Drawing from her shields like a battery, her defensive and offensive utility are unparalleled. This is Hildryn, the domina of armament.
In the sky or on the ground, Hildryn fills her victims full of dread.Release Date: March 7th, 2019
Reinforced by her stalwart physique, the Herculean cyborg, Hildryn, fortifies her allies' defenses as enemy barricades crumble beneath her overwhelming might. Rocket skyward at full thrust, achieve atmospheric flight, and launch shield-powered warheads to raze the battlefield with heavy artillery firepower. Hildryn first rained death from above on March 7th, 2019 during Operation: Buried Debts.
Acquisition
Hildryn's main blueprint can be purchased from Little Duck for 5,000 Standing upon reaching Rank 2 - Agent with
Item | Source | Chance | Expected | Nearly Guaranteed |
---|---|---|---|---|
![]() |
Exploiter Orb | 22.56% | ~ 4 Kills | 27 ± 9 Kills |
![]() |
Exploiter Orb | 38.72% | ~ 2 Kills | 14 ± 4 Kills |
![]() |
Exploiter Orb | 38.72% | ~ 2 Kills | 14 ± 4 Kills |
All drop rates data is obtained from DE's official drop tables.
See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information,
visit here.
Alternatively, upon completion of The Duviri Paradox, Hildryn's main and component blueprints can be earned from The Circuit. By selecting her on the rotating week she is available, players can earn her blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.
Crafting
Notes
- If Hildryn wields her signature
Larkspur/
Larkspur Prime, the weapon gains 300 more Ammo Maximum in Atmospheric mode, for a total of 700.
- Hildryn has the second highest base shields out of all Warframes (1,380 unranked and 1,880 at rank 30), behind
Hildryn Prime.
- Hildryn, along with
Lavos, boasts the lowest base energy out of all Warframes in the game, having none at all.
- Any abilities subsumed on Hildryn require ten times their energy cost in shields to cast.
- While piloting a Railjack, Hildryn will use her own shields in place of energy to power the Railjack's activated abilities.
- The cost in shields is ten times that of the cost in energy. Furthermore, each usage of an ability increases that abilities' cost by an increment proportional to its cost; after the last use of the ability the cost will begin to decline until it reaches the original value.
- The speed of reduction is the same for most or all Railjack abilities resulting in longer wait times for higher cost abilities while lower cost abilities are restored within a few seconds.
Tips
- As a Warframe with large Shield capacity, Hildryn gains a lot of benefits from
Guardian and Arcane Enhancements affecting Shields, namely
Arcane Aegis and
Arcane Barrier.
- Hildryn is relatively more vulnerable against
Magnetic status, especially in The Steel Path as a single hit while being under Magnetic proc can deplete all her shield and prevent her from immediately using
Pillage until the shield is partially replenished.
- As with other Warframes with high shield values, Hildryn also benefits well from
Adaptation, essentially increasing the amount of damage her shields can absorb.
- Hildryn can absorb a higher amount of damage while being airborne with
Aegis Storm, by equipping
Aerodynamic,
Agility Drift and/or
Aviator.
- Hildryn's lack of energy makes her an ideal Warframe to use in missions where energy regeneration would be severely hampered, such as in Nightmare Mode missions with the Energy Drain modifier, or Energy Reduction Modifiers in Sorties.
- Hildryn's reliance on shields instead of energy for abilities means that she does not suffer from energy loss caused by energy drain attacks and abilities, such as from Parasitic Eximus units and Sensor Bars.
- Having a Sentinel/MOA (Companion) with
Guardian can allow for Hildryn's shields to instantly recharge upon depletion, effectively resetting her Shield Wall passive.
- Equipping
Shield Charger is also useful for boosting shield regeneration and providing temporary additional shields and overshields.
- Both
Guardian and
Shield Charger have a cooldown of 30 seconds.
- Equipping
- Hildryn has significantly reduced effectiveness against the Infested as they often lack armor or shields for her to
Pillage and replenish her own shields.
- This weakness can be circumvented with
Balefire Surge or
Blazing Pillage.
- This weakness can be circumvented with
- Despite the caveats, Hildryn's passive ability allows for a dramatic increase in the frequency of Railjack ability use. Mods increasing max shields and the rate of shield regeneration further increase this advantage.
Trivia
- Hildryn was first revealed in Devstream 122 along with Wisp, sharing space in the same concept art.
- Hildr is an Old Norse word for "battle".
