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Update 15: Art Of The Kill [Wishlist]


notionphil
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Someone whom I respect on these forums recently asked what I would change in Warframe "if the devs listened to me".

 

In reality, DE does listen to all of us. I see shades of concepts like Forget Better Ai - We Need Better Dumb Enemies reflected in the recent Infested changes, Cells - This Is Warframes Endgame in the Proxy Wars concept, and more concise ideas like Launcher Ammo reduction and sharing mods between weapons(yes, that was once not a thing) end up in game verbatim. I've seen many great ideas (mine and from others) from the forums make it into the game.

 

But to hopefully start a discussion about getting Warframe back on track to Core improvements, I'll answer that question. Here is what I would do if I were in charge of creating U15. Many of these concepts will look familiar to Forum vets; I've shared them in one form or another over the past year. But here's how the total package would look in concert...

 

Without further ado, for your Warframe theorizing pleasure, I present to you the patch notes for U15, if I were behind the scenes.

 

Update 15:  Art of the Kill

 

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Tenno, Update 15 marks a new beginning for Warframe; the world you play in is growing in depth, lore and challenge.

 

We've spent this entire update enhancing the core of what makes Warframe unique; the glory of raining destruction down on a System full of evil, alongside a team of skilled allies.
 
New Tenno will acclimate and connect to Warframe's world more easily, and veteran Tenno will discover purpose, demonstrate the skills they've honed and train others in the arts of destruction. Everything works together to make the game you love a much deeper, yet more accessible experience.

Welcome to the rebirth of Warframe.

 

UPDATE 15.1 in the spoiler! Weapon Category Buffs/Adjustments

15.1 - Weapon Category Balance Adjustments

One-hand Light Pistols (all semi auto pistols besides marelok) - added versatility

  • You may perform melee combos with the quick attack button while wielding a one-handed light pistol.
  • You may hipfire one-handed light pistols while your melee weapon is equipped. Accuracy and fire rate are reduced by 50%
     

Machine Pistols/SMGs - added versatility and ammo

  • You may perform melee combos with the quick attack button while wielding a one-handed machine pistol.
  • You may hipfire single-handed machine pistols while your melee weapon is equipped. Accuracy is reduced by 50% and reload is doubled.
  • Max ammo capacities of dual wield Machine Pistols are doubled versus one handed.
     

Shotguns (not including hand cannons) - stop close-range enemies in their tracks

  • All shotguns gain a chance to ragdoll targets equal to the % of pellets that hit. IE: 100% pellets hit, 100% ragdoll. Enemies can only be ragdolled in this manner once per 10 seconds.
  • All shotguns deal 50% bonus damage in short-range (5-10M depending on the shotgun).
     

Snipers - added reliable damage and skill based utility

  • All snipers automatically crit when hitting a weakspot. (it's up to you if you still want to add crit chance mods for body crits!)
  • All snipers now have at least 1m punch through
  • Sniper scopes are equipped with IR sensors, allowing faint outlines to be detected through objects
  • Killing an enemy with a one-hit weakspot shot causes a gory death, causing a 1.5 second "frozen in terror" stun in all enemies within 3m who saw the death and are showered with the brain matter of their ally. Enemies can only be frozen in terror once every 10 seconds.

New Sensei/Disciple System

 

Create a lasting bond of mentorship between new and veteran Tenno; rewarding and challenging both parties.

 

Veteran Tenno:

  • Select a Disciple (student) who is at least 4 Mastery ranks below you, and guide them in the ways of the Tenno. 
  • Create conclave-capped challenge missions for them in the Dojo's NEW Simulation Room. Choose enemies, tileset and conditions (like fire, 2x melee damage etc).
  • Earn 'Honor of the Lotus' points when your student's mastery rank increases; exchange these points for rare cosmetics such as character smoke trails, lisette decorations and custom bullet decals!
  • Gain 25% bonus Affinity (and drop rate) in missions with your Disciple, when your Conclave is no more than 25% higher than theirs.
  • You may have one student (at the same time) for each 5 mastery ranks you possess.
  • Treat your Disciple well, for they offer you great status within the ranks of the Tenno!

