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An open discussion about endgame in Warframe


Zexal

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5 hours ago, (XBOX)Cram Duahcim said:

And again I ask you: How has it turned out?

And again I'll tell you: poorly, because of DE's lack of attention. That is the sole reason is has turned out so poorly. If this were not the case, and DE gave Conclave the bare minimum of attention it needs, then Conclave would not be such a poor offering and it could become a good part of the game and provide one of many potential endgames.

ETA: And just so we're clear, these are the game-ruining, company-shattering, literally impossible changes I think DE ought to make to Conclave:

  • Add bots, which we've already got in the Index.
  • Increase weapon damage to make it easier for newbies to secure kills, which is already separately balanced from PvE.
  • Decrease the respawn timer from 5s to 2s to make the mode faster, which is changing one number.
  • Probably increasing the required score count to win to match the above two changes, which is changing a few numbers.
  • Make more PvP-exclusive mods/stances work in PvE, which DE has already been doing.
  • Add more built frames and weapons as Conclave rewards, which DE already offers.
  • Run the PvP events every once in a while, events which DE has already built and run in the past.
  • Show the number of players/matches in a given gametype, which is one new piece of text to display in the UI.
  • Allow you to change your loadout between matches, which is just new UI in the best case or in the worst case leads to PvE improvements like letting you change loadouts between Railjack missions or open world bounties.
  • I dunno, add the Index or Keystone/Amazing Eternals gametypes, more stuff DE has already built.

This would ruin the game and put DE into bankruptcy, as some have tried to claim? Please.

5 hours ago, (XBOX)Cram Duahcim said:

I ask you this: If DE came out tomorrow and said we're removing Conclave, how many players would stop playing?

I could ask you the same about K-Drives or floofs, how many people actually care about those systems? Not all that many! Yet DE keeps making content for them, which is a net positive thing for the game. I don't care for either of these systems and wouldn't shed a tear if they never existed, but they do exist and I'm not so self-important to think they shouldn't get further support or improvements just because they don't fit my personal idea of "what Warframe is". Wild animals should be added to the Vallis like on Deimos and PoE, and K-Drives should be available in regular missions, allow for a focus on doing tricks again, and have dedicated play areas like in a Dojo skate park or competitive races. I wouldn't even participate and I can tell that this should happen. Some people like K-Drives, some people like taking pictures of themselves. Some people like Conclave, and they should be supported just the same as anyone else.

And in supporting those players DE can provide one of many sustainable endgame draws.

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1 hour ago, PublikDomain said:

And again I'll tell you: poorly, because of DE's lack of attention. That is the sole reason is has turned out so poorly. If this were not the case, and DE gave Conclave the bare minimum of attention it needs, then Conclave would not be such a poor offering and it could become a good part of the game and provide one of many potential endgames.

PvP is not end game content. And it's not the sole reason why it's performing poorly. As I've said in the past Warframe IS NOT a PvP focused game. If there was any focus on it, we would have continued to see Conclave receive updates or developers would have done that with Warframe right from the very beginning with Conclave which would mean it would be receiving the support that your asking for.

It hasn't, and that's intentionally.

1 hour ago, PublikDomain said:

 

I could ask you the same about K-Drives or floofs, how many people actually care about those systems? 

Floofs is an absolutely terrible argument to make considering the update that arrived as whole wouldn't be effected by its inclusion or exclusion. If either floofs or Kdrives never arrived would anyone complain? Absolutely not. 

Whereas PvP getting support would, there's strong opinions (like mine) that advocate for it not to be included.

You don't hear many voices advocating for its inclusion or else the forums would be flooded for its support or updates that are PvP focused. Where are they? 

1 hour ago, PublikDomain said:

I'm not so self-important to think they shouldn't get further support or improvements just because they don't fit my personal idea of "what Warframe is".

And yet your advocating for something to be added or get additional support that the majority of warframe players don't want added or something that DE has no interest in developing. 

So why would they start supporting it now this late in the games life? It makes zero sense to start now. If they seriously had those intentions Conclave wouldn't be a dead mode in the first place, yet here we are. 

And I'm also willing to bet if Conclave ever existed we'd still have a silent majority not wanting its inclusion.

 

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7 minutes ago, (XBOX)Cram Duahcim said:

PvP is not end game content.

Why wouldn't it be??? Solar Rail Conflicts were literally introduced as endgame content.

Quote

- New End-Game System - the Dark Sectors!

8 minutes ago, (XBOX)Cram Duahcim said:

And it's not the sole reason why it's performing poorly.

It is by far the largest and most root cause. People not liking the PvP is a direct result of the PvP not receiving attention and therefor not being very good.

9 minutes ago, (XBOX)Cram Duahcim said:

If there was any focus on it, we would have continued to see Conclave receive updates

You mean like the continued bugfixes it still gets to this day?

https://warframe.fandom.com/wiki/Conclave#Patch_History

Spoiler

Hotfix 29.10.5

  • Fixed Zephyr’s Dive Bomb Damage increase applying to Conclave.

Update 29.10

  • Fixed inability to hear voice chat of opposing players in Conclave.

Hotfix 29.6.4

  • Fixed a Dedicated Server script error in Conclave when using the Scourge.

Hotfix 29.5.1

  • Removed Pulmonars, Proboscis Cernos and Catabolyst from Conclave.

Hotfix 29.1.2

  • Fixed an issue being unable to leave Conclave missions using the ESC button.

Update 29.0

  • Fixed crash when Host migrating from Conclave missions.

...

Update 16.0

Introduced

And that's just Conclave, Dark Sectors run until U13 back in 2014!

11 minutes ago, (XBOX)Cram Duahcim said:

Whereas PvP getting support would, there's strong opinions (like mine) that advocate for it not to be included.

I mean, yeah, but your argument against it is that other people getting things they might like offends you for some reason. Not adding more floofs because not everyone cares about them is the exact same terrible argument.

12 minutes ago, (XBOX)Cram Duahcim said:

Where are they? 

The Conclave subforum???

https://forums.warframe.com/forum/114-conclave/

The Conclave discord???

https://discord.com/invite/0o35sDMUR9RSWTWz

12 minutes ago, (XBOX)Cram Duahcim said:

So why would they start supporting it now this late in the games life? It makes zero sense to start now. If they seriously had those intentions Conclave wouldn't be a dead mode in the first place, yet here we are. 

They already started! Seven years ago!

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5 minutes ago, PublikDomain said:

They already started! Seven years ago!

And where right back where we've started!

The Amazing Eternals was suppose to be DEs foray into the PvP market and it got canceled and the big reason why is because they wanted to focus everything in Warframe which IS NOT A PVP GAME. Just because it has 1 single mode dosent make it one.

They don't want to focus on it, that's all 100% by intention. Everything that you listed, is it still in the game? Is it still being supported? 

So why would they now after 7 years? 

Your right it has been 7 years, But don't you think if they ever wanted to do a serious PvP update we would have received one by now??? I think that much time going by is your answer. 

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21 hours ago, (XBOX)Cram Duahcim said:

Just because they've had it in the past, dosent mean we need to have it in the future. Warframe at its core is not a PvP game, and it's the #1 reason why I've been playing it.(and I'm probably not in the minority of players either)

The fact that this game is a power fantasy, PvP if it was supported would be massively, hilariously broken.

Everyone would just use the Meta (like the majority does right now) and how is that interesting or any fun? 

Plus rewards: I don't want to have to participate in PvP to get exclusive rewards that are not found anywhere else. Where have we seen this problem before 🤔

The point that I will agree with you on 100% is Raids, in a previous devstream they did bring this up and it sounds like it's in the pipeline but judging by that conversartion: it's likely going to be implemented in Railjack or Railjack at least will have a part in it.

Honestly if they can get the Squadlink mechanic working like in the demo (battle of Endor) then I think it could work but they also need to add Raids that don't have anything to deal with Railjack and I just don't see that happening (at least on its initial return)

Thing is: I have feeling even done right, your still not going to make everyone happy and around we go on the complain ferris wheel again.

Not sure why you're quoting me when you're basically just ignoring what I'm saying. So again, a game doesn't have to be exclusively PvE or PvP, and when it offers both it doesn't have to be 50/50. And yes, this game is primarily PvE, but not exclusively so.

Looking at this and your other posts it's pretty clear you're exclusively interested in PvE. That's fine, too, PvP does not have to be for everyone, either. So that's it, move on.

 

On 2021-04-10 at 11:13 PM, PublikDomain said:

For me "endgame" is a little more loosely defined: endgame is just the stuff a player does at the end of the game. Simple, right? Any sort of recurring, long-term activities meant for players who have completed all of the one-off content like the main quest or collecting items. Endgame activities can focus on strategy, difficulty, skill, etc., but not all of them need to.

Endgame isn't some permanent thing, either: content can slide off and stop being a part of the endgame after it becomes a normal part of the game. For example, Eidolons were endgame at one point in time but I wouldn't really call them that anymore, since endgame players have long squeezed the last remaining drops of content out of them. Content that relies on an extrinsic reward structure will always dry up like this, so while it can be an endgame focus it needs constant refreshing or recycling to newer content.

Endgame activities can focus on rewards, they'll last longer if they don't.  What's really important for older players is just having something - anything - to keep doing in the game. A few ideas:

  • An adopt-a-settlement program, where players/clans/alliances can adopt settlements of various sizes, like Inaros in Sands of Inaros and other Warframes in the lore. Players can build buildings, train, customize, and hire their own NPCs, research some new items like clan-tech, and build a Settlement Foundry. Settlement Foundries provide a second crafting queue so you can craft two of the same item at once: one on your ship and one at your settlement. Settlements can spawn alerts/quests and be attacked by enemy factions and provide something for you to spend time and resources on upkeep.
  • Update the PvP: decrease the TTK and speed up spawn times to make it faster and make it easier for new players to get kills, and add basic features like bots and the ability to modify loadouts between games. Add new gametypes and skins, make more PvP mods usable in PvE, and offer more weapons/frames that can be obtained through PvP. This makes Conclave playable and provides an endless source of challenge for players looking to test themselves: other players.
  • Lift the Armistice and bring back an updated Solar Rail Conflict system. Most nodes on the starchart can be contested and combat uses Conclave loadouts. The tax system is updated so it "taxes" NPCs instead of players. Additional rules are added where necessary. This would provide clans and alliances something to compete over, and could tie in with clan/alliance settlements.
  • Merge mission modifiers like Fissures, Invasions, Kuva, etc. You could potentially do a Kuva Fissure Invasion and have a Lich show up. This makes the starchart less fragmented and makes it feel more alive/dynamic.
  • Update the Invasion system so it's more dynamic/active. Factions invading territory can have goals for the community to prevent. If the faction succeeds it can cause things like Fomorians and Razorbacks. Add Sentients to the Invasion pool so they can start invading nodes in the Outer Terminus. This also makes the starchart feel more alive/dynamic and provides community goals to work towards.
  • Make Fomorians/Razorbacks/etc. not on rails anymore so the community can be defeated, and allow the community to rebuild the Relays. This gives the community more agency over the ingame world, provides community goals, and makes it feel more alive.
  • Bring back LoR/JV and add more raids, like for the 3rd Orb. This provides endgame mission types that require more cooperation than normal missions do now.

Building a rich endgame isn't hard; most of this content already exists in some form or another ingame, but DE doesn't use it to its full potential and would rather continue to throw new darts at the board.

Quite a few good ideas here that are missing from the OP. Although the merging of missions is probably just asking for trouble. 😅

 

19 hours ago, PublikDomain said:

We've had PvP since 2014. BY DESIGN. Solar Rail Conflicts were eventually phased out under the Armistice and replaced with Conclave, which has existed since.

It goes even farther back. Mid 2013 they introduced Dojo duels, and in the autumn they added 2v2 PvP (predecessor of the Conclave 2.0 we have now).

 

21 hours ago, Zimzala said:

... IME, humans that love PvP (the real hardcore PvP crowd) are literally not capable of understanding or even allowing non-PvP lovers any air.

The hardcore PvP crowd literally think of people who prefer PvE as lesser human beings. I have dealt with this now for more than 30 years in various games, from PnP to our current virtual worlds. "Care Bears" is perhaps the nicest thing I can repeat here that I have been called for not having an overabundance of testosterone and aggression while gaming.

No amount of conversation, debate, facts, logic, emotion, ROI, or any other form of data or communication has ever, in all my years of gaming, seen a change in this outlook and behavior.

So, they don't care if adding PvP to a game has the potential to ruin the rest of the game, drive off the 'care bears', or even make the company fail. ...

You should probably join and browse through the Conclave Discord (discord.me/conclave), people are generally pretty chill there. So maybe you had some bad experiences, but making insinuations and sweeping generalisations like this is what I personally would call pretty toxic.

Besides, my advice in that regard is the same for PvE and PvP: if necessary, mute and/or report the offending party, it takes at least two to start an argument.

And note that so far, no one here was calling anyone names like "care bears" or what have you. Let's just not go there.

 

 

With all that said, there's another thing I feel like has steadily lost importance and should play a bigger role again: Clans and Alliances don't really play a big role anymore besides Dojo research. Sure, every now and then there's an event and building out a Dojo can be interesting to some, but I feel like the co-op aspect of the PvE part of the game has slowly diminished over time, so have the importance of Clans and Alliances.

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48 minutes ago, (XBOX)Cram Duahcim said:

Is it still being supported? 

Well, yes! I posted a snippet of Conclave's patchnotes as well as a link to read the entire list yourself, where you can plainly see that for example U29 saw 6 Conclave changes in the form of bugfixes, balance, and weapon changes. The changelist is long and goes all the way back to U16 for Conclave and U13 for Solar Rail Conflicts. Kontrollo has a better memory than I and remembers PvP content even before this.

DE continues to provide and has always provided a minimum of support for the game's PvP content through small balance changes, bugfixes, and sometimes even large changes like the addition of Lunaro. This is undeniable, and shows pretty plainly that despite your continued insistence PvP is a part of Warframe and it has been for almost the entire lifespan of the game. It's not a large part, sure, and the PvP community is currently very small, but you not liking it doesn't change the fact that PvP is a part of the game just as much as other side activities like floofs or Frame Fighter.

What DE don't do is support the PvP past a bare minimum. And they should provide more support, regardless of the Gatekeeper himself Cram Duahcim not liking it, because by giving it a little more attention it could become one of many parts of a healthy endgame which would benefit the game as a whole.

20 minutes ago, Kontrollo said:

Although the merging of missions is probably just asking for trouble. 😅

Right now you can pretty much avoid all of the mission modifiers (Nightmare, Invasion, etc), but those modifiers just make things a lot more interesting so why not bake everything down? Even if it's just Invasions being baked down it could do a lot to make the starchart more alive.

If they went even further it could be cool too. A Nightmare Fissure Kuva Siphon Crossfire Invasion GotL alert in space? 💦💦💦

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6 minutes ago, Kontrollo said:

You should probably join and browse through the Conclave Discord (discord.me/conclave), people are generally pretty chill there. So maybe you had some bad experiences, but making insinuations and sweeping generalisations like this is what I personally would call pretty toxic.

Besides, my advice in that regard is the same for PvE and PvP: if necessary, mute and/or report the offending party, it takes at least two to start an argument.

And note that so far, no one here was calling anyone names like "care bears" or what have you. Let's just not go there.

So, to be clear, your argument is that since I have not encountered/will not encounter these things in Conclave, in your opinion, then they do not exist and/or should not be mentioned?

I state these types of people exist and IME with any PvP game(-mode) that attracts PvPers at scale, will, in fact, attract these types of players and that in turn, players and the publisher will have to 'deal with it' one way or another.

It's Reality, IME, not an accusation. I have accused no individual of anything, I am simply stating what is well documented in games, especially those that start as PvE games, from experience. PvEers and PvPers just do not mix well.

As I stated, there is no way to prevent having to play with Jerks in WF, PvE or PvP, all you can do is silence the Communication channel, it's not the same thing. A true Ignore function would, IMO, be welcome now and would be mandatory if I started to PvP here.

I get that some players can just not take offense to the trash talk, that to them it's all 'ribbing/banter/good fun'. IMO, it's hateful rhetoric that serves no valuable purpose.

Can you understand that in 'living my best life' I do not choose to allow a PvP Jerk to gain any sort of satisfaction from tormenting other players? Ever?

That to me, these sorts of players, no matter if there are any in the Conclave WF chat system right now or not, exist, and I actively prefer to prevent them getting their jollies from tormenting other people.

This is a complex human issue that code injected into a PvE focused game to add on PvP has to be able to accommodate to keep a community from eating itself, IME.

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8 minutes ago, PublikDomain said:

Right now you can pretty much avoid all of the mission modifiers (Nightmare, Invasion, etc), but those modifiers just make things a lot more interesting so why not bake everything down? Even if it's just Invasions being baked down it could do a lot to make the starchart more alive.

If they went even further it could be cool too. A Nightmare Fissure Kuva Siphon Crossfire Invasion GotL alert in space? 💦💦💦

Oh, nothing against that at all. I'm only worried about the myriad of bugs that will undoubtedly bring, that's why I said that. 😄

 

5 minutes ago, Zimzala said:

So, to be clear, your argument is that since I have not encountered/will not encounter these things in Conclave, in your opinion, then they do not exist and/or should not be mentioned?

I state these types of people exist and IME with any PvP game(-mode) that attracts PvPers at scale, will, in fact, attract these types of players and that in turn, players and the publisher will have to 'deal with it' one way or another.

It's Reality, IME, not an accusation. I have accused no individual of anything, I am simply stating what is well documented in games, especially those that start as PvE games, from experience. PvEers and PvPers just do not mix well.

That's not what I said, so no.

Generally, it's a people problem and exists in PvE as well. And singling out a part of the playerbase with generalisations like that is not conducive to this discussion.

So I guess if we're sharing experiences: I've had more trouble with people in PvE, or people in PvP who were only there to "farm the standing/rewards" (i.e. not otherwise interested in playing PvP). Then again, I've played a lot more PvE overall, so there's that.

5 minutes ago, Zimzala said:

As I stated, there is no way to prevent having to play with Jerks in WF, PvE or PvP, all you can do is silence the Communication channel, it's not the same thing. A true Ignore function would, IMO, be welcome now and would be mandatory if I started to PvP here.

I get that some players can just not take offense to the trash talk, that to them it's all 'ribbing/banter/good fun'. IMO, it's hateful rhetoric that serves no valuable purpose.

Can you understand that in 'living my best life' I do not choose to allow a PvP Jerk to gain any sort of satisfaction from tormenting other players? Ever?

That to me, these sorts of players, no matter if there are any in the Conclave WF chat system right now or not, exist, and I actively prefer to prevent them getting their jollies from tormenting other people.

This is a complex human issue that code injected into a PvE focused game to add on PvP has to be able to accommodate to keep a community from eating itself, IME.

I agree, a true ignore function that includes matchmaking would be a good thing. But at least we can ignore people in chat and voice, so that's what I recommended (plus the report function). Then it looks like you're veering off into insinuations again, so I guess I'll leave it at that.

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7 minutes ago, Kontrollo said:

That's not what I said, so no.

Generally, it's a people problem and exists in PvE as well. And singling out a part of the playerbase with generalisations like that is not conducive to this discussion.

So I guess if we're sharing experiences: I've had more trouble with people in PvE, or people in PvP who were only there to "farm the standing/rewards" (i.e. not otherwise interested in playing PvP). Then again, I've played a lot more PvE overall, so there's that.

I agree, a true ignore function that includes matchmaking would be a good thing. But at least we can ignore people in chat and voice, so that's what I recommended (plus the report function). Then it looks like you're veering off into insinuations again, so I guess I'll leave it at that.

I agree totally that it's a people problem, 100%, just as prevalent in PvE.

