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What Mods Should I Put on My Ember Warframe to Make Her a Powerhouse


Update 26: The Former Blood

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This update is born of our goal to evangelize you a motley of content – too much to list out in a letter of the alphabet, but it'south all one click away. The Highlights:

GRENDEL: Eat in feeding frenzy fashion with our 42nd Warframe! The Leverian reveals all…

MELEE CHANGES Phase 2: Melee has evolved again with a focus on TECHNIQUE – Stance/Philharmonic reworks, the return of Equipped Melee, and MUCH more.

VAUBAN & EMBER REWORK: Revisited to better accent their themes and offer more means to play!

KUVA LICHES: Twisted new Kuva spiked foes await – The decease of Grineer bathed in crimson fuels an undying thirst for its creator: YOU.

Welcome to Update 26: The Old Blood! It's a hefty read beneath that we appreciate y'all taking the time to go through. Before you go started, you can expect frontward to a friendly in-game Inbox message with a few items from us to you. We know you've put a lot of time and resources into some of the things we're changing (Melee, Vauban, Ember, etc), so please savour these free items by logging in earlier December 31st xi:59PM ET:

  • 3 Forma

  • 7-Mean solar day Analogousness Booster

PLUS to those eligible (MR 3+ and account created before we announced the Legendary Core on October 18th) 1x Legendary Core will exist delivered in a split Inbox message! This criteria is necessary to avoid awarding dormant accounts that could apply this gift to abuse trading.

There will also exist a total of 8 time-limited Alerts starting Fri, November 1st @ 2 PM ET until Monday, Nov quaternary @ 2 PM ET:

  • With the hefty changes that Melee Phase 2: TECHNIQUES brings, you can also expect three Melee-only Alerts to help yous get a experience for how the changes performs against the iii main Factions in different mission settings. Each Alert rewards a fully congenital Forma upon completion – giving you lot fifty-fifty more options to brand adjustments to your Melee weapons where y'all see fit.

  • The introduction of Kuva Liches brings a special new kind of Relic – Requiem Relics. In that location are four Relics in total that comprise Requiem Mods, the Exilus Weapon Adaptor, and more than! For more details, proceed downwards to the Kuva Lich section. To get y'all a headstart with the Kuva Liches, there will be four Alerts on Sedna that will each reward one of the 4 unrefined Requiem Relics. Since completing The War Within quest is required to admission the Kuva Fortress, these alerts are only bachelor to those that have completed the Sedna Junction and Sedna's Nodes.

  • As a fun bonus, you can also play an Alarm for the "Grendel in Action" Glyph!

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KUVA LICHES:

We Maggots live… non long.

Nosotros hope more life… piece of work… killl… mayhap Queens discover…

Maybe… they share… the Former Blood.

Nosotros are maggots. But eventually fifty-fifty maggots can wing.

Update 26 brings a completely new breed of enemy, gameplay, and reward: The Kuva Liches accept arrived. This system is what the Kingpin system, starting time shown on Devstream #88, has become over time, despite being put on agree for quite some fourth dimension! This will continue to exist expanded throughout Warframe'southward factions and will exist expanded to include a Clan aspect in a hereafter update.

This system is meant to be challenging. It'due south meant to exist a threat. It's meant to posit a vengeful and immortal enemy against you until yous tin can decipher how to defeat them. It will need your best gear and game knowledge! The Update notes will outline the essentials, the game will teach y'all the rest. Let'south brainstorm, Tenno.

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THE PARAZON:

The Parazon is the first and virtually crucial piece to taking down your Kuva Lich, merely information technology is not exclusive to the Kuva Lich system. This is a new tool given to ALL Tenno of whatever level and is now a part of the Tutorial. It is an interactive tool with widespread use in the game, from nuts like hacking, to deeper gameplay like decoding the means to Assassinate your Lich.

PARAZON MODS:

We have moved some Warframe Mods (ex: Intruder) over to get Parazon Mods, and are adding new Parazon Mods (listed beneath). Our arroyo with these is that they provide benefits to the Parazon's various uses, instead of taking up slots on Warframes. All core Cipher (Hacking) Parazon Mods tin can exist found in Spy Vaults throughout the Origin System, and Assassin (Finisher) Mods can be found on various Bosses!

The Parazon will have 3 Normal Mod Slots, and 3 REQUIEM MOD Slots (covered beneath).

Naught MODS – Call up of these as upgrading the tool attribute of 'hacking'. These make hacking easier or requite small benefits when hack is completed successfully!

  • Intruder: + Boosted Seconds to hacking.

  • Alive Wire: Shock Enemies within 24 meters while hacking.

  • Auto Breach: xxx% Chance to autohack!

  • Runtime: +45% Sprint Speed after hack.