Young Tenno:

  • Select a Sensei to give you advice, guidance and assistance on Proxy War quests to gain access to critical mods and resources.
  • Call upon your Sensei in time of need, and he (or his spectre) will instantly appear and assist you out of a tight spot, one time per day.
  • Send them inbox messages to ask questions about key gameplay features
  • Not getting enough help? Find a New Senei in Recruiting Chat or Clan Chat. You give great benefits to your Sensi, so make sure he's doing the same for you!
     

New Proxy Wars Quest System - Lore and Challenge Await!

 

Tired of rushing through nameless, same-y missions? So are we! With Proxy Wars, lore, challenges and content generation in Warframe just went into overdrive! We're rolling out over 50 quests at launch with more to come from our streamlined quest building tool (that we'll eventually roll out to players).

  • Every quest reveals lore, details about the world and new characters!
     
  • Each quest has pre-set mission conditions, such as 'ship on fire', or 'enemies steal life on hit' that you'll be warned about in the Lotus Briefing. Accessing the 'dossier' for a quest has a significant credit cost, so make sure you build a team that's prepared and geared for the mission at hand
     
  • Watch out for "Impasses"! New "set pieces" that you'll have to work as a team to overcome such as sniper's nests, stealth sequences and power-blocking-devices.
     
  • We'll be rolling out new Impasses and Mission Conditions with each major update, so we can keep creating new and varied quests!
    Each quest also has 3 difficulty levels with various rewards, and conditions that must be met, such as "only Ash, only melee or conclave 600 max".
     
  • Each Proxy Wars quest awards specific mods, BPs or materials. They also improve Faction Standing with various groups in the System that you'll discover on your own, and at high difficulty level they provide a one-time 'Honor of the Lotus' reward which you can exchange for special cosmetics.
     

New Focus Progression System - create unique frame and weapon builds

 

The endgame progression system, Focus, is finally here! Unlock special variants of Core Mods through skillful play with max rank gear.

  • Ever wish your Serration dealt more damage on headshots (but less on body shots?) or your Redirection let you evade better by sliding 50% longer/faster (but provided less shields?) Well, now it can! Exchange Focus points for mod variants of Serration/Hornet/Point Blank/Pressure Point, Multishot mods, Redirection, Vitality. Each variant has a tradeoff from the base mod to suit your chosen playstyle.
     
  • Level these mods up with Focus points, not cores (they start equivalent to a rank 8 mod, and can be leveled to a 10 with Focus points). You can only equip one mod from each family (EG: one serration variant) at a time. See the full list of Variants here!
     
  • Any Affinity you gain while using max ranked weapons adds to your Focus points. However, your "skill ranking" after a mission determines how many multiples of that Affinity you gain (.5x to 2x)
     
  • To increase your skill modifier; defeat enemies with headshots, stealth kills and ground finishers! Parkour over projectiles and roll through explosions! Don't go into bleedout! Jumpkick that Ancient in the face! Complete missions with stealth! Mix melee, power and weapon attacks! Don't constantly rely on repetitive skill combos or constant strong buffs (invis/ironskin/Hall of Mirrors)! Do play in conclave appropriate missions (eg not 1200 conclave on mercury)!
     
  • Lotus will verbally congratulate extremely skillful actions (by you or your squadmates) during play!
     

New Earned Cosmetic System - "Honor of the Lotus" lets you display skill in style

  • As you complete Proxy Wars quests on higher difficulty levels, provide guidance to new Tenno, and complete achievements throughout the system, you will gain Honor of the Lotus points.
     
  • These points can be exchanged for dozens of creative new cosmetics such as smoke trails, glowing energy trails, special bullet decals, special idle animations, special "level entering" animations, projections of your clan emblem and even custom weapon skins, such as the Latron Reaper.
     

Melee Changes - Charge attacks are back, with a twist, to add fun and utility to melee

  • All melee weapons now have a unique Special attack that can be used in quick melee or when the weapon is equipped.
     
  • The special attack is performed by holding and then releasing the attack button (similar to the deprecated charge attacks). Each Weapon's charge attack is different, but many relate to AoE or gap-closing attacks. For example, the Scoliac's Special, Putrid Lasso, spins the whip in a 7m circle and inflicts a forced Viral Proc.
     
