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Les Mises à Jour sont des correctifs et des ajouts occasionnels ou la suppression d'informations et / ou de fonctionnalités d'un jeu.

Les mises à jour suivantes sont pour WARFRAME version 26 :

The-Old-Blood-Header

Hotfix 26.0.5Modifier

6 Novembre 2019 Lien Forum

Optimizations

We have added an option to enable a faster method for Warframe to send frames to Windows which should improve framerate for Borderless Fullscreen and Windowed display modes.

On a laptop with a GTX 1650 running at 720p, a view from the Vallis elevator rose the framerate from 199 to 215 FPS with this option; the gains might be even more significant when playing at high-resolution.

Look for this option under the Display settings panel (Note: it does require restarting the game after changing).

Unfortunately, this option is only available on Windows 10 and may require Windows updates to enable (the Windows 10 Fall Creator’s Update in 2017 optimized out a frame of latency with this method).

Note that Native-Fullscreen and console platforms do not need this optimization because there’s no desktop window to composite the frame onto in those cases.

As a bonus this option should also improve our Dynamic Resolution optimizations when Vertical Sync is enabled because it allows us to get accurate GPU timings again; for more information on this see https://forums.warframe.com/topic/1040892-max-framerate/We need testing and feedback, especially from Streamers and Content Creators, to ensure this option works with their software (since they intercept the frame we send to Windows and this option changes that process). Ideally after some broader testing we can enable it by default and everyone can benefit.



Kuva Lich Phase 2 Changes & Fixes
  • Larvling Lich creation is now a true opt-in mechanic. Some people want to see the world drown in Kuva and others just want to live a Lich free life! For those that don’t want to be hounded by a Kuva Lich, we’ve changed the way Larvlings are killed in order to attain a Kuva Lich. Larvlings will have the same pre-death setup as Thralls, except the Mercy action is only available to the player who damaged them last. At that point you either walk up and press X to initiate the Mercy (required for Kuva Lich creation), or just walk away and leave them to eventually die on their own after 15 seconds, thus opting out of Kuva Lich creation.
  • Changed the Murmur progress UI to display multiple rings to indicate which Hint you are currently working towards:
    • Progress ring for Hint 1, progress and middle ring for Hint 2, progress and both inner rings for Hint 3
    • Fichier:Murmur.png
  • Naramon’s Disarming Blast will no longer affect the Kuva Lich. This resulted in the Kuva Lich being literally stripped of its body (how scandalous) and forcing them to use a Sheev, thus breaking them completely.
  • Requiem Relics obtained from a Thrall Mercy will display as a banner in the UI, similar to Argon, Toroids, etc for maximum exposure!
  • Fixed ALL players receiving Kuva Lich Requiem Murmur progress whenever someone in the squad fails to kill their Kuva Lich instead (is only meant to apply to the player that did the failing). While all Thralls share Requiem Murmurs, the Lich entity itself is exclusive to a player. This also fixes receiving Requiem Murmur progress when successfully killing a Kuva Lich - only failure/testing of your Requiem on a Kuva Lich will grant Murmur progress.
  • Fixed ability to spawn more than the maximum amount of Thralls per mission if you leave them waiting for Mercy. Literally.
  • Fixed a crash that occurred if you perform a Mercy and then some time later a Kuva Lich performs a finisher/throw on you.
  • Fixed ability to equip Taxed Mods that were displayed as new to your Inventory on your Parazon. After this Hotfix you’ll see them vanish as they’ve been properly Taxed by your Lich from which you must get them back!
  • Fixed certain cases where players would see an incorrect LOHK Requiem Mod in their known Requiems (sometimes appearing as a duplicate). It should be replaced by a correct Requiem Mod now.
  • Fixed Thralls being immune to Status procs.
  • Fixed Arcanes attempting to display as Mods when recovered from a Kuva Lich.
  • Further fixes towards Turrets and Security Cameras spawning as Thralls.
  • Fixed missing Kuva Larvling death sounds.
  • Fixed a script error on the End of Mission screen when an Ayatan Sculpture gets Taxed from a Kuva Lich.
  • Fixed a loss of functionality when returning from a mission after Vanquishing or Converting a Kuva Lich.
  • Fixed a script error when logging out during a Kuva Lich transmission.
Melee Phase 2 Changes & Fixes

Continued fixes and changes to Melee Phase 2 with more to come:

  • Fixed ground slamming without anyone around as Client counting as a melee strike, which refreshes the Melee Combo Counter.
  • Fixed Client Initial Combo modifier not working correctly.
  • Fixed players unable to see Melee slam animation pose for other players.
  • Fixed Gladiator Mod Set Bonus not applying correctly.
  • Fixed Weeping Wounds Mod not applying its bonus correctly.
Grendel Changes & Fixes
  • Grendel can now cast Nourish while Pulverize is active - to which we’ve added a new sound!
  • Grendel Feast expel deals increased damage based on the number and level of enemies. Also deals the same damage as a radial AoE.
  • Grendel Regurgitate damage radius increased from 3/3/3/3 to 3/4/5/5 and increased damage scaling.
  • Grendel Pulverize no longer ends when he runs out of consumed targets, instead it starts draining Energy like Ember’s Immolation.
  • Grendel also gets extra acceleration for Pulverize if he uses Nourish during it.
  • Added sound to when Grendel stumbles due to running out of Energy.
  • Fixed Grendel having fast legs after using Pulverize.
Changements:
  • Changed Swift Momentum and Empowered Blades Mods description from Charged Attacks/Charged Attack Speed to Heavy Attacks/Heavy Attack Windup Speed.
  • Tweaked Melee sounds for Scythe, Nunchaku, and Hammer weapons.
  • Further tweaks for Titania’s Empress Razorwing Skin to address cloth issues.
  • If a Mod is rewarded during an Endless Mission, the ‘Battle or Extract’ screen will now display how many of that Mod you currently own.
  • Improved the Clan Emblem Removal Inbox message to provide more clarity.
  • Removed overzealous blockers preventing players from going fast. As reported here: https://old.reddit.com/r/Warframe/comments/drwatr/cant_go_through_most_if_not_all_of_these_corner/%0D

Fix:
  • Fixed some players not being able to purchase the Vasca Kavat Starter Kit.
  • Fixed a few places where players would get stuck where they would previously be able to move freely (i.e. launching Archwing in Plains or the Mastery Rank 25 test).
  • Fixed some NPCs crouch-walking preventing their pathing from being completed in some cases.
  • Fixed Mods given during an Endless Void Fissure mission covering up the timer on the UI.
  • Fixed the Mining success UI appearing to have a blocky FX.
  • Fixed Emblems appearing incorrectly when equipped on a Sentinel Skin.
  • Fixed Submersible water clipping through levels where there’s no swimming allowed.
  • Fixed a crash when placing a waypoint on certain objects.

Hotfix 26.0.4.1Modifier

5 Novembre 2019 Lien Forum

Fix:
  • Fixed Thralls dropping Requiem Mods instead of the intended Requiem Relics on Mercy (added to Thrall droptable in Hotfix 26.0.4). We’ve also removed the 500 Kuva from the Thrall droptable. With less rewards to pick from means a better shot at that Requiem Relic!
  • Players who received Requiem Mods or Kuva while the Thrall drop was incorrect will get to keep them. Santa came early!
  • Fixed Thrall drops being Taxed by the Kuva Lich.
  • Fixed the Vasca Kavat Starter Kit not displaying how many Vasca Imprints you already own.
  • Fixed UI overlapping when opening a Chat link while in the Relic Refinement screen.
  • Fixed Warframe’s appearing backwards when viewing a Moustache diorama in the Market.
  • Fixed a loss of functionality in the End Of Mission screen due to invalid items trying to be Taxed by the Kuva Lich.

Hotfix 26.0.4Modifier

5 Novembre 2019 Lien Forum

It’s been 5 days since the launch of Old Blood and we’ve got our hands full with some great player feedback so far! As of yesterday afternoon 15,000+ Kuva Lich’s have been Converted and 85,000+ have been Vanquished; you’ve been putting in that work! To keep everyone in the loop, we’re working on some bigger picture mechanics for the Kuva Lich system coming soon:

  • Stockpiled Kuva Weapons: Receiving a better duplicate Kuva weapon after you’ve put work/Forma into an existing one can feel rather disappointing. With that in mind, we’re working on a “duplicate consumption” mechanic where you can combine 2 of the same Kuva weapons, thus transferring its buffs while preserving your Forma and Exilus investment, ergo relieving you of your inner turmoil.
  • Larvling Lich creation will be truly opt-in. Some people want to see the world drown in Kuva and others just want to live a Lich free life! For those that don’t want to be hounded by a Kuva Lich, we’re changing the way Larvlings are killed in order to attain a Kuva Lich. Larvlings will have the same pre death setup as Thralls, except the Mercy action is only available to the player who damaged them last. At that point you either walk up and press X to initiate the Mercy (required for Kuva Lich creation), or just walk away and leave them to eventually die on their own after 15 seconds, thus opting out of Kuva Lich creation.

Stay tuned!


Melee Phase 2 Changes & Fixes

We have some cherry-picked fixes for Melee today while we review the larger feedback picture.

Kuva Lich Phase 2 Changes & Fixes

With 5 days of feedback under our belts, we have a substantial number of changes to the Kuva Lich system rolling out today. There will be more to come this week that are a bit more developer intensive.

  • Mercying a Thrall now has a 5% chance to drop 500 Kuva or a Requiem Relic, adding another reward vector in the steps that are required to Vanquish/Convert a Kuva Lich. Requiem Relics play a very key part in the Kuva Lich system, and our goal with this change is to conjoin the Thrall hunt on (what is currently) normal mission modes with your eventual Requiem Relic hunt.
  • Increased the drop chance of each Requiem Relic in Kuva Siphon missions from 30% to 50%.
  • Tweaked the Requiem Murmur discovery requirements for each hint to reduce initial ramp-up:
    • Instead of each Murmur requiring the same amount of Hints, the first and second Murmur require 60% of what they used to, with the last Murmur requiring 140%.
  • Excess Murmur progress now carries over to the next Murmur to allow for faster Murmur discovery.
  • Known Requiems that you discover from using your Parazon on your Kuva Lich are now immediately visible on the UI as a permanent known Requiem.
  • Requiem Mods and Relics can no longer be Taxed by your Lich.
  • Ingame Murmur popups now show progress, in the form of a progress bar, from your previous Murmur discovery. This progress bar will not be displayed if you’ve solved all the Murmur hints.
  • Testing a Requiem on a Lich now advances Murmur progress by roughly 10x more than a Thrall on average.
  • A transmission will now play when a Kuva Larvling fails to spawn.
  • Tweaked Murmur display in Lich screen to be clearer.
  • Added vocals for Kuva Larvlings as they wait on the ground for that sweet Parazon.
  • Added a number next to Lich attempt history so you can tell the order.
  • Updated Lich name text to make certain letters more distinguishable.
  • Lich’s rank will now update immediately from a failed attempt, so you can see the new rank right away during a mission.
  • Alerts and Kuva missions now include a ‘Reward Already Received’ entry if you replay one you’ve already completed.
  • Removed unintended sounds from Kuva Ephemeras.
  • Kuva Tonkor reload speed decreased from 1.7 to 1.5 seconds.
  • Fixed End of Mission screen not showing all recovered Kuva Lich items (Ephemera, Kuva Weapon Blueprint, etc). Each case we looked into “The Lich didn’t return my (X)” showed that items were returned in all cases, just the UI was bugged.
  • Fixed Nekros' Shadows of the Dead being able to spawn as Kuva Thralls.
  • Fixed Liches in Codex using current Lich’s name in subtitles, and other inconsistencies.
  • Fixed Kuva Larvling spawning in mission where everyone in the squad already has a Lich.
  • Fixed Kuva Larvling transmission appearing before the Larvling has spawned.
  • Fixed incorrect transmission playing at Kuva Larvling spawn.
  • Fixed Excavation Power Cell Carriers and Capture Targets spawning as Thralls, rendering the mission uncompletable.
  • Fixed Sensor Regulars in Grineer Spy missions and deployed Latchers being able to spawn as Kuva Thralls.
  • Fixed Lich weapons showing unicode immediately after being claimed.
  • Fixed Thrall music potentially playing at the same time as Kuva Lich music.
  • Fixed missing Lich portrait and transmission in several situations.
  • Fixed Kuva lich being affected by Out of Sight Mod.
  • Fixed vanquished Liches coming to assist.
  • Fixed being able to spawn more Thralls than intended per mission.
  • Fixed Requiem mods showing [PH] text when Trading.
  • Fixed an issue where Liches would stop playing their finisher animation immediately after starting it.
Optimizations
  • Fixed a crash when selecting a loadout if your loadout name contains HTML characters such as "<" in the name.
  • Fixed a loss of functionality when petting a mature Kubrow.
  • Fixed a Client crash related to performing a finisher on a Kuva Thrall/Lich.
  • Fixed loss of functionality if an enemy attempts to activate an alarm on a previously hacked panel.
  • Fixed a crash related to ragdolls.
  • Fixed cases of a game hang on the End of Mission screen if you were retrieving your stolen items from your Kuva Lich, causing you to relog to escape the screen.
  • Fixed massive hitch when the Lich shows up to assist.
  • Fixed script error when the game checked if an ally Lich should spawn.
  • Fixed script error if the Kuva Lich takes an invalid item.
  • Fixed script error that could occur at End of Mission due to the Lich Tax.
  • Fixed script error that could occur when exiting hacking.
  • Fixed script error that could occur when initiating a hack in high-level missions.
  • Fixed script error in squad UI when loading into a mission.
  • Fixed script error when using mouse wheel to scroll through loadout.
Parazon Mod Changes & Fixes
  • Untraceable will now refresh it’s 18 second invisibility buff if it activates while already active (ie hacking another terminal within the 18 second window).
  • Increased the Runtime Sprint Speed buff from 50% to 75%, and the Duration from 10 seconds to 15 seconds.
  • Increased the Hit and Run duration from a 12 second to a 15 second Parkour speed boost on Mercy.
  • Live Wire now only Shocks enemies who are aware/alerted within 24 meters, thus not ruining your stealth gameplay.
  • Fixed Untraceable invisibility buff triggering when you fail and abort a Corpus hack panel.
Vauban Changes
  • Hot off the feedback train with more to come as we dive deeper:
  • Increased the casting speed of Vauban’s Tesla Nervos’ and Orbital Strike.
Changements:
  • Removed the [PH] Orbiter Scene from the Captura Scene screen. It will return at a more appropriate date 😉
  • Nyx’s Psychic Bolts infested movement speed debuff is now affected by Power Strength.
  • Grendel’s missions now start with a HUD call out for ‘No Mods Mode’.
  • Removed some scratches and grime on the Kuva Lich Armor metallics to allow a more consistent material for Accessories.
Fix:
  • Fixed the Operator not being able to Void Blast in mid-air.
  • Fixed ability to equip certain Fur Patterns on Vasca Kavat hybrids (Infected Kavat bred with a normal Kavat) that result in broken textures. This follows suit with the pure Vasca Kavat.
  • Fixes towards cases where Grendel would swallow his allies. Sometimes you just get real hungry ya know...
  • Fixed another case of NPCs aiming at targets they can't see.
  • Fixed Titania Empress Skin not using the correct wing mesh during Razorwing and missing the flapping animation.
  • Fixed NPCs getting stuck and not animating on emplacements (Turrets, etc).
  • Fixed Exilus UI prompt showing ‘weapon’ text when installing on a Warframe.
  • Fixed excessive Syandana clipping on Grendel.
  • Fixed Exilus Weapon Adapter not being Chat linkable.
  • Fixed not being able to move Vasca Floof after placing in your Orbiter.
  • Fixed Legendary Core inbox message not being sent to accounts that are MR3.
  • Fixed Oxium Osprey lens flares showing when swallowed by Grendel.
  • Fixed Magnetic proc sounds being audible mission-wide.