  • Master Key: Unlock nearby lockers afterward hacking.

  • Untraceable: Become invisible for 18s later on hacking.

  • Failsafe: 50% Chance to retry a failed hack.

ASSASSIN MODS – These are for the new PARAZON 'MERCY' FINISHERS that can occur at someday in game on eligible enemies.

  • Blood for Life: 50% chance to create a Health Orb on Mercy.

  • Blood for Energy: fifty% chance to create an Energy Orb on Mercy.

  • Blood for Ammo: Mercy refills mag by 100%

  • Hit and Rune: On Mercy: +60% Parkour speed for 6 seconds

  • Out Of Sight: Blind Enemies with 18 meters on 'Mercy' kill.

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PARAZON FINISHERS: AKA 'MERCY'

Parazon Finishers are a new lethal technique that can occur in whatsoever mission on almost whatever unit. They are optional, every bit you can withal impale the enemy without using them. Enemies eligible for Mercy will have a Parazon icon over their head!


REQUIEM MODS:

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New Requiem Mods take arrived and they are the only way to end your Kuva Lich. Your Lich is immortal until you figure out the correct combination of Requiem Mods – the precise order matters, and the only way to glean the order is by seeking 'Requiem Whispers' from your Lich's Thralls and trying them out on you Lich.

The eight Requiem Mods are:

  • LOHK

From brooding gulfs are we beheld

By that which bears no proper noun

  • XATA

Its heralds are the stars it fells

The sky and Earth aflame

  • JAHU

Corporeal laws are unwrit

As suns and love retreat

  • VOME

To cosmic madness laws submit

Though stalwart minds entreat

  • RIS

In luminous space blackened stars

They gaze, charge, deny

  • FASS

Roiling, moaning, this realm of ours

In madness lost shall die

  • NETRA

Feces hordes trill their profane

Accord with eldritch plans

  • KHRA

To cosmic forms from tangent planes

We stop as we began

Requiem Relics as well contain an all new particular – a Riven Sliver! A fragment of a sundered Riven. It is known that, with enough Slivers, Palladino is capable of reforging a complete Riven.


Earning Requiem Mods:

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The Void is reacting to the Lich experiments on the Kuva Fortress, and for the showtime time: Void Fissures are actualization on the Kuva Fortress! But these are unlike the others, and they just respond to REQUIEM RELICS.

In that location are 4 Requiem Relics – each with 2 Requiem Mods. Collect them all!

  • You lot can get Requiem Relics from KUVA Alluvion SIPHON MISSIONS, guaranteed.

  • You tin can go Requiem Relics from normal KUVA SIPHON MISSIONS, 30% of the time.

  • These tin be refined like Lith, Meso, Neo, and Axi Relics. A 5th Tab has been added for REQUIEM RELICS in your Void Relic Refinement screen.

Requiem Mods have a express amount of charges (3), but only consume charges when you successfully kill a Lich. Repeat Requiem Mods in your collection will somewhen go to good use.


ONTO THE LICHES:

THE ENEMY:

  • Killing A KUVA LARVLING is the first step to creating a Lich. These can be found on any regular level twenty+ Grineer mission in the Origin Organization – not including Sorties/Fissure/Quests/Special Regions, etc. for now. They are only bachelor for players who have reached The War Inside or across, this is the required prerequisite for getting a Lich.

  • You can just have ane Lich active at a time.

  • The only way to become rid of your Lich is by using your Parazon with the correct Requiem Mods in the correct lodge – only you won't be able to do this until you've establish your Lich. Read on to learn how to do that.

  • Only you and your Parazon can exist lethal to your Lich – your squadmates tin can aid you weaken the foe, simply you lot are the fundamental to victory.

THE HUNT & THE INFLUENCE:

  • Once your Lich has set its sights on you, the chase begins. You volition know you have your Lich when this Icon appears in your Navigation and Menus, allowing yous to view your Lich status at whatsoever fourth dimension:
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    https://gfycat.com/fabulousfrayeddaddylonglegs – Follow the mouse to see everything from Lich Level, Requiem Mod Attempts, and More!
  • Beware the red stain on the Origin System – the Nodes the Lich influences will be available for yous to play past selecting in the Mission screen.

  • Any node of influence has REWARD TAX. Just defeating your Lich will return all of what was Taxed! The less influence nodes, the lower the Tax.

  • Influenced Nodes contain LICH THRALLS. You must use your Parazon on these to glean clues on how to destroy your Lich using the correct 3 REQUIEM MODS in the correct gild.

  • Clearing Nodes and Killing Thralls leads to progression toward revealing your Lich's 3 fatal Requiem Mods.

  • Once you know the three Mods, figuring out the Social club is a matter of trial and error in battles against your Lich – good luck!

