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Tenno,

Earlier this week we were ‘Tip’ped off to a problem of our own creation:

Claiming a ‘fix’ for Venari + Healing + Inanimate Objects when a Tip from the community creation verifies it’s intended. How can this be? Well, you can see the history here the topic is not over:

“We made a hasty change in Hotfix 27.3.6 that removed Venari’s Heal aura from affecting Oplinks AND Defense Targets. Firstly, the terminology of calling Venari’s Defense Target healing a ‘fix’ was incorrect, so apologies there on my behalf. It’s correct to say it was a feature for Venari, considering it had its own Tip for it! The change stemmed from our desire to resolve Operation exploits as quickly as possible, and we didn't communicate this properly.

We’re doing a deeper review on abilities that heal Defense Targets that we can speak to in the coming days.
Apologies as well for the late reply on this topic. We’ll update everyone when we’ve dug deeper and have an action plan.


We have been heads down several days on discussions - and ultimately what we want is more ‘Healing’ abilities to work to allow for more strategies to emerge in various mission types. We want there to be lots of options instead of one ‘perfect’ option. The decision to not allow heals to work on these defensive targets is an old one, and it arose from Trinity's Blessing. The fact that it was a 100% heal meant that it trivialized any Defense mission. Since then we have been blocking heal on most abilities (not super consistently) without reflecting back on the original design decision.

Now that that we have reviewed it, we feel like healing these objectives can serve well as an alternative or a complement to the commonly used defensive abilities, such as Frost's Snow Globe, Gara's Mass Vitrify, Limbo's Cataclysm. 100% heals is not what we want to do, so we are instead trying to allow the effects but adjusted as to not trivialize the game modes.

Here are the next steps:

Warframe Abilities / other items that provide healing will work on Defendable Objects in 3 ways:

  1. Fine as is
  2. Needs a cap
  3. Change “Burst Heal” into “Heal Over Time”

Heal Source

Normal effect

Effect on all types of static Defendable objects (Cryopods, Excavators, etc)
NUMBERS ARE SUBJECT TO CHANGE, the purpose of this post is to communicate our intentions

How does this already work on the live build?

Gara - Mending Splinters

3 HP per sec for each active splinter

Fine as is.

As is

Hildryn - Haven

500 Max Shields

80% faster Shield recharge

Fine as is, will inherit the Normal effect behaviour.

On live does nothing

Trinity - Blessing

Up to 100% HP and Shield restore

Previously did nothing. Now, will Heal for 500 over 5 seconds, can’t stack

On live does nothing

Equinox - Mend

25 Shields for each enemy killed

Burst heal based on how much damage was dealt

Notes: Since the heal amount is based on player damage, the numbers are astronomical which will lead to imbalances outside our goal here.

Previously did nothing. Now, Allow the Shields component to work and heal for 500 over 5 seconds, can’t stack.

Does not affect (health nor shield)

Vazarin - Protective Dash

5 seconds invulnerability

60% Heal over 5 seconds

No invulnerability

Heal for 500 over 5 seconds, can’t stack

Works at full effect

Khora - Venari

Heal for 50 hp/sec

Fine as is. Will return functionality that kicked this whole Workshop off.

We will be returning the functionality it had before

Hydroid - Curative Undertow

Heals 30% hp every 1.5 secs when ally stands on it

Previously did nothing. Heal for 100 per 1.5 sec

On live does nothing

Harrow - Penance

Heals allies for a % of damage dealt

Notes: Similar to Equinox, very hard to balance for this since it’s based on damage dealt.

Heals are capped up to 50 per.

On live does nothing

Oberon - Renew

125 burst heal

50 health per sec

Previously did nothing. Now, Fine as is and will inherit this behaviour.

On live does nothing

Garuda - Blood Siphon

Heals by % of missing health

Doesn’t apply, for flavor we think this shouldn’t.

On live does nothing

Inaros - Scarab Swarm

Heals for damage dealt by Swarm Projectile divided by allies in range.

Fine as is, will inherit this behaviour.

On live does nothing

Nidus - Ravenous

Heal allies standing on it for 20 HP per second

Fine as is, will inherit this behaviour.

On live does nothing

Wisp - Vitality Mote

Increase max hp by 300 and heal for 30 hp per second

Fine as is, will inherit this behaviour.

