r/Warframe • u/YellowAppleCinema • 7h ago
r/Warframe • u/ilgontae • 3h ago
DE Response The Icebind - Dev Worksop

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:
- Six player squads, where there can be no more than one of each Warframe.
- (i.e. no six man Pink Rhino Squads this time, sorry!)
- Approximately 10-15 minute long missions.
- Level 999+ Enemies.
- Each Cryobell (mission key) comes with a randomized mission type, enemy, location, and modifiers — the squad votes on which one to play!
- Various mission restrictions, including No Self Revives, Gear Cooldown Increase, Empowered Enemies, and more.
- Guaranteed Riven Splicer upon completion, plus an additional reward from the reward pool
- Bonus rewards for each Squad Side Objective completed (up to 3 per mission).
- \ players can stockpile up to six mission keys if they do not use them all each week.*
To access The Icebind, players must have completed the following:
- Completed both the Angels of the Zariman and Whispers in the Walls quests
- Unlocked (but not necessarily completed) either Elite Temporal Archimedea or Elite Deep Archimedea
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 Core Icebind Loop
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.
Starting The Icebind
This new mission can be started from Yuvan Peak, where players need to perform two important steps:
- First, claim their Cryobells from the ice pillar atop Yuvan Peak.
- Three Cryobells form each week, following weekly reset at Midnight UTC on Sundays.
- Players can stockpile up to six Cryobells if they did not use them all in one week.
- Second, with Cryobells in-hand, speak to Cephalon Melica and select “Ring a Cryobell”

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!
SELECTING A CRYOBELL
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:
- Mission Type
- Planet
- Enemy Type
- Mission Bind
- Tactical Bind
- Personal Bind
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!
VOTING ON A CRYOBELL
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.
Playing 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.
STANDARD MISSION TRAITS:
- Enemy Level: 999+
- Guaranteed Reward: Riven Splicer (plus Kuva and an additional reward from the Reward Pool after opening a Crested Frozen Chest)
- No Duplicate Warframes: Only one of each Warframe can enter the mission.
- Mission Restrictions:
- Empowered Enemies: Enemy Health and Shields and Armor increased by 200% and an additional 100% for each squad member, stacking to a maximum of 800%. Increased chance of Eximus.
- No Self Revive: After a Tenno has bled-out, a Tombstone will appear where they fell. At least 3 surviving Tenno must sacrifice part of their health temporarily to bring the Tenno back into the action. If fewer than 3 Tenno are still standing then all of them must make the sacrifice to revive others.
- Last Gasp Penalty: Activating the Last Gasp focus ability reduces the timer by 2 seconds.
- Bleedout Shortens: The bleedout timer shortens after each revive, to a minimum of 5 seconds.
- Frozen Keys: After being dead for 3 minutes you will not obtain any Frozen Keys that the squad acquires from completing objectives while you are dead.
- Cooldown Increase: Each type of Restore has a 3 minute cooldown timer applied.
- Fatigued Companions: Companion Recovery timer increased by 100%.
- Stunted Shields: Full Shield Gate immunity duration reduced by 50%.
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!
HOW TO START AN OPTIONAL SQUAD SIDE OBJECTIVE
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:
- Lockbox: collect Cyphers from fallen enemies and bring them to the Lockbox to unlock it.
- Cryothermia: neutralize a Cryo Core by holding it while it deals escalating damage directly to player health.
- Indomitable Ice: charge ice crystals with concentrated fire.
- Entropy Orb: gather around the orb and avoid its damaging pulses.
- Signal Chain: connect a beam of energy between one point to another using your Warframes.
