Status Update: 3/16/2020
Warframe Revised: Update 27.2.2 is live!
Reminder now that the update is live that it is a Remaster, and Warframe will need to be re-downloaded in its entirety to bring it from 48 GB to 29 GB! This will appear no different from any other update, business as usual! It will download in the background as is expected with all main title updates.
We hope you enjoy all that Warframe Revised has brought!
Status Update: 3/16/2020
Warframe Revised: Update 27.2.2 has passed Cert and is launching TODAY at ~11 a.m. ET!
We would also like to clarify that the Impact, Gas, and Kuva Lich Status Changes mentioned on Devstream #140 will not be in this Update. You can expect those changes in your next Update!
The first Mainline update of 2020 on PS4 is in Cert!
We have grabbed everything from Hotfix 27.1.1 - 27.2.2, which of course includes the “Review, Revise, Refresh” Warframe Revised update. That said, things may feel a little different this Update. Depending on where you are in your Warframe journey, you may notice big or small changes once it has gone live. However you play Warframe, it’s likely the ‘Warframe Revised’ Update will touch some part of the game for you. Please take the time to review the information below to familiarize yourself with the coming changes - big and small. Now let's get into what you can expect with the first Mainline update of 2020!
This is a remaster update!
Warframe on PS4 is not only getting Revised, but reduced (in size that is)! For those unfamiliar with the remastering process, when we launch a remaster update we are essentially doing a big cache cleanup to optimize old and existing assets. When we do this, we free up space that ultimately reduces the overall size of Warframe on your PS4’s HDD. When the update goes live, Warframe will go from 48 GB to roughly 29 GB after it has been fully downloaded again!
It is important to note that since this affects existing assets, Warframe will be re-downloaded in its entirety. This will appear no different from any other update, business as usual! It will download in the background as is expected with all main title updates.
Here are some things to keep in mind:
You do NOT need to delete Warframe before the update.
You do NOT have to back-up your data before the update.
Your Warframe settings should be saved after the remaster launches, but we have run into issues in the past where they have - we apologize if this occurs!
Console Specific Notes:
Similarly to when we deployed Warframe Revised on PC, our PS4 Tenno can expect a 2x Affinity Weekend to follow the week that the update is deployed. We will post a PSA once the bonus weekend is live!
Controller Changes & Fixes:
Added a new Railjack pilot control “Pilot Centered Crosshair” option that, when set, the look input will only turn the Railjack and will not affect your crosshair. To enable/disable go to Options > Controls > Scroll down to “Railjack”:
You are already familiar with the enabled state of this option as it was the previous default and only crosshair option. Now, when you disable this option, the left stick will move your Railjack (forward/back/side to side), and the right stick will now allow you to freely move the reticle across the screen.
Railjack Pilot Cenetered crosshair_1.mp4
Increased the smooth time for non-centered reticles while piloting/using turrets in the Railjack.
Fixed missing bumper functionality when cycling through Components and Armaments categories in the Configure Railjack panel.
Fixed both the "on" and "off" state of the Railjack Ability Menu not getting bound to the Custom Ability Menu keybind.
Fixed an issue where rebinding the Ability Menu in the Railjack controller options would allow you to open it with the new binding, but force you to use the default binding to close it. Rebinding the Ability Menu will now use the new binding to open and close it.
Fixed customizing your Railjack controls always showing them as their default button regardless of the changes.
Fixed “Vector Maneuver” and “Drift Maneuver” not functioning as intended (only boosting) due to binding conflicts.
Fixed an issue where performing a Dodge while piloting Railjack would only ever cause it to lunge downwards.
Fixed Blink not working who have never customized their controls (ie. using defaults).
Fixed custom Railjack bindings not applying to hijacked Crewship turrets.
Fixed ability to endlessly descend the Railjack by holding down bumpers while Piloting.
Fixed “Search” and “Show Ranked” being bound to the same button, causing priority issues on selecting in the Avionics screen.
Fixed an issue where “Move Up/Down” couldn't be rebound in the Railjack controller options.
Fixed excessive “rise/fall” sound triggering when Piloting Railjack due to controller issues.
Fixed script error when equipping Armaments onto your Railjack due to controller issues.Increased the smooth time for non-centered reticles while piloting/using turrets in the Railjack.
Fixed missing button functionality to swap through tips in the Railjack Configure screen.
