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  1. The original lord of ruin arrives September 25! Become the true elemental master with Chroma Prime. This legendary warrior comes with the formidable Rubico Prime sniper rifle, the monstrous two-handed Gram Prime, and more! Chroma Prime Access Features: Chroma Prime: The original lord of ruin. Elemental. Primal. Perfection. Chroma Prime Glyphs: Embody Chroma Prime with these Prime Glyphs Rubico Prime: For the hunter, the apex of the sniper's art; for the hunted, a gateway to the next life Gram Prime: Born anew, the father of swords returns Chroma Prime Accessories: Imugi Prime Armor Impetus Prime Syandana 90 Day Credit Booster 90 Day Affinity Booster Chroma Prime, Rubico Prime, and Gram Prime Blueprints can also be earned in-game through Relics! Are you ready, Tenno? Chroma Prime Access begins September 25!
  2. (XB1)Shaedowhunter

    Nintendo Switch Cross-play and/or Cross-save?

    Will there be cross-play between XOne and Switch (or PC and Switch), and Cross-save between the Switch and the PC/XOne? I'd love to have it so I can play with friends on other platforms, and bring the save between my devices like what Fortnite does with pick-up-and-play cross-platform saves. Is this possible at all? Thanks

    Account migration console to console.

    Hello there, I've decided to make this thread in regards of account migration to PS4 to Xbox One or vice versa. To a lot of the players who been on this game for a very long time know where I'm coming from. We put hundreds of hours and thousands, sometimes tens of thousands of platinum into this game. Most of us are aware of the one-time account migration from PC to console, but wouldn't it be great if we could have a account migration tool to migrate from console to console. I don't mean to complain, but I find it to be just a little unfair when you are on one platform for over 5 years on the PS4. Don't get me wrong, I like the PS4, it's just that if I wanted to go out and build a 14 $1, 500 gaming PC, there's no way I can bring my account from PS4 to PC. I'll do one better, let's say I go out and buy an Xbox One X, there is no way on God's green earth they're going to let me migrate from PS4 to Xbox One. I think this is a little unfair because when you're stuck on the PS4, Warframe has Tendencies to leg severely and sometimes freeze up and kick you out of the game on that platform. Try and play this game on an Xbox One X, and you will find it runs seamlessly. Due to the architecture of the Xbox One X, Warframe plays like a dream, the only problem is you would have to start over from scratch if you were on the PS4 version for five years and wanted to start on the Xbox version. This is where digital extremes needs to do some Hefty negotiations between Sony and Microsoft. What digital extremes needs to do is develop a account migration tool on their website that can be used not only for a one time migration from PC to console, but also from console to console. If they really wanted to be smart, they could have this account migration tool be used more than once for the price of platinum. And I'm not just talking about the kind of platinum it would take like changing your clan name, but 1000 Platinum. Now I know 1000 Platinum seems a bit High, but if you think about where you're going to be transferring your account makes perfect sense. You would be coming from one platform that would be significantly weaker then the other platform you want to bring your account over to. I think that would be pretty fair since we've already put hundreds of hours and tens of thousands of platinum into one account. I believe it is a fair notion that digital extremes should at least attempt this because if you have to start over from scratch putting the same amount of time and money into a new account you already put into an old one for five years would be pointless. I mean why would I want to spend the same amount of time and money I just spent on a PS4 version of Warframe, if I had to do this I would not want to play the game anymore. As a consumer who's been with this game for a long time, I think it's fair that digital extremes should give us the benefit of experiencing better architecture to play on with the same account that we poured our heart and souls into. If anyone thinks I'm full of crap, I'm sure everyone will let me know what they think.
  4. Il signore originale della rovina arriva il 25 settembre! Diventa un vero maestro degli elementi con Chroma Prime. Questo leggendario guerriero arriva con il formidabile fucile da cecchino Rubico Prime, la mostruosa spada a due mani Gram Prime e molto altro! L'accesso Chroma Prime contiene: Chroma Prime: il signore originale della rovina. Elementale. Primitivo. La perfezione. Glifi Chroma Prime: Impersona Chroma Prime con questi Glifi Prime Rubico Prime: Per il cacciatore, l'apice artistica dei fucili da cecchino; per la preda, il cancello dell'aldilà Gram Prime: Nata di nuovo, torna il padre di tutte le spade Accessori Chroma Prime: Armatura Imugi Prime Syandana Impetus Prime Booster crediti - 90 giorni Booster affinità - 90 giorni Gli schemi per Chroma Prime, Rubico Prime e Gram Prime possono anche essere ottenuti in gioco tramite reliquie! Sei pronto, Tenno? L'Accesso Chroma Prime inizia il 25 settembre!
  5. MASK OF THE REVENANT: UPDATE 23.5.0 Nakak has discovered a new oddity - Once you’ve reached Observer (Rank 2) with the Quills, visit her in Cetus to uncover its mysterious connection with the Plains of Eidolon… Since this is a miniquest, and therefore isn’t included in the Codex for easy tracking of steps, we’ve laid out the process below for you all. This contains spoilers for what to do in the Quest, but not for the lore contained in it -- read at your own risk! Guide to Mask of the Revenant: NEW WARFRAME: REVENANT Introducing the 36th Warframe, Revenant! Afflicted by Sentient energy, Revenant rises from the shadows to prey on the weak and unwilling. PASSIVE: Shield depletion smashes nearby enemies with a knockdown shockwave. ENTHRALL Convert a target into a zealous thrall. Thralls turn on their allies and enthrall through damage. On death, they disintegrate into a damaging pillar of energy. The thrall horde remains under Revenants spell until this ability runs out. MESMER SKIN Become enveloped in Sentient energy, which redirects damage and stuns all those who dare attack. Stunned enemies can be Enthralled at no energy cost. REAVE Dash through enemies as a wall of Sentient energy, leeching shields and health from any encountered, enhanced for thralls. DANSE MACABRE Erupt with a multitude of Eidolon energy beams and sweep a circle of death around Revenant. Incoming damage is redirected to the beams. Hold fire to boost range and damage, while also increasing energy consumption. Damage type can adapt to select defenses. Thralls killed by this leave overshield pickups.* * To invoke a more Sentient theme with Revenant, the damage output of the Danse Macabre can adapt to certain enemy defenses as seen by Sentients in the wild! 3 special adaptations exist for the damage types of Danse Macabre: Striking Armor will adapt Danse Macabre into Corrosive Damage. Striking Shields will adapt Danse Macabre into Magnetic Damage. Striking Infested Flesh will adapt Danse Macabre into Gas Damage. This will be at a base 20% Status Chance, amplified by holding the default "fire weapon" trigger. PHANTASMA Irradiate enemies with a continuous stream of deadly plasma. Charging secondary fire releases a glob of plasma that erupts with homing bomblets on impact. VANIA HELMET A uniquely-style alternate helmet for Revenant. VETALA ARMOR Make Revenant whole with his signature armor. KASGA KAVAT ARMOR The signature Kavat Armor of Revenant. TENNOGEN ROUND 13 (Warframe Skin bundles) TennoGen Round 13 Warframe skins created by talented Tenno artists have landed! To find these items, visit the in-game Market. TennoGen Bundle XXIX Excalibur Ronin Skin by Rekkou Loki Kodama Skin by HitsuSan Nova Corpra Skin by Frelling Hazmot Nekros Graxx Skin by Faven Zephyr Strafe Skin by prosetisen TennoGen Bundle XXX Banshee Blade of the Lotus Skin by BeastBuster Oberon Blade of the Lotus Skin by BeastBuster Rhino Blade of the Lotus Skin by BeastBuster Trinity Blade of the Lotus Skin by BeastBuster Excalibur Exaltation Skin by Cheshire TennoGen Round 13 Syandanas, Weapon and Liset Skins, and the Nekros Ion Helmet will be released in future updates. VAUBAN CITADEL SKIN A fortress of ingenuity and style. Plus unique Citadel styled Tesla grenade! MORTIER HEAVY BLADE SKIN Sunder all attackers with the signature weapon skin of Vauban Citadel. MARQUIS SUGATRA The signature sugatra of Vauban Citadel. VAUBAN CITADEL COLLECTION Reinforce allies with this ingenious warrior. Contains the Vauban Citadel Skin, the Mortier Heavy Axe Skin, and the Marquis Sugatra. Vauban Changes & Fixes: Vauban's Passive has changed! Vauban's new passive: "Deal 25% extra damage to incapacitated enemies". Whether by Vauban's own CC'ing abilities, or the abilities of others, Vauban can amplify his damage against the incapacitated! Tesla is now ‘held to charge’ for increased Damage & Status Chance. Increased the particle FX size for a fully charged Tesla. Repelling Bastille Augment now pushes additional enemies outwards every 4s. Fixed some particles on the projectile not using Energy colors for Clients. Vauban’s Repelling Bastille Augment now functions as it did originally with the intended addition of pushing enemies on enter and every 4 seconds after. New Noggles! Limbo, Atlas, and Chroma Noggles are available in the in-game Market! Designer Glyph Pack! A collection of Glyphs created by artists in the Warframe community. Keep an eye out for our TennoCon 2018 Legendary and Make-A-Wish custom Glyphs that will be sported by their respective Tenno! NEW MINIGAME: FRAME FIGHTER Challenge your friends to a side-by-side duel -- Warframes newest lunchtime project Frame Fighter has arrived! Inspired by classic fighting games and long-time Warframe Fan LocoCrazy_, this arcade fighter will transform your Orbiter into a battleground! No quarters required! Visit Simaris and acquire the Ludoplex -- a new home for all of Warframe’s minigames -- through Standing. Choose from Excalibur, Volt and Mag, each with their unique Ability. Unlock additional Frame Fighter Warframes by discovering Fragments throughout the Solar Chart.* If the scanned Warframe’s Prime is in your Inventory, you can toggle to the Prime version of the acquired character - custom Fashion Frame applied as well! *With the addition of Frame Fighter Fragment spawns, we have changed the Spawn chances of Cephalon Fragments if you don't have your Personal Quarters unlocked, to a 100% chance of a Cephalon Fragment spawning, instead of 50/50. Frame Fighter Controller Bindings Guide: Move - Left stick Move Left - Dpad Left Move Right - Dpad Right Jump - Dpad Up Crouch - Dpad Down Special - RT Heavy Attack - RB Medium Attack - Y Light Attack - X Grab - B Block - A Pause - Options Additionally, blast enemies in the side-scrolling ‘Wyrmius’ minigame, and flap your way through obstacles with the ‘Happy Zephyr’ minigame, both available through Simaris. NEW OPERATOR AMP COMPONENTS Rahn Prism: Pulses void energy through a fine-cut pavilion to riddle targets with flashing fire. Phahd Scaffold: Launch energy discs that ricochet off victims and surfaces, vectoring toward a new target with each strike. Anspatha Brace: A dual-purpose brace that reduces void energy regeneration delay, and decreases regeneration time, though not as quickly as a single-purpose brace. NEW DOJO ‘NATURAL’ DECORATIONS Bring the outside inside to complete your hermit Dojo oasis! Choose from many nature themed Decorations such as (but not limited to): Asteroid Rock Wall Waterfall (Gentle) Ice Stalactite Spinklat Plant And so much more! Additions: Added new Lotus Transmissions for Kuva Siphon missions when attempting to destroy a braid. The new lines better emphasize the clouds being integral to success. Added a HUD Damage indicator for Gara’s Splinter Storm ability. Added a directional arrow Decoration for the Dojo Obstacle Course Architect! Show your allegiance to the mighty Clem with the new Grineer Themed UI. Added a watermark logo to vendor screens (Baro, Master Teasonai, etc). Operator Amp Changes: Mote Amp: Converted to reflect the Beam behavior changes introduced earlier in the year Damage increased slightly as part of the conversion Added +10 meter Range when Gilded Raplak Prism: Damage increased from 1000 to 3000 Critical Chance increased from 30 to 38% Critical Damage increased from 2.2 to 2.6x Fire Rate decreased from 5.42 to 2 Granmu Prism: Radial Damage increased from 1000 to 1400 Radial size increased from 3 meters to 3.5 meters Direct Impact Damage decreased from 1200 to 1000 Pencha Scaffold: Added a 2 meter Punch Through Klebrik Scaffold: Converted to reflect the Beam behavior changes introduced earlier in the year Damage increased slightly as part of the conversion Capture Mission Changes: Capture Targets now have a 1 minute Bleedout timer after being downed for 30 seconds, upon which Lotus will now alert you that you’re running out of time to capture the Target. Capture missions had become an unofficial Endless mission with the tactic of leaving the Target squirming on the ground for hours while players dealt with the never-ending horde of enemies. The Bleedout timer has been added as a countermeasure to fix the unintended Endless Capture missions. Changes: Updated the ‘High Contrast UI Theme’ based on feedback in an effort to better aid colourblind Tenno. Submitting message when typing in the Chat window with a game invite open will now prioritize the Chat window over the game invite. This also applies when viewing the in-game Market while typing in Chat. Weapons displayed on Hok’s Entitlement screen now show more information (Mastery Rank, Forma count, etc) to better reflect which weapon in your Inventory you’re Entitling. Personal Platinum and Credit values now appear in the Arsenal UI when in Cetus or a Relay. Empty Inventory Slots now appear with an ‘Empty Slot’ UI text for better recognition. Increased the gain on the ‘Your Creator’ Somachord tune. Improvements towards the Ki’Teer Sekhara being placed at your feet when equipping it. Slightly tweaked the loading spinner to increase visibility on certain backgrounds. Updated text across a wide range of text for better consistency, syntax, terminology, and grammar. Optimized the Chesa Retrieve Precept to reduce significant frame-rate micro-stutters. Made some micro-optimizations to the Helminth Charger Proboscis Precept. Made some micro-optimizations to the Helminth Charger Trample and Huras Hunt Precepts. Made some micro-optimizations to the Sahasa Kubrow Dig Precept. UI & Virtual Cursor Fixes: Expand spoilers below for list! Fixes: Expand spoilers below for list! THE PYRUS PROJECT: COMING IN THE NEXT UPDATE As noted in the status thread, The Pyrus Project will be coming in the following update! To reiterate, with cert deadlines we were unable to complete bug checking and quality testing required to get The Pyrus Project into this update. We thank you for understanding and look forward to when you can help rebuild the Strata Relay in the next update. September 13th - Hotfix #1 Fixed an issue with Nyx Prime and Rhino Prime accessories in the market that required us to temporarily remove them from the market. They have since been re-enabled. Fixed an issue with not being able to fully pause in Solo missions. September 14th - Hotfix #2 Revenant Ability Changes: As mentioned in the status thread, Mask of the Revenant: Update 23.5.0 includes up to the cherry picked goods from 23.6.0, which meant that the Revenant changes from PC Update 23.8.0 were not included since they went live after the build had already been sent to cert. Well, since Revenant is new for our console players, we wanted you to enjoy him in his new form sooner than if we were to wait for the next major update. So! With that said, this hotfix brings you the changes listed below for our new beloved bearded Teralyst vampire Warframe. Specifics per ability follow below. ENTHRALL: THRALLS: We have made changes to have Thralls have more value in life AND death - just as Revenant did. The general rule Thralls will follow is they provide CC in Life, Damage in Death. The goal is simply to have an easy supply of Thralls to make use of in both Life and Death. Currently Enthrall has the following uses: WHILE ALIVE: You can get up to 7 enemies Crowd Controlled - they won't attack you or allies and will draw Aggro from AI. It spreads / is transferred - the Enthralled state is contagious! You can Reave Thralls for greater scaling Health and Shield Leeching. If Thralls are killed by Danse Macabre, overshield drops are created. AFTER DEATH: It creates a damaging pillar, and that's it. Not useful enough in death at all! ADDITIONAL After Death: We've added the following with this update: While active, the pillar creates homing projectiles similar to the Vomvalyst attacks and Revenant's Signature weapon, the Phantasma! The pillars can now be exploded to output their damage radially if hit by Danse Macabre. MESMER SKIN: On the development build before release, Mesmer Skin was recastable but we removed this due to balance concerns. But, our gut reaction was right and thanks to your feedback we've changed it back to how it was and you can now recast Mesmer Skin to recharge it! REAVE: Lowered Energy cost to 50. Revenant is now fully immune to damage while Reaving - it's meant to be a life-saver! When Reaving Thralls with Mesmer Skin active, it restores a charge. When Reaving Allies with Mesmer Skin active, it adds the protective energy to your allies who happen to be in range. A small protective bonus! When REAVE is cast while in DANSE MACABRE, Energy cost lowered to 25. This allows for quicker, risk-free placement of Revenant for tactical maneuvering. The Direction of Reave now follows last Reticle aim point which makes casting more responsive to intent. Revenant Fixes: Fixed Revenant’s Danse Macabre not breaking containers in range. Fixed issues with Danse Macabre causing small to big hitch on tile sets with open skies. Fixed multiple script errors with Revenant. The following fix will be coming in a future hotfix! Fixed Gara’s Mass Vitrify blocking Revenant’s Danse Macabre lasers.
  6. (XB1)ManticShip64

    Octavia's Music in Ship's Music list

    Could we, if it is possible, have the option to turn off or on Octavia's Music for ship backround music. It has been bugging me for a while and I don't enjoy the music I make, even if it sounds good in missions. -Thank you for your time and have a great day/night
  7. Glavenusaur

    Promo codes!

