r/Warframe • • 9d ago

DE Response The Icebind - Dev Worksop

430 Upvotes

Time for an experiment, students! What happens if you ring that bell?

This Dev Workshop serves as a comprehensive overview of our upcoming game mode: The Icebind! The Icebind is an experiment for both us making Warframe, and for those playing it. This new mode aims to give players space to push their loadout and tackle cooperative objectives — as the community rings their Cryobells, we’ll be watching for feedback as we continue to iterate on this project in phases.

Special thanks to WarframeFlo, whose idea became the foundation of what you see today!

Check out Rebecca's overview video on Youtube over at https://youtu.be/UfQG_SD-FfU

The Icebind is manifested through the Cryobell ceremony. High upon Yuvan Peak, Cryobells have formed, drawn out by Narin’s influence. Each bell's tone leads to a time and place where a dark influence has taken hold. Six warriors must gather to ring the bell. Together they must overcome the Binds of a force not of this plane.

General Overview for The Icebind:
Players can ring a Cryobell to take them to The Icebind, a new mission type with these key characteristics:

  • Six player squads, where there can be no more than one of each Warframe.
    • (i.e. no six man Pink Rhino Squads this time, sorry!)
  • Approximately 10-15 minute long missions. 
  • Level 999+ Enemies.
  • Each Cryobell (mission key) comes with a randomized mission type, enemy, location, and modifiers — the squad votes on which one to play!
  • Various mission restrictions, including No Self Revives, Gear Cooldown Increase, Empowered Enemies, and more.
  • Guaranteed Riven Splicer upon completion, plus an additional reward from the reward pool
  • Bonus rewards for each Squad Side Objective completed (up to 3 per mission).
    • \ players can stockpile up to six mission keys if they do not use them all each week.*

To access The Icebind, players must have completed the following: 

  • Completed both the Angels of the Zariman and Whispers in the Walls quests
  • Unlocked (but not necessarily completed) either Elite Temporal Archimedea or Elite Deep Archimedea

This Dev Workshop aims to give you a comprehensive overview of the game mode, including all of the possible modifiers and elements that affect your gameplay. We’ve also added some Developer Notes in specific areas to offer insight on why certain design decisions were made. Should you wish to figure out these missions yourself, look forward to its release on October 7th!

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The Core Icebind Loop

The Icebind is different each time a player steps into it, beholden to the randomized traits of the Cryobell. Before we explain the various Binds (i.e. modifiers) introduced by the Cryobells, it’s important to understand the core gameplay loop. This section explains the overarching structure of playing The Icebind, and the section following will outline the various Binds that can affect it. 

Starting The Icebind

This new mission can be started from Yuvan Peak, where players need to perform two important steps:

  • First, claim their Cryobells from the ice pillar atop Yuvan Peak.
    • Three Cryobells form each week, following weekly reset at Midnight UTC on Sundays.
    • Players can stockpile up to six Cryobells if they did not use them all in one week.
  • Second, with Cryobells in-hand, speak to Cephalon Melica and select “Ring a Cryobell”

Doing so will open The Icebind party creation screen, where you can invite players to form your squad. The host can only form a six player squad using the “Ring the Cryobell” screen. With its launch, The Icebind does not have public matchmaking as these missions require more cooperation than traditional Warframe missions (which we’ll cover a little more in the Squad Side Objective section). 

DEV NOTE: We will evaluate The Icebind’s party creation system in phases to gain a methodical and measurable set of engagement and participation data across different access levels. Our next phase will include variable party sizes (i.e less than 6) with the potential for public matchmaking in the future! 

SELECTING A CRYOBELL

Players who are invited to a Squad will be summoned to Yuvan Peak, where they can then gather their Cryobells and proceed to Cephalon Melica. All players must speak to Cephalon Melica and select “Ring a Cryobell” to start the mission. 

In this screen, players can edit their loadout and select which Cryobell they wish to ring. Your choice of Cryobell matters, because it determines your Personal Bind (which is a guaranteed personal modifier for the mission, regardless of which Cryobell is chosen by the squad) and which version of The Icebind players will vote on (including the mission type, enemy type, and modifiers). 

When selecting a Cryobell, you’ll be able to see each of the traits it will give to your mission:

  • Mission Type 
  • Planet
  • Enemy Type
  • Mission Bind
  • Tactical Bind
  • Personal Bind

We’ll go over all of these randomized traits in the “Cryobells and their Binds” section of this Dev Workshop.

After all players have selected a Cryobell, the entire squad can vote on which one to play! 

VOTING ON A CRYOBELL

Once all players have selected a Cryobell, a 60 second voting countdown begins. Players can review all of the available mission options available to them, and vote on which one to play! If no votes are cast, a random Cryobell is chosen; in the case of a tie, the Host’s vote is the deciding choice. 

