Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Warframe: Archwing


[DE]Rebecca
 Share

Recommended Posts

Banshee and Nekros' Augments kiiiinda suck. :/

Also: I do hope the platinum part of idle-swapping only applies to stances on frames you don't have.

Because if not it'd kinda go against how Steve was all like "oh they'd be unlockeable instead of being plat items"

Edited by Shion963
Link to comment
Share on other sites

I'm impressed by this amount of good stuff!

 

Favorites at a quick glance (not counting archwing):

 

 


  • Discussed in Devstream #38, Directional Air Melee is here! Tenno will now be able to jump, pick an angle and hit ‘melee’, which will send players with momentum in a given direction!  This will enable players to deal not only with enemies in the air, but traps that were previously out of the range of most melee swings. We plan on revisiting this in the coming weeks based on player feedback.

New Mods - Ability Augment Mods (x20)!

 

Ability Augment Mods tweak and enhance Warframe Abilities in interesting ways. They are equipped in Mod Slots via the Warframe Upgrade Screen.


  • Super Jump: Super Jump will now add invisibility to Excalibur while in air. Additionally, Super Jump will cause a small radial stun to all enemies around Excalibur when performed, similar to the way Ash’s Smoke Screen works.
  • Radial Javelin:  All enemies within radius of this ability will now be hit with a javelin.  Instead of having this ability radiate out from Excalibur, javelins will now spawn directly around opponents. Javelins will optimize to find a point on each enemy that is safe to be hit, bypassing enemies that may be holding shields or otherwise in cover. There is also no longer a target maximum for this ultimate, meaning anyone in the radius will be an eligible target. Additionally, if the javelin does not kill the enemy, each target that survives will be put into stun for a brief period of time.
  • Defense and Interception Mission rewards now stack! This removes the "inventory checkpoints" every 5 waves in Defense -- it's all or nothing now. The Reward Rotation for Defense and Interception has also been changed (to be like Survival) as Stacking Rewards is now in place. The Rewards now rotate through the reward tiers.
  • Significant improvements to enemy spawning in non-Void Survival missions. Removed a bunch of rules that made spawns too spread out and frustrating.
  • Added more areas for the AI to navigate the terrain via jumping and flight.
  • Fixed players not being able to progress past finding a squad when selecting a node on the Star Map
Edited by tzaeru
Link to comment
Share on other sites

so many awesome fixes and additions. I can't wait to test it all out.

 

But one thing I HAVE to highlight...

 

"Changed Ancient Disruptors from having a forced magnetic proc on hit to only be a 10% chance."

HOLYMOSES! At long last! :D

Link to comment
Share on other sites

Ember: Fireball: Fireball Frenzy: Casting Fireball on allies will add fire damage to their attacks for x seconds.

Excalibur: Radial Javelin: Furious Javelin: Each enemy hit will increase Excalibur’s melee damage by x for y seconds.

Frost: Freeze: Freeze Force: Casting Freeze on allies will add cold damage to their attacks for x seconds.

Saryn: Venom: Venom Dose: Casting Venom on allies will add Toxin damage to their attacks for x seconds.

 

When you add this extra damage, does it mix with other base elemental damage types to produce the compound elemental damage types, i.e. Blast, Corrosive, Viral, Radiation, Gas, Magnetic?  Does it add to or mix with Warframe ability damage?  For example, can you use these abilities to convert Overload from eletricity damage to Corrosive, Magnetic, or Radiation damage?

 

P.S.  Worldstate Panel and Mod Search are awesome!  More please!

Edited by ThePresident777
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
 Share

×
×
  • Create New...