Jump to content
Koumei & the Five Fates: Share Bug Reports and Feedback Here! ×

Dev Workshop: Koumei & The Five Fates - Companion Reworks


[DE]Momaw
 Share

Recommended Posts

Il y a 13 heures, [DE]Momaw a dit :

Kavats:

  • Previously ALL types of Kavats: Damage 80, Status 7.5%, Critical 20%/2x
  • Adarza Kavat: Damage 90, Status 5%, Critical 30%/2.5x
  • Smeeta Kavat: Damage 80, Status 7.5%, Critical 20%/2x
  • Vasca Kavat: Damage 110, Status 25%, Critical 15%/2x

 

Yep, you totally forgot Venari.

For comparison, here is Venari's current attack stats:

  • Damage 55, Status 30%, Critical 20%/2x

Venari's current status chances are very good, and current critical chances/damages are the same as future Smeeta, middle of the spectrum. But the base damage value is lackluster. It already was below all other Kavat before but was balanced with her way better crit and status. But with this change, Venari really will need a buff because she will instantly fall behind all other Kavat otherwise. As an exalted Kavat, Venari need way better damages than them (around 150/175 imo).

  • Like 6
Link to comment
Share on other sites

1 hour ago, _Anise_ said:

[Vasca] identity is clearly the reviving pet? I am good with that and if the damage buff they gets worth anything they should be decent imo

Vulpaphylas come with the ability to help you just ignore death, a much better utility (and they used to be straight up better before we made all pets immortal), and the other mod for Vasca is still just bad if it is literally not being touched, even with a presumable damage upgrade.

  • Like 2
Link to comment
Share on other sites

Great I was hoping to finally stop using the Smeeta cat cause they were nerfing charm, now I am still going to be using the stupid cat and probably going to have to drop a mod to fit the new resource buff mod. GIVE THE MOD TO EVERY COMPANION OR TO NO ONE!!!! ITS LITTERALY JUST LIKE THE OLD VACUUM/FETCH MOD PROBLEM!!! 

  • Like 4
Link to comment
Share on other sites

3 minutes ago, GiraffePrime said:

Great I was hoping to finally stop using the Smeeta cat cause they were nerfing charm, now I am still going to be using the stupid cat and probably going to have to drop a mod to fit the new resource buff mod. GIVE THE MOD TO EVERY COMPANION OR TO NO ONE!!!! ITS LITTERALY JUST LIKE THE OLD VACUUM/FETCH MOD PROBLEM!!! 

Trying reading, or if that doesn't work there is a short video.

  • Like 1
Link to comment
Share on other sites

Please, please, please… let us equip posture mods on hounds. Without posture mods, the hound AI will feel completely different from all the other melee companions with legs. Plus, the pacifist mod would make hounds less likely to die or be 100s of metres away at all times. The only reason hounds don’t feel good is because they attack random enemies far away from you and posture mods would completely fix this. Hopefully the overall AI changes can fix this, but I would love to turn off attacking for my hound completely so it focuses on using precepts.

  • Like 3
Link to comment
Share on other sites

So ummmm Venari Questions:

So Venari WILL be getting her OWN weapons right? She will also be able to use the new stances too in addition to her different modes right? because that could fix a huge amount of problems she experiences.

Venari AI and New Stances
Because right now she has a consistent problem of staying in place while enemies attack her especially when using protect mode, so I was wondering if the stances could now override the AI and now for example on this stance:

15 hours ago, [DE]Momaw said:

Lunging Claws: Your pet will prefer to hit an enemy once and then switch targets to affect as many different enemies as possible. Increases Status Duration by 80%.

Venari will now keep her ability to disarm enemies and as the mod says her AI will be switching targets often and more consistently, given her a chance to spread status effects which would be extremely beneficial and provide two benefits ect. But if an enemy is MARKED she’ll still prioritise that one enemy to disarm them FIRST as usual.
And if on Heal Mode she’ll still prioritise healing allies marked ect Attack Mode Marked enemies are still prioritised.

Her Claw Stats

Also with that being said Venari and by proxy Venari Prime are EXALTED companions and her weapon need to be treated as such no question asked.

Stats like these on Base/Prime Venari

•(Base) 30% (Prime) 50% CC

•(Base) 2.5x (Prime) 3.5x CD

•(Base) 30% (Prime) 50% SC

+ a way higher base damage too all changes from Venari claws should kinda be like the difference between Garudas and Garuda Primes Talons especially compared to other companions getting a considerable buff.

Venari’s Special Snare Attack also doesn’t have any critical chance so is that gonna be fixed/changed too or is it staying as it is?

Forma and Catalyst Questions

Also let these beast claw weapons come with a few forma polarities (hopefully 2 madurai) installed PLEASE (Venari Prime ABSOLUTELY should) or bring back plague star because all the forma were gonna need if they come with NONE is a bit much.

Also they should come with max Catalysed Capacity like Warframe exalteds do innately especially considering unlike Sentinels you can’t swap or change their weapons/claws.

VENARI WITH BOND MODS PLEASE FIX HER.

can we PLEASE fix Venari’s compatibility with bond mods because I have no idea why so many companions can work with bond mods and their abilities yet she can’t with snare.

Snare can’t use Vicious bond to strip and spread strip during her unique attack which is DEAD WRONG.

