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Red Raevynbecause I only take Bubble BathsRegistered Userregular
I'm just figuring out how he works as I level him up, and I like him.
Fought Archon Nidus last night and geeeeeze what a bullet sponge. I was trying to find information on what kind of builds would work better, but all I got were videos of fully formaed-arcaned-operator boosted-etc-etc Kuva Hek 2-shotting it. I had 2 groups flop on it, but the third was solid with a standout Octavia Prime. By then I was trying out a Vaykor Hek build but it wasn't very good (only 3 Forma in mine) and I found my Dual Ether did better, as they often do (very good Riven). I enjoyed having a fight that took some figuring out and strategy though, good addition to the game.
Are you playing on console? if not yell in discord if you want to group for archons. Unless you prefer randos, sometimes I like meeting new people who can offend me in interesting ways.
In warframe on PC my name is severenn
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Red Raevynbecause I only take Bubble BathsRegistered Userregular
Are you playing on console? if not yell in discord if you want to group for archons. Unless you prefer randos, sometimes I like meeting new people who can offend me in interesting ways.
Ah thanks, will do next time. I'm in the PC clan, Fremenoc in Warframe.
I finally slapped an old laptop SSD into my desktop so I have more room to install games SO IM REINSTALLING BWAHAHAHAHAHAHAHA
I hear it's Dog Days?
Can someone give me a quick update on all the crap I missed? I stopped playing right around Angels of the Zariman. I imagine there's Moar Grind.
There is: Veilbreaker - Narmer event. You can now grind Archons and you can grind as Kahl-175, a grineer. Introduced Archon shards (your OP frames are now even more OP once you've grinded), some very powerful Archon melee weapons (daggers that shoot fireballs, whip that blasts toxin, trident that stomps electricity), Styanax (pretty cool hoplite frame), Aegrit (secondary thrown explosive and pretty good) plus some mastery trash. Lua's Prey - Grind a new survival variant on Lua with spooooky Dax. Rewards you with Voruna (Weird ass "werewolf" warframe that I mastered and haven't really touched since. It does have some nice features), some OK weapons and some niche arcanes. Citrone's last wish - Grind a new variant of Defense. Rewards you with Citrine (support frame with some very powerful abilities for defense, support and CC. But mostly talked about because her design is vaguely vagina-like), a very mediocre shotgun and a gun-melee (corufell) that's half beatstick, half insanely powerful energy blaster. Plains of Duviri - Grind a new Open world that you should probably solo once you've unlocked some basic upgrades. Grind cyber-pegasus-horse (with a emphasis on sus) and drifter upgrades. Grind for Kullervo (throwing dagger and melee themed warframe that has some craaaazy powerful offensive and defensive abilities. And by powerful I mean "I want to deal a milliun damage to everything in front of me"), grind for crazy powerful melee weapons (Azothane, twohanded nikana, and Sampotes, hammer, are two of the best yeeters in the game right now. There are two more weapons that are also powerful but not really my style) and a bow that's so hard to grind that I haven't even started grinding it. Duviri also has The Circuit as a new game mode to earn arcanes, earning the classic warframes and "incarnon genesis" thingamajigs so that you can make incarnon versions on some of the classic weapons like Braton, Kunai and stuff (the main reason to get involved in that gig is that it makes the Stalker trio weapons relevant again).
Fiendishrabbit on
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
I like the sniper rifle from the lua's prey stuff quite a lot. It looks cool, and has a gimmick where it has a small maximum ammo pool but a headshot-procced several second buff where you don't consume any ammo, and has an interesting perfect horizontal line bullet spread when not scoped. So go nuts with the unscoped spread at head height on crowds of normal chaff enemies or scoped drilling on the head of tougher stuff. It's my favorite primary these days.
I like the sniper rifle from the lua's prey stuff quite a lot. It looks cool, and has a gimmick where it has a small maximum ammo pool but a headshot-procced several second buff where you don't consume any ammo, and has an interesting perfect horizontal line bullet spread when not scoped. So go nuts with the unscoped spread at head height on crowds of normal chaff enemies or scoped drilling on the head of tougher stuff. It's my favorite primary these days.
Largely irrelevant? To do good damage you want to activate the buff, which avoids making you reload much because you consume zero bullets as long as you keep getting a headshot occasionally. You do use one bullet up each shot without the buff and it drops pretty fast so it's not free bullets forever but it feels like -magazine +reload speed would be a waste of a mod slot to me. On the other hand, it's one of the rare weapons I think ammo drum is worth sticking on in the exilius slot, due to its low max ammo. Voruna innately gets a max ammo bonus but I use it on excalibur so running out of ammo is a real possibility, especially on missions with weird drop rules.
And also wow I also see why Nidus mains get frustrated sometimes at allies that just refuse to let you have any stacks. Bruhs I need to eat.
I've wondered whether other players are supposed to completely ignore anything that's been Larvaed.
Nidus is supposed to have a 50% chance to get a mutation stack when something in his larva dies for any reason/from any source. So while it's ideal for the Nidus to get a cast or two of Virulence off on it, he doesn't get nothing if you tactical nuke the blob.
Just, like, don't follow a Nidus around and nuke everything he's running towards before he even gets a chance to cast anything - that'll get you some >:I energy.
Largely irrelevant? To do good damage you want to activate the buff, which avoids making you reload much because you consume zero bullets as long as you keep getting a headshot occasionally. You do use one bullet up each shot without the buff and it drops pretty fast so it's not free bullets forever but it feels like -magazine +reload speed would be a waste of a mod slot to me. On the other hand, it's one of the rare weapons I think ammo drum is worth sticking on in the exilius slot, due to its low max ammo. Voruna innately gets a max ammo bonus but I use it on excalibur so running out of ammo is a real possibility, especially on missions with weird drop rules.
Wrong mod ack, I meant Primed Chamber / Charged Chamber; eg, if you hit on the first shot does the 0 reload then count as a "first shot" from then on?
I doubt it, the first shot does take a bullet so you'll never have a full magazine with the buff running. I don't have primed chamber anyway and as I recall the non-primed version generally isn't even worth using over other damage mods on single shot magazines like the vectis.
