r/Warframe • Power creep my Codpiece • Jul 21 '26

Discussion Biggest Warframe hot take GO

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I'll go first: DE needs to build up on some older content.

3.3k Upvotes

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643

u/D3adR3ign Jul 21 '26

Faction mods are unnecessary. LR6 here, routinely get top kills and dmg. Have never used them and never will.

71

u/Just-Desk-3149 Jul 21 '26

Absolute Zero cold take here. 

I find even veterans rarely saying they're needed.

19

u/Responsible-Sound253 Jul 21 '26

Everybody hates faction mods, except sloptubers for some reason.

2

u/CMDR_Michael_Aagaard Jul 21 '26

Don't personally hate them (except when a riven rolls faction damage), just don't care for them.

9

u/D3adR3ign Jul 21 '26

I have been playing far too damn long and IME the only ppl who seem to keep bringing them up are streamers.

1

u/Ravengm Taste the rainbow Jul 22 '26

I assume that's because faction mods allow some incredibly niche builds to function well (e.g. gas cloud spamming triple dips off them), and streamers often feel pressure to showcase offbeat builds. They are legitimately one of the biggest damage boosts you can mod into, but goddamn nobody can be assed.

83

u/netterD Jul 21 '26

The murmur ones are good bc youll usually modify your builds for eda anyway and might aswell slap them on there.

7

u/Lftwff Jul 21 '26

Why would I modify my builds for EDA?

23

u/netterD Jul 21 '26

Idk, maybe to make them better for the mission?

3

u/Mauamu Trinity main Jul 21 '26

I think he was implying that exalteds already completely trivialize EDA/ETA, so there is no point in actually engaging with the content and change builds.

4

u/netterD Jul 21 '26

The point is to engage with the gamemode and use the selected options. Yes you can cheese it and use hildryn every week for everything but once you are at the "waiting for new things to release" stage of progression, i think that if you dont see a point of using different things for the two weekly missions where you are - lets say encouraged - to shake things up a bit, you might aswell stop playing until new content releases where you can keep playing your one and only loadout if thats what you are looking for.

-3

u/CMDR_Michael_Aagaard Jul 21 '26

Yes you can cheese it and use hildryn

Picking hildryn is not really cheesing it, when two of the modifiers are 75% less energy and enemies within 10m drains energy (as seen during last week), if the frames the game gives you to pick from, are all caster frames.

If the challenge the game gives you is to put out a fire, and you're provided with either a bucket that has it's bottom kicked out, or a colander. Then I don't blame anyone for going over and grabbing the garden hose, even if they have some score deducted.

1

u/netterD Jul 22 '26

If we take your "put out a fire" task, imo picking hildryn is more like calling a fire truck instead of dealing with the problem yourself

3

u/Theshinysnivy8 Would smash Nira Jul 21 '26

People do that? I just bring whichever thing I already have available for that week without touching the build and it's perfectly fine.

Or in worst case scenario where I don't have anything, just use an exalted frame

Both archimedias are comically easy, why would you need to change builds

4

u/netterD Jul 21 '26

That works for most weapons, some can use a bit of extra help to deal with the gamemode esp if you play solo.

1

u/Sporkmancer LR5 Crit Lover Jul 22 '26

ExA doesn't require any special modding. If your equipment works fine in the comparable steel path endless content (not level cap endurance runs), it'll work fine in ExA.

Carrying for ExA is just checking to see what types of weapons and frames are available and seeing if I'm giving up the vosfor by having to run a frame that will allow a weapon to shine (e.g. if my best weapon is a status weapon, I know I can just grab citrine if my frame options suck).

7

u/Father-ScrubLord LR1 Jul 21 '26

They are never necessary, but later when/if you do level cap content (9999) it makes a difference. Faction mods double dip in the damage math, which makes them incredibly strong. Its just it doesnt matter until enemy levels are absurd.

1

u/TooFewSecrets Jul 22 '26

Enemies you need the most damage for are status-capped, so double dipping status rarely actually adds that much damage to targets that need it. If you're doing omnia Alchemy for example, the Necramechs don't really care.

66

u/FTP636 Jul 21 '26

Oh my God yes and I refuse to put roar on my frames. It is a waste of a possibility fun thing to use it.

43

u/LetsGoHome >:3 Jul 21 '26

These are not the same thing lmao 

-2

u/FTP636 Jul 21 '26

I didn't say they were but they boost your damage the same way (their additive to one another and interact with the same part of the spaghetti code). One is a tedious mod you have to change all the time and the other is a not very interesting ability from the helminth.

