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Estimated Release: The Jovian Concord

Warframe: The Jovian Concord should arrive next week on PC. We are working hard to hit this date and will let you know progress as the days go on. The Console release will follow as soon as it's ready to ship to Cert. By now you've seen a LOT of teases / walk throughs of parts of this update - too many? Not enough? It's a mystery.
Here's a recap of the top Additions / Changes you can expect so you have the bulk of information in one place:
Additions:
  • Wisp is finally coming! Speed, Trickery, and Destruction are imminent. You can check out Wisp above in the header image we used for Devstream #126!
  • New Boss Fight - hint hint.
  • New Game Mode - Disruption
This mode has already changed a bit based on Devstream feedback. We plan to have more of a 'miniboss' role played by the new Amalgams to really make progress a challenge in this endless mode. Stay tuned.
This mode will also be locked behind key story progress to make sense in chronology.
We are planning to debut Disruption with an Operation - stay tuned on how that comes together.
  • Jupiter / Gas City Remaster - visuals and level design.
Emphasis on Parkour, more environment destruction, ambient enemies and more mysteries within for people who explore.
  • New Mods
15+ new Mods are coming that are all about Niche exploration for builds and playstyles. If you feel like branching out and changing combat consequences while you're aimgliding, wall latching, and more, these are the Mods for you!
  • New Weapons - 5 by our count right now! 3 Brand New, and 2 Operation Weapons...
  • Nyx Deluxe! What would an Update be without a hint of Cosmetics ;)?
Changes:
Manage all Syndicates from your Orbiter, and fast travel to Simaris from your Orbiter.
Refine Relics WITHIN Endless missions as seen here (all functionality in place, working on presentation polish as we speak!) https://twitter.com/rebbford/status/1126201584399060992
  • Minor Arbitration Drop Chance changes: We've bumped the Ephemera and Aura Forma Chance in Arbitrations. ESO table review is next on our list to do but may not make this Update. We do not have major changes to Arbitration pacing right now, but we are still working on plans.
  • Random Mod Packs will officially be gone from the Market; replaced with themed sets with bonus Endo and Credits.
All this and more is hopefully coming in a week - thank you for your patience, Tenno! It's grown in scope quite a bit since the initial 'Gas City Remaster' pitch, and we hope you have fun with all the additions and changes. As always, the update be completely free to all Tenno - only costing about 3GB of hard drive space! If you have feedback, we'll have threads up for you after Launch. Iteration is important to bring you the best game possible, so we will be reading constructively posted feedback for changes after release.
FORUMS:https://forums.warframe.com/topic/1091584-estimated-release-the-jovian-concord/?tab=comments#comment-10738722
submitted by rebulast to Warframe

Pharsti, the synthetik weapon - operator focused frame concept

Seeing how frame concepts are a hot topic right now, i've revisited my frame concept idea. This is the concept's third iteration, [second iteration here], [first iteration here].
TLDR are the bold parts. :)

Concept and design

Pharsti is a frame born after Simaris grew obsessed with void energy.
Pharsti is composed of polygonal metal blades held together by a core located in the frame's chest.
The frame is designed around empowering the operator.
This is achieved through Pharsti's passive: once the frame is defeated in battle (or the player enters the battlefield), Pharsti will disassemble itself and empower the operator, granting increased movement options, faster energy regeneration, survivability and damage output.
While the frame is active the goal is to deal as much damage as possible, which is then stored to empower the operator.

Abilities

  • Passive - Enhanced exoskeleton
This is Pharsti's signature ability: All damage dealt is multiplied and stored (akin to Garuda and Equinox).
Whenever the operator enters the fight, Pharsti will disassemble itself and empower the operator, granting movement speed and parkour movement options (wall jumps, double jumps).
When the operator deals damage, a percentage of stored energy is consumed and added as radiation damage (can't be used to cheese eidolons).
When the operator would take damage, stored energy is consumed and prevents damage.
If Pharsti is defeated it can't be revived and the operator will be forced into the battlefield, Pharsti will revive automatically after enough time has passed. If the operator dies then Pharsti dies.
[This is what it could look like] source With the stickman being the operator and the flying blades being Pharsti's disassembled body.
  • 1 - Purge
Pharsti emits radiation from its core, dealing radiation damage and removing a small percentage of nearby enemies' shields and armor every second.
Toggled ability, moderate range, centered on the frame itself (follows you around). Low damage and stripping. Briefly staggers enemies who enter the area.
  • 2 - Annihilation field
Pharsti summons a bubble-shaped field, dealing radiation damage to enemies every second (100% proc chance) and staggering them.
Long duration, small range, moderate damage.
  • 3 - Jammer drone
Pharsti deploys a stationary drone, preventing enemies from sounding the alarm in a wide radius.
If a player attempts to hack a target (terminal, bursa, etc) while inside the area, the drone will act like a cipher.
Enemies within the drone's range will be compelled to disable it by moving to its location and interacting with it (same as interception terminals).
  • 4 - Dying star
While the ability is active, Pharsti is invincible and receives a significant damage boost.
While active, Purge's effects are doubled and Annihilation field slowly sucks enemies in (similar to magus anomaly).
Once the ability ends (or the operator manually enters the battlefield), Pharsti is defeated.
Costs no energy, low duration.

Analysis

Pharsti's kit is designed to be generally useful:
Purge can kill low level enemies and soften tough targets.
Annihilation field provides crowd control and synergizes with his jammer drone (staggering enemies may prevent them from disabling the drone).
Jammer drone has a few niche uses and lures enemies in the same spot.
Dying star is Pharsti's last resort, allowing the player to briefly stack up the frame's passive in high level content.
Pharsti plays like a glass cannon, the goal is to do as much damage as possible while in frame mode in order to buff the operator to an absurd degree, after which the player will have to carefully expend the previously stored energy as being reckless will get you killed.
Attacking as the operator always consumes a percentage of all stored energy, meaning damage output is frontloaded and will be drastically lower after a few attacks, this offers an easy way to balance the frame.
As an extreme example, let's say that every 1 damage dealt, 10 is stored as energy and 1% is consumed with every attack.
If you deal 100k damage, 1000k damage will be stored. Your first attack will deal 10.000 bonus radiation damage.
Your second attack will deal 9.900 bonus radiation damage and you'll be left with 980.100 stored charge.
The frame could feature an exalted amp (making it much easier to balance), but i wouldn't know what to suggest in that regard.
Thank you for reading, sorry i don't have a sick concept artwork. >.>
I'm open for comments and criticism, would love to know opinions on the concept! <3
submitted by iv2b to Warframe

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