  • In order to use a Special attack with a melee weapon, you must 'charge up' the weapon by using it in combat. This typically takes 5-10 kills. When the small light near your combo counter is flashing (and when your weapon is emitting faint sparks) you can use your Special attack. 
     
  • Kills during a melee combo, especially during complex combos, count as 2x or even 3x kills towards the special attack counter.
     
  • A successful melee block instantly charges your special attack counter.
     

Parkour and Evasion Changes - we're putting the Ninja back in Warframe!

 

It's time to dust your skills off, Tenno! As mentioned in the Focus system, using parkour and evasion improves your "skill rating" which grants you more Focus points when using maxed gear. It also offers numerous gameplay benefits:

  • Rolling now maintains your momentum, and is executed much faster. The invincibility frames have also been extended to cover the first half of the roll. Please view the new roll mods to turn your roll into a short range teleport, a smokebomb stun or a dive attack.
     
  • Sliding and wallrunning now confers damage resistance depending on your speed.
     
  • All non-AoE shots fired while parkouring have an increased base crit chance. In air: +50% base crit chance. Sliding +25% base crit chance. wallrunning  +100% base crit chance.
     
  • Parkour speed increases with each wall you touch after leaving the ground.
     
  • Slingshotting now makes you travel faster and farther than coptering in all cases.
     
  • Clicking shift while being knocked down (or immediately after) makes you spring back up.
     
  • Clicking shift during a forced roll (eg landing after a jump) makes you quickly slide up to your feet, able to control your character again.
     
  • You may aim and fire while being pulled by a Scorpion or Ancient ripline, shooting them will cause the line to disconnect.
     
  • All mobility Warframe powers (slashdash, rhino charge etc) maintain momentum and will always be more effective than coptering. Note - these powers also now scale based on your current Melee slide attack damage.
     

New Proc System - Procs now match your first two mod slots!

 

If you've ever wanted to control your proc, now you can! The mods equipped in the first two slots of your weapon now determine which proc your weapon will utilize. Want a Gas Grakata? Put Fire and Poison in the first two slots. No other procs will happen.

  • When you set a weapon to 'single proc' mode like this, it will have a 50% reduced status chance. See how it works in detail here!
     
  • Want all procs to happen just as they do now? Put any mod besides a damage type in the first slot; EX: serration, split chamber, speed trigger.
     

New Stealth System - Run missions un-alerted for bonus rewards!

  • Introducing a stealth mechanic centering around the alarms in Warframe. Complete a mission without getting a lockdown and the rewards will be enhanced to reflect the value of secret espionage. Complete it without any alarms triggered and get a guaranteed rare. This makes running stealth missions a viable alternative to boss runs for rare material farming
     
  • When an enemy reaches an alarm console, your HUD will intercept that signal and warn you of its location, blocking it for 5 seconds. Disable the enemy or terminal in that time to prevent alarm. Mods like intruder can improve your HUD's stealth capabilities.
     
  • Exterminate and Endless missions do not have stealth rewards; time to revisit the other 95% of the System map!
     
  • Lockdown is now dangerous! Enemies will garrison outside of locked-down doors; you'll pick up crew communications letting you know you're in trouble. Higher level enemies may even use ship defense systems like vacuum or fire to drive you out of a locked-down room.
     

Enemy Changes

 

In this update, we've given you more control over your character, new melee Special attacks and more opportunities to escape damage. We're also upping the challenge, at higher levels only, to give you new opportunities and reasons to test and build your skills. We'd love your feedback on the increased difficulty, Tenno!

 

All of these changes start at missions level 23 and above. No difficulty has been added to low level content.

 

Enemy - Introducing Champions!

 

Champions are battle-hardened mini-boss troops that can spawn in any high level content! They are beefed up factional troops with a unique name, backstory, dialog and weapon/powers.  Expect a challenge level above that of T4 Vor. We've added 10 champions to each of the 4 factions.

