...This is who you really are. A Tenno, more than human... but once a child like any other.
The Operator is the Tenno represented by the player, a young human whose Void powers are the source of their Warframe's abilities. Operators control the Warframes through a process known as Transference, which uses a device called the Somatic Link to aid in channeling and consequently transfer the Operator's consciousness and powers into their Warframes that they control as a surrogate body, even over long distances.
As a game mechanic, a player first gains control over their Operator at the conclusion of The Second Dreamquest, continuing to gradually evolve as they obtain new abilities at the conclusion of The War Within, and their weapons and Arcanes at The Quills and Vox Solaris. Their importance lies in improving their grasp of the Tenno's five great schools in the form of the Focus system.
Functions related to the Operator can be accessed in the Orbiter's Transference Room by interacting with the Somatic Link inside, or by accessing the Operator option under the player's Settings.
Focus refers to special abilities unlocked for your Operator after completing The Second Dreamquest, revolving around a Tenno's true powers guided by the principles of the Five Great Tenno Schools.
Operators gain power and utility by unlocking abilities through the Focus system, granting them active and passive buffs that enhance their combat power and survival abilities.
The Second Dream: Transcendence
Upon completing The Second Dream, players will be granted a Focus gauge which slowly charges for a full three minutes (180 seconds), after which if used performs the Transcendence ability (default: 5 ). This temporarily disables their Warframe to summon the Operator in a spectral form for 10 seconds, firing a powerful Void Beam while also activating any Warframe passives related to the Focus tree. While Transcendence is active, both the Operator and Warframe are invulnerable to damage from all sources. Once Transcendence ends, the Operator disappears and control is returned to the Warframe.
The Void Beam used during Transcendence oddly cannot damage Vomvalysts in their spectral forms, nor open Secret Labs.
The War Within: Transference
Completing The War Within will replace Transcendence with physical Transference, allowing the players to play as the Operator themselves during missions, complete with their own set of maneuvers - though limited to running, jumping, sliding and zip-line running. Unlike Transcendence, Transference has no charge up, and the player's unbound and primary focus passives will be instantly activated from the start of a mission. While Transference is active, the Warframe becomes invulnerable to damage from all sources; however, if the Warframe currently has an ability active, it will still receive 10% damage from all sources. This applies to abilities that create constructs (like Atlas' Tectonics) or armor (like Nezha's Warding Halo) and will persist even after the ability ends while in transference. Using Transference while outside of the Warframe will not only dismiss the Operator but also teleport the Warframe to the Operator's last location. Transference has a brief cooldown of 1 second.
Operators have a base health of 100 along with a base armor of 75 and base shields of 350. If the Operator loses all of their health during a fight or if their Warframe's health is reduced to 30 or lower, they do not experience Bleedout but instead will be forcefully returned to their Warframe's last location without it teleporting. The Warframe is also inflicted with Transference Static, which depletes all their shields and reduces their maximum health. This debuff lasts for 45 seconds, and repeated Operator deaths can stack Transference Static up to 4 times: first death reduces maximum health by 20%, second by 50%, third by 80%, and fourth immediately causes Bleedout. Transference Static can be prevented with Magus Glitch or Unairu's Static Purge.
Operators have a base energy of 100, which regenerates at an accelerating rate of 5 energy per second squared. Operator energy is independent of the Warframe, consumed by the Operator's abilities and indicated by the focus gauge. It can also be replenished by Energy Orbs or certain Warframe powers that restore Energy.
Because all of their abilities deal Void damage, they are effective against all Sentient enemies as it nullifies any damage resistance built by the creatures. The powers available to the Operator are as follows:
Void Beam Command: Primary Fire (default LMB ) The Operator's default power, the Void Beam is a continuous energy beam fired from their right hand that extends up to 20 meters, which deals roughly 2,000Void damage per second to the target with a 1-meter radius of its impact point, with a 1.5x multiplier on critical hits. Despite its sound, the Void Beam is considered silent and will not alert enemies (it is only silent if no amp is equipped), however Void Mode will be deactivated while firing.
Warframe Melee Transfer Command: Quick Melee (default E ) Meleeing or performing a Finisher as the Operator will instantly perform Transference into the Warframe, who will immediately attack with a melee weapon if one is equipped. Unlike normal Transference there is no delay in entering the Warframe, but still shares the 1 second Transference cooldown.
Void Sling Cost: 25 energy Command: Double Jump (default Space in midair); Bullet Jump (default Space while in Void Mode (default Ctrl )) Void Sling is a mobility power that launches the Operator towards the direction of the reticule, which will damage and knockback any targets in range. Can be charged by holding the button to increase the distance traveled, from a minimum of 12 meters to a maximum of ? meters, and will automatically travel after fully charging. Each enemy hit with Void Sling will restore 10 Void energy to the Operator. It can be used to bypass CorpusLaser Barriers or GrineerSensor Bars. Void Sling can also disarm Kuva Guardians of their Kesheg.
Void Mode Cost: 5 energy/second Command: Crouch (default Ctrl ) Void Mode turns the Operator incorporeal and thus invisible to enemies and various sensors (but not Corpus laser barriers or Grineer sensor bars), while also protecting them from any incoming damage, including fall damage and Status Effects.
The Quills, Amps, and Arcanes
After completing Saya's Vigiland The War Within, the Operator can initiate into a Syndicate called The Quills, who can grant the Operator various permanent upgrades. The Quills are located at the northeast most part of Cetus, through a stone door that can only be entered by the Operator using Transference to leave their Warframe behind. The Quills also have a presence in Fortuna, in association with Vox Solaris, which likewise players can initiate into after completing The War Within and the Vox Solaris quest.
