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Tenno,

Tune into twitch.tv/warframe on Thursday, March 21st for Prime Time #385! As always, the action begins at 6 p.m. ET and you can earn this week’s drop by watching for 45 minutes.

Our Spanish-speaking Tenno can also watch Emisión Tenno on March 13th at 3 p.m. ET over at twitch.tv/warframeinternational!

This week, we’re offering a Tome Mod Grab Bag for watching our official community streams. These can be used on Dante’s Noctua when he releases next week on March 27!

image.png

Twitch Drop: Tome Mod Grab Bag

Randomly earn ONE of the following per Twitch Drop Claim:

  • Fass Canticle
  • Jahu Canticle
  • Khra Canticle
  • Lohk Canticle
  • Netra Invocation
  • Ris Invocation
  • Vome Invocation
  • Xata Invocation

Claim Time: 45 Minutes (Drop 1), 90 Minutes (Drop 2) and 120 Minutes (Drop 3)

**This Twitch Drop has a Claim Limit of 3 should you wish to get the maximum limit (1 Claim from WarframeInternational, 2 Claims from Prime Time) .

After Prime Time we’ll be raiding Kirarahime to continue the fun and share with their community.


Don't miss a special PAX East Devstream this Friday at 3pm ET - an hour later than usual! Full details are available here:


Weekend Community Drops!

Every Weekend, we run a short Twitch Drop campaign on two Creator channels to offer a fun way to cap off the week and shine a spotlight on the Creators themselves! The Drops will run for one hour on each channel, with a 30 minute claim time for an Orbiter Decoration that the Creator has picked themselves!image.png

FatedsChronicles (English)
Saturday, March 23rd from 8am to 9am ET
Channel: fatedschronicles
Drop: Noggle Statue - Hyekka

TheGamio (English)
Saturday, March 23rd from 9 pm to 10 pm ET
Channel: twitch.tv/TheGamio
Drop: Warframe Articula

Each week’s schedule will be posted in our weekly Drops thread, so keep an eye out to see what campaign is coming next. :)

:community:

Hello, Tenno!

Devstream #177 noted a handful of quality-of-life changes for the upcoming update: Dante Unbound! This Dev Workshop aims to provide you with a written outline of these changes and note some new ones that have developed since the Devstream. Let’s get into it!

Upon downloading Dante Unbound and logging in, all players will receive an Inbox message containing 2x Forma (built) that can be used (at your discretion) towards experimenting with these upcoming changes.


LOKI ABILITY CHANGES

Decoy now also draws 15% of the Health and Shield totals of enemies within a base of 15m, scaling with Ability Strength and Range, respectively. This should make Decoy much more useful in higher-level missions, as it can survive a lot more exposure to enemy attacks!

via GIPHY

Additionally, Switch Teleport will no longer root you in place after the teleport and will now grant you a short burst of movement speed at 50% increased speed for 5 seconds, scaled by Strength and Duration.

via GIPHY


MIRAGE ECLIPSE & PRISM CHANGES

Eclipse

After Devstream 176, we asked the community their preference for adjusting Mirage’s Eclipse. As a refresher, Eclipse changes its effect based on the light level surrounding the player, but this effect does not work correctly with GI lighting and open landscapes.

The consensus from players was to change the Light / Dark functionality to a toggle, so that is what we’re doing! Here’s a look at how this manifests for Mirage’s Eclipse:

How it works:

  • Tapping Eclipse provides the Lunar Eclipse buff (Increased Damage Reduction).

  • Holding Eclipse provides the Solar Eclipse buff (Increased Weapon Damage).

Scaling change:

Since the ability no longer depends on level lighting to determine the buff type, the buffs themselves also no longer scale based on light level. Instead, their previous maximum effect is now the base (affected by Ability Strength):

  • Solar Eclipse now has a base 200% increased Weapon Damage.

  • Lunar Eclipse now has a base 75% Damage Reduction.

    • We have lowered the Damage Reduction cap to 90% (previously 95%) to bring it in line with other Damage Reduction abilities (Gara’s Splinter Storm, Citrine’s Preserving Shell, etc.).

Helminth Diminished Effectiveness Change:

Eclipse has been one of the most popular Helminth abilities, so by fixing its unreliability related to light sources and making its buffs guaranteed, a rebalance was in order to compensate. This change does not affect the ability for Mirage, only when applied from Helminth.

  • Solar Eclipse has a base 30% increased Weapon Damage.

    • This was previously 150%, it was reduced to match the Diminished Effectiveness of Rhino’s Roar.