- Hildr is also a valkyrie in Norse mythology, attested in the Prose Edda.
- Hildryn is the 39th Warframe to be released (excluding Primed and Umbra variants).
- Hildryn is the second Warframe whose blueprint can be acquired from a syndicate, Vox Solaris, using standing, the first being
Baruuk.
- Unlike Baruuk, Hildryn's component blueprints cannot be acquired from Vox Solaris. Instead, they are dropped from the Exploiter Orb.
- She is the first Warframe whose component blueprints are dropped from a Landscape's boss.
- She is also the first Warframe whose component blueprint acquisition method depends on a recurring Event, Thermia Fractures (also see Operation: Buried Debts).
- Each of Hildryn's component requires 2 Lazulite Toroids to build, for total of 6 Lazulite Toroids. Considering each Lazulite Toroid provides 12,000 Standing and her main blueprint costs 5,000 Standing, Hildryn is the most expensive in terms of syndicate standing, worth 77,000 Standing in total.
- Hildryn is the first Warframe that does not use energy for any abilities, later followed by
Lavos.
- The Orokin script on her default helmet reads "shield maiden."
- Hildryn is the second Warframe with unique rolling animations, the first being
Limbo. She instead deploys "wings" from her shoulders and launches herself forward a short distance.
- Hildryn is the first Warframe to have an Exalted Weapon as a first ability, immediately available from Unranked.
- Other Warframes with Exalted Weapons have theirs as a fourth ability, available at rank 10 and onward.
- Hildryn is the first Warframe to have an Archgun,
Larkspur, as a Signature Weapon.
- Hildryn is the second Warframe that can be airborne via a channeled ability,
Aegis Storm, the first being
Titania.
Bugs
- Hildryn can't use most of the normal interactions that drain energy from Warframes, such as the energy draining hall in Lua Spy missions and puzzles, due to having zero energy.
Release Date: March 15th, 2023.
Hildryn Prime is the Primed variant of Hildryn, with improvements to Health, Shields, and Sprint Speed, as well as an additional
polarity. Hildryn Prime was released alongside
Larkspur Prime and
Shade Prime.
Acquisition
Crafting
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() 5 |
Time: 3 Day(s) |
Rush: ![]() | |||||
![]() ![]() |
|||||
Hildryn Prime Neuroptics Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 600 |
![]() 1,100 |
![]() 4,975 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Hildryn Prime Chassis Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 450 |
![]() 1,425 |
![]() 5,500 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Hildryn Prime Systems Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 3 |
![]() 1,250 |
![]() 3,800 |
Time: 12 Hour(s) |
Rush: ![]() |
Notes
- Hildryn Prime, compared to
Hildryn:
- Higher Health (270/370 vs. 180/280)
- Higher Shield (1380/1880 vs. 1280/1780)
- Higher Sprint Speed (1.05 vs. 1.0)
- Has an additional
polarity.
- If Hildryn wields her signature
Larkspur/
Larkspur Prime, the weapon gains 300 more Ammo Maximum in Atmospheric mode, for a total of 700.
- As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
- Notably, Hildryn Prime is the first Primed Warframe to who this ability does not apply directly, as she does not use energy for her abilities.
- Hildryn Prime has the highest base shields out of all Warframes: 1,380 unranked and 1,880 at rank 30.
- When taking overshields into consideration, Hildryn is the Warframe with the second highest base total shield value (3,080), behind
Harrow Prime.
- When taking overshields into consideration, Hildryn is the Warframe with the second highest base total shield value (3,080), behind
- Hildryn Prime sports elegant Orokin-designed shoulder thrusters for her rolling animation and
Aegis Storm.
Trivia
Media
Hildryn utilizes her advanced Shielding systems to power all of her abilities. Although she has no Energy capacity, her shields boast additional passive benefits and defensive capabilities:
- Hildryn's Shield Gating is more advanced than other Warframes, bolstering her defenses:
- Overshields protect Hildryn's Health pool from damage types that normally bypass shields to directly affect health, such as
Toxin damage and
Combat Discipline's health loss per kill.
- Hildryn's Shield Gating grace period is 3.5 seconds when fully charged.
- This passive is shared with ally Warframes and Companions when linked via
Haven. Reset is dependent on the allies' own shield bar being fully replenished once protected by invulnerability.
- This passive also works in Archwing combat.
- This passive is shared with ally Warframes and Companions when linked via
- Overshields protect Hildryn's Health pool from damage types that normally bypass shields to directly affect health, such as
- All of Hildryn's abilities drain her Overshield and Shield points, as she lacks any energy capacity.
