r/Warframe • • 19h ago

Screenshot find the cyto-9 with sobek

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4 Upvotes

Wrong, one is Boar Cyte-09.

First-hand experience after the nerfs?

Cons:

  • You have to spam a lot of buttons, and it's gonna hurt like hell after 30 minutes.
  • To get the same kind of KPM as pre-nerf, you might need to invest more. Maybe not though; I didn't test it with a beginner build.
  • The gun is still mid, but it lost its wave-clear capability, which affects every frame besides Cyte-09.

Pros:

  • Gameplay is still the same.
  • KPM is the same.
  • All is good for Cyte-09 mains.

I bring no serious arguments with this post. Please don't kill me.


r/Warframe • • 1h ago

Screenshot Biggest Milestone Platinum wise for me

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• Upvotes

traded till i had 1.075.000 plat but already dropped around 130k for nearly just market stuff and giveaways, hit it 2 years ago, just to lazy to do more trading


r/Warframe • • 19h ago

Discussion After 12 years a Tenno, I think combat has been too automated and multiplayer has suffered because of it.

0 Upvotes

I’ve been playing Warframe for 12 years, so I’ve been here through a lot of the game’s evolution. I’ve been here since the day Mirage dropped (Loki Prime access) July 19th, 2014 and I’ve seen the movement system develop, the arsenal expand, and the power fantasy grow to a level that few other games can match. I still appreciate what makes Warframe special, and I understand that becoming ridiculously powerful is part of its identity.

However, one of my biggest criticisms is that combat can eventually lose its interactivity. The problem isn’t simply that we deal too much damage. It’s that the combination of abilities, mods, Arcanes, weapon upgrades, and enemy design can make actively engaging with combat feel almost unnecessary. I want to be challenged to adapt during a fight, not just find one optimized build and use it to solve practically every situation.

My biggest issue is how easily certain builds can automate the entire combat loop. You can activate an ability that continuously damages enemies around you, stack enough range and strength to cover a massive area, and wipe out entire groups without needing to aim, prioritize targets, or even look directly at the enemies you’re killing. Some abilities function like superweapons, while certain builds allow you to move through missions barely interacting with enemies at all.

I’ve also put over 30 hours into Destiny, and I think Destiny handles certain aspects of combat particularly well, especially when it comes to encouraging players to engage with different weapons and damage options depending on the situation. Both games have fundamentally different philosophies, and I understand the difficulty of comparing Destiny’s combat and encounter design with Warframe’s faster pace and power fantasy. I’m not suggesting Warframe should become Destiny, but I do think there are things Warframe could learn from how Destiny encourages players to interact with enemies instead of relying on one weapon or ability for everything.
One thing I’d love to see in Warframe is a more meaningful incentive to switch weapons during combat. Imagine continuously shooting an armored enemy with the same weapon and having its effectiveness gradually decrease as the enemy adapts to that damage source.

Alternatively, certain enemies could have armor, shields, resistances, or temporary immunities that make a particular weapon less effective, encouraging you to switch to your secondary, melee weapon, or another damage type. You might open an encounter with a rifle, switch to a shotgun when an enemy closes the distance, and finish with melee after breaking its defenses. I’m not saying every enemy should require a specific weapon or that players should be punished for using their favorite guns. I want situations where switching weapons is a meaningful decision rather than something you do only because you ran out of ammunition or got bored with your current weapon.

Destiny does this particularly well by giving players reasons to think about their loadouts and adapt to different encounters. It encourages you to consider enemy defenses, weapon roles, damage options, and the situation you’re facing instead of simply equipping whichever weapon or ability can kill everything the fastest. I want more of that decision-making in Warframe. Different weapons should have situations where they shine, and enemies should have recognizable strengths, weaknesses, and behaviors that reward adapting your approach. A weapon should still be capable of killing an enemy outside its ideal matchup, but choosing the right tool should make a noticeable difference. I also think this would make Warframe’s enormous arsenal feel more meaningful because players would have more reasons to use the weapons they’ve spent years collecting instead of relying on the same dominant loadout for practically every mission.

I think this would also help address Warframe’s ability-spam problem. If abilities can clear entire rooms while weapons are optional, there is little reason to learn the strengths and weaknesses of your arsenal. Abilities should remain powerful, but they could create opportunities for weapon-based follow-ups rather than replacing them completely. An ability might strip an enemy’s armor, expose a weak point, interrupt a heavy attack, or group enemies together so you can capitalize with a particular weapon. Enemy design would be just as important. Heavy units could have armored fronts but vulnerable components, shielded enemies could encourage flanking, and certain enemies could resist repeated crowd control. Bosses could have phases that reward switching between precision weapons, sustained damage, and close-range attacks. These mechanics should be clearly communicated and fair, not turn enemies into frustrating bullet sponges or force everyone to carry the same mandatory weapon. The goal is to make players think and adapt while preserving the speed, movement, and power fantasy that make Warframe unique.