Can you relaod while the buff is running? so each subsequent shot is the first shot in the magazine? It's been a long while since I used it but I have a vague recollection of being able to reload after the first headshot.
the reload is long and the buff is short, I dunno. Maybe if you spent mod slots on reload speed and primed chamber you could make it work? I'll test it out.
All of this is why I don't like the Perigale. My military service days taught me that more lead downrange is good and Perigale actively punishes that playstyle.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
I think that does work, as long as the clip is full when you fire it applies the buff from chamber. The buff itself is 4 seconds long, so the only real difficulty is maintaining the buff. You might be able to do it on some bosses if they keep their weakpoint exposed for a long time, but most bosses just go lol no and make you do scripted puzzle shit to get to shoot them at all so meh. Maybe this would be worth it on Archons? I don't know how their stupid damage reduction interacts with this kind of gun.
I also forgot that the rifle is a burst fire sniper rifle because I always run it with boosted fire rate so it feels more like a single shot. It fires 4 of the 12 bullets in the clip per trigger pull if you don't get the buff, if you land the headshots it triggers the buff after 2 bullets are consumed due to either latency or just needing 2 headshots to trigger or something.
edit: hmm actually I'm not sure the chamber mod is doing anything, I'm getting 1800 crit headshots on simulacrum corrupted bombards with just the non-primed chamber mod and primed reload speed mod equipped, whether or not I have a full clip.
All of this is why I don't like the Perigale. My military service days taught me that more lead downrange is good and Perigale actively punishes that playstyle.
while you have crowds it's super easy to maintain the buff and just explode heads by aiming vaguely around head level of whatever you're fighting and doing unscoped shots as fast as you can
Cool. Argonak effect for everyone. As my eyesight is getting shittier for each year that passes this is a welcome update.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Shield gate duration scales based on your shield amount, from .33 seconds up to 2.5
Edit: they're also changing a bunch of mods to work off of rank 30 stats instead of base rank. Final numbers are supposed to end up in the same spot or as a slight buff but they're reducing the actual percentage on the mod itself
That reduces the power of the decaying dragon key exploit (very slightly!)...but outside of that exploit shieldgating just becomes even more powerful. Being able to regenerate 1000 shields with the press of a button is barely anything for many warframes that have shield recharge powers.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
The way the writeup is worded they were worried less about the power of shield gating itself and more that the optimal way to play, keep your shields really low and regen high to maximize gating, was counterintuitive and not fun
shields still don't get damage reduction right? so 1000 shields is still tissue paper at high levels? I've never understood why you'd want to build for shields at all outside of the frames that are special about them like hildryn
Warframe Shield Changes
There are many avenues for Tenno to approach Warframe survivability -- usually, it’s through increasing Health and Armor values, or making use of damage resistance features of certain Mods or Abilities, etc. For Shields, however, there is an incentive to do the opposite: the current meta encourages players to reduce Shield values as much as possible to make use of Shield Gating mechanics.
As Developers, we’re stuck in a strange position. On one hand, we see player ingenuity and creative ways of engaging with mechanics, but on the other, we see proof that Shields are not offering the same value to players as other survivability tools -- to the point where you are rewarded for having the lowest Shield stat possible.
We want to change this so that Tenno are incentivized to increase their Shield stat instead of reducing it. To do so, we’re approaching this challenge in two key ways:
Firstly - we’re buffing Tenno Shields overall!
Previously: Tenno Shields offered a 25% resistance to all damage types.
Now: Tenno Shields will offer a 50% resistance to all damage types.
We’re also buffing a few Shield-specific Mods with Recharge rate in mind!
(values below are at max rank)
Fast Deflection: added -45% Shield Recharge Delay
Fortitude: increased the Shield Recharge value from +80% to +100%.
Also increased Chance to Resist Knockdown from +20% to +40%.
Vigilante Vigor: added -30% Shield Recharge Delay
These Mod buffs feed directly into the other half of our approach:
Secondly - we’re reworking Shield Gating!
Shield Gating was added to the game back in 2020 with Update 27.2.0 as a way to prevent one-shots, especially at higher-level content. We feel that this mechanic accomplished that goal, but the implementation of it had an unintended side-effect: players are rewarded for having the smallest Shield stat and fastest Shield Recharge stat to make use of the Full Shield Break mechanic.
As mentioned above, our intention is to offer players more benefits for having larger Shield values, so Shield Gating is getting a rework. The core mechanic is staying: when you lose all Shields, you gain a period of invulnerability. What is changing is how this period of invulnerability scales with the amount of Shields you have.
The changes outlined below are being made with that vision in mind:
Part 1 - Shield Gate Duration will scale with the amount of Shields you had upon Shield Break.
Previously: full Shields upon Shield break offered a 1.3-second window of invulnerability.
Now, depending on your Modded values, this window could be anywhere from 0.33 seconds (minimum duration) to 2.5 seconds (capped at 1150 Shields). To receive the original 1.3-second Shield Gate, players will now need around 325 Shields upon Shield Break.
You can see a full overview of the Gate Duration vs. Shields Depleted in the graph below:
Part 2 - Partially Depleted Shields do not have a separate Shield Gate Duration.
Previously: shield breaks on Shields that were not fully regenerated offered 0.33 seconds of Shield Gating.
Now, Partially Depleted Shields will be treated with the same scaling values outlined above. For example, if you had a max Shield value of 1200, but your Shields were broken with only 350 available, you would receive ~1.3 seconds of Shield Gating!
With these changes, the more Shields you have and the faster they regenerate, the more you’ll get out of the Shield Gating system!
Part 3 - We’re adding a new Corrupted Mod: Catalyzing Shields
With the changes to Shield Gating, we still want to offer players different ways to interact with this system without always having to Mod for the most Shields possible. To accomplish this, we are introducing a new Corrupted Mod: Catalyzing Shields.
This Mod will reduce your maximum Shields by 80% but will also change how Shield Gating Scaling works for your Warframe with a guaranteed 1.33 seconds of Shield Gating upon full Shield depletion. With this Mod equipped, Shield Gating duration will scale from 0.33 to 1.33 based on your maximum Shield values, regardless of what they are.
