[DE]Connor

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  1. [DE]Connor

    Focus Conversion not working as intended [Investigating]

    Hail Tenno - sorry to all those affected by this issue! We've been trying to track down a fix for a few days now, and while we are getting closer, it will not be fixed for this weekend. If you lost Focus due to this issue, please make a support ticket, and they should be able to reimburse you: https://digitalextremes.zendesk.com/hc/en-us We suspect the issue is caused by players redeeming large amounts of Focus through shards, then spending it on Focus upgrades without leaving the upgrade menu. To avoid this issue for the time being, I suggest fully exiting the upgrade menu after claiming shards, before spending any of your points. Thank you for your patience and understanding!
  2. [DE]Connor

    Frame Fighter poster missing [Investigating]

    No need. The fixes will unfortunately not award you the poster retroactively - it only fixes potential issues for players who have yet to acquire all scans. Since we're not releasing another frame in the immediate future, support is the best avenue for a quick fix
  3. [DE]Connor

    Frame Fighter poster missing [Investigating]

    Hello again - sorry to those of you who are still having issues. We've identified more edge cases that could cause players to have missed their poster, which will be fixed in the upcoming hotfix. However, if you've already acquired all fragments with no poster to show for it, your best bet is to open a support ticket and wait for our team to make things right: https://digitalextremes.zendesk.com/hc/en-us Sorry for the inconvenience!
  4. Hail Tenno! On our last devstream, we gave players a sneak peek at the fiery Nezha Deluxe skin, which will be available in the coming weeks. As the office’s #1 Nezha enthusiast (sorry Megan), I’m very excited to announce that the deluxe skin release will be accompanied by some power kit changes! [DE]Pablo has been working hard on tweaks, with two primary goals in mind: Making Nezha feel smoother and more fluid in gameplay Increasing Nezha’s power overall by giving him added team support value and internal synergies With that said, let’s break down the changes in order! _______________________________________________________________________________________________ Increased max rank health from 225 to 375 Decreased max rank shields from 225 to 150 FIRE WALKER Changed from a channeling ability to duration-based. Why? As a channeled ability, keeping Firewalker active would block all energy regeneration. Making the ability a single cast with a long moddable duration solves that problem, encouraging more frequent use. Cast animation changed to a small hop that doesn’t restrict movement. BLAZING CHAKRAM Cast animation has been sped up, and no longer restricts movement. Enemies hit by the disc are “marked” for a moddable duration, greatly increasing the damage they take from all sources. Marked enemies have a chance to drop energy orbs. Why? Adds great team value to Nezha’s kit - increasing damage taken helps all allies, and energy orb drops enable frequent recasting. Killing enemies while they are marked will now produce healing orbs, instead of the current healing pulse. Why? The current radial heal is invisible and very small, usually only benefitting players in melee range - most players don’t even know it’s there! Health orbs make the result more visible, while introducing other mod synergies. Increased the number of targets the disc will try to hit before recalling, and improved some cases of faulty lock-on targeting. Added a charged throw, causing the Chakram to fly straight forwards and backwards, dealing extra damage to enemies in its path. Why? For a consistent flight path unaffected by lock-on targeting, use the new charged throw. Great for hallways! Teleporting will no longer cancel Fire Walker. WARDING HALO HUD now shows a custom counter, indicating how much damage absorption is left, instead of a simple numeric percentage Warding Halo now only blocks 90% of damage taken. Will still block status effects and other procs. Why? When considering Nezha’s revamped kit, he is excellent at mitigating enemy damage - Firewalker and Divine Spears offer great area/crowd control, Blazing Chakram offers healing and self-sustain, and his outstanding movement can make the player a hard target to hit. In this context, Warding Halo’s 100% damage resistance was completely overshadowing his other options - why heal or CC when I never take any damage? With 90% damage resistance, Nezha is still very capable of tanking, but encouraged to rely on his other tools to avoid getting overwhelmed. Taking minimal health damage allows for synergy with Blazing Chakram’s health orbs, not to mention new modding avenues like Equilibrium, Health Conversion and various Arcanes. The change also allows us to improve survivability in other ways, such as the increased health pool, and major Warding Halo quality-of-life buffs listed below. Damage absorption invulnerability phase now begins as soon as you cast the ability. Cast animation also sped up. Increased incoming damage multiplier during invulnerability. Damage absorption multiplier also now scales with power strength. When the health of the Warding Halo runs out, it will do an AoE heat status effect and give you a short period of invulnerability. Why? This gives the player precious time to react, helping survivability while controlling the enemies immediately around you. Your next Warding Halo can be recast during this window to ensure you’re always protected! (Brief aside: as a Nezha main, I was originally skeptical of the 90% damage resistance change, and I suspect many readers will be skeptical too. However, playing the rework myself quickly changed my mind. The various buffs really outweigh the negatives, making Nezha much more capable in a supporting crowd-controller role. If you doubt just how potent 90% damage resistance can be, try out Gara’s Splinter Storm at 130% or more power strength!) DIVINE SPEARS Sped up the casting/slamming animations, while removing the mandatory slam at the end of the Spears’ duration. (slam can still be triggered manually) Hitting a speared enemy with Blazing Chakram produces a second Chakram, which fires at a nearby enemy. On top of all that, Nezha’s sounds have been remastered, adding new auditory cues for important moments, like Blazing Chakrams returning to the player, or Warding Halos running out of health! Keep in mind that everything listed above is subject to change prior to release - with that said, we are interested in hearing your thoughts on what we have so far. We are aiming to have this rework released next week, along with the Deluxe skin bundle. Thanks for reading, and we hope you look forward to Nezha Deluxe!