  • Champions reward sizable amounts of Affinity and Focus, and a guaranteed rare material. Champions are most likely to spawn in your mission if your team's skill rating is high. You're likely to see one or two Champions per hour of play.
  • Scanning a champion 10 times will unlock a custom skin for the weapon he uses.
  • Champions use powers similar to Warframes, have improved AI including stealth/fleeing, and carry non-standard weapons from their Faction. You'll also see Grinner and Corpus champions who have been Corrupted or Infested.
  • Like T4 Vor, champions have high damage reduction outside of their weak spots (not as much as Vor), and some resistance to AoE and CC powers.
  • Champions remember their prior interactions with you, and are likely to taunt you in front of your entire squad if they defeated you on your last encounter.
  • Defeating a Champion with the same weapon type he uses (primary, secondary or melee) creates a 'rivalry'; making him more likely to spawn again for you! This is helpful if you're trying to get his scans.
     

Enemy - Overall Enemy Changes


  • All factions now have a limited form of power resistance/denial, starting at level 23. Infested already had the Disruptor. Grineer gain the Arbiter who doubles in HP every time an AoE power affects her. Corpus gain the Orokin Osprey which blocks AoE damage/CC for any ally connected to it's beam. These mobs are rare, and only one can spawn at a time.
     
  • Some light enemies gain the ability to dive for cover much more rapidly once they reach level 23. Others gain the ability to sprint.
     
  • Many heavy enemies gain greater damage resistance on certain parts of their body once they reach level 23; weak spots do not gain this damage resistance (and lose any armor resistance currently applied). Weak spots vary from enemy to enemy; face, head, back, legs, weapon. Models edited for clarity.
     
  • Any powerful/AoE enemy attacks gain a visual or audio telegraph similar to the Shockwave Moa; such as a unique sound, or a special motion. No 'flashes' etc, but these tells are visible if you are paying attention.
     
  • Grineer and Corpus sniper mobs now attempt to stay far away from the player, and deal far more damage. However, they provide a 'red beam' telegraph before they fire their sniper shot.

Enemy - New Enemies

 

  • We haven't completely reworked the Corrupted yet, but have at least added new enemy types based on the Bombard, Sniper Crewman, Orokin Osprey, Scorpion and Infested Charger to mix gameplay up a little bit. These types will be semi-rare.
     
  • Semi-rare Heavy Melee troops have been introduced for all factions, they are resistant to firearms (from the front only), and vulnerable to melee special attacks and jump kicks.
     
  • You've already seen what some of the new Infested can do in our Livestreams. New utility mobs have also been added to other factions. Grineer Tacticians can throw smoke grenades and dodge projectile weaponry easily. Corpus Datamancers can erect energy barricades to protect from a frontal assault and rebuild Moas.
     

Balance Changes - Introducing Balance 2.0

In Update 15, we've built the concept of finding your own challenge into the game of Warframe:

If you want to steamroll Mercury with Hall of Mirrors and MPrime and a Boltor Prime blazing, please do so! You'll reap the affinity and drops commensurate with your killspeed, but don't expect a high skill rating after the mission. If you want to take down a T4 with a Lato and a Skana, Warframe will also recognize the skill that achievement required.

Because of our new flexibility in rewards, hard-and-fast balance rules are less important. Play how you want, and get rewarded for that playstyle. However, we do recognize the need for weapon progression to be more structured than it is. There's little reason for a Mastery Rank 2 player to have the most damaging weapon in the game; everything else starts to feel like a let down. To those ends, we've created Balance 2.0.

We can't list all changes here, but suffice it to say that we've rebalanced most weapons in Warframe without actually touching the DPS and core stats of that weapon. We've placed all weapons in 4 tiers based on mastery rank, from starter MK1 to "endgame", and created special factors called "traits" to even out the differences. How?

The key concept of Balance 2.0 is that all power has a cost. If a weapon is more damaging than others which are "in the same tier", it's probably going to be harder to use in some way, possibly it carries less ammo, or doesn't have a pin-point zoom reticule. If a weapon is weaker than others in the same tier, it's probably going to have some special advantages such as bonus weak spot damage, or a high proc chance to offset that weakness. For more information on Balance 2.0, click here.

 

Edited by notionphil
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So, Uhh, where's Archwing? Because Archwings are confirmed for U15. Hell they are the only reason that there was so much anticipation for U15 already. 

Yeeeaaaah.

 

These are all things wherein DE has gone back and fixed things not added new content.

 

I suspect they'll be adding content for a while, and fixing things steadily, and all the fixes you want may not happen. I want em' too, don't get me wrong, but I'm willing to wait a couple of updates.

