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.