* EightPointEight: IGN's review [[http://www.ign.com/articles/2013/12/05/warframe-review-2 gave it only 7.5]] and made a few factual errors that showed the reviewer clearly didn't bother understanding the game's systems. In particular, he referred to the solar map as galaxy map and talked about the player being tasked to kill aliens. It's an easy enough mistake to make if you've only fought Infested, but the game mostly uses humans and robots as enemies; only one of the three factions isn't comprised of them.
* AlternativeCharacterInterpretation:
** Warframe: A race of superpowered ninja killing machines [[SealedEvilInACan awakens from a long slumber]] and proceeds to systematically wipe out the remains of the human race...or at least until the [[LaResistance Red Veil]] showed up.
** There is a lot of fanart which displays the Tenno as a bunch of pranksters, goofs or otherwise comedic outside of missions.
** The Corpus are men in suits accompanied by robots. Tenno operatives routinely go to their planets and exterminate them by the hundreds, sabotage their economies by destroying their (non-military) mining installations, and destroy their ships. One of the Grineer bosses is marked for assassination simply for attempting to reverse the genetic deterioration of his people. Is it a stretch that the Tenno might actually be the villains here?
*** Getting to be more of a stretch with the introduction of the Red Veil, and the way [[KickTheDog Grineer treat them]].
** The Lotus: Savior of the Tenno and leader of the resistance against the Grineer military dictatorship, or ChessMaster playing an army of amnesiacs to steal Orokin technology and eliminate threats to her plans (military or otherwise)?
*** Corpus transmissions have referred to her as "traitorous", and even the developers have hinted that she's not to be trusted.
*** Teshin, one of the few individuals who lived during the Old War, isn't a fan either, saying that she made the Tenno "Complacent like oxen."
*** And in the bigger picture sense, did she and [[spoiler: her father Hunhow]][[spoiler: overthrow the Orokin for their own evil ends, or because they wanted to stop the cruelty of the Orokin Empire]]? And is [[spoiler:Hunhow]] after the Tenno because they are the only ones who can fight him [[spoiler: or because he believes that without them the Lotus will rejoin him?]]
** So it turns out that the reason why the Stalker is murdering Tenno is because the Tenno murdered the Orokin. Why they did so is a less clear-cut.
*** The Orokin, for their part, [[spoiler: achieved immortality by harvesting children and stealing their bodies]], created the Sentient ([[AIIsACrapshoot who turned against them]]), the Infested ([[EvilIsNotAToy who turned against them]]), the Grineer ([[TheDogBitesBack who turned against them]]), and finally, inadvertantly, the Tenno ([[spoiler:who eventually succeeded in wiping them out]]). Basically, the Orokin were pricks, and Inaros's quest makes it clear that at least some Tenno [[spoiler: turned on them to end their injustices.]]
*** But complicating matters is Nataah, whose mission was explicitly [[spoiler: to manipulate the Tenno into destroying the Orokin.]] Thus whatever the Orokin's crimes, their downfall was also [[spoiler:the successful result of the Sentients' master plan.]]
*** Does the Stalker truly want to avenge the Tenno's victims or is it just an excuse to pursue his millennia old vendetta?
** Is Ordis actually [[HappinessInSlavery happy the way he is]], or [[spoiler: is the MindRape from becoming a Cephalon forcing Karris into an endless loop of [[ICannotSelfTerminate remembering who he really is]] and being forced to fragment himself by his programming so he remains a loyal immortal servant for a heavily experimented on child/warrior-space-ninja?]]
*** In Octavia's Anthem, Ordis vehemently states that [[spoiler:he is willingly distancing himself from Karris as far as possible (which is [[{{Irony}} ironic]], since his lines during the finale show that he still takes joy in killing somewhat, especially when it's Hunhow's fighters), and later makes it clear that he holds genuine sentiment towards the Operator, most prominently in the letter he believes to be his last that is automatically relayed to them once Hunhow captures him. So the former is the most likely correct interpretation of Ordis's personality.]]
* AndYouThoughtItWouldFail: A vast majority of critics in 2013 depicted that ItWillNeverCatchOn, downright saying that "It will fail. You will never update this game, you will never get the amount of players to support your game and you will not get a sponsor that arcs it in place." Coming from those critics who praise games that poorly understood the idealistic approach of AllegedlyFreeGame, it becomes an IronicEcho; as Warframe, in 2016, reaches a 26 million milestone of [[SelfDeprecation losers]], has a high standing review on Steam, is backed by a sponsor in China and its dedication of routinely updating the game every week instead of months like most MMO's and [[{{Determinator}} lived for more than three years to tell about it]]. And [[PerpetualBeta it's still officially in Beta]].
** By 2017, the player count has reached to a 35 million milestone of losers, with a large advertising opening up for its release on "''The Plains of Eidolon''" and continues to outpace most games by making it into Steam's top 10 most active games[[note]]Keep in mind Steam only makes up a fraction of its playerbase[[/note]] and staying there consistently.
** Tellingly, during the second Steam Awards, Warframe was awarded the ''Labor of Love'' Award, in recognition of how far it has come since its beginnings.
* AntiClimaxBoss: The Hemocyte boss from the operation Plague Star event which is [[spoiler: just a PaletteSwap of Lephantis that skips the first phase. The wide-open area negates most of the remaining difficulty, even with the veritable swarms of enemies added in.]]
* BrokenBase: [[BrokenBase/{{Warframe}} Has its own page now.]]
* BribingYourWayToVictory: Zig-zagged. Many weapons and Warframes can be bought in completed form for Platinum with a slot and coveted Orokin Reactor or Catalyst pre-installed whereas players would otherwise have to craft all these items over intervals of real time after farming the required materials. This is, though, mitigated by the fact costs of these items are absurdly higher than the players would normally sell off [[PlayerGeneratedEconomy with items that are already upgraded with a Prime suffix]] and [[InfinityMinusOneSword weapons with a Syndicate prefix]]. This zig-zagging continues in other instances:
** The materials themselves can also be bought and the build times circumvented using Platinum and the cash shop also contains mod packs with guaranteed rare mods. All players have access to all items that actually affect gameplay (barring only Warframe and Weapon slots) with only cosmetics being cash shop exclusive but DE certainly sells a high level of convenience.
** The Prime Access that allows players to directly buy Prime gear rather than having to spend lots of time farming them doesn't help. [[AdamSmithHatesYourGuts If you can afford to pay just as much you would for another video game]]. Or just wait a few weeks and buy it with platinum from someone else who farmed it.
* CatharsisFactor: Finally getting to fight and kill the Rathuum commentator Kela De Thaym, after listening to her taunt and belittle the Tenno to no end during their arena battles. Her boss fight can be a massive pain but seeing her VillainousBreakdown as she loses as well as her own audience turn against her is ''so'' satisfying. Especially since shes broadcasting her own ass kicking live to the entire Grineer Empire.
* CharacterTiers: Somewhat invoked - certain frames are meant to be flat-out better than others in certain ways, others are not. With frequent balance changes to abilities, weapons, and frames, the tiers themselves can fluctuate regularly. Plus some of them are situational. For instance;
** Ember's fire-based powers make her amazing against the Infested, decent against the Grineer, but severely lacking against the Corpus.
** Volt's electricity-based powers? Very effective against Corpus, okay-ish against Grineer, ''much'' less effective against Infested.
** Ash... well, highest max health without considering modifications (tied with Saryn now), good armour and damage mitigation (increasing effective health), good shields, high sprint/run speed, and a nice set of powerful and effective abilities. He's not much of a team player, though, lacking any forms of crowd control, AOE or utility.
*** Ash Prime takes this to an insane degree. All the power of the original, with ''even better'' survivability and speed. While not much of a team player still, he's ''superb'' for solo play.
** Due to the potentially infinite durations of survival and defense missions, frames with lots of utility, crowd-control, and group support are preferred over frames with direct damage abilities, since the latter tend to fall off hard past the 30 minute mark. Enemies escalate in level as time goes on, becoming bigger damage sponges and capable of downing players in a handful of shots. Thus, frames like Ember, Oberon, and Valkyr are often ignored in favour of Nyx, Loki, Vauban, Nova, Frost, and the like, all featuring builds that disable droves of enemies from causing damage or defending key objectives from attack.
* ComplacentGamingSyndrome: While this has always been an issue to a certain extent, it became much worse when Update 15 launched, and it hasn't gotten much better since. The precise nature of the team composition in vogue at any given moment can change rapidly depending on new balance changes, but the basics are fairly simple: one Warframe supplies the team with energy (Trinity, by far the most complacent), another nukes the area (usually Nova, though Ember, Mesa and Excalibur are common), another protects the team (typically Frost), and the fourth can fill a variety of niches depending on the situation (Often Nekros to farm drops, or Rhino to mash the Roar Button for greater damage, or Loki for his [[IncrediblyLamePun disarming personality]].). Companions suffer even more, with very little incentive to use most Sentinels other than Carrier, and almost no reason to use Kubrows at all. Even which missions get played is affected, with most players gravitating towards the Void, high-level Dark Sectors, and Draco.
** On the other hand, Mastery XP is ''only'' gained by leveling gear, and since almost every weapon, item and even certain quests require a certain Mastery Rank to unlock, it discourages players from running through missions with their maxed out gear.
* CrutchCharacter:
** In a subversion of PowerCreep, Excalibur (the recommended starting warframe) and Rhino (one of the first available after the tutorial) can carry a new player through vast amounts of the game before their deficiencies in survivability and damage respectively force the player to seek out equipment, mods, and strategies to proceed farther.
** Inaros and Nidus. The two warframes without shields are also the most survivable, and both are reasonably easy to obtain in the midgame. While neither makes a devastating team-player, both allow inexperienced players to hold their own in late-game content like Sorties, becoming less relevant in the (now-defunct) trials and the revamped Dark Sectors where team synergy trumps pure survivability.
