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Weapon Changes List? (Buffs and Nerfs)


Pookam
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Quick question: Does anyone know where I can find a list of all the buffs and nerfs to weapons?

If no such list exists, could I at least be directed to the Update page where weapons like Attica and Buzlok were buffed? (Google has been unhelpful in my endeavor)

Thanks in advance.

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I fail to see the purpose, instead of simply ty the weapons out if those fit your style and work fine for you.

But guess numbers are more important and the word "buff" or "nerf", becasue gamepaly itself can be ignored and only such infos are important of course.

Overall if you really wanna look, go in the update section of the forum and search the hotfixes there over the search bar with each weapon.

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30 minutes ago, Pookam said:

Quick question: Does anyone know where I can find a list of all the buffs and nerfs to weapons?

U20 patch notes:

On 24.3.2017 at 8:46 PM, [DE]Megan said:

Weapon Balance Pass:

As we near the staggering number of 300 weapons (including variants), the task of balancing grows increasingly daunting. At its core, Warframe is a co-operative game; having powerful tools is a boon to a team rather than a disadvantage. However, there are a few weapons that have such a dominating effect in missions that co-operative missions essentially become solo. Aside from the handful of dominating weapons, there are even more that have been overlooked.

We have taken a look at our Arsenal and adjusted many weapons - mostly Primaries at this time. Everything below is subject to change - this is our current plan and gives you a general idea of what is coming!

We have buffed 10 underpowered weapons which have unique mechanics that have been overlooked due to their poor stats.

Miter

The Miter is one of the oldest examples of killer concept with lackluster results. The next Update will bring the following:

  • Increased chance of dismemberment on kills.
  • Increased speed of Projectiles.
  • Charge time has been halved.
  • Critical Chance of 5% for a quick shot.
  • Critical Chance of 10% for a charged shot.
  • Hit detection is now based on the size of the Sawblade.
  • Mastery Rank increased to 6.

Harpak

The Harpak's stats aren't the worst in the scheme of Primaries, but it has received some love since it is often overlooked.

  • Recoil has been reduced on the Primary Fire.
  • The Alt-Fire Charge time has been removed - it is now an instant harpoon.
  • The Critical Chance has been increased to 20%.
  • Increased the range of the Alt-Fire from 15 meters to 40 meters.
  • Increased the flight speed of the Alt-Fire and updated the FX.
  • Adjusted pull strength of the Harpak’s alt fire to have enemies more likely to end up near you.

Hind 

The Hind has more nicknames than most Primaries (Baguette, etc), but not as much use.

  • We've added a single-shot Semi-Auto Alt Fire to the Hind that has increased Damage, Critical, and Status Chance.  

Panthera

Like the Miter, the Panthera is a killer idea with lackluster execution. We've made the following changes:

  • Primary Fire has been switched to Automatic, and the fire rate has been increased.
  • The Status Chance of Primary Fire has been increased to 20%
  • Critical Hit Chance of Primary Fire is now 10%
  • The Critical Multiplier is now 2x.
  • Ammo Requirement is reduced to 2.
  • Secondary Fire Status chance is now 35%
  • Critical hit Chance of Secondary is now 25%
  • Hit detection is now based on the size of the projectile.
  • Mastery Rank is now 7.

Paracyst

The Paracyst is one of the more spine-tingling weapons in the Arsenal that really runs with the Infested theme.

  • The damage of the Primary Fire has been increased by 5.
  • Updated the FX of the projectiles of the Primary Fire.
  • Increased the range of the Alt-Fire tether to 50 m.
  • The Status Chance of the Primary and Secondary Fire has been increased to 30%
  • The Critical Chance of Primary Fire has been increased to 10%
  • Mastery Rank is now 5.  

Mutalist Quanta

One of the more abstract Weapons that uses the Alt-Fire mechanic, the Mutalist Quanta has confused people since launch.

  • The Mutalist Quanta is getting more of a mechanic change rather than just stats.
  • It will have its Alt-Fire stack similar to the Simulor to make a large Infested Orb that you can shoot through for additional stats.  

Buzlok

The Buzlok and its homing mechanism has been used for many creative moments - but ultimately this weapon has been overlooked.

  • The Ammo Requirement for the Secondary Homing has been reduced to 2.
  • Physical Damage distribution has been adjusted to 50% Impact, 40% Puncture, and 10% Slash.
  • Damage has been increased to 60 from 45.
  • Critical Chance increased to 15%
  • Critical Damage increased to 2.5x
  • The flight speed of the Homing Beacon has been increased.
  • The Homing Beacon will now only stick to NPC & Characters.
  • Critical Chance increased by 50% on targets with Homing Beacon attached to them.
  • Clip size reduced to 50.
  • Mastery Rank increased to 9.  

