Warframe: the Arsenal Divide - Weapons and Mods Reworked, and New Arcanes

Warframe: the Arsenal Divide - Weapons and Mods Reworked, and New Arcanes

Warframe The Arsenal Divide - Weapons Rebalance, Reworked Mods, And New Arcanes

Warframe has a wide array of weapons that fall into different categories, each one with their own stats and intricacies. However, players have been claiming that the Melee weapons were ridiculously overpowered compared to the primary and secondary firearms, so Digital Extremes listened to them and are introducing significant changes to both Primary, Secondary, and Melee Weapons.

Several things that contribute to that imbalance, such as melee weapon mods or weapon stats, are either being nerfed, buffed, or overall reworked, in an effort to create a more fair comparison between them, and new systems are being introduced to bring more spice to the fire weapons gameplay in the form of new Primary and Secondary Arcanes. We will talk now about those changes and what they mean.

Warframe: The Arsenal Divide - Changes on Weapons

Glaives

In late 2020, the Glaive melee class got a rework to be more powerful and comfortable to use. However, these changes also introduced a common issue: players with high melee attack speed would sometimes accidentally throw their Glaives when trying to perform simple melee strikes, and the “catch and release” mechanic sometimes resulted in multiple unintended throws. Several changes are introduced on this matter, while also doing a balancing pass to reflect the power in this newly reworked melee class.

First, the heavy attack wind-up speed is being increased from 0.6 seconds to 1.2 seconds. With more time on the wind-up, it is much harder to accidentally throw when you are trying to swing.

With this increased wind-up speed, players are more capable of performing quick throws. Right now the damage on those is very close to fully charged, so the second change is to reduce quick throw damage to approximately 50% of the maximum charge. Changes are as follows:

  • Cerata
    Direct Hit Damage from 366 to 201
    Radial Damage from 549 to 333
  • Falcor
    Direct Hit Damage from 460 to 250
    Radial Damage from 690 to 345
  • Glaive
    Direct Hit Damage from 210 to 116
    Radial Damage from 315 to 190
  • Glaive Prime
    Direct Hit Damage from 328 to 180
    Radial Damage from 492 to 296
  • Halikar
    Direct Hit Damage from 298 to 163
    Radial Damage from 447 to 225
  • Halikar Wraith
    Direct Hit Damage from 503 to 263
    Radial Damage from 621 to 329
  • Kestrel
    Direct Hit Damage from 168 to 92
    Radial Damage from 252 to 126
  • Orvius
    Direct Hit Damage from 390 to 215
    Radial Damage from 520 to 293
  • Pathocyst
    Direct Hit Damage from 524 to 288
    Radial Damage from 786 to 393
  • Xoris
    Direct Hit Damage from 240 to 120
    Radial Damage from 480 to 250

Kuva Nukor

This is the only fire weapon that will be nerfed since right now it’s a dominant Secondary in the game. It’ll keep all of its signature behavior, but the general output is being notched down slightly with the following change:

- Chains targets reduced to 2 from 4

Warframe: The Arsenal Divide - Changes on Mods

There are several Melee mods that hold a great influence on any melee weapon build. They affect different things, such as Attack Speed and damage output boosts that depend on Critical or Status Chance, and are part of what makes Melee weapons that broken these days. The changes are for the mods Berserker, Blood Rush, and Condition Overload, and they read as follows:

Berserker

Attack Speed increases for Melee are part of the problem, especially when you can affect Critical Chance as easily as you can in Warframe. It was clear that Melee weapons needed a nerf on Attack Speed since you could barely distinguish one from another once you got the boost triggered, now with a lower, timed Attack Speed buff. The effect depends now on a kill rather than Crit Chance, and its name is changing to Berserker Fury so you can’t stack it with Fury/Primed Fury

Berserker is changing from:

  • +30% Attack Speed (Max 75%) for 24s on Critical Hit

To:

  • Berserker Fury, cannot stack with Fury.
  • On Melee Kill: +35% Attack Speed (Max 70%) for 10s. Stacks up to 2x.

Blood Rush

Blood Rush’s maximum value is being lowered. This changes the achievability of consistent Red Crits from just one Mod and now, additional help will be needed via Mods, Arcanes, or Warframe abilities to achieve consistent Red Crits.

Blood Rush is changing from:

  • +60% Critical Chance stacks with Combo Multiplier

To

  • +40% Critical Chance stacks with Combo Multiplier

Condition Overload

Condition Overload’s maximum value is being lowered to 80% to put it on a similar level as Primed Pressure Point, while still retaining its potential. While its values are lowered, it remains as a great mod on Status-based builds.

Condition Overload is changing from:

  • +120% Melee Damage per Status Type affecting the target.

To

  • +80% Melee Damage per Status Type affecting the target.
Robert Thorne
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Robert Thorne

Robert Thorne covers electric vehicle innovations, autonomous driving systems, global mobility trends, and automotive engineering developments.