2020’s First Mainline: Review, Revise, Refresh: Part 2!
Tenno,
We are still slated to release this Mainline this week (today on PC, if we’re lucky!) but since Friday’s workshop, a couple of new or added details have emerged that warrant sharing ahead of launch time.
Please review Friday’s Workshop before diving in here: https://forums.warframe.com/topic/1171232-2020%E2%80%99s-first-mainline-review-revise-refresh/
CTRL + F Index as follows:
Warframe Armor Buffs
Arcane Guardian Rank 5 Details + Reminders
Operator Magus Changes
Depth of Status Changes
Aura Changes
Self Damage + AoE Weapons
Closing
Warframe Armor Buffs:
The following Armor Values are changing for Warframes:
Ash: 65 to 100
Ash Prime: 150 to 175
Banshee: 15 to 100
Banshee Prime: 65 to 125
Baruuk: 150 to 175
Ember: 100 to 125
Ember Prime: 125 to 150
Equinox: 100 to 125
Equinox Prime: 120 to 150
Gara: 125 to 150
Gauss: 150 to 175
Harrow: 150 to 175
Hydroid: 200 to 225
Hydroid Prime: 250 to 275
Inaros: 200 to 225
Ivara: 65 to 100
Ivara Prime: 65 to 125
Limbo: 65 to 100
Limbo Prime: 85 to 125
Loki: 65 to 100
Loki Prime: 65 to 125
Mag: 65 to 100
Mag Prime: 65 to 125
Mesa: 65 to 100
Mesa Prime: 85 to 125
Mirage: 65 to 100
Mirage Prime: 150 to 175
Nekros: 65 to 100
Nekros Prime: 65 to 125
Nezha: 175 to 190
Nova: 65 to 100
Nova Prime: 65 to 125
Nyx: 15 to 100
Nyx Prime: 50 to 125
Oberon: 150 to 175
Octavia: 125 to 150
Revenant: 105 to 125
Rhino: 190 to 225
Titania: 65 to 100
Trinity: 15 to 100
Trinity Prime: 15 to 125
Vauban: 50 to 150
Vauban Prime: 100 to 200
Volt: 15 to 100
Volt Prime: 100 to 125
Wisp: 150 to 175
Zephyr: 15 to 100
Zephyr Prime: 75 to 125
Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.
Arcane Guardian Details + Reminders
Arcane Guardian
On Rank 5: On Damaged:
15% chance for +900 Armor for 20s
- Arcane Energize will still give energy to toggled Warframe abilities - this has been asked a lot.
- Arcanes will require 21 Arcanes to reach the new Max Rank of 5. Scarlet Spear will feature a buy-what-you-want shop for Arcanes based on the currency earned in the event. It will launch in March shortly after the Mainline.
Magus Arcane Changes:
Spoiler
Magus Accelerant
On Rank 5: On Void Blast:
Reduce Enemy Resistance to Heat Damage by 65%
Magus Anomaly
On Rank 5: On Transference In:
Enemies within 30m are pulled towards Warframe
Magus Cadence
On Rank 5: On Void Dash:
100% chance for +90% Sprint Speed for 12s
Magus Cloud
On Rank 5: On Void Mode:
+300% Void Dash Radius for 6s
Magus Destruct
On Rank 5: On Void Blast:
Reduce Enemy Resistance to Puncture Damage by 65%
Magus Drive
On Rank 5: On Transference In:
Increase K-Drive Speed by 150% for 30s
Magus Elevate
On Rank 5: On Transference In:
95% chance to restore 300 Health to Warframe
Magus Firewall
On Rank 5: On Void Mode:
Generate Void Particles every 1s up to 6 particles, each granting 12,5% Damage Reduction for 60s. Taking damage consumes a particle.
Magus Glitch
On Rank 5: On Transference Static:
102% chance to negate Transference Static
Magus Husk
On Rank 5: On Transference Out:
+150 Armor
Magus Lockdown
On Rank 5: On Void Dash:
Drop a mine that tethers up to 10 enemies in 15m. After 4s it explodes dealing 60% of their Health as Puncture Damage.
Magus Melt
On Rank 5: On Void Dash:
Increase Heat Damage in Operator Mode by 20% for 15s, stacking up to 7x.
Magus Nourish
On Rank 5: On Transference Out:
Restores 35 Health/s to Warframe
Magus Overload
On Rank 5: On Void Blast:
Stun robotic enemies for 3s, which then discharge Electricity Damage dealing 80% of their Max Health to anyone within 25.
Magus Repair
On Rank 5: On Void Mode:
Heal Warframes within 30m by 25% Health/s.
Magus Replenish
On Rank 5: On Void Dash:
100% chance to heal 30% Health.
