Patch History
Update 36.0 (2024-06-18)
- Fixed being unable to Auto-Melee as Chroma while Spectral Scream is active.
- Fixed Chroma’s Guardian Armor Augment not triggering Archon Intensify when healing allies.
- Fixed a script error with Chroma’s Spectral Scream.
Hotfix 35.5.6 (2024-04-10)
- Updated Overguard Interactions With Vex Armor
As announced last week, we’ve changed how Overguard interacts with effects that benefit from receiving damage on Warframe to make it more co-op friendly. Specifically, Chroma’s Vex Armor. The conversations regarding Dante’s abilities with Overguard became a driving factor to look at these interactions and find ways in which we can make them work to benefit co-op play. Overall, these changes aim to create a harmonious arrangement between the often unpredictable Overguard gains from allies and Vex Armor.
The following changes are in addition to their existing functionality.
Chroma’s Vex Armor
Previously, Overguard would prevent Chroma from benefiting from his Vex Armor buffs (since it blocked damage on Health and Shields). So, we’ve made the following change to allow players to receive the buffs through all sources of Overguard:
Now: Melee kills now grant a 15% Armor increase and ranged kills a 15% increase to Weapon Damage (doubled to 30% for ranged weak point kills).
This has the additional perk of self-sufficiency where players have far more control over the buffs, instead of having to rely on the unpredictability of damage dealt by enemies.
- General Fixes
- Fixed Warframe with cyclable abilities missing stats for each of their effects in the ability screen. Specifically:
- Chroma’s Spectral Scream
Hotfix 35.5.3 (2024-04-04)
- Clarified Chroma’s Guardian Armor Augment Mod description to specify “squadmates” instead of “allies” since it only affects player controlled characters.
- It now reads: “Chroma's Health takes 50% of damage dealt to squadmates within Affinity Range. Squad kills restore 5% of his Health over 3s and increases Vex Armor duration by 1s”.
- Fixed being able to equip both Vexing Retaliation and Guardian Armor Augment Mods on Chroma.
- Only one Augment is allowed to be equipped per Ability.
Hotfix 35.5.2 (2024-03-28)
- Fixed squad kills not contributing towards the Host Chroma’s “Guardian Armor” Augment Mod, which meant it wasn’t restoring the Host’s Health and didn’t increase Vex Armor’s Duration as intended.
Hotfix 35.5.1 (2024-03-27)
- Added a duration cap to Chroma’s Guardian Armor Augment Mod.
- This Augment was intended to offer players a way to extend its duration but was released uncapped, resulting in some pretty impressive numbers. For the sake of balance, we have capped this bonus time at your current modded Vex Armor duration.
- Fixed clipping halfway into the ground when deploying Archwing as Chroma while Effigy is active.
- Fixed a script error caused by Chroma’s Vex Armor ability.
Update 35.5 (2024-03-27)
- NEW WARFRAME AUGMENT MODS
11 new Warframe Augment Mods are available from Syndicate Offerings!
Stats below are shown at Max Rank.
Guardian Armor (Chroma - Vex Armor)
Chroma's Health takes 50% of damage dealt to allies within Affinity Range. Squad kills restore 5% of his Health over 3s and increases Vex Armor duration by 1s.
Available in the Cephalon Suda and The Perrin Sequence offerings.
- GENERAL FIXES
- Fixed a script error caused by Client leaving the mission while Chroma’s Elemental Ward is active.
Hotfix 34.0.2 (2023-10-19)
- Adjusted Chroma’s Elemental Ward buffs to account for the Warframe Health, Energy, and Armor stat overhaul that was released with Abyss of Dagath (full details on that in the patch-notes). This was missed in the update and since has allowed for wildly unintentional values. Since Warframe base stats were increased overall and Elemental Ward scales off of base stats, the following adjustments were made:
- Heat (Health Buff)
- Was: 50% / 75% / 100% / 200%
- Now: 15% / 20% / 30% / 55%
- Electricity (Shields Buff)
- Was: 50% / 65% / 75% / 100%
- Now: 10% / 15% / 20% / 30%
- Cold (Armor Buff)
- Was: 25% / 75% / 100% / 150%
- Now: 25% / 70% / 95% / 145%
- NOTE: On paper, it may look as if we’ve nerfed it when comparing the before and after, but it has actually been slightly buffed since it is scaling off of the new increased Warframe base stats. Shields have had a slight reduction in the ability’s earlier rank 0 and 1, but at rank 2 and 3 it has also been marginally increased. To give you a better idea of how this looks, let’s use good ol’ Excalibur as an example:
- Before Abyss of Dagath:
- Base Health: 100
- Health With Elemental Ward Buff (200%): 200
- After Abyss of Dagath & Today’s Hotfix:
- Base Health: 370
- With Elemental Ward Buff (55%): 203.5
- Heat (Health Buff)
Update 34.0 (2023-10-18)
- 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:
CHROMA
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 370 (from 350)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)
CHROMA PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 450 (from 425)
Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)
While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!