Duplex Bond SHOULD work on Venari and the clone spectres it SHOULD produce just shouldn’t be able to heal use snare or disarm (OBVIOUSLY) 

Tandem Bond doesn’t work on her either just why???? It should work on both her normal attacks/disarm AND her snare attacks PER HIT.

Also seismic should work if players subsume gloom on Khora please FIX all these problems with her she was an EXALTED COMPANION and one which so many of us had high expectations for which were ultimately let down hopefully these changes in the next update you guys have fixed them.

With that though pretty excellent changes to companions which I’m really happy with all of them honestly I was just a bit worried that NOTHING was said for Venari which is an issue and hopefully just an oversight… since she needs the same love other companions are getting…

Edited by (PSN)RB3-Reloaded
  • Like 1
Link to comment
Share on other sites

I'd say that some more Precepts could do with Buffs. The two I want are both for the Raksa Kubrow:

  1. Howl should have frightened Enemies slowed or even immobilized, like Nekros' Creeping Terrify.
  2. Protect should replenish more Shields, at least enough to fully replenish the Base Shields of all Warframes.

Regardless, I am very much looking forward to this! Moddable Beast Weapons, here I come!!

  • Like 3
Link to comment
Share on other sites

Quoting this from reddit user Slow_Atmosphere_454, because it perfectly words my fears:

> After the recent Companions 1.0 rework making the sentinels a viable choice, this feels like a slip back to the Carrier has vacuum days... then only robotics had vacuum. Then beasts got fetch. Why are you creating the same situation in the other direction?

While the utility of robotics is good and currently often outweighs the 2.8% every 27s of Charm, the new mod is straight up 18% more resources? That is insane and I can't see a world in which beasts aren't the most recommended companion.

Edited by Gardod
  • Like 2
Link to comment
Share on other sites

13 hours ago, [DE]Momaw said:

Beast companions gain a moddable weapon
First up, we're adding a separate weapon slot to all your non-sentinel pets. (Except Hounds, who already had one). A common complaint that we have heard is that there's not enough mod slots for pets that don't have a separate weapon, because the same slots are used by Precept mods, survivability mods, and damaging mods. We absolutely agree that this is a problem!

  •  

Couple things:
1) Its unfair that sentinels HAVE TO use a modding precept and slot to attack, where other companions just.. do it. Moa's have unlimited range if you stick something with distance on it! 
They also cannot dodge at all. This is mostly fixed by regeneration and suchlike, but it starts adding up tax on slots fast.

I would like to see: 
Sentinels given an exilus slot
Ranged sentinel guns to be given the same.

Vacuum made universal and/or to go in that exilus slot and/or the cost reduced to 0 (grant the mod to anyone making a sentinel in teh foundry, just like basic precepts, same with fetch)

2) Moas should REALLY be able to equip 3 total moa centric. Unlock it behind gilding, the # if polarities, or just putting a forma in it, or ... just make it go up from (limit is two) to (limit is three). This would go a long way towards making them better!
2a) Let them equip hound melee weapons natively. This is already a thing, in game, and is PRIME 'bug turned itno feature' material! https://www.reddit.com/r/Warframe/comments/qzopuh/moas_can_use_hound_weapons_without_issue_and_its/
Its old material, but relevant and fun.
hard engage is.... same problem as sentinel precepts. Buggy/bad/takes a slot. This should let kickmoas be relevant all for the cost of fighting a sister.

The Helminth Charger needs to be able to use both the Infected (strain) Mod set and the Dog  mod (mecha) set, and should be given +2 slots because he's kind of a derpy/left behind companion. Thats it, that should be its freebie.


3: In think the whole 'moa classes are cross-compatable once you unlock them is neat, and should be applied to sentinels a a whole. For example, ditching the whole 'botanist is oxylus ONLY' and saying 'any sensor type focused sentinel can do this' - ditto for investigator. Break sentinels down into tyles/categories (scan, stealth, combat, logistics) and let tenno mix and match freely.

4) Small balance patch for certain/specific robot companion mods. IE, fired up should be useful on other platforms that use sentinel guns (moas) but can't. (it was skipped over when synth mods got the 'goes on everything' threatment. Consider unlocking Robotic mods (like Anti-grav array) to be useful on hounds too.

5) i'd also like to see an exilus/vacuum goes here slot added to -all- pets to increase their usability, particularly as you keep adding more neat mods for pets.

Thats it! this is pretty spot on tho

  • Like 4
Link to comment
Share on other sites

10 minutes ago, Udoshi said:

Couple things:
1) Its unfair that sentinels HAVE TO use a modding precept and slot to attack, where other companions just.. do it. Moa's have unlimited range if you stick something with distance on it! 
They also cannot dodge at all. This is mostly fixed by regeneration and suchlike, but it starts adding up tax on slots fast.

I would like to see: 
Sentinels given an exilus slot
Ranged sentinel guns to be given the same.
 

Would be cool if sentinels had a version of the posture mod system to replace attack precepts, frees up a mod slot, and gives just a bit of extra capacity to the sentinel to help alleviate the high investment of companions forma-wise.

It's kinda wierd that beast companions get to choose how to behave with mods that increase capacity, while sentinels are stuck with having to use a mod just so it can shoot stuff.

Edited by (XBOX)calvina
  • Like 4
Link to comment
Share on other sites

Companion rework was the thing I was hyped the most about this update, and now that I see it..

Well that's quite insanely underwhelming.

There's so many preceipts that should have been buffed, that for some reason aren't even touched.

