The Guide of Sun and Moon
This guide was created from the analysis of my own failures in conclave. An understanding of what beat me so that I myself could become better because I have the ambition to become the greatest. But there’s no sense in becoming the champion of a league that you created yourself. Even so, anyone who follows the instructions of this guide has to have the same constant analysis of failure, dedication, and ambition in order to do what I couldn’t.
neutral/D2 style
known users of this style are HARDCORE _LVLNG_W and XEnderWizardZ. but most new conclave players(most notably at ranks 4-6)use this style decently but not to the level of a skilled casual.
this style would normally be for people who just started conclave. mainly using tactics from FPS games such as D2 or COD, hence the name. these tactics include, hiding near doors to get an advantage(either escaping or ambushing), jumping while shooting up close, staying on the ground for the most part, sliding on the ground to escape, using abilties as a last resort, consistently running away, etc. this style can be effective with extreme skill in advanced movement, successfully transferring these styles to the movement system of warframe.
this can also be combined with the Phantom Pain/AFK style, which is to just take out your melee weapon and stand there completely still. following your enemy's movement with your crosshair. this automatically blocks any and all incoming attacks as long as your back isn't turned. only do this when it makes sense to, it leaves you open to slams and abilities if you do it for too long. But it can be a direct counter to the use of what i like to call turretting. Which is an abuse of warframe’s lack of damage drop off at distance. It allows users of automatic weapons to shoot the enemy at distances that shouldn’t be possible in any game or in real life. to the point where you can genuinely play against people by staying in an open area, waiting to shoot the opponent when they still have no idea where you are hence the name turreting. To counter this with the AFK style would be to just not go anywhere that can be considered an open space. They need that open space in order to stay away from you and continue to abuse turreting. Stay in hallways, corridors and other roofed areas to avoid them. You can even camp by energy pods to get the first access to your abilities. if you know the map well enough you can even go from pod to pod and just stay there, each time being in a tight space where you’re in control. I’d also recommend telling them that you’re going from tight space to tight space in order to make it clear that you’re not hiding from them. You can add onto this by putting down waypoints so they know exactly where you are. Even after you die, you can just use your respawn invinsibility to just go back to that same small area. When they’re forced to come into the small area you’re in, you can use your melee blocking, combos, and abilities to make them suffer. Or force them out of your space, enticing you to chase them which is unnecessary if you’re staying true to the AFK style. Most conclave players would lose to these people because of how they entice you to chase them and fight back, leading you back into the open where they have the advantage.
This mainly works in 1v1s but in the context of FFA, you can still apply elements of it effectively.
Loadout wise this can be accompanied by the use of the boar, explosives, grenades(castanas and talons for example), kunai, spearguns, heavy damage pistols, swords/spears with quick attack speed, and maybe the panthera if you know what you’re doing. Even so, warframes that have more AOE moves are much more rewarding to use in this context but it should be minded that your “fashionframe” can be a hindrance in the AFK style. If you’re wearing bright neon colors for example, the opponent would be able to track you with more ease. As with wearing all black like i do in my matches, that is less of an issue. The frames that have abilities that can help here are Nezha, Hydriod, Excalibur, Mag, Hydriod, and even Gara if you know what you’re doing. For one tricks, Mesa and Mirage can be used in that context as well with their 4s.
while using this style, don't play on the Grineer Compound or Freightline maps. also there’s an unamed map that ill be calling Phobos Ship since that's where it's orbiting. it only has 1 energy pod and 1 health pod that are right next to eachother. all of these maps are made for open engagements where you can't really use stealth or get energy without the enemy knowing. in 1v1s, you can just restart it and get another map until you get one that wasn't mentioned.
though, if you have mastered your aim and want to challenge a PC player on one of these maps using Phantom Pain style, proceed at your own risk.
Personally, I find it interesting that the use of the stealth/space ninja features can be used to counter a tactic that’s so common amongst PC conclave players. Tactics that have been overlooked and frowned upon for years in conclave and couldn’t even be fathomed to counter the main tactics used. Although, the game should be fixed to give these automatic weapons proper damage fall off to make the game fair and more skill based.
