Original Post — Direct link

https://forums.warframe.com/topic/1171232-2020%E2%80%99s-first-mainline-review-revise-refresh%C2%A0/?tab=comments#comment-11390872

Operation Scarlet Spear is coming this March, and it’s bringing a massive Lore Event that introduces ‘Squad Link’ - now known as ‘Operation Link’. Scarlet Spear will move the stakes of the world forward with a new cinematic. Prepare yourselves, Tenno. The Sentient threat is deploying forces that the Origin System has not seen since the Old War. It will be the first of Warframe’s many major Content expansions this year. But before we dive into the new Scarlet Spear’s launch we're bringing some of the biggest revisions to Warframe to date. In this (extremely long) Workshop, we are covering a broad variety of topics that are all receiving focused Overhauls or ‘Quality of Life’ improvements.

We were originally going to ship the contents of this Workshop with Scarlet Spear, but have decoupled the changes so you would have time to experience the revisions. We are targeting a release early next week on PC. After we’ve iterated on the revisions, you’ll jump into the biggest Operation in Warframe’s history: Scarlet Spear. Here is your guide for navigating what matters to you in this 20 part Dev Workshop!

And if you don’t feel like reading, here’s a quick video of the team recapping this for you:

video

CTRL + F INDEX:

Prologue: The thread of Reasoning

1) Railjack Onboarding Changes

2) Railjack Bug Fixes

3) Armor / Health / Shield

4) Infested Damage

5) AI Aimbots!

6) Shield Gating

7) Self Damage Changes

8) Excavator Health/Shield Scaling Changes

9) Titania Changes / Vauban Tweak

10) Reward Changes: Nodes.

11) Select UI Changes from Workshop Part II.

12) 100x Restore Blueprints

13) Sentinel Mods: Shared Usage Allowed

14) Arcane Changes

15) Greater than 100% Status having meaning.

16) Status Mod Buffs

17) Grenade Markers

18) Kuva Lich Murmurs / Fixes

19) Deferred Rendering Preview (opt in).

20) Preview HDR rendering (opt in)

BONUS ITEM 21: FOV

Closing: 20 Parts Later.

Prologue: The thread of Reasoning.

When presented with a 20 part workshop that touches everything from specific Warframes to damage systems, you may find yourself asking ‘Why’. Each section will receive a tailored explanation to the change (some deeper than others), but a thread of Reasoning can be found woven throughout this workshop: Warframe always aims to become a better version of itself. Year after year we completely change things - from Melee last year, to Movement years ago, and so on. Enough systems have accrued to make our choice over these past 3 months a simple one: Review, Refresh, and Revise. We aim to refresh aspects of the game that have gone untouched, while addressing fundamental inconsistencies in the mechanics of the game.

Warframe is still about power and you being a destructive force in the Origin System with hundreds of tools at your disposal. Warframes have never been more lethal or powerful than they are in the current version of Warframe - we do not aim to reduce that across the board, but we do aim to let that power stand on consistency in our designs. Keep our guiding reasoning in mind while reading - the three Rs!

PC Players will get a 2x Affinity Weekend following launch.

Consoles will get a 2x Affinity Weekend following launch.

Railjack Onboarding changes:

The Rising Tide Quest gives you your very own Railjack, but the barrier to entry is - conclusively with months of stats - too high. We are releasing a revised series of Blueprints (BP) in the Quest that sees costs reduced between 66% - 75% for Railjack parts, and building time reduced to 6 hours each.

There are 3 situations players may find themselves in:

1) Haven’t started Rising Tide. Anyone just beginning will have fully new reduced BP costs.

2) Has started Rising Tide. Anyone with any progress at all gets 1x Rush Repair Drone, and will transition to new costs on the next Stage. Any old costs will be refunded.

3) Rising Tide Complete. Anyone with a complete quest gets 2x Rush Repair Drone. All cost differences will be refunded.

Why:

Upon Review, stats show truly the only people that saw Rising Tide to completion were our veterans, which was originally our intent to design content for veteran players. However, to sustain the cost of future development and events like Scarlet Spear, accessibility is key and we have to adjust the barriers to entry for Railjack. For those who were early adopters, 2x Rush Repair Drones will be given out. Anyone with the Rising Tide Quest active will receive 1x Rush Repair Drone. For those unfamiliar with Rush Repair Drones: these items can only be acquired via rare drop in the Veil Proxima, as they allow you to instantly complete a given Armament or Component.