  1. Sahasa's dig - it still only works out of combat, which means he only casts this at the beginning of the mission or between defense rounds. That's equivalent of pressing energy pad. There's not reason why it doesn't work in combat. I kinda hoped they allow him dig in combat and maybe nerf the % a bit.
  2. Sahasa's Ferocity. It doesn't do anything.
  3. Raksa's Howl fear still has ridiculous ~45s CD. That's way too long in game like this.
  4. Chesa's Retrieve, to my biggest surprise, wasn't touched at all. 45% chance for a 1 loot every 10s, that's less than equivalent of 3kills/minute... The new smeeta replacement is equivalent of ~20 kills/min, for comparison. If we don't want loot stacking mods then it's time to rework it into something else, like automatic golden intrinsic. They can also revert it to back to what it was and let it pick far-away loot like it used to do, at least it was cute and it picked ayatan statues and plants.
  5. Vasca Kavat and Djinn preceipts weren't even touched while being useless.
  6. Nothing to improve MOA's Hacking AI? How about buffing Tractor Beam to be always active instead of having weird buggy cooldown mechanics?
  7. Wyrm's Crowd Dispersion not on the list either?
  • Like 4
Link to comment
Share on other sites

14 hours ago, [DE]Momaw said:

 

  • Charm (SMEETA Kavat): The resource and credit pickup multiplier has been removed from Charm and promoted to being its own separate precept Mod (Loyal Retriever,) equippable on all Beasts. Charm's chance to provide a buff on activation has been increased to 40%. The available buffs are:
    • 25% chance of Reinforced Shield
    • 25% chance of Instant Reload (re-rolled if your current weapon doesn't need to reload)
    • 10% chance of Bonus Critical Chance buff
    • 10% chance of Free Ability Casts
    • 10% chance of Bonus Affinity. (Affinity bonus has been increased to 3x)
  • Loyal Retriever (Beast companions): Provides a passive 13% chance that each resource or credit pickup will be doubled. This effect is always active: there is no cooldown, no duration, no waiting for it to be ready.
    • If you already own a Smeeta then you will receive Loyal Retriever for free automatically. In the future, this will be purchased with Conservation tags from the Earth Conservation vendor.
    • We chose 13% as being the statistical average of what amount of time Charm's resource bonus would be active.

Both of these effects were on ONE mod - Charm.

 

Now a tenno needs to use TWO mod slots to get the same effects that they had before.

 

It also doesn't stack anymore, and likely will be nerfed to not include void traces, kuva, and possibly steel essence (if they can get away with it).

 

s

Gotta keep that farm long for EVERYONE to be fair, just like boosters don't work on any new "resource or currency" in the pity systems. /s

 

15 hours ago, [DE]Momaw said:

In our fast-paced game about space ninjas, we want to reward players who are mobile and actively engaging with enemies, so we have re-engineered the effect to be always active.

When this is the justification for a nerf; mining, fishing, and hunting need to be removed from the "fast-paced game about space ninjas."

 

I seriously hope someone chokes on their hypocrisy of these new mods being purchased via tags aquired by slow stalking in the "fast-paced game about space ninjas."

 

  • Like 1
Link to comment
Share on other sites

They cut Helminth Charger's base damage by 30%, unless they made the maggots from Strain set 5x faster and more dmg then they are still basically useless, Charger's Virulence still relies on enemies happening to pathfind onto his trail of spikes, and even when they do, the effect is not worth all of the trouble.

They even specifically mentioned helminth charger... They may as well have took him out back and shot him. What a bait and switch.

Edit: I went back and used a full Strain set again and it is even worse than I remember. No hope for Helminth Charger.

Edited by hexicGrind
Used Strain set again
  • Like 4
Link to comment
Share on other sites

Quote
  • 25% chance of Reinforced Shield
  • 25% chance of Instant Reload (re-rolled if your current weapon doesn't need to reload)
  • 10% chance of Bonus Critical Chance buff
  • 10% chance of Free Ability Casts
  • 10% chance of Bonus Affinity. (Affinity bonus has been increased to 3x)

So, is the Rare Resource buff missing just a mistake, or is also getting removed without even a mention in order to increase the freedom in pet selection?

  • Like 3
Link to comment
Share on other sites

15 hours ago, [DE]Momaw said:

Hey Tenno!

As per Devstream 181 from the Tokyo Game Show, here's the full and exhaustive details on upcoming changes that are going live with the Koumei and the Five Fates update, regarding Companions. Our overall goal with this update is to address Quality of Life and Balance problems that have become apparent over the last few years. If you would prefer a quick summary then check out this VIDEO, or read the Workshop text for the full details.

 


Note that this information is up to date as of the day of posting but it is a preview of coming features. Please read this as our plans and intentions, not a final reference: some specifics may change.

Given the large number of coming changes, when the update launches you can look forward to an inbox message containing 5 free Forma to help you adapt your Companions!

 

Beast companions gain a moddable weapon
First up, we're adding a separate weapon slot to all your non-sentinel pets. (Except Hounds, who already had one). A common complaint that we have heard is that there's not enough mod slots for pets that don't have a separate weapon, because the same slots are used by Precept mods, survivability mods, and damaging mods. We absolutely agree that this is a problem!