    Editing this post with every other codes I find from here on out. This includes codes generously given by posters within this thread and others all within this forum. Here's are a list of all the promotional codes i have found for the game so far. They contain two weapons (with their own free slots) some Glyphs, and a Syandana, If anyone knows of anymore, please feel free to share them here so that the rest of us can know, you can claim them through this website here, enjoy! Glyph codes and the Syandana (still dont know which of these codes is for the Syandana yet): Warframe May not work MCIK works HOMIINVOCADO works KINGGOTHALION May not work PROFESSORBROMAN May not work ADMIRALBAHROO works BIKEMAN May not work SUMMIT1G May not work SP00NERISM May not work IFLYNN works TACTICALPOTATO works MOGAMU works SKILLUP works ORIGINALWICKEDFUN works MCGAMERCZ works TVSBOH works BRICKY works N00BLSHOWTEK works r/warframe works New codes: TOTALN3WB works (added in memory of Totaln3wb, who passed on the 4th of july 2018) BWANA works LILLEXI works BROZIME works INEXPENSIVEGAMER works LYNXARIA May not work STRIPPIN works Other codes: FN6B-8RML-MLH6-GM2N - (vectis sniper rifle with free slot and a catalyst pre-installed) Expired FREESWORD - (Heat sword with free slot and a catalyst pre-installed) works OLDFRIEND - (3 days affinity booster along with an old orokin tea set) works Special thanks to rfreug and to Indemon and everyone in this thread for letting me know about these codes, you guys are awesome!
  8. (XB1)Ramb0Spar7an117

    Hephae the Weaponry Warframe

    Hephae is a warframe that can turn the tide in battle by boosting his and his allies weapon output in battle. Passive Resupply: Enemies killed on the battlefield drop more ammo and have a chance of dropping an ammo cache. Ammo cache gives ammo back to all weapons equipped on a frame. First Ability Rally: Hephae causes his weapons to have a bottomless clip, pulling ammo from his reserve allowing constant shooting. This is accompanied by an increase in fire rate/attack speed and weapon damage. This buff can be applied to fellow warframes in an area around him. Second Ability AET (Anti-Enemy Turret): Hephae can deploy a turret that can stick to a surface that has different ammo settings. Gatling: The Turret fires a constant barrage of bullets at visible enemies, Razor Discs: The Turret fires razor sharp discs dealing slash damage. Buckshot: The Turret fires balls that do impact damage on contact and explode releasing a cluster of bullets in the area. Rockets: The Turret fires highly explosive tracking rockets. The Turret is affected by Hephae's first ability. Third Ability Gravity Zone: Hephae throws a grenade that deploys a bubble of unstable energy stunning enemies that walk into it. Fourth Ability Bullet Hell: Hephae spawns a gun from his own body having three modes. Automatic, Shotgun, Sniper Rifle. Kills bring with Bullet Hell return energy back to his pool. Headshots increase damage for the rest of the clip. Hephae's first ability works in conjunction with Bullet Hell.
  9. (PS4)aiptekfanboy

    spider warframe with summonable spider tank.