(i’ll show examples of my own losses to turreting later on once i find the videos of them)
sun style
known users of this style are @OminousLeague, Descar, WarrierAtom, DesiringLight(also skilled in moon style)
in short the sun style is derived from melee only. closing distance, melee blocking, and using melee attacks to move instead of regular movement. this style would be predominately melee weapons that the concept of being at a disadvantage because you're fight with the sword alone. with every other weapon and ability in your arsenal just supporting you.
the movements that this style would encompass are all based on melee attacks. this is because melee attacks don't really work the way they're supposed to with attacks like the slams not registering when they're supposed to. but slams and other moves can be used to cover distance instead, with attacking being a bonus.
bullet jump/air melee(while in motion)
slide/slide melee
aim or aim glide/melee block(tracing the opponent to consistently block)
backflip/backflip to not be stagnant after you do a slam
wall dash horizontal/jump off of the wall, air melee, bullet jump back to the wall(can be done between 2 walls as if you're bouncing between the 2. or you can try the wall latch melee attack)
wall dash vertical/air melee upwards
air stalling or rolling/midar-slide attack(used to turn quickly in midair)
gaidens(watch the intro of the NES Ninja Gaiden game and you’ll know the reference):
in short, it’s an air melee attack where you jump in the air and repeatedly slash with the melee. This is used to attack people that are in the air. You start this by being in range, doing a double jump, holding the melee block, and aim gliding over to them(with this last part, the aim glide is what starts the melee block). Then just slashing at them, make sure to swat them out of the sky with an ability. or just move past them with a roll that keeps your melee block up if you have no energy. Once they aren’t hitting them anymore you start the melee block again in order to block anything else they’re shooting at you and to prevent a hard landing. Once you’re back on the ground, repeat this if they’re still in the air. While fighting people who consistently stay in the air, you need to avoid bullet jumps because they cancel the melee block and leave you open. This is the main reason why most people don’t use melee blocks correctly, because they get shot due to how reliant they are on the bullet jump for movement. Now, once you put them on the ground you can use your melee more effectively with ground slams, slide attacks, cornering, and especially using the melee to finish the opponent after dealing damage with the rest of your loadout.
coward’s way: constantly melee blocking and running past the opponent with it.
(the main use of this is to force a moon style opponent to fight you using sun style tactics like what i’ll explain in the counter.)
counter: use explosives, knockdowns, slams, abilities, and other AOE attacks to make them put their guard down long enough for you to attack. All of which are things that moon style players don’t do often, but you can counter it by forcing them into a corner or small area where their melee block would accidentally do a wall latch instead. Also, you can make them bullet jump or roll with their movement which cancels the melee block for a fraction of a second.
the loadouts that you'd use with this style would have automatics, shotguns, explosives, etc. along with short range melee weapons can be anything but hammers, heavy blades, blade and whip, glaives, whips and scythes.
building on this, using swords or other short weapons will make your melee slams seem ineffective at times and very inconsistent as when they work or not. this is because of the odd hitbox/range issue that the game has which isn’t apparent in PVE. as with polearms, the melee slam works just fine with its extended range but at the cost of attack speed.
all while using warframes that are suited to fighting up close.
with this style there are two distances, long range and short range
origin distance
with this distance, you'd use your loadout to check the opponent when they get too close. along with using it to fight them while keeping them at a midrange distance where they can't do anything.
sol distance
at this distance, you are trying to get in as close as you can so you can start using your loadout to beat them up close. fighting them relentlessly at a distance in which you know that you'd win. with melee fighting dynamics, it's essential to make sure that you have more health or sheilds than your opponent. that way if they fight back you can take more hits than they can. the rest of your melee based movement should be centered around getting close and staying close. chasing down your opponent relentlessly and defending against counters.
Regarding the use of sun style against turreting which i’ve explained above, it doesn’t work against it and neither does moon style. Sun style is aggressive and makes you force your opponent to back up. Forces them to respect your space and to tear them apart when you get close to them. That is exactly what will get you killed, even when an opponent of equal skill is using turreting. Every instinct from every other shooter game you’ve ever played will be telling you otherwise but the AFK style will counter it.
