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Selling [Frustration] mod for 50p!

As Warframe has grown, some frustrating mechanics and features have been phased out, while many others have been brought in. Ninjas may play free, but sometimes there is a price to pay.


  • 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. The Gas City rework added a new form of laser doors that are less annoying— scanners that cover a certain part of the doorway that can be easily destroyed or slid under.
  • 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.
    • However, it remains in the form of objectives randomly changing into Extermination missions. Exterminations are often faster than the mission you were probably doing... but what makes this annoying is how often it pops up after all the objectives are done to make the missions longer, like right as you're about to head to extraction after a Mobile Defense, Sabotage or Capture, especially when you have gathered all the reactant whenever a Void fissure takes place on the mission.
  • 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.note  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 incoming lethal damage to consume energy instead) and Rage (which converts damage taken to health into energy) on their Warframe, which created a 96% effective feedback loop that could make players effectively immortal. After Update 11.1, Quick Thinking was Nerfed 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 ongoing heal-over-time effects (or even allies' emergency healing) in the midst of superior damage to Stun Lock the user to death and 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 Mana Burn and Interface Screw disruption effect as Ancient Disruptors - and when they were first released the off switch would only show up 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 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 the Stalker when you're still a newbie. You'll be lucky to survive more than five seconds after the Stalker starts moving. The Shadow Stalker incarnation after The Second Dream is slightly more manageable, especially when you got yourself better gear by the time you started the quest.
  • Nitain Extract, when it was first introduced, could only be reliably obtained in small quantities from daily alerts. This effectively meant that recipes which needed it would take forever to farm. This was later made much more bearable when it was added to the Nightwave Cred offerings shop.
  • "Riven" mods are randomly-generated mods with powerful effects, that can only be used with one specific weapon. 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.
  • 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 And Now for Someone Completely Different.
    • Worse still are the underwater Archwing sections on Uranus- all the flaws of normal Archwing without any of the merits.
  • Prior to the addition of The Quills, using Transference was often a miserable experience. Transference turns you into a physically normal human teenager, making you a total Glass Cannon with a base health of 100, no armor, shields, or regeneration, and a sprinting speed that's barely faster than a brisk walk, which feels especially jarring when you're used to your Warframe bullet-jumping all over the map at borderline Super-Speed. You have a move which turns you invisible and invincible, and allows you to perform a Flash Step, but it drains the same energy meter you use to attack. And some missions, such as Kuva Floods, make Transference mandatory, forcing you to endure these issues. Thankfully, the addition of the Quills syndicate made Transference much more useful, as you can now equip an Amp which has its own ammo pool separate from Void Mode and Void Step's energy (and you get a free starter Amp just from visiting them once), as well as access to Arcanes which increase your durability somewhat.
  • 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 loot-cave 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 drop rates 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 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 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 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.
    • A second rework to Focus trees in Update 31.5 helpfully addressed some of these issues, including eliminating the "Pool" requirement for each school, removing the increased energy costs on abilities with each improvement, and allowing players to earn Focus from select enemies without using a lens.
      • As of The Duviri Paradox, a Legendary 3 player can reach the daily Focus cap in less than 2 hours of Circuit without a lens, thanks to the common Thrax units that spawn there.
  • 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 "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 thanks to you, the enemy succeed in whatever things they done. It has since replaced by a field communicator (in Plains, it must be discovered while in Orb Vallis, must be activated through a Hold the Line section) which allow you to receive bounties without having to return to Cetus though.