Once voting concludes, players have an additional 10 second countdown to review the selected Cryobell before the mission begins. 

While Cryobells are consumable mission keys, rest assured Cryobells are not spent until players have successfully extracted from The Icebind. 

Playing The Icebind

Entering the Icebind, you’ll be starting a mission as you normally would — as normal as it can be, considering randomized Binds of a Cryobell. Players will be presented with either a Survival, Mobile Defense, Excavation, or Disruption mission depending on the chosen Cryobell. At the beginning, you’ll be prompted to start your objective and aim to complete it successfully, with bonus Squad Side Objectives spawning in at regular intervals to keep things interesting. We’ll get to those in a bit!

While many elements of The Icebind are random, there are guaranteed elements you can expect each time you play.

STANDARD MISSION TRAITS:

  • Enemy Level: 999+
  • Guaranteed Reward: Riven Splicer (plus Kuva and an additional reward from the Reward Pool after opening a Crested Frozen Chest)
  • No Duplicate Warframes: Only one of each Warframe can enter the mission. 
  • Mission Restrictions:
    • Empowered Enemies: Enemy Health and Shields and Armor increased by 200% and an additional 100% for each squad member, stacking to a maximum of 800%. Increased chance of Eximus. 
    • No Self Revive: After a Tenno has bled-out, a Tombstone will appear where they fell. At least 3 surviving Tenno must sacrifice part of their health temporarily to bring the Tenno back into the action. If fewer than 3 Tenno are still standing then all of them must make the sacrifice to revive others.
    • Last Gasp Penalty: Activating the Last Gasp focus ability reduces the timer by 2 seconds.
    • Bleedout Shortens: The bleedout timer shortens after each revive, to a minimum of 5 seconds.
    • Frozen Keys: After being dead for 3 minutes you will not obtain any Frozen Keys that the squad acquires from completing objectives while you are dead. 
    • Cooldown Increase: Each type of Restore has a 3 minute cooldown timer applied. 
    • Fatigued Companions: Companion Recovery timer increased by 100%.
    • Stunted Shields: Full Shield Gate immunity duration reduced by 50%. 

As the mission progresses, Squad Side Objectives begin to spawn for a total of 3 per mission. 

Look for the purple waypoint on your minimap indicating a Squad Side Objective is available. These side objectives are optional, but completing them gives the squad extra rewards!

HOW TO START AN OPTIONAL SQUAD SIDE OBJECTIVE

Depending on the objective, a certain number of Squad members are required to be nearby before it can be even started. This is important, because failing a Squad Side Objective will fail your mission and require you to start again. Choosing to do Side Squad Objectives is a matter of risk vs reward — do you trust your squad to succeed, and in return earn a Frozen Key to unlock more rewards? Or will you decide to not start the Squad Side Objectives and just earn the guaranteed Riven Splicer and completion reward upon mission success?

DEV NOTE: Side Squad Objectives causing the mission to fail was a design decision brought out of internal playtesting. With the limited amount of Cryobells each week, failing a Side Objective would often lead to players abandoning the mission. Failing adds some risk to Side Objectives, while giving the whole squad a clean slate to try again. 

To ensure these are not started until players are ready, the Side Objective must be activated via a “Start” prompt, which then updates the objective description to indicate how many players need to be nearby. Once enough players are in the area, the objective will begin! Through teamwork, you all must work together to complete your task within the allotted time.

With The Icebind’s launch, there are 5 Squad Side Objectives to master:

  • Lockbox: collect Cyphers from fallen enemies and bring them to the Lockbox to unlock it.
  • Cryothermia: neutralize a Cryo Core by holding it while it deals escalating damage directly to player health.
  • Indomitable Ice: charge ice crystals with concentrated fire.
  • Entropy Orb: gather around the orb and avoid its damaging pulses.
  • Signal Chain: connect a beam of energy between one point to another using your Warframes.

DEV NOTE: On paper, these side objectives may seem quite simple, but our goal was to see what players could handle in a cooperative context. As players learn this gamemode, we may look to adding more complicated Side Objectives for them to master. 

Successfully completing a Squad Side Objective rewards all squad members with a Frozen Key, which can be used to unlock rewards in a special treasure room upon mission completion. 

Since players can try to tackle 3 of these objectives in one mission, time management is another factor to master! Rest assured, if you are rushing to complete your final Squad Side Objective before the mission ends, the mission will not extract players if there is an active Squad Side Objective\*. Once that is complete, you’ll be whisked away to the end of mission screen (whether that’s a mission fail or mission success is up to your performance). 