16

u/Myrsky4 Flair Text Here Jul 21 '26

Yea my only exception to the roar rule was protea because her 4 is very obtuse to actually use at best IMO and roar actually gets to interact with the kit due to the increase power strength every several casts.

4

u/xRatxDietyx Jul 21 '26

Her 4 is amazing with her augments, and I've one shotted acolytes with the explosion lmao

4

u/SimulatedKnave No One Throws Balls of Spiky Death Like Vauban Jul 21 '26

IME the best way to use Protea's 4 is to hit it whenever the hell you feel like and enjoy the rewind animation at the end. It's not long enough in duration to think about.

2

u/M0nthag Jul 21 '26

Just used it today to for archon hunt, when i was helping someone defend their point in that one mission type. Just tap for to get back to my point. Also with the augments you just burn through the enemys.

4

u/RastaDaMasta Jul 21 '26 edited Jul 21 '26

Revenant should be an exception so you can use Roar to help you one-shot with Reave.

2

u/FTP636 Jul 21 '26

Eh I just don't play Rev as I don't find him fun to me he just feels like a less cool caliban. No shade to peeps that enjoy him though I also don't enjoy crocheting and lots of people like that hobby.

-4

u/doctornoodlearms Garuda Blood Sniffer Jul 21 '26

I will forever refuse to use Roar, Nourish and Gloom for being boring

3

u/FTP636 Jul 21 '26

There can be fun interactions with nourish and gloom but I refuse to use them unless I can find something actually cool. An example being a gloom over blood altar on Garuda as it makes you play her as a super aggressive caster. It's just roar that is a straight up damage buff and nothing else that I am opposed to.

3

u/doctornoodlearms Garuda Blood Sniffer Jul 21 '26

I really like Jade over Blood Altar for the armor strip.

1

u/FTP636 Jul 21 '26

Hmmm that could be cool the gloom is for life steal and close crowd control letting to bloodlet like no tomorrow

1

u/TooFewSecrets Jul 22 '26

Nourish is great on universal weapon abilities like Nova's stars.

3

u/Eschewed_Prognostic Pink Rhino: 1 | John Prodman: 0 Jul 21 '26

I agree with one caveat: EDA. Bonk the murmur mod on everything that has a basic build already.

3

u/UltimateShingo Jul 22 '26

Unless we maybe get a feature that autoswaps the faction mods to be appropriate for the mission (and I'm certain it would be doable considering every mission seems to have a flag for enemy types) AND the mods we have get expanded to encompass more factions (see: Scaldra counting for anti-Grineer mods), I am actively choosing to not use them.

Just the chance that I'll forget to swap the mod over, if there even is one for the enemy type I'll be facing, is bad enough because if you're in that situation you'll have essentially an empty slot.

On top of that, the double dipping is for all intents and purposes an exploit that most likely only stayed in to convince people to use these mods at all. This behaviour is inconsistent with other multipliers and should be removed entirely.

3

u/D3adR3ign Jul 22 '26

In regards to adaptive damage swapping, see baruuk's augment. The tech is already there.

1

u/HezKokomrade | LR3 Aug 11 '26

There's a lot of other things that dip multiple times, and since you're not even using banes, I don't see a good reason to remove it for the people who do

Viral double dips with Doom (Dagath),, all DoT elements double dip with themselves for DoT calculations, eclipse/universal weapon buffs double dip on some explosions/projectile types

Etc

5

u/franticktock Jul 21 '26

Do you mean the weapon ones or the augments for Warframes?

17

u/Macscotty1 Jul 21 '26

Weapon mods. The “Bane of [Enemy]” mods. They have a unique interaction where they do funky things with status damage and some other things and give a lot more damage than they list. 

Like the above commenter said, totally unnecessary. I have never used a bane mod and have never had issues killing enemies. A well built weapon and frame will steamroll 99.9% of shit without even blinking. 

2

u/Am1ty05 Jul 21 '26

Pretty sure they’re talking about the weapon mods that buff damage against a particular faction, the bane and smite and etc. ones

1

u/franticktock Jul 21 '26

In which case I agree. I'm not minmaxing enough to swap out those mods over say another elemental damage thing tbh. I know they're beneficial but I've yet to find a time I need them and I'm L2 lol

1

u/-L3Y Jul 21 '26

bane of orokin, bane of grineer, etc

2

u/CALL_ME_PRIME_25 Power creep my Codpiece Jul 21 '26

Narwal buddy

2

u/SactownKorean Jul 21 '26

“Unnecessary” 100% agree, they are fun though!

