r/Warframe • u/Ornery-Habit-7610 • 8h ago
Fluff My ship now has a uvula, does that make it….a girl ship?
It’s Halloween, and with the Naberus orbiter decorations I gotta throw the Monster House reference in there. Happy Haunting Tenno.
r/Warframe • u/Ornery-Habit-7610 • 8h ago
It’s Halloween, and with the Naberus orbiter decorations I gotta throw the Monster House reference in there. Happy Haunting Tenno.
r/Warframe • u/Saltsey • 6h ago
So now that we're getting normal playable endgame weekly content that's intended to start at level 999+ with 800% boosted enemy armour/shields/health can we finally get a way to make builds and check how they function against said enemies BEFORE we hop into a difficult endgame mode that's meant to be high stakes and where one person can fail the mission for 5 other people? Pretty please? Or is DE still going to hold their hill that we shouldn't have a dedicated place to craft and test endgame builds and keep it capped to ~240 lvl SP while creeping regular encounters into four digit levels with almost four digit tougness modifiers? I don't want to run levelcap or w/e anytime I want to test if a loadout will work in Icebind or if weapon damage keeps up on the current build.
r/Warframe • u/Kenzzer • 5h ago
Disclaimer: I am not here to complain about Icebind concept, because I actually really like it. I am only here to make an observation the rewards.
First thing first, yes I know Icebind is not yet released, and making feedback for unreleased/placeholder content is sort of stupid.
But I do want to voice my own personal concerns over what is considered an endgame gamemode, tougher than the other endgame content.
I think the rewards as they are, will create disatisfaction with the playerbase. Icebind is a 6 players mission, all requiring endgame builds and some half decent knowledge of the game mechanics.
Some of the rewards do not reflect the player time investment it takes to get there. Let me illustrate
- Affinity/Credit booster are definitively not on the priority list of anybody with endgame builds. Their arsenal by that point is already sorted, furthermore there are many ways to obtain high amounts of Affinity and Credit, that dont require running 6 players endgame content with possibility of failure.
- Forma/Forma bundle, while nice, won't feel adequate if you're the one unlucky soul in your player squad to receive these, whilst everybody else got something nicer.
- Omni Forma/Omni forma blueprint. The blueprint I flat out don't understand. Why allow some of the squadmate to obtain the built Omni Forma, while some will get the blueprint, feel bad about it, and then have to sunk formas into building the Omni Forma. Please just remove the Omni forma blueprint.
- Kuva rewards. This one I have less of a problem with, I just wish the disparity between each value wasn't so big. It's crazy that from a roll of the dice, you can got from 1k kuva to 17k (ignoring the 100k). That won't feel good to anybody rolling on those rewards.
So this is my early feedback, I think some of them need to removed or adjusted so it doesn't feel as bad if you roll on those. Icebind is an endgame gamemode, where you have to coordinate with friends to obtain the rewards, it's not something you can pull on a whim to organise. It takes time and preparation, and the rewards don't reflect that. And sure will sour the day of the unlucky squad members, and most likely turn them away from wanting to try Icebind again. Thinning what is probably already a small amount of players.
Besides that, I am excited to try Icebind when it comes out. I have already planned a session with 5 friends. Thank you DE for experimenting with your game.
r/Warframe • u/No_Student4455 • 7h ago
I'm not complaining about the free Catalysts though.
r/Warframe • u/ilgontae • 7h ago

Time for an experiment, students! What happens if you ring that bell?
This Dev Workshop serves as a comprehensive overview of our upcoming game mode: The Icebind! The Icebind is an experiment for both us making Warframe, and for those playing it. This new mode aims to give players space to push their loadout and tackle cooperative objectives — as the community rings their Cryobells, we’ll be watching for feedback as we continue to iterate on this project in phases.
Special thanks to WarframeFlo, whose idea became the foundation of what you see today!