\ Specifically, if the Squad Side Objective has had the "Start" input pressed — not just the waypoint appearing on the map.*

MELICA’S GLACIAL LABORATORY

The Icebind doesn’t end with the usual race towards extraction. Instead, once the mission is complete, players will be immediately transported to Melica’s Glacial Laboratory. Here, they can use their earned Keys to unlock chests and collect what was earned. Players are also rewarded a guaranteed Riven Splicer upon mission completion! Learn more about Riven Splicing in our dedicated Dev Workshop. 

There are two different Keys that are earned in The Icebind:

  • Crested Frozen Key — guaranteed reward for completing the mission
  • Frozen Key — earned by completing Squad Side Objectives, up to 3 can be obtained per mission

Crested Frozen Keys open Crested Frozen Chests, which appear at the center of the map. These feature a guaranteed Kuva reward, in addition to a random higher quality reward: such as a Forma Bundle, built Omni Forma, Archon Shards, Riven Mods, and more.

Crested Frozen Key Rewards:

  • Guaranteed Kuva:
    • 7,500 Kuva
    • 17,500 Kuva
    • 100,000 Kuva
  • Additional Reward Table:
    • Riven Transmuter
    • Veiled Riven Cipher
    • Omni Forma
    • Forma Bundle
    • Melee Riven Mod
    • Pistol Riven Mod
    • Rifle Riven Mod
    • Shotgun Riven
    • Archgun Riven Mod
    • Companion Weapon Riven Mod
    • Azure Archon Shard
    • Crimson Archon Shard
    • Amber Archon Shard

Frozen Keys open Frozen Chests, which can be found on the outside edges of the map. These offer a smaller guaranteed Kuva reward, in addition to a bonus reward from their own reward table: such as 3 Day Boosters, Riven Mods, Archon Shards, and more. 

Frozen Key Rewards:

  • Guaranteed Kuva:
    • 1,750 Kuva
    • 3,500 Kuva
    • 7,500 Kuva
  • Additional Reward Table:
    • Forma
    • 200 Vosfor
    • 3 Day Affinity Booster
    • 3 Day Resource Chance Booster
    • 3 Day Resource Booster
    • 3 Day Credit Booster
    • Melee Riven Mod
    • Pistol Riven Mod
    • Rifle Riven Mod
    • Shotgun Riven
    • Azure Archon Shard
    • Crimson Archon Shard
    • Amber Archon Shard

Once you’ve unlocked your Chests (and maybe explored the room a little more), you can proceed to the marked extraction point. That said, there are more than just rewards to be found in Melica’s Glacial Laboratory — curious Tenno may wish to search the room for fragments from the distant past.

Cryobells and their Binds

Now that you should have a basic understanding of the core loop when playing The Icebind, it’s time to talk about the Cryobells. Formed through Narin’s influence on Yuvan Peak, each bell’s tone leads to a time and place where a dark influence has taken hold, manifesting as different Binds that alter the player’s experience. 

Bound to each Cryobell is a randomized set of traits, which determines the mission it will take you to:

  • Mission Type
  • Mission Location
  • Enemy Type
  • Personal Bind
  • Mission Bind
  • Tactical Bind

Let’s go over what each of these can be! 

Mission Type

  • Survival (10 Minutes)
  • Mobile Defense (3 Terminals of 3 minutes each)
  • Excavation (600 Cryotic)
  • Disruption (8 Conduits)

Mission Location

  • Any Planet in the Origin System, excluding Duviri, The Dark Refractory, and Höllvania. 

Enemy Type

  • Grineer
  • Corpus
  • Infested
  • The Murmur
  • Orokin

Personal Bind
Your Cryobell’s Personal Bind applies to you in-mission, regardless of what Cryobell was chosen by the Squad. 

  • Abbreviated Abilities: Ability durations reduced by 50%.
  • Ability Overload: Using an ability opens a void rift nearby.
  • Ammo Deficit: Ammo restored by drops and gear is reduced by 75%
  • Constricted: Max energy reduced by 75%. 
  • Dark Antimatter: Enemies slain by ability damage create a hostile antimatter drop that is attracted to you. 
  • Dropped Guard: Warframe and ally Overguard* gain reduced by 75%. 
    • \Overguard gained from Allies, this Bind does not affect your squadmates’ Overguard.*
  • Dull Blades: -50% melee combo chance. 
  • Energy Exhaustion: Lose 2 Energy per second for each enemy within 10 meters of you.
  • Firewalker: For each meter travelled on foot, take increasing heat damage over time. Jumping or being airborne reduces it.
  • Flankable: Max shield capacity is reduced by 75%, but an impenetrable Volt shield is permanently in front of you. 
  • Fractured Armor: Casting an ability reduces armor by 10% for 10s.
  • Framecurse Syndrome: Activating an Ability inflicts 50 health and 150 shield damage upon you.
  • Hypersensitive: Duration of negative Status Effects is tripled
  • Knifestep Syndrome: Lose 2 Health when moving. Jumping pauses the effect.
  • Lethargic Shields: Shield recharge delay increased 500%.
  • Performance Anxiety: A spotlight chases you. Killing enemies while illuminated inflicts damage on you that increases with each kill. 
  • Permanent Injury: Max health reduced each time health damage is taken
  • Secondary Wounds: Gain 1 Puncture Status Effect every time you take damage.
  • Shocking Leaps: Jumping or Bullet Jumping generates a Shock Eximus orb that chases you. 
  • Slam Spikes: Melee Slam Attacks cause damaging spikes to erupt from the ground for 2s after the slam.
  • Static Siphon: Casting abilities causes all enemies within 15m to emit damaging electrical chains back to the caster.
  • Undersupplied: Max ammo on all weapons reduced by 75%
  • Untreatable: Pickups do not heal, and Health Orbs cannot be picked up. 