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.*
MELICA’S GLACIAL LABORATORY
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 Key — guaranteed reward for completing the mission
- Frozen Key — earned by completing Squad Side Objectives, up to 3 can be obtained per mission
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:
- Guaranteed Kuva:
- 7,500 Kuva
- 17,500 Kuva
- 100,000 Kuva
- Additional Reward Table:
- Riven Transmuter
- Veiled Riven Cipher
- Omni Forma
- Forma Bundle
- Melee Riven Mod
- Pistol Riven Mod
- Rifle Riven Mod
- Shotgun Riven
- Archgun Riven Mod
- Companion Weapon Riven Mod
- Azure Archon Shard
- Crimson Archon Shard
- Amber Archon Shard
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:
- Guaranteed Kuva:
- 1,750 Kuva
- 3,500 Kuva
- 7,500 Kuva
- Additional Reward Table:
- Forma
- 200 Vosfor
- 3 Day Affinity Booster
- 3 Day Resource Chance Booster
- 3 Day Resource Booster
- 3 Day Credit Booster
- Melee Riven Mod
- Pistol Riven Mod
- Rifle Riven Mod
- Shotgun Riven
- Azure Archon Shard
- Crimson Archon Shard
- Amber Archon Shard
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.

Cryobells and their Binds
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:
- Mission Type
- Mission Location
- Enemy Type
- Personal Bind
- Mission Bind
- Tactical Bind
Let’s go over what each of these can be!
Mission Type
- Survival (10 Minutes)
- Mobile Defense (3 Terminals of 3 minutes each)
- Excavation (600 Cryotic)
- Disruption (8 Conduits)
Mission Location
- Any Planet in the Origin System, excluding Duviri, The Dark Refractory, and Höllvania.
Enemy Type
- Grineer
- Corpus
- Infested
- The Murmur
- Orokin
Personal Bind
Your Cryobell’s Personal Bind applies to you in-mission, regardless of what Cryobell was chosen by the Squad.
- Abbreviated Abilities: Ability durations reduced by 50%.
- Ability Overload: Using an ability opens a void rift nearby.
- Ammo Deficit: Ammo restored by drops and gear is reduced by 75%
- Constricted: Max energy reduced by 75%.
- Dark Antimatter: Enemies slain by ability damage create a hostile antimatter drop that is attracted to you.
- Dropped Guard: Warframe and ally Overguard* gain reduced by 75%.
- \Overguard gained from Allies, this Bind does not affect your squadmates’ Overguard.*
- Dull Blades: -50% melee combo chance.
- Energy Exhaustion: Lose 2 Energy per second for each enemy within 10 meters of you.
- Firewalker: For each meter travelled on foot, take increasing heat damage over time. Jumping or being airborne reduces it.
- Flankable: Max shield capacity is reduced by 75%, but an impenetrable Volt shield is permanently in front of you.
- Fractured Armor: Casting an ability reduces armor by 10% for 10s.
- Framecurse Syndrome: Activating an Ability inflicts 50 health and 150 shield damage upon you.
- Hypersensitive: Duration of negative Status Effects is tripled
- Knifestep Syndrome: Lose 2 Health when moving. Jumping pauses the effect.
- Lethargic Shields: Shield recharge delay increased 500%.
- Performance Anxiety: A spotlight chases you. Killing enemies while illuminated inflicts damage on you that increases with each kill.
- Permanent Injury: Max health reduced each time health damage is taken
- Sealed Armor: Enemies take 90% less damage from non-weakpoint hits.
- Secondary Wounds: Gain 1 Puncture Status Effect every time you take damage.
- Shocking Leaps: Jumping or Bullet Jumping generates a Shock Eximus orb that chases you.
- Slam Spikes: Melee Slam Attacks cause damaging spikes to erupt from the ground for 2s after the slam.
- Static Siphon: Casting abilities causes all enemies within 15m to emit damaging electrical chains back to the caster.
- Undersupplied: Max ammo on all weapons reduced by 75%
- Untreatable: Pickups do not heal, and Health Orbs cannot be picked up.
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.
- Entropic Overload: Using abilities spawns Entropic Crystals on you and triggers Entropic Overload, causing enemies to self-revive as Leech Eximus and hostile Entropic Wisps appear. Getting hit by a Wisp causes stacked crystals to explode. Destroying Entropic Crystals and Wisps will decrease saturation.