  • When you start the game you will automatically receive a Beast-specific weapon for each of your Beast companions. This does not take inventory space or cost you any resources.
  • Beast weapons will gain affinity and rank up, but they will not contribute toward your overall Mastery.
  • Posture Mod slot for Beast melee weapon alters overall behavior, gives extra capacity for modding.

As a result of this change, different Companions now have updated unique weapon stats based on their individual type instead of being identical:

  • Kubrows:
    • Previously ALL types of Kubrows: Damage 304, Status 5%, Critical 10%/3x.
    • Chesa Kubrow: Damage 275, Status 15%, Critical 15%/1.5x
    • Huras Kubrow: Damage 350, Status 5%, Critical 20%/3.5x
    • Raksa Kubrow: Damage 250, Status 20%, Critical 7.5%/2.5x
    • Sahasa Kubrow: Damage 300, Status 5%, Critical 10%/3x
    • Sunika Kubrow: Damage 550, Status 7.5%, Critical 7.5%/3.5x
  • Predasites:
    • Previously ALL types of Predasites: Damage 304, Status 5%, Critical 10%/3x
    • Medjay Predasite: Damage 350, Status 20%, Critical 10%/3x
    • Pharaoh Predasite: Damage 325, Status 25%, Critical 7.5%/2.5x
    • Vizier Predasite: Damage 300, Status 30%, Critical 5%/2x
  • Kavats:
    • Previously ALL types of Kavats: Damage 80, Status 7.5%, Critical 20%/2x
    • Adarza Kavat: Damage 90, Status 5%, Critical 30%/2.5x
    • Smeeta Kavat: Damage 80, Status 7.5%, Critical 20%/2x
    • Vasca Kavat: Damage 110, Status 25%, Critical 15%/2x
  • Vulpaphyla:
    • Previously ALL types of Vulpaphyla: Damage 80, Status 7.5%, Critical 20%/2x
    • Crescent Vulphaphyla: Damage 100, Status 17.5%, Critical 22.5%/2x
    • Panzer Vulpaphyla: Damage 90, Status 12.5%, Critical 25%/2x
    • Sly Vulpaphyla: Damage 80, Status 20%, Critical 20%/2x
  • Helminth Charger: Previously 350 Damage, now 200 Slash damage plus an additional non-combining 50 Toxin damage
  • Hounds: Hound companions already had a moddable weapon, but we rebalanced these from a base of 152 Damage to a base of 300 Damage.

Please note that, while these weapons are now moddable, we did not add them to the Riven system nor do we have current plans to. With so many extreme changes to Companions all at the same time, we want to let the dust settle a bit before evaluating.

 

AI changes

  • Pets would previously follow behind you while moving, which made it harder to notice them around and put them further away from enemies when combat started. Pets will now try to lead you instead, staying a few meters ahead while you are moving so they are ready to attack when combat starts.
  • Base speed of companions with legs has been significantly increased
  • Pets would previously choose targets in a complete circle around the player. This means that when using their abilities or making attacks, they weren't even on screen so it was hard to appreciate them being useful. This has been tuned so that pets will prefer to choose targets that are near you and in your field of view.
  • When selecting a new target to attack, pets now gain a speed boost on their way to the target while off-screen (to reduce the time it takes them to engage).
  • Improved pet animations while following the player through bullet jumps and double jumps so that they animate more quickly and fluidly.


Changes to Companion Precepts
Many Companion Precept effects are currently too small or too brief to be really beneficial. We want your choice of companion to feel more meaningful and for your companion to contribute in a more visible way, so there are a whole lot of buffs to get through.

There is one notable Precept that will need some special explanation. Out of respect for our readers, let's get that out of the way first:

  • Charm (SMEETA Kavat): The resource and credit pickup multiplier has been removed from Charm and promoted to being its own separate precept Mod (Loyal Retriever,) equippable on all Beasts. Charm's chance to provide a buff on activation has been increased to 40%. The available buffs are:
    • 25% chance of Reinforced Shield
    • 25% chance of Instant Reload (re-rolled if your current weapon doesn't need to reload)
    • 10% chance of Bonus Critical Chance buff
    • 10% chance of Free Ability Casts
    • 10% chance of Bonus Affinity. (Affinity bonus has been increased to 3x)
  • Loyal Retriever (Beast companions): Provides a passive 13% chance that each resource or credit pickup will be doubled. This effect is always active: there is no cooldown, no duration, no waiting for it to be ready.
    • If you already own a Smeeta then you will receive Loyal Retriever for free automatically. In the future, this will be purchased with Conservation tags from the Earth Conservation vendor.
    • We chose 13% as being the statistical average of what amount of time Charm's resource bonus would be active.

We know Smeeta is very popular so it's important we explain why this change is happening. There are two reasons.

One: In a game with so much variety, we never want a specific choice of equipment to dominate our community. For some players, collecting loot is the most important part of any mission so anything that contributes to giving you MORE loot is so important that no alternatives can compete. Our intent is that opening the resource boosting part of Charm to all Beasts will increase your freedom in pet selection.

And two: Charm’s randomness encouraged players to “wait for buff” in a way that was counter to Warframe’s speed and fluidity. It was advantageous to allow resources to pile up in the level, deliberately NOT picking them up until Charm gives the resource buff, which could take minutes. The resource buff could even stack, creating random chances on top of random chances, slowing down the game even more. In our fast-paced game about space ninjas, we want to reward players who are mobile and actively engaging with enemies, so we have re-engineered the effect to be always active.

There are many other Precepts to get through but none that need so much explanation. On with the list!