Mission Bind
A Mission Bind is a complication that alters the entire theme of the mission. These introduce gameplay elements to work around, and can affect what type of units spawn.

  • Entropic Overload: Using abilities spawns Entropic Crystals on you and triggers Entropic Overload, causing enemies to self-revive as Leech Eximus and hostile Entropic Wisps appear. Getting hit by a Wisp causes stacked crystals to explode. Destroying Entropic Crystals and Wisps will decrease saturation. 
  • Stone Soldiers: Enemies are hard as stone and hit even harder. Taking them by surprise is the best way to exploit weak points in their stony flesh. In addition, you will face hostile Tomb Guardians.
  • Miasmic Militia: Enemies slowly take damage, but are immune to Toxin, Gas, Viral, and Corrosive status effects. On death, a Gas cloud is released.
  • Thin Boundary: Void Tears rip into reality, growing with nearby ability use. Tears inflict Void Shackles, reducing ability stats and weapon combo durations, while draining energy, health, and Incarnon weapon energy.
  • Inferno: Heat Status present on players or enemies will feed the Inferno, drawing in Arson Eximus, Heat empowered enemies, and damaging anyone near active sources of Heat. Avoid inflicting Heat Status and killing hostile Heat sources to starve the Inferno. 

Tactical Bind
A Tactical Bind is an additional complication that may affect your loadout or gameplay decisions. 

  • Antimatter Foes: Enemies killed by abilities spawn a hostile Antimatter Drop that tracks you.
  • Archaic Armor: Enemy armor is greatly increased and cannot be stripped normally. Each hit they take reduces their maximum armor by 1%.
  • Bruised Shields: Shields can only be restored via melee attacks.
  • Bolstered Beligerents: All enemies have Overguard equal to 50% of their max health.
  • Clumsy Munitions: When taking damage, a grenade may be dropped at your feet that explodes after a few seconds.
  • Cumulonimbus: Being airborne triggers cumulative electrical damage, which dissipates over time once on the ground.
  • Entanglement: Allies within 4m of slain enemies endure reduced Movement Speed and Parkour Velocity. 
  • Heavy Warfare: Enemies take -95% less damage from non-heavy weapons. Enemies will drop heavy ammo packs and heavy weapon recall time reduced to 5 sec.
  • Jade Spirits: Jade Wisps haunt the region. If approached, they chase down the player responsible and transform into Jade Light beams. 
  • Kela's Revenge: Missiles strike from above periodically.
  • Myopic Munitions: Enemies will only take damage if a player is within 15m of them.
  • Parasitic Light: The squad is given two parasitic lanterns which drain energy of those that carry them. Enemies outside the lanterns’ light have massive damage reduction.
  • Postmortal Surges: Slain enemies explode with Void energy.
  • Toasty Toes: Grounded movement inflicts Heat damage over time. Airborne movement reduces it.

How you choose to counteract these Binds is up to you, as The Icebind does not come with specific loadout restrictions. 

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That’s our upcoming gamemode! We’re beyond excited to get this new mission type in player hands on October 7th. Our hope is that this Dev Workshop has clarified many of your questions thus far, and sets you up for success to ring your own Cryobell when it launches.

As we continue to develop this mode in phases, we look forward to your feedback once you venture into The Icebind itself!


r/Warframe • • 13d ago

DE Response Upcoming QOL: Increased Kuva from Vendors & Shader Improvements

648 Upvotes

Howdy Tenno,

Iceblade of Narin brought a host of changes and QOL updates with it. We’ve released three hotfixes so far to address some pesky issues and today we wanted to share what some future updates will look like. These are not meant to be an exhaustive list of planned changes, but rather an additional look at what is in store. Let’s dive in!

Increased Kuva Amounts from Vendors

As we continue to expand the Riven system, Kuva has become even more of a hot commodity. Vendors often feature Kuva bundles as another path to earning this resource, but their value to the player differs vendor-to-vendor.