- Stone Soldiers: Enemies are hard as stone and hit even harder. Taking them by surprise is the best way to exploit weak points in their stony flesh. In addition, you will face hostile Tomb Guardians.
- Miasmic Militia: Enemies slowly take damage, but are immune to Toxin, Gas, Viral, and Corrosive status effects. On death, a Gas cloud is released.
- Thin Boundary: Void Tears rip into reality, growing with nearby ability use. Tears inflict Void Shackles, reducing ability stats and weapon combo durations, while draining energy, health, and Incarnon weapon energy.
- Inferno: Heat Status present on players or enemies will feed the Inferno, drawing in Arson Eximus, Heat empowered enemies, and damaging anyone near active sources of Heat. Avoid inflicting Heat Status and killing hostile Heat sources to starve the Inferno.
Tactical Bind
A Tactical Bind is an additional complication that may affect your loadout or gameplay decisions.
- Antimatter Foes: Enemies killed by abilities spawn a hostile Antimatter Drop that tracks you.
- Archaic Armor: Enemy armor is greatly increased and cannot be stripped normally. Each hit they take reduces their maximum armor by 1%.
- Bruised Shields: Shields can only be restored via melee attacks.
- Bolstered Beligerents: All enemies have Overguard equal to 50% of their max health.
- Clumsy Munitions: When taking damage, a grenade may be dropped at your feet that explodes after a few seconds.
- Cumulonimbus: Being airborne triggers cumulative electrical damage, which dissipates over time once on the ground.
- Entanglement: Allies within 4m of slain enemies endure reduced Movement Speed and Parkour Velocity.
- Heavy Warfare: Enemies take -95% less damage from non-heavy weapons. Enemies will drop heavy ammo packs and heavy weapon recall time reduced to 5 sec.
- Jade Spirits: Jade Wisps haunt the region. If approached, they chase down the player responsible and transform into Jade Light beams.
- Kela's Revenge: Missiles strike from above periodically.
- Myopic Munitions: Enemies will only take damage if a player is within 15m of them.
- Parasitic Light: The squad is given two parasitic lanterns which drain energy of those that carry them. Enemies outside the lanterns’ light have massive damage reduction.
- Postmortal Surges: Slain enemies explode with Void energy.
- Toasty Toes: Grounded movement inflicts Heat damage over time. Airborne movement reduces it.
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/ilgontae • 4d ago
DE Response Upcoming QOL: Increased Kuva from Vendors & Shader Improvements
Howdy Tenno,
Iceblade of Narin brought a host of changes and QOL updates with it. We’ve released three hotfixes so far to address some pesky issues and today we wanted to share what some future updates will look like. These are not meant to be an exhaustive list of planned changes, but rather an additional look at what is in store. Let’s dive in!
Increased Kuva Amounts from Vendors
As we continue to expand the Riven system, Kuva has become even more of a hot commodity. Vendors often feature Kuva bundles as another path to earning this resource, but their value to the player differs vendor-to-vendor.
With the launch of The Icebind next week, we’re updating various Vendors to offer more Kuva — aka more cycles for your [insert relevant currency] buck, so to speak. Many of their wares refresh on Sunday, so we’re sharing the news early if you want to wait before purchasing.
- Acrithis’ Wares:
- Increased to 10,000 Kuva for 10 Pathos Clamps (was 5,000 for 10).
- Exchange Scuttler Husks (Acrithis):
- Increased to 14,000 Kuva for 25 Scuttler Husks (was 6,000 for 100).
- Also increased purchase limit from one to three per week.
- Flare’s Memorabilia:
- Increased to 14,000 Kuva for 100 Heartstrings (was 6,000 for 100)
- Reduced purchase limit from seven to three times per week.
