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Coming Soon: Devstream #79!


[DE]Rebecca
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My Question:

Will we be able to keep the interior Liset Christmas decoration forever? I bought it last December 2015 for decoration, and it hasn't disappeared yet, like other holiday-related items have (Easter ears).

 

Also:

For the Glyphs (I haven't watched much about this yet, so it could already have been answered), but will they only be able to be placed in regular missions, or will the relay/dojo instances count as well for placement of a Glyph?

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Are there plans to replace some of the corpus bosses that are just reskins? (after war within of course) I know the Seargeant is planned to be replaced, but what about Ambulas? Or Raptor? They're just a Moa and an Osprey, will there be a Rathuum-esque event for Corpus? Specific weapon mods for corpus weapons? Anything like that?

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With the existence of Microsoft's Project Scorpio and PlayStation's NEO are you guys going to take advantage of that? Like maybe introduce improvements to the game on these new consoles? Treat the consoles the same as PCs in terms of power & how much it can do? Will Warframe have split versions between Xbox One & Scorpio (PlayStation & Neo)? 

This is coming from a guy who is very ignorant of how things work in companies and how developers improve their games.

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Why is that when i go to a derelict exterminate to scan feral kavats for 15% chance for a genetic code why am i being injured by something i can't see or through a wall from a scorcher. Is that supposed to happen? Being in a place that has been infested so long i would understand slight DoT for a time. Fire thru 5 feet of wall not so much

 

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Can you please bring back the old AW flight model untill you properly figure out the new one? I mean I get it, you guys put a lot of effort into it, but right now it just doesn't work. Nobody likes it - here I said it. The way AW's flight model is right now, it's no 6 degree of freedom it's 50 shades of grey.

Edited by AperoBeltaTwo
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One simply question:
difrence number of logins before and after specter of the rail
cuz my clan my ally is dead and i belive its not the only one out there
i know my clan mates will return cuz we are old ASF but my ally will be dead for sure
i just want too know if this waits will be worth it and the half baked content that we have right now will stay for long like older halfbaked systems we already have

Edited by venon23
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On 17.8.2016 at 7:41 PM, IceColdHawk said:

Good day DE. Got a small topic to ask you about.

Nullifiers: The more you patch them, the more the community gets dissatisfied. Where we once could kill them with AoE, atomos lasers or even a glaive throwing in, it doesn't work anymore and thus the problem of the nullifiers just starts to get more noticable. Especially after "fixing" the inconsistency issue about nullies where they are now able to instantly destroy a stacked up frost globe JUST by touching it.

The problem is simple. I suppose nullifier got added to counter ability spamming which is fine i guess. The problem though is, they also counter anything which has not a high rate of fire to quickly dispatch the bubble. AoEs are laughably ineffective. Shotguns and Sniper/Bows just take too long and in general have not so much ammo as an assault rifle. And frames that actually rely on their abilities than being tanky on their own will look totally old. Good example would be vauban whose spells just get deleted by a simple touch by the huge bubble. Also a big problem is their rather high spawn rate paired with their habit of assaulting you rather than sniping you from afar.

So in conclusion, they encourage the usage of bullet spamming (à la boltor prime) to continue with CC spamming or just mindless "inside-bubble-meleesliding" which can be sometimes a suicidal move depending on your frame and which enemy appears to be in the bubble. Not to mention it dispells your ability buffs when you enter it. While the managing of your bullets, aiming and general sniping are just too ineffective to be considered. A good example of that IMHO would be the combas/scrambus. Everyone has their own type of abilities that he/she dispells and not just EVERYTHING. And you can counter them through a well placed shot against the helmet. That is good!

So, the question is, Are you considering to remove or tweak them accordingly to not be so annoyingly unfair compared to other units? Because as of now, they are more of an annoying enemy that restricts build diversity rather than being a challenge.

References:

Just bumping this comment. Nullifiers need a serious overhaul.

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How about this.....Its called making other mods useful.

