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<rss version="2.0"><channel><title>Feedback Latest Topics</title><link>https://forums.soulframe.com/forum/11-feedback/</link><description>Feedback Latest Topics</description><language>en</language><item><title>p15.6 Combat continues to just feel... awful.</title><link>https://forums.soulframe.com/topic/12784-p156-combat-continues-to-just-feel-awful/</link><description><![CDATA[<ul>
	<li>
		Even as of p15.6 enemy density is beginning to feel ridiculous. It is becoming even more common to be swarmed by mobs of 10+. 
		<ul>
			<li>
				If this is intended due to the recently implemented AOE spam of the new totems, then we need to get rid of those totems and that whole mentality for future gameplay because this is not fun combat. We already have a hoard clearing looter-shooter with Warframe and do not want this to just be another version of that game.
				<ul style="margin-left:40px;">
					<li>
						Part of why combat is not fun currently is because Blocking feels incredibly bugged as of p15 in both normal mode and even more especially in Cogah. Often times it is completely ignored by enemies while, on the other hand, enemy block, especially Sinecure Knights, can block near-infinitely and from every possible angle, while the player is quickly punished for blocking. 
					</li>
					<li>
						Potions can not be used at a moments notice while being mobbed because abilities and attacks block its use.
					</li>
					<li>
						The knockback and stagger from enemy attacks is stupidly high, literally 4 hits is enough to have you on your back. 
					</li>
					<li>
						Abilities can animation lock you still, allowing free hits from enemies. I have died many times due to an ability lasting longer than I expected and that then allows those mobs to freely wail on me. 
					</li>
				</ul>
			</li>
		</ul>
	</li>
</ul>
]]></description><guid isPermaLink="false">12784</guid><pubDate>Wed, 17 Jun 2026 01:57:23 +0000</pubDate></item><item><title>Character design and costumes</title><link>https://forums.soulframe.com/topic/12777-character-design-and-costumes/</link><description><![CDATA[<p>
	I don't find any of the starting classes appealing as all the costumes are fairly terrible in design. Also disappointed that I couldn't customize anything on my character. I really didn't feel like I could connect with this character at all. On a side note since the helmet was so terrible I was hoping I could take it off but there is no function for remove helmet. Stopped playing because I lost interest. If the game has better designs when it comes out maybe I'll play it. Starting out looking bad is unappealing.
</p>

<p>
	Cool starting outfit example.
</p>

<p>
	<img alt="knight_set.jpg" class="ipsImage" data-ratio="136.14" height="825" width="606" src="https://darksouls3.wiki.fextralife.com/file/Dark-Souls-3/knight_set.jpg" />
</p>

<p>
	Wouldn't waste time with a game having to start out looking like this.
</p>

<p>
	<img alt="CDN media" data-ratio="56.25" width="1920" src="https://i.redd.it/soulframe-preludes-11-new-armor-starter-sets-v0-i7r9thqj4muf1.png?width=1920&amp;format=png&amp;auto=webp&amp;s=ca682ecaa2b12894708f091ab01622fbe4fa13c0" />
</p>
]]></description><guid isPermaLink="false">12777</guid><pubDate>Wed, 17 Jun 2026 00:15:39 +0000</pubDate></item><item><title>Could we get a skill timer for abilities like Werewalker?</title><link>https://forums.soulframe.com/topic/12779-could-we-get-a-skill-timer-for-abilities-like-werewalker/</link><description><![CDATA[<p>
	Obviously, I don't know if this is already planned, but for Pacts that have timer-based abilities like Werewalker, it would be nice to have an indicator so we know when the ability will time out. 
</p>

<p>
	Maybe the interior of the skill could drain over time, or maybe a bar on top of the skill, like we get when using a Rune charge for "The Flitsmoke" or "Treefeller" Runes.
</p>

<p>
	I don't mind counting in my head, but when I have a temp stat boost, it would be nice to know how much extra time I might have before the skill ends.
</p>
]]></description><guid isPermaLink="false">12779</guid><pubDate>Wed, 17 Jun 2026 00:44:38 +0000</pubDate></item><item><title>Hot Take: Remove weapon primary and secondary classes</title><link>https://forums.soulframe.com/topic/12778-hot-take-remove-weapon-primary-and-secondary-classes/</link><description><![CDATA[<p>
	Let us bring a greatsword and a longsword. Let us bring TWO greatswords. Let us use double flyblades for different situations. Let us carry a bow and a magick staff. Give us the endless creativity, make all weapons equal in power potential and do something different from what Warframe does. I am a fan of the new weapon upgrade and perk system (though I agree it needs some work for sure), let us USE that creativity and have two swords built for entirely different situations. It would feel right now that we have randomly rolled weapons with potentially wildly different effects on them.
</p>
]]></description><guid isPermaLink="false">12778</guid><pubDate>Wed, 17 Jun 2026 00:23:30 +0000</pubDate></item><item><title>Sidearms</title><link>https://forums.soulframe.com/topic/12762-sidearms/</link><description><![CDATA[<p>
	<strong>Problem</strong>
</p>

<p>
	The sidearm doesn't fit Soulframe. It feels like it was designed for a shooter, not an RPG. In a shooter a sidearm makes sense as a backup when you run out of ammo or need a quick swap. In Soulframe it just feels useless. The only thing I ever use it for is popping ranged targets when I'm running a melee build, which is barely a use case. It doesn't serve a real purpose in this kind of game. I tried using different sidearms with the bow to manage melee encounters, but they do little damage and do not feel effective for this purpose. They are an awkward addition to the loadout.
</p>