* DemonicSpiders:
** Infested Ancient Disruptors and Toxic Ancients used to be this when their abilities had a 100% affect rate. ONE hit of the Disruptor used to [[InterfaceScrew screw up your interface]], sap your shields to zero and, worst of all, ''drain your entire energy store.'' Since energy doesn't regenerate on its own unless you have the right aura mod (in which case it regenerates ''painfully slowly'') one hit from a Disruptor when you're being attacked by a swarm of lesser infested would basically kill you in one go, ''especially'' since they knock you down. Toxic Ancients were surrounded by a poisonous cloud that ''bypasses shields'' and they left behind said cloud when they died. An inattentive player on anything other than Rhino (whose Iron Skin temporarily negates the poison and blocks the Ancients' knockdown attack) could die in seconds upon running into several of these noxious beasties, especially on higher levels when they spawn in packs and their poison damage was ridiculously up-scaled.
*** Disruptors have been toned down with Update 14, only to be completely outclassed by Parasitic Eximus units released in Update 13. Disruptors needed to hit you, but a Parasitic Eximus just need to be within a certain range of you to rapidly degenerate your energy (and prevent regeneration), and the effect stacks with other Eximus auras and Toggled ability drains.
*** Update 14 also made Toxics ''worse''; while they don't have a passive aura of damage following them anymore, they '''do''' get a point-blank poison cloud they can cast at-will which can instantly kill you at most levels if you don't have strong enough health mods -- which works wonderfully with their newfound ability to Pull foes into melee. They can also reduce the effectiveness of Gas damage on nearby lesser Infested, which was the one faction the element was actually useful on. A single Toxic Ancient can essentially take every rule about the Infested, and flip it on its head.
** The Fusion Moa is a bit more threatening than most Corpus units because of its highly damaging beam attack, but the ''real'' danger is that if not killed fast enough it can release a flying Drone with even heavier armor than its parent unit and the greatest firepower of all Corpus proxies, capable of stripping any Warframe naked in seconds at higher levels.
*** Made worse in that, for some time after the release of Void Survival missions, the Drones were capable of spawning in after only 5 minutes while their parent Moas wouldn't appear for another ten (making the drones substantially stronger than intended).
** Grineer Napalms have a nasty [=AoE=] on their weapons - big enough that it can hit you through a non-Stretched Snow Globe - and the damage-over-time can mess you up very fast. To make matters worse they don't use a PainfullySlowProjectile like their Bombard comrades.
** As a rule of thumb, anything that's restricted to one map only will be one of these. Grineer Hellions who can fly and endlessly bombard you with missiles; or Corpus Anti-Moas, who fire energy blasts that cause ''large'' shockwaves on hit, which also knock you down when it directly hits... only to bounce and still be able to do harm. While they're avoidable, they have a tendency of aiming behind you, either from luck or on purpose making it ''very'' hard to see it coming.
** Drahk Masters are a Grineer unit which counts as a heavy, who summons packs of Drahk, which are armored Grineer-trained Kubrows. And to add to the demonic spideriness, they have a ranged attack which can knock your current weapon out of your hands, forcing you to go find it or switch to an alternate weapon; of course, you're not likely to notice that it's actually happened until a little while later, since the visual effect just looks like you've been staggered.
** The Mutalist Moas first seen in Update 15.5, which come in two variants. The Tar Mutalist Moas spew nasty gunk that creates a lethal puddle on the ground wherever it hits; to make matters worse, the puddle also slows any player unlucky enough to find themselves inside. The Swarm Mutalist Moas instead shoot out [[ExactlyWhatItSaysOnTheTin swarms]] of... something that latch onto players and objectives, damaging them and [[InterfaceScrew reducing their visibility]]. Both models come with the Shockwave Moa's [[GroundPunch stomp]] attack for even more fun. As it turns out, initially they were bugged so that their levels didn't scale with missions, leaving them stuck at high strength; while they're still dangerous, they're not ''quite'' as lethal as they once were.
** Update 16 brought the Grineer Manics, which combine Valkyr's tankiness and ability to become invincible with TeleportSpam, and throw Stalker's [[NoSell Dispel]] ability on top. You ''will'' learn to dread its deranged [[LaughingMad laughs]].
** In Archwing missions, Hellion Dargyns. Their missiles deal a TON of damage, and give very little indication that they're hitting you, cutting down on your reaction time. And it's their only form of attack, leading them to spam as many missiles as possible. If that weren't bad enough, they also come in a Shield-Hellion version, which possesses an impenetrable, indestructible shield on its front; since they can turn on a dime, your best bet is to get into melee range, which is incredibly risky.
** Update 18 brings us the meanest spiders the game had seen up to that point - the Sentient combat units. Not only they are simply beefy and hit very hard, but over the course of your fight with them they adapt to your weapon damage type, gaining near immunity to all damage types and utility powers you used against them by that point. If you did not bring weapons with diverse damage types, you're screwed. If that wasn't bad enough, pray there's only one; because if there are multiple, they can ''share their resistances and split damage.'' Managed to get one down to nearly dead before it adapted your best gun? Its buddy will fly over, redirect all incoming damage to itself, and ''copy the resistances.'' Now you're back to worse than square one, with two nearly-unkillable drones with incredible damage output. Much like the Mutalist Moas, they were bugged at release, temporarily making them even worse than intended: they treated all three physical damage types as identical, so hitting them with Slash damage would also build up their tolerance to Puncture and Impact, and vice versa. About their only weakness is that they're relatively slow moving, but that in itself is undercut by their ludicrous 'disco ball' attack that can cross entire cells and slice your shields like they were made of cheese, and the absurd accuracy and [=AoE=] they have with their energy balls. Their resistances can be reset by [[spoiler:using your Operator's powers against them]], but good luck figuring that out on your own; the only hints the game gives you are in out-of-the-way background lore that's easy to miss, and even if you've read it, there's no reason to assume it would translate to gameplay like that.
** Grineer Ballista are capable of one-hit-kills against players from across the map with no warning, and a glitch allows them to rapid-fire their one-hit-kill Vulkar sniper rifles when blindfiring around corners. Corpus Sniper Crewmen and Nullifiers are likewise capable of dealing stupid damage but lack the Grineer's HitScan weapon, are less common, and have a visible tracer to follow back to the source.
** Bursas were originally designed as slow tanks the Corpus would use as temporary blockades (hence their working name, Riot Moas). Their first appearance as the main enemies in the wildly-unpopular False Profit event made them horribly-buggy {{Lightning Bruiser}}s that resisted most forms of crowd control and ignored pretty much all damage from the front. By the end of the event, most of the bugs had been fixed, but everything else had stayed the same. Unfortunately, when they returned to the game as permanent additions to the enemy roster in 18.4.10, it was clear that they hadn't been touched since the event ended, and they had come with a host of new bugs related to their spawning mechanics, making many high-level Corpus missions nearly unplayable.
** Update 18.5 fixed a longstanding bug preventing Shock Eximus auras from affecting players. Unfortunately, the effect they got was a proximity-based Magnetic proc: get too close, and you'll lose all your shields and energy. And if you were hoping to take them out with [=AoE=] powers before they got too close, think again: [[NoSell Nullifiers]] are one of the enemy types that can have the modifier. This was quickly changed with 18.5.6: the aura now inflicts an Electricity proc instead.
** On the other end, 18.5 also brought Hyekkas and their Masters. The Hyekka Masters are basically creepy old grandmas with tankiness somehow comparable to Bombards and who posses Scorchs' flamethrowers, as well as flame bombs which can create scorched terrain for a short period of time... and that's not all! They can also summon Hyekkas, Grineer-tamed Kavats, which are capable of hitting multiple times in one attack and thus dealing obscene amounts of burst damage. It's not uncommon to see ''Valkyr'' getting one-shotted by one of those things.
** The introduction of Sorties led to many veteran players discovering just how dangerous Sapping Ospreys could be. This model of the standard Corpus aerial drone deploys special mines, which generate pulses of [=AoE=] damage. The mines deal high damage, and the Ospreys love spamming them, so areas of a room can become totally carpeted with no safe room to stand. To make matters worse, the mines' fields appear to be a flat circle on whatever surface the mine attached to, but the actual hitbox is spherical, so it's not even safe to jump over them; the fields also penetrate walls and terrain, in case you thought you'd be safe behind cover. Fortunately, the mines can be destroyed, but prior to 18.1.4, they were invincible until they had actually started to emit the field.
** Executioner Nok's Carabus units in Rathuum were incredibly lethal at launch, dealing 15% of the target's max health with every tick of damage from their lasers. Unless you had some way to outright ignore the damage, you ''were'' going down, no matter how tanky you were. They were also small and hard to see, which was a bad combination in a game mode where staying still for too long is a recipe for death. To make things even worse, [[RunningGag they were bugged]] to where they would attack continuously without the intended cooldown between attacks. Fortunately, the devs quickly issued a hotfix to add in the cooldown, reduce the damage to 1% of the target's max health, and increase the size of the unit.
** Similarly, Executioner [[TheBigGuy Gorth]] had absolutely ridiculous amounts of armor at launch. At higher levels, he could simply sit there and laugh while all four players unloaded their [[InfinityPlusOneSword infinity plus one guns]] into his face before hitting them with an unavoidable [[StandardStatusEffects Cold proc]] and instakilling them with his rocket launcher. The only way to deal with him was to bring a weapon with Corrosive damage to strip his armor. Post-patch, his armor is much less ridiculous and he's not that difficult to kill.
** Kuva Guardians wouldn't be so bad if they didn't essentially require a song and dance just for you to fight them evenly. You have to use [[spoiler:Transference to fight them; first your Operator must melee strike to stun them, then immediately dash through them to disarm them]], all while dodging their one-hit DashAttack before they are ''temporarily'' vulnerable to your own attacks. Not only is this just an unnatural chain of inputs, but it consumes a metric ton of [[spoiler:the Operator's]] energy for each individual Guardian.
* DracoInLeatherPants
** Some of the fans have a strong sexual attraction to Captain Vor, guts and all. Especially his guts.
** Alad V. Despite the fact that he's an old, ''almost'' irredeemable man who cut up the Tenno, constructed Zanuka out of their parts, tortured Valkyr, and tampered with the Infestation, he won against Nef Anyo in their rivalry in the Tubemen of Regor event, and there are still some fans who find him appealing.
** After the Second Dream quest was released there was and still is a vocal minority who were under the impression that joining Stalker would be a good idea compared to staying with the Lotus. [[spoiler:Operation: Shadow Debt was just more fuel for their fires.]]