  • Acidic Spittle (VIZIER Predasite):
    • Increased the projectile speed and accuracy, and always applies Corrosion status to its target now.
  • Anabolic Pollination (PHARAOH Predasite):
    • Increased the lifetime of the spore clouds from 6 seconds to 10 seconds, and increased the duration of the damage buff from 10 seconds to 15 seconds.
  • Anti-Grav Grenade (MOAs):
    • Effect radius doubled from 3m to 6m, effect duration doubled from 3 seconds to 6 seconds.
    • Fixed the math which was not giving the correct damage bonus based on the mod's rank, nor was it considering damage against shields
  • Coolant Leak (Robotic Companions):
    • Formerly slowed enemies down by 10% when they were within 3 meters as a constant aura.
    • Now hits enemies within 10 meters with 40 damage and 3 stacks of Cold status, with a 10 second cooldown.
    • Changed from cost of 4 Mod points and no ranks, to having a base of 2 Mod points and 3 ranks.
  • Crescent Charge (CRESCENT Vulpaphyla):
    • Lifts target into the air, and throws that target at another nearby enemy doing damage of 20% of its Max Health plus the Vulpaphyla's weapon damage in a 5 meter radius.
    • Removed the Vulnerability effect since it becomes much harder to capitalize on when the enemy is getting thrown around, and replaced with 5 stacks of Puncture status on affected enemies.
  • Dig (SAHASA Kubrow):
    • Your Kubrow can now dig up Heavy Weapon ammo packs if you need them.
  • Endoparasitic Vector (PHARAOH Predasite):
    • Projectile now homes in on its target and creates visible tentacles attaching to the held victims.
    • Can now attach to enemies that enter the radius after the projectile connects. Tentacle grab range doubled from 5m to 10m.
    • Fixed the Precept being able to apply Slow to VIP enemies that should be immune to Slow; fixed being able to Slow allies if they were in range; fixed the damage type being incorrect, fixed the Precept failing to attach to targets sometimes.
  • Ghost (SHADE Sentinel):
    • When you move out of range of enemies, there is now a 3 seconds grace period before the invisibility effect ends. If you move back within range of enemies, invisibility will be sustained.
  • Infectious Bite (MEDJAY Predasite):
    • Spores now explode immediately if they absorb more damage than the victim has Health, and inflict a portion of the absorbed damage in a 3 meter radius (100% at max rank).
  • Looter (CARRIER Sentinel):
    • Maximum range increased from 12 meters to 22 meters, and the description updated to clarify that it functions as a wave rather than the sentinel shooting each crate individually.
  • Hunt (HURAS Kubrow):
    • Now drags enemies within 2 meters of its charge and staggers within 3 meters, and uses the pet's weapon damage.
  • Mischief (SMEETA Kavat):
    • In addition to its previous effects, Mischief's decoy now Blinds enemies within 8 meters when the decoy is destroyed.
  • Negate (WYRM Sentinel):
    • Allowed Manifold Bond's cooldown reduction to apply to Negate's cooldown timer
  • Neutralize (CHESA Kubrow):
    • Instead of disarming a single enemy, it now disarms and staggers in a 10m radius
  • Paralytic Spores (MEDJAY Predasite):
    • The initial damage now scales off the pet's equipped weapon. In addition to staggering enemies, now applies 5 seconds of 50% slow, and enemies are open to melee finishers.
  • Savagery (SUNIKA Kubrow):
    • Previously: would enable Kubrow to make a high damage Finisher on a single enemy
    • Now: Kubrow will rapidly teleport between up to 8 enemies in a 10m radius, doing damage and briefly immobilizing them. All victims are knocked down at the end of Savagery.
  • Scan Matter (OXYLUS Sentinel):
    • The duration and cooldown time for showing resources containers and mining locations has been removed, the effect is continuous now. Additionally it now breaks open one container within 60 meters every 3 seconds and automatically collects the contents.
  • Sense Danger (Kavats):  
    • Title changed to "Sense Weakness" because the Kavat is now the danger.
    • Kavat gains 200% bonus damage against highlighted enemies and Kavat attacks have a 30% chance to knock highlighted enemies down.
  • Shockwave Actuators (MOAs):
    • Reduced cooldown times to 25/20/15/10 seconds based on rank.
  • Survival Instinct (SLY Vulpaphyla): This Precept has been completely reworked.
    • Formerly reduced enemy accuracy against your Warframe until your next attack.
    • Now, when you bullet jump it creates a decoy which draws enemy fire for 1.5 seconds. 5 second cooldown time after creating a decoy.
  • Stalk (HURAS Kubrow):
    • When you move out of range of enemies, there is now a 3 seconds grace period before the invisibility effect ends. If you move back within range of enemies, invisibility will be sustained.
  • Stasis Field (MOAs):
    • Increased the radius of the Stasis from 5 meters to 10 meters, and made the visual effect more obvious.
    • Now also works on reducing the damage of hitscan weapons that hit you inside the bubble instead of only projectiles.
  • Territorial Aggression (Kavats):
    • Changed the effect from "pacifying wild creatures", to causing damage.
    • Your Kavat creates a 6 meter circle that lasts 15 seconds: enemies inside the circle have a 30% chance each second to be hit by a ghostly Kavat that does the same damage as your real Kavat.
  • Trample (HELMINTH Charger):
    • Leaves a trail of Virulence behind when charging that applies damage to enemies that touch the spikes.
  • Trample knocks down and applies Toxin to any enemies struck.
    • Helminth Charger also gains bonuses to health, armor, and damage for each enemy struck while charging.
    • Damage now properly scales with the effect of the Strain Fever Mod.
  • Unleashed (SUNIKA Kubrow):
    • Instead of targeting "VIP" enemies, a category which is somewhat poorly defined and doesn't come up very often, this will now target Eximus units, doing 300% damage against Overguard.
  • Volatile Parasite (Predasites):
    • In addition to its built in damage, Volatile Parasite now explodes for 100% of the damage absorbed while it is attached to the victim, with an additional 1.4x multiplier if the victim dies before the Volatile Parasite expires.
  • Whiplash Mine (MOAs):
    • Increased the speed of the projectile in flight, and made the MOA more intelligently choose its target to maximize the number of enemies in the tether radius.

