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** Speaking of "Vor's Prize," originally the player was given a few weapons to choose from all of the Mk. I variant, which features weaker stats than the normal variant. An update would later replace these Mk. I weapons with their normal variants to streamline the earlygame, but the Mk. I weapons still exist in the market so as to not mess with Mastery Rank.

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** Speaking of "Vor's Prize," originally Prize", the player was originally given a few Mk. I weapons to choose from all of the Mk. I variant, from, which features weaker stats than the normal variant. An update would later replace these Mk. I weapons with their normal variants to streamline the earlygame, early game, but the Mk. I weapons still exist in the market so as to not mess with Mastery Rank. Rank, even though players receive an objectively stronger weapon for free.
** When Corrupted Vor spawns in a Void mission, he gives a monologue which mentions the Tenno using keys to trespass into the Void. This is a reference to how, in previous versions, players would need to use Void Keys to do missions in the Void. Nowadays, Void missions do not require any special resource to run, but Corrupted Vor's speech still mentions the keys.

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* TheArtifact: When "The Duviri Paradox" was first released, players were presented with a choice to either start with that quest, or go through the "normal" route of doing "Awakening" and "Vor's Prize" first. To account for how it would be some players' introduction to ''Warframe'', the quest includes a segment that guides you through basic movement options, just like in "Awakening". Shortly after its release, however, the option to start with Duviri was removed, meaning that players must now do "Vor's Prize" before being able to access that quest; despite this, the movement tutorial remains in the quest even though you'll already have done a similar tutorial shortly beforehand.

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* TheArtifact: TheArtifact:
**
When "The Duviri Paradox" was first released, players were presented with a choice to either start with that quest, or go through the "normal" route of doing "Awakening" and "Vor's Prize" first. To account for how it would be some players' introduction to ''Warframe'', the quest includes a segment that guides you through basic movement options, just like in "Awakening". Shortly after its release, however, the option to start with Duviri was removed, meaning that players must now do "Vor's Prize" before being able to access that quest; despite this, the movement tutorial remains in the quest even though you'll already have done a similar tutorial shortly beforehand.beforehand.
** Speaking of "Vor's Prize," originally the player was given a few weapons to choose from all of the Mk. I variant, which features weaker stats than the normal variant. An update would later replace these Mk. I weapons with their normal variants to streamline the earlygame, but the Mk. I weapons still exist in the market so as to not mess with Mastery Rank.
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** [[spoiler:[[HumanoidAbomination The Man in The Wall's]] true speech is a deep, guttural language full of harsh consonants and menacing sounds that Albrecht Entrati called "Voidtounge". ''Whispers in the Walls'' starts with a Gregorian chant-like recitation of phrases in the Voidtounge, and further instances of The Man in The Wall speaking in the Voidtounge occur when the Tenno enters the central hub of Albrecht's old laboratory and when it causes a section of the laboratory's catacombs to turn into a region of the Void that can best be described as "the deepest, darkest reaches of {{Hell}} itself in the cosmology of ''Warframe''". Loid notes that Albrecht feared that the Voidtounge was meaningless, but was even ''more'' scared that there ''was'' meaning to it. Below is a transcript of some of the Voidtounge, spoken just before The Man in The Wall changes the catacombs into its domain:]]
-->[[spoiler:'''The Man in The Wall:''' '''OOHK - TOHK - KAHROHK.'''[[note]]The cadence of The Man in The Wall's Voidtounge chant here also mimics Rell's "Rap Tap Tap", including its usage of spatial audio by starting in the right ear, moving to the left ear, then speaking in both ears.[[/note]]]]

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** [[spoiler:[[HumanoidAbomination The Man in The Wall's]] true speech is a deep, guttural language full of harsh consonants and menacing sounds that Albrecht Entrati called "Voidtounge". "Voidtongue". ''Whispers in the Walls'' starts with a Gregorian chant-like recitation of phrases in the Voidtounge, Voidtongue, and further instances of The Man in The Wall speaking in the Voidtounge Voidtongue occur when the Tenno enters the central hub of Albrecht's old laboratory and when it causes a section of the laboratory's catacombs to turn into a region of the Void that can best be described as "the deepest, darkest reaches of {{Hell}} itself in the cosmology of ''Warframe''". Loid notes that Albrecht feared that the Voidtounge Voidtongue was meaningless, but was even ''more'' scared that there ''was'' meaning to it. Below is a transcript of some of the Voidtounge, Voidtongue, spoken just before The Man in The Wall changes the catacombs into its domain:]]
-->[[spoiler:'''The Man in The Wall:''' '''OOHK - TOHK - KAHROHK.'''[[note]]The cadence of The Man in The Wall's Voidtounge Voidtongue chant here also mimics Rell's "Rap Tap Tap", including its usage of spatial audio by starting in the right ear, moving to the left ear, then speaking in both ears.[[/note]]]]
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* TheArtifact: When "The Duviri Paradox" was first released, players were presented with a choice to either start with that quest, or go through the "normal" route of doing "Awakening" and "Vor's Prize" first. To account for how it would be some players' introduction to ''Warframe'', the quest includes a segment that guides you through basic movement options, just like in "Awakening". Shortly after its release, however, the option to start with Duviri was removed, meaning that players must now do "Vor's Prize" before being able to access that quest; despite this, the movement tutorial remains in the quest even though you'll already have done a similar tutorial shortly beforehand.
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Quick tweak of Black Speech entry.


