Update 36.0 (2024-06-18)

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:

Update 35.5 (2024-03-27)

Hotfix 35.0.4 (2023-12-20)

Update 35.0 (2023-12-13)

Hotfix 34.0.8 (2023-11-09)

Hotfix 34.0.6 (2023-10-30)

Hotfix 34.0.4 (2023-10-24)

Hotfix 34.0.2 (2023-10-19)

Hotfix 34.0.1 (2023-10-18)

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:

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:

HYDROID
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Armor: Base Rank - 240 (from 225)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

HYDROID PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 550 (from 175) / Max Rank - 650 (from 525)
Armor: Base Rank - 290 (from 275)
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!

HYDROID REWORK

For those of you with an interest in the sea, who wish to use the murky depths to drown your foes, the wait is over! Hydroid has received a rework!

As with many of our Warframe Reworks, a Forma Inbox will be sent to all players at 11:30am ET on October 18th after Abyss of Dagath launches.

The goal of the Hydroid rework was to keep his unique style while making him both easier to use and bringing his power more in line with other Warframes. This means changing how his abilities work through changes to their damage types, removing charging mechanics, and making enemies easier to hit while they are wrapped up in his abilities. Additionally, it meant reworking his passive and removing the Undertow ability, replacing it with the new Plunder ability.

For a closer look at our deadly marauder of the deep, let's dive right in!

Changing Impact and Magnetic Damage to Corrosive Damage and Status

Previously, Tempest Barrage and Tidal Surge both dealt Impact damage, while Tentacle Swarm dealt Magnetic Damage. These have been changed to Corrosive Damage, which can apply Corrosive Status. Corroding Barrage has been a widely used Augment Mod by Hydroid players, which caused Corrosive Status for Tempest Barrage, and due to its popularity, we looked to incorporate its effect into Hydroid at a base level.

We felt changing Damage to Corrosive Damage in Hydroid’s abilities makes them more thematic to the sea while also incorporating Corroding Barrage’s current effect in a meaningful way. With this change in mind, Corroding Barrage will now apply Viral Status instead of Corrosive - more details on that below.

Passive Changes

Hydroid’s previous Passive had a chance to spawn a tentacle when performing a melee slam attack. We have removed that passive entirely and replaced it with an entirely new effect.

The nature of Hydroid’s previous Passive pushed players to a very specific playstyle (regular usage of melee slam attacks), while not guaranteeing anything useful from each individual slam. We wanted to make the passive feel more reliable and impactful.

New Passive: Enemies damaged by Hydroid are more vulnerable to Corrosion Status, with initial status reducing armor by 50%.

Hydroid’s new Passive affects an enemy once Hydroid damages them, lasting until their death. It makes the first instance of Corrosive Status on an enemy remove 50% of their Armor rather than 26%. Not only does this make the first Corrosive Status stronger, but it also means Corrosion Status can reach 100% Armor Reduction with full stacks!

To clarify, this means Hydroid does not need to apply all, or even any, of the Corrosive Status Effects on an enemy. As long as Hydroid has damaged the enemy, the Corrosive Status Effects can be applied from any source and will receive the benefit.

You can see the Passive in action in the Ability clips below.

Removing Charge Mechanics

In an effort to make Hydroid more approachable, we have removed the charge mechanic on Tempest Barrage and Tentacle Swarm. The full charge values will now apply baseline to each cast of the abilities.

For example, previously, an uncharged Tentacle Swarm would have 40% of the tentacles and 33% of the radius compared to a fully charged cast. With this change, both tentacle count and radius will always be the maximum, what a fully charged cast was previously.

This change makes Hydroid’s play more fluid, with more time spent attacking rather than charging abilities for their maximum effect.

Ability Changes

Tempest Barrage:

Tempest Barrage staggers enemies instead of ragdoll, making them easier to target.

Tidal Surge:

Tidal Surge now carries enemies with the wave, depositing them where the wave ends instead of throwing them forward.