For example, if my maximum Shields are 100 with Catalyzing Shields equipped, I would expect the following Shield Gating durations:
100 Shields at Shield Break: 1.33s of Shield Gating
75 Shields at Shield Break: 1.0s of Shield Gating
50 Shields at Shield Break: 0.67s of Shield Gating
25 Shields at Shield Break: 0.34s of Shield Gating
10 Shields at Shield Break: 0.33s of Shield Gating
As a reminder, 0.33s is the absolute minimum duration for Shield Gating!
Since this is a new Corrupted Mod, it will be obtainable via Orokin Vaults on Deimos. We will run an Alert for this Catalyzing Shields Mod one week following Abyss of Dagath’s release to give players faster access to this Mod to test in their builds.
Part 4 - Decaying Dragon Keys are being updated to debuff both Shields and Shield Gating.
With revised Shield Gating, we felt it was important to update Decaying Dragon Keys as well. These Gear items are currently used to lower the threshold needed for Full Shield Breaks with Shield Gating, and while we love to see players finding unique interactions between various mechanics, Dragon Keys are intended to increase difficulty when equipped.
With that intention in mind, Decaying Dragon Keys now cap player Shield Gates to 0.33s maximum.
Part 5 - A few other details to cover!
Hildryn’s Passive is being buffed from 3s Shield Gating Duration to 3.5s Shield Gating Duration!
In our next update, Abyss of Dagath, we will be making extensive changes to the way you use, Mod, and interact with your Companions! Please use this post to become informed about what we are changing and why. As always, with pre-release information, this represents our current plans and goals but it might differ slightly from the final version.
Our high-level objectives for this Companion rework are:
Make pets more viable in high-level gameplay by making them immortal. Pets can no longer die! This avoids frustrating scenarios where you are relying on your Pet to provide some feature or bonus only to have them get removed from play. The base stats of Pets has also been increased significantly to help them in difficult missions.
Introduce more interactive Mods that offer ways to play alongside your Pet instead of it being mostly autonomous like a specter.
Changes to many Pet Mods, mostly to support the first two goals of removing death states and improving basic survivability. Some Mods were inconsistent in their naming or stats, and we have improved this. We have rebalanced some Mods that players felt were not good enough, or ones that we've observed are SO good that they are considered "essential."
Pet Immortality
We've all seen the memes with people giving their Pets funny names, only to see the message over and over every few minutes: "Your pet is down!" Dying cats and dogs have been demanding attention on your HUD, and spontaneously combusting sentinels have been robbing you of your Vacuum and Animal Instinct for years.
All that changes with this update. Going forward, Pets will still have Health and Shield values, and they can be knocked out, but they will not die if you fail to revive them. When they reach zero Health, Pets will instead become Incapacitated for a base duration of 60 seconds. All Pets will automatically revive at the end of their Incapacitate period, and there is no limit to the number of times this can happen.
Kavats, Kubrows, Moas, and Predasites will collapse on the ground and can be, optionally, manually revived to get them back into action quicker.
Sentinels cannot be manually revived, but they will fly along with you in a damaged state while performing their automatic self-revive.
Vulpaphylas have their usual tricks instead, where they morph into a Sentinel-like state for a short period and then recover.
Khora's Venari still uses its usual behavior of temporarily disappearing if defeated, but you can override its time-out by spending energy to cast her Venari Ability.
Several Mods have been modified or introduced that also change when or how your Pet deals with Incapacitation - see the section about Mods for specifics.
Pet Stat Changes
Two broad changes have been made with regard to your Pet's base stats to increase their staying power.
Firstly Health, Shields and Armor have been refactored across the board. This simple numeric buff was made with the goal of Pet survivability increasing by approximately 50%. This also means that the choice of whether to use, for example, Enhanced Vitality or Linked Vitality, will depend on your Warframe choice instead of the Linked Mod always being strictly superior.
Additionally, non-Sentinel Pets now gain their full Health and Shield values immediately when you acquire them. Historically Health and Shield values would increase as your Pet ranked up, which you could see as "Rank Bonuses" in the Upgrades screen. We've removed this behavior and simply given Pets what would end up being their Rank 30 values at Rank 0. This should let you immediately take your Pets on more difficult missions after earning them!
Including both the removal of Pet rank bonuses, and the base increase to stats, here’s what the new stats will look like for all Pets at rank 0:
Revised Moa Stats:
Moa: 350 Health (from 100), 350 Shield (from 100), 350 Armor (from 100)
Moa base stats can be modified further by their components and via gilding
Previously, the Mod Link Health could cause your Companions to gain some of the healing that your Warframe did. This invisible feature was not indicated by the card, and it was never explained what forms of healing worked or why. Additionally, Pets were using some of the same mechanics that things like mission objectives did, which limited the effects of some healing or defensive powers. We've decided to remove both of these obscure mechanics and restrictions.
Companions will no longer gain Health when your Warframe does if using certain Health-absorbing powers together with the Mod Linked Vitality (formerly Link Health). The restrictions of the following abilities and features, as they apply to granting Health, Shields, or Damage Resistance to Pets. have been removed:
Warding Halo
Blessing
Immolation
Blood Altar
Splinter Storm
Intrepid Stand
Eclipse
Discharge
Desolate Hands
Penance
Thurible
Mend & Maim
Sancti Magistar
Protective Sling
Changes To Existing Mods
Sentinel Survivability Mod Changes:
Calculated Redirection changed from max 275% Shields to max 250% Shields
Enhanced Vitality changed from max 220% Health to max 250% Health
Metal Fiber changed from max 110% Armor to max 250% Armor
Regen has been changed significantly. Because your Sentinels no longer die after reaching zero Health, Regen instead reduces the Incapacitation time of your Sentinel by 20 seconds, and provides 6 seconds of Invulnerability after reviving.
Primed Regen provides a greater benefit: Incapacitation time is reduced by 35 seconds, and provides 6 seconds of Invulnerability after reviving.
Sacrifice still allows your Sentinel to automatically revive you; however, the Sentinel now goes into Incapacitation instead of being destroyed. Adds 15 seconds to your Sentinel's Incapacitation time.
Repair Kit has been changed from providing your Sentinel with 6 Health per second to 18 Health per second.
Companion Survivability Mod Changes:
Link Health has been renamed to Linked Vitality, and changed from max 165% of your Warframe's Health shared with Companion, to max 125% shared Health.
