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Hotfix 16.0.4


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PvP Balance Changes


The recent soft launch of Cephalon Capture has allowed us to make changes for the better from your feedback and concerns. It was clear that certain weapons/abilities/maneuvers/etc were not balanced properly for this new game mode, and we thank you for constructively helping us continue to harmonize Cephalon Capture. The following changes have been made to help create and maintain that equilibrium:


  • Slide attacks in PvP will now only use the base damage of the melee weapon wielded. Previously, slide attacks used a damage multiplier; this was shifting the balance in a negative direction.
  • Rhino’s Iron Skin is no longer a permanent buff, and will begin to slowly decay after a short period of time.
  • Made adjustments to Rhino’s Charge damage in PvP.
  • Arcane Helmets have been removed from PvP.
  • Mods that increase maximum clip size may now be used in PvP.
  • Increased DPS for all Primary and Secondary weapons in PvP.
  • Increased the damage of Frost’s Freeze ability in PvP.
  • Increased the range of Mag’s Pull ability in PvP.
  • Increased the amount of overshield from Mag’s Shield Polarize ability in PvP.
  • Reduced the damage of Volt’s Shock ability in PvP.
  • Reduced the damage of all Paris bows in PvP.


PvP Changes


  • Updated water effects in Orokin Cephalon Capture level.
  • Respawning Cephalons now play a sound on respawn.
  • The Gear wheel has been removed from the Conclave Arsenal menu.




  • Building Arcane Enhancements now costs 200k credits.
  • Gave Rhino’s Stomp a slight audio boost.
  • Removed dead animation time at the end of Excalibur’s Radial Javelin and radial Blind casting animations.
  • Tweaked various defenses in Corpus Spy vaults.
  • Tweaked various defenses in Grineer Spy vaults.
  • Ambulas has been removed from the Sanctuary Simulacrum.
  • Multiple items can now be purchased at once from the Syndicate Market UI.
  • Increased timers in Grineer Spy vaults.
  • Made various environmental PBR updates to the Orokin Void and Tenno Dojo.
  • Increased the brightness of flames produced by the Ignis.
  • Improved the smokey particle effects on the Embolist’s weapon fire.
  • Players without a Synthesis Scanner equipped during a scan will no longer receive Synthesis progress.
  • Energy orbs worth 50 energy are now larger than orbs worth 25 energy.
  • Made various localization updates.
  • Added casting trails on Nekros’ abilities.




  • Fixed Warframes not holding a weapon in the Melee training portion of the Codex
  • Fixed issue causing players to respawn players with 100% health after Host migration in PvP
  • Fixed the Grineer Manic’s animations not properly deactivating Warframe powers, giving him unintended power immunity pre-attack.  Tackles from the Grineer Manic will now properly disable Warframe powers as intended.
  • Fixed Chroma’s Spectral Scream being affected by rift status.
  • Fixed Chroma’s Elemental Ward fire AoE being affected by rift status.
  • Fixed lighting effects on glowing MOA spawners in Corpus Spy vaults.
  • Fixed issue in Spy missions where failing the main console hack would cause the ‘data destruction’ timer to stop and be unusable for the remainder of the Mission.
  • Fixed players being unable to parry the Grineer Heavy Gunner’s melee slam.
  • Fixed being able to use 8-player squads in other non-Trial Missions.
  • Fixed players being able to bypass Conclave loadouts by joining Cephalon Capture via invite or entering a match via the Join in Progress button.
  • Fixed a light not properly casting shadows in the Grineer Spy vault.
  • Fixed Chroma’s Noble animations displaying a strange hand positioning.
  • Fixed Bo Prime not being usable in PvP.
  • Fixed Sanctuary’s Mastery Test practice simulations giving Credit rewards.
  • Fixed login error caused by conflicting update versions tagged on an account.
  • Fixed Chroma’s elemental Ward not properly removing ‘old’ buff when 2+ Chroma activate the ability.
  • Fixed an issue where players who once equipped mustaches will still have mustaches equipped when changing weapon skins within the Liset.
  • Fixed certain texture in CTF Gas City Map that was causing interaction issues.
  • Fixed accounts that had lost their loadout information upon logging in.
  • Fixed loadout error that could occur in PvP Arsenal.
  • Fixed item drops appearing from enemies in Sanctuary Simulacrum.
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The Stug doesn't agree with Chroma. It floats at his side when he isn't carrying it.


Also, can Excalibur get a speed boost? He's the melee themed frame, after all, and he can't even get into the fray. Not to mention he's frail like paper :(


Edit: Read the spoiler for a good time!

Here's some fuel for the fire: I thought up a good way to make Excalibutt's Radial Javelin completely reliable without being too over the top.


Originally Excalibur's Radial Javelin could hit an upwards of 12 enemies (plus some based on power strength). This could be used in Radial Javelin by making it a two-part attack. Upon using the power, half the total radius of the power should always always hit everyone in range. Give this inner range a hard cap, don't let it be boosted too much, if at all. The leftover range outside the inner reliable javelins could work like the old power did, by selecting a limited amount of targets (this shouldn't be able to be boosted much either). This would make Radial Javelin still hit unsuspecting enemies, still hit those Grineer butchers running directly to you, and not be too over the top powerful versus foes that haven't yet turned the corner.

Edited by Reefermun
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There has still been no fix for these issues:

This is specific to controller users and is actually a problem:


This is for archwing and is a potential improvement to immersion and gameplay:



I included polls in both of them, but not enough people participated in voting on the controler one to get a good sample size, but just look at the comments.

Screen being blocked out in archwing for lefty players:

Still not able to use controller to hack grineer consoles

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