Railjack Bug fixes.

We have over 45 bug fixes coming to Railjack in Scarlet Spear including some big ticket fixes:

  • Fixed the Intrinsic skill "Tactical Efficiency" (Tactical Rank 6) not modifying the Flux Energy cost of using Battle Avionics in a Railjack mission.
  • Fixed the Intrinsic skill “Reflex Aim” (Gunnery Rank 10) not snapping the player's targeting reticle to the nearest enemy lead if using a Railjack hit-scan laser weapon.
  • Fixed max Ranked Railjack ‘Tether’ Avionic not tethering up to 6 enemies as intended.
  • Fixed inability to use certain Intrinsics during a Railjack mission as the Operator.
  • Fixed Railjack Clients crashing aboard the Missile Platform after destroying the core.
  • Fixed a loss of functionality for Clients upon loading into a Railjack mission.
  • Fixed falling in an endless void after using the Archwing Slingshot as a Client into an exploding Crewship and attempting to leave the ship.

And a whole lot more!

Why: Well, this one is self explanatory! Bug-forum Reviews show the game has caused issues with players ability to enjoy the coordinated missions, and we are focused on fixing them.

Armor Health Shield Changes This section will go over before and after scenarios with our enemy Armor, Health, and Shield changes. Reading this section should give you a conceptual and on-paper understanding of what we’re changing and why, but practical experiences will tell the full story here. You may need to refresh some aspects of your Builds to truly optimize your power against your enemies.

Before: Armor, Shields and Health on an Exponential Curve

After: Armor Shields and Health on an S curve

Damage Changes:

Enemy Damage output should still be close to what is currently on the Live version of the game, but we have made a few changes that will affect how players take Damage in-game.

Damage-Type Changes:

  • Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor.
  • Toxin Damage used to apply to Armor with a 25% bonus. Now it is neutral. For role distinction, Toxin bypasses Shields (but not Armor) where as Slash Status bypasses Armor but not Shields.

Player Changes:

Player Shields, Health, and Armor used to be shared with all AI, so they had all the weaknesses and resistances that their AI counterparts did.

Now Players have their own unique Shield, Health, and Armor type classified as TENNO! These have all weaknesses and resistances neutralized (for now). Player Shields now reduce 25% of incoming damage. Player Shields now recharge with custom player-only logic. Shield recharge delays are based on depleted or partial depleted shields. Partially depleted shields (any amount) is a 1 second recharge delay. Full depletion is a 4 second recharge delay.

These changes to Player shields are in addition to coming Shield Gating changes, which you can read about in our Shield Gating section!

Why: Armor Scaling and enemy Damage Reduction was the nucleus for this change. For years Tenno have had the tools to deal with these things, but the tools were uniform: Use Corrosive Projection, or else. While this is a simplification, it removed the feeling of choice. With these changes, we hope players experience a feeling of variety and choice when taking on enemies. By changing the scaling for Armor, we could consistently change the scaling for all!

Infested Damage:

We did not want to overlook the Infested in our review. Infested are close-range enemies that telegraph most attacks - and now if one of those attacks hits you, it simply does more damage. Stay agile, stay moving, and the mission is as good as won!

Why: Having Infested simply deal more Damage encourages you to use mobility in ways that is not the norm for their ranged counterparts. Rewarding mobility is a key part of Warframe.

AI Aimbots

Up until now in Warframe, the higher the enemy level, the better their accuracy. High-level enemies would be pinned at the best Accuracy they are capable of - not quite 100%, but getting pretty close! Things like your movement and Mods would reduce accuracy, but the potential for bad ‘Aimbot’ moments was too high. We have spread this progression across a greater range of AI now We are decoupling enemy accuracy from level to reduce the overall ‘Aimbot’ like behaviours you face at higher levels.

Why: This change allows us more accurate balancing of foes at higher levels. This change alone would be noticed by simply sometimes ‘getting hit less’, but in conjunction with the numerous other changes we are making to enemies, it is part of a holistic Refresh to the underlying mechanics behind Warframe’s enemies.

