Hotfix 36.0.1 (2024-06-19)
- Fixed the Jade Light Eximus’ beam attack bypassing Revenant’s Mesmer Skin.
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:
REVENANT
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 735 (from 225) / Max Rank - 835 (from 675)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)
REVENANT PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 825 (from 250) / Max Rank - 925 (from 750)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)
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 Styanax’s Intrepid Stand Augment Mod unintentionally granting mind control immunity to Revenant’s Thralls.
Update 33.6 (2023-07-27)
- Fixed Emblems attaching at weird points on Revenant Prime after removing the Revenant Prime Armor and swapping skins.
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.
- Fixed crash with Revenant’s Enthrall.
Hotfix 32.3.4 (2023-02-23)
- Fixed Revenant Prime’s Starting Energy stat being 50 + 5 for every point of free Mod capacity (base Revenant) instead of 100 + 5 for every point of free Mod capacity.
Hotfix 32.3.1 (2023-02-15)
- Fixed Script error related to Revenant's Mesmer Skin sharing charges with Defense targets.
Update 32.3 (2023-02-15)
- Augment: Mesmer Skin -
Mesmer Shield
- Fixed Reinforcement Beacons in the Orb Vallis being indestructible if the enemy placing it is affected by Revenant’s Thrall.
Update 32.2 (2022-11-30)
- Fixed script error when a Revenant in the squad uses Mesmer Skin and then Reaves onto another Revenant, who then Reaves onto an enemy affected by Enthrall.
Update 32.1 (2022-11-02)
- Added “Speed” stat in UI for Revenant’s Reave.
- Fixes towards a crash caused by Revenant's Danse Macabre.
- Fixed Revenant Prime’s energy color along his back not changing from the default blue.
- Fixed the Officium Syandana not sitting flush on Revenant’s back.
- Fixed script error with Revenant’s Enthrall.
Hotfix 32.0.12 (2022-10-12)
Hotfix 32.0.9 (2022-10-05)
- Introduced Revenant Prime.
- Revenant’s Reave ability changes:
- Reave will now scale with sprint speed for both distance traveled and speed while in Reave.
- Reave can now be interrupted by jumping, which preserves your forward momentum.
- The above changes were made to allow more movement focused builds!
Hotfix 32.0.3 (2022-09-14)
- Fixed the following Warframe ability descriptions extending beyond the screen and clipping:
Update 32.0 (2022-09-07)
- Revenant’s Mesmer Skin Change:
- Now grants 1 second of invulnerability after a charge is consumed.
- The addition of Overguard affected the efficiency of Mesmer Skin, as rapidfire Overguarded enemies would melt through their Mesmer Skins and remain unaffected by the incoming sleep effect. To bring this ability closer to its original intention, Mesmer Skin will now grant 1 second of invulnerability after a charge is consumed. This gives players time to react to these powerful units before taking their full damage.
Hotfix 31.6.2 (2022-06-15)
- Fixed script error from Revenant’s Enthrall.
Update 31.5 (2022-04-27)
- Fixed sprint (when toggle sprint is enabled) getting canceled after using the following Warframe abilities:
- Revenant’s Reave
- Revenant’s Danse Macabre
Update 31.2 (2022-03-16)
Update 31.1 (2022-02-09)
- Toned down the brightness of Revenant’s Mesmer Skin FX. It will also now be hidden while in Archwing.
Update 30.7 (2021-09-08)
- Revenant's Danse Macabre ability now deals finisher damage against inanimate objects instead of adopting a damage type based on the target. It still does adaptive damage and applies adaptive status effects against enemies.
- Prior to this change, Danse Macabre was allowing Revenant to solve Operator-required puzzles, which is clearly not intended.
- Fixed an issue where if you bullet jump with Revenant and then cast Danse Macabre his head would appear broken.