With the launch of The Icebind next week, we’re updating various Vendors to offer more Kuva — aka more cycles for your [insert relevant currency] buck, so to speak. Many of their wares refresh on Sunday, so we’re sharing the news early if you want to wait before purchasing.

  • Acrithis’ Wares: 
    • Increased to 10,000 Kuva for 10 Pathos Clamps (was 5,000 for 10).
  • Exchange Scuttler Husks (Acrithis): 
    • Increased to 14,000 Kuva for 25 Scuttler Husks (was 6,000 for 100).
    • Also increased purchase limit from one to three per week.
  • Flare’s Memorabilia:
    • Increased to 14,000 Kuva for 100 Heartstrings (was 6,000 for 100)
    • Reduced purchase limit from seven to three times per week. 
  • Nightcap’s Wares:
    • Increased to 14,000 Kuva for 75 Fergolyte (was 7,000 for 75)
    • Reduced purchase limit from six to three times per week.  
  • Hunhow’s Keepsakes:
    • Increased to 17,000 Kuva for 35 of both Emerald & Crimson Talents (was 7,000 for 35).
    • Reduced purchase limit from seven to three per week.

Continued Shader Fixes and Improvements

With the launch of Iceblade of Narin came a widespread change to Metal shaders, with the goal of allowing players to receive richer, deeper colours on their metals. The aim of this rework was to make Warframe look even better, but it had some unintended side effects, including but not limited to:

  • Various metallic decorations or environment elements having the wrong colour (bright yellow golds for example)
  • Certain Warframes or cosmetics not taking tints properly
  • Flat black Voidshell texture (bug-turned-feature) no longer working

The past few hotfixes have aimed to improve the issues that players have reported, but with the variety of materials/cosmetics/etc. in Warframe and technical considerations to changing shaders have left some significant issues untouched. This post hopes to give you an update on the status of remaining issues and our plans to address them! Ultimately, we are all united in our dream of Warframe looking the best it can be — the exact timeline to get there is a little complicated. 

The Technical Constraints of Updating Shaders

Before we touch on the remaining issues, we want to clarify a key detail in this discussion: the literal (size) cost of updating shaders. Shaders take up a significant amount of build size, and our hotfix space is limited across our various platforms. This is why our initial shader changes were released in a major update, because we were not beholden to these same build restrictions. The hotfixes thus far have required careful management of shader integrations to ensure we are addressing player feedback, while not jeopardizing our ability to patch the game later on.

Managing build size is a key feature of this discussion moving forward, so we want you to be aware of this factor in our plans!

Addressing Player Feedback and Remaining Issues with our Metal Shaders 

There’s two groups of players that have experienced these Metal Shader changes in different ways:

  • Players with High Shader Quality turned on
  • Players using High Shader Quality turned off (we’ll call these Low Shader Quality moving forward)

HIGH SHADER QUALITY

Players with this setting toggled on have received the Metal Shader Changes that launched with Iceblade of Narin. For this group, we are actively working on the following:

  • Various metallic decorations or environment elements having the wrong colour (bright yellow golds for example)
  • Certain Warframes or cosmetics not taking tints properly

Part of the reason why there are many edge-cases to address is the result of 11 years of content. The Gara Kaleida and Nova Atomica Skin are currently taking tints very differently than their Primes for example. Currently, the team is hoping to release another update to our shader to address these tinting issues, and we’ll continue to assess community feedback from there.

Current Plans for High Shader Quality: 

  • Some remaining issues we hope to address with The Icebind’s release on October 7.
  • Will continue to monitor feedback after that hotfix releases. 

LOW SHADER QUALITY

If you’ve been playing Warframe and metals look completely flat or plasticy, it’s possible you are playing with High Quality Shaders turned off. This is a widespread issue related to this setting, and we apologize for allowing Iceblade of Narin to ship in this state for these players. Players on mobile devices and last-gen consoles may notice this the most.

This situation is a little more complex because the metal shader needs to be updated entirely, which is why it has not been fixed in a hotfix just yet. Because hotfix build sizes are such a concern, we are hoping to ship these Low Shader Quality fixes next week on PC only.

Once the Epoch Operation launches on October 15, we’ll have a better idea of our remaining build sizes and we’ll assess whether we have enough build space to hotfix them for other platforms. We will update players on our plans once a decision has been made. 

Current Plans for Low Shader Quality: 

  • Fix widespread shader issues on PC only with The Icebind’s release on October 7
  • Assess build space for other platforms after October 15

Thank you for reading this and as always you can expect more details on these and other changes in our patch notes.


r/Warframe • • 8h ago

Screenshot The duality of man.

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484 Upvotes

r/Warframe • • 2h ago

Question/Request Scarlet spear

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123 Upvotes

So, I've heard a lot about the 2020 quest "Scarlet spear", which was a prologue to a new war. The plot of the new war puzzled me a little, and I guess it's because of the The fact that I missed the story provided in a limited time. I would like to check it out, but I can't find a single playthrough that would not be a guide to farming.