* EvilIsCool: Some players seem to think so towards the Stalker, motivating them to use the coloring options to paint their own Warframes [[RedAndBlackAndEvilAllOver in his colors.]] Needless to say, some players see his "edgy" style as just a cheap attempt at trying to be cool making this {{Narm}} for them.
* 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.
* FriendlyFandoms: With ''JojosBizarreAdventure'', in part because a number of available frames (such as [[TimeStandsStill Limbo]] and [[GoodOldFisticuffs Atlas]]) have powers that emulate popular Stands, as well as the screenshot potential of [[spoiler:an Operator]] and their "Stand".
** With ''{{Toys/Bionicle}}'' -- perhaps unsurprising, given the similar premise of [[MechanicalLifeforms cyborg/organic robot protagonists]] with ElementalPowers. On top of the wide degree of customization allowing players to craft Toa-inspired appearances for their Warframes, and appealing to a similar [[GottaCatchThemAll collectors' mentality]], a number of players have noticed surprising similarities between Lunaro and Kolhii, in-universe sports native to ''Warframe'' and ''BIONICLE'', respectively.
* GameBreaker: The 'Nova' Warframe is widely considered to be wildly overpowered - she has abilities that can, with the right mods and equipment, do everything from one-shot bosses to allow whole groups to bypass agility/parkour challenges to cause all mobs to take double damage from every attack then explode when they die, resulting in a chain-reaction that can kill entire waves at once in defense missions. With proper auras and energy management, a Nova player can often spam these abilities for as long as they need to.
** It's not even Nova as such, just a single ability: Molecular Prime. It does THREE things, any ONE of which would be an ultimate-caliber ability: first, it slows all enemy movement and attack speed by half, effectively neutering any threat the enemy might pose. Second, it causes all affected enemies to take ''double damage'' from all sources. Third, it causes any enemy killed to explode in a powerful blast strong enough to kill almost any other nearby enemies (thanks to the aforementioned damage doubling). You could strip every other ability out of Nova and nerf her stats to the ground, and she would ''still'' be overpowered solely because of Molecular Prime.
** Also Nyx, specifically her Chaos ability. When you're outnumbered (i.e. ''all the time'') it is the ULTIMATE crowd control ability (well, apart from Molecular Prime of course), making enemies all fight each other over a massive radius. Combine Chaos ''with'' Molecular Prime and you can just sit around spamming emotes while the enemies all blow each other to hell. You don't even have to finish off the last one standing, because the explosion from the second last one will probably finish it off for you.
** Along the lines of Nyx's Chaos, we have Loki's Radial Disarm power, especially with its Augment, Irradiating Disarm. The base power takes guns away from every enemy in range, restricting them to weak melee attacks. Irradiating Disarm adds a Radiation effect to it, causing affected enemies to start attacking their allies much like Chaos does.
*** With the augment, this even makes Nyx, the aforementioned game breaker, largely obsolete if the Loki is properly modded to spam his Radial Disarm. Against Grineer and to a lesser extent the corpus and corrupted, Loki is largely considered to be one of the top tier crowd control choices, only rivaled by Nova.
** Trinity is the sole reason any new support/healer Warframe is doomed to failure. Not only can she ensure that her team will never run out of energy, but her ultimate makes all other healing powers obsolete, thanks to its damage reduction buff, instant cast time, and large range. Even after a number of nerfs, she's still the one Warframe that every squad wants.
** Broken War, [[spoiler: the damaged version of Stalker's new sword from "The Second Dream"]]. Stats roughly on par with Dragon Nikana, plus it's a longsword compatible with the already-lethal Crimson Dervish stance. It instantly makes most other melee weapons obsolete. Most damningly, you get it ''for free'' just for finishing the quest...AND it comes with its own Catalyst and weapon slot!
** A properly-modded Tonkor will ''annihilate'' anything in explosive range. Serration, Point Strike, Vital Sense, Split Chamber and Hammer Shot are pretty much requisites. If you're lucky enough to have acquired Bladed Rounds, that will add an additional 3x to the critical damage multiplier, otherwise, Heavy Caliber is a reasonable substitute. After that, set up the mod configuration tabs for specific mission areas using the last two mod slots (Corrosive for Grineer, Toxic to bypass Corpus shields, and max Blast for Infested, mixed enemy types and everything else), and you're good to go. You'll need ''six'' Forma to unleash its full potential, but after that, its explosives will kill virtually anything that isn't a boss in one hit, or two if the first happens to not crit. There's a reason why Tonkor users are common sights in Sorties. The Tonkor was eventually nerfed to give it lethal amounts of friendly-fire, making it far less safe to use.
** The Nikana Prime is a straight upgrade to the already-overpowered Dragon Nikana, boasting higher base damage, critical chance, attack speed, and status chance. As of 18.5.6, it's got the highest base damage of all one-handed melee weapons.
** The [[ShotgunsAreJustBetter Hek]], a Grineer shotgun that a player can purchase or build. Without any mods being applied to it, it has a base damage around five times that of many standard mooks, even those who would normally resist its damage type, like the Corpus, and has an absurdly tight pellet spread, giving it mid to long range capabilities. Apply mods to it and throw on a catalyst for good measure, and the thing can make normally difficult bosses like the Terra Frame or Corrupted Vor completely trivial. The only faction it has difficulties with are the [[spoiler:Sentients]], as they become mostly immune to it after a few volleys due to their natural abilities.
*** Its [[AceCustom successor]], the Steel Meridian-built Vaykor Hek, is even more powerful, due to its larger clip, high critical chance, and (thanks to Primed Ravage) extremely high critical damage. The one downside is that it loses the ability to use a unique mod for the Hek that increases the number of pellets per shot, but the benefits ultimately outweigh the negatives - it has roughly the same average per-shot damage as the regular Hek with the unique mod but with twice the magazine size, meaning it can, among other things, kill the aforementioned [[spoiler:Sentients]] in one magazine, damage resistances be damned.
** The [[ShotgunsAreJustBetter Tigris]] [[BlingOfWar Prime]] is the latest in the line of shotguns that can reach 100% status chance (which means every ''pellet'' will ''always'' trigger a status effect, instead of an overall chance of at least ''something'' triggering an effect). Unlike the earlier 100% status shotguns (the Strun Wraith and the Boar Prime), the Tigris Prime has ridiculous base damage (meaning the disadvantage of status builds in terms of raw damage is largely negated), a damage distribution heavily biased toward Slash damage (which is a [[DamageOverTime damage-over-time]] status effect that ignores shields and armor and can stack with itself, making it a player favorite). A properly built Tigris Prime will melt most mobs with its raw damage like the other top-tier shotguns, and unlike those damage-oriented shotguns, when its raw damage doesn't suffice (mostly against heavily-armored foes at Level 120+ or so), the Slash status effects you inflict on that enemy will still kill it within seconds without requiring another shot (and there's nothing stopping you from firing another shot anyway). It is mainly balanced (with the other top-tier shotguns) by the lack of the healing utility found on the Sancti Tigris, its New Loka syndicate brethren, as well as the highest mastery rank requirement of all weapons at the time (13, shared with the [[BigFreakingSword Galatine Prime]]).
** [[QuirkyBard Octavia]] has the means to go for a long time in survival missions, and can mostly solo any other mission type with ease, and while not better than Loki at times, can make up for it by her passive allowing her to not run entirely out of energy so long as she keeps casting her abilities.
*** 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.
* GoddamnedBats:
** The Grineer Rollers/Grinders. Unlike the rest of the Grineer, which are gigantic, hulking clones, these guys are tiny metal balls that roll around stages at high speeds, turn on a dime, and stun you with each attack. If they come in groups, especially near a Grineer heavy unit, the Roller's attack will often stagger you just long enough for the heavy unit to score some solid shots on you. One player once observed that all the Grineer would have to do to conquer a planet without sending in troops would be to drop a handful of rollers from orbit and the entire planet's inhabitants would very quickly pack up and leave. It got to the point where a member of the dev team drew joke concept art of a boss Roller in response to jokes about a boss Roller.
** The Grineer Seekers are green-colored soldiers that constantly throw mini versions of Rollers called Latchers. If a Latcher rolls into you, it sticks to you and detonates in a few seconds, unless you roll to dislodge it. Even worse if you're on a team, as they will shock and disable you until your allies manage to destroy the annoyingly durable and hard to hit thing.
** A new addition to the Grineer's Goddamn Bats are the Scorpions. Female Grineer melee fighters, who by themselves are not more dangerous than the standard melee Grineer. What puts them into this category is that they have a high accuracy with their harpoon special ability which knocks a Tenno to the ground and pulls them towards the Scorpion, ''and'' they fire it as soon as they see the player.
** The Corpus Shield Osprey also count. They have no attack, but boosts the shields of nearby allies and fly around in random patterns, making it hard to hit (and thus kill) them. Furthermore, when a Shield Osprey casts their shields onto a unit, that unit's shields are immediately restored to full. They are so annoying that players might charge into formations of enemies just to take them out for the rest of the team. And in high-level games, they're durable, too, and can often shield herds of 10+ enemies. God help you if two Ospreys get a chance to shield each other.
*** Most Ospreys can easily fall under this category depending on what weapons you have and what warframe you're currently using.
** Corpus Shockwave Moa can knock Tenno down. One by itself is still okay, but when there are multiple it gets worse. Even worse if you're running solo and they stunlock you to death.
** The Anti-Moa can fire shots which create shockwaves at their impact location, making it similar to the Shockwave Moa, but ranged..
** Grineer Shield Lancers, since their shield blocks all attacks from the front (except for a small slit in the shield and parts of the Lancer that are sticking out), and since they can rush at players and perform a melee attack that knocks them down.
** All of the light Infested qualify. Despite supposedly having 'weak' attacks, Chargers will somehow stagger a Warframe with ''almost every hit'' and they're fast enough that several can blindside even the most alert of players. Leapers also stagger with their punches but will additionally knock down Warframes with their eponymous leap attack. Runners can't take swings or leap but their kamikaze explosions will stagger all Warframes in a sizable area and they can ''juggle'' a Warframe that has been knocked down.
