A couple of days ago, I wrote an article venting my frustrations and disappointment in the recent update in Warframe, the Iceblade of Narin. Having the grind for her and her weapons locked to already existing game modes with their own loot pools, bloating the drop chances, felt like a miss to me. All the while, the way it was the send-off update before we ramp up for Tau felt a little underwhelming overall. In a recent update, Digital Extremes added the endgame game mode that was delayed, the “Icebind,” and it fixes one problem I had listed in that previous article, and another longstanding issue with Digital Extremes’ approach to endgame content, while also adding a few issues of its own.
What is the Icebind?
The Icebind is the newest game mode in Warframe that was originally delayed from the Iceblade of Narin update. It is a 6-player, endgame-focused activity that requires manually inviting people to do it. The Icebind has 4 different game modes you can choose from, including:
- Disruption (the Meta).
- Mobile Defense.
- Survival.
- Excavation.

How this game mode differs is set modifiers and very harsh conditions, including enemies at level 999 and above. As well as only allows one player to use a specific warframe in the squad. This means that you cannot stack 5 Dantes and a Harrow to avoid every harsh condition. This game mode also opts for additional side objectives that, if you start and fail, you fail the mission overall. Completing the side objectives gives you extra keys to acquire loot at the end of the mission.
With all of this out in the open, how does this game mode actually land? Well, I think it lands very well on its own two feet and feels much more rewarding and enjoyable as opposed to the weekly Archimedea runs that have become feeling a little outdated. It is a refresh of the endgame approach for Warframe and one that is definitely welcome, so long as there are aims to improve it.
A Shake-Up that Needed to be More of a Shake-Up
The Icebind puts 6 players into already existing game modes with side objectives, when I feel the new objectives could have been their own game modes altogether. The side objectives are an interesting mix of new ideas. For example, players have to stand in a line to link up power from one place to another. A giant ice shrine you need to do a lot of DPS to break the bubbles around it. Not to mention a bubble that marks areas around it that are safe and unsafe to jump around to avoid getting hit. And a chest that requires keys dropped by enemies to open by standing next to said chest.

They do not sound really interesting on their own, but they are fun in practice so long as players understand what they are doing. My biggest concern about the integration here is how these new objectives are just optional challenges in already existing game modes when they feel like they could have been mixed into one game mode that goes from one step to the next. For example, the power chain being the opening objective, then the orb with the little “Simon says” area around it following the chain, then leading into that DPS check with the ice shrine before needing to do the chest as the final objective to unlock extraction.
Obviously, I know making these objectives optional in the existing game modes made it easier for players to engage in. But if there are going to be more experimentation for endgame content with this type of stuff, a dedication to the new ideas as opposed to old ones would be a better way to go, to me at least. This game mode does correct one issue in the overall update, however. That being how Narin is integrated into the wider narrative.
Better Narin Story Integration (To a Degree)
In my previous article critiquing the general update, I mentioned how there was a complete absence of narrative integration for Narin. I was not aware that the integration would be worked into the Icebind, instead of a dedicated mission for when you are farming for Narin. It’s a subversion that I wasn’t expecting, but I do understand what Digital Extremes were going for now. The only little bit of inconsistency is the lack of the murmur.

Seeing as the Icebind makes references to the Hex and the Indifference worming its way further into the origin system. I feel the murmur should have been the only enemy for narrative cohesion. As it stands, however, it is better worked in now, and I feel better about the update overall. I do look forward to hearing more explanations as the weeks progress with the Icebind.
Rewards are Good, but Not Great
Finally, the rewards are weirdly misrepresented. When the rewards were shown off originally, I assumed stuff like the Kuva were going to be bad-luck RNG drops. As some of us know from sorties/archon hunts. Luckily, that is not the case. Every chest drops a random good item, like boosters, rivens, forma, etc on top of the Kuva. My only complaint about this system is having a singular forma in the same drop table as a forma bundle. Not to mention the Kuva amount from either drop feels low. I think adding some entropic Kuva to the drop tables would incentivise players more to get the cosmetics and other goodies from Melica.

Finally, the new Riven Splicers are great. I have zero complaints about how they function. I also appreciate that they are a guaranteed reward on top of everything earned in an Icebind run. Combining how these work with the stat lock feature is an excellent overhaul to the Riven system for endgame players. Heck, my negative crit Phenmor riven has weak spot damage now. Which is a fantastically nasty combo with my Harrow.

Closing Remarks on the Icebind
With all of this out in the open. I would like to recommend that Digital Extremes keep going with this idea. I feel the Icebind is strangely more approachable than Archimedea right now. This is mostly due to the fact that they do not force you to play with frames and weapons you do not like or have proper builds for. Enticing players to use their best-of-the-best builds and weapons for singular mission runs is a great idea. I just feel like the objectives could be their own things. As well as touching up the reward pool for better consistency. As it stands, just asking for an Icebind group in recruitment chat or in Yuvan Peak works perfectly.
