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Jeudi 31 octobre 2019
The Old Blood - Hotfix 26.0.2


    Updated the Customize Controller Options to read ‘Secondary Fire/Heavy Melee’ where ‘Channeling’ was.
    Removed some Kuva Lich name generation options. To be frank, it was Titt. Sorry to those Titts out there who had their Titt taken away. Titt had to be done.


    Fixed an issue where Requiem Relics not being rewarded in certain Kuva Siphon Mission types. This was fixed serverside! Please note that to confirm you’ve got the fix, you’ll need to play fresh Kuva Siphons to your account.
    Fixed Kuva Lich not spawning on first Thrall-kill of final influence node as intended.
    Fixed Lich influence not spreading after clearing an influenced node.
    Fixed a few typos.
    Fixed an issue where you could crash if your Loadouts had a defunct vehicle slot.
    Fixed an issue where you could lock yourself out of re-naming configs if you had too many characters in your name.
    Fixed a crash related to Melee.
    Fixed a script error related to Ember’s Immolation.
    Fixed Titania’s Skirt not being attached in Razorwing. How lewd.
    Fixed issues with players who have not completed The War Within were getting Liches. Naughty!

Jeudi 31 octobre 2019
The Old Blood - Hotfix 26.0.1

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

We have done a Serverside fix for this and will deploy it permanently in the next Hotfix, you should all be okay now to collect your Relics!


    Fixed some getting a script error when attempting to purchase an item that doesn’t have multiple purchases available.


    Removed irrelevant Parazon upgrade screen tip.
    Tweaks to offset Armor pieces on Grendel.


    Fixed an issue related to keybindings that would cause multiple issues (anything from not being able to roll, to Titania not being able to use her Diwata). If you reset your bindings to fix this, reset them again to cure!
    Fixed a crash related to Melee weapon ranges in the Arsenal.
    Fixes towards animation issues when reloading the Boltor with the Boltor Bravura Skin equipped.
    Fixes towards Kuva Lich Armor alignment.
    Fixed a typo in the Fass Requiem Mod.
    Fixed issues with lighting in certain boss tiles.
    Fixed an AI navigation issue in the Grineer SEttlement tileset due to door-framing.
    Fixed Operator eyeballs having spotty black textures.

Jeudi 31 octobre 2019
Update 26 - The Old Blood

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

    Grendel: Consume in feeding frenzy fashion with our 42nd Warframe! The Leverian reveals all...
    Melee changes phase 2: Melee has evolved again with a focus on TECHNIQUE - Stance/Combo reworks, the return of Equipped Melee, and MUCH more.
    Vauban & ember rework: Revisited to better accent their themes and offer more ways to play!
    Kuva liches: Twisted new Kuva spiked foes await - The death of Grineer bathed in crimson fuels an undying thirst for its creator: YOU.

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

    3 Forma
    7-Day Affinity Booster

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

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

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

Kuva liches

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

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

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

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

The Parazon

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

Parazon mods

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

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

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

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

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

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

Parazon finishers: Aka ‘mercy’

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

Requiem mods

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

The 8 Requiem Mods are:


      From brooding gulfs are we beheld
      By that which bears no name


      Its heralds are the stars it fells
      The sky and Earth aflame


      Corporeal laws are unwrit
      As suns and love retreat


      To cosmic madness laws submit
      Though stalwart minds entreat


      In luminous space blackened stars
      They gaze, accuse, deny


      Roiling, moaning, this realm of ours
      In madness lost shall die


      Carrion hordes trill their profane
      Accord with eldritch plans


      To cosmic forms from tangent planes
      We end as we began

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

Earning Requiem Mods

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

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

    You can get Requiem Relics from KUVA FLOOD SIPHON MISSIONS, guaranteed.
    You can get Requiem Relics from normal KUVA SIPHON MISSIONS, 30% of the time.
    These can be refined like Lith, Meso, Neo, and Axi Relics. A 5th Tab has been added for REQUIEM RELICS in your Void Relic Refinement screen.

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

Onto the liches

The enemy

    Killing A KUVA LARVLING is the first step to creating a Lich. These can be found on any regular level 20+ Grineer mission in the Origin System - not including Sorties/Fissure/Quests/Special Regions, etc. for now. They are only available for players who have reached The War Within or beyond, this is the required prerequisite for getting a Lich.
    You can only have one Lich active at a time.
    The only way to get rid of your Lich is by using your Parazon with the correct Requiem Mods in the correct order - but you won’t be able to do this until you’ve found your Lich. Read on to learn how to do that.
    Only you and your Parazon can be lethal to your Lich - your squadmates can help you weaken the foe, but you are the key to victory.

The hunt & the influence

    - Once your Lich has set its sights on you, the hunt begins. You will know you have your Lich when this Icon appears in your Navigation and Menus, allowing you to view your Lich status at any time: - Follow the mouse to see everything from Lich Level, Requiem Mod Attempts, and More!
    - Beware the red stain on the Origin System - the Nodes the Lich influences will be available for you to play by selecting in the Mission screen.
    -Any node of influence has REWARD TAX. Only defeating your Lich will return all of what was Taxed! The less influence nodes, the lower the Tax.
    - Influenced Nodes contain LICH THRALLS. You must use your Parazon on these to glean clues on how to destroy your Lich using the correct 3 REQUIEM MODS in the correct order.
    - Clearing Nodes and Killing Thralls leads to progression toward revealing your Lich’s 3 fatal Requiem Mods.
    - Once you know the 3 Mods, figuring out the Order is a matter of trial and error in battles against your Lich - good luck!