<p>
	<strong>Solution</strong>
</p>

<p>
	Get rid of sidearms and replace them with a second weapon slot. That's the RPG standard. Two weapons you can equip and swap between depending on the situation. It gives players actual build flexibility and makes switching weapons feel meaningful rather than awkward. A second weapon slot fits the game Soulframe is trying to be. A sidearm doesn't.
</p>
]]></description><guid isPermaLink="false">12762</guid><pubDate>Tue, 16 Jun 2026 22:10:41 +0000</pubDate></item><item><title>Whisprig Has Become the Biggest Obstacle to Crafting Chordstones</title><link>https://forums.soulframe.com/topic/12688-whisprig-has-become-the-biggest-obstacle-to-crafting-chordstones/</link><description><![CDATA[<p>
	We need Whisprig to craft Hushed Chordstone. We need even more Whisprig to craft Lilting Chordstone, two of which are required for crafting Melodious Chordstone, four of which are required to craft Rhapsodic Chordstone. I had no problem with Lampyrite even before Hotfix 4, but once I ran out of Whisprig, which had been farmed throughout many Preludes and hundreds of hours of gameplay, my progress stopped.
</p>

<p>
	It seems the only source of Whisprig for now is Mockeries, which honestly drop a very low amount of this resource. I tried checking the Trader about 10 times, but he never sold any. I suggest increasing the amount of Whisprig dropped by Mockeries, as well as possibly allowing us to receive it from other sources as well.
</p>
]]></description><guid isPermaLink="false">12688</guid><pubDate>Mon, 15 Jun 2026 21:18:22 +0000</pubDate></item><item><title>[URGENT QOL FIX] Ode Tempest flashbanging the player during Spectral Sight</title><link>https://forums.soulframe.com/topic/12776-urgent-qol-fix-ode-tempest-flashbanging-the-player-during-spectral-sight/</link><description><![CDATA[<p>
	Please DE, this is a major problem ever since Preludes 12 or so, Ode Tempest Spectral Sight should not be hurting their users in a physical manner. 
</p>
]]></description><guid isPermaLink="false">12776</guid><pubDate>Tue, 16 Jun 2026 23:53:25 +0000</pubDate></item><item><title>P15 Feedback/Suggestions: Weapons, Tempers, Totems</title><link>https://forums.soulframe.com/topic/12775-p15-feedbacksuggestions-weapons-tempers-totems/</link><description><![CDATA[<p>
	Salutations everyone, large incoherent yap post incoming. A few days have passed now with P15 have been released and it does seem like everyone got a good opportunity to take a feel for it and how it is playing out, now, another long-winded piece of feedback like this is often something I'd attempt to stray away from back in Warframe, but the "pre-alpha" aspect of Soulframe makes me a bit more optismitic that our voices aren't drowning each other out too hard, so I decided to compile a bit of my own opinions for this feedback post and hope that...it is of any quality and not just unusable input, I also think it's important that if I am to somewhat criticize a system or mechanic that I also add a following suggestion about how to navigate it, if only just to get the ball rolling on ways to change it, this is about to be a very long post and I apologize in advance, none of those suggestions are in any seem by me as the "correct fix" for the things mentioned, they're just ideas at the top of my head to make sure I ain't just pointing fingers at something without attempting to improve.
</p>

<p>
	I'll split my feedback into 4 sections, each talking about both negatives but also positives of the current systems, those being "Equipment Progression", "Tempers", "Runes" and a personal gripe of mine to be added, "Player Progression", genuinely hope I don't come out as too annoying here given some of my complaints.
</p>

<p>
	I'll also not mention any aspect of the monetization added with the update as I feel that's a whoooole separate discussion that must be had between the devs and the playerbase, I'm still making this in good faith about the team's intentions with the game as well.
</p>

<p>
	Part 1 - Weapon Progression
</p>

<p>
	One of the main problems with the newly added progression added with P15 in my opinion is the way your path never feels it's "funneling down" towards a objective, what do I mean by that? Imagine you just got a weapon up to Officer tier, you made your Chordstones, you upgraded it from Stock, to Military, now to Officer, and the next step now requires a specific special resource for you to get, Glow Lampyrite, the description of it is super vague so you don't even know where to start searching for it but hey, can't be that hard right? One Whispering Chordstone and 4 of it sounds easy enough right? So you set out to farm it, get the materials, upgrades your weapon to Noble, nice! Next step should be even easier now with a better weapon till you realize you need 2 Lilting Chordstones for a Melodious one...plus 5 of a RARER resources to make it, your previous farm hasn't ended, in fact you'll need to double it first before you can make the next one, and only then get the material you need for the next upgrade, it's more rare so you gotta farm harder AND you need more of it than your previous farm, but it should be okay right? Next tier can't be as bad.<br />
	So you get your Weapon to Noble, one tier left, and for it you need... **4 whole Melodious Chordstones**, meaning whatever you just did needs to be done 4 additional times, and then a EVEN RARER resource is needed in a EVEN LARGER quantity than before, you need 4 times the Glow Lampyrite, 4 times the Amber Lampyrite, and somehow a MIRACLE to get those 7 Faer Lampyrite for that upgrade, it is a UNGODLY amount of farming, every new step feels like a insurmountable task instead of feeling closer to your objective because the way it is set up to always exponentially increase the amount of time you need to spend acquiring the materials, it is NOT satisfying to go through this process at all, specially not when every upgrade is it's own Dice Roll on what new Temper you are getting!
</p>

<p>
	My suggestion here is to effectively do a 180° on how the current resource costs function, as well as adding a bit more nuance to the general drops from them.
</p>

<p>
	Glow Lampyrite here should be your "common reagent", your first effective progression farm, drops in low quantities in starter content like Votives, overworld chests and even a chance from dropping from any boss, a "common reward" that you need lots of but the game presents multiple ways to acquire, in this case as well it's general price when used to make a Lilting Chordstone could be increased as it is made more plentiful, anywhere from 5 to 8 to 10, depending on just how much more common it is made, just make it drop in almost any common content.
</p>

<p>
	Then going from Glow and Lilting to Melodious has you using just 1 extra Lilting Chordstone, plus *half* the amount of Glow Lampyrite used before, why? Because Amber now is meant to become a more *uncommon* resource, a specific reward from specific missions with a much much more solid chance of dropping the better you do, S-Ranking a Siege, or a Organ, or a Collector, Higher Level Dungeons and the likes, getting Amber Lampyrite is a more active farm in comparison to Glow, but you need less of it because of such, Glow still can drop *in conjunction* to Amber as Amber is specifically a reward for certain activities while Glow is a general drop, meaning the better you play, the more chances of Amber you get.
</p>