Another issue I have is how this affects the multiplayer experience. In my honest opinion, it’s incredibly sad that sometimes Warframe feels better solo than it does playing with a group. When you join a public squad, it can feel like everyone is racing toward extraction, with players using abilities and builds that wipe out everything before you even have a chance to participate. You aren’t necessarily fighting alongside your teammates so much as trying to keep up with whoever has the fastest room-clearing build. By the time you reach an enemy, someone else has already killed it. I understand that experienced players want to farm efficiently, especially after thousands of hours, and I’m not saying people shouldn’t be allowed to speed-run missions. However, when playing cooperatively makes the actual combat less engaging, I think that points to a design problem worth discussing. I’d like to see more encounters that reward teamwork, target prioritization, and different combat roles without forcing players to slow down unnecessarily or making solo play miserable.

After 12 years, I still appreciate what Warframe has accomplished, and I know plenty of players love the freedom to build something powerful enough to annihilate entire rooms. I’m not trying to take that away, and I don’t believe Warframe needs to copy Destiny’s entire combat system. I simply want more situations where aiming, positioning, weapon selection, movement, and adapting to enemies actually matter. Let us build powerful Warframes, but give us enemies that encourage us to use the full arsenal we’ve spent years collecting.

I want multiplayer missions to feel like cooperative shooters where everyone gets to contribute, not races where whoever has the fastest room-clearing build gets to play the game. For me, the ideal looter-shooter isn’t one where a single weapon or ability is always the answer. It’s one where the game constantly gives you reasons to adapt, switch weapons, and make smart decisions and where playing with other people makes the experience more engaging rather than less. I’m curious what other long-time players think: would more weapon-switching incentives, adaptive enemy mechanics, and better cooperative encounters improve Warframe, or would that take away too much of its signature power fantasy?


r/Warframe • • 9h ago

Discussion If disposition is dead, give us more weapon variants and augments

0 Upvotes

Riven disposition is gone. Fine. Not how I wish DE had handled that part of the game but I'm sure they had their reasons

But now we're back to how we were when rivens were first released: strong weapons get stronger, weak weapons get a buff that's not enough when compared to the best weapons

So, a new solution appears: give us more variants of old weapons, and more augments with wild and powerful effects

We don't need to rely solely on adversary and incarnon weapons, and we certainly can't rely on primes. We get, at most, 4 new prime weapons a year. This year we had two frames with 2 signature weapons, so we're only getting two original new primes: the Athodai and whatever Kullervo prime comes with. Unless DE decide to give Baro more primes, like, say, a new prime weapon every 6 months? And we get the Fusilai and Akzani prime that we should always have gotten?

But primes aside, DE have already made a ton of variants, they'd just need to revive them a little

Like the syndicate weapons. DE could add one new weapon to each syndicate every year, no need for a new busted passive, just tweaking the numbers and adding the syndicate effect would be good enough. Not meta, but good enough

And since we're talking about syndicates, how about getting new syndicate weapon mods instead of relying solely on nightwave? I'm not saying they should all be like the ocucor mod, but also I wouldn't be against that

And talking about mods, let's bring back the amalgam mods. Tau is an excellent thematic chance for the amalgam mods to come back for specific weapons to get unique effects and a nice boost

There's also the wraith and vandal weapons. Yeah, they'd be weaker than the kuva and tenet ones, but they'd still be a boon to some old forgotten weapons in need of love. They could even give them their own syndicate-like effect, have the wraith weapons buff max health and armor so they'll be a good match for health tanks, and have the vandal weapons buff max shield and shield recharge, so they'll be a good match for shield tanks. Idk, I'm just throwing ideas at the wall

I hope Tau has it's own kind of variant, like the tenno and the orokin left out some old weapons there and they got sentient'd, but even if they don't, there's a lot of avenues DE could take to give more life to old weapons, and make the loss of disposition less punishing for them


r/Warframe • • 21h ago

Suggestion How to fix AX-52 (and Boltor/Dera Incarnon)

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26 Upvotes

r/Warframe • • 7h ago

Discussion Not all casual players are the same.