The fights

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

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

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

The victory!

Defeating your Lich gives you two options:


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


      Converting your Lich with your Parazon corrupts it and turns it to your side, and will have a chance to appear in battle to aid you.

The Kuva weapons

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

    Kuva Karak: The custom weapon of a fearsome Kuva Lich. It has greater reload speed, lower recoil, and greater accuracy than the standard-issue Karak rifle.
    Kuva Quartakk: Unlike a standard Quartakk, this Kuva Lich variant fires automatically from the hip and reloads faster while retaining its signature feature: annihilating targets with four simultaneous shots.
    Kuva Ogris: The custom weapon of a fearsome Kuva Lich. Unlike the basic version the Kuva Ogris fires detonite-infused casings semi-automatically, from a smaller clip, while dealing greater damage per shot.
    Kuva Kohm: The Kuva Kohm variant has a higher fire rate than the original. For every shot fired in rapid succession, the Kuva Kohm releases an additional bolt and grows more lethal.
    Kuva Tonkor: This Lich-variant grenade launcher hurls mayhem and destruction with an increased reload speed.
    Kuva Drakgoon: The Kuva Drakgoon flak cannon sends volleys of intensely hot shrapnel ricocheting around the room that do not slow down. Larger clip size and reload speed. Can be fired in wide or concentrated bursts.
    Kuva Stubba (AKA Twin Stubba): Double-fist rapid-fire bursts of pain with these dual-wield variants of the Grineer submachine gun. Higher fire-rate and clip capacity.
    Kuva Seer: This variant pistol has higher fire rate and magazine capacity. Superior zoom capabilities, plus projectiles have a small Corrosive burst.
    Kuva Kraken: A custom variant that fires three quick shots with a single pull of the trigger, or can alt-fire burst the remainder of its clip. Higher fire rate, magazine capacity and reload speed.
    Kuva Brakk: This Lich-variant semi-automatic hand cannon delivers a lot of punch in a small package. Higher fire rate, magazine capacity, and reload speed.


Kuva chakkhurr - A high-damage flintlock rifle that does additional Damage on head shots!

Kuva shildeg - A massive hammer for the smashing!! 

Kuva ayanga  - An Arch-Gun that can be turned into a Heavy Weapon with a Gravimag. 

Other rewards and secrets:

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

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

    Essential Parazon Mod Bundle

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

    Radiant Requiem Relic Pack

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

    Kuva Lich Hunter Collection

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

New warframe: Grendel

Consumer of worlds and everything else.


Each enemy consumed grants 50 bonus Armor.


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


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

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


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


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

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

    Grendel Neuroptics Locator
    Grendel Chassis Locator
    Grendel Systems Locator

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

Grendel Glutt helmet

Dinner is served. An iconic helm for Grendel.

Sumbha Syandana

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


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

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

Grendel collection

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

Ember revisited

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


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

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

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

Immolation (replacing Accelerant)

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

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

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

Fire blast

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

INFERNO (replacing World On Fire)

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

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

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

    Ember Augment Changes

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

Vauban revisited 

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

Tesla nervos (replacing Tesla Grenades)

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


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

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

Photon strike (Bastille moved to #4)

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

Bastille (combined with Vortex)

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

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

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

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

    Vauban Augment Changes

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

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

Titania empress collection

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

Euphrates pet armor pack

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

New Kavat

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

How to obtain

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

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

Vasca Precepts

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

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

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

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

Weapon Exilus designation + Why! 

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

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

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

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

Eligible Exilus Weapon Mods

    Ammo max

      Ammo Drum
      Shell Compression
      Trick Mag


      Rifle Ammo Mutation
      Primed Rifle Ammo Mutation
      Shotgun Ammo Mutation
      Primed Shotgun Ammo Mutation
      Pistol Ammo Mutation
      Primed Pistol Ammo Mutation
      Arrow Mutation
      Sniper Ammo Mutation
      VIGILANTE: Supplies


      Eagle Eye
      Broad Eye
      Air Recon
      AERO: Periphery


      Agile Aim
      Snap Shot
      Spry Sights

    Recoil modifying

      Gun Glide
      Double-Barrel Drift
      Vile Precision
      Strafing Slide
      Steady Hands


      Guided Ordnance
      Narrow Barrel
      Targeting Subsystem


      Silent Battery

    Holstering Speed

      Soft Hands
      Reflex Draw

    Reload Whilst Holstered

      Lock and Load
      Tactical Reload
      Eject Magazine

    Projectile Speed

      Terminal Velocity
      Fatal Acceleration
      Lethal Momentum


      Adhesive Blast
      Cautious Shot
      Fomorian Accelerant
      Kinetic Ricochet
      Tether Grenades

As a result, the following Mods have been tweaked:

General Changes

    Ammo Drum increased to +90% Ammo
    Shell Compression increased to +90% Ammo
    Vile Precision is now -90% Recoil

Drain Reductions (at maximum rank)

    Lock and Load from 13 to 9
    Tactical Reload from 13 to 9
    Eject Magazine from 13 to 9
    Vile Precision from 11 to 9
    Cautious Shot from 12 to 10
    Rifle Ammo Mutation from 9 to 7
    Primed Rifle Ammo Mutation from 14 to 10
    Shotgun Ammo Mutation from 9 to 7
    Primed Shotgun Ammo Mutation from 14 to 10
    Arrow Mutation from 9 to 7
    Pistol Ammo Mutation from 9 to 7
    Primed Pistol Ammo Mutation from 14 to 10
    Sniper Ammo Mutation from 9 to 7


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

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

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

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

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

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

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

So what is covered in Melee Update Phase 2? 