External link →
almost 5 years ago - /u/rebulast - Direct link

Originally posted by sippher

PART II

Shield Gating: Friend and Foe

Friend: First, let’s answer ‘What is Shield Gating?’ when it applies to you as a player. In this implementation, Shield Gating is the mechanic of preventing an instance of lethal (‘1-shot’) damage if you have Shields active. Simply put, the goal is to reduce the number of ‘1-shots’ you take when your shields are up, particularly for Shield-based frames. When any shields are active, an incoming hit that depletes your last bit of Shields will not continue into your Health pool, and also triggers a brief time where your Health is protected. Once that period is over you can take Health damage normally. Additionally, you will no longer take Slash Status Effect damage to your Health while Shields are up.

Foe: Enemies - Corpus in particular - also have received a bit of a Shield Gating, but with skillful gameplay you can overcome this. Any Headshots or shots to Weakspots completely bypass Corpus enemy Shield Gating. In addition, 5% of the damage dealt when hitting the shield gate will target enemy Health - this allows you to take your Forma fueled weapons back to low level enemies and hit them hard instead of hitting the shield gate. The goal here is to make Shields a mechanic you want to play against with Mods (Auras, Elemental) or to bypass with skill (Headshots). Slash Status Effects will now deal damage over time to Shields, Toxin damage remains as-is (bypassing Shields to directly affect enemy Health). Damage from Warframe Abilities will ignore the enemy Shield Gate (i.e if an instance of Damage from an ability is greater than the Shield value, it will go into health as well).

Why: Giving both Friend and Foe shield gating has two purposes: we want to reward skill a bit more in all Corpus missions, and give the ‘squishier’ frames a bit more viable edge and a chance to really explore Shield-focused builds. Toxin Damage and Status Effects are still your friend against Corpus or Shielded enemies!

Arcane Changes

After years of Arcanes as a system - with several additions to the offerings and replacement locations, we are doing several things:

  • - Increasing the maximum Rank of Warframe and Operator Arcanes to 5, up from 3. Arcane Revives are a bonus that begins on Rank 3.
  • - Adjusting the power of Arcanes at Rank 5 to generally behave as if you had 1.5 equipped, list as follows:

Arcane Acceleration:

On Rank 5: On Critical Hit: 30% chance for 90% Fire Rate to Primary Weapons for 9s.

Arcane Aegis:

On Rank 5: On Shield Damaged: 3% chance for +30% Shield Recharge for 12s.

Arcane Agility:

On Rank 5: on Damaged: 60% chance for +60% Shield Recharge for 18s.

Arcane Arachne:

On Rank 5: On Wall Latch: 150% Damage for 30s. Cooldown added (cannot re-trigger while active).

Arcane Avenger:

On Rank 5: On Damaged: 21% chance for 45% Critical Chance for 12s

Arcane Awakening:

On Rank 5: On Reload: 60% chance for 150% Damage to Pistols for 24s

Arcane Barrier:

On Rank 5: On Shield Damaged: 6% chance to instantly restore all Shields.

Arcane Blade Charger:

On Rank 5: On Primary Weapon Kill 30% chance for 300% Melee Damage to Pistols for 12s

Arcane Bodyguard:

On Rank 5: On 6 Melee Kills within 30s Heal Companion for a greater amount.

Arcane Consequence:

On Rank 5: On Headshot: 100% Chance for 60% Parkour Velocity for 18s.

Arcane Defense:

On Rank 5: 102% chance to resist a Puncture Damage effect

Arcane Deflection:

On Rank 5: 102% chance to resist a Slash Damage effect

Arcane Detoxifier:

On Rank 5: 102% chance to resist a Toxin Damage effect

Arcane Energize:

On Rank 5: On Energy Pickup 60% chance to replenish Energy to nearby Allies Added duration and Cooldown added (cannot re-trigger while active).

Arcane Eruption:

On Rank 5: On Energy Pickup 100% chance to Knockdown nearby enemies.

Arcane Fury:

On Rank 5: On Critical Hit: 60% chance for +180% Melee Damage to Melee Weapons for 18s

Arcane Grace

On Rank 5: On Health Damaged: 9% chance for +6% Health Regeneration/s for 9s Cooldown added (cannot re-trigger while active).