 

New and updated Companion Mods
Now that Companions have moddable weapons, they will need Mods to install in them.  Some of the existing Beast Mods have been changed, and we have introduced a few new Mods to acquire.

  • Beast melee Postures! Have you ever wished to have a little more control over specifically how your pet chooses to engage with enemies? Then check out these new melee Posture Mods that shape the behavior of your Beasts:
    • Standard Training: Every new Kubrow owner will gain this Mod by default on completing the quest "Howl of the Kubrow".   This Posture has no special behaviors or benefits.
      • If you've already completed this quest, we will add it to your account automatically.
    • Protector Training: Your pet will prioritize attacking enemies that are within 15 meters of your warframe. Also applies 4 stacks of Puncture on hit.
      • Purchased with Conservation tags from the Venus Conservation vendor.
    • Pacifist Training: Your pet will not attack enemies unless they strike it with a melee weapon first. Useful if you value your pet's supporting features rather than its claws and teeth. Also gives a 50% Evasion bonus to your pet to keep it safe.
      • Purchased with Conservation tags from the Earth Conservation vendor.
    • Persistent Engagement: Your pet will prefer to keep attacking one target until it's down. Also increases the pet's damage.
      • Purchased with Conservation tags from the Venus Conservation vendor.
    • Bravado Assault: Your pet will prefer to attack Eximus and VIP enemies.    Increases damage to Overguard done by your pet by 300%.
      • Purchased with Conservation tags from the Venus Conservation vendor.
    • Lunging Claws: Your pet will prefer to hit an enemy once and then switch targets to affect as many different enemies as possible. Increases Status Duration by 80%.
      • Purchased with Conservation tags from the Deimos Conservation vendor..
  • New Damage Conversion Mods! Equipping these powerful upgrades will give your companion a large bonus of a specific damage type, as well as converting all other physical or elemental (depending on the Mod) damage on the weapon into that type. For example if you equip Frost Jaw and Venom Teeth then normally this would combine into Viral damage, but if you also equip Incendiary Inclination then all elemental damage will be converted to Heat damage instead.
    • Icy Inclination: 300% Cold Damage, +300% Status Chance, elemental damage converted to Cold.
      • Purchased with Conservation tags from the Venus Conservation vendor.
    • Incendiary Inclination: 300% Heat Damage, +300% Status Chance, elemental damage converted to Heat.
      • Purchased with Conservation tags from the Venus Conservation vendor.
    • Infectious Inclination: 300% Toxin Damage, +300% Status Chance, elemental damage converted to Toxin.
      • Purchased with Conservation tags from the Deimos Conservation vendor.
    • Inductive Inclination: 300% Electric Damage, +300% Status Chance, elemental damage converted to Electric.
      • Purchased with Conservation tags from the Venus Conservation vendor.
    • Precision Conditioning:+140% Melee Damage, physical damage converted to Slash.
      • Purchased with Conservation tags from the Earth Conservation vendor.
    • Brute Conditioning +140% Melee Damage, physical damage converted to Impact.
      • Purchased with Conservation tags from the Venus Conservation vendor.
    • Disabling Conditioning: +140% Melee Damage, physical damage converted to Puncture.
      • Purchased with Conservation tags from the Venus Conservation vendor.
  • Prosperous Retriever (Beast companions): An alternative to Loyal Companion for players looking for a more focused looting experience, this variant provides a passive 18% chance that each credit pickup will be doubled. This version does not have a chance to double resources.
    • Purchased with Conservation tags from the Venus Conservation vendor.
  • Resourceful Retriever (Beast companions): Another specialized alternative, this variant provides a passive 18% chance that each resource pickup will be doubled. This version does not have a chance to double credits.
    • Purchased with Conservation tags from the Deimos Conservation vendor.
  • Weakened Immunity (Beast companions): +50% Status Damage.
  • Cull the Weak (Beast Companions): +60% melee damage per Status type affecting the target, and +240% damage for non-critical hits.  
    • Purchased with Conservation tags from the Earth Conservation vendor.
  • These Mods have changed from being compatible with Beasts to being compatible with their weapons instead. Remember to update your builds!
    • Bite
    • Maul
    • Frost Jaw
    • Venom Teeth
    • Shock Collar
    • Flame Gland
    • Hunter Synergy
    • Mecha Overdrive (Kubrows only)
    • Swipe (Kavats only)
    • Strain Fever (Helminth Charger only)
  • Spare Parts: Now compatible with both Hounds and Sentinels instead of only Sentinels
  • Strain set effect: Maggots are now created with their AI fully aware, which removes a pause they needed to wake up.
  • Strain Eruption: Now always applies Corrosive status to enemies in range when Maggots explode
  • Strain Fever: Fixed this effect not actually giving extra damage per cyst, was stuck at 40%. Now properly gives +40% damage per each cyst, and has a HUD buff for visibility.