** The Mutalist Osprey is weak and easily downed if focused on, not posing much of a threat other than dropping off some smaller Infected. That doesn't stop them from being a pain in the ass with their one and only attack where they quickly intercept you and dash through the air, leaving a toxic cloud (which goes straight for your health!) behind them while they do so. Granted, they give off a noticeable audio cue before they do it, but it's hard to either step back or kill the damn thing when you're overwhelmed by the other Infested.
** All Heavy Grineer can and will perform a ground pound move when a player comes closer than 7 meters to them. The shockwave will always hit players in that radius and knock them on the back for a few seconds. To make matter worse the attack will always be performed when the animation starts, even when the animation is interrupted and it will always hit, including Tenno who are in the air something not even Shockwave Moas can.
** Grineer Regulators. CannedOrdersOverLoudspeaker? Classy! The irritating voice that plays is somehow capable of [[InterfaceScrew disrupting the player's minimap]] and giving enemy units a StatusBuff. Thankfully they are easy to destroy.
** Grineer Commanders barely pose a threat by themselves, dealing middling damage and sporting higher-than-average health and armor, quite a bit more than the common Lancer. What brings them into the "Goddamned" status is their [[TeleportSpam teleport ability]] ripped straight from Loki. What it does is immediately switches you and the Commander's places with each others, which means that more often than not, you'll be teleported into [[OhCrap a large group of Grineer soldiers]]. Only making matters worse is that there's a 2-second duration where you're stunned after being teleported, both practically and literally as the player character [[DoubleTake looks around in confusion]] as he gets a bearing of his surroundings. As well, the Commander's teleport (whether by way of a bug or design) ''goes through walls and doors''. Many a time will you be teleported ''without having seen the Commander in the first place''.
** 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!
* GoddamnedBoss: Tyl Regor 2.0 can take forever to kill if you aren't prepared. He's not all that high a level (23 for one player, up to 39 for four), so he doesn't do all that much damage per attack, but almost all of his axe attacks have the Stagger status effect, much like Stalker's scythe, and his PowerFist attacks all have the Knockdown effect for seemingly no reason. More worrying is his infinite FlashStep teleport ability, identical to a Grineer Manic's AI. Combined with his fast-recharging shield, it can be very difficult to actually deal any lasting damage. There's also very little ammo during the battle, and he can summon a small group of (thankfully low-level) Manics once his health drops to 66% or 33%.
** The new Stalker following the Second Dream. He's arguably ''less'' dangerous, because all he'll mostly use is knockback-inflicting {{Sword Beam}}s and his War {{BFS}}; the former knocks you away and is ''far'' less powerful than his OneHitKill Dread bow, and the latter lacks the CycleOfHurting that made his Hate scythe so deadly. That being said, he inherits the Sentients' damage assimilation effect, as well as having a buttload of health to begin with; while he can't kill you nearly as easily, he's much harder to kill as well, ''especially'' if the fight drags on and he's allowed to assimilate all of your weapons.
*** As of ''The War Within'' this is significantly less of an issue, as players can use [[spoiler:the Operator's beam weapon or Amp]] to reset any of his assimilated resistances or [[spoiler:[[WeaksauceWeakness defeat him outright]] with certain Amp builds]], just like any other Sentient.
* GoodBadBugs:
** "Zoren Coptering". When using the Dual Zoren, hitting the melee attack button while jumpsliding forward would cause the Tenno to whip out the Dual Zoren axes and perform a spin attack, which rapidly propelled the Tenno forward in a spinning motion. Other fast melee weapons were capable of achieving this effect as well. Up until U17, it could be considered an AscendedGlitch, but Parkour 2.0 removed it.
** Another movement technique that's been removed through gameplay changes is that back when there was a SprintMeter, crouching while sprinting caused you to forward slide for one second at sprint speed, but since you weren't ''running'', the SprintMeter refilled. This could really help you dash around in a fire fight.
** Radial Disarm, Loki's final ability, is a powerful ability that destroys the held weapons of nearby foes, forcing them to attack you with weaker melee strikes. It also ''[[DidntNeedThoseAnyway was able to literally dis-arm common Infested]]''.
** In a Rescue mission, you must bring a hostage to the extraction point to get them off the ship. However, the game doesn't remove the hostage when you reach extraction, so the last thing you see in a escort mission is the hostage watching their saviors board a shuttle and fly away without them.
** Melee attacks clip through doors, allowing you to kill enemies that are on the other side.
** It was once possible to rescue a hostage by lingering around the brig until the Lotus declared the mission successful and leaving ''without opening the cell door'', making it impossible for enemies to kill the fragile prisoner by any means. This was finally fixed in Update 9.
** When the [[PowerFist Kogake]] was first released, it was possible to instantly kill anyone, even bosses, by knocking them down and then standing over their downed form. This was swiftly expunged.
** The Kestrel boomerang was able to ragdoll any enemy and throw them several meters back. Since Hek, Regor, Ruk, Kela and the old Golem are basically recolored standard enemies, they are not immune to the Kestrel's effect. The result is that players could potentially knock them over into the pits around their arena, killing them with just one throw.
** Update 9.8 brought a much needed buff to Mag. It, however, turned Mag's first ability (which is only meant to yank enemies close so she can smack them with a melee weapon or execute them with a shotgun) into the Jedi pull on steroids - it would yank ''anything'' in front of Mag (be it one enemy or an entire room) and deal armor-piercing damage that killed almost every non-elite. Even elites could just be stunlocked by waiting until they stand up, then yanking them again. This was later toned down with the overhaul of the damage system, which changed all her powers to the niche (but more appropriate) Magnetic damage type.
** When downed, you count as stealthed, causing any kills you make to register as stealth kills.
** The Heavy Impact mod allows a player to create a damaging shockwave when landing after a certain height. The power and radius of the wave is based on the time spend in the air. Some players found out that sliding down a wall counts as time you fall. As a result running up a 5 meter wall and sliding down caused a shockwave that could clear entire defence maps.
** When a knocked-down enemy gets up, you can still perform a ground finisher on them for a few seconds. If you're wielding a sword or similar weapon, this makes the Tenno appear to stab their target in the head, but if you have something like a hand-to-hand melee weapon, this results in your Warframe crouching down in front of your target and [[AgonyOfTheFeet punching their feet until their body explodes.]]
** [[http://forums.spacebattles.com/posts/15524597/ Attack on Stalker]]. In Archwing missions, the Warframe and Archwing are actually scaled down in proportion to normal assets. This means that when Stalker goes after a Warframe, he's at normal size while the Warframe has been scaled down.
** Raptor was one of the more annoying Corpus bosses due to being able to fly away, but it was previously possible for a Loki to stand inside a prefab building and use Switch Teleport to switch places with Raptor. The Raptor would then be trapped and unable to fly out, and players could then open the doors and shoot Raptor with impunity. This was patched out around October 2013.
** At one point, the Tigris and Sancti Tigris had a chance to cause enemy corpses to duplicate body parts if their innate Slash damage split the corpses in two. Nekros could even loot the extras using Desecrate.
** During missions two and three of the Pacifism Defect event, Sargas Ruk sends [[LaughingMad Manics]] to attack the Grineer defectors that the players are tasked with rescuing. As it turns out, somehow the Manics were never coded to target the defectors, only players, demoting them from serious hazard to relatively-minor nuisance.
** At one point, Gas damage gained an interesting interaction with stealth attacks. Somehow, the stealth damage multiplier started stacking excessively with its status effect, causing it to do obscene amounts of damage. Needless to say, this got patched out.
* HypeBacklash: When Chroma was finally unveiled, his original helmet (now his "Drac" alternate helmet) was initially titled the "anteater helmet" by disappointed fans who expected a more classical dragon interpretation. This compelled the developers to swap his default and alternate helmets before release.
** Major story quest The War Within went through six months of DevelopmentHell as the developers continuously rewrote the script. The final product left many players feeling that it wasn't worth the wait.
* JerkassWoobie: Baro Ki'Teer may be incredibly pompous, elitist, and condescending, but as a kid, he did [[spoiler:get to listen to Grineer troopers gun down his mother in cold blood, all the while praying to the local protector deity to keep her safe.]] [[GameplayAndStorySegregation Not that he'll be any nicer towards you after you find this out.]] [[spoiler:[[GameplayAndStoryIntegration Unless you approach him as Inaros.]]]]
* LesYay: Between the Lotus and Mirage.
* {{Mondegreen}}:
** The Corpus Worker's [[BlackSpeech Black Speech-inducing]] helmets often led to this. A popular one is "''MISTER ROBOT!''" for the noise they make when they see you.
** Before they got their own language the Female Grineer had screeching voices which often led to people hearing "DEATH TO THE LONGEARS" ("Death to the Lotus").
** After the switch to the Grineer ConLang, you may hear "Looks great Tenno. Attack!"
** "GOOD SWORD OF GLENN!"
** Inverted with "GET CLEM!" The transparency of the Grineer's ConLang became memetic/hilarious in and of itself.
* MemeticBadass:
** [[https://forums.warframe.com/index.php?/topic/168556-rhino-the-manframe/ Rhino]]. The entire thread consists of a "Rhino Facts" list, with things such as [[BeyondTheImpossible Rhino having a sniper rifle only mod on his rocket launcher]] [[GrievousHarmWithABody Dual wielding]] the BonusBoss, and [[MoreDakka having enough Dakka]].
** [[https://forums.warframe.com/index.php?/topic/187402-the-most-badass-ever-in-warframe/ Prodman]] is also declared a badass, reason behind it is that a simple Melee corpus survived the Boss encounter with Phorid, in fact, even the Thread title says that Prodman is the The Most Badass Ever In Warframe. [[https://warframe.com/news/legend-john-prodman Eventually received official acknowledgement from DE]].
*** Coming soon to a hologram projector near you, [[https://www.youtube.com/watch?v=rNtW9wEWUZA -PROVA-: The Legend of Prodman!]]
* MemeticLoser: [[ThisLoserIsYou You]], [[https://www.youtube.com/watch?v=Jk_1puMzJXk apparently]][[note]]The speaker on the right is Rebecca Ford, Digital Extremes' Community Manager and the voice actor of the [[MissionControl Lotus]]. Being the Lotus' voice actor alone makes the meme depressingly funnier. For context, [[HilariouslyAbusiveChildhood your own Space Mom calls you, and the rest of the 26 million of her own children, losers]].[[/note]] Even though it is just [[SlidingScaleOfSillinessVersusSeriousness an outright verbal mistake]].