8 Slots 60 Energy   6 Slots 30 Energy   4 Slots 16 Energy
  Tier A Original         Tier A New         Tier B Original         Tier B New         Tier C Original         Tier C New    
  Continuity         Continuity         Antitoxin         Antitoxin         Aviator         Aviator    
Rank   Power Duration Cost Conclave   Rank   Power Duration Cost Conclave   Rank Value True Value Cost Conclave   Rank Value True Value Cost Conclave   Rank Effect   Cost Conclave   Rank Effect   Cost Conclave
0   5% 4 C8   0   5% 4 C8   0 7.50% 5% 4 C1   0 15% 10% 2 C1   0 5%   4 C1   0 10%   0 C1
1   10% 5 C8   1   10% 5 C8   1 15% 10% 5 C1   1 30% 20% 3 C1   1 10%   5 C1   1 20%   1 C1
2   15% 6 C11   2   15% 6 C11   2 22.50% 15% 6 C1   2 45% 30% 4 C1   2 15%   6 C2   2 30%   2 C2
3   20% 7 C14   3   20% 7 C14   3 30% 20% 7 C2   3 60% 40% 5 C2   3 20%   7 C3   3 40%   3 C3
4   25% 8 C17   4   25% 8 C17   4 37.50% 25% 8 C2   4 75% 50% 6 C2                        
5   30% 9 C20   5   30% 9 C20   5 45% 30% 9 C3   5 90% 60% 7 C3                        
  Constitution         Constitution         Diamond Skin         Diamond Skin         Acrobat         Acrobat    
Rank Knockdown Recovery Power Duration Cost Conclave   Rank Knockdown Recovery Power Duration Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank Effect   Cost Conclave   Rank Effect   Cost Conclave
0 10% 7% 10 C8   0 10% 7% 10 C8   0   7.5% 4 C3   0   10% 2 C3   0 10%   4 C3   0 15%   0 C3
1 20% 14% 11 C8   1 20% 14% 11 C8   1   15% 5 C3   1   20% 3 C3   1 20%   5 C3   1 30%   1 C3
2 30% 21% 12 C14   2 30% 21% 12 C14   2   22.5% 6 C6   2   30% 4 C6   2 30%   6 C3   2 45%   2 C3
3 40% 28% 13 C20   3 40% 28% 13 C20   3   30% 7 C9   3   40% 5 C9   3 40%   7 C4   3 60%   3 C4
                        4   37.5% 8 C12   4   50% 6 C12   4 50%   8 C4   4 75%   4 C4
                        5   45% 9 C15   5   60% 7 C15   5 60%   9 C5   5 90%   5 C5
  Streamline         Streamline         Heat Resistance         Heat Resistance         Retribution         Retribution    
Rank   Power Efficiency Cost Conclave   Rank   Power Efficiency Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect  Cost Conclave   Rank   Effect  Cost Conclave
0   5% 4 C8   0   5% 4 C8   0   10% 4 C1   0   10% 2 C1   0   15% 6 C3   0   15% 4 C3
1   10% 5 C8   1   10% 5 C8   1   20% 5 C1   1   20% 3 C1   1   30% 7 C3   1   30% 5 C3
2   15% 6 C11   2   15% 6 C11   2   30% 6 C1   2   30% 4 C1   2   45% 8 C4   2   45% 6 C4
3   20% 7 C14   3   20% 7 C14   3   40% 7 C2   3   40% 5 C2   3   60% 9 C5   3   60% 7 C5
4   25% 8 C17   4   25% 8 C17   4   50% 8 C2   4   50% 6 C2                        
5   30% 9 C20   5   30% 9 C20   5   60% 9 C3   5   60% 7 C3                        
  Intensify         Intensify         Insulation         Insulation         Maglev         Maglev    
Rank   Strength Cost Conclave   Rank   Strength Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave
0   5% 6 C8   0   5% 6 C8   0   10% 4 C1   0   10% 2 C1   0   5% 6 C1   0   7.5% 2 C1
1   10% 7 C8   1   10% 7 C8   1   20% 5 C1   1   20% 3 C1   1   10% 7 C1   1   15.0% 3 C1
2   15% 8 C11   2   15% 8 C11   2   30% 6 C1   2   30% 4 C1   2   15% 8 C1   2   22.5% 4 C1
3   20% 9 C14   3   20% 9 C14   3   40% 7 C2   3   40% 5 C2   3   20% 9 C2   3   30.0% 5 C2
4   25% 10 C17   4   25% 10 C17   4   50% 8 C2   4   50% 6 C2   4   25% 10 C2   4   37.5% 6 C2
5   30% 11 C20   5   30% 11 C20   5   60% 9 C3   5   60% 7 C3   5   30% 11 C3   5   45.0% 7 C3
  Stretch         Stretch         Lightning Rod         Lightning Rod         Handspring         Handspring    
Rank   Power Efficiency Cost Conclave   Rank   Power Efficiency Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave
0   7.5% 4 C5   0   7.5% 4 C5   0   10% 4 C3   0   10% 2 C3   0   40% 6 C3   0   40% 2 C3
1   15.0% 5 C5   1   15.0% 5 C5   1   20% 5 C3   1   20% 3 C3   1   80% 7 C3   1   80% 3 C3
2   22.5% 6 C6   2   22.5% 6 C6   2   30% 6 C6   2   30% 4 C6   2   120% 8 C4   2   120% 4 C4
3   30.0% 7 C8   3   30.0% 7 C8   3   40% 7 C9   3   40% 5 C9   3   160% 9 C5   3   160% 5 C5
4   37.5% 8 C9   4   37.5% 8 C9   4   50% 8 C12   4   50% 6 C12                        
5   45.0% 9 C10   5   45.0% 9 C10   5   60% 9 C15   5   60% 7 C15                        
  Flow         Flow         Fortitude         Fortitude         Shock Absorbers       Shock Absorbers  
Rank   Power Efficiency Cost Conclave   Rank   Power Efficiency Cost Conclave   Rank Knockdown Resistance Shield Recharge Cost Conclave   Rank Knockdown Resistance Shield Recharge Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave
0   25% 4 C8   0   25% 4 C8   0 5% 20% 6 C8   0 5% 20% 3 C8   0   5% 4 C1   0   15% 2 C1
1   50% 5 C8   1   50% 5 C8   1 10% 40% 7 C8   1 10% 40% 5 C8   1   10% 5 C1   1   30% 3 C1
2   75% 6 C11   2   75% 6 C11   2 15% 60% 8 C14   2 15% 60% 7 C14   2   15% 6 C1   2   45% 4 C1
3   100% 7 C14   3   100% 7 C14   3 20% 80% 9 C20   3 20% 80% 9 C20   3   20% 7 C1   3   60% 5 C1
4   125% 8 C17   4   125% 8 C17                                                
5   150% 9 C20   5   150% 9 C20                                                
  Fleeting Expertise         Fleeting Expertise         Fast Deflection         Fast Deflection         Reflection         Reflection    
Rank Power Efficiency Power Duration Cost Conclave   Rank Power Efficiency Power Duration Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave
0 10% -10% 6 C8   0 10% -10% 6 C8   0   15% 4 C5   0   15% 4 C5   0   16% 2 C1   0   16% 0 C1
1 20% -20% 7 C8   1 20% -20% 7 C8   1   30% 5 C5   1   30% 5 C5   1   32% 3 C1   1   32% 1 C1
2 30% -30% 8 C11   2 30% -30% 8 C11   2   45% 6 C6   2   45% 6 C6   2   48% 4 C1   2   48% 2 C1
3 40% -40% 9 C14   3 40% -40% 9 C14   3   60% 7 C8   3   60% 7 C8   3   64% 5 C2   3   64% 3 C2
4 50% -50% 10 C17   4 50% -50% 10 C17   4   75% 8 C9   4   75% 8 C9   4   80% 6 C2   4   80% 4 C2
5 60% -60% 11 C20   5 60% -60% 11 C20   5   90% 9 C10   5   90% 9 C10   5   96% 7 C3   5   96% 5 C3
  Overextended         Overextended         Rush         Rush         Enemy Sense         Enemy Sense    
Rank Power Range Power Strength Cost Conclave   Rank Power Range Power Strength Cost Conclave   Rank Effect   Cost Conclave   Rank Effect   Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave
0 15% -10% 6 C8   0 15% -10% 6 C8   0   5% 6 C5   0   5% 2 C5   0   5m 4 C5   0   10m 2 C5
1 30% -20% 7 C8   1 30% -20% 7 C8   1   10% 7 C5   1   10% 3 C5   1   10m 5 C5   1   20m 3 C5
2 45% -30% 8 C11   2 45% -30% 8 C11   2   15% 8 C6   2   15% 4 C6   2   15m 6 C6   2   30m 4 C6
3 60% -40% 9 C14   3 60% -40% 9 C14   3   20% 9 C8   3   20% 5 C8   3   20m 7 C8   3   40m 5 C8
4 75% -50% 10 C17   4 75% -50% 10 C17   4   25% 10 C9   4   25% 6 C9   4   25m 8 C9   4   50m 6 C9
5 90% -60% 11 C20   5 90% -60% 11 C20   5   30% 11 C10   5   30% 7 C10   5   30m 9 C10   5   60m 7 C10
  Narrow Minded         Narrow Minded         Rapid Resilience         Rapid Resilience         Shield Flux         Shield Flux    
Rank Power Duration Power Range Cost Conclave   Rank Power Duration Power Range Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave
0 9% -6% 6 C8   0 9% -6% 6 C8   0   -12.5% 6 C8   0   -12.5% 2 C8   0   25% 4 C1   0   25% 0 C1
1 18% -12% 7 C8   1 18% -12% 7 C8   1   -25% 7 C8   1   -25% 3 C8   1   50% 5 C1   1   50% 1 C1
2 27% -18% 8 C9   2 27% -18% 8 C9   2   -37.5% 8 C11   2   -37.5% 4 C11   2   75% 6 C2   2   75% 2 C2
3 36% -24% 9 C10   3 36% -24% 9 C10   3   -50% 9 C14   3   -50% 5 C14
 