- Top Fixes:
- Fixed Chroma’s elemental damage defaulting to Heat in the Undercroft regardless of the selected emissive colors.
Update 33.0 (2023-04-26)
- Fixed hand clipping issues for the following Warframes (includes Primes for those who have that variant) when using Hildryn Prime’s Noble animation.
- Chroma
Hotfix 32.3.6 (2023-03-15)
- Fixed Chroma’s Spectral Scream not benefiting from Vex Armor’s damage buff.
Update 32.3 (2023-02-15)
- Fixed script error with Chroma’s Spectral Scream.
- Fixed crash caused while having all of Chroma’s abilities active and traveling from Free Flight to the Dojo in Railjack.
Hotfix 32.0.12 (2022-10-12)
- Changed Chroma’s Toxin Elemental Ward Holster Speed increase to a Damage Buff on weapon swap.
- With the overall buff to holster speed in Update 32, the above abilities have had their holster speed attributes replaced similarly to how the Mods were adjusted.
- We’ll be updating the Ability descriptions in a later Hotfix/Update.
Hotfix 32.0.9 (2022-10-05)
- Reduced the Mastery Rank restriction of all Prime Warframes to 0.
- Only 11/34 frames had any Mastery Rank restrictions, so we decided to make these consistent with the rest (there were no Mastery Rank restrictions on any non-Primed Warframes).
Hotfix 32.0.7 (2022-09-28)
- Fixed Chroma’s ‘Cold’ Elemental Ward applying a large damage multiplier bonus to bullets that hit an absorb/redirect volume (Xaku’s Whisper or Mag’s Magnetize).
- Elemental Ward should only add bonus damage to bullets that hit the player and then get reflected at enemies. Absorb spheres are not intended to gain any special benefit from this.
Update 32.0 (2022-09-07)
- The following Warframe Blueprints that can be obtained from Simaris can now be sold for Credits:
- Chroma Blueprint
Hotfix 31.7.1 (2022-07-28)
- Fixed script errors when casting Chroma’s Effigy Ability.
Hotfix 31.6.4 (2022-07-14)
- Fixed script error with Chroma’s Effigy.
Update 31.6 (2022-06-09)
- Fixed Ion Shoulder armor blocking the players view while aiming down the sights with Chroma Prime.
Hotfix 31.5.10 (2022-05-17)
- Fixed several issues with abilities when forced into Operator (in Zariman Cascade missions for example):
- Fixed being unable to deactivate Chroma’s Guided Effigy Augment.
Hotfix 31.5.8 (2022-05-11)
- Fixed script error related to Chroma’s Toxin Elemental Ward.
Update 31.2 (2022-03-16)
- Reduced Chroma’s Effigy radial knockback intensity. It will still send enemies flying, but no longer to the moon.
- Fixed script error related to Chroma’s Effigy.
Update 30.7 (2021-09-08)
- Adjusted Chroma Elemental Ward stat display to be more accurate (uses % display for Health/Shield/Armor/reload/holster buffs).
Update 30.5 (2021-07-06)
- Fixed being unable to use the Xoris as a melee weapon after detonating it while Chroma’s Spectral Scream is active.
Hotfix 29.6.4 (2021-01-06)
- ‘Invert Tap/Hold Abilities’ option now lets you control the setting for each valid Warframe.
- Numerous Warframes Abilities new and old have been given the ‘Tap/Hold’ functionality to do varying actions. Feedback showed that having the option to Invert the ‘Tap/Hold’ across the board to all valid Warframes was not ideal, as some Ability default functionalities are preferred. Upon selecting the ‘Invert Tap/Hold Abilities’ in the Options menu, you'll be met with a new screen allowing you to pick and choose which valid Warframes this applies to!