- Ability Efficiency mods and abilities affect the shield costs of her abilities instead of energy costs.
- Mods which convert energy spent on abilities to shields (such as
Brief Respite or the Augur Mod Set) do not replenish shields.
- Energy Orb pickups restore 25 shield points and instantly reset shield recharge delay.
- Because Hildryn can still pick up energy orbs to restore shield, mods or arcanes that benefit from picking up energy, such as
Equilibrium,
Energy Conversion, and
Arcane Energize, still function.
- However,
Arcane Energize has no effect on her, even though it can still trigger.
- However,
- Increasing the effectiveness of Energy Orbs with an
Amber Archon Shard also works with Hildryn, increasing the amount of shields gained per orb.
- Can only pick up Energy Orbs when Hildryn's shield pool is not at or above maximum.
- Shield points from Energy Orbs cannot create Overshields.
- Because Hildryn can still pick up energy orbs to restore shield, mods or arcanes that benefit from picking up energy, such as
Unlike most Warframes, when Hildryn ranks up she receives a special set of rank bonuses which are indicated at the middle-left of the Warframe Upgrade screen:
- +10 Health every three ranks, starting at rank 1.
- +25 Shield every three ranks, starting at rank 2 and at rank 3.
At rank 30, this results in a total of:
![]() |
![]() 1 ![]() |
Balefire Charge and launch devastating bolts of fire. Introduced in Update 24.4 (2019-03-08) |
![]() ![]() |
![]() | |||
![]() | |||
Misc: 100% (ragdoll chance on hit with Overshield) |
Info
- Hildryn expends
50 shields or overshields to equip her Exalted Weapon energy rocket launcher sidearm, the
Balefire Charger. The Balefire Charger consumes
100 shields or overshields to fire an energy bolt which explodes on impact with enemies and surfaces.
- Balefire Charger will
Ragdoll enemies if Hildryn has overshield.
- Balefire Charger will
- Balefire Charger has its own unique statistics:
- Base damage is
100 / 200 / 350 / 500 per hit.
- Damage distribution is purely
Electricity.
- Damage distribution is purely
- Shots have a 150% critical multiplier, with a 5% critical chance and 10% status chance.
- Shots can be charged to increase the damage inflicted, at the cost of consuming more shields:
- Scales with the amount charged, up to a maximum of 100% damage and
450 shields at full charge.
- Has a charge time of 2 seconds.
- Scales with the amount charged, up to a maximum of 100% damage and
- Shots have a fire rate of 0.833 rounds per second.
- Shots have an explosion radius of
1 / 2 / 2 / 3 meters.
- Damage is affected by Ability Strength and most secondary weapon mods.
- For example, with
Hornet Strike,
Convulsion and
Intensify equipped, each shot will deal
Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) =
500 × (1 + 2.2) × (1 + 0.9) × (1 + 0.3) = 3,952 damage. - The mods that affect Balefire Charger include:
- For example, with
- Balefire can not be equipped with Acolyte Mods (e.g.,
Sharpened Bullets) or Amalgam Mods (e.g.,
Amalgam Barrel Diffusion).
- Riven Mods are not generated for the Balefire Charger.
- Base damage is
- While
Aegis Storm is active, a second Balefire Charger will be equipped on Hildryn's left arm when using this ability. This is a purely cosmetic effect, and does not provide any tangible combat advantages.
- Balefire Charger can be used while riding a K-Drive by activating the ability before mounting the K-Drive and then switching to the secondary weapon as usual.
Weapon
- Main article: Balefire Charger
The Balefire Charger is Hildryn's and
Hildryn Prime's signature Exalted Weapon, summoned by activating
the ability with the same name. This pistol launches bolts of
Electricity that deal area-of-effect damage in a large area, and can be charged to deal more damage. Its massive damage is offset by its low critical chance, critical multiplier, and status chance.
Advantages
Disadvantages
Augment
- Main article: Balefire Surge
Balefire Surge is a Warframe Augment Mod for Hildryn's
Balefire that allows it to restore shields on direct hits from fully charged shots, and giving the ability to instantly destroy nullifier shields.
Tips & Tricks
- Balefire is capable of scoring headshots and activating headshot prerequisite effects such as
Arcane Precision. Arcane Precision does affect Balefire Charger's damage.
Bugs
- Currently, Arsenal displays a (moddable) reload stat of 1 second that has no effect.
