HKayn

joined 1 year ago
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[–] [email protected] 7 points 1 month ago

I really would have loved for the "ride out" cutscene to play in one piece. Having Volt run along instead of hopping on a bike is chef's kiss

[–] [email protected] 3 points 1 month ago* (last edited 1 month ago) (5 children)

Expand this comment to view an automatically updated live recap of the stream, brought to you by Cephalon_Zelgius and Kliuqard.

switching to a new comment for this, because i have a feeling i would hit the character limit



#TENNOLIVE

Housekeeping

  • The crew: Megan Everett, Rebecca Ford, Steve Sinclair, Pablo Alonso, Geoff Crookes, Sheldon Carter

  • DE donated 100k CAD to the ablegamers charity and SickKids each

  • Gift of the Lotus alert after the stream: Umbra Forma

  • DE will be at Gamescom on the 24th of august!

  • And Tokyo Game Show on the 28th to 29th of September!

  • Tennocon 2025 will be on the 18th-19th of July 2025!


##General Info

  • they are still working on making cross-platform trading more robust (especially regarding the current restrictions)

Upcoming updates

The Lotus Eaters, coming this August

Unannounced 2024 Update

  • will be revaled at Tokyo Game Show

  • Caliban Deluxe

  • get Caliban for free when logging in after the update drops for a limited time!

  • QOL

  • Caliban Rework

  • Item favourites

  • 5 new Incarnons

  • Companions 2.0 part 2

  • New Warframe


1999 coming winter 2024

[–] [email protected] 5 points 1 month ago* (last edited 1 month ago)

Proton plans explained: https://proton.me/support/proton-plans

Proton business plans explained: https://proton.me/support/proton-for-business

A Lifetime plan is functionally identical to a Visionary plan, just without any monthly cost.

[–] [email protected] 16 points 1 month ago

talk about your servers, speed, support, etc

But... they do that too.

[–] [email protected] 1 points 1 month ago (1 children)

Some instances choose to disable downvotes. If you downvote a comment that originates from one of those instances, it will have no effect outside of your home instance.

[–] [email protected] 3 points 1 month ago (1 children)

Is it known how this will behave when exporting and importing to other password managers? I imagine the username field will then be treated as a custom field.

[–] [email protected] 3 points 1 month ago (1 children)

What do privacy people have to do with keeping out bots?

Please don't just mix different concepts together like this.

[–] [email protected] 83 points 1 month ago (9 children)

Because otherwise you'd be supporting the Chromium monopoly, and that's the biggest sin imaginable in the Fediverse.

[–] [email protected] 15 points 2 months ago (3 children)

Did you read the linked blog post?

Unfortunately, in most cases people share these sensitive items using methods that are inconvenient and not secure, such as text message or email. This makes it difficult to restrict access in the future, and whenever you update your password or other item details, you have to resend the information.

[–] [email protected] 2 points 2 months ago

There will never be enough donations to cover the cost of hosting videos.

[–] [email protected] 10 points 2 months ago

The simple reason is that most people here already use Firefox, but not most people here are already vegan.

19
submitted 11 months ago* (last edited 10 months ago) by [email protected] to c/[email protected]
 
  1. Sleeping in the Cold Below - 03:32
  2. Brothers Dead, Only Kahl - 04:43
  3. Veso Dash R - 03:47
  4. Ave Luscinia - 04:03
  5. Final Stand - 03:07
  6. Coldwave - 04:12
  7. Aurax - 04:09
  8. Empyrean - 04:18
  9. Hybrid Abominations - 04:03
  10. Swazdo-Lah - 02:03
  11. For Narmer - 03:35
  12. Sunkiller - 03:47
  13. Let’s Get into Trouble - 03:24
  14. The Offering - 04:32
  15. Smiles from Juran - 01:36
  16. Bad Moon - 02:02
  17. The Veil - 04:04
  18. Your Creator - 04:26
  19. Mother Awaits - 05:15
  20. You Maggots! - 02:05
  21. Null Unit - 02:21
  22. We All Lift Together - 02:31
  23. Canticle - 04:11
  24. Cold Tundra - 04:58
  25. The Weave - 05:12
  26. Haunt of the Vomvalysts - 02:06
  27. Riders of the Void - 04:08
  28. A Cephalon Remembers - 04:23
  29. Grab Something - 03:19
  30. Storm Category 5 - 05:09
  31. Condroc Flight - 01:04
  32. Sleepless - 01:35

about
Music production & supervision: George Spanos
Music production & supervision on Ave Luscinia, Final Stand, & Riders of The Void: George Spanos & Erich Preston

Soundtrack production: George Spanos
Soundtrack managers: Julia Fields, Danish Hassan, Anna Leah Ponce
Soundtrack mastering: Noah Mintz at Lacquer Channel Mastering

Soundtrack art: Ken Taylor
Soundtrack art direction: Eric Vedder, Gabriel do Valle, Robbie Perchaluk
Digital Extremes creative direction: Steve Sinclair & Rebecca Ford

Special thanks to the team at Digital Extremes

 

Warframe is once again joining with Quest to Conquer Cancer to support life-saving research at The Princess Margaret!

There are two ways that you can help, Tenno!

  1. Watch participating Warframe streams and donate directly via the "Team Donation" button on our team page.

  2. Purchase exclusive charity Merch. Net proceeds will be donated after the campaign ends and will contribute to the donation tiers.

1
submitted 11 months ago* (last edited 11 months ago) by [email protected] to c/[email protected]
 

Thanks to Kliuqard for compiling DE responses in a recent Soulframe Discord Q&A!

Source: https://www.reddit.com/r/PlaySoulframe/comments/16usj3y/soulframe_discord_qa_recap/

What is the Alca's Eye launch incentive?

Steve: The Alca's Eye is a Sword Customization/Upgrade. Specifically, the the little sphere thing embedded inside.

Can I still receive the Alca's Eye as a future console player?

Yes.

Crumbguzzler

The team debated pretty hard to include it in the presentation as a Devstream nod.

Will Soulframe stop my parents from fighting?

Steve: Soulframe will fix your sadness, and make your parents love each other again.

Who gets priority to the pre-pre-pre-Alpha?

The earlier you sign up, the faster you'll get in. If you're one of the first to solve the puzzle when Soulframe was first showcased, you'll almost definitely get in!

Is Soulframe Crossplatform/Crossplay/Crossave? Free-to-play?

Steve: Yes, but the Preludes/Alpha era will be limited to PC due to certification constraints. The game is also indeed Free-to-play.

Can we customize? How customizable?

Your Envoy is customizable! Steve describes customization akin to Baldur's Gate 3. Steve hopes to build up from what gets started. "Himbo" randomizer for Rebb.

Optimization?

The Preludes Alpha phase will unfortunately be a little heavy on your setups. Things will get better eventually.

Easter Eggs

This was touched upon earlier, but there are hopes and plans for Easter Eggs in the game. An example of this is referring to the Soulframe universe as "Tau" in development. Here's another easter egg:
Concept art of a character named Grynne

How large of a pool will Soulframe Preludes start with later this year/early next year?

Steve: Probably just "hundreds" to start and then scale up.

Who's composing the music?

The same composers you know well from Warframe such as Keith Power and George Spanos are in involved in Soulframe's OST. Music is stated to be especially important here as they matter in gameplay.

Music Inspiration?

George: We're definitely taking inspiration from all different places - especially old folk songs. We really want to bring in different vibes from different types of music and mix them together to create something unique as we build it out.

Sound Design?

George: We use a lot of the same techniques [as Warframe] but we are approaching the sound design from a more organic perspective vs. sci-fi. So we are also recording a lot of custom sounds for Soulframe.

Animation Tech

There's new animation tech Steve called Motion Matching. It's a pretty big leap for the team. It's pretty similar to the system used in The Last of Us 2 and For Honor, and they're hoping to bring it to Warframe once the kinks are worked out.

Are there going to be Raid or Raid-like Encounters in the game?

Steve: I hope so in future - we will def have dungeons runs like that yes

More Q&A? On a monthly basis?

Steve: HMMM this is a good idea

How will lore be presented? Is it persistently accessible?

Steve: Yes - so your Envoy will have their personal Journal that records their experiences with the Lore

Will Soulframe's Devstreams diverge from Warframe's?

Yes. Currently they are fairly closely knitted, but once Soulframe is on its legs will Soulframe be more independent with its news.

Lighting Upgrades?

The lighting tech that was made for Soulframe has already made its way into Warframe's TennoCon 2023 demo.

What's the player retention plan?

Steve: That's the trick isn't it? We will be doing new fables (quests), new pacts (Omen animal bonds). and growing personal and global stories.

Hammer? Mace? Crossbow? Bow? Cannons?

Yes.

Do you think the slower pacer of the game is more inviting to the controller playstyle?

Steve: I think so, yes. We are definitely thinking of a slower pace this time.

Founders Program?

Steve: Yes we expect to do so, but for now we want to make sure our ideas and prototypes are good before we get there.
(Editor Note: Keystone/Amazing Eternals shipped a founder's pack too soon before it was scrapped, so the weariness is warranted)

FOV and Camera customization?

Steve: Yes, but be sure to hold our feet to the fire when we mess that up.

Will Soulframe have a Crafting process like Warframe?

Steve anticipates this will behave differently in Soulframe.

Will Alca's Eye remain exclusive?

Up in the air. "FOMO hurts", Steve says.

How is open-world multiplayer going to function? Will it be similar to Warframe where you only get instanced with players after you load into a dungeon, or will we be able to see and interact with other players everywhere?

