As Arlo’s story comes to a close, it’s time for Nightwave: Intermission to take over the airwaves.
During Intermission II, you can earn fan-favorite rewards from both Nightwave: Series 1 and the first Intermission!
Rank Rewards include:
We’ve also made changes to Nightwave based on your feedback!
You’ll need to earn Intermission II Creds to buy items from Nora’s Offerings! Creds from the first Intermission and the first two Series can be sold for 5,000 credits apiece if you have any lingering in your Inventory.
Nightwave: Intermission II will only be available for a limited time. Good luck, Dreamers.
We're back with another Devstream, and this one comes with a lot of assets and gameplay, so buckle in! Learn more about the Kuva Lich system, our plans for Melee Phase 2, Update 26, and more in our overview here: https://www.warframe.com/news/devstream-132-overview
The dead shall rise again, and their vengeance will be swift and merciless. In The Old Blood update, take on the Kuva Lich, your personal villain; trample your prey as the ravenous Grendel; cleave through flesh and bone with the robust Melee Phase 2 rework; utilize Vauban and Ember’s revamped Ability Kits; and collect a smorgasbord of new Gear and Customizations.
DEVOUR THE WICKED AS GRENDEL
Like a predator, Grendel barrels in to feast on the cruel and corrupted. Despite his fearsome appearance, Grendel is a noble spirit whose generosity is matched only by his insatiable hunger. Visit the Leverian to begin your hunt for Grendel.
Each enemy consumed grants bonus armor.
Swallow an enemy whole and store it in Grendel’s gut. Not satisfied? Keep eating, but beware -- each foe in Grendel’s belly slowly consumes energy. Hold to vomit out stored enemies covering them in toxic bile.
Consume the enemies in Grendel’s gut and nourish nearby squad members with a radial buff.
Violently puke out a bile-soaked enemy from Grendel’s gut, turning the consumed into a toxic projectile.
Engorged from feeding, Grendel curls into a ball and sends any enemies in his path flying.
YOUR PERSONAL VILLAIN
We maggots live — not long… We hope. More life. Work. Kill… maybe Queens notice.
Maybe they share. The old blood.
Tenno, you are not the only one with the gift of resurrection. The most worthy Grineer soldiers are receiving the power of Kuva. Strike these Kuva-Spiked Grineer down and they shall rise again, stronger and more ruthless than before.
Their goal? To take you down.
Land the killing blow on a Kuva-Spiked Grineer, and their death triggers their rebirth into your Kuva Lich. Your Lich will claim territory in the Origin System, using their influence to build a following of loyal Thralls. Track these lesser beings down and gather intel on the Lich's whereabouts. Your squadmates may help you in the process, but only you can give your Kuva Lich its final taste of fear with the Parazon — the hidden blade of the Tenno. Be warned: If you manage to defeat your Lich, another may rise to take its place.
We are maggots. But… eventually… even maggots... can fly.
MELEE CHANGES: PHASE 2
Building on the Melee changes from earlier this year, Phase 2 introduces devastating new combat techniques, smoother combos, the return of manual blocking and more!
Phase 2 introduces new Heavy Attacks for all Melee Weapons. These attacks are slower but deal a mighty punch. String them together with your default Melee Attacks to create a symphony of destruction.
Melee attacks now work in mid-air! Now you can live out your gravity-defying ninja combat dreams.
Lift and Juggle
Certain Melee attacks can now lift enemies into the air, leaving them exposed to follow-up attacks. Attack them in mid-air to keep them juggled and trapped in a world of pain.
The Combo system received a wide array of changes, including more intuitive combos for Melee Stances, a Combo Counter rework and smoother combo transitions to keep your flow going.
We gave Melee Weapons their long-awaited rebalance pass, which includes Melee Weapon stats, Melee Mod rebalances and more.
Return of Manual Blocking and Melee State
Thanks to your feedback from Phase 1, manual blocking and a full Melee-only attack state have returned!
Learn more in our official Dev Workshop.
VAUBAN & EMBER REVISITED
This update delivers two highly requested Warframe reworks — Vauban and Ember! Vauban’s Kit allows for crowd control on the go and introduces a suite of new offensive capabilities, including the devastating Orbital Strike. Ember’s Kit synergises around her new Immolation Meter, which grants her some much-needed survivability and increases her firepower. We hope these changes strike a balance between adding exciting new features and facelifting old favorites. Read the Dev Workshop for the full details!
Like a moth to a flame, bewitch your friends as Titania Deluxe. Includes Deluxe Skins for her Dex Pixia and Diwata Exalted Weapons, a Gunblade Weapon Skin and a set of Titania Armor.
Engorge yourself on this feast of new Gear and Customizations, fit for a voracious predator.
The full collection includes the Grendel Warframe; the Grendel Glutt Helmet; the Masseter, an unusual crankshaft-style Heavy Blade; the Sumbha Syandana; and 3-Day Credit and Affinity boosters.