Hotfix 29.5.6 (2020-12-01)
- Fixed activating Aerial Ace while using Chroma resulting in his Passive extra jump being removed and causing the dragon wings to show on double jump instead.
Hotfix 29.5.2 (2020-11-20)
- Fixed missing TennoGen skin wings for Chroma’s new passive: https://forums.warframe.com/topic/1236349-chroma-wing-skin-not-matching-for-tennogen-skins/
Update 29.5 (2020-11-19)
- Spectral Scream: Removed Status Chance stat, now always 100%. Enemies hit by the breath will chain the damage to one other enemy outside the breath. You can now swap between Elementals on the fly with Spectral Scream - no longer dependent on your primary emissive color!
- Increased Spectral Scream damage from 200 to 400 Damage Per Second at Max Rank!
- New Passive: The Design Council suggested ‘Dragon’s Flight’ - a Passive that allows Chroma to perform an additional jump / bullet jump while sprouting his Dragon Wings to give him that extra aerial dominance!
Update 29.0 (2020-08-25)
- Fixed Chroma equipped missing the active element icon in the Appearance tab.
Update 28.3 (2020-08-12)
- Warframe Blueprint and Component costs from Simaris have been reduced by 50%!
Hotfix 28.0.6 (2020-06-24)
- Fixed a script error when casting Chroma’s Effigy ability.
Hotfix 28.0.2 (2020-06-11)
- Fixed a script error when receiving a buff from Chroma’s Vex Armor.
Update 27.1 (2020-02-04)
- Made a micro-optimization to Chroma's Effigy ability.
Hotfix 27.0.9 (2020-01-09)
- Fixed an issue where Chroma’s Elemental Ward in the ‘Fire’ mode would subtract health if Operators strayed too far from Warframes.
- Fixed Chroma’s Electric Elemental Ward not responding to Power Duration Mods.
- Fixed a script error in Chroma’s Effigy ability.
Update 25.7 (2019-08-29)
- Added Arsenal Ability videos for Chroma!
- Fixed your Arch-Gun constantly replaying it’s equip animation after casting Chroma’s Spectral Scream ability twice.
Hotfix 25.4.1 (2019-07-24)
- Updated Chroma’s Vex Armor ability description to include nearby Allies:
- When Shields are hit, Chroma and nearby allies' Armor grows stronger, when Health takes a hit, Weapon Damage increases.
Hotfix 25.2.3 (2019-06-25)
- Fixed Chroma’s Passive / Spectral Scream descriptions not stating that the Elemental effects are now dictated by the emissives colours, not the energy colours as given in the Ability / Mod descriptions.
Update 25.1 (2019-06-05)
- Made a micro-optimization to Chroma's Vex Armor ability.
- Fixed Zanuka being unable to capture Chroma.
Update 25.0 (2019-05-22)
- Cephalon Simaris now sells Blueprints given during quests in his Offerings! This allows you to purchase these items in the event that you’ve accidentally sold them.
Update 24.6 (2019-04-04)
- Removed "cast on ground" requirements for the following Warframe abilities:
- Chroma Effigy
Update 23.9 (2018-09-25)
- Introduced Chroma Prime.
Update 23.5 (2018-08-24)
- Fixed Chroma's special being interrupted by grab.
- Chroma's energy color no longer affects the damage.
Update 23.0 (2018-06-15)
- Fixed Chroma's Spectral Scream not using Energy colors.
Update 22.20 (2018-05-17)
- Fixed Chroma's Spectral Scream Energy stat on Abilities screen displaying as 0 after you've used it once.
- Fixed Chroma's Spectral Scream breaking if you run out of Energy while in Operator.
Update 22.14 (2018-03-01)
- Fixed a script error when casting Chroma's Spectral Scream ability.
Hotfix 22.12.5 (2018-02-13)
- Fixed Vex Armor HUD Buffs not being removed upon deactivation for Chromas playing as Clients.
Hotfix 22.12.4 (2018-02-13)
- Chroma's Vex Armor Damage Buff now works on Melee Damage.
Update 22.12 (2018-02-09)
- Spectral Scream
- Removed walk speed and jump restrictions. You can now freely move while this is active!