  • Lunar Eclipse has not changed. It still provides a base 75% Damage Reduction.

    • The Damage Reduction cap also remains the same at 75%.

You may be asking yourself, why choose to Subsume Eclipse over Roar?

Roar also affects Abilities and double dips on damage over time. If pure damage is the goal, one would probably choose Roar. Eclipse can switch between defensive and offensive buffs for situational gameplay choices. The idea is they are equal-ish for weapon damage.

Prism

In its current form, Prism's damage scaling is affected by environmental lighting at Mirage's position, which poses the same inconsistency issues that Eclipse suffered from. The team has reviewed and made similar changes:

  • Remove damage scaling based on environmental lighting.

  • Prism now has extrinsic synergy with Eclipse!

    • If Solar Eclipse (Weapon Damage) is active, Prism’s damage is increased by 100%.

    • If Lunar Eclipse (Damage Reduction) is active, then the Energy per second cost of Prism is reduced by 50%. This Energy cost is calculated after Ability Efficiency is considered, allowing it to exceed the normal cap for Efficiency.

GARA PASSIVE CHANGE

Similarly to the Mirage Eclipse/Prism changes, we realized Gara’s Passive also relied on “standing in light” and, therefore, would have the same issues as Mirage regarding GI Lighting and inconsistent lighting areas. We have removed the scaling with illumination (standing in light) and made the following changes:

When casting an ability, there’s a base 15% chance to radially blind nearby enemies for 10s. Each cast without a blind increases your chances by 20% until it creates a radial blind.


NOURISH HELMINTH CHANGE

Nourish is by far the most popular Helminth ability, so we felt it was necessary to reduce its effectiveness slightly for the Helminth version only. Our goal is not to make this ability unusable but to avoid situations where it feels like “you’re playing wrong if you’re not using Nourish.”

Nourish when Infused via Helminth now has the following alterations:

  • Energy Multiplier has been reduced from 2x to 1.6x.

  • Viral Damage Buff has been reduced from 75% to 45%.

Everything else related to Nourish through the Helminth remains unchanged.

In light of the changes, upon downloading the update and logging in you will receive an inbox message containing Helminth Secretion resources. We recognize past resource investment needed to infuse Nourish onto your Warframes and want to provide some compensation. Patch notes will provide the exact numbers!


ENEMY BONEWIDOW CHANGES

The Bonewidow finally joins in with the Voidrig in the enemy Necramech changes.

Like Voidrigs, Bonewidows now receive damage anywhere (with damage attenuation) instead of just their weak points. When their weak points are targeted, they’ll receive increased damage.

  • The intent is to ensure Bonewidow fights are less taxing while maintaining a benefit to weak point damage. Since it’s susceptible to all attack points, damage attenuation (maximum damage per instance and per second caps) was added to maintain a level of difficulty and to prevent one-shots

Bonewidow weak points had their looks updated to highlight them better. The weak points now appear as vials filled with a liquid substance that can be targeted and destroyed.

Enemy Bonewidow’s Shield Maiden ability has similarly seen some changes! We’ve improved the hitbox of its Shield, so shooting and destroying it is easier. Additionally, new VFX will appear when you damage the Shield to improve readability when it’s near breaking, and Bonewidow will stagger when its Shield is broken.

DISRUPTION ACCESSIBILITY CHANGES

Disruption is receiving changes to better accommodate audio issues!

While players engage with Disruption, we know there have been requests to de-emphasize the audio element that dictates where the Demolyst is originating. So, with accessibility in mind, Disruption is receiving the following changes:

  • When the Demolyst beeps are heard in-game, an enemy marker will fade in and out in the direction of the Demolyst

    • The closer you get to the Demolyst, the more permanent the enemy marker becomes.

    • Within line of sight, the enemy marker stays permanent.

  • The red Conduit is now yellow to better prompt visual clarity between the icons and Demolysts.

Our intention is to better support those who may struggle with audio cues by improving accessibility and gamemode design.

ARSENAL QOL CHANGE: CUSTOMIZATION FOR “INVISIBLE” WARFRAMES

Warframes now have Invisibility customization—no longer will you have to be strictly transparent!

Warframes with Invisibility abilities (Loki, Ivara, Ash, Octavia, and Voruna) will now find customization options within their Auxillary Attachment menus! Instead of Invisibility being strictly see-through, players can customize it from being more translucent/semi-transparent to non-transparency with an Energy glow gleaming from your character.