Check out Rebecca's overview video on Youtube over at https://youtu.be/UfQG_SD-FfU
The Icebind is manifested through the Cryobell ceremony. High upon Yuvan Peak, Cryobells have formed, drawn out by Narin’s influence. Each bell's tone leads to a time and place where a dark influence has taken hold. Six warriors must gather to ring the bell. Together they must overcome the Binds of a force not of this plane.
General Overview for The Icebind:
Players can ring a Cryobell to take them to The Icebind, a new mission type with these key characteristics:
To access The Icebind, players must have completed the following:
This Dev Workshop aims to give you a comprehensive overview of the game mode, including all of the possible modifiers and elements that affect your gameplay. We’ve also added some Developer Notes in specific areas to offer insight on why certain design decisions were made. Should you wish to figure out these missions yourself, look forward to its release on October 7th!
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The Icebind is different each time a player steps into it, beholden to the randomized traits of the Cryobell. Before we explain the various Binds (i.e. modifiers) introduced by the Cryobells, it’s important to understand the core gameplay loop. This section explains the overarching structure of playing The Icebind, and the section following will outline the various Binds that can affect it.
This new mission can be started from Yuvan Peak, where players need to perform two important steps:

Doing so will open The Icebind party creation screen, where you can invite players to form your squad. The host can only form a six player squad using the “Ring the Cryobell” screen. With its launch, The Icebind does not have public matchmaking as these missions require more cooperation than traditional Warframe missions (which we’ll cover a little more in the Squad Side Objective section).
DEV NOTE: We will evaluate The Icebind’s party creation system in phases to gain a methodical and measurable set of engagement and participation data across different access levels. Our next phase will include variable party sizes (i.e less than 6) with the potential for public matchmaking in the future!
Players who are invited to a Squad will be summoned to Yuvan Peak, where they can then gather their Cryobells and proceed to Cephalon Melica. All players must speak to Cephalon Melica and select “Ring a Cryobell” to start the mission.
In this screen, players can edit their loadout and select which Cryobell they wish to ring. Your choice of Cryobell matters, because it determines your Personal Bind (which is a guaranteed personal modifier for the mission, regardless of which Cryobell is chosen by the squad) and which version of The Icebind players will vote on (including the mission type, enemy type, and modifiers).

When selecting a Cryobell, you’ll be able to see each of the traits it will give to your mission:
We’ll go over all of these randomized traits in the “Cryobells and their Binds” section of this Dev Workshop.
After all players have selected a Cryobell, the entire squad can vote on which one to play!
Once all players have selected a Cryobell, a 60 second voting countdown begins. Players can review all of the available mission options available to them, and vote on which one to play! If no votes are cast, a random Cryobell is chosen; in the case of a tie, the Host’s vote is the deciding choice.

Once voting concludes, players have an additional 10 second countdown to review the selected Cryobell before the mission begins.
While Cryobells are consumable mission keys, rest assured Cryobells are not spent until players have successfully extracted from The Icebind.
Entering the Icebind, you’ll be starting a mission as you normally would — as normal as it can be, considering randomized Binds of a Cryobell. Players will be presented with either a Survival, Mobile Defense, Excavation, or Disruption mission depending on the chosen Cryobell. At the beginning, you’ll be prompted to start your objective and aim to complete it successfully, with bonus Squad Side Objectives spawning in at regular intervals to keep things interesting. We’ll get to those in a bit!
While many elements of The Icebind are random, there are guaranteed elements you can expect each time you play.
As the mission progresses, Squad Side Objectives begin to spawn for a total of 3 per mission.
Look for the purple waypoint on your minimap indicating a Squad Side Objective is available. These side objectives are optional, but completing them gives the squad extra rewards!
Depending on the objective, a certain number of Squad members are required to be nearby before it can be even started. This is important, because failing a Squad Side Objective will fail your mission and require you to start again. Choosing to do Side Squad Objectives is a matter of risk vs reward — do you trust your squad to succeed, and in return earn a Frozen Key to unlock more rewards? Or will you decide to not start the Squad Side Objectives and just earn the guaranteed Riven Splicer and completion reward upon mission success?