Steve: This is going to be more hybrid where you can see souls of nearby Envoys and then group up a bit more organically (this is a goal mind you).

What is the audience for Soulframe?

Steve: Hard to say just yet, but we want to try a different pace of game and one focused on nature and romanticism. The lore and story is a large driving factor to this.

Inspirations?

In terms of media, Elden Ring is a lesser inspiration. The biggest of them all is Princess Mononoke. Culturally, they want to cast a wide net. Celtic is among one of them, but they don't want to overdo it.

Return of the Steve Streams?

Steve: Cat's out of the bag so... hope to start here and there.

Clan System?

Steve: You got it, yes. On a related note, social hubs are also coming.

Captura/Photo Mode?

Steve: Very very likely (when, not if).

Will monetization be similar to Warframe?

"Yes", but things are too early to be definite.

Can you name your newfound Companions?

Not in the pre-pre-pre-Alpha, but eventually.

Sprint-as-default?

It's being tested at the moment.

Squad Size?

The squad size is expected to be low at around 3 or 4. If and when raids come around, it'll be a little higher.

Is that Sword-throw an ability or a feature?

It seems to be a feature of melee weapons you wield in the game.

Day/Night Cycles?

Steve: Yes, and Weather.

Difficulty?

Steve: Easy then.. harder.

Fishing?

Steve: Probably makes sense in context - BUT - with our themes we may piss off an Omen Fish animal god and get in trouble.

Can you return to the Nightfold (Orbiter-style area) whenever?

Steve: In the preludes build, anytime you want.

Nightfold customization?

Geoff: In a very different way...

Is the Pact system similar to Warframe's mod system?

Steve: Similar, but not a copy yes.

Release Window?

The roadmap for Soulframe is still a long ways away. We'll just have to wait for things to get clearer with time.

Will there be a creator program?

Yes, similar to Warframe.

Will your choices matter?

Steve: We're going to try!

Companions?

Steve: Expect so, you saw the wolf here and there, yes.

Secrets?

Steve: Yes, we love that kind of hidden stuff. I miss it too.

PvP?

Steve: Our focus is coop and exploration and the more methodical paced gameplay first - but dueling would be fun at some point.

What is the world size?

Steve: The open world will be (eventually) large - for Preludes its just a bit of an island that's connected with procedural dungeons (like the Dermak undercity in the demo).

Are environments destructible?

Yes, a fair bit. Stuff like doors, traps, containers will be destructible. Larger stuff like trees will not.

Will Soulframe have its own servers?

Yes. As for dedicated servers, it's a possibility.

Will the Alphas and beyond be private?

Steve: For those that do join us in the preludes all we're gonna do is watermark in the lower corner a bit - but current we don't have any plans to forbid sharing. This may change based on reception.

Will Soulframe Combat look like Duviri combat?

Geoff: It's a brand new system.

What animals can you pact with?

The team is looking to be fairly inclusive with Pact options, including more unusual such as bugs.

Any Sc-fi?

Geoff: The Ode is where we will sneak some Sci-fi into our fantasy.

The Soulframe Team's Narrative/Story Internal Documents from Steve:

  • Most Fables (quests) will be told as players discover them, in arbitrary order.

  • Except - for the opening, a high-fidelity story threading players through the setting and themselves.

  • As we grow the game, try to avoid deeply nesting stories to support more non-linearity.

  • For example, we may encounter a sly witch who demands a golden apple from a far-flung mountaintop and respond, "You mean this one?"

  • Avoid thinking of fables as major or minor. They may vary in scope. They may indicate outcomes or values to allow prioritization but avoid second-class stories.

  • Include an element of the soul as an anchor. E.g., In service of the Ode, Lady Deora has lost her soul, represented by her child form that we absorb and later return to her.

  • From a broken item for kintsugi to introducing new systems, always pair stories with gameplay. Entwine the fable's theme with the gameplay outcomes.

  • Hit our themes: romanticism, archeology, and the soul. The Ode have made the world forget itself, its values, its culture, its responsibilities. Our raison d'être is to remind them.

  • We are not grimdark… but there are often high stakes and drama. More Bluth than Elden Ring, but even Bambi starts with a bang.

  • Human characters ought to be redeemable. Not every twist needs betrayal. Not every man is self-serving. Villains should not be killed but redeemed. In a world where souls persist, death is not a last act of justice. Reconciliation and reform are. Think of LOTR.

  • Animals should have prominent roles in our fables. Modernity has made us believe that animals are apart from us in emotion and intelligence, but that is a human lens. In Soulframe, all creatures have the capacity for feeling, for joy, for suffering.

  • Love and romance options for the player do exist, and romantic encounters are possible, though presented suggestively, not explicitly.

  • Stories with happy endings, with lightness and tenderness, can be just as essential and mature as grim tales of cruelty and existential crisis. Avoid modern cynicism.

 

Source: https://forums.warframe.com/topic/1366784-abyss-of-dagath-dev-workshop-new-player-path-improvements/

Abyss of Dagath - Dev Workshop: New Player Path Improvements

There is so much to cover in this Developer Workshop, so we’ll keep this brief! No values are final, and everything outlined is subject to change leading up to the release of Abyss of Dagath. We’ve done our best to communicate all planned changes, but the only way to understand their true impact is to play with them once the update is in your hands.

With that all said, get yourself a glass of greedy milk and maybe a snack, as there is much to go over!

  • Removal of Flawed Mods and MK1 Weapons from Vor’s Prize
  • Early Game Inbox and Junction Adjustments
  • Universal Enemy Radar
  • Quest Improvements 
  • Including Waverider, Natah, and Vox Solaris
  • Cetus Wisp and Necramech Acquisition Changes

Removal of Flawed Mods and MK1 Weapons from Vor’s Prize

Flawed Mods 
Flawed Mods are a special variant of Mods that are only accessible via the Vor’s Prize Quest and were intended to be an early introduction for players to the Modding system. Over the years, we have come to understand that these Mods have the unintended effect of players investing Endo that would be better used in the non-flawed variants. 

As a result, we are removing Flawed Mods from Vor’s Prize and replacing them with the normal variants. Additionally, players who already own Flawed Mods will have them replaced with the normal variant with the launch of the Abyss of Dagath update -- excluding the April Fool’s Flawed Ammo Drum from 2016, of course. The conversion will maintain the Mod rank, so a Rank 3 Flawed Vitality will become a Rank 3 Vitality once the update launches. 

Any equipped Flawed Mods will be uninstalled with Dagath as well, so be sure to check your builds once the update launches if this affects you!

Adjusting for Increased Mod Drain
As Flawed Mods are being removed, we want to ensure that new players can still create their early builds and equip Mods onto their equipment. Since normal Mods have a higher drain than their Flawed variants, we’re approaching this problem in two ways:

Firstly, we’re adding 90k Bonus Affinity to the completion of the Vor’s Prize Quest, split up across the 6 missions. Each mission will earn new players an additional 15k Affinity upon first completion only.

Secondly, we’re reducing the base Drain for a few core Mods by 2. This will allow these Mods to fit into early game builds more easily, but also has the benefit of reducing their overall Drain at all ranks.

Here are the Mods that are being reduced from a Drain of 4 to 2 at Rank 0:

  • Fast Deflection - new Max Rank Drain of 7
  • Redirection - new Max Rank Drain of 12
  • Enemy Sense - new Max Rank Drain of 7
  • Continuity - new Max Rank Drain of 7

MK1 Weapons
Along the lines of Flawed Mods, the less powerful MK1 variants of the Braton, Paris, Kunai, and Bo will be removed from the Vor’s Prize Quest. With Dagath’s release, new players will be presented with the normal variants of these weapons.

Rest assured that all MK1 weapons will remain available for purchase with Credits in the Market!
 


Early Game Inbox and Junction Adjustments

Updated Early Game Inbox Messages
Continuing with our plans for improving the new player path, we are updating the completion Inbox messages for the following Quests:

  • Vor’s Prize
  • Saya’s Vigil

Following the completion of Saya’s Vigil, we have also written a new inbox from The Business directing players to visit him in Fortuna.

Our goal is to direct our Tenno to Cetus and then to Fortuna in their early-game journey, as these two nodes are pivotal for later content, including Junctions and Quests. 

Junctions
Speaking of Junctions, we’re making the following adjustments to the Venus and Mercury Junctions:

Venus

  • Removal of the “Collect 20 Mods” and “Apply 4 mods to a Single Warframe or Weapon” tasks
    • With the removal of Flawed Mods, the “Appy 4 Mods” challenge may become more difficult. Our goal for Junction tasks is to both teach new Tenno about the game, and guide them where to go next -- neither of these challenges quite fit that vision. 
  • NEW TASK: “Complete Quest: Saya’s Vigil”
    • Similar to the Inbox changes, our goal is to direct new players to Cetus early in their journey!

Mercury

  • Added Incubator Power Core to Junction rewards 
    • Howl of the Kubrow is a Quest unlocked from the Mercury Junction, which requires an Incubator Power Core to complete. The free path to this item was not available until the Mars Junction was completed, which we felt was confusing to many new Tenno eager to hatch their first furry friend.  

Universal Enemy Radar

Players now have a Universal Enemy Radar set to 30m to help new players navigate through their missions. Warframe is more fun when you know where your foes are, and we felt that this important mechanic no longer needed to be tied to game progression.

Existing Enemy Radar Mods will simply add to the base Enemy Radar values!
ie. your Enemy Radar with Enemy Sense equipped would now be 60m!
 