  5. [DE]Connor

    Frame Fighter poster missing [Investigating]

    Hey Tenno, I have good news! With this week's update, we will be adding Frame Fighter character data for our newest warframe Revenant - if you did not acquire your poster upon completing the roster before, scanning this latest fragment on Earth after this update releases should do the trick. Thanks for your reports and patience in this matter
  6. Hail Tenno! Simaris is not done calibrating. For those keeping score, Sanctuary Onslaught has been live on public for almost a week. Thanks to everyone for your patience while we work through several unexpected kinks! The biggest issue we had to overcome was a nasty case of “bad scaling-itis” - perhaps a cruel trick from Simaris. Read more details about that situation here: (we'll talk about this more later). Simaris’ recalibrations of the mode have come fast and frequent, so we wanted to share some of our (his) plans for Onslaught going forward. And remember, everything here is subject to further change, as we do plan on adjusting this mode frequently for the foreseeable future! -More Efficiency tweaks! We are undoing the passive Efficiency drain increase that was added yesterday. Instead of 10x drain, the max drain will be 6x in both modes, just like it was at release. Furthermore, the Efficiency drain at the start of regular Onslaught has been reduced, allowing players to reach wave 8 more easily. -Enemy level increases at high levels! In Elite Onslaught, enemies will now scale up to level 280 by Zone 25, instead of being capped at 180. We still see Onslaught as a more bite-sized gameplay experience, but combined with the efficiency changes above, how far your team can last should be dictated slightly more by your ability to kill instead of hard numeric limits. -Spawn flow fixes! We’re aware that every tile is not created equal, and will be watching for community complaints regarding a lack of enemies. The issue needs to be fixed manually by our level designers for each tile, so thanks for bearing with us as we continue tackling this issue over time. (friendly reminder: screenshots taken using F6 will contain “metadata” that helps our programmers identify the tile in question - please use for all forum bug reports!) -Ongoing improvements! Once Onslaught’s core functionality has been nailed down, we have several ideas on how to spice things up. The random environmental hazards we added yesterday are a good example of this. Warframe is no stranger to “live changes”, so hopefully this comes as no surprise to long-time players! Plus, an added bonus: since Focus gain is an important aspect to this mode, we’re increasing the daily Focus cap! In addition to the base limit of 250,000, players will have an additional 5,000 cap room for each Mastery Rank they’ve achieved. This means an MR20 player will now have a total cap of 350,000. One final comment about enemy scaling - this game mode won't be the place where we tackle that. Apologies if anyone felt this was a secret experiment for enemy scaling. We would have told you in advance if that was the case. Whether or not you loved the easier enemies, it is simply not part of this and we have a lot of issues to solve before we can even begin that path. We apologize for any undue stress the process of making changes causes - the host migration bugs are frustrating, and the changes sometimes not quick enough or too confusing, but we are still working on things! Thanks everyone!
