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About [DE]Connor

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  1. Greetings Tenno! Due to the nature of the Empyrean update, we’re doing things a bit differently this time - Riven disposition changes originally intended for Prime Access are coming a little early, live right now on PC! For those that missed our previous Riven Workshop, this is our first time balancing dispositions per weapon instead of per weapon family, as this functionality was added with The Old Blood update. A few remarks on how we’ve chosen to undergo these changes: Players made it clear that they don’t want situations where the base weapon can become stronger than the upgraded version - we don’t want that either, unless the stars align for a “perfect” roll that works better on an older weapon. Therefore, increases to old base weapons will be small and gradual, to ensure we don’t cross this fine line. New weapon upgrades are still taken into consideration when adjusting the lesser base weapons, but to much less of an extent than before. Again, to avoid the situation described above, all adjustments must be somewhat relative. Kuva weapons are intentionally untouched in this update, as their slow rate of acquisition has led to skewed stats. They will certainly be changed in our next wave of disposition adjustments. For those that missed the announcement, we will also be adjusting melee dispositions in the NEXT Prime Access update, once Melee 3.0 stats have settled down. Console players will get these changes in their upcoming Prime Access builds - thank you for your patience. With all that said, here are the changes! PRIMARIES: SECONDARIES: Thanks everyone - have fun in deep space, and see you again in 2020!
  2. Greetings Tenno! We hope you’re having fun Vanquishing Kuva Liches left and right on PC (update coming to consoles in the near future, stay tuned for updates!) As this new system was mostly aimed at experienced players with a wide arsenal, the Kuva weapons earned from Liches are top-of-the-line statwise. However, most were based on older weapons that didn’t see as much use by players at higher Mastery Ranks. As a result, players who equip a Riven on one of these Kuva weapons may notice a slight discrepancy.... Rivens have lowered stats on Kuva weapons, because they have a different disposition. This is a change we have wanted to make regarding Rivens for awhile, and Kuva Lich weapons presented the perfect opportunity to make it a reality. This change was meant to appear in The Old Blood: Update 26.0 patch notes, but was unfortunately missed during the Mainline madness - and for that we’re sorry! It’s a complicated change to convey in-game, so thank you for being understanding while we update UI across the game to reflect the changes. Going forward, weapon dispositions will be tuned per weapon, instead of per weapon family. For instance, this means a Kohm Riven will have a disposition of 1.4 on a regular Kohm, but only a disposition of 1 when applied to a Kuva Kohm. This has exciting implications for the future of Riven disposition changes! In the past, new Prime weapons would cause the usage of a weapon family to increase dramatically, forcing us to reduce dispositions for the entire family. With individual dispositions, we’ll be able to set new dispositions for Primes and other upgraded weapons right at launch, leaving your current Riven build unaffected. We have always balanced dispositions based on the most powerful variation of the weapon in its respective family - now that this is no longer necessary, expect to see us increasing the power level on many lesser variations of weapons in our next set of disposition changes, scheduled for December. These increases will not be huge, as we don’t intend to make any base variants explicitly better than their upgraded counterparts, but it will offer a more appropriate boost that isn’t influenced by a more powerful weapon that you may not own yet. Speaking of our next set of disposition changes, The Old Blood also introduced Melee Phase 2. Now that the weapon power balance has been redistributed, Melee Rivens will soon be affected as part of Prime Access rebalance schedule….. but not quite yet. To give players time to experiment, and to give ourselves a more reliable set of usage stats, we will start Melee Riven changes in the following revisit, scheduled for early next year. Thanks for reading!
