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Shrine of the Eidolon: Update 22.12.0


[DE]Megan

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Shrine of the Eidolon: Update 22.12.0

YUP, another Mainline! We have some things that were not meant to be released like text optimizations, so if you see anything funny, it fell through the cracks. This is our longest set of Update notes today (largely because of the weapon changes), but there's still lots of great details for you to find in these notes. Please post all bugs and feedback in proper forums!

DRIVE THE DARGYN

Take your fight to the skies by hijacking unmanned Dargyns in the Plains. If you get caught, it's a footrace against the pilot to board the Dargyn! Use these to aid in your search for the new Eidolons!

RidableSkiff2.jpg

THE GANTULYST AND THE HYDROLYST

 

“The Sentient was a deformed creature, sent from some dark fold of distant space, crushing towers and citadels across Earth...”

Until meeting its fate in a climactic battle.

“The device detonated. The Sentient's body shuddered, wracked by a cacophonous energy. Fragments of the Sentient crashed to the Plains and marshes and flatlands...”

These fragments are known as the Eidolons -- mysterious titans that continue to wander the Plains and loom over the people of Cetus.

Most of you have seen the Teralyst, a beast that rises from the watery depths every night. Legends speak of two more Eidolons that fell to the Plains, dormant for centuries but ever-present in the hearts and minds of the Ostrons.

Eidolon Hunters eager to prove their worth are trying to summon these creatures again. Are you worthy, Tenno?

 

GANTULYST

Legends say the Gantulyst wields an enormous boulder for an arm and radiates powerful beams of Sentient energy. The Ostrons built a shrine in its honor hoping to gain its favor.

Gantulyst.jpg

HYDROLYST

The Ostrons believe the Hydrolyst is an omen of impending natural disaster. Stories describe a distinct, pungent aroma that precedes the arrival of this toxic beast.

Rainalyst.jpg

 

TERALYST MATCHMAKING BOUNTY

terryhunt_frnh348.png
You now have options to matchmake for Eidolon Hunts!

Worth Noting: Remaining in the Plains for the entire Day Cycle effectively allows you to hunt the Eidolons across multiple nights. If your team kills all 3 Eidolons in one night, or across several, then the Teralyst will respawn and you can start the hunt again. TLDR players can hunt Eidolons across multiple nights without losing progress as long as they stay within their current session. Going back to Cetus resets it. 

RIVEN TRANSMUTATION

If you’re worthy, you’ll receive a guaranteed Riven Transmuter from the Hydrolyst (if captured). These consumable items can Transmute four Riven Mods into a brand-new Riven. Combining four Rivens of the same type (i.e Rifle, Melee, Shotgun, etc.) will result in a transmuted Riven of that type.

RivenTramsutation.jpg

 

Additions:

  • Added a completely new flow for Companion Incubator Management. Pets can no longer die! The base Incubator now behaves exactly as the Nutrio Incubator does with auto-stasis, and those with the Nutrio Incubator receive a significant discount on future DNA Stabilizer costs (from 75,000 to 5,000)!
  • Added categories to Hoks store for different Zaw parts and Arcanes. His Crafting screen can now also preview Gilded stats and appearance.
  • You can now buy up to 10 Loadout Slots! The previous limit was 5.
  • Added a new subcategory in the Market Weapons tab for Archwings.
  • Added a teleport trigger to warp slow squadmates outside of the loading hallway and out into the Plains. This is to catch followers who were far enough away to warp to the player, past the blocking volume already set up in front of the gate.
  • You can now see your customized Operator in Diorama previews when purchasing items.
  • Added toggle between Gilded and non-Gilded for crafted weapons.
  • Operator Arcanes are now listed in the Arcane section of the Codex.

Sound Additions:

  • Volume adjustments and balancing for all weapons. (Turned up quiet weapons and turned down loud weapons)
  • Added a new audio layer to older weapons to make them sound more impactful.
  • Added and improved exterior gun tail sounds for all weapons.
  • Added unique 'low ammo in clip' sounds for all weapons.
  • Added new sound to the Kohm reload.
  • Updates and sound additions to one handed secondaries when using Glaive type weapons.

WarframeGroupShot.jpg

Warframe Changes

Each Warframe’s stats and ability kits combine into a unique entity that offers different strengths and weaknesses. With 34 Warframes to choose from (and the 35th on the way), a Tenno may find there is no challenge they cannot overcome by making good use of the swiss army knife that their Arsenal offers. Some well-rounded frames do multiple things well, while others greatly excel in specific circumstances.

When reviewing the Arsenal over time, our developers often find themselves asking: 'is this fun?’. That's the most important question to us, from the perspective of both the active player and their three squadmates. We understand the importance of power fantasy, but overbearing abilities can make squadmates feel ineffective by seriously disrupting intended gameplay flow. Conversely, when a Warframe doesn’t do enough, players may simply choose a “better” frame, sacrificing personalization and diversity for efficiency. Neither of these situations are ideal, so let’s shake things up!

PLEASE NOTE: for the next 7 days you are eligible for free items! 

  • Login within 7 days of the update for an inbox message containing 3 x Forma, a 3 Day Affinity booster, and an Exilus Mod Adaptor!
  • Console players will receive the same inbox message by logging in when they get the build with aforementioned changes.
  • AFTER Friday's Devstream (February 9th), ALL platforms will get BONUS Gift from the Lotus alerts this weekend with Orokin Reactors!

If you've read the Dev Workshop, a lot of this will look familiar, but there are some minor changes! Our intent remains the same. We relist important information here because our Update notes are much more widely read than Dev Workshops.
 

Spoiler

GENERAL:

-When interacting with Nullifiers, power-created avatars (Atlas’ Rumblers, Nekros’ Shadows, etc) will have their Health drained, instead of instantly disappearing.

-Added a charge circle for Ember’s Fireball, Zephyr’s Tail Wind, and Hydroid’s Barrage and Tentacle Swarm.

ASH

Bladestorm
- Upon activating Bladestorm, Ash’s clones will do the stabbing, leaving the player free to act. Ash can choose to join in the execution by using Teleport on a marked enemy.
-  Reduced energy cost of Bladestorm's Marks. 12 Energy / Mark when Visible, 6 Energy / Mark when invisible.

As one of three “stealth” frames that offer invisibility, Ash serves as a more offensive alternative to Ivara and Loki. In practice, his Bladestorm ultimate falls short of those expectations - although the ability is sufficiently lethal, players would be locked into cutscenes as Ash and his clones finished the job on marked targets.

 

With the above changes, the Ash player can continue moving and shooting after activating Bladestorm, while his clones do the dirty work! Plus, as an added feature, if a player wants to take advantage of the invincibility offered by the cutscenes (or just thinks they look cool), they can use Teleport on a marked target after activating Bladestorm to join in on the stabbing fun.

ATLAS

Rubble (new mechanic)
- Comes from killing petrified enemies. Atlas collects rubble to restore his health, or temporarily increase armor if already at max health. Rubble has a singular decay. Picking up more rubble delays the decay for a brief time.

Landslide
- Killing petrified enemies with Landslide generates bonus rubble. We have also increased the contact radius at max rank from 1.5m to 2m.

Petrify
- Can use Petrify on Tectonics’ bulwarks to increase rolling velocity and damage. Can also be cast on Rumblers to heal them for a % of max health.

-Petrify is now a single cast instead of a channel ability, instantly Petrifying enemies in front of you regardless of level! https://gfycat.com/gifs/detail/bonybrokenappaloosa   . 

-Ore Gaze Augment is now 25% effective at max rank.

- Petrified enemies take increased damage from all sources.

Rumblers
- While casting, creates an AoE around Atlas that will petrify any enemy that comes close.
- Rumblers create rubble when they expire, based on how much health they had

Released in late 2015, Atlas fills the role of a beefy brawler Warframe. While his first ability Landslide really packs a punch, the rest of his kit falls short in comparison to other frames. We saw this reflected in Atlas’ usage stats, where he was the generally the least-used frame that didn’t have a Prime variant.