<p>
	For the last step now following the formula, Faer Lampyrite and Rhapsodic Chorstones effectively work as a more "final endgame" resource, needing either just one or two of Faer for the upgrade as the player is required to properly plow further into the game's difficulty to acquire it, probably where the Cogah would be required? I get some people aren't fond of the need to engage with the "hard mode" of the game, but I do think that if the idea is keep a sense of progression to the journey that it is somewhat needed to make sure players are being pushed to engage with it, partially the point why such equipment enhancements even are available, Cogah bosses could have now increased chances at Amber Lampyrite while Faer is dropped by completing seiges or dungeons under the Cogah, ensuring every step of the way properly feels like a "step" forward and now a step up a endless mountain.
</p>

<p>
	It's also worth noting here I think they should just do away with Stock Weapons and Hushed Chordstones, those literally serve no purpose other than bloat the progression and weapons coming always with at least 1 Temper guaranteed makes sure the players are able to get accustomed with the system early on by default.
</p>

<p>
	Another take I have, one maybe a bit less agreed upon is to introduce some more faction specific resources to be used on the upgrading, right now it feels the factions aren't exactly very distinct nor well established, you'd imagine generic ichor creatures would be controlled by the Ode but...no? They're always fighting Sludgehogs and the floating lanterns and that just feels very confusing? Having a player hunt down some specific faction to acquire materials for their weapons is somewhat of a fun way to design faction-tied activities that get us those items, like Mockery weapons requiring "mockery whispers" to upgrade or something, so that allows something like a pure Mockery dungeon to be made for that purpose allowing the faction to shine more by themselves by having content catered towards their style, it would be an extra layer of farming, but I think it'd work well enough.
</p>

<p>
	Now, another thing about those resources is making sure their half-life ain't beginning and ending only at the upgrading of the equipment in question, instead, by giving more general, repeatable functions to them I believe their use can extent to further into the game, specifically tied to Tempers, I do think the fact weapons now can drop fully built is a great idea, but that "rarer" weapons should therefore have more fixed rarities (Dropping a "Stock" Gathannan just feels kinda insulting), the ability for one to seek out those also should probably be a bit more flexible, a lot of bosses in the game have 30 Minute timers to them that makes the process of searching for specific items very tedious, crafted weapons also should probably then have their rarity be fixed, you can drop a higher upgrade weapon of course, and skip some of the farming through luck, but starting from the bottom after you already spent the **longer** route farming the fragments is not particularly fun.
</p>

<p>
	TL;DR: Invert the current resource requirements by making Glow Lampyrite a MUCH more common resource and make it be required in larger amounts, as well as expanding it's uses as i'll elaborate in the next section, then make Amber and Faer Lampyrite be required in smaller amounts as they become more specialized rewards for certain tasks completed, rarer resources being required in smaller amounts, optional to also add faction-specific resources to the upgrading of weapons from matching origin, also establish a baseline rarity for certain harder to acquire weapons and fully built weapon drops.
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12775</guid><pubDate>Tue, 16 Jun 2026 23:21:14 +0000</pubDate></item><item><title>I like the new Crafting System. It's a System worthy of exactly that name</title><link>https://forums.soulframe.com/topic/12474-i-like-the-new-crafting-system-its-a-system-worthy-of-exactly-that-name/</link><description><![CDATA[<p>
	I couldn't help but fear, that the changes in Crafting System would entail some enormous amount of farming new ressources or that we would be confronted with something, that would look a lot like the re- roll mechanics involved in Riven Mods. And I hope that you're going a different route in Soulframe with that reforging.
</p>

<p>
	 
</p>

<p>
	Thanks to the fact, that every category of weapon- origins having a different pool of Tempers, the System can be expanded very wide, which would encourage a lot of customisation for players.
</p>

<p>
	I like the fact that for example the weapons of Mendicant origin can have the Temper to cause bleeding on hit, Dendrit weapons can cause fire damage on hit.. and don't get me started on the "primed" Feykin Tempers *Chefs kiss*
</p>

<p>
	 
</p>

<p>
	Many people complain about how this system works, or that the Chaos Chordstones in paticular can "reset" a weapon if it goes bad/ wrong.
</p>

<p>
	To be honest, this feature is nice. I like it. Because as of now, Feykin- origin weapons are unique.
</p>

<p>
	If you upgrade them to Sovereign quality, but don't like the Tempers they have, just reset and repeat the whole upgrading process.
</p>

<p>
	 
</p>

<p>
	I'm currently starting to buy just 100s of Odiacs at the Alcas Children Enclave and upgrading the 1-2* versions, that have Tempers I'd like to have on a Legendary version.
</p>

<p>
	So far the Chordstones are a bottleneck, but the Odiacs can just sit in my inventory until I have the one I absolutely want. I have played games in the past, where your equipment had a chance to break. The higher you upgraded it, the higher the chance of breaking it in further attempts.
</p>

<p>
	The new crafting System is exactly this. You only need to get some good 1-2* weapons, that you get every 2nd step along the way.. and start crafting =)
</p>

<p>
	 
</p>

<p>
	If there are weapons for you, that you want at Legendary Rank with BIS Tempers (in your own view), then it would require you to be either lucky or try some different approach like sticky cheese or exploit.
</p>

