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(PS4) Warframe Revised: Railjack Revisited (Part 1): Update 27.4.3 Status: Live!

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May 12th Update:

Warframe Revised: Raljack Revisited (Part 1): Update 27.4.3 is live on PS4! Reminder that Nightwave: Series 3: Glassmaker will be going live at 2 PM ET. See you then, Dreamers!

May 11th Update: 

Warframe Revised: Raljack Revisited (Part 1): Update 27.4.3 has passed Cert and is going live tomorrow, May 12th @ ~ 11 AM ET.

The launch of the update will occur during a Murex wave, so we apologize ahead of time for the disruption! We want to get this update out as soon as we can with everyone online and available to assist, so that you can start enjoying everything it is bringing with it (which of course includes some well-sought after changes to Scarlet Spear). 

Nora Night is also coming back on the air with Nightwave: Series 3 - Glassmaker tomorrow at ~ 2 PM ET on all Platforms! The gap between the update launching and the start of Glassmaker allows us time to address any pressing issues with the update content before the next Series in Nightwave debuts. 

Red Text will be your guide and countdown into Warframe Revised: Railjack Revisited (Part 1): Update 27.4.3 and Nightwave: Series 2 - Glassmaker! See you tomorrow, Tenno!

May 7th Update: 

Warframe Revised: Railjack Revisited (Part 1): Update 27.4.3 has been sent to Cert! The total download size for this next mainline update is ~ 1.25 GB - once it passes Cert we will share the good news and an official launch date. Thanks Tenno!


Warframe Revised: Railjack Revisited (Part 1): Update 27.4.3 is in Development! 

This next mainline build we are working on to send to Cert includes everything from PC Update 27.3.10 - 27.4.3. Once we have sent it to Cert we will update this thread with the news and include the total download size so that you have time to manage space if needed.

Now let's get into what you can expect with Warframe Revised: Railjack Revisited (Part 1): Update 27.4.3!



Two new TennoGen Bundles are on their way! They feature a curated list of Round 18 items from our talented creators. You will be able to find them in the in-game Market once the update is live. 


TennoGen Bundle XLV

  • Wisp Delusion Skin + Helmet by prosetisen
  • Oberon Youkai Skin + Helmet + Arm Armour by Hitsu San
  • Baruuk Bedouin Skin + Helmet by Erneix and karu


TennoGen Bundle XLVI

  • Polearm Jotunheim Skin by Mz-3
  • Heavy Blade Suprema Skin by Hitsu San and Reil 
  • Two Handed Nikana Arashi Skin by Lubox
  • Heavy Blade Mizar Skin by Girtan

Console Specific Notes: 

  • Selecting “Defaults” in the ‘Customize Controller’ Options will now give you the option to choose to either default ‘All’ bindings or just those in the current tab.
  • Fixed opening the "search" function in several menus while moving the virtual cursor causing it to continue to drift in that direction.
  • Added a new Omni Tool binding! The default binding is R1 + Right Directional-Pad button, to customize go into your Options > Controls > Customize Controller > Ability Menu > Bind ‘Equip Omni’. 
    • The Omni Tool will only be equipped using this shortcut option if it is in the Gear Wheel!
  • Fixed outstanding issue on chat where you’d see loading spinner instead of  "your access to chat has been suspended" when banned. Possibly related to the following chat issues: https://forums.warframe.com/topic/1180373-region-specific-chat-issues/?do=findComment&comment=11558142
  • Fixed controller triggers not working correctly if bound to an analog action (such as camera up/down in Decoration mode).
  • Fixed inability to select duplicates of a Mod when using direct text input with a controller.

Railjack Revisited (Part 1):

Tenno! We are continuing our Warframe Revised update pattern - this time with a focus on Railjack. Earlier this year we released ‘Warframe Revised’ which touched a lot of Warframe, but also included a big batch of bug fixes for Railjack. Now it’s time to dive deeper into key areas: Pacing, Balance, and Tools of the Trade.  Not included in this Revist: Intrinsics,  Missions, and other areas. These are bigger undertakings for later Parts, but expect more revisions to come (to Malfunctions too)! The key intention behind this Railjack Revisited update is to make Railjack better paced and more fun, while also being more rewarding for your time.

General Changes:

  • Doubled the Railjack’s innate loot-pickup (Vacuum) Range.
    • We’ve also improved the way that Vacuums pull items towards the player and the Railjack. The maximum amount of time it takes for the pick-up to reach the player should be a little more consistent now (about 0.75 seconds in most cases).
  • The Sentient Anomaly in the Veil Proxima will no longer have downtime - it will rotate every 30 minutes to a different node with no downtime in between.
  • Changing the pacing and general feel of all Railjack Piloting and movement to be less reliant on the optimal strategy of “Single strafe Boost then Repeat”:
    • Doubled the Railjack’s base Speed.
    • Lowered Boost Speed by 75%.
    • Increased the Boost Speed cost of dodge.
    • Increased Boost Drain.
  • Made scale a factor in damage reduction and bonuses. This means Archwings and their weapons will do more damage to ships, while also taking less damage from them.
  • Fixed inconsistencies with the sensitivities of the emplacement positions (side turrets now match the pilot turret).
  • Doubled Revolite crafting yield from 50 to 100.
  • Tripled values of Titanium and Asterite resource drops.
  • Grineer on-foot enemies now drop Archwing Mods, and Captains drop Operation and Dual Stat Archwing Mods.
  • Changed the Omni tool to slot into the first available slot in the Gear Wheel when given to players instead of being appended to the end.
  • Removed unnecessary ability to use the Omni tool outside of Railjack missions.
  • When transitioning between Railjack missions, your Warframe/Operator Health/Shields will be restored as well as any Vazarin instant Revives.
  • Railjack sessions will lock after 5 minutes or if 50% of the Fighters have died - similar to normal sessions.
  • Railjack Missions will reward more Credits at End of Mission to tie some of the main currencies into the reward structure more heavily.
    • Earth Proxima Missions reward 30,000 - 45,000 Credits depending on the node.
    • Saturn Proxima Missions reward 50,000 - 75,000 Credits depending on the node.
    • Veil Proxima Missions reward 80,000 - 150,000 Credits depending on the node.
  • Removed the whirly spin move of one of the Sentient fighters. He was having just a little bit too much fun and the other Sentients were just not having any of his funny business.
  • Updated the look of the Taktis Grineer Fighter ships.
  • Made slight visual updates to the search bar in the Avionics screen.
  • Made the hit notification sounds clearer when making contact with an enemy fighter. 
  • Removed the mention of ‘Archwing Catapult maneuvers’ from the Engineering Intrinsics description due to none of its Ranks relating to the Archwing Slingshot. You can find Archwing Slingshot improvements under the Gunnery Intrinsic!
  • “Reset Defaults” and “Randomize All” buttons in Railjack cosmetics screen will reset the camera to the overview when viewing the exterior. This makes more sense as these buttons apply changes to the entire ship, and also fixes an issue where if you were focused on the decal or name then the position would be wrong after changing the Railjack skin. 
  • Your Pet Companions will teleport alongside you when transitioning between different regions in a Railjack mission (ie Omni Recall, Archwing Slingshot, boarding a Crewship via Archwing, etc). 
    • This addresses feedback that Pet Companions could take many seconds to catch up, or if it's bleeding out, won't catch up at all, thus dying frequently. This also fixes Pet Companions sometimes dying on an exploding Crewship that you’ve already departed from. 