    The gameplay

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

    The combos

      3. Stance Changes, Combos and You!
      4. Smoother Combo Transitions
      5. Combo Counter Rework

    The tools

      6. Changes to Slam Attacks
      7. Goodbye Channeling, Hello Heavy Attacks and Lifting!
      8. Weapon Stats, Mastery Limits and General Melee Changes
      9. Mod Rebalancing / Functionality
      10. Exalted Weapons
      11. The Screens: Arsenal Changes

    The technical Bits

      12. Aim Assist
      13. Sticky Fingers when Equipping Melee!

    The future

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

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

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

The gameplay 

    1. Equipping Melee and Manual Blocking!

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

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

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

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

    2. Dodge Cancel and Tactical Dodging

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

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

The Combos

    3. Stance Changes, Combos and You

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

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

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

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

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

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

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

    4. Smoother Combo Transitions

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

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

    5. Combo Counter Rework

      The Combo Counter will be getting a new functionality pass. Rather than just providing flat bonuses to damage, the Combo Counter will now also act as an expendable resource for new heavy hitting combat: HEAVY ATTACKS! This will replace channeling's key binding, and Section 7 below covers those changes. This counter will be increased in a more granular and rapid way, and can be built by using melee attacks, blocking damage, radial damage from Slam Attacks and hits from a thrown weapon (such as the Glaive).
      As an expendable resource the Combo Counter should be easy to replenish, and the changes made should reflect how easy you can acquire and spend the Combo Counter resource. In addition, the ‘heaviness’ of an attack will have a measured difference on the amount of Combo Counter it increases. As a general rule, lighter, swift attacks will give lower additions to the Combo Counter than slower, heavy attacks will. Swing for the fences, Tenno!

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

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

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

The Tools

    6. Changes to Slam Attacks

      The ragdoll effect of the Slam Attack is being removed (with some weapon-specific exceptions *cough*JatKittag*cough*), however it is being replaced with an effect that will push enemies back or knock them down, giving the player some breathing room, and setting the enemy units up for follow-up attacks.
      Melee Rework: Phase 1 introduced the global use of ragdoll effects on Slam Attacks, so this is the second item to be rolled back, and replaced with a better way to rain down death from above!
      Also, all Melee weapons have received an updated Slam FX - come on and SLAM (attack), and welcome to the jam!

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

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

    These are the changes planned: 

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

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

    8. Weapon Stats and Mastery Limits

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

      Mastery Rank - Weapons have been reviewed to make sure their function and power are aligned with an appropriate Mastery Rank, similar to passes made on Primary and Secondary weapons.
      Base Damage - Since the Combo Multiplier will apply to Heavy Attacks only, the base damage of all melee weapons has significantly increased.
      Base Range - Along with damage, range has also been increased to make sure you get the most chop for your buck. While base range is being increased, Range Mods are going to have a different calculation applied to them. This is detailed in Section 9.
      Mod and Arcane Channeling Functionality - As mentioned above, any Mods or Arcanes with functionality tied to Channeling have had their stats altered to increase Lifted Status, Heavy Attack damage and Combo Counter modifiers.

    9. Mod Re-balancing and Functionality Changes

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

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

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

      All Channeling Mods - have been changed to the Melee Parent type to bring them in line with Melee Phase 2 changes
      Amalgam Organ Shatter - Description changed from Charge Attacks to Heavy Attacks.
      Blood Rush - Will now scale differently, using a stacking multiplier based on the Combo Counter, raising 60% per Combo Counter tier (something much easier to achieve in Phase 2).
      Condition Overload - Now uses a stacking multiplier based on how many Status Effects are on the target at 120% damage per Status.

        During this whole Melee rebalance, Condition Overload remained a persistent outlier. Since launch, it has had an unintended stacking mechanic, that nothing else uses in the game: it grew exponentially, making it too volatile to balance. We know there’s nothing worse than ‘how can you call this unintended’, so let’s explain the history: initially it did the stacking on final damage, which, as you know from previous changes, we have been trying to move away from. This is because this type of stacking makes for very hard to control damage progression, and tends to be very confusing as to which damage, Melee/Proc etc, applies where. This new version of the mod makes Condition Overload’s damage multiplication become equal to Pressure Point when the enemy has 1 Status applied, better than Primed Pressure Point at 2 Statuses applied, and from there it just grows and grows. Even though the maximum potential damage is lower now, we think it is still an extremely powerful Mod in its latest iteration.
        The new ‘Lifted’ Status also counts for Condition Overload calculation. Revised Stances and the new Heavy Attack give reliable ways of applying Status to enemies, which greatly increases the reliability of Condition Overload