Fixed “Search” and “Show Ranked” being bound to the same button, causing priority issues on selecting in the Avionics screen.
Fixed script error when equipping Armaments onto your Railjack due to controller issues.
Fixed excessive “rise/fall” sound triggering when piloting Railjack due to controller issues.
Fixed Railjack and Decoration placement headers appearing under the Archwing settings in Options > Controls.
Fixed “Search” and “Show Ranked” both being bound to L3 when using a controller, causing priority issues on selecting in the Avionics screen.
Fixed an issue where “Move Up/Down” couldn’t be rebound in Railjack controller options.
Fixed an issue where rebinding the Ability Menu in the Railjack tab controller options would allow you to open it with the new binding, but force you to use the default binding to close it. Rebinding the Ability Menu will now use the new binding to open and close it.
Fixed customizing your Railjack controller controls always showing them as their default button regardless of the changes.
Fixed “Vector Maneuver” and “Drift Maneuver” not functioning as intended (only boosting) due to controller issues.
Major optimization for Survival missions geared predominantly to improve performance on consoles.
The following additions that came with PC’s Update 27.2.0 will not be live in this update for PS4:
HDR Preview: We are looking into the tech support to potentially bring the HDR Preview option to PS4 Pro - stay tuned!
Deferred Rendering Preview: We are looking into the tech support to potentially bring this option in the future!
Audio dynamics processing to master output: The code to support this is currently not ready to go live on PS4 with this update! We are working towards it for a future release.
PS4 Specific Notes:
Made fixes towards high-latency issues in the Vox Solaris quest, as reported here: https://forums.warframe.com/topic/1165740-vox-solaris-quest-bug/
Fixed clipping issue with Titania’s Empress skin and the Obsidian Corvus Syandana.
Made improvements towards a (up to 4 second) hang that could occur when selecting “Appearance” in the Arsenal.
The New War Chapters:
A Codex Quest chapter entry for The New War has been added for those who have completed the Sacrifice Quest! As you might be aware, The New War has started, and with Scarlet Spear coming soon we want players to be properly informed as The New War develops. If you have yet to complete the Chimera Prologue or the Erra Quest, head to The New War Codex Quest entry to access a shortcut to these Quests.
Railjack Onboarding Changes:
The Rising Tide Quest gives you your very own Railjack, but the barrier to entry is - conclusively with months of stats - too high. We are releasing a revised series of Blueprints (BP) in the Quest that sees costs reduced between 66% - 75% for Railjack parts, and building time reduced to 6 hours each.
There are 3 situations players may find themselves in:
1. Haven't started Rising Tide. Anyone just beginning will have fully new reduced BP costs.
2. Has started Rising Tide. Anyone with any progress at all gets 1x Rush Repair Drone, and will transition to new costs on the next Stage. Any old costs will be refunded.
3. Rising Tide Complete. Anyone with a complete quest gets 2x Rush Repair Drone. All cost differences will be refunded.
Upon Review, stats show truly the only people that saw Rising Tide to completion were our veterans, which was originally our intent to design content for veteran players. However, to sustain the cost of future development and events like Scarlet Spear, accessibility is key and we have to adjust the barriers to entry for Railjack. For those who were early adopters, 2x Rush Repair Drones will be given out. Anyone with the Rising Tide Quest active will receive 1x Rush Repair Drone. For those unfamiliar with Rush Repair Drones: these items can only be acquired via rare drop in the Veil Proxima, as they allow you to instantly complete a given Armament or Component.
Railjack Changes & Fixes: Expand the spoilers below for the full list!
Kuva Lich Changes & Fixes: Expand the spoilers below for the full list!
Armor and Damage Changes (Enemy):
This section will go over before and after scenarios with our enemy Armor, Health, and Shield changes. Reading this section should give you a conceptual and on-paper understanding of what we're changing and why, but practical experiences will tell the full story here. You may need to refresh some aspects of your Builds to truly optimize your power against your enemies.
Before: Armor, Shields and Health on an Exponential Curve After: Armor Shields and Health on an S curve
Enemy Damage output should still be close to what is was in the previous Live version of the game before the update, but we have made a few changes that will affect how players take Damage in-game.
Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor.
Toxin Damage used to apply to Armor with a 25% bonus. Now it is neutral. For role distinction, Toxin bypasses Shields (but not Armor) where as Slash Status bypasses Armor but not Shields.