  7. (NOTE: This post is a follow-up on a prior Dev Workshop. If you missed out last time, be sure to read up on all the changes here: https://forums.warframe.com/topic/915093-dev-workshop-warframes-revisited/ ) Hail Tenno! Thanks to everybody who read our previous thread, tuned in for the stream, and left their comments on our proposed Warframe ability changes. After having the weekend to observe player responses and read feedback, we’ve been trying out a few further changes, and wanted to update you guys on our progress! First of all, the Warframe changes are also coming with a HUGE rebalancing of guns (as can be seen here: https://forums.warframe.com/topic/916505-dev-workshop-weapons-mastery-ranks-and-stats/ ). We expect an exciting release week as players try out the changes, rework their builds, and rediscover old favorites. To help this along, we’ve got some special rewards lined up: Login within 7 days of the update for an inbox message containing 3 x Forma and a 3 Day Affinity booster! Console player will receive the same inbox message, by logging in when they get the build with aforementioned changes. AFTER Friday's Devstream, ALL platforms will get BONUS Gift from the Lotus alerts this weekend with Orokin Reactors! So without further ado, let's get to it! How have we iterated since last Dev Workshop? Find out in alphabetical order (again)!: ASH: Reduced energy cost of Bladestorm ticks. ATLAS: Petrify is now a single cast instead of a channel ability, instantly Petrifying enemies in front of you regardless of level! Rubble now has a singular decay, instead of each piece of rubble having its own set duration. Picking up more rubble delays the decay for a brief time. We may rebalance Ore Gaze for this rework, as players now have significantly more ways to Petrify enemies! BANSHEE: Although still a singular cast allowing free movement, Resonating Quake will only hit enemies once as it expands outward, dealing a mass of damage at once. CHROMA: Can cast other abilities while using Spectral Scream. Spectral Scream damage now affected by Vex Armor damage buff. Vex Armor aura range increased (currently 18 meters base range). Vex Armor can now be recast to preserve accumulated buffs. EMBER: Fireball can now be held and charged for additional damage. Upon impact, Fireball will leave behind a Napalm-like flame that damages enemies. Fire Blast will now add heat damage to weapons that fire through it. GARA: Health gained by Mass Vitrify shown in a UI display. MAG: Increased base energy pool (125 for Mag, 175 for Mag Prime). Crush animations slightly sped up Augment for Polarize reworked - now reads: "Weapons hit by Polarize are jammed for 4 seconds. Robotic enemies hit by Polarize are disabled for 4 seconds." VOLT: No changes at this time. ZEPHYR: Tail Wind now costs half as much energy when cast in the air. Tail Wind does more damage. Changed Dive Bomb augment into a Tail Wind augment - now reads: “Each enemy hit increases Tail Wind damage by 25%. Damage resets upon landing.” Dive Bomb can now fire on slight angles, as long as you’re looking mostly down. (Clarification: holding aim (default RMB) has a greater effect on steering Tornadoes.) As a bonus, two more general changes you'll be happy to hear: Focus Passives now apply immediately upon loading into a mission, rather than requiring the brief Operator transition. When interacting with nullifiers, power-created avatars (Atlas’ Rumblers, Nekros’ Shadows, etc) will have their health drained, instead of instantly disappearing. Expect these changes to land on PC soon! Thanks everyone!
  8. Hail Tenno! With big plans for 2018, it seemed like an appropriate time to revisit a core element of Warframe - the Warframes themselves! We spent most of January reading your feedback and analyzing gameplay stats, and as February kicks off we have some plans to share! Each Warframe’s stats and ability kits combine into a unique entity that offers different strengths and weaknesses. With 34 Warframes to choose from (and the 35th on the way), a Tenno may find there is no challenge they cannot overcome by making good use of the swiss army knife that their Arsenal offers. Some well-rounded frames do multiple things well, while others greatly excel in specific circumstances. When reviewing the Arsenal over time, our developers often find themselves asking: 'is this fun?’. That's the most important question to us, from the perspective of both the active player and their three squadmates. We understand the importance of power fantasy, but overbearing abilities can make squadmates feel ineffective by seriously disrupting intended gameplay flow. Conversely, when a Warframe doesn’t do enough, players may simply choose a “better” frame, sacrificing personalization and diversity for efficiency. Neither of these situations are ideal, so let’s shake things up! Everything you're about to read is subject to change. In response to statistics and player feedback, we are planning the following adjustments to Warframe abilities and Augments (appearing in alphabetical order!): ASH Bladestorm - Upon activating Bladestorm, Ash’s clones will do the stabbing, leaving the player free to act. Ash can choose to join in the execution by using Teleport on a marked enemy. As one of three “stealth” frames that offer invisibility, Ash serves as a more offensive alternative to Ivara and Loki. In practice, his Bladestorm ultimate falls short of those expectations - although the ability is sufficiently lethal, players would be locked into cutscenes as Ash and his clones finished the job on marked targets. With the above changes, the Ash player can continue moving and shooting after activating Bladestorm, while his clones do the dirty work! Plus, as an added feature, if a player wants to take advantage of the invincibility offered by the cutscenes (or just thinks they look cool), they can use Teleport on a marked target after activating Bladestorm to join in on the stabbing fun. ATLAS Rubble (new mechanic) - Comes from killing petrified enemies. Atlas collects rubble to restore his health, or temporarily increase armor if already at max health. Landslide - Does bonus damage on petrified enemies. Killing petrified enemies with Landslide