The Quills' Representative in Cetus will provide the Operator their first Amp, Mote Amp, a specialized weapon to enhance their Void Beam while also creating a separate "ammo" gauge for them, allowing them to execute this ability without exhausting their other powers. It can be improved even further by gilding it and enhancing it with Virtuos Arcanes, both of which are provided by The Quills and Vox Solaris. Further Amps can also be constructed later by assembling different parts from the same syndicates.
The Operator's base health of 100 is also increased to 350 and other attributes such as armor or sprint can be enhanced with Magus Arcanes which can be acquired from The Quills and Vox Solaris as well. Additionally, the Operator will also able to perform a slide maneuver to help them dodge incoming attacks (default: LShift while running), although they cannot slide while in Void Mode.
During the penultimate mission of The Sacrifice quest, Excalibur Umbra is rewarded. Unlike other Warframes, Umbra possesses sentience, allowing him to fight on his own (in a similar manner to a Specter) when not piloted by the Operator. However, Umbra can be harmed and takes full damage from any source, and will stop moving altogether if he loses all his health.
Necramechs are Orokin combat platforms used in The Old War, now scattered across Cambion Drift, Deimos. Some of these drones can be found in wreckages but still barely functional, indicated by a blue swirling aura, which the Operator can take control of via Transference.
Players can customize the appearance of their Operator under the Customize Tenno button accessible at the bottom right of the Focus Menu screen, or through Customize Tenno under the Operator option under Settings.
There is no option to change the Operator's gender, but a male or female voice and body shape can be selected independently from each other through the "Face" and "Voice" options.
The following options are available for customization in the Customization menu:
Facial Accessories - Add ornamental accessories to the Tenno's face. If not used, the option will read No Accessories Selected.
Ear Accessories - Add ornamental accessories to the Tenno's ears. If not used, the option will read No Accessories Selected.
Eye Accessories - Add ornamental accessories to the Tenno's eyes. If not used, the option will read No Accessories Selected.
Primary Color - Change the accessory's primary color.
Secondary Color - Change the accessory's secondary color.
TRANSFERENCE SUIT options: These options mainly affect the oversuit models and colors, as well as some colors of the undersuit. Options that are left blank will expose the basic undersuit. By default, the Operator wears the Zariman Transference suit over the base undersuit
Hood - Add headgear to the Tenno's bodysuit. This will appear draped over the Tenno's shoulders and chest. If not used, the option will read No Hood Selected.
Hood Opened - This option determines whether the Operator's hood is opened, or closed to cover the entire head. The Operator's hood is opened by default, and clicking on the slider to turn it on closes the hood.
Lining Color - Change the color of the Transference suit's linings, mainly covering the inside of the player's hood.
Body Suit - Change the appearance of the Transference suit's torso and lower body. If not used, the option will read No Body Suit Selected.
Sleeves - Change the appearance of the Transference suit's arm sleeves. If not used, the option will read No Sleeves Selected.
Leggings - Change the appearance of the Transference suit's legs. If not used, the option will read No Leggings Selected.
Waistband - Change the appearance of the Transference suit's waistband. If not used, the option will read No Waistband Selected.
Primary Color - Change the Transference Suit's primary color, as well as the color of the undersuit's arms and legs parts.
Secondary Color - Change the Transference Suit's secondary color.
Tertiary Color - Change the Transference Suit's accent color, as well as color of the undersuit's fingernails.
Suit Energy - Change the Transference Suit's energy color, which also affects the color of the Operator's Focus and Void abilities, and the Operator's worn Sigil if any is equipped.
X Offset - Move the Sigil left to right to change the position to the designated location.
Y Offset - Move the Sigil up and down to change the position to the designated location.
Alpha - Change the alpha of the Sigil.
Default Properties - Resets the Sigil's appearance to its default state.
Primary Color - Change the Sigil's primary color.
ANIMATION SET options: This option allows the Operator to change between different standing poses and idle animations. The five animations available correspond to each of the five Tenno Focus schools, and each one is made available if the player has unlocked the corresponding school.
Face and Secondary Face - Customize the Tenno's head and face shape. Primary face defines which face-texture is being used, secondary face only influences geometry via face blend. Primary face also switches the Operator's general body shape to male or female depending on selected type of face. The secondary face is restricted to the gender selected in the first option. It can be left blank if desired.
Face Blend - This slider is used to determine how much of the chosen Face 1 and Face 2 appearances are visible, with the left side showing more of Face 1, and the right side showing more of Face 2. Face blending allows the player to create a completely different face from the default templates by combining two preexisting ones. Due to restrictions it is not possible to blend male and female faces.
Skin Color - Change the Tenno's skin color. This option uses its own unique color palette instead of the player's standard palettes.
Lip Color - Change the Tenno's lip color, as well as the corners of the eyes.
Accent Color - Change the color of the Tenno's accents, visible as a color shade beneath and around the eyes.
HAIR STYLE options:
Hair Style - Change the Tenno's hair style. If not used, the Tenno will revert to the default buzzcut hairstyle, and the option will read No Hair Style Selected.
Hair Color - Change the Tenno's hair color. This option will also change the color of the Tenno's eyebrows and eyelashes.
Hair Highlight - Change the secondary color of the Tenno's hair. It does not affect the color of eyebrows and eyelashes.
Hair Tips - Change the tertiary color of the Tenno's hair. It does not affect the color of eyebrows and eyelashes.
Hair Part - Modify the appearance of the Tenno's hair style, oriented either to the left or the right.
Markings - Add visible Somatic Link implants to the Tenno's face, with different implant appearance styles available. If not used, the option will read No Marking Selected.
Primary Color - Change the markings' primary color.
Secondary Color - Change the markings' secondary color.
Metallic Color - Change the color of the metallic parts of the markings.