      Corrupt Charge - Adds a large amount to the Combo Counter, but significantly reduces the time it takes for the Combo Counter to drain.
      Covert Lethality - is remaining as a Dagger Mod for now with +16 Initial Combo and 100% Finisher damage, pending later review. (Note: This has changed from what was laid out in the recent Dev Workshop)
      Dispatch Overdrive - Increases player movement on a Heavy Attack hit.
      Enduring Affliction - Increases the Status Chance on enemies suffering from the Lifted Status.
      Enduring Strike - Increases the Combo Counter chance when hitting Lifted enemies.
      Focus Energy - Add Electrical damage to an attack, as well as increasing Combo Counter generation.
      Focused Defense - Adds an additional 20 degrees to a weapons blocking angle.
      Gladiator Mod Set - Adds a multiplier with the Combo Counter up to 60% for the whole set.
      Guardian Derision - Will add more to the Combo Counter for blocking hits. (Note: The Taunt mechanic is still in place.)
      Killing Blow - Increases Heavy Attack damage and decreases the ‘wind-up’ time for Heavy Attacks
      Life Strike - Heavy Attacks will now regenerate Health.
      Maiming Strike - Changes from an additive buff to a stacking buff, but base functionality increased 150%.
      Quickening - Grants +40% Attack Speed, +20% Combo Count Chance
      Reach / Primed Reach - Will now increase range in a way that has been normalized. In the previous incarnation, long-range weapons were getting too much of a benefit, while short-range weapons were barely seeing any increase at all.
      Reflex Coil - Increased Combo Point Efficiency when using Heavy Attacks.
      Reflex Guard - +100% Combo Count Chance while Blocking.
      Spring-Loaded Blade - Will now provide a maximum of 2 additional stacks of Melee Range.
      True Punishment - Add 40% Critical Chance, but reduces the chance to add to the Combo Counter by -10%
      Weeping Wounds - Increases Status chance in a Stacking Multiplier, 40% per combo tier.

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

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

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

    10. Exalted Weapons

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

    11. New Screens: Arsenal Changes!

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

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

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

The Technical Bits

12. Selective Aim Assist

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

13. Sticky Fingers when Equipping Melee!

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

The future

14. Lastly: Channeling 2.0 AKA “Rage Mode”

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

For now, that’s it!

Arbitration Changes & Fixes:

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

    The initial purpose of the changes, rebalancing the different mission types, was a success! Vitus Essence output is now more consistent across the board when tracking earnings per mission type.
    We heard your thoughts regarding the droptables, especially the points about Mod drops. We think there is value to having both purchasable offerings as well as luck-based drops, but we can see how these items “diluting” Endo drops would be a concern.

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

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

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

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

    Reduced the number of Kavor Defector squads required for a reward in Defection Arbitration missions to match other mission types.

      Reward is now every 2 Defector squads instead of every 4 squads

    Added a Vitus Essence Decoration to the Arbitration Honors Store.
    Tweaked the Vitus pickup FX to be larger and red.
    Fixed Vitus pickups sometimes falling through the floor.

Catchmoon Changes

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

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

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

Heat Status Proc Changes

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

Titania Changes

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

Tonemapping Changes

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



General Additions

    Added 2 new Challenges:

      The Abyss Gazes Into You - Create a Kuva Lich
      That Which Kills Us Makes Us Stronger - Vanquish a Rank 5 Kuva Lich

    Missing the handsome Zealoid Prelate calling you beautiful? Find the Orokin Derelict Emissary Assassinate Blueprint (Reusable) in the Market now!
    Added the option to buy more Mod Config (max 3 extra per item) and Appearance Config Slots (max 3 extra per item) in their respective Arsenal screens! We view this as a more comprehensive way to customize your favourite Warframes, Weapons, etc, not necessarily everything you own. With that being said, we have reduced the Platinum price from 20 to 10 (as shown on Prime Time #266). 

      Please note that Mastery Rank 10 is required to purchase these.

    A new Mastery Rank 28 Test has been added for soon-to-be eligible Tenno!
    Added new boss health bar introduced in the Emissary boss fight to all bosses except Jackal, Vor and Lech Kril, the Raptor, Hyena Pack, Ambulas and Lephantis.
    Added an Infested category to the Dojo Decoration list.
    Added a tip to the Look Link screen that indicates Sigils are not applied in Look Link.
    Added an option to fast travel to the Clan Vault Decoration.
    You can now ‘Reset Main Room Decorations’ in your Orbiter. As a fail-safe the following screen upon selection will ask you to type RESETROOM to complete the operation.


    Made some micro-optimizations to FX rendering.
    Fixed a script error when trying to start the Chimera Prologue/Apostasy Prologue/The Glast Gambit quests.

General Changes

    The Options screen, Ayatan Treasures screen, and Dojo Room Options UI have received a fresh new look!
    The loading screen now puts your Liset at the forefront in a new formation!
    Tekko Prime now gains additional Status Chance when used with Atlas and/or Atlas Prime.
      Base status = 10%, Prime = 26%

    Each Kavat can now give you 3 Imprints (up from 2). This will apply to all Kavats that predate this update. If you’ve already used 2, you'll find 1 more ready to go!
    You can now enter your own Dojo from the Clan screen when visiting someone else's Dojo, instead of having to return to your Orbiter first.
    You can now double-click on a Dojo Decoration to place it, rather than being required to select a Decoration and hit the Place Decoration button.
    Increased volume of Lua Rescue Alarm as per player feedback.
    Pressing ‘enter’ in the Loadout selection while using the search box will now equip the first Loadout in the resulting grid.
    Increased the Exposing Harpoon duration from 10 seconds to 15 seconds.
    Swapped the Kuva Bombard Crimson Dervish and 80 Endo drop to Condition Overload.
    Allies will no longer attack Synthesis Targets, thus giving you full control on if you want to Scan.
    Weapon stats will now be reflected in a slightly more rounded way. Innate Damage is added before anything on the weapon happens - boosting the weapons base Damage and then renormalizes the Damage percentages. This makes Elemental Mods stack in a way you would expect.
    Moved the ‘Tips’ section in the Arsenal Upgrade screens to the button bar at the bottom.
    Increased the ‘Additional Item Drop Chance’ of certain Amalgam enemies from 2% to 4% due to discovery that this drop was broken (fixed below). Happy hunting!
    The Riven Cycle screen now gives you the option to view the Riven stats on every owned variant of said weapon. For example, I can now select either my normal Lex or my Lex Prime to view it’s said Stats.


    Fixed Vitus Essence dropping in a completely different spot then where you initially destroyed the Arbitration Shield Drone.
    Fixed Amalgams not dropping the additional Kavat's Grace, Anti-Grav Array, Gale Kick, and Odomedic Mods.
    Fixed Elite Sanctuary Onslaught tileset order changing if a Host Migration occurs.
    Fixed Client’s Riven Challenge progress not being tracked if a Host migration occurs.
    Fixed Mesa’s Peacemakers not firing after holding down fire while rolling with Mesa’s Waltz equipped.
    Fixed inability to unveil multiple equipped Rivens at once that have similar Challenges (catch one fish, mine one ore or metal, etc). As reported here:
    Fixed cases where each kind of Relic wasn’t available for a Void Fissure mission. There will now always be a Void Fissure mission available for each Relic Era.
    Fixed missing Gear item descriptions in the Gear wheel.
    Fixed Corrupted Vor appearing poorly lit when showing up to the party in the Void.
    Fixed misaligned firing from the Plinx.
    Fixed the Tekko Prime rotating in your hands each time you change the color.
    Fixed the Diva Chest Armor clipping into Hydroid/Hydroid Prime.
    Fixed removing Decorations that you’ve just placed resulting in the item not stacking in your Inventory with ones you already own, and showing up as Ayatan Sculptures until you refresh the screen.
    Fixed sometimes seeing Rank 61 in the Nightwave ‘Tune In’ screen.
    Fixed slow loading UI when switching between the Warframe options in the Vor’s Prize tutorial quest.
    Fixed Gauss, Khora, and Wukong’s custom HUD warping oddly when in Dual Wield mode.
    Fixed some HUD buffs (e.g. Mirage Total Eclipse) duplicating when the player Transfers to their Operator and the buff value changes.
    Fixed the Navigation Alert bar overlapping your UI when viewing your Profile.
    Fixed not seeing your Platinum/Credit balances when viewing a Chat linked item in the Market.
    Fixed an enemy icon flashing very briefly on screen if you skip the introduction cutscene when going to a Relay.
    Fixed incorrect Mod UI when viewing a Venari Mod Link.
    Fixed seeing your Kavat dissolve when viewing a Kavat Mod Link.
    Fixed inability to view K-Drive Scrawls in the Market when you don’t own a K-Drive.
    Fixed ability to walk around in the Vehicle Arsenal screen. As reported here:
    Fixed Decoration mode scaling incorrectly. As reported here:
    Fixed always seeing the Dax Shawzin when playing the Emote after purchasing a Shawzin for the first time.
    Fixed experiencing a hitch when opening the Market.
    Fixed inability to see Katana Holster options when the Blind Justice Stance is equipped.
    Fixed the Etheria Shoulder Plates appearing misaligned on Mirage Prime.
    Fixed the Battacor’s Charge state FX not always triggering for Clients.
    Fixed Client’s Warframe continuously firing the Quatz after Transferring to the Operator.
    Fixed the Combat Discipline Mod killing Warframes that are invincible (Nyx’s Absorb etc).
    Fixed the Combat Discipline Mod causing a white screen if your Warframe dies because of it while controlling the Operator.
    Potential fix for inability to move around in Decoration Mode.
    Fixed overlapping UI when viewing a Look Link when in the Arsenal.
    Fixed Kitguns losing sound when Dual Wielding and using Archwing.
    Fixed becoming unarmed and unable to get your weapon back while in Revenant’s Danse Macabre.
    Fixed Wisp Mote’s not keeping their Energy color when picked up by a non-Wisp player.
    Fixed words not wrapping in the Venus Junction UI.
    Fixed a case of Atlas’ Rumblers not being destroyed upon spamming the Ability.
    Fixed Kuva disappearing from the ‘Last Mission Results’ after closing and reopening it.
    Fixed paused enemies in the Simulacrum sometimes getting stuck in weird animation loops.
    Fixed exiting the Custom Obstacle Course/Duel Room not returning the player to the room.
    Fixed having to restart when using a controller and visiting the Mod screen through the Arsenal during the Tutorial (before you’ve unlocked the Mod Segment).
    Fixed the Invite UI pop up not changing when Menu Scale is changed (until after you relog).
    Fixed Operator Amp Slots showing up in the Market before you’ve completed the Second Dream quest.
    Fixed changing from a loadout with Natural Talent equipped to a loadout without Natural Talent in the Simulacrum not updating your cast speed.
    Fixed running on an angle when attempting to run straight in Conclave.
    Fixed your Kubrow/Kavat’s appearance always being Config A when loading into the Orbiter until you enter the Arsenal.
    Fixed ability to pet your Kubrow/Kavat while using the Shawzin Emote.
    Fixed Titania’s Dex Pixia not being equipped if Razorwing is cast while holding an Arch-Gun.
    Fixed a floating NPC in the Hydroid Relay.
    Fixed cases where your Archwing is invisible during a fly-in cinematic (The Jordas Precept, etc).
    Fixed some pixelation on Volt’s chest.
    Fixed players always seeing your Operator’s Clothing Config A customization when viewing your Profile.
    Fixed Condrocs flying away too early during their takeoff animation.
    Fixed the Cryona Syandana clipping with some Warframe stances.
    Fixed the Jotunheim’s Spirit Oculus not taking both Tints.
    Fixed the Lahnss Polearm Skin not equipping correctly on the Sydon/Vaykor Sydon.
    Fixed certain enemies not maintaining their velocity/movement after you unpause in Captura.
    Fixed losing Ivara’s Sleep/Cloak Arrow UI timer when Transfering to the Operator.
    Fixed inability to read the full stats list of Mod Link weapon due to it having multiple alternate firing modes.
    Fixed Ticker's bundles not displaying their prices and being fully grayed out if you own some of the items in the bundles.
    Fixed names doubling up in the Chat member list.
    Fixed a level hole in the Grineer Sealab tileset. As reported here:
    Fixed the Staticor’s Charged shot firing rapidly a large number of times when Ammo is fully depleted while using Mirage’s Hall of Mirrors.
    Fixed the Massif Prime Syandana not sitting properly on Wisp.
    Fixed the Diva Chest Armor clipping through Chroma/Chroma Prime.
    Fixed the Boltor Bravura Skin being overly jittery.
    Fixed MOA lockers being infinitely hackable.
    Fixed inability to fire your Mote Amp as the Operator after switching back and forth in your Gear wheel.
    Fixed Pyrana Prime’s passive not animating correctly. As reported here:
    Fixed the Gram/Gram Prime having bad animations when equipped with the Mortier Heavy Blade Skin.
    Fixed inability to see Hunhow during the Second Dream opening cinematic.
    Fixed inability to jump after firing the Sarpa and falling off an edge.
    Fixed Mirage Eclipse’s damage buff not increasing the damage of Miter shots and by extension not increasing the damage of Slash procs caused by it.
    Fixed cases of Client Operators Transferring back to their Warframe and unable to use Warframe Abilities.
    Fixed missing Spy Vault lasers in the Orb Vallis.
    Fixed your Kavat taking appearance from a previously equipped Kavat.
    Fixed the Synth Reflex Mod bonus not activating without Companion.
    Fixed having 0% Accuracy when using the Battacor exclusively.
    Fixed the Fulmins detached barrel lingering for Clients after switching weapons.
    Fixed enemy ragdolls sometimes going wild for Clients when they are killed by Excalibur’s Radial Javelin.