<p>
	We kind of have to work the Systems we have, give them time and I myself consider at least 90% of content currently in game as subject to change in one form or another. 
</p>
]]></description><guid isPermaLink="false">12474</guid><pubDate>Fri, 12 Jun 2026 22:39:55 +0000</pubDate></item><item><title>Allowing Duelo to move while Flintlock is active.</title><link>https://forums.soulframe.com/topic/12740-allowing-duelo-to-move-while-flintlock-is-active/</link><description><![CDATA[<p>
	If the Duelo pact were able to move while their Flintlock was drawn, it would allow for fine-tuning of your crosshair's position to make small adjustments, this is aimed <em>(ha)</em> towards gamepad/controller users. The movement speed would ideally be far too slow to dodge incoming attacks effectively, not losing its "grounded" quality.
</p>
]]></description><guid isPermaLink="false">12740</guid><pubDate>Tue, 16 Jun 2026 18:26:36 +0000</pubDate></item><item><title>Tales glitch all the time, request for standing at each part of bounty</title><link>https://forums.soulframe.com/topic/12733-tales-glitch-all-the-time-request-for-standing-at-each-part-of-bounty/</link><description><![CDATA[<p>
	I have to abort more tales than I complete. Because the intel isn't there, or the moaners aren't there, or I killed the guys at the spot. Sometimes relogging fixes it, but for sure not always. I feel like I'm wasting my time and it's unpleasant.
</p>

<p>
	Getting like 10% standing for each completed step, instead of only getting the 100% after fully completing, would make it feel less bad. Or fixing the problem, but that takes time and effort.
</p>
]]></description><guid isPermaLink="false">12733</guid><pubDate>Tue, 16 Jun 2026 15:57:56 +0000</pubDate></item><item><title>miserably low chances, and need more chaos chordstones</title><link>https://forums.soulframe.com/topic/12571-miserably-low-chances-and-need-more-chaos-chordstones/</link><description><![CDATA[<p>
	I wish Enclaves would sell Chaos Chordstones. It's not attractive Enclaves stores right now and it's an alpha test, I hope Chaos Chordstones are easy to earn.
</p>

<p>
	And I'm wondering if there is even a chance of getting the equipment options I want. probability right now is highly unlikely.
</p>

<p>
	Honestly, I'm worried because of the reset in this part.
</p>
]]></description><guid isPermaLink="false">12571</guid><pubDate>Sun, 14 Jun 2026 09:02:20 +0000</pubDate></item><item><title>Prelude 15 RNG system ruins the value of paid Founders iteam (Paragon Packages)</title><link>https://forums.soulframe.com/topic/12628-prelude-15-rng-system-ruins-the-value-of-paid-founders-iteam-paragon-packages/</link><description><![CDATA[<div style="font-family:'Google Sans', Arial, sans-serif;font-size:14px;font-weight:400;margin:0px;text-decoration:none;border-bottom:0px rgb(10,10,10);">
	<div dir="ltr" style="font-family:'Google Sans', Arial, sans-serif;font-size:14px;font-weight:400;margin:0px;text-decoration:none;border-bottom:0px rgb(10,10,10);">
		<div style="font-family:'Google Sans', Arial, sans-serif;font-size:16px;font-weight:400;margin:12px 0px 16px;text-decoration:none;border-bottom:0px rgb(10,10,10);">
			<span style="font-family:'Google Sans', Arial, sans-serif;font-size:14px;font-weight:400;margin:0px;text-decoration:none;border-bottom:0px rgb(10,10,10);">Hi everyone,</span>
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		<div style="font-family:'Google Sans', Arial, sans-serif;font-size:16px;font-weight:400;margin:12px 0px 16px;text-decoration:none;border-bottom:0px rgb(10,10,10);">
			<span style="font-family:'Google Sans', Arial, sans-serif;font-size:14px;font-weight:400;margin:0px;text-decoration:none;border-bottom:0px rgb(10,10,10);">I want to bring up a specific and deeply frustrating issue regarding how the recent patch has handled Founders items, effectively destroying their value, and how this reflects a worrying shift in the game's overall direction.</span>
		</div>

		<div style="font-family:'Google Sans', Arial, sans-serif;font-size:16px;font-weight:400;margin:12px 0px 16px;text-decoration:none;border-bottom:0px rgb(10,10,10);">
			<span style="font-family:'Google Sans', Arial, sans-serif;font-size:14px;font-weight:400;margin:0px;text-decoration:none;border-bottom:0px rgb(10,10,10);">With the introduction of the new system, Founders weapons that we supported with real money were assigned the Noble quality tier. While Noble weapons are supposed to be a premium tier capable of holding anywhere between 3 and 5 Tempers, the patch locked our exclusive gear to the absolute minimum: just 3 perks. This means our real-money investment has been turned into an intentionally "imperfect" version of a unique weapon that we cannot re-obtain or easily farm. It feels incredibly unfair that an exclusive pack meant to honor early backers now contains items that are fundamentally flawed and instantly outclassed by other Noble or higher weapons that drop with 4 or 5 full perks.</span>
		</div>

		<div style="font-family:'Google Sans', Arial, sans-serif;font-size:16px;font-weight:400;margin:12px 0px 16px;text-decoration:none;border-bottom:0px rgb(10,10,10);">
			<span style="font-family:'Google Sans', Arial, sans-serif;font-size:14px;font-weight:400;margin:0px;text-decoration:none;border-bottom:0px rgb(10,10,10);">This poor handling of Founders gear highlights a much larger underlying problem: this game is no longer what was presented and promised to us from the very beginning. Soulframe was envisioned as an atmospheric, slower-paced fantasy RPG focused on world immersion and deliberate combat. Instead, this massive layer of RNG and randomized stats is aggressively shifting the core experience into just another grind-heavy "looter-slasher," copy-pasting the repetitive loops of Warframe rather than forging its own identity.</span>
		</div>

		<div style="font-family:'Google Sans', Arial, sans-serif;font-size:16px;font-weight:400;margin:12px 0px 16px;text-decoration:none;border-bottom:0px rgb(10,10,10);">
			<span style="font-family:'Google Sans', Arial, sans-serif;font-size:14px;font-weight:400;margin:0px;text-decoration:none;border-bottom:0px rgb(10,10,10);">Digital Extremes needs to address this, starting with the people who built the foundation of this game. Since we backed the project with real money, our rewards shouldn't be compromised by a complete shift in game philosophy. The developers should have handed us these items already perfect from the start, granting them as Legendary grade with all 8 perks fully unlocked. Leaving Founders with an incomplete 3-perk Noble weapon while the game itself strays from its original vision is a double slap in the face to early investors.</span>
		</div>

