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In general, the whole point of Shade is that she does not attack until you are attacked. Thanks to this ability, you can run through missions such as Sabotage and Capture without attacking anyone at all. If a bunch of enemies are running at you, and you enter invisibility, you can stand as long as you like, and they will not do anything to you until you start attacking them. Shade- stealth guard, suitable for beginners, because it has the ability to take the owner into stealth when the enemy approaches him, thereby increasing survivability. You can buy them both ready-made for platinum and blueprints that you have to craft. Guardians are sold in play store in the section "Equipment". As you know, guards are drones that help in battle. In this article on Warframe game, we'll talk about the guards. Added damage fall-off to all shotguns-no more shotgun sniping.What are Guardians? These are drones that help the warframe in battle.Death at close to mid range will now toss enemies into a forceful ragdoll.Some shotguns have received improvements to their projectile speed.Some shotguns have been given improvements to reload speed.Damage after projectile falloff has been increased for all shotguns.The following list of changes apply to all Primary Shotguns with exception to the Phage: Several changes have been made to shotgun weapons across the board - resulting in a list of changes similar from weapon to weapon. The UI now behaves to show the reality that you are determining Status Chance per pellet. Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. In reality, to make Status consistent we have to treat Shotguns as a special case. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. 100% Status Gives you 100% Status per pellet. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. We don’t have Multishot affect any Critical Stats (Chance or Multiplier), so we are fixing this display inconsistency. For example, the Arsenal might say 120% but really the Status Chance is 80%. Right now the Arsenal shows Status Chance affected by Multishot, which makes reading the new >100% value confusing.
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It is worth noting we are fixing a UI inconsistency that is ‘Display Only’.
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