- Can now cast other abilities while using Spectral Scream.
- Damage output is now also affected by the Vex Armor's Fury bonus!
- Vex Armor
- Fixed a longstanding issue with number calculation being multiplicative. Boosts now apply before upgrades instead of after, making the ability consistent with all other damage boosting abilities. Overshields are now considered for Vex Armor. Chroma's Vex Armor remains one of the top performing damage-multipliers in the game - and it's now an aura! Instead of just being focused on Chroma, it can now benefit allies in range.
- Vex Armor can now be recast to preserve accumulated buffs.
- Reduced head bounce movement in Chroma's sprint turns.
Hotfix 22.8.3 (2018-01-11)
- Fixed Chroma's Effigy Wing pelt using the default Skin when equipped with the Chroma Vojnik Skin.
Update 22.6 (2017-12-07)
- Tuned down the bloom on the wings of the Chroma Vojnik Battle-Damaged Tennogen Skin.
Update 22.5 (2017-11-30)
- Fixed Elemental Ward fire not cancelling out when Transferring to the Operator.
Hotfix 22.2.5 (2017-11-11)
- Fixed a script error when casting Chroma's Effigy ability.
Update 22.2 (2017-11-01)
- Fixed a script error when casting Chroma's abilities.
Update 22.1 (2017-10-25)
- Fixed Electric Chroma's Elemental Ward discharging too much electricity.
Update 21.6 (2017-08-29)
- Fixed numerous Syandanas clipping through Chroma's Effigy pelt.
Hotfix 21.0.9 (2017-07-17)
- Fixed a localized typo of Chroma in his Helmet description text.
Update 20.7 (2017-06-07)
- Augment: Added
Guided Effigy for
Effigy
Update 20.3 (2017-04-26)
- Fixed Chroma's Vex Armor unmodded Damage multiplier ability stat displaying 100% higher than it should've.
- Fixed missing sound on Chroma’s Noble animation idle.
Hotfix 20.2.3 (2017-04-19)
- Fixed an issue where Chroma would deal no damage with Vex Armor active. While this may sound like a simple fix, if you're a Chroma user please read on!
- Solving Vex Armor actually takes as back to Chroma's beginning. On original power creation, we used some less-than-ideal calculation methods to create Scorn and Fury's effects. If you are an avid Chroma user, you probably know the power maximizing this ability brings. At some point in Chroma's future we will need to revisit and use ideal methods for his Abilities; we will inform you well in advance when Chroma is under review. As you may or may not know, Oberon is currently under review at this time!
- Updated the Ability screen and HUD buff numbers to be consistent with other powers. Functionally they remain exactly the same; they just start at 0% instead of 100%.
Hotfix 20.2.2 (2017-04-13)
- Fixed Chroma's Effigy sometimes not doing anything in Captura.
Update 20.2 (2017-04-12)
- Fixed Chroma's Idle animation not breathing actual fire.
- Fixed the Dex Nouchali Syandana clipping on Rhino and Chroma.
Hotfix 20.0.9 (2017-04-03)
- Fixed Chroma's Spectral Scream idle animation not playing the hunch over animation.
Hotfix 20.0.7 (2017-03-30)
- Fixed (for real this time) Chroma's Effigy appearing as a full Chroma instead of his pelt.
Hotfix 20.0.2 (2017-03-24)
- Fixed Chroma's Effigy pelt displaying a full bodied Chroma.
Update 20.0 (2017-03-24)
- Updated the icons for the Chroma Drevni and Chroma Vojnik skins to include shots of the default Helmet (with the skin colours applied) to resolve confusion.
Hotfix 19.11.6 (2017-02-28)
- Fixed a hitch when casting Chroma's Effigy if you don't have the default helmet equipped.
Update 19.2 (2016-12-01)
- Vex Armor is now affected by
Natural Talent.
Update 19.0 (2016-11-11)
- Fixed Chroma appearing to have 2 pelts when activating a Focus ability while Effigy is also active.
Hotfix: The Index Preview 4 (2016-10-25)
- Fixed an incorrect texture on the Chroma Drevni TennoGen skin when using Effigy.
Hotfix: The Index Preview 3 (2016-10-21)
- Fixed a script error with Chroma's Spectral Scream on Dedicated Servers.