 

 

Similar to other recent reworks, we aim to give Atlas more synergy between the abilities at his disposal. Petrify is now a versatile ability that does not limit the casting of other abilities, and can be used to buff bulwarks and heal Rumblers. Introducing the Rubble mechanic improves Atlas’ survivability, while rewarding players for taking advantage of the frame’s synergies. The instant AoE Petrify upon casting his Rumblers ultimate also helps protect players during the cast animation.

BANSHEE

Resonating Quake (Augment)
- Although still a singular cast allowing free movement, Resonating Quake will only hit enemies once as it expands outward.

Banshee’s abilities fill both offense and support roles, offering damage boosting, crowd control, and area of effect capabilities. But for many, her gameplay has become centralized around an augment for her Sound Quake, Resonating Quake. Since sound waves can hit through walls, the humongous area of effect can prevent enemies from getting anywhere near the objective, while the casting player is left with nothing to do but wait. From our own public play experiences, Resonating Quake is what we as creators of Warframe find to be the most unfun ability- “I want to enjoy this horde shooter, but where are the hordes?”

Instead of creating a less effective version of the same augment, Resonating Quake will now offer an alternative playstyle, providing a stationary Quake that does not restrict player movement. Effective usage will now require frequent casting and strategic placement, encouraging a more active playstyle.

CHROMA

Spectral Scream
- Removed walk speed and jump restrictions. You can now freely move while this is active!
- Can now cast other abilities while using Spectral Scream.

- Damage output is now also affected by the Vex Armor's Fury bonus!

https://gfycat.com/NegligibleDenseGermanpinscher  

Vex Armor
- Fixed a longstanding issue with number calculation being multiplicative. Boosts now apply before upgrades instead of after, making the ability consistent with all other damage boosting abilities. Overshields are now considered for Vex Armor. Chroma's Vex Armor remains one of the top performing damage-multipliers in the game - and it's now an aura! Instead of just being focused on Chroma, it can now benefit allies in range.

- Vex Armor can now be recast to preserve accumulated buffs.

The only change that comes with a full history lesson! https://forums.warframe.com/topic/788574-octavia%E2%80%99s-anthem-hotfix-2023/
Back in April 2017, we said this:
“Chroma Changes:

Fixed an issue where Chroma would deal no damage with Vex Armor active. While this may sound like a simple fix, if you're a Chroma user please read on!

Solving Vex Armor actually takes us back to Chroma's beginning. On original power creation, we used some less-than-ideal calculation methods to create Scorn and Fury's effects. If you are an avid Chroma user, you probably know the power maximizing this ability brings. At some point in Chroma's future we will need to revisit and use ideal methods for his Abilities; we will inform you well in advance when Chroma is under review.”

Chroma is a complex frame that players usually acquire further on in their Tenno journey. As referenced above, much of that complexity stems from some questionable back-end calculations, which caused Vex Armor to calculate damage boosts AFTER upgrades instead of before. Although the UI may indicate that damage/armor is buffed by a few hundred percent, the actual buff amounts would be much higher. Furthermore, compound elements would effectively be multiplied twice for Fury’s damage boosting, leading to some ludicrous results.

Back in April 2017, extreme damage boosting was not really a problem, so we left the ability as is. However, the Plains of Eidolon update marked a shift in community mindset by introducing Teralysts - featuring multiple large health pools on each weakpoint, damage boosting abilities became an important part of efficient hunting teams. While other damage boosting options require more team coordination, a single self-damaging Chroma could bypass the weakpoint damaging portion of the fight in an instant. At its simplest, we do not want our Eidolons one-shotted.

Chroma’s usage was already somewhat narrow, so we want him to remain a competitive option for Teralyst damage boosting, while also improving other parts of his kit. Although the magnitude of his boost will be lowered, it will still be one of the strongest boosting abilities in the game, and both damage/armor increases will now apply to all teammates in a nearby radius. Furthermore, Spectral Scream without movement restrictions allows players to be the aimgliding, fire-breathing dragon they’ve always dreamed of! We will continue to observe how these changes affect Chroma (and the Teralyst hunting squads) in the coming weeks, and consider further tweaks if needed.

EMBER

Fireball
- Can now be held and charged for additional damage. Upon impact, Fireball will leave behind a Napalm-like flame that damages enemies.

Fire Blast
- Will now add heat damage to weapons that fire through it (for allies).

World On Fire
- 5 seconds after casting, a percentage will begin counting up on the ability icon. As this percentage scales from 0% to 100% over 10 seconds, the ability’s energy cost and damage dealt both grow to double, while the ability radius shrinks to half.

Ember is the original damage caster frame, offering low survivability in exchange for high offense. Her ultimate, World on Fire, is unmatched in terms of widespread lethality - while many Warframes specialize in certain mission types, Ember’s specialty is “anything under level 30”. By simply bullet jumping through levels with World on Fire active, enemies become a non-factor, making Ember a ubiquitous pick across most of the Star Chart. Like a mobile Resonating Quake, this monopoly on kills can leave squadmates struggling to keep up, in an attempt to see the enemy before they melt. These changes increase lethality at higher levels, while addressing the ability’s huge range.

World on Fire will continue working similarly to how it does now, but with changing effects over time. The gradually increasing energy cost should encourage most players to toggle the ability when needed, instead of the current “set and forget” approach. Players who can afford to run the ability at max charge may need to get more up close and personal, but the increased damage should help Ember out against higher level enemies.  World on Fire is still very capable of clearing rooms and sweeping hallways, but should now be applied more deliberately!

GARA

Mass Vitrify
- Wall health scales based on health and shields of the enemies it glasses over. Minimum value per target is affected by Strength and Armor, meaning weaker enemies still contribute something worthwhile.

- Health gained by Mass Vitrify shown in a UI display.

Our latest Warframe Gara is a versatile frame on the cutting glass edge, with a tool for most situations. After recent changes to her Mass Vitrify, the ability is serviceable against most of the star chart, but doesn’t hold up well to higher level content.

While this is tough to showcase in a gif, in practice the wall has gotten stronger because it has covered many enemies in this cast!

https://gfycat.com/BrownReasonableAracari

To help the ability scale better, the health of Mass Vitrify’s wall will increase based on the health and shields of the enemies who are “glassed” by the ability’s cast. This added incentive for letting enemies get close to the objective should add an interesting risk/reward element to Gara’s gameplay.

HYDROID

Undertow/Tidal Surge
- Enemies are now properly kept within Hydroid's watery clutches when moving with Undertow.

MIRAGE

- Mirage's Eclipse Duration has been buffed and now matches Hall of Mirrors at Max Rank (so you can better coordinate the upkeep).

MAG

- Increased base energy pool (125 for Mag, 175 for Mag Prime).

Polarize
- Shards created by Polarize now scale based on power strength, as well as the percentage of damage done to that specific enemy.
- Augment for Polarize reworked - now reads: "Weapons hit by Polarize are jammed for 4 seconds. Robotic enemies hit by Polarize are disabled for 4 seconds."

Crush
- Each stage of crush emits a shield heal from Mag. Restores shields to nearby allies per damage instance, based on the number of enemies affected.
- Crush animations slightly sped up.

Mag has seen many changes over Warframe’s history - her major rework in 2016 reinforced her role as a fragile crowd control caster, widening her usability across all factions. Although she performs well in the right hands, some of the synergies introduced in that rework did not have quite the impact we wanted. Plus as a starter frame, we want new players to feel like choosing Mag is a more viable option.

Increasing the damage of shards created by Polarize should give Mag more kill power. Additional shield restore on Crush also offers a way to passively support your team while clearing crowded rooms!

RHINO
- Reduced the amount of impulse caused by the Iron Shrapnel Augment to avoid sending enemies into orbit. 