On live does nothing

Volt - Capacitance

Grants shields based on 3% of damage dealt

Capped at 250 shields, no overshields

On live does nothing

Titania - Passive

4 Heal Per Second for 20 Seconds,

Fine as is

On live does nothing

Sancti Magistar

Heals for damage dealt in an AoE

Heal for up to 500 over 5 seconds, can’t stack with other players. Going from a burst to Heal over Time.

Going from burst to heal over time

Ancient Healer

Heal for 100 HP every 20 seconds

Fine as is

As is

Rejuvenation Aura

Heal 3 HP per sec

Fine as is

As is

Arcane Pulse

60% Chance to heal for 150 HP when picking up a globe with a 15 sec cooldown.

Fine as is

As is



Next let’s talk Damage Reduction. The above covers healing efforts, but what about abilities that reduce incoming Damage? It’s completely inconsistent on live right now, so we are making changes.

Damage Reduction

Damage Reduction Source

Normal effect

Effect on all types of static Defendable objects (Cryopods, Excavators, etc)
NUMBERS ARE SUBJECT TO CHANGE, the purpose of this post is to communicate our intentions.

How does this already work on live?

Trinity - Blessing

50% Damage reduction unmodded

Capped at 50% Damage Reduction

On live does nothing

Mirage - Total Eclipse

Grants 75% Damage reduction to allies

Capped at 50% Damage Reduction

On live does nothing

Titania - Thorns

50% damage redirected to enemies

Fine as is

On live does nothing

Gara - Splinter Storm

70% Damage reduction

Capped at 50% Damage Reduction

Works at full effect

Ember - Immolated Radiance

50% of Immolates Damage reduction applies to allies

Capped at 50% Damage Reduction

On live does nothing

Baruuk - Desolate Hands

80% Damage reduction

Capped at 50% Damage Reduction

On live does nothing

Harrow - Warding Thurible

40% Damage Reduction

Capped at 50% Damage Reduction

Works at full effect

Nezha - Warding Halo

Absorbs 90% of damage

Capped at 50% Damage Reduction

On live does nothing


We are aiming to ship this bigger revision on Defendable Object healing in a near Hotfix - stay tuned as we dive deeper into this. We just wanted everyone to be aware of the intent within the same week we created the miscommunication and inconsistency.

Stay home, stay safe, have an awesome weekend Tenno!

Operation: Scarlet Spear: TennoGen 27.3.8

76e24c6720e1e3270f3d504ad1192e48.png

TennoGen Round 18!

Crafted by our master Tenno, a pristine collection of 18 brand-new Customizations is available now!

Warframe Skins

e7d4a6cbe1525b3c1e0cb21b121e060c.png

Warframe Helmets

Operator Accessories

2e9bcca3d440df44d14073c2a37ae734.png

Weapon Skins

fb7d219c26c8182f5a26ef2d971b241a.png

Syandanas

b95d2028cd31e05d06fac1422c1dc85f.png

Chest Armor Pieces

15cb9b76be1966d2b7e8ae1f3a65d95a.png


Scarlet Spear Additions & Changes:
First: Scarlet Spear will be extended by 1 week due to the early launch issues. April 28 is the new End Date for Scarlet Spear on PC.

Second: Ground Assault and Murex Raid Scoring have been increased - which means Scarlet Credit earning has been increased!

Before: Ground Assault missions started at 5 Points per Kill Code, reaching a possible 2295 points by round 17.
After: Ground Assault missions now start at 8 Points per Kill Code, reaching a possible 4104 points by round 17!
After: Ground Assault missions will reach a possible 4131 points by Round 17!

Before: Murex Raids started at 10 Points per Kill Code, reaching a possible 1875 by Murex 5.
After: Murex Raids now start at 12 Points per Kill Code, reaching a possible 3888 by Murex 5!
After: Murex Raids missions will reach a possible 3960 by Murex 5!

Scoring Calculation Issues:

Earlier today / we released a revised scoring post with the following details:
Ground Assault missions started at 8 Points per Kill Code, reaching a possible 4104 points by Round 17!
After: Murex Raids now start at 12 Points per Kill Code, reaching a possible 3888 by Murex 5!


However, players are receiving a 2820 and 3672 for Space and Ground respectively. While this is still an increase from before, it is not the amount we announced.
The correct numbers in the next Hotfix will be:
After: Ground Assault missions will reach a possible 4131 points by Round 17!
After: Murex Raids missions will reach a possible 3960 by Murex 5!

We sincerely apologize for another day of unintended scoring results, and this will be fixed next Hotfix. We know this has been confusing and we regret that we’ve caused so many misunderstandings due to calculation errors.


Third: Rare and Legendary Arcanes have been added to Little Duck’s Scarlet Spear Trade!

We have added the Rare and Legendary Arcanes to Little Duck’s Trade for 2000 Credits Per Rare and 4000 Credits Per Legendary.

Scarlet Spear Fixes:

  • Fixed players not getting into the ‘Busy’ Flotillas that they selected.
    • The scenario here occurred when selecting a ‘Busy’ Flotilla due to the Flotilla filling up very quickly with players. The fix here is to allow for extra room in the Flotilla if you attempted to join when there was still room available. You may now see Flotillas with more than 50 people from this change.
  • Fixed Clients not joining Scarlet Spear Flotilla Chat if they join the squad while the Host is transitioning to either Murex Raid or Ground Assault.
  • Fixes towards becoming stuck on infinite loading if either a Murex Raid or Ground Assault mission started before the Clients finished loading into Flotilla.
  • Fixed the OpLink denied sound playing for Host when it is denied for Client.

Healing AOE Review

We made a hasty change in Hotfix 27.3.6 that removed Venari’s Heal aura from affecting Oplinks AND Defense Targets. Firstly, the terminology of calling Venari’s Defense Target healing a ‘fix’ was incorrect, so apologies there on my behalf. It’s correct to say it was a feature for Venari, considering it had its own Tip for it! The change stemmed from our desire to resolve Operation exploits as quickly as possible, and we didn't communicate this properly.

We’re doing a deeper review on abilities that heal Defense Targets that we can speak to in the coming days.

Apologies as well for the late reply on this topic. We’ll update everyone when we’ve dug deeper and have an action plan.

General Changes:

  • Limbo’s Stasis duration now has diminishing returns on Sentients and Amalgams when the power is used repeatedly. This choice was made for 2 main reasons:
    • 1) Limbo’s Stasis usage makes the gameplay of the Scarlet Spear far too trivial.
    • 2) Sentients by design have Adaptation - and the diminishing returns on recasting adheres to the adaptive nature of the enemy.
    • This is not intended to change the way Stasis interacts with other enemy factions.
  • Removed Titania’s Exalted weapons appearing in the Codex Weapon section, as Exalted Weapons do not show here.

Optimizations:

  • The Pox, Acceltra, and Shedu have been given explosion FX tweaks for visual and performance improvement.
  • Optimized the Attica’s embedded projectiles to help CPU and GPU performance.
  • Optimized the Hystrix projectile trail and spark FX.
  • Removed the replication of the Basmu reload Health FX so that only the user will see the FX to aid in performance.
  • Performance improvements towards Grineer Crewships when their engines explode.

Railjack Fixes:

  • Fixed Sentient Exterminate objective randomly starting on POI hints.
  • Fixed Vidar Reactors Mk III missing their component modifiers for Warframe clients that are not in English.
  • Fixed script crash that could occur if you joined a Railjack mission at exactly the wrong moment.

Fixes:

  • Fixed ability to trigger the Shedu’s radial explosion multiple times during its cooldown.
  • Fixed Titania Prime’s energy wings not applying to her Razorwing when other Skins are equipped.
  • Fixed Titania’s Ironclad Flight Augment not functioning.
  • Fixed Titania/Grendel buff wheels showing up when the ability has not been unlocked yet. Also fixed the buffs being greyed out until you leveled up enough.
  • Fixed the Kuva Tonkor and Phantasma requiring an Orokin Catalyst to unlock its Exilus Slot instead of an Exilus Adapter.
  • Fixed inability to Polarize the Dark Split-Sword with Stance Forma or Umbra Forma.
  • Fixed the Corinth Prime missing its pump action animation.
  • Fixed some players appearing to be eligible for a Mastery Rank Test but upon selecting it would be rejected.
  • This was due to some weapons being considered as ‘Mastered’ when they were not.
  • Fixed the Shedu and Basmu reload FX being visible while invisible.
  • Fixed inability to Chat link Shedu and its parts.
  • Fixed Pennant sounds not playing correctly for Melee Stance Combos.
  • Fixed broken/missing UI for Clients in Hijack missions.
  • Fixed a script error after Host migration occurred during a Void Fissure mission.
  • Fixed a script error when playing Infested Salvage on Eris.
  • Fixed a script error when transitioning from Vallis/Plains to Fortuna/Cetus with the Synthesis Scanner equipped.
  • Fixed a script error when summoning the K-Drive.
  • Fixed a script error when catching a boot while Fishing.
  • Fixed a script error when casting Titania’s Tribute.

