History YMMV / WarFrame

23rd Apr '18 8:36:48 AM Flameal15k
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*** Somewhat mitigated by the introduction of Sanctuary Onslaught - said game mode only allows the usage of max-leveled warframes - that is, the ones which can have focus lens attached to them - and provides boosts to focus point acquisition, which scale as you go to more dangerous zones.
22nd Apr '18 3:13:05 AM Vir
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*** To elaborate, her first ability [[AttackReflector Mallet]] is a deploy-able that can pull aggro to it and then [[HoistbyHisOwnPetard sends the damage dealt to it back at the enemy]] at a multiplied rate every percussion beat, which can lock down hallways and large rooms fast at high levels. Her second ability, [[TheMusicMeister Resonator]] , deploys a roller ball that charms enemies like Titania's 'Lantern' and deals light damage, but has the added bonus of being able to pick up the Mallet, which can cause widespread death to enemies. Her third ability is [[DanceBattler Metronome]], which grants an initial armor buff and can grant other buffs based on doing various actions in time to the beat, the best of which is ''Nocturne'' which grants invisibility for a amount of time, but unlike Loki's invisibility, it can be refreshed at any time so long as 'Metronome' is still active. Her ultimate is Amp, which increases damage in an area and also double's the range and damage of any Mallet that is in the area, making it even stronger and can create choke points out of entire rooms with enough range.

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*** To elaborate, her first ability [[AttackReflector Mallet]] is a deploy-able that can pull aggro to it and then [[HoistbyHisOwnPetard sends the damage dealt to it back at the enemy]] at a multiplied rate every percussion beat, which can lock down hallways and large rooms fast at high levels. Her second ability, [[TheMusicMeister Resonator]] , Resonator]], deploys a roller ball that charms enemies like Titania's 'Lantern' and deals light damage, but has the added bonus of being able to pick up the Mallet, which can cause widespread death to enemies. Her third ability is [[DanceBattler Metronome]], which grants an initial armor buff and can grant other buffs based on doing various actions in time to the beat, the best of which is ''Nocturne'' which grants invisibility for a amount of time, but unlike Loki's invisibility, it can be refreshed at any time so long as 'Metronome' is still active. Her ultimate is Amp, which increases damage in an area and also double's the range and damage of any Mallet that is in the area, making it even stronger and can create choke points out of entire rooms with enough range.
17th Apr '18 3:40:22 PM whatthefbomb
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** Corpus Engineers and Snipers gained an ability to throw down a small device that summons Ratels, small ant-like robots that beeline towards the player and hit them with a short-ranged shock attack. On their own, they're of minimal threat. Their attack does trivial damage and they're easy enough to destroy. The problem comes in when they're deployed during protracted battles. Their spawn pads are very short, easy to be blocked by terrain, and they can spawn another Ratel every few seconds. While their attacks do unimpressive damage to you, it's still enough to interrupt shield recharging, potentially making you much squishier as a result, and it's really hard to get rid of all of them, just like real ants. And when you think you've finally got them all, another sniper all the way across the room throws down his generator!
18th Mar '18 3:38:57 PM Meyers07TheTroper
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** The random, secondary incursions in Plains of Eidolon, that appears when you're free roam, prospecting, fishing, and scouring for materials in the Plains, brings to mind "Hey Niko, it's Roman! Let's go bowling!", only here, Lotus gives you random missions (with smaller payout than accepting the bounty directly from Konzu), if you choose to time it out and not doing it, Lotus basically passive aggressively told you that the enemy succeed.

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** The random, secondary incursions in Plains of Eidolon, that appears when you're free roam, prospecting, fishing, and scouring for materials in the Plains, brings to mind "Hey Niko, it's Roman! Let's go bowling!", only here, Lotus gives you random missions (with smaller payout than accepting the bounty directly from Konzu), if you choose to time it out and not doing it, Lotus basically passive aggressively told you that [[YouBastard thanks to you, the enemy succeed.succeed in whatever things they done]].
18th Mar '18 3:36:51 PM Meyers07TheTroper
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*** 2: As transference ''also'' can grant players invisibility, it's common to use it to heal downed teammates while invisible.