    Sorry if I upset anyone but I really really want (oh boy now the spice girls track is stuck in my head) ummm moving on I want a new concept warframe. Sorry if I anger you folks. Thanks. Spider tank theme. Ability 1 shoots spider silk to glue enemies in place(health regen from trapped enemy) or blind them Ability 2 sends spiderlings that grab onto enemy and then they detonate creating blind enemy or acid bath and enemy dies from DOT. Ability 3 deployable wolf trap spider jumps out of trap and grabs enemy and kills or wolf trap spits out remains consisting of health orb or energy orb. Ability 4 Summon. when used a ridable spider tank appears and the spider warframe rides on top of spider tank. Spider tank abilities (only when summoned) Ability 1 jumps up in air and crushes enemies on landing Ability 2 rail gun or rockets. Ability 3 medium damage kinectic minigun bullets. (go see terminator two). Ability 4 high damage very fast shooting laser minigun (watch fallout 3 or fallout 4 gatling laser minigun)
  10. The full year of Free Prime with Twitch Prime has begun! Starting today, get Trinity Prime and the exclusive Spektaka Prime Syandana for free with your Twitch Prime membership. We will be offering exciting Warframe content as part of this program all year! To take advantage of this offer on PC, PS4, or Xbox One, you will have to link your Warframe and Twitch accounts and be a Twitch Prime member. If you’re not a Twitch Prime member, you can sign up for a free trial on the Twitch Prime page. Once your account is linked, click here to claim your Trinity Prime and exclusive Spektaka Prime Syandana!
  11. Tenno, a new Twitch Bundle has arrived in the Origin System! From now until Sept. 14, get a boost with 50 Platinum (non-tradable), a 7-Day Affinity Booster and a 7-Day Resource Booster for free through Twitch Prime! Grab your bundle here to maximize your grofit potential. The Twitch Gear Bundle is available to Twitch Prime members on all platforms. (If you don’t have Twitch Prime, you can sign up for a trial membership and still redeem the offer.) Your Warframe and Twitch accounts must be linked in order to get your bundle, so make sure your accounts are linked here! Stay tuned for more Twitch Bundles coming later this year. In the meantime, if you haven’t already, be a Blessing to your team by getting the free Trinity Prime Bundle!
  12. All red text on atlas is ideal changes. yes i know it may seem "Overpowered" to those who do not play endurance missions. this is what i think it WILL take to make a brawler do be fit for Endurance missions (+lvl 150) this was done on a Doc. so the Images from the Wiki are missing. this was a copy paste and edit. sorry about it being overly long. but just scroll thru an find the red text. or points that say NEW or Remove or Old. down the bottom is a idea to also put wukong into the same bracket of endurance level Brawler I Love atlas…… BUT HE FREAKEN SUUUUUCKS!. he needs some end game potential…. Im not talking lvl 80…. Im not talking 100…. Or even 120…. This Titan should not be knocked down and OUT by a lvl 150 so easy as a Brawler. Brawlers\Bruisers are in SUCH a terrible spot atm, the all need work. SO as strong as they are atm in the sub lvl 120 fields…. Hell sub lvl 50 they are strong….. but why would you nerf someone to fit lvl 50 when Elite Survivals, Endurance runs and Sorties are a thing? atlas can be shot down in seconds on Mot. He isn’t very gun friendly. He is all about the melee range…. SO lets set him up for the Long Haul. Someone to go in with Life of rio into a 3hr Mot survival and still do what he does best. Get up close and personal an sock them in the Snout. We of the end game community are sad that we DON’T have a brawler to use. You get love tapped by a butcher at lvl 150 and you are dead. So we sit in our corner… shooting and spamming away. So what if we had a frame that could go the Distance. A Frame that could make the love child of Chuck Norris and Rocky Balboa look like a toddler? Atlas. One of the Strongest Titans. Who held the earth and sky apart. That takes a lot of Strength. Atm…. Our atlas… he isn’t even fit to hold your shopping bags. Wukong. The Combination of Loki and Thor with the face of a monkey. trickster and Rage. He is the worst rendition of Wukong atm. he doesn’t die…. That’s about the only thing we got right atm… What if he was able to command the elements that he does in myth. A elemental Demon\God (he was a demon because he was a monkey… but he was a champion of the people). So lets give these 2 some real power. Some End Game. Brawlers SHOULD be Overpowered sub lvl 100. But they should also Rise to the Challenge of level 300 punching them in the Face. They should be able to take that hit and SHOW that their Melee style of Combat is just as strong as anyone else abilities. so I have some ideas. Yes they are “Over powered” at sub level 100. But why nerf them to fit that bill??? Don’t the end game community deserve someone who can be mobile and stand an fight… not pitch a tent in deadend room and fire off rounds down lane? Let them be over powered…. People will look for more challenges in the +100 levels then. They will discover a new type of game…. Endurance!. I written up a way to make them work for use in the end game community. we want a high level survival. Something starting at level 100. But if that’s a thing… Brawlers…. Will not be apart of this… they will die. They will be baggage!. ATM typically Excal is the only one who has been shown love. This is the problem with have a poster child. They will receive more love than the rest… you need to look at your family members you have neglected!. Atlas, Valkyr, wukong. They have no place atm. No where to play past lvl 100. Any frame can work in the sub 100 levels (baring sorties). But things Like Sorties…. Well atlas CAN do them. They can All do sorties… but they struggle…. Thing about brawlers are… you have to get close. THEY HAVE GUNS! That out range our gap closers! U only need to take 1-2 bullets and you are in no mans land.. Atlas and wukong could be easily fixed. Especially for late game with this… I have shown it to some people in LOR’s discord. The love the wukong build, the atlas one I just done. Have a look. See what you think. I would love to see this implemented into the game. keeping their feel. But making them stronger than before. Making low levels easy… because brawlers excel in early levels…. But it has a tipping point. The moment they can kill you in a shot or 2. Its game over. That’s it. From this point on you are useless. or if you are wukong u can do some more dmg for a while but your damage falls off because its all impact based. And your defy gets 1 shot…. So u can kill a few mobs an then get out…. An you start killing less an less. You have no buff for guns so you suffer more. Then u do nothing…. Atlas doesn’t even get that far!. So here are 2 buffs that seem OP… but would balance out in survivals. These are how you can have 2 Survival based brawler frames! Atlas Mastery Rank 0 Health 250 (700 at rank 30) Shield 0 (0 at rank 30) Armor 200 (580 at Rank 30) Energy 165 (265 at rank 30) Sprint Speed 1.1 Polarities Exilus Polarity None Aura Polarity CONCLAVE (PvP) § MAIN § ABILITIES § ALTERNATE EQUIPMENT § PATCH HISTORY § MEDIA Edit Tab Monolithic Wielding explosive power and incredible stamina, Atlas strengthens his insurmountable durability through battle. Atlas possesses various passive mechanics highlighted in the tabs below: § RUBBLE § IMMOVABLE Strong as the mountain, Atlas is immune to knockdown effects while in contact with the ground. § Atlas remains susceptible to knockdown while in the air. § Certain attacks like Fire Blast can push back Atlas, regardless of knockdown. § This immunity applies to obstacles and traps capable of knockdown, such as Corpus Laser Barriers. Rubble is a pickup item unique to Atlas that drops from petrified enemies and Rumblers on death. Rubble restores Health to Atlas if he is injured; if Atlas is at full health, Rubble instead grants additional Armor that decays over time. A piece of Rubble § Each petrified enemy and each Rumbler will drop 1 piece of Rubble that restores 50 health or provides 50 armor. Rubble will remain on the ground for 30 seconds before crumbling away if left untouched. § Enemies petrified by Path of Statues' rock trail, Petrify's flash, and the summoning of Rumblers are eligible to drop Rubble. § Petrified enemies killed by Landslide grant 75 health or armor from their dropped Rubble. § Rumblers that sustain damage to their health will grant less health points or bonus armor from their dropped Rubble. § NEW!! § Rubble will grant armor if at least 1 health point is missing from Atlas' maximum health pool. Excess health points gained will overflow into bonus armor points. § Rubble armor is displayed in a circular gauge on the HUD above the ability icons. § The current number of bonus armor is shown below the gauge and will visibly subtract as bonus armor decays or add as Atlas picks up new Rubble. NEW!! § Atlas can accumulate up to a maximum of 2,000 bonus armor. § Bonus armor decays at a rate of 5 armor points per second. § Decay rate is doubled when Atlas is inside a Nullifier Crewman's bubble or inside a Fog or Nul Combaand Scrambus's nullification field. § Upon picking up Rubble to gain bonus armor, bonus armor decay is paused for 2 seconds. Picking up