3   100% 7 C3  
3
  100% 3 C3
4 45% -30% 10 C12   4 45% -30% 10 C12   4   -62.5% 10 C17   4   -62.5% 6 C17   Shield Drain Rate       Shield Drain Rate    
5 54% -36% 11 C13   5 54% -36% 11 C13   5   -75% 11 C20   5   -75% 7 C20   Rank Sprint Melee (Shield Cost)     Rank Sprint Melee (Shield Cost)  
6 63% -42% 12 C14   6 63% -42% 12 C14                           0 40/s 400%       0 40/s 400%    
7 72% -48% 13 C16   7 72% -48% 13 C16                           1 20/s 200%       1 20/s 200%    
8 81% -54% 14 C17   8 81% -54% 14 C17                           2 13.3/s 133%       2 13.3/s 133%    
9 90% -60% 15 C19   9 90% -60% 15 C19                           3 10/s 100%       3 10/s 100%    
10 99% -66% 16 C20   10 99% -66% 16 C20                                                
  Transient Fortitude         Transient Fortitude         Equilibrium         Equilibrium         Warm Coat         Warm Coat    
Rank Power Strength Power Duration Cost Conclave   Rank Power Strength Power Duration Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave
0 5% -2.50% 6 C8   0 5% -2.50% 6 C8   0   2.5 4 C5   0   2.5 2 C5   0   3% 6 C1   0   20% 0 C1
1 10% -5% 7 C8   1 10% -5% 7 C8   1   5 5 C5   1   5 3 C5   1   6% 7 C1   1   40% 1 C1
2 15% -7.50% 8 C9   2 15% -7.50% 8 C9   2   7.5 6 C6   2   7.5 4 C6   2   9% 8 C1   2   60% 2 C1
3 20% -10% 9 C10   3 20% -10% 9 C10   3   10 7 C6   3   10 5 C6   3   12% 9 C1   3   80% 3 C1
4 25% -12.50% 10 C12   4 25% -12.50% 10 C12   4   12.5 8 C7   4   12.5 6 C7                        
5 30% -15% 11 C13   5 30% -15% 11 C13   5   15 9 C7   5   15 7 C7                        
6 35% -17.50% 12 C14   6 35% -17.50% 12 C14   6   17.5 10 C8   6   17.5 8 C8                        
7 40% -20% 13 C16   7 40% -20% 13 C16   7   20 11 C8   7   20 9 C8                        
8 45% -22.50% 14 C17   8 45% -22.50% 14 C17   8   22.5 12 C9   8   22.5 10 C9                        
9 50% -25% 15 C19   9 50% -25% 15 C19   9   25 13 C9   9   25 11 C9                        
10 55% -27.50% 16 C20   10 55% -27.50% 16 C20   10   27.5 14 C10   10   27.5 12 C10                        
  Blind Rage         Blind Rage         Marathon         Marathon         Undying Will         Undying Will    
Rank Power Strength Power Efficiency Cost Conclave   Rank Power Strength Power Efficiency Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank Effect Cost Conclave Bleedout Time   Rank Effect Cost Conclave Bleedout Time
0 9% -5% 6 C8   0 9% -5% 6 C8   0   25% 2 C5   0   25% 2 C5   0 7% 2 C8 21.4 s   0 20% 0 C8 24s
1 18% -10% 7 C8   1 18% -10% 7 C8   1   50% 3 C5   1   50% 3 C5   1 14% 3 C8 22.8 s   1 40% 1 C8 28s
2 27% -15% 8 C9   2 27% -15% 8 C9   2   75% 4 C6   2   75% 4 C6   2 21% 4 C11 24.2 s   2 60% 2 C11 32s
3 36% -20% 9 C10   3 36% -20% 9 C10   3   100% 5 C8   3   100% 5 C8   3 28% 5 C14 25.6 s   3 80% 3 C14 36s
4 45% -25% 10 C12   4 45% -25% 10 C12   4   125% 6 C9   4   125% 6 C9   4 35% 6 C17 27.0 s   4 100% 4 C17 40s
5 54% -30% 11 C13   5 54% -30% 11 C13   5   150% 7 C10   5   150% 7 C10   5 42% 7 C20 28.4 s   5 120% 5 C20 44s