Hotfix 26.0.3Modifier

1 Novembre 2019 Lien Forum

As you can see by the title - this is our third Hotfix! As indicated in prior threads, we wanted to spend as much time working toward important fixes in the ‘Bug Track’ in the days following the release of Update 26. The Constructive Feedback we’ve been receiving has been extremely helpful so far for Hotfix plans next week and the following.

Also please note that we’re aware of some Melee attacks forcing you to toggle Sprint every time you Melee, as reported here: https://www.reddit.com/r/Warframe/comments/dpy5vl/melee_stops_sprinting/

Additions:
  • Kuva Siphons/Floods have been added to the World State Window Alert section in Navigation for increased exposure!
Optimizations
  • Fixed a crash if you failed a Kuva Lich Requiem combination as Wukong with your Iron Staff equipped.
  • Fixed petting Kubrow puppies causing a loss of functionality.
  • Fixed a script error/loss of functionality if you scrolled your mouse too soon after opening Look Link.
  • Fixed several script errors related to Ember’s Inferno ability.
  • Fixed a script error when viewing a Kuva Lich transmission in the Dojo.
  • Fixed a script error when choosing to Vanquish or Convert your Kuva Lich.
  • Fixed script error when selecting the W config on Wyrm’s Appearance (Wyrmius minigame).
  • Fixed a script error when casting Grendel’s Regurgitate ability.
  • Fixed a script error when casting Grendel’s Feast ability.
  • Fixed a script error when casting Vauban’s Minelayer ability.
  • Fixed a script error when viewing the Options screen.
  • Fixed a script error when auto installing Mods on Sentinel Weapons.
Melee Phase 2 Changes & Fixes
  • Removed the Mastery Rank 10 requirement for the MK1-Bo and restored it back to 0 (Prime rules were applying here accidentally).
  • Archwing Melee attacks (including Titania's Razorwing) now properly home in on their targets again.
  • Sigma & Octantis and Cobra & Crane will now throw their shields again when equipped with a Stance other than the default no Stance.
  • Quickening Melee Mod now applies its Attack Speed increase correctly.
  • Zaws now block 100% damage.
  • Changed the Volnus Blocking to 100% and Parry Angle to 50.
  • Fixed Prova series, Kreska, Sheev, Machete series, Mire, Scoliac, Kama, Nami Solo, Plasma Sword and Destreza series not consuming Combo Counter on Heavy Attack.
Changements:
  • Defection nodes that are under a Kuva Lich influence will now become Exterminate nodes. This fixes an issue where Kavor Defectors could spawn as Kuva Thralls, rendering the mission impossible.
  • The Grendel missions now display its ‘Condition’ of ‘Mods Disabled’ in the Star Chart.
  • Removed a Kuva Lich voice line that wasn’t meant to ship.
  • Lowered volume of Parazon hacking consoles. Hacking with Operator will have regular interaction sounds.
  • Increased the size of the Kuva Stragh Leg Plates on all Warframes since it was a little too small before.
  • Corrected instances of possessive contraction in localization.
Fix:
  • Potential fix for inability to Vanquish or Convert your Kuva Lich, rendering you immobile and having to shut down the game. As reported here: https://forums.warframe.com/topic/1137254-kuva-lich-wont-die/
  • More fixes towards Kuva Siphons and Kuva Siphon Flood missions not giving Requiem Relics.
  • Fixed a progression stop in Saya’s Vigil where the the Ostron Coffer was behind the Plains of Eidolon barrier.
  • Fixed a long standing issue where UI might not have refreshed at the moment an Alert/Sortie/Fissure/etc mission expired if another, longer-running dynamic mission was also scheduled at that location.
  • Fixed Inaros’ Negation Swarm Augment Mod not preventing any Status Effects from applying to the player after using the Arsenal in the Simulacrum.
  • Fixed some of Grendel’s Regurgitated victims not shooting where the reticle is aimed.
  • Fixed Kuva Lich rank up screen displaying when you fail to Vanquish him and it is already at max rank.
  • Fixed the Lanka, Opticor, Helios, Convectrix & Arca Plasmor Research missing from the Energy Lab.
  • Fixed ability to double Bullet Jump.
  • Fixed missing sounds for Baruuk’s Desert Wind.
  • Fixed AI struggling to navigate properly in the Simulacrum.
  • Fixed Titania Razorwing not showing the number of Razorflies active after returning from Operator.
  • Fixed Titania’s Dendrite Gunblade Skin missing its FX.
  • Fixed Edo Prime Armor not showing Electrical FX when your combos build up.
  • Fixed towards the Vasca Kavat’s neck textures being separate from its body.
  • Fixed button mapping discrepancies in the Kuva Lich screen when using a controller.
  • Fixed Melee attacks losing their hit sounds when using Gauss Redline & Kinetic Plating.
  • Fixed numerous Kuva Lich tutorial screens not appearing in their correct localized language.
  • Fixed Focused Defense Mod description being written in all caps.
  • Fixed incorrect localization text for Heavy Attacks in the Combo screen.
  • Fixed typos in the Vasca Imprint screen.

Hotfix 26.0.2Modifier

1 Novembre 2019 Lien Forum

Changements:
  • Updated the Customize Controller Options to read ‘Secondary Fire/Heavy Melee’ where ‘Channeling’ was.
  • Removed some Kuva Lich name generation options. To be frank, it was Titt. Sorry to those Titts out there who had their Titt taken away. Titt had to be done.
Fix:
  • Fixed an issue where Requiem Relics not being rewarded in certain Kuva Siphon Mission types. This was fixed serverside! Please note that to confirm you’ve got the fix, you’ll need to play fresh Kuva Siphons to your account.
  • Fixed Kuva Lich not spawning on first Thrall-kill of final influence node as intended.
  • Fixed Lich influence not spreading after clearing an influenced node.
  • Fixed a few typos.
  • Fixed an issue where you could crash if your Loadouts had a defunct vehicle slot.
  • Fixed an issue where you could lock yourself out of re-naming configs if you had too many characters in your name.
  • Fixed a crash related to Melee.
  • Fixed a script error related to Ember’s Immolation.
  • Fixed Titania’s Skirt not being attached in Razorwing. How lewd.
  • Fixed issues with players who have not completed The War Within were getting Liches. Naughty!

Hotfix 26.0.1Modifier

31 Octobre 2019 Lien Forum

Known Issues: Some items not in this Hotfix include an issue with Kuva Siphon missions not rewarding Relics, which we are looking into.


Optimizations
  • Fixed some getting a script error when attempting to purchase an item that doesn’t have multiple purchases available.
Changements:
  • Removed irrelevant Parazon upgrade screen tip.
  • Tweaks to offset Armor pieces on Grendel.
Fix:
  • Fixed an issue related to keybindings that would cause multiple issues (anything from not being able to roll, to Titania not being able to use her Diwata).
  • Fixed a crash related to Melee weapon ranges in the Arsenal.
  • Fixes towards animation issues when reloading the Boltor with the Boltor Bravura Skin equipped.
  • Fixes towards Kuva Lich Armor alignment.
  • Fixed a typo in the Fass Requiem Mod.
  • Fixed issues with lighting in certain boss tiles.
  • Fixed an AI navigation issue in the Grineer SEttlement tileset due to door-framing.
  • Fixed Operator eyeballs having spotty black textures.

Mise à jour 26Modifier

31 Octobre 2019 Lien Forum - Le Sang Ancien

The-Old-Blood-Header

This update is born of our goal to deliver you a motley of content - too much to list out in a letter, but it’s all one click away. The Highlights:

GRENDEL: Consume in feeding frenzy fashion with our 42nd Warframe! The Leverian reveals all...

MELEE CHANGES PHASE 2: Melee has evolved again with a focus on TECHNIQUE - Stance/Combo reworks, the return of Equipped Melee, and MUCH more.

VAUBAN & EMBER REWORK: Revisited to better accent their themes and offer more ways to play!

KUVA LICHES: Twisted new Kuva spiked foes await - The death of Grineer bathed in crimson fuels an undying thirst for its creator: YOU.

Welcome to Update 26: The Old Blood! It’s a hefty read below that we appreciate you taking the time to go through. Before you get started, you can look forward to a friendly in-game Inbox message with a few items from us to you. We know you’ve put a lot of time and resources into some of the things we’re changing (Melee, Vauban, Ember, etc), so please enjoy these free items by logging in before December 31st 11:59PM ET:

  • 3 Forma
  • 7-Day Affinity Booster

PLUS to those eligible (MR 3+ and account created before we announced the Legendary Core on October 18th) 1x Legendary Core will be delivered in a separate Inbox message! This criteria is necessary to avoid awarding dormant accounts that could use this gift to abuse trading.

There will also be a total of eight time-limited Alerts starting Friday, November 1st @ 2 PM ET until Monday, November 4th @ 2 PM ET:

  • With the hefty changes that Melee Phase 2: TECHNIQUES brings, you can also expect three Melee-only Alerts to help you get a feel for how the changes performs against the three main Factions in different mission settings. Each Alert rewards a fully built Forma upon completion - giving you even more options to make adjustments to your Melee weapons where you see fit.
  • The introduction of Kuva Liches brings a special new kind of Relic - Requiem Relics. There are four Relics in total that contain Requiem Mods, the Exilus Weapon Adaptor, and more! For more details, continue down to the Kuva Lich section. To get you a headstart with the Kuva Liches, there will be four Alerts on Sedna that will each reward one of the four unrefined Requiem Relics. Since completing The War Within quest is required to access the Kuva Fortress, these alerts are only available to those that have completed the Sedna Junction and Sedna’s Nodes.
  • As a fun bonus, you can also play an Alert for the “Grendel in Action” Glyph!
KuvaLiches
KUVA LICHES

We Maggots live… not long. We hope more life… work… killl… maybe Queens notice…

Maybe… they share… the Old Blood. We are maggots. But eventually even maggots can fly.

Update 26 brings a completely new breed of enemy, gameplay, and reward: The Kuva Liches have arrived. This system is what the Kingpin system, first shown on Devstream #88, has become over time, despite being put on hold for quite some time! This will continue to be expanded throughout Warframe’s factions and will be expanded to include a Clan aspect in a future update.

This system is meant to be challenging. It’s meant to be a threat. It’s meant to posit a vengeful and immortal enemy against you until you can decipher how to defeat them. It will demand your best gear and game knowledge! The Update notes will outline the essentials, the game will teach you the rest. Let’s begin, Tenno.

ParazonPoster
THE PARAZON

The Parazon is the first and most crucial piece to taking down your Kuva Lich, but it is not exclusive to the Kuva Lich system. This is a new tool given to ALL Tenno of any level and is now a part of the Tutorial. It is an interactive tool with widespread use in the game, from basics like hacking, to deeper gameplay like decoding the means to Assassinate your Lich.

PARAZON MODS

We have moved some Warframe Mods (ex: Intruder) over to become Parazon Mods, and are adding new Parazon Mods (listed below). Our approach with these is that they provide benefits to the Parazon’s various uses, instead of taking up slots on Warframes. All core Cipher (Hacking) Parazon Mods can be found in Spy Vaults throughout the Origin System, and Assassin (Finisher) Mods can be found on various Bosses!

The Parazon will have 3 Normal Mod Slots, and 3 REQUIEM MOD Slots (covered below).

CIPHER MODS - Think of these as upgrading the tool aspect of ‘hacking’. These make hacking easier or give small benefits when hack is completed successfully!

  • Intruder: + Additional Seconds to hacking.
  • Live Wire: Shock Enemies within 24 meters while hacking.
  • Auto Breach: 30% Chance to autohack!
  • Runtime: +45% Sprint Speed after hack.
  • Master Key: Unlock nearby lockers after hacking
  • Untraceable: Become invisible for 18s after hacking.
  • Failsafe: 50% Chance to retry a failed hack.

ASSASSIN MODS - These are for the new PARAZON ‘MERCY’ FINISHERS that can occur at anytime in game on eligible enemies.

  • Blood for Life: 50% chance to create a Health Orb on Mercy.
  • Blood for Energy: 50% chance to create an Energy Orb on Mercy.
  • Blood for Ammo: Mercy refills magazine by 100%
  • Hit and Rune: On Mercy: +60% Parkour speed for 6 seconds
  • Out Of Sight: Blind Enemies with 18 meters on ‘Mercy’ kill.


ParazonMercy
PARAZON FINISHERS: AKA ‘MERCY’

Parazon Finishers are a new lethal technique that can occur in any mission on almost any unit. They are optional, as you can still kill the enemy without using them. Enemies eligible for Mercy will have a Parazon icon over their head!


