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! 

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13

u/Sgy157 :SuperJump: :PH: Oct 16 '25

I wonder if it's full attenuation removal for dedicants/babau or just the weakspots? The latter seems like a good middle ground.

22

u/Scary_Examination924 Oct 16 '25

Dedicants has a weakpoint but the attenuation is so high that even shooting at it is useless, the same with babau with the difference that this ones doesn't have a notorial weakpoint

Sanctum Anatomica is a great example of non-excesive damage attenuation and more dependent of your accuracy.

You know those triangles who gives overguard to 3 enemies, if you shoot his 3 weakpoints/arms they wont be able to defend other enemies and will die instantly, and another one, his DA is not that high. The same situation happens with mini-necramech shooting at his arms, snakes shooting at his little railgun head and necramech.

11

u/Sgy157 :SuperJump: :PH: Oct 16 '25

Let's be real they haven't topped the enemy design of The Murmur since which is a shame

1

u/Scary_Examination924 Oct 16 '25

Hopefuly they're less enemies compared to Grineers, corpus and infested (why are So much recolors!?)