Ship Combat Changes:

  • Changed all Health, Shield and Armour to use the new Tenno versions introduced in Warframe Revised.
  • Halved the Health and Armour of all Grineer Fighters.
  • Randomized the amount of Fighters required to be killed during the Extermination portion of the Skirmish mission so it’s not always the same.
  • Decreased the amount of time between landing the killing shot to the enemy explosion on Fighters (0.1 - 1 sec) down from (1-3) seconds. The effect of this will be not only a quicker pace, but also a quicker time to spawn any drops.
  • Shield Recharge delay remains at 5 second based on Public Test results. 
  • Railjack Weapon heat build up changes:
    • Apoc - Sigma/Lavan/Vidar heat build up reduced from 20 to 12. Zekti from 40 to 20
    • Carcinoxx - Sigma/Lavan/Vidar heat build up reduced from 10 to 8. Zekti from 20 to 12
    • Cryophon - Zekti from 400 to 350
    • Photor - Sigma/Lavan/Vidar heat build up reduced from 10 to 8. Zekti from 20 to 12
  • Railjack Weapon changes:
    • Milati Multi Missile
    • Reload speed increased from 5 secs to 2 secs
    • Projectile speed increased from 250 to 400
    • Pulsar damage increased:
  • Sigma/Lavan/Vidar
    • MK 0 - 43 to 52
    • MK 1 - 78 to 94
    • MK 2 - 133 to 160
    • MK 3 - 213 to 256
  • Zekti
    • MK 1 - 117 to 141
    • MK 2 - 200 to 240
    • MK 3 - 320 to 384

On-Foot Combat Changes:

  • Reduced the Health of all on-foot Grineer Railjack enemies by half.
  • Removed scaled damage controllers from all on-foot Grineer Railjack enemies.

Pacing Changes:

  • Added Caps for the amount of simultaneous Railjack Hazards (Fire, Electric, and Breaches). Your Railjack can only have 1 of each Hazard active at a time.
  • Made each RJ Hazard type even more, MORE harmful to the Railjack based on Public Test results.
  • Reduce Railjack Speed and Damage when Railjack is in “Catastrophic Failure” mode.
  • Increased the amount of Omni Revolite required to remove hazard events, but quadrupled the XP gained:
    • Fire Hazard: From 600 to 2400
    • Electricity Hazard: From 600 to 2400
    • Ice Hazard: From 600 to 2400
    • Hull Breach: From 600 to 2400
    • Hull Rupture: From 1000 to 4000
  • Increased the number of fighters in all alert stages.
  • Enemies now spawn much closer to the Railjack vs. 1000+ km away.
  • Destroying all engines on a Crewship now disables weapons.
  • Destroying all engines on a Crewship kills half the crew on board.

Archwing Changes / Fixes:

  • Longstanding issues with the usability of Archwing Melee has been fixed.
    • Made numerous changes here based on Public Test results, including further Melee weapon rebalancing.
    • Increased base Melee magnetism range from 100 to 140m
    • Decreased chance of Enemy Fighters performing a maneuver to break away from Melee attacks from 100% to 10%.
    • Increased camera offset from Enemy Fighters from 25 to 30m to help show action.
  • Archwing Melee Range Mods now affect aim assist lock-on range.
  • Archwing Gun stats normalized - space combat now uses ground “Heavy Weapon” stats.
  • UI Lead indicator has been added to relevant Archwing Guns.

Systemic Changes:

The Kuva Lich ‘Valence Fusion’ is coming for built Armaments and Components. Introducing RAILJACK VALENCE FUSION - players will be able to fuse duplicate built or unbuilt stats to their favourite built parts, boosting them. Based on Public Test Cluster feedback, this no longer requires built Armaments and Components to Valence Fuse: Wreckage can be used, with a resource cost (Max 40%!). Built Armaments and Components can also be used and consumed, with a Dirac cost.

  • Requires Dirac to perform if VALENCE FUSION occurs for built Armaments and Components.
  • Requires Resources and Credits if VALENCE FUSION occurs for Wreckage of Armaments and Components.
  • Combining matching tiers gives 10% boost in stats
  • Combining lower tiers gives 5% boost in stats.
  • Two tiers removed (Mk3 with Mk1) is 2% boost
  • You can only VALENCE FUSE the same House and type of Armaments and Components across all MKs - much like Kuva Lich Weapons.  Also Sigma equipment (your starting equipment or purchased from the Dojo) cannot be upgraded in this way.

Affinity and Intrinsic Gain Changes:

  • Doubled Affinity-to-Intrinsic Point conversion. You will now gain Intrinsics 2x faster.
  • Increased the earned Affinity on killing Elite Fighters and Outriders.

Avionics Changes:

  • When it comes to Avionics changes, there’s an overarching goal: Simplify Avionic management.
  • Each Integrated Avionic Type will only exist with a single Manufacturer rather than three Manufacturer flavors. What this means is that there won’t be 3x variants of the same Avionic.
  • Consolidated Avionics have had their Avionic Capacity Drain altered so that on average the Integrated Avionics now consume 20% less. This ensures players can more comfortably fit the builds they want in the new consolidated system based on Feedback from the Public Test Cluster.
  • The ‘retired’ Integrated Avionics will be removed from players inventory via a script on login.
  • The remaining Integrated Avionic for each Type will take on the values of the previously highest valued Avionic of its Type.
  • ALL Dirac used to upgrade Integrated Avionics will be refunded. This applies to both retired and remaining Avionics.
  • ALL remaining Integrated Avionics will have their Upgrades drained.
  • Added ‘Incomplete’ tab/category to the Avionics screen in the ‘Configure Railjack’ panel, Mods Segment screen, and the Codex.
    • Avionics, Mods, and Arcanes that are not owned are marked as ‘preview’ in this category and those that you own but have not ranked to Max are also in this category.
  • You can now Chat Link Avionics!

Battle Avionic Refresh:


  • Initial use cost of 5 Flux Energy, double cost if used again within 4 secs up to a cap of 40 energy (5/10/20/40)

Blackout Pulse

  • Display range stat on all marked targets while projectile is in flight
  • Increased radius from 100 to 200
  • Increased damage from 250 to 500

Particle Ram

  • Requires forward velocity to be active
  • Increased speed of projectile when its launched
  • Increased length of projectile so targets stay within the damage field as long as they did before with slower projectile
  • 50% more Damage during a Vector Maneuver
  • 100% more damage when launching the Particle Ram
  • Now accepts energy colour.

Shatter Burst

  • Display range stat on all marked targets while projectile is in flight
  • Range increased from 120 to 200
  • Damage increased from 500 to 1000
  • Radius increased from 60 to 80
  • Fall off decreased from 100% to 50%

Void Hole

  • Decreased duration from 25 to 12 secs
  • Increased attraction strength

Fiery Phoenix

  • Decreased energy drain from 5 to 2.5 per sec

Seeker Volley

  • Increased damage from 1000 to 1600
  • Increased Critical Chance from 20 to 40%
  • Increased speed from 120 to 260
  • Seeker Volley now drops from Kosma Taktis. 

Tactical Avionic:

Fire Suppression

  • Changed the Fire Suppression Tactical Avionic to always fix only one Hazard, and upgrading the rank reduces the cooldown.
    • Previously the only reason you would have upgraded this Avionic was to handle more Hazards at once, but now your Railjack can only have 1 Hazard at a time. Reducing the cooldown instead still gives you a reason to rank it up.


Find these new Avionics from Earth, Saturn, or Veil Proximia Grineer Fighters to enhance your Railjack (these values are with Max Rank Avionic and Max Grid Rank):

Deep Hold (Lavan)
Increase Forge Capacity by 60%.

Cruising Speed (Zetki)
Increase Speed by 80% when no enemies within 3000m.

Quicklock (Lavan)
Decrease Ordnance Lock-on time by 75%.

Artillery Cheap Shot (Zekti)
Forward Artillery has a 50% chance to not consume Dome Charges.

Ordnance Cheap Shot (Lavan)
Ordnance weapons have a 50% chance to not consume Munitions.

Turret Velocity (Vidar)
Increase Turret Range by 25.3%. Increase Turret Projectile Speed by 55%.

Archwing Melee Stat Refresh: 
Expand the spoilers below for the full list of changes!


Mastery Rank 0-3

Damage increased from 300 to 470

MR increased from 0 to 1
Damage increased from 290 to 412

MR increased from 0 to 3
Damage increased from 350 to 436
Status chance increased from 10% to 15%

Mastery Rank 4-6

MR increased from 0 to 4
Damage increased from 325 to 392
Status chance increased from 15% to 20%
Critical chance increased from 10% to 15%

MR increased from 0 to 6
Damage increased from 280 to 450
Status chance increased from 7.5% to 12%
Critical chance increased from 15% to 20%

Mastery Rank 7-9

MR increased from 0 to 7
Damage increased from 325 to 445
Critical chance increased from 10% to 13%

MR increased from 0 to 8
Damage increased from 280 to 376

Prisma Veritux
MR increased from 0 to 8
Damage increased from 300 to 394
Critical chance increased from 15% to 30%

Arch-Gun Changes:
Expand the spoilers below for the full list of changes!


Proximity fuse has been added to Grattler rounds in space so they explode when they are near a target.
Removed self-damage when in space. The Grattler will apply the self-stagger mechanic now while in space.

Phaedra accuracy increased.

Imperator Vandal
Imperator Vandal accuracy increased.

Dual Decurions
Recoil reduced for Dual Decurions in space.
Increased accuracy.
Decreased zoom FoV.

Reduced the collision size of Larkspur's Alt Fire projectile.

Increased size of Velocitus projectile in space.
Quick shot Damage increased from 200 Magnetic to 150 Impact, 150 Puncture, 150 Slash and 150 Magnetic.
Quick shot Critical Chance increased from 25 to 30%.
Charged shot Damage increased from 1200 Magnetic to 400 Impact, 400 Puncture, 400 Slash and 400 Magnetic.
Charged shot Critical Chance increased from 30 to 60%.
Charged shot Critical Damage increased from 3 to 3.6x.

Minimum Fall Off Damage increased from 175 to 440.
Charged Shot Critical Damage increased from 2.6 to 3x.

Kuva Ayanga
Ammo regen delay decreased from 1 sec to 0.7 secs.
Ammo regen rate increased from 10 to 66.
Fall Off min Damage increased from 120 to 137.

Railjack Fixes:
Expand the spoilers below for the full list of fixes!