generates bonus rubble. We have also increased the contact radius at max rank from 1.5m to 2m. Petrify - Can use Petrify on Tectonics’ bulwarks to increase rolling velocity and damage. Can also be cast on Rumblers to heal them. Able to cast any ability while Petrify is active - use Landslide to move between enemies or erect rumblers and bulwarks, without Petrify ever turning off! Petrifying speed is also more effective at longer ranges now. Rumblers - While casting, creates an AoE around Atlas that will petrify any enemy that comes close. Rumblers create rubble when they expire, based on how much health they had. Released in late 2015, Atlas fills the role of a beefy brawler Warframe. While his first ability Landslide really packs a punch, the rest of his kit falls short in comparison to other frames. We saw this reflected in Atlas’ usage stats, where he was the generally the least-used frame that didn’t have a Prime variant. Similar to other recent reworks, we aim to give Atlas more synergy between the abilities at his disposal. Petrify is now a versatile ability that does not limit the casting of other abilities, and can be used to buff bulwarks and heal Rumblers. Introducing the Rubble mechanic improves Atlas’ survivability, while rewarding players for taking advantage of the frame’s synergies. The instant AoE Petrify upon casting his Rumblers ultimate also helps protect players during the cast animation. BANSHEE Resonating Quake (augment) - Upon cast, places a Quake that does not require channeling to maintain, meaning Banshee can move freely. Has a short duration, and does not move with the player. Has double the range of a regular Soundquake, but does more damage near the center. Banshee’s abilities fill both offense and support roles, offering damage boosting, crowd control, and area of effect capabilities. But for many, her gameplay has become centralized around an augment for her ultimate, Resonating Quake. Since sound waves can hit through walls, the humongous area of effect can prevent enemies from getting anywhere near the objective, while the casting player is left with nothing to do but wait. From our own public play experiences, Resonating Quake is what we as creators of Warframe find to be the most unfun ability- “I want to enjoy this horde shooter, but where are the hordes?” Instead of creating a less effective version of the same augment, Resonating Quake will now offer an alternative playstyle, providing a stationary Quake that does not restrict player movement. The augment will still lock down a very wide area, but with a short duration and less damage on the outskirts of the Quake, it should be less effective at killing enemies your squadmates cannot yet see. Effective usage will now require frequent casting and strategic placement, encouraging a more active playstyle. CHROMA Spectral Scream - Removed walk speed and jump restrictions You can now freely move while this is active! Damage output is now also affected by the Vex Armor's Fury bonus! Vex Armor - Fixed a longstanding issue with number calculation being multiplicative. Boosts now apply before upgrades instead of after, making the ability consistent with all other damage boosting abilities. Overshields are now considered for Vex Armor. Chroma's Vex Armor remains one of the top performing damage-multipliers in the game - and it's now an aura! Instead of just being focused on Chroma, it can now benefit allies in range. The only change that comes with a full history lesson! Fixed an issue where Chroma would deal no damage with Vex Armor active. While this may sound like a simple fix, if you're a Chroma user please read on! Solving Vex Armor actually takes as back to Chroma's beginning. On original power creation, we used some less-than-ideal calculation methods to create Scorn and Fury's effects. If you are an avid Chroma user, you probably know the power maximizing this ability brings. At some point in Chroma's future we will need to revisit and use ideal methods for his Abilities; we will inform you well in advance when Chroma is under review.” Chroma is a complex frame that players usually acquire further on in their Tenno journey. As referenced above, much of that complexity stems from some questionable back-end calculations, which caused Vex Armor to calculate damage boosts AFTER upgrades instead of before. Although the UI may indicate that damage/armor is buffed by a few hundred percent, the actual buff amounts would be much higher. Furthermore, compound elements would effectively be multiplied twice for Fury’s damage boosting, leading to some ludicrous results. Back in April 2017, extreme damage boosting was not really a problem, so we left the ability as is. However, the Plains of Eidolon update marked a shift in community mindset by introducing Teralysts - featuring multiple large health pools on each weakpoint, damage boosting abilities became an important part of efficient hunting teams. While other damage boosting options require more team coordination, a single self-damaging Chroma could bypass the weakpoint damaging portion of the fight in an instant. At its simplest, we do not want our Eidolons one-shotted. Chroma’s usage was already somewhat narrow, so we want him to remain a competitive option for Teralyst damage boosting, while also improving other parts of his kit. Although the magnitude of his boost will be lowered, it will still be one of the strongest boosting abilities in the game, and both damage/armor increases will now apply to all teammates in a nearby radius. Furthermore, Spectral Scream without movement restrictions allows players to be the aimgliding, fire-breathing dragon they’ve always dreamed of! We will continue to observe how these changes affect Chroma (and the Teralyst hunting squads) in the coming weeks, and consider further tweaks if needed. EMBER World On Fire - 5 seconds after casting, a percentage will begin counting up on the ability icon. As this percentage scales from 0% to 100% over 10 seconds, the ability’s energy cost and damage dealt both grow to double, while the ability radius shrinks to half. Ember is the original damage caster frame, offering low survivability in exchange for high offense. Her