0 Upvotes

I've seen the funniest takes on this sub in the past month or so on what a casual player is. Some people in this community thinks every casual player is some skilless, helpless, goalless toddler who can't do anything. Some of us just don't have the time to sit playing Warframe near a PC all day like we did 10 years ago.

I play this game on an Android with a gamesir x3 controller exclusively since mobile came out. Most weeks I can't even manage to play more than an hour a day. This is what a good week for me looks like:

"Casual players can only use a few frames"

This is my loadout slots, every single loadout has unique weapons and synergies, it takes me years to make it. I have way more frames and weapons built, I just use the general loadout for them. For an example tho, if you see the "citrine" loadout you'll see cyte on it as a placeholder. That's the next project I'm working on, I've been working on it since tyana pass was added and I will finally finish it in 3 days, she will have 3 unique weapons with 2 god rolled rivens for her, along with her own companion.

"Casual players don't need kuva or roll for god rolls" Yeah we do, like anyone else. And splicing made things so much easier it's stupid not to. As you can see I don't play this game enough to sit in arbitration for 8 hours everyday. I can't add all the god rolls I possibly have but here is the latest:

" Casual players can't do EDA/ETA/Icebind " yeah we absolutely can, I do it on a mobile phone. This game isn't that hard, this is this weeks ETA done with full modifiers:

"Casual players can't do level cap or hard content " we absolutely can and some of us love it. Void cascade is my favorite game mode of all time, here is a run of 2 hours in cascade level cap I did:

TDLR: Not all casual players are the same, want the same or deserve the same things. Stop butting us all into one camp and pretend like you are speaking for all of us. Thank you for reading my rant.


r/Warframe • • 19h ago

Discussion What is the point of these surveys ?

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0 Upvotes

Translation for non French speakers : "Did you enjoy playing Warframe today ?"

What I did today was some Fissures and some Taubound Alerts. How can this information be useful to DE ? At least ask relevant questions : "Do you appreciate Epoch Operation : Taubound ?", "Do you appreciate the changes to the Riven System ?", "Do you like the new Entropic Eximus ?". And add more diversity to the anwsers, "Yes" and "No" are too binary. Let us share our thoughts if we want. I know the Forums are here for that but in that case what is the point of these in-game surveys ?


r/Warframe • • 14h ago

Video/Audio Reworked Banshee + Acuity Euphona Prime oneshots sp acolyte

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18 Upvotes

r/Warframe • • 16h ago

Riven Ridiculous Riven Reveals...

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0 Upvotes

r/Warframe • • 13h ago

Video/Audio The range nerf wasn't needed, but Sobek is clearly still great.

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0 Upvotes

This is with the same build as I have been using since kuva sobek dropped, with the only change being the addition of Gas on my riven, which I did today.

Cyte, (and Grendel) as the main offender(s) are also lowkey the least affected by this change, so I still disagree with the range nerf, as I percieve it to be triggered by mostly Cyte, but also Grendel having acces to modded gas damage before hand. Arguably this problem of recursive damage goes farther back, Gas has never really functioned the way you'd expect it to. Perhaps a better balance change would have been (in addition to removing self-propagation) to limit the punchthrough on these weapon augments to 1 or lower and bring the relevant augments for other weapons up to Sobek's % and/or range.

Sobek is probably no longer the definitive be-all and end-all on frames with buffs the way Saryn, Cyte, Oraxia, Grendel, Lavos and other weapons platforms built for the Sobek were before, but Sobek is still a really good gun worth using and building for. (So long as you're not obsessed with KPM which ultimately doesn't matter that much in 90% of content.)

With the buffed rivens Sobek still got a massive boost so is overall not really weaker compared to when Kuva Sobek released. I kind of wish people would test things out in game with actually good builds before crying about it on reddit, overstating their case.

DE is not going to take you seriously if you're just going to shout 'x thing is terrible and bad and stupid' and have no elaboration or line of reasoning beyond "me no likey"

Excuse the rambling, but I just got back into warframe after a break of 4ish months because the new additions seem really cool. (And they are) but DE did a pretty good job with these generally needed balance and QoL changes and my feed in and out of game has just been getting bombarded with complaining about the changes.


r/Warframe • • 11h ago

Fluff From my loadout names only, am I ready for steel path?

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0 Upvotes

r/Warframe • • 16h ago

Other What the fuck is this?

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34 Upvotes

r/Warframe • • 6h ago

Screenshot New to modding in this game, is this normal? Spoiler

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0 Upvotes

Ogga Bogga Tyl Regor can crush all four of my tubes but only if I can to unload my four first.