Grendel Glutt Helmet
Dinner is served. An iconic helmet for Grendel.
A most curious syandana and one favored by the gallant gourmand, Grendel.
Grendel's signature weapon.Tear and chew through enemies with this unusual crankshaft-style Heavy Blade.
A drinker of life, this Kavat prowls the Plains upon dusk. Vasca includes two exclusive Mods: Vampiric Bite and Transfusion. Vampiric Bite allows her attacks to bypass armor and steal health for her master, while Transfusion allows her to sacrifice some of her health to raise her fallen master while in bleedout.
Tigris-Themed Companion Armor
Adorn your most-worthy Kubrow and Kavat in this sleek armor of Tenno origin.
Double Space Ninja Entries
Every day you complete one mission in-game between October 25 and October 27, you’ll get an additional entry in our Become A Real Space Ninja Contest! One lucky Tenno (selected at a later date) will win $250,000 towards a trip to space. Click here for full contest rules and guidelines!
ADDITIONAL UPDATE HIGHLIGHTS
Let the feast begin, Tenno.
Greetings, Close-Combat Tenno!
This rather lengthy Dev Workshop will cover the overall progression with our Melee Rework and some of the changes that you can expect to see when Phase 2 is released in Update 26. Update 26 brings change to Warframe - it iterates on the game and Melee is no exception. For months Phase 1 has been in your hands, and it’s time for Phase 2. What follows is a detailed overview of our design direction and intentions with this new Phase.
We want you to know how your use of melee and feedback on the systems have helped form Phase 2, and how some changes are included to allow for a more cohesive Melee experience. Our tools made Spin attacks optimal at the cost of the more interesting Melee system, and we’re trying to rectify that overall.
Previously we made several changes to the Melee system (as detailed in the Melee Rework Phase 1 Dev Workshop thread) including:
While select changes are to be rolled back (yes - see below before you react), the rest of the system served as a good foundation for this much more expansive Phase 2.
Please bear in mind that these changes are not set in stone, and some aspects of the new Melee system will be tweaked during the usual QA process. There are some more features being added later on, introduced in Melee Rework Phase 3 at a later date.
So what is covered in Melee Update Phase 2?
1 ) The Return of Equipped Melee and Manual Blocking!
2 ) Dodge Cancelling and Tactical Dodging
3 ) Stance Changes, Combos and You!
4 ) Smoother Combo Transitions
5 ) Combo Counter Rework
6 ) Changes to Slam Attacks
7 ) Goodbye Channeling, Hello Heavy Attacks and Lifting!
8 ) Weapon Stats, Mastery Limits and General Melee Changes
9 ) Mod Rebalancing / Functionality
10) Exalted Weapons
11) The Screens: Arsenal Changes
THE TECHNICAL BITS
12) Aim Assist
13) Sticky Fingers when Equipping Melee!
14) Channelling 2.0 AKA “Rage Mode” and Future Plans!
As you can probably tell, this Dev workshop is going to be a bit of a lengthy one, so make sure you sit comfortably, drink a nice cup of Greedy Milk and get ready to read all about how you can better turn your enemies into salsa with your favorite melee weapon!
1. Equipping Melee and Manual Blocking!
One of the bigger changes added to the Melee Rework: Phase 1 was the addition of fluid swapping between melee and Primary / Secondary Weapons. However, some players preferred the ability to manually block, making some of their builds less easy to manage. While we restored manual blocking for players playing ‘sword alone’, it wasn’t quite the same.
The good news is that both functions are back! Holding the weapon swap button will equip melee fully again, and the aim button will manually block when in this mode. Holding the Weapon Swap button while Exalted Melee is in play will also lock you into Exalted Melee mode!
Check out a clip of this in action from the Devstream!
We also have redesigned the utility of blocking: Blocking will now prevent 100% of damage, with a blocking angle that is dependent on the melee weapon equipped. All successful Blocks will also add to the new Combo Counter!
In the above example, sword and shield weapons (such as the Silva & Aegis) have a blocking angle of 70 degrees, centered on the front of the player, where as a dagger weapon (such as the Dark Dagger) will only have a blocking angle of 45 degrees. (Previously all weapons had a locked blocking angle of 45 degrees upon the introduction of Auto Blocking.)
2. Dodge Cancel and Tactical Dodging
One of the older and larger complaints of the melee combo system has been the animation locks. Completing 7 step combos feels great, but the animations completely lock you into the movements. We are introducing two new ways to put more control in your hands:
Here is a clip of Dodge Cancel and Tactical Dodge in action!
3. Stance Changes, Combos and You
By far, the biggest change you will see in the new Melee system is the alterations made to Stances, as well how Combos interact with one another. In the old (current) system, Combos are an effect of button presses, all leading into a chain of animations. In Melee Rework Phase 2, attacks are buttery-smooth and adaptable!