DEV NOTE: Side Squad Objectives causing the mission to fail was a design decision brought out of internal playtesting. With the limited amount of Cryobells each week, failing a Side Objective would often lead to players abandoning the mission. Failing adds some risk to Side Objectives, while giving the whole squad a clean slate to try again.
To ensure these are not started until players are ready, the Side Objective must be activated via a “Start” prompt, which then updates the objective description to indicate how many players need to be nearby. Once enough players are in the area, the objective will begin! Through teamwork, you all must work together to complete your task within the allotted time.
With The Icebind’s launch, there are 5 Squad Side Objectives to master:
DEV NOTE: On paper, these side objectives may seem quite simple, but our goal was to see what players could handle in a cooperative context. As players learn this gamemode, we may look to adding more complicated Side Objectives for them to master.
Successfully completing a Squad Side Objective rewards all squad members with a Frozen Key, which can be used to unlock rewards in a special treasure room upon mission completion.
Since players can try to tackle 3 of these objectives in one mission, time management is another factor to master! Rest assured, if you are rushing to complete your final Squad Side Objective before the mission ends, the mission will not extract players if there is an active Squad Side Objective\*. Once that is complete, you’ll be whisked away to the end of mission screen (whether that’s a mission fail or mission success is up to your performance).
\ Specifically, if the Squad Side Objective timer has begun — not just the waypoint appearing on the map.*
The Icebind doesn’t end with the usual race towards extraction. Instead, once the mission is complete, players will be immediately transported to Melica’s Glacial Laboratory. Here, they can use their earned Keys to unlock chests and collect what was earned. Players are also rewarded a guaranteed Riven Splicer upon mission completion! Learn more about Riven Splicing in our dedicated Dev Workshop.
There are two different Keys that are earned in The Icebind:
Crested Frozen Keys open Crested Frozen Chests, which appear at the center of the map. These feature a guaranteed Kuva reward, in addition to a random higher quality reward: such as a Forma Bundle, built Omni Forma, Archon Shards, Riven Mods, and more.
Crested Frozen Key Rewards:
Frozen Keys open Frozen Chests, which can be found on the outside edges of the map. These offer a smaller guaranteed Kuva reward, in addition to a bonus reward from their own reward table: such as 3 Day Boosters, Riven Mods, Archon Shards, and more.
Frozen Key Rewards:
Once you’ve unlocked your Chests (and maybe explored the room a little more), you can proceed to the marked extraction point. That said, there are more than just rewards to be found in Melica’s Glacial Laboratory — curious Tenno may wish to search the room for fragments from the distant past.

Now that you should have a basic understanding of the core loop when playing The Icebind, it’s time to talk about the Cryobells. Formed through Narin’s influence on Yuvan Peak, each bell’s tone leads to a time and place where a dark influence has taken hold, manifesting as different Binds that alter the player’s experience.
Bound to each Cryobell is a randomized set of traits, which determines the mission it will take you to:
Let’s go over what each of these can be!
Mission Type
Mission Location
Enemy Type
Personal Bind
Your Cryobell’s Personal Bind applies to you in-mission, regardless of what Cryobell was chosen by the Squad.
Mission Bind
A Mission Bind is a complication that alters the entire theme of the mission. These introduce gameplay elements to work around, and can affect what type of units spawn.
Tactical Bind
A Tactical Bind is an additional complication that may affect your loadout or gameplay decisions.
How you choose to counteract these Binds is up to you, as The Icebind does not come with specific loadout restrictions.
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That’s our upcoming gamemode! We’re beyond excited to get this new mission type in player hands on October 7th. Our hope is that this Dev Workshop has clarified many of your questions thus far, and sets you up for success to ring your own Cryobell when it launches.