  • (Re-posting here in case it was missed in the hotfix notes on April 22nd) Fixed inability to access the Tactical Menu (R1 + Right D-Pad button) while Piloting or using side Turrets the Railjack with a controller as reported here: https://forums.warframe.com/topic/1180095-unable-to-open-tactical-menu-while-piloting-railjack-with-controller-fixed/?do=findComment&comment=11525327
  • Fixed attempting to exit the Railjack right when the Host selects another mission to warp to resulting in the left-behind player dying and sometimes unable to Revive.
  • Fixed lingering Revo Reducer buff after equipping and unequipping the Revo Reducer Avionic until they complete a mission or leave their Dojo.
  • Fixed cases where the doors in the Railjack would have collision and prevent players from passing through them.
  • Fixed inability to load into the Dojo via Railjack Navigation.
  • Fixed Railjack Reactors that have the “50 Shield per unused Avionics Capacity” perk not applying the perk when first loading into a Railjack mission.
  • Fixed Clients having a 5 minute Arch-Gun Deployer cooldown if you were outside the Railjack when a Host migration occurred.
  • Fixes toward seeing an inescapable black screen if you were inside a Crewship as the Operator when it exploded.
  • Fixed ‘Reflex Aim’s’ snap aiming not properly targeting the ships from a split Gyrex.
    • The target lead indicators will now follow the ships split from the Gyrex, but since radial damage does not hurt them, ‘Target Sync’ will not lock-on to them. This was set this way so that players do not waste their Munitions.
  • Fixed Chroma Elemental Ward issue where casting it on yourself through the Railjack Tactical Map, then overriding it with your own cast causing the bonuses from the Tactical Map cast to never expire.
  • Fixed base of the Railjack Wing Turret appearing to float in front of the Client player when mounting said Wing Turret.
  • Fixed a functionality loss when Recalling back to the Railjack while performing a finisher. 
  • Fixed a functionality loss when using Transference while transitioning through a loading tunnel (Void tunnel).
  • Fixed Clients out in space that experience a Host migration, resulting in an ability to take your Heavy Weapon into the Railjack and POIs as a regular ground weapon (Primary).
  • Fixed being placed inside an Artillery and falling through the level to escape if you used Join Warp on a player on said Artillery.
  • Fixed your Warframe’s body not moving with camera aim when using the Railjack’s Forward Artillery.
  • Fixed using Transference when Piloting or using side Turrets in Railack as Operator causing it to cast the first slotted Battle Avionic.
  • Fixed Clients loading into an untextured level when sitting in the Archwing Slingshot during a Host Migration.
  • Fixed Focus Convergence Orb markers appearing in Space instead of inside the ship when piloting Railjack.
  • Fixed starting a second Railjack mission preventing Melee Finishers from working until respawned.
  • Made multiple fixes for jittery and weird cloth physics when hanging out in the Railjack. This also fixes issues of rigid cloth after dismounting from the Pilot seat.
  • Fixed Clients loading into Railjack missions from Dry Dock after accepting an invitation from Host getting stuck in infinite loading.
  • Fixed issue where Clients would get stuck in the Forward Artillery and above the intended area in the Railjack when entering and exiting the Forward Artillery back to back.
  • More fixes towards players finding themselves in all kinds of brokenness when using Archwing Slingshot on a Crewship that had just been destroyed.
  • Fixed elements of the Tactical Menu map disappearing in certain aspect ratios.
  • Fixed Clients getting left behind when starting a second Railjack mission from the Dry Dock and Hosts getting stuck in infinite load.
  • Fixed objective markers sometimes not showing after subsequent Railjack runs as Host.
  • Fixed fighter/Crewship objective markers reappearing after migration when they had already been completed.
  • Fixed Operator faces getting all messed up when piloting Railjack. Space fighters are thankful they no longer have to witness that horror anymore.
  • Fixed meltdown projector showing for players that are still inside the Crewship.
  • Fixed multiple issues related to Railjack for Clients invited to someone’s Orbiter including:
    • Fixed an issue where using "Board Railjack" / "Return to Orbiter" from the top menu while not close to the action itself would fail to execute it.
    • Fixed an issue where Clients would spawn in a "random" spot on the Railjack instead of in the bridge like the Host does if they were still in the Orbiter.
  • Fixed the waypoints for Commanders in Railjack missions not having distance information.
  • Fixed Dragon Key debuff indicator appearing as a red dot in the HUD when Piloting the Railjack.
  • Fixed purchasing a Glyph to equip on your Railjack only applying the icon, but not setting the selected item. This resulted in the Glyph slot name not updating and selecting to equip a new Glyph would auto focus the old Glyph you had before the purchase.
  • Fixed teammate buttons in the Railjack Tactical Menu overlapping the location text.
  • Fixed super long Railjack names overwhelming the Railjack HUD.
  • Fixed UI becoming unresponsive after opening the Nightwave screen as the Operator when returning to the Dry Dock from a Railjack mission.
  • Fixed Elemental Resistance Avionics not Ranking up properly.
  • Fixed accessing the Railjack Arsenal from the Orbiter leading to camera placement issues.
  • Another fix towards getting stuck on a black screen when using the Archwing Slingshot into an exploding Crewship and then trying to leave.
  • Fixed a script error leading to broken/missing Railjack HUD when Piloting or using Turrets after loading into a Railjack mission as a Client (or following Host migration).
  • Fixed UI becoming unresponsive if the ‘view mission progress’ screen was open while transitioning to another Railjack level or Dry Dock. 
  • Fixed Randomizing Railjack Glyph through the "Randomize All" option not applying the new Glyph until Railjack Configuration menu is exited.
  • Fixed Heat Accretion stat comparison appearing backwards.
  • Fixed "on hit" Arcanes triggering when using Railjack weapons.
  • Another fix towards "Tactical Efficiency" (Tactical Rank 6) not modifying the Flux Energy cost of using some Battle Avionics.
  • Fixed a crash associated with Crewships. 
  • Fixed Garuda not being able to Melee after leaving and re-entering Railjacks. 
  • Fixed several Railjack related script errors. 

Defendable Objects: Healing AoE and Damage Reduction Changes:

Our Healing AoE / Damage Reduction changes posted back on April 3rd are arriving with this update! If you’re unfamiliar, ultimately what we want is more ‘Healing’ Abilities to work to allow for more strategies to emerge in various mission types. Healing these objectives can serve well as an alternative or a complement to the commonly used defensive Abilities, such as Frost's Snow Globe, Gara's Mass Vitrify, Limbo's Cataclysm. 100% heals is not what we want to do, so we are instead allowing the effects with some objective-specific adjustments as to not trivialize the game modes.