VOLT

Discharge
- Removed the damage cap. Increased base damage output from 750 to 1200. Damage and stun duration are halved for enemies further away from Volt (affected by Mods).

Removing Discharge’s damage cap has been a common request since Volt’s rework in early 2016. We tried testing this version of the ability internally, and decided it was too much  - stunning all enemies for 20+ seconds, through walls and inside spawn closets, had a seriously disruptive effect on gameplay.  However, we understand why this is a common request, and have done our best to make it work.

 

Lightning strikes most fierce at the center. To accompany the damage cap removal, Discharge is now less effective at medium to long range, doing less damage and stunning for less time. The damage reduction is mostly offset by an increased base damage on the ability, but the reduced stun at long range should keep mission flow in check.

ZEPHYR

Tail Wind
- Combined into a single ability with Dive Bomb. Can be charge cast on the ground, launching Zephyr into the air where she then hovers. In the air, Tail Wind still flies in whatever direction you’re looking, and Dive Bomb activates if cast while looking straight down.

- Tail Wind now costs half as much energy when cast in the air, free if cast while hovering.

- Tail Wind does more damage.

- Changed Dive Bomb augment into a Tail Wind augment - now reads: “Each enemy hit increases Tail Wind damage by 25%. Damage resets upon landing.”

- Dive Bomb can now fire on slight angles, as long as you’re looking mostly down.

Turbulence

- Turbulence now has a new unique animation and sound!

Air Burst
- New ability replacing Dive Bomb. A projectile that causes an AoE burst on contact, ragdolling enemies. Can be fired into Tornadoes to make them bigger.
*Please note that Air Burst may be tweaked more after feedback.

Tornado
- Now spawn where player is aiming and can be steered. The closest tornado will move to your aimpoint, meaning you can move them around. Tornado damage type now determined by largest amount of elemental damage absorbed, instead of last type absorbed. Tornadoes do a better job of keeping enemies captured, and shooting Tornadoes will do damage to enemies trapped inside. You can also now recast Tornado, similar to Hydroid’s Tentacle Swarm. 
- Changed Tornado's default damage type from Magnetic to Physical.

- Clarification: holding aim (default RMB) is required to steer Tornadoes.

Zephyr, the warrior of the skies, has seen little change since being introduced in early 2014. Four years later, her ability kit is showing its age - Parkour 2.0 improved mobility across all Warframes, making her reduced gravity and Tail Wind less useful by comparison. Turbulence is consistently useful, but all other abilities leave something to be desired.

To give Zephyr new wind beneath her wings, her Tail Wind and Dive Bomb will now be the same ability, cast depending on which direction the player is looking. This makes room for her new ability Air Burst, which gives Zephyr new ways to rain death from the skies. We do not have a gif ready for this yet. Combined with Tornado tweaks intended to make the ability more consistent and useful, Zephyr’s more well-rounded kit should help reassert her air superiority.

We believe these changes make our wide Warframe roster more diverse and fun to play. We will be listening to your responses, so please keep feedback respectful and constructive.

 

Warframe Weapon Changes

We are revisiting all weapons and adjusting their stats to fit into some Mastery Rank grouping guidelines based on DPS and Crit/Status split total. With this in mind, we are buffing a lot of the weapons you know and love!

Again, a lot of this is as shown in the Dev Workshop, but our Update Notes are more widely read.

General Notes:

- Sadly, not noted here are BEAM weapons - they should be ready soon, but we are revisiting them to be more 'like they used to be' in terms of damage instances over time but with a fixed fire rate. Fire Rate mods and their effects are still being determined. The Beam Weapon Category is simply not ready for this Update, but we are still working on it!
- Conclave Weapon damage rebalancing has been done separately to account for the changes.

- We calculate DPS based on sustained DPS which also takes Critical and Status values into account so our values may be different than yours!

- For those of you in the Riven Market, please be aware these stats will not affect Riven dispositions. Player popularity / usage stats will continue to be the metric for that.

- Our data shows enemy weapons are unaffected by this, but if there are cases you believe to be wrong please note them in an appropriate subforum.

So what are these Mastery Rank grouping guidelines?

We sketched out Mastery Rank groupings of 0-3, 4-6, 7-9, 10-12 and 13-15 for each weapon type with a minimum DPS and amount split between crit and status for each group. Using existing stats, weapons were sorted into the groups. If their stats were too high for their current MR it was raised along with any other properties to match.

Example: Tiberon

It's damage places it in MR 10-12 but it's crit and stat split is way too low. MR, status and critical chance is increased to match it's new MR. Increasing status and critical boosts its damage so its reduced down to fit back into the MR group guidelines its original stats dictated

The end result is the high performing/popular weapons stats remain untouched outside of being placed into their intended MR group and the rest of the weapons are brought up to equivalency.

Additional Notes

- Projectile based and low fire rate weapons were given more crit and status allowance when appropriate.
- Free weapons like the Dex series have been given Mastery Rank values to match their stats! We know these are grandfathered in inventory regardless of Mastery Rank, it's just for consistency!

- Some outliers exist that either don’t meet or exceed their Mastery Rank's allotted DPS and - Crit/Status split allowance because of additional properties and/or features.

Examples:

Grakata - exceeds Crit/Status split but is extremely inaccurate

Strun Wraith - DPS is lower than  its Mastery Rank group but it has forced stagger on hit and high status chance

Spoiler

 

Primary Rifles

Mastery Rank 0-3

Braton

  • Damage increased from 20 to 24
  • Status chance increased from 5% to 6%
  • Critical chance increased from 10% to 12%

Latron

  • Status chance increased from 10% to 12%
  • Critical chance increased from 10% to 12%

Hind

  • Status chance increased from 10% to 15% (Primary Fire)
  • Critical chance increased from 5 to 7% (Primary Fire)
  • Critical chance increased from 10% to 15% (Alt Fire)
  • Status chance decreased from 20% to 10% (Alt Fire)

Burston

  • Status Chance increased from 10% to 18%
  • Critical chance increased from 5% to 6%
  • Critical damage increased from 1.5x to 1.6x

Karak

  • Mastery Rank increased from 0 to 1
  • Damage increased from 27 to 29
  • Status Chance increased from 7% to 15%
  • Critical Chance increased from 3% to 9%

Boltor

  • Status chance increased from 10% to 14%
  • Critical chance increased from 5% to 10%
  • Critical damage increased from 1.5x to 1.8x

Tetra

  • Damage increased from 30 to 32
  • Status chance increased from 10% to 20%
  • Critical chance increased from 3 to 4%
  • Decreased recoil while aiming
  • Increased accuracy while aiming

Gorgon

  • Status chance increased from 5% to 9%
  • Critical chance increased from 10% to 17%
  • Increased accuracy while aiming

Mastery Rank 4-6

Dera

  • Damage increased from 22 to 30
  • Status chance increased from 10% to 22%
  • Critical chance increased from 2.5% to 8%
  • Critical damage increased from 1.5x to 1.6x
  • Reload speed increased from 2.37 secs to 1.8 secs
  • Very slight recoil added

Prisma Tetra

  • Damage increased from 35 to 38
  • Status chance increased from 15% to 24%
  • Decreased recoil while aiming
  • Increased accuracy while aiming

Sybaris

  • Increased damage from 70 to 80

Soma

  • Damage increased from 10 to 12

Braton Vandal

  • Mastery Rank increased from 0 to 4
  • Status chance increased from 10% to 16%
  • Critical chance increased from 10% to 16%
  • Ammo capacity increased to 550

Grakata

  • Mastery Rank increased from 0 to 5

Mastery Rank 7-9

Hema

  • Damage increased from 45 to 47
  • Critical chance increased from 7.5% to 11%
  • No longer requires or consumes Rifle ammo
  • Improved projectile trail FX

Attica

  • Mastery Rank increased from 0 to 7
  • Critical damage increased from 2x to 3x
  • Damage decreased from 125 to 80