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Yeeeaaaah.

 

These are all things wherein DE has gone back and fixed things not added new content.

 

I suspect they'll be adding content for a while, and fixing things steadily, and all the fixes you want may not happen. I want em' too, don't get me wrong, but I'm willing to wait a couple of updates.

The name of U15 is already Archwing. I'm not trying to be abrasive here but that is going to be happening for U15. I would not mind if these other changes came too, in fact I would welcome them, but Archwing WILL be in U15. 

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Melee Changes - Charge attacks are back, with a twist, to add fun and utility to melee!

  • All melee weapons now have a unique Special attack that can be used in quick melee or when the weapon is equipped.

     

  • The special attack is performed by holding and then releasing the attack button (similar to the deprecated charge attacks). Each Weapon's charge attack is different, but many relate to AoE or gap-closing attacks. For example, the Scoliac's Special, Putrid Lasso, spins the whip in a 7m circle and inflicts a forced Viral Proc.

     

  • In order to use a Special attack with a melee weapon, you must 'charge up' the weapon by using it in combat. This typically takes 5-10 kills. When the small light near your combo counter is flashing (and when your weapon is emitting faint sparks) you can use your Special attack. 

     

  • Kills during a melee combo, especially during complex combos, count as 2x or even 3x kills towards the special attack counter.

     

  • A successful melee block instantly charges your special attack counter.

 

Hmm....

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Edited by PseudoExis
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This would be like 20 updates in one. .-.

 

And I mean U35 when this would end. XD

 

tumblr_n43jr8IOoE1rkiuhro1_250.gif

 

That's true on our current priority timeline.

 

The sad thing is adding Archwing and related missions, polish and feel, enemies, mods, stories, content is probably at least as resource consuming as this entire list of patch notes.

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That's true on our current priority timeline.

 

The sad thing is adding Archwing and related missions, polish and feel, enemies, mods, stories, content is probably at least as resource consuming as this entire list of patch notes.

 

And once it releases, it will probably require at least four more things added to this list of patch notes to reach its full potential.

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The name of U15 is already Archwing. I'm not trying to be abrasive here but that is going to be happening for U15. I would not mind if these other changes came too, in fact I would welcome them, but Archwing WILL be in U15. 

Remember when U13 was called "The Sword Alone" in a devstream teasing it? Oh yeah, that got renamed to "Dark Sectors". The name they teased in TennoLive doesn't mean anything.

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You guys... this isn't him saying this is what he think or hopes U15 will bring. This is him saying his opinion on what he, and many other people I would assume, would have wanted in the next big update. But I agree  With Devoid... that's a crapton of work for one update. At that rate, we probably won't see an update for another year lol

Edited by Momoynator
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You guys... this isn't him saying this is what he think or hopes U15 will bring. This is him saying his opinion on what he, and many other people I would assume, would have wanted in the next big update. But I agree  With Devoid... that's a crapton of work for one update. At that rate, we probably won't see an update for another year lol

 

Melee 2.0, Arcwings, and the new UI were all apparently being developed at the same time, splitting developer resources and time. I don't think these would be out of the question for release three months from now, by U17 or so, if they were prioritized over other things DE's probably working on at the moment.

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Melee 2.0, Arcwings, and the new UI were all apparently being developed at the same time, splitting developer resources and time. I don't think these would be out of the question for release three months from now, by U17 or so, if they were prioritized over other things DE's probably working on at the moment.

All of this? 3 months from now?

I suppose it would be possible, but it would be extremely choppy.

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Aside from  all the stuff you posed I would really want:

 

A revamped matchmaking system that ensures only players of close/near power are placed together, allowing for better scaling by the A.I., and overally improving gameplay for everyone (Veterans don't need to whine about the game being too easy, Newbies or low-level players don't have to struggle to keep up with veterans.)

 

A revamped Power/Ability system that punishes excessive use of certain types of abilities (kill the room, incapitate the room, etc...).

 

Reduced scaling of mods that increase base damage (Serration, Hornet Strike, etc...) and Elemental damage mods so that our DPS doesn't skyrocket as much as it does, and building pure damage is not the outright best customization77. Enemy armor and scaling would be adequately reduced to fit the new scalings. 

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