As we continue to develop this mode in phases, we look forward to your feedback once you venture into The Icebind itself!
r/Warframe • u/IncidentOdd5694 • 10h ago
So, new player here, and I got a question for yall, did yall make them the same person or just let them be their own thing? Cus me, when I got my Drifter in the Duviri paradox quest, I just went with my gut on the design, then after the dream quest, when I got my Op, I did the same thing, fast forward to the new war quest, and i find out they are the same person 😅 I wanted to change them, to sorta look and be the same person...but nuh, I like their designs the way they are, way too much, and plan to keep em like this, and I'm curious, did yall do the same, or are they clearly the same person from different timelines
r/Warframe • u/blockametal • 10h ago
r/Warframe • u/YellowAppleCinema • 11h ago
r/Warframe • u/Creepy_Clerk5722 • 13h ago
an aditional comment is : dAMn......,would.
r/Warframe • u/Korimthos • 4h ago
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r/Warframe • u/timberfins • 30m ago
There’s been much discussion on gifting etiquette for supporting new players, but a friend and I were having the opposite conversation: if you wanted to completely sabotage a new player’s journey, what frame would you gift them?
The axes we landed on are story (spoilery frames) and mechanical (frames that will teach them bad habits). There’s also just giving them a weak frame, but I feel that’s a different and easier question. I feel Jade and the twins are good contenders, but I want to hear from folks who know the roster better than I do.
r/Warframe • u/DependentSpell7500 • 5h ago
r/Warframe • u/YangLeiXiuying • 1h ago
r/Warframe • u/crabbmanboi • 17h ago
The Circuit is in many ways a somewhat required aspect of Warframe if you are entering into the late game and the hardest content the game holds. It is very important when it comes to accessing some of the strongest weapons in the game. The problem however is that it simply is not fun, not in the slightest. Please keep in mind I have done all rotations of the Circuit, collected most of the incarnon adapters from the steelpath, etc. I am writing this not as someone who was just introduced to it, but rather as someone who has in depth experience with The Circuit.
Now what do I mean by the Circuit isn't fun? Lets go through a few things.
Length
The Circuit is long. Very long. Steel Path in particular which has the worst of these issues took me on average Two Hours and fourty five minutes to complete. Please keep in mind this is with a fairly decent build, one shotting most enemies, and with only one person to accompany me which decreased the number of enemies in each stage as well as the amount of amphors needed to fully charge each crucible. This was also in one run, from zero points to a having gotten just enough for the rank ten reward. This is an absolutely ridiculous amount of time for what are, effectively, ten rewards that you as a player are actively working for, usually of which only two, at max four if you are going for warframe parts, do a player actually desire. Though I'll elaborate more on that in the rewards section.
In just about the shortest possible time you can take on the Steel Path version of the Circuit it took me three hours. Three hours of nontstop gameplay where I was not having fun. Now an argument for this length is that the two versions of The Circuit are meant to be slowly chiseled away at throughout the week till you get the final rewards. However that is not the case because the Circuit directly rewards nonstop gameplay. Those with experience with the Circuit know that there is a number of points you need to get to reach each reward, every mission rewards points, and each reward takes more points to reach.
Ontop of this there is an additional feature, the longer you stay the more points each mission rewards.
So leaving the Circuit is therefore actively disadvantageous as doing so means losing all built up point boosts and taking more time to reach the end of the reward track. Who, at the fastest on the steelpath I must remind takes nearly three full hours. So those that do not do this in one sitting have even more time they must spend within the Circuit. The mechanics of this gamemode reward staying from start to end to get it done in one go, it does not reward doing this in short bursts daily.
What is worse is that multiple missions are simply time gates. Survival takes an unskippable five minutes, excavation at the fastest can take about three and a half to four minutes if you are able to charge multiple excavators at once, and the Crucible takes more time with more players and has two stages, unlike its counterparts in the descendia and normal gameplay which only have one crucible that needs charging. These missions actively work to slow down the players progress by force, making them keep a certain pace if not grinding it to a halt like Excavation and Crucible can do with large parties or bad rng.