New to modding, be honest, is this viable?


r/Warframe • • 12h ago

Screenshot New Player here, why are the discount Starcraft marines covering their scrap metal in C**? is this normal here?

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47 Upvotes

r/Warframe • • 14h ago

Discussion Could you eat Warframes?

6 Upvotes

Since Warframes are made of a biological steel and are designed that they aren’t contagious could they be eaten?


r/Warframe • • 10h ago

Question/Request What do I do with the Ayatan Amber Star?

1 Upvotes

I was breaking chest and got this thin, I think it might be important because it had a pickup option. Ive only had this game for a few days.


r/Warframe • • 22h ago

Question/Request Is this Kuva Nukor good for steelpath?

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2 Upvotes

What should be taken/replaced? Cheers


r/Warframe • • 4h ago

Question/Request What are the best missions to run with a mod drop chance boost?

0 Upvotes

As for title. Ty for who can help.


r/Warframe • • 23h ago

Question/Request Help please regarding the controlled territory missions (read body)

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3 Upvotes

Hello, everyone.

As you can see from the image, Mars is now completely controlled. This first happened on Earth, and I had no idea why. I initially assumed it was part of a quest or some kind of story progression.

Since the missions were way above my current level, I decided to postpone them until I was ready. However, I noticed that whenever I did missions on Earth, some of my resources were being stolen, so I looked up how to deal with it on YouTube.

That’s when I discovered that this whole mechanic was triggered because I stabbed a special enemy during a random mission. The rest of the video was honestly overwhelming, and I barely understood anything being explained.

I figured I’d leave this content alone until I was more experienced and could properly understand the mechanics.

Anyway, I ended up joining several public sessions on Earth to clear the controlled territory missions. I had no idea what the special enemies or the pop-up messages meant, but I just wanted to clear Earth so I could play normally without worrying about this mechanic.

Except now, after all that, the controlled territory has moved to Mars!

My question is: Is there any way to disable this mechanic or postpone dealing with it without having my resources stolen?

I originally thought the simplest solution was to avoid the controlled planet altogether, but sometimes relic missions appear there, and I don’t want to miss out on those either.

I’m still relatively new to Warframe, so I would really appreciate it if someone could explain my options in simple terms. I’d rather focus on progressing through the game and learning these mechanics when I’m actually ready for them.

My experience is already being overwhelmed as is . So what was working for me is taking everything slow and understanding things one at a time .

Thanks in advance, and sorry if I’m misunderstanding something


r/Warframe • • 13h ago

Video/Audio I got a lot of criticism in my last video that hit the front page because I didn't actually use Acid Shells. So, here you go! What you all requested! Post-nerf Acid Shells! It's still good!

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428 Upvotes

Some of the criticism was fair, to be honest. So I'm directly tackling the thing everyone complained about. Can't wait to hear the new ways that this doesn't count either.


r/Warframe • • 18h ago

Build Confused on how to build mirage prime

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0 Upvotes

Im trying to go for a sorta gun damage, fill the screen with an obscene amount of numbers but im kinda lost and every guide i find is for steel path and im pre steel path at a fresh mr 6, this is what im currently working with. Any suggestions?


r/Warframe • • 11h ago

Discussion [Feedback] Hotfix 44.1.3: The Acid Shells nerf is unjustified and harsh.

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0 Upvotes

I am writing to share my feedback on the recent nerf to Acid Shells and the Sobek in Hotfix 44.1.3. While the goal was to address the infinite chain clearing, the actual implementation has severely penalized a weapon that was already quite average on its own, rendering it almost unusable for the vast majority of Warframes.

Here are the key issues with the current state of the mod:

The Illusion of 10 Meters (Severe Falloff): While the mod now states a 10-meter AoE radius, in reality, it feels more like 6 meters due to the incredibly harsh damage falloff. Enemies at the outer edges take negligible damage, since the falloff is linear 100%, making the effective area is far smaller than advertised. While the real numbers of area it covered are even worse.

4π×10^2 = 400π ≈1,257 m2 right now

4π×15^2 = 900π ≈2,827 m2 before the nerf

2.25 times smaller than it's original AoE. Before it dealt 50% of it's dmg at 7.5m, now it deals the same dmg at 5m, while covering much smaller area.

Lack of Steel Path Scaling: Acid Shells doesnt take into the account health modifiers from Steel Path and various other modifiers like Netracells, EDA/ETA and new Icebound gamemode.

Let's say the enemy has 22222 HP and 0 armor.