Update: The Silver Grove (2016-08-19)
- Updated Chroma's tail cloth physics.
Hotfix: Specters of the Rail 0.12 (2016-07-20)
- Chroma part crafting stages were replaced with cheaper to build Chroma beacons.
- Chroma parts are obtained from Junction rewards later on.
Hotfix: Specters of the Rail 0.7 (2016-07-14)
- Swapped Nanospores for Salvage as a crafting requirement for Chroma Chassis.
Update: Specters of the Rail 0.0 (2016-07-08)
- Fixed dual secondary holsters clipping through Chroma when equipped with his Agile stance.
Hotfix 18.13.2 (2016-06-01)
- Possible fix for Effigy being invisible and dealing no damage
Update 18.13 (2016-05-27)
- Fixed Effigy wings not showing up for Clients.
Update 18.11 (2016-05-11)
- Augment: Added
Everlasting Ward for
Elemental Ward
Update 18.7 (2016-03-30)
- Fixed Effigy not taking the proper helmet customization.
- Fixed badge placements on Chroma.
Update 18.5 (2016-03-04)
- Fixed Elemental Ward not functioning when the Cold element is used.
Hotfix 18.4.1 (2016-01-25)
- Fixed Vex Armor not properly functioning against high level Infested Nanite clouds.
Hotfix 18.0.6 (2015-12-09)
- Fixed Ivara's Cloak Arrow causing permanent invisibility when used on Effigy.
- Fixed improper player customizations appearing on Effigy when Chroma uses their Focus while Effigy is active.
Update 18.0 (2015-12-03)
- Removed the Radial Scream from Effigy and reduced its channeling cost in PvP.
Update 17.12 (2015-11-25)
- Fixed incorrect pricing on the Drac Chroma Helmet.
Update 17.11 (2015-11-12)
- Augment: Fixed Afterburn leaving lingering damage if killed while in use.
- Fixed Vex Armor giving players a 4.5x multiplier instead of a 3.5x multiplier
Hotfix 17.10.4 (2015-11-10)
- Fixed Chroma's Vex Armor Ability actually reducing player armor rating.
Hotfix 17.10.2 (2015-11-09)
- Fixed a percentage error showing too many decimals in the HUD buff of Vex Armor.
Update 17.10 (2015-11-04)
- Fixed a crash that would occur when viewing Chroma in the Codex.
Hotfix 17.6.1 (2015-10-07)
- Fixed an error providing players with 0 energy drain when using Chroma's Effigy if they fell off the level into a pit, etc.
Update 17.5 (2015-10-01)
- Spectral Scream now drains 3 Energy.
- Elemental Ward's Electric elemental discharge effect is now affected by range Mods instead of strength Mods.
- Elemental Ward Poison holster and reload speed are now affected by duration Mods instead of strength Mods.
- Fixed Fire Elemental Ward allowing multiple heals each time they enter the aura.
Hotfix 17.0.5 (2015-08-07)
- Fixed Chroma casting Vex Armor then Elemental Ward causing redundant animations.
Hotfix 17.0.3 (2015-08-04)
- Fixed an issue caused by Effigy scream.
Hotfix 17.0.2 (2015-07-31)
- Fixed an 'Ability in Use' error message that would appear when two Chromas with different element types use Elemental Ward near each other.
Update 17.0 (2015-07-31)
- Chroma's green energy perk now gives a buff to holster and reload speed instead of affecting Stamina.
Hotfix 16.11.5 (2015-07-15)
- Fixed the Cernos' holster position impaling Chroma when Chroma uses Effigy.
- Fixed an issue with Chroma's Elemental Ward causing Grineer Scorch to reflect the AoE slow + Damage aura when augmented as Ice.
Update 16.10 (2015-06-25)
- Fixed duplicate Syandanas appearing for Clients on Effigy.
Update 16.7 (2015-06-04)
- Fixed Warframe armor not properly showing on Chroma when Effigy is cast followed by a cloaking ability.
Hotfix 16.5.1 (2015-05-12)
- Fixed Spectral Scream preventing players from being able to use quick melee.
Update 16.4 (2015-04-23)
- Augment: Added
Vexing Retaliation for
Vex Armor
- The Chroma Amaru Helmet is now available in the marketplace.