Inner Eye Color - Change the color of the Tenno's inner part of iris.
Outer Eye Color - Change the color of the Tenno's outer part of iris. The chosen color also affect the slim ring between the inner and outer eye colors, which may not blend perfectly with saturated colors.
Eye Glow - Change the color of the Tenno's eye glow, referring to the light coming from their eyes.
Voice - Choose the Tenno's style of voice. There are currently 4 different options available: the Owl and Heron options are male voices, while the Falcon and Raven options are female voices. Clicking on the chosen voice option will play a sound preview of the chosen voice.
OPERATOR ARCANES options:
Install Arcane One - Equip the first arcane for your operator.
Install Arcane Two - Equip the second arcane for your operator.
AMP options: This option is only unlocked upon visiting the Quills for the first time on Cetus.
Equip Amp - Select the Amp the Operator can equip. The following features are only available on Gilded Amps:
Focus Lens - This option allows players to install a Focus Lens on the Amp.
Arcance - This option allows players to install an Arcane on the Amp.
Primary Color - Change the Amp's primary color.
Secondary Color - Change the Amp's secondary color.
Tertiary Color - Change the Amp's tertiary color.
Accents Color - Change the Amps's accent color.
Energy Color - Change the Amp's energy color.
Copy Suits Color - Copies the colors of your suit.
The Operator can be customized with various cosmetic appearance options under the Transference Suit section.
Koppra Suit Available as part of the Operator Suit Bundle (190 Platinum 190)
Varida Suit Available as part of the Operator Suit Bundle (190 Platinum 190)
Despite their name, these Operator Armors are purely cosmetic. All of them can be bought through bundles on the Market.
The Ceno, Vahd, Haztech, Smelter, Outrider, Vent Rat, Vent Pobber Ventkid, and Kubrodon Ventkid armors can also be built from component blueprints sold by The Quills (Q), Vox Solaris (VS) and Ventkids (VK) Syndicate Vendors.
Nakak in Cetus sells masks that the Operator can equip as headgear. Her wares and their prices cycle daily, but it is possible to find her selling masks resembling Excalibur, Mag, Volt, Trinity, Lotus, and a Norg, as well as a generic Grineer mask. After reaching the rank of Observer with The Quills, Nakak can be asked about "Mask?" and will offer a mask that doubles as the trigger for the Mask of the Revenant quest.
These masks can be recolored independently from the outfit worn on the Operator's body, and will take their colors from the "Markings" and "Facial Accessories" sections of the Operator's Features customization panel.
The Refacia Kit unlocks additional Skin Colors for the Operator. It can be bought from a maxed Focus school's Represent shop for 500,000 Focus points.
The Drifter is an alternate reality verision of the player's Operator. After completing The New War, the player can swap between playing as the Operator and the Drifter. They are otherwise functionally equivalent, but do not yet fully share customization options.
VazarinFocus school's Rejuvenating Tides also provides passive Operator Health Regeneration. At max rank the values are +6 HP/s as the Operator and +12 HP/s to the Operator while controlling the Warframe.
The following table shows different combinations of Arcanes and Focus Abilities which affect armor and also the resulting Damage Reduction. All Arcanes and Focus Abilities are considered max rank for table simplicity.
Operators have a base shield of 350, and like Warframes are in possession of Shield Gating. There is currently no Arcane or Focus ability that increases this value.
Effective Health Calculation
The following table shows different combinations of Arcanes and Focus Abilities which affect Health and Armor and the resulting Effective Health. All Arcanes and Focus Abilities are considered max rank for table simplicity.
Mods of any kind equipped on a Warframe or its weapons do not affect the Operator in any way. Similarly, Warframe abilities have no effect on Operators, such as healing.
Operators can use certain Gear items, which do not share a cooldown with a Warframe.
Unlike Warframes, Operators can receive Impact damage from falling from high heights.
Players can switch to their Operators while inside the Orbiter and interact with all segments inside.
Operators are capable of Hacking, opening lockers, reviving allies, picking up items and Mods on the ground, and picking up and carrying solid pickups like Datamasses and Power Cells, which will be dropped upon switching.
They can also pick up Health and Energy pickups, which will restore the Operator's health and Void energy respectively, but they cannot pick up Affinity pickups.
If Void Mode is activated before Hacking, opening lockers, or reviving allies has begun, the Operator will remain in Void Mode for its duration, unless they run out of energy to maintain it. This allows for the Operator to rescue would-be doomed allies in otherwise lethal situations, or hack things that would be too dangerous to hack in their Warframe.
Operators can gain energy from the Arboretum room in the Orokin Moon tileset.
The Operator's health does not recover by going in and out of Transference, they retain whatever amount of Health they had before returning to their Warframe.
Operators can be healed by various sources, including their own Focus passives and Health Orbs.
If reduced to zero health, the Operator will be forced back into their Warframe, have their health restored to full, and their Warframe will receive Transference Static.
Operators can use Handshake-emote to interact with another Operator, but not with a Warframe. The area in which the emote will 'lock on' to another Operator is also far smaller than it is with two Warframes.
Syndicate sigils equipped on the Operator will not earn Standing from the associated syndicate; the sigil is purely aesthetic.
The Operator has their own Stealth Affinity Bonus counter, which is independent of the Warframe's own Stealth Affinity counter. This counter is maintained and will continue to count down even when the Operator returns to the Warframe.
Replaying The Second Dream quest will disable the player's ability to perform Transference when playing any mission in the quest. Players will be given access to Transcendence during the quest, however.
While in Operator mode, Sentinels and Companions will continue to attack enemies and take damage.
Sentinels hover above the Warframe instead of following the Operator, making them vulnerable to damage.