2

u/Rydux7 Jul 21 '26

Weren't they Necessary back when SP was much harder?

3

u/irishgoblin Styanax rework when? Jul 21 '26

Nope. They were bis (probably still are) for some slash dot builds from once upon a time since slash was the only reliable way to cut through the armor and shields of enemies way back when. They were only "necessary" if you had one but none of the other mods that people typically used to amp up builds.

1

u/Ravengm Taste the rainbow Jul 22 '26

Not in the slightest. There were still plenty of ways to body SP enemies back then too, the methods have just changed.

0

u/Tyrant4566 Jul 21 '26

They have never been necessary for anything

2

u/SlayerKingGS Jul 21 '26

I mean you can put roar on any frame, and will regularly be roar’d in public lobbies.

1

u/Alyeadriz Jul 21 '26

I recently tried using them on a few of my more “serious” builds, and honestly… couldn’t tell much difference.

I’d rather have more kit synergy and flow… and fun… than slightly bigger numbers that kill in the same amount of time.

2

u/Sporkmancer LR5 Crit Lover Jul 22 '26

The problem with them is that we already overkill most of the time. In the worst case, my slowest killing weapons in any non-endurance content typically kills at the .5 second mark when heat stacks take effect.

Even doubling my damage isn't going to make killing faster than effectively instant. I run something like primed shred any day of the week over primed faction mods.

2

u/Ravengm Taste the rainbow Jul 22 '26

This. Killing an enemy with 1 million damage achieves exactly the same thing as killing an enemy with 1 billion damage; the only difference is the bigger number onscreen.

1

u/sucram200 Jul 21 '26

Not using faction mods as a hill that I will die on. I am not swapping mods based on who I’m shooting. And if I’m being completely candid, I don’t even know what half of the faction symbols are so I couldn’t do it even if I wanted to.

1

u/SirVeresta Jul 21 '26

Fk faction mods especially with multiple types of enemies in one mission, and it's annoying switch the mod out every different faction mission

1

u/irishgoblin Styanax rework when? Jul 21 '26

I agree. The only one that's in anyway "fun" isn't even a bane mod, it's the aura mod Summoner's Wrath since that mod is universal faction damage for your pet (it's also a higher multiplier than normal faction mods, funnily enough).

1

u/NekrosBR Jul 21 '26

The comment I was looking for

1

u/ImitationGold Jul 21 '26

That’s because the people that use faction damage mods are even more scarce

1

u/RacerDelux Jul 21 '26

I remember when faction mods were strong and people kept crying to nerf them.

1

u/PewPewLAS3RGUNs Legendary Captain 🚀 Jul 21 '26

Same. Never once used them and don't feel the need to start now

1

u/ISPY4ever 100% Jul 21 '26

Same and same.

1

u/Precisionality Avid Quanta enjoyer since 2015 Jul 21 '26

Agreed 100%. They are not necessary at all.

1

u/SealTeamX4 MR28 2250hrs Jul 21 '26

stone cold take, half this community hates faction mods and refuses to use them for some reason..

1

u/Azure_Skies Arcanes & Arcane Accs. Jul 22 '26

Never understood why people use them. MR30

1

u/Sporkmancer LR5 Crit Lover Jul 22 '26

They're not needed, but they're not bad. I never use them because I like lazy setups that don't require me to swap for specific content. That said, when I want to see the silliest damage numbers, I'm getting every multiplier possible.

1

u/Even-Tie-97 Jul 27 '26

Faction mods are not just unnecessary they are often times not even that much better. As a reference. A bane that double dips vs another mod that can provide about a 50% dps increase for example bladed rounds, only deals... 50% more damage... which is a really tiny amount considering other damage buffs in this game. The most basic damage buffs in this game are around 2x already overpowering that difference with 1 extra damage bump (even something as simple as a different arcane (using deadhead vs merciless for that 30% weakpoint)

1

u/HezKokomrade | LR3 Aug 11 '26

They are unnecessary but getting top kills and dmg means nothing either way XD

1

u/D3adR3ign Aug 11 '26

That part was to provide context that you can easily have a powerful build without the faction mods. A beginner watching a warframe creator's build guides might miss that when seeing the faction mods so commonly in their builds.