Invisibility colorization is affected by the primary Energy color of your Warframe, should you select a choice that is affected by coloring.

Option A: Semi-Transparent

3137cd93fb8ee909a410dae365cf5eff.jpg

Option B: Non-Transparent with Glow

af0acc59f89b7b6af38910991fa8a20d.jpg

NETRACELL DROPTABLE ADJUSTMENTS

Netracell Drop Tables are being adjusted as part of Community feedback from Whispers in the Walls that the high-value rewards (Archon Shards) were too rare and potentially realistically unobtainable. We’re removing all non-exclusive Arcanes from the Drop Tables, and the remaining items will have their drop rates adjusted accordingly.

The Official Warframe Drop Table site will be updated accordingly with Dante Unbound to reflect these adjustments.

OMNIA VOID FISSURES

A new variant of Void Fissure has appeared! Found on Star Chart Nodes previously untouched by Void Fissures, a new, powerful Omnia Fissure will appear, allowing Tenno to crack Lith, Meso, Neo, or Axi Relics, whatever they choose!

Just like other Fissure types, there will be one Omnia Fissure available at all times on both standard and Steel Path difficulties. Tenno must have access to the respective node on the Star Chart in order to access the correlating Omnia Fissure, including any Quests necessary for the node:

  • The War Within Quest for Lua

  • Angels of the Zariman Quest for Zariman

  • Whispers in the Walls Quest for Albrecht’s Laboratories

Omnia Fissures can be found on:

  • Lua: Yuvarium (Conjunction Survival)

  • Lua: Circulus (Conjunction Survival)

  • Zariman: Everview Arc (Void Flood)

  • Zariman: Tuvul Commons (Void Cascade)

  • Albrecht’s Laboratories: Cambire (Alchemy)

  • Albrecht’s Laboratories: Persto (Survival)

THE STEEL PATH: ZARIMAN & ALBRECHT’S LABORATORIES BOUNTIES

The Steel Path arrives to the Zariman and Cavia Bounties alike. Accessing the Steel Path variants is possible through a selection UI when speaking to a Bounty Giver.

With Steel Path Bounties you’ll earn more Standing from The Cavia bounties, while The Holdfasts will net you more Voidplume Quills.

This list is not exhaustive, there is much more QOL planned for Dante Unbound to look forward to, such as New Player Path Improvements, changes to UI selection screens, Orbiter Fast Travel, Corrupted Jackal changes (Circuit), Melee Slam Changes, and much more! Official patch notes will provide full details.

Thanks, Tenno!

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Hello, Tenno!

Devstream #177 outlined our plans for the upcoming Inaros Rework in the Dante Unbound update. We wanted to provide this Dev Workshop to house the information and note some development tweaks we have made since the Devstream. Let’s begin!

Upon downloading Dante Unbound and logging in, all players will receive an Inbox message containing 2x Forma (built) that can be used (at your discretion) towards experimenting with these upcoming changes.

For my visual learning Tenno - please enjoy this video breakdown from Lead Game Designer, Pablo, which we showed on Devstream 177:

https://www.twitch.tv/videos/2071736679

PASSIVE

  • Inaros still heals from performing Melee Finisher Kills on enemies. This is unchanged.

  • Inaros' special bleedout state where he could pull enemies toward his Sarcophagus and leech their Health has been replaced: When Inaros dies, he turns into a Sand version of himself with normal movement and a Melee attack. Land a certain number of hits on enemies before time runs out in order to respawn -- but the more often you die, the more enemies you have to hit!

via GIPHY

DESICCATION

Largely unchanged, but we have fixed issues with certain enemies not being vulnerable to Melee Finishers! Now, this should be more consistent.

  • Desiccation is now Inaros’ Railjack Ability (was previously Devour).

via GIPHY

SANDSTORM (was Devour)

  • Devour has been removed entirely and replaced by an improved Sandstorm.

  • Inaros becomes a Sandstorm whirlwind, now with faster animations and movement, so it feels less punishing.

  • Inaros is now invulnerable while in Sandstorm.

  • Sandstorm now has a duration instead of being a channeled power. (Will not block Energy Regeneration while in Sandstorm mode). You can still choose to end the power early if you like.

  • Instead of throwing enemies everywhere around the level, it drags enemies beneath your feet so you can use Melee Ground Finishers if you choose.

  • Inaros regenerates Health per second for each enemy held in his Sandstorm.

via GIPHY

SCARAB SHELL

  • Inaros' fourth ability has been split into two different abilities that are easier to use and reflect its two main features.