Rubble to restore health points will not pause armor decay. § Bonus armor will not be lost if the player falls out of bounds, but will be lost in the event of a host migration. § The stone icon in the center of the gauge will enlarge or shrink depending on the amount of bonus armor stored. At 0 bonus armor, it remains a pebble; at 2,000 bonus armor, it becomes a large boulder. § Rock formations will appear on Atlas' body as he accumulates bonus armor. (please make it cover more than just his right arm and Leg, both sides would be nice!) § Rubble pickup can be vacuumed by Sentinels or the Warframe's innate vacuum radius. § Rubble pickups resemble a piece of stone encased in a translucent layer of reflective rock-shaped metal, which is tinted in Atlas' chosen Warframe energy color. § Rubble pickups spawned when a petrified enemy or Rumbler dies while airborne will fall to the ground. Strong as the mountain, Atlas is immune to knockdown effects while in contact with the ground. § Atlas remains susceptible to knockdown while in the air. § Certain attacks like Fire Blast can push back Atlas, regardless of knockdown. § This immunity applies to obstacles and traps capable of knockdown, such as Corpus Laser Barriers. Abilities NEW! ENERGY 25 KEY 1  Landslide Bash enemies with an exploding sliding punch, and repeat for a devastating combo. Petrified enemies take extra damage, and drop Rubble when destroyed. Rubble can heal Atlas and bolster his armor. Strength:80 / 180 / 280 / 330 (1 hit) 160 / 360 / 540 / 660 (2 hits) 320 / 720 / 1080 / 1320 (3 hits) 640/1440/2160/1640 (4 hits) Duration:1.5 s (combo window) Range:10 / 13 / 17 / 20 m (dash range) [1 hit] 2 m (impact radius) [2 hits] 4 m (impact radius) [3 hits] 6 m (impact radius) [4 hits+] 8 m (impact radius) Misc:75% (bonus Rubble health/armor) § INFO § AUGMENT § TIPS & TRICKS § MAXIMIZATION § NEW!!! Atlas charges forward to punch a target enemy up to 10 / 13 / 17 / 20 meters away. The target and enemies within 2meters are dealt 80 / 180 / 280 / 330 Impact + 1/2/3/4% targets Max HP (true Damage) damage as a melee strike with a 160% critical damage multiplier, a 10% critical chance, and a 15% status chance. (on 4th hit the max true damage can be 16% target max HP. Can crit hit) this would also allow for the melee weapon to sacrifice a mod or 2 to allow for Fury or other A.S mods and be a useable weapon. ATM most of them are terrible at being a melee weapon with a A.S of 0.7 or less. § Damage is affected by Ability Strength, the Melee Combo Counter and most mods. § Landslide is also affected by equipped melee mods including: § damage (e.g., Steel Charge) § physical (e.g., Collision Force) § elemental (e.g., Shocking Touch) § critical chance and damage (e.g., True Steel and Organ Shatter) § Status chance (e.g., Melee Prowess and Vicious Frost) § weapon augments (e.g., Justice Blades) § Riven § Manticore's damage bonus applies to the ability. § Landslide is not affected by the equipped melee weapon's stats and innate effects, class-specific mods (e.g., Covert Lethality), or Acolyte Mods. § The only exceptions to this rule are: § Mire and its passive ability to grant +10% Toxin damage, which carries over to Landslide. The toxin damage combines with any elemental damage from melee elemental mods. § Landslide's damage is affected by Venka Prime's modified Melee Combo Counter. § Each enemy struck adds to the Melee Combo Counter. § AoE damage bypasses obstacles in the environment and does not diminish with distance. § Impact radius is affected by Ability Range, while the dash range is not. § Atlas' Health is invulnerable to damage while dashing. § If the target dies before Atlas lands his punch, energy used for Landslide will be refunded. § Landslide can be recast within a 1 second window to perform a repeating combo chain. Each successive hit in the chain deals increasing damage with a larger impact radius and reduced energy cost up to a cap: § 200% damage, 200% impact radius, and 50% cost reduction for the second hit § 400% damage, 300% impact radius, and 75% cost reduction for the third and all subsequent hits in the chain § This reduction in energy cost modifies Landslide's activation cost and is afterwards affected by Ability Efficiency as normal. § As an example, with a maxed Streamline the second successful cast will consume: § Atlas ragdolls enemies with an uppercut on every fourth successive strike in the chain. All other strikes stagger enemies. § Combo window is affected by Ability Duration and can not fall below 0.5 seconds. § The duration of the combo window and the respective damage multiplier for the next cast are displayed underneath the HUD's targeting reticle. § If no casts are performed within the combo window, the damage and energy cost will reset. NEW!!!! § Synergy: Using Landslide to kill petrified enemies frozen by Path of Statues, Petrify and Claymore\RazorClaymore § Casting Landslide requires an unobstructed enemy target. § Landslide is capable of locking onto and attacking invisible enemies (e.g. Stalker). § Can be cast while in mid-air. § Killing an enemy with this ability is not counted as a Melee Kill. Therefore the Swordsman Challenge is not affected by the successive use of the ability. § Shattering Impact does not work on this ability even though it deals impact damage. § Landslide attacks can damage enemies across the Rift Plane. § Landslide is affected by and can trigger Warframe Arcanes. AUGMENT § TIPS & TRICKS § MAXIMIZATION Main article: Path of Statues Path of Statues is a Warframe Augment Mod for Atlas, that makes Landslide leave a petrifying path for a short period. That is 1 meter in Diameter New!! Rank Path Duration Petrify Duration Cost 0 7s 5s 6 1 9s 6s 7 2 12s 7s 8 3 15s 8s 9 ENERGY 50 KEY 2  Tectonics Summon a rock-wall, activate again to send the rocks crashing towards the enemy. Strength:5x (armor multiplier) 123/ 3450 / 3750 (base health) 250 / 300 / 350 / 500 (explosion damage) 150 / 300 / 450 / 600 (roll damage) Duration:N/A Range:3 / 3 / 4 / 5 m (explosion radius) Misc:1 / 2 / 3 / 4 s (invulnerability duration) 15 m (roll distance) 30 m (petrified roll distance) NEW!! § INFO § AUGMENT § TIPS & TRICKS § MAXIMIZATION § Reshaping the surrounding terrain, Atlas erects a Bulwark made of stone with a base health of 3250 / 3500 / 3750 / 4000 and additional health equal to 550% modded armor and 50% Atlas’ HP . Upon activation, the bulwark is invulnerable for 2 / 4 / 6 / 8 seconds. Incoming damage that is absorbed during the invulnerability period is converted and added to the bulwark's health. § Base health and armor multiplier are affected by Ability Strength. § The bulwark's health uses the following expression when accounting for Ability Strength: Modified Health = (Base Health + 5 × Atlas' Base Armor × (1 + Armor Mods)) × (1 + Strength Mods) + Absorbed Damage. § For example, with a maxed Steel Fiber and Intensify, rank-3 Tectonics will produce a bulwark with an initial health of (3750 + 5 × 450 × 2.1) × (1 + 0.3) = 11,017.5 before converting absorbed damage. § While active, a health counter becomes visible on the ability icon that tracks the bulwark's health percentage from 100% to 0%. Placing the HUD's targeting reticle over the bulwark will also display its health bar. § Atlas and his allies do not contribute to a bulwark's health gain by shooting it during the invulnerability period. § Invulnerability duration is affected by Ability Duration. NEW! Note!: wall falls off hard lategame. Early game it wont matter if its indestructible as its early. But lategame it is little more than tissue paper. Needs a serious buff!. Ergo problem solved with this buff. More HP. REMOVE! § Reactivating the ability will cause the bulwark to compact into a Boulder that rolls towards the current direction of aim, dealing 150 / 300 / 450 / 600 Impact damage per second to enemies that are dragged along its path. After rolling 15 meters or hitting an environmental object, the boulder will explode and inflict 250 / 300 / 350 / 500 Puncture damage to enemies within a radius of 3 / 3 / 4 / 5 meters. § Rolling and explosion damage are affected by Ability Strength. § Enemies affected by the rolling damage are ragdolled. § The explosion damage does not bypass obstacles in the environment and diminishes with distance. § Explosion radius is affected by Ability Range, while roll distance is not. NEW!! Also note! Projectiles NOT some Hitscan crap!. Projectiles are better!. Claymore · Reactivating the ability Atlas will Landslide the wall (consuming a landslide charge cost as well) Causing it to explode into Projectiles dealing 150 / 300 / 450 / 600 Impact damage, Knocking enemies Over. this will also apply the Damage from Landslide (it will also take into account the combo he is on) these can Critically hit. NEW!! Razor claymore § Synergy: Casting Petrify on the Bulwark hardens it into a Petrified Bulwark. Boulders created from Petrified Bulwarks § Bulwarks and Boulders becomes silver-colored and metallic when petrified. § As the 3 bulwarks created by Tectonic Fracture can become Petrify effects on them. § Bulwarks now will become Brittle and become razor sharp when hit. this will change the Damage type From Impact to Slash. Also increasing the Base Crit chance of Land Slide by 10%, Crit Damage by 15% and base Status Chance by 15% NOTE! § While the bulwark is capable of blocking most hostile gunfire, it does not provide