It’s a rock paper scissors situation that goes like this:
sun style counters AFK style, moon style counters sun style, and AFK style counters moon style. sun>Phantom Pain, moon>sun, Phantom Pain>moon
lua/moon style
used by most conclave players on PC and various others on all 3 consoles.
this style revolves around the slide and using it as your main way of moving. you'd bullet jump in order to keep doing the slide and so on. your movements would be simple and seem to flow together with ease. either gaining distance or keeping distance is applicable in this style. your loadout only helps you keep whatever distance that you want to be at. sliding and maintaining this fluidity in movement should be your main goal.
bullet jump(used to keep doing the slide)
backflip/while sliding, used to slingshot the warframe into the opposite direction while still holding the slide.
wall dashing and latching isn't something you'd do because it would hinder your fluidity.
air stalling/slide melee(used to quickly change direction in midair)
DFA(Death From Above): mainly just the act of getting in the air to avoid melee slams and shoot the opponent in a place where their melee based style isn’t as effective.
coward’s way: constantly running away and hiding in order to shoot an advancing opponent that you’d lose against.
counter: melee blocking in general, but walking them down to force them to keep running away. along with actively staying in tight spaces, having multiple of them across the map that you can get to by memory. people like this need lots of space in order to aim and trace properly, while you don’t need any of that. All of the things that I mentioned before about countering this, aren’t something that a moon style player will do unless they start doing this too. They can’t even corner you or make you bullet jump if they’re running away. Also, even if the score is a tie or both of you don’t get any kills because you’re clowning around doing this; it’s still a mental victory. You pushed them around the whole game and forced them to resort to running away, no matter what they say. they know that they were helpless.
with this style your loadout would consist of long range weapons such as snipers, automatics, semi auto rifles, semi automatic pistols, glaives(including sigma and octantis), blade and whip, scythes, and nikanas(using the dash to impair the opponent so landing shots will be easier)
same thing as sun style with distances.
wax distance
at this distance, you'd mainly be using the slide to move towards your opponent while shooting them. you'd be fighting to scare them out of a certian area. this can either be your personal space or any other point that you want. it's standing your ground in a way.
wane distance
at this distance, you'd be more concerned about your fluidity of movement. moving around the map at your own pace if you see the enemy or not. you'd fight the opponent by keeping your distance and sliding away from them to get a better vantage point. mainly making it harder for them to shoot you because of distance. while it's easier for you to shoot back because of your long range loadout.
anyway in this context, a one trick is just the act of using a character to only use one of their abilities that works really well. rather than using the rest of their arsenal because it takes more energy to use other abilities. to be clear. in conclave the term one trick doesn't have a negative connotation. it just describes how you only use one ability and can mix it with everything else in your loadout.
moon style one tricks: Excalibur, Nova, Hydroid, Oberon, Zephyr, and Inaros
sun style one tricks: Volt, Mag and Rhino
the rest of the warframes are not as useful as one trick and or have been banned in OL competitions.
users of certain one tricks are DesiringLight(Excalibur), XEnderWizardZ(Volt), XxELiTESW4GZxX56(Rhino), Hydroid(ElTacoKing), etc.
there are certain ways to train for each style, also differing from console to PC regarding aiming.
with D2 style, the training would mainly consist of implementing each of the movements and tactics that i mentioned into warframe. for example getting a kill by ambushing the opponent near a door as you would on D2. training to just repeatedly use the tactics effectively and mastering the warframe movement system in conclave. for conclave mistrals, i'd say that mastering the D2 style is essential to mastering the other ones because you'd focus on movement with attacking falling into place later on.
1: to master it, it'd suggest doing Annhilation Parkour which is a gamemode that i created. "can only use fist weapons and warframes that are allowed in the rules, this role is called the Dreamer Mode. this player's purpose is to stay alive for as long as they possibly can using parkour, wit, and speed. they can only respawn 4 times just like in PVE and you can't stay dead the entire match."- Annhilation Parkour ruleset. more information on the full ruleset will be available shortly. by doing this, you'll be forced to get better at warframe's movement system and have to implement the D2 tactics in order to stay alive.
regarding the sun style training, you should focus on replacing the listed parkour moves with the melee attacks that i mentioned. doing so in either PVP or PVE consistently, just recognizing each time that you do it and letting it become a habit naturally.
1: it also helps to practice tracing with the MR6 mastery test so that your melee blocking can be more effective for the times that you'd be trying to close distance. melee blocking only works when you trace your opponent's movements.
2: i'd also say that Annihilation Parkour training is applicable to sun style as well.
3: with actually fighting with this style, i'd recommend against doing it in public matches since other people will be using unfair weapons or might have hardware advantages from being on PC. but i wouldn't shy you away from playing in public matches at all, just do so sometimes to test what you've learned.