THE FIGHTS:

Your Liches likelihood to hunt you down is indicated past a bar on your Lich menu. The angrier they are, the more probable to spawn. Once you've drawn your Lich out to fight past destroying their Thralls and Influence nodes, fights against your LICH can become one of two ways:

DEFEAT- if your Parazon does not accept the proper order of Requiem Mods. Y'all volition be defeated, and your Lich escapes, and grows stronger.

VICTORY – if your Parazon does accept the proper guild of Requiem Mods. You will be victorious.

THE VICTORY!

Defeating your Lich gives you 2 options:

Shell:

Vanquishing your Lich with your Parazon ends its immortality, and grants you its Kuva Weapon.

CONVERT:

Converting your Lich with your Parazon corrupts it and turns it to your side, and volition have a gamble to appear in battle to assist you.

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THE KUVA WEAPONS:

When you lot Vanquish a Lich, y'all'll get its Kuva Weapon variant that is completely unique to your Lich. The base weapons are every bit follows, with custom stats depending on your Lich:

  • Kuva Karak: The custom weapon of a fearsome Kuva Lich. It has greater reload speed, lower recoil, and greater accuracy than the standard-issue Karak rifle.

  • Kuva Quartakk: Unlike a standard Quartakk, this Kuva Lich variant fires automatically from the hip and reloads faster while retaining its signature feature: annihilating targets with four simultaneous shots.

  • Kuva Ogris: The custom weapon of a fearsome Kuva Lich. Unlike the basic version the Kuva Ogris fires detonite-infused casings semi-automatically, from a smaller clip, while dealing greater damage per shot.

  • Kuva Kohm: The Kuva Kohm variant has a higher burn down rate than the original. For every shot fired in rapid succession, the Kuva Kohm releases an additional commodities and grows more lethal.

  • Kuva Tonkor: This Lich-variant grenade launcher hurls mayhem and destruction with an increased reload speed.

  • Kuva Drakgoon: The Kuva Drakgoon flak cannon sends volleys of intensely hot shrapnel ricocheting around the room that do not slow down. Larger clip size and reload speed. Tin can be fired in broad or concentrated bursts.

  • Kuva Stubba (AKA Twin Stubba): Double-fist rapid-burn bursts of pain with these dual-wield variants of the Grineer submachine gun. Higher burn down-rate and prune capacity.

  • Kuva Seer: This variant pistol has college fire rate and magazine capacity. Superior zoom capabilities, plus projectiles have a small Corrosive burst.

  • Kuva Kraken: A custom variant that fires three quick shots with a single pull of the trigger, or can alt-fire outburst the residuum of its clip. Higher fire rate, mag capacity and reload speed.

  • Kuva Brakk: This Lich-variant semi-automatic hand cannon delivers a lot of punch in a small package. Higher burn down rate, magazine capacity, and reload speed.

NEW:

  • KUVA CHAKKHURR – A high-harm flintlock rifle that does additional Damage on caput shots!

  • KUVA SHILDEG – A massive hammer for the bang-up!!

  • KUVA AYANGA – An Arch-Gun that can exist turned into a Heavy Weapon with a Gravimag.


OTHER REWARDS AND SECRETS:

If Kuva Weapons or Lifelong Companionship aren't your thing, there's more! The nascency of a Kuva Lich from a Larvling has a take chances to create a Lich with some added flair – one of Seven new Ephemeras that y'all tin only earn from Vanquishing or Converting your Lich (if information technology has one equipped)! These are a bit more special and rare, so don't expect every Lich to have ane, only we will be balancing over time.

Brand new Market place items are bachelor to assistance leap-start your Kuva world domination if that's the road you wish to take. As with all our Platinum priced Market place appurtenances, these Packs are geared towards attaining convenience, at which they are priced accordingly:

Essential Parazon Mod Bundle

A Packet featuring new Mods for your Parazon that give perks to Hacking or performing 'Mercy' kills on enemies. Purchased Mods are unranked.

Radiant Requiem Relic Pack

  • 4 Radiant Requiem Relics, one of each type, I, Ii, Three,and IV.

Kuva Lich Hunter Collection

Become a taste of the Quondam Blood with this exclusive, 1-time purchase, of Kuva Lich items. Includes a full ready of Requiem Mods, the Radiant Requiem Relic Pack, Kuva Warframe Armor, and an array of Kuva Lich themed color pallets.

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NEW WARFRAME: GRENDEL

Consumer of worlds and everything else.

PASSIVE:

Each enemy consumed grants l bonus Armor.

FEAST:

Swallow an enemy whole and store it in Grendel's gut. Not satisfied? Continue eating, but beware, each foe in Grendel'due south abdomen slowly consumes Energy. Hold to vomit out stored enemies roofing them in toxic bile.

