Posts by rebulast

It's not a serious timed mode - it's no more than 10 minutes of downtime between appearances as an absolute maximum, with the next one queue up right away.

The missions are endless, so you can gracefully transition between waves without pressure.

The first thing on the team's mind when hearing about the wave structure was 'avoid toxicity in time pressure for the event'.

Fix incomin'.

We are tweaking this next Hotfix (or soonafter).

Does this happen every time? Can you make a support ticket to support.warframe.com with your Ee.log? (warframe.com/logs)

If you tried to login mid-deploy it'd do this - if it persists, can you make a support ticket to support.warframe.com with your Ee.log? (warframe.com/logs)

sippher

PART II

Shield Gating: Friend and Foe

Friend: First, let’s answer ‘What is Shield Gating?’ when it applies to you as a player. In this implementation, Shield Gating is the mechanic of preventing an instance of lethal (‘1-shot’) damage if you have Shields active. Simply put, the goal is to reduce the number of ‘1-shots’ you take when your shields are up, particularly for Shield-based frames. When any shields are active, an incoming hit that depletes your last bit of Shields will not continue into your Health pool, and also triggers a brief time where your Health is protected. Once that period is over you can take Health damage normally. Additionally, you will no longer take Slash Status Effect damage to your Health while Shields are up.

Foe: Enemies - Corpus in particular - also have received a bit of a Shield Gating, but with skillful gameplay you can overcome this. Any Headshots or shots to Weakspots completely bypass Corpus enemy Shield Gating. In addition, 5% of the damage dealt when hitting the shield gate will target enemy Health - this allows you to take your Forma fueled weapons back to low level enemies and hit them hard instead of hitting the shield gate. The goal here is to make Shields a mechanic you want to play against with Mods (Auras, Elemental) or to bypass with skill (Headshots). Slash Status Effects will now deal damage over time to Shields, Toxin damage remains as-is (bypassing Shields to directly affect enemy Health). Damage from Warframe Abilities will ignore the enemy Shield Gate (i.e if an instance of Damage from an ability is greater than the Shield value, it will go into health as well).

Why: Giving both Friend and Foe shield gating has two purposes: we want to reward skill a bit more in all Corpus missions, and give the ‘squishier’ frames a bit more viable edge and a chance to really explore Shield-focused builds. Toxin Damage and Status Effects are still your friend against Corpus or Shielded enemies!

Arcane Changes

After years of Arcanes as a system - with several additions to the offerings and replacement locations, we are doing several things:

  • - Increasing the maximum Rank of Warframe and Operator Arcanes to 5, up from 3. Arcane Revives are a bonus that begins on Rank 3.
  • - Adjusting the power of Arcanes at Rank 5 to generally behave as if you had 1.5 equipped, list as follows:

Arcane Acceleration:

On Rank 5: On Critical Hit: 30% chance for 90% Fire Rate to Primary Weapons for 9s.

Arcane Aegis:

On Rank 5: On Shield Damaged: 3% chance for +30% Shield Recharge for 12s.

Arcane Agility:

On Rank 5: on Damaged: 60% chance for +60% Shield Recharge for 18s.

Arcane Arachne:

On Rank 5: On Wall Latch: 150% Damage for 30s. Cooldown added (cannot re-trigger while active).

Arcane Avenger:

On Rank 5: On Damaged: 21% chance for 45% Critical Chance for 12s

Arcane Awakening:

On Rank 5: On Reload: 60% chance for 150% Damage to Pistols for 24s

Arcane Barrier:

On Rank 5: On Shield Damaged: 6% chance to instantly restore all Shields.

Arcane Blade Charger:

On Rank 5: On Primary Weapon Kill 30% chance for 300% Melee Damage to Pistols for 12s

Arcane Bodyguard:

On Rank 5: On 6 Melee Kills within 30s Heal Companion for a greater amount.

Arcane Consequence:

On Rank 5: On Headshot: 100% Chance for 60% Parkour Velocity for 18s.