Stradavar

  • Status chance increased from 5% to 12% (Auto)
  • Critical chance increased from 15% to 24% (Auto)
  • Status chance increased from 15% to 16% (Semi Auto)
  • Critical chance increased from 20% to 28% (Semi Auto)
  • Decreased automatic recoil

Karak Wraith

  • Mastery Rank increased from 0 to 7
  • Damage increased from 30 to 31
  • Status chance increased from 15% to 25%
  • Critical chance increased from 5% to 13%

Braton Prime

  • Mastery Rank increased from 0 to 8
  • Status chance increased from 20% to 26%
  • Critical chance increased from 10% to 12%
  • Ammo capacity increased to 600

Dera Vandal

  • Mastery Rank increased from 4 to 7
  • Damage increased from 31 to 32
  • Status chance increased from 15% to 30%
  • Critical chance increased from 5% to 8%
  • Reload speed increased from 2.37 secs to 1.8 secs
  • Very slight recoil added

Harpak

  • Increased damage of Harpoon secondary fire from 50 to 100
  • Changed harpoon damage from 100% Puncture to 40% Impact, 50% Puncture and 10% Slash
  • Added 17% status chance to Harpoon
  • Added 20% Critical chance to Harpoon
  • Added 2.3x Critical Damage to Harpoon
  • Status chance increased from 10% to 17%
  • Critical Damage increased from 2x to 2.3x
  • Improved primary fire’s projectile trail FX

Grinlok

  • Mastery Rank increased from 5 to 7
  • Damage increased from 120 to 187
  • Critical damage increased from 2x to 2.5x
  • Mag size increased from 6 to 9
  • Reload speed increased from 2.1 secs to 1.7 secs
  • Increased accuracy while aiming

Gorgon Wraith

  • Mastery Rank increased from 3 to 7
  • Status chance increased from 15% to 21%
  • Critical chance increased from 10% to 15%
  • Critical Damage increased from 1.5x to 1.9x
  • Ammo capacity increased to 900
  • Increased accuracy while aiming

Paracyst

  • Mastery Rank increased from 6 to 7
  • Damage increased from 30 to 33
  • Increased accuracy while aiming
  • Decreased recoil while aiming

Latron Wraith

  • Mastery Rank increased from 0 to 7
  • Damage increased from 55 to 60
  • Critical chance increased from 25% to 26%
  • Critical damage increased from 2.5x to 2.8x
  • Status chance decreased from 15% to 14%

Soma Prime

  • Mastery Rank increased from 6 to 7

Dex Sybaris

  • Mastery Rank increased from 0 to 7

Panthera

  • Status chance increased from 20% to 24% (Primary Fire)
  • Critical chance increased from 10% to 12% (Primary Fire)

Baza

  • Critical damage increased from 2.8x to 3x

MR 10-12

Tenora

  • Damage increased from 23 to 24 (Primary Fire and Alt Fire)
  • Status chance increased from 15% to 16% (Primary Fire)
  • Critical chance increased from 25% to 28% (Primary Fire)
  • Critical chance increased from 33% to 34% (Alt Fire)
  • Increased the speed to reach max fire rate and accuracy from 25 rounds to 16 rounds

Buzlok

  • Mastery Rank increased from 9 to 11
  • Increased projectile speed for primary and secondary fire
  • Decreased recoil while aiming

Burston Prime    

  • Mastery Rank increased from 0 to 12
  • Status chance increased from 15% to 30%
  • Critical chance increased from 5% to 18%
  • Critical damage increased from 1.5x to 1.8x
  • Damage decreased from 39 to 36

Tiberon

  • Mastery Rank increased from 4 to 10
  • Status chance increased from 2.5% to 16%
  • Critical chance increased from 5% to 26%
  • Critical damage increased from 2x to 2.4x
  • Damage decreased from 60 to 44

Prisma Gorgon

  • Mastery Rank increased from 4 to 10
  • Status chance increased from 5% to 15%
  • Critical chance increased from 15% to 30%
  • Critical Damage increased from 2x to 2.3x
  • Damage decreased from 25 to 23

Prisma Grakata

  • Mastery Rank increased from 9 to 11
  • Damage increased from 11 to 15
  • Status chance increased from 20% to 21%

Latron Prime

  • Mastery Rank increased from 0 to 10
  • Damage increased from 85 to 90
  • Status Chance increased from 25% to 26%
  • Critical chance increased from 15% to 22%
  • Critical damage increased from 2.5x to 2.8x

Telos Boltor

  • Status Chance increased from 7.5% to 16%
  • Critical chance increased from 5% to 30%
  • Critical damage increased from 2x to 2.4x
  • Damage decreased from 50 to 30

Quartakk

  • Mastery Rank increased from 9 to 10
  • Damage increased from 27 to 49
  • Reload speed decreased from 1.7 secs to 1.9 secs
  • Fire rate decreased

Zenith

  • Mastery Rank increased from 5 to 10
  • Status chance increased from 30 to 34%

Supra

  • Mastery Rank increased from 7 to 12
  • Status Chance increased from 5% to 30%
  • Critical chance increased from 2.5% to 12%
  • Critical damage increased from 1.5x to 1.8x
  • Increased Projectile Speed
  • Increased accuracy while aiming
  • Damage decreased from 45 to 40

Zhuge

  • Mastery Rank increased from 0 to 10

MR 13-15

Boltor Prime

  • Mastery Rank increased from 2 to 13
  • Status chance increased from 10% to 32%
  • Critical chance increased from 5% to 12%
  • Damage decreased from 55 to 46

Supra Vandal

  • Mastery Rank increased from 10 to 14
  • Status Chance increased from 5% to 30%
  • Critical chance increased from 2.5% to 16%
  • Critical Damage increased from 1.5x to 2x
  • Increased projectile speed
  • Increased accuracy while aiming
  • Damage decreased from 45 to 40

Opticor

  • Mastery Rank increased from 6 to 14

Ferrox

  • Mastery Rank increased from 7 to 14
  • Critical chance increased from 30% to 32%
  • Critical damage increased from 2.5x to 2.8x

Shotguns

  • Reduced aimed zoom for all shotguns apart from the Astilla

Mastery Rank 4-6

Drakgoon

  • Mastery Rank increased from 3 to 5
  • Quick shot damage increased from 35 to 40 (per pellet)
  • Status chance increased from 10% to 23% (charged)
  • Increased Projectile Speed
  • Reduced charge time from 1 to .5 secs
  • Projectile lifetime reduced from 4 secs to 2
  • Damage of charged shot decreased from 90 to 70 (per pellet)

Kohm

  • Mastery Rank increased from 2 to 5
  • Critical chance increased from 10% to 11%
  • Critical damage increased from 2 to 2.3x

Mastery Rank 7-9

Tigris

  • Mastery Rank increased from 4 to 9
  • Status chance increased from 25% to 28%
  • Critical chance increased from 5% to 10%

Sobek

  • Mastery Rank increased from 4 to 7
  • Status chance increased from 15% to 27%
  • Critical chance increased from 10% to 11%
  • Reload speed increased from 4 secs to 2.7 secs

Mastery Rank 10-12

Astilla

  • Mastery Rank increased from 7 to 10

Strun Wraith

  • Mastery Rank increased from 0 to 10
  • Damage increased from 30 to 40 (per pellet)
  • Critical chance increased from 15 to 18%
  • Critical Damage from 2 to 2.2x

Sancti Tigris

  • Status chance increased from 25 to 28%

Boar Prime

  • Mastery Rank increased from 2 to 12
  • Damage increased from 23 to 40 (per pellet)

Arca Plasmor

  • Mag size increased from 6 to 10

Launchers

Mastery Rank 4-6

Torid

  • Increased fire rate
  • Increased reload speed from 3 secs to 1.7 secs
  • Increased Projectile Speed
  • Improved Projectile Trail FX