Expand spoilers below for full table of changes:



Heal Source

Normal effect

Effect on all types of static Defendable objects (Cryopods, Excavators, etc) 

How did this work before this Update? 

Gara - Mending Splinters

3 HP per sec for each active splinter

Fine as is.

As is 

Hildryn - Haven

500 Max Shields

80% faster Shield recharge

Fine as is, will inherit the Normal effect behavior.

On live does nothing 

Trinity - Blessing

Up to 100% HP and Shield restore

Previously did nothing. Now, will Heal for 500 over 5 seconds, can’t stack

On live does nothing 

Equinox - Mend

25 Shields for each enemy killed

Burst heal based on how much damage was dealt

Notes: Since the heal amount is based on player damage, the numbers are astronomical which will lead to imbalances outside our goal here. 

Previously did nothing. Now, Allow the Shields component to work and heal for 500 over 5 seconds, can’t stack.

Does not affect (health nor shield)

Vazarin - Protective Dash

5 seconds invulnerability

60% Heal over 5 seconds

No invulnerability

Heal for 500 over 5 seconds, can’t stack

Works at full effect

Khora - Venari

Heal for 50 hp/sec

Fine as is. Will return functionality that kicked this whole Workshop off.


We will be returning the functionality it had before

Hydroid - Curative Undertow

Heals 30% hp every 1.5 secs when ally stands on it

Previously did nothing. Heal for 100 per 1.5 sec

On live does nothing

Harrow - Penance

Heals allies for a % of damage dealt

Notes: Similar to Equinox, very hard to balance for this since it’s based on damage dealt. 

Heals are capped up to 50 per second.

On live does nothing

Oberon - Renew

125 burst heal

50 health per sec

Previously did nothing. Now, Fine as is and will inherit this behavior. 

On live does nothing

Garuda - Blood Siphon

Heals by % of missing health

Doesn’t apply, for flavor we think this shouldn’t.

On live does nothing

Inaros - Scarab Swarm

Heals for damage dealt by Swarm Projectile divided by allies in range.

Fine as is, will inherit this behavior. 

On live does nothing

Nidus - Ravenous

Heal allies standing on it for 20 HP per second

Fine as is, will inherit this behavior. 

On live does nothing

Wisp - Vitality Mote

Increase max hp by 300 and heal for 30 hp  per second

Fine as is, will inherit this behavior. 

On live does nothing

Volt - Capacitance

Grants shields based on 3% of damage dealt

Capped at 250 shields, no overshields

On live does nothing

Titania - Passive 

4 Heal Per Second for 20 Seconds,

Fine as is

On live does nothing 

Sancti Magistar

Heals for damage dealt in an AoE

Heal for up to 500 over 5 seconds, can’t stack with other players. Going from a burst to Heal over Time. 

Going from burst to heal over time

Ancient Healer

Heal for 100 HP every 20 seconds

Fine as is

As is

Rejuvenation Aura

Heal 3 HP per sec

Fine as is

As is

Arcane Pulse

60% Chance to heal for 150 HP when picking up a globe with a 15 sec cooldown.

Fine as is

As is


Damage Reduction

Damage Reduction Source

Normal effect

Effect on all types of static Defendable objects (Cryopods, Excavators, etc) 

How did this work before this Update? 

Trinity - Blessing

50% Damage reduction

Capped at 50% Damage Reduction

On live does nothing 

Mirage - Total Eclipse

Grants 75% Damage reduction to allies

Capped at 50% Damage Reduction

On live does nothing 

Titania - Thorns

50% damage redirected to enemies

Fine as is (no effect) 

On live does nothing

Gara - Splinter Storm

70% Damage reduction

Capped at 50% Damage Reduction

Works at full effect

Ember - Immolated Radiance

50% of Immolates Damage reduction applies to allies

Capped at 50% Damage Reduction

On live does nothing 

Baruuk - Desolate Hands

80% Damage reduction

Capped at 50% Damage Reduction

On live does nothing 

Harrow - Warding Thurible

40% Damage Reduction

Capped at 50% Damage Reduction

Works at full effect

Nezha - Warding Halo

Absorbs 90% of damage

Capped at 50% Damage Reduction

On live does nothing 



Conclave Mods Converted to PVE:

The following Conclave Mods have been converted/balanced to PvE Mods! If you already own these Mods they will automatically be available in your Arsenal when the update launches. You can still obtain these Mods via Conclave, but will also be added to Nightwave Series 3: Glassmaker Cred Offerings.

Warframe PVP to PVE Mods (listed at max Rank):

  • Rumbled (Atlas, Rumblers Augment): Atlas becomes a Rumbler with Rock Armor that can absorb up to 300% of max Health worth of Damage.
  • Prism Guard (Mirage, Prism Augment): Prism follows above Mirage. Duration changed to 4s.
  • Purifying Flames (Ember, Fire Blast Augment): Allies hit by the expanding ring of fire will be granted 4s of Status immunity.
  • Power of Three (Ivara, Quiver Augment): Quiver fires three arrows and consumes 20 more Energy.
  • Deceptive Bond (Loki, Decoy Augment): 50% of damage Loki takes is transferred to Decoy, and vice versa.
  • Singularity (Nyx, Absorb Augment): Create a ring every 3s that drags in enemies at 15m/s.
  • Recharge Barrier (Volt, Electric Shield Augment): Allies that pass through have 35% Shields restored.
  • Purging Slash (Excalibur, Slash Dash Augment): Allies in the path of Slash Dash have 4 debuffs removed and 100% Shields restored.

Weapon PVP to PVE Mods (listed at max Rank):

  • Ambush Optics (Rubico): -50% Zoom.
  • Brain Storm (Grakata): On Headshot: +100% Ammo Efficiency for 1s.
  • Directed Convergence (Supra): +100% Accuracy when Aiming.
  • Focused Acceleration (Tetra) When Aiming: +80% Projectile Speed.
  • Shrapnel Rounds (Marelok): +200% Multishot, -66% Damage.
  • Skull Shots (Viper): On Headshots: +100% Ammo Efficiency for 2s.
  • Double Tap (Latron): On Hit: 20% Bonus Damage on next Hit for 2s.