Undertow (Replaced with Plunder):

Plunder:

Plunder removes Armor based on Corrosive Status Effects on an enemy. It also provides an Armor and Damage Buff, tracked in the lower-right corner of the HUD.

Tentacle Swarm:

Tentacle Swarm now holds enemies still for easy targeting, rather than violently shaking them about.

Hotfix 33.0.11 (2023-05-24)

Update 33.0 (2023-04-26)

Hotfix 32.3.3 (2023-02-17)

Hotfix 32.0.9 (2022-10-05)

Update 32.0 (2022-09-07)

Hotfix 31.5.6 (2022-05-04)

Hotfix 31.5.4 (2022-05-02)

Update 31.5 (2022-04-27)

Update 31.2 (2022-03-16)

Hydroid Tidal Surge Changes:

Update 30.6 (2021-08-04)

Hotfix 30.1.1 (2021-05-05)

Hotfix 30.0.7 (2021-04-22)

Hotfix 29.6.5 (2021-01-09)

Hotfix 27.4.4 (2020-05-07)

Update 27.3 (2020-03-24)

Update 27.2 (2020-03-05)

Hotfix 27.1.1 (2020-02-11)

Hotfix 27.0.12 (2020-01-23)

Update 25.8 (2019-10-01)

Warframe Looting Ability Changes

Warframe Loot Abilities will again be able to yield multiple-drops from already looted corpses. A single enemy can be looted by at most one Ability from each group - which is how it worked before, this just clarifies it. Warframe Looting Abilities have been split into separate functionality groups for clarity:

  1. Loot while alive: Ivara
  2. Loot petrified: Atlas
  3. Loot on death: Wukong, Khora, Hydroid. An enemy can only be killed once, they can’t ‘die’ multiple times.
  4. Loot corpse: Nekros, Chesa

These changes stem from a bigger conversation that was addressed yesterday regarding not providing closure on the Loot Frame changes from The Jovian Concord. All the information can be found here: https://forums.warframe.com/topic/1131506-the-mod-booster-and-free-to-play/

Update 25.6 (2019-08-08)

Tidal Impunity - Tidal Surge - Hydroid

Hotfix 25.1.3 (2019-06-14)

Update 25.1 (2019-06-05)

Update 24.6 (2019-04-04)

Update 23.0 (2018-06-15)

Hotfix 22.17.2 (2018-04-10)

Update 22.14 (2018-03-01)

Update 22.12 (2018-02-09)

Update 21.6 (2017-08-29)

Update 21.4 (2017-08-10)

Update: The Silver Grove (2016-08-19)

Hotfix: Specters of the Rail 0.13 (2016-07-26)

Hotfix: Specters of the Rail 0.4 (2016-07-11)

Update: Specters of the Rail 0.0 (2016-07-08)

Update: Lunaro (2016-06-15)

Hotfix 18.13.2 (2016-06-01)

Update 18.13 (2016-05-27)

Hotfix 18.10.6 (2016-05-06)

Update 18.10 (2016-04-29)

Hotfix 18.6.3 (2016-03-23)

Update 18.6 (2016-03-16)

Update 18.5 (2016-03-04)

Hotfix 18.0.4 (2015-12-08)

Hotfix 17.10.2 (2015-11-09)

Update 17.5 (2015-10-01)

Update 17.1 (2015-08-12)

Update 17.0 (2015-07-31)

Hotfix 16.5.6 (2015-05-19)

Hotfix 15.16.2 (2015-03-11)

Update 15.16 (2015-02-25)

Update 15.13 (2015-02-05)

Update 15.6 (2014-12-11)

Update 15.5 (2014-11-27)

Hotfix 15.2.1 (2014-11-14)

Update 15.0 (2014-10-24)

Update 14.0 (2014-07-18)

Hotfix 13.6.1 (2014-06-06)

Update 13.3 (2014-05-14)

Update 13.1 (2014-04-23)

Hotfix 13.0.6 (2014-04-17)

Hotfix 13.0.4 (2014-04-11)

Hotfix 13.0.2 (2014-04-10)

Update 13.0 (2014-04-09)