![]() |
![]() 2 ![]() |
Pillage Pillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn's own Shields and Overshields. Introduced in Update 24.4 (2019-03-08) |
![]() |
![]() | |||
![]() | |||
Misc:
? / ? / 6 / 20 m/s (expansion distance per sec) | |||
Subsumable to Helminth |
Info
- Hildryn expends
150 shields or overshields to emit a radial pulse with an initial radius of
5 / 6 / 7 / 8 meters, which follows her as an aura and rapidly expands outward by ? / ? / 6 / 20 meters per second over a duration of
2 seconds. Hildryn and allies touched by the expanding pulse are instantly cleansed of all negative Status Effects. Enemies in direct line of sight of Hildryn and within range of her aura are marked for pillage, reducing their current Shields or total Armor by
10% / 15% / 20% / 25%. When Pillage expires or when the ability key (default 2 ) is pressed again while the ability is active, the pulse instantly retracts to Hildryn to restore her missing shields and produce Overshields based on the amount of shields and/or armor stolen from all pillaged enemies.
Roar,
Magnetic procs, and enemy weakspots on the "chest" area will increase the shield strip, but not shield return or armor strip.
- Enemy armor and shields are fully removed at 400%
Ability Strength. With one
Corrosive Projection, armor will be fully stripped at 328% Ability Strength.
- Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring four casts at base strength to fully strip.
- Shield restore affects Kubrows, Kavats, and MOAs, but has no effect on Sentinels.
- Does not steal from enemies without shields or armor stats.
- Enemies that possess both shields and armor will need to have their shields broken before armor can be pillaged.
- Pillaged enemies leaving Pillage's pulse and/or Hildryn's line of sight will still return shields to her.
- Casting Pillage is a full body animation that stops Hildryn's grounded movement and other actions.
- Pillage cannot be cast while
Aegis Storm is active.
- Hildryn's shoulder-mounted shield pads briefly become visible when Pillage is cast.
- Enemies affected by Pillage glow in an upward stream of energy particles. Pillaged shields return to Hildryn as energy missiles once the ability expires or is recast while active.
- Pulse, energy stream, and energy missiles are affected by Hildryn's chosen Warframe energy color.
- Subsuming Hildryn to the Helminth will offer Pillage and its augments to be used by other Warframes.
- Subsumed Pillage uses
50 energy instead of shields.
- Does not generate shields for
Inaros,
Nidus, or
Kullervo.
- Other Warframes cannot make use of the
Blazing Pillage augment, due to their inability to cast
Haven.
- Subsumed Pillage uses
Augment
- Main article: Blazing Pillage
Blazing Pillage is a Warframe Augment Mod for Hildryn that makes enemies affected by
Haven receive
Heat damage with a guaranteed proc and restore Shields to Hildryn when hit by
Pillage.
Tips & Tricks
- Similar to
Molecular Prime, ability duration is far more effective at increasing this ability's range than ability range itself. Increasing duration also provides more time for Hildryn to move around and tag enemies with the aura.
- Modding for
Corrosive Projection or
Shield Disruption is useful in certain scenarios, as the armor/shield strips are additive with Pillage. For example, the 18% reduced armor from Corrosive Projection equates to 72% power strength that is no longer needed, bringing down the power strength requirement for a full armor strip from 400% to 328%.
Bugs
![]() |
![]() 3 ![]() +5/s/ally +25/s/enemy |
Haven Create a shield aura around allies. Enemies that approach shielded allies will take damage. Introduced in Update 24.4 (2019-03-08) |
![]() 100 / 125 / 150 / 200 ( ![]() |
![]() | |||
![]() | |||
Misc:
100% (extra damage per second with Overshield) |
Info
- Hildryn expends
250 shields or overshields to overcharge her Shield Matrix to continuously link to allies and enemies alike. When targets are in her direct line of sight and within a
8 / 10 / 12 / 15 meter radius, Hildryn drains
5 Overshield/Shield points per second for every ally linked, and
25 Overshield/Shield points per second for every enemy linked. Deactivate the ability by pressing the ability key (default 3 ) again.
- While linked, allies gain extra maximum shield capacity by
150 / 250 / 300 / 500 points,
50% / 60% / 70% / 80% faster shield recharge rate, and 3.5 seconds of invulnerability on their shield gate; when the link is broken, excess shield points from the maximum shield capacity bonus become Overshields lasting until used.
- When the shield gate invulnerability is ready to protect an ally, the ally's shield bar appears energized by lightning.