* MemeticMutation: For general discretion, any content meant to instill the core value of the community is [[TakeOurWordForIt by means]] [[https://imgur.com/a/LPG9F approved by the creators]].
** ''Greedy Milk.'' The community is still trying to figure out what it is. [[labelnote:*]]When siding with Sargas Ruk during the ''Gradivus Dilemma,'' he would sometimes tell the player that they are going to crush the "greedy milk" from the Corpus skulls.[[/labelnote]]
** [[https://forums.warframe.com/index.php?/topic/124526-requestchallenge-greedy-milk/ They've apparently made enough of it for a brand name, and cereal]].
** AscendedMeme: Clem, the Grineer fan character born from the {{Narm}}y Grineer's speech, was eventually put in the game in full! You can even do a daily quest for him to get a Spectre of him, so now you can have your own [[GunsAkimbo Two-Grakata-wielding]] [[CloudCuckoolander plucky]] [[TheNapoleon little]] Tenno-wannabe Grineer defector tagging along on missions with you!
** "Latron." "Grakata." "No, Latron." "[[http://warframe.wikia.com/wiki/Twin_Grakata TWOOO Grakata!]]"
** SOON[[superscript:TM]] -- the official release date of any planned feature you're looking forward to. Eventually, the meme was given a [[https://i.imgur.com/0moVHkP.jpg Primed Version]].
** For a long time, Lotus would say "I'm detecting a large security force heading your way. It's the Grineer," regardless of which faction it actually was. This was later [[http://i.imgur.com/RANImCn.jpg lampshaded]] by Darvo.
** Whenever new updates lead to GoodBadBugs or ArtificialStupidity, expect the game's PerpetualBeta status to be cited as the cause. [[https://38.media.tumblr.com/075e74a4bfb054e08956c9751c15af3c/tumblr_ngnd97QdBQ1sx331no1_400.gif IT'S BETA]]
** The [[VirtualPaperDoll sheer volume of customization]] present has given rise to the FanNickname "Fashion Frame." Since the majority can only be gotten with premium currency (which means, unless you wanna spend real money, farming for, and selling, high-end loot for the premium cash to buy them), this has led to the common stance among vets that "Fashion Frame is the true endgame."
** "Growth. Profit. [[{{Adorkable}} Grofit!]]"
** "You can't spell Rebecca without ''[=REEEEEEEEEE=]''", thanks to Rebecca Ford, the community manager and VA for The Lotus, saying this during an official stream.
** In one of content creator Quiette Shy's [[https://www.youtube.com/watch?v=51ZPcCyIaek videos]], she declared an augment mod for a particular weapon to be about as useful as "tits on Vay Hek", ending the video with voice mashup of Vay Hek exclaiming, "Look, brothers! Tits! HAHAHAHA!". Vay Hek's [[https://www.youtube.com/watch?v=BhFrql0HyHs voice actor]] has done a live rendition of the line.
** The exceedingly long speech (and the opening line, "Look at them") given by [[spoiler: Corrupted Vor]] upon his appearance has become a frequent copypasta. The speech is made even made more ridiculous by the fact that he will often be slain within ten seconds of appearing, only to ramble on for another full minute after his death.
** "Ninjas farm free" or "Farmers play free" are statements that aren't new to Warframe's existing game mechanics that involves a lot of farming for specific builds that players would do on a regular basis. It doesn't help that the [[RefugeInAudacity most primarily used items]] are referred to as various farm produce. For example, the Orokin Reactor/Catalysts are "potatoes", the Exilus Adapters are "tomatoes", and the Kuva are "chili peppers".
** Dablas, since you can make Atlas dab by making him face your camera when using Petrify.
* MostWonderfulSound: ''"Change of plans. Ignore your [[EscortMission original objective.]] [[KillEmAll Leave nothing alive on this ship. Exterminate all life.]]"''
* {{Narm}}: Most of the Grineer bosses taunt you with ridiculously flaccid insults and threats.
** '' "Take the 'Warfra' out of 'Warframe', and what are you left with?'' That's right, [[spoiler: ''ME!'']]"
** '''FASHION VICTIMS ARE ABOUT TO BECOME MURDER VICTIMS~!'''
** The Lotus, in the Operation: Arid Fear preview, got called an "eyeless slag". The update warning included "Tenno, get revenge on the Corpus for calling the Lotus an 'eyeless slag'."
** The new non-English update to the Grineer voiceset occasionally makes the female Grineer sound like Franchise/TheMuppets.
** The MOA's seem to make... chicken noises.
** Stance names tend to be pretty hit-or-miss. The worst example is probably [[ToiletHumour Fracturing Wind]].
*** Fracturing Wind? How about [[AccidentalInnuendo Crossing Snakes]]?
** The Focus system. Dramatic powers that can change the tide of a battle, and can [[LimitBreak only be used after slaughtering a bunch of mooks]]. When activated, it replaces your cyborg ninja with [[spoiler: a teenager]] that hovers around the battle in a T-pose firing Void powers from their sternum.
** The automated message Ordis leaves you in "Octavia's Anthem" [[spoiler: when he vanishes from your ship after trying to rescue Suda from Hunhow and gets captured himself]] is so sappy and overdramatic that it is impossible to take it seriously. Though to be fair, such drama and overacting is completely in character for Ordis.
** When you board the derelict Steel Meridian ship during the first mission in the "Chains of Harrow" quest, instead of her usual calm and collected tone the Lotus speaks in a wary hushed whisper, as if she's there next to you trying not to spook (or alarm) whatever caused the ship to go silent, and is [[VoiceWithAnInternetConnection not speaking over a secure transmission]] [[MissionControl from somewhere very far away from your location]]. Ultimately, it just makes her look silly.
** Some players were off-put that the "Chains of Harrow" quest could be summarized with the phrase [[spoiler:"Local goth cult holds a seance for autistic child through his haunted fidget spinner."]]
** Some of Ghouls' combat growls are pretty narmy - one in particular sounds susupiciously like "OM NOM NOM".
* NarmCharm: Frohd Bek's commercial for the new-and-improved Ambulas model from the Ambulas Reborn event is styled after cheesy 80's infomercials, complete with synthesized music and strange portmanteaus of corporate buzzwords. Of course, this is probably what the developers were going for, [[MemeticMutation and the playerbase ran away with the word "grofit".]]
** After completing ''Chains of Harrow'', [[spoiler:the [[HumanoidAbomination Man in the Wall]] will occasionally manifest in the Orbiter as a doppleganger of the Operator...and repeatedly clip through what he's sitting on as he shifts around. This would be funny, but given how he's a MaybeMagicMaybeMundane ghost, this also causes him to be ''even creepier''.]]
* NightmareRetardant: ''Chains of Harrow'' usually is scary, unless you like to play as [[MadeOfIron Rhino]], [[{{Intangibility}} Limbo]], [[NighInvulnerable Valkyr]] or [[DamageSpongeBoss Inaros]]. In that case you can casually stroll through each mission and ignore everything trying to haunt you because they cant get through Iron Skin[=/=]Rift Walk[=/=]Hysteria or hurt Inaros in any meaningful way, turning what would be a nightmare into a laugh.
* PlayerPunch: During the Defection missions, you can revive fallen Kavor defectors if they get downed once. However, if they get downed again or you don't revive them in time, instead of dying they immediately [[BodyHorror transform into an Infested Charger]]. This Charger is slightly different from the others in that is is white, the colour of armour that Kavor defectors wear, making it easily stand out. So, every time you see a white charger amidst the infested, that's the game's way of saying "This one is on you".
* RescuedFromTheScrappyHeap: Heavy melee weapons like the Galatine greatsword are good early-game weapons, but fall behind other, faster weapons due to their increased speed and comparable base damage for higher-tier play, resulting in them being abandoned by high-level players. During Update 15, however, DE buffed heavy weapon damage, including more than ''tripling'' the Galatine's base damage. Properly modded, the heavy melee weapons can now one-shot most enemies, even high-level ones, and with supercharging, the right mods, and a good stance they can ''one-shot the Stalker''. Needless to say, heavy weapons are a viable option once again.
** Update 17 brought upon a massive set of buffs to various shotguns, rescuing the entire class of weapons from the mastery fodder pile. Weapons like the Hek and Tigris, when properly geared, are now capable of delivering its critical one or two-shot kills to enemies as high as level 50.
** Update 18 attempted to do the same thing for Sniper Rifles. For the longest time, they were considered inferior; the scope caused tunnel vision, they were ''awful'' at dealing with crowds, and they even had inferior damage to the faster, more intuitive, ''far'' more powerful bows. On the positive side, the scopes were redesigned to be less obstructive and have variable zoom, with scaling damage based on distance (so players have more of an incentive to keep their distance and actually, yknow, ''snipe''). [[SubvertedTrope Unfortunately]], the rework was marred by the inclusion of a deeply-flawed combo system. In theory, playing better would increase your combo counter, which would in turn increase your damage output; in practice, it's incredibly hard to keep the combo counter up, because it resets if you miss a shot ''or'' if you wait too long between shots, which means waiting to line up the perfect shot can counter-intuitively hurt your performance. To top it off, someone had the [[SarcasmMode brilliant]] idea to add a "realistic" scope sway, making it ''actively harder'' for snipers to line up shots at medium-long distances. In the end, sniper rifles sank even further into the scrappy heap than before.
*** Update 22's ''Plains of Eidolon'' revisited Snipers once again, this time with vastly more success. The [[ScrappyMechanic "realistic" scope sway]] was completely removed. Visual zoom levels were reduced for most snipers; while this sounds like a {{Nerf}}, it reduced the tunnel vision players experienced in the closed spaces that make up most tilesets. The combo system was made more forgiving with the introduction of a combo decay (rather than losing the whole combo from missing a shot or waiting too long), as well as more rewarding due to higher multipliers across the board. It also became easier to build combos: every sniper that didn't already have it was given innate Punch Through, and every target hit by a single shot would add to the combo, with multishots potentially doubling this. The update's titular plains tileset also provided massive open spaces optimal for ''actually sniping''. While the update added damage fall-off to weapons over high distances (reducing damage output by up to half against targets more than 300 meters away), snipers have an extended range before this fall-off takes hold (past 600 meters).
