Warframe

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
I've never enjoyed Chroma. His theme and powers just do nothing for me. Less exciting even than Nyx.
Nyx would be fine if they could fix her 2. Certain games it stops working almost completely.
 
I've never enjoyed Chroma. His theme and powers just do nothing for me. Less exciting even than Nyx.
His kit - if it had proper scaling to keep up now, is pretty nice. A turret and a buff is all I need to do almost all the content.

It's just again. The rest is shit.
 
So I just put two greens on my gauss and I see why people like them. Get yourself a bullet hose with corrosive and even a fair amount of status chance and everything fucking melts. It's beautiful.
 
1709747354667.png

Just saw this, so new Axi fissures and a whole new Omnia fissure? As a serial relic cracker, I am happy to finally have new content.
 
>open a ticket at support
>tech support is pretty helpful, they fix the issue and set the ticket status to closed
>write 'thank you' because manners
>issue status reverts back to open because I posted
>no way to set it to closed on my end

I am about to fucking kill myself out of embarrassment
 
I'll play WF again when they fix the "Swap Polarities" button that they broke when Tennokai was added to the game.

Try swapping polarities on a melee weapon and let me know if you get the same error message I do.
 
Well, we got a date for Dante's release, March 27, and I figured I'd share the upcoming changes to Inaros and certain warframe abilities/augments (though not the upcoming augments, DE hasn't released info on those yet):
Forum post
Okay, so Inaros's rework pretty much changes everything that isn't his health pool, passive (healing on finisher kills), or his first ability:
  • First off, his sarcophagus passive (which was power crept twice over Warframe's lifespan, on top of it sucking in general) has been changed; whenever he goes down, he leaves a sarcophagus where he's bleeding out and transforms into a sandy version of himself that can only do melee attacks. With enough hits, he brings himself back to life, but every time he goes down the amount of hits needed for a self-revive goes up.
  • Desiccation remains unchanged, but it is getting some tweaks to make stuns more consistent with certain enemies.
  • Devour has been tossed out and has been replaced with Desiccation as Inaros's railjack ability, but its healing effect has been transferred to...
  • The new war Sandstorm. Inaros can cast it faster and moves much quicker while it is active, and it is now duration-based rather than a channeled ability so Inaros can still gain energy (and he can cancel it early if needed!). Enemies trapped within heal Inaros proportional to the number of mooks sucked up. Once the ability ends they are left on the ground vulnerable to ground finishers rather than being tossed around.
  • Scarab Swarm has been split into two abilities:
    • Scarab Shell receives the "spend health to get bonus armor" part, and the bonus armor now scales with Power Strength on top of allowing Inaros to move while he's charging it. It now provides immunity to status effects in exchange for losing some bonus armor whenever a status effect is negated.
    • Scarab Swarn receives the "stuns enemies in a cone" part, though it no longer uses up Scarab Shell's bonus armor, and deals damage based on a tenth of Inaros's Max health. Enemies that die to its effects become sandy pussies Swarm Kavats that spread the swarm around. The official notes say that both the Swarm and the Kavats deal Corrosive damage, but whether that includes the proc or not wasn't acknowledged.
  • Because of these changes, two of Inaros's augments have been changed
    • Desiccation's Curse now generates the aforementioned sand cats instead of sand clones.
    • Since Negation Swarm's effects are now part of his base kit, it has been changed to Negation Armor, which provides Inaros a "death-gate" and brief invulnerability at the cost of consuming all stored armor, and hitting Inaros with a Bleed proc once the invulnerability ends.
Forum post
This part covers the changes to warframe abilities, both as-is or as Helminth add-ons:
  • For the longest time, Mirage's Eclipse ability did not play well with the updated lighting engine so, following feedback from the community, it's been changed to a tap/hold system: tap for the damage reduction and hold for the damage boost.
    • Since Eclipse's effects no longer scale with lighting level, the buffs had their stats tweaked. Now the Lunar Eclipse has a base reduction of 75%, while the Solar Eclipse has a base boost of 200%, both affected by Power Strength.
    • TIL that Prism was also using the lighting interaction, but since DE is tossing that out it now has synergy based on what Eclipse buff is active on casting: Lunar Eclipse now provides a hefty Power Efficiency bonus (which is applied after mods/other sources of Efficiency, allowing her to bypass the hard 175% Efficiency cap), while Solar Eclipse now doubles Prism's damage
    • The Helminth version keeps the damage reduction untouched, but the damage boost is reduced to 30%, in line with the Helminth version of Roar. So now you have the option of crazy damage increase (Roar, since it affects abilities and double-dips on DoTs), or removing those interactions for some on-demand damage reduction (post-Dante Eclipse).
  • The reason why I mentioned Gara is that her original passive (a chance to blind enemies whenever Gara walks into illumination) was also following the same lighting rules, so her passive gets a change. Now she has a 15% to blind nearby enemies every time she casts an ability, getting an additional 20% whenever it fails to trigger and resetting on a successful blind.
  • As promised Nourish is getting some Helminth stats reduced to change it from "the best helminth ability" to "one of the best helminth abilities". Their stats on Grendel himself remain as is:
    • The bonus Viral damage is being reduced from 75% to 45%.
    • The energy multiplier is being reduced from 2.0x to 1.6x.
    • All in all, changes I can personally live with, and DE will send some Helminth secretion resources to compensate for the changes.
  • Loki finally receives some love. A small amount of love, but love nonetheless:
    • His Decoy now scales its health based on the health and shield totals of enemies within 15 meters, scaling with Power Strength and Power Range respectively.
    • Switch Teleport no longer roots Loki in place once he reaches his destination: now it gives him a movement speed boost for a brief period.
 