Attend:

Eat the enemies in Grendel'southward gut and attend nearby squad members with a radial buff.

  • Nourished Energy – Energy buff

*Nourished Armor – Armor vitrify

*Nourished Strike – Impairment Multiplier buff

REGURGITATE:

Violently puke out a bile soaked enemy from Grendel's gut, turning the unfortunate creature into a toxic projectile.

PULVERIZE:

Powered by feasting, Grendel curls into a ball and knocks over anyone in his path. Jumping slams Grendel into the footing and generates a damaging shockwave.

Grendel can be earned for gratuitous through means based on the lore of his Leverian entry. One time you've listened, you'll brainstorm your chase for Grendel by acquiring:

  • Grendel Neuroptics Locator

  • Grendel Chassis Locator

  • Grendel Systems Locator

These Keys are found in Arbitrations and will expose hidden missions on the planet mentioned in his Leverian for you. Grendel helps those in need – and but those who are truly 'empty' will earn his pieces, guaranteed.


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GRENDEL GLUTT HELMET

Dinner is served. An iconic helm for Grendel.

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SUMBHA SYANDANA

A almost curious Syandana and one favored by the gallant gourmand, Grendel.

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MASSETER

Tear and chew through enemies with this unusual crankshaft-manner greatsword. Grendel's signature weapon.

When using Grendel with his signature Masseter, he volition exist allowed from oversupply-command procs while doing Heavy Attacks.


GRENDEL Collection

It's all you can eat with this collection for the gallant gourmand. Includes Grendel Warframe, Glutt Helm, Masseter Greatsword, Sumbha Syandana and iii-24-hour interval Credit and Analogousness boosters.

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EMBER REVISITED

New Passive: Receive v% Ability Force for every enemy within a 50m engulfed in flame (upwardly to a cap).

FIREBALL

Works fundamentally the aforementioned as it does now – tap for quick burn, concur to charge for greater impact. Enemies already inflicted past any Oestrus Status effect volition at present take additional damage.

Fireball has a casting combo, if you use it multiple times rapidly information technology gets stronger.

The damage output and charge speed also calibration off of one of Ember's newest abilities…

IMMOLATION (replacing Accelerant)

Time for a history lesson! Prior to Update 11.five, Ember's 2d power used to exist "Overheat", offer an aura of estrus damage which besides protected her from enemy fire. Almost SIX years later, it'due south time for this band of burn to come full circumvolve.

When cast, Ember Immolates herself with protective fire armor. Her electric current level of self-Immolation is indicated by a unique UI indicator; the higher the estrus, the more than damage resistance, and the more effective Ember'due south other abilities become.

The Immolation meter will build slowly at commencement – using Ember's Fireball or Inferno causes the meter to build faster. But be warned! If the meter reaches maximum, Ember volition "overheat" and Immolation will cost progressively more free energy per second the longer y'all stay in an overheated country. To foreclose this from happening, utilise Burn down Blast to expel a portion of your heat meter, or toggle Immolation off to reset meter build.

FIRE BLAST

Casting fourth dimension has been greatly reduced, and the ability now strips armor from nearby enemies. The amount of armor removed scales in effectiveness based on current Immolation levels. On bandage, this immediately reduces your Immolation level by upwards to half.

INFERNO (replacing World On Burn)

Upon casting Inferno, all enemies currently within sight are struck past a fiery comet, lighting each target ablaze in a personal ring of fire. Inferno costs Energy per each target in sight, with the cost capped at 10 targets, at which other enemies are then gratis.

If an enemy ignited by Inferno comes in contact with another unit of measurement, the burn will spread, igniting them as well with a fresh ability duration. Impairment of the heat AoE scales with electric current Immolation level.

With these changes, players volition accept a more agile function in "bringing the estrus" to all that stand up in their manner, with added protection that encapsulates Ember's volatile nature.

Ember Augment Changes:

  • Fireball: Fireball Frenzy: This broaden is unchanged.

  • Immolation: Flash Accelerant is at present Immolated Radiance: Allies inside Affinity range will receive 50% of Immolation's Damage Reduction.

  • Burn down Smash: Fire Fright is at present Healing Flame: Each enemy hit heals Ember by 25 to l based on the level of the Immolation meter.

  • Inferno: Firequake is now Exothermic: Enemies killed while under the outcome of Inferno have a xv% chance to drop an Energy Orb.


**VAUBAN REVISITED **

When revisiting Vauban, we aimed to retain his status every bit a crowd command powerhouse, while increasing his mobility and lethality to go on up with 2019 Warframe's lightning-quick footstep.

TESLA NERVOS (replacing Tesla Grenades)

Instead of sticking to surfaces, these new Tesla Drones will gyre around, following the player. Once an enemy comes within range, these Drones volition latch on and emit a daze that stuns the target and nearby enemies. Each Drone has a limited number of stupor charges before it must be replaced.