REQUIEM MODS
ParazonMods

New Requiem Mods have arrived and they are the only way to end your Kuva Lich. Your Lich is immortal until you figure out the correct combination of Requiem Mods - the precise order matters, and the only way to glean the order is by seeking ‘Requiem Whispers’ from your Lich’s Thralls and trying them out on you Lich.


The 8 Requiem Mods are:

LOHK

From brooding gulfs are we beheld

By that which bears no name


XATA

Its heralds are the stars it fells

The sky and Earth aflame


JAHU

Corporeal laws are unwrit

As suns and love retreat


VOME

To cosmic madness laws submit

Though stalwart minds entreat


RIS

In luminous space blackened stars

They gaze, accuse, deny


FASS

Roiling, moaning, this realm of ours

In madness lost shall die


NETRA

Carrion hordes trill their profane

Accord with eldritch plans


KHRA

To cosmic forms from tangent planes

We end as we began


Requiem Relics also contain an all new item - a Riven Sliver! A fragment of a sundered Riven. It is known that, with enough Slivers, Palladino is capable of reforging a complete Riven.


Earning Requiem Mods
ParazonRelic

The Void is reacting to the Lich experiments on the Kuva Fortress, and for the first time: Void Fissures are appearing on the Kuva Fortress! But these are unlike the others, and they only respond to REQUIEM RELICS.

There are 4 Requiem Relics - each with 2 Requiem Mods. Collect them all!

- You can get Requiem Relics from KUVA FLOOD SIPHON MISSIONS, guaranteed.

- You can get Requiem Relics from normal KUVA SIPHON MISSIONS, 30% of the time.


- These can be refined like Lith, Meso, Neo, and Axi Relics. A 5th Tab has been added for REQUIEM RELICS in your Void Relic Refinement screen.

Requiem Mods have a limited amount of charges (3), but only consume charges when you successfully kill a Lich. Repeat Requiem Mods in your collection will eventually go to good use.


ONTO THE LICHES
THE ENEMY

-Killing A KUVA LARVLING is the first step to creating a Lich. These can be found on any regular level 20+ Grineer mission in the Origin System - not including Sorties/Fissure/Quests/Special Regions, etc. for now. They are only available for players who have reached The War Within or beyond, this is the required prerequisite for getting a Lich.

- You can only have one Lich active at a time.

- The only way to get rid of your Lich is by using your Parazon with the correct Requiem Mods in the correct order - but you won’t be able to do this until you’ve found your Lich. Read on to learn how to do that.

- Only you and your Parazon can be lethal to your Lich - your squadmates can help you weaken the foe, but you are the key to victory.

THE HUNT & THE INFLUENCE

- Once your Lich has set its sights on you, the hunt begins. You will know you have your Lich when this Icon appears in your Navigation and Menus, allowing you to view your Lich status at any time: https://gfycat.com/fabulousfrayeddaddylonglegs - Follow the mouse to see everything from Lich Level, Requiem Mod Attempts, and More!
- Beware the red stain on the Origin System - the Nodes the Lich influences will be available for you to play by selecting in the Mission screen.

-Any node of influence has REWARD TAX. Only defeating your Lich will return all of what was Taxed! The less influence nodes, the lower the Tax.

- Influenced Nodes contain LICH THRALLS. You must use your Parazon on these to glean clues on how to destroy your Lich using the correct 3 REQUIEM MODS in the correct order.

- Clearing Nodes and Killing Thralls leads to progression toward revealing your Lich’s 3 fatal Requiem Mods.

- Once you know the 3 Mods, figuring out the Order is a matter of trial and error in battles against your Lich - good luck!


THE FIGHTS

Your Liches likelihood to hunt you down is indicated by a bar on your Lich menu. The angrier they are, the more likely to spawn. Once you’ve drawn your Lich out to fight by destroying their Thralls and Influence nodes, fights against your LICH can go one of two ways:

DEFEAT- if your Parazon does not have the proper order of Requiem Mods. You will be defeated, and your Lich escapes, and grows stronger.

VICTORY - if your Parazon does have the proper order of Requiem Mods. You will be victorious.

THE VICTORY!

Defeating your Lich gives you two options:


VANQUISH

Vanquishing your Lich with your Parazon ends its immortality, and grants you its Kuva Weapon.


CONVERT

Converting your Lich with your Parazon corrupts it and turns it to your side, and will have a chance to appear in battle to aid you. https://gfycat.com/astonishingpeacefulblackmamba

THE KUVA WEAPONS

When you Vanquish a Lich, you’ll get its Kuva Weapon variant that is completely unique to your Lich. The base weapons are as follows, with custom stats depending on your Lich:

Kuva Karak: The custom weapon of a fearsome Kuva Lich. It has greater reload speed, lower recoil, and greater accuracy than the standard-issue Karak rifle.

Kuva Quartakk: Unlike a standard Quartakk, this Kuva Lich variant fires automatically from the hip and reloads faster while retaining its signature feature: annihilating targets with four simultaneous shots.

Kuva Ogris: The custom weapon of a fearsome Kuva Lich. Unlike the basic version the Kuva Ogris fires detonite-infused casings semi-automatically, from a smaller clip, while dealing greater damage per shot.

Kuva Kohm: The Kuva Kohm variant has a higher fire rate than the original. For every shot fired in rapid succession, the Kuva Kohm releases an additional bolt and grows more lethal.

Kuva Tonkor: This Lich-variant grenade launcher hurls mayhem and destruction with an increased reload speed.

Kuva Drakgoon: The Kuva Drakgoon flak cannon sends volleys of intensely hot shrapnel ricocheting around the room that do not slow down. Larger clip size and reload speed. Can be fired in wide or concentrated bursts.

Kuva Stubba (AKA Twin Stubba): Double-fist rapid-fire bursts of pain with these dual-wield variants of the Grineer submachine gun. Higher fire-rate and clip capacity.

Kuva Seer: This variant pistol has higher fire rate and magazine capacity. Superior zoom capabilities, plus projectiles have a small Corrosive burst.

Kuva Kraken: A custom variant that fires three quick shots with a single pull of the trigger, or can alt-fire burst the remainder of its clip. Higher fire rate, magazine capacity and reload speed.

Kuva Brakk: This Lich-variant semi-automatic hand cannon delivers a lot of punch in a small package. Higher fire rate, magazine capacity, and reload speed. https://gfycat.com/snarlingperkyasiaticmouflon

NEW

KUVA CHAKKHURR - A high-damage flintlock rifle that does additional Damage on head shots!

KUVA SHILDEG - A massive hammer for the smashing!!

KUVA AYANGA - An Arch-Gun that can be turned into a Heavy Weapon with a Gravimag.


OTHER REWARDS AND SECRETS

If Kuva Weapons or Lifelong Companionship aren’t your thing, there’s more! The birth of a Kuva Lich from a Larvling has a chance to create a Lich with some added flair - one of Seven new Ephemeras that you can only earn from Vanquishing or Converting your Lich (if it has one equipped)! These are a bit more special and rare, so don’t expect every Lich to have one, but we will be balancing over time.

Brand new Market items are available to help jump-start your Kuva world domination if that’s the road you wish to take. As with all our Platinum priced Market goods, these Packs are geared towards attaining convenience, at which they are priced accordingly:

Essential Parazon Mod Bundle

A Bundle featuring new Mods for your Parazon that give perks to Hacking or performing ‘Mercy’ kills on enemies. Purchased Mods are unranked.


Radiant Requiem Relic Pack

4 Radiant Requiem Relics, one of each type, I, II, III,and IV.


Kuva Lich Hunter Collection

Get a taste of the Old Blood with this exclusive, one-time purchase, of Kuva Lich items. Includes a full set of Requiem Mods, the Radiant Requiem Relic Pack, Kuva Warframe Armor, and an assortment of Kuva Lich themed color pallets.


NEW WARFRAME: GRENDEL

Consumer of worlds and everything else.

PASSIVE

Each enemy consumed grants 50 bonus Armor.


FEAST

Swallow an enemy whole and store it in Grendel’s gut. Not satisfied? Keep eating, but beware, each foe in Grendel’s belly slowly consumes Energy. Hold to vomit out stored enemies covering them in toxic bile.


NOURISH

Consume the enemies in Grendel’s gut and nourish nearby squad members with a radial buff.

Nourished Energy - Energy buff
Nourished Armor - Armor buff
Nourished Strike - Damage Multiplier buff


REGURGITATE

Violently puke out a bile soaked enemy from Grendel’s gut, turning the unfortunate creature into a toxic projectile.


PULVERIZE

Powered by feasting, Grendel curls into a ball and knocks over anyone in his path. Jumping slams Grendel into the ground and generates a damaging shockwave.

Grendel can be earned for free through means based on the lore of his Leverian entry. Once you’ve listened, you’ll begin your hunt for Grendel by acquiring:

  • Grendel Neuroptics Locator
  • Grendel Chassis Locator
  • Grendel Systems Locator

These Keys are found in Arbitrations and will expose hidden missions on the planet mentioned in his Leverian for you. Grendel helps those in need - and only those who are truly ‘empty’ will earn his pieces, guaranteed.


GrendelGlutt
GRENDEL GLUTT HELMET

Dinner is served. An iconic helm for Grendel.


GrendelCape
SUMBHA SYANDANA

A most curious Syandana and one favored by the gallant gourmand, Grendel.


GrendelMelee
MASSETER

Tear and chew through enemies with this unusual crankshaft-style greatsword. Grendel's signature weapon.

*When using Grendel with his signature Masseter, he will be immune from crowd-control procs while doing Heavy Attacks.


GRENDEL COLLECTION

It's all you can eat with this collection for the gallant gourmand. Includes Grendel Warframe, Glutt Helm, Masseter Greatsword, Sumbha Syandana and 3-day Credit and Affinity boosters.

EmberVauban
EMBER REVISITED

New Passive: Receive 5% Ability Strength for every enemy within a 50m engulfed in flame (up to a cap).

FIREBALL

Works fundamentally the same as it does now - tap for quick fire, hold to charge for greater impact. Enemies already inflicted by any Heat Status effect will now take additional damage.

Fireball has a casting combo, if you use it multiple times rapidly it gets stronger.

The damage output and charge speed also scale off of one of Ember’s newest abilities...

IMMOLATION (replacing Accelerant)

Time for a history lesson! Prior to Update 11.5, Ember’s second ability used to be “Overheat”, offering an aura of heat damage which also protected her from enemy fire. Almost SIX years later, it’s time for this ring of fire to come full circle.

When cast, Ember Immolates herself with protective fire armor. Her current level of self-Immolation is indicated by a unique UI indicator; the higher the heat, the more damage resistance, and the more effective Ember’s other abilities become.

The Immolation meter will build slowly at first - using Ember’s Fireball or Inferno causes the meter to build faster. But be warned! If the meter reaches maximum, Ember will “overheat” and Immolation will cost progressively more energy per second the longer you stay in an overheated state. To prevent this from happening, use Fire Blast to expel a portion of your heat meter, or toggle Immolation off to reset meter build.

FIRE BLAST

Casting time has been greatly reduced, and the ability now strips armor from nearby enemies. The amount of armor removed scales in effectiveness based on current Immolation levels. On cast, this immediately reduces your Immolation level by up to half.

INFERNO (replacing World On Fire)

Upon casting Inferno, all enemies currently within sight are struck by a fiery comet, lighting each target ablaze in a personal ring of fire. Inferno costs Energy per each target in sight, with the cost capped at 10 targets, at which other enemies are then free.

If an enemy ignited by Inferno comes in contact with another unit, the fire will spread, igniting them as well with a fresh ability duration. Damage of the heat AoE scales with current Immolation level.

With these changes, players will take a more active role in “bringing the heat” to all that stand in their way, with added protection that encapsulates Ember’s volatile nature.

Ember Augment Changes


  1. Fireball: Fireball Frenzy: This augment is unchanged.
  2. Immolation: Flash Accelerant is now Immolated Radiance: Allies within Affinity range will receive 50% of Immolation’s Damage Reduction.
  3. Fire Blast: Fire Fright is now Healing Flame: Each enemy hit heals Ember by 25 to 50 based on the level of the Immolation meter.
  4. Inferno: Firequake is now Exothermic: Enemies killed while under the effect of Inferno have a 15% chance to drop an Energy Orb.


VAUBAN REVISITED

When revisiting Vauban, we aimed to retain his status as a crowd control powerhouse, while increasing his mobility and lethality to keep up with 2019 Warframe’s lightning-quick pace.

TESLA NERVOS (replacing Tesla Grenades)

Instead of sticking to surfaces, these new Tesla Drones will roll around, following the player. Once an enemy comes within range, these Drones will latch on and emit a shock that stuns the target and nearby enemies. Each Drone has a limited number of shock charges before it must be replaced. Hold cast to summon multiple Tesla Nervoses at once!

MINELAYER

All four of his mines have been replaced with new options:

  1. Tether Coil pulls a number of nearby enemies to wherever it sticks, rendering them immobile.
  2. Flechette Orb fires high velocity nails in all directions, inflicting puncture damage to any unlucky enough to be nearby.
  3. Vector Pad lays down a walk pad, granting a boost of speed in a chosen direction (indicated by arrows). Players must be moving in the same direction as the pad to receive a boost, while enemies are affected no matter which way they wanted to go.
  4. Overdriver will latch onto a nearby ally or yourself, enhancing their damage output for a period of time.
PHOTON STRIKE (Bastille moved to #4)

A deployable beacon marks a location on the map. After a short countdown, the area is struck by a massive orbital laser explosion (and yes, it does work indoors).

BASTILLE (combined with Vortex)

Vauban’s two marquee powers have been combined into a new and devastating ultimate ability!

When deployed, a Bastille will capture nearby enemies, stripping them of their armor over time. Players standing within a Bastille’s radius will gain a temporary armor increase, building up over time based on how many targets are currently being held in the Bastille.

When a Bastille’s duration expires, it collapses into a brief Vortex at the center of the cast for easy group kills. Want the Vortex to appear sooner, or last longer? Holding the cast key will collapse all active Bastilles early, or if you have no Bastilles, holding will deploy a new Vortex instead.

Overall, many of Vauban’s powers have been streamlined or replaced, making his tools less redundant, and much more versatile for keeping up with the pace of an average Warframe mission.