Player Shields, Health, and Armor used to be shared with all AI, so they had all the weaknesses and resistances that their AI counterparts did.
Now Players have their own unique Shield, Health, and Armor type classified as TENNO! These have all weaknesses and resistances neutralized (for now). Player Shields now reduce 25% of incoming damage. Player Shields now recharge with custom player-only logic. Shield recharge delays are based on depleted or partial depleted shields. Partially depleted shields (any amount) is a 1 second recharge delay. Full depletion is a 4 second recharge delay.
These changes to Player shields are in addition to the Shield Gating changes, which you can read about in our Shield Gating section!
Why: Armor Scaling and enemy Damage Reduction was the nucleus for this change. For years Tenno have had the tools to deal with these things, but the tools were uniform: Use Corrosive Projection, or else. While this is a simplification, it removed the feeling of choice. With these changes, we hope players experience a feeling of variety and choice when taking on enemies. By changing the scaling for Armor, we could consistently change the scaling for all!
We did not want to overlook the Infested in our review. Infested are close-range enemies that telegraph most attacks - and now if one of those attacks hits you, it simply does more damage. Stay agile, stay moving, and the mission is as good as won!
Why: Having Infested simply deal more Damage encourages you to use mobility in ways that is not the norm for their ranged counterparts. Rewarding mobility is a key part of Warframe.
Up until now in Warframe, the higher the enemy level, the better their accuracy. High-level enemies would be pinned at the best Accuracy they are capable of - not quite 100%, but getting pretty close! Things like your movement and Mods would reduce accuracy, but the potential for bad 'Aimbot' moments was too high. We have spread this progression across a greater range of AI now. We are decoupling enemy accuracy from level to reduce the overall 'Aimbot' like behaviours you face at higher levels.
Why: This change allows us more accurate balancing of foes at higher levels. This change alone would be noticed by simply sometimes 'getting hit less', but in conjunction with the numerous other changes we are making to enemies, it is part of a holistic Refresh to the underlying mechanics behind Warframe's enemies.
Shield Gating: Friend and Foe
Friend: First, let's answer 'What is Shield Gating?' when it applies to you as a player. In this implementation, Shield Gating is the mechanic of preventing an instance of lethal ('1-shot') damage if you have Shields active. Simply put, the goal is to reduce the number of '1-shots' you take when your shields are up, particularly for Shield-based frames. When any shields are active, an incoming hit that depletes your last bit of Shields will not continue into your Health pool, and also triggers a brief time where your Health is protected. Once that period is over you can take Health damage normally. Additionally, you will no longer take Slash Status Effect damage to your Health while Shields are up.
Foe: Enemies - Corpus in particular - also have received a bit of a Shield Gating, but with skillful gameplay you can overcome this. Any Headshots or shots to Weakspots completely bypass Corpus enemy Shield Gating. In addition, 5% of the damage dealt when hitting the shield gate will target enemy Health - this allows you to take your Forma fueled weapons back to low level enemies and hit them hard instead of hitting the shield gate. The goal here is to make Shields a mechanic you want to play against with Mods (Auras, Elemental) or to bypass with skill (Headshots). Slash Status Effects will now deal damage over time to Shields, Toxin damage remains as-is (bypassing Shields to directly affect enemy Health). Damage from Warframe Abilities will ignore the enemy Shield Gate (i.e if an instance of Damage from an ability is greater than the Shield value, it will go into health as well).
Why: Giving both Friend and Foe shield gating has two purposes: we want to reward skill a bit more in all Corpus missions, and give the 'squishier' frames a bit more viable edge and a chance to really explore Shield-focused builds. Toxin Damage and Status Effects are still your friend against Corpus or Shielded enemies!
After years of Arcanes as a system - with several additions to the offerings and replacement locations, we are doing several things:
Increasing the maximum Rank of Warframe and Operator Arcanes to 5, up from 3. Arcane Revives are a bonus that begins on Rank 3.
Adjusting the power of Arcanes at Rank 5 to generally behave as if you had 1.5 equipped, list as follows - Expand the spoilers to see the full list of power adjustments for Arcanes:
Magus Arcane Changes: Expand spoilers below to see full list of changes to Magus Arcanes:
Removing the ability to Equip two of the same Arcane simultaneously.