- Affected allies include all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects.
- Has no effect on
Inaros,
Nidus, or
Kullervo due to their lack of shields.
- While linked, enemies receive
100 / 125 / 150 / 200
Radiation damage per second, doubled when Hildryn has overshield. Light and medium enemy types are staggered when first linked, with a chance to be staggered again per damage instance. Heavy enemy types do not appear to suffer staggers from this ability.
- Ability Synergy:
- When
Blazing Pillage is equipped, enemies affected by Haven when
Pillage passes through them will inflict
Heat damage with a guaranteed status effect and restore additional shields.
- When
- Casting Haven is a full body animation that stops Hildryn's grounded movement and other actions, while deactivating Haven does not play an animation nor stop Hildryn's actions.
- While Haven is active, Hildryn's upper body is enveloped in a fluctuating energy barrier, while her thigh-mounted shield pads become constantly visible.
- Upon linking with a target, a shield beam connects the target to Hildryn with audible humming.
- Energy barrier, shield pads, and shield beam colors are affected by Hildryn's chosen Warframe energy color.
![]() |
![]() 4 ![]() +25/s +25/s/enemy +50/dodge |
Aegis Storm Take the skies and rain Balefire rockets down on the enemy. Nearby enemies are blasted into the air where they will create an Energy Orb every few seconds. When shields run out the enemies are smashed into the ground. Introduced in Update 24.4 (2019-03-08) |
![]() ![]() 100 / 300 / 400 / 500 ( ![]() |
![]() | |||
![]() | |||
Misc: 8-18 s (energy orb drop interval) |
Info
- Hildryn expends
100 shields or overshields to activate her jet thrusters as she lifts off from the ground. Hildryn gains vertical and horizontal flight capabilities using the movement (W A S D ), crouch (Ctrl ), and jump (Spacebar ) hotkeys, similar to Archwing Maneuvers but without the Afterburner. While active, her shield matrix drains
25 shield points per second to continuously generate a energy field with a range of
8 / 10 / 12 / 15 meters; the energy field shrinks as Hildryn gains vertical height and expands as she is closer to the ground. Enemies inside the energy field and within Hildryn's line of sight drain
25 shield points per second per enemy, causing a fiery energy geyser to erupt from beneath them; enemies burned by energy geysers are suspended in midair, receive
100 / 125 / 150 / 200
Radiation damage per second, and drop an Energy Orb every 8-18 seconds. Deactivating Aegis Storm (default 4 ) causes Hildryn to slam into the ground, knocking down and dealing
100 / 300 / 400 / 500
Impact damage against all enemies inside the energy field.
- Geyser damage is increased as the energy field's radius becomes smaller.
- Hildryn in Aegis Storm cannot ascend higher than 10 meters above the horizontal surface underneath her. If Hildryn is above this threshold when activating the ability or due to descending changes in elevation, she will float downward. If Hildryn moves onto terrain that has a higher elevation than her original casting location, she will not maintain her current altitude limit and will rise to match the terrain.
- Hildryn's
Balefire Charger is the only weapon usable while this ability is active. Primary, Secondary, and Melee weapons cannot be used with Aegis Storm.
- However, Hildryn cannot zoom in with her Balefire Charger during Aegis Storm.
- While Hildryn holds two Balefire Chargers instead of one while Aegis Storm is active, this is a purely cosmetic feature and has no effect on the weapon's effectiveness.
Pillage and Helminth subsumed abilities cannot be cast while Aegis Storm is active.
- Hildryn can perform dodging while Aegis Storm is active, at the cost of using
50 shields per dodge.
- Aegis Storm's movement speed is affected by movement speed increases such as
Volt's
Speed and
Wisp's Haste
Reservoirs.
- Hildryn is unable to accomplish any action that requires the Use key (default X ) while Aegis Storm is active, thus cannot interact with consoles, pick up datamasses, or revive allies from bleedout.
- The Operator can still be used while in Aegis Storm, and be able to do these actions without deactivating the ability.
- While Aegis Storm is active large shield pads appear above each of Hildryn's shoulders. These pads appear above the pads that are briefly visible when Hildryn casts Pillage.
- Unlike the pads that appear for Pillage and
Haven; which appear to be generated by small spheres; the pads visible when Aegis Storm is active appear to be generated by two Balefire Chargers, Hildryn's Exalted Weapon.
- The Balefire Charger visible in Hildryn's hand when she casts Balefire appears to have five energy streams coming out of it. These are not visible in the Balefire Chargers generating her shield pads when Aegis Storm is active.