This rework of Combos applies to every Stance, not just the weapon types. For example, Tempo Royale (a Heavy Weapon Stance Mod) will still have different Combos than the Cleaving Whirlwind Stance, even though both Stances fit the Heavy Weapon melee type. The difference now, is that both share a design that uses common movements and attack types.
We also wanted melee attacks to feel more intuitive. For example, if you are aiming down the sights of a primary weapon or blocking incoming fire, and then hit the melee button, you most likely want to get in close! If you are not inputting a movement key while meleeing, it’s usually a sign you want to finish off your target. We wanted the new Combos to reflect that that existing movement, and so the new inputs reflect that situational awareness.
In most cases, the following improvements can be applied to any given Stance Mod equipped to a weapon (not just individual weapon types!):
Pro Gamer Move Example: Use the first, opening attack in the Forward Tactical Combo (Forward + Block/Aim + Melee) to close the distance on the target, then transition into either a Neutral Combo (Melee Only) or a Neutral Tactical Combo (Block/Aim + Melee) to finish off the target.
4. Smoother Combo Transitions
In the old system, only the first follow up attack inputted would remain in ‘memory’ and would execute at the end of the initial attack animation. Any kind of input entered after the initial follow up was ignored until the next attack had started. In the new system, the next attack is being constantly updated, depending on the last input received.
This allows for last-second decisions on combo changes to occur immediately after the first attack has finished. No more waiting for a combo attack animation to end before you can start spamming the attack button again! Embrace the fluidity!
5. Combo Counter Rework
The Combo Counter will be getting a new functionality pass. Rather than just providing flat bonuses to damage, the Combo Counter will now also act as an expendable resource for new heavy hitting combat: HEAVY ATTACKS! This will replace channeling's key binding, and Section 7 below covers those changes. This counter will be increased in a more granular and rapid way, and can be built by using melee attacks, blocking damage, radial damage from Slam Attacks and hits from a thrown weapon (such as the Glaive).
As an expendable resource the Combo Counter should be easy to replenish, and the changes made should reflect how easy you can acquire and spend the Combo Counter resource. In addition, the ‘heaviness’ of an attack will have a measured difference on the amount of Combo Counter it increases. As a general rule, lighter, swift attacks will give lower additions to the Combo Counter than slower, heavy attacks will. Swing for the fences, Tenno!
A SIDE NOTE: as a result of this new Combo Counter system, certain Mods are changing, but there are also some Mods whose stats will remain untouched, such as Body Count, as it retains the same functionality. The Mods that will see some changes are listed below, in Section 9.
6. Changes to Slam Attacks
The ragdoll effect of the Slam Attack is being removed (with some weapon-specific exceptions *cough*JatKittag*cough*), however it is being replaced with an effect that will push enemies back or knock them down, giving the player some breathing room, and setting the enemy units up for follow-up attacks.
Melee Rework: Phase 1 introduced the global use of ragdoll effects on Slam Attacks, so this is the second item to be rolled back, and replaced with a better way to rain down death from above! A .gif shows this off better than words alone, so enjoy a visual of what to expect:
7. Replacing Channeling with Heavy Attacks and the ‘Lifted’ Status
Channeling will be saying its final farewells in the Melee Rework: Phase 2 update, and instead is being replaced with a new form of Heavy Attack, as well as a new Lifted status effect. As we said before, Channeling Mods will also be changed to support this new system, as well as providing a larger pool of utility to choose from in your builds.
These are the changes planned:
Here is a clip of this in action!
8. Weapon Stats and Mastery Limits
With this new change, there is a broad-sweeping review of Melee weapons and how they function with the new system. Expect the following changes to all melee weapons across the board:
9. Mod Re-balancing and Functionality Changes
Since the base damage of melee is being buffed some notable Mods are getting a balance and/or functionality pass. With the wide amount of changes happening to Channeling and Heavy Attacks, some Mods have had to be reworked into other systems or have had changes to the way their damage scales.
For full transparency, some of these are nerfs to specific Mods, but we felt these were necessary to truly allow Phase 2 to be treated as a new beginning for melee. Our intention is to create engaging melee and Modding variety, which is not possible when there is a one-best loadout or single Mod that can kill almost anything in the game. We love killing things effectively, but we also want the combat to be engaging and feel powerful. Spin attacks still exist, but the repetition of them is something we’re trying not to force you to use. To reiterate: Select tools made Spin attacks optimal at the cost of the more interesting Melee system, and we’re trying to rectify that.
At the moment, the current list of mods and their proposed changes are listed below.
Again, some of these changes are subject to review and are still being finalized. We are sure that as Melee Rework: Phase 2 rolls out, there will also be additional balance passes as usability and effectiveness are used (or abused).