6 63% -35% 12 C14   6 63% -35% 12 C14                                                
7 72% -40% 13 C16   7 72% -40% 13 C16                                                
8 81% -45% 14 C17   8 81% -45% 14 C17                                                
9 90% -50% 15 C18   9 90% -50% 15 C18                                                
10 99% -55% 16 C20   10 99% -55% 16 C20                                                
  Redirection         Redirection         Quick Rest         Quick Rest         Provoked         Provoked    
Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave
0   40% 4 C10   0   40% 4 C10   0   30% 4 C5   0   30% 4 C5   0   10% 4 C5   0   15% 0 C5
1   80% 5 C10   1   80% 5 C10   1   60% 5 C5   1   60% 5 C5   1   20% 5 C5   1   30% 1 C5
2   120% 6 C13   2   120% 6 C13   2   90% 6 C6   2   90% 6 C6   2   30% 6 C6   2   45% 2 C6
3   160% 7 C17   3   160% 7 C17   3   120% 7 C8   3   120% 7 C8   3   40% 7 C6   3   60% 3 C6
4   200% 8 C20   4   200% 8 C20   4   150% 8 C9   4   150% 8 C9   4   50% 8 C7   4   75% 4 C7
5   240% 9 C23   5   240% 9 C23   5   180% 9 C10   5   180% 9 C10   5   60% 9 C7   5   90% 5 C7
6   280% 10 C27   6   280% 10 C27                           6   70% 10 C8   6   105% 6 C8
7   320% 11 C30   7   320% 11 C30                           7   80% 11 C8   7   120% 7 C8
8   360% 12 C33   8   360% 12 C33                           8   90% 12 C9   8   135% 8 C9
9   400% 13 C37   9   400% 13 C37                           9   100% 13 C9   9   150% 9 C9
10   440% 14 C40   10   440% 14 C40                           10   110% 14 C10   10   165% 10 C10
  Vitality         Vitality         Heavy Impact         Heavy Impact         Reflex Guard         Reflex Guard    
Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank Base radius Base damage Cost Conclave   Rank Base radius Base damage Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave
0   40% 2 C5   0   40% 2 C5   0 1m 50 4 C5   0 2m 50 2 C5   0   5% 4 C1   0   5% 0 C1
1   80% 3 C5   1   80% 3 C5   1 2m 100 5 C8   1 3m 100 3 C8   1   10% 5 C1   1   10% 1 C1
2   120% 4 C6   2   120% 4 C6   2 3m 150 6 C11   2 4m 150 4 C11   2   15% 6 C1   2   15% 2 C1
3   160% 5 C6   3   160% 5 C6   3 4m 200 7 C14   3 5m 200 5 C14   3   20% 7 C1   3   20% 3 C1
4   200% 6 C7   4   200% 6 C7   4 5m 250 8 C17   4 6m 250 6 C17   4   25% 8 C1   4   25% 4 C1
5   240% 7 C7   5   240% 7 C7   5 6m 300 9 C20   5 7m 300 7 C20   5   30% 9 C1   5   30% 5 C1
6   280% 8 C8   6   280% 8 C8                           6   35% 10 C2   6   35% 6 C2
7   320% 9 C8   7   320% 9 C8                           7   40% 11 C2   7   40% 7 C2
8   360% 10 C9   8   360% 10 C9                           8   45% 12 C2   8   45% 8 C2
9   400% 11 C9   9   400% 11 C9                           9   50% 13 C2   9   50% 9 C2
10   440% 12 C10   10   440% 12 C10                           10   55% 14 C3   10   55% 10 C3
  Steel Fiber         Steel Fiber         Quick Thinking         Quick Thinking         Intruder         Intruder    
Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Efficiency Cost Conclave   Rank   Efficiency Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave
0   10% 4 C10   0   15% 2 C10   0   40% 10 C50   0   40% 6 C50   0   +1s 2 C1   0   +2s 0 C1
1   20% 5 C10   1   30% 3 C10   1   80% 11 C50   1   80% 7 C50   1   +2s 3 C1   1   +4s 1 C1
2   30% 6 C13   2   45% 4 C13   2   120% 12 C55   2   120% 8 C55   2   +3s 4 C1   2   +6s 2 C1
3   40% 7 C17   3   60% 5 C17   3   160% 13 C60   3   160% 9 C60   3   +4s 5 C1   3   +8s 3 C1
4   50% 8 C20   4   75% 6 C20   4   200% 14 C65   4   200% 10 C65   4   +5s 6 C1   4   +10s 4 C1
5   60% 9 C23   5   90% 7 C23   5   240% 15 C70   5   240% 11 C70   5   +6s 7 C1   5   +12s 5 C1
6   70% 10 C27   6   105% 8 C27   Rank   Efficiency Additional damage reduction Multiplier on incoming damage   Rank   Efficiency Additional damage reduction Multiplier on incoming damage                        
7   80% 11 C30   7   120% 9 C30   0   40% -150% x2.5   0   40% -150% x2.5                        
8   90% 12 C33   8   135% 10 C33   1   80% -25.0% x1.25   1   80% -25.0% x1.25                        
9   100% 13 C37   9   150% 11 C37   reference   100% 0.0% x1.0   reference   100% 0.0% x1.0                        
10   110% 14 C40   10   165% 12 C40   2   120% 16.7% x0.8333   2   120% 16.7% x0.8333                        
                        3   160% 37.5% x0.625   3   160% 37.5% x0.625                        
                        4   200% 50.0% x0.5   4   200% 50.0% x0.5                        
                        5   240% 58.3% x0.416667   5   240% 58.3% x0.416667                        
  Rage         Rage         Natural Talent         Natural Talent         Master Thief         Master Thief    
Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect  Cost Conclave   Rank   Effect  Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave
0   10% 6 C30   0   10% 6 C30   0   12.50% 6 C3   0   12.50% 4 C3   0   10% 10 C1   0   15% 6 C1
1   20% 7 C30   1   20% 7 C30   1   25% 7 C3   1   25% 5 C3   1   20% 11 C1   1   30% 7 C1
2   30% 8 C40   2   30% 8 C40   2   37.50% 8 C6   2   37.50% 6 C6   2   30% 12 C1   2   45% 8 C1
3   40% 9 C50   3   40% 9 C50   3   50% 9 C10   3   50% 7 C10   3   40% 13 C1   3   60% 9 C1
  Vigor         Vigor         Sure Footed         Sure Footed         Thief's Wit         Thief's Wit    
Rank Shield Capacity Health Cost Conclave   Rank Shield Capacity Health Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave   Rank   Effect Cost Conclave
0 20% 20% 6 C8   0 25% 25% 6 C8   0   15% 6 C3   0   15% 4 C3   0   7m 2 C1   0   10m 0 C1
1 40% 40% 7 C8   1 50% 50% 7 C8   1   30% 7 C3   1   30% 5 C3   1   14m 3 C1   1   20m 1 C1
2 60% 60% 8 C11   2 75% 75% 8 C11   2   45% 8 C4   2   45% 6 C4   2   21m 4 C1   2   30m 2 C1
3 80% 80% 9 C14   3 100% 100% 9 C14   3   60% 9 C5   3   60% 7 C5   3   28m 5 C1   3   40m 3 C1
4 100% 100% 10 C17   4 125% 125% 10 C17                           4   35m 6 C1   4   50m 4 C1
5 120% 120% 11 C20   5 150% 150% 11 C20                           5   42m 7 C1   5   60m 5 C1
                                                                     