The Operator can be used as a complementary stealth kit for Warframes without stealth capabilities, as Void Mode allows them to remain undetected from enemy vision.
Additionally, all of the Operator's Void powers are silent, making them ideal for performing stealthy actions.
Note that the Warframe will still draw aggro if seen.
Under Void Mode, it is possible to capture a target, hack a console, and revive an ally, while remaining invulnerable from all sources of damage including auras and Status Effects.
Void Beam can destroy Magnetic anomalies in Reactor Sabotage missions, though destroying it will emit Electricity damage in a large radius, potentially dealing damage to the Operator.
The Operator counts as a separate entity from the Warframe for the purposes of mechanics like pressure plates. This can be used for various situations requiring a player to hold two different locations at once, such as the Collaboration Test on the Orokin Moon.
While the Operator can capture Interception points, their inactive Warframe will not.
The damage resistance gained by a Warframe during Transference can be used to survive damage that would otherwise be fatal, such as Toxin status effects.
The term Operator was first used by Ordis to refer to the Tenno during the events of the Vor's Prizequest, which was first introduced in Update 14.0 (2014-07-18).
The Transference ability extends beyond controlling Warframes. During The War Within it is once used to possess an Orokin creature known as the Golden Maw. Later it is used to control Necramechs.
Before Update 22.0 (2017-10-12), the Operator was capable of using Ground Finishers on downed enemies with their fists by using Quick Melee (default E ) while standing over and aiming at the target. This action requires significant amounts of Void energy to perform however, otherwise, the Operator will simply use Void Blast instead.
During Infested mission the Operator may be heard saying "We are immune to the Infestation, but they're still trying to kill us." This suggests the Tenno are directly immune to the Infestation, though it is unknown how or why. However, the Operator may also be referring to immunity by proxy, as the Warframes, being already infested, are immune to Infestation.
Removing parts of the Zariman Suit may sometimes not update correctly after changing color options on the Operator.
A bug may happen on Grineer Sealab tilesets where the Warframe will float in the air.
In some situations, switching between the Operator and the Warframe may be erratic position-wise, including recalling older positions and glitching the player out of the map. This occurs most often when attempting to switch forms while inside an extraction zone or falling into out-of-bounds pits.
There is a rendering bug in the Orbiter that allows players to see inside the Warframe when walking through it as the Operator.
Placing a Warframe within the interaction proximity of consoles interferes with using them by the Operator (the action prompt may not show up at some positions) until the Warframe is relocated.
In a high-latency match, it is possible to switch to the Operator just before their Warframe is downed, effectively allowing the player to revive their own Warframe.
If a player experiences an out-of-bounds glitch with their Warframe while in Operator form during a mission and is killed afterward, the player will be stuck in Operator form after reviving. In this state, the Operator cannot be killed despite retaining the ability to receive incoming damage.
While Void Beam will activate the effect counters of conditional Rifle mods like Argon Scope when their conditions are met, the mod's effects will not actually apply to the Void Beam, conferring no benefit.
When switching to the operator in The Jordas Precept after killing the Juggernaut Behemoth and before the cutscene, the player will be sucked into space without their Warframe. The player will not be able to move until they switch back to their Warframe, and will then be stuck inside the infested corpus ship for the remainder of the mission.
When in void mode, the physical hitbox of the Cryopod does not apply, making it possible to walk through. When walking in and leaving the void mode, the Operator is stuck inside the Cryopod. Entering the void mode again makes it possible to walk out again.
During The War Within quest, beginning Return To The Mountain Pass: Earth as Operator instead of the Warframe will cause the game to break. This bug will persist, even if the player attempts to restart the game. It cannot be fixed unless the player reinstalls the game.
On the Nintendo Switch version, however, simply closing and reopening the game will put you back in the Orbiter, allowing you to restart the mission as your Warframe.
We have added multidirectional movement to Void Sling!
Before: Void Sling would only let you sling forward in the direction of the camera.
Now: Void Slings are all about player direction input, no longer dependent on the camera.
How to execute
To BACK SLING, hold the S key and Void Sling - observe the Operator slinging towards the camera instead of away. The back sling will always be backwards, regardless of camera angle. Same goes for slinging sideways, hold either A or D and Void Sling - observe the Operator slinging in the direction the Operator is running.
To STRAFE, when in the air hold directional key and Void Sling to strafe side to side.
If you are using a controller: Tilt the left analog stick down and Void Sling (Tap A and Hold A) - observe the Operator slinging towards the camera instead of away. The back sling will always be backwards, regardless of camera angle. Same goes for slinging sideways, tilt the left analog stick left or right and Void Sling - observe the Operator slinging in the direction they are running.
We made some improvements to the Operator projection positioning tech so that it produces a more accurate result of the final position where the Operator can pass through. This should help alleviate scenarios where the Operator could appear to Void Sling under a door but instead bonked their head. More work will be done to improve in other areas, notably issues with the Operator’s lower half colliding with the environment during Void Sling travel (we’ve got some broken ankles on the court).
Operator Cosmetic Fix & Additions
You may recall on Devstream 162 we had an open conversation about a newly surfaced bug where you could change the Operators facial appearance with any color available within your Color Palette inventory. While this was not intended, the team has discussed how to develop it into an appropriate feature based on Community sentiment.
Introducing REFACIA KIT! Open up an enticing array of radical new artificial skin colors using Refacia. Includes imitation Orokin Blue!
Players with access to a Focus School’s Represent Store (unlocked by fully maxing all of the Nodes within a School) can purchase the Refacia Kit with Focus Points to add an additional 15 artificial skin colors.
We wanted to add an investment path towards earning the Refacia Kit for a couple key reasons: 1) prevent new player confusion who have yet to reach that level of lore within Warframe, and 2) having a cosmetic to strive for in the later game.
