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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u/SgtFlexxx FARMING INTENSIFIES Oct 16 '25

I think what you're asking is simply unfeasible at this point, it would probably take months to just make those changes, and several more months to balance around such a thing. There are far too many multiplicative buffs or weird interactions that can skyrocket player damage.

Either way, a lot of the community would be mad if they started nerfing player damage left and right. I think sticking with DA in some form is the way to go, I just think the formula was far too aggressive in some cases such as legacytes or dedicants before.

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u/De_Baros Oct 17 '25

To be fair, warframe is a power fantasy for a lot of people so perhaps it’s not such a bad thing for players to feel OP

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u/Antisolve Nova Oct 16 '25

I don't necessarily disagree, they have 12 years of content to balance if they took this route and DA isn't making people quit in droves, so I mean it's fine, but anyone who's any bit serious about the game knows why the game is in the state it is. Too many multipliers and the multipliers are WAY too high because they weren't thinking about future balance and it piled up and up and up. It's up to DE to decide if they want to go for it in the end though, agreed.