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Can i have my Steriotypical elivator music soon? it would make so much sense for long elivators having nothing better to do in them while you wait, imagine fighting off a ton of enemy's just to follow up in the elivator and sitting there for 2 min with the most steriotypical elivator music you can imagin! this needs to be a thing xD

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Thanks for the new content. 

I'm wondering if there is anything in the works for the fact that most player's key collections lost all value for farming new prime gear with the release of SotR?

Also will Solar Rail Conflict ever be returning. It was a great inter-clan competition mechanic that I would love to see come back.

And last will nightmare missions ever be returning to the solar map instead of just alerts?

Edited by Robo222
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On 17/08/2016 at 8:02 PM, AntoineFlemming said:

Also, Venus. Venus isn't ice. While you tried to explain that the Orokin moderate the temperature via the Cephalon Fragments, the Venus tileset has trees. There are no trees on Venus, and your lore doesn't mention the Orokin terraforming the planet. The tileset seems more suited to the Everest node on Earth than it does to Venus. And quite frankly, it looks more appropriate for Halo than it does for Warframe. Have you guys ever thought about revisiting Venus as a whole and making it a little bit more like its real life counterpart?

<3
If you get French, I made a video a little while back exploring what Venus as a tileset could be. Implies Orokin grappling hooks in space and laboratories on the black soil in the thick yellow fog of the Planet.

Question time: Dojos? News on Dojos, pliz?