** Since Update 14, though some found Ordis endearing and humorous, many players found his random outbursts and incessant commentary on their every action to be annoying, to the point of begging for a way to turn him off. Update 19 added Ordis Fragments, which provide splash screens of game assets and short blurbs about the universe from Ordis' perspective. [[spoiler:Players can investigate them further and "tune" to the proper frequency within the image to hear the tragic story of Ordan Karris, [[WasOnceAMan the man Ordis once was]]. Even some of his biggest detractors found a new respect for him after completing the Fragments story, and many even agreed Ordis was as much TheWoobie as the Operators, if not more so.]]
** Of all the underpowered "mastery fodder", few had earned more antipathy than the Twin Basolk. Decent base damage that was offset by a horridly slow base swing speed, bad range, and being stuck in the Dual Swords category of weapons (which are considered to have really bad [[{{Combos}} stances]]). And its innate damage is Heat instead of Slash; elemental weapons with no physical damage (especially no Slash damage) are very unpopular with the playerbase. Crafting it will cost you one Dual Zoren and one Atomos, which are both decent weapons in their own right (certainly better than the Twin Basolk); if you don't already have them built or you're not willing to part with them, that's 12 extra hours of waiting for spares to be built. Add it all up and you have lots of players happy to anagram the name to "Twin Bolsak"[[labelnote:*]][[DontExplainTheJoke Ballsack]][[/labelnote]]. DE tried to help with Rift Strike, a unique mod introduced with 18.10's Rathuum event, which lets the user teleport to enemies within 25 meters by using a charged attack; unfortunately, the mod has no impact on DPS, and the teleport doesn't significantly alter combat, so there's no incentive to use it over a damage mod besides the novelty factor... Until it was recently buffed during the War Within patch, rocketing its way from the Scrappy Heap all the way up to [[InfinityPlusOneSword Infinity plus one]] status. The weapon was given the ability to reach 100% status chance with pure Gas damage, which meant that not only would every swing proc Gas status on the target, but every tick of Gas status would inflict ''Toxin'' status to nearby targets -- each of which could stack and would deal shield-ignoring damage based on the weapon that procced it. Adding this to bonuses to melee damage (such as the stealth melee multiplier) made its procs absolutely ''monstrous''. Even after the stealth melee multiplier ceased to apply to status effects, the Twin Basolk keeps up.
* TheScrappy: ''Very'' few people like Nef Anyo after his redesign- partly because he looks ridiculous and sounds worse (like a CampGay televangelist) and mostly because his introduction event, Operation: False Profit, was one of the most irritating in the history of the game. This was a major contributor to more people choosing to support Alad V, a ''SmugSnake CompleteMonster'' who was basically the Tenno's archnemesis, when they had to choose between Nef and Alad during the Tubemen of Regor event.
* ScrappyMechanic:
** Corpus laser doors. They're SUPPOSED to encourage the party to stick together, but unless you're literally walking in lockstep, they tend to do the reverse. More often than not, the first person through the door will trigger the security camera without seeing it, causing the SECOND person through the door to run head-first into the laser door and take massive damage. Even worse if the second person can't take out the camera from their side of the door and the first person doesn't notice (or care) that they've left their ally behind. Worse still, a player can trigger a camera which will lock in another player in ''an entirely different section of the ship'', with no way for them to take the offending camera out. An update eventually made it so that you can slide past them, but cameras still tend to have the irritating habit of triggering while walking through a door.
** Secondary objectives are also annoying. Fought tooth and nail to reach an Artifact and expect to make a mad dash for extraction? '''Nope.''' There's intel that needs collecting! The worst of which is that Intel missions tend to be extremely long, especially in big tilesets, like Grineer asteroids. Another classic is having to drag a fragile hostage along on the Datamass hunt. Good times. It's rather telling that this has been mostly phased out as the developers continue to refine the different mission types.
** Knockdown in general is widely disliked because of the enormous length of time it incapacitates the player for. In a game where you can easily die from 2-3 seconds of sustained fire, being knocked down and unable for move for four or five seconds often results in death. This is made worse because the mods that allow knockdown resistance and improved knockdown recovery are both extremely rare, and often can't fit in a player's build beyond essentials like effective health and power boosts.
** Update 10 initially had a heavy change to the stamina system. Stamina now had a timer before it would start recovering and would take longer to do so. This was meant to make Stamina more important and encourage players to use stamina-boosting mods. However the actual result was that players would be unable to run for more than 10 seconds without stopping to let the stamina recover. After an uproar in the community it was quickly readjusted closer to the original state.[[labelnote:*]]After which point players quickly realized they could continue to slide while stamina recovered, rendering stamina-boosting mods moot anyway.[[/labelnote]] Eventually stamina itself was completely removed during the Parkour 2.0 rework.
** Quick Thinking's stagger mechanic. Prior to Update 11.1, a popular build for players was to combine Quick Thinking (which causes [[LastChanceHitPoint incoming lethal damage]] to [[ManaShield consume energy instead]]) and Rage (which converts [[CastFromHitPoints damage taken to health]] ''into'' energy) on their Warframe, which created [[GameBreaker a 96% effective feedback loop that could make players effectively immortal.]] After Update 11.1, Quick Thinking was {{Nerf}}ed to attack this combination, but as a result of the changes to its damage reduction, every activation of Quick Thinking ''guarantees'' the user be staggered for almost as long as the knockdowns mentioned above, with no means to resist or increase their recovery -- all the while opening the user to more damage, and costing more precious energy. What makes this really a problem is that receiving any amount of healing ''at all'' will reset this, causing [[HoistByHisOwnPetard ongoing heal-over-time effects]] (or even [[UnwantedAssistance allies' emergency healing]]) in the midst of superior damage to StunLock the user [[MortonsFork to death]] ''and'' [[HumiliationConga rapidly burn out all of their energy to boot]].
** Update 12 added two more traps to the Grineer tilesets. "Broken lights" zapped the player with a bolt of lightning, created a flash that can blind at a bad moment, and are nearly impossible to destroy beforehand. The lighting was strong enough to one-shot low-level Warframes. "Sensor bars" over doorways created the same ManaBurn and InterfaceScrew disruption effect as Ancient Disruptors - and when they were first released the off switch would only show up [[LuckBasedMission on one side of the doorway]]. Broken lights were removed fairly quickly and replaced with arc traps, which, while still dangerous, are easier to see and far less lethal. Sensor bars at least affect [[HoistByHisOwnPetard Grineer troops]] walking through the field as well and were quickly patched to have off switches on both sides of every door.
** Having to deal with [[HeroKiller Stalker]] when you're still a newbie. You'll be lucky to survive more than five seconds after Stalker starts moving.
** The new Nitain resource looks to be replacing Argon as the signature Scrappy Resource. While Argon decays if not used, it's at least easily farmable; Nitain ''only'' drops from daily alerts in limited quantities, and recipes that require it often require a large amount. The end result is effectively a time gate, as once you've cleared the current Nitain alert, you can literally do nothing but wait and try to catch the next one. Update 18.5 made it a potential bonus reward for finding all three hidden resource caches in the newly-overhauled Reactor Sabotage missions, but it has an abysmally-low drop rate of 0.67%, killing any chance of Sabotage becoming a viable source of Nitain.
** 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.
*** This extends In-Universe to the developers' case. Storing 15 player-generated mods may seem far-fetched at first, but considering that each Riven mod consists more data to hold, with no shortcut keys or even a base template that identifies the component stats that make up that mod. Now, multiply this sequence for over tens of thousands of players who actively obtain, remove and modify the mods hundreds of times every day. The results on the server which painstakingly works on this, with no storage limitations, [[RealityEnsues will not be pretty]].
** Archwing missions have become this, ever since changes were made to allow for "6 degrees of freedom" -- which have been known to aggravate players with motion sickness, and make it even harder to navigate for players ''without''. Archwing gear is also significantly slower to level than Warframe equipment, and features a Prime-level grind in order to build any new equipment, as each weapon or Archwing part is a specific reward from specific missions. For the final nail in the coffin, many players feel it's not integrated enough into the main game to justify being part of Warframe, with Archwing transitions being the equivalent of AndNowForSomeoneCompletelyDifferent.
** 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 strategies of using Transference are:
*** 1: Because your Warframe is completely invulnerable during 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.
*** 2: As transference ''also'' can grant players invisibility, it's common to use it to heal downed teammates while invisible or to complete labyrinthine corridors of late game Spy missions while using equipments not tailored to stealth.
** Focus was long-hyped by the development team before its release in Update 18. It grants players access to 5 different trees (or "schools") of optional "talents" to enhance their play, designed to be an end-game progression system. However, acquiring the points to purchase the talents in the tree is a massive pain. The player has to receive a rare Focus Lens of their target school from a daily mission, then slot it into a piece of max-ranked equipment; from there, a low percentage of any overflow affinity going to the weapon is converted into Focus. While straightforward, shortly after its release, the base conversion rate was reduced (down to 1-2% of collected affinity per lens) and "Convergence" was added: a pickup in missions (which spawns near the next objective, regardless of distance from the player) that has a chance to spawn after any kill, which temporarily gives the player an 8x multiplier to any Focus gained -- most likely to discourage common lootcave strategies of the era wherein most of the team sat around collecting spoils while one player did all the work. Developers set an initial acquisition cap of 100,000 Focus per player per day, but with the low base acquisition rate, most casual players barely received ''two to three'' thousand Focus per day from their lensed equipment. Not only does Convergence encourage players to ignore mission objectives and teamplay while it is active in favor of collecting kills, but strategies and builds specifically tailored to it are virtually required in order to reach the Focus cap per day. Even once you unlock and invest points into a node in the tree, you still have to invest points in a "Pool" for the tree itself that determines how many nodes in that school you can keep active at once, effectively doubling costs that have already been paid. Lenses are consumed on use and non-refundable, and all point investments are final. And for the kicker, every node activated in the Focus pool increased the cooldown of the school's Focus ability, rapidly adding on several minutes at a time; most missions were shorter than the time you needed to wait to cast the ability once.