Arcane Defense:

On Rank 5: 102% chance to resist a Puncture Damage effect

Arcane Deflection:

On Rank 5: 102% chance to resist a Slash Damage effect

Arcane Detoxifier:

On Rank 5: 102% chance to resist a Toxin Damage effect

Arcane Energize:

On Rank 5: On Energy Pickup 60% chance to replenish Energy to nearby Allies Added duration and Cooldown added (cannot re-trigger while active).

Arcane Eruption:

On Rank 5: On Energy Pickup 100% chance to Knockdown nearby enemies.

Arcane Fury:

On Rank 5: On Critical Hit: 60% chance for +180% Melee Damage to Melee Weapons for 18s

Arcane Grace

On Rank 5: On Health Damaged: 9% chance for +6% Health Regeneration/s for 9s Cooldown added (cannot re-trigger while active).

Arcane Guardian

On Rank 5: On Damaged: 15% chance for +600 Armor for 30s

Arcane Healing

On Rank 5: +102% chance to resist a Radiation Damage effect

Arcane Ice

On Rank 5: +102% chance to resist a Heat Damage effect

Arcane Liquid

On Rank 5: +102% chance to resist a Gas Damage effect

Arcane Momentum

On Rank 5: On Critical Hit: 60% chance for +150% Reload Speed to Sniper Rifles for 12s

Arcane Nullifier

On Rank 5: +102% chance to resist a Magnetic Damage effect

Arcane Phantasm

On Rank 5: On Parry: 45% Chance for +60% Speed for 18s

Arcane Pistoleer

On Rank 5: On Pistol Headshot Kill: 60% Chance for 102% Ammo Efficiency for 12s Cooldown added (cannot re-trigger while active).

Arcane Precision

On Rank 5: On Headshot: 10% Chance for 300% Ammo Efficiency for 18s Cooldown added (cannot re-trigger while active).

Arcane Primary Charger

On Rank 5: On Melee Kill: 30% chance for +300% Primary Weapon Damage for 12s

Arcane Protection

On Rank 5: +102% chance to resist a Corrosive Damage effect

Arcane Pulse - Increased stats and added cool down

On Rank 5: On Health Pickup: 30% chance to Heal nearby allies

Arcane Rage

On Rank 5: On Headshot: 15% chance for a +180% Damage to Primary Weapons for 24s

Arcane Resistance

On Rank 5: +102% chance to resist a Toxin Damage effect

Arcane Shield

On Rank 5: +102% chance to resist an Impact Damage effect

Arcane Strike

On Rank 5: On Hit: 15% chance for +60% Attack Speed to Melee Weapons for 18s

Arcane Survival

On Rank 5: On Predeath: 60% chance for -150% Bleedout Rate for 60s

Arcane Tanker-

On Rank 5: On Archgun Equipped: +1800 Armor for 24s Cooldown added (cannot re-trigger while active).

Arcane Temperance

On Rank 5: -90% Damage Taken During Revive

Arcane Tempo

On Rank 5: On Critical Hit: 15% chance for +90% Fire Rate to Shotguns for 12s

Arcane Trickery

On Rank 5: On Finisher: 15% chance to become invisible for 30s

Arcane Ultimatum -

On Rank 5: On Finisher: 100% chance for +900% Armor for 30s

Arcane Velocity

On Rank 5: On Critical Hit: 90% chance for +120% Fire Rate to Pistols for 9s

Arcane Victory

On Rank 5: On Headshot Kill: 75% chance for 3% Health Regeneration/s for 9s

Arcane Warmth

On Rank 5: +102% chance to resist a Cold Damage Effect.

  • - Removing the ability to Equip two of the same Arcane simultaneously.
  • - Added the ability to Distill assembled Arcanes back into multiple unranked ones.
  • - Operator Magus Arcanes will be overviewed in the official Patch Notes, but will also receive 5 Ranks.
  • - Adding Arcanes as rewards for Operation: Scarlet Spear

Why: The reasoning here is mainly toward the ability to equip two of the same Arcane. This reasoning is one of past inconsistency and time determining intent. There are a lot of builds that specialize the use of two Arcanes, but we want to encourage a variety instead of duplication. Arcanes are the only Upgrade system in the game that allow two of the exact same upgrade to be equipped - and we would rather players have variety than duplications. In the same way you can’t equip Amalgam Serration and regular Serration, you can’t equip multiple Rivens per weapon, or any duplication of Mods at all, Arcanes will follow. But we are making major changes to the Ranking (up from 3 to 5 with power changes). Instead of having 2 of the same Arcane with a double effect, you can now choose between 2 different Arcanes that behave (generally) at 1.5x efficacy than before.