		<div style="font-family:'Google Sans', Arial, sans-serif;font-size:16px;font-weight:400;margin:12px 0px 16px;text-decoration:none;border-bottom:0px rgb(10,10,10);">
			<span style="font-family:'Google Sans', Arial, sans-serif;font-size:14px;font-weight:400;margin:0px;text-decoration:none;border-bottom:0px rgb(10,10,10);">Personally, I am deeply disappointed by this drastic change of pace. I am currently waiting to see how the situation evolves with the upcoming patches, but if this heavy RNG direction is here to stay, my next step will be to drop the game entirely.</span>
		</div>

		<div style="font-family:'Google Sans', Arial, sans-serif;font-size:16px;font-weight:400;margin:12px 0px 16px;text-decoration:none;border-bottom:0px rgb(10,10,10);">
			<span style="font-family:'Google Sans', Arial, sans-serif;font-size:14px;font-weight:400;margin:0px;text-decoration:none;border-bottom:0px rgb(10,10,10);">Has anyone else noticed this restriction on your Founders gear? More importantly, do you also feel that the game’s direction is drastically drifting away from what we were initially promised?</span>
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			<span style="font-family:'Google Sans', Arial, sans-serif;font-size:14px;font-weight:400;margin:0px;text-decoration:none;border-bottom:0px rgb(10,10,10);"></span>
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]]></description><guid isPermaLink="false">12628</guid><pubDate>Mon, 15 Jun 2026 09:37:23 +0000</pubDate></item><item><title>Combat Needs Fixing Before Loot Tables</title><link>https://forums.soulframe.com/topic/12728-combat-needs-fixing-before-loot-tables/</link><description><![CDATA[<p>
	Loot tables are important, but the aim assist that is actively breaking the game needs to be addressed first
</p>

<p>
	Getting hit while trying to parry is one thing, but even blocking often fails to protect the player. Characters stab at empty air despite enemies standing right in front of them, and the system severely limits tactical positioning and target control. It feels like a disease infecting the entire combat system
</p>

<p>
	This is an extremely urgent issue, DE...
</p>

<p>
	Please focus on getting the game itself functioning properly first
</p>
]]></description><guid isPermaLink="false">12728</guid><pubDate>Tue, 16 Jun 2026 13:08:54 +0000</pubDate></item><item><title>P15 feedback after a couple of days (around 10h gametime)</title><link>https://forums.soulframe.com/topic/12599-p15-feedback-after-a-couple-of-days-around-10h-gametime/</link><description><![CDATA[<p>
	Since the release of P15, I was able to play for around 10h (split over multiple sessions).<br />
	Here's some (shortish) thoughts:
</p>

<p>
	<strong>Weapon Drop Change:</strong><br />
	Overall, I like this more than expected and I can see how this will be a valid path to equipment moving Forward. While the quality of dropped weapon seem a bit on the low side, the refining process makes high rank weapons theoratically achievable.
</p>

<p>
	However, the existence of moonsteel weapons makes the optimal upgrade path seem "wait until a moonsteel weapon drops and upgrade that to legendary", unless we get the ability to upgrade a weapon to moonsteel grade later.
</p>

<p>
	<strong>Refining</strong><br />
	Refining in General is a solid idea that can act as a good pity System.
</p>

<p>
	The drop rates for the required materials are, in my experience, abysmal. I have had only one drop of glow lampyrite on regular mode in a dungeon, even thoug I completed several Organs, Sieges and collector Events and beat several agari in the progress. I did not spent as much time during cogah, but even after killing about 5 agari and running several Dungeons i have yet to get a single drop of higher lampyrite.<br />
	The amount of higher grade weapons dropped is too low as well to make disassembling of copies a valid source of chordstone.
</p>

<p>
	<strong>Tempers</strong><br />
	The temper lottery at the Moment leaves a sour taste as well. I hope in the announced temper system we will be able to somewhat controll / lock  tempers individually - rolling all tempers on a legendary weapon at once would be a huge Slot machine that should be avoided.<br />
	Plus, it's weird that ranged tempers can roll on melee weapons.
</p>

<p>
	<strong>Totem changes</strong><br />
	The new totems work fine, I don't have any issues with the totems directly.<br />
	A side effect of the reliance on smite: those effects are very bright, and since you can stack smit effects rapidly with some totem combinations, you can basically flashbang yourself (and other players). The VFX should be toned down a bit.
</p>

<p>
	<strong>Inventory &amp; UI</strong><br />
	This part Needs much more work to ease inventory and loot management.<br />
	While the sorting Option in the inventory from the hotfix helps a bit, it is still somewhat messy to navigate other screens (like Tuvalkhane's interface).<br />
	Special Weapon effects like double tempers or moonsteel Need to be higlighted more prominelty in my opinion.
</p>

<p>
	For totems, the sorting seems to be janky at best - if you Level 2 of the same totems up, they are not adjacent in the equip menu. There Needs wo be a better sorting Option, as well as an easier solution to Managing / dissolving duplicates instead of handling each totem individually.<br />
	<br />
	I would like to see the following Features to improve loot Management:
</p>

<ul>
	<li>
		Favoriting / locking of Equipment to Prevent accidental dismantling
	</li>
	<li>
		Auto loot filters (i.e. Auto dismantle weapons below noble quality on pickup, excludeing moonsteel)
	</li>
</ul>

<p>
	<strong>Combat</strong><br />
	General Combat flow is in a good spot. There are more enemies in P15 and they aggro from a larger distance, which is fine for me.<br />
	<br />
	However, this highlights the existing issues with the targeting / lock on System we had for a while. The game seems to snap on to a target based on some sort of threat Level. I had multiple instances were I was in melee Combat with enemies - when an archer hit me, my envoy tried to swing at the archer, who was Standing a good 25m away from me. In Cogah, this is fatal. The issue can be alleviated a bit by not using directional Input or Blocking shortly before attacking to Focus on the enemy you want to hit, but it is detrimental to the Combat flow.
</p>