4: with training, i'd say to fight against all of the junction bosses again using the same weapons from your conclave loadout. but with no mods, gear, operator or arcanes, doing so makes the fight more aunthentic to conclave and allows you to get better by fighting an AI. now when you're confident enough, you can fight against real players in 1v1s or with those who you know will fight fair.
5: you'll also need to know how to fight with a close range weapon while in the air. these will be called Earth drills in which you can play them with mods. the first option is a sword alone tridolon, where you'd attempt a tridolon only using the melee weapon you'd use in conclave. the second option is to do Oro, only using the melee weapon.
with moon style your focus should be your flow and fluidity in movement.
1: building off of this, you can map a route around each conclave map with a start and finish. then start the course on your own mark and time yourself. each time, aiming to complete it faster by being more fluid and aware.
2: with moon style, it's a must to also do the MR6 test to get better at aiming. for PC players, i'd recommend to focus on tracing the target and the use of the Aim Lab game which millions of professional PC players across dozens of games use to prepare for competitions. with console players i'd recommend to focus on "dragshotting" in the MR6 test. which just means to drag your crosshair over the target, shoot and keep the crosshair moving in the same direction in the same motion. it may sound confusing on paper but you have definitely done it multiple times previously. i'll provide examples of dragshotting later on.
3: i'd also recommend that you also do the junction bosses in the same way that i explained for sun style. but you'd remember to keep the same flow throughout the fight while under pressure. making sure to count all of the times that your movement flow was interrupted and working to decrease that number each time you fight.
4: finally, with the most amount of pressure, i'd recommend that you do simulacrum sniper 1v1s consistently. more or less, it's a sniper 1v1 with a 5 minute time limit. i'll clarify the rules to it later on.
5: you'd also have Earth drills here too so you can learn how to take advantage of being in the air. these would be doing Lith under OL rules and with a sniper only. or you can go out on the plains of eidolon and go around attacking the Grineer camps with that same loadout.
with either of these, you have to get most of your kills by shooting downward at the opponent while aim gliding above them. along with having to continuously make your accuracy better with each attempt, you can find that in the stats section of the mission summary.
of course, for more experienced players who have been playing conclave for years you may have already mastered all 3 of these styles before i named everything. even so, being consistent with training can help you define which style to use and when. that way it's less vague when you're in an actual match.
mastering all 3 styles requires you to place in the top 3 in 300 public matches while using each style, totaling with around 1000 matches. these can also be done in 1v1s against real players who have created a conclave loadout prior to the match.(in regards to moon style specifically, simulacrum sniper 1v1s can also be applied here)
now, there's a difference between regular mastery of a weapon on typhoon mastery. this term refers to it's use in conclave specifically and your own skill with it against a resisting opponent. to obtain typhoon mastery over a weapon, you have to score in 100 matches using that same criteria that i explained. these don't add onto the match number i mentioned, they're used to divide how well you'd do with certain weapons. for example if you master moon style with a vectis, lex and nikana then try to use a strun, marelok and ripkas your general skill will be there. but your typhoon mastery over the weapons won't be. this applies to warframes too of course.
of course i know that there's no way for anyone to actually keep track of this to prove or disprove someone's typhoon mastery. but discipline and dedication is what makes this game. be true to yourself and keep track of your own progress if you genuinely want to get better. those who want to lie about their mastery and make up stats can be found out through the lack of skill they show ingame.
one thing that may be holding many people back in conclave is control schemes. the PVE based control scheme doesn't always work when applied to the advanced movement of conclave. with my PS4 settings, i'm sure they can be easily adapted to both switch and Xbox. the PC settings aren't mine, they belong to Theroxenes Prime.
with both of them there are things in general settings that i'd alter as well. i'll be marking down the things that you want to turn OFF. everything else can either stay on or isn't important enough to be mentioned.
controller: enable vibration, melee with fire input, melee auto targeting, camera tracks melee target and crouch button is toggle
video: field of view(90), GPU particle quality, everything in advanced except the color correction and character shadows(also with character shadows, there's a glitch where you can still see their shadow when they're above you. use that to your advantage as you see fit.)
accessibility: hold to sprint, hold to aim weapon, repeated button presses(tap), enable aim assist(i've used it previously and in conclave it's more of a hindrance than anything because of how fast everyone is.), and enable screen shake.