Quest Improvements

Waverider Quest

For those who didn’t grow up playing Tony Hawk Pro Skater (or if you’re like me, hitting the Gnasty Gnorc in Spyro the Dragon), the Waverider Quest may be a stopping point for you to acquire Yareli. Simply put: the gameplay requirements are not what you see in your average Warframe mission, being K-drive focused. While we love adding variety to our game, accessibility, and enjoyment is also an important factor -- especially since this is the free path to earning Yareli. 

With that in mind, we are making the following changes to the Waverider Quest:

  • We’re reducing the number of challenges per page from 5 to 3, resulting in a whopping reduction of overall Quest requirements from 25 to 15 challenges!
  • With fewer challenges overall, we’ve reworked the remaining challenges with the focus of making them simpler and easier to complete while still showcasing the breadth of gameplay available on your K-Drive!
  • Hovering over a challenge will also provide you with a “how-to” description, offering more details on how to complete the listed objective!
  • The 6th page in the comic will now be hidden until the 5 pages of challenges are complete. We don’t want players thinking there are even more tasks to finish when in reality, the final page is full of lore!

Below is a look at the Quest Challenges coming with Dagath -- please keep in mind that this is all still subject to change leading up to release! While many are familiar, we have reduced difficulty where we could and outright replaced challenges where we felt appropriate. 

PAGE 1:

  • Kill 5 enemies with a Secondary Weapon while riding a K-Drive 
  • Copter x 5
  • Complete a K-Drive Race

PAGE 2

  • Get 5 Headshot Kills with a Secondary Weapon while riding a K-Drive
  • Noseplanker or Tailplanker x 5 
  • Obtain 5 seconds of air-time on a K-Drive

PAGE 3:

  • Frontside Rollout x 5
  • Backside Rollout x 5
  • Perform 3 x10 combos

PAGE 4:

  • 5 kills landing with K-Drive
    • This works if you simply land on enemies or kill them with Slam Shockwaves! 
    • We are also buffing Slam Shockwave radial damage from 5 to 100! Direct impacts still deal 1000 damage, but now missed maneuvers will do as much damage as a bullet jump.
  • Complete 2 different K-Drive races
    • This challenge is a rework of the “Earn X points in a K-Drive race” challenges, which were impossible to do for certain K-Drive races. 
  • Keep a K-Drive trick chain alive for 10 seconds

PAGE 5:

  • Kill 5 enemies while mid-air/during a trick chain
  • Collect a total of 10,000 race points
  • Earn 500 points in a K-Drive trick chain

Vox Solaris Quest
As we want to encourage new Tenno to venture to both Cetus and Fortuna, we’re reducing the overall difficulty of Vox Solaris with them in mind:

MISSION 1:

  • Reduced enemy level from 6-8 to 5, matching subsequent missions in this Quest.
  • Increased Drone Health and Shields from 3k to 8k, respectively.
  • Reduced the number of required kills from 30 to 20.

MISSION 2:

  • Reduced enemy level from 6-8 to 5, matching subsequent missions in this Quest.

MISSION 3:

  • Increased Excavator shields from 500 to 3k to match Health values.

MISSION 5:

  • Reduced enemy starting level to 7 from 9.
  • Increased Coolant Tower Health and Shields from 3k to 10k, respectively. 

Natah Quest
This Quest is such an important stepping stone on your Tenno’s journey, so we are not planning on making sweeping changes. However, we have a few QOL tweaks to address Quest initiation:

  • Reduced the MR requirement from 3 to 2, meaning Oculysts will now spawn in Uranus once you are MR 2!
  • Updated the Uranus Junction challenge description to better indicate how to start this Quest. 
    • “Unlock this Quest via a special event in Grineer missions on Uranus. These events only trigger if you are Mastery Rank 2 or above.” 

Misc. Quest Changes:

  • The Archwing: Reduced Odonata build time from 10 minutes to 1 minute.
  • The Limbo Theorem:  Reduced Limbo Blueprint craft times from 12 hours to 1 minute. We are also reducing the number of Proof fragments required for the Theorem Blueprints from 3 to 1. 
  • Saya’s Vigil: Removing the MR 1 requirement to access Saya’s Vigil as part of our other early game journey changes. 

This list is not extensive, as we do have other Quest changes we are working on with the hopes of releasing with Abyss of Dagath. Look to the official Update 34 patch notes to see all that’s changing on October 18!
 


Cetus Wisp and Necramech Acquisition Changes

Another part of a Tenno’s path is improving their gear, especially once they’ve unlocked their Operator. In addition to the Focus Point acquisition changes (outlined in our Systems Changes and General QOL Dev Workshop), we’re making the following tweaks to improve player acquisition for Amps and Necramechs:

  • Cetus Wisps no longer disappear! These are crucial crafting costs for many early-game Amps, and while we did add the ability to purchase this resource from Onkko at Rank 5 Quills, this change should improve player acquisition earlier on in their journey. 
    • As similar pickups like Scintillant and Toroids were added to the game, this timed mechanic for Cetus Wisps felt unnecessarily complicated in contrast. 
  • Voidrig crafting costs are being changed to require Cambion Drift resources only. Some of the resources required investment in other Hub Syndicates and Railjack, adding further obstacles for players on their journey to their Necramech. The updated crafting changes are as follows:
    • Voidrig Casing - replaced Venerdo Alloy with 5 Cranial Foremount
    • Voidrig Engine - replaced Isos with 6 Cabochon Embolos
    • Voidrig Capsule - replaced Marquise Veridos with 50 Devolved Namalon
    • Voidrig Weapon Pod - replaced Charc Electroplax with 6 Trapezium Xenorhast
  • Added Damaged Necramech Components to Loid’s Store for purchase. Players can purchase Damaged Necramech Casings, Engines, Pods, and Weapon Pods from the Necraloid Syndicate at Rank 1 for 2,500 Standing each. 
    • With the number of components needed to build your Necramech, the drop tables may not always be in your favour. Similar to Voruna and Citrine, we are adding the ability to purchase missing components directly from a vendor as a way to offset the grind.

c9ffae0ae31105ff35a7faaf6a3aac6f.png


Whether you took the time to review the entire Dev Workshop, or skipped to the sections that were relevant to you most, thank you for reading! We’re excited for you all to get your hands on these changes and more with Abyss of Dagath on October 18th!

 :community:

 

Source: https://forums.warframe.com/topic/1366783-abyss-of-dagath-dev-workshop-accessibility-hud-improvements/

Abyss of Dagath - Dev Workshop: Accessibility + HUD Improvements:

There is so much to cover in this Developer Workshop, so we’ll keep this brief! No values are final, and everything outlined is subject to change leading up to the release of Abyss of Dagath. We’ve done our best to communicate all planned changes, but the only way to understand their true impact is to play with them once the update is in your hands.

With that all said, get yourself a glass of greedy milk and maybe a snack, as there is much to go over!

In this Dev Workshop, we will cover the following topics:

  • Character Highlighting System
  • Conservation Accessibility and QOL Improvements
  • Auto Melee 
  • Buffs and Debuffs in Pause Menu
  • Weapon Trait Display
  • New Update History Screen
     

Character Highlighting System

The enemies you face in Warframe tend to be well-themed to their tilesets -- while this adds visual cohesion to the game, it also means that your foes can sometimes blend into the landscape. To improve enemy and ally visibility, we’re adding a new “Character Highlighting” section to our Accessibility menu

With this new system, players will be able to apply a Highlight on both enemies and allies, with a variety of customization options. Whether you want to improve avatar visibility or simply turn them a fun colour (or both!), you will be able to select the hue and intensity to your liking through the various settings:

98c4669db0724cf88330e2cf62678bc9.png

In the screenshot above, you can see the full array of settings available to you in our Accessibility Settings Screen:

  • Enemy Highlights Toggle - Toggling this on applies the Highlight Aura to all enemies.
  • Enemy Highlight Color - Select the colour of choice using the Accessibility Color Palette or any other owned Color palette.
  • Enemy Highlight Intensity - Choose how bright you’d like the Highlight to be using this sliding scale. 
  • Ally Highlights - Toggling this on applies the Highlight Aura to all allies, including but not limited to: Squad Members, Companions / Sentinels, and Specters.
  • Self Highlight - Apply the Ally Highlight settings to your player avatar.
    • This will persist anywhere you take your Warframe or Tenno, such as your Orbiter, Quests, etc!
  • Ally Highlight Color - Select the colour of choice using the Accessibility Color Palette or any other owned Color palette.
  • Ally Highlight Intensity - Choose how bright you’d like the Highlight to be using this sliding scale. 

Interacting with the Color and Intensity options will preview the effect on your Warframe in the menu screen, giving you an idea of what it’ll look like in-mission! Here is a preview of gameplay with this system in action:

ZxbmLqa - Imgur.mp4Unavailable

Video description: A Grendel, MOA Specter, and Kavat in the Simulacrum with Green Character Highlights applied.  Various enemies from all factions have also been spawned, and have a Red Character Highlight applied. The Accessibility Menu is opened to the Character Highlight section, where the colours of character highlights are changed by selecting different colours via a colour palette. The menu is exited to show the new result: Grendel and his allies in yellow, and enemies in bright pink.

A few key characteristics of note for this system:

  • “Friendly” enemy units such as those seen in Invasion missions or those affected by Revenant’s Thrall / Nyx’s Mind Control / etc. will use the Ally Highlight settings to differentiate them from your true foes.
  • Character Highlight Settings are accessible in-mission should you need to make any tweaks on the fly!
  • The majority of Quest cutscenes will not see Character Highlights in action, except if Self Highlights are applied. 