- Fixed Effigy moving when in electric water or similar environmental hazards.
Hotfix 16.3.5 (2015-04-17)
- Fixed secondary weapons floating away from Chroma.
- Fixed kills from Effigy not counting towards player stats.
Hotfix 16.3.4 (2015-04-16)
- Fixed the Rakta Ballistica not sitting on Chroma when holstered.
Hotfix 16.3.2 (2015-04-14)
- Fixed Nullifier Crewmen not nullifying Effigy.
Update 16.3 (2015-04-09)
- Made small adjustments to Effigy to be less intrusive.
- Fixed issue where using Chroma in a Mastery Test would
cause enemies to stop spawning.
Update 16.2 (2015-04-01)
- Fixed error that would prevent Chroma from using powers after deactivating Effigy.
Hotfix 16.1.5 (2015-03-31)
- Fixed Chroma playing idle animations when using Spectral Scream.
Hotfix 16.1.4.1 (2015-03-29)
- Fixed total end-of-mission credit reward being doubled if Effigy was active at the time of extraction.
Hotfix 16.1.3 (2015-03-26)
- Fixed Effigy being hostile to players if spawned while Chroma is under the effects of the Radiation proc.
Update 16.1 (2015-03-25)
- Fixed Vex Armor increasing for shield / health decreases caused by Elemental Ward ending.
- Fixed Effigy giving players a stacking credit boost. One Effigy per Chroma.
Hotfix 16.0.4 (2015-03-23)
- Fixed Spectral Scream being affected by rift status.
- Fixed Elemental Ward fire AoE being affected by rift status.
- Fixed Noble animations displaying a strange hand positioning.
Hotfix 16.0.2 (2015-03-21)
- Chroma's alt helmet will no longer appear in player inventories after completing The New Strange Quest.
- Fixed Spectral Scream not equipping a weapon once deactivated if the ability was used while holding a scanner.
- Fixed Elemental Ward buff showing as 1% off in the HUD in some instances.
Update 16.0 (2015-03-19)
- Introduced.
- Augment: Added
Afterburn for
Spectral Scream
Warframes | ||
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596 comments
Did they remove the ability to choose your elemental ward starting color via primary emission from the game?
Nah I think that is a bug to my knowledge, sometimes I see that it has happened, but sometimes I have not. Weird, huh?
Its odd, I seem to be able to use his 1 to rotate elemental choice. Toxin/Cold/Heat/Electric. Tap to change, hold to cast.
Further it affects his aura as well. Kinda like him like this. Sorta similar to Lavos, but still distinctly him.
That is normal? Was that your first time using it or am I mistaken?
They probably haven't played him in a while; Chroma on launch used his emissive to determine his ability element, the rotating wheel feature is a change from his on launch ability set
BAD DRAGON
He is good boi!! D:<
Saddly... the worst dragon character design I've ever seen in a game.
Yeah.. But hey, you will LOVE his other skins maybe?! Prime, Zunlong, or Dynasty!
In fact, your fashion frame is incredible. However, the design of the skills, with the exception of the first, does not compare to other dragon-themed characters and is quite boring.
I agree with you totally. You can probably find my own rework I'd give him somewhere in these comments as he isn't much of a dragon warframe sadly.. Like, an actual FUN dragonframe.
Saddly... the worst dragon character design I've ever seen in a game.
Still waiting for rework, c'mon Pablo, pls
It needs to be a DRAGON frame, not a damn "dragon killer knight". We even have a pregnant angel warframe that flies, but the "dragon" frame just has a useless and shit AI ability.
THANK YOU random user, I found someone who agrees in needing a DRAGON WARFAME!!
TBH I think spectral scream just needs a buff and that the active abilities change if you sicle throw elements
If we are talking rework I would buff spectral scream and elemental ward and rework efiggy and vex armor.
Passive so silly i forgot it existed. It's true Chroma deserves at the very least a 1 and 4 rework.
Agreed. I just hope they swap around his 4th ability and keep it as either his 2nd or 3rd ability. It obviously needs to be buffed and the energy drain is insane. Chroma without his pelt is 11/10 design. Elemental Ward and Vex Armor could very well just be combined to be 1 ability tbh.
Yeah vex and ward should be fused I hate having buffs take over half of his kit
Recieve content creep.
Witness all the nerfs.