  • After The War Within, a number of mechanics and systems were added that required players to use their Operator attacks or abilities for extended periods in order to deal damage or progress; however, Operators were extremely fragile upon their introduction with only 100 baseline points of health and 25 armor, a weakness for fall damage, and an inability to attack while using their only defensive skill (particularly as their attacks initially used energy); compensating for such weaknesses would require months of grind and investment in specific Focus trees just to make them usable. Until then, the result was often players pressing 5, getting a couple seconds of damage out and then being killed by a stiff breeze, which would then penalize the Warframe, then repeat until the Warframe was downed from too many stacks of Void Static. Particularly notable encounters include the Eidolons (whose shields and minions can only be damaged using the Operator's beams or Amps while they fire out constant map-wide damage), quests like Chains of Harrow and The Sacrifice (which feature entire boss fights where Warframes are not available), and the later addition of Void Angels (which have a phase that requires players to sling around them with limited time to control their distance or direction). While later patches would gradually improve this (the first Amps replacing their ammo pool and over doubling their health alongside a selection of helpful Arcanes, and patches later on giving them a decent pool of shields as well), it left a bad taste in many players' mouths as they were still being forced to use the system to progress, while investment in their modded equipment was being deliberately pushed aside; the majority of a fight against an Eidolon is usually players trying to damage its shields using Amps for several minutes per phase, versus scant seconds of gunfire that destroy vulnerable sections in a couple hits thanks to Warframe damage boosts. Even in best case scenarios like fighting Vomvalysts or Thrax ghosts, skilled players only pop into Operator for a couple seconds at a time, making additions that "require" it feel like a tedious extra step.
    • What made this a nightmare was the addition of Steel Path Ropalolyst, since its shields increase with its level. Eidolons only had their level doubled on Steel Path to make up for the limited strength of Operators, while the Ropalolyst received the full +100 level bonus; clearing its shields just once can take upwards of 10 minutes with sustained fire from decent Amps, and players have to do that four times.
    • This becomes a case of Be Careful What You Wish For for detractors come Duviri. The second phase of the Orowyrm boss fight completely restricts the ability to use Operator mode, so players whose builds incorporate pressing 5 for healing, Focus boosts, or Void Mode are shit out of luck.
  • The bounties in Plains of Eidolon and Orb Vallis are generally this due to the strict time limit and different rules compared to usual missions, making it more easier to fail it if not careful. In each one of the open world plains, there is always an Escort Mission from a randomly picked pool of the missions. In addition, some of the common missions include searching a certain radius of area for small cache crates IN TIME LIMIT. While at least the caches in Plains of Eidolon emits a yellow light and ths usual chiming noise, the ones in Orb Vallis only emit bright blue light and a subtle beeping noise that can be easily drowned by the other noises. Mitigated after a certain update, when the time is low, the radius shrinks and some of the Orb Vallis cache gave chance to pinpoint the rest.
    • Now, however, there is a fresh new hell in the bounties - namely, Plains' Base Capture missions. These require you to go to a specific outpost, wipe out the enemies there, then prevent new waves from capturing it for about 2 minutes. The problem is, enemy capture progress constantly increases at a slow rate even when there are no enemies around, and the only way to lower their progress is by killing enemies. This leads to the bastard situation of failing a bounty because the game simply would not spawn enough enemies, or because you killed them too quickly and efficiently, leaving gaps where the progress grew out of control. While this is somewhat less common in multiplayer, it is a nightmare for solo players, and a big incentive to always try to do bounties with a group.
  • Prior to the "Abyss of Dagath" update, Conservation was a major pain due to how hard it was to actually follow the target's tracks, which were very faint and blended into the ground very well. Thankfullly, the aforementioned update improved the contrast on the animal tracks and added an arrow guiding you towards nearby animals when scoped into your Tranq Rifle, making it much easier on the eyes.
  • Host Migration. Warframe, despite its MMO status, mostly exists in the capacity of a Peer-to-Peer game, with one player chosen as the host of any given mission. If the hosting player decides to leave the mission, it can result issues including but not limited to: the duration of abilities expiring prematurely, dying due to enemies still being able to attack you during migration, bleeding out, losing rewards, enemies such as the Stalker de-spawning, enemies such as the Stalker spawning again because Host Migration resets the time limit in which field bosses like him can appear, doors failing to open rendering the mission unwinnable, random zones of a map acting as if you're exposed to the vacuum of space and causing constant damage over time, and game crashes, on top of the potential latency that comes from having a host with a bad connection. The myriad of issues caused by Host Migration are so numerous that many people prefer playing the game solo, despite the difficulty spike it can cause.
