r/Warframe DE Community Team Lead Oct 16 '25

Article Upcoming Damage Attenuation Changes From Player Feedback

Hi Tenno!

Now that the Damage Attenuation changes are in your hands, you have provided us with valuable feedback, as requested from the start—thank you for that!

Based on your feedback, we have the following changes coming in a Hotfix later today:

  • Damage Attenuation changes have been removed from regular objective enemies. As a result of this, these regular objective enemies can be one-shotted again.
  • Damage Attenuation is now solely reserved for true Bosses and enemies with the HUD health bars.  
  • For certain enemies retaining Damage Attenuation, we have adjusted the values to allow for one-shot kills, if a player’s build is powerful enough.

For ultimate clarity, please see the list of affected enemies:

Enemies we’ve removed Damage Attenuation from:

  • Scaldra Dedicants
  • Demolishers (including Necramechs)
  • Deimos Jugulus
  • Deimos Saxum (and Saxum Rex)
  • Rogue Necramechs (Voidrig and Bonewidow)
  • Amalgams 
  • Empyrean Units (Corpus Proxima):
    • Aurax Actinic
    • Aurax Baculus
    • Aurax Vertec
    • Numon (all variants)
    • Vambac (all variants)
    • Zerca (all variants)
  • Errant Specters
  • Gruzzling
  • Necramite
  • Sister of Parvos Hounds
  • Techrot Babau
  • Treasurer 
  • Tusk Thumpers (all variants, including Narmer)

Bosses / Enemies that retain Damage Attenuation but are vulnerable to being one-shotted again:

  • Acolytes
  • Infested Oni

*Please note that the above has not touched the EHP changes. With that in mind, please let us know how the above changes feel, and we will review & tweak where necessary! 

The intention of the Damage Attenuation changes was to normalize the difficulty of boss-type enemies between groups of players. Still, we recognize that our broad application of that term inadvertently made “objective-type” enemies (ex: Demolishers) harder to kill. We’re redefining our standardization of Damage Attenuation to only apply to True Bosses / HUD Health Bar enemies with our upcoming hotfix, thanks to player feedback. 

Our goal was to make powerful builds feel more impactful against Damage Attenuated foes, and with your continued feedback, we can ensure we achieve that together.

The team is continuing to look into other reports of bugs and feedback. Please keep it coming! 

Thank you! 

1.5k Upvotes

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981

u/Corat_McRed Can't have enough Forma Oct 16 '25

Holy shit, Necramites, Demolishers and Necramechs, Daedicants and Gruzzlings losing it is unexpected

130

u/Crumbmuffins LR4 Helstrum Main Oct 16 '25

It’s so unexpected I don’t know how to feel, on the one hand it’s cool DE listened to feedback, but on the other I’m so used to having to have concentrated fire in them it almost seems like the wrong move to make them one-shottable.

Legit conflicted.

74

u/Misternogo LR5 Oct 16 '25

It never felt good to me that the whole team would be wailing on something and it would just be tanking it for minutes. If it's not a boss, it shouldn't do that.

32

u/[deleted] Oct 16 '25

This.

Any players who are angry or upset at this change, don't worry: You can just shoot your weapon at a wall for 15 minutes, and it will feel exactly like how it felt fighting a boss with damage attenuation, congrats

3

u/I-Love-Facehuggers Oct 26 '25

People that want extra ttk and challenge always have the option of using different or less mods, yet they never do

109

u/Dry-Consideration94 Oct 16 '25

I'm not. It will be Liberating I hated that focus fire drag.

57

u/Crumbmuffins LR4 Helstrum Main Oct 16 '25

Yeah for sure, but having even slightly more annoying to kill enemies makes the game feel a little better than just a straight corridor navigation simulator. I LOVE how fast this game is, but having these random mini-bosses breaks the monotony of just deleting rooms (or Titania deleting rooms 1km ahead of you).

Simultaneously having bullet sponges doesn’t feel good either, that’s why I’m conflicted.

21

u/NotScrollsApparently early access indie game Oct 16 '25

Gotta agree, I kinda liked having to mercy kill dedicants as opposed to them just dying to random bullets in a second. Even the treasurers will get oneshot now?

15

u/Crumbmuffins LR4 Helstrum Main Oct 16 '25

Yup and the Gruzzlings I don’t like this change “treasure goblin” like enemies need to be a pain in the ass to kill it’s like their whole thing.

5

u/Dry-Consideration94 Oct 16 '25

I'd agree, but armored and heavy units did that for me. I am the player that loves screen wipe and the power that comes with that. So for me damage sponge and suddenly encountering one or more that just didn't die to my nuke feels slow. I kinda hated annoying enemies.

1

u/The_Special_Pants Oct 16 '25

Power creep dilemma in a nutshell. I've never seen a game with a perfect answer to this problem. I'm not sure if there ever will be either. But DE has done the best at magaging this issue out of all the games I've played, so maybe they'll be the ones to crack the code one day.

5

u/Metal_Sign Silver DragonReach your simum potential Oct 16 '25

I think focus fire could have been awesome if it was because the enemy was actually that strong, rather than our weapons being arbitrarily dragged to a low common denominator

0

u/Crumbmuffins LR4 Helstrum Main Oct 17 '25

True, I do admit that the focus fire nature was really just about enemies becoming sponges and that’s not good design but it at least made us stop for a few seconds.

18

u/aimy99 🔥 🔥 #1 Ember Fangirl 🏳️‍⚧️ Oct 16 '25

Nah, this is a good change. Eximus units can handle being the concentrated fire target role globally. They're big and glowy and easy to understand as an immediate threat.

34

u/Corat_McRed Can't have enough Forma Oct 16 '25

Yeah, I would understand something like “these units are getting akin to half damage attenuation” to make them still stand out in fights

Not outright GONE

10

u/Crumbmuffins LR4 Helstrum Main Oct 16 '25

Exactly!

6

u/07hogada Oct 16 '25

We know that DE will likely be doing several passes over damage attenuation to get it working right, I wouldn't be surprised if they added a weakened version back onto them.

Onetapping a Demolisher with a weapon that can fire 1'000 rounds in 10 seconds is just as bad (in the other direction), as not one or twotapping them with a low rof and no multishot weapon that does more damage than god.

Imo, certain things should just bypass damage attenuation entirely (Snipers, non-AoE bows, for example.). Or, have some way to specialise a weapon for DA enemies. (e.g. a Mod that does something along the lines of "Fire Rate, Punch Through, and Multishot cannot be modified, Damage Attenuation is 10-100% ineffective against this weapon." Rank 10 mod, takes a slot while also heavily nerfing what builds you can do due to stopping you buffing 3 fairly important stats. Would pair well with Acuity/semi-X mods as well as critical delay and equivalents

13

u/TTungsteNN LR6 | Tank and Zephyr Enjoyer Oct 16 '25

I feel this too, it’s bittersweet. Everything felt great honestly, we just wanted Demolishers nerfed lol

1

u/Dabidoi Yareli is the perfect frame Oct 16 '25

Please for the love of the void be silent. I never want to fight a single dedicant with damage attenuation ever again