Twist to a boring form.
Now i helminth you.
Skill 1 and 4.
I prostate myself before you.
In this moment.
Grant a rework
(Rework please, please, please, please!
Its year of the dragon ffs!
give the flightless dragon some love!!!).
I agree wholeheartedly.
My dragon boi NEEDS a rework! Like he isn't really a dragon but I want to play a dragon warframe!
Jade's 4 allows her to fly freely and is a pseudo exalted weapon. She's more dragon than Chroma lol
No kidding!
The official blurb for Chroma says "soar with winged fury" yet he can't fucking fly
If you just buff damage on 1 and 4 to contemporary warframe levels, Chroma is god tier. Vex armor and elemental ward are both insanely strong. Why use abilities when you can bullet jump twice instead, while giving yourself an extra 2 primary arcanes worth of damage on your weapons plus 3k+ armor that never expires from vex, and a mod slot worth of extra health or shield from ward?
Ok, his kit is boring. That's fine, I don't need to button mash on Lavos or Dante every time I play warframe. Even if they just increased the range to 25-30m on the credit fountain function of his 4 I would probably have him in my top 3 most played frames.
If you want to make him 'interesting', make his 4 into a toggle mobile companion with mod slots that gives extra credits on assists and spreads status. Buff the damage on 1 and/or have it build combo or something and call it a day. Or just let the augment scale to equinox levels of damage instead of 500... lol.
As he is right now, if you don't feel like being a wizard and just want to shoot/punch and ninja around, he looks pretty damn good.
"I'd love to hear how you suppose DE will make him 'feel like a dragon' in your head other than turning his 4 into another shit exalted weapon with a flying gimmick."
Literally "What's 2 + 2? But you can't say 4." The ability to fly is exactly what Chroma needs most to feel like a dragon, possibly with his breath turned into a moddable exalted weapon. If you like shooting guns then I suggest sticking to Rhino, or better yet Mesa, since she actually suits that playstyle thematically, instead of wasting Chroma's potential to be unique and deliver an important fantasy
DE listened !!
Now Chroma has 3 Bullet Jumps
Such buff
Much jump
Wow
Almost like flying dragon
From the top down 3rd fandom user: While you have good points, understand that people who say this stuff are the reason things stay the way they are.. This is a DRAGON warframe, and catters or tries to at least to us who enjoy Dragon-like characters, sadly he isn't much of one. Now, there are many Warframes that you described are like that, even better then Chroma, but please know that a lot of us want him to get a dragon related rework, just like how other Warframes that many have been saying "No rework needed, it good!!" even when they are least used, but now they are solidly built. And despite Chroma being mid tier used, he isn't as great as Rhino or the others. He needs to feel like a dragon, as on par with his entire theme, which, fails.
Chroma is the most fun warframe in the new Ascension gamemode. Two bullet jumps. With Mobilize in the exilus slot or a Praedos equipped, It feels like Zephyr.
Arguably better than Zephyr cause her weird low gravity while airborne + sucky aim with the 1st make her terrible to fly around if you're actually going out collecting all the booster ionic charges, Chroma just pulls a second bullet jump out his behind and makes accessing the spawn locations MUCH easier
Is the bit about holstering tonfa no longer true? My chroma prime holsters them normally. I've tried swapping to the standard skin and it's the same stock location
Chroma's page is so neglected that the ability calculator doesn't show up and they didn't put a quick summary of his new augment. rip.
The quick summary is literally just a content transclusion from that augment article. Fixed thanks. The ability calculator has been depreciated for some time and won't see an update unless someone finds a better way of implementing it on the wiki or as an independent web app.
Chroma is lame because he doesn't feel anything like a dragon, he fails to deliver that fantasy almost completely
True
Well, as of now. There isn't much of a way to make him fun, is he powerful if modded correctly? Yes. But he needs a lot of room for work.. And they still haven't fixed nor given him a full rework, which he desperately needs.
A dragon rework, mind you.
Is it possible to make him fun to play? His only working/good ability is his armor/buff for weapons...
Pretty much, after I modded him properly I saw some 30x+ damage buff and I'm like "NO WAY IS THIS WHAT I THINK IT IS" well no, it doesn't boost anything but the base abilities which deal pathetic damage lol
So uhh, who else is immune to all statuses other than knockdown rn?
