Popular Post [DE]Sam Posted May 9 Popular Post Posted May 9 VALKYR Tenno, A berserker’s fury fills the air. Corpus, Grineer, Infested: torn pare by pare. Intrepid claws, raw and wild, writhing countless foes, until naught that’s left is the silence following their deathly throes. This is Valkyr’s rework, releasing alongside our future Isleweaver update. Valkyr’s rework focuses on her core identity: the rage of a berserker. She’s receiving a top-to-bottom ability refresh, including an updated Passive that leans into a new mechanic: Rage. With this, we intend to capture the essence of reckless commitment. No breaks allowed. To assist players in revisiting their Valkyr builds following these changes, an Inbox message containing 1 Forma will be sent to all players with Isleweaver’s release! And remember, everything is subject to change! The Isleweaver patch notes will have all the final details. Passive: Embrace the Rage with her new Passive. Valkyr’s updated Passive will work hand in hand with a new mechanic: Rage! Valkyr’s Passive generates Rage after killing and hitting enemies with Melee weapons. Rage will empower any Melee weapon she uses (including Hysteria), as well as provide some survivability. Passive: Valkyr accumulates Rage when killing enemies, increasing her Melee Damage up to 300%. She consumes her Rage (if above 75%) to prevent death and become invulnerable briefly. Gain Rage on Melee Kill and Melee Hit. Gain up to 300% Melee Damage based on real-time (i.e., no ‘snapshotting’) Rage amount. Kills grant a small amount of Rage. Assists build Rage—i.e., if Valkyr has Melee struck an enemy, but the kill is secured by another player, Valkyr will earn Rage. Finisher Kills and Mercy Kills grant a larger amount of Rage. Melee hits grant the least amount of Rage, but can be triggered multiple times per enemy. Rage stops decaying briefly whenever you gain Rage. Rage % slowly decays over time without Rage generation. Consumes all Rage, if at 75% or above, when dealt lethal damage to prevent death and gives Valkyr 3 seconds of invulnerability. Death prevention has no cooldown; simply return to above 75% Rage to prevent death again! Valkyr has not lost her immunity to hard landings! Warframe Stats: Additionally, Valkyr’s base Health and Armor are being increased! With this, her Effective Health Points should be doubled. New base Valkyr Health: 450 from 270. New base Valkyr Armor: 800 from 630. New Prime Valkyr Health: 450 from 270. New Prime Valkyr Armor: 935 from 735. Rip Line: Rip Line has received adjustments to better accommodate playstyles that seek fast-paced traversal options, alongside increased flexibility in ability cancellation and further enemy grouping capabilities. Rip Line no longer cancels until Valkyr reaches the end of the line. Rip Line’s speed and ease-of-use have been updated, with the goal of providing a smoother experience. Double Jump usage is reset upon using Rip Line. Rip Line can be cancelled by jumping during use. Jumping during Rip Line adds a small, temporary momentum boost to the player’s movement mid-air. Rip Line’s cast when targeting an enemy will pull Valkyr towards that enemy and group enemies within a 7m radius around her upon reaching her target. Valkyr will automatically use a Melee attack when arriving at her target. The radius for Rip Line’s grouping scales with Ability Range. Augment Swing Line: Rip Line is now free while airborne. Parkour Velocity is now increased with the Mod Rank. War Cry: War Cry is receiving only minor adjustments, as the ability already fits the bill in her reworked kit. However, War Cry will now be able to buff allies who lose her War Cry buff, alongside additional quality of life tuning! War Cry can now be recast. War Cry’s base duration increased to 20 seconds from 15 seconds. Ability effects spread to allies within Affinity Range (50m) Players can re-acquire War Cry’s effects when re-entering Valkyr’s Affinity Range. If you die or get nullified, you can return to Valkyr to refresh War Cry! War Cry no longer slows enemies—it’s been moved to Paralysis! War Cry has received a new casting animation and updated visual effects. War Cry can now be cast while moving. Paralysis: Paralysis now brings additional functionality to double down on the ability to weaken your foes, while reconfiguring it from costing Shields to Energy. Enemies struck by Paralysis receive a base 50% Melee Damage Vulnerability. Melee Damage Vulnerability scales with Ability Strength. Enemies and enemy health bars will receive VFX to indicate their vulnerability when the player actively uses any Melee weapon. Enemies struck by Paralysis are slowed by a base 30%. The slow scales with Ability Strength. Shield cost has been removed. Casting Paralysis now costs 50 Energy. Since there’s no Shield cost anymore, a base 400 Impact Damage was added to compensate. Paralysis has been updated with