Vendredi 18 octobre 2019
Atlas Prime - Hotfix 25.8.2

Nightwave Changes

The following Acts for future Nightwaves have been changed based on player feedback:

    The ‘Polarized’ Act has changed from 3 Forma to 1 Forma.
    The ‘Grove Guardian’ Act has changed from killing 3 Silver Grove Specters to 1.

Disruption Relic Reward Changes

Based on some great player feedback we’ve shifted Relic types around per Rotation for some Disruption nodes to better balance the reward vs length of time you’re dedicating to the mission:


      Rotation A Rewards now drop Meso Relics, replacing Lith Relics
      Rotation B Rewards now drop Neo Relics, replacing Meso Relics
      Rotation C Rewards now drop Axi Relics, replacing Neo Relics


      Rotation A Rewards now drop Meso Relics, replacing Lith Relics
      Rotation B Rewards now drop Neo Relics, replacing Meso Relics
      Removed Axi Relics from Rotation C Rewards, it now only has Neo Relics
      Added Neo C1 Relic to Rotation B and Rotation C rewards


      Rotation A Rewards now drop Neo Relics, replacing Lith Relics
      Rotation B Rewards now drop Axi Relics, replacing Meso Relics
      Rotation C Rewards now drop Axi Relics, replacing Neo Relics


      Rotation A Rewards now drop Meso Relics, replacing Lith Relics
      Rotation B Rewards now drop Neo Relics, replacing Meso Relics
      Rotation C Rewards now drop Axi Relics only, Meso Relics have been removed


      Removed duplicate Lith Relic from Rotation A Rewards
      Rotation B Rewards now drop Lith Relics, replacing Meso Relics
      Rotation C Rewards now drop Meso Relics, replacing Neo Relics


    Minor performance improvements when killing Infested Crawlers.
    Fixed a script error/loss of functionality if you fail to complete a trade in Maroo's Bazaar.
    Fixed possible UI lock-up when attempting to contribute to incomplete Solar Rail Research (currently disabled).


    Swapped a duplicate Axi P2 Relic in numerous Interception mission drop tables with the correct Axi A6 Relic.
    Swapped duplicate Relics on Rotation A of some Interception missions and replaced with correct Relics (Neo Z3 and Neo C1).


    Fixed sometimes being locked out of spawning your K-Drive if you fail to spawn it due to being too close to the Plains of Eidolon boundary.
    Fixed players being left floating if they were standing on an Excavator or a Capture Case when it is destroyed.
    Fixed Hexenon and Orokin Cell drops from Amalgams appearing as Mods.
    Fixed red emissives on the Venus Terra Moas.
    Fixed some UI screens not having correct icons/textures displayed after a level transition.
    Fixed a spawn point in the Corpus Ship Onslaught tileset.
    Fixed a level hole in the Corpus Outpost tileset.
    Fixed wonky plant spawns in the Grineer Shipyards tileset. As reported here:

Vendredi 11 octobre 2019
Atlas Prime - Hotfix


    Disabled some overzealous bug-reporting that could cause UI lockups on poorly-timed UI events.


    Improved the Jotunheim’s Syandana material to fix texture issues.

Vendredi 11 octobre 2019
Atlas Prime - Hotfix 25.8.1

One (maybe) last Hotfix before the team goes full heads down for the upcoming Mainline; featuring Grendel, Ember / Vauban Rework, and more! We’ll be back if Hotfix emergencies are required!


    Added 2 new tips regarding Gauss' Abilities.