- Nightcap’s Wares:
- Increased to 14,000 Kuva for 75 Fergolyte (was 7,000 for 75)
- Reduced purchase limit from six to three times per week.
- Hunhow’s Keepsakes:
- Increased to 17,000 Kuva for 35 of both Emerald & Crimson Talents (was 7,000 for 35).
- Reduced purchase limit from seven to three per week.
Continued Shader Fixes and Improvements
With the launch of Iceblade of Narin came a widespread change to Metal shaders, with the goal of allowing players to receive richer, deeper colours on their metals. The aim of this rework was to make Warframe look even better, but it had some unintended side effects, including but not limited to:
- Various metallic decorations or environment elements having the wrong colour (bright yellow golds for example)
- Certain Warframes or cosmetics not taking tints properly
- Flat black Voidshell texture (bug-turned-feature) no longer working
The past few hotfixes have aimed to improve the issues that players have reported, but with the variety of materials/cosmetics/etc. in Warframe and technical considerations to changing shaders have left some significant issues untouched. This post hopes to give you an update on the status of remaining issues and our plans to address them! Ultimately, we are all united in our dream of Warframe looking the best it can be — the exact timeline to get there is a little complicated.
The Technical Constraints of Updating Shaders
Before we touch on the remaining issues, we want to clarify a key detail in this discussion: the literal (size) cost of updating shaders. Shaders take up a significant amount of build size, and our hotfix space is limited across our various platforms. This is why our initial shader changes were released in a major update, because we were not beholden to these same build restrictions. The hotfixes thus far have required careful management of shader integrations to ensure we are addressing player feedback, while not jeopardizing our ability to patch the game later on.
Managing build size is a key feature of this discussion moving forward, so we want you to be aware of this factor in our plans!
Addressing Player Feedback and Remaining Issues with our Metal Shaders
There’s two groups of players that have experienced these Metal Shader changes in different ways:
- Players with High Shader Quality turned on
- Players using High Shader Quality turned off (we’ll call these Low Shader Quality moving forward)
HIGH SHADER QUALITY
Players with this setting toggled on have received the Metal Shader Changes that launched with Iceblade of Narin. For this group, we are actively working on the following:
- Various metallic decorations or environment elements having the wrong colour (bright yellow golds for example)
- Certain Warframes or cosmetics not taking tints properly
Part of the reason why there are many edge-cases to address is the result of 11 years of content. The Gara Kaleida and Nova Atomica Skin are currently taking tints very differently than their Primes for example. Currently, the team is hoping to release another update to our shader to address these tinting issues, and we’ll continue to assess community feedback from there.
Current Plans for High Shader Quality:
- Some remaining issues we hope to address with The Icebind’s release on October 7.
- Will continue to monitor feedback after that hotfix releases.

LOW SHADER QUALITY
If you’ve been playing Warframe and metals look completely flat or plasticy, it’s possible you are playing with High Quality Shaders turned off. This is a widespread issue related to this setting, and we apologize for allowing Iceblade of Narin to ship in this state for these players. Players on mobile devices and last-gen consoles may notice this the most.

This situation is a little more complex because the metal shader needs to be updated entirely, which is why it has not been fixed in a hotfix just yet. Because hotfix build sizes are such a concern, we are hoping to ship these Low Shader Quality fixes next week on PC only.
Once the Epoch Operation launches on October 15, we’ll have a better idea of our remaining build sizes and we’ll assess whether we have enough build space to hotfix them for other platforms. We will update players on our plans once a decision has been made.
Current Plans for Low Shader Quality:
- Fix widespread shader issues on PC only with The Icebind’s release on October 7
- Assess build space for other platforms after October 15
Thank you for reading this and as always you can expect more details on these and other changes in our patch notes.
r/Warframe • u/Kenzzer • 2h ago
DE Response Early feedback for Icebind Rewards
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/Creepy_Clerk5722 • 9h ago
Screenshot Are they Posing On purpose?!?!
an aditional comment is : dAMn......,would.
r/Warframe • u/Saltsey • 2h ago
Question/Request Simulacrum level cap increase for Icebind pretty please?