We understand that the artificial colors given are on the subdued side compared to the Infested Palette hot pink and neon green. Our desire is to take the enjoyed bug and turn it into a lore-driven feature that fits within the ecosystem of Warframe for all to enjoy!
General Operator/Focus Changes & Fixes:
Added Operator Stats to the Operator Customization screen.
Updated the Anti-Warframe field (Exolizers in Void Cascade and Kuva Trokarian’s Anti-Warframe Grenades) to no longer nullify Warframe abilities on forced Transference. As mentioned in the Hotfix 31.5.10 notes.
Updated the FX on Zenurik’s Temporal Drag.
Changed Temporal Drag and Temporal Shot so that only one damage number pops up when headshotting a slowed enemy.
The reason behind this change simply is less damage number pop-up spam and consistency with other damage buffs across the game. Precision headshot damage buffs, for example, buff the damage on headshots but only display the one aggregated damage number per shot. Before this change, headshotting enemies affected by Temporal Drag would show two damage numbers, one for the base damage and one for the bonus. Now it will behave exactly like normal precision headshot buffs, only it will be conditional on the target enemy being slowed by the Temporal Drag ability.
Temporal Shot’s bonus headshot damage on targets can now be affected by another player’s Temporal Drag.
Slightly reduced Caustic Strike’s opacity FX from enemies that enter the bubble.
Note on Transference cooldown progress: We mentioned during Devstream #162 that the slight Transference cooldown is not intended. And that continues to be the case - but the changes are not situated well enough yet to release as it involves careful consideration around server tech that we have to be delicate around. Work continues for a future release!
Fixed Temporal Drag not using chosen Energy colors.
Fixed certain Operator Hairstyles appearing with black dots while using the Enhanced Graphics Engine.
Updated Operator Amp animations to be one handed when shooting and aiming.
Fixed Magnetic Flare lasting 30 seconds across all Ranks instead of scaling with level as intended.
Fixed Unairu Wisp only being spawned if the target is vulnerable to Caustic Strike.
The wisp will spawn even if the target cannot have their armor removed by Caustic Strike.
Fixed being unable to choose the Transfererence option using the ‘Next/Previous Power’ and ‘Use Selected’ input bindings (5 on Keyboard or left/right bumpers on controller).
Fixed being able to clip into walls in certain tilesets using Transference.
Fixed being able to clip through closed doors in the Dormizone using Transference.
Fixed bug where getting grabbed by Ropalolyst when in Last Gasp, or entering Last Gasp while in Ropalolyst grab, would cause players to be invulnerable and unable to use Transference.
Fixed being unable to use the Melee button to Transference back into Warframe if the ‘Use Abilities on Selection’ option is disabled.
This ultimately fixes being unable to use Naramon’s ‘Opening Slam’ and ‘Killer Rush’.
This also fixes being unable to do Mercy finishers on enemies when triggered as Operator.
Fixed being unable to swap Focus schools in the Simulacrum as Client.
Fixed rare Crash occurring from using Temporal Drag.
Fixed an issue where toggling Void mode while your spectral form is traveling would disable knockdown invulnerability and damage reduction.
Fixed Health not returning to normal amounts after Transference Static wears off.
Fixed Warframe animations appearing while customizing the Operator.
Fixed issue of Amp customization only affecting Operator appearance.
Fixed Voidshell materials not applying to both versions of the Voidshell suit when customizing in the Arsenal.
Fixed crash when attempting to copy Operator suit colors to Sirocco.
Fixed error upon opening the Amp customization screen.
Fixed the description for the Zariman Sleeves on the Operator outfit.
Fixed Spoiler character using weapon animations while in the Dormizone.
Fixed the Spoiler character waistband appearing underneath them.
Fixed wonky arm animations while hip firing as Operator.
Fixed bug where "player was revived" message would show in the HUD when a player with a pet equipped activated Last Gasp. Also fixed "Player is down" message also showing when being forced back to downed Warframe.
Fixed Transferencing in and out of the Operator on the Orbiter removing the player's ability to open the pause menu.
Fixed script error when using Transference while being Switch Teleported by a Kuva Lich.
A mix of both Community feedback and our own internal digging has brought forth some further changes to Operators and the Focus School System. A couple key goals of the Focus School System changes in Update 31.5.0 was to bring all Schools to the same level (while keeping their identifying attributes) and bring synergy to Warframe and Operator gameplay. While we believe we’ve achieved that, there’s still very understandable feedback surrounding the “survivability of Operators” in higher level combat (most noticeable in the Zariman gameplay). It’s unfair to put players in scenarios where Operator gameplay is required, but not provide a general base bump to their survivability.
All that being said, we have made a few changes to provide this bump:
Increased Operator base Health from 250 to 350.
Increased Operator base Armor from 25 to 75.
Added 350 base Shields to Operator.
Shield Gating now applies to Operators, giving you a strategic moment to Transfer back to Warframe, recover in Void Mode, or tough it out!
Added +200% Armor to Enduring Tides. Changed to be a “stacking” modifier instead of “multiplicative” to match math logic used for other buffs, while not making additional Health/Armor increases scale further than desired.
Increased Magus Vigor to +600 Health.
Increased Magus Husk to +250 Armor.
To recap, we’ve changed the math behind Enduring Tides, raised the floor on Operator survivability overall, and provided some buffs to Magus Vigor/Husk. We’ll be watching for further feedback on these changes!
General Operator Changes & Fixes:
Reduced the slight Field of View shift when using Void Sling from 0.5 to 0.2 to address reports of base Field of View inducing nausea. Additionally, when Camera Shake is disabled the Field of View shift on Void Sling is removed.