Since Negation Swarm's effects are now part of his base kit, it has been changed to Negation Armor, which provides Inaros a "death-gate" and brief invulnerability at the cost of consuming all stored armor, and hitting Inaros with a Bleed proc once the invulnerability ends.
The entire inaros rework hinges on how well this is going to work. Everything else is just flavour changes.

They said something along the lines of it not having a cooldown, if you can repeatedly proc it without having to spamcast 3 to reset the armour inaros might see use, otherwise he will always just be a worse revenant.

It doesn't matter how much QoL you give him, a tank frame that can't tank is simply not going to see play. I tried bringing 6 forma inaros in steel path cascade and he was losing 20% of his health per hit in the first 5 minutes.

As for the rest of his abilities the only thing that seems to have changed is that instead of replacing his 3 you will now replace his 2. They condenced 2 and 3, only to split 4 into 2 parts, effectively accomplishing nothing other than moving the furniture around, the foundation of the house is still broken.

His kit - if it had proper scaling to keep up now, is pretty nice. A turret and a buff is all I need to do almost all the content.

It's just again. The rest is shit.
I'm shocked you like chroma's kit, imo its a piece of shit.

1 and 4 are garbage and 2 and 3 should just be merged into a single ability.

Chroma basically has 1 ability.
 
I'm shocked you like chroma's kit, imo its a piece of shit.

1 and 4 are garbage and 2 and 3 should just be merged into a single ability.

Chroma basically has 1 ability.
It's because I've been playing it at release and I'm not going to change mains just because DE are retards thhat can't figure out how to fix energy economy.

Besides changing his 1 to gloom makes it workable.
 
They said something along the lines of it not having a cooldown, if you can repeatedly proc it without having to spamcast 3 to reset the armour inaros might see use, otherwise he will always just be a worse revenant.
DE did say they'd be changing Scarab Shell's casting animation so Inaros can move while channeling it, so I'm not sure if that's to your liking.
 
Last edited:
DE did say they'd be changing Scarab Shell's casting animation so Inaros can move while channeling it, so I'm not sure if that's to your liking.
Try playing 30 minutes of steel path cascade and it will quickly become apparent why having to recharge the armour after every "death" will get old fast.
 
Inaros has been terminally unfun and dog shit for years. Maybe after the rework I'll actually finish getting all the Void Raider armor pieces.

The power difference between the best and worst frames is colossal but a lot of the best frames just play the game for you. Wukong, Revenant, Octavia, Saryn, etc. You're either completely unkillable or you kill everything before it can even see you. But based on Rev and Wukong topping the usage charts again for last year, I guess that's what people want.
 
Last edited:
Inaros has been terminally unfun and dog shit for years. Maybe after the rework I'll actually finish getting all the Void Raider armor pieces.

The power difference between the best and worst frames is colossal but a lot of the best frames just play the game for you. Wukong, Revenant, Octavia, Saryn, etc. You're either completely unkillable or you kill everything before it can even see you. But based on Rev and Wukong topping the usage charts again for last year, I guess that's what people want.
Revenant doesn't play the game for you, he just lets you actually play the game at high level because you can actually play the game without being oneshot.

Even rhino becomes unusable at high level because you end up having to recast iron skin every 6 seconds.

Wukong, Octavia and Saryn do play the game for you tho.
 
1711134996104.png

Ok I think I am kinda sold on this, the nipples are the one thing I dont really like but if it can be disabled....
 
Back
Top Bottom