cover from area of effect damage, including the explosive attacks of Grineer Bombards and Napalms. But will reduce 50% of the Damage § Bulwarks and Boulders have collision detection for enemies only. Atlas and allies can move through Tectonics' objects unobstructed. § Enemies that are melee-focused will attack the Bulwark if it obstructs their path, though some enemies may simply run up against it. § Atlas can maintain only one bulwark at a time. § Tectonics can be recast immediately to create a new Bulwark. § The Bulwark will spawn on the same elevation as Atlas and will not fall down, even if there are no objects under it. § Tectonics can not be cast in the air. § Casting and reactivation duration of 1 second are affected by Natural Talent and Speed Drift. Main article: Tectonic Fracture Tectonic Fracture is a Warframe Augment Mod for Atlas that modifies Tectonics to allow additional simultaneous walls, but sacrifices the ability to turn them into offensive boulders. NEW Rank Walls Health Cost 0 2 80% 6 1 2 90% 7 2 3 100% 8 3 4 110% 9 ENERGY 75 KEY 3  Petrify Atlas' hardened gaze will fossilize foes, heal Rumblers, and create Petrified Bulwarks. When shattered, petrified enemies drop healing Rubble for Atlas. Strength:100% (Rumbler heal) Duration:5 / 10 / 15 / 20 s Range:10 / 11 / 12 / 14 m (cone length) Misc:60° (FOV) +50% (damage vulnerability) 1 (Rubble dropped per enemy) § INFO § AUGMENT § TIPS & TRICKS § MAXIMIZATION § NEW Atlas unleashes his hardened gaze in a conical burst of energy 12 / 13 / 14 / 15 meters long within a 70° field of view. All enemies caught within the cone are instantly turned into stone. Petrified enemies receive 50% more damage from all sources and are completely disabled from attacking or moving for 7 / 12 / 16 / 20 seconds. § Petrify will not solidify enemies behind obstacles in the environment unless Atlas has line of sight. § NEW!!! Gives allies in range a status immunity for 7/12/16/20 seconds NEW!! Loot drop is increased by 5/7/11/15% (lower than the original augment, more consistent with out the need of the mod) § Damage vulnerability is not affected by mods. § Stone duration is affected by Ability Duration. § Cone length is affected by Ability Range, while the field of view is not. § Activation energy cost is affected by Ability Efficiency. § Casting animation speed is affected by Natural Talent and Speed Drift. § When killed, each petrified enemy will drop 1 piece of Rubble for Atlas to pick up. NEW!! § Synergy: Casting Petrify on Atlas' stone constructs yields additional benefits. § Bulwark hardens into a Petrified Bulwark that gains Razor Claymore bulwark gains 10% base Critchance, base 20% status chance and + 30% cirt damage § Rumblers' health pool is instantly restored to 100%. § Petrified enemies are resistant to status effects, status durations are reduced to 50%. Any duration-based status effect, such as a Bleed proc, that is applied before an enemy is petrified will have reduced Duration § If enemies are unaware once hit by Petrify, they will retain their unaware status upon being petrified. § Bosses and Capture targets can not be petrified. § Frozen enemies can not be petrified. § Enemies will turn a darker tone and obtain a stone texture upon being petrified. § Using Petrify on an enemy that is currently solidified will not refresh the stone duration. Once the enemy breaks free, it can be petrified once again. Casting Petrify will interrupt Atlas' actions and movement. OLD!! Kinda useless outside a survival with a nekros to make the most of the body parts! Main article: Ore Gaze Ore Gaze is a Warframe Augment Mod for Atlas that modifies Petrify to cause enemies turned to stone to be scanned into the Codex and have a chance to make them drop extra loot. § NEW, Rumblers casting petrify on a enemy and then Killing them will summon 3 rumblers they spawn in at enemy Level like a spectre! They last up to a max of 30 seconds. make them act like they do, Taunt enemies, they aren’t worthy of a 4th ability slot, they do sod all damage and are a bit derpy. BUT having them as a 3 Augment gives some survivability. Some more tank. Out there. Keeps them in his Kit. But moves them off 4 and into something more like Inaros 3 but as a option. This clears up his kit. Gives it more utility and flexibility REMOVE!!!! From 4 move to 3rd augment! ENERGY 100 KEY 4  Rumblers Summon two elemental stone brawlers to the melee. Summoning petrifies enemies in close proximity to Atlas. When finished, Rumblers collapse into a pile of healing Rubble. Strength:50 / 150 / 250 / 500 (armor) 500 / 750 / 1000 / 1250 (explosion damage) 500 / 750 / 1000 / 1200 (health) 800 / 1000 / 1400 / 2000 (melee damage) 200 / 250 / 350 / 500 (rock damage) Duration:15 / 20 / 30 / 45 s (Rumbler duration) Range:3 / 4 / 5 / 6 m (stone radius) 3 / 4 / 5 / 6 m (explosion radius) 1 (speed multiplier) Misc:2 (number of Rumblers) 10 s (stone duration) 1 (Rubble dropped on death per Rumbler) ≤ 50 (Rubble health/armor given) § INFO § AUGMENT § MAXIMIZATION § Atlas summons his 2 earthly elemental golems as he instantly petrifies all enemies into stone within a 3 / 4 / 5 / 6meter radius for 10 seconds. Once summoned, the Rumblers will roam the battlefield seeking nearby enemies to attack. They last for 15 / 20 / 30 / 45 seconds unless they are killed or manually detonated. § Number of Rumblers summoned is not affected by mods. § Petrify radius is affected by Ability Range. § Rumbler duration is affected by Ability Duration, while petrify duration is not. § Cast delay of 2.5 seconds is affected by Natural Talent and Speed Drift. § Petrifying occurs instantly when Atlas begins his casting animation. § Each Rumbler possesses 500 / 750 / 1000 / 1200 Health, 50 / 150 / 250 / 500 Armor, and a speed multiplier of 1. Rumblers inflict 800 / 1000 / 1400 / 2000 Impact damage and stagger the target backwards with each melee attack; they can occasionally throw stones that home in on enemies to inflict 200 / 250 / 350 / 500 Impactdamage and ragdoll enemies hit. § Physical size of each Rumbler along with their health, armor, and all sources of damage are affected by Ability Strength. Health and armor are also affected by Warframe health, shield, and armor mods. § Rumbler health uses the following expression when accounting for Ability Strength: Modified Health = Health × (1 + Health Gain From Leveling + Health Mods + Shield Gain From Leveling + Shield Mods + Strength Mods). § For example, with Vitality, Redirection, Intensify, and Atlas all at max rank, rank-3 Rumblers will have a modified health of 1200 × (1 + 2 + 4.4 + 2 + 4.4 + 0.3) = 16,920. § Atlas' rank influences Rumbler health as the "Health Gain" and "Shield Gain" in the expression are referring to bonuses applied to Atlas' respective base stats. As Atlas at max rank will have 300 health and 300 shields (from 100 health and shields at rank 0), the +200% health and shield increase will also apply to the Rumblers' health. § Rumbler armor uses the following expression when accounting for Ability Strength: Modified Armor = Armor × (1 + Armor Mods + Ability Strength). § For example, with a maxed Steel Fiber and Intensify, rank-3 Rumblers will have a modified armor value of 500 × (1 + 1.1 + 0.3) = 1,200. § Speed multiplier is affected by Ability Range and can not fall below 0.5 or exceed 1.5 under any circumstances. § If the ability is reactivated or if Atlas becomes incapacitated, active Rumblers will self-destruct and inflict 500 / 750 / 1000 / 1250 Blast damage to enemies within 3 / 4 / 5 / 6 meters. § Explosion damage is affected by Ability Strength. § Damage does not bypass obstacles in the environment and diminishes with distance. § Explosion radius is affected by Ability Range. § On death, each Rumbler will drop 1 piece of Rubble that restores 50 health or provides 50 bonus armor when picked up by Atlas. § Rumbler Rubble provides reduced amounts of health or armor if Rumblers sustained damage to their health before expiring. § Amount of Rubble dropped per Rumbler, health restored, and bonus armor provided are not affected by Ability Strength. § Synergy: Casting Petrify on injured Rumblers will instantly restore their health to 100%. § Rumblers are immune to Status Effects, such as knockdowns or Slash procs, but they can be staggered. § While melee kills by the Rumblers are considered melee kills by Atlas, they do not contribute to the Melee Combo Counter. § Rumblers have collision detection for enemies only. Atlas and allies can move through Rumblers unobstructed. § Atlas can maintain only 2 Rumblers at a time. § The number of active Rumblers is displayed in the HUD beside Atlas' shield and health indicators, and waypoints are displayed onscreen for each active Rumbler. § If a Rumbler enters a Nullifier bubble, it will have its health drained. Main article: Titanic Rumbler REPLACEMENT! Strength of the Titan. Cost 100/130/160 energy Atlas bolsters his and near by allies (range 8/12/16 meters) Strength but 20/25/35% (increases with strength mods). He also Gains 10/15/20% movement speed, 20/30/50% more armour (including Rubble, surpassing the cap of 2000), 90/150/200% HP and 10/15/20% faster cast time and 20/30/50% damage reduction and 10/15/20% evasion (allies gain 50%), each kill restores atlas HP by 10/20/30% of his Max HP this ability lasts 10/15/20 seconds. passive. Every kill atlas gets increases his HP by 0.5 HP Flat, this is