Link Shields has been renamed to Linked Redirection, and changed from max 110% of your Warframe's Shield shared with Companion, to max 125% shared Shield.
Link Armor has been renamed to Linked Fiber, and changed from max 110% of your Warframe's Armor shared with Companion, to max 125% shared Armor.
Medi-Pet Kit has been changed from providing your Companion with 6 Health per second and 72% Bleedout Reduction, to providing 12 Health per second and reducing Incapacitation time by 15 seconds.
Accelerated Deflection (+90% Shield Recharge) has been changed from being only equipped on Sentinels, to the Robotic category, which means it is now also compatible with Hounds and Moas. Additionally, it also provides -45% Shield Recharge Delay.
Other Companion Mod Changes:
Djinn's "Reawaken'' has been changed. Now it will reduce Djinn's Incapacitation time by 6 seconds for each Energy Orb you pick up. Djinn will also revive with 300 points of Overshield for each collected Orb.
Dev note: Since every Sentinel now has a free immortality feature, Djinn needed something to be special again.
Pack Leader has been changed. Instead of healing your Companion by 36% of melee damage inflicted, it now restores 50 Health per melee hit. Excess healing becomes Overguard instead, with a maximum of 600 Overguard.
Primed Pack Leader increases Pack Leader effect to 92 Health restored per hit, and increases Overguard cap to 1100.
Dev note: Pack Leader's healing was so strong that, functionally, any upgraded melee weapon would fully heal your Companion in a single hit. You would hit an enemy for several thousand damage, and your pet would proportionately receive thousands of Health. This change tries to make the healing values more sensible so that you can heal your Companion efficiently but not *instantly*. By letting you overflow into Overguard, it also provides some extra ability to tank large hits.
Sentinel Sanctuary and Companion Shelter Mods have been improved. The shield globe, while the player is performing a Revive, has been increased from 600 Health to 1800 Health.
Self Destruct has been altered and renamed. Formerly this would cause Sentinels to cause 600 Blast damage in an 18-meter radius on death. This is now renamed to Knock Out Blast and causes 600 Blast damage in an 18-meter radius on Incapacitation.
Loyal Companion has been replaced entirely. Formerly it provided a 90% Bleedout-Link so that your Companion had a longer period of time where it could be revived. Since pet death is no longer a factor: Loyal Companion causes your pet to taunt enemies and draw fire to itself for 30 seconds if your Warframe falls below 35% Health. There is a 60-second cooldown between activations.
(Parazon) Hard Reset: Changed from instantly reviving your pet if you achieved 3 Mercy Kills within 40 seconds, to reducing your pet's Incapacitation time by 10 seconds on each Mercy Kill.
Dev note: We found that this was fairly difficult to achieve. Changing it to allow incremental progress makes it more reliably beneficial to use this.
Fired Up has been both improved and simplified. Previously this would require that your Sentinel has been shooting continuously for some period of time, and then added a Heat damage multiplier. This has been changed so that the Sentinel gains a 5% bonus Heat damage on every weapon hit up to 100%. The bonus resets after 5 seconds without the Sentinel getting a hit
Dev note: This Mod was difficult to understand and only worked if the Sentinel weapon already did some amount of Heat damage. The mechanics are now more intuitive and the bonus applies the same way adding a Mod would, so your Sentinel's weapon doesn't need to already do Heat damage to benefit.
Spare Parts: Replaced completely. Previously Spare Parts would cause Sentinels to drop rare materials on death. This has been replaced by Salvage Scanner, which causes your Sentinel to mark enemies for 5 seconds, choosing a new target every 15 seconds. Killing the marked enemy causes them to drop extra loot.
Dev note: Since Pets no longer die, we wanted to change their resource drop to something that was more interactive and rewards combat instead of your Sentinel randomly exploding.
New Companion Mods
Referring back to the introduction, one of our goals with the Companion rework is to add opportunities for the player to work together with the Pet. Instead of a Mod that only affects your Pet, we looked for ways that you and your Pet could amplify each other. Our current plan is for these new Mods to be available at the Conservation vendors in Cetus, Fortuna, and Deimos. These new Mods are still in development, so we aren't quite ready to share them in this Workshop post, but full details will be available in the Abyss of Dagath patch notes.
Further Companion Quality-Of-Life Changes
A few further changes that are worth mentioning:
Sentinels now avoid damage from Fire Eximus explosions if you also avoid damage with a successful Roll.
The improvement to Shield Gating where it now scales with maximum Shield strength and fully resets as long as you have any Shield charge at all, also applies to Companions.
Companions can now gain Overguard and Overshield.
Closing
Thank you for taking the time to review the Dev Workshop! We hope you'll have fun playing our changes, coming to the game with the Abyss of Dagath update.
For those of you with an interest in the sea, who wish to use the murky depths to drown your foes, this workshop is for you! Hydroid is receiving a rework with the Abyss of Dagath update on October 18th! This Developer Workshop is focused entirely on what changes Hydroid will be receiving and why we are making these changes.
The goal of the Hydroid rework is to keep his unique style while making him both easier to use and bring his power more in line with other Warframes. This means changing how his abilities work through changes to their damage types, removing charging mechanics, and making enemies easier to hit while they are wrapped up in his abilities. Additionally, it means reworking his passive and removing the Undertow ability, replacing it with the new Plunder ability.
For a closer look at our deadly marauder of the deep, let's dive right in!
Changing Impact Damage to Corrosive Damage and Status
Currently, Tempest Barrage and Tidal Surge both deal Impact damage. This is being changed to Corrosive Damage, which can apply Corrosive Status. Corroding Barrage is a widely used Augment Mod by those who play Hydroid currently, which causes Corrosive Status for Tempest Barrage, and due to its popularity, we looked to incorporate its effect into Hydroid at a base level. We felt changing Impact to Corrosive damage in Hydroid’s abilities makes them more thematic to the sea while also incorporating Corroding Barrage’s current effect in a meaningful way. With this change in mind, Corroding Barrage will now apply Viral Status instead of Corrosive - more details on that below.
Passive Changes
Hydroid’s existing Passive has a chance to spawn a tentacle when performing a melee slam attack. We are removing the existing passive entirely to be replaced by an entirely new effect.