Scarlet Spear: TennoGen 27.3.8.1

Kuva Lich Fix:
We’ve fixed a code change that resulted in numerous Kuva Lich issues:

  • Fixed Kuva Lich Codex History and current Kuva Lich being incorrect (Names, Weapons, etc).
  • Fixed missing Kuva Lich UI button.
  • Fixed having no Kuva Lich Influenced Nodes.
  • Fixed inability to birth a new Kuva Lich via Kuva Larvling.

This Hotfix will put everyone’s Kuva Liches back to the way they were prior to Hotfix 27.3.8.

Scarlet Spear Fixes:

  • Potential fix for both Host and Client players not seeing Kill Code transmissions from other players, only Kill Code transmissions personally sent.
  • Fixed a script error when being attacked by the Aerolyst.

Fixes:

  • Fixed enemies becoming immune to all Status Effects when Titania’s Lantern and Spellbind is cast on them.

Scarlet Spear: TennoGen 27.3.8.2

Scoring Calculation Issues:

Earlier yesterday we released a revised scoring post with the following details:
Ground Assault missions started at 8 Points per Kill Code, reaching a possible 4104 points by Round 17!
After: Murex Raids now start at 12 Points per Kill Code, reaching a possible 3888 by Murex 5!

However, players were receiving a 2820 and 3672 for Space and Ground respectively. While this is still an increase from before, it is not the amount we announced.

The correct numbers in this Hotfix will be:
After: Ground Assault missions will reach a possible 4131 points by Round 17!
After: Murex Raids missions will reach a possible 3960 by Murex 5!

We sincerely apologize for another day of unintended scoring results.. We know this has been confusing and we regret that we’ve caused so many misunderstandings due to calculation errors.

Scarlet Spear Fixes:

  • Fixed Clients having an incorrect Murex Score in the ‘Skirmish Complete’ popup when completing 5 Murex Waves.
  • Fix towards Clients experiencing an infinite load tunnel into Murex Raid if the Host experiences lag.
  • Fixed a script error when joining in progress as a "Kill Code Transmission" starts to play.

Fixes:

  • Fixed a few tintmasks on the Wisp Delusion Skin to make her tint values consistent vs her various Helmets.
  • Fixed a script error occurring during a Host migration when playing a Defection mission.
  • Fixed a script error for Clients during The Jordas Precept.
  • Fixed a script error when throwing the Fishing Spear.

Hi Tenno!

Scarlet Spear has been live for just over 1 week now on PC, and we have mentioned some things on Livestreams or on the Forums that we wanted to consolidate into one location and go over what changes are still coming:


First: Scarlet Spear will be extended by 1 week due to the early launch issues. April 28 is the new End Date for Scarlet Spear on PC and it will be extended today.

Second: Ground Assault and Murex Raid Scoring will be increased - which means Scarlet Credit earning has been increased!

Before: Ground Assault missions started at 5 Points per Kill Code, reaching a possible 2295 points by round 17.
After: Ground Assault missions started at 8 Points per Kill Code, reaching a possible 4104 points by round 17!

Before: Murex Raids started at 10 Points per Kill Code, reaching a possible 1875 by Murex 5.
After: Murex Raids now start at 12 Points per Kill Code, reaching a possible 3888 by Murex 5!

Scoring Calculation Issues:

Earlier today / we released a revised scoring post with the following details:
Ground Assault missions started at 8 Points per Kill Code, reaching a possible 4104 points by Round 17!
After: Murex Raids now start at 12 Points per Kill Code, reaching a possible 3888 by Murex 5!


However, players are receiving a 2820 and 3672 for Space and Ground respectively. While this is still an increase from before, it is not the amount we announced.
The correct numbers in the next Hotfix will be:
After: Ground Assault missions will reach a possible 4131 points by Round 17!
After: Murex Raids missions will reach a possible 3960 by Murex 5!

We sincerely apologize for another day of unintended scoring results, and this will be fixed next Hotfix. We know this has been confusing and we regret that we’ve caused so many misunderstandings due to calculation errors.

Third: Rare and Legendary Arcanes coming this week!

We have added the Rare and Legendary Arcanes to Little Duck’s Trade for 2000 Credits Per Rare and 4000 Credits Per Legendary. This will launch in the next Hotfix with the above Scoring changes.