besides that, i've found a certain movement pattern with my own moon style training that comes directly from my settings. it basically requires you to sprint, double jump and slide repeatedly in order to gain momentum. but with default settings you'd have to hold down a button to slide, messing up your ability to create momentum this way. but with the crouch slide roll option in the customized controller settings, you simply have to tap the button to start sliding and keep sliding until you hit the button again.
building on settings, there's a point where you genuinely have messed up your original settings and you can't quite find out what they were previously. I'd say that a quick remedy to this would be to screenshot your settings yearly. that way you can remember exactly what your settings were before they were severely altered. if it’s already too late for that then this is to help you. in contrast to most other shooters, warframe doesn't have a vertical and horizontal sensitivity setting. the look and ADS sensitivity are much more general in this game. which means that vertical movement of the reticle can be slower than the horizontal, causing problems with aim that are more apparent after your settings are changed. this mostly affects people who use moon style, specifically at the wane distance where aim is crucial. now, one of the main issues here would be that you're using a scoped rifle. the scoped sensitivity is harder to calibrate correctly because you don’t use it as often as the look or ADS ones. this may make you miss when you're using the scope, especially under combat pressure.
there are 4 solutions to this specific problem, from hardest to easiest.
sun style solutions
switch to the wax distance until you're able to reevaluate your settings.
use the secondary primary method which basically has you use a secondary weapon to replace your primary and vice versa. for example using a sniper(vectis) and SMG(akzani) in your original loadout, but now switching to a primary SMG(baza) and a high damage pistol secondary(lex). that way you can just use the open sights on the gun you'd be aiming with, making the settings easier to recalibrate compared to the scoped rifles. while you can still use that primary SMG in the same way you'd use the secondary one in the original loadout.
if you prefer to just use an open sight rifle or crossbow like the latron or attica as a primary while keeping everything else intact that works as well. but of course, you'd have to get a new weapon if you don't have one like it already.
moon style solutions
every month do the MR 6 drill and speedrun it as fast as you can. each time, you change your settings to figure out what works for you. you'd try to hit dead center and not move anything except the crosshairs. you'd mark how many times you do this as well. each month, do this at increasingly higher settings in order to get faster. you'd do this by increments of 2-5. but if you fail at it, don't keep them and just continue to use the settings you have now so you can try again next month. graduating will be something that i'll be calling the sensitive deadzone mastery or SDM tests. you need to balance your high look sensitivity for movement and a stable sensitivity for aiming.
(SDM test can be done on other games by playing games similar to AimLab by using the same settings from that game.)
finally, the most difficult way of doing this is to train for a year with a bow. training in the moon style ways that i mentioned before for a year or until you reach it's typhoon mastery.
i'll also include the mistral conclave ruleset here for those who want to understand what it's like to play fair and how it differs from what's seen in public matches.
Banned Weapons
ALL beam weapons(amprex, nukor, ignis etc) wolf sledge, mire, simulor, zakti, strun wraith, cerata, sobek, ogris, staticor, buzlok, sonicor, and telos boltace
Mod Bans
slashing coil, tainted hydra, last herald, fateful truth, argent scourge, star divide, and rending wind.
Warframe Bans
Frost, Atlas, Loki, Limbo, Chroma, Khora and Nekros.
Typhoon Conclave Ruleset.
(conclave sniper 1v1s rules)
snipers and bows only.
all non AOE, semi automatic secondaries allowed.(such as the aklex or magnus)
no abilities(including Limbo and Khora on the banlist who have inherent abilities such as dimensional travel and a kavat that hunts down the enemy)
Simulacrum Sniper 1v1s
the rules for this game mode are simple. if you want to show off your build in competitions then this is how you do it if you like PVP
Allowed Weapons:
most snipers or bows and an Unmodded Mark 1 Bo. everything else isn't allowed(including the Bramma, Sporothrix, Chakkhurr, Nataruk, Lenz and Proboscis Cernos)
mods are ALLOWED in this mode
Bans:
NO heavy melee slams, abilities, Limbo, Khora or Wukong usage, operator, companions, nor gear items
Time Limit: 5 Minutes.