Rebalance of Sentinel weapons
The Origin system never stops developing the most exotic and destructive weapons known to Tenno-kind, and the weapons mounted to our Sentinels are no exception. The gap between the top and the bottom has gotten wider than we would like to see, so please enjoy these changes bringing up some of the weaker weapons. Not all weapons will focus on damage, some will get new utility features instead..

  • Artax
    • Previously: Cold based beam weapon, always applies Cold status (Damage 5, Status 3%, Fire Rate 1, Magazine 100/Reload 1.5, Critical 2%/1.5x)
    • Now: Changed Artax math from old "Chance of status per second", to newer "Chance of status per firing interval" that other beam weapons use, and buffed the status chance. (Damage 5, Status 35%, Fire Rate 1, Magazine 100/Reload 1.5, Critical 2%/1.5x)
  • Burst Laser
    • Previously: Fires a short burst of laser bolts. (Damage 7, Status 2%, Fire Rate 1.61, Magazine 15/Reload 0, Critical 2.5%/1.3x)
    • Now: Improved accuracy and improved stats. (Damage 20, Status 10%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 15%/2x)
  • Prisma Burst Laser
    • Previously: Fires a short burst of prisma laser bolts. (Damage 10, Status 10%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 5%/2x)
    • Now: Improved accuracy and burst rate, improved stats. (Damage 22, Status 10%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 18%/2.2x)
  • Burst Laser Prime
    • Previously: Fires a short burst primed laser bolts. (Damage 12, Status 14%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 6.2%/2.3x)
    • Now: Improved accuracy and burst rate, improved stats. (Damage 25, Status 15%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 20%/2.3x)
  • Cryotra
    • Previously: Cold based beam weapon (Damage 10, Status 35%, Fire Rate 1, Magazine 80/Reload 4, Critical 5%/2x)
    • Now: Fires volleys of icy grenades that persistently chill the area around them (Damage 30, Status 10%, Fire Rate 0.667, Magazine 3/Reload 5, Critical 10%/1.8x)
  • Deconstructor:
    • Previously: Helios Sentinel attacks enemies using pieces of itself (Damage 50, Status 25%, Fire Rate 1.33, Magazine 6/Reload 3, Critical 0%/1x)
    • Now: Increased the seeking cone for choosing a secondary victim on bounce to 90 degrees; damage increased. (Damage 130, Status 25%, Fire Rate 1.33, Magazine 6/Reload 3, Critical 0%/1x)
  • Deconstructor Prime:
    • Previously: Helios Sentinel attacks enemies using pieces of itself (Damage 75, Status 25%, Fire Rate 1.33, Magazine 6/Reload 3, Critical 0%/1x)
    • Now: Increased the seeking cone for choosing a secondary victim on bounce to 90 degrees; damage increased. (Damage 160, Status 25%, Fire Rate 1.33, Magazine 6/Reload 3, Critical 0%/1x)
  • Deth Machine Rifle:
    • Previously: Rapid fire Sentinel machine gun with a large magazine capacity and spool-up time. (Damage 5, Status 1%, Fire Rate 8.3, Magazine 100/Reload 2, Critical 5%/2x)
    • Now: Behavior unchanged but damage increased. (Damage 15, Status 1%, Fire Rate 8.3, Magazine 100/Reload 2, Critical 5%/2x)
  • Deth Machine Rifle Prime:
    • Previously: Rapid fire Sentinel machine gun with a large magazine capacity and spool-uptime. (Damage 7, Status 4%, Fire Rate 10, Magazine 100/Reload 2, Critical 10%/2x
    • Now: Behavior unchanged but damage increased. (Damage 20, Status 4%, Fire Rate 10, Magazine 100/Reload 2, Critical 10%/2x
  • Helstrum:
    • Previously: Launches a swarm of micro-missiles. (Damage 9.1 On target + 5 Radial, Status 30%, Fire Rate 0.91, Magazine 80/Reload 2, Critical 5%/1.5x)
    • Now: Behavior unchanged but damage increased. (Damage 10 On target + 30 Radial, Status 30%, Fire Rate 0.91, Magazine 80/Reload 2, 5%/1.5x)
  • Laser Rifle
    • Previously: Automatic gun that shoots laser bolts. (Damage 8, Status 2%, Fire Rate 1.67, Magazine 5/Reload 1.2, Critical 2.5%/1.3x)
    • Now: Behavior unchanged but damage increased. (Damage 45, Status 7.5%, Fire Rate 2.5, Magazine 5/Reload 1.2, Critical 17%/1.8x)
  • Laser Rifle Prime:
    • Previously: Automatic gun that shoots primed laser bolts. (Damage 12, Status 5%, Fire Rate 10, Magazine 5/Reload 1.2, Critical 15%/1.5x)
    • Now: Behavior unchanged but stats increased. (Damage 55, Status 10%, Fire Rate 3, Magazine 15/Reload 1.2, Critical 20%/2x)
  • Multron:
    • Previously: Projectile gun with very low damage and small amount of punch through (Damage 5, Status 5%, Fire Rate 3.33, Magazine 60/Reload 3, Critical 12.5%/1.8x)
    • Now: Fires a volley of powerful explosive darts that explodes in a large area shortly after embedding into something  (Damage 100, Radial distance 3.5M, Status 22%, ROF 1.56, Magazine 3/Reload 3, Critical 15%/2x)
  • Stinger
    • Previously: Dart gun that always applies Toxin status on impact (Damage 15, Status 5%, Fire Rate 3.3, Magazine 4/Reload 1.2, Critical 2.5%/1.5x)
    • Now: Always applies Toxin status on impact, then continues to hit the target once per second for 3 seconds with Stinger's modded damage types. This can stack.  (Damage 15, Status 20%, Fire Rate 3.33, Magazine 4/Reload 1.2, Critical 2.5%/1.5x)
  • Sweeper
    • Previously: Sentinel shotgun with short effective range. (Damage 7x6, Status 2.33%, Fire Rate 1, Magazine 10/Reload 2.3, Critical 5%/1.5x)
    • Now: Behavior unchanged but stats increased. (Damage 35x6, Status 4.5%, Fire Rate 1, Magazine 10/Reload 2.3, Critical 10%/1.8x)
  • Sweeper Prime
    • Previously: Sentinel shotgun with short effective range. (Damage 10x6, Status 2.5%, Fire Rate 1, Magazine 20/Reload 2, Critical 5%/2x)
    • Now: Behavior unchanged but stats increased. (Damage 45x6, Status 5%, Fire Rate 1, Magazine 20/Reload 2, Critical 10%/2.2x)
  • Tazicor:
    • Previously: Projectile gun that shoots short bursts of Electric bullets. (Damage 8, Status 15%, Fire Rate 8.33, Magazine 4/Reload 2.5, Critical 2%/1.5x)
    • Now: Fires a chaining beam of electricity that can incapacitate several enemies. (Damage 5, Status 25%, Fire Rate 12, Magazine 40/Reload 2.0, Critical 5%/1.5x)
  • Vulcax:
    • Previously: Charge-up beam weapon that reloads after every shot (Damage 35, Status 10%, Fire Rate 1, Magazine 1/Reload 6, Critical 20%/2.5x, Punchthrough 1M)
    • Now: Damage has been significantly improved to help the Vulcax's viability as a heavy weapon, along with better Accuracy, Reload and twice the Punchthrough. (Damage 500, Status 10%, Fire Rate 1, Magazine 1/Reload 3, Critical 20%/2.5x, Punchthrough 2M)
  • Vulklok:
    • Previously: Slow, high damage, high accuracy sniper rifle (Damage 85, Status 25%, Fire Rate 0.15, Magazine 10/Reload 2, Critical 35%/2.5x)
    • Now: Increased damage and gained Punchthrough  (Damage 175, Status 25%, Fire Rate 0.15, Magazine 10/Reload 2,Critical 35%/2.5x, Punchthrough 1.5M)