I purposefully play Solo so I can avoid the PvE Jerks, because there is not a proper ignore function.

If you just want to ignore entire portions of the gaming community in this discussion, OK, I guess?

🖖

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On 2021-04-10 at 9:26 PM, Zexal said:

Disruption

Disruption has been great since its introduction to the game. An endless mission type with a simple but well-thought rotation system, great drop tables and that are almost everywhere.

To us, this game mode is the most polished that we have. Involving skills, theorycraft, knowledge, mobility, strategy, and time.

...

Not mentioned here and I feel like is missing: The event scoring system.

Of course it doesn't matter that much if you're organised from the start and just out for the regular rewards, but with (semi-)random squads it's never been the same as during the event, because it encouraged the team to tackle Demolysts individually as long as possible.

Imho, they could bring this back as a mini-event (say, a few days to a week) from time to time just for the sake of it. Wouldn't need to be anything special in terms of rewards beyond the commonly useful things like credits, endo, ducats, forma, etc. Or maybe just accumulate the points for a one-time booster after reaching a certain total.

And they could do the same with other game modes besides. Just mix things up a bit with some kind of scoring to incentivise a certain aspect. Maybe fiddle with the starting enemy level or add some other modifiers. Would be pretty low investment for DE.

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14 minutes ago, Zimzala said:

I agree totally that it's a people problem, 100%, just as prevalent in PvE.

I purposefully play Solo so I can avoid the PvE Jerks, because there is not a proper ignore function.

If you just want to ignore entire portions of the gaming community in this discussion, OK, I guess?

🖖

That's not what I said, either, though.

I'd rather just not go there because it's not helping. But yes, playing solo is of course a solution, too, although not for PvP.

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1 minute ago, Kontrollo said:

That's not what I said, either, though.

I'd rather just not go there because it's not helping. But yes, playing solo is of course a solution, too, although not for PvP.

But what else is it then? 🤣

I am happy to take the time to understand.

What I infer is that you don't want me to talk about there being Jerks that play, because that's generalizing and you don't want use them as a basis for design.

From my POV, those Jerks are a subset of the gaming community that must be addressed when publishing these types of games and when adding new fundamentally different game modes, etc.

What part about that am I inferring wrongly?

IME, when creating modes/content GaaS games that are successful address these portions of the population. DE does already, even if I don't get the tools I would like.

If we are going to design/re-design a system like PvP to enhance the eldergame and attract more players to it, should we not consider all requirements and community make-up?

I prefer to look at the whole picture.

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1 hour ago, PublikDomain said:

Well, yes! I posted a snippet of Conclave's patchnotes as well as a link to read the entire list yourself, where you can plainly see that for example U29 saw 6 Conclave changes in the form of bugfixes, balance, and weapon changes. The changelist is long and goes all the way back to U16 for Conclave and U13.

So because they made SIX changes it should receive more development focus from DE? 

Thats like saying Flappy Zephyr deserves the exact same emphasis and deserves more devlopment because it's in the game too. Because Conclave could literally be rolled right in with the other mini games made by DE.

Considering the fact that basically everything that you've listed has either been completely removed or completely neglected it actually only highlights the point I'm making further: Thats not the primary focus of Warframe and it was that's why they were removed, in the grand scheme of things they've been gone longer then they were included.

You have 6 changes noted for U29, SIX. Out of how many points in the patch notes overall for U29 as a whole. How is that in anyway acknowledging that PvP is apart of the game? 

1 hour ago, PublikDomain said:

What DE don't do is support the PvP past a bare minimum. And they should provide more support, regardless of the Gatekeeper himself Cram Duahcim not liking it, because by giving it a little more attention it could become one of many parts of a healthy endgame which would benefit the game as a whole.

I will state this again: PvP is NOT Endgame content.

The only way it can be is if it has a direct impact on the player no matter where or how they play the game. Do you actually have faith DE can accomplish this with what Warframe is right now? How would that in any way be a healthy change? 

PvP dose not mean a healthy game.

And the fact that your also referring me as a Gate Keeper is hilarious, because at the end of the day the facts of the matter is PvP has contributed very little, if at all to the overall direction that they wanted to take Warframe in the first place. And those 6 changes you brought up is clear evidence that it's clearly not going to be.

 

 

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9 minutes ago, Zimzala said:

But what else is it then? 🤣

I am happy to take the time to understand.

What I infer is that you don't want me to talk about there being Jerks that play, because that's generalizing and you don't want use them as a basis for design.

From my POV, those Jerks are a subset of the gaming community that must be addressed when publishing these types of games and when adding new fundamentally different game modes, etc.

What part about that am I inferring wrongly?

...

Yes, people can be jerks, be that PvE or PvP. Insinuating it's a PvP problem is not helping the discussion, especially in a topic that's more generally about endgame in various forms (the other things I brought up have so far been ignored).

I've elaborated on my stance and viewpoint before, in other topics that were more narrowly focussed. I'm not willing to do that here.

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20 minutes ago, Kontrollo said:

But yes, playing solo is of course a solution, too, although not for PvP.

I'm willing to bet this is exactly why Stalker mode hasn't even been even remotely considered to be added to the game: because of the solo community and the toxicity this would bring overall.

Even if it's an "opt in function" it's something that would only breed toxicity. It's a fun mode to show off at a Tennocon but as an actual component to gameplay its pure cancer.

And another reason why DE clearly doesn't see value in developing (or putting in more development which is constantly broughy up in the ongoing argument) PvP as something serious, they created there own market in the F2P space where they have something else offered. And that's why I play (and likely the vast majority of Warframes community) play Warframe in the first place.

 

 

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3 minutes ago, Kontrollo said:

Yes, people can be jerks, be that PvE or PvP. Insinuating it's a PvP problem is not helping the discussion, especially in a topic that's more generally about endgame in various forms (the other things I brought up have so far been ignored).

I've elaborated on my stance and viewpoint before, in other topics that were more narrowly focussed. I'm not willing to do that here.

Ah, so to you I insinuated it's a PvP problem and that's the rub?

100% not PvP only. I totally agree there are even more Jerks in PvE, but they can be avoided easily now with Solo/Invite Only.

I brought it up because, as you also later stated, one cannot Solo PvP.

I did not bring it up to imply Jerks are a PvP exclusive, only that with PvP filter tools are more necessary, IMO.

😃

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23 minutes ago, (XBOX)Cram Duahcim said:

So because they made SIX changes it should receive more development focus from DE? 

Thats like saying Flappy Zephyr deserves the exact same emphasis and deserves more devlopment because it's in the game too. Because Conclave could literally be rolled right in with the other mini games made by DE. ...

... How is that in anyway acknowledging that PvP is apart of the game?

Look, with what you said previously, it looks to me like you don't even know that Conclave has separate balance. That alone means: no, it's not like Flappy Zephyr, it's much more elaborate.

@PublikDomain said it's been part of the game since almost from the start, but didn't receive any meaningful updates in a long time. I concur. Besides, it doesn't even need a lot of dev investment, as most assets are shared with PvE, anyway.

We get it, you're not interested in that part of the game. But you're running in circles here, maybe just stop?

5 minutes ago, (XBOX)Cram Duahcim said:

I'm willing to bet this is exactly why Stalker mode hasn't even been even remotely considered to be added to the game: because of the solo community and the toxicity this would bring overall.

Even if it's an "opt in function" it's something that would only breed toxicity. It's a fun mode to show off at a Tennocon but as an actual component to gameplay its pure cancer.

And another reason why DE clearly doesn't see value in developing (or putting in more development which is constantly broughy up in the ongoing argument) PvP as something serious, they created there own market in the F2P space where they have something else offered. And that's why I play (and likely the vast majority of Warframes community) play Warframe in the first place.

Stalker mode would be a gimmick in any case, and the rest is just speculation. People at least found it funny in dev streams, so there's that as well.

I don't see that as an endgame activity.

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5 minutes ago, Zimzala said:

Ah, so to you I insinuated it's a PvP problem and that's the rub?

100% not PvP only. I totally agree there are even more Jerks in PvE, but they can be avoided easily now with Solo/Invite Only.

I brought it up because, as you also later stated, one cannot Solo PvP.

I did not bring it up to imply Jerks are a PvP exclusive, only that with PvP filter tools are more necessary, IMO.

😃

Here's an excerpt of how you started, though, where I quoted you:

23 hours ago, Zimzala said:

... IME, humans that love PvP (the real hardcore PvP crowd) are literally not capable of understanding or even allowing non-PvP lovers any air.

The hardcore PvP crowd literally think of people who prefer PvE as lesser human beings. ...

Maybe choose your words more carefully?

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20 minutes ago, Kontrollo said:

Look, with what you said previously, it looks to me like you don't even know that Conclave has separate balance. That alone means: no, it's not like Flappy Zephyr, it's much more elaborate.

@PublikDomain 

I clearly understand that it does have this (and full loadouts)

But when you have SIX changes to that mode in a mainline update, it's a clear indication where the priorities are in regards to the development of Warframe and how Conclave is viewed by DE. (I mean Steel Path rewards are also found at Teshin, because it's not like his room was a ghost town in every relay)

It might as well be on par with Flappy Zephyr  with that kind of attention.

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3 minutes ago, Kontrollo said:

Here's an excerpt of how you started, though, where I quoted you:

Maybe choose your words more carefully?

Well, I do think what I typed, I just did not also define PvE Jerks in that one, I have elsewhere, just ask around! 🤣

I started PvP seriously with the first installment of Tribes, played team PvP games until CTF got run over by Last-Player-Standing. I have tried PvP in every form presented in games, TMK. MMORPG PvP even.

Having been told by the hardcore PvP crowd repeatedly, especially a couple where I chose to only PvE, that I am a <words I cannot type here> to define me as a lesser human, on many occasions, ad nauseum, and refer to any PvE exclusive players as things, again, one does not post here that will get you in-game chat bans for, etc. on a regular basis as a daily occurrence.

I realize some people think that stuff is 'banter', but I do not.

I realize not every PvP player is like that, I never was.

None of that makes me forget those players are out there and they are legion and we just get a few thousand more every year with the population increase. Reality.

I do everything I can in my game play time to avoid those humans.

If you consider your self a hardcore PvPer and my words make you think I am talking about you, that is only true if you are a Jerk about it, not if you are a good sport.

😉

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57 minutes ago, (XBOX)Cram Duahcim said:

You have 6 changes noted for U29, SIX. Out of how many points in the patch notes overall for U29 as a whole. How is that in anyway acknowledging that PvP is apart of the game? 

Would you like to follow the link I provided and see the thousands of other updates Conclave has received over the years? The historical patchnotes for just Conclave are seventeen hundred and sixty lines long. PvP is a part of the game. Sorry, but you're wrong.

57 minutes ago, (XBOX)Cram Duahcim said:

I will state this again: PvP is NOT Endgame content.

And again, sorry but you're wrong. Endgame content is the content you do at the end of the game. Easy definition, right? Competitive content like PvP will always remain relevant even at the end of the game because the "content" in "competitive content" comes in the form of other players, which never gets old or stale. A human opponent will always provide a continued challenge long after you've collected everything else in a game. 9/10 of the most populated games on Steam right now are competitive and many are just as old as Warframe - if not older - despite having less overall content. People have been playing competitive games like chess for hundreds of years, and games similar to chess for thousands. PvP encapsulates everything you could consider as endgame: challenging, infinitely-replayable, long-term content. It is perfectly suitable as being a part of the endgame no matter how much you personally dislike it.

57 minutes ago, (XBOX)Cram Duahcim said:

PvP dose not mean a healthy game.

Did I say it did? Nope. I said repeatedly said that PvP represents

ONE

SINGLE

PART

of a potential healthy endgame. If you don't like it, then bugger off and don't play it. Not everything needs to be made for you. Play one of the many other potential endgame activities that have been brought up instead, or don't. I'm not your mom.

57 minutes ago, (XBOX)Cram Duahcim said:

Do you actually have faith DE can accomplish this with what Warframe is right now?

https://i.imgur.com/wy3c43M.png

Wouldn't be arguing with you if I didn't. And when you look at just how little DE actually needs to do to Conclave to spiff it back up, which I'll quote here again for you to read, then how little faith do you have in DE that you think they can't pull off this list?

4 hours ago, PublikDomain said:
  • Add bots, which we've already got in the Index.
  • Increase weapon damage to make it easier for newbies to secure kills, which is already separately balanced from PvE.
  • Decrease the respawn timer from 5s to 2s to make the mode faster, which is changing one number.
  • Probably increasing the required score count to win to match the above two changes, which is changing a few numbers.
  • Make more PvP-exclusive mods/stances work in PvE, which DE has already been doing.
  • Add more built frames and weapons as Conclave rewards, which DE already offers.
  • Run the PvP events every once in a while, events which DE has already built and run in the past.
  • Show the number of players/matches in a given gametype, which is one new piece of text to display in the UI.
  • Allow you to change your loadout between matches, which is just new UI in the best case or in the worst case leads to PvE improvements like letting you change loadouts between Railjack missions or open world bounties.
  • I dunno, add the Index or Keystone/Amazing Eternals gametypes, more stuff DE has already built.
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20 minutes ago, (XBOX)Cram Duahcim said:

It might as well be on par with Flappy Zephyr  with that kind of attention.

This is Flappy Zephyr's entire changelog over the history of the game:

Quote

Hotfix 27.4.2

  • Fixed a script error when playing Happy Zephyr while not logged in.

Hotfix 27.2.1

  • Fixed Happy Zephyr unintentionally enjoying the benefits of Shield Gating.

Update 12.1

  • Introduced.

Ironically, it predates even Conclave.

This is Conclave's entire changelog over the history of the game:

Spoiler

Hotfix 29.10.5

  • Fixed Zephyr’s Dive Bomb Damage increase applying to Conclave.

Update 29.10

  • Fixed inability to hear voice chat of opposing players in Conclave.

Hotfix 29.6.4

  • Fixed a Dedicated Server script error in Conclave when using the Scourge.

Hotfix 29.5.1

  • Removed Pulmonars, Proboscis Cernos and Catabolyst from Conclave.

Hotfix 29.1.2

  • Fixed an issue being unable to leave Conclave missions using the ESC button.

Update 29.0

  • Fixed crash when Host migrating from Conclave missions.

Update 27.4

  • Fixed crash in Conclave due to the “x was killed by x” message.
  • Fixed Excalibur’s Ion Helmet appearing as his default in the Conclave Arsenal after being equipped in the co-op Arsenal. This also fixed being unable to equip the Ion helmet while in the Conclave Arsenal.

Update 27.2

  • Significantly reduced the damage of slide attacks for dual swords in the Conclave.
    • After reviewing how slide attacks perform with dual swords vs. other weapons, we determined it far exceeded them and needed to be rebalanced.
  • Added an AkLex Conclave Skin to Teshin’s Conclave Offerings!
  • Fixed crash in Conclave due to the “x was killed by x” message.

Hotfix 27.1.1

  • Removed the Kuva Bramma from Conclave eligibility due to not being Conclave balanced yet.
  • Fixed a crash when attempting a Conclave match via Dedicated Server.

Hotfix 25.7.6

  • Fixed Warframes running at a weird angle in Conclave.
  • Fixed enemy Tenno minimap markers showing up as white in Conclave.

Hotfix 25.7.5

  • Fixed crash when changing maps in Conclave (among other rarer cases).

Hotfix 25.1.2

  • Mesa Prime can now be used in Conclave.

Update 25.0

  • Alongside the original 6 primary Syndicates, you can now view your Cetus, Fortuna, and Miscellaneous (Conclave, Simaris) Standing! However, the original primary Syndicates will appear hidden if you have never met them in the Relay, and will reappear after talking to them once.
  • (Undocumented) Gas Works has been revamped!

Hotfix 24.5.6

  • (Undocumented) Removed Zaws from Conclave.

Hotfix 24.5.1

  • Fixed Conclave Challenges not showing their progress correctly in the pop up UI after completion.

Update 24.4

  • Fixed incorrect placement of the Lex Conclave Skin on the Lex Prime.

Hotfix 24.3.2

  • Fixed the Riv Elite-Guard Armor in Teshin’s Conclave Offerings displaying a Platinum price. Purchasing this would take the correct Standing as intended and not Platinum.

Hotfix 24.2.7

  • Fixed inability to equip the Static Alacrity Mod on the Staticor in Conclave.

Hotfix 24.2.3

  • Fixed every Warframe ability costing 25 Energy in Conclave.

Update 24.2

  • Removed '-50% Magazine Capacity' from the Precision Munitions Mod in Conclave.

Hotfix 24.1.2

  • Fixed script error when selecting Khora in the Conclave Arsenal.
  • Custom weapon names now show in the killfeed.

Update 24.0

  • The previous Mainline update of Chimera 23.10.0 included a sneaky bug that removed falloff damage from the Arca Plasmor and the Shwaak Prism. The Arsenal continued to state the always present falloff (10.0 - 20.0) but it wasn’t truly applying. We have fixed this bug, which resulted in adding falloff damage back to the Arca Plasmor and Shwaak Prism, and thus returned it to its original falloff state prior to Update 23.10.0. This also fixes the Conclave Arsenal displaying the incorrect falloff damage for the Arca Plasmor.
  • Fixed misangled pause Menu when attempting to invite another player to a current Conclave match.
  • Fixed the Harpak doing more damage than depicted in the Conclave Arsenal.

Hotfix 23.10.4

  • Fixed several Conclave Mods missing descriptions.

Update 23.10

  • Fixed kills achieved by Warframe Abilities that summon AI (Rumblers, Shadows, etc) not counting towards Conclave Challenges.
  • Fixed an issue where ending a Conclave match with a Radiation Status Effect would treat you as if you were on the opposing team.
  • Fixed not being able to pick up the Cephalon if it was dropped in the air in Conclave.
  • Fixed Cephalon Carrier time not resetting upon getting a kill in any Dedicated Server matches.
  • Fixed Lunaro lobby lighting being too bright to show team flag designs in Conclave.

Hotfix 23.8.2

  • Fixed Glaive FX sometimes being unnecessarily duplicated in Conclave.

Hotfix 23.6.2

  • Zylok has been re-enabled in Conclave now that it has received PvP treatment.

Hotfix 23.6.1

  • Temporarily removed Zylok Pistol from Conclave Arsenal so that it may receive the proper PvP treatment.

Update 23.4

  • Reduced the damage of Vauban's Tesla in Conclave.

Hotfix 23.0.6

  • Fixed ability to cast Saryn’s Spore when your Energy is between 1 and 24 in Conclave.

Hotfix 22.20.7

  • Fixed a Dedicated Server crash in Conclave.

Hotfix 22.20.3

  • Fixed Conclave mode of the Arsenal not presenting/applying upgrades correctly to items.
  • Fixed non-functional controller D-Pad callouts being visible on Conclave End of Mission screen.

Update 22.20

  • Reduced the damage of Khora's Venari in Conclave.
  • Reduced the ammo pool of the Castanas family and Talons in Conclave.
  • Increased the effect of gravity on the Castanas family and Talons in Conclave.
  • Fixed a rare case where switching to another loadout in Conclave resulted in receiving no Affinity on that loadout if the mission ended before you respawned.
  • Fixed certain Conclave Mod buff indicators not being removed when damaged.

Update 22.19

  • Reduced the casting speed of Mag’s Crush in Conclave.
  • Reduced the damage of Khora's Venari in Conclave.
  • Reduced the damage of the Dual Keres in Conclave.
  • Fixed avatars spawned from Warframe abilities being highlighted as enemies to their creator in Conclave.

Hotfix 22.18.7

  • Fixed Venari's loadout slot appearing in the Conclave Arsenal even if Khora is not equipped. Interacting with Venari’s loadout slot would result in a crash.

