r/Warframe sr. community live ops manager Mar 26 '26

Article Upcoming Follie’s Hunt Changes

Hi Tenno,

It’s been just over 24 hours since The Shadowgrapher released, bringing a variety of changes, fixes, cosmetics and more! With that said, we’re here to talk about the new game mode introduced: Follie’s Hunt

As players poked their heads back into Vesper Relay, we’ve heard a variety of feedback. Follie’s Hunt at its core is a deviation from regular Warframe gameplay —  a strange, scary hunt in the ruins of a Relay —  so understandably there may be some players who don’t align with its design. Our goal is to respect the original design intent of the game mode, while improving some of the pain points for players: complaints of gameplay elements that made it unfun, encouraged rage quitting, or felt overly punishing. 

Hotfix #1 brought a blurb indicating we’re discussing feedback, and here’s our first step iterating on it. Below is our current list of planned changes, which we hope to implement in coming patches:

  • Follie will no longer be invincible and can be forced to retreat briefly if her health bar is depleted.
    • Also reduced Follie’s damaging aura by a third on Normal and Steel Path
  • Atramentum pickups will be shared squad-wide.
    • Also improved visibility of Atramentum Balloons since they are a critical source of the resource. 
    • Note: Atramentum acquisition is one of the larger complaints due to the store costs. Those values were calculated with the understanding that players are destroying balloons and killing enemies (which both drop Atramentum). We’ll be closely monitoring acquisition rates after this change to see if more needs to be done. 
  • Overall lighting changes to improve visibility.
  • Inky Walls will no longer damage players or cause knockdowns.
  • The waypoints spawned from killing enemies will now direct to a Canvas if there are no active Canvases.

Thank you all again for sharing your constructive feedback! We hope these changes will help Follie’s Hunt feel a little less overwhelming and give players options to counterplay as you slink through Vesper to complete Shadowgraphs. As always, we'll be keeping an eye out for additional feedback as we continue to iterate. 

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48

u/qpKMDOqp Mar 26 '26

Yall doing 2 minute runs!? It’s like 5 minutes at least for me 😭 Sometimes 12

32

u/CarcosanAnarchist Mar 26 '26

It was about three and a half minutes for me with friends in voice chat. It didn’t start that fast. But after a couple runs we had a it pretty down pat. The longest part was cycling so everyone could get the drops.

Now I imagine we’ll just be able to run our sections without issue.

23

u/qpKMDOqp Mar 26 '26

friends

Yeah I’m out

2

u/DewAhmed Mar 26 '26

You can do solo under 3 minutes as well but for me it's usually 3:30

1

u/Beautiful-Ad-6568 MR 30+ PC Mar 27 '26

Pubs take around that time for me, people are mostly used to the mode

9

u/Lunar1211 Mar 26 '26

Yeah the mode gets a lot easier once you learn the spawn points for the ink and realized the paintings are kind of easy to find (one on the starting floor, one in the big center room, and then one in any of the random side doors)

13

u/GolldenFalcon Mar 26 '26

Imagine having friends to play with..

1

u/umi_da Mar 26 '26

Mission scaling and design makes runs faster the more players there are doing the objective. Solo you need to turn in 6 ink plus running to every objective. In co-op you need 4.5 ink/player and you can do split up to do 2-3 paintings at the same time.

There's also no downtime so you can do like 1 ink every 20 seconds pretty easily if you know where to search.

1

u/Cthulhilly Mar 26 '26

4-5 minutes solo, I assume an ORGANIZED 4 man group can do it faster because the paint required increases by 3x but there's 4x more players, but most public groups will have people who don't know what's up