*** This was made ''worse'' after the Focus revamp in Update 22. The base lenses were moved to Cetus bounties (which can be done more than once per day) and a greater "Eidolon" lens type was added; however, the base lens droprates haven't improved much, Eidolon lenses can only be acquired from a rare blueprint requiring multiple base lenses, Eidolon lenses don't even double the amount of Focus gained from using a basic lens, and no other changes were made to acquisition. Despite the ongoing issues with players being unable to reach the daily cap, the cap was increased to 250,000 and the costs of Focus nodes and Pool upgrades were increased to compensate. New "Waybound" nodes were added that, after taking a literal million Focus just to activate its ''capstone rank'' in one tree, could be activated from any other tree to share their benefits regardless of which Focus school is active; trouble being that these cross-tree abilities still required a Pool tithe from ''each'' tree that enabled them. The total costs for the tree were calculated to take over a year and a half of maxing out Focus every day in order to complete the tree; one Youtube partner [[https://www.youtube.com/watch?v=ouRab0QMqv0 noted]] that with his average Focus gains, it would take a casual player up to '''''9 years''''' to fill out the entire Focus tree. And while the cooldown increases to Focus abilities were removed (if only because access to Focus abilities was restricted after unlocking The Quills syndicate), the costs of individual [[spoiler:Operator]] abilities are increased with each "improvement" they receive from the revamped Focus tree -- and the tree is the only way to address many of the above complaints about how weak and squishy the [[spoiler:Operator mode]] is.
*** 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.
** Earth Remastered. Causes massive frame per second drops in Earth missions for machines that should be handle the game fine on 60 fps at the vast majority of other areas.
** 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 in whatever things they done]].
** 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.
* ThatOneAttack: Basically anything that can [[ScrappyMechanic knock you over]].
** The Corpus Jackal is normally a fairly easy WarmupBoss. However, it can and will abruptly decide to launch a huge carpet of missiles in front of it, capable of one-hitting even a level 30 Warframe - and thanks to the peer-to-peer networks, the attack often doesn't show up, unless you're host. Oddly enough, it stops doing this once it has less than 50% health. The icing on the cake is that it also bypasses several Warframe abilities that are pseudo-godmodes in regular play.
** The Corpus Raptor's missiles are much the same, as a single player can only tank it with Iron Skin, and Raptor will position itself to bypass other defensive skills (such as Snow Globe) if need be. It also has the added bonus of randomly going invincible.
** In earlier versions, the Stalker was annoying because he could NoSell crowd control and debuffs, but otherwise could be handled if you met him in a full team. The later addition of Dispel and Absorb enabled him to get rid of buffs to Warframes and do AttackReflector, making defeating him much harder.
** Virtually any attack that inflicts a Magnetic proc to a player. The proc scrambles the player's screen, eviscerates their shields and wipes out all of their energy. The Grineer boss Vay Hek fires lightning bolts from his hands that will near-instantly strike players from a vast range to inflict the proc, which can only be avoided with split second timing. As his health gets lower, he upgrades it to a ground wave.
** Tar Mutalist Moas spit globs of [[ExactlyWhatItSaysOnTheTin tar]] at players. Each projectile does obscene amounts of Corrosive damage (a damage type that's stronger versus armored Tenno), they lob three at a time, and they frequently hit with all three. To make matters worse, the projectiles create terrain hazards that slow players and do damage over time.
** Infested [[spoiler:Tenno (Mesa)]] will spam [[spoiler: Peacemaker (read: insta-kill aimbot pistol barrage)]] whenever it has a chance.
** Classic Stalker's entire arsenal can be dangerous, but at least it can be reasonably dealt with. The crowner is his Dread longbow; it's not unheard of for it to one-shot ''[[TheJuggernaut Rhino]]''. There's a reason most players recommend melee (thus risking his CycleOfHurting.)
** Both Kela de Thaym and the Ambulas boss fight share an orbital bombardment phase; while the attack is telegraphed, it's incredibly difficult to avoid owing to the wide area it covers.
* ThatOneBoss:
** The original Corpus Hyena was nothing to laugh at, but the new pack of Hyenas is a real pain especially when going solo. Prepare to rage. There are four of them (though, mercifully, they were patched so solo players only fight two), each with their own unique aura and attack pattern. One can slow you down with a freeze aura, another can create flame shockwaves that can knock you back and a third can take away all your energy just by being in your proximity.
** Captain Vor's remake coincided with the release of Nightmare Mode. A bug with his scaling coupled with the Nightmare boosts resulted in level 100+ Vors that could disintegrate a whole squad while barely taking damage. [[{{Nerf}} He was reined in shortly after]].
** The Corpus Raptor, which doubles as a GetBackHereBoss. He flies rather quickly, which makes it impossible to melee him down and difficult to aim at him. He'll snipe you with a salvo of homing missiles that can block your line of sight and absolutely will OHK you and your teammates if you don't have a defensive skill up. Even if that defensive skill was a Snow Globe or Bullet Attractor (the only two capable of protecting your whole squad), he's been known to fly just close enough to unload a missile from inside the barrier or drop some landmines on you. He also randomly closes his wings in the air and becomes invincible while his shields recharge. To top it off, his location marker isn't always entirely accurate, providing scenarios where players cannot find him until he takes a pot-shot at them. The only way to stop his nonsense is by being Rhino and constantly Rhino Stomping him while his wings are open, which makes the vulnerability window much longer. Oh, and it has theoretically infinite lives thanks to its arena being directly above the Raptor assembly line. There are three elevators requiring three bombs, and Raptor will drop one on each death. Sounds easy enough? [[TimedMission Those bombs go off in 10 seconds no matter where they are.]]
** Hek used to be one in the earlier builds when Earth was a mid level area of the solar map. He would move around the arena and always into cover instead of exposing himself to gunfire like most Grineer bosses do. Adding to that his shields had an insane recharge rate, starting to go up again the moment he would not receive any damage. Meaning players would need to get close to a shotgun wielding maniac with shields that recharge the moment you need to reload. Not to forget that he would spawn decoys of himself making players waste even more ammo. Most low and even mid level players could easily run out of ammo trying to bring him down. He is now somewhat easier but low level players who now reach him earlier can still have a hard time without the right weapon mods. Also thanks to a bug his decoys are now a different color than him, making them easier to ignore.
*** His retool as of Update 13 once again lands him in this trope. The fight is divided into two parts. In the first phase, he flies around the map, invulnerable everywhere except his rather small periodically-covered face, spamming [[ThatOneAttack energy-sapping blasts]] to annoy players. Once damaged enough, he'll retreat to a different part of the level. Once he's chased down into the final arena and his health is reduced sufficiently, he dons a mechsuit, starting the second phase. His new form can be damaged anywhere, but it is much tankier, and it comes with new tricks. He can sap the health of nearby mooks to recover his own health, and he can spawn two varieties of drones, each with their own annoying effects. The teal Propaganda Drones buff nearby Grineer while weakening the Tenno, while the red Orbital Strike Drones can easily take down the party if left unchecked. Even accessing the fight used to be an exercise in frustration, but as of 15.13, he's freely accessible on the Star Chart to all players who have reached Mastery Rank 5 or higher.
** The Juggernaut is this for many players. He has a 99% resistance to damage at all times, save for weak spots on his back and stomach... which are only exposed during two of his attacks, and only towards the direction he's attacking, requiring players to put themselves in the line of fire in order to fight back. The kicker? His primary attack is a spine strike fired from his back, which is known to one-shot virtually any Warframe without complete invulnerability and (as evident when Juggernaut is slowed by any means) actually fires the projectiles a few frames ''before'' the weak point on his back is exposed; even with an extreme slow effect on Juggernaut, a downed player cannot reach for their sidearm in time to shoot the weak point before it closes again (and frames like Valkyr and Limbo can only survive by disabling the weapons that could reach said weak point). This attack also shares telegraphing with the Juggernaut's forward charge, which does not expose any of his weak points. Dealing with the weak point on his stomach isn't much better, as it only exposes this for a ground-pound attack which it will rarely cast on players outside of melee range. The ground pound also summons several lesser Infested units, which were originally glitched to have over triple Juggernaut's level. Oh, and it can be summoned on any high-level Infested mission with more than one tile, and permanently buffs all Infested units on the map during its warning; if you accidentally summon a Juggernaut on an Eris Capture or Exterminate, don't be surprised if the rest of the team leaves you to deal with it on your own.
* ThatOneSideQuest: Trying to farm the blueprints to any Warframe can easily become this. Requiring players to grind for hours, killing the same bosses and repeating missions hoping they will drop, and those are some of the easiest ones to get. For example, Mesa - which requires 30 missions, ''at minimum'' (9 for a full set of the nav coordinates you need to farm the boss once, repeat 3 times. 3 for the number of times you need to farm) to achieve.
** Vauban's component blueprints are rewarded for Alert missions from time to time. You're completely at the mercy of the RNG system, hoping an alert offering them turns up while you're playing; once you've got one or two, you get to add in the hope that the alert will be for one of the parts that you still need.
** Hydroid must be farmed from fighting Vay Hek, whose entry can be seen in ThatOneBoss above.
** Ash's blueprints are only dropped by Grineer Maniacs, high level enemies who are difficult to kill and only have a small chance of spawning, with an equally slim chance of dropping any loot.
** Chroma's blueprints are fairly easy to obtain, but using them to craft his parts is another story, since his components require parts from four other Warframes. Volt's part is the easiest, since you get those through Clan research and can therefore grab only the part you need, but the other three are a pain for various reasons. Ember's part drops from the tedious Sargas Ruk, while Frost's drops from the notoriously-awful Lech Kril. Meanwhile, Saryn's part drops from Kela De Thaym, who requires Judgement Points to fight. Where do you get Judgement Points, you ask? Why, grinding Rathuum, of course. There is currently no way to re-obtain his blueprints in-game either, so if any of his pieces or blueprints are lost, you'll have to pay around 20 dollars in the market to get him.
** Equinox is also fairly frustrating to grind, since you need ''eight'' parts to build her instead of the usual three. While Tyl Regor's boss fight isn't nearly as bad as some of the others, it's still not all that fun running it that many times.
** Getting the blueprints and parts to build prime weapons and Warframes take even longer. Requiring you to first find Void Relics which can drop the pieces you need. Take them into a Void Fissure mission and pray.