The nature of Hydroid’s existing passive pushed players to a very specific playstyle (regular usage of melee slam attacks), while not guaranteeing anything useful from each individual slam. We wanted to make the passive feel more reliable and impactful.
Hydroid’s new Passive will affect an enemy once Hydroid damages them, lasting until their death. It makes the first instance of Corrosive Status on an enemy remove 50% of their Armor rather than 26%. Not only will this make the first Corrosive Status stronger, but it also means Corrosion Status can reach 100% armor reduction with full stacks!
To clarify, this means Hydroid does not need to apply all, or even any, of the Corrosive Status Effects on an enemy. As long as Hydroid has damaged the enemy, the Corrosive Status Effects can be applied from any source and will receive the benefit.
You can see the Passive in action in the Ability clips below.
Removing Charge Mechanics
In an effort to make Hydroid more approachable, we are removing the charge mechanic on Tempest Barrage and Tentacle Swarm. The full charge values will now apply baseline to each cast of the abilities.
For example, currently, an uncharged Tentacle Swarm will have 40% of the tentacles and 33% of the radius compared to a fully charged cast. With this change, both tentacle count and radius will always be the maximum, what a fully charged cast is currently.
This change makes Hydroid’s play more fluid, with more time spent attacking rather than charging abilities for their maximum effect.
Ability Changes
Tempest Barrage:
Damage dealt will cause enemies to stagger, rather than ragdoll.
This should make enemies easier to kill, as they will stay in the range of Hydroid’s other abilities and be more open to Headshots.
The Corroding Barrage Augment Mod has been renamed Viral Tempest and will have a chance to apply a Viral Status Effect, rather than Corrosive.
Changing the Impact damage of Tempest Barrage to Corrosive damage meant the Corrosive Status Effect from the Augment was already included. We changed this to Viral to maintain its relevance with the other changes.
Tempest Barrage will stagger enemies instead of ragdoll, making them easier to target.
Tidal Surge:
Will allow some steering of the wave for more control over where Hydroid and his enemies end up when the ability is finished.
Tidal Surge no longer violently flings carried enemies at the end of the surge, and will instead deposit them where the surge ends.
This should make Tidal Surge a better ability for grouping enemies and quick killing, as opposed to flinging them across the room.
Tidal Surge will apply Corrosive Status Effects to enemies based on how long they are carried by its waves.
Tidal Surge will cleanse all of Hydroid’s negative Status Effects.
This brings one of the benefits from the Tidal Impunity Augment Mod into the ability directly, to keep some survivability in Hydroid's abilities with Undertow’s removal.
Tidal Surge will carry enemies with the wave, depositing them where the wave ends instead of throwing them forward.
Undertow:
This ability is being removed and replaced with Plunder.
Undertow is an ability which we feel makes Hydroid a bit less fun to play as, or play with. There are two main reasons we decided to replace this ability:
It forces the player to be stationary, while many objectives rely on regular movement.
It absorbs enemies without instantly killing them, which can lead to instances of hiding enemies that a teammate was trying to kill.
Plunder:
A new ability added to Hydroid’s third ability slot.
All enemies in range will have Corrosive Status Effects remove their armor permanently, increasing Hydroid’s armor and granting bonus Corrosive damage to weapons.
This ability is stronger based on the number of Corrosive Status Effects applied to the enemies affected by Plunder.
This means with a full stack of Corrosive Status, their Armor will be removed permanently.
The Curative Undertow Augment Mod is being renamed Rousing Plunder and will cause Plunder to heal Hydroid and his allies within Affinity Range.
Plunder removes Armor based on Corrosive Status Effects on an enemy. It also provides an Armor and Damage Buff, tracked in the lower-right corner of the HUD.
Tentacle Swarm:
Will now hold enemies in a steadier position, making it easier to eliminate enemies locked down by Tentacles.
Tentacle Swarm will now hold enemies still for easy targeting, rather than violently shaking them about.
We look forward to seeing a wave of Hydroids drowning their enemies across the Origin System with the Abyss of Dagath Update on October 18th!
Don’t forget to check out the other Dev Workshops for the Abyss of Dagath Update!
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Fought Archon Nidus last night and geeeeeze what a bullet sponge. I was trying to find information on what kind of builds would work better, but all I got were videos of fully formaed-arcaned-operator boosted-etc-etc Kuva Hek 2-shotting it. I had 2 groups flop on it, but the third was solid with a standout Octavia Prime. By then I was trying out a Vaykor Hek build but it wasn't very good (only 3 Forma in mine) and I found my Dual Ether did better, as they often do (very good Riven). I enjoyed having a fight that took some figuring out and strategy though, good addition to the game.
Ah thanks, will do next time. I'm in the PC clan, Fremenoc in Warframe.
I've wondered whether other players are supposed to completely ignore anything that's been Larvaed.
I hear it's Dog Days?
Can someone give me a quick update on all the crap I missed? I stopped playing right around Angels of the Zariman. I imagine there's Moar Grind.
There is:
Veilbreaker - Narmer event. You can now grind Archons and you can grind as Kahl-175, a grineer. Introduced Archon shards (your OP frames are now even more OP once you've grinded), some very powerful Archon melee weapons (daggers that shoot fireballs, whip that blasts toxin, trident that stomps electricity), Styanax (pretty cool hoplite frame), Aegrit (secondary thrown explosive and pretty good) plus some mastery trash.
Lua's Prey - Grind a new survival variant on Lua with spooooky Dax. Rewards you with Voruna (Weird ass "werewolf" warframe that I mastered and haven't really touched since. It does have some nice features), some OK weapons and some niche arcanes.
Citrone's last wish - Grind a new variant of Defense. Rewards you with Citrine (support frame with some very powerful abilities for defense, support and CC. But mostly talked about because her design is vaguely vagina-like), a very mediocre shotgun and a gun-melee (corufell) that's half beatstick, half insanely powerful energy blaster.