Conservation Accessibility and QOL Improvements
Conservation has had a long storied history with quality of life and accessibility changes, but we can confidently say that this is the biggest batch of improvements yet! Because there’s so much to cover, we’ve broken it down per Conservation stage: 

Icons on the map:

  • The animal's name now appears when hovering over the trail icons in the advanced map!
  • Holding your Tranq Rifle will now show the icons of the closest Trail Start Points in your minimap!
    • Only one icon will appear per animal, to help you better plan your route on foot. 
  • Each animal trail icon now uses the animal's silhouette (instead of the generic pawprint) and is color-coded for quicker visual identification! The hue matches that of their Echo-Lure.
    • This slipped out a little earlier than planned with Echoes of Duviri (Update 33.6)!
  • Players can now select an Icon on the advanced map to spawn a special waypoint marker to the Trail Start Point. This marker will persist even after putting your Tranq rifle away!

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Video description: Grendel on the Orb Vallis landscape. He pulls out his Tranq Rifle and opens his Advanced Map. A variety of Conservation icons are available for him to choose from. Grendel selects a Bolarola icon and clicks on it. The icon creates a waypoint that persists after he closes his Advanced Map (which he does). The player then summons their Archwing and flies to where the waypoint leads them, which ends up being a Bolarola Trail Start point. Grendel interacts with the start point and footprints spawn, at which point the waypoint disappears. 

Trail Start Points:
It all starts with scat! Unfortunately, many trail start points can blend into the landscape and otherwise be difficult to find. We’ve made the following changes with this in mind:

  • Trail Start Points will now be highlighted with a diamond marker with the Tranq Rifle equipped. Simply holding the Tranq Rifle will show these markers at 20m away, while aiming down the scope will reveal them from up to 50m away.
    • This diamond marker functionality already existed with Echo-Lures, but we are extending it to Tranq Rifles as well. 
  • Trail Start Points will now glow similar to footprints when viewed through the Tranq Rifle scope. 

Follow Tracks:

  • Updated our footprint shader to improve animal footprint visibility and address issues of them disappearing below rocky terrain.
  • Once interacting with a Trail Start Point, a yellow area highlight will appear in your minimap over the last section of the tracks you found. Additionally, we have added diamond markers at key checkpoints in the footprint path that appear when looking down the Tranq Rifle scope.
    • If you happen to lose the trail or get turned around, these two mechanics should help you!

Locate and Tranquilize:

  • Adjusted the audio and visual cues from the Tranq Rifle to play more or less frequently depending on how far away the animal is.
    • The more often they appear, the closer you are! 
  • Ally Character Highlights will apply to Conservation targets as an extra way to distinguish them from the landscape, should you wish to use that system!
  • Added a flashing paw icon that points you to the direction of the animal when looking down the Tranquilizer scope.
    • With the successful use of the Echo-Lure, the replying animal call already comes from the direction that they spawn in. We’re adding this new visual clue for Conservationists in addition to the existing audio cue! 
    • Note: This functionality also applies to free-roaming wildlife you find on the Landscape, no Echo-Lure required!

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Video description: Grendel on the Orb Vallis Landscape with his Tranq Rifle equipped. He aims in on the Trail Start point before him, showing how it now glows the same way that footprints do. He then aims off to the left of him, at which point a flashing pawprint icon appears in the left side of his screen. When moving his reticle towards the direction of the flashing icon, it eventually comes to rest on a Bolarola.  The flashing icon stops once his reticle comes to rest on the Conservation target, as that was the animal that was triggering it. 


Auto Melee 

Adding an Auto Melee button has been a frequently requested topic over the years as a way to mitigate repeated button presses. Your days of spamming E are over with the new Auto-Melee function coming with the Abyss of Dagath. Here’s how it works:

With Auto Melee, players will be able to trigger melee swings through the familiar repeated melee inputs, or they can simply hold the melee input button to repeatedly swing their melee weapon for as long as that input is held. Combos can be executed while auto-meleeing by simply adding the required inputs -- i.e. to start Slide Attacking, simply start sliding while holding the Melee Input, etc.

In short, the Warframe melee that you know isn’t changing -- the only difference is that instead of needing to press your E hundreds of times, you only need to press (and hold!) it once. 

Our goal is not to alter the main way you play Warframe melee if you prefer the precision of individual inputs -- auto-meleeing is an additional way to play the game. This mechanic is releasing as a permanent functionality of the Melee system, as we’ve designed this so that both individual input and auto-melee can co-exist without issue. 

Since Auto-Melee is removing a lot of the active element of meleeing, we are working on an addition to this system called “Perfect Heavy Attacks” that aim to release with Whispers in the Walls. 

Exclusions to Auto Melee
Due to the mechanics of Auto Melee mirroring that of thrown melee weapons, the following weapons will not have Auto Meleeing enabled for them:

  • All Glaive Weapon Types
  • Wolf Sledge

Buffs and Debuffs in Pause Menu
The meme of Octavia players giving their squadmates enough buff indicators to look like an MMORPG screen is real and valid. Worry not -- we’re not changing the buffs you get, we’re simply adding the ability to see what the actual Buff and Debuff Icons mean when entering your Pause Menu:

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Image Description: The Warframe Pause menu. In the upper right-hand corner, below the currency bar, there is a list of buff icons applied to the Warframe in-mission. The mouse is hovering over the Wisp Haste Icon, showing the buff name (“Haste Mote”) and description (“Increased movement and Attack Speed”).

As you can see in the screenshot above, hovering over the icon will show you the effect’s name and possibly the description. Our goal is to eventually add a description for every icon, but at the time of writing, we estimate that there are around 800 icons needing descriptions, and unfortunately, the majority of them require a bit of work to get set up. We will be working on this system and releasing icon descriptions in batches wherever we can!


Weapon Trait Display
Weapons with specific traits or passives will now display this information in the Upgrade Arsenal screen of the respective weapon. These traits were often hidden in weapon descriptions or otherwise required players to learn about them via outside sources -- now you can directly see any special traits a weapon has and incorporate that knowledge into your builds. 
 

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Image Description: The mouse hovering over the new Weapon Trait Display section of the Upgrade screen, which is positioned to the left of the Stance Slot in this screenshot. There is a custom icon for the Dorrclave (a new weapon), the phrase "Unique Trait", and below that, the title of the Trait ("Rising Vendetta"). The mouse hovering over the section has caused an on-hover description box to appear, displaying the following: "After 20 kills or assists, gain an additional 0.5 Follow Through and at least one guaranteed Status Effect for the next 20 attacks".


New Update History Screen 
Whether you’re jumping straight into a new Update or returning to the game after a break, our New Update History Screen is designed to contextualize and highlight the latest content. This screen offers a variety of new tools for us to showcase everything that is available in our major update releases. 

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In the screenshot above, you’ll see various sections designed to contextualize and highlight released in the specific update, including:

  • General overview blurb for the update!
    • Familiar as this is what we’ve done for past updates. 
  • Patch highlights, which can be interacted with to reveal a pop-up window with lengthier descriptions of new features, game modes, etc., released in the update!
  • Direct link to the update notes on our website. 
  • New item showcase to highlight new content available in the market.
  • “How to Play” button that will either direct you to a tutorial or take you straight to the Star Chart to engage with the new content. 
  • Update History at the bottom of this screen, allowing you to look at Update Screens for previous releases.
    • Our goal is to have at least Abyss of Dagath and the Seven Crimes of Kullervo here for launch!

Where to find this screen
This new Update History Screen will present to players the first time they log into the game following an update, but it can also be accessed any time at two locations:

In the pause menu above the Nightwave button.

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Via the new banner over the News console in your Orbiter!

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Whether you took the time to review the entire Dev Workshop, or skipped to the sections that were relevant to you most, thank you for reading! We’re excited for you all to get your hands on these changes and more with Abyss of Dagath on October 18th!

:community:

 

Source: https://forums.warframe.com/topic/1366781-abyss-of-dagath-dev-workshop-system-changes-and-general-quality-of-life/

Abyss of Dagath - Dev Workshop: System Changes and General Quality of Life

There is so much to cover in this Developer Workshop, so we’ll keep this brief! No values are final, and everything outlined is subject to change leading up to the release of Abyss of Dagath on October 18th. We’ve done our best to communicate all planned changes, but the only way to understand their true impact is to play with them once the update is in your hands.

With that all said, get yourself a glass of greedy milk and maybe a snack, as there is much to go over!

In this Developer Workshop, we will cover the following topics:

  • Focus Lens Conversion Buff
  • Nightwave Changes
  • Warframe Shield Changes
  • Base vs. Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
  • Break Narmer Mission Improvements
  • Archon Hunt Damage Attenuation Tweaks
  • Misc. Quality of Life Changes

Focus Lens Conversion Buff
Focus acquisition can take a significant time investment, especially for those who prefer more passive farming methods. Completing all of your Focus Schools acts as a long-term goal for many players, but we felt the need to mitigate the time investment slightly. 

With Abyss of Dagath, Focus Lenses will offer greater conversion rates, as follows:

  • Regular Lens: 1.25 > 2%
  • Greater Lens: 1.75 > 3%
  • Eidolon Lens: 2.25 > 4.25%
  • Lua Lens: 3.25 > 5.5%

Additionally, all Convergence Orbs will offer a flat 5,000 Focus bonus to your equipped Focus School upon pickup. 