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*** 2: As transference ''also'' can grant players invisibility, it's common to use it to heal downed teammates while invisible.invisible or to complete labyrinthine corridors of late game Spy missions while using equipments not tailored to stealth.
6th Mar '18 10:43:12 PM DoctorFluffy
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** Any mission that ''requires'' [[spoiler:Transference, aka Operator Mode. While players enjoy the utility that a free weapon brings in normal missions, and the Operator's attacks can purge the Stalker's or Sentients' damage resistances, some missions (like the Kuva Flood or ''Chains of Harrow'' finale) make the Warframe useless and force a transition to the Operator in order to progress. Problem is, unlike the Warframes, the Operator is essentially a human teen (with a few extra superpowers), a very vulnerable one. They have only 100 health, and no armor or health regeneration to speak of; they're so squishy they can take ''fall damage''. Their maximum sprinting speed is roughly equivalent to a brisk walk, and their only parkour maneuver equivalent consumes energy from the same energy pool needed to attack or defend; this pool regenerates painfully slowly compared to the energy each ability consumes. Generally, it leaves the player with long periods of running frantically away from the fight while their energy regenerates, then burning it out in short bursts. Oh, and each time you die as the Operator, your Warframe loses 10% of its max health and receives a debuff to increase this damage for the next one.]]. On the other hand, the most commonly accepted strategy of using Transference (because your Warframe is completely invulnerable during transference) is to use transference to hide, refill the shield, and striking void-element enemies. With the introduction of Mote Amp (that come with insane grinding), the Mote Amp must be levelled up using Operator's void beam.

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** Any mission that ''requires'' [[spoiler:Transference, aka Operator Mode. While players enjoy the utility that a free weapon brings in normal missions, and the Operator's attacks can purge the Stalker's or Sentients' damage resistances, some missions (like the Kuva Flood or ''Chains of Harrow'' finale) make the Warframe useless and force a transition to the Operator in order to progress. Problem is, unlike the Warframes, the Operator is essentially a human teen (with a few extra superpowers), a very vulnerable one. They have only 100 health, and no armor or health regeneration to speak of; they're so squishy they can take ''fall damage''. Their maximum sprinting speed is roughly equivalent to a brisk walk, and their only parkour maneuver equivalent consumes energy from the same energy pool needed to attack or defend; this pool regenerates painfully slowly compared to the energy each ability consumes. Generally, it leaves the player with long periods of running frantically away from the fight while their energy regenerates, then burning it out in short bursts. Oh, and each time you die as the Operator, your Warframe loses 10% of its max health and receives a debuff to increase this damage for the next one.]]. On the other hand, the most commonly accepted strategy strategies of using Transference (because are:
*** 1: Because
your Warframe is completely invulnerable during transference) is to transference, use transference to hide, refill the shield, and striking void-element enemies. With the introduction of Mote Amp (that come with insane grinding), the Mote Amp must be levelled up using Operator's void beam.beam.
*** 2: As transference ''also'' can grant players invisibility, it's common to use it to heal downed teammates while invisible.
6th Mar '18 1:20:43 PM Meyers07TheTroper
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** Any mission that ''requires'' [[spoiler:Transference, aka Operator Mode. While players enjoy the utility that a free weapon brings in normal missions, and the Operator's attacks can purge the Stalker's or Sentients' damage resistances, some missions (like the Kuva Flood or ''Chains of Harrow'' finale) make the Warframe useless and force a transition to the Operator in order to progress. Problem is, unlike the Warframes, the Operator is essentially a human teen (with a few extra superpowers), designed to be a very vulnerable mode. They have only 100 health, and no armor or health regeneration to speak of; they're so squishy they can take ''fall damage''. Their maximum sprinting speed is roughly equivalent to a brisk walk, and their only parkour maneuver equivalent consumes energy from the same energy pool needed to attack or defend; this pool regenerates painfully slowly compared to the energy each ability consumes. Generally, it leaves the player with long periods of running frantically away from the fight while their energy regenerates, then burning it out in short bursts. Oh, and each time you die as the Operator, your Warframe loses 10% of its max health and receives a debuff to increase this damage for the next one.]]

to:

** Any mission that ''requires'' [[spoiler:Transference, aka Operator Mode. While players enjoy the utility that a free weapon brings in normal missions, and the Operator's attacks can purge the Stalker's or Sentients' damage resistances, some missions (like the Kuva Flood or ''Chains of Harrow'' finale) make the Warframe useless and force a transition to the Operator in order to progress. Problem is, unlike the Warframes, the Operator is essentially a human teen (with a few extra superpowers), designed to be a very vulnerable mode.one. They have only 100 health, and no armor or health regeneration to speak of; they're so squishy they can take ''fall damage''. Their maximum sprinting speed is roughly equivalent to a brisk walk, and their only parkour maneuver equivalent consumes energy from the same energy pool needed to attack or defend; this pool regenerates painfully slowly compared to the energy each ability consumes. Generally, it leaves the player with long periods of running frantically away from the fight while their energy regenerates, then burning it out in short bursts. Oh, and each time you die as the Operator, your Warframe loses 10% of its max health and receives a debuff to increase this damage for the next one.]]]]. On the other hand, the most commonly accepted strategy of using Transference (because your Warframe is completely invulnerable during transference) is to use transference to hide, refill the shield, and striking void-element enemies. With the introduction of Mote Amp (that come with insane grinding), the Mote Amp must be levelled up using Operator's void beam.
6th Mar '18 1:18:13 PM Meyers07TheTroper
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** As part of the hype for Update 19, the devs hinted they would add a way for players to explore the value of their older, un-{{PowerCreep}}ed weapons. Enter "Riven" mods, which can provide a substantial boost to one piece of equipment in your inventory. Players get one from completing the ''War Within'' quest, with more coming from Sorties, albeit at a low drop chance. However, these mods come with two problems: First, the player must ''unlock'' the mod's effects before they can use it. To do so, the player has to complete some randomized challenges with ridiculous modifiers; for instance, the player may have to complete a high-level Survival mission without killing a single enemy, or solo a high-level Interception without taking any damage, or capture a Sanctuary target without using powers or traps while wielding a Hobbled key. If you manage to cheese your way past the task, you face the second problem: the stats are completely randomized (including some with ''negative'' modifiers, or useless stats like Zoom for Sentinel weapons) and the mod can randomly attune itself to any eligible weapon in your arsenal beyond the one it was equipped to when it was unlocked. No worries though, you can re-roll the stats - you just have to collect a heap of a rare resource and complete a new challenge, whereupon the mod will completely randomize itself again. For bonus points, some players have exploited the randomization process to sell useless Riven mods to unsuspecting players at inflated prices, whereupon it will remain attuned to the ''seller's'' inventory for the purposes of deciding a new weapon.

to:

** As part of the hype for Update 19, the devs hinted they would add a way for players to explore the value of their older, un-{{PowerCreep}}ed weapons. Enter "Riven" mods, which can provide a substantial boost to one piece of equipment in your inventory. Players get one from completing the ''War Within'' quest, with more coming from Sorties, albeit at a low drop chance. However, these mods come with two problems: First, the player must ''unlock'' the mod's effects before they can use it. To do so, the player has to complete some randomized challenges with ridiculous (and often downright sadistic) modifiers; for instance, the player may have to complete a high-level Survival mission without killing a single enemy, or solo a high-level Interception without taking any damage, or capture a Sanctuary target without using powers or traps while wielding a Hobbled key. If you manage to cheese your way past the task, you face the second problem: the stats are completely randomized (including some with ''negative'' modifiers, or useless stats like Zoom for Sentinel weapons) and the mod can randomly attune itself to any eligible weapon in your arsenal beyond the one it was equipped to when it was unlocked. No worries though, you can re-roll the stats - you just have to collect a heap of a rare resource and complete a new challenge, whereupon the mod will completely randomize itself again. For bonus points, some players have exploited the randomization process to sell useless Riven mods to unsuspecting players at inflated prices, whereupon it will remain attuned to the ''seller's'' inventory for the purposes of deciding a new weapon.
6th Mar '18 1:16:57 PM Meyers07TheTroper
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** The random, secondary incursions in Plains of Eidolon, that appears when you're free roam, prospecting, fishing, and scouring for materials in the Plains, brings to mind "Hey Niko, it's Roman! Let's go bowling!", only here, Lotus gives you random missions (with smaller payout than accepting the bounty directly from Konzu), if you choose to time it out and not doing it, Lotus basically passive aggressively told you that the enemy succeed.
** The bounties in Plains of Eidolon are generally this due to the strict time limit and different rules compared to usual mission, making it more easier to fail it.
26th Feb '18 4:22:27 AM Acebrock
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* FanNickname: Many players have taken to calling [[FightingClown Mirage]]'s "Prism" ability the Disco ball, due to the resemblance to one. A few have called it the "bouncing disco ball of doom" or "bouncing disco ball of death," for its sheer damage output.
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