Plains of Duviri - Grind a new Open world that you should probably solo once you've unlocked some basic upgrades. Grind cyber-pegasus-horse (with a emphasis on sus) and drifter upgrades. Grind for Kullervo (throwing dagger and melee themed warframe that has some craaaazy powerful offensive and defensive abilities. And by powerful I mean "I want to deal a milliun damage to everything in front of me"), grind for crazy powerful melee weapons (Azothane, twohanded nikana, and Sampotes, hammer, are two of the best yeeters in the game right now. There are two more weapons that are also powerful but not really my style) and a bow that's so hard to grind that I haven't even started grinding it. Duviri also has The Circuit as a new game mode to earn arcanes, earning the classic warframes and "incarnon genesis" thingamajigs so that you can make incarnon versions on some of the classic weapons like Braton, Kunai and stuff (the main reason to get involved in that gig is that it makes the Stalker trio weapons relevant again).
-Antje Jackelén, Archbishop of the Church of Sweden
How's the interaction with depleted reload?
Nidus is supposed to have a 50% chance to get a mutation stack when something in his larva dies for any reason/from any source. So while it's ideal for the Nidus to get a cast or two of Virulence off on it, he doesn't get nothing if you tactical nuke the blob.
Just, like, don't follow a Nidus around and nuke everything he's running towards before he even gets a chance to cast anything - that'll get you some >:I energy.
PSN: ShogunGunshow
Origin: ShogunGunshow
Wrong mod ack, I meant Primed Chamber / Charged Chamber; eg, if you hit on the first shot does the 0 reload then count as a "first shot" from then on?
-Antje Jackelén, Archbishop of the Church of Sweden
I also forgot that the rifle is a burst fire sniper rifle because I always run it with boosted fire rate so it feels more like a single shot. It fires 4 of the 12 bullets in the clip per trigger pull if you don't get the buff, if you land the headshots it triggers the buff after 2 bullets are consumed due to either latency or just needing 2 headshots to trigger or something.
edit: hmm actually I'm not sure the chamber mod is doing anything, I'm getting 1800 crit headshots on simulacrum corrupted bombards with just the non-primed chamber mod and primed reload speed mod equipped, whether or not I have a full clip.
*edit*
Forgive the clear "I'm leveling this for mastery frame" (speaking of, I'm now Mastery rank 28 I guess???) (ugh a test) But
SIT YOUR ASS DOWN AND DRINK YOUR GODDAMN TEA you adorable plushie with your fidget spinner
PSN: ShogunGunshow
Origin: ShogunGunshow
/levels a bunch of non-primes I haven't done yet, feeds Helminth-chan, what's new content anyway
Tennocon probably.
Goodreads
SF&F Reviews blog
while you have crowds it's super easy to maintain the buff and just explode heads by aiming vaguely around head level of whatever you're fighting and doing unscoped shots as fast as you can
Def turning on ally colors for finding people with Parasitic Link.
PSN: ShogunGunshow
Origin: ShogunGunshow
-Antje Jackelén, Archbishop of the Church of Sweden
Those shield gate changes. Finally.
PSN: ShogunGunshow
Origin: ShogunGunshow
I saw that the damage numbers had been changed and it was way more visible what kind of damage I was doing and how much and I really appreciated it
Glad this game is always moving forward
Shield gate duration scales based on your shield amount, from .33 seconds up to 2.5
Edit: they're also changing a bunch of mods to work off of rank 30 stats instead of base rank. Final numbers are supposed to end up in the same spot or as a slight buff but they're reducing the actual percentage on the mod itself
-Antje Jackelén, Archbishop of the Church of Sweden
There are many avenues for Tenno to approach Warframe survivability -- usually, it’s through increasing Health and Armor values, or making use of damage resistance features of certain Mods or Abilities, etc. For Shields, however, there is an incentive to do the opposite: the current meta encourages players to reduce Shield values as much as possible to make use of Shield Gating mechanics.
As Developers, we’re stuck in a strange position. On one hand, we see player ingenuity and creative ways of engaging with mechanics, but on the other, we see proof that Shields are not offering the same value to players as other survivability tools -- to the point where you are rewarded for having the lowest Shield stat possible.
We want to change this so that Tenno are incentivized to increase their Shield stat instead of reducing it. To do so, we’re approaching this challenge in two key ways:
Firstly - we’re buffing Tenno Shields overall!
Previously: Tenno Shields offered a 25% resistance to all damage types.
Now: Tenno Shields will offer a 50% resistance to all damage types.
We’re also buffing a few Shield-specific Mods with Recharge rate in mind!
(values below are at max rank)
Fast Deflection: added -45% Shield Recharge Delay
Fortitude: increased the Shield Recharge value from +80% to +100%.
Also increased Chance to Resist Knockdown from +20% to +40%.
Vigilante Vigor: added -30% Shield Recharge Delay
These Mod buffs feed directly into the other half of our approach:
Secondly - we’re reworking Shield Gating!
Shield Gating was added to the game back in 2020 with Update 27.2.0 as a way to prevent one-shots, especially at higher-level content. We feel that this mechanic accomplished that goal, but the implementation of it had an unintended side-effect: players are rewarded for having the smallest Shield stat and fastest Shield Recharge stat to make use of the Full Shield Break mechanic.
As mentioned above, our intention is to offer players more benefits for having larger Shield values, so Shield Gating is getting a rework. The core mechanic is staying: when you lose all Shields, you gain a period of invulnerability. What is changing is how this period of invulnerability scales with the amount of Shields you have.
The changes outlined below are being made with that vision in mind:
Part 1 - Shield Gate Duration will scale with the amount of Shields you had upon Shield Break.
Previously: full Shields upon Shield break offered a 1.3-second window of invulnerability.
Now, depending on your Modded values, this window could be anywhere from 0.33 seconds (minimum duration) to 2.5 seconds (capped at 1150 Shields). To receive the original 1.3-second Shield Gate, players will now need around 325 Shields upon Shield Break.
You can see a full overview of the Gate Duration vs. Shields Depleted in the graph below:
Part 2 - Partially Depleted Shields do not have a separate Shield Gate Duration.
Previously: shield breaks on Shields that were not fully regenerated offered 0.33 seconds of Shield Gating.
Now, Partially Depleted Shields will be treated with the same scaling values outlined above. For example, if you had a max Shield value of 1200, but your Shields were broken with only 350 available, you would receive ~1.3 seconds of Shield Gating!
With these changes, the more Shields you have and the faster they regenerate, the more you’ll get out of the Shield Gating system!