Hotfix 30.0.1 (2021-04-13)
- Fixed Danse Macabre loop sound staying active when client aborts mission while power is active. Also fixed Danse Macabre end sound playing when entering the menu while power is active, it wont be triggered now.
Hotfix 29.5.7 (2020-12-10)
- Fixed inability to use/cancel any abilities or use Operator after casting Revenant’s Danse Macabre and getting knocked down or attempting to ledge grab during its animation.
Update 29.5 (2020-11-19)
Hotfix 29.0.7 (2020-09-03)
- Fixed a Revenant functionality loss if Reave is cast on an enemy who is both Enthralled and Blood Altared.
- Fixed cases of Revenant’s Reave hitting ragdolled enemies multiple times in rapid succession, potentially insta-killing them.
Update 29.0 (2020-08-25)
- Fixed script error related to Revenant’s Danse Macabre.
Update 28.3 (2020-08-12)
- Warframe Blueprint and Component costs from Simaris have been reduced by 50%!
Update 28.1 (2020-07-08)
- Fixed Enemies that are converted by Revenant's Enthrall energy pillar not appearing to have the Enthralled visuals around their head despite being friendly/affected.
Hotfix 27.4.4 (2020-05-07)
- Enemy summons can now be mind-controlled by abilities. Previously, there was a mechanic where 'owned' NPCs would not be affected by mind control, but now this only applies to allied owned NPCs (Sentinels, Pets, followers) so that there's no misleading things happening with Mind Control abilities.
Update 27.4 (2020-05-01)
- You can now sell your duplicate Revenant Blueprints for 2500 Credits from your Inventory.
Update 27.2 (2020-03-05)
- Armor Change:
- Revenant: 105 to 125
- Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.
Hotfix 25.7.7 (2019-09-26)
- Revenant's Reave ability is now an upper body animation only; alleviating momentum cancelling lower body animations.
Update 25.7 (2019-08-29)
- Revenant now holds the Tatsu instead of the Galatine in his in-game Market diorama.
Update 25.5 (2019-07-31)
- Fixed Armored enemies affected by Revenant's Danse Macabre continuing to take Corrosive Damage after the Armor has gone, resulting in less damage because Flesh is stronger to Corrosive than Armor is.
- Fixed Revenant's Danse Macabre doing Corrosive Damage to Infested.
- Fixed not being able to perform finishers on blinded enemies from Revenant's Enthrall that are temporary allies (mind control, etc).
Hotfix 25.4.1 (2019-07-24)
- Fixed Revenant's Enthralled enemies not counting towards kills in Rathuum/Index.
Hotfix 25.3.3 (2019-07-16)
- Fixed an issue with Revenant's facing direction after using Reave during Danse Macabre.
Hotfix 25.3.2 (2019-07-12)
- Fixed ability to use Emotes while casting Revenant's Danse Macabre to prevent your Abilities getting stuck.
Hotfix 25.1.2 (2019-06-12)
- Fixed Revenant Thrall death pillars not causing damage on contact, only with projectiles for Clients.
- Fixed Revenant Thralls created by pillar projectiles not showing its effect and cannot be damaged for Clients.
Update 25.1 (2019-06-05)
- Fixed Zanuka being unable to capture Revenant.
Hotfix 25.0.8 (2019-05-31)
- Fixed Revenant's default Energy color being too green.
Hotfix 25.0.3 (2019-05-24)
- Revenant Blueprint has been added to Simaris' Offerings.
Update 25.0 (2019-05-22)
- Revenant and allies can now perform Finishers on enemies blinded by Revenant's Reave with the Blinding Reave Augment equipped.
Update 24.7 (2019-04-10)
Hotfix 24.6.2 (2019-04-05)
- The Tatsu Soul Swarm (Revenant) projectiles now have a lifetime of 5 seconds.
- Fixed Secondary Energy colors not applying to certain things (Revenant's Helmet beard, etc).
Update 24.6 (2019-04-04)
- Having a ‘signature’ weapon now actually benefits you!