Is there context i'm missing here? I'm fairly sure knockdown is considered a status for every relevant status immunity effect, and I wasn't aware chroma got one
Edit:I now realize this was asking "am I the only one who is immune to non-knock down status effects as chroma" instead of "what other warframe has non-knockdown status immunity" I couldn't reproduce this myself, so i'll just leave this has a monument for my derpness.
I am curious, what is causing the status immunity besides knockdown?
Okay, so we know that they will be reworking another Warframe at some point (I do hope for Chroma) but in the meantime here is what I would have changed for him to make him better.
We all know him, the one who had an amazing start, and had gotten even better, but now is a C tier frame? And while yes he is VERY good with the right settup, it must be a very specific kind and there is almost no room for any change. Also, he is just boring, buff 2 and 3 and boom, done.. gameplay lacking with his kit. His 1 is awful and can barely do any good, his 4th? Meh honestly, unless you are doing profit taker where doubling credits is amazing and glorious, and maybe low level defense missions, there is nothing doing to him there. Now his design.
His design at base version is.. honestly strange and kinda ugly, the meaty looking body, the stupid looking head he has, and his tail isn't even draconic either. I understand these things are up as an opinion, and if you personally find his base look appealing, good for you, however, I do not.
There are now three main skins that actually make him amazing looking. First off, his Prime version, it seems definitely more draconic but a mix of a dark knight, which is actually, really beautiful looking to say the least. Now secondly, his Dynasty skin. The design is VERY interesting, maybe not draconic that much, but still a very good skin in my eyes. And lastly, the newest and third one, the Zunlong skin. This skin actually takes in many draconic features, not just Eastern dragons but of Western dragons as well, and is as close as you can get to an actual dragon skin in game. Now, we have seen his abilities and his look, what would I change? Well, lets see then..
First off, his passive is fine, but could be better, A triple jump is cool in all, but if he could actually fly in some capacity like Zephyr, that would make him more interesting. His one I'd keep the elemental breathing but make it so it is a lot bigger, damage scales a lot better, and is basically a better version of the Ignis Waith but as an ability. His second and third ability could shift into one, but remove the needing to take damage in order to buff, or make it multiplicitive again (But then this whole idea would be redundant, wouldn't it?). A third would instead take the form of a either the elemental area like effect with ultimately better stats, or just give him a signature greatsword and let him eviscerate his enemies (Not fully my idea for the greatsword, but it just fits!), honestly, anything could go here and should be fine as long as it works and makes practical sense. And finally, his forth. He is a dragon frame, is he not? Yes despite this and that at the end of the day the in-game files says it all: dragon. I'd say turn him into an actual dragon for his 4th, unleashing the draconic as either an Orowyrm like Sevagoth's 4th, or like Voruna's where she does her own thing as a wolf. Either way, that is all I have that I would personally want to make him better.. And maybe shift his 1 to 2, 2 to 3, and 3 to 1 for consistency. But all in all, I would love him either way.
I'd change his passive to something like "Reduced elemental damage from fire, Ice, toxic and electric", how much % idk
We could have that too as well. But maybe at least to the attument that he has.
I'd make bullet jumping remove a type of status effect.
That doesn't sound too bad, but at this rate just make him have better vertical mobility, not just an extra jump.. Even though I actually quite like it.
Incoming buff for Chroma next week.
Vex armor will have its damage bonus able to be charged with ranged kills and armor bonus can be charged with melee kills.
Oh so it will still do nothing because by the time you end buffing yourself your team will wait you at the extraction point?
Yeah he need a full rework all abilities are trash
At this point rework entire Warframe cus it's trash running on engine from 2003 with miniscule improvements mainly toward "Visual Effects"
As the original "master of elements" frame, he just applies them poorly. He should have been reworked with the status proc reworks. The damage buff is nice, but it's too conditional. You can look at mirage now with her eclipse, it's just one button press for a multiplicative weapon damage buff now. Even Lavos can get a 200% weapon elemental buff of his choice now.
Could someone update his page? He doesn't have his cosmetics from Lunar New Year nor the new augment that was given just currently.
To the person who updated that, thanks! Same guy btw..
How does his Effigy work considering resource boosting?
You might not be aware but you need credits for multiple things including upgrading mods and building items in the foundry.