Annihilation Parkour
this is a 3 round affair, one in Tinsuit Mode and one in Dreamer Mode.
one player can use ANY of the banned weapons and warframes from conclave, this role is called the Tinsuit Mode. while the other can only use fist weapons and warframes that are allowed in the rules, this role is called the Dreamer Mode. this player's purpose is to stay alive for as long as they possibly can using parkour, wit, and speed. they can only respawn 4 times just like in PVE and you can't stay dead the entire match. the opponent's purpose is to kill him 4 times and win the round. if they can't do that once throughout the whole match they instantly lose.
winning criteria: to have less deaths on dreamer mode than your opponent with 4 being the max of course.
for a tie breaker, both players have to go into a public conclave match in Dreamer Mode. in which everyone is either using banned weapons, playing with the advantages of a PC or is just playing fair. but they don't know about this match and will attack you either way, unless you're somehow able to convince them otherwise. then whoever survives for the longest wins, this is called a NiteNite match.
dragshotting example
https://www.youtube.com/watch?v=IxqidnZdorM
with what was shown by DesiringLight here, the way that you use dragshotting is the same as the concept of "no scoping" from FPS games such as COD, Halo, Quake, etc. but on warframe, doing so is obviously much harder because of the advanced movement and the different perspective. most players would abandon attempting dragshotting for the most part when start conclave, thinking from their previous experience that doesn't make sense to try. but the opposite is true and dragshotting is a skill that you can gradually get better at because of the things that you thought made it pointless to try. rather with FPS games, it's mostly luck and hitmarkers that make no scoping unnecessarily difficult. by working on your skill in dragshotting with the drills that i explained before and mastering the Death From Above concept, you can eventually master it like DesiringLight did. but only if you know exactly what you're training in and how it works.
With the difference between no scoping and quickscoping, both of them can be done in conclave. The difference is when you use them individually, in every other game they’re just two different ways of shooting. But here no scoping is for when the opponent is in the air and quickscoping is for when they’re on the ground. Knowing that difference and getting better at both can definitely help you in both styles of combat.
So with the purpose of this guide being made, it brings up the question as to why conclave is this complicated and no one really explains the intricacies of it. Personally, I didn't get any help when I started conclave. I wanted to start the Ominous League back in 2018 and when I first tried, only 2 people showed up to the first tournament that I ever hosted. One of which was Gwanox who’s in the conclave server and the other is limited_fears who returned to play in my endurance tournaments years after. At the time, I was also playing on a laptop that ran the game at 20 fps and a broken xbox controller. But regardless, the tournament was a failure and for weeks at the time I was trying to get some insight from the conclave community about the ruleset I should use. But that was a failure because all of them took it as a joke and continuously misguided me to ruin the ruleset that I had all those years ago. From there, I started my own warframe clan called the Godsends that has conclave 1v1s as the criteria before you can join. I wanted the people who joined my clan to earn their spot there because of how easy I saw that it was to join any other clan for blueprints. I wanted my clan to be more than just some spot on the starchart where you just do dojo duels that don’t require any skill, or decorate the dojo to look nice so that DE gives you an award for it. Over the years, I kept doing these 1v1s over and over again as I recruited more people to my clan. Platform to platform, playing against more and more people as I started to get better. Everything I put into this guide was learned through struggle, defeat and an understanding of failure above all. It’s the guide that I wanted to give to myself when I first started conclave because no one helped me that way.
In my experience with all of the 1v1s I did and all of the matches that I've had, I've come to the conclusion that conclave is terrifying for PVE players. They start conclave for the first time wondering what it is and they spawn into a lobby with players who are the best in the world like Okami_Ameterasu, Loxyen, DesiringLight, Gwanox, etc. while their loadout isn’t even correct because you have to go to the arsenal and hit L3 or your equivalent to configure what you want, conclave spawns you in with just a melee weapon if your loadout is set. The recruit conditioning will have you waiting for hours for anyone to join who’s remotely at your skill level and PVE players would also be completely out of their element without mods. After just one game of that, they die like 6 times in a row and leave. Afterwards, they denounce conclave in its entirety without ever actually winning at it and are terrified of actually backing up anything they say because of the bad experience they had.