- Phantasma: Has 15 magazine when wielded by Revenant.
- Tatsu: Charge cap is 9 when wielded by Revenant.
Update 24.5 (2019-03-14)
- Fixed Revenant Reave being able to give a Mesmer Skin charge to Operators.
Hotfix 24.4.4 (2019-03-11)
- Fixed "melee with fire weapon input" causing Revenant's Danse Macabre to be unboostable when a Melee weapon is equipped.
- Fixed a script error when casting Revenant's Mesmer Skin ability.
Update 24.4 (2019-03-08)
- The homing energy projectiles that Enthrall pillars emit now have a chance to Enthrall enemies while inflicting damage if there is room in the Enthrall cap. This allows Enthrall to spread more organically, and as the cap is reached, damage continues on other targets.
- Fixed Revenant becoming stuck in his spinning animations if he becomes downed during Danse Macabre.
- Fixed Mesmer Skin consuming multiple charges when getting hit multiple times in the same frame from the same enemy (e.g. a projectile that hits you and explodes).
- Respective Ability videos now also appear upon hover-over to add that little extra spice! This initial Ability video aspect is currently functional for Revenant!
Hotfix 23.10.4 (2018-10-16)
- Revenant's Reave now follows the direction of your reticle as opposed to always in a straight line. This allows you to steer it freely. You can of course maintain the original behaviour of a straight line by simply not aiming your reticle, but for those of you wanting better control over where Reave goes are now able to freely steer!
Hotfix 23.10.2 (2018-10-12)
- Fixed a script error when casting Revenant's Mesmer Skin ability.
Update 23.10 (2018-10-12)
- Fixed the Revenant Warframe Blueprint not appearing in the Codex as a reward under any Eidolon variant.
- Revenant Changes & Fixes
- Revenant's Reave wall width is now affected by Range Mods.
- Revenant's Reave now also sheds Status Effects on cast and applies them to targets it hits.
- Fixed Revenant's Thralls not granting Affinity when killed.
- Fixed Revenant's Danse Macabre being able to damage Nullifier bubbles (and then killing the Nullifier).
- Fixed enemies affected by Revenant's Enthrall and then a Radiation Status Effect being able to enthrall the Defense *target, preventing the wave from ever ending.
- Fixed Revenant Reave not using Modded Health/Shield steal values.
- Fixed Revenant's Reave Abilities page not properly showing the Modded Health/Shield steal values.
- Fixed Revenant's Thrall death pillars blocking projectiles.
- Fixed various Syandana clipping issues with Revenant.
Update 23.9 (2018-09-25)
- Fixed getting one-shotted through Revenant's Mesmer Skin by a single very powerful hit.
- Fixed Ability immune enemies not decreasing the Mesmer Skin count when hitting Revenant.
- Fixed Revenant's Thrall FX not attaching properly to Vomvalysts.
Hotfix 23.8.1 (2018-09-14)
- Revenant Mesmer smoke effect is now only seen on yourself, not other players, to improve performance and visibility.
- Fixed an issue with lingering FX resulting from Revenant frequently using Reave and Danse Macabre.
Hotfix 23.8.0.2 (2018-09-12)
- Fixed Clients Transferring to Operator and back resulting in Revenant's Mesmer Skin charge indicator being removed on the ability UI.
- Fixed Revenant Reave being capable of flying.
Hotfix 23.8.0.1 (2018-09-12)
- Reverted an unintentional reduction of Revenant’s max Energy. His max Energy is now as it was before 23.8.0.
Update 23.8 (2018-09-12)
- Revenant Ability Changes
We have a big batch of changes to Revenant based on constructive player feedback. Specifics per ability follow below, but a big thanks to everyone who took the time to login, play, and visit a space (forums or otherwise) to give their thoughts. It's crucial to the iteration process. Thank you!
