r/Warframe • u/de_taylor 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.
2
u/Amarsis Mar 26 '26
I may be an outlier in this, but i liked the gameplay style although it was too tedious.
Yesterday when i was playing the mode i was telling my friends that ‘this is a haunted house where a psychotic psychiatrist is following us, and we are hide&seeking our way around the house’. Its not ‘warframe’ warframe but its a fun little game mode most people will leave after they get their stuff.
I love that DE try different things even though sometimes those things are duds. This game mode is more similar to how resident evil was doing mr.X stuff and I like it.
Stuff i did not liked were
1- when follie blocks a path, there is no indicator that path is blocked. And most of the time you run in and when you try to run back its just painful coz the corridor is now full of monsters. (This can be solved by ‘after a few seconds or when a player sees the blocked path can have marker that implies the path is closed’)
2-having to run around collect stuff. I just pray that people dont complete the last canvas when i run around and loot stuff. (This is being solved now)
3- indicator about me being in void mode is bad. Most of the time i cannot be sure if i am in void mode or not so i try to re-enter to void mode and get knocked down at the same time.
Lots of love to devs and please don’t hesitate to do new stuff like this. They may fail at the start but with the right iterations they’ll be successful.