- Unlike the pads that appear for Pillage and
Tips & Tricks
- While channeling Aegis Storm, Hildryn can benefit from damage reduction from both
Agility Drift and
Aviator.
- Even though they can't be used, weapons with Weapon Augments can still trigger their Syndicate Radial Effects, as long as they were the equipped weapon when activating Aegis Storm. Using Balefire Charger will prevent these effects, as that then becomes the equipped weapon. This is useful with the Perrin Sequences' Sequence effect, which recovers 25% of the warframe's shield, which is especially effective for Hildryn.
- Operator Mode can be used without cancelling Aegis Storm, allowing Hildryn to crowd-control a large area of the battlefield while the operator uses their Amp or resurrects teammates. This also supplies affinity to an operator's Amp. However, take care not to die as operator, as Transference Static's shield depletion is particularly crippling for Hildryn.
- While channeling, Hildryn's shields can be restored by
Volt's
Capacitance,
Trinity's
Blessing, Night
Equinox's
Mend & Maim, and
Mag's
Polarize. Trinity's
Vampire Leech will not restore shields.
Balefire Surge can replenish Hildryn's own shields during Aegis Storm.
Strength Mods | Duration Mods | Range Mods |
---|---|---|
![]() |
![]() | |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Hotfix 36.0.5 (2024-07-20)
- Fixed Hildryn being unable to cast Ember’s Fire Blast Helminth ability.
Hotfix 36.0.4 (2024-06-26)
- Fixed Hildryn’s Balefire quickfire Attack Speed being increased when the “Fire Manual Trigger Weapons Continuously” setting is toggled on.
- Fixed Hildryn’s Pillage Energy Drain stat in Helminth tooltip having long decimals.
Hotfix 35.5.7 (2024-04-17)
- Line of Sight (LoS) Changes & Fixes
As mentioned in our last Hotfix 35.5.6, the team continues to address and assess player reports of further LoS issues. While the quality and consistency of LoS checks has improved significantly, we're still not 100% satisfied and sometimes the results are still unpredictable. The team is investigating LoS checks at large occasionally having odd interactions with terrain, enemies, etc. which is causing inconsistencies in the checks. We are looking to have this resolved in the next Cert update (more info on what that means here).
For today, we have made LoS improvements to the following Warframe abilities:
- Hildryn’s Aegis Storm (Raycast Check)
- In Hotfix 35.5.6, we made it so that Aegis Storm performs LoS checks from the floor where Hildryn is hovering, but that could be limiting based on her positioning. So, we’ve changed it so that the checks occur from Hildryn to enemies that are in LoS and within the ability’s range.
Hotfix 35.5.6 (2024-04-10)
- Line Of Sight (Los) Improvements
As announced last week, we have revisited LoS checks on other Warframes to bring them in line with the new and improved version of Dante’s LoS added in Hotfix 35.5.4.
To reiterate, there are now two variations of LoS checking:
- The first type of check sees if any part of the enemy has been drawn on the screen, so that any part of an enemy, big or small, is considered visible/eligible to pass the LoS check.
- The second type of check is for enemies that are not on screen. We now check for LoS to the enemy's head, torso, and feet instead of only to their body which will increase reliability there as well.
For Abilities that hit enemies in a full circle around you, both checks are used: Once to evaluate enemies that you can see and then a second sweep to check targets to the sides and behind you that aren't visible.
The following Warframe abilities have received the aforementioned improvements:
- Hildryn’s Pillage (Rendered Check)
- Hildryn’s Aegis Storm (Raycast Check from floor where Hildryn is hovering)
The above changes also tangentially fixes the issue of low FOV preventing LoS checks from occurring (this was most reported for Hildryn’s Pillage).
Update 35.0 (2023-12-13)
- Fixed armor stripped by Hildryn’s Pillage sometimes regenerating on enemies affected by Hydroid’s Passive.
Update 34.0 (2023-10-18)
- Warframe Shield Changes
Part 5 - A few other details to cover!
- Hildryn’s Passive has been buffed from 3s Shield Gating Duration to 3.5s Shield Gating Duration!
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.
Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.
Warframe Stat Changes:
HILDRYN Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225) Shields: Base Rank - 1280 (from 450) / Max Rank - 1780 (from 1575) Armor: Base Rank - 315 (from 300)
Energy: Base Rank - 0 (from 0) / Max Rank - 0 (from 0)