-->[[spoiler:'''The Man in The Wall:''' '''OOHK - TOHK - KAHROHK.'''[[note]]The cadence of The Man in The Wall's Voidtounge chant here also mimics Rell's "Rap Tap Tap", including its usage of spatial audio by starting in the left ear, moving to the right ear, then speaking in both ears.[[/note]]]]

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-->[[spoiler:'''The Man in The Wall:''' '''OOHK - TOHK - KAHROHK.'''[[note]]The cadence of The Man in The Wall's Voidtounge chant here also mimics Rell's "Rap Tap Tap", including its usage of spatial audio by starting in the left right ear, moving to the right left ear, then speaking in both ears.[[/note]]]]
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Added a note detailing a parallelism between a spoiler character's quote and another character's quote under a collapsible note in the game's Black Speech entry.


-->[[spoiler:'''The Man in The Wall:''' '''OOHK - TOHK - KAHROHK.''']]

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-->[[spoiler:'''The Man in The Wall:''' '''OOHK - TOHK - KAHROHK.''']]'''[[note]]The cadence of The Man in The Wall's Voidtounge chant here also mimics Rell's "Rap Tap Tap", including its usage of spatial audio by starting in the left ear, moving to the right ear, then speaking in both ears.[[/note]]]]
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Character tropes go in the character page.


* AmbiguouslyBi: Varzia makes flirtatious comments about both Maroo and Teshin.



* BelligerentSexualTension: Some of Varzia's idle chatter implies there is some of this between her and Teshin.
--> '''Varzia:''' Hmph, Teshin...I dunno if I wanna slam him against a wall, or have [[WallBangHer him slam me against one]].
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* BelligerentSexualTension: Some of Varzia's idle chatter implies there is some of this between her and Teshin.
--> '''Varzia:''' Hmph, Teshin...I dunno if I wanna slam him against a wall, or have [[WallBangHer him slam me against one]].
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* AmbiguouslyBi: Varzia makes flirtatious comments about both Maroo and Teshin.
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* DarkReprise: [[spoiler:''We All Lift Together'' is the Solaris' worksong that, despite a determinator attitude showing the people of Fortuna all singing, working and [[TitleDrop lifting]] together, is rather clearly depressing when you look into the lyrics. ''For Narmer'', the Solaris' worksong under Narmer, doesn't even try to act upbeat, being very slow and somber with much darker lyrics as an ominous synchronized crowd sings spiritlessly.]]
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Crosswicking Dismembering The Body.

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* DismemberingTheBody: Enemies killed by slash damage will often be ripped to pieces. This is actively encouraged by the existence of [[{{Necromancer}} Nekros]], who can generate additional loot by disintegrating the individual pieces of his victim's corpses.
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** Got a Railjack crew member with a 5 in piloting? Better to just throw them onto turrets or repairs, because the Railjack crew is ''horrid'' at piloting toward Crewships and objectives, often maneuvering nowhere in particular even when a missile platform constantly firing homing missiles at them is giving them a rather blatant hint what they should be heading for.
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Tweaked entry for the Voidtounge under Black Speech


** [[spoiler:[[HumanoidAbomination The Man In The Wall's]] true speech is a deep, guttural language full of harsh consonants and menacing sounds that Albrecht Entrati called "Voidtounge". ''Whispers in the Walls'' starts with a Gregorian chant-like recitation of phrases in the Voidtounge, and further instances of The Man In The Wall speaking in the Voidtounge occur when the Tenno enters the central hub of Albrecht's old laboratory and when it causes a section of the laboratory's catacombs to turn into a region of the Void that can best be described as "the deepest, darkest reaches of {{Hell}} itself in the cosmology of ''Warframe''". Loid notes that Albrecht feared that the Voidtounge was meaningless, but was even ''more'' scared that there ''was'' meaning to it. Below is a transcript of some of the Voidspeak, spoken just before The Man In The Wall changes the catacombs into its domain:]]
-->[[spoiler:'''The Man In The Wall:''' '''OOHK - TOHK - KAHROHK.''']]