an upper-body animation to ensure movement isn’t interrupted when casting! Paralysis’s VFX was updated to appear radial rather than conal. Paralysis’s previous line of sight check has been updated to our modern version to improve hit-detection reliability! Augments: Prolonged Paralysis: Enemies will now be ragdolled to group them up with the Augment. The duration and feel will be the same, but this will ultimately fix a long-standing issue with the previous iteration with knockdowns, where enemies would not be pulled while afflicted with Status Effect reaction animations (e.g. Heat or Electric Status Effects). Hysteria: The staple of her kit, Hysteria, pulls together the fantasy of her berserker theme. Now, combined with her new Passive, Hysteria will utilize her Rage to deliver hysterical destruction to any foe in your path. Hysteria no longer turns Valkyr invulnerable. Armor gained from War Cry is increased by 3x during Hysteria for Valkyr. Currently, Valkyr has one of the highest Armor stats, with room to acquire much more, but that Armor became meaningless with Hysteria’s invulnerability. Here, we aim to amplify Valkyr’s Armor capabilities, combined with her death prevention while above 75% Rage and Life Steal improvements. Valkyr is immune to Status Effects while Hysteria is active. Energy Drain caps at 10 Energy per second instead of 15. Healing from Hysteria’s Life Steal is now 50 Health per hit. Health gained scales with Ability Strength. The Self-Reflection damage part of Hysteria has been completely removed. In other words, you can no longer die specifically from deactivating Hysteria while enemies are nearby. Valkyr’s Talons/Hysteria Melee Stance has received various adjustments to accommodate improved mobility, damage and forced Status Effects on her attacks during Hysteria. Combo attacks and animations have been updated to remove sudden stops, ensuring mobility is maintained while attacking (e.g., the Fervor Combo no longer stops player movement on the 3rd and 4th hits). Guaranteed Slash Status Effects have been added to several attacks in her Combos (excluding her Slide Attack). The Combos receiving Slash Status Effects during certain attacks are: Fervor (Neutral Combo) Rage (Forward Combo) Delirium (Neutral Block Combo) Rise From Ashes (Heavy Attack Combo) Several damage multipliers in her Combos increased up to 300%. Hysteria’s attacks received an increased base Attack Range to 2.15m from 1.7m. Hysteria IPS is now only Slash (75%) and Puncture (25%)—Impact damage and weighting have been removed entirely. Impact felt less useful in Hysteria’s damage distribution, as our goal was to emphasize the essence of Valkyr’s destructive capabilities. Augments: Enraged: Damage and Critical Chance are increased to 350% from 200%. Let loose a torrent of pure, unbridled fury upon your perilous foes, Tenno. Valkyr’s rework arrives with Isleweaver. Strike fear into your enemies, Tenno. As always, everything is subject to change! JUNE 3 2025 UPDATE Howdy, all! We’re back with an update on Valkyr’s reworked kit, as similarly discussed on today's Devshorts Since Valkyr’s rework reveal, we’ve continued to iterate based on internal testing and the vast array of external feedback. Additionally, we worked with NoSympathyy, Brozime and TheKengineer to acquire further hands-on experience to help provide us with further changes to Valkyr’s reworked kit. Warframe Stats, relative to reworked/Dev Workshop numbers: New base Valkyr Health: 650 from 450. New Prime Valkyr Health: 650 from 450. New Prime Valkyr Armor: 1000 from 935. Ripline: Base Range increased to 9m. Based on Tester & Creator feedback. Paralysis: Energy cost reduced to 25 Energy from 50 Energy. Based on Tester & Creator feedback. Passive: Rage & Death Prevention Increased the acquisition rate of Rage when killing and hitting enemies. We aim to ensure she’s never without a bounty of Rage for both damage increase and Death Prevention to ensure she’s confident tackling Elite Temporal Archimedea or Elite Deep Archimedea. Activating Valkyr’s Death Prevention only requires 50% of the Rage meter, down from 75% Rage. Valkyr’s Death Prevention window is now 5 seconds, from 3 seconds. Hysteria Hysteria now drains 5 Energy per second—Hysteria no longer ramps up Energy Drain. Hysteria’s Life Steal is now 100 Health per hit, from 50 Health per hit. Increased the Combo Counter gained from Hysteria’s Claw attacks (excluding the spin). Based on Tester & Creator feedback Fervor (Neutral Combo): Old: 1/1/1/1/1/1 New: 1/1/2/2/2/3 Delirium (Neutral Block Combo): Old: 1/1/1/1 New: 1/1/2/2 Rage (Forward Combo): Old: 1/1/1/1 New: 2/3/3/3 Madness (Forward Blocking Combo): Old: 1/1/1/1/1/1 New: 2/2/2/2/3/3 121
Popular Post oswarlan Posted May 10 Popular Post Posted May 10 (edited) Honestly, losing the invulnerability on Hysteria kills a big part of the fun of it. That was a big part of the ability and theming. Edited May 10 by oswarlan small typo edit 409
