

<p>
	- After the tutorial, the game should start in the open world of Earth. We much preferred the open world to the small autogenerated maps. And K-drive should be unlocked right after the 1st story quest, like within 2h. That's when the game actually gives you a glimpse of all it has in store for you and leaves an impression. Then you start doing the star chart missions till the next planet.
</p>

<p>
	- I really would prefer a separate menu for single-player/story missions in suggested order and then leave everything coop on the chart. Current quest menu is pretty bare and blurry, which just confused us. The game should also tell WARN you if you wanna start a SOLO mission that will disband the team.
</p>

<p>
	- There should be a handhold-y tutorial/quest on how to open your first relic and getting your first frame. The game dumped all this text on us and we didn't get it all
</p>

<p>
	<strong>PROGRESSION/WAITING:</strong>
</p>

<p>
	Right, so 3 of us started with Mag. And then we quickly got bored of her. And 15h later, we're still stuck as her... We've been watching videos of Titania, Yareli, Garuda, fidgeting to get them, when can we finally queen out?
</p>

<p>
	The way you unlock new characters, weapons is so confusing. I need a blueprint for a blueprint? And THEN I HAVE TO WAIT 3 DAYS FOR MY CHARACTER? I don't even know where to get the materials yet... After MUCH research (because a lot of info is outdated for 2026) I figured out how to unlock Rhyno... day 4. I finished crafting him today and... well I knew I wouldn't enjoy a slow tanky champ. At least I unlocked my FIRST character (out of 60+) after 5 DAYS!! What kind of game does that??
</p>

<p>
	However, now that I have multiple items in craft constantly, I'm learning to enjoy the wait. It's giving cozy Animal Crossing. I know I have something to collect tomorrow and start even more recipes. I'm gonna have Valkyr in 2 days &lt;3
</p>

<p>
	Now I know I can buy the champs immediately with Platinum and I have Titania collection saved, but more on plat in a bit...
</p>

<p>
	- Wish there was a bit more variety with first unlockable frames. Like there should be at least 2 more that you can unlock as "easily" as Rhino for different playstyle preference.
</p>

<p>
	- 72h is an over-the-top ridiculous wait time. 24h is already enough to make me wanna use plat to rush.
</p>

<p>
	- I had to beg someone to take me to Void so I could get that 1 SINGLE MISSING MATERIAL for Valkyr. Everything else was collectable early. It feels very demotivating constantly getting blueprints too early for you to even think about crafting them.
</p>

<p>
	<strong>CUSTOMIZATION/FASHION:</strong>
</p>

<p>
	Finally, the part of the game that keeps me hooked. I am AMAZED at the customisation options in this game. Customise your entire outfit, weapons, external AND interior orbiter, whole ass dojo, ugh I have so much planned! My friends and I are constantly looking at and sending each Fashion Frame inspiration. Oh we are too excited for once we get to the Operators. (One friend was very much turned off this game, because she thought there was no custom character or even ways to remove your helmet. Glad we found out). Lowkey, if we didn't have the glowing helmet to equip, we woulda all quit very shortly.
</p>

<p>
	I don't even care how everybody's pushing new players to only focus on mods and getting stronger. My plat is definitely going to skins first! This is what I wanna focus on and I'm glad this game has this part, however the constant unsuccessful grinding can tire me out... Wish there was other ways to get materials for decorations and stuff, especially dojo.
</p>

<p>
	- I can't believe you don't even get 1 full pallete at first... Like c'mon, there's so many more palettes to collect, you could give us one for free...
</p>

<p>
	- Same with weapon holdster styles, they're minute but important options. Those should be free too...
</p>

<p>
	- Now with Platinum, of course I heard sometimes you get sales and I really wanna hold off till that to get as much as possible. However I'm more surprised there's no first purchase bonus for new players? There's not many starter bundles either, I mean got the aura one (didn't care about the gun lol), but there's not many options for your first bundle
</p>

<p>
	<strong>FINAL THOUGHTS:</strong>
</p>

<p>
	I am actually obsessed with this game. Can't stop thinking about it and what else is in store. In a strange way this game feels like the magical girl Sailor Moon fantasy game I've always dreamed of. I can fly, use magic, ride a pegasus... (eventually). I can't say if my group will bear to complete the first act to open up the game, but I'm definitely in it now. My biggest thanks to the developers to making such an grand f2p absolutely crazy gaming experience.
</p>

<p>
	Some final feedback:
</p>

<p>
	- One thing that keeps me in awe is how many mechanics and gameplay options there are, like every planet introduces a completely new element, like skating, flying, there's gonna be romance minigame?? Exciting! Although I wish all these new updates weren't lategame only cause I rather be doing the dating sim than grinding 50h to get there.
</p>

<p>
	- Considering the waiting loop, I wish there was some kind of advanced gardening mechanic/minigame to farm for materials by waiting, a la planting berries in Pokemon XY. Adds a chill element when you're not in the mood to grind through levels that night.
</p>

<p>
	- This game is very very mech-heavy. Which is cool and all, but does everything have to be dead and robots. Like are there any animals and live pegasus? I imagine an open-world planet that's more modern fantasy with varied animals like pokemon that you could get as companions, not just canines and foxes.
</p>

<p>
	- Same with frames, I think it's so cool they added humans too. You could add some playable monstrous creatures. Obviously the focus is always gonna be on frames in this games, but it would be fun to have some special options.
</p>

<p>
	- Imagine if you could marry in this game and then you would share the orbiter together! It's very inconvenient to drop by someone's orbiter and chill out between missions.
</p>

<p>
	- The marketing for this game has been very "Hey look, you can SHOOT in this game just like any other" and I haven't seen trailers promote all the ikea customisation or the vehicles or the melee combat at all. You could get more people to see that this game has WAYYYYY more than just running and gunning.
</p>

<p>
	The community has been super helpful and I'm really glad I ended up here. Thanks for reading! &lt;3
</p>

<p>
	 
</p>

<p>
	<img alt="r/Warframe - So me and my girlies stared this game... (first impressions)" data-ratio="56.25" width="1920" src="https://preview.redd.it/so-me-and-my-girlies-stared-this-game-first-impressions-v0-02ja1izit52h1.png?width=1920&amp;format=png&amp;auto=webp&amp;s=594c86d7e2483aaeec1a755e489b08c719b33c1c" />
</p>

<p>
	<img alt="r/Warframe - So me and my girlies stared this game... (first impressions)" data-ratio="56.25" width="1920" src="https://preview.redd.it/so-me-and-my-girlies-stared-this-game-first-impressions-v0-4ocxlpmts52h1.png?width=1920&amp;format=png&amp;auto=webp&amp;s=e8476242659744e4a4f494ced832e3b37e0ed36f" />
</p>
]]></description><guid isPermaLink="false">1507047</guid><pubDate>Tue, 19 May 2026 21:15:26 +0000</pubDate></item></channel></rss>