unaffected by Mods, but is affected by Strength of the Titan. this is affected by strength, duration, range mods. all effects are After mods effects. Augment. Colossal assault increases Strength of the Titans duration by 10/15/20/25% allies gain 60/65/70/75% of the buff. Now Atlas has had No Late game potential at all, soon as the mobs hit lvl100 his damage starts falling off, his mobility is trash, his HP and EHP are terrible, shields are useless on him, his wall sucks unless u have a 3 wall build, his 3rd is negates status which isn’t Bad especially when it’s a alloy armoured target. He is a Brawler that only has 1 trick and that’s punching things. An never stop pressing 1. But later on he is too slow to close the gap, he is suppose to be able to tank damage but he doesn’t, level 40 mobs will really start to hurt him. he needs to be a proper Brawler, someone who can get in and deal Damage in the later game, Or at least have that potential. Brawlers are suppose to be a Front Line, but the Game has NO late Game Frontline. Giving him a BIG team buff at the Cost of large amount of energy. his 1 being able to scale with Damage now, his 2 actually having a better synergy and damage potential OR protection!. being a brawler he needs to be Overpowered in the early game. So he is useful in the late game. If he can’t Buff teams, he is selfish, If he isn’t able to close the gap or mobilise he is useless, if he isn’t out there doing damage… he is dead weight. He isn’t a weapon based warframe, he gets hit in mot, he dies!. Even with a full Umbra BUILD!. He NEEEDS to be already Strong off the Bat so you can build him as a tank. He needs to get in and do damage, other wise he is sitting back doing nothing Brawlers have NO endurance capabilities anymore. Once you hit level 150 no one lives, 1 hit an you die!. Atlas needs to be able to survive this. His Early game should be Strong, so that he may be useable in long survivals, as the endurance community is picking up, we need more Frames. At the moment there are NO brawlers that are useful to endurance. Valkyr, Wukong, Atlas are all out! Excal is barely useful and only because of 3 and 4. Inaros can make health Packs and has HP but at lvl 150… doesn’t matter he is dead. Passive useless!. a change like this Might seem Broken. BUT it allows atlas to take on level 150’s and Live. He Needs not only more damage, but synergy with his Abilities. Make them useful. his 4th would give him also a supporting Roll in later levels. Also allowing him to continue to get out there and do damage. Brawlers are helps back as they have the highest damage in the early game, and are nerfed to that level. They need to have consistent Damage across the game. We have Octavia, Sonar Banshee, bubble Mag, Nidus!. These guys all scale with the Game. They are all casters. An you end up sitting in a corner fighting. this would allow you to move on out and fight in a active manner and not spot camp. He will be “Over powered” early on. that’s what brawlers do. But in a endurance run, he will have more range on his 1 giving him more closing time on high levels. 2 now can defend better and attack now useful. 3 now more utility. we need a Endgame Brawler. Sitting in a corner farming isn’t as fun, someone who can Scale with the time and Deal Damage while not sitting behind a wall IS needed!. He with this he would have a very STRONG synergy with Banshee, Nidus and Volt. atm, a level 100 sortie he dies in 1-3 shots unless u spam 1. Atlas is named After a titan. Make him live that Dream!. Give him endgame potential. This would Keep his Current Fun Feel. But it also adds more to him, drop a wall, break it. Drop another hit 4 hit 3 on the wall hit 2 then charge in with 1. Giving him a HUGE burst of Damage. And with scaling HP he can work around the Need of a invulnerability like Wukong an Valkyr, his 4 would bolster his defences at the Cost of energy. He has a larger chance of picking it up with his new 3rd passive (old augment), still keeping his short invulnerable frame from his 1. And his 2 has more use to it being defensive and offensive (with 2 offensive types). we need something active. Someone that can Tank, someone who can stand toe to toe with a lvl 200+ bombard 1v1. But still has to move about. Nerfing someone that is strong early is terrible. If atlas is Strong early and has Decent damage 2hrs into a game. Then he will be used. He can protect the team. Buff the team. Run into the Fray and fight. He could be the 1st real Survival Brawler Class warframe with decent scaling damage and HP. with the new elite survivals and missions coming in, frames like Altas. No good. first time he gets hit, he is dead. He is too slow, to short ranges. Has OK damage. But he will fall off 5 minutes in. this is where he needs to be at. Stupidly Strong early yes. Who isn’t thou. Rhino can just be all iron skin never take dmg. Roar. More damage. Never die. mesa shoots everything. Mallet has a Octavia. Excal can just spam EB. So a Atlas on this power scale WONT change a thing. Infact people would play him, he would be used in Survivals. More drop chance. Team buff. Team Tank. Can defend and be offensive. That would move him way up in the world. The game is easy early on. don’t buff for those people. Buff for the endurance people. They know the difficulty that is lvl 200+. there isn’t anyone using melee then because a butcher will love tap you dead. this is why the Brawlers are bad atm. They only exist in early game. Sub lvl 100. this buff would change this dynamic. People would have a brawler that scales. Someone who is active. Not just stand a spam. Moving on. WuKong honestly I love Wukong, but if he is to see a rework, He needs to have that End game scalability! which is why i think what i said for his 3 passive would work decently well on a scale wukong 1 yes impact based but also Fire dmg as well. Sun Wukong is a elemental demi God. Iron Jab needs to be more Iron Strike. held Ability Wukong Swing his Staff hitting all in a 4/5/6/7m cone infront dealing Impact/ Fire Dmg and reducing Armour by 12/15/18/24% for 5/9/13/15 seconds also Proc a Shattering Impact that will remove up to a Max of 20% Base armour. this would align him more with what he is really like. Wukong 2 defy - Wukong needs to probably have a bit more of a Increase on the Drain to counter a rework buff. wukong 3. useless mist mode - Eternity (passive Ability) for every Kill Wukong gets, he increases his Strength and weapon damage by 0.045%. active Wukong summons his Clone to Dash Forward Ignoring any Collision. applying Cold Proc to all enemys and dealing 2/4/8/12% current Hp Dmg to all mobs Wukong 4 Primal Fury - Primal Rage. Wukong Brings out his Legendary Staff. Each Swing\attack deals impact and also Will Alternate Between Cold\Elec\heat\toxin per hit. and a 10/20/30% crit chance and base 1.2 attack weapon Range +25% move Set- 360 sweeping attack, overhead Slam Attack, 4 point Strike strike From Right shoulder (reduce Armour by 15%)- left knee (cold Proc)- right knee(elec Proc) - Headstrike dealing heatshot dmd to any mobs in area.) Cleave From the Hip (blast Dmg\proc) (swings from the Hip, extending the Staff by 50%) 2handed jab (extends 200%, affected by Melee mods and wf range mods) dealing Puncture Dmg in a straight line Crotch Shot - (swing the staff from behind in straight line to straight infront,) and mob Hit Take Impact Puncture dmg and Is stunned Ground Slam (jumps Forward and stabbing the staff into the Ground dealing heat and Blast Dmg) wall Strike (jumping off a wall, wukong will Scratch At anyone in a area around him dealing Slash Dmg) Stats hp 130 (400 lvl 30) shield 70 (140 lvl 30) (Brawlers shouldn't have shields!!! just armour and HP please!) Armour 350 (500 lvl 30) energy 150 (325 lvl 30) Sprint 1.05 passive Nimbus while in combat wukong nimbus cloud that reduces dmg by 10%, while out of combat wukong gains 30% move speed (hasn't taken damage for 10 seconds) now able to scale with the game. Moving him off a defy build into a burst brawler. Still using Defy to aid him in his damage in higher levels. While being able to take pressure off the team (one of the most important roles of a Brawler) he can now support the team with Armour stripping. Cold proccing and burst damage. While in his down time of recouping energy he can have great gun damage as well. As he needs to either be defensive or have damage. So Give him Damage. Let him charge up his energy after the last glass cannon Burst. Defy stopping him from going down. But he has to use that energy to deal damage to things above 150+ . as stated with atlas. Brawlers atm are terrible. Bring this kinda life to the brawlers. Make them a force to be feared. Make wukong the God he is in myth an legends. A unstoppable fighting machine of Rage and destruction.
  13. The Virtual Cursor is live on XB1 and PS4 in Beasts of the Sanctuary: Update 22.20.6! To read the full dedicated Dev Workshop head on over to: [Expand spoiler below for changes] We will be closely monitoring your feedback/bug reports! These are some big changes, so we understand it will be quite jarring when you first get to moving around the UI. But with that said, we really do appreciate your constructive feedback so that we know where we can improve. If you are reporting a bug, provide screenshot/video where possible. Thank you for your time as Warframe continues to develop!
  14. LizSeven