Added the ability to Distill assembled Arcanes back into multiple unranked ones.
Added an ‘Incomplete’ category to Arcane management screen when accessed via Foundry.
Arcanes that can trigger again while the Arcane is active are indicated in the Arcane Manager screen with a 'Duration Can Refresh' text.
Arcanes will require 21 Arcanes to reach the new Max Rank of 5. Scarlet Spear will feature a buy-what-you-want shop for Arcanes based on the currency earned in the event. It will launch sometime after this Mainline.
Why: The reasoning here is mainly toward the ability to equip two of the same Arcane. This reasoning is one of past inconsistency and time determining intent. There are a lot of builds that specialize the use of two Arcanes, but we want to encourage a variety instead of duplication. Arcanes are the only Upgrade system in the game that allows two of the exact same upgrade to be equipped - and we would rather players have variety than duplications. In the same way you can't equip Amalgam Serration and regular Serration, you can't equip multiple Rivens per weapon, or any duplication of Mods at all, Arcanes will follow. But we are making major changes to the Ranking (up from 3 to 5 with power changes). Instead of having 2 of the same Arcane with a double effect, you can now choose between 2 different Arcanes that behave (generally) at 1.5x efficacy than before.
Self Damage Changes:
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it's now 'Stagger'. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or 'Stagger' - to varying degrees if you aren't careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing 'Jump' at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
Stagger Video (slo mo on recovery).mp4
In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player's part. The Weapons include:
In the original Dev Workshop, we said: As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
AoE Weapon Radial Fall Off Changes:
Arsenal Stats now show Radial data and fall off when viewing a Weapon!
The following lists the specific AoE weapons Radial Damage Falloff from central impact (expand spoilers):
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that's conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game's most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
With the removal of Self Damage, Cautious Shot Mod has been changed to be Rifle compatible and reflect the new Stagger mechanic:
+90% chance to reduce the Stagger effect from self-imposed Radial Attacks.
Excavation Health/Shield Scaling Changes:
Excavation missions have had the same property since launch: all Excavators have 500 Shield, 2500 Health no matter the mission level. Now, both Health and Shields will scale following the same formula as Mobile Defense Terminals. Shield Regeneration of Excavators will be a percent of health vs. flat value to deal with scaling shields.
Why: This change will bring Excavation in line with existing mission types that have scaling properties after several years of having flat values. True to our initial goal of fixing inconsistencies, we are making these mission objectives scale in a consistent manner to other mission objectives.
Spellbind: Hold Titania's Spellbind to cast Status Immunity on yourself. Previously you had to cast it while looking at the ground to accomplish this!
Tribute: You can now select which Tribute to cast, by cycling through the different buffs like Ivara's arrows, or Vauban's Minelayer.
Lantern: Lanterns are now locked in place, allowing for more easily-controlled CC.
Razorwing has a new FX upgrade!
Razorwing flight model has been brought more in line with Skywing controls.
Broad Warframe Armor Change - not just Vauban!
To provide a minor bump in survivability if your CC or strategies fail you, a handful of “squishy” Warframes/Primes have received Base Armor increases!
Expand the spoilers below for the full list of Base Armor changes:
Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.
Reward Cleanup: Base Missions:
Base Missions have gotten a small cleanup for this Mainline.
This change will be told from the perspective of a single node for example purposes, but the logic applies gamewide to Base Missions - which is to say, the Node on the Star chart (excluding special missions like the Index, Open Worlds, Rathuum, Assassination).
Consider the node Memphis, Phobos.
Base Missions like Memphis are receiving a bit of 'fat trimming' in terms of the lowest-point rewards available within them. For example,'Memphis' on 'Phobos' will have its 500, 1,000, 1,500 Credit Caches removed, as well as the 15 and 50 Endo. This will only leave the 2,000 Credits Cache, and the 100 Endo drop for each category, with a drop chance of the sum of all prior denominations.
Why: This is more of a Review and clean up for some of the less-rewarding aspects of missions. Right now the base Solar Map nodes exist to progress from planet to planet, while providing either general rewards (Mods, Credits) or specific return rewards (Ivara, Nidus, etc). By getting rid of the lower value items on the general rewards, people playing for the first time should come across a bit of a bump in their resources and credits. We have more plans for this to write about at a later date.