Tonkor

  • Increased projectile speed
  • Changed projectile life from 3 secs on launch to 1 sec after first bounce
  • Improved trail FX

Scourge

  • Damage from direct hits increased from 30 to 70 (Primary Fire)

Mastery Rank 7-9

Ogris

  • Increased Charge speed from 0.8 to 0.3 secs
  • Increased Fire Rate

Zarr

  • Status chance increased from 20% to 29% (Primary and Alt Fire)
  • Critical chance increased from 15% to 17% (Primary and Alt Fire)
  • Lessened the effect of gravity on the projectile
  • Improved projectile trail FX of the bomblets after the initial explosion

Javlok

  • Mastery Rank increased from 6 to 7
  • Damage from direct hits increased from 185 to 230 (primary fire)
  • Reload speed increased from 2.2 secs to 1.9 secs
  • Removed camera shake when throwing spear

Mastery Rank 10-12

Secura Penta

  • Status chance increased from 10% to 26%
  • Critical chance increased from 10% to 26%
  • Damage decreased from 375 to 300
  • Ammo capacity decreased from 30 to 28

Secondaries

Mastery Rank 0-3

Seer

  • Damage increased from 85 to 101
  • Status chance increased from 10% to 13%
  • Critical chance increased from 0% to 5%
  • Critical damage increased from 0 to 1.5x
  • Reduced Aimed Zoom from 5x to 3.5x

Kraken

  • Damage increased from 45 to 49
  • Status chance increased from 10% to 13%
  • Recoil decreased while aiming

Kunai

  • Damage increased from 45 to 46
  • Status chance increased from 2.5% to 8%
  • Critical chance increased from 2.5% to 8%
  • Critical damage increased from 1.5x to 1.6x

Hikou

  • Status chance increased from 2.5% to 12%
  • Critical chance increased from 2.5% to 4%
  • Critical damage increased from 1.5% to 1.6%

Lato

  • Status chance increased from 3% to 6%
  • Critical damage increased from 1.75x to 1.8x

AkLato

  • Mastery Rank increased from 0 to 3
  • Status chance increased from 3% to 6%
  • Critical damage from 1.75x to 1.8x
  • Fire rate decreased

Sicarus

  • Status chance increased from 5% to 6%
  • Critical chance increased from 15% to 16%
  • Recoil decreased while aiming
  • Damage decreased from 40 to 30

Furis

  • Status chance increased from 8% to 12%
  • Accuracy increased while aiming

Castanas

  • Damage increased from 100 to 160
  • Status chance increased from 10% to 22%
  • Critical chance increased from 5% to 8%
  • Increased speed of projectile
  • Deployed damage radius increased from 2m to 3m
  • Multishot now spreads additional projectiles horizontal only
  • Ammo pool decreased from 30 to 18

Mastery Rank 4-6

Viper

  • Mastery Rank increased from 0 to 4
  • Damage increased from 16 to 17
  • Status chance increased from 1% to 11%
  • Reload speed increased from 1.1 to .7 secs
  • Ammo capacity increased to 420

Twin Gremlins

  • Mastery Rank increased from 0 to 5
  • Damage increased from 30 to 37
  • Status chance increased from 10% to 15%
  • Critical chance increased from 10% to 15%
  • Increased reload speed from 2 secs to 1.1 secs
  • Increased Projectile Speed
  • Improved Projectile trail FX

Vasto

  • Mastery Rank increased from 0 to 4
  • Damage increased from 50 to 58
  • Status chance increased from 5% to 8%
  • Critical chance increased from 15% to 20%
  • Critical damage increased from 1.5 to 1.8x

Despair

  • Mastery Rank increased from 0 to 4
  • Damage increased from 55 to 58
  • Status chance increased from 2.5% to 16%
  • Critical chance increased from 2.5% to 16%
  • Critical damage increased from 1.5 to 1.6x

Cestra

  • Increased the speed fire rate ramps up
  • Status chance increased from 5% to 20%
  • Critical chance increased from 2.5% to 6%
  • Critical damage increased from 1.5 to 1.6x
  • Ammo capacity increased from 210 to 420

Hikou Prime

  • Damage increased from 32 to 36
  • Status chance increased from 15% to 28%
  • Critical chance increased from 2.5% to 6%
  • Critical damage increased from 1.5x to 1.8x

Twin Vipers

  • Mastery Rank increased from 0 to 5
  • Damage increased from 16 to 17
  • Status chance increased from 1% to 11%
  • Ammo capacity increased to 420

Viper Wraith

  • Status chance increased from 5% to 9%
  • Critical chance increased from 18% to 19%
  • Ammo capacity increased to 420

AkZani

  • Mastery Rank increased from 0 to 4
  • Status chance increased from 5% to 14%
  • Critical chance increased from 5% to 14%
  • Decreased recoil while aiming
  • Increased accuracy while aiming
  • Damage decreased from 13 to 12

Angstrum

  • Direct Impact damage increased from 175 to 200
  • Status chance increased from 10 to 22%
  • Critical chance increased from 5% to 16%
  • Ammo capacity decreased from 30 to 18

Afuris

  • Increased accuracy while aiming
  • Decreased fire rate

Azima

  • Mastery Rank increased from 5 to 6
  • Status chance increased from 10% to 16%
  • Critical chance increased from 10% to 16%
  • Adjusted firing animation

Kulstar

  • Mastery Rank increased from 4 to 5
  • Changed contact damage from Explosion to Impact
  • Added guaranteed Knockdown to contact damage
  • Contact damage increased from 175 to 200
  • Radial damage increased from 200 to 300
  • Status chance increased from 10% to 19%
  • Critical chance increased from 5% to 17%
  • Critical damage increased from 2x to 2.3x
  • Improved projectile trail FX of the bomblets after the initial explosion
  • Ammo capacity decreased from 30 to 15
  • Added recoil
  • Decreased accuracy

Mastery Rank 7-9

Spira

  • Mastery Rank increased from 1 to 8
  • Damage increased from 55 to 82
  • Status chance increased from 5% to 8%
  • Critical chance increased from 25% to 30%

AkStiletto

  • Mastery Rank increased from 2 to 8
  • Damage increased from 18 to 28
  • Status chance increased from 15% to 18%
  • Crit chance increased from 15% to 18%
  • Critical damage increased from 1.5x to 1.8x

Dual Cestra

  • Mastery Rank increased from 4 to 7
  • Increased the speed fire rate ramps up
  • Status chance increased from 5% to 20%
  • Critical chance increased from 2.5% to 6%
  • Critical damage increased from 1.5x to 1.6x
  • Increased mag size from 100 to 120
  • Ammo capacity increased from 210 to 480

Tysis

  • Mastery Rank increased from 4 to 9
  • Damage increased from 35 to 79
  • Critical chance increased from 2.5% to 3%
  • Improved Projectile trail FX
  • Mag size decreased from 15 to 11

Aksomati

  • Mastery Rank increased from 6 to 9
  • Status chance increased from 5% to 8%
  • Critical chance increased from 20% to 24%
  • Ammo capacity increased to 420

Pox

  • Mastery Rank increased from 6 to 9
  • Direct impact damage increased from 50 to 77
  • Improved projectile trail FX

Pandero

  • Critical damage increased from 2.5x to 2.8x (Primary and Alt Fire)
  • Status chance decreased from 15% to 10% (Primary and Alt Fire)
  • Damage decreased from 76 to 72 (Primary and Alt Fire)

AkVasto

  • Mastery Rank increased from 0 to 8
  • Damage increased from 50 to 58
  • Status chance increased from 5% to 12%
  • Critical chance increased from 15% to 16%
  • Critical damage increased from 1.5x to 1.8x
  • Reload speed decreased from 1.8 to 2 secs
  • Fire rate decreased

Twin Vipers Wraith

  • Mastery Rank increased from 0 to 7
  • Status chance increased from 5% to 9%
  • Critical chance increased from 18% to 19%
  • Ammo capacity increased to 440

