Warframe

Developer Workshop: Upcoming Xaku Changes!

Warframe12 - Developer Workshop: Upcoming Xaku Changes!
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Tenno,Keeping within the realm of the “community-created Warframe” project, Xaku will be receiving numerous changes based on your feedback! We have read countless paragraphs and posts, watched hundreds of minutes of YouTube feedback, and more! We tried to gravitate toward certain areas for Round 1 changes, which were highlighted most frequently or compellingly in your feedback. Adjustments may be made between now and when the changes go live!

Here is how we are changing Xaku’s Passive:

  • Including AOE damage reduction as part of Xaku’s Passive.
    • How it will work: Instead of a 25% chance for incoming damage to pass through Xaku entirely, AOE damage will simply take a 25% damage reduction (75% while The Vast Untime is active).
    • Currently, Xaku’s Passive reduces incoming weapon damage. Which includes projectile, hitscan, and melee attacks, but does not include any protection from enemy AOE damage. For example, if an enemy shot a rocket at Xaku, the projectile itself would have a 25% chance to pass through them and deal no damage (75% with The Vast Untime), but the explosion following would have the full effect. With this change, Xaku’s Passive grants them 25% damage reduction on the following AOE explosion from that rocket. That’s increased to 75% when Xaku is running around bare bones!

Here is how we are changing Xata’s Whisper:

  • We are making Void damage ‘True Neutral’.
  • Removing the 50% resistance of Void damage on Cloned Flesh and Fossilized enemies – a long desired request for Void damage.
    • Currently, Void damage is relatively ineffective against Cloned Flesh and Fossilized enemies which greatly limits the use of Xata’s Whisper on Grineer and Infested enemies. In an effort to give it (and Void damage in general) more utility across enemy categories, we are removing this resistance so that it aligns with its neutral effectiveness against the other enemy types. It is important to note that Eidolons, Amalgams, and certain bosses will still maintain this resistance.

Here is how we are changing Grasp of Lohk:

  • Increasing the speed at which enemies are disarmed so that it occurs earlier in the casting animation. Also increasing the casting animation speed overall.
    • Currently, the point of when enemies are disarmed once Grasp of Lohk is cast is far too delayed.
  • Allowing Grasp of Lohk to be recast.
    • How it will work: Any existing Grasp of Lohk weapons will simply be replaced by the new cast up to the maximum amount of targets.
    • Currently, once Grasp of Lohk is cast you are locked with the weapons that were grabbed until the end of the ability’s duration. This is obviously limiting if the ability was cast with undesired effect. To counteract this limitation, we are adding the option to recast. With the added benefit of resetting the ability’s duration and disarming a new set of enemies where/when desired.

Here is how we are changing The Lost: Deny

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  • Adding synergy between Deny and Grasp of Lohk that increases Deny’s damage output.
    • How it will work: The number of weapons orbiting Xaku from Grasp of Lohk act as a damage multiplier for Deny’s Void beam. For example: If you have 4 weapons orbiting Xaku, Deny’s damage will be granted a 5x multiplier.
  • Increasing the casting speed of Deny.
    • More firepower… faster!

Here is why we are not changing Accuse or Gaze yet.

A couple of posts, notably those written by people with verified 6 Forma installations, have realized just how powerful Gaze can be in certain mission types. So we are leaving Gaze untouched for now so we can continue to evaluate it within the realm of those who have invested Forma and time into Xaku to hit this sweet power spot.

Accuse is also untouched for this round, but first thing on our list for next round would be allowing Accuse to be re-cast, but we are awaiting that decision based on how this Round goes.

Here is how we are changing The Vast Untime:

  • Removing the Energy drain and keeping it a duration based ability.
    • Currently, the Energy drain on top of its casting cost and duration is far too restrictive and punishing.
  • Adding Synergy between The Vast Untime and all of Xaku’s other abilities.
    • Emphasis on “Untime”, when Xaku is in their skeletal form their other active abilities’ duration will become frozen in time (applies to Xakus abilities only). Once The Vast Untime expires, the duration of those active abilities resume. This was suggested in our feedback readings and we quite enjoyed the play on the ‘untime’ theme and the added benefit to Xaku overall! We feel that since this no longer has an Energy drain, and that it halts the timer on other abilities, the energy demands of Xaku’s kit will be significantly lessened.

When?

We plan on releasing all of these changes on PC next week, and Console shortly after.Thank you, Tenno! May Xata Whisper good tidings to you all!

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