This is a summary of the UI changes announced in a recent Dev Workshop "Why Do We UI Like We UI: Part II?".
'Item Labels' are now set to 'On' by default, but can still be turned off.
Avionics Screen no longer uses 'Hold to Confirm'. (As mentioned in RJ Changes)
Intrinsics Screen no longer uses 'Hold to Confirm'. (As mentioned in RJ Changes)
Razorwing has a new FX upgrade! (As mentioned in Titania Changes)
Hold to Confirm added to Revive to avoid accidental aborts, particularly during Arbitration missions.
Added a 'Forge All' button on the Payload screen in Dojos. (As mentioned in RJ Changes)
More stats on DPD (Detailed Purchase Dialog). This screen has been re-tooled to be less hover-dependent and provide stat information at a glance:
If the Warframe/Weapon has been Mastered. In the case where it has not been fully Mastered, it will show the current rank.
The number of “Blueprints Owned” (if applicable).
The “Purchase”, “Blueprint”, and “Gift” buttons have all shifted to accommodate all this new info display!
General scrollbar usability improvements.
Why: As outlined in the original Dev Workshop, we are looking to course correct some UI decisions based on feedback.
Profit Taker Change:
Due to the frequency of the Profit Taker Ability being too high and frustrating, we have made a minor QoL change to the Profit Taker encounter. The cooldown has been increased on a very specific, but noticeable, attack: The Blue shield projectile knockdown attack.
100x Restore Blueprints (Scaling Costs):
We have added a new series of Restore Research and Blueprints that yield 100 of given Restore. Visit the Clan Dojo Tenno Lab to research, and prepare your Railjack Resources accordingly!
Upon research, you will be able to build in batches of x100 with costs scaled from the x10 Blueprints!!
Why: The frequency at which players use these in missions vs. the 1 minute wait times for building 10x meant we could level up the batches here. Railjack Resources are being used for Research to give another use for what you are picking up!
Sharing Sentinel Mods: Shared Usage Allowed:
Sentinel Weapons and Warframe weapons cannot share Mods, which is to say: if you have 1 Maxed Serration Mod, your Sentinel's Weapon cannot use it if you have a Primary Weapon with it equipped. You either switch your Sentinel Weapon to a different class (Shotgun, Melee), or acquire and max a duplicate Mod.
We are removing this condition and now your Mods can be simultaneously equipped.
Why: Over time, the amount of systems to put your time into have increased. The appeal of grinding out a Duplicate Mod for Sentinels just isn't a proposition we want players to be faced with in the context of everything else the game has to offer!
Greater than 100% Status having meaning:
Years ago we added Orange and Red Critical Damage numbers when you land a Critical with greater than 100%. For years, Status being greater than 100% has done nothing except guarantee Status - which is good, just not an added incentive to go over 100%. We have changed that this update.
When you hit a Status Chance greater than 100%, a single damage instance will be able to create two Status Effects. This means if you have a Shot with 200% Status Chance modded with both Blast and Toxin Damage, that single shot will result in both Status Effects!
It is worth noting we haved fixed a UI inconsistency that is 'Display Only'. Previously, the Arsenal shows Status Chance affected by Multishot, which made reading the new >100% value confusing. For example, the Arsenal might say 120% but really the Status Chance is 80%. We don't have Multishot affect any Critical Stats (Chance or Multiplier), so we haved fixed this display inconsistency. Multishot now has its own Stat.
Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.
Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.
Stacking Status Effects:
But wait - THERE'S MORE! In addition to being able to achieve two Status Effects on a single shot with >100% Status, we are also adding new meaning if you get a duplicate Status Effect on an enemy overall.
This section will outline exactly what this means for each Status type, including information on how multiple Status Effects behaved with stacking prior to this Update. Expand the spoilers below for the full list stacking behaviors based on Status type:
Players - aka Tenno - can only have a Maximum of 1 Stack on them - you cannot receive Stacked Status Effects as a player from enemies, fear not!
Why: The inclusion of enhanced or different stacking of Duplicate Status Effects is one to refresh the appeal of Status.
In addition, we've removed 0.25x Multiplier for Elemental Status Effects, meaning all Elemental Status Effects are 4x more likely.