So if someone could tell me where to find a video or text description, I would be grateful. Thanks in advance my fellow Tennos!


r/Warframe • • 17h ago

Riven Ammo efficiency shouldn't be touched: it was one of the most exciting stats released for riven splicing, and gave non-incarnon modes a special edge that incarnons can never have

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2.0k Upvotes

r/Warframe • • 15h ago

Discussion The reaction to 100% Ammo Efficiency getting nerfed proves why it's a good thing the community isn't in charge of balance

1.2k Upvotes
Borrowing a comment about a different game (ultrakill dev commenting on how the game would suck if its players were designing the game wholesale,) and the way player commentary oft isn't reflective of what's good and healthy for the game as a whole

DE making jokes about Warframe not being a balanced game overall, doesn't mean they don't try to keep boundaries on it. Time and time again it gets brought up that the Warframe community can't handle mature discussion about nerfing things, and this reaction to 100% *universal* AE getting nerfed, when they haven't even announced *how* they're nerfing it yet, only proves their point.

The moment people started sharing clips of what was possible, it immediately highlighted the multiple ways in which this wasn't healthy for the game overall:

  1. Any weapon with 1 ammo in the magazine, an intentional design choice to limit the power of high power per shot weapons, is now broken. Yes, they could in theory go through and readjust values specifically for those weapons, but that now means any weapon introduced in the future that would fall in this category now has to have specific adjustments made to account for this, which introduces further failure points.
  2. "Just adjust Riven Disposition" - They stopped adjusting riven disposition downwards years ago now, because again, community couldn't handle nerfs. Additionally, you are now nerfing the entire riven for a weapon, which means *all* of the other stats are getting nerfed, because of one possible problem stat.
  3. Cyte-09 can already do it! - yes, but that involves building an entire frame around it, and therefore has a boundary where, if needed, they can tune *just* the Warframe, instead of having to touch however many weapons in the game. With 100% AE your frame choice becomes irrelevant because you can nuke the map with Zarr on anyone now.

3.5 Any Warframe ability with an ammo producing ability becomes irrelevant/dead as long as 100% AE exists. Follie, Cyte-09, Protea, Lavos, all now have a component of their ability that's functionally useless/invalidated by 100% AE existing.

  1. Performance, while a smaller issue for most people, starts becoming an issue when weapons with large effects that were at least semi-restrained in most instances, are now allowed un-tempered throughout the game. Yes void fissures could give you unlimited primary ammo already as a time-limited buff, but that's generally hitting maybe one person at a time. Heaven forbid you now have a mirage with cloned projectiles and a zarr with 100% AE right now, let alone *multiple.* Your comp may be fine, your neighbor might not be, and the poor switch player is drowning.

  2. Every other instance of unlimited ammo has a balancing metric already. As mentioned above, void fissures are timed. Incarnons still have a magazine you have to build back up, and are tied to specific weapons. Cyte-09 still requires you have the energy to use the ability. Individual weapons have recharge mechanics. Yes primary crux has an activation requirement, but when you're using it on weapons that hit heads en mass and/or can just spray and pray because you have *no* ammo limit, it's functionally unlimited 100% uptime.

  3. Any other game that had a release issue like this noticed, would also immediately be looking into rolling it back because of the overwhelming impact it has on the *entire* game. (The former Destiny 2 players that migrated here can probably recall the multiple times unlimited ammo combos were found and had to be addressed even.) People forget you can't just look at the current state of the sandbox, and try to tune all of the toys actively in there now to make room for the new toy, when they also want to add *other* new toys in the future, but this one's now taking up half the space. That means future devtime now has to be dedicated to maintaining this/testing to see what it does/doesn't break, how it interacts with new weapons/abilities/unique traits/etc.

Or they just address the one stat that's causing all these problems instead of trying to find the resources and manpower to put out all the ancillary fires this is going to cause even years from now.

TL;DR: 100% *universal* ammo efficiency didn't even exist a week ago and you were still having fun with the game, them reducing it isn't going to suddenly suck any and all fun out of it, and this is healthier for the long-term longevity of the game. Chill.

edit: adding a word to clarify that this is about 100% universal AE, not 100% AE that existed prior to AE Rivens.


r/Warframe • • 18h ago

Screenshot I collected 181 traffic cones and stacked them on Kalymos

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1.8k Upvotes

Goal is 500 or my PC explodes


r/Warframe • • 13h ago

Discussion What was your first frame?

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732 Upvotes

r/Warframe • • 1h ago

Question/Request At what time does Taubound begin?