  • Prior to Update 27.2, self-damage with weapons. Some explosive weapons (such as the Angsrum, Cerata and Ogris) were capable of dealing damage to its user when they are too close to the blast. Two things made it a scrappy mechanic: Firstly, it was inconsistently implemented, with newer weapons such as the Lenz and Corinth making self-damage with their explosive attacks close to impossible. Secondly, it was nearly impossible to mitigate— the Cautious Shot mod advertises a 99% reduction in self-damage on explosive weapons at the expense of a 15% overall damage reduction, but 1% of an Ogris's damage was still enough to gib every warframe that isn't Rhino or Inaros. In the aforementioned update, however, it was completely removed, with all previous self-damaging weapons gaining a self-stagger mechanic instead, where shooting carelessly can result in you getting knocked down.
  • Mastery Tests. On paper, it seems harmless: once your accumulated experience from leveling your gear reaches a certain threshold, you're allowed to take a special test that, when cleared, upgrades your profile emblem and gives you a slew of bonuses, such as an increase in capacity for mods, Void Traces and credits. The problem, however, comes with the fact that as the tests advance, the requirements start becoming increasingly specialized for specific play styles and builds that you may not actively use, most infamously the tests for Rank 9 and 19, which are strictly Stealth Based Missions in a game where stealth has always been notoriously bug-ridden and luck-based. Even worse, rather than being optional challenges, Mastery Rank is required to wield the best weapons and access the late-to-endgame content, meaning you have to complete them otherwise entire gameplay portions will be locked off to you. Oh, and if you fail, which becomes increasingly common the higher rank you go, you have to wait exactly 24 hours before being allowed to try again. Most notoriously, Digital Extremes, while always willing to speak up and converse with the playerbase regarding literally anything else about the game, goes completely silent whenever the topic of Rank Tests come up, as if they are actively ignoring any and all critiques of the system and how archaic it's become in recent years.
  • Experience as a whole. In order to fully complete a build for a weapon, you are required to level it up to its max rank of 30 multiple times. The intent is that you level to rank 30 throughout a variety of missions, but due to the experience system, this will take an outrageous amount of time unless you go to the few areas that are the specific XP hotspots. The game will only give you full experience for a kill with a specific weapon, which means you need to take a poorly-built weapon into a relatively high-level area if you want all the XP to go to it. Otherwise it gets split between your 3 weapons. this includes if every other weapon is maxed out completely and doesn't have a focus lens on it. Additionally, the gains you get in most missions are pathetic; you'd be lucky to get a single level per mission, even during something long or enemy-oriented such as exterminates. and in order to gain the maximum mastery level, you need to max out nearly every weapon at least once, even the starting weapons, and the early-game weapons. Making matters worse are items such as the Kuva weapons, the Paracesis, and the Necramechs, which gain 2 levels every time you Forma it, up to a maximum of 40, requiring you to level them up at least 5 times if you wish to get all of the Mastery Points out of them. The new levels also require massive amounts of xp to level.
  • The Ghoul Purge event on the Plains of Eidolon. It comes around far too often (at least twice a month), and if you don't collect all of the lore fragments for the event, the game forces you to open an inbox message from the Lotus telling you the ghouls are back at Cetus. The ghouls themselves fall close to Demonic Spiders territory— they primarily deal shield-bypassing toxin damage, their cries combined with Vay Hek's canned taunts are annoying, they can pop out of the ground anywhere during the daytime, and can juggle you with constant knockdown procs. On top of all of this, the rewards suck— two exclusive Grineer weapons, some okay mods, Nitain Extract, and Cetus Wisps. The only reason to really do this is for the weapons and for the fact that the ghouls can drop the Slicing Feathers stance mod, which is necessary if you want to use Combat Hand Fan melee weapons such as the Gunsen and... that's it at the moment.