Fourth: More fixes in progress + Sentients + Limbo tweak!

The formatting of bug reports here is very helpful for us and we appreciate the continued reports as we work on more fixes: https://forums.warframe.com/topic/1177822-operation-scarlet-spear-bug-reporting-megathread-read-first-post/page/35/#comments

Additionally, we wanted to provide notice that we are tweaking the way Limbo’s Stasis works with Sentients to account for the numerous reports we’ve seen on how much the event is trivialized by this power.
Limbo’s Stasis duration now has diminishing returns on Sentients and Amalgams when the power is used repeatedly. This choice was made for 2 main reasons:

1) Limbo’s Stasis usage makes the gameplay of the Scarlet Spear far too trivial.

2) Sentients by design have Adaptation - and the diminishing returns on recasting adheres to the adaptive nature of the enemy.

This is not intended to change the way Stasis interacts with other enemy factions.

Fifth: For our Console Tenno, everything listed above will also be included in the launch of Operation: Scarlet Spear on PS4, XB1, and Switch. This means the following:

  • Operation: Scarlet Spear will run for a total of 5 weeks once live on consoles.
  • The Ground Assault and Murex Raid Scoring changes will be live on launch.
  • Rare and Legendary Arcanes will be available in Little Duck’s store in the Flotillas on launch.
  • Fixes galore!

As a follow up to our last status update, the Console team continues to grab fixes and changes from PC to address important issues with Operation: Scarlet Spear before we send it to Cert. You can stay up to date with where the team is at with the Update by visiting our Status threads:

PS4: https://forums.warframe.com/topic/1178097-ps4-operation-scarlet-spear-2730-status-in-development/

XB1: https://forums.warframe.com/topic/1178099-xb1-operation-scarlet-spear-2730-status-in-development/

Switch: https://forums.warframe.com/topic/1178098-switch-operation-scarlet-spear-2730-status-in-development/

Thanks everyone - we have a Hotfix in the oven with the changes listed here and are aiming to deploy today at 12:30 ET on PC!

Cheers!

Operation: Scarlet Spear: Titania Prime 27.3.7

The Modified Gigelorum Prime Syandana, officially named Gigelor Prime Syandana, has been distributed to those who have purchased the Titania Prime Accessories (or Titania Razorwing Pack) via a script that we’re working on right now. The Gigelor Prime Syandana will be included in purchases of the aforementioned Packs moving forward.

Titania has had a history of clipping with Syadanas due to her wingspan features, and when designing her Gigelorum Prime Syandana it became apparent that it wasn’t going to sit right on her features. Considering it can look awesome on other Warframes, we started work on the shorter Gigelor Prime Syandana that will position nicely with Titania Prime’s features!

*Consoles will receive the Gigelor Prime Syandana script and addition to the Prime Accessories Pack with Operation: Scarlet Spear.

We’ll update this thread when the script is complete!

*The Gigelor Prime Syandana script is now running! We'll update this thread when the script has finished.

The Gigelor Prime Syandana script has finished! Please relog!

1ab4f977d66d7798e9d2144502edd8fb.png

We’ve made some slight collision and offset tweaks to have the Gigelorum Prime Syandana sit nicer between Titania’s wings.

General Scarlet Spear Changes & Fixes

  • Made another fix towards Scarlet Spear Scores not getting uploaded, thus resulting in no Score on the Flotilla Leaderboards and no Victory Payout at the end of the Murex Wave.
  • Fixed the Aerolyst remaining invulnerable with its canisters destroyed, if disarmed by Naramon Disarming Blast.

Fixes:

  • Fixed unreleased Railjack node being selectable in the Star Chart, resulting in endless loading cause it doesn’t actually exist and it was all a dream.
  • Fixed Warframe Ability preview videos not continuing if you hover on them after hovering on the Passive ability.
  • Fixed areas disappearing when viewed from long distances in the Hydron Defense tileset.
  • Fixed certain UI elements (Boss health bar, Markers, Enemy statuses) sometimes tinting red for the rest of the mission.
  • Fixed Lua and Kuva Fortress sometimes disappearing when zooming far out in the Star Chart.
  • Fixed a script error that could occur in Lua Disruption missions during Moonquakes (particularly of joining the mission mid-quake).
  • Fixed a script error that could occur in Lua Disruption missions if there was a Host migration during a Moonquake.
  • Fixed a script error when opening the Nightwave screen.
  • Fixed a script error when becoming downed while switching from your weapon to the Mining Cutter.