Nightwave Changes

Nora Night has been gracing our airwaves since 2019, and word is she felt it was time for a little refresh. In the next Nightwave series, we’ve prepared some changes to keep Nora’s Acts fun, accessible, and as always, incentivizin’

Permanent Weekly Acts
Dreamers, we all like our little habits and rituals. To reward the little things you do every week, we’re adding 3 Permanent Weekly Acts intended to be unlocked with regular Warframe gameplay:

  • Eximus Eliminator: Kill 30 Eximus.
  • Mission Complete: Complete any 15 missions.
  • Marksmen: Kill 500 Enemies.

With these new Permanent Acts, you can earn an extra 13,500 Nightwave Standing each week!

Note: since these are in addition to your weekly Act rotation, they are exempt from the Catch-Up pool. 

Nightwave Act Audit
In the 4 years of Nightwave history, many Acts have come and gone. For the next series, we have done a complete Act Audit with the goal of reworking, removing, and adding new challenges to this system. Nothing like some spring cleaning!

We’ll go over a list of what is changing, but please keep in mind that this is not comprehensive or final. Everything, like life, is subject to change. As a reminder, these will not ship until the next Nightwave Series launches (unless otherwise specified). 

Removed Acts
Throughout the Audit, we looked to revise as many Acts as possible to keep them fun and to keep the overall time commitment requirement low -- however, we felt that certain challenges were best retired. 

Here’s a list of what will be removed in our next Nightwave Series: 

  • A Firm Shake: Shake the hand of a fellow Tenno using the Handshake Emote
  • Augmentation: Install an Augment Mod on your Warframe
  • Death from Above: Kill 10 enemies with ground slams
  • Enhance!: Pick up 8 Rare Mods
  • Grove Guardian: Kill 1 Silver Grove Specter
  • Hush: Kill a Kuva Thrall or Hound
  • Mad Lab: Plunder one of Alad V's secret laboratories on Jupiter
  • Medic: Revive a fellow Tenno or a Companion
  • No Mercy: Mercy Kill an Enemy
  • Reanimator: Find and pilot a Fallen Necramech
  • Reclaimed: Clear a personal Kuva Lich Influenced Node
  • Stay on Top: Kill 20 enemies using a Necramech while hovering.

Reworked Acts
These changes keep the core intent of the Act in place but make it easier for players to complete them! Since these are all being changed from Daily to Weekly, they must wait until the next Series before we can implement them: 

  • Ancient Obelisk: Activate 3 Requiem Obelisk on Deimos (was: 1)
    • Changed from Daily to Weekly
  • Hacker: Hack 10 Consoles (was: 8)
    • Changed from Daily to Weekly
  • Kleptomaniac: Open 30 Lockers (was: 20)
    • Changed from Daily to Weekly
  • Gatherer: Collect 4000 Resources (was: 1500)
    • Changed from Daily to Weekly

New Acts
Look for these Duviri-inspired Acts in the next Nightwave series! 

DAILY:

  • Your Move: Complete a game of Komi in Duviri
  • Helping Hand: Rescue an animal in Duviri
  • Feed Me More: Feed the Maw 10 fish in Duviri
  • Salutations: Visit Acrithis in Duviri

WEEKLY:

  • Horsing Around: Fly your Kaithe for 1000 meters
  • Finely Tuned: Play 2 different Shawzin songs in Duviri
  • Beast Slayer: Defeat the Orowyrm
  • I Decree: Collect 10 Decrees in Duviri
  • Collector: Collect 100 resources from Duviri
  • Skeletons in the Closet: Kill 50 Dax enemies in Duviri

ELITE WEEKLY:

  • Perplexed: Complete 3 puzzles in Duviri
  • Elite Beast Slayer: Defeat the Orowyrm in Steel Path
  • Ceremonial Evolution: Evolve any Incarnon weapon in-mission 5 times
  • Vital Arbiter: Complete an Arbitration Mission

Revised Acts coming with Abyss of Dagath

While everything listed above is coming for the next Nightwave Series, the following Acts are getting changes that we felt reasonable to apply to the current Series! We took two different approaches in these revisions: a) to reduce the grind required to complete some Acts, and b) to expand the ways in which players can complete them!

Once Update 34 launches on October 18th, expect to see these changes from Nora Night:

  • Accelerator: Kill 10 Enemies while Sliding (was: 20)
  • Conservationist: Complete 3 different Perfect Animal Captures in Orb Vallis (was: 6)
  • Earth Bounty Hunter: Complete 3 different Bounties in the Plains of Eidolon (was: 5)
  • Earth Fisher: Catch 3 Rare Fish in the Plains of Eidolon (was: 6)
  • Earth Miner: Mine 3 Rare Gems or Ore in the Plains of Eidolon (was: 6)
  • Eternal Guardian: Complete 2 Void Armageddon missions (was: 3)
  • Everything Old is New Again: Complete 1 Transmutations (was: 3)
  • Glider: Kill 15 Enemies while Aim Gliding (was: 20)
  • Invader: Complete 6 Invasion missions of any type (was: 9)
  • Night and Day: Collect 10 Vome or Fass Residue in the Cambion Drift. (was: 15)
  • Night Terror: Complete 5 Nightmare missions of any type (was: 10)
  • Researcher: Scan 15 Objects or Enemies (was: 25)
  • Sanctuary Researcher: Complete 3 Scans for Cephalon Simaris (was: 5)
  • Supporter: Complete 5 Syndicate missions (was: 10)
  • Survival: Complete a Survival mission reaching at least 20 minutes (was: 30)
  • Venus Bounty Hunter: Complete 3 different bounties in the Orb Vallis (was: 5)
  • Venus Fisher: Catch 3 Rare Servofish in the Orb Vallis (was: 6)
  • Venus Miner: Mine 3 Rare Gems or Ore in the Orb Vallis (was: 6)
  • Animator: Retrieve the Ayatan Statue for Maroo in Maroo's Bazaar
    • Previously was: Fully Socket 3 Ayatan Sculptures
  • Now Boarding: Complete 3 different K-Drive races in Orb Vallis on Venus or in Cambion Drift on Deimos. 
    • Previously was limited to only Orb Vallis races.
  • Thrill Rider: Kill 20 Enemies while riding a K-Drive, Kaithe, Velocipod, Merulina
    • Expanding the eligibility of this Act to all of your trusty steeds. 
    • Previously named "Surfs Up!"
  • The Hunt is On: Find 5 Syndicate Medallions
    • Players will no longer have to be the one to pick up the Medallion for this to count.
  • The Personal Touch: Place 1 decoration in your Orbiter or Dormizone
    • Only Orbiter decorating used to count!
  • Cache Hunter: Find 6 caches across any Sabotage missions
    • Previously was: “Find all caches in 3 Sabotage missions”
  • Saver: Pick up 15,000 Credits
    • Mission credit rewards will now count towards this Act!

Introductory Nightwave Screen
The first time you log in with a Nightwave Series available, a pop-up screen will appear highlighting various Series rewards, a brief description, and a button to visit the Nightwave menu!

We’re adding this to increase visibility of Nightwave for newer players who may be unfamiliar with Nora, and as a reminder when a new Nightwave has dropped! 

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Warframe Shield Changes
There are many avenues for Tenno to approach Warframe survivability -- usually, it’s through increasing Health and Armor values, or making use of damage resistance features of certain Mods or Abilities, etc. For Shields, however, there is an incentive to do the opposite: the current meta encourages players to reduce Shield values as much as possible to make use of Shield Gating mechanics. 

As Developers, we’re stuck in a strange position. On one hand, we see player ingenuity and creative ways of engaging with mechanics, but on the other, we see proof that Shields are not offering the same value to players as other survivability tools -- to the point where you are rewarded for having the lowest Shield stat possible. 

We want to change this so that Tenno are incentivized to increase their Shield stat instead of reducing it. To do so, we’re approaching this challenge in two key ways:

Firstly - we’re buffing Tenno Shields overall!

Previously: Tenno Shields offered a 25% resistance to all damage types.

Now: Tenno Shields will offer a 50% resistance to all damage types. 

We’re also buffing a few Shield-specific Mods with Recharge rate in mind! 
(values below are at max rank)

  • Fast Deflection: added -45% Shield Recharge Delay
  • Fortitude: increased the Shield Recharge value from +80% to +100%. 
    • Also increased Chance to Resist Knockdown from +20% to +40%. 
  • Vigilante Vigor: added -30% Shield Recharge Delay

These Mod buffs feed directly into the other half of our approach:

Secondly - we’re reworking Shield Gating!

Shield Gating was added to the game back in 2020 with Update 27.2.0 as a way to prevent one-shots, especially at higher-level content. We feel that this mechanic accomplished that goal, but the implementation of it had an unintended side-effect: players are rewarded for having the smallest Shield stat and fastest Shield Recharge stat to make use of the Full Shield Break mechanic.  

As mentioned above, our intention is to offer players more benefits for having larger Shield values, so Shield Gating is getting a rework. The core mechanic is staying: when you lose all Shields, you gain a period of invulnerability. What is changing is how this period of invulnerability scales with the amount of Shields you have. 

The changes outlined below are being made with that vision in mind:

Part 1 - Shield Gate Duration will scale with the amount of Shields you had upon Shield Break.

Previously: full Shields upon Shield break offered a 1.3-second window of invulnerability. 

Now, depending on your Modded values, this window could be anywhere from 0.33 seconds (minimum duration) to 2.5 seconds (capped at 1150 Shields). To receive the original 1.3-second Shield Gate, players will now need around 325 Shields upon Shield Break. 

You can see a full overview of the Gate Duration vs. Shields Depleted in the graph below: 

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Part 2 - Partially Depleted Shields do not have a separate Shield Gate Duration.

Previously: shield breaks on Shields that were not fully regenerated offered 0.33 seconds of Shield Gating.