<p>
	<strong>Miscellaneous</strong><br />
	There are a number of Bugs present that have been reported by other players regarding disappearing weapons, Progress stopper etc. I have not experienced those, but they need to be fixed.<br />
	Tecnical performance of the new update is great for me, I didn't notice any problems or loss of perofrmance due to the new Rendering tech (Ryzen 7800X3D, RTX 4070, 4k Display).
</p>

<p>
	<strong>My personal feedback for P15:</strong><br />
	I see potential in the new system and was positivley surprised by it and I can only applaud the courage to try somthing new. But there will need to be major balance adjustments. The aftermath of my playtime with P15 left me somewhat annoyed, and the main reason for this is the low drop rates of lampyrite.
</p>

<p>
	Maybe I was unlucky, maybe something with the drop tables is not working right - but I think 10h over a couple of days and on a weekend is a realistic amount of time to invest at a game and should somewhat enable some slowish progress beside passive loot drops.
</p>

<p>
	Lampyrite drops should be increased across the board - it's fine if there are larger stashes locked behing coga or S rank completion of sieges, but this shouldn't be the only way to acquire even a limited supply, given that sieges are time locked and agari have spawn timers. I'm fully aware of the possibility of siege sharing, but this prevents one of the core features cited in the game - exploration and the ability to do something interesting in more spots. Cogah is a bit annoying as well since it encourages meta-builds, somewhat limits your access by potion materials  and boots you out of it with an unskippable cutscene.<br />
	I don't expect a walk in the park, everything drops in 1h of playtime - but I think that there should always be some paths to materials like lampyrite / chordstones besides pure RNG and grinding cogah / time gated events (for example, accessibility in faction shops, the option to convert uneeded joineries etc.), and even a slower paced game like Soulframe  aims to be should not mutate into a second job.
</p>

<p>
	Dear DE-Team, I'm hopeful that the next hotfixes will solve some of the issues, and that you continue to adjust to the community feedback while keeping your vision of the game intact. 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12599</guid><pubDate>Sun, 14 Jun 2026 19:59:24 +0000</pubDate></item><item><title>Chordstones shouldn't be able to be purchased with Arcs with Tempers being what is it currently</title><link>https://forums.soulframe.com/topic/12735-chordstones-shouldnt-be-able-to-be-purchased-with-arcs-with-tempers-being-what-is-it-currently/</link><description><![CDATA[<p>
	Monetizing a system that's currently a mess of rng behind rng doesn't feel right. We have yet to have the tools to curate or manipulate the rolls, so as it stands right now, it feels no different than putting money into a slot machine. Especially this early in the game's development, I don't think we should be monetizing a system this volatile, and until we get the methods to guarantee what we want from our weapons, I suggest removing Chordstones from the market.
</p>
]]></description><guid isPermaLink="false">12735</guid><pubDate>Tue, 16 Jun 2026 16:27:05 +0000</pubDate></item><item><title>Trading has absurdly high Dracs trading fee</title><link>https://forums.soulframe.com/topic/12674-trading-has-absurdly-high-dracs-trading-fee/</link><description><![CDATA[<p>
	20 jaden drops 88k dracs fee;<br />
	30 Lulily 67k dracs fee<br />
	<br />
	and these aren't even sought after materials; Moranite; Sappheline and Gossamar go for 220k dracs per 50?
</p>

<p>
	I mean.. I get we need a money sink, but this is just way too much; don't you think?<br />
	why would we ever trade in this case; either give us more dracs per kills/chests or lower the dracs fee by ATLEAST 60%;
</p>

<p>
	 
</p>

<p>
	Kind regards
</p>
]]></description><guid isPermaLink="false">12674</guid><pubDate>Mon, 15 Jun 2026 19:36:47 +0000</pubDate></item><item><title>Whisprig sources or droprate need improvement</title><link>https://forums.soulframe.com/topic/12730-whisprig-sources-or-droprate-need-improvement/</link><description><![CDATA[<p>
	Even before the glow lampyrite droprate fixes, I would max out my stash regularly (also feels weird that lampyrite is held to this arbitrary 50 stash max limit) before getting remotely enough whisprig to make the chordstones necessary to get through it. As it is, I'll run through glade 5-10 times and end up with maybe a few dozen whisprig and more lampyrite than I can even use, not even enough to craft one crate of whispering chordstones.
</p>

<p>
	 
</p>

<p>
	This is a huge bottleneck, especially for a resource that should be pretty common. mockeries drop it maybe 20-30% of the time and aren't common enough to be a great source for farming, and don't even get me started on how little the sproutlings drop it. What's their droprate, like 1%? Why?
</p>
]]></description><guid isPermaLink="false">12730</guid><pubDate>Tue, 16 Jun 2026 14:46:34 +0000</pubDate></item><item><title>Just Dev PSA No Hate : temper system completely killed all my interest in the game</title><link>https://forums.soulframe.com/topic/12715-just-dev-psa-no-hate-temper-system-completely-killed-all-my-interest-in-the-game/</link><description><![CDATA[<p>
	Heya
</p>

<p>
	Just a dev PSA / FYI 
</p>

<p>
	One of the aspects of Warframe / Soulframe I genuinely &amp; strongly enjoyed was how weapons were NOT tied to the classic "random properties / gotta grind 2000 copies of it until you find a good one" system we can find in so many ARPG / Looter Shooters / etc. I really appreciated how it was all about crafting <span>: </span>grinding to obtain the ingredients / components necessary to craft the weapon, but once crafted, that's it, you are set. Every copy is exactly the same, no RNG roll involved. You can mod it / reforge it for specific, set effects you like, but there is zero RNG attached to the end result. RNG only affect how quickly you get there - and getting there does not involve a lot of "rerolling". I'd grinded every single weapon / armor / etc, in both games, and enjoyed it. Was totally ready to grind more.
</p>