10. Exalted Weapons
As expected, all melee-based Exalted Weapons will also receive the Phase 2 functionality treatment, gaining access to the combo changes. For those of you who may have missed it, Wukong’s Exalted Iron Staff has already had this functionality implemented (with the exception of the new Heavy Attacks and changes to the Slam Attacks), so if you want a preview of the Combo system, you should check out the Monkey King!
11. New Screens: Arsenal Changes!
Part of Update 26 involves a change of the Arsenal Screen, and how information is displayed. In the current system, your Arsenal screen looks something like this:
In Update 26, this screen is being reorganized to include Loadouts, Companions and Vehicles in tabs, while also giving more information about a weapon when selected. See the work-in-progress example below:
As you can see, new stats for Heavy Attacks and Heavy Slam have been added, with channeling statistics removed. Please note, the stats in the above screen may not represent the final numbers, as we go through the usual balance passes.
THE TECHNICAL BITS
12. Selective Aim Assist
Aim assist can be a help or a hindrance depending on what type of attack you wish to perform. While the current system either applies to all or none (on or off), the new system will have more intelligence on aim assist on a per-attack basis. As a general rule under the new system, Aim Assist will be disabled for almost all attacks in the Forward and Tactical Forward Combos, and enabled for most of the Neutral and Tactical Neutral Combo attacks. Of course if you don’t wish to use aim assist at all, you can disable it from the settings menu as normal.
13. Sticky Fingers when Equipping Melee!
Another common issue in user feedback was the unequipping of Gear Items (like the Codex Scanner), or dropping the ‘football’ (usually a pickup for Mobile Defense or Sabotage Missions) when equipping melee or using a melee attack. This has now been changed so that you will no longer drop items or unequip Gear Items when either equipping melee or using a Melee Attack!
14. Lastly: Channeling 2.0 AKA “Rage Mode”
There has been a lot of discussion around this addition, and while it will not be included in the Phase 2 update, there is a lot of work being put into its application. This system is very special and we want to make sure that it is not just a cool addition, but that it has roots in Warframes lore, and a story behind it. This is something we want to implement with a lot of in-game fanfare and details will become available as progress is made.
For now, that’s it!
If you have any feedback on these proposed changes, please feel free to respond to this thread. Remember that feedback should be concise, constructive and civil. If there is something you don’t like, remember to tell us why, and what you would like to see instead, or if there is something you like the sound of, remember to tell us why you think it will help and how you would like to use it!
Thank you for reading this wall of text and expect to see Phase 2 arriving SOON™
EDIT: Seen a few replies concerned about the change of range to weapons such as the Cassowar. With that in mind, I made the following for you to see how things look side-by-side.
- Prime Reach 7/10 (120% on Public / +2.9 on Dev Build)
- Stance Mod
- No other Mods or Damage / Range Boosters
We love when Warframe horrors send chills up our spines. The screeches of nearby Infested, the flickering lights of an uninvited guest, Rap… tap… tap… This Hallowe’en season, we want you to embrace the fear by turning your Dojo or your Orbiter into a haunted house!
How to enter: Decorate your Dojo or your Orbiter like a haunted house. Submit images or video of your haunted house in this thread for judging!
Dojos and Orbiters will be judged separately, which means there will be 5 Dojo and 5 Orbiter winners (permitting enough entries of each)!
Need an example?
Winners will be chosen based on the quality of their haunted house. Make it spooky!
This contest starts now until Thursday, October 31 @ 1:00PM ET!
ALL PLAYERS FROM EACH PLATFORM CAN PARTICIPATE
Show us your worst, Tenno!
Atlas Prime: Hotfix 25.8.2
The following Acts for future Nightwaves have been changed based on player feedback:
Disruption Relic Reward Changes:
Based on some great player feedback we’ve shifted Relic types around per Rotation for some Disruption nodes to better balance the reward vs length of time you’re dedicating to the mission:
We're done tinkering for now!
Thanks for your patience.
Dear PC Tenno!
Tomorrow, October 18th at roughly 9AM ET, we will be doing 20 minutes of Server upgrades!
During this time PC Chat will most likely be unavailable, but the game will remain unaffected. We will be monitoring just in case!
Rebecca and Megan are coming out of the Mainline cave to spend some time cracking Atlas Prime Relics!
Don’t miss the newest Warframe Community Inktober Fan Art, hear about a new haunting Contest, and catch the spoopy Twitch Drop / Mixer Reward of 1 Stalker Beacon!
Please ensure your correct Twitch/Mixer account and Warframe account are linked to receive Twitch Drops/Mixer Rewards: https://www.warframe.com/user
*Don’t forget to get your Dojo in shape ... you never know when we could come knocking!
Nintendo Switch Tenno: By installing the Youtube app for free on your Nintendo Switch, you can conveniently watch the stream on the Warframe Youtube channel from your portable system!