Simulor/Synoid Simulor Changes:

  • We have made the following changes to the Simulor/Synoid Simulor:
  • Increased per stack damage for stacked orbs:
    • Simulor: 20 to 50
    • Synoid Simulor: 20 to 80
  • Increased damage of exploding vortexes:
    • Simulor: 75 to 100
    • Synoid Simulor: 75 to 240
  • Increased the duration of active vortexes to 20 seconds before they explode (unless done so manually).
    • Simulor’s vortex lifetime will remain at a 5 second duration in Conclave.
  • Reduced the lifetime duration of a single Orb before it explodes.
    • This allows single projectiles to be used offensively as they now detonate quickly and have had their damage increased significantly.
    • Creating vortexes now happens rather quickly. Shoot 4 orbs in quick succession to create a fully powered vortex. With this we also added a max number of active Orbs to 4.
  • Added a max number of active vortexes at a time to 3 and increased the orb stack count to reach a fully powered vortex from 3 to 4.
    • With the significant increase in damage and lifetime of active vortexes, and with the added bonus of individual orbs providing more utility, adding a cap to the number of active vortexes and increasing the orb count for maxed vortexes felt appropriate to strike balance with the changes.
    • Once 3 fully maxed vortexes are active, the Simulor will now default to single-shot orbs - with the reduced lifetime of a single orb, there are now more ways to use the Simulor against enemies!
  • Removed the initial stagger on enemies that would occur on vortex creation.
    • We removed this effect so that enemies aren’t pushed out of range of the vortex as much.
  • Updated Simulor and Synoid Simulor’s FX!

New Warframe Augments (max rank)!


Titania - Spellbind Augment - Spellbound Harvest
Hitting at least 4 enemies with Spellbind will grant Titania 50 Energy.

Harrow - Condemn Augment - Tribunal
Other players will proc 50% of the effects of Penance and Thurible when attacking chained enemies.

Grendel - Pulverize Augment - Catapult
Use 'R3' to launch Grendel in your aim direction. Costs 10 Energy.
*Image above displays incorrect button call-out 'Middle Mouse' that is intended for PC users - disregard!

Hildryn - Shield Pillage Augment - Blazing Pillage
Enemies affected by Haven will be set ablaze for 200 Heat Damage and restore 50 additional Shields to Hildryn.

Scarlet Spear Changes & Fixes:

With the Operation ending on May 14th @ 1:30 PM ET on consoles it is possible that with Cert turnaround time these changes and fixes might not go live before its conclusion. It is also possible that the changes do in fact go live, but with only a handful of days left to the Operation. We know that both of these scenarios are not ideal, and we apologize. We do however have plans to re-run the Operation this year and the following list will be live with its second run! 

Expand the spoilers for full list of changes and fixes:

  • Increased the Murex Raid Satellite’s Armor.
    • This change was brought forth by feedback regarding the Satellites being too squishy against Crewships as you progress into the Murex Raid mission. 
  • The Murex Raid Satellite now must be towed to its correct location before you can deploy the Oplink. 
    • We found that a number of  “no kill codes received” reports were not receiving Codes because their Satellite was not properly in place, thus making the squad ineligible to receive Kill Codes. Most squads followed this flow already so it shouldn’t feel too different - just a precaution for those who don’t park their Satellite in its designated zone! 
  • The Aerolyst canister mechanic now has a 10 second cooldown before the canisters refill after becoming stunned from destroying all of them. 
    • Our intentions here are to alleviate some frustration over the Aerolyst canister mechanic that we’ve been receiving. If you were quick to dispatch the Aerolyst before you likely won’t notice a difference!
  • Fixed loss of functionality when attempting to upgrade a grid slot from the Flotilla's Railjack configure panel, as reported here: https://forums.warframe.com/topic/1183638-operation-scarlet-spear-live-on-switch-ps4-xb1/?do=findComment&comment=11500832
  • Fixed the Aerolyst enemy giving less-than-intended Affinity. 
  • Fixed inability to destroy the Aerolyst’s canisters if you were attacking in Limbo’s Rift.
  • Fixed Operator Magus Arcanes not functioning in consecutive Murex Raids.
  • Fixed a rare progression stopper where the Condrix remains invulnerable while open after a Host Migration occurs.
  • Fixed UI breaking in Murex Raid due to Host vs Client load times. 
  • Fixed an edge case where Clients who joined a Murex Raid mission in progress wouldn't receive intermittent rewards that appear after each Murex is driven away.
  • Fixed an edge case script error that occurred when receiving a Kill Code, which could result in not receiving said Kill Code.
  • Fixed Arcane Momentum not activating for Critical shots on the Condrix.
  • Fixed mission objective UI icon to “Retrieve the OpLink Satellite” showing as “*” instead of the mission objective marker. With this we also fixed other UI screens not showing the correct icons or key bindings (such as the ability menu while piloting the Railjack with a controller). 
  • Fixed a script error when a Murex Wave succeeds during a mission.
  • Fixed a script error when deploying your Oplink in the Ground Assault mission.
  • Fixing script error occurring when the Aerolyst uses its wing attack.
  • Fixed a script error when completing a Condrix wave in the Ground Assault mission.

General UI Changes:

  • The in-game Market will be receiving a refreshed look with the addition of top level filters:
    • Your chosen UI Theme will be reflected when viewing the in-game Market!
      • Now that the Market uses Themes you can now see more details about items on hover and view Weapon stats.
    • Moved Market filters to be grouped with the search bar.
    • Added filter to ‘Hide Mastered’ items.
    • Added "NEW" tag for new items.
    • Added new starburst FX to the “Thank You for Your Purchase” screen in the in-game Market. Such pizazz!
  • Added ‘Preview’ button to items in your Inventory that will take you to their page in the in-game Market.
    • Also added this feature for Prime items in your Inventory to learn more about them
  • Added a new ‘LANDING CRAFT’ option under Equipment. The previous ‘Select Landing Craft’ and ‘Customize Landing Craft’ that were part of the ‘ORBITER’ option will be housed there now.
  • Updated the Relic Pack Relic contents screen (when purchased in the in-game Market and from Syndicates) - it will now show each Relic’s contents better categorized by rarity.
    • Also added ‘Common’, ‘Uncommon’,  ‘Rare’ tooltips over rarity icons
  • The Invite screen has a fresh new look and has been polished:
    • Added count of online friends and Clan members.
    • Improved the hover indicator to be clearer when selecting from the list.
  • Added ‘Daily Standing Cap’ information to the Bounties screens in Cetus and Fortuna.
  • The Leaderboard screen has been refreshed to apply your chosen UI Theme and display information/options in a cleaner way.
  • Added Riven compatible items component to Riven Unveil screen when Unveiling a Riven and when viewing a Riven via Chat Link!
  • The Trading screen will now prompt you with a warning when you’re about to Trade an Arcane that is currently equipped.
  • You can now search the Mods Codex section via Drop Location by entering the location in the search bar (ie Arbitrations, Nightwave, Earth, etc).
  • Banshee, Excalibur Umbra, Frost, Nekros, Nova, Nyx, Oberon, Saryn, Valkyr, and Zephyr Ability videos have been added to their respective Arsenals! We’re all caught up now!
  • Reduced spacing between mini-map and objective text when fighting Eidolons.

General Changes:
Expand spoilers for full list of general changes: 

  • Removed Stance Forma eligibility on Exalted weapons due to Stance Forma providing no benefit to these weapons. 
    • With the exception of Garuda’s Talons due to the Talons using standard Stance Mods instead of an Exalted Stance.
  • Replaced the Atlas Prime Helmet Blueprint with the Atlas Prime Systems blueprint in the Lith N4 Relic that was recently indeed to the mix. 
    • The Atlas Prime Helmet Blueprint was accidentally put into the Uncommon slot, when it is indeed a Rare piece. 
  • Fast Traveling to Little Duck in Fortuna as your Warframe will no longer initiate the unskippable dialog with her. Instead, you’ll Fast Travel to right beside her but won’t initiate the conversation, giving you time to Transfer to your Operator to talk to her.
  • Titania Prime’s Razorwing Energy wings will be hidden when aiming to avoid blocking your sight. 
  • Grineer Forest tileset ferns will dither when the camera is close to them to help visibility when shooting.
  • Changed the Alliance MOTD to read "EDIT ALLIANCE MESSAGE" instead of “EDIT CLAN MESSAGE” when attempting to edit said message. 
  • Added a ‘click’ sound when cycling through zoom options with Sniper Rifles.
  • Titania Prime has been given her own unique dodge/roll animations that flow better with her floating movement! 
  • Instead of having to re-aim at your placed Waypoint to remove it, now you can remove your Waypoint by holding the button! 
  • Helminth Cysts will be able to be removed in the Helminth Infirmary after one day as opposed to waiting a whole week.
  • You will be able to sell your duplicate Garuda, Harrow, Octavia, Revenant, and Nidus Blueprints for 2500 Credits from your Inventory.
  • You will be able to sell Syndicate 10x Restores for 2500 Credits.
  • Increased the Status Chance of the Twin Grakatas to match their mechanic of firing 2 rounds at once.
  • Disabled Exalted Weapon Rivens from generation. Any Exalted Weapons that may have been generated will be re-rolled on login. 
  • Polished the handless cartwheel and knock back animations from self-interrupt weapons. Also fixed the knock back distance and slide to be more aligned so that the Warframe isn’t just standing still.
  • Changed Grendel's Nourish ability description to "Inflict Toxin damage on Feasted enemies in Grendel's gut one by one, adsorbing nourishment to buff allies. Tap to cycle through buffs and hold to cast."
  • Updated the grunge on the Corbu Shawzin to make it edgier for all your shredding needs.
  • Polished the Grattler Heavy Gun’s fire and reload animations. Also fixed an errant animation that played when equipped.
  • Improved camera collision against water so that it doesn’t penetrate and go underwater as much.
  • Improved Mirage's Sleight of Hand's detection of light and dark areas to decide which booby trap to spawn. Also fixed a bug where the 'package' could use the wrong type of explosion based on light/dark in certain situations.
  • Made some slight changes to Corinth Prime’s sound mix.
  • Multiple invites from players will no longer stack the invite received sound FX to save your ears from the increasing volume.
  • If a player sends an invite to someone who has “Do Not Disturb” mode on it will say “(Player Name) is using Do Not Disturb and will not receive invitations”.
  • Khora’s Spikes (her default back attachment) will be an Auxiliary attachment to give players more customization options with Syandanas.
  • Added support to Sword & Board skins to have consistent main-hand holster positions and scaling regardless of base weapon.
    • This also fixed Sigma & Octantis shield popping closed and opened again when holstering.
  • Increased the text fields on the Mastery Rank Up message to better accommodate other languages.
  • Updated the Orokin Tree mesh and materials to be higher quality.
  • You will be able to customize your Kavat’s Emissive color, which will affect their tail and eye color.
    • This option also fixes not being able to change the color of the fan-like Kavat tails due to it being based on energy color.
  • Titania will no longer be to play the Shawzin while in Razorwing due to it resulting in a very broken flying state.
  • Domestik Drones will no longer start semi-hidden in the Decoration placement mode. They will now be fully visible instead of its previously glowy state!
  • Updated Infested hit/stagger reactions to give the player more understanding of when player attacks are landing!
  • Minor tweaks to Excalibur’s Radial Javelin cast effect and gave it some ground interaction (ice chunks when cast over ice, etc).
  • Improved Liset previews (Xiphos, etc) by adding respective Liset animations, FX, etc.
  • Reduced Shedu’s projectile brightness FX.
  • Reduced the Basmu’s firing sound FX from other players.
  • Update FX for Corpus Osprey projectiles.
  • Made updates and optimizations to several weapon FX including Kitguns.
  • Made minor general explosion FX updates.