ultimate, World on Fire, is unmatched in terms of widespread lethality - while many Warframes specialize in certain mission types, Ember’s specialty is “anything under level 30”. By simply bullet jumping through levels with World on Fire active, enemies become a non-factor, making Ember a ubiquitous pick across most of the Star Chart. Like a mobile Resonating Quake, this monopoly on kills can leave squadmates struggling to keep up, in an attempt to see the enemy before they melt. These changes increase lethality at higher levels, while addressing the ability’s huge range. World on Fire will continue working similarly to how it does now, but with changing effects over time. The gradually increasing energy cost should encourage most players to toggle the ability when needed, instead of the current “set and forget” approach. Players who can afford to run the ability at max charge may need to get more up close and personal, but the increased damage should help Ember out against higher level enemies. World on Fire is still very capable of clearing rooms and sweeping hallways, but should now be applied more deliberately! GARA Mass Vitrify - Wall health scales based on health and shields of the enemies it glasses over. Our latest Warframe Gara is a versatile frame on the cutting glass edge, with a tool for most situations. After recent changes to her Mass Vitrify, the ability is serviceable against most of the star chart, but doesn’t hold up well to higher level content. While this is tough to showcase in a gif, in practice the wall has gotten stronger because it has covered many enemies in this cast! To help the ability scale better, the health of Mass Vitrify’s wall will increase based on the health and shields of the enemies who are “glassed” by the ability’s cast. This added incentive for letting enemies get close to the objective should add an interesting risk/reward element to Gara’s gameplay. MAG Polarize - Shards created by Polarize now scale based on power strength, as well as the percentage of damage done to that specific enemy. Crush - Each stage of crush emits a shield heal from Mag. Restores shields to nearby allies per damage instance, based on the number of enemies affected. Mag has seen many changes over Warframe’s history - her major rework in 2016 reinforced her role as a fragile crowd control caster, widening her usability across all factions. Although she performs well in the right hands, some of the synergies introduced in that rework did not have quite the impact we wanted. Plus as a starter frame, we want new players to feel like choosing Mag is a more viable option. Increasing the damage of shards created by Polarize should give Mag more kill power. Additional shield restore on Crush also offers a way to passively support your team while clearing crowded rooms! VOLT Discharge - Removed the damage cap. Increased base damage output from 750 to 1200. Damage and stun duration are halved for enemies further away from Volt (affected by Mods). Removing Discharge’s damage cap has been a common request since Volt’s rework in early 2016. We tried testing this version of the ability internally, and decided it was too much - stunning all enemies for 20+ seconds, through walls and inside spawn closets, had a seriously disruptive effect on gameplay. However, we understand why this is a common request, and have done our best to make it work. Lightning strikes most fierce at the center. To accompany the damage cap removal, Discharge is now less effective at medium to long range, doing less damage and stunning for less time. The damage reduction is mostly offset by an increased base damage on the ability, but the reduced stun at long range should keep mission flow in check. ZEPHYR Some of Zephyr's abilities are cheaper to cast while airborne - details in progress. Tail Wind - Combined into a single ability with Dive Bomb. Can be charge cast on the ground, launching Zephyr into the air where she then hovers. In the air, Tail Wind still flies in whatever direction you’re looking, and Dive Bomb activates if cast while looking straight down. Air Burst - New ability replacing Dive Bomb. A projectile that causes an AoE burst on contact, ragdolling enemies. Can be fired into Tornadoes to make them bigger. Tornado - Now spawn where player is aiming and can be steered. The closest tornado will move to your aimpoint, meaning you can move them around. Tornado damage type now determined by largest amount of elemental damage absorbed, instead of last type absorbed. Tornadoes do a better job of keeping enemies captured, and shooting Tornadoes will do damage to enemies trapped inside. Zephyr, the warrior of the skies, has seen little change since being introduced in early 2014. Four years later, her ability kit is showing its age - Parkour 2.0 improved mobility across all Warframes, making her reduced gravity and Tail Wind less useful by comparison. Turbulence is consistently useful, but all other abilities leave something to be desired. To give Zephyr new wind beneath her wings, her Tail Wind and Dive Bomb will now be the same ability, cast depending on which direction the player is looking. This makes room for her new ability Air Burst, which gives Zephyr new ways to rain death from the skies. We do not have a gif ready for this yet. Combined with Tornado tweaks intended to make the ability more consistent and useful, Zephyr’s more well-rounded kit should help reassert her air superiority. We believe these changes make our wide Warframe roster more diverse and fun to play. We will be listening to your responses, so please keep feedback respectful and constructive. While not final, these changes will likely go out in a state very close to what is listed above. Once players have had a chance to try the changes themselves, we will consider further actions. Thanks Tenno! TL;DR, if you don't want to read all this, we're doing an impromptu livestream at twitch.tv/warframe to walk you through it live! Stream over now, thanks to everybody who tuned in! The VOD can be found here, once it's done processing: https://www.youtube.com/watch?v=kDzUK17NkVk EDIT: I've answered some FAQs in a spoiler tag below - will continue to update as more questions arise!