Concord bandage to summon multiple Tesla Nervoses at once!

MINELAYER

ll four of his mines have been replaced with new options:

  • Tether Coil pulls a number of nearby enemies to wherever it sticks, rendering them immobile.
  • Flechette Orb fires loftier velocity nails in all directions, inflicting puncture damage to any unlucky plenty to be nearby.

  • Vector Pad lays down a walk pad, granting a heave of speed in a chosen management (indicated by arrows). Players must be moving in the same direction as the pad to receive a boost, while enemies are affected no matter which manner they wanted to go.

  • Overdriver will latch onto a nearby ally or yourself, enhancing their harm output for a menstruation of time.

PHOTON STRIKE (Bastille moved to #4)

A deployable beacon marks a location on the map. After a brusk countdown, the area is struck by a massive orbital laser explosion (and yes, it does work indoors).

Guardhouse (combined with Vortex)

Vauban'due south ii marquee powers take been combined into a new and devastating ultimate ability!

When deployed, a Bastille will capture nearby enemies, stripping them of their armor over fourth dimension. Players standing inside a Guardhouse's radius will proceeds a temporary armor increment, building up over time based on how many targets are currently being held in the Bastille.

When a Bastille's duration expires, it collapses into a brief Vortex at the center of the cast for easy group kills. Want the Vortex to appear sooner, or last longer? Holding the cast primal will collapse all agile Bastilles early on, or if you take no Bastilles, holding volition deploy a new Vortex instead.

Overall, many of Vauban'southward powers have been streamlined or replaced, making his tools less redundant, and much more than versatile for keeping up with the pace of an average Warframe mission.

Vauban Augment Changes:

  • Tesla Nervos: Tesla Bank: While a target has a Nervos attached, any damage dealt to information technology will exist captivated by the Nervos and channeled into a 8m flare-up of Electricity on death.

  • No Augment for Minelayer.

  • Photon Strike: Photon Repeater: If Photon Strike hits at least five enemies, the adjacent cast will cost no Energy.

  • Bastille: Repelling Bastille: Since Bastille and Vortex have merged, their Augments have merged too. Enemies inside the Bastille have a 100% chance to be repelled every 4s. Plus, Vortex's duration is increased by 70% of its Maximum Duration for each additional Vortex thrown into information technology.

Vauban and Ember have been removed from Conclave in the meantime for balancing.

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TITANIA EMPRESS COLLECTION

The trappings of royalty. Includes the deluxe Titania Empress Skin, Hawkmoth Peel for the Dex Pixia exalted weapon, the Mot Skin for the Diwata sword, Titania's Heartwood Armor Gear up and the Dendrite Gunblade Peel.

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EUPHRATES PET ARMOR PACK

Contains Euphrates Pet Armor for both Kubrow and Kavat, modeled on the intimidating, bladed look of the Tigris Shotgun.


NEW KAVAT:

Introducing Vasca! A true child of the night, and a drinker of life.

How to obtain:

Bring your Kavat to the Plains of Eidolon at nighttime to meet a Vasca Kavat – snoot to snoot. If your Kavat becomes tainted by a Vasca bite, Imprint it and brood ii together for your ain bloodthirsty kitty.

Don't want your Kavat to deport the virus? Visit Primary Teasonai in Cetus for the Vasca Curative.

Vasca Precepts:

  • Vampiric Bite: Vasca's bite bypasses armor, draining her prey of life, adding to her own.

  • Transfusion: When her principal is in bleedout, Vasca sacrifices some of her Wellness to raise them.

PLUS, new Vasca Floofs tin be acquired past Chief Teasonai!

Don't feel similar getting in a cat fight? Check out the Market for the Vasca Kavat Starter Kit!

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WEAPON EXILUS DESIGNATION + WHY!

Introducing a new Exilus Weapon Adapter that unlocks an Exilus Weapon Mod Slot for your Primary and Secondary weapons, granting you lot extra capacity to equip utility Mods. You can find the Exilus Weapon Adapter as an Offering from the main 6 Syndicates, from the new Requiem Relics, or in the in-game Market place!

These Adapters will be for Primary and Secondary weapons only. Once we have finished making changes to the Melee organisation, we will re-evaluate the demand for a Melee variant.

The chat of tight capacity already exists without the add-on of the Exilus Weapon Mod Slot, so we're making these Slots default Polarities, meaning all Exilus Weapon Mods are – (Naramon) or Five (Madurai) Polarity.