Vauban Augment Changes
  1. Tesla Nervos: Tesla Bank: While a target has a Nervos attached, any damage dealt to it will be absorbed by the Nervos and channeled into a 8m burst of Electricity on death.
  2. No Augment for Minelayer.
  3. Photon Strike: Photon Repeater: If Photon Strike hits at least 5 enemies, the next cast will cost no Energy.
  4. Bastille: Repelling Bastille: Since Bastille and Vortex have merged, their Augments have merged as well. Enemies within the Bastille have a 100% chance to be repelled every 4s. Plus, Vortex’s duration is increased by 70% of its Maximum Duration for each additional Vortex thrown into it.

*Vauban and Ember have been removed from Conclave in the meantime for balancing.


TitaniaDeluxe
TITANIA EMPRESS COLLECTION

The trappings of royalty. Includes the deluxe Titania Empress Skin, Hawkmoth Skin for the Dex Pixia exalted weapon, the Mot Skin for the Diwata sword, Titania’s Heartwood Armor Set and the Dendrite Gunblade Skin.


EuphratesArmor
EUPHRATES PET ARMOR PACK

Contains Euphrates Pet Armor for both Kubrow and Kavat, modeled on the intimidating, bladed look of the Tigris Shotgun.


NEW KAVAT

Introducing Vasca! A true child of the night, and a drinker of life.

How to obtain:

Bring your Kavat to the Plains of Eidolon at night to meet a Vasca Kavat - snoot to snoot. If your Kavat becomes tainted by a Vasca bite, Imprint it and breed 2 together for your own bloodthirsty kitty.

Don’t want your Kavat to carry the virus? Visit Master Teasonai in Cetus for the Vasca Curative.

Vasca Precepts:

Vampiric Bite: Vasca’s bite bypasses armor, draining her prey of life, adding to her own.

Transfusion: When her master is in bleedout, Vasca sacrifices some of her Health to raise them.

PLUS, new Vasca Floofs can be acquired by Master Teasonai!

Don’t feel like getting in a cat fight? Check out the Market for the Vasca Kavat Starter Kit!


WeaponExilus
WEAPON EXILUS DESIGNATION + WHY!

Introducing a new Exilus Weapon Adapter that unlocks an Exilus Weapon Mod Slot for your Primary and Secondary weapons, granting you extra capacity to equip utility Mods. You can find the Exilus Weapon Adapter as an Offering from the main 6 Syndicates, from the new Requiem Relics, or in the in-game Market!

These Adapters will be for Primary and Secondary weapons only. Once we have finished making changes to the Melee system, we will re-evaluate the need for a Melee variant.

The conversation of tight capacity already exists without the addition of the Exilus Weapon Mod Slot, so we’re making these Slots default Polarities, meaning all Exilus Weapon Mods are - (Naramon) or V (Madurai) Polarity.

If you’re familiar with Exilus Mods, they are utility or movement Mods, not sustained DPS grants. Below is a list of eligible Exilus Weapon Mods that sustain the utility intention. Anything not included in this list was deemed DPS affecting and not true ‘Utility’:

Eligible Exilus Weapon Mods:
Ammo max:
  • Ammo Drum
  • Shell Compression
  • Trick Mag
Mutation:
  • Rifle Ammo Mutation
  • Primed Rifle Ammo Mutation
  • Shotgun Ammo Mutation
  • Primed Shotgun Ammo Mutation
  • Pistol Ammo Mutation
  • Primed Pistol Ammo Mutation
  • Arrow Mutation
  • Sniper Ammo Mutation
  • VIGILANTE: Supplies
Zoom:
  • Eagle Eye
  • Broad Eye
  • Overview
  • Air Recon
  • AERO: Periphery
Movement:
  • Agile Aim
  • Snap Shot
  • Spry Sights
Recoil modifying:
  • Gun Glide
  • Double-Barrel Drift
  • Stabilizer
  • Vile Precision
  • Strafing Slide
  • Steady Hands
Accuracy:
  • Guided Ordnance
  • Narrow Barrel
  • Targeting Subsystem
Silence:
  • Hush
  • Silent Battery
  • Suppress
Holstering Speed:
  • Soft Hands
  • Twitch
  • Reflex Draw
Reload Whilst Holstered:
  • Lock and Load
  • Tactical Reload
  • Eject Magazine
Projectile Speed:
  • Terminal Velocity
  • Fatal Acceleration
  • Lethal Momentum
Oddities:
  • Adhesive Blast
  • Cautious Shot
  • Fomorian Accelerant
  • Kinetic Ricochet
  • Tether Grenades

As a result, the following Mods have been tweaked:

General Changes
  • Ammo Drum increased to +90% Ammo
  • Shell Compression increased to +90% Ammo
  • Vile Precision is now -90% Recoil
Drain Reductions (at maximum rank):
  • Lock and Load from 13 to 9
  • Tactical Reload from 13 to 9
  • Eject Magazine from 13 to 9
  • Vile Precision from 11 to 9
  • Cautious Shot from 12 to 10
  • Rifle Ammo Mutation from 9 to 7
  • Primed Rifle Ammo Mutation from 14 to 10
  • Shotgun Ammo Mutation from 9 to 7
  • Primed Shotgun Ammo Mutation from 14 to 10
  • Arrow Mutation from 9 to 7
  • Pistol Ammo Mutation from 9 to 7
  • Primed Pistol Ammo Mutation from 14 to 10
  • Sniper Ammo Mutation from 9 to 7


Melee PHASE 2: TECHNIQUES

Update 26 brings change to Warframe - it iterates on the game and Melee is no exception. For months Phase 1 has been in your hands, and it’s time for Phase 2. What follows is a detailed overview of our design direction and intentions with this new Phase.

We are not touching Melee Riven Dispositions until we get updated data - expect advance notice when we close in on a date for this.

We want you to know how your use of melee and feedback on the systems have helped form Phase 2, and how some changes are included to allow for a more cohesive Melee experience. Our tools made Spin attacks optimal at the cost of the more interesting Melee system, and we’re trying to rectify that overall.

Previously we made several changes to the Melee system (as detailed in the Melee Rework Phase 1 Dev Workshop thread) including:

  • Introducing a new quick-melee attack
  • Full VFX overhaul on elemental damage types
  • Aimed Slam Attacks instead of impacting directly below an airborne player.

While select changes are to be rolled back (yes - see below before you react), the rest of the system served as a good foundation for this much more expansive Phase 2.

Please bear in mind that these changes are not set in stone, and some aspects of the new Melee system will be tweaked during the usual QA process. There are some more features being added later on, introduced in Melee Rework Phase 3 at a later date.

So what is covered in Melee Update Phase 2?

THE GAMEPLAY
  1. The Return of Equipped Melee and Manual Blocking!
  2. Dodge Cancelling and Tactical Dodging
THE COMBOS

3. Stance Changes, Combos and You!

4. Smoother Combo Transitions

5. Combo Counter Rework

THE TOOLS

6. Changes to Slam Attacks

7. Goodbye Channeling, Hello Heavy Attacks and Lifting!

8. Weapon Stats, Mastery Limits and General Melee Changes

9. Mod Rebalancing / Functionality

10. Exalted Weapons

11. The Screens: Arsenal Changes

THE TECHNICAL BITS

12. Aim Assist

13. Sticky Fingers when Equipping Melee!

THE FUTURE

14. Channelling 2.0 AKA “Rage Mode” and Future Plans!

As you can probably tell, this section is going to be a bit of a lengthy one, so make sure you sit comfortably, drink a nice cup of Greedy Milk and get ready to read all about how you can better turn your enemies into salsa with your favorite melee weapon!

An overarching note before you get started, is that every Melee weapon that was originally a single Elemental damage type has been converted to Physical + Element, allowing for more Status reliability as well (Silva and Aegis excluded given Flame Blade).


THE GAMEPLAY
  1. Equipping Melee and Manual Blocking!

One of the bigger changes added to the Melee Rework: Phase 1 was the addition of fluid swapping between melee and Primary / Secondary Weapons. However, some players preferred the ability to manually block, making some of their builds less easy to manage. While we restored manual blocking for players playing ‘sword alone’, it wasn’t quite the same.

The good news is that both functions are back! Holding the weapon swap button will equip melee fully again, and the aim button will manually block when in this mode. Holding the Weapon Swap button while Exalted Melee is in play will also lock you into Exalted Melee mode! (Don’t worry, Auto Blocking is still a thing!)

We also have redesigned the utility of blocking: Blocking will now prevent 100% of damage, with a blocking angle that is dependent on the melee weapon equipped. All successful Blocks will also add to the new Combo Counter!


Fichier:BlockAngle.png


In the above example, sword and shield weapons (such as the Silva & Aegis) have a blocking angle of 70 degrees, centered on the front of the player, where as a dagger weapon (such as the Dark Dagger) will only have a blocking angle of 45 degrees. (Previously all weapons had a locked blocking angle of 45 degrees upon the introduction of Auto Blocking.)


2. Dodge Cancel and Tactical Dodging

One of the older and larger complaints of the melee combo system has been the animation locks. Completing 7 step combos feels great, but the animations completely lock you into the movements. We are introducing two new ways to put more control in your hands:

  • Dodge Cancel - Allows a player to activate a dodge any time during a melee attack to end the combo immediately and dodge out of the way.
  • Tactical Dodging - Dodging while blocking now performs this Tactical Dodge, keeping the distance short, and allowing you to remain within melee range. This is an effort to not break the flow of combat after cancelling out of an attack, but also if you need to make a quick escape!


THE COMBOS

3. Stance Changes, Combos and You

By far, the biggest change you will see in the new Melee system is the alterations made to Stances, as well how Combos interact with one another. In the old (current) system, Combos are an effect of button presses, all leading into a chain of animations. In Melee Rework Phase 2, attacks are buttery-smooth and adaptable!

This rework of Combos applies to every Stance, not just the weapon types. For example, Tempo Royale (a Heavy Weapon Stance Mod) will still have different Combos than the Cleaving Whirlwind Stance, even though both Stances fit the Heavy Weapon melee type. The difference now, is that both share a design that uses common movements and attack types.

We also wanted melee attacks to feel more intuitive. For example, if you are aiming down the sights of a primary weapon or blocking incoming fire, and then hit the melee button, you most likely want to get in close! If you are not inputting a movement key while meleeing, it’s usually a sign you want to finish off your target. We wanted the new Combos to reflect that that existing movement, and so the new inputs reflect that situational awareness.

In most cases, the following improvements can be applied to any given Stance Mod equipped to a weapon (not just individual weapon types!):

  • Forward Combo (Forward + Melee) - This allows you to attack without initially interrupting movement with the first 1-3 swings (depending on the weapon Stance). The last attack in the sequence will loop seamlessly into the first, so that you can keep a level of mobility while attacking.
  • Forward Tactical Combo (Forward + Block/Aim + Melee) - This move is usually a distance-closing opener, bringing you closer to the enemy and getting you within range to continue a harder-hitting string of attacks. The beginning or end of this combo can have a slam effect, allowing you to control the enemy, and during the mid-point of the combo, attacks will be large and sweeping, allowing multiple enemies to be hit.
  • Neutral Combo (Melee button only) - Hard hitting, movement-free attacks to allow a player to destroy their target. The last attack can either have a knockdown effect, or throw them into the air and hold them there, if one set of strikes does not finish the job.
  • Neutral Tactical Combo (Block/Aim + Melee) - First hit will likely be a longer thrust or throw of a weapon to increase range. Further attacks will be hard-hitting, and will often finish in a ragdoll effect or a Lifting Attack, as opposed to a knockdown or stagger. Lifting attacks are detailed in Section 7 of this workshop.
  • Air Combo (Melee while Jumping) - Perform a combo in the air without sacrificing movement.
  • Hover Air Combo (Back + Melee while Jumping) - Holds the player in place while the combo completes, and overrides the slam attack angle to keep the action going!

Pro Gamer Move Example: Use the first, opening attack in the Forward Tactical Combo (Forward + Block/Aim + Melee) to close the distance on the target, then transition into either a Neutral Combo (Melee Only) or a Neutral Tactical Combo (Block/Aim + Melee) to finish off the target.

All of these fresh Stance changes has shone light on Whip Stances in particular not being as desirable in comparison to the others. We’re aware of this and are working on a new Whip Stance!


4. Smoother Combo Transitions

In the old system, only the first follow up attack inputted would remain in ‘memory’ and would execute at the end of the initial attack animation. Any kind of input entered after the initial follow up was ignored until the next attack had started. In the new system, the next attack is being constantly updated, depending on the last input received.

This allows for last-second decisions on combo changes to occur immediately after the first attack has finished. No more waiting for a combo attack animation to end before you can start spamming the attack button again! Embrace the fluidity!


5. Combo Counter Rework

The Combo Counter will be getting a new functionality pass. Rather than just providing flat bonuses to damage, the Combo Counter will now also act as an expendable resource for new heavy hitting combat: HEAVY ATTACKS! This will replace channeling's key binding, and Section 7 below covers those changes. This counter will be increased in a more granular and rapid way, and can be built by using melee attacks, blocking damage, radial damage from Slam Attacks and hits from a thrown weapon (such as the Glaive).

As an expendable resource the Combo Counter should be easy to replenish, and the changes made should reflect how easy you can acquire and spend the Combo Counter resource. In addition, the ‘heaviness’ of an attack will have a measured difference on the amount of Combo Counter it increases. As a general rule, lighter, swift attacks will give lower additions to the Combo Counter than slower, heavy attacks will. Swing for the fences, Tenno!

A SIDE NOTE: as a result of this new Combo Counter system, certain Mods are changing, but there are also some Mods whose stats will remain untouched, such as Body Count, as it retains the same functionality. All Riven Challenges related to Channeling have been changed to reflect ‘Combo Counter’. For example, Riven Mods can now have a + / - to not gain Combo Points on hit. The Mods that will see some changes are listed below, in Section 9.

ANOTHER SIDE NOTE: Abilities that use the Combo Counter (such as Ash, Atlas, etc.) will scale at 25% of their former values, to make up for the ease of building a much higher Combo Counter Multiplier. This value is pending review for balance passes.

  • Combo Duration is now displayed as a bar underneath your Combo Counter!