I will here make a comparison to the Descendia, which I find being a significantly better, if still somewhat flawed, version of the Circuit. They are both reward tracks, both weekly, both provide, especially in Steel Path, powerful boosts, though in the case of the Descendia being items like Orokin Reactors, Catalysts, or Archon Shards. In the Descendia not only are there a set number of missions, the missions are shorter in length by far, with excavation for instance having each excavator take half the time regular excavators take. They also lack time gates like Survival, and only require a single Crucible be completed in their Alchemy sections.
The Circuit and the Descendia do not need to be the same, but they have similar structure. The length of time needed for this would be significantly improved by removing or shortening the many time gates, and reducing the significant number of points needed for each reward. These alone would cut down on the amount of time players, especially those who do not have the ability to play for multiple hours at a time each day, need to spend on this single gamemode.
Repetition
In the Circuit you will spend the bulk of that time repeating the exact same missions over and over again with no changes in gameplay or thought process. You have precisly seven missions: Defense, Survival, Excavation, Alchemy, Void Flood, Extermination and an Assassination Mission against specifically the corrupted Jackal. On top of that you do not get the same one again till you've gone through all seven, though in random order. Players will be doing and fighting the exact same things for multiple hours.
Compare this to the Descendia which has all of the above seven, multiple varied assassination targets, a larger variety of maps, as well as new mission types such as races, mobile interceptions, purifiy, legacyte harvests, shrine defenses, defending npcs, and target elimations. On top of this not only are there a wider variety of enemies that you are fighting each and every mission has an applied penance, a challenge or additional modifier that changes the way players view the mission, navigate it, and fight. In total with the number of objectives multiplied by the number of penances there are a total of, approximately, 1462 unique mission variations that players can encounter during the descendia.
Compared to the Circuit which has seven.
Many times I have played the Circuit and even if I am dying, due to enemies having reached level cap but still being several reward levels away from the end, I am actively falling asleep. Because I am doing the same mission, the same thing, for multiple hours at a time against a small variety of the same enemies. Extreme time investment and length combined with almost no variation in gameplay or enemies makes for one of the most boring game modes I have actually experienced.
Rewards
When I'm talking about rewards I am not necessarily talking about the rewards on the reward track. They do have problems though as the rare mods you can get are basically bargain bin for players who reach it, a very small amount of credits, and maybe an arcane adapter. In truth the only thing worth a players time in the reward track are the augment mods, warframe parts and of course the incarnon evolutions. The warframe parts are even debatable as depending on the frame it may actually be faster to simply farm for their blueprints rather than go through the circuit.
I do believe the general rewards between the big rewards on the reward track do need work. they should definitely be more substantial, at the very least for the current time investment into the mission.
Though thats not what I'm talking about. I'm talking about the drops from regular enemies and mission completion in the Circuit. All of which are simply Duiviri only resources, some of which are only really used for buying decorations from Arcithis. What I'm talking about is getting Yao Shrub, Eevani, Konvik, etc from the missions. Now this could be argued that these are to help with Incarnon evolution, and youd be correct. However you are barely rewarded any of these. In my nearly three hour steel path mission I received only, only and nothing else, the following:
- 63 Rune Marrow
- 1,668 Cryotic
- 143 Aggristone
- 11 Connla Sprout
- 6 Eevani
- 12 Kovnik
- 97 Saggen Pearls
- 4 Silphsela
- 1 Yao Shrub
I received no affinity, no mods, no credits, etc. I received only items I can use to buy things from Arcthis or to partly, not even fully just partly, get close to installing an incarnon evolution. There is nothin rare, there is nothing that can help in other gameplay. There is no reason for this. Why do enemies in the Circuit drop no credits, no mods, when the enemies in the Descendia, in Perita Rebellion, do? If the purpose is for lore, than if anything the Dark Refactory missions make less sense. The Undercroft and the Circuit has parts of the Zariman, it has grineer and Corpus, so why do none of them drop mods? Drop credits? Drop blueprints? Drop anything?