If you're familiar with Exilus Mods, they are utility or movement Mods, not sustained DPS grants. Below is a listing of eligible Exilus Weapon Mods that sustain the utility intention. Anything not included in this listing was deemed DPS affecting and not true 'Utility':

Eligible Exilus Weapon Mods:

Ammo max:

  • Ammo Pulsate

  • Crush Compression

  • Play a trick on Mag

Mutation:

  • Rifle Ammo Mutation

  • Primed Burglarize Ammo Mutation

  • Shotgun Ammo Mutation

  • Primed Shotgun Ammo Mutation

  • Pistol Ammo Mutation

  • Primed Pistol Ammo Mutation

  • Arrow Mutation

  • Sniper Ammo Mutation

*VIGILANTE: Supplies

Zoom:

  • Eagle Eye

  • Broad Eye

  • Overview

  • Air Recon

  • AERO: Periphery

Movement:

  • Agile Aim

  • Snap Shot

  • Spry Sights

Recoil modifying:

  • Gun Glide

  • Double-Barrel Drift

  • Stabilizer

  • Vile Precision

  • Strafing Slide

  • Steady Hands

Accurateness:

  • Guided Ordnance

  • Narrow Butt

  • Targeting Subsystem

Silence:

  • Hush

  • Silent Battery

  • Suppress

Holstering Speed:

  • Soft Hands

  • Twitch

  • Reflex Describe

Reload Whilst Holstered:

  • Lock and Load

  • Tactical Reload

  • Eject Magazine

Projectile Speed:

  • Terminal Velocity

  • Fatal Acceleration

  • Lethal Momentum

Oddities:

  • Adhesive Blast

  • Cautious Shot

  • Fomorian Accelerant

  • Kinetic Ricochet

  • Tether Grenades

As a result, the following Mods have been tweaked:

Full general Changes

  • Ammo Drum increased to +90% Ammo

  • Crush Compression increased to +90% Ammo

  • Vile Precision is now -ninety% Recoil

Drain Reductions (at maximum rank):

  • Lock and Load from 13 to 9

  • Tactical Reload from thirteen to 9

  • Eject Mag from 13 to 9

  • Vile Precision from 11 to 9

  • Cautious Shot from 12 to 10

  • Rifle Ammo Mutation from 9 to vii

  • Primed Rifle Ammo Mutation from 14 to 10

  • Shotgun Ammo Mutation from ix to seven

  • Primed Shotgun Ammo Mutation from 14 to 10

  • Arrow Mutation from 9 to 7

  • Pistol Ammo Mutation from 9 to 7

  • Primed Pistol Ammo Mutation from 14 to ten

  • Sniper Ammo Mutation from 9 to 7


Melee PHASE 2: TECHNIQUES

Update 26 brings change to Warframe – it iterates on the game and Melee is no exception. For months Stage ane has been in your hands, and it'southward time for Phase 2. What follows is a detailed overview of our design direction and intentions with this new Phase.

We are not touching Melee Riven Dispositions until we get updated information – expect accelerate discover when we close in on a date for this.

We want you to know how your use of melee and feedback on the systems have helped class Phase 2, and how some changes are included to allow for a more cohesive Melee experience. Our tools made Spin attacks optimal at the cost of the more interesting Melee system, and nosotros're trying to rectify that overall.

Previously we fabricated several changes to the Melee system (as detailed in the Melee Rework Phase ane Dev Workshop thread) including:

  • Introducing a new quick-melee set on

  • Full VFX overhaul on elemental harm types

  • Aimed Slam Attacks instead of impacting straight below an airborne player.

While select changes are to be rolled dorsum (aye – see below before you react), the remainder of the system served every bit a practiced foundation for this much more than expansive Phase 2.

Please acquit in listen that these changes are non set in stone, and some aspects of the new Melee system will be tweaked during the usual QA procedure. There are some more than features being added after, introduced in Melee Rework Phase 3 at a subsequently date.

So what is covered in Melee Update Phase two?

THE GAMEPLAY

  • The Return of Equipped Melee and Manual Blocking!

  • Dodge Cancelling and Tactical Dodging

THE COMBOS

  • Stance Changes, Combos and You!

  • Smoother Combo Transitions

  • Philharmonic Counter Rework

THE TOOLS

  • Changes to Slam Attacks

  • Goodbye Channeling, Hello Heavy Attacks and Lifting!

  • Weapon Stats, Mastery Limits and General Melee Changes

  • Mod Rebalancing / Functionality

  • Exalted Weapons

  • The Screens: Armory Changes

THE TECHNICAL BITS

  • Aim Assist

  • Sticky Fingers when Equipping Melee!

THE FUTURE

  • Channelling 2.0 AKA "Rage Style" and Future Plans!

Equally y'all can probably tell, this section is going to exist a bit of a lengthy one, so brand sure you sit comfortably, drink a nice cup of Greedy Milk and go set up to read all almost how you can better turn your enemies into salsa with your favorite melee weapon!