Now, Partially Depleted Shields will be treated with the same scaling values outlined above. For example, if you had a max Shield value of 1200, but your Shields were broken with only 350 available, you would receive ~1.3 seconds of Shield Gating!

With these changes, the more Shields you have and the faster they regenerate, the more you’ll get out of the Shield Gating system!
 

Part 3 - We’re adding a new Corrupted Mod: Catalyzing Shields

With the changes to Shield Gating, we still want to offer players different ways to interact with this system without always having to Mod for the most Shields possible. To accomplish this, we are introducing a new Corrupted Mod: Catalyzing Shields.

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This Mod will reduce your maximum Shields by 80% but will also change how Shield Gating Scaling works for your Warframe with a guaranteed 1.33 seconds of Shield Gating upon full Shield depletion. With this Mod equipped, Shield Gating duration will scale from 0.33 to 1.33 based on your maximum Shield values, regardless of what they are.

For example, if my maximum Shields are 100 with Catalyzing Shields equipped, I would expect the following Shield Gating durations:

  • 100 Shields at Shield Break: 1.33s of Shield Gating
  • 75 Shields at Shield Break: 1.0s of Shield Gating
  • 50 Shields at Shield Break: 0.67s of Shield Gating
  • 25 Shields at Shield Break: 0.34s of Shield Gating
  • 10 Shields at Shield Break: 0.33s of Shield Gating
    • As a reminder, 0.33s is the absolute minimum duration for Shield Gating!

Since this is a new Corrupted Mod, it will be obtainable via Orokin Vaults on Deimos. We will run an Alert for this Catalyzing Shields Mod one week following Abyss of Dagath’s release to give players faster access to this Mod to test in their builds. 

Part 4 - Decaying Dragon Keys are being updated to debuff both Shields and Shield Gating. 

With revised Shield Gating, we felt it was important to update Decaying Dragon Keys as well. These Gear items are currently used to lower the threshold needed for Full Shield Breaks with Shield Gating, and while we love to see players finding unique interactions between various mechanics, Dragon Keys are intended to increase difficulty when equipped.

With that intention in mind, Decaying Dragon Keys now cap player Shield Gates to 0.33s maximum. 

Part 5 - A few other details to cover!

  • Hildryn’s Passive is being buffed from 3s Shield Gating Duration to 3.5s Shield Gating Duration!

There are many variables that will impact the overall outcome of these Shield changes with Abyss of Dagath, and we’ll be keeping a close eye on player feedback once this is in the community’s hands. With this update’s release, you’ll be seeing many changes in your Arsenal Upgrade screens -- both for Shield changes listed above, and the following overhaul:
 


Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” -- math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding. 

Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

Vitality (+440% Heath), Redirection (+440%    Shields), Flow (+150%), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe -- i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health. 

In Abyss of Dagath, we want to remove this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank -- namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300. 

With current Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change. 

To remedy this, we are approaching this problem in two ways:

1 - We are reducing the overall multiplier for Health, Shield, Energy, and Armor Mods.

Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

  • Vitality: reduced from +440% to +100% Health
  • Redirection: reduced from +440% to +100% Shield Capacity
  • Steel Fiber: reduced from +110% to +100% Armor
  • Flow: reduced from +150% to +100% Energy Max

Note: these are not all of the Mods affected by this change. We share the comprehensive list further down in this workshop. 

Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do. 

So, our next step:

2 - We are adjusting Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible. 

With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally. 

While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal. 

In addition to everything above, we are also increasing the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats. 

For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes. We will only be listing Base stats for Armor changes, unless the Warframe has a different Armor stat at Max Rank. 

Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.  Here are a few outliers before we get into the nitty-gritty of it:

  • Lavos, Nidus, Nidus Prime, and Kullervo all have buffs to their Armor values as a result of this change.
    • Ex: Nidus Prime’s Armor stat increased from 910 (current patch) to 1,050 (future patch) with max Steel Fiber Equipped. With all 3 Umbral Warframe Mods equipped, this buff results in a difference of 1198 Armor (current) to 1470 Armor (future).
  • Garuda and Garuda Prime’s received buffs to their Modded Energy pool.
    • ie. Garuda Prime’s Energy stat has been increased from 800 (current) to 896 (future) with max Primed Flow equipped.
  • Most Energy stats have received a slight nerf with Primed Flow, resulting in a difference of around 5-10 Energy Max with this Mod equipped.

To better contextualize how these numbers will look upon launch, we’ve also prepared a comparison asset using Excalibur: 

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These changes in action using Voidrig!

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These changes in action using Odonata!

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While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens! 
 


Break Narmer Mission Improvements
Kahl’s missions are a great way to earn an extra Archon Shard every week, but there is no denying that playing the same 3 Break Narmer missions can get repetitive. After looking at Community feedback and reflecting on our own experiences after almost a year of this content being available, we’ve prepared some Quality of Life changes and a few ways to spice up these familiar missions. 

General Kahl-ity of Life Changes:

  • Kahl see more! 
    • Kahl now has Loot Radar and Enemy Radar. This will allow you to plan your offensive, and find key pick-ups to complete your Stock challenges faster!
  • Kahl go fast! 
    • Kahl’s max speed and overall walking speed have been increased.
  • Kahl earn stock! 
    • Added Stock Pickups to Break Narmer missions. 5 Stock Pickups will spawn per mission, offering 2 Stock each for a total of 10. These will appear on your Loot Radar and will respawn if the mission is replayed. Extraction is required to earn the picked-up Stock.

Expanding Kahl’s Garrison:
Kahl will now find additional weapons next to his fallen Brothers as a way to add more variety to his overall gameplay. Three different weapons will spawn randomly each time you play! 

  • In Junk Run and Prison Break missions, you can find the following:
  • Ogris
  • Kundra (new shotgun found only in Break Narmer missions!)
  • Ignis
  • Tonkor
  • Grinlok
  • Jat Kittag

As for Sneaky Sabotage, since this mission has specific weapon restrictions, there are no plans to offer additional weapons to this mission at this time. 


Archon Hunt Damage Attenuation Changes

Speaking of earning Archon Shards, Damage Attenuation (or “damage pillows”) may be a familiar mechanic for those who frequent Archon Hunts each week. 

This was a hot topic, especially near the end of 2022. Since then, we’ve taken our time to assess player feedback and devise a plan to address it -- and we’re finally at a place where we can execute it. 

Damage Attenuation is one tool of many to increase enemy difficulty by limiting how much damage they take from player weapons, etc. 

Our current form of Damage Attenuation has resulted in many weapons feeling lackluster due to the high attenuation values, and damage output was reduced significantly to balance out the post-attenuation modifiers -- meaning that Archon fights felt like a slog if players did not use a limited set of optimal builds.

This is not a favourable outcome, so we are making the following changes:

1 - Maximum Damage Caps are increasing

  • Maximum Damage per Damage Instance has been increased 
  • Maximum Damage Per Second has been increased 

Our goal is to make big hits still feel like big hits, especially for low-rate of-fire weapons. We’re able to reduce the damage cap significantly because of the next change:
 
2 - Modifiers now apply before Damage Attenuation

Critical Multipliers (and other modifiers) applying post damage cap allowed for many of the One Shot builds to function, and for full transparency, we want to prevent One Shot Archon builds as much as possible. By changing where these modifiers apply, we can increase the Damage Caps to a much less punishing level for players.

Our goals with these changes are to:

  • Increase player damage output, thereby reducing the overall time to kill for Archons
  • Make “big hits” feel impactful by no longer throttling them to such an extreme degree
  • Encourage overall build diversity for Archon Hunts
  • Reduce the ability to use of one-shot builds

We’re excited to see what Archon Hunts look like for players with these changes with Abyss of Dagath releases. If we feel things are too fast now, we may pull back a bit. As always, values are subject to change, so keep an eye out on the patch notes for final values on October 18th!
 


Misc. Quality of Life Changes

Swap Incarnon Evolutions in the Arsenal
You heard it here! We’re adding the ability to swap around your Incarnon Evolutions in your Arsenal to reduce the friction for Incarnon testing and playing around with your builds.

XouZeDP - Imgur.mp4Unavailable

Note: You will still need to visit Cavalero to unlock each Evolution, but once that’s done, you can swap to your heart’s delight from the comfort of your Orbiter. 

Steel Path Circuit Reward Path - New Riven Option!
For those who have acquired all of the Incarnons via the Steel Path Circuit, we want to offer you additional rewards for this game mode. With Drifter Opportunity Intrinsics at Rank 9, you will be presented with 3 Veiled Rivens in addition to the weekly Incarnon rotation for your Circuit Reward Path! 

Just like the Incarnon Geneses, the order you pick the Rivens will determine what Rank you need to complete in the Circuit to earn them. 


Whether you took the time to review the entire Dev Workshop, or skipped to the sections that were relevant to you most, thank you for reading! We’re excited for you all to get your hands on these changes and more with Abyss of Dagath on October 18th!
 
:community:

 

Source: https://forums.warframe.com/topic/1366780-abyss-of-dagath-dev-workshop-hydroid-rework/

Tenno!

For those of you with an interest in the sea, who wish to use the murky depths to drown your foes, this workshop is for you! Hydroid is receiving a rework with the Abyss of Dagath update on October 18th! This Developer Workshop is focused entirely on what changes Hydroid will be receiving and why we are making these changes.

The goal of the Hydroid rework is to keep his unique style while making him both easier to use and bring his power more in line with other Warframes. This means changing how his abilities work through changes to their damage types, removing charging mechanics, and making enemies easier to hit while they are wrapped up in his abilities. Additionally, it means reworking his passive and removing the Undertow ability, replacing it with the new Plunder ability.