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** [[spoiler:[[HumanoidAbomination The Man In in The Wall's]] true speech is a deep, guttural language full of harsh consonants and menacing sounds that Albrecht Entrati called "Voidtounge". ''Whispers in the Walls'' starts with a Gregorian chant-like recitation of phrases in the Voidtounge, and further instances of The Man In in The Wall speaking in the Voidtounge occur when the Tenno enters the central hub of Albrecht's old laboratory and when it causes a section of the laboratory's catacombs to turn into a region of the Void that can best be described as "the deepest, darkest reaches of {{Hell}} itself in the cosmology of ''Warframe''". Loid notes that Albrecht feared that the Voidtounge was meaningless, but was even ''more'' scared that there ''was'' meaning to it. Below is a transcript of some of the Voidspeak, Voidtounge, spoken just before The Man In in The Wall changes the catacombs into its domain:]]
-->[[spoiler:'''The Man In in The Wall:''' '''OOHK - TOHK - KAHROHK.''']]
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Added a section to Black Speech describing The Man in The Wall's true language, demonstrated in the demo for Whispers in the Walls at Tennocon 2023.

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** [[spoiler:[[HumanoidAbomination The Man In The Wall's]] true speech is a deep, guttural language full of harsh consonants and menacing sounds that Albrecht Entrati called "Voidtounge". ''Whispers in the Walls'' starts with a Gregorian chant-like recitation of phrases in the Voidtounge, and further instances of The Man In The Wall speaking in the Voidtounge occur when the Tenno enters the central hub of Albrecht's old laboratory and when it causes a section of the laboratory's catacombs to turn into a region of the Void that can best be described as "the deepest, darkest reaches of {{Hell}} itself in the cosmology of ''Warframe''". Loid notes that Albrecht feared that the Voidtounge was meaningless, but was even ''more'' scared that there ''was'' meaning to it. Below is a transcript of some of the Voidspeak, spoken just before The Man In The Wall changes the catacombs into its domain:]]
-->[[spoiler:'''The Man In The Wall:''' '''OOHK - TOHK - KAHROHK.''']]
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* BowAndSwordInAccord: Possible thanks to the ''Paris'', ''Paris Prime'', ''Cernos'', ''Daikyu'', and ''Dread'' bows, and the wide selection of swords. Also the ''Attica'' and ''Zhuge'', if you're more a fan of crossbows.

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* BowAndSwordInAccord: Possible thanks to the ''Paris'', ''Paris Prime'', ''Cernos'', ''Daikyu'', and ''Dread'' bows, and the wide selection of swords. Also the ''Attica'' and ''Zhuge'', if you're more a fan of crossbows. The ''Daikyu'' even has a special mod that allows [[KatanasAreJustBetter Nikanas]] to steal life upon attacking, encouraging this trope.
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1. Example Indentation, 2. I'm not sure how that's relevant to the trope; it's hard to tell yet what that means for when the main part of the story takes place if time travel is involved.


** This ambiguity suddenly became ''[[WhamEpisode shockingly]]'' relevant during [=TennoCon=] 2023 with the reveal of a new campaign planned for release sometime in the next year: '''''[[spoiler:[[https://www.youtube.com/watch?v=b6NyR1Gfvr8 Warframe 1999]]]]'''''.
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** This ambiguity suddenly became ''[[WhamEpisode shockingly]]'' relevant during [=TennoCon=] 2023 with the reveal of a new campaign planned for release sometime in the next year: '''''[[spoiler:[[https://www.youtube.com/watch?v=b6NyR1Gfvr8 Warframe 1999]]]]'''''.
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Added Continuity Nod.

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* ContinuityNod: the Law of Retribution raid was removed from the game in March 2018. Fast forward to April 2023 and the introduction of Incarnon Geneses, and one of the Lex Incaron's possible evolutions is called Lex Tallionis[[labelnote:Explanation]]One of the laws found in the [[https://en.wikipedia.org/wiki/Twelve_Tables Twelve Tables]] is the law of ''tallio'', roughly "an eye for an eye" -- that is to say, the Law of Retribution[[/labelnote]].

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Cleaning up some more misuse, unneeded emphasis, and formatting.


** WARFRAMES - '''Loki's''' abilities are boring compared to the fiery doom wreaked by Ember or the flashy frost moves by Frost, but as a pure utility frame, Loki remains consistently useful against every faction, at every level, on every mission type. '''Rhino''' can very easily become this by keeping Iron Skin on at all times and using Rhino Stomp. It quickly devolves the game into pressing a single button to clear out the enemies in a given area, then moving on to repeat the process. Generally speaking, utility-based warframes tend to slot into this category for their practical value as much as anything else, with other notable mentions including '''Inaros, Chroma, Trinity''' and '''Nekros'''.
** WEAPONS - '''Soma''' is one of the most powerful weapons in the game if properly modded, but it's a fairly standard hitscan automatic rifle with nothing flashy at all. '''The Tonkor''', as mentioned before, can just be aimed to the head with ease and kill entire fleets of enemies with one boring, underwhelming shot. The '''Synoid Simulor''' is quite like the Tonkor, except it doesn't require aim at all and can be spammed much more easily. Making it the bona-fide AFK weapon. The '''Karak''', which is essentially a dressed-up Grineer M-16, and performs like it. 30-round mag, solid damage and accuracy. It's a great choice for midgame players who've worn out their Bratons and don't have access to the Soma. The '''Ignis Wraith''' and the crit-heavy '''Amprex''', both of which are beam-type weapons with heavy crowd-control potential, and have subsequently undergone nerfs because at one point players were almost exclusively [[ComplacentGamingSyndrome falling back on]] those two guns for their farming rounds. The undisputed best gun for Archwings for a long time was the '''Imperator''', which is the "starter" gun. Like the Karak, it's a hitscan automatic rifle, albeit with some damage falloff at long ranges to compensate for the enormous maps. Later updates have introduced stronger options, making it an even better Archwing counterpart to the Karak. While on the topic of archguns, the '''Mausolon''', which was introduced alongside Necramechs, matches the aforementioned Imperator in reliability, while also completely outclassing the latter on base stat performance levels.