  3. Hail Tenno! Today we’ve got a double shot of Warframe rework goodness. You may want to make a snack; we’re gonna be here awhile. The subjects of today’s Workshop are two of our oldest frames, and as such, many of our players are very invested in their continued viability. We have listened at length to your feedback, and hope to have struck a balance between adding new features and facelifting old favorites. That being said, everything presented here is subject to further change before release. You've all waited long enough - let’s begin! First up... The greatest tacticians make use of all tools at their disposal, to achieve something greater than the sum of its parts. This is the fantasy we aimed to deliver with VAUBAN, our engineer-themed Warframe. Over six years have passed since his release back in 2013, and although his crowd-controlling abilities were valuable to mitigate damage in high level missions, the state of our ever-changing game rendered his tools less useful over time. Improvements that came with his Prime variant in 2016 gave Vauban more tools to choose from, but after observing how our players chose to utilize his powers, it became apparent that his abilities were still too one-dimensional. When revisiting Vauban, we aimed to retain his status as a crowd control powerhouse, while increasing his mobility and lethality to keep up with 2019 Warframe’s lightning-quick pace. TESLA DRONES (replacing Tesla Grenades) Instead of sticking to surfaces, these new Tesla Drones will roll around, following the player. Once an enemy comes within range, these Drones will latch on and emit a shock that stuns the target and nearby enemies. Each Drone has a limited number of shock charges before it must be replaced. Hold cast to summon multiple Tesla Drones at once! MINELAYER All four of his mines have been replaced with new options: -”Sticky Ripline” pulls a number of nearby enemies to wherever it sticks, rendering them immobile. -”Nail Grenade” fires high velocity nails in all directions, inflicting puncture damage to any unlucky enough to be nearby. -”Boost Pad” lays down a walk pad, granting a boost of speed in a chosen direction (indicated by arrows). -”Damage Amp” will latch onto a nearby ally, enhancing their damage output for a period of time. ORBITAL STRIKE (Bastille moved to #4) A deployable beacon marks a location on the map. After a short countdown, the area is struck by a massive orbital laser explosion (and yes, it does work indoors). BASTILLE (combined with Vortex) Vauban’s two marquee powers have been combined into a new and devastating ultimate ability! When deployed, a Bastille will capture nearby enemies, stripping enemies of their armor over time. Players standing within a Bastille’s radius will gain a temporary armor increase, building up over time based on how much armor is currently being stripped from enemies. When a Bastille’s duration expires, it collapses into a brief Vortex at the center of the cast for easy group kills. Want the Vortex to appear sooner, or last longer? Holding the cast key will collapse all active Bastilles early! Overall, many of Vauban’s powers have been streamlined or replaced, making his tools less redundant, and much more versatile for keeping up with the pace of an average Warframe mission. Next.... While Vauban is at his strongest while controlling the battlefield, today’s other frame thrives on widespread panic and chaos. EMBER, our fire-based caster Warframe, has seen her usage stats cool off over the years - so it’s time to turn up the heat! Although their kits are very different, our goals for this rework were similar: increase the options available to Ember players in moment-to-moment combat, offering more synergies for flexible gameplay, instead of encouraging one-dimensional specialization. New Passive: All enemies within a certain range that are on fire will grant Ember added ability strength (up to a cap). FIREBALL Works fundamentally the same as it does now - tap for quick fire, hold to charge for greater impact. Enemies already inflicted by any heat status effect will now take additional damage. The damage output and charge speed also scale off of one of Ember’s newest abilities... IMMOLATION (replacing Accelerant) Time for a history lesson! Prior to Update 11.5, Ember’s second ability used to be “Overheat”, offering an aura of heat damage which also protected her from enemy fire. Almost SIX years later, it’s time for this ring of fire to come full circle. When cast, Ember Immolates herself with protective fire armor. Her current level of self-Immolation is indicated by a unique UI indicator; the higher the heat, the more damage resistance, and the more effective Ember’s other abilities become. Empty -> Full The Immolation meter will build slowly at first - killing enemies and casting Ember’s Fireball (or her new ultimate ability) causes the meter to build faster. But be warned! If the meter reaches 100%, Ember will “overheat”, unleashing a wave of flame expending ALL energy. To prevent this from happening, use Fire Blast to expel a portion of your heat meter, or toggle Immolation off to reset meter build. FIRE BLAST Like Fireball, this ability remained the same function-wise, with a few usability buffs: Casting time has been greatly reduced, and the ability now strips armor from nearby enemies, scaling in effectiveness based on current Immolation levels. INFERNO (replacing World On Fire) Upon casting Inferno, all enemies currently within sight are struck by a fiery comet, lighting each target ablaze in a personal ring of fire. If an enemy ignited by Inferno comes in contact with another unit, the fire will spread, igniting them as well with a fresh ability duration. Damage of the heat AoE scales with current Immolation meter level. With these changes, players will take a more active role in “bringing the heat” to all that stand in their way, with added protection that encapsulates Ember’s volatile nature. To reiterate, we will be listening closely to feedback, and will remain open to changes both before and after release. Thanks for reading, everyone!