<p>
	Logging in to find the same weapon rarity system &amp; RNG properties we've seen in a trillion games has completely &amp; totally destroyed every ounce of motivation / enjoyment I had. Yes there is a "rarity upgrade" system, and that is a GREAT idea that improves the system a thousandfold! But  - unless I missed something / PLEASE tell me I was blind as a bat &amp; missed something - there are still also random modifiers / properties. One can't grind / aim for specific "tempers", one has to reforge a bajillion times until they miraculously roll what they want. Please tell me I'm wrong.
</p>

<p>
	Please add a system that allows us to pick &amp; choose which "mods / tempers" we want &amp; grind for them. Please make sure there is always a path that involves a big fat zero "rolling" RNG / only RNG on whether you get lucky with the required resource drops yes / no. Full disclosure <span>: that sounds like so much work I'm not sure it would actually bring me back, but at least it would fix the "oh no yet another game ruined by RNG rolls" feeling / have a chance at doing so.</span>
</p>

<p>
	<span>I'm guessing it won't be easy to balance well in order to satisfy both crowds, but recommend / hope you attempt doing so.</span>
</p>

<p>
	Thanks for the game / have a great week / GLHF
</p>
]]></description><guid isPermaLink="false">12715</guid><pubDate>Tue, 16 Jun 2026 05:05:02 +0000</pubDate></item><item><title>Two Issues: Whisprig drop rates and Trading Drac Cost</title><link>https://forums.soulframe.com/topic/12732-two-issues-whisprig-drop-rates-and-trading-drac-cost/</link><description><![CDATA[<p>
	Seems like for me crafting is coming to a slow halt due to whisprig drop rates coming slower than a snails pace. I even tried to substitute this issue by using the trade system but that came to a halt by our very greedy Avakot who wants the most simplist of items to have a drac tax of 44000 I’m pretty wealthy but can’t help but feel scammed by this conundrum. <span class="ipsEmoji">😂</span>
</p>
]]></description><guid isPermaLink="false">12732</guid><pubDate>Tue, 16 Jun 2026 15:39:53 +0000</pubDate></item><item><title>Tempers killed customization and experimentation</title><link>https://forums.soulframe.com/topic/12731-tempers-killed-customization-and-experimentation/</link><description><![CDATA[<p>
	We had totems with effects that you could tune to focus your build, now you put those effects in RNG driven slots and left the totems with generic effects that could be fitted in almost every build. Why?
</p>

<p>
	Before I could prepare a weapon to have better dodge window, more dodge attack damage and faster attack to try a dodge agile build, now I must be extremely lucky and get those effects randomly in the specific weapon I want while totems are really generic and only useful when smiting... 
</p>

<p>
	I don't have the desire to play like before, why would I? To get a weapon that is useless and being unable to change builds because now I must grind the specific weapon to do it?
</p>

<p>
	Tempers and totems effects should be swapped. Joineries are a joke and totems can't define your build anymore, those are the things we can choose. Take the useful choices out of RNG and put them where we can choose them.
</p>

<p>
	I'm a founder, I spent a lot on WF and already here, I'm not coming from a hate position. But if this is the direction the game is gonna take, I'm not onboard, sadly I will leave the ship.
</p>
]]></description><guid isPermaLink="false">12731</guid><pubDate>Tue, 16 Jun 2026 15:14:31 +0000</pubDate></item><item><title>Please fix DUELO</title><link>https://forums.soulframe.com/topic/12711-please-fix-duelo/</link><description><![CDATA[<p>
	Please fix Duelo users being targatable by other players that use auto-target weapons.
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12711</guid><pubDate>Tue, 16 Jun 2026 04:07:44 +0000</pubDate></item><item><title>P15 Feedback</title><link>https://forums.soulframe.com/topic/12627-p15-feedback/</link><description><![CDATA[<p>
	1.The attribute of the totem in the second slot receives no bonus. (I'm not sure if this is a bug or an intended design)
</p>

<p>
	2.When I use TETHRON with a melee build and equip the NOBLE NESTLING totem, I occasionally get an extremely high attack speed. At first, I thought this was caused by stacked buffs from QUICK DREY, though this totem cannot stack its effects. After testing, I found that once the Courage buff granted by pull smite (Red) expires, the actual HP drops drastically.Seriously?The game interface only displays the real HP value after the HP changes, which is definitely a mistake.
</p>

<p>
	3.When I tested whether the passive effects of totems on main and sub  weapons can stack, I found that LINGERRING LITTER seemingly has no effect. The duration of the light orbs remains 10 seconds whether this totem is equipped or not, and I have no idea what is causing this issue.
</p>