Self Damage Changes:

We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.

The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience.

Here is a Dev-build video of this in action:

video

In addition to this change, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part.

As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.

Why: Self Damage had a lot of drawbacks for weapons, resulting in flow-disrupting death.This Stagger replacement system favours agility with a less harsh consequence, while allowing some of the most powerful weapons in the game to remain that way due to their unique consequence. Weapons with self-damage will be converted to this new system and as a result, Self Damage is removed from Warframe.

Some of the Arcane Changes had copy paste errors / formatting errors in the original workshop that have since been fixed, or are being fixed. Including unreleased ones...

gotimo

I'm really excited for this update after today's devstream. A lot of this stuff genuinely seems "we had this on the list of things that needed changing but they're not our highest priority right now so let's just make a full-QOL mainline when we have time"

Lots of this stuff looks really good!

Yes - a lot of the 'why now' stuff is in the header :D!

Pictured: My passion for graphic design before we hired a real Multimedia team.

DasGanon

Rebecca would take it as a challenge to her noggledom

This is INCREDIBLEEEEEEEEEEEEEEE

IWearKhakis_72

"THIS IS GAWS"

"THIS IS HOW I WAS DIRECTED"

Windsaber

I'm not sure if space mom is the best source given the whole Gauss thing. :v

Watch it, WyndSabeer!

This is awesome and I am stealing it.

Boner_Elemental

Thanks Mom

You are welcome Boner_Elemental.

Aorkas

F

Enclave_Hellfirre

CLEM CLEM CLEM

F

anotherDocObVious

Woop woop woop!

Let's hope we get to 500000 super quick.

Onwards and ever forwards!

Edit: CLEM CLEM!

HALLOWED BE HIS NAME.

CLEM, BE PRAISED

F

Happy 400,000 Subscriber Day!

Lookie here: https://www.reddit.com/r/Warframe/comments/f2sfn9/less_than_a_year_after_our_previous_milestone_we/!

We wanted to celebrate all 400,000 of you, and thought we would try and get 400,000 Clems in one room to celebrate.

Documentation of the effort:

1) The Crash Report: Probably won't fix this one.

2) The Compromise (in both numbers and video resolution): a morbid Clem fountain.

/deep bow,

The people at DE.

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chozenbard

Would like to page /u/rebulast in the slim chance we get to spread the word and maybe hear an answer.

This was last discussed by community to Dev internally on January 30 of this year and added to the to-do list, just spinnin’ plates!

Lewdbringer_Prime

AY YO WHAT

also, like a man, I must live with my humiliation and continue as Lawbringer_Prime, if I won't carry that role, who will??

We accept this memory and move beyond its reach.

FORUM LINK: https://forums.warframe.com/topic/1166994-why-do-we-ui-like-we-ui-part-ii/

Hello Tenno,

This is Part II of our last UI Dev Workshop. While our last Dev Workshop discussed intent and purpose in designs and showed mockup UI designs, this Workshop will discuss ‘coming changes and why’. All of the philosophical points in Part I remain consistent - Part II mainly highlights some action items we are taking based on feedback. Everyone’s favourite part of a Dev Workshop is the "Ctrl + F Friendly Table of Contents," so here we go:

Table of Contents:

1) Item Labels.

2) ‘Hold to Confirm’ Experiment.

3) Console UI Pass / Improvements

4) Item Details

5) End-of-Mission

6) Mastery Icons

7) Bonus: Forge All!

Item Labels.

In a near-future Update - Item Labels will be ON by Default. The ‘Need For Information‘ outweighs the concern about ‘Overwhelming’, and since it is indeed optional, we are simply inverting this. Toggle as you see fit, but be assured new players will forevermo...

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