Part 3 - We’re adding a new Corrupted Mod: Catalyzing Shields
With the changes to Shield Gating, we still want to offer players different ways to interact with this system without always having to Mod for the most Shields possible. To accomplish this, we are introducing a new Corrupted Mod: Catalyzing Shields.
This Mod will reduce your maximum Shields by 80% but will also change how Shield Gating Scaling works for your Warframe with a guaranteed 1.33 seconds of Shield Gating upon full Shield depletion. With this Mod equipped, Shield Gating duration will scale from 0.33 to 1.33 based on your maximum Shield values, regardless of what they are.
For example, if my maximum Shields are 100 with Catalyzing Shields equipped, I would expect the following Shield Gating durations:
100 Shields at Shield Break: 1.33s of Shield Gating
75 Shields at Shield Break: 1.0s of Shield Gating
50 Shields at Shield Break: 0.67s of Shield Gating
25 Shields at Shield Break: 0.34s of Shield Gating
10 Shields at Shield Break: 0.33s of Shield Gating
As a reminder, 0.33s is the absolute minimum duration for Shield Gating!
Since this is a new Corrupted Mod, it will be obtainable via Orokin Vaults on Deimos. We will run an Alert for this Catalyzing Shields Mod one week following Abyss of Dagath’s release to give players faster access to this Mod to test in their builds.
Part 4 - Decaying Dragon Keys are being updated to debuff both Shields and Shield Gating.
With revised Shield Gating, we felt it was important to update Decaying Dragon Keys as well. These Gear items are currently used to lower the threshold needed for Full Shield Breaks with Shield Gating, and while we love to see players finding unique interactions between various mechanics, Dragon Keys are intended to increase difficulty when equipped.
With that intention in mind, Decaying Dragon Keys now cap player Shield Gates to 0.33s maximum.
Part 5 - A few other details to cover!
Hildryn’s Passive is being buffed from 3s Shield Gating Duration to 3.5s Shield Gating Duration!
PSN: ShogunGunshow
Origin: ShogunGunshow
Our high-level objectives for this Companion rework are:
Pet Immortality
We've all seen the memes with people giving their Pets funny names, only to see the message over and over every few minutes: "Your pet is down!" Dying cats and dogs have been demanding attention on your HUD, and spontaneously combusting sentinels have been robbing you of your Vacuum and Animal Instinct for years.
All that changes with this update. Going forward, Pets will still have Health and Shield values, and they can be knocked out, but they will not die if you fail to revive them. When they reach zero Health, Pets will instead become Incapacitated for a base duration of 60 seconds. All Pets will automatically revive at the end of their Incapacitate period, and there is no limit to the number of times this can happen.
Pet Stat Changes
Two broad changes have been made with regard to your Pet's base stats to increase their staying power.
Firstly Health, Shields and Armor have been refactored across the board. This simple numeric buff was made with the goal of Pet survivability increasing by approximately 50%. This also means that the choice of whether to use, for example, Enhanced Vitality or Linked Vitality, will depend on your Warframe choice instead of the Linked Mod always being strictly superior.
Additionally, non-Sentinel Pets now gain their full Health and Shield values immediately when you acquire them. Historically Health and Shield values would increase as your Pet ranked up, which you could see as "Rank Bonuses" in the Upgrades screen. We've removed this behavior and simply given Pets what would end up being their Rank 30 values at Rank 0. This should let you immediately take your Pets on more difficult missions after earning them!
Including both the removal of Pet rank bonuses, and the base increase to stats, here’s what the new stats will look like for all Pets at rank 0:
Revised Kubrow Stats:
Revised Predasite Stats:
Predasite (all types): 710 Health (from 190), 350 Shield (from 90), 200 Armor (from 50)
Revised Vulpaphyla Stats:
Vulpaphyla (all types) 680 Health (from 180), 370 Shield (from 95), 200 Armor (from 50)
Revised Moa Stats:
Moa: 350 Health (from 100), 350 Shield (from 100), 350 Armor (from 100)
Moa base stats can be modified further by their components and via gilding
Revised Kavat Stats:
Revised Hound Stats:
Revised Sentinel Stats:
Consistency In Pet Healing
Previously, the Mod Link Health could cause your Companions to gain some of the healing that your Warframe did. This invisible feature was not indicated by the card, and it was never explained what forms of healing worked or why. Additionally, Pets were using some of the same mechanics that things like mission objectives did, which limited the effects of some healing or defensive powers. We've decided to remove both of these obscure mechanics and restrictions.
Companions will no longer gain Health when your Warframe does if using certain Health-absorbing powers together with the Mod Linked Vitality (formerly Link Health). The restrictions of the following abilities and features, as they apply to granting Health, Shields, or Damage Resistance to Pets. have been removed:
Changes To Existing Mods
Sentinel Survivability Mod Changes:
Companion Survivability Mod Changes:
Other Companion Mod Changes:
- Djinn's "Reawaken'' has been changed. Now it will reduce Djinn's Incapacitation time by 6 seconds for each Energy Orb you pick up. Djinn will also revive with 300 points of Overshield for each collected Orb.
Dev note: Since every Sentinel now has a free immortality feature, Djinn needed something to be special again.- Pack Leader has been changed. Instead of healing your Companion by 36% of melee damage inflicted, it now restores 50 Health per melee hit. Excess healing becomes Overguard instead, with a maximum of 600 Overguard.
- Primed Pack Leader increases Pack Leader effect to 92 Health restored per hit, and increases Overguard cap to 1100.
Dev note: Pack Leader's healing was so strong that, functionally, any upgraded melee weapon would fully heal your Companion in a single hit. You would hit an enemy for several thousand damage, and your pet would proportionately receive thousands of Health. This change tries to make the healing values more sensible so that you can heal your Companion efficiently but not *instantly*. By letting you overflow into Overguard, it also provides some extra ability to tank large hits.- Sentinel Sanctuary and Companion Shelter Mods have been improved. The shield globe, while the player is performing a Revive, has been increased from 600 Health to 1800 Health.
- Self Destruct has been altered and renamed. Formerly this would cause Sentinels to cause 600 Blast damage in an 18-meter radius on death. This is now renamed to Knock Out Blast and causes 600 Blast damage in an 18-meter radius on Incapacitation.