An overarching note before you get started, is that every Melee weapon that was originally a single Elemental damage blazon has been converted to Concrete + Chemical element, allowing for more than Condition reliability besides (Silva and Aegis excluded given Flame Blade).

THE GAMEPLAY

  • Equipping Melee and Manual Blocking!

One of the bigger changes added to the Melee Rework: Phase 1 was the addition of fluid swapping between melee and Primary / Secondary Weapons. However, some players preferred the ability to manually block, making some of their builds less like shooting fish in a barrel to manage. While we restored transmission blocking for players playing 'sword alone', it wasn't quite the aforementioned.

The good news is that both functions are dorsum! Belongings the weapon bandy button volition equip melee fully again, and the aim push button volition manually block when in this way. Holding the Weapon Swap button while Exalted Melee is in play will likewise lock you into Exalted Melee mode! (Don't worry, Auto Blocking is nonetheless a thing!)

Nosotros also have redesigned the utility of blocking: Blocking will now prevent 100% of damage, with a blocking angle that is dependent on the melee weapon equipped. All successful Blocks volition too add to the new Combo Counter!

BlockingAngleDiagram.png.a47772a79a2ebfa2ebaaf554be7b2377 - Update 26: The Old Blood
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In the to a higher place case, sword and shield weapons (such as the Silva & Aegis) take a blocking angle of 70 degrees, centered on the front end of the player, where as a dagger weapon (such as the Dark Dagger) will merely have a blocking angle of 45 degrees. (Previously all weapons had a locked blocking angle of 45 degrees upon the introduction of Auto Blocking.)

  • Dodge Cancel and Tactical Dodging

One of the older and larger complaints of the melee philharmonic organization has been the animation locks. Completing 7 step combos feels great, but the animations completely lock you into the movements. Nosotros are introducing ii new ways to put more command in your easily:

  • Dodge Cancel – Allows a player to activate a dodge any fourth dimension during a melee attack to end the combo immediately and dodge out of the way.

  • Tactical Dodging – Dodging while blocking now performs this Tactical Contrivance, keeping the altitude brusk, and allowing you to remain within melee range. This is an effort to not break the flow of combat after cancelling out of an attack, merely also if you need to make a quick escape!

**THE COMBOS **

  • Opinion Changes, Combos and You

Past far, the biggest change you volition see in the new Melee system is the alterations fabricated to Stances, besides how Combos interact with one another. In the erstwhile (current) system, Combos are an issue of button presses, all leading into a chain of animations. In Melee Rework Phase 2, attacks are buttery-shine and adaptable!

This rework of Combos applies to every Stance, non just the weapon types. For example, Tempo Royale (a Heavy Weapon Stance Modernistic) will still have unlike Combos than the Cleaving Cyclone Opinion, fifty-fifty though both Stances fit the Heavy Weapon melee blazon. The difference now, is that both share a blueprint that uses mutual movements and set on types.

We also wanted melee attacks to feel more intuitive. For example, if yous are aiming downward the sights of a primary weapon or blocking incoming fire, and then hit the melee push, y'all about likely want to get in close! If you are not inputting a movement key while meleeing, it's usually a sign yous want to finish off your target. We wanted the new Combos to reflect that that existing movement, and then the new inputs reflect that situational sensation.

In about cases, the following improvements tin can be practical to whatever given Stance Mod equipped to a weapon (non simply private weapon types!):

  • Forward Combo (Forrad + Melee) – This allows you to attack without initially interrupting movement with the first 1-3 swings (depending on the weapon Opinion). The last attack in the sequence will loop seamlessly into the kickoff, so that y'all tin keep a level of mobility while attacking.

  • Forward Tactical Combo (Forrad + Block/Aim + Melee) – This move is usually a altitude-endmost opener, bringing you closer to the enemy and getting yous within range to continue a harder-hitting string of attacks. The outset or stop of this combo can accept a slam effect, allowing you to control the enemy, and during the mid-point of the philharmonic, attacks will be large and sweeping, allowing multiple enemies to be hit.

  • Neutral Combo (Melee button simply) – Hard hit, move-free attacks to permit a histrion to destroy their target. The terminal attack can either have a knockdown outcome, or throw them into the air and hold them in that location, if one set of strikes does non finish the job.

  • Neutral Tactical Combo (Block/Aim + Melee) – Get-go hit will likely be a longer thrust or throw of a weapon to increase range. Farther attacks will exist difficult-hitting, and will often finish in a ragdoll effect or a Lifting Attack, as opposed to a knockdown or stagger. Lifting attacks are detailed in Section 7 of this workshop.

  • Air Philharmonic (Melee while Jumping) – Perform a philharmonic in the air without sacrificing move.