  9. Hail Tenno! I’m here to talk nitty-gritty on a large systemic change that was discussed on Devstream 101: our upcoming changes to physical damage types and status procs. Setting the Stage: Since Damage 2.0, physical damage has three types (Impact, Puncture and Slash, often referred to as IPS) brought to the forefront of Arsenals for modding and weapon diversity. There are also ten elemental damage types, consisting of four base elements (cold, electricity, heat and toxin) and the six combinations formed by modding two elements together. Each of these damage types is stronger or weaker against specific enemy types. However, each of these damage types also have “status effects” that can be applied based on a “procedural random chance” percentage, often known as procs. Impact procs cause enemies to stagger, Puncture procs reduce the enemy’s damage output by a flat 30%, and Slash procs inflict “bleed” damage over time. Slash has long been considered the most powerful of these effects, primarily because Slash procs stack on top of one another and scale with weapon damage, while both Puncture and Impact procs could only have their flat effects refreshed. Leveling the Field: Those of you who watched our most recent Devstream will remember Khora, our next Warframe. Her powers allow players to switch between Impact, Puncture and Slash type modes, influencing the damage skew of her abilities. We saw this exciting new idea as an opportunity to revisit the various status proc types, and shake things up a bit! In an update coming soon, we will be making changes to IPS status effects and proc damage calculation. Our primary goal was improving Impact and Puncture; both of these procs will now scale in effectiveness, based on the damage dealt. An Impact proc with a small damage output (like a single Akstilletto bullet) will still only cause a short stagger, while an Impact proc with high damage output (like a Vulkar shot) can scale all the way up to a ragdoll, temporarily immobilizing them. In a similar manner, Puncture procs will now scale in effectiveness from 10% to 75% damage reduction, based on the damage dealt at the time of proc. Slash will continue working as it does now, stacking multiple status effects on top of one another. Covering our Bases: Here’s where the math starts to get complicated - for all you stat-savvy Saryns and min-maxing Mesas out there, read on! Our more observant theorycrafters may see a flaw in the examples given above - these new damage-scaling procs would favour weapons that can output large damage amounts all at once, like snipers. In order to help rapid fire weapons compete in this regard, we are also making a systemic change to repeating procs: additional status effects will not “reproc”, but will instead additively increase the effectiveness of the existing proc. The upgraded proc is calculated using the damage total from the original proc and the new proc added together. For Puncture, this also refreshes the duration of the proc. We are also making a change in how a proc’s associated damage output is calculated - before, a Slash proc would scale based on the weapon’s total base damage output. Now, all procs will be calculated using ONLY the damage type of the proc that is being inflicted. Players may feel encouraged to focus their weapon builds around certain damage types in order to consistently inflict powerful procs, or go for raw damage across several damage types to inflict multiple procs at once! To help visualize how these changes will look, let's deep dive into the physical damage types to see how they play out in-game: Impact now serves as a great means of crowd control. Got a Corpus Tech threatening your excavator? Immobilize priority targets by unloading your Akstillettos, giving you more time to address the threat. Overwhelmed by an army of MOAs? Level entire rooms with something like a Strun! Puncture can be used to minimize enemy lethality for frames with less survivability. Using high status puncture melees like Boltace or Endura, go blow-for-blow with Butchers and Powerfists without breaking a sweat. And if your Lex Prime can’t oneshot the Heavy Gunner rumbling towards your defense point, the enemy’s damage will be diminished long enough to safely deal the finishing blow. Slash works the same as it ever did, stacking bleed damage over time to make short work of enemies. Your 100% status Tigris Prime will still eviscerate single targets with multiple procs, while something like a Galatine will still inflict more serious singular procs in a wider area - ‘tis but a scratch. Final Intentions: It's important that everyone understands our goals and what led us to the above changes. When designing Khora, an Impact/Puncture/Slash based frame, we knew it was time to bring up Impact and Puncture to Slash competitive levels of desirability thanks to long-term feedback. Having a frame specialize in the physical damage types is a pretty appropriate way to debut changes! Please approach all feedback with the understanding that from our end, our goal is a more interesting systemic change. Any edge case things that feel like massive nerfs should be civilly listed so we can address. ...And what about Elementals!? With little time remaining in the year to properly iterate, we decided to split this into two parts. Part 1 is Physical and it is coming soon on PC. Part 2 is Elemental and coming in 2018. We didn't want to release something wholesale over the Holidays that we wouldn't be around to properly monitor. You will be seeing a new Dev Workshop in 2018 on Part 2 - Happy Holidays!
  10. Morning guys! I tried my best to clear up some misunderstandings I saw in the first half of the responses, will get through the rest today :)
  11. Good question Urlan! The Brilliant Eidolon Shards that were used to unbind waybound nodes will be refunded as items, and Shards converted to Focus will be refunded as points.