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** WARFRAMES - '''Loki's''' abilities In terms of Warframes:
*** Loki's invisibility, teleportation, and disarming
are boring not very exciting compared to the fiery doom wreaked by Ember or the flashy frost moves by Frost, but for a long time, he was seen as a pure utility frame, Loki remains consistently useful against every faction, at every level, on every mission type. '''Rhino''' one of the strongest Warframes in the game. This is less the case nowadays, with shifts in the metagame causing him to fall off.
*** Rhino
can very easily become this by keeping Iron Skin on at all times and using Rhino Stomp. It quickly devolves the game into pressing a single button to clear out the enemies in a given area, then moving on to repeat the process. Generally speaking, utility-based warframes tend to slot into this category for their practical value as much as anything else, with other notable mentions including '''Inaros, Chroma, Trinity''' and '''Nekros'''.
process.
** WEAPONS - '''Soma''' For weapons:
*** Soma
is one of the most powerful weapons in the game if properly modded, but it's a fairly standard hitscan automatic rifle with nothing flashy at all. '''The Tonkor''', as mentioned before, can just be aimed to the head with ease and kill entire fleets of enemies with one boring, underwhelming shot. all.
***
The '''Synoid Simulor''' is quite like the Tonkor, except it doesn't require aim at all and can be spammed much more easily. Making it the bona-fide AFK weapon. The '''Karak''', Karak, which is essentially a dressed-up Grineer M-16, and performs like it. 30-round mag, solid damage and accuracy. It's a great choice for midgame players who've worn out their Bratons and don't have access to the Soma. Soma.
***
The '''Ignis Wraith''' Ignis Wraith and the crit-heavy '''Amprex''', Amprex, both of which are beam-type weapons with heavy crowd-control potential, and have subsequently undergone nerfs because at one point players were almost exclusively [[ComplacentGamingSyndrome falling back on]] those two guns for their farming rounds. rounds.
***
The undisputed best gun for Archwings for a long time was the '''Imperator''', Imperator, which is the "starter" gun. Like the Karak, it's Archgun. It's a hitscan automatic rifle, gun, albeit with some damage falloff at long ranges to compensate for the enormous maps. Later updates have introduced stronger options, making it an even better Archwing counterpart to the Karak. maps.
***
While on the topic of archguns, Archguns, the '''Mausolon''', which was introduced alongside Necramechs, matches Mausolon, despite being the aforementioned Imperator in reliability, while default Necramech weapon, is also completely outclassing considered one of the latter on base stat performance levels.best Archguns thanks to its rapid-fire explosive {{Hitscan}} attack.



** The Zenurik Focus tree has a node where [[spoiler:while in Operator mode, dashing]] will create a bubble where you end up that restores energy to Warframes while inside the bubble while it is active and for a certain amount of time afterwards. It's widely regarded as the best focus node in the game simply due to the fact that it gives you energy on any Warframe you pick, something only a select few Support Warframes/Mods can give to you.

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** The Zenurik Focus tree has a node where [[spoiler:while in Operator mode, dashing]] will create tree's Wellspring ability creates a bubble where you end up that restores energy to Warframes while inside the bubble while it is active and for a certain amount of time afterwards.who pass through it. It's widely regarded as the best focus node in the game simply due to the fact that it gives you energy on any Warframe you pick, something only a select few Support Warframes/Mods can give to you.
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I don't think that "understanding the modding system" counts as Boring But Practical; it's less "practical" and more "mandatory" to get a grip on putting good mods on your weapons.