    State of the frame

    Alright I may be beating a dead horse here. I'm still new to the game only 60 something days but I've noticed in not the only person that see's this as a problem.... DE, what is with the terrible rng passive abilities? For specific examples. Gara, Frost, Ember, Hydroid, Nyx. Gara is rng based and situational if it's night her passive means nothing it's a raft in the sea its list you aren't gonna find it. Frost why? It's not like frost has a huge reason to even leave his bubble as it stands getting a frost out of his bubble is like trying to make friends with a honey badger. Ember on paper good idea put into practice is potato water, why must enemies be the ones to set you on fire why can she not use her own flames??? Hydroid I still believe was a bet that whoever won could pick the passive and nobody was allowed to voice their opinion about it. Why does he have a "chance" I can make him summon them with his 4 and not only not have to ground slam but I get more for my buck?¿? And finally Nyx I love nyx but her passive makes things worse a specific example used my 4 on some corpus they begin fighting I see a nullifier bubble and you know what else I see 3 idiots baton in hand rushing the nullifier why because instead of keeping their guns and shooting at it the passive activated and they decided to have a slug fest that the nullifier's bubble completely messed up.
  15. PLEASE , make it easier , the simulacrum and the game are both ¨simulations¨ seem logical
  16. (XB1)TheoricCombat

    Bug with revenant quest

    A bug in revenant mini quest : if you exit the plains while you are searching for the energy "aparitions" the quest locks and you cannot get the revenant blueprint,and going back to the plains with the mask doesnt do anything
  17. Limbo Prime Access Ends September 25th! Limbo Prime Access is almost finished! The most magnificent magician will conclude his show with a grand disappearance on Sept. 25. Act quickly to get yours or lose Limbo Prime to the Void! Limbo Prime Access Features: Limbo Prime: Manipulate the Void as the golden gentleman. Limbo Prime Glyphs: Embody Limbo Prime with these Prime Glyphs. Destreza Prime: Precise strikes and high Puncture damage make this Prime rapier devastating against armored targets. Pyrana Prime: A far cry from a gentleman’s traditional dueling pistol, this Tenno secondary automatic shotgun shreds enemies with ease. Limbo Prime Accessories Oblivia Prime Syandana Rift Walker Prime Sigil Buy now with Prime Access! You can also find in-game Relics containing the Blueprints and Parts required to build Limbo Prime, Destreza Prime, and Pyrana Prime. Entering the Vault: Valkyr Prime! Starting September 25, the following items and their respective relics will enter the Vault and will no longer be available in-game: Valkyr Prime Cernos Prime Venka Prime If these powerful Prime Weapons and Warframe (or their Blueprints/Components and Relics) are already in your Inventory, they will remain after the Vaulting. Your time is short, Tenno. Make the most of the time you have left and put on the performance of a lifetime with Limbo Prime Access!
  18. farrellis007

    Warframe Partnership rework.