  • Once again returning to the Plains of Eidolon, we have the Day/Night Cycle. Nighttime is the only time (barring the occasional bug) that the Eidolons can be fought, and they drop highly desirable rewards, including Arcanes, Riven Transmuters, and Eidolon Shards, which have all have value in Warframe's Endgame content for extra buffs, recycling unwanted mods, and giving free buckets of Focus points. Unfortunately, Nighttime only lasts 50 minutes, and it takes the first Eidolon of three about twenty seconds to spawn, and its spawn location is random. If you miss an opportunity at a Tridolon, you have to wait almost two hours for your next chance. Fortuna's attempt at a day-night cycle instead consisted of a Warm/Cold Cycle, where the only appreciable difference is a change in the lighting and the types of fish that can be caught, and is much more forgiving with the timing, and the Orb Mothers are fought in special encounters that can be activated regardless of the time in the cycle.
  • Loot Pickup— or rather, the inherent lack thereof. Without a special mod on companions (either Vacuum for robotic companions or Fetch for Kavat and Kubrow variants) you have to physically walk over most loot in order to pick it up, and DE is adamant about not changing this for poorly-defined reasons. This used to be even worse— before 2015, the only companion with a loot vacuum was the Carrier Sentinel, meaning that it was essentially the meta to use it if you wanted to collect loot in missions, and prior to Update 34, Sentinels did not come back after they died, unless you used a specific mod or burned a revive. Fetch, the Kavat and Kubrow equivalent of Vacuum, wasn't released until Fortuna in 2018.
  • The Helminth Cyst. Released with the advent of Nidus, the Helmith Cyst manifests as a giant boil on the neck of your Warframe that can be popped in order to make a Kubrow variant called the Helminth Charger. What makes this a Scrappy Mechanic is 1) the cyst can spread randomly from player to player just by being in the same session 2) the boil cannot be hidden for and is literally a giant, oozing sore on the neck of your Warframe, ruining Fashionframe potential, and 3) you have to wait a week for it to get to full maturity before you can go through the Infested door on your orbiter to have it popped and the Frame permanently inoculated against it. And you have to do this for every. Single. Frame. There are over eighty Warframes in the gamenote , and that's not counting any duplicates you may want. DE finally saw reason in 2022 and gave the ability to remove the cyst the instant it appeared.
  • The token system for ranking up with the Entrati. The system is similar to Ticker's debt bonds, in that you trade Cambion Drift resources with Entrati family members in exchange for tokens, but the main difference is that giving the tokens to Grandmother is the only way to gain Entrati standing, as opposed to Solaris United, where the debt bonds are just one way to gain standing alongside all of the other activities in the areanote . This makes it extremely tedious to rank up with the Entrati, to the point DE had to release a patch practically the next day reducing the token requirements for each rank up to 1, and it's still a pain.
  • K-Drives are seen as a huge annoyance and not worth using. While a Hover Board might sound fun to ride, it's clunky and hard to maneuver, and in practice, you'll constantly be bumping into things, slowing you down. Doing tricks for points is also a pain outside of a few specific areas. K-Drives had a bit of value in older version when the Archwing Launcher was a consumable item, but now that you can summon a super-fast jetpack whenever you want, there are next to no real reasons to ever use a K-Drive over an Archwing; their value was further reduced when Fast Travel was implemented in open worlds. The frustration of riding a K-Drive is the whole reason why Yareli's quest, The Waverider, is consider That One Sidequest and ignored by many players, and those who do have Yareli often use Helminth to replace her Merulina ability, which lets you ride an Exalted K-Drive in any mission, with something more practical despite Merulina being her signature skill.