  • New rooms (landing craft hangar bay, Kubrow/Kavat haven, new parkour room, etc.), revamping of the Tenno Lab (and sorting the stuff we can research and get there)
  • Access to inventory (for trading)
  • Return of the ancient halls?
  • More decoration space? (we cannot even put something in every slot of the Temple of Honor)
  • More rooms possible (why is it limited to 110?)


More important question: most of the first frames (Hydroid was the last) had orokin writtings on them. From these writtings we can see there is a story there, especially after the Second Dream and the two last Prime Trailers were released. So, do those writtings actually mean something, or were there here just for decoration purposes?

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2 hours ago, GrayArchon said:

This, so much, please.

Don't get your hopes up. Last time my post got over 100 likes with a few positive quotes and not a single question of mine in that post or any that came after were chosen. If it doesn't happen again I won't ask so many at once despite saying to pick whichever is the most interesting. I'll keep your interest in mind though. 

 

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Any progress to share on the Quest / Event Replayablity feature?

DE is obviously putting a lot of work into Cinematic quests with the War Within it is unfortunate that the quest are one and done. 

Perhaps there could even be a in world reason for replaying quests and events:

A Story-Teller NPC on the relay. (A Deckard Cain of sorts)

He's role on the relay could be to retell the stories of the (veteran players) Tenno.

ex. "Come Tenno, Let me tell you of a tale of what happened in the Gravious Delimma, Operation Cyrotic Front, the Cicero Crisis etc." 

"Let me remind you of your heroic deeds Tenno"

The players would then be able to replay an instance of old quests and exposition of the event could be narrated by this Story-Teller.

Some events may need to be refurbished and changed. To justify the change the story teller is known to embellish these tales. 

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1) Earlier this month we've seen the Acolytes' return. And they weren't after that stinky... floppy... Jellyfish. It is well-known that during the Shadow Debt we had to protect Alad V from being killed by Acolytes and, later, Misery and we did it. However, we also got Sortie Defense mission updated, so instead of the static cryopod/core we now have to protect an operative. Good, we actually could get Misery's fight while defending said operative. But this time is different.

Since the Shadow Debt was a helluva grind, many people counted on his appearence later, so they could spend their time for better chances w/o burning out and getting tired of RNGesus (at least they would get something else but the piles of common mods). Sadly, it didn't happen -- Misery didn't appear and people left with nothing.

The question is, why we didn't see Misery appeared once the all of his friendos were killed? Was it dictated by Lore space-reasons or because of upcoming Nekros rework?

 

2) 2 questions regarding our Relays:

  • Is there anything new about Relay statues (Hydroid, Ember, Oberon etc.)? Is it being worked on, or was that idea scrapped for a better moment in the future?
  • With Star Chart 3.0 we now see destroyed inaccessible Relays. Many players said it many times that they would help to rebuild them, especially those who sit on tons of resources. Have you considered this as an option?

Now, I'm not promoting another game, but there is a quite similar thing that happened a month ago in Elite: Dangerous: the player found Jacques station that wasn't functioning and later the community organized and sent convoys with resources to repair it -- and they did it!  I think it would be pretty neat to see a similar community goal in WF.

 

3) Why Trial/Raid Credits reward was nerfed/cut? What was the point of doing that, guys? I don't know if anyone is after Resource BP, but there are 2 main rewards for doing Trials: Arcane and Credits.  A few days ago Dark Sectors Credits reward was fixed, but the Raid's one wasn't, and it's simply being ignored which makes us think that was completely intentional decision aka another stealth nerf (shall i remind of Focus CD increased without any explanation and official word after people found out?).

Most of those Arcanes aren't useful at all (hey, what about a 40% chance to resist a Slash proc? Not even a 50%) and getting them is limited to once per day/24hrs. We don't have Dedicated Servers for PvP/Raids (=> connectivity issues for 3-7 players), finding a pub team and coordinate it is really hard for players that don't have many friends. Now with Star Chart 3.0 when Credits farming became a bit tedious for some players the only challenging and truly rewarding(!) way to earn Credits was nerfed?..  welp!

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