Hotfix 22.17.4

  • Fixed a crash in Conclave if you loaded into a game with an empty weapon loadout.

Hotfix 22.17.3

  • Fixed Warframe Conclave stats appearing inconsistent in the Arsenal.

Update 22.16

  • Fixed ability to teleport/dash forward when performing certain movement combinations in Conclave.
  • Fixed being unable to equip the Excalibur Dex Helmet in Conclave.

Update 22.15

  • Fixed getting Oro from killing yourself with the Glaive in Conclave.

Update 22.14

  • End point of Ignis weapons are now 1m from 3m in Conclave.
  • Ignis magazine capacity reduced to 30 in Conclave.
  • Ignis Wraith mag capacity reduced to 40 in Conclave.
  • Spectra magazine capacity increased to 30 in Conclave.
  • Amprex magazine capacity reduced to 40 in Conclave.
  • Glaxion magazine capacity reduced to 30 in Conclave.
  • Nukor ammo capacity reduced to 60 in Conclave.
  • Synapse damage reduced from 19 to 18 in Conclave.
  • Synapse magazine capacity reduced from 30 to 25 in Conclave.
  • Embolist ammo capacity increased to 50 in Conclave.
  • Synoid Gammacor damage reduced from 20 to 19 in Conclave.

Hotfix 22.13.4

  • Reduced the Damage of all Beam weapons in Conclave.
  • Reduced the Damage of the AkJagara in Conclave.

Hotfix 22.13.3

  • Ignis and Ignis Wraith are now usable in Conclave.
  • Fixed players not seeing the ‘killfeed’ when a player has been killed in Conclave.
  • Fixed not being able to equip the Knightess and Corpra Helmets in Conclave.

Update 22.12

  • Chroma can no longer jump or sprint when using Spectral Scream.

Hotfix 22.10.3

  • Fixed Loki Decoy kills counting towards your score in Conclave.

Update 22.10

  • Conclave Stance Fateful Truth Leading Blade combo now only hits once during the dash.
  • Conclave Stance Fateful Truth Sudden Spring combo damage reduced.

Update 22.9

  • Viper Wraith damage reduced in Conclave.
  • Reduced the projectile width of the Arca Plasmor.
  • Reduced dash distance of Conclave stance Fateful Truth's Leaping Blade.
  • Conclave Mod Skull Shots can no longer refresh while it's effect is active.
  • The Conclave Mod Overcharged description now correctly states that 100% of 50 Energy converted to Energy on respawn.

Update 22.7

  • Fixed the Combo list of a Modded melee weapon not showing up in the Conclave Arsenal.
  • Fixed Daily/Weekly Conclave Challenges not completing or tracking your progress as reported

Hotfix 22.3.5

  • Fixed the Surplus Diverters Conclave Mod unintentionally applying to Limbo when entering/exiting the Rift.

Update 22.3

  • Fixed the Heartseeker Mod not working for Dagger Zaws in Conclave.
  • Fixed the Biting Piranha Mod not showing up when trying to add it to any Dual Dagger in the Conclave Arsenal.

Hotfix 22.2.5

  • Fixed the Lunaro ball marker disappearing.
  • Fixed being unable to cancel a Bullet Jump in Lunaro.
  • You now cannot catch or punch the Lunaro for .5 secs after dropping/throwing it.

Hotfix 22.2.4

  • Reduced the damage and removed the forced stagger of the Sigma & Octantis shield throw in Conclave.

Update 22.1

  • Fixed Ivara's "The Power Of Three" Augment needing more energy than it should if you tried to use it repeatedly.

Hotfix 22.0.6.1

  • The Volnus is now usable in Conclave!

Hotfix 22.0.6

  • Reduced the headshot damage of the Vulkar series, Snipetron series and Vectis series in Conclave.

Hotfix 22.0.5

  • Increased the damage of the Krohkur in Conclave.

Hotfix 22.0.3

  • Only 2 of Vauban’s Minelayer can be active at a time in Conclave.

Hotfix 22.0.2

  • Argonak damage decreased in Conclave.
  • Vasto Prime damage returned to what it was previously in Conclave.
  • Krohkur damage decreased in Conclave.
  • Latron Wraith mag size returned to 15 in Conclave.
  • Gara’s Shattered Lash no longer knocks down in Conclave.

Update 22.0

  • Conclave’s innate Power Rate is now variable based on how much energy you have:
    • 0-25, 2.5 Power Rate (3 during Energy Surge)
    • 25-50, 1 Power Rate (1.5 during Energy Surge)
    • 50-75, 0.5 Power Rate (1 during Energy Surge)
    • 75-100+, 0.25 Power Rate (0.5 during Energy Surge)
  • Increased the time kill assists count from 3 to 5 seconds in Conclave.
  • Increased get up animation speed from knock down in Conclave.
  • Plan B can no longer be used with the Lenz or Zhuge.
  • Limbo's Banish duration reduced to 4 seconds in Conclave.
  • Loki's Decoy duration reduced to 6 seconds in Conclave.
  • Titania's Spellbind disarm duration reduced to 4 seconds in Conclave.
  • Nyx's Mind Control range reduced to 20 meters and is also removed on damage from Nyx in Conclave.
  • Wukong's Cloud Walker duration reduced to 4 seconds in Conclave.
  • Equinox's Metamorphosis duration reduced to 6 seconds in Conclave.
  • Duration removed from Vauban's Tesla deployables and a max of 2 deployed at once added in Conclave.
  • Fixed ability icons being greyed out for Clients in Conclave.
  • Fixed an issue in Lunaro where curved throws would hit the ground first.
  • Fixed an issue where Mutalist Cernos poison clouds quick shots were doing more damage than charged shots. We also reduced the duration of quick shot poison clouds.
  • Lie in Wait Conclave mod changed to +20% Fire Rate while crouching.
  • Reduced the collision size of Javlok's primary fire projectile in Conclave.
  • Sun vs. Moon Conclave modes will now attempt to auto balance teams during matches.
  • When a team has more than 1 player than the other team, the last player to join the session will be swapped to the team with less players.
  • The player that is chosen to swap teams will receive an Affinity Bonus at the end of the match.
  • Players that joined as a squad will not be affected by auto balancing.

Update 21.7

  • Lex headshot multiplier reduced to 1.5x in Conclave.
  • Fixed an issue with the Hirudo innate abilities not working in Conclave.
  • Increased primary fire damage of Euphona Prime in Conclave.
  • Reduced secondary fire damage of Euphona Damage in Conclave.
  • Reduced the radius of Nezha's Warding Halo in Conclave.
  • Reduced the damage of Pandero alt fire in Conclave.
  • Nezha's Warding Halo now only damages on touch and does not continue to damage targets that stay within its radius in Conclave.

Update 21.6

  • Inaros and Nidus can now use No Current Leap Mod in Conclave
  • Reduced the damage AoE radius of the Castanas family in Conclave.
  • Increased the damage AoE radius of the Talons in Conclave.
  • Increased duration of the Final Act Mod to 8 seconds and updated the description text in Conclave.
  • Updated the description text of Tactical Retreat Mod in Conclave.
  • Fixed seeing Warframe’s in a T-pose when attempting to leave a Team Annihilation lobby in Conclave.
  • Fixed being able to throw an unstable Lunaro ball at ultra fast speeds due to high latency in Lunaro.

Hotfix 21.5.1

  • Removed player’s ability to shoot into Hydroid’s Undertow since players don’t get sucked into Undertow in Conclave.
  • Fixed a UI error that allowed you to see the names of your enemies through walls as if they were your teammates in Conclave.

Update 21.5

  • Renamed the ‘FREE FOR ALL’ option for matchmaking to ‘PUBLIC’.

Hotfix 21.4.2

  • Increased the damage of the Snipetron in Conclave.
  • Decreased the damage of the Snipetron Vandal in Conclave.
  • Fixed trying to use Mesa’s Waltz Peacemaker Conclave Augment causing you to get locked out of doing anything until Energy runs out or you die in Conclave.

Hotfix 21.4.1

  • Fixed Castanas, Talons and Ogris projectiles being destroyed in flight doing 4x damage with 2x radius in Conclave.
  • Fixed edge-case HUD script error when re-spawning in Conclave.

Update 21.4

  • Added an 'Alliance only' matchmaking mode in Conclave.
  • Removed Corrosive radial AoE from Scourge in Conclave.
  • Scourge's bullet attractor now lasts 3 seconds in Conclave.
  • Increased the damage for all Bow’s charged shots in Conclave.
  • Increased the damage for all Sniper Rifles (apart from Lanka) in Conclave.
  • Increased the damage Castanas do on impact in Conclave.
  • Increased the damage of Hydroid's Tidal Surge in Conclave.
  • Reduced the damage of the Tenora in Conclave.
  • Reduced the damage of the Stradavar’s full auto mode in Conclave.
  • Reduced the damage of the charged throw of Orvius in Conclave.
  • Reduced the duration of Hydroid's passive in Conclave.
  • Reduced Energy drain of Hydroid's Undertow in Conclave.
  • Reduced the mobility of Hydroid in Conclave.
  • Hydroid now loses Energy when shooting the center of Undertow in Conclave.
  • Fixed the Castanas not doing damage when detonated while airborne in Conclave.
  • Fixed Banshee's Sonar in Team-based Conclave overriding team-markers, resulting in opponent team seeing red markers for each other.

Hotfix 21.3.1

  • Fixed a bug where the Castanas damage was being displayed incorrectly in the Conclave Arsenal.
  • Increased Tenora’s magazine size from 50 to 70.

Update 21.3

  • Disabled Headshot Multiplier on all AoE attacks in Conclave.

Hotfix 21.2.1

  • Cephalons can no longer be carried into the Rift by Limbo in Capture the Cephalon Conclave mode.

Hotfix 21.1.1

  • Reduced the AoE damage radius of the Zakti in Conclave.

Hotfix 21.0.9

  • Increased ammo capacity of Pyrana in Conclave.
  • Fixed Oberon’s Reckoning not lifting enemies in Conclave.
  • Fixed Oberon’s Reckoning not being terminated if Oberon was killed during the cast in Conclave.

Hotfix 21.0.7

  • Fixed a script error when casting Inaros’ Devour in Conclave.
  • Fixed Octavia’s Amp ability applying buffs to players on the opposite team in Conclave.
  • Fixed having the same Primary weapon equipped for both Cooperative and Conclave resulting in a visual error on Conclave weapon Mods.

Hotfix 21.0.4

  • Changed Pyrana’s Mag to 10 in Conclave to match PvE values.
  • Fixed the Sonicor doing PvE damage in Conclave.

Hotfix 21.0.3

  • Fixed the Knell not displaying its Penitence buff icon in Conclave.
  • Fixed the Knell not updating it’s scope UI correctly in Conclave.
  • Fixed Clients that join in progress in Conclave sometimes not being able to move right away and only regaining movement after being killed.

Hotfix 21.0.2

  • Conclave Mods that increase Mag size can no longer be used with guns that have Mags with 1-5 rounds in them.

Update 21.0

  • New Conclave Map!
    • Compound - large Earth based map for Annihilation and Team Annihilation
  • Acrid, Bolto, Ballistica, Stug and Tysis now available for use in Conclave.
  • Channeled Melee damage removed and all Melee weapon damage has been increased to what they currently do when Channeled in Conclave.
  • All Melee weapon offhand slams now cause Knockdown in Conclave.
  • Aerial Melee attack damage increased for all weapon types in Conclave.
  • Increased the damage of slide attacks for heavy blades, hammers and scythes in Conclave.
  • Increased the damage of Conclave stance Scarlet Hurricane's Whirling Flush combo.
  • Changed the Conclave Stance Biting Piranha Flashing Razor combo to have quicker animations and increased damage of Leaping Slash combo.
  • Changed Conclave Stance Quaking Hand Descending Impact combo to pause after the first attack and removed the second slam attack from it.
  • Changed Conclave Stance Celestial Nightfall combos Expanding Spiral and Radial Wounding to have block and pause be after the first attack.
  • Changed Conclave Stance Fateful Trush combos Leading Blade and Sudden Spring to have block and pause after the first attack.
  • Increased the damage of Conclave Stance Argent Scourge Shrieking Wind combo.
  • Changed Conclave Stance Vicious Approach combos Savagery at Hand and Impending Danger to have block and pause be after the first attack.
  • Changed Conclave Stance Crashing Timber combos Bending Branch and Falling Leaves to have block and pause to be after the first attack.
  • Changed Conclave Stance Last Herald combos Driving Shield and Spiral Ward to have block and pause after the first attack.
  • Impair now happens on the last hit of the second attack of Driving Shield.
  • Knockdown now happens on the last hit of the second attack of Spiral Ward.
  • Increased the damage of Conclave Stance Rising Steel's Blade Wipe combo.
  • Changed Conclave Mod Impenetrable Offense to +30% Block, -10 Damage and removed Max Energy requirement.
  • Reduced the duration of Cold Status Effects in Conclave to 3 seconds.
  • Heavy Warhead and Blind Shot Conclave Mods are no longer equippable on Secondary Shotguns.
  • Ash’s Teleport ability no longer needs a target to use in Conclave.
  • Reduced the range of Ash’s Teleport in Conclave.
  • Reduced explosion radius and damage of Ogris in Conclave.
  • Increased damage of Karak in Conclave.
  • Lucky Shot Mod can longer be equipped on the Javlok in Conclave.
  • Reduced the damage of primary and alt fire of Euphona Prime in Conclave.
  • Changed the Lie in Wait Conclave Mod to: -100% Reticle Sway, +100% Recoil and lowered to Uncommon
  • All sniper rifle and bow damage adjusted to compensate for this change
  • Broken Scepter slam changed to Impact from Electricity in Conclave.
  • Grinlok damage reduced in Conclave.
  • Increased duration of Wukong's Cloud Walker in Conclave.
  • Increased damage of Wukong's Iron Jab in Conclave.
  • Increased invulnerability duration of Wukong's Defy in Conclave.
  • Wukong's Defy now returns 100% Health on death in Conclave.
  • Added Energy drain to Wukong's Defy in Conclave.
  • Impair added to all of Wukong's Primal Fury attacks in Conclave.
  • Quick Return and Rebound Mods are no longer usable in Conclave.
  • Castanas family and Talons are now destroyable by damaging them in Conclave.
  • Latron Prime damage decreased in Conclave.
  • Latron damage increased in Conclave.
  • Latron Wraith damage increased in Conclave.
  • Conclave Elemental Bullet Jump Mods changed to be cosmetic only and their capacity cost removed.
  • Lex damage increased in Conclave.
  • Lex Prime damage increased in Conclave.
  • Reduced clip size of Sybaris Prime in Conclave.
  • Ferrox primary fire damage reduced in Conclave.
  • Pandero damage reduced in Conclave.
  • Increased ammo pool of Pandero in Conclave.
  • Increased Duration of Volt's Shield in Conclave.
  • Energy cost while moving removed from Volt's Electric Shield in Conclave.
  • Aklex damage increased in Conclave.
  • Aklex Prime damage increased in Conclave.
  • Increased Range and reduced field of attack of Atlas' Petrify in Conclave.
  • Increased the Range of Chroma's Spectral Scream in Conclave.
  • Reduced Range, increased damage and Health drain of Inaros' Desiccation in Conclave.
  • Increased the speed of Inaros' devouring animation of his Devour ability in Conclave.
  • Increased the animation speed of Inaros when he exits Sandstorm in Conclave.
  • Split the damage of Nova's Null Stars between Finisher and Energy Drain in Conclave.
  • Reduced the speed of Nova's Null Stars in Conclave.
  • Increased the speed of Nova's AntiMatter Drop in Conclave.
  • Increased the speed of Nezha's Blazing Chakram in Conclave.
  • Increased the effectiveness of Nezha's passive in Conclave.
  • Increased Inaros’ Health in Conclave to 300.
  • Increased Inaros’ passive Heal Rate in Conclave.
  • Decreased Inaros’ Mobility in Conclave.
  • Increased the damage and decreased the Range of Nekros' Soul Punch in Conclave.
  • Increased Range of Nidus' Virulence in Conclave.
  • Increased Range and Duration of Nidus' Maggots in Conclave.
  • Reduced the Range of Trinity's Link in Conclave.
  • Reduced mag size and increased damage of AkStiletto Prime in Conclave.
  • Removed the fire rate boost of Mesa's passive for dual wield in Conclave.
  • Reduced the Duration of Titania's Spellbound in Conclave.
  • Reduced the Duration of Saryn's Toxic Lash in Conclave.
  • Increased the damage and reduced the Duration of Saryn's Spores in Conclave.
  • Shield restore on kill Mods are no longer equippable on Inaros and Nidus in Conclave.
  • Conclave Mods that reduce mag size can no longer be used with weapons that only have 1-5 round mags.
  • Fixed an error with Ivara's Navigator not increasing damage in Conclave.
  • Fixed Nova's passive not knocking down in Conclave.
  • Fixed Rhino’s Roar not working properly in Dedicated Servers.
  • Fixed Hydroid’s Tentacles from Melee slams and Tentacle Swarm hitting multiple times in a single frame in Conclave.

Hotfix 20.7.4

  • Fixed Wukong’s Defy invulnerability period not applying in Conclave

Update 20.5

  • Fixed Energy not being restored when you revive to the last value you had before.
  • Fixed all kills being reported as ‘BULLET JUMP’ in Conclave.
  • Fixed toxin damage hitting Limbo in the rift.

Hotfix 20.4.6

  • Fixed loading into a Lunaro lobby and only seeing ghostly Excalibur placeholders.

Hotfix 20.4.3

  • Slightly reduced the damage of the Prisma Obex in Conclave.

Update 20.4

  • Fixed Oberon’s Passive not functioning in Conclave.

Hotfix 20.3.1

  • Decreased Oberon’s Renewal stats to balance the removal of Heal Time in Conclave.
  • Fixed only the loadout that you end with getting experience if you change your loadout during a match in Conclave.
  • Fixed Clients not receiving bonus Affinity in Conclave.

Update 20.3

  • Tweaked Oberon’s abilities to reflect his changes in Conclave.
  • Reduced the damage of the Javlok in Conclave

Hotfix 20.2.3

  • Octavia’s Metronome cloak ends in if you fire/cast ability/take a pickup in Conclave.
  • Reduced the collision size of the Javlok primary fire projectile in Conclave.
  • Reduced the duration of Octavia's Metronome in Conclave.
  • Reduced the damage reduction of Trinity's Link in Conclave.
  • Fixed an issue with the Azima and Zenith doing more damage than intended in Conclave.

Update 20.2

  • Entering Limbo’s Rift now removes shields. Exiting the Rift starts the Shield recharge delay timer.
  • Fixed Limbo’s Rift Surge not transferring to players outside of the Rift.

Hotfix 20.1.1

  • Reduced Sonicor Clip to 8.
  • Reduced Miter Clip to 10.
  • Reduced Panthera damage and Clip.

Update 20.1

  • Increased Frost's Avalanche range in Conclave.
  • Reduced Mag's Crush range in Conclave.
  • Removed the Impair debuff from Mag's Crush in Conclave.
  • Reduced the damage of the Snipetron Vandal in Conclave.
  • Reload While Holstered Mods can no longer be used with AOE weapons in Conclave.

Increased Flight Speed Mods can no longer be used with AOE weapons in Conclave.

  • Reduced AOE range of Miter with the Thundermiter Mod from 2.5 to 2m in Conclave.
  • Increased Nezha's Divine Spears range in Conclave
  • Fixed the Lunaro HUD not scaling to the screen.
  • Fixed an issue with the Restore Health on Kill and Restore Shields on Kill Conclave Mods not activating correctly and added HUD buff icons to show when they are active.
  • Added a Range indicator effect on Mag’s Crush.