Why: Critical has long been king - and while we are leaving Critical as is, our goal is to bring Status into the Arsenals in a new light for all Primary, Secondary, and Melee weapons. Our long-term goal with this change is to build upon this series of changes to eventually allow Status to impact bigger threats like Liches and Eidolons.
Faction Aura Changes
We are rebalancing the faction Auras to not completely bypass our rebalancing effort. More importantly though, with the complete rescale these Auras (mostly Corrosive Projection) will not be as necessary as they were.
Corrosive Projection, Shield Disruption and Infested Impedance new Rank values are:
Rank 1: -6%
Rank 2: -9%
Rank 3: -12%
Rank 4: -15%
Rank 5: -18%
Why: We think being consistent is key. Passively removing 100% of an enemy's defenses is not an interesting choice, and we were completely inconsistent in this regard with Auras (i.e the efficacy of 4x Corrosive Projections vs 4x Shield Disruptions).
Status Chance Mod Buffs:
The Status Chance Mods we released many years ago have not been considered worthwhile - there are simply better options within the Status Mod builds (Dual Stats) or Critical builds are more appealing. We are buffing all Standalone Status Chance Mods to increase the appeal of building for Status on your Weapons:
Rifle Aptitude increased from 15% Status Chance to 90% Status Chance
Melee Prowess increased from 15% Status Chance to 90% Status Chance
Sure Shot increased from 15% Status Chance to 90% Status Chance
Shotgun Savvy increased from 30% Status Chance to 90% Status Chance
Why? This is a long overdue change that will thrive when paired with the above change of giving >100% Status meaning. The goal is to give your Arsenals a shake up in terms of what Status may mean for some of your Collection! This is a power output increase across the board for Status. We will review the other Status Mods at a later date, but have no firm plans for them now.
Sometimes the devious enemies of Warframe decide they'd rather stay safely behind cover and throw explosive surprises at the Tenno instead of rushing in. They do this when you are stationary for long periods of time. Some time ago we added an audio warning so that thrown grenades would chirp or tick, but experience has shown that they are still easy to miss during the chaos of fighting. A visible HUD marker and a warning glow have been added to grenades that are thrown at you to give you a better chance to react. PLUS, you can now shoot the grenade before it explodes, allowing for increased tactical revenge!
Why: More awareness on where Grenades are has been a longstanding community request to help the flow of battle. We are adding it to allow for more player tactical choice.
Fun extra fact: Saryn's Molt will shed an attached grenade!]
FOV Maximum Change
Fresh from the oven comes a hot bonus change: we've increased the max FOV value from 78 to 90!
Why: Out of the players that do change their FOV setting, ~84% change it to the max. You may be wondering “why not max it even further??”. It comes down to the potential of the diegetic UI, FX, etc breaking when going plus ultra FOV. We hope you enjoy this bump for now!
Mag Magnetize Change:
You'll notice a new Arsenal stat for Mag's Magnetize ability called 'Magnetic Pull'. This value now represents Mag's force of gravity that pulls targets towards a central enemy. 'Magnetic Pull' is scaled with Magnetize's Rank and can be Modded with Ability Strength Mods.
Magnetic Pull' stat has been added to address enemies that are only affected by the pull for brief moments or those that ignore it completely, as opposed to getting pulled towards the central target.
Gear Wheel Changes and Fixes:
Added “drag and drop” functionality to the Gear Wheel! Simpy select the item with 'X' and drag it to the desired slot with the left stick. To accommodate for this change, we have removed the R1 button in the Arsenal that would swap to the Emote Wheel to now remove items from selected Gear Slots.
When removing items from a Slot, the first 13 slots will not reposition due to the first 12 allowing custom bindings. Anything above slot 13 will reposition if items are removed. For example, if you have something in slot 13 and 14 and remove the item in 13, the item will now be in slot 13.
Deactivating Gear items by selecting the item in the Gear Menu a second time will now re-equip the weapon you previously had equipped, rather than always equipping your Primary.
Gear Wheel Changes - console.mp4
Fixed mounting a K-Drive with a Scanner equipped not restoring it after dismounting.
Fixed any equippable Gear item not restoring properly after performing a Hack or Finisher on an enemy.
Expand the spoilers below for the full list:
General Additions: Expand the spoilers below for the full list:
General Changes: Expand the spoilers below for the full list of changes!
Fixes: Roughly 7 pages of fixes are coming with Warframe Revised -The full list will be posted once the update is live!