For a closer look at our deadly marauder of the deep, let's dive right in!

Abyss_of_Dagath_Rework_Images_Hydroid_1080_Final.png

Changing Impact Damage to Corrosive Damage and Status
Currently, Tempest Barrage and Tidal Surge both deal Impact damage. This is being changed to Corrosive Damage, which can apply Corrosive Status. Corroding Barrage is a widely used Augment Mod by those who play Hydroid currently, which causes Corrosive Status for Tempest Barrage, and due to its popularity, we looked to incorporate its effect into Hydroid at a base level. We felt changing Impact to Corrosive damage in Hydroid’s abilities makes them more thematic to the sea while also incorporating Corroding Barrage’s current effect in a meaningful way. With this change in mind, Corroding Barrage will now apply Viral Status instead of Corrosive - more details on that below.

Passive Changes
Hydroid’s existing Passive has a chance to spawn a tentacle when performing a melee slam attack. We are removing the existing passive entirely to be replaced by an entirely new effect.

The nature of Hydroid’s existing passive pushed players to a very specific playstyle (regular usage of melee slam attacks), while not guaranteeing anything useful from each individual slam. We wanted to make the passive feel more reliable and impactful.

Hydroid’s new Passive will affect an enemy once Hydroid damages them, lasting until their death. It makes the first instance of Corrosive Status on an enemy remove 50% of their Armor rather than 26%. Not only will this make the first Corrosive Status stronger, but it also means Corrosion Status can reach 100% armor reduction with full stacks!

To clarify, this means Hydroid does not need to apply all, or even any, of the Corrosive Status Effects on an enemy. As long as Hydroid has damaged the enemy, the Corrosive Status Effects can be applied from any source and will receive the benefit.

You can see the Passive in action in the Ability clips below.

Removing Charge Mechanics
In an effort to make Hydroid more approachable, we are removing the charge mechanic on Tempest Barrage and Tentacle Swarm. The full charge values will now apply baseline to each cast of the abilities.

For example, currently, an uncharged Tentacle Swarm will have 40% of the tentacles and 33% of the radius compared to a fully charged cast. With this change, both tentacle count and radius will always be the maximum, what a fully charged cast is currently.

This change makes Hydroid’s play more fluid, with more time spent attacking rather than charging abilities for their maximum effect.

Ability Changes

Tempest Barrage:

  • Damage dealt will cause enemies to stagger, rather than ragdoll.
    • This should make enemies easier to kill, as they will stay in the range of Hydroid’s other abilities and be more open to Headshots.
  • The Corroding Barrage Augment Mod has been renamed Viral Tempest and will have a chance to apply a Viral Status Effect, rather than Corrosive.
    • Changing the Impact damage of Tempest Barrage to Corrosive damage meant the Corrosive Status Effect from the Augment was already included. We changed this to Viral to maintain its relevance with the other changes.

Tempest Barrage & Passive.gif

Tempest Barrage will stagger enemies instead of ragdoll, making them easier to target.

Tidal Surge:

  • Will allow some steering of the wave for more control over where Hydroid and his enemies end up when the ability is finished.
  • Tidal Surge no longer violently flings carried enemies at the end of the surge, and will instead deposit them where the surge ends.
    • This should make Tidal Surge a better ability for grouping enemies and quick killing, as opposed to flinging them across the room.
  • Tidal Surge will apply Corrosive Status Effects to enemies based on how long they are carried by its waves.
  • Tidal Surge will cleanse all of Hydroid’s negative Status Effects.
    • This brings one of the benefits from the Tidal Impunity Augment Mod into the ability directly, to keep some survivability in Hydroid's abilities with Undertow’s removal.

Tidal Surge.gif

Tidal Surge will carry enemies with the wave, depositing them where the wave ends instead of throwing them forward.
 

Undertow:

  • This ability is being removed and replaced with Plunder.
    • Undertow is an ability which we feel makes Hydroid a bit less fun to play as, or play with. There are two main reasons we decided to replace this ability:
      • It forces the player to be stationary, while many objectives rely on regular movement.
      • It absorbs enemies without instantly killing them, which can lead to instances of hiding enemies that a teammate was trying to kill.

Plunder:

  • A new ability added to Hydroid’s third ability slot.
  • All enemies in range will have Corrosive Status Effects remove their armor permanently, increasing Hydroid’s armor and granting bonus Corrosive damage to weapons.
    • This ability is stronger based on the number of Corrosive Status Effects applied to the enemies affected by Plunder.
    • This means with a full stack of Corrosive Status, their Armor will be removed permanently.
  • The Curative Undertow Augment Mod is being renamed Rousing Plunder and will cause Plunder to heal Hydroid and his allies within Affinity Range.

Plunder Armor.gif

Plunder removes Armor based on Corrosive Status Effects on an enemy. It also provides an Armor and Damage Buff, tracked in the lower-right corner of the HUD.
 

Tentacle Swarm:

  • Will now hold enemies in a steadier position, making it easier to eliminate enemies locked down by Tentacles.

Tentacle Swarm.gif

Tentacle Swarm will now hold enemies still for easy targeting, rather than violently shaking them about.
 

We look forward to seeing a wave of Hydroids drowning their enemies across the Origin System with the Abyss of Dagath Update on October 18th!

Don’t forget to check out the other Dev Workshops for the Abyss of Dagath Update!

 

Source: https://forums.warframe.com/forum/123-developer-workshop-update-notes/

Hello Tenno!

This is one of our many Developer Workshops for Update 34: Abyss of Dagath. To see what other changes are coming in this Update, check out our other Developer Workshops here:

In our next update, Abyss of Dagath, we will be making extensive changes to the way you use, Mod, and interact with your Companions!  Please use this post to become informed about what we are changing and why. As always, with pre-release information, this represents our current plans and goals but it might differ slightly from the final version.

Our high-level objectives for this Companion rework are:

  1. Make pets more viable in high-level gameplay by making them immortal. Pets can no longer die! This avoids frustrating scenarios where you are relying on your Pet to provide some feature or bonus only to have them get removed from play. The base stats of Pets has also been increased significantly to help them in difficult missions.
  2. Introduce more interactive Mods that offer ways to play alongside your Pet instead of it being mostly autonomous like a specter.
  3. Changes to many Pet Mods, mostly to support the first two goals of removing death states and improving basic survivability. Some Mods were inconsistent in their naming or stats, and we have improved this. We have rebalanced some Mods that players felt were not good enough, or ones that we've observed are SO good that they are considered "essential."

Pet Immortality

We've all seen the memes with people giving their Pets funny names, only to see the message over and over every few minutes: "Your pet is down!"  Dying cats and dogs have been demanding attention on your HUD, and spontaneously combusting sentinels have been robbing you of your Vacuum and Animal Instinct for years.

All that changes with this update. Going forward, Pets will still have Health and Shield values, and they can be knocked out, but they will not die if you fail to revive them. When they reach zero Health, Pets will instead become Incapacitated for a base duration of 60 seconds. All Pets will automatically revive at the end of their Incapacitate period, and there is no limit to the number of times this can happen.

  • Kavats, Kubrows, Moas, and Predasites will collapse on the ground and can be, optionally, manually revived to get them back into action quicker.
  • Sentinels cannot be manually revived, but they will fly along with you in a damaged state while performing their automatic self-revive.
  • Vulpaphylas have their usual tricks instead, where they morph into a Sentinel-like state for a short period and then recover.
  • Khora's Venari still uses its usual behavior of temporarily disappearing if defeated, but you can override its time-out by spending energy to cast her Venari Ability.

Several Mods have been modified or introduced that also change when or how your Pet deals with Incapacitation - see the section about Mods for specifics.

Pet Stat Changes

Two broad changes have been made with regard to your Pet's base stats to increase their staying power.

Firstly Health, Shields and Armor have been refactored across the board. This simple numeric buff was made with the goal of Pet survivability increasing by approximately 50%. This also means that the choice of whether to use, for example, Enhanced Vitality or Linked Vitality, will depend on your Warframe choice instead of the Linked Mod always being strictly superior.

Additionally, non-Sentinel Pets now gain their full Health and Shield values immediately when you acquire them. Historically Health and Shield values would increase as your Pet ranked up, which you could see as "Rank Bonuses" in the Upgrades screen. We've removed this behavior and simply given Pets what would end up being their Rank 30 values at Rank 0. This should let you immediately take your Pets on more difficult missions after earning them!