Hotfix 20.0.9

  • Fixed Clients not seeing the Lunaro ball explosion/timer FX.
  • Fixed Lunaro round timer starting at 2:59 instead of 3:00.
  • Fixed sometimes ending up with an extra player in Conclave.

Hotfix 20.0.8

  • The range of Octavia’s Mallet is now visible to others in Conclave.
  • Reduced the size of the Bullet Attractor attached to Octavia's Mallet in Conclave.

Hotfix 20.0.6

  • Limbo does not receive Energy Regen while in the Rift.
  • Limbo’s Banish can be cast without a target.

Hotfix 20.0.4

  • Reduced the damage of the Pandero in Conclave.
  • Added 20 Impact damage to the Stormpath attack of the Telos Boltace in Conclave.
  • Fixed a Dedicated Server crash when casting Octavia’s Metronome.
  • Fixed a Dedicated Server crash when attempting to select a team.

Hotfix 20.0.2

  • Fixed Octavia’s Mallet not appearing for Clients in Conclave.

Update 20.0

  • Players on 3, 6, 9 and 12 Kill Streaks are now marked with Tenno Script chevrons. They will show up on the minimap and are worth more Affinity when killed in Conclave.
  • Recover, Vanquished Prey, Calculated Victory, Recuperate, Momentary Pause and Prize Kill Mods are now available to be purchased from Teshin again!
  • Conclave Mods Final Act and Tactical Retreat now have a full screen effect when activated.
  • Conclave Mod Final Act changed to: +30% Ability Strength and +30% Casting Speed for 4 seconds when health drops below 50.
  • Effects indicating that a player is immune to Knockdown and Impair have been made more clear in Conclave.
  • Oro is now automatically received from melee kills in Conclave.
  • Reduced the brightness of surface lighting in the Canyon Settlement map, added in new lighting system, and other lighting fixes.
  • Adjusted lighting intensity to make team FX indicators more readable.
  • Adjusted Oberon’s Hallowed Ground to have a more visually obvious edge that can be seen in bright environments.
  • Hydroid's passive now has 100% chance in Conclave, with its duration reduced to 6 seconds.
  • Ash’s passive in Conclave changed to Bleed debuff from hits with weapons from the Nikana family.
  • Trinity’s passive in Conclave changed to increase Shield Recharge Rate for her and her teammates within 25m.
  • Energy regen rate of Ember’s Passive reduced in Conclave.
  • Removed damage bonus from Mesa's Shooting Gallery in Conclave.
  • Nyx's Psychic Daggers now only seek target under reticule. If no target is found, they will fire off in a random direction in Conclave.
  • Mesa’s Peacemaker can no longer be activated while airborne. This ability no longer requires a target to fire, and costs 5 Energy per missed shot. Reduced channeling cost when ability is active.
  • Increased the flight speed of Excalibur's Exalted Blade projectiles in Conclave.
  • Oberon's passive has been updated to give him immunity to Impair in Conclave.
  • Frost's Avalanche damage increased in Conclave.
  • Atlas' Rumbler's damage increased in Conclave.
  • Mag's Crush range increased in Conclave.
  • Chroma's Effigy damage increased for all elemental types in Conclave.
  • Chroma's Vex Armor duration increased in Conclave.
  • Saryn's Miasma damage increased in Conclave.
  • Victims of Titania's Lamplight recover slower in Conclave.
  • Ember's Fireblast damage increased and duration decreased in Conclave.
  • Hydroid's Tentacle Swarm damage increased in Conclave.
  • Trinity's Link range increased in Conclave.
  • Nezha's Divine Spears damage increased in Conclave.
  • Rhino's Roar duration increased in Conclave.
  • Rhino's Stomp damage increased and speed debuff reduced in Conclave.
  • Inaros' Sandstorm damage, speed and range increased in Conclave.
  • Banshee's Silence range and duration increased in Conclave.
  • Banshee's Sonic Quake damage increased and range decreased in Conclave.
  • Nekros' Terrify range and duration increased in Conclave.
  • Nekros’ passive is now 6 seconds of +5 Heal On Kill in Conclave (disabled on Health damage).
  • Increased the flight speed of Excalibur's Exalted Blade projectiles in Conclave.
  • Loki's Radial Disarm damage increased and split 60% Impact and 40% Energy Drain in Conclave.
  • Limbo's Cataclysm damage increased in Conclave.
  • Excalibur's Radial Javelin damage increased in Conclave.
  • Ivara's Artemis Bow energy per shot cost decreased in Conclave.
  • Oberon's Reckoning damage increased in Conclave.
  • Fixed mobility, sprint speed, and power stats not appearing for Warframes in the Conclave Arsenal.
  • Fixed an issue in Capture the Cephalon playlist where the first map would always be Infested Frigate.
  • Fixed an issue in Lunaro playlist where the first arena would always be Perrin Sequence.
  • Fixed map hole in Shipyards.
  • Fixed Conclave mode in the Arsenal showing incorrect stats when equipping a weapon.
  • The recruiting channel can now be joined while in a PvP lobby.

Update 19.12

  • Reduced the primary fire damage of the Javlok in Conclave.

Hotfix 19.11.6

  • Fixed an issue where Simulor Vortexes will turn invisible when fully stacked and last forever when playing on a Dedicated Server.

Hotfix 19.11.5

  • Fixed Mag's Sapping Reach Augment in Conclave removing Energy from teammates (should only remove from enemies).

Hotfix 19.11.4

  • Fixed targeted abilities that can be cast without a target in Conclave refunding energy:
    • Mag Polarize
    • Nyx Mind Control
    • Saryn Spores
    • Inaros Devour
    • Trinity Well of Life
  • Fixed Ash’s Bladestorm not marking targets when Heightened Reflexes is equipped in Conclave.

Hotfix 19.10.1.1

  • Fixed Sonicor not causing knock down in Conclave.

Hotfix 19.10.1

  • CONCLAVE: HEARTS & ARROWS (starts at 10 a.m. ET)
    • Kill with kindness in this special variant that mixes passion with precision!

Update 19.10

  • Fixed being killed with 1 health left in Conclave. Considering you weren’t actually dead, no Oro was given to the enemy perpetrator which was causing confusion.

Hotfix 19.9.1

  • No squatters allowed! You must now participate in Quick Steel to be awarded completion points.
  • Added 4 seconds of immunity to knockdown after being knocked down in Quick Steel Conclave Variant.
  • Added a second Nikana Melee attack after the slam in Quick Steel Conclave Variant.
  • Increased the flight speed of the Hikou in Quick Steel Conclave Variant.

Update 19.9

  • To introduce this new Conclave Mode, Teshin is rewarding Tenno who achieve each 48 hour task in the Navigation panel (including a new Landing Craft ornament)! It is available for a limited time, so prove your Quick Steel skill and earn your rewards before it is gone!

Hotfix 19.8.1

  • Added a sound when switching modes between normal and Variant/practice.

Hotfix 19.7.2

  • Lowered the Ammo pool of Vulkar Wraith.

Update 19.7

  • Prova is now eligible for Conclave.

Update 19.6

  • Vulkar and Vulkar Wraith are now usable in Conclave!
  • Impair on hit status removed from Opticor.
  • Teshin’s Conclave Affinity Inbox message will no longer open automatically. This was resulting in Conclave Affinity being claimed and lost if you were maxed out.
  • Fixed a tileset hole in the Celestial Ruins tileset.

Hotfix 19.5.7

  • NOTE: if you were using the Solstice Conclave Glyph before it got changed to an Emblem it would be good to switch your Glyph to something else -- this may help avoid UI issues.

Hotfix 19.5.4

  • Adjusted Charged Javlok throw return to holster time to be the same as its quick throw in Conclave.
  • Increased Nidus’ Virulence width to 3m in Conclave. This also improves the ability to better hit enemies moving through it.

Hotfix 19.5.1

  • Fixed script error with pickups.

Update 19.5

  • Conclave Magazine Size Changes:
  • Primaries:
    • Tiberon - 30 to 21
    • MK1 Braton - 60 to 25
    • Braton - 45 to 30
    • Braton Prime - 75 to 35
    • Braton Vandal - 50 to 30
    • Boltor - 60 to 30
    • Boltor Prime - 60 to 36
    • Telos Boltor - 90 to 42
    • Gorgon - 90 to 60
    • Gorgon Wraith - 90 to 60
    • Prisma Gorgon - 120 to 80
    • Grakata - 60 to 40
    • Prisma Grakata - 120 to 50
    • Karak - 30 to 20
    • Karak Wraith - 60 to 35
    • Soma - 100 to 50
    • Soma Prime - 200 to 70
    • Dera - 45 to 25
    • Dera Vandal - 60 to 35
    • Hind - 65 to 40
    • Buzlok - 75 to 40
    • Supra - 180 to 80
    • Tetra - 60 to 40
    • Prisma Tetra - 60 to 40
    • Stradavar - 65 to 30
    • Amprex - 100 to 40
    • Flux Rifle - 200 to 30
    • Glaxion - 300 to 50
    • Synapse - 100 to 35
  • Secondaries:
    • Mk1 Furis - 35 to 20
    • Furis - 35 to 20
    • Dual Furis - 70 to 40
    • Dex Furis - 100 to 50
    • Cestra - 60 to 30
    • Dual Cestra - 100 to 60
    • Secura Dual Cestra - 100 to 60
    • Kohmak - 40 to 30
    • Dual Kohmaks - 80 to 60
    • Azima - 75 to 30
    • AkSomati - 70 to 30
    • Atomos - 50 to 30
    • Twin Grakatas - 120 to 60
    • AkJagara - 24 to 12
    • Akzani - 100 to 50
    • Embolist - 100 to 50
    • Gammacor - 100 to 30
    • Synoid Gammacor - 150 to 50
    • Nukor - 50 to 35
    • Spectra - 80 to 40
  • Damage for these weapons has also been rebalanced to compensate

Update 19.4.2

  • You can now choose to play with just your Clan by selecting the new "Clan Only" button!
  • Removed the health boost from Mesa's Passive in Conclave
  • Armored Evade Conclave Mod damage resistance increased to 40% while dodging (-20% Slide changed to -10% Mobility)
  • Bladestorm Conclave cost s 100 Energy for the first Mark only.
  • Changed the name of the "Staggered" Conclave Status to "Impaired"

Hotfix 19.4.1

  • Variant modes can now be selected by a new toggle button!

Update 19.4

  • Watch the Conclave for fun new variant modes coming soon!

Hotfix 19.3.1

  • Fixed Health Orbs and Ammo not respawning for the entire game after falling victim to Mirage’s Sleight of Hand.

Update 19.3

  • Removed headshot multiplier and reduced the damage of the Seer in Conclave.

Update 19.2

  • Removed Mesa's no Melee Health buff Passive from Conclave.
  • Increased Secondary weapon reload speed of Mesa’s Passive in Conclave.
  • Mirage’s Sleight of Hand traps now last indefinitely in Conclave.
  • Changed the Martial Fury Conclave Mod from 0.5 Power Rate to -50% Power Rate.
  • Changed ‘Low Current Leap’ Conclave Mod name to ‘No Current Leap’ and +5 second Shield regeneration delay changed to 0 Power Rate.
  • ‘Armored Evade’ Conclave Mod damage resistance increased to 40% while dodging. -20% Slide changed to -10% Mobility.
  • ‘Final Act’ Conclave Mod Ability Efficiency increased to 40%.
  • Reduced the duration of Ash's Smoke Screen in Conclave.
  • Reduced the damage of Saryn's Spores in Conclave.
  • Reduced Volt's Shock damage in Conclave.
  • Increased Volt's Shock radius from 8 to 10m in Conclave.
  • Fixed a localization tag showing when Loki’s Deceptive Bond Decoy Augment activates.
  • Fixed an edge case scenario that could result in unbalanced teams in Conclave.
  • Fixed a script error when clicking on the exit button at the End of Mission screen as Client in Conclave.
  • Fixed Clients not seeing Mirage’s Sleight of Hand trap FX.

Update 19.1

  • Added a confirmation message when trying to leave as a Client at End of Mission by pressing ESC to avoid unintended quits.
  • Reduced the damage of Cernos Prime in Conclave.
  • Halikar disarm chance is now 100% in Conclave.

Hotfix 19.0.7

  • Reduced the Channeled explosion damage and radius of all Glaive weapons in Conclave.
  • Increased projectile damage of Halikar and Kestrel in Conclave.
  • Decreased projectile damage of Glaive Prime in Conclave.

Hotfix 19.0.5

  • Map voting images will no longer appear as white boxes if you join at End of Match in Conclave.
  • Fixed the new Bunkers Conclave map to work properly with the Annihilation game mode.
  • Fixed various issues with picking up ammo and passive reload Mods not working correctly with continuous fire weapons in Conclave.
  • Fixed a bug where health orbs created from kills with the Broken Scepter would respawn after being picked up in Conclave.

Hotfix 19.0.4

  • Fixed an issue that made Team Annihilation not work properly on the Bunkers map.
  • Fixed host and client ammo disparities of continuous fire weapons.
  • Fixed Saryn's Spore not functioning in Conclave.

Update 19.0

  • Grineer Fortress ‘Bunkers’ Conclave Map has been added for Team Annihilation and Annihilation! Take control of the security systems and turrets scattered throughout this Map and use them against other players. Take note: other players aren’t the only thing you have to worry about.
  • Arbiters of Hexis ‘Arbiter's Arena’ Lunaro Map has been added! The Arbiters of Hexis know there is more to the Tenno than just being good Warriors – they know them to be excellent Lunaro players as well! Seek truth through discipline and practice on this new Arbiters of Hexis themed Lunaro map. The perpendicular goals will require skill, precision, and teamwork to overcome. Bring your passion to the sands of this Lunaro map today!
  • Valkyr's Paralysis no longer deals damage in Conclave.
  • Valkyr's Paralysis range has been reduced in Conclave.
  • Improved the explosive visual effects seen when throwing weapons make impact on players in Conclave matches to better represent energy drain.
  • Fixed the UI displaying the wrong half-time indication when rejoining a Lunaro game in progress.
  • Fixed Client loadout changes in the lobby not syncing properly.
  • Fixed an issue with Titania’s Razorwing ability appearing as ready-to-cast without sufficient energy in Conclave matches.
  • Fixed a couple of unintended hiding spots in the Forgotten Halls Conclave map.
  • Fixed a couple of map holes allowing players to see out of the level in the Freight Line Conclave map.

Hotfix: Recurring Dreams 3

  • Inaros can no longer use the Conclave Mod Low Current Leap.

Hotfix: Recurring Dreams 1

  • Reduced the severity of the Mobility debuff of Stagger in Conclave.
  • Loki’s Invisibility is now removed when he deals damage in Conclave. *This was noted in The Index Preview update, but didn’t end up functioning properly.
  • Fixed the Forgotten Halls Conclave map displaying the wrong name in Annihilation and Team Annihilation.
  • Fixed a bug that would sometimes force a respawn after 15 seconds of starting a match in the Infested Frigate map.
  • Rubico, Snipetron series and Vectis series Headshot multiplier returned to their intended 2x multiplier in Conclave
  • Lie in Wait Conclave Mod can longer be used with the Lanka.
  • Increased damage of the Lanka in Conclave.
  • The Lanka’s charge dissipates after 5 seconds in Conclave.
  • Lowered Ivara's Encumbered Arrow duration from 6 to 4 seconds in Conclave.
  • Ivara's Encumbered Arrow no longer forces Walk speed in Conclave.

Update: Recurring Nightmares

  • Returned Ash's Bladestorm damage to normal gamemode values in Conclave.
  • Reduced the damage of the Dark Split Sword in the two handed form in Conclave.
  • Increased match completion Affinity award from 2.5k to 4k in Conclave.
  • Increased Freeze status duration from 3 seconds to 4 in Conclave.
  • Increased the Aim Zoom of the Opticor in Variant.
  • Fixed a rampant end of mission crash in Lunaro.
  • Fixed script error when entering the Lunaro Practice mode.

Hotfix: The Index Preview 4

  • Properly enabled Synapse for Conclave.
  • Updated Mortal Conduct Conclave Mod description to accurately represent new Low Health value.
  • Fixed a bug with the Conclave Mod Heartseeker not having its -50% Damage Block drawback.
  • Increased the Shield steal amount of the Rakta Dark Dagger in Conclave

Hotfix: The Index Preview 3

  • The first map of a Variant session in Conclave will now be random.
  • Polished glass mesh materials in the Conclave Corpus Ship tileset (Freight Line).

Update: The Index Preview

  • New Conclave Gamemode!
    • Introducing VARIANTS! The first is available in Annihilation. Equipped with only a modified Opticor, face your fellow Tenno in a lethal one hit to kill battle! Mobility normalized, Warframe passives, Mods and abilities disabled.
  • Amprex, Flux Rifle, Glaxion, Embolist, Gammacor series, Nukor, Spectra, Panthera, Synapse, Sobek, Drakgoon and Lanka can now be used in Conclave!
  • Removed all Common Mods from End of Mission drop tables and moved them to Teshin for purchase.
  • Affinity from kills increased by 500% in Conclave.
  • Affinity from kill modifiers increased by 25%-100% in Conclave.
  • Syndicate Standing from completing Conclave Daily Missions reduced by 50%.
  • Conclave Arsenal now has Ability descriptions specific to Conclave for the following Frames: Ash, Banshee, Hydroid, Inaros, Ivara, Loki, Mag, Mesa, Nekros, Nezha, Nova, Nyx, Rhino, Saryn, Titania, Valkyr, Vauban and Volt.
  • Fixed a bug where damage of some projectile weapons did not display correctly in the Conclave Arsenal.
  • Energy orbs now spawn based on player count. 1 for 2-3 players, 2 for 4-6 and all for 7-8.
  • Energy orbs are now marked on the minimap.
  • Innate Power Rate increased to 1 (1.5 during Energy Surge) in Conclave.
  • Heat Status duration is now 4 seconds in Conclave.
  • Freeze Status now reduces Mobility in Conclave.
  • Radiation Status duration is now 6 seconds in Conclave.
  • Corrosive Status is now 6 seconds in Conclave.
  • Magnetic Status duration is now 6 seconds in Conclave.
  • Magnetic Status only removes Energy above 50% of your total in Conclave.
  • Magnetic Status HUD corruption FX removed in Conclave.
  • Staggers no longer force an uninterruptable animation, it now disables jump and slows run speed for 2 seconds in Conclave.
  • Increased damage of Sicarus series in Conclave.
  • Increased damage of Vectis in Conclave.
  • Increased ammo pool of Ogris in Conclave.
  • Increased damage done by the poison cloud left behind by Mutalist Cernos in Conclave.
  • Increased damage of Kulstar in Conclave.
  • Increased damage of Castanas series in Conclave.
  • Maximum amount of deployed Castanas reduced to 2 in Conclave.
  • Increased damage of Atomos in Conclave.
  • Increased damage of Talons in Conclave.
  • Talons now cause knock down in Conclave.
  • Maximum amount of deployed Talons reduced to 4 in Conclave.
  • Increased damage of Stradavar damage in Conclave (auto and semi-auto).
  • Reduced damage of Soma Prime in Conclave.
  • Reduced damage of Akstiletto Prime in Conclave.
  • Reduced damage of the Jat Kittag in Conclave.
  • Reduced damage of the Sibear in Conclave.
  • Removed auto-targeting of Halikar and Kestrel in Conclave.
  • Added knockdown to quick melee slide attacks with Fist and Claw weapons in Conclave.
  • Removed combo hit multipliers from Sniper weapons in Conclave.
  • Removed combo hit multipliers from Melee weapons in Conclave.
  • Kulstar projectiles are now more visible in Conclave.
  • Seer projectiles now have an explosive attack in Conclave.
  • Changed condition from ‘Headshot’ to ‘On Hit’ for Dual Toxocysts in Conclave.
  • Reduced buff duration of Dual Toxocysts from 6 to 3 seconds in Conclave.
  • Increased visibility of Nyx's psychic daggers in Conclave.
  • Increased damage of Mag’s Pull in Conclave.
  • Increased the radius of Ivara’s Encumbered and EMP arrows in Conclave.
  • Energy can no longer be picked up when Mesa’s Ballistic Battery ability is active.
  • Vauban’s Trip Wire grenade now has two beams, is deployed immediately on release, not affected by gravity and duration removed in Conclave.
  • Vauban’s Shred mine damage increased and armor debuff is now permanent in Conclave.
  • Vauban’s Concussion grenade silence debuff duration increased in Conclave.
  • All of Vauban’s deployables are now destructible in Conclave.
  • Ash’s Shuriken is now a single projectile in Conclave. Its damage has been boosted to more than a single one used to do but not as much as both combined.
  • Ash’s Shuriken will now only seek targets you aim at in Conclave.
  • Loki’s Decoy now deploys with only his Primary weapon in Conclave.
  • Loki’s Invisibility is now removed when he deals damage in Conclave.
  • Decreased decay delay and increased decay rate of Rhino’s Iron Skin in Conclave.
  • Conclave Mod Heavy Warhead is no longer usable with Castanas or Talons.
  • Lowered recoil reduction and increased -mag value of Conclave mod Hydraulic Barrel.
  • Fist and Hammer combo in Crashing Havoc Conclave stance damage reduced.
  • Conclave Mod Low Current Leap -50% Max Energy changed to +5 seconds Shield Recharge Delay.
  • On Hit condition and -100% Channeling Efficiency removed from Conclave Mod Martial Fury and replaced with .5 Power Rate.
  • Conclave Mods Tactical Retreat and Final Act Low Health condition changed to When Health drops below 50.
  • Increased energy gained from Follow Through Conclave Mod to +10.
  • Fixed a bug where melee magnetism of the Heartseeker Conclave mod was not being activated correctly.
Dedicated Servers!
  • It’s finally here- dedicated servers for Lunaro and Conclave modes! This update brings the first iteration of our dedicated server plans, with more additions to come down the road.
  • To host a dedicated server, click Settings (the gear cog) in your Launcher and select ‘Start Server’. This will give you the option on which game mode to host, a ‘Clan only’ hosting option, and to insert a custom MOTD.