StageNameFrank Posted May 10 Posted May 10 finally, valkyr's slide attack isn't the only viable move in her kit. 59
dice Posted May 10 Posted May 10 (edited) Valkyr's Warcry is now recastable. Hooray! Edited May 10 by dice 25
Popular Post Eternalwill Posted May 10 Popular Post Posted May 10 Why did you nerf her please undo it. 308
Popular Post -AoN-CanoLathra- Posted May 10 Popular Post Posted May 10 Inaros-tier rework: Remove the only unique niche the frame has in exchange for becoming a weaker version of frames we already have 303
TheTundraTerror Posted May 10 Posted May 10 Can DE confirm the "energy reduction" on her 4 include removing the energy ramp up? 15
Popular Post bebop871 Posted May 10 Popular Post Posted May 10 valkyr nerf instead of oberon buff is insane 304
Popular Post Sztoli Posted May 10 Popular Post Posted May 10 Everything besides her 4 change is good - that one really hurts 255
Popular Post DecadeX Posted May 10 Popular Post Posted May 10 Losing the Invuln on her 4 is likely the complete collapse of every niche she has ever had. Rework is probably throwing her in the soup of mediocre generalist frames. It's pretty sad. 303
Popular Post Mewvg2 Posted May 10 Popular Post Posted May 10 Removing her invulnerability removes the one reason to use Valkyr. Health tanking does not exist, so you've basically taken a warframe that can withstand anything into a warframe that can be one shot. Please rethink this, it's a blatant nerf to Valkyr and essentially kills her niche in the game. 338
Jarriaga Posted May 10 Posted May 10 LONG LIVE PABLO for acknowledging that 1 million armor and zero armor is exactly the same when you're invulnerable! 33
Popular Post MarsCrimson Posted May 10 Popular Post Posted May 10 i mean... did they just killed her.... her whole thing was her 4th invulnerability, if they would of made her in to overguard or something but no... i fear she is no longer viable on high level 256
TESTAMENTEXE Posted May 10 Posted May 10 Please, just give us a Oberon rework. Goatman has been thrown back so hard it's not even funny anymore. 36
Popular Post DeVaren Posted May 10 Popular Post Posted May 10 Don't take away the invulnerability in her 4th!!! 255
Popular Post (PSN)IDe1mos Posted May 10 Popular Post Posted May 10 BB Valkyr, I'll be missing you... 180
Popular Post SazerTarious Posted May 10 Popular Post Posted May 10 (edited) That heirloom skin, gah damn. But to the actual changes, this is bad. Health "tanking" is weak, not the same as shield gating. She didn't need a damage buff. Without invincibility, she is Baruuk, so why not use Baruuk instead? It's a NERF. If you are taking away invincibility, give at least a damage reduction (yh i know about armor dr but still i believe it reaches 90% which is meh, not survivable enough). Oberon rework needs to be next... Edited May 10 by SazerTarious 159
coolev009 Posted May 10 Posted May 10 (edited) Thank you!!! I've been asking for a stance fix for years! Sadly can't use paralysis to scream for free anymore :( But that's a sacrifice I am willing to make. Gonna have to rework her build with this anyway, take out all the band aids I've had to use over the years :D Edit: Quick question, is it possible to look into the Hysterical Assault augment. The way to activate it now is to aim and attack, which is kinda clunky because you activate it with the same controls as the two of the melee combo's (Madness and Delirium). An alternate way to activate it would be great. Maybe holding the ability button, with the option to invert tap and hold? It would make the action more deliberate. Edited May 12 by coolev009 17
TummyLover Posted May 10 Posted May 10 (edited) Sounds pretty good. Not sure if ripline changes will be enough to make building range worth it but we’ll see. also I appreciate the forced procs on claws but could they maybe get a lil status bump as well? Even just 5% to the base would go a long way imo Losing Invuln will be an adjustment but it was also so incredibly boring (and pointless, everyone is unkillable now anyway) Edited May 10 by TummyLover 30
Popular Post Chandalen69 Posted May 10 Popular Post Posted May 10 Just adding to the request to not remove the invuln on the 4. 226
Popular Post Limbo_Darkness Posted May 10 Popular Post Posted May 10 Why are we making Valkyr weaker in the year of 2025, I don't get it. She does not need more damage, we literally just got Melee Arcanes for Hysteria a couple months ago. The 1-2-3 changes are good but no amount of Armor and Health will ever make the loss of immortality not a nerf. Hope this gets changed. 232
Popular Post Williamms Posted May 10 Popular Post Posted May 10 I'm really sad with the change on the 4th ability when you see the number of Revenant in Coda Confrontation mission 170
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