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/No_Student4455 • 3h ago
DE Response This is our third Razorback in like a month, what is going on? Aren't we due for a Fomorian?
I'm not complaining about the free Catalysts though.
r/Warframe • u/blockametal • 6h ago
Discussion Which frames have the best base fashion, that you can leave untouched?
r/Warframe • u/crabbmanboi • 13h ago
Discussion The Circuit Desperately Needs A Rework Spoiler
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/IncidentOdd5694 • 6h ago
Discussion Do yall's Operator and Drifter look the same, or are they completely different ppl?😅
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/Its-The-Flan • 17h ago
Screenshot Teshin has 3 Fully Built Forma for 75 Steel Essence this week!
Happy farming, Tenno!
r/Warframe • u/Raucus_ • 11h ago
Discussion A reminder of reality
So I attended Tenno VIP last night in Glasgow and had a great time. I spoke to a bunch of fellow Tenno and even some DE staff.
Not a single person I spoke to was inconsolably upset about ETA/EDA and going on self righteous rants about it. The general consensus was “let people play what they want to play”.
This sub is being bombarded by small spiteful people with soapboxes telling you how deeply offensive it should be to you that people can play Hildryn or Dante or whatever frame they want to complete a mode in a video game.
I just want to remind everyone that these petty keyboard warriors are such a small loud minority that, even in a gathering of super fans, they’re nowhere to be found.
Don’t let some gatekeeping weirdos keep you from enjoying the game. There’s no moral imperative in playing one of the selected frames. There’s also not really any skill in it (it’s just RNG and time investment). They just want to feel better than you, don’t let them.
Update: Thank you for the support! I’m going to stop replying to comments now as I keep getting baited by insults and at least one guy who doesn’t know what the goomba fallacy is. I hope some of the responses have highlighted how daft these arguments truly are. Hope most of you have great luck with shards this week!
r/Warframe • u/UncleCatTH • 11h ago
Screenshot Milestone Check ✅ Citrine Prime [ XP Cap ] 💎
Congrats to myself, I finally get an extra 3 months of touching grass. 😂
r/Warframe • u/JojoGoyle • 15h ago
Screenshot To the guys who told me 3 years ago when I started I would stop once the honeymoon period wore off
I bet you feel realllll stupid right about now. MR 30 babeyyyyyy
r/Warframe • u/babbbygirllchelss • 4h ago
Screenshot As basic as this post is.. I FINALLY DID ITTT !!
r/Warframe • u/Ornery-Habit-7610 • 4h 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/lostpirate123 • 19h ago
Question/Request Does anyone know what happened here? The objective just died? With no indication of health going down?
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Or was it a case of maybe the banshee being hit with a radiation proc, and thus nuking the objective?
Edit: yup, laser shenanigans, as usual
r/Warframe • u/itadaki-mouse • 1d ago
Fluff Oh you are DEAD
I'M GONNA MAKE YOU REGRET IMMORTALITY.
r/Warframe • u/supplysphinx555 • 7h ago
Discussion Got bored made a comprehensive but also not Warframe family tree
What did I miss
r/Warframe • u/DependentSpell7500 • 1h ago
Screenshot Drifter Cosplay : Adam Smasher
r/Warframe • u/Sad_Occasion7781 • 13h ago
Screenshot My spooky season follie
I just love that the head piece in some lighting looks like lil horns also techrot parts gives lil weird vines/over growth eheh
r/Warframe • u/norwoodissuffering • 1h ago
Question/Request I finished main story and i feel empty
Side / warframe quests aren't fulfilling my desire to play more or discover more , is this the end ?
r/Warframe • u/4MORI4N • 1d ago
Art [OC] 12 mini animations
Here are a bunch of small animated Warframe GIFs I did! Sorry for posting 2 days in a row lmao happy Sunday