Hotfix: The Vacuum Within 3

  • Fixed Titania’s Razorwing ability displaying as ready to cast even though the player does not have 100 energy in Conclave.

Hotfix: The Silver Grove 4.1

  • Fixed ‘ammo’ Mods not applying until after first reload in Conclave.

Update: The Silver Grove 2.0

  • Fixed Nova’s Antimatter Mine Conclave Augment not fully charging an orb.
  • Fixed Clients affected by Radial Disarm in Conclave being unable to use non-melee weapons if they die and revive.
  • Fixed Titania’s Razorflies persisting if player leaves while in Razorwing form in Conclave.
  • Fixed a Host migration resulting in Titania keeping her Razorwing weapons in Conclave.

Hotfix: The Silver Grove 1.3

  • Loki will no longer gain energy from orbs while his Invisibility is active in Conclave.
  • Lunaro gamemode will now show up in the Liset Conclave console rotation.
  • Fixed the ‘Team Select’ screen disappearing after a Host Migration in Conclave.
  • Fixed losing End of Mission XP upon changing your loadout after a death in Conclave.
  • Fixed a crash when attempting to join a friends Conclave game.
  • Fixed a crash when attempting to Alt+F4 out of a Conclave game.

Hotfix: The Silver Grove 1.1

  • Fixed the Conclave Karak Skin not applying to the Karak Wraith.
  • Fixed the Conclave Karak Skin not applying to all parts of the weapon.

Update: The Silver Grove 1.0

  • Fixed the scoreboard not disappearing when dead in Conclave and during replays in Lunaro.

Hotfix: The Silver Grove 5

  • Fixed an issue with the Conclave Karak Skin.
  • Reduced camera-shake on Glaive throws.
  • Made the world state window shading darker for the Conclave window.
  • Fixed an issue with Conclave affinity percentages showing negative percents (%+-10)

Hotfix: The Silver Grove 4

  • Decreased channeling efficiency trade off added to Martial Fury.
  • Increased damage of Tetra.
  • Fixed issue causing Arcata to be invisible after halftime until performing a melee attack.
  • Fixed the Conclave Karak having the incorrect store icon.

Hotfix: The Silver Grove 3

  • Reduced melee blocking angle in Conclave
  • Reduced damage of Nikana series in Conclave
  • Adjusted input order of Sudden Spring combo in Fateful Truth Conclave stance

Update: The Silver Grove

Lunaro and Conclave Additions & Changes:
  • Lunaro has been out in the wild for a couple of weeks now, and in this time we've been play testing extensively - internally and externally - and have been listening to your feedback. In an effort to address your concerns and increase the overall playability of the mode we've implemented a number of new gameplay features, arenas, customizations, and back end systems. Read on below for further details:
New Weapon Skins!

New Conclave weapon skins for the following weapons can now be purchased for standing from Tehsin once you’ve acquired the Typhoon rank:

  • Karak
  • Kraken
  • AkStiletto
  • Tipedo
  • Glaive
  • Soma
New Arena!

Steel Meridian Themed Map: The valorous troops of the Steel Meridian were greatly pleased by the skill and honor found within Lunaro matches and have constructed a variant of the Arena for friendly Tenno to enjoy. Find the new map in rotation today.

New Gameplay Mechanics!

Ball Magnet Guard: Many of the loudest complaints about Lunaro were directed to the frequency of possession changes that could occur when a scrum was formed. To help alleviate this we've introduced the Ball Magnet Guard mechanic. This mechanic will allow the player with the ball to absorb a couple of hits, both melee and check attacks, before they lose possession. Initiating a Ball Magnet Guard is as simple as holding down the Ball Magnet button after the Lunaro has been picked up.

Passing is now a dedicated button. Defaulted to R, this dedicated pass button should make coordination and team play more viable, especially in high-latency environments.

Bringing up the Scoreboard can now be done with the TAB button bringing Warframe PvP in with more traditional PvP games.*

Please note: This change is also reflected in PvE game modes. Pressing TAB will bring up the Progress & Rewards screen without locking the player in place.

New PvP Matchmaking Rules!

Much of the feedback we've received from our seasoned PvP players and newcomers alike was our inscrutable matchmaking rules. We've attempted to stream lines and have separated the rules used to match players in PvE from those used for PvP. Specifics on these PvP specific matchmaking rules are as follows:

When attempting to join a friend you will be placed on their team if there is available space. If you create a squad and then create/join a PvP lobby you will all be placed on the same team. Subsequent joiners will fill the opposing team slots. Inviting a Friend who is currently in a squad will attempt to being in the full squad into your current game/lobby. Attempting to join a PvP match without enough space for you and your squad will now present an error message indicating that there isn't space to accommodate everyone. A similar error message to the above will be displayed when a full Squad of 4 players attempts to join a Lunaro match. Invite and Friends Only Lobbies now have a "Switch Team" option.

New Penalty/Reward System!

Another common gripe that has sometimes been affecting our competitive PvP modes was one that affects almost all games of this nature; rage quitters. While any system we introduce won't be able to completely solve this issue we've enacted a consequence system that will hopefully curb some of the more numerous instances:

  • We now track players who quit out of matches including those using the Alt-F4 method.
  • The Penalty system has 2 stages; a warning and a penalty applied state:
    • The warning stage will appear on the Landing Craft after the game detects that you've quit out of a match prematurely.
    • The Penalty Applied state will kick in after a certain % of your last games are determined to have been prematurely left. This state results in an XP Penalty of 75%.
    • Player's can climb back out of the Penalty Applied state by completing a corresponding amount of full matches.
  • While also negatively affecting rage quitters, we want to encourage those who continue to play while short on players and those who play multiple matches in a row.
    • Completing a match you were short on will result in a +20% boost to XP and Standing.
    • Completing subsequent matches will results in 10% more XP and Standing after the first match.
New Custom Lunaro Bindings!

With the launch of Lunaro on Consoles we introduced full customization options for Lunaro controls. With this update we will be introducing the same functionality for PC keyboard and mouse users.

Head over to the Options screen to configure your Lunaro bindings as you see fit!

Soft Launch
Player Hosted Servers

Another major complaint directed toward our Conclave game modes has been the potential for laggy experiences due to the game running on our peer to peer system. With this update we will be rolling out the first stages of a potential solution to this issue: volunteer player hosted servers - we've got the tools in place to allow you to host Lunaro.

At this stage volunteer servers are limited to running Lunaro only, and require a separate dedicated computer to host.

The initial roll-out will be conducted via an invite-only process due to the need to gauge scalability and success. We will be using this soft launch to gather valuable feedback and stats and once we determine that the system is ready to provide the best experience we will be moving forward with a full scale public release.

Conclave Changes & Fixes:
  • Affinity gained no longer converts to Energy in Conclave.
  • Increased Standing gain at EOM based on Conclave Syndicate Rank.
  • Shield regen delay decreased in Conclave.
  • Shield regen rate decreased in Conclave.
  • Ash now has increased Mobility while invisible in Conclave.
  • Increased animation speed and range of Ash’s Teleport To in Conclave.
  • Decreased duration of Ash’s Smokescreen in Conclave.
  • Decreased range and damage of Banshee’s Sonic Boom in Conclave.
  • Increased angle of Banshee’s Sonic Boom in Conclave.
  • Chroma’s Spectral Scream status chance now 100% in Conclave.
  • Equinox’s Rest & Rage range reduced in Conclave.
  • Frost’s Freeze, Ice Wave and Snow Globe now also reduce target’s Mobility in Conclave.
  • Reduced damage of Frost’s Freeze in Conclave.
  • Reduced range and increased duration of Hydroid’s Tempest Barrage in Conclave.
  • Increased speed of Hydroid’s Tidal Surge in Conclave.
  • Inaros’ Devour now also decreases Dodge speed of target in Conclave.
  • Increased duration of Ivara’s Encumbered and Null-Shield arrows in Conclave.
  • Reduced the damage it takes to remove Invisibility from Loki in Conclave.
  • Loki’s Radial Disarm now drains Energy and deactivates any active Abilities on target instead of Health/Shield in Conclave.
  • Increased animation speed of Mag’s Crush in Conclave.
  • Increased the percentage of damage stored per hit in Mesa’s Ballistic Battery in Conclave.
  • Decreased duration and increased damage of Mirage’s Hall of Mirrors in Conclave.
  • Increased cost of Nekros’ Desecrate in Conclave.
  • Reduced duration, range and added a debuff icon on target of Nekros’ Desecrate debuff in Conclave.
  • Removed Energy drop from Nekros’ Desecrate in Conclave.
  • Decreased health and increased damage of Nezha’s Warding Halo in Conclave.
  • Nova’s Null Star now drains Energy instead of Health/Shield in Conclave.
  • Reduced duration of Nova’s Molecular Prime in Conclave.
  • Decreased duration and increased damage of Saryn’s Spores in Conclave.
  • Decreased duration of Volt’s Shield in Conclave.
  • Removed duration reduction and reduced Energy drain when picking up Volt’s Shield in Conclave.
  • Wukong’s Iron Poke now knocks down targets towards him in Conclave.
  • Added melee magnetism to Valkyr’s Berserker and Wukong’s Primal Fury in Conclave.
  • Increased speed and damage of Zephyr’s Tailwind in Conclave.
  • Secondary Wind mod now increases Reload Speed instead of Health Rate on Kill.
  • Relentless Assault mod now increases Power Rate instead of Attack Speed on Kill.
  • Increased damage of Thundermiter mod.
  • Overcharged mod now converts up to 50 energy at 100% to Overshields on respawn.
  • Reduced the amount of Blast damage blocked by Anti-Flak Plating mod.
  • Recharge Barrier Augment shield restore reduced.
  • Changed order of combos and attacks in Last Herald Conclave stance.
  • Changed order of attacks in Celestial Nightfall Conclave stance.
  • Ogris damage and projectile speed increased in Conclave.
  • Penta series damage increased in Conclave.
  • Tonkor damage increased in Conclave.
  • Tonkor self damage enabled in Conclave.
  • Angstrum damage and projectile speed increased in Conclave.
  • Increased Ammo Pool of Latron Wraith in Conclave.
  • Increased damage of Hind in Conclave.
  • Soma Prime damage decreased in Conclave.
  • Soma damage increased in Conclave.
  • Gorgon damage increased in Conclave.
  • AkSomati damage decreased in Conclave.
  • Added Knock Down to equipped Stave Slam attacks in Conclave.
  • Sybaris damage decreased in Conclave.
  • Vectis damage decreased in Conclave.

Update: Specters of the Rail 1

  • Conclave mod 'Emergent Aftermath' can no longer be used with the Vectis sniper rifle.
  • Reduced the duration of Buzlok's alt fire projectile in Conclave.
  • Slightly increased the damage of Lato Vandal in Conclave.
  • Increased the blocking percentage of Silva and Aegis in Conclave.
  • Fixed a crash that would occur in Conclave.

Hotfix: Specters of the Rail 13

  • Fixed an issue with Conclave mods with the Max Energy requirement applying their upgrades twice to the Host.
  • Reduced melee blocking angle in Conclave.
  • Reduced channeled blocking energy cost in Conclave.
  • Adjusted the attack order of the Spinning Palms Combo in Conclave Fist stance and slightly increased its damage.
  • Reduced the duration of Equinox's Metamorphosis in Conclave

Hotfix: Specters of the Rail 12

  • Fixed the Follow Through Mod not always giving energy on respawn in Conclave.
  • Fixed being able to click Cephalon Capture + Lunaro through the Challenges dropdown menu in Conclave.

Hotfix: Specters of the Rail 11

  • Reduced blocking value of the Impenetrable Defense Conclave mod to 30% from 40%.
  • Fixed Radial Disarm script error if Loki died and respawned while it was active, causing the effect to be permanent until death in Conclave.
  • Conclave mod 'Follow Through' effects changed to Respawn with +5 Energy and rarity lowered to Uncommon.
  • Reduced Mesa's passive health bonus with no melee equipped to 25 from 30 in Conclave.

Hotfix: Specters of the Rail 4

  • Reduced the damage of Stradavar's semi-auto mode in Conclave.
  • Quick melee attacks in Conclave now use the first combo of the Equipped weapon/stance.

Update: Specters of the Rail

General Additions/Changes
  • Weapon skins for the Grinlok, Tonkor, Jat Kittag and Marelok are now available from Teshin!
  • Polished the goal Replay feature in Lunaro.
  • Small change to slow down the equip/unequip animations on the Lunaro.
  • You can now preview how you’ll look with your energy colour set to Sun or Moon in the Conclave Arsenal.
  • Frame energy color now has a minimum brightness in Conclave.
  • Adjusted the melee impact sounds for Hydroid Kraken tentacles in Conclave.
  • Changed the intended stats on the Double Tap Conclave Mod to be +20% damage for 2 seconds.
  • Added a separate first win of the day bonus for Conclave.
  • Conclave mod ‘Lucky Shot’ can no longer be used with the Miter.
  • The following abilities can now only be activated at 100 energy in Conclave:
    • Sound Quake - Banshee
    • Effigy - Chroma
    • World on Fire - Ember
    • Mend and Maim - Equinox
    • Exalted Blade - Excalibur
    • Artemis Bow - Ivara
    • Peacemaker - Mesa
    • Absorb - Nyx
    • Hysteria - Valkyr
    • Primal Fury - Wukong
  • Reduced the duration of Loki’s Decoy in Conclave.
  • Reduced Volt Prime’s Conclave Mobility base stat to 0.8
  • Nyx’s Mind Control duration reduced in Conclave.
  • Reduced the damage of Opticor in Conclave.
  • Reduced the damage of the Daikyu in Conclave.
  • Removed Cephalon Spire and Shrine maps from Annihilation and Team Annihilation.
  • Increased damage of Mesa’s Peacemaker in Conclave.
  • Increased damage of Excalibur’s Exalted Blade projectiles in Conclave.
  • Decreased channeling cost of Valkyr’s Hysteria in Conclave.
  • Decreased channeling cost of Wukong’s Primal Fury in Conclave.
  • Decreased energy cost of shooting Ivara’s Artemis Bow in Conclave.
  • Increased minimum explosive damage of Nyx’s Absorb in Conclave.
  • Decreased damage of Volt’s Shock in Conclave.
  • Decreased channeling cost of Banshee’s Sound Quake in Conclave.
  • Increased damage of Ember’s World on Fire in Conclave.
  • Increased speed of Ember’s Fireball projectile in Conclave.
  • Increased slow duration of Frost’s Icicle in Conclave.
  • Decreased damage of Banshee’s Sonic Boom in Conclave.
  • Minimum player count of Team Annihilation reduced to 1 per team in Conclave..
  • Paris series ammo pool reduced to 20 in Conclave.
  • Daikyu ammo pool reduced to 15 in Conclave.
  • Reduced damage of Nova’s Null Star in Conclave.
  • Increased the size of Vauban’s Tesla traps in Conclave.
  • Reduced the damage of Limbo’s Cataclysm in Conclave.
  • Decreased Health Orb pickup from 50 to 30 health and respawn time is now 20 seconds in Conclave.
  • All whip melee weapons are now available to use in Conclave.
  • Halikar now available for use in Conclave.
PvE/PvP Stance Alterations + New PvP Melee Stance Mods

We've decided to remove the functionality of PvE stances within Conclave matches. This design choice was implemented as we felt the current moveset provided by the PvE stances didn't quite fit the feel of our PvP gameplay. Using animations from existing melee Stances, alternative versions have been created with a focus on gap closing moves and shorter combos to better fit the pace of Warframe Conclave.

Hotfix: Lunaro 7.1

  • Fixed the timer being stuck at 15 seconds when placed with an uneven team in Lunaro.

Hotfix: Lunaro 6

  • The minimum players per team for a Lunaro match to start is now 1.

Hotfix: Lunaro 5

  • A Public Lunaro match will now only start when 6 people have joined the lobby. This alleviates joining a game in progress that may be very one sided and not enjoying Lunaro to its fullest!
  • Players will be unable to join a Lunaro match in progress if the score difference is greater than 6 points.
  • Your reticle will now appear different when in possession of the Lunaro.
  • Fixed the Lunaro lobby displaying slots for 8 players instead of 6.
  • Fixed shoulder charging sometimes not working in Lunaro.
  • Fixed a rare occurrence where the Arcata would do 2x melee damage in Lunaro.
  • Fixed the reticle changing when activating an Emote in Lunaro.
  • Fixed being able to shoulder charge twice consecutively while sliding in Lunaro.
  • Fixed losing all Standing gain and Challenge progress when a Host Migration occurs in the Conclave.
  • Fixed a match ending if the Lunaro hits a wall with approximately less than 1 second left. The match should only end on catch or when the Lunaro hits the ground at that time.

Hotfix: Lunaro 4

  • You will now be immune to damage and staggers for 2 seconds after being knocked down, but can still have the Lunaro knocked out of your Arcata.
  • Increased immunity from staggers after being staggered from 4 to 5 seconds in Lunaro.
  • Tweaked knockdown sounds in Lunaro.
  • Fixed interrupted animations playing again a second time in Lunaro.
  • Fixed a host migration in the Lunaro lobby resulting in a solo match that never ended.
  • Fixed being able to gain Affinity and Standing from goals in a Solo Lunaro game after gaining a hollow victory in the Practice mode.