- Loyal Companion has been replaced entirely. Formerly it provided a 90% Bleedout-Link so that your Companion had a longer period of time where it could be revived. Since pet death is no longer a factor: Loyal Companion causes your pet to taunt enemies and draw fire to itself for 30 seconds if your Warframe falls below 35% Health. There is a 60-second cooldown between activations.
- (Parazon) Hard Reset: Changed from instantly reviving your pet if you achieved 3 Mercy Kills within 40 seconds, to reducing your pet's Incapacitation time by 10 seconds on each Mercy Kill.
Dev note: We found that this was fairly difficult to achieve. Changing it to allow incremental progress makes it more reliably beneficial to use this.- Fired Up has been both improved and simplified. Previously this would require that your Sentinel has been shooting continuously for some period of time, and then added a Heat damage multiplier. This has been changed so that the Sentinel gains a 5% bonus Heat damage on every weapon hit up to 100%. The bonus resets after 5 seconds without the Sentinel getting a hit
Dev note: This Mod was difficult to understand and only worked if the Sentinel weapon already did some amount of Heat damage. The mechanics are now more intuitive and the bonus applies the same way adding a Mod would, so your Sentinel's weapon doesn't need to already do Heat damage to benefit.- Spare Parts: Replaced completely. Previously Spare Parts would cause Sentinels to drop rare materials on death. This has been replaced by Salvage Scanner, which causes your Sentinel to mark enemies for 5 seconds, choosing a new target every 15 seconds. Killing the marked enemy causes them to drop extra loot.
Dev note: Since Pets no longer die, we wanted to change their resource drop to something that was more interactive and rewards combat instead of your Sentinel randomly exploding.New Companion Mods
Referring back to the introduction, one of our goals with the Companion rework is to add opportunities for the player to work together with the Pet. Instead of a Mod that only affects your Pet, we looked for ways that you and your Pet could amplify each other. Our current plan is for these new Mods to be available at the Conservation vendors in Cetus, Fortuna, and Deimos. These new Mods are still in development, so we aren't quite ready to share them in this Workshop post, but full details will be available in the Abyss of Dagath patch notes.
Further Companion Quality-Of-Life Changes
A few further changes that are worth mentioning:
Closing
Thank you for taking the time to review the Dev Workshop! We hope you'll have fun playing our changes, coming to the game with the Abyss of Dagath update.
PSN: ShogunGunshow
Origin: ShogunGunshow
For those of you with an interest in the sea, who wish to use the murky depths to drown your foes, this workshop is for you! Hydroid is receiving a rework with the Abyss of Dagath update on October 18th! This Developer Workshop is focused entirely on what changes Hydroid will be receiving and why we are making these changes.
The goal of the Hydroid rework is to keep his unique style while making him both easier to use and bring his power more in line with other Warframes. This means changing how his abilities work through changes to their damage types, removing charging mechanics, and making enemies easier to hit while they are wrapped up in his abilities. Additionally, it means reworking his passive and removing the Undertow ability, replacing it with the new Plunder ability.
For a closer look at our deadly marauder of the deep, let's dive right in!
Changing Impact Damage to Corrosive Damage and Status
Currently, Tempest Barrage and Tidal Surge both deal Impact damage. This is being changed to Corrosive Damage, which can apply Corrosive Status. Corroding Barrage is a widely used Augment Mod by those who play Hydroid currently, which causes Corrosive Status for Tempest Barrage, and due to its popularity, we looked to incorporate its effect into Hydroid at a base level. We felt changing Impact to Corrosive damage in Hydroid’s abilities makes them more thematic to the sea while also incorporating Corroding Barrage’s current effect in a meaningful way. With this change in mind, Corroding Barrage will now apply Viral Status instead of Corrosive - more details on that below.
Passive Changes
Hydroid’s existing Passive has a chance to spawn a tentacle when performing a melee slam attack. We are removing the existing passive entirely to be replaced by an entirely new effect.
The nature of Hydroid’s existing passive pushed players to a very specific playstyle (regular usage of melee slam attacks), while not guaranteeing anything useful from each individual slam. We wanted to make the passive feel more reliable and impactful.
Hydroid’s new Passive will affect an enemy once Hydroid damages them, lasting until their death. It makes the first instance of Corrosive Status on an enemy remove 50% of their Armor rather than 26%. Not only will this make the first Corrosive Status stronger, but it also means Corrosion Status can reach 100% armor reduction with full stacks!
To clarify, this means Hydroid does not need to apply all, or even any, of the Corrosive Status Effects on an enemy. As long as Hydroid has damaged the enemy, the Corrosive Status Effects can be applied from any source and will receive the benefit.
You can see the Passive in action in the Ability clips below.
Removing Charge Mechanics
In an effort to make Hydroid more approachable, we are removing the charge mechanic on Tempest Barrage and Tentacle Swarm. The full charge values will now apply baseline to each cast of the abilities.
For example, currently, an uncharged Tentacle Swarm will have 40% of the tentacles and 33% of the radius compared to a fully charged cast. With this change, both tentacle count and radius will always be the maximum, what a fully charged cast is currently.
This change makes Hydroid’s play more fluid, with more time spent attacking rather than charging abilities for their maximum effect.
Ability Changes
Tempest Barrage:
Tempest Barrage will stagger enemies instead of ragdoll, making them easier to target.
Tidal Surge:
Tidal Surge will carry enemies with the wave, depositing them where the wave ends instead of throwing them forward.
Undertow:
Plunder:
Plunder removes Armor based on Corrosive Status Effects on an enemy. It also provides an Armor and Damage Buff, tracked in the lower-right corner of the HUD.
Tentacle Swarm:
Will now hold enemies in a steadier position, making it easier to eliminate enemies locked down by Tentacles.
Tentacle Swarm will now hold enemies still for easy targeting, rather than violently shaking them about.
We look forward to seeing a wave of Hydroids drowning their enemies across the Origin System with the Abyss of Dagath Update on October 18th!
Don’t forget to check out the other Dev Workshops for the Abyss of Dagath Update!
PSN: ShogunGunshow
Origin: ShogunGunshow
Also I hope we can put a colored outline on celestial twin because I always get surprised by that guy and shoot him.