THE TOOLS

6. Changes to Slam Attacks

The ragdoll effect of the Slam Attack is being removed (with some weapon-specific exceptions *cough*JatKittag*cough*), however it is being replaced with an effect that will push enemies back or knock them down, giving the player some breathing room, and setting the enemy units up for follow-up attacks.

Melee Rework: Phase 1 introduced the global use of ragdoll effects on Slam Attacks, so this is the second item to be rolled back, and replaced with a better way to rain down death from above!

Also, all Melee weapons have received an updated Slam FX - come on and SLAM (attack), and welcome to the jam!


7. Replacing Channeling with Heavy Attacks and the ‘Lifted’ Status

Channeling will be saying its final farewells in the Melee Rework: Phase 2 update, and instead is being replaced with a new form of Heavy Attack, as well as a new Lifted status effect. As we said before, Channeling Mods will also be changed to support this new system, as well as providing a larger pool of utility to choose from in your builds.

These are the changes planned:

  • Heavy Attacks (Alt-Fire for Melee) - Heavy attacks can now occur at any time, simply by pressing the Alt-fire button while you have melee equipped or in your hand. This costs all of your Combo Counter (affected by Mods), so make sure you lay down the hurt! If you don’t have any Combo Counter active, you will use a Heavy Attack, but it will not benefit from any damage bonus from the Combo Counter.
  • Heavy Slam Attacks (Jump + Alt-Fire for Melee) - This new Slam Attack will create a new effect on targets, known as the LIFTED STATUS. When a target is Lifted, it is held suspended in the air, allowing a player to follow up on attacks while the target is held helplessly aloft. Again, if you do not have any Combo Counter active, this will act as a Heavy Slam attack without a damage bonus, and minimal Lifting Status.

But what about the Channeling FX you ask? Prime Armor Channeling FX will now appear when the Combo Counter reaches 2!


8. Weapon Stats and Mastery Limits

With this new change, there is a broad-sweeping review of Melee weapons and how they function with the new system:

  • Mastery Rank - Weapons have been reviewed to make sure their function and power are aligned with an appropriate Mastery Rank, similar to passes made on Primary and Secondary weapons.
  • Base Damage - Since the Combo Multiplier will apply to Heavy Attacks only, the base damage of all melee weapons has significantly increased.
  • Base Range - Along with damage, range has also been increased to make sure you get the most chop for your buck. While base range is being increased, Range Mods are going to have a different calculation applied to them. This is detailed in Section 9.
  • Mod and Arcane Channeling Functionality - As mentioned above, any Mods or Arcanes with functionality tied to Channeling have had their stats altered to increase Lifted Status, Heavy Attack damage and Combo Counter modifiers.
Voir la liste Melee Changes
Universal properties
  • Range increased for kick attacks from 1.5 to 2m (Except for Sparring weapons which is increased to 2.5m)
  • Combo Duration increased from 3 to 5 seconds
Daggers
General

Parry Angle set to 45

Follow Through increased from 0.3 to 0.9


MASTERY RANK 0-3
Ceramic Dagger

Damage increased from 35 to 140

Range increased from 1 to 1.8

Status Chance increased from 10% to 20%

Critical Chance increased from 5% to 10%


Heat Dagger

Mastery Rank increased from 0 to 3

Damage increased from 45 to 14 Impact, 76 Puncture, 56 Slash and 62 Heat

Range increased from 1 to 1.75

Status Chance increased from 5% to 14%

Critical Chance increased from 5% to 14%

Critical Damage increased from 1.5x to 1.6x


Dark Dagger

Mastery Rank increased from 0 to 2

Damage increased from 35 Radiation to 58 Puncture, 36 Slash and 60 Radiation

Range increased from 1 to 1.75

Status Chance increased from 10% to 22%

Critical Chance increased from 5% to 8%


MASTERY RANK 4-6
Sheev

Mastery Rank increased from 0 to 5

Damage increased from 45 to 270

Range increased from 1 to 1.7

Critical Chance increased from 5% to 13%

Critical Damage increased from 2x to 2.1x


Karyst

Mastery Rank increased from 0 to 6

Damage increased from 50 Toxin to 30 Impact, 84 Puncture, 72 Slash and 87 Toxin

Range increased from 1 to 1.75

Status Chance increased from 10% to 26%


MASTERY RANK 7-9
Rakta Dark Dagger

Damage increased from 50 Radiation to 88 Puncture, 62 Slash and 96 Radiation

Range increased from 1 to 1.75

Status Chance increased from 10% to 30%

Critical Chance increased from 5% to 12%

Critical Damage increased from 1.5x to 1.8x


Dual Daggers
General

Parry Angle set to 50

Follow Through increased from 0.3 to 0.8


MASTERY RANK 0-3
Fang

Damage increased from 30 to 108

Range increased from 0.75 to 1.65

Status Chance increased from 8% to 16%

Critical Chance increased from 5% to 8%


MASTERY RANK 4-6
Okina

Damage increased from 40 to 140

Range increased from 0.75 to 1.7

Status Chance increased from 15% to 20%

Critical Chance increased from 5% to 16%


MASTERY RANK 7-9
Ether Daggers

Mastery Rank increased from 0 to 6

Damage increased from 45 to 224

Range increased from 0.75 to 1.75

Status Chance increased from 15% to 30%

Critical Chance increased from 5% to 10%

Critical Damage increased from 1.5x to 1.8x


MASTERY RANK 10-12
Fang Prime

Mastery Rank increased from 0 to 10

Damage increased from 36 to 178

Physical damage split now matches base Fang

Range increased from 1 to 1.75

Status Chance increased from 5% to 26%

Critical Chance increased from 5% to 26%

Critical Damage increased from 1.5x to 2.6x


Fist
General

Parry Angle set to 50

Follow Through increased from 0.5 to 0.9


MASTERY RANK 0-3
Mk-1 Furax

Damage increased from 35 to 90

Range increased from 0.5 to 1.25


Ankyros

Mastery Rank increased from 0 to 2

Damage increased from 30 to 90

Range increased from 0.5 to 1.25


MASTERY RANK 4-6
Furax

Mastery Rank increased from 0 to 5

Damage increased from 35 to 135

Range increased from 0.5 to 1.25

Status Chance increased from 10% to 11%

Critical Chance increased from 20% to 25%

Critical Damage increased from 2x to 2.3x


Tekko

Mastery Rank increased from 2 to 6

Damage increased from 45 to 160

Range increased from 0.5 to 1.25


MASTERY RANK 7-9
Ankyros Prime

Mastery Rank increased from 0 to 8

Damage increased from 38 to 128

Range increased from 0.5 to 1.25

Status Chance increased from 15% to 16%

Critical Chance increased from 20% to 28%

Critical Damage increased from 2x to 2.4x


Furax Wraith

Mastery Rank increased from 3 to 9

Damage increased from 35 to 139

Range increased from 0.5 to 1.25

Status Chance increased from 10% to 15%

Critical Chance increased from 25% to 30%

Critical Damage increased from 2.5x to 2.7x

Initial Combo Count set to 20


MASTERY RANK 10-12
Tekko Prime

Damage increased from 56 to 180

Range increased from 1 to 1.35


Sparring
General

Parry Angle set to 50

Follow Through increased from 0.5 to 0.9


MASTERY RANK 0-3
Kogake

Mastery Rank increased from 0 to 2

Damage increased from 35 to 120

Range increased from 0.5 to 1.25


MASTERY RANK 4-6
Obex

Mastery Rank increased from 0 to 4

Damage increased from 25 to 120

Range increased from 0.5 to 1.25


MASTERY RANK 7-9
Hirudo

Damage increased from 55 to 130

Range increased from 0.5 to 1.25

Status Chance increased from 5% to 11%

Critical Chance increased from 15% to 30%


Korrudo

Damage increased from 61 to 193

Range increased from 0.5 to 1.25


MASTERY RANK 10-12
Kogake Prime

Damage increased from 70 to 242

Range increased from 0.5 to 1.25

Status Chance increased from 34% to 38%


Prisma Obex

Mastery Rank increased from 4 to 10

Damage increased from 25 to 150

Range increased from 0.5 to 1.25


Claws
General

Parry Angle set to 55

Follow Through increased from 0.5 to 0.8


MASTERY RANK 4-6
Venka

Mastery Rank increased from 3 to 4

Damage increased from 37 to 140

Range increased from 0.5 to 1.75


Ripkas

Mastery Rank increased from 3 to 5

Damage increased from 55 to 173

Range increased from 0.5 to 1.75


MASTERY RANK 13-15
Venka Prime

Mastery Rank increased from 8 to 14

Damage increased from 55 to 188

Range increased from 0.5 to 1.8

Status Chance increased from 15% to 24%

Critical Chance increased from 25% to 32%

Critical Damage increased from 2.5x to 2.6x


Nunchaku

General

Parry Angle set to 55


MASTERY RANK 7-9
Ninkondi

Mastery Rank increased from 0 to 8

Damage increased from 45 Electricity to 90 Impact and 100 Electricity


MASTERY RANK 10-12
Shaku

Mastery Rank increased from 0 to 10

Damage increased from 55 to 180

Status Chance increased from 25% to 34%

Critical Chance increased from 7.5% to 18%


MASTERY RANK 13-15
Ninkondi Prime

Mastery Rank increased from 10 to 14

Damage increased from 54 to 234


Warfans
General

Parry Angle set to 55

Follow Through increased from 0.6 to 0.7


MASTERY RANK 7-9
Gunsen

Mastery Rank reduced from 10 to 8

Damage increased from 50 to 160

Range increased from 0.5 to 1.7


Gunblades
General

Parry Angle set to 45


MASTERY RANK 4-6
Redeemer

Damage increased from 60 to 180

Range increased from 0.5 to 1.7

Status Chance increased from 10% to 22%

Critical Chance increased from 5% to 10%

Critical Damage increased from 1.5x to 1.8x


MASTERY RANK 7-9
Sarpa

Damage increased from 70 to 160

Range increased from 0.5 to 1.75

Status Chance increased from 10% to 28%

Critical Chance increased from 5% to 14%

Critical Damage increased from 1.5x to 2x


MASTERY RANK 10-12
Redeemer Prime

Damage increased from 80 to 212

Range increased from 0.5 to 1.75

Status Chance increased from 28% to 30%

Critical Chance increased from 16% to 24%


Rapiers
General

Parry Angle set to 60

Follow Through decreased from 1 to 0.7


MASTERY RANK 7-9
Destreza

Damage increased from 75 to 158

Range increased from 1 to 2.5

Status Chance increased from 5% to 14%

Critical Chance increased from 20% to 28%


Endura

Damage increased from 95 to 200

Range increased from 1 to 2.5

Status Chance increased from 25% to 36%

Critical Chance increased from 5% to 10%


MASTERY RANK 10-12
Destreza Prime

Damage increased from 76 to 170

Range increased from 1 to 2.5

Status Chance increased from 18% to 20%

Critical Chance increased from 24% to 32%


Glaives

As a general note, self damage has been removed from Glaive power throws. As this decision made it through the testing pipeline, some mentioned this impacts a specific Chroma interaction, but positively impacts 41 other Warframes.

More specifically, the Power Throw Mod has been changed to not create explosions when hitting an object or enemy on its last bounce, it solely offers a Punchthrough addition.


General

Parry Angle set to 55

Follow Through increased from 0.5 to 0.7


MASTERY RANK 0-3
Kestrel

Damage increased from 35 to 84

Range increased from 0.5 to 1.2


Glaive

Damage increased from 45 to 105

Range increased from 0.5 to 1.25

Status Chance increased from 10% to 12%

Critical Chance increased from 10% to 12%


MASTERY RANK 4-6
Orvius

Damage increased from 70 to 195

Range increased from 0.5 to 1.3

Status Chance increased from 15% to 18%

Critical Chance increased from 15% to 18%


Block+Alt Fire to throw glaive that will Suspend enemies


MASTERY RANK 7-9
Cerata

Mastery Rank increased from 3 to 7

Damage increased from 44 Toxin to 19 Impact, 36 Puncture, 52 Slash and 76 Toxin

Range increased from 0.5 to 1.25


Falcor

Damage increased from 78 to 230

Range increased from 0.75 to 1.3

Status Chance increased from 28% to 34%


Halikar

Damage increased from 45 to 149

Range increased from 0.5 to 1.2

Status Chance increased from 20% to 29%

Critical Chance increased from 10% to 17%


Pathocyst

Damage increased from 82 to 262


MASTERY RANK 10-12
Glaive Prime

Damage increased from 50 to 164

Range increased from 0.5 to 1.25

Critical Chance increased from 15% to 22%


Nikanas

General

Parry Angle set to 55

Follow Through increased from 0.6 to 0.7


MASTERY RANK 4-6
Nikana

Damage increased from 45 to 142

Range increased from 1 to 2.5

Status Chance increased from 10% to 16%

Critical Chance increased from 10% to 16%


MASTERY RANK 7-9
Dragon Nikana

Damage increased from 85 to 188

Range increased from 1 to 2.5

Status Chance increased from 15% to 22%

Critical Chance increased from 15% to 22%


MASTERY RANK 10-12
Skiajati

Damage increased from 77 to 175

Range increased from 1 to 2.7

Status Chance increased from 27% to 30%

Critical Chance increased from 15% to 19%

Critical Damage increased from 1.9x to 2.1x

Slam Radius increased from 3 to 6


Nikana Prime

Mastery Rank increased from 0 to 12

Damage increased from 95 to 198

Range increased from 1 to 2.5

Status Chance increased from 20% to 28%

Critical Chance increased from 20% to 28%

Critical Damage increased from 2x to 2.4x


Two Handed Nikanas
General

Parry Angle set to 55


MASTERY RANK 7-9
Tatsu

Damage increased from 96 to 214

Range increased from 2 to 3

Status Chance increased from 23% to 28%

Critical Chance increased from 11% to 16%

Critical Damage increased from 1.9x to 2x


Sword and Whip
General

Parry Angle set to 60


MASTERY RANK 7-9
Lacera

Damage increased from 80 Electricity to 12 Impact, 38 Puncture, 66 Slash and 100 Electricity