  • Hover Air Philharmonic (Back + Melee while Jumping) – Holds the histrion in place while the combo completes, and overrides the slam set on bending to keep the action going!

Pro Gamer Move Example: Use the first, opening assail in the Forward Tactical Combo (Forwards + Cake/Aim + Melee) to close the distance on the target, then transition into either a Neutral Combo (Melee Only) or a Neutral Tactical Combo (Cake/Aim + Melee) to finish off the target.

All of these fresh Stance changes has shone light on Whip Stances in item not being as desirable in comparison to the others. We're aware of this and are working on a new Whip Opinion!

  • Smoother Combo Transitions

In the sometime system, only the first follow upwards assault inputted would remain in 'retentiveness' and would execute at the end of the initial assail blitheness. Any kind of input entered after the initial follow upwards was ignored until the next attack had started. In the new arrangement, the adjacent attack is being constantly updated, depending on the last input received.

This allows for last-2nd decisions on combo changes to occur immediately later on the start set on has finished. No more waiting for a philharmonic attack animation to end before you can start spamming the attack push again! Encompass the fluidity!

  • Combo Counter Rework

The Combo Counter will exist getting a new functionality pass. Rather than simply providing flat bonuses to damage, the Combo Counter volition now besides deed as an expendable resources for new heavy hitting gainsay: HEAVY ATTACKS! This volition supplant channeling'due south key binding, and Section 7 below covers those changes. This counter volition be increased in a more granular and rapid fashion, and can be built past using melee attacks, blocking damage, radial impairment from Slam Attacks and hits from a thrown weapon (such as the Glaive).

Equally an expendable resource the Combo Counter should exist easy to furnish, and the changes made should reflect how easy yous can larn and spend the Combo Counter resource. In addition, the 'heaviness' of an attack will accept a measured deviation on the amount of Combo Counter it increases. As a full general dominion, lighter, swift attacks will give lower additions to the Philharmonic Counter than slower, heavy attacks will. Swing for the fences, Tenno!

A SIDE Notation: as a result of this new Combo Counter arrangement, sure Mods are changing, but there are besides some Mods whose stats will remain untouched, such as Body Count, as it retains the aforementioned functionality. All Riven Challenges related to Channeling have been inverse to reflect 'Combo Counter'. For instance, Riven Mods can now accept a + / – to not gain Combo Points on hit. The Mods that will run across some changes are listed below, in Department 9.

Another SIDE Note: Abilities that use the Philharmonic Counter (such as Ash, Atlas, etc.) will scale at 25% of their former values, to make up for the ease of edifice a much higher Combo Counter Multiplier. This value is pending review for balance passes.

Philharmonic Duration is at present displayed as a bar underneath your Combo Counter!

THE TOOLS

  • Changes to Slam Attacks

The ragdoll effect of the Slam Assault is beingness removed (with some weapon-specific exceptions coughJatKittagcoughing), however it is beingness replaced with an effect that will push enemies dorsum or knock them downwardly, giving the player some animate room, and setting the enemy units up for follow-upwards attacks.

Melee Rework: Phase 1 introduced the global use of ragdoll effects on Slam Attacks, so this is the 2d item to be rolled back, and replaced with a better manner to rain downwards death from above!

Also, all Melee weapons take received an updated Slam FX – come on and SLAM (attack), and welcome to the jam!

  • Replacing Channeling with Heavy Attacks and the 'Lifted' Status

Channeling will be maxim its final farewells in the Melee Rework: Stage 2 update, and instead is being replaced with a new form of Heavy Set on, likewise as a new Lifted status outcome. As we said before, Channeling Mods will also be changed to support this new system, besides as providing a larger pool of utility to choose from in your builds.

These are the changes planned:

  • Heavy Attacks (Alt-Burn for Melee) – Heavy attacks tin can now occur at whatsoever time, only by pressing the Alt-fire button while y'all have melee equipped or in your mitt. This costs all of your Combo Counter (afflicted by Mods), so make certain you lay downward the hurt! If you don't have any Combo Counter active, you will use a Heavy Attack, just information technology volition not benefit from any harm bonus from the Combo Counter.

  • Heavy Slam Attacks (Jump + Alt-Fire for Melee) – This new Slam Attack will create a new effect on targets, known as the LIFTED Condition. When a target is Lifted, it is held suspended in the air, allowing a actor to follow upwardly on attacks while the target is held helplessly aloft. Again, if you do non have any Combo Counter active, this will act as a Heavy Slam attack without a damage bonus, and minimal Lifting Status.

But what nearly the Channeling FX yous ask? Prime number Armor Channeling FX volition at present appear when the Combo Counter reaches 2!

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Source: https://gamestoday.info/pc/warframe/update-26-the-old-blood/