Fixed an unintended extra cooldown going from Operator to Warframe and back, caused by the ‘Opening Slam’ Focus node.
Fixed an incorrect sound being played when Transferring from Warframe to Operator.
Fixed UI theme customizations not applying to the Operator Appearance UI.
Focus School is in session! The Focus System is getting an extensive rework to refresh the gameplay potential of Operators, movement, School identity and balance.
WHAT IS FOCUS?
Focus has been a lot of things over the years. What started in 2015 as a pivotal decision moment in Warframe’s story has continually evolved into its own form of gameplay: Convergence was introduced alongside Focus Lenses to give players an added boost to collecting Focus, Update 22: Plains of Eidolon shook the system up to add new Focus School nodes and Way-Bound abilities, and Update 22.6 attempted to bring the 5 schools’ power levels closer together with numerous abilities reworked.
At its core, Focus aimed to be an exciting new path to enjoy Warframe from the lens of another character. What we’ve come to realize over the many years is that there was a lack of true synergy between Operator and Warframe. We hope to change that while also bringing something fresh to the table!
OPERATOR GAMEPLAY REWORK OVERVIEW
The Operator Gameplay and Focus School reworks aim to improve the flow between Warframe gameplay and Operator gameplay, with the goal of encouraging players to swap more frequently between their Operator and Warframe to maximize the benefits received from both gameplay systems.
As with all our major system overhauls, we encourage you to give it some time in your own hands before delivering your constructive feedback!
For Operator Gameplay specifically, these changes come in three major ways: first, the introduction of Void Sling; secondly, re-engineering Operators to be Client-authoritative to reduce jank caused by latency issues related to the mission host; thirdly, removal of Void Blast to allow Melee inputs to cause automatic Transference from Operator to Warframe.
Void Sling is the intended replacement of Void Dashes as a more fun and controllable system. In full transparency, the current state of sustained Void Dash movement has a spam-centric loop that we want to refine. We are very much approaching this like how we added Bullet Jump to Parkour: we want movement to be king, but better controlled. Current Void Dash does not provide easily controlled movement in the typical gameplay spaces. We are aiming to strike a balance to ensure good distance can still be covered, but some re-mastery will be required of this new movement system (much like having to learn Bullet Jumping)!
Additionally, Operator Transference has been re-engineered to be Client-authoritative to alleviate the common scenario of latency. Previously, Transference was Host-authoritative, meaning when Clients used Transference the responsiveness was determined by the round trip network latency. In order for the new Void Sling functionality to be more responsive, the switch was made to be Client-authoritative.
Void Dash to Void Sling
The Operator sends a Void Sling of themselves and then Void Slings to it. It is the Operator’s ‘Double Jump’. *After its debut on Devstream #160 and following further playtesting, the team has since increased the overall speed of the Operator’s Void Sling thanks to feedback.
Tap or hold jump while in the air to send out your Sling. A tap will travel a minimum distance before the Void Sling.
Void Sling can also be activated using the old Void Dash input, by holding jump while in crouched Void Mode.
Holding jump sends out the Void Sling further, up to the Sling's maximum distance, which upon being reached, will automatically Void Sling the player to that space.
Letting go of jump before hitting the maximum distance is reached will initiate a Void Sling.
The Void Sling is sent out in the direction the camera is facing once fully charged, or upon release.
Void Blast to Warframe Melee Transfer
Melee input while using your Operator will now instantly Transfer to your Warframe and perform a Melee attack.
Having no Melee weapon equipped will result in Transferring to your Warframe holding your Primary/Secondary instead.
Warframe Melee Finishers can be triggered as Operator with ‘Use’ input near an unaware or stunned enemy, automatically insta-Transferring to Warframe to perform them.
So what about Void Blast? It’s been retired and replaced with the above. For scenarios where Void Blast is requested (disarming Kuva Guardians, etc) using the new Void Projection mechanic (or Amps in some cases) will do the trick.
"On Void Blast" Arcanes now trigger on Void Sling.
FOCUS SCHOOL REWORK
The Focus School rework aims to boost the lesser used Schools by a) giving them more interesting and useful abilities, b) defining a clear role and gameplay style for each school, and c) incentivizing Warframe-Operator Transference as part of the core gameplay loop.
Ability Inputs while in Operator are now used to perform brand new Focus School abilities! Each School is launching with 2 Abilities, meaning that what you use to cast your Warframe’s First and Second Abilities (i.e 1 & 2 keys on PC) now have a use while in Operator!
The Pool has been removed! Any Focus points you’ve spent on upgrading your Pool capacity will be returned to you in the form of Radiant Eidolon shards, which you can convert into Focus points for a School of your choosing. The original intention of the Pool was to allow you to select the active nodes within your chosen Focus School, but as time went on the Pool only added unnecessary complexity for no real gameplay benefit.
Removed passive draining abilities because players would typically have deactivated these abilities to avoid the passive Energy drain. Any abilities that spend Energy are manually triggered as opposed to passively draining.
As a result, we’ve removed the toggling functionality to have nodes on or off as Pool capacity and passive draining abilities are no longer a factor.
The Focus School UI has been updated! Not only does the UI now apply your chosen UI Theme, but each School screen displays a legend of all Way-Bound abilities to easily reference the ones you have unlocked. This legend also allows you to quickly switch between schools with the click of a button.
Fully maxing all the nodes of a Focus School will grant you access to Represent. Rep your School with all new cosmetics (purchased with Focus points) via the Represent button in the respective Focus School’s screen.
As an additional way to earn Focus, Enemies that require using the Operator to kill them now have a chance to grant Focus towards your active School!
Please note that this Focus gained from new enemies aboard the Zariman does not currently show in the End of Mission screen. This fix will come with our next Mainline build.