Range increased from 1 to 2.5

Critical Chance increased from 2.5% to 5%


Mios

Damage increased from 80 to 177

Range increased from 1 to 2.5

Critical Chance increased from 15% to 19%


MASTERY RANK 10-12
Jat Kusar

Mastery Rank increased from 10 to 11

Damage increased from 80 Heat to 79 Impact, 13 Puncture, 45 Slash and 81 Heat

Range increased from 1 to 2.4

Status Chance increased from 5% to 19%


Tonfas
General

Parry Angle set to 60


MASTERY RANK 0-3
Kronen

Damage increased from 65 to 130

Range increased from 1 to 2.5

Critical Chance increased from 5% to 10%


MASTERY RANK 4-6
Boltace

Mastery Rank increased from 2 to 4

Damage increased from 85 to 176

Range increased from 1 to 2.5

Status Chance increased from 25% to 28%

Critical Chance increased from 5% to 6%


MASTERY RANK 7-9
Ohma

Damage increased from 100 Electricity to 76 Impact, 38 Slash and 110 Electricity

Range increased from 1 to 2.5


MASTERY RANK 10-12
Telos Boltace

Mastery Rank increased from 8 to 11

Damage increased from 85 to 210

Range increased from 1 to 2.5

Status Chance increased from 25% to 35%

Critical Chance increased from 10% to 20%


MASTERY RANK 13-15
Kronen Prime

Mastery Rank increased from 8 to 13

Damage increased from 66 to 212

Range increased from 1 to 2.5

Status Chance increased from 24% to 34%

Critical Chance increased from 12% to 22%


Polearms
General

Parry Angle set to 55

Follow Through reduced from 0.8 to 0.6


MASTERY RANK 0-3
Orthos

Damage increased from 50 to 175

Range increased from 2 to 3

Status Chance increased from 15% to 18%

Critical Chance increased from 5% to 6%


Tonbo

Damage increased from 80 to 184

Range increased from 2 to 3


MASTERY RANK 4-6
Guandao

Damage increased from 90 to 202

Critical Chance increased from 22% to 28%


Cassowar

Damage increased from 70 to 188


Sydon

Mastery Rank increased from 2 to 5

Damage increased from 75 to 225

Range increased from 2 to 2.9


Serro

Mastery Rank increased from 2 to 6

Damage increased from 75 Electricity to 96 Slash and 138 Electricity

Range increased from 2 to 3

Status Chance increased from 25% to 26%

Critical Chance increased from 5% to 8%


MASTERY RANK 7-9
Kesheg

Damage increased from 105 to 241

Range increased from 2 to 2.9

Status Chance increased from 10% to 23%

Critical Chance increased from 7.5% to 19%


Pupacyst

Damage increased from 90 to 284

Range increased from 1.5 to 2.7


Lesion

Mastery Rank increased from 7 to 9

Damage increased from 100 to 237

Range increased from 1.5 to 2.7

Status Chance increased from 30% to 37%

Critical Chance increased from 5% to 15%


MASTERY RANK 10-12
Vaykor Sydon

Mastery Rank increased from 8 to 11

Damage increased from 85 to 213

Range increased from 2 to 2.9

Status Chance increased from 25% to 33%

Critical Chance increased from 15% to 21%

Critical Damage increased from 2x to 2.5x


Radial Blind now triggered by Block+Alt Fire at full charge


Orthos Prime

Mastery Rank increased from 2 to 12

Damage increased from 65 to 234

Status Chance increased from 15% to 36%

Critical Chance increased from 10% to 24%

Critical Damage increased from 2x to 2.2x


Staves
General

Parry Angle set to 60


MASTERY RANK 0-3
Mk-1 Bo

Damage increased from 45 to 90

Range increased from 2 to 3


MASTERY RANK 4-6
Bo

Mastery Rank increased from 0 to 4

Damage increased from 50 to 140


Amphis

Mastery Rank increased from 0 to 5

Damage increased from 55 to 130

Range increased from 2 to 3

Status Chance increased from 10% to 21%

Critical Chance increased from 7.5% to 13%

Critical Damage increased from 1.5x to 1.7x


Tipedo

Mastery Rank increased from 3 to 6

Damage increased from 50 to 124

Range increased from 1.5 to 3


MASTERY RANK 7-9
Broken Scepter

Mastery Rank increased from 5 to 7

Damage increased from 60 to 179

Range increased from 1.5 to 2.9


MASTERY RANK 10-12
Bo Prime

Mastery Rank increased from 5 to 10

Damage increased from 70 to 176

Status Chance increased from 25% to 32%

Critical Chance increased from 12.5% to 24%

Critical Damage increased from 2x to 2.6x


Tipedo Prime

Damage increased from 76 to 170

Range increased from 1.5 to 3


Scythes
General

Parry Angle set to 60

Follow Through reduced from 0.8 to 0.6


MASTERY RANK 0-3
Anku

Damage increased from 70 to 170

Range increased from 1 to 2.8


MASTERY RANK 4-6
Ether Reaper

Mastery Rank increased from 3 to 4

Damage increased from 65 to 180

Range increased from 1 to 2.7

Status Chance increased from 15% to 20%

Critical Chance increased from 15% to 20%


MASTERY RANK 7-9
Caustacyst

Damage increased from 75 Corrosive to 17 Impact, 71 Puncture, 69 Slash and 103 Corrosive

Range increased from 1 to 2.9

Status Chance increased from 30% to 37%

Critical Chance increased from 5% to 9%


Hate

Mastery Rank increased from 2 to 8

Damage increased from 70 to 230

Range increased from 1 to 2.8

Status Chance increased from 15% to 20%

Critical Chance increased from 20% to 30%


MASTERY RANK 10-12
Reaper Prime

Mastery Rank increased from 2 to 10

Damage increased from 75 to 200

Range increased from 1 to 2.8

Status Chance increased from 12% to 25%

Critical Chance increased from 20% to 35%

Critical Damage increased from 2x to 2.5x


Heavy Blades
General

Parry Angle set to 55

Follow Through increased from 0.2 to 0.6


MASTERY RANK 0-3
Gram

Damage increased from 100 to 160

Range increased from 1 to 2.8


Scindo

Damage increased from 100 to 200

Range increased from 1 to 2.6


Galatine

Damage increased from 125 to 182

Range increased from 1.45 to 3


MASTERY RANK 4-6
Dark Split-Sword (Heavy Blade)

Damage increased from 90 Radiation to 68 Puncture, 52 Slash and 100 Radiation

Range increased from 1.45 to 2.8


Zenistar

Damage increased from 130 Heat to 80 Impact, 68 Slash and 150 Heat

Range increased from 1 to 2.6

Status Chance increased from 25% to 30%

Critical Chance increased from 5% to 10%


Disc Duration is now a base of 10 seconds and is increased by the Combo Multiplier


MASTERY RANK 7-9
Scindo Prime

Mastery Rank increased from 4 to 8

Damage increased from 130 to 250

Range increased from 1 to 2.7

Status Chance increased from 15% to 24%

Critical Chance increased from 20% to 26%

Critical Damage increased from 2x 2.4x


MASTERY RANK 10-12
Paracesis

Damage increased from 144 to 222

Range increased from 1.45 to 2.9

Status Chance increased from 12% to 22%


War

Damage increased from 140 to 250

Range increased from 1.45 to 3.2

Status Chance increased from 20% to 26%

Critical Chance increased from 20% to 26%

Critical Damage increased from 2x 2.6x


MASTERY RANK 13-15
Galatine Prime

Damage increased from 165 to 280

Range increased from 1.45 to 3

Status Chance increased from 20% to 26%

Critical Chance increased from 20% to 26%


Gram Prime

Damage increased from 180 to 300

Range increased from 1.45 to 2.9


Hammers
General

Parry Angle set to 50

Follow Through increased from 0.2 to 0.4


MASTERY RANK 0-3
Fragor

Damage increased from 115 to 200

Range increased from 2 to 2.5


Magistar

Damage increased from 80 to 210

Range increased from 1 to 2.5


MASTERY RANK 4-6
Jat Kittag

Damage increased from 130 to 200

Range increased from 2 to 2.8


Sibear

Damage increased from 130 Cold to 70 Impact, 20 Puncture, 50 Slash and 100 Cold

Range increased from 1 to 2.6

Status Chance increased from 10% to 30%


MASTERY RANK 7-9
Heliocor

Damage increased from 140 to 280

Range increased from 2 to 2.5

Status Chance increased from 2.5% to 12%

Critical Chance increased from 25% to 38%


Sancti Magistar

Damage increased from 120 to 240

Range increased from 1 to 2.6

Status Chance increased from 10% to 20%

Critical Chance increased from 20% to 30%



Volnus

Mastery Rank increased from 4 to 9

Damage increased from 100 to 220

Range increased from 1.8 to 2.9


Wolf Sledge

Damage increased from 130 to 259

Range increased from 1.5 to 3.1


MASTERY RANK 10-12
Arca Titron

Damage increased from 180 to 360

Range increased from 2 to 2.6


Synoid Heliocor

Damage increased from 120 to 280

Range increased from 2 to 2.6

Status Chance increased from 20% to 40%

Critical Chance increased from 10% to 16%

Initial Combo Count set to 20


Fragor Prime

Mastery Rank increased from 7 to 12

Damage increased from 130 to 270

Range increased from 1 to 2.6

Status Chance increased from 10% to 18%

Critical Chance increased from 35% to 40%

Initial Combo Count set to 30


Machetes
General

Parry Angle set to 55


MASTERY RANK 0-3
Kama

Damage increased from 45 to 90

Range increased from 1 to 2.4

Status Chance increased from 2% to 10%

Critical Chance increased from 5% to 12%

Critical Damage increased from 1.5x to 1.8x


Machete

Damage increased from 25 to 120

Range increased from 1 to 2.5

Status Chance increased from 10% to 15%

Critical Chance increased from 5% to 10%


Prova

Damage increased from 35 Electricity to 52 Impact and 76 Electricity

Range increased from 1 to 2.5

Status Chance increased from 10% to 16%

Critical Chance increased from 5% to 14%

Critical Damage increased from 1.5x to 2x


MASTERY RANK 4-6
Gazal Machete

Damage increased from 52 to 178

Range increased from 1 to 2.6

Status Chance increased from 25% to 30%


Kreska

Damage increased from 70 to 190

Range increased from 1 to 2.4


Nami Solo

Mastery Rank increased from 0 to 6

Damage increased from 35 to 172

Range increased from 1 to 2.5


MASTERY RANK 7-9
Prisma Machete

Damage increased from 25 to 193

Range increased from 1 to 2.5

Status Chance increased from 10% to 31%

Critical Chance increased from 5% to 15%

Critical Damage increased from 1.5x to 1.9x


Prova Vandal

Mastery Rank increased from 3 to 8

Damage increased from 48 Electricity to 80 Impact and 118 Electricity

Range increased from 1 to 2.5

Status Chance increased from 10% to 32%

Critical Chance increased from 5% to 14%

Critical Damage increased from 1.5x to 2x


MASTERY RANK 10-12
Machete Wraith

Mastery Rank increased from 1 to 11

Damage increased from 45 to 211

Range increased from 1 to 2.5

Status Chance increased from 10% to 33%

Critical Chance increased from 5% to 19%

Critical Damage increased from 1.5x to 2.1x


Sword and Shield
General

Parry Angle set to 70


MASTERY RANK 0-3
Silva and Aegis

Damage increased from 35 to 98

Range increased from 1 to 2.5


Ack and Brunt

Damage increased from 50 to 149

Range increased from 1 to 2.5


MASTERY RANK 10-12
Cobra and Crane

Damage increased from 100 to 296

Physical damage changed from 90% Impact, 10% Puncture to 70% Impact and 30% Puncture

Range increased from 1 to 2.6

Critical Chance increased from 10% to 15%


Sigma and Octantis

Damage increased from 60 to 174

Range increased from 1 to 2.5


Silva and Aegis Prime

Damage increased from 120 to 318

Range increased from 1 to 2.5

Status Chance increased from 25% to 30%

Critical Chance increased from 15% to 25%


Swords
General

Parry Angle set to 55


MASTERY RANK 0-3
Skana

Damage increased from 35 to 120

Range increased from 1 to 2.5

Status Chance increased from 10% to 16%


Jaw Sword

Damage increased from 44 to 120

Range increased from 1 to 2.5

Status Chance increased from 10% to 18%

Critical Chance increased from 5% to 6%


Cronus

Damage increased from 35 to 106

Range increased from 1 to 2.5

Status Chance increased from 10% to 18%

Critical Chance increased from 5% to 6%


Heat Sword

Mastery Rank increased from 0 to 3

Damage increased from 35 to 147

Range increased from 1 to 2.5

Status Chance increased from 10% to 20%


Pangolin Sword

Mastery Rank increased from 0 to 3

Damage increased from 37 to 150

Range increased from 1 to 2.5

Status Chance increased from 10% to 22%

Critical Chance increased from 5% to 8%


MASTERY RANK 4-6
Plasma Sword

Mastery Rank increased from 0 to 4

Damage increased from 35 Electricity to 34 Impact, 12 Puncture, 88 Slash and 66 Electricity