 

1. Defense - Tek Assault & Hasten Deflection are the only defense mods that scale with mission levels. Sentinels benefit more from shields/overshields/reinforced bond. This is the mechanic to look into, instead of tiny buffs.

2. Attack - Injuring an opponent is more beneficial, than killing it outright. I rather the field be littered with health orbs to trigger my mods and arcances. Gas is going to be OP...

How are the Vulpa and Preds going to figuring into the new "attack weapon", when most of the attack mods are useless to them? ( They can only use Bite and the status mods. ) Will they be overhauled in the new system, or is this an 'oops' moment?

The pet stances look interesting, though.

3. It's a shame the Smeeta is losing their charm mod, but you can't blame them for the current mechanics -

The MR30+ relay buffs killed most of their usefulness.  Dark Sector missions are the go-to for easy farming and credits.. Oh wait, no one knows that because the content creators only care about the 'meta' now. My bad. 

I only used mine for rare items, such as argon/toroids/lanthorn and the pod drops in salvage missions. Though, the pilfer warframes/mods killed that too.

4. Pet movement doesn't matter to me.

5. The mod changes look interesting.

6. I only use a few sentinel weapons, so the tiny buffs are 'eh'.

*

So this QoL patch will add more to my powerhouses, similar to the last one. Hopefully, none of my lovlies will explode due to their greatness.

Edited by BloodForCavalero
Link to comment
Share on other sites

hold on, hi before nothing but i have a q:
Loyal Retriever (Beast companions): Provides a passive 13% and Resourceful Retriever say: this variant provides a passive 18% chance that each resource pickup will be doubled. This version does not have a chance to double credits. are they 2 independent mods that can be stacked or are they individual probabilities? 

and if it is, it would be a 31% chance of a double drop

  • Like 2
Link to comment
Share on other sites

5 minutes ago, phantomcurse said:

hold on, hi before nothing but i have a q:
Loyal Retriever (Beast companions): Provides a passive 13% and Resourceful Retriever say: this variant provides a passive 18% chance that each resource pickup will be doubled. This version does not have a chance to double credits. are they 2 independent mods that can be stacked or are they individual probabilities? 

and if it is, it would be a 31% chance of a double drop

My guess is that they won't be stackable so people won't end up spending two mod slots on the mods (or three if they wanna use the resource mod , the resource + credits mod and the credit mod) since if they were, everyone would use both resource mods and it'll occupy space for other mods, which doesn't sound good at all?

  • Like 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...