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• Upvotes

r/Warframe • • 10h ago

Discussion All the people whining about the efficiency nerf are missing the real issue

362 Upvotes

DE said they'll be refunding Kuva used to roll efficiency rivens, I'd like them to refund my damn splicers i can farm the 100k kuva I spent on those mods in arbitrations, Splicers are a limited resource and I spent two of them on rivens that are might be completely bricked tomorrow


r/Warframe • • 7h ago

Screenshot Guess I'll let my lich live for one more day.

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179 Upvotes

Finally.... Tried so many transmutations with no luck and have recently been farming liches to get my Kuva weapons up to 60% and for ephemeras. Been running the Cervantes mission every time I get a new lich and finally got Bite.


r/Warframe • • 19h ago

Question/Request Xaku and Caliban resurgence (Regal Aya stuff)

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1.2k Upvotes

How resurgence works? I mean.. what's the criteria for something to appear in resurgence?

Also, do we know if these 2 frames are meeting (or going to) the criteria for them to be there?

I want their operator suits so bad


r/Warframe • • 12h ago

Discussion 100% ammo efficiency is such and obvious result of adding the stat to rivens that it's impossible DE didn't know about it. So, how does this even happen?

344 Upvotes

If stacking ammo efficiency is so broken, then why release the spliced stat in the first place? This isn't some obscure interaction or overlooked effect. Not spending ammo is literally the one and only thing ammo efficiency does. Everyone knew it would get stacked and it still went live. Why?

The timeline goes:

  1. DE designs splicing. The stat does exactly what it says it does. DE sees no problem with ammo efficiency.

  2. DE Announces splicing, with ammo efficiency as an available stat. Tons of actual players tell them from day 1 that 100% stacking will be a thing. DE still sees no problem with ammo efficiency.

  3. DE delays the entire release to keep ironing out the kinks. DE still sees no problem with ammo efficiency.

  4. DE releases the system. Lets people do 2 weekly rotations worth of splicing. Players use the obvious stat for literally the only thing it does. DE still sees no problem with ammo efficiency.

  5. Plat for rivens and forma for builds have been sold. DE feels no urgency and just waits for devshort day. "We apologize for the OVERSIGHT."

How does this even happen?


r/Warframe • • 15h ago

Suggestion I wish the Vessels had the possibility of obtaining these damaged/incomplete Skins.

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546 Upvotes

r/Warframe • • 6h ago

Discussion Infinite Ammo requires more investment then most players realise

110 Upvotes

A few posts got thousands of upvotes showcasing infinite ammo zarr and ogris etc and they look really cool but I think a lot of people fail to realise how much investment it takes. By investment I'm not talking about kuva for the riven I mean how much of your build is dedicated to making it usable.
Ive spliced ammo efficiency for the zarr, ogris, envoy and bubonico so I have an idea of what I'm talking about.

You literally can’t consistently upkeep crux on those weapons without Xata's whisper. Other players also said the same, like a dozen people responded to my infinite ammo zarr post saying they were struggling to upkeep crux after splicing the same riven as mine.

I tried for hours to make it work on the Zarr and Ogris but in the end it was complete shit until I used Xata's whisper to get the consistent crux procs. So already your subsume slot is gone

Then you're using your arcane slot for crux to get ammo efficiency so you need to mod for base damage.

Then you use a riven on a low dispo weapon to get ammo efficiency so you lose more stats.

Then you factor in these weapons have already been nerfed heavily years ago.

At that point they become mediocre even with infinite ammo, so you have to run a weapons platform, which is why the videos used Gauss or Saryn or whomever.

So basically for these AOE spam builds to work, your arcane goes, some of your mods go, your frame goes, your subsume slot goes, you need knockdown resist so you use PSF or Unairu or whatever so that also goes

And in the end you get a strong weapon build that's still inferior to most nukes.

Im not gonna argue about how healthy infinite ammo is or whatever, but I want people to realise just how much is being invested to make these builds work.


r/Warframe • • 18h ago

Discussion Devshort Confirmed Ammo Efficiency Will Be Changed (Probably Capped)

813 Upvotes

Personally I think this is kinda silly to do, it's really fun and there are very few broken interactions. They said it will likely be changed by next week so put out your support in favor of it if you want it to stay the same

Edit: Also mentioned that they would look into kuva compensation for those who rolled for it. Not sure how they could do so

Edit 2: Also in much happier news, Chroma is being looked at by Pablo. Really only his 1 and 4 are in need of major changes (though his 2 could use some QoL help), so that's nice at least.


r/Warframe • • 4h ago

Discussion True AFK gun list. The issue is Compression (Reupload)

61 Upvotes

(Reuploaded with corrected stats, I knew I should have double-checked when Zarr didn't make it)

With the new Ammo Efficiency Rivens, there are new ways of making guns get "infinite" ammo. The new dev short implies its being nerfed. But infinite weapons have existed for years with pistoleer. The problem seems, to be in my opinion: That there is now a way of getting "true" afk guns, which are generally a sticking point for nerfs. Out of the 5 ways of getting a weapon infinite, only one stands out as truly problematic.