Magus Revert
On Rank 5: On Void Dash:
Use again within 3s, to return the Operator to their original position at no energy cost, Restores 60 Health. 3s cooldown.
Magus Vigor:
On Rank 5: On Transference Out:
+300 Health
Why: The Operator Magus changes were stated in a simple line in the first Workshop, but we wanted to go into greater detail on these. We have reworked Magus Cloud, since its original design was not popular.
Depth of Status Changes
Our original Workshop said the following:
“In further additions, previously unstackable Status Effects (Puncture, Cold, Magnetic, Radiation, Viral) will now have stacking effects. We’ll have more information on this later as it develops!”|
This Part 2 serves to provide that information. In a way,the Status changes are much bigger than just 'give >100% Status meaning'. While getting 2 Status Effects on a single shot is a novel change, the way Status' will now Stack is likely going to be more noticeable:
We have made substantial changes to not only adding stackable Status Effects to those Status’ without it, but also changing some existing:
Type |
Stacking Behaviour when a duplicate Status Effect Occurs: |
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Slash |
Each Slash Status has its own duration, but now we only show a maximum of 10 damage numbers in the HUD, damage is unaffected, but reducing how many damage events we show helps with performance |
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Impact |
Repeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (from Stagger to full Ragdoll). |
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Puncture |
The first Puncture Status Effect has an enemy deal 30% less Damage. Subsequent Puncture Status add +5% weakening, leading to up to 75% (capped). Each Puncture Status has a duration of 6 Seconds. |
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Cold |
The first Cold Status Effect deals 25% slow. Subsequent Cold Status Effects deal +5% slow for a total of 70% slow at 10 procs. Each Cold Status has a duration of 6 seconds. |
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Heat |
No Change. |
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Toxin |
See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds. |
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Electric |
AoE Electric Damage that is part of the Status Effect can now reoccur while the target is still under the stun animation of another Electric Status Effect. |
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Blast |
|
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Corrosive |
The first Corrosive Status Effect strips 26% Armor. Subsequent Corrosive Status Effects strip 6% more Armor, leading up to 80% Armor removal.
Each Corrosive Status Effect lasts 8 seconds. |
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Radiation |
The first Radiation Status Effect has an enemy deal 100% Damage to allies. Subsequent Radiation Status adds +50% damage, leading to up to 550% (capped). Each Radiation Status Effect has a duration of 12 seconds. |
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Magnetic |
New Status Effect entirely: enhanced Damage! First Magnetic Status Effect deals 100% additional Shield damage, subsequent Magnetic Status add +25% for a total of 325% (capped). Enemies under a Magnetic Status Effect cannot regenerate Shields. Magnetic Status Duration is now 6 seconds. |
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Viral |
New Status Effect entirely: enhanced Damage! First Viral Status Effect deals 100% additional Health damage, subsequent Viral Status add +25% for a total of 325% (capped). |
||
Gas |
The base duration of a Gas Status Effect now matches Slash for 6 seconds. |
Why: The inclusion of enhanced or different stacking of Duplicate Status Effects is one to refresh the appeal of Status. Our long-term goal with this change is to build upon this series of changes to allow Status to impact bigger threats like Liches and Eidolons and not just have blanket Immunity.
Faction Aura Changes
There are 3 Auras that target specific Factions:
Infested Impedance, Corrosive Projection, and Shield Disruption.
We are rebalancing the faction Auras to not completely bypass our rebalancing effort. More importantly though, with the complete Enemy defenses rescale these Auras (mostly Corrosive Projection) will not be as necessary as they were.
Why: We think being consistent is key. Passively removing 100% of an enemy's defenses is not an interesting choice, and we were completely inconsistent in this regard with Auras (i.e the efficacy of 4x Corrosive Projections vs 4x Shield Disruptions). Expect these Auras to reach somewhere in the 60-80% Range when 4x are equipped as we are still testing.
Self Damage + AoE Weapons
In addition to Self Damage being removed, 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. The Weapons include:
Kuva Chakkurr
Opticor
Opticor Vandal
Battacor
Simulor
Synoid Simulor
Ferrox
Astilla
Shedu
Kuva Seer
Cyanex
Staticor
Pox
Tombfinger
Granmu Prism
Exard Scaffold
In the original Dev Workshop, we said:
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.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
Closing
This post serves as an expansion to the big picture changes coming in Mainline - please ensure you review the original post! We really are changing a lot of the accrued staleness to Warframe's systems to refresh the Modding and gameplay. We will have 15+ Feedback Threads open after the launch, as well as dedicated Bug reporting threads. See you then, Tenno! We are very excited for the whole package of revisions.