** MECHANICS - '''Understanding the modding system''', which forms the foundational basis of Warframe's core gameplay in its entirety. Players that dedicate a portion of any playtime they spend learning about (and experimenting with) this customisation system will adapt to the game's learning curve [[{{Understatement}} far more comfortably]] than those who don't. In addition to that, there are additional tricks such as '''Shieldgating''' and ''' 'Stat Stick' exploits''', along with the familiarisation of mods that can substantially improve the survivability of any warframe such as ''Rolling Guard'' or ''Adaptation'' - which while being rather prosaic additions, can prove absolutely invaluable long into late-game content like Steel Path and Endurance missions.
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None


** MECHANICS - '''Understanding the modding system''', which forms the foundational basis of Warframe's core gameplay in its entirety. Players that dedicate a portion of any playtime they spend learning about (and experimenting with) this customisation system will adapt to the game's learning curve far more comfortably than those who don't. In addition to that, there are additional tricks such as '''Shieldgating''' and ''' 'Stat Stick' exploits''', along with the familiarisation of mods that can substantially improve the survivability of any warframe such as ''Rolling Guard'' or ''Adaptation'' - which while being rather prosaic additions, can prove absolutely invaluable long into late-game content like Steel Path and Endurance missions.

to:

** MECHANICS - '''Understanding the modding system''', which forms the foundational basis of Warframe's core gameplay in its entirety. Players that dedicate a portion of any playtime they spend learning about (and experimenting with) this customisation system will adapt to the game's learning curve [[{{Understatement}} far more comfortably comfortably]] than those who don't. In addition to that, there are additional tricks such as '''Shieldgating''' and ''' 'Stat Stick' exploits''', along with the familiarisation of mods that can substantially improve the survivability of any warframe such as ''Rolling Guard'' or ''Adaptation'' - which while being rather prosaic additions, can prove absolutely invaluable long into late-game content like Steel Path and Endurance missions.
Is there an issue? Send a MessageReason:
None


** Mechanics - Understanding the modding system, which forms the foundational basis of Warframe's core gameplay in its entirety. Players that dedicate a portion of any playtime they spend learning about (and experimenting with) this customisation system will adapt to the game's learning curve far more comfortably than those who don't. In addition to that, there are additional tricks such as Shieldgating and 'Stat Stick' exploits, along with the familiarisation of mods that can substantially improve the survivability of any warframe such as ''Rolling Guard'' or ''Adaptation'' - which while being rather prosaic additions, can prove absolutely invaluable long into late-game content like Steel Path and Endurance missions.
** Warframes - '''Loki's''' abilities are boring compared to the fiery doom wreaked by Ember or the flashy frost moves by Frost, but as a pure utility frame, Loki remains consistently useful against every faction, at every level, on every mission type. '''Rhino''' can very easily become this by keeping Iron Skin on at all times and using Rhino Stomp. It quickly devolves the game into pressing a single button to clear out the enemies in a given area, then moving on to repeat the process. Generally speaking, utility-based warframes tend to slot into this category for their practical value as much as anything else, with other notable mentions including '''Inaros, Chroma, Trinity and Nekros'''.
** Weapons - '''Soma''' is one of the most powerful weapons in the game if properly modded, but it's a fairly standard hitscan automatic rifle with nothing flashy at all. '''The Tonkor''', as mentioned before, can just be aimed to the head with ease and kill entire fleets of enemies with one boring, underwhelming shot. The '''Synoid Simulor''' is quite like the Tonkor, except it doesn't require aim at all and can be spammed much more easily. Making it the bona-fide AFK weapon. The '''Karak''', which is essentially a dressed-up Grineer M-16, and performs like it. 30-round mag, solid damage and accuracy. It's a great choice for midgame players who've worn out their Bratons and don't have access to the Soma. The '''Ignis Wraith''' and the crit-heavy '''Amprex''', both of which are beam-type weapons with heavy crowd-control potential, and have subsequently undergone nerfs because at one point players were almost exclusively [[ComplacentGamingSyndrome falling back on]] those two guns for their farming rounds. The undisputed best gun for Archwings for a long time was the '''Imperator''', which is the "starter" gun. Like the Karak, it's a hitscan automatic rifle, albeit with some damage falloff at long ranges to compensate for the enormous maps. Later updates have introduced stronger options, making it an even better Archwing counterpart to the Karak. While on the topic of archguns, the '''Mausolon''', which was introduced alongside Necramechs, matches the aforementioned Imperator in reliability, while also completely outclassing the latter on base stat performance levels.

to:

** Mechanics MECHANICS - Understanding '''Understanding the modding system, system''', which forms the foundational basis of Warframe's core gameplay in its entirety. Players that dedicate a portion of any playtime they spend learning about (and experimenting with) this customisation system will adapt to the game's learning curve far more comfortably than those who don't. In addition to that, there are additional tricks such as Shieldgating '''Shieldgating''' and ''' 'Stat Stick' exploits, exploits''', along with the familiarisation of mods that can substantially improve the survivability of any warframe such as ''Rolling Guard'' or ''Adaptation'' - which while being rather prosaic additions, can prove absolutely invaluable long into late-game content like Steel Path and Endurance missions.
** Warframes WARFRAMES - '''Loki's''' abilities are boring compared to the fiery doom wreaked by Ember or the flashy frost moves by Frost, but as a pure utility frame, Loki remains consistently useful against every faction, at every level, on every mission type. '''Rhino''' can very easily become this by keeping Iron Skin on at all times and using Rhino Stomp. It quickly devolves the game into pressing a single button to clear out the enemies in a given area, then moving on to repeat the process. Generally speaking, utility-based warframes tend to slot into this category for their practical value as much as anything else, with other notable mentions including '''Inaros, Chroma, Trinity Trinity''' and Nekros'''.
'''Nekros'''.
** Weapons WEAPONS - '''Soma''' is one of the most powerful weapons in the game if properly modded, but it's a fairly standard hitscan automatic rifle with nothing flashy at all. '''The Tonkor''', as mentioned before, can just be aimed to the head with ease and kill entire fleets of enemies with one boring, underwhelming shot. The '''Synoid Simulor''' is quite like the Tonkor, except it doesn't require aim at all and can be spammed much more easily. Making it the bona-fide AFK weapon. The '''Karak''', which is essentially a dressed-up Grineer M-16, and performs like it. 30-round mag, solid damage and accuracy. It's a great choice for midgame players who've worn out their Bratons and don't have access to the Soma. The '''Ignis Wraith''' and the crit-heavy '''Amprex''', both of which are beam-type weapons with heavy crowd-control potential, and have subsequently undergone nerfs because at one point players were almost exclusively [[ComplacentGamingSyndrome falling back on]] those two guns for their farming rounds. The undisputed best gun for Archwings for a long time was the '''Imperator''', which is the "starter" gun. Like the Karak, it's a hitscan automatic rifle, albeit with some damage falloff at long ranges to compensate for the enormous maps. Later updates have introduced stronger options, making it an even better Archwing counterpart to the Karak. While on the topic of archguns, the '''Mausolon''', which was introduced alongside Necramechs, matches the aforementioned Imperator in reliability, while also completely outclassing the latter on base stat performance levels.

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** Loki's abilities are boring compared to the fiery doom wreaked by Ember or the flashy frost moves by Frost, but as a pure utility frame, Loki remains consistently useful against every faction, at every level, on every mission type.
** Rhino can very easily become this by keeping Iron Skin on at all times and using Rhino Stomp. It quickly devolves the game into pressing a single button to clear out the enemies in a given area, then moving on to repeat the process.
** Soma is one of the most powerful weapons in the game if properly modded, but it's a fairly standard hitscan automatic rifle with nothing flashy at all.
** The Tonkor, as mentioned before, can just be aimed to the head with ease and kill entire fleets of enemies with one boring, underwhelming shot.
** The Synoid Simulor is quite like the Tonkor, except it doesn't require aim at all and can be spammed much more easily. Making it the bona-fide AFK weapon.
** The Karak, which is essentially a dressed-up Grineer M-16, and performs like it. 30-round mag, solid damage and accuracy. It's a great choice for midgame players who've worn out their Bratons and don't have access to the Soma.
** The undisputed best gun for Archwings for a long time was the Imperator, which is the "starter" gun. Like the Karak, it's a hitscan automatic rifle, albeit with some damage falloff at long ranges to compensate for the enormous maps. Later updates have introduced stronger options, making it an even better Archwing counterpart to the Karak.

to:

** Loki's Mechanics - Understanding the modding system, which forms the foundational basis of Warframe's core gameplay in its entirety. Players that dedicate a portion of any playtime they spend learning about (and experimenting with) this customisation system will adapt to the game's learning curve far more comfortably than those who don't. In addition to that, there are additional tricks such as Shieldgating and 'Stat Stick' exploits, along with the familiarisation of mods that can substantially improve the survivability of any warframe such as ''Rolling Guard'' or ''Adaptation'' - which while being rather prosaic additions, can prove absolutely invaluable long into late-game content like Steel Path and Endurance missions.
** Warframes - '''Loki's'''
abilities are boring compared to the fiery doom wreaked by Ember or the flashy frost moves by Frost, but as a pure utility frame, Loki remains consistently useful against every faction, at every level, on every mission type.
** Rhino
type. '''Rhino''' can very easily become this by keeping Iron Skin on at all times and using Rhino Stomp. It quickly devolves the game into pressing a single button to clear out the enemies in a given area, then moving on to repeat the process. \n Generally speaking, utility-based warframes tend to slot into this category for their practical value as much as anything else, with other notable mentions including '''Inaros, Chroma, Trinity and Nekros'''.
** Soma Weapons - '''Soma''' is one of the most powerful weapons in the game if properly modded, but it's a fairly standard hitscan automatic rifle with nothing flashy at all.
** The Tonkor,
all. '''The Tonkor''', as mentioned before, can just be aimed to the head with ease and kill entire fleets of enemies with one boring, underwhelming shot.
**
shot. The Synoid Simulor '''Synoid Simulor''' is quite like the Tonkor, except it doesn't require aim at all and can be spammed much more easily. Making it the bona-fide AFK weapon.
**
weapon. The Karak, '''Karak''', which is essentially a dressed-up Grineer M-16, and performs like it. 30-round mag, solid damage and accuracy. It's a great choice for midgame players who've worn out their Bratons and don't have access to the Soma.
**
Soma. The '''Ignis Wraith''' and the crit-heavy '''Amprex''', both of which are beam-type weapons with heavy crowd-control potential, and have subsequently undergone nerfs because at one point players were almost exclusively [[ComplacentGamingSyndrome falling back on]] those two guns for their farming rounds. The undisputed best gun for Archwings for a long time was the Imperator, '''Imperator''', which is the "starter" gun. Like the Karak, it's a hitscan automatic rifle, albeit with some damage falloff at long ranges to compensate for the enormous maps. Later updates have introduced stronger options, making it an even better Archwing counterpart to the Karak. While on the topic of archguns, the '''Mausolon''', which was introduced alongside Necramechs, matches the aforementioned Imperator in reliability, while also completely outclassing the latter on base stat performance levels.