Hotfix: Lunaro 3

  • Returned Shield Recharge Delay to 10 seconds in Conclave.
  • You can now be knocked down during a roll/dodge.
  • Removed the stagger effect from the Arcata in Lunaro - it'll now take multiple swings landed to stun an opponent.
  • Improved teammate visibility from across the Lunaro field.
  • Tweaked numerous sounds related to the Lunaro.
  • Tweaked half-time Teshin VO.
  • Fixed Lunaro Challenges not working for Clients.
  • Fixed the Lunaro to knock you in the direction it’s travelling instead of a random direction.
  • Fixed shoulder charge attacks not hitting the Lunaro when charging around floor/wall objects.
  • Potential fix for idle Arcata spin not playing sometimes.
  • Fixed punches and kicks missing the Lunaro in certain situations.
  • Fixed standing kick attacks not hitting anything if the player stands still.
  • Fixed Clients not seeing knockdowns from angry Lunaros.
  • Fixed being able to knock away the ball in the same attack that you knocked it loose.
  • Fixed minor cause where you were able to hit players when you shouldn't have been able to.

Hotfix: Lunaro 2

  • Tweaked Teshin’s VO to prevent overlapping transmissions.
  • Removed the FX and sound on the end of shoulder checking.
  • Lunaro Game sessions can no longer be joined once they reach Half Time.
  • Increased the force from which you can throw a curveball.
  • Increased the visual glowing FX when you catch the Lunaro to better assist in indicating when you are a ball carrier.
  • Swapped LT and RT binds on controllers for Lunaro (RT is now throw). Only those who have the ‘Default Controls’ will notice this change.
  • Fixed pressing X on controllers conflicting between ‘Practice Lunaro’ and ‘Play Now’.
  • Fixed players sometime loading into the wrong Lunaro level - an old development map somehow made its way in! There is only one arena at this time.
  • Fixed Clients spawning in the sky after Half Time in Lunaro.

Hotfix: Lunaro 1

  • Lunaro has been changed to 3v3 match sizes! This change from 4v4 to 3v3 is based on current pacing and controls - it will significantly help the chaos. Please note our list of feedback from you all is amazing and we'll be making changes over the next few days to address your top areas. Thank you SO much for playing LUNARO!
  • Reduced the speed of Checking in Lunaro by 6.5%
  • Added a Teshin tutorial lines for throwing curves in Lunaro.
  • Tweaked Arcata impact sounds.
  • Fixed a script error when spawning into Lunaro.
  • Fixed halftime not starting / game not ending if the Lunaro is lying still on the ground.

Update: Lunaro

  • You can now use Emotes in the Conclave!
  • Fixed Ammo spawns disappearing forever after a Host Migration in Conclave.
  • Fixed Energy spawn points duplicating in certain tilesets in Conclave

Hotfix 18.14.2

  • The Dark Split-Sword can now be used in the Conclave!

Update 18.13

  • Fixed Ivara’s Null-Shield Arrow not applying when casted consecutively in Conclave.
  • Changed the ‘Rapid Consequence’ Sniper Mod title to ‘Emergent Aftermath’ in Conclave.
  • Fixed Nova’s Antimatter Mine augment not being affected by range Mods for Clients in Conclave.
  • Fixed Nova’s Antimatter Mine augment absorbing other player’s bullets in Conclave.

Hotfix 18.12.1

  • Fixed casting Vauban’s Concuss grenade disabling your powers until you died in Conclaves.
  • Fixed seeing Vauban’s Minelayer power icons while loading into the Conclaves.

Update 18.12

  • Reduced the damage of the Stradavar semi-auto fire in Conclave.

Hotfix 18.11.1

  • Fixed bullet jumping in rapid succession instantly killing players in Conclave.

Update 18.9

  • Fixed Inaros’ Sandstorm staying active after death until the player respawns in Conclave.
  • Reduced the damage and range of Ash's Bladestorm in Conclave.
  • Reduced the explosive damage by half of the Thundermiter mod in Conclave.
  • Fixed Loki getting stuck behind a laser gate by Switch Teleporting behind it in Conclave.

Hotfix 18.8.2

  • Reduced the Dual Toxocyst’s ‘excited’ fire rate from 500% to the intended 150% in Conclave.
  • Fixed a script error when casting Oberon’s Reckoning in Conclave.
  • Fixed moving shipping crates pushing players out of Freight Line in Conclave.
  • Fixed a hole in the Canyon Settlement tileset map in Conclave.

Update 18.8

  • Fixed Inaros’ Sandstorm lingering even after death in Conclave.
  • Increased the recovery speed of targets hit by Oberon’s Reckoning in Conclave.
  • Slowed the casting speed of Oberon’s Reckoning animation in Conclave. The Lift attack of Oberon’s Reckoning now occurs just after he raises his hand in Conclave.
  • Nyx can no longer alt fire while in Absorb in Conclave.
  • Reduced the attack damage on Staticor’s charging mechanic in Conclave.

Hotfix 18.7.1

  • Fixed a UI error in the Conclave End of Mission screen.

Update 18.7

  • Recruit Conditioning will now give a more specific message indicating it’s being disabled.
  • Reduced the damage of the Dex Sybaris in Conclave.
  • The Ogris can now be used in Conclave.
  • The Deft Tempo Mod can no longer be used with the Opticor or Miter.
  • Fixed Mag’s Pull stagger not properly being affected by stagger immunity Mods in Conclave.
  • Fixed an error in the Sudden Justice Conclave Mod’s localization.

Hotfix 18.5.6

  • Reduced Mesa’s passive health from +50 to +30 when no melee weapon is equipped in Conclave.
  • Reduced the Flight Speed buff of Blind Shot and Lucky Shot Conclave mods from 60% to 40%.
  • Lowered the damage and duration of Inaros’ Desiccation in Conclave.
  • Increased the damage of Inaros’ Scarab Swarm in Conclave.

Hotfix 18.4.10

  • Removed the headshot multiplier from the Penta series, Castanas series, Kulstar, Talons and Angstrum in Conclave.
  • Removed the Hard versions of the following Conclave Daily Challenges:
    • Capture the Cephalon, Combo Kills, Headshot Kills, Multi-weapon Kills, Payback Kills.
  • New Conclave Mod: Air Thrusters - +100% Slide Boost while airborne, -0.2 Mobility
  • Increased the shields of most Warframes in Conclave.
  • Increased the Angstrum's initial projectile speed in Conclave.
  • Reduced the Angstrum's ammo pool in Conclave.
  • Increased the damage of the Daikyu in Conclave.
  • Reduced the damage of all Sniper Rifles apart from Vectis which increased, in Conclave.
  • Increased the damage of the Lex series in Conclave.
  • Increased the headshot multiplier of the Lex series in Conclave.
  • Reduced the damage of the Latron series in Conclave.
  • Reduced heavy melee weapon slam attack damage in Conclave.
  • Reduced one handed sword mid-air damage in Conclave.
  • The Penta series, Castanas series, Kulstar, Talons and Angstrum’s explosive damage no longer ignores cover in Conclave.
  • The Double Tap Mod can no longer be equipped with the Hydraulic Gauge Mod in Conclave.

Hotfix 18.4.9

  • Reduced the damage of the Rubico in Conclave.

Hotfix 18.4.7

  • Lowered the damage of Equinox’s Maim Ability in Conclave.
  • Increased the damage of the MK1-Strun in Conclave.
  • Increased the damage of the Boar series in Conclave.
  • Increased the damage of one handed Swords and their Stances in Conclave.
  • Reduced the effectiveness of Excalibur’s passive in Conclave.
  • Reduced the damage but increased the duration of Mirage’s Prism in Conclave.
  • Reduced the damage of Mirage’s clones in Conclave.
  • The Impenetrable Offense Conclave Mod has had its damage block reduced from 50% to 40%.
  • Increased Rifle and Pistol ammo obtained from ammo pickups in Conclave.
  • Increased the ammo pool of the Boar series in Conclave.
  • Increased the ammo pool of the Prisma Grakata in Conclave.
  • Increased the ammo pool of the Prisma Gorgon in Conclave.

Hotfix 18.4.6

  • Scythe, Machete, Fist and Tonfa melee weapons and Stances have had their damage increased in Conclave.
  • Knock down on quick melee slams have been enabled for Fist weapons only in Conclave (2m radius).
  • Sonicor AoE radius increased in Conclave.
  • Simulor series AoE radius and damage increased in Conclave.
  • Mk1-Braton damage has been increased in Conclave.
  • Braton Prime damage has been decreased in Conclave.
  • Soma series damage has been decreased in Conclave.
  • Sybaris damage has been increased in Conclave.
  • Strun series damage has been increased in Conclave.

Hotfix 18.4.3

  • Fixed an issue with public matches becoming private after a Host Migration.
  • Head hits that have no damage multiplier will no longer show yellow/large font numbers in Conclave.

Hotfix 18.4.1

  • Increased the damage of the MK1-Bo in Conclave.
  • Decreased the damage of the Tonbo in Conclave.
  • Increased the damage of staff stances in Conclave.

Update 18.4

  • Players can now create Private Matches in Conclave via the Matchmaking option. These matches are limited to Friends and Invite Only, and will provide no Affinity, Challenge progression, Standing or End of Mission rewards. Minimum player count, AFK timer and Forfeit Wins are also disabled in Private Matches.
  • Reduced the ammo pool of the Daikyu from 30 to 20 in Conclave.
  • Decreased the range of Limbo’s Cataclysm in Conclave.
  • The Grinloked Conclave Mod has been changed to 60% Accuracy when Aiming.
  • Reduced the ammo capacity for most Primary and Secondary weapons in Conclave.
  • Reduced range of Slash Dash in Conclave.
  • Conclave team selection now displays how many players are needed to start a match.
  • Increased the damage of Cernos in Conclave.
  • Conclave Mod 'Plan B' will no longer activate when killing Loki's Decoy.
  • Galatine, Scindo series, War, Fragor and Magistar damage increased in Conclave
  • Fixed Atlas's Rumblers attacking each other in Annihilation.
  • Nezha's Fire trail FX are no longer visible in PvP
  • Fixed Castanas not having a duration if they pass through Volt's Electric Shield in Conclave
  • The Conclave Double Tap Mod’s damage bonus has been reduced from 50% to 40%
  • The Conclave Triple Tap Mod’s condition has been changed from 3 hits to 2 hits and the damage bonus increased to 40%
  • Reduced the slam attack damage of heavy melee weapons in Conclave.
  • Reduced the damage of the Orthos Prime in Conclave.

Hotfix 18.3.1

  • Reduced the damage of explosive weapons in Conclave.
  • Reduced the overall damage of polearm weapons in Conclave.
  • Reduced the duration of Mirage’s Hall of Mirrors in Conclave.
  • You can no longer gain energy while Mirage’s Hall of Mirrors is active in Conclave.
  • Removed the knockdown from the Destreza’s quick melee slam in Conclave.

Update 18.3

  • Dread is now available for use in Conclave.
  • All Polearm weapons and Polearm Stances are now available in Conclave.
  • Opticor damage has been adjusted to one hit kill against the highest base EHP without +EHP mods in Conclave.
  • Daikyu damage has been adjusted to one hit kill against the highest base EHP without +EHP mods in Conclave. (Requires Spring-Loaded Broadhead mod)
  • Paris, Paris Prime and Cernos damage has been adjusted to two charged shot kill against the highest base EHP with +EHP mods in Conclave.
  • Mk1 Paris damage has been adjusted to two charged and one quick shot kill against the highest base EHP with +EHP mods in Conclave.
  • Rakta Cernos damage has been adjusted to three charged shot kill against the highest base EHP with +EHP mods in Conclave.
  • Sniper Rifle damage has been adjusted to two-hit kill against the highest base EHP with +EHP mods in Conclave (Requires Lie in Wait Mod)
  • The following Warframe Abilities no longer require a target to activate in Conclave, encouraging greater accuracy and less button spam:
    • Ash - Bladestorm
    • Equinox - Rest and Rage
    • Limbo - Banish
    • Mag - Bullet Attractor
    • Nekros - Soul Punch
    • Nyx - Mind Control
    • Oberon - Smite
    • Saryn - Spores
    • Trinity - Well of Life and Energy Vampire
  • Increased range of the following Abilities to compensate for their new soft targeting mechanics and ability to miss:
    • Smite, Banish, Mind Control, Spores, Soul Punch, and Well of Life.
  • Ash's Bladestorm range has been increased from 8m to 10m in Conclave.
  • Elemental Bullet Jump Mods now consume 15 Energy per target when their elemental effect hits.
  • Mobility buffs have been removed from Elemental Bullet Jump Mods in Conclave.
  • Staggers/Knockdowns and radial damage removed from quick melee slam attacks in Conclave.
  • The Scindo series, Gram, Galatine, Magistar, Fragor and Jat Kittag have had their damage and Stance damage increased in Conclave.
  • Twin Gremlins damage has been decreased in Conclave.
  • Increased the +/- EHP values of the +/- Mobility Conclave Mods.
  • A minimum of 3 players in Annihilation and 4 players in Team Annihilation/Capture the Cephalon is now required for Conclave Matches to begin.
  • Changing Loadout in the pre-match Lobby screen will now update to your chosen Frame.
  • Increased the overall EHP curve from light to heavy Warframes in Conclave.
  • Reintroduced tiered base Mobility stats for all Warframes in Conclave.
  • The Mortal Conduct Conclave Mod has been changed to: At Low Health, +60% Channeled Damage Reflection for 8 seconds.
  • The Impenetrable Offense Conclave Mod has been changed to: At Max Energy, +50% Damage Block.
  • The Secondary Wind Conclave Mod has been changed to: On Kill, +5 Health Regen for 10 Seconds.
  • Fixed kills using Bullet Jump causing ‘Kill Messages’ to not function properly in Conclave. Kills from Bullet Jump will now count as ‘Bullet Jump’ damage in the kill feed.
  • Fixed the Kill Streak Stopper Conclave Challenge not properly matching the required Kill Streak number of 3.
  • Fixed Conclave teams becoming stuck waiting for a match to start if there were more than 4 players in an Annihilation.
  • Fixed Conclave End of Mission menus displaying longer than necessary.
  • Fixed an issue after a Host Migration to cause all players joining a match in progress to be defaulted to one team.
  • Fixed ‘On Kill’ conditions on Conclave Mods triggering from destroying Loki’s Decoy.
  • Fixed an issue causing melee, explosions and Ability damage to deal half damage when hitting a head in Conclave.
  • Fixed the Conclave Mods Blind Shot and Lucky Shot being able to be slotted into weapons that do not fire projectiles.

Hotfix 18.2.1

  • Increased the damage of most Secondary weapons in Conclave.
  • Made slight adjustments to overall Warframe Effective Hit Points in Conclave.
  • Reduced the effectiveness of Mirage’s passive in Conclave

Update 18.2

  • The following Mods have been added to Teshin’s offerings for purchase at the Whirlwind Rank:
    • Armored Evade: +20% Damage Resistance while dodging, -20% Slide.
    • Armored Acrobatics: +20% Damage Resistance during Bullet Jump, -0.1 Mobility.
  • Reduced the requirements of most Conclave Daily Challenges.
  • Argon Crystals have been removed from the Conclave Weekly Mission completion rewards.
  • The Conclave Mod Enguard has been combined with the Anticipation Mod and renamed Armored Recovery.
    • Armored Recovery: 50% Damage Resistance while knocked down, -20% slide.
  • The Fast Deflection Mod has been removed from Conclave, and its effects have been applied to all Conclave players by default.
  • The Quick Charge Conclave Mod now has a trade-off of -20 Shield Capacity.
  • Health Orb respawn rate has been increased from 40 seconds to 120 in Conclave.
  • Nezha’s Warding Halo damage has been reduced in Conclave.
  • Damage resistance while airborne has been removed from the Tactical Retreat Mod.
  • The knockdown effect has been removed from Blind Justice’s Guiding Light combo in Conclave.
  • Effective Hit Points have been adjusted for all Warframes in Conclave.
  • The Mobility stat has been set to 1 for all Warframes in Conclave.
  • Temporarily removed chance to restore health/shield Mods from Conclave. These Mods will make a return with some adjustments before the end of the month.
  • Increased the damage of most Primary weapons in Conclave.

Hotfix 18.1.4

  • Reduced the health restored by Wukong’s Defy Ability in Conclave.
  • Reduced the effectiveness of Nezha’s Warding Halo in Conclave.

Hotfix 18.1.3.1

  • Fixed Hikou not being available for use in Conclave.

Hotfix 18.1.3

  • Increased damage and ammo pool of Penta series in Conclave.
  • Increased damage and ammo pool of Tonkor in Conclave.
  • Decreased ammo pool of Miter in Conclave.
  • Adjusted the match countdown number’s positioning on the screen.

Update 18.1

  • The following Warframes can no longer gain energy while certain Abilities are active:
    • Chroma - Vex Armor and Effigy
    • Ember - World on Fire
    • Excalibur - Exalted Blade
    • Ivara - Artemis Bow
    • Limbo - Rift Walk
    • Rhino - Iron Skin
    • Valkyr - Hysteria
    • Wukong - Defy and Primal Fury
    • Nova - Null Star
  • All Warframes now have Conclave specific Health, Shield and Armour values.
  • Warframe Conclave Mobility stats and Mods have been adjusted adjusted to match new Effective Hit Point values.
  • Primary and Secondary weapon damage has been adjusted to match new Conclave EHP values.
  • Warframe Ability damage has been adjusted to match new Conclave EHP values.
  • Elemental Mobility Mods no longer work with Mirage’s clones until she is at full Energy.
  • Automatic weapons and shotguns now have a 1.2x damage modifier for headshots in Conclave.
  • Burst and semi-automatic weapons now have a 1.5x damage modifier for headshots in Conclave.
  • Kill X with Primary/Secondary weapon Challenges have been removed from the Capture the Cephalon game type.
  • Despair, the Hikou series and the AkStiletto are now available for use in Conclave

Hotfix 18.0.8

  • More ammo pickups have been added to the Forgotten Halls Conclave map.

Hotfix 18.0.7

  • Fixed Focus powers being useable in Conclave.
  • Fixed Wukong’s Conclave Mobility stat not reading correctly in the Arsenal.
  • Castanas now have a 10 second lifetime duration when used in Conclave matches.
  • Castanas will now wake up Rested targets in Conclave.

Hotfix 18.0.6

  • Changed the weekly Basic Conclave Mission completion requirement from 12 Easy Challenges to 9. Please note that the new amount will not be active until the weekly reset.

Hotfix 18.0.4

  • Reduced the effectiveness of Rhino’s Iron Skin in PvP.
  • Reduced the damage of the Snipetron series in PvP.
  • Energy no longer drops on kills, and players will now retain the energy they had prior to death when respawning.
  • Silence weapon Mods have been removed from Conclave End of Mission drop tables.
  • Increased buff/debuff values of health/shields for the Rising Skill, Adept Surge, Calculated Spring and Tempered Bound Conclave Mods.
  • Stagger effects have been removed from offhand Melee attacks in PvP.

Hotfix 18.0.2

  • Low Current Leap (Warframe) - +0.1 Mobility, -50% Energy Max mod added to Conclave Syndicate favours list
  • Fixed a bug with Mobility buff/debuff mods applying half the intended effects.
  • Fixed the Mortal Conduct Mod decreasing Channeling Efficiency at low health, instead of Increasing it.
  • Fixed the Tactical Retreat Mod not decreasing damage while airborne at low health.