Glaxion

The Ice Beam weapon: the Glaxion. Probably one of the most exciting weapons to imagine in combat, yet it has received a cold reception.

  • Cold Damage has increased to 333 from 250.
  • The rate at which ammo is consumed has been decreased.
  • Increased the Accuracy of the Glaxion.
  • Reduced the range from 30 meters to 24 meters.

Ogris

The Ogris has gone through a visual Upgrade, and now it's time for a stat upgrade. To many, this was their first entry into Launcher weapons - are you willing to give it another look?

  • The Flight Speed of the projectile has been increased.
  • The Status Chance has been increased to 35%.
  • The charge time to fire the Ogirs has been reduced.
  • The direct Impact damage of the projectile has been decreased to 100.
  • AoE damage has increased to 600.
  • AoE range has increased to 6 meters.
  • Mastery Rank requirement has increased to 8.  

Attica

The Attica was the debut entry into Automatic Primary Crossbows! We've revisited it to perhaps bring it back into the spotlight of your Arsenal.

  • The Weapon Recoil has been reduced.
  • The Fire Rate has been increased.
  • The Flight Speed of the bolts has increased.
  • The Critical Chance has increased to 25%.
  • The Critical Multiplier has increased to 2x.
  • The Ammo Capacity has increased to 20.  

We have nerfed 3 weapons (plus 1 variant)  that we feel disrupts the co-op setting and pace of gameplay for most groups: 

Tonkor

  • The Tonkor's rocket jumping mechanic has long been obsolete since the introduction of bullet jumping, so the Tonkor now deals self-damage like all other launchers.
  • The Tonkor Grenade trajectory line now appears on holding the fire button (Default Left Mouse), and grenade fires on release.
  • The grenade needs to travel 6m before arming itself, it will bounce off yourself, other players and AI before then.
  • The Maximum lifespan of grenade has dropped from 5 to 3 seconds - grenades are quicker to explode
  • Grenades bounce lower and explode sooner, making them more likely to explode where they are shot.
  • The Critical Chance has been reduced to 25%.
  • The Accuracy of the Tonkor has been increased.  

Simulor: 

The Simulor's entry into Arsenals marked one of the more unique moments in Weapon history. It's always been a little weird - stacking orbs together leads to both passive and active death. The stacking itself causes damage and the fully stacked orb can be activated with your 'Alt Fire' button for an additional explosion.

  • The Status Chance has been increased to 30%.
  • The amount of Orbs required to make a full stack has decreased - it used to take 5, now it takes 3.
  • A Critical Chance of 2% has been added.
  • The AoE Explosion range (based on stack when expires or manual detonation) increased from 0.5-2.8 meters to 1-6 meters.
  • The Explosion Damage has increased from 50 per orb to 75 (225 at full stack).
  • On an orb stacking event (when orbs combine), damage range decreased to 1-6 from 3-8
  • On an orb stacking event, damage decreased from 150-250 to 20-40
  • The Simulor has had its max Ammo Capacity reduced to 60.  

Synoid Simulor:

Considering the Simulor was the only Primary Cephalon weapon, it was easy to see a Synoid version entering Arsenals. Like its vanilla counterpart, it's always been a little weird - stacking orbs together leads to both passive and active death. The stacking itself causes damage and the fully stacked orb can be activated with your 'Alt Fire' button for an additional explosion.

  • The Status Chance increased to 35%
  • The amount of Orbs required to make a full stack has decreased - it used to take 5, now it takes 4.
  • A Critical Chance of 5% has been added.
  • The AoE Explosion range (based on stack when expires or manual detonation) increased from 0.5-2.8 meters to 1-8 meters.
  • The Explosion Damage has increased from 50 per orb to 75 (300 at full stack).
  • On an orb stacking event (when orbs combine), damage range decreased to 1-8 from 3-8
  • On an orb stacking event, damage decreased from 150-250 to 20-50
  • The Synoid Simulor has had its max Ammo Capacity reduced to 75.

Telos Boltace:

  • The only melee entry on the list is the Telos Boltace.
  • This weapon is receiving a bit more of a mechanic change rather than a purely numerical change.
  • The Slide attack will create a vortex that staggers and draws enemies toward you.
  • The following Slide attack (after a vortex) will radial blast and ragdoll enemies away from you.
  • This 'back and forth' will be on a cooldown.  

If you have invested into a nerfed weapon, when the Update releases there will be an Inbox message generated on Login to give you a single 3 day Affinity Booster and a Forma per owned weapon to reconfigure your weapons as you see fit!

Regarding any Rivens you may have or are looking to pick up for any of the listed weapons: you can expect small changes to stats. Stay tuned for more information in the Update notes!  

  • Fixed the Tether Grenade Mod for the Penta cancelling Self Damage.  
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