<p>
	4.The trading fees are excessively high. I traded a The Hollowing Rune and 10 Glow Lampyrite for 20 Whisprig from a friend, and each of us was charged roughly 50,000 in fees. And I only have less than 300,000 currency in total.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	Combat currently relies excessively on Smite. The majority of damage comes from Runes and pull smite effects, leaving SMITING STAG as the only practical choice.<br />
	When it comes to Rune options, the ranged flyblade PICKTRIX is undeniably the best pick. It can proc Smite efficiently while dealing strong burst damage. For melee weapons, heavy weapons paired with EVERFLAME deliver solid sustained damage, aided by Smite trigger from the flyblade.<br />
	The main problem is that nearly all gameplay revolves around Smite, which narrows build diversity down to just one optimal setup. This build is versatile, easy to use, effective and reliable, making all other configurations feel underpowered. I have also tested attack speed-focused builds — which still lean heavily on Smite — only to get poorer survivability and lower overall damage. Tanks have no place in the current meta; only damage dealers are viable, with no demand for tanks or healers.<br />
	I sincerely hope more distinct build archetypes outside Smite-focused setups will be added in future updates.<br />
	Rune-focused builds: Runes regenerate passively, and totem combinations can further speed up this regeneration. Sustaining high Rune stacks grants massive offensive and defensive bonuses, while expending Runes consecutively unleashes devastating one-shot burst damage.<br />
	Attack speed builds: Landing hits stacks bonuses to attack power, defense and HP regeneration, alongside multiple stacking attack speed buffs.<br />
	Defense &amp; counterattack builds: A taunt mechanic is essential first. The counterattack window and hit detection should be expanded — precise counterattacks are incredibly hard to pull off with high network latency — and counterattack effectiveness needs to be improved.<br />
	Skill damage builds: Basic attacks reduce skill cooldowns and boost skill effects, allowing players to deal high damage against single targets or groups with abilities.<br />
	There are countless fun and viable build directions to explore. Unfortunately, with the current mechanics, players can only create Smite + Rune builds.<br />
	The current combat interaction experience remains unsatisfying. Stiff action lockouts, clunky counter hit detection, insufficient in-game prompts, and underwhelming rewards make players reluctant to engage with these mechanics. Especially when farming gear and items, players will always prioritize stacking buffs and dealing massive damage to clear fights quickly over engaging with combat interactions.<br />
	I’ve seen suggestions to nerf smite proc rates, but I believe this won’t fix the core issue. In truth, developers can always tone down overpowered builds via balance tweaks and number adjustments — such dominant setups can be nerfed at any time. However, this will only lead to widespread complaints from most players due to drastically reduced efficiency and ruined gameplay experience, leaving only a small group of hardcore players showcasing their skills.<br />
	Therefore, improving combat interactions should be the top priority. I’ve been playing Warhammer 40,000: Space Marine 2 lately, and its combat system is excellently designed. Every class requires players to learn, adapt and optimize builds around combat interactions. You can definitely draw valuable inspiration by trying the game or watching related gameplay videos.<br />
	That said, moving toward a soulslike design could be interesting in its own right. But blending soulslike gameplay with looter mechanics would be a poor decision. These two genres have fundamentally different core loops and player goals; you cannot force players to pursue two opposing playstyles at the same time.
</p>

<p>
	Wishing the game continued success and ongoing improvements.
</p>
]]></description><guid isPermaLink="false">12627</guid><pubDate>Mon, 15 Jun 2026 09:21:40 +0000</pubDate></item><item><title>Pacts and Tempers</title><link>https://forums.soulframe.com/topic/12724-pacts-and-tempers/</link><description><![CDATA[<p>
	Tempers<br />
	- I'd like for there to be a way to farm the individual Tempers and level them up, similar to the mod system in Warframe, the current completely RNG system for tempers is frustrating and feels unfun or unrewarding. If you could farm each of the Tempers and max their quality and effectiveness, like taking them from brown or stock quality to iridescent blue or put a brand or crest on them to signify they're a stronger version I think that would feel better. Then just allow us to socket the Tempers into the weapon, you could even add Virtue scaling or type Tempers so if a weapon for example has 5 Courage you could maybe socket 1 extra Courage Temper or the effects of the Courage Tempers scale better. I would also love for there to be armor specific Tempers, like a thorns effect or stealth or sprint speed etc. as well as of course the basic ones like more health more armor more Virtue points, cooldown reduction would be great, free casts for runes, armor runes for like breaking out of a pack of enemies or getting full stagger immunity and a shield for a short duration. <br />
	<br />
	Pacts<br />
	- I love how different the Pact abilities feel, I hate the talent tree, currently it feels uninspired and boring as well as too restrictive with there not being a Prime or Wyld version or prestige system and with the majority of the talents being the same it feels like the talents don't do enough but equipping a new pact also makes you feel significantly weaker from losing Virtue points and stagger/knockdown resistance or an extra life. I would love for the basic effects like increased flask capacity or increased stagger resistance etc. to be part of an account talent tree, it would give more incentive to level all the weapons and pacts so you get more points to put into your account and therefor basic functionality and power and feeling of your character. I also hate that the amount of talent points is as low as it is, not being able to unlock the whole talent tree and not having a way to reset it like a prestige system so you can put more points in every time you prestige feels like a missed opportunity. For the Pact specific talent trees id love for it to be a constellation that as you prestige it unlocks lore and cutscenes, and to prestige it could be a short quest or a boss fight. Every prestige would unlock a fragment of the constellations true art and keep some of the talents permanently unlocked so you feel slightly stronger each time you prestige. I would also like there to be a bonus at prestige 3, 6 and 9 for the 3 skills to take their level to 4 and get a bonus effect, some examples I thought of: for Tethren the 1 prestige upgrade could be that it gives a fire sword mirage that extends the range and adds fire damage on hit or for the Orengall the 2 could spawn more wolves on activation and increase the pack size to 3 or 5, and the 3 upgrade could be that it sends your wolves into a frenzy giving them hit stagger immunity and temporary immortality and at 10 hits from the wolves it guarantees a mother execute summon or something like that, the 1 could have longer duration or more bites per summon, could give an unlock to make your frame immune/untargetable while you're a wolf. At prestige 10 you could get 10 Courage or Grace or Spirit depending on what the pact scales off of, or 3 3 4 for the split scaling ones with a slight weight towards one of them, and of course the 10th prestige finishes the constellation mural art and gives a final lore cinematic for the pact and I'd personally love either a title or an account icon to signify that you prestiged the pact 10 times, fully maxing it out. I probably wouldn't tie account exp to pact prestiges but with how Warframe lich weapons work I honestly wouldn't mind it. 
</p>
]]></description><guid isPermaLink="false">12724</guid><pubDate>Tue, 16 Jun 2026 11:15:25 +0000</pubDate></item><item><title>Enemy Density feels too high</title><link>https://forums.soulframe.com/topic/12463-enemy-density-feels-too-high/</link><description><![CDATA[<p>
	With the update to P15, I've noticed a few times in the open world part of the game that I will be fighting one group of enemies and encounter multiple waves of reinforcements appearing from nowhere, and sometimes spawning in on top of me. I usually pick isolated areas to start fights to avoid drawing more enemies in, so these might be scripted reinforcements? I'm seeing this happen while playing solo.
</p>
]]></description><guid isPermaLink="false">12463</guid><pubDate>Fri, 12 Jun 2026 20:20:35 +0000</pubDate></item></channel></rss>