  4. Hail Tenno! With a new Prime Access comes another set of Riven balance tweaks! These changes should be live across all platforms shortly - full details below: PRIMARIES SECONDARIES Once again, there are even fewer changes this round than our last wave of changes in July. Melee 3.0 changes are still in the pipeline, so we’ll have to wait a bit longer before those changes commence. Thanks for reading!
  5. Hail Tenno! It’s been awhile since we updated you on the state of Arbitrations back in April. Listening to feedback from those changes, one recurring theme was that the mode doesn’t feel rewarding enough (unless you’re playing a certain mission type, that is...) - so we dug into the numbers to see why that may be, and what could be done to improve the game mode overall. Each of the seven available mission types in Arbitrations has its own difficulty modifier. These were meant to add extra challenge, while leveling the playing field in terms of rewards. However, statistics show that we missed the mark: one mission type, Excavation, was a clear outlier in terms of reward output for time spent. We wanted to make all mission types feel somewhat equal in terms of rewards - this means bringing other mission types up to the standard set by Excavation, so you can play when you want, without feeling like it’s an inefficient use of time. We also wanted to address the feedback that the current extended reward rotations dragged missions out. Therefore, we are currently moving ahead with the following: All missions will return to regular rotation length EXCEPT for Excavation. Timers on excavators will be reduced to compensate, so all modes should be receiving rewards at a similar rate. (Note: Disruption was already using single rotations because of an oversight, and will continue to do so with tweaks to reward structure as detailed below) The rotation cadence will be changed from “ABCCCCC...” to “AABBCCCCC...” So that the same level of time investment is encouraged. Endo rewards will be reduced to roughly 75% of what they once were (since you’ll be receiving rewards twice as often). Rare non-endo reward drop rates are unchanged - you’ll just get twice as many chances! Arbiter Drones will now have a small chance to drop Vitus Essence on kill. With some fine-tuning, we’re confident this will bring other game modes up to the level of reward that players might expect from their Excavation runs. Getting Essence directly from drones also gives an incentive to take them down, making gameplay itself feel more frequently rewarding. Speaking of rewards... With more frequent reward cycles we’ve decided to include a few new goodies, adding variety to all the Endo and sculptures you’ll be earning: Five new Aura mods that follow a more Nightmare or Corrupted style! (Final numbers will be posted in Update notes.) Aerodynamic: + Aim Glide / - Damage Taken while Airborne Swift Momentum: + Faster Charge Attack / + Combo Counter Sheperd: + Companion HP / + Companion Armor Combat Discipline: -HP on kill for self / +HP on kill for Allies Melee Guidance: - Melee Combo on Self / + Melee Combo on allies You can expect five new Warframe Arcanes as well! On Rifle Kill: Melee damage increased by x for y seconds On Melee Kill: Rifle damage increased by x for y seconds On Pistol Headshot: x% ammo efficiency for y seconds On Six Melee Kills: Heal companion by x On Heavy Weapon Summon: Gain x armor for y seconds Drop tables will also include the occasional bundle of 5x Cyan Stars or 3x Vitus Essence. Kuva has been added to the Arbiter Offerings, for purchase with Vitus Essence. These rotation changes also mean that Vitus Essence output from Arbitrations will be more than double what it is now (twice as many wave rewards, plus Vitus from drones and other sources). The Vitus prices in our store were based on the current rate of acquisition, so I’m here to offer fair warning for our plans: When these Arbitration reward changes go live, the price of goods in the Arbiters’ reward manifest will increase by about 50%. When the update is released, we will also run a script to increase players’ existing Vitus stockpiles by an equivalent amount. If you had 2 Vitus before the update, you’ll have 3 after! We’re doing this so players who miss this announcement do not have their existing collections devalued as the store prices change. Since Vitus mission output is increasing by more than Vitus prices are, rewards from the store should be 20-30% faster to earn overall. As always, these plans are subject to change both before and after release, based on player feedback and usage statistics. Thanks for reading! EDIT: We hear you loud and clear Tenno - Cyan Star bundle has been removed. EDIT 2: Updated names of new Aura mods.
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