    Hi, so as someone who has many many hours on multiple accounts on warframe one thing recently really troubles me for the games future or more importantly the communities path/future, in regards to how DE are choosing their partners recently. Up until 18months ago many of the partners were dedicated vets of the game & had all invested many hours into it which enabled them all to be helpful advocates to newer players & thus deserved their partnerships. Now however I’ve noticed an influx of the ‘popular twitch partners’ getting partners simply because of their status!! And the most annoying thing is that many of them don’t even know what they’re doing or are willing to learn the game! Many just get given gifts or boosters to level up fast. So please tell me DE how do these people deserve to be partners? And also have you not done enough research about these people? Some of them have been in other directories in the past and thus made it toxic and negative to the point where that particular community is dying or becoming as toxic and them streamers! My worry is that their influence and attitudes will slowly infect the awesome community warframe has created. So I implore you DE stop giving partnerships to any ‘big streamer’ coz it’ll give you brownie points in your marketing department. Yes it may increase player base for a short time but how many will stick around for the long haul? There’s hundred of thousands of loyal & dedicated players out there who know the game like the back of their hands, and are great at helping new players and creating content, surely these are the guys/girls who deserve partnership? Not some pleb who’ll rather discuss how well his coffee tastes and sells then actually play and learn the game which you guys put your heart & soul into!! So again I implore you DE please look into your partnership program and be more rewarding to the player base you’ve had all these years not just reward popular streamers who have jumped on the bandwagon until new games/dlc’s come out. And make community helpful/fun/informative again! Kind regards Mikethamanc.
  19. (XB1)D0V4Hk1IN2015

    Revenant Drops

    I am really excited to get Revenant, really I am, but I have come across the same issue I originally had with Harrow Neuroptics- it just didn't drop for me at all. Over 20 times I completed the same mission, yet I haven't recieved the Neuroptics for Revenant. I was on the verge of farming platinum because of this until people started telling me to post this. I hope it's not just me going through this monotonous process. Please raise the droptables for the neuroptics of Revenant.
  20. (XB1)Automatamancer

    Mirage Changes

    Hi I wanna know if there has been any mention of Mirage tweaks or changes and if not I’d like to suggest some to do with her abilities. 1) hall of mirrors is fine as is 2) I feel like this could change light levels, if not then the only thing I can actually think of would be to create more turrets and machine type enemies that can be switched by this ability. This would give more enemy variation and make mirage more useful, although it’s highly unlikely to happen. 3) I’ve seen it suggested a million times but the buff needs to stick to whatever light level it was cast in, if activated in dark it needs to keep the damage resistance and vice versa, as it is now it just isn’t effective with warframes mobility. And we really need to see what the actual buff numbers are, not just the maximum. 4) I would like to see this change to a charge ability, the longer you charge it the brighter it gets, that way it would keep the same cast time at max charge, you could cast it instantly for the maximum damage resistance buff on eclipse or charge it fully for the damage buff. I really would like to see Mirage get some tweaks to make her more usable and fun, she’s the best looking frame imo and deserves some good changes.
  21. (XB1)SHADOW NINJA970

    primsa sobek,kohm,or boar

    Prisma Boar more slash, puncture, high-status chance,faster-reload speed, and small mag. Prisma Sobek high-status chance, fast reload speed, lower mag size, higher critic chance, critic damage. Prisma Kohm high-status chance, critic chance, critic damage, high fire.
  22. (PS4)ArtPrince17

    "Fixing" The Daily Tribute System

    Okay, so that Dev Workshop was... something. So most of you know if you're reading this that the Daily Tribute system got a Dev Workshop and might be changed. While I'm personally not opposed to it, I can see where a lot of people are coming from when they say they hate it. So, I'm going to be implementing ideas from DE themselves with @Operative_Shift's own philosophy on the matter to come up with something that can make everyone happy. Power of choice and "veteran (or those players that just login for 3 seconds every day to get the reward and then leaves) prestige" both included! Starting with some general adjustments to the drops: remove Warframe and Weapon blueprints add scaling to all resource drops lock credit reward at 20,000 lock Endo reward at 160 all mods in the Daily Tribute system should come fully ranked Now into the nitty-gritty. Let's get into the choice system. Tribute Weapons and the Lodestar pieces should not be able to be picked. Sigils in the Milestone Packs should not be able to be picked, but the extra add-on items should every 100 days, an "Evergreen Pack" should be guaranteed, and should have multiple options I think that these suggestions would make everyone happy, right? It implements DE's choice system while also allowing players deep into their days to keep their prestige. It also improves upon all resource drops on the table to make them more useful to the advanced players. What are your thoughts?
  23. (XB1)MauvePiano

    Operator eidolon with chest beam

    Give the eidolon teralyst a Tenno chest beam combined with Iron Man's Hulkbuster unibeam so it fires a void chest beam with Iron Man's unibeam from his Mark 2 Hulkbuster suit I give the eidolon adamantium armor adamantium bones adamantium skin and an impenetrable force field and make the eidolons smart and make his strength infinite and make this update for the very next hotfix to Warframe email this to the digital extremes Company 2
  24. (XB1)Crava878

    Rank 17 is rigged

    Don't want help, I'm done with help! Nothing I use does S#&$! I want this fix cause its rigged! No amount of time, the thing changes, and no way to get energy in time. Its bullS#&$ and I'm done! Just make it fair please! I've been doing this for days and no amount of speed or power does S#&$! De for the love of goddess fix this stupid unfair test cause I'm sick of no matter what I put on or use it does S#&$ nothing what so ever! Just fix it please cause I'm done tryin over and over for its unfair and I just don't care how people say its easy its not and its bullS#&$ stupid. It has no purpose and the test are just making feel like why does rank matter if this game just has no use to learn this in game what so ever! Just fix it cause I'm done, period no help just make it fair cause I'm done
  25. As we all know Vauban is still not in a good place at the moment. The problem with Vauban is that all his abilities are trap based abilities which are not good against enemies with guns which is a problem. The purpose of my re-visit to Vauban is; · Make him affective against enemies with guns. · Give his survivability · Give him t synergy with his abilities. 1st ability: · Make them have 100% stun proc. · Reduce the charge time to 1sec instead of 3sec. · Reduce the shock time to 1sec. · Make one tesla shock two enemies instead of one. · Holding the ability will slowly move the tesla in the direction you’re facing and double the duration. (This is good for enemies at a distance hiding behind cover) 2nd ability: · (NEW) Tether- Replace tripwire with a trap that tether enemies to it slowing down their movement. (tripwire is fun to watch but ultimately useless) It will slow a maximum of 5 enemies. · All traps are seeker traps that seek out the nearest enemy to it. (this makes it better of enemies with guns) · Bounce will continue to seek out enemies until the number of bounces run out. · Increase shred and concuss range to 10m when triggered and on detonation. 4th ability: · Increase the range from 6m to 12m. · After ability ends it will set off a blast proc explosion knocking enemies down. · It can now be deactivated. All abilities will land where you are aiming at instead of an arch throw. Synergies: 1st & 4th If you throw your 1st ability in the 4th ability it will shock every enemy sucked in doing more damage. 2nd (concuss & shred) & 3rd ability · If you throw concuss in the 3rd ability while there are enemies held up, it will make enemies outside it shoot enemies affected by it making you less likely to be get shot at if you or your allies are inside 3rd ability and the effect will last until the 3rd ability duration runs out. · Throwing shred in there with no enemies in it will shred most of incoming enemy fire making you receive a 70% damage reduction if you or your allies are standing within it and the effect will last until the 3rd ability duration runs out. 2nd (bounce & tether) & 4th ability Throwing one of the grenades into the 4th ability will perform different results; · Bounce will ragdoll all enemies after explosion or on deactivation. · Tether will slow all enemies` recovery speed and movement after explosion or on deactivation. · Shred will strip all enemies armour during 4th ability activation. · Concuss will affected all enemies after explosion. · If you throw 2 different grenades in the 4th ability, the last one will take priority over the 1st on you put it previously. Environmental trap synergy · If you throw your 1st ability onto/near a trap it will override it which means you or your allies will no longer be affect by the trap but will instead affect enemies. I have also come up with changes to other warframes take a look at this link bellow.