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* AbsurdlyShortLevel: Rescue and Capture missions, as well as bosses one significantly outlevels. If one focuses solely on the main objective, they can be finished in as little as two minutes or less - as compared to Endless missions, which offer you the opportunity to extract approximately every five minutes and can potentially go on for an hour or more with sufficient levels and skill, and Syndicate and plotline variants of Endless missions, which require you to complete two rounds for about 10 minutes of gameplay.

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* AbsurdlyShortLevel: Rescue and Capture missions, as well as bosses one significantly outlevels. If one focuses solely on the main objective, they can be finished in as little as two minutes or less - as compared to Endless missions, which offer you the opportunity to extract approximately every five minutes and can potentially go on for an hour or more with sufficient levels and skill, and Syndicate and plotline variants of Endless missions, which require you to complete two rounds for about 10 minutes of gameplay.\\
This is [[PlayingWithATrope enforced]] by the "Speedster" Nightwave Act, which requires you to complete a Capture mission in 90 seconds or less.

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* AbsurdlyHighLevelCap: Everything that can be leveled up caps out at 30. For weapons and warframes, it's [[AbsurdlyLowLevelCap the opposite of this trope]], as reaching the cap with an individual item takes about an hour's worth of grinding at most (half as much if you use a booster). Your overall Mastery Rank, however, goes up depending on how many weapons and Warframes you've fully leveled up, which at minimum takes ''months'' of grinding. In fact, it wasn't even possible to reach the highest Mastery rank before 2019, ''six years'' after the game first came out, because there simply weren't enough weapons and Warframes to do it. And nearly nothing in the game requires you to be above MR 15: past that, all you get is more mod capacity on unranked items (which doesn't affect how much capacity you have after fully ranking it up), and the ability to give out Blessings on relays once you reach MR 30.
** Enemy levels cap out at 9999. Even in Steel Path, where enemies have an extra 100 level boost, it takes literal hours of staying in the same endless mission for enemies to scale that high.

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* AbsurdlyHighLevelCap: Everything that can be leveled up caps out at 30. For weapons and warframes, it's [[AbsurdlyLowLevelCap the opposite of this trope]], as reaching the cap with an individual item takes about an hour's worth of grinding at most (half as much if you use a booster). AbsurdlyHighLevelCap:
**
Your overall Mastery Rank, however, Rank goes up depending on how many weapons and Warframes you've fully leveled up, which at minimum takes ''months'' up. Getting to a higher rank can take months of grinding. In fact, it wasn't even possible to reach the highest Mastery rank before 2019, ''six years'' after the game first came out, because there simply weren't enough weapons and Warframes items to do it. level up. And nearly nothing in the game requires you to be above MR 15: past that, all you get is more trades per day, a higher daily Standing {{cap}}, more mod capacity on unranked items (which doesn't affect how much capacity you have after fully ranking it up), and the ability to give out Blessings on relays once you reach MR 30.
** Enemy levels cap out at 9999. Even in Steel Path, where enemies have an extra 100 level boost, enemy levels are increased by 100, it takes literal hours of staying in the same endless mission for enemies to scale that high.high.
* AbsurdlyLowLevelCap: Most items have a maximum level of 30, which can be reached in less than an hour of gameplay if you know which missions to run, and this can still be cut in half with a booster. The intent is that once you reach that point, you either move on to a stronger item or use a Forma to reset your level and start over several times until you optimize your build, and there are a few items that can have their maximum level increased that way, but even that should only take about a day.

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** The choices of Warframes and weapons present in Teshin’s Cave for Duviri is randomly pulled from the ''massive'' arsenal of potential weapons in the game, regardless of if you own it or not. Thankfully, there exist default mod builds even if you don’t own the requisite mods that keep said weapons from being basically non-functional, and if you own one of the choices the game prioritizes your build over the default. Similarly, if you have a stronger variant of a weapon that shows up, such as a Kuva Karak instead of a Karak, it will take the weaker one’s place. The ''Seven Crimes of Kullervo'' update also added the ability to preview the choices present before loading into a game.
*** Speaking of, on the off chance that you absent-mindedly picked a pair of primary and secondary weapons that turn out to be unsuited for destroying the vulnerable rings of the Orowyrm at the end of a Duviri run (due to being too short-ranged, slow-travelling, or just plain weak), if it takes too long to destroy the rings during one of the Orowyrm's damage phases an Imperator Arch-gun with an integrated Gravimag that allows you to use it on foot will appear in the middle of the arena, which does ridiculous damage and will let you deal with the Orowyrm (and everything else) in short order.