Arcane Guardian

On Rank 5: On Damaged: 15% chance for +600 Armor for 30s

Arcane Healing

On Rank 5: +102% chance to resist a Radiation Damage effect

Arcane Ice

On Rank 5: +102% chance to resist a Heat Damage effect

Arcane Liquid

On Rank 5: +102% chance to resist a Gas Damage effect

Arcane Momentum

On Rank 5: On Critical Hit: 60% chance for +150% Reload Speed to Sniper Rifles for 12s

Arcane Nullifier

On Rank 5: +102% chance to resist a Magnetic Damage effect

Arcane Phantasm

On Rank 5: On Parry: 45% Chance for +60% Speed for 18s

Arcane Pistoleer

On Rank 5: On Pistol Headshot Kill: 60% Chance for 102% Ammo Efficiency for 12s Cooldown added (cannot re-trigger while active).

Arcane Precision

On Rank 5: On Headshot: 10% Chance for 300% Ammo Efficiency for 18s Cooldown added (cannot re-trigger while active).

Arcane Primary Charger

On Rank 5: On Melee Kill: 30% chance for +300% Primary Weapon Damage for 12s

Arcane Protection

On Rank 5: +102% chance to resist a Corrosive Damage effect

Arcane Pulse - Increased stats and added cool down

On Rank 5: On Health Pickup: 30% chance to Heal nearby allies

Arcane Rage

On Rank 5: On Headshot: 15% chance for a +180% Damage to Primary Weapons for 24s

Arcane Resistance

On Rank 5: +102% chance to resist a Toxin Damage effect

Arcane Shield

On Rank 5: +102% chance to resist an Impact Damage effect

Arcane Strike

On Rank 5: On Hit: 15% chance for +60% Attack Speed to Melee Weapons for 18s

Arcane Survival

On Rank 5: On Predeath: 60% chance for -150% Bleedout Rate for 60s

Arcane Tanker-

On Rank 5: On Archgun Equipped: +1800 Armor for 24s Cooldown added (cannot re-trigger while active).

Arcane Temperance

On Rank 5: -90% Damage Taken During Revive

Arcane Tempo

On Rank 5: On Critical Hit: 15% chance for +90% Fire Rate to Shotguns for 12s

Arcane Trickery

On Rank 5: On Finisher: 15% chance to become invisible for 30s

Arcane Ultimatum -

On Rank 5: On Finisher: 100% chance for +900% Armor for 30s

Arcane Velocity

On Rank 5: On Critical Hit: 90% chance for +120% Fire Rate to Pistols for 9s

Arcane Victory

On Rank 5: On Headshot Kill: 75% chance for 3% Health Regeneration/s for 9s

Arcane Warmth

On Rank 5: +102% chance to resist a Cold Damage Effect.

  • - Removing the ability to Equip two of the same Arcane simultaneously.
  • - Added the ability to Distill assembled Arcanes back into multiple unranked ones.
  • - Operator Magus Arcanes will be overviewed in the official Patch Notes, but will also receive 5 Ranks.
  • - Adding Arcanes as rewards for Operation: Scarlet Spear

Why: The reasoning here is mainly toward the ability to equip two of the same Arcane. This reasoning is one of past inconsistency and time determining intent. There are a lot of builds that specialize the use of two Arcanes, but we want to encourage a variety instead of duplication. Arcanes are the only Upgrade system in the game that allow two of the exact same upgrade to be equipped - and we would rather players have variety than duplications. In the same way you can’t equip Amalgam Serration and regular Serration, you can’t equip multiple Rivens per weapon, or any duplication of Mods at all, Arcanes will follow. But we are making major changes to the Ranking (up from 3 to 5 with power changes). Instead of having 2 of the same Arcane with a double effect, you can now choose between 2 different Arcanes that behave (generally) at 1.5x efficacy than before.

Self Damage Changes:

We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.

The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience.

Here is a Dev-build video of this in action:

video

In addition to this change, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part.

As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.

Why: Self Damage had a lot of drawbacks for weapons, resulting in flow-disrupting death.This Stagger replacement system favours agility with a less harsh consequence, while allowing some of the most powerful weapons in the game to remain that way due to their unique consequence. Weapons with self-damage will be converted to this new system and as a result, Self Damage is removed from Warframe.

Some of the Arcane Changes had copy paste errors / formatting errors in the original workshop that have since been fixed, or are being fixed. Including unreleased ones...

almost 5 years ago - /u/rebulast - Direct link

Originally posted by gotimo

I'm really excited for this update after today's devstream. A lot of this stuff genuinely seems "we had this on the list of things that needed changing but they're not our highest priority right now so let's just make a full-QOL mainline when we have time"

Lots of this stuff looks really good!

Yes - a lot of the 'why now' stuff is in the header :D!