  • Scarab Shell can be charged up by spending Health to give you Armor. There is now a unique indicator on your HUD that shows the current charge level of Scarab Shell.

  • Charging Scarab Shell no longer stops you from moving around.

  • Armor has been increased from 240 to 350 and scales with Ability Strength.

  • The "Negation Swarm" Augment Mod has been retired, its special effect is now part of the base ability: While Scarab Shell is active, hostile Status Effects are ignored at a small cost in Armor.

    • Please see “Augment Changes” below for more info on the retired Negation Swarm.

via GIPHY

SCARAB SWARM

  • Scarab Swarm no longer requires you to charge up the ability by investing Health.

  • On cast, enemies in a cone are attacked by scarabs that do 1/10th of Inaros Max Health as Corrosive damage per second.

  • Enemies that die while affected by Scarab Swarm turn into a Swarm Kavat (maximum 3 Swarm Kavats, but can be increased to 5 with the Desiccation’s Curse Augment).

  • Swarm Kavats can move and attack independently, and their attacks cause additional enemies to be afflicted by the Swarm.

via GIPHY

INAROS AUGMENT CHANGES

  • Desiccation's Curse: Instead of enemies turning into a sandy copy of their former selves on death, they become Swarm Kavats capable of applying Scarab Swarm on their targets.

  • Elemental Sandstorm: No changes!

  • Negation Swarm has been replaced by Negation Armor: When Inaros takes fatal damage, consume Scarab Shell to heal and become briefly invulnerable. Inaros is affected by a strong Bleed Status when this ends.

We’re looking forward to getting the newly reworked Inaros into your sandy hands with the Dante Unbound update!

Thanks, Tenno!

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Tenno!

We bring you a very special Devstream #178 LIVE from the main stage at PAX East! Rebecca, Geoff, Megan, and special guest Ben Starr will be on stage to talk Dante Unbound, reveal our next Prime Warframe, and premiere a Warframe: 1999 teaser you won’t want to miss! Anyone attending PAX East can join us in the live audience and have a chance to ask a question during the Q&A segment!

There will be no Twitch Drop for Devstream #178 due to the offsite streaming.

We’re so excited to see you in person and virtually in chat! See you at twitch.tv/warframe AND twitch.tv/pax on March 22nd at 3 p.m ET.

Tenno,

Tune into twitch.tv/warframe on Thursday, March 14th for Prime Time #384! As always, the action begins at 6 p.m. ET and you can earn this week’s drop by watching for 45 minutes.

Our Spanish-speaking Tenno can also watch Emisión Tenno on March 13th at 3 p.m. ET over at twitch.tv/warframeinternational!

This week, we’re offering a St. Patrick’s Day-themed Drop for watching our official community streams. Tune in to earn a bit of green -- or a bit of gold, if you’re lucky!

PTDropsMarch11.png

Twitch Drop: St. Patrick’s Day Campaign - earn ONE of the following per Claim:

  • Woodland Mergoo Floof
  • Bau Vasca Floof
  • Tusk Thumper Floof
  • Tropical Roller Floof
  • Dappled Horrasque Floof
  • Sporule Avichaea Floof
  • Viridian Nexifera Floof
  • Ayatan Valana Sculpture
  • Ayatan Sah Sculpture
  • Ayatan Ayr Sculpture

Claim Time: 45 Minutes (Drop 1), 90 Minutes (Drop 2) and 120 Minutes (Drop 3)

**This Twitch Drop has a Claim Limit of 3 should you wish to get the maximum limit (1 Claim from WarframeInternational, 2 Claims from Prime Time) .

After Prime Time we’ll be raiding YourLuckyClover to continue the fun and share with their community.

Weekend Community Drops!

Every Weekend, we run a short Twitch Drop campaign on two Creator channels to offer a fun way to cap off the week and shine a spotlight on the Creators themselves! The Drops will run for one hour on each channel, with a 30 minute claim time for an Orbiter Decoration that the Creator has picked themselves!

WF_WeekendTwitchDrops_WeekOfMarch11.png

KenshinWF (Portuguese)
Friday, March 15th from 7 p.m. to 8 p.m. ET
Channel: twitch.tv/kenshinwf
Drop: Dax Shawzin

MjikThize (English)
Sunday, March 17th from 12 p.m. to 1 p.m. ET
Channel: twitch.tv/MjikThize
Drop: Subterraean Pobber Floof

Each week’s schedule will be posted in our weekly Drops thread, so keep an eye out to see what campaign is coming next. :)

:community: