Warframe

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The Yareli warframe looks like some anime idol that gooners would play and use
Oh sweet summer child, don’t you know DE stands for Degenerative Extremes? Wisp’s ass, open leching on stream by devs, all kinds of examples you can find without looking too hard.
I'll do a summary of the upcoming Warframe/Companion changes later.
Thank you. I’m getting most of my updates from here at this point. Right now I mostly just log on after new major patches. It’s really appreciated.
 
If you're not too keen on skating, you can nab the Loyal Merulina augment so you can still do Warframe maneuvers or use primaries/melee, while still benefiting from Merulina's Damage Resistance and Status Immunity. As for Helminth options, Aquablades is usually her sacrificed ability. Her forte still lies on secondaries though.
If you're running loyal merulina augment get rid of Sea Snare when you helminth.
Oh sweet summer child, don’t you know DE stands for Degenerative Extremes? Wisp’s ass, open leching on stream by devs, all kinds of examples you can find without looking too hard.

Thank you. I’m getting most of my updates from here at this point. Right now I mostly just log on after new major patches. It’s really appreciated.
Last I ran with her I think I did a high range/strength health tank subsuming fractured blast, and a max range shield gate with tempest barrage subsume. If i can find screenshots I might've taken I'll post both builds, if not I think I remember them okay enough to do a quick overframe mock up.

Also "Citrussy" in the patch notice still haunts me.
 
As usual, the first half of the devstream was unwatchable nonsense where nothing happens. Watching them use japanese words like weebs but completely fuck the pronunciation was extremely cringe. Then Pablo shows up to talk about shit that actually matters. Update is releasing on October 2nd, way earlier than anyone thought.

Like I predicted, its an update with a new frame, a few new arcanes/mods, a variation on old missions (you do the new missions in Cetus instead of the Plains), etc. Koumei looks pretty cool, she can get Duviri decrees in regular missions.

Various new player experience changes

Caliban and nova reworks + Hildryn buffs and a Wukong nerfs (Chinese going to be seething again)
Short version is that Caliban has a new status type on his abilities, called Tau. Tau status increases a target's chance of being inflicted with other status types, his 1 is now a dash instead of a copy of revenant's 4, 2 is a lot less annoying because enemies won't be moving and falling all over the place, 3 now has several types of sentient summons to choose from, and his 4 does a lot more damage and applies the armor strip before the damage instead of after.

Non robotic companions now have weapons
No longer will you have to fit mods like Bite onto your kubrows. All non robotic companions now have a Claws weapon that you can put those mods onto instead of having to cram them onto the pet itself. Huge amount of updates to the unique mods for each pet species to make them much better. Also they are making pets with legs faster and try to walk in front of you instead of following you, which means moas might actually be usable. They are also changing basically every robotic weapon to be much better and up to par with the Verglas, the only really good robotic weapon at the moment. All the other stuff is cool, but this is the only part I really care about in this update.
 
My man Chroma is once again shafted :(
I really should've just kept maining rhino back then.

Oh right to add: they also added AI mods to the beast companion's claw exilus slot, so it will target eximus/weakest/most status effects/etc. I'm not sure if it will apply to sentinels, but I hope it does.
 
Well, now that I've gotten some things out of the way, I can summarize the major reveals of Devstream 181:

Debuting on October 2/3 (depending on your timezone) is Koumei, a Japanese-inspired Warframe whose skillset involves literal rolls of the dice. All her abilities roll a 5d6 that affects the potency of their effects, doing crazy bonuses if you get triple sixes.
  • First off, you can get Koumei's parts via a new Shrine Defense mode at Cetus. Defend the Ostrons from invading Infested coming from the shores to earn Fate Pearls, which you can presumably use as a pity currency for Koumei and her gear. Just because she isn't around yet doesn't mean you can give an offering to her shrine for some buffs. The game mode is intended to be accessible to players of all skill levels.
  • Koumei's passive, "Shadow's Trinity" gives a randomly-selected weapon in her loadout random status effects for a duration. I hope this passive lasts for the whole mission, because that's basically free priming on whatever weapon gets the buff.
  • Her first ability, Kumihimo, covers the area in threads that inflict a random elemental status effect (so no Physical/IPS, I assume) to any enemy that makes contact with them. Triple sixes allows the threads to inflict one of each elemental status effect (so ten different status effects at once, assuming Tau and Void are out of the question).
  • Her second ability, Omikuji, gives her a challenge to complete in-mission: the only one shown during the devstream was getting 22 headshots while losing energy until you beat the challenge. Completing the challenge gives her a Decree straight from Duviri, with a cooldown between casts before you can try your luck again. Triple sixes grants you the decree immediately. This is probably under heavy dev scrutiny because Close Contagion with a 6-6-6 Kumihimo, while unlikely, is gonna be devastating outside of Duviri.
  • Her third ability, Omamori, is basically diet Mesmer Skin. Roll the dice for a number of namesake charms that give a chance of healing Koumei on a hit instead of taking damage. Getting triple sixes changes it from diet Mesmer Skin to full course, granting Koumei full invulnerability for a duration instead. Nailing this when a mission goes south is gonna result in some serious clutches.
  • Her fourth ability, Bunraku, turns enemies in front of her into puppets, suspending them in the air while inflicting a number of status effects based on the dice rolls. Triple sixes not only maximizes the number of status effects enemies get, but also affects enemies behind Koumei as well.
Koumei wouldn't be a new Warframe without signature weapons, and she's getting two of them:
  • Her signature rifle is the Higasa, a burst-fire gunbrella. Aiming down sights opens the umbrella to protect against incoming damage (insert Splatoon/R6 Siege/Kingsman reference here), while kills and absorbed damage charge up the alt-fire: a charged beam.
  • Her signature melee weapon is the Amanata, a naginata that gets a random buff after a number of swings, with a max roll granting all of the buffs at once.
  • Uniquely, her weapons will get augments as Steel Path offerings on launch, granting random status effects and overall buffs. I'm guessing these were once built-in the weapons themselves but proved too difficult to balance like that.
As promised during TennoCon, Caliban, the forgotten child of The New War, is getting makeover to his abilities along with a deluxe skin set. Much to everyone's surprise, so will Nova.
  • Caliban's passive (a pseudo-Adaptation that affects all allies in affinity range, but only reaches up to 50% damage reduction) can now build up while he's invulnerable.
    • Unique to Caliban (and unfortunately any enemy Sentients from this point onward) is that all his abilities inflict Tau damage, which is getting its own status effect: status effect vulnerability (taking a cue from Dante). Each stack makes affected enemies/players 10% more vulnerable to status effect damage, capping at 10 stacks. Ouch.
    • Razor Gyre was always seen as an underpowered gimmick, so now not only is it getting a damage buff, but it's also gettting changed into a tap to dash while spinning instead (so he can pick up orbs while on the move). The first enemy hit will refund 25% of Razor Gyre's cost, while each enemy hit in general will restore Caliban's health, which can overflow into shields, which can overflow into overguard. A lot more competitive than before but it will probably still be his safest Helminth option.
    • Speaking of Helminth, Sentient Wrath will no longer send enemies ragdolling away. Instead, it will suspend enemies much like Sea Snares or Bastille (i.e. holding them in place while leaving their heads free for headshots) and the number of targets it can hit has been increased. Casting speed will also be increased, and you can recast it even when the previous wave is still on the move. Whether these changes will affect the Helminthed version is unknown as of this post.
    • Lethal Progeny, as teased at TennoCon, will now summon all three Sentient minions at once, but now Caliban can cycle through three options:
      • Conculysts will remain as is, but they lose their shield regeneration buff in exchange for being Caliban's main beatsticks, with buffs to their damage and casting their own (weaker) Fusion Strikes whenever Caliban casts his, aimed at whatever he's aiming.
      • Ortholysts will serve as Caliban's turrets, bombarding enemies with projectiles that inflict three Tau stacks on a hit.
      • The Summulyst (yes, just one instead of three) will summon up to six Choralysts that act as distractions (and major ones too, they'll have the highest target priority of all of Caliban's summons to ensure they draw fire away from players) while they recharge your team's shields. The Summulyst will instantly replace any lost Choralysts.
    • Fusion Strike will now damage enemies multiple times per instance, and enemies hit by the beam will explode soon afterwards. One contentious change is making the defense strip portion only apply to the beams, and not the lingering field. Since that feature of the old Fusion Strike was one of Caliban's main draws, the devs are looking into it, but whether they can implement any changes before release is unknown. Oh, and Caliban's invulnerable while casting it.
  • Nova, the master exploder herself, is also getting some much-needed changes:
    • First off, the damage types of her damaging abilities was all over the place (for reference, her 1, 2, and 4 dealt Slash, Radiation, and Blast respectively). Now they're all getting streamlined to just dealing Blast damage, with guaranteed procs for Null Star and Antimatter Drop.
    • Null Star can now be recast, and most importantly, the damage resistance will apply to shields as well as health. The base particle count is also getting doubled from 6 to 12, making it much easier to reach the 18 particle cap for maximum damage resistance (and giving squishy frames who love duration a defense option, since Null Star is Nova's Helminthed ability).
      • The Neutron Star augment is also getting tweaked in anticipation for these changes: recasting the ability now causes any leftover particles to seek nearby enemies while refreshing the particle count, while the added Heat damage and Status will apply to all Null Star particles instead of just the ones launched.
    • You can only spawn one Antimatter Drop at a time now, because casting the ability again will throw the Drop to wherever you're aiming at, making it much easier to use. To make it even easier to charge, the Drop will only take five shots to charge up independent of damage or multishot, and throwing it into a Wormhole charges it up halfway.
    • Wormhole paradoxically had both limited uses and a duration. The duration's getting scrapped, while uses are helpfully displayed atop the wormhole as pips. Nova can now hold-cast Wormhole to see where her next shortcut will lead to before casting it.
    • Molecular Prime, the bane of regular Defense unless you modded it with Overextended, and even then it limited Nova's modding options. Not anymore. Tap-casting Molecular Prime will slow down enemies, while hold-casting speeds them up instead, making Speedva a standard part of her kit (and yes, both the slow and speed are positively affected by Ability Strength). In addition, the damage multiplier will now apply to shields and overguard instead of just health, while the speed up effect will bypass overguard so Eximus will come in closer. When killed, primed foes will have a 20% chance to proc Blast on nearby enemies, potentially resulting in a chain reaction of explosions.
      • The Molecular Fission augment is getting a buff: particles will also prime enemies they hit, along with (presumably, if I'm reading the post right) keeping the original effect.
    • The changes to Molecular Prime is why I put Nova's new passive at the bottom of this section: slowed enemies have a 15% chance to drop health orbs on death, while sped up enemies have a 15% chance to drop energy orbs instead.
  • I'm also gonna list some miscellaneous changes/future augments to other Warframes here:
    • Hildryn's Balefire Charger now uses less shields for a charged shot, while doing more damage than before. Dispelling it will also swap back to Hildryn's previously-selected weapon rather than defaulting to her secondary.
    • Aegis Storm will automatically equip Balefire Charger while in use, and Hildryn can now cast Pillage, along with any Helminth abilities she has on, while channeling Aegis Storm. She'll also move faster and more smoothly, while deactivating Aegis Storm will now make her invulnerable while slamming the ground.
    • The dreaded Slam Wukongs have come to an end: the animation cancel that allowed them to cast Cloud Walker while performing a heavy slam is being patched out. The Celestial Stomp augment is also getting patched to be more in-line with crowd control abilities (i.e. not bypassing overguard, because of course that monkey is stretching the game to its limits).
    • Speaking of Hildryn, she's also getting a new augment along with Grendel, Gyre, and Voruna (yet Caliban still gets nothing even with his rework. Maybe it's too soon).
Okay, this part would be the fucking longest section of an already text-heavy post if I listed every change, so I'm gonna have to keep this brief. Just read up on the forum post for more detailed changes:
  • Beast-type companions (Kubrows, Kavats, the Helminth Charger, Venari, Predasites, and Vulpaphyla) are getting improvements to AI and, more importantly, moddable melee weapons. Now all the dual element/status chance mods, Bite, Maul, and other breed/species-specific mods can be equipped in their own slots without eating up vaulable mod space on the companion itself.
    • Instead of stances, beast-type compaions will get new Posture mods that dictate how your pet approaches enemies. Want a more support-oriented buddy over damage? Pacifist Training. Don't have/want to use a Panzer but you want your pet to spread as many status effects as possible? Lunging Claws. You can get these Posture mods, along with some new beast melee mods from the conservation vendors (Master Teasonai, The Business, and Son). Save up on that standing folks! There's even a Beast version of Condition Overload.
  • For the longest time, the Smeeta Kavat was considered the meta pet because of Charm potentially doubling resource and credit gains (or even more than doubling since that buff can stack), but requiring players to wait for the buffs to be selected before picking up loot (and yes, this behavior was the reason why Steel Essence and Vitus Essence can despawn after enough time has passed). Pablo has since removed the loot multiplier... and made it into its own Beast-exclusive mod named Loyal Retriever, granting a 13% chance at max rank, and the weird value's because DE calculated it as "the statistical average of what amount of time Charm's resource bonus would be active" (their words not mine, I can't summarize that). There's also credit/resource-specific versions of Loyal Retriever if you want your pet to specialize, but the chance for both is 18%. As for the old Charm, it's getting its buff odds adjusted while the chance of it activating is bumped up from 28% to 40%.
  • Beast melee weapons and Robotic weapons are getting stat adjustments across the board, and there's quite a few changes to list. I'll just break it down for weapons that can hit Tenacious Bond's 50% crit chance breakpoint with little trouble (for the minmaxers), or weapons that are getting completely different firing mechanics:
    • The Huras Kubrow is getting a buff from a 10% crit chance to a 20% crit chance. This is the highest crit chance of all Kubrow variants, including the Helminth Charger and the Predasites.
    • The Adarza Kavat is getting a buff from a 20% crit chance to a 30% crit chance.
    • Not a change in firing mechanics per se, but the Artax has its status chance increased from 3% to a whopping 35%, while making its status inflicting logic follow the rest of the beam weapons (making status effects occur far more often).
    • The Prisma Burst Laser and Burst Laser Prime are getting their crit chances buffed to 18% and 20% respectively, allowing them to hit the crit chance breakpoint with Primed Pistol Gambit.
    • To differentiate it from the Artax and the Verglas, the Cryotra is now an ice grenade launcher that leaves lingering patches of ice to slow down enemies.
    • The Laser Rifle and Laser Rifle Prime have their crit chances buffed to 17% and 20% respectively. The former can only reach the breakpoint with Critical Delay, while the latter can reach it with Point Strike.
    • The Multron's going from "discount Boltor" to "darts that explode after embedding into something", with a 3.5 meter blast radius, 100 damage, and 22% status chance.
    • The Stinger not only inflicts a guaranteed Toxin status effect on impact, but also "continues to hit the target once per second for 3 seconds with Stinger's modded damage types". I'm a tad confused about the wording, but bumping the status chance to 20% is welcomed regardless.
    • The Tazicor now fires a chaining beam of electricity, with a 25% status chance instead of 15%.
  • Lastly, some changes of note to Companion precepts:
    • Ghost and Stalk now have a 3-second grace period before their invisibility peters out, giving stealth-oriented players some time to reach a nearby enemy and keep their stealth up.
    • Negate's cooldown is now affected by Manifold Bond. One less reason to put Primed Sure Footed on your builds.
    • Neutralize now disarms and staggers enemies within a 10-meter radius of the kubrow. Pocket Radial Disarm!
    • Savagery now targets up to 8 enemies within 10 meters to both damage and knock them down. Meanwhile, Unleashed now prioritizes Eximus units while doing bonus damage to overguard.
    • Territorial Aggression went from "only useful against feral kubrows and conservation targets" to "land mine that has a chance to damage enemies who walk into it, using your Kavat's modded damage".
And that's all the changes I can cover. The datamined Incarnon adapters were confirmed, there's incoming Galvanized melee mods (what), and we're getting a replayable teaser for 1999.

See you all on October 2/3!
 
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Those Hildryn and Nova changes look great. Probably won't take Roar off Hildryn, but getting parity with Jade is nice, and making Speedva "official" will make building her less awkward.
 
I can't wait to add another couple million on my kullervo crits with the new galv mods
 
Got Limbo and gotta say i like its design, sadly its playstyle doesnt click with me. Im sure he can be a superb area control frame but he aint for me.

Currently MR 6, was lucky today to get 2 of the parts of Hildryn while doing relics so hopefully ill get the remind ones.

Current gripe is that the quest are just their own bubble with the exception of Heart of Deimos. Like im super curious of what the warframes are and the background story. Like i have been making my own headcanon about what they are with what ive been given so far which is:

Warframes are suits that are operated by something or someone and they are certainly immortal-ish. They are sentient and can do things and they have been around a long ass time. Some of them have become legends or central figures to civilizations, countries or legends.

Thats my headcanon so far, dont spoil since i wanna learn the story and im just sharing what i think stuff is with what ive been given and seen so far.
 
Got Limbo and gotta say i like its design, sadly its playstyle doesnt click with me. Im sure he can be a superb area control frame but he aint for me.

Currently MR 6, was lucky today to get 2 of the parts of Hildryn while doing relics so hopefully ill get the remind ones.

Current gripe is that the quest are just their own bubble with the exception of Heart of Deimos. Like im super curious of what the warframes are and the background story. Like i have been making my own headcanon about what they are with what ive been given so far which is:

Warframes are suits that are operated by something or someone and they are certainly immortal-ish. They are sentient and can do things and they have been around a long ass time. Some of them have become legends or central figures to civilizations, countries or legends.

Thats my headcanon so far, dont spoil since i wanna learn the story and im just sharing what i think stuff is with what ive been given and seen so far.
I wish I could Eternal Sunshine my brain and forget everything so I could get the story reveals again. Very jealous of your first-time playthrough. About 100 hours in, much will be unveiled. It may even be a total paradigm shift of your conception of the lore.
 
Got Limbo and gotta say i like its design, sadly its playstyle doesnt click with me. Im sure he can be a superb area control frame but he aint for me.
Limbo is really difficult to understand. He's the most "unique" frame from a different time in the game and he doesn't really translate to the current version of the game right now. If you really want to try and make him work without learning how to play a different game I would suggest doing a minimum range/max duration build and you can drop his 4 on objectives and make them immortal from gunfire.
Currently MR 6, was lucky today to get 2 of the parts of Hildryn while doing relics so hopefully ill get the remind ones.
Hildryn was an interesting frame for me, still not sure if I like her, her planned rework looks like it fixes a few of the issues with her.

I'd also suggest that you should make it a daily point to work on ranking up the Entrati faction so you can buy the Helminth segment (rank 3) from Son as fast as possible. The Helminth segment will let you basically recycle a warframe so you can put a specific ability on other frames and it should be the only way you get rid of frames to make room if you don't have slots, especially if you get the prime version.
 
Got Limbo and gotta say i like its design, sadly its playstyle doesnt click with me. Im sure he can be a superb area control frame but he aint for me.
Thank you. I’m getting most of my updates from here at this point. Right now I mostly just log on after new major patches. It’s really appreciated.
So after going back to Limbo because 00R-Gundam is right and the design is sick and I'm taking Carpe at their base comment and using it as an excuse, I realized that 95% of the Limbo guides suck and the jewtubers who made them can get bent in cruel and unusual ways.

So welcome the the definitive Kiwi Limbo guide (even though its only one tech)

The basic idea is that Limbo can just live life as a weapon platform in the rift and force everyone to fight on his terms. He does this by using an interaction between his 1 and 3 that every dingus misses because they think banish is an auto subsume. Limbo's 3 causes enemies who leave the rift to AoE blast enemies into the rift and there are two (actually 4 but one doesn't apply if you subsume over your 4 and the last one is complicated) ways to leave the rift. Enemies leave the rift when the banish ends naturally or you hold cast banish to forcefully end banish. If enemies are effected by rift surge and you hold cast banish to send them out of the rift, they will reenter the rift with banish reapplied to them, but not rift surge.

So the gameplay loop is that you cast your initial 1 (outside the rift), enter the rift and cast 3, hold 1 and everything within range of rift surged enemies will enter the rift, recast 3 to reapply rift surge to every enemy within range, shoot stuff and hold cast 1 when new enemies show up and repeat. This is a vid of the basic loop (with text to explain the loop while I'm actively doing it)
https://files.catbox.moe/mfsjxh.webm Please do not judge me being weak on SP, I know how to mod weapons I swear.

Limbo.png

Pretty basic build. Mech Empowered, PSF, and Arcane Acceleration are all optional. I would say starting energy is really nice and I threw a tau shard on to just facilitate the beginning of the loop. Breach surge is also optional, it does have a multiplicative interaction with rift torrent (or so I've heard) and because it is an ability it ignores the rift mechanics, but that means you have to rely on weapons for armor stripping. Another option is to run Brief Respite and Tempest Barrage for strip and you can switch either rift torrent or intensify for the augment and clear up viral space on a weapon.

This build is great solo because you can live of the rift and be safe as long as your 2 stays up, however this build also gets fun when you have a friend with an ability heavy frame like Mesa or Sevagoth who can live outside the rift and nuke with abilities (which again don't care about what plane they're cast on).

EDIT: added a simple version with no investment of the build that I got to work with an unforma'd tiberon for all the early gamers players and took it to SP with an ok weapon that doesn't use my shards and it still functions, so anyone who is looking to try out Limbo this is the sign.
LimboSimple.png
 
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Finally got a Sister to cough up the Tenet weapon I was after (Glaxion) so I can complete my Frost build. Going to hunt her over the week and when I get sick of the new map coming Wednesday. In other news, Sevagoth is still a lot of fun and I wish more players didn't just use him to get Gloom.
 
So welcome the the definitive Kiwi Limbo guide
While I can’t possibly comment on the difference between my build (old, I don’t remod if stuff still werks) and yours (because I would have to log in), I commend the shilling of Limbo for ez clap solo SP stuff.

I will again, shill Octavia for ez SP solo stuff. Especially survival. Find a safeish corner, invis and watch the havoc commence. I usually have my mandacord as Another One Bites the Dust.
jewtubers who made them can get bent in cruel and unusual ways.
They can eat a bag of dicks. Part of the fun is experimenting and seeing what you can get out of a specific frame.

Oh god. I just thought. Galvanised melee mods on my Valkitty’s claws and stat stick…oh my!
 
Ive been using limbo mostly for defense and Volt for everything else. After playing a bit more with Limbo, the guide made by our fellow kiwi bro is pretty on point. Although im a retard so i just put 4 on the center of the defense pod and just protect from bullets, since most enemies die before they enter the bubble. In the case that they enter i tend to either 3 or 2. I dont think Limbo is bad and in the hands of someone who knows what they are doing you become immortal and you create a space where everything bows to you. I aint that person.


Also i was doing a mission and got a mini boss(?) a stalker and he dropped a cool looking bow called Dread. Also something i appreciate is that in the store you can buy the blueprints for certain weapons instead of buying it with premium currency. I waz worried that i would have to spend plat to buy all those weapons.
 
Also i was doing a mission and got a mini boss(?) a stalker and he dropped a cool looking bow called Dread. Also something i appreciate is that in the store you can buy the blueprints for certain weapons instead of buying it with premium currency. I waz worried that i would have to spend plat to buy all those weapons.
Dread's a good bow, and I recommend you hold onto it: you get a nice upgrade that lets it keep up at later levels.
 
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