In response to that, I'll write down the changes that I think will benefit conclave the most based on my experience bringing PVE players into it with what I do. Most other hardcore conclave players like the people I mentioned don’t have much experience bringing people into conclave. Either because of their laser focus on playing with other people who are already good at it, not caring enough about the topic at all, or even a complete ignorance of a PVE player’s struggle getting into conclave
The issues at hand along with what i’ve explained just now are as follows
-new player experience issues(lack of a tutorial)
-proper skill based matchmaking
-balancing(just removing the things that i listed in the mistral ruleset from conclave entirely)
-a proper reward system
-addressing glitches and fixing damage falloff issues that i’ve explained with turreting
(with the gamemodes and rulesets that i mentioned, DE can add them if they want to. but it’s not something that i’d personally be disappointed to see if they didn’t.)
With the new player experience issue, I'd recommend just explaining the sun>AFK, moon>sun, AFK>moon dynamic with the 3 styles actually being recognized as official. Also, creating a tutorial for using each of them and how to train properly in each of these styles like i’ve explained. The tutorial should be an expansion on the advanced movement and basic movement tutorials already present in the game, since conclave does nothing but build on that.
The rest of conclave should also have a practice mode where you can play against specters like you do in the index/arena. It could even be interesting if that’s where both the arena fighter and the index contestants go to compete against eachother. This can also be a place where you can play against all of the specters in the game that would be relevant here like clem clones, corrupted lancers, and even Excalibur Umbra. All of which have humanoid like bodies that still make sense to practice aim with. Also, you can add the junction guardians as bosses in this practice mode similar to Kela De Thaym in the Grineer Arena.
With rewards, i’d actually base it off of the warframes that you’d kill. You’d get just as many resources from killing them as you would making that warframe. For example you’d get 800 rubedo, 150 alloy plate, 150 polymer bundles, 500 salvage, 220 plastids, 1k ferrite, a morphic, neural sensor, orokin cell, and a control module each time you kill an Excalibur. To stay consistent with how the rest of the game drops loot, you can make it RNG as to if and when you’d get these resources for killing that warframe. This can also be affected by your use of the resource drones and boosters to increase your output. Regardless, you’d be killing multiple warframes so the reward table would vary wildly and it’s all skill based.
With skill based matchmaking, you should get placed with opponents based on your kill death ratio rather than your standing. The reason for this is that you can just stay at one rank and continuously get better, only fighting against players at a low skill level. With a surplus of people doing this, the skill based part of it doesn’t work at all. Ontop of that, there’s something that all crossplatform shooters should have implemented and that’s input fairness. People playing on keyboard and mouse should only be able to queue up with other people playing like that. The only time they’re able to crossplay is when they hook up a controller and play the same as everyone else there. Obviously in a game like this, the advantages of a PC are night and day. The same would apply to players that use a controller and can’t queue up with people who use KBM. Regardless of whatever excuses PC players may make because of this, it’s fair and most of them wouldn’t dare pick up a controller to play the same way they do on PC. The same can be said for controllers to keyboard and mouse. This can both help matchmaking be more fair, bring both playerbases out of their comfort zone more, and create a genuine respect between PC and console players. Also to help with matchmaking, queuing for 1v1s should be an option. That way you only have to wait for one person or just get that person from recruit chat to play with. Rather than getting a whole squad to play conclave, knowing that there would still be a stigma around it.
Introducing all of these in an update can help bring people back to conclave. maybe tying it in with some of the new content coming out such as the Duviri Paradox and New War. this can be done with new maps being added to the rotation as well, ones for the Orb Vallis(Coolant Reservoir), Plains of Eidolon(Hek’s Stiletto specifically), Duviri, Zariman ship, Hunhow’s lair, Ballas’ Praghasa ship, Cambion Drift(Catabolic Gutter specifically, even with the tunnels that the Entrati come out of to interact with you too), etc.
Another thing that’s slowing down the production of any kind of meaningful update would be the content that is just missing from conclave entirely. Making a guide as to what should and shouldn’t be added to conclave isn’t what I'm here for because of how the game changes so much. The gamemode has missed about a dozen updates so far with how the arsenal is so limited. The only real way to update the arsenal of what can be used in conclave is to add those weapons and warframes in the order that they were added through these missed updates. In that sense, only adding them to the practice mode so that both the new and experienced players can have a say on whether or not certain weapons get added. Even after this point, they can still be removed if they’re too overpowered like other weapons have been in the past. With that being said, things that would ruin conclave entirely by affecting how players move are nechramechs, archguns, operator, drifter, etc. the use of the gear wheel should also stay out of conclave because of the unfair advantage it may give to some players.