- ENTHRALL
THRALLS: We have made changes to have Thralls have more value in life AND death - just as Revenant did. The general rule Thralls will follow is they provide CC in Life, Damage in Death. The goal is simply to have an easy supply of Thralls to make use of in both Life and Death.
Currently Enthrall has the following uses:
WHILE ALIVE:
You can get up to 7 enemies Crowd Controlled - they won't attack you or allies and will draw Aggro from AI.
It spreads / is transferred - the Enthralled state is contagious!
You can Reave Thralls for greater scaling Health and Shield Leeching.
If Thralls are killed by Danse Macabre, overshield drops are created.
AFTER DEATH:
It creates a damaging pillar, and that's it. Not useful enough in death at all!
ADDITIONAL After Death:
- We've added the following with this update:
- While active, the pillar creates homing projectiles similar to the Vomvalyst attacks and Revenant's Signature weapon, the Phantasma!
- The pillars can now be exploded to output their damage radially if hit by Danse Macabre.
- MESMER SKIN
On the development build before release, Mesmer Skin was recastable but we removed this due to balance concerns. But, our gut reaction was right and thanks to your feedback we've changed it back to how it was and you can now recast Mesmer Skin to recharge it!
- REAVE
- Lowered Energy cost to 50.
- Revenant is now fully immune to damage while Reaving - it's meant to be a life-saver!
- When Reaving Thralls with Mesmer Skin active, it restores a charge.
- When Reaving Allies with Mesmer Skin active, it adds the protective energy to your allies who happen to be in range. A small protective bonus!
- When REAVE is cast while in DANSE MACABRE, Energy cost lowered to 25. This allows for quicker, risk-free placement of Revenant for tactical maneuvering.
- The Direction of Reave now follows last Reticle aim point which makes casting more responsive to intent.
- Revenant Fixes
- Fixed Revenant’s Reave using the wrong value (Health) for Shield gain.
- Fixed inability to damage Revenant’s Enthralled enemies with the Arca Plasmor.
- Fixed Revenant’s Enthralled enemies still attempting to hack terminals during Interception missions.
- Fixed Gara’s Mass Vitrify blocking Revenant’s Danse Macabre lasers.
- Fixed Revenant’s Danse Macabre and Khora's Strangledome names being in ALL CAPS.
Update 23.6 (2018-08-30)
- Revenant Fixes & Changes
- Enthrall cap for thralled enemies increased from 4 to 7.
- Developer Note: We listened to the feedback that 4 was too few, so we’ve buffed the number to match Nekros’ max Shadows.
- Danse Macabre energy cost increased from 12.5 to 20 energy per second.
- Developer Note: In keeping with changes we've made to Warframes in the past to deter from the "set it and forget" approach, we have increased the energy per second on Danse Macabre. We are hoping that with Enthrall's cap increase you can benefit from more overshield pickups with Danse Macabre. We’re always looking to iterate on your feedback, please leave yours in the dedicated Revenant feedback megathread!
- Reave now looks more like the Vomvalyst charge.
- Added FX and sound when Mesmer ends.
- Fixed Danse Macabre showing 0 energy/second in abilities screen.
- Fixed Danse Macabre becoming stuck while sliding.
- Fixed script error if you cast Revenant's Enthrall on a roller or other similar enemy.
- Fixed Mesmer not reflecting Status effects.
- If you have Revenant building in your Foundry, the final stage of The Mask of the Lost One quest will now progress, instead of requiring you to claim the completed Warframe.
- Developer Note: For those of you who offered feedback about the guidance within the miniquest, we are working on improving the player experience. This will take a little time, but thank you to everyone who offered constructive criticism on our first foray into this miniquest. In the meantime, you can read our step-by-step guide in the first spoiler here: https://forums.warframe.com/topic/1001509-mask-of-the-revenant-update-2350/
- Fixed a case of obtaining Revenant blueprint without obtaining final Fragment.
Update 23.5 (2018-08-24)