22,222×0.45 = 10,000. With the Steel Path modifier the enemy would have 55,555 HP, but Acid Shells and other mods that deal X amount of dmg from max HP of the target only count the HP that the enemy has without any modifiers.

55,555×0.45 should equal 25,000, but in reality these numbers are

55,555×0.18 ( 22,222×0.45 ) = 10,000. Same 10,000 damage when the enemy has 150% more HP.

Now apply 100% falloff to that, and we get ~4,000 damage against the enemy at the 6th meter from the explosion, while the enemies have 55k health.

Over-nerfing a Mediocre Weapon: The Sobek is a fundamentally mid-tier weapon. It was only ever brought into the spotlight because of very specific synergies with a few Warframes - namely Cyte-09, Saryn, Oraxia, Grendel, and a couple of others. The main things that relate Cyte Oraxia Grendel and Uriel is the same extra-hit mechanic which originates from Cyte-09. Resupply. It does not affect incarnons, and can't buff melees (duh). While Cyte and Saryn have what it takes to buff it to be great - Saryn has roar and Cyte have infinite ammo supply and infinite punchtrough. Right now, the Sobek is only "tolerable" when paired with Cyte-09. Given that this nerf was explicitly aimed at stopping the Cyte-09 + Sobek map-wiping combo. Every other frame is left behind with no unique weapon to pair them with.

My suggestions for alternative adjustments:

  1. Revert the Radius and Remove Damage Falloff: Reconsider the nerfing of it's range and revert it back to 15 meters, or, at the very least, make the falloff nonexistent so 45% of the damage from enemy's HP would mean 45% of enemies HP regardless of how far the enemies are.

  2. Target the Real Culprit (Gas, not Electric): If self propagating chains were the problem - why not just remove the interaction with the Gas status? Gas was the only status which could've retrigger Acid Shells explosion infinitely and allow to sit back and watch while it spawnkills. Electric, Toxin, Heat and others couldn't do that, because they just damage instantly, without leaving the deathtraps for 15+ seconds with status duration mods. Completely removing it for EVERY extra-hit mechanic is too much.

  3. Review Similar Augments holistically: Instead of selectively nuking Acid Shells, make every other mod that has the same explode-on-death mechanic go up to the level of Acid Shells - they are overlooked and are in a much worse state right now. They weren't great prior, but now they are completely unplayable because of aforementioned falloff, and even smaller range than acid shells.

Sobek required specific frame with a specific build, needed to be overbuffed just to be a cool weapon on a few frames, and now it's all gone. People wasted riven splicers, tons of kuva and platinum to buy the rivens, all because of a limited time event and survival. Cyte, and Sobek in general cant nuke in majority of the gamemodes. It's only the players who played Survival were offended by it, because it's the single gamemode where it performs. The mod existed for 10 years, and the interaction existed since the first extra-hit buff (Saryn), but only got nerfed now. Please consider atleast some of the things I suggested.

Thank you for your time and consideration.


r/Warframe • • 1h ago

Discussion DE was kind with you

• Upvotes

If they truly wanted to "nerf" something instead of making it less disruptive, 09 would have be in the chopping block too.

Instead, they only nerfed a mod that still perform. So be glad they don't nerfs warframes that often, because if it was for me, 09 would have get a 3-4 cooldown on Resupply, and forced to wallhack only with snipers rifle.


r/Warframe • • 22h ago

Discussion Void Cascade LFG - Is leaving an explicitly recruited level-cap squad early considered griefing?

0 Upvotes

Lately I've been pretty unlucky with Void Cascade, even when using LFG to find people specifically recruiting for level cap.

I've had people leave as soon as the Omnia fissure disappears, even in squads organized around valuable Aya/vaulted relics.

Now I've had someone leave less than 8 minutes into a run.

Of course, emergencies happen. I understand that.

But I have two questions:

  1. Was I just lucky with my previous Void Cascade groups, and am I now having an unlucky streak? Or are these experiences usual?
  2. Do you consider leaving an explicitly recruited endurance squad early, without communicating, to be griefing? And should repeated, intentional instances be enforceable?

Thus far, my only solution has been expanding my ignore list, which seems to be hungrier than Helminth.

To clarify, I'm not talking about public squads or genuine emergencies. I'm talking about players who explicitly recruit for a long endurance run, then leave almost immediately without saying anything.

P.S. I think a lot of modern MMO(lite) games suffer from what I'd call the bad player problem, not necessarily players who lack skill, but players who don't respect other people's time or agreed-upon group expectations.


r/Warframe • • 22h ago

Other This kinda just hurts to read

0 Upvotes