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** The choices of Warframes and In Duviri, your loadout is limited to a random selection, including weapons present you may or may not have. There are a few systems in Teshin’s Cave for Duviri is randomly pulled from place to avoid frustration:
*** You can preview
the ''massive'' arsenal of potential weapons in available options before loading into the game, regardless of if cave, allowing you own it or not. Thankfully, there to mod what's available and be prepared.
*** There
exist default mod builds builds, even if you don’t don't own the requisite mods mods, that keep said weapons from being basically non-functional, and if you own one of the choices the game prioritizes your build over the default. Similarly, if default.
*** If
you have a stronger variant of a weapon that shows up, such as a Kuva Karak instead of a Karak, it will take the weaker one’s place. The ''Seven Crimes of Kullervo'' update also added the ability to preview the choices present before loading into a game.
one's place.
*** Speaking of, on On the off chance that you absent-mindedly picked a pair of primary and secondary weapons that turn out to be unsuited for destroying the vulnerable rings of the Orowyrm at the end of a Duviri run (due to being too short-ranged, slow-travelling, or just plain weak), if it takes too long to destroy the rings during one of the Orowyrm's damage phases phases, an Imperator Arch-gun with an integrated Gravimag that allows you to use it on foot will appear in the middle of the arena, which does ridiculous damage and will let you deal with the Orowyrm (and everything else) in short order.

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** Since the start of the game, one of the most frustrating aspects was grinding for random component drops to craft new Warframes, which only got worse as the missions you had to run to get later ones grew much harder and more complicated. Eventually DE implemented an alternate was of acquiring the necessary component blueprints, with you earning materials from the missions that would allow you to simply ''buy'' a component you needed outright from a vendor (such as buying Voruna component blueprints from Archimedean Yonta with the Lua Thrax Plasm you'd earn in the Conjunction Survival missions if you couldn't get them to drop there), reducing the level of hair-pulling RNG and guaranteeing you'd be able to get the new 'frame ''eventually.''

to:

*** Speaking of, on the off chance that you absent-mindedly picked a pair of primary and secondary weapons that turn out to be unsuited for destroying the vulnerable rings of the Orowyrm at the end of a Duviri run (due to being too short-ranged, slow-travelling, or just plain weak), if it takes too long to destroy the rings during one of the Orowyrm's damage phases an Imperator Arch-gun with an integrated Gravimag that allows you to use it on foot will appear in the middle of the arena, which does ridiculous damage and will let you deal with the Orowyrm (and everything else) in short order.
** Since the start of the game, one of the most frustrating aspects was grinding for random component drops to craft new Warframes, which only got worse as the missions you had to run to get later ones grew much harder and more complicated. Eventually DE implemented an alternate was way of acquiring the necessary component blueprints, with you earning materials from the missions that would allow you to simply ''buy'' a component you needed outright from a vendor (such as buying Voruna component blueprints from Archimedean Yonta with the Lua Thrax Plasm you'd earn in the Conjunction Survival missions if you couldn't get them to drop there), reducing the level of hair-pulling RNG and guaranteeing you'd be able to get the new 'frame ''eventually.''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Since the start of the game, one of the most frustrating aspects was grinding for random component drops to craft new Warframes, which only got worse as the missions you had to run to get later ones grew much harder and more complicated. Eventually DE implemented an alternate was of acquiring the necessary component blueprints, with you earning materials from the missions that would allow you to simply ''buy'' a component you needed outright from a vendor (such as buying Voruna component blueprints from Archimedean Yonta with the Lua Thrax Plasm you'd earn in the Conjunction Survival missions if you couldn't get them to drop there), reducing the level of hair-pulling RNG and guaranteeing you'd be able to get the new 'frame ''eventually.''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The choices of Warframes and weapons present in Teshin’s Cave for Duviri is randomly pulled from the ''massive'' arsenal of potential weapons in the game, regardless of if you own it or not. Thankfully, there exist default mod builds even if you don’t own the requisite mods that keep said weapons from being basically non-functional, and if you own one of the choices the game prioritizes your build over the default. Similarly, if you have a stronger variant of a weapon that shows up, such as a Kuva Karak instead of a Karak, it will take the weaker one’s place. The ''Seven Crimes of Kullervo'' update also added the ability to preview the choices present before loading into a game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Enemy levels cap out at 9999. Even in Steel Path, where enemies have an extra 100 level boost, it takes literal hours of staying in the same endless mission for enemies to scale that high.

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