  12. Hail Tenno! My name’s [DE]Connor, and I’m here to help cover the upcoming changes to our Focus system. First order of business: If you have yet to complete The Second Dream, turn back now! ... ...... Are they gone yet? Ok cool, let’s do this. With the release of Plains of Eidolon, players saw an overhaul of operator gameplay known as Focus 2.0. Through our transition to “combat operators”, we entered a new realm of player progression - amps, unbounds and Eidolons, oh my! Now, having been out in the wild for over a month, we’ve watched you guys dive head first into the exciting new possibilities offered in the various Focus trees, and listened to your thoughts and suggestions for what could be improved. Hopefully you’re having as much fun with it as we are - but we’re not done yet. In an update coming soon, we will be launching Focus 2.5. This will include another refund of Focus points for players to redistribute as they please. Lenses will not be refunded this time around. The biggest systemic change with Focus will address pool capacity costs. Focus points are still collected into five separate trees, but all will now have a shared pool capacity - this means you can upgrade your pool size using the points from any school you wish, which increases the maximum capacity for every school all at once! This effectively slashes overall pool costs to 20% of what they used to be, encouraging players to spend more time upgrading their Focus nodes, making tangible progress through the various trees. This will also enable players to spend points from less prioritized schools in a manner that benefits your school(s) of choice, outside of focusing on waybounds. A new option to increase pool capacity from your active tree. Upgrading the capacity inside the tree itself will work similarly. However, we didn’t stop there - to hasten Focus progression even further, we reduced the costs of unlocking nodes across all trees. The table below compares what a 5 rank passive node (like Zenurik’s Energy Pulse) costs before and after these changes: On average, node costs have been reduced by almost 30%. When combined with the millions of Focus saved on pool capacity, the cost of Focus as a whole will be roughly half of what it is currently. Focus 2.5 also serves as an opportunity to slightly tweak the powers themselves, with the goal of improving usability while bringing the overall power levels of the five schools closer together. That said, here are the changes we currently have implemented: Zenurik: -Void Singularity (doubled pull speed) -Lightning Dash (costs 10 energy per cast) Vazarin: -Guardian Blast (grants 160 shields at max, up from 100) -Protective Dash (grants 5s of immunity at max, up from 2s) Unairu: -Void Spines (reflects 100% damage at max, up from 25%) -Stone Skin (adds flat armor, 60 for both warframe and operator at max) Madurai: -Void Strike (continues accumulating damage boosts over multiple uses of void mode, each rank adds additional attacks up to a max of 8) -Blazing Dash (now stuns enemies instead of ragdolling) Finally, I’d like to give updates on the development status of other anticipated Focus changes. Discussions about Convergence are still ongoing; for the time being, we have an interest in maintaining the mechanic for the change of pacing it can offer, and we will think on it even more once higher priority issues are resolved. On the topic of Focus acquisition, some of you may also remember the daily cap removal mentioned in a recent devstream - we are still working out how best to implement this change, so it will not be included in this update. We appreciate your patience in this matter. We will continue to monitor player experiences after these improvements and tweaks - thanks for sticking with us as Warframe continues to evolve! EDIT: Going to try clarifying some of the more common questions and misunderstandings: -Brilliant Eidolon Shards will be part of the refund. Shards invested in waybounds will be returned as items, while shards that have been turned into Focus points will be refunded as points. -When I said "no lens refund", I was referring to what we did with Focus 2.0, where lenses were pulled out of your weapons to redistribute as you please. With Focus 2.5, players will still keep their lenses, they will just remain installed on your weapons. -Waybound nodes are not subject to the cost reduction. -New unified pool capacity will not be an increase in any way. If you spend enough points to get your pool size up to 20 points, you will be able to use 20 points worth of abilities in Zenurik, 20 in Naramon, etc etc.
  13. Plains of Eidolon: Hotfix 22.0.9 General Plains of Eidolon Changes All Zaw Grip and Strike blueprints are now available at Rank 1 from Hok, and all cost 1000 standing. Increased the damage of all Amp Prisms and Scaffolds. Reduced all instances of Amp self-damage. Archwing disabler projectile no longer hit dodge-maneuvering players on explosion. Archwing disabler projectiles that target a flare have reduced explosion radius. Fixes Fixed an issue where players could trade in Brilliant Eidolon Shards for Endo. Maroo has returned from vacation and is sorry she got some tin-suits in trouble. Fixed an issue with audio stuttering out on the Plains. Fixed melee stances not staying equipped on ungilded Zaws. Fixed the Ceno Cuirass not having similar build requirements to the Vahd Cuirass. Fixed Eidolon Lens rewards from incursions not displaying properly. Fixed Pull applying damage deformers and ragdoll to some enemies it shouldn't be. Fixed Nova’s Worm Hole being able to escape the outer boundaries of Cetus. Fixed an issue where Fusilai would sometimes reload very slowly. Fixed Archwing disabler projectiles not actually tracking countermeasure flares. Fixed Archwing disabler projectiles not being affected by bullet attractor pulls (Mag, Amesha, etc) Fixed Zenurik Energizing Dash not always showing the proper value in the HUD buff when in two bubbles at once. Fixed clients using Transference sometimes getting extra HUD buff icons. Fixed a UI issue that occurred upon spending Focus while also redeeming Brilliant Eidolon Shards for Focus. Fixed Magus and Virtuos appearing as Mods when crafted in the foundry. Fixed amps built using Shwaak Prism and Shraksun Scaffold not passing through Volt’s Electric Shield. Fixed Eidolon Lures having strange hitboxes until downed. Fixed some leaking caused by Teralyst VFX. Various localization updates. Various crash fixes. EDIT: Removed a note about amps no longer costing standing to gild. My bad! Fixed Amps NOT requiring standing to gild.