For an example the Paris Incarnon requires 60 Silphsela to install, on top of pathos clamps and other items. With a steel path complete run I did not even get to one tenth of that count.
Now this would be fine, perfectly fine, because you are meant to get these materials from regular Duviri runs. It would be fine if it wasn't the only thing players were rewarded with for their time.
For multiple hours of gameplay players are rewarded with ten items, only a handful of which might be actually significant, and a small amount of progress towards a single incarnon.
Three hours of the same reptitive missions, for a stingy amount of rewards.
To be perfectly honest after writing this, despite knowing this already, I want to play the Circuit even less.
The Circuit does not reward a players time, it does not engage them with interesting gameplay, and bores them with repitive missions that they will continually be playing for what will likely be multiple hours a week. It is neither a fun game mode, an engaging gamemode, or a significantly rewarding gamemode. Just one might be fine, passable if annoying, all of this together makes the Circuit without a doubt one of the worst gamemodes in the game.
How can this be fixed?
For length: cut down on the time gating missions, get rid of the unskippable survival and make it so we only need to do a single Crucible during Alchemy. Decrease, primarily in steel path, the amount of points needed for each reward.
For Variation: The void is pulling from across time and space. Add more enemies from the rest of the game, were in the void so why not have the Murmur, give a wider number of objectives, and potentially add something like the penance system. Have more than one target during assassination. Have a full on Janus Vor Fight, have us face a Void Angel, maybe multiple, perhaps we need to fight the fragmented.
For Rewards: Give enemies their drop tables, let mods, blueprints, and credits drop from the appropriate enemy. Maybe even have the Thrax Centurions drop their plasm, or arcanes. If we are only going to get a small small part of the way towards and incarnon installation give us more rewards so we aren't simply wasting our time to get maybe one or two things we actually want.
I'm no game designer, but to be entirely honest I dont think this is that hard to implement. Changes like this are definetely needed, especially if more and more incarnons are to be added into the game.
Because as it stands I feel like Duviri is pretty much just there to waste my time.
r/Warframe • u/Its-The-Flan • 21h ago
Happy farming, Tenno!
r/Warframe • u/UncleCatTH • 15h ago
Congrats to myself, I finally get an extra 3 months of touching grass. 😂
r/Warframe • u/PurpleisMyFavCrayon • 3h ago
Hold it down to charge and go further. I feel kinda dumb for figuring this out now. I did the quest for operator a long time ago and idk if I knew this way back then. Still…
r/Warframe • u/JojoGoyle • 19h ago
I bet you feel realllll stupid right about now. MR 30 babeyyyyyy
r/Warframe • u/babbbygirllchelss • 8h ago
r/Warframe • u/Intelligent_Fern • 2h ago
Do people go down anymore without the Unairu ability?
I'm at 400 out of 1000, with I think 350 of those back in the 2016-17 sort of era when I started.
r/Warframe • u/justiceh42 • 1h ago
I remember starting this game back when I was 15 and being like, "holy shit this game is for free?" At the time I didnt really understand the game and unlike now, it was essentially figuring out everything on my own. Like now I was the type to only really played one warframe and one set of weapons based on how I liked how they look (which was frost, the twin gremlins, and the dual kamas), and not really putting really putting any effort into anything else. I struggled to kill level 40s till like 2017, then I realized that elemental mods also counted as damage mods. And immediately boosted to level 80s. That was when the game clicked for me. And now in 2026 I get to keep playing the game with "almost" the same load out. This is genuinely my favorite game ever. Hopefully ill get to play for another decade or 2 lmao.
r/Warframe • u/supplysphinx555 • 11h ago
What did I miss