Update 18.0

  • Vauban, Mirage, Nekros, and Limbo are now available for use in Conclave.
  • Added a new Rank in the Conclave Syndicate: Typhoon.
  • Mag, Volt and Excalibur are now purchasable through Teshin’s Conclave Offerings at the Typhoon rank.
  • Brakk, Bronco series, Detron series, Castanas Series and Pyrana are now available for use in Conclave.
  • The Forgotten Halls Conclave map has been added to Cephalon Capture.
  • The Cephalon Capture map Derelict Chambers has been revamped, reducing its size.
  • Weekly Missions have been added to Conclave, and completing them all will reward Conclave Standing, Credits, rare Resources and melee stance Mods.
  • Game mode Affector duration has been reduced to 10 minutes.
  • Matches completed with an active Affector award 2x Standing and End of Mission rewards.
  • Conclave Sigils are no longer required to gain Standing in Conclave, and Conclave Sigils can now be equipped in PvE Missions for purely cosmetic effect. Sigil Standing bonuses are now based on Conclave Rank.
  • Additional Conclave Loadout Slots can be purchased at Typhoon rank, up to a maximum of 10.
  • The following Conclave Weapon Skins have been added to Teshin’s Conclave Offerings at the Typhoon Standing:
    • Sybaris Conclave Skin
    • Strun Conclave Skin
    • Daikyu Conclave Skin
    • Furax Conclave Skin
    • Kronen Conclave Skin
    • Lato Conclave Skin
    • Lex Conclave Skin
  • The following Mods have been (re)added to Teshin’s Conclave Offerings:
    • Relentless Assault - With melee equipped and On Kill, +20% attack speed for 10 seconds (can stack with Martial Fury).
    • Follow Through - On Kill, gain +1 Energy for 8 seconds.
    • Sword Alone - With melee equipped, +0.1 Mobility.
  • The following mods have been added to drop tables for all Conclave game modes:
    • Mortal Conduct (melee) - At Low Health, +60% Channeling Efficiency for 8 seconds.
    • Tactical Retreat (Warframe) - At Low Health, +0.1 Mobility and +20% damage resistance while airborne for 4 seconds (cannot be slotted with Final Act).
    • Final Act (Warframe) - At Low Health, +20% Ability Efficiency and +50% Ability Range for 4 seconds (cannot be slotted with Tactical Retreat).
    • Heavy Warhead (pistol) - 100% Explosion Radius, -50% Flight Speed.
    • Soaring Strike (bows) - 50% Fire rate while airborne.
  • ‘E-spam’ combos do half damage.
  • The attack before the ‘pause’ in a ‘pause’ combo does a stagger or knockdown.
  • The attack after the ‘pause’ in a ‘pause’ combo does 2x damage.
  • All other melee combos do 1x damage.
  • Melee slide attacks stagger or knockdown with melee equipped.
  • Charge Attacks do 1.5x damage.
  • Cephalons will return to base 90 seconds after being removed.
  • Return Timer is reset when killing an enemy while holding the Cephalon.
  • On Cephalon Capture, both Cephalons are removed from play and returned after 5 seconds.
  • The following changes have been made to Cephalon Capture:
    • Increased the duration of Ash’s Smokescreen in PvP.
    • Increased the range of Ash’s Teleport in PvP.
    • Casting Ash’s Teleport will now cause players to drop the Cephalon.
    • Increased the damage of Excalibur’s Slash Dash in PvP.
    • Increased the damage of Volt’s Shock in PvP.
    • Increased the damage of Banshee’s Sonic Boom in PvP.
    • Increased the damage of Nyx’s Psychic Bolts in PvP.
    • Increased the damage of Nova’s Nullstar in PvP.
    • Increased damage of Valkyr's Ripline in PvP.
    • Increased damage of Valkyr's Hysteria in PvP.
    • Targets affected by Equinox’s Rest will be immune to damage for 1 second on Wake, there is no immunity if Rest expires naturally.
  • Increased damage and speed bonus of Equinox's Metamorphosis Day Form in PvP.
  • Increased radius of Equinox's Pacify & Provoke aura in PvP.
  • Removed the Radial Scream from Chroma's Effigy and reduced its channeling cost in PvP.
  • Reduced the amount of shields Mag's Shield Polarize grants in PvP.
  • Reduced armour multiplier of Iron Skin in PvP.
  • The Supra and Miter’s projectile speed has been increased in PvP.
  • Charged projectile speed increased for Paris, Paris Prime, Daikyu and Cernos in PvP.
  • Reduced respawn delay of Energy Orbs in PvP.
  • Increased blast radius of Penta series and Tonkor in PvP
  • Hush and Suppress mods are no longer usable in PvP.
  • Spring Loaded Broadhead mod damage bonus applied at 15m.
  • All Warframes have had their PvP Mobility stats adjusted.
  • All Mods that affect Mobility have been changed from percentage to additive.
  • Elemental Mobility Mods have had their mobility increased.
  • Slide velocity boost is now affected by the PvP Mobility stat.
  • The mobility Mods Adept Surge, Rising Skill, Calculated Spring and Tempered Bound have had their armour buffs/debuffs removed and their health/shield values adjusted

Hotfix 17.10.4

  • Reduced the damage of the Gorgon series in PvP.
  • Removed invulnerability from Atlas when using Landslide in PvP.

Hotfix 17.10.2

  • Reduced the damage of Saryn’s Miasma in Conclave.

Update 17.10

  • The Following PvP Mods have been added to the drop tables for all Conclave game modes:
    • Sudden Justice (Sybaris) - On 2 hits within .2 secs, increase Fire Rate 30% for 2 seconds.
    • Directed Convergence (Supra) - Increase accuracy by 80% when aiming.
  • Focused Acceleration (Tetra) - Increase Projectile Speed by 80% when aiming.
    • Final Tap (Hind) - On 4 hits within 0.5 seconds, increase damage by 100% for 0.2 seconds.
    • Measured Burst (Tiberon) - Increase damage by 30%, decrease Fire Rate by 60% when aiming.
  • Reduced the damage bonus duration of the Double Tap Mod from .5 to .3 seconds and increased the damage bonus from 30% to 50%
  • Furis series damage reduced in PvP.
  • Karak damage reduced in PvP.
  • Seer damage increased in PvP.
  • Twin Grakata damage reduced in PvP.
  • Attica damage increased in PvP.
  • Martial Fury Mod attack speed boost duration boosted from 4 to 20 seconds.
  • Increased experience bonuses from kills in Conclave.
  • Reduced the damage of Rhino’s Iron Shrapnel Augment in Conclave.
  • Bullet Jump Speed is now Mobility in PvP and also affects Dodge Speed.
  • Conclave Mods now display the word ‘Mobility’ instead of ‘Bullet Jump’.
  • Maglev Mod has been removed from PvP.

Update 17.9

  • The following Mod has been added the Conclave:
    • Triple Tap (Burston) - On 3 hits within 0.2 seconds, increase damage by 20% for 0.5 seconds

Hotfix 17.8.1

  • Renamed the Intensify Affector to Potency.
  • Removed damage mitigation from dodging in PvP.

Update 17.8

  • The following Mods have been added to Conclave’s drop tables:
    • Kill Switch (Shotgun): On kill, +50% reload speed for 4 seconds.
    • Double Tap (Latron): On hit, +30% damage for 0.5 seconds.
    • Deft Tempo (Rifle): On headshot, +10% Bullet Jump speed for 4 seconds.
    • Secondary Wind (Pistol): On kill, +8 health regen for 8 seconds.
    • Plan B (Bow): On hit, +20% Secondary Weapon Fire Rate for 4 seconds.
    • Gorgon Frenzy (Gorgon): On kill, 30% increase in fire rate for 3 seconds.
  • The following Mods have been added to Teshin’s selection of purchasable Mods:
    • Adept Surge: +20% Bullet Jump, -20% Health, -20% armour.
    • Rising Skill: +20% Bullet Jump, -30% Shield, -20% armour.
    • Calculated Spring: -20% Bullet Jump, +10% Health, +100 armour.
    • Tempered Bound: -20% Bullet Jump, +20% Shield, +100 armour.
  • New daily challenges have been added.
  • The Relentless Assault Mod has been removed from Conclave.
  • Increased the channeling costs of Ember’s World on Fire in PvP.
  • Excalibur’s Radial Javelin is now affected by Intensify in Conclave.
  • Conclave matches will now give each participating player a random reward at the end of a match.
  • The Martial Magnetism Mod is now called Martial Fury, and its effects now read: With a melee equipped attack speed increases 20% on hit for 3 seconds.

Hotfix 17.6.2

  • The Snipetron weapon series is now available in PvP.
  • Added Bullet Jump Speed to the Conclave Arsenal upgrade screen.
  • Adjusted Bullet Jump speeds for all Warframes in PvP.
  • Increased animation speed of Ash’s teleport in PvP.
  • Ash’s Shurikens now do Puncture damage in PvP.
  • Reduced the bonus of Bullet Jump Mods in PvP.
  • Increased the damage of Frost’s Freeze in PvP.
  • Increased the damage of Excalibur’s Slash Dash in PvP.
  • Increased the range of Rhino’s Charge in PvP.

Hotfix 17.6.1

  • Each Warframe has been given their own Bullet Jump Speed in PvP.
  • Reduced the damage of the Lie in Wait PvP Mod.
  • Increased the damage of the Vectis Prime in PvP.
  • Reduced the damage of all Elemental Bullet Jump Mods in PvP.
  • Reduced the percentage of base damage Immolation uses for its DoT in PvP.
  • Reduced the duration of Cold’s slow debuff in PvP.
  • Reduced the duration and amount of damage Loki’s Invisibility can take before it breaks in PvP.
  • Removed the ‘Leave Conclave’ button from the Host at the End of Match screen to help prevent issues with migration and reward loss

Hotfix 17.5.5

  • Increased the Vaykor Hek’s ammo pool in PvP.
  • Reduced the damage of the Mk-1 Paris’ quick shot in PvP.

Update 17.5

  • Trinity, Nova, Loki and Banshee can now be used in Conclave.
  • New Map: Core added to Annihilation and Team Annihilation game modes.
  • New Mods available for purchase from Teshin:
    • Searing Leap - At Max Energy, +20% to Bullet Jump and +60 Fire Damage
    • Rime Vault - At Max Energy, +20% to Bullet Jump and +60 Freeze Damage
    • Voltaic Lance - At Max Energy, +20% to Bullet Jump and +70 Electrical Damage
    • Venomous Rise - At Max Energy, +20% to Bullet Jump and +10 Poison Damage
  • Alert system that applies Affectors to a random game mode for a limited time. Possible Affectors can be:
    • High Noon - Increased Secondary Weapon Damage
    • Intensify - Increased Ability Damage
    • Martial Law - Increased Melee Damage
    • Energy Flux - Increased Energy Gain and Pickup
    • Overpowered - All of the Above
  • The Obex, Dual Ether Daggers, Vaykor Hek and Ankyros series can now be used in Conclave.
  • All Dual Wield melee weapons are now available in Conclave.
  • All Machete melee weapons are now available in Conclave.
  • There are now two daily challenges per game mode and progress can be made simultaneously.
  • Kill Streaks have been reduced to 3/6/9/12.
  • Players on kill streaks are now announced in Killfeed.
  • Reduced the experience gained from Cephalon Capture from 5k to 2k.
  • Reduced the damage of the Furax weapon series in PvP.
  • Reduced the damage of the Ninkondi in PvP.
  • Reduced the damage of all staff weapons in PvP.
  • Reduced the melee slam radius of Heat Sword, Dual Heat Swords and Dex Dakra in PvP.
  • Reduced the damage of the Braton series in PvP.
  • All weapons now have individual ammo pools.
  • Kulstar damage increased in PvP.
  • Penta series damage increased in PvP.
  • Angstrum damage increased in PvP.
  • Reduced the distance of Bullet Jump in PvP.
  • Reduced the damage of Bullet Jump Launch in PvP.
  • Energy Gain rate has been reduced in PvP.
  • Melee Auto Target angle reduced in PvP.
  • Channeling Energy cost reduced from 10 to 5 in PvP.
  • Increased the damage mitigation of dodge in PvP.
  • Shield regeneration delay increased in PvP.
  • Reduced the radius of channeled explosions from Glaive projectiles in PvP.
  • Damage reduced on Oberon’s Smite projectiles in PvP.

In team game modes, Warframe and weapon energy colours are now team based.

  • Energy pickups reduced in Gas Works.
  • Nyx will now drop the Cephalon when using Absorb.

Update 17.4.5

  • The Amphis and Tipedo are now available for use in Conclave.
  • Changed the Spry Sights Mod polarity back to V.
  • Reduced the damage of all non-dagger melee weapons in PvP.

Hotfix 17.4.3

  • Fixed incorrect description in the Broad Eye Mod.

Update 17.4

  • New mods available for purchase from Teshin:
    • Overview (Rifle Mod) - Increases Field of View while Gliding.
    • Air Recon (Pistol Mod) - Increases Field of View while Gliding.
    • Broad Eye (Shotgun Mod) - Increases Field of View while Gliding.
  • Reduced the damage radius of the Penta series in PvP.

Hotfix 17.3.1

  • Made further improvements to hitches during loadout changes mid-match.
  • Reduced the damage of the Penta series in PvP.
  • Decreased the recovery time of targets hit by Oberon’s Reckoning in PvP.
  • Increased the damage of Zephyr’s Dive Bomb in PvP.

Update 17.3

  • Made some improvements to hitches or disconnects occurring for players when switching Loadouts mid-match. Expect additional fixes to this issue in the near future.
  • Heartseeker Conclave Mod is now available from Teshin
    • Heartseeker (Daggers only): Lock onto targets at close range with a melee weapon, but reduces blocking effectiveness.
  • The Ceramic Dagger, Dark Dagger, Heat Dagger, Karyst and Sheev can now be used in PvP.
  • The Penta, Hek, and Cernos can now be used in PvP.
  • Energy orbs will now start to appear 2 minutes after the start of a match.
  • Reduced the damage of Frost’s Freeze in PvP.
  • Reduced the damage of Frost’s Avalanche in PvP.
  • Fixed Teshin’s VO not properly playing mid-match.

Update 17.2.4

  • Players can now change their loadouts to any existing saved loadouts mid-mission between spawns.
  • The Silva and Aegis is now available for us in PvP!
  • End of Mission rewards are no longer doubled for the winning teams.
  • Decreased the health of Frost's Snowglobe in PvP.
  • Frost's Avalanche damage reduced in PvP
  • Ash's Bladestorm damage reduced in PvP
  • Saryn's Contagion duration increased in PvP
  • Volt's Shock damage increased in PvP
  • Increased damage and decreased speed Ember's Fireball in PvP
  • Increased damage of Strun series in PvP.
  • Latron series damage decreased in PvP
  • Burston Prime damage decreased in PvP
  • Tiberon damage decreased in PvP
  • Sybaris damage decreased in PvP
  • Reduced the amount of additional block percentage on Impenetrable Offense mod.
  • The Plasma Sword now has had its Status chance increased to 100% and its damage reduced to compensate.
  • Fixed an issue with Daily Challenges rewarding players twice if missions were aborted and replayed.
  • Fixed an issue with PvP Daily Challenges appearing in PvE end-of-mission screens.
  • Fixed a number of issues with melee items/weapons that result in radial damage. Radial damage values have been significantly lowered on melee ground attacks, especially for the Galatine, Gram, and Jat Kittag. Exact ranges are as follows:
    • Jat Kittag from 10 meters to 6 meters.
    • Gram and Galatine from 5 meters to 4 meters.
  • It is no longer possible to be knocked down while in air from a melee slam.

Update 17.2

  • Cronus, Dakra Prime, Dark Sword, Ether Sword, Heat Sword, Jaw Sword, Mire, Pangolin, Ether Reaper, Hate, Reaper Prime, and Plasma Sword can now be used in PvP.
  • Skana and Skana Prime damage has been increased in PvP.
  • Nikana series damage has been decreased in PvP.
  • Kronen and Boltace damage has been decreased in PvP.
  • Anku damage has been decreased in PvP.
  • The Gorgon series of weapons has had their damage increased in PvP.
  • Removed the Focused Kill Streak Stopped Challenge.
  • Increased the recover speed from stagger or stun attacks in PvP.
  • New Conclave Mods have been added to Conclave Challenge reward tables.
  • Bows now have their ammunition capped at 30 in Conclave.
  • Teshin will now count down the end of Conclave matches.

Hotfix 17.1.4

  • Reduced the damage of Twin Grakatas in PvP.
  • Changed the Katana slide attack damage to be consistent with all PvP slide attacks.
  • Increased the speed of Buzlok’s homing projectiles in PvP.
  • Increased the damage of Glaive and Glaive Prime in PvP.

Update 17.1

  • The Galatine has been enabled for use in Conclave.
  • The Magistar has been enabled for use in Conclave.
  • The Scindo and Scindo Prime have been enabled for use in Conclave.
  • The Jat Kittag has been enabled for use in Conclave.
  • The Nikana and Dragon Nikana have been enabled for use in Conclave.
  • Decreased the accuracy penalty of the Lucky Shot Mod.
  • Increased the effectiveness of many secondary weapons in Conclave.
  • Reduced the radius of Bullet Attractor in Conclave.
  • Reduced the damage of the Boltace in Conclave.
  • Reduced the damage of Slash Dash in Conclave.
  • Increased the damage of the Dera in PvP.
  • Increase the damage of the Karak in PvP.
  • Increased the damage of the Strun series in PvP.
  • Increased the damage of the Sybaris in PvP.
  • Increased the damage of the Latron series in PvP.
  • Increased the damage of Saryn’s Venom in PvP.
  • Increased the damage of Saryn’s Miasma in PvP.
  • Increased the energy drain of Nyx’s Absorb in Pvp.
  • Nyx’s Mind Control no longer causes players to drop the Cephalon in Cephalon Capture.
  • Adjusted the angle and velocity of jump pads on Derelict Chambers.
  • Adjusted the hitbox of headshots in Conclave.
  • New PvP Challenges have been added to the Challenge rotation.

Hotfix 17.0.5

  • Targets put to sleep by Equinox will be invulnerable until awakened.
  • Changes made to melee stances
  • Reduced the damage of the Kulstar in PvP.
  • Reduced resistance to self-damage in PvP.
  • Increased the damage of the Tetra in PvP.

Hotfix 17.0.4

  • Enguard, Anticipation and the Overcharge Detectors Mod can now be equipped in the Utility Slot.
  • Reduced the damage of the first and last hit on the Clashing Forest / Skyward Limb combo attack.

Hotfix 17.0.3

  • Reduced the damage of Lex Prime in PvP.
  • Reduced the health of Frost’s Snow Globe in PvP.
  • Reduced the range of Nyx’s Mind control in PvP.
  • Reduced duration of Nyx’s Mind Control in PvP
  • Reduced damage and range of Excalibur’s Slash Dash in PvP.
  • Reduced casting animation speed of Valkyr's Paralysis in PvP.
  • Duration increased of Equinox’s Rest in PvP.
  • The first hit on a Target that is affected by Equinox’s Rest does no damage and wakes them up in PvP.
  • The prompt to wake up a teammate affected by Rest will no longer show up on yourself in PvP.
  • Increased the Wake Up animation speed from Rest in PvP.
  • Hydraulic Barrel/Gauge/Chamber mod Magazine Capacity penalty reduced to -10%.
  • Loaded/Full/Maximum Capacity mod Reload speed penalty reduced to -15%.
  • Loose Chamber/Magazine/Hatch Weapon Recoil penalty reduced to 50%.
  • Fixed Anticipation mod to give immunity to all stagger types in PvP.
  • Almost all available primary weapons increased in effectiveness in PvP.
  • Standing rewards from Conclave Challenges no longer count towards the daily limit.