14 pages of fixes (which also includes a handful of optimizations) are coming with Update 27.4.3 The full list will be posted once the update is live but here are some highlights: 

  • Fixed a script crash that could occur during Disruption missions after host de-sync, as reported here: https://forums.warframe.com/topic/1183832-clients-in-disruption-issues-after-host-de-sync-investigating/?tab=comments#comment-11531177
    • Also related: Fixes towards Client rewards never catching up to Host in Elite Sanctuary Onslaught. 
  • Fixed outstanding issue on chat where you’d see loading spinner instead of  "your access to chat has been suspended" when banned.
  • Fixed Sentient Battalyst laser party ability not respecting physical Shield abilities, such as Frost’s Snowglobe and Atlas’ Tectonics, and instead going through the barriers to injure players.
  • Fixed Lech Kril not being affected by Viral Status Effects.
    • The same rule of Status Effects reacting with Bosses or VIPS (added in 27.3.9) applies here.
  • Fixed certain boss attacks (Ropalolyst’s laser attack and Profit Taker’s missile for example) not respecting Shield Gating and killing players in one hit.
  • Fixed the Braton Vandal being sellable for only 1 Credit. We increased the sell price to 7500 Credits so that it matches most other Primary Weapons.
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Much as I always love to hear an update is on the way, I was wondering if someone could please speak to why the additional Scarlet Spear hotfixes that PC received were held off until this update. The same thing happened with Plague Star and the drone pathing issues, and I think it would benefit both DE and the console community if you could try to help us understand why these decisions are made the way they are, and whether anything might be done to try to avoid these unfortunate outcomes with future events.

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4 minutes ago, (PS4)demishock said:

Much as I always love to hear an update is on the way, I was wondering if someone could please speak to why the additional Scarlet Spear hotfixes that PC received were held off until this update. Now consoles won't be getting the fixes until the event has already ended for us (or within 4 days of it ending, at best), and we have no ETA for when the event might be re-run. The same thing happened with Plague Star and the drone pathing issues, and I think it would benefit both DE and the console community if you could try to help us understand why these decisions are made the way they are, and whether anything might be done to try to avoid these unfortunate outcomes with future events.

Seconding this sentiment. Scarlet Spear has been running for weeks on console and will be ending in just over 8 days. There was ample time for these event hotfixes and changes to have been sent to cert and received by us. Can the team please explain why consoles get repeatedly left in behind like this for updates? The Plague Star mentioned fix in particular is a thorn all its own, as those pathfinding issues were reported multiple times over multiple runs of the event but were never fixed until emotions boiled over on the subreddit, and at the end of the day only PC got to see that fix.

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1 hour ago, [DE]Danielle said:

Grendel - Pulverize Augment - Catapult
Middle mouse button to launch Grendel in your aim direction. Costs 10 Energy.

Soooooo, I have to ask Sony where the middle mouse button is in playstation gamepad... OK I'll try...


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One thing I still don't fully understand with the way Avionics are being reworked:

Lets suppose I have a Zekti and Lavan Predator mod, but the Vidar I'm missing is the only Predator after this update.

Using this example, will all my Predator Avionics be converted into Vidar, or will all my non-Vidar Predators be deleted leaving me without one at all?

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1 hour ago, [DE]Danielle said:

Fixed a script crash that could occur during Disruption missions after host de-sync, as reported here: https://forums.warframe.com/topic/1183832-clients-in-disruption-issues-after-host-de-sync-investigating/?tab=comments#comment-11531177

  • Also related: Fixes towards Client rewards never catching up to Host in Elite Sanctuary Onslaught. 


*tosses copious amounts of confetti* \o/

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hace 3 horas, [DE]Danielle dijo:

Affinity and Intrinsic Gain Changes:

  • Doubled Affinity-to-Intrinsic Point conversion. You will now gain Intrinsics 2x faster.

I think doubling the rate at which you get intrinsic is a very bad idea. The intrinsic system to improve your skills with railjack is one of the main motivations and objectives to achieve in railjack mode. Completing all the intrinsic skills in no time will cause you to lose grace. These should continue to be achieved at the rate they currently are and that completing all intrinsic skills is a long-term rather than a short-term goal.

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51 minutes ago, (PS4)DeathMastro said:

I like this I really do... but now let’s get down to very important business, Hydroid only has two skins HOW CAN THIS BE!!!


Tbh, i dont even get tennogen for the skins. The helmet on the skin is all that matters. 

Or if its made out of a special material. Then i might get it too

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4 hours ago, (PS4)DeathMastro said:

I like this I really do... but now let’s get down to very important business, Hydroid only has two skins HOW CAN THIS BE!!!


Revenant only has his default skin... DE doesnt care about equality. And not for lack of submitted tennogen, DE just refuses to accept them

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Take your time. I can wait a long time for the Vazarin murder and the more than wonky static defense healing changes you - as per usual - created a feedback thread for you just to - as per usual - not apply any of the feedback prior to shipping them. What's the point of dev workshop posts and requesting feedback? Like, I don't get it. Pages of valid feedback always have 0 to little impact before you release it. Little impact being something like removing amber stars from arbitration rotation rewards and proudly announcing:" We heard you, Tenno!". So, I mean little. We'll quickly forget that the atrocious revive mechanics that were added to arbitrations, which were heavily critiqued prior to the patch back then (and could easily be mostly fixed by revive orbs not reducing your health), still are as they are. The whole dev workshop idea seems like wasted time and effort for everybody involved to me other than being able to make a few preperations as a player.

Hungry Bill Murray GIF by Groundhog Day

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Garuda being left out of healing defensive objects is wrong.    If she cant heal that stuff how does she heal anything else???   Way to be CONSISTANT.  Just cant help yourselves can you.

Railjack NEEDS a permission system. 

What are the max stats on weapons and components through fusion???   It would help being able to plan what to use as fodder.  Knowing kuva caps out at 60% allows you to know 25% is garbage.  50% is very useful.   

When the hell will we be able to see what is taking up spots in our weapons and armament slots.   I will start building alot of weapons after this update but im sure I will instantly hit the slot limit.  EXCEPT WE CANT SEE THE SLOTS to know what is possibly wasting space.  

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Idea: Why can't Warframe abilities be use while in an archwing? Example, why can't Limbo make a rift bubble in space, or Mag use Crush. The same way you have (on PS4) R1+Left to bring up tactical menu, you can use a different direction to toggle the Warframe's abilities while in Archwing. Or have the touchpad on the controller still activate the warframe abilities while in archwing (i don't know if it does something else while in archwing, but I never use it except by accident, lol.)

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