Range increased from 1 to 2.5

Status Chance increased from 15% to 18%

Critical Chance increased from 15% to 18%


Mire

Mastery Rank increased from 0 to 5

Damage increased from 35 to 23 Impact, 23 Puncture, 47 Slash and 65 Toxin

Range increased from 1 to 2.7

Status Chance increased from 10% to 31%

Critical Chance increased from 5% to 9%


MASTERY RANK 7-9
Ether Sword

Mastery Rank increased from 0 to 7

Damage increased from 37 to 192

Range increased from 1 to 2.5

Status Chance increased from 10% to 34%

Critical Chance increased from 5% to 10%


Dark Sword

Mastery Rank increased from 0 to 8

Damage increased from 35 Radiation to 120 Puncture, 60 Slash and 80 Radiation

Range increased from 1 to 2.5

Status Chance increased from 10% to 40%


Prisma Skana

Mastery Rank increased from 0 to 8

Damage increased from 35 to 170

Range increased from 1 to 2.5

Status Chance increased from 10% to 16%

Critical Chance increased from 20% to 28%

Critical Damage increased from 2x to 2.2x


Krohkur

Mastery Rank increased from 7 to 9

Damage increased from 70 to 217

Range increased from 1 to 2.5

Critical Damage increased from 1.7x to 2.3x


MASTERY RANK 10-12
Broken War

Damage increased from 90 to 187

Range increased from 1 to 2.5

Status Chance increased from 10% to 20%

Critical Chance increased from 15% to 35%

Critical Damage increased from 1.5x to 2.2x


Dakra Prime

Mastery Rank increased from 6 to 10

Damage increased from 60 to 170

Range increased from 1 to 2.5

Status Chance increased from 10% to 18%

Critical Chance increased from 15% to 36%

Critical Damage increased from 1.5x to 2.4x


Skana Prime

Mastery Rank increased from 0 to 12

Damage increased from 42 to 210

Range increased from 1 to 2.5

Status Chance increased from 10% to 26%

Critical Chance increased from 10% to 26%

Critical Damage increased from 1.5x to 2.6x


Dual Swords
General

Parry Angle set to 60


MASTERY RANK 0-3
Dual Skana

Damage increased from 35 to 120

Range increased from 1 to 2.5

Status Chance increased from 10% to 16%


Nami Skyla

Mastery Rank increased from 0 to 2

Damage increased from 50 to 125

Range increased from 1 to 2.5

Status Chance increased from 10% to 15%

Critical Chance increased from 5% to 10%


Dual Kamas

Damage increased from 42 to 96

Range increased from 1 to 2.4

Status Chance increased from 7.5% to 15%

Critical Chance increased from 5% to 10%


Dual Heat Swords

Mastery Rank increased from 0 to 3

Damage increased from 35 to 147

Range increased from 1 to 2.5

Status Chance increased from 10% to 20%


Dual Zoren

Damage increased from 30 to 70

Range increased from 1 to 2.3


MASTERY RANK 4-6
Dark Split Sword

Mastery Rank increased from 0 to 5

Damage increased from 65 Radiation to 56 Puncture, 28 Slash and 32 Radiation

Range increased from 1 to 2.4


Dex Dakra

Damage increased from 65 to 142

Range increased from 1 to 2.5

Status Chance increased from 20% to 24%

Critical Chance increased from 10% to 16%


Dual Cleavers

Mastery Rank increased from 3 to 5

Damage increased from 35 to 157

Range increased from 1 to 1.7


Dual Ichor

Damage increased from 35 Toxin to 19 Impact, 11 Puncture, 45 Slash and 47 Toxin

Range increased from 1 to 2.3


Dual Raza

Damage increased from 48 to 110

Range increased from 1 to 2.4

Status Chance increased from 5% to 10%

Critical Chance increased from 20% to 25%


MASTERY RANK 7-9
Dual Kerez

Damage increased from 44 to 115

Range increased from 1 to 2.5


Twin Basolk

Mastery Rank increased from 3 to 7

Damage increased from 65 Heat to 55 Impact, 15 Puncture, 55 Slash and 85 Heat

Range increased from 1 to 2.4


Dual Ether

Mastery Rank increased from 0 to 8

Damage increased from 40 to 180

Range increased from 1 to 2.5

Status Chance increased from 10% to 28%

Critical Chance increased from 5% to 20%

Critical Damage increased from 1.5x to 2x


Dual Kamas Prime

Mastery Rank increased from 6 to 8

Damage increased from 70 to 160

Range increased from 1 to 2.4

Status Chance increased from 20% to 25%

Critical Chance increased from 15% to 20%


Prisma Dual Cleavers

Mastery Rank increased from 3 to 9

Damage increased from 35 to 133

Range increased from 1 to 1.7


MASTERY RANK 10-12
Twin Krohkur

Mastery Rank increased from 6 to 10

Damage increased from 70 to 250

Range increased from 1 to 2.5


Nami Skyla Prime

Damage increased from 60 to 180

Range increased from 1 to 2.5

Status Chance increased from 30% to 34%

Critical Chance increased from 20% to 22%

Critical Damage increased from 1.5x to 2x


Whips
General

Parry Angle set to 45


MASTERY RANK 0-3
Lecta

Damage increased from 45 Electricity to 20 Puncture, 25 Slash and 56 Electricity


MASTERY RANK 4-6
Atterax

Mastery Rank increased from 2 to 5

Damage increased from 45 to 129


Scoliac

Damage increased from 55 to 150

Status Chance increased from 15% to 29%

Critical Chance increased from 5% to 13%


Galvacord

Damage increased from 80 to 210


MASTERY RANK 7-9
Secura Lecta

Damage increased from 75 Electricity to 30 Puncture, 66 Slash and 80 Electricity

Status Chance increased from 25% to 30%

Critical Chance increased from 5% to 15%



Zaws
Balla
Dagger

Damage increased from 68 to 224

Range increased from 1 to 1.7

Staff

Damage increased from 80 to 224


Ooltha
Sword

Damage increased from 72 to 224

Range increased from 1 to 2.5

Staff

Damage increased from 85 to 224


Mewam
Sword

Damage increased from 86 to 224

Range increased from 1 to 2.5

Polearm

Damage increased from 101 to 244


Cyath
Machete

Damage increased from 72 to 230

Range increased from 1 to 2.6

Polearm

Damage increased from 101 to 248


Dehtat
Rapier

Damage increased from 68 to 224

Range increased from 1 to 2.5

Polearm

Damage increased from 80 to 244


Kronsh
Machete

Damage increased from 86 to 234

Range increased from 1 to 2.4

Polearm

Damage increased from 101 to 250


Plague Kripath
Rapier

Damage increased from 70 to 213

Range increased from 1 to 2.5

Polearm

Damage increased from 82 to 230


Plague Keewar
Scythe

Damage increased from 79 to 309

Range increased from 1 to 1.7

Staff

Damage increased from 93 to 262


Sepfahn
Nikana

Damage increased from 72 to 226

Range increased from 1 to 2.5

Staff

Damage increased from 85 to 226


Rabvee
Machete

Damage increased from 68 to 234

Range increased from 1 to 2.4

Hammer

Damage increased from 146 to 252


Dokrahm
Scythe

Damage increased from 68 to 308

Range increased from 1 to 1.8

Heavy Blade

Damage increased from 146 to 286


9. Mod Re-balancing and Functionality Changes

Since the base damage of melee is being buffed, some notable Mods are getting a balance and/or functionality pass. With the wide amount of changes happening to Channeling and Heavy Attacks, some Mods have had to be reworked into other systems or have had changes to the way their damage scales.

For full transparency, some of these are nerfs to specific Mods, but we felt these were necessary to truly allow Phase 2 to be treated as a new beginning for melee. Our intention is to create engaging melee and Modding variety, which is not possible when there is a one-best loadout or single Mod that can kill almost anything in the game. We love killing things effectively, but we also want the combat to be engaging and feel powerful. Spin attacks still exist, but the repetition of them is something we’re trying not to force you to use. To reiterate: select tools made Spin attacks optimal at the cost of the more interesting Melee system, and we’re trying to rectify that.

At the moment, the current list of Mods and their proposed changes are listed below.

  • All Channeling Mods - have been changed to the Melee Parent type to bring them in line with Melee Phase 2 changes
  • Amalgam Organ Shatter - Description changed from Charge Attacks to Heavy Attacks.
  • Blood Rush - Will now scale differently, using a stacking multiplier based on the Combo Counter, raising 60% per Combo Counter tier (something much easier to achieve in Phase 2).
  • Condition Overload - Now uses a stacking multiplier based on how many Status Effects are on the target at 120% damage per Status.
    • During this whole Melee rebalance, Condition Overload remained a persistent outlier. Since launch, it has had an unintended stacking mechanic, that nothing else uses in the game: it grew exponentially, making it too volatile to balance. We know there’s nothing worse than ‘how can you call this unintended’, so let’s explain the history: initially it did the stacking on final damage, which, as you know from previous changes, we have been trying to move away from. This is because this type of stacking makes for very hard to control damage progression, and tends to be very confusing as to which damage, Melee/Proc etc, applies where. This new version of the mod makes Condition Overload’s damage multiplication become equal to Pressure Point when the enemy has 1 Status applied, better than Primed Pressure Point at 2 Statuses applied, and from there it just grows and grows. Even though the maximum potential damage is lower now, we think it is still an extremely powerful Mod in its latest iteration.
    • The new ‘Lifted’ Status also counts for Condition Overload calculation. Revised Stances and the new Heavy Attack give reliable ways of applying Status to enemies, which greatly increases the reliability of Condition Overload
    • Fichier:U26CO.png
  • Corrupt Charge - Adds a large amount to the Combo Counter, but significantly reduces the time it takes for the Combo Counter to drain.
  • Covert Lethality - is remaining as a Dagger Mod for now with +16 Initial Combo and 100% Finisher damage, pending later review. (Note: This has changed from what was laid out in the recent Dev Workshop)
  • Dispatch Overdrive - Increases player movement on a Heavy Attack hit.
  • Enduring Affliction - Increases the Status Chance on enemies suffering from the Lifted Status.
  • Enduring Strike - Increases the Combo Counter chance when hitting Lifted enemies.
  • Focus Energy - Add Electrical damage to an attack, as well as increasing Combo Counter generation.
  • Focused Defense - Adds an additional 20 degrees to a weapons blocking angle.
  • Gladiator Mod Set - Adds a multiplier with the Combo Counter up to 60% for the whole set.
  • Guardian Derision - Will add more to the Combo Counter for blocking hits. (Note: The Taunt mechanic is still in place.)
  • Killing Blow - Increases Heavy Attack damage and decreases the ‘wind-up’ time for Heavy Attacks
  • Life Strike - Heavy Attacks will now regenerate Health.
  • Maiming Strike - Changes from an additive buff to a stacking buff, but base functionality increased 150%.
  • Quickening - Grants +40% Attack Speed, +20% Combo Count Chance
  • Reach / Primed Reach - Will now increase range in a way that has been normalized. In the previous incarnation, long-range weapons were getting too much of a benefit, while short-range weapons were barely seeing any increase at all.
  • Reflex Coil - Increased Combo Point Efficiency when using Heavy Attacks.
  • Reflex Guard - +100% Combo Count Chance while Blocking.
  • Spring-Loaded Blade - Will now provide a maximum of 2 additional stacks of Melee Range.
  • True Punishment - Add 40% Critical Chance, but reduces the chance to add to the Combo Counter by -10%
  • Weeping Wounds - Increases Status chance in a Stacking Multiplier, 40% per combo tier.

This update will also see some changes to the following Weapon, Arcane and Focus School buffs:

  • Zenurik - Inner Might - Has been changed to provide 60% Combo Efficiency, instead of Channeling Efficiency.
  • Synoid Heliocor, Furax Wraith and Fragor Prime - All receive bonus initial Combo Count to offset the boosted Channeling Damage they had previously.
  • Exodia Triumph Arcanes - Have been changed to +50% chance to increase the Combo Counter on hit.
  • Exodia Valor Arcanes - Have been changed to +200% chance to increase Combo Count when hitting Lifted Enemies.
  • Exodia Brave Arcanes - Now grants +5 Energy Generation when killing an Enemy with a Heavy Attack. This can stack up to 3 times.

Again, some of these changes are subject to review and change. Now that Melee Rework: Phase 2 has been rolled out, there will surely be additional balance passes as usability and effectiveness are used (or abused).


10. Exalted Weapons

All melee-based Exalted Weapons have received the Phase 2 functionality treatment, gaining access to the combo changes. For those of you who may have missed it, Wukong’s Exalted Iron Staff has already had this functionality implemented (with the exception of the new Heavy Attacks and changes to the Slam Attacks).

Voir la liste Exalted Melee Changes
Unique/Exalted
Garuda’s Claws
  • Parry Angle set to 60
  • Range increased from 1 to 2.2
  • Damage increased from 72 to 180
Desert Wind
  • Parry Angle set to 60
  • Range increased from 1 to 1.2
Exalted Blade
  • Parry Angle set to 60
  • Range increased from 1 to 2.8
  • Heavy Attacks added
Valkyr’s Claws
  • Parry Angle set to 60
  • Range increased from 0.5 to 1.7
Iron Staff
  • Parry Angle set to 65
  • Heavy Attacks added


11. New Screens: Arsenal Changes!

Part of Update 26 involves a change of the Arsenal Screen, and how information is displayed. In the current system, your Arsenal screen looks something like this:

U26Arsenal


In Update 26, this screen is being reorganized to include Loadouts, Companions and Vehicles in tabs, while also giving more information about a weapon when selected: https://gfycat.com/serpentinearidalligator


As you can see, new stats for Heavy Attacks and Heavy Slam have been added, with channeling statistics removed.


THE TECHNICAL BITS

12. Selective Aim Assist

Aim assist can be a help or a hindrance depending on what type of attack you wish to perform. While the current system either applies to all or none (on or off), the new system will have more intelligence on aim assist on a per-attack basis. As a general rule under the new system, Aim Assist will be disabled for almost all attacks in the Forward and Tactical Forward Combos, and enabled for most of the Neutral and Tactical Neutral Combo attacks. Of course if you don’t wish to use aim assist at all, you can disable it from the settings menu as normal.


13. Sticky Fingers when Equipping Melee!

Another common issue in user feedback was the unequipping of Gear Items (like the Codex Scanner), or dropping the ‘football’ (usually a pickup for Mobile Defense or Sabotage Missions) when equipping melee or using a melee attack. This has now been changed so that you will no longer drop items or unequip Gear Items when either equipping melee or using a Melee Attack!


THE FUTURE

14. Lastly: Channeling 2.0 AKA “Rage Mode”

There has been a lot of discussion around this addition, and while it will not be included in the Phase 2 update, there is a lot of work being put into its application. This system is very special and we want to make sure that it is not just a cool addition, but that it has roots in Warframes lore, and a story behind it. This is something we want to implement with a lot of in-game fanfare and details will become available as progress is made.

For now, that’s it!


Arbitration Changes & Fixes:

Some time has passed since our recent Arbitration tweaks - after observing stats and listening to your feedback, here are our findings and plans going forward:

-The initial purpose of the changes, rebalancing the different mission types, was a success! Vitus Essence output is now more consistent across the board when tracking earnings per mission type.

-We heard your thoughts regarding the droptables, especially the points about Mod drops. We think there is value to having both purchasable offerings as well as luck-based drops, but we can see how these items “diluting” Endo drops would be a concern.

We are addressing this desire for more consistent Endo from two angles:

  1. More of the droptable Mods that have been available since Arbitrations’ release (Vigorous Swap and Rolling Guard) will be moved to the Arbiters’ offerings for Vitus, replacing their percentages with more Endo.
  2. We are adding a new way for players to gain even more Endo, if they so choose. Read on for details!