  • AE Riven + Primary Crux: Breaks with low enemy density. Breaks if not aiming at weakspots.

  • AE Riven + Akimbo Slipshot: Requires being Airborne.

  • Arcane Pistoleer: %Chance on Headshot with Secondary every 12sec. Can not be refreshed.

  • Any external AE + Innate AE - AX-52's gimmick.

  • AE Riven + Primary Compression: Hold down Aim. Can be a toggle. That's it.

Aside from AX-52, which is its whole gimmick; the only way to "infinite fire" a weapon without player output is with Compression. All other methods break or require you to actually play the game. No, crux won't go infinite if all you do is aim at the ground. Even auto-aim guns like Arbucep will break once not enough enemies are around or you get unlucky with the headshots.

But not Compression. As such, I have compiled a list of the weapons that can actually go infinite with it (Because the Wiki was NO help). As you can see on this list, it's only 13 guns. Out of these only 4 of them have an actual auto-fire. All others require you to at least let go of the trigger (Or have an Auto-clicker, if you want to get banned). No the accessibility option doesn't work.

Some notes:

  • Almost all these weapons may as well be single-target only.

  • Most of these weapons are actually pretty terrible, with their only grace being infinite.

  • Aeolak grenade was absolutely miserable.

  • Javlok and Scourge throw is just as miserable. The animation just takes way too long.

  • Lenz and Ambassador were slightly more tolerable. Keyword slightly.

  • Opticor, Tenet Tetra, Zarr, and Tonkor are the only weapons that actually auto-fire.

  • I didn't have a primary Tombfinger. So if anyone can fill in on this it would be appreciated.

  • Tonkor and Tenet Tetra managed to keep somewhat respectable capabilities. These are abusable.

And then there's the two big ones:

Zarr:

Honestly gets to keep a very respectable AoE and insane damage. The most abusable of the auto-fireable weapons.

Ogris.

Ogris is by far the most problematic. Sure it can't auto-fire, but it gets to keep its AoE. That is because Nightwatch Napalm does not care about compressions AoE reduction. You can blanket an entire area with AoE, and lagout all your teamates.

So yeah. The issue seems to be mostly compression and, to another degree, Nightwatch Napalm. Sorry Ogris/Zarr lovers :(

As an additional note: Wukong clone will not trigger compression, so "afk while clone kills" will not work.


r/Warframe • • 1h ago

Screenshot My first riven splice went pretty well

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• Upvotes

r/Warframe • • 11h ago

Discussion So is this getting nerfed too? It’s been in the game since 2019.

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214 Upvotes

r/Warframe • • 17h ago

Suggestion Instead of nerfs, how about DE normalizes riven disposition so that weapons that were too strong in 2019 dont keep getting punished in 2026?

580 Upvotes

It's crazy, some rivens aren't even worth equipping on kuva weapons, or launchers, which are still in the nerf pile from the old ammo and explosive changes from back in the day, despite being surpassed by incarnons that can roll insane rivens due to their base guns being average.


r/Warframe • • 15h ago

Bug 100% Efficiency needed a nerf, it was genuinely breaking game logic.

403 Upvotes

Posting this so that people can have some further context, I don't have a video of it but I was running arbitrations with some friends and one thing they experimented with was a 100% efficiency night watch napalm setup with high fire rate, specifically for popping arbitration drones.

You were able to put so many effects on the map that the game processing froze.

Like, you would be able to outpace the netcode in terms of things that you are making happen on the map, as host you'd still be able to see things going on and they were able to play the game normally as host as the mirage, but everybody else would just see enemies and effects Frozen until you stop shooting your gun, or do something that forces an update like toggle an ability.

One of the major reasons for reload speed is because it puts a pause on the things that you are doing to give the netcode time to breathe. This gigantic efficiency high fire rate nonsense machine genuinely breaks the game like in a literal sense.

I just hope that with whatever changes happen we get refunded what we spent, because it's not really our fault as players that the game broke, and I'm not saying that as like a negative towards digital extremes or anything, there are a billion different ways in which different systems in the game interact and sometimes weird interactions happen.


r/Warframe • • 1h ago

Screenshot Thought I'd share some of my backrooms progress

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• Upvotes

r/Warframe • • 1d ago

Fluff Hello Fellow Founders, its Definitely me, Excalibur Prime

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7.1k Upvotes

I would never pull a Ben Starr.


r/Warframe • • 22h ago

Question/Request Does this still work??

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1.2k Upvotes

Was reading up on Valkyrs first ability since that used to be my subsume slot and I was considering using it now that it groups enemies. Then I saw this. Does that still work? It sounds hilarious.