Lato Vandal

  • Mastery Rank increased from 4 to 7
  • Status chance increased from 5% to 10%
  • Crit chance increased from 20 to 26%
  • Critical damage increased from 2x to 2.4x
  • Damage decreased from 50 to 46

Stubba

  • Mastery Rank increased from 5 to 7
  • Critical chance increased from 21 to 23%

Marelok

  • Mastery Rank increased from 5 to 7

Lex Prime

  • Mastery Rank increased from 5 to 8

Fusilai

  • Mastery Rank increased from 5 to 7
  • Ammo pool decreased to 72

AkJagara

  • Mastery Rank increased from 3 to 8
  • Converted to burst fire that fires two rounds simultaneously
  • Status chance increased from 20% to 28%
  • Critical chance increased from 5% to 6%
  • Mag size increased from 24 to 36

Twin Grakatas

  • Mastery Rank increased from 0 to 9

Talons

  • Mastery Rank increased from 5 to 8
  • Status chance increased from 10% to 26%
  • Critical chance increased from 5% to 22%
  • Critical damage increased from 1.5x to 2x
  • Multishot now spreads additional projectiles horizontal only
  • Ammo capacity decreased from 20 to 12

Prisma Angstrum

  • Mastery Rank increased from 4 to 8
  • Direct Impact damage increased from 175 to 200
  • Status chance increased from 10 to 26%
  • Critical chance increased from 10% to 18%
  • Critical damage increased from 2x to 2.2x
  • Ammo capacity decreased from 30 to 18

Mastery Rank 10-12

Magnus

  • Mastery Rank increased from 4 to 10
  • Damage increased from 45 to 76
  • Status chance increased from 20% to 22%
  • Critical chance increased from 20% to 22%
  • Reload speed increased from 2 to 1.4 secs

Secura Dual Cestra

  • Mastery Rank increased from 6 to 10
  • Increased the speed fire rate ramps up
  • Status chance increased from 7.5% to 20%
  • Critical chance increased from 5% to 16%
  • Critical damage increased from 1.5x to 1.6x
  • Mag size increased from 100 to 120
  • Ammo capacity increased from 210 to 480
  • Damage decreased from 30 to 28

AkMagnus

  • Mastery Rank increased 0 to 12
  • Damage increased from 45 to 76
  • Reload speed increased from 3 secs to 2.4 secs
  • Status chance decreased from 25% to 22%
  • Critical chance decreased from 25% to 22%
  • Fire rate decreased

Spira Prime

  • Mastery Rank increased from 3 to 10
  • Damage increased from 47 to 60
  • Status chance increased from 10% to 14%
  • Critical damage increased from 2.5x to 3x

Dual Toxocyst

  • Mastery Rank increased from 8 to 11
  • Damage increased from 70 to 75
  • Status chance increased from 35% to 37%
  • Frenzy buff on headshot can now be refreshed while it’s active
  • Frenzy buff duration decreased from 6 to 3 secs

Vasto Prime

  • Mastery Rank increased from 3 to 10
  • Status chance increased from 20% to 22%
  • Critical chance increased from 20% to 22%
  • Critical damage increased from 2 to 2.4x
  • Reduced aimed recoil
  • Damage decreased from 70 to 66

Telos AkBolto

  • Mastery Rank increased from 6 to 11
  • Status chance increased from 12.5% to 29%
  • Critical chance increased from 10 to 13%
  • Damage decreased from 50 to 47

Vaykor Marelok

  • Mastery Rank increased from 5 to 10

AkStiletto Prime

  • Mastery Rank increased from 5 to 10

Knell

  • Death Knell buff also adds +20% Status Chance

Dex Furis

  • Mastery Rank increased from 5 to 10
  • Status chance increased from 20% to 28%
  • Critical chance increased from 10% to 14%
  • Ammo capacity increased to 400

Zakti

  • Mastery Rank increased from 6 to 10

Sancti Castanas

  • Mastery Rank increased from 6 to 10
  • Damage increased from 115 to 300
  • Status chance increased from 15% to 34%
  • Critical chance increased from 10% to 23%
  • Critical damage increased from 1.5x to 2x
  • Increased speed of projectile
  • Deployed damage radius increased from 2m to 3m
  • Multishot now spreads additional projectiles horizontal only
  • Ammo pool decreased from 30 to 18

Mastery Rank 13-15

Lato Prime

  • Mastery Rank increased from 6 to 14
  • Damage increased from 37 to 48

Sicarus Prime

  • Mastery Rank increased from 4 to 14

AkLex Prime

  • Mastery Rank increased from 8 to 13

Ballistica Prime

  • Mastery Rank increased from 7 to 14

Shotgun Secondaries

Mastery Rank 0-3

Bronco

  • Damage increased from 38 to 40 (per pellet)
  • Status chance increased from 20% to 22%
  • Critical chance increased from 2.5% to 6%

AkBronco

  • Damage increased from 38 to 40 (per pellet)
  • Status chance increased from 20% to 22%
  • Critical chance increased from 2.5% to 6%

Mastery Rank 4-6

Detron

  • Status chance increased from 20% to 32%
  • Critical chance increased from 2.5% to 4%

Brakk

  • Status chance increased from 15% to 17%
  • Critical chance increased from 15% to 17%

Bronco Prime

  • Mastery Rank increased from 3 to 4
  • Critical chance increased from 2.5% to 6%

Kohmak

  • Mastery Rank decreased from 10 to 5
  • Status chance increased from 10% to 23%
  • Critical chance increased from 5% to 11%
  • Damage decreased from 17 to 15

Mastery Rank 7-9

Twin Rogga

  • Mastery Rank increased from 8 to 9
  • Damage increased from 40 to 47 (per pellet)
  • Status chance increased from 15% to 33%

Mara Detron

  • Damage increased from 30 to 40 (per pellet)
  • Status chance increased from 20% to 32%
  • Critical chance increased from 5% to 8%
  • Fire rate decreased

Mastery Rank 10-12

AkBronco Prime

  • Mastery Rank decreased from 11 to 10
  • Critical chance increased from 2.5% to 6%

Twin Kohmaks

  • Mastery Rank increased from 6 to 10
  • Status chance increased from 10% to 23%
  • Critical chance increased from 5% to 11%
  • Damage decreased from 17 to 15
  • Fire rate decreased

Snipers

Mastery Rank 0-3

Snipetron

  • Damage increased from 175 to 180
  • Status chance increased from 10% to 12%

Vectis

  • Mastery Rank decreased from 3 to 2

Vulkar

  • Mastery Rank increased from 0 to 3

Mastery Rank 4-6

Rubico

  • Mastery Rank increased from 5 to 6
  • Status chance increased from 5% to 12%
  • Critical chance increased from 25% to 30%
  • Reload speed increased from 3 secs to 2.4 secs
  • Damage decreased from 200 to 180

Snipetron Vandal

  • Mastery Rank increased from 0 to 5
  • Status chance increased 15% to 16%
  • Critical chance increased from 25% to 28%

Mastery Rank 7-9

Vulkar Wraith

  • Mastery Rank increased from 0 to 7
  • Damage increased from 250 to 273

Mastery Rank 10-12

Lanka

  • Mastery Rank increased from 7 to 10
  • Quick shot damage increased from 150 to 200
  • Projectile speed increased

Mastery Rank 13-15

Vectis Prime

  • Mastery Rank increased from 3 to 14
  • Damage increased from 325 to 350
  • Critical chance increased from 25% to 30%

Bows

Mastery Rank 0-3

Paris

  • Mastery Rank increased from 0 to 3
  • Charge speed increased from 1 to 0.5 secs

Mastery Rank 4-6

Dread

  • Mastery Rank increased from 0 to 5
  • Charge speed increased from 1 to 0.5 secs

Cernos

  • Mastery Rank increased from 0 to 6
  • Charged shot damage increased from 200 to 220
  • Charge speed increased from 1 to 0.5 secs
  • Status chance increased from 10% to 18%
  • Critical Chance increased from 35% to 36%