Update 17.0

  • Conclave now features Daily Challenges!
    • Completing a Daily Challenge will earn players additional Standing with Teshin’s Conclave.
  • Three new maps have been added to Conclave:
    • Spire (Cephalon Capture)
    • Apex (Annihilation / Team Annihilation) (Docking Bay)
    • The Pit (Annihilation / Team Annihilation) (Shipyards)
  • The following Mods have been added to Conclave, and can be purchased with Standing through Teshin:
    • Meteor Munitions - Pistol: Converts 20% of damage to Impact.
    • Impaler Munitions - Pistol: 20% of damage to Puncture.
    • Razor Munitions - Pistol: 20% of damage to Slash.
    • Comet Rounds - Rifle: 20% of damage to Impact.
    • Ripper Rounds - Rifle: 20% of damage to Puncture.
    • Serrated Rounds - Rifle: 20% of damage to Slash.
    • Crash Shot - Shotgun: Converts 20% of damage to Impact.
    • Shred Shot - Shotgun: 20% of damage to Puncture.
    • Flak Shot - Shotgun: 20% of damage to Slash.
    • Counterweight - Melee: Converts 20% of damage to Impact.
    • Serrated Edges - Melee: Converts 20% of damage to Puncture.
    • Sharpened Blade - Melee: Converts 20% of damage to Slash.
    • Enguard - Immune to Knockdown for 8 seconds after being knocked down.
    • Anticipation - Immune to Stagger for 8 seconds after being staggered.
    • Impenetrable Offense - Increases effectiveness of blocking by 50%, decreases melee attack speed by -20%
    • Strafing Slide - Rifle: 20% reduction in recoil and spread when firing while sliding.
    • Gun Glide - Pistol: 20% reduction in recoil and spread when firing while sliding.
    • Double-Barrel Drift - Shotgun: 20% reduction in recoil and spread when firing while sliding.
    • Overcharged - Up to 25 respawn energy converted at 200% to Overshields.
    • Spring-Loaded Broadhead - Daikyu: Increased damage by up to 30% if the target is over 20m away.
  • The following mods have been added to the Conclave End of Mission rewards:
    • Adrenaline Boost - Increase Energy by 25% but reduces health by 20%.
    • Hastened Steps - Increase Sprint speed by 20% but reduces shield capacity by -50.
    • Heightened Reflexes - Quicken casting speed by 20% but reduces energy efficiency by -20%.
    • Feathered Arrows - Bow: Increase flight speed by 60% but reduces damage by -20%.
  • The following Mods have been removed from Conclave:
    • Surefooted
    • Handspring
    • Aviator
  • Saryn is now available for use in Conclave.
  • Zephyr is now available for use in Conclave.
  • The Burston, Opticor, Miter, Hind, Grinlok, Marelok, Twin Gremlins, Tiberon, Tetra, Buzlok, Attica, Vasto, Seer and Supra are now available for use in Conclave. This list includes all weapon variants.
  • Tempo Royale stance re-enabled and all other available stances have had their damage/status effects adjusted in PvP.
  • Match time reduced from 15 minutes to 10.
  • Credits are now rewarded at End of Mission based on Conclave rank and Standing gained.
  • All players now have +50% recovery speed from knockdowns in Conclave.
  • All players now generate Energy while alive and the rate increases during Energy Surge.
  • A percentage of Affinity gained is converted into Energy. Affinity boosters do not increase this amount.
  • Players killed holding Energy will now keep up to 25 energy on respawn.
  • Orb respawn time increased significantly.
  • The movement speed for Oro towards players has been increased.
  • Shield resistance to puncture damage has been increased slightly.
  • Clients will now receive a message when being kicked from a match due to being AFK.
  • Sicarus damage increased in PvP.
  • Sybaris damage increased in PvP.
  • Viper series damage increased in PvP.
  • Lato series damage increased in PvP.
  • Atomos damage increased in PvP.
  • Magnus damage increased in PvP.
  • Latron series damage increased in PvP.
  • Dera damage increased in PvP.
  • Bo series damage increased in PvP.
  • Vectis series headshot multiplier increased to 3x and their damage reduced in PvP.
  • Ember's Fireball damage and speed has been reduced in PvP.
  • Frost's Freeze damage and slow duration has been reduced in PvP.
  • Frost's Avalanche damage has been reduced in PvP.
  • Nyx's Psychic Bolts speed has been increased and lifetime decreased in PvP.
  • Targets under Nyx’s mind control can no longer damage her in PvP.
  • Nyx’s mind control duration and range reduced in PvP.
  • Nyx's Absorb damage has been increased in PvP.
  • Mag's Pull damage has been reduced in PvP.
  • Mag's Bullet Attractor radius and lifespan has been decreased in PvP.
  • Mag's Crush damage has been increased in PvP.
  • Valkyr's Warcry slow on enemies has been reduced in PvP.
  • Volt's Shock damage has been reduced in PvP.
  • Volt's Overload damage has been reduced in PvP.
  • Rhino's Charge damage and range has been reduced in PvP.
  • Knock down added to Rhino’s Charge in PvP.
  • Rhino's Roar duration has been increased and range decreased in PvP.
  • Oberon Smite damage and range has been decreased in PvP.
  • Oberon's Hallowed Ground damage reduced in PvP.
  • Chroma’s Vex Armor duration increased in PvP.

Update 16.11

  • Ash and Ash Prime are now available for use in Conclave.
  • Vectis and Vectis Prime are now available for use in Conclave.

Update 16.10

  • The Tainted Mag Mod has been removed from use in Conclave.

Update 16.9

  • Excalibur has been rebalanced for PvP in accordance with his recent overhaul.

Update 16.8

  • The first map will now be selected randomly in all Conclave game types.
  • Players will no longer spawn in waves in Team Annihilation.
  • Host Migration can now occur during Team Select screen.

Hotfix 16.7.2

  • The Lucky Shot PvP Mod is now compatible with Bows.

Update 16.7

  • Cephalons in Cephalon Capture have received a visual update!
  • The following mods have been disabled in PvP:
    • Magazine Warp, Slip Magazine, Burdened Magazine, Stabilizer, Steady Hands, Fast Hands, Quick Draw, Tactical Pump and Terminal Velocity. They have been replaced with PvP specific versions that have been added to the Mission Rewards of all PvP game types.
  • The Anku is available for use in PvP.
  • Reduced the damage of Strun Wraith in PvP.

Hotfix 16.6.1

  • Respawn timers are now independent for each player killed instead of respawning players in communal ‘waves’ in Annihilation.
  • Health orbs now heal for 50 HP in PvP.
  • Reduced the range and damage of Ember’s World on Fire in PvP.
  • Oro pickups in Annihilation are now colored red.
  • Braton stats fixed in the Conclave Arsenal.
  • Warframe Ability projectiles no longer deal double damage to players on headshots.
  • The Forfeit Timer will now properly activate when there’s only one player in Annihilation.

Update 16.6

  • Weapons in the Conclave Arsenal will now display their Impact, Puncture and Slash values.
  • The amount of ammo collected from ammo pickups has been increased.
  • Ammo pool is now capped at the amount of ammo you start with.
  • Frost's Freeze damage has been reduced in PvP.
  • Ember's Fireball damage has been reduced in PvP.
  • Mag's Pull damage has been reduced in PvP.
  • Volt's Shock damage has been reduced in PvP.
  • Excalibur's Slash Dash damage has been increased in PvP.
  • Oberon's Smite damage has been decreased in PvP.
  • Strun’s damage has been increased in PvP.
  • MK1 Strun’s damage has been increased in PvP.
  • MK1 Braton’s damage has been decreased in PvP.
  • Strun Wraith’s damage has been decreased in PvP.
  • All Latron series weapon damage has been decreased in PvP.
  • Daikyu’s damage has been decreased in PvP.

Hotfix 16.5.6

  • Players will no longer receive experience for returning the Cephalon in Cephalon Capture.
  • Players will now drop 1 energy orb for every 25 energy they had stored at their time of death.
  • Oro obtained and kills earned will no longer be recorded on the scoreboard after victory has been declared and the match has ended.
  • All new mods that were not able to be equipped after purchasing from Teshin have been fixed
  • Increased the damage of the Tigris in PvP.
  • Empty Energy Stations will instantly spawn orbs when Energy Surge is initiated.
  • Energy Surge will now activate in Annihilation at 80 total kills or 20 kills for one player.
  • Oro will now move towards the player that damages another player just before they are killed by the environment.
  • Changed the visual effect of Oro pickups in Annihilation.

Hotfix 16.5.5

  • Proximity triggers for automatic doors in the Docking Bay map will have been made larger to ensure smoother navigation through the map.
  • Improved visual effects will make Conclave game mode selection look more obvious.

Hotfix 16.5.3

  • Players in Cephalon Capture will now be notified of which player stole their Cephalon.
  • Oro will now be dropped by a player who self-kills. This Oro can also be recovered or claimed.
  • The amount of Oro needed to claim victory in Annihilation modes has been reduced from 30 to 25.
  • Increased Conclave standing gains from XP to be 2x the amount of normal Syndicate standing.
  • Changed the Conclave Annihilation Scoreboards to better highlight how ranking works:
    • We renamed the ‘Technique’ column Oro.
    • We now display Oro in the first column as it is the stat that determines rank.
  • Added Teshin “Free For All” call out in Conclave Annihilation mode.

Hotfix 16.5.2

  • Reduced the number of projectiles and damage of Oberon’s Smite in the Conclaves.
  • Slowed down magnetism speed of Oros in Annihilation and Team Annihilation.
  • Removed some collision volumes from the Freight Line conclave map.
  • Reduced the volume of Grineer music in the Conclaves.

Hotfix 16.5.1

  • Adjusted the time before Teshin’s VO intro to Annihilation begins.

Update 16.5

  • Two new game modes have been added to Conclave! Work with your fellow Tenno to shut down the enemy team in Team Annihilation, capturing Oro dropped from each player kill to earn points toward victory. Want to prove your superiority in combat alone? Join in Annihilation and work against 7 other Tenno in a Deathmatch free-for-all.
  • New Maps:
  • The following maps are now available in the Annihilation and Team Annihilation Conclave map rotation!
    • Canyon Settlement
    • Freight Line
    • Navigation Array
    • Docking Bay
  • Valkyr is now available for use in Conclave.
  • Ember is now available for use in Conclave.
  • Oberon is now available for use in Conclave.
  • New Title, Hurricane, available from Conclave Syndicate.
  • Chat channels and Waypoints are now Team Only.
  • Tempo Royale stance has been temporarily removed from PvP.
  • Malicious Raptor and Four Riders stances enabled in PvP.
  • The following weapons are now available for use in Conclave:
    • Dera, Dera Vandal, Boltor, Boltor Prime, Tonfa, Heat Sword, Dual Heat Swords, Glaive, Glaive Prime, Kestrel, Fragor, Wraith Karak.
  • Players will now be timed out after 60 seconds of inactivity in Conclave.
  • Rhino Charge damage increased.
  • Chroma’s Vex armour duration increased.
  • Players under control of Nyx’s Mind Control or Chaos will no longer see the FX on their Warframe.
  • MK1 Braton damage increased in PvP.
  • Karak damage increased in PvP.
  • Grakata damage increased in PvP.
  • Gorgon damage increased in PvP.
  • Magnus series damage increased in PvP.
  • Sicarus series damage increased in PvP.
  • AKLato damage decreased in PvP.
  • Skana series damage increased in PvP.
  • Martial Magnetism mod effects only applied with the melee weapon equipped.
  • Headshot damage multiplier no longer applied to radial damage.
  • Projectile weapons now display their damage correctly in the stats section of the Conclave Arsenal.
  • Slow debuffs now effect melee weapon speed.
  • XP for kills in Capture the Cephalon significantly reduced.
  • XP for capturing the Cephalon raised to 5000 XP and is awarded to every member of the team.
  • 2500 XP awarded for returning your team’s Cephalon.
  • New Conclave Mods
    • Valkyr: Hysteria - Hysterical Fixation- Decreases initial duration of Hysteria, but increases duration by 5 seconds for each kill.
    • Ember: Fire Blast - Purifying Flame - Allies that enter the fire will have up to 4 debuffs removed.
    • Oberon: Reckoning - Defiled Reckoning - Health Orbs created by kills from Reckoning are invisible/unusable to enemies for 10 seconds
    • Overcharge Detectors - Exposes enemies within 30 meters, who are at their maximum energy capacity
    • Surplus Diverters - Gain 6 energy, upon replenishing shields completely without interruption after they have been deactivated
    • Recuperate - 20% Chance to restore health on kill (Pistol)
    • Calculated Victory - 20% Chance to restore shield on Kill (Pistol)
    • Stand Ground - Blocking reduces damage taken from enemy abilities by 60%
    • Recover - 20% chance to restore health on kill (Rifle)
    • Vanquished Prey - 20% chance to restore shield on kill (Rifle)
    • Momentary Pause - 20% chance to restore health on kill (Shotgun)
    • Prize Kill - 20% chance to restore shield on kill (Shotgun)
    • Follow Through - 6 energy gained on enemy kill (Frame)
    • Quick Charge - -20% shield recharge delay (Frame)

Hotfix 16.4.5

  • Reduced the damage of all Cestra weapons in PvP.

Hotfix 16.4.3

  • Increased the damage of the Sybaris in PvP.
  • Made terrain adjustments to help make wall running smoother on The Lost Halls Conclave Map.

Update 16.4

  • New Conclave Mods:
  • The following mods are only usable in Conclave:
    • Nyx - Absorb - Singularity: Creates a ring every 3 seconds that drags in enemies at 9 meters per second.

New Conclave Map: The Lost Halls.

  • Nyx and Nyx Prime are now usable in PvP.
  • The Braton Vandal is now usable in PvP.
  • Added an audio cue when 4 total captures have taken place across the match, reminding players that all energy dispenser locations now give 50 energy.
  • Energy dispensers will now produce orbs of 50 energy at 5 minutes remaining in the match..
  • Maps will now shuffle in PvP, giving more of an unpredictable variety.
  • Increased the respawn time for Energy Orbs from 25 to 45 seconds.
  • Decreased the Lex’s damage in PvP.
  • Decreased the damage of Mag’s Pull in PvP.
  • Increased Stamina consumption when blocking with all Bo weapons in PvP.
  • Reduced the damage of all Bo weapons in PvP.
  • Increase Stamina drain when blocking with the Gram in PvP.
  • Increased the Energy cost of channeled melee hits from 5 to 10.
  • Increased the damage of all Strun and Boar weapons in PvP.
  • Reduced the damage of the Dex Dakra in PvP.
  • Volt’s Electric Shield is now more visible when used with dark/black energy.
  • Melee weapons no longer get a headshot bonus in PvP.
  • The following weapons have now been balanced for use in PvP:
    • Sybaris, Karak, Kraken, Viper, Angstrum, AKViper, WraithViper and Tigris.
  • Martial Magnetism Changes:
    • Extra stamina cost is now applied to missed swings
    • Magnetism is not applied to a target if you do not have the full amount of Stamina required to attack

Hotfix 16.3.5

  • Increased the damage of Sicarus weapons in PvP.

Hotfix 16.3.2

  • Slightly reduced the damage of Soma and Soma Prime in PvP.

Hotfix 16.0.2

  • Reduced the HP of Rhino’s Ironskin in PvP.
  • Reduced the damage of Paris Prime in PvP.
  • Made various lighting lighting improvements to Cephalon Capture’s Orokin tileset.
  • Improved textures of Cephalon Capture objectives.
  • Teshin will now speak a little more quickly in Cephalon Capture.

Update 16.0

Introduced
 
  • Conclave Syndicate, Teshin, and Cephalon Capture.
  • Cephalon Capture is our latest PvP game mode available on the Conclave Console in the Liset, and with its arrival come a slew of new changes to our existing PvP system. The following are a list of general changes to PvP immediately available in Update: Sanctuary:
  • Players will only be allowed to select Warframes from an existing list of warframes balanced exclusively for PvP 2.0. This list will be expanded upon in future Updates and currently includes:
    • Mag
    • Chroma
    • Excalibur
    • Frost
    • Rhino
    • Volt
  • Players will be limited to Weapons and Mods that have balanced exclusively for PvP. This list will be expanding upon in future Updates.
  • Players can access their unique Conclave loadouts from the Arsenal by selecting ‘Select Mode’, followed by ‘Conclave’.
  • Cephalon Capture has three maps on launch that will rotate between rounds!
  • Cephalon Capture now features Challenges that can be unlocked while fighting against your fellow Tenno.
  • With our expansion to PvP 2.0 comes a new figure to guide Tenno through the Conclave’s trials and toward the path of enlightenment. Teshin, a survivor of the Orokin Era, disagrees with the Lotus’ policies and strives to see Tenno break free of that which restrains their potential.
  • Teshin and the Conclave Syndicate have established their presence in the Northern Wing of any Relay, and offer unique Syndicate rewards for Tenno who represent Teshin when participating in Conclave PvP.

 

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23 minutes ago, Zimzala said:

...

If you consider your self a hardcore PvPer and my words make you think I am talking about you, that is only true if you are a Jerk about it, not if you are a good sport.

😉

This particular conversation has already been going for too many posts in my opinion, so this is likely my final response.

I don't think I am now, but as said in another recent post elsewhere, I probably wouldn't be playing this game anymore if not for Conclave 2.0. So for a while some years ago you would've been addressing me directly.

Now this exchange has not really contributed much to the overall topic and I'd rather go back to that.

 

 

Another thing that I think has not been mentioned: There are not a lot of incentives to Collect All The Things. MR and reaching 30 is probably the biggest one. And there's simply no good reason to build a lot of things from a game progression perspective, so that's a kind of endgame, too.

However, there's a lot more to collect than just Affinity. A simple idea would be to add emotes to show those other things. E.g. think a goofy set of emotes that unlock with more Codex scans. Even simpler, just display a bar/pie with completion percentage or some other iconography.

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49 minutes ago, PublikDomain said:

Would you like to follow the link I provided and see the thousands of other updates Conclave has received over the years? The historical patchnotes for just Conclave are seventeen hundred and sixty lines long. PvP is a part of the game. Sorry, but you're wrong.

Clearly I'm wrong because you made this point eariler:

2 hours ago, PublikDomain said:

DE continues to provide and has always provided a minimum of support for the game's PvP content through small balance changes, bugfixes, and sometimes even large changes like the addition of Lunaro.

1760 lines over 8 years. Considering all the updates we've received over the past 8 years that still clearly shows that the part of the game it plays puts it in the same group as Flappy Zephyr and Frame Fighter: Which really dosent make it a core part of the game right? 

Small, fun little footnotes in the grand scheme of things. So how does this make my point wrong considering that increasing support for PvP is clearly something that's likely done if there's time when finished up an update that's 99% NOT PvP.

49 minutes ago, PublikDomain said:

And again, sorry but you're wrong. Endgame content is the content you do at the end of the game. Easy definition, right?

And by the definition your giving right here for end game content dosent represent Warframe. At all. Where does Warframe end exactly? Because last time I've checked for the past 8 years Warframe is still ongoing right? 

 

49 minutes ago, PublikDomain said:

9/10 of the most populated games on Steam right now are competitive and many are just as old as Warframe - if not older -

And those games your referring to has PvP as the basis of the entire game, that's literally what your getting yourself into right from start or at least had serious time and development in mind from the very begginging (Like GTA Online)

Warframe certainly didn't or else Conclave wouldn't be in the state it's in, or any of the other PvP features that have been added and removed from the game during its lifetime.

49 minutes ago, PublikDomain said:

PvP encapsulates everything you could consider as endgame: challenging, infinitely-replayable, long-term content. It is perfectly suitable as being a part of the endgame no matter how much you personally dislike it.

 

HOW? How does it encompass any form of good end game content? 

It's not suitable, its downright lazy.

You just defined what a PvP game is, how does that translate to any form of endgame that's been requested by the community that's playing a game that's co-op first and foremost? 

And why are you even playing something that's 99.9% Co-op focused and asking for PvP? That's like walking into a Baskin Robins and asking for a Steak medium rare.

 

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