** The Glast Gambit, the quest line you need to complete to unlock the Nidus Warframe, is considered by many to be by FAR the worst Warframe quest in the game, if not the worst mission in the game, ''period.'' After an ordinary starting mission fighting Infested on a ship, you have to win at the Index, a rather dull pseudo-[=PvP=] minigame against a team of Corpus bots. Then you have to do it again. Then you have to do it again, only this time you randomly die at one point during the match. Then you have to do it ''again'', only this time with the caveat that [[DoWellButNotPerfect you're not allowed to win by more than 10 points in a game where the scores can swing by several dozen points in a single big score]] (or lose, obviously); this is the point where the mission goes from "boring" to ''"absolutely insufferable"'' because winning the index requires you to win 3 rounds in a row, while if you lose even ''once'' you're defeated in a baseless and frustrating application of EvilOnlyHasToWinOnce. But you can't control what your AI teammates will do during this mission, meaning you can't stop them from scoring when you don't want to, and if you take a lead of less than 10 points and try to sit back and defend the goal to keep the opposing team from scoring, all you have to do is mess up ''once'' for an enemy Broker to make a huge capitalisation (with combo bonuses) and overwhelm you. And even if you get past this hair-pullingly irritating and boring mission, you're still not done- you have to ''play again,'' only this time [[HopelessBossFight you literally can't win because Nef Anyo is cheating to keep you from scoring]], just to ''really'' rub in how boring and pointless this whole sequence is; also, even though the loss is scripted, you'll still forfeit the credits you had to put up as a wager. Then after you do another side mission to take care of the cheating, ''you have to play one more damned round of the Index!'' Almost nobody even ''likes'' the Index, so it's no surprised that The Glast Gambit is one of the most-despised missions in the game.
*** Adding insult to injury, unlike other Warframe side quests like Hidden Messages and Sands of Inaros, completing The Glast Gambit ''doesn't even give you the Nidus Warframe.'' It only gives you the primary blueprint for it- afterwards you have to grind the blueprints for the Neuroptics, Chassis and Systems by doing endless runs of the Infested Salvage mission on Oestrus, a frustrating and irritating variant on endless defence or interception which forces you to constantly run around in circles killing endless waves of Infested to collect Antiserum Injectors in order to constantly feed them into the Vaporizers, keeping them active long enough for Lotus to decode the ship's cargo manifest, and is exactly as dull as it sounds. You have to do 4 complete rounds (each of which can take ages to complete) to get even a ''chance'' of getting a drop for ''one'' of the parts of Nidus (a 1 in 7 chance to be precise), meaning it can take HOURS of grinding before you can get all three blueprints and finally complete the warframe, making The Glast Gambit anything more than a massively frustrating waste of time. It's an appalling throwback to the bad old days of early in ''Warframe's'' release, where you had to kill the same boss upwards of 100 times in order to even get basic frames.
** Hidden Messages the quest which provides the blueprints for the Mirage Warframe requires you to solve three riddles based on Greek mythology. However there is no indication of what to do with the answers, leaving the player to realize that they're the name of the mission location where they must go. Olympus on Mars, Calypso on Jupiter, and Charybdis on Sedna. After each mission you must craft another piece of the Mirage waframe before you can continue. So unless you spend the platinum to rush it, its a full twelve hour wait between each mission. Requiring a full 36 hours in real time to complete the quest.
** Jordas Precept, an otherwise rather mundane quest that unlocks the Atlas warframe, has an infuriating progression stopper in an item of Pherliac Pods. You need to craft them to progress further, and the components to do so can only be obtained by killing Infested Juggernauts. Finding a Juggernaut is not difficult, if a bit tedious (especially if you do not succeed in luring it out when you get the opportunity - since you can only lure Juggernaut out once per mission, if you did not succeed you effectively wasted the whole mission if you came for the sole purpose of fighting the Juggernaut), fighting it can be very hard as an entry above attests, but the main problem comes from its' drop rates. First, Juggernaut is guaranteed to drop one of the four components needed to craft it, but only one, and if RNG hates you you can spend a long time trying to get the component that you're missing. And finally and most importantly, besides the component you need to obtain ''the blueprint'' for crafting - it also drops from Juggernauts, but is not guaranteed to do so, and in fact has a rather low (~10%) chance to drop. What this all results in is a very time-consuming endeavour not unlike panning river sand for gold, that has you fight a very powerful enemy with very slim chances of getting what you need, inbetween all other things that can go wrong on any mission. Fortunately, if you happened to have some pods before you started the quest you can just use those, but if not - brace yourself for a very long grind.
** [[ScrappyMechanic Riven unveiling quests]] are essentially an entire ''genre'' of these. Clear a high-level survival where you aren't allowed to kill anything? Finish at least three waves of a high-level Intercept where you are only allowed to use a sniper rifle and forbidden from having your feet leave the ground? Or maybe you'd enjoy a challenge where you have to get twenty stealth kills with a shotgun ''in a row'' '''without your feet ever touching the ground.''' Name a horrible, hair-pullingly infuriating combination of requirements, and odds are Rivens will have you covered.
*** Taken UpToEleven if you acquire a Riven with the challenge "Complete a level 30 or higher Exterminate mission without being detected (Including an additional random modifier)". At first, this seems like a relatively simple StealthBasedMission until you discover that "Detection" means ''If the enemy becomes even slightly suspicious''. If any enemy anywhere at all hears a stray gunshot, sees a dead body, or catches the slightest glimpse that you are there, the challenge fails. And more often then not you will encounter large groups of enemies spread out just enough that killing them all simultaneously is impossible, forcing you to wait extensive periods of time for them to seclude themselves from the others and have enough time for their body to disappear before it's spotted. Sometimes the AI will glitch, locking them in place so you never get a solid opening to attack. The challenge can also include modifiers such as [[FromBadToWorse having an extinguished dragon key equipped, dramatically reducing the damage you deal]]. Players will generally throw rivens like this away simply because ''nobody will even take them for free''
** The Mastery Test for rank 9 has become this following Update 18's overhaul of the game's stealth system. To complete this test, you must stealth kill three seperate groups of Grineer with only your melee weapon without being detected. However, thanks to Update 18's aforementioned overhaul of the stealth system, these specific Grineer have ''much'' more awareness and field of vision than any other enemy in the game, making it ''very'' difficult to avoid their notice. Even worse, when you kill an enemy, it is possible for a seperate enemy to see the corpse and ''instantly'' go into alert, which counts as detection and thus failure. Finally, trying to cheese the melee only requirement via the Redeemer or the Glaive is all but impossible because the Redeemer's range attack alerts enemies unless you're using Banshee (which is only available to those in a Clan that's researched her), the Glaive's range is too short for most of the enemies, and the last set of enemies includes a sentry positioned at a high point that basically lets him see the ''entire'' map. Did we mention that almost every top tier weapon in the game, including the Syndicate exclusive weapons, are locked behind Mastery rank 9+, and if you fail, you have to wait a ''full 24 hours'' before you can try again?
* TheyChangedItNowItSucks: A common complaint of many players after the new Damage 2.0 mechanic was introduced in Update 11. For the most part, complaints have subsided once [[https://forums.warframe.com/index.php?/topic/134176-explainedsolved-damage-20-builds-with-cheatsheets/ players figured out the new damage system]] and its increased focus on faction-specific loadouts and elemental combinations.
** Also a common reaction to the new UI introduced in Update 14, with the common complaint being that most menus now take an extra click or two to access.
** Again with the new mod appearances in 14.5. The common consensus is that they look pretty but make it harder to find what you needed.
** In fact, pretty much ANY big update provokes this in spades, especially before the bugs get fixed.
* TierInducedScrappy: Damage-based Warframes such as Ash or Ember tend to suffer from this at higher levels, since the damage dealt by their powers doesn't scale nearly enough to keep pace with enemies' health and armor.
** After Melee 2.0, Scythes were universally inferior to just about any other melee weapon. Prior to the change, they were renowned for their charged attacks' ability to sweep the ground, dealing additional damage to enemies who had been knocked down. Melee 2.0 removed charged attacks and gave them [[AwesomeButImpractical flashy but unwieldy]] stances, and their stats tended to be lousy. This was made worse by the release of the Anku scythe, an outright upgrade to all other scythes and also one of the ''easiest to obtain''[[labelnote:*]]Aside from the Ether Reaper; Reaper Prime had been vaulted and Hate is only available as a rare drop from the Stalker miniboss[[/labelnote]]... and even then, it's strictly a mid-tier weapon, ineffective against high level foes. After nearly a year, the other scythes were buffed in Update 18.5.
** Machetes have been consistently overlooked by DE for years now. Unlike most melee weapon categories at the time, they only received a single Stance with the introduction of Melee 2.0, and the Stance in question is widely understood to be terrible. Furthermore, the category has very few weapons, and almost all of them have very low stats. The Vacuum Within (part of the lead-in to U19) finally added a machete with decent stats, the Gazal Machete, but it only reaches its full potential whenever the underwhelming Djinn Sentinel uses its inconsistent power Fatal Attraction. Eventually, DE made a new stance that was not terrible, and machetes are being grudgingly acknowledged as pretty good. [[ShaggyDogStory Then Zaws came out and promptly made all conventional machetes obsolete]].
* UncannyValley: Mag Prime invokes this for many players, primarily because out of dozens of featureless, insectoid, and pseudo-ceramic faceplates, her base helmet is the only one with a distinct mouth-shaped orifice in the middle. ''With lips.''
** Ivara can cause this once you realize those lenses on her NiceHat appear to be ''eyes.'' That ''follow your camera.''
* UglyCute: The Kubrow pets. Fuzzy little hyena-dog things once referred to as "batpuppies" with hideous bat faces that you hatch from eggs. But then you see one curled up in the incubator right after hatching... Even Ordis will pause in his complaints about them to coo over it.
** As of 19.5, you can now inject Kubrow eggs with a special strain of the Infestation prior to incubation, allowing you to raise and fight alongside your very own crime against nature.
* TheWoobie: ''Ordis.'' [[spoiler:Or rather, Ordan Karris. Everything he uses to describe himself reeks of a man who knows he's been fundamentally ''broken'', to the point where Ordis erases any memories of Ordan because he doesn't thing he'd be able to live with himself, knowing what he did.]]
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