Mastery Rank 7-9

Mutalist Cernos

  • Mastery Rank increased from 5 to 7
  • Charge speed increased from 1 to 0.5 secs
  • Status chance increased from 45% to 49%

Paris Prime

  • Mastery Rank increased from 4 to 8    
  • Charged shot damage increased from 200 to 260
  • Charge speed increased from 1 to 0.5 secs

Mastery Rank 10-12

Daikyu

  • Mastery Rank increased from 0 to 10
  • Physical damage changed from 20% Impact, 60% Puncture and 20% Slash to 30% Impact, 40% Puncture and 30% Slash    
  • Charge speed increased from 1.75 to 1 secs
  • Charge can now be held indefinitely
  • Damage decreased from 500 to 460

Cernos Prime

  • Mastery Rank increased from 8 to 12    
  • Charge speed increased from 1 to 0.5 secs
  • Status chance increased from 10% to 30%
  • Reload speed increased from 1 sec to .65 secs
  • Added Secondary Fire Mode toggle that shoots a vertical spread of 3 arrows
  • Added innate +50% damage to headshots

 

  •  

Arcane Changes:
We have made stat improvements to the following Arcanes, indicating base changes. Just multiply by 4 for quick maths of Max Rank values:

Spoiler

Arcane Consequence: On headshots, Bullet Jumping is improved rather than Aim Gliding/Wall Latching.
Arcane Deflection: Now has a base value of 20%
Arcane Healing: Now has a base value of 20%
Arcane Ice: Now has a base value of 20%
Arcane Warmth: Now has a base value of 20%
Arcane Nullifier: Now has a base value of 20%
Arcane Momentum: Now affects Reload Speed with a base chance of 10%
Arcane Acceleration: Now has a base effect of 15% with a base chance of 5%
Arcane Agility: Now has a base value of 10% with a base chance of 3%
Arcane Awakening: Increased from Damage 15% to 25% and bumped chance.
Arcane Fury: Now has a base value of 30% with a base chance of 10%
Arcane Guardian: Armor applied is now additive vs multiplicative with a base value of 150.
Arcane Phantasm: increased base effect from 5% to 10% and base chance from 4% to 8%.
Arcane Precision: Now has a base value of 30% with a base chance of 20%
Arcane Rage: Now has a base effect of 30%
Arcane Strike: Now has a base value of 10%
Arcane Ultimatum: Armor applied is now additive vs multiplicative with a base value of 150 with a Duration of 5 seconds at base rank
Arcane Velocity: Now has a base value of 20% with a base chance of 15%
Arcane Resistance: Now applies to Toxin Damage with a base value of 20%

The Index Changes:

Co-op games and the Index, not always a recipe for success. Often times your time spent in the Index is at the liberty of your squad mates. We have added individual extraction to The Index! When players reach their wager target, if they're winning, the game will pause and bring up the defense reward screen. Players will have the option of extracting or continuing.

If players continue, they earn the credits reward, and the wager target is reset so that they have the opportunity to reach it again for more rewards. If players extract, the game ends and they collect all the rewards they managed to earn. The initial investment fee is only taken away once, regardless of the number of times the reward was earned. If time runs out and players are losing, they forfeit all rewards.

  • Required points per tier are now 50/75/100.
  • Increased the required Index points from 25/50/100 to 50/100/200
  • Enemy levels scale half as fast.
  • Changed the investment costs from 45k/60k/75k to 30k/40k/50k, and changed the credit returns from 120k/195k/275k to 105k/175k/250k. The amount of profit for each tier remains the same at 75k/135k/200k.
  • Changed the rewards to give the total credit return and take away invested credits, instead of combining them into the net profit.

Teralyst Changes:

  • Increased Teralyst base level to 50.
  • Reduced base Armor and reduced base Health of Synovia weak points a bit.
  • Reduced damage of Teralyst abilities to reflect increased level.

Somachord Changes:

  • Volume slider changed to a horizontal slider.
  • Added loop toggle:
    • None: Stop playing songs once the current one ends
    • Loop: Existing behavior
    • Loop 1: Repeat the current song after it ends
  • Inverted the Shuffle state to be bright when it's enabled, and dark when disabled.

Changes

  • Resource Drop Chance Boosters now affect Mining and Fishing, doubling the chance to get gems and the base number of fish spawns! (Previously only regular Resource Boosters affected the Plains)
  • Prime Vault Bounty Relics in Stage 1 have been moved to be rewarded in Stage 2 and weighted accordingly amongst the other Stages. It’s worth noting that Bounty Stage 5 now yields the highest chance of getting a Vaulted Relic. Our intentions here are to alleviate players abandoning the Bounty after the first Stage.
  • Resource Theft Incursion and Bounty stage (aka Armored Vault) in Plains now lasts only 2 minutes (was 3 minutes).
  • Increased amount of Lures allowed at once from 6 to 8. Lures that have not been hacked to Tenno faction now get destroyed when their camp is deactivated, freeing up room for a new Lure to spawn when players enter other camps.
  • Replaced Relics rewarded from Ghouls with Prime Vault Relics (Lith G2 & Neo E1 replaced Lith T1 & Neo S7).
  • Focus Passives now apply immediately upon loading into a mission rather than requiring the brief Operator transition.
  • Operators can now interact with Pets on your Orbiter!
  • Reduced the delay between using a Gear item and spawning Archwing in the Plains.
  • Zaws and Operator Amps now have a stat in your Profile.
  • Mastery Rank eligible weapons now appear first with locked weapons appearing below when viewing weapons in the Market and Arsenal.
  • Pressing and holding the fire button on an automatic weapon during a dodge roll will now begin firing once the dodge roll is complete. It's now consistent with pressing and holding the fire button before doing the dodge roll.
  • Interrupting an automatic weapon with quick melee will no longer require the player to press the trigger again; the weapon will now resume firing once the melee attack is done.
  • Updated the Dojo Research completion icon.
  • Tweaked Dojo Tenno Lab glass to fix bloom issues when using custom Dojo colors.
  • Warframes in the Tenno Lab will now spin instead of standing still - so fancy!
  • Improved the coordination of rain and stormy skies in the Plains to fix rain appearing during a clear blue sky.
  • Reduced head bounce movement in Chroma’s sprint turns.
  • Forma/Forma Bundle prices in the Arsenal Upgrade screen will now display the discounted price if there's an active sale.
  • Relay Chat tab now goes to the right of the squad tab.
  • Eidolon Vomvalyst Lures now have a new distinctive mesh!
  • Updated mastered icons in Inventory, they are now using the teal version rather than plain white.
  • Mastered icons now also appear on Blueprints in the Inventory for items that have been mastered.
  • Updated Grineer Settlement icon when used in the World State Window (old one was just a distant screencap of Phobos).
  • Lowered and reduced marker range for small elevators in Grineer Asteroid tiles.
  • Purchasing a Slot or Orokin Catalyst in the Upgrade screen will now auto equip/install. This reduces the amount of prompts you have to go through to equip/install said items.
  • Harrow’s emissives will now always be on so you don’t need Penance active to see Energy Colors.