Transference Static (dying while the Operator) has been reworked as well. The Transference Static when dying as the Operator now has increasing consequences. A majority of the Focus Rework is to bring synergy between Operator and Warframe that ideally allows for less Transference Static overall. The consequences are as follows:
First Operator death - 20% Warframe Health reduction
Second Operator death - 50% Warframe Health reduction
Third Operator death - 80% Warframe Health reduction
Fourth Operator death - straight into Warframe pre-death state
Several new animations for Operator abilities have been added to fit the changes.
All Amps are now not silent by default (except for Mote Amp, Shwaak Prism, Rahn Prism, Cantic Prism and the Sirocco).
Increased the amount of Affinity converted to Focus from Convergence Orbs from 8x to 10x.
The War Within tutorial stages have been updated to accommodate these changes.
Operator UI Changes
The Operator menus now use your custom UI themes.
Item descriptions now appear on hover on all Menus.
Selecting 'Equipment' and 'Appearance' now link to dedicated sections.
Added Tips to the Focus Menu.
Added Focus School upgrade notification to the World State Window when one becomes available.
Amp appearance, Arcane, Focus Lens selection conditionally available upon unlocking an Amp.
Equipping a Focus Lens on an Amp is now indicated as an icon in its description.
Hovering over Amps now lists their components and their stats.
Gilded Amps now have a dedicated icon.
Added menu icon previews to customization menu.
Added ability to customize Operator Animation Set regardless of Focus school selection.
Added ability to randomize colors while customizing Operator appearance.
Added labels to indicate which abilities affect Warframe and Operator.
Added visible Waybound menu on each Focus School selection screen once unlocked.
Added School icon to specific nodes that are Waybound.
Increased visibility of Focus node selection and Focus node rank up.
Removed the “hold to unlock” functionality on Focus nodes. Players only need to click on the Node to Upgrade it. This change also removes the ability to partially contribute Focus to a Node as a result.
Operator Heads and Hair Styles now have names!
Changed Operator Heterochromia Eye color options to be default opt-in.
Removed a pain grunt that is triggered in Operator form when taking fall damage.
Updated the lighting on materials for a Spoiler Character/Operators.
Fixed transference range for Operator into Necramech not being limited by distance.
Fixed Bloodshed sigil fully appearing when entering Operator mode while using Excalibur Umbra.
Added the ability to individually color customize each of your Operator’s eyes for the full Heterochromia effect.
Added 20 new Operator skin colors options!
A future Update will bring improved Operator skin textures to match its New War variant.
Fixed a minor hitch every time a player jumped into Operator.
Hold onto your seats: we’ve converted all Arsenal Screen rectangle icons to squares. This applies to places like the Operator which previously used rectangular icons.
To provide some Dev insight: At the moment, we have literally thousands of duplicated icons. Each item had to support both displaying as a rectangle and as a square, but now that everything has been converted to squares, all the rectangle icons are soon to be deleted. Which will reduce the game file size once we hit the big delete button - stay tuned on that! In the meantime, if you see anything funky with icons (squished/stretched/cropped etc) please let us know.
Fixed functionality loss when using Shawzin and Transference at the same time.
Fixed various cases of Transference allowing you to clip through the level.
Fixed inability to fire your Amp when picking up a mission object (Datamass, Power Cell etc) as the Operator.
Fixed Void Dashing and rolling in quick succession as a post-New War character resulting in becoming stuck in a broken animation.
Fixed overly bright metallics on the Saita Prime Operator Sleeves compared to the rest of the Suits design.
Fixed Operator not playing the chosen Animation Set when viewing a new one.
Fixed dying as Operator in the Mastery Rank 24 test respawning you as a mini Excalibur.
Fixed seeing a “honey i shrunk the kids” Operator when attempting to customize while standing in front of Onkko’s table.
Fixed odd movement animation when entering Void mode and rolling at the same time.
Updated Operator Void Dash FX to faster GPU versions.
Fixed rapidly toggling Titania’s Razorwing mode/Operator allowing you to clip through geometry.
Fixed falling out of the Corpus Ship tileset when Void Dashing as the Operator down a specific part of the map.
Fixed activating Transference in a certain spot in the entrance of the Orb Vallis elevator disconnecting the player camera if the Host does it, and causes you to become invisible, unaffected by gravity, and invulnerable if the Client does it. This also fixes everyone losing the ability to open the pause menu.
Fixed the game pausing after changing HUD colours while in a solo mission.
Also fixes a full loss of functionality when using Transference after changing HUD colours.
Fixed movement momentum carrying over when using Transference while Titania is in Razorwing.
Within the NECRALOID Syndicate, you will access everything you need to get started on building your very own NECRAMECH! You must have completed The War Within Quest to access this content.
In HEART OF DEIMOS, we are launching 1 NECRAMECH, found in the NECRALOID Syndicate! It is fully colour customizable, has 4 Unique Abilities (like a Warframe) and can be summoned for Transference via the NECRAMECH SUMMON Gear Item for use in ANY Open World! The Necramech Summon Gear Item is awarded upon crafting your first Necramech!
Fixed several issues when entering the transportation tubes in the Sentient Anomaly:
Fixed Operators in Void Mode speed running in the tube (gotta go fast?).
Fixed a copy of your Warframe being created after selecting the Dry Dock as Operator and Transferring back to Warframe. This also fixes issues of having a bunch of sentient Excalibur Umbras running around.
Fixed Operators taking on the color scheme of the Railjack interior after exiting any of the turrets in the Railjack.
Fixed inability to Operator Void Blast for extended periods of time during the “carrying” moments in The Second Dream Quest.
Fixed incorrect Operator lipsync movements when playing on a non-English game client.