    Made sweeping optimizations to the script runtime:

      Eliminated 356KB of generated code by removing redundancy and writing custom interfaces.
      Packed runtime data to save 136KB of memory and improve cache-locality.
      Specialized RTTI system where possible to radically reduce overhead. On an i5-5960X this eliminated 100us of script execution.

        While these numbers may seem small, it's worth noting that many processors have only 32K of instruction cache; for systems with slower memory the performance impact is expected to be greater.

    Made some micro-optimizations to loading into Orbiter and Dojos.
    Fixed an FX hitch when casting Khora’s Strangledome.

Touchpad/Mousewheel Changes

    Improved support for touch-pad "scroll" gestures (not all laptop drivers support DirectInput).
    Added support for analog input mousewheel input so you can scroll windows to the top or bottom quickly.
    Fixed Warframe stealing mousewheel focus in borderless fullscreen when scrolling another window.

Hyena Change (Razorback mission only)

An Orokin Cell farming exploit was brought to our attention by not only players, but also our internal flagging system when such a method is tripped for misuse. In short, players were forcing the Hyena’s to spawn infinitely by entering/exiting rooms knowing that their Orokin Cell drop rate is 100%. As a result of this misuse, the Orokin Cell drop rate for the Hyena’s in the Razorback mission will diminish the more you spawn, to still allow for multiple drop attempts but without giving away the entire cake. Please note that players who are trade banned due to triggering this exploit will be manually unbanned after this Hotfix. 

Gauss Changes

    Improved visibility during Mach Rush and reduced camera shakes during longer jogs.


    Atlas Prime’s Rumblers will maintain their Primed appearance even if another Atlas Skin is equipped on him. 

      The only exception is if the Atlas Karst Skin is equipped, as it has Rumblers of its own.

TennoGen Changes & Fixes

    Updated the Wisp Damas Helmet textures to better match her body.
    Subtly tweaked the Ivara Kuvael Skin skirt texture.
    Fixes towards reducing cloth clipping with the Wisp Damas Helmet.


    Fixed the Tusk Thumper Doma (and potentially others) sometimes jumping away and despawning.
    Fixed Arcane Pistoleer not giving infinite Ammo at 100% efficiency for weapons that fire more than one bullet at a time.
    Fixed Nightwave Emissary Assassinate ‘lantern’ illumination FX drastically changing when going through doorways.
    Fixed Nightwave Emissary Assassinate ‘lantern’ illumination FX appearing different when on the ground vs being held.
    Fixed an issue that prevented Donating your last of a type of Ayatan Sculpture to the Clan Vault.
    Fixed Ziplines kicking you off if you bump into geometry instead of just stopping you short of overlapping. Also fixed colliding with other players/enemies on Ziplines when you should be able to pass through.
    Fixed certain cases where kills were leading to Achievements completing twice as fast.
    Fixed Gas City Dropships potentially despawning before you ever had the chance to see it.
    Fixes towards Condor Dropships in Vallis getting stuck in the sky and refusing to drop off their units.
    Fixed Khora’s Strangledome beam FX appearing incorrect.
    Fixed Executioner Harkonar missing a description in the Codex.
    Fixed Pax Charge sounds not playing properly.
    Fixed a whole bunch of out of bounds decoration meshes that were poking into other tilesets as seen here:
    Fixed unreachable loot in the Infested Corpus tileset. As reported here:
    Fixed a typo in The Jordas Precept fight.
    Fixed spelling discrepancy of ‘Armor’ in the Shepherd Aura Mod.
    Fixed "start elevator" appearing unlocalized at the bottom of one of the elevators in the Plains of Eidolon.

Mardi 2 octobre 2019
Atlas Prime - Hotfix


    Atlas Prime’s Tectonics rock wall now has a Primed appearance!

TennoGen Fixes

    Fixed Gara Zamariu’s Helmet dangles not applying chosen Energy color.


    Fixed inability to use Warframe Abilities / Transference if Atlas’ Titanic Rumbler Augment Mod is activated due to bindings.

Mardi 2 octobre 2019
Atlas Prime - Update 25.8.0

Embody the herculean strength of the mountain with Atlas Prime. This titanic warrior comes with the Tekko Prime, the Dethcube Prime Sentinel and more!

Get the newest Prime gear with Atlas Prime Access and Prime Accessories here:

    New Axi Relics for Atlas Prime, Tekko Prime, and Dethcube Prime now also drop in Rotation C of Galleon Disruption, Lua Disruption, and Jupiter Disruption.
    A 3-Day Mod Drop Chance Booster has been added in the following places:

      Baro Ki'Teer to his offerings over several visits during Atlas Prime Access
      In place of the Sortie Credit Booster reward.

Mirage Prime, Kogake Prime, and Akbolto Prime have entered the Vault!

With this Vaulting comes the shift of the following Syndicate Sacrifice:

    Replaced Arbiters of Hexis Syndicate Sacrifice of Mirage Prime Systems for the Equinox Prime Neuroptics.

With the addition of this new Prime Access comes the next wave of Riven Disposition changes! Please read our Dev Workshop post for all the changes:

General Additions

    Added new “fast whooshing” sounds to the Pathocyst.
    Added a subcategory on the player Profile stats screen called "MOST USED EQUIPMENT".