Including both the removal of Pet rank bonuses, and the base increase to stats, here’s what the new stats will look like for all Pets at rank 0:

Revised Kubrow Stats:

  • Huras Kubrow: 560 Health (from 150),  490 Shield (from 125), 200 Armor (from 50)
  • Raksa Kubrow: 750 Health (from 200), 390 Shield (from 100), 200 Armor (from 50)
  • Sahasa Kubrow: 940 Health (from 250), 290 Shield (from 75), 200 Armor (from 50)
  • Sunika Kubrow: 830 Health (from 220), 350 Shield (from 90), 200 Armor (from 50)
  • Chesa Kubrow: 940 Health (from 250), 290 Shield (from 75), 200 Armor (from 50)
  • Helminth Charger: 710 Health (from 190), 330 Shield (from 85), 200 Armor (from 50)

Revised Predasite Stats:

  • Predasite (all types): 710 Health (from 190), 350 Shield (from 90), 200 Armor (from 50)

Revised Vulpaphyla Stats:

  • Vulpaphyla (all types) 680 Health (from 180), 370 Shield (from 95), 200 Armor (from 50)

Revised Moa Stats:

  • Moa: 350 Health (from 100), 350 Shield (from 100), 350 Armor (from 100)
  • Moa base stats can be modified further by their components and via gilding

Revised Kavat Stats:

  • Adarza Kavat: 310 Health (from 80), 270 Shield (from 70), 200 Armor (from 50)
  • Smeeta Kavat: 390 Health (from 100), 230 Shield (from 60), 200 Armor (from 50)
  • Vasca Kavat: 310 Health (from 80), 270 Shield (from 70), 200 Armor (from 50)
  • Venari: 900 Health (from 300), 350 Armor (from 350)
  • Venari Prime: 1050 Health (from 350),  450 Armor (from 450)

Revised Hound Stats:

  • Adlet Hound: 350 Health (from 100), 450 Shield (from 150), 350 Armor (from 100)
  • Garmr Hound: 350 Health (from 100), 350 Shield (from 100), 450 Armor (from 150)
  • Raiju Hound: 450 Health (from 150), 350 Shield (from 100),  350 Armor (from 100)
  • Hound base stats can be modified further by their components and via gilding

Revised Sentinel Stats:

  • Carrier: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Carrier Prime: 650 Health (400), 200 Shield (from 100), 150 Armor (from 150)
  • Dethcube: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Dethcube Prime: 600 Health (from 300), 200 Shield (from 100), 150 Armor (from 150)
  • Diriga: 700 Health (from 350), 150 Shield (from 50), 80 Armor (from 50)
  • Djinn: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Helios: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Helios Prime: 700 Health (from 250), 200 Shield (from 100), 100 Armor (from 100)
  • Nautilus: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Oxylus: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Shade: 600 Health (from 350), 130 Shield (from 50), 80 Armor (from 50)
  • Shade Prime: 700 Health (from 350), 200 Shield (from 100), 100 Armor (from 100)
  • Prisma Shade: 600 Health (from 300), 130 Shield (from 50), 80 Armor (from 50)
  • Taxon: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Wyrm: 560 Health (from 200), 250 Shield (from 100), 80 Armor (from 50)
  • Wyrm Prime: 450 health (from 225), 600 Shield (from 300), 150 Armor (from 150)

Consistency In Pet Healing

Previously, the Mod Link Health could cause your Companions to gain some of the healing that your Warframe did. This invisible feature was not indicated by the card, and it was never explained what forms of healing worked or why. Additionally, Pets were using some of the same mechanics that things like mission objectives did, which limited the effects of some healing or defensive powers. We've decided to remove both of these obscure mechanics and restrictions.

Companions will no longer gain Health when your Warframe does if using certain Health-absorbing powers together with the Mod Linked Vitality (formerly Link Health). The restrictions of the following abilities and features, as they apply to granting Health, Shields, or Damage Resistance to Pets. have been removed:

  • Warding Halo
  • Blessing
  • Immolation
  • Blood Altar
  • Splinter Storm
  • Intrepid Stand
  • Eclipse
  • Discharge
  • Desolate Hands
  • Penance
  • Thurible
  • Mend & Maim
  • Sancti Magistar
  • Protective Sling

Changes To Existing Mods

Sentinel Survivability Mod Changes:

  • Calculated Redirection changed from max 275% Shields to max 250% Shields
  • Enhanced Vitality changed from max 220% Health to max 250% Health
  • Metal Fiber changed from max 110% Armor to max 250% Armor
  • Regen has been changed significantly. Because your Sentinels no longer die after reaching zero Health, Regen instead reduces the Incapacitation time of your Sentinel by 20 seconds, and provides 6 seconds of Invulnerability after reviving.
  • Primed Regen provides a greater benefit: Incapacitation time is reduced by 35 seconds, and provides 6 seconds of Invulnerability after reviving.
  • Sacrifice still allows your Sentinel to automatically revive you; however, the Sentinel now goes into Incapacitation instead of being destroyed. Adds 15 seconds to your Sentinel's Incapacitation time.
  • Repair Kit has been changed from providing your Sentinel with 6 Health per second to 18 Health per second.

Companion Survivability Mod Changes:

  • Link Health has been renamed to Linked Vitality, and changed from max 165% of your Warframe's Health shared with Companion, to max 125% shared Health.
  • Link Shields has been renamed to Linked Redirection, and changed from max 110% of your Warframe's Shield shared with Companion, to max 125% shared Shield.
  • Link Armor has been renamed to Linked Fiber, and changed from max 110% of your Warframe's Armor shared with Companion, to max 125% shared Armor.
  • Medi-Pet Kit has been changed from providing your Companion with 6 Health per second and 72% Bleedout Reduction, to providing 12 Health per second and reducing Incapacitation time by 15 seconds.
  • Accelerated Deflection (+90% Shield Recharge) has been changed from being only equipped on Sentinels, to the Robotic category, which means it is now also compatible with Hounds and Moas. Additionally, it also provides -45% Shield Recharge Delay.

Other Companion Mod Changes:

  • Djinn's "Reawaken'' has been changed. Now it will reduce Djinn's Incapacitation time by 6 seconds for each Energy Orb you pick up.  Djinn will also revive with 300 points of Overshield for each collected Orb.

Dev note: Since every Sentinel now has a free immortality feature, Djinn needed something to be special again.  

  • Pack Leader has been changed. Instead of healing your Companion by 36% of melee damage inflicted, it now restores 50 Health per melee hit. Excess healing becomes Overguard instead, with a maximum of 600 Overguard.
  • Primed Pack Leader increases Pack Leader effect to 92 Health restored per hit, and increases Overguard cap to 1100.

Dev note: Pack Leader's healing was so strong that, functionally, any upgraded melee weapon would fully heal your Companion in a single hit. You would hit an enemy for several thousand damage, and your pet would proportionately receive thousands of Health. This change tries to make the healing values more sensible so that you can heal your Companion efficiently but not *instantly*. By letting you overflow into Overguard, it also provides some extra ability to tank large hits.

  • Sentinel Sanctuary and Companion Shelter Mods have been improved. The shield globe, while the player is performing a Revive, has been increased from 600 Health to 1800 Health.
  • Self Destruct has been altered and renamed. Formerly this would cause Sentinels to cause 600 Blast damage in an 18-meter radius on death. This is now renamed to Knock Out Blast and causes 600 Blast damage in an 18-meter radius on Incapacitation.
  • Loyal Companion has been replaced entirely. Formerly it provided a 90% Bleedout-Link so that your Companion had a longer period of time where it could be revived. Since pet death is no longer a factor: Loyal Companion causes your pet to taunt enemies and draw fire to itself for 30 seconds if your Warframe falls below 35% Health. There is a 60-second cooldown between activations.
  • (Parazon) Hard Reset: Changed from instantly reviving your pet if you achieved 3 Mercy Kills within 40 seconds, to reducing your pet's Incapacitation time by 10 seconds on each Mercy Kill.

Dev note: We found that this was fairly difficult to achieve. Changing it to allow incremental progress makes it more reliably beneficial to use this.

  • Fired Up has been both improved and simplified. Previously this would require that your Sentinel has been shooting continuously for some period of time, and then added a Heat damage multiplier. This has been changed so that the Sentinel gains a 5% bonus Heat damage on every weapon hit up to 100%. The bonus resets after 5 seconds without the Sentinel getting a hit

Dev note: This Mod was difficult to understand and only worked if the Sentinel weapon already did some amount of Heat damage. The mechanics are now more intuitive and the bonus applies the same way adding a Mod would, so your Sentinel's weapon doesn't need to already do Heat damage to benefit.

  • Spare Parts: Replaced completely. Previously Spare Parts would cause Sentinels to drop rare materials on death. This has been replaced by Salvage Scanner, which causes your Sentinel to mark enemies for 5 seconds, choosing a new target every 15 seconds. Killing the marked enemy causes them to drop extra loot.

Dev note: Since Pets no longer die, we wanted to change their resource drop to something that was more interactive and rewards combat instead of your Sentinel randomly exploding.

New Companion Mods

Referring back to the introduction, one of our goals with the Companion rework is to add opportunities for the player to work together with the Pet. Instead of a Mod that only affects your Pet, we looked for ways that you and your Pet could amplify each other. Our current plan is for these new Mods to be available at the Conservation vendors in Cetus, Fortuna, and Deimos. These new Mods are still in development, so we aren't quite ready to share them in this Workshop post, but full details will be available in the Abyss of Dagath patch notes.

Further Companion Quality-Of-Life Changes

A few further changes that are worth mentioning:

  • Sentinels now avoid damage from Fire Eximus explosions if you also avoid damage with a successful Roll.
  • The improvement to Shield Gating where it now scales with maximum Shield strength and fully resets as long as you have any Shield charge at all, also applies to Companions.
  • Companions can now gain Overguard and Overshield.

Closing

Thank you for taking the time to review the Dev Workshop! We hope you'll have fun playing our changes, coming to the game with the Abyss of Dagath update. As ever, we will be watching for your feedback and welcome constructive discussion.

 

promo image of the Warframe Devstream #173

Tenno!

Join the development team on a special date of Thursday, September 28th at 2 pm ET for our first Devstream post-TennoCon 2023! The couch crew is eager to recap TennoCon 2023, reveal our next in-person event, and deep dive into our upcoming October update Abyss of Dagath. It might be a long one - get comfy!!

Watch to earn yourself a Twitch Drop of a Tauforged Archon Shard!

See you over at twitch.tv/warframe Thursday, September 28th at 2 p.m. ET!

 

The musical piece that played during the Soulframe demo at TennoCon has been uploaded to YouTube.

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