  • Thermia Fractures are the Orb Vallis equivalent of the Ghoul Purge. While they're slightly better than the Ghoul Purge (you get some nice mods and the Opticor Vandal as a reward for completing them), while they're active, Eudico will not stop telling you about them when you try to talk to her at Fortuna. This can be particularly grating because this takes priority over other greetings, including story important ones, namely becoming Old Mate with Solaris United (which ruins some of the power of The Reveal of Eudico's real face) and post-quest dialogue for The New War (where she briefly discusses what it was like being under a Narmer Veil).
  • Certain units, such as all Eximus, Noxesnote , recipients of Ancient Healer/Corrupted Ancient buff, Kuva Trokarians and Thrax units are in possession of a special kind of protection: Overguard. This health buffer renders the unit immune to crowd control, and turns the otherwise fragile unit into a tank on par with their Heavily Armored Mook companions, and the previously armored mooks even more durable. And while Overguard is meant to be taken down via Void damage, there are some issues with this intended counternote . Even then, the portion of the gameplay this change was aimed at (late/endgame players who can effortlessly steamroll 99% of the game's content) are typically dealing so much damage that the need to use Void damage to crack Overguard is rendered moot by raw numbers.
    • Overguard also further exacerbates the Complacent Gaming Syndrome of picking a Warframe with high durability/damage output along with weapons specialized in high-burst-AoE damage, as the crowd control immunity units with Overguard gain renders Warframes who are reliant on such abilities to survive unable to protect themselves (the Warframe impacted the most by this is Limbo, whose normally absurdly powerful defensive capabilities especially when it comes to defending stationary defense targets can be completely ignored by Overguard-ed units; most egregiously Eximus attack abilities can pass through the Rift Plane, potentially severely harming or downright one-shotting Limbo, when previously his Rift skills would pointedly negate Eximus auras to allow you to separate problem units from the rest of the pack).
  • Kahl's Break Narmer missions are not the most popular due to making you play as Kahl-175, whose movement speed is much slower than that of the Warframes you've gotten used to by now (even his jetpack barely makes this better), but the worst aspect of his missions is undoubtedly the "scavenger hunt"-style optional objectives they often have. Since merely completing the mission on its own gives you nothing other than leveling up Kahl's Garrison (which is meaningless once you've maxed out its rank), you'll NEED to go out of your way to complete as many objectives as possible if you want to get anything of value out of them, since these objectives are the only way to earn Stock for the Garrison vendor. And, as mentioned before, Kahl is not very fast, which means that this scavenger hunt will force you to slowly lumber your way down long, long hallways in hopes that there's actually something at the end and not just an Empty Room Psych. This makes getting all of the Stock you can each week very tedious.
  • Damage Attenuation, used by both Liches/Sisters and Archons during Archon Hunts. The more hits you land on an enemy with a certain weapon, the greater resistance they will develop to that specific weapon. As a result, fast-firing or high pellet weapons are considered useless against them since the enemy can develop 90% resistance to it before you finish the clip. Thankfully this resistance is temporary, but still annoying to the point that one may resort to certain tricks such as using Kuva Hek's four-barrel alt fire to bypass the resistance buildup... which must be acquired from vanquishing a Kuva Lich wielding the aforementioned shotgun first.
  • With the Duviri Paradox comes the Duviri Circuit missions, an endless stream of truncated missions that consist of Defense, Survival, Excavation, Exterminate and Void Flood. What pulls this into scrappy territory is the fact that your available loadouts are randomized, and not from equipment you own either, every single piece of equipment available in the entire game. While on paper it doesn't sound terrible, but the only way to get the coveted Incarnon Adapters is to play the Circuit on Steel Path. When the game will regularly hand you the hundreds of low-tier weapons that have no business ever seeing the light of day even outside of the Steel Path or Warframes not suited for the aforementioned mission types, especially Defense, over anything remotely usable. Also you can't preview your choices before entering selection, nor can you reconfigure your mods at that point.

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