Warframe Looting Ability Changes

Warframe Loot Abilities will again be able to yield multiple-drops from already looted corpses. A single enemy can be looted by at most one Ability from each group - which is how it worked before, this just clarifies it. Warframe Looting Abilities have been split into separate functionality groups for clarity:

    1. Loot while alive: Ivara
    2. Loot petrified: Atlas
    3. Loot on death: Wukong, Khora, Hydroid. An enemy can only be killed once, they can’t ‘die’ multiple times.
    4. Loot corpse: Nekros, Chesa

These changes stem from a bigger conversation that was addressed yesterday regarding not providing closure on the Loot Frame changes from The Jovian Concord. All the information can be found here:

TennoGen Changes & Fixes

    Improved tinting on the Kuvael Ivara Skin and Kuvael Jester Mirage Skin.
    Improved volume definition in several areas of the Ivara Kuvael Skin.
    Improvements towards the Wisp Damas Skin to remove seam line of top of her hood.
    Tweaked Wisp Graxx Helmet cloth to be heavier.
    Tweaked Ash Ryuga Helmet ponytail cloth as per creators request to fix deformation.
    Updated Saryn Ion Skin textures.
    Fixed the Jotunheim Syandana not applying chosen Energy color.


    Atlas' Rumbler summons will now create a burst of rocks when summoned/destroyed.
    Increased Neptune, Laomedeia Disruption Credit Cache rewards based on feedback:

      Rotation A is now solely a 100% chance for a 2x 10,000 Credits Cache.
      Rotation B is now solely a 100% chance for a 3x 10,000 Credits Cache.
      Rotation C is now 95% chance for a 5x 10,000 Credits Cache.

        Universal Medallion still remains as a 5% chance reward

      You’ll recall when we launched this node, we mentioned that “Expect higher-than-usual Credit Rewards from this Endless mode. While it may not be a perfect competition for the Index, it’ll be a change of pace for those looking to get some Credits with a change of scenery.” We still aren’t in Index territory, but it should at least be more rewarding. Let us know what you think!

    Veiled Sentinel weapon Riven Mods can now be equipped on any Sentinel weapon type instead of a specific type (e.g. shotgun).  All Veiled Sentinel Riven Mods are now "Companion Weapon Riven Mod".
    Updated the terminology for Aim Glide/Latch Time to Aim Glide/Wall Latch Duration.
    Teralyst vocals will now be ducked more when an Onkko transmission is playing.


    Fixed a script error when casting Gara’s Mass Vitrify.

Gauss Changes & Fixes


      Increased Shield regeneration speed buff from 80% to 120% max.
      Increased Battery charge rate from moving by 25%. Going from 0% to 100% at full (unmodded) sprint now takes 20s vs 25s previously.
      Battery will no longer drain during the Sanctuary Onslaught Zone teleport.
      Gauss Spectres will start with 80% battery.
      Fixed battery gain not taking vertical velocity into account.

    Mach Rush

      Now grants 1% Battery charge per enemy hit during the dash.
      Increased Battery charge rate during continuous run by 33%.
      Can now jump from ground while running (cannot jump in air) without cancelling the dash.
      Added small synergy with Thermal Sunder; running through a bubble will add its damage to your dash and impact burst.
      Fixed the ability screen showing "distance per energy" and unintentionally applying both Efficiency and Duration under the hood, resulting in Energy drain not matching the UI when you had Duration Mods. Changed Energy per meter stat into Energy per second: unmodded Energy drain remains the same, and while speed Mods previously increased Energy drain (more distance covered), they now no longer do. Thus, Energy drain will be either the same or better than before, never worse.

    Kinetic Plating

      Decreased Battery drain from damage by 33%.
      While active, Melee weapon hits will grant a small amount of Battery charge.

    Thermal Sunder

      Increased bubble Duration from 4/6/8/10 to 6/9/12/15.
      Increased minimum radius from 33% max to 50% max.
      Split damage into two stats for Cold vs Heat. Increased damage for Heat mode by 2x.
      Removed Blast damage stat, the Blast will use the damage of the mode you are applying (Cold or Heat) + the additional damage for cancelling the Status.
      Blast Armor removal increased from 0-50% to 0-100%.
      Blast Armor removal will now apply before the Blast damage is dealt, causing it to be more effective.


      Increased Redline % gain rate by 33%.
      Increased projectile seek chance from 33% to 50%.
      Decreased passive Battery drain by 33%.


      Added new sounds to Gauss when his Redline is filled and when it has been exceeded!
      Fixed aimglide applying while holding aim with sword alone during Gauss Mach Rush, allowing you to become Zephyr.
      Fixed jumping while using Gauss Mach Rush across water giving you no height, resulting in you getting wet.
      Fixed Slash Status Effects dealing full damage to Gauss while Kinetic Plating is active. Status damage will be determined by current damage reduction at the time the Status occurs.


    Fixed allies losing their Tidal Impunity buff if you cast Tidal Impunity elsewhere.
    Fixed losing scrolling functionality in Menus upon binding mouse scroll to Shawzin keys.
    Fixed enemy health bar remaining yellow on armored enemies that have their armor reduced to 0 for Clients.
    Fixed doing too much damage to Corrupted Vor causing him to become invincible and stuck in an animation.
    Fixed Arch-Gun animation playing when swapping weapons in an Archwing mission.
    Fixed Note Beacon text not appearing for Orbiter guests.
    Fixed Corpus console being used in a Grineer tileset. As reported here:
    Fixed a hole in the Corpus Outpost Defense tileset. As reported here:
    Fixed AI trying to move through windows in the Grineer Sealab tileset. As reported here:
    Fixed inability for Clients to see waypoints in the Corpus Ice Planet tileset after completing an Exterminate mission.
    Fixed a poorly lit hallway in the Grineer Sealab tileset.
    Fixed door clipping through walls in the Infested Corpus Ship tileset.
    Fixed tree with missing collision in the Grineer Forest tileset.
    Fixed Clients in Archwing not seeing the "Projectile Incoming" message.



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