Due to the addition of Vitus Essence dropping from Drones, overall Vitus earnings are..... higher than we anticipated. We've decided to leave these values as-is, but will be closely watching the impact Arbitrations has on Kuva economy overall.

BUT! With all that Vitus, we wanted to offer something else to spend it on. Therefore, a new Ayatan Sculpture, Ayatan Zambuka, is now available from the Arbiters Honors store! You may have seen this sculpture in Cetus - Old Man Suumbaat is a shrewd negotiator, but the Arbiters have their ways. Offering a purchasable Sculpture allows players to make consistent progress towards resource-based goals, even if players already have certain items in the droptables.

U26Ayatan
  • Reduced the number of Kavor Defector squads required for a reward in Defection Arbitration missions to match other mission types.
    • Reward is now every 2 Defector squads instead of every 4 squads
  • Added a Vitus Essence Decoration to the Arbitration Honors Store.
  • Tweaked the Vitus pickup FX to be larger and red.
  • Fixed Vitus pickups sometimes falling through the floor.
Catchmoon Changes

If you’ve made it to this part of the Update notes, you’re well aware that a lot of the Warframe meta may shift in new directions. With the current path Catchmoon weapons are on, it was time to bring Catchmoon weapons to a more reasonable power level, while still keeping them effective.

  • Decreased fall off damage from 100 to 10.
  • Decreased range of projectile from 40m to 20m and fall off range from 20-30m to 8-16m.

Please note that we are monitoring item usage for other weapons who use similar projectiles (Fulmin / Arca Plasmor), but will provide notice before we consider changing anything. We are simply monitoring at this phase.


Heat Status Proc Changes

Heat Status procs now reduce targets' armor to 50% of the original value, with subsequent Heat procs refreshing the duration. Not hot enough for you? Applying the Status proc multiple times also turns up the Heat, dealing more damage per tick as the flames increase.


Titania Changes
  • Titania can now Transfer to the Operator during Razorwing.
  • Titania’s cast animations are now an upper body animation only (except Razorwing), alleviating momentum cancelling lower body animations and trimming cast time.
  • Thorns Tribute now has Damage reflected AND reduced to help our little bug feel a little less squishy.
  • Titania can spawn up to four more Razorflies if all Tributes are active, one per Tribute.
  • Razorflies can now pick up Tributes.
  • Enemies directly affected by Titania’s Lantern will now have any damage they take dealt to them when the Ability ends (a la Mind Control).
Tonemapping Changes

Our goal with changes to tonemapping is to alleviate fatiguing images by introducing darker midtones. Things may appear more washed out in contrast to how it was before, but don’t worry, it’s all intentional. If you spot things that are out of the ordinary and real wack, please let us know!

BEFORE
TonemapBefore
AFTER
TonemapAfter
Additions:
  • Added 2 new Challenges:
    • The Abyss Gazes Into You - Create a Kuva Lich
    • That Which Kills Us Makes Us Stronger - Vanquish a Rank 5 Kuva Lich
  • Missing the handsome Zealoid Prelate calling you beautiful? Find the Orokin Derelict Emissary Assassinate Blueprint (Reusable) in the Market now!
  • Added the option to buy more Mod Config (max 3 extra per item) and Appearance Config Slots (max 3 extra per item) in their respective Arsenal screens! We view this as a more comprehensive way to customize your favourite Warframes, Weapons, etc, not necessarily everything you own. With that being said, we have reduced the Platinum price from 20 to 10 (as shown on Prime Time #266).
    • Please note that Mastery Rank 10 is required to purchase these.
  • A new Mastery Rank 28 Test has been added for soon-to-be eligible Tenno!
  • Added new boss health bar introduced in the Emissary boss fight to all bosses except Jackal, Vor and Lech Kril, the Raptor, Hyena Pack, Ambulas and Lephantis.
  • Added an Infested category to the Dojo Decoration list.
  • Added a tip to the Look Link screen that indicates Sigils are not applied in Look Link.
  • Added an option to fast travel to the Clan Vault Decoration.
  • You can now ‘Reset Main Room Decorations’ in your Orbiter. As a fail-safe the following screen upon selection will ask you to type RESETROOM to complete the operation.
Optimizations
  • Made some micro-optimizations to FX rendering.
  • Fixed a script error when trying to start the Chimera Prologue/Apostasy Prologue/The Glast Gambit quests.
Changements:
  • The Options screen, Ayatan Treasures screen, and Dojo Room Options UI have received a fresh new look!
  • The loading screen now puts your Liset at the forefront in a new formation!
  • Tekko Prime now gains additional Status Chance when used with Atlas and/or Atlas Prime.
    • Base status = 10%, Prime = 26%
  • Each Kavat can now give you 3 Imprints (up from 2). This will apply to all Kavats that predate this update. If you’ve already used 2, you'll find 1 more ready to go!
  • You can now enter your own Dojo from the Clan screen when visiting someone else's Dojo, instead of having to return to your Orbiter first.
  • You can now double-click on a Dojo Decoration to place it, rather than being required to select a Decoration and hit the Place Decoration button.
  • Increased volume of Lua Rescue Alarm as per player feedback.
  • Pressing ‘enter’ in the Loadout selection while using the search box will now equip the first Loadout in the resulting grid.
  • Increased the Exposing Harpoon duration from 10 seconds to 15 seconds.
  • Swapped the Kuva Bombard Crimson Dervish and 80 Endo drop to Condition Overload.
  • Allies will no longer attack Synthesis Targets, thus giving you full control on if you want to Scan.
  • Weapon stats will now be reflected in a slightly more rounded way. Innate Damage is added before anything on the weapon happens - boosting the weapons base Damage and then renormalizes the Damage percentages. This makes Elemental Mods stack in a way you would expect.
  • Moved the ‘Tips’ section in the Arsenal Upgrade screens to the button bar at the bottom.
  • Increased the ‘Additional Item Drop Chance’ of certain Amalgam enemies from 2% to 4% due to discovery that this drop was broken (fixed below). Happy hunting!
  • The Riven Cycle screen now gives you the option to view the Riven stats on every owned variant of said weapon. For example, I can now select either my normal Lex or my Lex Prime to view it’s said Stats.
Fix:
  • Fixed Vitus Essence dropping in a completely different spot then where you initially destroyed the Arbitration Shield Drone.
  • Fixed Amalgams not dropping the additional Kavat's Grace, Anti-Grav Array, Gale Kick, and Odomedic Mods.
  • Fixed Elite Sanctuary Onslaught tileset order changing if a Host Migration occurs.
  • Fixed Client’s Riven Challenge progress not being tracked if a Host migration occurs.
  • Fixed Mesa’s Peacemakers not firing after holding down fire while rolling with Mesa’s Waltz equipped.
  • Fixed inability to unveil multiple equipped Rivens at once that have similar Challenges (catch one fish, mine one ore or metal, etc). As reported here: https://forums.warframe.com/topic/1129245-multiple-rivens-cant-be-unveiled-simultaneously/
  • Fixed cases where each kind of Relic wasn’t available for a Void Fissure mission. There will now always be a Void Fissure mission available for each Relic Era.
  • Fixed missing Gear item descriptions in the Gear wheel.
  • Fixed Corrupted Vor appearing poorly lit when showing up to the party in the Void.
  • Fixed misaligned firing from the Plinx.
  • Fixed the Tekko Prime rotating in your hands each time you change the color.
  • Fixed the Diva Chest Armor clipping into Hydroid/Hydroid Prime.
  • Fixed removing Decorations that you’ve just placed resulting in the item not stacking in your Inventory with ones you already own, and showing up as Ayatan Sculptures until you refresh the screen.
  • Fixed sometimes seeing Rank 61 in the Nightwave ‘Tune In’ screen.
  • Fixed slow loading UI when switching between the Warframe options in the Vor’s Prize tutorial quest.
  • Fixed Gauss, Khora, and Wukong’s custom HUD warping oddly when in Dual Wield mode.
  • Fixed some HUD buffs (e.g. Mirage Total Eclipse) duplicating when the player Transfers to their Operator and the buff value changes.
  • Fixed the Navigation Alert bar overlapping your UI when viewing your Profile.
  • Fixed not seeing your Platinum/Credit balances when viewing a Chat linked item in the Market.
  • Fixed an enemy icon flashing very briefly on screen if you skip the introduction cutscene when going to a Relay.
  • Fixed incorrect Mod UI when viewing a Venari Mod Link.
  • Fixed seeing your Kavat dissolve when viewing a Kavat Mod Link.
  • Fixed inability to view K-Drive Scrawls in the Market when you don’t own a K-Drive.
  • Fixed ability to walk around in the Vehicle Arsenal screen. As reported here: https://forums.warframe.com/topic/1130110-arsenalarchwing-bug/
  • Fixed Decoration mode scaling incorrectly. As reported here: https://forums.warframe.com/topic/1129541-decoration-resize-bug-and-how-to-get-around-it/
  • Fixed always seeing the Dax Shawzin when playing the Emote after purchasing a Shawzin for the first time.
  • Fixed experiencing a hitch when opening the Market.
  • Fixed inability to see Katana Holster options when the Blind Justice Stance is equipped.
  • Fixed the Etheria Shoulder Plates appearing misaligned on Mirage Prime.
  • Fixed the Battacor’s Charge state FX not always triggering for Clients.
  • Fixed Client’s Warframe continuously firing the Quatz after Transferring to the Operator.
  • Fixed the Combat Discipline Mod killing Warframes that are invincible (Nyx’s Absorb etc).
  • Fixed the Combat Discipline Mod causing a white screen if your Warframe dies because of it while controlling the Operator.
  • Potential fix for inability to move around in Decoration Mode.
  • Fixed overlapping UI when viewing a Look Link when in the Arsenal.
  • Fixed Kitguns losing sound when Dual Wielding and using Archwing.
  • Fixed becoming unarmed and unable to get your weapon back while in Revenant’s Danse Macabre.
  • Fixed Wisp Mote’s not keeping their Energy color when picked up by a non-Wisp player.
  • Fixed words not wrapping in the Venus Junction UI.
  • Fixed a case of Atlas’ Rumblers not being destroyed upon spamming the Ability.
  • Fixed Kuva disappearing from the ‘Last Mission Results’ after closing and reopening it.
  • Fixed paused enemies in the Simulacrum sometimes getting stuck in weird animation loops.
  • Fixed exiting the Custom Obstacle Course/Duel Room not returning the player to the room.
  • Fixed having to restart when using a controller and visiting the Mod screen through the Arsenal during the Tutorial (before you’ve unlocked the Mod Segment).
  • Fixed the Invite UI pop up not changing when Menu Scale is changed (until after you relog).
  • Fixed Operator Amp Slots showing up in the Market before you’ve completed the Second Dream quest.
  • Fixed changing from a loadout with Natural Talent equipped to a loadout without Natural Talent in the Simulacrum not updating your cast speed.
  • Fixed running on an angle when attempting to run straight in Conclave.
  • Fixed your Kubrow/Kavat’s appearance always being Config A when loading into the Orbiter until you enter the Arsenal.
  • Fixed ability to pet your Kubrow/Kavat while using the Shawzin Emote.
  • Fixed Titania’s Dex Pixia not being equipped if Razorwing is cast while holding an Arch-Gun.
  • Fixed a floating NPC in the Hydroid Relay.
  • Fixed cases where your Archwing is invisible during a fly-in cinematic (The Jordas Precept, etc).
  • Fixed some pixelation on Volt’s chest.
  • Fixed players always seeing your Operator’s Clothing Config A customization when viewing your Profile.
  • Fixed Condrocs flying away too early during their takeoff animation.
  • Fixed the Cryona Syandana clipping with some Warframe stances.
  • Fixed the Jotunheim’s Spirit Oculus not taking both Tints.
  • Fixed the Lahnss Polearm Skin not equipping correctly on the Sydon/Vaykor Sydon.
  • Fixed certain enemies not maintaining their velocity/movement after you unpause in Captura.
  • Fixed losing Ivara’s Sleep/Cloak Arrow UI timer when Transfering to the Operator.
  • Fixed inability to read the full stats list of Mod Link weapon due to it having multiple alternate firing modes.
  • Fixed Ticker's bundles not displaying their prices and being fully grayed out if you own some of the items in the bundles.
  • Fixed names doubling up in the Chat member list.
  • Fixed a level hole in the Grineer Sealab tileset. As reported here: https://old.reddit.com/r/Warframe/comments/djtd61/i_went_through_a_hole_in_the_wall_ended_up
  • Fixed the Staticor’s Charged shot firing rapidly a large number of times when Ammo is fully depleted while using Mirage’s Hall of Mirrors.
  • Fixed the Massif Prime Syandana not sitting properly on Wisp.
  • Fixed the Diva Chest Armor clipping through Chroma/Chroma Prime.
  • Fixed the Boltor Bravura Skin being overly jittery.
  • Fixed MOA lockers being infinitely hackable.
  • Fixed inability to fire your Mote Amp as the Operator after switching back and forth in your Gear wheel.
  • Fixed Pyrana Prime’s passive not animating correctly. As reported here: https://forums.warframe.com/topic/1085383-pyrana-primes-passive-not-animating-correctly/
  • Fixed the Gram/Gram Prime having bad animations when equipped with the Mortier Heavy Blade Skin.
  • Fixed inability to see Hunhow during the Second Dream opening cinematic.
  • Fixed inability to jump after firing the Sarpa and falling off an edge.
  • Fixed Mirage Eclipse’s damage buff not increasing the damage of Miter shots and by extension not increasing the damage of Slash procs caused by it.
  • Fixed cases of Client Operators Transferring back to their Warframe and unable to use Warframe Abilities.
  • Fixed missing Spy Vault lasers in the Orb Vallis.
  • Fixed your Kavat taking appearance from a previously equipped Kavat.
  • Fixed the Synth Reflex Mod bonus not activating without Companion.
  • Fixed having 0% Accuracy when using the Battacor exclusively.
  • Fixed the Fulmins detached barrel lingering for Clients after switching weapons.
  • Fixed enemy ragdolls sometimes going wild for Clients when they are killed by Excalibur’s Radial Javelin.
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