Update 37.0 (2024-10-02)
Update 36.0 (2024-06-18)
As a continuation of our efforts to improve LOS systems within Warframe, which have been ongoing since Dante Unbound, we’ve made further strides towards improving how we handle these checks.
From a technical standpoint, we’ve improved the consistency and performance of the underlying LOS systems within the game by handling how we detect unrendered targets, in addition to improvements we’ve made in recent hotfixes.
Abilities that use LOS checks already have been updated to this improved technology! Additionally, with these improvements, we can now easily shift over any Warframe Ability that relies on LOS checks to be seamlessly migrated to this new, more accurate system, meaning we’re able to act faster on any outlying offenders that may arise.
To name a few Warframe abilities that benefit from this with Jade Shadows:
Hotfix 35.5.8 (2024-04-24)
Update 35.5 (2024-03-27)
Similarly to the Mirage Eclipse/Prism changes, we realized Gara’s Passive also relied on “standing in light” and, therefore, would have the same issues as Mirage regarding GI Lighting and inconsistent lighting areas. We have removed the scaling with illumination (standing in light) and made the following changes:
Update 35.0 (2023-12-13)
Update 34.0 (2023-10-18)
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:
GARA
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 - 160 (from 150)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)
GARA PRIME
Health: Base Rank - 345 (from 120) / Max Rank - 445 (from 360)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 200 (from 190)
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!
Hotfix 33.5.3 (2023-06-23)
Update 32.3 (2023-02-15)
Hotfix 32.2.9 (2023-01-11)
Update 32.0 (2022-09-07)
Update 31.6 (2022-06-09)
Update 31.5 (2022-04-27)
Update 30.7 (2021-09-08)
Hotfix 30.5.4 (2021-07-17)
Hotfix 30.3.4 (2021-06-02)
Hotfix 30.3.2 (2021-05-27)
Update 30.3 (2021-05-25)
PLUS! As an added Gara QoL change, her glass armor no longer disappears during Splinter Storm!
You have requested many times (many, many, times) to have a UI toggle that will give you control over whether Gara's glass armor parts will "shatter" while using Splinter Storm. You want to use this power all the time, but it makes your warframe look so much less... shiny when you do.
Given how persistent and unified this feedback is, we've decided to simply make this power not remove her armor plates while it is active. Adding a toggle adds significantly more complexity to the code and significantly more chances for things to break than just not having the effect at all.
We hope this change will be appealing to everybody living on the cutting edge of Gara fashion.
Update 29.10 (2021-03-19)
Update 29.0 (2020-08-25)
Update 28.3 (2020-08-12)
Update 28.1 (2020-07-08)
Certain Warframe Abilities and Exalted weapons will now reset the Melee Combo Counter only if the Xoris is being used. The overwhelming Damage output of certain Warframe Abilities was not our intention with an infinite Melee Combo weapon, and the conversation of ‘Xoris or you’re doing it wrong’ is greatly restrictive in terms of player choice.
Warframe Abilities / Exalted Warframe weapons affected by this are:
The full breakdown can be read here.
Hotfix 27.3.15 (2020-04-17)
Hotfix 27.3.6 (2020-03-31)
Update 27.2 (2020-03-05)
Hotfix 27.1.2 (2020-02-18)
Update 27.1 (2020-02-04)
Update 25.8 (2019-10-01)
Update 25.7 (2019-08-29)
Hotfix 25.6.1 (2019-08-08)
Hotfix 25.2.4 (2019-06-27)
Hotfix 25.2.3 (2019-06-25)
Update 25.0 (2019-05-22)
Update 24.6 (2019-04-04)
Update 23.6 (2018-08-30)
Update 23.4 (2018-08-16)
Hotfix 22.20.3 (2018-05-18)
Update 22.20 (2018-05-17)
Hotfix 22.16.5 (2018-03-21)
Update 22.14 (2018-03-01)
Hotfix 22.12.4 (2018-02-13)
Update 22.12 (2018-02-09)
Hotfix 22.6.1 (2017-12-08)
Update 22.6 (2017-12-07)
Gara is still relatively new as far as Warframes are concerned but since her release, we’ve found (and many players have found) that an invulnerable and almost impenetrable barrier doesn’t allow for a very engaging gameplay experience. We know that other Warframes also have Powers with similar issues, but adding a shattering component to Mass Vitrify is a change we could easily implement that is consistent with Gara’s glass theme while also making Mass Vitrify more interactive.
With these new changes, we can tweak the absorption and explosion values as necessary to make sure Mass Vitrify is both fun and effective. Please keep your feedback constructive and let us know what you think after you’ve had a chance to test these new changes.
Hotfix 22.2.5 (2017-11-11)
Hotfix 22.1.1 (2017-10-27)
Update 22.1 (2017-10-25)
Hotfix 22.0.7 (2017-10-19)
Hotfix 22.0.5 (2017-10-17)
Hotfix 22.0.3 (2017-10-16)
Hotfix 22.0.2 (2017-10-13)
Update 22.0 (2017-10-12)