Previewing an Operator cosmetic in the Market will now show the item as it would appear on the player’s Operator.
Fixed Wisp’s Mote buff having an infinite duration for Clients if they Transfer to the Operator, leaving the Warframe in range of the Motes, and then Transfer back.
Fixed Operator expressions not working when playing in Russian and Korean. Facial expressions were based on matching English words, but English is stripped from these regions so the neutral expression would always be used.
Fixed being able to stack the Sniper zoom bonus beyond its intended multiplier by Meleeing while zooming and then transferring to Operator repeatedly.
Fixed Operator legs clipping through the Smelter Apparel.
Fixed a box appearing around the Operator when the Infested Spore Ephemera is equipped during the Chimera quest.
Fixed an issue in the Focus Manager where increasing the Pool Capacity and backing out to the Operator screen, then back into the Focus manager causing all Focus Schools to show the cost of the Capacity upgrade being applied to every School instead of just the current one.
Fixed being able to get out of bounds of The Index map by throwing your Warframe off the map and Transferring to your Operator, and then falling off the edge with your Operator so that you get forced back to your Warframe who is now off the map somewhere.
Fixed using Transference while simultaneously being knocked down as a Client resulting in an inability to cast Warframe Abilities, dodge, or use Transference. This archaic bug forced players to die/revive in order to continue performing such actions.
Use your Standing to purchase the newest classes of Mechanical Operator Armour:
Operator armor inspired by those Solaris who must work in searing heat.
Operator Armor modeled on enviro-gear worn by the surveyors and scouts of the Orb Vallis.
Lightweight and practical Operator Armor designed for flexibility and tight squeezes.
Operator Armor modeled on the daredevils of Fortuna's maintenance crews.
Operator Suit Mesh Revisit
We're back again with Operator Suit Changes! You may recall changes introduced in Update 23.10.0 shifted the mesh in several different pieces, including parts of the hood now being attached to the Torso. We did this because mixing and matching pieces is becoming the norm, and we want all Operator cosmetics to be compatible with this. However, the first pass lacked polish.
Changes are now being implemented so that the hood mesh is no longer attached to the Chest piece of the Operator.
The Operator Waistband section now displays each Suit’s waist attachments with the proper highlighted cloth displaying in the Icon. For example, prior to this update, the ‘Vahd Greaves’ were missing the center flap cloth due to not having a waistband attachment - which is now fixed!
Reverted Operator Suit Mesh Changes introduced in Update 23.10.0 to restore Operator Suit Meshes to their pre-Update 23.10 state. A more careful re-release of the Operator Suit Mesh Changes will come at a later date.
Operators now have an A / B / C Customization config option for clothing and accessories!
Operator Suit Mesh Changes
As we have added more complex Operator outfits and Armor Sets, we've made revisions to the some of the existing cosmetics to allow for better sharing of aesthetics among sets. There are now new seams on the shoulders, neck, and waist of multiple outfits which will make mix & matching less jarring!
You can now toggle ‘Disable Operator’ on/off from the Dojo Obstacle Course console at the entrance of the room!
Operators no longer play their Idle Animations when customizing them - similar to Warframes.
Fixed customizing your Operator causing them to spin while using a controller.
Fixed Transferring into Operator causing hold Abilities to continue holding until you Transfer back into your Warframe (e.g. Ember Fireball charge).
Fixed Operator Arcane customization screen not actually saving Arcane changes.
Fixed equipping weapons on your Operator when recovered during Operator form in Zanuka recovery missions.
Fixed Operators walking funny on ziplines after aiming down sights.
Fixed being teleported to the entrance of the (non-custom) Dojo Obstacle Course room when falling off the edge in Operator mode, instead of being teleported to the beginning of the Course as intended.
Fixed an issue with missing Affinity when destroying an Eidolon Synova while not in Operator mode.
Fixed some gear items not being consumed as Operator (i.e Scanners).
Fixed a crash in the Sacrifice that occurred if an Operator hadn’t been upgraded.
Fixed issue where Umbra would stand still if the Operator jumped onto a certain platform during The Sacrifice Quest.
Fixed Rescue Target AI breaking if players hacked the rescue cell with their Operators then switched back to their Warframes.
Operators (if Transference has been used at least once) now receive Affinity for each Synovia of the Teralyst/Gantulyst/Hydrolyst destroyed. Our intentions here are to help with leveling up Operator Amps.
Fixed Operators not being able to instantly Void Dash via crouch+jump in some cases, particularly when using a controller and trying to do crouch+jump simultaneously because crouch normally needs to be held on controllers to enter Void Mode. Crouch still needs to be tapped to roll and held to Void Mode, but you can now crouch+jump together to instantly Void Dash instead of having to wait for crouch to work.
Added increased customization settings for the Operator! Expanded the Accessories categories for the Operator (I.E Facial Accessory, Ear Accessory, Eye Accessory, etc).
Improved the functionality for hiding certain Operator Accessories (I.E Operator hair does not need to be hidden when an Ostron Mask is equipped).
Fixed not being able to use your Operator Void Beam if you selected ‘NONE’ as your Amp. This also fixes a progression stopping issue in the Chains of Harrow quest where you couldn’t damage enemies/chains.
There are two energy sources for your Operator: 1 for Void Beam, and another for Void Dash, Void Mode, and Void Blast. Both energy sources regen over time, and energy pickups only affect the latter abilities.
To create more flow with Transference between Operator and Warframe, you can now seamlessly transition to your Operator and back to your Warframe at any time - even when in mid bullet jump!
You can now double tap “shift” to perform a slide as the Operator.
When in Operator mode, Warframes now have a 90% damage reduction from enemies if an ability is active during Transference. If no ability is active during Transference, you Warframe is invulnerable and untargetable.