  14. Plains of Eidolon: Hotfix 22.0.8 General Plains of Eidolon Changes Added the option to redeem Brilliant Eidolon Shards for 25,000 focus each. Redeem for the school of your choice in the appropriate skill tree! Made the Resource Theft bounty objective count as a success when the defense timer finishes, as a workaround for the armoured vault not opening. (still working on a proper fix!) Made the “abandoning mission” trigger more aware of verticality - hopefully fewer fails when flying in from high above the objective! Fixes Fixed Convergence orbs spawning in the air. Fixed Unairu’s Magnetic Blast not dissipating on enemy death. Fixed Unairu’s Void Shadow description to be more accurate. Fixed an issue where using Transference would deactivate invisibility powers Fixed a progression stopper with the Kin rankup requirements in Cetus. Fixed an exploit allowing use of baits you don’t own. Fixed an exploit for rapidly gaining affinity on Amps. Fixed an issue where Blazing Chakram could escape the boundaries of the Plains. Fixed amp affinity gain not properly appearing in the mission progress screen or Liset mission results screen. Fixed a soft lock caused by equipping a Virtuos Arcane on an Amp. Fixed hitches when equipping an Amp. Fixed hitches when equipping a new modular weapon (Zaw) in the arsenal. Fixed a placeholder tag that appeared when using the Volnus. Fixed the Viper Wraith not being tradeable. Fixed host avatars appearing invisible to clients when using the simulacrum arsenal. Fixed Gladiator Resolve appearing in two different bounty reward tables. Further fixes to masks regarding hair and textures. Various crash fixes. Changes Altered Zenurik’s Energizing Dash bubble to look less like Sapping Osprey mines. EDIT: One more thing! Partially fixed Lephantis' head not opening on some occasions. The issue hasn't been resolved completely, but there should be significantly fewer progression stoppers!
  15. Plains of Eidolon: Hotfix 22.0.7 General Plains of Eidolon Changes Changed bounty reward tables: Lower level bounties will have less stances, and more useful mods for new players. Higher level bounties will offer Kuva and Void Traces. Reduced crafting costs of operator arcanes: Several reduced to 3 Eidolon Shards instead of 5. Breath of Eidolon requirements replaced with common and uncommon resources. Void Shadow no longer costs 40 Eidolon Shards to craft. Rare and Legendary fish baits now hint to the location of the fish. Added a fast travel option in your pause menu for all Cetus vendors. Another update, another set of economy tweaks! Please stay tuned as we continue iterating on Cetus and its various interlocking systems. Fixes Fixed an issue where players could not donate gems or cores to Cetus and Quills respectively. Fixed a memory corruption error when using the mining tool. Fixed hair not being covered by paper mache masks. Fixed mining deposits overlapping on certain rocks. Added underwater VFX to certain bodies of water in the Plains. Fixed players not seeing the explosion of other players' embedded grenade launcher projectiles. Added Tusk Recon Commander to the Codex. Added Swooping Falcon, Carving Mantis, Twirling Spire and Stinging Thorn to the Codex. Fixed the “focusing” sound for aiming with a fishing spear not working for clients. Fixed Virtuos Ghost and Virtuos Shadow not having percentage values. Fixed magnetic water in the Plains affecting Limbo while in Rift Walk. Fixed Ivara’s Artemis Bow always shooting with a horizontal spread. Improved performance issues when hitting multiple enemies with Valkyr’s Paralysis. Improved scripting for Hydroid’s Tempest Barrage and Tentacle Swarm. Fixed Gara’s Spectrorage nullifier checks being too high. Further fixes for Gara’s Mass Vitrify not being properly dispelled by nullifiers. Fixed Gara’s glass armor appearing to fade in every time a new cosmetic option is chosen in the arsenal. Fixed Vazarin’s Guardian Shell not having unique values for the last 2 upgrade levels. Fixed Naramon’s Power Spike affecting sniper combo counter decay. Fixed Unairu’s Void Shadow being able to cloak defense objectives. Fixed a crash caused by Unairu’s Void Chrysalis. Fixed an issue where using Transference for the first time upon entering the plains causing any invisibility on your Warframe to break. Fixed Zaw weapons using sword holsters. Fixed several common crashes. Changes Added a message when changing donations to syndicates, Cetus or Quills if the new total would cause you to exceed your daily cap or max rep. Tweaked text elements in the donation UI screens. Disabled powers in the tunnel between Cetus and Plains to reduce capacity for script errors. Moved cut gems into the Resources tab of your inventory.