Fixes

  • Fixed enemies not spawning if a Host Migration occurred. 
  • Fixed Clients not being able to see/pick up the dropped Brilliant Eidolon Shard when a Host Migration occurred and no one had picked it up yet. 
  • More fixes towards the gates to the Plains not opening. 
  • Fixed the Operator Granmu Prism dealing more damage if you were a Client. Now Client and Host deal the same damage.
  • Fixed Clients in the transitioning tunnel preventing players from leaving Cetus again when doing subsequent Bounties.
  • Fixed the Assassination Commander spawning under the Cetus door if the Host is not within the Bounty objective circle, causing him to be unreachable and failing the Bounty.
  • Fixed being stuck in the Cetus walking state and only jogging when attempting to sprint when a Client player transitions from Cetus to the Plains. The player will go to the proper Jog/Run state if they are killed and respawn.
  • Fixed a number of Melee Stances with hold combos "missing" their charge attacks when unranked; these Stances now have charge attacks until the Stance is ranked up at which point the charge attacks are replaced by the hold combos.
  • Fixed a crash that could occur when hacking an Eidolon Vomvalyst Lure.
  • Fixed an issue when buying Loadout Slots could break placement of the UI.
  • Fixed not being able to draw your bow while sprinting (you could always charge your bow while sprinting, but pinky-friendly sprint changes have made this more obvious).
  • Fixed the Constella Syandana's jagged collision on some Warframes.
  • Fixed the Javlok alt fire not cancelling reload when you had no more ammo in the clip.
  • Fixed two objective markers showing up on the Defense cryopod on Earth.
  • Fixed the Thousand-Year Fish Statuette not rendering properly in your Orbiter.
  • Fixed incorrect weapons appearing on a player if they login on an account with empty Slots after being logged in on an account with weapons equipped.
  • Fixed missing rain VFX when loading into Cetus from Navigation, or when aborting a mission from the Plains.
  • Fixed Corinth reloading only one shell when spamming the alt-fire button without having enough ammo to fire or having Auto Swap On Empty disabled.
  • Fixed Mirage Noble idle set playing throwing variant instead of pistol variant sometimes.
  • Fixed text descriptions extending outside UI boundaries when choosing Orbiter Display images.
  • Fixed lights in the Orbiter looking polygonal/edgy.
  • Fixed sometimes spawning into an Excavation mission on Earth with the first Excavator not marked on the minimap.
  • Fixed some Kuria being embedded in the Grineer Shipyards geometry.
  • Fixed a crash when loading the Mandachord.
  • Fixed your Warframe not playing the composition idle animation when in Mandachord.
  • Fixed Arsenal Mandachord being unusable after first switching from a different Warframe to Octavia.
  • Fixed being unable to use secondary fire as Operator while sprinting.
  • Fixed a hitch in the third mission of the Silver Grove quest when the enemy spawns.
  • Fixed hold Abilities not being cancelled when knocked down/staggered.
  • Fixed switching to a loadout and then switching back to the previous one causing a loss of functionality.
  • Fixed the Asita Rakta Syandana clipping into Loki Primes back when equipped.
  • Fixed not being able to Chat link Operator Magus, Exodia, or Virtuos Arcanes.
  • Fixed Orvius ignoring Nullifier bubbles.
  • Fixed a Mining exploit caused by switching weapons while zooming in.
  • Fixed Grineer Galleon guns causing camera shake multiple rooms away.
  • Fixed toggle sprint preventing Titania’s Razorwing from being able to ascend.
  • Fixed default Lotus Symbol avatar appearing for last player to join a squad.
  • Fixed head tracking on Solar Map in 4k.
  • Fixed certain weapons not giving elemental Mod damage to Mirage’s Hall of Mirror clones.
  • Fixed Reticle dot appearing through Dojo options screens.
  • Fixed a specific spot in the solar map UI causing Warframe head shake.
  • Fixed equipped Mod indicator not working during trades.
  • Fixed some Void nodes having incorrect background image and faction Icon.  
  • Fixed a crash caused by trying to interact with Nidus’ chair while visiting someone’s Orbiter.
  • Fixed some rocks in the Plains appearing wet when they're not next to water and it's not raining.
  • Fixed Clients hitching/disconnecting if host repeatedly switches loadout in Arsenal.
  • Fixed default profile Icon showing wrong Glyph.
  • Fixed minor issue in Jordas Verdict where Meatballs wouldn't be destroyed after clearing the second wall of infested goo in the first stage.
  • Fixed a few cases where forces being applied to severed ragdolls were too high.
  • Fixed ESC key not closing matchmaking box.
  • Fixed case where Affinity XP notification can get stuck on the screen.
  • Fixed some nav issues on Grineer Asteroid tileset.
  • Fixed incorrect Factions listed when loading into a Crossfire mission.
  • Fixed a stuck waypoint in the final mission of The War Within quest.
  • Fixed a Host migration in the Plains resulting in previously destroyed resources reappearing.
  • Fixed a script error when a Host migration occurred in the Plains.
  • Fixed the diamond in the Ki’Teer Sugatra not changing color when customizing the Energy color.
  • Fixed a loss of functionality when opening an empty Wishlist.
  • Fixed Clients seeing a much smaller Vazarin Sonic Dash shockwave VFX.
  • Fixed the icon for the Kavat Sentinel tail (was on upside down).
  • Fixed primary weapon displaying wrong Magazine/Ammo pool when it is out of Ammo and is switched to from dual wielding.
  • Fixed unveiling a Riven if you enter Navigation before the unveil UI pops up resulting in your UI breaking. 
  • Fixed a hitch when initiating Archwing in the Mastery Rank 25 test.
  • Fixed a hitch in the final mission of The New Strange quest. 

Conclave Changes

  • Chroma can no longer jump or sprint when using Spectral Scream.

 

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When can matchmaking be looked at? Efficient players will always have their mind set, and poor matchmaking results in people not contributing the same in missions, complaining on the forums, and gear being toned down (pointing at non-scaling Ember). It would be very nice to see matchmaking tuned so slower players can play with each other, and efficient ones can resume their playstyle.

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Your explanation of the removal of raids were honestly terrible. We were promised statistics, we were promised evidence and we got back a 5 minute segment on the same thing you stated on the forums thread. This is a insult to the raid community.

On a personal note,

I would like to thank DE for killing off RSB.
I would like to thank DE for killing the warframe speedrun community.

I would like to thank DE for killing all the raid dedicated clans.

I would like to thank DE for removing content that a lot of veterans play daily.

 

P.S, Your new Dark Sector Mode is a glorified survival mode where the only unique aspect is the changing tiles. Except you don't even have to kill enemies, just capture the orbs. To say that this is on any level of difficulty of raids is further insulting to us. To think three years was spent to make this is ridiculous.

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There are bunch of various annoyances that have popped up or have been unspoken about for a few months:

  •     A Toxin ancient's roar can bypass quickthinking insta killing your frame regardless if you had energy
  •     Archwing movement was tweaked recently making it much harder to control when turning while boosting
  •     When rolling there is a slight delay where you are unable to shoot or melee

 

Christ the new textfont. atleast give us an option to have no shadow at all
XWlMw5D.png

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Wellp, time to break out the clipboard and coffee and get to testin.

 

Aww damn... you guys are still staying with this "unvaulted relics only from bounties" rubbish? PLEASE add the unvaulted relics into regular mission droptables. You REALLY need to make more alternatives, more options for obtaining these relics other than trying to carrot players onto the plains to run those boring bounites =/

 

 

OK I dont know what you guys did but before this update hit my Boar Prime was hitting 100% status and now after its only at 99.9% status. My build was literally totally dependant on hitting 100% status just to keep up with other weapons, and the damage boost it got means nothing if it cannot hit 100% status. Other shotguns with projectiles I'm noticing are having the same problem. This massively hurts these weapons. Please look into this.

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Please do not kill raids. You will kill entire communities, friendship, fun times and more importantly, raid removal will cause many players to leave your game. Why? Simple, say my friends only play Warframe for raids. They stop playing, I loose people I play with. Result? I will leave as well. 

Straight up removing content for the sake of not being able to fix bugs is simply laziness. You do not realize how much of an impact this will have on many players. Especially since you do not replace the content with ANYTHING AT ALL. 

Please reconsider.

- A fellow vet that's tired of not having anything to do in your game.

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How about: 

  • new Clan management system;
  • fields for "Clan description"(Clan Rules), except for the already available "motd"
  • more flexible and variable "Hierarchy and Roles" system;
  • stricter access to the Dojo and Labs (to avoid players who join the clan, buy BP's and leave).
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